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  • XNA 2D Spritesheet drawing rendering problem

    - by user24092
    I'm making a tile-based game, using one spritesheet containing all tile graphics. Each tile has a size of 32x32 pixels. The main problem is: when I draw the tile to the screen, if the tile position x and y are not rounded or if scale is activated in spriteBatch.Draw() method (scale != 1.0f), I get some lines of adjacent tiles on the spritesheet into the current tile drawed. I already tried setting SamplerState to PointClamp, removing AntiAlias, but still doesn't work. Here I'll show images of some tests that I made, with a test sprite sheet that I've created (I made a 9x9 spritesheet, with each sprite of size 32x32 containing a unique solid color). Tests: http://img6.imageshack.us/img6/5946/testsqj.png SpriteSheet used: http://imageshack.us/a/img821/1341/tilesm.png Already tried to remove anti-alias, set PointClamp as sampler state, but still getting this issue, XNA keeps drawing part of the adjacent pixels of the texture on the screen. What I want is to get the correct area of the tilesheet texture (as seen in the first test, that gets just the yellow pixels). My question is: Is there any way that I can fix this, WITHOUT adding tile spacing or any other modification involving the tilesheet? Maybe disabling a texture filtering that is done by XNA, or something like that.

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  • Calculating the rotational force of a 2D sprite

    - by Jon
    I am wondering if someone has an elegant way of calculating the following scenario. I have an object of (n) number of squares, random shapes, but we will pretend they are all rectangles. We are dealing with no gravity, so consider the object in space, from a top down perspective. I am applying a force to the object at a specific square (as illustrated below). How do I calculate the rotational angle, based on the force being applied, at the location being applied. If applied in the center square, it would go straight. How should it behave the further I move from the center? How do I calculate the rotational velocity?

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  • what is the easiest way to make a hitbox that rotates with it's texture

    - by Matthew Optional Meehan
    In xna when you have a sprite that doesnt rotate it's very easy to get the four corner of a sprite to make a hitbox, but when you do a rotation the points get moved and I assume there is some kind of math that I can use to aquire them. I am using the four points to draw a rectangle that visually represents the hitboxes. I have seen some per-pixel collission examples but I can forsee they would be hard to draw a box/'convex hull' around. I have also seen physics like farseer but I'm not sure if there is a quick tutorial to do what I want. What do you guys think is the best approach becuase I am looking to complete this work by the end of the week.

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  • One-way platform collision

    - by TheBroodian
    I hate asking questions that are specific to my own code like this, but I've run into a pesky roadblock and could use some help getting around it. I'm coding floating platforms into my game that will allow a player to jump onto them from underneath, but then will not allow players to fall through them once they are on top, which require some custom collision detection code. The code I have written so far isn't working, the character passes through it on the way up, and on the way down, stops for a moment on the platform, and then falls right through it. Here is the code to handle collisions with floating platforms: protected void HandleFloatingPlatforms(Vector2 moveAmount) { //if character is traveling downward. if (moveAmount.Y > 0) { Rectangle afterMoveRect = collisionRectangle; afterMoveRect.Offset((int)moveAmount.X, (int)moveAmount.Y); foreach (World_Objects.GameObject platform in gameplayScreen.Entities) { if (platform is World_Objects.Inanimate_Objects.FloatingPlatform) { //wideProximityArea is just a rectangle surrounding the collision //box of an entity to check for nearby entities. if (wideProximityArea.Intersects(platform.CollisionRectangle) || wideProximityArea.Contains(platform.CollisionRectangle)) { if (afterMoveRect.Intersects(platform.CollisionRectangle)) { //This, in my mind would denote that after the character is moved, its feet have fallen below the top of the platform, but before he had moved its feet were above it... if (collisionRectangle.Bottom <= platform.CollisionRectangle.Top) { if (afterMoveRect.Bottom > platform.CollisionRectangle.Top) { //And then after detecting that he has fallen through the platform, reposition him on top of it... worldLocation.Y = platform.CollisionRectangle.Y - frameHeight; hasCollidedVertically = true; } } } } } } } } In case you are curious, the parameter moveAmount is found through this code: elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; float totalX = 0; float totalY = 0; foreach (Vector2 vector in velocities) { totalX += vector.X; totalY += vector.Y; } velocities.Clear(); velocity.X = totalX; velocity.Y = totalY; velocity.Y = Math.Min(velocity.Y, 1000); Vector2 moveAmount = velocity * elapsed;

