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  • Edge flicker when moving Camera (2D)

    - by Matthias Reisner
    I have a Orthographic camera. I have a fixed landscape texture and a texture for a moveable object. If the object moves to the right the camera will also move with the object. When I also draw an score text that should have fixed position on the screen, that score text position will be update too if the camera's position gets updated so that it looks like that it is fixed on the screen. But if I do that, I have some edge flickering at the text object. I'am using SpriteBatch! Is there another approach to implement a fixed positioned object on the screen?

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  • To canvas, or not to canvas, when building browser-based games?

    - by Letharion
    Background: I have extensive development background, but the last time I coded a game was many years ago. My Javascript skills are quite limited, and I intend to improve them by building a simple game — Tetris, Pac-man, or something of that complexity level. Question: It seems to me that a fundamental choice I need to make is whether I should render on a <canvas> element or not. With a canvas, I have basic tools for rendering points, lines, and more complex things on top of that. Presumably there are, or will be, also various frameworks to help with this. Without a canvas, I could keep my objects in the DOM-tree, like a regular webpage, only quite complex, with many overlapping elements. Is one approach better than the other? Are they mutually exclusive? How do I know which to pick?

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  • How to divide hex grid evenly among n players?

    - by manabreak
    I'm making a simple hex-based game, and I want the map to be divided evenly among the players. The map is created randomly, and I want the players to have about equal amount of cells, with relatively small areas. For example, if there's four players and 80 cells in the map, each of the players would have about 20 cells (it doesn't have to be spot-on accurate). Also, each player should have no more than four adjacent cells. That is to say, when the map is generated, the biggest "chunks" cannot be more than four cells each. I know this is not always possible for two or three players (as this resembles the "coloring the map" problem), and I'm OK with doing other solutions for those (like creating maps that solve the problem instead). But, for four to eight players, how could I approach this problem? As always, any and all help is appreciated. :)

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  • What is a right datatype in C++ for OpenGL scene representation with use of GLSL

    - by Rarach
    I am programming in C++ OpenGl with GLSL. Until now I have been using a data structure that is composed of std::vector filled with structures of vertexes and with their parameters (position , normal, color ...) as a global variable for all the code. My question is, as I am using VBOs for drawing - is this a good approach to this problem? I am asking because I happen to have a lot of memory related trouble with this structure. I am trying to generate a terrain with a lot of vertices - more than 1 million. This seems to work, but as I refill the buffer I get memory related issues (crushes that occur, more or less randomly). So again the question is, is this a good data structure to use / and look for the faults in my code, or should I change to something else? Or what data structure would be advisable?

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  • Synchronise graphics and logic code

    - by Skeith
    I have a procedural approach to the game loop that runs various classes. it looks like this: continue any in progress animations check for used input apply AI move things resolve events such as collisions draw it all to screen I have seen a lot of posts about how drawing should be running separately as fast as it can, possibly in another thread. My problem is that if the drawing runs as fast as it, can what happens if it tried to draw while I'm still applying the AI or resolving a collision? It could draw the wrong thing on screen. This seems to be a well established idea so there must be an explanation to this problem as I just cant get my head around it. The only solution I have is to update the screen so fast that any errors like that get refreshed before we see them but that sounds hacky. So how does this work / how would you implement it so that they are in sync but running at different speeds?

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  • How to handle a Tile Map Scrolling [duplicate]

    - by DGomez
    This question already has an answer here: Implementing a camera / viewport to a 2D game 1 answer i'm making a video game, and i'm having, i think, a concept problem. The game will be a platformer which will use tile maps, so to start i will create a mask matrix indicating the tiles to be loaded, and etc..., so my problem is, how to handle the scrolling? should i create a giant mask matrix indicating in each position of the whole level what is supposed to be loaded, and according to the position of the player, change the section to be drawed?? Is this a correct approach to this situation??

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  • Figuring out what object is closer to a certain point?

    - by user1157885
    I'm trying to create fog of war, I have the visual effect created but I'm not sure how to deal with the hiding of other players if they're within the fog of war. So right now the thing I'm trying to do is if another player is hiding behind a wall then not to render that player. I was thinking of doing it by sending a ray in the direction of all the players, and then creating a list of all the obstacles that ray collides with and then trying to figure out if an obstacle was closer than the player in order to predict the distance. But then I realized I'm not really sure how to figure out if the obstacle is infact closer or not because I have to account for all the dimensions, so I'm kind of stuck. First of all is this approach the correct way to go about it and secondly how would I calculate if the obstacle was infact closer taking into account the X Y and Z. Thanks

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  • How should my local git workflow work?

