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  • Level Creating Help

    - by Brandon oubiub
    I am making a little 2d overhead RPG type game just for fun. I have almost all the basic stuff set up, but I just need a little help on level creation. I can already make a level and place each tile how I want it, but having to place each tile gets annoying after a while. I noticed that in a lot of games, even extremely simple ones, they have LOTS of levels with LOTS of tiles in each. Creating all that in this fashion would take forever. So I guess my question is, as a game developer, am I supposed to do all that, or maybe make a little level editor so I can see things as I create it? What do game developers do? I'm using Java. EDIT: Okay, say if I had an image for a map, that I made in MS paint or photoshop, and each pixel represent a tile value, could I somehow in Java detect what color an individual pixel is? If so, that would be perfect. If so, how?

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  • Unity3D - Projection matrix camera frustum

    - by MulletDevil
    I've used off centre projection to create a custom projection matrix for my camera. When I run the game I can see the scene correctly in the game view but in the editor view the camera frustum is not correct. It still shows the original frustum shape not the new one. It also appears that Unity is using the original frustum for frustum culling and not the new one as I can see object being culled which are visible to the new frustum but would not be visible in the old one. Am I wrong in thinking that a custom projection matrix would alter the view frustum? Or am I missing something else?

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  • draw fog of war using shaders

    - by lezebulon
    I am making a RTS game, and I'd like some advice on how to best render fog of wars, given what I'm already doing. You can imagine this game as being a classic RTS like Age of Empires 2, where the fog of war will basically be handled by a 2D array telling if a given "tile" is explored or not. The specific things to consider here are : 1) I'm only doing a few draw calls to draw the whole screen, using shaders, and I'm not drawing "tile by tile" in a 2D loop 2) The whole map is much bigger than the screen, and the screen can move every frame or so In that case, how could I draw the fog of war ? I have no issue maintaining on the CPU-side a 2D array giving the fog of war for each tile, but what would be the best way to actually display it dynamically ? thanks!

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  • Obtaining a HBITMAP/HICON from D2D Bitmap

    - by Tom
    Is there any way to obtain a HBITMAP or HICON from a ID2D1Bitmap* using Direct2D? I am using the following function to load a bitmap: http://msdn.microsoft.com/en-us/library/windows/desktop/dd756686%28v=vs.85%29.aspx The reason I ask is because I am creating my level editor tool and would like to draw a PNG image on a standard button control. I know that you can do this using GDI+: HBITMAP hBitmap; Gdiplus::Bitmap b(L"a.png"); b.GetHBITMAP(NULL, &hBitmap); SendMessage(GetDlgItem(hDlg, IDC_BUTTON1), BM_SETIMAGE, IMAGE_BITMAP, (LPARAM)hBitmap); Is there any equivalent, simple solution using Direct2D? If possible, I would like to render multiple PNG files (some with transparency) on a single button.

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  • Problem using glm::lookat

    - by omikun
    I am trying to rotate a sprite so it is always facing a 3D camera. Object GLfloat vertexData[] = { // X Y Z U V 0.0f, 0.8f, 0.0f, 0.5f, 1.0f, -0.8f,-0.8f, 0.0f, 0.0f, 0.0f, 0.8f,-0.8f, 0.0f, 1.0f, 0.0f, }; Per frame transform glm::mat4 newTransform = glm::lookAt(glm::vec3(0), gCamera.position(), gCamera.up()); shaders->setUniform("camera", gCamera.matrix()); shaders->setUniform("model", newTransform); In the vertex shader: gl_Position = camera * model * vec4(vert, 1); The object will track the camera if I move the camera up or down, but if I move the camera left/right (spin the camera around the object's y axis), it will rotate in the other direction so I end up seeing its front twice and its back twice as I rotate around it 360. If I use -gCamera.up() instead, it would track the camera side to side, but spin the opposite direction when I move the camera up/down. What am I doing wrong?

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  • Finite state machine in C++

    - by Electro
    So, I've read a lot about using FSMs to do game state management, things like what and FSM is, and using a stack or set of states for building one. I've gone through all that. But I'm stuck at writing an actual, well-designed implementation of an FSM for that purpose. Specifically, how does one cleanly resolve the problem of transitioning between states, (how) should a state be able to use data from other states, and so on. Does anyone have any tips on designing and writing a implementation in C++, or better yet, code examples?

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  • What is a simple deformer in which vertices deform linearly with control points?

