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  • XNA - Moving Background Calculations

    - by Jesse Emond
    Hi, My question is relatively hard to explain(for me, at least), so I'll go one step at a time and just tell me in the comments if it's not clear enough. So I'm making a "Defend Your Castle" type 2D game, where two players own a castle and create units that will move horizontally to try to destroy the opponent's base. Here's a screenshot of the game: The distance between both castles is much bigger in a real game though, bigger than the screen's width actually. Because the distance is bigger than the screen's width, I had to implement a simple 2D camera: Camera2D, which only holds a Location Vector2 (and I always make sure this camera is within the field area). Then, I just move all the game elements(castles, units, health bars) by that location, so that if a unit is at (5, 0), and the camera's location is (5, 0), then the unit's position will be moved by 5 units to the left, making it (0, 0) on the screen. At first, I simply used a static background with mountains and clouds(yeah, those are supposed to be mountains and clouds). Obviously, this looked awful: when you moved the camera, the background would stay immobile. Instead, I'd like to make a moving background, kind of a "scrolling" one. But rather than making a background with the same width as the distance between the castles, I'd like to make one that is a little bit smaller(but still bigger than the screen's width). I thought this would create an effect of "distance" with the background(but it might just look awful, too). Here's the background I'm testing with: I tried different ways, but none of them seems to work. I tried this: float backgroundFieldRatio = BackgroundTexture.Width / fieldWidth;//find the ratio between the background and the field. float backgroundPositionX = -cam.Location.X * backgroundFieldRatio;//move the background to the left When I run this with fieldWith = 1600, BackgroundTexture.Width = 1500 and while looking at the rightmost area, the background is offset to the left by a too big amount, and we can see the black clear color in the back, as you can see here: I hope I explained properly what I'm trying to achieve. Thank you for your time. Note: I didn't know what to look for on Google, so I thought I'd ask here.

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  • How to draw a global day night curve

    - by Lumis
    I see many applications which have world-clock map, and I would like to make my own to enhance some of my mobile apps. I wonder if anybody has any knowledge where to start, how to draw a curved shadow representing the dawn and the sunset on the globe. See the example: http://aa.usno.navy.mil/imagery/earth/map?year=2012&month=6&day=19&hour=14&minute=47 I think that this curve goes up and down and creates an artic day/night etc Perhaps there is some acceptable approximation formula without a need to load data for each our and each global parallel and meridian...

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  • How To Smoothly Animate From One Camera Position To Another

    - by www.Sillitoy.com
    The Question is basically self explanatory. I have a scene with many cameras and I'd like to smoothly switch from one to another. I am not looking for a cross fade effect but more to a camera moving and rotating the view in order to reach the next camera point of view and so on. To this end I have tried the following code: firstCamera.transform.position.x = Mathf.Lerp(firstCamera.transform.position.x, nextCamer.transform.position.x,Time.deltaTime*smooth); firstCamera.transform.position.y = Mathf.Lerp(firstCamera.transform.position.y, nextCamera.transform.position.y,Time.deltaTime*smooth); firstCamera.transform.position.z = Mathf.Lerp(firstCamera.transform.position.z, nextCamera.transform.position.z,Time.deltaTime*smooth); firstCamera.transform.rotation.x = Mathf.Lerp(firstCamera.transform.rotation.x, nextCamera.transform.rotation.x,Time.deltaTime*smooth); firstCamera.transform.rotation.z = Mathf.Lerp(firstCamera.transform.rotation.z, nextCamera.transform.rotation.z,Time.deltaTime*smooth); firstCamera.transform.rotation.y = Mathf.Lerp(firstCamera.transform.rotation.y, nextCamera.transform.rotation.y,Time.deltaTime*smooth); But the result is actually not that good.

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  • Push or Pull Input Data In the Game Logic?

