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  • Vertex Array Object (OpenGL)

    - by Shin
    I've just started out with OpenGL I still haven't really understood what Vertex Array Objects are and how they can be employed. If Vertex Buffer Object are used to store vertex data (such as their positions and texture coordinates) and the VAOs only contain status flags, where can they be used? What's their purpose? As far as I understood from the (very incomplete and unclear) GL Wiki, VAOs are used to set the flags/status for every vertex, following the order described in the Element Array Buffer, but the wiki was really ambiguous about it and I'm not really sure about what VAOs really do and how I could employ them.

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  • How would I balance a multiplayer competitive game

    - by Simon
    I'm looking at my first foray into developing a game, and would love to know whether you guys have any thoughts on game balancing on limited multiplayer games. The game I have in mind involves a neutral player that has to achieve a goal, with two supporting "deity" players who are one of 'good' and 'evil' - One of the deity players would try to help the player achieve their goal, while the other would try to thwart them. Any thoughts or pointers on how I can ensure the deities are balanced? If you want me to expand, I will, just didn't want to give away too much of the game play before I finish it.

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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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  • Vertex fog producing black artifacts

    - by Nick
    I originally posted this question on the XNA forums but got no replies, so maybe someone here can help: I am rendering a textured model using the XNA BasicEffect. When I enable fog, the model outline is still visible as many small black dots when it should be "in the fog". Why is this happening? Here's what it looks like for me -- http://tinypic.com/r/fnh440/6 Here is a minimal example showing my problem: (the ship model that this example uses is from the chase camera sample on this site -- http://xbox.create.msdn.com/en-US/education/catalog/sample/chasecamera -- in case anyone wants to try it out ;)) public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Model model; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here model = Content.Load<Model>("ship"); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect be in mesh.Effects) { be.EnableDefaultLighting(); be.FogEnabled = true; be.FogColor = Color.CornflowerBlue.ToVector3(); be.FogStart = 10; be.FogEnd = 30; } } } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here model.Draw(Matrix.Identity * Matrix.CreateScale(0.01f) * Matrix.CreateRotationY(3 * MathHelper.PiOver4), Matrix.CreateLookAt(new Vector3(0, 0, 30), Vector3.Zero, Vector3.Up), Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, 16f/9f, 1, 100)); base.Draw(gameTime); } }

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  • MMORPG design for time-limited players

    - by Philipp
    I believe that there is a significant market of players who would enjoy the exploration and interaction aspects of MMORPGs, but simply don't have the time for the endless grinding marathons which are part of the average MMORPG. MMORPGs are all about interaction between players. But when different players have different amounts of time to invest into a game, those with less time to spend will soon lack behind their power-leveling friends and won't be able to interact with them anymore. One way to solve this would be to limit the progress a player can achieve per day, so that it simply doesn't make sense to play more than one or two hours a day. But even the busiest casual players sometimes like to spend a whole sunday afternoon playing a video game. Just stopping them after two hours would be really frustrating. It also creates a pressure to use the daily progress limit every day, because otherwise the player would feel like wasting something. This pressure would be detrimental for casual gamers. What else could be done to level the playing field between those players who play 40+ hours a week and those who can't play more than 10?

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  • Dynamic audio score/music

    - by Joel Martinez
    I'm interested in developing a game who's background music changes with the mood and scenario of the game's action. Of course many existing games do this (halo for example), but I was interested in any resources/papers/articles talking about the techniques to develop a system like this. I have some ideas, and I understand that this will be equally challenging to implement at the code level as it will be to come up or acquire music that fits this model. Any links or, answers with ideas in them would he appreciated. Edit: this is the kind of info I'm looking for :) http://halo.bungie.org/misc/gdc.2002.music/

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  • Processing component pools problem - Entity Subsystem

