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  • Tessellating to a curve?

    - by Avi
    I'm creating a game engine, and I'm trying to define a 3D model format I want to use. I haven't come across a format that quite does what I want. My game engine assumes a shader model 5+ environment. By the time I'm finished with it, that won't be a very unreasonable requirement. Because it assumes such a modern environment, I'm going to try and exploit tessellation. The most popular way, it seems, to procedurally increase geometry through tessellation is to tessellate to a height map. This works for a lot of things, but has limitations in that height maps still use up VRAM and also only have finite scalability. So I want to be able to use curves to define what a mesh should tessellate to. The thing is, I have no idea what definition of curves I should use, how I should store it, and how I should tessellate to it. Do I use NURBS curves? Bezier? Hermite? And once I figure that out, is there an algorithm to determine how the tessellation shader should produce and move vertices to match the curve as closely as possible? Is the infinite scalability and lower memory usage when compared to height maps worth the added computational complexity? I'm sorry I'm kind if ignorant as to these matters. I just don't know where to start.

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  • I prefer C/C++ over Unity and other tools: is it such a big downer for a game developper ?

    - by jokoon
    We have a big game project on Unity at school on which we are 12 to work on. My teacher seems to be convinced it's an important tool to teach students, since it makes students look from the high level to the lower level. I can understand his view, and I'm wondering: Is unity such an important engine in game developping companies ? Are there a lot of companies using it because they can't afford to use something else ? He is talking like Unity is a big player in game making, but I only see it fit small indie game companies who want to do a game as fast as possible. Do you think Unity is that much important in the industry ? Does it endangers the value of C++ skills ? It's not that I don't like Unity, it's just that I don't learn nothing with it, I prefer to achieve little steps with Ogre or SFML instead. Also, we also have C++ practice exercises, but those are just practice with theory, nothing much.

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  • ray collision with rectangle and floating point accuracy

    - by phq
    I'm trying to solve a problem with a ray bouncing on a box. Actually it is a sphere but for simplicity the box dimensions are expanded by the sphere radius when doing the collision test making the sphere a single ray. It is done by projecting the ray onto all faces of the box and pick the one that is closest. However because I'm using floating point variables I fear that the projected point onto the surface might be interpreted as being below in the next iteration, also I will later allow the sphere to move which might make that scenario more likely. Also the bounce coefficient might be as low as zero, making the sphere continue along the surface. So my naive solution is to project not only forwards but backwards to catch those cases. That is where I got into problems shown in the figure: In the first iteration the first black arrow is calculated and we end up at a point on the surface of the box. In the second iteration the "back projection" hits the other surface making the second black arrow bounce on the wrong surface. If there are several boxes close to each other this has further consequences making the sphere fall through them all. So my main question is how to handle possible floating point accuracy when placing the sphere on the box surface so it does not fall through. In writing this question I got the idea to have a threshold to only accept back projections a certain amount much smaller than the box but larger than the possible accuracy limitation, this would only cause the "false" back projection when the sphere hit the box on an edge which would appear naturally. To clarify my original approach, the arrows shown in the image is not only the path the sphere travels but is also representing a single time step in the simulation. In reality the time step is much smaller about 0.05 of the box size. The path traveled is projected onto possible sides to avoid traveling past a thinner object at higher speeds. In normal situations the floating point accuracy is not an issue but there are two situations where I have the concern. When the new position at the end of the time step is located very close to the surface, very unlikely though. When using a bounce factor of 0, here it happens every time the sphere hit a box. To add some loss of accuracy, the motivation for my concern, is that the sphere and box are in different coordinate systems and thus the sphere location is transformed for every test. This last one is why I'm not willing to stand on luck that one floating point value lying on top of the box always will be interpreted the same. I did not know voronoi regions by name, but looking at it I'm not sure how it would be used in a projection scenario that I'm using here.

