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  • JiglibX addition to existing project questions

    - by SomeXnaChump
    Got a very simple existing project, that basically contains a lot of cubes. Now I am wanting to add a physics system to it and JiglibX seemed like the simplest one with some tutorials out there. My main problem is that the physics don't seem to be working how I imagined, I expected my tower of cubes to come crashing down, but they dont seem to do anything. I think my problem is that my cubes do not inherit DrawableGameComponent, they are managed by a world object that will update and render them. So they are at no point put into the games component list. I am not sure if this means that JiglibX will not be able to interact with them as in all the tutorials there are no explicit calls to add the Body objects to the physics system, so I can only presume that they are using a static/singleton under the hood which automatically hooks in all things, or they use the game objects component list somehow. I also noticed that in alot of the tutorials they use the following when setting up the physics system: float timeStep = (float)gameTime.ElapsedGameTime.Ticks / TimeSpan.TicksPerSecond; PhysicsSystem.CurrentPhysicsSystem.Integrate(timeStep); Would it not be better to keep a local instance of the created PhysicsSystem object and just call myPhysicsSystem.Integrate(timeStep)?

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  • Why occlusion is failing sometimes?

    - by cad
    I am rendering two cubes in the space using XNA 4.0 and occlusion only works from certain angles. Here is what I see from the front angle (everything ok) Here is what I see from behind This is my draw method. Cubes are drawn by serverManager and serverManager1 protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); switch (_gameStateFSM.State) { case GameFSMState.GameStateFSM.INTROSCREEN: spriteBatch.Begin(); introscreen.Draw(spriteBatch); spriteBatch.End(); break; case GameFSMState.GameStateFSM.GAME: spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend); // Text screenMessagesManager.Draw(spriteBatch, firstPersonCamera.cameraPosition, fpsHelper.framesPerSecond); // Camera firstPersonCamera.Draw(); // Servers serverManager.Draw(GraphicsDevice, firstPersonCamera.viewMatrix, firstPersonCamera.projMatrix); serverManager1.Draw(GraphicsDevice, firstPersonCamera.viewMatrix, firstPersonCamera.projMatrix); // Room //roomManager.Draw(GraphicsDevice, firstPersonCamera.viewMatrix); spriteBatch.End(); break; case GameFSMState.GameStateFSM.EXITGAME: break; default: break; } base.Draw(gameTime); fpsHelper.IncrementFrameCounter(); } serverManager and serverManager1 are instances of the same class ServerManager that draws a cube. The draw method for ServerManager is: public void Draw(GraphicsDevice graphicsDevice, Matrix viewMatrix, Matrix projectionMatrix) { cubeEffect.World = Matrix.CreateTranslation(modelPosition); // Set the World matrix which defines the position of the cube cubeEffect.View = viewMatrix; // Set the View matrix which defines the camera and what it's looking at cubeEffect.Projection = projectionMatrix; // Enable textures on the Cube Effect. this is necessary to texture the model cubeEffect.TextureEnabled = true; cubeEffect.Texture = cubeTexture; // Enable some pretty lights cubeEffect.EnableDefaultLighting(); // apply the effect and render the cube foreach (EffectPass pass in cubeEffect.CurrentTechnique.Passes) { pass.Apply(); cubeToDraw.RenderToDevice(graphicsDevice); } } Obviously there is something I am doing wrong. Any hint of where to look? (Maybe z-buffer or occlusion tests?)

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  • Glm Vector Transformations [duplicate]

    - by Reanimation
    This question already has an answer here: Car-like Physics - Basic Maths to Simulate Steering 2 answers I have a cube rendered on the screen which represents a car (or similar). Using Projection/Model matrices and Glm I am able to move it back and fourth along the axes and rotate it left or right. I'm having trouble with the vector mathematics to make the cube move forwards no matter which direction it's current orientation is. (ie. if I would like, if it's rotated right 30degrees, when it's move forwards, it travels along the 30degree angle on a new axes). I hope I've explained that correctly. This is what I've managed to do so far in terms of using glm to move the cube: glm::vec3 vel; //velocity vector void renderMovingCube(){ glUseProgram(movingCubeShader.handle()); GLuint matrixLoc4MovingCube = glGetUniformLocation(movingCubeShader.handle(), "ProjectionMatrix"); glUniformMatrix4fv(matrixLoc4MovingCube, 1, GL_FALSE, &ProjectionMatrix[0][0]); glm::mat4 viewMatrixMovingCube; viewMatrixMovingCube = glm::lookAt(camOrigin, camLookingAt, camNormalXYZ); vel.x = cos(rotX); vel.y=sin(rotX); vel*=moveCube; //move cube ModelViewMatrix = glm::translate(viewMatrixMovingCube,globalPos*vel); //bring ground and cube to bottom of screen ModelViewMatrix = glm::translate(ModelViewMatrix, glm::vec3(0,-48,0)); ModelViewMatrix = glm::rotate(ModelViewMatrix, rotX, glm::vec3(0,1,0)); //manually turn glUniformMatrix4fv(glGetUniformLocation(movingCubeShader.handle(), "ModelViewMatrix"), 1, GL_FALSE, &ModelViewMatrix[0][0]); //pass matrix to shader movingCube.render(); //draw glUseProgram(0); } keyboard input: void keyboard() { char BACKWARD = keys['S']; char FORWARD = keys['W']; char ROT_LEFT = keys['A']; char ROT_RIGHT = keys['D']; if (FORWARD) //W - move forwards { globalPos += vel; //globalPos.z -= moveCube; BACKWARD = false; } if (BACKWARD)//S - move backwards { globalPos.z += moveCube; FORWARD = false; } if (ROT_LEFT)//A - turn left { rotX +=0.01f; ROT_LEFT = false; } if (ROT_RIGHT)//D - turn right { rotX -=0.01f; ROT_RIGHT = false; } Where am I going wrong with my vectors? I would like change the direction of the cube (which it does) but then move forwards in that direction.

