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  • When does a game idea cross the line between homage/parody to ripoff?

    - by Daniel T.
    I'm not sure where this question belongs, but as it pertains to the development of a game idea, I figured I'd try to post it here. Recently I've been inspired to create a game based on another game I've played. However, the idea that I have is very similar to the original game. I was wondering, when does a game idea cross from being a homage or parody into the realm of being a ripoff? Are there any hard or fast rules or does this cross into a gray area?

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  • How to do fluid dynamics like “Where's My Water”?

    - by Edgar Miranda
    There is a game on the app store called "Where's My Water" that is really fun and uses fluid dynamics in its gameplay. You can check out a video of the gameplay... You use your finger to remove dirt from the screen, and then the water just flows to the new area. Anyone knows what engine this was made in and how they where able to get the fluid dynamics in there? I'm using the Corona SDK for mobile development and want to do something similar like this (a game with fluid dynamics).

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  • iPhone 3d Model format: .h file, .obj, or some other?

    - by T Reddy
    I'm beginning to write an iPhone game using OpenGL-ES and I've come across a problem with deciding what format my 3D models should be in. I've read (link escapes me at the moment) that some developers prefer the models compiled in Objective-C .h files. Still, others prefer having .obj as these are more portable (i.e., for deployment on non-iPhone platforms). Various 3D game engines seem to support many(?) formats, but I'm not going to use any of these engines as I would like to actually learn OpenGL-ES. Am I putting myself at a disadvantage here by not using a packaged engine? Thanks!

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  • Managing time for success in the industry? [closed]

    - by nvillec
    So about a year ago I decided to pursue programming, specifically game development, as a career. I've always been a pretty avid gamer, from chucking turnips at Shy Guys' faces in the 90s, to downing Heroic Deathwing last week. Just recently though, I've been spending a LOT of time playing games and it's starting to show in my programming classes. Yesterday after a discouraging exam, I put my foot down and vowed to myself to keep the gaming:coding ratio in favor of the one that will hopefully pay the bills later on. I realize that knowing games well is a key part of being a good developer, but as I've been recently shown, there's a threshold of pixelated indulgence that must not be crossed if I'm ever going to land my dream job. I'm assuming many of you are quite enthusiastic about games as well. What advice would you give an aspiring programmer regarding time management? Thanks!! (Also, I'm brand new to Stack Exchange...if this belongs somewhere else, I'm happy to move it)

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  • Making a collision detection system

    - by Sri Harsha Chilakapati
    I'm very new to game development (just started 3 months ago) and I've learning through creating a game engine. It's located here. In terms of collision, I know only brutefoce detection, in which case, the game slows down if there are a number of objects. So my question is How should I program the collisions? I want them to happen automatically for every object and call the object's collision(GObject other) method on each collision. Are there any new algorithms which can make this fast? If so, can anybody6 sh6ed some light on this topic? And I think of making it like the game maker Thanks

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  • How to change screen resolution in slick2d?

    - by SystemNetworks
    I released my game for testing for both windows and mac. I'm using mac as my development workspace. My friends uses windows and the window was to big. I created a 1000*1500 Screen window. I can change the window size but that means I have to re-do all my sprite sheets again with smaller sheets. I don't want to this again but is there a way which I can make the window smaller without changing the size of my sprite and changing co-ordinates of the mouse clicks?

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  • Android performance/issues with Corona SDK?

    - by B5Fan74
    I know this is a fairly broad question. We are looking to develop a mobile game and want to use a multi-platform engine/SDK. We like what we see with Corona but in doing some reading, we are seeing a lot of references to poor performance on the 'droid platforms. I am unsure how much of this is still relevant? Many of the articles/posts/references/discussions vary in date from 18 months ago to earlier this year. Is there a reason we should not pursue Corona if Android support is important to us? The game is going to be 2D isometric view. Thanks!

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  • why would you use textures that are not a power of 2?

    - by Will
    In the early days of OpenGL and DirectX, it was required that textures were powers of two. This meant that interpolation of float values could be done very quickly using shifting and such. Since OpenGL 2.0, and preceding that via an extension, non-power-of-two texture dimensions has been supported. Are there performance advantages to sticking to power-of-two textures on modern integrated and discrete GPUs? What advantages do non-power-of-two textures have, if any? Are there large populations of desktop users who don't have cards that support non-power-of-two textures?

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  • How do I implement Unreal-like object serialization?

    - by MrWiggels
    Recently, I've been working on the core of my engine, and as I'm moving forward I find myself developing throwaway code to read files and simple data into the engine. This got me thinking about how I should implement a file management system. After a bit of googleing I came across the Unreal Package format, and boy does it look like the perfect one. I think it's good because the way how it allows you to separate different assets into different packages and allow something like a level to reference the different packages. I was just wondering, is this possible with C#? Because the built-in serialization API in .NET does not seem to support any form of this, only reading and writing to a single file.

