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  • Minecraft style XNA game collision?

    - by Levi
    I've been trying to get this working for ages now, I can detect if there's a solid block at any place on the map and I can check how far something is inside of it, but I don't understand how to fix the collision. I've tried loads of ways and all of them end up by the player getting stuck, glitching around, incorrect responses and I really have no idea how to go about this :/. int Chnk = Utility.GetChunkFromPosition(origin); if (Chnk == -1) return; Vector3 Pos = Utility.GetCubeVectorFromPosition(origin); if (GlobalWorld.LoadedChunks[Chnk].Blocks[(byte)Pos.X, (byte)Pos.Y, (byte)Pos.Z] != 0) { isInIllegalState = true; if (velocity.Y < 0f) velocity.Y = 0f; } while (isInIllegalState) { if (GlobalWorld.LoadedChunks[Chnk].Blocks[(byte)Pos.X, (byte)origin.Y, (byte)Pos.Z] != 0) origin.Y = (int)(origin.Y + 1); else isInIllegalState = false; } if (origin.Y < Chunk.YSize - 2 && GlobalWorld.LoadedChunks[Chnk].Blocks[(byte)Pos.X, (byte)(origin.Y + playerHeight.Y), (byte)Pos.Z] != 0) { velocity.Y = 0f; //Acceleration.Y = 0f; origin.Y = (int)origin.Y;// -0.5f; } for (int x = -1; x <= 1; x+=2) { for (int z = -1; z <= 1; z += 2) { Vector3 CornerPosition = new Vector3(boundingSize * x, 0, boundingSize * z); bool CorrectX = false; bool CorrectZ = false; Vector3 RoundedOrigin = Utility.RoundVector(origin); Vector3 RoundedCorner = Utility.RoundVector(origin + CornerPosition); byte BlockAdjacent = Utility.GetCubeFromPosition(origin + CornerPosition); if (BlockAdjacent == 0) continue; if (RoundedCorner.X != RoundedOrigin.X && RoundedCorner.Z != RoundedOrigin.Z) { CorrectX = true; CorrectZ = true; } if (RoundedCorner.Z != RoundedOrigin.Z && RoundedCorner.X == RoundedOrigin.X) CorrectZ = true; if (RoundedCorner.X != RoundedOrigin.X && RoundedCorner.Z == RoundedOrigin.Z) CorrectX = true; if (CorrectX && CornerPosition.X > 0) { if (origin.X > 0f) origin.X = (int)(origin.X + 1) - boundingSize; else origin.X = (int)origin.X - boundingSize; } else if (CorrectX && CornerPosition.X < 0) { if (origin.X > 0f) origin.X = (int)(origin.X) + boundingSize; else origin.X = (int)(origin.X - 1) + boundingSize; } if (CorrectZ && CornerPosition.Z > 0) { if (origin.Z > 0f) origin.Z = (int)(origin.Z + 1) - boundingSize; else origin.Z = (int)origin.Z - boundingSize; } else if (CorrectZ && CornerPosition.Z < 0) { if (origin.Z > 0f) origin.Z = (int)(origin.Z) + boundingSize; else origin.Z = (int)(origin.Z - 1) + boundingSize; } } }

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  • C# Cursor stuck on busy state

    - by Ben
    So I implemented a fixed time step loop for my C# game. All it does at the moment is make a square bounce around the screen. The problem I'm having is that when I execute the program, the window doesn't allow me to close the program and the cursor is stuck on the busy icon. I have to go into visual studio and stop the program manually. Here's the loop at the moment public void run() { int updates = 0; int frames = 0; double msPerTick = 1000.0 / 60.0; double threshhold = 0; long lastTime = getCurrentTime(); long lastTimer = getCurrentTime(); while (true) { long currTime = getCurrentTime(); threshhold += (currTime - lastTime) / msPerTick; lastTime = currTime; while (threshhold >= 1) { update(); updates++; threshhold -= 1; } this.Refresh(); frames++; if ((getCurrentTime() - lastTimer) >= 1000) { this.Text = updates + " updates and " + frames + " frames per second"; updates = 0; frames = 0; lastTimer += 1000; } } }

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  • Java: Reflection Packet Builder using getField()

    - by Matchlighter
    So I just finished writing a packet builder that dynamically loads data into a data stream which is then sent out. Each builder operates by finding fields in its class (and its superclasses) that are marked with an @data annotation. Upon finishing the builder, I remembered that getFields() does not return in "any specific order". I quite like my builder because it allows for quite simple, yet hard-typed packets. Could this implementation be a problem? What would be the best next step to keep the simplicity - do alphabetical sorting of fields?

