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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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  • ray collision with rectangle and floating point accuracy

    - by phq
    I'm trying to solve a problem with a ray bouncing on a box. Actually it is a sphere but for simplicity the box dimensions are expanded by the sphere radius when doing the collision test making the sphere a single ray. It is done by projecting the ray onto all faces of the box and pick the one that is closest. However because I'm using floating point variables I fear that the projected point onto the surface might be interpreted as being below in the next iteration, also I will later allow the sphere to move which might make that scenario more likely. Also the bounce coefficient might be as low as zero, making the sphere continue along the surface. So my naive solution is to project not only forwards but backwards to catch those cases. That is where I got into problems shown in the figure: In the first iteration the first black arrow is calculated and we end up at a point on the surface of the box. In the second iteration the "back projection" hits the other surface making the second black arrow bounce on the wrong surface. If there are several boxes close to each other this has further consequences making the sphere fall through them all. So my main question is how to handle possible floating point accuracy when placing the sphere on the box surface so it does not fall through. In writing this question I got the idea to have a threshold to only accept back projections a certain amount much smaller than the box but larger than the possible accuracy limitation, this would only cause the "false" back projection when the sphere hit the box on an edge which would appear naturally. To clarify my original approach, the arrows shown in the image is not only the path the sphere travels but is also representing a single time step in the simulation. In reality the time step is much smaller about 0.05 of the box size. The path traveled is projected onto possible sides to avoid traveling past a thinner object at higher speeds. In normal situations the floating point accuracy is not an issue but there are two situations where I have the concern. When the new position at the end of the time step is located very close to the surface, very unlikely though. When using a bounce factor of 0, here it happens every time the sphere hit a box. To add some loss of accuracy, the motivation for my concern, is that the sphere and box are in different coordinate systems and thus the sphere location is transformed for every test. This last one is why I'm not willing to stand on luck that one floating point value lying on top of the box always will be interpreted the same. I did not know voronoi regions by name, but looking at it I'm not sure how it would be used in a projection scenario that I'm using here.

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  • XNA Quadtree with LOD

    - by Byron Cobb
    I'm looking to create a fairly large environment, and as such would like to implement a quadtree and use LOD on it. I've looked through numerous examples and I get the basic idea of a quadtree. Start with a root node with 4 vertices covering the whole map and divide into 4 children nodes until I meet some criteria(max number of triangles) I'm looking for some very very basic algorithm or explanation with respect to drawing the quadtree. What vertices need to be stored per iteration? When do I determine what vertices to draw? When to update indices and vertices? Hope to integrate the bounding frustrum? Do I include parent and child vertices? I'm looking for very simple instruction on what to do. I've scoured the internet for days now looking, but everyone adds extra code and a different spin without explanation. I understand quadtrees, but not with respect to 3d rendering and lod. A link to an outside source will probably have been read by myself already and won't help. Regards, Byron.

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  • LWJGL glRotatef() without rotating axes?

    - by Brandon oubiub
    Okay so, I noticed when you rotate around an axis, say you do this: glRotatef(90.0f, 1.0f, 0.0f, 0.0f); That will rotate things 90 degrees around the x-axis. However, it also sort of rotates the y and z axes as well. So now the y-axis is pointing in and out of the screen, instead of up and down. So when I try to do stuff like this: glRotatef(90.0f, 1.0f, 0.0f, 0.0f); glRotatef(whatever, 0.0f, 1.0f, 0.0f); glRotatef(whatever2, 0.0f, 0.0f, 1.0f); The rotations around the y and z-axes end up not how I want them. I was wondering if there is any way I can sort of rotate just the axes back to their initial position after using glRotatef(), without rotating the object back. Or something like that, just so that when I rotate around the y-axis, it rotates around a vertical axis.

