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  • How should I plan the inheritance structure for my game?

    - by Eric Thoma
    I am trying to write a platform shooter in C++ with a really good class structure for robustness. The game itself is secondary; it is the learning process of writing it that is primary. I am implementing an inheritance tree for all of the objects in my game, but I find myself unsure on some decisions. One specific issue that it bugging me is this: I have an Actor that is simply defined as anything in the game world. Under Actor is Character. Both of these classes are abstract. Under Character is the Philosopher, who is the main character that the user commands. Also under Character is NPC, which uses an AI module with stock routines for friendly, enemy and (maybe) neutral alignments. So under NPC I want to have three subclasses: FriendlyNPC, EnemyNPC and NeutralNPC. These classes are not abstract, and will often be subclassed in order to make different types of NPC's, like Engineer, Scientist and the most evil Programmer. Still, if I want to implement a generic NPC named Kevin, it would nice to be able to put him in without making a new class for him. I could just instantiate a FriendlyNPC and pass some values for the AI machine and for the dialogue; that would be ideal. But what if Kevin is the one benevolent Programmer in the whole world? Now we must make a class for him (but what should it be called?). Now we have a character that should inherit from Programmer (as Kevin has all the same abilities but just uses the friendly AI functions) but also should inherit from FriendlyNPC. Programmer and FriendlyNPC branched away from each other on the inheritance tree, so inheriting from both of them would have conflicts, because some of the same functions have been implemented in different ways on the two of them. 1) Is there a better way to order these classes to avoid these conflicts? Having three subclasses; Friendly, Enemy and Neutral; from each type of NPC; Engineer, Scientist, and Programmer; would amount to a huge number of classes. I would share specific implementation details, but I am writing the game slowly, piece by piece, and so I haven't implemented past Character yet. 2) Is there a place where I can learn these programming paradigms? I am already trying to take advantage of some good design patterns, like MVC architecture and Mediator objects. The whole point of this project is to write something in good style. It is difficult to tell what should become a subclass and what should become a state (i.e. Friendly boolean v. Friendly class). Having many states slows down code with if statements and makes classes long and unwieldy. On the other hand, having a class for everything isn't practical. 3) Are there good rules of thumb or resources to learn more about this? 4) Finally, where does templating come in to this? How should I coordinate templates into my class structure? I have never actually taken advantage of templating honestly, but I hear that it increases modularity, which means good code.

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  • Convex Hull for Concave Objects

    - by Lighthink
    I want to implement GJK and I want it to handle concave shapes too (almost all my shapes are concave). I've thought of decomposing the concave shape into convex shapes and then building a hierarchical tree out of convex shapes, but I do not know how to do it. Nothing I could find on the Internet about it wasn't satisfying my needs, so maybe someone can point me in the right direction or give a full explanation.

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  • Nifty GUI Layout

    - by Jason Crosby
    I am new to JME3 game engine but I know Android XML GUI layouts pretty good. I have a simple layout here and I cant figure out what is wrong. Here is my XML code: <?xml version="1.0" encoding="UTF-8"?> <nifty xmlns="http://nifty-gui.sourceforge.net/nifty-1.3.xsd" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://nifty-gui.sourceforge.net/nifty-1.3.xsd http://nifty-gui.sourceforge.net/nifty-1.3.xsd"> <useControls filename="nifty-default-controls.xml" /> <useStyles filename="nifty-default-styles.xml" /> <screen id="start" controller="com.jasoncrosby.game.farkle.gui.MenuScreenGui"> <layer id="layer" backgroundColor="#66CD00" childLayout="center"> <panel id="panel" align="center" valign="center" childLayout="center" visibleToMouse="true"> <image filename="Textures/wood_floor.png" height="95%" width="95%"/> <panel id="panel" align="center" valign="center" childLayout="center" visibleToMouse="true"> <text text="test" font="Interface/Fonts/Eraser.fnt"></text> </panel> </panel> </layer> </screen> Everything works good until I get to displaying the text. I have tried different alignments and tried moving the text into different panels but no matter what I do the text is never in the center of the screen. Its always in the upper left corner so far I can only see the lower right part of the text. I'm sure it has to be something simple but since I'm new to this I'm not noticing anything. Thanks for the help in advance.