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  • How to remove a box2d body when collision happens?

    - by Ayham
    I’m still new to java and android programming and I am having so much trouble Removing an object when collision happens. I looked around the web and found that I should never handle removing BOX2D bodies during collision detection (a contact listener) and I should add my objects to an arraylist and set a variable in the User Data section of the body to delete or not and handle the removing action in an update handler. So I did this: First I define two ArrayLists one for the faces and one for the bodies: ArrayList<Sprite> myFaces = new ArrayList<Sprite>(); ArrayList<Body> myBodies = new ArrayList<Body>(); Then when I create a face and connect that face to its body I add them to their ArrayLists like this: face = new AnimatedSprite(pX, pY, pWidth, pHeight, this.mBoxFaceTextureRegion); Body BoxBody = PhysicsFactory.createBoxBody(mPhysicsWorld, face, BodyType.DynamicBody, objectFixtureDef); mPhysicsWorld.registerPhysicsConnector(new PhysicsConnector(face, BoxBody, true, true)); myFaces.add(face); myBodies.add(BoxBody); now I add a contact listener and an update handler in the onloadscene like this: this.mPhysicsWorld.setContactListener(new ContactListener() { private AnimatedSprite face2; @Override public void beginContact(final Contact pContact) { } @Override public void endContact(final Contact pContact) { } @Override public void preSolve(Contact contact,Manifold oldManifold) { } @Override public void postSolve(Contact contact,ContactImpulse impulse) { } }); scene.registerUpdateHandler(new IUpdateHandler() { @Override public void reset() { } @Override public void onUpdate(final float pSecondsElapsed) { } }); My plan is to detect which two bodies collided in the contact listener by checking a variable from the user data section of the body, get their numbers in the array list and finally use the update handler to remove these bodies. The questions are: Am I using the arraylist correctly? How to add a variable to the User Data (the code please). I tried removing a body in this update handler but it still throws me NullPointerException , so what is the right way to add an update handler and where should I add it. Any other advices to do this would be great. Thanks in advance.

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  • Numerically stable(ish) method of getting Y-intercept of mouse position?

    - by Fraser
    I'm trying to unproject the mouse position to get the position on the X-Z plane of a ray cast from the mouse. The camera is fully controllable by the user. Right now, the algorithm I'm using is... Unproject the mouse into the camera to get the ray: Vector3 p1 = Vector3.Unproject(new Vector3(x, y, 0), 0, 0, width, height, nearPlane, farPlane, viewProj; Vector3 p2 = Vector3.Unproject(new Vector3(x, y, 1), 0, 0, width, height, nearPlane, farPlane, viewProj); Vector3 dir = p2 - p1; dir.Normalize(); Ray ray = Ray(p1, dir); Then get the Y-intercept by using algebra: float t = -ray.Position.Y / ray.Direction.Y; Vector3 p = ray.Position + t * ray.Direction; The problem is that the projected position is "jumpy". As I make small adjustments to the mouse position, the projected point moves in strange ways. For example, if I move the mouse one pixel up, it will sometimes move the projected position down, but when I move it a second pixel, the project position will jump back to the mouse's location. The projected location is always close to where it should be, but it does not smoothly follow a moving mouse. The problem intensifies as I zoom the camera out. I believe the problem is caused by numeric instability. I can make minor improvements to this by doing some computations at double precision, and possibly abusing the fact that floating point calculations are done at 80-bit precision on x86, however before I start micro-optimizing this and getting deep into how the CLR handles floating point, I was wondering if there's an algorithmic change I can do to improve this? EDIT: A little snooping around in .NET Reflector on SlimDX.dll: public static Vector3 Unproject(Vector3 vector, float x, float y, float width, float height, float minZ, float maxZ, Matrix worldViewProjection) { Vector3 coordinate = new Vector3(); Matrix result = new Matrix(); Matrix.Invert(ref worldViewProjection, out result); coordinate.X = (float) ((((vector.X - x) / ((double) width)) * 2.0) - 1.0); coordinate.Y = (float) -((((vector.Y - y) / ((double) height)) * 2.0) - 1.0); coordinate.Z = (vector.Z - minZ) / (maxZ - minZ); TransformCoordinate(ref coordinate, ref result, out coordinate); return coordinate; } // ... public static void TransformCoordinate(ref Vector3 coordinate, ref Matrix transformation, out Vector3 result) { Vector3 vector; Vector4 vector2 = new Vector4 { X = (((coordinate.Y * transformation.M21) + (coordinate.X * transformation.M11)) + (coordinate.Z * transformation.M31)) + transformation.M41, Y = (((coordinate.Y * transformation.M22) + (coordinate.X * transformation.M12)) + (coordinate.Z * transformation.M32)) + transformation.M42, Z = (((coordinate.Y * transformation.M23) + (coordinate.X * transformation.M13)) + (coordinate.Z * transformation.M33)) + transformation.M43 }; float num = (float) (1.0 / ((((transformation.M24 * coordinate.Y) + (transformation.M14 * coordinate.X)) + (coordinate.Z * transformation.M34)) + transformation.M44)); vector2.W = num; vector.X = vector2.X * num; vector.Y = vector2.Y * num; vector.Z = vector2.Z * num; result = vector; } ...which seems to be a pretty standard method of unprojecting a point from a projection matrix, however this serves to introduce another point of possible instability. Still, I'd like to stick with the SlimDX Unproject routine rather than writing my own unless it's really necessary.

