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  • How does an Engine like Source process entities?

    - by Júlio Souza
    [background information] On the Source engine (and it's antecessor, goldsrc, quake's) the game objects are divided on two types, world and entities. The world is the map geometry and the entities are players, particles, sounds, scores, etc (for the Source Engine). Every entity has a think function, which do all the logic for that entity. So, if everything that needs to be processed comes from a base class with the think function, the game engine could store everything on a list and, on every frame, loop through it and call that function. On a first look, this idea is reasonable, but it can take too much resources, if the game has a lot of entities.. [end of background information] So, how does a engine like Source take care (process, update, draw, etc) of the game objects?

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  • Texture the quad with different parts of texture

    - by PolGraphic
    I have a 2D quad. Let say it's position is (5,10) and size is (7,11). I want to texture it with one texture, but using three different parts of it. I want to texture the part of quad from x = 5 to x = 7 with part of texture from U = 0 to U = 0.5 (replaying it after achieving 0.5, so I will have 4 same 0.5-lenght fragments). The second one with some other part of texture (also repeating it) and third in the same style. But, how to achieve it? I know that: float2 tc = fmod(input.TexCoord, textureCoordinates.zw - textureCoordinates.xy) + textureCoordinates.xy; //textureCoordinates.xy = fragments' offset Will give me the texture part replaying.

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  • Collision between sprites in game programming?

    - by Lyn Maxino
    I've since just started coding for an android game using eclipse. I've read Beginning Android Game Programming and various other e-books. Recently, I've encountered a problem with collision between sprites. I've used this code template for my program. package com.project.CAI_test; import java.util.Random; import android.graphics.Bitmap; import android.graphics.Canvas; import android.graphics.Rect; public class Sprite { // direction = 0 up, 1 left, 2 down, 3 right, // animation = 3 back, 1 left, 0 front, 2 right int[] DIRECTION_TO_ANIMATION_MAP = { 3, 1, 0, 2 }; private static final int BMP_ROWS = 4; private static final int BMP_COLUMNS = 3; private static final int MAX_SPEED = 5; private GameView gameView; private Bitmap bmp; private int x = 0; private int y = 0; private int xSpeed; private int ySpeed; private int currentFrame = 0; private int width; private int height; public Sprite(GameView gameView, Bitmap bmp) { this.width = bmp.getWidth() / BMP_COLUMNS; this.height = bmp.getHeight() / BMP_ROWS; this.gameView = gameView; this.bmp = bmp; Random rnd = new Random(); x = rnd.nextInt(gameView.getWidth() - width); y = rnd.nextInt(gameView.getHeight() - height); xSpeed = rnd.nextInt(MAX_SPEED * 2) - MAX_SPEED; ySpeed = rnd.nextInt(MAX_SPEED * 2) - MAX_SPEED; } private void update() { if (x >= gameView.getWidth() - width - xSpeed || x + xSpeed <= 0) { xSpeed = -xSpeed; } x = x + xSpeed; if (y >= gameView.getHeight() - height - ySpeed || y + ySpeed <= 0) { ySpeed = -ySpeed; } y = y + ySpeed; currentFrame = ++currentFrame % BMP_COLUMNS; } public void onDraw(Canvas canvas) { update(); int srcX = currentFrame * width; int srcY = getAnimationRow() * height; Rect src = new Rect(srcX, srcY, srcX + width, srcY + height); Rect dst = new Rect(x, y, x + width, y + height); canvas.drawBitmap(bmp, src, dst, null); } private int getAnimationRow() { double dirDouble = (Math.atan2(xSpeed, ySpeed) / (Math.PI / 2) + 2); int direction = (int) Math.round(dirDouble) % BMP_ROWS; return DIRECTION_TO_ANIMATION_MAP[direction]; } public boolean isCollition(float x2, float y2) { return x2 > x && x2 < x + width && y2 > y && y2 < y + height; } } The above code only detects collision between the generated sprites and the surface border. What I want to achieve is a collision detection that is controlled by the update function without having to change much of the coding. Probably several lines placed in the update() function. Tnx for any comment/suggestion.

