Search Results

Search found 38203 results on 1529 pages for 'library development'.

Page 661/1529 | < Previous Page | 657 658 659 660 661 662 663 664 665 666 667 668  | Next Page >

  • Voronoi regions of a (convex) polygon.

    - by Xavura
    I'm looking to add circle-polygon collisions to my Separating Axis Theorem collision detection. The metanet software tutorial (http://www.metanetsoftware.com/technique/tutorialA.html#section3) on SAT, which I discovered in the answer to a question I found when searching, talks about voronoi regions. I'm having trouble finding material on how I would calculate these regions for an arbitrary convex polygon and aleo how I would determine if a point is in one + which. The tutorial does contain source code but it's a .fla and I don't have Flash unfortunately.

    Read the article

  • It is worth planning before jumping in the code?

    - by Rushino
    I always thought that planning is important for a game. But i don't know at which point. Some are telling me to code instead of planning but i feel like its still important because when you will be in the code you will know what to do next more easily. I am currently working on a game that will have lots of content so i decided to start a design document introducing thoses content and at a side-level i am doing proofs of concept to check if it can be done. Parts of each proofs of concept then could be used later in the real game. EDIT: I am working alone on this project. So my question is : It is worth planning before jumping in the code ? Im still interested to know what others have to say about this. Cause i still get some poeple saying i should code instead of thinking.. so what your opinion on this ?

    Read the article

  • How can I read from multiple textures in an OpenGL ES 2 shader?

    - by Peyman Tahghighi
    How can I enable more than one texture in OpenGL ES 2 so that I can sample from all of them in my shader? For example, I'm trying to read from two different textures in my shader for the player's car. This is how I'm currently dealing with the texture for my car: glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, this->texture2DObj); glUniform1i(1, 0); glBindBuffer(GL_ARRAY_BUFFER, this->vertexBuffer); glEnableVertexAttribArray(0); int offset = 0; glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, this->vertexBufferSize,(const void *)offset); offset += 3 * sizeof(GLfloat); glEnableVertexAttribArray(1); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, this->vertexBufferSize, (const void*)offset); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->indexBuffer); glDrawElements(GL_TRIANGLES, this->indexBufferSize, GL_UNSIGNED_SHORT, 0); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1);

    Read the article

  • XNA - 3D AABB collision detection and response

    - by fastinvsqrt
    I've been fiddling around with 3D AABB collision in my voxel engine for the last couple of days, and every method I've come up with thus far has been almost correct, but each one never quite worked exactly the way I hoped it would. Currently what I do is get two bounding boxes for my entity, one modified by the X translation component and the other by the Z component, and check if each collides with any of the surrounding chunks (chunks have their own octrees that are populated only with blocks that support collision). If there is a collision, then I cast out rays into that chunk to get the shortest collision distance, and set the translation component to that distance if the component is greater than the distance. The problem is that sometimes collisions aren't even registered. Here's a video on YouTube that I created showing what I mean. I suspect the problem may be with the rays that I cast to get the collision distance not being where I think they are, but I'm not entirely sure what would be wrong with them if they are indeed the problem. Here is my code for collision detection and response in the X direction (the Z direction is basically the same): // create the XZ offset vector Vector3 offsXZ = new Vector3( ( _translation.X > 0.0f ) ? SizeX / 2.0f : ( _translation.X < 0.0f ) ? -SizeX / 2.0f : 0.0f, 0.0f, ( _translation.Z > 0.0f ) ? SizeZ / 2.0f : ( _translation.Z < 0.0f ) ? -SizeZ / 2.0f : 0.0f ); // X physics BoundingBox boxx = GetBounds( _translation.X, 0.0f, 0.0f ); if ( _translation.X > 0.0f ) { foreach ( Chunk chunk in surrounding ) { if ( chunk.Collides( boxx ) ) { float dist = GetShortestCollisionDistance( chunk, Vector3.Right, offsXZ ) - 0.0001f; if ( dist < _translation.X ) { _translation.X = dist; } } } } else if ( _translation.X < 0.0f ) { foreach ( Chunk chunk in surrounding ) { if ( chunk.Collides( boxx ) ) { float dist = GetShortestCollisionDistance( chunk, Vector3.Left, offsXZ ) - 0.0001f; if ( dist < -_translation.X ) { _translation.X = -dist; } } } } And here is my implementation for GetShortestCollisionDistance: private float GetShortestCollisionDistance( Chunk chunk, Vector3 rayDir, Vector3 offs ) { int startY = (int)( -SizeY / 2.0f ); int endY = (int)( SizeY / 2.0f ); int incY = (int)Cube.Size; float dist = Chunk.Size; for ( int y = startY; y <= endY; y += incY ) { // Position is the center of the entity's bounding box Ray ray = new Ray( new Vector3( Position.X + offs.X, Position.Y + offs.Y + y, Position.Z + offs.Z ), rayDir ); // Chunk.GetIntersections(Ray) returns Dictionary<Block, float?> foreach ( var pair in chunk.GetIntersections( ray ) ) { if ( pair.Value.HasValue && pair.Value.Value < dist ) { dist = pair.Value.Value; } } } return dist; } I realize some of this code can be consolidated to help with speed, but my main concern right now is to get this bit of physics programming to actually work.

