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  • Software Tuned to Humanity

    - by Phil Factor
    I learned a great deal from a cynical old programmer who once told me that the ideal length of time for a compiler to do its work was the same time it took to roll a cigarette. For development work, this is oh so true. After intently looking at the editing window for an hour or so, it was a relief to look up, stretch, focus the eyes on something else, and roll the possibly-metaphorical cigarette. This was software tuned to humanity. Likewise, a user’s perception of the “ideal” time that an application will take to move from frame to frame, to retrieve information, or to process their input has remained remarkably static for about thirty years, at around 200 ms. Anything else appears, and always has, to be either fast or slow. This could explain why commercial applications, unlike games, simulations and communications, aren’t noticeably faster now than they were when I started programming in the Seventies. Sure, they do a great deal more, but the SLAs that I negotiated in the 1980s for application performance are very similar to what they are nowadays. To prove to myself that this wasn’t just some rose-tinted misperception on my part, I cranked up a Z80-based Jonos CP/M machine (1985) in the roof-space. Within 20 seconds from cold, it had loaded Wordstar and I was ready to write. OK, I got it wrong: some things were faster 30 years ago. Sure, I’d now have had all sorts of animations, wizzy graphics, and other comforting features, but it seems a pity that we have used all that extra CPU and memory to increase the scope of what we develop, and the graphical prettiness, but not to speed the processes needed to complete a business procedure. Never mind the weight, the response time’s great! To achieve 200 ms response times on a Z80, or similar, performance considerations influenced everything one did as a developer. If it meant writing an entire application in assembly code, applying every smart algorithm, and shortcut imaginable to get the application to perform to spec, then so be it. As a result, I’m a dyed-in-the-wool performance freak and find it difficult to change my habits. Conversely, many developers now seem to feel quite differently. While all will acknowledge that performance is important, it’s no longer the virtue is once was, and other factors such as user-experience now take precedence. Am I wrong? If not, then perhaps we need a new school of development technique to rival Agile, dedicated once again to producing applications that smoke the rear wheels rather than pootle elegantly to the shops; that forgo skeuomorphism, cute animation, or architectural elegance in favor of the smell of hot rubber. I struggle to name an application I use that is truly notable for its blistering performance, and would dearly love one to do my everyday work – just as long as it doesn’t go faster than my brain.

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  • Ideas for time-keeping in a webbased RPG?

    - by ashy_32bit
    I'm assigned a task of doing the preliminary research stuff for a web-based MMO RPG. Now my buggiest problem here is "web based" vs "MMO RPG". I did some research about time keeping systems and I'm totally confused as how exactly something as real-time as an MMO-RPG can work on some pull-only (unidirectional) platform like HTTP. I know there is also a turn-based alternative to time keeping but can it work in an MMO setting ? EDIT: Take a battle for example, player A (human) wants to attack Player B (also human) in the open. How does it work when when player A issues the "attack" command on player B ? how do I inform player B that he is being attacked ? and then how exactly the battle goes on between the two in an HTTP based communication channel? To my knowledge this is impossible unless you resort to another technology (HTML is 1-way, that is you can just ask server and get response, server can't update you unless being asked to. this is very well-known and simply explained). So I though maybe I can somehow change the whole timekeeping model from real-time to a more non-real-time model (towards a turn based RPG for example) and somehow work around the whole problem of "interactivity". EDIT2: It is not that I don't wanna use any server side technologies. For sure it is not gonna work client-side-only even for the most trivial of the multi-player games, let alone an RPG. So sure there would be a (probably complex) server side component to it (the so called Game Engine I suppose). The problem is not the technology that implements the logic (game mechanics) bits but the communication technology and how it limits the game mechanics abilities (like how real-time or turn based it is gonna be). HTTP is a request-response protocol meaning you get served only if you ask for it (explicitly send a GET or POST request to the server). HTTP server can not inform you if anything of interest happens in the game world unless you refresh the page (as some suggested) or you use some bi-directional tech (totally different animals) like Flash, WebSock, HTML5 etc etc. So maybe the question is: Is it possible to implement a MMORPG using only HTML5/PHP and no periodic page refreshes? if so what would be rules to make it an MMO-RPG? Can't explain it any clearer. Sorry :D

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  • A sample Memento pattern: Is it correct?

    - by TheSilverBullet
    Following this query on memento pattern, I have tried to put my understanding to test. Memento pattern stands for three things: Saving state of the "memento" object for its successful retrieval Saving carefully each valid "state" of the memento Encapsulating the saved states from the change inducer so that each state remains unaltered Have I achieved these three with my design? Problem This is a zero player game where the program is initialized with a particular set up of chess pawns - the knight and queen. Then program then needs to keep adding set of pawns or knights and queens so that each pawn is "safe" for the next one move of every other pawn. The condition is that either both pawns should be placed, or none of them should be placed. The chessboard with the most number of non conflicting knights and queens should be returned. Implementation I have 4 classes for this: protected ChessBoard (the Memento) private int [][] ChessBoard; public void ChessBoard(); protected void SetChessBoard(); protected void GetChessBoard(int); public Pawn This is not related to memento. It holds info about the pawns public enum PawnType: int { Empty = 0, Queen = 1, Knight = 2, } //This returns a value that shown if the pawn can be placed safely public bool IsSafeToAddPawn(PawnType); public CareTaker This corresponds to caretaker of memento This is a double dimentional integer array that keeps a track of all states. The reason for having 2D array is to keep track of how many states are stored and which state is currently active. An example: 0 -2 1 -1 2 0 - This is current state. With second index 0/ 3 1 - This state has been saved, but has been undone private int [][]State; private ChessBoard [] MChessBoard; //This gets the chessboard at the position requested and assigns it to originator public ChessBoard GetChessBoard(int); //This overwrites the chessboard at given position public void SetChessBoard(ChessBoard, int); private int [][]State; public PlayGame (This is the originator) private bool status; private ChessBoard oChessBoard; //This sets the state of chessboard at position specified public SetChessBoard(ChessBoard, int); //This gets the state of chessboard at position specified public ChessBoard GetChessBoard(int); //This function tries to place both the pawns and returns the status of this attempt public bool PlacePawns(Pawn);

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  • Will HTML5 make Silverlight redundant?

