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  • What is the best type of c# timer to use with a Unity game that uses many timers simultaneously?

    - by Kyle Seidlitz
    I am developing a stand-alone 3d game in Unity that will have anywhere from 1 to 200 timers running simultaneously. There will be a GameObject containing 1 timer. For this game timer durations will range from 5 minutes to 4 days. There will not be any countdown displays or any UI for the timers. Each object is a prefab, with all the necessary materials included. An attached script will handle the timer and all the necessary code to change the materials and make any sound effects. Once the timer is expired, the user will then click on the object again, and the object will be destroyed, and the user's inventory will be adjusted. If the user wants to save or end the game before all the timers are done, the start value of the still running timers is to be saved to an XML file such that when the game is started again, any still running timers will be checked to see if they have expired, where the object's materials will be changed appropriately. I am still trying to figure out what type of timer to use, and see also if there are any suggestions for saving and calculating times over several days. What class(es) of timers should I use? Are there any special issues I should look out for in terms of performance?

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  • MCP 1.7.10 Java class navigation

    - by Elias Benevedes
    So, I'm new to the Minecraft modding community and trying to understand where to start. I've attempted to do it before, but dropped it to the complexity of starting and the lack of a site like this to help (Mind that I'm also semi-new to Java, but have worked extensively in Javascript and Python. I understand how Java is different from the two). I have downloaded MCP 9.08 (Decompiles 1.7.10), and decompiled Minecraft. I'm looking to mod client, so I didn't supply it with a server jar. Everything seemed to work fine in decompile (Only error was it couldn't find the server jar). I can find my files in /mcp908/src/minecraft/net/minecraft. However, if I open up one of the classes in, say, block, I see a bunch of variables starting with p_ and ending with _. Is there any way to make these variables more decipherable, to understand what's going on so I can learn by example? Thank you.

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  • Cocos2d v2.0 and OpenGL 2.0/1.0: where to start

    - by mm24
    I started developing my very first game 3 months ago using Cocos2d 2.0 for iPhone. I am now in the stage where I'd like to add some cool effects to the bullets and some special weapons (see my waveforms question here). I got a good answer in the cocos2d-iphone forum (see this one). Unfortunately I am a bit paralized now. I don't know if I will be overdoing by learning OpengGL 2.0 or if I should just stick ot the old 1.0. There is a good intro on various tutorial's written in Steffen Itterheims blog (see this post). I would like to add to my game: a blur effect to the bullets (here is a tutorial for OpenGL 1.0) a waveform (see above) some realistic water ripples (here is a nice sample code) So now, given that I don't want to overdo things but at the same time I want to achieve those effects, from where should I start? Should I discard the OpenGL 1.0 tutorials? OR should I use only OpenGL 1.0 code? How can I avoid confusion? I mean, it seems that the compiler recognizes both, but that there are some conflictual calls in some circumnstances, I am fairly sure this has some explanation, is there some reference to this somewhere?

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  • Objects won't render when Texture Compression + Mipmapping is Enabled

