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  • SDL blitting multiple surfaces at once

    - by extropic_engine
    I'm trying to write a platforming game where the sprites for the level backgrounds are broken up into 512x512 chunks. I keep 3 chunks in memory at a time and I'm trying to write code to blit all three to the screen. Here is the current code I have: SDL_Rect where; where.y = -game->camera->y; where.x = -game->camera->x - MAP_WIDTH; SDL_BlitSurface(left_chunk, NULL, screen, &where); where.x = -game->camera->x; SDL_BlitSurface(center_chunk, NULL, screen, &where); where.x = -game->camera->x + MAP_WIDTH; SDL_BlitSurface(right_chunk, NULL, screen, &where); The issue I'm running into is that whichever chunk gets blitted first is the only one that shows up. The rest fail to appear onscreen. I think the issue might have something to do with alpha transparency, but even if the chunks don't overlap at all they still fail to blit. In other parts of the code I'm blitting multiple things to the screen at once, such as characters and backgrounds, and they all show up correctly. This particular segment of code is the only area I'm encountering this problem. If I comment out the line that blits left_chunk, it changes to this:

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  • Triggering State Changes with Health Counter

    - by Hairgami_Master
    I'm developing a game where the player changes states as their health decreases. Below 50, it should trigger animation1. Below 30, it should trigger animation2. The problem is, I only want to trigger animation1 once. But my game timer is checking every "frame", so it's triggering animation1 every cycle below 50. I only want it to trigger once, then not again until it's gone over 50 and then naturally decreased back to below 50. Are there any tried and true strategies for triggering state changes as a timer counts down (without the over-triggering problem)? I thought I could say: if (health == 50) animation1.play(); but sometimes, health never equals exactly 50, so it will skip right past that statement.

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  • UDK: Toggle Material on Brushes?

    - by user50300
    I'm attempting to change / toggle the material that's applied to a BSP brush. I've seen where it's possible on static meshes, but I can't seem to get it to work on brushes. Below is an example scenario. The ground (BSP Brush) is covered in a stone material The player hits a trigger. A new "moss" material is applied to the brush, removing the old stone material. Any assistance you could offer would be greatly appreciated.

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  • Best way to develop a level from Top down image using 3dmax

    - by fire'fly
    I have to create a game level from a top down view of an area. I used a plane converted to an editable poly to do the job. I used edges to create the top view of roads, walkways and parks so that i can extrude/edit them later. My problem is the curves in the road look blocky I tried appying mesh smooth modifier on the final model but that interfered with material mapping. Again i tried it on the plane without the extrusions and still the modifier does not work(The roads loose their shape). I know one way to solve the problem is to add more vertices on the curve and transform their location to create a more natural curve but i have a lot of curves so before doing it manually i need to know if there is a tool that refines the curves. Also i need to know if there is a better or proper way of doing the task.

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  • How do I swap two objects in C# (specifically Mono) without triggering GC?

    - by TenFour04
    I have two array lists. that I want to swap each frame. My question is, does the variable 'temp' need to be a member variable to avoid triggering GC, assuming this method is called on dozens of objects each frame? I'm not creating a new object, just a new reference to an object. public void LateUpdate(){ ArrayList<int> temp = previousFrameCollisions; previousFrameCollisions = currentFrameCollisions; currentFrameCollisions = temp; currentFrameCollisions.clear(); } I've been told there's no reason to make a primitive into a member variable just to avoid GC, so my best guess is that this also applies to object references.

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  • Actionscript - Dropping Multiple Objects Using an Array? [closed]

    - by Eratosthenes
    Possible Duplicate: Actionscript - Dropping Multiple Objects Using an Array? I'm trying to get these fireBalls to drop more often, im not sure if im using Math.random correctly also, for some reason I'm getting a null reference because I think the fireBalls array waits for one to leave the stage before dropping another one? this is the relevant code: var sun:Sun=new Sun var fireBalls:Array=new Array() var left:Boolean; function onEnterFrame(event:Event){ if (left) { sun.x = sun.x - 15; }else{ sun.x = sun.x + 15; } if (fireBalls.length>0&&fireBalls[0].y>stage.stageHeight){ // Fireballs exit stage removeChild(fireBalls[0]); fireBalls.shift(); } for (var j:int=0; j<fireBalls.length; j++){ fireBalls[j].y=fireBalls[j].y+15; if (fireBalls[j].y>stage.stageHeight-fireBall.width/2){ } } if (Math.random()<.2){ // Fireballs shooting from Sun var fireBall:FireBall=new FireBall; fireBall.x=sun.x; addChild(fireBall); fireBalls.push(fireBall); } }

