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  • Can I use copyrighted images and music in my game? [duplicate]

    - by Aman Grover
    This question already has an answer here: Using modified copyrighted music in non-commercial games 3 answers I am working on my first ever project , and I have used some copyrighted images(images taken from some other well recognized games). Is it even possible that I edit the images a little bit and then use them as royalty free images? If not, then can anyone tell me some web links from where I can get royalty free images?

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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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  • Client side prediction/simulation Question

    - by Legendre
    I found a related question but it doesn't have what I needed. Client A sends input to move at T0. Server receives input at T1. All clients receive the change at T2. Question: With client-side prediction, client A would start moving at T0, client-side. All other clients receive the change at T2, so to them, client A only started moving at T2. If I understand correctly, client B will always see client A's past position and not his current position? How do I sync both client B and client A?

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  • techniques for displaying vehicle damage

    - by norca
    I wonder how I can displaying vehicle damage. I am talking about an good way to show damage on screen. Witch kind of model are common in games and what are the benefits of them. What is state of the art? One way i can imagine is to save a set of textures (normal/color/lightmaps, etc) to a state of the car (normal, damage, burnt out) and switch or blending them. But is this really good without changing the model? Another way i was thinking about is preparing animations for different locations on my car, something like damage on the front, on the leftside/rightside or on the back. And start blending the specific animation. But is this working with good textures? Whats about physik engines? Is it usefull to use it for deforming vertexdata? i think losing parts of my car (doors, sirens, weapons) can looks really nice. my game is a kind of rts in a top down view. vehicles are not the really most importend units (its no racing game), but i have quite a lot in. thx for help

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  • Where have the Direct3D 11 tutorials on MSDN have gone?

    - by Cam Jackson
    I've had this tutorial bookmarked for ages. I've just decided to give DX11 a real go, so I've gone through that tutorial, but I can't find where the next one in the series is! There are no links from that page to either the next in the series, or back up to the table of contents that lists all of the tutorials. These are just companion tutorials to the samples that come with the SDK, but I find them very helpful. Searching MSDN from google and the MSDN Bing search box has turned up nothing, it's like they've removed all links to these tutorials, but the pages are still there if you have the URLs. Unfortunately, MSDN URLs are akin to youtube URLs, so I can't just guess the URL of the next tutorial. Anyone have any idea what happened to these tutorials, or how I can find the others?

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  • How do i approach this collision model?

    - by PeeS
    this is the game level prototype i have already implemented. It has few objects per room to allow me to finally add some collision detection/response code into it. VIDEO As you can probably see, every object inside has it's own AABB, even the room itself has AABB. So a player is like 'inside the Room AABB'. My player will be exactly inside the room, so he would have to collide correctly with those AABBs, so that when he hits any of those objects inside he get's a proper collision response from those AABB's. Now i would like to hear from you what kind of collision approach should i choose in here? How do i approach this kind of stuff: AABB to AABB collision detection then when this is positive go with AABB - Tri to find proper plane normal and calculate response ? AABB to AABB then when positive go with AABB - AABB Side check to find proper proper plane normal and calculate response? Anything else? How do you do this ? Many thanks.

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  • Draw Bug 2D player Camera

