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  • Obstacle Avoidance steering behavior: how can an entity avoid an obstacle while other forces are acting on the entity?

    - by Prog
    I'm trying to implement the Obstacle Avoidance steering behavior in my 2D game. Currently my approach is to apply a force on the entity, in the direction of the normal of the heading, scaled by a number that gets bigger the closer we are to the obstacle. This is supposed to push the entity to the side and avoid the obstacle that blocks it's way. However, in the same time that my entity tries to avoid an obstacle, it Seeks to a point more or less behind the obstacle (which is the reason it needs to avoid the obstacle in the first place). The Seek algorithm constantly applies a force on the entity that pushes it (more or less) in the direction of the obstacle, while the Obstacle Avoidance algorithm constantly applies a force that pushes the entity away (more accurately, to the side) of the obstacle. The result is that sometimes the entity succesfully avoids the obstacle, and sometimes it collides with it, depending on the strength of the avoidance force I'm applying. How can I make sure that a force will succeed in steering the entity in some direction, while other forces are currently acting on the entity? (And while still looking natural). I can't allow entities to collide with obstacles when realistically they should be able to easily avoid them, doesn't matter what they're currently doing. Also, the Obstacle Avoidance algorithm is made exactly for the case where another force is acting on the entity. Otherwise it wouldn't be moving and there would be no need to avoid anything. So maybe I'm missing something. Thanks

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  • Alternatives to NSMutableArray for storing 2D grid - iOS Cocos2d

    - by SundayMonday
    I'm creating a grid-based iOS game using Cocos2d. Currently the grid is stored in an NSMutableArray that contains other NSMutableArrays (the latter are rows in the grid). This works ok and performance so far is pretty good. However the syntax feels bulky and the indexing isn't very elegant (using CGPoints, would prefer integer indices). I'm looking for an alternative. What are some alternatives data structures for 2D arrays in this situation? In my game it's very common to add and remove rows from the bottom of the grid. So the grid might start off 10x10, grow to 17x10, shrink to 8x10 and then finally end with 2x10. Note the column count is constant. I've consider using a vector<vector<Object*>>. Also I'm vaguely aware of some type of "fast array" or similar offered by Cocos2d. I'd just like to learn about best practices from other developers!

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  • How can I test if a point lies between two parallel lines?

    - by Harold
    In the game I'm designing there is a blast that shoots out from an origin point towards the direction of the mouse. The width of this blast is always going to be the same. Along the bottom of the screen (what's currently) squares move about which should be effected by the blast that the player controls. Currently I am trying to work out a way to discover if the corners of these squares are within the blast's two bounding lines. I thought the best way to do this would be to rotate the corners of the square around an origin point as if the blast were completely horizontal and see if the Y values of the corners were less than or equal to the width of the blast which would mean that they lie within the effected region, but I can't work out

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  • Game engine IDE template [on hold]

    - by Spencer Killen
    Hey so I'm working on a fairly basic javascript game, and it's beginning to get to the point where my 'engine' to which I wrote, is difficult to manage in an all text environment, Iv already thought of using a javascript IDE like jet brains, but i was wondering if I could go 1 step further and have use a piece of software to purpose as an IDE and have a customizable GUI that I could use to automate class construction and such, for example, I have it set up right now so that everytime I want to create a new block (it's a platformer) I must copy a text file and fill in all the setting such as bounding box, sprite ect, it would be a lot easier if I could press a button and have a menu apear where I would fill in these values (I have a game maker background) is there software like this? If not what are some similar solutions to my problem?

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  • Map and fill texture using PBO (OpenGL 3.3)

