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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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  • Fast pixelshader 2D raytracing

    - by heishe
    I'd like to do a simple 2D shadow calculation algorithm by rendering my environment into a texture, and then use raytracing to determine what pixels of the texture are not visible to the point light (simply handed to the shader as a vec2 position) . A simple brute force algorithm per pixel would looks like this: line_segment = line segment between current pixel of texture and light source For each pixel in the texture: { if pixel is not just empty space && pixel is on line_segment output = black else output = normal color of the pixel } This is, of course, probably not the fastest way to do it. Question is: What are faster ways to do it or what are some optimizations that can be applied to this technique?

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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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  • Ouya / Android : button mapping bitwise

    - by scorvi
    I am programming a game with the Gameplay3d Engine. But the Android site has no gamepad support and that is what I need to port my game to Ouya. So I implemented a simple gamepad support and it supports 2 gamepads. So my problem is that I put the button stats in a float array for every gamepad. But the Gameplay3d engine saves their stats in a unsigned int _buttons variable. It is set with bitwise operations and I have no clue how to translate my array to this.

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  • Random World Generation

    - by Alex Larsen
    I'm making a game like minecraft (although a different idea) but I need a random world generator for a 1024 block wide and 256 block tall map. Basically so far I have a multidimensional array for each layer of blocks (a total of 262,114 blocks). This is the code I have now: Block[,] BlocksInMap = new Block[1024, 256]; public bool IsWorldGenerated = false; Random r = new Random(); private void RunThread() { for (int BH = 0; BH <= 256; BH++) { for (int BW = 0; BW <= 1024; BW++) { Block b = new Block(); if (BH >= 192) { } BlocksInMap[BW, BH] = b; } } IsWorldGenerated = true; } public void GenWorld() { new Thread(new ThreadStart(RunThread)).Start(); } I want to make tunnels and water but the way blocks are set is like this: Block MyBlock = new Block(); MyBlock.BlockType = Block.BlockTypes.Air; How would I manage to connect blocks so the land is not a bunch of floating dirt and stone?

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  • Looking for a simple web interface with subversion support and ticket /issue tracker [closed]

    - by Stefan Andre Brannfjell
    I am working on a small project and we have a few programmers on the job. We are using subversion to commit updates and keep all developers up to date on their workstations. However, we have yet to find a suitable web interface to use for it. I have tried redmine, but that installation progress was extremely bothersome and advanced. Once I got it to work I found out that it was slow and did not meet my expectations. As well as it seems a bit complex for our needs. I would prefer to find a solution that supports lighttpd web server, however that seem to be very hard to come by, those I have found seem to only have apache support. Functionality i wish for the website: - login to an svn account - view svn logs - view & create issues, todo list etc - view svn difference Do you have any open source recommendations that I can try out? I will appreciate any kind of reply. :) Edit: I wish to host the website on our own servers.

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  • 2D Platformer Collision Handling