    - by Qua
    In the process of preparing my game for networking I'm adding a layer of seperation between the physical input (mouse/keyboard) and the actual game "engine"/logic. All input that has any relation to the game logic is wrapped inside action objects such as BuildBuildingAction. I was thinking of having an action processing layer that would determine what to do with the input. This layer could then be set up to either just pass the actions locally to the game engine or send it via sockets to the network server depending on whether the game was single- or multiplayer. In network games it would make sense that the player's actions should be sent to the server, but should the game logic be pulling (polling?) the data through some sort of interface or should the action processing layer be adding the actions to an input queue in the game logic code?

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  • FlasCC requirements and limitations?

    - by Arthur Wulf White
    It is now available for download. It says you need twice* as many bits as I have. Why would you need more bits to compile code? Does that mean you need more bits to run flash games writtes with flasCC Did anyone try it out and happens to know the answers? http://gaming.adobe.com/technologies/flascc/ Minimum system requirements Flash Player 11 or higher Flex SDK 4.6 or higher Java Virtual Machine (64-bit) Windows Microsoft® Windows® 7 (64-bit edition) Cygwin (included) *This is meant as a joke. however I do own a 32-bit laptop and I am wondering why you need 64-bit. Afaik - You only need 64-bit if you want to run a system that has more than 4gigs of memory. Why would any flash game require more than 4 gigs of memory. The only system that is 64-bits and does not have 4gigs of memory that I can quickly recall is that hilarious Nintendo that came ages ago with a Motorola CPU.

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  • How to create Executable Jar

    - by Siddharth
    When I try to create a jar file i found the following error, so please someone help me to out of this. Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load file: img/black_ring.png at com.badlogic.gdx.graphics.Pixmap.(Pixmap.java:137) at com.badlogic.gdx.graphics.glutils.FileTextureData.prepare(FileTextureData.java:55) at com.badlogic.gdx.graphics.Texture.load(Texture.java:175) at com.badlogic.gdx.graphics.Texture.create(Texture.java:159) at com.badlogic.gdx.graphics.Texture.(Texture.java:133) at com.badlogic.gdx.graphics.Texture.(Texture.java:122) at com.badlogic.runningball.UserBall.(UserBall.java:19) at com.badlogic.runningball.GameScreen.(GameScreen.java:25) at com.badlogic.runningball.RunningBall.create(RunningBall.java:12) at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:126) at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:113) Caused by: com.badlogic.gdx.utils.GdxRuntimeException: File not found: img/black_ring.png (Internal) at com.badlogic.gdx.files.FileHandle.read(FileHandle.java:108) at com.badlogic.gdx.files.FileHandle.length(FileHandle.java:364) at com.badlogic.gdx.files.FileHandle.readBytes(FileHandle.java:156) at com.badlogic.gdx.graphics.Pixmap.(Pixmap.java:134) ... 10 more

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  • Why did the old 3D games have "jittery" graphics?

    - by dreta
    I've been playing MediEvil lately and it got me wondering, what causes some of the old 3D games have "flowing" graphics when moving? It's present in games like Final Fantasy VII, MediEvil, i remember Dungeon Keeper 2 having the same thing in zoom mode, however f.e. Quake 2 didn't have this "issue" and it's just as old. The resolution doesn't seem to be the problem, everything is rendered perfectly fine when you stand still. So is the game refreshing slowly or it's something to do with buffering?

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  • Long delays in Unity3D substance generation

    - by Josh Buhler
    Currently working on an iOS/Android project in Unity3d, and we're seeing some incredibly long times for generating substances between testing runs. We can run the game, but once we shut down the playback, Unity begins to re-import all off the substances built using Substance Designer. As we've got a lot of these in our game, it's starting to lead to 5 minute delays between testing runs just to test a small change. Any suggestions or parameters we should check that could possibly prevent Unity from needing to regenerate these substances every time? Shouldn't it be caching these things somewhere?