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  • How Do I Search For Struct Items In A Vector? [migrated]

    - by Vladimir Marenus
    I'm attempting to create an inventory system using a vector implementation, but I seem to be having some troubles. I'm running into issues using a struct I made. NOTE: This isn't actually in a game code, this is a separate Solution I am using to test my knowledge of vectors and structs! struct aItem { string itemName; int damage; }; int main() { aItem healingPotion; healingPotion.itemName = "Healing Potion"; healingPotion.damage= 6; aItem fireballPotion; fireballPotion.itemName = "Potion of Fiery Balls"; fireballPotion.damage = -2; vector<aItem> inventory; inventory.push_back(healingPotion); inventory.push_back(healingPotion); inventory.push_back(healingPotion); inventory.push_back(fireballPotion); if(find(inventory.begin(), inventory.end(), fireballPotion) != inventory.end()) { cout << "Found"; } system("PAUSE"); return 0; } The preceeding code gives me the following error: 1c:\program files (x86)\microsoft visual studio 11.0\vc\include\xutility(3186): error C2678: binary '==' : no operator found which takes a left-hand operand of type 'aItem' (or there is no acceptable conversion) There is more to the error, if you need it please let me know. I bet it's something small and silly, but I've been thumping at it for over two hours. Thanks in advance!

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  • Is there any existing (old) game that released graphic as free or open source?

    - by Alexey Petrushin
    I'd like to (re)create an online version (html5/JS) of some old game, for example something like HoM&M 2. Maybe, some of old games were released as free or open source (I'm interested in the graphical assets only)? I heard something about Red Alert been released as free, but I'm not sure if it's permitted to reuse graphical assets in such manner. Do You know such games? Another question - can You please share Your thoughts, rough estimate - how much it will cost to pay an artist to create graphics similar to HoM&M 2?

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  • How do I implement a score database in Android?

    - by Michael Seun Araromi
    I making a 2D game for Android using OpenGL-ES technology. It is a space shooting game where the player shoots enemy ships. I want to keep a track of score for the amount of enemy ships destroyed and a record of a local highscore. The score should be incremented whenever an enemy is destroyed. I also want a way of displaying both the current score and highscore on the game screen. I am not familiar with databases at all and I will appreciate a clear answer or a link to a good tutorial for my cause. Thanks.

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  • How can I implement 2D cel shading in XNA?

    - by Artii
    So I was just wondering on how to give a scene I am rendering a hand drawn look (like say Crayon Physics). I don't really want to preprocess the sprites and was thinking of using a shader. Cel shading supplies the effect I want to achieve, but I am only aware of the 3D instances for it. So I wanted to ask if anyone knew a way to get this effect in 2D, or if cel shading would work just as fine on 2D scenes?

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  • Execute code at specific intervals, only once?

    - by Mathias Lykkegaard Lorenzen
    I am having an issue with XNA, where I want to execute some code in my Update method, but only at a given interval, and only once. I would like to avoid booleans to check if I've already called it once, if possible. My code is here: if ((gameTime.TotalGameTime.TotalMilliseconds % 500) == 0) { Caret.Visible = !Caret.Visible; } As you may have guessed, it's for a TextBox control, to animate the caret between invisible and visible states. I just have reason to believe that it is called twice or maybe even 3 times in a single update-call, which is bad, and makes it look unstable and jumpy.

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  • How to get all keys values of the player prefs in unity [java script ]

    - by Akari
    in the first test game I've developed if the player passed all the levels and win , he must enter his name ... so his name and his score will be stored in a player prefs : and there is another scene that displays the names and scores of all the user passed the game : I've searched from the morning and try all the ways I know and finally I failed to perform this .... is it possible to display all the keys values previously stored in the player prefs ??? or can someone to provide me by a JavaScript to do this ???? thanks...

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  • How can I fade something to clear instead of white?

    - by Raven Dreamer
    I've got an XNA game which essentially has "floating combat text": short-lived messages that display for a fraction of a second and then disappear. I've recently added a gradual "fade-away" effect, like so: public void Update() { color.A -= 10; position.X += 3; if (color.A <= 10) isDead = true; } Where color is the Color int the message displays as. This works as expected, however, it fades the messages to white, which is very noticeable on my indigo background. Is there some way to fade it to transparent, rather than white? Lerp-ing towards the background color isn't an option, as there's a possibility there will be something between the text and the background, which would simply be the inverse of the current problem.