    - by defender-zone
    Hello, everyone! I am trying to create a 2D platformer (Mario-type) game and I am some having some issues with handling collisions properly. I am writing this game in C++, using SDL for input, image loading, font loading, etcetera. I am also using OpenGL via the FreeGLUT library in conjunction with SDL to display graphics. My method of collision detection is AABB (Axis-Aligned Bounding Box), which is really all I need to start with. What I need is an easy way to both detect which side the collision occurred on and handle the collisions properly. So, basically, if the player collides with the top of the platform, reposition him to the top; if there is a collision to the sides, reposition the player back to the side of the object; if there is a collision to the bottom, reposition the player under the platform. I have tried many different ways of doing this, such as trying to find the penetration depth and repositioning the player backwards by the penetration depth. Sadly, nothing I've tried seems to work correctly. Player movement ends up being very glitchy and repositions the player when I don't want it to. Part of the reason is probably because I feel like this is something so simple but I'm over-thinking it. If anyone thinks they can help, please take a look at the code below and help me try to improve on this if you can. I would like to refrain from using a library to handle this (as I want to learn on my own) or the something like the SAT (Separating Axis Theorem) if at all possible. Thank you in advance for your help! void world1Level1CollisionDetection() { for(int i; i < blocks; i++) { if (de2dCheckCollision(ball,block[i],0.0f,0.0f)==true) { int up = 0; int left = 0; int right = 0; int down = 0; if(ball.coords[0] < block[i].coords[0] && block[i].coords[0] < ball.coords[2] && ball.coords[2] < block[i].coords[2]) { left = 1; } if(block[i].coords[0] < ball.coords[0] && ball.coords[0] < block[i].coords[2] && block[i].coords[2] < ball.coords[2]) { right = 1; } if(ball.coords[1] < block[i].coords[1] && block[i].coords[1] < ball.coords[3] && ball.coords[3] < block[i].coords[3]) { up = 1; } if(block[i].coords[1] < ball.coords[1] && ball.coords[1] < block[i].coords[3] && block[i].coords[3] < ball.coords[3]) { down = 1; } cout << left << ", " << right << ", " << up << ", " << down << ", " << endl; if (left == 1) { ball.coords[0] = block[i].coords[0] - 16.0f; ball.coords[2] = block[i].coords[0] - 0.0f; } if (right == 1) { ball.coords[0] = block[i].coords[2] + 0.0f; ball.coords[2] = block[i].coords[2] + 16.0f; } if (down == 1) { ball.coords[1] = block[i].coords[3] + 0.0f; ball.coords[3] = block[i].coords[3] + 16.0f; } if (up == 1) { ball.yspeed = 0.0f; ball.gravity = 0.0f; ball.coords[1] = block[i].coords[1] - 16.0f; ball.coords[3] = block[i].coords[1] - 0.0f; } } if (de2dCheckCollision(ball,block[i],0.0f,0.0f)==false) { ball.gravity = -0.5f; } } } To explain what some of this code means: The blocks variable is basically an integer that is storing the amount of blocks, or platforms. I am checking all of the blocks using a for loop, and the number that the loop is currently on is represented by integer i. The coordinate system might seem a little weird, so that's worth explaining. coords[0] represents the x position (left) of the object (where it starts on the x axis). coords[1] represents the y position (top) of the object (where it starts on the y axis). coords[2] represents the width of the object plus coords[0] (right). coords[3] represents the height of the object plus coords[1] (bottom). de2dCheckCollision performs an AABB collision detection. Up is negative y and down is positive y, as it is in most games. Hopefully I have provided enough information for someone to help me successfully. If there is something I left out that might be crucial, let me know and I'll provide the necessary information. Finally, for anyone who can help, providing code would be very helpful and much appreciated. Thank you again for your help!

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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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  • How can I convert a 2D bitmap (Used for terrain) to a 2D polygon mesh for collision?

    - by Megadanxzero
    So I'm making an artillery type game, sort of similar to Worms with all the usual stuff like destructible terrain etc... and while I could use per-pixel collision that doesn't give me collision normals or anything like that. Converting it all to a mesh would also mean I could use an existing physics library, which would be better than anything I can make by myself. I've seen people mention doing this by using Marching Squares to get contours in the bitmap, but I can't find anything which mentions how to turn these into a mesh (Unless it refers to a 3D mesh with contour lines defining different heights, which is NOT what I want). At the moment I can get a basic Marching Squares contour which looks something like this (Where the grid-like lines in the background would be the Marching Squares 'cells'): That needs to be interpolated to get a smoother, more accurate result but that's the general idea. I had a couple ideas for how to turn this into a mesh, but many of them wouldn't work in certain cases, and the one which I thought would work perfectly has turned out to be very slow and I've not even finished it yet! Ideally I'd like whatever I end up using to be fast enough to do every frame for cases such as rapidly-firing weapons, or digging tools. I'm thinking there must be some kind of existing algorithm/technique for turning something like this into a mesh, but I can't seem to find anything. I've looked at some things like Delaunay Triangulation, but as far as I can tell that won't correctly handle concave shapes like the above example, and also wouldn't account for holes within the terrain. I'll go through the technique I came up with for comparison and I guess I'll see if anyone has a better idea. First of all interpolate the Marching Squares contour lines, creating vertices from the line ends, and getting vertices where lines cross cell edges (Important). Then, for each cell containing vertices create polygons by using 2 vertices, and a cell corner as the 3rd vertex (Probably the closest corner). Do this for each cell and I think you should have a mesh which accurately represents the original bitmap (Though there will only be polygons at the edges of the bitmap, and large filled in areas in between will be empty). The only problem with this is that it involves lopping through every pixel once for the initial Marching Squares, then looping through every cell (image height + 1 x image width + 1) at least twice, which ends up being really slow for any decently sized image...

