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  • Saving game data to server [on hold]

    - by Eugene Lim
    What's the best method to save the player's data to the server? Method to store the game saves Which one of the following method should I use ? Using a database structure(e.g.. mySQL) to store the game data as blobs? Using the server hard disk to store the saved game data as binary data files? Method to send saved game data to server What method should I use ? socketIO web socket a web-based scripting language to receive the game data as binary? for example, a php script to handle binary data and save it to file Meta-data I read that some games store saved game meta-data in database structures. What kind of meta data is useful to store?

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  • How can I make a rectangle to an irregular shape?

    - by Anil gupta
    I used masking for breaking an image into the below pattern. Now that it's broken into different pieces I need to make a rectangle of each piece. I need to drag the broken pieces and adjust to the correct position so I can reconstruct the image. To drag and put at the right position I need to make the pieces rectangles but I am not getting the idea of how to make rectangles out of these irregular shapes. How can I make rectangles for manipulating these pieces? This is a follow up to my previous question.

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  • Compiling a Monogame Game into a single .exe

    - by user27483
    Is it possible to compile a monogame game into a single .exe? I know if you go in the debug or release bin, there is in fact a .exe your game, except you move this .exe's file location or try to run in on another computer it crashes. I am also aware of the one-click application except this seems like a really messy way of redistributing a monogame game. How come when you build your game, the exe for it wont work anywhere but that file location and that computer. I am also aware that the computer probably needs the XNA framework downloaded to play the monogame game, so in short is it possible to redistribute a monogame game by creating a single .exe and assume that person who is using it doesnt have XNA or monogame installed?

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  • Errors compiling XNA project Windows 8?

    - by ChocoMan
    I'm using Visual Studio 2012 have just installed Windows 8 on my computer and tried to compile a game Im working on in XNA. When the game tried to build, I got the following errors: Error 12 Could not copy the file "C:\Users\Computer\Documents\Visual Studio 2012\Projects\WindowsGame1\WindowsGame1\WindowsGame1\bin\x86\Debug\Content\SkyDome\skycirrus01.xnb" because it was not found. Error 13 Could not copy the file "C:\Users\Computer\Documents\Visual Studio 2012\Projects\WindowsGame1\WindowsGame1\WindowsGame1\bin\x86\Debug\Content\Fonts\Arial.xnb" because it was not found. Error 14 Could not copy the file "C:\Users\Computer\Documents\Visual Studio 2012\Projects\WindowsGame1\WindowsGame1\WindowsGame1\bin\x86\Debug\Content\Fonts\ISOCP2.xnb" because it was not found. skycirrus01.xnb is actually a .fbx. *Arial.xmb* and ISOCP2.xmb are my spritefonts within my project. Prior to installing Windows 8 (store bought) my project compiled. Does anyone know how to convert these to .xnb files? I'm assuming that will make them compatible.

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  • OpenGL - have object follow mouse

    - by kevin james
    I want to have an object follow around my mouse on the screen in OpenGL. (I am also using GLEW, GLFW, and GLM). The best idea I've come up with is: Get the coordinates within the window with glfwGetCursorPos. The window was created with window = glfwCreateWindow( 1024, 768, "Test", NULL, NULL); and the code to get coordinates is double xpos, ypos; glfwGetCursorPos(window, &xpos, &ypos); Next, I use GLM unproject, to get the coordinates in "object space" glm::vec4 viewport = glm::vec4(0.0f, 0.0f, 1024.0f, 768.0f); glm::vec3 pos = glm::vec3(xpos, ypos, 0.0f); glm::vec3 un = glm::unProject(pos, View*Model, Projection, viewport); There are two potential problems I can already see. The viewport is fine, as the initial x,y, coordinates of the lower left are indeed 0,0, and it's indeed a 1024*768 window. However, the position vector I create doesn't seem right. The Z coordinate should probably not be zero. However, glfwGetCursorPos returns 2D coordinates, and I don't know how to go from there to the 3D window coordinates, especially since I am not sure what the 3rd dimension of the window coordinates even means (since computer screens are 2D). Then, I am not sure if I am using unproject correctly. Assume the View, Model, Projection matrices are all OK. If I passed in the correct position vector in Window coordinates, does the unproject call give me the coordinates in Object coordinates? I think it does, but the documentation is not clear. Finally, to each vertex of the object I want to follow the mouse around, I just increment the x coordinate by un[0], the y coordinate by -un[1], and the z coordinate by un[2]. However, since my position vector that is being unprojected is likely wrong, this is not giving good results; the object does move as my mouse moves, but it is offset quite a bit (i.e. moving the mouse a lot doesn't move the object that much, and the z coordinate is very large). I actually found that the z coordinate un[2] is always the same value no matter where my mouse is, probably because the position vector I pass into unproject always has a value of 0.0 for z. Edit: The (incorrectly) unprojected x-values range from about -0.552 to 0.552, and the y-values from about -0.411 to 0.411.