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  • Pseudo-magnet implementation with chipmunk

    - by Eimantas
    How should I go about implementing "natural" magnet on a certain body in chipmunk space? Context is of simple bodies lying in the space (think chessboard). When one of the figures is activated as a magnet - others should start moving towards it. Currently I'm applying force (cpBodyApplyForce)to the other figures with vector calculated towards the activated figure. However this doesn't really feel "natural". Are there any known algorithms for imitating magnets?

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  • How do I implement input and movement with characters that get into vehicles?

    - by Xkynar
    I'm making a game similar to GTA2. When the player enters the vehicle, what happens in terms of logic? Does the player becomes the vehicle? Does the vehicle override the player movement? The main question is how should it look at a vehicle? I want to understand if the player becomes the car or if the player has a "motion state" like "driving, walking, flying" depending on what he is doing in a moment, I know there are tons of ways to implement vehicles in a game.

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  • My Sprite comes out the screen

    - by IlNero
    If i an action moves the sprite,how can i keep the CCSprite on the screen???? this is my code: [enemy runAction:[CCSequence actions:[CCMoveBy actionWithDuration:2.0 position:ccp(-winSize.width*0.4, 0)], [CCMoveBy actionWithDuration:randomValueBetween(1.0, 0.3) position:ccp(randomValueBetween(winSize.width*0.2, -winSize.width*0.2), randomValueBetween(winSize.height*0.2, -winSize.height*0.2))], [CCDelayTime actionWithDuration:0.5], [CCMoveBy actionWithDuration:randomValueBetween(1.0, 0.3) position:ccp(randomValueBetween(winSize.width*0.2, -winSize.width*0.2), randomValueBetween(winSize.height*0.2, -winSize.height*0.2))], [CCDelayTime actionWithDuration:0.5], [CCMoveBy actionWithDuration:randomValueBetween(1.0, 0.3) position:ccp(randomValueBetween(winSize.width*0.2, -winSize.width*0.2), randomValueBetween(winSize.height*0.2, -winSize.height*0.2))], [CCDelayTime actionWithDuration:0.5], [CCMoveBy actionWithDuration:randomValueBetween(1.0, 0.3) position:ccp(randomValueBetween(winSize.width*0.2, -winSize.width*0.2), randomValueBetween(winSize.height*0.2, -winSize.height*0.2))], [CCDelayTime actionWithDuration:0.5], [CCMoveBy actionWithDuration:randomValueBetween(1.0, 0.3) position:ccp(randomValueBetween(winSize.width*0.2, -winSize.width*0.2), randomValueBetween(winSize.height*0.2, -winSize.height*0.2))], [CCDelayTime actionWithDuration:0.5], [CCMoveBy actionWithDuration:randomValueBetween(1.0, 0.3) position:ccp(randomValueBetween(-winSize.width*0.3,winSize.width*0.3), randomValueBetween(winSize.height*0.3, -winSize.height*0.3))], [CCDelayTime actionWithDuration:0.5], [CCMoveBy actionWithDuration:randomValueBetween(1.0, 0.3) position:ccp(randomValueBetween(-winSize.width*0.2,winSize.width*0.2), randomValueBetween(winSize.height*0.2, -winSize.height*0.2))], [CCDelayTime actionWithDuration:0.5], [CCMoveBy actionWithDuration:randomValueBetween(1.0, 0.3) position:ccp(randomValueBetween(-winSize.width*0.3,winSize.width*0.3), randomValueBetween(winSize.height*0.3, -winSize.height*0.3))], [CCDelayTime actionWithDuration:0.5], [CCMoveBy actionWithDuration:randomValueBetween(1.0, 0.3) position:ccp(randomValueBetween(-winSize.width*0.2,winSize.width*0.2), randomValueBetween(winSize.height*0.2, -winSize.height*0.2))], [CCDelayTime actionWithDuration:0.5], [CCMoveBy actionWithDuration:randomValueBetween(1.0, 0.3) position:ccp(randomValueBetween(-winSize.width*0.3,winSize.width*0.3), randomValueBetween(winSize.height*0.3, -winSize.height*0.3))], [CCDelayTime actionWithDuration:0.5], [CCMoveBy actionWithDuration:randomValueBetween(1.0, 0.3) position:ccp(randomValueBetween(-winSize.width*0.2,winSize.width*0.2), randomValueBetween(winSize.height*0.2, -winSize.height*0.2))], [CCDelayTime actionWithDuration:0.5], [CCMoveBy actionWithDuration:2.0 position:ccp(-winSize.width*1.5, 0)], [CCCallFuncN actionWithTarget:self selector:@selector(invisNode:)], nil]]; but whit this code the sprite sometimes comes out the screen, i need the sprite moves randomly in the screen without comes out..