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  • Limiting game loop to exactly 60 tics per second (Android / Java)

    - by user22241
    So I'm having terrible problems with stuttering sprites. My rendering and logic takes less than a game tic (16.6667ms) However, although my game loop runs most of the time at 60 ticks per second, it sometimes goes up to 61 - when this happens, the sprites stutter. Currently, my variables used are: //Game updates per second final int ticksPerSecond = 60; //Amount of time each update should take final int skipTicks = (1000 / ticksPerSecond); This is my current game loop @Override public void onDrawFrame(GL10 gl) { // TODO Auto-generated method stub //This method will run continuously //You should call both 'render' and 'update' methods from here //Set curTime initial value if '0' //Set/Re-set loop back to 0 to start counting again loops=0; while(System.currentTimeMillis() > nextGameTick && loops < maxFrameskip){ SceneManager.getInstance().getCurrentScene().updateLogic(); //Time correction to compensate for the missing .6667ms when using int values nextGameTick+=skipTicks; timeCorrection += (1000d/ticksPerSecond) % 1; nextGameTick+=timeCorrection; timeCorrection %=1; //Increase loops loops++; } render(); } I realise that my skipTicks is an int and therefore will come out as 16 rather that 16.6667 However, I tried changing it (and ticksPerSecond) to Longs but got the same problem). I also tried to change the timer used to Nanotime and skiptics to 1000000000/ticksPerSecond, but everything just ran at about 300 ticks per seconds. All I'm attempting to do is to limit my game loop to 60 - what is the best way to guarantee that my game updates never happen at more than 60 times a second? Please note, I do realise that very very old devices might not be able to handle 60 although I really don't expect this to happen - I've tested it on the lowest device I have and it easily achieves 60 tics. So I'm not worried about a device not being able to handle the 60 ticks per second, but rather need to limit it - any help would be appreciated.

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  • Using DLLEXPORT to export DLL function With Class to C#

    - by SICGames2013
    In my previous revision game engine I deported major functions for the game editor for C#. Now, I'm beginning to revise the game engine with a static library. There's a already dynamic library created in C++ to use DLLEXPORT for C#. Just now I want to test out the newer functions and created a DLL file from C++. Because the DLL contains classes I was wondering how would I be able to use DLL Export. Would I do this: [DLLEXPORT("GameEngine.dll", EntryPoint="SomeClass", Conventional=_stdcall)] static extern void functionFromClass(); I have a feeling it's probably DLLImport and not DLLExport. I was wondering how would I go about this? Another way I was thinking was because I already have the DLL in C++ prepared already to go the C# Class Library. I could just keep the new engine as a lib, and link the lib with the old DLL C++ file. Wouldn't the EntryPoint be able to point to the class the function is in?

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  • Beat detection and FFT

    - by Quincy
    So I am working on a platformer game which includes music with beat detection. I am currently using a simple if the energy that is stored in the history buffer is smaller then the current energy there is a beat. The problem with this is that ofcourse if you use songs like rock songs where you have a pretty steady amplitude this isn't going to work. So I looked further and found algorithms splitting the sound into multiple bands using FFT. I then found this : http://en.literateprograms.org/Cooley-Tukey_FFT_algorithm_(C) The only problem I'm having is that I am quite new to audio and I have no idea how to use that to split the signal up into multiple signals. So my question is : How do you use a FFT to split a signal into multiple bands ? Also for the guys interested, this is my algorithm in c# : // C = threshold, N = size of history buffer / 1024 public void PlaceBeatMarkers(float C, int N) { List<float> instantEnergyList = new List<float>(); short[] samples = soundData.Samples; float timePerSample = 1 / (float)soundData.SampleRate; int sampleIndex = 0; int nextSamples = 1024; // Calculate instant energy for every 1024 samples. while (sampleIndex + nextSamples < samples.Length) { float instantEnergy = 0; for (int i = 0; i < nextSamples; i++) { instantEnergy += Math.Abs((float)samples[sampleIndex + i]); } instantEnergy /= nextSamples; instantEnergyList.Add(instantEnergy); if(sampleIndex + nextSamples >= samples.Length) nextSamples = samples.Length - sampleIndex - 1; sampleIndex += nextSamples; } int index = N; int numInBuffer = index; float historyBuffer = 0; //Fill the history buffer with n * instant energy for (int i = 0; i < index; i++) { historyBuffer += instantEnergyList[i]; } // If instantEnergy / samples in buffer < instantEnergy for the next sample then add beatmarker. while (index + 1 < instantEnergyList.Count) { if(instantEnergyList[index + 1] > (historyBuffer / numInBuffer) * C) beatMarkers.Add((index + 1) * 1024 * timePerSample); historyBuffer -= instantEnergyList[index - numInBuffer]; historyBuffer += instantEnergyList[index + 1]; index++; } }

