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  • Text based game in XNA

    - by Sigh-AniDe
    I want to create a text based game, where the player will type up,down, left or right and the sprite will move in that direction. I created the game and at the moment the player moves with the up,left,down and right keys. I would like to change the movement of the sprite from keypresses to text commands, Ive googled a lot on creating text based games in XNA but have had no luck. Could you please help me or guide me in the right direction of how to do this in XNA. All help will greatly be appreciated. Thanks

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  • Managing multiple references of the same game entity in different places using IDs

    - by vargonian
    I've seen great questions on similar topics, but none that addressed this particular method: Given that I have multiple collections of game entities in my [XNA Game Studio] game, with many entities belonging to multiple lists, I'm considering ways I could keep track of whenever an entity is destroyed and remove it from the lists it belongs to. A lot of potential methods seem sloppy/convoluted, but I'm reminded of a way I've seen before in which, instead of having multiple collections of game entities, you have collections of game entity IDs instead. These IDs map to game entities via a central "database" (perhaps just a hash table). So, whenever any bit of code wants to access a game entity's members, it first checks to see if it's even in the database still. If not, it can react accordingly. Is this a sound approach? It seems that it would eliminate many of the risks/hassles of storing multiple lists, with the tradeoff being the cost of the lookup every time you want to access an object.

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  • Creating a 2D Line Branch

    - by Danran
    I'm looking into creating a 2D line branch, something for a "lightning effect". I did ask this question before on creating a "lightning effect" (mainly though referring to the process of the glow & after effects the lightning has & to whether it was a good method to use or not); Methods of Creating a "Lightning" effect in 2D However i never did get around to getting it working. So i've been trying today to get a seconded attempt going but i'm getting now-were :/. So to be clear on what i'm trying to-do, in this article posted; http://drilian.com/2009/02/25/lightning-bolts/ I'm trying to create the line segments seen in the images on the site. I'm confused mainly by this line in the pseudo code; // Offset the midpoint by a random amount along the normal. midPoint += Perpendicular(Normalize(endPoint-startPoint))*RandomFloat(-offsetAmount,offsetAmount); If someone could explain this to me it would be really grateful :).

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  • Android how to get opengl 3D coordinates in ontouch event

    - by Sandy
    I created a cube in opengl and it rotates in ontouch event. To to this I created a CustomSurfaceView as follows public class CustomSurfaceView extends GLSurfaceView { @Override public boolean onTouchEvent(MotionEvent e) { float x = e.getX() float y = e.getY(); } } Here x and y are screen coordinates. How can I get 3D coordinated from this? I have already looked gluProject and NeHe. But I dont know how to implement this in my project, it shows that there is no GLdouble,GLfloat class.

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  • Per-pixel collision detection - why does XNA transform matrix return NaN when adding scaling?

    - by JasperS
    I looked at the TransformCollision sample on MSDN and added the Matrix.CreateTranslation part to a property in my collision detection code but I wanted to add scaling. The code works fine when I leave scaling commented out but when I add it and then do a Matrix.Invert() on the created translation matrix the result is NaN ({NaN,NaN,NaN},{NaN,NaN,NaN},...) Can anyone tell me why this is happening please? Here's the code from the sample: // Build the block's transform Matrix blockTransform = Matrix.CreateTranslation(new Vector3(-blockOrigin, 0.0f)) * // Matrix.CreateScale(block.Scale) * would go here Matrix.CreateRotationZ(blocks[i].Rotation) * Matrix.CreateTranslation(new Vector3(blocks[i].Position, 0.0f)); public static bool IntersectPixels( Matrix transformA, int widthA, int heightA, Color[] dataA, Matrix transformB, int widthB, int heightB, Color[] dataB) { // Calculate a matrix which transforms from A's local space into // world space and then into B's local space Matrix transformAToB = transformA * Matrix.Invert(transformB); // When a point moves in A's local space, it moves in B's local space with a // fixed direction and distance proportional to the movement in A. // This algorithm steps through A one pixel at a time along A's X and Y axes // Calculate the analogous steps in B: Vector2 stepX = Vector2.TransformNormal(Vector2.UnitX, transformAToB); Vector2 stepY = Vector2.TransformNormal(Vector2.UnitY, transformAToB); // Calculate the top left corner of A in B's local space // This variable will be reused to keep track of the start of each row Vector2 yPosInB = Vector2.Transform(Vector2.Zero, transformAToB); // For each row of pixels in A for (int yA = 0; yA < heightA; yA++) { // Start at the beginning of the row Vector2 posInB = yPosInB; // For each pixel in this row for (int xA = 0; xA < widthA; xA++) { // Round to the nearest pixel int xB = (int)Math.Round(posInB.X); int yB = (int)Math.Round(posInB.Y); // If the pixel lies within the bounds of B if (0 <= xB && xB < widthB && 0 <= yB && yB < heightB) { // Get the colors of the overlapping pixels Color colorA = dataA[xA + yA * widthA]; Color colorB = dataB[xB + yB * widthB]; // If both pixels are not completely transparent, if (colorA.A != 0 && colorB.A != 0) { // then an intersection has been found return true; } } // Move to the next pixel in the row posInB += stepX; } // Move to the next row yPosInB += stepY; } // No intersection found return false; }

