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  • Periodic updates of an object in Unity

    - by Blue
    I'm trying to make a collider appear every 1 second. But I can't get the code right. I tried enabling the collider in the Update function and putting a yield to make it update every second or so. But it's not working (it gives me an error: Update() cannot be a coroutine.) How would I fix this? Would I need a timer system to toggle the collider? 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); } } }

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  • Calculate travel time on road map with semaphores

    - by Ivansek
    I have a road map with intersections. At intersections there are semaphores. For each semaphore I generate a red light time and green light time which are represented with syntax [R:T1, G:T2], for example: 119 185 250 A ------- B: [R:6, G:4] ------ C: [R:5, G:5] ------ D I want to calculate a car travel time from A - D. Now I do this with this pseudo code: function get_travel_time(semaphores_configuration) { time = 0; for( i=1; i<path.length;i++) { prev_node = path[i-1]; next_node = path[i]); cost = cost_between(prev_node, next_node) time += (cost/movement_speed) // movement_speed = 50px per second light_times = get_light_times(path[i], semaphore_configurations) lights_cycle = get_lights_cycle(light_times) // Eg: [R,R,R,G,G,G,G], where [R:3, G:4] lights_sum = light_times.green_time+light_times.red_light; // Lights cycle time light = lights_cycle[cost%lights_sum]; if( light == "R" ) { time += light_times.red_light; } } return time; } So for distance 119 between A and B travel time is, 119/50 = 2.38s ( exactly mesaured time is between 2.5s and 2.6s), then we add time if we came at a red light when at B. If we came at a red light is calculated with lines: lights_cycle = get_lights_cycle(light_times) // Eg: [R,R,R,G,G,G,G], where [R:3, G:4] lights_sum = light_times.green_time+light_times.red_light light = lights_cycle[cost%lights_sum]; if( light == "R" ) { time += light_times.red_light; } This pseudo code doesn't calculate exactly the same times as they are mesaured, but the calculations are very close to them. Any idea how I would calculate this?

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  • Flickering problem with world matrix

    - by gnomgrol
    I do have a pretty wierd problem today. As soon as I try to change my translation- or rotationmatrix for an object to something else than (0,0,0), the object starts to flicker (scaling works fine). It rapid and randomly switches between the spot it should be in and a crippled something. I first thought that the problem would be z-fighting, but now Im pretty sure it isn't. I have now clue at all what it could be, here are two screenshots of the two states the plant is switching between. I already used PIX, but could find anything of use (Im not a very good debugger anyway) I would appreciate any help, thanks a lot! Important code: D3DXMatrixIdentity(&World); D3DXVECTOR3 rotaxisX = D3DXVECTOR3(1.0f, 0.0f, 0.0f); D3DXVECTOR3 rotaxisY = D3DXVECTOR3(0.0f, 1.0f, 0.0f); D3DXVECTOR3 rotaxisZ = D3DXVECTOR3(0.0f, 0.0f, 1.0f); D3DXMATRIX temprot1, temprot2, temprot3; D3DXMatrixRotationAxis(&temprot1, &rotaxisX, 0); D3DXMatrixRotationAxis(&temprot2, &rotaxisY, 0); D3DXMatrixRotationAxis(&temprot3, &rotaxisZ, 0); Rotation = temprot1 *temprot2 * temprot3; D3DXMatrixTranslation(&Translation, 0.0f, 10.0f, 0.0f); D3DXMatrixScaling(&Scale, 0.02f, 0.02f, 0.02f); //Set objs world space using the transformations World = Translation * Rotation * Scale; shader: cbuffer cbPerObject { matrix worldMatrix; matrix viewMatrix; matrix projectionMatrix; }; // Change the position vector to be 4 units for proper matrix calculations. input.position.w = 1.0f; // Calculate the position of the vertex against the world, view, and projection matrices. output.position = mul(input.position, worldMatrix); output.position = mul(output.position, viewMatrix); output.position = mul(output.position, projectionMatrix);

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  • Better solution for boolean mixing?

