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  • Play Your Favorite DOS Games in XP, Vista, and Windows 7

    - by Matthew Guay
    Want to take a trip down memory lane with old school DOS games?  D-Fend Reloaded makes it easy for you to play your favorite DOS games directly on XP, Vista, and Windows 7. D-Fend Reloaded is a great frontend for DOSBox, the popular DOS emulator.  It lets you install and run many DOS games and applications directly from its interface without ever touching a DOS prompt.  It works great on XP, Vista, and Windows 7 32 & 64-bit versions.   Getting Started Download D-Fend Reloaded (link below), and install with the default settings.  You don’t need to install DOSBox, as D-Fend Reloaded will automatically install all the components you need to run DOS games on Windows. D-Fend Reloaded can also be installed as a portable application, so you can run it from a flash drive on any Windows computer by selecting User defined installation. Then select Portable mode installation. Once D-Fend Reloaded is installed, you can go ahead and open the program. Then simply click “Accept all settings” to apply the default settings.   D-Fend is now ready to run all of your favorite DOS games. Installing DOS Games and Applications: To install a DOS game or application, simply drag-and-drop a zip file of the app into D-Fend Reloaded’s window.  D-Fend Reloaded will automatically extract the program… Then will ask you to name the application and choose where to store it — by default it uses the name of the DOS app. Now you’ll see a new entry for the app you just installed.  Simply double-click to run it.   D-Fend will remind you that you can switch out of fullscreen mode by pressing Alt+Enter, and can also close the DOS application by pressing Ctrl+F9.  Press Ok to run the program. Here we’re running Ms. PacPC, a remake of the classic game Ms. Pac-Man, in full-screen mode.  All features work automatically, including sound, and you never have to setup anything from DOS command line — it just works. Here it’s in windowed mode running on Windows 7. Please note that your color scheme may change to Windows Basic while running DOS applications. You can run DOS application just as easily.  Here’s Word 5.5 running in in DOSBox through D-Fend Reloaded… Game Packs: Want to quickly install many old DOS freeware and trial games?  D-Fend Reloaded offers several game packs that let you install dozens of DOS games with only four clicks…just download and run the game pack installer of your choice (link below). Now you’ve got a selection of DOS games to choose from. Here’s a group of poor lemmings walking around … in Windows 7. Conclusion D-Fend Reloaded gives you a great way to run your favorite DOS games and applications directly from XP, Vista, and Windows 7.  Give it a try, and relive your DOS days from the comfort of your Windows desktop. What were some of your favorite DOS games and applications? Leave a comment and let us know. Links Download D-Fend Reloaded Download DOS game packs for D-Fend Reloaded Download Ms. Pac-PC Similar Articles Productive Geek Tips Friday Fun: Get Your Mario OnFriday Fun: Go Retro with PacmanThursday’s Pre-Holiday Lazy Links RoundupFriday Fun: Five More Time Wasting Online GamesFriday Fun: Holiday Themed Games TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 PCmover Professional The Growth of Citibank Quickly Switch between Tabs in IE Windows Media Player 12: Tweak Video & Sound with Playback Enhancements Own a cell phone, or does a cell phone own you? Make your Joomla & Drupal Sites Mobile with OSMOBI Integrate Twitter and Delicious and Make Life Easier

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  • How can I respond to mouse events in AS3?

    - by Gabriel Meono
    Background: Trying to make a simple "drop the ball" game. The code is located inside the first frame of the timeline. Nothing more is on the stage. Issue: Using QuickBox2D I made a simple If statement that drops and object acording the Mouse-x position: if (MouseEvent.CLICK) { sim.addCircle({x:mouseX, y:1, radius:0.25, density:5}); I imported the MouseEvent library: import flash.events.MouseEvent; Nothing happens if I click, no output errors either. See it in action: http://gabrielmeono.com/download/Lucky_Hit_Alpha.swf http://gabrielmeono.com/download/Lucky_Hit_Alpha.fla Full Code: [SWF(width = 350, height = 600, frameRate = 60)] import com.actionsnippet.qbox.*; import flash.events.MouseEvent; var sim:QuickBox2D = new QuickBox2D(this); sim.createStageWalls(); //var ball:sim.addCircle({x:mouseX, y:1, radius:0.25, density:5}); // // make a heavy circle sim.addCircle({x:3, y:1, radius:0.25, density:5}); sim.addCircle({x:2, y:1, radius:0.25, density:5}); sim.addCircle({x:4, y:1, radius:0.25, density:5}); sim.addCircle({x:5, y:1, radius:0.25, density:5}); sim.addCircle({x:6, y:1, radius:0.25, density:5}); // create a few platforms sim.addBox({x:3, y:2, width:4, height:0.2, density:0, angle:0.1}); // make 26 dominoes for (var i:int = 0; i<7; i++){ //End sim.addCircle({x:1 + i * 1.5, y:16, radius:0.1, density:0}); sim.addCircle({x:2 + i * 1.5, y:15, radius:0.1, density:0}); //Mid end sim.addCircle({x:0 + i * 2, y:14, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:13, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:12, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:11, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:10, radius:0.1, density:0}); //Middle Start sim.addCircle({x:0 + i * 1.5, y:09, radius:0.1, density:0}); sim.addCircle({x:1 + i * 1.5, y:08, radius:0.1, density:0}); sim.addCircle({x:0 + i * 1.5, y:07, radius:0.1, density:0}); sim.addCircle({x:1 + i * 1.5, y:06, radius:0.1, density:0}); } if (MouseEvent.CLICK) { sim.addCircle({x:mouseX, y:1, radius:0.25, density:5}); sim.start(); /*sim.mouseDrag();*/ }

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  • Setting up OpenGL camera with off-center perspective

    - by user5484
    Hi, I'm using OpenGL ES (in iOS) and am struggling with setting up a viewport with an off-center distance point. Consider a game where you have a character in the left hand side of the screen, and some controls alpha'd over the left-hand side. The "main" part of the screen is on the right, but you still want to show whats in the view on the left. However when the character moves "forward" you want the character to appear to be going "straight", or "up" on the device, and not heading on an angle to the point that is geographically at the mid-x position in the screen. Here's the jist of how i set my viewport up where it is centered in the middle: // setup the camera // glMatrixMode(GL_PROJECTION); glLoadIdentity(); const GLfloat zNear = 0.1; const GLfloat zFar = 1000.0; const GLfloat fieldOfView = 90.0; // can definitely adjust this to see more/less of the scene GLfloat size = zNear * tanf(DEGREES_TO_RADIANS(fieldOfView) / 2.0); CGRect rect; rect.origin = CGPointMake(0.0, 0.0); rect.size = CGSizeMake(backingWidth, backingHeight); glFrustumf(-size, size, -size / (rect.size.width / rect.size.height), size / (rect.size.width / rect.size.height), zNear, zFar); glMatrixMode(GL_MODELVIEW); // rotate the whole scene by the tilt to face down on the dude const float tilt = 0.3f; const float yscale = 0.8f; const float zscale = -4.0f; glTranslatef(0.0, yscale, zscale); const int rotationMinDegree = 0; const int rotationMaxDegree = 180; glRotatef(tilt * (rotationMaxDegree - rotationMinDegree) / 2, 1.0f, 0.0f, 0.0f); glTranslatef(0, -yscale, -zscale); static float b = -25; //0; static float c = 0; // rotate by to face in the direction of the dude float a = RADIANS_TO_DEGREES(-atan2f(-gCamera.orientation.x, -gCamera.orientation.z)); glRotatef(a, 0.0, 1.0, 0.0); // and move to where it is glTranslatef(-gCamera.pos.x, -gCamera.pos.y, -gCamera.pos.z); // draw the rest of the scene ... I've tried a variety of things to make it appear as though "the dude" is off to the right: - do a translate after the frustrum to the x direction - do a rotation after the frustrum about the up/y-axis - move the camera with a biased lean to the left of the dude Nothing i do seems to produce good results, the dude will either look like he's stuck on an angle, or the whole scene will appear tilted. I'm no OpenGL expert, so i'm hoping someone can suggest some ideas or tricks on how to "off-center" these model views in OpenGL. Thanks!

