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  • Model a chain with different elements in Unity 3D

    - by Alex
    I have to model, in unity 3D, a chain that is composed of various elements. some flexible, some rigid. The idea is to realize a human-chain where each person is linked to the other by their hands. I've not tried to implement it yet as i've no idea on what could be a good way to do it. In the game i've to manage a lot of chains of people... maybe also 100 chains composed of 11-15 people. The chain will be pretty simple and there won't be much interaction... Probabily some animation of the people one at time for each chain and some physic reaction (for example pushing a people in a chain should slightle flex the chain) the very problem of this work is that in the chain each object is composed by flexible parts (arms) and rigid parts (the body) and that the connection should remain firm... just like when people handshake... hands are firm and are the wrists to move. i can use C4D to model the meshes. i know this number may cause performance problems, but it's also true i will use low-poly versions of human. (for the real it won't be human, but very simple toonish characters that have harms and legs). So actually i'm trying to find a way to manage this in a way it can work, the performance will be a later problem that i can solve. If there is not a fast 'best-practiced' solution and you have any link/guide/doc that could help me in finding a way to realize this is, it would be very appreciated anyway if you post it. thanks

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  • One-way platform collision

    - by TheBroodian
    I hate asking questions that are specific to my own code like this, but I've run into a pesky roadblock and could use some help getting around it. I'm coding floating platforms into my game that will allow a player to jump onto them from underneath, but then will not allow players to fall through them once they are on top, which require some custom collision detection code. The code I have written so far isn't working, the character passes through it on the way up, and on the way down, stops for a moment on the platform, and then falls right through it. Here is the code to handle collisions with floating platforms: protected void HandleFloatingPlatforms(Vector2 moveAmount) { //if character is traveling downward. if (moveAmount.Y > 0) { Rectangle afterMoveRect = collisionRectangle; afterMoveRect.Offset((int)moveAmount.X, (int)moveAmount.Y); foreach (World_Objects.GameObject platform in gameplayScreen.Entities) { if (platform is World_Objects.Inanimate_Objects.FloatingPlatform) { //wideProximityArea is just a rectangle surrounding the collision //box of an entity to check for nearby entities. if (wideProximityArea.Intersects(platform.CollisionRectangle) || wideProximityArea.Contains(platform.CollisionRectangle)) { if (afterMoveRect.Intersects(platform.CollisionRectangle)) { //This, in my mind would denote that after the character is moved, its feet have fallen below the top of the platform, but before he had moved its feet were above it... if (collisionRectangle.Bottom <= platform.CollisionRectangle.Top) { if (afterMoveRect.Bottom > platform.CollisionRectangle.Top) { //And then after detecting that he has fallen through the platform, reposition him on top of it... worldLocation.Y = platform.CollisionRectangle.Y - frameHeight; hasCollidedVertically = true; } } } } } } } } In case you are curious, the parameter moveAmount is found through this code: elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; float totalX = 0; float totalY = 0; foreach (Vector2 vector in velocities) { totalX += vector.X; totalY += vector.Y; } velocities.Clear(); velocity.X = totalX; velocity.Y = totalY; velocity.Y = Math.Min(velocity.Y, 1000); Vector2 moveAmount = velocity * elapsed;

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  • Grid collision - finding the location of an entity in each box

    - by Gregg1989
    I am trying to implement grid-based collision in a 2d game with moving circles. The canvas is 400x400 pixels. Below you can see the code for my Grid class. What I want it to do is check inside which box the entities are located and then run a collision check if there are 2 or more entities in the same box. Right now I do not know how to find the position of an entity in a specific box. I know there are many tutorials online, but I haven't been able to find an answer to my question, because they are either written in C/C++ or use the 2d array approach. Code snippets and other help is greatly appreciated. Thanks. public class Grid { ArrayList<ArrayList<Entity>> boxes = new ArrayList<>(); double boxSize = 40; double boxesAmount = 10; ... ... public void checkBoxLocation(ArrayList<Entity> entities) { for (int i = 0; i < entities.size(); i++) { // Get top left coordinates of each entity double entityLeft = entities.get(i).getLayoutX() - entities.get(i).getRadius(); double entityTop = entities.get(i).getLayoutY() + entities.get(i).getRadius(); // Divide coordinate by box size to find the approximate location of the entity for (int j = 0; j < boxesAmount; j++) { //Select each box if ((entityLeft / boxSize <= j + 0.7) && (entityLeft / boxSize >= j)) { if ((entityTop / boxSize <= j + 0.7) && (entityTop / boxSize >= j)) { holdingBoxes.get(j).add(entities.get(i)); System.out.println("Entity " + entities.get(i) + " added to box " + j); } } } } } }

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  • Box2dx: Usage of World.QueryAABB?