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  • libgdx intersection problem between rectangle and circle

    - by Chris
    My collision detection in libgdx is somehow buggy. player.png is 20*80px and ball.png 25*25px. Code: @Override public void create() { // ... batch = new SpriteBatch(); playerTex = new Texture(Gdx.files.internal("data/player.png")); ballTex = new Texture(Gdx.files.internal("data/ball.png")); player = new Rectangle(); player.width = 20; player.height = 80; player.x = Gdx.graphics.getWidth() - player.width - 10; player.y = 300; ball = new Circle(); ball.x = Gdx.graphics.getWidth() / 2; ball.y = Gdx.graphics.getHeight() / 2; ball.radius = ballTex.getWidth() / 2; } @Override public void render() { Gdx.gl.glClearColor(1, 1, 1, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); camera.update(); // draw player, ball batch.setProjectionMatrix(camera.combined); batch.begin(); batch.draw(ballTex, ball.x, ball.y); batch.draw(playerTex, player.x, player.y); batch.end(); // update player position if(Gdx.input.isKeyPressed(Keys.DOWN)) player.y -= 250 * Gdx.graphics.getDeltaTime(); if(Gdx.input.isKeyPressed(Keys.UP)) player.y += 250 * Gdx.graphics.getDeltaTime(); if(Gdx.input.isKeyPressed(Keys.LEFT)) player.x -= 250 * Gdx.graphics.getDeltaTime(); if(Gdx.input.isKeyPressed(Keys.RIGHT)) player.x += 250 * Gdx.graphics.getDeltaTime(); // don't let the player leave the field if(player.y < 0) player.y = 0; if(player.y > 600 - 80) player.y = 600 - 80; // check collision if (Intersector.overlaps(ball, player)) Gdx.app.log("overlaps", "yes"); }

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  • Migration from XNA to SharpDX

    - by Wouter
    My fear is that XNA has reached the end of the road. To keep up with the latest technology a shift to another game framework might be needed. We have many games in a large codebase, all based on XNA. My question is, how much work would it be to migrate to SharpDX and are there other possibilities? Our code base mainly uses basic 3D rendering and the SpriteBatch, no fancy shader stuff. Update: I should have mentioned we only use 2.5D, we have a simple engine that builds textured quads to render text and animated sprites. Also for sound we use XACT (what else..) with some effects.

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  • Best practices for periodically saving game state to disk

    - by Ben Morris
    I'm working on an MMO. All of the player and environment data lives on a server and is kept in memory. There's a "world" object which keeps track of all of the maps, characters, etc. and their relations to each other. To avoid data loss in case of a crash, I've been periodically serializing the world to disk. The trouble is, this object can be quite large, so when the server starts writing, there's noticeable in-game slowdown for a few seconds, which I'd like to avoid. Any pointers on how to go about this in a more efficient way?

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  • What is a technique for 2D ray-box intersection that is suitable for old console hardware?

    - by DJCouchyCouch
    I'm working on a Sega Genesis homebrew game (it has a 7mhz 68000 CPU). I'm looking for a way to find the intersection between a particle sprite and a background tile. Particles are represented as a point with a movement vector. Background tiles are 8 x 8 pixels, with an (X,Y) position that is always located at a multiple of 8. So, really, I need to find the intersection point for a ray-box collision; I need to find out where along the edge of the tile the ray/particle hits. I have these two hard constraints: I'm working with pixel locations (integers). Floating point is too expensive. It doesn't have to be super exact, just close enough. Multiplications, divisions, dot products, et cetera, are incredibly expensive and are to be avoided. So I'm looking for an efficient algorithm that would fit those constraints. Any ideas? I'm writing it in C, so that would work, but assembly should be good as well.

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  • Can't use the hardware scissor any more, should I use the stencil buffer or manually clip sprites?

    - by Alex Ames
    I wrote a simple UI system for my game. There is a clip flag on my widgets that you can use to tell a widget to clip any children that try to draw outside their parent's box (for scrollboxes for example). The clip flag uses glScissor, which is fed an axis aligned rectangle. I just added arbitrary rotation and transformations to my widgets, so I can rotate or scale them however I want. Unfortunately, this breaks the scissor that I was using as now my clip rectangle might not be axis aligned. There are two ways I can think of to fix this: either by using the stencil buffer to define the drawable area, or by having a wrapper function around my sprite drawing function that will adjust the vertices and texture coords of the sprites being drawn based on the clipper on the top of a clipper stack. Of course, there may also be other options I can't think of (something fancy with shaders possibly?). I'm not sure which way to go at the moment. Changing the implementation of my scissor functions to use the stencil buffer probably requires the smallest change, but I'm not sure how much overhead that has compared to the coordinate adjusting or if the performance difference is even worth considering.

