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  • Stack overflow error after creating a instance using 'new'

    - by Justin
    EDIT - The code looks strange here, so I suggest viewing the files directly in the link given. While working on my engine, I came across a issue that I'm unable to resolve. Hoping to fix this without any heavy modification, the code is below. void Block::DoCollision(GameObject* obj){ obj->DoCollision(this); } That is where the stack overflow occurs. This application works perfectly fine until I create two instances of the class using the new keyword. If I only had 1 instance of the class, it worked fine. Block* a = new Block(0, 0, 0, 5); AddGameObject(a); a = new Block(30, 0, 0, 5); AddGameObject(a); Those parameters are just x,y,z and size. The code is checked before hand. Only a object with a matching Collisonflag and collision type will trigger the DoCollision(); function. ((*list1)->m_collisionFlag & (*list2)->m_type) Maybe my check is messed up though. I attached the files concerned here http://celestialcoding.com/index.php?topic=1465.msg9913;topicseen#new. You can download them without having to sign up. The main suspects, I also pasted the code for below. From GameManager.cpp void GameManager::Update(float dt){ GameList::iterator list1; for(list1=m_gameObjectList.begin(); list1 != m_gameObjectList.end(); ++list1){ GameObject* temp = *list1; // Update logic and positions if((*list1)->m_active){ (*list1)->Update(dt); // Clip((*list1)->m_position); // Modify for bounce affect } else continue; // Check for collisions if((*list1)->m_collisionFlag != GameObject::TYPE_NONE){ GameList::iterator list2; for(list2=m_gameObjectList.begin(); list2 != m_gameObjectList.end(); ++list2){ if(!(*list2)->m_active) continue; if(list1 == list2) continue; if( (*list2)->m_active && ((*list1)->m_collisionFlag & (*list2)->m_type) && (*list1)->IsColliding(*list2)){ (*list1)->DoCollision((*list2)); } } } if(list1==m_gameObjectList.end()) break; } GameList::iterator end    = m_gameObjectList.end(); GameList::iterator newEnd = remove_if(m_gameObjectList.begin(),m_gameObjectList.end(),RemoveNotActive); if(newEnd != end)        m_gameObjectList.erase(newEnd,end); } void GameManager::LoadAllFiles(){ LoadSkin(m_gameTextureList, "Models/Skybox/Images/Top.bmp", GetNextFreeID()); LoadSkin(m_gameTextureList, "Models/Skybox/Images/Right.bmp", GetNextFreeID()); LoadSkin(m_gameTextureList, "Models/Skybox/Images/Back.bmp", GetNextFreeID()); LoadSkin(m_gameTextureList, "Models/Skybox/Images/Left.bmp", GetNextFreeID()); LoadSkin(m_gameTextureList, "Models/Skybox/Images/Front.bmp", GetNextFreeID()); LoadSkin(m_gameTextureList, "Models/Skybox/Images/Bottom.bmp", GetNextFreeID()); LoadSkin(m_gameTextureList, "Terrain/Textures/Terrain1.bmp", GetNextFreeID()); LoadSkin(m_gameTextureList, "Terrain/Textures/Terrain2.bmp", GetNextFreeID()); LoadSkin(m_gameTextureList, "Terrain/Details/TerrainDetails.bmp", GetNextFreeID()); LoadSkin(m_gameTextureList, "Terrain/Textures/Water1.bmp", GetNextFreeID()); Block* a = new Block(0, 0, 0, 5); AddGameObject(a); a = new Block(30, 0, 0, 5); AddGameObject(a); Player* d = new Player(0, 100,0); AddGameObject(d); } void Block::Draw(){ glPushMatrix(); glTranslatef(m_position.x(), m_position.y(), m_position.z()); glRotatef(m_facingAngle, 0, 1, 0); glScalef(m_size, m_size, m_size); glBegin(GL_LINES); glColor3f(255, 255, 255); glVertex3f(m_boundingRect.left, m_boundingRect.top, m_position.z()); glVertex3f(m_boundingRect.right, m_boundingRect.top, m_position.z()); glVertex3f(m_boundingRect.left, m_boundingRect.bottom, m_position.z()); glVertex3f(m_boundingRect.right, m_boundingRect.bottom, m_position.z()); glVertex3f(m_boundingRect.left, m_boundingRect.top, m_position.z()); glVertex3f(m_boundingRect.left, m_boundingRect.bottom, m_position.z()); glVertex3f(m_boundingRect.right, m_boundingRect.top, m_position.z()); glVertex3f(m_boundingRect.right, m_boundingRect.bottom, m_position.z()); glEnd(); // DrawBox(m_position.x(), m_position.y(), m_position.z(), m_size, m_size, m_size, 8); glPopMatrix(); } void Block::DoCollision(GameObject* obj){ GameObject* t = this;   // I modified this to see for sure that it was causing the mistake. // obj->DoCollision(NULL); // Just revert it back to /* void Block::DoCollision(GameObject* obj){     obj->DoCollision(this);   }   */ }

