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  • Where can I find free simple 3D models? [duplicate]

    - by fibo-Nacci
    This question is an exact duplicate of: What are good sites that provide free media resources for hobby game development? [closed] I'm learning OpenGL. Unfortunately can't create 3D models, but I would like to write some really simple games, to improve my programming skills. I need some really basic .obj file, which has one bmp, or jpeg texture. Where can I download some for free? Thanks in advance,

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  • Rendering projectiles with DirectX and C++

    - by Chris
    I'm working on a simple game that has the user control a space ship that shoots small circular projectiles. However, I'm not sure how to render these. Right now I know how to make a LPDIREC3DSURFACE for a sprite and render it onto a LPDIRECT3DDEVICE9, but that's only for a single sprite. I assume I don't need to constantly create new surfaces and devices. How should projectile generation/rendering be handled? Thanks in advance.

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  • Confusing box2d forces

    - by Diken
    Hello Friends. This is my demo game screen-shoot. Here i am using three buttons. Right-bottom button is used for jump and left-bottom buttons used for move left and right. I have some questions 1) should i use linearImpuls for jump body?? 2) For move right and left which types of force i applied??? PLease tell me i am confusing to use linearImpuls, applyforce and linearVelocity. Thanks in advance

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  • Existent js libs for tileset / map loading and rendering?

    - by ylluminate
    I'm building an rts style overhead tileset game with JavaScript (particularly using Ember.js framework as a base). The map is so large that I'd very much like to be able to load and render the board and layered items in a Google Maps'esque. I'm curious as to whether there are existing libs that would be helpful and already well thought out in these regards vs trying to reinvent the wheel. Are there any such libraries or code examples that would be useful in this area of board / map management?

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  • How to pause and unpause the Particular action of a sprite?

    - by user1609578
    My game has a sprite representing a character. When the character picks up an item, the sprite should stop moving for a period of time. I use CCbezier to make the sprite move, like this: sprite->runaction(x) Now I want the sprite to stop its current action (moving) and later resume it. I can make the sprite stop by using: sprite->stopaction(x) but if I do that, I can't resume the movement. How can I do that?

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  • How can I plot a radius of all reachable points with pathfinding for a Mob (XNA)?

    - by PugWrath
    I am designing a tactical turn based game. The maps are 2d, but do have varying level-layers and blocking objects/terrain. I'm looking for an algorithm for pathfinding which will allow me to show an opaque shape representing all of the possible max-distance pixels that a mob can move to, knowing the mob's max pixel distance. Any thoughts on this, or do I just need to write a good pathfinding algorithm and use it to find the cutoff points for any direction in which an obstacle exists?

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  • Modular spaceship control

    - by SSS
    I am developing a physics based game with spaceships. A spaceship is constructed from circles connected by joints. Some of the circles have engines attached. Engines can rotate around the center of circle and create thrust. I want to be able to move the ship in a direction or rotate around a point by setting the rotation and thrust for each of the ship's engines. How can I find the rotation and thrust needed for each engine to achieve this?

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  • Are there specific benefits to using XNA for 2D development if you don't plan on releasing on xbox/windows phone?

    - by ssb
    I've been using XNA for a while to tinker with 2D game development, but I can't help but feel constrained by the content pipeline when targeting PC only. Things like no vector fonts or direct use of graphics files make it a pain while other frameworks do these things with no problem. I like XNA because it's robust and has a lot of support, but what are the specific benefits that I'd get developing exclusively for PC, if there are any at all?

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  • How can a pygame image be colored?

    - by Juicy
    I'm writing a 2d particle system for a game in Pygame[1]. For the particles, I have an image surface loaded from a file -- basically a white primitive drawn over a transparent background. I'd like the particle engine to emit variously colored particles, but I'm not sure how to tell Pygame to color the surface. I've looked through what passes for documentation, but I'm having trouble finding anything. [1] Yeah, I don't really like Pygame, but my course insists I write this project in Python.

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  • How to pause and unpause the animation of a sprite?