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  • Do I need to store a generic rotation point/radius for rotating around a point other than the origin for object transforms?

    - by Casey
    I'm having trouble implementing a non-origin point rotation. I have a class Transform that stores each component separately in three 3D vectors for position, scale, and rotation. This is fine for local rotations based on the center of the object. The issue is how do I determine/concatenate non-origin rotations in addition to origin rotations. Normally this would be achieved as a Transform-Rotate-Transform for the center rotation followed by a Transform-Rotate-Transform for the non-origin point. The problem is because I am storing the individual components, the final Transform matrix is not calculated until needed by using the individual components to fill an appropriate Matrix. (See GetLocalTransform()) Do I need to store an additional rotation (and radius) for world rotations as well or is there a method of implementation that works while only using the single rotation value? Transform.h #ifndef A2DE_CTRANSFORM_H #define A2DE_CTRANSFORM_H #include "../a2de_vals.h" #include "CMatrix4x4.h" #include "CVector3D.h" #include <vector> A2DE_BEGIN class Transform { public: Transform(); Transform(Transform* parent); Transform(const Transform& other); Transform& operator=(const Transform& rhs); virtual ~Transform(); void SetParent(Transform* parent); void AddChild(Transform* child); void RemoveChild(Transform* child); Transform* FirstChild(); Transform* LastChild(); Transform* NextChild(); Transform* PreviousChild(); Transform* GetChild(std::size_t index); std::size_t GetChildCount() const; std::size_t GetChildCount(); void SetPosition(const a2de::Vector3D& position); const a2de::Vector3D& GetPosition() const; a2de::Vector3D& GetPosition(); void SetRotation(const a2de::Vector3D& rotation); const a2de::Vector3D& GetRotation() const; a2de::Vector3D& GetRotation(); void SetScale(const a2de::Vector3D& scale); const a2de::Vector3D& GetScale() const; a2de::Vector3D& GetScale(); a2de::Matrix4x4 GetLocalTransform() const; a2de::Matrix4x4 GetLocalTransform(); protected: private: a2de::Vector3D _position; a2de::Vector3D _scale; a2de::Vector3D _rotation; std::size_t _curChildIndex; Transform* _parent; std::vector<Transform*> _children; }; A2DE_END #endif Transform.cpp #include "CTransform.h" #include "CVector2D.h" #include "CVector4D.h" A2DE_BEGIN Transform::Transform() : _position(), _scale(1.0, 1.0), _rotation(), _curChildIndex(0), _parent(nullptr), _children() { /* DO NOTHING */ } Transform::Transform(Transform* parent) : _position(), _scale(1.0, 1.0), _rotation(), _curChildIndex(0), _parent(parent), _children() { /* DO NOTHING */ } Transform::Transform(const Transform& other) : _position(other._position), _scale(other._scale), _rotation(other._rotation), _curChildIndex(0), _parent(other._parent), _children(other._children) { /* DO NOTHING */ } Transform& Transform::operator=(const Transform& rhs) { if(this == &rhs) return *this; this->_position = rhs._position; this->_scale = rhs._scale; this->_rotation = rhs._rotation; this->_curChildIndex = 0; this->_parent = rhs._parent; this->_children = rhs._children; return *this; } Transform::~Transform() { _children.clear(); _parent = nullptr; } void Transform::SetParent(Transform* parent) { _parent = parent; } void Transform::AddChild(Transform* child) { if(child == nullptr) return; _children.push_back(child); } void Transform::RemoveChild(Transform* child) { if(_children.empty()) return; _children.erase(std::remove(_children.begin(), _children.end(), child), _children.end()); } Transform* Transform::FirstChild() { if(_children.empty()) return nullptr; return *(_children.begin()); } Transform* Transform::LastChild() { if(_children.empty()) return nullptr; return *(_children.end()); } Transform* Transform::NextChild() { if(_children.empty()) return nullptr; std::size_t s(_children.size()); if(_curChildIndex >= s) { _curChildIndex = s; return nullptr; } return _children[_curChildIndex++]; } Transform* Transform::PreviousChild() { if(_children.empty()) return nullptr; if(_curChildIndex == 0) { return nullptr; } return _children[_curChildIndex--]; } Transform* Transform::GetChild(std::size_t index) { if(_children.empty()) return nullptr; if(index > _children.size()) return nullptr; return _children[index]; } std::size_t Transform::GetChildCount() const { if(_children.empty()) return 0; return _children.size(); } std::size_t Transform::GetChildCount() { return static_cast<const Transform&>(*this).GetChildCount(); } void Transform::SetPosition(const a2de::Vector3D& position) { _position = position; } const a2de::Vector3D& Transform::GetPosition() const { return _position; } a2de::Vector3D& Transform::GetPosition() { return const_cast<a2de::Vector3D&>(static_cast<const Transform&>(*this).GetPosition()); } void Transform::SetRotation(const a2de::Vector3D& rotation) { _rotation = rotation; } const a2de::Vector3D& Transform::GetRotation() const { return _rotation; } a2de::Vector3D& Transform::GetRotation() { return const_cast<a2de::Vector3D&>(static_cast<const Transform&>(*this).GetRotation()); } void Transform::SetScale(const a2de::Vector3D& scale) { _scale = scale; } const a2de::Vector3D& Transform::GetScale() const { return _scale; } a2de::Vector3D& Transform::GetScale() { return const_cast<a2de::Vector3D&>(static_cast<const Transform&>(*this).GetScale()); } a2de::Matrix4x4 Transform::GetLocalTransform() const { Matrix4x4 p((_parent ? _parent->GetLocalTransform() : a2de::Matrix4x4::GetIdentity())); Matrix4x4 t(a2de::Matrix4x4::GetTranslationMatrix(_position)); Matrix4x4 r(a2de::Matrix4x4::GetRotationMatrix(_rotation)); Matrix4x4 s(a2de::Matrix4x4::GetScaleMatrix(_scale)); return (p * t * r * s); } a2de::Matrix4x4 Transform::GetLocalTransform() { return static_cast<const Transform&>(*this).GetLocalTransform(); } A2DE_END

