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  • Using elapsed time for SlowMo in XNA

    - by Dave Voyles
    I'm trying to create a slow-mo effect in my pong game so that when a player is a button the paddles and ball will suddenly move at a far slower speed. I believe my understanding of the concepts of adjusting the timing in XNA are done, but I'm not sure of how to incorporate it into my design exactly. The updates for my bats (paddles) are done in my Bat.cs class: /// Controls the bat moving up the screen /// </summary> public void MoveUp() { SetPosition(Position + new Vector2(0, -moveSpeed)); } /// <summary> /// Controls the bat moving down the screen /// </summary> public void MoveDown() { SetPosition(Position + new Vector2(0, moveSpeed)); } /// <summary> /// Updates the position of the AI bat, in order to track the ball /// </summary> /// <param name="ball"></param> public virtual void UpdatePosition(Ball ball) { size.X = (int)Position.X; size.Y = (int)Position.Y; } While the rest of my game updates are done in my GameplayScreen.cs class (I'm using the XNA game state management sample) Class GameplayScreen { ........... bool slow; .......... public override void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) base.Update(gameTime, otherScreenHasFocus, false); if (IsActive) { // SlowMo Stuff Elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; if (Slowmo) Elapsed *= .8f; MoveTimer += Elapsed; double elapsedTime = gameTime.ElapsedGameTime.TotalMilliseconds; if (Keyboard.GetState().IsKeyDown(Keys.Up)) slow = true; else if (Keyboard.GetState().IsKeyDown(Keys.Down)) slow = false; if (slow == true) elapsedTime *= .1f; // Updating bat position leftBat.UpdatePosition(ball); rightBat.UpdatePosition(ball); // Updating the ball position ball.UpdatePosition(); and finally my fixed time step is declared in the constructor of my Game1.cs Class: /// <summary> /// The main game constructor. /// </summary> public Game1() { IsFixedTimeStep = slow = false; } So my question is: Where do I place the MoveTimer or elapsedTime, so that my bat will slow down accordingly?

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  • Improving the efficiency of my bloom/glow shader

    - by user1157885
    I'm making a neon style game where everything is glowing but the glow I have is kinda small and I want to know if there's an efficient way to increase the size of it other than increasing the pixel sample iterations. Right now I have something like this: float4 glowColor = tex2D(glowSampler, uvPixel); //Makes the inital lines brighter/closer to white if (glowColor.r != 0 || glowColor.g != 0 || glowColor.b != 0) { glowColor += 0.5; } //Loops over the weights and offsets and samples from the pixels based on those numbers for (int i = 0; i < 20; i++) { glowColor += tex2D(glowSampler, uvPixel + glowOffsets[i] + 0.0018) * glowWeights[i]; } finalColor += glowColor; for the offsets it moves up, down, left and right (5 times each so it loops over 20 times) and the weights just lower the glow amount the further away it gets. The method I was using before to increase it was to increase the number of iterations from 20 to 40 and to increase the size of the offset/weight array but my computer started to have FPS drops when I was doing this so I was wondering how can I make the glow bigger/more vibrant without making it so CPU/Gcard intensive?

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  • Writing Game Engine from scratch with OpenGL [on hold]

    - by Wazery
    I want to start writing my game engine from scratch for learning purpose, what is the prerequisites and how to do that, what programming languages and things you recommend me? Also if you have good articles and books on that it will be great. Thanks in advance! My Programming languages and tools are: C/C++ is it good to use only C? Python OpenGL Git GDB What I want to learn from it: Core Game Engine Rendering / Graphics Game Play/Rules Input (keyboard/mouse/controllers, etc) In Rendering/Graphics: 3D Shading Lighting Texturing

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  • How to implment the database for event conditions and item bonuses for a browser based game

    - by Saifis
    I am currently creating a browser based game, and was wondering what was the standard approach in making diverse conditions and status bonuses database wise. Currently considering two cases. Event Conditions Needs min 1000 gold Needs min Lv 10 Needs certain item. Needs fulfillment of another event Status Bonus Reduces damage by 20% +100 attack points Deflects certain type of attack I wish to be able to continually change these parameters during the process of production and operation, so having them hard-coded isn't the best way. All I could come up with are the following two methods. Method 1 Create a table that contains each conditions with needed attributes Have a model named conditions with all the attributes it would need to set them conditions condition_type (level, money_min, money_max item, event_aquired) condition_amount prerequisite_condition_id prerequisite_item_id Method 2 write it in a DSL form that could be interpreted later in the code Perhaps something like yaml, have a text area in the setting form and have the code interpret it. condition_foo: condition_type :level min_level: 10 condition_type :item item_id: 2 At current Method 2 looks to be more practical and flexible for future changes, trade off being that all the flex must be done on the code side. Not to sure how this is supposed to be done, is it supposed to be hard coded? separate config file? Any help would be appreciated. Added For additional info, it will be implemented with Ruby on Rails

