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About bananaoomarang

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  1. Thanks :) Glad you liked it.
  2. Just thought I'd post/plug this here shamelessly. It's a toy modelled on those 'Falling Sand/powder toy' games, if anyone remembers them, and a foray into cellular automata. The whole shebang is open source under MIT at my github repo, linked on the page, though I'm not saying the code is any good! Hope a couple of people here have some fun with it, though I'm aware it is sometimes slow + the level saving/loading/preview system leaves a lot to be desired!    http://dust.awevation.com/    
  3. Thanks, I've revamped the whole system (so now I have actual bounding boxes) and it works a little better, but my system of determining exactly what type of collision is still failing. Here's the new Player class: [code]Player.prototype = new Quad(); Player.prototype.constructor = Player; function Player(width, height, xPos, yPos) { this.width = width; this.height = height; this.xPos = xPos; this.yPos = yPos; this.xVel = 0; this.yVel = 0; this.falling = true; this.onCloud = false; this.horCol = false; this.verCol = false; this.cloudOn; this.update = function(delta) { this.xPos += (this.xVel * delta) / 1000.0; this.yPos += (this.yVel * delta) / 1000.0; this.alignBBoxes(); if(this.verCol) { this.yPos -= (this.yVel * delta) / 1000.0; this.verCol = false; this.onCloud = true; } else if (this.horCol) { this.xPos -= (this.xVel * delta) / 1000.0; this.yVel += -2; } if(!this.onCloud) { this.yVel += -2; } if (keydown.left &amp;&amp; !this.onCloud) { this.xVel += -2; } else if (keydown.right &amp;&amp; !this.onCloud) { this.xVel += 2; } else if (keydown.left &amp;&amp; this.onCloud) { this.xVel += -6; } else if (keydown.right &amp;&amp; this.onCloud) { this.xVel += 6; } else if (keydown.up &amp;&amp; this.onCloud) { this.yVel += 10; } } this.handleCollision = function(a, b) { var xOverlap; var yOverlap; if(a.xPos + a.width < b.xPos + b.width &amp;&amp; a.yPos > b.yPos) { xOverlap = a.xPos + a.width - b.xPos; yOverlap = b.yPos + b.height - a.yPos; } else if (a.xPos + a.width < b.xPos + b.width &amp;&amp; a.yPos < b.yPos) { xOverlap = a.xPos + a.width - b.xPos; yOverlap = a.yPos + a.height - b.yPos; } else if (a.xPos + a.width > b.xPos + b.width &amp;&amp; a.yPos > b.yPos) { xOverlap = b.xPos + b.width - a.xPos; yOverlap = b.yPos + b.height - a.yPos; } else if (a.xPos + a.width > b.xPos + b.width &amp;&amp; a.yPos < b.yPos) { xOverlap = b.xPos + b.width - a.xPos; yOverlap = a.yPos + a.height - b.yPos; } else { //Christ knows what's happening. Bail. Bail. Bail. console.log("ERROR"); return 0; } if(xOverlap > yOverlap) { this.verCol = true; this.cloudOn = b; } else { this.horCol = true; } } this.collides = function(a, b) { return a.xPos < b.xPos + b.width &amp;&amp; a.xPos + a.width > b.xPos &amp;&amp; a.yPos < b.yPos + b.height &amp;&amp; a.yPos + a.height > b.yPos; } this.isOnCloud = function(cloud) { return this.xPos < cloud.xPos + cloud.width &amp;&amp; this.xPos + this.width > cloud.xPos &amp;&amp; this.yPos < cloud.yPos + cloud.height &amp;&amp; this.yPos + this.height > cloud.yPos; } } [/code] It's not really working though! I'm not sure how to check if the guy's left the cloud or not, that last function there doesn't appear to work.... Also, when he does fall off he sort of slides down the edge then slides underneath, which seems to be counted as a vertical collision in my system. What's the best way to tell what type of collision it is and react to that? EDIT: OK, fixed some major problems, I wasn't ever setting horCol to false which was problematic.... Also was never resetting velocities. Rather problematic.