    - by Ruben Nunez
    Sorry if this question has been asked in the past, but searching Google and here didn't yield relevant results, so here goes. I'm working on a fragment shader that implements both conditional/boolean diffuse and bump mapping (that is to say, you don't need a diffuse texture or a normals texture, and if they're not present, they're simply changed to default values). My current solution is to use a uniform float to say "mix amount". For example, computing the diffuse texel works as: // Compute diffuse amount scaled by vCol // If no texture is present (mDif = 0.0), then DiffuseTexel = vCol // kT[0] is the diffuse texture // vTex is the texture co-ordinates // mDif is the uniform float containing the mix amount (either 0.0 or 1.0) vec4 DiffuseTexel = vCol*mix(vec4(1.0), texture2D(kT[0], vTex), mDif); While that works great and all, I was wondering if there's a better way of doing this, as I will never have any use for in-between values for funky effects. I know that perhaps the best solution is to simply write separate shaders for mDif=0.0 and mDif=1.0, but I'd like a more elegant solution than splicing shaders before compiling or writing multiple shader files and keeping each one updated. Any ideas are greatly appreciated. =)

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  • Creating a 2D Line Branch (Part 2)

    - by Danran
    Yesterday i asked this question on how to create a 2D line branch; Creating a 2D Line Branch And thanks to the answered provided, i now have this nice looking main branch; *coloured to show the different segments in the final item. Now is the time now to branch things off as discussed in the article; http://drilian.com/2009/02/25/lightning-bolts/ Again however i am confused as to the meaning of the following pseudo code; splitEnd = Rotate(direction, randomSmallAngle)*lengthScale + midPoint; I'm unsure how to actually rotate this correctly. In all honesty i'm abit unsure what to-do completely at this part, "splitEnd" will be a Vector3, so whatever happens in the rotate function must then return some form of directional rotation which is then * by a scale to create length and then added to the midPoint. I'm not sure. If someone could explain what i'm meant to be doing in this part that would be really grateful.

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  • Using glReadBuffer/glReadPixels returns black image instead of the actual image only on Intel cards

    - by cloudraven
    I have this piece of code glReadBuffer( GL_FRONT ); glReadPixels( 0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer ); Which works just perfectly in all the Nvidia and AMD GPUs I have tried, but it fails in almost every single Intel built-in video that I have tried. It actually works in a very old 945GME, but fails in all the others. Instead of getting a screenshot I am actually getting a black screen. If it helps, I am working with the Doom3 Engine, and that code is derived from the built-in screen capture code. By the way, even with the original game I cannot do screen capture on those intel devices anyway. My guess is that they are not implementing the standard correctly or something. Is there a workaround for this?

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  • Java - Draw Cards and Eliminate Cards Problem

    - by Jen
    I am having a problem in this question. I want a system inside a game wherein the player draws 2 cards randomly, and the enemy draws 2 cards randomly. Then, what the program does is to print out to the console the cards the player draw and the enemy's. The cards should not conflict and must not be the same. Then lastly, the program prints out the card that was not drawn by both the player and the enemy. Here's how I did it but it was lengthy and full of errors: import java.util.Random; public class Draw { public static Random random = new Random(); public static String cards[] = {"Hall", "Kitchen", "Billiard", "Study", "Pool"}; public static int playercounter; public static int enemycounter; public static String playercardA = null; public static String playercardB = null; public static String enemycardA = null; public static String enemycardB = null; public String lastcard = null; public static void playercardAdraw() { playercounter = random.nextInt(5); playercardA = cards[playercounter]; } public static void playercardBdraw() { playercounter=random.nextInt(5); playercardB= cards[playercounter]; if (playercardB==playercardA || playercardB == enemycardA || playercardB == enemycardB) { return; } } public static void enemycardAdraw () { enemycounter = random.nextInt(5); enemycardA=cards[enemycounter]; if (enemycardA == playercardA || enemycardA == playercardB) { return; } } public static void enemycardBdraw () { enemycounter = random.nextInt(5); enemycardB=cards[enemycounter]; if (enemycardB == playercardA || enemycardB == playercardB || enemycardB == enemycardA) { return; } } public static void main (String args []) { System.out.println("Starting to draw..."); System.out.println("Player's Turn: "); playercardAdraw(); System.out.println("Player's first card: " + playercardA); playercardBdraw(); System.out.println("Player's second card: " + playercardB); System.out.println("Enemy's Turn: "); enemycardAdraw(); System.out.println("Enemy's first card: " + enemycardA); enemycardBdraw(); System.out.println("Enemy's Second card: " + enemycardB); } }

