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  • Checking for collisions on a 3D heightmap

    - by Piku
    I have a 3D heightmap drawn using OpenGL (which isn't important). It's represented by a 2D array of height data. To draw this I go through the array using each point as a vertex. Three vertices are wound together to form a triangle, two triangles to make a quad. To stop the whole mesh being tiny I scale this by a certain amount called 'gridsize'. This produces a fairly nice and lumpy, angular terrain kind of similar to something you'd see in old Atari/Amiga or DOS '3D' games (think Virus/Zarch on the Atari ST). I'm now trying to work out how to do collision with the terrain, testing to see if the player is about to collide with a piece of scenery sticking upwards or fall into a hole. At the moment I am simply dividing the player's co-ordinates by the gridsize to find which vertex the player is on top of and it works well when the player is exactly over the corner of a triangle piece of terrain. However... How can I make it more accurate for the bits between the vertices? I get confused since they don't exist in my heightmap data, they're a product of the GPU trying to draw a triangle between three points. I can calculate the height of the point closest to the player, but not the space between them. I.e if the player is hovering over the centre of one of these 'quads', rather than over the corner vertex of one, how do I work out the height of the terrain below them? Later on I may want the player to slide down the slopes in the terrain.

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  • Stumbling Through: Visual Studio 2010 (Part IV)

