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  • With Slick, how to change the resolution during gameplay?

    - by TheLima
    I am developing a tile-based strategy game using Java and the Slick API. So far so good, but I've come to a standstill on my options menu. I have plans for the user to be able to change the resolution during gameplay (it is pretty common, after all). I can already change to fullscreen and back to windowed, this was pretty simple... //"fullScreenOption" is a checkbox-like button. if (fullScreenOption.isMouseOver(mouseX, mouseY)) { if (input.isMouseButtonDown(Input.MOUSE_LEFT_BUTTON)) { fullScreenOption.state = !fullScreenOption.state; container.setFullscreen(fullScreenOption.state); } } But the container class (Implemented by Slick, not me), contrary to my previous beliefs, does not seem to have any resolution-change functions! And that's pretty much the situation...I know it's possible, but i don't know how to do it, nor what is the class responsible! The AppGameContainer class, used on the very start of the game's initialization, is the only place with any functions for changing the display-mode that I've found so far, but it's only used at the very start, and i haven't found a way to travel back to it from my options menu. //This is my implementation of it... public static void main(String[] args) throws SlickException { AppGameContainer app = new AppGameContainer(new Main()); // app.setTargetFrameRate(60); app.setVSync(true); app.setDisplayMode(800, 600, false); app.start(); } I can define it as a static global on the Main, but it's probably a (very) bad way to do it...

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  • Linear search vs Octree (Frustum cull)

    - by Dave
    I am wondering whether I should look into implementing an octree of some kind. I have a very simple game which consists of a 3d plane for the floor. There are multiple objects scattered around on the ground, each one has an aabb in world space. Currently I just do a loop through the list of all these objects and check if its bounding box intersects with the frustum, it works great but I am wondering if if it would be a good investment in an octree. I only have max 512 of these objects on the map and they all contain bounding boxes. I am not sure if an octree would make it faster since I have so little objects in the scene.

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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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  • 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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  • How to do a multishot in xna?

    - by DeVonte
    I am trying to simulate a gun in which shoots multiple bullets at the same time(similar to a spread out shot). I am thinking I have to create another bullet array then do the same as I have below but in a different direction. Here is what I have so far: foreach (GameObject bullet in bullets) { // Find a bullet that isn't alive if (!bullet.alive) { //And set it to alive bullet.alive = true; if (flip == SpriteEffects.FlipHorizontally) //Facing right { float armCos = (float)Math.Cos(arm.rotation - MathHelper.PiOver2); float armSin = (float)Math.Sin(arm.rotation - MathHelper.PiOver2); // Set the initial position of our bullets at the end of our gun arm // 42 is obtained by taking the width of the Arm_Gun texture / 2 // and subtracting the width of the Bullet texture / 2. ((96/2)=(12/2)) bullet.position = new Vector2( arm.position.X + 42 * armCos, arm.position.Y + 42 * armSin); // And give it a velocity of the direction we're aiming. // Increae/decrease speed by changeing 15.0f bullet.Velocity = new Vector2( (float)Math.Cos(arm.rotation - MathHelper.PiOver4 + MathHelper.Pi + MathHelper.PiOver2), (float)Math.Sin(arm.rotation - MathHelper.PiOver4 + MathHelper.Pi + MathHelper.PiOver2)) * 15.0f; } else //Facing left { float armCos = (float)Math.Cos(arm.rotation + MathHelper.PiOver2); float armSin = (float)Math.Sin(arm.rotation + MathHelper.PiOver2); //Set the initial position of our bullet at the end of our gun arm //42 is obtained be taking the width of the Arm_Gun texture / 2 //and subtracting the width of the Bullet texture / 2. ((96/2)-(12/2)) bullet.position = new Vector2( arm.position.X - 42 * armCos, arm.position.Y - 42 * armSin); //And give it a velocity of the direction we're aiming. //Increase/decrease speed by changing 15.0f bullet.Velocity = new Vector2( -armCos, -armSin) * 15.0f; } return; }// End if }// End foreach

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  • Defining the track in a 2D racing game

    - by Ivan
    I am designing a top-down racing game using canvas (html5) which takes a lot of inspiration from Micro Machines. In MM, cars can move off the track, but they are reset/destroyed if they go too far. My maths knowledge isn't great, so I'm finding it hard to separate 3D/complex concepts from those which are directly relevant to my situation. For example, I have seen "splines" mentioned, is this something I should read up on or is that overkill for a 2D game? Could I use a single path which defines the centre of the track and check a car's distance from this line? A second path might be required as a "racing line" for AI. Any advice on methods/techniques/terms to read up on would be greatly appreciated.

