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2
votes
1answer
99 views

Moving sprites based on Delta time - consistent movement across all devices with different resolutions

This is the formula I am currently using to move my sprites across the screen: Examples below only deal with X coordinates to keeps things as short as possible. Initial variable declarations: float ...
-1
votes
0answers
35 views

Logic flow of rectangle to N-rectangles collision [closed]

I have a really hard time here figuring out the error in my program. My code only works in 2 rectangles but if I increment number of rectangle, stricken of movement, don't work at all, such as, when ...
6
votes
8answers
428 views

Randomly spawning objects so they don't intersect [duplicate]

I've got this code for spawning enemy objects in random places: for (int i = 0; i < 7; i++){ enemyObject = new Enemy((r.nextInt(Main.WINDOW_WIDTH), r.nextInt(Main.WINDOW_HEIGHT)); } The ...
-1
votes
0answers
90 views

Logic in an Object Oriented Architecture [closed]

Good evening. Recently I've been thinking of making a simple TBS game in Java for fun and I was wondering if my logic is correct. Basically, I have the following classes: public abstract class ...
0
votes
3answers
90 views

Where to run logic update in openGL ES?

Using Canvas with Surfaceview I had a run() method where I would essentially do the following: onDraw(); update(); Where onDraw method would do the rendering and update would update all my game ...
6
votes
4answers
456 views

Machine Learning in AI for benefit analysis round to round in a rummy like game

For fun I am building the game 5 crowns. Well I've gotten to the point where I am implementing the rules for the computer players. I've found that my decision tree has so many nodes on it that I ...
2
votes
1answer
127 views

Pausing and resuming in Unity

I've been writing this code quite late so please bear with me. I'm trying to pause the game and show a menu when I'm inside a collider and then when i press a key it should unpause the game and ...
2
votes
3answers
182 views

How To Export Blender Game Logic for Controlling Actor Actions?

Question: How does one export Game Logic ("Sensors") that Unity references for controlling actions from Blender's "Action Editor" or "Dope Sheet"? Problem Statement: I have a Blender model that has ...
2
votes
3answers
275 views

Entity/Component based engine rendering separation from logic

I noticed in Unity3D that each gameObject(entity) have its own renderer component, as far I understand, such component handle rendering logic. I wonder if it is a common practice in entity/component ...
1
vote
1answer
191 views

In 2d game logic, should I use pixels or world coordinates?

Currently in my game I handle the logic (collisions, movement) using pixels but I find it very limiting espiecially when thinking about variable speed. For example Box2D requires you to use ...
1
vote
4answers
248 views

3-in-a-row or more logic

This is a bit more difficult than it seems and the one other post on here isn't sufficient. You have a row of n items, and each item could be any one of 5 colors. You need to find if there are any ...
1
vote
2answers
289 views

How to handle “weapon slots”?

I'm working on implementing an RPG engine, and I'm trying to figure out the best way to implement equipment. The really tricky part is the hand slots. It would be easy to give a character one hand ...
2
votes
2answers
251 views

Derive a algorithm to match best position

I have pieces in my game which have stats and cost assigned to them and they can only be placed at a certain location. Lets say I have 50 pieces. e.g. Piece1 = 100 stats, 10 cost, Position A. Piece2 ...
3
votes
0answers
106 views

Is there a logic game engine to be used in OS game?

Ludocore is a paper where a research on a logic game engine is presented. For game I cooperate on -- Opendungeons -- it would seem fine to have separate abstract layer of code which would deal only ...
0
votes
1answer
146 views

Logic For camera Movement

Every time I move the hero on my screen I increment a screenOffsetX and a screenOffsetY. These add 1 if you move right, -1 if left to the sceenOffsetX. Add the screenOffestY +=1 if down, -=1 if up. I ...
5
votes
1answer
131 views

Physics/Logic behind self-bounce

I have a game that I am currently working on and I have a problem. What would a ball look like when it makes itself bounce. Say, for example that the ball had its own "inner power", was made out of ...
-3
votes
2answers
161 views

Safe zone implementation in Asteroids [closed]

I would like to implement a safe zone for asteroids so that when the ship gets destroyed, it shouldn't be there unless it is safe from other asteroids. I tried to check the distance between each ...
6
votes
4answers
781 views

What is the logic behind dialog trees?