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  • Draw Cards and Eliminate Cards Problem

    - by Jen
    I am having a problem in this question. I want a system inside a game wherein the player draws 2 cards randomly, and the enemy draws 2 cards randomly. Then, what the program does is to print out to the console the cards the player draw and the enemy's. The cards should not conflict and must not be the same. Then lastly, the program prints out the card that was not drawn by both the player and the enemy. Here's how I did it but it was lengthy and full of errors: import java.util.Random; public class Draw { public static Random random = new Random(); public static String cards[] = {"Hall", "Kitchen", "Billiard", "Study", "Pool"}; public static int playercounter; public static int enemycounter; public static String playercardA = null; public static String playercardB = null; public static String enemycardA = null; public static String enemycardB = null; public String lastcard = null; public static void playercardAdraw() { playercounter = random.nextInt(5); playercardA = cards[playercounter]; } public static void playercardBdraw() { playercounter=random.nextInt(5); playercardB= cards[playercounter]; if (playercardB==playercardA || playercardB == enemycardA || playercardB == enemycardB) { return; } } public static void enemycardAdraw () { enemycounter = random.nextInt(5); enemycardA=cards[enemycounter]; if (enemycardA == playercardA || enemycardA == playercardB) { return; } } public static void enemycardBdraw () { enemycounter = random.nextInt(5); enemycardB=cards[enemycounter]; if (enemycardB == playercardA || enemycardB == playercardB || enemycardB == enemycardA) { return; } } public static void main (String args []) { System.out.println("Starting to draw..."); System.out.println("Player's Turn: "); playercardAdraw(); System.out.println("Player's first card: " + playercardA); playercardBdraw(); System.out.println("Player's second card: " + playercardB); System.out.println("Enemy's Turn: "); enemycardAdraw(); System.out.println("Enemy's first card: " + enemycardA); enemycardBdraw(); System.out.println("Enemy's Second card: " + enemycardB); } }

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  • Collision detection with non-rectangular images

    - by Adam Smith
    I'm creating a game and I need to detect collisions between a character and some parts of the environment. Since my character's frames are taken from a sprite sheet with a transparent background, I'm wondering how I should go about detecting collisions between a wall and my character only if the colliding parts are non-transparent in both images. I thought about checking only if part of the rectangle the character is in touches the rectangle a tile is in and comparing the alpha channels, but then I have another choice to make... Either I test every single pixel against every single pixel in the other image and if one is true, I detect a collision. That would be terribly ineficient. The other option would be to keep a x,y position of the leftmost, rightmost, etc. non-transparent pixel of each image and compare those instead. The problem with this one might be that, for instance, the character's hand could be above a tile (so it would be in a transparent zone of the tile) but a pixel that is not the rightmost could touch part of the tile without being detected. Another problem would be that in different frames, the rightmost, leftmost, etc. pixels might not be at the same position. Should I not bother with that and just check the collisions on the rectangles? It would be simpler, but I'm afraid people.will feel that there are collisions sometimes that shouldn't happen.

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  • how to properly implement alpha blending in a complex 3d scene

    - by Gajet
    I know this question might sound a bit easy to answer but It's driving me crazy. There are too many possible situations that a good alpha blending mechanism should handle, and for each Algorithm I can think of there is something missing. these are the methods I've though about so far: first of I though about object sorting by depth, this one simply fails because Objects are not simple shapes, they might have curves and might loop inside each other. so I can't always tell which one is closer to camera. then I thought about sorting triangles but this one also might fail, thought I'm not sure how to implement it there is a rare case that might again cause problem, in which two triangle pass through each other. again no one can tell which one is nearer. the next thing was using depth buffer, at least the main reason we have depth buffer is because of the problems with sorting that I mentioned but now we get another problem. Since objects might be transparent, in a single pixel there might be more than one object visible. So for which Object should I store pixel depth? I then thought maybe I can only store the most front Object depth, and using that determine how should I blend next draw calls at that pixel. But again there was a problem, think about 2 semi transparent planes with a solid plane in middle of them. I was going to render the solid plane at the end, one can see the most distant plane. note that I was going to merge every two planes until there is only one color left for that pixel. Obviously I can use sorting methods too because of the same reasons I've explained above. Finally the only thing I imagine being able to work is to render all objects into different render targets and then sort those layers and display the final output. But this time I don't know how can I implement this algorithm.

