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  • How can I get accurate collision resolution on the corners of rectangles?

    - by ssb
    I have a working collision system implemented, and it's based on minimum translation vectors. This works fine in most cases except when the minimum translation vector is not actually in the direction of the collision. For example: When a rectangle is on the far edge on any side of another rectangle, a force can be applied, in this example down, the pushes one rectangle into the other, particularly a static object like a wall or a floor. As in the picture, the collision is coming from above, but because it's on the very edge, it translates to the left instead of back up. I've searched for a while to find an approach but everything I can find deals with general corner collisions where my problem is only in this one limited case. Any suggestions?

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  • How to fire a bullet in a specific direction?

    - by Mike
    I am developing an Android game. I have problem with bullet firing. It's a space ship that has to fire bullets but right now it's firing in a random direction. I have to fire a bullet to the enemy from the only one point on the nose of the ship. Right now the bullets fire sometimes from the tailpart or other. So that's a problem. How do I give a bullet direction and how to fire it from only the head of my space ship?

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  • Managing text-maps in a 2D array on to be painted on HTML5 Canvas

    - by weka
    So, I'm making a HTML5 RPG just for fun. The map is a <canvas> (512px width, 352px height | 16 tiles across, 11 tiles top to bottom). I want to know if there's a more efficient way to paint the <canvas>. Here's how I have it right now. How tiles are loaded and painted on map The map is being painted by tiles (32x32) using the Image() piece. The image files are loaded through a simple for loop and put into an array called tiles[] to be PAINTED on using drawImage(). First, we load the tiles... and here's how it's being done: // SET UP THE & DRAW THE MAP TILES tiles = []; var loadedImagesCount = 0; for (x = 0; x <= NUM_OF_TILES; x++) { var imageObj = new Image(); // new instance for each image imageObj.src = "js/tiles/t" + x + ".png"; imageObj.onload = function () { console.log("Added tile ... " + loadedImagesCount); loadedImagesCount++; if (loadedImagesCount == NUM_OF_TILES) { // Onces all tiles are loaded ... // We paint the map for (y = 0; y <= 15; y++) { for (x = 0; x <= 10; x++) { theX = x * 32; theY = y * 32; context.drawImage(tiles[5], theY, theX, 32, 32); } } } }; tiles.push(imageObj); } Naturally, when a player starts a game it loads the map they last left off. But for here, it an all-grass map. Right now, the maps use 2D arrays. Here's an example map. [[4, 1, 4, 1, 4, 1, 4, 1, 4, 1, 4, 1, 1, 1, 1, 1], [1, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 1], [13, 13, 13, 13, 1, 1, 1, 1, 13, 13, 13, 13, 13, 13, 13, 1], [13, 13, 13, 13, 1, 13, 13, 1, 13, 13, 13, 13, 13, 13, 13, 1], [13, 13, 13, 13, 1, 13, 13, 1, 13, 13, 13, 13, 13, 13, 13, 1], [13, 13, 13, 13, 1, 13, 13, 1, 13, 13, 13, 13, 13, 13, 13, 1], [13, 13, 13, 13, 1, 1, 1, 1, 13, 13, 13, 13, 13, 13, 13, 1], [13, 13, 13, 13, 13, 13, 13, 1, 13, 13, 13, 13, 13, 13, 13, 1], [13, 13, 13, 13, 13, 11, 11, 11, 13, 13, 13, 13, 13, 13, 13, 1], [13, 13, 13, 1, 1, 1, 1, 1, 1, 1, 13, 13, 13, 13, 13, 1], [1, 1, 1, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 1, 1, 1]]; I get different maps using a simple if structure. Once the 2d array above is return, the corresponding number in each array will be painted according to Image() stored inside tile[]. Then drawImage() will occur and paint according to the x and y and times it by 32 to paint on the correct x-y coordinate. How multiple map switching occurs With my game, maps have five things to keep track of: currentID, leftID, rightID, upID, and bottomID. currentID: The current ID of the map you are on. leftID: What ID of currentID to load when you exit on the left of current map. rightID: What ID of currentID to load when you exit on the right of current map. downID: What ID of currentID to load when you exit on the bottom of current map. upID: What ID of currentID to load when you exit on the top of current map. Something to note: If either leftID, rightID, upID, or bottomID are NOT specific, that means they are a 0. That means they cannot leave that side of the map. It is merely an invisible blockade. So, once a person exits a side of the map, depending on where they exited... for example if they exited on the bottom, bottomID will the number of the map to load and thus be painted on the map. Here's a representational .GIF to help you better visualize: As you can see, sooner or later, with many maps I will be dealing with many IDs. And that can possibly get a little confusing and hectic. The obvious pros is that it load 176 tiles at a time, refresh a small 512x352 canvas, and handles one map at time. The con is that the MAP ids, when dealing with many maps, may get confusing at times. My question Is this an efficient way to store maps (given the usage of tiles), or is there a better way to handle maps? I was thinking along the lines of a giant map. The map-size is big and it's all one 2D array. The viewport, however, is still 512x352 pixels. Here's another .gif I made (for this question) to help visualize: Sorry if you cannot understand my English. Please ask anything you have trouble understanding. Hopefully, I made it clear. Thanks.

