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  • Why do camera's aspect ratio look good on computer but not on Android devices?

    - by Pooya Fayyaz
    I'm developing a game for Android devices and I have a script that solves the aspect-ratio problem for computer screens but not for my intended target platform. It looks perfect on computer, even when re-sizing the game screen, but not when running my game in landscape mode on mobile phones. This is my script using UnityEngine; using System.Collections; using System.Collections.Generic; public class reso : MonoBehaviour { void Update() { // set the desired aspect ratio (the values in this example are // hard-coded for 16:9, but you could make them into public // variables instead so you can set them at design time) float targetaspect = 16.0f / 9.0f; // determine the game window's current aspect ratio float windowaspect = (float)Screen.width / (float)Screen.height; // current viewport height should be scaled by this amount float scaleheight = windowaspect / targetaspect; // obtain camera component so we can modify its viewport Camera camera = GetComponent<Camera>(); // if scaled height is less than current height, add letterbox if (scaleheight < 1.0f && Screen.width <= 490 ) { Rect rect = camera.rect; rect.width = 1.0f; rect.height = scaleheight; rect.x = 0; rect.y = (1.0f - scaleheight) / 2.0f; camera.rect = rect; } else // add pillarbox { float scalewidth = 1.0f / scaleheight; Rect rect = camera.rect; rect.width = scalewidth; rect.height = 1.0f; rect.x = (1.0f - scalewidth) / 2.0f; rect.y = 0; camera.rect = rect; } } } I figured that my problem occurs in this part of the script: if (scaleheight < 1.0f) { Rect rect = camera.rect; rect.width = 1.0f; rect.height = scaleheight; rect.x = 0; rect.y = (1.0f - scaleheight) / 2.0f; camera.rect = rect; } Its look like this on my mobile phone (portrait): and on landscape mode:

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  • SDL 1.2 reports wrong screen size

    - by Aaron Digulla
    I have a multi-monitor setup with two displays, both 1920x1200. In games, I can only select resolutions 1920x1200 (like 2560x1200) which makes games unusable. Full screen doesn't work either because it switches one display to 800x600 which means I can't reach the close button... I have to kill the game and then, I have to restore my desktop because all windows are moved/resized. How can I force SDL to use any resolution that I want?

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  • Can't remove JPanel from JFrame while adding new class into it

    - by A.K.
    Basically, I have my Frame class, which instantiates all the properties for the JFrame, and draws a JLabel with an image (my title screen). Then I made a separate JPanel with a start button on it, and made a mouse listener that will allow me to remove these objects while adding in a new Board() class (Which paints the main game). *Note: The JLabel is SEPARATE from the JPanel, but it still gets moved to the side by it. Problem: Whenever I click the button though, it only shows a little square of what I presume is my board class trying to run. Code below for the Frame Class: package OurPackage; //Made By A.K. 5/24/12 //Contains Frame. import java.awt.BorderLayout; import java.awt.Color; import java.awt.Container; import java.awt.Dimension; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.GridBagLayout; import java.awt.GridLayout; import java.awt.Image; import java.awt.Rectangle; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyEvent; import java.awt.event.MouseAdapter; import java.awt.event.MouseEvent; import java.awt.event.MouseListener; import javax.swing.*; import javax.swing.plaf.basic.BasicOptionPaneUI.ButtonActionListener; public class Frame implements MouseListener { public static boolean StartGame = false; ImageIcon img = new ImageIcon(getClass().getResource("/Images/ActionJackTitle.png")); ImageIcon StartImg = new ImageIcon(getClass().getResource("/Images/JackStart.png")); public Image Title; JLabel TitleL = new JLabel(img); public JPanel panel = new JPanel(); JButton StartB = new JButton(StartImg); JFrame frm = new JFrame("Action-Packed Jack"); public Frame() { TitleL.setPreferredSize(new Dimension(1200, 420)); frm.add(TitleL); frm.setLayout(new GridBagLayout()); frm.add(panel); panel.setSize(new Dimension(220, 45)); panel.setLayout(new GridBagLayout ()); panel.add(StartB); StartB.addMouseListener(this); StartB.setPreferredSize(new Dimension(220, 45)); frm.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frm.setSize(1200, 420); frm.setVisible(true); frm.setResizable(false); frm.setLocationRelativeTo(null); } public static void main(String[] args) { new Frame(); } public void mouseClicked(MouseEvent e) { StartB.setContentAreaFilled(false); panel.remove(StartB); frm.remove(panel); frm.remove(TitleL); //frm.setLayout(null); frm.add(new Board()); //Add Game "Tiles" Or Content. x = 1200 frm.validate(); System.out.println("Hit!"); } @Override public void mouseEntered(MouseEvent arg0) { // TODO Auto-generated method stub } @Override public void mouseExited(MouseEvent arg0) { // TODO Auto-generated method stub } @Override public void mousePressed(MouseEvent arg0) { // TODO Auto-generated method stub } @Override public void mouseReleased(MouseEvent arg0) { // TODO Auto-generated method stub } }

