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  • Positioning a sprite in XNA: Use ClientBounds or BackBuffer?

    - by Martin Andersson
    I'm reading a book called "Learning XNA 4.0" written by Aaron Reed. Throughout most of the chapters, whenever he calculates the position of a sprite to use in his call to SpriteBatch.Draw, he uses Window.ClientBounds.Width and Window.ClientBounds.Height. But then all of a sudden, on page 108, he uses PresentationParameters.BackBufferWidth and PresentationParameters.BackBufferHeight instead. I think I understand what the Back Buffer and the Client Bounds are and the difference between those two (or perhaps not?). But I'm mighty confused about when I should use one or the other when it comes to positioning sprites. The author uses for the most part Client Bounds both for checking whenever a moving sprite is of the screen and to find a spawn point for new sprites. However, he seems to make two exceptions from this pattern in his book. The first time is when he wants some animated sprites to "move in" and cross the screen from one side to another (page 108 as mentioned). The second and last time is when he positions a texture to work as a button in the lower right corner of a Windows Phone 7 screen (page 379). Anyone got an idea? I shall provide some context if it is of any help. Here's how he usually calls SpriteBatch.Draw (code example from where he positions a sprite in the middle of the screen [page 35]): spriteBatch.Draw(texture, new Vector2( (Window.ClientBounds.Width / 2) - (texture.Width / 2), (Window.ClientBounds.Height / 2) - (texture.Height / 2)), null, Color.White, 0, Vector2.Zero, 1, SpriteEffects.None, 0); And here is the first case of four possible in a switch statement that will set the position of soon to be spawned moving sprites, this position will later be used in the SpriteBatch.Draw call (page 108): // Randomly choose which side of the screen to place enemy, // then randomly create a position along that side of the screen // and randomly choose a speed for the enemy switch (((Game1)Game).rnd.Next(4)) { case 0: // LEFT to RIGHT position = new Vector2( -frameSize.X, ((Game1)Game).rnd.Next(0, Game.GraphicsDevice.PresentationParameters.BackBufferHeight - frameSize.Y)); speed = new Vector2(((Game1)Game).rnd.Next( enemyMinSpeed, enemyMaxSpeed), 0); break;

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  • How to refactor and improve this XNA mouse input code?

    - by Andrew Price
    Currently I have something like this: public bool IsLeftMouseButtonDown() { return currentMouseState.LeftButton == ButtonState.Pressed && previousMouseSate.LeftButton == ButtonState.Pressed; } public bool IsLeftMouseButtonPressed() { return currentMouseState.LeftButton == ButtonState.Pressed && previousMouseSate.LeftButton == ButtonState.Released; } public bool IsLeftMouseButtonUp() { return currentMouseState.LeftButton == ButtonState.Released && previousMouseSate.LeftButton == ButtonState.Released; } public bool IsLeftMouseButtonReleased() { return currentMouseState.LeftButton == ButtonState.Released && previousMouseSate.LeftButton == ButtonState.Pressed; } This is fine. In fact, I kind of like it. However, I'd hate to have to repeat this same code five times (for right, middle, X1, X2). Is there any way to pass in the button I want to the function so I could have something like this? public bool IsMouseButtonDown(MouseButton button) { return currentMouseState.IsPressed(button) && previousMouseState.IsPressed(button); } public bool IsMouseButtonPressed(MouseButton button) { return currentMouseState.IsPressed(button) && !previousMouseState.IsPressed(button); } public bool IsMouseButtonUp(MouseButton button) { return !currentMouseState.IsPressed(button) && previousMouseState.IsPressed(button); } public bool IsMouseButtonReleased(MouseButton button) { return !currentMouseState.IsPressed(button) && previousMouseState.IsPressed(button); } I suppose I could create some custom enumeration and switch through it in each function, but I'd like to first see if there is a built-in solution or a better way.. Thanks!

