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  • Is it legal to develop a game usung some version of D&D, something similar to Baldurs Gate?

    - by Max
    For a while now I've been thinking about trying my hand at creating a game similar in spirit and execution to Baldurs Gate, Icewind Dale and offshoots. I'd rather not face the full bulk of work in implementing my own RPG system - I'd like to use D&D rules. Now, reading about the subject it seems there is something called "The License" which allows a company to brand a game as D&D. This license seems to be exclusive, and let's just say I don't have the money to buy it :p. Is it still legal for me to implement and release such a game? Commercially or open-source? I'm not sure exactly which edition would fit the best, but since Baldurs Gate is based of 2nd edition, could I go ahead an implement that? in short: what are the issues concerning licensing and publishing when it comes to D&D? Also: Didn't see any similar question...

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  • Which optional features would you recommend for a raytracer? [closed]

    - by locks
    I'm developing a basic triangle mesh raytracer on a short deadline. This means I can't implement every feature I come across, so I'm looking for some feedback about which features you think are most important, taking into consideration the performance of the feature and how much punch it packs. I'm especially looking for optimization techniques that allow for a faster rendering and simple techniques that make a big impact on the final scene quality. Is there any chance of making it fast enough to run in realtime? Here are some example of features I've read about: Anti-aliasing Bounding box Sky box

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

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

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  • GL_INVALID_OPERATION in glEnd

    - by Killrazor
    Hello, I'm having problems drawing a simple sprite. When I draw: void CSprite2D::render() { CHECKGL(glLoadIdentity()); CHECKGL(glEnable(GL_TEXTURE_2D)); CHECKGL(glEnable(GL_BLEND)); CHECKGL(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)); m_texture->bind(); //CHECKGL(glPushMatrix()); CHECKGL(glBegin(GL_TRIANGLE_STRIP)); CHECKGL(glNormal3i(0,0,1)); CHECKGL(glTexCoord2f(m_textureAreaStart.s,m_textureAreaStart.t)); // 0,0 by default CHECKGL(glVertex3i(m_position.x,m_position.y,0)); CHECKGL(glNormal3i(0,0,1)); CHECKGL(glTexCoord2f(m_textureAreaEnd.s,m_textureAreaStart.t)); // 1,0 by default CHECKGL(glVertex3i( m_position.x + m_dimensions.x, m_position.y, 0)); CHECKGL(glNormal3i(0,0,1)); CHECKGL(glTexCoord2f(m_textureAreaEnd.s, m_textureAreaEnd.t)); // 1,1 by default CHECKGL(glVertex3i( m_position.x + m_dimensions.x, m_position.y + m_dimensions.y, 0)); CHECKGL(glNormal3i(0,0,1)); CHECKGL(glTexCoord2f(m_textureAreaStart.s, m_textureAreaEnd.t)); // 0,1 by default CHECKGL(glVertex3i( m_position.x, m_position.y + m_dimensions.y,0)); CHECKGL(glEnd()); //CHECKGL(glPopMatrix()); CHECKGL(glDisable(GL_BLEND)); } I'm always get an GL_INVALID_OPERATION in glEnd(). I suspect that error is not here, but I can't detect where may be. Actually, the output render seems ok. But I want to solve this situation before to catch a subtle bug tomorrow. Any idea of what could be

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  • Vector transform equation explanation

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

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  • How to handle class dependency with interfaces and implementatons

    - by lealand
    I'm using ObjectAid with Eclipse to generate UML class diagrams for my latest Java project, and I currently have a handful of situations like this, where I have a dependency between two interfaces, as well as one of the implementations of one of the interfaces. Here, foo is the graphics library I'm using. In the previous example, FooCanvas draws ITexture objects to the screen, and both FooCanvas and its interface, ICanvas, take ITexture objects as arguments to their methods. The method in the canvas classes which cause this dependency is the following: void drawTexture(ITexture texture, float x, float y); Additionally, I tried a variation on the method signature using Java's generics: <T extends ITexture> void drawTexture(T texture, float x, float y); The result of this was a class diagram where the only dependencies where between the interfaces and the implementing classes, and no dependency by a canvas object on a texture. I'm not sure if this is more ideal or not. Is the dependency of both the interface and implementation on another interface an expected pattern, or is it typical and/or possible to keep the implementation 'isolated' from its interfaces dependencies? Or is the generic method the ideal solution?