    - by NtscCobalt
    I'm learning OpenGL 3.3 trying to do the following (as it is done in D3D)... Create Texture of Width, Height, Pixel Format Map texture memory Loop write pixels Unmap texture memory Set Texture Render Right now though it renders as if the entire texture is black. I can't find a reliable source for information on how to do this though. Almost every tutorial I've found just uses glTexSubImage2D and passes a pointer to memory. Here is basically what my code does... (In this case it is generating an 1-byte Alpha Only texture but it is rendering it as the red channel for debugging) GLuint pixelBufferID; glGenBuffers(1, &pixelBufferID); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pixelBufferID); glBufferData(GL_PIXEL_UNPACK_BUFFER, 512 * 512 * 1, nullptr, GL_STREAM_DRAW); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); GLuint textureID; glGenTextures(1, &textureID); glBindTexture(GL_TEXTURE_2D, textureID); glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, 512, 512, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr); glBindTexture(GL_TEXTURE_2D, 0); glBindTexture(GL_TEXTURE_2D, textureID); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pixelBufferID); void *Memory = glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_WRITE_ONLY); // Memory copied here, I know this is valid because it is the same loop as in my working D3D version glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); And then here is the render loop. // This chunk left in for completeness glUseProgram(glProgramId); glBindVertexArray(glVertexArrayId); glBindBuffer(GL_ARRAY_BUFFER, glVertexBufferId); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 20, 0); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 20, 12); GLuint transformLocationID = glGetUniformLocation(3, 'transform'); glUniformMatrix4fv(transformLocationID , 1, true, somematrix) // Not sure if this is all I need to do glBindTexture(GL_TEXTURE_2D, pTex->glTextureId); GLuint textureLocationID = glGetUniformLocation(glProgramId, "texture"); glUniform1i(textureLocationID, 0); glDrawArrays(GL_TRIANGLES, Offset*3, Triangles*3); Vertex Shader #version 330 core in vec3 Position; in vec2 TexCoords; out vec2 TexOut; uniform mat4 transform; void main() { TexOut = TexCoords; gl_Position = vec4(Position, 1.0) * transform; } Pixel Shader #version 330 core uniform sampler2D texture; in vec2 TexCoords; out vec4 fragColor; void main() { // Output color fragColor.r = texture2D(texture, TexCoords).r; fragColor.g = 0.0f; fragColor.b = 0.0f; fragColor.a = 1.0; }

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  • 3D rotation matrices deform object while rotating

    - by Kevin
    I'm writing a small 3D renderer (using an orthographic projection right now). I've run into some trouble with my 3D rotation matrices. They seem to squeeze my 3D object (a box primitive) at certain angles. Here's a live demo (only tested in Google Chrome): http://dl.dropbox.com/u/109400107/3D/index.html The box is viewed from the top along the Y axis and is rotating around the X and Z axis. These are my 3 rotation matrices (Only rX and rZ are being used): var rX = new Matrix([ [1, 0, 0], [0, Math.cos(radiants), -Math.sin(radiants)], [0, Math.sin(radiants), Math.cos(radiants)] ]); var rY = new Matrix([ [Math.cos(radiants), 0, Math.sin(radiants)], [0, 1, 0], [-Math.sin(radiants), 0, Math.cos(radiants)] ]); var rZ = new Matrix([ [Math.cos(radiants), -Math.sin(radiants), 0], [Math.sin(radiants), Math.cos(radiants), 0], [0, 0, 1] ]); Before projecting the verticies I multiply them by rZ and rX like so: vert1.multiply(rZ); vert1.multiply(rX); vert2.multiply(rZ); vert2.multiply(rX); vert3.multiply(rZ); vert3.multiply(rX); The projection itself looks like this: bX = (pos.x + (vert1.x*scale)); bY = (pos.y + (vert1.z*scale)); Where "pos.x" and "pos.y" is an offset for centering the box on the screen. I just can't seem to find a solution to this and I'm still relativly new to working with Matricies. You can view the source-code of the demo page if you want to see the whole thing.

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  • In an Entity-Component-System Engine, How do I deal with groups of dependent entities?

    - by John Daniels
    After going over a few game design patterns, I have settle with Entity-Component-System (ES System) for my game engine. I've reading articles (mainly T=Machine) and review some source code and I think I got enough to get started. There is just one basic idea I am struggling with. How do I deal with groups of entities that are dependent on each other? Let me use an example: Assume I am making a standard overhead shooter (think Jamestown) and I want to construct a "boss entity" with multiple distinct but connected parts. The break down might look like something like this: Ship body: Movement, Rendering Cannon: Position (locked relative to the Ship body), Tracking\Fire at hero, Taking Damage until disabled Core: Position (locked relative to the Ship body), Tracking\Fire at hero, Taking Damage until disabled, Disabling (er...destroying) all other entities in the ship group My goal would be something that would be identified (and manipulated) as a distinct game element without having to rewrite subsystem form the ground up every time I want to build a new aggregate Element. How do I implement this kind of design in ES System? Do I implement some kind of parent-child entity relationship (entities can have children)? This seems to contradict the methodology that Entities are just empty container and makes it feel more OOP. Do I implement them as separate entities, with some kind of connecting Component (BossComponent) and related system (BossSubSystem)? I can't help but think that this will be hard to implement since how components communicate seem to be a big bear trap. Do I implement them as one Entity, with a collection of components (ShipComponent, CannonComponents, CoreComponent)? This one seems to veer way of the ES System intent (components here seem too much like heavy weight entities), but I'm know to this so I figured I would put that out there. Do I implement them as something else I have mentioned? I know that this can be implemented very easily in OOP, but my choosing ES over OOP is one that I will stick with. If I need to break with pure ES theory to implement this design I will (not like I haven't had to compromise pure design before), but I would prefer to do that for performance reason rather than start with bad design. For extra credit, think of the same design but, each of the "boss entities" were actually connected to a larger "BigBoss entity" made of a main body, main core and 3 "Boss Entities". This would let me see a solution for at least 3 dimensions (grandparent-parent-child)...which should be more than enough for me. Links to articles or example code would be appreciated. Thanks for your time.

