I'm coding a server for a multi-player RPG, and I'm currently struggling with implementing a sight range. Since some maps are rather large, I have to limit what the client sees. My approach:
If I get new coordinates from the client, I save them as the destination, together with a move start time. Once every x ms I go through all creatures in the world, and update their current position, after saving the position they were at the last time I've updated them. Basically I calculate the new position, based on move start time and speed, and write those in the current position variables, while saving the new start time. Once this update is done, I'm going through all creatures which moved, aka those who have a different position than at the last update. In a sub-loop I go through all creatures/clients again, to check if I have to notify them about a (dis)appearing creature. At the moment I'm running this update every 100ms.
This approach is working, but I have a feeling it's not the best way to do this. And I'm not sure what will happen once I have a few thousand creatures (players, monster, etc) in the world, which have to be updated and checked.
Since I weren't able to find resources about this particular problem, I'm asking here.
Is this approach okay? Will I run into problems soon? What's the standard to do this? What's the best way?
Eric Lippert had a really good series of posts on shadowcasting that might be helpful in approaching/solving this.
You may want to consider using quadtrees to split the game world into sections based on the areas that player characters can see. Then you don't need to loop over every creature in the game all the time; you only need to loop over the ones within the section that the player character in question is located in, and any adjacent ones in case something crossed the boundary.
I haven't done this sort of coding personally myself, but I did work with someone who did this in a space combat game for which I was developing a GUI!
Related
I am currently facing a problem I cannot wrap my head around. In my 2D game which in the end should become some kind of virtual model railway, I can create a path, consisting of different railtypes. Each rail has it's own waypoints. Now the issue is as follows:
Straight rails don't need many waypoints, since they only need two to be defined; The start and the end point. Curves on the other hand need a lot more waypoints, so the objects movement on them is not all jaggy and unsmooth. The problem I am facing is, that the waypoints then are so unevenly distributed on the whole railway, it makes the speed which the object moves along the path very uneven.
I also already know the issue: The points are so cramped in the curve sections that the distribution looks like this:
See this picture for an example with red Gizmo.Spheres as waypoints
Now when I move an object along that said path, I do it like this:
wagon.transform.position = Vector2.MoveTowards(wagon.transform.position, wagon.GetNextPosition(), wagon.GetSpeed());
The third parameter of the method Vector2.MoveTowards() is the maxDistanceDelta, so it can only move that amount into the direction of wagon.GetNextPosition(), which is constantly updated.
The twist is, that the densly packed points result in a way shorter distance than the maxDistanceDelta. So in those parts of the railway, the object moves way slower then wagon.GetSpeed() per frame.
I already have a solution to this, which sadly I cannot use: I took every waypoint and distributed them evenly on the path. I don't want that; I want the path to stay as is, but the speed to the eye to be uniform.
Thanks in advance for your help!
PS: I already looked in similar threads, but none of those solutions seems to work for me :( Namely:
This thread
And this one
I would comment this but unfortunately I don't have enough reputation, so here it is:
The best idea I can think of is to create 2 waypoints for your curve (at the start and finish) and use a parabolic function to define the movement between them. So in other words, your train follows a parabola instead of moving towards waypoints directly.
I found a useful answer on a unity forum about parabolic trajectories which you may find useful for your project (It is the first answer beneath the question at the time of writing).
How are you generating those waypoints?
Could you use bezier curves instead?
If yes, there it's typical to run into exactly this issue and solutions have been found. Not solutions with absolute accuracy, but usually sufficient for games (aka visualizations that in the end only need to be as accurate as the pixels you see).
There is this outstanding video about the topic: https://www.youtube.com/watch?v=aVwxzDHniEw
Probably not a very descriptive title, but I'm doing my best. It's my first time posting on StackOverflow, and I'm relatively new to programming in C# (first started around a year ago using Unity, and decided a few days ago to upgrade to XNA). That being said, please be kind to me.