    - by Rosarch
    I'm using Box2dx with C#/XNA. I'm trying to write a function that determines if a body could exist in a given point without colliding with anything: /// <summary> /// Can gameObject exist with start Point without colliding with anything? /// </summary> internal bool IsAvailableArea(GameObjectModel model, Vector2 point) { Vector2 originalPosition = model.Body.Position; model.Body.Position = point; // less risky would be to use a deep clone AABB collisionBox; model.Body.GetFixtureList().GetAABB(out collisionBox); // how is this supposed to work? physicsWorld.QueryAABB(x => true, ref collisionBox); model.Body.Position = originalPosition; return true; } Is there a better way to go about doing this? How is World.QueryAABB supposed to work? Here is an earlier attempt. It is broken; it always returns false. /// <summary> /// Can gameObject exist with start Point without colliding with anything? /// </summary> internal bool IsAvailableArea(GameObjectModel model, Vector2 point) { Vector2 originalPosition = model.Body.Position; model.Body.Position = point; // less risky would be to use a deep clone AABB collisionBox; model.Body.GetFixtureList().GetAABB(out collisionBox); ICollection<GameObjectController> gameObjects = worldQueryEngine.GameObjectsForPredicate(x => ! x.Model.Passable); foreach (GameObjectController controller in gameObjects) { AABB potentialCollidingBox; controller.Model.Body.GetFixtureList().GetAABB(out potentialCollidingBox); if (AABB.TestOverlap(ref collisionBox, ref potentialCollidingBox)) { model.Body.Position = originalPosition; return false; // there is something that will collide at this point } } model.Body.Position = originalPosition; return true; }

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  • Calculating collision for a moving circle, without overlapping the boundaries

    - by Robert Vella
    Let's say I have circle bouncing around inside a rectangular area. At some point this circle will collide with one of the surfaces of the rectangle and reflect back. The usual way I'd do this would be to let the circle overlap that boundary and then reflect the velocity vector. The fact that the circle actually overlaps the boundary isn't usually a problem, nor really noticeable at low velocity. At high velocity it becomes quite clear that the circle is doing something it shouldn't. What I'd like to do is to programmatically take reflection into account and place the circle at it's proper position before displaying it on the screen. This means that I have to calculate the point where it hits the boundary between it's current position and it's future position -- rather than calculating it's new position and then checking if it has hit the boundary. This is a little bit more complicated than the usual circle/rectangle collision problem. I have a vague idea of how I should do it -- basically create a bounding rectangle between the current position and the new position, which brings up a slew of problems of it's own (Since the rectangle is rotated according to the direction of the circle's velocity). However, I'm thinking that this is a common problem, and that a common solution already exists. Is there a common solution to this kind of problem? Perhaps some basic theories which I should look into?

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  • Calculating collission for a moving circle, without overlapping the boundaries

    - by Robert Vella
    Let's say I have circle bouncing around inside a rectangular area. At some point this circle will collide with one of the surfaces of the rectangle and reflect back. The usual way I'd do this would be to let the circle overlap that boundary and then reflect the velocity vector. The fact that the circle actually overlaps the boundary isn't usually a problem, nor really noticeable at low velocity. At high velocity it becomes quite clear that the circle is doing something it shouldn't. What I'd like to do is to programmitically take reflection into account and place the circle at it's proper position before displaying it on the screen. This means that I have to calculate the point where it hits the boundary between it's current position and it's future position -- rather than calculating it's new position and then checking if it has hit the boundary. This is a little bit more complicated than the usual circle/rectangle collission problem. I have a vague idea of how I should do it -- basically create a bounding rectangle between the current position and the new position, which brings up a slew of problems of it's own (Since the rectangle is rotated according to the direction of the circle's velocity). However, I'm thinking that this is a common problem, and that a common solution already exists. Is there a common solution to this kind of problem? Perhaps some basic theories which I should look into?

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  • What technologies to use for a particle system with enormous calculation demand?

