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  • How can player actions be "judged morally" in a measurable way?

    - by Sebastien Diot
    While measuring the player "skills" and "effort" is usually easy, adding some "less objective" statistics can give the player supplementary goals, especially in a MUD/RPG context. What I mean is that apart from counting how many orcs were killed, and gems collected, it would be interesting to have something along the line of the traditional Good/Evil, Lawful/Chaotic ranking of paper-based RPG, to add "dimension" to the game. But computers cannot differentiate good/evil effectively (nor can humans in many cases), and if you have a set of "laws" which are precise enough that you can tell exactly when the player breaks them, then it generally makes more sense to actually prevent them from doing that action in the first place. One example could be the creation/destruction axis (if players are at all allowed to create/build things), possibly in the form of the general effect of the player actions on "ecology". So what else is there left that can be effectively measured and would provide a sense of "moral" for the player? The more axis I have to measure, the more goals the player can have, and therefore the longer the game can last. This also gives the players more ways of "differentiating" themselves among hordes of other players of the same "class" and similar "kit".

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  • XNA Skinned Animated Mesh Rendering Exported from Maya

    - by Devin Garner
    I am working on translating an old RTS game engine I wrote from DirectX9 to XNA. My old models didn't have animation & are an old format, so I'm trying with an FBX file. I temporarily "borrowed" a model from League of Legends just to test if my rendering is working correctly. I imported the mesh/bones/skin/animation into Maya 2012 using an "unnamed" 3rd-party import tool. (obviously I'll have to get legit models later, but I just want to test if my programming is correct). Everything looks correct in maya and it renders the animations flawlessly. I exported everything into a single FBX file (with only a single animation). I then tried to load this model using the example at the following site: http://create.msdn.com/en-US/education/catalog/sample/skinned_model With my exported FBX, the animation looks correct for most of the frames, however at random times it screws up for a split second. Basically, the body/arms/head will look right, but the leg/foot will shoot out to a random point in space for a second & then go back to the normal position. The original FBX from the sample looks correct in my program. It seems odd that my model was imported into maya wrong, since it displays fine in Maya. So, I'm thinking either I'm exporting it wrong, or the sample code is bad & the model from the sample caters to the samples bad code. I'm new to 3D programming & maya, so chances are I'm doing something wrong in the export. I'm using mostly the defaults, but I've tried all 3 interpolation modes (quaternion, euler, resample). Thanks

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  • Static "LoD" hack opinions

    - by David Lively
    I've been playing with implementing dynamic level of detail for rendering a very large mesh in XNA. It occurred to me that (duh) the whole point of this is to generate small triangles close to the camera, and larger ones far away. Given that, rather than constantly modifying or swapping index buffers based on a feature's rendered size or distance from the camera, it would be a lot easier (and potentially quite a bit faster), to render a single "fan" or flat wedge/frustum-shaped planar mesh that is tessellated into small triangles close to the near or small end of the frustum and larger ones at the far end, sort of like this (overhead view) (Pardon the gap in the middle - I drew one side and mirrored it) The triangle sizes are chosen so that all are approximately the same size when projected. Then, that mesh would be transformed to track the camera so that the Z axis (center vertical in this image) is always aligned with the view direction projected into the XZ plane. The vertex shader would then read terrain heights from a height texture and adjust the Y coordinate of the mesh to match a height field that defines the terrain. This eliminates the need for culling (since the mesh is generated to match the viewport dimensions) and the need to modify the index and/or vertex buffers when drawing the terrain. Obviously this doesn't address terrain with overhangs, etc, but that could be handled to a certain extent by including a second mesh that defines a sort of "ceiling" via a different texture. The other LoD schemes I've seen aren't particularly difficult to implement and, in some cases, are a lot more flexible, but this seemed like a decent quick-and-dirty way to handle height map-based terrain without getting into geometry manipulation. Has anyone tried this? Opinions?

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  • Do Apple and Google ask for a share if custom payment is done in a free app?

    - by user1590354
    I have a multiplatform game (web/iOS/Android) in the making. In the free version the core game is still fully playable but people who choose to pay will get more social features (and no ads, of course). I was thinking that rather than having a free and a paid version for all the platforms I may release the apps just for free and if the users want more, they have to register and pay a one-time fee (through a payment gateway or PayPal). The extra content would then be available in all the clients they have access to. Theoretically, this means a better value for the players and less maintenance and headache for me (obviously I have to handle all the payment troubles myself). Does it fit into the business model of Apple/Google? Or will they still claim their share of the registration fee?

