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  • Scene or Activity Animation

    - by Siddharth
    My game require an animation when one activity finishes and next started because I have develop game with multiple activity not as multiple scene per game. I have to show animation at the time of activity creation and activity destroy. I have trying to create basic animation that was supported by android. And all that xml file I have to post it into the anim folder but the loading of resource was so much high so any type of animation I provide using android method does not work for me it look weird. If scene class has some functionality for animation that please know me then I try to load different type of animation using scene. I have not create multiple scene because I have no awareness about how to manage multiple scene in andengine though I have a working experience of 8 months in andengine. So this help also provide me a great help. Basically I want to create animation like one activity slide out at the same time the other activity slide in. So at a time user can see the transition of activity. Thanks in advance.

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  • Architects into videogames

    - by Ángel
    I'm an architecture student in my last year. I've always been interested in videogames design. I use 3d Max and Photoshop on a daily basis, and I was thinking about aiming for a career in videogames, starting as a level/environment designer. How should approach it? Is it worthy to spend some time learning UDK or CryEngine? Should I try a smaller but more general software? I know some programming already. Finally, will my skills as an architect be something valuable in the indusrty? Thanks in advance.

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  • how to make game objects to contain other objects?

    - by user3161621
    Im pretty undecided about what path to take here. The simplest that comes to mind is just adding a field List to the GameObject class where i would store the things contained in it. But would it be elegant and well tought? And would it be good performance wise?(ofc 99.9% of my objects wouldnt have anything stored in them...) What about deriving a ContainerObject from GameObject? This way only they would have additional fields but then i would have to change many things, my collections of objects would have to become a generic and id have to cast very often into GameObject...

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  • How do I split a texture into differently shaped pieces with libgdx?

    - by VictorB
    I want to split a texture into variously shaped pieces with libgdx, like the pieces of a puzzle game. TextureRegion.split() is not an option, as it splits into equally sized rectangular texture regions. The "Similar Questions" section here is helpful (particularly this question How do I break an image into 6 or 8 pieces of different shapes?), but I'm not sure yet if it's possible to implement the solution with libgdx. Any pointers?

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  • Efficiency of iterators and alternatives? [migrated]

    - by user48037
    I have the following code for my game tiles: std::vector<GameObject_Tile*>::iterator it; for(int y = 0; y < GAME_TILES_Y; y++) { for(int x = 0; x < GAME_TILES_X; x++) { for (it = gameTiles[x][y].tiles.begin() ; it != gameTiles[x][y].tiles.end(); ++it) {}}} tiles is: struct Game_Tile { // More specific object types will be added here eventually vector<GameObject_Tile*> tiles; }; My problem is that if I change the vector to just be a single GameObject_Tile* instead and remove the iterator line in the loop I go from about 200fps to 450fps. Some context: The vector/pointer only contains one object in both scenarios. I will eventually need to store multiple, but for testing I just set it to a single pointer. The loop goes through 2,300 objects each frame and draws them. I would like to point out that if I remove the Draw (not seen int he example) method, I gain about 30 frames in both scenarios, the issue is the iteration. So I am wondering why having this as a vector being looped through by an iterator (to get at a single object) is costing me over 200 frames when compared to it being a single pointer? The 200+ frames faster code is: std::vector<GameObject_Tile*>::iterator it; for(int y = 0; y < GAME_TILES_Y; y++) { for(int x = 0; x < GAME_TILES_X; x++) { //gameTiles[x][y].tiles is used as a pointer here instead of using *it }} tiles is: struct Game_Tile { // More specific object types will be added here eventually GameObject_Tile* tiles; };

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  • Is this a reliable method of parsing glGetShaderInfoLog()?

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

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  • Implementing hitbox polygon

    - by Delusional Logic
    I'm creating a shooter, it's still very early, but i'm implementing some polygon hitboxes. So far i have created a polygon class, and i'm looking into how i can hook it onto my player. I'm trying to stay away from having a Tick() function in my polygon class, and I would rather not update the position every tick (it would clutter up my tick functions). At the same time I would really like to have the positions in there somehow (it has a drawing function, and i will be using it for hit detection) How would i go about implementing this polygon object into my entities?