    So finally we get to the fun part the fruits of all of our middle-tier/back end labors of generating classes to interface with an XML data source that the previous posts were about can now be presented quickly and easily to an end user.  I think.  Well see.  Well be using a WPF window to display all of our various MFL information that weve collected in the two XML files, and well provide a means of adding, updating and deleting each of these entities using as little code as possible.  Additionally, I would like to dig into the performance of this solution as well as the flexibility of it if were were to modify the underlying XML schema.  So first things first, lets create a WPF project and include our xml data in a data folder within.  On the main window, well drag out the following controls: A combo box to contain all of the teams A list box to show the players of the selected team, along with add/delete player buttons A text box tied to the selected players name, with a save button to save any changes made to the player name A combo box of all the available positions, tied to the currently selected players position A data grid tied to the statistics of the currently selected player, with add/delete statistic buttons This monstrosity of a form and its associated project will look like this (dont forget to reference the DataFoundation project from the Presentation project): To get to the visual data binding, as we learned in a previous post, you have to first make sure the project containing your bindable classes is compiled.  Do so, and then open the Data Sources pane to add a reference to the Teams and Positions classes in the DataFoundation project: Why only Team and Position?  Well, we will get to Players from Teams, and Statistics from Players so no need to make an interface for them as well see in a second.  As for Positions, well need a way to bind the dropdown to ALL positions they dont appear underneath any of the other classes so we need to reference it directly.  After adding these guys, expand every node in your Data Sources pane and see how the Team node allows you to drill into Players and then Statistics.  This is why there was no need to bring in a reference to those classes for the UI we are designing: Now for the seriously hard work of binding all of our controls to the correct data sources.  Drag the following items from the Data Sources pane to the specified control on the window design canvas: Team.Name > Teams combo box Team.Players.Name > Players list box Team.Players.Name > Player name text box Team.Players.Statistics > Statistics data grid Position.Name > Positions combo box That is it!  Really?  Well, no, not really there is one caveat here in that the Positions combo box is not bound the selected players position.  To do so, we will apply a binding to the position combo boxs SelectedValue to point to the current players PositionId value: That should do the trick now, all we need to worry about is loading the actual data.  Sadly, it appears as if we will need to drop to code in order to invoke our IO methods to load all teams and positions.  At least Visual Studio kindly created the stubs for us to do so, ultimately the code should look like this: Note the weirdness with the InitializeDataFiles call that is my current means of telling an IO where to load the data for each of the entities.  I havent thought of a more intuitive way than that yet, but do note that all data is loaded from Teams.xml besides for positions, which is loaded from Lookups.xml.   I think that may be all we need to do to at least load all of the data, lets run it and see: Yay!  All of our glorious data is being displayed!  Er, wait, whats up with the position dropdown?  Why is it red?  Lets select the RB and see if everything updates: Crap, the position didnt update to reflect the selected player, but everything else did.  Where did we go wrong in binding the position to the selected player?  Thinking about it a bit and comparing it to how traditional data binding works, I realize that we never set the value member (or some similar property) to tell the control to join the Id of the source (positions) to the position Id of the player.  I dont see a similar property to that on the combo box control, but I do see a property named SelectedValuePath that might be it, so I set it to Id and run the app again: Hey, all right!  No red box around the positions combo box.  Unfortunately, selecting the RB does not update the dropdown to point to Runningback.  Hmmm.  Now what could it be?  Maybe the problem is that we are loading teams before we are loading positions, so when it binds position Id, all of the positions arent loaded yet.  I went to the code behind and switched things so position loads first and no dice.  Same result when I run.  Why?  WHY?  Ok, ok, calm down, take a deep breath.  Get something with caffeine or sugar (preferably both) and think rationally. Ok, gigantic chocolate chip cookie and a mountain dew chaser have never let me down in the past, so dont fail me now!  Ah ha!  of course!  I didnt even have to finish the mountain dew and I think Ive got it:  Data Context.  By default, when setting on the selected value binding for the dropdown, the data context was list_team.  I dont even know what the heck list_team is, we want it to be bound to our team players view source resource instead, like this: Running it now and selecting the various players: Done and done.  Everything read and bound, thank you caffeine and sugar!  Oh, and thank you Visual Studio 2010.  Lets wire up some of those buttons now There has got to be a better way to do this, but it works for now.  What the add player button does is add a new player object to the currently selected team.  Unfortunately, I couldnt get the new object to automatically show up in the players list (something about not using an observable collection gotta look into this) so I just save the change immediately and reload the screen.  Terrible, but it works: Lets go after something easier:  The save button.  By default, as we type in new text for the players name, it is showing up in the list box as updated.  Cool!  Why couldnt my add new player logic do that?  Anyway, the save button should be as simple as invoking MFL.IO.Save for the selected player, like this: MFL.IO.Save((MFL.Player)lbTeamPlayers.SelectedItem, true); Surprisingly, that worked on the first try.  Lets see if we get as lucky with the Delete player button: MFL.IO.Delete((MFL.Player)lbTeamPlayers.SelectedItem); Refresh(); Note the use of the Refresh method again I cant seem to figure out why updates to the underlying data source are immediately reflected, but adds and deletes are not.  That is a problem for another day, and again my hunch is that I should be binding to something more complex than IEnumerable (like observable collection). Now that an example of the basic CRUD methods are wired up, I want to quickly investigate the performance of this beast.  Im going to make a special button to add 30 teams, each with 50 players and 10 seasons worth of stats.  If my math is right, that will end up with 15000 rows of data, a pretty hefty amount for an XML file.  The save of all this new data took a little over a minute, but that is acceptable because we wouldnt typically be saving batches of 15k records, and the resulting XML file size is a little over a megabyte.  Not huge, but big enough to see some read performance numbers or so I thought.  It reads this file and renders the first team in under a second.  That is unbelievable, but we are lazy loading and the file really wasnt that big.  I will increase it to 50 teams with 100 players and 20 seasons each - 100,000 rows.  It took a year and a half to save all of that data, and resulted in an 8 megabyte file.  Seriously, if you are loading XML files this large, get a freaking database!  Despite this, it STILL takes under a second to load and render the first team, which is interesting mostly because I thought that it was loading that entire 8 MB XML file behind the scenes.  I have to say that I am quite impressed with the performance of the LINQ to XML approach, particularly since I took no efforts to optimize any of this code and was fairly new to the concept from the start.  There might be some merit to this little project after all Look out SQL Server and Oracle, use XML files instead!  Next up, I am going to completely pull the rug out from under the UI and change a number of entities in our model.  How well will the code be regenerated?  How much effort will be required to tie things back together in the UI?Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • How to implement behavior in a component-based game architecture?