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  • Problem to match font size to the screen resolution in libgdx

    - by Iñaki Bedoya
    I'm having problems to show text on my game at same size on different screens, and I did a simple test. This test consists to show a text fitting at the screen, I want the text has the same size independently from the screen and from DPI. I've found this and this answer that I think should solve my problem but don't. In desktop the size is ok, but in my phone is too big. This is the result on my Nexus 4: (768x1280, 2.0 density) And this is the result on my MacBook: (480x800, 0.6875 density) I'm using the Open Sans Condensed (link to google fonts) As you can see on desktop looks good, but on the phone is so big. Here the code of my test: public class TextTest extends ApplicationAdapter { private static final String TAG = TextTest.class.getName(); private static final String TEXT = "Tap the screen to start"; private OrthographicCamera camera; private Viewport viewport; private SpriteBatch batch; private BitmapFont font; @Override public void create () { Gdx.app.log(TAG, "Screen size: "+Gdx.graphics.getWidth()+"x"+Gdx.graphics.getHeight()); Gdx.app.log(TAG, "Density: "+Gdx.graphics.getDensity()); camera = new OrthographicCamera(); viewport = new ExtendViewport(Gdx.graphics.getWidth(), Gdx.graphics.getWidth(), camera); batch = new SpriteBatch(); FreeTypeFontGenerator generator = new FreeTypeFontGenerator(Gdx.files.internal("fonts/OpenSans-CondLight.ttf")); font = createFont(generator, 64); generator.dispose(); } private BitmapFont createFont(FreeTypeFontGenerator generator, float dp) { FreeTypeFontGenerator.FreeTypeFontParameter parameter = new FreeTypeFontGenerator.FreeTypeFontParameter(); int fontSize = (int)(dp * Gdx.graphics.getDensity()); parameter.size = fontSize; Gdx.app.log(TAG, "Font size: "+fontSize+"px"); return generator.generateFont(parameter); } @Override public void render () { Gdx.gl.glClearColor(1, 1, 1, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); int w = -(int)(font.getBounds(TEXT).width / 2); batch.setProjectionMatrix(camera.combined); batch.begin(); font.setColor(Color.BLACK); font.draw(batch, TEXT, w, 0); batch.end(); } @Override public void resize(int width, int height) { viewport.update(width, height); } @Override public void dispose() { font.dispose(); batch.dispose(); } } I'm trying to find a neat way to fix this. What I'm doing wrong? is the camera? the viewport? UPDATE: What I want is to keep the same margins in proportion, independently of the screen size or resolution. This image illustrates what I mean.

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  • BOX2D and AS3: Mouse Event not working

    - by Gabriel Meono
    Background: Trying to make a simple "drop the ball" game. The code is located inside the first frame of the timeline. Nothing more is on the stage. Issue: Using QuickBox2D I made a simple If statement that drops and object acording the Mouse-x position: if (MouseEvent.CLICK) { sim.addCircle({x:mouseX, y:1, radius:0.25, density:5}); I imported the MouseEvent library: import flash.events.MouseEvent; Nothing happens if I click, no output errors either. See it in action: http://gabrielmeono.com/download/Lucky_Hit_Alpha.swf http://gabrielmeono.com/download/Lucky_Hit_Alpha.fla Full Code: [SWF(width = 350, height = 600, frameRate = 60)] import com.actionsnippet.qbox.*; import flash.events.MouseEvent; var sim:QuickBox2D = new QuickBox2D(this); sim.createStageWalls(); //var ball:sim.addCircle({x:mouseX, y:1, radius:0.25, density:5}); // // make a heavy circle sim.addCircle({x:3, y:1, radius:0.25, density:5}); sim.addCircle({x:2, y:1, radius:0.25, density:5}); sim.addCircle({x:4, y:1, radius:0.25, density:5}); sim.addCircle({x:5, y:1, radius:0.25, density:5}); sim.addCircle({x:6, y:1, radius:0.25, density:5}); // create a few platforms sim.addBox({x:3, y:2, width:4, height:0.2, density:0, angle:0.1}); // make 26 dominoes for (var i:int = 0; i<7; i++){ //End sim.addCircle({x:1 + i * 1.5, y:16, radius:0.1, density:0}); sim.addCircle({x:2 + i * 1.5, y:15, radius:0.1, density:0}); //Mid end sim.addCircle({x:0 + i * 2, y:14, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:13, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:12, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:11, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:10, radius:0.1, density:0}); //Middle Start sim.addCircle({x:0 + i * 1.5, y:09, radius:0.1, density:0}); sim.addCircle({x:1 + i * 1.5, y:08, radius:0.1, density:0}); sim.addCircle({x:0 + i * 1.5, y:07, radius:0.1, density:0}); sim.addCircle({x:1 + i * 1.5, y:06, radius:0.1, density:0}); } if (MouseEvent.CLICK) { sim.addCircle({x:mouseX, y:1, radius:0.25, density:5}); sim.start(); /*sim.mouseDrag();*/ }

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  • Awesome Mod Adds Cooperative Multiplayer to Super Mario 64

    - by Jason Fitzpatrick
    The lack of multiplayer action in Super Mario 64 bothered one game modder so much he hacked the game to include cooperative multiplayer as well as online play. Check out the video to see it in action. To play the new version of the game you’ll either need a jailbroken Wii (so you can load a homebrew WAD file) or an N64 PC emulator. You can grab the WAD file for the Wii here or the necessary files for the PC emulator here. For more information about other great mod projects from the author of this mod, hit up the link below. Super Mario 64 Multiplayer 1.0 [via Press The Buttons] What Is the Purpose of the “Do Not Cover This Hole” Hole on Hard Drives? How To Log Into The Desktop, Add a Start Menu, and Disable Hot Corners in Windows 8 HTG Explains: Why You Shouldn’t Use a Task Killer On Android

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  • BoundingBox created from mesh to origin, making it bigger