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  • Orienting ship movement in asteroids [closed]

    - by BadSniper
    Possible Duplicate: Move sprite in the direction it is facing? I'm programming asteroids game. I'm trying to give velocity in the direction of ship face. I've tried using velocity.x = velocity.x * cos r, velocity.y = velocity.y * sin r where velocity is a vector and r is the angle rotated. but it's not moving in right direction. Could someone help with this problem? It is supposed to return the vector in which ship is facing. I don't understand the problem.

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  • Object array updates one instance repeatedly [on hold]

    - by MGN001
    I'm making a 2D shooter, and the player object holds an array of bullets that represent how many shots the player can have on screen at once. At least, this is what I'm trying for. What's happening is that each time any of the objects in the array is called, it seems to update a single object in memory. So, if I fire and then fire again, the object "starts over" from where I shot from and moves twice as fast. I've spent weeks trying to fix this and I've managed nothing. Hopefully another pair of eyes will see something I've missed. Player.cpp #include "Player.h" const int startLives = 3; const int maxHealth = 2; const float speed = 1; const int maxVelocity = 500; const int topBound = WINDOW_HEIGHT / 5 * 3; const int slowRate = 500; const int accRate = 1000; const int maxBullets = 5; const float spriteWidth = 99; const float spriteHeight = 75; const Vector2f startPosition = { (WINDOW_WIDTH / 2) - (spriteWidth / 2), (WINDOW_HEIGHT / 4 * 3) - (spriteHeight / 2) }; Bullet bullets[maxBullets]; Bullet * bulletPointers[maxBullets]; SDL_Texture * playerHealthy; SDL_Texture * playerDamaged; SDL_Texture * currentSprite; SDL_Rect * rect; Vector2f position; Vector2f velocity; int Health; int Lives; Player::Player() { rect = new SDL_Rect(); } Player::~Player() { SDL_DestroyTexture(playerHealthy); SDL_DestroyTexture(playerDamaged); SDL_DestroyTexture(currentSprite); rect = NULL; } void Player::Initialize(SDL_Renderer * renderer) { SDL_Surface * temp; temp = IMG_Load(".\\Sprites\\player.png"); if (temp == NULL) { printf("Initialization Error: %s\n", IMG_GetError()); exit(PLAYER_INITIALIZATION_ERROR); } playerHealthy = SDL_CreateTextureFromSurface(renderer, temp); temp = IMG_Load(".\\Sprites\\playerDamaged.png"); if (temp == NULL) { printf("Initialization Error: %s\n", IMG_GetError()); exit(PLAYER_INITIALIZATION_ERROR); } playerDamaged = SDL_CreateTextureFromSurface(renderer, temp); temp = IMG_Load(".\\Sprites\\laserGreen.png"); if (temp == NULL) { printf("Initialization Error: %s\n", IMG_GetError()); exit(PLAYER_INITIALIZATION_ERROR); } SDL_Texture * bullet = SDL_CreateTextureFromSurface(renderer, temp); temp = IMG_Load(".\\Sprites\\laserGreenShot.png"); if (temp == NULL) { printf("Initialization Error: %s\n", IMG_GetError()); exit(PLAYER_INITIALIZATION_ERROR); } SDL_Texture * explosion = SDL_CreateTextureFromSurface(renderer, temp); for (int i = 0; i < maxBullets; i++) { bullets[i].Initialize(renderer, bullet, explosion); bulletPointers[i] = NULL; } temp = NULL; rect->h = spriteHeight; rect->w = spriteWidth; Reset(); } void Player::Update(Input input, float deltaTime) { if (abs(velocity.x) < slowRate * deltaTime) { velocity.x = 0; } else if (velocity.x > 0) { velocity.x -= slowRate * deltaTime; } else if (velocity.x < 0) { velocity.x += slowRate * deltaTime; } if (abs(velocity.y) < slowRate * deltaTime) { velocity.y = 0; } if (velocity.y > 0) { velocity.y -= slowRate * deltaTime; } else if (velocity.y < 0) { velocity.y += slowRate * deltaTime; } if (Health <= 0) { --Lives; Spawn(); } velocity.x += UnitVector(input.InputNew.movement).x * accRate * deltaTime; velocity.y += UnitVector(input.InputNew.movement).y * accRate * deltaTime; if (Magnitude(velocity) > maxVelocity) { velocity.x = UnitVector(velocity).x * maxVelocity; velocity.y = UnitVector(velocity).y * maxVelocity; } position.x += velocity.x * deltaTime * speed; position.y += velocity.y * deltaTime * speed; if (input.InputNew.JumpLeft && !input.InputOld.JumpLeft) { position.x -= spriteWidth; } if (input.InputNew.JumpRight && !input.InputOld.JumpRight) { position.x += spriteWidth; } Boundaries(); rect->x = position.x; rect->y = position.y; if (input.InputNew.Fire && !input.InputOld.Fire) { Fire(); } for (int i = 0; i < maxBullets; ++i) { if (bulletPointers[i] != NULL) { bullets[i].Update(deltaTime); if (bullets[i].getPosition().y < -33) { bulletPointers[i] = NULL; } } } } void Player::Draw(SDL_Renderer * renderer) { for (int i = 0; i < maxBullets; ++i) { if (bulletPointers[i] != NULL) { bullets[i].Draw(renderer); } } SDL_RenderCopy(renderer, currentSprite, NULL, rect); } void Player::Spawn() { position = startPosition; Health = maxHealth; currentSprite = playerHealthy; rect->x = position.x; rect->y = position.y; } void Player::Boundaries() { if (position.x < 0) { position.x = 0; velocity.x *= -1; } else if (position.x > WINDOW_WIDTH - spriteWidth) { position.x = WINDOW_WIDTH - spriteWidth; velocity.x *= -1; } if (position.y < topBound) { position.y = topBound; velocity.y *= -1; } else if (position.y > WINDOW_HEIGHT - spriteHeight) { position.y = WINDOW_HEIGHT - spriteHeight; velocity.y *= -1; } } int Player::getLives() { return Lives; } void Player::Reset() { Lives = startLives; Spawn(); } void Player::Fire() { for (int i = 0; i < maxBullets; ++i) { if (bulletPointers[i] == NULL) { bulletPointers[i] = &bullets[i]; bullets[i].Fire(position,velocity.x/2); break; } } } Bullet.cpp #include "Bullet.h" const int speed = 500; Vector2f bulletVelocity; float ExplosionMax = 0.5f; float ExplosionTimer; const Vector2f fireOffset = { 45.5f, 10.0f }; const Vector2f explosionOffset = { 23.5f, -27.0f }; const Vector2i bulletSize = { 9, 33 }; const Vector2i explosionSize = { 56, 54 }; Vector2f bulletPosition; SDL_Texture * bulletSprite; SDL_Texture * explosionSprite; SDL_Texture * bulletCurrentSprite; SDL_Rect * bulletRect; Bullet::Bullet() { } Bullet::~Bullet() { } void Bullet::Initialize(SDL_Renderer * renderer, SDL_Texture * bullet, SDL_Texture * explosion) { bulletSprite = bullet; explosionSprite = explosion; bulletRect = new SDL_Rect(); } void Bullet::Update(float deltaTime) { bulletPosition.y -= bulletVelocity.y * deltaTime; bulletPosition.x += bulletVelocity.x * deltaTime; bulletRect->x = static_cast<int>(bulletPosition.x); bulletRect->y = static_cast<int>(bulletPosition.y); } void Bullet::Draw(SDL_Renderer * renderer) { SDL_RenderCopy(renderer, bulletCurrentSprite, NULL, bulletRect); } void Bullet::Fire(Vector2f pos, float xSpeed) { bulletPosition.x = pos.x + fireOffset.x; bulletPosition.y = pos.y + fireOffset.y; bulletVelocity.x = xSpeed; bulletVelocity.y = speed; bulletCurrentSprite = bulletSprite; bulletRect->h = bulletSize.y; bulletRect->w = bulletSize.x; bulletRect->x = static_cast<int>(bulletPosition.x); bulletRect->y = static_cast<int>(bulletPosition.y); } Vector2f Bullet::getPosition() { return bulletPosition; } void Bullet::Hit() { bulletCurrentSprite = explosionSprite; bulletVelocity = { 0.0f, 0.0f }; ExplosionTimer = ExplosionMax; bulletPosition.x += explosionOffset.x; bulletPosition.y += explosionOffset.y; bulletRect->w = explosionSize.x; bulletRect->h = explosionSize.y; }

