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  • Control diamond square algorithm to generate islands/pangea.

    - by Gabriel A. Zorrilla
    I generated a height map with the diamond square algorithm. The thing is i do not manage to create islands, this is, restrict the height other than water level range to a certain value in the center of the map. I manualy seeded a circle in the middle of the map but the rest of the map still receives heights over the water level. I dont fully understand the Perlin noise algorithm so i'd like to work with my current implementation of the diamond square algorithm which took me 3 days to interpret and code in PHP. :P

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  • How to eliminate screen jitter in Flash game?

    - by Huang F. Lei
    We made a flash game with a big screen size(1000x600), and the terrain graphic will jitter while the screen scrolling(that's, camera moving with player) continuously. What's the root cause? Or if you know how to eliminate this problem, please tell me. Any help is appreciated. UPDATE: The map's size is more bigger than screen, e.g 6000x1200. And the map has more than one layer, generally it has 3 layers. Terrain is composed by tiles. And FPS is 24. If the FPS is set to 60, things will be better. But any way, it should work well at 24 FPS. I'm not sure if it is a natural problem of flash player, because some times a terrain object(e.g a house) look like a little bit distorted.

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  • Multiplayer card game using PHP/Ajax and mysql

    - by Alireza Seifi
    I am designing a map game, using PHP and MYSQL. I don't know how to make the players who sign-in to the website to see other players who are also connected to the site and be able to chat with one another. I want to design the game in such a way that 2 players can play with each other and be able to send messages during the game while others groups are playing at the same time. I have designed the map game successfully, but the problem is making the player 1 who log-in to site to see the player 2 who will also log-in and both can get connected to play each other. http://i.stack.imgur.com/YyCPG.png I will appreciate your responses.

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  • Non-perfect maze generation algorithm

    - by Shylux
    I want to generate a maze with the following properties: The maze is non-perfect. Means it has loops and multiple ways to reach the exit. The maze should be random. The algorithm should output different mazes for different input parameters The maze doesn't have to be braided. Means dead-ends are allowed and appreciated. I just can't find the right resources on google. The closest i found was this description of the different types of algorithms: http://www.astrolog.org/labyrnth/algrithm.htm. All other algorithms were for perfect mazes. Can anyone give me a website where i can look this up or maybe an algorithm directly?

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  • How to properly scroll a 2D tilemap?

    - by Sri Harsha Chilakapati
    Hello and I'm trying to make my own game engine in Java. I have completed all the necessary ones but I can't figure it out with the TileGame class. It just can't scroll. Also there are no exceptions. Here I'm listing the code. TileGame.java @Override public void draw(Graphics2D g) { if (back!=null){ back.render(g); } if (follower!=null){ follower.render(g); follower.draw(g); } for (int i=0; i<actors.size(); i++){ Actor actor = actors.get(i); if (actor!=follower&&getVisibleRect().intersects(actor.getBounds())){ g.drawImage(actor.getAnimation().getFrameImage(), actor.x - OffSetX, actor.y - OffSetY, null); actor.draw(g); } } } /** * This method returns the visible rectangle * @return The visible rectangle */ public Rectangle getVisibleRect(){ return new Rectangle(OffSetX, OffSetY, global.WIDTH, global.HEIGHT); } @Override public void update(){ if (follower!=null){ if (scrollHorizontally){ OffSetX = global.WIDTH/2 - Math.round((float)follower.x) - tileSize; OffSetX = Math.min(OffSetX, 0); OffSetX = Math.max(OffSetX, global.WIDTH - mapWidth); } if (scrollVertically){ OffSetY = global.HEIGHT/2 - Math.round((float)follower.y) - tileSize; OffSetY = Math.min(OffSetY, 0); OffSetY = Math.max(OffSetY, global.HEIGHT - mapHeight); } } for (int i=0; i<actors.size(); i++){ Actor actor1 = actors.get(i); if (getVisibleRect().contains(actor1.x, actor1.y)){ actor1.update(); for (int j=0; j<actors.size(); j++){ Actor actor2 = actors.get(j); if (actor1.isCollidingWith(actor2)){ actor1.collision(actor2); actor2.collision(actor1); } } } } } but the problem is that all the actors are working, but it just won't scroll. Help Please.. Thanks in Advance.