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  • How do I find the closest points(thereby forming a polygon) enclosing a particular point?(see image)

    - by nilspin
    I am working with a game engine, and my task is to add code for simulating fracture of rigid meshes. Right now I'm only working on breaking a cube. I am using Voronoi's algorithm to make a (realistic)fractured shard and I am using the half-plane method to generate a voronoi cell. Now the way I do this is for every seed point, I make planes that are perpendicular bisector planes(the straight black lines in the image) with rest of the seed points and I calculate the intersections of all these planes to give me distinct points(all the orange dots). I've gotten this far. Out of all these calculated intersection points, I only need the ones that are closest and enclosing the seed point(the points encircled in red) and I need to discard all the rest. Information that I have : 1) Plane equations of all planes(defined by normalized normal vectors and their distance from origin) 2) Points of intersection(that I've calculated) Can anybody help me find out how I can find the points encircled in red? Thanks.

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  • Modeling player mechanics with a finite state machine

    - by K..
    I have three states standing walking jumping When I press D standing transitions to walking. The velocity will be set to a defined value and the player moves. When I release D walking transitions back to standing, which sets the velocity back to 0. When I press W and the state is walking it transitions to jumping, but when the player hits the ground, it goes back to standing. jumping has a transition land that always leads to standing because a state doesn't know about its previous states. Since standing sets a velocity of 0 the player stops walking, when he hits the ground. How do I prevent this?

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  • Why was my Facebook game rejected with the note that "your app icon must not overlap with content in your cover image?"

    - by peterwilli
    My FB game just recently got rejected for two reasons. The first I fixed, but I just can't see to figure out what they mean by the second, and I was hoping someone else got the same issue and did know what they meant. The remaining error is: Cover Image Your app icon must not overlap with content in your cover image. Click on 'Web Preview' in the 'App Details' section to check for overlap prior to submitting your app. See more here. All I know is that the rejection has something to do with the cover image, not the icons or the screenshots. The web preview of my game looks like this now: Please let me know what to do to get approved.

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  • libgdx collision detection / bounding the object

    - by johnny-b
    i am trying to get collision detection so i am drawing a red rectangle to see if it is working, and when i do the code below in the update method. to check if it is going to work. the position is not in the right place. the red rectangle starts from the middle and not at the x and y point?Huh so it draws it wrong. i also have a getter method so nothing wrong there. bullet.set(getX(), getY(), getOriginX(), getOriginY()); this is for the render shapeRenderer.begin(ShapeType.Filled); shapeRenderer.setColor(Color.RED); shapeRenderer.rect(bullet.getX(), bullet.getY(), bullet.getOriginX(), bullet.getOriginY(), 15, 5, bullet.getRotation()); shapeRenderer.end(); i have tried to do it with a circle but the circle draws in the middle and i want it to be at the tip of the bullet. at the front of the bullet. x, y point. boundingCircle.set(getX() + getOriginX(), getY() + getOriginY(), 4.0f); shapeRenderer.begin(ShapeType.Filled); shapeRenderer.setColor(Color.RED); shapeRenderer.circle(bullet.getBoundingCircle().x, bullet.getBoundingCircle().y, bullet.getBoundingCircle().radius); shapeRenderer.end(); thank you need it to be of the x and y as the bullet is in the middle of the sprite when drawn originally via paint.

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  • Game has noticeable frame drops but when through a profiler it always runs smooth

    - by felipedrl
    I'm trying to optimize my PC game but I can find the bottleneck since every time I run it through a profiler (gDEBugger) it runs smooths. When running outside gDEBugger I get these annoying hiccups. It's not just the graphics, the sound also gets choppy. The drops are inconsistent across runs, i.e, sometimes I run the same scenario and get no drops at all, sometimes I get a few drops, and others the game is consistently slow. The only constant is: when running through gDEBugger I ALWAYS get a smooth run. I'm suspecting something outside my game is interfering and causing these drops, but what in the hell does gDEBugger do that nullifies these drops? A higher process priority? Any ideas? Thanks in advance.

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  • Exporting an animated FBX to XNA? (in 3DS Max)

    - by Itamar Marom
    I'm now working on an XNA 3D game, and I want to add animated models in it. I came across this example. I see there is one FBX file and a few texture files in the content project, and that in the code you can choose which "take" to play. In this code it is "Take_001". Please tell me: When I create and animate my own 3D model in 3DS Max (2012, since I was told it's only possible in this version), how can I define those takes? plus, are any configurations need to be made when exporting FBX from 3DS Max to XNA? Thank you.