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  • Unity: Assigning a key to perform an action in the inspector

    - by Marc Pilgaard
    I am trying to write a simple piece of code in JavaScript where a button toggles the activation of a shield, by dragging a prefab with Resources.load("ActivateShieldPreFab") and destroying it again (Haven't implemented that yet). I wish to assign this button through the inspector, so I have created a string variable which appears as intended in the inspector. Though it doesn't seem to register the inspector input, even though I changed the value through the inspector. It only provides the error: "Input Key named: is unknown" When the button name is assigned within the code, there is no issues. Code as follows: var ShieldOn = false; var stringbutton : String; function Start(){ } function Update () { if(Input.GetKey(stringbutton) && ShieldOn != true) { Instantiate(Resources.load("ActivateShieldPreFab"), Vector3 (0, 0, 0), Quaternion.identity); ShieldOn = true; } }

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  • Cocos2d Box2d how to shoot an object inside the screen

    - by Ahoura Ghotbi
    I have the code below : - (id) initWithGame:(mainGame*)game { if ((self = [super init])) { isTouchEnabled_ = YES; self.game = game; CGSize size = [[CCDirector sharedDirector] winSize]; screenH = size.height; screenW = size.width; character = [CCSprite spriteWithFile:@"o.png"]; character.position = ccp( size.width /2 , size.height/2 ); character.contentSize = CGSizeMake(72, 79); [self addChild:character z:10 tag:1]; _body = NULL; _radius = 14.0f; // Create ball body and shape b2BodyDef ballBodyDef; ballBodyDef.type = b2_dynamicBody; ballBodyDef.position.Set(100/PTM_RATIO, 100/PTM_RATIO); ballBodyDef.userData = character; _body = _game.world->CreateBody(&ballBodyDef); b2CircleShape circle; circle.m_radius = 26.0/PTM_RATIO; b2FixtureDef ballShapeDef; ballShapeDef.shape = &circle; ballShapeDef.density = 1.0f; ballShapeDef.friction = 0.2f; ballShapeDef.restitution = 0.8f; _body->CreateFixture(&ballShapeDef); [self schedule:@selector(gameChecker:)]; [self schedule:@selector(tick:)]; } return self; } - (void)gameChecker:(ccTime) dt{ if(character.position.y > 200){ [self unschedule:@selector(tick:)]; [self schedule:@selector(dropObject:)]; } } - (void)tick:(ccTime) dt { b2Vec2 force; force.Set(_body->GetLinearVelocity().x, _body->GetLinearVelocity().y+1.0f); for (b2Body* b = _game.world->GetBodyList(); b; b = b->GetNext()) { if (b->GetUserData() == character) { b->SetLinearVelocity(force); } } _game.world->Step(dt, 10, 10); for(b2Body *b = _game.world->GetBodyList(); b; b=b->GetNext()) { if (b->GetUserData() != NULL) { CCSprite *ballData = (CCSprite *)b->GetUserData(); ballData.position = ccp(b->GetPosition().x * PTM_RATIO, b->GetPosition().y * PTM_RATIO); ballData.rotation = -1 * CC_RADIANS_TO_DEGREES(b->GetAngle()); } } } -(void)dropObject:(ccTime) dt{ b2Vec2 force; force.Set(_body->GetLinearVelocity().x, _body->GetLinearVelocity().y-1.0f); for (b2Body* b = _game.world->GetBodyList(); b; b = b->GetNext()) { if (b->GetUserData() == character) { b->SetLinearVelocity(force); } } _game.world->Step(dt, 10, 10); for(b2Body *b = _game.world->GetBodyList(); b; b=b->GetNext()) { if (b->GetUserData() != NULL) { CCSprite *ballData = (CCSprite *)b->GetUserData(); ballData.position = ccp(b->GetPosition().x * PTM_RATIO, b->GetPosition().y * PTM_RATIO); ballData.rotation = -1 * CC_RADIANS_TO_DEGREES(b->GetAngle()); } } } I have been trying to get the effect that fruit ninja has when shooting the fruits. but it seems like its hard to get such animation so I was wondering if anyone can point me to the right direction and/or give me a sample code for a single object that gets thrown into the screen with a direction.