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  • How to update a game off a database

    - by James Clifton
    I am currently writing a sports strategy management game (cricket) in PHP, with a MYSQL database, and I have come across one stumbling block - how do I update games where neither player is online? Cricket is a game played between two players, and when they (or one of them) is online then everything is fine; but what if neither player is online? This occurs when championship games are played, and these games need to happen at certain times for game reasons. At the moment I have a private web page that updates every 5 seconds, and each time it loads all games are updated; but then I have the problem that when my private web page stops (for example my computer crashes or my web browser plays up) the game stops updating! Any suggestions?

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  • Problems with texture orientation in space

    - by frankie
    I am currently drawing texture in 3D space and have some problems with it's orientation. I'd like me textures always to be oriented with front face to user. My desirable result looks like Note, that text size stay without changes when we rotating world and stay oriented with front face to user. Now I can draw text in 3D space, but it is not oriented with front but rotating with world. Such results I got with following shaders: Vertex Shader uniform vec3 Position; void main() { gl_Position = vec4(Position, 1.0); } Geometry Shader layout(points) in; layout(triangle_strip, max_vertices = 4) out; out vec2 fsTextureCoordinates; uniform mat4 projectionMatrix; uniform mat4 modelViewMatrix; uniform sampler2D og_texture0; uniform float og_highResolutionSnapScale; uniform vec2 u_originScale; void main() { vec2 halfSize = vec2(textureSize(og_texture0, 0)) * 0.5 * og_highResolutionSnapScale; vec4 center = gl_in[0].gl_Position; center.xy += (u_originScale * halfSize); vec4 v0 = vec4(center.xy - halfSize, center.z, 1.0); vec4 v1 = vec4(center.xy + vec2(halfSize.x, -halfSize.y), center.z, 1.0); vec4 v2 = vec4(center.xy + vec2(-halfSize.x, halfSize.y), center.z, 1.0); vec4 v3 = vec4(center.xy + halfSize, center.z, 1.0); gl_Position = projectionMatrix * modelViewMatrix * v0; fsTextureCoordinates = vec2(0.0, 0.0); EmitVertex(); gl_Position = projectionMatrix * modelViewMatrix * v1; fsTextureCoordinates = vec2(1.0, 0.0); EmitVertex(); gl_Position = projectionMatrix * modelViewMatrix * v2; fsTextureCoordinates = vec2(0.0, 1.0); EmitVertex(); gl_Position = projectionMatrix * modelViewMatrix * v3; fsTextureCoordinates = vec2(1.0, 1.0); EmitVertex(); } Fragment Shader in vec2 fsTextureCoordinates; out vec4 fragmentColor; uniform sampler2D og_texture0; uniform vec3 u_color; void main() { vec4 color = texture(og_texture0, fsTextureCoordinates); if (color.a == 0.0) { discard; } fragmentColor = vec4(color.rgb * u_color.rgb, color.a); } Any ideas how to get my desirable result? EDIT 1: I make edit in my geometry shader and got part of lable drawn on screen at corner. But it is not rotating. .......... vec4 centerProjected = projectionMatrix * modelViewMatrix * center; centerProjected /= centerProjected.w; vec4 v0 = vec4(centerProjected.xy - halfSize, 0.0, 1.0); vec4 v1 = vec4(centerProjected.xy + vec2(halfSize.x, -halfSize.y), 0.0, 1.0); vec4 v2 = vec4(centerProjected.xy + vec2(-halfSize.x, halfSize.y), 0.0, 1.0); vec4 v3 = vec4(centerProjected.xy + halfSize, 0.0, 1.0); gl_Position = og_viewportOrthographicMatrix * v0; ..........