    - by Laila
    One of the great features of Adobe AIR v2 that was launched this month was its support for some of the 2008 draft of HTML5. The HTML5 specification was started in 2004, but the full spec will probably not be approved by W3C until around 2022. One might have thought that it would take years yet from now to reach the point where any browsers were remotely HTML5-compliant, but enough of HTML5 is published and agreed to make a lot of it possible, and Safari and Adobe have got there thanks to Apple's open-source WebKit. The race for HTML 5 has been fuelled by the demand by Apple and Google for advanced graphics, typography, animations and transitions without having to rely on third party browser plug-ins such as Adobe Flash or Silverlight. There is good reason for this haste: Flash doesn't support touch-devices and has been slow in supporting hardware video decoders such as H.264. There is a strong requirement to do all that Flash can do in an open-standards way. Those with proprietary solutions remain sniffy. In AIR 2, Adobe pointedly disables the HTML5 and tags that allow basic playing of media content, saying that the specification is not final and there is still no standard for the supported formats, and adding that Safari implements a 'disjoint set' of codecs. Microsoft also has little interest in HTML 5 as it has so much invested in Silverlight. Google stands to gain by the Adobe AIR for Android as it will allow a lot of applications to be migrated easily to the platform, so sees Apple's war on Flash as a way of gaining market share. Why do we care? It is because HTML5/CSS3 provides facilities much far beyond HTML4, bring the reality of browser-based applications a lot closer. Probably most generally useful is the advanced typography: Safari and AIR already both support a way of reflowing text in a container across an arbitrary number of columns; Page-specific fonts can also be specified. Then there is 2D drawing, video, transitions, local storage, AJAX navigation and mutable DOM prototypes. HTML5 is likely to provide base functionality that is required but it is too early to be certain that it will render Flash, Silverlight or JavaFX obsolete. In the meantime, Adobe Air provides the best vehicle for developing HTML5/CSS3 applications without a twinge of worry about browser incompatibilities. Cheers, Laila

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  • Randomly generate directed graph on a grid

    - by Talon876
    I am trying to randomly generate a directed graph for the purpose of making a puzzle game similar to the ice sliding puzzles from Pokemon. This is essentially what I want to be able to randomly generate: http://bulbanews.bulbagarden.net/wiki/Crunching_the_numbers:_Graph_theory. I need to be able to limit the size of the graph in an x and y dimension. In the example given in the link, it would be restricted to an 8x4 grid. The problem I am running into is not randomly generating the graph, but randomly generating a graph, which I can properly map out in a 2d space, since I need something (like a rock) on the opposite side of a node, to make it visually make sense when you stop sliding. The problem with this is that sometimes the rock ends up in the path between two other nodes or possibly on another node itself, which causes the entire graph to become broken. After discussing the problem with a few people I know, we came to a couple of conclusions that may lead to a solution. Including the obstacles in the grid as part of the graph when constructing it. Start out with a fully filled grid and just draw a random path and delete out blocks that will make that path work. The problem then becomes figuring out which ones to delete to avoid introducing an additional, shorter path. We were also thinking a dynamic programming algorithm may be beneficial, though none of us are too skilled with creating dynamic programming algorithms from nothing. Any ideas or references about what this problem is officially called (if it's an official graph problem) would be most helpful. Here are some examples of what I have accomplished so far by just randomly placing blocks and generating the navigation graph from the chosen start/finish. The idea (as described in the previous link) is you start at the green S and want to get to the green F. You do this by moving up/down/left/right and you continue moving in the direction chosen until you hit a wall. In these pictures, grey is a wall, white is the floor, and the purple line is the minimum length from start to finish, and the black lines and grey dots represented possible paths. Here are some bad examples of randomly generated graphs: http://i.stack.imgur.com/9uaM6.png Here are some good examples of randomly generated (or hand tweaked) graphs: i.stack.imgur.com/uUGeL.png (can't post another link, sorry) I've also seemed to notice the more challenging ones when actually playing this as a puzzle are ones which have lots of high degree nodes along the minimum path.

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  • Actor and Sprite, who should own these properties?

    - by Gerardo Marset
    I'm writing sort of a 2D game engine for making the process of creating games easier. It has two classes, Actor and Sprite. Actor is used for interactive elements (the player, enemies, bullets, a menu, an invisible instance that controls score, etc) and Sprite is used for animated (or not) images with transparency (or not). The actor may have an assigned sprite that represents it on the screen, which may change during the game. E.g. in a top-down action game you may have an actor with a sprite of a little guy that changes when attacking, walking, and facing different directions, etc. Currently the actor has x and y properties (its coordinates in the screen), while the sprite has an index property (the number of the frame currently being shown by the sprite). Since the sprite doesn't know which actor it belongs to (or if it belongs to an actor at all), the actor must pass its x and y coordinates when drawing the sprite. Also, since a actors may reset its sprite each frame (and usually do), the sprite's index property must be passed from the old to the new sprite like so (pseudocode): function change_sprite(new_sprite) old_index = my.sprite.index my.sprite = new_sprite() my.sprite.index = old_index % my.sprite.frames end I always thought this was kind of cumbersome, but it never was a big problem. Now I decided to add support for more properties. Namely a property to draw the sprite rotated, a property to draw it flipped, it a property draw it stretched, etc. These should probably belong to the sprite and not the actor, but if they do, the actor would have to pass them from the old to the new sprite each time it changes... On the other hand, if they belonged to the actor, the actor would have to pass each property to the sprite when drawing it (since the sprite doesn't know which actor it belongs to, and it shouldn't, since sprites aren't just meant to be used by actors, really). Another option I thought of would be having an extra class that owns all these properties (plus index, x and y) and links an actor with a sprite, but that doesn't come without drawbacks. So, what should I do with all these properties? Thanks!

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  • Black screen on latest Nvidia Cards when starting LightDM/Ubuntu

    - by Luis Alvarado
    Today I installed an Nvidia GT440 on my computer, changing the one that existed there, an Nvidia 9500GT. After changing it I started getting a problem where the screen just went black when loading the lightdm login screen (Where I punt my user and password). The thing is, if I disconnect the VGA cable and connect it again I get to see the lightdm greeter and everything works perfect. The problem is that I have to connect/disconnect every time I reboot the PC. I tried installing the 285.xx drivers. Same problem. I removed the Nvidia drivers installed with Jockey, rebooted, same problem. I install the current 280.xx again, same problem. After all that I installed a fresh install of Ubuntu, selected to install the Nvidia drivers while installing it from the livecd. After booting the same problem appeared. Dmesg does not say anything wrong about it. Same goes for the log from Jockey. What else should I check or what to do to solve it. Just to clarify, this does not happen BEFORE the lightdm greeter appears. Am guessing before the actual use of the video card with X starts with all the 2D/3D stuff that is used in ligthdm and unity. I can use any tty and even see the Ubuntu logo when starting. UPDATE: When I open a game in fullscreen the problem appears again. I have to unplug the monitor cable and plug it back in to see the game. Then when I quit the game I have to do it again to see the desktop. UPDATE 2: Today I bought a HDMI cable, connected the video card to the TV am testing it with and it actually did log in correctly without any black screen but it shows the resolution a little over the actual size of the screen. So I see only half of the launcher since the left side of it is hidden outside of the real resolution and the top bar is beyond the resolution. So the black screen is related to the VGA connection.

