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  • ScreenManagement better practices ?! Textbox not focusing

    - by xykudyax
    I saw a question here using DataTemplates with WPF for ScreenManagement, I was curious and I gave it a try I think the ideia is amazing and very clean. Though I'm new to WPF and I read a lot of times that almost everything should be made in XAML and very little should be "coded behind". My questions resolves about using the datatemplate ideia, WHERE should the code that calls the transitions be? where should I define which commands are avaiable in which screens. For example: [ScreenA] Commands: Pressing B - Goes to state B Pressing ESC - Exits [ScreenB] Commands: Pressing A - Goes to state A Pressing SPACE - Exits where do I define the keyEventHandlers? and where do I call the next screen? I'm doing this as an hobby for learning and "if you are learning, better learn it right" :) Thank you for your time. Yes the Q/A I was talking is: What's a good way to handle game screen management in WPF? What I've done so far was to create a Screen class (derived from UserControl) and create some virtual methods: - one for Initializing stuff (like focus a given component by default) - another for inputHandling I handle it by using a switch case and by listening to the PreviewKeyDown event from the parent container (MainWindow) Im not able to do it another way! Help?!. - and a finally one that removes the keyEvent method (when the screen is terminated) Parent.PreviewKeyDown -= OnKeyDown; am I doing okay? I face a problem. When I add a new screen (userControl) containing a TextBox I'm not able to give it autofocus :/ The Caret is there but is not blinking and I have to hit "TAB" before being able to input anything at all :/

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  • Bloom shader makes it impossible to render black?

    - by Mathias Lykkegaard Lorenzen
    I am playing around with the bloom shader from the XNA sample page, to do some glow shading. I am rendering primitive vector-ish squares of linelists/linestrips, on a background. However, I am facing a few problems. With a black background and white squares, I can actually see the squares. However, with a white background and black squares, I can't see them at all. Why is this happening, and is there any way of me fixing it? Can I modify my bloom shader to also "glow" dark elements, if that's what is causing it?

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  • Facebook Game Rejected: "Your app icon must not overlap with content in your cover image"

    - by peterwilli
    Sorry if this isnt the right stackexchange site to ask this, it was really hard to determine. My FB game just recently got rejected for 2 reasons. The first I fixed nicely and is irrelevant but the second I just can't see to figure out what they mean and I was hoping someone else got the same issue and did know what they meant. These are the errors: You can ignore the error under "Banners" The web preview of my game looks like this now: All I know is that the rejection has something to do with the cover image, not the icons or the screenshots. Please let me know what to do to get approved. Thanks a lot!

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  • XNA - Render texture to a rendertarget 2d via SpriteBatch error

    - by Jared B
    I got simple code that uses SpriteBatch to draw a texture onto a RenderTarget2D... private void drawScene(GameTime g) { GraphicsDevice.Clear(skyColor); GraphicsDevice.SetRenderTarget(targetScene); drawSunAndMoon(); effect.Fog = true; GraphicsDevice.SetVertexBuffer(line); effect.MainEffect.CurrentTechnique.Passes[0].Apply(); GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2); GraphicsDevice.SetRenderTarget(null); SceneTexture = targetScene; } private void drawPostProcessing(GameTime g) { effect.SceneTexture = SceneTexture; GraphicsDevice.SetRenderTarget(targetBloom); spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque, null, null, null); { if(Bloom) effect.BlurEffect.CurrentTechnique.Passes[0].Apply(); spriteBatch.Draw(targetScene, new Rectangle(0, 0, Window.ClientBounds.Width, Window.ClientBounds.Height), Color.White); } spriteBatch.End(); BloomTexture = targetBloom; GraphicsDevice.SetRenderTarget(null); } Both methods are called from Draw(GameTime gameTime). First drawScene is called, then drawPostProcessing is called. The thing is, I can't run the code because "the render target must not be set on the device when it is used as a texture." at line spriteBatch.Draw(targetScene, new Rectangle(0, 0, Window.ClientBounds.Width, Window.ClientBounds.Height), Color.White); I already found the solution, which is to draw the actual renderTarget (targetScene) to the texture so it doesn't create a reference to the loaded rendertarget. However, to my knowledge, the only way of doing this is to write: GraphicsDevice.SetRenderTarget(OutputTarget) SpriteBatch.Draw(InputTarget, ...) GraphicsDevice.SetRenderTarget(null) Which encounters the same exact problem I'm having right now. So, the question I'm asking is: how would I render InputTarget to OutputTarget without reference issues?