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  • UV Atlas Generation and Seam Removal

    - by P. Avery
    I'm generating light maps for scene mesh objects using DirectX's UV Atlas Tool( D3DXUVAtlasCreate() ). I've succeeded in generating an atlas, however, when I try to render the mesh object using the atlas the seams are visible on the mesh. Below are images of a lightmap generated for a cube. Here is the code I use to generate a uv atlas for a cube: struct sVertexPosNormTex { D3DXVECTOR3 vPos, vNorm; D3DXVECTOR2 vUV; sVertexPosNormTex(){} sVertexPosNormTex( D3DXVECTOR3 v, D3DXVECTOR3 n, D3DXVECTOR2 uv ) { vPos = v; vNorm = n; vUV = uv; } ~sVertexPosNormTex() { } }; // create a light map texture to fill programatically hr = D3DXCreateTexture( pd3dDevice, 128, 128, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &pLightmap ); if( FAILED( hr ) ) { DebugStringDX( "Main", "Failed to D3DXCreateTexture( lightmap )", __LINE__, hr ); return hr; } // get the zero level surface from the texture IDirect3DSurface9 *pS = NULL; pLightmap->GetSurfaceLevel( 0, &pS ); // clear surface pd3dDevice->ColorFill( pS, NULL, D3DCOLOR_XRGB( 0, 0, 0 ) ); // load a sample mesh DWORD dwcMaterials = 0; LPD3DXBUFFER pMaterialBuffer = NULL; V_RETURN( D3DXLoadMeshFromX( L"cube3.x", D3DXMESH_MANAGED, pd3dDevice, &pAdjacency, &pMaterialBuffer, NULL, &dwcMaterials, &g_pMesh ) ); // generate adjacency DWORD *pdwAdjacency = new DWORD[ 3 * g_pMesh->GetNumFaces() ]; g_pMesh->GenerateAdjacency( 1e-6f, pdwAdjacency ); // create light map coordinates LPD3DXMESH pMesh = NULL; LPD3DXBUFFER pFacePartitioning = NULL, pVertexRemapArray = NULL; FLOAT resultStretch = 0; UINT numCharts = 0; hr = D3DXUVAtlasCreate( g_pMesh, 0, 0, 128, 128, 3.5f, 0, pdwAdjacency, NULL, NULL, NULL, NULL, NULL, 0, &pMesh, &pFacePartitioning, &pVertexRemapArray, &resultStretch, &numCharts ); if( SUCCEEDED( hr ) ) { // release and set mesh SAFE_RELEASE( g_pMesh ); g_pMesh = pMesh; // write mesh to file hr = D3DXSaveMeshToX( L"cube4.x", g_pMesh, 0, ( const D3DXMATERIAL* )pMaterialBuffer->GetBufferPointer(), NULL, dwcMaterials, D3DXF_FILEFORMAT_TEXT ); if( FAILED( hr ) ) { DebugStringDX( "Main", "Failed to D3DXSaveMeshToX() at OnD3D9CreateDevice()", __LINE__, hr ); } // fill the the light map hr = BuildLightmap( pS, g_pMesh ); if( FAILED( hr ) ) { DebugStringDX( "Main", "Failed to BuildLightmap()", __LINE__, hr ); } } else { DebugStringDX( "Main", "Failed to D3DXUVAtlasCreate() at OnD3D9CreateDevice()", __LINE__, hr ); } SAFE_RELEASE( pS ); SAFE_DELETE_ARRAY( pdwAdjacency ); SAFE_RELEASE( pFacePartitioning ); SAFE_RELEASE( pVertexRemapArray ); SAFE_RELEASE( pMaterialBuffer ); Here is code to fill lightmap texture: HRESULT BuildLightmap( IDirect3DSurface9 *pS, LPD3DXMESH pMesh ) { HRESULT hr = S_OK; // validate lightmap texture surface and mesh if( !pS || !pMesh ) return E_POINTER; // lock the mesh vertex buffer sVertexPosNormTex *pV = NULL; pMesh->LockVertexBuffer( D3DLOCK_READONLY, ( void** )&pV ); // lock the mesh index buffer WORD *pI = NULL; pMesh->LockIndexBuffer( D3DLOCK_READONLY, ( void** )&pI ); // get the lightmap texture surface description D3DSURFACE_DESC desc; pS->GetDesc( &desc ); // lock the surface rect to fill with color data D3DLOCKED_RECT rct; hr = pS->LockRect( &rct, NULL, 0 ); if( FAILED( hr ) ) { DebugStringDX( "main.cpp:", "Failed to IDirect3DTexture9::LockRect()", __LINE__, hr ); return hr; } // iterate the pixels of the lightmap texture // check each pixel to see if it lies between the uv coordinates of a cube face BYTE *pBuffer = ( BYTE* )rct.pBits; for( UINT y = 0; y < desc.Height; ++y ) { BYTE* pBufferRow = ( BYTE* )pBuffer; for( UINT x = 0; x < desc.Width * 4; x+=4 ) { // determine the pixel's uv coordinate D3DXVECTOR2 p( ( ( float )x / 4.0f ) / ( float )desc.Width + 0.5f / 128.0f, y / ( float )desc.Height + 0.5f / 128.0f ); // for each face of the mesh // check to see if the pixel lies within the face's uv coordinates for( UINT i = 0; i < 3 * pMesh->GetNumFaces(); i +=3 ) { sVertexPosNormTex v[ 3 ]; v[ 0 ] = pV[ pI[ i + 0 ] ]; v[ 1 ] = pV[ pI[ i + 1 ] ]; v[ 2 ] = pV[ pI[ i + 2 ] ]; if( TexcoordIsWithinBounds( v[ 0 ].vUV, v[ 1 ].vUV, v[ 2 ].vUV, p ) ) { // the pixel lies b/t the uv coordinates of a cube face // light contribution functions aren't needed yet //D3DXVECTOR3 vPos = TexcoordToPos( v[ 0 ].vPos, v[ 1 ].vPos, v[ 2 ].vPos, v[ 0 ].vUV, v[ 1 ].vUV, v[ 2 ].vUV, p ); //D3DXVECTOR3 vNormal = v[ 0 ].vNorm; // set the color of this pixel red( for demo ) BYTE ba[] = { 0, 0, 255, 255, }; //ComputeContribution( vPos, vNormal, g_sLight, ba ); // copy the byte array into the light map texture memcpy( ( void* )&pBufferRow[ x ], ( void* )ba, 4 * sizeof( BYTE ) ); } } } // go to next line of the texture pBuffer += rct.Pitch; } // unlock the surface rect pS->UnlockRect(); // unlock mesh vertex and index buffers pMesh->UnlockIndexBuffer(); pMesh->UnlockVertexBuffer(); // write the surface to file hr = D3DXSaveSurfaceToFile( L"LightMap.jpg", D3DXIFF_JPG, pS, NULL, NULL ); if( FAILED( hr ) ) DebugStringDX( "Main.cpp", "Failed to D3DXSaveSurfaceToFile()", __LINE__, hr ); return hr; } bool TexcoordIsWithinBounds( const D3DXVECTOR2 &t0, const D3DXVECTOR2 &t1, const D3DXVECTOR2 &t2, const D3DXVECTOR2 &p ) { // compute vectors D3DXVECTOR2 v0 = t1 - t0, v1 = t2 - t0, v2 = p - t0; float f00 = D3DXVec2Dot( &v0, &v0 ); float f01 = D3DXVec2Dot( &v0, &v1 ); float f02 = D3DXVec2Dot( &v0, &v2 ); float f11 = D3DXVec2Dot( &v1, &v1 ); float f12 = D3DXVec2Dot( &v1, &v2 ); // Compute barycentric coordinates float invDenom = 1 / ( f00 * f11 - f01 * f01 ); float fU = ( f11 * f02 - f01 * f12 ) * invDenom; float fV = ( f00 * f12 - f01 * f02 ) * invDenom; // Check if point is in triangle if( ( fU >= 0 ) && ( fV >= 0 ) && ( fU + fV < 1 ) ) return true; return false; } Screenshot Lightmap I believe the problem comes from the difference between the lightmap uv coordinates and the pixel center coordinates...for example, here are the lightmap uv coordinates( generated by D3DXUVAtlasCreate() ) for a specific face( tri ) within the mesh, keep in mind that I'm using the mesh uv coordinates to write the pixels for the texture: v[ 0 ].uv = D3DXVECTOR2( 0.003581, 0.295631 ); v[ 1 ].uv = D3DXVECTOR2( 0.003581, 0.003581 ); v[ 2 ].uv = D3DXVECTOR2( 0.295631, 0.003581 ); the lightmap texture size is 128 x 128 pixels. The upper-left pixel center coordinates are: float halfPixel = 0.5 / 128 = 0.00390625; D3DXVECTOR2 pixelCenter = D3DXVECTOR2( halfPixel, halfPixel ); will the mapping and sampling of the lightmap texture will require that an offset be taken into account or that the uv coordinates are snapped to the pixel centers..? ...Any ideas on the best way to approach this situation would be appreciated...What are the common practices?