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  • Spritebatch not working in winforms

    - by CodingMadeEasy
    I'm using the Winforms sample on the app hub and everything is working fine except my spritebatch won't draw anything unless I call Invalidate in the Draw method. I have this in my initialize method: Application.Idle += delegate { Invalidate(); }; I used a breakpoint and it is indeed invalidating my program and it is calling my draw method. I get no errors with the spritebatch and all the textures are loaded I just don't see anything on the screen. Here's the code I have: protected override void Draw() { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); tileSheet.Draw(spriteBatch); foreach (Image img in selector) img.Draw(spriteBatch); spriteBatch.End(); } But when I do this: protected override void Draw() { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); tileSheet.Draw(spriteBatch); foreach (Image img in selector) img.Draw(spriteBatch); spriteBatch.End(); Invalidate(); } then all of a sudden the drawing starts to work! but the problem is that it freezes everything else and only that control gets updated. What can I do to fix this? It's really frustrating.

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  • JQuery UI function errors out: Object is not a property or method

    - by Luke101
    In the following code I get an error that says autocomplete function Object is not a property or method Here is the code: <title><%= ViewData["pagetitle"] + " | " + config.Sitename.ToString() %></title> <script src="../../Scripts/jqueryui/jquery-ui-1.8.1.custom/development-bundle/ui/minified/jquery.ui.core.min.js" type="text/javascript"></script> <script src="../../Scripts/jqueryui/jquery-ui-1.8.1.custom/development-bundle/ui/minified/jquery.ui.core.min.js" type="text/javascript"></script> <script src="../../Scripts/jqueryui/jquery-ui-1.8.1.custom/development-bundle/ui/jquery.ui.widget.js" type="text/javascript"></script> <script src="../../Scripts/jqueryui/jquery-ui-1.8.1.custom/development-bundle/ui/jquery.ui.position.js" type="text/javascript"></script> <script src="../../Scripts/jqueryui/jquery-ui-1.8.1.custom/development-bundle/ui/jquery.ui.autocomplete.js" type="text/javascript"></script> <script language="javascript" type="text/javascript" src="/Scripts/main.js"></script> <script language="javascript" type="text/javascript"> $(document).ready(function () { Categories(); $('#tags1').autocomplete({ //error here url: '/Tag/TagAutoComplete', width: 320, max: 4, delay: 30, cacheLength: 1, scroll: false, highlight: false }); }); </script>

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  • Flash/Flex/Air and iOS

    - by David Archer
    I'm just a little confused with all of the news recently regarding the cancellation of mobile flash, so was hoping for a little help. I've had a search through and can't find the answers to these questions, so any help would be great. First up, I'm looking to create a game in Flash first, to test whether the concept works as a fun game (on Newgrounds/Kongregate/Facebook etc.). Would it be best to use Flash CS5.5, or Flash Builder? Secondly, with mobile flash now being discontinued by Adobe, could I still port this game over to iOS through the Flash platform, or would it be better at that point to re-write the whole game using Objective C? (NOTE: I'm not an Objective C developer, but am instead a Javascript and Actionscript dev). Any help would be great. Thanks!

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  • Issue with TurnBased Multiplayer Game in Game-kit

    - by Nirav
    I am working with cocos2d game in which i am implementing Game-kit. My game supports multiplayer option. Actually as given example Raywenderlich link. I am GKTurnBasedMultiplayer class from Game-kit. But now the issue when first player connected to game center and will select option of "Play Now" it automatches for another player. but issue is it directly connects and starts the match, and doesn't wait for another player. I am using [[GCTurnBasedMatchHelper sharedInstance] findMatchWithMinPlayers:2 maxPlayers:4 viewController:viewConroller]; for connecting and playing with other players but directly connects the match. I want to wait for another player. That is the issue. I am also using GCTurnBasedMatchHelper Class.

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  • DirectX11 Swap Chain RGBA vs BGRA Format

    - by Nathan
    I was wondering if anyone could elaborate any further on something that's been bugging me. In DirectX9 the main supported back buffer formats were D3DFMT_X8R8B8G8 and D3DFMT_A8R8G8B8 (Both being BGRA in layout). http://msdn.microsoft.com/en-us/library/windows/desktop/bb174314(v=vs.85).aspx With the initial version of DirectX10 their was no support for BGRA and all the textbooks and online tutorials recommend DXGI_FORMAT_R8G8B8A8_UNORM (being RGBA in layout). Now with DirectX11 BGRA is supported again and it seems as if microsoft recommends using a BGRA format as the back buffer format. http://msdn.microsoft.com/en-us/library/windows/apps/hh465096.aspx Are there any suggestions or are there performance implications of using one or the other? (I assume not as obviously by specifying the format of the underlying resource the runtime will handle what bits your passing through and than infer how to utilise them based on the format.)