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  • LWJGL Text Rendering

    - by Trixmix
    Currently in my project I am using LWJGL and the Slick2D library to render text onto the screen. Here is a more specific example: Font f = new Font("Times New Roman",Font.BOLD,18); font = new UnicodeFont(f); font.getEffects().add(new ColorEffect(Color.white)); font.addAsciiGlyphs(); try { font.loadGlyphs(); } catch (SlickException e) { e.printStackTrace(); } then i use font.drawString to write onto the screen. This is a quick easy way but it has a lot of disadvantages. for example font.loadGlyphs take a very long time 1-3 seconds. so when i want to change a color or font type then i have to wait 1-3 seconds which means I cannot do it while rendering (ie. cant have different color text on the same screen). My question is what is a better way of drawing multicolored text onto the screen? I use slick2d only for the text rendering so maybe i can fully get rid of the library and draw text some other way... If you have an answer please leave a quick short example. Thanks!

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  • Literature for Inverse Kinematics: Joint Limits and beyond

    - by Jeff
    Recently I've been playing around with Inverse Kinematics and have been pretty impressed with the results. Naturally I want to take it further, but have no clue where to start. In particular, I would like to introduce joint limits (ie for a prismatic joint how far it can move, hinge joint what angles it has to be between, etc etc). Currently I understand how to produce the Jacobian matrix for the various joint types. I am particularly looking for literature (preferably free, and preferably easy to understand) on various ways to implement joint limits. Also I would like to find out different ideas on how inverse kinematics can be used.

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  • android game performance regarding timers

    - by iQue
    Im new to the game-dev world and I have a tendancy to over-simplify my code, and sometimes this costs me alot fo memory. Im using a custom TimerTask that looks like this: public class Task extends TimerTask { private MainGamePanel panel; public Task(MainGamePanel panel) { this.panel=panel; } /** * When the timer executes, this code is run. */ public void run() { panel.createEnemies(); } } this task calls this method from my view: public void createEnemies() { Bitmap bmp = BitmapFactory.decodeResource(getResources(), R.drawable.female); if(enemyCounter < 24){ enemies.add(new Enemy(bmp, this)); } enemyCounter++; } Since I call this in the onCreate-method instead of in my views contructor (because My enemies need to get width and height of view). Im wondering if this will work when I have multiple levels in game (start a new intent). And if this kind of timer really is the best way to add a delay between the spawning-time of my enemies performance-wise. adding code for my timer if any1 came here cus they dont understand timers: private Timer timer1 = new Timer(); private long delay1 = 5*1000; // 5 sec delay public void surfaceCreated(SurfaceHolder holder) { timer1.schedule(new Task(this), 0, delay1); //I call my timer and add the delay thread.setRunning(true); thread.start(); }

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  • Smooth animation in Cocos2d for iOS

    - by MrDatabase
    I move a simple CCSprite around the screen of an iOS device using this code: [self schedule:@selector(update:) interval:0.0167]; - (void) update:(ccTime) delta { CGPoint currPos = self.position; currPos.x += xVelocity; currPos.y += yVelocity; self.position = currPos; } This works however the animation is not smooth. How can I improve the smoothness of my animation? My scene is exceedingly simple (just has one full-screen CCSprite with a background image and a relatively small CCSprite that moves slowly). I've logged the ccTime delta and it's not consistent (it's almost always greater than my specified interval of 0.0167... sometimes up to a factor of 4x). I've considered tailoring the motion in the update method to the delta time (larger delta = larger movement etc). However given the simplicity of my scene it's seems there's a better way (and something basic that I'm probably missing).