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  • UnityEngine.Vector2 does not contian a definition for "Set".... using futile

    - by FreshJays
    I am a bit lost, I am using futile and I am just trying to run the demo. But I keep getting UnityEngine.Vector2 does not contian a definition for "Set" in just one class, my using statments are: using System; using UnityEngine; using System.Collections; using System.Collections.Generic; When I look at the documents, I see that Set is a function http://docs.unity3d.com/Documentation/ScriptReference/Vector2.html I am using version 3.4.2 (in futile its happening in just the FAtlas class)

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  • Letting the user draw a Polygon Body and Image

    - by Siddharth
    In my game, I want to provide the user with a drawing feature. By free hand drawing, the user creates a polygon shape. Then, in my game implementation, I have to create a body for the found vertices and generate an image based on that polygon shape. My problem is how to create an image that matches the user-provided vertices. I've heard that cocos2d has something called Image Masking. I don't understand how I could implement it in AndEngine. Could someone help?

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  • Code for Controlling the Bike in a bike game

    - by user1489257
    I'm new(ish) to Actionscript 3 and I was wondering what the code what would be like for controlling the bike in a game. I have a two main questions: Is Box2D the best physics engine to go with for this type of game? How would the animation of the bike work. Would I have to create a bike animation of the wheels moving and make it start and stop when the key to go forward is pressed. How would I go about it slowly stopping when the key to go forward is released? Thanks.

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  • How can I refactor my code to use fewer singletons?

    - by fish
    I started a component based, networked game (so far only working on the server). I know why singletons can be bad, but I can't think of another way to implement the same thing. So far I have: A GameState singleton (for managing the global state of the game, i.e. pre-game, running, exiting). A World singleton, which is the root entity for my entity graph An EntityFactory A ComponentFactory I'm thinking about adding a "MessageDispatcher" so individual components can subscribe to network messages. The factories do not have state, so I suppose they aren't so bad. However, the others do have global state, which is asking for trouble. How can I refactor my code so it uses fewer singletons?

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  • Collision detection problem in XNA

    - by Fantasy
    I'm having two problems with my collision detection in XNA. There are two boxes, the red box represents a player and the blue box represents a wall. The first problem is when the player moves to the upper side or bottom side of the wall and collides with it, and then try to go to the left or right, the player will just jump in the opposite direction as seen in the video. However if I go to the right side or the left side of the wall and try to go up or down the player will smoothly go up or down without jumping. The second problem is that when I collide with the box and my key is still pressed down the blue box goes half way through red box and and goes back out and it keeps doing that until I stop pressing the keyboard. its not very clear on the video but the keeps going in and out really fast until I stop pressing the key. Here is a video example:- http://www.youtube.com/watch?v=mKLJsrPviYo and Here is my code Vector2 Position; Rectangle PlayerRectangle, BoxRectangle; float Speed = 0.25f; enum Direction { Up, Right, Down, Left }; Direction direction; protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); KeyboardState keyboardState = Keyboard.GetState(); if (keyboardState.IsKeyDown(Keys.Up)) { Position.Y -= (float)(Speed * gameTime.ElapsedGameTime.TotalMilliseconds); direction = Direction.Up; } if (keyboardState.IsKeyDown(Keys.Down)) { Position.Y += (float)(Speed * gameTime.ElapsedGameTime.TotalMilliseconds); direction = Direction.Down; } if (keyboardState.IsKeyDown(Keys.Right)) { Position.X += (float)(Speed * gameTime.ElapsedGameTime.TotalMilliseconds); direction = Direction.Right; } if (keyboardState.IsKeyDown(Keys.Left)) { Position.X -= (float)(Speed * gameTime.ElapsedGameTime.TotalMilliseconds); direction = Direction.Left; } if (PlayerRectangle.Intersects(BoxRectangle)) { if (direction == Direction.Right) Position.X = BoxRectangle.Left - PlayerRectangle.Width; else if (direction == Direction.Left) Position.X = BoxRectangle.Right; if (direction == Direction.Down) Position.Y = BoxRectangle.Top - PlayerRectangle.Height; else if (direction == Direction.Up) Position.Y = BoxRectangle.Bottom; } PlayerRectangle = new Rectangle((int)Position.X, (int)Position.Y, (int)32, (int)32); base.Update(gameTime); }

