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  • How should I structure moving from overworld to menu system / combat?

    - by persepolis
    I'm making a text-based "Arena" game where the player is the owner of 5 creatures that battle other teams for loot, experience and glory. The game is very simple, using Python and a curses emulator. I have a static ASCII map of an "overworld" of sorts. My character, represented by a glyph, can move about this static map. There are locations all over the map that the character can visit, that break down into two types: 1) Towns, which are a series of menus that will allow the player to buy equipment for his team, hire new recruits or do other things. 2) Arenas, where the player's team will have a "battle" interface with actions he can perform, messages about the fight, etc. Maybe later, an ASCII representation of the fight but for now, just screens of information with action prompts. My main problem is what kind of design or structure I should use to implement this? Right now, the game goes through a master loop which waits for keyboard input and then moves the player about the screen. My current thinking is this: 1) Upon keyboard input, the Player coordinates are checked against a list of Location objects and if the Player coords match the Location coords then... 2) ??? I'm not sure if I should then call a seperate function to initiate a "menu" or "combat" mode. Or should I create some kind of new GameMode object that contains a method itself for drawing the screen, printing the necessary info? How do I pass my player's team data into this object? My main concern is passing around the program flow into all these objects. Should I be calling straight functions for different parts of my game, and objects to represent "things" within my game? I was reading about the MVC pattern and how this kind of problem might benefit - decouple the GUI from the game logic and user input but I have no idea how this applies to my game.

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  • On Screen Coin Animation

    - by Siddharth
    am working with side scrolling skater game. I want to perform coin animation such that as player collect coin it moves upside and attach with currency sprite. My main character and coin present in game scene and currency sprite present in HUD layer. This situation creates problem for me. Directly I can not apply modifier to coin because it is side scrolling game so based on main character speed it reaches at different position. That I have checked. So that I have to generate other coin at same position at game layer coin has, in HUD layer and move upward to it. But I didn't able to get its y position correct though I can able to get x position correctly. Many time main character goes downward so it get minus value many time. I also tried following code float[] position = GameHUD.this .convertSceneCoordinatesToLocalCoordinates(GameManager .getInstance().getCoinX(), GameManager.getInstance() .getCoinY()); But I am getting same coordinate as I provide. No difference in that so please some one provide me guidance in that. Because I am near to complete my game. EDIT: Here game layer and hud layer is totally different. Actual coin present in game layer which player has to collect and at same position I want to generate another coin in hud layer to perform some animation. It is recommended to generate coin in hud layer because through that only I can able to complete my target.

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  • Map rendering Libgdx Java

    - by user3165683
    Ok, so I am trying to create a 2D non-movable random tiled map. This is what I have so far: private void generateTile(){ System.out.print("tiletry1"); while(loadedTiles != 8100){ System.out.print("tiletry"); Texture currentTile = null; int tileX = 0; int tileY = 0; if (tileX == 120); tileY = 16; tileX = 0; game.batch.begin(); switch(MathUtils.random(2)){ case 0: //game.batch.draw(tile1, tileX, tileY); System.out.print("tile1"); currentTile = tile1; break; case 1: //game.batch.draw(tile2, tileX, tileY); System.out.print("tile2"); currentTile = tile2; break; case 2: //game.batch.draw(tile3, tileX, tileY); System.out.print("tile3"); currentTile = tile3; break; } tileX+=16; loadedTiles ++; game.batch.draw(currentTile, tileX, tileY); game.batch.end(); } } However, I can't see any of the tiles and the screen just looks green. This method is above my render method which I have: camera.update(); batch.setProjectionMatrix(camera.combined); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); game.batch.begin(); //other render stuff Why am I not able to see the tiles?