  4. Hi, I'm having trouble getting collision detection into my 2D WebGL game. I'd appreciate any help! I'm probably doing it badly, as I'm still learning! Here's the code for my player class: [code]Player.prototype = new Quad(); Player.prototype.constructor = Player; function Player(width, height, xPos, yPos) { this.width = width; this.height = height; this.xPos = xPos; this.yPos = yPos; this.xVel = 0; this.yVel = 0; this.falling = true; this.onCloud = false; this.horCol = false; this.update = function(delta) { this.xPos += (this.xVel * delta) / 1000.0; this.yPos += (this.yVel * delta) / 1000.0; if (keydown.left && !this.onCloud) { this.xVel += -2; } else if (keydown.right && !this.onCloud) { this.xVel += 2; } else if (keydown.left && this.onCloud) { this.xVel += -6; } else if (keydown.right && this.onCloud) { this.xVel += 6; } if (this.onCloud) { this.yPos -= (this.yVel * delta) / 1000.0; this.yVel = 0; } else if (this.horCol) { this.xPos -= (this.xVel * delta) / 1000.0; this.xVel = 0; this.horCol = false; } else { this.yVel += -2; } console.log("isOnCloud: " + this.onCloud + "\nIsHorColling: " + this.horCol); } this.checkCollision = function(cloud) { if (this.collides(this, cloud)) { this.onCloud = true; return true; } else { this.onCloud = false; return false; } } this.collides = function(a, b) { return a.xPos < b.xPos + b.width && a.xPos + a.width > b.xPos && a.yPos < b.yPos + b.height && a.yPos + a.height > b.yPos; } } [/code] And here's the updateWorld() function that is run in the main loop: [code]function updateScene() { var startTime = (new Date).getTime(); if(lastUpdate) { var dt = startTime - lastUpdate; sky.update(dt); for(var i = 0.0; i < sky.clouds.length; i++) { if(player.checkCollision(sky.clouds[i])) { break; } else { continue; } } player.update(dt); } lastUpdate = startTime; }[/code] The trouble is, I can't figure out a reliable way to differentiate horzontal/vertical collisions. The guy is falling, but he can land on the clouds, but when he hits the side of one I don't want it to be counted as on the cloud! Currently he just slides through, whereas he should be stopped and continue falling. Am I thinking about this the wrong way? Thanks EDIT: Here's a git repo I threw up in case you need/want to know anything else: [url="https://github.com/Awevation/Falling"]https://github.com/Awevation/Falling[/url]
  5. OpenGL

    Thanks for the quick replies! I switched to Glew, including GL/glew.h and linking GLEW instead of glee, then putting this in the init_gl() function (called after a context is obtained through SDL) Also removed glu.h/lib, because apparently glew includes that also. [code] glewExperimental = true; GLenum err = glewInit(); if (GLEW_OK != err) { std::cout << "glewinit FAILED"; } fprintf(stdout, "Status: Using GLEW %s\n", glewGetString(GLEW_VERSION)); [/code] And it reports that glew is indeed, OK. GLEW_ARB_vertex_buffer_object == true also! Eclipse still fails to realise that glGenBuffers et al can be used, as well as GLEW_* bool values, underlining them in red, but it compiles..... And fails to run, segfaulting at the use of: [code]glGenBuffers(1, &vertexBuffer);[/code] here's a (decidedly more useful this time) backtrace: [code] (gdb) backtrace #0 0x0000000000000000 in ?? () #1 0x0000000000401a11 in Entity::Entity (this=0x607750, x=100, y=100, width=20, height=20, collision=true) at ../src/Entity.cpp:20 #2 0x000000000040183a in main () at ../src/Crysis.cpp:20 [/code] Am I using glew wrong still? EDIT: Damn!! I've been stupid. stupid stupid stupid!!! I queried the GL_VERSION with glGetString before glGenBuffers, just to quickly see what context I had, and the program returned.... NULL. What the.... I thought... But I was.... Drawing to the.... Wait.... IT CAN'T BE!! I instantiated the Entity BEFORE I ran the init function, at the top of main, generating and filling a buffer before I had a context!! So I guess the buffer generated didn't really exist, so when I bound nothing nothing was reported, but when I tried to draw it OpenGL (understandably) freaked out. It's not crashing and it's reporting 'finished drawing' so I'll assume it's been drawn (hasn't been translated of colored, or gluLooked at so I'll assume it's being 'shown' somewhere, I'll report back if it's not!) Thanks so much, I really appreciated the help! Any other advice about anything I'm doing really badly here, please say! EDIT2: Wasn't drawing, you have to bind the buffer before you send the data, then again before you draw, I was binding just pre-draw! Awesome.