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  • Problems Rendering Text in OpenGL Using FreeType

    - by Sean M.
    I've been following both the FreeType2 tutorial and the WikiBooks tuorial, trying to combine things from them both in order to load and render fonts using the FreeType library. I used the font loading code from the FreeType2 tutorial and tried to implement the rendering code from the wikibooks tutorial (tried being the keyword as I'm still trying to learn model OpenGL, I'm using 3.2). Everything loads correctly and I have the shader program to render the text with working, but I can't get the text to render. I'm 99% sure that it has something to do with how I cam passing data to the shader, or how I set up the screen. These are the code segments that handle OpenGL initialization, as well as Font initialization and rendering: //Init glfw if (!glfwInit()) { fprintf(stderr, "GLFW Initialization has failed!\n"); exit(EXIT_FAILURE); } printf("GLFW Initialized.\n"); //Process the command line arguments processCmdArgs(argc, argv); //Create the window glfwWindowHint(GLFW_SAMPLES, g_aaSamples); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2); g_mainWindow = glfwCreateWindow(g_screenWidth, g_screenHeight, "Voxel Shipyard", g_fullScreen ? glfwGetPrimaryMonitor() : nullptr, nullptr); if (!g_mainWindow) { fprintf(stderr, "Could not create GLFW window!\n"); closeOGL(); exit(EXIT_FAILURE); } glfwMakeContextCurrent(g_mainWindow); printf("Window and OpenGL rendering context created.\n"); glClearColor(0.2f, 0.2f, 0.2f, 1.0f); //Are these necessary for Modern OpenGL (3.0+)? glViewport(0, 0, g_screenWidth, g_screenHeight); glOrtho(0, g_screenWidth, g_screenHeight, 0, -1, 1); //Init glew int err = glewInit(); if (err != GLEW_OK) { fprintf(stderr, "GLEW initialization failed!\n"); fprintf(stderr, "%s\n", glewGetErrorString(err)); closeOGL(); exit(EXIT_FAILURE); } printf("GLEW initialized.\n"); Here is the font file (it's slightly too big to post): CFont.h/CFont.cpp Here is the solution zipped up: [solution] (https://dl.dropboxusercontent.com/u/36062916/VoxelShipyard.zip), if anyone feels they need the entire solution. If anyone could take a look at the code, it would be greatly appreciated. Also if someone has a tutorial that is a little more user friendly, that would also be appreciated. Thanks.

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  • Determine percentage of screen covered by an object without using frustum culling

    - by Meltac
    On the CPU-side of an 3D first-person / ego perspective game I need to check whether what the players currently sees on screen is the inside of a box object defined by world space coordinates (the player might be outside of that box but on screen sees only/mostly the inside of the box, or vice-versa, looks from within the box to the outside). The "casual" way of performing such a check would incorporate frustum culling but such an approach would be hard to achieve with my given set of engine parameters which I'd like to avoid if there is a simpler way. What I actually have at the point where I would like to do the check (high-level script on CPU, not GPU side): Camera world position Camera direction Camera FOV Two Box corner world coordinates (left-bottom-front, right-top-back) What I do not have right away: View frustrum definition (near/far plane or say 6 planes defining frustum) Any specific pixel information (uv, view space position, depth or the like) What I would like to calculate: Percentage of screen "covered" by box. Any hints on how to perform such calculation?

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  • Can't use the hardware scissor any more, should I use the stencil buffer or manually clip sprites?

    - by Alex Ames
    I wrote a simple UI system for my game. There is a clip flag on my widgets that you can use to tell a widget to clip any children that try to draw outside their parent's box (for scrollboxes for example). The clip flag uses glScissor, which is fed an axis aligned rectangle. I just added arbitrary rotation and transformations to my widgets, so I can rotate or scale them however I want. Unfortunately, this breaks the scissor that I was using as now my clip rectangle might not be axis aligned. There are two ways I can think of to fix this: either by using the stencil buffer to define the drawable area, or by having a wrapper function around my sprite drawing function that will adjust the vertices and texture coords of the sprites being drawn based on the clipper on the top of a clipper stack. Of course, there may also be other options I can't think of (something fancy with shaders possibly?). I'm not sure which way to go at the moment. Changing the implementation of my scissor functions to use the stencil buffer probably requires the smallest change, but I'm not sure how much overhead that has compared to the coordinate adjusting or if the performance difference is even worth considering.