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  • Drawing a texture at the end of a trace (crosshair?) UDK

    - by Dave Voyles
    I'm trying to draw a crosshair at the end of my trace. If my crosshair does not hit a pawn or static mesh (ex, just a skybox) then the crosshair stays locked on a certain point at that actor - I want to say its origin. Ex: Run across a pawn, then it turns yellow and stays on that pawn. If it runs across the skybox, then it stays at one point on the box. Weird? How can I get my crosshair to stay consistent? I've included two images for reference, to help illustrate. Note: The wrench is actually my crosshair. The "X" is just a debug crosshair. Ignore that. /// Image 1 /// /// Image 2 /// /*************************************************************************** * Draws the crosshair ***************************************************************************/ function bool CheckCrosshairOnFriendly() { local float CrosshairSize; local vector HitLocation, HitNormal, StartTrace, EndTrace, ScreenPos; local actor HitActor; local MyWeapon W; local Pawn MyPawnOwner; /** Sets the PawnOwner */ MyPawnOwner = Pawn(PlayerOwner.ViewTarget); /** Sets the Weapon */ W = MyWeapon(MyPawnOwner.Weapon); /** If we don't have an owner, then get out of the function */ if ( MyPawnOwner == None ) { return false; } /** If we have a weapon... */ if ( W != None) { /** Values for the trace */ StartTrace = W.InstantFireStartTrace(); EndTrace = StartTrace + W.MaxRange() * vector(PlayerOwner.Rotation); HitActor = MyPawnOwner.Trace(HitLocation, HitNormal, EndTrace, StartTrace, true, vect(0,0,0),, TRACEFLAG_Bullet); DrawDebugLine(StartTrace, EndTrace, 100,100,100,); /** Projection for the crosshair to convert 3d coords into 2d */ ScreenPos = Canvas.Project(HitLocation); /** If we haven't hit any actors... */ if ( Pawn(HitActor) == None ) { HitActor = (HitActor == None) ? None : Pawn(HitActor.Base); } } /** If our trace hits a pawn... */ if ((Pawn(HitActor) == None)) { /** Draws the crosshair for no one - Grey*/ CrosshairSize = 28 * (Canvas.ClipY / 768) * (Canvas.ClipX /1024); Canvas.SetDrawColor(100,100,128,255); Canvas.SetPos(ScreenPos.X - (CrosshairSize * 0.5f), ScreenPos.Y -(CrosshairSize * 0.5f)); Canvas.DrawTile(class'UTHUD'.default.AltHudTexture, CrosshairSize, CrosshairSize, 600, 262, 28, 27); return false; } /** Draws the crosshair for friendlies - Yellow */ CrosshairSize = 28 * (Canvas.ClipY / 768) * (Canvas.ClipX /1024); Canvas.SetDrawColor(255,255,128,255); Canvas.SetPos(ScreenPos.X - (CrosshairSize * 0.5f), ScreenPos.Y -(CrosshairSize * 0.5f)); Canvas.DrawTile(class'UTHUD'.default.AltHudTexture, CrosshairSize, CrosshairSize, 600, 262, 28, 27); return true; }

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  • Cursor running wild, then crashes on an Asus G73sw

    - by Yarchmon
    The cursor sometimes goes wild, I get random clicks, the windows are resizing, the cursor disappears. In the worst case, clicks and keyboards are disabled. I've tried the solution given on doc.ubuntu-fr.org and add tu grub : i8042.nomux=1 i8042.reset=1 in GRUB_CMDLINE_LINUX_DEFAULT But it didn't work What can I do ? Graphic card : Geforce GTX460M. Ubuntu : 11.10 (64 bits). Laptop Asus G73sw Interface : Unity (since 11.10) - didn't get this problem with Gnome before. Complement: when a window is resizing, it gets drag-boxes at every corner, center of sides and center of the window. It looks like my touchpad sends random info, or like a "ghost" touchscreen. lspci result : 00:00.0 Host bridge: Intel Corporation 2nd Generation Core Processor Family DRAM Controller (rev 09) 00:01.0 PCI bridge: Intel Corporation Xeon E3-1200/2nd Generation Core Processor Family PCI Express Root Port (rev 09) 00:16.0 Communication controller: Intel Corporation 6 Series/C200 Series Chipset Family MEI Controller #1 (rev 04) 00:1a.0 USB Controller: Intel Corporation 6 Series/C200 Series Chipset Family USB Enhanced Host Controller #2 (rev 05) 00:1b.0 Audio device: Intel Corporation 6 Series/C200 Series Chipset Family High Definition Audio Controller (rev 05) 00:1c.0 PCI bridge: Intel Corporation 6 Series/C200 Series Chipset Family PCI Express Root Port 1 (rev b5) 00:1c.1 PCI bridge: Intel Corporation 6 Series/C200 Series Chipset Family PCI Express Root Port 2 (rev b5) 00:1c.3 PCI bridge: Intel Corporation 6 Series/C200 Series Chipset Family PCI Express Root Port 4 (rev b5) 00:1c.5 PCI bridge: Intel Corporation 6 Series/C200 Series Chipset Family PCI Express Root Port 6 (rev b5) 00:1d.0 USB Controller: Intel Corporation 6 Series/C200 Series Chipset Family USB Enhanced Host Controller #1 (rev 05) 00:1f.0 ISA bridge: Intel Corporation HM65 Express Chipset Family LPC Controller (rev 05) 00:1f.2 SATA controller: Intel Corporation 6 Series/C200 Series Chipset Family 6 port SATA AHCI Controller (rev 05) 00:1f.3 SMBus: Intel Corporation 6 Series/C200 Series Chipset Family SMBus Controller (rev 05) 01:00.0 VGA compatible controller: nVidia Corporation GF106 [GeForce GTX 460M] (rev a1) 01:00.1 Audio device: nVidia Corporation GF106 High Definition Audio Controller (rev a1) 03:00.0 Network controller: Atheros Communications Inc. AR9285 Wireless Network Adapter (PCI-Express) (rev 01) 04:00.0 USB Controller: Fresco Logic FL1000G USB 3.0 Host Controller (rev 04) 05:00.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL8111/8168B PCI Express Gigabit Ethernet controller (rev 06) Edit 01-09-12: Tried on Ubuntu 2D: the behavior is different: it's like i'm randomly clicking on the workspace switcher icon. In the worst case, it can happen several times in a minute.

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  • Why is my laptop so sluggish? Or Damn You Facebook and Twitter! Or All Hail Chrome!