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  • How to draw a map for the game?

    - by user36689
    I wanted to make a small game, it will be about space. But I had a couple of questions, how to draw a map for the game? I would like to have lots of planets, possible consolidation of the system (as the solar system) But how to draw these planets? Is it really necessary to draw them by hand? I plan to give the names of the planets, but maybe I will not do what is best to do? Prompt Council Help me, please) I'm sorry if that is not the case)) Thanks in advance!

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  • How to get a good picture of the health of a level-based game from analytics?

    - by ADB
    I am designing a level-based game where the user completes the level 1, then 2, 3 and so on. There are 200 levels and each is rather short: 60-ish seconds. I am tracking Each played, completed (cleared for the first time), failed and cleared level Milestones: number of players to reach level 1, 5, 10, etc. Also for number of failed and played levels. Separate new players from returning ones. However, I still find it difficult to get a clear picture of what is going on from the stats. So what are the best practices for determining where I am losing players?

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  • Open source Entity-Component game [on hold]

    - by Papavoikos
    I've been reading a lot about entity-component design but every article talks about the philosophy behind such design, leaving a lot of details and implementations outside. I'm looking for an open source game that uses the entity-component design so I can study the concrete implementations and see how they deal with things such as How (and if) they deal with inter-component communication How much logic each component has or doesn't have How a subsystem can change it's behavior depending on an entity's state (the screen darkens depending on the player's health)

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  • Does anyone write games in Delphi?

    - by MDV2000
    I am a very seasoned Delphi developer (over 12 years of experience not counting my Turbo Pascal experience) and was wondering does anyone write games in Delphi? I have seen DirectX API wrappers in Delphi that allow you to program against DirectX (even wrote a simple solitaire game with a friend), but haven't seen anything out there that shows me that I should keep up with Delphi. I just hate to walk away from so much knowledge and Object Pascal language, but I am not seeing much as to a reason to keep going with Delphi. I currently program in C# and thinking about XNA, but it seems to me that the dominating opinion is go C/C++ route with DirectX. Any other Delphi developers out there struggle with this too? Thanks, MDV

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  • What class to use in order to have a number move around the screen?

    - by AllenZ41
    What i am trying to accomplish is have a randomly created number move around the screen but it is touchable. I am planning to have lots of numbers on the screen, so my question is what class is appropriate to use, so I could set a number randomly at run time and display it while it moves around the screen? I was planning the use a TextView, since I want to use a custom font of mine but I think creating a bunch at a time could cause a memory problem and to my understanding they cant move around the screen at runtime.

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  • Rotate camera with mouse? [closed]

    - by ezio160324
    Once again, using tutorial 10 at NeHe. I want the code if (keys[VK_RIGHT]) // Is The Right Arrow Being Pressed? { yrot -= 1.5f; // Rotate The Scene To The Left } if (keys[VK_LEFT]) // Is The Left Arrow Being Pressed? { yrot += 1.5f; // Rotate The Scene To The Right } and if (keys[VK_PRIOR]) { lookupdown -= 1.0f; } if (keys[VK_NEXT]) { lookupdown += 1.0f; } to be done with the mouse instead of left/right arrow and Page Up/ Page Down. I tried everything I could think of. Can anyone help? EDIT: I tried using WM_MOUSEMOVE message. I just could not figure it out. EDIT2: I am using pure OpenGL to do this. No window management system or other libs such as GLUT, GLFW, SDL, SFML etc. Just OpenGL. OpenGL and GLEW. EDIT: Issue has been solved.

