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  • How to find collision detection side between two objects?

    - by user2362369
    I am using box2D and I have two objects, one is bouncy ball and the other one is block. I'd like to find which side of the block is collided with, so I can only make the ball bounce when it hits the top. I tried to implement many things like fixture data and by detecting position, using manifold but not get the accurate result. I also tried to calculate distance between two object but all went wrong.

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  • Multiple passes in direct3d10

    - by innochenti
    I begin to learning direct3d10 and stuck with multiple passes. As input I have a triangle(that stored in vb/ib) and effect file: //some vertex shader and globals goes there. skip them to preserve simplicity float4 ColorPixelShader(PixelInputType input) : SV_Target { return float4(1,0,0,0); } float4 ColorPixelShader1(PixelInputType input) : SV_Target { return float4(0,1,0,0); } technique10 ColorTechnique { pass pass0 { SetVertexShader(CompileShader(vs_4_0, ColorVertexShader())); SetPixelShader(CompileShader(ps_4_0, ColorPixelShader())); SetGeometryShader(NULL); } pass pass1 { SetVertexShader(CompileShader(vs_4_0, ColorVertexShader())); SetPixelShader(CompileShader(ps_4_0, ColorPixelShader1())); SetGeometryShader(NULL); } } And some render code: pass1->Apply(0); device->DrawIndexed(indexCount, 0, 0); pass2->Apply(0); device->DrawIndexed(indexCount, 0, 0); What I'd expect to see is the green triangle, but it always shows me red triangle. What am I doing wrong? Also, I've got another question - should I set vertex shader in every pass? I've added ColorVertexShader1 that translates vertex position by some delta, and 've got following picture: http://imgur.com/Oe7Qj

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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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  • If I project a sphere in 3D will it be a circle?

    - by yuumei
    Assuming I have infinite vertices to represent the sphere, if I project the sphere from any position/scale in 3D to 2D, will it be a circle? I know it will not be a circle on the screen, because of scaling and different resolutions. But do field of view and aspect ratio effect the results? Edit: Sorry yes, I am talking about perspective projection. Seems the answer is no then, perspective will distort the sphere. Thanks!

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  • knowing all available entity types

    - by plofplof
    I'm making a game where at some point the game will create enemies of random types. Each type of enemy available is defined on its own class derived from an enemy superclass. To do this, obviously the different types of enemies should be known. This is what I have thought of: Just make a list manually. Very simple to do, but I don't like it because I'll be adding more enemy types over time, so any time I add a new class I have to remember to update this (same if I remove an enemy). I would like some kind of auto-updating list. A completely component based system. There are no different classes for each enemy, but definitions of enemies in some file where all enemy types can be found. I really don't need that level of complexity for my game. I'm still using a component based model to some degree, but each Enemy type gets defined on its own class. Java Annotation processing. Give each enemy subclass an annotation like @EnemyType("whatever"), then code an annotation processor that writes in a file all available enemy types. Any time a new class is added the file gets updated after compilation.This gives me a feeling of failure even if its a good solution, it's very dependant on Java, so it means I cant think of a general design good for any kind of language. Also I think that this would be too much work for something so simple. I would like to see comments on these ideas and other possible solutions Thanks

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  • Get all triangles that are < N dist from you?

    - by CyanPrime
    Does anyone know of a way I could add a radius to this code for p? Like basically saying "this is true if the triangle is < N dist from the point" public boolean isPointInTriangle( Vector3f p, Vector3f a, Vector3f b, Vector3f c ) { return ( pointsAreOnSameSide(p, a, b, c) && pointsAreOnSameSide(p, b, a, c) && pointsAreOnSameSide(p, c, a, b) ); } public boolean pointsAreOnSameSide( Vector3f p1, Vector3f p2, Vector3f a, Vector3f b ) { Vector3f diffba = new Vector3f(0,0,0); Vector3f.sub( b, a, diffba ); Vector3f diffp1a = new Vector3f(0,0,0); Vector3f.sub( p1, a, diffp1a ); Vector3f diffp2a = new Vector3f(0,0,0); Vector3f.sub( p2, a, diffp2a ); Vector3f cross1 = Vector3f.cross(diffba, diffp1a); Vector3f cross2 = Vector3f.cross(diffba, diffp2a); return ( Vector3f.dot( cross1, cross2 ) >= 0 ); }

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  • Vector normalization gives very imprecise results

    - by Kipras
    When I normalize vectors I receive very strange results. The lengths of the normalized vectors range from 1.0 to almost 1.5. The functions are all written by me, but I just can't find a mistake in my algorithm. When I normalize I just divide all components of the vector by the vector's length. public double length(){ return Math.sqrt(x*x + y*y); } public void normalize(){ if(length() > 0){ x /= length(); y /= length(); } } Is this supposed to happen? I mean I can see the length ranging from 0.9 to 1.1 at worst, but this is just overwhelming. Cheers

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  • Are there any resources for motion-planning puzzle design?