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  • How to prepare a game for localization?

    - by kevin42
    Many projects don't think about localization until the game is done. Then localization is done as a hack, and it's obvious that it was added on later. Some specific areas of concern: Text strings (obviously) Audio clips such as music and/or narratives Text rendered on textures (e.g. a label on a crate) Text rendered in frames in pre-rendered movies Fonts/Character sets for different languages Etc. What are some good ways to prepare for these challenges in the initial development stages, so you can make it easier without incurring too much cost up front?

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  • How to I teach my artist to do arts for games?

    - by Holm76
    So my girlfriend is an artist and I'm a programmer and we often talk about joining talents and doing some small games or other fun stuff for the different popular platforms currently out. But because I haven't really done any serious games development yet I have a hard time explaining to her how she should create or package the assets she'd make so we always end up not doing nothing about it. What I'm mostly thinking about here is when doing frame by frame animation. I know sprite sheets are used for this kind of thing but then comes questions like frames per second and stuff like like that. Not program wise but art wise. Is there a reference site or sites out there that teach someone with the skills of art how to manage and arrange the assets in sprite sheets and other stuff in words that artists understand?

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  • How to write a network game?

    - by TomWij
    Based on Why is so hard to develop a MMO?: Networked game development is not trivial; there are large obstacles to overcome in not only latency, but cheat prevention, state management and load balancing. If you're not experienced with writing a networked game, this is going to be a difficult learning exercise. I know the theory about sockets, servers, clients, protocols, connections and such things. Now I wonder how one can learn to write a network game: How to balance load problems? How to manage the game state? How to keep things synchronized? How to protect the communication and client from reverse engineering? How to work around latency problems? Which things should be computed local and which things on the server? ... Are there any good books, tutorials, sites, interesting articles or other questions regarding this? I'm looking for broad answers, but specific ones are fine too to learn the difference.

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  • GLSL, all in one or many shader programs?

    - by stjepano
    I am doing some 3D demos using OpenGL and I noticed that GLSL is somewhat "limited" (or is it just me?). Anyway I have many different types of materials. Some materials have ambient and diffuse color, some materials have ambient occlusion map, some have specular map and bump map etc. Is it better to support everything in one vertex/fragment shader pair or is it better to create many vertex/fragment shaders and select them based on currently selected material? What is the usual shader strategy in OpenGL or D3D?

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  • Online architecture guide

    - by hunterman
    I am a newbie in gamedev, and I don't know about programmer's problems that can appear during development. So can you advice me some best practice for starting build new online multi-player game backend? I just saw reddraft server, and I think Spring library can also do some of its features. What is big difference? Do I need learn more spring or I have to use servers like reddraft or write these tools myself? I know that I need to learn hard and many - and the question is - what I should to learn now at the beginning? Thanks.

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  • Updates for IOS AppStore Multiplayer Game

    - by TobiHeidi
    I am developing a multiplayer game for the web, android and ios. For the web and android i can instantly push out new versions of my game because they support executing remotly loaded code. But with IOS i need to wait for an Apple approval taking about 10 days. I want to push updates more then weekly. What if my server code changes so the client MUST update? Run an old version of the server code just for IOS? How do other multiplayer devs handle this ?

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  • XNA - Debugging/Testing Individual Sprites and Pixel Collision

    - by kwelch
    I ran through the first training on XNA where you make a shooter game. They did some thing that I would not do and I want to use their starting point to learn more things. I want to try better collision and adding a menu. I saw something online with the sonic physics where they have a frame by frame of sonic moving 1 pixel. See picture below. I am new to development, but I have been programming for years now. What would you guys suggest to try these different things out. How would I simulate a similar frame by frame testing as they do in the above picture? Thanks!

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  • Passing data between engine layers

    - by spaceOwl
    I am building a software system (game engine with networking support ) that is made up of (roughly) these layers: Game Layer Messaging Layer Networking Layer Game related data is passed to the messaging layer (this could be anything that is game specific), where they are to be converted to network specific messages (which are then serialized to byte arrays). I'm looking for a way to be able to convert "game" data into "network" data, such that no strong coupling between these layers will exist. As it looks now, the Messaging layer sits between both layers (game and network) and "knows" both of them (it contains Converter objects that know how to translate between data objects of both layers back and forth). I am not sure this is the best solution. Is there a good design for passing objects between layers? I'd like to learn more about the different options.