    - by Gunnar Södergren
    I'm working on a level-based survival game and I want to design my scenes in Maya and export them as a single model (with multiple meshes) into XNA. My problem is that when I try to create Bounding Boxes(for Collision purposes) for each of the meshes, the are calculated from origin to the far-end of the current mesh, so to speak. I'm thinking that it might have something to do with the position each mesh brings from Maya and that it's interpreted wrongly... or something. Here's the code for when I create the boxes: private static BoundingBox CreateBoundingBox(Model model, ModelMesh mesh) { Matrix[] boneTransforms = new Matrix[model.Bones.Count]; model.CopyAbsoluteBoneTransformsTo(boneTransforms); BoundingBox result = new BoundingBox(); foreach (ModelMeshPart meshPart in mesh.MeshParts) { BoundingBox? meshPartBoundingBox = GetBoundingBox(meshPart, boneTransforms[mesh.ParentBone.Index]); if (meshPartBoundingBox != null) result = BoundingBox.CreateMerged(result, meshPartBoundingBox.Value); } result = new BoundingBox(result.Min, result.Max); return result; } private static BoundingBox? GetBoundingBox(ModelMeshPart meshPart, Matrix transform) { if (meshPart.VertexBuffer == null) return null; Vector3[] positions = VertexElementExtractor.GetVertexElement(meshPart, VertexElementUsage.Position); if (positions == null) return null; Vector3[] transformedPositions = new Vector3[positions.Length]; Vector3.Transform(positions, ref transform, transformedPositions); for (int i = 0; i < transformedPositions.Length; i++) { Console.WriteLine(" " + transformedPositions[i]); } return BoundingBox.CreateFromPoints(transformedPositions); } public static class VertexElementExtractor { public static Vector3[] GetVertexElement(ModelMeshPart meshPart, VertexElementUsage usage) { VertexDeclaration vd = meshPart.VertexBuffer.VertexDeclaration; VertexElement[] elements = vd.GetVertexElements(); Func<VertexElement, bool> elementPredicate = ve => ve.VertexElementUsage == usage && ve.VertexElementFormat == VertexElementFormat.Vector3; if (!elements.Any(elementPredicate)) return null; VertexElement element = elements.First(elementPredicate); Vector3[] vertexData = new Vector3[meshPart.NumVertices]; meshPart.VertexBuffer.GetData((meshPart.VertexOffset * vd.VertexStride) + element.Offset, vertexData, 0, vertexData.Length, vd.VertexStride); return vertexData; } } Here's a link to the picture of the mesh(The model holds six meshes, but I'm only rendering one and it's bounding box to make it clearer: http://www.gsodergren.se/portfolio/wp-content/uploads/2011/10/Screen-shot-2011-10-24-at-1.16.37-AM.png The mesh that I'm refering to is the Cubelike one. The cylinder is a completely different model and not part of any bounding box calculation. I've double- (and tripple-)-checked that this mesh corresponds to this bounding box. Any thoughts on what I'm doing wrong?

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  • Cocos3d lighting problem

    - by Parasithe
    I'm currently working on a cocos3d project, but I'm having some trouble with lighting and I have no idea how to solve it. I've tried everything and the lighting is always as bad in the game. The first picture is from 3ds max (the software we used for 3d) and the second is from my iphone app. http://prntscr.com/ly378 http://prntscr.com/ly2io As you can see, the lighting is really bad in the app. I manually add my spots and the ambiant light. Here is all my lighting code : _spot = [CC3Light lightWithName: @"Spot" withLightIndex: 0]; // Set the ambient scene lighting. ccColor4F ambientColor = { 0.9, 0.9, 0.9, 1 }; self.ambientLight = ambientColor; //Positioning _spot.target = [self getNodeNamed:kCharacterName]; _spot.location = cc3v( 400, 400, -600 ); // Adjust the relative ambient and diffuse lighting of the main light to // improve realisim, particularly on shadow effects. _spot.diffuseColor = CCC4FMake(0.8, 0.8, 0.8, 1.0); _spot.specularColor = CCC4FMake(0, 0, 0, 1); [_spot setAttenuationCoefficients:CC3AttenuationCoefficientsMake(0, 0, 1)]; // Another mechansim for adjusting shadow intensities is shadowIntensityFactor. // For better effect, set here to a value less than one to lighten the shadows // cast by the main light. _spot.shadowIntensityFactor = 0.75; [self addChild:_spot]; _spot2 = [CC3Light lightWithName: @"Spot2" withLightIndex: 1]; //Positioning _spot2.target = [self getNodeNamed:kCharacterName]; _spot2.location = cc3v( -550, 400, -800 ); _spot2.diffuseColor = CCC4FMake(0.8, 0.8, 0.8, 1.0); _spot2.specularColor = CCC4FMake(0, 0, 0, 1); [_spot2 setAttenuationCoefficients:CC3AttenuationCoefficientsMake(0, 0, 1)]; _spot2.shadowIntensityFactor = 0.75; [self addChild:_spot2]; I'd really appreciate if anyone would have some tip on how to fix the lighting. Maybe my spots are bad? maybe it's the material? I really have no idea. Any help would be welcomed. I already ask some help on cocos2d forums. I had some answers but I need more help.

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  • RTS Movement + Navigation + Destination

    - by Oliver Jones
    I'm looking into building my own simple RTS game, and I'm trying to get my head around the movement of single, and multi selected units. (Developing in Unity) After much research, I now know that its a bigger task than I thought. So I need to break it down. I already have an A* navigation system with static obstacles taken into account. I don't want to worry about dynamic local avoidance right now. So I guess my first break down question would be: How would I go about moving mutli units to the same location. Right now - my units move to the location, but because they're all told to go to the same location, they start to 'fight' over one another to get there. I think theres two paths to go down: 1) Give each individual unit a separate destination point that is close to the 'master' destination point - and get the units to move to that. 2) Group my selected units in a flock formation, and move that entire flock group towards the destination point. Question about each path: 1a) How can I go about finding a suitable destination point that is close to the master destination? What happens if there isn't a suitable destination point? 1b) Would this be more CPU heavy? As it has to compute a path for each unit? (40 unit count). 2a) Is this a good idea? Not giving the units themselves a destination, but instead the flock (which holds the units within). The units within the flock could then maintain a formation (local avoidance) - though, again local avoidance is not an issue at this current time. 2b) Not sure what results I would get if I have a flock of 5 units, or a flock of 40 units, as the radius would be greater - which might mess up my A* navigation system. In other words: A flock of 2 units will be able to move down an alleyway, but a flock of 40 wont. But my nav system won't take that into account. I would appreciate any feedback. Kind regards, Ollie Jones

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  • Monogame/SharpDX - Shader parameters missing