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  • How to manage a multiplayer asynchronous environment in a game

    - by Phil
    I'm working on a game where players can setup villages, which can contain defending units. Any of these units (each on their own tiles) can be set to "campaign" which means they are no longer defending but can now be used to attack other villages. And each unit on a tile can have up to a 100 health. So far so good. Oh and it's all asynchronous so even though the server will be aware that your village is being attacked, you won't be until the attack is over. The issue I'm struggling with, is the following situation. Let's say a unit on a tile is being attacked by a player from another village. The other player see's your village and is attacking your units. You don't know this is happening though, so you set your unit to campaign and off you go to attack another village, with the unit which itself is actually being attacked by this other player. The other player stops attacking your village and leaves your unit with say a health of 1, which is then saved to the server. You however have this same unit are attacking another village with it, but now you discover that even though it started off with a 100 health, now mysteriously it only has 1... Solutions? Ideas? Edit The simplest solutions are often the best. I referred to Clash of clans below, well after a bit more digging it seems that in CoC you can only attack players that are offline! ha, that almost solves the problem. I say almost because there's still the situation where a players village could be in the process of being attacked when they come back online, still need to address that. Edit 2 A solution to the "What happens when a player is attacking your village and you come online" issue, could be the attacking player just get's kicked out of the village at that point and just get's whatever they had won up to that point, it's a bit of a fudge but it might work.

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  • What is the kd tree intersection logic?

