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  • Unity iOS optimization and draw calls

    - by vzm
    I am curious of what methods I should approach in optimizing my Unity project for iOS hardware. I have very little image effects running (directional light with low res shadows) and I used the combine children script from the standard assets to lessen the load on the CPU. My project currently runs with 45-57 draw calls at non-intensive segments and up to 178 at intensive segments. I heard that static batching relieves some of the stress, but the game has the environment moving around the player instead of the player moving around the environment. Is there any alternative that I may look towards to improving the draw call number?

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  • Using SQL tables for storing user created level stats. Is there a better way?

    - by Ivan
    I am developing a racing game in which players can create their own tracks and upload them to a server. Players will be able to compare their best track times to their friends and see world records. I was going to generate a table for each track submitted to store the best times of each player who plays the track. However, I can't predict how many will be uploaded and I imagine too many tables might cause problems, or is this a valid method? I considered saving each player's best times in a string in a single table field like so: level1:00.45;level2:00.43;level3:00.12 If I did this I wouldn't need a separate table for each level (each level could just have a row in a 'WorldRecords' table). However, this just causes another problem because the text would eventually reach the limit for varchar length. I also considered storing the times data in XML files. This would avoid database issues and server disk space can be increased if needed. But I imagine this would be very slow. To update one players best time on one level, I would have to check every node in the file to find their time record to update. Apologies for the wall of text. Any suggestions would be appreciated.

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  • What are cons of usage only non-member functions and POD?

    - by Miro
    I'm creating my own game engine. I've read these articles and this question about DOD and there was written to not use member functions and classes. I also heard some criticism to this idea. I can write it using member functions or non-member functions it would be similar. So what are benefits/cons of that approach or when project grows, does any of these approaches give clearer and better manageable code? With POD & non-member functions I don't have to make struct members public I can still use object id outside of engine like OpenGL does with all it's stuff, so It's not about encapsulation. POD - plain old data DOD - data oriented design

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  • OpenGL 3 and the Radeon HD 4850x2

