I'm building an online game, and using node and whatnot, anyway i'm not too keen on constant streams and streams of data just for animations, i've set up a way for it to animate client side and so on... but i found a problem, all i was doing was setting the new coordinates and telling all the clients to animate their character to that point, but if you refreshed the page, the player would be there instantly.
I have got a distance,speed of movement,time of movement,start and destination... i know where they started moving, i know where their destination is, i know when they started moving and at what speed, and in a linear fashion.
What i need to work out, is where the player is (whilst animating) at that specific time when other players join the game.
Try http://en.wikipedia.org/wiki/Kinematics
Or http://en.wikipedia.org/wiki/Speed
the distance travelled can be calculated by rearranging the definition to d=v*t
The simplest approach would be to tween the position. That involves creating a series of intermediate steps along the path between the current position and the updated one. This works best if you know the frequency of updates. You can choose these points linearly or use an easing function to smooth it out.
If you really are doing a physical simulation though, it'll probably look more natural if you take the physical model into consideration. I'd try the simple case first before seeing whether you need to go into more mathematically complex territory.
Related
In my game a large map exists, and I am wondering if not drawing shapes (average 250+ at a time) when the player cant see them would make any difference in the game's performance.
Also, every frame I am checking the distance of the player to about 500+ other position vectors (used for enemies, food, bullet interactions), which takes a lot of square rooting. If I make a raw estimate just using the X and Y components combined, would that significantly boost game performance?
The only way to answer these questions is to try it and see what happens. You have to weigh the cost of calculating whether something is on the screen against the cost of drawing it. Again, you're going to have to measure both and decide for yourself.
As for measuring distance, you could try using the distance squared to avoid the square root.
Or you could try storing your objects in a data structure like a quadtree, which allow you to you only check the distance of nearby objects. Or putting it simpler: do you really need all 500 vectors active all of the time? Why not store them and only activate them when you need them?
But again, the only way to answer your question is to try it. We can't tell you whether this will vastly improve performance in your game. Only you can answer that, by trying things out. Good luck.
I am having trouble in unity 2D. I am trying to make a ball move in a linear direction across the screen after detecting a single touch, however this is proving quite difficult. I have researched and researched but I cant seem to find the answer to both parts of the problem, hence I come here. I apologise if this was not the right thing to do. Anyways, on to the question. How would I detect a single touch and how would I move a game object on the X axis for a certain number of coords. I don't want a touch direction specified, it just needs to be a touch. Another thing could be a touch on the object itself. Sorry again if I wasn't meant to do this. P.S. my code is terrible and barely even there, so I wont share it.
To detect touch you use Input.GetTouch. The number in the parameter is the number of the touch, like the first, or the second or the third touch, etc... If you just want one touch, just use Input.GetTouch(0) all the time.
To move the object in the X axis you need to user Transfrom.Translate. The parameters are the amount you want to move in a specific axis.
I'm developing a spheroApp quiz. Practically it's a quiz game where it's possible to answer question driving sphero to one of 3 hole that define the answer.
Well, i use locator to define position of sphero. In the wizard section it's possible to define the 3 hole position driving from a single start position (0,0).
I save the 3 hole position and when the sphero go in (i have defined a gap between 10/20 from position of the hole) the app discover that it's a right/wrong answer.
but, every time i try to go in the same position i receive from sphero different coordinates.
there is some method used to improve the precision of locator?
If someone know something about let me know!
thanks ;)
ps:
i have followed this guide!
https://github.com/orbotix/Sphero-iOS-SDK/tree/master/samples/Locator#the-default-setup
tnx
There's a few different things here that I think might be the issue. Unfortunately, the locator is not crazy accurate to begin with, as the data is pulled from the motors taking the ball places. I was discussing with a couple guys here, and we surmise that if you were to put the ball in the center, and then drive it towards what the vertex points of an equilateral triangle that that would probably work best. The other issue that might be getting you is calibration. When you calibrate the ball, the heading is reset and therefore the locator thinks that it is moving in a different direction than it actually is. Perhaps in you app you will need to have some calibration for your gap detection when the ball calibrates to keep everything in sync.
Let me know if there is anything else.
So I am trying to make a little game both for practice and fun (first time I have tried) never had anything to do with it before..
You can see what I've tried so far at: http://myfirstgame.e-ddl.com/ been working on it for like 6-8 hours or so. So far and realized I would better ask before going on.
The way I have it now, I have a main loop that runs every 20 milliseconds or so. Ihis loop calls 2 functions:
Handle keystrokes (which iterates through the obstacles array and check if the player's future position collide any obstacle object and change the players' properties to the future position values).
It goes through the "need update" array and change the element's CSS details to reflect the changes made.
I have several questions:
Is the above a good idea to handle collision? if not what would be a better way (I mean at around 800-1500 obstacle objects on map the game slows down).
To calculate distance, I use distance between 2 points equation. If I only have 1 point, angle and distance. How can I find the 2nd point's (x, y)?
What would be better, canvas or DOM ? (not important question as I already have it done with DOM).
Thanks for everyone.