    - by sebf
    In my project I want to deform a complex mesh, using a simpler 'proxy' mesh. In effect, each vertex of the proxy/collision mesh will be a control point/bone, which should deform the vertices of the main mesh attached to it depending on weight, but where the weight is not dependant on the absolute distance from the control point but rather distance relative to the other affecting control points. The point of this is to preserve complex three dimensional features of the main mesh while using physics implementations which expect something far simpler, low resolution, single surface, etc. Therefore, the vertices must deform linearly with their respective weighted control points (i.e. no falloff fields or all the mesh features will end up collapsed) - as if each vertex was linked to a point on the plane created by the attached control points and deformed with it. I have tried implementing the weight computation algorithm in this paper (page 4) but it is not working as expected and I am wondering if it is really the best way to do what I want. What is the simplest way to 'skin'* an arbitrary mesh, to another arbitrary mesh? *By skin I mean I need an algorithm to determine the best control points for a vertex, and their weights.

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  • How to use shared_ptr for COM interface pointers

    - by Seefer
    I've been reading about various usage advice relating to the new c++ standard smart pointers unique_ptr, shared_ptr and weak_ptr and generally 'grok' what they are about when I'm writing my own code that declares and consumes them. However, all the discussions I've read seem restricted to this simple usage situation where the programmer is using smart in his/her own code, with no real discussion on techniques when having to work with libraries that expect raw pointers or other types of 'smart pointers' such as COM interface pointers. Specifically I'm learning my way through C++ by attempting to get a standard Win32 real-time game loop up and running that uses Direct2D & DirectWrite to render text to the display showing frames per second. My first task with Direct2D is in creating a Direct2D Factory object with the following code from the Direct2D examples on MSDN: ID2D1Factory* pD2DFactory = nullptr; HRESULT hr = D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED, &pD2DFactory); pD2DFactory is obviously an 'out' parameter and it's here where I become uncertain how to make use of smart pointers in this context, if indeed it's possible. My inexperienced C++ mind tells me I have two problems: With pD2DFactory being a COM interface pointer type, how would smart_ptr work with the Add() / Release() member functions for a COM object instance? Are smart pointers able to be passed to functions in situations where the function is using an 'out' pointer parameter technique? I did experiment with the alternative of using _com_ptr_t in the comip.h header file to help with pointer lifetime management and declared the pD2DFactory pointer with the following code: _com_ptr_t<_com_IIID<pD2DFactory, &__uuidof(pD2DFactory)>> pD2DFactory = nullptr; and it appears to work so far but, as you can see, the syntax is cumbersome :) So, I was wondering if any C++ gurus here could confirm whether smart pointers are able to help in cases like this and provide examples of usage, or point me to more in-depth discussions of smart pointer usage when needing to work with other code libraries that know nothing of them. Or is it simply a case of my trying to use the wrong tool for the job? :)

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  • Doing an SNES Mode 7 (affine transform) effect in pygame

    - by 2D_Guy
    Is there such a thing as a short answer on how to do a Mode 7 / mario kart type effect in pygame? I have googled extensively, all the docs I can come up with are dozens of pages in other languages (asm, c) with lots of strange-looking equations and such. Ideally, I would like to find something explained more in English than in mathematical terms. I can use PIL or pygame to manipulate the image/texture, or whatever else is necessary. I would really like to achieve a mode 7 effect in pygame, but I seem close to my wit's end. Help would be greatly appreciated. Any and all resources or explanations you can provide would be fantastic, even if they're not as simple as I'd like them to be. If I can figure it out, I'll write a definitive how to do mode 7 for newbies page. edit: mode 7 doc: http://www.coranac.com/tonc/text/mode7.htm

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  • Ray Tracing Shadows in deferred rendering

    - by Grieverheart
    Recently I have programmed a raytracer for fun and found it beutifully simple how shadows are created compared to a rasterizer. Now, I couldn't help but I think if it would be possible to implement somthing similar for ray tracing of shadows in a deferred renderer. The way I though this could work is after drawing to the gbuffer, in a separate pass and for each pixel to calculate rays to the lights and draw them as lines of unique color together with the geometry (with color 0). The lines will be cut-off if there is occlusion and this fact could be used in a fragment shader to calculate which rays are occluded. I guess there must be something I'm missing, for example I'm not sure how the fragment shader could save the occlusion results for each ray so that they are available for pixel at the ray's origin. Has this method been tried before, is it possible to implement it as I described and if yes what would be the drawbacks in performance of calculating shadows this way?

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  • Unity3d: calculate the result of a transform without modifying transform object itself

    - by Heisenbug
    I'm in the following situation: I need to move an object in some way, basically rotating it around its parent local position, or translating it in its parent local space (I know how to do this). The amount of rotation and translation is know at runtime (it depends on several factors, the speed of the object, enviroment factors, etc..). The problem is the following: I can perform this transformation only if the result position of the transformed object fit some criterias. An example could be this: the distance between the position before and after the transformation must be less than a given threshold. (Actually the conditions could be several and more complex) The problem is that if I use Transform.Rotate and Transform.Translate methods of my GameObject, I will loose the original Transform values. I think I can't copy the original Transform using instantiate for performance issues. How can I perform such a task? I think I have more or less 2 possibilities: First Don't modify the GameObject position through Transform. Calculate which will be the position after the transform. If the position is legal, modify transform through Translate and Rotate methods Second Store the original transform someway. Transform the object using Translate and Rotate. If the transformed position is illegal, restore the original one.