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  • Wheel rotation, to change velocity of vehicle

    - by Lewis
    I update the velocity of my vehicle like so: [v setVelocity: ((2 * 3.14 * 100 * (wheel.getRotationValue / 360) / 30)) * gameSpeed]; // update on 60 fps this gets velocity on all frames divide by 60 for 1 frame. This is done in my update method in my world class. Now wheel.getRotationValue returns the rotation value which is worked out like this: - (void)ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [touches anyObject]; CGPoint location = [touch locationInView:[touch view]]; location = [[CCDirector sharedDirector] convertToGL:location]; if (CGRectContainsPoint(wheel.boundingBox, location)) { CGPoint firstLocation = [touch previousLocationInView:[touch view]]; CGPoint location = [touch locationInView:[touch view]]; CGPoint touchingPoint = [[CCDirector sharedDirector] convertToGL:location]; CGPoint firstTouchingPoint = [[CCDirector sharedDirector] convertToGL:firstLocation]; CGPoint firstVector = ccpSub(firstTouchingPoint, wheel.position); CGFloat firstRotateAngle = -ccpToAngle(firstVector); CGFloat previousTouch = CC_RADIANS_TO_DEGREES(firstRotateAngle); CGPoint vector = ccpSub(touchingPoint, wheel.position); CGFloat rotateAngle = -ccpToAngle(vector); CGFloat currentTouch = CC_RADIANS_TO_DEGREES(rotateAngle); float limit = 0.5; rotationValue += (currentTouch - previousTouch) * limit; } touching = YES; } Say I steer the vehicle to the far right of the screen, and want to move it to the far left, It wont start moving to the left of the screen until the rotationValue is past 0 degrees again (the wheel is in its center posistion) and is dragged past this value. Is there anyway to change the code I have above, so that movement on the wheel is recognised instantly and updates the velocity of v instantly too?

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  • How can I cull non-visible isometric tiles?

    - by james
    I have a problem which I am struggling to solve. I have a large map of around 100x100 tiles which form an isometric map. The user is able to move the map around by dragging the mouse. I am trying to optimize my game only to draw the visible tiles. So far my code is like this. It appears to be ok in the x direction, but as soon as one tile goes completely above the top of the screen, the entire column disappears. I am not sure how to detect that all of the tiles in a particular column are outside the visible region. double maxTilesX = widthOfScreen/ halfTileWidth + 4; double maxTilesY = heightOfScreen/ halfTileHeight + 4; int rowStart = Math.max(0,( -xOffset / halfTileWidth)) ; int colStart = Math.max(0,( -yOffset / halfTileHeight)); rowEnd = (int) Math.min(mapSize, rowStart + maxTilesX); colEnd = (int) Math.min(mapSize, colStart + maxTilesY); EDIT - I think I have solved my problem, but perhaps not in a very efficient way. I have taken the center of the screen coordinates, determined which tile this corresponds to by converting the coordinates into cartesian format. I then update the entire box around the screen.

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  • Frames per Second and Updates per Second [on hold]

    - by matt murray
    So this is more a general resources question, as I am seeking knowledge on how best to conserve resources in a game (I am writing in Java, and please this is not a thread on what language I should write it in, I have already chosen Java) so that the updates and frames per second could be the highest they could be. In general I am just searching for any articles you may have, any personal experience, anything what so ever that could be of use to a pretty new Java game developer on the subject! Thanks in advance!

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  • How do I get the child of a unique parent in ActionScript?