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  • dynamic 2d texture creation in unity from script

    - by gman
    I'm coming from HTML5 and I'm used to having the 2D Canvas API I can use to generate textures. Is there anything similar in Unity3D? For example, let's say at runtime I want to render a circle, put 3 initials in the middle and then take the result and put that in a texture. In HTML5 I'd do this var initials = "GAT"; var textureWidth = 256; var textureHeight = 256; // create a canvas var c = document.createElement("canvas"); c.width = textureWidth; c.height = textureHeight; var ctx = c.getContext("2d"); // Set the origin to the center of the canvas ctx.translate(textureWidth / 2, textureHeight / 2); // Draw a yellow circle ctx.fillStyle = "rgb(255,255,0)"; // yellow ctx.beginPath(); var radius = (Math.min(textureWidth, textureHeight) - 2) / 2; ctx.arc(0, 0, radius, 0, Math.PI * 2, true); ctx.fill(); // Draw some black initials in the middle. ctx.fillStyle = "rgb(0,0,0)"; ctx.font = "60pt Arial"; ctx.textAlign = "center"; ctx.fillText(initials, 0, 30); // now I can make a texture from that var tex = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, tex); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, c); gl.generateMipmap(gl.TEXTURE_2D); I know I can edit individual pixels in a Unity texture but is there any higher level API for drawing to texture in unity?

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  • How should I generate and store the boundries of a cave?

    - by Bob Roberts
    I am making a small cave copter game (seriously, where did this type of game come from anyway) and I am trying to figure out how to make and store the procedural generated walls. I am thinking about creating the walls by randomly picking two points away from the center of the screen. They will be no closer than the height of helicopter and no further than the edge of the screen, weighted to prefer to go in the same direction as the point prior so I end up with stalactites and stalagmites and not just noise, at set intervals of distance. To store, perhaps parallel arrays/lists, one for distance from center to top screen and one for distance from center to bottom. Am I way off base with my thinking? I just want the cave to be varied and challenging, I just have never worked with generating data like this. Edit: Woah, I just realized that my idea would lead to a player being able to stay in the middle of the screen and win. That isn't right at all. So the very basis of how I was going to generate is wrong. Edit 2: I also realized I left out a very crucial point. Part of the mechanics of the game will let the player go backwards therefor the data structure should be continuous.

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  • Turn based battle and formula

    - by Mark Chapman
    I'm building a game called DVP(Digimon Virtual Pet), and in this game other than taking care of your digimon, You can also battle and breed them. I'm working on the battle system (making it first cause the actual pet system will be easy compared to the netplay, or 39DLL)but here is the problem I don't want it to be "too" simple or "too" complicated, but I do want to go by a certain formula. There are str, def, spd, and int. Strength: How hard the attacking digimon is hitting Defense: How much damage your digimon can defend when being attacked Speed: The chance of you missing the enemy Intelligence (battle knowledge): The chance of you hitting a critical hit or defending a critical hit. I can make a super simple turn based example, but I don't know how exactly to make the formulas for what I've explained above, any help?