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  • TileMapRenderer in libGDX not drawing anything

    - by Benjamin Dengler
    So I followed the tutorial on the libGDX wiki to draw Tiled maps but it doesn't seem to render anything. Here's how I setup my OrthographicCamera and load the map: camera = new OrthographicCamera(Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); map = TiledLoader.createMap(Gdx.files.internal("maps/test.tmx")); atlas = new TileAtlas(map, Gdx.files.internal("maps")); tileMapRenderer = new TileMapRenderer(map, atlas, 8, 8); And here is my render function: Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); camera.update(); tileMapRenderer.render(camera); Also I did pack the tile map using the TiledMapPacker. I'm completely stumped... am I missing anything obvious here? EDIT: While debugging I noticed that the TileAtlas seems to be empty, which I guess shouldn't be the case, but I have no idea why it's empty.

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  • How can I factor momentum into my space sim?

    - by Josh Petite
    I am trying my hand at creating a simple 2d physics engine right now, and I'm running into some problems figuring out how to incorporate momentum into movement of a spaceship. If I am moving in a given direction at a certain velocity, I am able to currently update the position of my ship easily (Position += Direction * Velocity). However, if the ship rotates at all, and I recalculate the direction (based on the new angle the ship is facing), and accelerate in that direction, how can I take momentum into account to alter the "line" that the ship travels? Currently the ship changes direction instantaneously and continues at its current velocity in that new direction when I press the thrust button. I want it to be a more gradual turning motion so as to give the impression that the ship itself has some mass. If there is already a nice post on this topic I apologize, but nothing came up in my searches. Let me know if any more information is needed, but I'm hoping someone can easily tell me how I can throw mass * velocity into my game loop update.

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  • Is there a way to legally create a game mod?

    - by Rodrigo Guedes
    Some questions about it: If I create a funny version of a copyrighted game and sell it (crediting the original developers) would it be considered a parody or would I need to pay royalties? If I create a game mod for my own personal use would it be legal? What if I gave it for free to a friend? Is there a general rule about it or it depends on the developer will? P.S.: I'm not talking about cloning games like this question. It's all about a game clearly based on another. Something like "GTA Gotham City" ;) EDIT: This picture that I found over the internet illustrate what I'm talking about: Just in case I was not clear: I never created a mod game. I was just wondering if it would be legally possible before trying to do it. I'm not apologizing piracy. I pay dearly for my games (you guys have no idea how expensive games are in Brazil due to taxes). Once more I say that the question is not about cloning. Cloning is copy something and try to make your version look like a brand new product. Mods are intended to make reference to one or more of its source. I'm not sure if it can be done legally (if I knew I wasn't asking) but I'm sure this question is not a duplicate. Even so, I trust in the moderators and if they close my question I will not be offended - at least I had an opportunity to explain myself and got 1 good answer (by the time I write this, maybe some more will be given later).

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  • Fair dice over network w/o trusted 3rd party

    - by Kay
    Though it should be a pretty basic problem, I did not find a solution for it: How to play dice over a network without a trusted third party? The M players shall roll N dice, one player after another. No player may "cheat", i.e. change the outcome to his advantage, or "look into the future" before the next roll. Is that possible? I guess the solution would be something like public key crypto, where each player turns in an encrypted message. After all messages were collected you exchange the keys to decode the messages. Then the sha1(joined string of all decrypted messages) mod 6 + 1 is used to determine the die. The major problem I have: since the message [c/s]hould be anything, I don't know how to prevent tampering with the private keys. Esp. the last player to turn in his key could easily cheat (I guess). The game should even stay fair, if all players "conspire" against one player.

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  • What's the best way to generate an NPC's face using web technologies?

    - by Vael Victus
    I'm in the process of creating a web app. I have many randomly-generated non-player characters in a database. I can pull a lot of information about them - their height, weight, down to eye color, hair color, and hair style. For this, I am solely interested in generating a graphical representation of the face. Currently the information is displayed with text in the nicest way possible, but I believe it's worth generating these faces for a more... human experience. Problem is, I'm not artist. I wouldn't mind commissioning an artist for this system, but I wouldn't know where to start. Were it 2007, I'd naturally think to myself that using Flash would be the best choice. I'd love to see "breathing" simulated. However, since Flash is on its way out, I'm not sure of a solid solution. With a previous game, I simply used layered .pngs to represent various aspects of the player's body: their armor, the face, the skin color. However, these solutions weren't very dynamic and felt very amateur. I can't go deep into this project feeling like that's an inferior way to present these faces, and I'm certain there's a better way. Can anyone give some suggestion on how to pull this off well?