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  • Getting isometric grid coordinates from standard X,Y coordinates

    - by RoryHarvey
    I'm currently trying to add sprites to an isometric Tiled TMX map using Objects in cocos2d. The problem is the X and Y metadata from TMX object are in standard 2d format (pixels x, pixels y), instead of isometric grid X and Y format. Usually you would just divide them by the tile size, but isometric needs some sort of transform. For example on a 64x32 isometric tilemap of size 40 tiles by 40 tiles an object at (20,21)'s coordinates come out as (640,584) So the question really is what formula gets (20,21) from (640,584)?

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  • What data should be cached in a multiplayer server, relative to AI and players?

    - by DevilWithin
    In a virtual place, fully network driven, with an arbitrary number of players and an arbitrary number of enemies, what data should be cached in the server memory, in order to optimize smooth AI simulation? Trying to explain, lets say player A sees player B to E, and enemy A to G. Each of those players, see player A, but not necessarily each other. Same applies to enemies. Think of this question from a topdown perspective please. In many cases, for example, when a player shoots his gun, the server handles the sound as a radial "signal" that every other entity within reach "hear" and react upon. Doing these searches all the time for a whole area, containing possibly a lot of unrelated players and enemies, seems to be an issue, when the budget for each AI agent is so small. Should every entity cache whatever enters and exits from its radius of awareness? Is there a great way to trace the entities close by without flooding the memory with such caches? What about other AI related problems that may arise, after assuming the previous one works well? We're talking about environments with possibly hundreds of enemies, a swarm.

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  • Best strategy (tried and tested) for using Box2D in a real-time multiplayer game?

    - by Simon Grey
    I am currently tackling real-time multiplayer physics updates for a game engine I am writing. My question is how best to use Box2D for networked physics. If I run the simulation on the server, should I send position, velocity etc to every client on every tick? Should I send it every few ticks? Maybe there is another way that I am missing? How has this problem been solved using Box2D before? Anyone with some ideas would be greatly appreciated!

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  • [JOGL] my program is too slow, ho can i profile with Eclipse?

    - by nkint
    hi juys my simple opengl program is really toooo slow and not fluid i'm rendering 30 sphere with simple illumination and simple material. the only hard(?) computing stuffs i do is a collision detection between ray-mouse and spheres (that works ok and i do it only in mouseMoved) i have no thread only animator to move spheres how can i profile my jogl project? or mayebe (most probable..) i have some opengl instruction that i don't understand and make render particular accurate (or back face rendering that i don't need or whatever i don't know exctly i'm just entered in opengl world)

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  • HLSL problem with divide by homogeneous component

    - by Berend
    When I try to divide my position.z by my position.w in HLSL I get as result always 1.0f or higher. Is this a common problem for some reason? When I divide my position.x or y by the w this works fine. But the divide for the z gives a wrong result. I use the view matrix for my camera and the projection matrix as i use it in the game because I want to create a depthmap from the cameraposition. Can anybody explain what I'm doing wrong? Do I need another view matrix?