  6. Hi, I'm rather new to OpenGL programming (did Lazy Foo tutorials, know C++/Java basics, have written Tic Tac Toe and modded Minecraft, loads of small game clones). I've been trying to get some basic classes working, written from scratch, under Linux with SDL (1.2, so I'm assuming this is a 2.1 context, rather than the 3.0 I've been learning via 'OpenGL Game Programming Second Edition'). using Eclipse as my IDE (code::blocks seems too bare bones) A few notable problems have arisen, I'm assuming they're mostly related. I have made basic/half written Entity and World classes, posted at the bottom, along with the main loop/init.h, which is pretty much everything, aside from classes which aren't in use here yet. Basically, I was planning on each entity being drawn with a VBO, which would be created at instantiation then bound on drawing, and deleted on destruction. The World class contains a vector of entities which are iterated over and the relevant methods are called. The first problem arises with GLee, as I understand I should just be able to include the header and link to library and I'm good to go with extensions. Eclipse doesn't seem to recognise this though, and says functions like glGenBuffers() cannot be resolved. It compiles fine however. GL also needs to linked as well as GLee even if the header is not included? Does GLee not provide everything GL provides? The compiler (presuming g++) complains otherwise. Since functions like glGenBuffers() were compiling just fine, I assumed Eclipse was being stupid and am ignoring the red underlining. However, GLEE_ARB_vertex_buffer_object is false, whereas GL_ARB_vertex_buffer_object is true (and my card (nVidia geForce 310M) drivers report that it's supported) which is confusing to me. Is this to do with the 2.1 context? What should I use if not SDL to get a 3.0 context, I like all the other things SDL does above GLut... Am I being stupid? How can GLee report that something's not supported where GL reports that it is? Also, I had to #define BUFFER_OFFSET by myself, I don't know whether that's supposed to be there by default or not. Everything seems to be going just fine until: [code]glDrawArrays(GL_TRIANGLES, 0, 3);[/code] Where some major crap goes down! It's definitely this part of the code, I've stepped through with gdb. Here's what gdb reports: [code] 0x000000004007cf7f in ?? () (gdb) backtrace #0 0x000000004007cf7f in ?? () #1 0x0000000040000000 in ?? () #2 0x00007ffff085ee68 in ?? () #3 0x0000000000000003 in ?? () #4 0x0000000000000000 in ?? () [/code] I don't really know how to use a backtrace properly.... And stepping through with Eclipse + gdb doesn't provide anything more useful. I'm assuming it's a basic error in my code! Accessing memory that doesn't exist. Presumably I've set up the VBO improperly, but that might be something to do with the 2.1 context/SDL or the GLee/GL problems. I'm probably being an idiot, in which case, sorry for wasting your time! Any help/pointers with anything here would be appreciated, but I'd mainly like to be able to spawn one of my entities visibly on the screen! Thank you so much! I really appreciate your time [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] Entity.h: [code] /* * Entity.h * * Created on: 11 Jan 2012 * Author: milo */ #ifndef ENTITY_H_ #define ENTITY_H_ #include <vector> #include "Texture.h" #include "GLee.h" #include "GL/glu.h" #include "SDL/SDL.h" class Entity { public: Entity(float x, float y, int width, int height, bool collision); virtual ~Entity(); void setX(float x); void setY(float y); float getX(); float getY(); void pushVertex(GLfloat x, GLfloat y); virtual void onUpdate(); virtual void onDraw(); virtual void onEvent(); protected: float x; float y; std::vector<GLfloat> vertices; Texture tex; bool collision; GLuint vertexBuffer; }; #endif /* ENTITY_H_ */ [/code] Entity.cpp [code] /* * Entity.cpp * * Created on: 11 Jan 2012 * Author: milo */ #include "Entity.h" #include <iostream> Entity::Entity(float x, float y, int width, int height, bool collision) { //pushVertex(0.0f, 0.0f); //pushVertex(0.0f, (float)height); //pushVertex((float)width, (float)height); //pushVertex((float)width, 0.0f); #define BUFFER_OFFSET(i) ((char *)NULL + (i)) pushVertex(-1.0f, -0.5f); pushVertex(1.0f, -0.5f); pushVertex(0.0f, 0.5f); glGenBuffers(1, &vertexBuffer); //TODO apply texture