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  • Do I need to create my own or use a commercial server for the features and matchmaking options I want my game to support?

    - by baptzmoffire
    So I'm developing an indie turn-based game for iOS and, in coding up a Game Center matchmaking class, I'm starting to question whether Game Center is even the best choice for what I want this game to do. I need to figure out whether I need to create my own server, invest in a preexisting client or server service, or if I even need to use a server at all. If I do need to use a ready-made service other than Game Center, which server would accomodate my game's needs best? I have limited resources and funds. Here is the list of features I want my game to support, ideally: Turn-based gameplay (a la "with Friends" and "with Buddies" games) Smart matchmaking (matching users up with other players of comparable skill/achievements) Random matchmaking Facebook matchmaking Specific username matchmaking Contact list matchmaking A way to select what "type" of match you want to challenge an opponent to. (In random, smart, and Facebook matchmaking, there will be different "wagers" the player can make. [e.g. "I wanna play a random opponent for 1000 points. Now, I wanna play my Facebook buddy for 1,000,000 points."] There will be a predetermined range of amounts you can play for. It won't be customizable.) Buddies list capability (Game-buddies, as opposed to contacts and Facebook) A higher concurrent game cap than Game Center offers (which I still can't really find a straight answer on) Scalability (it should support 2 or 20,000,000 players) Objective-C compatibility Flexibility (for all the stuff I haven't thought of yet) Am I dreaming, here? Is there even a service that can handle all of these features? Do I need to invest months in learning a networking language to build my own? If so, how much would I need to spend on hardware? I've been looking around all morning and, so far, the only seemingly viable option is SmartFox. Under "Everything and the kitchen sink" section here, it says they support "virtual world with Zones, Rooms and RoomGroups, create complex game challenges, send invitations, manage buddy lists, create custom permission profiles, oversee the security aspects and tons more." http://www.smartfoxserver.com/overview/platform Is there an option that Im just overlooking? Thanks for any help anyone can provide. Sorry for the long poast. One last question: Does anyone know which server Dice with Buddies uses? I was experimenting with how many concurrent games I could get going and my ADHD kicked in at about 80 games. 80 concurrent games would be great for my game, but again, I need the other features I mentioned too. Thanks again.

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  • Using Appendbuffers in unity for terrain generation

    - by Wardy
    Like many others I figured I would try and make the most of the monster processing power of the GPU but I'm having trouble getting the basics in place. CPU code: using UnityEngine; using System.Collections; public class Test : MonoBehaviour { public ComputeShader Generator; public MeshTopology Topology; void OnEnable() { var computedMeshPoints = ComputeMesh(); CreateMeshFrom(computedMeshPoints); } private Vector3[] ComputeMesh() { var size = (32*32) * 4; // 4 points added for each x,z pos var buffer = new ComputeBuffer(size, 12, ComputeBufferType.Append); Generator.SetBuffer(0, "vertexBuffer", buffer); Generator.Dispatch(0, 1, 1, 1); var results = new Vector3[size]; buffer.GetData(results); buffer.Dispose(); return results; } private void CreateMeshFrom(Vector3[] generatedPoints) { var filter = GetComponent<MeshFilter>(); var renderer = GetComponent<MeshRenderer>(); if (generatedPoints.Length > 0) { var mesh = new Mesh { vertices = generatedPoints }; var colors = new Color[generatedPoints.Length]; var indices = new int[generatedPoints.Length]; //TODO: build this different based on topology of the mesh being generated for (int i = 0; i < indices.Length; i++) { indices[i] = i; colors[i] = Color.blue; } mesh.SetIndices(indices, Topology, 0); mesh.colors = colors; mesh.RecalculateNormals(); mesh.Optimize(); mesh.RecalculateBounds(); filter.sharedMesh = mesh; } else { filter.sharedMesh = null; } } } GPU code: #pragma kernel Generate AppendStructuredBuffer<float3> vertexBuffer : register(u0); void genVertsAt(uint2 xzPos) { //TODO: put some height generation code here. // could even run marching cubes / dual contouring code. float3 corner1 = float3( xzPos[0], 0, xzPos[1] ); float3 corner2 = float3( xzPos[0] + 1, 0, xzPos[1] ); float3 corner3 = float3( xzPos[0], 0, xzPos[1] + 1); float3 corner4 = float3( xzPos[0] + 1, 0, xzPos[1] + 1 ); vertexBuffer.Append(corner1); vertexBuffer.Append(corner2); vertexBuffer.Append(corner3); vertexBuffer.Append(corner4); } [numthreads(32, 1, 32)] void Generate (uint3 threadId : SV_GroupThreadID, uint3 groupId : SV_GroupID) { uint2 currentXZ = unint2( groupId.x * 32 + threadId.x, groupId.z * 32 + threadId.z); genVertsAt(currentXZ); } Can anyone explain why when I call "buffer.GetData(results);" on the CPU after the compute dispatch call my buffer is full of Vector3(0,0,0), I'm not expecting any y values yet but I would expect a bunch of thread indexes in the x,z values for the Vector3 array. I'm not getting any errors in any of this code which suggests it's correct syntax-wise but maybe the issue is a logical bug. Also: Yes, I know I'm generating 4,000 Vector3's and then basically round tripping them. However, the purpose of this code is purely to learn how round tripping works between CPU and GPU in Unity.