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  • Z axis in isometric tilemap

    - by gyhgowvi
    I'm experimenting with isometric tile maps in JavaScript and HTML5 Canvas. I'm storing tile map data in JavaScript 2D array. // 0 - Grass // 1 - Dirt // ... var mapData = [ [0, 0, 0, 0, 0], [0, 0, 1, 0, 0, ... ] and draw for(var i = 0; i < mapData.length; i++) { for(var j = 0; j < mapData[i].length; j++) { var p = iso2screen(i, j, 0); // X, Y, Z context.drawImage(tileArray[mapData[i][j]], p.x, p.y); } } but this function mean's all tile Z axis is equal to zero. var p = iso2screen(i, j, 0); Maybe anyone have idea and how to do something like mapData[0][0] Z axis equal to 3 mapData[5][5] Z axis equal to 5? I have idea: Write function for grass, dirt and store this function to 2D array and draw and later mapData[0][0].setZ(3); But it is good idea to write functions for each tiles?

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  • Type Object does not support slicing Unity3D

    - by Vish
    I am getting the following error in my code and I can't seem to understand why. Can anyone help me with it? This is my current code. The line causing the error is marked in a comment near the end. var rows : int = 4; var cols : int = 4; var totalCards : int = cols * rows; var matchesNeedToWin : int = totalCards * 0.5; var matchesMade : int = 0; var cardW : int = 100; var cardH : int = 100; var aCards : Array; var aGrid : Array; // This Array will store the two cards that the player flipped var aCardsFlipped : ArrayList; // To prevent player from clicking buttons when we don't want him to var playerCanClick : boolean; var playerHasWon : boolean = false; class Card extends System.Object { var isFaceUp : boolean = false; var isMatched : boolean = false; var img : String; function Card () { img = "robot"; } } function Start () { var i : int = 0; var j : int = 0; playerCanClick = true; aCards = new Array (); aGrid = new Array (); aCardsFlipped = new ArrayList (); for ( i = 0; i < rows; i++) { aGrid [i] = new Array (); for (j = 0; j < cols; cols++ ) { aGrid [i] [j] = new Card (); // <------ Error over here } } } function Update () { Debug.Log("Game Screen has loaded"); } The error states as follows: Error BCE0048: Type 'Object' does not support slicing. (BCE0048) (Assembly-UnityScript)

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  • How to implement RLE into a tilemap?

    - by Smallbro
    Currently I've been using a 3D array for my tiles in a 2D world but the 3D side comes in when moving down into caves and whatnot. Now this is not memory efficient and I switched over to a 2D array and can now have much larger maps. The only issue I'm having now is that it seems that my tiles cannot occupy the same space as a tile on the same z level. My current structure means that each block has its own z variable. This is what it used to look like: map.blockData[x][y][z] = new Block(); however now it works like this map.blockData[x][y] = new Block(z); I'm not sure why but if I decide to use the same space on say the floor below it wont allow me to. Does anyone have any ideas on how I can add a z-axis to my 2D array? I'm using java but I reckon the concept carries across different languages. Edit: As Will posted, RLE sounds like the best method for achieving a fast 3D array. However I'm struggling to understand how I would even start to implement it? Would I create a 4D array the 4th being something which controls how many to skip? Or would the x-axis simply change altogether and have large gaps in between - for example [5][y][z] would skip 5 tiles? Is there something really obvious here which I am missing? The number of z levels I'm trying to have is around 66, it would be preferably that I can have up to or more than 1000 in x and y.

