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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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  • Struct Method for Loops Problem

    - by Annalyne
    I have tried numerous times how to make a do-while loop using the float constructor for my code but it seems it does not work properly as I wanted. For summary, I am making a TBRPG in C++ and I encountered few problems. But before that, let me post my code. #include <iostream> #include <string> #include <ctime> #include <cstdlib> using namespace std; int char_level = 1; //the starting level of the character. string town; //town string town_name; //the name of the town the character is in. string charname; //holds the character's name upon the start of the game int gems = 0; //holds the value of the games the character has. const int MAX_ITEMS = 15; //max items the character can carry string inventory [MAX_ITEMS]; //the inventory of the character in game int itemnum = 0; //number of items that the character has. bool GameOver = false; //boolean intended for the game over scr. string monsterTroop [] = {"Slime", "Zombie", "Imp", "Sahaguin, Hounds, Vampire"}; //monster name float monsterTroopHealth [] = {5.0f, 10.0f, 15.0f, 20.0f, 25.0f}; // the health of the monsters int monLifeBox; //life carrier of the game's enemy troops int enemNumber; //enemy number //inventory[itemnum++] = "Sword"; class RPG_Game_Enemy { public: void enemyAppear () { srand(time(0)); enemNumber = 1+(rand()%3); if (enemNumber == 1) cout << monsterTroop[1]; //monster troop 1 else if (enemNumber == 2) cout << monsterTroop[2]; //monster troop 2 else if (enemNumber == 3) cout << monsterTroop[3]; //monster troop 3 else if (enemNumber == 4) cout << monsterTroop[4]; //monster troop 4 } void enemDefeat () { cout << "The foe has been defeated. You are victorious." << endl; } void enemyDies() { //if the enemy dies: //collapse declaration cout << "The foe vanished and you are victorious!" << endl; } }; class RPG_Scene_Battle { public: RPG_Scene_Battle(float ini_health) : health (ini_health){}; float getHealth() { return health; } void setHealth(float rpg_val){ health = rpg_val;}; private: float health; }; //---------------------------------------------------------------// // Conduct Damage for the Scene Battle's Damage //---------------------------------------------------------------// float conductDamage(RPG_Scene_Battle rpg_tr, float damage) { rpg_tr.setHealth(rpg_tr.getHealth() - damage); return rpg_tr.getHealth(); }; // ------------------------------------------------------------- // void RPG_Scene_DisplayItem () { cout << "Items: \n"; for (int i=0; i < itemnum; ++i) cout << inventory[i] <<endl; }; In this code I have so far, the problem I have is the battle scene. For example, the player battles a Ghost with 10 HP, when I use a do while loop to subtract the HP of the character and the enemy, it only deducts once in the do while. Some people said I should use a struct, but I have no idea how to make it. Is there a way someone can display a code how to implement it on my game? Edit: I made the do-while by far like this: do RPG_Scene_Battle (player, 20.0f); RPG_Scene_Battle (enemy, 10.0f); cout << "Battle starts!" <<endl; cout << "You used a blade skill and deducted 2 hit points to the enemy!" conductDamage (enemy, 2.0f); while (enemy!=0) also, I made something like this: #include <iostream> using namespace std; int gems = 0; class Entity { public: Entity(float startingHealth) : health(startingHealth){}; // initialize health float getHealth(){return health;} void setHealth(float value){ health = value;}; private: float health; }; float subtractHealthFrom(Entity& ent, float damage) { ent.setHealth(ent.getHealth() - damage); return ent.getHealth(); }; int main () { Entity character(10.0f); Entity enemy(10.0f); cout << "Hero Life: "; cout << subtractHealthFrom(character, 2.0f) <<endl; cout << "Monster Life: "; cout << subtractHealthFrom(enemy, 2.0f) <<endl; cout << "Hero Life: "; cout << subtractHealthFrom(character, 2.0f) <<endl; cout << "Monster Life: "; cout << subtractHealthFrom(enemy, 2.0f) <<endl; }; Struct method, they say, should solve this problem. How can I continously deduct hp from the enemy? Whenever I deduct something, it would return to its original value -_-

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  • How do you get the total asset size (or total resource size) in an Android game?