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  • Can I access Spring session-scoped beans from application-scoped beans? How?

    - by Corvus
    I'm trying to make this 2-player web game application using Spring MVC. I have session-scoped beans Player and application-scoped bean GameList, which creates and stores Game instances and passes them to Players. On player creates a game and gets its ID from GameList and other player sends ID to GameList and gets Game instance. The Game instance has its players as attributes. Problem is that each player sees only himself instead of the other one. Example of what each player sees: First player (Alice) creates a game: Creator: Alice, Joiner: Empty Second player (Bob) joins the game: Creator: Bob, Joiner: Bob First player refreshes her browser Creator: Alice, Joiner: Alice What I want them to see is Creator: Alice, Joiner: Bob. Easy way to achieve this is saving information about players instead of references to players, but the game object needs to call methods on its player objects, so this is not a solution. I think it's because of aop:scoped-proxy of session-scoped Player bean. If I understand this, the Game object has reference to proxy, which refers to Player object of current session. Can Game instance save/access the other Player objects somehow? beans in dispatcher-servlet.xml: <bean id="userDao" class="authorization.UserDaoFakeImpl" /> <bean id="gameList" class="model.GameList" /> <bean name="/init/*" class="controller.InitController" > <property name="gameList" ref="gameList" /> <property name="game" ref="game" /> <property name="player" ref="player" /> </bean> <bean id="game" class="model.GameContainer" scope="session"> <aop:scoped-proxy/> </bean> <bean id="player" class="beans.Player" scope="session"> <aop:scoped-proxy/> </bean> methods in controller.InitController private GameList gameList; private GameContainer game; private Player player; public ModelAndView create(HttpServletRequest request, HttpServletResponse response) throws Exception { game.setGame(gameList.create(player)); return new ModelAndView("redirect:game"); } public ModelAndView join(HttpServletRequest request, HttpServletResponse response, GameId gameId) throws Exception { game.setGame(gameList.join(player, gameId.getId())); return new ModelAndView("redirect:game"); } called methods in model.gameList public Game create(Player creator) { Integer code = generateCode(); Game game = new Game(creator, code); games.put(code, game); return game; } public Game join(Player joiner, Integer code) { Game game = games.get(code); if (game!=null) { game.setJoiner(joiner); } return game; }

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  • Is there an algorithm for a pool game?

    - by Dmitri
    Hello! I am looking for algorithm to calculate direction and speed of balls in a pool game. I am sure there has to be some type of open source code for this since pool games are some of the oldest computer games I can remember. I mean, when one ball hits another, I need a algorithm to calculate direction of both of them. It will depend of exact angle of where they hit each other and on speed. I want to practice Java coding, so I am looking for java code or package that has this type of code.

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  • How to attach turrets to tiles in a tile based game