    - by rotard
    A while ago, I picked up a copy of the OpenGL SuperBible fifth edition and slowly and painfully started teaching myself OpenGL the 3.3 way, after having been used to the 1.0 way from school way back when. Making things more challenging, I am primarily a .NET developer, so I was working in Mono with the OpenTK OpenGL wrapper. On my laptop, I put together a program that let the user walk around a simple landscape using a couple shaders that implemented per-vertex coloring and lighting and texture mapping. Everything was working brilliantly until I ran the same program on my desktop. Disaster! Nothing would render! I have chopped my program down to the point where the camera sits near the origin, pointing at the origin, and renders a square (technically, a triangle fan). The quad renders perfectly on my laptop, coloring, lighting, texturing and all, but the desktop renders a small distorted non-square quadrilateral that is colored incorrectly, not affected by the lights, and not textured. I suspect the graphics card is at fault, because I get the same result whether I am booted into Ubuntu 10.10 or Win XP. I did find that if I pare the vertex shader down to ONLY outputting the positional data and the fragment shader to ONLY outputting a solid color (white) the quad renders correctly. But as SOON as I start passing in color data (whether or not I use it in the fragment shader) the output from the vertex shader is distorted again. The shaders follow. I left the pre-existing code in, but commented out so you can get an idea what I was trying to do. I'm a noob at glsl so the code could probably be a lot better. My laptop is an old lenovo T61p with a Centrino (Core 2) Duo and an nVidia Quadro graphics card running Ubuntu 10.10 My desktop has an i7 with a Radeon HD 4850 x2 (single card, dual GPU) from Saphire dual booting into Ubuntu 10.10 and Windows XP. The problem occurs in both XP and Ubuntu. Can anyone see something wrong that I am missing? What is "special" about my HD 4850x2? string vertexShaderSource = @" #version 330 precision highp float; uniform mat4 projection_matrix; uniform mat4 modelview_matrix; //uniform mat4 normal_matrix; //uniform mat4 cmv_matrix; //Camera modelview. Light sources are transformed by this matrix. //uniform vec3 ambient_color; //uniform vec3 diffuse_color; //uniform vec3 diffuse_direction; in vec4 in_position; in vec4 in_color; //in vec3 in_normal; //in vec3 in_tex_coords; out vec4 varyingColor; //out vec3 varyingTexCoords; void main(void) { //Get surface normal in eye coordinates //vec4 vEyeNormal = normal_matrix * vec4(in_normal, 0); //Get vertex position in eye coordinates //vec4 vPosition4 = modelview_matrix * vec4(in_position, 0); //vec3 vPosition3 = vPosition4.xyz / vPosition4.w; //Get vector to light source in eye coordinates //vec3 lightVecNormalized = normalize(diffuse_direction); //vec3 vLightDir = normalize((cmv_matrix * vec4(lightVecNormalized, 0)).xyz); //Dot product gives us diffuse intensity //float diff = max(0.0, dot(vEyeNormal.xyz, vLightDir.xyz)); //Multiply intensity by diffuse color, force alpha to 1.0 //varyingColor.xyz = in_color * diff * diffuse_color.xyz; varyingColor = in_color; //varyingTexCoords = in_tex_coords; gl_Position = projection_matrix * modelview_matrix * in_position; }"; string fragmentShaderSource = @" #version 330 //#extension GL_EXT_gpu_shader4 : enable precision highp float; //uniform sampler2DArray colorMap; //in vec4 varyingColor; //in vec3 varyingTexCoords; out vec4 out_frag_color; void main(void) { out_frag_color = vec4(1,1,1,1); //out_frag_color = varyingColor; //out_frag_color = vec4(varyingColor, 1) * texture(colorMap, varyingTexCoords.st); //out_frag_color = vec4(varyingColor, 1) * texture(colorMap, vec3(varyingTexCoords.st, 0)); //out_frag_color = vec4(varyingColor, 1) * texture2DArray(colorMap, varyingTexCoords); }"; Note that in this code the color data is accepted but not actually used. The geometry is outputted the same (wrong) whether the fragment shader uses varyingColor or not. Only if I comment out the line varyingColor = in_color; does the geometry output correctly. Originally the shaders took in vec3 inputs, I only modified them to take vec4s while troubleshooting.

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  • Sprite Animation in Android with OpenGL ES

    - by lijo john
    How to do a sprite animation in android using OpenGL ES? What i have done : Now I am able to draw a rectangle and apply my texture(Spritesheet) to it What I need to know : Now the rectangle shows the whole sprite sheet as a whole How to show a single action from sprite sheet at a time and make the animation It will be very help full if anyone can share any idea's , links to tutorials and suggestions. Advanced Thanks to All

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  • Unity3d web player fails to load textures

    - by José Franco
    I'm having a problem with Unity3d Web Player. I have developed a project and succesfully deployed it in a web app. It works with absolutely no problem on my PC. This app is to be installed on two identical machines. I have installed them in both and it only works properly in one. The issue I have is on a computer it fails to properly load the models and textures, so the game runs but instead of the models I can only see black rectangles on a blue background. It has the same problem with all browsers and I get no errors either by the player or by JavaScript. The only difference between these computers is that one that has the problem is running on Windows 8.1 and the other one on Windows 8 only. Could this be the cause of the issue? It works fine on my computer with Windows 8.1. However both of the other computers have specs that are significantly lower than mine. I have already searched everywhere and it seems that it has to do with the individual games, however I think it may have to do with the computer itself because it runs properly in the other two. The specs on the computes I'm installing the app on are as follows: Intel Celeron 1.40 GHz, 2GB RAM, Intel HD Graphics If anybody could point me in the right direction I would be very grateful I forgot to mention, I'm running Unity Web player 4.3.5 and the version on the other two computers is 4.5.0