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  • Modern techniques for spriting

    - by DevilWithin
    Hello, I would like to know the flow for making modern 2D game artwork. How are the assets made nowadays? Bitmap? Vector-based? Hand-drawn and painted? Drawn digitally? Modeled in 3D and exported to bitmaps? I would like some information on programs as well, for fine looking art. Why does Flash's vector art style look good in most games? How do I make equivalent graphics with external tools? Or equaly good and not vector-based, anyway. Any special hints for animating? An answer oriented towards a one-man-army indie developer with little experience but some artistic sense would be appreciated! Not a complete dummy with paint programs, but also not a master at all, just need efficient ways to achieve results. Thanks. NOTE: Pixel art is not the goal of this question, nothing related to direct pixel manipulation should be brought up here, but you're free to do exactly that :)

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  • How to attach turrets to tiles in a tile based game

    - by Joseph St. Pierre
    I am a flash developer, and I am building a Tower Defense game. The world is being built through tiles, and I have gotten that accomplished easily. I have also gotten level changes and enemy spawning down as well. However, I wish the player to be able to spawn turrets, and have those turrets be on specific tiles, based upon where the player placed it. Here is my code: stop(); colOffset = 50; rowOffset = 50; guns = []; placed = true; dead = 0; spawned = 0; level = 1; interval = 350 / level; amount = level * 20; counter = 0; numCol = 14; numRow = 10; tiles = []; k = 0; create = false; tileName = new Array("road","grass","end", "start"); board = new Array( new Array(1,1,1,1,3,1,1,1,1,1,2,1,1,1), new Array(1,1,1,0,0,1,1,1,1,1,0,1,1,1), new Array(1,1,1,0,1,1,1,1,1,1,0,0,1,1), new Array(1,1,1,0,0,0,1,1,1,1,1,0,1,1), new Array(1,1,1,0,1,0,0,0,1,1,1,0,0,1), new Array(1,1,1,0,1,1,1,0,0,1,1,1,0,1), new Array(1,1,0,0,1,1,1,1,0,1,1,0,0,1), new Array(1,1,0,1,1,1,1,1,0,1,0,0,1,1), new Array(1,1,0,0,0,0,0,0,0,1,0,1,1,1), new Array(1,1,1,1,1,1,1,1,0,0,0,1,1,1) ); buildBoard(); function buildBoard(){ for ( col = 0; col < numCol; col++){ for ( row = 0; row < numRow; row++){ _root.attachMovie("tile", "tile_" + col + "_" + row, _root.getNextHighestDepth()); theTile = eval("tile_" + col + "_" + row); theTile._x = (col * 50); theTile._y = (row * 50); theTile.row = row; theTile.col = col; tileType = board[row][col]; theTile.gotoAndStop(tileName[tileType]); tiles.push(theTile); } } } init(); function init(){ onEnterFrame = function(){ counter += 1; if ( spawned < amount && counter > 50){ min= _root.attachMovie("minion","minion",_root.getNextHighestDepth()); min._x = tile_4_0._x + 25; min._y = tile_4_0._y + 25; min.health = 100; choose = Math.round(Math.random()); if ( choose == 0 ){ min.waypointX = [ tile_4_1._x +25, tile_3_1._x + 25, tile_3_2._x + 25, tile_3_6._x + 25, tile_2_6._x + 25, tile_2_8._x + 25, tile_8_8._x + 25, tile_8_9._x + 25, tile_10_9._x + 25, tile_10_7._x + 25, tile_11_7._x + 25, tile_11_6._x + 25, tile_12_6._x + 25, tile_12_4._x + 25, tile_11_4._x + 25, tile_11_2._x + 25, tile_10_2._x + 25, tile_10_0._x + 25]; min.waypointY = [ tile_4_1._y +25, tile_3_1._y + 25, tile_3_2._y + 25, tile_3_6._y + 25, tile_2_6._y + 25, tile_2_8._y + 25, tile_8_8._y + 25, tile_8_9._y + 25, tile_10_9._y + 25, tile_10_7._y + 25, tile_11_7._y + 25, tile_11_6._y + 25, tile_12_6._y + 25, tile_12_4._y + 25, tile_11_4._y + 25, tile_11_2._y + 25, tile_10_2._y + 25, tile_10_0._y + 25]; } else if ( choose == 1 ){ min.waypointX = [ tile_4_1._x +25, tile_3_1._x + 25, tile_3_2._x + 25, tile_3_3._x + 25, tile_5_3._x + 25, tile_5_4._x + 25, tile_7_4._x + 25, tile_7_5._x + 25, tile_8_5._x + 25, tile_8_8._x + 25, tile_8_9._x + 25, tile_10_9._x + 25, tile_10_7._x + 25, tile_11_7._x + 25, tile_11_6._x + 25, tile_12_6._x + 25, tile_12_4._x + 25, tile_11_4._x + 25, tile_11_2._x + 25, tile_10_2._x + 25, tile_10_0._x + 25 ]; min.waypointY = [ tile_4_1._y +25, tile_3_1._y + 25, tile_3_2._y + 25, tile_3_3._y + 25, tile_5_3._y + 25, tile_5_4._y + 25, tile_7_4._y + 25, tile_7_5._y + 25, tile_8_5._y + 25, tile_8_8._y + 25, tile_8_9._y + 25, tile_10_9._y + 25, tile_10_7._y + 25, tile_11_7._y + 25, tile_11_6._y + 25, tile_12_6._y + 25, tile_12_4._y + 25, tile_11_4._y + 25, tile_11_2._y + 25, tile_10_2._y + 25, tile_10_0._y + 25 ]; } min.i = 0; counter = 0; spawned += 1; min.onEnterFrame = function(){ dx = this.waypointX[this.i] - this._x; dy = this.waypointY[this.i] - this._y; radians = Math.atan2(dy,dx); degrees = radians * 180 / Math.PI; xspeed = Math.cos(radians); yspeed = Math.sin(radians); this._x += xspeed; this._y += yspeed; if( this._x == this.waypointX[this.i] && this._y == this.waypointY[this.i]){ this.i++; } if ( this._x == tile_10_0._x + 25 && this._y == tile_10_0._y + 25){ this.removeMovieClip(); dead += 1; } } } if ( dead >= amount ){ dead = 0; level += 1; amount = level * 20; spawned = 0; } } btnM.onRelease = function(){ create = true; } } game.onEnterFrame = function(){ } It is possible for me however to complete this task, but only once. I am able to make the turret, drag it over to a tile, and have it attach itself to the tile. No problem. The issue is, I cannot do these multiple times. Please Help.