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  • Should I always be checking every neighbor when building voxel meshes?

    - by Raven Dreamer
    I've been playing around with Unity3d, seeing if I can make a voxel-based engine out of it (a la Castle Story, or Minecraft). I've dynamically built a mesh from a volume of cubes, and now I'm looking into reducing the number of vertices built into each mesh, as right now, I'm "rendering" vertices and triangles for cubes that are fully hidden within the larger voxel volume. The simple solution is to check each of the 6 directions for each cube, and only add the face to the mesh if the neighboring voxel in that direction is "empty". Parsing a voxel volume is BigO(N^3), and checking the 6 neighbors keeps it BigO(7*N^3)-BigO(N^3). The one thing this results in is a lot of redundant calls, as the same voxel will be polled up to 7 times, just to build the mesh. My question, then, is: Is there a way to parse a cubic volume (and find which faces have neighbors) with fewer redundant calls? And perhaps more importantly, does it matter (as BigO complexity is the same in both cases)?

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  • Why does the location of my vehicle spawner change when I open a matinee?

    - by Gareth Jones
    I'm doing work with InterActors and vehicle spawners in Unreal Tournament 3's editor, and have it set up like so: (The Walkway its on is the InterActor) However if I go in Kemsit and open the matinee that handles the InterActor, this happens: It does look to me like the editor is moving it out of the way so I can see the InterActor (which would be very clever) because only the image of the vehicle moves, not the gizmo, nor does the vehicle spawn in that location in game. Is this the case?

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  • Can I run into legal issues with random names?

    - by Nathan Sabruka
    I'm currently building a game whose NPC's are going to be assigned a random gender and a random name for the right gender. To do this I will be using a "database" of names (actually a text file with tuples). There would also be a list of last names, which will be added to the first name also randomly. My question is the following. Suppose one such random name is "George Bush", and this person has been randomly assigned the job of president. As you can see, this could easily be seen as having been "copied" from a real-life person. The main issue is this. Names will be randomly-generated, yes, but the seed for random-number generation will be constant. In other words, the name of an NPC would be randomly-generated, i.e. I wouldn't choose it, but it would be the same for every player. Could this get me in trouble? We cannot verify all possible names, since the generated number of NPC's could be potentially limitless (new NPC's are being created whenever needed).