    - by Salano Software
    Some background: I'm poking at a set of puzzles along the lines of Rush Hour/Sokoban/etc; for want of a better description, call them 'motion planning' puzzles - the player has to figure out the correct sequence of moves to achieve a particular configuration. (It's the sort of puzzle that's generically PSPACE-complete if that actually helps anyone's mental image). While I have a few straightforward 'building blocks' that I can use for puzzle crafting and I have a few basic examples put together, I'm trying to figure out how to avoid too much sameness over a large swath of these kinds of puzzles, and I'm also trying to figure out how to make puzzles that have more of a feel of logical solution than trial-and-error. Does anyone know of good resources out there for designing instances of this sort of puzzle once the core puzzle rules are in place? Most of what I've found on puzzle design only covers creating the puzzle rules, not building interesting puzzles out of a set of rules.

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  • Saving to a file in C# [on hold]

    - by user36322
    If I use this code: using (StreamWriter streamWriter = new StreamWriter("Content/player.txt", true)) { streamWriter.Write("Hello!"); streamWriter.Close(); } The program will not actually add "Hello!" to the file. However, if I use this code: using (StreamWriter streamWriter = new StreamWriter("C:/Users/Michael/Documents/Visual Studio 2010/Projects/PuzzleGame/PuzzleGame/PuzzleGameContent/player.TXT", true)) { streamWriter.Write("Hello!"); streamWriter.Close(); } The program will work as intended and add "Hello!" to the save file. Is there any way I can do this without hardcoding the path?

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  • Implementing unlockable items on Android

    - by coder_For_Life22
    I know this would be a beginners question (some of you might think) but I would like to know different approaches for this. I have a game with lets say 20 unlockable items, at the main menu I have a button where the user can go to an activity and view the unlockable items. So I would like for it to have a "Locked image" and under it a text telling you what the item is and maybe how to unlock it. What is the best way of going about this? And then when the item is unlocked during the game, maybe put a variable in the shared preference and check at the beginning of the activity with the unlockabled items. Let me know what you guys think. Thanks.

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  • C++ OpenGL trouble trapping cursor in window

    - by ezio160324
    I am using OpenGL and I try to trap my cursor inside my game window (using both SetCursorPos and ClipCursor) But, these conflict with my camera rotation code as my camera is rotated with my mouse. If there is a way to do it, please let me know. If possible, I would be willing to make it so that when the cursor reaches an edge of the screen, it jumps to the opposite edge (though I fear that would also conflict with my camera code).

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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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  • Calculating missile trajectory around orbits before shooting [closed]

    - by Onofrio
    Possible Duplicate: Calculating missile trajectory around orbits before shooting I'm building a game with Unity3D. It's a Gravity Wars clone. Both player and AI turrets shoot missiles at each other (giving an Angle and a Power variables), trying not to crash missiles on planets. But here's my question: how do I make AI calculate power and angle before shooting his missile, considering a planet's gravity too?

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  • Detect rotated rectangle collision

    - by handyface
    I'm trying to implement a script that detects whether two rotated rectangles collide for my game. I used the method explained in the following article for my implementation in Google Dart. 2D Rotated Rectangle Collision I tried to implement this code into my game. Basically from what I understood was that I have two rectangles, these two rectangles can produce four axis (two per rectangle) by subtracting adjacent corner coordinates. Then all the corners from both rectangles need to be projected onto each axis, then multiplying the coordinates of the projection by the axis coordinates (point.x*axis.x+point.y*axis.y) to make a scalar value and checking whether the range of both the rectangle's projections overlap. When all the axis have overlapping projections, there's a collision. First of all, I'm wondering whether my comprehension about this algorithm is correct. If so I'd like to get some pointers in where my implementation (written in Dart, which is very readable for people comfortable with C-syntax) goes wrong. Thanks!

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  • Building a touch event driven UI from scratch: what algorithms or data types?

    - by user1717079
    I have a touch display. As input I can receive the coordinates and how many touch points are in use, basically I just get an X,Y couple for every touch event/activated point at a customizable rate. I need to start from this and build my own callback system to achieve something like Object.onUp().doSomething() meaning that I would like to abstract just the detection of some particular movements and not having to deal with raw data: what algorithms can be useful in this case? What statements? Is there some C++ library that I can dissect to get some useful info? Would you suggest the use of an heuristic algorithm?

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  • How can I guarantee a solvable Fifteen Puzzle shuffle?