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  • I prefer C/C++ over Unity and other tools: is it such a big downer for a game developper ?

    - by jokoon
    We have a big game project on Unity at school on which we are 12 to work on. My teacher seems to be convinced it's an important tool to teach students, since it makes students look from the high level to the lower level. I can understand his view, and I'm wondering: Is unity such an important engine in game developping companies ? Are there a lot of companies using it because they can't afford to use something else ? He is talking like Unity is a big player in game making, but I only see it fit small indie game companies who want to do a game as fast as possible. Do you think Unity is that much important in the industry ? Does it endangers the value of C++ skills ? It's not that I don't like Unity, it's just that I don't learn nothing with it, I prefer to achieve little steps with Ogre or SFML instead. Also, we also have C++ practice exercises, but those are just practice with theory, nothing much.

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  • Open source level editor for HTML5 platform game?

    - by Lai Yu-Hsuan
    A natty GUI editor is very helpful to create level map. I want to use some open-source choices rather than build my own from scratch. I found Tiled Map Editor but it doesn't work for what I want. Though I'm building HTML5 game, I don't have to use a HTML5 level editor as long as it can output well-formatted map files which my javascript can read. Edit: Sorry for the confusion. Tiled does not work for me because to make the player perform a 'tricky' jump, sometimes I want to set the distance between two platforms to, say, 7/3 or 8/3 tiles. But in Tiled I get only 2 or 3. If Tiled can do this, please teach me.

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  • Computing a normal matrix in conjunction with gluLookAt