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  • Pathfinding for fleeing

    - by Philipp
    As you know there are plenty of solutions when you wand to find the best path in a 2-dimensional environment which leads from point A to point B. But how do I calculate a path when an object is at point A, and wants to get away from point B, as fast and far as possible? A bit of background information: My game uses a 2d environment which isn't tile-based but has floating point accuracy. The movement is vector-based. The pathfinding is done by partitioning the game world into rectangles which are walkable or non-walkable and building a graph out of their corners. I already have pathfinding between points working by using Dijkstras algorithm. The use-case for the fleeing algorithm is that in certain situations, actors in my game should perceive another actor as a danger and flee from it. The trivial solution would be to just move the actor in a vector in the direction which is opposite from the threat until a "safe" distance was reached or the actor reaches a wall where it then covers in fear. The problem with this approach is that actors will be blocked by small obstacles they could easily get around. As long as moving along the wall wouldn't bring them closer to the threat they could do that, but it would look smarter when they would avoid obstacles in the first place: Another problem I see is with dead ends in the map geometry. In some situations a being must choose between a path which gets it faster away now but ends in a dead end where it would be trapped, or another path which would mean that it wouldn't get that far away from the danger at first (or even a bit closer) but on the other hand would have a much greater long-term reward in that it would eventually get them much further away. So the short-term reward of getting away fast must be somehow valued against the long-term reward of getting away far. There is also another rating problem for situations where an actor should accept to move closer to a minor threat to get away from a much larger threat. But completely ignoring all minor threats would be foolish, too (that's why the actor in this graphic goes out of its way to avoid the minor threat in the upper right area): Are there any standard solutions for this problem?

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  • OpenGL ES 2.0: Mixing 2D with 3D

    - by Bunkai.Satori
    Is it possible to mix 2D and 3D graphics in a single OpenGL ES 2.0 game, please? I have plenty of 2D graphics in my game. The 2D graphics is represented by two triangular polygons (making up a rectangle) with texture on them. I use orthographic matrix to render the whole scene. However, I need to add some 3D effects into my game. Threfore, I wish to use perspective camera to render the meshes. Is it possible to mix orthographic and perspective camera in one scene? If yes, is there going to be a large performance cost for this? Is there any recommended approach to do this effectively? I wil have 90% of 2D graphics and only 10% of 3D. Target platform is OpenGL ES 2.0 (iOS, Android). I use C++ to develop. Thank you.

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  • Turn-based Client-Server Card Game - Unicast (TCP) or Multicast (UDP)

    - by LDM91
    I am currently planning to make a card game project where the clients will communicate with the server in a turn-based and synchronous manner using messages sent over sockets. The problem I have is how to handle the following scenario: (Client takes it turn and sends its action to server) Client sends a message telling the server its move for the turn (e.g. plays the card 5 from its hand which needs to placed onto the table) Server receives messages and updates game state (server will hold all game state). Server iterates through a list of connected clients and sends a message to tell of them change in state Clients all refresh to display the state This is all based on using TCP, and looking at it now it seems a bit like the Observer pattern. The reason this seems to be an issue to me is this message doesn't seem to be point-to-point like the others as I want to send it to all the clients, and doesn't seem very efficient sending the same message in that way. I was thinking about using multicasting with UDP as then I could send the message to all the clients, however wouldn't this mean that the clients would in theory be able to message each other? There is of course the synchronous aspect as well, though this could be put on top of the UDP I guess. Basically, I would like to know what would be good practice as this project is really all about learning, and even though it won't be big enough to encounter performance issues from this I would like to consider them anyway. However, please note I am not interested in using message oriented middleware as a solution (I have experience with using MOM and I'm interested in considering other options excluding MOM if TCP sockets is a bad idea!).

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  • What is the practical use of IBOs / degenerate vertex in OpenGL?

