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  • Prototype experience: Unity3D vs UDK

    - by LukeN
    Has anyone yet prototyped a game in both Unity3D and UDK? If so, which features made prototyping the game easier or more difficult in each toolkit? Was one prototype demonstrably better than the other (given the same starting assets)? I'm looking for specific answers with regard to using the toolkit features, not a comparison of available features. E.g. Destructable terrain is easier in toolkit X for reasons Y and Z. I can code, so the limitations of the inbuilt scripting languages are not a problem.

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  • UTF-8 encoding problem with flash mysql and php

    - by alibhp
    Hi, As you may know, I am programming an on-line game using FLASH. I am connecting my FLASH 8 movie with MySQL database through PHP. I am doing very good in that, and I have everything working fine. The problems come when I am trying to insert (Using the INSERT SQL func) data to the database that are non-english. In other words, UTF-8 data. I red a lot of articls about that stuff and found and apply the fallowing: 1. In PHP4, you need to tell the PHP to use UTF-8 when using the xml_parser_crater() func, however, in PHP5 that is done automatically. Even though I told PHP5 to use the UTF-8 when calling the func. Adding the header to the XML sent to PHP from flash. Force the FLASH to use UTF-8 encoding in the preference options. Set the encoding in MySQL to UTF-8 (utf8_unicode_ci with InnoDB engine). I can read and insert the other language data correctly in the phpadmin as well. I did all that in my coding, and still I can't insert such data. one more strange thing is that, when I use the same link, that the FLASH using, with the XML, that the FLASH creating, on the browser (google chrome), I got the data inserted right in the database!!!!! I am about to get crazy about that stuff, What am I missing? what cause the problem? Thank you in advance.

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  • Interpolating Matrices

    - by sebf
    Hello, Apologies if I am missing something very obvious (likely!) but is there anything wrong with interpolating between two matrices by: float d = (float)(targetTime.Ticks - keyframe_start.ticks) / (float)(keyframe_end.ticks - keyframe_start.ticks); return ((keyframe_start.Transform * (1 - d)) + (keyframe_end.Transform * d)); As in my app, when I try an use this to interpolate between two keyframes, the model begins to 'shrink' - the severity based on how far between the two keyframes the target time is; its worst when the transform split is ~50/50.

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  • Collision detection when pathfinding with pathnodes, UDK

    - by Dave Voyles
    I'm trying to create a class that allows my AIController to path find using pathnodes (NOT NavMeshes). It's doing a swell job of going from point to point in a set order (although I would like for it to be a random patrol at some point), but it gets caught up on collision from time to time. I.E. He'll walk the same set path, and when he runs into the blocks in the middle of the map he continues to rub against them until they finish, and continues on his merry way to the next path node. How can I prevent this from happening, or at least have him move from the wall if he does a trace and detects that it is there? It looks like I need to use MoveToward() instead of MoveTo(), as MoveToward allows the pawn to adjust its course during movement. I'm just not sure of how to use those paramters. Mougli has a decent tutorial on it[/URL], but I can't seem to get it to work correctly with my pathnode array. class PathfindingAIController extends UDKBot; var array Waypoints; var int _PathNode; //declare it at the start so you can use it throughout the script var int CloseEnough; simulated function PostBeginPlay() { local PathNode Current; super.PostBeginPlay(); //add the pathnodes to the array foreach WorldInfo.AllActors(class'Pathnode',Current) { Waypoints.AddItem( Current ); } } simulated function Tick(float DeltaTime) { local int Distance; local Rotator DesiredRotation; super.Tick(DeltaTime); if (Pawn != None) { // Smoothly rotate the pawn towards the focal point DesiredRotation = Rotator(GetFocalPoint() - Pawn.Location); Pawn.FaceRotation(RLerp(Pawn.Rotation, DesiredRotation, 3.125f * DeltaTime, true), DeltaTime); } Distance = VSize2D(Pawn.Location - Waypoints[_PathNode].Location); if (Distance <= CloseEnough) { _PathNode++; } if (_PathNode >= Waypoints.Length) { _PathNode = 0; } GoToState('Pathfinding'); } auto state Pathfinding { Begin: if (Waypoints[_PathNode] != None) // make sure there is a pathnode to move to { MoveTo(Waypoints[_PathNode].Location); //move to it `log("STATE: Pathfinding"); } } DefaultProperties { CloseEnough=400 bIsplayer = True }