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  • XNA C# Rectangle Intersect Ball on a Square

    - by user2436057
    I made a Game like Peggle Deluxe using C# and XNA for lerning. I have 2 rectangles a ball and a square field. The ball gets shoot out with a cannon and if the Ball hits the Square the Square disapears and the Ball flys away.But the Ball doesent spring of realistically, it sometimes flys away in a different direction or gets stuck on the edge. Thads my Code at the moment: public void Update(Ball b, Deadline dl) { ArrayList listToDelete = new ArrayList(); foreach (Field aField in allFields) { if (aField.square.Intersects(b.ballhere)) { listToDelete.Add(aField); Punkte = Punkte + 100; float distanceX = Math.Abs(b.ballhere.X - aField.square.X); float distanceY = Math.Abs(b.ballhere.Y - aField.square.Y); if (distanceX < distanceY) { b.myMovement.X = -b.myMovement.X; } else { b.myMovement.Y = -b.myMovement.Y; } } } It changes the X or Y axis depending on how the ball hits the Square but not everytimes. What could cause the problem? Thanks for your answer. Greetings from Switzerland.

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  • Object detection in bitmap JavaScript canvas

    - by fallenAngel
    I want to detect clicks on canvas elements which are drawn using paths. So far I have stored element paths in a JavaScript data structure and then check the coordinates of hits which match the element's coordinates. Rendering each element path and checking the hits would be inefficient when there are a lot of elements. I believe there must be an algorithm for this kind of coordinate search, can anyone help me with this?

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  • Skyrim Creation Kit with Xbox 360

    - by funseiki
    I posted this on stackoverflow but was advised to post here (here is a link to the stackoverflow question). I'm hoping for constructive feedback on its plausibility. Update on progress: It looks like there are ways to stuff files back onto the console (horizon, modio, xplorer360, etc) and they do require some form of signing. As of now, though, I've had no luck. I was hoping I could get away with just placing the ".esp" into the directory containing marketplace downloads for Skyrim, along with the signed ".bsa" file (basically a zipped up file containing any extra content the .esp will need to refer that doesn't exist in the basic game). This doesn't work, at least not in the ways I've tried, so next I'm going to try install the entire game to my flash drive (if possible) and attempt to traverse through the game's directory (this is probably unlikely). If anyone else has suggestions or luck or wants more detail on my failures comment/answer away. Here is the question: I'm thinking about buying the PC version of Skyrim to get the Creation Kit (I already own a copy for the Xbox). I have read the faq and scoured plenty of forums to see if there was some way to mod Skyrim for a console (Xbox 360, in particular), but they are generally coming up negative. I realize the CreationKit is on the PC, but I was wondering if there was a way to set up the '.esp' (hopefully I'm interpreting this correctly) files to be placed on the Xbox 360 file system in a similar manner to how game add-ons are downloaded from the Xbox Live Marketplace. I believe it is possible to transfer saves between the console and the PC (e.g. google: 'skyrim mod xbox360'), but these are referencing items that already exist in the game (e.g. a console command for maximum carry weight does not require reference to new animations or models). It would probably be easier if one could navigate through the xbox's file system to see where the games' files are placed, but with the current setup, the file system is abstracted away. Any help or insight on the matter would be much appreciated. I would love to work on a project that would make it possible to let console gamers experience and enjoy all the great mods available to the PC community.

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  • Camera Collision inside the room model

    - by sanddy
    I am having a problem in Calculating the camera collision for my Room model which consists of sofa, tables and other models. The users shall be moving the camera front, back, rotating so i need to make sure that the camera does not collide with any of the models with in the room. I have treated all my models inside the room by BoundingBox[] and the camera by BoundingSphere. So, far i have implemented collision by looking into the tutorial from http://www.toymaker.info/Games/XNA/html/xna_model_collisions.html which was great. But, I guess the problem lies in the Transformation part. I debugged and found some points to be at Vector(-XXX,-XXX,-XXX) where X is digit. Also i found my radius of some models where too large(in thousand, i just looked into its radius value before converting to BoundingBox). Do I need to scale the model for collision??? Below are my code:- On My LoadContent(): Matrix[] transforms = new Matrix[myModel.Bones.Count]; myModel.CopyAbsoluteBoneTransformsTo(transforms); int index = 0; box = new List<BoundingBox>(); BoundingBox worldModel = Utility.CalculateBoundingBox(myModel); foreach (ModelMesh mesh in myModel.Meshes) { Vector3[] obb = new Vector3[8]; worldModel.GetCorners(obb); Vector3[] asdf = (Vector3[])obb.Clone(); Vector3.Transform(obb, ref transforms[mesh.ParentBone.Index], obb); BoundingBox worldBox = BoundingBox.CreateFromPoints(obb); box.Add(worldBox); index++; } On CameraPosition Update: BoundingSphere bs = new BoundingSphere(this.cameraPos, 5.0f); if (RoomWalkthrough.Utility.CheckCollision(bs, bb)) { // Do Something } Please Help.