    - by Joseph St. Pierre
    I am a flash developer, and I am building a Tower Defense game. The world is being built through tiles, and I have gotten that accomplished easily. I have also gotten level changes and enemy spawning down as well. However, I wish the player to be able to spawn turrets, and have those turrets be on specific tiles, based upon where the player placed it. Here is my code: stop(); colOffset = 50; rowOffset = 50; guns = []; placed = true; dead = 0; spawned = 0; level = 1; interval = 350 / level; amount = level * 20; counter = 0; numCol = 14; numRow = 10; tiles = []; k = 0; create = false; tileName = new Array("road","grass","end", "start"); board = new Array( new Array(1,1,1,1,3,1,1,1,1,1,2,1,1,1), new Array(1,1,1,0,0,1,1,1,1,1,0,1,1,1), new Array(1,1,1,0,1,1,1,1,1,1,0,0,1,1), new Array(1,1,1,0,0,0,1,1,1,1,1,0,1,1), new Array(1,1,1,0,1,0,0,0,1,1,1,0,0,1), new Array(1,1,1,0,1,1,1,0,0,1,1,1,0,1), new Array(1,1,0,0,1,1,1,1,0,1,1,0,0,1), new Array(1,1,0,1,1,1,1,1,0,1,0,0,1,1), new Array(1,1,0,0,0,0,0,0,0,1,0,1,1,1), new Array(1,1,1,1,1,1,1,1,0,0,0,1,1,1) ); buildBoard(); function buildBoard(){ for ( col = 0; col < numCol; col++){ for ( row = 0; row < numRow; row++){ _root.attachMovie("tile", "tile_" + col + "_" + row, _root.getNextHighestDepth()); theTile = eval("tile_" + col + "_" + row); theTile._x = (col * 50); theTile._y = (row * 50); theTile.row = row; theTile.col = col; tileType = board[row][col]; theTile.gotoAndStop(tileName[tileType]); tiles.push(theTile); } } } init(); function init(){ onEnterFrame = function(){ counter += 1; if ( spawned < amount && counter > 50){ min= _root.attachMovie("minion","minion",_root.getNextHighestDepth()); min._x = tile_4_0._x + 25; min._y = tile_4_0._y + 25; min.health = 100; choose = Math.round(Math.random()); if ( choose == 0 ){ min.waypointX = [ tile_4_1._x +25, tile_3_1._x + 25, tile_3_2._x + 25, tile_3_6._x + 25, tile_2_6._x + 25, tile_2_8._x + 25, tile_8_8._x + 25, tile_8_9._x + 25, tile_10_9._x + 25, tile_10_7._x + 25, tile_11_7._x + 25, tile_11_6._x + 25, tile_12_6._x + 25, tile_12_4._x + 25, tile_11_4._x + 25, tile_11_2._x + 25, tile_10_2._x + 25, tile_10_0._x + 25]; min.waypointY = [ tile_4_1._y +25, tile_3_1._y + 25, tile_3_2._y + 25, tile_3_6._y + 25, tile_2_6._y + 25, tile_2_8._y + 25, tile_8_8._y + 25, tile_8_9._y + 25, tile_10_9._y + 25, tile_10_7._y + 25, tile_11_7._y + 25, tile_11_6._y + 25, tile_12_6._y + 25, tile_12_4._y + 25, tile_11_4._y + 25, tile_11_2._y + 25, tile_10_2._y + 25, tile_10_0._y + 25]; } else if ( choose == 1 ){ min.waypointX = [ tile_4_1._x +25, tile_3_1._x + 25, tile_3_2._x + 25, tile_3_3._x + 25, tile_5_3._x + 25, tile_5_4._x + 25, tile_7_4._x + 25, tile_7_5._x + 25, tile_8_5._x + 25, tile_8_8._x + 25, tile_8_9._x + 25, tile_10_9._x + 25, tile_10_7._x + 25, tile_11_7._x + 25, tile_11_6._x + 25, tile_12_6._x + 25, tile_12_4._x + 25, tile_11_4._x + 25, tile_11_2._x + 25, tile_10_2._x + 25, tile_10_0._x + 25 ]; min.waypointY = [ tile_4_1._y +25, tile_3_1._y + 25, tile_3_2._y + 25, tile_3_3._y + 25, tile_5_3._y + 25, tile_5_4._y + 25, tile_7_4._y + 25, tile_7_5._y + 25, tile_8_5._y + 25, tile_8_8._y + 25, tile_8_9._y + 25, tile_10_9._y + 25, tile_10_7._y + 25, tile_11_7._y + 25, tile_11_6._y + 25, tile_12_6._y + 25, tile_12_4._y + 25, tile_11_4._y + 25, tile_11_2._y + 25, tile_10_2._y + 25, tile_10_0._y + 25 ]; } min.i = 0; counter = 0; spawned += 1; min.onEnterFrame = function(){ dx = this.waypointX[this.i] - this._x; dy = this.waypointY[this.i] - this._y; radians = Math.atan2(dy,dx); degrees = radians * 180 / Math.PI; xspeed = Math.cos(radians); yspeed = Math.sin(radians); this._x += xspeed; this._y += yspeed; if( this._x == this.waypointX[this.i] && this._y == this.waypointY[this.i]){ this.i++; } if ( this._x == tile_10_0._x + 25 && this._y == tile_10_0._y + 25){ this.removeMovieClip(); dead += 1; } } } if ( dead >= amount ){ dead = 0; level += 1; amount = level * 20; spawned = 0; } } btnM.onRelease = function(){ create = true; } } game.onEnterFrame = function(){ } It is possible for me however to complete this task, but only once. I am able to make the turret, drag it over to a tile, and have it attach itself to the tile. No problem. The issue is, I cannot do these multiple times. Please Help.