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  • Pixel alignment algorithm

    - by user42325
    I have a set of square blocks, I want to draw them in a window. I am sure the coordinates calculation is correct. But on the screen, some squares' edge overlap with other, some are not. I remember the problem is caused by accuracy of pixels. I remember there's a specific topic related to this kind of problem in 2D image rendering. But I don't remember what exactly it is, and how to solve it. Look at this screenshot. Each block should have a fixed width margin. But in the image, the vertical white line have different width.Though, the horizontal lines looks fine.

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  • How do I apply skeletal animation from a .x (Direct X) file?

    - by Byte56
    Using the .x format to export a model from Blender, I can load a mesh, armature and animation. I have no problems generating the mesh and viewing models in game. Additionally, I have animations and the armature properly loaded into appropriate data structures. My problem is properly applying the animation to the models. I have the framework for applying the models and the code for selecting animations and stepping through frames. From what I understand, the AnimationKeys inside the AnimationSet supplies the transformations to transform the bind pose to the pose in the animated frame. As small example: Animation { {Armature_001_Bone} AnimationKey { 2; //Position 121; //number of frames 0;3; 0.000000, 0.000000, 0.000000;;, 1;3; 0.000000, 0.000000, 0.005524;;, 2;3; 0.000000, 0.000000, 0.022217;;, ... } AnimationKey { 0; //Quaternion Rotation 121; 0;4; -0.707107, 0.707107, 0.000000, 0.000000;;, 1;4; -0.697332, 0.697332, 0.015710, 0.015710;;, 2;4; -0.684805, 0.684805, 0.035442, 0.035442;;, ... } AnimationKey { 1; //Scale 121; 0;3; 1.000000, 1.000000, 1.000000;;, 1;3; 1.000000, 1.000000, 1.000000;;, 2;3; 1.000000, 1.000000, 1.000000;;, ... } } So, to apply frame 2, I would take the position, rotation and scale from frame 2, create a transformation matrix (call it Transform_A) from them and apply that matrix the vertices controlled by Armature_001_Bone at their weights. So I'd stuff TransformA into my shader and transform the vertex. Something like: vertexPos = vertexPos * bones[ int(bfs_BoneIndices.x) ] * bfs_BoneWeights.x; Where bfs_BoneIndices and bfs_BoneWeights are values specific to the current vertex. When loading in the mesh vertices, I transform them by the rootTransform and the meshTransform. This ensures they're oriented and scaled correctly for viewing the bind pose. The problem is when I create that transformation matrix (using the position, rotation and scale from the animation), it doesn't properly transform the vertex. There's likely more to it than just using the animation data. I also tried applying the bone transform hierarchies, still no dice. Basically I end up with some twisted models. It should also be noted that I'm working in openGL, so any matrix transposes that might need to be applied should be considered. What data do I need and how do I combine it for applying .x animations to models?

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  • How to link subprograms to a main program's game loop?

    - by Jim
    I recently discovered Crobot which is (briefly) a game where each player codes a virtual robot in a pseudo-C language. Each robot is then put in an arena where it fights against other robots. A robots' source code has this shape : /* Beginning file robot.r */ main() { while (1) { /* Do whatever you want */ ... move(); ... fire(); } } /* End file robot.r */ You can see that : The code is totally independent from any library/include Some predefined functions are available (move, fire, etc…) The program has its own game loop, and consequently is not called every frame My question is roughly : how does it work ? It seems that each robot's code is compiled by the main program and then used in a way I cannot understand. I thought it could yields a thread for each robot, but I have not any proof of this and it seems a bit complicated to achieve it. Any idea how it could work, someone ?

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  • How to show a minimap in a 3d world

    - by Bubblewrap
    Got a really typical use-case here. I have large map made up of hexagons and at any given time only a small section of the map is visible. To provide an overview of the complete map, i want to show a small 2d representation of the map in a corner of the screen. What is the recommended approach for this in libgdx? Keep in mind the minimap must be updated when the currently visible section changes and when the map is updated. I've found SpriteBatch, but the warning label on it made me think twice: A SpriteBatch is a pretty heavy object so you should only ever have one in your program. I'm not sure i'm supposed to use the one SpriteBatch that i can have on the minimap, and i'm also not sure how to interpret "heavy" in this context. Another thing to possibly keep in mind is that the minimap will probably be part of a larger UI...is there any way to integrate these two?