    - by Anonymous -
    At home, I have a server that is running some software (on a LAMP stack, but only accessible internally). I have another machine and a laptop that I both use for developing said software. What is the best workflow for me? Should I have a repository on my local server, create a live branch, staging branch and development branch, then checkout the development branch from my laptop/development PC to work on, commit that back when I'm done, then merge the development branch with the staging branch for testing, before further merging to the live branch? Would I simply checkout the production branch to my /www/var/ on my server? Or am I thinking/going about this all wrong? Thanks.

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  • Is it a good idea to make a game for one aspect ratio and arbitrary screen resolution?

    - by Mimars
    After several very small games I have decided to make something more standalone (2D) and playable. However, I have met the problem of every game that is going to be played in more screen resolutions. Basically, after some research I see that there are several solutions. This seems to be the simplest one: Let's say I define a constant aspect ratio for the game (16:9) and the whole game will be created for a resolution 1680 x 1050. The game will be rendered in this resolution and then I will be able to scale the render to match the player's display resolution. Therefore the game might be playable on almost any resolution, while it would keep the aspect ratio. So, if the game was run on 4:3 display, the top and the bottom of the display would be filled with black color. It seems easy, but my question is - Is this a good approach for a simple game? The game will be simple, but I want to maintain high quality.

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  • Using OpenCl to jiggle the Pipe

    - by TOAOGG
    I've got the Idea to use OpenCL to program a simple Renderer. A clear contra is, that this approach won't benefit from the hardware as the functions on the device (I think). Would it be useful to do this in OpenCL..lets say we want to Cull as early as possible so we won't have many per vertex operations. Is it correct, that Culling is done after the Vertex-Shader? For static-vertecies who won't get effected by the shader it could be interesting to cull them before. Another idea would be an deferred renderer. So the main question is: Would it make sense to program a renderer in OpenCL (aside the effort)? The resulting picture would be drawn in OpenGL.

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  • Assigning a colour to imorted obj. files that are being used as default material

    - by Salino
    I am having a problem with assigning a colour to the different meshes that I have on one object. The technique that I have used is the first approach on this site. Is it possible to export a simulation (animation) from Blender to Unity? So what I would like to do is the following. I have about 107 meshes that are different frames from my shape key animation of my blender model. What I would like to have is that the first mesh will be bright green and up to the 40th mesh the colour turns to be white /greyish... the best would be if I could assign every mesh by hand a colour, however they are all default materials. And if I assign the object a colour, the whole "animation" is going to be in that colour

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  • Identifying connected lines drawn free-hand by a user

    - by rawrgoesthelion
    I have a series of 'images' described by a mixture of connected lines and curves. Users will draw on the screen, free hand, and my goal is to break their drawing down into a series of lines and curves that can be matched with the 'images' in my set. For the sake of simplicity, let's assume this is occurring on a touch screen. These lines will be connected. Each time the user's finger moves, the dx and dy is recorded. The drawing is considered complete and analyzed when the user's finger leaves the screen. I'm having trouble figuring out a good way to break the user's drawing down into lines. Is there any well known approach to this problem, a C++ library that solves it, or any good articles/technical papers on how to achieve this?

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  • Visitor-pattern vs inheritance for rendering

    - by akaltar
    I have a game engine that currently uses inheritance to provide a generic interface to do rendering: class renderable { public: void render(); }; Each class calls the gl_* functions itself, this makes the code hard to optimize and hard to implement something like setting the quality of rendering: class sphere : public renderable { public: void render() { glDrawElements(...); } }; I was thinking about implementing a system where I would create a Renderer class that would render my objects: class sphere { void render( renderer* r ) { r->renderme( *this ); } }; class renderer { renderme( sphere& sphere ) { // magically get render resources here // magically render a sphere here } }; My main problem is where should I store the VBOs and where should I Create them when using this method? Should I even use this approach or stick to the current one, perhaps something else? PS: I already asked this question on SO but got no proper answers.

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  • which is better performance, using a disposable local variable or reusing a global one?