    - by bobobobo
    I'm trying to figure out how to implement a KD tree. On page 322 of "Real time collision detection" by Ericson The text section is included below in case Google book preview doesn't let you see it the time you click the link text section Relevant section: The basic idea behind intersecting a ray or directed line segment with a k-d tree is straightforward. The line is intersected against the node's splitting plane, and the t value of intersection is computed. If t is within the interval of the line, 0 <= t <= tmax, the line straddles the plane and both children of the tree are recursively descended. If not, only the side containing the segment origin is recursively visited. So here's what I have: (open image in new tab if you can't see the lettering) The logical tree Here the orange ray is going thru the 3d scene. The x's represent intersection with a plane. From the LEFT, the ray hits: The front face of the scene's enclosing cube, The (1) splitting plane The (2.2) splitting plane The right side of the scene's enclosing cube But here's what would happen, naively following Ericson's basic description above: Test against splitting plane (1). Ray hits splitting plane (1), so left and right children of splitting plane (1) are included in next test. Test against splitting plane (2.1). Ray actually hits that plane, (way off to the right) so both children are included in next level of tests. (This is counter-intuitive - shouldn't only the bottom node be included in subsequent tests) Can some one describe what happens when the orange ray goes through the scene correctly?

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  • How do I check user's unlocked achievement and leaderboard scores via GPG plugin

    - by noob
    I need to load user's achievement and their scores from leaderboard in my game. But the Social.LoadScore() and Social.LoadAchievements() both returns a 0 size array in callback. When I checked the implementation in Google Play Gaming's PlayGamePlatform.cs, both the method has this summary - Not implemented yet. Calls the callback with an empty list. So my question is How do I get this data in Unity? Has anyone tried any other method to get the data?

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  • Having a hard time having consecutive animations for an attack

    - by Kelby Styler
    So I've been trying to figure this out for about 8 hours now...It's driving me nuts because I am pretty sure that it is something dead simple that I am just not understanding. I had everything working fine when I was just cycling through the animation: Idle - Attack - Attack 1 - Attack 2. Just in an infinite loop. The problem now is that I want it to go Attack - check if x time passes if ctrl pressed before x passes move to Attack 1, if not move back to Idle - Then either Attack 1 or Idle depending on how long has passed. I've almost gotten it a few time, but something always happens where it falls apart if I press ctrl too fast or after multiple cycles of the animation. Any help would be appreciated, I'm just at my wits end on this one. I've been looking at this so long that I just don't know where to go anymore. Code is below, here is the controller using UnityEngine; using System.Collections; public class MeleeAttack : MonoBehaviour { public int damage; public bool Attack; public bool Attack1; public bool Attack2; public bool Idle; private Animator animator; private int attnum = 0; private float count = 2f; private float timeLeft; //Gives value to damage output void MAttackDmg () { if (Input.GetKeyDown (KeyCode.RightControl) || Input.GetKeyDown (KeyCode.LeftControl)) { switch (attnum) { case (0): Attack = true; damage = 2; animator.SetBool ("Attack", Attack); attnum++; Idle = false; animator.SetBool ("Idle", Idle); timeLeft = count; break; case (1): Attack1 = true; damage = 2; animator.SetBool ("Attack1", Attack1); attnum++; Idle = false; animator.SetBool ("Idle", Idle); timeLeft = count; break; case (2): Attack2 = true; damage = 2; animator.SetBool ("Attack2", Attack2); attnum = 0; Idle = false; animator.SetBool ("Idle", Idle); timeLeft = count; break; } } if (Input.GetKeyUp (KeyCode.RightControl) || Input.GetKeyUp (KeyCode.LeftControl)) { switch (attnum) { case (0): Debug.Log ("false"); damage = 0; if (timeLeft <= 0f) { Attack2 = false; animator.SetBool ("Attack2", Attack2); Debug.Log ("t1"); Idle = true; animator.SetBool ("Idle", Idle); attnum = 0; timeLeft = count; } break; case (1): Debug.Log ("false1"); damage = 0; if (timeLeft <= 0f) { Debug.Log ("t2"); Attack = false; animator.SetBool ("Attack", Attack); Idle = true; animator.SetBool ("Idle", Idle); attnum = 0; timeLeft = count; } break; case (2): Debug.Log ("false2"); damage = 0; if (timeLeft <= 0f) { Attack1 = false; animator.SetBool ("Attack1", Attack1); Debug.Log ("t3"); Idle = true; animator.SetBool ("Idle", Idle); attnum = 0; timeLeft = count; } break; } } } // Use this for initialization void Awake () { animator = GetComponent<Animator> (); } // Update is called once per frame void Update () { timeLeft -= Time.deltaTime;; MAttackDmg (); } void Start (){ timeLeft = count; } }

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  • Space partitioning when everything is moving

