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  • draw bullet at the end of the barrel

    - by Alberto
    excuse my awkwardness, i have this code: [syntax="java"] int x2 = (int) (canon.getSceneCenterCoordinates()[0] + LENGTH_SPRITE/2* Math.cos(canon.getRotation())); int y2 = (int) (canon.getSceneCenterCoordinates()[1] + LENGTH_SPRITE/2* Math.sin(canon.getRotation())); projectile = new Sprite( (float) x2, (float) y2, mProjectileTextureRegion,this.getVertexBufferObjectManager() ); mMainScene.attachChild(projectile); [/syntax] and the bullet are drawn around the cannon in circle.. but not from the end of cannon :( help!

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  • Switching songs - MediaPlayer lags the game

    - by Fibericon
    When the player encounters a boss in the game I'm working on, I want to have the music change. It seems simple enough with the MediaPlayer class to fade out the current song, switch to another, and then fade the new song in. However, at the point where the second song starts, the game freezes for a split second. The songs in question aren't particularly large either - the first song is 1.7mb and the second song is 3.1mb, both mp3 format. This is the code I'm using to do it: protected void switchSong(GameTime gameTime) { if (!bossSongPlaying) { MediaPlayer.Volume -= ((float)gameTime.ElapsedGameTime.TotalSeconds/10); if (MediaPlayer.Volume < 0.05f) { MediaPlayer.Play(bossSong); MediaPlayer.Volume = 1.0f; bossSongPlaying = true; } } } What can I do to eliminate that momentary hang?

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  • How can I make permanent death in a MUD seem acceptable and fair to players?

    - by Luke Laupheimer
    I have considered writing a MUD for years, and I have a lot of ideas my friends think are really cool (and that's how I'd hope to get anywhere -- word of mouth). Thing is, there's one thing I have always wanted, that my friends and strangers hated: permanent death. Now, the emotional response I get to this is visceral revulsion, every time. I'm pretty sure I am the only person that wants this, or if I'm not, I'm a tiny minority. Now, the reason I want it is because I want the actions of the players to matter. Unlike a lot of other MUDs, which have a set of static city-states and social institutions etc, I want the things my players do, should I get any, to actually change the situation. And that includes killing people. If you kill someone, you didn't send them to time out, you killed them. What happens when you kill people? They go away. They don't come back in half an hour to smack talk you some more. They're gone. Forever. By making death non-permanent, you make death not matter. It would be similar if a climax to a character's arc is getting a speeding ticket. It cheapens it. Non-permanent death cheapens death. How can I: 1) Convince my players (and random people!) that this is actually a good idea?, or 2) Find some other way to make death and violence matter as much as it does in real life (except within the game, of course) sans character deletion? What alternatives are there out there?

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  • How to use mount points in MilkShape models?

    - by vividos
    I have bought the Warriors & Commoners model pack from Frogames and the pack contains (among other formats) two animated models and several non-animated objects (axe, shield, pilosities, etc.) in MilkShape3D format. I looked at the official "MilkShape 3D Viewer v2.0" (msViewer2.zip at http://www.chumba.ch/chumbalum-soft/ms3d/download.html) source code and implemented loading the model, calculating the joint matrices and everything looks fine. In the model there are several joints that are designated as the "mount points" for the static objects like axe and shield. I now want to "put" the axe into the hand of the animated model, and I couldn't quite figure out how. I put the animated vertices in a VBO that gets updated every frame (I know I should do this with a shader, but I didn't have time to do this yet). I put the static vertices in another VBO that I want to keep static and not updated every frame. I now tried to render the animated vertices first, then use the joint matrix for the "mount joint" to calculate the location of the static object. I tried many things, and what about seems to be right is to transpose the joint matrix, then use glMatrixMult() to transform the modelview matrix. For some objects like the axe this is working, but not for others, e.g. the pilosities. Now my question: How is this generally implemented when using bone/joint models, and especially with MilkShape3D models? Am I on the right track?