    - by mani3xis
    Architecture description I'm creating (designing) an entity system and I ran into many problems. I'm trying to keep it Data-Oriented and efficient as much as possible. My components are POD structures (array of bytes to be precise) allocated in homogeneous pools. Each pool has a ComponentDescriptor - it just contains component name, field types and field names. Entity is just a pointer to array of components (where address acts like an entity ID). EntityPrototype contains entity name and array of component names. Finally Subsystem (System or Processor) which works on component pools. Actual problem The problem is that some components dependents on others (Model, Sprite, PhysicalBody, Animation depends on Transform component) which makes a lot of problems when it comes to processing them. For example, lets define some entities using [S]prite, [P]hysicalBody and [H]ealth: Tank: Transform, Sprite, PhysicalBody BgTree: Transform, Sprite House: Transform, Sprite, Health and create 4 Tanks, 5 BgTrees and 2 Houses and my pools will look like: TTTTTTTTTTT // Transform pool SSSSSSSSSSS // Sprite pool PPPP // PhysicalBody pool HH // Health component There is no way to process them using indices. I spend 3 days working on it and I still don't have any ideas. In previous designs TransformComponent was bound to the entity - but it wasn't a good idea. Can you give me some advices how to process them? Or maybe I should change the overall design? Maybe I should create pools of entites (pools of component pools) - but I guess it will be a nightmare for CPU caches. Thanks

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  • blender: 3D model from guide images

    - by Stefan
    In a effort to learn the blender interface, which is confusing to say the least, I've chosen to model a model from referrence pictures easily found on the web. Problem is that I can't ( and won't ) get perfect "right", "front" and "top" pictures. Blender only allows you to see the background pictures when in ortographic mode and only from right|front|top, which doesn't help me. How to I proceed to model from non-perfect guide images?

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  • How do I generate a level randomly?

    - by Charlton Santana
    I am currently hard coding 10 different instances like the code below, but but I'd like to create many more. Instead of having the same layout for the new level, I was wondering if there is anyway to generate a random X value for each block (this will be how far into the level it is). A level 100,000 pixels wide would be good enough but if anyone knows a system to make the level go on and on, I'd like to know that too. This is basically how I define a block now (with irrelevant code removed): block = new Block(R.drawable.block, 400, platformheight); block2 = new Block(R.drawable.block, 600, platformheight); block3 = new Block(R.drawable.block, 750, platformheight); The 400 is the X position, which I'd like to place randomly through the level, the platformheight variable defines the Y position which I don't want to change.

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  • How do I implement smooth movement in a Box2D platform game?

    - by Romeo
    I have implemented a character in JBox2D which moves with the help of a wheel rotating at the bottom of it. The movement is the best result I've had 'till now but it's a little glitchy when the character stands on the edge. So I am thinking should I use five smaller wheels instead of a big wheel. The wheel/wheels will not be visible in the finished product, now they are drawn for debugging. Here is a video. Is there a better way to do this using JBox2D?

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  • Slick2D Rendering Lots of Polygons