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  • Unity3D - Projection matrix camera frustum

    - by MulletDevil
    I've used off centre projection to create a custom projection matrix for my camera. When I run the game I can see the scene correctly in the game view but in the editor view the camera frustum is not correct. It still shows the original frustum shape not the new one. It also appears that Unity is using the original frustum for frustum culling and not the new one as I can see object being culled which are visible to the new frustum but would not be visible in the old one. Am I wrong in thinking that a custom projection matrix would alter the view frustum? Or am I missing something else?

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  • Game physics / 2D Collision detection AS3

    - by Jery
    I know there are some methods you can use like hittestPoint and so on, but I want to see where my movieclip colliedes with another another movieclip. Any other methods I can use? by any chance does somebody know some a good introduction to game physics? Im asking because I coded a small engine and pretty much the whole code is spagetti code thats why I would like to know how you can setup something like this properly

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  • Examples of interesting implementations of character stats?

    - by Tchalvak
    I've got this BBG going ( http://ninjawars.net ), and the character stats currently are simplistic. I'm looking to add a few stats to the current 1/2 (strength and maximum hitpoints, essentially). I've come up with: (strength (unchanged), speed, stamina, and some others that are somewhat interesting wildcard stats). However, I'm not satisfied with how boring the effects of some of these stats are, because they're very linear. Better stat, better effects of the stat, but the stats don't interact with each-other, there's no Rock-Paper-Scissors interaction, having more is always better all the time. So what I'd really like is to see examples of interesting character stats or effects of stats? Examples that I can think of off hand: Call of Cthulu's Insanity stat (things get really weird/chaotic if you start losing sanity) White Wolf stats, to a certain extent (the stats themselves have some basic effects, and all skills effectiveness base themselves off of stats as well) What are some other ways people have used stats to check out?

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  • how to do event checks for loops?