    - by 0xFAIL
    Vertices in 3D models CAN get cut in the process of optimizing 3D geometry, (degenerate vertices) by 3D graphics software (Blender, ...) when exporting because they aren't needed when reusing a vertex for multiple triangles. (In the current case 3D data is exported from Blender as .ply and read by a simple application that displays the 3D model) Every vertex has a few attributes like position, color, normal, tangent,... But the data for each vertex that is cut through the vertex sharing is lost and is missing in the vertex shader. Modern shader techniques like Bump or Normal mapping require normals/tangents per vertex which are also cut. To use complex shader techniques IBOs must not be used? Or is there a way to use IBOs and retain the data per vertex that was origionally lost?

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  • Compressing 2D level data

    - by Lucius
    So, I'm developing a 2D, tile based game and a map maker thingy - all in Java. The problem is that recently I've been having some memory issues when about 4 maps are loaded. Each one of these maps are composed of 128x128 tiles and have 4 layers (for details and stuff). I already spent a good amount of time searching for solutions and the best thing I found was run-length enconding (RLE). It seems easy enough to use with static data, but is there a way to use it with data that is constantly changing, without a big drop in performance? In my maps, supposing I'm compressing the columns, I would have 128 rows, each with some amount of data (hopefully less than it would be without RLE). Whenever I change a tile, that whole row would have to be checked and I'm affraid that would slow down too much the production (and I'm in a somewhat tight schedule). Well, worst case scenario I work on each map individually, and save them using RLE, but it would be really nice if I could avoind that. EDIT: What I'm currently using to store the data for the tiles is a 2D array of HashMaps that use the layer as key and store the id of the tile in that position - like this: private HashMap< Integer, Integer [][]

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  • 2D vector graphic html5 framework

    - by Yury
    I trying to find html5 game framework by following criteria: 1)Real good performance. 2)Good support of vector graphic( objects which contains canvas elements -line, rec,bezierCurve etc.) 3)Easy port to mobile. Optional- Physics Engine. I found 1)Pixi.js- it looks like real good, but i didn't find any info about "vector objects" support. 2) i found "vector objects" support in paper.js I need something like these: http://paperjs.org/examples/chain/ and http://paperjs.org/examples/path-intersections/. But it looks like paper.js- not so good performance as pixi.js. And it is not game engine. Is there any good framework meets these requirements? P.S. I found similar question here Which free HTML5-based game engine meets these requirements?. But it was a long time ago. A lot of new things were created since 2011.

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  • FBX Importer - Texture Name