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  • Help with "Cannot find ContentTypeReader BB.HeightMapInfoReader, BB, Version=1.0.0.0, Culture=neutral." needed

    - by rFactor
    Hi, I have this irritating problem in XNA that I have spent my Saturday with: Cannot find ContentTypeReader BB.HeightMapInfoReader, BB, Version=1.0.0.0, Culture=neutral. It throws me that when I do (within the game assembly's Renderer.cs class): this.terrain = this.game.Content.Load<Model>("heightmap"); There is a heightmap.bmp and I don't think there's anything wrong with it, because I used it in a previous version which I switched to this new better system. So, I have a GeneratedGeometryPipeline assembly that has these classes: HeightMapInfoContent, HeightMapInfoWriter, TerrainProcessor. The GeneratedGeometryPipeline assembly does not reference any other assemblies under the solution. Then I have the game assembly that neither references any other solution assemblies and has these classes: HeightMapInfo, HeightMapInfoReader. All game assembly classes are under namespace BB and the GeneratedGeometryPipeline classes are under the namespace GeneratedGeometryPipeline. I do not understand why it does not find it. Here's some code from the GeneratedGeometryPipeline.HeightMapInfoWriter: /// <summary> /// A TypeWriter for HeightMapInfo, which tells the content pipeline how to save the /// data in HeightMapInfo. This class should match HeightMapInfoReader: whatever the /// writer writes, the reader should read. /// </summary> [ContentTypeWriter] public class HeightMapInfoWriter : ContentTypeWriter<HeightMapInfoContent> { protected override void Write(ContentWriter output, HeightMapInfoContent value) { output.Write(value.TerrainScale); output.Write(value.Height.GetLength(0)); output.Write(value.Height.GetLength(1)); foreach (float height in value.Height) { output.Write(height); } foreach (Vector3 normal in value.Normals) { output.Write(normal); } } /// <summary> /// Tells the content pipeline what CLR type the /// data will be loaded into at runtime. /// </summary> public override string GetRuntimeType(TargetPlatform targetPlatform) { return "BB.HeightMapInfo, BB, Version=1.0.0.0, Culture=neutral"; } /// <summary> /// Tells the content pipeline what worker type /// will be used to load the data. /// </summary> public override string GetRuntimeReader(TargetPlatform targetPlatform) { return "BB.HeightMapInfoReader, BB, Version=1.0.0.0, Culture=neutral"; } } Can someone help me out?

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  • Image with FadeIn effect blinks when added to scene

    - by Ef Es
    I am trying to add an image to the scene, but it should just be added to the scene invisible, FadeIn and then be deleted when the effect finishes. My problem is that the images blink once when they are added to the scene, then they do the intended effect. My best guess is that when they are added they show on the scene for a split second before starting the animation. I though of making them invisible for a split second before activating them, but I am not sure how to code it. const bool Sunbeams::add() { const CCSize kSceenSize = CCDirector::sharedDirector()->getWinSize(); const int nRayType = random( m_kRays.size()); const CCPoint kPosition( random( static_cast < int >( kSceenSize.width)), 0.0f); const float fDuration = random( m_fDurationVariance) + m_fDurationMin; CCSprite* pkLightBeam = CCSprite::spriteWithTexture( m_kRays[nRayType]); if ( !pkLightBeam) { msg::debug( "Sunbeams::add", "Failed to create sprite from ray '%d'!\n", m_kRays[nRayType]); return false; } pkLightBeam->setAnchorPoint( CCPointZero); pkLightBeam->setPosition( kPosition); m_kActiveBeams.push_back( pkLightBeam); CCDirector::sharedDirector()->getRunningScene()->addChild( pkLightBeam); CCActionInterval* pkAction = CCFadeIn::actionWithDuration( fDuration); CCActionInterval* pkActionBack = pkAction->reverse(); pkLightBeam->runAction( CCSequence::actions( pkAction, pkActionBack, 0)); return true; }