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  • Open source level editor for HTML5 platform game?

    - by Lai Yu-Hsuan
    A natty GUI editor is very helpful to create level map. I want to use some open-source choices rather than build my own from scratch. I found Tiled Map Editor but it doesn't work for what I want. Though I'm building HTML5 game, I don't have to use a HTML5 level editor as long as it can output well-formatted map files which my javascript can read. Edit: Sorry for the confusion. Tiled does not work for me because to make the player perform a 'tricky' jump, sometimes I want to set the distance between two platforms to, say, 7/3 or 8/3 tiles. But in Tiled I get only 2 or 3. If Tiled can do this, please teach me.

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  • 3D engine for an online city/country simulation game (SimCity, Civilization)

    - by Dmitri
    I want to create a browser game, in which the user can control the development of a certain region (like SimCity or Civilization). One part of the task is rendering of the virtual world in a browser (3D or pseudo-3D). The rendering engine should a) work in a browser and b) ideally - be compatible with mobile devices (i. e. the representation of the virtual world should be visible both on desktop computer and mobile devices with the same codebase). Question: Which rendering engines (for SimCity-style games) fulfill aforementioned requirements (open and closed source) ?

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  • Physics in carrom like game using cocos2d + Box2D

    - by Raj
    I am working on carrom like game using cocos2d + Box2D. I set world gravity(0,0), want gravity in z-axis. I set following values for coin and striker body: Coin body (circle with radius - 15/PTM_RATIO): density = 20.0f; friction = 0.4f; restitution = 0.6f; Striker body (circle with radius - 15/PTM_RATIO): density = 25.0f; friction = 0.6f; restitution = 0.3f; Output is not smooth. When I apply ApplyLinearImpulse(force,position) the coin movement looks like floating in the air - takes too much time to stop. What values for coin and striker make it look like real carrom?

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  • What's the best game engine to use for my PC game project? [closed]

    - by user19860
    I'm in the planning phase of creating an action-rpg for the PC, and I'd like to create a League of Legends style look for the game (animated/cartoony). Any idea which engine best replicates this look? I ask because when I look at a lot of the UDk/Unreal games, they've all got the more realistic 3-D look that I'd like to avoid, so I was wondering if an alternate look was possible on that type of engine. Source SDK and Unity also look very interesting, I just don't know what types of visual capabilities these engines have. Thanks in advance.

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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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  • Game Sound Effects Availability

    - by Ben
    Is there a need in the community for affordable game-focused sound effect packs? I am considering putting together some effects specifically geared toward games and indie developers that desire to get a working prototype quickly off the ground. Is there a need for this, or is there another standard "go-to" spot for this kind of thing? I want to offer value to the community but wanted to assess the need first. If anyone has thoughts, insight, or personal opinions on this I would love to hear it!

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  • Python or HTML5/JS for game development on 2014 [on hold]

    - by AlexKvazos
    So I've decided to give game development a go. I have experience on php/html/css/sql/js(jquery) so learning a new language shouldn't be as hard. I was reading that python and javascript are both nice for simple 2d non-intensive games. I found that python has this library/engine called PyGame but I realized that it was last updated 4 years ago. People still use this? And for javascript, I found libraries like 'pixi.js', 'melon.js' and 'cocos2d'. My goal is to make 2D games that would require the same performance as terraria, realm of the mad god, castle crashers.. and all those types of games. Taking into consideration, that I do want an updated library, what language of this two would be best to choose and what library to grab for it? Thanks in advance, sorry if question is broad. Let me know and I can edit to add more.