    Read the article

  • Implementing Camera Zoom in a 2D Engine

    - by Luke
    I'm currently trying to implement camera scaling/zoom in my 2D Engine. Normally I calculate the Sprite's drawing size and position similar to this pseudo code: render() { var x = sprite.x; var y = sprite.y; var sizeX = sprite.width * sprite.scaleX; // width of the sprite on the screen var sizeY = sprite.height * sprite.scaleY; // height of the sprite on the screen } To implement the scaling i changed the code to this: class Camera { var scaleX; var scaleY; var zoom; var finalScaleX; // = scaleX * zoom var finalScaleY; // = scaleY * zoom } render() { var x = sprite.x * Camera.finalScaleX; var y = sprite.y * Camera.finalScaleY; var sizeX = sprite.width * sprite.scaleX * Camera.finalScaleX; var sizeY = sprite.height * sprite.scaleY * Camera.finalScaleY; } The problem is that when the zoom is smaller than 1.0 all sprites are moved toward the top-left corner of the screen. This is expected when looking at the code but i want the camera to zoom on the center of the screen. Any tips on how to do that are welcome. :)

    Read the article

  • 2D Topdown Shooter Mouse Movement

    - by Jarmo
    I'm trying to make a topdown 2D space game for my school project. I'm almost done but I just want to add a few little things to make the game more fun to play. if (keystate.IsKeyDown(Keys.W)) { vPlayerPos += Vector2.Normalize(new Vector2(Mouse.GetState().X - vPlayerPos.X, Mouse.GetState().Y - vPlayerPos.Y)) * 3; rPlayer.X = (int)vPlayerPos.X; rPlayer.Y = (int)vPlayerPos.Y; } if (keystate.IsKeyDown(Keys.S)) { vPlayerPos += Vector2.Normalize(new Vector2(Mouse.GetState().X - vPlayerPos.X, Mouse.GetState().Y - vPlayerPos.Y)) * -3; rPlayer.X = (int)vPlayerPos.X; rPlayer.Y = (int)vPlayerPos.Y; } This is what i use to move towards and away from my mouse crossair. I tried to make a somewhat similar function to make it strafe with "A" and "D". But for some reason I just couldn't get it done. Any thoughts?

    Read the article

  • Android - Multiplayer Game - Client / Server - Java etc

    - by user1405328
    I must write a multiplayer pong game for the school. Where are thousand of rooms and where two players can go in to a room and play together and collect points. I programmed the Pong game using Java (LibGDX). How can I do the Network part. I searched the web. And I came across Kryonet. Is there something better? What should I google. On the Internet there are a lot of those questions. And no good answers. I hope that this most questions can be answered. If someone has actual Open Source network game links, tutorials, books, network tutorial, etc. All this would help everyone. Thank you.