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  • Open Source AI Bot interfaces

    - by David Young
    What are some open source AI Bot interfaces? Similar to Pogamut 3 GameBots2004 for custom Unreal Tournament bots or Brood Wars API for Starcraft bots etc. If you could please post one AI bot interface per answer (make sure to provide a link) and give a brief summary as to the content of the blog posts. Please include what type of bot interface structure it is, client/server, server/server, etc e.g. BWAPI is client/server which emulates a real player

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  • Camera changes view when controller connected

    - by ChocoMan
    I have a weird situation. I have a model set to 0 for X,Y and Z. My camera's position is set to: 0 (X-value, but updates when the model moves around) the model's height + 20f (about the same level as the model's shoulders) 25f (behind the model) Without the controller plugged in, everything looks fine as I want it. But as soon as I plug the controller in, the camera aims to the sky! But when I unplug the controller, the camera is back to what it should be. Does anyone have any insight as to what may cause this from plugging a controller in?

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  • How do I scroll to follow my sprite in the physical world?

    - by Esteban Quintero
    I am using andengine to make a game where a sprite (player) is going up across the stage, and I want the camera to stay centred on the sprite the entire time. This is my world so far: final Rectangle ground = new Rectangle(0, CAMERA_HEIGHT - 2, CAMERA_WIDTH, 2, vertexBufferObjectManager); final Rectangle roof = new Rectangle(0, 0, CAMERA_WIDTH, 2, vertexBufferObjectManager); final Rectangle left = new Rectangle(0, 0, 2, CAMERA_HEIGHT, vertexBufferObjectManager); final Rectangle right = new Rectangle(CAMERA_WIDTH - 2, 0, 2, CAMERA_HEIGHT, vertexBufferObjectManager); final FixtureDef wallFixtureDef = PhysicsFactory.createFixtureDef(0, 0.5f, 0.5f); PhysicsFactory.createBoxBody(this.mPhysicsWorld, ground, BodyType.StaticBody, wallFixtureDef); PhysicsFactory.createBoxBody(this.mPhysicsWorld, roof, BodyType.StaticBody, wallFixtureDef); PhysicsFactory.createBoxBody(this.mPhysicsWorld, left, BodyType.StaticBody, wallFixtureDef); PhysicsFactory.createBoxBody(this.mPhysicsWorld, right, BodyType.StaticBody, wallFixtureDef); /* Create two sprits and add it to the scene. */ this.mScene.setBackground(autoParallaxBackground); this.mScene.attachChild(ground); this.mScene.attachChild(roof); this.mScene.attachChild(left); this.mScene.attachChild(right); this.mScene.registerUpdateHandler(this.mPhysicsWorld); The problem is that when the sprite reaches the top wall, it crashes. How can I fix this?

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  • python Velocity control of the player, why doesn't this work?

    - by Dominic Grenier
    I have the following code inside a while True loop: if abs(playerx) < MAXSPEED: if moveLeft: playerx -= 1 if moveRight: playerx += 1 if abs(playery) < MAXSPEED: if moveDown: playery += 1 if moveUp: playery -= 1 if moveLeft == False and abs(playerx) > 0: playerx += 1 if moveRight == False and abs(playerx) > 0: playerx -= 1 if moveUp == False and abs(playery) > 0: playery += 1 if moveDown == False and abs(playery) > 0: playery -= 1 player.x += playerx player.y += playery if player.left < 0 or player.right > 1000: player.x -= playerx if player.top < 0 or player.bottom > 600: player.y -= playery The intended result is that while an arrow key is pressed, playerx or y increments by one at every loop until it reaches MAXSPEED and stays at MAXSPEED. And that when the player stops pressing that arrow key, his speed decreases. Until it reaches 0. To me, this code explicitly says that... But what actually happens is that playerx or y keeps incrementing regardless of MAXSPEED and continues moving even after the player stops pressing the arrow key. I keep rereading but I'm completely baffled by this weird behavior. Any insights? Thanks.

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  • Can and should a game design be patented?

    - by Christian
    I have an idea for a game that I want to develop and I feel is unique, and I'm wondering if I should patent it. I read on the web that games can be patented, but just because it can be done doesn't mean that it makes sense to do it. I actually don't really want patent it (it's expensive, a hassle and I don't believe in patenting of ideas... unless it's something truly revolutionary). However, I'm concerned a bigger company could come along, with more experienced game designers and developers and steal the idea.