    - by Koen
    My question is about targeting a child with a unique parent. For example. Let's say I have a box people can move called box_mc and 3 platforms it can jump on called: Platform_1 Platform_2 Platform_3 All of these platforms have a child element called hit. Platform_1 Hit Platform_2 Hit Platform_3 Hit I use an array and a for each statement to detect if box_mc hits one of the platforms childs. var obj_arr:Array = [Platform_1, Platform_2, Platform_3]; for each(obj in obj_arr){ if(box_mc.hitTestObject(obj.hit)){ trace(obj + " " + obj.hit); box_mc.y = obj.hit.y - box_mc.height; } } obj seems to output the unique parent it is hitting but obj.hit ouputs hit, so my theory is that it is applying the change of y to all the childs called hit in the stage. Would it be possible to only detect the child of that specific parent?

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  • 2d shapes in XNA 4.0?

    - by Lautaro
    Having some experience of XNA but none of 3D programming. I have an idea i want to realize but i have not decided to do it in 3d or 2d. Im not sure which one will be best in XNA. I want to have a shape like a blob that can reshape depending on input. The morphing does not need to be very advanced. It could be a circle (2d) or globe (3d) that just has one point that moves slightly in a random direction. In ASP.NET i have made this through the 2d Draw classes where i can make lines, circles, squares etc and then modify the points that makes them up. But it seems to me that XNA does not have classes for making 2d shapes (can i get this confirmed?). If it had, then this would be the quickest solution for me.

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  • Implmenting RLE into a tilemap or how to create a large 3D array?

    - by Smallbro
    Currently I've been using a 3D array for my tiles in a 2D world but the 3D side comes in when moving down into caves and whatnot. Now this is not memory efficient and I switched over to a 2D array and can now have much larger maps. The only issue I'm having now is that it seems that my tiles cannot occupy the same space as a tile on the same z level. My current structure means that each block has its own z variable. This is what it used to look like: map.blockData[x][y][z] = new Block(); however now it works like this map.blockData[x][y] = new Block(z); I'm not sure why but if I decide to use the same space on say the floor below it wont allow me to. Does anyone have any ideas on how I can add a z-axis to my 2D array? I'm using java but I reckon the concept carries across different languages. Edit: As Will posted, RLE sounds like the best method for achieving a fast 3D array. However I'm struggling to understand how I would even start to implement it? Would I create a 4D array the 4th being something which controls how many to skip? Or would the x-axis simply change altogether and have large gaps in between - for example [5][y][z] would skip 5 tiles? Is there something really obvious here which I am missing? The number of z levels I'm trying to have is around 66, it would be preferably that I can have up to or more than 1000 in x and y.

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  • How can I Implement KeyListeners/ActionListeners into the JFrame?

    - by A.K.
    I'll get to the point: I have a player in my game that you control with the keyboard yet the key methods in the player class and ActionListener w/ KeyAdapter in the Board class don't seem to fire. So far I've tried adding these key methods into the JFrame, doesn't seem to let me move him even though other objects that I have (enemies) can move fine. Here's part of the JFrame class with the event listeners: frm.addKeyListener(KeyBoardListener); public void mouseClicked(MouseEvent e) { nSound.play(); StartB.setContentAreaFilled(false); cards.remove(StartB); frm.remove(TitleL); frm.remove(cards); frm.setLayout(new GridLayout(1, 1)); frm.add(nBoard); //Add Game "Tiles" Or Content. x = 1200 nBoard.setPreferredSize(new Dimension(1200, 420)); cards.revalidate(); frm.validate(); } public KeyListener KeyBoardListener = new KeyListener() { @Override public void keyPressed(KeyEvent args0) { int key = args0.getKeyCode(); if(key == KeyEvent.VK_LEFT) { nBoard.S.vx = -4; } if(key == KeyEvent.VK_RIGHT) { nBoard.S.vx = 4; } if(key == KeyEvent.VK_UP) { nBoard.S.vy = -4; } if(key == KeyEvent.VK_DOWN) { nBoard.S.vy = 4; } if(key == KeyEvent.VK_SPACE) { nBoard.S.fire(); } } @Override public void keyReleased(KeyEvent args0) { int key = args0.getKeyCode(); if(key == KeyEvent.VK_LEFT) { nBoard.S.vx = 0; } if(key == KeyEvent.VK_RIGHT) { nBoard.S.vx = 0; } if(key == KeyEvent.VK_UP) { nBoard.S.vy = 0; } if(key == KeyEvent.VK_DOWN) { nBoard.S.vy = 0; } } @Override public void keyTyped(KeyEvent args0) { // TODO Auto-generated method stub } };

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  • Why do camera's aspect ratio look good on computer but not on Android devices?