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  • Can't use SFML sprite drawing and OpenGL rendering at the same time

    - by Ken
    I'm using some SFML built in functions to draw sprites and text as an overlay on top of some OpenGL rending in an SFML RenderWindow. The opengl rendering appears fine until I add the code to draw the sprites or text. The sprite or text drawing causes the OpenGL stuff to disappear. The follow code show what I'm trying to do sf::RenderWindow window(sf::VideoMode(viewport.width,viewport.height,32), "SFML Window"); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0,viewport.width,0,viewport.height,0,1); while (window.pollEvent(Event)) { //event handling... //begin drawing glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glBegin(GL_TRIANGLES); glColor3f(col.x,col.y,col.z); for(int i=0;i<3;i++) glVertex2f(pos.x+verts[i].x,pos.y+verts[i].y); glEnd(); // adding this line causes all the previous opengl triangles not to appear window.draw("Sometext"); window.display(); }

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  • My first flash game bot, in java

    - by Dylan
    Okay so i love coming up with new programming challenges and ive discovered a new challenge. I would love to create a bot for a game that requires the user to click on a character and drag the mouse like a slingshot. Upon releasing the mouse the character flys across the game and hopefully lands in a scored spot(in my bot the highest score). the game looks like this an image of the game is here. http://i.stack.imgur.com/fThnG.jpg How would i go about calculating the location of the character and then the physics to know exactly where to drag the mouse to?

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  • How does Minecraft render its sunset and sky?

    - by Nick
    In Minecraft, the sunset looks really beautiful and I've always wanted to know how they do it. Do they use several skyboxes rendered over eachother? That is, one for the sky (which can turn dark and light depending on the time of the day), one for the sun and moon, and one for the orange horizon effect? I was hoping someone could enlighten me... I wish I could enter wireframe or something like that but as far as I know that is not possible.

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  • lwjgl custom icon

    - by melchor629
    I have a little problem with the icon in lwjgl, it doesn't work. I google about it, but i haven't found anything that works for me yet. This is my code for now: PNGDecoder imageDecoder = new PNGDecoder(new FileInputStream("res/images/Icon.png")); ByteBuffer imageData = BufferUtils.createByteBuffer(4 * imageDecoder.getWidth() * imageDecoder.getHeight()); imageDecoder.decode(imageData, imageDecoder.getWidth() * 4, PNGDecoder.Format.RGBA); imageData.flip(); System.err.println(Display.setIcon(new ByteBuffer[]{imageData}) == 0 ? "No se ha creado el icono" : "Se ha creado el icono"); The png file is a 128x128px with transparency. PNGDecoder is from the matthiasmann utility (de.matthiasmann.twl.utils). I'm using Mac OS, 10.8.4 with lwjgl 2.9.0. Thanks :)

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  • How should I organise classes for a space simulator?

