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  • OpenGL - Rendering from part of an index and vertex array depending on an element count

    - by user1423893
    I'm currently drawing my shapes as lines by using a VAO and then assigning the dynamic vertices and indices each frame. // Bind VAO glBindVertexArray(m_vao); // Update the vertex buffer with the new data (Copy data into the vertex buffer object) glBufferData(GL_ARRAY_BUFFER, numVertices * sizeof(VertexPosition), m_vertices.data(), GL_DYNAMIC_DRAW); // Update the index buffer with the new data (Copy data into the index buffer object) glBufferData(GL_ELEMENT_ARRAY_BUFFER, numIndices * sizeof(unsigned short), indices.data(), GL_DYNAMIC_DRAW); glDrawElements(GL_LINES, numIndices, GL_UNSIGNED_SHORT, BUFFER_OFFSET(0)); // Unbind VAO glBindVertexArray(0); What I would like to do is draw the lines using only part of the data stored in the index and vertex buffer objects. The vertex buffer has its vertices set from an array of defined maximum size: std::array<VertexPosition, maxVertices> m_vertices; The index buffer has its elements set from an array of defined maximum size: std::array<unsigned short, maxIndices> indices = { 0 }; A running total is kept of the number of vertices and indices needed for each draw call numVertices numIndices Can I not specify that the buffer data contain the entire array and only read from part of it when drawing? For example using the vertex buffer object glBufferData(GL_ARRAY_BUFFER, numVertices * sizeof(VertexPosition), m_vertices.data(), GL_DYNAMIC_DRAW); m_vertices.data() = Entire array is stored numVertices * sizeof(VertexPosition) = Amount of data to read from the entire array Is this not the correct way to approach this? I do not wish to use std::vector if possible.

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  • How do I make a jumping dolphin rotate realistically?

    - by Johnny
    I want to program a dolphin that jumps and rotates like a real dolphin. Jumping is not the problem, but I don't know how to make the rotation. At the moment, my dolphin rotates a little weird. But I want that it rotates like a real dolphin does. How can I improve the rotation? public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D image, water; float Gravity = 5.0F; float Acceleration = 20.0F; Vector2 Position = new Vector2(1200,720); Vector2 Velocity; float rotation = 0; SpriteEffects flip; Vector2 Speed = new Vector2(0, 0); public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 720; } protected override void Initialize() { base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); image = Content.Load<Texture2D>("cartoondolphin"); water = Content.Load<Texture2D>("background"); flip = SpriteEffects.None; } protected override void Update(GameTime gameTime) { float VelocityX = 0f; float VelocityY = 0f; float time = (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState kbState = Keyboard.GetState(); if(kbState.IsKeyDown(Keys.Left)) { rotation = 0; flip = SpriteEffects.None; VelocityX += -5f; } if(kbState.IsKeyDown(Keys.Right)) { rotation = 0; flip = SpriteEffects.FlipHorizontally; VelocityX += 5f; } // jump if the dolphin is under water if(Position.Y >= 670) { if (kbState.IsKeyDown(Keys.A)) { if (flip == SpriteEffects.None) { rotation += 0.01f; VelocityY += 40f; } else { rotation -= 0.01f; VelocityY += 40f; } } } else { if (flip == SpriteEffects.None) { rotation -= 0.01f; VelocityY += -10f; } else { rotation += 0.01f; VelocityY += -10f; } } float deltaY = 0; float deltaX = 0; deltaY = Gravity * (float)gameTime.ElapsedGameTime.TotalSeconds; deltaX += VelocityX * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; deltaY += -VelocityY * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; Speed = new Vector2(Speed.X + deltaX, Speed.Y + deltaY); Position += Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; Velocity.X = 0; if (Position.Y + image.Height/2 > graphics.PreferredBackBufferHeight) Position.Y = graphics.PreferredBackBufferHeight - image.Height/2; base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); spriteBatch.Draw(water, new Rectangle(0, graphics.PreferredBackBufferHeight -100, graphics.PreferredBackBufferWidth, 100), Color.White); spriteBatch.Draw(image, Position, null, Color.White, rotation, new Vector2(image.Width / 2, image.Height / 2), 1, flip, 1); spriteBatch.End(); base.Draw(gameTime); } } I changed my code a little. But I still have some trouble with the rotation. Here's the entire code. The dolphin looks at the wrong direction if I press the left or right key. For example, it looks down if I press the left key. What is wrong with the rotation? At the beginning, the dolphin looks at the left side, but after I pressed a key it just looks down or up. I deleted the "rotation += 0.01f;" lines in the code. Is that correct? public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D image, water; float Gravity = 5.0F; float Acceleration = 20.0F; Vector2 Position = new Vector2(1200,720); Vector2 Velocity; float rotation = 0; SpriteEffects flip; Vector2 Speed = new Vector2(0, 0); Vector2 prevPos; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 720; } protected override void Initialize() { base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); image = Content.Load<Texture2D>("cartoondolphin"); water = Content.Load<Texture2D>("background"); flip = SpriteEffects.None; } protected override void Update(GameTime gameTime) { float VelocityX = 0f; float VelocityY = 0f; float time = (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState kbState = Keyboard.GetState(); if(kbState.IsKeyDown(Keys.Left)) { flip = SpriteEffects.None; VelocityX += -5f; } if(kbState.IsKeyDown(Keys.Right)) { flip = SpriteEffects.FlipHorizontally; VelocityX += 5f; } rotation = (float)Math.Atan2(Position.X - prevPos.X, Position.Y - prevPos.Y); prevPos = Position; // jump if the dolphin is under water if(Position.Y >= 670) { if (kbState.IsKeyDown(Keys.A)) { if (flip == SpriteEffects.None) { VelocityY += 40f; } else { VelocityY += 40f; } } } else { if (flip == SpriteEffects.None) { VelocityY += -10f; } else { VelocityY += -10f; } } float deltaY = 0; float deltaX = 0; deltaY = Gravity * (float)gameTime.ElapsedGameTime.TotalSeconds; deltaX += VelocityX * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; deltaY += -VelocityY * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; Speed = new Vector2(Speed.X + deltaX, Speed.Y + deltaY); Position += Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; Velocity.X = 0; if (Position.Y + image.Height/2 > graphics.PreferredBackBufferHeight) Position.Y = graphics.PreferredBackBufferHeight - image.Height/2; base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); spriteBatch.Draw(water, new Rectangle(0, graphics.PreferredBackBufferHeight -100, graphics.PreferredBackBufferWidth, 100), Color.White); spriteBatch.Draw(image, Position, null, Color.White, rotation, new Vector2(image.Width / 2, image.Height / 2), 1, flip, 1); spriteBatch.End(); base.Draw(gameTime); } }