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  • Automated texture mapping

    - by brandon
    I have a set of seamless tiling textures. I want to be able to take an arbitrary model and create a UV map with these properties: No stretching (all textures tile appropriately so there is no stretching and sheering of the texture) The textures display on the correct axis relative to the model it's mapping to (if you look at the example, you can see some of the letters on the front are tilted, the y axis of the texture should be matching up with the y axis of the object. Some other faces have upside down letters too) the texture is as continuous as possible on the surface of the model (if two faces are adjacent, the texture continues on the adjacent face where it left off) the model is closed (all faces are completely enclosed by other faces) A few notes. This mapping will occur before triangulation. I realize there are ways to do this by hand and it's probably a hard problem to automatically map textures in general, but since these textures are seamless and I just need uniform coverage it seems like an easier problem. I'm looking for an algorithmic approach to this that I can apply in general, not a tool that does it. What approach would work for this, is there an existing one? (I assume so)

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  • Styles of games that work at low-resolution

    - by Brendan Long
    I'm taking a class on compilers, and the goal is to write a compiler for Meggy Jr devices (Arduino). The goal is just to make a simple compilers with loops and variables and stuff. Obviously, that's lame, so the "real goal" is to make an impressive game on the device. The problem is that it only has 64 pixels to work with (technically 72, but the top 8 are single-color and not part of the main display, so they're really only useful for displaying things like money). My problem is thinking of something to do on a device that small. It doesn't really matter if it's original, but it can't be something that's already available. My first idea was "snake", but that comes with the SDK. Same with a side-scrolling shooter. Remaining ideas include a tower defense game (hard to write, hard to control), an RPG (same), tetris (lame).. The problem is that all of the games I like require a high-resolution screen because they have a lot of text. Even a really simple game like nethack would be hard because each creature would be a single color. tl;dr What styles of games require a. No text; and b. Few enough objects that representing them each with a single color is acceptable?

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  • Determine percentage of screen covered by an object without using frustum culling

    - by Meltac
    On the CPU-side of an 3D first-person / ego perspective game I need to check whether what the players currently sees on screen is the inside of a box object defined by world space coordinates (the player might be outside of that box but on screen sees only/mostly the inside of the box, or vice-versa, looks from within the box to the outside). The "casual" way of performing such a check would incorporate frustum culling but such an approach would be hard to achieve with my given set of engine parameters which I'd like to avoid if there is a simpler way. What I actually have at the point where I would like to do the check (high-level script on CPU, not GPU side): Camera world position Camera direction Camera FOV Two Box corner world coordinates (left-bottom-front, right-top-back) What I do not have right away: View frustrum definition (near/far plane or say 6 planes defining frustum) Any specific pixel information (uv, view space position, depth or the like) What I would like to calculate: Percentage of screen "covered" by box. Any hints on how to perform such calculation?

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  • Draw a never-ending line in XNA

    - by user2236165
    I am drawing a line in XNA which I want to never end. I also have a tool that moves forward in X-direction and a camera which is centered at this tool. However, when I reach the end of the viewport the lines are not drawn anymore. Here are some pictures to illustrate my problem: At the start the line goes across the whole screen, but as my tool moves forward, we reach the end of the line. Here are the method which draws the lines: private void DrawEvenlySpacedSprites (Texture2D texture, Vector2 point1, Vector2 point2, float increment) { var distance = Vector2.Distance (point1, point2); // the distance between two points var iterations = (int)(distance / increment); // how many sprites with be drawn var normalizedIncrement = 1.0f / iterations; // the Lerp method needs values between 0.0 and 1.0 var amount = 0.0f; if (iterations == 0) iterations = 1; for (int i = 0; i < iterations; i++) { var drawPoint = Vector2.Lerp (point1, point2, amount); spriteBatch.Draw (texture, drawPoint, Color.White); amount += normalizedIncrement; } } Here are the draw method in Game. The dots are my lines: protected override void Draw (GameTime gameTime) { graphics.GraphicsDevice.Clear(Color.Black); nyVector = nextVector (gammelVector); GraphicsDevice.SetRenderTarget (renderTarget); spriteBatch.Begin (); DrawEvenlySpacedSprites (dot, gammelVector, nyVector, 0.9F); spriteBatch.End (); GraphicsDevice.SetRenderTarget (null); spriteBatch.Begin (SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null, null, camera.transform); spriteBatch.Draw (renderTarget, new Vector2 (), Color.White); spriteBatch.Draw (tool, new Vector2(toolPos.X - (tool.Width/2), toolPos.Y - (tool.Height/2)), Color.White); spriteBatch.End (); gammelVector = new Vector2 (nyVector.X, nyVector.Y); base.Draw (gameTime); } Here's the next vector-method, It just finds me a new point where the line should be drawn with a new X-coordinate between 100 and 200 pixels and a random Y-coordinate between the old vector Y-coordinate and the height of the viewport: Vector2 nextVector (Vector2 vector) { return new Vector2 (vector.X + r.Next(100, 200), r.Next ((int)(vector.Y - 100), viewport.Height)); } Can anyone point me in the right direction here? I'm guessing it has to do with the viewport.width, but I'm not quite sure how to solve it. Thank you for reading!