    - by Amir Rezaei
    I have a particle system with X particles. Each particle tests for collision with other particles. This gives X*X = X^2 collision tests per frame. For 60f/s, this corresponds to 60*X^2 collision detection per second. What is the best technological approach for these intensive calculations? Should I use F#, C, C++ or C#, or something else? The following are constraints The code is written in C# with the latest XNA Multi-threaded may be considered No special algorithm that tests the collision with the nearest neighbors or that reduces the problem The last constraint may be strange, so let me explain. Regardless constraint 3, given a problem with enormous computational requirement what would be the best approach to solve the problem. An algorithm reduces the problem; still the same algorithm may behave different depending on technology. Consider pros and cons of CLR vs native C.

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  • 3D game engine for networked world simulation / AI sandbox

    - by Martin
    More than 5 years ago I was playing with DirectSound and Direct3D and I found it really exciting although it took much time to get some good results with C++. I was a college student then. Now I have mostly enterprise development experience in C# and PHP, and I do it for living. There is really no chance to earn money with serious game development in our country. Each day more and more I find that I miss something. So I decided to spend an hour or so each day to do programming for fun. So my idea is to build a world simulation. I would like to begin with something simple - some human-like creatures that live their life - like Sims 3 but much more simple, just basic needs, basic animations, minimum graphic assets - I guess it won't be a city but just a large house for a start. The idea is to have some kind of a server application which stores the world data in MySQL database, and some client applications - body-less AI bots which simulate movement and some interactions with the world and each other. But it wouldn't be fun without 3D. So there are also 3D clients - I can enter that virtual world and see the AI bots living. When the bot enters visible area, it becomes material - loads a mesh and animations, so I can see it. When I leave, the bots lose their 3d mesh bodies again, but their virtual life still continues. With time I hope to make it like some expandable scriptable sandbox to experiment with various AI algorithms and so on. But I am not intended to create a full-blown MMORPG :D I have looked for many possible things I would need (free and open source) and now I have to make a choice: OGRE3D + enet (or RakNet). Old good C++. But won't it slow me down so much that I won't have fun any more? CrystalSpace. Formally not a game engine but very close to that. C++ again. MOgre (OGRE3D wrapper for .NET) + lidgren (networking library which is already used in some gaming projects). Good - I like C#, it is good for fast programming and also can be used for scripting. XNA seems just a framework, not an engine, so really have doubts, should I even look at XNA Game Studio :( Panda3D - full game engine with positive feedback. I really like idea to have all the toolset in one package, it has good reviews as a beginner-friendly engine...if you know Python. On the C++ side, Panda3D has almost non-existent documentation. I have 0 experience with Python, but I've heard it is easy to learn. And if it will be fun and challenging then I guess I would benefit from experience in one more programming language. Which of those would you suggest, not because of advanced features or good platform support but mostly for fun, easy workflow and expandability, and so I can create and integrate all the components I need - the server with the database, AI bots and a 3D client application?

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  • Modern Game Programming

    - by Alon
    Hey. I'm a software and web developer for ~3 years, and I want to start learning 3D network game programming. What is the most modern & fastest way to write 3D PC games? What language? For graphics, should I use a graphics API like Direct3D/OpenGL or is there something less painful? What math/physics skills should I know before starting? Thank you.

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  • Working for Bluetooth MultiPlayer game in Unity for windows Phone 8

    - by Seven 007
    I created a small racing game and i try to implement bluetooth multiplayer in to the game, By using multiplayer plugins for Android I completed for Android Platform. I don't even find any plugins for windows phone 8. So, I tried to do it on myself. msdn Example: Bluetooth App to App Communication But, that's not much useful. If anyone did the bluetooth multiplayer game for windows phone. Just guide me to achive the target. or else give some brief explanation/ links to do the bluetooth multiplayer games for windows phone 8 that may be helpful. Thanks, Seven 007

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  • Game Networking Help Jmonkey SpiderMonkey

    - by user185812
    I have decided I think Jmonkey Engine will be best for my project, (an online RTS), but I have one question. If my game were to be successful (Yes I understand how slim the chances are, and how difficult this can be) I don't quite understand an aspect of networking. Do games like this require multiple servers, or only a single server? If multiple servers, I was unable to find anything regarding if Jmonkey's SpirderMonkey Networking supports this. (Something to allow equal distribution of traffic to multiple servers). UPDATE: I plan on using Jmonkey for my project. My Project is an online RTS, but with somewhat of an FPS twist. I am currently trying to figure out if the game has heavy traffic if having multiple servers to host the game is recommended. In addition to this, if using multiple hosting servers is supported in Jmonkey as I can't seem to find any documentation regarding it.

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  • How to build a game like HaxBall?