    - by RedShft
    I have just implemented a 2D player camera for my game, everything works properly except the player on the screen jitters when it moves between tiles. What I mean by jitter, is that if the player is moving the camera updates the tileset to be drawn and if the player steps to the right, the camera snaps that way. The movement is not smooth. I'm guessing this is occurring because of how I implemented the function to calculate the current viewable area or how my draw function works. I'm not entirely sure how to fix this. This camera system was entirely of my own creation and a first attempt at that, so it's very possible this is not a great way of doing things. My camera class, pulls information from the current tileset and calculates the viewable area. Right now I am targettng a resolution of 800 by 600. So I try to fit the appropriate amount of tiles for that resolution. My camera class, after calculating the current viewable tileset relative to the players location, returns a slice of the original tileset to be drawn. This tileset slice is updated every frame according to the players position. This slice is then passed to the map class, which draws the tile on screen. //Map Draw Function //This draw function currently matches the GID of the tile to it's location on the //PNG file of the tileset and then draws this portion on the screen void Draw(SDL_Surface* background, int[] _tileSet) { enforce( tilesetImage != null, "Tileset is null!"); enforce( background != null, "BackGround is null!"); int i = 0; int j = 0; SDL_Rect DestR, SrcR; SrcR.x = 0; SrcR.y = 0; SrcR.h = 32; SrcR.w = 32; foreach(tile; _tileSet) { //This code is matching the current tiles ID to the tileset image SrcR.x = cast(short)(tileWidth * (tile >= 11 ? (tile - ((tile / 10) * 10) - 1) : tile - 1)); SrcR.y = cast(short)(tileHeight * (tile > 10 ? (tile / 10) : 0)); //Applying the tile to the surface SDL_BlitSurface( tilesetImage, &SrcR, background, &DestR ); //this keeps track of what column/row we are on i++; if ( i == mapWidth ) { i = 0; j++; } DestR.x = cast(short)(i * tileWidth); DestR.y = cast(short)(j * tileHeight); } } //Camera Class class Camera { private: //A rectangle representing the view area SDL_Rect viewArea; //In number of tiles int viewAreaWidth; int viewAreaHeight; //This is the x and y coordinate of the camera in MAP SPACE IN PIXELS vect2 cameraCoordinates; //The player location in map space IN PIXELS vect2 playerLocation; //This is the players location in screen space; vect2 playerScreenLoc; int playerTileCol; int playerTileRow; int cameraTileCol; int cameraTileRow; //The map is stored in a single array with the tile ids //this corresponds to the index of the starting and ending tile int cameraStartTile, cameraEndTile; //This is a slice of the current tile set int[] tileSetCopy; int mapWidth; int mapHeight; int tileWidth; int tileHeight; public: this() { this.viewAreaWidth = 25; this.viewAreaHeight = 19; this.cameraCoordinates = vect2(0, 0); this.playerLocation = vect2(0, 0); this.viewArea = SDL_Rect (0, 0, 0, 0); this.tileWidth = 32; this.tileHeight = 32; } void Init(vect2 playerPosition, ref int[] tileSet, int mapWidth, int mapHeight ) { playerLocation = playerPosition; this.mapWidth = mapWidth; this.mapHeight = mapHeight; CalculateCurrentCameraPosition( tileSet, playerPosition ); //writeln( "Tile Set Copy: ", tileSetCopy ); //writeln( "Orginal Tile Set: ", tileSet ); } void CalculateCurrentCameraPosition( ref int[] tileSet, vect2 playerPosition ) { playerLocation = playerPosition; playerTileCol = cast(int)((playerLocation.x / tileWidth) + 1); playerTileRow = cast(int)((playerLocation.y / tileHeight) + 1); //writeln( "Player Tile (Column, Row): ","(", playerTileCol, ", ", playerTileRow, ")"); cameraTileCol = playerTileCol - (viewAreaWidth / 2); cameraTileRow = playerTileRow - (viewAreaHeight / 2); CameraMapBoundsCheck(); //writeln( "Camera Tile Start (Column, Row): ","(", cameraTileCol, ", ", cameraTileRow, ")"); cameraStartTile = ( (cameraTileRow - 1) * mapWidth ) + cameraTileCol - 1; //writeln( "Camera Start Tile: ", cameraStartTile ); cameraEndTile = cameraStartTile + ( viewAreaWidth * viewAreaHeight ) * 2; //writeln( "Camera End Tile: ", cameraEndTile ); tileSetCopy = tileSet[cameraStartTile..cameraEndTile]; } vect2 CalculatePlayerScreenLocation() { cameraCoordinates.x = cast(float)(cameraTileCol * tileWidth); cameraCoordinates.y = cast(float)(cameraTileRow * tileHeight); playerScreenLoc = playerLocation - cameraCoordinates + vect2(32, 32);; //writeln( "Camera Coordinates: ", cameraCoordinates ); //writeln( "Player Location (Map Space): ", playerLocation ); //writeln( "Player Location (Screen Space): ", playerScreenLoc ); return playerScreenLoc; } void CameraMapBoundsCheck() { if( cameraTileCol < 1 ) cameraTileCol = 1; if( cameraTileRow < 1 ) cameraTileRow = 1; if( cameraTileCol + 24 > mapWidth ) cameraTileCol = mapWidth - 24; if( cameraTileRow + 19 > mapHeight ) cameraTileRow = mapHeight - 19; } ref int[] GetTileSet() { return tileSetCopy; } int GetViewWidth() { return viewAreaWidth; } }

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  • How to choose how to store data?