    - by Layoric
    I am currently working on a simple game that I am building in Windows 8 using MonoGame (develop3d). I am using some shader code from a tutorial (made by Charles Humphrey) and having an issue populating a 'texture' parameter as it appears to be missing. Edit I have also tried 'Texture2D' and using it with a register(t0), still no luck I'm not well versed writing shaders, so this might be caused by a more obvious problem. I have debugged through MonoGame's Content processor to see how this shader is being parsed, all the non 'texture' parameters are there and look to be loading correctly. Edit This seems to go back to D3D compiler. Shader code below: #include "PPVertexShader.fxh" float2 lightScreenPosition; float4x4 matVP; float2 halfPixel; float SunSize; texture flare; sampler2D Scene: register(s0){ AddressU = Clamp; AddressV = Clamp; }; sampler Flare = sampler_state { Texture = (flare); AddressU = CLAMP; AddressV = CLAMP; }; float4 LightSourceMaskPS(float2 texCoord : TEXCOORD0 ) : COLOR0 { texCoord -= halfPixel; // Get the scene float4 col = 0; // Find the suns position in the world and map it to the screen space. float2 coord; float size = SunSize / 1; float2 center = lightScreenPosition; coord = .5 - (texCoord - center) / size * .5; col += (pow(tex2D(Flare,coord),2) * 1) * 2; return col * tex2D(Scene,texCoord); } technique LightSourceMask { pass p0 { VertexShader = compile vs_4_0 VertexShaderFunction(); PixelShader = compile ps_4_0 LightSourceMaskPS(); } } I've removed default values as they are currently not support in MonoGame and also changed ps and vs to v4 instead of 2. Could this be causing the issue? As I debug through 'DXConstantBufferData' constructor (from within the MonoGameContentProcessing project) I find that the 'flare' parameter does not exist. All others seem to be getting created fine. Any help would be appreciated. Update 1 I have discovered that SharpDX D3D compiler is what seems to be ignoring this parameter (perhaps by design?). The ConstantBufferDescription.VariableCount seems to be not counting the texture variable. Update 2 SharpDX function 'GetConstantBuffer(int index)' returns the parameters (minus textures) which is making is impossible to set values to these variables within the shader. Any one know if this is normal for DX11 / Shader Model 4.0? Or am I missing something else?

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  • Torchlight II Drops Today; New Classes and Miles of Atmospheric Dungeon Crawling Await

    - by Jason Fitzpatrick
    Torchlight II, sequel to the extremely popular Torchlight action-RPG, is available for sale today. With four new classes and a massively expanded world, you’ll have plenty to explore. The new release features extra classes, extra companion creatures, in-game weather systems, and of course: updated graphics and a massively expanded game universe. Trumping all these additions, however, is LAN/internet co-op multiplayer–by far the feature most requested and anticipated by Torchlight fans. Check out the trailer video above to take a peak at the game, read more about it at the Torchlight II site, and then hit up the link below to grab a copy on Steam–you can pre-order it any time but it won’t be officially available for download until 2PM EST, today. Torchlight II is Windows-only, $19.99 for a single copy or $59.99 for a friend 4-pack (which includes a copy of Torchlight I). Torchlight II How To Create a Customized Windows 7 Installation Disc With Integrated Updates How to Get Pro Features in Windows Home Versions with Third Party Tools HTG Explains: Is ReadyBoost Worth Using?

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  • C# XNA Normals Question

    - by Wade
    Hello all! I have been working on some simple XNA proof of concept for a game idea I have as well as just to further my learning in XNA. However, i seem to be stuck on these dreaded normals, and using the BasicEffect with default lighting i can't seem to tell if my normals are being calculated correctly, hence the question. I'm mainly drawing cubes at the moment, I'm using a triangle list and a VertexBuffer to get the job done. The north face of my cube has two polygons and 6 vectors: Vector3 startPosition = new Vector3(0,0,0); corners[0] = startPosition; // This is the start position. Block size is 5. corners[1] = new Vector3(startPosition.X, startPosition.Y + BLOCK_SIZE, startPosition.Z); corners[2] = new Vector3(startPosition.X + BLOCK_SIZE, startPosition.Y, startPosition.Z); corners[3] = new Vector3(startPosition.X + BLOCK_SIZE, startPosition.Y + BLOCK_SIZE, startPosition.Z); verts[0] = new VertexPositionNormalTexture(corners[0], normals[0], textCoordBR); verts[1] = new VertexPositionNormalTexture(corners[1], normals[0], textCoordTR); verts[2] = new VertexPositionNormalTexture(corners[2], normals[0], textCoordBL); verts[3] = new VertexPositionNormalTexture(corners[3], normals[0], textCoordTL); verts[4] = new VertexPositionNormalTexture(corners[2], normals[0], textCoordBL); verts[5] = new VertexPositionNormalTexture(corners[1], normals[0], textCoordTR); Using those coordinates I want to generate the normal for the north face, I have no clue how to get the average of all those vectors and create a normal for the two polygons that it makes. Here is what i tried: normals[0] = Vector3.Cross(corners[1], corners[2]); normals[0].Normalize(); It seems like its correct, but then using the same thing for other sides of the cube the lighting effect seems weird, and not cohesive with where i think the light source is coming from, not really sure with the BasicEffect. Am I doing this right? Can anyone explain in lay mans terms how normals are calculated. Any help is much appreciated. Note: I tried going through Riemers and such to figure it out with no luck, it seems no one really goes over the math well enough. Thanks!

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  • How To show document directory save image in thumbnail in cocos2d class

    - by Anil gupta
    I have just implemented multiple photo selection from iphone photo library and i am saving all selected photo in document directory every time as a array, now i want to show all saved images in my class from document directory as a thumbnail, i have tried some logic but my game getting crashing, My code is below. Any help will be appreciate. Thanks in advance. -(id) init { // always call "super" init // Apple recommends to re-assign "self" with the "super" return value if( (self=[super init])) { CCSprite *photoalbumbg = [CCSprite spriteWithFile:@"photoalbumbg.png"]; photoalbumbg.anchorPoint = ccp(0,0); [self addChild:photoalbumbg z:0]; //Background Sound // [[SimpleAudioEngine sharedEngine]playBackgroundMusic:@"Background Music.wav" loop:YES]; CCSprite *photoalbumframe = [CCSprite spriteWithFile:@"photoalbumframe.png"]; photoalbumframe.position = ccp(160,240); [self addChild:photoalbumframe z:2]; CCSprite *frame = [CCSprite spriteWithFile:@"Photo-Frames.png"]; frame.position = ccp(160,270); [self addChild:frame z:1]; /*_____________________________________________________________________________________*/ CCMenuItemImage * upgradebtn = [CCMenuItemImage itemFromNormalImage:@"AlbumUpgrade.png" selectedImage:@"AlbumUpgrade.png" target:self selector:@selector(Upgrade:)]; CCMenu * fMenu = [CCMenu menuWithItems:upgradebtn,nil]; fMenu.position = ccp(200,110); [self addChild:fMenu z:3]; NSError *error; NSFileManager *fM = [NSFileManager defaultManager]; NSString *documentsDirectory = [NSHomeDirectory() stringByAppendingPathComponent:@"Documents"]; NSLog(@"Documents directory: %@", [fM contentsOfDirectoryAtPath:documentsDirectory error:&error]); NSArray *allfiles = [fM contentsOfDirectoryAtPath :documentsDirectory error:&error]; directoryList = [[NSMutableArray alloc] init]; for(NSString *file in allfiles) { NSString *path = [documentsDirectory stringByAppendingPathComponent:file]; [directoryList addObject:file]; } NSLog(@"array file name value ==== %@", directoryList); CCSprite *temp = [CCSprite spriteWithFile:[directoryList objectAtIndex:0]]; [temp setTextureRect:CGRectMake(160.0f, 240.0f, 50,50)]; // temp.anchorPoint = ccp(0,0); [self addChild:temp z:10]; for(UIImage *file in directoryList) { // NSData *pngData = [NSData dataWithContentsOfFile:file]; // image = [UIImage imageWithData:pngData]; NSLog(@"uiimage = %@",image); // UIImage *image = [UIImage imageWithContentsOfFile:file]; for (int i=1; i<=3; i++) { for (int j=1;j<=3; j++) { CCTexture2D *tex = [[[CCTexture2D alloc] initWithImage:file] autorelease]; CCSprite *selectedimage = [CCSprite spriteWithTexture:tex rect:CGRectMake(0, 0, 67, 66)]; selectedimage.position = ccp(100*i,350*j); [self addChild:selectedimage]; } } } } return self; }

