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  • Client side latency when using prediction

    - by Tips48
    I've implemented Client-Side prediction into my game, where when input is received by the client, it first sends it to the server and then acts upon it just as the server will, to reduce the appearance of lag. The problem is, the server is authoritative, so when the server sends back the position of the Entity to the client, it undo's the effect of the interpolation and creates a rubber-banding effect. For example: Client sends input to server - Client reacts on input - Server receives and reacts on input - Server sends back response - Client reaction is undone due to latency between server and client To solve this, I've decided to store the game state and input every tick in the client, and then when I receive a packet from the server, get the game state from when the packet was sent and simulate the game up to the current point. My questions: Won't this cause lag? If I'm receiving 20/30 EntityPositionPackets a second, that means I have to run 20-30 simulations of the game state. How do I sync the client and server tick? Currently, I'm sending the milli-second the packet was sent by the server, but I think it's adding too much complexity instead of just sending the tick. The problem with converting it to sending the tick is that I have no guarantee that the client and server are ticking at the same rate, for example if the client is an old-end PC.

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  • car crash android game

    - by Axarydax
    I'd like to make a simple 2d car crashing game, where the player would drive his car into moving traffic and try to cause as much damage as possible in each level (some Burnout games had a mode like this). The physics part of the game is the most important, I can worry about graphics later. Would engine like emini or box2d work for this kind of game? Would Android devices have enough power to handle this? For example if there were about 20 cars colliding, along with some buildings, it would be nice if I could get 20 fps.

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  • How are buttons made to be clicked?

    - by Johnny
    I just want to ask a general question. According to that answer, Ill continue thinking. You know in games there are lots of clickable items. Play button, exit, comboboxes maybe etc. My question is are those buttons drawn in same canvas with background and all other things, or for every different thing there is another canvas object? My question is about for general. Im not asking about a specific game, im asking how they are made generally. Im planning to start a game on Android, and Im confused actually how to design buttons, and other object. Probably Im going to use View/SurfaceView for now. I don't have much experience with OpenGL yet. Thanks in advance.

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  • problem in array of shooter sprites which contain different colour bubbles

    - by prakash s
    everyone i am developing bubble shooter game in cocos2d I have placed shooter array which contain different color bubbles like this 00000000 it is 8 bubbles array if i tap the screen, first bubbles should move for shooting the target .png .And if i again tap the screen again 2nd position bubble should move for shooting the target.png bubbles,how it will possible for me because i have already created the array of target which contain different color bubbles, here i write the code : - (void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { // Choose one of the touches to work with UITouch *touch = [touches anyObject]; CGPoint location = [touch locationInView:[touch view]]; location = [[CCDirector sharedDirector] convertToGL:location]; // Set up initial location of projectile CGSize winSize = [[CCDirector sharedDirector] winSize]; NSMutableArray * movableSprites = [[NSMutableArray alloc] init]; NSArray *images = [NSArray arrayWithObjects:@"1.png", @"2.png", @"3.png", @"4.png",@"5.png",@"6.png",@"7.png", @"8.png", nil]; for(int i = 0; i < images.count; ++i) { int index = (arc4random() % 8)+1; NSString *image = [NSString stringWithFormat:@"%d.png", index]; CCSprite*projectile = [CCSprite spriteWithFile:image]; //CCSprite *projectile = [CCSprite spriteWithFile:@"3.png" rect:CGRectMake(0, 0,256,256)]; [self addChild:projectile]; [movableSprites addObject:projectile]; float offsetFraction = ((float)(i+1))/(images.count+1); //projectile.position = ccp(20, winSize.height/2); //projectile.position = ccp(18,0 ); //projectile.position = ccp(350*offsetFraction, 20.0f); projectile.position = ccp(10/offsetFraction, 20.0f); // projectile.position = ccp(projectile.position.x,projectile.position.y); // Determine offset of location to projectile int offX = location.x - projectile.position.x; int offY = location.y - projectile.position.y; // Bail out if we are shooting down or backwards if (offX <= 0) return; // Ok to add now - we've double checked position //[self addChild:projectile]; // Determine where we wish to shoot the projectile to int realX = winSize.width + (projectile.contentSize.width/2); float ratio = (float) offY / (float) offX; int realY = (realX * ratio) + projectile.position.y; CGPoint realDest = ccp(realX, realY); // Determine the length of how far we're shooting int offRealX = realX - projectile.position.x; int offRealY = realY - projectile.position.y; float length = sqrtf((offRealX*offRealX)+(offRealY*offRealY)); float velocity = 480/1; // 480pixels/1sec float realMoveDuration = length/velocity; // Move projectile to actual endpoint [projectile runAction:[CCSequence actions: [CCMoveTo actionWithDuration:realMoveDuration position:realDest], [CCCallFuncN actionWithTarget:self selector:@selector(spriteMoveFinished:)], nil]]; // Add to projectiles array projectile.tag = 1; [_projectiles addObject:projectile]; } }