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  • Game logic dynamically extendable architecture implementation patterns

    - by Vlad
    When coding games there are a lot of cases when you need to inject your logic into existing class dynamically and without making unnecessary dependencies. For an example I have a Rabbit which can be affected by freeze ability so it can't jump. It could be implemented like this: class Rabbit { public bool CanJump { get; set; } void Jump() { if (!CanJump) return; ... } } But If I have more than one ability that can prevent it from jumping? I can't just set one property because some circumstances can be activated simultanously. Another solution? class Rabbit { public bool Frozen { get; set; } public bool InWater { get; set; } bool CanJump { get { return !Frozen && !InWater; } } } Bad. The Rabbit class can't know all the circumstances it can run into. Who knows what else will game designer want to add: may be an ability that changes gravity on an area? May be make a stack of bool values for CanJump property? No, because abilities can be deactivated not in that order in which they were activated. I need a way to seperate ability logic that prevent the Rabbit from jumping from the Rabbit itself. One possible solution for this is making special checking event: class Rabbit { class CheckJumpEventArgs : EventArgs { public bool Veto { get; set; } } public event EventHandler<CheckJumpEvent> OnCheckJump; void Jump() { var args = new CheckJumpEventArgs(); if (OnCheckJump != null) OnCheckJump(this, args); if (!args.Veto) return; ... } } But it's a lot of code! A real Rabbit class would have a lot of properties like this (health and speed attributes, etc). I'm thinking of borrowing something from MVVM pattern where you have all the properties and methods of an object implemented in a way where they can be easily extended from outside. Then I want to use it like this: class FreezeAbility { void ActivateAbility() { _rabbit.CanJump.Push(ReturnFalse); } void DeactivateAbility() { _rabbit.CanJump.Remove(ReturnFalse); } // should be implemented as instance member // so it can be "unsubscribed" bool ReturnFalse(bool previousValue) { return false; } } Is this approach good? What also should I consider? What are other suitable options and patterns? Any ready to use solutions? UPDATE The question is not about how to add different behaviors to an object dynamically but how its (or its behavior) implementation can be extended with external logic. I don't need to add a different behavior but I need a way to modify an exitsing one and I also need a possibiliity to undo changes.

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  • bulls and cows game -- programming algorithm(python)

    - by IcyFlame
    This is a simulation of the game Cows and Bulls with three digit numbers I am trying to get the number of cows and bulls between two numbers. One of which is generated by the computer and the other is guessed by the user. I have parsed the two numbers I have so that now I have two lists with three elements each and each element is one of the digits in the number. So: 237 will give the list [2,3,7]. And I make sure that the relative indices are maintained.the general pattern is:(hundreds, tens, units). And these two lists are stored in the two lists: machine and person. ALGORITHM 1 So, I wrote the following code, The most intuitive algorithm: cows and bulls are initialized to 0 before the start of this loop. for x in person: if x in machine: if machine.index(x) == person.index(x): bulls += 1 print x,' in correct place' else: print x,' in wrong place' cows += 1 And I started testing this with different type of numbers guessed by the computer. Quite randomly, I decided on 277. And I guessed 447. Here, I got the first clue that this algorithm may not work. I got 1 cow and 0 bulls. Whereas I should have got 1 bull and 1 cow. This is a table of outputs with the first algorithm: Guess Output Expected Output 447 0 bull, 1 cow 1 bull, 1 cow 477 2 bulls, 0 cows 2 bulls, 0 cows 777 0 bulls, 3 cows 2 bulls, 0 cows So obviously this algorithm was not working when there are repeated digits in the number randomly selected by the computer. I tried to understand why these errors are taking place, But I could not. I have tried a lot but I just could not see any mistake in the algorithm(probably because I wrote it!) ALGORITHM 2 On thinking about this for a few days I tried this: cows and bulls are initialized to 0 before the start of this loop. for x in range(3): for y in range(3): if x == y and machine[x] == person[y]: bulls += 1 if not (x == y) and machine[x] == person[y]: cows += 1 I was more hopeful about this one. But when I tested this, this is what I got: Guess Output Expected Output 447 1 bull, 1 cow 1 bull, 1 cow 477 2 bulls, 2 cows 2 bulls, 0 cows 777 2 bulls, 4 cows 2 bulls, 0 cows The mistake I am making is quite clear here, I understood that the numbers were being counted again and again. i.e.: 277 versus 477 When you count for bulls then the 2 bulls come up and thats alright. But when you count for cows: the 7 in 277 at units place is matched with the 7 in 477 in tens place and thus a cow is generated. the 7 in 277 at tens place is matched with the 7 in 477 in units place and thus a cow is generated.' Here the matching is exactly right as I have written the code as per that. But this is not what I want. And I have no idea whatsoever on what to do after this. Furthermore... I would like to stress that both the algorithms work perfectly, if there are no repeated digits in the number selected by the computer. Please help me with this issue. P.S.: I have been thinking about this for over a week, But I could not post a question earlier as my account was blocked(from asking questions) because I asked a foolish question. And did not delete it even though I got 2 downvotes immediately after posting the question.