    - by Pooya Fayyaz
    I'm developing a game for Android devices and I have a script that solves the aspect-ratio problem for computer screens but not for my intended target platform. It looks perfect on computer, even when re-sizing the game screen, but not when running my game in landscape mode on mobile phones. This is my script using UnityEngine; using System.Collections; using System.Collections.Generic; public class reso : MonoBehaviour { void Update() { // set the desired aspect ratio (the values in this example are // hard-coded for 16:9, but you could make them into public // variables instead so you can set them at design time) float targetaspect = 16.0f / 9.0f; // determine the game window's current aspect ratio float windowaspect = (float)Screen.width / (float)Screen.height; // current viewport height should be scaled by this amount float scaleheight = windowaspect / targetaspect; // obtain camera component so we can modify its viewport Camera camera = GetComponent<Camera>(); // if scaled height is less than current height, add letterbox if (scaleheight < 1.0f && Screen.width <= 490 ) { Rect rect = camera.rect; rect.width = 1.0f; rect.height = scaleheight; rect.x = 0; rect.y = (1.0f - scaleheight) / 2.0f; camera.rect = rect; } else // add pillarbox { float scalewidth = 1.0f / scaleheight; Rect rect = camera.rect; rect.width = scalewidth; rect.height = 1.0f; rect.x = (1.0f - scalewidth) / 2.0f; rect.y = 0; camera.rect = rect; } } } I figured that my problem occurs in this part of the script: if (scaleheight < 1.0f) { Rect rect = camera.rect; rect.width = 1.0f; rect.height = scaleheight; rect.x = 0; rect.y = (1.0f - scaleheight) / 2.0f; camera.rect = rect; } Its look like this on my mobile phone (portrait): and on landscape mode:

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  • Self learning automated movement

    - by Super1
    I am trying to make a small demo in Javascript, I have a black border and a car the car travels randomly and a line is drawn of its trail. When the user click inside the area it creates an object (we'll call this the wall). If the car hits the wall then it goes back 3 paces and tries a different route. When its hit the wall it needs to log down its location so it does NOT make that mistake again. Here is my example: http://jsfiddle.net/Jtq3E/ How can I get the car to move by itself and create a trail?

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  • Lwjgl or opengl double pixels

    - by Philippe Paré
    I'm working in java with LWJGL and trying to double all my pixels. I'm trying to draw in an area of 800x450 and then stretch all the frame image to the complete 1600x900 pixels without them getting blured. I can't figure out how to do that in java, everything I find is in c++... A hint would be great! Thanks a lot. EDIT : I've tried drawing to a texture created in opengl by setting it to the framebuffer, but I can't find a way to use glGenTextures() in java... so this is not working... also I though about using a shader but I would not be able to draw only in the smaller region...

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  • database design help for game / user levels / progress

    - by sprugman
    Sorry this got long and all prose-y. I'm creating my first truly gamified web app and could use some help thinking about how to structure the data. The Set-up Users need to accomplish tasks in each of several categories before they can move up a level. I've got my Users, Tasks, and Categories tables, and a UserTasks table which joins the three. ("User 3 has added Task 42 in Category 8. Now they've completed it.") That's all fine and working wonderfully. The Challenge I'm not sure of the best way to track the progress in the individual categories toward each level. The "business" rules are: You have to achieve a certain number of points in each category to move up. If you get the number of points needed in Cat 8, but still have other work to do to complete the level, any new Cat 8 points count toward your overall score, but don't "roll over" into the next level. The number of Categories is small (five currently) and unlikely to change often, but by no means absolutely fixed. The number of points needed to level-up will vary per level, probably by a formula, or perhaps a lookup table. So the challenge is to track each user's progress toward the next level in each category. I've thought of a few potential approaches: Possible Solutions Add a column to the users table for each category and reset them all to zero each time a user levels-up. Have a separate UserProgress table with a row for each category for each user and the number of points they have. (Basically a Many-to-Many version of #1.) Add a userLevel column to the UserTasks table and use that to derive their progress with some kind of SUM statement. Their current level will be a simple int in the User table. Pros & Cons (1) seems like by far the most straightforward, but it's also the least flexible. Perhaps I could use a naming convention based on the category ids to help overcome some of that. (With code like "select cats; for each cat, get the value from Users.progress_{cat.id}.") It's also the one where I lose the most data -- I won't know which points counted toward leveling up. I don't have a need in mind for that, so maybe I don't care about that. (2) seems complicated: every time I add or subtract a user or a category, I have to maintain the other table. I foresee synchronization challenges. (3) Is somewhere in between -- cleaner than #2, but less intuitive than #1. In order to find out where a user is, I'd have mildly complex SQL like: SELECT categoryId, SUM(points) from UserTasks WHERE userId={user.id} & countsTowardLevel={user.level} groupBy categoryId Hmm... that doesn't seem so bad. I think I'm talking myself into #3 here, but would love any input, advice or other ideas. P.S. Sorry for the cross-post. I wrote this up on SO and then remembered that there was a game dev-focused one. Curious to see if I get different answers one place than the other....