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  • 2D SAT Collision Detection not working when using certain polygons

    - by sFuller
    My SAT algorithm falsely reports that collision is occurring when using certain polygons. I believe this happens when using a polygon that does not contain a right angle. Here is a simple diagram of what is going wrong: Here is the problematic code: std::vector<vec2> axesB = polygonB->GetAxes(); //loop over axes B for(int i = 0; i < axesB.size(); i++) { float minA,minB,maxA,maxB; polygonA->Project(axesB[i],&minA,&maxA); polygonB->Project(axesB[i],&minB,&maxB); float intervalDistance = polygonA->GetIntervalDistance(minA, maxA, minB, maxB); if(intervalDistance >= 0) return false; //Collision not occurring } This function retrieves axes from the polygon: std::vector<vec2> Polygon::GetAxes() { std::vector<vec2> axes; for(int i = 0; i < verts.size(); i++) { vec2 a = verts[i]; vec2 b = verts[(i+1)%verts.size()]; vec2 edge = b-a; axes.push_back(vec2(-edge.y,edge.x).GetNormailzed()); } return axes; } This function returns the normalized vector: vec2 vec2::GetNormailzed() { float mag = sqrt( x*x + y*y ); return *this/mag; } This function projects a polygon onto an axis: void Polygon::Project(vec2* axis, float* min, float* max) { float d = axis->DotProduct(&verts[0]); float _min = d; float _max = d; for(int i = 1; i < verts.size(); i++) { d = axis->DotProduct(&verts[i]); _min = std::min(_min,d); _max = std::max(_max,d); } *min = _min; *max = _max; } This function returns the dot product of the vector with another vector. float vec2::DotProduct(vec2* other) { return (x*other->x + y*other->y); } Could anyone give me a pointer in the right direction to what could be causing this bug?

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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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  • What are the pro/cons of Unity3D as a choice to make games ?

    - by jokoon
    We are doing our school project with Unity3d, since they were using Shiva the previous year (which seems horrible to me), and I wanted to know your point of view for this tool. Pros: multi platform, I even heard Google is going to implement it in Chrome everything you need is here scripting languages makes it a good choice for people who are not programming gurus Cons: multiplayer ? proprietary, you are totally dependent of unity and its limit and can't extend it it's less "making a game from scratch" C++ would have been a cool thing I really think this kind of tool is interesting, but is it worth it to use at school for a project that involves more than 3 programming persons ? What do we really learn in term of programming from using this kind of tool (I'm ok with python and js, but I hate C#) ? We could have use Ogre instead, even if we were learning direct x starting january...

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  • How do I make a more or less realistic water surface?

    - by Johnny
    I want to make a similar water surface like in this picture: http://www.publicdomainpictures.net/pictures/20000/velka/water-surface-detail-11291208064MpI.jpg I need the water surface in the same view than in the picture. Is it possible to work without shaders? I want to develop a little game for Xbox Live Indie Marketplace, Windows Phone and maybe later iPhone/iPad. How should I make the water surface, so that it works on multiple platforms?

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  • How to display a hierarchical skill tree in php

    - by user3587554
    If I have skill data set up in a tree format (where earlier skills are prerequisites for later ones), how would I display it as a tree, using php? The parent would be on top and have 3 children. Each of these children can then have one more child so its parent would be directly above it. I'm having trouble figuring out how to add the root element in the middle of the top div, and the child of the children below each child of the root. I'm not looking for code, but an explanation of how to do it. My data in array form is this: Data: Array ( [1] => Array ( [id] => 1 [title] => Jutsu [description] => Skill that makes you awesomer at using ninjutsu [tiers] => 1 [prereq] => [image] => images/skills/jutsu.png [children] => Array ( [2] => Array ( [id] => 2 [title] => fireball [description] => Increase your damage with fire jutsu and weapons [tiers] => 5 [prereq] => 1 [image] => images/skills/fireball.png [children] => Array ( [5] => Array ( [id] => 5 [title] => pin point [description] => Increases jutsu accuracy [tiers] => 5 [prereq] => 2 [image] => images/skills/pinpoint.png ) ) ) [3] => Array ( [id] => 3 [title] => synergy [description] => Reduce the amount of chakra needed to use ninjutsu [tiers] => 1 [prereq] => 1 [image] => images/skills/synergy.png ) [4] => Array ( [id] => 4 [title] => ebb & flow [description] => Increase the damage of water jutsu, water weapons, and reduce the damage of jutsu and weapons that use water element [tiers] => 5 [prereq] => 1 [image] => images/skills/ebbandflow.png [children] => Array ( [6] => Array ( [id] => 6 [title] => IQ [description] => Decrease the time it takes to learn a jutsu [tiers] => 5 [prereq] => 4 [image] => images/skills/iq.png ) ) ) ) ) ) An example would be this demo image minus the hover stuff.