    - by Cengiz Frostclaw
    I'm a coder interested in game development, and I want to build a very simple p2p (real time) game. The perfect example for this is haxball. The client/server model doesn't matter, it could be like haxball (i.e. the room creator is the host) or changing host, or the server is host (if there is such a thing) I just want to learn the basics to create a field where players can move their characters in real time. So where should I start? Please guide me into the right direction. And with examples please. I found out that RTMFP does what I seek, but how do I use it? I know ActionScript 3.0, but no idea how to setup a multiplayer game. Please help ! Thanks in advance.

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  • Psychonauts crashes right after entering load save door

    - by user67974
    Psychonauts crashes right after entering the 'Load Save' door. Here is the terminal output: Shader assembly time: 0.88 seconds Found OpenAL device: 'Simple Directmedia Layer' Found OpenAL device: 'ALSA Software' Found OpenAL device: 'OSS Software' Found OpenAL device: 'PulseAudio Software' Opened OpenAL Device: '(null)' ERROR: CAudioDrv::CAudioDrv->alGenSources reports AL_INVALID_VALUE error. PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/commonfx.isb' to 'WorkResource/Sounds/commonfx.isb' PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/commonvoice.isb' to 'WorkResource/Sounds/commonvoice.isb' PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/commonmusic.isb' to 'WorkResource/Sounds/commonmusic.isb' PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/commonmentalfx.isb' to 'WorkResource/Sounds/commonmentalfx.isb' PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/commonmenfxmem.isb' to 'WorkResource/Sounds/commonmenfxmem.isb' PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/commonfxmem.isb' to 'WorkResource/Sounds/commonfxmem.isb' GameApp::StartUp InitSoundFiles() completed in 0.15 seconds GameApp::StartUp Load some common textures completed in 0.00 seconds WARN: ENGINE: Lua garbage collection starting FreeUnusedBlocksInBuckets released 0 Kb GameApp::StartUp InitEntities() completed in 0.02 seconds PSYCHONAUTS UNIX FILENAME: corrected 'WorkResource/SavedGames/savegameprefs.ini' to 'WorkResource/SAVEDGAMES/savegameprefs.ini' PSYCHONAUTS UNIX FILENAME: corrected 'WorkResource/SavedGames/savegameprefs.ini' to 'WorkResource/SAVEDGAMES/savegameprefs.ini' GameApp::StartUp m_pSaveLoadInterface->Startup() completed in 0.00 seconds GameApp::StartUp m_UserInterface.Setup() completed in 0.00 seconds STUBBED: multisample at EDisplayOptionsWidget (/home/icculus/projects/psychonauts/Source/game/luatest/Game/UIPCDisplayOptions.cpp:97) STUBBED: VK_* at CheckVirtualKey (/home/icculus/projects/psychonauts/Source/CommonLibs/DirectX/SDLInput.cpp:1443) Game: Engine Running hook startup Game: Engine -> SetupGlobalObjects Game: Engine -> SetupLevelMenu Game: Engine -> InitMath GameApp::StartUp InitLua2() completed in 0.00 seconds GameApp::StartUp SetupLevelMenu() completed in 0.00 seconds STUBBED: do we even use this? at InitSocket (/home/icculus/projects/psychonauts/Source/game/luatest/Game/Gameplaylogger.cpp:210) GameApp::StartUp Post-Install total completed in 0.20 seconds Start Up completed in 1.57 seconds UnixMain: StartUp successful.. Working directory: /opt/psychonauts STUBBED: dispatch SDL events at PCMainHandleAnyWindowsMessages (/home/icculus/projects/psychonauts/Source/game/luatest/UnixMain.cpp:56) STUBBED: write me at GetJoystickInput (/home/icculus/projects/psychonauts/Source/CommonLibs/DirectX/SDLInput.cpp:428) STUBBED: write me at GetJoystickActionValue (/home/icculus/projects/psychonauts/Source/CommonLibs/DirectX/SDLInput.cpp:613) PSYCHONAUTS UNIX FILENAME: corrected 'workresource/cutScenes/prerendered/dflogo.bik' to 'WorkResource/cutscenes/prerendered/DFLogo.bik' Prerender subtitle file: workresource\cutScenes\prerendered\dflogo.dfs not found PSYCHONAUTS UNIX FILENAME: corrected 'workresource/cutScenes/prerendered/dflogo.bik' to 'WorkResource/cutscenes/prerendered/DFLogo.bik' STUBBED: fixed function pipeline? at setColorOp (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Texture.cpp:2097) STUBBED: fixed function pipeline? at setColorArg1 (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Texture.cpp:2106) STUBBED: fixed function pipeline? at setColorArg2 (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Texture.cpp:2115) STUBBED: fixed function pipeline? at setAlphaOp (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Texture.cpp:2124) STUBBED: fixed function pipeline? at setAlphaArg1 (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Texture.cpp:2133) STUBBED: fixed function pipeline? at setAlphaArg2 (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Texture.cpp:2142) STUBBED: fixed function pipeline? at setProjected (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Texture.cpp:2223) LOC WARN: Could not open Localization file 'Localization/English/_StringTable.lub' STUBBED: memory status at UpdateMemoryTracking (/home/icculus/projects/psychonauts/Source/game/luatest/Game/GameApp.cpp:4884) WARN: Couldn't resize array to 128; out-of-bounds elements are still in use: Vertex Pool, 188 Loading new level 'STMU' STUBBED: Need multithreaded GL at DisplayLoadingScreen (/home/icculus/projects/psychonauts/Source/game/luatest/Game/LoadingScreen.cpp:83) ========================= Memory post unload level ========================= ========================= LOC WARN: Could not open Localization file 'Localization/English/ST_StringTable.lub' DaveD: Info: Texture pack file contains 137 textures Doing a texture readback for locking! Game: Engine Saved[GLOBAL]: InstaHintFord_HostileRecord = [table] Game: Engine Saved[GLOBAL]: InstaHintFord_HostileOrder = [table] WARN: Redundant packfile read: anims\thought_bubble\bubblefirestarting.jan WARN: Redundant packfile read: anims\thought_bubble\bubbleintothemind.jan WARN: Redundant packfile read: anims\thought_bubble\bubbleinvisibility.jan WARN: Redundant packfile read: anims\thought_bubble\bubblepopperfill.jan WARN: Redundant packfile read: anims\thought_bubble\bubbletelekinesis.jan Initializing level script (if there is one) PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/stfx.isb' to 'WorkResource/Sounds/stfx.isb' Game: Engine Reloading goals: Game: Engine Saved[GLOBAL]: NextEncouragement = '/GLZF014TO/ 10' Game: Engine Saved[GLOBAL]: bUsedSalts = 0 Game: Engine Saved[GLOBAL]: bSTEntered = 1 Game: Engine Saved[GLOBAL]: memoriesST = 1 Game: Engine Saved[GLOBAL]: PsiBallColor = 'red' Game: Engine Saved[ST]: lastSubLevel = 'STMU' Game: Engine LOADING LEVEL st.STMU Game: Engine Saved[CA]: CALevelState = 1 Game: Engine Cutscene progression: CS Script moving from state nil to state nil, resultant state nil. Time: 0.124746672809124. * Stack Trace 1: (null) (line -1, file '(none)) () 2: SpawnScript (line -1, file 'C) (global) 3: onBeginLevel (line -1, file '(none)) (field) 4: (null) (line -1, file '(none)) () WARN: Cannot call GetDirectoryListing when running from the DVD Game: Engine Raz spawning at DartStart startpoint VM : LevelScript could not find script 'doorrimlight1' * Stack Trace 1: (null) (line -1, file '(none)) () WARN: (none(-1) SetEntityAlpha LevelScript: NULL script object passed Game: Engine Saved[GLOBAL]: bLoadedFromMainMenu = 1 Game: Engine Saved[GLOBAL]: NextEncouragement = '/GLZF014TO/ 10' Game: Engine Saved[GLOBAL]: NeedRankIncrement = 0 STUBBED: Need multithreaded GL at HideLoadingScreen (/home/icculus/projects/psychonauts/Source/game/luatest/Game/LoadingScreen.cpp:110) WARN: ENGINE: Lua garbage collection starting FreeUnusedBlocksInBuckets released 0 Kb Game: Engine Saved[GLOBAL]: SplineFigmentTVSizex = 4.51434326171875 Game: Engine Saved[GLOBAL]: SplineFigmentTVSizey = 46.38104248046875 Game: Engine Saved[GLOBAL]: SplineFigmentTVSizez = 47.08810424804688 WARN: (none(-1) SetNewAction LevelScript: no string passed ====================== Asset load progression ====================== Initial: 2.518 MB Vertex, 8.688 MB Texture Level : 3.719 MB Vertex, 22.535 MB Texture Scripts: 3.747 MB Vertex, 22.848 MB Texture ====================== ====================== Memory post level load ====================== ====================== WARN: ENGINE: Lua garbage collection starting FreeUnusedBlocksInBuckets released 0 Kb DaveD: Level loaded in 0.14 seconds Anim: anims\objects\tk_arrow_idle.jan: loaded (1 frames latency) Anim: anims\dartnew\helmet\darthelmetdn.jan: loaded (1 frames latency) Anim: anims\thought_bubble\shieldloop.jan: loaded (1 frames latency) Anim: anims\dartnew\standready.jan: loaded (1 frames latency) Anim: anims\dartnew\walkmove.jan: loaded (1 frames latency) Anim: anims\janitor\hint_end.jan: loaded (1 frames latency) Anim: anims\thought_bubble\ballstatic.jan: loaded (1 frames latency) Anim: anims\dartnew\actionfall.jan: loaded (1 frames latency) Anim: anims\dartnew\standstill.jan: loaded (1 frames latency) Anim: anims\dartnew\pack\packbounce_lf_rt.jan: loaded (1 frames latency) Anim: anims\dartnew\pack\packbounce_up_dn.jan: loaded (1 frames latency) Anim: anims\dartnew\helmet\darthelmetdefpose.jan: loaded (1 frames latency) 1: 1 (number) 1: 1 (number) STUBBED: This is probably wrong at GetDt (/home/icculus/projects/psychonauts/Source/CommonLibs/DFUtil/Profiler.cpp:181) STUBBED: set specular highlights at setSpecularEnable (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Renderer.cpp:2035) Anim: anims\dartnew\trnrtcycle.jan: loaded (1 frames latency) Anim: anims\dartnew\run.jan: loaded (1 frames latency) Anim: anims\dartnew\walk.jan: loaded (1 frames latency) Anim: anims\thought_bubble\bubbledoublejump.jan: loaded (1 frames latency) Anim: anims\dartnew\longjump.jan: loaded (1 frames latency) Anim: anims\menubrain\door1crack.jan: loaded (1 frames latency) Anim: anims\menubrain\door1crackedidle.jan: loaded (1 frames latency) Anim: anims\menubrain\door1closedidle.jan: loaded (1 frames latency) Anim: anims\dartnew\180.jan: loaded (1 frames latency) Anim: anims\menubrain\door3crack.jan: loaded (1 frames latency) Anim: anims\menubrain\door3crackedidle.jan: loaded (1 frames latency) Anim: anims\menubrain\door3closedidle.jan: loaded (1 frames latency) Anim: anims\dartnew\railslide45angle.jan: loaded (1 frames latency) Anim: anims\dartnew\railslideflat.jan: loaded (1 frames latency) Anim: anims\dartnew\trnlfcycle.jan: loaded (1 frames latency) WARN: (none(-1) SetNewAction LevelScript: no string passed Anim: anims\dartnew\mainmenu_jump.jan: loaded (1 frames latency) Anim: anims\menubrain\door1open.jan: loaded (1 frames latency) ERROR: Assert in /home/icculus/projects/psychonauts/Source/game/luatest/../../CommonLibs/Include/../DFGraphics/Color.h, line 96 v.x >= 0.0f && v.x <= 1.0f && v.y >= 0.0f && v.y <= 1.0f && v.z >= 0.0f && v.z <= 1.0f && v.w >= 0.0f && v.w <= 1.0f Encountered Error: Psychonauts has encountered an error /home/icculus/projects/psychonauts/Source/game/luatest/../../CommonLibs/Include/../DFGraphics/Color.h, line 96 v.x >= 0.0f && v.x <= 1.0f && v.y >= 0.0f && v.y <= 1.0f && v.z >= 0.0f && v.z <= 1.0f && v.w >= 0.0f && v.w <= 1.0f Please contact technical support at http://www.doublefine.com. I am currently using Bumblebee for hybrid graphics, if that helps in any way.