    Read the article

  • Game getting progressively laggier?

    - by Valentin Krummenacher
    I have a small game in HTML5 that uses socket.io to communicate with a node.js server. Now my problem is that, eversince I did my last update on it it seems to have something "chunk up" in the background making it laggier and laggier the longer it runs. In the update were a few temporary local variables being defined with var(you know, variables that are only used during one function and then not needed anymore) alongside with alot of other changes, and I am not even sure if this update or something else is causing this. Might the "var" have caused it? Or what other reasons might this strange complication have?

    Read the article

  • Multiplayer approach for tablets on wi-fi (FPS/TPS)? Server authority, etc

    - by Fraggle
    Looking for some guidance or what has worked well for others in implementing a multiplayer FPS/TPS type game on tablets (probably just 2-6 players at a time). The main issue being that tablets/phones are typically "less" connected than say a console or pc might be. And therefore, my thought is that to have complete Server authority of everything is not going to work. But maybe I'm off base on that. So I guess I'm struggling with what (if anything) should happen on a central server and what should happen locally. Or is centralized approach even needed? Some approaches I might do: Player movement : my thought is to control this locally (player-owner) and update server with positon (which then sends out to other clients). Use client side prediction for opponent players so that connection loss will not show a plane for example stop in mid air. Server will send update and try to smoothly correct an opponent player position to server updated one.But don't update owners position on owners device from server. Powerups (health kit/ammo/coins/etc) : need to see them disappear immediately, so do it locally. Add the health locally, but perhaps allow for server correction. If server doesn't see player near that powerup, reject the powerup and adjust server health for player. Fire weapons: Have to see it happen right away, so fire locally, create local bullet and send on its way. Send rpc to server so that this player on other clients also fires. Hit detection: Get's trickier. Make bullet/projectile disappear locally, and perhaps perform local hit animations (shaking, whatever). non-authoritative approach= take the damage locally and send rpc to server or others to update health and inform of hit. Authoritative approach-Don't take the damage, or adjust health. Server will do that if it detects a hit. Anyway that's my current thought stream. Let me know what you think of the above or what has worked for you.

    Read the article

  • How to pass an interface to Java from Unity code?

    - by nickbadal
    First, let me say that this is my first experience with Unity, so the answer may be right under my nose. I've also posted this question on Unity's answers site, but plugin questions don't seem to be as frequently answered there. I'm trying to create a plugin that allows me to access an SDK from my game. I can call SDK methods just fine using AndroidJavaObject and I can pass data to them with no issue. But there are some SDK methods that require an interface to be passed. For example, my Java function: public void attemptLogin(String username, String password, LoginListener listener); Where listener; is a callback interface. I would normally run this code from Java as such: attemptLogin("username", "password", new LoginListener() { @Override public void onSuccess() { //Yay! do some stuff in the game } @Override public void onFailure(int error) { //Uh oh, find out what happened based on error } }); Is there a way to pass a C# interface through JNI/Unity to my attemptLogin function? Or is there a way to create a mimic-ing interface in C# that I can call from inside the Java code (and pass in any kind of parameter)? Thanks in advance! :)

    Read the article

  • I need beginner help on loading an image (2D). I have an error

    - by Seth Taddiken
    I keep getting a "NullReferenceExeption was unhandled" with "Object reference not set to an instance of an object." written under it. I have all of the images (png) correct with names and added to references. protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); backGround = Content.Load("Cracked"); player1.playerBlock = Content.Load("square"); player2.playerBlock = Content.Load("square2"); }

    Read the article

  • Continuous Integration, what are the strategies to manage binary content?