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  • Algorithm for spreading labels in a visually appealing and intuitive way

    - by mac
    Short version Is there a design pattern for distributing vehicle labels in a non-overlapping fashion, placing them as close as possible to the vehicle they refer to? If not, is any of the method I suggest viable? How would you implement this yourself? Extended version In the game I'm writing I have a bird-eye vision of my airborne vehicles. I also have next to each of the vehicles a small label with key-data about the vehicle. This is an actual screenshot: Now, since the vehicles could be flying at different altitudes, their icons could overlap. However I would like to never have their labels overlapping (or a label from vehicle 'A' overlap the icon of vehicle 'B'). Currently, I can detect collisions between sprites and I simply push away the offending label in a direction opposite to the otherwise-overlapped sprite. This works in most situations, but when the airspace get crowded, the label can get pushed very far away from its vehicle, even if there was an alternate "smarter" alternative. For example I get: B - label A -----------label C - label where it would be better (= label closer to the vehicle) to get: B - label label - A C - label EDIT: It also has to be considered that beside the overlapping vehicles case, there might be other configurations in which vehicles'labels could overlap (the ASCII-art examples show for example three very close vehicles in which the label of A would overlap the icon of B and C). I have two ideas on how to improve the present situation, but before spending time implementing them, I thought to turn to the community for advice (after all it seems like a "common enough problem" that a design pattern for it could exist). For what it's worth, here's the two ideas I was thinking to: Slot-isation of label space In this scenario I would divide all the screen into "slots" for the labels. Then, each vehicle would always have its label placed in the closest empty one (empty = no other sprites at that location. Spiralling search From the location of the vehicle on the screen, I would try to place the label at increasing angles and then at increasing radiuses, until a non-overlapping location is found. Something down the line of: try 0°, 10px try 10°, 10px try 20°, 10px ... try 350°, 10px try 0°, 20px try 10°, 20px ...

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  • MySQL Connect Only 10 Days Away - Focus on InnoDB Sessions

    - by Bertrand Matthelié
    Time flies and MySQL Connect is only 10 days away! You can check out the full program here as well as in the September edition of the MySQL newsletter. Mat recently blogged about the MySQL Cluster sessions you’ll have the opportunity to attend, and below are those focused on InnoDB. Remember you can plan your schedule with Schedule Builder. Saturday, 1.00 pm, Room Golden Gate 3: 10 Things You Should Know About InnoDB—Calvin Sun, Oracle InnoDB is the default storage engine for Oracle’s MySQL as of MySQL Release 5.5. It provides the standard ACID-compliant transactions, row-level locking, multiversion concurrency control, and referential integrity. InnoDB also implements several innovative technologies to improve its performance and reliability. This presentation gives a brief history of InnoDB; its main features; and some recent enhancements for better performance, scalability, and availability. Saturday, 5.30 pm, Room Golden Gate 4: Demystified MySQL/InnoDB Performance Tuning—Dimitri Kravtchuk, Oracle This session covers performance tuning with MySQL and the InnoDB storage engine for MySQL and explains the main improvements made in MySQL Release 5.5 and Release 5.6. Which setting for which workload? Which value will be better for my system? How can I avoid potential bottlenecks from the beginning? Do I need a purge thread? Is it true that InnoDB doesn't need thread concurrency anymore? These and many other questions are asked by DBAs and developers. Things are changing quickly and constantly, and there is no “silver bullet.” But understanding the configuration setting’s impact is already a huge step in performance improvement. Bring your ideas and problems to share them with others—the discussion is open, just moderated by a speaker. Sunday, 10.15 am, Room Golden Gate 4: Better Availability with InnoDB Online Operations—Calvin Sun, Oracle Many top Web properties rely on Oracle’s MySQL as a critical piece of infrastructure for serving millions of users. Database availability has become increasingly important. One way to enhance availability is to give users full access to the database during data definition language (DDL) operations. The online DDL operations in recent MySQL releases offer users the flexibility to perform schema changes while having full access to the database—that is, with minimal delay of operations on a table and without rebuilding the entire table. These enhancements provide better responsiveness and availability in busy production environments. This session covers these improvements in the InnoDB storage engine for MySQL for online DDL operations such as add index, drop foreign key, and rename column. Sunday, 11.45 am, Room Golden Gate 7: Developing High-Throughput Services with NoSQL APIs to InnoDB and MySQL Cluster—Andrew Morgan and John Duncan, Oracle Ever-increasing performance demands of Web-based services have generated significant interest in providing NoSQL access methods to MySQL (MySQL Cluster and the InnoDB storage engine of MySQL), enabling users to maintain all the advantages of their existing relational databases while providing blazing-fast performance for simple queries. Get the best of both worlds: persistence; consistency; rich SQL queries; high availability; scalability; and simple, flexible APIs and schemas for agile development. This session describes the memcached connectors and examines some use cases for how MySQL and memcached fit together in application architectures. It does the same for the newest MySQL Cluster native connector, an easy-to-use, fully asynchronous connector for Node.js. Sunday, 1.15 pm, Room Golden Gate 4: InnoDB Performance Tuning—Inaam Rana, Oracle The InnoDB storage engine has always been highly efficient and includes many unique architectural elements to ensure high performance and scalability. In MySQL 5.5 and MySQL 5.6, InnoDB includes many new features that take better advantage of recent advances in operating systems and hardware platforms than previous releases did. This session describes unique InnoDB architectural elements for performance, new features, and how to tune InnoDB to achieve better performance. Sunday, 4.15 pm, Room Golden Gate 3: InnoDB Compression for OLTP—Nizameddin Ordulu, Facebook and Inaam Rana, Oracle Data compression is an important capability of the InnoDB storage engine for Oracle’s MySQL. Compressed tables reduce the size of the database on disk, resulting in fewer reads and writes and better throughput by reducing the I/O workload. Facebook pushes the limit of InnoDB compression and has made several enhancements to InnoDB, making this technology ready for online transaction processing (OLTP). In this session, you will learn the fundamentals of InnoDB compression. You will also learn the enhancements the Facebook team has made to improve InnoDB compression, such as reducing compression failures, not logging compressed page images, and allowing changes of compression level. Not registered yet? You can still save US$ 300 over the on-site fee – Register Now!

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  • How do you stop OgreBullet Capsule from falling over?