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  • Feedback on "market manipulation", a peripheral game mechanic for a satirical MMO

    - by BerndBrot
    This question asks for feedback on a specific game-mechanic. Since there is not one right feedback on a game mechanic, I tried to provide enough context and guidelines to still make it possible for users to rate answers and to accept an answer as the best answer (following these criteria from Writer.SE's meta website). Please comment if you have any suggestions on how I could improve the question in that regard. So, let's begin with the game itself and some of its elements which are relevant for this question. Context I'm working on a satirical, text-based multiplayer adventure and role-playing game set in modern-day London. The game resolves around the concept of sin and features a myriad of (venomous) allusions to all the things that go wrong in this world. Players can choose between character classes like bullshit artist (consultant), bankster, lawyer, mobster, celebrity, politician, etc. In order to complete the game, the player has to live so sinfully with regard to any of the seven deadly sins that a demon is willing to offer them a contract of sponsorship. On their quest to live a sinful live, characters explore more and more locations of modern-day London (on a GoogleMap), fight "monsters" like insurance sales agents or Jehovah's Witnesses, and complete quests, like building a PowerPoint presentation out of marketing buzz words or keeping up a number of substance abuse effects in order to progress on the gluttony path. Battles are turn based with both combatants having a deck of cards, with which they try to make their enemy give in to temptations of all sorts. Tempted enemies sometimes become contacts (an item drop mechanic), which can be exploited for various benefits, depending on their area of influence (finance, underworld, bureaucracy, etc.), level of influence, and kind of sway that the player has over them (bribed, seduced, threatened, etc.) Once a contract has been exploited, the player loses that contact. Most actions require turns. Turns are limited, but refill each day. Criteria A number of peripheral game mechanics are supposed to represent real world abuses and mischief in a humorous way integrate real world data and events to strengthen the feeling of relevance of the game's humor with regard to real world problems add fun ways of interacting with other players add ways for players to express themselves through game-play Market manipulation is one such peripheral game mechanic and should fulfill all of these goals. Market manipulation This is my initial design of the mechanic: Players can enter the London Stock Exchange (LSE) (without paying a turn) LSE displays the stock prices of a number of companies in industries like weapons or tobacco as well as some derivatives based on wheat and corn. The stock prices are calculated based on the actual stock prices of these companies and derivatives (in real time) any market manipulations that were conducted by the players any market corrections of the system Players can buy and sell shares with cash, a resource in the game, at current in-game market value (without paying a turn). Players can manipulate the market, i.e. let the price of a share either rise or fall, by some amount, over a certain period of time. Manipulating the market requires 1 turn A contact in the financial sector (see above). The higher the level of influence of the contact, the stronger the effect of the manipulation on the stock price, and/or the shorter it takes for the manipulation to manifest itself. Market manipulation also adds a crime to the player's record. (There are a multitude of ways to take care of that, but it is still another "cost" of market manipulations.) The system continuously corrects market manipulations by letting the in-game prices converge towards their real world counterparts at a rate of 2% of the difference between the two per hour. Because of this market correction mechanism, pushing up prices (and screwing down prices) becomes increasingly difficult the higher (lower) the price already is. Whenever food prices reach a certain level, in-game stories are posted about hunger catastrophes happening somewhere far, far away (maybe with links to real world news stories). Whenever a player sells a certain number of shares with a sufficiently high margin, they are mentioned in that day's in-game financial news. Since the number of stock options is very limited, players will inevitably collide in their efforts to manipulate the market in their favor. Hopefully, it will also be a fun side-arena for guilds and covenants to fight each other. Question(s) What do you think of this mechanism given the criteria for peripheral game mechanics that I specified for my game? Do you have any ideas how the mechanic could be improved with regard to these criteria (or otherwise)? Could it be improved to allow for more expressive game-play, or involve an allusion to some other real world madness (like short selling, leveraging, or some other banking magic)? Are there any game-theoretic problems with this mechanic, like maybe certain dominant individual strategies that, collectively, lead to every player profiting and thus eliminating the idea of market manipulation PVP? Also, if you like (or dislike) this question, feel free to participate in the discussion on GDSE meta: "Should we be more lax with regard to SE's question/answer format to make game design questions possible?"

