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  • Resources for 2D rendering using OpenGL?

    - by nightcracker
    I noticed that there is quite some difference between 3D and 2D rendering using OpenGL, the techniques are different - pixel-perfect placing is a lot more desirable, among other things. Are there any good (complete) references on using OpenGL for rendering 2D graphics? There are quite a few "tutorials" around on the net that help you open a window, set up a half-decent environment and draw a sprite, but no real good information on rotation, blending, lightning, drawing order, using the z-buffer, particles, "complex" primitives (circles, stars, cross symbols), ensuring pixel-perfect rendering, instancing and many other staple 2D effects/techniques. Any books, great blogs, anything? Any particular awesome libraries to read?

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  • Graphical quality of open source vs. commercial games

    - by Toktik
    I'm new in Game development. I have researched many open source games. But I have not met any open source game which has high quality graphics, comparable to these found in commercial games. What is the reason for this? Are open source game engines not advanced enough to support such graphics or is there just a lack of assets, textures and models? I know that this question is very general, I would like to hear some points of view.

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  • OSU Marching Band Delivers Impressive Half-Time Tribute to Video Games

    - by Jason Fitzpatrick
    This Saturday, during the Ohio State-Nebraska game halftime, the Ohio State University marching band paid tribute to decades of popular video games in an impressively choreographed 10 minute show. The video starts off a little shaky, but once the crowd settles down to watch the show things get significantly smoother. How many of the games do you recognize? [via Reddit] 7 Ways To Free Up Hard Disk Space On Windows HTG Explains: How System Restore Works in Windows HTG Explains: How Antivirus Software Works

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  • Games for software development teams? [closed]

    - by g.foley
    We have been running weekly meetings for the team in the interest of learning. I'd like to mix these up from sit and listen type exercises to something more engaging. So I'm looking for a fun games to play with a team of 10 developers. They are of ranging experience, and the games must provide some kind of insight to some fundamental concept of programming the developers tend to forget. All ideas welcome!

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  • Can I still use unity 2d [duplicate]

    - by dragonloverlord
    This question already has an answer here: Is it possible to change Unity 3D to 2D and will I gain any performance boost after that? 3 answers I can not run unity 3d on my Chromebook but unity 2d in Ubuntu 12.04 works fine so is it possible to run unity low graphics mode on Ubuntu 14.04 as an alternative? If I can run low graphics mode as an alternative then how would I go about that? If I can not then what would be a good unity like alternative for Ubuntu 14.04?

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  • spinning a 2d Cube

    - by Rahul Verma
    I know that a cube is actually a 3d shape , but i have some other problem over here. I have been doing 2D Game dev using libgdx but have never touched 3D rendering. Now what I want in my 2D game is that instead of coins I make my player collect magical cubes. But those cubes need to be spinning on one Diagonal, same can be seen in popular game Vector. Here is a screenshot. Can someone explaing the mathematics of such an animation

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  • Calculating the 2D edge normals of a triangle

    - by Kazade
    What's a reliable way to calculate a 2D normal vector for each edge of a triangle, so that each normal is pointing outwards from the triangle? To clarify, given any triangle - for each edge (e.g p2-p1), I need to calculate a 2D normal vector pointing away from the triangle at right angles to the edge (for simplicity we can assume that the points are being specified in an anti-clockwise direction). I've coded a couple of hacky attempts, but I'm sure I'm overlooking some simple method and Google isn't being that helpful today - that and I haven't had my daily caffeine yet!

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  • 2D camera perspective projection from 3D coordinates -- HOW?