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  • Problem with Ogmo Editor (is Tiled Editor a solution?)

    - by Mentoliptus
    I made a level editor for a puzzle game with Ogmo Editor and gave it to our designer/level designer. When he downloaded and started Ogmo, his CPU went to 100%. I looked at my CPU usage while Ogmo is running, and it goes from 20% to 30% (which is also high for an application alike Ogmo). He has a Windows 7 VM running on his Mac and I have a normal Windows PC, can this be a problem? I found a thread on FlashFunk forum that confirms that Ogmo has CPU usage issues. Has anybody maybe solved this issue? The solution seems to use Tiled Editor, but I never used it before. Is it difficult to change a level editor from Ogmo to Tiled? Can they export in the same format (XML with CSV elements for my puzzle game)?

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  • Combine Two Shader Program

    - by Siddharth
    For my android application, I want to apply brightness and contrast shader on same image. At present I am using gpuimage plugin. In that I found two separate program for brightness and contrast as per the following. Contrast shader: varying highp vec2 textureCoordinate; uniform sampler2D inputImageTexture; uniform lowp float contrast; void main() { lowp vec4 textureColor = texture2D(inputImageTexture, textureCoordinate); gl_FragColor = vec4(((textureColor.rgb - vec3(0.5)) * contrast + vec3(0.5)), textureColor.w); } Brightness shader: varying highp vec2 textureCoordinate; uniform sampler2D inputImageTexture; uniform lowp float brightness; void main() { lowp vec4 textureColor = texture2D(inputImageTexture, textureCoordinate); gl_FragColor = vec4((textureColor.rgb + vec3(brightness)), textureColor.w); } Now applying both of the effects I write following code varying highp vec2 textureCoordinate; uniform sampler2D inputImageTexture; varying highp vec2 textureCoordinate2; uniform sampler2D inputImageTexture2; uniform lowp float contrast; uniform lowp float brightness; void main() { lowp vec4 textureColorForContrast = texture2D(inputImageTexture, textureCoordinate); lowp vec4 contastVec4 = vec4(((textureColorForContrast.rgb - vec3(0.5)) * contrast + vec3(0.5)), textureColorForContrast.w); lowp vec4 textureColorForBrightness = texture2D(inputImageTexture2, textureCoordinate2); lowp vec4 brightnessVec4 = vec4((textureColorForBrightness.rgb + vec3(brightness)), textureColorForBrightness.w); gl_FragColor = contastVec4 + brightnessVec4; } Doesn't able to get desire result. I can't able to figure out what I have to do next? So please friends help me in this. What program I have to write?

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  • emo-framework in android move on collision of sprites with physics

