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  • Should I use procedural animation?

    - by user712092
    I have started to make a fantasy 3d fps swordplay game and I want to add animations. I don't want to animate everything by hand because it would take a lot of time, so I decided to use procedural animation. I would certainly use IK (starting with simple reaching an object with hand ...). I also assume procedural generation of animations will make less animations to do by hand (I can blend animations ...). I want also to have a planner for animation which would simplify complex animations; those which can be split to a sequence - run and then jump, jump and then roll - or which are separable - legs running and torso swinging with sword -. I want for example a character to chop a head of a big troll. If troll crouches character would just chop his head off, if it is standing he would climb on a troll. I know that I would have to describe the state ("troll is low", "troll is high", "chop troll head" ..) which would imply what regions animation will be in (if there is a gap between them character would jump), which would imply what places character can have some of legs and hands or would choose an predefined animation. My main goal is simplicity of coding, but I want my game to be looking cool also. Is it worthy to use procedural animation or does it make more troubles that it solves? (there can be lot of twiddling ...) I am using Blender Game Engine (therefore Python for scripting, and Bullet Physics).

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  • C++ property system interface for game editors (reflection system)

    - by Cristopher Ismael Sosa Abarca
    I have designed an reusable game engine for an project, and their functionality is like this: Is a completely scripted game engine instead of the usual scripting languages as Lua or Python, this uses Runtime-Compiled C++, and an modified version of Cistron (an component-based programming framework).to be compatible with Runtime-Compiled C++ and so on. Using the typical GameObject and Component classes of the Component-based design pattern, is serializable via JSON, BSON or Binary useful for selecting which objects will be loaded the next time. The main problem: We want to use our custom GameObjects and their components properties in our level editor, before used hardcoded functions to access GameObject base class virtual functions from the derived ones, if do you want to modify an property specifically from that class you need inside into the code, this situation happens too with the derived classes of Component class, in little projects there's no problem but for larger projects becomes tedious, lengthy and error-prone. I've researched a lot to find a solution without luck, i tried with the Ogitor's property system (since our engine is Ogre-based) but we find it inappropiate for the component-based design and it's limited only for the Ogre classes and can lead to performance overhead, and we tried some code we find in the Internet we tested it and worked a little but we considered the macro and lambda abuse too horrible take a look (some code omitted): IWE_IMPLEMENT_PROP_BEGIN(CBaseEntity) IWE_PROP_LEVEL_BEGIN("Editor"); IWE_PROP_INT_S("Id", "Internal id", m_nEntID, [](int n) {}, true); IWE_PROP_LEVEL_END(); IWE_PROP_LEVEL_BEGIN("Entity"); IWE_PROP_STRING_S("Mesh", "Mesh used for this entity", m_pModelName, [pInst](const std::string& sModelName) { pInst->m_stackMemUndoType.push(ENT_MEM_MESH); pInst->m_stackMemUndoStr.push(pInst->getModelName()); pInst->setModel(sModelName, false); pInst->saveState(); }, false); IWE_PROP_VECTOR3_S("Position", m_vecPosition, [pInst](float fX, float fY, float fZ) { pInst->m_stackMemUndoType.push(ENT_MEM_POSITION); pInst->m_stackMemUndoVec3.push(pInst->getPosition()); pInst->saveState(); pInst->m_vecPosition.Get()[0] = fX; pInst->m_vecPosition.Get()[1] = fY; pInst->m_vecPosition.Get()[2] = fZ; pInst->setPosition(pInst->m_vecPosition); }, false); IWE_PROP_QUATERNION_S("Orientation (Quat)", m_quatOrientation, [pInst](float fW, float fX, float fY, float fZ) { pInst->m_stackMemUndoType.push(ENT_MEM_ROTATE); pInst->m_stackMemUndoQuat.push(pInst->getOrientation()); pInst->saveState(); pInst->m_quatOrientation.Get()[0] = fW; pInst->m_quatOrientation.Get()[1] = fX; pInst->m_quatOrientation.Get()[2] = fY; pInst->m_quatOrientation.Get()[3] = fZ; pInst->setOrientation(pInst->m_quatOrientation); }, false); IWE_PROP_LEVEL_END(); IWE_IMPLEMENT_PROP_END() We are finding an simplified way to this, without leading confusing the programmers, (will be released to the public) i find ways to achieve this but they are only available for the common scripting as Lua or editors using C#. also too portable, we can write "wrappers" for different GUI toolkits as Qt or GTK, also i'm thinking to using Boost.Wave to get additional macro functionality without creating my own compiler. The properties designed to use in the editor they are removed in the game since the save file contains their data and loads it using an simple 'load' function to reduce unnecessary code bloat may will be useful if some GameObject property wants to be hidden instead. In summary, there's a way to implement an reflection(property) system for a level editor based in properties from derived classes? Also we can use C++11 and Boost (restricted only to Wave and PropertyTree)