    - by Jack
    I am developing a camera for a 2D game with a top-down view that has depth. It's almost a 3D camera. Basically, every object has a Z even though it is in 2D, and similarly to parallax layers their position, scale and rotation speed vary based on their Z. I guess this would be a perspective projection. But I am having trouble converting the objects' 3D coordinates into the 2D space of the screen so that everything has correct perspective and scale. I never learned matrices though I did dig the topic a bit today. I tried without using matrices thanks to this article but every attempt gave awkward results. I'm using ActionScript 3 and Flash 11+ (Starling), where the screen coordinates work like this: Left-handed coordinates system illustration I can explain further what I did if you want to help me sort out what's wrong, or you can directly tell me how you would do it properly. In case you prefer the former, read on. These are images showing the formulas I used: upload.wikimedia.org/math/1/c/8/1c89722619b756d05adb4ea38ee6f62b.png upload.wikimedia.org/math/d/4/0/d4069770c68cb8f1aa4b5cfc57e81bc3.png (Sorry new users can't post images, but both are from the wikipedia article linked above, section "Perspective projection". That's where you'll find what all variables mean, too) The long formula is greatly simplified because I believe a normal top-down 2D camera has no X/Y/Z rotation values (correct ?). Then it becomes d = a - c. Still, I can't get it to work. Maybe you could explain what numbers I should put in a(xyz), c(xyz), theta(xyz), and particularly, e(xyz) ? I don't quite get how e is different than c in my case. c.z is also an issue to me. If the Z of the camera's target object is 0, should the camera's Z be something like -600 ? ( = focal length of 600) Whatever I do, it's wrong. I only got it to work when I used arbitrary calculations that "looked" right, like most cameras with parallax layers seem to do, but that's fake! ;) If I want objects to travel between Z layers I might as well do it right. :) Thanks a lot for your help!

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  • Transform 3d viewport vector to 2d vector

    - by learning_sam
    I am playing around with 3d transformations and came along an issue. I have a 3d vector already within the viewport and need to transform it to a 2d vector. (let's say my screen is 10x10) Does that just straight works like regualar transformation or is something different here? i.e.: I have the vector a = (2, 1, 0) within the viewport and want the 2d vector. Does that works like this and if yes how do I handle the "0" within the 3rd component?

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  • Making an AI walk on a NavigationMesh (2D/Top-Down game)

    - by Lennard Fonteijn
    For some time I have been working on a framework which should make it possible to generate 2D levels based on a set of rules specified by level designers. You can read more about it here as I won't go into details: http://www.jorisdormans.nl/article.php?ref=engineering_emergence Anyway, I'm now at the point of putting the framework to use and have trouble coming up with a solution for AI. I decided to implement a NavigationMesh in the generated levels as I already have that information to start with. Consider the following image (borrowed from http://www.david-gouveia.com/pathfinding-on-a-2d-polygonal-map/): When I run A* on the NavigationMesh, the red path would be suggested when I want to go from point A to B (either direction). However, I don't want my AI to walk that path directly and clipping corners, I'd rather want them to follow the more logical black path. How would I go about going from the Red path to the Black path, are there any algorithms for this. Which steps do I take? Is A* the proper solution for this at all? For some additional information: The proof-of-concept game is a 2D top-down game written in C#, but examples/references in any language are welcome!

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  • 2D animations frames vs 3D animation for small indie project: timing considerations

    - by mm24
    pretty lame question but was wondering.. I am developing a 2D game using Cocos2D for iOS. The art work till now is all 2D (is a shooter game) but some of the characters would benefit of complex animations (eg. 20 frames). I feel a bit stupid because I came across only now that there is the chance to do 3D to 2D frames exporting and then to use them in Cocos2D. The thing that put me off on 3D gaming at first was that it takes more than one person in a team to do so properly (Illustrator, 3D modeller, 3D animator and programmer). Now I feel a bit stupid because having a 3D model I could do and modify the poses whenever I wanted (I should ask to the 3D animator which I guess would be time expensive). Instead now is me and two illustrators (as I require many frames per character). Is my impression that it would have been much longer right or not? Are there any other project management considerations that can be done on this? Sorry if for some this might be trivial but is my first "indie game developer experience".

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  • Split a 2D scene in layers or have a z coordinate

    - by Bane
    I am in the process of writing a 2D game engine, and a dilemma emerged. Let me explain the situation... I have a Scene class, to which various objects can be added (Drawable, ParticleEmitter, Light2D, etc), and as this is a 2D scene, things will obviously be drawn over each other. My first thought was that I could have basic add and remove methods, but I soon realized that then there would be no way for the programmer to control the order in which things were drawn. So I can up with two options, each with its pros and cons. A) Would be to split the scene in layers. By that I mean instead of having the scene be a container of objects, have it be a container of layers, which are in turn the containers of objects. B) Would require to have some kind of z-coordinate, and then have the scene sorted so objects with lower z get drawn first. Option A is pretty solid, but the problem is with the lights. In what layer do I add it? Does it work cross-layer? On all bottom layers? And I still need the Z coordinate to calculate the shadow! Option B would require me to change all my code from having Vector2D positions, to some kind of class that inherits from Vector2D and adds a z coordinate to it (I don't want it to be a Vector3D because I still need all the same methods the 2D kind has, just with .z clamped on). Am I missing something? Is there an alternative to these methods? I'm working in Javascript, if that makes a difference.