    - by KaHeL
    I'm developing my first ever game for Android where I'm still learning about using of framework. To begin I made two sprites of ball where one ball is movable by dragging and another one is just standing on it's place on load. Now I've already added the collision listener for both sprites and as tested it's working properly. Now what I need to learn is on how can I add physics on both sprites where when they collide the standing sprite will move based on the physics and bounce around the screen. It would be best if you teach it to me step by step since I'm a little slow on this. Here's my nut so far: local stage = emo.Stage(); class Okay_1 { sprite = null; spriteok = null; dragStart = false; angle = 0; // Called when the stage is loaded function onLoad() { print("Level_1 is loaded!"); // Create new sprite and load 'f1.png' sprite = emo.Sprite("f1.png"); sprite.moveCenter(stage.getWindowWidth() * 0.5, stage.getWindowHeight() * 0.5); sprite.load(); spriteok = emo.Sprite("okay.png") spriteok.setWidth(100); spriteok.setHeight(100); spriteok.load(); // Check if the coordinate (X=100, Y=100) is inside the sprite if (spriteok.contains(100, 100)) { print("contains!"); } // Does the sprite collides with the other sprite? if (spriteok.collidesWith(sprite)) { print("collides!"); } } function onMotionEvent(ev) { if (ev.getAction() == MOTION_EVENT_ACTION_DOWN) { // Moves the sprite at the position of motion event angle = sprite.getAngle(); sprite.remove(); sprite = emo.Sprite("f2.png"); sprite.load(); sprite.rotate(angle); sprite.moveCenter(ev.getX(), ev.getY()); sprite.rotate(sprite.getAngle()+10); // Check if the coordinate (X=100, Y=100) is inside the sprite if (sprite.contains(sprite.getWidth(), sprite.getHeight())) { print("contains!"); } // Does the sprite collides with the other sprite? if (sprite.collidesWith(spriteok)) { print("collides!"); } dragStart = true; }else if (ev.getAction() == MOTION_EVENT_ACTION_MOVE) { if (dragStart) { // Moves the sprite at the position of motion event sprite.moveCenter(ev.getX(), ev.getY()); sprite.rotate(sprite.getAngle()+10); // Check if the coordinate (X=100, Y=100) is inside the sprite if (sprite.contains(sprite.getWidth(), sprite.getHeight())) { print("contains!"); } // Does the sprite collides with the other sprite? if (sprite.collidesWith(spriteok)) { print("collides!"); } } }else if (ev.getAction() == MOTION_EVENT_ACTION_UP || ev.getAction() == MOTION_EVENT_ACTION_CANCEL) { if (dragStart) { // change block color to red dragStart = false; angle = sprite.getAngle(); sprite.remove(); sprite = emo.Sprite("f1.png"); sprite.load(); sprite.moveCenter(ev.getX(), ev.getY()); sprite.rotate(angle); // Check if the coordinate (X=100, Y=100) is inside the sprite if (sprite.contains(sprite.getWidth(), sprite.getHeight())) { print("contains!"); } // Does the sprite collides with the other sprite? if (sprite.collidesWith(spriteok)) { print("collides!"); } } } } // Called when the stage is disposed function onDispose() { sprite.remove(); // Remove the sprite print("Level_1 is disposed!"); } } function emo::onLoad() { emo.Stage().load(Okay_1()); }

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  • With 2 superposed cameras at different depths and switching their culling masks between layers to implement object-selective antialising:

    - by user36845
    We superposed two cameras, one of which uses AA as post-processing effect (AA filtering is cancelled). The camera with the AA effect has depth 0 and the camera with no effect has depth 1 as can be seen in the 5th and 6th Picture. The objects seen on the left are in layer 1 and the ones on the right are in layer 2. We then wrote a script that switches the culling masks of the cameras between the two layers at the push of buttons 1 and 2 respectively, and accomplishes object-selective antialiasing as seen in the first the three pictures. (The way two cameras separately switch culling masks between layers is illustrated in pictures 7,8 & 9.) HOWEVER, after making the environment 3D (see pictures 1-4), by parenting the 2 cameras under First-Person Controller, we started moving around in the environment and stumbled upon a big issue: When we look at the objects from such an angle as in the 4th Picture and we want to apply antialiasing to the first object (object on the left) which stands closer to our cameras now, the culling mask of 1st camera which is at depth 0, has to be switched to that object’s layer while the second object has to be in the culling mask of the 2nd camera at depth 1. And since the two image outputs of two superposed cameras are laid on top of one another; we obtain the erroneous/unrealistic result of the object farther in the back appearing closer to the camera than the front object (see 4th Picture). We already tried switching depths of cameras so that the 1st camera –with AA- now has depth 1 and the second has depth 0; BUT the camera with the AA effect Works in such a way that it applies the AA effect to its full view. So; the camera with the AA effect always has to remain at the lowest depth and the layer of the object to be antialiased has to be then assigned to the culling mask of the AA camera; otherwise all objects in the AA camera’s view (the two cubes in our case) become antialised, which we don’t want. So; how can we resolve this? The pictures are below and in the comments since each post can have 2 pics: Pic 1. No button is pushed: Both objects seem aliased. Pic 2. Button 1 is pushed: Left (1st) object is antialiased. 2nd object remains aliased. Pic 3. Button 2 is pushed: Right (2nd) object is antialiased. 1st object remains aliased. Pic 4. The problematic result in 3D, when using two superposed cameras with different depths Pic 5. Camera 1’s properties can be seen: using AA post-processing and its depth is 0 Pic 6. Camera 2’s properties can be seen: NOT using AA post-processing and its depth is 1 Pic 7. When no button is pushed, both objects are in the culling mask of Camera 2 and are aliased Pic 8. When pushed 1, camera 1 (bottom) shows the 1st object and camera 2 (top) shows the 2nd Pic 9. When pushed 2, camera 1 (bottom) shows the 2nd object and camera 2 (top) shows the 1st

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  • How to make game sessions like "with friends" games?

