Hey, basically i'm on my second App for the iPhone SDK and im really enjoying myself.
Im currently creating a 'raidan' style 2d game, where the user flys a character upward and encounters enemies that shoot bullets etc.
The game is coming along well, I have bullets firing, enemies moving (basic), collecting coins and a fuel/shield system, but i'm starting to become abit overwhelmed with the amount of code and i'm wondering if theres a more 'efficient' way to do this.
I have no layers but for the main layer, for example the HUD is on the same layer as the enemies etc.
If you would use multiple layers, can RectIntersectRect work between layers?
I have also failed to incorporate custom classes, I'm using NSMutableArray's to put all my objects in.
I suppose this is all abit ambiguous.
How would design the architecture for a 2d flight game with multiple levels?
Please understand that I have no clue - I simply started writing methods upon methods upon methods.
Between each level - Would you duplicate methods (physics, UIImageView creation etc)?
Thanks for your thought & time
Georg is right, it’s not easy to give a simple answer to your problems. I would suggest that you spend some time reading the Cocos 2D source code. You will learn some basic tricks that you should do to keep the code manageable. All in all it’s a good idea to use some existing game framework if you are starting. It will keep you from reinventing the wheel and cut down on the design choices.
Related
I need help designing a game where characters
have universal actions(sit, jump, etc.) or same across all characters; roughly 50 animations
unique attack patterns(different attacks) roughly 6 animations per character
item usage attacks(same across all characters) roughly 4 animations per item which could scale to 500+
What would be the best way to design this? I use blender for animations. And I just started a week ago.
I’m thinking of using either one model for everything and limiting actions or to create multiple and import those separately. Any help is appreciated!
Edit: also considering optimization since I don’t want lag to incur; making a mmo like game.
There is an initial release (MIT License) of the module GodotAnimationRetargeting that I referenced in comments. Update: There is a GDScript version now.
Usually in Godot you have an animation player with the animations tied to a given model. Which means you would have to add them for all the models. However, this module allows you apply animations from an animation player to another model. You can also apply them partially (e.g. only rotation, or position or scaling of bones).
That should help you have a common set of animation applied to different models.
Being a module it requires to compile Godot using it. See Compiling on the Godot docs.
Background
I'm working on a project where a user gets scanned by a Kinect (v2). The result will be a generated 3D model which is suitable for use in games.
The scanning aspect is going quite well, and I've generated some good user models.
Example:
Note: This is just an early test model. It still needs to be cleaned up, and the stance needs to change to properly read skeletal data.
Problem
The problem I'm currently facing is that I'm unsure how to place skeletal data inside the generated 3D model. I can't seem to find a program that will let me insert the skeleton in the 3D model programmatically. I'd like to do this either via a program that I can control programmatically, or adjust the 3D model file in such a way that skeletal data gets included within the file.
What have I tried
I've been looking around for similar questions on Google and StackOverflow, but they usually refer to either motion capture or skeletal animation. I know Maya has the option to insert skeletons in 3D models, but as far as I could find that is always done by hand. Maybe there is a more technical term for the problem I'm trying to solve, but I don't know it.
I do have a train of thought on how to achieve the skeleton insertion. I imagine it to go like this:
Scan the user and generate a 3D model with Kinect;
1.2. Clean user model, getting rid of any deformations or unnecessary information. Close holes that are left in the clean up process.
Scan user skeletal data using the Kinect.
2.2. Extract the skeleton data.
2.3. Get joint locations and store as xyz-coordinates for 3D space. Store bone length and directions.
Read 3D skeleton data in a program that can create skeletons.
Save the new model with inserted skeleton.
Question
Can anyone recommend (I know, this is perhaps "opinion based") a program to read the skeletal data and insert it in to a 3D model? Is it possible to utilize Maya for this purpose?
Thanks in advance.
Note: I opted to post the question here and not on Graphics Design Stack Exchange (or other Stack Exchange sites) because I feel it's more coding related, and perhaps more useful for people who will search here in the future. Apologies if it's posted on the wrong site.
A tricky part of your question is what you mean by "inserting the skeleton". Typically bone data is very separate from your geometry, and stored in different places in your scene graph (with the bone data being hierarchical in nature).
There are file formats you can export to where you might establish some association between your geometry and skeleton, but that's very format-specific as to how you associate the two together (ex: FBX vs. Collada).
Probably the closest thing to "inserting" or, more appropriately, "attaching" a skeleton to a mesh is skinning. There you compute weight assignments, basically determining how much each bone influences a given vertex in your mesh.