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  • Variable-step update() in game loop is falling behind, how can I get around this?

    - by ThatsGobbles
    I'm working on a minimal game engine for my next game. I'm using the delta update method like shown: void update(double delta) { // Update code that uses `delta` goes here } I have a deep hierarchy of updatable objects, with a root updatable that contains several updatables, each of which contains more updatables, etc. Normally I'd just iterate through each of the root's children and update each one, which would then do the same for its children, and so on. However, passing a fixed value of delta to the root means that by the time the leaf updatables are reached, it's been longer since delta seconds that have elapsed. This is causing noticable desyncing in my game, and time synchronization is very important in my case (I'm working on a rhythm game). Any ideas on how I should tackle this? I've considered using StopWatches and a global readable timer, but any advice would be helpful. I'm also open to moving to fixed timesteps as opposed to variable.

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  • Vector transform equation explanation

    - by cyberdemon
    I'm trying to understand the maths of moving points in a 3d space by making a game written in C#. I'm looking at this wolfire blog series which explains some basic 3d maths. I've read the first two parts but am stuck on the 3rd. I know it's all really rudimentary stuff but I find Googling for help with equations really hard. The one I'm struggling with is: 0*(0.66,0.75) + 2*(-0.75, 0.66) = (-1.5, 1.3) How can anything multiplied by 0 not be 0? So my question is how does this look in code: x(a,b) + y(c,d) I know it's basic stuff but I just can't see it.

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  • Is it a good plan to use 2D physics for a 3D racing game?

    - by user3195897
    I am working on a 3D racing game using SDL and OpenGL. I thought it would be easier to use a 2D physics engine, since I really don't need the 3rd dimension. There will be no flying cars or jumps, they will just be stuck to the floor, so I would use 2D colliders and that things to simulate collisions in a plane but render the actual game from a 3D perspective. So the real question is: is it possible, is it a dumb idea, what else can I do?

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  • Split Body and Sprite

    - by Siddharth
    I want to split the body and sprite into multiple pieces as like following link suggest: http://www.raywenderlich.com/14302/how-to-make-a-game-like-fruit-ninja-with-box2d-and-cocos2d-part-1 I try to convert the cocos2d program into AndEngine and almost done but they use PRKit named external library that type of implementation I didn't find in AndEngine. So my basic requirement you know so please suggest me some suitable answer. My current working platform is AndEngine with Box2D.

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  • Version Not Final, Does not represent actual game footage?

    - by thinly veiled question mark
    Just curious about this. Frequently, a lot of gameplay videos from big studios have small subtitled text at the lower part of the screen, reading something like: Pre-Alpha Gameplay -- Footage not Final Game Footage not Final Pre-Alpha, Game here is not final Is there some sort of reason they do this? Is there some sort of legal ramification that they need to go through by adding this? I have especially seen some gameplay vids whose titles are "Alpha x.x.x", yet still, in the video itself, it always something like "footage not final, game may change".

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  • Android / IPhone / Desktop C++ Game Template

    - by OriginalDaemon
    I was wondering if anyone has come across any articles detailing how to set up a basic game in C++ for use in Android / IPhone / Desktop applications. My thoughts just now are that I would like to make my game as a library and have a different project for each device which just interfaces with this library. You know the kind of thing, bootstrap the program, call some library initialize, load and run routines and occasionally pass some information to the library like input. I was hoping someone would have made a template for this kind of thing but I just had no luck finding one. It seems to me that it's the kind of thing you really only have to do once, so I was hoping someone would have done it for me already.

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  • Should I be worrying about limiting the number of textures in my game?