    - by Hazzard
    I'm writing an little isometric game using Slick. The world terrain is made up of lots of quadrilaterals. In a small world that is 128 by 128 squares, over 16,000 quadrilaterals need to be rendered. This puts my pretty powerful computer down to 30 fps. I've though about caching "chunks" of the world so only single chunks would ever need updating at a time, but I don't know how to do this, and I am sure there are other ways to optimize it besides that. Maybe I'm doing the whole thing wrong, surely fancy 3D games that run fine on my machine are more intensive than this. My question is how can I improve the FPS and am I doing something wrong? Or does it actually take that much power to render those polygons? -- Here is the source code for the render method in my game state. It iterates through a 2d array or heights and draws polygons based on the height. public void render(GameContainer container, StateBasedGame game, Graphics gfx) throws SlickException { gfx.translate(offsetX * d + container.getWidth() / 2, offsetY * d + container.getHeight() / 2); gfx.scale(d, d); for (int y = 0; y < placeholder.length; y++) {// x & y are isometric // diag for (int x = 0; x < placeholder[0].length; x++) { Polygon poly; int hor = TestState.TILE_WIDTH * (x - y);// hor and ver are orthagonal int W = TestState.TILE_HEIGHT * (x + y) - 1 * heights[y + 1][x];//points to go off of int S = TestState.TILE_HEIGHT * (x + y) - 1 * heights[y + 1][x + 1]; int E = TestState.TILE_HEIGHT * (x + y) - 1 * heights[y][x + 1]; int N = TestState.TILE_HEIGHT * (x + y) - 1 * heights[y][x]; if (placeholder[y][x] == null) { poly = new Polygon();//Create actual surface polygon poly.addPoint(-TestState.TILE_WIDTH + hor, W); poly.addPoint(hor, S + TestState.TILE_HEIGHT); poly.addPoint(TestState.TILE_WIDTH + hor, E); poly.addPoint(hor, N - TestState.TILE_HEIGHT); float z = ((float) heights[y][x + 1] - heights[y + 1][x]) / 32 + 0.5f; placeholder[y][x] = new Tile(poly, new Color(z, z, z)); //ShapeRenderer.fill(placeholder[y][x]); } if (true) {//ONLY draw tile if it's on screen gfx.setColor(placeholder[y][x].getColor()); ShapeRenderer.fill(placeholder[y][x]); //gfx.fill(placeholder[y][x]); //placeholder[y][x]. //DRAW EDGES if (y + 1 == placeholder.length) {//draw South foundation edges gfx.setColor(Color.gray); Polygon found = new Polygon(); found.addPoint(-TestState.TILE_WIDTH + hor, W); found.addPoint(hor, S + TestState.TILE_HEIGHT); found.addPoint(hor, TestState.TILE_HEIGHT * (x + y + 1)); found.addPoint(-TestState.TILE_WIDTH + hor, TestState.TILE_HEIGHT * (x + y)); gfx.fill(found); } if (x + 1 == placeholder[0].length) {//north gfx.setColor(Color.darkGray); Polygon found = new Polygon(); found.addPoint(TestState.TILE_WIDTH + hor, E); found.addPoint(hor, S + TestState.TILE_HEIGHT); found.addPoint(hor, TestState.TILE_HEIGHT * (x + y + 1)); found.addPoint(TestState.TILE_WIDTH + hor, TestState.TILE_HEIGHT * (x + y)); gfx.fill(found); }//*/ } } } }

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  • Software design of a browser-based strategic MMO game

    - by Mehran
    I wonder if there are any known tested software designs for Travian-like browser-based strategic MMO games? I mean how would they implement the server of such games or what is stored in database and what is stored in RAM? Is the state of the world stored in one piece or is it distributed among a number of storage? Does anyone know a resource to study the problems and solutions of creating such games? [UPDATE] Suggested in comments, I'm going to give an example how would I design such a project. Even though I'm not sure if I'm proposing the right one. Having stored the world state in a MongoDB, I would implement an event collection in which all the changes to the world will register. Changes that are meant to happen in the future will come with an action date set to the future and those that are to be carried out immediately will be set to now. Having this datastore as the central point of the system, players will issue their actions as events inserted in datastore. At the other end of the system, I'll have a constant-running software taking out events out of the datastore which are due to be carried out and not done yet. Executing an event means apply some update on the world's state and thus the datastore. As scalable as this design sounds, I'm not sure if it will be worth implementing. For one, it is pointless to cache the datastore as most of updates happen once without any follow ups. For instance if you have the growth of resources in your game, you'll be updating the whole world state periodically in which case, having incorporated a cache, you are keeping the whole world in RAM (which most likely is impossible). So can someone come up with a better design?

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  • Logging library for (c++) games

    - by Klaim
    I know a lot of logging libraries but didn't test a lot of them. (GoogleLog, Pantheios, the coming boost::log library...) In games, especially in remote multiplayer and multithreaded games, logging is vital to debugging, even if you remove all logs in the end. Let's say I'm making a PC game (not console) that needs logs (multiplayer and multithreaded and/or multiprocess) and I have good reasons for looking for a library for logging (like, I don't have time or I'm not confident in my ability to write one correctly for my case). Assuming that I need : performance ease of use (allow streaming or formating or something like that) reliable (don't leak or crash!) cross-platform (at least Windows, MacOSX, Linux/Ubuntu) Wich logging library would you recommand? Currently, I think that boost::log is the most flexible one (you can even log to remotely!), but have not good performance. Pantheios is often cited but I don't have comparison points on performance and usage. I've used my own lib for a long time but I know it don't manage multithreading so it's a big problem, even if it's fast enough. Google Log seems interesting, I just need to test it but if you already have compared those libs and more, your advice might be of good use. Games are often performance demanding while complex to debug so it would be good to know logging libraries that, in our specific case, have clear advantages.

