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  • When should one use the Abstract, Implements, or extends keywords?

    - by kdavis8
    I'm just now moving from a beginner to intermediate level android programmer in the java language. i can successfully write a game framework of classes that work together to accomplish a task beyond basic things, like hello world. but i'm having issues with some pretty basic OOP concepts; When should i derive from an abstract class? When is it more efficient to use an Interface instead of simply sub classing a parent? Basically, between extends, implements, and the abstract keywords, which keywords should be used instead of the others? i'm not looking for a basic definition, as i know them. i need to no when and why i should apply them to my code? what advantages does one have over the other? which is best for game development?

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  • Importing FBX with multiple meshes in UDK

    - by andresp
    I need to import into UDK a several amount of FBX models (representing buildings) which are composed by various submeshes (walls, windows, roof...). I need to keep the individual meshes (can't use the merge option) but I also need to work with the building as a whole. Do you know if this is possible? How? Also, is there a way to keep the textures assignment for the FBX models after importing them to Unreal? Doing the process manually (importing model, importing texture, assign to the material, assign the material to each mesh and submesh) for 100 or 200 models (to import an entire city from City Engine), isn't viable.

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  • Getting Started on Isometric Board Game port

    - by Jehosephat
    I have developed a (off-line) board game that I would like to translate to an online/social game in an isometric grid perspective. My background is in .NET web development, so I'm very comfortable with C#, HTML, jQuery/javascript. Still getting my feet wet with HTML5. I have familiarity with Flash, but I haven't worked with it in years. I'm also interested in working with Azure for hosting the back-end. Ultimately I'd like this game to have persistent leaderboard/achievements and therefore be able to log in through FB and Kong and the like. Obviously, I'm not looking for 'here's exactly how to do all of this'. But I would love some opinions on where to start, particularly given my background and goals. Would be happy to share more details if it makes answering easier! Thanks!

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  • Is it normal to these Xcode prompts/errors when you deploy to IOS Simulator from Unity?

    - by Greg
    Just trying out the IOS build process.... Is it normal to see: Q1 - "upgrade to latest project format - project currently in Xcode 3.1 format, this will upgrade to 3.2" - just click OK and let Xcode do it's stuff? Q2 - same as Q1 but this time for the message "Remove obsolete build settings - will remove the build setting PREBINDING" Q3 - also when deploying to "Lastest IOS Simulator" you get the Simulator target produced, but also a non-simulator target which has lots of errors. So I assume you just ignore this target and not use it in Xcode correct? (i.e. just use the simulator target that is produced) Q4 - get a lot of warning after the simulator target is built? program works ok however.... Images For Q1 and Q2: For Q4: Settings used in Unity: Errors I see in XCode:

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  • Is it possible to update the livetile in XNA WP7 game?

    - by Jaakko Lipsanen
    ( I'm not sure if this question belongs here, but since it is related to game development and I have no idea where else I should post this, I will post this here ) As the title says, what I am basically asking is if it is possible to update the livetile of an pure XNA game ( not SL + XNA hybrid )? I've been thinking something like that whenever user launches the game, I would create an texture dynamically and then update the livetile to show that texture. Even better would be if I could schedule this code to run for example once a day, without requiring user to even launch the game. Is this possible in WP7 or in WP8 ( is the WP8 SDK even publicly released yet? ) in pure XNA game? What about in XNA + SL hybrid?

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  • 3D game editor with C++ support and Bullet Physics

    - by Raghav Bali
    I am very new to game development and hence the question. Is there any open-source game editor that uses Bullet Physics engine with C++ code edit support.I have read about blender but it allows python based editing(if I am not wrong here). I need an editor to quickly draw the needed objects and concentrate more on the logic on their interactions(mostly magnetism based). This(my project) is part of an already existing legacy code in C++ which is forcing the dependency. Also, is there any physics engine which provides support for magnetism? Any help will surely be great. Thanks

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  • Server-side Input

    - by Thomas
    Currently in my game, the client is nothing but a renderer. When input state is changed, the client sends a packet to the server and moves the player as if it were processing the input, but the server has the final say on the position. This generally works really well, except for one big problem: falling off edges. Basically, if a player is walking towards an edge, say a cliff, and stops right before going off the edge, sometimes a second later, he'll be teleported off of the edge. This is because the "I stopped pressing W" packet is sent after the server processes the information. Here's a lag diagram to help you understand what I mean: http://i.imgur.com/Prr8K.png I could just send a "W Pressed" packet each frame for the server to process, but that would seem to be a bandwidth-costly solution. Any help is appreciated!