    - by Donutz
    I am working on a GUI in XNA 4.0 at the moment. (Before you point out that there are many GUIs already in existance, this is as much a learning exercise as a practical project). As you may know, controls and dialogs in Windows actually consist of a number of system-level windows. For instance, a dialog box may consist of a window for the whole dialog, a child window for the client area, another window (barely showing) for the frame, and so on. This makes detecting mouse hits and doing clipping relatively easy. I'd like to design my XNA GUI along the same lines, but using overlapping Textures instead of windows obviously. My question (yes, there's actually a question in this drivel) is: am I at risk of adversely affecting game performance and/or running low in resources if I get too nuts with the creating of many small textures? I haven't been able to find much information on how resource-tight the XNA environment actually is. I grew up in the days of 64K ram so I'm used to obsessing about resources and optimization. Anyway, any feedback appreciated.

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  • Portable C++ IDE

    - by Click Ok
    I want a portable C++ IDE for general development, and too to develop basic Windows GUI applications. In my research, I've found this (with latest version date): CodeLite IDE (2010-04-02) Code::Blocks (2008-02-28) Bloodshed Dev-C++ (2005-02-22) NetBeans (2009-12-10) Ultimate++ (2010-03-16) Qt Creator (2010-02-01) But I don't know if some these IDE's supports Windows GUI development (or Cross Platform GUI development) or if can be Portable (NetBeans can be portable).

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  • Associate a texture to an object (from a data-model, not graphical point of view).

    - by Raveline
    I'm writing a roguelike where objects and floor can be made of different materials. For instance, let's say we can have a wooden chair, an iron chair, a golden chair, and so on. I've got an Object class (I know, the name is terrible), which is more or less using a composite pattern, and a Material class. Material have different important properties (noise, color...). For the time being, there are 5 different instances of materials, created at the initialization of the game. How would connect an instance of Object with one of the 5 instances of materials ? I see three simple solutions : Using a pointer. Simple and brutal. Using an integer material-id, then get the materials out of a table when engine manipulates the object for various purposes (display, attack analysis, etc.). Not very beautiful, I think, and not very flexible. Using an integer material-id, then get the materials out of a std::map. A bit more flexible, but still not perfect. Do you see other possibilities ? If not, what would you choose (and why) ? Thanks in advance !

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  • LWJGL: Camera distance from image plane?

    - by Rogem
    Let me paste some code before I ask the question... public static void createWindow(int[] args) { try { Display.setFullscreen(false); DisplayMode d[] = Display.getAvailableDisplayModes(); for (int i = 0; i < d.length; i++) { if (d[i].getWidth() == args[0] && d[i].getHeight() == args[1] && d[i].getBitsPerPixel() == 32) { displayMode = d[i]; break; } } Display.setDisplayMode(displayMode); Display.create(); } catch (Exception e) { e.printStackTrace(); System.exit(0); } } public static void initGL() { GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); GL11.glClearDepth(1.0); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthFunc(GL11.GL_LEQUAL); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GLU.gluPerspective(45.0f, (float) displayMode.getWidth() / (float) displayMode.getHeight(), 0.1f, 100.0f); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST); } So, with the camera and screen setup out of the way, I can now ask the actual question: How do I know what the camera distance is from the image plane? I also would like to know what the angle between the image plane's center normal and a line drawn from the middle of one of the edges to the camera position is. This will be used to consequently draw a vector from the camera's position through the player's click-coordinates to determine the world coordinates they clicked (or could've clicked). Also, when I set the camera coordinates, do I set the coordinates of the camera or do I set the coordinates of the image plane? Thank you for your help. EDIT: So, I managed to solve how to calculate the distance of the camera... Here's the relevant code... private static float getScreenFOV(int dim) { if (dim == 0) { float dist = (float) Math.tan((Math.PI / 2 - Math.toRadians(FOV_Y))/2) * 0.5f; float FOV_X = 2 * (float) Math.atan(getScreenRatio() * 0.5f / dist); return FOV_X; } else if (dim == 1) { return FOV_Y; } return 0; } FOV_Y is the Field of View that one defines in gluPerspective (float fovy in javadoc). This seems to be (and would logically be) for the height of the screen. Now I just need to figure out how to calculate that vector.

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