setX(0.0f); setY(0.0f); this->collision = collision; } Entity::~Entity() { } void Entity::setX(float x) { this->x = x; } void Entity::setY(float y) { this->y = y; } float Entity::getX() { return x; } float Entity::getY() { return y; } void Entity::onDraw() { std::cout << "beggining drawing\n"; glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer); std::cout << "buffer bound, sending data\n"; glBufferData(GL_ARRAY_BUFFER, sizeof(float) * vertices.size(), &vertices[0], GL_STATIC_DRAW); std::cout << "data sent, pointing\n"; glVertexPointer(2, GL_FLOAT, 0, BUFFER_OFFSET(0)); std::cout << "Pointed, Enabling state\n"; glEnableClientState(GL_VERTEX_ARRAY); std::cout << "Enabled state, drawing\n"; glDrawArrays(GL_TRIANGLES, 0, 3); glDisableClientState(GL_VERTEX_ARRAY); std::cout << "finished drawing\n"; } void Entity::onUpdate() { } void Entity::onEvent() { } void Entity::pushVertex(GLfloat x, GLfloat y) { vertices.push_back(x); vertices.push_back(y); } [/code] World.h: [code] /* * World.h * * Created on: 14 Jan 2012 * Author: milo */ #ifndef WORLD_H_ #define WORLD_H_ #include <vector> #include "Entity.h" class World { public: World(); virtual ~World(); void handleEvents(); void update(); void draw(); void pushEntity(Entity *entity); private: std::vector<Entity> entities; std::vector<Entity>::iterator enterator; }; #endif /* WORLD_H_ */ [/code] World.cpp: [code] /* * World.cpp * * Created on: 14 Jan 2012 * Author: milo */ #include "World.h" World::World() { } World::~World() { // TODO Auto-generated destructor stub } void World::update() { for (enterator = entities.begin(); enterator != entities.end(); ++enterator) { enterator->onUpdate(); } } void World::handleEvents() { for (enterator = entities.begin(); enterator != entities.end(); ++enterator) { enterator->onEvent(); } } void World::draw() { glClear(GL_COLOR_BUFFER_BIT); glLoadIdentity(); for (enterator = entities.begin(); enterator != entities.end(); ++enterator) { enterator->onDraw(); } } void World::pushEntity(Entity *entity) { entities.push_back(*entity); } [/code] And the main file is as follows: [code] //============================================================================ // Name : Crysis.cpp // Author : Milo Mordaunt // Version : // Copyright : Please copy. Please steal. // Description : The single most powerful piece of software ever to exist on // this planet we call Earth. //============================================================================ #include "init.h" #include <vector> #include "World.h" int main() { bool quit = false; if (GLEE_ARB_vertex_buffer_object) { cout << "supported!\n"; } //Texture* texture = new Texture(); World* world = new World(); Entity* entity = new Entity(100.0f, 100.0f, 20, 20, true); world->pushEntity(entity); if (init() == false) { printf("Unable to initialize: %s\n", SDL_GetError()); } while(!quit) { while (SDL_PollEvent(&event)) { //yup world->handleEvents(); if (event.type == SDL_QUIT) { quit = true; } } world->draw(); world->update(); SDL_GL_SwapBuffers(); } SDL_Quit(); return 0; } [/code] init.h sets up some variables/init functions: [code] /* * init.h * * Created on: 11 Jan 2012 * Author: milo */ #ifndef INIT_H_ #define INIT_H_ #include <iostream> #include "GLee.h" #include "GL/glu.h" #include "SDL/SDL.h" using namespace std; const int SCREEN_WIDTH = 640; const int SCREEN_HEIGHT = 480; const int SCREEN_BPP = 32; const int FRAME_RATE = 60; SDL_Event event; bool init_GL() { glClearColor( 0.0f, 0.0f, 0.0f, 0.0f ); glViewport( 0, 0, 640, 480 ); glMatrixMode( GL_PROJECTION ); glLoadIdentity(); glOrtho( 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, -1, 1 ); glMatrixMode( GL_MODELVIEW ); glLoadIdentity(); //If there was any errors if( glGetError() != GL_NO_ERROR ) { return false; } //If everything initialized return true; } bool init() { SDL_Surface *screen; // Slightly different SDL initialization if ( SDL_Init(SDL_INIT_EVERYTHING) != 0 ) { printf("Unable to initialize SDL: %s\n", SDL_GetError()); return 1; } screen = SDL_SetVideoMode( SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP, SDL_OPENGL ); // *changed* if ( !screen ) { printf("Unable to set video mode: %s\n", SDL_GetError()); return 1; } //Initialize OpenGL if( init_GL() == false ) { return false; } //Set caption SDL_WM_SetCaption( "OpenGL Test", NULL ); //If everything initialized fine return true; } #endif /* INIT_H_ */ [/code]