    - by Eldros
    Give a man a fish and you feed him for a day. Teach a man to fish and you feed him for a lifetime. - Chinese Proverb I could ask what kind of data storage I should use for my actual project, but I want to learn to fish, so I don't need to ask for a fish each time I begin a new project. So, until I used two methods to store data on my non-game project: XML files, and relational databases. I know that there is also other kind of database, of the NoSQL kind. However I wouldn't know if there is more choice available to me, or how to choose in the first place, aside arbitrary picking one. So the question is the following: How should I choose the kind of data storage for a game project? And I would be interested on the following criterion when choosing: The size of the project. The platform targeted by the game. The complexity of the data structure. Added Portability of data amongst many project. Added How often should the data be accessed Added Multiple type of data for a same application Any other point you think is of interest when deciding what to use. EDIT I know about Would it be better to use XML/JSON/Text or a database to store game content?, but thought it didn't address exactly my point. Now if I am wrong, I would gladely be shown the error in my ways.

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  • Android 2D terrain scrolling

    - by Nikola Ninkovic
    I want to make infinite 2D terrain based on my algorithm.Then I want to move it along Y axis (to the left) This is how I did it : public class Terrain { Queue<Integer> _bottom; Paint _paint; Bitmap _texture; Point _screen; int _numberOfColumns = 100; int _columnWidth = 20; public Terrain(int screenWidth, int screenHeight, Bitmap texture) { _bottom = new LinkedList<Integer>(); _screen = new Point(screenWidth, screenHeight); _numberOfColumns = screenWidth / 6; _columnWidth = screenWidth / _numberOfColumns; for(int i=0;i<=_numberOfColumns;i++) { // Generate terrain point and put it into _bottom queue } _paint = new Paint(); _paint.setStyle(Paint.Style.FILL); _paint.setShader(new BitmapShader(texture, Shader.TileMode.REPEAT, Shader.TileMode.REPEAT)); } public void update() { _bottom.remove(); // Algorithm calculates next point _bottom.add(nextPoint); } public void draw(Canvas canvas) { Iterator<Integer> i = _bottom.iterator(); int counter = 0; Path path = new Path(); path.moveTo(0, _screen.y); while (i.hasNext()) { path.lineTo(counter, _screen.y-i.next()); counter += _columnWidth; } path.lineTo(_screen.x, _screen.y); path.lineTo(0, _screen.y); canvas.drawPath(path2, _paint); } } The problem is that the game is too 'fast', so I tried with pausing thread with Thread.sleep(50); in run() method of my game thread but then it looks too torn. Well, is there any way to slow down drawing of my terrain ?

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  • Cocos2d rotating sprite while moving with CCBezierBy

    - by marcg11
    I've done my moving actions which consists of sequences of CCBezierBy. However I would like the sprite to rotate by following the direction of the movement (like an airplane). How sould I do this with cocos2d? I've done the following to test this out. CCSprite *green = [CCSprite spriteWithFile:@"enemy_green.png"]; [green setPosition:ccp(50, 160)]; [self addChild:green]; ccBezierConfig bezier; bezier.controlPoint_1 = ccp(100, 200); bezier.controlPoint_2 = ccp(400, 200); bezier.endPosition = ccp(300,160); [green runAction:[CCAutoBezier actionWithDuration:4.0 bezier:bezier]]; In my subclass: @interface CCAutoBezier : CCBezierBy @end @implementation CCAutoBezier - (id)init { self = [super init]; if (self) { // Initialization code here. } return self; } -(void) update:(ccTime) t { CGPoint oldpos=[self.target position]; [super update:t]; CGPoint newpos=[self.target position]; float angle = atan2(newpos.y - oldpos.y, newpos.x - oldpos.x); [self.target setRotation: angle]; } @end However it rotating, but not following the path...