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  • 2d engine with WebGL

    - by Philipp
    I am currently developing a HTML5 canvas game with a sprite-based 2d engine. The engine is working well so far, but now I thought that I could maybe add some cool graphic effects when I would re-implement the whole engine with WebGL. The whole graphic engine would stay strictly two-dimensional (think of it as a 3d world where the z coordinate of all vertices is 0.0). What I hope to gain from this is the ability to use pixel shaders to create special effects. I also think that the performance could improve. What do you think about that plan?

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  • I need a very rapid game engine with as many presets as possible [closed]

    - by GLycan
    I have to make a game about the immune system (with as many grotesque simplifications as I want) in roughly two weeks. I'm thinking of something along the lines of bubble tanks, but I think I can roll with pretty much anything that fits the following: Working engine that handles mouvement, objects The fighting system can be done in any way that allows a bare minimum of configuration Scripting should be, preferably, Python Art should be customizable I'm hoping that there is some existing game that I could adapt. Any sggestions (aside from not leaving projects until later) ?

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  • XNA + Windows Forms: How make them work together without making the trick of the custom GraphicsDeviceControl?

    - by Renann
    What I've found is a solution where you have to code a custom GraphicsDeviceControl to put inside the form (the well known tutorial from the APPHub), but that's not what I'm searching for. I would like to say that before start to right my question here, I "googled" a lot and I saw some questions here, but I couldn't find what I'm looking for. I would like to have the Draw/Update loops completly managed by XNAFrameWork (with XNA project and so), and not by a custom component. I hope you understand what I asked. Thanks in advance. Edit What's the most important thing for me and wasn't shown in the tutorial of APPHub is: where I have to put the input handling? That's one the problems that wasn't covered by the tutorial.

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  • Z axis trouble with glTranslatef(...) - LWJGL

    - by Zarkopafilis
    Here is the code: private static boolean up = true , down = false , left = false , right = false, reset = false, in = false , out = false; public void start() { try { Display.setDisplayMode(new DisplayMode(800,600)); Display.create(); } catch (LWJGLException e) { e.printStackTrace(); System.exit(0); } GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GL11.glOrtho(0, 800, 0, 600, 0.00001f, 1000); GL11.glMatrixMode(GL11.GL_MODELVIEW); Keyboard.enableRepeatEvents(true); while (!Display.isCloseRequested()) { GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); input(); if(up){ GL11.glTranslatef(0,0.1f,0); } if(down){ GL11.glTranslatef(0,-0.1f,0); } if(left){ GL11.glTranslatef(-0.1f,0,0); } if(right){ GL11.glTranslatef(0.1f,0,0); } if(in){ GL11.glTranslatef(0, 0, 1f); } if(out){ GL11.glTranslatef(0, 0, -1f); } if(reset){ GL11.glLoadIdentity(); } GL11.glBegin(GL11.GL_QUADS); GL11.glColor3f(255, 255, 255); GL11.glVertex3f(800/2, 600/2, 0); GL11.glVertex3f(800/2 + 200, 600/2, 0); GL11.glVertex3f(800/2 + 200, 600/2 + 200, 0); GL11.glVertex3f(800/2, 600/2 + 200, 0); GL11.glColor3f(0, 255, 0); GL11.glVertex3f(800/2, 600/2, 1); GL11.glVertex3f(800/2 + 200, 600/2, 1); GL11.glVertex3f(800/2 + 200, 600/2 + 200, 1); GL11.glVertex3f(800/2, 600/2 + 200, 1); GL11.glEnd(); Display.update(); } Display.destroy(); } public static void main(String[] argv){ new main().start(); } public void input(){ up = false; down = false; left = false; right = false; reset = false; in = false; out = false; if(Keyboard.isKeyDown(Keyboard.KEY_SPACE)){ reset = true; } if(Keyboard.isKeyDown(Keyboard.KEY_W)){ up = true; } if(Keyboard.isKeyDown(Keyboard.KEY_S)){ down = true; } if(Keyboard.isKeyDown(Keyboard.KEY_A)){ left = true; } if(Keyboard.isKeyDown(Keyboard.KEY_D)){ right = true; } if(Keyboard.isKeyDown(Keyboard.KEY_Q)){ in = true; } if(Keyboard.isKeyDown(Keyboard.KEY_E)){ out = true; } } As you can see I am creating 2 quads , a white one at z 0 and a green one at z 1. WASD keys function correctly. Also when I hit SPACEBAR the white quad is being shown. If I then press E , I can see the green quad. But if I press Q afterwards , I dont see the white one again!(Space Works everytime). Also if I render the green one at Z = -1 everything works perfectly BUT you may need up to 3 key presses Q/E to see the other quad. Why is that happening?