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  • Extremely simple online multiplayer game

    - by Postscripter
    I am considering creating a simple multiplayer game, which focuses on physics and can accommodate up to 30 players per session. Very simple graphics, but smart physics (pushing, weight and gravity, balance) is required. After some research I found a good java script (framework ??) called box2d.js I found the demo to be excellent. this is is kind of physics am looking for in my game. Now, what other frameworks will I need? Node.js?? Prototype.js?? (btw, I found the latest versoin of protoype.js to be released in 2010...?? is this still supported? Should I avoid using it?) What bout HTML 5 and Canvas? would I need them? websockets? Am a beginner in web programming + game programming world. but I will learn fast, am computer science graduate. (but no much web expeience but know essentionals javascript, html, css..). I just need a guiding path to build my game. Thanks

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  • GLES2.0 3D Android game performance and multi threading the update?

    - by Ofer
    I have profiled my mixed Java\C++ Android game and I got the following result: https://dl.dropbox.com/u/8025882/PompiDev/AndroidProfile.png As you can see, the pink think is a C++ functions that updates the game. It does things like updating the logic but it mostly it generates a "request list" for rendering. The thing is, I generate DrawLists on C++ and then send them to Java to process and draw using GLES2.0. Since then I was able to improve update from 9ms down to about 7ms, but I would like to ask if I would benefit from multi threading the update? As I understand from that diagram is that the function that takes the most time is the one you see it's color on the timeline. So the pink area is taken mostly by update. The other area has MainOpenGL.Handle as it's main contributor(whch is my java function), but since it's not drawn to the top of the diagram I can conclude other things are happening at the same time that use the CPU? Or even GPU stuff that isn't shown in this diagram. I am not sure how the GPU works on this. Does it calculate stuff in parallel to the CPU? Or is it part of the CPU usage as in SoC? I am not sure. Anyway, in case GPU things DO happen in parallel to CPU, then I would guess that if I do this C++ Update in parallel to the thread that makes the OpenGL calls, I might make use of "dead CPU time" due to GPU stalling or maybe have the GPU calls getting processed earlier because it won't have to wait for Update to finish? How do you suggest to improve performance based on that? Thanks.