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  • What is the proper way to use string::find to look for a word? [migrated]

    - by RubyKing
    How would I look through a string for a word rather then each character in that word. I have my code here and it always seems to find everything that is .obj even if its o or b or j or "." I checked the docuementation here but was unable to find an answer. Here is my code: string &str = *it; if(it->find(".obj")) { cout << "Found .Obj" << endl; } I also tried to use string::compare but that failed.

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  • Orienting ship movement in asteroids [closed]

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

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  • Sites with free game music loops? [duplicate]

    - by Bnhjhvbq7
    This question already has an answer here: Where can I find free music for my game? [closed] 13 answers I'm searching for free game loops background music for my game, seams like google is full of those websites but all of them per pay. Where can I download free game loops?

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  • Should I amortize scripting cost via bytecode analysis or multithreading?

    - by user18983
    I'm working on a game sort of thing where users can write arbitrary code for individual agents, and I'm trying to decide the best way to divide up computation time. The simplest option would be to give each agent a set amount of time and skip their turn if it elapses without an action being decided upon, but I would like people to be able to write their agents decision functions without having to think too much about how long its taking unless they really want to. The two approaches I'm considering are giving each agent a set number of bytecode instructions (taking cost into account) each timestep, and making players deal with the consequences of the game state changing between blocks of computation (as with Battlecode) or giving each agent it's own thread and giving each thread equal time on the processor. I'm about equally knowledgeable on both concurrency and bytecode stuff, which is to say not very, so I'm wondering which approach would be best. I have a clearer idea of how I'd structure things if I used bytecode, but less certainty about how to actually implement the analysis. I'm pretty sure I can work up a concurrency based system without much trouble, but I worry it will be messier with more overhead and will add unnecessary complexity to the project.

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  • how to make game objects to contain other objects?

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

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  • What is w componet [duplicate]

    - by Tifa
    This question already has an answer here: What does the graphics card do with the fourth element of a vector as the final position? 3 answers What is the W component on graphics programming. I read a blog about opengl that says that w must be equal to either 0 or 1 here. But the book I am currently reading has put w component to more than 1 value. So im kinda confuse what does it really do. The book I am reading is OpenGL es a quick start guide.

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  • Separate parts of a game engine [on hold]

    - by user272716
    I'm pretty new in developing videogames. By now I only used SDL with C/C++ to create games. I'm currently learning OpenGL and I realized that to be fluid and easy to maintain the code must be logically separated. Since I want to use OpenGLES on iOS and Android I was wondering how the engine must be imagined in a technical way, some questions came up: Do I have to separate input/update functions from draw functions in different threads? Is there only one proper way to think a game engine/loop? What kind of assets should I use to create a 3D game using openGl ES to get better performance?

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  • Is there any small linux distribution which comes with a complete C devleopment environment

    - by hits_lucky
    Hi, I have installed "Damn Small Linux" on my home computer for doing C development in unix. But the distribution doesn't by default come with the C development environment and I am facing some issues when trying to install the gcc. Is there any other small Linux distribution which by default has the required packages for the C development. And also I don't want additional software which takes up lot of space but still would like to have the graphical environment. Thanks

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  • How to check if a variable is an integer? [closed]

    - by FyrePlanet
    I'm going through my C++ book and have currently made a working Guess The Number game. The game generates a random number based on current time, has the user input their guess, and then tells them whether it was too high, too low, or the correct number. The game functions fine if you enter a number, but returns 'Too High' if you enter something that is not a number (such as a letter or punctuation). Not only does it return 'too high', but it also continually returns it. I was wondering what I could do to check if the guess, as input by the user, is an integer and if it is not, to return 'Not a number. Guess again.' Here is the code. #include <iostream> #include <cstdlib> #include <ctime> using namespace std; int main() { srand(time(0)); // seed the random number generator int theNumber = rand() % 100 + 1; // random number between 1 and 100 int tries = 0, guess; cout << "\tWelcome to Guess My Number!\n\n"; do { cout << "Enter a guess: "; cin >> guess; ++tries; if (guess > theNumber) cout << "Too high!\n\n"; if (guess < theNumber) cout << "Too low!\n\n"; } while (guess != theNumber); cout << "\nThat's it! You got it in " << tries << " guesses!\n"; cout << "\nPress Enter to exit.\n"; cin.ignore(cin.rdbuf()->in_avail() + 1); return 0; }