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  • Weird rotation problem

    - by Phil
    I'm creating a simple tank game. No matter what I do, the turret keeps facing the target with it's side. I just can't figure out how to turn it 90 degrees in Y once so it faces it correctly. I've checked the pivot in Maya and it doesn't matter how I change it. This is the code I use to calculate how to face the target: void LookAt() { var forwardA = transform.forward; var forwardB = (toLookAt.transform.position - transform.position); var angleA = Mathf.Atan2(forwardA.x, forwardA.z) * Mathf.Rad2Deg; var angleB = Mathf.Atan2(forwardB.x, forwardB.z) * Mathf.Rad2Deg; var angleDiff = Mathf.DeltaAngle(angleA, angleB); //print(angleDiff.ToString()); if (angleDiff > 20) { //Rotate to transform.Rotate(new Vector3(0, (-turretSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); } else if (angleDiff < 20) { transform.Rotate(new Vector3(0, (turretSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); } else { } } I'm using Unity3d and would appreciate any help I can get! Thanks!

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  • Point[] and Tri not "could not be found"

    - by Craig Dannehl
    Hi I'm trying to learn how to load a .obj file using OpenTK in windows Forms. I have seen a lot of examples out there, but I do see almost everyone uses List, and Point[]. Code example show these highlighted like there IDE know what these are; for example List<Tri> tris = new List<Tri>(); but mine just returns "The type or namespace name 'Tri' could not be found" is there an include I need to add or a using I am missing. Currently have this using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.IO; using System.Drawing; using OpenTK; using OpenTK.Graphics; using OpenTK.Graphics.OpenGL;

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  • Rotations and Origins

    - by Theodore Enderby
    I was hoping someone could explain to me, or help me understand, the math behind rotations and origins. I'm working on a little top down space sim and I can rotate my ship just how I want it. Now, when I get my blasters going it'd be nice if they shared the same rotation. Here's a picture. and here's some code! blast.X = ship.X+5; blast.Y = ship.Y; blast.RotationAngle = ship.RotationAngle; blast.Origin = new Vector2(ship.Origin.X,ship.Origin.Y); I add five so the sprite adds up when facing right. I tried adding five to the blast origin but no go. Any help is much appreciated

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  • Precise Touch Screen Dragging Issue: Trouble Aligning with the Finger due to Different Screen Resolution