    - by CmasterG
    I have a problem with the FBX SDK. I read in the data for the vertex position and the uv coordinates. It works fine, but now I want to read for each polygon to which texture it belongs, so that I can have models with multiple textures. Can anyone tell me how I can get the texture name (file name) for my polygon. My code to read in vertex position and uv coordinates is the following: int i, j, lPolygonCount = pMesh->GetPolygonCount(); FbxVector4* lControlPoints = pMesh->GetControlPoints(); int vertexId = 0; for (i = 0; i < lPolygonCount; i++) { int lPolygonSize = pMesh->GetPolygonSize(i); for (j = 0; j < lPolygonSize; j++) { int lControlPointIndex = pMesh->GetPolygonVertex(i, j); FbxVector4 pos = lControlPoints[lControlPointIndex]; current_model[vertex_index].x = pos.mData[0] - pivot_offset[0]; current_model[vertex_index].y = pos.mData[1] - pivot_offset[1]; current_model[vertex_index].z = pos.mData[2]- pivot_offset[2]; FbxVector4 vertex_normal; pMesh->GetPolygonVertexNormal(i,j, vertex_normal); current_model[vertex_index].nx = vertex_normal.mData[0]; current_model[vertex_index].ny = vertex_normal.mData[1]; current_model[vertex_index].nz = vertex_normal.mData[2]; //read in UV data FbxStringList lUVSetNameList; pMesh->GetUVSetNames(lUVSetNameList); //get lUVSetIndex-th uv set const char* lUVSetName = lUVSetNameList.GetStringAt(0); const FbxGeometryElementUV* lUVElement = pMesh->GetElementUV(lUVSetName); if(!lUVElement) continue; // only support mapping mode eByPolygonVertex and eByControlPoint if( lUVElement->GetMappingMode() != FbxGeometryElement::eByPolygonVertex && lUVElement->GetMappingMode() != FbxGeometryElement::eByControlPoint ) return; //index array, where holds the index referenced to the uv data const bool lUseIndex = lUVElement->GetReferenceMode() != FbxGeometryElement::eDirect; const int lIndexCount= (lUseIndex) ? lUVElement->GetIndexArray().GetCount() : 0; FbxVector2 lUVValue; //get the index of the current vertex in control points array int lPolyVertIndex = pMesh->GetPolygonVertex(i,j); //the UV index depends on the reference mode //int lUVIndex = lUseIndex ? lUVElement->GetIndexArray().GetAt(lPolyVertIndex) : lPolyVertIndex; int lUVIndex = pMesh->GetTextureUVIndex(i, j); lUVValue = lUVElement->GetDirectArray().GetAt(lUVIndex); current_model[vertex_index].tu = (float)lUVValue.mData[0]; current_model[vertex_index].tv = (float)lUVValue.mData[1]; vertex_index ++; } } float v1[3], v2[3], v3[3]; v1[0] = current_model[vertex_index - 3].x; v1[1] = current_model[vertex_index - 3].y; v1[2] = current_model[vertex_index - 3].z; v2[0] = current_model[vertex_index - 2].x; v2[1] = current_model[vertex_index - 2].y; v2[2] = current_model[vertex_index - 2].z; v3[0] = current_model[vertex_index - 1].x; v3[1] = current_model[vertex_index - 1].y; v3[2] = current_model[vertex_index - 1].z; collision_model->addTriangle(v1,v2,v3);

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  • determine collision angle on a rotating body

    - by jorb
    update: new diagram and updated description I have a contact listener set up to try and determine the side that a collision happened at relative to the a bodies rotation. One way to solve this is to find the value of the yellow angle between the red and blue vectors drawn above. The angle can be found by taking the arc cosine of the dot product of the two vectors (Evan pointed this out). One of my points of confusion is the difference in domain of the atan2 function html canvas coordinates and the Box2d rotation information. I know I have to account for this somehow... SS below questions: Does Box2D provide these angles more directly in the collision information? Am I even on the right track? If so, any hints? I have the following javascript so far: Ship.prototype.onCollide = function (other_ent,cx,cy) { var pos = this.body.GetPosition(); //collision position relative to body var d_cx = pos.x - cx; var d_cy = pos.y - cy; //length of initial vector var len = Math.sqrt(Math.pow(pos.x -cx,2) + Math.pow(pos.y-cy,2)); //body angle - can over rotate hence mod 2*Pi var ang = this.body.GetAngle() % (Math.PI * 2); //vector representing body's angle - same magnitude as the first var b_vx = len * Math.cos(ang); var b_vy = len * Math.sin(ang); //dot product of the two vectors var dot_prod = d_cx * b_vx + d_cy * b_vy; //new calculation of difference in angle - NOT WORKING! var d_ang = Math.acos(dot_prod); var side; if (Math.abs(d_ang) < Math.PI/2 ) side = "front"; else side = "back"; console.log("length",len); console.log("pos:",pos.x,pos.y); console.log("offs:",d_cx,d_cy); console.log("body vec",b_vx,b_vy); console.log("body angle:",ang); console.log("dot product",dot_prod); console.log("result:",d_ang); console.log("side",side); console.log("------------------------"); }

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  • Simpler alternative to AngelScript

    - by Vee
    I want to give players the ability to create and share bullet patterns for a shoot'em up. The pattern scripts should have all the common programming stuff like loops, if/else, variables, and so on. But in the end, I just want them to call a "spawn bullet at X, Y with Z angle and A speed" in the C++ game. To spawn a circle of bullets, the user should only have to write a script with a for loop that goes from 0 to 360 and calls the spawn bullet function on every iteration. I tried integrating AngelScript, but I am getting nowhere - it looks way to complex for a simple task like this one. Is there an easy to integrate library that can solve my problem? Thanks.