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  • How to detect a touch on transparent area of an image in a (libgdx) stage?

    - by Usman
    Can some one please help to detect a touch on an image which I am using as an actor in a stage. The image is actually a long diagnol brush which has plenty of transparent area. The problem is when I touche the transparent area of the brush image it is also triggering the clicklistener of the image. I need the click listener should only be called when the finger actually touched the visible image not the area which is empty. I am using libgdx-0.9.4 libraries. Here is my simple piece of code. import com.badlogic.gdx.scenes.scene2d.ui.Image; import com.badlogic.gdx.scenes.scene2d.ui.ClickListener; Image brushImg = new Image(ImageCache.getTexture("brush")); brushImg.width = mStage.width()*0.75f; brushImg.height = mStage.height()*0.75f; brushImg.setClickListener(new ClickListener() { @Override public void click(Actor actor, float x, float y) { SoundFactory.play("brush"); }

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  • Detect Open Space in Farseer

    - by Tom G
    I'm working on a 2D platformer using XNA and Farseer. I would like the player's character to be able to grab and climb up ledges. Detecting a collision between the player and the side of a wall is simple enough with the OnCollision delegate, but I have to admit I'm a bit stumped on how to detect that there's enough clearance for the PC to mount the ledge. Essentially, I want to ensure there's an appropriately sized rectangle above and to the left or right of the PC (depending on their direction) and I'm not sure how I would check for such a space. Any suggestions on how to determine there is nothing in the simulated world within some bounding rectangle?

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  • How can I replicate the look and limitations of the Super NES?

    - by Mikalichov
    I am looking to produce graphics with the same limitations / look that in the Super Nes era. I am specifically looking for graphics similar to Chrono Trigger / FF6. It would be a lot easier to do if I had an idea of the resolution / dpi I am supposed to use. I found that the technical specs for the SNES are: Progressive: 256 × 224, 512 × 224, 256 × 239, 512 × 239 Interlaced: 512 × 448, 512 × 478 But even by using these resolutions, it is pointless if I set it at 72dpi, as I will still have possibly very detailed graphics (that is the main thing, I don't want detailed graphics, I want to go pixelated). I figured it might be related to the sprite size limit, i.e.: Sprites can be 8 × 8, 16 × 16, 32 × 32, or 64 × 64 pixels, each using one of eight 16-color palettes and tiles from one of two blocks of 256 in VRAM. Up to 32 sprites and 34 8 × 8 sprite tiles may appear on any one line. This would work for sprites (characters, objects), but what about maps? Are they built entirely from 8x8 tiles? And then, at what resolution is the end result displayed? It might seem like I am giving the question and answers at the same time, but all of these are suppositions I am making, so could someone confirm or correct them?

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  • Detecting tile with height in isometric game

    - by Carlos Navarro
    I'm trying to create an isometric tile-based game (for iPhone) and I'm having trouble with height in tiles. What I currently do (without heights) is apply some mathematic transformations to my 2D-matrix (which represent the tiles) so that I know where in the screen (x,y) should I place the isometric tile. Then, when the user clicks somewhere in the screen, I take that values and pass them through a function (kind of f^-1) to get which tile it belongs to. This works perfectly. My problem is: imagine that I want some tiles to have a different height from others. In order to draw the tile itself its pretty simple, since the z-coordinate has no transformation in the isometric approach used in games (z'=z). BUT what if I want to calculate the tile coordinate (defined by X-tile and Y-tile) from the touch coordinates (x,y)? Any guess?

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  • How does opengl-es 2 assemble primitives?

    - by stephelton
    Two things I'm quite confused about. 1) OpenGL ES 2.0 creates primitives before the vertex shader is invoked. Why, then, does it not automatically provide the vertex shader the position of the vertex? 2) OpenGL ES 2.0 supports glDrawElements(), but it does not support glEnableClientState() or GL_VERTEX_ARRAY, so how can this call possibly be used to construct primitives? NOTE: this is OpenGL ES 2.0, NOT normal OpenGL! Thanks!