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  • Can i create a SDL_Surface as i do with Allegro?

    - by Petris Rodrigo Fernandes
    First of all, I'm sorry about my english (Isn't my native language) Using allegro I can create a Bitmap to draw just doing: BITMAP* bmp = NULL; bmp = create_bitmap(width,height); // I don't remember exactly the parameters I'm using SDL now, and i want create a SDL_Surface to draw the game level (that is static) creating a SDL_Surface, drawing the tiles on it, then i just blit this surface to the screen instead of keep drawing the tiles directly on screen (i believe this will require more processing); There a way to create a blank SDL_Surface as i did with Allegro just do draw before blit it?

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  • How to control a spaceship near a planet in Unity3D?

    - by tyjkenn
    Right now I have spaceship orbiting a small planet. I'm trying to make an effective control system for that spaceship, but it always end up spinning out of control. After spinning the ship to change direction, the thrusters thrust the wrong way. Normal airplane controls don't work, since the ship is able to leave the atmosphere and go to other planets, in the journey going "upside-down". Could someone please enlighten me on how to get thrusters to work the way they are supposed to?

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  • Understanding how OpenGL blending works

    - by yuumei
    I am attempting to understand how OpenGL (ES) blending works. I am finding it difficult to understand the documentation and how the results of glBlendFunc and glBlendEquation effect the final pixel that is written. Do the source and destination out of glBlendFunc get added together with GL_FUNC_ADD by default? This seems wrong because "basic" blending of GL_ONE, GL_ONE would output 2,2,2,2 then (Source giving 1,1,1,1 and dest giving 1,1,1,1). I have written the following pseudo-code, what have I got wrong? struct colour { float r, g, b, a; }; colour blend_factor( GLenum factor, colour source, colour destination, colour blend_colour ) { colour colour_factor; float i = min( source.a, 1 - destination.a ); // From http://www.khronos.org/opengles/sdk/docs/man/xhtml/glBlendFunc.xml switch( factor ) { case GL_ZERO: colour_factor = { 0, 0, 0, 0 }; break; case GL_ONE: colour_factor = { 1, 1, 1, 1 }; break; case GL_SRC_COLOR: colour_factor = source; break; case GL_ONE_MINUS_SRC_COLOR: colour_factor = { 1 - source.r, 1 - source.g, 1 - source.b, 1 - source.a }; break; // ... } return colour_factor; } colour blend( colour & source, colour destination, GLenum source_factor, // from glBlendFunc GLenum destination_factor, // from glBlendFunc colour blend_colour, // from glBlendColor GLenum blend_equation // from glBlendEquation ) { colour source_colour = blend_factor( source_factor, source, destination, blend_colour ); colour destination_colour = blend_factor( destination_factor, source, destination, blend_colour ); colour output; // From http://www.khronos.org/opengles/sdk/docs/man/xhtml/glBlendEquation.xml switch( blend_equation ) { case GL_FUNC_ADD: output = add( source_colour, destination_colour ); case GL_FUNC_SUBTRACT: output = sub( source_colour, destination_colour ); case GL_FUNC_REVERSE_SUBTRACT: output = sub( destination_colour, source_colour ); } return output; } void do_pixel() { colour final_colour; // Blending if( enable_blending ) { final_colour = blend( current_colour_output, framebuffer[ pixel ], ... ); } else { final_colour = current_colour_output; } } Thanks!

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  • Car animations in Frogger on Javascript