    - by Roy T.
    Background Together with a friend I'm working on a 2D game that is set in space. To make it as immersive and interactive as possible we want there to be thousands of objects freely floating around, some clustered together, others adrift in empty space. Challenge To unburden the rendering and physics engine we need to implement some sort of spatial partitioning. There are two challenges we have to overcome. The first challenge is that everything is moving so reconstructing/updating the data structure has to be extremely cheap since it will have to be done every frame. The second challenge is the distribution of objects, as said before there might be clusters of objects together and vast bits of empty space and to make it even worse there is no boundary to space. Existing technologies I've looked at existing techniques like BSP-Trees, QuadTrees, kd-Trees and even R-Trees but as far as I can tell these data structures aren't a perfect fit since updating a lot of objects that have moved to other cells is relatively expensive. What I've tried I made the decision that I need a data structure that is more geared toward rapid insertion/update than on giving back the least amount of possible hits given a query. For that purpose I made the cells implicit so each object, given it's position, can calculate in which cell(s) it should be. Then I use a HashMap that maps cell-coordinates to an ArrayList (the contents of the cell). This works fairly well since there is no memory lost on 'empty' cells and its easy to calculate which cells to inspect. However creating all those ArrayLists (worst case N) is expensive and so is growing the HashMap a lot of times (although that is slightly mitigated by giving it a large initial capacity). Problem OK so this works but still isn't very fast. Now I can try to micro-optimize the JAVA code. However I'm not expecting too much of that since the profiler tells me that most time is spent in creating all those objects that I use to store the cells. I'm hoping that there are some other tricks/algorithms out there that make this a lot faster so here is what my ideal data structure looks like: The number one priority is fast updating/reconstructing of the entire data structure Its less important to finely divide the objects into equally sized bins, we can draw a few extra objects and do a few extra collision checks if that means that updating is a little bit faster Memory is not really important (PC game)

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  • Slow Firefox Javascript Canvas Performance?

    - by jujumbura
    As a followup from a previous post, I have been trying to track down some slowdown I am having when drawing a scene using Javascript and the canvas element. I decided to narrow down my focus to a REALLY barebones animation that only clears the canvas and draws a single image, once per-frame. This of course runs silky smooth in Chrome, but it still stutters in Firefox. I added a simple FPS calculator, and indeed it appears that my page is typically getting an FPS in the 50's when running Firefox. This doesn't seem right to me, I must be doing something wrong here. Can anybody see anything I might be doing that is causing this drop in FPS? <!DOCTYPE HTML> <html> <head> </head> <body bgcolor=silver> <canvas id="myCanvas" width="600" height="400"></canvas> <img id="myHexagon" src="Images/Hexagon.png" style="display: none;"> <script> window.requestAnimFrame = (function(callback) { return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame || function(callback) { window.setTimeout(callback, 1000 / 60); }; })(); var animX = 0; var frameCounter = 0; var fps = 0; var time = new Date(); function animate() { var canvas = document.getElementById("myCanvas"); var context = canvas.getContext("2d"); context.clearRect(0, 0, canvas.width, canvas.height); animX += 1; if (animX == canvas.width) { animX = 0; } var image = document.getElementById("myHexagon"); context.drawImage(image, animX, 128); context.lineWidth=1; context.fillStyle="#000000"; context.lineStyle="#ffffff"; context.font="18px sans-serif"; context.fillText("fps: " + fps, 20, 20); ++frameCounter; var currentTime = new Date(); var elapsedTimeMS = currentTime - time; if (elapsedTimeMS >= 1000) { fps = frameCounter; frameCounter = 0; time = currentTime; } // request new frame requestAnimFrame(function() { animate(); }); } window.onload = function() { animate(); }; </script> </body> </html>

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  • Turn-based Strategy Loop

    - by Djentleman
    I'm working on a strategy game. It's turn-based and card-based (think Dominion-style), done in a client, with eventual AI in the works. I've already implemented almost all of the game logic (methods for calculations and suchlike) and I'm starting to work on the actual game loop. What is the "best" way to implement a game loop in such a game? Should I use a simple "while gameActive" loop that keeps running until gameActive is False, with sections that wait for player input? Or should it be managed through the UI with player actions determining what happens and when? Any help is appreciated. I'm doing it in Python (for now at least) to get my Python skills up a bit, although the language shouldn't matter for this question.

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  • How do I make the Cylinder in the model?