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  • Why are my scene's depth values not being written to my DepthStencilView?

    - by dotminic
    I'm rendering to a depth map in order to use it as a shader resource view, but when I sample the depth map in my shader, the red component has a value of 1 while all other channels have a value of 0. The Texture2D I use to create the DepthStencilView is bound with the D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE flags, the DepthStencilView has the DXGI_FORMAT_D32_FLOAT format, and the ShaderResourceView's format is D3D11_SRV_DIMENSION_TEXTURE2D. I'm setting the depth map render target, then i'm drawing my scene, and once that is done, I'm the back buffer render target and depth stencil are set on the output merger, and I'm using the depth map shader resource view as a texture in my shader, but the depth value in the red channel is constantly 1. I'm not getting any runtime errors from D3D, and no compile time warning or anything. I'm not sure what I'm missing here at all. I have the impression the depth value is always being set to 1. I have not set any depth/stencil states, and AFAICT depth writing is enabled by default. The geometry is being rendered correctly so I'm pretty sure depth writing is enabled. The device is created with the appropriate debug flags; #if defined(DEBUG) || defined(_DEBUG) deviceFlags |= D3D11_CREATE_DEVICE_DEBUG | D3D11_RLDO_DETAIL; #endif This is how I create my depth map. I've omitted error checking for the sake of brevity D3D11_TEXTURE2D_DESC td; td.Width = width; td.Height = height; td.MipLevels = 1; td.ArraySize = 1; td.Format = DXGI_FORMAT_R32_TYPELESS; td.SampleDesc.Count = 1; td.SampleDesc.Quality = 0; td.Usage = D3D11_USAGE_DEFAULT; td.BindFlags = D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE; td.CPUAccessFlags = 0; td.MiscFlags = 0; _device->CreateTexture2D(&texDesc, 0, &this->_depthMap); D3D11_DEPTH_STENCIL_VIEW_DESC dsvd; ZeroMemory(&dsvd, sizeof(dsvd)); dsvd.Format = DXGI_FORMAT_D32_FLOAT; dsvd.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D; dsvd.Texture2D.MipSlice = 0; _device->CreateDepthStencilView(this->_depthMap, &dsvd, &this->_dmapDSV); D3D11_SHADER_RESOURCE_VIEW_DESC srvd; srvd.Format = DXGI_FORMAT_R32_FLOAT; srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; srvd.Texture2D.MipLevels = texDesc.MipLevels; srvd.Texture2D.MostDetailedMip = 0; _device->CreateShaderResourceView(this->_depthMap, &srvd, &this->_dmapSRV);

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  • Adobe Air Mobile AS3 app: challenges and how to overcome them?

    - by Arthur Wulf White
    I made a PC flash game for LD 26 - minimalism and I am working on porting it to Android. Some questions I'd like to ask: Is it bad to heavily use vector graphics (ie. this.graphics.lineTo()) in Mobile Air? Does Stencyl completely alleviate this issue? Are there any inherit disadvantages to using Air Mobile that I'm missing? Where is the documentation for Air mobile (I googled and found no recent books or documentation pdf so far)

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  • How to place rooms proceduraly (rule based) on in a game word

    - by gardian06
    I am trying to design the algorithm for my level generation which is a rule driven system. I have created all the rules for the system. I have taken care to insure that all rooms make sense in a grid type setup. for example: these rooms could make this configuration The logic flow code that I have so far Door{ Vector3 position; POD orient; // 5 possible values (up is not an option) bool Open; } Room{ String roomRule; Vector3 roomPos; Vector3 dimensions; POD roomOrient; // 4 possible values List doors<Door>; } LevelManager{ float scale = 18f; List usedRooms<Room>; List openDoors<Door> bool Grid[][][]; Room CreateRoom(String rule, Vector3 position, POD Orient){ place recieved values based on rule fill in other data } Vector3 getDimenstions(String rule){ return dimensions of the room } RotateRoom(POD rotateAmount){ rotate all items in the room } MoveRoom(Room toBeMoved, POD orientataion, float distance){ move the position of the room based on inputs } GenerateMap(Vector3 size, Vector3 start, Vector3 end){ Grid = array[size.y][size.x][size.z]; Room floatingRoom; floatingRoom = Room.CreateRoom(S01, start, rand(4)); usedRooms.Add(floatingRoom); for each Door in floatingRoom.doors{ openDoors.Add(door); } // fill used grid spaces floatingRoom = Room.CreateRoom(S02, end, rand(4); usedRooms.Add(floatingRoom); for each Door in floatingRoom.doors{ openDoors.Add(door); } Vector3 nRoomLocation; Door workingDoor; string workingRoom; // fill used grid spaces // pick random door on the openDoors list workingDoor = /*randomDoor*/ // get a random rule nRoomLocation = workingDoor.position; // then I'm lost } } I know that I have to make sure for convergence (namely the end is reachable), and to do this until there are no more doors on the openDoors list. right now I am simply trying to get this to work in 2D (there are rules that introduce 3D), but I am working on a presumption that a rigorous algorithm can be trivially extended to 3D. EDIT: my thought pattern so far is to take an existing open door and then pick a random room (restrictions can be put in later) place that room's center at the doors location move the room in the direction of the doors orientation half the rooms dimension w/respect to that axis then test against the 3D array to see if all the grid points are open, or have been used, or if there is even space to put the room (caseEdge) if caseEdge (which can also occur in between rooms) then put the door on a toBeClosed list, and remove it from the open list (placing a wall or something there). then to do some kind of test that both the start, and the goal are connected, and reachable from each other (each room has nodes for AI, but I don't want to "have" to pull those out to accomplish this). but this logic has the problem for say the U, or L shaped rooms in my example, and then I also have a problem conceptually if the room needs to be rotated.