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  • Handling packet impersonating in client-server model online game

    - by TheDespite
    I am designing a server-client model game library/engine. How do I, and should I even bother to handle frequent update packet possible impersonating? In my current design anyone could copy a packet from someone else and modify it to execute any non-critical action for another client. I am currently compressing all datagrams so that adds just a tad of security. Edit: One way I thought about was to send a unique "key" to the verified client every x_time and then the client has to add that to all of it's update packets until a new key is sent. Edit2: I should have mentioned that I am not concerned about whether the actions described in the packet are available to the client at the time, this is all checked by the server which I thought was obvious. I am only concerned about someone sending packets for another client.

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  • Newton Game Dynamics: Making an object not affect another object

    - by Boreal
    I'm going to be using Newton in my networked action game with Mogre. There will be two "types" of physics object: global and local. Global objects will be kept in sync for everybody; these include the players, projectiles, and other gameplay-related objects. Local objects are purely for effect, like ragdolls, debris, and particles. Is there a way to make the global objects affect the local objects without actually getting affected themselves? I'd like debris to bounce off of a tank, but I don't want the tank to respond in any way.

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  • C# creating a simple snake game

    - by Guy David
    I was thinking about creating a snake game with C#, so I ran ideas in my head, and some problems came up. How can I track and output in the correct location the blocks that run after the snake's head? If the snake is built of five blocks, and the user starts going in a circle, how can I print the snake body in the right location? Also, how can I create an action that will run on the background, which will move the snake forward, no matter what the user does? What structure should my code have? (code design structure) This should be a console application, since it's the only framework I am familiar with. I am not looking for finished code, since I want to really understand how it should work.

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  • OpenGL: Filtering/antialising textures in a 2D game

    - by futlib
    I'm working on a 2D game using OpenGL 1.5 that uses rather large textures. I'm seeing aliasing effects and am wondering how to tackle those. I'm finding lots of material about antialiasing in 3D games, but I don't see how most of that applies to 2D games - e.g. antisoptric filtering seems to make no sense, FSAA doesn't sound like the best bet either. I suppose this means texture filtering is my best option? Right now I'm using bilinear filtering, I think: glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); From what I've read, I'd have to use mipmaps to use trilinear filtering, which would drive memory usage up, so I'd rather not. I know the final sizes of all the textures when they are loaded, so can't I somehow size them correctly at that point? (Using some form of texture filtering).

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  • Making a Background Scrolling in Stacking Game

    - by David Dimalanta
    Hmmm...Is it a good idea to use a LibGDX parallax background for making a stacking game (i.e. PAPA STACKer Lite)? For example, I'm starting to use the blocks to drag-n-drop it. Next, when the next piece reaches the top of the screen, it automatically scrolls to the next one where the available space left. Aside from that, is it also involved with the camera code (Orthographic Camera) that the screen size appeared like 720x1280 but actually it's 1440x2560 for example? And another thing, does the background scrolling have the option to scroll from start to finish and infinite?

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  • 2D Platform Game Jumping

    - by Bradley Kreuger
    I'm currently writing a game in XNA for fun which uses C#. I have got my sprites loaded and when the character moves right he looks like he is running right and when he moves left he looks like he is running left. I been looking everywhere for a good coding example for how to create a jumping ability. I have read all the physics stuff that I can stand and it doesn't help when I can't figure out how to use say space bar to jump yet can't keep them from using space just jump again until they land.

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  • Game Institute Math Courses

    - by W3Geek
    I'm 21 years old and I suck at math, I mean really bad. I don't have the necessary logic to apply it towards programming. I would like to learn the math and logic of applying it. I found Game Institute (http://www.gameinstitute.com) awhile back and heard a lot of praise about them. Are there Math courses any good? Thank you. Edit: My high school was terrible and did not prepare me for any math. I am fairly decent at programming, I just don't have the logic to apply any mathematics to programming, as an example I don't understand the algorithm of finding the size of a user's screen. Yes I have heard of KhanAcademy (http://www.khanacademy.org/) and I have completed a lot of maths on his website but I still don't have the logic to apply any of it to programming.