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  • Boat passing under a bridge in a 2D tile based RTS

    - by aleguna
    I'm writing a 2D tile based RTS. And I want to add a 'pseudo 3D' feature to it - bridges over the rivers. I havent't start any coding yet, just trying to think how it fits the collision detection model. A boat passing under the bridge and a unit moving over the bridge will eventually occupy the same cell on the map. How to prement them from colliding? Is there a common approach to solve such a problem? Or I need to implement a 3D world to do this?

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  • Calculating a child Position, Rotation and Scale values?

    - by Sergio Plascencia
    I am making my own game editor(just for fun) anyway I have problem that I had several days trying to resolve but I have been unsuccessful. Here goes... I have an object "A": Position: (3,3,3), Rotation: (45,10,0), Scale(1,2,2.5) And an object "B": Position: (1,1,1), Rotation: (10,34,18), Scale(1.5,2,1) I now make a parent/child relationship. "B" is a child of "A": A |--B When I do the relationship I need to re-calculate the Child("B") Position, Rotation and Scale such that it maintains its current position, rotation and scale(Location in world). So for child position "B" it would now be (-2, -2, -2) since now "A" it is center and (-2, -2, -2) will keep the object in its same position. I think I got the Position and scale figure out, but rotation I cant. So I was trying to figure out what to do and what I did is opened Unity and run the same example and I did noticed that when making an abject a child object the child object did not moved at all but had its Position, Rotation and Scale values changed(Related to the parent). For example: Unity (Parent Object "A"): Position: (0,0,0) Rotation: (45,10,0) Scale: (1,1,1) Unity (Child Object "B"): Position: (0,0,0) Rotation: (0,0,0) Scale: (1,1,1) When making it a parent child relation("B" is a child of "A") the child object("B") in its Rotation values now has: X: -44.13605 Y: -14.00195 Z: 9.851074 If I plug the same values to my editor(To the child "B" rotation X, Y, Z values) the object does not move at all. So I basically need to know how did Unity arrive at those rotation values for the child(What are the calculations?). If you can help and put all the equations for the Position, Rotation or Scale then I can double check I am doing it correctly but with the Rotation I really need help. Thanks!

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  • Isometric Screen View to World View

    - by Sleepy Rhino
    I am having trouble working out the math to transform the screen coordinates to the Grid coordinates. The code below is how far I have got but it is totally wrong any help or resources to fix this issue would be great, had a complete mind block with this for some reason. private Point ScreenToIso(int mouseX, int mouseY) { int offsetX = WorldBuilder.STARTX; int offsetY = WorldBuilder.STARTY; Vector2 startV = new Vector2(offsetX, offsetY); int mapX = offsetX - mouseX; int mapY = offsetY - mouseY + (WorldBuilder.tileHeight / 2); mapY = -1 * (mapY / WorldBuilder.tileHeight); mapX = (mapX / WorldBuilder.tileHeight) + mapY; return new Point(mapX, mapY); }

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  • Opposite Force to Apply to a Collided Rigid Body?