    - by tom_mai78101
    In an Android Java project, there are two folders, asset and res. To me, I usually put some stuffs, like PNG files, sound files, etc. in either one of the two folder. When resources are increasingly becoming more and more in those folders, the time it takes to load them will increase. Therefore, a loading screen is a must in these situation. The total size is to be used in a loading screen, so that I can guess the average time it takes to load each resources, from 0 bytes to its individual resource file size. I only know that by adding all individual sizes in a respective order, I will then obtain the total asset or res folder size, simply by adding them up. So, when it comes to getting the total file size from either folder, how do you obtain their individual resource/object sizes, respectively? Thanks in advance.

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  • SDL mouse wheel not picking up

    - by Chris
    Running Ubuntu 11.04, SDL 1.2 trying to pickup mouse wheel up/down movement with this (stripped down) code: int main( int argc, char **argv ) { SDL_MouseButtonEvent *mousebutton = NULL; while ( !done ) { if(mousebutton != NULL && mousebutton->button == SDL_BUTTON_LEFT) yrot += 0.75f; else if(mousebutton != NULL && mousebutton->button == SDL_BUTTON_RIGHT) yrot -= 0.75f; else if(mousebutton != NULL && mousebutton->button == SDL_BUTTON_WHEELUP){ xrot += 0.75f; }else if(mousebutton != NULL && mousebutton->button == SDL_BUTTON_WHEELDOWN){ xrot -= 0.75f; } while ( SDL_PollEvent( &event ) ) { switch( event.type ) { case SDL_MOUSEBUTTONDOWN: mousebutton = &event.button; break; case SDL_MOUSEBUTTONUP: mousebutton = NULL; break; default: break; } } } return 0; } strange thing is, scrolling with the mouse button does nothing, but if I hold down a mouse button or two and then move the mouse it hits the SDL_BUTTON_WHEEL code occasionally. This honestly reeks of a pointer issue, which would make sense since I've been spoiled with C# for the past couple years, but I am just not seeing it. How do i correctly find mouse scroll events in SDL?

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  • Import FBX with multiple meshes into UDK

    - by Tom
    I used this script to generate a few buildings that I was hoping to import into UDK. Each building is made of about 1000 separate objects. When I export a building as FBX and import the file into UDK it breaks it up into its individual objects again, so I was wondering how I would avoid this. Whether there was a tool to combine all of the objects into one mesh automatically before exporting or if I could prevent UDK from breaking them upon import.

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  • Best peer-to-peer game architecture

    - by Dejw
    Consider a setup where game clients: have quite small computing resources (mobile devices, smartphones) are all connected to a common router (LAN, hotspot etc) The users want to play a multiplayer game, without an external server. One solution is to host an authoritative server on one phone, which in this case would be also a client. Considering point 1 this solution is not acceptable, since the phone's computing resources are not sufficient. So, I want to design a peer-to-peer architecture that will distribute the game's simulation load among the clients. Because of point 2 the system needn't be complex with regards to optimization; the latency will be very low. Each client can be an authoritative source of data about himself and his immediate environment (for example bullets.) What would be the best approach to designing such an architecture? Are there any known examples of such a LAN-level peer-to-peer protocol? Notes: Some of the problems are addressed here, but the concepts listed there are too high-level for me. Security I know that not having one authoritative server is a security issue, but it is not relevant in this case as I'm willing to trust the clients. Edit: I forgot to mention: it will be a rather fast-paced game (a shooter). Also, I have already read about networking architectures at Gaffer on Games.

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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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  • Glitch-free cross-fades in HTML5

    - by Alexander Gladysh
    In my HTML5 canvas game, I need to cross-fade two sprites which have some glow around them. (Glow is backed into sprites.) Initially, the first sprite is visible. During the cross-fade the first sprite should vanish, and be replaced with the second one. How exactly the cross-fade is done — does not matter, as long as it is smooth and there are no visual glitches. I've tried two techniques: During the cross-fade I simultaneously interpolate alpha of the first sprite from 1.0 to 0.0, and alpha of the second sprite — from 0.0 to 1.0. With this technique I can see background in the middle of the cross-fade. That's because both sprites are semi-transparent most of the time. During the cross-fade I first interpolate alpha of the second sprite from 0.0 to 1.0 (first sprite alpha is at 1.0), and then interpolate alpha of the first sprite from 1.0 to 0.0. With this technique background is not seen, but the glow around sprites flashes during the cross-fide — when both sprites are near the full visibility. In non-HTML5 game I'd use shaders to do cross-fade separately in RGB and alpha channels. Is there a trick to do the cross-fade I need in HTML5 without visual glitches?