    - by yao jiang
    I am having some trouble getting the logic down for this. Currently, I have an app that animates the astar pathfinding algorithm. On start of the app, the ui will show the following: User can press "space" to randomly choose start/end coords, then the app will animate it. Or, user can choose the start/end by left-click/right-click. During the animation, the user can also left-click to generate blocks, or right-click to choose a new destiantion. Where I am stuck at is how to handle the events while the app is animating. Right now, I am checking events in the main loop, then when the app is animating, I do event checks again. While it works fine, I feel that I am probably doing it wrong. What is the proper way of setting up the main loop that will handle the events while the app is animating? In main loop, the app start animating once user choose start/end. In my draw function, I am putting another event checker in there. def clear(rows): for r in range(rows): for c in range(rows): if r%3 == 1 and c%3 == 1: color = brown; grid[r][c] = 1; buildCoor.append(r); buildCoor.append(c); else: color = white; grid[r][c] = 0; pick_image(screen, color, width*c, height*r); pygame.display.flip(); os.system('cls'); # draw out the grid def draw(start, end, grid, route_coord): # draw the end coords color = red; pick_image(screen, color, width*end[1],height*end[0]); pygame.display.flip(); # then draw the rest of the route for i in range(len(route_coord)): # pausing because we want animation time.sleep(speed); # get the x/y coords x,y = route_coord[i]; event_on = False; if grid[x][y] == 2: color = green; elif grid[x][y] == 3: color = blue; for event in pygame.event.get(): if event.type == pygame.MOUSEBUTTONDOWN: if event.button == 3: print "destination change detected, rerouting"; # get mouse position, px coords pos = pygame.mouse.get_pos(); # get grid coord c = pos[0] // width; r = pos[1] // height; grid[r][c] = 4; end = [r, c]; elif event.button == 1: print "user generated event"; pos = pygame.mouse.get_pos(); # get grid coord c = pos[0] // width; r = pos[1] // height; # mark it as a block for now grid[r][c] = 1; event_on = True; if check_events([x,y]) or event_on: # there is an event # mark it as a block for now grid[y][x] = 1; pick_image(screen, event_x, width*y, height*x); pygame.display.flip(); # then find a new route new_start = route_coord[i-1]; marked_grid, route_coord = find_route(new_start, end, grid); draw(new_start, end, grid, route_coord); return; # just end draw here so it wont throw the "index out of range" error elif grid[x][y] == 4: color = red; pick_image(screen, color, width*y, height*x); pygame.display.flip(); # clear route coord list, otherwise itll just add more unwanted coords route_coord_list[:] = []; clear(rows); # main loop while not done: # check the events for event in pygame.event.get(): # mouse events if event.type == pygame.MOUSEBUTTONDOWN: # get mouse position, px coords pos = pygame.mouse.get_pos(); # get grid coord c = pos[0] // width; r = pos[1] // height; # find which button pressed, highlight grid accordingly if event.button == 1: # left click, start coords if grid[r][c] == 2: grid[r][c] = 0; color = white; elif grid[r][c] == 0 or grid[r][c] == 4: grid[r][c] = 2; start = [r,c]; color = green; else: grid[r][c] = 1; color = brown; elif event.button == 3: # right click, end coords if grid[r][c] == 4: grid[r][c] = 0; color = white; elif grid[r][c] == 0 or grid[r][c] == 2: grid[r][c] = 4; end = [r,c]; color = red; else: grid[r][c] = 1; color = brown; pick_image(screen, color, width*c, height*r); # keyboard events elif event.type == pygame.KEYDOWN: clear(rows); # one way to quit program if event.key == pygame.K_ESCAPE: print "program will now exit."; done = True; # space key for random start/end elif event.key == pygame.K_SPACE: # first clear the ui clear(rows); # now choose random start/end coords buildLoc = zip(buildCoor,buildCoor[1:])[::2]; #print buildLoc; (start_x, start_y, end_x, end_y) = pick_point(); while (start_x, start_y) in buildLoc or (end_x, end_y) in buildLoc: (start_x, start_y, end_x, end_y) = pick_point(); clear(rows); print "chosen random start/end coords: ", (start_x, start_y, end_x, end_y); if (start_x, start_y) in buildLoc or (end_x, end_y) in buildLoc: print "error"; # draw the route marked_grid, route_coord = find_route([start_x,start_y],[end_x,end_y], grid); draw([start_x, start_y], [end_x, end_y], marked_grid, route_coord); # return key for user defined start/end elif event.key == pygame.K_RETURN: # first clear the ui clear(rows); # get the user defined start/end print "user defined start/end are: ", (start[0], start[1], end[0], end[1]); grid[start[0]][start[1]] = 1; grid[end[0]][end[1]] = 2; # draw the route marked_grid, route_coord = find_route(start, end, grid); draw(start, end, marked_grid, route_coord); # c to clear the screen elif event.key == pygame.K_c: print "clearing screen."; clear(rows); # go fullscreen elif event.key == pygame.K_f: if not full_sc: pygame.display.set_mode([1366, 768], pygame.FULLSCREEN); full_sc = True; rows = 15; clear(rows); else: pygame.display.set_mode(size); full_sc = False; # +/- key to change speed of animation elif event.key == pygame.K_LEFTBRACKET: if speed >= 0.1: print SPEED_UP; speed = speed_up(speed); print speed; else: print FASTEST; print speed; elif event.key == pygame.K_RIGHTBRACKET: if speed < 1.0: print SPEED_DOWN; speed = slow_down(speed); print speed; else: print SLOWEST print speed; # second method to quit program elif event.type == pygame.QUIT: print "program will now exit."; done = True; # limit to 20 fps clock.tick(20); # update the screen pygame.display.flip();

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  • Tools for assembling textures into DDS files

    - by Nicol Bolas
    There are plenty of tools for making images. I'm not looking for one of those; I have many tools for creating an image. I've got tools for compressing images, generating mipmaps, and even for poking at their basic data format. My issue is with texture assembly. DDS files support cubemaps, array textures, and even cubemap arrays. But I don't know of a tool that can pack a series of images into a cubemap or the like. What tools are available for doing this kind of thing?