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  • 3d js map rendering

    - by gotha
    In the past I've done a 2D tile map using HTML, CSS and Javascript. Now I have the task of creating a 3D version using the same technologies - think of it like a space map where all planets have x/y/z positions. Currently, I have no idea to do this. Is there an existing library or something I can modify to do my job? If not, what method of rendering the map should I use? It needs to be as browser independent as possible, so I can't use webgl, flash or canvas. I'm considering plain JS & HTML or SVG (using Raphael for compatibility).

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  • What's the difference between a "Release" Xbox 360 build and a "Debug" one?

    - by Sebastian Gray
    I've got a build of my game that works on Windows under a release and debug build as expected. When I deploy the debug version of the game to the Xbox, it works as expected and runs the same as on Windows - however when I deploy the release version to the XBOX I get different behaviour within the game. I'm using a 3rd party library for the collisions (which is where I am seeing differences between the release and debug versions of my game); so I can't see what's actually different but I suspect they have some compiler directive for Debug on the Xbox to the Release version on the Xbox. As such, I'm thinking that I may need to release my game with the Debug build instead of the Release build but I want to know what issues I can expect by doing so? Are there any significant performance issues between the two build profiles?

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  • How do I make my character slide down high-angled slopes?

    - by keinabel
    I am currently working on my character's movement in Unity3D. I managed to make him move relatively to the mouse cursor. I set a slope limit of 45°, which does not allow the character to walk up the mountains with higher degrees. But he can still jump them up. How do I manage to make him slide down again when he jumped at places with too high slope? Thanks in advance. edit: Code snippet of my basic movement. using UnityEngine; using System.Collections; public class BasicMovement : MonoBehaviour { private float speed; private float jumpSpeed; private float gravity; private float slopeLimit; private Vector3 moveDirection = Vector3.zero; void Start() { PlayerSettings settings = GetComponent<PlayerSettings>(); speed = settings.GetSpeed(); jumpSpeed = settings.GetJumpSpeed(); gravity = settings.GetGravity(); slopeLimit = settings.GetSlopeLimit(); } void Update() { CharacterController controller = GetComponent<CharacterController>(); controller.slopeLimit = slopeLimit; if (controller.isGrounded) { moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical")); moveDirection = transform.TransformDirection(moveDirection); moveDirection *= speed; if (Input.GetButton("Jump")) { moveDirection.y = jumpSpeed; } } moveDirection.y -= gravity * Time.deltaTime; controller.Move(moveDirection * Time.deltaTime); } }

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  • SDL: Clipping a Sprite Sheet from Left to Right

    - by 0X1A
    I'm trying to get a sprite sheet clipped in the right order but I'm a bit stumped, every iteration I've tried has tended to be in the wrong order. This is my current implementation. Frames = (TempSurface-h / ClipHeight) * (TempSurface-w / ClipWidth); SDL_Rect Clips[Frames]; for (i = 0; i < Frames; i++) { if (i != 0 && i % (TempSurface-h / ClipHeight) == 0) ColumnIndex++; Clips[i].x = ColumnIndex * ClipWidth; Clips[i].y = i % (TempSurface-h / ClipHeight) * ClipHeight; Clips[i].w = ClipWidth; Clips[i].h = ClipHeight; Where TempSurface is the entire sheet loaded to a SDL_Surface and Clips[] is an array of SDL_Rects. What results from this is a sprite sheet set to SDL_Rects in the wrong order. For example a sheet of dimensions 4x4 would load desirably as this: | 0 | 1 | 2 | 3 | | 4 | 5 | 6 | 7 | | 8 | 9 | 10| 11| | 12| 13| 14| 15| But would be set as this order: | 0 | 4 | 8 | 12| | 1 | 5 | 9 | 13| | 2 | 6 | 10| 14| | 3 | 7 | 11| 15| What should I be doing for these to be set correctly?