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  • Rotating 2D Object

    - by Vico Pelaez
    Well I am trying to learn openGL and want to make a triangle move one unit (0.1) everytime I press one of the keyboard arrows. However i want the triangle to turn first pointing the direction where i will move one unit. So if my triangle is pointing up and I press right the it should point right first and then move one unit in the x axis. I have implemented the code to move the object one unit in any direction, however I can not get it to turn pointing to the direction it is going. The initial position of the Triangle is pointing up. #define LENGTH 0.05 float posX = -0.5, posY = -0.5, posZ = 0; float inX = 0.0 ,inY = 0.0 ,inZ = 0.0; // what values???? void rect(){ glMatrixMode(GL_PROJECTION); glLoadIdentity(); glPushMatrix(); glTranslatef(posX,posY,posZ); glRotatef(rotate, inX, inY, inZ); glBegin(GL_TRIANGLES); glColor3f(0.0, 0.0, 1.0); glVertex2f(-LENGTH,-LENGTH); glVertex2f(LENGTH-LENGTH, LENGTH); glVertex2f(LENGTH, -LENGTH); glEnd(); glPopMatrix(); } void display(){ //Clear Window glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); rect(); glFlush(); } void init(){ glClearColor(0.0, 0.0, 0.0, 0.0); glColor3f(1.0, 1.0, 1.0); } float move_unit = 0.01; bool change = false; void keyboardown(int key, int x, int y) { switch (key){ case GLUT_KEY_UP: if(rotate = 0) posY += move_unit; else{ inX = 1.0; rotate = 0; } break; case GLUT_KEY_RIGHT: if(rotate = -90) posX += move_unit; else{ inX = 1.0; // is this value ok?? rotate -= 90; } break; case GLUT_KEY_LEFT: if(rotate = 90) posX -= move_unit; else{ inX = 1.0; // is this value ok??? rotate += 90; } break; case GLUT_KEY_DOWN: if(rotate = 180) posY -= move_unit; else{ inX = 1.0; rotate += 180; } break; case 27: // Escape button exit(0); break; default: break; } glutPostRedisplay(); } int main(int argc, char** argv){ glutInit(&argc, argv); glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB); glutInitWindowSize(500,500); glutInitWindowPosition(0, 0); glutCreateWindow("Triangle turn"); glutSpecialFunc(keyboardown); glutDisplayFunc(display); init(); glutMainLoop()

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  • Collisions on complex map 2D

    - by waxx
    I'm currently thinking about collision and map system that I want to use in my next game and I'm kind of puzzled. Maps are going to be somewhat complex with lots of irregularities and thus tiling is out of question. I thought about an editor where you'd draw rectangles on the map that would represent areas that are collidable with and then saving such "collision map" with only black/white gfx. Or maybe should I save exact rectangles data with their x/y/width/height into some text file and go from there? What would you recommend? Thanks.

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  • C# XNA 2D Multiple boxes collision detection and movement

    - by zini
    Hi, I've been making simple game where you shoot boxes that are coming towards you. All game objects are simple rectangles. Now I have problem with collision detection; how to check where the collision comes so I can change the coordinates right? I have this kind of situation: http://imgur.com/8yjfW Imagine that all of those blocks are moving towards you (green box). If those orange boxes collide with each other, they should "avoid" themselves and not go through each other. I have class Enemy which has properties x, y and such. Now I'm doing the collision like this: // os.Count is an amount of other enemies colliding with this enemy if (os.Count == 0) { // If enemy doesn't collide with other enemy lasty = y; lastx = x; slope = (x - player.x) / (y - player.y); x += slope * l; // l is "movement speed" of enemy (float) if (y > player.y) { y = lasty; } else if (y < player.y) { y += l; } } else { foreach(Enemy b in os) { if (b.y > this.y) { // If some colliding enemy is closer player than this enemy, that closer one will be moved towards the player b.lasty = b.y; if (!BiggestY(os)) { // BiggestY returns true if this enemy has the biggest Y b.y += b.l; } b.x = b.lastx; } } } But this is very, very bad way to do this. I know it, but I just can't figure out other way. And as a matter in fact, this method doesn't even work pretty good; if multiple enemies are colliding same enemy they go through each other. I explained this pretty badly, but I hope that you understand this. And to sum up, as I said: How to check where the collision comes so I can change the coordinates right?

