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  • CUDA 4.1 Particle Update

    - by N0xus
    I'm using CUDA 4.1 to parse in the update of my Particle system that I've made with DirectX 10. So far, my update method for the particle systems is 1 line of code within a for loop that makes each particle fall down the y axis to simulate a waterfall: m_particleList[i].positionY = m_particleList[i].positionY - (m_particleList[i].velocity * frameTime * 0.001f); In my .cu class I've created a struct which I copied from my particle class and is as follows: struct ParticleType { float positionX, positionY, positionZ; float red, green, blue; float velocity; bool active; }; Then I have an UpdateParticle method in the .cu as well. This encompass the 3 main parameters my particles need to update themselves based off the initial line of code. : __global__ void UpdateParticle(float* position, float* velocity, float frameTime) { } This is my first CUDA program and I'm at a loss to what to do next. I've tried to simply put the particleList line in the UpdateParticle method, but then the particles don't fall down as they should. I believe it is because I am not calling something that I need to in the class where the particle fall code use to be. Could someone please tell me what it is I am missing to get it working as it should? If I am doing this completely wrong in general, the please inform me as well.

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  • Restricted pathfinding Area

    - by SubZeron
    So i'm triying to create a little "XCOM : Enemy Unknown" like game ,and using the Aron Granberg's Pathfinding-Tool (free version) to handle the "click to move part. i want to add a little trap system where the hero get stuck inside an area, so he will have only the possibility to move inside this trapped area, so far everything is fine however when i click outside the trapped area, the hero try to reach the destination even though the wall will prevents him from reaching it. so my question is, is there any way to restrict the area where the pathfinding system work to the trapped area dynamically. and wich Graph Type is recommended to use in this situation or this kind of Games (Grid Graph/Navmesh Graph/Point Graph). Thank you. image link for explanation : https://dl.dropbox.com/u/77993668/exemple.jpg

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  • Doing imagemagick like stuff in Unity (using a mask to edit a texture)

    - by Codejoy
    There is this tutorial in imagemagick http://www.imagemagick.org/Usage/masking/#masks I was wondering if there was some way to mimic the behavior (like cutting the image up based on a black image mask that turns image parts transparent... ) and then trim that image in game... trying to hack around with the webcam feature and reproduce some of the imagemagick opencv stuff in it in Unity but I am saddly unequipped with masks, shaders etc in unity skill/knowledge. Not even sure where to start.

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  • How to avoid movement speed stacking when multiple keys are pressed?

    - by eren_tetik
    I've started a new game which requires no mouse, thus leaving the movement up to the keyboard. I have tried to incorporate 8 directions; up, left, right, up-right and so on. However when I press more than one arrow key, the movement speed stacks (http://gfycat.com/CircularBewitchedBarebirdbat). How could I counteract this? Here is relevant part of my code: var speed : int = 5; function Update () { if(Input.GetKey(KeyCode.UpArrow)){ transform.Translate(Vector3.forward * speed * Time.deltaTime); } else if(Input.GetKey(KeyCode.UpArrow) && Input.GetKey(KeyCode.RightArrow)){ transform.Translate(Vector3.forward * speed * Time.deltaTime); } else if(Input.GetKey(KeyCode.UpArrow) && Input.GetKey(KeyCode.LeftArrow)){ transform.rotation = Quaternion.AngleAxis(315, Vector3.up); } if(Input.GetKey(KeyCode.DownArrow)){ transform.Translate(Vector3.forward * speed * Time.deltaTime); } }

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  • What are some ways of making manageable complex AI?

    - by Tetrad
    In the past I've used simple systems like finite state machines (FSMs) or hierarchical FSMs to control AI behavior. For any complex system, this pattern falls apart very quickly. I've heard about behavior trees and it seems like that's the next obvious step, but haven't seen a working implementation or really tried going down that route yet. Are there any other patterns to making manageable yet complex AI behaviors?

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  • How to avoid the GameManager god object?