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  • Advice for creating fog of war on tilemap game XNA

    - by Sigh-AniDe
    I have created a 2D Tile Based game. The game has a single path that the sprite can move on. I want to create to make the entire screen black except for where the sprite is. The sprite has commands such as left where he keeps looking left, right where he keeps looking right and move forward where he moves in the direction he is looking. I want to make it such that when he looks left then the tile on the left of the sprites fog should be removed and so on for all the sides. What is the best way to do this? Is there any tutorials that you guys know of that i can take a look at? Thanks

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  • Polygonal Triangulation - algorithm with O(n log n) complexity

    - by Arthur Wulf White
    I wish to triangulate a polygon I only have the outline of (p0, p1, p2 ... pn) like described in this question: polygon triangulation algorithm and this webpage: http://cgm.cs.mcgill.ca/~godfried/teaching/cg-projects/97/Ian/algorithm2.html I do not wish to learn the subject and have a deep understanding of it at the moment. I only want to see an effective algorithm that can be used out of the box. The one described in the site seems to be of somewhat high complexity O(n) for finding one ear. I heard this could be done in O(n log n) time. Is there any well known easy to use algorithm that I can translate port to use in my engine that runs with somewhat reasonable complexity? The reason I need to triangulate is that I wish to feel out a 2d-outline and render it 3d. Much like we fill out a 2d-outline in paint. I could use sprites. This would not serve cause I am planning to play with the resulting model on the z-axis, giving it different heights in the different areas. I would love to try the books that were mentioned, although I suspect that is not the answer most readers are hoping for when they read this Q & A format. Mostly I like to see a code snippet I can cut and paste with some modifications and start running.

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  • Effectively implementing a game view using java

    - by kdavis8
    I am writing a 2d game in java. The game mechanics are similar to the Pokémon game boy advance series e.g. fire red, ruby, diamond and so on. I need a way to draw a huge map maybe 5000 by 5000 pixels and then load individual in game sprites to across the entirety of the map, like rendering a scene. Game sprites would be things like terrain objects, trees, rocks, bushes, also houses, castles, NPC's and so on. But i also need to implement some kind of camera view class that focuses on the player. the camera view class needs to follow the characters movements throughout the game map but it also needs to clip the rest of the map away from the user's field of view, so that the user can only see the arbitrary proximity adjacent to the player's sprite. The proximity's range could be something like 500 pixels in every direction around the player’s sprite. On top of this, i need to implement an independent resolution for the game world so that the game view will be uniform on all screen sizes and screen resolutions. I know that this does sound like a handful and may fall under the category of multiple questions, but the questions are all related and any advice would be very much appreciated. I don’t need a full source code listing but maybe some pointers to effective java API classes that could make doing what i need to do a lot simpler. Also any algorithmic/ design advice would greatly benefit me as well. example of what i am trying to do in source code form below package myPackage; /** * The Purpose of GameView is to: Render a scene using Scene class, Create a * clipping pane using CameraView class, and finally instantiate a coordinate * grid using Path class. * * Once all of these things have been done, GameView class should then be * instantiated and used jointly with its helper classes. CameraView should be * used as the main drawing image. CameraView is the the window to the game * world.Scene passes data constantly to CameraView so that the entire map flows * smoothly. Path uses the x and y coordinates from camera view to construct * cells for path finding algorithms. */ public class GameView { // Scene is a helper class to game view. it renders the entire map to memory // for the camera view. Scene scene; // Camera View is a helper class to game view. It clips the Scene into a // small image that follows the players coordinates. CameraView Camera; // Path is a helper class to game view. It observes and calculates the // coordinates of camera view and divides them into Grids/Cells for Path // finding. Path path; // this represents the player and has a getSprite() method that will return // the current frame column row combination of the passed sprite sheet. Sprite player; }

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  • How can I get penetration depth from Minkowski Portal Refinement / Xenocollide?