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  • LWJGL Java 2D collision when lagging

    - by user1990950
    I'm using a tile based collision, but when the game is lagging (the lag isn't the problem) the collision fails and the player falls through tiles. This is the movement/collision detection code of my Player class: gravity.y = gspeed; speed.y+=gravity.y; position.set(position.x + direction.x * speed.x * deltaSeconds, position.y + direction.y * speed.y * deltaSeconds); for (int i = (int) Math.round(position.x / 32) - 2 * t; i < (int) Math.round(position.x / 32) + 3 * t; i++) { for (int j = (int) Math.round(position.y / 32); j < (int) Math.round((position.y + height + 64) / 32); j++) { checkCollision(i, j, deltaSeconds); } } public void checkCollision(int i, int j, float deltaSeconds) { bbox.setBounds((int) position.x, (int) position.y, (int) width, (int) height); Tile t = null; t = Map.getTile(i, j); if (t != null) { if (t.isSolid()) { if (t.getTop().intersects(bbox)) { if (position.y + height < t.y * 32 + 32) { if (speed.y >= 0) { position.y = t.y * 32 - height; speed.y = 0; gravity.y = 0; jumpState = 0; } } } if (t.getBottom().intersects(bbox)) { if (position.y < t.y * 32 + 32) { position.y = t.y * 32 + 32; speed.y = 0; } } else { if (t.getLeft().intersects(bbox)) { if (position.x + width > t.x * 32) { position.x = t.x * 32 - width; speed.x = 0; } } if (t.getRight().intersects(bbox)) { if (position.x < t.x * 32 + 32) { position.x = t.x * 32 + 32; speed.x = 0; } } } } } } Is it possible to fix my code, if yes how? Or is it possible to tell if the game is lagging?

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  • Automatically triggering standard spaceship controls to stop its motion

    - by Garan
    I have been working on a 2D top-down space strategy/shooting game. Right now it is only in the prototyping stage (I have gotten basic movement) but now I am trying to write a function that will stop the ship based on it's velocity. This is being written in Lua, using the Love2D engine. My code is as follows (note- object.dx is the x-velocity, object.dy is the y-velocity, object.acc is the acceleration, and object.r is the rotation in radians): function stopMoving(object, dt) local targetr = math.atan2(object.dy, object.dx) if targetr == object.r + math.pi then local currentspeed = math.sqrt(object.dx*object.dx+object.dy*object.dy) if currentspeed ~= 0 then object.dx = object.dx + object.acc*dt*math.cos(object.r) object.dy = object.dy + object.acc*dt*math.sin(object.r) end else if (targetr - object.r) >= math.pi then object.r = object.r - object.turnspeed*dt else object.r = object.r + object.turnspeed*dt end end end It is implemented in the update function as: if love.keyboard.isDown("backspace") then stopMoving(player, dt) end The problem is that when I am holding down backspace, it spins the player clockwise (though I am trying to have it go the direction that would be the most efficient at getting to the angle it would have to be) and then it never starts to accelerate the player in the direction opposite to it's velocity. What should I change in this code to get that to work? EDIT : I'm not trying to just stop the player in place, I'm trying to get it to use it's normal commands to neutralize it's existing velocity. I also changed math.atan to math.atan2, apparently it's better. I noticed no difference when running it, though.

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  • How to avoid game objects accidentally deleting themselves in C++

    - by Tom Dalling
    Let's say my game has a monster that can kamikaze explode on the player. Let's pick a name for this monster at random: a Creeper. So, the Creeper class has a method that looks something like this: void Creeper::kamikaze() { EventSystem::postEvent(ENTITY_DEATH, this); Explosion* e = new Explosion; e->setLocation(this->location()); this->world->addEntity(e); } The events are not queued, they get dispatched immediately. This causes the Creeper object to get deleted somewhere inside the call to postEvent. Something like this: void World::handleEvent(int type, void* context) { if(type == ENTITY_DEATH){ Entity* ent = dynamic_cast<Entity*>(context); removeEntity(ent); delete ent; } } Because the Creeper object gets deleted while the kamikaze method is still running, it will crash when it tries to access this->location(). One solution is to queue the events into a buffer and dispatch them later. Is that the common solution in C++ games? It feels like a bit of a hack, but that might just be because of my experience with other languages with different memory management practices. In C++, is there a better general solution to this problem where an object accidentally deletes itself from inside one of its methods?