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

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

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  • Transforms in Box2D

    - by user1264811
    I'm attempting to implement a camera in my game. I had it working for regular objects, but I began using Box2D and obviously things changed a bit. I have a Body object that I want to draw at the center of the screen. Basically what I'm doing is subtracting the viewportX and viewportY to the Body. I use this code that currently is not working as it should: public void paint(Graphics2D g, int viewportX, int viewportY) { Transform xf = new Transform(); // m_body is the Body object xf.set(m_body.getTransform()); // Here what I attemp to do is take the transform and alter it // by the viewportX and Y, which is something like **-240, -150**. // Why is it negative? Because an object has coordinates 500, 300 would be displayed // at 160, 150 when the subtraction is done. // With the DrawUtils.toScale(), it's just how I convert the units from JBox2D units // to my units. Vec2 v = Transform.mulTrans(xf, new Vec2(DrawUtils.toScale(-viewportX), DrawUtils.toScale(-viewportY))); // Set the new transform to the new vector. Keep the old angle. xf.set(v, xf.q.getAngle()); g.setColor(Color.white); // I know for a fact that the following method works 100%. It correctly displays // my object, just that it doesn't follow it. for (Fixture f = m_body.getFixtureList(); f != null; f = f.getNext()) DrawUtils.drawShape(f, xf); } Hopefully I didn't over comment this and you understand my problem. I don't want to alter the actual physics position of the object, I just want to display it in the center.

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  • Camera not working

    - by user17548
    I made a camera in DX9. To move forward I press the Up arrow. To rotate on the Y axis I use the mouse. When I perform these movements on their own the camera moves at the speed I want. However, if I hold down Up and move the mouse at the same time then the camera moves a lot faster than it should. I want it to move at the same speed as it does when only the Up arrow is pressed. I think I need to normalize something somewhere but not sure what and not sure where. Have tried various combinations without success so if anyone can point me in the right direction that would be great. Thanks. My code #define KEY_DOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0) LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam ) { if( KEY_DOWN(VK_UP)) MovePlayer(D3DXVECTOR3(0, 0, -1.0f)); if( KEY_DOWN(VK_DOWN)) MovePlayer(D3DXVECTOR3(0, 0, 1.0f)); switch( msg ) { case WM_MOUSEMOVE: ProcessMouseInput(); } } void MovePlayer( D3DXVECTOR3 in_vec ) { D3DXMATRIX CameraRot; D3DXMatrixRotationY(&CameraRot,D3DXToRadian(AngleY)); D3DXVECTOR3 CameraRotTarget; D3DXVec3TransformNormal(&CameraRotTarget,&in_vec,&CameraRot); CameraPos += (m_timeElapsed * CameraRotTarget); } void ProcessMouseInput() { GetCursorPos( &CurrentMouseState ); if ((CurrentMouseState.x != GameMouseState.x) || (CurrentMouseState.y != GameMouseState.y)) { int dx = CurrentMouseState.x - GameMouseState.x; int dy = CurrentMouseState.y - GameMouseState.y; AngleY+=m_timeElapsed*dx*7.0f; } GameMouseState = CurrentMouseState; // Set back to window center in Render function } VOID UpdateCamera() { D3DXVECTOR3 CameraOrigTarget(0, 0, -1); D3DXVECTOR3 CameraOrigUp(0, 1, 0); D3DXMATRIX CameraRot; D3DXMATRIX CameraRotX; D3DXMatrixRotationX(&CameraRotX,D3DXToRadian(AngleX)); D3DXMATRIX CameraRotY; D3DXMatrixRotationY(&CameraRotY,D3DXToRadian(AngleY)); CameraRot = CameraRotX * CameraRotY; D3DXVECTOR3 CameraRotTarget; D3DXVec3TransformNormal(&CameraRotTarget,&CameraOrigTarget,&CameraRot); D3DXVECTOR3 CameraTarget; CameraTarget = CameraPos + CameraRotTarget; D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f ); D3DXMatrixLookAtLH( &matView, &CameraPos, &CameraTarget, &vUpVec ); g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView ); D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI / 4, 1.0f, 1.0f, 100.0f ); g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj ); }

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  • how to stop enemies from moving to one point when lots of them are chasing one object [duplicate]

    - by BBgun
    This question already has an answer here: Is there a simple way to stop enemies standing in the same spot? 8 answers i am making a top down game which lots of enemies are chasing one guy. then,enemies would move to one point without any collision,they just overlay each other. so ,is there any simple way to make them feel more real? make them not overlay with each other? ================================= i have tried the solution using boundbox to check collision, but i still very puzzled about what to do with the collision. i have a bad solution.it doesn't work well. my solution in simple: foreach(around_enemy_arr in other) { vector a = normalize(self.positionvector - other.positionvector); self.move_vector = self.move_vector + a; } this can work,but when plenty of enemies come very close to each other,they would shake. i am sooooo confused. please help.