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  • improve Collision detection memory usage (blocks with bullets)

    - by Eddy
    i am making a action platform 2D game, something like Megaman. I am using XNA to make it. already made player phisics,collisions, bullets, enemies and AIs, map editor, scorolling X Y camera (about 75% of game is finished ). as i progressed i noticed that my game would be more interesting to play if bullets would be destroyed on collision with regular(stationary ) map blocks, only problem is that if i use my collision detection (each bullet with each block) sometimes it begins to lag(btw if my bullet exits the screen player can see it is removed from bullet list) So how to improve my collision detection so that memory usage would be so high? :) ( on a map 300x300 blocks for example don't think that bigger map should be made); int block = 0; int bulet= 0; bool destroy_bullet = false; while (bulet < bullets.Count) { while (block < blocks.Count) { if (bullets[bulet].P_Bul_rec.Intersects( blocks[block].rect)) {//bullets and block are Lists that holds objects of bullet and block classes //P_Bul_rec just bullet rectangle destroy_bullet = true; } block++; } if (destroy_bullet) { bullets.RemoveAt(bulet); destroy_bullet = false; } else { bulet++; } block = 0; }

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  • Logic / Render phases with a single thread

    - by DevilWithin
    The question I have may generate different opinions from different developers, but I'd still like to have an answer on this. Its all about the updating and rendering steps of the game loop, and their use under multi and single threaded environments. Currently, there is one thread running, which takes care of sequentially executing events , logic and rendering. Sometimes, the logic part may wish to change the game state to something else, and in between do some loading of files. The result is that the game hangs completely while loading, and then proceeds to normal rendering of the new state. To go around this, i could make another thread, do the loading there while the main thread renders a smooth loading animation, and then proceed normally. The real question is about if i don't create another thread. I could refresh the screen from the logic thread, and provide some basic loading screen, which could be not so smoothly updated while the files load. In fact, this approach is not loved by a lot of developers, as it scrambles render code in the logic step, which may cause problems of different sorts.. Hope its clear!

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  • How to manage Areas/Levels in an RPG?

    - by Hexlan
    I'm working on an RPG and I'm trying to figure out how to manage the different levels/areas in the game. Currently I create a new state (source file) for every area, defining its unique aspects. My concern is that as the game grows the number of class files will become unmanageable with all the towns, houses, shops, dungeons, etc. that I need to keep track of. I would also prefer to separate my levels from the source code because non-programmer members of the team will be creating levels, and I would like the engine to be as free from game specific code as possible. I'm thinking of creating a class that provides all the functions that will be the same between all the levels/areas with a unique member variable that can be used to look up level specifics from data. This way I only need to define level/area once in the code, but can create multiple instances each with its own unique aspects provided by data. Is this a good way to go about solving the issue? Is there a better way to handle a growing number of levels?

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  • Best way to go for simple online multi-player games?

    - by Mr_CryptoPrime
    I want to create a trivia game for my website. The graphic design does not have to be too fancy, probably no more advanced than a typical flash game. It needs to be secure because I want users to be able to play for real money. It also needs to run fast so users don't spend their time frustrated with game freezing. Compatibility, as with almost all online products, is key because of the large target market. I am most acquainted with Java programming, but I don't want to do it in Java if there is something much better. I am assuming I will have to utilize a variety of different languages in order for everything to come together. If someone could point out the main structure of everything so I could get a good start that would be great! 1) Language choice for simple secure online multiplayer games? 2) Perhaps use a database like MySQL, stored on a secure server for the trivia questions? 3) Free educational resources and even simpler projects to practice? Any ideas or suggestions would be helpful...Thanks!