    - by Mijoro Nicolas Rasoanaivo
    I have to finish a Frogger game in Javascript for my engineering school degree, but I don't know how to animate the cars. Right now I tried to manipulate the CSS, the DOM, I wrote a script with a setTimeout(), but none of them works.Can I have some help please? Here's my code and my CSS: <html> <head> <title>Image d&eacute;filante</title> <link rel="stylesheet" type="text/css" href="map_style.css"/> </head> <body onload="start()"> <canvas id="jeu" width="800" height="450"> </canvas> <img id="voiture" class="voiture" src="car.png" onload="startTimerCar()"> <img id="voiture2" class="voiture" src="car.png" onload="startTimerCar()"> <img id="voiture3" class="voiture" src="car.png" onload="startTimerCar()"> <img id="bigrig" class="bigrig" src="bigrig.png" onload="startTimerBigrig()"> <img id="bigrig2" class="bigrig" src="bigrig.png" onload="startTimerBigrig()"> <img id="bigrig3" class="bigrig" src="bigrig.png" onload="startTimerBigrig()"> <img id="hotrod" src="hotrod.png" onload="startTimerHotrod()"> <img id="hotrod2" src="hotrod.png" onload="startTimerHotrod()"> <img id="turtle" src="turtles_diving.png" onload="startTimerTurtle()"> <img id="turtle2" src="turtles_diving.png" onload="startTimerTurtle()"> <img id="turtle3" src="turtles_diving.png" onload="startTimerTurtle()"> <img id="small" src="log_small.png" onload="startTimerSmall()"> <img id="small2" src="log_small.png" onload="startTimerSmall()"> <img id="small3" src="log_small.png" onload="startTimerSmall()"> <img id="small4" src="log_small.png" onload="startTimerSmall()"> <img id="med" src="log_medium.png" onload="startTimerMedium()"> <img id="med2" src="log_medium.png" onload="startTimerMedium()"> <img id="med3" src="log_medium.png" onload="startTimerMedium()"> <script type="text/javascript"> var X = 1; var timer; function start(){ setInterval(init,10); document.onkeydown = move; var canvas = document.getElementById('jeu'); var context = canvas.getContext('2d'); var frog = document.getElementById('frog'); var posX_frog = 415; var posY_frog = 400; var voiture = [document.getElementById('voiture'),document.getElementById('voiture2'),document.getElementById('voiture3')]; var bigrig = [document.getElementById('bigrig'),document.getElementById('bigrig2'),document.getElementById('bigrig3')]; var hotrod = [document.getElementById('hotrod'),document.getElementById('hotrod2')]; var turtle = [document.getElementById('turtle'),document.getElementById('turtle2'),document.getElementById('turtle3')]; var small = [document.getElementById('small'),document.getElementById('small2'),document.getElementById('small3'),document.getElementById('small4')]; var med = [document.getElementById('med'),document.getElementById('med2'),document.getElementById('med3')]; function init() { context.fillStyle = "#AEEE00"; context.fillRect(0,0,800,50); context.fillRect(0,200,800,50); context.fillRect(0,400,800,50); context.fillStyle = "#046380"; context.fillRect(0,50,800,150); context.fillStyle = "#000000"; context.fillRect(0,250,800,150); var img= new Image(); img.src="./frog.png"; context.drawImage(img,posX_frog, posY_frog, 46, 38); } function move(event){ if (event.keyCode == 39){ if( posX_frog < 716 ){ posX_frog += 50; } } if(event.keyCode == 37){ if( posX_frog >25 ){ posX_frog -= 50; } } if (event.keyCode == 38){ if( posY_frog > 10 ){ posY_frog -= 50; } } if(event.keyCode == 40){ if( posY_frog <400 ){ posY_frog += 50; } } } } </script> </body> And my map_css: #jeu{ z-index:10; width: 800px; height: 450px; border: 2px black solid; overflow: hidden; position: relative; transition:width 2s; -moz-transition:width 2s; /* Firefox 4 */ -webkit-transition:width 2s; /* Safari and Chrome */ } #voiture{ z-index: 100; position: absolute; top: 315px; left: 48px; transition-timing-function: linear; -webkit-transition-timing-function: linear; -moz-transition-timing-function: linear; } #voiture2{ z-index: 100; position: absolute; top: 315px; left: 144px; } #voiture3{ z-index: 100; position: absolute; top: 315px; left: 240px; } #bigrig{ z-index: 100; position: absolute; top: 365px; left: 200px; } #bigrig2{ z-index: 100; position: absolute; top: 365px; left: 400px; } #bigrig3{ z-index: 100; position: absolute; top: 365px; left: 600px; } #hotrod{ z-index: 100; position: absolute; top: 265px; left: 200px; } #hotrod2{ z-index: 100; position: absolute; top: 265px; left: 500px; } #hotrod3{ z-index: 100; position: absolute; top: 265px; left: 750px; } #turtle{ z-index: 100; position: absolute; top: 175px; left: 50px; } #turtle2{ z-index: 100; position: absolute; top: 175px; left: 450px; } #turtle3{ z-index: 100; position: absolute; top: 175px; left: 250px; } #small{ z-index: 100; position: absolute; top: 125px; left: 20px; } #small2{ z-index: 100; position: absolute; top: 125px; left: 220px; } #small3{ z-index: 100; position: absolute; top: 125px; left: 420px; } #small4{ z-index: 100; position: absolute; top: 125px; left: 620px; } #med{ z-index: 100; position: absolute; top: 75px; left: 120px; } #med2{ z-index: 100; position: absolute; top: 75px; left: 320px; } #med3{ z-index: 100; position: absolute; top: 75px; left: 520px; } I had to say that I'm in the obligation to code in HTML5, CSS3, and Javascript but not jQuery, who is way more easier, I already created games in jQuery... It takes me too much time and too much code lines right here.