    - by David Dimalanta
    Please, I need your help. I'm trying to make a game that will drag-n-drop a sprite/image while my finger follows precisely with the image without being offset. When I'm trying on a 900x1280 (in X [900] and Y [1280]) screen resolution of the Google Nexus 7 tablet, it follows precisely. However, if I try testing on a phone smaller than 900x1280, my finger and the image won't aligned properly and correctly except it still dragging. This is the code I used for making a sprite dragging with my finger under touchDragged(): x = ((screenX + Gdx.input.getX())/2) - (fruit.width/2); y = ((camera_2.viewportHeight * multiplier) - ((screenY + Gdx.input.getY())/2) - (fruit.width/2)); This code above will make the finger and the image/sprite stays together in place while dragging but only works on 900x1280. You'll be wondering there's camera_2.viewportHeight in my code. Here are for two reasons: to prevent inverted drag (e.g. when you swipe with your finger downwards, the sprite moves upward instead) and baseline for reading coordinate...I think. Now when I'm adding another orthographic camera named camera_1 and changing its setting, I recently used it for adjusting the falling object by meter per pixel. Also, it seems effective independently for smartphones that has smaller resolution and this is what I used here: show() camera_1 = new OrthographicCamera(); camera_1.viewportHeight = 280; // --> I set it to a smaller view port height so that the object would fall faster, decreasing the chance of drag force. camera_1.viewportWidth = 196; // --> Make it proportion to the original screen view size as possible. camera_1.position.set(camera_1.viewportWidth * 0.5f, camera_1.viewportHeight * 0.5f, 0f); camera_1.update(); touchDragged() x = ((screenX + (camera_1.viewportWidth/Gdx.input.getX()))/2) - (fruit.width/2); y = ((camera_1.viewportHeight * multiplier) - ((screenY + (camera_1.viewportHeight/Gdx.input.getY()))/2) - (fruit.width/2)); But the result instead of just following the image/sprite closely to my finger, it still has a space/gap between the sprite/image and the finger. It is possibly dependent on coordinates based on the screen resolution. I'm trying to drag the blueberry sprite with my finger. My expectation did not met since I want my finger and the sprite/image (blueberry) to stay close together while dragging until I release it. Here's what it looks like: I got to figure it out how to make independent on all screen sizes by just following the image/sprite closely to my finger while dragging even on most different screen sizes instead.

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  • Markup format or script for data files?

    - by Aaron
    The game I'm designing will be mainly written in a high level scripting language (leaning towards either Lua or Squirrel) with a C++ core. In addition to scripts I'm also going to need different data files. Many data files will be for static information such as graphical assets and monster types. I'd also want to create and update data files at runtime for user information like option settings and game saves. Can I get away with using plain script files (i.e. .lua or .nut files) for my data files, or is it better to use dedicated markup formats like XML or YAML? If I use script files, loaded separately from my true scripts, then I wouldn't need an extra library to read those files. Scripting languages like Lua also have table syntax that lend themselves towards data definition. On the other hand I'd have to write my own schema check code. These languages also don't seem to support serialization "out of the box" like the markup format libraries do.

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  • Bouncing ball slowing down over time

    - by user46610
    I use the unreal engine 4 to bounce a ball off of walls in a 2D space, but over time the ball gets slower and slower. Movement happens in the tick function of the ball FVector location = GetActorLocation(); location.X += this->Velocity.X * DeltaSeconds; location.Y += this->Velocity.Y * DeltaSeconds; SetActorLocation(location, true); When a wall gets hit I get a Hit Event with the normal of the collision. This is how I calculate the new velocity of the ball: FVector2D V = this->Velocity; FVector2D N = FVector2D(HitNormal.X, HitNormal.Y); FVector2D newVelocity = -2 * (V.X * N.X + V.Y * N.Y) * N + V; this->Velocity = newVelocity; Over time, the more the ball bounced around, the velocity gets smaller and smaller. How do I prevent speed loss when bouncing off walls like that? It's supposed to be a perfect bounce without friction or anything.

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  • XNA, how to draw two cubes standing in line parallelly?

    - by user3535716
    I just got a problem with drawing two 3D cubes standing in line. In my code, I made a cube class, and in the game1 class, I built two cubes, A on the right side, B on the left side. I also setup an FPS camera in the 3D world. The problem is if I draw cube B first(Blue), and move the camera to the left side to cube B, A(Red) is still standing in front of B, which is apparently wrong. I guess some pics can make much sense. Then, I move the camera to the other side, the situation is like: This is wrong.... From this view, the red cube, A should be behind the blue one, B.... Could somebody give me help please? This is the draw in the Cube class Matrix center = Matrix.CreateTranslation( new Vector3(-0.5f, -0.5f, -0.5f)); Matrix scale = Matrix.CreateScale(0.5f); Matrix translate = Matrix.CreateTranslation(location); effect.World = center * scale * translate; effect.View = camera.View; effect.Projection = camera.Projection; foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); device.SetVertexBuffer(cubeBuffer); RasterizerState rs = new RasterizerState(); rs.CullMode = CullMode.None; rs.FillMode = FillMode.Solid; device.RasterizerState = rs; device.DrawPrimitives( PrimitiveType.TriangleList, 0, cubeBuffer.VertexCount / 3); } This is the Draw method in game1 A.Draw(camera, effect); B.Draw(camera, effect); **

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  • Event Driven Communication in Game Engine - Yes or No?