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  • How can I make a 32 bit render target with a 16 bit alpha channel in DirectX?

    - by J Junker
    I want to create a render target that is 32-bit, with 16 bits each for alpha and luminance. The closest surface formats I can find in the DirectX SDK are: D3DFMT_A8L8 // 16-bit using 8 bits each for alpha and luminance. D3DFMT_G16R16F // 32-bit float format using 16 bits for the red channel and 16 bits for the green channel. But I don't think either of these will work, since D3DFMT_A8L8 doesn't have the precision and D3DFMT_G16R16F doesn't have an alpha channel (I need a separate blend state for alpha). How can I create a render target that allows a separate blend state for luminance and alpha, with 16 bit precision on each channel, that doesn't exceed 32 bits per pixel?

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  • Kinect losing tracked players with Beta2 SDK

    - by Eric B
    So i'm creating a game using the Beta2 SDK for Kinect. The issue i am having is that in the middle of gameplay if another person enters the Kinects FOV it stops tracking the player and will not track anyone else for several minutes. Same deal if the player leaves the FOV and reenters it. Here is what im using to detect players. void nui_SkeletonFrameReady(object sender, SkeletonFrameReadyEventArgs e) { int playersAlive = 0; // reset lists skeletons = new Dictionary<int, SkeletonData>(); //create a new list for skeletons menuSkeleton = new List<SkeletonData>(); initialPlayers = new Dictionary<float, SkeletonData>(); //create a new list for initialPlayers foreach (SkeletonData s in e.SkeletonFrame.Skeletons) //for each skeleton the kinect has detected { if (s.TrackingState == SkeletonTrackingState.Tracked) // players found { menuSkeleton.Add(s); if (initialized) // after initialization { skeletons.Add(s.TrackingID, s); } else // before initialization initialPlayers.Add(s.Joints[JointID.ShoulderCenter].Position.X, s); //if we are not initialized then add this player to the inital player list. playersAlive++; } } if (playersAlive == TOTAL_PLAYERS_ALLOWED) // If there is one player { if (!inMiniGame) // Before the game starts gameStart = DateTime.Now; // Reset initialization timer if (!initialized) // Before initialization // NOTE TO SELF I TOOK OUT && inMenu { InitializePlayers(); if (DateTime.Now.Subtract(gameStart).TotalMilliseconds > INITIALIZATION_WAIT_TIME) { initialized = true; // initialize timers from fixed starting time if (inMiniGame) //if the game has started { gamePause = gameStart; //TODO ERIC: Initialize any Timers Here } } } } } /// <summary> /// this function initializes the players adding them to a list /// and making one of the players the menu controller, for LIM we will need to change the code so that the /// game only recognizes and supports one player at a time /// variable names will need to be change as well. /// </summary> private void InitializePlayers() { List<float> initialPos = new List<float>(); // used to track starting positions players = new Dictionary<int, Player>(); foreach (float pos in initialPlayers.Keys) { initialPos.Add(pos); //add position of each inital player to list } float first = initialPos[0]; // left player first, right second Player player = new Player(initialPlayers[first].TrackingID, true); player.PlayerNumber = PLAYER_ONE; player.Skeleton = initialPlayers[first]; player.Specifics = new PlayerSpecifics(player.PlayerNumber); player.Specifics.PauseTimer = gameStart; players.Add(initialPlayers[first].TrackingID, player); menuController = initialPlayers[first].TrackingID; //menu controller is player 1 } This is a one player game. Also when the game starts Initialize is set to false, and gets set to true when i go from the games menu into the gameplay. So can anyone see any issues with this code block that would cause the kinect to lose players as they enter/exit the FOV? and not re-track them? Thank you for any help.

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  • Read an object from compressed file generated from ActionScript 3

    - by Last Chance
    I have made a simple game Map Editor and I want to save a array that contain map tile info to a file, as below: var arr:Array = [.....2d tile info in it...]; var ba:ByteArray = new ByteArray(); ba.writeObject(arr); ba.compress(); var file:File = new File(); file.save(ba); I had successfully saved a compressed object to a file. Now the problem is my server side need to read this file and decompress the array out from the file, then convert it to a Python list. Is that possible?