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  • How to use Moonlight to play videos on rtlmost.hu?

    - by B. Roland
    Hi! In Hungary, the biggest TV channel is RTL Klub, they has a video archive site. They use Silverlight instead of Flash :( What is annoying, they use the lastest version of Silverlight, about 4.x. But Moonlight doesn't support it yet. I've been tried in Google Chrome (last dev version), and in Firefox (last stable version), and I've been used the both versions of Moonlight, the lastest stable, and the prerelease. The player loader is displayed, and loaded, but no player displayed after 30 mins waiting. If I want to swith to Ubuntu completly, how can I manage to play these videos? Thanks for your anwsers. Testvideo here. Debug info: Source: http://www.rtlklub.hu/most/player/soda/SodaMediaCenter.Player.Rtl.v3.5.xap Width: 555px Height: 490px Background: # RuntimeVersion: 4.0.50826.0 Windowless: no MaxFrameRate: 60 Codecs: ms-codecs Build configuration: debug, sanity checks

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  • Ask How-To Geek: Fix Annoying Arrows, Play Old-School DOS games, and Schedule Smart Computer Shutdowns

    - by Jason Fitzpatrick
    You’ve got questions and we’ve got answers. Today we highlight how to fix the oversized shortcut arrows in Windows 7, play your favorite DOS games in emulation, and schedule intelligent shutdown routines for your PC. We get tons of emails with every kind of technology and computer question under the sun. Today we’re answering some reader emails and sharing the solutions with you. Latest Features How-To Geek ETC The Complete List of iPad Tips, Tricks, and Tutorials The 50 Best Registry Hacks that Make Windows Better The How-To Geek Holiday Gift Guide (Geeky Stuff We Like) LCD? LED? Plasma? The How-To Geek Guide to HDTV Technology The How-To Geek Guide to Learning Photoshop, Part 8: Filters Improve Digital Photography by Calibrating Your Monitor The Brothers Mario – Epic Gangland Style Mario Brothers Movie Trailer [Video] Score Awesome Games on the Cheap with the Humble Indie Bundle Add a Colorful Christmas Theme to Your Windows 7 Desktop This Windows Hack Changes the Blue Screen of Death to Red Edit Images Quickly in Firefox with Pixlr Grabber Zoho Writer, Sheet, and Show Now Available in Chrome Web Store

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  • How to play VOB files that were inside a DVD disc?

    - by Cristian
    I just downloaded a DVD which is for a movie. After uncompressing the DVD file I see .VOB, .IFO and .BUP files. If I open the first .VOB file it shows me the DVD menu but I can't interact with it. So, my question is... is Totem able to play those kind of files? If so, how can I achieve that? What other app could I use in order to reproduce those files? Edit Using VLC didn't work neither. I forgot to mention I have already tried that. Let me rephrase: if I open the first video file it shows the DVD menu, BUT I can't interact with it.

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  • Is there a way to play the role of Javascript with any other language like C#?

    - by Gulshan
    Is there a way to play the role of Javascript with any other language like C#? One way came up in my head is, having silverlight installed, using C# instead of Javascript for all the client side scripting (Though C# is not a scripting language). Is it possible? I am not talking about something like GWT(Java) or Script#(C#). Probably the question can be stated as- "With silverlight installed, can I do everything supported by Javascript(like DOM manipulation etc) with C#?" Hope it's clearer.

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  • Is there anything software-related I can do, to make ubuntu play high-quality mkv files smoothely?