    - by Raven Dreamer
    I recently got an implementation of Minkowski Portal Refinement (MPR) successfully detecting collision. Even better, my implementation returns a good estimate (local minimum) direction for the minimum penetration depth. So I took a stab at adjusting the algorithm to return the penetration depth in an arbitrary direction, and was modestly successful - my altered method works splendidly for face-edge collision resolution! What it doesn't currently do, is correctly provide the minimum penetration depth for edge-edge scenarios, such as the case on the right: What I perceive to be happening, is that my current method returns the minimum penetration depth to the nearest vertex - which works fine when the collision is actually occurring on the plane of that vertex, but not when the collision happens along an edge. Is there a way I can alter my method to return the penetration depth to the point of collision, rather than the nearest vertex? Here's the method that's supposed to return the minimum penetration distance along a specific direction: public static Vector3 CalcMinDistance(List<Vector3> shape1, List<Vector3> shape2, Vector3 dir) { //holding variables Vector3 n = Vector3.zero; Vector3 swap = Vector3.zero; // v0 = center of Minkowski sum v0 = Vector3.zero; // Avoid case where centers overlap -- any direction is fine in this case //if (v0 == Vector3.zero) return Vector3.zero; //always pass in a valid direction. // v1 = support in direction of origin n = -dir; //get the differnce of the minkowski sum Vector3 v11 = GetSupport(shape1, -n); Vector3 v12 = GetSupport(shape2, n); v1 = v12 - v11; //if the support point is not in the direction of the origin if (v1.Dot(n) <= 0) { //Debug.Log("Could find no points this direction"); return Vector3.zero; } // v2 - support perpendicular to v1,v0 n = v1.Cross(v0); if (n == Vector3.zero) { //v1 and v0 are parallel, which means //the direction leads directly to an endpoint n = v1 - v0; //shortest distance is just n //Debug.Log("2 point return"); return n; } //get the new support point Vector3 v21 = GetSupport(shape1, -n); Vector3 v22 = GetSupport(shape2, n); v2 = v22 - v21; if (v2.Dot(n) <= 0) { //can't reach the origin in this direction, ergo, no collision //Debug.Log("Could not reach edge?"); return Vector2.zero; } // Determine whether origin is on + or - side of plane (v1,v0,v2) //tests linesegments v0v1 and v0v2 n = (v1 - v0).Cross(v2 - v0); float dist = n.Dot(v0); // If the origin is on the - side of the plane, reverse the direction of the plane if (dist > 0) { //swap the winding order of v1 and v2 swap = v1; v1 = v2; v2 = swap; //swap the winding order of v11 and v12 swap = v12; v12 = v11; v11 = swap; //swap the winding order of v11 and v12 swap = v22; v22 = v21; v21 = swap; //and swap the plane normal n = -n; } /// // Phase One: Identify a portal while (true) { // Obtain the support point in a direction perpendicular to the existing plane // Note: This point is guaranteed to lie off the plane Vector3 v31 = GetSupport(shape1, -n); Vector3 v32 = GetSupport(shape2, n); v3 = v32 - v31; if (v3.Dot(n) <= 0) { //can't enclose the origin within our tetrahedron //Debug.Log("Could not reach edge after portal?"); return Vector3.zero; } // If origin is outside (v1,v0,v3), then eliminate v2 and loop if (v1.Cross(v3).Dot(v0) < 0) { //failed to enclose the origin, adjust points; v2 = v3; v21 = v31; v22 = v32; n = (v1 - v0).Cross(v3 - v0); continue; } // If origin is outside (v3,v0,v2), then eliminate v1 and loop if (v3.Cross(v2).Dot(v0) < 0) { //failed to enclose the origin, adjust points; v1 = v3; v11 = v31; v12 = v32; n = (v3 - v0).Cross(v2 - v0); continue; } bool hit = false; /// // Phase Two: Refine the portal int phase2 = 0; // We are now inside of a wedge... while (phase2 < 20) { phase2++; // Compute normal of the wedge face n = (v2 - v1).Cross(v3 - v1); n.Normalize(); // Compute distance from origin to wedge face float d = n.Dot(v1); // If the origin is inside the wedge, we have a hit if (d > 0 ) { //Debug.Log("Do plane test here"); float T = n.Dot(v2) / n.Dot(dir); Vector3 pointInPlane = (dir * T); return pointInPlane; } // Find the support point in the direction of the wedge face Vector3 v41 = GetSupport(shape1, -n); Vector3 v42 = GetSupport(shape2, n); v4 = v42 - v41; float delta = (v4 - v3).Dot(n); float separation = -(v4.Dot(n)); if (delta <= kCollideEpsilon || separation >= 0) { //Debug.Log("Non-convergance detected"); //Debug.Log("Do plane test here"); return Vector3.zero; } // Compute the tetrahedron dividing face (v4,v0,v1) float d1 = v4.Cross(v1).Dot(v0); // Compute the tetrahedron dividing face (v4,v0,v2) float d2 = v4.Cross(v2).Dot(v0); // Compute the tetrahedron dividing face (v4,v0,v3) float d3 = v4.Cross(v3).Dot(v0); if (d1 < 0) { if (d2 < 0) { // Inside d1 & inside d2 ==> eliminate v1 v1 = v4; v11 = v41; v12 = v42; } else { // Inside d1 & outside d2 ==> eliminate v3 v3 = v4; v31 = v41; v32 = v42; } } else { if (d3 < 0) { // Outside d1 & inside d3 ==> eliminate v2 v2 = v4; v21 = v41; v22 = v42; } else { // Outside d1 & outside d3 ==> eliminate v1 v1 = v4; v11 = v41; v12 = v42; } } } return Vector3.zero; } }

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  • The best algorithm enhancing alpha-beta?