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  • Can Flash games packed for iOS and other mobile devices achieve reasonable performance?

    - by puppybeard
    I was thinking of developing a game in Flash, as a hobby/educational project. However, I was hoping I could make it run on a smartphone, but a friend who develops in Flash says that in their experience things will move really slow on the likes of an iPad when the Flash packager is used. So slowly that you can't use it commercially for fast-moving games. Has anyone else experienced this slowness? Is there a way around it or is the technology just not there yet?

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  • How to run the pixel shader effcet??

    - by Yashwinder
    Below stated is the code for my pixel shader which I am rendering after the vertex shader. I have set the wordViewProjection matrix in my program but I don't know to set the progress variable i.e in my pixel shader file which will make the image displayed by the help of a quad to give out transition effect. Here is the code for my pixel shader program::: As my pixel shader is giving a static effect and now I want to use it to give some effect. So for this I have to add a progress variable in my pixel shader and initialize to the Constant table function i.e constantTable.SetValue(D3DDevice,"progress",progress ); I am having the problem in using this function for progress in my program. Anybody know how to set this variable in my program. And my new pixel Shader code is float progress : register(C0); sampler2D implicitInput : register(s0); sampler2D oldInput : register(s1); struct VS_OUTPUT { float4 Position : POSITION; float4 Color : COLOR0; float2 UV : TEXCOORD 0; }; float4 Blinds(float2 uv) { if(frac(uv.y * 5) < progress) { return tex2D(implicitInput, uv); } else { return tex2D(oldInput, uv); } } // Pixel Shader { return Blinds(input.UV); }

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  • Moving my sprite in XNA using classes

    - by Tom
    Hey, im a newbie at this programming lark and its really frustrating me. I'm trying to move a snake in all directions while using classes. Ive created a vector2 for speed and ive attempted creating a method which moves the snake within the snake class. Now I'm confused and not sure what to do next. Appreciate any help. Thanks :D This is what i've done in terms of the method... public Vector2 direction() { Vector2 inputDirection = Vector2.Zero; if (Keyboard.GetState().IsKeyDown(Keys.Left)) inputDirection.X -= -1; if (Keyboard.GetState().IsKeyDown(Keys.Right)) inputDirection.X += 1; if (Keyboard.GetState().IsKeyDown(Keys.Up)) inputDirection.Y -= -1; if (Keyboard.GetState().IsKeyDown(Keys.Down)) inputDirection.Y += 1; return inputDirection * snakeSpeed; } Appreciate any help. Thanks :D EDIT: Well let me make everything clear. Im making a small basic game for an assignment. The game is similar to the old snake game on the old Nokia phones. I've created a snake class (even though I'm not sure whether this is needed because im only going to be having one moving sprite within the game). After I written the code above (in the snake class), the game ran with no errors but I couldn't actually move the image :( EDIT2: Thanks so much for everyones responses!!