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  • Maya Animated Character export for XNA 4.0 problem

    - by FahidK
    To begin with, I'm trying to export an animated character in .fbx format from Maya 2013 to XNA 4.0 In Maya, The Model has a basic rig and the animations are in clips made in the Trax editor. so the issue i'm having is after selecting the model and the root joint and then hitting export in .fbx format, for some reason when i open the exported .fbx file the joint system is detached from the model with no animation. Btw, i have the animations in clips so that they can be called in code, for example "run","walk","attack". So, what can i do to solve this problem? Thank you.

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  • How to properly do weapon cool-down reload timer in multi-player laggy environment?

    - by John Murdoch
    I want to handle weapon cool-down timers in a fair and predictable way on both client on server. Situation: Multiple clients connected to server, which is doing hit detection / physics Clients have different latency for their connections to server ranging from 50ms to 500ms. They want to shoot weapons with fairly long reload/cool-down times (assume exactly 10 seconds) It is important that they get to shoot these weapons close to the cool-down time, as if some clients manage to shoot sooner than others (either because they are "early" or the others are "late") they gain a significant advantage. I need to show time remaining for reload on player's screen Clients can have clocks which are flat-out wrong (bad timezones, etc.) What I'm currently doing to deal with latency: Client collects server side state in a history, tagged with server timestamps Client assesses his time difference with server time: behindServerTimeNs = (behindServerTimeNs + (System.nanoTime() - receivedState.getServerTimeNs())) / 2 Client renders all state received from server 200 ms behind from his current time, adjusted by what he believes his time difference with server time is (whether due to wrong clocks, or lag). If he has server states on both sides of that calculated time, he (mostly LERP) interpolates between them, if not then he (LERP) extrapolates. No other client-side prediction of movement, e.g., to make his vehicle seem more responsive is done so far, but maybe will be added later So how do I properly add weapon reload timers? My first idea would be for the server to send each player the time when his reload will be done with each world state update, the client then adjusts it for the clock difference and thus can estimate when the reload will be finished in client-time (perhaps considering also for latency that the shoot message from client to server will take as well?), and if the user mashes the "shoot" button after (or perhaps even slightly before?) that time, send the shoot event. The server would get the shoot event and consider the time shot was made as the server time when it was received. It would then discard it if it is nowhere near reload time, execute it immediately if it is past reload time, and hold it for a few physics cycles until reload is done in case if it was received a bit early. It does all seem a bit convoluted, and I'm wondering whether it will work (e.g., whether it won't be the case that players with lower ping get better reload rates), and whether there are more elegant solutions to this problem.

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  • How do games make money? What models do they use?

    - by cable729
    I'm trying to research the ways in which games make money. I want to know more about the models they use (free/premium, trial/subscription, free-to-play with micro-transactions, etc.). In addition, I want information on which models work for which games, what models are best for which age groups, etc. I've tried my best to find information, and Google hasn't turned anything up at all. I think I'll stop by my University's library and see if there's anything there. This may seem like a broad question, but I'm looking for links and titles of books, not typed-out answers.

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  • Any good web frameworks for asynchronous multiplayer games?

    - by Steven Stadnicki
    I'm trying to craft a site for web-based (original) board games, and my client (currently written in Actionscript, but that's highly fungible) works fine - I can play solitaire games in the client - but it has nothing to connect to. What I'm looking for is a server framework for handling accounts/authentication and game tracking: something that would let players log in, show them a list of their current games, let them invite friends to new games, let them make moves in the games they have open, etc. I'm flexible on language; obviously I'm going to have to write a lot of server code to handle the actual game logic, but that should be straightforward enough. I'm more concerned with how to handle the user (and game) DBs, though suggestions for a good server framework for communicating with the DBs (and serving up, most likely, JSON for client communications) are also welcome. Right now my leaning is towards Ruby (probably with Rails) but as far as I can determine it would be a pretty good chunk of effort to set up the necessary databases, so having something even higher-level would be really useful to me.