    - by John Conwell
    In the past three weeks, I've noticed that my laptop (dual core 2.1GHz, 2Gb RAM) has become amazingly sluggish.  I only uses for communications and data lookup workflows, so the slowness was tolerable.  But today I finally got fed up with the suckyness and decided to get to the root of the problem (I do have strong performance roots after all). It actually didn't take all that long to figure it out.  About a year ago I converted to Google Chrome (away from FireFox).  One of the great tools Chrome has is a "Task Manager" tool, that gives you Windows Task Manager like details for all the tabs open in the browser (Shift + Esc).  Since every tab runs in its own process, its easy from Task Manager (both Windows or Chrome) to identify and kill a single performance offending tab.  This is unlike IE, where you only get aggregate data about all tabs open.  Anyway, I digress.  Today my laptop sucked.  Windows Task Manager told me that I had two memory hogging Chrome tabs, but couldn't tell me which web page those tabs are showing.  Enter Chrome Task Manager which tells you the page title, along with CPU, memory and network utilization of each tab.  Enter my amazement.  Turns out Facebook was using just shy of half a Gb of RAM.  Half a Gigabyte!  That's 512 Megabytes!524,288 Kilobytes! 536,870,912 Bytes!  Or 4,294,967,296 Bits!  In other words, that's a frackin boat load of memory.  Now consider that Facebook is running on pretty much 96.3% (statistics based on absolutely nothing) of every house hold desktop, laptop, netbook, and mobile device in America, that is pretty horrific! And I wasn't playing any Facebook games like FarmWars or MafiaVille.  I just had my normal, default home page up showing me who just had breakfast, or just got finished with their morning run. I'm sorry...let me say that again...HALF A GIG OF RAM!  That is just unforgivable. I can just see my mom calling me up:  Mom: "John...I think I need a new computer.  Mine is really slow these days" John: "What do you have running?" Mom: "Oh, just Facebook" John: "Ok, close Facebook and tell me how fast your computer feels" Mom: "Well...I don't know how fast it is.  All I do is use Facebook" John: "Ok Mom, I'll send you a new computer by Tuesday" Oh yea...and the other offending web page?  It was Twitter, using a quarter of a Gigabyte. God I love social networks!

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  • TouchDevelop: The Fast Path to Windows 8 and Phone Apps

    - by Clint Edmonson
    Are you looking for a little extra cash for the upcoming holidays? Then you might be interested in creating some cool apps to sell in the Windows Store. Or maybe you’re simply curious and want to try your hand at developing for Windows 8 and Windows Phone. In either case, the newly released TouchDevelop Web App is for you. TouchDevelop Web App is a development environment to create apps on your tablet or smartphone, without requiring a separate PC. Scripts written by using TouchDevelop can access data, media, and sensors on the phone, tablet, and PC. The script can interact with cloud services, including storage, computing, and social networks. TouchDevelop lets you quickly create fun games and useful tools, turning your scripts into true Windows Phone and Windows 8 apps. A year ago, Microsoft Research released TouchDevelop for Windows Phone, which is being used by enthusiasts, students, and researchers to program their phones in fun, inventive, and interesting ways. These scripts are available at TouchDevelop for anyone to download and use. Ever since we released TouchDevelop, we’ve been eyeing the tablet form factor and working on a version for the browser. Now, with the release of TouchDevelop Web App, the wait is over: the tablet version is ready, so go play around with it. All TouchDevelop scripts that are developed on the smartphone can be downloaded to the tablet and run (if hardware allows). Any script that is developed on the tablet can also be accessed on the phone. And scripts can be converted to Windows Phone or Windows 8 apps and submitted to the Windows Phone Store or Windows Store, respectively. TouchDevelop Web App’s editor and programming language have been designed for tablet devices with touchscreens, but you can also use a keyboard and a mouse. So grab your web-enabled device and give the TouchDevelop Web App a try. It’s fun and easy, and could even put a little cash in your holiday-depleted wallet. Or at least give you bragging rights at family get-togethers. Are you interested in further tips on Windows 8 development?  Sign up for the 30 to launch program which will help you build a Windows Store application in 30 days.  You will receive a tip per day for 30 days, along with potential free design consultations and technical support from a Windows 8 expert. As always, stay tuned to my twitter feed for Windows 8, Windows Azure and other Microsoft announcements, updates, and links: @clinted

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  • How to export 3D models that consist of several parts (eg. turret on a tank)?

    - by Will
    What are the standard alternatives for the mechanics of attaching turrets and such to 3D models for use in-game? I don't mean the logic, but rather the graphics aspects. My naive approach is to extend the MD2-like format that I'm using (blender-exported using a script) to include a new set of properties for a mesh that: is anchored in another 'parent' mesh. The anchor is a point and normal in the parent mesh and a point and normal in the child mesh; these will always be colinear, giving the child rotation but not translation relative to the parent point. has a normal that is aligned with a 'target'. Classically this target is the enemy that is being engaged, but it might be some other vector e.g. 'the wind' (for sails and flags (and smoke, which is a particle system but the same principle applies)) or 'upwards' (e.g. so bodies of riders bend properly when riding a horse up an incline etc). that the anchor and target alignments have maximum and minimum and a speed coeff. there is game logic for multiple turrets and on a model and deciding which engages which enemy. 'primary' and 'secondary' or 'target0' ... 'targetN' or some such annotation will be there. So to illustrate, a classic tank would be made from three meshes; a main body mesh, a turret mesh that is anchored to the top of the main body so it can spin only horizontally and a barrel mesh that is anchored to the front of the turret and can only move vertically within some bounds. And there might be a forth flag mesh on top of the turret that is aligned with 'wind' where wind is a function the engine solves that merges environment's wind angle with angle the vehicle is travelling in an velocity, or something fancy. This gives each mesh one degree of freedom relative to its parent. Things with multiple degrees of freedom can be modelled by zero-vertex connecting meshes perhaps? This is where I think the approach I outlined begins to feel inelegant, yet perhaps its still a workable system? This is why I want to know how it is done in professional games ;) Are there better approaches? Are there formats that already include this information? Is this routine?

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  • Why does switching users completely hang my system every time?