How do dialog trees actually work? What is connected to what and how to move between lines of speech when a sub-conversation ends? If you have any examples of a basic dialog tree in C#, please post ...
0
votes
2answers
330 views

Logic behind a checkers game? [closed]

I'm starting to make a checkers game and I've got all my graphics + the board drawn. Before I moved on to creating the pieces I was wondering what an easy way to tackle the logic side of the movement ...
0
votes
0answers
113 views

If and else condition not working properly in xna [closed]

I am developing chess like game and i wanted to show error message if user try to place any player inside the box which is not empty. For example in certain place if there is empty then the object(2d ...
10
votes
6answers
483 views

What forms of non-interactive RPG battle systems exist?

I am interested in systems that allow players to develop a battle plan or setup strategy for the party or characters prior to entering battle. During the battle the player either cannot input commands ...
12
votes
3answers
382 views

Technique for objects following each other in complete movement?

I'm wondering how objects follow each other where they move over the previous position of the object in front of them. When the leading object stops, all that are following should stop at their ...
1
vote
5answers
1k views

Snake game logic

So I'm thinking about making snake game. I started thinking about it. I figured out almost everything, but I have found one fundamental problem I can not fix myself and I need your help. The logic ...
0
votes
2answers
203 views

Logic / Render phases with a single thread

The question I have may generate different opinions from different developers, but I'd still like to have an answer on this. Its all about the updating and rendering steps of the game loop, and their ...
0
votes
1answer
130 views

Java: Standing Animation

I've been working on a top-down, and the player already has animations for moving left and right. However, if I move a certain distance and stop, it will stop on the walking animation, which isn't ...
4
votes
1answer
707 views

Synchronization between game logic thread and rendering thread

How does one separate game logic and rendering? I know there seem to already be questions on here asking exactly that but the answers are not satisfactory to me. From what I understand so far the ...
1
vote
1answer
231 views

rotating an object on an arc

I am trying to get a turret to rotate on a 90 degree arc (rotating about 2 orientations about the y-axis), and have hit a wall. I have 8 possible starting orientations (multiples of 45 degrees about ...
3
votes
2answers
329 views

Opponent car logic in race games

I'm developing a race game in Andengine. I have created a car which player is controlling. But since this is a race game, there should be 3 or 4 car which snatch with the player's car. My question is: ...
5
votes
5answers
508 views

C++: Game State Logic other than switch statement?

Executive summary Are there any good tutorials on Game State FSMs, particularly OOP/OOD-based and not switch-statement-based? Summary Is there a practical process for creating a game state engine ...
0
votes
2answers
519 views

Game Logic - Tree Based Game Design

I'm trying to write an easy to use and extremely modifiable game engine in C++. I was thinking about using a tree to store game data. All objects would inherit a from the Node class and would have ...
0
votes
3answers
167 views

Logic to path finding checking

I'm a little stuck on the logic to how i use my path finder efficiently in my game. This is basically how the game works: Building generates goods "Factory" > AI transports goods to "Warehouse" ...
6
votes
2answers
712 views

How to implement the logic of a trading card game's “special effects cards”?

I am trying to write a kind of a trading card game here, in some way, it is similar to Magic The Gathering, or the Yu-Gi-Oh! card game. For those of you who are not familiar with it, basically, in ...
0
votes
3answers
82 views

initialising units' properties & upgrades

I'm making a RTS in which units can get several cyber-upgrades (individual, not as a global tech-tree upgrade like in most RTS games) before they're created. Now, I'm trying to decide how to do this, ...
3
votes
1answer
457 views

Best way to separate display and game logic (threads)

What is the best way to separate render and game logic threads? I'd like to make logic-heavy game (ai, machine learning, and network) in which world updates 50-60 times per second. I want to ...
15
votes
5answers
2k views

Game logic on the server! Good or bad?