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  • What kind of physics to choose for our arcade 3D MMO?

    - by Nick
    We're creating an action MMO using Three.js (WebGL) with an arcadish feel, and implementing physics for it has been a pain in the butt. Our game has a terrain where the character will walk on, and in the future 3D objects (a house, a tree, etc) that will have collisions. In terms of complexity, the physics engine should be like World of Warcraft. We don't need friction, bouncing behaviour or anything more complex like joints, etc. Just gravity. I have managed to implement terrain physics so far by casting a ray downwards, but it does not take into account possible 3D objects. Note that these 3D objects need to have convex collisions, so our artists create a 3D house and the player can walk inside but can't walk through the walls. How do I implement proper collision detection with 3D objects like in World of Warcraft? Do I need an advanced physics engine? I read about Physijs which looks cool, but I fear that it may be overkill to implement that for our game. Also, how does WoW do it? Do they have a separate raycasting system for the terrain? Or do they treat the terrain like any other convex mesh? A screenshot of our game so far:

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  • Good resources for learning about graphics hardware

    - by Ken
    I'm looking for some good learning resources for graphics hardware (and associated low level software). Basically I want to learn more about what goes on underneath the opengl/direcx API layers in terms of how things are implemented. I familiar with what happens in principle during the various stages of the rendering pipeline (viewing, projection, clipping, rasterization etc). My goal is to be able to make better and more informed decisions about tradeoffs and potential optimisations when graphics/shader programming with respect to the following kinds of issues; batching view culling occlusions draw order avoiding state changes triangles vs pointsprites texture sampling etc Basically whatever the graphics programmer needs to know about modern graphics hardware in order to become more effective. I'm not really looking for specific optimisation techniques, rather I need more general knowledge so that I will naturally write more efficient code.

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  • Open GL polygons not displaying

    - by Darestium
    I have tried to follow nehe's opengl tutorial lesson 2. I use sfml for my window creation. The problem I have is that both the triangle and the quad don't show up on the screen: #include <SFML/System.hpp> #include <SFML/Window.hpp> #include <iostream> void processEvents(sf::Window *app); void processInput(sf::Window *app, const sf::Input &input); void renderCube(sf::Window *app, sf::Clock *clock); void renderGlScene(sf::Window *app); void init(); int main() { sf::Window app(sf::VideoMode(800, 600, 32), "Nehe Lesson 2"); app.UseVerticalSync(false); init(); while (app.IsOpened()) { processEvents(&app); renderGlScene(&app); app.Display(); } return EXIT_SUCCESS; } void init() { glClearDepth(1.f); glClearColor(0.f, 0.f, 0.f, 0.f); // Enable z-buffer and read and write glEnable(GL_DEPTH_TEST); glDepthMask(GL_TRUE); // Setup a perpective projection glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluPerspective(45.f, 1.f, 1.f, 500.f); glShadeModel(GL_SMOOTH); } void processEvents(sf::Window *app) { sf::Event event; while (app->GetEvent(event)) { if (event.Type == sf::Event::Closed) { app->Close(); } if (event.Type == sf::Event::KeyPressed && event.Key.Code == sf::Key::Escape) { app->Close(); } } } void renderGlScene(sf::Window *app) { app->SetActive(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear the screen and the depth buffer glLoadIdentity(); // Reset the view glTranslatef(-1.5f, 0.0f, -6.0f); // Move Left 1.5 units and into the screen 6.0 glBegin(GL_TRIANGLES); glVertex3f( 0.0f, 1.0f, 0.0f); // Top glVertex3f(-1.0,-1.0f, 0.0f); // Bottom Left glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right glEnd(); glTranslatef(3.0f, 0.0f, 0.0f); glBegin(GL_QUADS); // Draw a quad glVertex3f(-1.0f, 1.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 0.0f); glVertex3f( 1.0f,-1.0f, 0.0f); glVertex3f(-1.0f,-1.0f, 0.0f); glEnd(); } I would greatly appreciate it if someone could help me resolve my issue.