    - by Nathan Baggs
    I've just started implementing bullet into my Ogre project. I followed the install instructions here: http://www.ogre3d.org/tikiwiki/OgreBullet+Tutorial+1 And the rest if the tutorial here: http://www.ogre3d.org/tikiwiki/OgreBullet+Tutorial+2 I got that to work fine however now I wanted to extend it to a handle a first person camera. I created a CapsuleShape and a Rigid Body (like the tutorial did for the boxes) however when I run the game the capsule falls over and rolls around on the floor, causing the camera swing wildly around. I need a way to fix the capsule to always stay upright, but I have no idea how Below is the code I'm using. (part of) Header File OgreBulletDynamics::DynamicsWorld *mWorld; // OgreBullet World OgreBulletCollisions::DebugDrawer *debugDrawer; std::deque<OgreBulletDynamics::RigidBody *> mBodies; std::deque<OgreBulletCollisions::CollisionShape *> mShapes; OgreBulletCollisions::CollisionShape *character; OgreBulletDynamics::RigidBody *characterBody; Ogre::SceneNode *charNode; Ogre::Camera* mCamera; Ogre::SceneManager* mSceneMgr; Ogre::RenderWindow* mWindow; main file bool MinimalOgre::go(void) { ... mCamera = mSceneMgr->createCamera("PlayerCam"); mCamera->setPosition(Vector3(0,0,0)); mCamera->lookAt(Vector3(0,0,300)); mCamera->setNearClipDistance(5); mCameraMan = new OgreBites::SdkCameraMan(mCamera); OgreBulletCollisions::CollisionShape *Shape; Shape = new OgreBulletCollisions::StaticPlaneCollisionShape(Vector3(0,1,0), 0); // (normal vector, distance) OgreBulletDynamics::RigidBody *defaultPlaneBody = new OgreBulletDynamics::RigidBody( "BasePlane", mWorld); defaultPlaneBody->setStaticShape(Shape, 0.1, 0.8); // (shape, restitution, friction) // push the created objects to the deques mShapes.push_back(Shape); mBodies.push_back(defaultPlaneBody); character = new OgreBulletCollisions::CapsuleCollisionShape(1.0f, 1.0f, Vector3(0, 1, 0)); charNode = mSceneMgr->getRootSceneNode()->createChildSceneNode(); charNode->attachObject(mCamera); charNode->setPosition(mCamera->getPosition()); characterBody = new OgreBulletDynamics::RigidBody("character", mWorld); characterBody->setShape( charNode, character, 0.0f, // dynamic body restitution 10.0f, // dynamic body friction 10.0f, // dynamic bodymass Vector3(0,0,0), Quaternion(0, 0, 1, 0)); mShapes.push_back(character); mBodies.push_back(characterBody); ... }

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  • How to detect collisions in AS3?

    - by Gabriel Meono
    I'm trying to make a simple game, when the ball falls into certain block, you win. Mechanics: The ball falls through several obstacles, in the end there are two blocks, if the ball touches the left block you win, the next level will contain more blocks and less space between them. Test the movie (click on the screen to drop the ball): http://gabrielmeono.com/downloads/Lucky_Hit_Alpha.swf These are the main variables: var winBox:QuickObject;//You win var looseBox:QuickObject;//You loose var gameBall:QuickObject;//Ball dropped Question: How do I trigger a collision function if the ball hits the winBox? (Win message/Next level) Thanks, here is the full code: package { import flash.display.MovieClip; import com.actionsnippet.qbox.*; import flash.events.MouseEvent; [SWF(width = 600, height = 600, frameRate = 60)] public class LuckyHit extends MovieClip { public var sim:QuickBox2D; var winBox:QuickObject; var looseBox:QuickObject; var gameBall:QuickObject; /** * Constructor */ public function LuckyHit() { sim = new QuickBox2D(this); //sim.createStageWalls(); winBox = sim.addBox({x:5,y:600/30, width:300/30, height:10/30, density:0}); looseBox = sim.addBox({x:15,y:600/30, width:300/30, height:10/30, density:0}); // make obstacles for (var i:int = 0; i<(stage.stageWidth/50); i++){ //End sim.addCircle({x:1 + i * 1.5, y:16, radius:0.1, density:0}); sim.addCircle({x:2 + i * 1.5, y:15, radius:0.1, density:0}); //Mid End sim.addCircle({x:0 + i * 2, y:14, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:13, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:12, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:11, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:10, radius:0.1, density:0}); //Middle Start sim.addCircle({x:0 + i * 1.5, y:09, radius:0.1, density:0}); sim.addCircle({x:1 + i * 1.5, y:08, radius:0.1, density:0}); sim.addCircle({x:0 + i * 1.5, y:07, radius:0.1, density:0}); sim.addCircle({x:1 + i * 1.5, y:06, radius:0.1, density:0}); } sim.start(); stage.addEventListener(MouseEvent.CLICK, _clicked); } /** * .. * @param e MouseEvent.CLICK */ private function _clicked(e:MouseEvent) { gameBall = sim.addCircle({x:(mouseX/30), y:(1), radius:0.25, density:5}); } } }

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  • OpenGL - Cascaded shadow mapping - Texture lookup

    - by Silverlan
    I'm trying to implement cascaded shadow mapping in my engine, but I'm somewhat stuck at the last step. For testing purposes I've made sure all cascades encompass my entire scene. The result is currently this: The different intensity of the cascades is not on purpose, it's actually the problem. This is how I do the texture lookup for the shadow maps inside the fragment shader: layout(std140) uniform CSM { vec4 csmFard; // far distances for each cascade mat4 csmVP[4]; // View-Projection Matrix int numCascades; // Number of cascades to use. In this example it's 4. }; uniform sampler2DArrayShadow csmTextureArray; // The 4 shadow maps in vec4 csmPos[4]; // Vertex position in shadow MVP space float GetShadowCoefficient() { int index = numCascades -1; vec4 shadowCoord; for(int i=0;i<numCascades;i++) { if(gl_FragCoord.z < csmFard[i]) { shadowCoord = csmPos[i]; index = i; break; } } shadowCoord.w = shadowCoord.z; shadowCoord.z = float(index); shadowCoord.x = shadowCoord.x *0.5f +0.5f; shadowCoord.y = shadowCoord.y *0.5f +0.5f; return shadow2DArray(csmTextureArray,shadowCoord).x; } I then use the return value and simply multiply it with the diffuse color. That explains the different intensity of the cascades, since I'm grabbing the depth value directly from the texture. I've tried to do a depth comparison instead, but with limited success: [...] // Same code as above shadowCoord.w = shadowCoord.z; shadowCoord.z = float(index); shadowCoord.x = shadowCoord.x *0.5f +0.5f; shadowCoord.y = shadowCoord.y *0.5f +0.5f; float z = shadow2DArray(csmTextureArray,shadowCoord).x; if(z < shadowCoord.w) return 0.25f; return 1.f; } While this does give me the same shadow value everywhere, it only works for the first cascade, all others are blank: (I colored the cascades because otherwise the transitions wouldn't be visible in this case) What am I missing here?