    - by lorancou
    I just read an answer to a question about structuring game code. It made me wonder about the ubiquitous GameManager class, and how it often becomes an issue in a production environment. Let me describe this. First, there's prototyping. Nobody cares about writing great code, we just try to get something running to see if the gameplay adds up. Then there's a greenlight, and in an effort to clean things up, somebody writes a GameManager. Probably to hold a bunch of GameStates, maybe to store a few GameObjects, nothing big, really. A cute, little, manager. In the peaceful realm of pre-production, the game is shaping up nicely. Coders have proper nights of sleep and plenty of ideas to architecture the thing with Great Design Patterns. Then production starts and soon, of course, there is crunch time. Balanced diet is long gone, the bug tracker is cracking with issues, people are stressed and the game has to be released yesterday. At that point, usually, the GameManager is a real big mess (to stay polite). The reason for that is simple. After all, when writing a game, well... all the source code is actually here to manage the game. It's easy to just add this little extra feature or bugfix in the GameManager, where everything else is already stored anyway. When time becomes an issue, no way to write a separate class, or to split this giant manager into sub-managers. Of course this is a classical anti-pattern: the god object. It's a bad thing, a pain to merge, a pain to maintain, a pain to understand, a pain to transform. What would you suggest to prevent this from happening?

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  • Choosing the correct network protocol for my type of game (its Wc3 Warlock style)

    - by Moritz
    I need to code a little game for a school project. The type of the game is like the Warcraft 3 map "Warlock", if anyone doesnt know it, here is a short description: up to ten players spawn into an arena filled with lava, the goal of each player is to push the other players into the lava with spells (basically variations of missiles, aoe nukes, moba spells etc) http://www.youtube.com/watch?v=c3PoO-gcJik&feature=related we need to provide multiplayer-support over the internet, for that reason I am looking for the best network protocol for this type of game (udp, tcp, lock step, client-server...) what the requirements are: - same/stable simulation on all clients - up to ten players - up to ~100 missiles on the field - very low latency since its reaction based (i dont know the method wc3 used, but it was playable with the old servers) what would be nice (if even possible, since the traffic might be too big): - support for soft bodies over the network (with bullet physics), but this is no real requirement I read several articles about the lock step method used for RTS games, this seems to be great, but does it fit for real-time action games too (ping-related)? If anyone has run into the same problems/questions like me, I would be very happy about any help

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  • OpenGL : sluggish performance in extracting texture from GPU

    - by Cyan
    I'm currently working on an algorithm which creates a texture within a render buffer. The operations are pretty complex, but for the GPU this is a simple task, done very quickly. The problem is that, after creating the texture, i would like to save it. This requires to extract it from GPU memory. For this operation, i'm using glGetTexImage(). It works, but the performance is sluggish. No, i mean even slower than that. For example, an 8MB texture (uncompressed) requires 3 seconds (yes, seconds) to be extracted. That's mind puzzling. I'm almost wondering if my graphic card is connected by a serial link... Well, anyway, i've looked around, and found some people complaining about the same, but no working solution so far. The most promising advise was to "extract data in the native format of the GPU". Which i've tried and tried, but failed so far. Edit : by moving the call to glGetTexImage() in a different place, the speed has been a bit improved for the most dramatic samples : looking again at the 8MB texture, it knows requires 500ms, instead of 3sec. It's better, but still much too slow. Smaller texture sizes were not affected by the change (typical timing remained into the 60-80ms range). Using glFinish() didn't help either. Note that, if i call glFinish() (without glGetTexImage), i'm getting a fixed 16ms result, whatever the texture size or complexity. It really looks like the timing for a frame at 60fps. The timing is measured for the full rendering + saving sequence. The call to glGetTexImage() alone does not really matter. That being said, it is this call which changes the performance. And yes, of course, as stated at the beginning, the texture is "created into the GPU", hence the need to save it.

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  • Should I drawing directly on CCLayer or CCSprite?

    - by einverne
    Now I am a little confused in my cocos2d-x cpp project. I want to draw lines with user's finger touch. Following the screenshot of a CCScene: In the screen, there are two squares. I want show an animation in the first square and let the second one draw lines with user touch. Now these two squares are CCSprite. And I can draw dots in the second one on the CCLayer. But I am little confused that I should draw lines on the Sprite or on the Layer. Or are there other ways to organize the code?