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  • Basic 3D Collision detection in XNA 4.0

    - by NDraskovic
    I have a problem with detecting collision between 2 models using BoundingSpheres in XNA 4.0. The code I'm using i very simple: private bool IsCollision(Model model1, Matrix world1, Model model2, Matrix world2) { for (int meshIndex1 = 0; meshIndex1 < model1.Meshes.Count; meshIndex1++) { BoundingSphere sphere1 = model1.Meshes[meshIndex1].BoundingSphere; sphere1 = sphere1.Transform(world1); for (int meshIndex2 = 0; meshIndex2 < model2.Meshes.Count; meshIndex2++) { BoundingSphere sphere2 = model2.Meshes[meshIndex2].BoundingSphere; sphere2 = sphere2.Transform(world2); if (sphere1.Intersects(sphere2)) return true; } } return false; } The problem I'm getting is that when I call this method from the Update method, the program behaves as if this method always returns true value (which of course is not correct). The code for calling is very simple (although this is only the test code): if (IsCollision(model1, worldModel1, model2, worldModel2)) { Window.Title = "Intersects"; } What is causing this?

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  • How are these bullets done?

    - by Mike
    I really want to know how the bullets in Radiangames Inferno are done. The bullets seem like they are just billboard particles but I am curious about how their tails are implemented. They can curve so this means they are not just a billboard. Also, they appear continuous which implies that the tails are not made of a bunch of smaller particles (I think). Can anyone shead some light on this for me?

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  • JBox2D applyLinearImpulse doesn't work

    - by Romeo
    So i have this line of code: if(input.isKeyDown(Input.KEY_W)&&canJump()) { body.applyLinearImpulse(new Vec2(0, 30), cam.screenToWorld(body.getPosition())); System.out.println("I can jump!"); } My problem is that the console display I can jump! but the body doesn't do that. Can you explain to me if i do something wrong? Some more code. This function creates my 'hero' the one supposed to jump. private Body setDynamic(float width, float height, float x, float y) { PolygonShape shape = new PolygonShape(); shape.setAsBox(width/2, height/2); BodyDef bd = new BodyDef(); bd.allowSleep = true; bd.position = new Vec2(cam.screenToWorld(new Vec2(x + width / 2, y + height / 2))); bd.type = BodyType.DYNAMIC; bd.userData = new BodyInfo(width, height); Body body = world.createBody(bd); body.createFixture(shape, 10); return body; } And this is the main update loop: if(input.isKeyDown(Input.KEY_A)) { body.setLinearVelocity(new Vec2(-10*delta, body.getLinearVelocity().y)); } else if (input.isKeyDown(Input.KEY_D)) { body.setLinearVelocity(new Vec2(10*delta, body.getLinearVelocity().y)); } else { body.setLinearVelocity(new Vec2(0, body.getLinearVelocity().y)); } if(input.isKeyDown(Input.KEY_W)&&canJump()) { body.applyLinearImpulse(new Vec2(0, 30), body.getPosition()); System.out.println("I can jump!"); } world.step(delta * 0.001f, 10, 5); }

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  • How to set orthgraphic matrix for a 2d camera with zooming?

    - by MahanGM
    I'm using ID3DXSprite to draw my sprites and haven't set any kind of camera projection matrix. How to setup an orthographic projection matrix for camera in DirectX which it would be able to support zoom functionality? D3DXMATRIX orthographicMatrix; D3DXMATRIX identityMatrix; D3DXMatrixOrthoLH(&orthographicMatrix, nScreenWidth, nScreenHeight, 0.0f, 1.0f); D3DXMatrixIdentity(&identityMatrix); device->SetTransform(D3DTS_PROJECTION, &orthographicMatrix); device->SetTransform(D3DTS_WORLD, &identityMatrix); device->SetTransform(D3DTS_VIEW, &identityMatrix); This code is for initial setup. Then, for zooming I multiply zoom factor in nScreenWidth and nScreenHeight.