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  • 3ds Max error dialog: "Instancing not supported for this action"

    - by monsto
    "Instancing not supported for this action” is the dialog I get. My favorite part is that, according to google and yahoo, apparently i am the only person in the history of mankind to experience these words together in this order, let along get this message from Max. Thanks, autodesk, for putting this dialog in special for me! So I’ve created my model (nws) and was setting up a Skin Wrap. Selected "Face Deformation", added the base-skin for weight, checked “weight all points”. . . clicked “convert to skin” and got that dialog. My model doesn’t have a whole lot of elements to it, I had a left and right appendage that came from a base model (skyrim). so, i did a clonecopy of all 3 of my elements, just to be sure nothing was instanced… and VOILA! Same error message. the only other elements are an imported NIF mesh and skeleton. Any idea where this is coming from or how I can make it go away so that I can export my mesh?

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  • Can't click on a button with startDrag() active on stage

    - by Pedro
    I need to know how can I enable mouse click on a button when I have a MouseEvent listener for the stage. I have a MClip associated with the mouse cursor: Mouse.hide(); scope.startDrag(true); And an MouseEnvet on the stage: stage.addEventListener(MouseEvent.CLICK, FunctionXYZ); When I try to click on any button they don't assume the function that I create for those buttons... for example, button for fullscreen, exit, help, etc... Thank you very much. BR, Pedro

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  • I prefer C/C++ over Unity and other tools: is it such a big downer for a game developper ?

    - by jokoon
    We have a big game project on Unity at school on which we are 12 to work on. My teacher seems to be convinced it's an important tool to teach students, since it makes students look from the high level to the lower level. I can understand his view, and I'm wondering: Is unity such an important engine in game developping companies ? Are there a lot of companies using it because they can't afford to use something else ? He is talking like Unity is a big player in game making, but I only see it fit small indie game companies who want to do a game as fast as possible. Do you think Unity is that much important in the industry ? Does it endangers the value of C++ skills ? It's not that I don't like Unity, it's just that I don't learn nothing with it, I prefer to achieve little steps with Ogre or SFML instead. Also, we also have C++ practice exercises, but those are just practice with theory, nothing much.

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  • Libgdx actor bounds are wrong

    - by Undume
    The Actor's boundaries are not centered at the ButtonText but I used the setBounds() method. The higher the Y position is, the less centered is the boundary. The weird thing is that i only created and added to the Stage one button but the screen shows two. When i click the top button, the bottom one is the one highlighted. How can i fix that? import com.badlogic.gdx.Game; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.files.FileHandle; import com.badlogic.gdx.scenes.scene2d.Stage; import com.badlogic.gdx.scenes.scene2d.ui.Skin; import com.badlogic.gdx.scenes.scene2d.ui.TextButton; public class MyGame extends Game { Stage stage; @Override public void create() { stage=new Stage(); FileHandle skinFile = new FileHandle("data/resources/uiskin/uiskin.json"); Skin skin = new Skin(skinFile); TextButton sas=new TextButton("dd",skin); sas.setBounds(0, 500, 100, 100); stage.addActor(sas); Gdx.input.setInputProcessor(stage); } @Override public void dispose() { super.dispose(); } @Override public void render() { super.render(); stage.act(Gdx.graphics.getDeltaTime()); stage.draw(); } @Override public void resize(int width, int height) { super.resize(width, height); } @Override public void pause() { super.pause(); } @Override public void resume() { super.resume(); } }

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  • XNA GUI: Creating a 'scroll pane' widget

    - by Keith Myers
    I'm trying to create a simple GUI system and am currently stuck on how to implement a textarea with a scrollbar. In other words, the text is too large to fit into the view area. I want to learn how to do this, so I'd rather not use an already rolled API. I believe this could be done if the text were part of a texture, but if the game had a lot of unique dialog, this seems expensive. I researched creating a texture on the fly and writing to it, but came up with nothing. Any suggested strategies would be appreciated. I believe it boils down to: text in a texture and how? Or something I have not thought of...

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  • Tool for creating Spritesheet? and Tips

    - by Spooks
    I am looking for a tool that I can use to create sprite sheet easily. Right now I am using Illustrator, but I can never get the center of the character in the exact position, so it looks like it is moving around(even though its always in one place), while being loop through the sprite sheet. Is there any better tools that I can be using? Also what kind of tips would you give for working with a sprite sheet? Should I create each part of the character in individual layers (left arm, right arm, body, etc.) or everything at once? any other tips would also be helpful! thank you

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  • Typical Applications of Linear System Solver in Game Developemnt

    - by craftsman.don
    I am going to write a custom solver for linear system. I would like to survey the typical problems involved the linear system solving in games. So that I can custom optimization on these problems based on the shape of the matrix. currently I am focus on these problems: B-Spline editing (I use a linear solve to resolve the C0, C1, C2 continuity) Constraint in Simulation (especially Position-Constraint, cloth) Both of them are Banded Matrix. I want to hear about some other applications of a linear system in games. Thank you.