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  • Sound not playing on Windows XP - SoundEffect or Song: Monogame

    - by ashes999
    I'm trying to integrate sound into my Monogame game. I don't have the content pipeline hack -- just straight Monogame (Beta 3) at this point. (I tried adding the content pipeline, but ran into some issues.) I added a .wav file to my /Content directory, and I can create and instantiate both SoundEffect and Song classes. However, both show durations of 00:00:00 (on a ten-second long file), and neither plays. I can call LoadContent without any issue. But when I call Play, nothing plays. I've tried a couple of different sounds, and different formats (MP3 and WAV) to rule that out. Only WAV seems to even load without crashing out, but it doesn't play. There seems to be a GitHub issue that fixes this problem in 2.5.1. Downgrading to 2.5.1 doesn't fix this problem; it seems like it's fixed in 3.0 (_data is set in the SoundEffect instance). This issue only occurs on Windows XP. I tested it on a Windows 7 laptop, and the sound plays fine.

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  • how to create texture for modelmesh?

    - by Berend
    Is there a possibiltiy to create a texture from a meshpart in xna. By getting a flat version of the mesh. So I can create a texture for it and edit that texture(via rendertarget)? I need to get the texture(wich is not yet a texture) so I can put another texture on it. I can create a texture and put it on a certain mesh. But I just cant figure out how I can create a texture with the right size. I also already found out i can use text2dproj in hlsl. But when i do this i get a gray stripe in the look. Is there a better solution?

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  • Pre game loading time vs. in game loading time

    - by Keeper
    I'm developing a game in which a random maze is included. There are some AI creatures, lurking the maze. And I want them to go in some path according to the mazes shape. Now there are two possibilities for me to implement that, the first way (which I used) is by calculating several wanted lurking paths once the maze is created. The second, is by calculating a path once needed to be calculated, when a creature starts lurking it. My main concern is loading times. If I calculate many paths at the creating of the maze, the pre loading time is a bit long, so I thought about calculating them when needed. At the moment the game is not 'heavy' so calculating paths in mid game is not noticeable, but I'm afraid it will once it will get more complicated. Any suggestions, comments, opinions, will be of help. Edit: As for now, let p be the number of pre-calculated paths, a creatures has the probability of 1/p to take a new path (which means a path calculation) instead of an existing one. A creature does not start its patrol until the path is fully calculated of course, so no need to worry about him getting killed in the process.

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  • How can I apply different actions to different parts of a 2D character?

    - by Praveen Sharath
    I am developing a 2D platform game in Java. The player has a gun in his hand every time. He needs to walk and shoot with the gun(arrow keys for walk and X key to shoot). The walk cycle takes 6 frames and i am able to import the sprite sheet and animate the sequence when I press arrow key. But i need to add the gun motion. The player holds the gun upwards and when X key is pressed he brings it straight and shoots. How to implement the walk + shoot action?

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  • Simulating smooth movement along a line after calculating a collision containing a restitution of zero in 2D