    - by Miguel lugo
    I want to make a game like "words with friends" or "chess with friends" or "Draw Something" or any of the other online multiplayer type games that are based around friends having game sessions with each other. I have made one app before that had no online features so I know the basics of objective-C and xCode. I looked up facebook connect so I know how to make friends find other friends to play with through Facebook. Just not how to make the gaming session. I only need my game to send a small array (or XML if it's better) of strings and integers from one iPhone to the other as each iPhone takes a turn. I'm NOT sending some complex video or anything like in "Draw Something." I was hoping someone could point me in the right direction (whether link to website or book or just a general idea) for how to do gaming sessions between two iPhones. I read this tutorial http://www.raywenderlich.com/3932/how-to-create-a-socket-based-iphone-app-and-server but it seems to be more about having two iPhones communicate over a server on a laptop or through the same wifi, not how to have iPhones game together over any Internet connection like in "with friends" games. I've tried to research this in other places but I'm never quite sure if what the articles I find are talking about is related to what I want or not. Someone please just point me in the right direction or give me a general outline of what to do. I will look up the specifics on my own once I know what to look for. Thank you.

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  • Implementing game rules in a tactical battle board game

    - by Setzer22
    I'm trying to create a game similar to what one would find in a typical D&D board game combat. For mor examples you could think of games like Advance Wars, Fire Emblem or Disgaea. I should say that I'm using design by component so far, but I can't find a nice way to fit components into the part I want to ask. I'm struggling right now with the "game rules" logic. That is, the code that displays the menu, allows the player to select units, and command them, then tells the unit game objects what to do given the player input. The best way I could thing of handling this was using a big state machine, so everything that could be done in a "turn" is handled by this state machine, and the update code of this state machine does different things depending on the state. This approach, though, leads to a large amount of code (anything not model-related) to go into a big class. Of course I can subdivide this big class into more classes, but it doesn't feel modular and upgradable enough. I'd like to know of better systems to handle this in order to be able to upgrade the game with new rules without having a monstruous if/else chain (or switch / case, for that matter). So, any ideas? I'd also like to ask that if you recommend me a specific design pattern to also provide some kind of example or further explanation and not stick to "Yeah you should use MVC and it'll work".

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  • How do I load a libGDX Skin on Android?

    - by Lukas
    I am pretty desperate searching for a solution to load ui skins into my android app (actually it is not my app, it is a tutorial I'm following). The app always crashes at this part: assets.load("ui/defaultskin/defaultskin.json", Skin.class, new SkinLoader.SkinParameter("ui/defaultskin/defaultskin.atlas")); The files are the ones from the bitowl tutorial: http://bitowl.de/day6/ I guess Gdx.files.internal doesn't work on android, since the app crashed with this, too. Thanks for helping me out, Lukas

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  • 2D XNA Tile Based Lighting. Ideas and Methods

    - by Twitchy
    I am currently working on developing a 2D tile based game, similar to the game 'Terraria'. We have the base tile and chunk engine working and are now looking to implement lighting. Instead of the tile based lighting that terraria uses, I want to implement point lights for torches, etc. I have seen Catalin Zima’s shader based shadows, and this would be perfect for the torches (point lights). My problem here is that the tiles on the surface of the world need to be illuminated, doing this by a big point light is firstly extremely expensive, but also doesn't look right. What I need help with (overall) is... To have a surface that is illuminated regardless of torches, etc. To also have point lights, or smooth tile lighting similar to Catalin Zima’s shader based shadows. Looking forward to your replies. Any ideas are appreciated.

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  • How to make this game loop deterministic

    - by Lanaru
    I am using the following game loop for my pacman clone: long prevTime = System.currentTimeMillis(); while (running) { long curTime = System.currentTimeMillis(); float frameTime = (curTime - prevTime) / 1000f; prevTime = curTime; while (frameTime > 0.0f) { final float deltaTime = Math.min(frameTime, TIME_STEP); update(deltaTime); frameTime -= deltaTime; } repaint(); } The thing is, I don't always get the same ghost movement every time I run the game (their logic is deterministic), so it must be the game loop. I imagine it's due to the final float deltaTime = Math.min(frameTime, TIME_STEP); line. What's the best way of modifying this to perform the exact same way every time I run it? Also, any further improvements I can make?