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  • Adding 2D vector movement with rotation applied

    - by Michael Zehnich
    I am trying to apply a slight sine wave movement to objects that float around the screen to make them a little more interesting. I would like to apply this to the objects so that they oscillate from side to side, not front to back (so the oscillation does not affect their forward velocity). After reading various threads and tutorials, I have come to the conclusion that I need to create and add vectors, but I simply cannot come up with a solution that works. This is where I'm at right now, in the object's update method (updated based on comments): Vector2 oldPosition = new Vector2(spritePos.X, spritePos.Y); //note: newPosition is initially set in the constructor to spritePos.x/y Vector2 direction = newPosition - oldPosition; Vector2 perpendicular = new Vector2(direction.Y, -direction.X); perpendicular.Normalize(); sinePosAng += 0.1f; perpendicular.X += 2.5f * (float)Math.Sin(sinePosAng); spritePos.X += velocity * (float)Math.Cos(radians); spritePos.Y += velocity * (float)Math.Sin(radians); spritePos += perpendicular; newPosition = spritePos;

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  • scaling point sprites with distance

    - by Will
    How can you scale a point sprite by its distance from the camera? GLSL fragment shader: gl_PointSize = size / gl_Position.w; seems along the right tracks; for any given scene all sprites seem nicely scaled by distance. Is this correct? How do you compute the proper scaling for my vertex attribute size? I want each sprite to be scaled by the modelview matrix. I had played with arbitrary values and it seems that size is the radius in pixels at the camera, and is not in modelview scale. I've also tried: gl_Position = pMatrix * mvMatrix * vec4(vertex,1.0); vec4 v2 = pMatrix * mvMatrix * vec4(vertex.x,vertex.y+0.5*size,vertex.z,1.0); gl_PointSize = length(gl_Position.xyz-v2.xyz) * gl_Position.w; But this makes the sprites be bigger in the distance, rather than smaller:

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  • Applying prerecorded animations to models with the same skeleton

    - by Jeremias Pflaumbaum
    well my question sounds a bit like, how do I apply mo-cap animations to my model, but thats not really it I guess. Animations and model share the same skeleton, but the models vary in size and proportion, but I still want to be able to apply any animation to any model. I think this should be possible since the models got the same skeleton bone structure and the bones are always in the same area only their position varies from model to model. In particular Im trying to apply this to 2D characters that got 2arm, 2legs, a head and a body, but if you got anything related to that topic even if its 3D related or keywords, articles, books whatever Im gratefull for everything cause Im a bit stuck at the moment. cheers Jery

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  • How to mimic the same fixed-size horizon as in this racing game?

    - by Aybe
    I am trying to replicate the same horizon (buildings and sky) as in the image below: As you can see, the player has advanced in a straight line, yet the horizon has still the same size: This is my attempt using 3D, while it's okay when the player is on the start line: It's not so great when the player advanced as much as in the image no. 2: This is an overview of where the horizon buildings and sky are located: Obviously this won't achieve such effect when one is close to it, so I've tried to scale up the horizon on all axes but the problem is that the buildings are too small depending where you look at them from. How can one mimic such rendering ?

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  • Isometric layer moving inside map