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  • Turn-based JRPG battle system architecture resources

    - by BenoitRen
    The past months I've been busy programming a 2D JRPG (Japanese-style RPG) in C++ using the SDL library. The exploration mode is more or less done. Now I'm tackling the battle mode. I have been unable to find any resources about how a classic turn-based JRPG battle system is structured. All I find are discussions about damage formula. I've tried googling, searching gamedev.net's message board, and crawling through C++-related questions here on Stack Exchange. I've also tried reading source code of existing open source RPGs, but without a guide of some sort it's like trying to find a needle in a haystack. I'm not looking for a set of rules like D&D or anything similar. I'm talking purely about code and object structure design. A battle system asks the player for input using menus. Next the battle turn is executed as the heroes and the enemies execute their actions. Can anyone point me in the right direction? Thanks in advance.

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  • Character movement on a 2D tile map

    - by Chris Morris
    I'm working at making a HTML5 game. Top down, closest thing I can equate it to is the gameboy zeldas, but open world and no rooms. What I have so far is a procedurally generated map in a multi dimensional array. And a starting position on the map. Along with this I have an array of movable and non movable tile ID's. I also have a class for my player and have him being rendered out in the center of the starting tile. My problem however is getting the movement sorted out for the player. I want to be able to have the character free move around the map (pixel by pixel essentially) ontop of this 2D generated world. Ideally this would allow the user to move around the walk able area of the canvas. this is simple enough for me to do, but I am having problems now moving the world. If the user is 20% from the edge of the screen i want the world to start panning in the direction the player is heading. But I'm rather lacking in ideas of how to do this. I've looked around for some tutorials, but am coming up blank on ideas of how to generate the playable area (zoomed in) and to then move this generated area under the player when they reach near the end of the screen. My current idea was to generate a certain amount of tiles full size to fill the screen and place the player i the middle. Then when the user approaches the edge of the screen start generating the tiles offset by the distance moved and the direction. I can kind of see this working but I really have no idea if this is the best or easiest to code of methods for generating the world. sorry for the lack of code but I'm still just in the theory stages of working this all out.

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  • C# and Unity - Learning to Develop a game by developing the game I want to develop

    - by 97s
    So I am pretty new to C#, I have some python and javascript experience, but nothing substantial. I have read a lot about C# and Unity and I know they are the tools I want to use. My question is: Should I be reading books about C# or should I just start hacking in unity and piecing the game together part by part? Right now I am going through the book, HeadFirst C#, and it is very good, but I taught myself web design and javascript by just creating and hacking until I got the results I wanted then looked at other code to see ways they did it and improved my code. The issue is that with the browser I got immediate results and it was all under one roof, where developing games is a completely different monster. I am just wondering if my time would be better spent buying a book that uses C# to teach you unity, and doing that instead, or if the time spent in HeadFirst book is going to be valuable. Thanks a ton, I am having difficulties using my time, and I just want to maximize it as I don't have a lot of free time. Edit: Hopefully this isn't to broad? If it is, I will delete and go elsewhere just let me know. Thanks.