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  • Should I be using Lua for game logic on mobile devices?

    - by Rob Ashton
    As above really, I'm writing an android based game in my spare time (android because it's free and I've no real aspirations to do anything commercial). The game logic comes from a very typical component based model whereby entities exist and have components attached to them and messages are sent to and fro in order to make things happen. Obviously the layer for actually performing that is thin, and if I were to write an iPhone version of this app, I'd have to re-write the renderer and core driver (of this component based system) in Objective C. The entities are just flat files determining the names of the components to be added, and the components themselves are simple, single-purpose objects containing the logic for the entity. Now, if I write all the logic for those components in Java, then I'd have to re-write them on Objective C if I decided to do an iPhone port. As the bulk of the application logic is contained within these components, they would, in an ideal world, be written in some platform-agnostic language/script/DSL which could then just be loaded into the app on whatever platform. I've been led to believe however that this is not an ideal world though, and that Lua performance etc on mobile devices still isn't up to scratch, that the overhead is too much and that I'd run into troubles later if I went down that route? Is this actually the case? Obviously this is just a hypothetical question, I'm happy writing them all in Java as it's simple and easy get things off the ground, but say I actually enjoy making this game (unlikely, given how much I'm currently disliking having to deal with all those different mobile devices) and I wanted to make a commercially viable game - would I use Lua or would I just take the hit when it came to porting and just re-write all the code?

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  • How to use Pixel Bender (pbj) in ActionScript3 on large Vectors to make fast calculations?

    - by Arthur Wulf White
    Remember my old question: 2d game view camera zoom, rotation & offset using 'Filter' / 'Shader' processing? I figured I could use a Pixel Bender Shader to do the computation for any large group of elements in a game to save on processing time. At least it's a theory worth checking. I also read this question: Pass large array to pixel shader Which I'm guessing is about accomplishing the same thing in a different language. I read this tutorial: http://unitzeroone.com/blog/2009/03/18/flash-10-massive-amounts-of-3d-particles-with-alchemy-source-included/ I am attempting to do some tests. Here is some of the code: private const SIZE : int = Math.pow(10, 5); private var testVectorNum : Vector.<Number>; private function testShader():void { shader.data.ab.value = [1.0, 8.0]; shader.data.src.input = testVectorNum; shader.data.src.width = SIZE/400; shader.data.src.height = 100; shaderJob = new ShaderJob(shader, testVectorNum, SIZE / 4, 1); var time : int = getTimer(), i : int = 0; shaderJob.start(true); trace("TEST1 : ", getTimer() - time); } The problem is that I keep getting a error saying: [Fault] exception, information=Error: Error #1000: The system is out of memory. Update: I managed to partially workaround the problem by converting the vector into bitmapData: (Using this technique I still get a speed boost of 3x using Pixel Bender) private function testShader():void { shader.data.ab.value = [1.0, 8.0]; var time : int = getTimer(), i : int = 0; testBitmapData.setVector(testBitmapData.rect, testVectorInt); shader.data.src.input = testBitmapData; shaderJob = new ShaderJob(shader, testBitmapData); shaderJob.start(true); testVectorInt = testBitmapData.getVector(testBitmapData.rect); trace("TEST1 : ", getTimer() - time); }

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  • How do I calculate the boundary of the game window after transforming the view?