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  • Passing an objects rotation down through its children

    - by MintyAnt
    In my topdown 2d game you have a player with a sword, like an old Zelda game. The sword is a seperate entity, and its collision box "rotates" around the player like an orbit, but always follows the player wherever he goes. The player and sword both have a vector2 heading. The sword is a weapon object that is attached to the character. In order to allow swinging in a direction, I have the following property inside sword (RotateCopy returns a copy of the mHeading after rotation) public Vector2 Heading { get { return mHeading.RotateCopy(mOwner.Rotation); } } This seems a bit messy to me, and slower than it could be. Is there a better way to "translate" the base/owner component rotations through to whatever component I am using, like this sword? Would using a rotation MATRIX be better? (Curretnly rotates by sin/cos) If so, how can I "add" up the matrices? Thank you.

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  • Strange Flash AS3 xml Socket behavior

    - by Rnd_d
    I have a problem which I can't understand. To understand it I wrote a socket client on AS3 and a server on python/twisted, you can see the code of both applications below. Let's launch two clients at the same time, arrange them so that you can see both windows and press connection button in both windows. Then press and hold any button. What I'm expecting: Client with pressed button sends a message "some data" to the server, then the server sends this message to all the clients(including the original sender) . Then each client moves right the button 'connectButton' and prints a message to the log with time in the following format: "min:secs:milliseconds". What is going wrong: The motion is smooth in the client that sends the message, but in all other clients the motion is jerky. This happens because messages to those clients arrive later than to the original sending client. And if we have three clients (let's name them A,B,C) and we send a message from A, the sending time log of B and C will be the same. Why other clients recieve this messages later than the original sender? By the way, on ubuntu 10.04/chrome all the motion is smooth. Two clients are launched in separated chromes. windows screenshot Can't post linux screenshot, need more than 10 reputation to post more hyperlinks. Listing of log, four clients simultaneously: [16:29:33.280858] 62.140.224.1 >> some data [16:29:33.280912] 87.249.9.98 << some data [16:29:33.280970] 87.249.9.98 << some data [16:29:33.281025] 87.249.9.98 << some data [16:29:33.281079] 62.140.224.1 << some data [16:29:33.323267] 62.140.224.1 >> some data [16:29:33.323326] 87.249.9.98 << some data [16:29:33.323386] 87.249.9.98 << some data [16:29:33.323440] 87.249.9.98 << some data [16:29:33.323493] 62.140.224.1 << some data [16:29:34.123435] 62.140.224.1 >> some data [16:29:34.123525] 87.249.9.98 << some data [16:29:34.123593] 87.249.9.98 << some data [16:29:34.123648] 87.249.9.98 << some data [16:29:34.123702] 62.140.224.1 << some data AS3 client code package { import adobe.utils.CustomActions; import flash.display.Sprite; import flash.events.DataEvent; import flash.events.Event; import flash.events.IOErrorEvent; import flash.events.KeyboardEvent; import flash.events.MouseEvent; import flash.events.SecurityErrorEvent; import flash.net.XMLSocket; import flash.system.Security; import flash.text.TextField; public class Main extends Sprite { private var socket :XMLSocket; private var textField :TextField = new TextField; private var connectButton :TextField = new TextField; public function Main():void { if (stage) init(); else addEventListener(Event.ADDED_TO_STAGE, init); } private function init(event:Event = null):void { socket = new XMLSocket(); socket.addEventListener(Event.CONNECT, connectHandler); socket.addEventListener(DataEvent.DATA, dataHandler); stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler); addChild(textField); textField.y = 50; textField.width = 780; textField.height = 500; textField.border = true; connectButton.selectable = false; connectButton.border = true; connectButton.addEventListener(MouseEvent.MOUSE_DOWN, connectMouseDownHandler); connectButton.width = 105; connectButton.height = 20; connectButton.text = "click here to connect"; addChild(connectButton); } private function connectHandler(event:Event):void { textField.appendText("Connect\n"); textField.appendText("Press and hold any key\n"); } private function dataHandler(event:DataEvent):void { var now:Date = new Date(); textField.appendText(event.data + " time = " + now.getMinutes() + ":" + now.getSeconds() + ":" + now.getMilliseconds() + "\n"); connectButton.x += 2; } private function keyDownHandler(event:KeyboardEvent):void { socket.send("some data"); } private function connectMouseDownHandler(event:MouseEvent):void { var connectAddress:String = "ep1c.org"; var connectPort:Number = 13250; Security.loadPolicyFile("xmlsocket://" + connectAddress + ":" + String(connectPort)); socket.connect(connectAddress, connectPort); } } } Python server code from twisted.internet import reactor from twisted.internet.protocol import ServerFactory from twisted.protocols.basic import LineOnlyReceiver import datetime class EchoProtocol(LineOnlyReceiver): ##### name = "" id = 0 delimiter = chr(0) ##### def getName(self): return self.transport.getPeer().host def connectionMade(self): self.id = self.factory.getNextId() print "New connection from %s - id:%s" % (self.getName(), self.id) self.factory.clientProtocols[self.id] = self def connectionLost(self, reason): print "Lost connection from "+ self.getName() del self.factory.clientProtocols[self.id] self.factory.sendMessageToAllClients(self.getName() + " has disconnected.") def lineReceived(self, line): print "[%s] %s >> %s" % (datetime.datetime.now().time(), self, line) if line=="<policy-file-request/>": data = """<?xml version="1.0"?> <!DOCTYPE cross-domain-policy SYSTEM "http://www.adobe.com/xml/dtds/cross-domain-policy.dtd"> <!-- Policy file for xmlsocket://ep1c.org --> <cross-domain-policy> <allow-access-from domain="*" to-ports="%s" /> </cross-domain-policy>""" % PORT self.send(data) else: self.factory.sendMessageToAllClients( line ) def send(self, line): print "[%s] %s << %s" % (datetime.datetime.now().time(), self, line) if line: self.transport.write( str(line) + chr(0)) else: print "Nothing to send" def __str__(self): return self.getName() class ChatProtocolFactory(ServerFactory): protocol = EchoProtocol def __init__(self): self.clientProtocols = {} self.nextId = 0 def getNextId(self): id = self.nextId self.nextId += 1 return id def sendMessageToAllClients(self, msg): for client in self.clientProtocols: self.clientProtocols[client].send(msg) def sendMessageToClient(self, id, msg): self.clientProtocols[id].send(msg) PORT = 13250 print "Starting Server" factory = ChatProtocolFactory() reactor.listenTCP(PORT, factory) reactor.run()