This is a tough part to get right (both programmatically and artistically), and depending on your quality needs, is often a semi-automatic solution at best for the highest quality needs (commercial games, films, etc.) with artists laboring over tweaking the resulting weight assignments and/or skeleton.
There are algorithms that get pretty sophisticated in determining these weight assignments ranging from simple heuristics like just assigning weights based on nearest line distance (very crude, and will often fall apart near tricky areas like the pelvis or shoulder) or ones that actually consider the mesh as a solid volume (using voxels or tetrahedral representations) to try to assign weights. Example: http://blog.wolfire.com/2009/11/volumetric-heat-diffusion-skinning/
However, you might be able to get decent results using an algorithm like delta mush which allows you to get a bit sloppy with weight assignments but still get reasonably smooth deformations.
Now if you want to do this externally, pretty much any 3D animation software will do, including free ones like Blender. However, skinning and character animation in general is something that tends to take quite a bit of artistic skill and a lot of patience, so it's worth noting that it's not quite as easy as it might seem to make characters leap and dance and crouch and run and still look good even when you have a skeleton in advance. That weight association from skeleton to geometry is the toughest part. It's often the result of many hours of artists laboring over the deformations to get them to look right in a wide range of poses.
The definition of rigid body in Box2d is
A chunk of matter that is so strong
that the distance between any two bits
of matter on the chunk is completely
constant.
And this is exactly what i don't want as i would like to make 2D (maybe 3D eventually), elastic, deformable, breakable, and even sticky bodies.
What I'm hoping to get out of this community are resources that teach me the math behind how objects bend, break and interact. I don't care about the molecular or chemical properties of these objects, and often this is all I find when I try to search for how to calculate what a piece of wood, metal, rubber, goo, liquid, organic material, etc. might look like after a force is applied to it.
Also, I'm a very visual person, so diagrams and such are EXTREMELY HELPFUL for me.
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Ignore these questions, they're old, and I'm only keeping them here for contextual purposes
1.Are there any simple 2D soft-body physics engines out there like this?
preferably free or opensource?
2.If not would it be possible to make my own without spending years on it?
3.Could i use existing engines like bullet and box2d as a start and simply transform their code, or would this just lead to more problems later, considering my 1 year of programming experience and bullet being 3D?
4.Finally, if i were to transform another library, would it be the best change box2D's already 2d code, Bullet's already soft code, or mixing both's source code?
Thanks!
(1) Both Bullet and PhysX have support for deformable objects in some capacity. Bullet is open source and PhysX is free to use. They both have ports for windows, mac, linux and all the major consoles.
(2) You could hack something together if you really know what you are doing, and it might even work. However, there will probably be bugs unless you have a damn good understanding of how Box2D's sequential impulse constraint solver works and what types of measures are going to be necessary to keep your system stable. That said, there are many ways to get deformable objects working with minimal fuss within a game-like environment. The first option is to take a second (or higher) order approximation of the deformation. This lets you deal with deformations in much the same way as you deal with rigid motions, only now you have a few extra degrees of freedom. See for example the following paper:
http://www.matthiasmueller.info/publications/MeshlessDeformations_SIG05.pdf
A second method is pressure soft bodies, which basically model the body as a set of particles with some distance constraints and pressure forces. This is what both PhysX and Bullet do, and it is a pretty standard technique by now (for example, Gish used it):
http://citeseerx.ist.psu.edu%2Fviewdoc%2Fdownload%3Fdoi%3D10.1.1.4.2828%26rep%3Drep1%26type%3Dpdf
If you google around, you can find lots of tutorials on implementing it, but I can't vouch for their quality. Finally, there has been a more recent push to trying to do deformable objects the `right' way using realistic elastic models and finite element type approaches. This is still an area of active research, so it is not for the faint of heart. For example, you could look at any number of the papers in this year's SIGGRAPH proceedings:
http://kesen.realtimerendering.com/sig2011.html
(3) Probably not. Though there are certain 2D style games that can work with a 3D physics engine (for example top down type games) for special effects.
(4) Based on what I just said, you should probably know the answer by now. If you are the adventurous sort and got some time to kill and the will to learn, then I say go for it! Of course it will be hard at first, but like anything it gets easier over time. Plus, learning new stuff is lots of fun!
On the other hand, if you just want results now, then don't do it. It will take a lot of time, and you will probably fail (a lot). If you just want to make games, then stick to the existing libraries and build on whatever abstractions it provides you.