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  • What's the best way to start up a opengl context in my setup?

    - by NoobScratcher
    Would it be better to create a callback function which contains a OpenGL 3.0+ Context including viewport, matrix, etc or setup OpenGL in a function called GL_StartUp and use that GL_StartUp Function in the mainloop and callback function to that Function. I want my program to only show a OpenGL default scene when the user clicks on the New Game menu item in the menu bar rather then just have one setup when the program starts. I'm using Ubuntu 64bit, GTK 3.0 and GTK OpenGL

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  • glTexImage2D not loading my data

    - by Clyde
    Can anyone suggest why this code doesn't work? When I draw using this texture all I get is black. If I use GLUtils.texImage2D() to load a png file, it works correctly. ByteBuffer bb = ByteBuffer.allocateDirect(128*128*4).order(ByteOrder.nativeOrder()); bb.position(0); for(int row = 0; row != 128; row++) { for(int i = 0 ; i != 128 ; i++) { bb.put((byte)0x80); bb.put((byte)0xFF); bb.put((byte)0xFF); bb.put((byte)i); } } int[] handle = new int[1]; GLES20.glEnable(GLES20.GL_TEXTURE_2D); GLES20.glGenTextures(1, handle, 0); DrawAdapter.checkGlError("Gen textures"); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, handle[0]); DrawAdapter.checkGlError("Bind textures"); bb.position(0); GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, 128, 128, 0, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, bb); DrawAdapter.checkGlError("glTexImage2D"); return handle[0];

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  • How to calculate new velocities between resting objects (AABB) after accelerations?

    - by Tiedye
    lately I have been trying to create a 2D platformer engine in C++ with Direct2D. The problem I am currently having is getting objects that are resting against each other to interact correctly after accelerations like gravity have been applied to them. Right now I can detect collisions and respond to them correctly (I think) and when objects collide they remember what other objects they're resting against so objects can be pushed by other objects (note that there is no bounce in any collisions so when objects collide they are guaranteed to become resting until something else happens). Every time the simulation advances, the acceleration for objects is applied to their velocities (for example vx += ax * t, where t is time elapsed since last advancement). After these accelerations are applied, I want to check if any objects that are resting against each other are moving at different speeds than their counterparts (as different objects can have different accelerations) and depending on that difference either unlink the two objects so they are no longer resting, or even out their velocities so they are moving at the same speed once again. I am having trouble creating an algorithm that can do this across many resting objects. Here's a diagram to help explain my problem

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  • Enemies don't shoot. What is wrong? [closed]