    - by Roy
    I've noticed that beyond let's say..a 20 MB/s bitrate, a movie would lag, played on my laptop.. It results in me missing the highest bitrated scenes of a movie.. And sometimes having to compromise for watching the movie at a lesser quality.. I was wondering if there's anything I can do software-wise to play movies smoothley..? At the moment Ubuntu is installed with all the default settings on an 60GB SSD I use VLC ofcourse.. I also have 2 1TB HDD - maybe I can use them as pagefiles? I don't really know alot about this so maybe this is irrelevant.. I took the laptop battery out since it was dead..but I think this is also irrelevant.. would appriciate a response, even if there's nothing that can be done software-wise :)

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  • JButtons don't imediatly change on mouse event

    - by out_sider
    I'm using the java swing library to develop a board game called DAO. The problem is that after the human player makes its move, by clicking on the JButton with the piece image that he wants to play, I call the computer AI routine but inside the mouse event function. By doing this only when the function returns, the computer ends its turn, do the JButtons refresh their Images (setIcon comes in). I'd like to know how can I force the JButtons to change their image at the moment they are clicked and not only when the mouse event function ends (as I need to handle data inside it). I've tried all of this myButtons[i][j].setIcon(xIcon); myButtons[i][j].revalidate(); myButtons[i][j].repaint(); myButtons[i][j].validate(); None worked. Thx in advance

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  • DVD won't play in Ubuntu Jaunty after codes and css support has been added.

    - by C. Ross
    Using Totem Video Player v2.26.1 on Ubuntu Jaunty 9.04, dvd's won't play after I've installed libdvdread4, added the Medibuntu packages, and run sudo /usr/share/doc/libdvdread4/install-css.sh If I click on the dvd I get an error *"Could not read from resource". If I navigate to one of the videos directly and run it, the movie will play, but with obvious degradation or encryption (like cable tv you aren't paying for).

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  • Can Linux play HDMI 1.4a 3D stereoscopic content?

    - by SofaKng
    I'm aware that there are no Bluray players for Linux but I'm wondering if it's possible to play Full 3D HD (1080p, Side-By-Side) MKV files (or Bluray BDMV folders, etc). Full 3D HD files are actually two 1080p frames "side-by-side" so the effective resolution is 3840x1200. In order to play these properly the software needs to switch to TV into 3D mode (or however HDMI 1.4a works). I don't think simply playing the 3840x1200 resolution file will work so are there any options out there?

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  • Can't play ANY video or MP3 in NONE of my players!!

    - by user30533
    I can't play ANY video or listen ANY mp3. I got the Windows 7, and I was watching vids on youtube until yesterday, but today, NONE of my players in general works (youtube, WMP, Real Player, etc...)! Also, it doesn't help if I use another browser.... HELP! What happens is, I press 'play' on the video and then the window freezes and I just can press the 'x' to close it. Help, thanks A LOT!

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  • How to make VLC play .vlm config file in "With no interface mode"?

    - by Ole Jak
    How to make VLC play .vlm config file in "With no interface mode" on windows? So I have .vlm config file that should stream audio from mic to localhost so no vlc ui needed. If I say to windows "play .vlm file with vlc" it plays correctly starts server where I need and streams data. but how to do such thing manulay from cmd (so we suppouse we can call vlc.exe by vlc and we are now in folder with vlc.exe and vlcConfig.vlm file)

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  • Game works on netbeans but not outside netbeans in jar file?