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  • How do I find the angle required to point to another object?

    - by Ginamin
    I am making an air combat game, where you can fly a ship in a 3D space. There is an opponent that flies around as well. When the opponent is not on screen, I want to display an arrow pointing in the direction the user should turn, as such: So, I took the camera location and the oppenent location and did this: double newDirection = atan2(activeCamera.location.y-ship_wrap.location.y, activeCamera.location.x-ship_wrap.location.x); After which, I get the position on the circumferance of a circle which surrounds my crosshairs, like such: trackingArrow.position = point((60*sin(angle)+240),60*cos(angle)+160); It all works fine, except it's the wrong angle! I assume my calculation for the new direction is incorrect. Can anyone help?

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  • How can I generate signed distance fields in real time, fast?

    - by heishe
    In a previous question, it was suggested that signed distance fields can be precomputed, loaded at runtime and then used from there. For reasons I will explain at the end of this question (for people interested), I need to create the distance fields in real time. There are some papers out there for different methods which are supposed to be viable in real-time environments, such as methods for Chamfer distance transforms and Voronoi diagram-approximation based transforms (as suggested in this presentation by the Pixeljunk Shooter dev guy), but I (and thus can be assumed a lot of other people) have a very hard time actually putting them to use, since they're usually long, largely bloated with math and not very algorithmic in their explanation. What algorithm would you suggest for creating the distance fields in real-time (favourably on the GPU) especially considering the resulting quality of the distance fields? Since I'm looking for an actual explanation/tutorial as opposed to a link to just another paper or slide, this question will receive a bounty once it's eligible for one :-). Here's why I need to do it in real time:

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  • Java: How to Make a Player Class in a Tile-Based RPG