I'm planning out the mechanics of a 2D game that I'm designing, and while most of it seems straightforward after playing around in XNA, there's one issue that I keep coming back to that I have yet to come up with a satisfactory answer for. The issue involves the layering of sprites into composite / complex sprites. For example, a character in the game might be wielding one or two of any number of weapons. I did do a bit of research on the topic, and found some people recommending to use the RenderTarget class to draw a series of sprites as one, and some recommending simply drawing the sprites on top of one another during Draw(). These topics, however, were mostly focused on the relatively simple case of having a single character in the game.
In my case, the game will have a number of sprite-based characters who have totally different postures / animations. There are around 10 right now, and there will probably be more added later in development. There will likewise be a largish number of weapons (probably around 20 to start) that will be composited onto the characters. That much I'm comfortable with. However, the problem is that each of the characters would require the weapon sprites to be draw in different locations and with different rotations during each frame of a character's animation.
I've considered a couple approaches to how to pull this off, but they all have pretty massive drawbacks.
The first was simply drawing a spritesheet of each weapon for each character, that would be the same size as the appropriate character. The benefit to this approach would be the ease of just adding the call to draw the additional sprite on top of the base character without having to do any calculations. The downside would be that that creates an inordinate amount of extra sprite sheets (200 extra sheets for 10 characters x 20 weapons).
The second was creating a class to handle the weapon sprite. The WeaponSprite class would be attached to a single texture for each weapon, and would then store information about the offset / rotation to use when drawn, based on the character that it is attached to. The problem with this is that organizing the offsets / rotations on a per-frame basis would be incredibly tedious, and I can't think of any easy way to pull the information based on the frame required. (I had the idea of making an AnimationFrame class to keep track of the animation name, directional facing and frame number of each character, and then using a dictionary in the weapon class to load the proper data based on the name of the current frame, but something about the idea seemed really ill-conceived). This method also has the drawback of requiring a relatively large amount of memory to pull off (assuming a Vector2 is 8 bytes and a float is 4, having 10 characters and 20 weapons would require 192KB of memory given the current number of frames being used, which would only get larger as more weapons were added). I had an offshoot of that idea (which I sort of stole from another post on here about the same topic) of using a reserved alpha value pixel to link the offset and the 'origin' of each weapon, calculating the position at runtime and then only having to store the rotational float in the aforementioned dictionary.
Since I'm new to XNA (and still pretty green on C#), I figured I'd post and let the experts chime in. Am I on the right track with my methods, or am I missing something really simple? Thank you very much in advance for your help, and please let me know if you need any additional information.
Wow, big question. I can't really tell you exactly how to implement this. But I can give you some helpful nuggets of advice:
Advice #0: Whenever any kind of compositing problem comes up, people come out of the woodwork recommending "render targets" as some kind of compositing panacea. They are usually wrong. Avoid using render targets if you can. You only need them if you are doing effects on the final, composite image (blends, blurs, etc). Otherwise just draw your sprites over the top of each other directly to the backbuffer.
Advice #1: You want to pack all your sprites onto a single sprite sheet, if possible. If you exceed the texture size limit, you'll have to be clever about how you partition your sprites across sheets. The reason is performance - you want to limit the number of texture swaps - see this answer for details.
You may be able to use an existing sprite-packer for XNA. If you can find a suitable one, I recommend you use it. A good one will allow you to treat a packed sprite just as you would treat a texture when calling SpriteBatch.Draw.
Advice #2: Do not worry about how much space your positioning data takes at runtime. 192kb is almost nothing - the size of a small texture.
The upshot of this, and #1, is to store as much as possible in your positioning meta-data, and avoid duplicate textures.
How you store your meta-data almost doesn't matter.
Advice #3: You can change both your storage requirements and content creation story from an n × m problem to an n + m problem (n characters and m weapons). Simply store weapons with only an "origin", and store characters with an "origin" and a "hand position & rotation". Simply render such that the origin of the weapon lines up with the hand of the character (the maths is very simple).
Then you can add characters without worrying about what weapons exist, and add weapons without worrying about what characters exist.
Here's an example of how much space this needs: 10 characters × 20 bytes + 20 weapons × 8 bytes = 360 bytes. Nice and small! (Although you'll probably want many more attachment points - different kinds for different weapons, hats, whatever. Edit: oops I didn't include animation frames - but it's still a relatively small amount of data.)