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  • Voxel Face Crawling (Mesh simplification, possibly using greedy)

    - by Tim Winter
    This is in regards to a Minecraft-like terrain engine. I store blocks in chunks (16x256x16 blocks in a chunk). When I generate a chunk, I use multiple procedural techniques to set the terrain and to place objects. While generating, I keep one 1D array for the full chunk (solid or not) and a separate 1D array of solid blocks. After generation, I iterate through the solid blocks checking their neighbors so I only generate block faces that don't have solid neighbors. I store which faces to generate in their own list (that's 6 lists, one per possible face). When rendering a chunk, I render all lists in the camera's current chunk and only the lists facing the camera in all other chunks. Using a 2D atlas with this little shader trick Andrew Russell suggested, I want to merge similar faces together completely. That is, if they are in the same list (same normal), are adjacent to each other, have the same light level, etc. My assumption would be to have each of the 6 lists sorted by the axis they rest on, then by the other two axes (the list for the top of a block would be sorted by it's Y value, then X, then Z). With this alone, I could quite easily merge strips of faces, but I'm looking to merge more than just strips together when possible. I've read up on this greedy meshing algorithm, but I am having a lot of trouble understanding it. To even use it, I would think I'd need to perform a type of flood-fill per sorted list to get the groups of merge-able faces. Then, per group, perform the greedy algorithm. It all sounds awfully expensive if I would ever want dynamic terrain/lighting after initial generation. So, my question: To perform merging of faces as described (ignoring whether it's a bad idea for dynamic terrain/lighting), is there perhaps an algorithm that is simpler to implement? I would also quite happily accept an answer that walks me through the greedy algorithm in a much simpler way (a link or explanation). I don't mind a slight performance decrease if it's easier to implement or even if it's only a little better than just doing strips. I worry that most algorithms focus on triangles rather than quads and using a 2D atlas the way I am, I don't know that I could implement something triangle based with my current skills. PS: I already frustum cull per chunk and as described, I also cull faces between solid blocks. I don't occlusion cull yet and may never.

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  • Implement Negascout Algorithm with stack

    - by Dan
    I'm not familiar with how these stack exchange accounts work so if this is double posting I apologize. I asked the same thing on stackoverflow. I have added an AI routine to a game I am working on using the Negascout algorithm. It works great, but when I set a higher maximum depth it can take a few seconds to complete. The problem is it blocks the main thread, and the framework I am using does not have a way to deal with multi-threading properly across platforms. So I am trying to change this routine from recursively calling itself, to just managing a stack (vector) so that I can progress through the routine at a controlled pace and not lock up the application while the AI is thinking. I am getting hung up on the second recursive call in the loop. It relies on a returned value from the first call, so I don't know how to add these to a stack. My Working c++ Recursive Code: MoveScore abNegascout(vector<vector<char> > &board, int ply, int alpha, int beta, char piece) { if (ply==mMaxPly) { return MoveScore(evaluation.evaluateBoard(board, piece, oppPiece)); } int currentScore; int bestScore = -INFINITY; MoveCoord bestMove; int adaptiveBeta = beta; vector<MoveCoord> moveList = evaluation.genPriorityMoves(board, piece, findValidMove(board, piece, false)); if (moveList.empty()) { return MoveScore(bestScore); } bestMove = moveList[0]; for(int i=0;i<moveList.size();i++) { MoveCoord move = moveList[i]; vector<vector<char> > newBoard; newBoard.insert( newBoard.end(), board.begin(), board.end() ); effectMove(newBoard, piece, move.getRow(), move.getCol()); // First Call ****** MoveScore current = abNegascout(newBoard, ply+1, -adaptiveBeta, -max(alpha,bestScore), oppPiece); currentScore = - current.getScore(); if (currentScore>bestScore){ if (adaptiveBeta == beta || ply>=(mMaxPly-2)){ bestScore = currentScore; bestMove = move; }else { // Second Call ****** current = abNegascout(newBoard, ply+1, -beta, -currentScore, oppPiece); bestScore = - current.getScore(); bestMove = move; } if(bestScore>=beta){ return MoveScore(bestMove,bestScore); } adaptiveBeta = max(alpha, bestScore) + 1; } } return MoveScore(bestMove,bestScore); } If someone can please help by explaining how to get this to work with a simple stack. Example code would be much appreciated. While c++ would be perfect, any language that demonstrates how would be great. Thank You.

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  • Java Slick2d Animation not working

    - by user3558075
    Hello everyone I am trying to make a simple 2d game using java and the slick2d library. this is my first time doing it and i need some help. right now I am trying to make the Animations for the character, so that when you go right he turns right and when you go left he turns left... but I keep getting an error when im drawing the character, ive try'd re-downloading slick but that didnt work. when i get rid of the player.draw(x,y); line of code it dosen't crash but the character isnt there. heres my code, can anyone help? package enteties; import input.Keyinput; import org.newdawn.slick.Animation; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.Image; import org.newdawn.slick.Input; import org.newdawn.slick.SlickException; import org.newdawn.slick.state.BasicGameState; import org.newdawn.slick.state.StateBasedGame; import playerinfo.Playerinfo; public class Player extends BasicGameState{ Playerinfo pi = new Playerinfo(); Keyinput ki = new Keyinput(); Animation player,up,down,left,right; public void init(GameContainer gc, StateBasedGame sbg) throws SlickException { Image[] goingUp = {new Image("res/buckysBack.png") , new Image("res/charBack.png")}; Image[] goingDown = {new Image("res/buckysFront.png") , new Image("res/charFront.png")}; Image[] goingLeft = {new Image("res/buckysLeft.png") , new Image("res/charLeft.png")}; Image[] goingRight = {new Image("res/buckysRight.png") , new Image("res/charRight.png")}; int[] duration = {200,200}; Animation up = new Animation(goingUp,duration,false); Animation down = new Animation(goingDown,duration,false); Animation left = new Animation(goingLeft,duration,false); Animation right = new Animation(goingRight,duration,false); player = up; } public void render(GameContainer gc, StateBasedGame sbg, Graphics g) throws SlickException { //error happens here, when i remove this line it dosent crash player.draw(720,450); } public void update(GameContainer gc, StateBasedGame sbg, int delta) throws SlickException { } public int getID() { return 0; } }

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  • Best pathfinding for a 2D world made by CPU Perlin Noise, with random start- and destinationpoints?

    - by Mathias Lykkegaard Lorenzen
    I have a world made by Perlin Noise. It's created on the CPU for consistency between several devices (yes, I know it takes time - I have my techniques that make it fast enough). Now, in my game you play as a fighter-ship-thingy-blob or whatever it's going to be. What matters is that this "thing" that you play as, is placed in the middle of the screen, and moves along with the camera. The white stuff in my world are walls. The black stuff is freely movable. Now, as the player moves around he will constantly see "monsters" spawning around him in a circle (a circle that's larger than the screen though). These monsters move inwards and try to collide with the player. This is the part that's tricky. I want these monsters to constantly spawn, moving towards the player, but avoid walls entirely. I've added a screenshot below that kind of makes it easier to understand (excuse me for my bad drawing - I was using Paint for this). In the image above, the following rules apply. The red dot in the middle is the player itself. The light-green rectangle is the boundaries of the screen (in other words, what the player sees). These boundaries move with the player. The blue circle is the spawning circle. At the circumference of this circle, monsters will spawn constantly. This spawncircle moves with the player and the boundaries of the screen. Each monster spawned (shown as yellow triangles) wants to collide with the player. The pink lines shows the path that I want the monsters to move along (or something similar). What matters is that they reach the player without colliding with the walls. The map itself (the one that is Perlin Noise generated on the CPU) is saved in memory as two-dimensional bit-arrays. A 1 means a wall, and a 0 means an open walkable space. The current tile size is pretty small. I could easily make it a lot larger for increased performance. I've done some path algorithms before such as A*. I don't think that's entirely optimal here though.