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  • WinAPI window taking 50% of CPU when idle

    - by henryprescott
    I'm currently working on a game that creates a window using WindowsAPI. However, at the moment the process is taking up 50% of my CPU. All I am doing is creating the window and looping using the code found below: int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd) { MSG message = {0}; WNDCLASSEX wcl = {0}; wcl.cbSize = sizeof(wcl); wcl.style = CS_OWNDC | CS_HREDRAW | CS_VREDRAW; wcl.lpfnWndProc = WindowProc; wcl.cbClsExtra = 0; wcl.cbWndExtra = 0; wcl.hInstance = hInstance = hInstance; wcl.hIcon = LoadIcon(0, IDI_APPLICATION); wcl.hCursor = LoadCursor(0, IDC_ARROW); wcl.hbrBackground = 0; wcl.lpszMenuName = 0; wcl.lpszClassName = "GL2WindowClass"; wcl.hIconSm = 0; if (!RegisterClassEx(&wcl)) return 0; hWnd = CreateAppWindow(wcl, "Application"); if (hWnd) { if (Init()) { ShowWindow(hWnd, nShowCmd); UpdateWindow(hWnd); while (true) { while (PeekMessage(&message, 0, 0, 0, PM_REMOVE)) { if (message.message == WM_QUIT) break; TranslateMessage(&message); DispatchMessage(&message); } if (message.message == WM_QUIT) break; if (hasFocus) { elapsedTime = GetElapsedTimeInSeconds(); lastEarth += elapsedTime; lastUpdate += elapsedTime; lastFrame += elapsedTime; lastParticle += elapsedTime; if(lastUpdate >= (1.0f / 100.0f)) { Update(lastUpdate); lastUpdate = 0; } if(lastFrame >= (1.0f / 60.0f)) { UpdateFrameRate(lastFrame); lastFrame = 0; Render(); SwapBuffers(hDC); } if(lastEarth >= (1.0f / 10.0f)) { UpdateEarthAnimation(); lastEarth = 0; } if(lastParticle >= (1.0f / 30.0f)) { particleManager->rightBooster->Update(); particleManager->rightBoosterSmoke->Update(); particleManager->leftBooster->Update(); particleManager->leftBoosterSmoke->Update(); particleManager->breakUp->Update(); lastParticle = 0; } } else { WaitMessage(); } } } Cleanup(); UnregisterClass(wcl.lpszClassName, hInstance); } return static_cast<int>(message.wParam); } So even when I am not drawing anything when the window has focus it still takes up 50%. I don't understand how this is taking up so much system resources. Am I doing something wrong? Any help would be much appreciated, thank you!

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  • Improve mouse movement in First person game

    - by brainydexter
    In my current FPS game, I have the mouse setup in a way, that it always forces the position of the mouse to be centered at the screen. This gets the job done, but also gets very annoying, since the mouse is "fixed" at the center of the screen. Here is what I am doing: get mouse current position find offset from center of the screen set mouse current position to center of the screen apply difference to m_pTransformation (transformation matrix of the player) Is there a better way to deal with this ?

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  • Algorithm to generate multifaced cube?

    - by OnePie
    Are there any elegant soloution to generate a simple-six sided cube, where each cube is made out of more than one face? The method I have used ended up a horrible and complicated mess of logic that is imopssible to follow and most likely to maintain. The algorithm should not generate reduntant vertices, and should output the indice list for the mesh as well. The reason I need this is that the cubes vertices will be deformed depending on various factors, meaning that a simple six-faced cube will nto do.