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  • Board Game Design in Cocos2d

    - by object2.0
    Hi folks i am going to start a chess like board game. and for that i have reviewed a number to things available. one is http://www.mapeditor.org/ , using which you can create a grid base games. another option is geekgameboard for iphone available at http://mooseyard.lighthouseapp.com/projects/23201-geekgameboard now i want your expert opinion that would it be better to make a game in cocos2d using the first option or the second option? both looks promising to me and give good control over board design. ps: sorry for duplicates, i found about the http://gamedev.stackexchange.com/ lately after posting it on stackexchange. so i am just posting it here again as i feel its more relevant board.

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  • Light following me around the room. Something is wrong with my shader!

    - by Robinson
    I'm trying to do a spot (Blinn) light, with falloff and attenuation. It seems to be working OK except I have a bit of a space problem. That is, whenever I move the camera the light moves to maintain the same relative position, rather than changing with the camera. This results in the light moving around, i.e. not always falling on the same surfaces. It's as if there's a flashlight attached to the camera. I'm transforming the lights beforehand into view space, so Light_Position and Light_Direction are already in eye space (I hope!). I made a little movie of what it looks like here: My camera rotating around a point inside a box. The light is fixed in the centre up and its "look at" point in a fixed position in front of it. As you can see, as the camera rotates around the origin (always looking at the centre), so don't think the box is rotating (!). The lighting follows it around. To start, some code. This is how I'm transforming the light into view space (it gets passed into the shader already in view space): // Compute eye-space light position. Math::Vector3d eyeSpacePosition = MyCamera->ViewMatrix() * MyLightPosition; MyShaderVariables->Set(MyLightPositionIndex, eyeSpacePosition); // Compute eye-space light direction vector. Math::Vector3d eyeSpaceDirection = Math::Unit(MyLightLookAt - MyLightPosition); MyCamera->ViewMatrixInverseTranspose().TransformNormal(eyeSpaceDirection); MyShaderVariables->Set(MyLightDirectionIndex, eyeSpaceDirection); Can anyone give me a clue as to what I'm doing wrong here? I think the light should remain looking at a fixed point on the box, regardless of the camera orientation. Here are the vertex and pixel shaders: /////////////////////////////////////////////////// // Vertex Shader /////////////////////////////////////////////////// #version 420 /////////////////////////////////////////////////// // Uniform Buffer Structures /////////////////////////////////////////////////// // Camera. layout (std140) uniform Camera { mat4 Camera_View; mat4 Camera_ViewInverseTranspose; mat4 Camera_Projection; }; // Matrices per model. layout (std140) uniform Model { mat4 Model_World; mat4 Model_WorldView; mat4 Model_WorldViewInverseTranspose; mat4 Model_WorldViewProjection; }; // Spotlight. layout (std140) uniform OmniLight { float Light_Intensity; vec3 Light_Position; vec3 Light_Direction; vec4 Light_Ambient_Colour; vec4 Light_Diffuse_Colour; vec4 Light_Specular_Colour; float Light_Attenuation_Min; float Light_Attenuation_Max; float Light_Cone_Min; float Light_Cone_Max; }; /////////////////////////////////////////////////// // Streams (per vertex) /////////////////////////////////////////////////// layout(location = 0) in vec3 attrib_Position; layout(location = 1) in vec3 attrib_Normal; layout(location = 2) in vec3 attrib_Tangent; layout(location = 3) in vec3 