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Member Since 08 Mar 2004
Offline Last Active Today, 10:43 AM

#5309693 (VB) Barcode Reading / Scanning for Inventory?

Posted by on 06 September 2016 - 10:48 AM

Id also just recomend researching the scanner for compatability, I have only one experience with this - where i had spent money on a scanner - to find out it didnt run on any of the latest versions of windows for whatever bizarre reason, and as the company had closed down - were given no support for the device / drivers.


Im sure there was someway to make this work, but after being dishearthned at every beep of the scanner I gave up quickly :)

#5309691 Terrible performance on my first game

Posted by on 06 September 2016 - 10:41 AM

Ok, I felt bad about not at least attempting to anwer your question :P - I believe Oberon is correct here; in your update call you seem to be calling your collision detection on both your x and y axis, which is fine - but your collision detection is checking everything in the game each pass. So for each update - you are checking everything twice for collision.

You should try and reduce this down, something like quadtrees or other spacial partitioning maybe the way to go depending on how complex you see your game getting, but for a simpiler quicker way, maybe just keep track of enemys that are on screen / close enough to actually collide with - and test your collisions on this subset of enemies.

You could have a broadphaze / narrowphaze collision - where you first check if an enemy is within 500 pixels of your character - if so then check for all collision types, if not ignore it

#5309689 Terrible performance on my first game

Posted by on 06 September 2016 - 10:33 AM

I didnt look over your code in any detail, so I cant comment on your speed issues, maybe its time to start profilling and debuging :)


But on a design note, I did see you have a few classes that inherrit from your texture class, i.e.


class entity : public texture

class level  : public texture


This isint really correct, if you use the is-a / has-a rule here, I dont think you can correctly say

An Entity is a Texture, or a Level is a texture.

more likely:

An Entity has a Texture, a Level has a texture.


This shows you should be using compisition rather then inherittance in this case, I know this doesnt really answer your question, but just to note!

#5303669 Creating Classic Goldsrc Based Engine

Posted by on 02 August 2016 - 10:58 AM

That is an obnoxiously large font :)


As for why you want to use the engine, its your own choice - but your time would probably just be better spent using Unity or something similar  - I know you mentioned liking old games, but nothing stopping you making an old game in an new engine.


I only did a quick google search, but check out https://developer.valvesoftware.com/wiki/Goldsource at a glance, it appears to have links to what you what

#5302651 2D Plain/layer Shift Game Play Mechanics

Posted by on 26 July 2016 - 11:03 AM

Unfortunate timing of me reading this post.. I need to stop killing the end of my day with this forum :)


Ive never used melonJS, but from looking at the homepage, it mentions 'Multiple layers with parallax scrolling' I also see mentions of z sorting


This would suggest there is someway to set up multiple layers - ie one layer for each map, and even if there was a restriction on how many tilemaps you could load - you could always store the background map in the first half of the array, and the background map in the second half. Obviously not the most ideal solution, but something that may work as a quick suggestion


It might just be easier to use another one of the engines you have mentioned - but just thought id mention the above if you felt like melonJS is something you like, as to not prematurely drop it

#5302504 2D Plain/layer Shift Game Play Mechanics

Posted by on 25 July 2016 - 11:03 AM



This just looks like there are two tilemaps at play, so using one for a forground, and one for a background.





player_position_forgroundX = player_postionX / 20;

player_position_backgroundX = player_postionX / 40;


player_position_forgroundY = player_postionY / 10;

player_position_backgroundY = player_postionY / 20;


and when the witch occurs you are just using a smaller image / scaled image, and display it on the toggled map.


This is an overly basic explanation, as im just finished work now and about to run out the door :)

#5182887 if Z plane exist , why should i make a Prespective Projection

Posted by on 25 September 2014 - 08:00 AM

Perspective Projection is used to give the effect of things further away becoming smaller.

Although the z coordinate may indicate the depth in the screen, it will not transform these points to give you a realistic perspective of the scene.



For further information have a look at this chapter :


http://www.arcsynthesis.org/gltut/Positioning/Tut04%20Perspective%20Projection.html and or just read the whole thing smile.png It explains modern opengl very well.

#5170837 Snake code review request

Posted by on 01 August 2014 - 04:09 AM

Currently your game's level is four walls bound by the windows size. If instead you create a class that can read information from a text file, and convert it into a map. You will then be able to edit / create new maps for your game, without the need the recompile your code. This means you can expand your game quickly, and / or other people may create maps for you.

For example, if you created a text file; map1.txt, and it contained the following:

1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 

1, 0, 0, 0, 0, 0, 0, 0, 0, 1,

1, 0, 0, 0, 0, 0, 0, 0, 0, 1,

1, 0, 0, 0, 0, 0, 0, 0, 0, 1,

1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 

1, 1, 1, 1, 1, 1, 1, 1, 1, 1 

Where a '1' would represent a wall. You could then quickly expand this into may variations of levels in different files:


1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 

1, 0, 1, 0, 0, 0, 0, 1, 0, 1,

1, 0, 1, 0, 0, 0, 0, 1, 0, 1,

1, 0, 0, 0, 1, 0, 0, 0, 0, 1,

1, 0, 0, 0, 1, 0, 0, 0, 0, 1, 

1, 1, 1, 1, 1, 1, 1, 1, 1, 1 


Now that your level is no longer hard coded, but saved in files as data, you can update and create new maps for your game as needed, or other people playing your game, could make their own levels.