    - by felipedrl
    I'm optimizing my game and I've just implemented compressed (DXTn) texture loading in OpenGL. I've worked my way removing bugs but I can't figure out this one: objects w/ DXTn + mipmapped textures are not being rendered. It's not like they are appearing with a flat color, they just don't appear at all. DXTn textured objs render and mipmapped non-compressed textures render just fine. The texture in question is 256x256 I generate the mips all the way down 4x4, i.e 1 block. I've checked on gDebugger and it display all the levels (7) just fine. I'm using GL_LINEAR_MIPMAP_NEAREST for min filter and GL_LINEAR for mag one. The texture is being compressed and mipmaps being created offline with Paint.NET tool using super sampling method. (I also tried bilinear just in case) Source follow: [SNIPPET 1: Loading DDS into sys memory + Initializing Object] // Read header DDSHeader header; file.read(reinterpret_cast<char*>(&header), sizeof(DDSHeader)); uint pos = static_cast<uint>(file.tellg()); file.seekg(0, std::ios_base::end); uint dataSizeInBytes = static_cast<uint>(file.tellg()) - pos; file.seekg(pos, std::ios_base::beg); // Read file data mData = new unsigned char[dataSizeInBytes]; file.read(reinterpret_cast<char*>(mData), dataSizeInBytes); file.close(); mMipmapCount = header.mipmapcount; mHeight = header.height; mWidth = header.width; mCompressionType = header.pf.fourCC; // Only support files divisible by 4 (for compression blocks algorithms) massert(mWidth % 4 == 0 && mHeight % 4 == 0); massert(mCompressionType == NO_COMPRESSION || mCompressionType == COMPRESSION_DXT1 || mCompressionType == COMPRESSION_DXT3 || mCompressionType == COMPRESSION_DXT5); // Allow textures up to 65536x65536 massert(header.mipmapcount <= MAX_MIPMAP_LEVELS); mTextureFilter = TextureFilter::LINEAR; if (mMipmapCount > 0) { mMipmapFilter = MipmapFilter::NEAREST; } else { mMipmapFilter = MipmapFilter::NO_MIPMAP; } mBitsPerPixel = header.pf.bitcount; if (mCompressionType == NO_COMPRESSION) { if (header.pf.flags & DDPF_ALPHAPIXELS) { // The only format supported w/ alpha is A8R8G8B8 massert(header.pf.amask == 0xFF000000 && header.pf.rmask == 0xFF0000 && header.pf.gmask == 0xFF00 && header.pf.bmask == 0xFF); mInternalFormat = GL_RGBA8; mFormat = GL_BGRA; mDataType = GL_UNSIGNED_BYTE; } else { massert(header.pf.rmask == 0xFF0000 && header.pf.gmask == 0xFF00 && header.pf.bmask == 0xFF); mInternalFormat = GL_RGB8; mFormat = GL_BGR; mDataType = GL_UNSIGNED_BYTE; } } else { uint blockSizeInBytes = 16; switch (mCompressionType) { case COMPRESSION_DXT1: blockSizeInBytes = 8; if (header.pf.flags & DDPF_ALPHAPIXELS) { mInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; } else { mInternalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; } break; case COMPRESSION_DXT3: mInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break; case COMPRESSION_DXT5: mInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break; default: // Not Supported (DXT2, DXT4 or any compression format) massert(false); } } [SNIPPET 2: Uploading into video memory] massert(mData != NULL); glGenTextures(1, &mHandle); massert(mHandle!=0); glBindTexture(GL_TEXTURE_2D, mHandle); commitFiltering(); uint offset = 0; Renderer* renderer = Renderer::getInstance(); switch (mInternalFormat) { case GL_RGB: case GL_RGBA: case GL_RGB8: case GL_RGBA8: for (uint i = 0; i < mMipmapCount + 1; ++i) { uint width = std::max(1U, mWidth >> i); uint height = std::max(1U, mHeight >> i); glTexImage2D(GL_TEXTURE_2D, i, mInternalFormat, width, height, mHasBorder, mFormat, mDataType, &mData[offset]); offset += width * height * (mBitsPerPixel / 8); } break; case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT: case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT: { uint blockSize = 16; if (mInternalFormat == GL_COMPRESSED_RGB_S3TC_DXT1_EXT || mInternalFormat == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT) { blockSize = 8; } uint width = mWidth; uint height = mHeight; for (uint i = 0; i < mMipmapCount + 1; ++i) { uint nBlocks = ((width + 3) / 4) * ((height + 3) / 4); // Only POT textures allowed for mipmapping massert(width % 4 == 0 && height % 4 == 0); glCompressedTexImage2D(GL_TEXTURE_2D, i, mInternalFormat, width, height, mHasBorder, nBlocks * blockSize, &mData[offset]); offset += nBlocks * blockSize; if (width <= 4 && height <= 4) { break; } width = std::max(4U, width / 2); height = std::max(4U, height / 2); } break; } default: // Not Supported massert(false); } Also I don't understand the "+3" in the block size computation but looking for a solution for my problema I've encountered people defining it as that. I guess it won't make a differente for POT textures but I put just in case. Thanks.