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  • Pattern for performing game actions

    - by Arkiliknam
    Is there a generally accepted pattern for performing various actions within a game? A way a player can perform actions and also that an AI might perform actions, such as move, attack, self-destruct, etc. I currently have an abstract BaseAction which uses .NET generics to specify the different objects that get returned by the various actions. This is all implemented in a pattern similar to the Command, where each action is responsible for itself and does all that it needs. My reasoning for being abstract is so that I may have a single ActionHandler, and AI can just queue up different action implementing the baseAction. And the reason it is generic is so that the different actions can return result information relevant to the action (as different actions can have totally different outcomes in the game), along with some common beforeAction and afterAction implementations. So... is there a more accepted way of doing this, or does this sound alright?

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  • World of Warcraft like C++/C# server (highload)

    - by Edward83
    I know it is very big topic and maybe my question is very beaten, but I'm interesting of basics how to write highload server for UDP/TCP client-server communications in MMO-like game on C++/C#? I mean what logic of retrieving hundreds and thousands packages at the same time and sending updates to clients? Please advice me with architecture solutions, your experience, ready-to-use libraries. Maybe you know some interesting details how WoW servers work. Thank you! Edit: my question is about developing, not hardware/software tools;

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  • Vector vs Scalar velocity?

    - by Serguei Fedorov
    I am revamping an engine I have been working on and off on for the last few weeks to use a directional vector to dictate direction; this way I can dictate the displacement based on a direction. However, the issue I am trying to overcome is the following problem; the speed towards X and speed towards Y are unrelated to one another. If gravity pulls the object down by an increasing velocity my velocity towards the X should not change. This is very easy to implement if my speed is broken into a Vector datatype, Vector.X dictates one direction Vector.Y dictates the other (assuming we are not concerned about the Z axis). However, this defeats the purpose of the directional vector because: SpeedX = 10 SpeedY = 15 [1, 1] normalized = ~[0.7, 0.7] [0.7, 0.7] * [10, 15] = [7, 10.5] As you can see my direction is now "scaled" to my speed which is no longer the direction that I want to be moving in. I am very new to vector math and this is a learning project for me. I looked around a little bit on the internet but I still want to figure out things on my own (not just look at an example and copy off it). Is there way around this? Using a directional vector is extremely useful but I am a little bit stumped at this problem. I am sorry if my mathematical understanding maybe completely wrong.

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  • How do i make a minecraft server mod? [closed]

    - by Simon
    Possible Duplicate: Mods for Minecraft Server - how does it work? I have made some minecraft client mods, but i've started a server a mounth ago and i want to make a mod for it, but i cant find any tutorial on the internet. How can then the other guys making those mods for minecraft server know how they are going to do? Do they try forward as i tryed or are they doing something else. I would be glad if someone could tell me how to do or find tutorials for me, couse I have tryed to find them in nearly a week of searching. But i guess im searching at the wrong spot of internet, what do i know :o

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  • What is the most secure way to archive a GKScore to be re-submitted later?