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  • jBullet Collision/Physics not working as expected

    - by Kenneth Bray
    Below is the code for one of my objects in the game I am creating (yes although this is a cube, I am not making anything remotely like MineCraft), and my issue is I while the cube will display and is does follow the physics if the cube falls, it does not interact with any other objects in the game. If I was to have multiple cubes in screen at once they all just sit there, or shoot off in all directions never stopping. Anyway, I am new to jBullet, and any help would be appreciated. // Constructor public Cube(float pX, float pY, float pZ, float pSize) { posX = pX; posY = pY; posZ = pZ; size = pSize; rotX = 0; rotY = 0; rotZ = 0; // physics stuff fallMotionState = new DefaultMotionState(new Transform(new Matrix4f(new Quat4f(0, 0, 0, 1), new Vector3f(posX, posY, posZ), 1))); fallRigidBodyCI = new RigidBodyConstructionInfo(mass, fallMotionState, fallShape, fallInertia); fallRigidBody = new RigidBody(fallRigidBodyCI); }

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  • How to export a C++ class library to C# using a dll?

    - by SICGames2013
    In my previous revision game engine I deported major functions for the game editor for C#. Now, I'm beginning to revise the game engine with a static library. There's a already dynamic library created in C++ to use DLLEXPORT for C#. Just now I want to test out the newer functions and created a DLL file from C++. Because the DLL contains classes I was wondering how would I be able to use DLL Export. Would I do this: [DLLEXPORT("GameEngine.dll", EntryPoint="SomeClass", Conventional=_stdcall)] static extern void functionFromClass(); I have a feeling it's probably DLLImport and not DLLExport. I was wondering how would I go about this? Another way I was thinking was because I already have the DLL in C++ prepared already to go the C# Class Library. I could just keep the new engine as a lib, and link the lib with the old DLL C++ file. Wouldn't the EntryPoint be able to point to the class the function is in?

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  • c# scripting execution with xna (actions take more than 1 frame)

    - by user658091
    I'm trying to figure out how to implement c# scripting into my game (XNA with C#). I will be using C# as the scripting language. My question is, how to call functions that take more than 1 frame to finish? For example: class UserScript : Script { public override void execute(Game game) { //script must wait for dialog to be closed game.openDialog("This is a dialog"); //script should'nt wait for this int goldToGive = 100; goldToGive += 100; game.addGold(goldToGive); // //script should wait for cinematic to end game.startCinematic("name_of_cinematic"); //doesn't wait game.addGold(100); } } I found that you can do that with yield, but I'm not sure if it's the correct way (It's from 2010, the article mentioned no longer exists). http://stackoverflow.com/questions/3540231/implementing-a-simple-xml-based-scripting-language-for-an-xna-game Is yield the answer? If so, can anyone point me any examples/tutorials/books? I haven't found any regarding my situation. If not, what approach should I take? or am I better off with multi-threading?

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  • Farseer Physics: Ways to create a Body?

    - by EdgarT
    I want to create something similar to this using farsser and Kinect: https://vimeo.com/33500649 This is my implementation until now: http://www.youtube.com/watch?v=GlIvJRhco4U I have the outline vertices and the triangulation of the user. And following the Texture to Polygonmsample i used this line to create the shape, where farseerObject is a list of vertices of the triangles: _compound = BodyFactory.CreateCompoundPolygon(World, farseerObject, 1f, BodyType.Dynamic); But I have to update the body each frame (like 30 fps) and this is very slow. I get just 2 or 3 fps. There's another (faster) way to create the Body from a list of triangles or the contour vertices?

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  • Is it possible to use 3G internet for a TCP/IP game server?

    - by Amit Ofer
    I'm working on a turned based multiplayer android game with a friend. I started working on the game server and client using socket programming. I found a few tutorials on how to implement a basic chat on android and I started extending that example to suit my needs. Basically the game is really simple and the communication only include sending a few string from the client to the server every turn and sending the calculated scores back to all the clients after each turn. the idea is that one of the players creates the game and thus initialize the server, and each player connects to this client using ip. I tried this solution and it seems to work great when all the players are using the same wifi connection or by using router port forwarding. The problem is when trying to use 3G internet for the server, I guess the problem is that 3G ip address isn't global and you can't use port forwarding there, correct me if I'm wrong here. Is there a way to overcome this issue? or the only solution is to limit my game to wifi only or think of a different solution than the standard socket programming solution? I.E web server etc. what do you think would be the best approach here? Thanks.