attrib_BiNormal; layout(location = 4) in vec2 attrib_Texture; /////////////////////////////////////////////////// // Output streams (per vertex) /////////////////////////////////////////////////// out vec3 attrib_Fragment_Normal; out vec4 attrib_Fragment_Position; out vec2 attrib_Fragment_Texture; out vec3 attrib_Fragment_Light; out vec3 attrib_Fragment_Eye; /////////////////////////////////////////////////// // Main /////////////////////////////////////////////////// void main() { // Transform normal into eye space attrib_Fragment_Normal = (Model_WorldViewInverseTranspose * vec4(attrib_Normal, 0.0)).xyz; // Transform vertex into eye space (world * view * vertex = eye) vec4 position = Model_WorldView * vec4(attrib_Position, 1.0); // Compute vector from eye space vertex to light (light is in eye space already) attrib_Fragment_Light = Light_Position - position.xyz; // Compute vector from the vertex to the eye (which is now at the origin). attrib_Fragment_Eye = -position.xyz; // Output texture coord. attrib_Fragment_Texture = attrib_Texture; // Compute vertex position by applying camera projection. gl_Position = Camera_Projection * position; } and the pixel shader: /////////////////////////////////////////////////// // Pixel Shader /////////////////////////////////////////////////// #version 420 /////////////////////////////////////////////////// // Samplers /////////////////////////////////////////////////// uniform sampler2D Map_Diffuse; /////////////////////////////////////////////////// // Global Uniforms /////////////////////////////////////////////////// // Material. layout (std140) uniform Material { vec4 Material_Ambient_Colour; vec4 Material_Diffuse_Colour; vec4 Material_Specular_Colour; vec4 Material_Emissive_Colour; float Material_Shininess; float Material_Strength; }; // Spotlight. layout (std140) uniform OmniLight { float Light_Intensity; vec3 Light_Position; vec3 Light_Direction; vec4 Light_Ambient_Colour; vec4 Light_Diffuse_Colour; vec4 Light_Specular_Colour; float Light_Attenuation_Min; float Light_Attenuation_Max; float Light_Cone_Min; float Light_Cone_Max; }; /////////////////////////////////////////////////// // Input streams (per vertex) /////////////////////////////////////////////////// in vec3 attrib_Fragment_Normal; in vec3 attrib_Fragment_Position; in vec2 attrib_Fragment_Texture; in vec3 attrib_Fragment_Light; in vec3 attrib_Fragment_Eye; /////////////////////////////////////////////////// // Result /////////////////////////////////////////////////// out vec4 Out_Colour; /////////////////////////////////////////////////// // Main /////////////////////////////////////////////////// void main(void) { // Compute N dot L. vec3 N = normalize(attrib_Fragment_Normal); vec3 L = normalize(attrib_Fragment_Light); vec3 E = normalize(attrib_Fragment_Eye); vec3 H = normalize(L + E); float NdotL = clamp(dot(L,N), 0.0, 1.0); float NdotH = clamp(dot(N,H), 0.0, 1.0); // Compute ambient term. vec4 ambient = Material_Ambient_Colour * Light_Ambient_Colour; // Diffuse. vec4 diffuse = texture2D(Map_Diffuse, attrib_Fragment_Texture) * Light_Diffuse_Colour * Material_Diffuse_Colour * NdotL; // Specular. float specularIntensity = pow(NdotH, Material_Shininess) * Material_Strength; vec4 specular = Light_Specular_Colour * Material_Specular_Colour * specularIntensity; // Light attenuation (so we don't have to use 1 - x, we step between Max and Min). float d = length(-attrib_Fragment_Light); float attenuation = smoothstep(Light_Attenuation_Max, Light_Attenuation_Min, d); // Adjust attenuation based on light cone. float LdotS = dot(-L, Light_Direction), CosI = Light_Cone_Min - Light_Cone_Max; attenuation *= clamp((LdotS - Light_Cone_Max) / CosI, 0.0, 1.0); // Final colour. Out_Colour = (ambient + diffuse + specular) * Light_Intensity * attenuation; }