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  • Collision Detection fails with AI cars

    - by amit.r007
    I am making a car parking game in flash and AS3 wherein I drive my car along with other AI traffic cars moving along a specified path using Guidelines. I am using CDK for collision detection. The collision detection works fine with few AI cars, but doesn't seems to be working as required for few AI cars. When an AI car is moving on a path in a straight line it works fine.... but when the AI Car turns at 90 degress..... my car goes into the AI car (Overlapping) and it hits at the center of that AI car and then collision is Detected.... ..... I made a New path and used a new Sprite for AI car... but still the problem pursues....

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  • Determining relative velocities on impact?

    - by meds
    I'm trying to figure out a way to determine the relative velocity of a body colliding with another in a 2D environment. For example if one body is moving at (1,0) and another traveling behind it collides with it from behind at (2,0) the velocity of the impact relative to the first body was (1,0). I need a method which takes in two velocities, one velocity belonging to the body the velocity is being measured against, and the other for the impacting body and return the relative velocity.

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  • Numbers not adding up? (What am I not understanding here?) [closed]

    - by Milo
    I have the following output: Short version: The last numbers on the S= lines increase by H and SHOULD theoretically be linearly decreasing, ex: -285,-290,-295...but the fourth one jumps to -252. Yet, every other number is linearly increasing. Why is that and how could I fix that? To explain the numbers, it comes from slider value changed. I have a slider whose value is used to generate the float on the next line. Everything should be growing linearly here. This value is used to determine the size of a flow layout and it is also used in conjunction with a scrollbar. But basically I have a background for the flow layout and that number is the start location for rendering it. The numbers should linearly change to create a smooth transition but when that one jumps, it looks weird on screen and I dont understand why the numbers are jumping every X slider value changes. Mathematically what could be causing this? Here is the code for rendering the background and the function that is called when value changes: void LobbyTableManager::renderBG( GraphicsContext* g, agui::Rectangle& absRect, agui::Rectangle& childRect ) { float scale = 0.35f; int w = m_bgSprite->getWidth() * getTableScale() * scale; int h = m_bgSprite->getHeight() * getTableScale() * scale; int numX = ceil(absRect.getWidth() / (float)w) + 2; int numY = ceil(absRect.getHeight() / (float)h) + 2; int startY = childRect.getY(); int numAttempts = 0; while(startY + h < absRect.getY() && numAttempts < 1000) { startY += h; if(moo) { std::cout << startY << ","; } numAttempts++; } g->holdDrawing(); for(int i = 0; i < numX; ++i) { for(int j = 0; j < numY; ++j) { g->drawScaledSprite(m_bgSprite,0,0,m_bgSprite->getWidth(),m_bgSprite->getHeight(), absRect.getX() + (i * w) + (offsetX),absRect.getY() + (j * h) + startY,w,h,0); } } g->unholdDrawing(); g->setClippingRect(cx,cy,cw,ch); } void LobbyTableManager::setTableScale( float scale ) { scale += 0.3f; scale *= 2.0f; float scrollRel = m_vScroll->getRelativeValue(); setScale(scale); rescaleTables(); resizeFlow(); updateScrollBars(); float newVal = scrollRel * m_vScroll->getMaxValue(); m_vScroll->setValue(newVal); } void LobbyTableManager::valueChanged( agui::VScrollBar* source,int val ) { m_flow->setLocation(0,-val); } Any insight on mathematically why the anomaly might happen every Nth time would be helpful. I just dont understand why if every number linearly increates it jumps from -295 to -252! Thanks

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  • Multiple objects listening for the same key press

    - by xiaohouzi79
    I want to learn the best way to implement this: I have a hero and an enemy on the screen. Say the hero presses "k" to get out a knife, I want the enemy to react in a certain way. Now, if in my game loop I have a listener for the key press event and I identify a "k" was pressed, the quick and easy way would be to do: // If K pressed // hero.getOoutKnife() // enemy.getAngry() But what is commonly done in more complex games, where say I have 10 types of character on screen and they all need to react in a unique way when the letter "k" is pressed? I can think of a bunch of hacky ways to do this, but would love to know how it should be done properly. I am using C++, but I'm not looking for a code implementation, just some ideas on how it should be done the right way.