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  • Play PlayStation Games on a Rooted Nook Simple Touch

    - by Jason Fitzpatrick
    Just when you feel like you’ve seen it all, some guy comes along and shows you how he can play original PlayStation games on his ebook reader. Check out the video to see the surprisingly full-speed–albeit black and white–graphics in action. The secret sauce in Sean’s cool setup? He’s rooted the device and installed Free PlayStation Emulator (FPSE) on it–along with the NoRefresh hack–to enjoy touch-screen controls and PS emulation. The whole thing is shockingly smooth; once you get past the choppy intro videos, the games run at full speed. [via Hack A Day] 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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  • The First Annual Crappy Code Games

    - by Testas
    SQLBits announced some super-exciting news! A tie-up with our platinum sponsor, Fusion-io. Together we'll be running a series of events called "The Crappy Code Games" where SQL Server developers will compete to write the worst-performing code and win some very cool prizes including:   •        Gold: A hands-on, high performance flying day for two at Ultimate High plus Fusion-io flight jackets•        Silver: One day racing experience at Palmer Sports where you will drive seven different high performance cars•        Bronze: Pure Tech Racing 10 person package at PTR’s F1 racing facility includes FI tees, food and drinks. …plus iPods, Windows Mobile phones, X-box 360s, t-shirts and much more. There will be two qualifying events in Manchester on March 17th and London on March 31st, and the third qualifier as well as the grand finale will be held in the evening of Thursday April 7th at SQLBits. And if that isn’t cool enough, Fusion-io's Chief Scientist Steve Wozniak (yes, that Steve Wozniak, tech industry legend and co-founder of Apple) will be on hand in Brighton to hand out the prizes! If you'd like to take part you'll need to register, and since places are limited we recommend you do so right away. For more details and to register, go to http://www.crappycodegames.com/ The Games: In conjunction with SQL Bits, dbA-thletes (that’s you) will compete  head-to-head in one of three separate qualifying events to be held in Manchester, London and Brighton.  Four separate SQL  rounds make up the evening’s Games, and will challenge you to write code that pushes the boundaries of SQL performance.  The four events are: ?  The High Jump: Generate the highest I/O per second ?  The 100 m dash: Cumulative highest number of I/O’s in 60 seconds ?  The SSIS-athon: Load one billion row fact table in the shortest time ?  The Marathon: Generate the highest MB per second in 60 seconds

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  • Bumblebee - Poor performance with games

    - by user106880
    I have an Alienware M14x (GeForce 650m with Optimus) and got Bumblebee working correctly (trying to get ready for steam for linux :)). Also I'm running Ubuntu 12.10 with Unity. I get great framerates with glxgears and sauerbraten (a game on the repositories), but when I run games like Bastion and Splice, I get pretty terrible framerate, in fact worse than my integrated intel gpu. I have nvidia-current installed under ubuntu-x-swat/x-updates so it's driver version 310.xx. Also I forgot to add that I haven't been able to test other drivers because they seem to break glx (x can't load the glx module). I've been troubleshooting this for days now, and I'm very nearly out of ideas. Any hints on why only some games are running so poorly with bumblebee?

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  • Fullscreen windowed mode in id games

    - by Oli
    I run a TwinView, dual monitor system. I like to play games fullscreen on one of the monitors, not spanning both. With wine, this works by just setting it to desktop mode and setting the resolution to that of one screen. For OpenTTD, I used Compiz's Window Rules plugin. But I have a few native games that this doesn't work for. Today's experiment involved Prey (Doom 3 engine) but I've had similar issues with other ID engines. So in short: has anybody found a way of having Prey/OpenAreana/Doom3/etc run in windowed mode but with fullscreen decorations (that is to say, no borders and above the panel)?