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  • Box2D random crash when adding joints

    - by user46624
    I'm currently working on a project which uses Box2D, when the player uses a certain key it should anchor to the ground. For that I use a weld joint, but when I add the joint the game will sometimes crash, it has a 1/10 change to crash. The error I recieve: Showing the controller Exception in thread "main" java.lang.ArrayIndexOutOfBoundsException: 11 at org.jbox2d.dynamics.Island.add(Island.java:577) at org.jbox2d.dynamics.World.solve(World.java:1073) at org.jbox2d.dynamics.World.step(World.java:598) The code for adding the joints: WeldJointDef def = new WeldJointDef(); def.initialize(body, anchoredObject.body, body.getWorldCenter()); weldJoint = (WeldJoint) world.createJoint(def); I still get the error if I synchronize it

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  • Cocos2d Box2d contact listener call different method in collided object

    - by roma86
    I have the building object, wen it hit with other, i want to call some method inside it. Building.mm -(void)printTest { NSLog(@"printTest method work correctly"); } in my ContactListener i trying to call it so: ContactListener.mm #import "ContactListener.h" #import "Building.h" void ContactListener::BeginContact(b2Contact* contact) { b2Body* bodyA = contact->GetFixtureA()->GetBody(); b2Body* bodyB = contact->GetFixtureB()->GetBody(); Building *buildA = (Building *)bodyA->GetUserData(); Building *buildB = (Building *)bodyB->GetUserData(); if (buildB.tag == 1) { NSLog(@"tag == 1"); } if (buildA.tag == 2) { NSLog(@"tag == 2"); [buildA printTest]; } } NSLog(@"tag == 2"); work correctly, but [buildA printTest]; get error Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '-[CCSprite printTest]: unrecognized selector sent to instance 0x18595f0' Obviously I'm referring to the wrong object. How i can get different method and property in contacted objects from contactlistener class? Thanks.

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  • How to prevent one account from unlocking products on other devices using Apple StoreKit?

    - by reapz
    We are currently wrapping up a free-to-play game on iOS in which you can purchase non-consumable products. We have been discussing this case internally and are not quite sure what the best practices are as this is our first title. For example, if a user downloads our app, and makes some purchases. These can be restored should the app ever be deleted and reinstalled as long as the user uses the same Apple ID. What is to stop him from making a fake Apple account, purchasing items and then posting this account on the web allowing everyone to get the items for free? That is obviously a worst case situation. But a smaller case would be a user unlocking items for his friends. We do not want this to be an always online game but have considered doing a check on startup if there is internet available. If the currently logged in account doesn't own the products do we lock them again? Probably not because people may simply sign into the device with different Game Center logins at which point we don't want to constantly lock and unlock items. At some point we will be adding multiplayer at which point we can definately do a check with the currently logged in account. This is because A, they will be online when attempting multiplayer, and B, they will want to use their own account for multiplayer. Unfortunately we aren't quite ready for this yet. Has anyone tackled this issue. Are we overthinking here?

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  • Enabling and Disabling components in Unity

    - by Blue
    I'm trying to create an enable/ disable game objects in Unity. I used GameObject.SetActiveRecursively but it only works one-way. I used a collider in which when an object enters the collider. The game objects become enabled. When they leave or get to a certain point, they disable. How would I make this a two way system, making it able to be enabled while inside the collider and disabled when outside the collider? -- The collider is in the game object who is being disabled and enabled. According to this information from Unity Answers, the object becomes disabled. So how would I make the object enabled?

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  • Drawing flaming letters in 3D with OpenGL ES 2.0

    - by Chiquis
    I am a bit confused about how to achieve this. What I want is to "draw with flames". I have achieved this with textures successfully, but now my concern is about doing this with particles to achieve the flaming effect. Am I supposed to create a path along which I should add many particle emitters that will be emitting flame particles? I understand the concept for 2D, but for 3D are the particles always supposed to be facing the user? Something else I'm worried about is the performance hit that will occur by having that many particle emitters, because there can be many letters and drawings at the same time, and each of these elements will have many particle emitters. More detailed explanation: I have a path of points, which is my model. Imagine a dotted letter "S" for example. I want make the "S" be on fire. The "S" is just an example it can be a circle, triangle, a line, pretty much any path described by my set of points. For achieving this fire effect I thought about using particles. So I am using a program called "Particle Designer" to create a fire style particle emitter. This emitter looks perfect on 2D on the iphone screen dimensions. So then I thought that I could probably draw an S or any other figure if i place many particle emitters next to each other following the path described. To move from the 2D version to the 3D version I thought about, scaling the emitter (with a scale matrix multiplication in its model matrix) and then moving it to a point in my 3D world. I did this and it works. So now I have 1 particle emitter in the 3D world. My question is, is this how you would achieve a flaming letter? Is this too inefficient if i expect to have many flaming paths on my world? Am i supposed to rotate the particle's quad so that its always looking at the user? (the last one is because i noticed that if u look at it from the side the particles start to flatten out)

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  • A* PathFinding Poor Performance