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  • Skeletal Animation - Automatically apply skeleton to model

    - by Randomman159
    Looking at websites such as mixamo.com or some game's development systems such as the animation editor for Overgrowth (http://www.youtube.com/watch?v=-RpqbC5-Z0E), i see that the skeleton in these situations is automatically being applied to the models. I really don't expect (though wouldn't mind) code that does this, but i really am looking for some sort of pointer in the direction, or how they go about this. If any of you have done this, or know how to, please do reply, i don't want to spend the next week trying to crack it, then another to actually code it :P Thanks all :) Just for a bit more information, i am in C# working with OpenTK with my own custom model loader, etc. but i can easily adjust any given code / concept to fit with mine :)

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  • Why do game engines convert models to triangles compared to keeping it as four side polygon

    - by Grant
    I've worked using maya for animation and more film orientated projects however I am also focusing on my studies on video game development (eventually want to be either programmer or some sort of TD with programming and 3D skills). Anyways, I was talking with one of my professor and we couldn't figure out why all game engines (that I know of) convert to triangles. Anyone happen to know why game engines convert to triangles compared to leaving the models as four sided polygons? Also what are the pros and cons (if any) of doing this? Thanks in advance.

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  • Current state of the art for holographic displays?

    - by kamziro
    In another thread I was asking about independent arcade system development, and partly it was because I'm interested in using available 3D holographic technology for the displays. I saw one which involved a rotating mirror at very high speeds, so that's probably not going to be too feasible (I'd hate to think of what happens when something goes wrong). However, I looked around for videos from trade shows, and I found this: http://www.youtube.com/watch?v=Vl0EIngM-RA But information is scarce, and I'm led to believe it's just using mirrors and reflections, and does not convey true 3D depth like the one using rotating mirrors at high speed: http://www.youtube.com/watch?v=YKCUGQ-uo8c So yeah, does anyone know if there's something better available today?

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  • Android frame by frame PNG animation

    - by Trick
    I am new at Android game development. I have done some apps before, but none of them are games :) So, I wanted to do a frame-by-frame animation of PNGs. I tried with AnimationDrawable, but OutOfMemory error comes quickly (I have a lot of PNGs). So I came upon SurfaceView. But I am stuck, because I really don't find any useful tutoirals/examples. What is the best way to make an animation like this? Here there already is a great answer to almost the same question, but all the links there don't work anymore. I would really like to here suggestions how to make an animation frame-by-frame with PNGs in Android and if you have any tutorials or examples, I will be really happy :)

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  • Physics from other games

    - by Carlosrdz1
    I'm making a platform engine with XNA Game Studio, and I've solved almost everything about colliding stuff. But now, I'm searching for good physics for the player, I'm trying to emulate characters from other games like Mario from Super Mario World, or MegaMan X... do you know a website or something, where the physics from that games are revealed? I remember seen a page with something like that. Or what's the process you think is the best to emulate physics from other games? Just trial and error? Thank you.

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  • OpenGL behaviour depending on the graphics card?

    - by Dan
    This is something that never happened to me before. I have an OpenGL code that uses GLSL shaders to texture a 3D model. The code involves a lot of GPU texture processing, blending, etc... I wanted to check how the performance of my code improves using a faster graphics card (both new and old are NVIDIA, using always the NVIDIA development drivers). But now I have found that once I run the code using the new graphics card, it behaves completely different (the final render looks wrong), probably because some blending effect is not performed correctly. I haven't really look into what has changed, but I am guessing that some OpenGL states are, by default, set different. Is this possible? Have you ever found different OpenGL/GLSL behaviour using different graphics cards? Any "fast" solution? (So far I've thought of plugging back the old one, push all OpenGL default states, and compare with the ones I initially get using the new card..)