Advice #4: The trickiest part, as you seem to be hinting at in your post, is content creation.
As you hint at, ideally you would want to be able to edit the attachment points directly in your image editor. This is a compelling idea. Special alpha values are only appropriate if your sprites have no anti-aliasing. You could theoretically do something with layers and different colours. The hardest part is figuring out how to encode rotation.
You could use an XNA content pipeline processor to extract data from the image at build-time. However this gets very expensive to implement (especially if you've not done it before - the content pipeline is badly under-documented). Unless your art requirements are truly enormous, it is almost certainly not worth the extra development time required to make the content pipeline extension. By the time you're done, you could have hand-coded the positioning data several times over.
My recommendation, then, is to store the extra data in an easy-to-edit XML file. I recommend using XNA's XML Content Importer. It can be tricky to get the hang of the formatting at first, and you have to remember to include the appropriate assembly referencing. But once you know how to use it, it's the easiest way to get structured data into XNA quickly.
I am making a turn based hex-grid game. The player selects units and moves them across the hex grid. Each tile in the grid is of a particular terrain type (eg desert, hills, mountains, etc) and each unit type has different abilities when it comes to moving over the terrain (e.g. some can move over mountains easily, some with difficulty and some not at all).
Each unit has a movement value and each tile takes a certain amount of movement based on its terrain type and the unit type. E.g it costs a tank 1 to move over desert, 4 over swamp and cant move at all over mountains. Where as a flying unit moves over everything at a cost of 1.
The issue I have is that when a unit is selected, I want to highlight an area around it showing where it can move, this means working out all the possible paths through the surrounding hexes, how much movement each path will take and lighting up the tiles based on that information.
I got this working with a recursive function and found it took too long to calculate, I moved the function into a thread so that it didn't block the game but still it takes around 2 seconds for the thread to calculate the moveable area for a unit with a move of 8.
Its over a million recursions which obviously is problematic.
I'm wondering if anyone has an clever ideas on how I can optimize this problem.
Here's the recursive function I'm currently using (its C# btw):
private void CalcMoveGridRecursive(int nCenterIndex, int nMoveRemaining)
{
//List of the 6 tiles adjacent to the center tile
int[] anAdjacentTiles = m_ThreadData.m_aHexData[nCenterIndex].m_anAdjacentTiles;
foreach(int tileIndex in anAdjacentTiles)
{
//make sure this adjacent tile exists
if(tileIndex == -1)
continue;
//How much would it cost the unit to move onto this adjacent tile
int nMoveCost = m_ThreadData.m_anTerrainMoveCost[(int)m_ThreadData.m_aHexData[tileIndex].m_eTileType];
if(nMoveCost != -1 && nMoveCost <= nMoveRemaining)
{
//Make sure the adjacent tile isnt already in our list.
if(!m_ThreadData.m_lPassableTiles.Contains(tileIndex))
m_ThreadData.m_lPassableTiles.Add(tileIndex);
//Now check the 6 tiles surrounding the adjacent tile we just checked (it becomes the new center).
CalcMoveGridRecursive(tileIndex, nMoveRemaining - nMoveCost);
}
}
}
At the end of the recursion, m_lPassableTiles contains a list of the indexes of all the tiles that the unit can possibly reach and they are made to glow.
This all works, it just takes too long. Does anyone know a better approach to this?
As you know, with recursive functions you want to make the problem as simple as possible. This still looks like it's trying to bite off too much at once. A couple thoughts:
Try using a HashSet structure to store m_lPassableTiles? You could avoid that Contains condition this way, which is generally an expensive operation.
I haven't tested the logic of this in my head too thoroughly, but could you set a base case before the foreach loop? Namely, that nMoveRemaining == 0?
Without knowing how your program is designed internally, I would expect m_anAdjacentTiles to contain only existing tiles anyway, so you could eliminate that check (tileIndex == -1). Not a huge performance boost, but makes your code simpler.