    - by Chris Smith
    I have a hand-rolled camera class that converts yaw, pitch, and roll angles into a forward, side, and up vector suitable for calling gluLookAt. Using this camera class I can modify the model-view matrix to move about the 3D world just fine. However, I am having trouble when using this camera class (and associated model-view matrix) when trying to perform directional lighting in my vertex shader. The problem is that the light direction, (0, 1, 0) for example, is relative to where the 'camera is looking' and not the actual world coordinates. (Or is this eye coordinates vs. model coordinates?) I would like the light direction to be unaffected by the camera's viewing direction. For example, when the camera is looking down the Z axis the ground is lit correctly. However, if I point the camera straight at the ground, then it goes dark. This is (I think) because the light direction is parallel with the camera's 'up' vector which is perpendicular with the ground's normal vector. I tried computing the normal matrix without taking the camera's model view into account, but then none of my objects were rotated correctly. Sorry if this sounds vague. I suspect there is a straight forward answer, but I'm not 100% clear on how the normal matrix should be used for transforming vertex normals in my vertex shader. For reference, here is pseudo code for my rendering loop: pMatrix = new Matrix(); pMatrix = makePerspective(...) mvMatrix = new Matrix() camera.apply(mvMatrix); // Calls gluLookAt // Move the object into position. mvMatrix.translatev(position); mvMatrix.rotatef(rotation.x, 1, 0, 0); mvMatrix.rotatef(rotation.y, 0, 1, 0); mvMatrix.rotatef(rotation.z, 0, 0, 1); var nMatrix = new Matrix(); nMatrix.set(mvMatrix.get().getInverse().getTranspose()); // Set vertex shader uniforms. gl.uniformMatrix4fv(shaderProgram.pMatrixUniform, false, new Float32Array(pMatrix.getFlattened())); gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, new Float32Array(mvMatrix.getFlattened())); gl.uniformMatrix4fv(shaderProgram.nMatrixUniform, false, new Float32Array(nMatrix.getFlattened())); // ... gl.drawElements(gl.TRIANGLES, this.vertexIndexBuffer.numItems, gl.UNSIGNED_SHORT, 0); And the corresponding vertex shader: // Attributes attribute vec3 aVertexPosition; attribute vec4 aVertexColor; attribute vec3 aVertexNormal; // Uniforms uniform mat4 uMVMatrix; uniform mat4 uNMatrix; uniform mat4 uPMatrix; // Varyings varying vec4 vColor; // Constants const vec3 LIGHT_DIRECTION = vec3(0, 1, 0); // Opposite direction of photons. const vec4 AMBIENT_COLOR = vec4 (0.2, 0.2, 0.2, 1.0); float ComputeLighting() { vec4 transformedNormal = vec4(aVertexNormal.xyz, 1.0); transformedNormal = uNMatrix * transformedNormal; float base = dot(normalize(transformedNormal.xyz), normalize(LIGHT_DIRECTION)); return max(base, 0.0); } void main(void) { gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0); float lightWeight = ComputeLighting(); vColor = vec4(aVertexColor.xyz * lightWeight, 1.0) + AMBIENT_COLOR; } Note that I am using WebGL, so if the anser is use glFixThisProblem(...) any pointers on how to re-implement that on WebGL if missing would be appreciated.

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  • Is it possible to extract textures or sprites from compiled game files?

    - by Brian Reindel
    For instance, every map in Portal has what appear to be sprites over a texture indicating the obstacles you'll face (see screenshot). Are these resources compiled into the source as byte code, or is it possible to extract them from installation files? Obviously I understand copyright implications, and I am only interested in using it for a recreational project. Instead of recreating them, I wonder if they can be extracted.

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  • How to implement lockstep model for RTS game?

    - by user11177
    In my effort to learn programming I'm trying to make a small RTS style game. I've googled and read a lot of articles and gamedev q&a's on the topic of lockstep synchronization in multiplayer RTS games, but am still having trouble wrapping my head around how to implement it in my own game. I currently have a simple server/client system. For example if player1 selects a unit and gives the command to move it, the client sends the command [move, unit, coordinates] to the server, the server runs the pathfinding function and sends [move, unit, path] to all clients which then moves the unit and run animations. So far so good, but not synchronized for clients with latency or lower/higher FPS. How can I turn this into a true lockstep system? Is the right methodology supposed to be something like the following, using the example from above: Turn 1 start gather command inputs from player1 send to the server turn number and commands end turn, increment turn number The server receives the commands, runs pathfinding and sends the paths to all clients. Next turn receive paths from server, as well as confirmation that all clients completed previous turn, otherwise pause and wait for that confirmation move units gather new inputs end turn Is that the gist of it? Should perhaps pathfinding and other game logic be done client side instead of on the server, if so why? Is there anything else I'm missing? I hope someone can break down the concept, so I understand it better.

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  • XNA Sprite Rotation Matrix - Moving Origin

    - by Jon
    I am currently grouping sprites together, then applying a rotation transformation on draw: private void UpdateMatrix(ref Vector2 origin, float radians) { Vector3 matrixorigin = new Vector3(origin, 0); _rotationMatrix = Matrix.CreateTranslation(-matrixorigin) * Matrix.CreateRotationZ(radians) * Matrix.CreateTranslation(matrixorigin); } Where the origin is the Centermost point of my group of sprites. I apply this transformation to each sprite in the group. My problem is that when I adjust the point of origin, my entire sprite group will re-position itself on screen. How could I differentiate the point of rotation used in the transformation, from the position of the sprite group? Is there a better way of creating this transformation matrix?

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  • Title of a specific retro game with color absorption

    - by Rene B
    I am looking for the title a free multiplayer (on one machine) DOS game i can't remember Players are steering (with cursors/WASD keys) kind of ufos which looks like donuts from top-down view. These 'ufos' attract colored particles. When your particles collide with particles from other players (in a different color), the colors will mix. If the particles are more your color than the other players color, they will start following you. The only remaining player (with the most color particles) wins the game. Can you please give me the game title? THANK YOU!