    - by sebas
    Currently we are testing various configurations between Feature Branching and CI with Feature toggling. I can see there are several viable options out there for the code, but I also know that CI totally relies on the possibility to merge the code. So I wonder, how do you manage CI with binary data, like art assets? I can also see another problem: all the code can be tested before to commit, I can even validate the data before to commit, but how can I test the art?! Should I use another methodology for art content?

    Read the article

  • Make a basic running sprite effect

    - by PhaDaPhunk
    I'm building my very first game with XNA and i'm trying to get my sprite to run. Everything is working fine for the first sprite. E.g : if I go right(D) my sprite is looking right , if I go left(A) my sprite is looking left and if I don't touch anything my sprite is the default one. Now what I want to do is if the sprite goes Right, i want to alternatively change sprites (left leg, right leg, left leg etc..) xCurrent is the current sprite drawn xRunRight is the first running Sprite and xRunRight1 is the one that have to exchange with xRunRight while running right. This is what I have now : protected override void Update(GameTime gameTime) { float timer = 0f; float interval = 50f; bool frame1 = false ; bool frame2 = false; bool running = false; KeyboardState FaKeyboard = Keyboard.GetState(); // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); if ((FaKeyboard.IsKeyUp(Keys.A)) || (FaKeyboard.IsKeyUp(Keys.D))) { xCurrent = xDefault; } if (FaKeyboard.IsKeyDown(Keys.D)) { timer += (float)gameTime.ElapsedGameTime.TotalMilliseconds; if (timer > interval) { if (frame1) { xCurrent = xRunRight; frame1 = false; } else { xCurrent = xRunRight1; frame1 = true; } } xPosition += xDeplacement; } Any ideas...? I've been stuck on this for a while.. Thanks in advance and let me know if you need any other part from the code.

    Read the article

  • How can I render multiple windows with DirectX 9 in C++?