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  • Networking Client Server Packet logic (How they communicate)

    - by Trixmix
    I want to know what is the logic behind server client communication through packets for a real time game. for example the server sends x packets then the client receives x packets and processes them.. Basically what is the process to keep the client and server in sync and able to receive and send packets. more in depth example of what I want to know: client step 1 wait for a packet step 2 read x packets step 3 process x packets step 4 send x packets and so on... I need to know the very basic outline of the communication. Big questions are: 1) do I send and read packets all at one time? i.e for loop though the incoming packets array list and read them all or one every server loop or what... 2) what order should I do things i.e first receive then read then process then send etc.. 3) what I asked above a step by step of what the server / client should do.. Thanks!

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  • Vector Graphics in DirectX

    - by Doug
    I'm curious as to people's thoughts on the best way to use vector graphics in a directX game instead of rasterized textures(think Super Meat Boy). I want to remain resolution independent and don't want to downscale/upscale rasterized graphics. Also the idea would be for all assets to be vector graphics(again think Super Meat Boy). I've looked at Valve's paper "Improved Alpha-Tested Magnification for Vector Textures and Special Effects" and also looked at using shaders http://http.developer.nvidia.com/GPUGems3/gpugems3_ch25.html. Wondering if anyone has done something similar or an alternate approach. Cheers

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  • Avoid if statements in DirectX 10 shaders?

    - by PolGraphic
    I have heard that if statements should be avoid in shaders, because both parts of the statements will be execute, and than the wrong will be dropped (which harms the performance). It's still a problem in DirectX 10? Somebody told me, that in it only the right branch will be execute. For the illustration I have the code: float y1 = 5; float y2 = 6; float b1 = 2; float b2 = 3; if(x>0.5){ x = 10 * y1 + b1; }else{ x = 10 * y2 + b2; } Is there an other way to make it faster? If so, how do it? Both branches looks similar, the only difference is the values of "constants" (y1, y2, b1, b2 are the same for all pixels in Pixel Shader).

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  • What method replaces GL_SELECT for box selection?

    - by Jake
    Last 2 weeks I started working on a box selection that selects shapes using GL_SELECT and I just got it working finally. When looking up resources online, there is a significant number of posts that say GL_SELECT is deprecated in OpenGL 3.0, but there is no mention of what had replace that function. I learnt OpenGL 1.2 in back in college 2 years back but checking wikipedia now, I realise we already have OpenGL 4.0 but I am unaware of what I need to do to keep myself up to date. So, in the meantime, what would be the latest preferred method for box selection? EDIT: I found http://www.khronos.org/files/opengl-quick-reference-card.pdf on page 5 this card still lists glRenderMode(GL_SELECT) as part of the OpenGL 3.2 reference.

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  • What is a legal way to use music from registered authors in a game?

    - by mm24
    I have recently asked a question about music in games like Guitar Hero. I have found that that in Europe (at least) if I do want to use a track composed by a musician member of a royalty collecting society I need to pay a flat fee to the society and not only to the member. So a "one-to-one" agreement is not valid and the society can come up to me and ask me for money for each download. Even if for FREE! This is a fee sheet list of the UK agency: for fee, see "Permanent download services" It is about 1,200 GBP for less than 22,000 copies and they DON'T specify anything more and they said me on the phone that I need to wait and see how many downloads I get before knowing the price. This is kind of crazy as If I give away the App for free I will have to PAY 1,200 GBP!! I am shocked and I feel very bad. One agency suggested me to use a fake name of the artist, but in this way is not fair to my collaborators as what they hope is that the App gets lots of downloads and in this way that other people will get to know about them and hopefully commission them more work. The other solution is to work only with non registered musicians. The question here to you is: Has anyone found a legal way to use music from registered authors in a game?

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