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  • Handling packet impersonating in client-server model online game

    - by TheDespite
    I am designing a server-client model game library/engine. How do I, and should I even bother to handle frequent update packet possible impersonating? In my current design anyone could copy a packet from someone else and modify it to execute any non-critical action for another client. I am currently compressing all datagrams so that adds just a tad of security. Edit: One way I thought about was to send a unique "key" to the verified client every x_time and then the client has to add that to all of it's update packets until a new key is sent. Edit2: I should have mentioned that I am not concerned about whether the actions described in the packet are available to the client at the time, this is all checked by the server which I thought was obvious. I am only concerned about someone sending packets for another client.

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  • Box2D Bicycle Wheels Motor Problem - Flash 2.1a

    - by Craig
    I have made a bicycle with Box2D using several polygons for the frame at different angles connected using weld joints, and I have revolute joints on the wheels with a motor. I have made some basic terrain (straight ground and a small ramp) and added keyboard input to control the bicycle with torque to balance it. All of this is done in with Box2D's Debug Draw. When the bicycle is on its back wheel but diagonally forward (kinda like this position - /) the motors just cause it go spinning backwards over when in reality it should either stay on its back wheel or go down onto both wheels. Here's my code the revolute joints: //Front Wheel Joint var frontWheelJointDef:b2RevoluteJointDef = new b2RevoluteJointDef(); frontWheelJointDef.Initialize(frontWheelBody, secondFrameBody, frontWheelBody.GetWorldCenter()); frontWheelJointDef.enableMotor=true; frontWheelJointDef.maxMotorTorque=10000; frontWheelJoint = _world.CreateJoint(frontWheelJointDef) as b2RevoluteJoint; //Rear Wheel Joint var rearWheelJointDef:b2RevoluteJointDef = new b2RevoluteJointDef(); rearWheelJointDef.Initialize(rearWheelBody, firstFrameBody, rearWheelBody.GetWorldCenter()); rearWheelJointDef.enableMotor=true; rearWheelJointDef.maxMotorTorque=10000; rearWheelJoint = _world.CreateJoint(rearWheelJointDef) as b2RevoluteJoint; And here's the relevant part of my update function: // up and down control wheels motor if (up) { motorSpeed-=0.5; } if (down) { motorSpeed += 0.5; } // left and right control cart torque if (left) { middleCentreFrameBody.ApplyTorque( -3); gearBody.ApplyTorque( -3); firstFrameBody.ApplyTorque( -3); secondFrameBody.ApplyTorque( -3); rearWheelToChainBody.ApplyTorque( -3); chainToFrontFrameBody.ApplyTorque( -3); topMiddleFrameBody.ApplyTorque( -3); } if (right) { middleCentreFrameBody.ApplyTorque( 3); gearBody.ApplyTorque( 3); firstFrameBody.ApplyTorque( 3); secondFrameBody.ApplyTorque( 3); rearWheelToChainBody.ApplyTorque( 3); chainToFrontFrameBody.ApplyTorque( 3); topMiddleFrameBody.ApplyTorque( 3); } // motor friction motorSpeed*=0.99; // motor max speed if (motorSpeed>100) { motorSpeed=100; } rearWheelJoint.SetMotorSpeed(motorSpeed); frontWheelJoint.SetMotorSpeed(motorSpeed); Any ideas what might be causing this? Thanks

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  • Island Generation Library

    - by thatguy
    Can anyone recommend a tile map generator (written in Java is a plus), where one can control some land types? For example: islands, large continents, singe large continent, archipelago, etc. I've been reading through many posts on the subject, it almost seems like many are just rolling their own. Before creating my own, I'm wondering if there's already an open source implementation that I might not be finding. If not, it seems like using Perlin Noise is a popular choice. Some articles I've been reading: http://simblob.blogspot.com/2010/01/simple-map-generation.html Generate islands/continents with simplex noise https://sites.google.com/site/minecraftlandgenerator/

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  • I need to sell an almost-complete MMORPG project. How can I do that?

    - by Tomasz
    I need your help. We have to sell MMORPG at an advanced stage. The game has a unique engine, written on the need for the game, graphics, sound, map editor, web site etc. As it happens in the play mmorpg we can develop the characters, monsters. We can fight with other characters or to establish cooperation in solving the challenges. We can fight using own monsters, or throwing their own cards with spells. Unfortunately we have no idea how to promote the game. Ended fund and I think the whole team surrendered. How can I find a buyer? Where can I find him? Thank you for your help.