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  • Artificial Neural Networks

    - by user1724140
    I have an Artificial Networks which needs to recognize 130 different types of moves encoded in terms of 1s and 0s. Therefore the number of outputs I used is 8 so that all my patterns could be distinguished. However, by using 8 outputs, the different types of patterns possible is 256, leaving me with 126 different types of patterns useless. Do these extra 126 different patterns ruin my ANN's ability? Is there a better way not to have these unused holes?

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  • Directional Lights

    - by Setrio
    I'm working on a game idea (2D) that needs directional lights. Basically I want to add light sources that can be moved and the light rays interact with the other bodies on the scene. What I'm doing right now is some test where using sensors (box2d) and ccDrawLine I could achieve something similar to what I want. Basically I send a bunch of sensors from certain point and with raycast detect collisions, get the end points and draw lines over the sensors. Just want to get some opinions if this is a good way of doing this or is other better options to build something like this? Also I would like to know how to make a light effect over this area (sensors area) to provide a better looking light effect. Any ideas?

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  • How to avoid tons of `instanceof` in collision detection?

    - by Prog
    Consider a simple game with 4 kinds of entities: Robots, Dogs, Missiles, Walls. Here's a simple collision-detection mechanism in psuedocode: (I know, O(n^2). Irrelevant for this question). for(Entity entityA in entities){ for(Entity entityB in entities){ if(collision(entityA, entityB)){ if(entityA instanceof Robot && entityB instanceof Dog) entityB.die(); if(entityA instanceof Robot && entityB instanceof Missile){ entityA.die(); entityB.die(); } if(entityA instanceof Missile && entityB instanceof Wall) entityB.die(); // .. and so on } } } Obviously this is very ugly, and will get bigger and harder to maintain the more entities there are, and the more conditions there are. One option to make this better is to have separate lists for each kind of entity. For example a Robots list, a Dogs list etc. And than check for collisions of all Robots with Dogs, and all Dogs with Walls, etc. This is better, but I still don't think it's good. So my question is: The collision detection system spotted a collision. Now what? What is the common way to react to the collision? Should the system notify the entity itself that it collided with something, and have it decide for itself how to react? E.g. entityA.reactToCollision(entityB). Or is there some other solution?

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  • XNA Load/Unload logic (contentmanager?)

    - by Rhinan
    I am trying to make a point-and-click adventure game with XNA, starting off simple. My experience with XNA is about a month old now, know how the classes and inheritance works (basic stuff). I have a problem where I cannot understand how I should load and unload the textures and game objects in the game, when the player transitions to another level. I've googled this 10 times, but all I find is hard coding while I don't even understand the basics of unloading yet. All I want, is transitioning to another level (replacing all the sprites with new ones). Thanks in advance

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  • Do games use threads?

    - by Nubcake
    I understand that the concept of how a game runs i.e while (game_loop = true) { //handle events // input/output/sound etc } But it has come to my attention while programming in another HLL is do some games use threads for certain operations? For example take any Pokemon game ; during interaction a textbox appears to display information. Now I've been trying to simulate that sort of textbox and the only way I could have got it to be exactly the same is by using a loop and yes once a loop is started there is no way to handle window events unless they are handled again inside the loop itself. I couldn't have used this loop inside a different thread other than the main one (due to a DirectX limitation) so the only option was to use it inside the main program thread. I was wondering if some games work like this ; do they only use the main program thread and handle events again if they're inside a loop? Edit: I forgot to mention this is about console games not PC games! Thanks Nubcake

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  • Cycling through ItemStacks whlie supplying data... LOST [on hold]

    - by user3251606
    Ok so i am working on a plugin for my server that will open and inventory and when closed it will pass items to this class... object of this class is to cycle through the inventory and use a cfg file to define items and prices and then grab that info in a for loop and add it all up... heres what i have thus far... public void sell(Player p, Inventory inv) { ListIterator<ItemStack> it = inv.iterator(); double total = 0; for (ItemStack is : inv) { is = it.next(); if (is.getType() != null) { String type = is.getType().toString(); //short dur = is.getDurability(); String check = ChestSell.plugin.getConfig().getString(type); p.sendMessage("Item Type: " + type); if (check != null) { int amou = is.getAmount(); double value = ChestSell.plugin.getConfig().getDouble(type + ".price"); double tv = amou * value; p.sendMessage("Items in chest: Type " + type + " Ammount: " + amou + " Value: $" + tv); } //TODO Add return Items } } p.sendMessage("You got paid $" + total + " for your items!"); inv.clear(); }

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