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  • Making a mobile app from a board game. Copyright infringement?

    - by Claudio Coelho
    Me and a friend got hooked on a board game and soon realized that we didn't need the board game to play, instead we could play it with pen and paper with extreme ease and satisfaction. The next step was to develop a simple android app to play it. We have been using this to play and it's fun, and we are interested in publishing it, but we are worried eventual copyright issues. The concept of the game - itself very simple, merely a type of trivia game, where each round has different rules - is the same, the name is different as is all the art. Does anybody know if we infringe copyrights if we were to publish it? Thanks

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  • Boolean checks with a single quadtree, or multiple quadtrees?

    - by Djentleman
    I'm currently developing a 2D sidescrolling shooter game for PC (think metroidvania but with a lot more happening at once). Using XNA. I'm utilising quadtrees for my spatial partitioning system. All objects will be encompassed by standard bounding geometry (box or sphere) with possible pixel-perfect collision detection implemented after geometry collision (depends on how optimised I can get it). These are my collision scenarios, with < representing object overlap (multiplayer co-op is the reason for the player<player scenario): Collision scenarios (true = collision occurs): Player <> Player = false Enemy <> Enemy = false Player <> Enemy = true PlayerBullet <> Enemy = true PlayerBullet <> Player = false PlayerBullet <> EnemyBullet = true PlayerBullet <> PlayerBullet = false EnemyBullet <> Player = true EnemyBullet <> Enemy = false EnemyBullet <> EnemyBullet = false Player <> Environment = true Enemy <> Environment = true PlayerBullet <> Environment = true EnemyBullet <> Environment = true Going off this information and the fact that were will likely be several hundred objects rendering on-screen at any given time, my question is as follows: Which method is likely to be the most efficient/optimised and why: Using a single quadtree with boolean checks for collision between the different types of objects. Using three quadtrees at once (player, enemy, environment), only testing the player and enemy trees against each other while testing both the player and enemy trees against the environment tree.

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  • Writing a Master's Thesis on evaluating visual scripting systems

    - by user1107412
    I am thinking to write my Master's thesis around theorizing, and then implementing a PlayMaker or Kismet-like (building game logic by visually arranging FSMs) tool in Unity. The only thing I am still concerned about is the actual research question that I should pose. I was kinda hoping that the more experienced game designers out there might know. Update: What about reducing the use of visual programming to graphically designing FSM-Action-Transition flows, which can then be attached to game entities (very much like http://playmaker.com does it)?

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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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  • Point Light Soft Shadows

    - by notabene
    How to implement soft shadows for omni directional (point) light. We use typical shadow mapping technique. Depth is rendered to texture cube and addresing is pretty simple then. Just using vector from light to fragments world position. It works perfectly. Until you want soft shadows. In our engine we use PCSS technique for spot lights. But for point light there begins troubles. How to sample in 3D? I developed technique when orthonormal basis is created from a direction and upvector (0,1,0). And then multiply sampling vector (something like this (1.0,i/depthMapSize,j/depthMapSize) with this basis. But this (of course :)) looks pretty bad for vectors near (0,1,0) and (0,-1,0). I will appreciate any help on this.

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  • Entity system in Lua, communication with C++ and level editor. Need advice.

    - by Notbad
    Hi!, I know this is a really difficult subject. I have been reading a lot this days about Entity systems, etc... And now I'm ready to ask some questions (if you don't mind answering them) because I'm really messed. First of all, I have a 2D basic editor written in Qt, and I'm in the process of adding entitiy edition. I want the editor to be able to receive RTTI information from entities to change properties, create some logic being able to link published events to published actions (Ex:A level activate event throws a door open action), etc... Because all of this I guess my entity system should be written in scripting, in my case Lua. In the other hand I want to use a component based design for my entities, and here starts my questions: 1) Should I define my componentes en C++? If I do this en C++ won't I loose all the RTTI information I want for my editor?. In the other hand, I use box2d for physics, if I define all my components in script won't it be a lot of work to expose third party libs to lua? 2) Where should I place the messa system for my game engine? Lua? C++?. I'm tempted to just have C++ object to behave as servers, offering services to lua business logic. Things like physics system, rendering system, input system, World class, etc... And for all the other things, lua. Creation/Composition of entities based on components, game logic, etc... Could anyone give any insight on how to accomplish this? And what aproach is better?. Thanks in advance, HexDump.