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  • Voronoi regions of a (convex) polygon.

    - by Xavura
    I'm looking to add circle-polygon collisions to my Separating Axis Theorem collision detection. The metanet software tutorial (http://www.metanetsoftware.com/technique/tutorialA.html#section3) on SAT, which I discovered in the answer to a question I found when searching, talks about voronoi regions. I'm having trouble finding material on how I would calculate these regions for an arbitrary convex polygon and aleo how I would determine if a point is in one + which. The tutorial does contain source code but it's a .fla and I don't have Flash unfortunately.

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  • Rotate 2d sprite towards pointer

    - by Phil
    I'm using Crafty.js and am trying to point a sprite towards the mouse pointer. I have a function for getting the degree between two points and I'm pretty sure it works mathematically (I have it under unit tests). At least it responds that the degree between { 0,0} and {1,1} is 45, which seems right. However, when I set the sprite rotation to the returned degree, it's just wrong all the time. If I manually set it to 90, 45, etc, it gets the right direction.. I have a jsfiddle that shows what I've done so far. Any ideas?

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  • Rotating object around moving object/player in 2D

    - by Boston
    I am trying to implement a camera which rotates around the world around the player. I have found many solutions online to the task of rotating an object about the origin, or about an arbitrary point. The procedure seems to be to translate the point to be rotated about to the origin, perform the rotation, translate back, then draw. I have gotten this working for rotation around the origin as well as for a fixed point. Rotation of objects around the player works as well, provided the player does not move. However, if the objects are rotated around the player by some non-zero degree, if the player moves after the rotation it causes the rotated objects to move as well. I probably have done a poor job explaining this so here's an image: http://i.imgur.com/1n63iWR.gif And here's the code for the behavior: renderx = (Ox - Px)*cos(camAngle) - (Oy - Py)*sin(camAngle) + Px; rendery = (Ox - Px)*sin(camAngle) + (Oy - Py)*cos(camAngle) + Py; Where (Ox,Oy) is the actual position of the object to be rotated and (Px,Py) is the actual position of the player. Any ideas? I am using C++ with SDL2.0.

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  • Single player 'pong' game

    - by Jam
    I am just starting out learning pygame and livewires, and I'm trying to make a single-player pong game, where you just hit the ball, and it bounces around until it passes your paddle (located on the left side of the screen and controlled by the mouse), which makes you lose. I have the basic code, but the ball doesn't stay on the screen, it just flickers and doesn't remain constant. Also, the paddle does not move with the mouse. I'm sure I'm missing something simple, but I just can't figure it out. Help please! Here's what I have: from livewires import games import random games.init(screen_width=640, screen_height=480, fps=50) class Paddle(games.Sprite): image=games.load_image("paddle.bmp") def __init__(self, x=10): super(Paddle, self).__init__(image=Paddle.image, y=games.mouse.y, left=10) self.score=games.Text(value=0, size=25, top=5, right=games.screen.width - 10) games.screen.add(self.score) def update(self): self.y=games.mouse.y if self.top<0: self.top=0 if self.bottom>games.screen.height: self.bottom=games.screen.height self.check_collide() def check_collide(self): for ball in self.overlapping_sprites: self.score.value+=1 ball.handle_collide() class Ball(games.Sprite): image=games.load_image("ball.bmp") speed=5 def __init__(self, x=90, y=90): super(Ball, self).__init__(image=Ball.image, x=x, y=y, dx=Ball.speed, dy=Ball.speed) def update(self): if self.right>games.screen.width: self.dx=-self.dx if self.bottom>games.screen.height or self.top<0: self.dy=-self.dy if self.left<0: self.end_game() self.destroy() def handle_collide(self): self.dx=-self.dx def end_game(self): end_message=games.Message(value="Game Over", size=90, x=games.screen.width/2, y=games.screen.height/2, lifetime=250, after_death=games.screen.quit) games.screen.add(end_message) def main(): background_image=games.load_image("background.bmp", transparent=False) games.screen.background=background_image paddle_image=games.load_image("paddle.bmp") the_paddle=games.Sprite(image=paddle_image, x=10, y=games.mouse.y) games.screen.add(the_paddle) ball_image=games.load_image("ball.bmp") the_ball=games.Sprite(image=ball_image, x=630, y=200, dx=2, dy=2) games.screen.add(the_ball) games.mouse.is_visible=False games.screen.event_grab=True games.screen.mainloop() main()