    - by user1609578
    My game has a sprite representing a character. When the character picks up an item, the sprite should stop moving for a period of time. I use CCbezier to make the sprite move, like this: sprite->runaction(x) Now I want the sprite to stop its current action (moving) and later resume it. I can make the sprite stop by using: sprite->stopaction(x) but if I do that, I can't resume the movement. How can I do that?

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  • XNA - Detect click on triangle/circle form of a texture

    - by chr1s89
    How can i detect clicks on a texture (will be a button in my game) that has a form of a triangle or circle. I know only the rectangle solution where u can use the positions + the width/height but this dont work for that because clicks will be detected at the transparent pixels. I heard of pixel-perfect collision is it the right way for this? It would be great if someone can give me a example for such a solution or other.

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  • Saving files with libgdx

    - by Rudy_TM
    Writing my game in libgdx, i arrived at the point when i need to save the player stats and the info of the levels, but in libgdx its not allowed to write the file inside folder of the application, only external (in the sd) is allowed, well, the point is that i want that my new file cat be seen by anyone, or if they see it how can i pass it to a binary file, so no one can see it. I just want to hide the file :P

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  • XNA - How do I change the texture of a 2D object?

    - by Adorjan
    I am on to make a table game, I successfully figured out how to make the arraw and to move the cursor on it (by tiles). Now I wanna find out how to make that if I hit the Enter key the tile's texture change to another. I tryed like this: if (input.KeyPressed(Keys.Enter)) { cell[X,Y].Cell_texture = tile_texture; } but it doesn't really work. Hope you can help. :) Thanks!

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  • How do I split a texture into differently shaped pieces with libgdx?

    - by VictorB
    I want to split a texture into variously shaped pieces with libgdx, like the pieces of a puzzle game. TextureRegion.split() is not an option, as it splits into equally sized rectangular texture regions. The "Similar Questions" section here is helpful (particularly this question How do I break an image into 6 or 8 pieces of different shapes?), but I'm not sure yet if it's possible to implement the solution with libgdx. Any pointers?

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  • setting the position in different resolution

    - by Moaz
    I have a normal game window which is 640*480, and everything is fine, but when I try to maximize the window, the objects translate to different positions on the screen, for example If I have a circle which is drawn at the center in the normal window, when I try to maximize it, it shifts away from the center of the screen. How do I adjust it so it draws at the center in both normal window and maximized window ?

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  • C++ OpenGL trouble trapping cursor in window

    - by ezio160324
    I am using OpenGL and I try to trap my cursor inside my game window (using both SetCursorPos and ClipCursor) But, these conflict with my camera rotation code as my camera is rotated with my mouse. If there is a way to do it, please let me know. If possible, I would be willing to make it so that when the cursor reaches an edge of the screen, it jumps to the opposite edge (though I fear that would also conflict with my camera code).

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  • Transition Player Position

    - by Lycrios
    I'm currently working on a java MMO with a pretty solid start, but I've come across an issue I need a little help with. I'm working on player position's. Meaning there X/Y on the screen, if the PlayerA has a higher FPS(Frames Per Second) then other players, the resulting action will be that PlayerA will move faster than everyone else. I know the reasoning for this, it's because when the game draws I just use: x++; What would a better method be?

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  • How to obtain a camera stream from Unity without rendering it to the player's screen?

    - by aiguy
    I'd like to stream the output of two cameras to a separate process. Right now, it looks like the best way to do that is to grab the rendered camera views from the screen via platform specific screen capture hooks then compress them real time with h.264. Is there a way to grab the input of the cameras within unity and avoid rendering them to the screen? One solution I'm considering involves using Unity's multiplayer capability to run the game on a separate machine and grab it from that screen buffer, unbeknownst to the player.

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  • Aggro with Images

    - by Will
    I have three UIImageViews. enemy1, enemy1AggroBox and mainSprite. What I want to do is when mainSprite and enemy1AggroBox interect, I want enemy1 to start moving towards mainSprite. Basically creating aggro for a game. if(CGRectIntersectsRect(mainSprite.frame, enemy1AggroBox.frame)){ //Code here// } My plan would be to call this method in viewDidLoad. I'm not using any sort of framework like cocos2d or OpenGLES. If you need to see any more code just ask.