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  • Resolving collisions between dynamic game objects

    - by TheBroodian
    I've been building a 2D platformer for some time now, I'm getting to the point where I am adding dynamic objects to the stage for testing. This has prompted me to consider how I would like my character and other objects to behave when they collide. A typical staple in many 2D platformer type games is that the player takes damage upon touching an enemy, and then essentially becomes able to pass through enemies during a period of invulnerability, and at the same time, enemies are able to pass through eachother freely. I personally don't want to take this approach, it feels strange to me that the player should receive arbitrary damage for harmless contact to an enemy, despite whether the enemy is attacking or not, and I would like my enemies' interactions between each other (and my player) to be a little more organic, so to speak. In my head I sort of have this idea where a game object (player, or non player) would be able to push other game objects around by manner of 'pushing' each other out of one anothers' bounding boxes if there is an intersection, and maybe correlate the repelling force to how much their bounding boxes are intersecting. The problem I'm experiencing is I have no idea what the math might look like for something like this? I'll show what work I've done so far, it sort of works, but it's jittery, and generally not quite what I would pass in a functional game: //Clears the anti-duplicate buffer collisionRecord.Clear(); //pick a thing foreach (GameObject entity in entities) { //pick another thing foreach (GameObject subject in entities) { //check to make sure both things aren't the same thing if (!ReferenceEquals(entity, subject)) { //check to see if thing2 is in semi-near proximity to thing1 if (entity.WideProximityArea.Intersects(subject.CollisionRectangle) || entity.WideProximityArea.Contains(subject.CollisionRectangle)) { //check to see if thing2 and thing1 are colliding. if (entity.CollisionRectangle.Intersects(subject.CollisionRectangle) || entity.CollisionRectangle.Contains(subject.CollisionRectangle) || subject.CollisionRectangle.Contains(entity.CollisionRectangle)) { //check if we've already resolved their collision or not. if (!collisionRecord.ContainsKey(entity.GetHashCode())) { //more duplicate resolution checking. if (!collisionRecord.ContainsKey(subject.GetHashCode())) { //if thing1 is traveling right... if (entity.Velocity.X > 0) { //if it isn't too far to the right... if (subject.CollisionRectangle.Contains(new Microsoft.Xna.Framework.Rectangle(entity.CollisionRectangle.Right, entity.CollisionRectangle.Y, 1, entity.CollisionRectangle.Height)) || subject.CollisionRectangle.Intersects(new Microsoft.Xna.Framework.Rectangle(entity.CollisionRectangle.Right, entity.CollisionRectangle.Y, 1, entity.CollisionRectangle.Height))) { //Find how deep thing1 is intersecting thing2's collision box; float offset = entity.CollisionRectangle.Right - subject.CollisionRectangle.Left; //Move both things in opposite directions half the length of the intersection, pushing thing1 to the left, and thing2 to the right. entity.Velocities.Add(new Vector2(-(((offset * 4) * (float)gameTime.ElapsedGameTime.TotalMilliseconds)), 0)); subject.Velocities.Add(new Vector2((((offset * 4) * (float)gameTime.ElapsedGameTime.TotalMilliseconds)), 0)); } } //if thing1 is traveling left... if (entity.Velocity.X < 0) { //if thing1 isn't too far left... if (entity.CollisionRectangle.Contains(new Microsoft.Xna.Framework.Rectangle(subject.CollisionRectangle.Right, subject.CollisionRectangle.Y, 1, subject.CollisionRectangle.Height)) || entity.CollisionRectangle.Intersects(new Microsoft.Xna.Framework.Rectangle(subject.CollisionRectangle.Right, subject.CollisionRectangle.Y, 1, subject.CollisionRectangle.Height))) { //Find how deep thing1 is intersecting thing2's collision box; float offset = subject.CollisionRectangle.Right - entity.CollisionRectangle.Left; //Move both things in opposite directions half the length of the intersection, pushing thing1 to the right, and thing2 to the left. entity.Velocities.Add(new Vector2((((offset * 4) * (float)gameTime.ElapsedGameTime.TotalMilliseconds)), 0)); subject.Velocities.Add(new Vector2(-(((offset * 4) * (float)gameTime.ElapsedGameTime.TotalMilliseconds)), 0)); } } //Make record that thing1 and thing2 have interacted and the collision has been solved, so that if thing2 is picked next in the foreach loop, it isn't checked against thing1 a second time before the next update. collisionRecord.Add(entity.GetHashCode(), subject.GetHashCode()); } } } } } } } } One of the biggest issues with my code aside from the jitteriness is that if one character were to land on top of another character, it very suddenly and abruptly resolves the collision, whereas I would like a more subtle and gradual resolution. Any thoughts or ideas are incredibly welcome and helpful.