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  • Falling CCSprites

    - by Coder404
    Im trying to make ccsprites fall from the top of the screen. Im planning to use a touch delegate to determine when they fall. How could I make CCSprites fall from the screen in a way like this: -(void)addTarget { Monster *target = nil; if ((arc4random() % 2) == 0) { target = [WeakAndFastMonster monster]; } else { target = [StrongAndSlowMonster monster]; } // Determine where to spawn the target along the Y axis CGSize winSize = [[CCDirector sharedDirector] winSize]; int minY = target.contentSize.height/2; int maxY = winSize.height - target.contentSize.height/2; int rangeY = maxY - minY; int actualY = (arc4random() % rangeY) + minY; // Create the target slightly off-screen along the right edge, // and along a random position along the Y axis as calculated above target.position = ccp(winSize.width + (target.contentSize.width/2), actualY); [self addChild:target z:1]; // Determine speed of the target int minDuration = target.minMoveDuration; //2.0; int maxDuration = target.maxMoveDuration; //4.0; int rangeDuration = maxDuration - minDuration; int actualDuration = (arc4random() % rangeDuration) + minDuration; // Create the actions id actionMove = [CCMoveTo actionWithDuration:actualDuration position:ccp(-target.contentSize.width/2, actualY)]; id actionMoveDone = [CCCallFuncN actionWithTarget:self selector:@selector(spriteMoveFinished:)]; [target runAction:[CCSequence actions:actionMove, actionMoveDone, nil]]; // Add to targets array target.tag = 1; [_targets addObject:target]; } This code makes CCSprites move from the right side of the screen to the left. How could I change this to make the CCSprites to move from the top of the screen to the bottom?

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  • Cocos2D: Upgrading from OpenGL ES 1.1 to 2.0

    - by Alex
    I have recently starting upgrading my ios game to the latest Cocos2D (2.0 rc), and I am having some difficulties upgrading my texture generation code to OpenGL 2.0. In the old version I generated images with this code: CCRenderTexture *rt = [CCRenderTexture renderTextureWithWidth:WIDTH height:HEIGHT]; [rt beginWithClear:bgColor.r g:bgColor.g b:bgColor.b a:bgColor.a]; glDisable(GL_TEXTURE_2D); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glVertexPointer(2, GL_FLOAT, 0, verts); glColorPointer(4, GL_FLOAT, 0, colors); glDrawArrays(GL_TRIANGLE_STRIP, 0, (GLsizei)nVerts); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_TEXTURE_2D); [rt end]; But since OpenGL 2.0 works differently this code won't work. What is the best way to use the new OpenGL?

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  • How do I prevent a KActor from changing the orientation of its Z-Axis?

    - by Almo
    So I have an object that inherits from KActor that I would like to behave as a dynamic physics object, but I want its Z-Axis to remain upright, but very stiffly. I've tried the bStayUpright that triggers the "Stay Upright Spring". The problem is, it's a spring, and the object in question oscillates into position when I want it to remain oriented properly without wobbling. In the image above, the yellow block has fallen onto the gray box, and it is currently pivoting about the contact point as it tries to right itself. Should I be tweaking the StayUprightMaxTorque and StayUprightTorqueFactor parameters, or should I be using a Constraint of some sort?

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  • Rotation of viewplatform in Java3D