    - by Jonathan Sibley
    I'm looking for the safest way to archive and store a GKScore that needs to be re-submitted to Game Center (say, because the user didn't have a network connection at the time the score was earned). I would like to archive the GKScore instance in case the app is terminated before it can be successfully re-submitted to Game Center. My worry is that if it's archived to an instance of NSData and saved in a .plist, it would be easy to manipulate. Perhaps this worry is unjustified? NOTE: I posted a similar question on Stack Overflow only to realize that it's better asked here.

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  • Multithreading 2D gravity calculations

    - by Postman
    I'm building a space exploration game and I've currently started working on gravity ( In C# with XNA). The gravity still needs tweaking, but before I can do that, I need to address some performance issues with my physics calculations. This is using 100 objects, normally rendering 1000 of them with no physics calculations gets well over 300 FPS (which is my FPS cap), but any more than 10 or so objects brings the game (and the single thread it runs on) to its knees when doing physics calculations. I checked my thread usage and the first thread was killing itself from all the work, so I figured I just needed to do the physics calculation on another thread. However when I try to run the Gravity.cs class's Update method on another thread, even if Gravity's Update method has nothing in it, the game is still down to 2 FPS. Gravity.cs public void Update() { foreach (KeyValuePair<string, Entity> e in entityEngine.Entities) { Vector2 Force = new Vector2(); foreach (KeyValuePair<string, Entity> e2 in entityEngine.Entities) { if (e2.Key != e.Key) { float distance = Vector2.Distance(entityEngine.Entities[e.Key].Position, entityEngine.Entities[e2.Key].Position); if (distance > (entityEngine.Entities[e.Key].Texture.Width / 2 + entityEngine.Entities[e2.Key].Texture.Width / 2)) { double angle = Math.Atan2(entityEngine.Entities[e2.Key].Position.Y - entityEngine.Entities[e.Key].Position.Y, entityEngine.Entities[e2.Key].Position.X - entityEngine.Entities[e.Key].Position.X); float mult = 0.1f * (entityEngine.Entities[e.Key].Mass * entityEngine.Entities[e2.Key].Mass) / distance * distance; Vector2 VecForce = new Vector2((float)Math.Cos(angle), (float)Math.Sin(angle)); VecForce.Normalize(); Force = Vector2.Add(Force, VecForce * mult); } } } entityEngine.Entities[e.Key].Position += Force; } } Yeah, I know. It's a nested foreach loop, but I don't know how else to do the gravity calculation, and this seems to work, it's just so intensive that it needs its own thread. (Even if someone knows a super efficient way to do these calculations, I'd still like to know how I COULD do it on multiple threads instead) EntityEngine.cs (manages an instance of Gravity.cs) public class EntityEngine { public Dictionary<string, Entity> Entities = new Dictionary<string, Entity>(); public Gravity gravity; private Thread T; public EntityEngine() { gravity = new Gravity(this); } public void Update() { foreach (KeyValuePair<string, Entity> e in Entities) { Entities[e.Key].Update(); } T = new Thread(new ThreadStart(gravity.Update)); T.IsBackground = true; T.Start(); } } EntityEngine is created in Game1.cs, and its Update() method is called within Game1.cs. I need my physics calculation in Gravity.cs to run every time the game updates, in a separate thread so that the calculation doesn't slow the game down to horribly low (0-2) FPS. How would I go about making this threading work? (any suggestions for an improved Planetary Gravity system are welcome if anyone has them) I'm also not looking for a lesson in why I shouldn't use threading or the dangers of using it incorrectly, I'm looking for a straight answer on how to do it. I've already spent an hour googling this very question with little results that I understood or were helpful. I don't mean to come off rude, but it always seems hard as a programming noob to get a straight meaningful answer, I usually rather get an answer so complex I'd easily be able to solve my issue if I understood it, or someone saying why I shouldn't do what I want to do and offering no alternatives (that are helpful). Thank you for the help!