    - by ghostonline
    I am starting to implement player and enemy AI in a game, but I am confused about how to best implement this in a component-based game architecture. Say I have a following player character that can be stationary, running and swinging a sword. A player can transit to the swing sword state from both the stationary and running state, but then the swing must be completed before the player can resume standing or running around. During the swing, the player cannot walk around. As I see it, I have two implementation approaches: Create a single AI-component containing all player logic (either decoupled from the actual component or embedded as a PlayerAIComponent). I can easily how to enforce the state restrictions without creating coupling between individual components making up the player entity. However, the AI-component cannot be broken up. If I have, for example, an enemy that can only stand and walk around or only walks around and occasionally swing a sword, I have to create new AI-components. Break the behavior up in components, each identifying a specific state. I then get a StandComponent, WalkComponent and SwingComponent. To enforce the transition rules, I have to couple each component. SwingComponent must disable StandComponent and WalkComponent for the duration of the swing. When I have an enemy that only stands around, swinging a sword occasionally, I have to make sure SwingComponent only disables WalkComponent if it is present. Although this allows for better mix-and-matching components, it can lead to a maintainability nightmare as each time a dependency is added, the existing components must be updated to play nicely with the new requirements the dependency places on the character. The ideal situation would be that a designer can build new enemies/players by dragging components into a container, without having to touch a single line of engine or script code. Although I am not sure script coding can be avoided, I want to keep it as simple as possible. Summing it all up: Should I lob all AI logic into one component or break up each logic state into separate components to create entity variants more easily?

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  • How to grant standard users access to disk partitions and flash storage?

    - by JK04
    I have a partition that I need standard users (not administrators)to have read/write access to. However, this partition does not even appear to them as it does to me as an administrator. How can I make it so that standard users can read/write to this partition? It would be nice if they could have the ability to mount it if needed. I have the same problem with removable media - if I have a flash card in the computer, the standard users cannot see this storage media.

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  • Bug? Flash of white when changing orientation on iOS Safari [migrated]

    - by Baumr
    What causes the flash of white to the right of a responsive design when changing orientation from portrait to landscape on iOS? Try it on iOS6 Safari: Websites like this don't do it: http://html5boilerplate.com But this one does: http://www.initializr.com Something to do with re-processing (CPU lag) to fit a wider screen? It doesn't happen in Chrome for iOS6... Update: I just removed all img and from my testing site, but it still happens. This seems to happen with a lot of different websites out there. Is it a bug with their code, or a Safari for iOS bug? Others are completely immune to it...

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  • Input prediction and server re-simultaion

    - by Lope
    I have read plenty of articles about multiplayer principles and I have basic client-server system set up. There is however one thing I am not clear on. When player enters input, it is sent to the server and steps back in time to check if what should have happened at the time of that input and it resimulates the world again. So far everything's clear. All articles took shooting as an example, because it is easy to explain and it is pretty straightforward, but I believe movement is more complicated. Imagine following situation: 2 players move towards each other. A------<------B Player A stops halfway towards the collision point, but there is lag spike so the command does not arrive on the server for a second or so. Current state of the world on the server (and on the other clients as well) at the time when input arrives is this: [1]: -------AB------- The command arrives and we go back in time and re-simulate the world, the result is this: [2]: ---AB----------- Player A sees situation [2] which is correct, but the player is suddenly teleported from the position in [1] (center) to the position in [2]. Is this how this is supposed to work? Point of the client prediction is to give lagged player feeling that everything is smooth, not to ruin experience for other players. Alternative is to discard timestamp on the player's input and handle it when it arrives on the server without going back in time. This, however, creates even more severe problems for lagged player (even if he is lagging just a bit)

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  • Managing game objects/components

    - by Xeon06
    Good day everyone, By far the biggest problem that has always dawned on my when programming games is how to structure my code. It just becomes an incredible mess after a while. The reason for that is because I have no idea how different classes should interact with each other. Let's have an example. Say I have a class Player, a class PlayerInput and a class Map. The player class contains information as to the location of the player, whereas the player input class handles changing that location, but by first making sure it's within a walkable area from the map class. How to structure this? My usual approach is to pass those components as parameters in the constructors of the parameters that need them, like so: var map = new Map(); var player = new Player(); var input = new PlayerInput(player, map); The problem with that is that it quickly gets messy, when you add new components you have to go through your constructors and update them, and it doesn't work well if you have mirroring references: var physics = new Physics(input); //Oops, doesn't work var input = new Input(physics); So, how do you guys usually manage this? Thanks.