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  • Styles of games that work at low-resolution

    - by Brendan Long
    I'm taking a class on compilers, and the goal is to write a compiler for Meggy Jr devices (Arduino). The goal is just to make a simple compilers with loops and variables and stuff. Obviously, that's lame, so the "real goal" is to make an impressive game on the device. The problem is that it only has 64 pixels to work with (technically 72, but the top 8 are single-color and not part of the main display, so they're really only useful for displaying things like money). My problem is thinking of something to do on a device that small. It doesn't really matter if it's original, but it can't be something that's already available. My first idea was "snake", but that comes with the SDK. Same with a side-scrolling shooter. Remaining ideas include a tower defense game (hard to write, hard to control), an RPG (same), tetris (lame).. The problem is that all of the games I like require a high-resolution screen because they have a lot of text. Even a really simple game like nethack would be hard because each creature would be a single color. tl;dr What styles of games require a. No text; and b. Few enough objects that representing them each with a single color is acceptable? EDIT: To clarify, the display is 8x8 for a total of 64 pixels, not 64x64.

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  • Tile-based maps in AS3

    - by Ashley
    I want to make a tile-based platformer in AS3. I want my game to read an external maps file (in xml or json or somethimg similar) to draw a tile-based map. I've seen loads of tutorials for this in AS2 and other languages, and the few I've found in AS3 are either incomplete or filled with extra unnecessary features. I just want to be able to draw a basic map from sprites in Flash. Any links or information to point me in the right direction would be appreciated.

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  • Creating natural environments that can run on lower end computers in Unity3D/C#

    - by Timothy Williams
    So, I'm starting work on a project soon that will require me to create realistic environments that can preferably run on PC's besides high quality ones. The goal is to get as real an environment as possible while still being easy(ish) to run. The only problem is I've NEVER done anything with 3D environments, making trees sway, grass move, lighting, etc. Can anyone give me any help? Perhaps describe how it's done? Link me to articles? I'm just looking to be pointed in the right direction, not for you to write the code for me. Any help at all would be greatly appreciated, I'm using Unity3D and C# as my language. Thanks, Tim.

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  • What datastructure would you use for a collision-detection in a tilemap?

    - by Solom
    Currently I save those blocks in my map that could be colliding with the player in a HashMap (Vector2, Block). So the Vector2 represents the coordinates of the blog. Whenever the player moves I then iterate over all these Blocks (that are in a specific range around the player) and check if a collision happened. This was my first rough idea on how to implement the collision-detection. Currently if the player moves I put more and more blocks in the HashMap until a specific "upper bound", then I clear it and start over. I was fully aware that it was not the brightest solution for the problem, but as said, it was a rough first implementation (I'm still learning a lot about game-design and the data-structure). What data-structure would you use to save the Blocks? I thought about a Queue or even a Stack, but I'm not sure, hence I ask.

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  • RenderState in XNA 4

    - by Shashwat
    I was going through this tutorial for having transparency which can be used to solve my problem here. The code is written in XNA 3 but I'm using XNA 4. What is the alternative for the following code in XNA 4? device.RenderState.AlphaTestEnable = true; device.RenderState.AlphaFunction = CompareFunction.GreaterEqual; device.RenderState.ReferenceAlpha = 200; device.RenderState.DepthBufferWriteEnable = false; I searched a lot but didn't find anything useful.