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  • Tips for creating great game trailers

    - by Venesectrix
    Impressive trailers for your game can really help show players how awesome your game is, but I'm having trouble finding tips that describe how to create a great trailer. I would like to learn about the best way to decide trailer length, structure, music/sound, and content. Basically, what parts of my game do I show in a trailer, how should the scenes be organized, and how would you do the sound? Any advice on things to avoid would be great as well; for example, I read that splicing some video, switching to a screen with text, switching back to video, etc., probably isn't the best way to do it. Thanks!

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  • How do you stop OgreBullet Capsule from falling over?

    - by Nathan Baggs
    I've just started implementing bullet into my Ogre project. I followed the install instructions here: http://www.ogre3d.org/tikiwiki/OgreBullet+Tutorial+1 And the rest if the tutorial here: http://www.ogre3d.org/tikiwiki/OgreBullet+Tutorial+2 I got that to work fine however now I wanted to extend it to a handle a first person camera. I created a CapsuleShape and a Rigid Body (like the tutorial did for the boxes) however when I run the game the capsule falls over and rolls around on the floor, causing the camera swing wildly around. I need a way to fix the capsule to always stay upright, but I have no idea how Below is the code I'm using. (part of) Header File OgreBulletDynamics::DynamicsWorld *mWorld; // OgreBullet World OgreBulletCollisions::DebugDrawer *debugDrawer; std::deque<OgreBulletDynamics::RigidBody *> mBodies; std::deque<OgreBulletCollisions::CollisionShape *> mShapes; OgreBulletCollisions::CollisionShape *character; OgreBulletDynamics::RigidBody *characterBody; Ogre::SceneNode *charNode; Ogre::Camera* mCamera; Ogre::SceneManager* mSceneMgr; Ogre::RenderWindow* mWindow; main file bool MinimalOgre::go(void) { ... mCamera = mSceneMgr->createCamera("PlayerCam"); mCamera->setPosition(Vector3(0,0,0)); mCamera->lookAt(Vector3(0,0,300)); mCamera->setNearClipDistance(5); mCameraMan = new OgreBites::SdkCameraMan(mCamera); OgreBulletCollisions::CollisionShape *Shape; Shape = new OgreBulletCollisions::StaticPlaneCollisionShape(Vector3(0,1,0), 0); // (normal vector, distance) OgreBulletDynamics::RigidBody *defaultPlaneBody = new OgreBulletDynamics::RigidBody( "BasePlane", mWorld); defaultPlaneBody->setStaticShape(Shape, 0.1, 0.8); // (shape, restitution, friction) // push the created objects to the deques mShapes.push_back(Shape); mBodies.push_back(defaultPlaneBody); character = new OgreBulletCollisions::CapsuleCollisionShape(1.0f, 1.0f, Vector3(0, 1, 0)); charNode = mSceneMgr->getRootSceneNode()->createChildSceneNode(); charNode->attachObject(mCamera); charNode->setPosition(mCamera->getPosition()); characterBody = new OgreBulletDynamics::RigidBody("character", mWorld); characterBody->setShape( charNode, character, 0.0f, // dynamic body restitution 10.0f, // dynamic body friction 10.0f, // dynamic bodymass Vector3(0,0,0), Quaternion(0, 0, 1, 0)); mShapes.push_back(character); mBodies.push_back(characterBody); ... }

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  • Collision Detection in Java for a game

    - by gordsmash
    Im making a game in Java with a few other people but we are stuck on one part of it, making the collision detection. The game is an RPG and I know how to do the collision detection with the characters using Rectangles, but what I dont know how to do is the collision detection for the maps. What I mean by that is like so the character cant walk over trees or water and that stuff but using rectangles doesnt seem like the best option here. Well to explain what the game maps are gonna look like, here is an example http://i980.photobucket.com/albums/ae287/gordsmash/7-8.jpg Now I could use rectangles to get bounds and stop the player from walking over the trees and water but that would take a lot of them. But is there another easier way to prevent the player from walking over the trees and obstacles besides using Rectangles?

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  • 2.5D action RPG game

    - by Phorden
    I want to make a 2.5D action RPG game in the next say five years. I need to learn a language first and I have started with C#. I haven't gotten too far into learning it and I would like advice on the best way to approach making a game like this in the long run. Work with XNA studios or stop and learn C++ and UDK? Or maybe there is another good way to approach this. I want to learn programming, so just using a visual editor without learning to code is not the way I want to go. I also don't want to write my game engine from scratch. I'm all ears for advice.

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  • Ios Game with many animated Nodes,performance issues

    - by user31929
    I'm working in a large map upside-down game(not tiled map),the map i use is a city. I have to insert many node to create the "life of the city",something like people that cross the streets,cars,etc... Some of this characters are involved in physics and game logic but others are only graphic characters. For what i know the only way i can achive this result is to create each character node with or without physic body and animate each character with a texture atlas. In this way i think that i'll have many performance problems, (the characters will be something like 100/150) even if i'll apply all the performance tips that i know... My question is: with large numbers of characters there another programming pattern that i must follow ? What is the approch of game like simcity,simpsons tapped out for ios,etc... that have so many animation at the same time?