    - by Friso1990
    I'm trying to render multiple windows, using DirectX 9 and swap chains, but even though I create 2 windows, I only see the first one that I've created. My RendererDX9 header is this: #include <d3d9.h> #include <Windows.h> #include <vector> #include "RAT_Renderer.h" namespace RAT_ENGINE { class RAT_RendererDX9 : public RAT_Renderer { public: RAT_RendererDX9(); ~RAT_RendererDX9(); void Init(RAT_WindowManager* argWMan); void CleanUp(); void ShowWin(); private: LPDIRECT3D9 renderInterface; // Used to create the D3DDevice LPDIRECT3DDEVICE9 renderDevice; // Our rendering device LPDIRECT3DSWAPCHAIN9* swapChain; // Swapchain to make multi-window rendering possible WNDCLASSEX wc; std::vector<HWND> hwindows; void Render(int argI); }; } And my .cpp file is this: #include "RAT_RendererDX9.h" static LRESULT CALLBACK MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam ); namespace RAT_ENGINE { RAT_RendererDX9::RAT_RendererDX9() : renderInterface(NULL), renderDevice(NULL) { } RAT_RendererDX9::~RAT_RendererDX9() { } void RAT_RendererDX9::Init(RAT_WindowManager* argWMan) { wMan = argWMan; // Register the window class WNDCLASSEX windowClass = { sizeof( WNDCLASSEX ), CS_CLASSDC, MsgProc, 0, 0, GetModuleHandle( NULL ), NULL, NULL, NULL, NULL, "foo", NULL }; wc = windowClass; RegisterClassEx( &wc ); for (int i = 0; i< wMan->getWindows().size(); ++i) { HWND hWnd = CreateWindow( "foo", argWMan->getWindow(i)->getName().c_str(), WS_OVERLAPPEDWINDOW, argWMan->getWindow(i)->getX(), argWMan->getWindow(i)->getY(), argWMan->getWindow(i)->getWidth(), argWMan->getWindow(i)->getHeight(), NULL, NULL, wc.hInstance, NULL ); hwindows.push_back(hWnd); } // Create the D3D object, which is needed to create the D3DDevice. renderInterface = (LPDIRECT3D9)Direct3DCreate9( D3D_SDK_VERSION ); // Set up the structure used to create the D3DDevice. Most parameters are // zeroed out. We set Windowed to TRUE, since we want to do D3D in a // window, and then set the SwapEffect to "discard", which is the most // efficient method of presenting the back buffer to the display. And // we request a back buffer format that matches the current desktop display // format. D3DPRESENT_PARAMETERS deviceConfig; ZeroMemory( &deviceConfig, sizeof( deviceConfig ) ); deviceConfig.Windowed = TRUE; deviceConfig.SwapEffect = D3DSWAPEFFECT_DISCARD; deviceConfig.BackBufferFormat = D3DFMT_UNKNOWN; deviceConfig.BackBufferHeight = 1024; deviceConfig.BackBufferWidth = 768; deviceConfig.EnableAutoDepthStencil = TRUE; deviceConfig.AutoDepthStencilFormat = D3DFMT_D16; // Create the Direct3D device. Here we are using the default adapter (most // systems only have one, unless they have multiple graphics hardware cards // installed) and requesting the HAL (which is saying we want the hardware // device rather than a software one). Software vertex processing is // specified since we know it will work on all cards. On cards that support // hardware vertex processing, though, we would see a big performance gain // by specifying hardware vertex processing. renderInterface->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwindows[0], D3DCREATE_SOFTWARE_VERTEXPROCESSING, &deviceConfig, &renderDevice ); this->swapChain = new LPDIRECT3DSWAPCHAIN9[wMan->getWindows().size()]; this->renderDevice->GetSwapChain(0, &swapChain[0]); for (int i = 0; i < wMan->getWindows().size(); ++i) { renderDevice->CreateAdditionalSwapChain(&deviceConfig, &swapChain[i]); } renderDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW); // Set cullmode to counterclockwise culling to save resources renderDevice->SetRenderState(D3DRS_AMBIENT, 0xffffffff); // Turn on ambient lighting renderDevice->SetRenderState(D3DRS_ZENABLE, TRUE); // Turn on the zbuffer } void RAT_RendererDX9::CleanUp() { renderDevice->Release(); renderInterface->Release(); } void RAT_RendererDX9::Render(int argI) { // Clear the backbuffer to a blue color renderDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB( 0, 0, 255 ), 1.0f, 0 ); LPDIRECT3DSURFACE9 backBuffer = NULL; // Set draw target this->swapChain[argI]->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &backBuffer); this->renderDevice->SetRenderTarget(0, backBuffer); // Begin the scene renderDevice->BeginScene(); // End the scene renderDevice->EndScene(); swapChain[argI]->Present(NULL, NULL, hwindows[argI], NULL, 0); } void RAT_RendererDX9::ShowWin() { for (int i = 0; i < wMan->getWindows().size(); ++i) { ShowWindow( hwindows[i], SW_SHOWDEFAULT ); UpdateWindow( hwindows[i] ); // Enter the message loop MSG msg; while( GetMessage( &msg, NULL, 0, 0 ) ) { if (PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) ) { TranslateMessage( &msg ); DispatchMessage( &msg ); } else { Render(i); } } } } } LRESULT CALLBACK MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam ) { switch( msg ) { case WM_DESTROY: //CleanUp(); PostQuitMessage( 0 ); return 0; case WM_PAINT: //Render(); ValidateRect( hWnd, NULL ); return 0; } return DefWindowProc( hWnd, msg, wParam, lParam ); } I've made a sample function to make multiple windows: void RunSample1() { //Create the window manager. RAT_ENGINE::RAT_WindowManager* wMan = new RAT_ENGINE::RAT_WindowManager(); //Create the render manager. RAT_ENGINE::RAT_RenderManager* rMan = new RAT_ENGINE::RAT_RenderManager(); //Create a window. //This is currently needed to initialize the render manager and create a renderer. wMan->CreateRATWindow("Sample 1 - 1", 10, 20, 640, 480); wMan->CreateRATWindow("Sample 1 - 2", 150, 100, 480, 640); //Initialize the render manager. rMan->Init(wMan); //Show the window. rMan->getRenderer()->ShowWin(); } How do I get the multiple windows to work?