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  • Is using multiple canvas objects a good practice?

    - by user1818924
    We're developing a jump and run game with HTML5 and JavaScript and have to build an own game framework for this. Here we have some difficulties and would like to ask you for some advice: We have a "Stage" object, which represents the root of our game and is a global div-wrapper. The stage can contain multiple "Scenes", which are also div-elements. We would implement a Scene for the playing task, for pause, etc. and switch between them. Each scene can therefore contain multiple "Layers", representing a canvas. These Layer contain "ObjectEntities", which represent images or other shapes like rectangles, etc. Each Objectentity has its own temporaryCanvas, to be able to draw images for one entity, whereas another contains a rectangle. We set an activeScene in our Stage, so when the game is played, just the active scene is drawn. Calling activeScene.draw(), calls all sublayers to draw, which draw their entities (calling drawImage(entity.canvas)). But is this some kind of good practice? Having multiple canvas to draw? Each game loop every layer-context is cleared and drawn again. E.g. we just have a still Background-Layer, … wouldn't it be more useful to draw this once and not to clear it every time and redraw it? Or should we use a global canvas for example in the Stage and just use this canvas to draw? But we thought this would be to expensive...

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  • Play audio in javascript with a good performance

    - by João
    I'm developing a browser game where the player can shoot. Everytime he shoots it play a sound. Currently i'm using this code to play sounds in JavaScript: var audio = document.createElement("audio"); audio.src = "my_sound.mp3"; audio.play(); I'm worried about performance here. Will 10 simultaneous sounds impact my game performance too much? Will all audio objects stay in memory even after they are played?

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  • Actionscript 3.0 - Enemies do not move right in my platformer game

