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  • importing BaseGameUtils library

    - by David
    Hey :) I am trying to add the BaseGameUtils library to my workspace, I am using this guide: https://developers.google.com/games/services/android/init , I have downloaded from here :https://developers.google.com/games/services/downloads/ The BaseGameUtils sample but when I am trying to import it using Eclipse it gives me so many wrong things like Main,MainActivity and not the real BaseGameUtils, what is wrong here?

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  • Example of DOD design (on a generic Zombie game)

    - by Jeffrey
    I can't seem to find a nice explanation of the Data Oriented Design for a generic zombie game (it's just an example, pretty common example). Could you make an example of the Data Oriented Design on creating a generic zombie class? Is the following good? Zombie list class: class ZombieList { GLuint vbo; // generic zombie vertex model std::vector<color>; // object default color std::vector<texture>; // objects textures std::vector<vector3D>; // objects positions public: unsigned int create(); // return object id void move(unsigned int objId, vector3D offset); void rotate(unsigned int objId, float angle); void setColor(unsigned int objId, color c); void setPosition(unsigned int objId, color c); void setTexture(unsigned int, unsigned int); ... void update(Player*); // move towards player, attack if near } Example: Player p; Zombielist zl; unsigned int first = zl.create(); zl.setPosition(first, vector3D(50, 50)); zl.setTexture(first, texture("zombie1.png")); ... while (running) { // main loop ... zl.update(&p); zl.draw(); // draw every zombie } Or would creating a generic World container that contains every action from bite(zombieId, playerId) to moveTo(playerId, vector) to createPlayer() to shoot(playerId, vector) to face(radians)/face(vector); and contains: std::vector<zombie> std::vector<player> ... std::vector<mapchunk> ... std::vector<vbobufferid> player_run_animation; ... be a good example? Whats the proper way to organize a game with DOD?

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  • How to limit click'n'drag movement to an area?

    - by Vexille
    I apologize for the somewhat generic title. I'm really don't have much clue about how to accomplish what I'm trying to do, which is making it harder even to research a possible solution. I'm trying to implement a path marker of sorts (maybe there's a most suitable name for it, but this is the best I could come up with). In front of the player there will be a path marker, which will determine how the player will move once he finishes planning his turn. The player may click and drag the marker to the position they choose, but the marker can only be moved within a defined working area (the gray bit). So I'm now stuck with two problems: First of all, how exactly should I define that workable area? I can imagine maybe two vectors that have the player as a starting point to form the workable angle, and maybe those two arcs could come from circles that have their center where the player is, but I definetly don't know how to put this all together. And secondly, after I've defined the area where the marker can be placed, how can I enforce that the marker should only stay within that area? For example, if the player clicks and drags the marker around, it may move freely within the working area, but must not leave the boundaries of the area. So for example, if the player starts dragging the marker upwards, it will move upwards until it hits he end of the working area (first diagram below), but if after that the player starts dragging sideways, the marker must follow the drag while still within the area (second diagram below). I hope this wasn't all too confusing. Thanks, guys.

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  • Rotation based on x coordinate and x velocity?

    - by Lewis
    -(void) accelerometer:(UIAccelerometer *)accelerometer didAccelerate:(UIAcceleration *)acceleration { float deceleration = 0.3f, sensitivity = 8.0f, maxVelocity = 150; // adjust velocity based on current accelerometer acceleration playerVelocity.x = playerVelocity.x * deceleration + acceleration.x * sensitivity; // we must limit the maximum velocity of the player sprite, in both directions (positive & negative values) playerVelocity.x = fmaxf(fminf(playerVelocity.x, maxVelocity), -maxVelocity); } Hi, I want to rotate my sprite based on the velocity and accelerometer input. My sprite can move along the X axis like so: <--------- sprite ----------- But it always faces forwards, if it is moving left I want it to point slightly to the left, the degree of how far it is pointing to be judged from the velocity. This should also work for the right. I tried using atan but as the y velocity and position is always the same the function returns 0, which doesn't rotate it at all. Any ideas? Regards, Lewis.