    - by user29163
    I have just started with Java3D programming. I thought I had built up some basic intuition about how the scene graph works, but something that should work, does not work. I made a simple program for rotating a pyramid around the y-axis. This was done just by adding a RotationInterpolator R to the TransformGroup above the pyramid. Then I thought hey, can I now remove the RotationInterpolator from this TransformGroup, then add it to the TransformGroup above my ViewPlatform leaf. This should work if I have understood how things work. Adding the RotationInterpolator to this TransformGroup, should make the children of this TransformGroup rotate, and the ViewingPlatform is a child of the TransformGroup. Any ideas on where my reasoning is flawed? Here is the code for setting up the universe, and the view branchgroup. import java.awt.*; import java.awt.event.*; import javax.media.j3d.*; import javax.vecmath.*; public class UniverseBuilder { // User-specified canvas Canvas3D canvas; // Scene graph elements to which the user may want access VirtualUniverse universe; Locale locale; TransformGroup vpTrans; View view; public UniverseBuilder(Canvas3D c) { this.canvas = c; // Establish a virtual universe that has a single // hi-res Locale universe = new VirtualUniverse(); locale = new Locale(universe); // Create a PhysicalBody and PhysicalEnvironment object PhysicalBody body = new PhysicalBody(); PhysicalEnvironment environment = new PhysicalEnvironment(); // Create a View and attach the Canvas3D and the physical // body and environment to the view. view = new View(); view.addCanvas3D(c); view.setPhysicalBody(body); view.setPhysicalEnvironment(environment); // Create a BranchGroup node for the view platform BranchGroup vpRoot = new BranchGroup(); // Create a ViewPlatform object, and its associated // TransformGroup object, and attach it to the root of the // subgraph. Attach the view to the view platform. Transform3D t = new Transform3D(); Transform3D s = new Transform3D(); t.set(new Vector3f(0.0f, 0.0f, 10.0f)); t.rotX(-Math.PI/4); s.set(new Vector3f(0.0f, 0.0f, 10.0f)); //forandre verdier her for å endre viewing position t.mul(s); ViewPlatform vp = new ViewPlatform(); vpTrans = new TransformGroup(t); vpTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); // Rotator stuff Transform3D yAxis = new Transform3D(); //yAxis.rotY(Math.PI/2); Alpha rotationAlpha = new Alpha( -1, Alpha.INCREASING_ENABLE, 0, 0,4000, 0, 0, 0, 0, 0); RotationInterpolator rotator = new RotationInterpolator( rotationAlpha, vpTrans, yAxis, 0.0f, (float) Math.PI*2.0f); RotationInterpolator rotator2 = new RotationInterpolator( rotationAlpha, vpTrans); BoundingSphere bounds = new BoundingSphere(new Point3d(0.0,0.0,0.0), 1000.0); rotator.setSchedulingBounds(bounds); vpTrans.addChild(rotator); vpTrans.addChild(vp); vpRoot.addChild(vpTrans); view.attachViewPlatform(vp); // Attach the branch graph to the universe, via the // Locale. The scene graph is now live! locale.addBranchGraph(vpRoot); } public void addBranchGraph(BranchGroup bg) { locale.addBranchGraph(bg); } }

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  • In MMO game, how to handle user characters, who are offline?

    - by Deele
    In my medieval MMO game, players have their own character, that represents themselves inside game. Like a King. Players could have cities and armies, but King acts as main driving force. Then it comes to player, going offline/vacation/disconnect. How to deal with "offline King", to keep some sort of reality in game, without ruining everything for player. I have never liked unrealistic stuff in games, like appearing/dissapearing from thin air, like in WoW or other MMO RPG's, when it comes to connect/disconnect, like in Matrix movie, when you are disconnected, your "avatar" inside the system just vaninshes. Ok, if player char stays where it was left, other players who are online could kick his ass like offline player char was frozen? I see only one solution - give player char, while offline, some sort of AI, that controls char. Is there any other solutions? May be, some sort of legend/story, could make users only as inner-voice, leaving King just passively controlled by user, or other stuff... Please, help! I hope you understand my question.

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  • How do I do random isometric paths?

    - by user406470
    I'm working on an Isometric city generator, and I am looking for a little push in the right direction. I'm looking to randomly generate roads on a isometric plane. I have never done pathfinding before, and I've googled it and didn't find any articles relating to what I am trying to do. Basically, my program generates a random isometric city and, I am hoping to add roads to that. Any help is appreciated!

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  • How to set density for each shape in PhysX 3.1

    - by hywei
    I'm using PhysX 3.1 as my game's physics engine. One requirement is that I need set different density for each shape(there are server shapes for my single rigid actor). I know that the shape's density can be set by NxShapeDesc::density in PhysX 2.8, but I can't find such interface in PhysX 3.1. I know that the mass properties can be set in PhysX 3.1 just as the snowman example in the SDK, but I don't know whether there exists a direct interface to set density for each shape.

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  • How exactly to implement multiple threads in a game

    - by xerwin
    So I recently started learning Java, and having a interest in playing games as well as developing them, naturally I want to create game in Java. I have experience with games in C# and C++ but all of them were single-threaded simple games. But now, I learned how easy it is to make threads in Java, I want to take things to the next level. I started thinking about how would I actually implement threading in a game. I read couple of articles that say the same thing "Usually you have thread for rendering, for updating game logic, for AI, ..." but I haven't (or didn't look hard enough) found example of implementation. My idea how to make implementation is something like this (example for AI) public class AIThread implements Runnable{ private List<AI> ai; private Player player; /*...*/ public void run() { for (int i = 0; i < ai.size(); i++){ ai.get(i).update(player); } Thread.sleep(/* sleep until the next game "tick" */); } } I think this could work. If I also had a rendering and updating thread list of AI in both those threads, since I need to draw the AI and I need to calculate the logic between player and AI(But that could be moved to AIThread, but as an example) . Coming from C++ I'm used to do thing elegantly and efficiently, and this seems like neither of those. So what would be the correct way to handle this? Should I just keep multiple copies of resources in each thread or should I have the resources on one spot, declared with synchronized keyword? I'm afraid that could cause deadlocks, but I'm not yet qualified enough to know when a code will produce deadlock.