    - by Christian Basar
    I am making a side-scrolling platformer game in Flash (Actionscript 3.0). I have made lots of progress lately, but I have come across a new problem. I will give some background first. My game level's terrain (or 'floor') is referenced by a MovieClip variable called 'floor.' My desire is to have the Player and enemy characters walk along the terrain. I have gotten the Player character to move on the terrain just fine; he walks up/down hills and falls whenever there is no ground beneath him. Here is the code I created to allow the Player to follow the terrain correctly. Much more code is used to control the Player, but only this code deals with the Player character's following of the terrain and gravity. // If the Player's not on the ground (not touching the 'floor' MovieClip)... if (!onGround) { // Disable ducking downKeyPressed = false; // Increase the Player's 'y' position by his 'y' velocity player.y += playerYVel; } // Increase the 'playerYVel' variable so that the Player will fall // progressively faster down the screen. This code technically // runs "all the time" but in reality it only affects the player // when he's off the ground. playerYVel += gravity; // Give the Player a terminal velocity of 15 px/frame if (playerYVel > 15) { playerYVel = 15; } // If the Player has not hit the 'floor,' increase his falling //speed if (! floor.hitTestPoint(player.x, player.y, true)) { player.y += playerYVel; // The Player is not on the ground when he's not touching it onGround = false; } Since getting this code to work for the Player, I have created a 'SkullDemon' class, which is one of the planned enemies for my game. I want the 'SkullDemon' objects to move along the terrain like the Player does. With lots of great help, I have already coded the EventListeners, etc. necessary for the 'SkullDemons' to move. Unfortunately, I am having trouble getting them to move along the terrain. In fact, they do not touch the terrain at all; they move along the top of the boundary of the 'floor' MovieClip! I had a simple text diagram showing what I mean, but unfortunately Stackoverflow does not format it correctly. I hope my problem is clear from my description. Strangely enough, my code for the Player's movement and the 'SkullDemon's' movement is almost exactly the same, yet the 'SkullDemons' do not move like the Player does. Here is my code for the SkullDemon movement: // Move all of the Skull Demons using this method protected function moveSkullDemons():void { // Go through the whole 'skullDemonContainer' for (var skullDi:int = 0; skullDi < skullDemonContainer.numChildren; skullDi++) { // Set the SkullDemon 'instance' variable to equal the current SkullDemon skullDIns = SkullDemon(skullDemonContainer.getChildAt(skullDi)); // For now, just move the Skull Demons left at 5 units per second skullDIns.x -= 5; // If the Skull Demon has not hit the 'floor,' increase his falling //speed if (! floor.hitTestPoint(skullDIns.x, skullDIns.y, true)) { // Increase the Skull Demon's 'y' position by his 'y' velocity skullDIns.y += skullDIns.sdYVel; // The Skull Demon is not on the ground when he's not touching it skullDIns.sdOnGround = false; } // Increase the 'sdYVel' variable so that the Skull Demon will fall // progressively faster down the screen. This code technically // runs "all the time" but in reality it only affects the Skull Demon // when he's off the ground. if (! skullDIns.sdOnGround) { skullDIns.sdYVel += skullDIns.sdGravity; // Give the Skull Demon a terminal velocity of 15 px/frame if (skullDIns.sdYVel > 15) { skullDIns.sdYVel = 15; } } // What happens when the Skull Demon lands on the ground after a fall? // The Skull Demon is only on the ground ('onGround == true') when // the ground is touching the Skull Demon MovieClip's origin point, // which is at the Skull Demon's bottom centre for (var i:int = 0; i < 10; i++) { // The Skull Demon is only on the ground ('onGround == true') when // the ground is touching the Skull Demon MovieClip's origin point, // which is at the Skull Demon's bottom centre if (floor.hitTestPoint(skullDIns.x, skullDIns.y, true)) { skullDIns.y = skullDIns.y; // Set the Skull Demon's y-axis speed to 0 skullDIns.sdYVel = 0; // The Skull Demon is on the ground again skullDIns.sdOnGround = true; } } } } // End of 'moveSkullDemons()' function It is almost like the 'SkullDemons' are interacting with the 'floor' MovieClip using the hitTestObject() function, and not the hitTestPoint() function which is what I want, and which works for the Player character. I am confused about this problem and would appreciate any help you could give me. Thanks!

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  • Making a perfect map (not tile-based)

    - by Sri Harsha Chilakapati
    I would like to make a map system as in the GameMaker and the latest code is here. I've searched a lot in google and all of them resulted in tutorials about tile-maps. As tile maps do not fit for every type of game and GameMaker uses tiles for a different purpose, I want to make a "Sprite Based" map. The major problem I had experienced was collision detection being slow for large maps. So I wrote a QuadTree class here and the collision detection is fine upto 50000 objects in the map without PixelPerfect collision detection and 30000 objects with PixelPerferct collisions enabled. Now I need to implement the method "isObjectCollisionFree(float x, float y, boolean solid, GObject obj)". The existing implementation is becoming slow in Platformer games and I need suggestions on improvement. The current Implementation: /** * Checks if a specific position is collision free in the map. * * @param x The x-position of the object * @param y The y-position of the object * @param solid Whether to check only for solid object * @param object The object ( used for width and height ) * @return True if no-collision and false if it collides. */ public static boolean isObjectCollisionFree(float x, float y, boolean solid, GObject object){ boolean bool = true; Rectangle bounds = new Rectangle(Math.round(x), Math.round(y), object.getWidth(), object.getHeight()); ArrayList<GObject> collidables = quad.retrieve(bounds); for (int i=0; i<collidables.size(); i++){ GObject obj = collidables.get(i); if (obj.isSolid()==solid && obj != object){ if (obj.isAlive()){ if (bounds.intersects(obj.getBounds())){ bool = false; if (Global.USE_PIXELPERFECT_COLLISION){ bool = !GUtil.isPixelPerfectCollision(x, y, object.getAnimation().getBufferedImage(), obj.getX(), obj.getY(), obj.getAnimation().getBufferedImage()); } break; } } } } return bool; } Thanks.