    - by Cypher
    My Camera class handles zoom, rotation, and of course panning. It's invoked through SpriteBatch.Begin, like so many other XNA 2D camera classes. It calculates the view Matrix like so: public Matrix GetViewMatrix() { return Matrix.Identity * Matrix.CreateTranslation(new Vector3(-this.Spatial.Position, 0.0f)) * Matrix.CreateTranslation(-( this.viewport.Width / 2 ), -( this.viewport.Height / 2 ), 0.0f) * Matrix.CreateRotationZ(this.Rotation) * Matrix.CreateScale(this.Scale, this.Scale, 1.0f) * Matrix.CreateTranslation(this.viewport.Width * 0.5f, this.viewport.Height * 0.5f, 0.0f); } I was having a minor issue with performance, which after doing some profiling, led me to apply a culling feature to my rendering system. It used to, before I implemented the camera's zoom feature, simply grab the camera's boundaries and cull any game objects that did not intersect with the camera. However, after giving the camera the ability to zoom, that no longer works. The reason why is visible in the screenshot below. The navy blue rectangle represents the camera's boundaries when zoomed out all the way (Camera.Scale = 0.5f). So, when zoomed out, game objects are culled before they reach the boundaries of the window. The camera's width and height are determined by the Viewport properties of the same name (maybe this is my mistake? I wasn't expecting the camera to "resize" like this). What I'm trying to calculate is a Rectangle that defines the boundaries of the screen, as indicated by my awesome blue arrows, even after the camera is rotated, scaled, or panned. Here is how I've more recently found out how not to do it: public Rectangle CullingRegion { get { Rectangle region = Rectangle.Empty; Vector2 size = this.Spatial.Size; size *= 1 / this.Scale; Vector2 position = this.Spatial.Position; position = Vector2.Transform(position, this.Inverse); region.X = (int)position.X; region.Y = (int)position.Y; region.Width = (int)size.X; region.Height = (int)size.Y; return region; } } It seems to calculate the right size, but when I render this region, it moves around which will obviously cause problems. It needs to be "static", so to speak. It's also obscenely slow, which causes more of a problem than it solves. What am I missing?

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  • how to link a c++ object to a local variable in Lua

    - by MahanGM
    I'm completing my scripting interface with Lua, but recently I've stuck at some point. I have several functions for my Entitiy events like Update(). I have a function called create_entitiy() which instantiate a new entity from a given entity index: function Update() local bullet = create_entity(0, 0, "obj_bullet") end create_entity returns a table which is the properties of the created entity. Now how can I make a connection between bullet variable and my newly created object? Right now for previously added objects to the scene, I simply set a global table for each of them and then after every call to Update(), I go through registered names to find object tables and perform new changes. Like the one below: function Update() if keyboard_key_press(vk_right) then obj_player.x += 3 end I can get obj_player table because I know its name from C++, plus I can get it as a global table and simply reach for the first instance named obj_player. Is there any solution for me to make bullet variable act like this? I was thinking to get all local variables in Update() function and check for every one to see if is it table and it has an unique field attached to it like id, this way I can determine that this is an object table and do the rest of the process. By the way, is this interface going to work easier with luaBind if I implement it? Bottom line: How can I make a local variable in Lua that receives a table from create_entity function and track that local variable to capture it from C++. e. g. function Update() local bullet = create_entity(0, 0, "obj_bullet") bullet.x = 10 <== Commit a change in table end Now I want to get variable bullet from C++. And it's not just this variable, there might be a ton of these local variables with different names.

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  • How does Blizzard manage to support Mac OS and Windows in their games?

    - by begray
    I've always thought, that using Direct X for Windows was the most powerful, easy and modern method to create games with modern graphics nowdays. And knowing, that it's only Windows I thinks it's pretty difficult to make something similar on other platforms (Mac OS to be exact). But Blizzard somehow managed to deliver Starcraft 2 for Mac OS, and Diablo 3 will be available for Mac too. So what I'm interested in is information about: what technologies are they using for their game engines? are they using one engine for both games (Starcraft 2 and Diablo 3)? Or develop custom for each game? what are they paying in terms of time and money for Mac OS support? Thanks

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  • What's the future of online gamedev. FLASH or UNITY?