    - by Stéphane
    I have a fresh install of 11.04 64bit, with 2 administrator accounts and 4 normal accounts. The 4 normal accounts (the kids' accounts) don't have passwords, they can login simply by clicking on their names. When any of the users -- either admin or normal -- tries to switch to another account by clicking in the top-right corner of the screen and selecting another user, the screen goes black and the entire system locks up. Even CTRL+ALT+F1 through F7 does nothing. This is reproducible 100% of the time on this system. I can ssh into the box when the console locks up, and by running top, I see that Xorg is consuming about 100% of the CPU. Looking at the output of "ps axfu" in bash while the system is in this "locked up" state, here is the lightdm and X process tree: USER PID %CPU %MEM VSZ RSS TTY STAT START TIME COMMAND root 1153 0.0 0.1 183508 4292 ? Ssl Dec26 0:00 lightdm root 2187 0.4 4.6 265976 164168 tty7 Ss+ 00:43 0:21 \_ /usr/bin/X :0 -auth /var/run/lightdm/root/:0 -nolisten tcp vt7 -novtswitch stephane 2612 0.0 0.3 266400 10736 ? Ssl 01:52 0:00 \_ /usr/bin/gnome-session --session=ubuntu stephane 2650 0.0 0.0 12264 276 ? Ss 01:52 0:00 | \_ /usr/bin/ssh-agent /usr/bin/dbus-launch --exit-with-session /usr/bin/gnome-session --session=ubuntu stephane 2703 0.8 3.0 562068 106548 ? Sl 01:52 0:08 | \_ compiz stephane 2801 0.0 0.0 4264 584 ? Ss 01:52 0:00 | | \_ /bin/sh -c /usr/bin/compiz-decorator stephane 2802 0.0 0.3 265744 13772 ? Sl 01:52 0:00 | | \_ /usr/bin/unity-window-decorator ...cut... root 3024 80.6 0.3 107928 13088 tty8 Rs+ 01:53 12:34 \_ /usr/bin/X :1 -auth /var/run/lightdm/root/:1 -nolisten tcp vt8 -novtswitch That last process, pid #3024 in this case, is what has the CPU pegged. In case it matters (I suspect it might) here is what I think may be the relevant information for my video card, taken from /var/log/Xorg.0.log: [ 3392.653] (II) Loading /usr/lib/x86_64-linux-gnu/xorg/extra-modules/extra-modules.dpkg-tmp/modules/extensions/libglx.so [ 3392.653] (II) Module glx: vendor="FireGL - AMD Technologies Inc." [ 3392.653] compiled for 6.9.0, module version = 1.0.0 ... [ 3392.655] (II) LoadModule: "fglrx" [ 3392.655] (II) Loading /usr/lib/x86_64-linux-gnu/xorg/extra-modules/extra-modules.dpkg-tmp/modules/drivers/fglrx_drv.so [ 3392.672] (II) Module fglrx: vendor="FireGL - ATI Technologies Inc." [ 3392.672] compiled for 1.4.99.906, module version = 8.88.7 [ 3392.672] Module class: X.Org Video Driver ... [ 3392.759] (==) fglrx(0): ATI 2D Acceleration Architecture enabled [ 3392.759] (--) fglrx(0): Chipset: "AMD Radeon HD 6410D" (Chipset = 0x9644) Lastly: I did see this posting: Change user on 11.10 hangs system ...but I checked, and the libpam-smbpass package isn't installed on this system.

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  • OpenGL ES 2 jittery camera movement

    - by user16547
    First of all, I am aware that there's no camera in OpenGL (ES 2), but from my understanding proper manipulation of the projection matrix can simulate the concept of a camera. What I'm trying to do is make my camera follow my character. My game is 2D, btw. I think the principle is the following (take Super Mario Bros or Doodle Jump as reference - actually I'm trying to replicate the mechanics of the latter): when the caracter goes beyond the center of the screen (in the positive axis/direction), update the camera to be centred on the character. Else keep the camera still. I did accomplish that, however the camera movement is noticeably jittery and I ran out of ideas how to make it smoother. First of all, my game loop (following this article): private int TICKS_PER_SECOND = 30; private int SKIP_TICKS = 1000 / TICKS_PER_SECOND; private int MAX_FRAMESKIP = 5; @Override public void run() { loops = 0; if(firstLoop) { nextGameTick = SystemClock.elapsedRealtime(); firstLoop = false; } while(SystemClock.elapsedRealtime() > nextGameTick && loops < MAX_FRAMESKIP) { step(); nextGameTick += SKIP_TICKS; loops++; } interpolation = ( SystemClock.elapsedRealtime() + SKIP_TICKS - nextGameTick ) / (float)SKIP_TICKS; draw(); } And the following code deals with moving the camera. I was unsure whether to place it in step() or draw(), but it doesn't make a difference to my problem at the moment, as I tried both and neither seemed to fix it. center just represents the y coordinate of the centre of the screen at any time. Initially it is 0. The camera object is my own custom "camera" which basically is a class that just manipulates the view and projection matrices. if(character.getVerticalSpeed() >= 0) { //only update camera if going up float[] projectionMatrix = camera.getProjectionMatrix(); if( character.getY() > center) { center += character.getVerticalSpeed(); cameraBottom = center + camera.getBottom(); cameraTop = center + camera.getTop(); Matrix.orthoM(projectionMatrix, 0, camera.getLeft(), camera.getRight(), center + camera.getBottom(), center + camera.getTop(), camera.getNear(), camera.getFar()); } } Any thought about what I should try or what I am doing wrong? Update 1: I think I updated every value you can see on screen to check whether the jittery movement is affected by that, but nothing changed, so something must be fundamentally flawed with my approach/calculations.

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  • How to send multiple MVP matrices to a vertex shader in OpenGL ES 2.0

    - by Carbon Crystal
    I'm working my way through optimizing the rendering of sprites in a 2D game using OpenGL ES and I've hit the limit of my knowledge when it comes to GLSL and vertex shaders. I have two large float buffers containing my vertex coordinates and texture coordinates (eventually this will be one buffer) for multiple sprites in order to perform a single glDrawArrays call. This works but I've hit a snag when it comes to passing the transformation matrix into the vertex shader. My shader code is: uniform mat4 u_MVPMatrix; attribute vec4 a_Position; attribute vec2 a_TexCoordinate; varying vec2 v_TexCoordinate; void main() { v_TexCoordinate = a_TexCoordinate; gl_Position = u_MVPMatrix * a_Position; } In Java (Android) I am using a FloatBuffer to store the vertex/texture data and this is provided to the shader like so: mGlEs20.glVertexAttribPointer(mVertexHandle, Globals.GL_POSITION_VERTEX_COUNT, GLES20.GL_FLOAT, false, 0, mVertexCoordinates); mGlEs20.glVertexAttribPointer(mTextureCoordinateHandle, Globals.GL_TEXTURE_VERTEX_COUNT, GLES20.GL_FLOAT, false, 0, mTextureCoordinates); (The Globals.GL_POSITION_VERTEX_COUNT etc are just integers with the value of 2 right now) And I'm passing the MVP (Model/View/Projection) matrix buffer like this: GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mModelCoordinates); (mModelCoordinates is a FloatBuffer containing 16-float sequences representing the MVP matrix for each sprite) This renders my scene but all the sprites share the same transformation, so it's obviously only picking the first 16 elements from the buffer which makes sense since I am passing in "1" as the second parameter. The documentation for this method says: "This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices." So I tried modifying the shader with a fixed size array large enough to accomodate most of my scenarios: uniform mat4 u_MVPMatrix[1000]; But this lead to an error in the shader: cannot convert from 'uniform array of 4X4 matrix of float' to 'Position 4-component vector of float' This just seems wrong anyway as it's not clear to me how the shader would know when to transition to the next matrix anyway. Anyone have an idea how I can get my shader to pick up a different MVP matrix (i.e. the NEXT 16 floats) from my MVP buffer for every 4 vertices it encounters? (I am using GL_TRIANGLE_STRIP so each sprite has 4 vertices). Thanks!