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  • Apple pourrait écoper d'une plainte d'antitrust, une conséquence de son opposition à Flash ?

    Apple pourrait écoper d'une plainte d'antitrust, une conséquence de son opposition à Flash ? Des informations assez sérieuses circulent et laissent entendre que les autorités américaines s'intéresseraient de près à Apple et envisageraient d'ouvrir une enquête pour abus de position dominante d'ici quelques jours. La Federal Trade Commission et le département de la Justice se disputeraient l'honneur de débuter la procédure. Il est important de ne pas oublier que l'ouverture d'une enquête n'implique pas forcément une condamnation. Comment Apple en est donc arrivé là ? Il y a d'abord eu la modification de sa politique de développement il y a quelques semaines, qui oblige désormais tous les programmeurs pour iPhone/iPad à...

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  • How can I get it the Free Music Archive audio player or is there a better alternative?

    - by Dennis Hodapp
    I'm looking at free streaming audio players for web browsers that I can use in a project. I really like the audio player used on http://freemusicarchive.org/. Are they using an open source audio player and can I get a hold of it? Or is it closed source? Also if there are any open-source audio players that anybody knows about I'd love to know about them (preferable to have one with no flash). Last thing...is HTML5 going to be able to replace audio streaming players?

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  • flash player embedded in asp page which is opened in webbrowser control in .NET access through windo

    - by Prit
    I am develoing a windows application in C#.NET. In one of my winform I have added a WebBrowser control. In this webbrowser control I have opened an asp page from my local website. Now in this webpage there is one flash object which is used to play swf files. Now my question is can I access this control from my winform? If so then how? can u create a handler for that flash object?

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  • While in CMD shell, copying files from host OS to guest VM locks files (VMware Player/Workstation)

    - by Malcolm
    We're running the latest versions of VMWare Player and Workstation for Windows. The following behavior is identical across both products. Problem: We open a CMD prompt in our guest OS (XP, Vista, Windows 7) and copy files from our host OS using the standard CMD shell copy command: copy z:\C$\testfiles The copy completes successfully, but from that point forward, all the files that were copied to our guest OS are now LOCKED on our host OS. This does not happen if we use Windows Explorer to copy files - it only happens when files are copied via the CMD shell. As mentioned at the start of this question, this behavior is reproducible in both VMWare Player and VMWare Workstation across multiple machines and multiple guest OS's. I've googled for a workaround, but without success. Any ideas appreciated. Malcolm

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  • iOS Development: Does the GameKit SDK allow you to retrieve achievements by players other than the local player?

    - by BeachRunnerJoe
    Hello. I'm building a game that uses Game Center to connect players and manage leaderboards and achievements. I see that you can retrieve leaderboard details for any player, but can you do the same with achievements? When the user finishes a match with an opponent, I'd like to give the user the option to view the opponents profile, including leaderboard scores and completed achievements. I haven't found anything in the docs that shows me how to retrieve achievement details for players other than the local player, am I missing it or is this currently not supported? Thanks so much for your help!

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  • Where is the Mac Divx Web Player 7 cache folder?

    - by user30710
    Until recently, I was using Divx web player 1.4.2 because it seemed to be the least buggy. It was saving files in users/xxxxxx/movies/divx movies/temporary added files and was deleting them when the cache limit was reached. Now with 7, it's saving them alright cause I can watch my HD space go down, but I can't find them. And it's not respecting the cache limit size (mine is 4GB). The only way to clear up this space is a restart of the Mac. I'm running 10.6.8and Chrome. I've looked everywhere for the folder manually. Where is it?

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  • Is there a way to browse a media server (MediaTomb) with a media player (VLC)?