    - by Cpucpu
    Currently, i develop for flash, not much ago i discovered unity, not yet played with it, but i have seen so far was cool. Here are my thoughts: Flash is more casual, start with cost less, in time and money. In unity you'd likely have to go more bussines-serious (real money). There are proven bussines models in flash, like adver-gaming, ads, micro-transactions. Have not seen much movement in this in Unity, too soon maybe. Flash is too heavy. By its nature(making games) Unity is way faster. Flash is 2d, doing something 3d with it turns weird and slow. Unity is natively 3d, not optimized for 2d though, it is likely feasible as well. I am overlooking the plug-in widespread, that gap will get closed over the time.

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  • Hero/Character sprite size in comparison to tile size?

    - by Kid
    So I'm making this simple platformer where the Hero is 16x16 in size, but also, the tile size is 16x16. Which sounds fine right? But my game window/world is 800x416, which makes the Hero is really really tiny in comparison. This really surprised me, but given Ive never made a platformer before it is also a new discovery. Is there a rule set for scale in platformer games? I'd like to have my game window remain the size it is (800x416), cause the game involves large levels. But how big should my hero be? I hope I was clear with the question, and I appreciate any insight. Thanks

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  • Changing the material on an object on click in unity

    - by user1509674
    Iam working on unity2d.I have six game object Object1,Object1,Object1,(these are images) ObjectImage1,ObjectImage2,ObjectImage3(these are images). I have arranged the object in the scene as a list one below another Object1 Object2 Object3 When I click the Object1 --- should change to ObjectImage1 Object2 ----should change to ObjectImage2, but the above image of object1(objectImage1) at present should change to Object1 Object3 ----? should change to ObjectImage3,but the above image on object2(objectImage2) should change to Object2 These is similar to selection.I have coded Like when I click of Object2 its changing to ObjectIamge2 but the first object is not changing to object1 from objectImage1.Can anybody help me coding it out. Edit: public GameObject newSprite; private Vector3 currentSpritePosition; void Start() { newSprite.renderer.enabled = false; currentSpritePosition = transform.position; //then make it invisible renderer.enabled = false; //give the new sprite the position of the latter newSprite.transform.position = currentSpritePosition; //then make it visible newSprite.renderer.enabled = true; } void OnMouseExit(){ //just the reverse process renderer.enabled = true; newSprite.renderer.enabled = false; } This is the code used to change the material: public GameObject newSprite; private Vector3 currentSpritePosition; void Start(){ newSprite.renderer.enabled = false; } void OnMouseEnter(){ //getting the current position of the current sprite if ever it can move; currentSpritePosition = transform.position; //then make it invisible renderer.enabled = false; //give the new sprite the position of the latter newSprite.transform.position = currentSpritePosition; //then make it visible newSprite.renderer.enabled = true; } void OnMouseExit(){ //just the reverse process renderer.enabled = true; newSprite.renderer.enabled = false; }

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  • Ouya build experiencing odd graphical artifacts, screen half black

    - by Neeko
    I'm witnessing very odd graphical artifacts when I run my Unity game on Ouya. After the Unity splash screen, the game loads with the screen half black. This seemingly has started occurring out of the blue. It also doesn't occur in the editor or the standalone build, only on Ouya. I can't think of a single reason why this would be happening. If I open the Ouya menu screen and close it, the game returns to normal; somewhat, as there may be some artifacts lingering but the screen isn't half black like in the screen shot above. I know there's not much to go off of, but any insight into why this may be happening is greatly appreciated.

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  • Raycasting mouse coordinates to rotated object?

    - by SPL
    I am trying to cast a ray from my mouse to a plane at a specified position with a known width and length and height. I know that you can use the NDC (Normalized Device Coordinates) to cast ray but I don't know how can I detect if the ray actually hit the plane and when it did. The plane is translated -100 on the Y and rotated 60 on the X then translated again -100. Can anyone please give me a good tutorial on this? For a complete noob! I am almost new to matrix and vector transformations.