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  • Confuse with OpenGL, SFML, and its library

    - by Robinson Joaquin
    I am a beginning to enter the world of game development. Lately, I researched that "OPENGL" is one of the tools to use in graphics, then I found out about "SFML" (I think that its a library or something that uses opengl). I am so confuse because all books/ sites said using "GLUT", but many people/fellow developers said that I must use a more updated one like "SFML" but sfml has few/none tutorials. What I am trying to say is "how to create own library or something like your own glut or sfml", and why does opengl has no source code? And how can I use the EXACT(not glut/sfml) opengl in my c++ program? I am so confuse....

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  • How should I store a Game Database on Android?

    - by Liam
    I'm looking at creating a game for Android and while I have most of the ins and outs worked out, the one thing I'm struggling with is how to store data for the game. Ultimately, the game will be based off of a lot of pre-defined data and statistics so the obvious choice to me would be something like SQLite, but as I'm pretty new to the realm of Android and Game Development, I'm not 100% certain if this is the right route to follow. The data will be general pre-defined data as well as player data (along the lines of careers stats - what place finished, etc). I was wondering if there was a better/best practice solution that wasn't SQLite and that would provide said functionality and if so, could you point me in the right direction?

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  • How to set orthgraphic matrix for a 2d camera with zooming?

    - by MahanGM
    I'm using ID3DXSprite to draw my sprites and haven't set any kind of camera projection matrix. How to setup an orthographic projection matrix for camera in DirectX which it would be able to support zoom functionality? D3DXMATRIX orthographicMatrix; D3DXMATRIX identityMatrix; D3DXMatrixOrthoLH(&orthographicMatrix, nScreenWidth, nScreenHeight, 0.0f, 1.0f); D3DXMatrixIdentity(&identityMatrix); device->SetTransform(D3DTS_PROJECTION, &orthographicMatrix); device->SetTransform(D3DTS_WORLD, &identityMatrix); device->SetTransform(D3DTS_VIEW, &identityMatrix); This code is for initial setup. Then, for zooming I multiply zoom factor in nScreenWidth and nScreenHeight.

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  • Is there a size limit when using UICollectionView as tiled map for iOS game?

    - by Alexander Winn
    I'm working on a turn-based strategy game for iOS, (picture Civilization 2 as an example), and I'm considering using a UICollectionView as my game map. Each cell would be a tile, and I could use the "didSelectCell" method to handle player interaction with each tile. Here's my question: I know that UICollectionViewCells are dequeued and reused by the OS, so does that mean that the map could support an effectively infinitely-large map, so long as only a few cells are onscreen at a time? However many cells were onscreen would be held in memory, and obviously the data source would take up some memory, but would my offscreen map be limited to a certain size or could it be enormous so long as the number of cells visible at any one time wasn't too much for the device to handle? Basically, is there any memory weight to offscreen cells, or do only visible cells have any impact?

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  • C++ Framework for iOS [closed]

    - by myrkos
    I am looking for a simple and easy C++ framework for iOS. Specifically, what I want it to wrap in a C++ API: Simple GUI system 2D Graphics User touch input and accelerometer Networking (UDP sockets) What I'm trying to do is port a multiplayer game to the iOS. I've seen cocos2d-x, but I don't know how stable it is and I don't think it supports networking. Oh, and I want it to be free and open source if possible. Android support is a plus but definitely not required.

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  • low level api or graphics library?

    - by German
    Well, I want to learn game development, I've already know a little bit about xna, ogre and DX but, I want to choose one of them and stick with it. I'm not trying to make a "directx vs xna, ogre vs opengl, etc." thread. Some people told me that it's better to learn an engine like Ogre because you can develop games directly and you don't have to worry about the low level details, I know that. Other people told me that it's better to learn a low level api before learning something like Ogre because you will able to understand how it works. Is it valuable to have experience with Ogre or another engine but don't know anything about a low level api? What do you recommend me? Thanks in advance.

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  • What would be a good game making engine supporting Vector images?

    - by Qqwy
    I want to create a simple platforming game, in which you are a square in a wonderful world. I would like this game to be able to be played in browsers. Basically I am searching for something similar to "Flixel", but with the following features: Support Vector Graphics Allow zooming/rotating objects without producing huge amounts of lag as soon as you are using more objects. (Because I want to rotate the map around the player) So in other words, preferably zoom the viewport/camera instead of the objects themselves. Does an engine like that exist?

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  • Algorithms for positioning rectangles evenly spaced with unknown connecting lines

    - by MacGyver
    I'm new to game development, but I'm trying to figure out a good algorithm for positioning rectangles (of any width and height) in a given surface area, and connecting them with any variation of lines. Two rectangles will never have more than one line connecting them. Where would I begin working on a problem like this? This is only a 2 dimensional surface. I read about graph theory, and it seems like this is a close representation of that. The rectangles would be considered a node, and the lines connecting them would be considered an edge in graph theory.

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