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  • C++ game architecture

    - by rxc
    I'm trying to make a game, but I'm not sure of the best way to set up the main loop and classes. For really small games, I could put everything in the main() loop, including event handling, collision checking, etc. However, for large games, that's seems like a highly inefficient way to get things done. The architecture I want is kind like the way the Minecraft coders did it (I quote Minecraft code because I've seen the source code when downloading MCP). They have objects entity classes EntityCow and EntityChicken and they have methods like onDeath(), onLivingUpdate(); and item classes like ItemSword have methods like onItemUse(). I've never seen these methods get called directly, but apparently, they get stored in a class called DataWatcher, which, I think "watches" all the data (as the name implies) and calls the appropriate methods in the objects. Is that how most games do it? If so, how is the DataWatcher class implemented? Any help or alternate suggestions is really appreciated.

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  • Will there be any more books in the Game Programming Gems series?

    - by Laurent Couvidou
    It's been more than three years now that the last Game Programming Gems book was published. The official website isn't updated anymore, and this page of Mark DeLoura's website seems to imply that the series is over. Was there ever an official statement about this? Was number 8 the last book? The Game Programming Gems were one of the most (if not the most) important resource for me and probably thousands of developers around the globe, did the Internet kill them?

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  • Java single Array best choice for accessing pixels for manipulation?

    - by Petrol
    I am just watching this tutorial https://www.youtube.com/watch?v=HwUnMy_pR6A and the guy (who seems to be pretty competent) is using a single array to store and access the pixels of his to-be-rendered image. I was wondering if this really is the best way to do this. The alternative of Multi-Array does have one pointer more, but Arrays do have an O(1) for accessing each index and calculating the index in a single array seems to take one addition and one multiplication operation per pixel. And if Multi-Arrays really are bad, can't you use something with Hashing to avoid those addition and multiplication operations? EDIT: here is his code... public class Screen { private int width, height; public int[] pixels; public Screen(int width, int height) { this.width = width; this.height = height; // creating array the size of one index/int for every pixel // single array has better performance than multi-array pixels = new int[width * height]; } public void render() { for (int y = 0; y < height; y++) { for (int x = 0; x < width; x++) { pixels[x + y * width] = 0xff00ff; } } } }

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  • Map rendering Libgdx Java

    - by user3165683
    Ok, so I am trying to create a 2D non-movable random tiled map. This is what I have so far: private void generateTile(){ System.out.print("tiletry1"); while(loadedTiles != 8100){ System.out.print("tiletry"); Texture currentTile = null; int tileX = 0; int tileY = 0; if (tileX == 120); tileY = 16; tileX = 0; game.batch.begin(); switch(MathUtils.random(2)){ case 0: //game.batch.draw(tile1, tileX, tileY); System.out.print("tile1"); currentTile = tile1; break; case 1: //game.batch.draw(tile2, tileX, tileY); System.out.print("tile2"); currentTile = tile2; break; case 2: //game.batch.draw(tile3, tileX, tileY); System.out.print("tile3"); currentTile = tile3; break; } tileX+=16; loadedTiles ++; game.batch.draw(currentTile, tileX, tileY); game.batch.end(); } } However, I can't see any of the tiles and the screen just looks green. This method is above my render method which I have: camera.update(); batch.setProjectionMatrix(camera.combined); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); game.batch.begin(); //other render stuff Why am I not able to see the tiles?