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  • AndEngine Sprite position

    - by Kirill Kulakov
    I had noticed the AndEngine a few days ago, and I tried to create basic game with a few Sprites.Sure, the engine makes the development process much more easier.However I found the sprite lacking a major functionally: Whenever there is a need to refer to the position of an Sprite the engine manipulates the position based on the top-left corner of sprite,this is not the best thing because there is a need to subtract/add the width/height to its position in order to refer to its center.However when we refer to he scale of the Sprite it scaled according to its center point (which is great) I find it very confusing to refer to its position each time differently.I solved that by extending the Sprite class and implementing my methods of setCenter and getCenter, I guess that not the best way to do so. Do you have any suggestion?

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  • Thread problem with XNA C#

    - by Luis
    I'm development a network card game, and for now i've two players connected but there is a problem with one of them, this one can't do anything on the game. Looks that screen was blocked. I'm think that is because a code i used before. That code is: if (InvokeRequired) { this.Invoke(new MethodInvoker(delegate { ... })); return; } The code above is surrounding code to changing Button values, make connection with server and create game window. Without this code a warning is shown. InvalidOperationException was unhandled Cross-thread operation not valid: Control 'startGameButton' accessed from a thread other than the thread it was created on.

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  • How does a BSP tree work for Z sorting?

    - by Jenko
    I'm developing a 3D engine in software, and so I must compute Z sorting manually. I'm currently using the painters algorithm to sort triangles and then drawing them back-to-front. This causes artifacts that I'm trying to correct. Would using a dynamic BSP-tree ensure "correct Z sorting" of triangles? Why? Because the bounding volumes of triangles would be similar? Since I would have a single "world" BSP tree, would I have to remove and re-add any moved/scaled/rotated object into the tree? Is it possible to add triangles into a BSP tree without the expensive cutting process? Why do you need to cut triangles on the axis planes anyway? Is it faster to traverse a BSP tree from any angle, than to sort all tris each draw like the painters algorithm?

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  • One True Event Loop

    - by CyberShadow
    Simple programs that collect data from only one system need only one event loop. For example, Windows applications have the message loop, POSIX network programs usually have a select/epoll/etc. loop at their core, pure SDL games use SDL's event loop. But what if you need to collect events from several subsystems? Such as an SDL game which doesn't use SDL_net for networking. I can think of several solutions: Polling (ugh) Put each event loop in its own thread, and: Send messages to the main thread, which collects and processes the events, or Place the event-processing code of each thread in a critical section, so that the threads can wait for events asynchronously but process them synchronously Choose one subsystem for the main event loop, and pass events from other subsystems via that subsystem as custom messages (for example, the Windows message loop and custom messages, or a socket select() loop and passing events via a loopback connection). Option 2.1 is more interesting on platforms where message-passing is a well-developed threading primitive (e.g. in the D programming language), but 2.2 looks like the best option to me.

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  • What is the practical use of IBOs / degenerate vertex in OpenGL?

    - by 0xFAIL
    Vertices in 3D models CAN get cut in the process of optimizing 3D geometry, (degenerate vertices) by 3D graphics software (Blender, ...) when exporting because they aren't needed when reusing a vertex for multiple triangles. (In the current case 3D data is exported from Blender as .ply and read by a simple application that displays the 3D model) Every vertex has a few attributes like position, color, normal, tangent,... But the data for each vertex that is cut through the vertex sharing is lost and is missing in the vertex shader. Modern shader techniques like Bump or Normal mapping require normals/tangents per vertex which are also cut. To use complex shader techniques IBOs must not be used? Or is there a way to use IBOs and retain the data per vertex that was origionally lost?

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  • Hidden Loading with UDK

    - by CyrusFiredawn
    I was wondering, how would I go about creating hidden loading scenes with UDK? For example, a character walks in to an elevator, the elevator fakes movement, whilst the previous floor is destroyed and the next floor is loaded on top. I assume it's possible with UDK, since it's supposedly rather flexible, but I've never used UDK before (I decided to ask this question first to save me learning it all, finding out it isn't possible, then giving up). So yeah, is hiding the loading process possible? And if so, how would I go about doing it?