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  • Managing constant buffers without FX interface

    - by xcrypt
    I am aware that there is a sample on working without FX in the samplebrowser, and I already checked that one. However, some questions arise: In the sample: D3DXMATRIXA16 mWorldViewProj; D3DXMATRIXA16 mWorld; D3DXMATRIXA16 mView; D3DXMATRIXA16 mProj; mWorld = g_World; mView = g_View; mProj = g_Projection; mWorldViewProj = mWorld * mView * mProj; VS_CONSTANT_BUFFER* pConstData; g_pConstantBuffer10->Map( D3D10_MAP_WRITE_DISCARD, NULL, ( void** )&pConstData ); pConstData->mWorldViewProj = mWorldViewProj; pConstData->fTime = fBoundedTime; g_pConstantBuffer10->Unmap(); They are copying their D3DXMATRIX'es to D3DXMATRIXA16. Checked on msdn, these new matrices are 16 byte aligned and optimised for intel pentium 4. So as my first question: 1) Is it necessary to copy matrices to D3DXMATRIXA16 before sending them to the constant buffer? And if no, why don't we just use D3DXMATRIXA16 all the time? I have another question about managing multiple constant buffers within one shader. Suppose that, within your shader, you have multiple constant buffers that need to be updated at different times: cbuffer cbNeverChanges { matrix View; }; cbuffer cbChangeOnResize { matrix Projection; }; cbuffer cbChangesEveryFrame { matrix World; float4 vMeshColor; }; Then how would I set these buffers all at different times? g_pd3dDevice->VSSetConstantBuffers( 0, 1, &g_pConstantBuffer10 ); gives me the possibility to set multiple buffers, but that is within one call. 2) Is that okay even if my constant buffers are updated at different times? And do I suppose I have to make sure the constantbuffers are in the same position in the array as the order they appear in the shader?

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  • Issues with shooting in a HTML5 platformer game

    - by fnx
    I'm coding a 2D sidescroller using only JavaScript and HTML5 canvas, and in my game I have two problems with shooting: 1) Player shoots continous stream of bullets. I want that player can shoot only a single bullet even though the shoot-button is being held down. 2) Also, I get an error "Uncaught TypeError: Cannot call method 'draw' of undefined" when all the bullets are removed. My shooting code goes like this: When player shoots, I do game.bullets.push(new Bullet(this, this.scale)); and after that: function Bullet(source, dir) { this.id = "bullet"; this.width = 10; this.height = 3; this.dir = dir; if (this.dir == 1) { this.x = source.x + source.width - 5; this.y = source.y + 16; } if (this.dir == -1) { this.x = source.x; this.y = source.y + 16; } } Bullet.prototype.update = function() { if (this.dir == 1) this.x += 8; if (this.dir == -1) this.x -= 8; for (var i in game.enemies) { checkCollisions(this, game.enemies[i]); } // Check if bullet leaves the viewport if (this.x < game.viewX * 32 || this.x > (game.viewX + game.tilesX) * 32) { removeFromList(game.bullets, this); } } Bullet.prototype.draw = function() { // bullet flipping uses orientation of the player var posX = game.player.scale == 1 ? this.x : (this.x + this.width) * -1; game.ctx.scale(game.player.scale, 1); game.ctx.drawImage(gameData.getGfx("bullet"), posX, this.y); } I handle removing with this function: function removeFromList(list, object) { for (i in list) { if (object == list[i]) { list.splice(i, 1); break; } } } And finally, in the main game loop I have this: for (var i in game.bullets) { game.bullets[i].update(); game.bullets[i].draw(); } I have tried adding if (game.bullets.length > 0) to the main game loop before the above draw&update calls, but I still get the same error.