    - by Stanley Chiu
    I have a class which will draw cylinders with deformer's index in the FBX file. The deformer which was in the 3ds max's biped. ex: If I have 22 bones in the deformer's structure, I will draw 22 cylinders. But I was in trouble that I want to let these cylinders in the model. And then I refer to the example (XNA Club Simple Animation 4.0) for my program. But these cylinders are not in correct positions with the model. How do I make these cylinders in correct positions with the model?

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  • How do I apply different probability factors in an algorithm for a cricket simulation game?

    - by Komal Sharma
    I am trying to write the algorithm for a cricket simulation game which generates runs on each ball between 0 to 6. The run rate or runs generated changes when these factors come into play like skill of the batsman, skill of the bowler, target to be chased. Wickets left. If the batsman is skilled more runs will be generated. There will be a mode of play of the batsman aggressive, normal, defensive. If he plays aggressive chances of getting out will be more. If the chasing target is more the run rate should be more. If the overs are final the run rate should be more. I am using java random number function for this. The code so far I've written is public class Cricket { public static void main(String args[]) { int totalRuns=0; //i is the balls bowled for (int i = 1; i <= 60 ; i++) { int RunsPerBall = (int)(Math.random()*6); //System.out.println(Random); totalRuns=totalRuns+RunsPerBall; } System.out.println(totalRuns); } } Can somebody help me how to apply the factors in the code. I believe probability will be used with this. I am not clear how to apply the probability of the factors stated above in the code.

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  • Starcraft 2 - Third Person Custom Map

    - by Norla
    I would like to try my hand at creating a custom map in Starcraft 2 that has a third-person camera follow an individual unit. There are a few custom maps that exist with this feature already, so I do know this is possible. What I'm having trouble wrapping my head around are the features that are new to the SC2 map editor that didn't exist in the Warcraft 3 editor. For instance, to do a third-person map, do I need a custom mods file, or can everything be done in the map file? Regardless, is it worth using a mod file? What map settings do I NEED to edit/implement? Which are not necessary, but recommended?

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  • Drawing particles with CPU instead of GPU (XNA)

    - by Helix
    I'm trying out modifications to the following particle system. http://create.msdn.com/en-US/education/catalog/sample/particle_3d I have a function such that when I press Space, all the particles have their positions and velocities set to 0. for (int i = 0; i < particles.GetLength(0); i++) { particles[i].Position = Vector3.Zero; particles[i].Velocity = Vector3.Zero; } However, when I press space, the particles are still moving. If I go to FireParticleSystem.cs I can turn settings.Gravity to 0 and the particles stop moving, but the particles are still not being shifted to (0,0,0). As I understand it, the problem lies in the fact that the GPU is processing all the particle positions, and it's calculating where the particles should be based on their initial position, their initial velocity and multiplying by their age. Therefore, all I've been able to do is change the initial position and velocity of particles, but I'm unable to do it on the fly since the GPU is handling everything. I want the CPU to calculate the positions of the particles individually. This is because I will be later implementing some sort of wind to push the particles around. How do I stop the GPU from taking over? I think it's something to do with VertexBuffers and the draw function, but I don't know how to modify it to make it work.

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  • How to create projection/view matrix for hole in the monitor effect

    - by Mr Bell
    Lets say I have my XNA app window that is sized at 640 x 480 pixels. Now lets say I have a cube model with its poly's facing in to make a room. This cube is sized 640 units wide by 480 units high by 480 units deep. Lets say the camera is somewhere in front of the box looking at it. How can I set up the view and projection matrices such that the front edge of the box lines up exactly with the edges of the application window? It seems like this should probably involve the Matrix.CreatePerspectiveOffCenter method, but I don't fully understand how the parameters translate on to the screen. For reference, the end result will be something like Johhny Lee's wii head tracking demo: http://www.youtube.com/watch?v=Jd3-eiid-Uw&feature=player_embedded P.S. I realize that his source code is available, but I am afraid I haven't been able to make heads or tails out of it.

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  • How can a NodeJS server be used from Game Maker HTML5?

    - by Tokyo Dan
    I want to create a client-server game that runs on Game Maker HTML5-NodeJS. The NodeJS server will be an AI server - a bot that acts like a human opponent and plays against the human player at a front-end game client that is coded in GM HTML5. How can a NodeJS server be used from GM HTML5. Are there any examples of such a system? I already got an iOS game that can talk to a remote AI server (coded in Lua) using TCP sockets. Can this be done with Game Maker HTML5 and NodeJS.