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  • How do I generate a random curve for landscape (like Worms)? [closed]

    - by Stas
    Possible Duplicate: How do I generate terrain like that of Scorched Earth? How can I generate Worms-style terrain? I must build random curve line for the 2D Game on the BitMap (like in Worms, from the side). Teacher said that I should do it using Terrain Generation through recourcy (I work in Delphi 7). I understand the main principle, but I don't know how to introduce it as code. All measurements according to the screen resolution.

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  • Getting current time in milliseconds

    - by user90293423
    How to get the current time in milliseconds? I'm working on a hacking simulation game and when ever someone connects to another computer/NPC, a login screen popups with a button on the side called BruteForce. When BruteForce is clicked, what i want the program to do is, calculate how many seconds cracking the password is going to take based on the player's CPU speed but that's the easy part. The hard part is i want to enter a character in the password's box every X milliseconds based on a TimeToCrack divided by PasswordLength formula. But since i don't know how to find how many milliseconds have elapsed since the second has passed, the program waits until the CurrentTime is higher than the TimeBeforeTheLoopStarted + HowLongItTakesToTypeaCharacter which is always going to be a second. How would you handle my problems? I've commented the game breaking part. std::vector<QString> hardware = user.getHardware(); QString CPU = hardware[0]; unsigned short Speed = 0; if(CPU == "OMG SingleCore 1.8GHZ"){ Speed = 2; } const short passwordLength = password.length(); /* It's equal to 16 */ int Time = passwordLength / Speed; double TypeSpeed = Time / passwordLength; time_t t = time(0); struct tm * now = localtime(&t); unsigned short EndTime = (now->tm_sec + Time) % 60; unsigned short CurrentTime = 0; short i = passwordLength - 1; do{ t = time(0); now = localtime(&t); CurrentTime = now->tm_sec; do{ t = time(0); now = localtime(&t); }while(now->tm_sec < CurrentTime + TypeSpeed); /* Highly flawed */ /* Do this while your integer value is under this double value */ QString tempPass = password; tempPass.chop(i); ui->lineEdit_2->setText(tempPass); i--; }while(CurrentTime != EndTime);

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  • Split Body and Sprite

    - by Siddharth
    I want to split the body and sprite into multiple pieces as like following link suggest: http://www.raywenderlich.com/14302/how-to-make-a-game-like-fruit-ninja-with-box2d-and-cocos2d-part-1 I try to convert the cocos2d program into AndEngine and almost done but they use PRKit named external library that type of implementation I didn't find in AndEngine. So my basic requirement you know so please suggest me some suitable answer. My current working platform is AndEngine with Box2D.

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  • Concept: Interpretive Spells [closed]

    - by Deathly
    The goal is to be able to create complex spells, that can manipulate the game's environment in non-preprogrammed ways, and to make the program understand spells. For example: $@ $=Big @=Fire You can probably understand what this one means. The player types, writes, or selects symbols. Of course, a spell can be only a few characters, or more sophisticated spells could potentially be hundreds or thousands of symbols long. How could something like this be accomplished?

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  • j2me Bitmap font

    - by user1494517
    Well i have found a tutorial how to make a bitmap font from an image. (http://devlinslab.blogspot.com/2007/11/using-custom-fonts-or-bitmap-fonts-part.html). So I have used this code in my game and the problem is that the rest of the graphics which should be seen on the screen like rectangles and etc. is invisible. Before the newly added code http://i47.tinypic.com/30wt5ad.jpg After http://i48.tinypic.com/3581k44.jpg

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  • Multiple joysticks event handling

    - by hbaktir
    I want to make a game which is totally same idea with "Who pressed the button answers the question" I got 2 joysticks and both connected to a pc.My application will be Winforms and i will develop it on Visual studio 2012 . I 've used SlimDX,Sharpx so far i ' ve nothing for multiple joysticks.I can get the pressed button with timer . All i want to know is which joystick / gamepad pressed 1 button first.Then my problem will be solved Any idea how can i achive this or somebody did it before

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