    - by twig
    I currently have an EEE PC set up with LinuxMint as my media server using MediaTomb. I use VLC as my media player on another Windows computer to watch videos off the media server. It works fine, but the current process is: Open up browser and navigate to folder Find the file I want to play and copy URL Paste URL into VLC and watch. This is fine for me on the PC, but it is a little troublesome for my parents to grasp (or for me to use on the phone). Ideally I'd like to: Open up VLC Browse to the file (using VLC) Click/select to play If there is any solution which is similar to this, please let me know. I'm willing to change the software on both server and client to accommodate (although it somewhat depends on which formats are supported on the server) Side note: I've tried searching online for this but I find a lot of jargon such as "media server/centre", media streaming, DLNA, UPNP and feel that some people are either using them interchangeably or incorrectly.

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  • Problems connecting Centos on VMware player to the network using bridged connection.

    - by Sakin
    Hi, I installed CentOs on VMware Player 3.0.1 running on windows XP. When trying to configure it to connect to the internet in a bridged configuration, I get an error message when trying to bring up the network interface: [root@VMLinux ~]# /et/init.d/network start Bringing up loopback interface: [ OK ] Bringing up interface eth0: Determining IP information for eth0... failed [FAILED] VM is running on a machine that has access to the network, I tried it on two different networks that have DHCP enabled. Everything works fine when using a NAT connection through my host. How can I make the bridge work for me? Thanks.

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  • Mac .flac player that organizes folder structure? Can Songbird write to a ntfs drive?

    - by CT
    I have a bunch of music in .flac format on my pc. I would like to put that music on an external drive which I can access from both my Mac and PC at work. I have the drive formatted in NTFS using MacFUSE and NTFS-3G drivers. Through Finder I write to the drive fine. If I go to Show Info I see that I have custom access. I am trying to use Songbird to play said .flac files. I have Folder Management turned on. When I try to import to Library it errors out and says make sure drive exists and is writable. This seems like a permissions issue but I do not see how I could change them. If anyone knows of a good .flac player for the mac that also organizes folder structures like iTunes please let me know. This and the ability to write to a NTFS drive is what I am looking for.

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  • how to stream audio and video files, but use any media player on Windows (without using Windows file

    - by RamyenHead
    I want to access and play media files on machine S (Windows XP) from machine C (Windows XP). Using Windows File Sharing ("share this folder" stuff), if it works, I would share the folder containing media files on machine S, and I would be able to play media files, sitting in front of C, using any media player I want. Windows somehow ensures that the remote files behave like local files. But Windows file sharing won't work for me, is there any alternative? If two machines were both Linux, I would install an SSH server on S and use Nautilus from C to access and play media files. The reason why I can't use Windows file sharing is, my campus use two different subnets, I have S and C on different subnets and it seems that the firewall governing the whole network in campus doesn't allow file sharing between different subnets. I tried changing Windows Firewall settings on S to allow C in, it still wouldn't work, so it must be the other firewall.

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  • How do I record sound from my CD/DVD player without other system sounds in the mix?

    - by Software Monkey
    Using GoldWave I can record via the "Stereo Mix" channel, but I get no sound on the "CD" channel. Of course, using the stereo mix also mixes in all system sounds, including beeps, etc. I have the analog out on the DVD player connected to the CD-IN connector on the MoBo. I can hear CDs and DVDs playing just fine through my speakers - is this because the CD is also IDE data connection in to deliver the sound to the sound card, then? I specifically want to record a DVD; I can easily rip a CD using GoldWave's built-in ripper. Is there anything I have forgotten or have to enable? Or is it likely I have a damaged cable? My system is an MSI mobo and is running Windows XP SP3.

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  • How can I connect a blu-ray player to a VGA screen?

    - by zaplwo
    Basically, I have a blu-ray player that I wanted to be connected to a projector and a monitor screen at the same time, so I got a component splitter and a component to VGA cable. The splitter works fine but the component to VGA adapter doesn't show anything on the monitor screen; is like if nothing is connected to it. I already change monitors but 3 monitors do the same. Anyone have any idea why this is happening or how can I connect the monitor and the projector to the blu-ray?