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  • Move model forward base on model orientation

    - by ChocoMan
    My model rotates on it's own Y-axis regardless of where it is in the world. Here are the controls for the left ThumbStick: UP (move model forward on Z-Axis) DOWN (move model backward on Z-Axis) LEFT & RIGHT (strafe to either side) The problem is adjusting the direction the model's orientation UP and DOWN if the player should also rotate the player while moving forward or backwards. An example what Im trying to achieve would be a car doing donuts. The car is always facing the current direction that it interprets as forward (or rear as backwards) in relation to it's local rotation. Here is how Im calling the movement: // Rotate model with Right Thumbstick along X-Axis modelRotation -= pController.ThumbSticks.Right.X * mRotSpeed; // Move Forward if (pController.IsButtonDown(Buttons.LeftThumbstickUp)) { modelPosition.Z -= -pController.ThumbSticks.Left.Y * speed; } // Move Backward if (pController.IsButtonDown(Buttons.LeftThumbstickDown)) { modelPosition.Z += pController.ThumbSticks.Left.Y * speed; } // Strafe Left if (pController.IsButtonDown(Buttons.LeftThumbstickLeft)) { modelPosition.X += -pController.ThumbSticks.Left.X * speed; } // Strafe Right if (pController.IsButtonDown(Buttons.LeftThumbstickRight)) { modelPosition.X -= pController.ThumbSticks.Left.X * speed; } // DeadZone if (!pController.IsButtonDown(Buttons.LeftThumbstickUp) && !pController.IsButtonDown(Buttons.LeftThumbstickDown) && !pController.IsButtonDown(Buttons.LeftThumbstickLeft) && !pController.IsButtonDown(Buttons.LeftThumbstickRight)) { }

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  • Why is Spritebatch drawing my Textures out of order?

    - by Andrew
    I just started working with XNA Studio after programming 2D games in java. Because of this, I have absolutely no experience with Spritebatch and sprite sorting. In java, I could just layer the images by calling the draw methods in order. For a while, my Spritebatch was working fine in deferred sorting mode, but when I made a change to one of my textures, it suddenly started drawing them out of order. I have searched for a solution to this problem, but nothing seems to work. I have tried adding layer depths to the sprites and changing the sort mode to BackToFront or FrontToBack or even immediate, but nothing seems to work. Here is my drawing code: protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Gray); Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null); for (int x = 0; x < 5; x++) { for (int y = 0; y < 5; y++) { region[x, y].draw(((float)w / aw)); // Draws the Tile-Based background } } player.draw(spriteBatch, ((float)w / aw));//draws the character (This method is where the problem occurs) enemy.draw(spriteBatch, (float)w/aw); // draws a basic enemy Game1.spriteBatch.End(); base.Draw(gameTime); } player.draw method: public void draw(SpriteBatch sb, float ratio){ //draws the player base (The character without hair or equipment) sb.Draw(playerbase[0], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White,0,Vector2.Zero,SpriteEffects.None,0); //draws the player's hair sb.Draw(playerbase[3], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White, 0, Vector2.Zero, SpriteEffects.None, 0); //draws the player's shirt sb.Draw(equipment[0], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White, 0, Vector2.Zero, SpriteEffects.None, 0); //draws the player's pants sb.Draw(equipment[1], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White, 0, Vector2.Zero, SpriteEffects.None, 0); //draws the player's shoes sb.Draw(equipment[2], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White, 0, Vector2.Zero, SpriteEffects.None, 0); } the game has a top-down perspective much like the early legend of zelda games. It draws sections of the texture depending on which direction the character is facing and the animation frame. However, instead of drawing the character in the order the draw methods are called, it ends up drawing the character out of order. Please help me with this problem.

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  • add collision detection to sprite?