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  • Camera frustum calculation coming out wrong

    - by Telanor
    I'm trying to calculate a view/projection/bounding frustum for the 6 directions of a point light and I'm having trouble with the views pointing along the Y axis. Our game uses a right-handed, Y-up system. For the other 4 directions I create the LookAt matrix using (0, 1, 0) as the up vector. Obviously that doesn't work when looking along the Y axis so for those I use an up vector of (-1, 0, 0) for -Y and (1, 0, 0) for +Y. The view matrix seems to come out correctly (and the projection matrix always stays the same), but the bounding frustum is definitely wrong. Can anyone see what I'm doing wrong? This is the code I'm using: camera.Projection = Matrix.PerspectiveFovRH((float)Math.PI / 2, ShadowMapSize / (float)ShadowMapSize, 1, 5); for(var i = 0; i < 6; i++) { var renderTargetView = shadowMap.GetRenderTargetView((TextureCubeFace)i); var up = DetermineLightUp((TextureCubeFace) i); var forward = DirectionToVector((TextureCubeFace) i); camera.View = Matrix.LookAtRH(this.Position, this.Position + forward, up); camera.BoundingFrustum = new BoundingFrustum(camera.View * camera.Projection); } private static Vector3 DirectionToVector(TextureCubeFace direction) { switch (direction) { case TextureCubeFace.NegativeX: return -Vector3.UnitX; case TextureCubeFace.NegativeY: return -Vector3.UnitY; case TextureCubeFace.NegativeZ: return -Vector3.UnitZ; case TextureCubeFace.PositiveX: return Vector3.UnitX; case TextureCubeFace.PositiveY: return Vector3.UnitY; case TextureCubeFace.PositiveZ: return Vector3.UnitZ; default: throw new ArgumentOutOfRangeException("direction"); } } private static Vector3 DetermineLightUp(TextureCubeFace direction) { switch (direction) { case TextureCubeFace.NegativeY: return -Vector3.UnitX; case TextureCubeFace.PositiveY: return Vector3.UnitX; default: return Vector3.UnitY; } } Edit: Here's what the values are coming out to for the PositiveX and PositiveY directions: Constants: Position = {X:0 Y:360 Z:0} camera.Projection = [M11:0.9999999 M12:0 M13:0 M14:0] [M21:0 M22:0.9999999 M23:0 M24:0] [M31:0 M32:0 M33:-1.25 M34:-1] [M41:0 M42:0 M43:-1.25 M44:0] PositiveX: up = {X:0 Y:1 Z:0} target = {X:1 Y:360 Z:0} camera.View = [M11:0 M12:0 M13:-1 M14:0] [M21:0 M22:1 M23:0 M24:0] [M31:1 M32:0 M33:0 M34:0] [M41:0 M42:-360 M43:0 M44:1] camera.BoundingFrustum: Matrix = [M11:0 M12:0 M13:1.25 M14:1] [M21:0 M22:0.9999999 M23:0 M24:0] [M31:0.9999999 M32:0 M33:0 M34:0] [M41:0 M42:-360 M43:-1.25 M44:0] Top = {A:0.7071068 B:-0.7071068 C:0 D:254.5584} Bottom = {A:0.7071068 B:0.7071068 C:0 D:-254.5584} Left = {A:0.7071068 B:0 C:0.7071068 D:0} Right = {A:0.7071068 B:0 C:-0.7071068 D:0} Near = {A:1 B:0 C:0 D:-1} Far = {A:-1 B:0 C:0 D:5} PositiveY: up = {X:0 Y:0 Z:-1} target = {X:0 Y:361 Z:0} camera.View = [M11:-1 M12:0 M13:0 M14:0] [M21:0 M22:0 M23:-1 M24:0] [M31:0 M32:-1 M33:0 M34:0] [M41:0 M42:0 M43:360 M44:1] camera.BoundingFrustum: Matrix = [M11:-0.9999999 M12:0 M13:0 M14:0] [M21:0 M22:0 M23:1.25 M24:1] [M31:0 M32:-0.9999999 M33:0 M34:0] [M41:0 M42:0 M43:-451.25 M44:-360] Top = {A:0 B:0.7071068 C:0.7071068 D:-254.5585} Bottom = {A:0 B:0.7071068 C:-0.7071068 D:-254.5585} Left = {A:-0.7071068 B:0.7071068 C:0 D:-254.5585} Right = {A:0.7071068 B:0.7071068 C:0 D:-254.5585} Near = {A:0 B:1 C:0 D:-361} Far = {A:0 B:-1 C:0 D:365} When I use the resulting BoundingFrustum to cull regions outside of it, this is the result: Pass PositiveX: Drew 3 regions Pass NegativeX: Drew 6 regions Pass PositiveY: Drew 400 regions Pass NegativeY: Drew 36 regions Pass PositiveZ: Drew 3 regions Pass NegativeZ: Drew 6 regions There are only 400 regions to draw and the light is in the center of them. As you can see, the PositiveY direction is drawing every single region. With the near/far planes of the perspective matrix set as small as they are, there's no way a single frustum could contain every single region.