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  • Need ideas for an algorithm to draw irregular blotchy shapes

    - by Yttermayn
    I'm looking to draw irregular shapes on an x,y grid, and I'd like to come up with a simple, fast method if possible. My only idea so far is to draw a bunch of circles of random sizes very near each other, but at a random distance apart from a more or less central coordinate, then fill in any blank spaces. I realize this is a clunky, inelegant method, hopefully it will give you a rough idea of the kinds of rounded, random blotchy shapesI'm shooting for. Please suggest methods to accomplish this, I'm not so much interested in code. I can noodle that part out myself. Thanks!

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  • Creating a newspaper that effects the game's economy?

    - by zardon
    I am writing a game in Objective C/cocos2d where a newspaper is a central part of what controls or rather effects the game's world economy as well as what a city might do (such as increase X, reduce Y) The newspaper is a bit like a "Chance card" in Monopoly, it has an effect on something. My question is, what is the best way to do write a newspaper that has both a random and specific effect within the game. Would the best strategy be to write out all the things a newspaper can affect, a PLIST of headlines (with placeholders). I think Tiny Tower uses a PLIST of events and it randomly picks an event, but I'm not sure how it actually parses it because certain events do different things. But then how do I parse all the scenarios that a newspaper can deliver? A big switch statement seems very long and complicated to do. I am wondering if there is a simpler way to handle this kind of thing. Related to this is that there might be no news that day and I'm not sure what the newspaper should display, should it just display the last headline? So, in summary. 1) A newspaper generates a headline, it affects different things, such as the world economy, prices, how city reacts 2) I need the newspaper to generate headlines (although there may be days when there are no headlines at all), but I am not sure how to parse it without using a big-ass switch statement. Thanks in advance.

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  • What is a currently a good game stack for simple Javascript 2D multiplatform game?

    - by JacobusR
    I'm looking for advice from someone can help me avoid common pitfalls in developing light weight, quick-to-market games. Yeah, I've heard of Google ;-), but a trip down Google lane does not beat solid experience from someone who has been down this path. I'm looking for advice from someone who works alone, or in a small team, and has developed some 2D games for mobile. My game ideas don't require intensive graphics, just simple arcade style glyphs and collision detection. My experience is mostly with Scala, Java and web technologies (Javascript, CSS, SVG, HTML, etc). My question is: Is there a nice stack that someone can suggest that will be a good fit for my skillset? I'm considering Javascript for simple 2D shooter games with simple multiplayer games being supported with a Scala server-side written on Spray. Is this silly? Should I rather look into things such as Unity 3D, and use it in 2D mode? For the actual game engine, something like the Sparrow Framework would be great, but it needs to be multiplatform.

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  • 2D pathfinding - finding smooth paths

    - by Kooi Nam Ng
    I was trying to implement a simple pathfinding, but the outcome is less satisfactory than what I intended to achieve. The thing is units in games like Starcraft 2 move in all directions whereas units in my case only move in at most 8 directions (Warcraft 1 style) as these 8 directions direct to next available nodes (they move from a tile to next neighboring tile). What should I do in order to achieve the result as in Starcraft 2? Shrink the tile size? On the picture you can see a horizontal line of rock tiles being obstacles, and the found path marked as green tiles. The red line is the path I want to achieve.

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  • multithreading problem with Nvidia PhysX

    - by xcrypt
    I'm having a multithreading problem with Nvidia PhysX. the SDK requires that you call Simulate() (starts computing new physics positions within a new thread) and FetchResults(waits 'till the physics computations are done). Inbetween Simulate() and FetchResults() you may not 'compute new physics' It is proposed (in a sample) that we create a game loop as such: Logic (you may calculate physics here and other stuff) Render + Simulate() at start of Render call and FetchResults at end of Render() call However, this has given me various little errors that stack up: since you actually render the scene that was computed in the previous iteration in the game loop. I wonder if there's a way around this? I've been trying and trying, but I can't think of a solution...