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  • Trouble with SAT style vector projection in C#/XNA

    - by ssb
    Simply put I'm having a hard time working out how to work with XNA's Vector2 types while maintaining spatial considerations. I'm working with separating axis theorem and trying to project vectors onto an arbitrary axis to check if those projections overlap, but the severe lack of XNA-specific help online combined with pseudo code everywhere that omits key parts of the algorithm, googling has left me little help. I'm aware of HOW to project a vector, but the way that I know of doing it involves the two vectors starting from the same point. Particularly here: http://www.metanetsoftware.com/technique/tutorialA.html So let's say I have a simple rectangle, and I store each of its corners in a list of Vector2s. How would I go about projecting that onto an arbitrary axis? The crux of my problem is that taking the dot product of say, a vector2 of (1, 0) and a vector2 of (50, 50) won't get me the dot product I'm looking for.. or will it? Because that (50, 50) won't be the vector of the polygon's vertex but from whatever XNA calculates. It's getting the calculation from the right starting point that's throwing me off. I'm sorry if this is unclear, but my brain is fried from trying to think about this. I need a better understanding of how XNA calculates Vector2s as actual vectors and not just as random points.

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  • How to make Pokémon White 3D effect?

    - by Pipo
    I just wondered how to create a 3D effect similar to Pokemon White/Black? It seems to be not polygon based, but created just with sprites. If the perspective changes the sprites stay sharp and don't get blurred. How can I archive this? Source: https://www.youtube.com/watch?v=fZEPUPYOnRc&feature=youtube_gdata_player Edit: Wow, two downvotes because I used a video instead of screenshots? Don't get me wrong, I thank you, because you want to help me, but the 3D effect can be better understand in motion. Anyway, here is a screenshot: http://wearearcade.com/wp-content/uploads/2011/03/pokemon-black-white-starter-town.jpg So, if this is a hardware limitation, how can I archive this o na different hardware, e.g. a HTML5 game? Thank you.

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  • What is the purpose of bitdepth for the several components of the framebuffer in glfwWindowHint function of GLFW3?

    - by Rui d'Orey
    I would like to know what are the following "framebuffer related hints" of GLFW3 function glfwWindowHint : GLFW_RED_BITS GLFW_GREEN_BITS GLFW_BLUE_BITS GLFW_ALPHA_BITS GLFW_DEPTH_BITS GLFW_STENCIL_BITS What is the purpose of this? Usually their default values are enough? Where are those bits stored? In a buffer in the GPU? What do they affect? And by that I mean in what way Thank you in advance!

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  • Central renderer for a given scene

    - by Loggie
    When creating a central rendering system for all game objects in a given scene I am trying to work out the best way to go about passing the scene to the render system to be rendered. If I have a scene managed by an arbitrary structure, i.e., an octree, bsp trees, quad-tree, kd tree, etc. What is the best way to pass this to the render system? The obvious problem is that if simply given the root node of the structure, the render system would require an intrinsic knowledge of the structure in order to traverse the structure. My solution to this is to clip all objects outside the frustum in the scene manager and then create a list of the objects which are left and pass this simple list to the render system, be it an array, a vector, a linked list, etc. (This would be a structure required by the render system as a means to know which objects should be rendered). The list would of course attempt to minimise OpenGL state changes by grouping objects that require the same rendering operations to be performed on them. I have been thinking a lot about this and started searching various terms on here and followed any additional information/links but I have not really found a definitive answer. The case may be that there is no definitive answer but I would appreciate some advice and tips. My question is, is this a reasonable solution to the problem? Are there any improvements that I could make? Are there any caveats I should know about? Side question: Am I right in assuming that octrees, bsp trees, etc are all forms of BVH?

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  • Music for Kids Game!

    - by Dane
    I'm developing a Multimedia Software for Kindergarten Kids. It introduce them to animals, Alphabets, Simple Math, Colors and it contain some simple games. Music is very crucial for my project and it is very important to choose the right sort of music for different sections. But unfortunately I know nothing about music. Is there a music consultant firm which can help me to choose melodies and rythmes for my project from free music available in internet. My Budget is limited but as this is mandatory and I have no knowledge or taste about music, I think I can afford to pay for this.

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  • Control convention for circular movement?