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  • Project collision shapes to plane for 2.5D collision detection

    - by Jkh2
    I am working on a top down 2.5D game. In the game anything that overlaps on the screen should be 'colliding' with each other regardless of whether they are on the same plane in the 3D world. This is illustrated below from a side-ways view: The orange and green circles are spheres floating in the 3D world. They are projected onto a plane parallel to the viewport plane (y = 0 in the image) and if they overlap there is a collision event between them. These spheres are attached to other meshes to represent the sphere bounding boxes for collisions. The way I plan to implement this at the moment is the following: Get the 3D world position at the center of the sphere. Use Camera.WorldToViewportPoint to project the point to the viewport plane. Move a Sphere Collider with the radius of the sphere to that point. Test for collisions using unity colliders. My question is how to extend this to work for rotated cuboids. For instance if I have two rotated cuboids, if I follow the logic above it would not work as intended as the cuboids may not collide but they could still be intersected on the view plane. An example is below: Is there a way to project a cuboid that would be aligned with the plane? Would it be a valid cuboid for all rotations if I did this?

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  • Animating Tile with Blitting taking up Memory.

    - by Kid
    I am trying to animate a specific tile in my 2d Array, using blitting. The animation consists of three different 16x16 sprites in a tilesheet. Now that works perfect with the code below. BUT it's causing memory leakage. Every second the FlashPlayer is taking up +140 kb more in memory. What part of the following code could possibly cause the leak: //The variable Rectangle finds where on the 2d array we should clear the pixels //Fillrect follows up by setting alpha 0 at that spot before we copy in nxt Sprite //Tiletype is a variable that holds what kind of tile the next tile in animation is //(from tileSheet) //drawTile() gets Sprite from tilesheet and copyPixels it into right position on canvas public function animateSprite():void{ tileGround.bitmapData.lock(); if(anmArray[0].tileType > 42){ anmArray[0].tileType = 40; frameCount = 0; } var rect:Rectangle = new Rectangle(anmArray[0].xtile * ts, anmArray[0].ytile * ts, ts, ts); tileGround.bitmapData.fillRect(rect, 0); anmArray[0].tileType = 40 + frameCount; drawTile(anmArray[0].tileType, anmArray[0].xtile, anmArray[0].ytile); frameCount++; tileGround.bitmapData.unlock(); } public function drawTile(spriteType:int, xt:int, yt:int):void{ var tileSprite:Bitmap = getImageFromSheet(spriteType, ts); var rec:Rectangle = new Rectangle(0, 0, ts, ts); var pt:Point = new Point(xt * ts, yt * ts); tileGround.bitmapData.copyPixels(tileSprite.bitmapData, rec, pt, null, null, true); } public function getImageFromSheet(spriteType:int, size:int):Bitmap{ var sheetColumns:int = tSheet.width/ts; var col:int = spriteType % sheetColumns; var row:int = Math.floor(spriteType/sheetColumns); var rec:Rectangle = new Rectangle(col * ts, row * ts, size, size); var pt:Point = new Point(0,0); var correctTile:Bitmap = new Bitmap(new BitmapData(size, size, false, 0)); correctTile.bitmapData.copyPixels(tSheet, rec, pt, null, null, true); return correctTile; }

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  • PyGame QIX clone, filling areas

    - by astropanic
    I'm playing around with PyGame. Now I'm trying to implement a QIX clone. I have my game loop, and I can move the player (cursor) on the screen. In QIX, the movment of the player leaves a trace (tail) on the screen, creating a polyline. If the polyline with the screen boundaries creates a polygon, the area is filled. How I can accomplish this behaviour ? How store the tail in memory ? How to detect when it build a closed shape that should be filled ? I don't need an exact working solution, some pointers, algo names would be cool.

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  • Saving and Loading the Game (Automatically or Manually) via Internal Storage Only (Tablet PC Issues)

    - by David Dimalanta
    Here is my question. When making a game app for Android, I considered first the device. It's no problem to save progress everything (from levels to records) on a smartphone because it has an SD Card slot. Exception to this, the tablet PC, it can really nothing but on internal only storage. For example, I'm using this tutorial for audio spectrum (see http://www.youtube.com/watch?v=5cN1VzZXcdo) that involves copying from internal to external in order to detect frequency. It works on the desktop but not on the Android device (Tablets only [i.e. Google Nexus Tablet]). Is there a way to optimize save/load game problems due to internal/external device issues? Plus, additionally, what's the reason why my device won't work on tablets, except the desktop, while testing the audio spectrum code and why? Also, is it the same with saving/loading game?