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  • Dynamic character animation - Using the physics engine or not

    - by Lex Webb
    I'm planning on building a dynamic reactant animation engine for the characters in my 2D Game. I have already built templates for a skeleton based animation system using key frames and interpolation to specify a limbs position at any given moment in time. I am using Farseer physics (an extension of Box2D) in Monogame/XNA in C# My real question lies in how i go about tying this character animation into the physics engine. I have two options: Moving limbs using physics engine - applying a interpolated force to each limb (dynamic body) in order to attempt to get it to its position as donated by the skeleton animation. Moving limbs by simply changing the position of a fixed body - Updating the new position of each limb manually, attempting to take into account physics collisions. Then stepping the physics after the animation to allow for environment interaction. Each of these methods have their distinct advantages and disadvantages. Physics based movement Advantages: Possibly more natural/realistic movement Better interaction with game objects as force applying to objects colliding with characters would be calculated for me. No need to convert to dynamic bodies when reacting to projectiles/death/fighting. Disadvantages: Possible difficulty in calculating correct amount of force to move a limb a certain distance at a constant rate. Underlying character balance system would need to be created that would need to be robust enough to prevent characters falling over at the touch of a feather. Added code complexity and processing time for the above. Static Object movement Advantages: Easy to interpolate movement of limbs between game steps Moving limbs is as simple as applying a rotation to the skeleton bone. Greater control over limbs, wont need to worry about characters falling over as all animation would be pre-defined. Disadvantages: Possible unnatural movement (Depends entirely on my animation skills!) Bad physics collision reactions with physics engine (Dynamic bodies simply slide out of the way of static objects) Need to calculate collisions with physics objects and my limbs myself and apply directional forces to them. Hard to account for slopes/stairs/non standard planes when animating walking/running animations. Need to convert objects to dynamic when reacting to projectile/fighting/death physics objects. The Question! As you can see, i have thought about this extensively, i have also had Google into physics based animation and have found mostly dissertation papers! Which is filling me with sense that it may a lot more advanced than my mathematics skills. My question is mostly subjective based on my findings above/any experience you may have: Which of the above methods should i use when creating my game? I am willing to spend the time to get a physics solution working if you think it would be possible. In the end i want to provide the most satisfying experience for the gamer, as well as a robust and dynamic system i can use to animate pretty much anything i need.

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  • Limiting game loop to exactly 60 tics per second (Android / Java)

    - by user22241
    So I'm having terrible problems with stuttering sprites. My rendering and logic takes less than a game tic (16.6667ms) However, although my game loop runs most of the time at 60 ticks per second, it sometimes goes up to 61 - when this happens, the sprites stutter. Currently, my variables used are: //Game updates per second final int ticksPerSecond = 60; //Amount of time each update should take final int skipTicks = (1000 / ticksPerSecond); This is my current game loop @Override public void onDrawFrame(GL10 gl) { // TODO Auto-generated method stub //This method will run continuously //You should call both 'render' and 'update' methods from here //Set curTime initial value if '0' //Set/Re-set loop back to 0 to start counting again loops=0; while(System.currentTimeMillis() > nextGameTick && loops < maxFrameskip){ SceneManager.getInstance().getCurrentScene().updateLogic(); //Time correction to compensate for the missing .6667ms when using int values nextGameTick+=skipTicks; timeCorrection += (1000d/ticksPerSecond) % 1; nextGameTick+=timeCorrection; timeCorrection %=1; //Increase loops loops++; } render(); } I realise that my skipTicks is an int and therefore will come out as 16 rather that 16.6667 However, I tried changing it (and ticksPerSecond) to Longs but got the same problem). I also tried to change the timer used to Nanotime and skiptics to 1000000000/ticksPerSecond, but everything just ran at about 300 ticks per seconds. All I'm attempting to do is to limit my game loop to 60 - what is the best way to guarantee that my game updates never happen at more than 60 times a second? Please note, I do realise that very very old devices might not be able to handle 60 although I really don't expect this to happen - I've tested it on the lowest device I have and it easily achieves 60 tics. So I'm not worried about a device not being able to handle the 60 ticks per second, but rather need to limit it - any help would be appreciated.

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  • Why does multiplying texture coordinates scale the texture?

    - by manning18
    I'm having trouble visualizing this geometrically - why is it that multiplying the U,V coordinates of a texture coordinate has the effect of scaling that texture by that factor? eg if you scaled the texture coordinates by a factor of 3 ..then doesn't this mean that if you had texture coordinates 0,1 and 0,2 ...you'd be sampling 0,3 and 0,6 in the U,V texture space of 0..1? How does that make it bigger eg HLSL: tex2D(textureSampler, TexCoords*3) Integers make it smaller, decimals make it bigger I mean I understand intuitively if you added to the U,V coordinates, as that is simply an offset into the sampling range, but what's the case with multiplication? I have a feeling when someone explains this to me I'm going to be feeling mighty stupid

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  • Flash: Memory usage is low but framerate keeps dropping

    - by Cyborg771
    So I'm working on a puzzle game in flash. For all intents and purposes it's like Tetris. I spawn blocks, they move around the screen, then they get destroyed and disappear. I was having some trouble with the memory usage being too high over time so I read up on memory management and I think I have that figured out now. It's definitely climbing slower than it was before, but the framerate is still taking a huge dive after playing for a while. If it's not a memory leak what else could be causing this? Thanks in advance.