    - by Christian
    I'm currently doing a kind of training project in Unity (still a beginner). It's supposed to be somewhat like Breakout, but instead of just going left and right I want the paddle to circle around the center point. This is all fine and dandy, but the problem I have is: how do you control this with a keyboard or gamepad? For touch and mouse control I could work around the problem by letting the paddle follow the cursor/finger, but with the other control methods I'm a bit stumped. With a keyboard for example, I could either make it so that the Left arrow always moves the paddle clockwise (it starts at the bottom of the circle), or I could link it to the actual direction - meaning that if the paddle is at the bottom, it goes left and up along the circle or, if it's in the upper hemisphere, it moves left and down, both times toward the outer left point of the circle. Both feel kind of weird. With the first one, it can be counter intuitive to press Left to move the paddle right when it's in the upper area, while in the second method you'd need to constantly switch buttons to keep moving. So, long story short: is there any kind of existing standard, convention or accepted example for this type of movement and the corresponding controls? I didn't really know what to google for (control conventions for circular movement was one of the searches I tried, but it didn't give me much), and I also didn't really find anything about this on here. If there is a Question that I simply didn't see, please excuse the duplicate.

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  • 3d trajectory - calculate initial velocity

    - by Skoder
    Hey, I've got a 2D projectile code sample working, but would like to extend it to 3D. How would I calculate the initial velocity of the Z-axis? At the moment, I've got: initVel.X = (float)Math.Cos(45.0); initVel.Y = (float)Math.Sin(45.0); How would I convert this to work in 3D (and add the initial velocity for the Z-axis)? In my example, X is across, Y is up down and Z is going into the screen. I also normalize the vector and multiply it by the speed. Thanks

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  • backface culling error

    - by acrilige
    I write simple software renderer. In my pipeline i have stage of backface culling. But looks like it has some error (see picture). I perform culling right after world transformation. (i can't insert picture in post coz i don't have enough points, so i just upload it (cube model): http://imageshack.us/photo/my-images/705/bcerror.png/) Vector3F view_dir(0.0f, 0.0f, 1.0f); std::vector<Triangle> to_remove; for (Triangle &t : m_triangles) { Vector4F e1 = t.v2 - t.v1; Vector4F e2 = t.v3 - t.v1; Vector3F normal( e1.y * e2.z - e1.z * e2.y, e1.z * e2.x - e1.x * e2.z, e1.x * e2.y - e1.y * e2.x ); normal.Normalize(); float dot = Dot(view_dir, normal); if (dot <= 0) to_remove.push_back(t); } for (Triangle& t : to_remove) m_triangles.erase(std::remove(m_triangles.begin(), m_triangles.end(), t), m_triangles.end()); Camera sits in origin and points in screen (RH). What is the reason?

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  • Circle collision detection and Vector math: HELP?

    - by Griffin
    Hey so i'm currently going through the wildbunny blog to learn about collision detection, but i'm a bit confused on how the vectors he's talking about come into play QUOTED BLOG: p = ||A-B|| – (r1+r2) The two spheres are penetrating by distance p. We would also like the penetration vector so that we can correct the penetration once we discover it. This is the vector that moves both circles to the point where they just touch, correcting the penetration. Importantly it is not only just a vector that does this, it is the only vector which corrects the penetration by moving the minimum amount. This is important because we only want to correct the error, not introduce more by moving too much when we correct, or too little. N = (A-B) / ||A-B|| P = N*p Here we have calculated the normalised vector N between the two centres and the penetration vector P by multiplying our unit direction by the penetration distance. Ok so i understand that p is the distance each circle is penetrating each other, but i don't get what exactly N and P is. it seems to me N is just the coordinates of the 3rd point of the right trianlge formed by point A and B (A-B) then being divided by the hypotenuse of that triangle or distance between A and B (||A-B||) Whats the significance of this? Also, what is the penetration vector used for? It seems to me like a movement that one of the circles would perform to get un-penetrated.

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  • How do I design a game framework for fast reaction to user input?

    - by Miro
    I've played some games at cca 30 fps and some of them had low reaction time - cca 0.1sec. I hadn't knew why. Now when I'm designing my framework for crossplatform game, I know why. Probably they've been preparing new frame during rendering the previous. RENDER 1 | RENDER 2 | RENDER 3 | RENDER 4 PREPARE 2 | PREPARE 3 | PREPARE 4 | PREPARE 5 I see first frame when second frame is being rendered and third frame being prepared. If I react in that time to 1st frame it will result in forth frame. So it takes 3/FPS seconds to appear results. In 30 fps it would be 100ms, what is quite bad. So i'm wondering what should I design my framework to response to user interaction quickly?

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  • Map format for 3d open world

    - by Pacha
    I am making an open world 3d platformer in Ogre3D, and I have no idea on what kind of 3d map file format I should use for it. I want to make low-polygon blocky-style objects. Probably rectangles and other geometrical figures that don't have circular edges. Some of those blocks will have properties, like climbable or they might move. I was wondering what would be the best thing to do to make the map (just one level, as it is open).

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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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