    - by Bryan
    I want that every enemy shoots independently bullets. If an enemy’s bullet left the screen, the enemy can shoot a new bullet. Not earlier. But for the moment, the enemies don't shoot. Not a single bullet. I guess their is something wrong with my Enemy class, but I can't find a bug and I get no error message. What is wrong? public class Map { Texture2D myEnemy, myBullet ; Player Player; List<Enemy> enemieslist = new List<Enemy>(); List<Bullet> bulletslist = new List<Bullet>(); float fNextEnemy = 0.0f; float fEnemyFreq = 3.0f; int fMaxEnemy = 3 ; Vector2 Startposition = new Vector2(200, 200); GraphicsDeviceManager graphicsDevice; public Map(GraphicsDeviceManager device) { graphicsDevice = device; } public void Load(ContentManager content) { myEnemy = content.Load<Texture2D>("enemy"); myBullet = content.Load<Texture2D>("bullet"); Player = new Player(graphicsDevice); Player.Load(content); } public void Update(GameTime gameTime) { Player.Update(gameTime); float delta = (float)gameTime.ElapsedGameTime.TotalSeconds; for(int i = enemieslist.Count - 1; i >= 0; i--) { // Update Enemy Enemy enemy = enemieslist[i]; enemy.Update(gameTime, this.graphicsDevice, Player.playershape.Position, delta); // Try to remove an enemy if (enemy.Remove == true) { enemieslist.Remove(enemy); enemy.Remove = false; } } this.fNextEnemy += delta; //New enemy if (fMaxEnemy > 0) { if ((this.fNextEnemy >= fEnemyFreq) && (enemieslist.Count < 3)) { Vector2 enemyDirection = Vector2.Normalize(Player.playershape.Position - Startposition) * 100f; enemieslist.Add(new Enemy(Startposition, enemyDirection, Player.playershape.Position)); fMaxEnemy -= 1; fNextEnemy -= fEnemyFreq; } } } public void Draw(SpriteBatch batch) { Player.Draw(batch); foreach (Enemy enemies in enemieslist) { enemies.Draw(batch, myEnemy); } foreach (Bullet bullets in bulletslist) { bullets.Draw(batch, myBullet); } } } public class Enemy { List<Bullet> bulletslist = new List<Bullet>(); private float nextShot = 0; private float shotFrequency = 2.0f; Vector2 vPos; Vector2 vMove; Vector2 vPlayer; public bool Remove; public bool Shot; public Enemy(Vector2 Pos, Vector2 Move, Vector2 Player) { this.vPos = Pos; this.vMove = Move; this.vPlayer = Player; this.Remove = false; this.Shot = false; } public void Update(GameTime gameTime, GraphicsDeviceManager graphics, Vector2 PlayerPos, float delta) { nextShot += delta; for (int i = bulletslist.Count - 1; i >= 0; i--) { // Update Bullet Bullet bullets = bulletslist[i]; bullets.Update(gameTime, graphics, delta); // Try to remove a bullet... Collision, hit, or outside screen. if (bullets.Remove == true) { bulletslist.Remove(bullets); bullets.Remove = false; } } if (nextShot >= shotFrequency) { this.Shot = true; nextShot -= shotFrequency; } // Does the enemy shot? if ((Shot == true) && (bulletslist.Count < 1)) // New bullet { Vector2 bulletDirection = Vector2.Normalize(PlayerPos - this.vPos) * 200f; bulletslist.Add(new Bullet(this.vPos, bulletDirection, PlayerPos)); Shot = false; } if (!Remove) { this.vMove = Vector2.Normalize(PlayerPos - this.vPos) * 100f; this.vPos += this.vMove * delta; if (this.vPos.X > graphics.PreferredBackBufferWidth + 1) { this.Remove = true; } else if (this.vPos.X < -20) { this.Remove = true; } if (this.vPos.Y > graphics.PreferredBackBufferHeight + 1) { this.Remove = true; } else if (this.vPos.Y < -20) { this.Remove = true; } } } public void Draw(SpriteBatch batch, Texture2D myTexture) { if (!Remove) { batch.Draw(myTexture, this.vPos, Color.White); } } } public class Bullet { Vector2 vPos; Vector2 vMove; Vector2 vPlayer; public bool Remove; public Bullet(Vector2 Pos, Vector2 Move, Vector2 Player) { this.Remove = false; this.vPos = Pos; this.vMove = Move; this.vPlayer = Player; } public void Update(GameTime gameTime, GraphicsDeviceManager graphics, float delta) { if (!Remove) { this.vPos += this.vMove * delta; if (this.vPos.X > graphics.PreferredBackBufferWidth +1) { this.Remove = true; } else if (this.vPos.X < -20) { this.Remove = true; } if (this.vPos.Y > graphics.PreferredBackBufferHeight +1) { this.Remove = true; } else if (this.vPos.Y < -20) { this.Remove = true; } } } public void Draw(SpriteBatch spriteBatch, Texture2D myTexture) { if (!Remove) { spriteBatch.Draw(myTexture, this.vPos, Color.White); } } }

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  • how to decide face side of sprite

    - by user22135
    my first question here :] i am just starting game-dev with slick2D and marte engine and my question is when i move my sprite left and right i am doing walk animation but when the key is released how can i decide in which side the sprite face to set ? here's my Player.java http://pastebin.com/WjQ09Fij am i doing things right ? here's netbeans project without libs http://uppit.com/84vdufs35aas/SSheet.7z [< 45 KB] please help thanks in advance

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  • Do I lose/gain performance for discarding pixels even if I don't use depth testing?