    - by Bunkai.Satori
    As I am reading book Game Coding Complete (http://www.amazon.com/Game-Coding-Complete-Third-McShaffry/dp/1584506806/ref=sr_1_1?ie=UTF8&qid=1295978774&sr=8-1), the author recommend Event Driven communication among the all game objects and modules. Basicaly, all the living game actors and object should communicate with the key modules (Physics, AI, Game Logic, Game View, etc..) via internal event messaging system. This would mean designing efficient event manager as well. My question is, whether this is proven and recommended approach. If it is not properly designed, it might mean consuming a lot of CPU cycles, which can be used elsewhere. This is especially true, if the game is targetted for mobile platform. What is your opinion and recommendation, please?

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  • OpenGL ES 2.0 texture distortion on large geometry

    - by Spruce
    OpenGL ES 2.0 has serious precision issues with texture sampling - I've seen topics with a similar problem, but I haven't seen a real solution to this "distorted OpenGL ES 2.0 texture" problem yet. This is not related to the texture's image format or OpenGL color buffers, it seems like it's a precision error. I don't know what specifically causes the precision to fail - it doesn't seem like it's just the size of geometry that causes this distortion, because simply scaling vertex position passed to the the vertex shader does not solve the issue. Here are some examples of the texture distortion: Distorted Texture (on OpenGL ES 2.0): http://i47.tinypic.com/3322h6d.png What the texture normally looks like (also on OpenGL ES 2.0): http://i49.tinypic.com/b4jc6c.png The texture issue is limited to small scale geometry on OpenGL ES 2.0, otherwise the texture sampling appears normal, but the grainy effect gradually worsens the further the vertex data is from the origin of XYZ(0,0,0) These texture issues do not occur on desktop OpenGL (works fine under Windows XP, Windows 7, and Mac OS X) I've only seen the problem occur on Android, iPhone, or WebGL(which is similar to OpenGL ES 2.0) All textures are power of 2 but the problem still occurs Scaling the vertex data - The values of a vertex's X Y Z location are in the range of: -65536 to +65536 floating point I realized this was large, so I tried dividing the vertex positions by 1024 to shrink the geometry and hopefully get more accurate floating point precision, but this didn't fix or lessen the texture distortion issue Scaling the modelview or scaling the projection matrix does not help Changing texture filtering options does not help Disabling mipmapping, or using GL_NEAREST/GL_LINEAR does nothing Enabling/disabling anisotropic does nothing The banding effect still occurs even when using GL_CLAMP Dividing the texture coords passed to the vertex shader and then multiplying them back to the correct values in the fragment shader, also does not work precision highp sampler2D, highp float, highp int - in the fragment or the vertex shader didn't change anything (lowp/mediump did not work either) I'm thinking this problem has to have been solved at one point - Seeing that OpenGL ES 2.0 -based games have been able to render large-scale, highly detailed geometry

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  • List of Open Source Java Games for Android

    - by BluFire
    I'm wondering if there are any more opensource games than the ones that you can plainly see when you search a list of open source games for android on google. Such as, is there a good website that has compiled open source games? I don't want an answer of "go google it" or "en.wikipedia.org/wiki/List_of_open_source_Android_applications" it gets really annoying on posts when people just give lazy answers.

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  • Why can't I create direct3d objects?

    - by quakkels
    I've been programming professionally for years using languages like VBScript, JavaScript, and C#. As a hobby, I'm getting into some c/c++ and games programming with DirectX. I am running into an issue where I cannot create direct3d objects. I am using Visual C++ 2010 Express. After I installed vc++2010express I then installed the June 2010 release of DirectX. I am trying to include DirectX via #pragma statements. This is the code I have so far in my winmain.cpp source file: #include <Windows.h> #include <d3d11.h> #include <time.h> #include <iostream> using namespace std; #pragma comment(lib, "d3d11.lib") #pragma comment(lib, "d3dx11.lib") // program settings const string AppTitle = "Direct3D in a Window"; const int ScreenWidth = 1024; const int ScreenHeight = 768; // direct3d objects LPDIRECT3D11 d3d = NULL; // this line is showing an error The type LPDIRECT3D11 is showing an error: Error: Identifier "LPDIRECT3D11" is undefined Am I missing something here to get VC++2010Express to recognize and load the DirectX libs? Thanks for any help.