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  • How to make it so units don't stack up in one location?

    - by Daggio
    So I'm making a game in AS3, it's a strategy DotA-like game (for flash game equivalent, there's UDE) so far so good, I have the A* pathfinding algorithm all sorted out and the minion units move to the desired location as I want them to be. The problem a rise when a unit stops in a node that has already occupied by another friendly unit. Both (or more than two) of them stacks up in one location, it looks like they're one unit. I want to add collision detection so when they collide they don't stack up together. But now they stop when they collide on they way to a node. This isn't good because they won't move at all midway (they won't respond to enemy attacks like that). I've added a deltatime so they only stopped for 2 seconds before they move again to their designated designation. This moves them again but they flicker. Not how I want it. So, like the title said. How to make more than one units don't stack up in a node? And if possible, how to make them not flicker while moving (it's good if they can tell other friendly units on the way and avoid them accordingly)?

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  • Camera movement and threshold not working

    - by irish guy mcconagheh
    I have a platformer that is in progress, part of this has a camera which I only want to move when the character moves out of a certain threshold, to try to accomplish this I have the following if statement: if(((Mathf.Abs(target.transform.position.x))-(Mathf.Abs(transform.position.x)))>thres){ x = moveTo(transform.position.x, target.position.x, trackSpeed); } in unity/c#. In pseudocode it means if((absolute value of player x) - (absolute value of camera x) is greater than the threshold){ move { however this does not seem to work correctly. it appears to work for the first couple of times the threshold is reached, however the distance between the camera and the player has to increase every time for the camera to move. I do not believe the movement of the camera is the problem, however the code for it is as follows: private float moveTo(float n, float target, float accel) { if (n == target) { return n; } else { float dir = Mathf.Sign(target - n); n += accel * Time.deltaTime * dir; return (dir == Mathf.Sign(target-n))? n: target; } } }

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  • Unity3D - Android pause screen - double click issue

    - by user3666251
    I made a pause script for the game im developing for android. I added the script to the GUITexture I created and placed on the top right side of the screen.The issue stands at the part where if the player clicks the pause button then clicks resume then he wants to pause the game again.When he clicks pause the second time the buttons dont show up unless he clicks again. This is the script : #pragma strict var paused = false; var isButtonVisible : boolean = true; function OnMouseDown(){ this.paused = !this.paused; Time.timeScale = 0; isButtonVisible = true; } function OnGUI(){ if ( isButtonVisible ) { if(this.paused){ if (GUI.Button(Rect(Screen.width/2-100,Screen.height/2+3,200,50),"Restart")){ Application.LoadLevel(Application.loadedLevel); Time.timeScale = 1; isButtonVisible = false; } if (GUI.Button(Rect(Screen.width/2-100,Screen.height/2-50,200,50),"Resume")){ Time.timeScale = 1; isButtonVisible = false; } // Insert the rest of the pause menu logic if (GUI.Button(Rect(Screen.width/2-100,Screen.height/2+56,200,50),"Main Menu")){ Application.LoadLevel ("MainMenu"); isButtonVisible = false; Time.timeScale = 1; } } } } Thank you.

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  • Procedurally generated 2d terrain for side scroller on Sega Genesis hardware?

    - by DJCouchyCouch
    I'm working on the Sega Genesis that has a 8mhz Motorola 68000 CPU. Any ideas on how to generate fast and decent 2d tile terrain for a side scroller in real time? The game would generate new columns or rows depending on the direction the player is scrolling in. The generation would have to be deterministic. The same seed value would generate the same terrain. I'm looking for algorithms that would satisfy the memory and CPU constraints of the hardware.

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  • What 2D game engines are there available for C++?