    - by Codemiester
    I am making a 15 Puzzle game in C# that allows the user to enter a custom row and column value up to a maximum of a 10 x 10 puzzle. I am having problems with the shuffle method. I want to make it so the puzzle is always solvable by first creating a winning puzzle then shuffling the empty space. The problem is it is too inefficient to call every click event each time. I need a way to invoke the click event of a button adjacent to the empty space but not diagonal. I also use an invisible static button for the empty spot. The PuzzlePiece class inherits from Button. I am not too sure how to do this. Here is what I have: private void shuffleBoard() { //5 is just for test purposes for (int i = 0; i < 5; i++) { foreach (Control item in this.Controls) { if (item is PuzzlePiece) { ((PuzzlePiece)item).PerformClick(); } } } } void PuzzlePiece_Click(object sender, EventArgs e) { PuzzlePiece piece = (PuzzlePiece)sender; if (piece.Right == puzzleForm.emptyPiece.Left && piece.Top == puzzleForm.emptyPiece.Top) { movePiece(piece); } else if (piece.Left == puzzleForm.emptyPiece.Right && piece.Top == puzzleForm.emptyPiece.Top) { movePiece(piece); } else if (piece.Top == puzzleForm.emptyPiece.Bottom && piece.Left == puzzleForm.emptyPiece.Left) { movePiece(piece); } else if (piece.Bottom == puzzleForm.emptyPiece.Top && piece.Left == puzzleForm.emptyPiece.Left) { movePiece(piece); } }

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  • Slide 2d Vector to destination over a period of time

    - by SchautDollar
    I am making a library of GUI controls for games I make with XNA. I am currently developing the library as I make a game so I can test the features and find errors/bugs and hopefully smash them right away. My current issue is on a slide feature I want to implement for my base class that all controls inherit. My goal is to get the control to slide to a specified point over a specified amount of time. Here is the #region containing the code #region Slide private bool sliding; private Vector2 endPoint; private float slideTimeLeft; private float speed; private bool wasEnabled; private Vector2 slideDirection; private float slideDistance; public void Slide(Vector2 startPoint, Vector2 endPoint, float slideTime) { this.location = startPoint; Slide(endPoint,slideTime); } public void Slide(Vector2 endPoint, float slideTime) { this.wasEnabled = this.enabled; this.enabled = false; this.sliding = true; Vector2 tempLength = endPoint - this.location; this.slideDistance = tempLength.Length(); //Was this.slideDistance = (float)Math.Sqrt(tempLength.LengthSquared()); this.speed = slideTime / this.slideDistance; this.endPoint = endPoint; this.slideTimeLeft = slideTime; } private void UpdateSlide(GameTime gameTime) { if (this.sliding) { this.slideTimeLeft -= gameTime.ElapsedGameTime.Milliseconds; if (this.slideTimeLeft >= 0 ) { if ((this.endPoint-this.location).Length() != 0){//Was if (this.endPoint.LengthSquared() > 0 || this.location.LengthSquared() > 0) { this.slideDirection = Vector2.Normalize(this.endPoint - this.location); } this.location += this.slideDirection * speed * gameTime.ElapsedGameTime.Milliseconds;//This is where I believe the issue is, but I'm not sure. It seems right to me... (Even though it doesn't work) } else { this.enabled = this.wasEnabled; this.location = this.endPoint;//After time, the controls position will get set to be the endpoint. this.sliding = false; } } } #endregion this.location is the location of the control elsewhere defined in the class. I have looked at this blog as a huge reference and have googled around quite and have looked on many forums but can't find anything that shows how to implement it. Please and Thanks for your time! EDIT: I have switched this line "this.location += this.slideDirection * speed * gameTime.ElapsedGameTime.Milliseconds;" several times to see what it does. My issue is getting the control to smoothly move to the end location. It moves after the time has expired, but It doesn't move other then that except flash in my face. EDIT2: I have used the first slide method with 3 parameters and it works except it doesn't do it in a period of time and once it gets to its destination, it starts moving randomly towards the previous location and the end location.

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  • Action Script 3.0 datatype to match C++ iterator? (Code convertion)

    - by user919496
    I am developing a game with Action Script 3.0 using Starling Framework, converting it from C++ C++ Code : for (std::vector<MyObject*>::iterator i = m_listEnemy->begin();i!= m_listEnemy->end();) { (*i)->update(dt); if ( (*i)->m_Hp <=0 ) { (*i)->release(); i = m_listEnemy->erase(i); continue; } i++; } MyObject is the class. What Action Script 3.0 data type matches the C++ iterator? Also , how can I convert this C++ code to Action Script 3.0 code? Thanks in advance!