    - by Gajoo
    When I first searched for discard instruction, I've found experts saying using discard will result in performance drain. They said discarding pixels will break GPU's ability to use zBuffer properly because GPU have to first run Fragment shader for both objects to check if the one nearer to camera is discarded or not. For a 2D game I'm currently working on, I've disabled both depth-test and depth-write. I'm drawing all objects sorted by their depth and that's all, no need for GPU to do fancy things. now I'm wondering is it still bad if I discard pixels in my fragment shader?

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  • OpenGLES 2.0 gluunProject

    - by secheung
    I've spent more time than i should trying to get my ray picking program working. I'm pretty convinced my math is solid with respect to line plane intersection, but I believe the problem lies with the changing of the mouse screen touch into 3D world space. Heres my code public void passTouchEvents(MotionEvent e){ int[] viewport = {0,0,viewportWidth,viewportHeight}; float x = e.getX(), y = viewportHeight - e.getY(); float[] pos1 = new float[4]; float[] pos2 = new float[4]; GLU.gluUnProject( x, y, 0.0f, mViewMatrix, 0, mProjectionMatrix, 0, viewport, 0, pos1, 0); GLU.gluUnProject( x, y, 1.0f, mViewMatrix, 0, mProjectionMatrix, 0, viewport, 0, pos2, 0); } Just as a reference I've tried transforming the coordinates 0,0,0 and got an offset. It would be appreciated if you would answer using opengl es 2.0 code. Thanks

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  • Making a Living Developing Games

    - by cable729
    I'm in my last year of high school, and I've been looking at colleges. I'm taking a C++ class at a local community college and I don't feel that it's worth it. I could have learned everything in that class in a week. This had me thinking, would a CS degree even be worth it? How much can it teach me if I can learn everything on my own? Even if I do need to learn more advanced subjects, many colleges put their material online AND I can buy a book. Will companies hire me if I don't have a CS degree? If I have a portfolio will I stand a chance? What kind of things are needed in the portfolio? I want to live doing what I love - programming. So I will do it. I'm just not sure that a CS degree will do anything to me. In addition, if there is a benefit to getting a CS degree, what places are the best?

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  • Following a set of points?

    - by user1010005
    Lets assume that i have a set of path that an entity should follow : const int Paths = 2 Vector2D<float> Path[Paths] = { Vector2D(100,0),Vector2D(100,50) }; Now i define my entity's position in a 2D vector as follows : Vector2D<float> FollowerPosition(0,0); And now i would like to move the "follower" to the path at index 1 : int PathPosition = 0; //Start with path 1 Currently i do this : Vector2D<float>& Target = Path[PathPosition]; bool Changed = false; if (FollowerPosition.X < Target.X) FollowerPosition.X += Vel,Changed = true; if (FollowerPosition.X > Target.X) FollowerPosition.X -= Vel,Changed = true; if (FollowerPosition.Y < Target.Y) FollowerPosition.Y += Vel;,Changed = true; if (FollowerPosition.Y > Target.Y) FollowerPosition.Y -= Vel,Changed = true; if (!Changed) { PathPosition = PathPosition + 1; if (PathPosition > Paths) PathPosition = 0; } Which works except for one little detail : The movement is not smooth!! ...So i would like to ask if anyone sees anything wrong with my code. Thanks and sorry for my english.