    - by Peteyslatts
    I have pretty much taught myself everything I know about programming, so while I know how to teach myself (books, internet and reading API's), I'm finding that there hasn't been a whole lot in the way of good programming. I am finishing up learning the basics of XNA and I want to create a space simulator to test my knowledge. This isn't a full scale simulator, but just something that covers everything I learned. It's also going to be modular so I can build on it, after I get the basics down. One of the early features I want to implement is AI. And I want to take this into account as I'm designing my classes so I can minimize rewriting code. So my question: How should I design ship classes so that both the player and AI can use them? The only idea I have so far is: Create a ship class that contains stats, models, textures, collision data etc. The player and AI would then have the data for position, rotation, health, etc and would base their status off of the ship stats.

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  • Animate multiple entities

    - by Robert
    I'm trying to animate multiple(3) entities using one model(IQM format). It's working but performance is really bad because I'm calling animate function for each entity in my game loop (I think problem is there). What's the best way to animate multiple entities (with different animation ofc) in OpenGL? I think I can try build one VBO / entity for better performances but I don't think it's the best way to do it.

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  • Using "screenshots" in a game, is it allowed?

    - by DevilWithin
    Lets say I have a game that is some kind of a quiz, and its questions are themed around gaming. For it to be interesting, I would need to make references to well-known games and game-related stuff. In a copyright infrigement sense, could I have problems with this? Imagine a question such as, "What was the currency used in game X?", or "Which company made game Y?". Also, the same applied to screenshots of known games, and have a question near it, such as "What game is this image from?". Toughts? Thanks

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  • why would you use textures that are not a power of 2?

    - by Will
    In the early days of OpenGL and DirectX, it was required that textures were powers of two. This meant that interpolation of float values could be done very quickly using shifting and such. Since OpenGL 2.0, and preceding that via an extension, non-power-of-two texture dimensions has been supported. Are there performance advantages to sticking to power-of-two textures on modern integrated and discrete GPUs? What advantages do non-power-of-two textures have, if any? Are there large populations of desktop users who don't have cards that support non-power-of-two textures?

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  • "Super meatboy"-ish replay

    - by Ron
    I'm making a platformer built from mini-levels - and I want to create a sort of a replay of all the player tries that the player did for the level. My question is - what is the best way to record the player's actions in-game, so that I could replay them later when he finishes the level. I thought about recording only the player's input and replay them later on, each on a clone of the player. The problem I have with this is with dynamic obstacles (that could be moved around) - if one clone moves them, it throws the simulation off for the rest of the clones. So then I thought about recording every frame the X/Y of the player, and then just replay it - but that seems it could cause a major memory leak and very ineffective. So - does anyone have any ideas? :)

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  • Is there a size limit when using UICollectionView as tiled map for iOS game?

    - by Alexander Winn
    I'm working on a turn-based strategy game for iOS, (picture Civilization 2 as an example), and I'm considering using a UICollectionView as my game map. Each cell would be a tile, and I could use the "didSelectCell" method to handle player interaction with each tile. Here's my question: I know that UICollectionViewCells are dequeued and reused by the OS, so does that mean that the map could support an effectively infinitely-large map, so long as only a few cells are onscreen at a time? However many cells were onscreen would be held in memory, and obviously the data source would take up some memory, but would my offscreen map be limited to a certain size or could it be enormous so long as the number of cells visible at any one time wasn't too much for the device to handle? Basically, is there any memory weight to offscreen cells, or do only visible cells have any impact?

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  • How should I organize my matrices in a 3D game engine?

    - by Need4Sleep
    I'm working with a group of people from around the world to create a game engine (and hopefully a game with it) within the next upcoming years. My first task is to write a camera class for the engine to use in order to add cameras to the scene, with position and follow points. The problem I have is with using matrices for transformations in the class, should I keep matrices separate to each class? Such as have the model matrix in the model class, camera matrix in the camera class, or have all matrices placed in one class/chuck? I could see pros and cons for each method, but I wanted to hear some input form a more professional standpoint.

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  • how to solve ArrayList outOfBoundsExeption?