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  • 12.04 Unity 3D 80% CPU load with Compiz

    - by user39288
    EDIT : I have been able to to determine that the problem is not compiz, but is actually Xorg. I don't know why, but by quickly maximizing terminal and taking a screenshot with top running before the problem went away I am able to see xorg takes up 72% of cpu, with bamfdaemon taking up 18%, and compiz taking up 14%. Seems the nvidia drivers are to blame, will play more with settings and perhaps do a clean nvidia-current install to try to fix the problem. Having a very annoying problem with high CPU usage. Running 12.04 with latest drivers and nvidia-current installed. Have not had any issues for days, now I have a strange problem. Unity 3d runs great most of the time, 1-2% CPU usage with only transmission running in background. Windows open and close smoothly. However,no matter what programs are open, if I minimize all open programs to the unity bar on the left, my CPU jumps to about 80% and slows down all maximize and minimize effects. Mouse movement stays smooth the whole time, but unity becomes unresponsive for up to 30 seconds at times. Hitting alt + tab to bring up even a single window fixes the problem. The window I bring back up doesn't even have to be maximized to solve the problem. Hitting the super button to bring up the dash makes CPU drop back to idle until I close it, then high CPU usage resumes. Believe the problem is compiz, but even just having only terminal running "top", I have to minimize it to the tray for the problem to show, so I can't see the problem process. I can only tell about the high CPU usage using indicator-sysmonitor. Even tried quitting the indicator, but I can still tell very poor performance with all applications when minimized. Reset compiz back to defaults, tried going to the post-release update nvidia drivers, played with vsync settings in both the nvidia settings and compiz. Even forced refresh rate, but cannot solve the problem. The problem does NOT occur in Unity 2D. Specs are core 2 duo 2.0ghz, 4GB ddr2 ram, 2x 320's HDD in RAID 0, and Nvidia GTX 260M graphics card.

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  • How can I get my ATI / AMD drivers to work with any kernel above 3.2.0.x?

    - by TorakTu
    How can I get my ATI / AMD drivers to work with any kernel above 3.2.0.x ? WHAT DID WORK Installed original AMD64 version of Ubuntu 12.04 ISO image. Burned DVD and installed which shown kernel 3.2.0-23 to begin with. Got 5.1 surround sound working. Got ATI ( Now its AMD ) video drivers installed for my Radeon HD R6870 Video card from AMD's website. fglrxinfo came up and reported as normal. THE PROBLEM Kernel 3.2.0.x kept locking up so I tried higher kernel versions. But ATI / AMD Drivers do not install on any kernel Above 3.2.0.x WHAT I HAVE TRIED I have gone over this tutorial many times ( https://help.ubuntu.com/community/BinaryDriverHowto/ATI ) and it doesn't work on ANY kernel except 3.2.0.x. The problems I am having here are that the ATI / AMD drivers working for the 12.04 Precise with kernel 3.2.0-23 and 24, But the computer kept locking up. Although all my games would work, the lock ups were random and were constant. So I looked all over the web for 3 days trying to find an answer and the lock up issue was said to just update the kernel. So I did. Have tried many kernels. All of them .. no lock ups. BUT the Restricted AMD drivers from the AMD website will not install. And none of the OpenSource AMD drivers have EVER installed no matter what Kernel or version I tried. EXAMPLE OUTPUT OF 3D TYPE OF ERRORS Javax.media.opengl.GLException: glXGetConfig failed: error code GLX_NO_EXTENSION at com.sun.opengl.impl.x11.X11GLDrawableFactory.glXGetConfig(X11GLDrawableFactory.java:651) at com.sun.opengl.impl.x11.X11GLDrawableFactory.xvi2GLCapabilities(X11GLDrawableFactory.java:350) at com.sun.opengl.impl.x11.X11GLDrawableFactory.chooseGraphicsConfiguration(X11GLDrawableFactory.java:174) at javax.media.opengl.GLCanvas.chooseGraphicsConfiguration(GLCanvas.java:520) at javax.media.opengl.GLCanvas.<init>(GLCanvas.java:131) at haven.HavenPanel.<init>(HavenPanel.java:68) at haven.HavenPanel.<init>(HavenPanel.java:78) at haven.MainFrame.<init>(MainFrame.java:182) at haven.MainFrame.main2(MainFrame.java:306) at haven.MainFrame.access$100(MainFrame.java:34) at haven.MainFrame$7.run(MainFrame.java:360) at java.lang.Thread.run(Thread.java:722) And of course this is what fglrxinfo shows : X Error of failed request: BadRequest (invalid request code or no such operation) Major opcode of failed request: 139 (ATIFGLEXTENSION) Minor opcode of failed request: 66 () Serial number of failed request: 13 Current serial number in output stream: 13 EDIT : I forgot to mention that I DID look at this post over the last few days and it did not help.

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  • Memory read/write access efficiency

    - by wolfPack88
    I've heard conflicting information from different sources, and I'm not really sure which one to believe. As such, I'll post what I understand and ask for corrections. Let's say I want to use a 2D matrix. There are three ways that I can do this (at least that I know of). 1: int i; char **matrix; matrix = malloc(50 * sizeof(char *)); for(i = 0; i < 50; i++) matrix[i] = malloc(50); 2: int i; int rowSize = 50; int pointerSize = 50 * sizeof(char *); int dataSize = 50 * 50; char **matrix; matrix = malloc(dataSize + pointerSize); char *pData = matrix + pointerSize - rowSize; for(i = 0; i < 50; i++) { pData += rowSize; matrix[i] = pData; } 3: //instead of accessing matrix[i][j] here, we would access matrix[i * 50 + j] char *matrix = malloc(50 * 50); In terms of memory usage, my understanding is that 3 is the most efficient, 2 is next, and 1 is least efficient, for the reasons below: 3: There is only one pointer and one allocation, and therefore, minimal overhead. 2: Once again, there is only one allocation, but there are now 51 pointers. This means there is 50 * sizeof(char *) more overhead. 1: There are 51 allocations and 51 pointers, causing the most overhead of all options. In terms of performance, once again my understanding is that 3 is the most efficient, 2 is next, and 1 is least efficient. Reasons being: 3: Only one memory access is needed. We will have to do a multiplication and an addition as opposed to two additions (as in the case of a pointer to a pointer), but memory access is slow enough that this doesn't matter. 2: We need two memory accesses; once to get a char *, and then to the appropriate char. Only two additions are performed here (once to get to the correct char * pointer from the original memory location, and once to get to the correct char variable from wherever the char * points to), so multiplication (which is slower than addition) is not required. However, on modern CPUs, multiplication is faster than memory access, so this point is moot. 1: Same issues as 2, but now the memory isn't contiguous. This causes cache misses and extra page table lookups, making it the least efficient of the lot. First and foremost: Is this correct? Second: Is there an option 4 that I am missing that would be even more efficient?