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  • Triangulating a partially triangulated mesh (2D)

    - by teodron
    Referring to the above exhibits, this is the scenario I am working with: starting with a planar graph (in my case, a 2D mesh) with a given triangulation, based on a certain criterion, the graph nodes are labeled as RED and BLACK. (A) a subgraph containing all the RED nodes (with edges between only the directly connected neighbours) is formed (note: although this figure shows a tree forming, it may well happen that the subgraph contain loops) (B) Problem: I need to quickly build a triangulation around the subgraph (e.g. as shown in figure C), but under the constraint that I have to keep the already present edges in the final result. Question: Is there a fast way of achieving this given a partially triangulated mesh? Ideally, the complexity should be in the O(n) class. Some side-remarks: it would be nice for the triangulation algorithm to take into account a certain vertex priority when adding edges (e.g. it should always try to build a "1-ring" structure around the most important nodes first - I can implement iteratively such a routine, but it's O(n^2) ). it would also be nice to reflect somehow the "hop distance" when adding edges: add edges first between the nodes that were "closer" to each other given the start topology. Nevertheless, disregarding the remarks, is there an already known scenario similar to this one where a triangulation is built upon a partially given set of triangles/edges?

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  • Can I use remade sprites in my game?

    - by John Skridles
    Can I use remade sprites in my game? I am making a game and I used some sprites, but I didn't copy them. I remade them completely the character looks nothing like the original. I only did this to get the movement of the character right (moving, running, jumping, punching). I've been working on the game for a long time, so I really need to know is it safe and legal to do this. I do intend making a small profit.

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  • Lightning whip particle effects

    - by Fibericon
    I'm currently using Mercury Particle Engine for the particle effects in my game, and I'm trying to create a sort of lightning whip - basically a lightning effect bound to a line that curves when the player moves. I know how to use the editor, and I have particle effects working in game. However, I'm completely lost as to where I should start for this specific particle effect. Perhaps if I could find the code for it in a different particle engine, I could convert it, but I can't seem to find that either. What I did find was a lot of tutorials for creating the lines associated with lightning programmatically, which doesn't help in this case because I don't want it to be rigid. Perhaps it would be more like some sort of laser beam with crackling effects around it? I'm running into a wall as far as even beginning to implement this goes.

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  • Attaching two objects and changing their world matrices accordingly

    - by A-Type
    I'm having a hard time wrapping my head around the transformations required to bind two objects together in either a two-way or one-way relationship. I will need to implement both types. For the first case, I want to be able to 'couple' two ships together in space. The ships have different mass, of course. Forces applied to either ship will use combined mass and moment of inertia to calculate and move both ships. The trick is, being sure that the point at which they are coupled remains the same, and they don't move at all relative to each other. The second case is similar: I want a ship to be able to enter the atmosphere of a planet and move relative to the planet. The planet will be orbiting the sun, which is fixed at 0,0,0. Essentially, when the ship is sitting still outside of the atmosphere, the planet will move past it on its course-- but when the ship is sitting still inside the atmosphere, it moves and rotates with the planet, so that it is always relative to the horizon. Essentially, the vertices which make up the ship are now transformed just like the ones that make up the planet, except that the ship can move itself around relative to the planet. I get the feeling I can implement both of these with the same code. Essentially, I am thinking of giving each object (which I call Fixtures) a list of "slave" Fixtures onto which that Fixture's world matrix is imposed. So, this would be the planet imposing its world on any contained ships. In the case of coupling, I would simply make each ship a slave of the other, somehow. Obviously I can't just multiply the ship's world matrix by the planet's, or each ship by the others. What I'd like some help with is what calculations to make in order to get a nice, seamless relative world to the other object. I was thinking maybe I could just multiply the world of the slave by the inverse of the master, but then when you couple two ships you would lose all that world data. So, perhaps I need an intermediate "world" which is the absolute world, but use a secondary "final world" to actually transform the objects?

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  • How to load a text file from a server into iPhone game with AS3 in Adobe AIR?

    - by Phil
    Im creating an iPhone game with Adobe AIR, and I want to be able to load a simple text msg into an dynamic text box on the games front screen from my server (and then be able to update that text file on the server, so it updates automatically in the game after the game is on the app store) How would I go about acheiving that? is it as simple as using a getURL? are there any specifical issues with trying to do this on the iPhone via AIR that I should be aware of? Thanks for any advice.

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  • Designing a "Grid" like object that contains game objects

    - by liortal
    I am working on a 2D game, where there's a game "board" on which other game objects are placed. This this is 2D, my starting point was to design a class that will internally use a 2d array for the actual stored game objects. This class could be simply accessed by 2 indices: (i, j) to get game objects on it. My problem is that i have no idea how to make the game "board" "propagate" its data onto its children. Design questions i ran into are: Should the children placed on the board have display properties such as size, screen position? Should the board itself dictate this information? How to update children in case the board changes some of its properties? (position, etc). Should the board be aware of the types of objects stored in it ? I have no idea how similar things such as WPF or other UI frameworks go about organizing a "container like" object that can arrange or apply certain UI properties to its children.