    - by gronzzz
    i'm created isometric map and now trying to limit layer moving. Main idea, that i have left bottom, right bottom, left top, right top points, that camera can not move outside, so player will not see map out of bounds. But i can not understand algorithm of how to do that. It's my layer scale/moving code. - (void)touchBegan:(UITouch *)touch withEvent:(UIEvent *)event { _isTouchBegin = YES; } - (void)touchMoved:(UITouch *)touch withEvent:(UIEvent *)event { NSArray *allTouches = [[event allTouches] allObjects]; UITouch *touchOne = [allTouches objectAtIndex:0]; CGPoint touchLocationOne = [touchOne locationInView: [touchOne view]]; CGPoint previousLocationOne = [touchOne previousLocationInView: [touchOne view]]; // Scaling if ([allTouches count] == 2) { _isDragging = NO; UITouch *touchTwo = [allTouches objectAtIndex:1]; CGPoint touchLocationTwo = [touchTwo locationInView: [touchTwo view]]; CGPoint previousLocationTwo = [touchTwo previousLocationInView: [touchTwo view]]; CGFloat currentDistance = sqrt( pow(touchLocationOne.x - touchLocationTwo.x, 2.0f) + pow(touchLocationOne.y - touchLocationTwo.y, 2.0f)); CGFloat previousDistance = sqrt( pow(previousLocationOne.x - previousLocationTwo.x, 2.0f) + pow(previousLocationOne.y - previousLocationTwo.y, 2.0f)); CGFloat distanceDelta = currentDistance - previousDistance; CGPoint pinchCenter = ccpMidpoint(touchLocationOne, touchLocationTwo); pinchCenter = [self convertToNodeSpace:pinchCenter]; CGFloat predictionScale = self.scale + (distanceDelta * PINCH_ZOOM_MULTIPLIER); if([self predictionScaleInBounds:predictionScale]) { [self scale:predictionScale scaleCenter:pinchCenter]; } } else { // Dragging _isDragging = YES; CGPoint previous = [[CCDirector sharedDirector] convertToGL:previousLocationOne]; CGPoint current = [[CCDirector sharedDirector] convertToGL:touchLocationOne]; CGPoint delta = ccpSub(current, previous); self.position = ccpAdd(self.position, delta); } } - (void)touchEnded:(UITouch *)touch withEvent:(UIEvent *)event { _isDragging = NO; _isTouchBegin = NO; // Check if i need to bounce _touchLoc = [touch locationInNode:self]; } #pragma mark - Update - (void)update:(CCTime)delta { CGPoint position = self.position; float scale = self.scale; static float friction = 0.92f; //0.96f; if(_isDragging && !_isScaleBounce) { _velocity = ccp((position.x - _lastPos.x)/2, (position.y - _lastPos.y)/2); _lastPos = position; } else { _velocity = ccp(_velocity.x * friction, _velocity.y *friction); position = ccpAdd(position, _velocity); self.position = position; } if (_isScaleBounce && !_isTouchBegin) { float min = fabsf(self.scale - MIN_SCALE); float max = fabsf(self.scale - MAX_SCALE); int dif = max > min ? 1 : -1; if ((scale > MAX_SCALE - SCALE_BOUNCE_AREA) || (scale < MIN_SCALE + SCALE_BOUNCE_AREA)) { CGFloat newSscale = scale + dif * (delta * friction); [self scale:newSscale scaleCenter:_touchLoc]; } else { _isScaleBounce = NO; } } }

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  • Suggestions to start a cross-platform project

    - by Gabriele
    I have a big project in my head, it should be cross-platform (Win, Max and Linux), online (Client - Server) and with 3D graphics. I would like some suggestions to start with the right things. Currently I'm a PHP/MySQL coder, I used to code in C and Pascal on DOS ages (Borland Times ;)), my C knowlegde need a refresh but it's ok. I guess C++ it's the right language. What platform and what i should use to code? I can choose from all three platforms. My idea was to use Visual Studio 2010 C++, but i'm not sure if it support Native code. What kind of libraries should i use? I guessed OpenSSL for the login, OpenGL for graphics part. For the Audio or the GUI? Any other suggestions are well accepted. I know it's a "BIG DEAL" but I have no rush and it'll be a free-time project, only for my pleasure. Thank you in advance.

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  • When I shoot from a gun while walking, the bullet is off the center, but when stand still it's fine

    - by Vlad1k
    I am making a small project in Unity, and whenever I walk with the gun and shoot at the same time, the bullets seem to curve and shoot off 2-3 CMs from the center. When I stand still this doesn't happen. This is my main Javascript code: @script RequireComponent(AudioSource) var projectile : Rigidbody; var speed = 500; var ammo = 30; var fireRate = 0.1; private var nextFire = 0.0; function Update() { if(Input.GetButton ("Fire1") && Time.time > nextFire) { if(ammo != 0) { nextFire = Time.time + fireRate; var clone = Instantiate(projectile, transform.position, transform.root.rotation); clone.velocity = transform.TransformDirection(Vector3 (0, 0, speed)); ammo = ammo - 1; audio.Play(); } else { } } } I assume that these two lines need to be tweaked: var clone = Instantiate(projectile, transform.position, transform.root.rotation); clone.velocity = transform.TransformDirection(Vector3 (0, 0, speed)); Thanks in advanced, and please remember that I just started Unity, and I might have a difficult time understanding some things. Thanks!