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  • Move the location of the XYZ pivot point on a mesh in UDK

    - by WebDevHobo
    When working with any mesh, you get an XYZ point somewhere on it. If you just want to move the mesh in any direction, it doesn't matter where this point is located. However, I want to rotate a door. This requires the point of rotation to be very specific. I can't find anywhere how to change the location of the point. Can anyone help? EDIT: solved, to change the pivot point, right click on the mesh, go to "Pivot" and move it. Then right click again and this time select "Save PrePivot to Pivot"

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  • Moving while doing loop animation in RPGMaker

    - by AzDesign
    I made a custom class to display character portrait in RPGMaker XP Here is the class : class Poser attr_accessor :images def initialize @images = Sprite.new @images.bitmap = RPG::Cache.picture('Character.png') #100x300 @images.x = 540 #place it on the bottom right corner of the screen @images.y = 180 end end Create an event on the map to create an instance as global variable, tada! image popped out. Ok nice. But Im not satisfied, Now I want it to have bobbing-head animation-like (just like when we breathe, sometimes bob our head up and down) so I added another method : def move(x,y) @images.x += x @images.y += y end def animate(x,y,step,delay) forward = true 2.times { step.times { wait(delay) if forward move(x/step,y/step) else move(-x/step,-y/step) end } wait(delay*3) forward = false } end def wait(time) while time > 0 time -= 1 Graphics.update end end I called the method to run the animation and it works, so far so good, but the problem is, WHILE the portrait goes up and down, I cannot move my character until the animation is finished. So that's it, I'm stuck in the loop block, what I want is to watch the portrait moving up and down while I walk around village, talk to npc, etc. Anyone can solve my problem ? Or better solution ? Thanks in advance

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  • glsl demo suggestions ?

    - by brainydexter
    In a lot of places I interviewed recently, I have been asked many a times if I have worked with shaders. Even though, I have read and understand the pipeline, the answer to that question has been no. Recently, one of the places asked me if I can send them a sample of 'something' that is "visually polished". So, I decided to take the plunge and wrote some simple shader in GLSL(with opengl).I now have a basic setup where I can use vbos with glsl shaders. I have a very short window left to send something to them and I was wondering if someone with experience, could suggest an idea that is interesting enough to grab someone's attention. Thanks

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  • Using two joysticks in Cocos2D

    - by Blade
    Here is what I am trying to do: With the left joystick the player can steer the figure and with the right joystick it can attack. Problem is that the left joystick seems to get all the input, the right one does not even register anything. I enabled multipletouch after the eagleView and gone thoroughly over the code. But I seem to miss something. I initiliaze both sticks and it shows me both of them in game, but like I said, only the left one works. I initialize them both. From the h. file: SneakyJoystick *joystick; SneakyJoystick *joystickRight; And in m.file I synthesize, deallocate and initialize them. In order to use one for controlling and the other for attacking I put this: -(void)updateStateWithDeltaTime:(ccTime)deltaTime andListOfGameObjects:(CCArray*)listOfGameObjects { if ((self.characterState == kStateIdle) || (self.characterState == kStateWalkingBack) || (self.characterState == kStateWalkingLeft) || (self.characterState == kStateWalkingRight)|| (self.characterState == kStateWalkingFront) || (self.characterState == kStateAttackingFront) || (self.characterState == kStateAttackingBack)|| (self.characterState == kStateAttackingRight)|| (self.characterState == kStateAttackingLeft)) { if (joystick.degrees > 60 && joystick.degrees < 120) { if (self.characterState != kStateWalkingBack) [self changeState:kStateWalkingBack]; }else if (joystick.degrees > 1 && joystick.degrees < 59) { if (self.characterState != kStateWalkingRight) [self changeState:kStateWalkingRight]; } else if (joystick.degrees > 211 && joystick.degrees < 300) { if (self.characterState != kStateWalkingFront) [self changeState:kStateWalkingFront]; } else if (joystick.degrees > 301 && joystick.degrees < 360){ if (self.characterState != kStateWalkingRight) [self changeState:kStateWalkingRight]; } else if (joystick.degrees > 121 && joystick.degrees < 210) { if (self.characterState != kStateWalkingLeft) [self changeState:kStateWalkingLeft]; } if (joystickRight.degrees > 60 && joystickRight.degrees < 120) { if (self.characterState != kStateAttackingBack) [self changeState:kStateAttackingBack]; }else if (joystickRight.degrees > 1 && joystickRight.degrees < 59) { if (self.characterState != kStateAttackingRight) [self changeState:kStateAttackingRight]; } else if (joystickRight.degrees > 211 && joystickRight.degrees < 300) { if (self.characterState != kStateAttackingFront) [self changeState:kStateAttackingFront]; } else if (joystickRight.degrees > 301 && joystickRight.degrees < 360){ if (self.characterState != kStateAttackingRight) [self changeState:kStateAttackingRight]; } else if (joystickRight.degrees > 121 && joystickRight.degrees < 210) { if (self.characterState != kStateAttackingLeft) [self changeState:kStateAttackingLeft]; } [self applyJoystick:joystick forTimeDelta:deltaTime]; [self applyJoystick:joystickRight forTimeDelta:deltaTime]; } Maybe it has something to do with putting them both to time delta? I tried working around it, but it did not work. So I am thankful for any input you guys can give me :)