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  • Splitting a texture atlas into seperate images

    - by bigtunacan
    I'm doing a port of an existing game and the designer no longer has all of the original art; he only has the resulting texture atlases he used when developing for iPad. The tool I'm using won't support these files so I need to break them back out into separate PNG files. I'm hoping someone knows of a software tool that does this. PC software would be preferred in this case, but Mac would suffice.

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  • Multiplayer online game engine/pipeline

    - by Slav
    I am implementing online multiplayer game where client must be written in AS3 (Flash) to embed game into browser and server in C++ (abstract part of which is already written and used with other games). Networking models may differ from each other, but currently I'm looking toward game's logic run on both client and server parts but they're written on different languages while it's not the main problem. My previous game (pretty big one - was implemented with efforts of ~5 programmers in 1.5 years) was mainly "written" within electronic tables as structured objects with implemented inheritance: was written standalone tool which generated AS3 and C++ (languages of platforms to which the game was published) using specified electronic tables file (.xls or .ods). That file contained ~50 tables with ~50 rows and ~50 columns each and was mainly written by game designers which do not know any programming languages. But that game was single-player. Having declared problem with my currently implementing MMO, I'm looking toward some vast pipeline, where will be resolved such problems like: game objects descriptions (which starships exist within game, how much HP they have, how fast move, what damage deal...) actions descriptions (what players or NPCs can do: attack each other, collect resources, build structures, move, teleport, cast spells) - actions are transmitted through server between clients influences (what happens when specified action applied on specified object, e.i "Ship A attacked Ship B: field "HP" of Ship B reduced by amount of field "damage" of Ship A" Influences can be much more difficult, yes, e.i. "damage is twice it's size when Ship has =5 allies around him in a 200 units range during night" and so on. If to be able to write such logic within some "design document" it will be easily possible to: let designers to do their job without programmer's intervention or any bug-prone programming validate described logic transfer (transform, convert) to any programming language where it will be executed Did somebody worked on something like that? Is there some tools/engines/pipelines which concernes with it? How to handle all of this problems simultaneously in a best way or do I properly imagine my tasks and problems to myself?

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  • How should I account for the GC when building games with Unity?

    - by Eonil
    *As far as I know, Unity3D for iOS is based on the Mono runtime and Mono has only generational mark & sweep GC. This GC system can't avoid GC time which stops game system. Instance pooling can reduce this but not completely, because we can't control instantiation happens in the CLR's base class library. Those hidden small and frequent instances will raise un-deterministic GC time eventually. Forcing complete GC periodically will degrade performance greatly (can Mono force complete GC, actually?) So, how can I avoid this GC time when using Unity3D without huge performance degrade?

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  • Custom mesh format - yea or nay?

    - by Electro
    In the process of writing my game prototype, I have found the OBJ format to be insufficient for my needs - it does not support any sort of animation, it doesn't support triangle strips (I'm targeting my ancient hardware). MD2 wouldn't fit the bill because it doesn't have support for named model pieces. MD3 would probably work, but like OBJ, it doesn't have support for triangle strips. Considering the limitations of the formats above, I've come to the conclusion that it may be necessary to write my own format to accommodate my requirements, but that feels like reinventing the wheel. So, I need a format which can specify indexed tri-strips, supports textures, UV-mapping, collision data, can have multiple named segments and supports animations (have I forgotten anything?). Is there any format like that which already exists, or do I have to write my own?