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  • Objective C - Aggro with Images

    - by Will
    I have three UIImageViews. enemy1, enemy1AggroBox and mainSprite. What I want to do is when mainSprite and enemy1AggroBox interect, I want enemy1 to start moving towards mainSprite. Basically creating aggro for a game. if(CGRectIntersectsRect(mainSprite.frame, enemy1AggroBox.frame)){ //Code here// } My plan would be to call this method in viewDidLoad. I'm not using any sort of framework like cocos2d or OpenGLES. If you need to see any more code just ask.

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  • I'm using OpenAL, trying to load a .ogg file and having .dll troubles

    - by Brendan Webster
    I'm using OpenAL for my game's music, and it loads .wav files by default, but to load in Ogg files I had to download and setup a few .dlls and lib files. I have fixed all errors with dlls except for this: I need vorbis.dll, and it says it's missing vorbis_window. I just can't find the dll anywhere online that includes the vorbis_window, anyone have suggestions on how I should fix this problem with my dll?

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  • Socket.io v.9 with Actionscript

    - by funseiki
    I'm attempting to develop an online multiplayer game using Node.js for the server and Flash to display the client. I've been reading up a bit and have found quite a few recommendations for the socket.io library. I've also found a github project which exposes code to help facilitate communication between an Actionscript 3.0 client and a server using socket.io. The project I mentioned is a bit dated and doesn't seem to have support for the latest version of socket.io, so I was wondering if leveraging this framework (socket.io, that is) would be the most ideal way to go. I have found a simple project that uses the standard 'net' module for node.js, but because there a few options available, I'm a little lost as to which one to go with. I'm currently leaning towards just using the regular 'net' module as it is already familiar to me. Since much of the client is already coded up, I'd really like to not switch over to using the HTML5 canvas just yet (but using socket.io would make a transition in the future more friendly, I think?). Any advice/direction on this matter would be much appreciated, though I do realize that there may be no one right answer. Edit: To be more specific, are there any client-side socket.io frameworks available that allow for communication between an Actionscript 3.0 client and a socket.io server and are robust enough to support current/future versions of socket.io? If not, what are the alternatives?

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  • What are the maths behind 'Raiden 2' purple laser?

    - by Aybe
    The path of the laser is affected by user input and enemies present on the screen. Here is a video, at 5:00 minutes the laser in question is shown : Raiden II (PS) - 1 Loop Clear - Part 2 UPDATE Here is a test using Inkscape, ship is at bottom, the first 4 enemies are targeted by the plasma. There seems to be a sort of pattern. I moved the ship first, then the handle from it to form a 45° angle, then while trying to fit the curve I found a pattern of parallel handles and continued so until I reached the last enemy. Update, 5/26/2012 : I started an XNA project using beziers, there is still some work needed, will update the question next week. Stay tuned ! Update : 5/30/2012 : It really seems that they are using Bézier curves, I think I will be able to replicate/imitate a plasma of such grade. There are two new topics I discovered since last time : Arc length, Runge's phenomenon, first one should help in having a linear movement possible over a Bézier curve, second should help in optimizing the number of vertices. Next time I will put a video so you can see the progress 8-)

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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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  • 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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  • Strange javascript error when using Kongregates API

    - by Phil
    In the hopes of finding a fellow unity3d developer also aiming for the Kongregate contest.. I've implemented the Kongregate API and can see that the game receives a call with my username and presents it ingame. I'm using Application.ExternalCall("kongregate.stats.submit",type,amount); where type is a string "Best Score" and amount is an int (1000 or something). This is the error I'm getting: You are trying to call recursively into the Flash Player which is not allowed. In most cases the JavaScript setTimeout function, can be used as a workaround. callASFunction:function(a,b){if(FABrid...tion, can be used as a workaround."); I'm wondering, has anyone else had this error or am I somehow doing something stupid? Thanks!