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  • Tool for creating complex paths?

    - by TerryB
    I want to create some fairly complex predefined paths for my AI sprites to follow. I'll need to use curves, splines etc to get the effect I want. Is there a drawing tool out there that will allow me to draw such curves, "mesh" them by placing lots of points along them at some defined density and then output the coordinates of all of those points for me? I could write this tool myself but hopefully one of the drawing packages can do this? Cheers!

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  • rotate sprite and shooting bullets from the end of a cannon

    - by Alberto
    Hi all i have a problem in my Andengine code, I need , when I touch the screen, shoot a bullet from the cannon (in the same direction of the cannon) The cannon rotates perfectly but when I touch the screen the bullet is not created at the end of the turret This is my code: private void shootProjectile(final float pX, final float pY){ int offX = (int) (pX-canon.getSceneCenterCoordinates()[0]); int offY = (int) (pY-canon.getSceneCenterCoordinates()[1]); if (offX <= 0) return ; if(offY>=0) return; double X=canon.getX()+canon.getWidth()*0,5; double Y=canon.getY()+canon.getHeight()*0,5 ; final Sprite projectile; projectile = new Sprite( (float) X, (float) Y, mProjectileTextureRegion,this.getVertexBufferObjectManager() ); mMainScene.attachChild(projectile); int realX = (int) (mCamera.getWidth()+ projectile.getWidth()/2.0f); float ratio = (float) offY / (float) offX; int realY = (int) ((realX*ratio) + projectile.getY()); int offRealX = (int) (realX- projectile.getX()); int offRealY = (int) (realY- projectile.getY()); float length = (float) Math.sqrt((offRealX*offRealX)+(offRealY*offRealY)); float velocity = (float) 480.0f/1.0f; float realMoveDuration = length/velocity; MoveModifier modifier = new MoveModifier(realMoveDuration,projectile.getX(), realX, projectile.getY(), realY); projectile.registerEntityModifier(modifier); } @Override public boolean onSceneTouchEvent(Scene pScene, TouchEvent pSceneTouchEvent) { if (pSceneTouchEvent.getAction() == TouchEvent.ACTION_MOVE){ double dx = pSceneTouchEvent.getX() - canon.getSceneCenterCoordinates()[0]; double dy = pSceneTouchEvent.getY() - canon.getSceneCenterCoordinates()[1]; double Radius = Math.atan2(dy,dx); double Angle = Radius * 180 / Math.PI; canon.setRotation((float)Angle); return true; } else if (pSceneTouchEvent.getAction() == TouchEvent.ACTION_DOWN){ final float touchX = pSceneTouchEvent.getX(); final float touchY = pSceneTouchEvent.getY(); double dx = pSceneTouchEvent.getX() - canon.getSceneCenterCoordinates()[0]; double dy = pSceneTouchEvent.getY() - canon.getSceneCenterCoordinates()[1]; double Radius = Math.atan2(dy,dx); double Angle = Radius * 180 / Math.PI; canon.setRotation((float)Angle); shootProjectile(touchX, touchY); } return false; } Anyone know how to calculate the coordinates (X,Y) of the end of the barrel to draw the bullet?

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  • Scrolling background stops after awhile?

    - by Lewis
    Can anyone tell me where my maths is wrong please, it stops scrolling after awhile. if (background.position.y < background2.position.y) { background.position = ccp(background.contentSize.width / 2, background.position.y - 50 * delta); background2.position = ccp(background.contentSize.width / 2, background.position.y + background.contentSize.height); } else { background.position = ccp(background2.contentSize.width / 2, background2.position.y - 50 * delta); background.position = ccp(background2.contentSize.width / 2, background2.position.y + background.contentSize.height); } //reset if (background.position.y <-background.contentSize.height / 2) { background.position = ccp(background.contentSize.width / 2 ,background2.position.y + background2.contentSize.height); } else if (background2.position.y < -background2.contentSize.height / 2) { background2.position = ccp(background2.contentSize.width / 2, background.position.y + background.contentSize.height); }

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  • Moving camera, or camera with discrete "screens"?