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  • Deferred Shading - Toolkit

    - by AliveDevil
    I recently managed to get some lights rendered in a scene by using a buffer and a for-loop. The problem with this method is the performance drop if more lights are used. I tried to convert Deferred Rendering in XNA4.0 | ROY-T.NL but it is not working, because I am not using any models. I know I have to render color, normals and lights seperate but I don't know how I could get it working. For understanding my structure better I'm using a world-class which holds some chunks. These chunks are loading all vertices from their items. These items have a property which returns the vertices. The item is returning VertexPositionNormalTexture[]. The chunk loads these Vertices and combines them to one large array of VertexPositionNormalTexture via someList.AsParallel().SelectMany(m => m).ToArray()). m is a VertexPositionNormalTexture. someList is List<VertexPositionNormalTexture>. I got my own shader to draw these vertices how I want them to be drawn. The first thing I would try is setting up two RenderTarget2D for rendering the color and normal part. With two different shaders. Than I would have to render the lights and there's the problem: I don't know how. I set up a structure to simplify working with lights but it didn't really help. public struct Light { public Vector3 Position; public Color4 Color; public float Range; public float Intensity; public Light( Vector3 position, Color color, float range, float intensity ) : this() { this.Position = position; this.Color = color; this.Range = range; this.Intensity = intensity; } public float[] Definition { get { return new[] { Position.X, Position.Y, Position.Z, Color.Red, Color.Green, Color.Blue, Intensity, Range }; } } } The next part is equally different because I don't know how to combine the colorMap, normalMap and textureMap to one finalMap. Some information to the system: I'm using SharpDX (Nightly from some months ago) and the SharpDX.Toolkit (I don't want to mess up with Direct3DDevice and similar things). Can someone help me with this problem? If things are missing or I provided insufficient information tell me, I need to get deferred shading working. Things I'm not able to do: create a rendertarget which holds all lights, merge colorMap, normalMap and lightMap to one finalMap and presenting this to the user.

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  • In a 2D platform game, how to ensure the player moves smoothly over sloping ground?

    - by Kovsa
    See image: http://i41.tinypic.com/huis13.jpg I'm developing a physics engine for a 2D platform game. I'm using the separating axis theorem for collision detection. The ground surface is constructed from oriented bounding boxes, with the player as an axis aligned bounding box. (Specifically, I'm using the algorithm from the book "Realtime Collision Detection" which performs swept collision detection for OBBs using SAT). I'm using a fairly small (close to zero) restitution coefficient in the collision response, to ensure that the dynamic objects don't penetrate the environment. The engine mostly works fine, it's just that I'm concerned about some edge cases that could possibly occur. For example, in the diagram, A, B and C are the ground surface. The player is heading left along B towards A. It seems to me that due to inaccuracy, the player box could be slightly below the box B as it continues up and left. When it reaches A, therefore, the bottom left corner of the player might then collide with the right side of A, which would be undesirable (as the intention is for the player to move smoothly over the top of A). It seems like a similar problem could happen when the player is on top of box C, moving left towards B - the most extreme point of B could collide with the left side of the player, instead of the player's bottom left corner sliding up and left above B. Box2D seems to handle this problem by storing connectivity information for its edge shapes, but I'm not really sure how it uses this information to solve the problem, and after looking at the code I don't really grasp what it's doing. Any suggestions would be greatly appreciated.

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  • How do I draw anti-aliased holes in a bitmap

    - by gyozo kudor
    I have an artillery game (hobby-learning project) and when the projectile hits it leaves a hole in the ground. I want this hole to have antialiased edges. I'm using System.Drawing for this. I've tried with clipping paths, and drawing with a transparent color using gfx.CompositingMode = CompositingMode.SourceCopy, but it gives me the same result. If I draw a circle with a solid color it works fine, but I need a hole, a circle with 0 alpha values. I have enabled these but they work only with solid colors: gfx.CompositingQuality = CompositingQuality.HighQuality; gfx.InterpolationMode = InterpolationMode.HighQualityBicubic; gfx.SmoothingMode = SmoothingMode.AntiAlias; In the two pictures consider black as being transparent. This is what I have (zoomed in): And what I need is something like this (made with photoshop): This will be just a visual effect, in code for collision detection I still treat everything with alpha 128 as solid. Edit: I'm usink OpenTK for this game. But for this question I think it doesn't really matter probably it is gdi+ related.