    - by RedShft
    After debugging for a few hours, the algorithm seems to be working. Right now to check if it works i'm checking the end node position to the currentNode position when the while loop quits. So far the values look correct. The problem is, the farther I get from the NPC, who is current stationary, the worse the performance gets. It gets to a point where the game is unplayable less than 10 fps. My current PathGraph is 2500 nodes, which I believe is pretty small, right? Any ideas on how to improve performance? struct Node { bool walkable; //Whether this node is blocked or open vect2 position; //The tile's position on the map in pixels int xIndex, yIndex; //The index values of the tile in the array Node*[4] connections; //An array of pointers to nodes this current node connects to Node* parent; int gScore; int hScore; int fScore; } class AStar { private: SList!Node openList; SList!Node closedList; //Node*[4] connections; //The connections of the current node; Node currentNode; //The current node being processed Node[] Path; //The path found; const int connectionCost = 10; Node start, end; ////////////////////////////////////////////////////////// void AddToList(ref SList!Node list, ref Node node ) { list.insert( node ); } void RemoveFrom(ref SList!Node list, ref Node node ) { foreach( elem; list ) { if( node.xIndex == elem.xIndex && node.yIndex == elem.yIndex ) { auto a = find( list[] , elem ); list.linearRemove( take(a, 1 ) ); } } } bool IsInList( SList!Node list, ref Node node ) { foreach( elem; list ) { if( node.xIndex == elem.xIndex && node.yIndex == elem.yIndex ) return true; } return false; } void ClearList( SList!Node list ) { list.clear; } void SetParentNode( ref Node parent, ref Node child ) { child.parent = &parent; } void SetStartAndEndNode( vect2 vStart, vect2 vEnd, Node[] PathGraph ) { int startXIndex, startYIndex; int endXIndex, endYIndex; startXIndex = cast(int)( vStart.x / 32 ); startYIndex = cast(int)( vStart.y / 32 ); endXIndex = cast(int)( vEnd.x / 32 ); endYIndex = cast(int)( vEnd.y / 32 ); foreach( node; PathGraph ) { if( node.xIndex == startXIndex && node.yIndex == startYIndex ) { start = node; } if( node.xIndex == endXIndex && node.yIndex == endYIndex ) { end = node; } } } void SetStartScores( ref Node start ) { start.gScore = 0; start.hScore = CalculateHScore( start, end ); start.fScore = CalculateFScore( start ); } Node GetLowestFScore() { Node lowest; lowest.fScore = 10000; foreach( elem; openList ) { if( elem.fScore < lowest.fScore ) lowest = elem; } return lowest; } //This function current sets the program into an infinite loop //I still need to debug to figure out why the parent nodes aren't correct void GeneratePath() { while( currentNode.position != start.position ) { Path ~= currentNode; currentNode = *currentNode.parent; } } void ReversePath() { Node[] temp; for(int i = Path.length - 1; i >= 0; i-- ) { temp ~= Path[i]; } Path = temp.dup; } public: //@FIXME It seems to find the path, but now performance is terrible void FindPath( vect2 vStart, vect2 vEnd, Node[] PathGraph ) { openList.clear; closedList.clear; SetStartAndEndNode( vStart, vEnd, PathGraph ); SetStartScores( start ); AddToList( openList, start ); while( currentNode.position != end.position ) { currentNode = GetLowestFScore(); if( currentNode.position == end.position ) break; else { RemoveFrom( openList, currentNode ); AddToList( closedList, currentNode ); for( int i = 0; i < currentNode.connections.length; i++ ) { if( currentNode.connections[i] is null ) continue; else { if( IsInList( closedList, *currentNode.connections[i] ) && currentNode.gScore < currentNode.connections[i].gScore ) { currentNode.connections[i].gScore = currentNode.gScore + connectionCost; currentNode.connections[i].hScore = abs( currentNode.connections[i].xIndex - end.xIndex ) + abs( currentNode.connections[i].yIndex - end.yIndex ); currentNode.connections[i].fScore = currentNode.connections[i].gScore + currentNode.connections[i].hScore; currentNode.connections[i].parent = &currentNode; } else if( IsInList( openList, *currentNode.connections[i] ) && currentNode.gScore < currentNode.connections[i].gScore ) { currentNode.connections[i].gScore = currentNode.gScore + connectionCost; currentNode.connections[i].hScore = abs( currentNode.connections[i].xIndex - end.xIndex ) + abs( currentNode.connections[i].yIndex - end.yIndex ); currentNode.connections[i].fScore = currentNode.connections[i].gScore + currentNode.connections[i].hScore; currentNode.connections[i].parent = &currentNode; } else { currentNode.connections[i].gScore = currentNode.gScore + connectionCost; currentNode.connections[i].hScore = abs( currentNode.connections[i].xIndex - end.xIndex ) + abs( currentNode.connections[i].yIndex - end.yIndex ); currentNode.connections[i].fScore = currentNode.connections[i].gScore + currentNode.connections[i].hScore; currentNode.connections[i].parent = &currentNode; AddToList( openList, *currentNode.connections[i] ); } } } } } writeln( "Current Node Position: ", currentNode.position ); writeln( "End Node Position: ", end.position ); if( currentNode.position == end.position ) { writeln( "Current Node Parent: ", currentNode.parent ); //GeneratePath(); //ReversePath(); } } Node[] GetPath() { return Path; } } This is my first attempt at A* so any help would be greatly appreciated.

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  • Good practices when optimizing HTML5/Javascript Game Developement [closed]

    - by hustlerinc
    I'm just starting out as a game developer and have created a few crappy but playable clones of classic games like pong, and bomberman. Being self taught (bless the internet) I do this by just stuffing in code to make the games work. Now I feel the time has come to create something complete, for this I need to know how a game is structured. I've searched on the web but there isn't that much to be found. The only "high-level" language I know is javascript so reading a tutorial or article based on C++ doesn't help me that much. I'm looking for good resource's pedagogically covering the theory and possibly examples (in Javascript or pseudo code that is understandable for a beginner) of how the game pieces fit together. From the start screen to asset loading and running the game loop. I'm not looking for anything complicated like reading through a 4000 line source code. All I want to learn is where, how and when the main parts of every game should be called. If you know any good resources to share, or maybe even have an answer for me I would deeply appreciate it.