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  • Problems Rendering Text in OpenGL Using FreeType

    - by Sean M.
    I've been following both the FreeType2 tutorial and the WikiBooks tuorial, trying to combine things from them both in order to load and render fonts using the FreeType library. I used the font loading code from the FreeType2 tutorial and tried to implement the rendering code from the wikibooks tutorial (tried being the keyword as I'm still trying to learn model OpenGL, I'm using 3.2). Everything loads correctly and I have the shader program to render the text with working, but I can't get the text to render. I'm 99% sure that it has something to do with how I cam passing data to the shader, or how I set up the screen. These are the code segments that handle OpenGL initialization, as well as Font initialization and rendering: //Init glfw if (!glfwInit()) { fprintf(stderr, "GLFW Initialization has failed!\n"); exit(EXIT_FAILURE); } printf("GLFW Initialized.\n"); //Process the command line arguments processCmdArgs(argc, argv); //Create the window glfwWindowHint(GLFW_SAMPLES, g_aaSamples); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2); g_mainWindow = glfwCreateWindow(g_screenWidth, g_screenHeight, "Voxel Shipyard", g_fullScreen ? glfwGetPrimaryMonitor() : nullptr, nullptr); if (!g_mainWindow) { fprintf(stderr, "Could not create GLFW window!\n"); closeOGL(); exit(EXIT_FAILURE); } glfwMakeContextCurrent(g_mainWindow); printf("Window and OpenGL rendering context created.\n"); glClearColor(0.2f, 0.2f, 0.2f, 1.0f); //Are these necessary for Modern OpenGL (3.0+)? glViewport(0, 0, g_screenWidth, g_screenHeight); glOrtho(0, g_screenWidth, g_screenHeight, 0, -1, 1); //Init glew int err = glewInit(); if (err != GLEW_OK) { fprintf(stderr, "GLEW initialization failed!\n"); fprintf(stderr, "%s\n", glewGetErrorString(err)); closeOGL(); exit(EXIT_FAILURE); } printf("GLEW initialized.\n"); Here is the font file (it's slightly too big to post): CFont.h/CFont.cpp Here is the solution zipped up: [solution] (https://dl.dropboxusercontent.com/u/36062916/VoxelShipyard.zip), if anyone feels they need the entire solution. If anyone could take a look at the code, it would be greatly appreciated. Also if someone has a tutorial that is a little more user friendly, that would also be appreciated. Thanks.

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  • PCF shadow shader math causing artifacts

    - by user2971069
    For a while now I used PCSS for my shadow technique of choice until I discovered a type of percentage closer filtering. This method creates really smooth shadows and with hopes of improving performance, with only a fraction of texture samples, I tried to implement PCF into my shader. This is the relevant code: float c0, c1, c2, c3; float f = blurFactor; float2 coord = ProjectedTexCoords; if (receiverDistance - tex2D(lightSampler, coord + float2(0, 0)).x > 0.0007) c0 = 1; if (receiverDistance - tex2D(lightSampler, coord + float2(f, 0)).x > 0.0007) c1 = 1; if (receiverDistance - tex2D(lightSampler, coord + float2(0, f)).x > 0.0007) c2 = 1; if (receiverDistance - tex2D(lightSampler, coord + float2(f, f)).x > 0.0007) c3 = 1; coord = (coord % f) / f; return 1 - (c0 * (1 - coord.x) * (1 - coord.y) + c1 * coord.x * (1 - coord.y) + c2 * (1 - coord.x) * coord.y + c3 * coord.x * coord.y); This is a very basic implementation. blurFactor is initialized with 1 / LightTextureSize. So the if statements fetch the occlusion values for the four adjacent texels. I now want to weight each value based on the actual position of the texture coordinate. If it's near the bottom-right pixel, that occlusion value should be preferred. The weighting itself is done with a simple bilinear interpolation function, however this function takes a 2d vector in the range [0..1] so I have to convert my texture coordinate to get the distance from my first pixel to the second one in range [0..1]. For that I used the mod operator to get it into [0..f] range and then divided by f. This code makes sense to me, and for specific blurFactors it works, producing really smooth one pixel wide shadows, but not for all blurFactors. Initially blurFactor is (1 / LightTextureSize) to sample the 4 adjacent texels. I now want to increase the blurFactor by factor x to get a smooth interpolation across maybe 4 or so pixels. But that is when weird artifacts show up. Here is an image: Using a 1x on blurFactor produces a good result, 0.5 is as expected not so smooth. 2x however doesn't work at all. I found that only a factor of 1/2^n produces an good result, every other factor produces artifacts. I'm pretty sure the error lies here: coord = (coord % f) / f; Maybe the modulo is not calculated correctly? I have no idea how to fix that. Is it even possible for pixel that are further than 1 pixel away?