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  • Music Rhythm Game Difficulty Question

    - by David Dimalanta
    I have curious question about music rhythm based genre while I'm making a code for the game. Is it really better if I set a random pattern encountered on every music played or there is a specific pattern depending on the music and the difficulty? I have observed the Guitar Hero 3 game for the game console where the difficulty is set on the number of strings used and possible number of combo (e.g. two-string combo). Compared to the Tap Tap Revenge for the Android and iPhone, the difficulty based on the number of BPM (Beat per Minute), meaning, number of targets spawn and must be hit.

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  • XNA 4.0 SpriteFont not displaying all Characters

    - by Iain Brown
    Am looking for a little help and trying to use SpriteFont in my XNA 4.0 game but the problem is am displaying to string "This is a test" but all that's displayed on the screen is "This is st" so the "a te" are missing from the screen. The space is there for the characters but the letters are not. The code am using is: spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend); spriteBatch.DrawString(font,"this is a test",new Vector2(692,372),Color.White); spriteBatch.Draw(texture,new Rectangle(0,0,100,100),Color.White); spriteBatch.End(); Any help with this would be great!

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  • How to spawn a character at certain point and walk to a set point

    - by Robert H.
    I am making a game where I have a background image of a neighborhood. Each location has a different number of customers that are generated to walk on sidewalks. They all walk to a specific location (like a stand or cart that sells stuff), after they get to location I want them to interact with the cart. However, if another customer is already in a sale interaction then the others get in line in order of arrival. After the transaction the customers walk off screen. Any information on how I can do this and what game engine would be needed? Any one have any idea where I should go for this. I already have my game done up through Eclipse/Java without any game engine.

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  • Method for spawning enemies according to player score and game time

    - by Sun
    I'm making a top-down shooter and want to scale the difficulty of the game according to what the score is and how much time has Passed. Along with this, I want to spawn enemies in different patterns and increase the intervals at which these enemies are shown. I'm going for a similar effect to Geometry wars. However, I can think of a to do this other than have multiple if-else statments, e.g. : if (score > 1000) { //spawn x amount if enemies } else if (score > 10000) { //spawn x amount of enemy type 1 & 2 } else if (score > 15000) { //spawn x amount of enemy type 1 & 2 & 3 } else if (score > 25000) { //spawn x amount of enemy type 1 & 2 & 3 //create patterns with enemies } ...etc What would be a better method of spawning enemies as I have described?

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  • Fixed-Function vs Shaders: Which for beginner?

    - by Rob Hays
    I'm currently going to college for computer science. Although I do plan on utilizing an existing engine at some point to create a small game, my aim right now is towards learning the fundamentals: namely, 3D programming. I've already done some research regarding the choice between DirectX and OpenGL, and the general sentiment that came out of that was that whether you choose OpenGL or DirectX as your training-wheels platform, a lot of the knowledge is transferrable to the other platform. Therefore, since OpenGL is supported by more systems (probably a silly reason to choose what to learn), I decided that I'm going to learn OpenGL first. After I made this decision to learn OpenGL, I did some more research and found out about a dichotomy that I was somewhere unaware of all this time: fixed-function OpenGL vs. modern programmable shader-based OpenGL. At first, I thought it was an obvious choice that I should choose to learn shader-based OpenGL since that's what's most commonly used in the industry today. However, I then stumbled upon the very popular Learning Modern 3D Graphics Programming by Jason L. McKesson, located here: http://www.arcsynthesis.org/gltut/ I read through the introductory bits, and in the "About This Book" section, the author states: "First, much of what is learned with this approach must be inevitably abandoned when the user encounters a graphics problem that must be solved with programmability. Programmability wipes out almost all of the fixed function pipeline, so the knowledge does not easily transfer." yet at the same time also makes the case that fixed-functionality provides an easier, more immediate learning curve for beginners by stating: "It is generally considered easiest to teach neophyte graphics programmers using the fixed function pipeline." Naturally, you can see why I might be conflicted about which paradigm to learn: Do I spend a lot of time learning (and then later unlearning) the ways of fixed-functionality, or do I choose to start out with shaders? My primary concern is that modern programmable shaders somehow require the programmer to already understand the fixed-function pipeline, but I doubt that's the case. TL;DR == As an aspiring game graphics programmer, is it in my best interest to learn 3D programming through fixed-functionality or modern shader-based programming?

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