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  • b2Body moves without stopping

    - by SentineL
    I got a quite strange bug. It is difficult to explain it in two words, but i'll try to do this in short. My b2Body has restitution, friction, density, mass and collision group. I controlling my b2Body via setting linear velocity to it (called on every iteration): (void)moveToDirection:(CGPoint)direction onlyHorizontal:(BOOL)horizontal { b2Vec2 velocity = [controlledObject getBody]-GetLinearVelocity(); double horizontalSpeed = velocity.x + controlledObject.acceleration * direction.x; velocity.x = (float32) (abs((int) horizontalSpeed) < controlledObject.runSpeed ? horizontalSpeed : controlledObject.maxSpeed * direction.x); if (!horizontal) { velocity.y = velocity.y + controlledObject.runSpeed * direction.y; } [controlledObject getBody]->SetLinearVelocity(velocity); } My floor is static b2Body, it has as restitution, friction, density, mass and same collision group in some reason, I'm setting b2Body's friction of my Hero to zero when it is moving, and returning it to 1 when he stops. When I'm pushing run button, hero runs. when i'm releasing it, he stops. All of this works perfect. On jumping, I'm setting linear velocity to my Hero: (void)jump { b2Vec2 velocity = [controlledObject getBody]->GetLinearVelocity(); velocity.y = velocity.y + [[AppDel cfg] getHeroJumpVlelocity]; [controlledObject getBody]->SetLinearVelocity(velocity); } If I'll run, jump, and release run button, while he is in air, all will work fine. And here is my problem: If I'll run, jump, and continue running on landing (or when he goes from one static body to another: there is small fall, probably), Hero will start move, like he has no friction, but he has! I checked this via beakpoints: he has friction, but I can move left of right, and he will never stop, until i'll jump (or go from one static body to another), with unpressed running button. I allready tried: Set friction to body on every iteration double-check am I setting friction to right fixture. set Linear Damping to Hero: his move slows down on gugged moveing. A little more code: I have a sensor and body fixtures in my hero: (void) addBodyFixture { b2CircleShape dynamicBox; dynamicBox.m_radius = [[AppDel cfg] getHeroRadius]; b2FixtureDef bodyFixtureDef; bodyFixtureDef.shape = &dynamicBox; bodyFixtureDef.density = 1.0f; bodyFixtureDef.friction = [[AppDel cfg] getHeroFriction]; bodyFixtureDef.restitution = [[AppDel cfg] getHeroRestitution]; bodyFixtureDef.filter.categoryBits = 0x0001; bodyFixtureDef.filter.maskBits = 0x0001; bodyFixtureDef.filter.groupIndex = 0; bodyFixtureDef.userData = [NSNumber numberWithInt:FIXTURE_BODY]; [physicalBody addFixture:bodyFixtureDef]; } (void) addSensorFixture { b2CircleShape sensorBox; sensorBox.m_radius = [[AppDel cfg] getHeroRadius] * 0.95; sensorBox.m_p.Set(0, -[[AppDel cfg] getHeroRadius] / 10); b2FixtureDef sensor; sensor.shape = &sensorBox; sensor.filter.categoryBits = 0x0001; sensor.filter.maskBits = 0x0001; sensor.filter.groupIndex = 0; sensor.isSensor = YES; sensor.userData = [NSNumber numberWithInt:FIXTURE_SENSOR]; [physicalBody addFixture:sensor]; } Here I'm tracking is hero in air: void FixtureContactListener::BeginContact(b2Contact* contact) { // We need to copy out the data because the b2Contact passed in // is reused. Squirrel *squirrel = (Squirrel *)contact->GetFixtureB()->GetBody()->GetUserData(); if (squirrel) { [squirrel addContact]; } } void FixtureContactListener::EndContact(b2Contact* contact) { Squirrel *squirrel = (Squirrel *)contact->GetFixtureB()->GetBody()->GetUserData(); if (squirrel) { [squirrel removeContact]; } } here is Hero's logic on contacts: - (void) addContact { if (contactCount == 0) [self landing]; contactCount++; } - (void) removeContact { contactCount--; if (contactCount == 0) [self flying]; if (contactCount <0) contactCount = 0; } - (void)landing { inAir = NO; acceleration = [[AppDel cfg] getHeroRunAcceleration]; [sprite stopAllActions]; (running ? [sprite runAction:[self runAction]] : [sprite runAction:[self standAction]]); } - (void)flying { inAir = YES; acceleration = [[AppDel cfg] getHeroAirAcceleration]; [sprite stopAllActions]; [self flyAction]; } here is Hero's moving logic: - (void)stop { running = NO; if (!inAir) { [sprite stopAllActions]; [sprite runAction:[self standAction]]; } } - (void)left { [physicalBody setFriction:0]; if (!running && !inAir) { [sprite stopAllActions]; [sprite runAction:[self runAction]]; } running = YES; moveingDirection = NO; [bodyControls moveToDirection:CGPointMake(-1, 0) onlyHorizontal:YES]; } - (void)right { [physicalBody setFriction:0]; if (!running && !inAir) { [sprite stopAllActions]; [sprite runAction:[self runAction]]; } running = YES; moveingDirection = YES; [bodyControls moveToDirection:CGPointMake(1, 0) onlyHorizontal:YES]; } - (void)jump { if (!inAir) { [bodyControls jump]; } } and here is my update method (called on every iteration): - (void)update:(NSMutableDictionary *)buttons { if (!isDead) { [self updateWithButtonName:BUTTON_LEFT inButtons:buttons whenPressed:@selector(left) whenUnpressed:@selector(stop)]; [self updateWithButtonName:BUTTON_RIGHT inButtons:buttons whenPressed:@selector(right) whenUnpressed:@selector(stop)]; [self updateWithButtonName:BUTTON_UP inButtons:buttons whenPressed:@selector(jump) whenUnpressed:@selector(nothing)]; [self updateWithButtonName:BUTTON_DOWN inButtons:buttons whenPressed:@selector(nothing) whenUnpressed:@selector(nothing)]; [sprite setFlipX:(moveingDirection)]; } [self checkPosition]; if (!running) [physicalBody setFriction:[[AppDel cfg] getHeroFriction]]; else [physicalBody setFriction:0]; } - (void)updateWithButtonName:(NSString *)buttonName inButtons:(NSDictionary *)buttons whenPressed:(SEL)pressedSelector whenUnpressed:(SEL)unpressedSelector { NSNumber *buttonNumber = [buttons objectForKey:buttonName]; if (buttonNumber == nil) return; if ([buttonNumber boolValue]) [self performSelector:pressedSelector]; else [self performSelector:unpressedSelector]; } - (void)checkPosition { b2Body *body = [self getBody]; b2Vec2 position = body->GetPosition(); CGPoint inWorldPosition = [[AppDel cfg] worldMeterPointFromScreenPixel:CGPointMake(position.x * PTM_RATIO, position.y * PTM_RATIO)]; if (inWorldPosition.x < 0 || inWorldPosition.x > WORLD_WIDGH / PTM_RATIO || inWorldPosition.y <= 0) { [self kill]; } }