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  • Whats a good way to do Collision with 2D Rectangles? can someone give me a tip?

    - by Javier
    using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; namespace BreakOut { class Field { public static Field generateField() { List<Block> blocks = new List<Block>(); for (int j = 0; j < BlockType.BLOCK_TYPES.Length; j++) for (int i = 0; i < (Game1.WIDTH / Block.WIDTH); i++) { Block b = new Block(BlockType.BLOCK_TYPES[j], new Vector2(i * Block.WIDTH, (Block.HEIGHT + 2) * j + 5)); blocks.Add(b); } return new Field(blocks); } List<Block> blocks; public Field(List<Block> blocks) { this.blocks = blocks; } public void Update(GameTime gameTime, Ball b) { List<Block> removals = new List<Block>(); foreach (Block o in blocks) { if (o.BoundingBox.Intersects(new Rectangle((int)b.pos.X, (int)b.pos.Y, Ball.WIDTH, Ball.HEIGHT))) //collision with blocks { removals.Add(o); } } foreach(Block o in removals) blocks.Remove(o); //removes the blocks, but i need help hitting one at a time } public void Draw(GameTime gameTime) { foreach (Block b in blocks) b.Draw(gameTime); } } } My problem is that My collision in this sucks. I'm trying to add collision with a ball and hitting against a block and then one of the blocks dissapear. The problem i'm having is: When the ball hits the block, it removes it all in one instance. Please people don't be mean and say mean answers to me, im just in highschool, still a nooby and trying to learn more c#/XNA..

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  • Android opengles 2.0 :different resolutions rendering and input

    - by kkan
    I'm currently developing a sprite based 2D game for android using opengles 2.0. I've got some basic rendering done that mimics the spritebatch functionality of xna (draw sprite, rotation, color). But all of this works for a fixed projection matrix, but android has a lot of screen sizes. Q1)Would this be an okay method to scale up/down the drawing? 1)Draw the whole screen to a texture. 2)Draw the above texture as a quad to the device. I found the above through some searching, not sure if it's the best one, are there any alternatives? Q2)How do you handle inputs for different resolutions? I currently get the position of a touch and use it raw. Would it be okay to get the position, and then scale the position to size of the texture used for rendering, and the perform calculations on it? Thanks.

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  • How to create games with scrolling?

    - by Chandan Shetty SP
    In games like city story or we farm how do they implement scrolling? To do scrolling using UIScrollView the EAGLView size has to be bigger. In those games EAGLView size look like more than 1024*1024. But there is limitation in viewport size in iphone devices(in 3G iphone max is 1024). I played those games in 3G iphone they are working fine. Any idea how they implemented their scrolling mechanism?

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  • Composer does not find dependencies of vcs repository

    - by Michael Freund
    i've got a strange problem ... project-a is my main project. project-b is my library, checked in to subversion composer.json of project-b { "name": "fragger/baseclasses", "version" : "0.0.1-dev", "description": "Baseclasses and Interfaces", "require": { "silex/silex": "1.0.x-dev", "3rd-party/smarty": "3.*", "swiftmailer/swiftmailer": "4.2-dev" }, "autoload": { "psr-0": { "baseclasses": "src/" } } } and composer.json of project-b { "repositories" : [ { "type": "vcs", "url" : "svn+ssh://....." } ], "require": { "fragger/baseclasses": ">=0.0.1-dev" } } output of install command php composer.phar install Loading composer repositories with package information Installing dependencies Your requirements could not be resolved to an installable set of packages. Problem 1 - Installation request for fragger/baseclasses >=0.0.1-dev -> satisfiable by fragger/baseclasses dev-trunk. - fragger/baseclasses dev-trunk requires silex/silex 1.0.x-dev -> no matching package found. But a composer install in project a alone, works fine

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