    - by A.K.
    So I've been following a JavaHub tutorial that basically uses a pixel engine similar to MiniCraft. I've attempted to make a Player Class as such, and I'm basically making a mock Pokemon game for learning's sake: package pokemon.entity; import java.awt.Rectangle; import pokemon.gfx.Screen; import pokemon.levelgen.Tile; import pokemon.entity.SpritesManage;; public class Player { int x, y; int vx, vy; public Rectangle AshRec; public Sprite AshSprite; Screen screen; Sprite[][] AshSheet; public Player() { AshSprite = SpritesManage.AshSheet[1][0]; AshRec = new Rectangle(0, 0, 16, 16); x = 0; y = 0; vx = 1; vy = 1; screen.renderSprite(0, 0, AshSprite); } public void update() { move(); checkCollision(); } private void checkCollision() { } private void move() { AshRec.x += vx; AshRec.y += vy; } public void render(Screen screen, int x, int y) { screen.renderSprite(x, y, AshSprite); } } I guess what I really want to do is have the Player centered in the screen and have the sprite drawn based on an Input Handler. I'm just stumped as to how to sync these together.

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  • Is it possible to construct a cube with less than 24 vertices

    - by Telanor
    I have a cube-based world like minecraft and I'm wondering if there's a way to construct a cube with less than 24 vertices so I can reduce memory usage. It doesn't seem possible to me for 2 reasons: the normals wouldn't come out right and per-face textures wouldn't work. Is this the case or am I wrong? Maybe there's some fancy new dx11 tech that can help? Edit: Just to clarify, I have 2 requirements: I need surface normals for each cube face in order to do proper lighting and I need a way to address a different indexes in a texture array for each cube face

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  • XNA - Am I screwing up the LoadContent for Texture2D?

    - by Bombcode
    I've read forum threads and questions and I done just about everything. I need to know what am I screwing up here. Here's the code in the constructor. Content.RootDirectory = "GameStateContent"; //Content.RootDirectory = "Content"; And this is in the LoadContent method menu = this.Content.Load<Texture2D>("mainmenu"); And here's the image screen shot of the folder structure. http://i.imgur.com/HnndE.png Any helps on this? Thanks.

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  • About floating point precision and why do we still use it

    - by system_is_b0rken
    Floating point has always been troublesome for precision on large worlds. This article explains behind-the-scenes and offers the obvious alternative - fixed point numbers. Some facts are really impressive, like: "Well 64 bits of precision gets you to the furthest distance of Pluto from the Sun (7.4 billion km) with sub-micrometer precision. " Well sub-micrometer precision is more than any fps needs (for positions and even velocities), and it would enable you to build really big worlds. My question is, why do we still use floating point if fixed point has such advantages? Most rendering APIs and physics libraries use floating point (and suffer it's disadvantages, so developers need to get around them). Are they so much slower? Additionally, how do you think scalable planetary engines like outerra or infinity handle the large scale? Do they use fixed point for positions or do they have some space dividing algorithm?

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  • OpenGL Drawing textured model (OBJ) black texture

    - by andrepcg
    I'm using OpenGL, Glew, GLFW and Glut to create a simple game. I've been following some tutorials and I have now a good model importer with textures (from ogldev.atspace.co.uk) but I'm having an issue with the model textures. I have a skybox with a beautiful texture as you can see in the picture That weird texture behind the helicopter (model) is the heli model that I've applied on purpose to that wall to demonstrate that specific texture is working, but not on the helicopter. I'll include the files I'm working on so you can check it out. Mesh.cpp - http://pastebin.com/pxDuKyQa Texture.cpp - http://pastebin.com/AByWjwL6 Render function + skybox - http://pastebin.com/Vivc9qnT I'm just calling mesh->Render(); before the drawSkyBox function, in the render loop. Why is the heli black when I can perfectly apply its texture to another quad? I've debugged the code and the mesh-render() call is correctly fetching the texture number and passing it to the texture-bind() function.

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  • I am thinking about developing a game, but i am single developer? [on hold]

    - by Jake Doe
    Since very little i wanted to create a game, my place where my rules apply, where i am not limited. Now that i am capable of doing. I am asking myself should i start ? I have already the idea i have choosen the engine, only coding and artwork is required. The engine i have choose cost is quite high(50k), i can try throught a kickstarter campaign or indiegogo. But shouid I ? Please give me your opinion. Thank you :)

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  • Avoiding lag when rendering Texture2D for first time

    - by Emir Lima
    I have found a similar question here, but it is about playing sounds. I am using 2048 x 2048 textures for sprite sheets and every time I call spriteBatch.Draw using a sheet for the first time in game execution, causes a considerable lag. The lag doesn't appears for the next times. Someone has faced this problem before? What can I do to overcome this? Update: I inserted a code in the end of content load routine that draws EVERY Texture2D that is loaded into ContentManager before follow to the game screen. This works well. None lag occurs when different textures are rendered over the time, EXCEPT if the IsFullScreen are changed. Apparently, changing this property makes the textures loaded in the GPU gone. Is that correct?