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  • Initializing OpenFeint for Android outside the main Application

    - by Ef Es
    I am trying to create a generic C++ bridge to use OpenFeint with Cocos2d-x, which is supposed to be just "add and run" but I am finding problems. OpenFeint is very exquisite when initializing, it requires a Context parameter that MUST be the main Application, in the onCreate method, never the constructor. Also, the main Apps name must be edited into the manifest. I am trying to fix this. So far I have tried to create a new Application that calls my Application to test if just the type is needed, but you do really need the main Android application. I also tried using a handler for a static initialization but I found pretty much the same problem. Has anybody been able to do it? This is my working-but-not-as-intended code snippet public class DerpHurr extends Application{ @Override public void onCreate() { super.onCreate(); initializeOpenFeint("TestApp", "edthedthedthedth", "aeyaetyet", "65462"); } public void initializeOpenFeint(String appname, String key, String secret, String id){ Map<String, Object> options = new HashMap<String, Object>(); options.put(OpenFeintSettings.SettingCloudStorageCompressionStrategy, OpenFeintSettings.CloudStorageCompressionStrategyDefault); OpenFeintSettings settings = new OpenFeintSettings(appname, key, secret, id, options); //RIGHT HERE OpenFeint.initialize(***this***, settings, new OpenFeintDelegate() { }); System.out.println("OpenFeint Started"); } } Manifest <application android:debuggable="true" android:label="@string/app_name" android:name=".DerpHurr">

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  • Strange javascript error when using Kongregates API

    - by Phil
    In the hopes of finding a fellow unity3d developer also aiming for the Kongregate contest.. I've implemented the Kongregate API and can see that the game receives a call with my username and presents it ingame. I'm using Application.ExternalCall("kongregate.stats.submit",type,amount); where type is a string "Best Score" and amount is an int (1000 or something). This is the error I'm getting: You are trying to call recursively into the Flash Player which is not allowed. In most cases the JavaScript setTimeout function, can be used as a workaround. callASFunction:function(a,b){if(FABrid...tion, can be used as a workaround."); I'm wondering, has anyone else had this error or am I somehow doing something stupid? Thanks!

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  • Sprites, Primitives and logic entity as structs

    - by Jeffrey
    I'm wondering would it be considered acceptable: The window class is responsible for drawing data, so it will have a method: Window::draw(const Sprite&); Window::draw(const Rect&); Window::draw(const Triangle&); Window::draw(const Circle&); and all those primitives + sprites would be just public struct. For example Sprite: struct Sprite { float x, y; // center float origin_x, origin_y; float width, height; float rotation; float scaling; GLuint texture; Sprite(float w, float h); Sprite(float w, float h, float a, float b); void useTexture(std::string file); void setOrigin(float a, float b); void move(float a, float b); // relative move void moveTo(float a, float b); // absolute move void rotate(float a); // relative rotation void rotateTo(float a); // absolute rotation void rotationReset(); void scale(float a); // relative scaling void scaleTo(float a); // absolute scaling void scaleReset(); }; So instead of having each primitive to call their draw() function, which is a little bit off topic for their object, I let the Window class handle all the OpenGL stuff and manipulate them as simple objects that will be drawn later on. Is this pattern used? Does it have any cons against it's primitives-draw-themself pattern? Are there any other related patterns?

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  • Is there a maximum delay an UDP packet can have?

    - by Jens Nolte
    I am currently implementing a real-time network protocol for a multiplayer game using UDP. I am not having any technical difficulties, but as I always have to care about late UDP packets I am wondering just how late they can arrive. I have researched the topic and have not found any mention of it, so I assume there is no technical limitation, but I wonder if common network/internet architecture (or hardware) gives an effective limitation of how late a UDP packet can be delivered.