    - by xBroak
    bassically im trying to add collision detection to the sprite below, using the following: self.rect = bounds_rect collide = pygame.sprite.spritecollide(self, wall_list, False) if collide: # yes print("collide") However it seems that when the collide is triggered it continuously prints 'collide' over and over when instead i want them to simply not be able to walk through the object, any help? def update(self, time_passed): """ Update the creep. time_passed: The time passed (in ms) since the previous update. """ if self.state == Creep.ALIVE: # Maybe it's time to change the direction ? # self._change_direction(time_passed) # Make the creep point in the correct direction. # Since our direction vector is in screen coordinates # (i.e. right bottom is 1, 1), and rotate() rotates # counter-clockwise, the angle must be inverted to # work correctly. # self.image = pygame.transform.rotate( self.base_image, -self.direction.angle) # Compute and apply the displacement to the position # vector. The displacement is a vector, having the angle # of self.direction (which is normalized to not affect # the magnitude of the displacement) # displacement = vec2d( self.direction.x * self.speed * time_passed, self.direction.y * self.speed * time_passed) self.pos += displacement # When the image is rotated, its size is changed. # We must take the size into account for detecting # collisions with the walls. # self.image_w, self.image_h = self.image.get_size() global bounds_rect bounds_rect = self.field.inflate( -self.image_w, -self.image_h) if self.pos.x < bounds_rect.left: self.pos.x = bounds_rect.left self.direction.x *= -1 elif self.pos.x > bounds_rect.right: self.pos.x = bounds_rect.right self.direction.x *= -1 elif self.pos.y < bounds_rect.top: self.pos.y = bounds_rect.top self.direction.y *= -1 elif self.pos.y > bounds_rect.bottom: self.pos.y = bounds_rect.bottom self.direction.y *= -1 self.rect = bounds_rect collide = pygame.sprite.spritecollide(self, wall_list, False) if collide: # yes print("collide") elif self.state == Creep.EXPLODING: if self.explode_animation.active: self.explode_animation.update(time_passed) else: self.state = Creep.DEAD self.kill() elif self.state == Creep.DEAD: pass #------------------ PRIVATE PARTS ------------------# # States the creep can be in. # # ALIVE: The creep is roaming around the screen # EXPLODING: # The creep is now exploding, just a moment before dying. # DEAD: The creep is dead and inactive # (ALIVE, EXPLODING, DEAD) = range(3) _counter = 0 def _change_direction(self, time_passed): """ Turn by 45 degrees in a random direction once per 0.4 to 0.5 seconds. """ self._counter += time_passed if self._counter > randint(400, 500): self.direction.rotate(45 * randint(-1, 1)) self._counter = 0 def _point_is_inside(self, point): """ Is the point (given as a vec2d) inside our creep's body? """ img_point = point - vec2d( int(self.pos.x - self.image_w / 2), int(self.pos.y - self.image_h / 2)) try: pix = self.image.get_at(img_point) return pix[3] > 0 except IndexError: return False def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def _explode(self): """ Starts the explosion animation that ends the Creep's life. """ self.state = Creep.EXPLODING pos = ( self.pos.x - self.explosion_images[0].get_width() / 2, self.pos.y - self.explosion_images[0].get_height() / 2) self.explode_animation = SimpleAnimation( self.screen, pos, self.explosion_images, 100, 300) global remainingCreeps remainingCreeps-=1 if remainingCreeps == 0: print("all dead")

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  • Tools for assembling textures into DDS files

    - by Nicol Bolas
    There are plenty of tools for making images. I'm not looking for one of those; I have many tools for creating an image. I've got tools for compressing images, generating mipmaps, and even for poking at their basic data format. My issue is with texture assembly. DDS files support cubemaps, array textures, and even cubemap arrays. But I don't know of a tool that can pack a series of images into a cubemap or the like. What tools are available for doing this kind of thing?

