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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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  • 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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  • How can I save state from script in a multithreaded engine?

    - by Peter Ren
    We are building a multithreaded game engine and we've encountered some problems as described below. The engine have 3 threads in total: script, render, and audio. Each frame, we update these 3 threads simultaneously. As these threads updating themselves, they produce some tasks and put them into a public storage area. As all the threads finish their update, each thread go and copy the tasks for themselves one by one. After all the threads finish their task copying, we make the threads process those tasks and update these threads simultaneously as described before. So this is the general idea of the task schedule part of our engine. Ok, well, all the task schedule part work well, but here's the problem: For the simplest, I'll take Camera as an example: local oldPos = camera:getPosition() -- ( 0, 0, 0 ) camera:setPosition( 1, 1, 1 ) -- Won't work now, cuz the render thread will process the task at the beginning of the next frame local newPos = camera:getPosition() -- Still ( 0, 0, 0 ) So that's the problem: If you intend to change a property of an object in another thread, you have to wait until that thread process this property-changing message. As a result, what you get from the object is still the information in the last frame. So, is there a way to solve this problem? Or are we build the task schedule part in a wrong way? Thanks for your answers :)

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  • Where can I find free or buy "next-gen" 3D Assets?

    - by Valmond
    Usually I buy 3D Assets from sites like turbosquid.com or similar. My problem is that I have lately implemented glow, normal maps, specular (and specular power) maps and reflection maps and I can't find any models that use those techniques. So where can I find / buy "next gen" assets (at least models/items with a normal map)? I have checked for similar posts but those I found are about either free only or 2D or 'ordinary' 3D so I hope this is not a duplicate.

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  • Problem with DirectX scene-graph

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

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  • 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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  • 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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  • 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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  • Embed Unity3D and load multiple games from a single app

    - by Rafael Steil
    Is is possible to export an entire unity3d project/game as an AssetBundle and load it on iOS/Android/Windows on an app that doesn't know anything about such game beforehand? What I have in mind is something like the web plugin does - it loads a series of .unity3d files over http, and render inline in the browser window. Is it even possible to do something closer for iOS/Android? I have read a lot of docs so far, but still can't be sure: http://floored.com/blog/2013/integrating-unity3d-within-ios-native-application.html http://docs.unity3d.com/Manual/LoadingResourcesatRuntime.html http://docs.unity3d.com/Manual/AssetBundlesIntro.html The code from the post at http://forum.unity3d.com/threads/112703-Override-Unity-Data-folder-path?p=749108&viewfull=1#post749108 works for Android, but how about iOS and other platforms?

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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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  • 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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  • Representing heightmaps, on disk and when drawing

    - by gardian06
    This is a conglomeration question when answering please specify which part you are addressing. I am looking at creating a maze type game that utilizes elevation. I have a few features I would like to have, but am unsure as to some of the implementation. I have done work doing fileIO maze generation (using a key to read the file, and then generate the level based on that file), but I am unsure how to think about this with elevation in the mix. I think height maps might be a good approach, but don't know how to represent them effectively. for a height map which is more beneficial XML(containing h[u,v] data and key definition), CSV (item1 is key reference, item2 is elevation), or another approach that I have not thought of yet? When it comes to placing the elevation values themselves what kind of deltah values are appropriate to have it noticeable at about a 60degree angle while not really effecting gravity driven physics (assuming some effect while moving up/down hill)? I am thinking of maybe going to procedural generation at some point, but am wondering if it is practical to have a procedurally generated grid (wall squares possibly same dimensions as the open space squares), or if designing to a thin wall open spaces is better? this decision will effect the amount of work need on the graphics end for uniform vs. irregular walls. EDIT: Game will be a elevation maze shooter. Levels/maps will be mazes with elevation the player has to negotiate. Elevations will have effects on "combat" vision, and movement.

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  • Pygame: Save a list of objects/classes/surfaces