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  • Strategies to Defeat Memory Editors for Cheating - Desktop Games

    - by ashes999
    I'm assuming we're talking about desktop games -- something the player downloads and runs on their local computer. Many are the memory editors that allow you to detect and freeze values, like your player's health. How do you prevent cheating via memory-modifiation? What strategies are effective to combat this kind of cheating? For reference, I know that players can: - Search for something by value or range - Search for something that changed value - Set memory values - Freeze memory values I'm looking for some good ones. Two I use that are mediocre are: Displaying values as a percentage instead of the number (eg. 46/50 = 92% health) A low-level class that holds values in an array and moves them with each change. (For example, instead of an int, I have a class that's an array of ints, and whenever the value changes, I use a different, randomly-chosen array item to hold the value)

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  • Using polygons instead of quads on Cocos2d

    - by rraallvv
    I've been looking under the hood of Cocos2d, and I think (please correct me if I'm wrong) that although working with quads is a key feature of the engine, it should't be dificult to make it work with arrays of vertices (aka polygons) instead of quads, being the quads a special case of an array of four vertices by the way, does anyone have any code that makes cocos2d render a texture filled polygon inside a batch node? the code posted here (http://www.cocos2d-iphone.org/forum/topic/8142/page/2#post-89393) does a nice job rendering a texture filled polygon but the class doesn't work with batch nodes

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  • Checking if an object is inside bounds of an isometric chunk

    - by gopgop
    How would I check if an object is inside the bounds of an isometric chunk? for example I have a player and I want to check if its inside the bounds of this isometric chunk. I draw the isometric chunk's tiles using OpenGL Quads. My first try was checking in a square pattern kind of thing: e = object; this = isometric chunk; if (e.getLocation().getX() < this.getLocation().getX()+World.CHUNK_WIDTH*World.TILE_WIDTH && e.getLocation().getX() > this.getLocation().getX()) { if (e.getLocation().getY() > this.getLocation().getY() && e.getLocation().getY() < this.getLocation().getY()+World.CHUNK_HEIGHT*World.TILE_HEIGHT) { return true; } } return false; What happens here is that it checks in a SQUARE around the chunk so not the real isometric bounds. Image example: (THE RED IS WHERE THE PROGRAM CHECKS THE BOUNDS) What I have now: Desired check: Ultimately I want to do the same for each tile in the chunk. EXTRA INFO: Till now what I had in my game is you could only move tile by tile but now I want them to move freely but I still need them to have a tile location so no matter where they are on the tile their tile location will be that certain tile. then when they are inside a different tile's bounding box then their tile location becomes the new tile. Same thing goes with chunks. the player does have an area but the area does not matter in this case. and as long as the X and Y are inside the bounding box then it should return true. they don't have to be completely on the tile.

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  • Geometry Shader input vertices order

    - by NPS
    MSDN specifies (link) that when using triangleadj type of input to the GS, it should provide me with 6 vertices in specific order: 1st vertex of the triangle processed, vertex of an adjacent triangle, 2nd vertex of the triangle processed, another vertex of an adjacent triangle and so on... So if I wanted to create a pass-through shader (i.e. output the same triangle I got on input and nothing else) I should return vertices 0, 2 and 4. Is that correct? Well, apparently it isn't because I did just that and when I ran my app the vertices were flickering (like changing positions/disappearing/showing again or sth like that). But when I instead output vertices 0, 1 and 2 the app rendered the mesh correctly. I could provide some code but it seems like the problem is in the input vertices order, not the code itself. So what order do input vertices to the GS come in?

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  • How do I properly use String literals for loading content?