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  • Subdividing a polygon into boxes of varying size

    - by Michael Trouw
    I would like to be pointed to information / resources for creating algorithms like the one illustrated on this blog, which is a subdivision of a polygon (in my case a voronoi cell) into several boxes of varying size: http://procworld.blogspot.nl/2011/07/city-lots.html In the comments a paper by among others the author of the blog can be found, however the only formula listed is about candidate location suitability: http://www.groenewegen.de/delft/thesis-final/ProceduralCityLayoutGeneration-Preprint.pdf Any language will do, but if examples can be given Javascript is preferred (as it is the language i am currently working with) A similar question is this one: What is an efficient packing algorithm for packing rectangles into a polygon?

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  • Architecture a for a central renderer rather than self-rendering

    - by The Communist Duck
    For the architectural side of rendering, there's two main ways: having each object render itself, and having a single renderer which renders everything. I'm currently aiming for the second idea, for the following reasons: The list can be sorted to only use shaders once. Else each object would have to bind the shader, because it's not sure if it's active. The objects could be sorted and grouped. Easier to swap APIs. With a few macro lines, it can be easy to swap between a DirectX renderer and an OpenGL renderer (not a reason for my project, but still a good point) Easier to manage rendering code Of course, if anyone has strong recommendations for the first method, I will listen to them. But I was wondering how make this work. First idea The renderer has a list of pointers to the renderable components of each entity, which register themselves on RenderCompoent creation. However, I'm worrying that this may end up as a lot of extra pointer weight. But I can sort the list of pointers every so often. Second idea The entire list of entities is passed to the renderer each render call. The renderer then sorts the list (each call, or maybe once?) and gets what it wants. That's a lot of passing and/or sorting, however. Other ideas ??? PROFIT Anyone got ideas? Thank you.

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  • Why is my model's scale changing after rotating it?

    - by justnS
    I have just started a simple flight simulator and have implemented Roll and pitch. In the beginning, testing went very well; however, after about 15-20 seconds of constantly moving the thumbsticks in a random or circular motion, my model's scale begins to grow. At first I thought the model was moving closer to the camera, but i set break points when it was happening and can confirm the translation of my orientation matrix remains 0,0,0. Is this a result of Gimbal Lock? Does anyone see an obvious error in my code below? public override void Draw( Matrix view, Matrix projection ) { Matrix[] transforms = new Matrix[Model.Bones.Count]; Model.CopyAbsoluteBoneTransformsTo( transforms ); Matrix translateMatrix = Matrix.Identity * Matrix.CreateFromAxisAngle( _orientation.Right, MathHelper.ToRadians( pitch ) ) * Matrix.CreateFromAxisAngle( _orientation.Down, MathHelper.ToRadians( roll ) ); _orientation *= translateMatrix; foreach ( ModelMesh mesh in Model.Meshes ) { foreach ( BasicEffect effect in mesh.Effects ) { effect.World = _orientation * transforms[mesh.ParentBone.Index]; effect.View = view; effect.Projection = projection; effect.EnableDefaultLighting(); } mesh.Draw(); } } public void Update( GamePadState gpState ) { roll = 5 * gpState.ThumbSticks.Left.X; pitch = 5 * gpState.ThumbSticks.Left.Y; }

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  • Java keyboard input [on hold]

    - by dØd
    I'm trying to implement a input system that can detect whether a certain key was held or was only pressed briefly. So far I have this: KEY_INTERACTION_TRESHOLD = 400ms //inside a constructor shouldMeasure = true; @Override public void keyPressed(KeyEvent e) { if (shouldMeasure) { startTime = System.currentTimeMillis(); shouldMeasure = false; return; } System.out.println("Button is held down"); e.consume(); } @Override public void keyReleased(KeyEvent e) { if (System.currentTimeMillis() - startTime < KEY_INTERACTION_TRESHOLD) { System.out.println("Button was only pressed briefly"); } startTime = 0; shouldMeasure = true; e.consume(); } Now this works, but the problem is that there is this delay between when I press a key to hold and when the message 'Button is held down' gets displayed. I understand why this delay occurs (for example when you press and hold a letter there will be a similar delay between the first and the second letter printed out), but I would like to somehow avoid it. I'm using only the Java API.