I'm currently planning a simple online multiplayer game. And here is the question. Does it make sense to make the whole game logic on the server and just send the input from the client to the server? ...
1
vote
1answer
256 views

How to decide who wins a race?

I'im thinking of building a text-based browser game. A racing game.like F1 or rally. users can set-up a car. thinks like tyres, fuel, driver,brakes. every attribute gets a value. the part where i ...
3
votes
1answer
669 views

Stuck on development of turn-based-strategy game

I am developing a turn based political/military strategy game similar to the DOS game Conflict. I have my game design document completed, but I'm having trouble actually putting together the logic of ...
13
votes
6answers
647 views

Moving players simultaneously?

Consider a 2 x 2 grid of squares. A player can move onto a square if: no other player wants to move into the square next turn no other player has waited and is still occupying the square ...
6
votes
1answer
544 views

Linking nodes algoritm for Visual Design

I'm developing an editor for my game, and now it's time to make a visual scripting system to let designer modify behaviours. This video shows what i have done and the problem to resolve the link ...
6
votes
2answers
309 views

Is it possible to have concurrent collision detection where every entity acts at exactly the same time?

There are many algorithms that can be used for collision detection. In many cases we check for an overlap in coordinates of an entity. If we make a triangle a,b and c. We have 2 entities at a and b ...
6
votes
5answers
558 views

Whats the most efficient method for controlling entities?

I'm creating a tower defense game and I'm having logistical issues trying to figure out how to best have all of the enitites do their apporiate task. I have considered just constantly looping through ...
8
votes
1answer
737 views

Separating logic/update from render/drawing code in a single thread using sleep

I've read that the speed of game objects should not be hindered by FPS but instead should be based on time. How can I seperate the update/draw code to maximize performance without limiting the drawing ...
7
votes
1answer
697 views

Scrolling a WriteableBitmap

I need to simulate my background scrolling but I want to avoid moving my actual image control. Instead, I'd like to use a WriteableBitmap and use a blitting method. What would be the way to simulate ...
6
votes
4answers
1k views

How does an Engine like Source process entities?

[background information] On the Source engine (and it's antecessor, goldsrc, quake's) the game objects are divided on two types, world and entities. The world is the map geometry and the entities are ...
3
votes
1answer
272 views

rotating an object from sourceAngle to destAngle, both 0-359, clockwise or counter clockwise?

I've got a game object i need to rotate. It's current angle is player.rotation, the destination is targetAngle, both in degress, 0 to 359. I've got a function named rotateDirection(float sourceAngle, ...
1
vote
1answer
162 views

Can you share some URLs for tutorials that demonstrate programming basic game logic?

I'm really looking for some of the basic concepts to get started, like decision trees and some discussion around aspects of AI and what to consider. A tower defense game would be a good example (but ...
4
votes
2answers
624 views

Question about separating game core engine from game graphics engine

Suppose I have a SquareObject class, which implements IDrawable, an interface which contains the method void Draw(). I want to separate drawing logic itself from the game core engine. My main idea ...
5
votes
3answers
562 views

Save Security with MD5 Hash

I'm working on a flash game that saves your progress locally. These saves can easily be hacked. My solution is to add an md5 hash of all the variables saved into the save file itself. When loading the ...
10
votes
2answers
4k views

How to implement turn-based game engine?

Let's imagine game like Heroes of Might and Magic, or Master of Orion, or your turn-based game of choice. What is the game logic behind making next turn? Are there any materials or books to read about ...
9
votes
1answer
1k views

Separating physics and game logic from UI code

I'm working on a simple block-based puzzle game. The game play consists pretty much of moving blocks around in the game area, so it's a trivial physics simulation. My implementation, however, is in ...

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