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  • How to have operations with character/items in binary with concrete operations?

    - by Piperoman
    I have the next problem. A item can have a lot of states: NORMAL = 0000000 DRY = 0000001 HOT = 0000010 BURNING = 0000100 WET = 0001000 COLD = 0010000 FROZEN = 0100000 POISONED= 1000000 A item can have some states at same time but not all of them Is impossible to be dry and wet at same time. If you COLD a WET item, it turns into FROZEN. If you HOT a WET item, it turns into NORMAL A item can be BURNING and POISON Etc. I have tried to set binary flags to states, and use AND to combine different states, checking before if it is possible or not to do it, or change to another status. Does there exist a concrete approach to solve this problem efficiently without having an interminable switch that checks every state with every new state? It is relatively easy to check 2 different states, but if there exists a third state it is not trivial to do.

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  • Ray Tracing concers: Efficient Data Structure and Photon Mapping

    - by Grieverheart
    I'm trying to build a simple ray tracer for specific target scenes. An example of such scene can be seen below. I'm concerned as to what accelerating data structure would be most efficient in this case since all objects are touching but on the other hand, the scene is uniform. The objects in my ray tracer are stored as a collection of triangles, thus I also have access to individual triangles. Also, when trying to find the bounding box of the scene, how should infinite planes be handled? Should one instead use the viewing frustum to calculate the bounding box? A few other questions I have are about photon mapping. I've read the original paper by Jensen and many more material. In the compact data structure for the photon they introduce, they store photon power as 4 chars, which from my understanding is 3 chars for color and 1 for flux. But I don't understand how 1 char is enough to store a flux of the order of 1/n, where n is the number of photons (I'm also a bit confused about flux vs power). The other question about photon mapping is, if it would be more efficient in my case to store photons per object (or even per Object's triangle) instead of using a balanced kd-tree. Also, same question about bounding box of the scene but for photon mapping. How should one find a bounding box from the pov of the light when infinite planes are involved?

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  • How do display a "mucus spreading" effect in a 2D environment?

    - by nathan
    Here is an example of such a mucus spreading. The substance is spread around the source (in this example, the source would be the main alien building). The game is starcraft, the purple substance is called creep. How this kind of substance spreading would be achieved in a top down 2D environment? Recalculating the substance progression and regenerate the effect on the fly each frame or rather use a large collection of tiles or something else?

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  • Unrealscript splitting a string

    - by burntsugar
    Note, this is repost from stackoverflow - I have only just discovered this site :) I need to split a string in Unrealscript, in the same way that Java's split function works. For instance - return the string "foo" as an array of char. I have tried to use the SplitString function: array SplitString( string Source, optional string Delimiter=",", optional bool bCullEmpty ) Wrapper for splitting a string into an array of strings using a single expression. as found at http://udn.epicgames.com/Three/UnrealScriptFunctions.html but it returns the entire String. simulated function wordDraw() { local String inputString; inputString = "trolls"; local string whatwillitbe; local int b; local int x; local array<String> letterArray; letterArray = SplitString(inputString,, false); for (x = 0; x < letterArray.Length; x++) { whatwillitbe = letterArray[x]; `log('it will be '@whatwillitbe); b = letterarray.Length; `log('letterarray length is '@b); `log('letter number '@x); } } Output is: b returns: 1 whatwillitbe returns: trolls However I would like b to return 6 and whatwillitbe to return each character individually. I have had a few answers proposed, however, I would still like to properly understand how the SplitString function works. For instance, if the Delimiter parameter is optional, what does the function use as a delimiter by default?