    - by Casey
    [for tl;dr see after listing] //...Code to determine shapes types involved in collision here... //...Rectangle-Line collision detected. if(_rbTest->GetCollisionShape()->Intersects(*_ground->GetCollisionShape())) { //Convert incoming shape to a line. a2de::Line l(*dynamic_cast<a2de::Line*>(_ground->GetCollisionShape())); //Get line's normal. a2de::Vector2D normal_vector(l.GetSlope().GetY(), -l.GetSlope().GetX()); a2de::Vector2D::Normalize(normal_vector); //Accumulate forces involved. a2de::Vector2D intermediate_forces; a2de::Vector2D normal_force = normal_vector * _rbTest->GetMass() * _world->GetGravityHandler()->GetGravityValue(); intermediate_forces += normal_force; //Calculate final velocity: See [1] double Ma = _rbTest->GetMass(); a2de::Vector2D Ua = _rbTest->GetVelocity(); double Mb = _ground->GetMass(); a2de::Vector2D Ub = _ground->GetVelocity(); double mCr = Mb * _ground->GetRestitution(); a2de::Vector2D collision_velocity( ((Ma * Ua) + (Mb * Ub) + ((mCr * Ub) - (mCr * Ua))) / (Ma + Mb)); //Calculate reflection vector: See [2] a2de::Vector2D reflect_velocity( -collision_velocity + 2 * (a2de::Vector2D::DotProduct(collision_velocity, normal_vector)) * normal_vector ); //Affect velocity to account for restitution of colliding bodies. reflect_velocity *= (_ground->GetRestitution() * _rbTest->GetRestitution()); _rbTest->SetVelocity(reflect_velocity); //THE ULTIMATE ISSUE STEMS FROM THE FOLLOWING LINE: //Move object away from collision one pixel to prevent constant collision. _rbTest->SetPosition(_rbTest->GetPosition() + normal_vector); _rbTest->ApplyImpulse(intermediate_forces); } Sources: (1) Wikipedia: Coefficient of Restitution: Speeds after impact (2) Wikipedia: Specular Reflection: Direction of reflection First, I have a system in place to account for friction (that is, a coefficient of friction) but is not used right now (in addition, it is zero, which should not affect the math anyway). I'll deal with that after I get this working. Anyway, when the restitution of either object involved in the collision is zero the object stops as required, but if movement along the same direction (again, irrespective of the friction value that isn't used) as the line is attempted the object moves as if slogging through knee deep snow. If I remove the line of code in question and the object is not push away one pixel the object barely moves at all. All because the object collides, is stopped, is pushed up, collides, is stopped...etc. OR collides, is stopped, collides, is stopped, etc... TL;DR How do I only account for a collision ONCE for restitution purposes (BONUS: but CONTINUALLY for frictional purposes, to be implemented later)

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  • Looking for 2D Cross platform suggestions based on requirements specified

    - by MannyG
    I am an intermediate developer with minor experience on enterprise mobile applications for iphone, android and blackberry looking to build my first ever mobile game. I did a google search for some game dev forums and this popped up so I thought I would try posting here as I lack luck elsewhere. If you have ever heard of the game for the iphone and android platform entitled avatar fight then you will have an idea of the graphic capabilities I require. Basically the battles which are automated one sprite attacking another doing cool animations but all in 2d. My buddy and I have two motivations, one is to jump into mobile Dev as my experience is limited as is his so we would like some trending knowledge (html5 would be nice to learn) . The other is to make some money on the side, don't expect much but polishing the game and putting our all will hopefully reward us a bit. We have looked into corona engine, however a lot of people are saying it is limited in the graphics department, we are open to learning new languages like lua, c++, python etc. Others we have looked at include phonegap, rhomobile, unity, and the list goes on. I really have no idea what the pros and cons of these are but for a basic battle sequence and some mini games we want to chose the right one. Some more things that we will be doing include things like card games, side scrolling flying object based games, maybe fishing stuff. We want to start small with these minigames and work our way up to the idea we would like to implement in the future. We only want to work in 2D. So with these requirements please help me chose a platform to work on (cross platform is what we are ideally leaning towards). Please feel free to throw in some pieces of advice you may have for newbie game developers like myself too. Thank you for reading!

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  • Trouble with touch events on iPhone

    - by MrDatabase
    I'm making a simple 2D game for iPhone. Think of the game as a ball on the screen that goes up while the user is touching the screen and falls down when the user stops touching the screen. The ball starts moving up in touchesBegan:withEvent and starts moving down in touchesEnded:withEvent. This works fine almost all the time. However on occasion the ball will keep moving up after the user stops touching... or the ball will keep moving down while the user is touching. Why is this happening? Just fyi the ball is drawn on a UIWindow. The taps are handled by a UIImageview subclass that's clearColor and takes up the entire screen. This "touchLayer" is also moved to the front of the window in the game loop. Any idea why this control scheme occasionally fails? Perhaps the touch events just aren't firing? Or they're fired out of order? Cheers!