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  • Simpler alternative to AngelScript

    - by Vee
    I want to give players the ability to create and share bullet patterns for a shoot'em up. The pattern scripts should have all the common programming stuff like loops, if/else, variables, and so on. But in the end, I just want them to call a "spawn bullet at X, Y with Z angle and A speed" in the C++ game. To spawn a circle of bullets, the user should only have to write a script with a for loop that goes from 0 to 360 and calls the spawn bullet function on every iteration. I tried integrating AngelScript, but I am getting nowhere - it looks way to complex for a simple task like this one. Is there an easy to integrate library that can solve my problem? Thanks.

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  • Using a particular font in a commercial game

    - by RCIX
    I'm working on a game I intend to sell, and I want to use this font. The license says: "You may NOT copy or distribute the font outside of the licensed household, company, school or institution. Please ask external contacts who want to use the font to purchase their own license at www.CheapProFonts.com." However, my plans are to use a tool to output a texture using this font to use as a bitmap font in my game. Does this mean I can do so, and sell my game with the font in it?

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  • which flash 3d particle engine generate such xml file

    - by Huang F. Lei
    I found some particle config files like below one, but I don't know which flash 3d particle engine use them, they are different from away3d's which use 'root' as root element of xml. <effect pos="0 0 0"> <property cache="1" lifetime="10000"/> <mesh blendmode="add"> <path> <frame y="100" durtime="1000" x="0" z="0"/> </path> <scale> <frame y="0.2000000001" durtime="300" x="2.2" z="2.2"/> <frame y="0.4" durtime="300" x="2.7" z="2.7"/> </scale> </mesh> <vibrate delayTime="100" amplitude="10" durationTime="750" intension="50"/> <quad billboard="false" > </quad> <particle global="false" pos=""> <scale> <frame y="1" durtime="0" x="1" z="1"/> <frame y="1" durtime="2000" x="1.5" z="1.5"/> </scale> </particle> </effect>

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  • Getting an OBB out of another OBB?

    - by Milo
    I'm working on collision resolution for my game. I just need a good way to get an object out of another object if it gets stuck. In this case a car. Here is a typical scenario. The red car is in the green object. How do I correctly get it out so the car can slide along the edge of the object as it should. I tried: if(buildings.size() > 0) { Entity e = buildings.get(0); Vector2D vel = new Vector2D(); vel.x = vehicle.getVelocity().x; vel.y = vehicle.getVelocity().y; vel.normalize(); while(vehicle.getRect().overlaps(e.getRect())) { vehicle.setCenter(vehicle.getCenterX() - vel.x * 0.1f, vehicle.getCenterY() - vel.y * 0.1f); } colided = true; } But that does not work too well. Is there some sort of vector I could calculate to use as the vector to move the car away from the object? Thanks

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  • OpenGL vs DirectX?

    - by Harold
    I saw the articles that were going on about OpenGL being better than DirectX and that Microsoft are really just trying to get everyone to use DirectX even though it's inferior so that gaming is almost exclusively for Windows and XBox, but since the article was written in 2006 is it still relevant today? Also I know plenty of games are written in DirectX but does anyone have any examples of popular games written in OpenGL? Thanks

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  • Best way to prevent UIPanGestureRecognizer from firing when moving sprites in cocos2d

    - by cjroebuck
    Im using UIPanGestureRecognizer in my cocos2d game to do drag and drop of sprites. I have a row of sprites and when I drag a sprite on top of another one, the sprite underneath it and any other sprites between should shift left or right out of the way to allow space to drop the currently selected sprite. This is working ok, however, if I am too quick at dragging the sprite around the screen, this triggers another round of the UIPanGestureRecognizer's callback method, and screws up the logic, as the sprites are in-between shifting. I need a way to freeze the callback from firing, whilst the other sprites are shifting, then once they have finished moving, re-enable the callback to fire. Whats the best way to do this?