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  • 2D Game Help In XNA

    - by user22715
    I'm making a game in XNA called The Adventure Of The Very Hairy Princess Fairy. The game is a "Sidescroller/Platformer" like mario but there is a problem. How do I attack a wepon the the player texture and add animations so it looks like the player is holding the gun and It's not a floating image in front of the player? The player can kill with things like chainsaws playing as a very hairy princess fairy.

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  • Spritebatch node animation appears to be broken in cocos2d-x 2.0.3

    - by George Host
    Hi I have spent aprox 2 days trying to get this to work doing a google searches left and right and I did get it working except for sprite batch nodes. So in my class I am able to load kuwalio_stand.png and I tested kuwalio_walk1.png and 2 and 3 from the FrameCache(). They work for sure 100%. I run this code and it does not animate does anyone else have the same issue with sprite batch nodes? cocos2d::CCSprite * player = Player::create(); player->setPosition(cocos2d::CCPointMake(0.0f,0.0f)); player->setDisplayFrame(cocos2d::CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("kuwalio_stand.png")); player->setTag(PlayerTag); cocos2d::CCAnimation * walk = cocos2d::CCAnimation::create(); cocos2d::CCSpriteFrame * walk1 = cocos2d::CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("kuwalio_walk1.png"); cocos2d::CCSpriteFrame * walk2 = cocos2d::CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("kuwalio_walk2.png"); cocos2d::CCSpriteFrame * walk3 = cocos2d::CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("kuwalio_walk3.png"); walk->addSpriteFrame(walk1); walk->addSpriteFrame(walk2); walk->addSpriteFrame(walk3); cocos2d::CCAnimate * actionWalk = cocos2d::CCAnimate::create(walk); cocos2d::CCRepeatForever * actionRepeat = cocos2d::CCRepeatForever::create(actionWalk); walk->setDelayPerUnit(0.1f); actionWalk->setDuration(10.1f); player->runAction(actionRepeat); // Change camera to a soft follow camera. this->runAction(cocos2d::CCFollow::create(player)); mSceneSpriteBatchNode->addChild(player); // Have the CCNode object run its virtual update function as fast as possible. // Every frame for this layer. this-scheduleUpdate(); Counter example without the sprite batch node... cocos2d::CCSprite * sprite = cocos2d::CCSprite::create("kuwalio_walk1.png"); this->addChild(sprite,0); sprite->setPosition(cocos2d::CCPointMake(60,60)); sprite->retain(); cocos2d::CCAnimation * actionAnimation = cocos2d::CCAnimation::create(); actionAnimation->setDelayPerUnit(0.01f); actionAnimation->retain(); actionAnimation->addSpriteFrameWithFileName("kuwalio_walk1.png"); actionAnimation->addSpriteFrameWithFileName("kuwalio_walk2.png"); actionAnimation->addSpriteFrameWithFileName("kuwalio_walk3.png"); cocos2d::CCAnimate * a = cocos2d::CCAnimate::create(actionAnimation); a->setDuration(0.10f); cocos2d::CCRepeatForever * actionRepeat = cocos2d::CCRepeatForever::create(a); sprite->runAction(actionRepeat);

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  • How does Minecraft compute lighting for it's non-block objects?

    - by Darestium
    I was wondering how the creator of Minecraft went about lighting the objects (player and pickaxe) based on the lighting level around the player. I have implemented the ability to light the blocks around the player but I can't really think of anyway to implement with objects. Also, when I the player moves and the lighting values change will I have to rebuild it's vertexbuffers? Or is there some other way? Any ideas?

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  • Multiple Audio listeners in Scene

    - by Kevin Jensen Petersen
    THIS IS UNITY Im trying to make a FPS game over networking, it works fine. But now, when im trying to implement sound, it won't work. My guess would be, to add a Audio listener to the prefab, that gets instansiated whenever a player connects to the server, however the problem about this is that each player's audiolistener have been switched out which the other player(s), so the AudioSource won't play at the player, but at someone else in the game. Any suggestions ?

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