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  • Class Design - Space Simulator

    - by Peteyslatts
    I have pretty much taught myself everything I know about programming, so while I know how to teach myself (books, internet and reading API's), I'm finding that there hasn't been a whole lot in the way of good programming. So I have two questions: First the broad one: Does anyone have suggestions as to sources for learning about good programming habits and techniques? I'd prefer it if the resource wasn't a 5000 page tome. The more I can read it in installments the better. More specifically: I am finishing up learning the basics of XNA and I want to create a space simulator to test my knowledge. This isn't a full scale simulator, but just something that covers everything I learned. It's also going to be modular so I can build on it, after I get the basics down. One of the early features I want to implement is AI. And I want to take this into account as I'm designing my classes so I can minimize rewriting code. So my question: How should I design ship classes so that both the player and AI can use them? The only idea I have so far is: Create a ship class that contains stats, models, textures, collision data etc. The player and AI would then have the data for position, rotation, health, etc and would base their status off of the ship stats.

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  • Maya Animated Character export for XNA 4.0 problem

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

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  • Square game map rendered as sphere

    - by Roflha
    For a hobby project of mine I have created a finite voxel world (similar to Minecraft), but as I said, mine is finite. When you reach the edge of it, you are sent to the other side. That is all working fine along with rendering the far side of the map, but I want to be able to render this grid as a sphere. Looking down from above, the world is a square. I basically want to be able to represent a portion of that square as a sphere, as if you were looking at a planet. Right now I am experimenting with taking a circular section of the map, and rendering that, but it look to flat (no curvature around the edges). My question then, is what would be the best way to add some curvature to the edges of a 2d circle to make it look like a hemisphere. However, I am not overly attached to this implementation so if somebody has some other idea for representing the square as a planet, I am all ears.

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  • Square game map rendered as sphere with OpenGL

    - by Roflha
    Okay so I have been trying to find a good way to do this for a while now and so far I have nothing. For a hobby project of mine I have created a finite voxel world (similar to minecraft), but as I said, mine is finite. When you reach the edge of it, you are sent to the other side. That is all working fine along with rendering the far side of the map, but I want to be able to render this grid as a sphere. Looking down from above, the world is a square. I basically want to be able to represent a portion of that square as a sphere, as if you were looking at a planet. Right now I am experimenting with taking a circular section of the map, and rendering that, but it look to flat (no curvature around the edges). My question then, is what would be the best way to add some curvature to the edges of a 2d circle to make it look like a hemisphere. However, I am not overly attached to this implementation so if somebody has some other idea for representing the square as a planet, I am all ears.

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  • Incorrect results for frustum cull

    - by DeadMG
    Previously, I had a problem with my frustum culling producing too optimistic results- that is, including many objects that were not in the view volume. Now I have refactored that code and produced a cull that should be accurate to the actual frustum, instead of an axis-aligned box approximation. The problem is that now it never returns anything to be in the view volume. As the mathematical support library I'm using does not provide plane support functions, I had to code much of this functionality myself, and I'm not really the mathematical type, so it's likely that I've made some silly error somewhere. As follows is the relevant code: class Plane { public: Plane() { r0 = Math::Vector(0,0,0); normal = Math::Vector(0,1,0); } Plane(Math::Vector p1, Math::Vector p2, Math::Vector p3) { r0 = p1; normal = Math::Cross((p2 - p1), (p3 - p1)); } Math::Vector r0; Math::Vector normal; }; This class represents one plane as a point and a normal vector. class Frustum { public: Frustum( const std::array<Math::Vector, 8>& points ) { planes[0] = Plane(points[0], points[1], points[2]); planes[1] = Plane(points[4], points[5], points[6]); planes[2] = Plane(points[0], points[1], points[4]); planes[3] = Plane(points[2], points[3], points[6]); planes[4] = Plane(points[0], points[2], points[4]); planes[5] = Plane(points[1], points[3], points[5]); } Plane planes[6]; }; The points are passed in order where (the inverse of) each bit of the index of each point indicates whether it's the left, top, and back of the frustum, respectively. As such, I just picked any three points where they all shared one bit in common to define the planes. My intersection test is as follows (based on this): bool Intersects(Math::AABB lhs, const Frustum& rhs) const { for(int i = 0; i < 6; i++) { Math::Vector pvertex = lhs.TopRightFurthest; Math::Vector nvertex = lhs.BottomLeftClosest; if (rhs.planes[i].normal.x <= -0.0f) { std::swap(pvertex.x, nvertex.x); } if (rhs.planes[i].normal.y <= -0.0f) { std::swap(pvertex.y, nvertex.y); } if (rhs.planes[i].normal.z <= -0.0f) { std::swap(pvertex.z, nvertex.z); } if (Math::Dot(rhs.planes[i].r0, nvertex) < 0.0f) { return false; } } return true; } Also of note is that because I'm using a left-handed co-ordinate system, I wrote my Cross function to return the negative of the formula given on Wikipedia. Any suggestions as to where I've made a mistake?