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  • 2D Particle Explosion

    - by TheBroodian
    I'm developing a 2D action game, and in said game I've given my primary character an ability he can use to throw a fireball. I'm trying to design an effect so that when said fireball collides (be it with terrain or with an enemy) that the fireball will explode. For the explosion effect I've created a particle that once placed into game space will follow random, yet autonomic behavior based on random variables. Here is my question: When I generate my explosion (essentially 90 of these particles) I get one of two behaviors, 1) They are all generated with the same random variables, and don't resemble an explosion at all, more like a large mass of clumped sprites that all follow the same randomly generated path. 2) If I assign each particle a unique seed to its random number generator, they are a little bit -more- spread out, yet clumping is still visible (they seem to fork out into 3 different directions) Does anybody have any tips for producing particle-based 2D explosions? I'll include the code for my particle and the event I'm generating them in. Fire particle class: public FireParticle(xTile.Dimensions.Location StartLocation, ContentManager content) { worldLocation = StartLocation; fireParticleAnimation = new FireParticleAnimation(content); random = new Random(); int rightorleft = random.Next(0, 3); int upordown = random.Next(1, 3); int xVelocity = random.Next(0, 101); int yVelocity = random.Next(0, 101); Vector2 tempVector2 = new Vector2(0,0); if (rightorleft == 1) { tempVector2 = new Vector2(xVelocity, tempVector2.Y); } else if (rightorleft == 2) { tempVector2 = new Vector2(-xVelocity, tempVector2.Y); } if (upordown == 1) { tempVector2 = new Vector2(tempVector2.X, -yVelocity); } else if (upordown == 2) { tempVector2 = new Vector2(tempVector2.X, yVelocity); } velocity = tempVector2; scale = random.Next(1, 11); upwardForce = -10; dead = false; } public FireParticle(xTile.Dimensions.Location StartLocation, ContentManager content, int seed) { worldLocation = StartLocation; fireParticleAnimation = new FireParticleAnimation(content); random = new Random(seed); int rightorleft = random.Next(0, 3); int upordown = random.Next(1, 3); int xVelocity = random.Next(0, 101); int yVelocity = random.Next(0, 101); Vector2 tempVector2 = new Vector2(0, 0); if (rightorleft == 1) { tempVector2 = new Vector2(xVelocity, tempVector2.Y); } else if (rightorleft == 2) { tempVector2 = new Vector2(-xVelocity, tempVector2.Y); } if (upordown == 1) { tempVector2 = new Vector2(tempVector2.X, -yVelocity); } else if (upordown == 2) { tempVector2 = new Vector2(tempVector2.X, yVelocity); } velocity = tempVector2; scale = random.Next(1, 11); upwardForce = -10; dead = false; } #endregion #region Update and Draw public void Update(GameTime gameTime) { elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; fireParticleAnimation.Update(gameTime); Vector2 moveAmount = velocity * elapsed; xTile.Dimensions.Location newPosition = new xTile.Dimensions.Location(worldLocation.X + (int)moveAmount.X, worldLocation.Y + (int)moveAmount.Y); worldLocation = newPosition; velocity.Y += upwardForce; if (fireParticleAnimation.finishedPlaying) { dead = true; } } public void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw( fireParticleAnimation.image.Image, new Rectangle((int)drawLocation.X, (int)drawLocation.Y, scale, scale), fireParticleAnimation.image.SizeAndsource, Color.White * fireParticleAnimation.image.Alpha); } Fireball explosion event: public override void Update(GameTime gameTime) { if (enabled) { float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; foreach (Heart_of_Fire.World_Objects.Particles.FireParticle particle in explosionParticles.ToList()) { particle.Update(gameTime); if (particle.Dead) { explosionParticles.Remove(particle); } } collisionRectangle = new Microsoft.Xna.Framework.Rectangle((int)wrldPstn.X, (int)wrldPstn.Y, 5, 5); explosionCheck = exploded; if (!exploded) { coreGraphic.Update(gameTime); tailGraphic.Update(gameTime); Vector2 moveAmount = velocity * elapsed; moveAmount = horizontalCollision(moveAmount, layer); moveAmount = verticalCollision(moveAmount, layer); Vector2 newPosition = new Vector2(wrldPstn.X + moveAmount.X, wrldPstn.Y + moveAmount.Y); if (hasCollidedHorizontally || hasCollidedVertically) { exploded = true; } wrldPstn = newPosition; worldLocation = new xTile.Dimensions.Location((int)wrldPstn.X, (int)wrldPstn.Y); } if (explosionCheck != exploded) { for (int i = 0; i < 90; i++) { explosionParticles.Add(new World_Objects.Particles.FireParticle( new Location( collisionRectangle.X + random.Next(0, 6), collisionRectangle.Y + random.Next(0, 6)), contentMgr)); } } if (exploded && explosionParticles.Count() == 0) { //enabled = false; } } }