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  • failbit is being set and I can't figure out why

    - by felipedrl
    I'm writing a MIDI file loader. Everything is going fine until at some track I get a failbit exception while trying to read from file. I can't figure out why, I've checked the file size and it's ok too. Upon checking "errno" and it returns "0". Any ideas? Thanks. The snippet follows: file.read(reinterpret_cast<char*>(&mHeader.id), sizeof(MidiHeader)); mTracks = new MidiTrack[mHeader.nTracks]; for (uint i = 0; i < mHeader.nTracks; ++i) { // this read fails on 6th i. I've checked hexadecimal file and it's // ok so far. file.read(reinterpret_cast<char*>(&mTracks[i].id), sizeof(uint)); if (file.fail()) { std::cerr << errno << std::endl; massert(false); } massert(mTracks[i].id == 0x6B72544D); file.read(reinterpret_cast<char*>(&mTracks[i].size), sizeof(uint)); mTracks[i].size = swapBytes(mTracks[i].size); mTracks[i].data = new char[mTracks[i].size]; file.read(mTracks[i].data, mTracks[i].size * sizeof(char)); totalBytesRead += 8 + mTracks[i].size; massert(totalBytesRead <= fileSize); }

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  • Faking Display tree (Sprite) parent child relationships with rasters (BitmapData) in ActionScript 3

    - by Arthur Wulf White
    I am working with Rasters (bitmapData) and blliting (copypixels) in a 2d-game in actionscript 3. I like how you can move a sprite and it moves all it's children, and you can simultaneously move the children creating an interesting visual effect. I do not want to use rotation or scaling however cause I do not know how that can be done without hampering with performance. So I'm not simulating Sprite parent-child behavior and sticking to the movement on the (x, y) axis. What I am planning to do is create a class called RasterContainer which extends bitmapData that has a vector of children of type Raster(extending bitmapData), now I am planning to implement recursive rendering in RasterContainer, that basically copyPixels every child, only changing their (x, y) offset to reflect their parent's offset. My question is, has this been implemented in an existing framework? Is this a good plan? Do I expect a serious performance hit for using recursive methods this way?

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  • Loading Texture2D is extremly slow on XBOX360

    - by AvrDragon
    I have ~100 sprites for each level im my XNA game. On windows it takes ~2 seconds to load them all. Unfortunately on XBOX360 it takes ~30-60 seconds. Am i doing something wrong? Essentially the loading code ist just like this: Texture2D sprite1 = levelContent.Load<Texture2D>("images/level_1/my_sprite_1"); ... Texture2D sprite100 = levelContent.Load<Texture2D>("images/level_1/my_sprite_100"); (i use an own content manager for each level to release all level-specific textures at once) Of course i can reduse the ammount of sprites using a spritesheet, but it's extremly painfull for me now. Do i have a better option? And just curious - why is there such huge difference in image loading time?

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  • How do I create a game that runs on Windows, iOS and Android?

    - by AspaApps
    I use C++ to create windows games and now I want to step into another other OS like Android or iOS. I'm totally familiar with C++ so I tried to create app for iOS using objective C it was working awesome. However, I also want to publish games for Android but not by using Java. I don't want to create a single game 5-6 times for other platforms. Is their any way that if I create game for Windows then it will work in Android and iOS ? Or should I use Action Script 3.0? If I use action script 3.0, will it require Flash player to run the game in Windows, Android, iOS?

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