By the way, I think games which do this, like Civilization V, only calculate movement costs as the user suggests intention to move the unit to a certain spot. In other words, you choose a tile, and it shows how many moves it will take. This is a much more efficient operation.
Of course, when you move a unit, surrounding land is revealed -- but I think it only reveals land as far as the unit can move in one "turn," then more is revealed as it moves. If you choose to move several turns into unknown territory, you better watch it carefully or take it one turn at a time. :)
(Later...)
... wait, a million recursions? Yeah, I suppose that's the right math: 6^8 (8 being the movements available) -- but is your grid really that large? 1000x1000? How many tiles away can that unit actually traverse? Maybe 4 or 5 on average in any given direction, assuming different terrain types?
Correct me if I'm wrong (as I don't know your underlying design), but I think there's some overlap going on... major overlap. It's checking adjacent tiles of adjacent tiles already checked. I think the only thing saving you from infinite recursion is checking the moves remaining.
When a tile is added to m_lPassableTiles, remove it from any list of adjacent tiles received into your function. You're kind of doing something similar in your line with Contains... what if you annexed that if statement to include your recursive call? That should cut your recursive calls down from a million+ to... thousands at most, I imagine.
Thanks for the input everyone. I solved this by replacing the Recursive function with Dijkstra's Algorithm and it works perfectly.
i'm trying to develop Pentago-game in c#.
right now i'm having 2 players mode which working just fine.
the problem is, that i want One player mode (against computer), but unfortunately, all implements of minimax / negamax are for one thing calculated for each "Move" (placing marble, moving game-piece).
butin Pentago, every player need to do two things (place marble, and rotate one of the inner-boards)
I didn't figure out how to implement both rotate part & placing the marble, and i would love someone to guide me with this.
if you're not familiar with the game, here's a link to the game.
if anyone want's, i can upload my code somewhere if that's relevant.
thank you very much in advance
If a single legal moves consists of two sub-moves, then your "move" for game algorithm purposes is simply a tuple where the first item is the marble placement and the second item is the board rotation e.g.:
var marbleMove = new MarbleMove(fromRow, fromCol, toRow, toCol);
var boardRotation = new BoardRotation(subBoard, rotationDirection);
var move = new Tuple<MarblMove, BoardRotation>(marbleMove, boardRotation);
Typically a game playing algorithm will require you to enumerate all possible moves for a given position. In this case, you must enumerate all possible pairs of sub-moves. With this list in hand you can move on to using standing computer game playing approaches.
Rick suggested tuples above, but you might want to actually just have each player make two independent moves, so it remains their turn twice in a row. This can make move ordering easier, but may complicate your search algorithm, depending on which one you are using.
In an algorithm like UCT (which is likely to outperform minimax for simple implementations) breaking into two moves can be more efficient because the algorithm can first figure out what moves placements are good, and then figure out what rotation is best. (Googling UCT doesn't give much. The original research paper isn't very insightful, but this page might be better: http://senseis.xmp.net/?UCT)
I've been trying to make a little simple game just to test my logics, and it's a simple labyrinth, it's ugly, and so far sucky.
The engine works pretty well, given that the labyrinth already exists (a matrix), it could be even enjoyable, but I have no intention on drawing a bunch of maps, which might be setting values on 400 (20x20) fields of a matrix. not funny.
Then I've created a function to randomize it, setting floor/wall for each field, and (I expected that) not every map is winnable. then I've made another function which checks if the maps is playable (receives two points, and checks if there's a valid path between them, then I just pass the start and the end. Pretty nifty) and it worked.
If you haven't noticed, this is a VERY stupid way of creating my random labyrinth for the following reasons:
1 - It might come out really easy (giant isles of floor, or a bunch of walls together, making only one, extremely visible path, creating a stupit (though valid) labyrinth
2 - It is potentially the fastest way of creating a perfect random labyrinth EVER, but at the same time it's potentially the slowest too, taking as long as... infinite. This difference is noticed more when I set the grid for 30x30 or more (when something is not overflown)
3 - It's dumb and an offence to logic itself.