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  • Euler angles to Cartesian Coordinates for use with gluLookAt

    - by notrodash
    I have searched all of the internet but just couldn't find the answer. I am using LibGDX and this is part of my code that loops over and over: public void render() { GL11 gl = Gdx.gl11; float centerX = (float)Math.cos(yaw) * (float)Math.cos(pitch); float centerY = (float)Math.sin(yaw) * (float)Math.cos(pitch); float centerZ = (float)Math.sin(pitch); System.out.println(centerX+" "+centerY+" "+centerZ+" ~ "+GDXRacing.camera.position.x+" "+GDXRacing.camera.position.y+" "+GDXRacing.camera.position.z); Gdx.glu.gluLookAt(gl, GDXRacing.camera.position.x, GDXRacing.camera.position.y, GDXRacing.camera.position.z, centerX, centerY, centerZ, 0, 1, 0); if(Gdx.input.isKeyPressed(Keys.A)) { yaw--; } if(Gdx.input.isKeyPressed(Keys.D)) { yaw++; } } I might just be bad at the math, but I dont get it. Does someone have a good explanation and an idea about how to deal with this? I am trying to make a first person camera. By the way, the camera is translated by +10 on the Z axis. Currently when I run the application, this is what I get: Watch video in browser | Download video (for those who cant download the video, everything shakes in a clockwise/anticlockwise action, depending on if I increase or decrease the Yaw value) -Thank you. [edit] and with this code: public void render() { GL11 gl = Gdx.gl11; float centerX = (float)(MathUtils.cosDeg(yaw)*4); float centerY = 0; float centerZ = (float)(MathUtils.sinDeg(yaw)*4); System.out.println(centerX+" "+centerY+" "+centerZ+" ~ "+GDXRacing.camera.position.x+" "+GDXRacing.camera.position.y+" "+GDXRacing.camera.position.z); Gdx.glu.gluLookAt(gl, GDXRacing.camera.position.x, GDXRacing.camera.position.y, GDXRacing.camera.position.z, centerX, centerY, centerZ, 0, 1, 0); if(Gdx.input.isKeyPressed(Keys.A)) { yaw--; } if(Gdx.input.isKeyPressed(Keys.D)) { yaw++; } } it slowly swings from the left to the right. This approach worked for turning left and right for 2d games though. What am I doing wrong?

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  • Problem with DirectX scene-graph

    - by Alex
    I'm trying to implement a basic scene graph in DirectX using C++. I am using a left child-right sibling binary tree to do this. I'm having trouble updating each node's world transformation relative to its parent (and its parent's parent etc.). I'm struggling to get it to work recursively, though I can get it to work like this: for(int i = 0; i < NUM_OBJECTS; i++) { // Initialize to identity matrix. D3DXMatrixIdentity(&mObject[i].toWorldXForm); int k = i; while( k != -1 ) { mObject[i].toWorldXForm *= mObject[k].toParentXForm; k = mObject[k].parent; } } toWorldXForm is the object's world transform and toParentXForm is the object's transform relative to the parent. I want to do this using a method within my object class (the code above is in my main class). This is what I've tried but it doesn't work (only works with nodes 1 generation away from the root) if (this->sibling != NULL) this->sibling->update(toParentXForm); D3DXMatrixIdentity(&toWorldXForm); this->toWorldXForm *= this->toParentXForm; this->toWorldXForm *= toParentXForm; toParentXForm *= this->toParentXForm; if (this->child != NULL) this->child->update(toParentXForm); Sorry if I've not been clear, please tell me if there's anything else you need to know. I've no doubt it's merely a silly mistake on my part, hopefully an outside view will be able to spot the problem.

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  • Unity Occlusion Portals: What and How?

    - by Nick Wiggill
    (Here I eat my words on Meta about posting Unity questions on Unity Answers... since that site is less responsive than this one.) Unity provides cell-based Occlusion Culling (via Umbra, I believe). However, a newer feature that it supports is Occlusion Portals. The question is, if BSP-based occlusion culling is already a feature of Unity, what do portals add, and how? PS. This question is not "What are portals?" -- I'm aware of the original Quake BSP-style portals -- which is partly why I find the explicit portal concept in Unity odd, since it uses BSP anyway.

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  • Frames per Second and Updates per Second [on hold]

    - by matt murray
    So this is more a general resources question, as I am seeking knowledge on how best to conserve resources in a game (I am writing in Java, and please this is not a thread on what language I should write it in, I have already chosen Java) so that the updates and frames per second could be the highest they could be. In general I am just searching for any articles you may have, any personal experience, anything what so ever that could be of use to a pretty new Java game developer on the subject! Thanks in advance!

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