This could also be expanded using a config file, containing a list of all maps. To add a new level to the game, all one would have to do then is create a new text file containing a map, and add the text files name to the config file.


I think this is a good way to code most projects as it makes you think of how to make your code more reusable, and thus, can be reused in other games :)

#5159144 Beginning GLSL - Quick Question

Posted by on 08 June 2014 - 02:57 PM

All right, I understand enough now, and have taken up enough time ;) I had assumed to send them to the GPU was the way to go for speed, and had avoided doing any calculations on the CPU, I see now that it should not be solely done by either. And that most my problems are stemming from assumptions :P


I have enough information now, and have a working example, that I can now further my reading into everything matrix related, and modern opengl related. Its just demotivating if you cant get something simple to go correctly


Thanks for the help, its greatly appreciated



#5158541 Beginning GLSL - Quick Question

Posted by on 05 June 2014 - 03:39 PM



I have begun delving into the latest OpenGL, and am hoping someone can just answer some basic questions for me. 

I'm currently working on a 2d game, I have set up my shaders, and all is well. I have my map loading and rendering correctly to the screen, and even have the view matrix set up to scroll the map. All is good :)


My map is currently loaded from a basic text file, the coords and colours are calculated, and are stored in a 1D array contiguously. What I now want to do is add a basic character, this is where I got confused. I add the the tile for this character - But am unsure of how I should go about moving him independently to the rest of the map. Should I just update the positions on the array, and then send the whole array to be drawn again? - Or do I set up a second shader program, and run them independently ? Or maybe is there a way to just update certain index of the array loaded in the GPU?


I use uniforms to update the matrices and such in the shaders, but really don't know how id update just one tile out of 4000/whatever.


I have not added any code, as I dont think its really relevant - but easily can if needed.


Im sure there is any easy answer for this, im just hoping someone can point me in the right direction - to save me wondering around google aimlessly :)


Thanks for your time!


#5124429 OpenGL Camera following object

Posted by on 17 January 2014 - 10:56 AM


I'm not sure exactly how your lx and lz are being changed, but if you want to rotate a point, and know where it actually is, you should do so using a rotation matrix. You should have a point as what you are looking at, and then rotate it around your character - as far as i can tell, you are just rotating the world around using glRotatef. Another advantage to rotating a point is that you can then easily change the direction of your character to walk towards it, while glRotate will not necessarily allow you to do this.

Have a look here for an explanation of rotation matrix http://en.wikipedia.org/wiki/Rotation_matrix or just Google them.

Note: The thing that caught me the first few times with opengl is that when using the math lib for cos an sin - that it uses radian's .. not degrees ! Keep this in mind 

#5118156 Good OOP book

Posted by on 19 December 2013 - 10:37 AM

I read 'Object Orientated Programming in C++' Some years ago, and found it quite helpful at the time.


Admittedly i haven't looked at it in awhile and don't remember much of it now, but still have it and might have a look over later :)  

#5118147 How to make this work?

Posted by on 19 December 2013 - 10:20 AM


Have you done any form of programming in the past? - I only ask because you seem to be trying to do a lot as a first project.

Anyway, for a browser based 3d game, you should probably start with learning HTML5/CSS JavaScript 

W3Schools Online Web Tutorials and WebGL http://en.wikipedia.org/wiki/WebGL. If you wish to make a game for

something like facebook, you will want to look up their API and maybe something like python ? - Not sure what is actually used for it.

These are only some general pointers in directions to take. If you are total beginners - i think that HTML programming is a good place to start, just to grasp the basics - and maybe start off on a smaller project smile.png

Dont make a game to learn to program, learn to program to make a game ;)

#5116210 Action Script 3.0 game

Posted by on 11 December 2013 - 09:05 AM

Hi Jenna

Do you have any experience in ActionScript and/or coding ?

Are you asking how to program - ie the logic behind it, or you know how to program in Actionscript and are looking for advice ?

#5112502 2D Java game-deleting NPC's from an array

Posted by on 27 November 2013 - 12:07 PM

When you say list( array ) - do you mean a list or an array?


If you are using lists - you should probably read up on them a bit, they are simple to understand and will only take a 10 minute read.

It would be a case of something like  'currentNPC.remove()' or something similar ( I dont use Java )

Check out - http://docs.oracle.com/javase/7/docs/api/java/util/List.html


If its an array, and you are doing something like NPC[10] and iterating through them, just move your dead enemy to the last array position, move all the rest up - and reduce the count in the update to something similar to 

int NPC_AMMOUNT = 10;


Enemy Dies - Reorder array



for( int i = 0; i < NPC_AMMOUNT; i++ ) {
    ... do rendering

Maybe if your new to programming, you should try out the beginners boards :)