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  • rigidbody2d.Addforce( ) behaves wieirdly unity 4.3 [on hold]

    - by Lilz Votca Love
    So guys ive edited the question and here is what my problem is i have a player which has a rigidbody2d attached to it.my player is able to doublejump in the air nicely and stick to walls when colliding with them and slowly slides to the ground.All movement is handle through physics and no transform manipulations.here i did something similar to this in the FixedUpdate of my player. void FixedUpdate() { if(wall && Input.GetButtonDown("Jump")) { if(facingright)//player is facing the left side of the wall { rigidbody2D.Addforce(new vector2(-1f,2f)*jumpforce); /*Now the player should jump backwards following this directional vector and should follow a smooth curve which in this part works well*/ } else { rigidbody2D.Addforce(new vector2(1f,2f)*jumpforce); /*Now this is where everything gets complicated as you should have noticed this is the same directional vector only the opposite x axis value and the same amount of force is used but it behaves like the red curve in the picture below*/ } } } bad behaviour and vector in red .I tested the same thing(both addforce methods) for a simple jump and they exactly behave like mentionned above in the picture.so here is my problem.Jumping diagonally forward with rigidbody2d.addforce() do not have the same impact,do not follow the same curve as jumping the opposite direction with the same exact amount of force.if i could fix this or get past this i could implement a walljump system like a ninja jumping in zigzag between two opposite wall to climb them.Any ideas or alternatives?

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  • Free texture sites – is it safe to use their content

    - by AllCoder
    There are multiple free texture sites, like: texturemate.com or plaintextures.com. I am wondering how safe it is to use their content? I imagine that the texture could be withdrawed from the site, making it difficult to prove it was really there. Or: a file can origin from other, restricted source. I am thinking about using wikipedia Commons, as there is the OTRS system. However most media requires attributing.

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  • Problems with 3D transformation - (SharpDX)

    - by Morphex
    First of all , I have been trying to get this right for a couple of day already, I have read so much info and still fail miserably to understand this. So I am going to tell you that even though I have done fairly amount of research myself, I failed to implement it. I must say miserably I am trying to create a generic camera class for a game engine of sorts - for research purposes only - the thing is I have no idea how to go about it. I have read about quaternions and matrices, but when it comes to the actual implementation I suck at it. Sharpdx has already Matrices and QUaternions implemented. SO no big deal on the map behind it. How in the world would I go about creating a camera? I have seen so many camera examples and still can't make one that works as expected. I would like to implement diferent types too (Orbital, 6DoF, FPS). So what is need for a camera? UP, Forward and Right vectors I read they are needed, also a quaternion for rotations, and View and Projection matrices. I understand that a FPS camera for instance only rotates around the World Y and the Right Axis of the camera. the 6DoF rotates always around their own axis, and the orbital is just translating for set distance and making it look always at a fixed target point. The concepts are there, now implementing this is not trivial for me. Can anyone point me on what am I missing, what I got wrong? I would really enjoy if you could give a tutorial, some piece of code, or just plain explanation of the concepts. Thank you for readin, a frustrated coder.

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  • The need to reduce mesh count

    - by OJW
    In Panda3d, I load a model and place 10000 references to it in the scene-graph. It runs at (say) 2Hz. I load a 3d model containing 10000 copies of that exact same object, and it runs at (say) 60Hz. As does using the flattenStrong() command which is effectively the same thing but at runtime. So the question is: is this behaviour a peculiarity of Panda3d, or is it a fundamental law which applies to all games engines?

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  • Having a list of rooms with theirs connection to each other, how do I find isolated room groups?

    - by petervaz
    I'm trying to create a small roguelike and went as far as random generating rooms and corridors. Each room is an instanced object and contain an arraylist of the others rooms connected by a corridor. I can single out unconnected rooms but how can I know the rooms that are connected only to each other but not to most of the others, forming an island? to illustrated better the problem here is an image from the console on a bogged level. Rooms 5 and 6 are connected only to each other. What algorithm can I use to detect that?

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  • writing 3d game [closed]

    - by user1432980
    I want to write a game as my final year diploma project.(I'm a 4th-year-student now so I've got a year and several months). But I don't know what to choose: either write my own game engine using DirectX9(10)(I don't like OpenGL) or use OGRE + PhysX(Don't like Unity) I'm more interested in writing my own game engine(but I wonder if I'll create engine on the same level as even Unreal 1.0 hah) but on the other side with PhysX I'll have advanced physics in my game and with OGRE I'll have good grahics. For 3d models I want to use Maya. What do you advise me to choose? As for me I've got a little DirectX experience,not bad C++ programming skills(but not expert's) and a little knowledge of Maya. My English isn't perfect either hah...

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  • Scripted Motion Paths (?) (XNA)

    - by Peteyslatts
    Ok, so the title isn't the greatest because this is a lot more general. Say I want to have the player be able to hit A and have their ship model roll to the right, and shift to the right of the screen, while the camera stays centered. Would I do that through programming (ie. set waypoints for the model and keep the camera focus still) or do it through animation ( so the ship model actually rolls and moves right, and just play those frames)(I actually don't know how to do this kind of 3D animation yet, haven't looked into it. Adding it to my To Do List) This is a really vague question I know, I'll try and answer any questions. Thanks, Peter

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