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  • How to run around another football player

    - by Lumis
    I have finished a simple 2D one-on-one indoor football Android game. The thing that it seemed so simple to me, a human being, turned out to be difficult for a computer: how to go around the opponent … At the moment the game logic of the computer player is that if it hits into the human player will step back few points on the pixel greed and then try again to go towards the ball. The problem is if the human player is in-between then the computer player will oscillate in one place, which does not look very nice and the human opponent can use this weakness to control the game. You can see this in the photo – at the moment the computer will go along the red line indefinitely. I tried few ideas but it proved not easy to do it when both the human player and the ball are constantly moving so at each step computer would change directions and “oscillate” again. Once when the computer player reaches the ball it will kick it with certain amount of random strength and direction towards the human’s goal. The question here is how to formulate the logic of going around the ever moving human opponent and how to translate it into the co-ordinate system and frame by frame animation… any suggestions welcome.

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  • Scene or Activity Animation

    - by Siddharth
    My game require an animation when one activity finishes and next started because I have develop game with multiple activity not as multiple scene per game. I have to show animation at the time of activity creation and activity destroy. I have trying to create basic animation that was supported by android. And all that xml file I have to post it into the anim folder but the loading of resource was so much high so any type of animation I provide using android method does not work for me it look weird. If scene class has some functionality for animation that please know me then I try to load different type of animation using scene. I have not create multiple scene because I have no awareness about how to manage multiple scene in andengine though I have a working experience of 8 months in andengine. So this help also provide me a great help. Basically I want to create animation like one activity slide out at the same time the other activity slide in. So at a time user can see the transition of activity. Thanks in advance.

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  • MVC pattern and State Machine

    - by topright
    I think of a game as a state machine. Game States separate I/O processing, game logic and rendering into different classes: while (game_loop) { game->state->io_events(this); game->state->logic(this); game->state->rendering(); } You can easily change a game state in this approach. MVC separation works in more complex way: while (game_loop) { game->cotroller->io_events(this); game->model->logic(this); game->view->rendering(); } So changing Game States becomes error prone task (switch 3 MVC objects, not 1). What are practical ways of combining these 2 concepts?

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  • chess AI for GAE

    - by Richard
    I am looking for a Chess AI that can be run on Google App Engine. Most chess AI's seem to be written in C and so can not be run on the GAE. It needs to be strong enough to beat a casual player, but efficient enough that it can calculate a move within a single request (less than 10 secs). Ideally it would be written in Python for easier integration with existing code. I came across a few promising projects but they don't look mature: http://code.google.com/p/chess-free http://mariobalibrera.com/mics/ai.html

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  • Chipmunk Physics or Box2D for C++ 2D GameEngine ?

    - by Mr.Gando
    Hello, I'm developing what it's turning into a "cross-platform" 2D Game Engine, my initial platform target is iPhone OS, but could move on to Android or even some console like the PSP, or Nintendo DS, I want to keep my options open. My engine is developed in C++, and have been reading a lot about Box2D and Chipmunk but still I can't decide which one to use as my Physics Middleware. Chipmunk appears to have been made to be embedded easily, and Box2D seems to be widely used. Chipmunk is C , and Box2D is C++, but I've heard the API's of Box2D are much worse than chipmunk's API's. For now I will be using the engine shape creation and collision detection features for irregular polygons (not concave). I value: 1) Good API's 2) Easy to integrate. 3) Portability. And of course if you notice anything else, I would love to hear it. Which one do you think that would fit my needs better ?

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  • AI testing framework

    - by Jon
    I am looking at developing an AI player for a simple game I have created in C#. I will be creating a population of the bots and evolving them over generations. What I was wondering is there any frameworks out there that could be good for this sort of testing / development. Ideally I would like something that I could plug any / some type of games into and say, OK so have a population of X run it over Y generations and chart the results for me. I was having a think about how I would create something that would do this for me and allow me to reuse this later for different AI projects and all I could think of was to have some sort of core code and some interface contracts that the game and AI would use so that the server can script it. What are your thoughts, does anyone have any practical experience of this sort of thing?