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  • Xna, after mouse click cpu usage goes 100%

    - by kosnkov
    Hi i have following code and it is enough just if i click on blue window then cpu goes to 100% for like at least one minute even with my i7 4 cores. I just check even with empty project and is the same !!! public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; private Texture2D cursorTex; private Vector2 cursorPos; GraphicsDevice device; float xPosition; float yPosition; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } protected override void Initialize() { Viewport vp = GraphicsDevice.Viewport; xPosition = vp.X + (vp.Width / 2); yPosition = vp.Y + (vp.Height / 2); device = graphics.GraphicsDevice; base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); cursorTex = Content.Load<Texture2D>("strzalka"); } protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); spriteBatch.Draw(cursorTex, cursorPos, Color.White); spriteBatch.End(); base.Draw(gameTime); } }

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  • Creating an update method in a different class

    - by Sweta Dwivedi
    I have created a class called 3D model which will animate my 3D model by changing the model position according to the values based in a .txt file through a list... Since i'm using a foreach loop to read the point values when it reaches the end of the file.. XNA throws an out of bounds exception .. (which is obvious) but if i add the same code in my Game.cs update(gameTime) method.. then i dont have this problem..Any idea how to make my 3D model update work same as the update in game.cs .. Here is the code for some idea: public void patterns(GameTime gameTime) { motion_z = new List<Point3D>(); if (pattern == 1) { f = "E:/Motion_Track-output/Output1.txt"; } if (pattern == 2) { f = "E:/Motion_Track-output/cruse.txt"; } // TODO: Add your update logic here using (StreamReader r = new StreamReader(f)) { string line; //Viewport view = graphics.GraphicsDevice.Viewport; int maxWidth = view.Width; int maxHeight = view.Height; while ((line = r.ReadLine()) != null) { string[] temp = line.Split(','); int x = (int)Math.Floor(((float.Parse(temp[0]) * 0.5f) + 0.5f) * maxWidth); int y = (int)Math.Floor(((float.Parse(temp[1]) * -0.5f) + 0.5f) * maxHeight); int z = (int)Math.Floor(((float.Parse(temp[2]) / 4 * 20000))); motion_z.Add(new Point3D(x, y, z)); } modelPosition.X = (float)(motion_z[i].X); modelPosition.Y = (float)(motion_z[i].Y); modelPosition.Z = (float)(motion_z[i].Z); i++; } //Console.WriteLine("modelposX:" + modelPosition.X + "," + "motionzX:" + motion_z[i].X); }

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  • Procedural object generation and unique identification

    - by 2080
    My question relates to procedural content generation and data management of the emerging objects in a database. I assume a networked game, with a server-client model. Unspecified objects in the game world are generated while the game is running with procedural algorithms (for example perlin noise). The players (/clients) can modify the properties of these objects, but have to notify the server of these changes. How could this communication address unique objects, so that both the server and the client know of which object they are speaking? Not only the inner properties of the objects can differ, but also visible, such as the position. When the player wants to select one of these objects the game has to find out the id - does anyone know which methods or algorithms can accomplish that?

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  • Licensing Theme Music from other games

    - by HS01
    As part of my game, I thought it would be fun to make a hidden level that pays tribute to Mario Bros (one of the earliest games I ever played). It would be themed in that way with 8-bit graphics and question mark blocks and completing the level would say "Thank you but the princess is in another castle" or such. For the sound track, I'm thinking of just overlaying the standard mario theme music by playing it on a virtual keyboard using a different instrument/timing or something. My question is, am I legally safe? I'm not using anyone else's actual music, I'm just playing the same tune in a different way myself. Do I have to get licensing for this?