    - by iQue
    Im getting: 09-02 17:15:39.140: E/AndroidRuntime(533): java.lang.IndexOutOfBoundsException: Invalid index 1, size is 1 09-02 17:15:39.140: E/AndroidRuntime(533): at java.util.ArrayList.throwIndexOutOfBoundsException(ArrayList.java:251) when Im killing enemies using this method: private void checkCollision() { Rect h1 = happy.getBounds(); for (int i = 0; i < enemies.size(); i++) { for (int j = 0; j < bullets.size(); j++) { Rect b1 = bullets.get(j).getBounds(); Rect e1 = enemies.get(i).getBounds(); if (b1.intersect(e1)) { enemies.get(i).damageHP(5); bullets.remove(j); Log.d("TAG", "HERE: LOLTHEYTOUCHED"); } if (h1.intersect(e1)){ happy.damageHP(5); } if(enemies.get(i).getHP() <= 0){ enemies.remove(i); } if(happy.getHP() <= 0){ //end-screen !!!!!!! } } } } using this ArrayList: private ArrayList<Enemy> enemies = new ArrayList<Enemy>(); and adding to array like this: public void createEnemies() { Bitmap bmp = BitmapFactory.decodeResource(getResources(), R.drawable.female); if (enemyCounter < 24) { enemies.add(new Enemy(bmp, this, controls)); } enemyCounter++; } I dont really understand what the problem is, Ive been looking around for a while but cant really find anything that helps me. If you know or if you can link me someplace where they have a solution for a similar problem Ill be a very happy camper! Thanks for ur time.

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  • How does this snippet of code create a ray direction vector?

    - by Isaac Waller
    In the Minecraft source code, this code is used to create a direction vector for a ray from pitch and yaw:' float f1 = MathHelper.cos(-rotationYaw * 0.01745329F - 3.141593F); float f3 = MathHelper.sin(-rotationYaw * 0.01745329F - 3.141593F); float f5 = -MathHelper.cos(-rotationPitch * 0.01745329F); float f7 = MathHelper.sin(-rotationPitch * 0.01745329F); return Vec3D.createVector(f3 * f5, f7, f1 * f5); I was wondering how it worked, and what is the constant 0.01745329F?

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  • GestureListener's fling method doesn't get called

    - by nosferat
    I'm using SimpleGestureDetector from the libgdx-users Wiki as my InputProcessor. I set it in the created() method: Gdx.input.setInputProcess(new SimpleDirectionGestureDetector(charController)); charController is my class which implements the DirectionListener interface defined in the SimpleDirectionGestureDetector class and it is responsible for moving the player character. However the character doesn't change direction when I'm performing a fling action in any direction. I've checked and the fling() method in the SimpleDirectionGesture class doesn't get called and I have no idea why, since everything seems good. What am I doing wrong?

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  • Multiple enemy array in LibGDX