Quick and partial answer:
rigid body are easy to model due to their property (you can use physic tools, like "Torseur+ (link on french on wikipedia, english equivalent points to screw theory) to modelate forces applying at any point in your element.
in comparison, non-solid elements move from almost solid (think very hard rubber : it can move but is almost solid) to almost liquid (think very soft ruber, latex). Meaning that dynamical properties applying to that knd of objects are much complex and depend of the nature of the object
Take the example of a spring : it's easy to model independantly (f=k.x), but creating a generic tool able to model that specific case is a nightmare (especially if you think of corner cases : extension is not infinite, compression reaches a lower point, material is non linear...)
as far as I know, when dealing with "elastic" materials, people do their own modelisation for their own purpose (a generic one does not exist)
now the answers:
Probably not, not that I know at least
not easily, see previously why
Unless you got high level background in elastic materials, I fear it's gonna be painful
Hope this helped
Some specific cases such as deformable balls can be simulated pretty well using spring-joint bodies:
Here is an implementation example with cocos2d: http://2sa-studio.blogspot.com/2014/05/soft-bodies-with-cocos2d-v3.html
Depending on the complexity of the deformable objects that you need, you might be able to emulate them using box2d, constraining rigid bodies with joints or springs. I did it in the past using a box2d clone for xna (farseer) and it worked nicely. Hope this helps.
The physics of your question breaks down into two different topics:
Inelastic Collisions: The math here is easy, and you could write a pretty decent library yourself without too much work for 2D points/balls. (And with more work, you could learn the physics for extended bodies.)
Materials Bending and Breaking: This will be hard. In general, you will have to model many of the topics in Mechanical Engineering:
Continuum Mechanics
Structural Analysis
Failure Analysis
Stress Analysis
Strain Analysis
I am not being glib. Modeling the bending and breaking of materials is, in general, a very detailed and varied topic. It will take a long time. And the only way to succeed will be to understand the science well enough that you can make clever shortcuts in limiting the scope of the science you need to model in your game.
However, the other half of your problem (modeling Inelastic Collisions) is a much more achievable goal.
Good luck!
I'm working on a game where the physics are very simple. I just need to detect when a ball (point) hits a wall (line segment). There is no gravity, no friction, and the collisions are perfectly elastic.
I've already written collision detection code, but I'm about to make some major changes to the project, so there's an opportunity to replace it all with the Chipmunk physics library. Is this a good idea?
On the one hand, Chipmunk will be more heavily tested and optimized than my own code, and I won't have to do the work of maintaining it.
On the other, maybe Chipmunk will be less performant in my case, since it was designed to support a lot of features I won't be using.
I'm hoping someone more familiar with Chipmunk will spare me the effort of profiling it or reading the code myself to make this determination.
The only real advantage Chipmunk would have here is if you are colliding that ball (or many balls) against many walls as it uses a spatial index to only check the collisions of objects that are near each other. This means that you can scale up to hundreds or thousands of objects without slowing to a crawl, but offers no real advantage if you only have a dozen objects in the scene.
It sounds like what you've implemented so far works just fine for your needs. "If it's not broke don't fix it" is a good rule of thumb here. On the other hand, it would be really easy to implement the same thing in Chipmunk. If you want the experience and the possibility of scalability in return for the hassle of a dependency, go for it I guess.
Scott (the Chipmunk Physics guy)
I've found Chipmunk to be incrediblly easy to use, I would recommend it to anyone starting a 2D project. I can't answer the performance question without knowing your code. I know it uses a spatial hash for collision determination, it may end up doing less collision tests than your code. (On the other hand if there are a very small number of balls and walls, this may not be an issue).
It is open source, so another possibility would be to use Chipmunk, but remove all the features you don't need - gravity, friction, moments of inertia, etc. Again, it's hard to say this is a good option without knowing exactly what you have already implemented.
It really comes down to what you want it to do. I have not used chipmunk itself, but from what it sounds like I'd say you aren't really in need of a full physics library.
Now, if you have plans to expand it beyond a ball and a wall such that you would have use for the expanded physics, then learning it now on a simple problem now may be a good idea. Overall though, unless you either want to learn the physics library or plan on raising the complexity/number of types of physics calculations, I'd say just do it yourself.
I am setting out for a visualization project that will generate 1000+ sprites from dynamic data. The toolkit I am using (Flare) requires some optimization. I am trying to figure out some optimization techniques for Flash. How can I make Flash run fast when there are so many sprites on the stage, or maybe there is an optimization technique that doesn't involve generating so many sprites?
One good way of doing is freeze animations which are not visible to the user. But the complication with this is that, you need to remember the state from which the animation has to resume or refers the animation based on the current state of the whole application. Since you have so many sprites generated, make sure that you group them logically. This would help in easily implement the freezing logic.