    - by Sam Tubb
    I am working on a game, in which you can create mazes. You place blocks on a 16x16 grid, while choosing from a variety of block to make the level with. Whenever you create a block, it adds this class: class Block(object): def __init__(self,x,y,spr): self.x=x self.y=y self.sprite=spr self.rect=self.sprite.get_rect(x=self.x,y=self.y) to a list called instances. I tried shelving it to a .bin file, but it returns some error dealing with surfaces. How can I go about saving and loading levels? Any help is appreciated! :) Here is the whole code for reference: import pygame from pygame.locals import * #initstuff pygame.init() screen=pygame.display.set_mode((640,480)) pygame.display.set_caption('PiMaze') instances=[] #loadsprites menuspr=pygame.image.load('images/menu.png').convert() b1spr=pygame.image.load('images/b1.png').convert() b2spr=pygame.image.load('images/b2.png').convert() currentbspr=b1spr curspr=pygame.image.load('images/curs.png').convert() curspr.set_colorkey((0,255,0)) #menu menuspr.set_alpha(185) menurect=menuspr.get_rect(x=-260,y=4) class MenuItem(object): def __init__(self,pos,spr): self.x=pos[0] self.y=pos[1] self.sprite=spr self.pos=(self.x,self.y) self.rect=self.sprite.get_rect(x=self.x,y=self.y) class Block(object): def __init__(self,x,y,spr): self.x=x self.y=y self.sprite=spr self.rect=self.sprite.get_rect(x=self.x,y=self.y) while True: #menu items b1menu=b1spr.get_rect(x=menurect.left+32,y=48) b2menu=b2spr.get_rect(x=menurect.left+64,y=48) menuitems=[MenuItem(b1menu,b1spr),MenuItem(b2menu,b2spr)] screen.fill((20,30,85)) mse=pygame.mouse.get_pos() key=pygame.key.get_pressed() placepos=((mse[0]/16)*16,(mse[1]/16)*16) if key[K_q]: if mse[0]<260: if menurect.right<255: menurect.right+=1 else: if menurect.left>-260: menurect.left-=1 else: if menurect.left>-260: menurect.left-=1 for e in pygame.event.get(): if e.type==QUIT: exit() if menurect.right<100: if e.type==MOUSEBUTTONUP: if e.button==1: to_remove = [i for i in instances if i.rect.collidepoint(placepos)] for i in to_remove: instances.remove(i) if not to_remove: instances.append(Block(placepos[0],placepos[1],currentbspr)) for i in instances: screen.blit(i.sprite,i.rect) if not key[K_q]: screen.blit(curspr,placepos) screen.blit(menuspr,menurect) for item in menuitems: screen.blit(item.sprite,item.pos) if item.rect.collidepoint(mse): if pygame.mouse.get_pressed()==(1,0,0): currentbspr=item.sprite pygame.draw.rect(screen, ((255,0,0)), item, 1) pygame.display.flip()

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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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  • How To Smoothly Animate From One Camera Position To Another

    - by www.Sillitoy.com
    The Question is basically self explanatory. I have a scene with many cameras and I'd like to smoothly switch from one to another. I am not looking for a cross fade effect but more to a camera moving and rotating the view in order to reach the next camera point of view and so on. To this end I have tried the following code: firstCamera.transform.position.x = Mathf.Lerp(firstCamera.transform.position.x, nextCamer.transform.position.x,Time.deltaTime*smooth); firstCamera.transform.position.y = Mathf.Lerp(firstCamera.transform.position.y, nextCamera.transform.position.y,Time.deltaTime*smooth); firstCamera.transform.position.z = Mathf.Lerp(firstCamera.transform.position.z, nextCamera.transform.position.z,Time.deltaTime*smooth); firstCamera.transform.rotation.x = Mathf.Lerp(firstCamera.transform.rotation.x, nextCamera.transform.rotation.x,Time.deltaTime*smooth); firstCamera.transform.rotation.z = Mathf.Lerp(firstCamera.transform.rotation.z, nextCamera.transform.rotation.z,Time.deltaTime*smooth); firstCamera.transform.rotation.y = Mathf.Lerp(firstCamera.transform.rotation.y, nextCamera.transform.rotation.y,Time.deltaTime*smooth); But the result is actually not that good.

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  • Implementing top view physics using box2D

    - by humbleBee
    How can top view physics games be done in box2D? One idea I have is to set the linear velocity of an object manually or to alter the linear and angular damping as my object moves over different surfaces. For example if my object is over a wet surface it'll have less linear damping and if it is over rough surface it'll have more damping. And to see if my object has fallen over an edge I'll try to use an AABB and check if its still inside or manually see if object.x > boundary.x etc. Is there any better way?

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  • What exactly can shaders be used for?

    - by Bane
    I'm not really a 3D person, and I've only used shaders a little in some Three.js examples, and so far I've got an impression that they are only being used for the graphical part of the equation. Although, the (quite cryptic) Wikipedia article and some other sources lead me to believe that they can be used for more than just graphical effects, ie, to program the GPU (Wikipedia). So, the GPU is still a processor, right? With a larger and a different instruction set for easier and faster vector manipulation, but still a processor. Can I use shaders to make regular programs (provided I've got access to the video memory, which is probable)? Edit: regular programs == "Applications", ie create windows/console programs, or at least have some way of drawing things on the screen, maybe even taking user input.