    - by johnny-b
    I am trying to make a multiple enemy array, where every 30 secods a new bullet comes from a random point. And if the bullet is clicked it should disapear and a pop like an explosion should appear. And if the bullet hits the ball then the ball pops. so the bullet should change to a different sprite or texture. same with the ball pop. But all that happens is the bullet if touched pops and nothing else happens. And if modified then the bullet keeps flashing as the update is way too much. I have added COMMENTS in the code to explain more on the issues. below is the code. if more code is needed i will provide. Thank you public class GameRenderer { private GameWorld myWorld; private OrthographicCamera cam; private ShapeRenderer shapeRenderer; private SpriteBatch batcher; // Game Objects private Ball ball; private ScrollHandler scroller; private Background background; private Bullet bullet1; private BulletPop bPop; private Array<Bullet> bullets; // This is for the delay of the bullet coming one by one every 30 seconds. /** The time of the last shot fired, we set it to the current time in nano when the object is first created */ double lastShot = TimeUtils.nanoTime(); /** Convert 30 seconds into nano seconds, so 30,000 milli = 30 seconds */ double shotFreq = TimeUtils.millisToNanos(30000); // Game Assets private TextureRegion bg, bPop; private Animation bulletAnimation, ballAnimation; private Animation ballPopAnimation; public GameRenderer(GameWorld world) { myWorld = world; cam = new OrthographicCamera(); cam.setToOrtho(true, 480, 320); batcher = new SpriteBatch(); // Attach batcher to camera batcher.setProjectionMatrix(cam.combined); shapeRenderer = new ShapeRenderer(); shapeRenderer.setProjectionMatrix(cam.combined); // This is suppose to produce 10 bullets at random places on the background. bullets = new Array<Bullet>(); Bullet bullet = null; float bulletX = 00.0f; float bulletY = 00.0f; for (int i = 0; i < 10; i++) { bulletX = MathUtils.random(-10, 10); bulletY = MathUtils.random(-10, 10); bullet = new Bullet(bulletX, bulletY); AssetLoader.bullet1.flip(true, false); AssetLoader.bullet2.flip(true, false); bullets.add(bullet); } // Call helper methods to initialize instance variables initGameObjects(); initAssets(); } private void initGameObjects() { ball = GameWorld.getBall(); bullet1 = myWorld.getBullet1(); bPop = myWorld.getBulletPop(); scroller = myWorld.getScroller(); } private void initAssets() { bg = AssetLoader.bg; ballAnimation = AssetLoader.ballAnimation; bullet1Animation = AssetLoader.bullet1Animation; ballPopAnimation = AssetLoader.ballPopAnimation; } // This is to take the bullet away when clicked or touched. public void onClick() { for (int i = 0; i < bullets.size; i++) { if (bullets.get(i).getBounds().contains(0, 0)) bullets.removeIndex(i); } } private void drawBackground() { batcher.draw(bg1, background.getX(), background.getY(), background.getWidth(), backgroundMove.getHeight()); } public void render(float runTime) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL30.GL_COLOR_BUFFER_BIT); batcher.begin(); // Disable transparency // This is good for performance when drawing images that do not require // transparency. batcher.disableBlending(); drawBackground(); batcher.enableBlending(); // when the bullet hits the ball, it should be disposed or taken away and a ball pop sprite/texture should be put in its place if (bullet1.collides(ball)) { // draws the bPop texture but the bullet does not go just keeps going around, and the bPop texture goes. batcher.draw(AssetLoader.bPop, 195, 273); } batcher.draw(AssetLoader.ballAnimation.getKeyFrame(runTime), ball.getX(), ball.getY(), ball.getWidth(), ball.getHeight()); // this is where i am trying to make the bullets come one by one, and if removed via the onClick() then bPop animation // should play but does not??? if(TimeUtils.nanoTime() - lastShot > shotFreq){ // Create your stuff for (int i = 0; i < bullets.size; i++) { bullets.get(i); batcher.draw(AssetLoader.bullet1Animation.getKeyFrame(runTime), bullet1.getX(), bullet1.getY(), bullet1.getOriginX(), bullet1.getOriginY(), bullet1.getWidth(), bullet1.getHeight(), 1.0f, 1.0f, bullet1.getRotation()); if (bullets.removeValue(bullet1, false)) { batcher.draw(AssetLoader.ballPopAnimation.getKeyFrame(runTime), bPop1.getX(), bPop1.getY(), bPop1.getWidth(), bPop1.getHeight()); } } /* Very important to set the last shot to now, or it will mess up and go full auto */ lastShot = TimeUtils.nanoTime(); } // End SpriteBatch batcher.end(); } } Thank you

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  • Vector.Unproject - Checking if a model intersects a large sprite

    - by Fibericon
    Let's say I have a sprite, drawn like this: spriteBatch.Draw(levelCannons[i].texture, levelCannons[i].position, null, alpha, levelCannons[i].rotation, Vector2.Zero, scale, SpriteEffects.None, 0); Picture levelCannon as being a laser beam that goes across the entire screen. I need to see if my 3d model intersects with the screen space inhabited by the sprite. I managed to dig up Vector.Unproject, but that seems to only be useful when dealing with a single point in 2d space, rather than an area. What can I do in my case?