I've found the solution to what i were looking for.
about the collision the way i was doing it was entirely wrong i will list the correct way farther down.
about the distance - the solution i came up with is checking the distance from player's current position to object if player's step is bigger then distance, deduct step from distance and walk that distance.
as for canvas vs dom - seems both has their crons and pros.
Now for the collision
the correct way of doing it is to create a pixel map array. so if your canvas or container node is width:800 by height:500 you'll have a 2d array that represent those pixes
and then when i check for position i simply check if player's current position + steps toward future position has an object.
so like :
if(array[300][500]){
return false;
}
That's what i found out.
If anyone have a better solution then that let me know.
I am working on this browser-based experiment where i am given N specific circles (let's say they have a unique picture in them) and need to position them together, leaving as little space between them as possible. It doesn't have to be arranged in a circle, but they should be "clustered" together.
The circle sizes are customizable and a user will be able to change the sizes by dragging a javascript slider, changing some circles' sizes (for example, in 10% of the slider the circle 4 will have radius of 20px, circle 2 10px, circle 5 stays the same, etc...). As you may have already guessed, i will try to "transition" the resizing-repositioning smoothly when the slider is being moved.
The approach i have tried tried so far: instead of manually trying to position them i've tried to use a physics engine-
The idea:
place some kind of gravitational pull in the center of the screen
use a physics engine to take care of the balls collision
during the "drag the time" slider event i would just set different
ball sizes and let the engine take care of the rest
For this task i have used "box2Dweb". i placed a gravitational pull to the center of the screen, however, it took a really long time until the balls were placed in the center and they floated around. Then i put a small static piece of ball in the center so they would hit it and then stop. It looked like this:
The results were a bit better, but the circles still moved for some time before they went static. Even after playing around with variables like the ball friction and different gravitational pulls, the whole thing just floated around and felt very "wobbly", while i wanted the balls move only when i drag the time slider (when they change sizes). Plus, box2d doesn't allow to change the sizes of the objects and i would have to hack my way for a workaround.
So, the box2d approach made me realize that maybe to leave a physics engine to handle this isn't the best solution for the problem. Or maybe i have to include some other force i haven't thought of. I have found this similar question to mine on StackOverflow. However, the very important difference is that it just generates some n unspecific circles "at once" and doesn't allow for additional specific ball size and position manipulation.
I am really stuck now, does anyone have any ideas how to approach this problem?
update: it's been almost a year now and i totally forgot about this thread. what i did in the end is to stick to the physics model and reset forces/stop in almost idle conditions. the result can be seen here http://stateofwealth.net/
the triangles you see are inside those circles. the remaining lines are connected via "delaunay triangulation algorithm"
I recall seeing a d3.js demo that is very similar to what you're describing. It's written by Mike Bostock himself: http://bl.ocks.org/mbostock/1747543
It uses quadtrees for fast collision detection and uses a force based graph, which are both d3.js utilities.
In the tick function, you should be able to add a .attr("r", function(d) { return d.radius; }) which will update the radius each tick for when you change the nodes data. Just for starters you can set it to return random and the circles should jitter around like crazy.
(Not a comment because it wouldn't fit)
I'm impressed that you've brought in Box2D to help with the heavy-lifting, but it's true that unfortunately it is probably not well-suited to your requirements, as Box2D is at its best when you are after simulating rigid objects and their collision dynamics.
I think if you really consider what it is that you need, it isn't quite so much a rigid body dynamics problem at all. You actually want none of the complexity of box2d as all of your geometry consists of spheres (which I assure you are vastly simpler to model than arbitrary convex polygons, which is what IMO Box2D's complexity arises from), and like you mention, Box2D's inability to smoothly change the geometric parameters isn't helping as it will bog down the browser with unnecessary geometry allocations and deallocations and fail to apply any sort of smooth animation.
What you are probably looking for is an algorithm or method to evolve the positions of a set of coordinates (each with a radius that is also potentially changing) so that they stay separated by their radii and also minimize their distance to the center position. If this has to be smooth, you can't just apply the minimal solution every time, as you may get "warping" as the optimal configuration might shift dramatically at particular points along your slider's movement. Suffice it to say there is a lot of tweaking for you to do, but not really anything scarier than what one must contend with inside of Box2D.
How important is it that your circles do not overlap? I think you should just do a simple iterative "solver" that first tries to bring the circles toward their target (center of screen?), and then tries to separate them based on radii.
I believe if you try to come up with a simplified mathematical model for the motion that you want, it will be better than trying to get Box2D to do it. Box2D is magical, but it's only good at what it's good at.
At least for me, seems like the easiest solution is to first set up the circles in a cluster. So first set the largest circle in the center, put the second circle next to the first one. For the third one you can just put it next to the first circle, and then move it along the edge until it hits the second circle.
All the other circles can follow the same method: place it next to an arbitrary circle, and move it along the edge until it is touching, but not intersecting, another circle. Note that this won't make it the most efficient clustering, but it works. After that, when you expand, say, circle 1, you'd move all the adjacent circles outward, and shift them around to re-cluster.