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  • Smoothing found path on grid

    - by Denis Ermolin
    I implemented several approaches such as A* and Potential fields for my tower defense game. But I want smooth paths, first I tried to find path on very small grid ( 5x5 pixels per tile) but it is extremly slow. I found nice video showing an RTS demo where paths are found on big grid but units dont move from each cell's center to center. How do I implement such behavior? Some examples would be great.

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  • Efficient mapping layout in 2D side-scroller, and collisions between character and the world

    - by Jack
    I haven't touched Visual Studio for a couple months now, but I was playing a game from the '90s toady and had an epiphany: I was looking for something what i didn't need, and I wasn't using what I knew correctly. One of those realizations was collision, so let me tell you a bit about my project that I was working on. The project's graphics looks like Mario or Dangerous Dave, etc., you get the idea - old-school pixels. So anyway I remember trying to think of something else than AABB for character form, but I couldn't think of anything. Perhaps I could get a suggestion for this? Another thing is the world - I don't want it to be just linear world, I want mountains, etc.. My idea is to use triangles, and no idea yet what to do if I want just part of the cube, say 3/4 or 2/4 or whatever. Hard-coding such things seems inefficient. P.S. I am not looking at the precision level offered by Box2D. Actually I remember trying to implement it at first, but I failed as my understanding of C++ wasn't advanced enough, as it'll be mentioned below. P.P.S. I am programming in C++, and I haven't done it for a couple months now. I have no means of testing it either, as my PC is broken down, and this one can barely run games from late '90s, not to speak about a compiler or a program with inefficient resource management... I am also not an expert (obviously), I don't even know if I can consider myself an average programmer. In short, I am simply curious about my thoughts and my past experience when programming the game. I may come back to it when my PC is fixed, I'm already filling a note about these things.

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  • Achieving more fluent movement

    - by Robin92
    I'm working on my first OpenGL 2D game and I've just locked the framerate of my game. However, the way objects move is far from satisfying: they tend to lag, which is shown in this video. I've thought how more fluent animation can be achieved and started getting segmentation faults due to accessing the same object by two different threads. I've tried the following threads' setting: Drawing, creating new objects Moving player, moving objects, deleting objects Currently my application uses this setting: Drawing, creating new objects, moving objects, deleting object Moving player Any ideas would be appreciated. EDIT: I've tried increasing the FPS limit but lags are noticeable even at 200 fps.

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  • Capitalizing on JavaScript's prototypal inheritance

    - by keithjgrant
    JavaScript has a class-free object system in which objects inherit properties directly from other objects. This is really powerful, but it is unfamiliar to classically trained programmers. If you attempt to apply classical design patterns directly to JavaScript, you will be frustrated. But if you learn to work with JavaScript's prototypal nature, your efforts will be rewarded. ... It is Lisp in C's clothing. -Douglas Crockford What does this mean for a game developer working with canvas and HTML5? I've been looking over this question on useful design patterns in gaming, but prototypal inheritance is very different than classical inheritance, and there are surely differences in the best way to apply some of these common patterns. For example, classical inheritance allows us to create a moveableEntity class, and extend that with any classes that move in our game world (player, monster, bullet, etc.). Sure, you can strongarm JavaScript to work that way, but in doing so, you are kind of fighting against its nature. Is there a better approach to this sort of problem when we have prototypal inheritance at our fingertips?

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  • Multiple volumetric lights

    - by notabene
    I recently read this GPU GEMS 3 article Volumetric Light Scattering as a Post-Process. I like the idea to add volumetric light property to realtime render i'm working on. Question is will it work for multiple lights? Our renderer uses one render pass per light and uses additive blending to sum incoming light. I'm mostly convinced that it have to work nice. Do you agree? Maybe there can be problem where light rays crosses each other.

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