    Read the article

  • What sort of data should be sent for mouse-based movement in a multiplayer game?

    - by Daniel
    I'm new to the Multiplayer Rodeo here so please bear with me... I am just getting started and I'm trying to figure out how to deal with movement. I've looked at the question Best way to implement mouse-based movement in MMOG which gives me a pretty good idea, but I'm still struggling with what kind of data should be sent to the server. If a player is on position [x:0, y:0] and I click with the mouse on [x:40, y:40] to start movement, what information should I send to the server? Should I calculate the position based on velocity on client side and just send the expected location? Or should I send current location and velocity and direction? When the server is updating the clients on the players' whereabouts, should the position be sent only, and the clients expected to interpolate/predict movement, or can the direction sent from the client (instead of just coordinates) be used. My concern(or confusion) is regarding the ping/lag frequency of data update and use of a predictive algorithm, as I'd like the movement to be smooth even with a high latency, and prevent ability to cheat(though that's not the top priority).

    Read the article

  • How can you represent equip-able items in a 2d game?

    - by ThePlan
    I've been working on an item system for a post-apocalyptic RPG, with diablo as inspiration, and it would be awesome if I could visually represent an item that can be equipped on the player sprite. I was thinking you could have a player sprite with certain animations, then the equipped item would be drawn as if it was on the player with the same animations, so it syncs with the player animations but that couldn't work very smoothly, I imagine there's a better system. How can you graphically represent an item worn on the player, which moves like he does, and looks as if he's wearing it? I'm not asking you how to do it in framework X or platform X (altho if you REALLY need it, I'm using Allegro 5 with codeblocks on win XP) but instead I'm asking you how to generally program such an idea.

    Read the article

  • Why isn't one of the constant buffers being loaded inside the shader?

    - by Paul Ske
    I however got the model to load under tessellation; only problem is that one of the constant buffers aren't actually updating the shader's tessellation factor inside the hullshader. I created a messagebox at the rendering point so I know for sure the tessellation factor is assigned to the dynamic constant buffer. Inside the shader code where it says .Edges[1] = tessellationAmount; the tessellationAmount is suppose to be sent from the dynamic buffer to the shader. Otherwise it's just a plain box. In better explanation; there's a matrixBuffer, cameraBuffer, TessellationBuffer for constant. There's a multiBuffer array that assigns the matrix, camera, tesselation. So, when I set the Hull Shader, PixelShader, VertexShader, DomainShader it gets assigned by the multibuffer. E.G. devcon-HSSetConstantBuffers(0,3,multibuffer); The only way around the whole ideal would be to go in the shader and change how much the edges tessellate and inside the edges as well with the same number. My question is why wouldn't the tessellationBuffer not work in the shader?

    Read the article

  • Adobe Air Mobile AS3 app: challenges and how to overcome them?

    - by Arthur Wulf White
    I made a PC flash game for LD 26 - minimalism and I am working on porting it to Android. Some questions I'd like to ask: Is it bad to heavily use vector graphics (ie. this.graphics.lineTo()) in Mobile Air? Does Stencyl completely alleviate this issue? Are there any inherit disadvantages to using Air Mobile that I'm missing? Where is the documentation for Air mobile (I googled and found no recent books or documentation pdf so far)

    Read the article

  • How to attract modders to your game?