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  • Implmenting RLE into a tilemap or how to create a large 3D array?

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

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  • 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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  • Group Matchmaking

    - by Simon Kérouack
    Consider different groups(1 or more players) queuing together, we want to make 2 opposing teams containing each the same amount of players while keeping the groups together. At the same time we want to make both teams' average ranking as close as possible. Now also consider we have as a working set the subset of groups currently queuing within a given ranking range. For an example, let's say we have the following groups, ordered by queuing time: Id, playerCount, totalRank, avgRank 0, 3, 126, 42 1, 2, 60, 30 2, 1, 25, 25 3, 2, 80, 40 4, 1, 40, 40 5, 1, 20, 20 6, 3, 150, 50 for this specific subset, the expected output should ideally be: team1: 0, 1 (total: 186) team2: 2, 5, 6 (total: 195) up to now the solution I have been using is to balance out each team by making each team pick the group with highest ranking within the subset turn by turn. The team who picks is the one with the currently lowest average rank unless one is already full. If one team is already full the other team tries to complete itself with groups that would make the rank gap as small as possible. This solution turns out to have issues with frequent edge cases and I'm looking for a better solution, or some fine-tuning that could be made. In most cases, players seems to want teams of 5 people and queue in group of 2. Our average subset when 2 teams of 5 are chosen is made of about 14 players if that may be of any help.

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  • More Efficient Data Structure for Large Layered Tile Map

    - by Stupac
    It seems like the popular method is to break the map up into regions and load them as needed, my problem is that in my game there are many AI entities other than the player out performing actions in virtually all the regions of the map. Let's just say I have a 5000x5000 map, when I use a 2D array of byte's to render it my game uses around 17 MB of memory, as soon as I change that data structure to a my own defined MapCell class (which only contains a single field: byte terrain) my game's memory consumption rockets up to 400+ MB. I plan on adding layering, so an array of byte's won't cut it and I figure I'd need to add a List of some sort to the MapCell class to provide objects in the layers. I'm only rendering tiles that are on screen, but I need the rest of the map to be represented in memory since it is constantly used in Update. So my question is, how can I reduce the memory consumption of my map while still maintaining the above requirements? Thank you for your time! Here's a few snippets my C# code in XNA4: public static void LoadMapData() { // Test map generations int xSize = 5000; int ySize = 5000; MapCell[,] map = new MapCell[xSize,ySize]; //byte[,] map = new byte[xSize, ySize]; Terrain[] terrains = new Terrain[4]; terrains[0] = grass; terrains[1] = dirt; terrains[2] = rock; terrains[3] = water; Random random = new Random(); for(int x = 0; x < xSize; x++) { for(int y = 0; y < ySize; y++) { //map[x,y] = new MapCell(terrains[random.Next(4)]); map[x,y] = new MapCell((byte)random.Next(4)); //map[x, y] = (byte)random.Next(4); } } testMap = new TileMap(map, xSize, ySize); // End test map setup currentMap = testMap; } public class MapCell { //public TerrainType terrain; public byte terrain; public MapCell(byte itsTerrain) { terrain = itsTerrain; } // the type of terrain this cell is treated as /*public Terrain terrain { get; set; } public MapCell(Terrain itsTerrain) { terrain = itsTerrain; }*/ }

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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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  • Isometric Screen View to World View

    - by Sleepy Rhino
    I am having trouble working out the math to transform the screen coordinates to the Grid coordinates. The code below is how far I have got but it is totally wrong any help or resources to fix this issue would be great, had a complete mind block with this for some reason. private Point ScreenToIso(int mouseX, int mouseY) { int offsetX = WorldBuilder.STARTX; int offsetY = WorldBuilder.STARTY; Vector2 startV = new Vector2(offsetX, offsetY); int mapX = offsetX - mouseX; int mapY = offsetY - mouseY + (WorldBuilder.tileHeight / 2); mapY = -1 * (mapY / WorldBuilder.tileHeight); mapX = (mapX / WorldBuilder.tileHeight) + mapY; return new Point(mapX, mapY); }

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  • Game engines and monetization of indie games

    - by Extrakun
    Does the game engine you use affect monetization of indie games? Of course, targeting difficult platforms is one of the issues. Besides that, how would the game engine used impact monetization of games, assuming cases where the developers is going through a portal and handling the online distribution themselves? As an example, if I make a game in DarkBASIC, will it be harder to sell it than one made with Popcaps Framework or ClanLib etc.?

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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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