    - by Risa
    I'm studying AI. My teacher gave us source code of a chess-like game and asked us to enhance it. My exercise is to improve the alpha/beta algorithm implementing in that game. The programmer already uses transposition tables, MTD(f) with alpha/beta+memory (MTD(f) is the best algorithm I know by far). So is there any better algorithm to enhance alpha-beta search or a good way to implement MTD(f) in coding a game?

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  • Creating ground in a 2D runner game

    - by user739711
    It may be a repetitive uestion but I could not find any specific answer to my query How to create A slanted/curved ground in a 2d runner game. The user will see side view like the old game "Mario" If I use tiled based map I can have only rectangular objects. What is the best way to create tilted ground? Should I use tiled based map, or should I define corner points in the map and create the ground programatically? And what are the difficulties in creating curved ground.

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  • Problem converting FBX file into XNB

    - by Dado
    I create a Monogame Content Project to convert assets into XNB. For FBX file without texture there is no problem: the file is correctly converted and when I load XNB into my project everything is ok. The problem occours when i have associated to fbx file a texture map: in this case both FBX and PNG files are converted to XNB but when i try to load these XNB files into my project the following problem occours: "ContentLoadException: Could not load Models/maze1 asset as a non-content file!" Note: maze1 is the XNB file that was converted from FBX. How can I solve this problem? Thank you in advance

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  • Turning a board game idea into a browser based, slow paced gameplay

    - by guillaume31
    Suppose I want to create a strategy game with global mutable state shared between all players (think game board). But unlike a board game, I don't want it to be real time action and/or turn-based. Instead, players should be able to log in at any time of the day and spend a fixed number of action points per day as they wish. As opposed to a few hours, game sessions would run over a few weeks. This is meant to reward good strategy rather than time spent playing (as an alternative, hardcore players could always play multiple games in parallel instead) as well as all kind of issues related to live playing like disconnections and synchronization. The game should remain addictive still have a low time investment footprint for casual players. So far so good, but this still leaves open the question of when to solve actions and when they should be visible. I want to avoid "ninja play" like doing all your moves just a few minutes before daily point reset to take other players by surprise, or people spamming F5 to place a well-timed action which would defeat the whole point of a non real-time game. I thought of a couple of approaches to that : Resolve all events in a single scheduled process running once a day. This basically means a "blind" gameplay where players can take actions but don't see their results immediately. The thing is, I played a similar browser game a few years ago and didn't like the fact that you feel disconnected and powerless until there's that deus ex machina telling you what really happened during all that time. You see the world evolve in large increments of one day, which often doesn't seem like seeing it evolve at all. For actions that have an big impact on the game or on other players (attacks, big achievements), make them visible to everyone immediately but delay their effect by something like 24 hours. Opposing players could be notified when such an event happens, so that they can react to it. Do you have any other ideas how I could go about solving this ? Are there any known approaches in similar existing games ?

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  • Create and use a Button class on AS3.0

    - by Madcowe
    I am currently working on a game and it is all going well. On the shop screen there are several buttons that affect the player's stats for when the player restarts the game. The button's names (with a text on the left), however, are rather cryptic and it's hard to figure out what they do unless you test or something. So the solution I came up with, is to create an InfoBox with an InfoText inside so that when the cursor is over the button it appears with the description, cost and etc. This I managed to do too however, the way I was about to do it would mean that I had to create 3 event listeners per button (CLICK, ROLL_OVER, ROLL_OUT) and, obviously, 3 functions connected to each event listener. Now, I don't mind much about having 1 event listener per button, for the click, but since the other events are just to make a box appear and disappear as well as display some text, I thought it was way too much of a mess of code. What I tried to do: I created a new class called InfoBoxButton, and this is the class' code: package { import flash.display.SimpleButton; import flash.display.MovieClip; import flash.ui.Mouse; import flash.events.MouseEvent; public class InfoBoxButton extends SimpleButton { public var description:String; public var infoBox:InfoBox; public function InfoBoxButton(description) { this.addEventListener( MouseEvent.ROLL_OVER, displayInfoText, false, 0, true); this.addEventListener( MouseEvent.ROLL_OUT, hideInfoText, false, 0, true); } private function displayInfoText() { infoBox.infoText.text = description; infoBox.visible = true; } private function hideInfoText() { infoBox.infoText.text = ""; infoBox.visible = false; } } } But now I don't have an idea how to associate it with the button, I have tried this: public var SoonButton:InfoBoxButton = new InfoBoxButton("This is merely a test"); The SoonButton is a button I made on the shopscreen, SoonButton is it's instance name, but I can't think of a way of associating one button to the other... I have been fiddling with the code for like 3 hours yesterday and no luck... can anyone give me some pointers on how I should go about doing it?

