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AhmedSaleh

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About AhmedSaleh

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    Programmer
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    Programming

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  1. I have several questions in my mind about designing games, so I would like to know your answers, I will post an answer according to my knowledge, but would love to hear back your opinion.. it's an opinion based design questions that are in my mind ? 1) For an action based car racing game with 6 cars on the track, what AI models and algorithms would you suggest for the opponent cars? The target platforms also include low performance devices, so consider CPU usage and state a processing time budget for the AI that you believe to be reasonable or necessary (something like ”x% of a 60Hz Frame on iPad 1 will/should be used for AI”). I would suggest a path following (bezeir curve) and follow the points... The problem is finding the path in a 3D FPS environment. Enemy soldiers should be able to walk through the landscape without colliding with any obstacles. solution. A* is feasible ? You are tasked with implementing a geo-rewards feature in a multi-platform mobile game; target platforms are Android and iOS. Players should be able to visit real world locations and get various rewards in game. The game should include a map that shows them their current location and nearby rewards. How would you go about planning and implementing this feature? Are there any pitfalls or special cases you need to handle? Consider a client/server stateful network application which must be able to handle thousands of client requests simultaneously. What techniques and software types would you suggest to implement a scaling system? How would you scale with an increasing number of clients? How would you utilize multiple CPUs and multiple machines?
  2. I'm writing my software renderer, and I'm trying to optimize bit blitting. So I did write the blitter, but have hard understanding of how to do transparency. I know the usual way is to check if the pixel is black for example, is to skip that pixel.. but what about if I'm doing the blitting line by line ? What should I do in that case? void Rasterizer::DrawSprite(sprite_ptr sprite) { int numPixelsOnLine = sprite->width; int bytesToMove = numPixelsOnLine * 1; const uint8_t* src = sprite->frames[sprite->curr_frame]; for (int y = 0; y<sprite->height; y++) { uint8_t* destP =&m_FrameBuffer[(sprite->y + y)*320 + sprite->x]; const uint8_t* srcP = &src[y * sprite->width]; if (destP < m_FrameBuffer || destP > m_FrameBuffer + 240 * 320 || *srcP == 0x00) { continue; } memcpy(destP, srcP, bytesToMove); destP += bytesToMove; } }
  3. @dave j @Wyrframe I'm doing bitmapped graphics and eats up the memory... for example a frame of animation takes 10k bytes, 70*70*2 (16bits).. any suggestions for reducing memory consumption ?
  4. Thanks for your comments, I will keep that thread as update to the progress. Right now I'm doing the stuff on the SDL as a simulator to the C code that is going to be ported on ARM until I get the kit.
  5. My hardware is STMF32 Discovery board 429 I'm trying to crop an image (bitmap) static array, I get scan lines I made grap x,y 0,0 its hould draw the whole image, but it draws scanlines void Rasterizer::GrapBitmap(uint16_t *bitmap, sprite_ptr sprite, int sprite_frame, int grap_x, int grap_y) { sprite->frames[sprite_frame] = (uint16_t*)malloc(sprite->width*sprite->height*2); uint16_t *sprite_data = sprite->frames[sprite_frame]; for (size_t row = 0; row < sprite->width; row++) { for (size_t col = 0; col < sprite->height; col++) { sprite_data[row*sprite->width + col] = bitmap[((row + grap_y)*sprite->width) + (grap_x) + col]; } } } void Rasterizer::DrawSprite(sprite_ptr sprite) { int i, j; for (i = 0; i < sprite->width; i++) for (j = 0; j < sprite->height; j++) { int width = sprite->width; uint16_t *work = sprite->frames[sprite->curr_frame]; uint16_t color = work[j*sprite->width + i]; SetPixel(i + sprite->x, j + sprite->y, color); } }
  6. I'm trying to implement a sprite animation on a microcontroller like ARM Cortex M4. I can now draw a bitmap.. the bitmap is stored on eeprom or static memory as an array.. Now my plan is to load a sprite sheet, then try animate the sprite... What is the easiest approach for that purpose ? Would someone recommend resources like books or tutorials on old school bitmapped graphics programming ?
  7. I casted a ray and I think that is the easiest solution, as I want to know and sliced the curved part as separated game objects.
  8. @Scouting Ninja Thanks. I create a one large mesh with game object with curves in the track and straight lines, how would I still know if I'm moving in straight line and a curve from the gameobject mesh. I think I still to ray cast -Forward.Right so that it intersect with mesh ?
  9. Would you elaborate with some pseudo code please to get the idea ?
  10. Sorry I miss wrote it, the car is a real car game, so it can drive in straight lines, curves,..etc. I want to know if the car is really driving for a curve, then I need to deduct some score if he is passing a left of a solid line which is on the track.
  11. Thanks a lot for the sample code. My car is moving in a curve and there are solid lines on its right and on its left, so I need to know if its Moving in a curve AND passing left of the solid line, I have to deduct some score.
  12. @Scouting Ninja I'm trying to do some logic if the car is moving in a curve so I have to detect that. Can you provide a pseudo code ?
  13. How would I know in Unity if the car is moving, driving into a curve ? I can get the angular velocity of the rigid body, but how would I detect that
  14. AhmedSaleh

    FBX Connections

    I use assimp fbx importer and I get a list of meshes. but There are materials that are not assigned to some meshes. I opened the FBX ASCII file and I looked for the material name, I found it is in FBX Connections. I looked for the documentation, but I don't understand how the FBX connections works, and how would I read it, so that I relate a material to a mesh. Here is a screenshot of the my FBX file connections The name MauerWerk is a material, but how would I know that this node is a material ?
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