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  • Estimated budget for RockBand 3 character creator feature [closed]

    - by milesmeow
    I want to get an idea of the budget required to make something akin to the Rock Band 3 character creator. We won't have the same level of detail for creating the base character, i.e. no face feature customization. We essentially want some very basic body sizing and want a bunch of clothing and accessories that the characters can try on. The clothing and accessories need to adapt and fit to the body types/shapes. The character should also support movement...and the clothes should move with the body. I've asked a similar question here regarding the development effort but not necessarily a budget. Do you think it's a $1M job? Most of the effort will go into creating the character models and the clothing models. The rest of the effort will go towards the user interface to navigate the customization features.

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  • Proper way to use a RenderTarget2D to draw multiple textures?

    - by TheBroodian
    In the process of trying to resolve a split screen issue, I've been trying to use a RenderTarget2D to draw a portion of my scene to a Texture2D, and then again to another Texture2D, but the end result of both Texture2D's is coming out the same. Can anybody tell me what I'm doing wrong? Texture2D camera1Render; Texture2D camera2Render; GraphicsDevice.SetRenderTarget(RenderTarget); GraphicsDevice.Clear(Color.Transparent); map.Draw(mapDisplayDevice, Camera1, new Location(0, 0), false); camera1Render = RenderTarget; GraphicsDevice.Clear(Color.Transparent); map.Draw(mapDisplayDevice, Camera2, new Location(0, 0), false); camera2Render = RenderTarget; SetRenderTarget(null);

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  • Can I get enough experience to get an industry job just by reading books?

    - by MahanGM
    I've been recently working with DirectX and getting familiar with game engines, sub-systems and have done game development for the last 5 years. I have a real question for those whom have worked in larger game making companies before. How is it possible to get to into these big game creators such as Ubisoft, Infinity Ward or EA. I'm not a beginner in my field and I'm going to produce a real nice 2D platform with my team this year, which is the result of 5 years 2D game creation experience. I'm working with prepared engines such as Unity3D or Game Maker software and using .Net with C# to write many tools for our production and proceeding in my way but never had a real engine programming experience 'till now. I'm now reading good books around this topic but I wanted to know: Is it possible to become an employee in big game company by just reading books? I mean beside having an active mind and new ideas and being a solution solver.

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  • Should actors in a game be responsible for drawing themselves?

    - by alex
    I am very new to game development, but not to programming. I am (again) playing around with a Pong type game using JavaScript's canvas element. I have created a Paddle object which has the following properties... width height x y colour I also have a Pong object which has properties such as... width height backgroundColour draw(). The draw() method currently is resetting the canvas and that is where a question came up. Should the Paddle object have a draw() method responsible for its drawing, or should the draw() of the Pong object be responsible for drawing its actors (I assume that is the correct term, please correct me if I'm incorrect). I figured that it would be advantagous for the Paddle to draw itself, as I instantiate two objects, Player and Enemy. If it were not in the Pong's draw(), I'd need to write similar code twice. What is the best practice here? Thanks.

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  • Where can I find game postmortems with a programmer perspective [on hold]

    - by Ken
    There are a number of interesting game post-mortems in places like GDC vault or gamastura.com. The post-mortems are generally give with a CEO/manager perspective or a designer perspective, or, more often a combination of both e.g DOOM postmortem But I have not been able to find many post-mortems which are primarily from the programmers perspective. I'm looking for discussions and rational for technical choices and tradeoffs and how technical problems were overcome. The motivation here is to learn what kind of problems real game programmers encounter and how they go about solving them. A perfect example of what I'm looking for is Renaud Bédard's excellent GDC talk on the development of Fez, "Cubes all the way down". Where can I find more like that?

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  • exporting a maya model to work with Playstation mobile Studio?

    - by spartan2417
    Ive just started to program in Playstation Mobile Studio for the PS vita. The Models that are available to use in Ps Development have to .mdk models. The studio comes with a a model converter that converts from DAE, FBX, XSI and X files. However ive tried converting a maya scene to both DAE and FBX files but the converter returns an error with no explanation. Ive even tried to use blender and the tutorial here: http://www.gamefromscratch.com/post/2012/04/30/Exporting-from-Blender-to-PS-Suite-Blender-to-Vita-in-under-5-minutes.aspx but this fails at the converter too. With regards to maya all i do is export the file with default settings. Anyone know any good tutorials on this or guess why this would be happening?

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