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  • what is the easiest way to make a hitbox that rotates with it's texture

    - by Matthew Optional Meehan
    In xna when you have a sprite that doesnt rotate it's very easy to get the four corner of a sprite to make a hitbox, but when you do a rotation the points get moved and I assume there is some kind of math that I can use to aquire them. I am using the four points to draw a rectangle that visually represents the hitboxes. I have seen some per-pixel collission examples but I can forsee they would be hard to draw a box/'convex hull' around. I have also seen physics like farseer but I'm not sure if there is a quick tutorial to do what I want. What do you guys think is the best approach becuase I am looking to complete this work by the end of the week.

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  • C# XNA Make rendered screen a texture2d

    - by redcodefinal
    I am working on a cool little city generator which makes cities in the isometric perspective. However, a problem arose where if the grid size was over a certain limit it would have awful lag. I found the main problem to be in the draw method. So I took the precautionary step of rendering only items that were onscreen. This fixed the lag but, not by much. The idea I have is to render the frame once and take a snapshot. Then, display that as a texture2d on screen. This way I don't have to render 1,000,000 objects every frame since they don't change anyways. TL;DR - I want to Take a snapshot of an already rendered frame Turn it into a Texture2D Render that to the screen instead of all the objects. Any help appreciated.

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  • AS3 How to check on non transparent pixels in a bitmapdata?

    - by Opoe
    I'm still working on my window cleaning game from one of my previous questions I marked a contribution as my answer, but after all this time I can't get it to work and I have to many questions about this so I decided to ask some more about it. As a sequel on my mentioned previous question, my question to you is: How can I check whether or not a bitmapData contains non transparent pixels? Subquestion: Is this possible when the masked image is a movieclip? Shouldn't I use graphics instead? Information I have: A dirtywindow movieclip on the bottom layer and a clean window movieclip on layer 2(mc1) on the layer above. To hide the top layer(the dirty window) I assign a mask to it. Code // this creates a mask that hides the movieclip on top var mask_mc:MovieClip = new MovieClip(); addChild(mask_mc) //assign the mask to the movieclip it should 'cover' mc1.mask = mask_mc; With a brush(cursor) the player wipes of the dirt ( actualy setting the fill from the mask to transparent so the clean window appears) //add event listeners for the 'brush' brush_mc.addEventListener(MouseEvent.MOUSE_DOWN,brushDown); brush_mc.addEventListener(MouseEvent.MOUSE_UP,brushUp); //function to drag the brush over the mask function brushDown(dragging:MouseEvent):void{ dragging.currentTarget.startDrag(); MovieClip(dragging.currentTarget).addEventListener(Event.ENTER_FRAME,erase) ; mask_mc.graphics.moveTo(brush_mc.x,brush_mc.y); } //function to stop dragging the brush over the mask function brushUp(dragging:MouseEvent):void{ dragging.currentTarget.stopDrag(); MovieClip(dragging.currentTarget).removeEventListener(Event.ENTER_FRAME,erase); } //fill the mask with transparant pixels so the movieclip turns visible function erase(e:Event):void{ with(mask_mc.graphics){ beginFill(0x000000); drawRect(brush_mc.x,brush_mc.y,brush_mc.width,brush_mc.height); endFill(); } }

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  • How can I customize an FPS game?

    - by monoceres
    I want to create a customized (modded) fps game where I can change the look and feel of the game to match my intended theme. Some of the things I would like to do: Create a custom map (terrain). Add custom sound effects Change AI (For example, running away instead of actively looking for combat). Change menus and add some storyboard. Script events in game (like a countdown until game over) Change the models of the NPC's. What options do I have? Is there any platform/game/engine/whatever that allows one to do the things above in a reasonable way? I work as a programmer so I'm not afraid of coding some part of the project, but to save time it would be nice to work in some high-level way (like scripting or configuration files).

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  • Wired : "Japanese despise western games" - how much is it true?

    - by user712092
    Wired has article that western games are seen as "bad games". Why is that? If that is true, than what do they see as bad? This article, i think, is biased towards western games: “The other day,” says Q Entertainment’s Mielke, “I was having lunch with a friend and I said, ‘Have you ever played StarCraft?’ And he said, ‘What’s StarCraft?’ Sometimes it’s just really shocking that their gaming vocabulary isn’t as extensive as it could be. I think Japanese game developers need to start playing other people’s games to open their minds, just like a writer might want to read classic literature to be inspired.” Rather than trusting such articles, I rather ask here.