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  • loading a heightmap as texture in shader

    - by wtherapy
    I have a height map of 256x256, containing, foreach cell, not only height as a normal float value ( not 0-1 ) and also 2 gradient values ( for X and Y ), also as normal float values ( not 0-1 ). I have uploaded the texture via normal texture loading: glEnable( GL_TEXTURE_2D ); glGenTextures( 1, &m_uglID ); DEBUG_OUTPUT("Err %x\n", glGetError()); glBindTexture( GL_TEXTURE_2D , m_uglID ); DEBUG_OUTPUT("Err %x\n", glGetError()); glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB32F, unW + 1, unH + 1, 0, GL_RGB, GL_FLOAT, pvBytes ); DEBUG_OUTPUT("Err %x\n", glGetError()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_LINEAR); DEBUG_OUTPUT("Err %x\n", glGetError()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_LINEAR); DEBUG_OUTPUT("Err %x\n", glGetError()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); DEBUG_OUTPUT("Err %x\n", glGetError()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); DEBUG_OUTPUT("Err %x\n", glGetError()); as a parenthesis, the debug output is: Err 500 Err 0 Err 0 Err 0 Err 500 Err 500 Err 0 Err 0 pvBytes is a 256x256 array of typedef struct _tGradientHeightCell { float v; float px; float py; } TGradientHeightCell, *LPTGradientHeightCell; then, m_ugl_HeightMapTexture = glGetUniformLocation(m_uglProgram, "TexHeightMap"); I load it via: glEnable(GL_TEXTURE_2D ); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D , pTexture->GetID()); glUniform1i(m_ugl_HeightMapTexture, 0); in shader, I just access it: uniform sampler2D TexHeightMap; vec4 GetVertCellParameters( uint i, uint j ) { return texture( TexHeightMap, vec2( i, j ) ); } vec4 vH00 = GetVertCellParameters( i, j ); My problem is that, when passing negative values in one of the values in TGradientHeightCell ( v, px, py ), the texture is corrupted. I need the values to be passed exact as I have them in memory. Any help appreciated.

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  • How do I properly implement zooming in my game?

    - by Rudy_TM
    I'm trying to implement a zoom feature but I have a problem. I am zooming in and out a camera with a pinch gesture, I update the camera each time in the render, but my sprites keep their original position and don't change with the zoom in or zoom out. The Libraries are from libgdx. What am I missing? private void zoomIn() { ((OrthographicCamera)this.stage.getCamera()).zoom += .01; } public boolean pinch(Vector2 arg0, Vector2 arg1, Vector2 arg2, Vector2 arg3) { // TODO Auto-generated method stub zoomIn(); return false; } public void render(float arg0) { this.gl.glClear(GL10.GL_DEPTH_BUFFER_BIT | GL10.GL_COLOR_BUFFER_BIT); ((OrthographicCamera)this.stage.getCamera()).update(); this.stage.draw(); } public boolean touchDown(int arg0, int arg1, int arg2) { this.stage.toStageCoordinates(arg0, arg1, point); Actor actor = this.stage.hit(point.x, point.y); if(actor instanceof Group) { ((LevelSelect)((Group) actor).getActors().get(0)).touched(); } return true; } Zoom In Zoom Out

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  • Minecraft Coding Pack: Stair block texture

    - by JamerTheProgrammer
    I have MCP setup and working nicely. I would like to make another stair block. I have copied the wooden stair block file and then pasted it and renamed it BlahStairBlock. I'm trying to set a texture for the stair block but it wont work. public int getBlockTextureFromSide(int side) { if(i==side) { // Workshop top return 43; } return blockIndexInTexture; } This is what I'm using to set the texture.... It just isn't working. Any ideas of why?

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  • Could I be going crazy with Event Handlers? Am I going the "wrong way" with my design?