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  • Load different levels in XML

    - by Anearion
    my question is more about a theoretical gener than a pratical way to make things happen. I'm about start developing a game for android, text based so i won't need sprites or animation, nor a game engine. Let's say is similar to a sudoku game, where each level is an harder version of sudoku and each level has some question to be asnwered over the sudoku itself. I was wondering if the better way is to have only one XML and then inside all the different levels, each one with his meta-tags, or if the different approach of making n xml files where each one is a level is preferred. At the moment a level should have those tags: <level> <question>Question_1</question> <hint1>what does it do?</hint1> <hint2>where...</hint2> .... <hintN>how...</hintN> </level> So each level could have some items to read and that's what made me think that maybe different files are better cuz if i have to load lvl 10 i can read only the 10.xml file. I hope my question isn't too stupind. Thanks in advance

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  • Arrays for a heightmap tile-based map

    - by JPiolho
    I'm making a game that uses a map which have tiles, corners and borders. Here's a graphical representation: I've managed to store tiles and corners in memory but I'm having troubles to get borders structured. For the tiles, I have a [Map Width * Map Height] sized array. For corners I have [(Map Width + 1) * (Map Height + 1)] sized array. I've already made up the math needed to access corners from a tile, but I can't figure out how to store and access the borders from a single array. Tiles store the type (and other game logic variables) and via the array index I can get the X, Y. Via this tile position it is possible to get the array index of the corners (which store the Z index). The borders will store a game object and accessing corners from only border info would be also required. If someone even has a better way to store these for better memory and performance I would gladly accept that. EDIT: Using in C# and Javascript.

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  • Any reliable polygon normal calculation code?

    - by Jenko
    Do you have any reliable face normal calculation code? I'm using this but it fails when faces are 90 degrees upright or similar. // the normal point var x:Number = 0; var y:Number = 0; var z:Number = 0; // if is a triangle with 3 points if (points.length == 3) { // read vertices of triangle var Ax:Number, Bx:Number, Cx:Number; var Ay:Number, By:Number, Cy:Number; var Az:Number, Bz:Number, Cz:Number; Ax = points[0].x; Bx = points[1].x; Cx = points[2].x; Ay = points[0].y; By = points[1].y; Cy = points[2].y; Az = points[0].z; Bz = points[1].z; Cz = points[2].z; // calculate normal of a triangle x = (By - Ay) * (Cz - Az) - (Bz - Az) * (Cy - Ay); y = (Bz - Az) * (Cx - Ax) - (Bx - Ax) * (Cz - Az); z = (Bx - Ax) * (Cy - Ay) - (By - Ay) * (Cx - Ax); // if is a polygon with 4+ points }else if (points.length > 3){ // calculate normal of a polygon using all points var n:int = points.length; x = 0; y = 0; z = 0 // ensure all points above 0 var minx:Number = 0, miny:Number = 0, minz:Number = 0; for (var p:int = 0, pl:int = points.length; p < pl; p++) { var po:_Point3D = points[p] = points[p].clone(); if (po.x < minx) { minx = po.x; } if (po.y < miny) { miny = po.y; } if (po.z < minz) { minz = po.z; } } if (minx > 0 || miny > 0 || minz > 0){ for (p = 0; p < pl; p++) { po = points[p]; po.x -= minx; po.y -= miny; po.z -= minz; } } var cur:int = 1, prev:int = 0, next:int = 2; for (var i:int = 1; i <= n; i++) { // using Newell method x += points[cur].y * (points[next].z - points[prev].z); y += points[cur].z * (points[next].x - points[prev].x); z += points[cur].x * (points[next].y - points[prev].y); cur = (cur+1) % n; next = (next+1) % n; prev = (prev+1) % n; } } // length of the normal var length:Number = Math.sqrt(x * x + y * y + z * z); // if area is 0 if (length == 0) { return null; }else{ // turn large values into a unit vector x = x / length; y = y / length; z = z / length; }

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  • best way to compute vertex normals from a Triangle's list

    - by nkint
    hi i'm a complete newbie in computergraphics so sorry if it's a stupid answer. i'm trying to make a simple 3d engine from scratch, more for educational purpose than for real use. i have a Surface object with inside a Triangle's list. For now i compute normals inside Triangle class, in this way: triangle.computeFaceNormals() { Vec3D u = v1.sub(v3) Vec3D v = v1.sub(v2) Vec3D normal = Vec3D.cross(u,v) normal.normalized() this.n1 = this.n2 = this.n3 = normal } and when building surface: t = new Triangle(v1,v2,v3).computeFaceNormals() surface.addTriangle(t) and i think this is the best way to do that.. isn't it? now.. what about for vertex normals? i've found this simple algorithm: flipcode vertex normal but.. hei this algorithm has.. exponential complexity? (if my memory doesn't fail my computer science background..) (bytheway.. it has 3 nested loops.. i don't think it's the best way to do it..) any suggestion?

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