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  • Scale a game object to Bounds

    - by Spikeh
    I'm trying to scale a lot of dynamically created game objects in Unity3D to the bounds of a sphere collider, based on the size of their current mesh. Each object has a different scale and mesh size. Some are bigger than the AABB of the collider, and some are smaller. Here's the script I've written so far: private void ScaleToCollider(GameObject objectToScale, SphereCollider sphere) { var currentScale = objectToScale.transform.localScale; var currentSize = objectToScale.GetMeshHierarchyBounds().size; var targetSize = (sphere.radius * 2); var newScale = new Vector3 { x = targetSize * currentScale.x / currentSize.x, y = targetSize * currentScale.y / currentSize.y, z = targetSize * currentScale.z / currentSize.z }; Debug.Log("{0} Current scale: {1}, targetSize: {2}, currentSize: {3}, newScale: {4}, currentScale.x: {5}, currentSize.x: {6}", objectToScale.name, currentScale, targetSize, currentSize, newScale, currentScale.x, currentSize.x); //DoorDevice_meshBase Current scale: (0.1, 4.0, 3.0), targetSize: 5, currentSize: (2.9, 4.0, 1.1), newScale: (0.2, 5.0, 13.4), currentScale.x: 0.125, currentSize.x: 2.869114 //RedControlPanelForAirlock_meshBase Current scale: (1.0, 1.0, 1.0), targetSize: 5, currentSize: (0.0, 0.3, 0.2), newScale: (147.1, 16.7, 25.0), currentScale.x: 1, currentSize.x: 0.03400017 objectToScale.transform.localScale = newScale; } And the supporting extension method: public static Bounds GetMeshHierarchyBounds(this GameObject go) { var bounds = new Bounds(); // Not used, but a struct needs to be instantiated if (go.renderer != null) { bounds = go.renderer.bounds; // Make sure the parent is included Debug.Log("Found parent bounds: " + bounds); //bounds.Encapsulate(go.renderer.bounds); } foreach (var c in go.GetComponentsInChildren<MeshRenderer>()) { Debug.Log("Found {0} bounds are {1}", c.name, c.bounds); if (bounds.size == Vector3.zero) { bounds = c.bounds; } else { bounds.Encapsulate(c.bounds); } } return bounds; } After the re-scale, there doesn't seem to be any consistency to the results - some objects with completely uniform scales (x,y,z) seem to resize correctly, but others don't :| Its one of those things I've been trying to fix for so long I've lost all grasp on any of the logic :| Any help would be appreciated!

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  • Tessellating to a curve?

    - by Avi
    I'm creating a game engine, and I'm trying to define a 3D model format I want to use. I haven't come across a format that quite does what I want. My game engine assumes a shader model 5+ environment. By the time I'm finished with it, that won't be a very unreasonable requirement. Because it assumes such a modern environment, I'm going to try and exploit tessellation. The most popular way, it seems, to procedurally increase geometry through tessellation is to tessellate to a height map. This works for a lot of things, but has limitations in that height maps still use up VRAM and also only have finite scalability. So I want to be able to use curves to define what a mesh should tessellate to. The thing is, I have no idea what definition of curves I should use, how I should store it, and how I should tessellate to it. Do I use NURBS curves? Bezier? Hermite? And once I figure that out, is there an algorithm to determine how the tessellation shader should produce and move vertices to match the curve as closely as possible? Is the infinite scalability and lower memory usage when compared to height maps worth the added computational complexity? I'm sorry I'm kind if ignorant as to these matters. I just don't know where to start.

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  • Simulating an object floating on water

    - by Aaron M
    I'm working on a top down fishing game. I want to implement some physics and collision detection regarding the boat moving around the lake. I would like for be able to implement thrust from either the main motor or trolling motor, the effect of wind on the object, and the drag of the water on the object. I've been looking at the farseer physics engine, but not having any experience using a physics engine, I am not quite sure that farseer is suitable for this type of thing(Most of the demos seem to be the application of gravity to a vertical top/down type model). Would the farseer engine be suitable? or would a different engine be more suitable?

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