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  • Obtaining In game Warcraft III data to program standalone AI

    - by Slav
    I am implementing common purpose behavioral algorithm and would like to test it under my lovely Warcraft III game and watch how it will fight against real players. The problem is how to obtain information about in game state (units, structures, environment, etc. ). Algorithm needs access to hard drive and possibly distributed computing, that's why JASS (WC3 Editor language) usage doesn't solve the issue. Direct 3D hooking is an approach, but it wasn't done for WC3 yet and significant drawback is inability to watch online at how AI performs since it uses the viewport to issue commands. How in game data can be obtained to a different process in a fastest and easiest way? Thank you.

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  • Beginning Game Development on iPhone/iPad [closed]

    - by Ilya Knaup
    I'm willing to begin learning iPhone Game development. The problem is that I've found many resources for older models of iPad and iPhone. As you know now both have retina displays and amazingly fast graphics processors (Older resources don't take advantage of it). So I'm here to ask you for help on how to kickoff the development. Any recent tools, libraries, standards etc. Is there anything you can recommend? Ideally game should work on both iPad and iPhone, Retina and non Retina. It's going be a 2d / cartoon graphics based game with intense touching (So detecting touches quiet fast is a must have). Any advice, everything you that could help us started is very much appreciated.

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  • 2D Pixel/sprite game in unity? [on hold]

    - by acidzombie24
    Hi I'm an absolute newbie in unity. In the past I was told unity is terrible for 2d games so I look away after looking at it for a few days. I don't remember if this was right before unity4 came out or after. I hear unity is fairly good at 2d now. I tried googling for tutorials but I'm doing it wrong. I could not find a good tetris or tic tac toe tutorial. What assets/tutorials do I want for a 2D game? Side question is what tutorials are good if I want to make a fire emblem/advance wars type game (HUD heavy grid base game)

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  • Saving and Loading the Game (Automatically or Manually) via Internal Storage Only (Tablet PC Issues)

    - by David Dimalanta
    Here is my question. When making a game app for Android, I considered first the device. It's no problem to save progress everything (from levels to records) on a smartphone because it has an SD Card slot. Exception to this, the tablet PC, it can really nothing but on internal only storage. For example, I'm using this tutorial for audio spectrum (see http://www.youtube.com/watch?v=5cN1VzZXcdo) that involves copying from internal to external in order to detect frequency. It works on the desktop but not on the Android device (Tablets only [i.e. Google Nexus Tablet]). Is there a way to optimize save/load game problems due to internal/external device issues? Plus, additionally, what's the reason why my device won't work on tablets, except the desktop, while testing the audio spectrum code and why? Also, is it the same with saving/loading game?

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  • Reuseable Platform For Custom Board Game

    - by George Bailey
    Is there a generic platform to allow me to customize the rules to a board game. The board game uses a square grid, similar to Checkers or Chess. I was hoping to take some of the work out of creating this computer opponent, by reusing what is already written. I would think that there would be a pre-written routine for deciding which moves would lead to the best outcome, and all that I would need to program is the pieces, legal moves, what layout constitutes a win/lose or draw, and perhaps some kind of scoring for value of pieces. I have seen chess programs that appear to use a recursive routine, so they think anywhere from 2 to 20 moves ahead to create varying degrees of difficulty. I have noticed this on chess.com. The game I am programming will not be as complex. Is there a platform designed to be re-used for different grid/piece based games. JavaScript would be preferable, but Java or Perl would be acceptable.

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  • Game Clock Precision

    - by Philip
    I'm reading a fantastic article about game timer precision and here is a quote about 2/3 of the way into the article: If you start your game clock at about 4 billion (more precisely 2^32, or any large power of two) then your exponent, and hence your precision, will remain constant for the next ~4 billion seconds, or ~136 years. He doesn't give a concrete example of this though. Does this mean I would want to add 2^32 to the game clock value that I store at the beginning of each frame? Or is there a way to actually set the clock in Windows so that the numbers start at 2^32?

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  • To start with Multiplayer game development

    - by jeyanthinath
    Me and my friend are planned to develop a Multiplayer game , I can have no (lack of) knowledge about the gaming .. But there are many tutorials and e books available for game development !! But for Multiplayer gaming i am in need better knowledge I cant understand what is going on there and i visit the blogs and other questions sections and i hear the something about networking concepts such as Packets,data transfer ,client-server communication , peer-peer I am tired of being to those posts and reading what that i don't know .. Tell me how to deal with this situation and overcame the problem to learn something about networking concepts and game development techinques related to multiplayer gaming

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