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  • The how of a collision engine

    - by JXPheonix
    This is a very, very broad question - what is the general algorithm of how a collision engine works? No code in specific, but rather, just a general idea of how a collision engine does what it does, constantly refreshing the points of an object and comparing it to other objects? (see, I have the general gist of it here.) A collision engine is basically an engine used in games (generally) so that your player (call him Bob), whenever bob moves into a wall, Bob stops, Bob does not walk through the wall. They also generally handle the gravity in a game and environmental things like that.

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  • Game Object Factory: Fixing Memory Leaks

    - by Bunkai.Satori
    Dear all, this is going to be tough: I have created a game object factory that generates objects of my wish. However, I get memory leaks which I can not fix. Memory leaks are generated by return new Object(); in the bottom part of the code sample. static BaseObject * CreateObjectFunc() { return new Object(); } How and where to delete the pointers? I wrote bool ReleaseClassType(). Despite the factory works well, ReleaseClassType() does not fix memory leaks. bool ReleaseClassTypes() { unsigned int nRecordCount = vFactories.size(); for (unsigned int nLoop = 0; nLoop < nRecordCount; nLoop++ ) { // if the object exists in the container and is valid, then render it if( vFactories[nLoop] != NULL) delete vFactories[nLoop](); } return true; } Before taking a look at the code below, let me help you in that my CGameObjectFactory creates pointers to functions creating particular object type. The pointers are stored within vFactories vector container. I have chosen this way because I parse an object map file. I have object type IDs (integer values) which I need to translate them into real objects. Because I have over 100 different object data types, I wished to avoid continuously traversing very long Switch() statement. Therefore, to create an object, I call vFactoriesnEnumObjectTypeID via CGameObjectFactory::create() to call stored function that generates desired object. The position of the appropriate function in the vFactories is identical to the nObjectTypeID, so I can use indexing to access the function. So the question remains, how to proceed with garbage collection and avoid reported memory leaks? #ifndef GAMEOBJECTFACTORY_H_UNIPIXELS #define GAMEOBJECTFACTORY_H_UNIPIXELS //#include "MemoryManager.h" #include <vector> template <typename BaseObject> class CGameObjectFactory { public: // cleanup and release registered object data types bool ReleaseClassTypes() { unsigned int nRecordCount = vFactories.size(); for (unsigned int nLoop = 0; nLoop < nRecordCount; nLoop++ ) { // if the object exists in the container and is valid, then render it if( vFactories[nLoop] != NULL) delete vFactories[nLoop](); } return true; } // register new object data type template <typename Object> bool RegisterClassType(unsigned int nObjectIDParam ) { if(vFactories.size() < nObjectIDParam) vFactories.resize(nObjectIDParam); vFactories[nObjectIDParam] = &CreateObjectFunc<Object>; return true; } // create new object by calling the pointer to the appropriate type function BaseObject* create(unsigned int nObjectIDParam) const { return vFactories[nObjectIDParam](); } // resize the vector array containing pointers to function calls bool resize(unsigned int nSizeParam) { vFactories.resize(nSizeParam); return true; } private: //DECLARE_HEAP; template <typename Object> static BaseObject * CreateObjectFunc() { return new Object(); } typedef BaseObject*(*factory)(); std::vector<factory> vFactories; }; //DEFINE_HEAP_T(CGameObjectFactory, "Game Object Factory"); #endif // GAMEOBJECTFACTORY_H_UNIPIXELS

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  • Keypress detection wont work after seemingly unrelated code change