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  • Physics Loop in a NodeJS/Socket.IO Environment

    - by Thomas Mosey
    I'm developing a 2D HTML5 Canvas Game, and I am trying to think of the most efficient way to implement a Physics Loop on the server-end of things, running NodeJS and Socket.IO. The only method I've thought of is using setTimeout/Interval, is there any better way? Any examples would be appreciated. EDIT: The Game is a top-down Game, like Zelda and older Pokemon Games. Most of the physics done in the loop will be simple intersects.

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  • Simple Math Multiplayer game - is Ajax sufficient?

    - by Christian Strang
    I'm planning to create a simple math multiplayer game and I plan to just use Ajax for the server/client communication but I'm not sure if this is sufficient or if I need a socket server. The game will look like this: 2-4 users all get a simple math task (like: "37 + 14") they have to solve it as fast as possible first user who solves it is the winner I will track the time for each user, since the game started, on the client side and everytime a user gives an answer, the answer and the passed time will be send to the server. Additionally I'll add a function which will check every 3 seconds if the other users finished, how much time they needed and who won. Do you think this is possible just using Ajax? What alternatives are there?

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  • What are the pro/cons of Unity3D as a choice to make games?

    - by jokoon
    We are doing our school project with Unity3d, since they were using Shiva the previous year (which seems horrible to me), and I wanted to know your point of view for this tool. Pros: multi platform, I even heard Google is going to implement it in Chrome everything you need is here scripting languages makes it a good choice for people who are not programming gurus Cons: multiplayer ? proprietary, you are totally dependent of unity and its limit and can't extend it it's less "making a game from scratch" C++ would have been a cool thing I really think this kind of tool is interesting, but is it worth it to use at school for a project that involves more than 3 programming persons ? What do we really learn in term of programming from using this kind of tool (I'm ok with python and js, but I hate C#) ? We could have use Ogre instead, even if we were learning direct x starting january...

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  • Undeclared Scope in Rock Paper Scissors Simple Game

    - by Rianelle
    #include <iostream> #include <string> #include <cstdlib> #include <ctime> using namespace std; bool win; int winnings; int draws; int loses; string comChoice; string playerChoice; void winGame () { cout << "You won! Play again?" <<endl; cout << "Type y/n" <<endl; char x; cin >> x; if (x == 'y') { beginGame(); } else if ('n'){ cout << "Game Stopped." <<endl; cout << "Number of Draws: " <<draws << endl; cout << "Number of Loses: " <<loses << endl; cout << "Number of Wins: " << winnings << endl; win = true; } } void drawGame (){ ++draws; cout << "Draw! Try again" << endl; return; } void lose () { cout << "You lose! Try again?" <<endl; cout << "Type y/n" <<endl; char feedback; cin >> feedback; if (feedback == 'y') { beginGame(); } else if ('n'){ cout << "Game Stopped." <<endl; cout << "Number of Draws: " <<draws << endl; cout << "Number of Loses: " <<loses << endl; cout << "Number of Wins: " << winnings << endl; } } void beginGame() { cout << "Welcome to the Rock, Paper and Scissors Game!" <<endl; cout << "Let's begin. Type <rock, paper, scissors> for your choice!" <<endl; cin >> playerChoice; srand(time(0)); int randomizer = 1+(rand()%3); if (randomizer == 1) comChoice = "rock"; if (randomizer == 2) comChoice = "paper"; if (randomizer == 3) comChoice = "scissors"; do { if (playerChoice == comChoice) { drawGame(); } if (playerChoice == "rock" && comChoice == "paper") ++loses; lose(); if (playerChoice == "rock" && comChoice == "scissors") ++winnings; winGame(); if (playerChoice == "paper" && comChoice == "rock") ++winnings; winGame(); if (playerChoice == "paper" && comChoice == "scissors") ++loses; lose(); if (playerChoice == "scissors" && comChoice == "rock") ++loses; lose(); if (playerChoice == "scissors" && comChoice == "paper") ++winnings; winGame(); }while (win != true); } int main () { beginGame(); return 0; }

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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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