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  • Converting a DrawModel() using BasicEffect to one using Effect

    - by Fibericon
    Take this DrawModel() provided by MSDN: private void DrawModel(Model m) { Matrix[] transforms = new Matrix[m.Bones.Count]; float aspectRatio = graphics.GraphicsDevice.Viewport.Width / graphics.GraphicsDevice.Viewport.Height; m.CopyAbsoluteBoneTransformsTo(transforms); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), aspectRatio, 1.0f, 10000.0f); Matrix view = Matrix.CreateLookAt(new Vector3(0.0f, 50.0f, Zoom), Vector3.Zero, Vector3.Up); foreach (ModelMesh mesh in m.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.View = view; effect.Projection = projection; effect.World = gameWorldRotation * transforms[mesh.ParentBone.Index] * Matrix.CreateTranslation(Position); } mesh.Draw(); } } How would I apply a custom effect to a model with that? Effect doesn't have View, Projection, or World members. This is what they recommend replacing the foreach loop with: foreach (ModelMesh mesh in terrain.Meshes) { foreach (Effect effect in mesh.Effects) { mesh.Draw(); } } Of course, that doesn't really work. What else needs to be done?

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  • How can I generate signed distance fields (2D) in real time, fast?

    - by heishe
    In a previous question, it was suggested that signed distance fields can be precomputed, loaded at runtime and then used from there. For reasons I will explain at the end of this question (for people interested), I need to create the distance fields in real time. There are some papers out there for different methods which are supposed to be viable in real-time environments, such as methods for Chamfer distance transforms and Voronoi diagram-approximation based transforms (as suggested in this presentation by the Pixeljunk Shooter dev guy), but I (and thus can be assumed a lot of other people) have a very hard time actually putting them to use, since they're usually long, largely bloated with math and not very algorithmic in their explanation. What algorithm would you suggest for creating the distance fields in real-time (favourably on the GPU) especially considering the resulting quality of the distance fields? Since I'm looking for an actual explanation/tutorial as opposed to a link to just another paper or slide, this question will receive a bounty once it's eligible for one :-). Here's why I need to do it in real time: There's something else:

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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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  • Initial direction of intersection between two moving vehicles?

    - by Larolaro
    I'm working with a bit of projectile prediction for my AI and I'm looking for some ideas, any input? If a blue vehicle is moving in a direction at a constant speed of X m/s and a stationary orange vehicle has a rocket that travels Y m/s, which initial direction would the orange vehicle have to fire the rocket for it to hit the blue vehicle at the earliest time in the future? Thanks for reading!