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  • Automating XNA Performance Testing?

    - by Grofit
    I was wondering what peoples approaches or thoughts were on automating performance testing in XNA. Currently I am looking at only working in 2d, but that poses many areas where performance can be improved with different implementations. An example would be if you had 2 different implementations of spatial partitioning, one may be faster than another but without doing some actual performance testing you wouldn't be able to tell which one for sure (unless you saw the code was blatantly slow in certain parts). You could write a unit test which for a given time frame kept adding/updating/removing entities for both implementations and see how many were made in each timeframe and the higher one would be the faster one (in this given example). Another higher level example would be if you wanted to see how many entities you can have on the screen roughly without going beneath 60fps. The problem with this is to automate it you would need to use the hidden form trick or some other thing to kick off a mock game and purely test which parts you care about and disable everything else. I know that this isnt a simple affair really as even if you can automate the tests, really it is up to a human to interpret if the results are performant enough, but as part of a build step you could have it run these tests and publish the results somewhere for comparison. This way if you go from version 1.1 to 1.2 but have changed a few underlying algorithms you may notice that generally the performance score would have gone up, meaning you have improved your overall performance of the application, and then from 1.2 to 1.3 you may notice that you have then dropped overall performance a bit. So has anyone automated this sort of thing in their projects, and if so how do you measure your performance comparisons at a high level and what frameworks do you use to test? As providing you have written your code so its testable/mockable for most parts you can just use your tests as a mechanism for getting some performance results... === Edit === Just for clarity, I am more interested in the best way to make use of automated tests within XNA to track your performance, not play testing or guessing by manually running your game on a machine. This is completely different to seeing if your game is playable on X hardware, it is more about tracking the change in performance as your game engine/framework changes. As mentioned in one of the comments you could easily test "how many nodes can I insert/remove/update within QuadTreeA within 2 seconds", but you have to physically look at these results every time to see if it has changed, which may be fine and is still better than just relying on playing it to see if you notice any difference between version. However if you were to put an Assert in to notify you of a fail if it goes lower than lets say 5000 in 2 seconds you have a brittle test as it is then contextual to the hardware, not just the implementation. Although that being said these sort of automated tests are only really any use if you are running your tests as some sort of build pipeline i.e: Checkout - Run Unit Tests - Run Integration Tests - Run Performance Tests - Package So then you can easily compare the stats from one build to another on the CI server as a report of some sort, and again this may not mean much to anyone if you are not used to Continuous Integration. The main crux of this question is to see how people manage this between builds and how they find it best to report upon. As I said it can be subjective but as knowledge will be gained from the answers it seems a worthwhile question.

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  • libgdx setOrigin and setPosition not working as expected?

    - by shino
    I create a camera: camera = new OrthographicCamera(5.0f, 5.0f * h/w); Create a sprite: ballTexture = new Texture(Gdx.files.internal("data/ball.png")); ballTexture.setFilter(TextureFilter.Linear, TextureFilter.Linear); TextureRegion region = new TextureRegion(ballTexture, 0, 0, ballTexture.getWidth(), ballTexture.getHeight()); ball = new Sprite(region); Set the origin, size, and position: ball.setOrigin(ball.getWidth()/2,ball.getHeight()/2); ball.setSize(0.5f, 0.5f * ball.getHeight()/ball.getWidth()); ball.setPosition(0.0f, 0.0f); Then render it: batch.setProjectionMatrix(camera.combined); batch.begin(); ball.draw(batch); batch.end(); But when I render it, the bottom left of my ball sprite is at (0, 0), not the center of it, as I would expect it to be because I set the origin to the center of the sprite. What am I missing?

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