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  • Illumination and Shading for computer graphics class

    - by Sam I Am
    I am preparing for my test tomorrow and this is one of the practice questions. I solved it partially but I am confused with the rest. Here is the problem: Consider a gray world with no ambient and specular lighting ( only diffuse lighting). The screen coordinates of a triangle P1,P2,P3, are P1=(100,100), P2= (300,150), P3 = (200, 200). The gray values at P!,P2,P3 are 1/2, 3/4, and 1/4 respectively. The light is at infinity and its direction and gray color are (1,1,1) and 1.0 respectively. The coefficients of diffused reflection is 1/2. The normals of P1,P2,P3 are N1= (0,0,1), N2 = (1,0,0), and N3 = (0,1,0) respectively. Consider the coordinates of three points P1,P2,P3 to be 0. Do not normalize the normals. I have computed that the illumination at the 3 vertices P1,P2,P3 is (1/4,3/8,1/8). Also I computed that interpolation coefficients of a point P inside the triangle whose coordinates are (220, 160) are given by (1/5,2/5,2/5). Now I have 4 more questions regarding this problem. 1) The illumination at P using Gouraud Shading is: i) 1/2 The answer is 1/2, but I have no idea how to compute it.. 2) The interpolated normal at P is given by i) (2/5, 2/5,1/5) ii) (1/2, 1/4, 1/4) iii) (3/5, 1/5, 1/5) 3) The interpolated color at P is given by: i) 1/2 Again, I know the correct answer but no idea how to solve it 4) The illumination at P using Phong Shading is i) 1/4 ii) 9/40 iii) 1/2

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  • Technique to have screen independent grid based puzzle with sprite animation

    - by Yan Cheng CHEOK
    Hello all, let's say I have a fixed size grid puzzle game (8 x 10). I will be using sprites animation, when the "pieces" in the puzzle is moving from one grid to another grid. I was wondering, what is the technique to have this game being implemented as screen resolution independent. Here is what I plan to do. 1) The data structure coordinate will be represented using double, with 1.0 as max value. // Puzzle grid of 8 x 10 Environment { double width = 0.8; double height = 1.0; } // Location of Sprite at coordinate (1, 1) Sprite { double posX = 0.1; double posY = 0.1; double width = 0.1; double height = 0.1; } // scale = PYSICAL_SCREEN_SIZE drawBitmap ( sprite_image, sprite_image_rect, new Rect(sprite.posX * Scale, sprite.posY * Scale, (sprite.posX + sprite.width) * Scale, (sprite.posY + sprite.Height) * Scale), paint ); 2) A large size sprite image will be used (128x128). As sprite image shall look fine if we scale from large size down to small size, but not vice versa. Besides the above mentioned technique, is there any other consideration I had missed out?

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  • "Unable to create OpenGL 3.3 context (flags 0, profile 1)"

    - by Tsvetan
    Trying to run any of the well-known McKesson's tutorials on a friend's laptop results in the aforementioned exception. I read that in order to run applications which use OpenGL 3.3 you must at least have an ATI HD or Nvidia 8xxx GPU series. He has an ATI HD class graphics processor which eliminates (maybe) this issue. Also, I read that this error may result in having old drivers. He updated his drivers but that didn't solve the problem. The tutorials are built as said in the book introduction and glsdk is installed. If more information is needed, say so and I will provide it. What are the other reasons for this kind of exception? And how can I fix them?

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  • How can I solve for the game's world coordinates?

    - by HyperGroups
    I've used 3DReaperDX to get a obj file, the header information are shown as follows: #AR=2.00606, FOV=45.09583(height), Xscale:0.83290, Yscale:0.41519, Zscale:1.0 #************************************************** #ALPHABLENDENABLE: No #ZENABLE: Yes #ZWRITEENABLE: Yes #TWOSIDED: No #INVALID: No #THIN: No #RENDERTARGET_IS_BACKBUFFER: Yes #WIDTH_DO_MATCH: Yes #RGBWRITEDISABLED: No # object DrawCall_0 to come ... g v 2143.35547 6654.99023 25835.37109 v 2243.17773 6296.61523 25957.53906 v 2343.00000 5856.84473 26093.97656 How can I get the game's world coordinates. For example: I can map the scaleTransform to the VertexData scaleTransform={X1scale,Y1scale,Z1scale} {0.8329,0.41519,1.} Is the obj file enough to get the game's world coordinates? I want to put a object in this ground, and the coordinates is the same to that in the Game Engine, And I can place something(with some fixed coordinates) in the Game and then to use 3DReaper to get the obj file. If the file is not enough itself to get the game world coordinates.