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  • The World of ‘Game of Thrones’ in Minecraft [Image Gallery]

    - by Asian Angel
    Are you a serious ‘Game of Thrones’ fan? Then prepare for a visual feast with this gallery of images showing a recreation of the world of Westeros in Minecraft. Here is another visual teaser from this awesome gallery… WesterosCraft Gallery (Imgur) [via Neatorama] How to Play Classic Arcade Games On Your PC How to Use an Xbox 360 Controller On Your Windows PC Download the Official How-To Geek Trivia App for Windows 8

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  • jet fighter games

    - by j-t-s
    does anyone know of any good fighter jet combat pc games where you can blow up ANYTHING e.g. planes, jets, buildings, etc? I've noticed that alot of games now don't allow you to blow up buildings and i have my own conclusions about that, but it IS just a game, and i miss the good old days where there were no boundaries in games any help is appreciated thank you :)

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  • What language should I learn to make 2D turn-based video games?

    - by giggles
    I want to make 2 dimensional turn-based games for the PC. Something like early Final Fantasy or Chrono Trigger. Is C++ the only plausible option? I keep getting told that C++ is the language of choice for games, but is this the case even for 2D, turn-based games? Are any other languages good for this sort of thing? I'm really big on clean, readable, extendible code, so a language that fosters that sort of thing would be great. Doing this for fun, not business. Java is the only language I really know well right now. By the way, this is my first question and I'm a noob. I read the FAQ, but if I'm doing anything noobish anyway, then I'm sorry.

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  • Render angles of a 3D model into 2D images?

    - by Ricket
    Is there a tool out there that you can give a 3D model file, and it will output 2D renders of it from various angles? For example if you were making a 2D RPG but you want to make your character look nice, you might make the character in 3D and then just render the character from 8 or more angles into images which then are used by the 2D engine to give a pseudo-3D look. Does such a tool exist or will it need to be custom-written or done manually?

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  • How do I remove the unity 2D option in lightdm (login sceen) in ubuntu 12.04?

    - by user113460
    Because I wish to view my full username at login, I want to remove the "Unity 2D" option at the login screen. Currently the last part of the username (after the 20th digit) is hidden behind the Ubuntu-icon which enables switching to Unity 2D. Another option would be to decrease the font-size of the username, is any of this possible? Btw this is not an issue in Ubuntu 12.10, where the username font-size is smaller, and Unity 2D unsupported!

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  • Artemis Is The Absolute Geekiest LAN Game You’ll Ever Play [Video]

    - by Jason Fitzpatrick
    Prepare to have your sense of what really geeky computer gaming look like with this Star Trek-like mockup that involves a projector, multiple monitors, and a crew of six. If you have five friends willing to pool some resources–because let us tell you, it’s not going to be cheap to build this gaming setup from scratch–you’re on your way to building a functional starship bridge in your rec room. You’ll need six computers and monitors, a projector to create the front-of-the-bridge-room effect, and a copy of the game–the full retail game is $40 but there is a free demo so you can take the starship simulation for a test spin. The base game is focused on simple simulations like defending your space station and fighting off waves of invaders, however, a recent update of the game supports user-created mission packs. The missions packs allow fans of the game to create intricate missions with objectives to expand the game much like fan-created RPG modules add game play value to table top role-playing games. Hit up the link below to read more about the game or just sit back and enjoy the entertaining video above of sci-fi bloggers manning a starship. Artemis HTG Explains: Why Do Hard Drives Show the Wrong Capacity in Windows? Java is Insecure and Awful, It’s Time to Disable It, and Here’s How What Are the Windows A: and B: Drives Used For?