    - by petervaz
    This is for an android game. Suppose I have a function that is called several times for second and do some calculations involving an arraylist (or any other complex objects for what matter). Which approach would be preffered? local: private void doStuff(){ ArrayList<Type> XList = new ArrayList<Type>(); // do stuff with list } global: private ArrayList<Type> XList = new ArrayList<Type>(); private void doStuff(){ XList.clear(); // do stuff with list }

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  • XNA Spritebatch sorting by texture vs depth

    - by Motig
    I am refining my 2D game engine, and I want to look in to sorting sprite batches by texture (because I'm quite often using the same textures repeatedly). However, I also want to retain a few 'layers' of depth (i.e. ground < buildings < units < GUI etc). My question is, which of the following is the best approach (in terms of performance)? Create multiple SpriteBatches and Begin() and End() them in order; or... Create a single SpriteBatch and call Begin() and End() multiple times, once for each layer (in order)?

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  • XNA Octree with batching

    - by Alex
    I'm integrating batching in my engine. However I'm using an octree which is auto generated around my scene. Now batching renders a hole group at ones while an octree sorts out which objects that should be rendered within the camera frustum, therefore dividing the group. Batching and octree doesn't go along very well, right? Problem: The way I see it I have two options, either create batch groups based on objects who are close to one another within the octree or I can rebuild the batching matrixbuffer for the instances visible each frame. Which approach should I go with or does there exist another solution?

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  • AndEngine player, background and camera

    - by valdemar593
    I'm developing a 2D shooter using AndEngine. At the moment I'm trying to make the camera follow the player. As I've understood the common approach is to use the SmoothCamera zooming it and setting the chased entity. The problem is that the camera follows the player WITH background moving also (RepeatingSpriteBackground), so it looks like the player doesn't move at all though the actual position changes. So I don't really get how to make the camera follow the player and have the background not moving. Thanks in advance.

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  • What Java class should I use to represent a Vector?

    - by user8363
    Does Java have a built-in Vector class suitable for handling collision detection / response? It should have methods like subtract(Vector v), normalize(), dotProduct(Vector v), ... It seems logical to use java.awt.Rectangle and java.awt.Polygon to calculate collisions. Would I be right to use these classes for this purpose? I understand collision detection; I'm only wondering what approach to it is idiomatic in Java. I'm new to the language and to application development in general.

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  • Android Dynamic 2D Map

    - by Deltharis
    My problem is, I want to create a 2D tiled map. Yes, I know it's been asked a lot. I've seen answers that propose the use of tiled however it only allows (or so it seems to me) to generate static maps that do not change once generated. And I need a large empty uniform space of empty tiles, upon which players may place various buildings (some spanning more than one tile and logically being the same one). How to approach this in Android? Do I make some kind of TableLayout, use arbitrarly large amount of rows and imageviews (with my emptyTile), than somehow work event-based changing of image ids from there? I'd think that only a portion of that map should be visible at a time, but I don't see how scrolling around could be the part of that structure.

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  • How to simulate objects floating on water without a physics engine?

    - by user1075940
    In my game the water movement is done in a shader using Gerstner equations. The water movement looks realistic enough for a school project but I encounter serious problem when I wanted to do sailing on waves (similar to this). I managed to do collision with land by calculating quad's vertices and normals beneath ship, however same method can not be applied to water because XZ are displaced and Y is calculated in a shader :( How to approach this problem ? Is it possible to retrieve transformed grid from shader? Unfortunately no external physics libraries can be used.

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  • Creating a interactive grid for puzzle game

    - by Noupoi
    I am trying to make a slitherlink game, and am not too sure how to approach creating the game, more specifically the grid structure on which the puzzle will be played on. This is what a empty and completed slitherlink grid would look like. The numbers in the squares are sort of clues and the areas between the dots need to be clickable. http://i.stack.imgur.com/U1kXn.gif http://i.stack.imgur.com/RMwiv.gif I would like to create the game in VB .NET. What data structures should I try to use, and would it be beneficial using any frameworks such as XNA?

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  • Vermont IT Jobs: .NET Developer in Downtown Burlington

    Applications Engineer Aurora North Software, Inc. Burlington-based software development & consulting company offers an opportunity to rapidly advance your skillset using the latest MS technologies to develop and implement core systems at some of the countrys most prestigious law firms.  Projects include product integration, workflow processing, business intelligence, and SharePoint development. Requires a minimum 2-5 years experience with full development life cycle, .NET development experience,...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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