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  • Texture2D.GetData fails to return pixel colour data

    - by Chris Charabaruk
    Because I'm using sprite sheets instead of an individual texture per sprite, I need to pass in a Rectangle when calling Texture2D.GetData() in my collision detection for per-pixel tests. Unfortunately, without fail I get an ArgumentException percolated down from an internal method inside the Texture (not Texture2D) class. My code for getting the texture data looks like this: public override Color[] GetPixelData() { Color[] data = new Color[(int)size.Product()]; Rectangle rect = new Rectangle(hframe * (int)size.X, vframe * (int)size.Y, (int)size.X, (int)size.Y); #if DEBUG if (sprite.Bounds.Contains(rect) && sprite.Format == SurfaceFormat.Color) #endif sprite.GetData(0, rect, data, 0, 1); return data; } Even with the check to ensure I'm grabbing a valid rectangle and that the texture format matches what I'm trying to get, I still get that exception, claiming "The size of the data passed in is too large or too small for this resource." Unfortunately, the debugger won't let me check the locals within the Texture.ValidateTotalSize() method where the exception originates. Has anyone else had this problem and knows how to fix it? I'm relying on AABB testing only for now, but that doesn't really work for some of my game's entities due to odd shapes, rotation and scaling.

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  • Easiest Way To Implement "Slow Motion" and variable game speed in XNA?

    - by TerryB
    I have an XNA 4.0 game that I want to be able to switch into slow motion and back again to full speed every now and then. So if you kill an enemy the game switches into slow motion as they explode and then goes back to normal. What is the easiest way to do this in XNA 4.0 without having to alter all my existing code that relies on GameTime? I have some code that relies on the TotalGameTime, which will be wrong unless I get XNA to slow down. Is there anyway to avoid refactoring that code? Thanks!

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  • write to depth buffer while using multiple render targets

    - by DocSeuss
    Presently my engine is set up to use deferred shading. My pixel shader output struct is as follows: struct GBuffer { float4 Depth : DEPTH0; //depth render target float4 Normal : COLOR0; //normal render target float4 Diffuse : COLOR1; //diffuse render target float4 Specular : COLOR2; //specular render target }; This works fine for flat surfaces, but I'm trying to implement relief mapping which requires me to manually write to the depth buffer to get correct silhouettes. MSDN suggests doing what I'm already doing to output to my depth render target - however, this has no impact on z culling. I think it might be because XNA uses a different depth buffer for every RenderTarget2D. How can I address these depth buffers from the pixel shader?

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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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  • relationship between the model and the renderer

    - by acrilige
    I tried to build a simple graphics engine, and faced with this problems: i have a list of models that i need to draw, and object (renderer) that implements IRenderer interface with method DrawObject(Object* obj). Implementation of renderer depends on using graphics library (opengl/directx). 1st question: model should not know nothing about renderer implementation, but in this case where can i hold (cache) information that depends on renderer implementation? For example, if model have this definition: class Model { public: Model(); Vertex* GetVertices() const; private: Vertex* m_vertices; }; what is the best way to cache, for example, vertex buffer of this model for dx11? Hold it in renderer object? 2nd question: what is the best way for model to say renderer HOW it must be rendered (for example with texture, bump mapping, or may be just in one color). I thought it can be done with flags, like this: model-SetRenderOptions(RENDER_TEXTURE | RENDER_BUMPMAPPING | RENDER_LIGHTING); and in Renderer::DrawModel method check for each flag. But looks like it will become uncomfortable with the options count growth...

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  • Tile-wide extent tracing on a grid.

    - by Larolaro
    I'm currently working on A* pathfinding on a grid and I'm looking to smooth the generated path, while also considering the extent of the character moving along it. I'm using a grid for the pathfinding, however character movement is free roaming, not strict tile to tile movement. To achieve a smoother, more efficient path, I'm doing line traces on a grid to determine if there is unwalkable tiles between tiles to shave off unecessary corners. However, because a line trace is zero extent, it doesn't consider the extent of the character and gives bad results (not returning unwalkable tiles just missed by the line, causing unwanted collisions). So what I'm looking for is rather than a line algorithm that determines the tiles under it, I'm looking for one that determines the tiles under a tile-wide extent line. Here is an image to help visualise my problem! Does anyone have any ideas? I've been working with Bresenham's line and other alternatives but I haven't yet figured out how to nail this specific problem.

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  • What is the difference between Constant Vertex Attributes and Uniforms?

    - by Samaursa
    According to the OpenGL ES 2.0 Programming Guide: A constant vertex attribute is the same for all vertices of a primitive, and therefore only one value needs to be specified for all the vertices of a primitive. For uniforms the book states: ...any parameter to a shader that is constant across either all vertices or fragments (but that is not known at compile time) should be passed in as a uniform. I've always used uniforms for data that is constant for a primitive but now it appears that attributes can also be used in the same way. Is there more to constant vertex attribute than simply 'they are the same as uniforms'?