    - by sensae
    I guess I've decided that I really like event handlers. I may be suffering a bit from analysis paralysis, but I'm concerned about making my design unwieldy or running into some other unforeseen consequence to my design decisions. My game engine currently does basic sprite-based rendering with a panning overhead camera. My design looks a bit like this: SceneHandler Contains a list of classes that implement the SceneListener interface (currently only Sprites). Calls render() once per tick, and sends onCameraUpdate(); messages to SceneListeners. InputHandler Polls the input once per tick, and sends a simple "onKeyPressed" message to InputListeners. I have a Camera InputListener which holds a SceneHandler instance and triggers updateCamera(); events based on what the input is. AgentHandler Calls default actions on any Agents (AI) once per tick, and will check a stack for any new events that are registered, dispatching them to specific Agents as needed. So I have basic sprite objects that can move around a scene and use rudimentary steering behaviors to travel. I've gotten onto collision detection, and this is where I'm not sure the direction my design is going is good. Is it a good practice to have many, small event handlers? I imagine going the way I am that I'd have to implement some kind of CollisionHandler. Would I be better off with a more consolidated EntityHandler which handles AI, collision updates, and other entity interactions in one class? Or will I be fine just implementing many different event handling subsystems which pass messages to each other based on what kind of event it is? Should I write an EntityHandler which is simply responsible for coordinating all these sub event handlers? I realize in some cases, such as my InputHandler and SceneHandler, those are very specific types of events. A large portion of my game code won't care about input, and a large portion won't care about updates that happen purely in the rendering of the scene. Thus I feel my isolation of those systems is justified. However, I'm asking this question specifically approaching game logic type events.

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  • How to manage enemy movement and shoot in a shmup?

    - by whatever
    I'm wondering what is the best (or at least a good) way of managing enemies in a shoot-em-up. Basically, what I'd do would be a class that manages displaying and updating positions of all the enemies. But how to create good deplacements for enemies? A list of where-to-go points? gravitating around some fixed points (with ponderation, distance evaluation etc.)? Same question for the shoot patterns? Can you please put me on a track?

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  • Parsing glGetShaderInfoLog() to get error info. Is this reliable, or is there a better way?

    - by m4ttbush
    I want to get a list of errors and their line numbers so I can display the error information different to how it's formatted in the error string, and also show the line in error. It looks easy enough to just parse the result of glGetShaderInfoLog(), look for "ERROR:" then read the next number up to : and then the next, and then the error description up to the next newline. But the OpenGL docs say "Application developers should not expect different OpenGL implementations to produce identical information logs." Which makes me worry that my code may behave incorrectly on different systems. I don't need them to be identical, I just need them to follow the same format. So is there a better way to get a list of errors with line number separate, is it safe to assume that they'll always follow the "ERROR: 0:123:" format, or is there simply no reliable way to do this? Thanks!

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  • How should game objects be aware of each other?

    - by Jefffrey
    I find it hard to find a way to organize game objects so that they are polymorphic but at the same time not polymorphic. Here's an example: assuming that we want all our objects to update() and draw(). In order to do that we need to define a base class GameObject which have those two virtual pure methods and let polymorphism kicks in: class World { private: std::vector<GameObject*> objects; public: // ... update() { for (auto& o : objects) o->update(); for (auto& o : objects) o->draw(window); } }; The update method is supposed to take care of whatever state the specific class object needs to update. The fact is that each objects needs to know about the world around them. For example: A mine needs to know if someone is colliding with it A soldier should know if another team's soldier is in proximity A zombie should know where the closest brain, within a radius, is For passive interactions (like the first one) I was thinking that the collision detection could delegate what to do in specific cases of collisions to the object itself with a on_collide(GameObject*). Most of the the other informations (like the other two examples) could just be queried by the game world passed to the update method. Now the world does not distinguish objects based on their type (it stores all object in a single polymorphic container), so what in fact it will return with an ideal world.entities_in(center, radius) is a container of GameObject*. But of course the soldier does not want to attack other soldiers from his team and a zombie doesn't case about other zombies. So we need to distinguish the behavior. A solution could be the following: void TeamASoldier::update(const World& world) { auto list = world.entities_in(position, eye_sight); for (const auto& e : list) if (auto enemy = dynamic_cast<TeamBSoldier*>(e)) // shoot towards enemy } void Zombie::update(const World& world) { auto list = world.entities_in(position, eye_sight); for (const auto& e : list) if (auto enemy = dynamic_cast<Human*>(e)) // go and eat brain } but of course the number of dynamic_cast<> per frame could be horribly high, and we all know how slow dynamic_cast can be. The same problem also applies to the on_collide(GameObject*) delegate that we discussed earlier. So what it the ideal way to organize the code so that objects can be aware of other objects and be able to ignore them or take actions based on their type?

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