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  • Cutting out smaller rectangles from a larger rectangle

    - by Mauro Destro
    The world is initially a rectangle. The player can move on the world border and then "cut" the world via orthogonal paths (not oblique). When the player reaches the border again I have a list of path segments they just made. I'm trying to calculate and compare the two areas created by the path cut and select the smaller one to remove it from world. After the first iteration, the world is no longer a rectangle and player must move on border of this new shape. How can I do this? Is it possible to have a non rectangular path? How can I move the player character only on path? EDIT Here you see an example of what I'm trying to achieve: Initial screen layout. Character moves inside the world and than reaches the border again. Segment of the border present in the smaller area is deleted and last path becomes part of the world border. Character moves again inside the world. Segments of border present in the smaller area are deleted etc.

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  • Character with several colliders and rigidbodies

    - by Lautaro
    I am doing a PvP fighting game. This is the GameObject hierarchy of the player character. Player contains: Legs Sword Torso Head I want to be able to Register impacts of the sword on a specific body part Use AddForce on the whole player entity when a body part is struck Change the animation of the player that owns the sword that hit Questions Is it correct that the only rigidbody should be on the root Player GameObject ? Is it correct that The body parts should have colliders and be triggers ? Is it correct that The swords should have colliders but not be trigger ?

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  • Using NumPy arrays as 2D mathematical vectors?

    - by CorundumGames
    Right now I'm using lists as position, velocity, and acceleration vectors in my game. Is that a better option than using NumPy's arrays (not the standard library's) as vectors (with float data types)? I'm frequently adding vectors and changing their values directly, then placing the values in these vectors into a Pygame Rect. The vector is used for position (because Rects can't hold floats, so we can't go "between" pixels), and the Rect is used for rendering (because Pygame will only take in Rects for rendering positions).

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  • What has the most efficient intersection test against an AABB tree - OBB, Cylinder or Capsule?

    - by identitycrisisuk
    I'm currently trying to find collisions in 3D between a tighter volume than an AABB and a tree of AABB volumes. I just need to know whether they are intersecting, no closest distance or collision response. An OBB, Cylinder or Capsule would all roughly fit these purposes but Cylinder and Capsule were the first thing I thought of, which I have found little information about detecting intersections online. Am I right in thinking that they would always be more complex to perform Separating Axis Tests on even though they might seem like simpler shapes? I figure by the time I get my head around SAT for curved shapes I could have done the thing with OBBs but I wanted to find out for sure.

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  • Where does the light come from, using Maya/Panda3D?

    - by Aerovistae
    Total noob to Maya. Total noob to Panda3D. Planning on becoming really good at both as soon as I have free time to do so, but right now I have an assignment due in a few hours which requires this: (The part which confuses me is bolded.) Model and texture a vehicle and two different obstacles Build a scene graph in Panda with a plane, the vehicle, several copies of each of the obstacles, and (at least) a direction light Program vehicle movement, constrained to a plane (no terrain) Working headlights Vehicle collides with obstacles How do I attach a light source to a model? I'm assuming this is done in Panda3D but I'm sufficiently new to this that I wouldn't be astonished to hear it's part of the model.

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  • Ouya / Android : button mapping biwise

    - by scorvi
    I am programming a game with the Gameplay3d Engine. But the Android site has no gamepad support and that is what I need to port my game to Ouya. So I implemented a simple gamepad support and it supports 2 gamepads. So my problem is that I put the button stats in a float array for every gamepad. But the Gameplay3d engine saves their stats in a unsigned int _buttons variable. It is set with bitwise operations and I have no clue how to translate my array to this.

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  • On Screen Coin Animation

    - by Siddharth
    am working with side scrolling skater game. I want to perform coin animation such that as player collect coin it moves upside and attach with currency sprite. My main character and coin present in game scene and currency sprite present in HUD layer. This situation creates problem for me. Directly I can not apply modifier to coin because it is side scrolling game so based on main character speed it reaches at different position. That I have checked. So that I have to generate other coin at same position at game layer coin has, in HUD layer and move upward to it. But I didn't able to get its y position correct though I can able to get x position correctly. Many time main character goes downward so it get minus value many time. I also tried following code float[] position = GameHUD.this .convertSceneCoordinatesToLocalCoordinates(GameManager .getInstance().getCoinX(), GameManager.getInstance() .getCoinY()); But I am getting same coordinate as I provide. No difference in that so please some one provide me guidance in that. Because I am near to complete my game. EDIT: Here game layer and hud layer is totally different. Actual coin present in game layer which player has to collect and at same position I want to generate another coin in hud layer to perform some animation. It is recommended to generate coin in hud layer because through that only I can able to complete my target.