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  • Read only array, deep copy or retrieve copies one by one? (Performance and Memory)

    - by Arthur Wulf White
    In a garbage collection based system, what is the most effective way to handle a read only array if such a structure does not exist natively in the language. Is it better to return a copy of an array or allow other classes to retrieve copies of the objects stored in the array one by one? @JustinSkiles: It is not very broad. It is performance related and can actually be answered specifically for two general cases. You only need very few items: in this situation it's more effective to retrieve copies of the objects one by one. You wish to iterate over 30% or more objects. In this cases it is superior to retrieve all the array at once. This saves on functions calls. Function calls are very expansive when compared to reading directly from an array. A good specific answer could include performance, reading from an array and reading indirectly through a function. It is a simple performance related question.

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  • Does use of simple shaders improve performace/battery life?

    - by Miro
    I'm making OpenGL game for Android. Till now i've used only fixed function pipeline, but i'm rendering simple things. Fixed function pipeline includes a lot of stuff i don't need. So i'm thinking about implementing shaders in my game to simplify OpenGL pipeline if it can make better performance. Better performance = better battery life, unless fps is limited by software limit, not hardware power.

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  • Cropping a line (laser beam) in XNA

    - by electroflame
    I have a laser sprite that I wish to crop. I want to crop it so when it collides with an item, I can calculate the distance between the starting point, and the ending point, and only draw that. This eliminates the "overdraw" of a laser drawing past an item. Essentially, I'm trying to crop a line, but also keep that line "attached" to the nose of my ship. The line should not be drawn past the nose of my ship, that should be the starting point. There is no rotation to worry about. Currently, I thought that doing this through SpriteBatch would be best. This is my current Spritebatch code: spriteBatch.Draw(Laser.sprite, new Rectangle((int)Laser.position.X, (int)Laser.position.Y, Laser.sprite.Width, LaserHeight), new Rectangle(0, 0, (int)(Laser.sprite.Width), LaserHeight), new Color(255, 255, 255, (byte)MathHelper.Clamp(Laser.Alpha, 0, 255)), Laser.rotation, new Vector2(Laser.sprite.Width/2, LaserHeight/2), SpriteEffects.None, 0); But this doesn't quite work. It does only draw part of the sprite, but when LaserHeight is incremented, it lengthens the line in both ways! I believe this is due to some stupid error on my part with the Origin of the draw. Quick recap: I need to have my laser sprite drawn with the bottom of it at the nose of my ship, and then use LaserHeight to crop the image so only part of it is drawn. I have a feeling my explanation is a bit...lacking. So if you require more information, please say so and I will try to provide more information. Thanks in advance!

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  • Are there any good html 5 mmo design tutorials?

    - by Dwight Spencer
    Hey all. I got a rather inspired after playing gaia online's zOMG and wanted to revive an old project idea I've had laying around for a few years now. I'm looking to work with html5 (ie canvas, svg based sprites, & WebGL) to build a graphical web based MUD/MMO. Obviously, this is a new take on an old idea and after searching google I haven't really turned up many good resources. But does anyone have any tutorials or other resources to point me in the right direction?

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  • Transparency in XNA-4 primitives

    - by Shashwat
    I'm using XNA 4 with Visual Studio 2010. I'm trying to create a simple 3D world with walls and doors in which the user to free to roam around. A wall is just a rectangle which is currently being rendered with four vertices using triangle strips. But to create a door, I'd have to split it into three rectangles as shown in the figure. Four quadrilaterals if I want to have the following door-style It will become more complex to have multiple doors on the same wall or if I have windows. Is there any shorter way to handle this? I am looking for something that will just make the wall transparent wherever I want. I found a solution but facing a problem here

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