In my deffense, I didn't plan making it this way from the beginning, as described, one thing led to another.
So I've started thinking about ways to do a beautiful (full of paths, tricky and winnable) labyrinth, then I've thought about making tiny small (let's say) 5x5 blocks with predesigned entrances and mount them together in a way that it fits, but it would go against my true random desire, as well as my unwillingness to draw it by hand.
Then I've thought about a function to create a random path, run it once to the end, and run it several times to somewhere close to the end, and some crossings and stuff, some creating dead ends, which seemed better to me, but I just couldn't imagine it creating a decent labyrinth.
You can check what I've done so far in this link.
Note: I have no intentions in harming anyone's pc with anything.
First one to open it, please comment here saying that it's safe. - Done (thank you, Jonno_FTW)
If you still don't trust it, use a Virtual Machine.
OBS: I know this is not the best way of developing anything. I should get a decent game engine, bla bla bla, it was some kind of challenge for myself.
I've done maze generation. You don't want to place stuff randomly and validate. Instead, you generate it out from a starting point.
Pick a starting point, move in a random direction. Have a random probability of picking a new direction. Never move into an occupied square, if you bump into one the current trail ends. If the current trail ends pick a square you have already visited and pick a new direction and do a random walk like you did for the first one. Repeat until the maze is as full as you want it to be.
The probability of the direction change should be an input parameter as it makes quite a difference. Note that if you are doing a 3D maze the odds of a vertical turn should be a lot lower than the odds of a horizontal move.
Here's an expansive website dedicated to labyrinths:
http://www.astrolog.org/labyrnth/algrithm.htm
Explains what types of labyrinths there are, goes over the generation algorithms and the solution algorithms, has a lot of cool pictures.
Have a look at the source code in my Roguelike game, Tyrant:
Code for Dungeon.java
There are a lot of diferent map generation techniques used to produce the different level types. But the most basic pattern is to iterate the following:
Start with a blank map
Create a single random room / open space in the map
Randomly select a tile at the edge of the currently open area
Attempt to "grow" a corridor or room randomly out from that space (if it doesn't fit, do nothing)
Loop back to step 3 as many times as you need to create a decent maze
Finally, do a pass over the whole map and convert and remaining blank space to walls
Here's a screenshot of the type of thing you get (Look at the mini-map from the maze structure):
Tyrant screenshot http://www.freeimagehosting.net/uploads/af45502c9c.png
Your question makes me think of the XScreensaver Maze program. Look at its screenshots to see if that's the desired effect.
It looks like it took its maze generation algorithm from Wikipedia.
Wikipedia has a great article on Maze generation algorithms
How you create a random labyrinth will depend on what you want it to look like. If you're creating something that's designed to have a lot of dead ends, then you can just "randomly" trace a path from the start point to the end point, and then randomly fill in the empty spaces, essentially carving the path out of a solid block of material. E.g. imagine you had a stone tablet. First step would be to carve the "solution" path. Then you'd go in and make all of the dead ends.
If you want something that's more "play" than "puzzle", then creating a bunch of tile pieces that fit together in different ways is probably the way to go. That's how the Diablo games did it as far as I can tell; a number of predesigned "sets" and rules about how they fit together. You'd mark the four sides of the block with things like "three open spaces followed by two closed," and then if another piece also has a matching description, they can be put together.
After that, all you have to do is figure out how you can consistently render "random" behavior.
There's actually a trick that Al Lowe used for one of his Leisure Suit Larry games (LSL 3, I believe) that might be helpful.
Basically, he made a bamboo forest 'maze' that the player had to navigate. Rather than creating a separate 'square' of maze for each screen, however, he simply 'flipped' the one screen he had already created and made dead ends by blocking various entrances with a single 'bamboo wall' graphic.
Perhaps you could do the same: have the generator carve a valid maze, and then tell it to place dead-end blocks along some of the paths. That would ensure that there's always at least one valid, open path to the 'finish line', as well as preventing players from just strolling through a super-easy layout.
It'll also make a 30x30 maze more workable, since the computer won't have to test every square of a 900-square grid for validity.