    - by akaltar
    I am developing a game, but as I am working on it alone, the amount of content I can create is very limited. Because of that I want my game to be modded, for this purpose I am planning to create a complete modding API which would be exposed for lua scripting. I would also create tutorials to get people started. And the "Original" game would also be a "mod"(similar to Warcraft III maps) . My question is: What can a developer do to encourage modding of its game? PS: my game is a sandbox-ish multiplayer survival(most things are procedural).

    Read the article

  • Unable to create suitable graphics device?

    - by kraze
    I've been following the Eye of the Dragon tutorial, which is basicly a guide to making a 2D RPG game, obviously. I recently finished the tutorial about making pop up screens in the menu and changed the screen to load as a full screen. Whenever I try and load the game it just goes black and my mouse sits there. I cannot change out of it other then with CtrlAltDel. Once i do that it says No suitable graphics card found, unable to create graphics device. I read somewhere about XNA not allowing more then one screen when any one of them is full screen. but it wasnt very informative. Anyone have any ideas whats going on and/or how to fix this? Just incase if this helps this is the code for the graphics device: public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = 900; graphics.PreferredBackBufferHeight = 768; graphics.IsFullScreen = true; this.Window.Title = "Eyes of the Dragon"; Content.RootDirectory = "Content"; }

    Read the article

  • Enabling and Disabling Colliders Unity

    - by Blue
    I'm trying to make the collider appear every 1 second. But I can't get the code write. I tried enabling the collider under a boolean and putting a yield to make it every second or so. But it's not working(gives me an error: Update() can not be a coroutine.). How would I fix this? Would I need a timer system and set the collider to be enabled every 'x' seconds and disabled every 'y' seconds? var waitTime : float = 1; var trigger : boolean = false; function Update () { if(!trigger){ collider.enabled = false; yield WaitForSeconds(waitTime); } if(trigger){ collider.enabled = true; yield WaitForSeconds(waitTime); } } }

    Read the article

  • Where can I find good (well organized) examples of game code?

    - by smasher
    Where can I find good (well organized) examples of game code? I'm hoping that I can pick up some organizational tips. Most examples in books are too short and leave out lots of detail for the sake of brevity. I'm particularly interested on how to group your variables and methods so that another programmer would know where to look in the code. For example initializers at the top, then methods that take input, then methods that update views. I don't care about a particular language, as long as its OOP. I looked at the Quake 2 and 3 sources, but they're straight C and not much help for getting tips on organizing your objects. So, have you seen some good source? Any pointers to code that makes you say "wow, that's well organized" would be great.

    Read the article

  • Game Asset Storage: Archive vs Individual files

    - by David Colson
    As I am in the process of creating a 3D c++ game and I was wondering what would be more beneficial when dealing with game assets with regards to storage. I have seen some games have a single asset file compressed with everything in it and other with lots of little compressed files. If I had lots of individual files I would not need to load a large file at once and use up memory but the code would have to go about file seeking when the level loads to find all the correct files needed. There is no file seeking needed when dealing with one large file, but again, what about all the assets not currently needed that would get loaded with the one file? I could also have an asset file for each level, but then how do I deal with shared assets This has been bothering me for a while so tell me what other advantages and disadvantages are there to either way of doing things.