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  • Collision Detection for 2D

    - by Bhaskar
    I am working on a simple game, where I need to do a collision detection of two Texture2D. The code I have written is: bool perPixelCollission = false; Texture2D texture1 = sprite1.Texture; Texture2D texture2 = sprite1.Texture; Vector2 position1 = new Vector2(sprite1.CurrentScope.X, sprite1.CurrentScope.Y); Vector2 position2 = new Vector2(sprite2.CurrentScope.X, sprite2.CurrentScope.Y); uint[] bitsA = new uint[texture1.Width * texture1.Height]; uint[] bitsB = new uint[texture2.Width * texture2.Height]; Rectangle texture1Rectangle = new Rectangle(Convert.ToInt32(position1.X), Convert.ToInt32(position1.Y), texture1.Width, texture1.Height); Rectangle texture2Rectangle = new Rectangle(Convert.ToInt32(position2.X), Convert.ToInt32(position2.Y), texture2.Width, texture2.Height); texture1.GetData<uint>(bitsA); texture2.GetData<uint>(bitsB); int x1 = Math.Max(texture1Rectangle.X, texture2Rectangle.X); int x2 = Math.Min(texture1Rectangle.X + texture1Rectangle.Width, texture2Rectangle.X + texture2Rectangle.Width); int y1 = Math.Max(texture1Rectangle.Y, texture2Rectangle.Y); int y2 = Math.Min(texture1Rectangle.Y + texture1Rectangle.Height, texture2Rectangle.Y + texture2Rectangle.Height); for (int y = y1; y < y2; ++y) { for (int x = x1; x < x2; ++x) { if (((bitsA[(x - texture1Rectangle.X) + (y - texture1Rectangle.Y) * texture1Rectangle.Width] & 0xFF000000) >> 24) > 20 && ((bitsB[(x - texture2Rectangle.X) + (y - texture2Rectangle.Y) * texture2Rectangle.Width] & 0xFF000000) >> 24) > 20) { perPixelCollission = true; break; } } // Reduce amount of looping by breaking out of this. if (perPixelCollission) { break; } } return perPixelCollission; But this code is really making the game slow. Where can I get some very good collision detection tutorial and code? What is wrong in this code?

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  • Vector-based fonts vs. bitmap fonts in (2d) games?

    - by jmp97
    I know that many games are using bitmap fonts. Which are the advantages for vector-based font rendering / manipulation when compared to bitmap fonts and in which scenarios would they matter the most? Prefer a focus on 2d games when answering this question. If relevant, please include examples for games using either approach. Some factors you might consider: amount of text used in the game scaling of text overlaying glyphs and anti-aliasing general rendering quality font colors and styling user interface requirements localisation / unicode text wrapping and formatting cross-platform deployment 2d vs 3d Background: I am developing a simple falling blocks game in 2d, targeted for pc. I would like to add text labels for level, score, and menu buttons. I am using SFML which uses FreeType internally, so vector-based features are easily available for my project. In my view, font sizes in simple games often don't vary, and bitmap fonts should be easier for cross-platform concerns (font-formats and font rendering quality). But I am unsure if I am missing some important points here, especially since I want to polish the looks of the final game.

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  • What are the advantages to use vector-based fonts over bitmap fonts in (2d) games?