    - by Dave Voyles
    I've been using verbatim string literals for some time now, and never quite thought about using a regular string literal until I started to come across them in Microsoft provided XNA samples. With that said, I'm trying to implement a new AudioManager class from the Net Rumble sample. I have two (2) issues here: Question 1: In my code for my GameplayScreen screen I have a folder location written as the following, and it works fine: menuButton = content.Load<SoundEffect>(@"sfx/menuButton"); menuClose = content.Load<SoundEffect>(@"sfx/menuClose"); If you notice, you'll see that I'm using a verbatim string, with a forward slash "/". In the AudioManager class, they use a regular string literal, but with two backslashes "\". I understand that one is used as an escape, but why are they BACK instead of FORWARD? (See below) soundList[soundName] = game.Content.Load<SoundEffect>("audio\\wav\\"+ soundName); Question 2: I seem to be doing everything correctly in my AudioManager class, but I'm not sure of what this line means: audioFileList = audioFolder.GetFiles("*.xnb"); I suppose that the *xnb means look for everything BUT files that end in *xnb? I can't figure out what I'm doing wrong with my file locations, as the sound effects are not playing. My code is not much different from what I've linked to above. private AudioManager(Game game, DirectoryInfo audioDirectory) : base(game) { try { audioFolder = audioDirectory; audioFileList = audioFolder.GetFiles("*.mp3"); soundList = new Dictionary<string, SoundEffect>(); for (int i = 0; i < audioFileList.Length; i++) { string soundName = Path.GetFileNameWithoutExtension(audioFileList[i].Name); soundList[soundName] = game.Content.Load<SoundEffect>(@"sfx\" + soundName); soundList[soundName].Name = soundName; } // Plays this track while the GameplayScreen is active soundtrack = game.Content.Load<Song>("boomer"); } catch (NoAudioHardwareException) { // silently fall back to silence } }

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  • Using raw vertex information for sprites rather than SpriteBatch in XNA

    - by The Communist Duck
    I have been wondering whether using SpriteBatch is the best option. Obviously for prototyping or small games it works well. However, I've been wanting to apply techniques such as shaders and lighting to my game. I know you can use shaders to some extent with SpriteSortMode.Immediate, but I'm not sure if you lose power using that. The other major thing is that you cannot store your vertex data in the graphics memory with buffers. In summary, is there an advantage of using VertexTextureNormal (or whatever they're called) structs for vertex data for 2D sprites, or should I stick with SpriteBatch, provided I wish to use shaders?

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  • Algorithm to generate multifaced cube?

    - by OnePie
    Are there any elegant soloution to generate a simple-six sided cube, where each cube is made out of more than one face? The method I have used ended up a horrible and complicated mess of logic that is imopssible to follow and most likely to maintain. The algorithm should not generate reduntant vertices, and should output the indice list for the mesh as well. The reason I need this is that the cubes vertices will be deformed depending on various factors, meaning that a simple six-faced cube will nto do.

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  • Open source clone for Starcraft

    - by sinekonata
    Two questions about a SC:Broodwar clone. Is there one yet? How likely is legal pursuit? Since almost all games I usually play now have an FOS alternative from alpha to way polished, I was wondering why can't I find one for SC, one of the biggest titans of the gaming community? So my first question is, is there a game that was made with the intention to emulate SC? Is it that I didn't look well enough? Could it really be that no one tackled what seems like a small effort compared to the creation of a game engine like Spring or games like Rigs of Rod or Minetest? And since SC is not being maintained at all shouldn't the incentive to see a bug free modable balanced version huge? What am I not getting here? In the event that there is none, is it a legal problem? Could it be that people expect Blizzard to release sources themselves? Or that developers don't see the point in having SC mechanics without the patented lore and aesthetics? And the trickier question, if I were to make SC an open source game, a total clone of it for the purposes of maintenance, modability, etc. Would Blizzard really sue a team of developer fans that just do them a favour knowing they don't lose any money from Korea broadcasts? Or would they do it not to set precedents. So thanks for reading all that, hope I'm not the only one to think it's weird that no one talks about it. See you.

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