    Read the article

  • My Sprite comes out the screen

    - by IlNero
    If i an action moves the sprite,how can i keep the CCSprite on the screen???? this is my code: [enemy runAction:[CCSequence actions:[CCMoveBy actionWithDuration:2.0 position:ccp(-winSize.width*0.4, 0)], [CCMoveBy actionWithDuration:randomValueBetween(1.0, 0.3) position:ccp(randomValueBetween(winSize.width*0.2, -winSize.width*0.2), randomValueBetween(winSize.height*0.2, -winSize.height*0.2))], [CCDelayTime actionWithDuration:0.5], [CCMoveBy actionWithDuration:randomValueBetween(1.0, 0.3) position:ccp(randomValueBetween(winSize.width*0.2, -winSize.width*0.2), randomValueBetween(winSize.height*0.2, -winSize.height*0.2))], [CCDelayTime actionWithDuration:0.5], [CCMoveBy actionWithDuration:randomValueBetween(1.0, 0.3) position:ccp(randomValueBetween(winSize.width*0.2, -winSize.width*0.2), randomValueBetween(winSize.height*0.2, -winSize.height*0.2))], [CCDelayTime actionWithDuration:0.5], [CCMoveBy actionWithDuration:randomValueBetween(1.0, 0.3) position:ccp(randomValueBetween(winSize.width*0.2, -winSize.width*0.2), randomValueBetween(winSize.height*0.2, -winSize.height*0.2))], [CCDelayTime actionWithDuration:0.5], [CCMoveBy actionWithDuration:randomValueBetween(1.0, 0.3) position:ccp(randomValueBetween(winSize.width*0.2, -winSize.width*0.2), randomValueBetween(winSize.height*0.2, -winSize.height*0.2))], [CCDelayTime actionWithDuration:0.5], [CCMoveBy actionWithDuration:randomValueBetween(1.0, 0.3) position:ccp(randomValueBetween(-winSize.width*0.3,winSize.width*0.3), randomValueBetween(winSize.height*0.3, -winSize.height*0.3))], [CCDelayTime actionWithDuration:0.5], [CCMoveBy actionWithDuration:randomValueBetween(1.0, 0.3) position:ccp(randomValueBetween(-winSize.width*0.2,winSize.width*0.2), randomValueBetween(winSize.height*0.2, -winSize.height*0.2))], [CCDelayTime actionWithDuration:0.5], [CCMoveBy actionWithDuration:randomValueBetween(1.0, 0.3) position:ccp(randomValueBetween(-winSize.width*0.3,winSize.width*0.3), randomValueBetween(winSize.height*0.3, -winSize.height*0.3))], [CCDelayTime actionWithDuration:0.5], [CCMoveBy actionWithDuration:randomValueBetween(1.0, 0.3) position:ccp(randomValueBetween(-winSize.width*0.2,winSize.width*0.2), randomValueBetween(winSize.height*0.2, -winSize.height*0.2))], [CCDelayTime actionWithDuration:0.5], [CCMoveBy actionWithDuration:randomValueBetween(1.0, 0.3) position:ccp(randomValueBetween(-winSize.width*0.3,winSize.width*0.3), randomValueBetween(winSize.height*0.3, -winSize.height*0.3))], [CCDelayTime actionWithDuration:0.5], [CCMoveBy actionWithDuration:randomValueBetween(1.0, 0.3) position:ccp(randomValueBetween(-winSize.width*0.2,winSize.width*0.2), randomValueBetween(winSize.height*0.2, -winSize.height*0.2))], [CCDelayTime actionWithDuration:0.5], [CCMoveBy actionWithDuration:2.0 position:ccp(-winSize.width*1.5, 0)], [CCCallFuncN actionWithTarget:self selector:@selector(invisNode:)], nil]]; but whit this code the sprite sometimes comes out the screen, i need the sprite moves randomly in the screen without comes out..

    Read the article

  • Help comparing Cocos2d and Unity3d for this project [closed]

    - by Omega
    I will not go into details, but I would like to hear your opinions about this: Essentially, my project will be a 2d game, with lots of complex levels, where some might be simple and others might be a bit more deep, with physics, etc. We want to implement our very own online structure: logging in, leaderboards, achievements, friends etc with our own servers. This means no OpenFeint nor GameCenter at all. We expect this game to be very large in both graphics and audio. We wish to use in-app purchases. Now, we considered two options. Cocos2d and Unity3d. We need help deciding using the factors I mentioned before (networking, good performance even for a large game in terms of graphics and audio like this, in-app purchases, etc) which option would fit better this? Technically, both options can create 2d games. I'd like to hear your opinion.

    Read the article

< Previous Page | 657 658 659 660 661 662 663 664 665 666 667 668  | Next Page >