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  • MatheMagics - Guess My Age Method 1

    - by PointsToShare
    © 2011 By: Dov Trietsch. All rights reserved MatheMagic – Guess My Age – Method 1 The Mathemagician stands on the stage and asks an adult to do the following: ·         Do the next few steps on your calculator, or the calculator in your phone, or even on a piece of paper. ·         Do it silently! Don’t tell me the results until I ask for them directly ·         Compute a single digit multiple of 9 – any one of 9, 18, 27, … all the way to 81, will do. ·         Now multiply your age by 10 ·         Subtract the 9 multiple from this number. ·         Tell me the result. Notice that I don’t know which multiple of 9 you subtracted from 10 times your age. I will nonetheless immediately tell you what your age is. How do I do this? Let’s do the algebra. 10X – 9Y = 10X – 10Y + Y = 10(X – Y) + Y Now remember, you asked an adult, so his/her age is a two digit number (maybe even 3 digits), thus reducing it by the single digit multiplied by nine is still positive – the lowest is can be is 100 – 81 which yields 19. Now make two numbers out of the result. The last digit and the number before it. This number is X – Y or the age minus the single digit you selected. The last digit is this very single digit. This is always so regardless of the digit you selected. So… Add tis digit to the other number and you get back the age! Q.E.D Example: I am 76 years old and here is what happens when I do the steps 76 x 10 = 760 760 – 18 = 742 made of 74 and 2. My age is 74 + 2 760 – 81 = 679 made of 67 and 9. My age is 67 + 9 A note to the socially aware mathemagician – it is safer to do it with a man. The chances of a veracious answer are much, much higher! The trick may be accomplished on any 2 or 3 digit number, not just one’s age, but if you want to know your date’s age, it’s a good way to elicit it. That’s All Folks PS for more Ageless “Age” mathemagics go to www.mgsltns.com/games.htm and also here: http://geekswithblogs.net/PointsToShare/archive/2011/11/15/mathemagics---guess-my-age---method-2.aspx

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  • How employable am I as a programmer?

    - by dsimcha
    I'm currently a Ph.D. student in Biomedical Engineering with a concentration in computational biology and am starting to think about what I want to do after graduate school. I feel like I've accumulated a lot of programming skills while in grad school, but taken a very non-traditional path to learning all this stuff. I'm wondering whether I would have an easy time getting hired as a programmer and could fall back on that if I can't find a good job directly in my field, and if so whether I would qualify for a more prestigious position than "code monkey". Things I Have Going For Me Approximately 4 years of experience programming as part of my research. I believe I have a solid enough grasp of the fundamentals that I could pick up new languages and technologies pretty fast, and could demonstrate this in an interview. Good math and statistics skills. An extensive portfolio of open source work (and the knowledge that working on these projects implies): I wrote a statistics library in D, mostly from scratch. I wrote a parallelism library (parallel map, reduce, foreach, task parallelism, pipelining, etc.) that is currently in review for adoption by the D standard library. I wrote a 2D plotting library for D against the GTK Cairo backend. I currently use it for most of the figures I make for my research. I've contributed several major performance optimizations to the D garbage collector. (Most of these were low-hanging fruit, but it still shows my knowledge of low-level issues like memory management, pointers and bit twiddling.) I've contributed lots of miscellaneous bug fixes to the D standard library and could show the change logs to prove it. (This demonstrates my ability read other people's code.) Things I Have Going Against Me Most of my programming experience is in D and Python. I have very little to virtually no experience in the more established, "enterprise-y" languages like Java, C# and C++, though I have learned a decent amount about these languages from small, one-off projects and discussions about language design in the D community. In general I have absolutely no knowledge of "enterprise-y" technlogies. I've never used a framework before, possibly because most reusable code for scientific work and for D tends to call itself a "library" instead. I have virtually no formal computer science/software engineering training. Almost all of my knowledge comes from talking to programming geek friends, reading blogs, forums, StackOverflow, etc. I have zero professional experience with the official title of "developer", "software engineer", or something similar.

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  • Multiplayer tile based movement synchronization

    - by Mars
    I have to synchronize the movement of multiple players over the Internet, and I'm trying to figure out the safest way to do that. The game is tile based, you can only move in 4 directions, and every move moves the sprite 32px (over time of course). Now, if I would simply send this move action to the server, which would broadcast it to all players, while the walk key is kept being pressed down, to keep walking, I have to take this next command, send it to the server, and to all clients, in time, or the movement won't be smooth anymore. I saw this in other games, and it can get ugly pretty quick, even without lag. So I'm wondering if this is even a viable option. This seems like a very good method for single player though, since it's easy, straight forward (, just take the next movement action in time and add it to a list), and you can easily add mouse movement (clicking on some tile), to add a path to a queue, that's walked along. The other thing that came to my mind was sending the information that someone started moving in some direction, and again once he stopped or changed the direction, together with the position, so that the sprite will appear at the correct position, or rather so that the position can be fixed if it's wrong. This should (hopefully) only make problems if someone really is lagging, in which case it's to be expected. For this to work out I'd need some kind of queue though, where incoming direction changes and stuff are saved, so the sprite knows where to go, after the current movement to the next tile is finished. This could actually work, but kinda sounds overcomplicated. Although it might be the only way to do this, without risk of stuttering. If a stop or direction change is received on the client side it's saved in a queue and the char keeps moving to the specified coordinates, before stopping or changing direction. If the new command comes in too late there'll be stuttering as well of course... I'm having a hard time deciding for a method, and I couldn't really find any examples for this yet. My main problem is keeping the tile movement smooth, which is why other topics regarding synchronization of pixel based movement aren't helping too much. What is the "standard" way to do this?

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  • Why does my ID3DXSprite appear to be incorrectly scaled?