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  • Is there an open source sports manager project?

    - by massive
    For a long time I've tried to search for an open source manager game, but without any luck. I'm looking for a suitable project for a reference to my own pet project. Features like well designed data model, tournament and fixture generation and understandable match simulation algorithm would be a great bonuses. I'm especially interested in game projects like Hattrick and SI Games' Football Manager, although it is irrelevant what the particular sport is. The project should be preferably web-based as Hattrick is. I've crawled through GitHub and SourceForge, but I found only a few sports simulation projects. Projects, which I have found, were either dead or not fulfilling my wishes. Do you know any open source manager game / fantasy sports game project, which would be available as open source, OR at least any material, which would be useful when building a such project?

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  • Time calculation between openGL update calls.

    - by Vijayendra
    In XNA, the system calls update and draw function with the time information. This contains information such as how much time has passed since last update was called. This makes easy to integrate time and do animation calculation accordingly. But I dont see any such mechanism in openGL. I see openGL requires programmers to have their own implementation which could be buggy or inefficient. Is there any standard (and efficient) code that demonstrate this practice in openGL?

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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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  • Doubling the DPI with a shader?

    - by Mathias Lykkegaard Lorenzen
    I'm developing a game where the map is generated with Perlin Noise, but on the CPU. I am generating some perlin noise onto a texture with a small size, and then I stretch it out to the whole screen to simulate a map. The reason for the CPU generating the noise is that I want it to look the same on all devices. Now, here's the end-result. Please ignore the bullets and the explosion on the picture. What matters is the background (the black/gray pixels) and the ground (the brown-ish pixels). They are rendered to the same texture through perlin noise. However, this doesn't look very pretty. So I was wondering if it would be possible to double the amount of pixels using a shader, and rounding edges at the same time? In other words, improve the DPI. I'm using SharpDX with DirectX 11, through its toolkit feature. But any help that'll lead me in the right direction (for instance through HLSL) would be a great help. Thanks in advance.

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  • checking for collision detection

    - by bill
    I am trying to create a game where you have a player and you can move right,left, and jump. kind of like mario but its not a side scroller. also i want to use 2d array to make a tile map. my big problem is that i dont understand how to check for collision. i spend about 2 week thinking about this and i came up with 2 solution but they both have problems. let say my map is: 0 = sky 1 = player 2 = ground 00000 10002 22022 Solution 1: move the '1'(player) and update the map less say player wants to move right, then x+=grid[x+1][y] this make the collision easy bc you can just check if if(grid[x][y+1] == 2){ //player is standing on top of ground } problem with this when u hit right key player will move (x*Titlewidth) to right. and as you can see the animation wont look smooth. Solution 2: move player and dont update map player_x += 2 this will make the animation more smoother bc i am just moving 2 pixels. problem1: i cant update map bc if player some times will be middle of int(2d array). but thats ok sinces its not a side scroller so updating the map is not a big deal. problem2: only way to check for collision is to use java intersection method. but then player have to be atleast 1 or 2 pixel in ground in order to check for collision. and as you can see that wont look good too. plz note this is my first collision game in java. so plz try to explain alot otherwise i wont understand it.

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  • How was collision detection handled in The Legend of Zelda: A Link to the Past?

    - by Restart
    I would like to know how the collision detection was done in The Legend of Zelda: A Link To The Past. The game is 16x16 tile based, so how did they do the tiles where only a quarter or half of the tile is occupied? Did they use a smaller grid for collision detection like 8x8 tiles, so four of them make one 16x16 tile of the texture grid? But then, they also have true half tiles which are diagonally cut and the corners of the tiles seem to be round or something. If Link walks into tiles corner he can keep on walking and automatically moves around it's corner. How is that done? I hope someone can help me out here.

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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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