    - by Jacob Millward
    I'm making a game with a friend, but having trouble deciding on a camera style. The basic idea for the game, is having a randomly generated 2-dimensional world, with settlements in it. These settlements would have access to different resources, and it would be the job of the player to create bridges and ladders and links between these villages so they can trade. The player would advance personally by getting better gear, fighting monsters and looking for materials in the world, in order to craft and trade them at the settlements. My friend wants to use an old-style camera, where the world is split into a discrete number of screens that the player moves between. Similar to early Zelda dungeons, or Knytt Stories. This is opposite to me, as I want a standard camera that follows the player around as I feel the split-screen style camera limits the game. Can anyone argue the case either way? We've hit a massive roadblock here and can't seem to get past it.

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  • Better way to do AI Behavior in AS3/Flixel

    - by joon
    I'm making a game in Flixel and I need to program an NPC. It's rapidly turning more complex than I expected. I was wondering if there are any best practices, tutorials or examples that you can refer me to, to see how this is done. I can probably hack it together, which is what I always do, but it would be nice if I can make it maintanable and can add stuff later on. Here's screenshot to give you an idea: The butler will be an NPC that will follow you, or guide you, and talk to you the whole time. EDIT: More specifically: What I have now is a long list of IF statements in the update loop of the butler (about 8 different cases), and all I have covered is his walking behavior. I want him to comment on things and sometimes switch his main behavior to be more aggresive or distant,... Is there any way to keep track of this, or is complex code with many many nested if statements the way to go?

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  • Stop map from scrolling but let player still move?

    - by ChocoMan
    I have a basic method of scrolling around on a map (moving the map instead of the player), but at when the player gets to a certain proximity to the edge, how do you stop the map from scrolling, but still allow the player to move around until it is away from that proximity? I'm not looking for any code. Just a suggestion so that I can implement it myself. I can see it visually (creating 4 boxed intersecting boundaries for the player to enter), but not sure how to come about stopping and resuming the scrolling of the map.

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  • Setting Anchor Point

    - by Siddharth
    I want to set anchor point for the sprite like cocos2d has done for their implementation. I do not found any thing like that in andengine so please provide guidance on that. I want to move the sprite on touch so I use following code but that does not work for me. super.setPosition(pX - this.getWidthScaled() / 2, pY - this.getHeightScaled() / 2); Because I touch on the corner of the image but automatically it comes at center of the image because of above code. I want to remain the touch at desire position and drag it. For me the anchor point became useful. But I don't found anything in andengine.

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  • Translating an Object to a certain Vector 3 in OpenGL and Java LWJGL

    - by aliasmk
    So after almost two hours, I got the hang of using glTranslated() (with Java and LWJGL). If I am correct, applying glTranslated on an object moves that object with the x,y,z relative to the previously moved object. I believe the correct term for this is local vs global, global being the one I want. I was wondering if there was a way to translate an object to a specific XYZ position, or relative to the origin. Thanks! (Code or other details can be supplied if it helps, just let me know. Also sorry if this is a noob comment, Im very new to OpenGL.)

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  • Isometric Movement in Javascript In the DOM

    - by deep
    I am creating a game using Javascript. I am not using the HTML5 Canvas Element. The game requires both side view controlles, and Isometric controls, hence the movementMode variable. I have got the specific angles, but I am stuck on an aspect of this. https://chillibyte.makes.org/thimble/movement function draw() { if (keyPressed) { if (whichKey == keys.left) { move(-1,0) } if (whichKey == keys.right) { move(1,0) } if (whichKey == keys.up) { move(0,-1) } if (whichKey == keys.down) { move(0,1) } } } This gives normal up, down , left, and right. i want to refactor this so that i can plugin two variables into the move() function, which will give the movement wanted. Now for the trig. /| / | / | y / | /a___| x Take This Right angled Triangle. given that x is 1, y must be equal to tan(a) That Seems right. However, when I do Math.tan(45), i get a number similar to 1.601. Why? To Sum up this question. I have a function, and i need a function which will converts an angle to a value, which will tell me the number of pixels that i need to go up by, if i only go across 1. Is it Math.tan that i want? or is it something else?