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  • Bouncing a ball off a surface

    - by Sagekilla
    Hi all, I'm currently in the middle of writing a game like Breakout, and I was wondering how I could properly bounce a ball off a surface. I went with the naive way of rotating the velocity by 180 degrees, which was: [vx, vy] -> [-vy, vx] Which (unsurprisingly) didn't work so well. If I know the position and veocity of the ball, as well as the point the ball would hit (but is going to instead bounce off of) how can I bounce it off that point? I don't need any language specific code. If anyone could provide a small, mathematical formula on how to properly do this that would work fine for me. I also need this to work with integer positions and velocity (I can't use floating point anywhere). Thanks!

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  • Download Super Mario Bros Game For Offline Playing [Free Stuff]

    - by Gopinath
    If you love to play the classic Super Mario Bros, here is some interesting stuff for you. This classic & world’s favorite game is available a free download for everyone to play offline on their computers. Game developer Jay Pavlina recreated Super Mario Bros in flash and offering his 1 year hard work as a free download to every one. To play the game offline, download Super Mario Bros from here (5.2 MB)  and drag and drop  the downloaded swf file on to your web browse(IE or Firefox is preferred. Chrome does not play nice with Flash). The same game is hosted online at newgrounds.com. The moment I read about the free download on Amit’s blog, i downloaded it immediately as kids enjoying summer vacation at my home love to play this game all the day. Thanks Amit. Join us on Facebook to read all our stories right inside your Facebook news feed.

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  • Snowden : «j'ai été entraîné comme un espion dans le sens traditionnel du terme», l'ancien contractuel de la NSA aurait travaillé comme agent infiltré

    Snowden : « J'ai été entraîné comme un espion dans le sens traditionnel du terme», l'ancien contractuel de la NSA affirme avoir travaillé comme agent infiltré Dans une interview accordée à NBC News, mardi, Edward Snowden est revenu sur son expérience au sein de la CIA et de la NSA. « J'ai été entraîné comme un espion dans le sens traditionnel du terme. J'ai vécu et travailler sous couverture à l'étranger, prétendant avoir un emploi que je n'avais pas et empruntant même un nom qui n'était pas le...

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  • Google I/O 2011: Kick-Ass Game Programming with Google Web Toolkit

    Google I/O 2011: Kick-Ass Game Programming with Google Web Toolkit Ray Cromwell, Philip Rogers GWT does more than make awesome Enterprise Apps, it's a great tool for games too. Learn to write 2D and 3D games using HTML5 and GWT, leverage and port existing game libraries and physics engines, share game code between GWT and Android, publish to the Chrome Web Store, and of course, see demos of really neat GWT games in action. From: GoogleDevelopers Views: 14283 176 ratings Time: 44:59 More in Science & Technology

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  • Scorched 3D is one hot battle game

    <b>Sourceforge:</b> "Scorched 3D is a modernization of the classic DOS game Scorched Earth. It's a simple turn-based artillery game and a real-time strategy game in which players can counter each other's weapons with creative accessories, shields, and tactics."

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  • How should we approach publishing our game from India?

    - by Praveen Sharath
    Me and my friends are developing a game using Java for Windows operating system. We have nearly completed our game. As we feel that the game can make money, we wish to sell it. But in India we don't know any game publishing company. We want to know the following if possible. Will game publishers like BigFishGames.com publish our game even though we are not in USA? We are just students in college. Is it required that we can sell only after we start a company? Is it possible to sign contracts if the publisher wishes to publish our game, while the publisher and developer are in different countries? Thank you

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  • CPU Wars Is a Trump-Style Card Game Driven by Chip Stats

    - by Jason Fitzpatrick
    If you’re looking for the geekiest card game around, you’d be hard pressed to beat CPU Wars–a top-trumps card game built around CPU specs. From the game’s designers: CPU Wars is a trump card game built by geeks for geeks. For Volume 1.0 we chose 30 CPUs that we believe had the greatest impact on the desktop history. The game is ideally played by 2 or 3 people. The deck is split between the players and then each player takes a turn and picks a category that they think has the best value. We have chosen the most important specs that could be numerically represented, such as maximum speed achieved and maximum number of transistors. It’s lots of fun, it has a bit of strategy and can be played during a break or over a coffee. If you’re interested, you can pick up a copy for £7.99 (roughly $12.50 USD). Hit up the link below for more information. How To Customize Your Wallpaper with Google Image Searches, RSS Feeds, and More 47 Keyboard Shortcuts That Work in All Web Browsers How To Hide Passwords in an Encrypted Drive Even the FBI Can’t Get Into

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