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  • Bitmap & Object Collision Help

    - by MarkEz
    Is it possible to detect when an object and a bitmap collide. I have an arraylist of sprites that I am shooting with an image. I tried using this method here but as soon as the bitmap appears the sprite disappears, this is in the Sprite class: public boolean isCollision(Bitmap other) { if(other.getWidth() > x && other.getWidth() < x + width && >other.getHeight() > y && other.getHeight() < y + height); return true; }

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  • Simulating water droplets on a window

    - by skyuzo
    How do I simulate water droplets realistically falling, gathering, and flowing down a window? For example, see http://www.youtube.com/watch?v=4jaGyv0KRPw. In particular, I want to simulate how smaller droplets merge together to form larger droplets that have enough weight to oppose the surface tension and flow downward, leaving a trail of water. I'm aware of fluid simulation, but how would it be applied in this situation?

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  • Can not export JARS in lwjgl!

    - by NerdyLegend
    I did it before but for some reason it's doing the stupid problem again. I want to export as a regular Jar file, not a folder full of files. I export it like in Oskar Veerhoak. cmd says Exception in thread "main" java.lang.RuntimeException: Resource not found: res/F lubberFlap.png at org.newdawn.slick.util.ResourceLoader.getResourceAsStream(ResourceLoa der.java:69) at com_FlubberSpace.MainFS.main(MainFS.java:118) I tested it out with my other project with the same code pretty much. This is how I load my Textures wood = TextureLoader.getTexture("PNG", ResourceLoader.getResourceAsStream("res/wood.png")); of course it works fine in eclipse but not after export. I havn't tried giving the previous game its' own project, I have it in a package. Can someone record how to export properly? I want a jar file that you just double click to start it. I also want it so nobody can extract the files and see my classes and res.

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  • 2d array permutation proof [migrated]

    - by FGM
    I want to know if it's possible to get any possible combination of a 4x4 integer array given three rules: you may shift any column up or down you may shift any row left or right you may shift the entire array left, right, up, or down That is, you can transform: [1] [2] [3] [4] [5] [6] [7] [8] [9] [10] [11] [12] [13] [14] [15] [16] into any possible combination of a 4x4 array of the same 16 values, given those three rules. Basically, I just want to know if there are impossible combinations.

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  • Where can I find a collection of photorealistic scenes? [on hold]

    - by emchristiansen
    Where can I find a collection of 10-100 3D scenes with photorealistic levels of detail? For example, the scene rendered here contains photorealistic detail. Note I want the underlying object models, textures, etc, not final renderings. I'll be using these scenes to test a computer vision idea. BTW, this is a reposting of this question. I wasn't able to find a Stack Exchange site that is perfectly suited to the question, but as this is a modeling and rendering question, I'm hoping it is a good enough match for the venue.

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  • Showing range on hexagonal grid

    - by user23673
    Here is the situation. I have hexagonal board,and a unit on it,with speed or move value 4.Diffrent terrain has a diffrent cost.When i click on the unit,game should show me a move range. My solution was to check each hex in range of 4,with A* pathfinding,and if path cost was less than 4 then this hex was in range.Finally game nicely show me range of that unit. My question is: Is there other solution to search for range on hex grids or square grid,because even if i am really proud of what i did in my solution,i think,it is a little to exaggerated?:)) What make me ask this question?I noticed that when unit speed is 4 or 6 or even 8,time to computing range for my computer was really good,but when speed was 10 and more i noticed that i needed to wait few second to compute.Well in real games i rather dont see something like this and my A* pathfinding is rather well optimized,so im thinking that my solution is wrong. Thanks for any replies.

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