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  • certain Smarty tags don't work in OpenX templates

    - by mikez302
    I am on a team that is developing an OpenX plugin, and I am responsible for the UI. I noticed that if I use certain Smarty tags in my template, the app doesn't work and I see an error message, similar to this: Plugin by name 'Html_select_date' was not found in the registry; used paths: default_views_helpers_: /openx/www/admin/plugins/myApp/application/modules/default/views/helpers/ OX_OXP_UI_View_Helper_: /openx/www/admin/plugins/myApp/application/../library/OX/OXP/UI/View/Helper/ OX_UI_View_Helper_: /openx/www/admin/plugins/myApp/application/../library/OX/UI/View/Helper/ Zend_View_Helper_: Zend/View/Helper/ (stack trace) The stack trace looks like this: #0 /openx/www/admin/plugins/myApp/library/Zend/View/Abstract.php(1117): Zend_Loader_PluginLoader-load('Html_select_dat...') #1 /openx/www/admin/plugins/myApp/library/Zend/View/Abstract.php(568): Zend_View_Abstract-_getPlugin('helper', 'html_select_dat...') #2 /openx/www/admin/plugins/myApp/library/OX/UI/Smarty/SmartyWithViewHelper.php(25): Zend_View_Abstract-getHelper('html_select_dat...') #3 /openx/var/templates_compiled/%2Fdefault%2Fviews%2Fscripts%2Findex%2Fview-reports.html^%%E8^E80^E80B56F2%%view-reports.html.php(38): OX_UI_Smarty_SmartyWithViewHelper-callViewHelper('html_select_dat...', Array) #4 /openx/lib/smarty/Smarty.class.php(1274): include('/openx...') #5 /openx/www/admin/plugins/myApp/library/OX/UI/View/SmartyView.php(103): Smarty-fetch('/openx...') #6 /openx/www/admin/plugins/myApp/library/Zend/View/Abstract.php(832): OX_UI_View_SmartyView-_run('/openx...') #7 /openx/www/admin/plugins/myApp/library/OX/UI/View/SmartyView.php(151): Zend_View_Abstract-render('index/view-repo...') #8 /openx/www/admin/plugins/myApp/library/OX/UI/View/Helper/WithViewScript.php(23): OX_UI_View_SmartyView-render('index/view-repo...') #9 /openx/www/admin/plugins/myApp/application/modules/default/views/helpers/ViewReports.php(5): OX_UI_View_Helper_WithViewScript::renderViewScript('index/view-repo...', Array) #10 /openx/www/admin/plugins/myApp/application/modules/default/controllers/IndexController.php(98): Default_Views_Helpers_ViewReports-renderPage() #11 /openx/www/admin/plugins/myApp/library/Zend/Controller/Action.php(512): IndexController-viewReportsAction() #12 /openx/www/admin/plugins/myApp/library/Zend/Controller/Dispatcher/Standard.php(288): Zend_Controller_Action-dispatch('viewReportsActi...') #13 /openx/www/admin/plugins/myApp/library/Zend/Controller/Front.php(945): Zend_Controller_Dispatcher_Standard-dispatch(Object(Zend_Controller_Request_Http), Object(Zend_Controller_Response_Http)) #14 /openx/www/admin/plugins/myApp/application/bootstrap.php(117): Zend_Controller_Front-dispatch() #15 /openx/www/admin/plugins/myApp/public/index.php(7): require('/openx...') #16 {main} This does not happen with all Smarty tags. For example, I can use {if}, {foreach}, or {assign} tags without any problems. But whenever I try to use {html_select_date}, {html_image}, or {html_table}, I get the errors. In case this matters, the programmer who is designing the plugin copied the openXWorkflow plugin and made some changes. I noticed that the openXWorkflow plugin has a file (openx/plugins_repo/openXWorkflow/www/admin/plugins/openXWorkflow/library/OX/UI/Smarty/SmartyCompilerWithViewHelper.php) with a class that overrides the default Smarty compiler, supposedly with the ability to compile shorthands for calling ZF view helpers. That file has a list of Smarty functions, but the list is incomplete. If I add the functions to the list, or simply delete the file, my template works fine, but I don't like to change library files. It may make the app hard to maintain, and I don't know if it will mess up something else. The file has the comment "There is no easy access to the list of Smarty's built-in functions so we need to list them here. HTML-specific functions are not included as we cover HTML generation separately.", so it seems like certain Smarty functions may be disabled on purpose for some reason. Will anything bad happen if I try to use them? If, for example, I want to use the {html_select_date} tag in my template, how would I go about doing that? Keep in mind that much of this stuff is new and unfamiliar to me. This is my first time ever using OpenX or Smarty, and I only have a little bit of experience with the Zend framework. Please let me know if we are using the wrong approach.