    - by jmp97
    I know that many games are using bitmap fonts. Which are the advantages for vector-based font rendering / manipulation when compared to bitmap fonts and in which scenarios would they matter the most? Prefer a focus on 2d games when answering this question. If relevant, please include examples for games using either approach. Some factors you might consider: amount of text used in the game scaling of text overlaying glyphs and anti-aliasing general rendering quality font colors and styling user interface requirements localisation / unicode text wrapping and formatting cross-platform deployment 2d vs 3d Background: I am developing a simple falling blocks game in 2d, targeted for pc. I would like to add text labels for level, score, and menu buttons. I am using SFML which uses FreeType internally, so vector-based features are easily available for my project. In my view, font sizes in simple games often don't vary, and bitmap fonts should be easier for cross-platform concerns (font-formats and font rendering quality). But I am unsure if I am missing some important points here, especially since I want to polish the looks of the final game.

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  • Unity launcher doesn't appear in VNC session

    - by Lorin Hochstein
    I'd like to have a unity desktop accessible via VNC on a precise server machine I have running. I installed the ubuntu-desktop package. I'm launching a VNC session with the following in my ~/.vnc/xstartup file: !/bin/sh xrdb $HOME/.Xresources xsetroot -solid grey export XKL_XMODMAP_DISABLE=1 gnome-session --session=ubuntu-2d What could the issue be here? The content of my /usr/share/gnome-session/sessions/ubuntu-2d.session file (this is what 12.04 puts there by default) is: [GNOME Session] Name=Ubuntu 2D RequiredComponents=gnome-settings-daemon; RequiredProviders=windowmanager;panel;shell; DefaultProvider-windowmanager=metacity DefaultProvider-panel=unity-2d-panel DefaultProvider-shell=unity-2d-shell DesktopName=Unity I don't know anything about unity-2d, but I guessed that the default session was not configured to use the launcher. I tried making the following modifications: [GNOME Session] Name=Ubuntu 2D RequiredComponents=gnome-settings-daemon; RequiredProviders=windowmanager;panel;shell;launcher; DefaultProvider-windowmanager=metacity DefaultProvider-panel=unity-2d-panel DefaultProvider-shell=unity-2d-shell DefaultProvider-launcher=unity-2d-launcher DesktopName=Unity But I got the following warning in my VNC log file: gnome-session[10354]: WARNING: Unable to find default provider 'qr' of required provider 'launcher' And the VNC session wouldn't even start with that configuration.

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  • How to Play PC Games on Your TV