    - by Michael Haywood
    I am creating a basic game of 'Pong'. I have finished the game apart from a few glitches I need to remove. The game runs perfectly in netbeans but if I create a jar file errors come up causing it to not work. I am quite new to java but I believe it is something to do with my code looking for the images but the images have not been loaded up yet. Here is the error. How can I get this to work outside of netbeans in a jar file? C:\Users\michael>java -jar "C:\Users\michael\Documents\NetBeansProjects\Pong\dis t\Pong.jar" Exception in thread "main" java.lang.NullPointerException at javax.swing.ImageIcon.<init>(Unknown Source) at pong.BallMainMenu.<init>(BallMainMenu.java:19) at pong.Board.gameInit(Board.java:93) at pong.Board.addNotify(Board.java:86) at java.awt.Container.addNotify(Unknown Source) at javax.swing.JComponent.addNotify(Unknown Source) at java.awt.Container.addNotify(Unknown Source) at javax.swing.JComponent.addNotify(Unknown Source) at java.awt.Container.addNotify(Unknown Source) at javax.swing.JComponent.addNotify(Unknown Source) at javax.swing.JRootPane.addNotify(Unknown Source) at java.awt.Container.addNotify(Unknown Source) at java.awt.Window.addNotify(Unknown Source) at java.awt.Frame.addNotify(Unknown Source) at java.awt.Window.show(Unknown Source) at java.awt.Component.show(Unknown Source) at java.awt.Component.setVisible(Unknown Source) at java.awt.Window.setVisible(Unknown Source) at pong.Pong.<init>(Pong.java:16) at pong.Pong.main(Pong.java:23)

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  • Museum of Modern Art Starts Video Game Collection; Acquires Myst, Pac-Man, and More

    - by Jason Fitzpatrick
    The Museum of Modern Art is weighing in on the video-games-as-art debate by starting a collection of iconic video games and putting them up for public display. Read on to see what games are included in the initial batch and the MoMA’s reasons behind starting a video game collection. Although the MoMA is slated to grow to over 40 titles, the seed batch is 14 titles including: Pac-Man, Tetris, Sim City 2000, Myst, Portal, and Dwarf Fortress. In the announcement they explain the motivation for building a video game collection: Are video games art? They sure are, but they are also design, and a design approach is what we chose for this new foray into this universe. The games are selected as outstanding examples of interaction design—a field that MoMA has already explored and collected extensively, and one of the most important and oft-discussed expressions of contemporary design creativity. Our criteria, therefore, emphasize not only the visual quality and aesthetic experience of each game, but also the many other aspects—from the elegance of the code to the design of the player’s behavior—that pertain to interaction design. In order to develop an even stronger curatorial stance, over the past year and a half we have sought the advice of scholars, digital conservation and legal experts, historians, and critics, all of whom helped us refine not only the criteria and the wish list, but also the issues of acquisition, display, and conservation of digital artifacts that are made even more complex by the games’ interactive nature. This acquisition allows the Museum to study, preserve, and exhibit video games as part of its Architecture and Design collection. The above quote is only a small snippet of a much lengthier look at the benefits of examining and preserving video games, hit up the link below to check out the full post including future titles the MoMA would like to include in their archive. Video Games: 14 in the Collection, for Starters [Inside/Out] How To Boot Your Android Phone or Tablet Into Safe Mode HTG Explains: Does Your Android Phone Need an Antivirus? How To Use USB Drives With the Nexus 7 and Other Android Devices

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  • Developing for Mac, without a Mac.

    - by speeder
    Hello I am a "lone wolf" game developer, and games sell more on Mac (because noone make Mac games... bizarre), so I need to make Mac games. My problem is: I don't own a Mac, and I have no way to get one (unless someone donate one to me...), I don't have money even to upgrade my crappy 3 year old PC, or buy a netbook... So, how I develop for Mac without a Mac? I guess that if I installed Mac OS on my machine, it would do, or can I just use Open Darwin instead? Or Mac OS run on virtual machines?

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  • Which programming language is manageable by an 11 year old kid?

    - by tangens
    Possible Duplicates: What is the easiest language to start with? What are some recommended programming resources for pre-teens? My son is 11 years old and he would like to learn a programming language. Of course his primary goal is to develop some (simple) games. Do you know of a programming language that is suitable for this situation? Summary of languages recommended in the answers Snake Wrangling for Kids (answer) Scratch (answer) Small Basic (answer) (answer) Logo NXT-G for Lego Mindstorms (answer) Alice (answer) BlueJ (answer) Squeak Smalltalk (answer) (answer) (answer) Blender Game Engine (answer) PyGame (answer) (answer) (answer) Inform (answer) Phrogram (answer) Dr Scheme (answer) eToys (answer) runrev (answer) Karel Programming (answer) Hackety Hack (answer) Visual Basic (answer) (answer) Learn to Program (answer) QBasic (answer) (answer) Visual Basic Express (answer) Processing (answer) C# (answer) JavaScript (answer) (answer) Ruby (answer) ToonTalk (answer) Flash and ActionScript (answer) StarLogo (answer) Java (answer) Kodu (answer) XNA (answer) (answer) unity3D (answer) BlitzBasic (answer)(answer) Lua (answer)