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  • A few questions about integrating AudioKinetic Wwise and Unity

    - by SaldaVonSchwartz
    I'm new to Wwise and to using it with Unity, and though I have gotten the integration to work, I'm still dealing with some loose ends and have a few questions: (I'm on Unity 4.3 as of now but I think it shouldn't make any difference) The base path: The Wwise documentation implies you set this in the AkGlobalSoundEngineInitializer basePath public ivar, which is exposed to the editor. However, I found that this variable is not really used. Instead, the path is hardcoded to /Audio/GeneratedSoundBanks in AkBankPath. I had to modify both scripts to actually look in the path that I set in the editor property. What's the deal with this? Just sloppyness or am I missing something? Also about paths: since I'm on Mac, I'm using Unity natively under OS X and in tadem, the Wwise authoring tool via VMWare and I share the OS X Unity project folder so I can generate the soundbanks into the assets folder. However, the authoring tool (downloaded the latest one for Windows) doesn't automatically generate any "platform-specific" subfolders for my wwise files. That is, again, the Unity integration scripts assume the path to be /Audio/GeneratedSoundBanks/<my-platform>/ which in my case would be Mac (I set the authoring tool to generate for Mac). The documentation says wwise will automatically generate the platform-specific folders but it just dumps all the stuff in GeneratedSoundBanks. Am I missing some setting? cause right now I just manually create the /Mac folder. The C# methods AkSoundEngine.PostEvent and AkSoundEngine.LoadBank for instance, have a few overloads, including ones where I can refer to the soundbanks or events by their ID. However, if I try to use these, for instance: AkSoundEngine.LoadBank(, AkSoundEngine.AK_DEFAULT_POOL_ID) where the int I got from the .h header, I get Ak_Fail. If I use the overloads that reference the objects by string name then it works. What gives? Converting the ID header to C#: The integration comes with a C# script that seems to fork a process to call Python in turn to covert the C++ header into a C# script. This always fails unless I manually execute the Python script myself from outside Unity. Might be a permissions thing, but has anyone experienced this? The Profiler: I set up the Unity player to run in the background and am using the "Profile" version of the plugin. However, when I start the Unity OS X standalone app, the profiler in VMWare does not see it. This I'm thinking might just be that I'm trying to see a running instance of the sound engine inside an OS X binary from a Windows virtual machine. But I'm just wondering if anyone has gotten the Windows profiler to see an OS X Unity binary. Different versions of the integration plugin: It's not clear to me from the documentation whether I have to manually (or write a script to do it) remove the "Profile" version and install the "Release" version when I'm going to do a Release build or if I should install both version in Unity and it'll select the right one. Thanks!

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  • XNA 2D line-of-sight check

    - by bionicOnion
    I'm working on a top-down shooter in XNA, and I need to implement line-of-sight checking. I've come up with a solution that seems to work, but I get the nagging feeling that it won't be efficient enough to do every frame for multiple calls (the game already hiccups slightly at about 10 calls per frame). The code is below, but my general plan was to create a series of rectangles with a width and height of zero to act as points along the sight line, and then check to see if any of these rectangles intersects a ClutterObject (an interface I defined for things like walls or other obstacles) after first screening for any that can't possibly be in the line of sight (i.e. behind the viewer) or are too far away (a concession I made for efficiency). public static bool LOSCheck(Vector2 pos1, Vector2 pos2) { Vector2 currentPos = pos1; Vector2 perMove = (pos2 - pos1); perMove.Normalize(); HashSet<ClutterObject> clutter = new HashSet<ClutterObject>(); foreach (Room r in map.GetRooms()) { if (r != null) { foreach (ClutterObject c in r.GetClutter()) { if (c != null &&!(c.GetRectangle().X * perMove.X < 0) && !(c.GetRectangle().Y * perMove.Y < 0)) { Vector2 cVector = new Vector2(c.GetRectangle().X, c.GetRectangle().Y); if ((cVector - pos1).Length() < 1500) clutter.Add(c); } } } } while (currentPos != pos2 && ((currentPos - pos1).Length() < 1500)) { Rectangle position = new Rectangle((int)currentPos.X, (int)currentPos.Y, 0, 0); foreach (ClutterObject c in clutter) { if (position.Intersects(c.GetRectangle())) return false; } currentPos += perMove; } return true; } I'm sure that there's a better way to do this (or at least a way to make this method more efficient), but I'm not too used to XNA yet, so I figured it couldn't hurt to bring it here. At the very least, is there an efficient to determine which objects may be in front of the viewer with greater precision than the rather broad 90 degree window I've given myself?

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  • How to shoot a triangle out of an asteroid which floats all of the way up to the screen?

    - by Holland
    I currently have an asteroid texture loaded as my "test player" for the game I'm writing. What I'm trying to figure out how to do is get a triangle to shoot from the center of the asteroid, and keep going until it hits the top of the screen. What happens in my case (as you'll see from the code I've posted), is that the triangle will show, however it will either be a long line, or it will just be a single triangle which stays in the same location as the asteroid moving around (that disappears when I stop pressing the space bar), or it simply won't appear at all. I've tried many different methods, but I could use a formula here. All I'm trying to do is write a space invaders clone for my final in C#. I know how to code fairly well, my formulas just need work is all. So far, this is what I have: Main Logic Code protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(ClearOptions.Target, Color.Black, 1, 1); mAsteroid.Draw(mSpriteBatch); if (mIsFired) { mPositions.Add(mAsteroid.LastPosition); mRay.Fire(mPositions); mIsFired = false; mRay.Bullets.Clear(); mPositions.Clear(); } base.Draw(gameTime); } Draw Code public void Draw() { VertexPositionColor[] vertices = new VertexPositionColor[3]; int stopDrawing = mGraphicsDevice.Viewport.Width / mGraphicsDevice.Viewport.Height; for (int i = 0; i < mRayPos.Length(); ++i) { vertices[0].Position = new Vector3(mRayPos.X, mRayPos.Y + 5f, 10); vertices[0].Color = Color.Blue; vertices[1].Position = new Vector3(mRayPos.X - 5f, mRayPos.Y - 5f, 10); vertices[1].Color = Color.White; vertices[2].Position = new Vector3(mRayPos.X + 5f, mRayPos.Y - 5f, 10); vertices[2].Color = Color.Red; mShader.CurrentTechnique.Passes[0].Apply(); mGraphicsDevice.DrawUserPrimitives<VertexPositionColor>(PrimitiveType.TriangleStrip, vertices, 0, 1); mRayPos += new Vector2(0, 1f); mGraphicsDevice.ReferenceStencil = 1; } }

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