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  • CodePlex Daily Summary for Tuesday, October 02, 2012

    CodePlex Daily Summary for Tuesday, October 02, 2012Popular ReleasesZ3: Z3 4.1.1 source code: Snapshot corresponding to version 4.1.1.DirectX Tool Kit: October 2012: October 2, 2012 Added ScreenGrab module Added CreateGeoSphere for drawing a geodesic sphere Put DDSTextureLoader and WICTextureLoader into the DirectX C++ namespace Renamed project files for better naming consistency Updated WICTextureLoader for Windows 8 96bpp floating-point formats Win32 desktop projects updated to use Windows Vista (0x0600) rather than Windows 7 (0x0601) APIs Tweaked SpriteBatch.cpp to workaround ARM NEON compiler codegen bugHome Access Plus+: v8.1: HAP+ Web v8.1.1003.000079318 Fixed: Issue with the Help Desk and updating a ticket as an admin 79319 Fixed: formatting issue with the booking system admin header 79321 Moved to using the arrow with a circle symbol on the homepage instead of the > and < 79541 Added: 480px wide mobile theme to login page 79541 Added: 480px wide mobile theme to home page 79541 Added: slide events for homepage 79553 Fixed: Booking System Multiple Lesson Bug 79553 Fixed: IE Error Message 79684 Fixed: jQuery issue ...Tabular Database Powershell Cmdlets: AdventureWorks Tabular PowerShell 2012 test script: AdventureWorks Tabular PowerShell 2012.ps1 is a testing script to verify the functionality of the 'Tabular Database PowerShell Cmdlets'. This script recreates parts of AdventureWorks Tabular 2012 Model; to run the script you need access to a relational database and have access to 'AdventureWorksDW2012'.CRM 2011 Visual Ribbon Editor: Visual Ribbon Editor (1.3.1002.3): Visual Ribbon Editor 1.3.1002.3 What's New: Multi-language support for Labels/Tooltips for custom buttons and groups Support for base language other than English (1033) Connect dialog will not require organization name for ADFS / IFD connections Automatic creation of missing labels for all provisioned languages Minor connection issues fixed Notes: Before saving the ribbon to CRM server, editor will check Ribbon XML for any missing <Title> elements inside existing <LocLabel> elements...YAXLib: Yet Another XML Serialization Library for the .NET Framework: YAXLib 2.10: See change-log for the list of new features added and bugs fixedNaked Objects: Naked Objects Release 5.0.0: Corresponds to the packaged version 5.0.0 available via NuGet. Please note that the easiest way to install and run the Naked Objects Framework is via the NuGet package manager: just search the Official NuGet Package Source for 'nakedobjects'. It is only necessary to download the source code (from here) if you wish to modify or re-build the framework yourself. If you do wish to re-build the framework, consul the file HowToBuild.txt in the release. Major enhancementsNaked Objects 5.0 is desi...WinRT XAML Toolkit: WinRT XAML Toolkit - 1.3.0: WinRT XAML Toolkit based on the Windows 8 RTM SDK. Download the latest source from the SOURCE CODE page. For compiled version use NuGet. You can add it to your project in Visual Studio by going to View/Other Windows/Package Manager Console and entering: PM> Install-Package winrtxamltoolkit Features AsyncUI extensions Controls and control extensions Converters Debugging helpers Imaging IO helpers VisualTree helpers Samples Recent changes NOTE: Namespace changes DebugConsol...D3 Loot Tracker: 1.4.1: This version will automatically save a recording session on application exit if the user didn't stop the current session.Untangler: Untangler: First version of Untangler application available now.SubExtractor: Release 1029: Feature: Added option to make i and ¡ characters movie-specific for improved OCR on Spanish subs (Special Characters tab in Options) Feature: Allow switch to Word Spacing dialog directly from Spell Check dialog Fix: Added more default word spacings for accented characters Fix: Changed Word Spacing dialog to show all OCR'd characters in current sub Fix: Removed application focus grab during OCR Fix: Tightened HD subs fuzzy logic to reduce false matches in small characters Fix: Improved Arrow k...MCEBuddy 2.x: MCEBuddy 2.2.18: Reccomended download Changelog for 2.2.18 (32bit and 64bit) 1. Added support for checking if Showanalyzer has hung and cancelling it 2. New version of comskip, 0.81.48 3. Speeding up comskip 4. Fixed a build bug in 64bit 2.2.17 5. Added a new comkip.ini, better commercial detection for international channels and less aggressive. Old one has been retained as comskip_old.ini 6. Added support for Audio Offset on Conversion Task page in GUI (this overrides the profiles AudioDelay when specified)Mugen Injection: Mugen Injection 3.0: Added a generic