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  • object detection in bitmmap javacanvas

    - by user1538127
    i want to detect clicks on canvas elements which are drawn using paths. so far i have think of to store elements path in javascript data structure and then check the cordinates of hits which matches the elements cordinates. i belive there is algorithm already for thins kind o cordinate search. rendering each of element path and checking the hits would be inefficient when elements number is larger. can anyone point on me that?

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  • Adjust sprite bounds of the visible part of texture

    - by Crazy D0G
    Is there any way to adjust the boundaries of the visible part of the sprite? To make it easier to understand: I have a texture, such as shown at figure 1. Then I break it into pieces and fill the resulting fragments using PRKit (wood texture on figure 2 and 3). But the resulting fragments have the transparent (green color on figure 2 and 3) and when creating a sprite from the fragments they have the size of the initial texture. Is there a way to get rid of this transparency and to adjust the size of the visible part (wood texture), openGL or cocos2d-x means? Maybe it help - draw() method from PRKit: void PRFilledPolygon::draw() { //CCNode::draw(); glDisableClientState(GL_COLOR_ARRAY); // we have a pointer to vertex points so enable client state glBindTexture(GL_TEXTURE_2D, texture->getName()); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ONE_MINUS_SRC_ALPHA); glVertexPointer(2, GL_FLOAT, 0, areaTrianglePoints); glTexCoordPointer(2, GL_FLOAT, 0, textureCoordinates); glDrawArrays(GL_TRIANGLES, 0, areaTrianglePointCount); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); //Restore texture matrix and switch back to modelview matrix glEnableClientState(GL_COLOR_ARRAY);}

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  • get stick analogue XY position using Jinput in lwjgl

    - by oIrC
    i want to capture the movement of the analogue stick of the gamePad. is there any equivalent function to this public void mouseMoved(MouseEvent mouseEvent) { mouseEvent.getX(); //return the X coordinate of the cursor inside a component mouseEvent.getY();//return the Y coordinate of the cursor inside a component } into lwjgl.input.Controllers, i found controller.getAxisValue() but this one doesn't work as the function above. any help? thanks.

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  • Player sprite moving slower on iPhone 4

    - by nvillec
    I just finished getting movement/jump animation for a player sprite in Xcode using Cocos2D. The basic movement algorithm is a timer that updates every 0.01 sec, changing the sprite position to (sprite.position.x + xVel, sprite.position.y + yVel). Each time a movement button is tapped, the appropriate velocity (initialized to 0) is changed to whatever speed I choose, then a stop movement button returns the velocity to 0. It's not an ideal solution but I'm very new at this and stoked to at least have that working with little help from the internet. So I may not have explained that perfectly, but it is in fact working to my satisfaction in Xcode's iPhone Simulator, however when I build it for my device and run it on my phone, the sprite's movement speed is noticeably slower than in Xcode. At first I thought it must have to do with the resolution of the iPhone 4, making the sprite's movement path twice as long, but I found that if I pull up the multitask bar, then return to the app the speed will sometimes jump back to normal. My second theory was that the code is just inefficient and is bogging the processes down, but I would see this reflected in the frame rate wouldn't I? It stays at 59-60 the whole time, and the spritesheet animation runs at the correct speed. Has anyone experienced this? Is this a really obvious issue that I'm completely missing? Any help (or tips for optimizing my approach to movement) would be much appreciated!