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  • Size limit while using UICollectionView as tiled map for iOS game?

    - by Alexander Winn
    I'm working on a turn-based strategy game for iOS, (picture Civilization 2 as a template example), and I'm considering using a UICollectionView as my game map. Each cell would be a tile, and I could use the "didSelectCell" method to handle player interaction with each tile. Here's my question: I know that UICollectionViewCells are dequeued and reused by the OS, so does that mean that the map could support an effectively infinitely-large map, so long as only a few cells are onscreen at a time? However many cells were onscreen would be held in memory, and obviously the data source would take up some memory, but would my offscreen map be limited to a certain size or could it be enormous so long as the number of cells visible at any one time wasn't too much for the device to handle? Basically, is there any memory weight to offscreen cells, or do only visible cells have any impact? Also, does a UICollectionView seem like a bad idea for a game map, in a way I haven't thought of yet? It seems like it work well, but I haven't tried it yet so any thoughts are welcome.

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  • Will a polled event system cause lag for a server?

    - by Milo
    I'm using a library called ENet. It is a reliable UDP library. The way it works is a polled event system like this: ENetEvent event; /* Wait up to 1000 milliseconds for an event. */ while (enet_host_service (client, & event, 1000) > 0) { switch (event.type) { case ENET_EVENT_TYPE_CONNECT: printf ("A new client connected from %x:%u.\n", event.peer -> address.host, event.peer -> address.port); /* Store any relevant client information here. */ event.peer -> data = "Client information"; break; case ENET_EVENT_TYPE_RECEIVE: printf ("A packet of length %u containing %s was received from %s on channel %u.\n", event.packet -> dataLength, event.packet -> data, event.peer -> data, event.channelID); /* Clean up the packet now that we're done using it. */ enet_packet_destroy (event.packet); break; case ENET_EVENT_TYPE_DISCONNECT: printf ("%s disconected.\n", event.peer -> data); /* Reset the peer's client information. */ event.peer -> data = NULL; } } It waits up to 1000 milliseconds for an event. If I'm hosting say 75 event driven card games and a lobby on the same thread as this code, will it cause any problems. If my understanding is correct, the process will simply sleep until there is an event, when there is one, it will process the event then come back here where potentially 5 or so events have queued up since so enet_host_services would return right away and not cause lag. I have been advised not to use multiple threads, will that be alright like this? Thanks

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  • Integration error in high velocity

    - by Elektito
    I've implemented a simple simulation of two planets (simple 2D disks really) in which the only force is gravity and there is also collision detection/response (collisions are completely elastic). I can launch one planet into orbit of the other just fine. The collision detection code though does not work so well. I noticed that when one planet hits the other in a free fall it speeds backward and goes much higher than its original position. Some poking around convinced me that the simplistic Euler integration is causing the error. Consider this case. One object has a mass of 1kg and the other has a mass equal to earth. Say the object is 10 meters above ground. Assume that our dt (delta t) is 1 second. The object goes to the height of 9 meters at the end of the first iteration, 7 at the end of the second, 4 at the end of the third and 0 at the end of the fourth iteration. At this points it hits the ground and bounces back with the speed of 10 meters per second. The problem is with dt=1, on the first iteration it bounces back to a height of 10. It takes several more steps to make the object change its course. So my question is, what integration method can I use which fixes this problem. Should I split dt to smaller pieces when velocity is high? Or should I use another method altogether? What method do you suggest? EDIT: You can see the source code here at github:https://github.com/elektito/diskworld/

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  • What's the best game engine to use for my PC game project? [closed]

    - by user19860
    I'm in the planning phase of creating an action-rpg for the PC, and I'd like to create a League of Legends style look for the game (animated/cartoony). Any idea which engine best replicates this look? I ask because when I look at a lot of the UDk/Unreal games, they've all got the more realistic 3-D look that I'd like to avoid, so I was wondering if an alternate look was possible on that type of engine. Source SDK and Unity also look very interesting, I just don't know what types of visual capabilities these engines have. Thanks in advance.

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