    - by Chris Hoffman
    No need to wait for Valve’s Steam Machines — connect your Windows gaming PC to your TV and use powerful PC graphics in the living room today. It’s easy — you don’t need any unusual hardware or special software. This is ideal if you’re already a PC gamer who wants to play your games on a larger screen. It’s also convenient if you want to play multiplayer PC games with controllers in your living rom. HDMI Cables and Controllers You’ll need an HDMI cable to connect your PC to your television. This requires a TV with HDMI-in, a PC with HDMI-out, and an HDMI cable. Modern TVs and PCs have had HDMI built in for years, so you should already be good to go. If you don’t have a spare HDMI cable lying around, you may have to buy one or repurpose one of your existing HDMI cables. Just don’t buy the expensive HDMI cables — even a cheap HDMI cable will work just as well as a more expensive one. Plug one end of the HDMI cable into the HDMI-out port on your PC and one end into the HDMI-In port on your TV. Switch your TV’s input to the appropriate HDMI port and you’ll see your PC’s desktop appear on your TV.  Your TV becomes just another external monitor. If you have your TV and PC far away from each other in different rooms, this won’t work. If you have a reasonably powerful laptop, you can just plug that into your TV — or you can unplug your desktop PC and hook it up next to your TV. Now you’ll just need an input device. You probably don’t want to sit directly in front of your TV with a wired keyboard and mouse! A wireless keyboard and wireless mouse can be convenient and may be ideal for some games. However, you’ll probably want a game controller like console players use. Better yet, get multiple game controllers so you can play local-multiplayer PC games with other people. The Xbox 360 controller is the ideal controller for PC gaming. Windows supports these controllers natively, and many PC games are designed specifically for these controllers. Note that Xbox One controllers aren’t yet supported on Windows because Microsoft hasn’t released drivers for them. Yes, you could use a third-party controller or go through the process of pairing a PlayStation controller with your PC using unofficial tools, but it’s better to get an Xbox 360 controller. Just plug one or more Xbox controllers into your PC’s USB ports and they’ll work without any setup required. While many PC games to support controllers, bear in mind that some games require a keyboard and mouse. A TV-Optimized Interface Use Steam’s Big Picture interface to more easily browse and launch games. This interface was designed for using on a television with controllers and even has an integrated web browser you can use with your controller. It will be used on the Valve’s Steam Machine consoles as the default TV interface. You can use a mouse with it too, of course. There’s also nothing stopping you from just using your Windows desktop with a mouse and keyboard — aside from how inconvenient it will be. To launch Big Picture Mode, open Steam and click the Big Picture button at the top-right corner of your screen. You can also press the glowing Xbox logo button in the middle of an Xbox 360 Controller to launch the Big Picture interface if Steam is open. Another Option: In-Home Streaming If you want to leave your PC in one room of your home and play PC games on a TV in a different room, you can consider using local streaming to stream games over your home network from your gaming PC to your television. Bear in mind that the game won’t be as smooth and responsive as it would if you were sitting in front of your PC. You’ll also need a modern router with fast wireless network speeds to keep up with the game streaming. Steam’s built-in In-Home Streaming feature is now available to everyone. You could plug a laptop with less-powerful graphics hardware into your TV and use it to stream games from your powerful desktop gaming rig. You could also use an older desktop PC you have lying around. To stream a game, log into Steam on your gaming PC and log into Steam with the same account on another computer on your home network. You’ll be able to view the library of installed games on your other PC and start streaming them. NVIDIA also has their own GameStream solution that allows you to stream games from a PC with powerful NVIDIA graphics hardware. However, you’ll need an NVIDIA Shield handheld gaming console to do this. At the moment, NVIDIA’s game streaming solution can only stream to the NVIDIA Shield. However, the NVIDIA Shield device can be connected to your TV so you can play that streaming game on your TV. Valve’s Steam Machines are supposed to bring PC gaming to the living room and they’ll do it using HDMI cables, a custom Steam controller, the Big Picture interface, and in-home streaming for compatibility with Windows games. You can do all of this yourself today — you’ll just need an Xbox 360 controller instead of the not-yet-released Steam controller. Image Credit: Marco Arment on Flickr, William Hook on Flickr, Lewis Dowling on Flickr

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  • For 2D games, is there any reason NOT to use a 3D API like Direct3D or OpenGL?

    - by Eric Palakovich Carr
    I've been out of hobby Game Development for quite a while now. Back when I did it, most people used Direct Draw to create 2D games. By the time I stopped people were saying OpenGL or Direct3D with an orthogonal projection is just the way to go. I'm thinking about getting back into creating 2D games, in particular on mobile phone but maybe on the XNA platform as well. To make something using OpenGL I'd have a (hopefullly) small learning curve to acclimate myself to 3D development. Is there any reason to skip that and instead work with a 2D framework where I just have a Width x Height frame buffer I need to fill with pixels?

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  • What are the pros/cons of using a 3d engine for 2d games?

    - by mrohlf
    What pros or cons should a beginner be aware of when deciding between a 2d game engine (like Slick2D/Flixel/FlashPunk) and a 3d engine (like Unity) for 2d game development? I am just getting started in indie game development, though I have dabbled a bit with Game Maker, Flash, and XNA in the past. I've heard a lot of positive things about Unity, and its cross-platform nature makes it appealing, but as I understand, it's a 3d engine at its core. For a strictly 2d game, are there any compelling reasons to work with a 3d engine like Unity? Or would it just add unneeded complexity to my initial learning experience?

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  • rundll32 gets stuck when running games on windows 7 [closed]

    - by Midhat
    When I run a game on my windows 7 laptop, Rundll32 completely uses up one of my cores and the game wont start. By searching the web I have been able to fix it by 1 - Disabling game info collection/updation from the games explorer. It solved the problem for some games but not all 2 - Killing the game exe once rundll32 gets stuck and restarting the game This has solved the problem for now, but is there a proper and permanent solution to this?

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