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  • Programming bots in games

    - by Bane
    I'm interested in how bots are usually written. Here's my situation: I plan to make an online 2D mecha game in HTML5, and the server-side will be done with node. It is intended to be multiplayer, but I also want to make bots in case there aren't enough players. How does my game logic see them, as players or as bots? Is there a standard by which I should make them? Also, any general tips and hints will be OK.

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  • Unreal 3 Editor (Unreal Tournament 3) Lifting vehicles (and spawners) using InterActors, strange collisions causing flying vehicles

    - by Gareth Jones
    Making a VCTF map with the Unreal Tournament 3 Editor, and thus have vehicles in it. Currently I have 2 walkways next to each other (Big enough for a vehicle). One of them (A InterActor) drops down, and a grate covers the hole until the vehicle respawns. Once its respawned the InterActor Walkway lifts the vehicle up (and the grate pulls back). However what I'm finding is that the vehicle seems to collide with something when it gets near the top. (Looks something like this: ----_ where _ is the moving InterActor and - is a walkway) I created a new map to test this, and found it seems the front of the scorpion collides with the walkway in front of it, however I don't know why, it physically (in terms of how it looks in game) does not touch the walkway in front of it, but its actions look like it has. Im using InterActors, and a vehicle spawner, looking like so How do I stop this from happening? Right now everything is perfect, except the vehicle keeps flying away every time its lifted up, likes it been forced in between the "lift" and another object!

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  • Can't use SFML sprite drawing and OpenGL rendering at the same time

    - by Ken
    I'm using some SFML built in functions to draw sprites and text as an overlay on top of some OpenGL rending in an SFML RenderWindow. The opengl rendering appears fine until I add the code to draw the sprites or text. The sprite or text drawing causes the OpenGL stuff to disappear. The follow code show what I'm trying to do sf::RenderWindow window(sf::VideoMode(viewport.width,viewport.height,32), "SFML Window"); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0,viewport.width,0,viewport.height,0,1); while (window.pollEvent(Event)) { //event handling... //begin drawing glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glBegin(GL_TRIANGLES); glColor3f(col.x,col.y,col.z); for(int i=0;i<3;i++) glVertex2f(pos.x+verts[i].x,pos.y+verts[i].y); glEnd(); // adding this line causes all the previous opengl triangles not to appear window.draw("Sometext"); window.display(); }

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  • Implementing a switch statement based on user input

    - by Dave Voyles
    I'm trying to delay the time it takes for the main menu screen to pop up after a user has won / lost a match. As it stands, the game immediately displays a message stating "you won / lost" and waits for 6 seconds before loading the menu screen. I would also like players to have the ability to press a key to advance to the menu screen immediately but thus far my switch statement doesn't seem to do the trick. I've included the switch statement, along with my (theoretical) inputs. What could I be doing wrong here? if (gamestate == GameStates.End) switch (input.IsMenuDown(ControllingPlayer)) { case true: ScreenManager.AddScreen(new MainMenuScreen(), null); // Draws the MainMenuScreen break; case false: if (screenLoadDelay > 0) { screenLoadDelay -= gameTime.ElapsedGameTime.TotalSeconds; } ScreenManager.AddScreen(new MainMenuScreen(), null); // Draws the MainMenuScreen break; } /// <summary> /// Checks for a "menu down" input action. /// The controllingPlayer parameter specifies which player to read /// input for. If this is null, it will accept input from any player. /// </summary> public bool IsMenuDown(PlayerIndex? controllingPlayer) { PlayerIndex playerIndex; return IsNewKeyPress(Keys.Down, controllingPlayer, out playerIndex) || IsNewButtonPress(Buttons.DPadDown, controllingPlayer, out playerIndex) || IsNewButtonPress(Buttons.LeftThumbstickDown, controllingPlayer, out playerIndex); }

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