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  • Lighting with VBO

    - by nkint
    I'm using a Java JOGL wrapper called processing.org. I have coded some enviroment on it and I'm quite proud of it even if it has some ready stuffs that I didn't know anything about it (==LIGHTS). Then, for some geometry, I've decided to use a VBO. I had to pass in the hard way and recode all lights. But I can't achieve the same result. This is the original light system: And this with VBO: With this code: Vec3D l; gl.glEnable(GL.GL_LIGHTING); gl.glEnable(GL.GL_LIGHT0); gl.glEnable(GL.GL_COLOR_MATERIAL); gl.glMaterialfv(GL.GL_FRONT_AND_BACK, GL.GL_AMBIENT, new float[]{0.8f,0f,0f}, 0); l = new Vec3D(0,0,-10); gl.glColor3f(0.8f,0f,0f); gl.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, new float[] { l.x, l.y, l.z, 0 }, 0); gl.glLightfv(GL.GL_LIGHT0, GL.GL_SPOT_DIRECTION, new float[] { 1, 1, 1, 1 }, 0); I can't achive the same light, the same color material, and the same wireframe stuffs. If needed I can also post the code I use for VBO, but it is quite standard vertex array grabbed on the net that uses glDrawArrays

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  • Client-Server MMOG & data structures sync when joining / playing

    - by plang
    After reading a few articles on MMOG architecture, there is still one point on which I cannot find much information: it has to do with how you keep in sync server data on the client, when you join, and while you play. A pretty vague question, I agree. Let me refine it: Let's say we have an MMOG virtual world subdivided into geographical cells. A player in a cell is mostly interested in what happens in the cell itself, and all the surrounding cells, not more. When joining the game for the first time, the only thing we can do is send some sort of "database dump" of the interesting cells to the client. When playing, I guess it would be very inefficient to do the same thing regularly. I imagine the best thing to do is to send "deltas" to the client, which would allow keeping the local database in sync. Now let's say the player moves, and arrives in another cell. Surrounding cells change, and for all the new cells the player subscribes, the same technique as used when joining the game has to be used: some sort of "database dump". This mechanic of joining/moving in a cell-based MMOG virtual world interests me, and I was wondering if there were tried and tested techniques in this domain. Thanks!

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  • Render angles of a 3D model into 2D images?

    - by Ricket
    Is there a tool out there that you can give a 3D model file, and it will output 2D renders of it from various angles? For example if you were making a 2D RPG but you want to make your character look nice, you might make the character in 3D and then just render the character from 8 or more angles into images which then are used by the 2D engine to give a pseudo-3D look. Does such a tool exist or will it need to be custom-written or done manually?

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  • Has a multi player graphic adventure* ever been made?

    - by Petruza
    By graphic adventure, I mean point & click LucasArts-type games. Those games have a mostly linear structure in nature, and usually don't offer as many variants as other games types like action, rpg, strategy, which makes this genre difficult to implement a multi-player feature. I'd like to know if there has been any attempts on doing such a thing, and if it would be viable, as players going offline or leaving a game in the middle would affect significantly the other players' game.

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  • How much localizations is too much for a game?

    - by Krom Stern
    We are making an RTS game and we intend to add localizations to all languages our players use. So far we have 16 locales and about 3-4 are being planned. Now some crazy ideas pop up from our community, players ask for "funny text" localizations. We have been already offered a pack that makes it for 1 of our languages. Now I was thinking where should we draw a line between official localizations which we include into the game and unofficial mods that players will have to install on their own? Obviously overcrowding locale selection menu with all sorts of funny locales (LOL-cat, redneck, welsh, medieval, simplified, etc.) for all the languages seems way too much. But is it really? What are the hidden pros and cons of having too much locales and how much is too much?

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