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  • Extra fire simulation on iPad device

    - by Nezam
    I have with me an iOS app for iPad which creates a few fire simulations over a png.Well,its working well exactly how we wanted it but when we are testing it on a device,we get an extra fire simulation.Heres the screen: iPad Simulator: This is how it should display (iPad Simulation) iPad Device: This is how its displaying (iPad Device) M ready to share whichever portion of my code which gets me to my solution once someone gets hit here.Thanks in advance

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  • Need help in determing what, if any, tools can be used to create a free Flash game

    - by ReaperOscuro
    Yes I proudly -and sadly- declare that I am a complete nincompoop when it comes to Flash, and I have been fishing around the big wide web for information. The reason for this is that I have been contracted to create a game(s) for a website -the usual flash-based games caveat. Please I do not mean things like by those gaming generator websites, I mean small yet professional games- but the caveat, as always, is that impossible dream: it needs to be done all for free. The budget...well imagine it as not there. Annoyingly is that I am a game designer yes, but with a ridiculously tight deadline I haven't got much time to re-learn (ah the heady days of programming at uni) everything by the end of March, so I'd like to ask some people who know their stuff rather than keep looking at a gazillion different things. This is my understanding: with the flash sdk you can create a game, albeit you need to be pretty programming savvy. FlashDevelop helps there -yet I am not entirely sure how. Yet even FD says to use Flash for the animation/graphics. Yes its undeniably powerful but as I said there is the unattainable demand of no money. The million dollar question: what, if any, tools can I use to create a free flash game?

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  • Best practices for periodically saving game state to disk

    - by Ben Morris
    I'm working on an MMO. All of the player and environment data lives on a server and is kept in memory. There's a "world" object which keeps track of all of the maps, characters, etc. and their relations to each other. To avoid data loss in case of a crash, I've been periodically serializing the world to disk. The trouble is, this object can be quite large, so when the server starts writing, there's noticeable in-game slowdown for a few seconds, which I'd like to avoid. Any pointers on how to go about this in a more efficient way?

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  • How do you turn a cube into a sphere?

    - by Tom Dalling
    I'm trying to make a quad sphere based on an article, which shows results like this: I can generate a cube correctly: But when I convert all the points according to this formula (from the page linked above): x = x * sqrtf(1.0 - (y*y/2.0) - (z*z/2.0) + (y*y*z*z/3.0)); y = y * sqrtf(1.0 - (z*z/2.0) - (x*x/2.0) + (z*z*x*x/3.0)); z = z * sqrtf(1.0 - (x*x/2.0) - (y*y/2.0) + (x*x*y*y/3.0)); My sphere looks like this: As you can see, the edges of the cube still poke out too far. The cube ranges from -1 to +1 on all axes, like the article says. Any ideas what is wrong?

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  • How do I choose the scaling factor of a 3D game world?

    - by concept3d
    I am making a 3D tank game prototype with some physics simulation, am using C++. One of the decisions I need to make is the scale of the game world in relation to reality. For example, I could consider 1 in-game unit of measurement to correspond to 1 meter in reality. This feels intuitive, but I feel like I might be missing something. I can think of the following as potential problems: 3D modelling program compatibility. (?) Numerical accuracy. (Does this matter?) Especially at large scales, how games like Battlefield have huge maps: How don't they lose numerical accuracy if they use 1:1 mapping with real world scale, since floating point representation tend to lose more precision with larger numbers (e.g. with ray casting, physics simulation)? Gameplay. I don't want the movement of units to feel slow or fast while using almost real world values like -9.8 m/s^2 for gravity. (This might be subjective.) Is it ok to scale up/down imported assets or it's best fit with a world with its original scale? Rendering performance. Are large meshes with the same vertex count slower to render? I'm wondering if I should split this into multiple questions...

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