    - by Milo
    I'm working on the physics for my GTA2-like game so I can learn more about game physics. The collision detection and resolution are working great. I'm now just unsure how to compute the force to apply to a body after it collides with a wall. My rigid body looks like this: /our simulation object class RigidBody extends Entity { //linear private Vector2D velocity = new Vector2D(); private Vector2D forces = new Vector2D(); private float mass; private Vector2D v = new Vector2D(); //angular private float angularVelocity; private float torque; private float inertia; //graphical private Vector2D halfSize = new Vector2D(); private Bitmap image; private Matrix mat = new Matrix(); private float[] Vector2Ds = new float[2]; private Vector2D tangent = new Vector2D(); private static Vector2D worldRelVec = new Vector2D(); private static Vector2D relWorldVec = new Vector2D(); private static Vector2D pointVelVec = new Vector2D(); private static Vector2D acceleration = new Vector2D(); public RigidBody() { //set these defaults so we don't get divide by zeros mass = 1.0f; inertia = 1.0f; setLayer(LAYER_OBJECTS); } protected void rectChanged() { if(getWorld() != null) { getWorld().updateDynamic(this); } } //intialize out parameters public void initialize(Vector2D halfSize, float mass, Bitmap bitmap) { //store physical parameters this.halfSize = halfSize; this.mass = mass; image = bitmap; inertia = (1.0f / 20.0f) * (halfSize.x * halfSize.x) * (halfSize.y * halfSize.y) * mass; RectF rect = new RectF(); float scalar = 10.0f; rect.left = (int)-halfSize.x * scalar; rect.top = (int)-halfSize.y * scalar; rect.right = rect.left + (int)(halfSize.x * 2.0f * scalar); rect.bottom = rect.top + (int)(halfSize.y * 2.0f * scalar); setRect(rect); } public void setLocation(Vector2D position, float angle) { getRect().set(position.x,position.y, getWidth(), getHeight(), angle); rectChanged(); } public Vector2D getPosition() { return getRect().getCenter(); } @Override public void update(float timeStep) { doUpdate(timeStep); } public void doUpdate(float timeStep) { //integrate physics //linear acceleration.x = forces.x / mass; acceleration.y = forces.y / mass; velocity.x += (acceleration.x * timeStep); velocity.y += (acceleration.y * timeStep); //velocity = Vector2D.add(velocity, Vector2D.scalarMultiply(acceleration, timeStep)); Vector2D c = getRect().getCenter(); v.x = getRect().getCenter().getX() + (velocity.x * timeStep); v.y = getRect().getCenter().getY() + (velocity.y * timeStep); setCenter(v.x, v.y); forces.x = 0; //clear forces forces.y = 0; //angular float angAcc = torque / inertia; angularVelocity += angAcc * timeStep; setAngle(getAngle() + angularVelocity * timeStep); torque = 0; //clear torque } //take a relative Vector2D and make it a world Vector2D public Vector2D relativeToWorld(Vector2D relative) { mat.reset(); Vector2Ds[0] = relative.x; Vector2Ds[1] = relative.y; mat.postRotate(JMath.radToDeg(getAngle())); mat.mapVectors(Vector2Ds); relWorldVec.x = Vector2Ds[0]; relWorldVec.y = Vector2Ds[1]; return relWorldVec; } //take a world Vector2D and make it a relative Vector2D public Vector2D worldToRelative(Vector2D world) { mat.reset(); Vector2Ds[0] = world.x; Vector2Ds[1] = world.y; mat.postRotate(JMath.radToDeg(-getAngle())); mat.mapVectors(Vector2Ds); worldRelVec.x = Vector2Ds[0]; worldRelVec.y = Vector2Ds[1]; return worldRelVec; } //velocity of a point on body public Vector2D pointVelocity(Vector2D worldOffset) { tangent.x = -worldOffset.y; tangent.y = worldOffset.x; pointVelVec.x = (tangent.x * angularVelocity) + velocity.x; pointVelVec.y = (tangent.y * angularVelocity) + velocity.y; return pointVelVec; } public void applyForce(Vector2D worldForce, Vector2D worldOffset) { //add linear force forces.x += worldForce.x; forces.y += worldForce.y; //add associated torque torque += Vector2D.cross(worldOffset, worldForce); } @Override public void draw( GraphicsContext c) { c.drawRotatedScaledBitmap(image, getPosition().x, getPosition().y, getWidth(), getHeight(), getAngle()); } public Vector2D getVelocity() { return velocity; } public void setVelocity(Vector2D velocity) { this.velocity = velocity; } } The way it is given force is by the applyForce method, this method considers angular torque. I'm just not sure how to come up with the vectors in the case where: RigidBody hits static entity RigidBody hits other RigidBody that may or may not be in motion. Would anyone know a way (without too complex math) that I could figure out the opposite force I need to apply to the car? I know the normal it is colliding with and how deep it collided. My main goal is so that say I hit a building from the side, well the car should not just stay there, it should slowly rotate out of it if I'm more than 45 degrees. Right now when I hit a wall I only change the velocity directly which does not consider angular force. Thanks!