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  • Rotate camera around player and set new forward directions

    - by Samurai Fox
    I have a 3rd person camera which can rotate around the player. When I look at the back of the player and press forward, player goes forward. Then I rotate 360 around the player and "forward direction" is tilted for 90 degrees. So every 360 turn there is 90 degrees of direction change. For example when camera is facing the right side of the player, when I press button to move forward, I want player to turn to the left and make that the "new forward". I have Player object with Camera as child object. Camera object has Camera script. Inside Camera script there are Player and Camera classes. Player object itself, has Input Controller. Also I'm making this script for joystick/ controller primarily. My camera script so far: using UnityEngine; using System.Collections; public class CameraScript : MonoBehaviour { public GameObject Target; public float RotateSpeed = 10, FollowDistance = 20, FollowHeight = 10; float RotateSpeedPerTime, DesiredRotationAngle, DesiredHeight, CurrentRotationAngle, CurrentHeight, Yaw, Pitch; Quaternion CurrentRotation; void LateUpdate() { RotateSpeedPerTime = RotateSpeed * Time.deltaTime; DesiredRotationAngle = Target.transform.eulerAngles.y; DesiredHeight = Target.transform.position.y + FollowHeight; CurrentRotationAngle = transform.eulerAngles.y; CurrentHeight = transform.position.y; CurrentRotationAngle = Mathf.LerpAngle(CurrentRotationAngle, DesiredRotationAngle, 0); CurrentHeight = Mathf.Lerp(CurrentHeight, DesiredHeight, 0); CurrentRotation = Quaternion.Euler(0, CurrentRotationAngle, 0); transform.position = Target.transform.position; transform.position -= CurrentRotation * Vector3.forward * FollowDistance; transform.position = new Vector3(transform.position.x, CurrentHeight, transform.position.z); Yaw = Input.GetAxis("Right Horizontal") * RotateSpeedPerTime; Pitch = Input.GetAxis("Right Vertical") * RotateSpeedPerTime; transform.Translate(new Vector3(Yaw, -Pitch, 0)); transform.position = new Vector3(transform.position.x, transform.position.y, transform.position.z); transform.LookAt(Target.transform); } }

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  • Different bounding volumes for culling and collision detection

    - by Serthy
    Should an object in a 3D-engine use different bounding volumes for collision-detection (broad-phase) and culling? Basically class renderBounds and class physBounds versus class boundingVolume? Each of this classes then could either contain the same type of volumes (AABB's, kDOP's, sphere's etc.) or a special fitting one for the particular object. (note: without considering of using an external physics engine)

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  • Finding vectors with two points

    - by Christian Careaga
    We're are trying to get the direction of a projectile but we can't find out how For example: [1,1] will go SE [1,-1] will go NE [-1,-1] will go NW and [-1,1] will go SW we need an equation of some sort that will take the player pos and the mouse pos and find which direction the projectile needs to go. Here is where we are plugging in the vectors: def update(self): self.rect.x += self.vector[0] self.rect.y += self.vector[1] Then we are blitting the projectile at the rects coords.

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  • Is there a library that handles hexagon tiled 2D maps?

    - by Pete Mancini
    It would represent a map that is semi-square of arbitrary size. It would have a simple system for representation of the map coordinates such as 0101 (first column, 1st hex). I'd want the map to be able to tell me the distance between two points, and what other hexes lay between those two points as a list or array. I don't care as much about the language but c# or python would be ideal. Does one exist?

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  • Hashing 3D position into 2D position

    - by notabene
    I am doing volumetric raycasting and curently working on depth jitter. I have 3D position on ray and want to sample 2D noise texture to jitter the depth. Function for converting (or hashing) 3D position to 2D have to produce absolutely different numbers for a little changes (especialy because i am sampling in texture space so sample values differs very very little) and have to be "shader-wise" - so forget about branches, cycles etc. I'm looking forward for yours nice and fast solutions.

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  • Is there a good book or articles to learn about 2D Game Design and Effects?

    - by user28015
    I am not looking for a read how to develop games and how to implement one. I am looking for a general about possible effects in 2D Games and about general design of modern 2D gaming. I have programmed several smaller games over the years and also read books like "Golden Rules of Game Programming" by Martin Bronwlo. So I know how to implement games. What I am looking for are 2 things: Finishing touches such as effects like explosions, particles etc. Not how to make them, but how to design them so it looks right and cool. How to make a 2D game feel "more right" so that users get a satisfying gaming experience. I played a lot of 2D games but I could use some more advice.

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