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  • EaseFunction in LoopEntityModifier

    - by Siddharth
    For my game, I need EaseFunction in LoopEntityModifier. In my game, I am rotating ball over certain object. For giving effect I want to use EaseFunction. I want to rotate ball around an object take around 4 to 5 round that was already rotating but I want add some effect so that it looks good. For this I have to use EaseFunction which suits my needs. But if I put EaseFunction in rotation modifier then each round rotation modifier apply an effect of EaseFunction that I want only one time occur either starting or ending time. So if I can able to provide EaseFunction in LoopEntityModifier then it will good for me or something similar also work for me. At present my code is something similar like this. new LoopEntityModifier(new RotationModifier(...)); I hope someone has some idea on this.

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  • cocos2d/OpenGL multitexturing problem

    - by Gajoo
    I've got a simple shader to test multitextureing the problem is both samplers are using same image as their reference. the shader code is basically just this : vec4 mid = texture2D(u_texture,v_texCoord); float g = texture2D(u_guide,v_guideCoord); gl_FragColor = vec4(g , mid.g,0,1); and this is how I'm calling draw function : int last_State; glGetIntegerv(GL_ACTIVE_TEXTURE, &last_State); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, getTexture()->getName()); glActiveTexture(GL_TEXTURE1); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, mGuideTexture->getName()); ccGLEnableVertexAttribs( kCCVertexAttribFlag_TexCoords |kCCVertexAttribFlag_Position); glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, vertices); glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, 0, texCoord); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisable(GL_TEXTURE_2D); I've already check mGuideTexture->getName() and getTexture()->getName() are returning correct textures. but looking at the result I can tell, both samplers are reading from getTexture()->getName(). here are some screen shots showing what is happening : The image rendered Using above codes The image rendered when I change textures passed to samples I'm expecting to see green objects from the first picture with red objects hanging from the top.

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  • Victory rewards in digital CCG

    - by Nils Munch
    I am currently polishing a digital CCG where people can play against friend and random opponents in a classical Magic the Gathering-like duel CCG. I plan to award the players with 20 ingame currency units (lets call them gold) for each hour they are playing, 50 for each day they are playing and X for each victory. Now, the X is what I am trying to calculate here, since I would prefer keeping the currency to a certain value, but also with to entice the players to battle. I could go with a solid figure, say 25, for beating up an opponent. But that would result in experienced players only beating up newly started players, making the experience lame for both. I could also make a laddered tier, where you start at level 1, and raise in level as you defeat your opponents, where winning over a player awards you his level x 2 in gold. Which would you prefer if you were playing a game like this. There is no gold-based scoreboard, but the gold is used to purchase new cards along the way.

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  • Image 1 becomes image 2 with sliding effect from left to right?

    - by Paul
    I would like to show a second image appearing while a "door" is closing on my character. I've got my character in the middle of the screen and a door coming from the left. When the door passes my character, I would like to have this second image appearing little by little. So far, I've gotten by with fadingOut the character and then fadingIn my second image of the character at the same position when the door is completely closed, but I would like to have both of them at the same time. (the effect that image 1 becomes image 2 when the door is sliding from left to right). Would you know how to do this with Cocos2d? Here are the images : at first, the character is blue, and the door is coming from the left : Then, behind the black door, the character becomes red, but only behind this door, so it stays blue when the door is not on him, and will become completely red when the door passes the character : EDIT : with this code, the black door hides the red and blue rectangles : (And if i add each of my layers at a different depth, and only use GL_LESS, same thing) blue.position = ccp( size.width*0.5 , size.height/2 ); red.position = ccp( size.width*0.46 , size.height/2 ); black.position = ccp( size.width*0.1 , size.height/2 ); glEnable(GL_DEPTH_TEST); [batch addChild:red z:0]; [batch addChild:black z:2]; glDepthFunc(GL_GREATER); [batch addChild:blue z:1]; glDepthFunc(GL_LESS); id action1 = [CCMoveTo actionWithDuration:3 position:ccp(size.width,size.height/2)]; [black runAction: [CCSequence actions:action1, nil]];

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