    - by Bjoern
    I am using D3D9 for rendering some simple things (a movie) as the backmost layer, then on top of that some text messages, and now wanted to add some buttons to that. Before adding the buttons everything seemed to have worked fine, and I was using a ID3DXSprite for the text as well (ID3DXFont), now I am loading some graphics for the buttons, but they seem to be scaled to something like 1.2 times their original size. In my test window I centered the graphic, but it being too big it just doesnt fit well, for example the client area is 640x360, the graphic is 440, so I expect 100 pixel on left and right, left side is fine [I took screenshot and "counted" the pixels in photoshop], but on the right there is only about 20 pixels) My rendering code is very simple (I am omitting error checks, et cetera, for brevity) // initially viewport was set to width/height of client area // clear device m_d3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_STENCIL|D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB(0,0,0,0), 1.0f, 0 ); // begin scene m_d3dDevice->BeginScene(); // render movie surface (just two triangles to which the movie is rendered) m_d3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE,false); m_d3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR ); // bilinear filtering m_d3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR ); // bilinear filtering m_d3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE ); m_d3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE ); //Ignored m_d3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 ); m_d3dDevice->SetTexture( 0, m_movieTexture ); m_d3dDevice->SetStreamSource(0, m_displayPlaneVertexBuffer, 0, sizeof(Vertex)); m_d3dDevice->SetFVF(Vertex::FVF_Flags); m_d3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 2); // render sprites m_sprite->Begin(D3DXSPRITE_ALPHABLEND | D3DXSPRITE_SORT_TEXTURE | D3DXSPRITE_DO_NOT_ADDREF_TEXTURE); // text drop shadow m_font->DrawText( m_playerSprite, m_currentMessage.c_str(), m_currentMessage.size(), &m_playerFontRectDropShadow, DT_RIGHT|DT_TOP|DT_NOCLIP, m_playerFontColorDropShadow ); // text m_font->DrawText( m_playerSprite, m_currentMessage.c_str(), m_currentMessage.size(), &m_playerFontRect, DT_RIGHT|DT_TOP|DT_NOCLIP, m_playerFontColorMessage ) ); // control object m_sprite->Draw( m_texture, 0, 0, &m_vecPos, 0xFFFFFFFF ); // draws a few objects like this m_sprite->End() // end scene m_d3dDevice->EndScene(); What did I forget to do here? Except for the control objects (play button, pause button etc which are placed on a "panel" which is about 440 pixels wide) everything seems fine, the objects are positioned where I expect them, but just too big. By the way I loaded the images using D3DXCreateTextureFromFileEx (resizing wnidow, and reacting to lost device, etc, works fine too). For experimenting, I added some code to take an identity matrix and scale is down on the x/y axis to 0.75f, which then gave me the expected result for the controls (but also made the text smaller and out of position), but I don't know why I would need to scale anything. My rendering code is so simple, I just wanted to draw my 2D objects 1;1 the size they came from the file... I am really very inexperienced in D3D, so the answer might be very simple...

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  • How to implement an intelligent enemy in a shoot-em-up?

    - by bummzack
    Imagine a very simple shoot-em-up, something we all know: You're the player (green). Your movement is restricted to the X axis. Our enemy (or enemies) is at the top of the screen, his movement is also restricted to the X axis. The player fires bullets (yellow) at the enemy. I'd like to implement an A.I. for the enemy that should be really good at avoiding the players bullets. My first idea was to divide the screen into discrete sections and assign weights to them: There are two weights: The "bullet-weight" (grey) is the danger imposed by a bullet. The closer the bullet is to the enemy, the higher the "bullet-weight" (0..1, where 1 is highest danger). Lanes without a bullet have a weight of 0. The second weight is the "distance-weight" (lime-green). For every lane I add 0.2 movement cost (this value is kinda arbitrary now and could be tweaked). Then I simply add the weights (white) and go to the lane with the lowest weight (red). But this approach has an obvious flaw, because it can easily miss local minima as the optimal place to go would be simply between two incoming bullets (as denoted with the white arrow). So here's what I'm looking for: Should find a way through bullet-storm, even when there's no place that doesn't impose a threat of a bullet. Enemy can reliably dodge bullets by picking an optimal (or almost optimal) solution. Algorithm should be able to factor in bullet movement speed (as they might move with different velocities). Ways to tweak the algorithm so that different levels of difficulty can be applied (dumb to super-intelligent enemies). Algorithm should allow different goals, as the enemy doesn't only want to evade bullets, he should also be able to shoot the player. That means that positions where the enemy can fire at the player should be preferred when dodging bullets. So how would you tackle this? Contrary to other games of this genre, I'd like to have only a few, but very "skilled" enemies instead of masses of dumb enemies.

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  • Check if an object is facing another based on angles

    - by Isaiah
    I already have something that calculates the bearing angle to get one object to face another. You give it the positions and it returns the angle to get one to face the other. Now I need to figure out how tell if on object is facing toward another object within a specified field and I can't find any information about how to do this. The objects are obj1 and obj2. Their angles are at obj1.angle and obj2.angle. Their vectors are at obj1.pos and obj2.pos. It's in the format [x,y]. The angle to have one face directly at another is found with direction(obj1.pos,obj2.pos). I want to set the function up like this: isfacing(obj1,obj2,area){...} and return true/false depending if it's in the specified field area to the angle to directly see it. I've got a base like this: var isfacing = function (obj1,obj2,area){ var toface = direction(obj1.pos,obj2.pos); if(toface+area >= obj1.angle && ob1.angle >= toface-area){ return true; } return false; } But my problem is that the angles are in 360 degrees, never above 360 and never below 0. How can I account for that in this? If the first object's angle is say at 0 and say I subtract a field area of 20 or so. It'll check if it's less than -20! If I fix the -20 it becomes 340 but x < 340 isn't what I want, I'd have to x 340 in that case. Is there someone out there with more sleep than I that can help a new dev pulling an all-nighter just to get enemies to know if they're attacking in the right direction? I hope I'm making this harder than it seems. I'd just make them always face the main char if the producer didn't want attacks from behind to work while blocking. In which case I'll need the function above anyways. I've tried to give as much info as I can think would help. Also this is in 2d.

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  • Simple thruster like behaviour when rotating sprite

    - by ensamgud
    I'm prototyping some 2D game concepts with XNA and have added some basic keyboard inputs to control a triangle sprite. When I press key up the sprite accelerates in it's current facing direction, when I release the key it brakes down. For rotation, when I press left/right keys I rotate the sprite. Currently the sprite immedately changes direction when I rotate it. What I want is for it to keep moving in the same direction when I rotate, until I hit key up, adding thrust in whatever direction the sprite is pointing at. This would simulate thrusters on a classic space shooter like Asteroids. I'm adding an image to describe the behaviour I'm after and some code samples of how I'm doing things at the moment. This is my player struct, holding information of the sprite. public struct PlayerData { public Vector2 Position; // where to draw the sprite public Vector2 Direction; // travel direction of sprite public float Angle; // rotation of sprite public float Velocity; public float Acceleration; public float Decelleration; public float RotationAcceleration; public float RotationDecceleration; public float TopSpeed; public float Scale; } This is how I'm currently handling thrusting / braking (when pressing/releasing key up) (simplified, removed some bounds checking etc): player.Velocity += player.Acceleration * 0.1f; player.Velocity -= player.Acceleration * 0.1f; And when I rotate the sprite left and right: player.Angle -= player.RotationAcceleration * 0.1f; player.Angle += player.RotationAcceleration * 0.1f; This runs in the update loop, keeps the direction updated and updates the position: Vector2 up = new Vector2(0f, -1f); Matrix rotMatrix = Matrix.CreateRotationZ(player.Angle); player.Direction = Vector2.Transform(up, rotMatrix); player.Direction *= player.Velocity; player.Position += player.Direction; I am following along various beginner tutorials and haven't found any describing this, but I have tried some on my own without success. Do I need to change my velocity and acceleration fields to Vectors instead of floats to accomplish this type of movement? I realise my Angle and the Direction vector is currently tied together and I need to disconnect these somehow to be able to rotate freely without changing the direction of the movement, but I can't quite figure out how to do this while keeping the acceleration/decceleration functional. Would appreciate an explanation rather than pure code samples. Thanks,

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