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  • SAT and then what?

    - by Marek
    I am on my way to make another Arkanoid game but this time I decided that I want it a little bit more realistic than just checking intersections between AABB and inverting one vector's component on collision. So I found SAT but I don't know how can I change direction of the ball in realistic matter. Maybe I'm wrong but it seems like knowing MTV doesn't give me much. So my question is what algorithms should I use to make it realistic? I also care about possibility of spinning ball with a pallet. I don't know how to do it exactly but I guess I will need to consider acceleration of the pallet.

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  • loading 3d model data into buffers

    - by mulletdevil
    I am using assimp to load 3d model data. I have noticed that each loaded model is made up of different meshes. I was wondering should each mesh have it's own vertex/index buffer or should there just be one for the whole model? From looking through the index data that is loaded it seems to suggest that I will need a vertex buffer per mesh but I'm not 100% sure. I am using C++ and DirectX9 Thank you, Mark

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  • How can I create and animate 2D skeletons for HTML5 Javascript games? [on hold]

    - by user414209
    I'm trying to make a 2D fighting game in HTML5(somewhat like street fighter). So basically there are two players, one AI and one Human. The players need to have animations for the body movements. Also, there needs to be some collision detection system. I'm using createjs for coding but to design models/objects/animations, I need some other software. So I'm looking for a software that can: easily make custom animation of 2d objects. The objects structure(skeleton etc.) will be same once defined but need to be defined once. Can export the animations and models in a js readable format(preferably json) Collision detection can be done easily after the exported format is loaded in a game engine. For point 1, I'm looking for some generic skeleton based animation. Sprite-sheet based animations will be difficult for collision detection.

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  • Align tetrahedrons

    - by thedeadlybutter
    I'm currently generating tetrahedron meshes in Unity When a player clicks the side of a mesh, a new one spawns aligned with it, like this. I'm not sure how nor can I find any information on implementing a tetra hedron grid. I tried playing around with the vertices until I realized I need to adjust position & rotation. Any ideas? EDIT: To be clear, the second image was manually placed objects in the Unity Editor. I'm looking to make an algorithm that places the meshes correctly.

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  • How do I determine the draw order in an isometric view flash game?

    - by Gajet
    This is for a flash game, with isometric view. I need to know how to sort object so that there is no need for z-buffer checking when drawing. This might seem easy but there is another restriction, a scene can have 10,000+ objects so the algorithm needs to be run in less than O(n^2). All objects are rectangular boxes, and there are 3-4 objects moving in the scene. What's the best way to do this? UPDATE in each tile there is only object (I mean objects can stack on top of each other). and we access to both map of Objects and Objects have their own position.

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  • GLSL Shader Effects: How to do motion blur, etc?

    - by DevilWithin
    I am not sure how right it is to ask this question, but still here it goes. I have a full 2D environment, with sprites going around as landscape, characters, etc And to make it more state-of-art looking, i want to implement a motion blur effect, similar to modern FPS's (i.e. crysis) blur when moving fast the camera. In a sidescroller, the desired effect is having this slight blur appearing to give the idea of fast movement, when the camera is moving. If anyone could give me some tips on doing this, im assuming in a pixel shader, i'd be grate. Also, if anyone has other good tips on cool pixel shader effects for 2D games it would be awesome, like some stylizing post fx, such as previous Prince of Persia illustrative style. Thanks

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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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  • Tiled/TMX C++ Library/Parser

    - by Ben
    Where can I find an easy to use and up to date C++ parser/library for the .tmx map format (used by the Tiled Map Editor) ? EDIT: David's comment, 'Unless you want to build your game around the format of the parser..', got me thinking... So I have downloaded pugixml, which is an easy to use xml-parser with very straightforward documentation. Together with the spec for the TMX Map Format, I think I'll give it a try myself. I'll probably compare with Cocos2d-x's CCTMXTiledMap at some point.

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  • Where to store shaders

    - by Mark Ingram
    I have an OpenGL renderer which has a Scene member variable. The Scene object can contain N SceneObjects. I use these SceneObjects for storing the vertex position and any transforms. My question is, where should shaders be stored in this arrangement? I guess they need to be in a central location because multiple objects can use the same shader. But then each object needs access to the shader because it needs to set attributes into the shader. Does anyone have any advice?

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