    - by dysoco
    I just realized there are not C++ 2D Game Engines that I know of. For example, something like Pygame in Python, or Slick2D in Java. We have the following: SDL - Too low level, not a Game Engine SFML - Handles more things than SDL and it's more modern, but still not a Game Engine. I like it, but I have found it a little bit buggy with the 2.0 version. Irrlitch - It's a Game Engine, but 3D focused. Ogre3D - Same as Irrlitch Allegro - This is a Game Engine, but it's C based, I'd like a modern C++ library. Monocle Engine - This looks like what I need... but sadly there is no Documentation, no community... nothing, all I have is the Github repo. So, do you know any ? I'd like to use C++, not C#, not Java: I'm just more comfortable with C++.

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  • How to create a reasonably sized urban area manually but efficiently

    - by Overv
    I have a game concept that only really works in an urban area that is of reasonable scale and diversity. In terms of what it should look like, think GTA, in terms of the size think more like a small neighbourhood with residents and a few local shops, perhaps a supermarket. I'm mostly experienced in programming and not at all with modelling, texturing or drawing, but I've found that SketchUp allows me to design interesting looking buildings that I model after real world buildings in my own neighbourhood. Designing these buildings and other objects can take from a few tens of minutes to a few hours. My question is: what is the best approach for a one man army like me who does manage to model buildings to create an interesting city environment in a reasonable amount of time? My game will not be based on procedural generation, the environment will actually be modelled like GTA cities.

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  • Rendering text with stb_font results in glitches

    - by Fabian Fritz
    I'm trying to render text with OpenGL and an "inline"-font taken from the stb_fonts The relevant code for initializing the font & rendering: LabelFactory::LabelFactory() { static unsigned char fontpixels [STB_SOMEFONT_BITMAP_HEIGHT][STB_SOMEFONT_BITMAP_WIDTH]; STB_SOMEFONT_CREATE(fontdata, fontpixels, STB_SOMEFONT_BITMAP_HEIGHT); glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, STB_SOMEFONT_BITMAP_WIDTH, STB_SOMEFONT_BITMAP_HEIGHT, 0, GL_ALPHA, GL_UNSIGNED_BYTE, fontdata); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); } void LabelFactory::renderLabel(Label * label) { int x = label->x; int y = label->y; const char * str = label->text; glBindTexture(GL_TEXTURE_2D, texture); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_ALPHA_TEST); glColor4f(1.0f, 1.0f, 1.0f, 1.0f); glEnable(GL_TEXTURE_2D); glBegin(GL_QUADS); while (*str) { int char_codepoint = *str++; stb_fontchar *cd = &fontdata[char_codepoint - STB_FONT_arial_14_usascii_FIRST_CHAR]; glTexCoord2f(cd->s0, cd->t0); glVertex2i(x + cd->x0, y + cd->y0); glTexCoord2f(cd->s1, cd->t0); glVertex2i(x + cd->x1, y + cd->y0); glTexCoord2f(cd->s1, cd->t1); glVertex2i(x + cd->x1, y + cd->y1); glTexCoord2f(cd->s0, cd->t1); glVertex2i(x + cd->x0, y + cd->y1); x += cd->advance_int; } glEnd(); } However this results in weird glitches I guess I'm doing something wrong with the alpha blending, however I was unable to improve it by changing the parameters. The size and length of the outline of the text that should be shown seems about right (it should read "Test Test Test").

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  • How should I interpret these DirectX Caps Viewer values?

    - by tobi
    Briefly asking - what do the nodes mean and what the difference is between them in DirectX Caps Viewer? DXGI Devices Direct3D9 Devices DirectDraw Devices The most interesting for me is 1 vs 2. In the Direct3D9 Devices under HAL node I can see that my GeForce 8800GT supports PixelShaderVersion 3.0. However, under DXGI Devices I have DX 10, DX 10.1 and DX 11 having Shader model 4.0 (actually why DX 11? My card is not compatible with DX 11). I am implementing a DX 11 application (including d3d11.h) with shaders compiled in 4.0 version, so I can clearly see that 4.0 is supported. What is the difference between 1 and 2? Could you give me some theory behind the nodes?

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