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  • Best Frameworks/libraries/engines for 2D multiplayer C# Webbased RPG

    - by Thirlan
    Title is a mouthful but important because I'm looking to meet a specific criteria and it's complex enough that I need a lot of help in finding what I'm looking for. I really want people's suggestions because I trust it a lot more than anything else, so I just need to clearly define what it is I want heh : P Game is a 2D RPG. Think of Secret of Mana. Game is online multiplayer, but not MMO sized. Game must be webbased! I'm looking to the future and want to hit as many platforms as possible. I'm leaning to Webgl because of this, but still looking around. Since the users are seeing the game through the webbrowser the front-end should be mainly responsible for drawing, taking input and some basic checking such as preliminary collision detection. This is important because it means the game engine is NOT on the client's machine. The server should be responsible for the game engine and all the calculations. This means the server is doing all the work and the client is mostly a dumb terminal. Server language is c# I'm looking for fast project execution so I want to use as many pre-existing tools as possible. This would make sense because I'm making a game here, not an engine. I'm not creating some new revolutionary graphics or pushing the physics engines to the next level. Preference for commercially supported tools. For game mechanics reasons and for reasons 4 and 5, don't think I can use existing 2D rpg engines. I've seen them out there and I fear that if I try and use them they will have too many restrictions, but will be happy to hear out suggestions. So all this means I need a game engine on the server, or maybe just a physics engine, and then I need another engine/library to draw everything that the server is sending to the client on the webbrowser. Maybe this is how 50% of games work on the web and there are plenty of frameworks that support this! I wouldn't actually don't know : ( but my gut is telling me that most webgames are single player and 90% of the game is running on the client. So... any suggestions?

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  • Can't detect collision properly using Rectangle.Intersects()

    - by Daniel Ribeiro
    I'm using a single sprite sheet image as the main texture for my breakout game. The image is this: My code is a little confusing, since I'm creating two elements from the same Texture using a Point, to represent the element size and its position on the sheet, a Vector, to represent its position on the viewport and a Rectangle that represents the element itself. Texture2D sheet; Point paddleSize = new Point(112, 24); Point paddleSheetPosition = new Point(0, 240); Vector2 paddleViewportPosition; Rectangle paddleRectangle; Point ballSize = new Point(24, 24); Point ballSheetPosition = new Point(160, 240); Vector2 ballViewportPosition; Rectangle ballRectangle; Vector2 ballVelocity; My initialization is a little confusing as well, but it works as expected: paddleViewportPosition = new Vector2((GraphicsDevice.Viewport.Bounds.Width - paddleSize.X) / 2, GraphicsDevice.Viewport.Bounds.Height - (paddleSize.Y * 2)); paddleRectangle = new Rectangle(paddleSheetPosition.X, paddleSheetPosition.Y, paddleSize.X, paddleSize.Y); Random random = new Random(); ballViewportPosition = new Vector2(random.Next(GraphicsDevice.Viewport.Bounds.Width), random.Next(GraphicsDevice.Viewport.Bounds.Top, GraphicsDevice.Viewport.Bounds.Height / 2)); ballRectangle = new Rectangle(ballSheetPosition.X, ballSheetPosition.Y, ballSize.X, ballSize.Y); ballVelocity = new Vector2(3f, 3f); The problem is I can't detect the collision properly, using this code: if(ballRectangle.Intersects(paddleRectangle)) { ballVelocity.Y = -ballVelocity.Y; } What am I doing wrong?

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  • Game testing on Android - emulator or real devices?

    - by n00bfuscator
    I am working at a localization agency and we have been approached by a client about testing their games on iOS as well as Android. Testing on iOS seems fairly easy as we can just buy a couple of devices and we should be covered. For Android it seems to be completely different. From what i found, the emulator can cover all API levels, screen sizes and such, but i hear it's buggy and nothing could replace testing on real devices. With the vast amount of Android devices out there and the rate at which new devices are released it seems impossible to keep up. How can i test games (localization and functional) on Android covering all compatible devices?

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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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  • Intersection points of plane set forming convex hull

    - by Toji
    Mostly looking for a nudge in the right direction here. Given a set of planes (defined as a normal and distance from origin) that form a convex hull, I would like to find the intersection points that form the corners of that hull. More directly, I'm looking for a way to generate a point cloud appropriate to provide to Bullet. Bonus points if someone knows of a way I could give bullet the plane list directly, since I somewhat suspect that's what it's building on the backend anyway.

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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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