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  • Games installed from repos won't start

    - by Shauna
    I'm running Natty (upgraded from Maverick) with Gnome 3 (from the Gnome 3 PPA, Unity removed), and have recently found that some of my games from the repos no longer work. When I go to start them, I get the message Failed to launch [app name]. Failed to execute child process [app name] (no such file or directory). I've so far found this on Gweled and PyScrabble. Other games (Mines, Sudoku, Mahjongg), as well as other applications have opened just fine. Gweled used to open fine until recently. Any ideas on how to fix this?

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  • How relevant is PHP today for browser games?

    - by Bitgarden
    I was the lead developer of 2 moderately successful browser games quite a few years back, and plan on working on a new game soon. At the time, I wrote them in pure PHP (no template engine or anything of the sort). I'd like to start working on a new game, but have been out of the web development world for a while. Reading around, I hear a lot of good about Rails, Django, Node.js, etc., with which I have no experience (although I know my way around Python, Javascript, and the others quite well). So my question is the following- if I were to go in my old ways and go with PHP again, would I be making things hard for myself? Would picking something more "trendy" have a real impact on my development? In addition, does anyone have any pointers relating to specifically developing browser games with these more modern tools?

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  • Cartoon Games and Arcade Games SEO Part 2

    Now students, today we will be talking about SEO. But not just some regular, plain, old SEO. I'm talking arcades here, and that means we gotta put a little spin on it and change things up just a bit. Isn't that exciting! Learning new techniques are great, so let's start.

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  • Cartoon Games and Arcade Games SEO Part 2

    Now students, today we will be talking about SEO. But not just some regular, plain, old SEO. I'm talking arcades here, and that means we gotta put a little spin on it and change things up just a bit. Isn't that exciting! Learning new techniques are great, so let's start.

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  • XNA - Drawing 2D Primitives (Boxes) and Understanding Matrices in Computer Graphics

    - by MintyAnt
    I have two issues which I wish to solve by creating 2D primitives in XNA. In my game, I wish to have a "debug mode" which will draw a red box around all hitboxes in the game (Red outline, transparent inside). This would allow us to see where the hitboxes are being drawn AND still have the sprite graphics being drawn. I wish to further understand how matrices work within computer graphics. I have a basic theoretical grasp of how they work, but I really just want to apply some of my knowledge or find a good tutorial on it. To do this, I wish to draw my own 2D primitives (With Vertex3's) and apply different transormation matrices to them. I was trying to find a tutorial on drawing primitives using Direct3D, but most tutorials are only for c++, and just tell me to use XNA's Spritebatch. I wish to have more control over my program than just with Spritebatch. Any Help on using Direct3D or any other suggestions would greatly be appreciated. Thank you.

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  • Why don't more games use vector art?

    - by Parris
    It would seem to me that vector art is more efficient in terms of resources/scalability; however, in most cases I have seen artists using bitmap/rasterized art. Is this a limitation put on the artists by the game programmers/designers? As a programmer I think vector art would be more ideal, since it allows for scaling up resolution without having to recreate the art, creating really large graphics or causing graphics to become blurry. The questions: why aren't more people using SVG/AI to create 2D game art? Would it actually be preferred (and who prefers it)? Are bitmap graphics a standard or a limitation (or maybe neither)? Background: I am working on an engine, and I had some kinda cool ideas for vector based graphics; however, I don't want to piss off artists in the future. I guess this is more a question centered around pragmatism and developing games.

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  • How to render 2D particles as fluid?

    - by luke
    Suppose you have a nice way to move your 2D particles in order to simulate a fluid (like water). Any ideas on how to render it? This is for a 2D game, where the perspective is from the side, like this. The water will be contained in boxes that can be broken in order to let it fall down and interact with other objects. The simplest way that comes to my mind is to use a small image for each particle. I am interested in hearing more ways of rendering water.

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  • Powder games: how do they work?

    - by Marc Müller
    Hey guys, I recently found these two gems: http://powdertoy.co.uk/ http://dan-ball.jp/en/javagame/dust/ My question is: How are the physics with so many elements efficiently handled? Am I just severely underestimating modern computing power or is it possible to 'just' have a two-dimensional array, each cell of which describes what is placed at the according position and simulate each cell in every step. Or are there more complex things being done like summarising large areas of the same kind into a single data set and separating said set as needed? Are there any open-source games like this I could look at?

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