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  • Difference between Sound and Music

    - by Southpaw Hare
    What are the key differences between the Sound and Music classes in Pygame? What are the limitations of each? In what situation would one use one or the other? Is there a benefit to using them in an unintuitive way such as using Sound objects to play music files or visa-versa? Are there specifically issues with channel limitations, and do one or both have the potential to be dropped from their channel unreliably? What are the risks of playing music as a Sound?

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  • Keypress Left is called twice in Update when key is pressed only once

    - by Simran kaur
    I have a piece of code that is changing the position of player when left key is pressed. It is inside of Update() function. I know, Update is called multiple times, but since I have an ifstatement to check if left arrow is pressed, it should update only once. I have tested using print statement that once pressed, it gets called twice. Problem: Position updated twice when key is pressed only once. Below given is the structure of my code: void Update() { if (Input.GetKeyDown (KeyCode.LeftArrow)) { print ("PRESSEEEEEEEEEEEEEEEEEEDDDDDDDDDDDDDD"); } } I looked up on web and what was suggested id this: if (Event.current.type == EventType.KeyDown && Event.current.keyCode == KeyCode.LeftArrow) { print("pressed"); } But, It gives me an error that says: Object reference not set to instance of an object How can I fix this?

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  • What forms of non-interactive RPG battle systems exist?

    - by Landstander
    I am interested in systems that allow players to develop a battle plan or setup strategy for the party or characters prior to entering battle. During the battle the player either cannot input commands or can choose not to. Rule Based In this system the player can setup a list of rules in the form of [Condition - Action] that are then ordered by priority. Gambits in Final Fantasy XII Tactics in Dragon Age Origin & II

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  • Alternative to NV Occlusion Query - getting the number of fragments which passed the depth test

    - by Etan
    In "modern" environments, the "NV Occlusion Query" extension provide a method to get the number of fragments which passed the depth test. However, on the iPad / iPhone using OpenGL ES, the extension is not available. What is the most performant approach to implement a similar behaviour in the fragment shader? Some of my ideas: Render the object completely in white, then count all the colors together using a two-pass shader where first a vertical line is rendered and for each fragment the shader computes the sum over the whole row. Then, a single vertex is rendered whose fragment sums all the partial sums of the first pass. Doesn't seem to be very efficient. Render the object completely in white over a black background. Downsample recursively, abusing the hardware linear interpolation between textures until being at a reasonably small resolution. This leads to fragments which have a greyscale level depending on the number of white pixels where in their corresponding region. Is this even accurate enough? ... ?

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  • Example of DOD design

    - by Jeffrey
    I can't seem to find a nice explanation of the Data Oriented Design for a generic zombie game (it's just an example, pretty common example). Could you make an example of the Data Oriented Design on creating a generic zombie class? Is the following good? Zombie list class: class ZombieList { GLuint vbo; // generic zombie vertex model std::vector<color>; // object default color std::vector<texture>; // objects textures std::vector<vector3D>; // objects positions public: unsigned int create(); // return object id void move(unsigned int objId, vector3D offset); void rotate(unsigned int objId, float angle); void setColor(unsigned int objId, color c); void setPosition(unsigned int objId, color c); void setTexture(unsigned int, unsigned int); ... void update(Player*); // move towards player, attack if near } Example: Player p; Zombielist zl; unsigned int first = zl.create(); zl.setPosition(first, vector3D(50, 50)); zl.setTexture(first, texture("zombie1.png")); ... while (running) { // main loop ... zl.update(&p); zl.draw(); // draw every zombie } Or would creating a generic World container that contains every action from bite(zombieId, playerId) to moveTo(playerId, vector) to createPlayer() to shoot(playerId, vector) to face(radians)/face(vector); and contains: std::vector<zombie> std::vector<player> ... std::vector<mapchunk> ... std::vector<vbobufferid> player_run_animation; ... be a good example? Whats the proper way to organize a game with DOD?

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