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  • ScoreNinja causes java.lang.RuntimeException: Can't create handler inside thread that has not called

    - by sirconnorstack
    I'm trying to add ScoreNinja, the global high score system, to my Android game, and it works fine when I load it on my phone, but when I release it into the wild, I got crash reports saying: java.lang.RuntimeException: Can't create handler inside thread that has not called Looper.prepare() Here is part of the call stack: android.os.Handler.<init>(Handler.java:121) android.app.Dialog.<init>(Dialog.java:99) android.app.AlertDialog.<init>(AlertDialog.java:65) android.app.AlertDialog.<init>(AlertDialog.java:61) android.app.AlertDialog$Builder.create(AlertDialog.java:797) android.app.AlertDialog$Builder.show(AlertDialog.java:812) com.scoreninja.adapter.ScoreNinjaAdapter.show(ScoreNinjaAdapter.java:136) com.scoreninja.adapter.ScoreNinjaAdapter.show(ScoreNinjaAdapter.java:99) I thought the main thread had prepare() called automatically, and if not, why would it work fine for me but not anyone else?

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  • robocode engine: how to design (write) the runtime engine -- the robot world

    - by Bob
    IBM has (had) a free learn-Java program called RoboCode, in which custom robots could be written that would then do battle in a 2D space. I would like to write the environment that supports such robots, but don't know what pattern or design to use. Each robot is a thread. Each thread is given a certain (indeterminate) amount of run-time by the JRE. A robot world engine would start by building a list of the players/robots, then enter a loop that allows each player in turn to do whatever it likes: move forward, turn left, fire toward the northwest corner, whatever. Each robot is also informed of events of interest: an enemy or several enemies are within range, it has been hit by a bullet, etc. The combination of handling threads that are also event listeners (are they also producers?) confuses me; it seems that there's more to the game engine. Even some general ideas would help. TIA.

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  • Box2d: Maximum possible linear velocity?

    - by Rosarch
    I think I've configured Box2d to have some sort of maximum velocity for any body, but I'm not sure. I apply an impulse like (100000000, 100000000), and the body moves just as fast as (100, 100) - which is not that fast at all. My game is a top-down 2d. Here is some code that may be relevant: private readonly Vector2 GRAVITY = new Vector2(0, 0); public void initializePhysics(ContactReporter contactReporter) { world = new World(GRAVITY, true); IContactListener contactListener = contactReporter; world.ContactListener = contactListener; } public void Update(GameTime gameTime) { // ... worldState.PhysicsWorld.Step((float)gameTime.ElapsedGameTime.TotalSeconds, 10, 10); //... }

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  • Is there a 2d sprite library for webgl?

    - by Devon
    I am looking to build a 2d game using WebGL. I want the hardware acceleration that WebGL provides and I cannot get this from the 2D canvas context in the canvas tag. With that said, is there a tutorial on creating 2D sprites using webGL? Or, better yet, is there a 2D sprite library for WebGL? Ideally, I'm looking for something like cocos2d ported to WebGL. Not surprisingly, all of the demos, tutorials and libraries I have found for WebGL focus on 3D manipulation. Are there any WebGL libraries that support 2D sprites?

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  • Logic / Probability Question: Picking from a bag

    - by Rosarch
    I'm coding a board game where there is a bag of possible pieces. Each turn, players remove randomly selected pieces from the bag according to certain rules. For my implementation, it may be easier to divide up the bag initially into pools for one or more players. These pools would be randomly selected, but now different players would be picking from different bags. Is this any different? If one player's bag ran out, more would be randomly shuffled into it from the general stockpile.

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