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  • Where can I buy freely redistributable (creative commons) game assets?

    - by Erlend
    I'd like to know about any 3D asset shops out there that specialize in game assets and, most importantly, license their assets under an open license like Creative Commons or similarly permissive. We are looking to buy some professional looking assets for use and redistribution with our open source 3D game engine. The problem is that all the commercial 3D assets we've come by are only sold under very restrictive licenses, which won't allow us to include the models in our code repository (since free code hosting repositories require that all your data, including media, is open source or otherwise copyleft) nor in turn redistribute the assets as part of our downloadable SDK. I realize this sounds like a weak business idea, since users could just buy the asset and start sharing it with everyone. But somehow this has worked for hundreds of WordPress theme shops, so I was hoping maybe someone's trying similar things for commercial game assets.

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  • IOS OpenGl transparency performance issue

    - by user346443
    I have built a game in Unity that uses OpenGL ES 1.1 for IOS. I have a nice constant frame rate of 30 until i place a semi transparent texture over the top on my entire scene. I expect the drop in frames is due to the blending overhead with sorting the frame buffer. On 4s and 3gs the frames stay at 30 but on the iPhone 4 the frame rate drops to 15-20. Probably due to the extra pixels in the retina compared to the 3gs and smaller cpu/gpu compared to the 4s. I would like to know if there is anything i can do to try and increase the frame rate when a transparent texture is rendered on top of the entire scene. Please not the the transparent texture overlay is a core part of the game and i can't disable anything else in the scene to speed things up. If its guaranteed to make a difference I guess I can switch to OpenGl ES 2.0 and write the shaders but i would prefer not to as i need to target older devices. I should add that the depth buffer is disabled and I'm blending using SrcAlpha One. Any advice would be highly appreciated. Cheers

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  • Level Design V.S. Modeler

    - by Ecurbed
    From what I understand being a level designer and a character/environment/object/etc Modeler are two different jobs, yet sometimes it feels like a Modeler can also do the job of the level designer. I know this also depends on the scale of the game. For small games maybe they are one and the same, but for bigger games they become two different jobs. I understand a background in some modeling could not hurt when it comes to level design, but the question I have is: Do jobs prefer people who can model for level designing? This way they can kill two birds with one stone and have someone to create the assets and design the level. What is your opinion of the training? Does level design contain skill sets that make them completely different from what a modeler can do, or is this an easy transition for a modeler to become a level designer? Can you be a bad level designer but a good modeler and vice versa?

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  • How to make custom shaped holes in terrain

    - by Guy Ben-Moshe
    So I'm trying to create a game where you fit certain shaped objects into the hole that fits them (similar to the young children's game with different shaped blocks) in Unity 3D. I've encountered a problem, how do I make the holes in the terrain? Or what type of object should I use for making holes in? So far I've tried to make a 3d model in unity by using other cubes and planes, it just doesn't feel right. I guess I need to create a model in another software and import to unity, I don't know any other software I can use. Tips would help.

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  • Is there a way to use scala with html5?

    - by Maik Klein
    I want to create a very simple 2d multiplayer browsergame in html5. Something like Scalatron I mainly want to do this to improve my scala skills, the problem is I would have to code the clientside code in javascript and the serverside code in scala. This would result in duplicated code. Another option would be to ignore the html5 part and write it in opengl. But I would still prefer to have a html5 game. I could do this is in javascript, but then it would destroy the whole purpose of learning scala. Is there a way to use scala with html5? Or what would you recommend me to do?

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