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  • SetCursor reverts after a mouse move

    - by Joe Ludwig
    I am using SetCursor to set the system cursor to my own image. The code looks something like this: // member on some class HCURSOR _cursor; // at init time _cursor = LoadCursorFromFile("somefilename.cur"); // in some function SetCursor(_cursor); When I do this the cursor does change, but on the first mouse move message it changes back to the default system arrow cursor. This is the only code in the project that is setting the cursor. What do I need to do to make the cursor stay the way I set it?

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  • Moving AI in a multiplayer game

    - by Smallbro
    I've been programming a multiplayer game and its coming together very nicely. It uses both TCP and UDP (UDP for movement and TCP for just about everything else). What I was wondering was how I would go about sending multiple moving AI without much lag. At first I used TCP for everything and it was very slow when people moved. I'm currently using a butchered version of this http://corvstudios.com/tutorials/udpMultiplayer.php for my movement system and I'm wondering what the best method of sending AI movements is. By movements I mean the AI chooses left/right/up/down and the player can see this happening. Thanks.

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  • Deterministic Multiplayer RTS game questions?

    - by Martin K
    I am working on a cross-platform multiplayer RTS game where the different clients and a server(flash and C#), all need to stay deterministically synchronised. To deal with Floatpoint inconsistencies, I've come across this method: http://joshblog.net/2007/01/30/flash-floating-point-number-errors/#comment-49912 which basically truncates off the nondeterministic part: return Math.round(1000 * float) / 1000; Howewer my concern is that every time there is a division, there is further chance of creating additional floatpoint errors, in essence making it worse? . So it occured to me, how about something like this: function floatSafe(number:Number) : Number {return Math.round(float* 1024) / 1024; } ie dividing with only powers of 2 ? What do you think? . Ironically with the above method I got less accurate results: trace( floatSafe(3/5) ) // 0.599609375 where as with the other method(dividing with 1000), or just tracing the raw value I am getting 3/5 = 0.6 or Maybe thats what 3/5 actually is, IE 0.6 cannot really be represented with a floatpoint datatype, and would be more consistent across different platforms?

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  • Game engine design: Multiplayer and listen servers

    - by jarx
    My game engine right now consists of a working singleplayer part. I'm now starting to think about how to do the multiplayer part. I have found out that many games actually don't have a real singleplayer mode, but when playing alone you are actually hosting a local server as well, and almost everything runs as if you were in multiplayer (except that the data packets can be passed over an alternate route for better performance) My engine would need major refactoring to adapt to this model. There would be three possible modes: Dedicated client, Dedicated server and Client-Server (listen mode) * How often is the listen-server model used in the gaming industry? * What are the (dis)advantages of it? * What other options do I have?

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  • Basic game architechture best practices in Cocos2D on iOS

    - by MrDatabase
    Consider the following simple game: 20 squares floating around an iPhone's screen. Tapping a square causes that square to disappear. What's the "best practices" way to set this up in Cocos2D? Here's my plan so far: One Objective-c GameState singleton class (maintains list of active squares) One CCScene (since there's no menus etc) One CCLayer (child node of the scene) Many CCSprite nodes (one for each square, all child nodes of the layer) Each sprite listens for a tap on itself. Receive tap = remove from GameState Since I'm relatively new to Cocos2D I'd like some feedback on this design. For example I'm unsure of the GameState singleton. Perhaps it's unnecessary.

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  • What are good JS libraries for game dev?

    - by acidzombie24
    If I decide to write a simple game both text and graphical (2d) what libraries would I use? (Assume we are using a HTML5 compatible browser) The main things I can think of Rendering text on screen Animating sprites (using images/css) Input (capturing the arrow keys and getting relative mouse positions) Perhaps some preloading resource or dynamically loading resources and choosing order Sound (but I am unsure how important this will be to me at first). Perhaps with mixing and chaining sounds or looping forever until stop. Networking (low priority) to connect a user to another or to continuously GET data without multiple request (I know this exist but I don't know how easy it is to setup or use. But this isn't important to me. Its for the question).

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