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  • 2D scene graph not transforming relative to parent

    - by Dr.Denis McCracleJizz
    I am currently in the process of coding my own 2D Scene graph, which is basically a port of flash's render engine. The problem I have right now is my rendering doesn't seem to be working properly. This code creates the localTransform property for each DisplayObject. Matrix m_transform = Matrix.CreateRotationZ(rotation) * Matrix.CreateScale(scaleX, scaleY, 1) * Matrix.CreateTranslation(new Vector3(x, y, z)); This is my render code. float dRotation; Vector2 dPosition, dScale; Matrix transform; transform = this.localTransform; if (parent != null) transform = localTransform * parent.localTransform; DecomposeMatrix(ref transform, out dPosition, out dRotation, out dScale); spriteBatch.Draw(this.texture, dPosition, null, Color.White, dRotation, new Vector2(originX, originY), dScale, SpriteEffects.None, 0.0f); Here is the result when I try to add the Stage then to the stage a First DisplayObjectContainer and then a second one. It may look fine but the problem lies in the fact that I add a first DisplayObjectContainer at (400,400) and the second one within it (that's the smallest one) at position (0,0). So he should be right over its parent but he gets render within the parent at the same position the parent has (400, 400) for some reason. It's just as if I double the parent's localMatrix and then render the second cat there. This is the code i use to loop through every childs. base.Draw(spriteBatch); foreach (DisplayObject childs in _childs) { childs.Draw(spriteBatch); }

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  • How does a game developer get feedback from gamers (not developers) or start a forum community without paying for advertising or hiring Q&A teams?

    - by Carter81
    I am familiar with a lot of game developer forums, but I'd assume this is much less likely to attract more casual commentators. I also fear that feedback from a gamer's perspective would often be tainted by their game dev perspective. For example, if I were making a RTS game and wanted to get feedback from "The RTS gamers" where would I go? Is there a general idea of what type of website or forum to go to? Do you go to specific game websites, to try to "steal" attention? Would this not equate to spam or inappropriate posting? What is considered appropriate and inappropriate? I am not asking for specifics. I am asking how one "starts a community", or how one "gets feedback from gamers" without resorting to spamming forums or 'advertising' just to see what sticks. What TYPE OF PLACE does one go? Are there already sites designed for this purpose? I tried going to what was once a very popular forum for feedback from what I believed was a niche hardcore group of gamers in the genre, but its popularity seemed to have died significantly; Leaving only trolls and very young teenagers. The resulting feedback was quite disappointing, mainly for how little feedback it resulted. Many years ago, feedback would flood in by the hundreds so quickly. Without this website, I am at a loss as to where to go to see what people think of ideas, gather feedback from a gamer's perspective (not a developer's perspective), or where to pull from to start my own site's forum. I am out of ideas of what to do, short of going to various game forums to post in the off-topic sections there.

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  • PNG file loading error in ImageMagick

    - by khanhhh89
    I'm trying to understand the tutorial 16 at http://ogldev.atspace.co.uk, which requires the image processing library ImageMagick. But when I run the tutorial, I encountered an following error: freeglut: failed to change scree settings Error loading textures 'test.png': no decode delegates for this image format 'C:/../appdata/magick-6024a_cIJcw90t-j'@error/constitute.c/ReadImage/552 I searched for google and found that my ImageMagick library do not have PNG Delegaes, but when I checked for the information of ImageMagick, it sees PNG in its delegate lists. Command line: convert -configure Result: LIB_VERSION 0x687 DELEGATES: bzlib, freetype, jpeg, jp2, lcms, png, tiff, x11, xml, wmf, zlib Could you explain to me this error, thanks so much!

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  • Movement of body after applying weld joint

    - by ved
    I have two rectangular bodies. I've applied Weldjoint successfully on these bodies. I want to move that joined body by applying linear impulse. After weld joint, these two bodies becomes single body right? How do I apply force/impulse on the joined body? I am using Box2D with LibGDX. I've tried this: polygon1.applyLinearImpulse(new Vector2(-5, 0), polygon1.getWorldCenter(), true); I thought that if I move polygon1 then polygon2 will also move due to my weld joint but it is not working properly. Why don't they move together after being welded?

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