version of the fluent syntax. Big changes in fluent-syntax. Added support to resolve a parameters: - Factory: AnyCustomFunc{T}, AnyCustomFunc{IEnumerable<IInjectionParameters>,T}, AnyCustomFunc{IDictionary<string, object>,T}, AnyCustomFunc{IEnumerable<IInjectionParameters>,IDictionary<string, object>,T} - Lazy: AnyCustomLazy<T> - Binding metadata: ISetting Change binding builders, now you can configure them through the string settings. Increase performance. F...Readable Passphrase Generator: KeePass Plugin 0.7.1: See the KeePass Plugin Step By Step Guide for instructions on how to install the plugin. Changes Built against KeePass 2.20Pentagon-XnaGamePrototype: Pentagon_Application: -Windows 8 Toolkit - Charts and More: Beta 1.0: The First Compiled Version of my LibraryPDF.NET: PDF.NET.Ver4.5-OpenSourceCode: PDF.NET Ver4.5 ????,????Web??????。 PDF.NET Ver4.5 Open Source Code,include a sample Web application project.Visual Studio Icon Patcher: Version 1.5.2: This version contains no new images from v1.5.1 Contains the following improvements: Better support for detecting the installed languages The extract & inject commands won’t run if Visual Studio is running You may now run in extract or inject mode The p/invoke code was cleaned up based on Code Analysis recommendations When a p/invoke method fails the Win32 error message is now displayed Error messages use red text Status messages use green textZXing.Net: ZXing.Net 0.9.0.0: On the way to a release 1.0 the API should be stable now with this version. sync with rev. 2393 of the java version improved api better Unity support Windows RT binaries Windows CE binaries new Windows Service demo new WPF demo WindowsCE Hotfix: Fixes an error with ISO8859-1 encoding and scannning of QR-Codes. The hotfix is only needed for the WindowsCE platform.Picturethrill: Version 2.9.25.0: Allowing to run Picturethrill Update task while computer is not connected to internet on computer wake up.New ProjectsAssociativy Neo4j Driver: Neo4j graph database driver for Associativy. See: http://associativy.comCalcSig: Utility for identifying near-duplicate audio and image files.CTODO: TODO List management utilityEstudosSedna: goto HomeFun-Beat: Fun-Beat is a free XAudio2 based Drum-Machine/synthesizer in its initial phasesgbtest: This is a demoGlobal Stock Exchange (Hobby Project): GSE is sort of a hobby project. Global Stock Exchange has a rich dynamic UI. A number of concurrent multi-threaded actions are going on behind the scene.HealthVault Library for Windows 8: This library provides a simple framework for building Windows Store applications that connect to Microsoft HealthVault. Homework management: Házi feladat beadó rendszer megvalósításaHostalApp: Proyecto de Taller de Sistemas de InformacionIIS Logfile Archiving: IIS instances log website activity to disk. Let's archive those files for later in a .zip file.Impact Bootstrap For Windows 8: Impact Bootstrap for Windows 8 is a simple collection of scripts, code and stock art/sounds that can help you create HTML5 games on Windows 8 faster.Innovacall ASP.net MVC 3 Framework and Starter Kits: Innovacall Open Source Development Framework for Asp.Net MVC 3.1.JRFinances: Financial project for university graduationLazyField Demo: A demo module demonstrating the LazyField<T> class in Orchard.Lilith: Linux libraryManaged Metadata Migrator: Move term sets across SharePoint farms, managed metadata service applications or groups with term GUIDs intact.MyFamily: An ASP.net application for families to share pictures/videos/events with one anotherNengraphy: Nengraphy Gentoo OverlayOrchard CMS Image MultiPicker Field: This module provides image multi picker field for Orchard CMS 1.5.1.PDFWebViewer.NET 1.0: As of October 1st, 2012 TallComponents has discontinued PDFWebViewer.NET 1.0. This project publishes the 1.0.21.0 source code.PromikeHomeSite: My home site.Sharepoint Dynamic Quicklaunch: Sharepoint Dynamic Quicklaunch is a jquery plugin to generate dynamic menus for the Sharepoint 2010 Quicklaunch. Slider - Simple Slideshow Solution: Highly customizable slideshow solution for any website.TypeScript: TypeScript is a language for application-scale JavaScript development. TypeScript is a typed superset of JavaScript that compiles to plain JavaScript.Velocity4Net: translated from apache velocity 1.7WebViewer.NET 2.0: As of October 1st, 2012 TallComponents has discontinued WebViewer.NET 2.0. This project publishes the 2.0.0.3 source code.WireBear InfoPath Printer: Adds a print button to the ribbon for InfoPath List Display Forms in SharePoint 2010.YingEngine2: ??????????????。 ??????????,???,???????RPG??。?????????????????,???????????????????,???????????。

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