    - by LukeZaz
    I'm trying to have the Enter key cause a new 'map' to generate for my game, but for whatever reason after implementing full-screen in it the input check won't work anymore. I tried removing the new code and only pressing one key at a time, but it still won't work. Here's the check code and the method it uses, along with the newMap method: public class Game1 : Microsoft.Xna.Framework.Game { // ... protected override void Update(GameTime gameTime) { // ... // Check if Enter was pressed - if so, generate a new map if (CheckInput(Keys.Enter, 1)) { blocks = newMap(map, blocks, console); } // ... } // Method: Checks if a key is/was pressed public bool CheckInput(Keys key, int checkType) { // Get current keyboard state KeyboardState newState = Keyboard.GetState(); bool retType = false; // Return type if (checkType == 0) { // Check Type: Is key currently down? if (newState.IsKeyDown(key)) { retType = true; } else { retType = false; } } else if (checkType == 1) { // Check Type: Was the key pressed? if (newState.IsKeyDown(key)) { if (!oldState.IsKeyDown(key)) { // Key was just pressed retType = true; } else { // Key was already pressed, return false retType = false; } } } // Save keyboard state oldState = newState; // Return result if (retType == true) { return true; } else { return false; } } // Method: Generate a new map public List<Block> newMap(Map map, List<Block> blockList, Console console) { // Create new map block coordinates List<Vector2> positions = new List<Vector2>(); positions = map.generateMap(console); // Clear list and reallocate memory previously used up by it blockList.Clear(); blockList.TrimExcess(); // Add new blocks to the list using positions created by generateMap() foreach (Vector2 pos in positions) { blockList.Add(new Block() { Position = pos, Texture = dirtTex }); } // Return modified list return blockList; } // ... } and the generateMap code: // Generate a list of Vector2 positions for blocks public List<Vector2> generateMap(Console console, int method = 0) { ScreenTileWidth = gDevice.Viewport.Width / 16; ScreenTileHeight = gDevice.Viewport.Height / 16; maxHeight = gDevice.Viewport.Height; List<Vector2> blockLocations = new List<Vector2>(); if (useScreenSize == true) { Width = ScreenTileWidth; Height = ScreenTileHeight; } else { maxHeight = Height; } int startHeight = -500; // For debugging purposes, the startHeight is set to an // hopefully-unreachable value - if it returns this, something is wrong // Methods of land generation /// <summary> /// Third version land generation /// Generates a base land height as the second version does /// but also generates a 'max change' value which determines how much /// the land can raise or lower by which it now does by a random amount /// during generation /// </summary> if (method == 0) { // Get the land height startHeight = rnd.Next(1, maxHeight); int maxChange = rnd.Next(1, 5); // Amount ground will raise/lower by int curHeight = startHeight; for (int w = 0; w < Width; w++) { // Run a chance to lower/raise ground level int changeBy = rnd.Next(1, maxChange); int doChange = rnd.Next(0, 3); if (doChange == 1 && !(curHeight <= (1 + maxChange))) { curHeight = curHeight - changeBy; } else if (doChange == 2 && !(curHeight >= (29 - maxChange))) { curHeight = curHeight + changeBy; } for (int h = curHeight; h < Height; h++) { // Location variables float x = w * 16; float y = h * 16; blockLocations.Add(new Vector2(x, y)); } } console.newMsg("[INFO] Cur, height change maximum: " + maxChange.ToString()); } /// <summary> /// Second version land generator /// Generates a solid mass of land starting at a random height /// derived from either screen height or provided height value /// </summary> else if (method == 1) { // Get the land height startHeight = rnd.Next(0, 30); for (int w = 0; w < Width; w++) { for (int h = startHeight; h < ScreenTileHeight; h++) { // Location variables float x = w * 16; float y = h * 16; // Add a tile at set location blockLocations.Add(new Vector2(x, y)); } } } /// <summary> /// First version land generator /// Generates land completely randomly either across screen or /// in a box set by Width and Height values /// </summary> else { // For each tile in the map... for (int w = 0; w < Width; w++) { for (int h = 0; h < Height; h++) { // Location variables float x = w * 16; float y = h * 16; // ...decide whether or not to place a tile... if (rnd.Next(0, 2) == 1) { // ...and if so, add a tile at that location. blockLocations.Add(new Vector2(x, y)); } } } } console.newMsg("[INFO] Cur, base height: " + startHeight.ToString()); return blockLocations; } I never touched any of the above code for this when it broke - changing keys won't seem to fix it. Despite this, I have camera movement set inside another Game1 method that uses WASD and works perfectly. All I did was add a few lines of code here: private int BackBufferWidth = 1280; // Added these variables private int BackBufferHeight = 800; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = BackBufferWidth; // and this graphics.PreferredBackBufferHeight = BackBufferHeight; // this Content.RootDirectory = "Content"; this.graphics.IsFullScreen = true; // and this } When I try adding a console line to be printed in the event the key is pressed, it seems that the If is never even triggered despite the correct key being pressed.

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