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  • Converting a GameObject method call from UnityScript to C#

    - by Crims0n_
    Here is the UnityScript implementation of the method i use to generate a randomly tiled background, the problem i'm having relates to how to translate the call to the newTile method in c#, so far i've had no luck fiddling... can anyone point me in the correct direction? Thanks #pragma strict import System.Collections.Generic; var mapSizeX : int; var mapSizeY : int; var xOffset : float; var yOffset : float; var tilePrefab : GameObject; var tilePrefab2 : GameObject; var tiles : List.<Transform> = new List.<Transform>(); function Start () { var i : int = 0; var xIndex : int = 0; var yIndex : int = 0; xOffset = 2.69; yOffset = -1.97; while(yIndex < mapSizeY){ xIndex = 0; while(xIndex < mapSizeX){ var z = Random.Range(0, 5); if (z > 2) { var newTile : GameObject = Instantiate (tilePrefab, Vector3(xIndex*0.64 - (xOffset * (mapSizeX/10)), yIndex*-0.64 - (yOffset * (mapSizeY/10)), 0), Quaternion.identity); tiles.Add(newTile.transform); newTile.transform.parent = transform; newTile.transform.name = "tile_"+i; i++; xIndex++; } if (z < 2) { var newTile2 : GameObject = Instantiate (tilePrefab2, Vector3(xIndex*0.64 - (xOffset * (mapSizeX/10)), yIndex*-0.64 - (yOffset * (mapSizeY/10)), 0), Quaternion.identity); tiles.Add(newTile2.transform); newTile2.transform.parent = transform; newTile2.transform.name = "Ztile_"+i; i++; xIndex++; } } yIndex++; } } C# Version [Fixed] using UnityEngine; using System.Collections; public class LevelGen : MonoBehaviour { public int mapSizeX; public int mapSizeY; public float xOffset; public float yOffset; public GameObject tilePrefab; public GameObject tilePrefab2; int i; public System.Collections.Generic.List<Transform> tiles = new System.Collections.Generic.List<Transform>(); // Use this for initialization void Start () { int i = 0; int xIndex = 0; int yIndex = 0; xOffset = 1.58f; yOffset = -1.156f; while (yIndex < mapSizeY) { xIndex = 0; while(xIndex < mapSizeX) { int z = Random.Range(0, 5); if (z > 5) { GameObject newTile = (GameObject)Instantiate(tilePrefab, new Vector3(xIndex*0.64f - (xOffset * (mapSizeX/10.0f)), yIndex*-0.64f - (yOffset * (mapSizeY/10.0f)), 0), Quaternion.identity); tiles.Add(newTile.transform); newTile.transform.parent = transform; newTile.transform.name = "tile_"+i; i++; xIndex++; } if (z < 5) { GameObject newTile2 = (GameObject)Instantiate(tilePrefab, new Vector3(xIndex*0.64f - (xOffset * (mapSizeX/10.0f)), yIndex*-0.64f - (yOffset * (mapSizeY/10.0f)), 0), Quaternion.identity); tiles.Add(newTile2.transform); newTile2.transform.parent = transform; newTile2.transform.name = "tile2_"+i; i++; xIndex++; } } yIndex++; } } // Update is called once per frame void Update () { } }

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  • Isometric projection bad coordonate

    - by Christophe Debove
    I have a 2D map, for each element I apply this isometric projection to place my Sprite //Element e; float[] f= projection(e.getX(), e.getY() ,z); // x and y represent Sprite Coordonate (tile_width and height depend of my // camera size and the number of elements in x and in y float x = f[0]*tile_width; float y = f[1]*tile_height; public float[] projection(float x, float y, float z) { return new float[]{ (( x )-(y) ) , ((x/2) + (y/2) - z )}; } the sprite for one element : The result of my projection : The problem is I need to add an offset of tile_height/2 to the y and tile_width/2 to the x to have something like this (in the red rectangle I drawed with paint what I want) : Where did I make wrong? (I found the projection method in How should I sort images in an isometric game so that they appear in the correct order? )

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  • Correct order of tasks in each frame for a Physics simulation

    - by Johny
    I'm playing a bit around with 2D physics. I created now some physic blocks which should collide with each other. This works fine "mostly" but sometimes one of the blocks does not react to a collision and i think that's because of my order of tasks done in each frame. At the moment it looks something like this: function GameFrame(){ foreach physicObject do AddVelocityToPosition(); DoCollisionStuff(); // Only for this object not to forget! AddGravitationToVelocity(); end RedrawScene(); } Is this the correct order of tasks in each frame?

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