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  • Proper method to update and draw from game loop?

    - by Lost_Soul
    Recently I've took up the challenge for myself to create a basic 2d side scrolling monster truck game for my little brother. Which seems easy enough in theory. After working with XNA it seems strange jumping into Java (which is what I plan to program it in). Inside my game class I created a private class called GameLoop that extends from Runnable, then in the overridden run() method I made a while loop that handles time and such and I implemented a targetFPS for drawing as well. The loop looks like this: @Override public void run() { long fpsTime = 0; gameStart = System.currentTimeMillis(); lastTime = System.currentTimeMillis(); while(game.isGameRunning()) { currentTime = System.currentTimeMillis(); long ellapsedTime = currentTime - lastTime; if(mouseState.leftIsDown) { que.add(new Dot(mouseState.getPosition())); } entities.addAll(que); game.updateGame(ellapsedTime); fpsTime += ellapsedTime; if(fpsTime >= (1000 / targetedFPS)) { game.drawGame(ellapsedTime); } lastTime = currentTime; } The problem I've ran into is adding of entities after a click. I made a class that has another private class that extends MouseListener and MouseMotionListener then on changes I have it set a few booleans to tell me if the mouse is pressed or not which seems to work great but when I add the entity it throws a CME (Concurrent Modification Exception) sometimes. I have all the entities stored in a LinkedList so later I tried adding a que linkedlist where I later add the que to the normal list in the update loop. I think this would work fine if it was just the update method in the gameloop but with the repaint() method (called inside game.drawGame() method) it throws the CME. The only other thing is that I'm currently drawing directly from the overridden paintComponent() method in a custom class that extends JPanel. Maybe there is a better way to go about this? As well as fix my CME? Thanks in advance!!!

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  • Why is this 8 puzzle unsolvable?

    - by Ashwin
    I am developing a 8 puzzle game. I went through the rules in this (see Detecting Unsolvable Puzzles) link, which tell you how to detect if an initial state is unsolvable. It says that if the number of inversions is odd, then the goal state cannot be reached and if even the goal state can be reached. Inversion is defined as Given a board, an inversion is any pair of blocks i and j where i < j but i appears after j when considering the board in row-major order (row 0, followed by row 1, and so forth). There is a 8-puzzle solver(applet) here. Choose 8-puzzle from the options. 1,0,3,2,4,5,6,7,8 and 7,0,2,8,5,3,6,4,1 As you can see both of them contain an even number of inversions. Still the program says that the puzzle is unsolvable. So is the Princeton link wrong?

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  • SpriteBatch.Begin() making my model not render correctly

    - by manning18
    I was trying to output some debug information using DrawString when I noticed my model suddenly was being rendered like it was inside-out (like the culling had been disabled or something) and the texture maps weren't applied I commented out the DrawString method until I only had SpriteBatch.Begin() and .End() and that was enough to cause the model rendering corruption - when I commented those calls out the model rendered correctly What could this be a symptom of? I've stripped it down to the barest of code to isolate the problem and this is what I noticed. Draw code below (as stripped down as possible) GraphicsDevice.Clear(Color.LightGray); foreach (ModelMesh mesh in TIEAdvanced.Meshes) { foreach (Effect effect in mesh.Effects) { if (effect is BasicEffect) ((BasicEffect)effect).EnableDefaultLighting(); effect.CurrentTechnique.Passes[0].Apply(); } } spriteBatch.Begin(); spriteBatch.DrawString(spriteFont, "Camera Position: " + cameraPosition.ToString(), new Vector2(10, 10), Color.Blue); spriteBatch.End(); GraphicsDevice.DepthStencilState = DepthStencilState.Default; TIEAdvanced.Draw(Matrix.CreateScale(0.025f), viewMatrix, projectionMatrix);

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  • Where to hire a scenario writer for a small interactive story game?

    - by Alexander Gladysh
    I need a scenario for a small dialog-based game / interactive story. The game would be used as an example for a middleware tool we're developing. I would like to buy an existing story (it should be dynamic of course — with branching dialogs etc.), or hire someone to write a new one. Please advise, where to go to find such person / service? We're based in Russia, so getting a talented enough native English writer locally is a bit of a problem. Update: To be extra clear: We must get all necessary rights to reuse the story and make a derived work (i.e. the game we're talking about) from it. This is a commercial product. Borrowing someone else's work at random and using it just not going to work.

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