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  • HLSL - Creating Shadows in 2D

    - by richard
    The way that I create shadows is by the following technique: http://www.catalinzima.com/2010/07/my-technique-for-the-shader-based-dynamic-2d-shadows/ But I have questions to HLSL. The way that I currently do it is, I have a black and white image, where Black means 'object', and white means 'nothing'. I then distort the image like in the tutorial. I do this with a pixel shader, but instead of rendering to the screen, I render to a texture, back to my application. I then take this, and create the shadows, and then send it back to the graphics card to undo the distortion, after the shadow has been added - this comes back and I have a stencil of shadow. I can put this ontop of the original image and send them back to the graphics card, which then puts them on the screen. To me this is alot of back and forth. Is there a way i can avoid this? The problem that I am having is that I need to basically go through all positions in the texture 3 times, and use the new new texture every time instead of the orginal one. I tried to read up on Passes, but i don't think that i am heading in the right direction there. Help?

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  • New way of integrating Openfeint in Cocos2d-x 0.12.0

    - by Ef Es
    I am trying to implement OpenFeint for Android in my cocos2d-x project. My approach so far has been creating a button that calls a static java method in class Bridge using jnihelper functions (jnihelper only accepts statics). Bridge has one singleton attribute of type OFAndroid, that is the class dynamically calling the Openfeint Api methods, and every method in the bridge just forwards it to the OFAndroid object. What I am trying to do now is to initialize the openfeint libraries in the main java class that is the one calling the static C++ libraries. My problem right now is that the initializing function void com.openfeint.api.OpenFeint.initialize(Context ctx, OpenFeintSettings settings, OpenFeintDelegate delegate) is not accepting the context parameter that I am giving him, which is a "this" reference to the main class. Main class extends from Cocos2dxActivity but I don't have any other that extends from Application. Any suggestions on fixing it or how to improve the architecture? EDIT: I am trying a new solution. Make the bridge class into an Application child, is called from Main object, initializes OpenFeint when created and it can call the OpenFeint functions instead of needing an additional class. The problem is I still get the error. 03-30 14:39:22.661: E/AndroidRuntime(9029): Caused by: java.lang.NullPointerException 03-30 14:39:22.661: E/AndroidRuntime(9029): at android.content.ContextWrapper.getPackageManager(ContextWrapper.java:85) 03-30 14:39:22.661: E/AndroidRuntime(9029): at com.openfeint.internal.OpenFeintInternal.validateManifest(OpenFeintInternal.java:885) 03-30 14:39:22.661: E/AndroidRuntime(9029): at com.openfeint.internal.OpenFeintInternal.initializeWithoutLoggingIn(OpenFeintInternal.java:829) 03-30 14:39:22.661: E/AndroidRuntime(9029): at com.openfeint.internal.OpenFeintInternal.initialize(OpenFeintInternal.java:852) 03-30 14:39:22.661: E/AndroidRuntime(9029): at com.openfeint.api.OpenFeint.initialize(OpenFeint.java:47) 03-30 14:39:22.661: E/AndroidRuntime(9029): at nurogames.fastfish.NuroFeint.onCreate(NuroFeint.java:23) 03-30 14:39:22.661: E/AndroidRuntime(9029): at nurogames.fastfish.FastFish.onCreate(FastFish.java:47) 03-30 14:39:22.661: E/AndroidRuntime(9029): at android.app.Instrumentation.callActivityOnCreate(Instrumentation.java:1069) 03-30 14:39:22.661: E/AndroidRuntime(9029): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2751)

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  • importing animations in Blender, weird rotations/locations

    - by user975135
    This is for the Blender 2.6 API. There are two problems: 1. When I import a single animation frame from my animation file to Blender, all bones look fine. But when I import multiple (all of the frames), just the first one looks right, seems like newer frames are affected by older ones, so you get slightly off positions/rotations. This is true when both assigning PoseBone.matrix and PoseBone.matrix_basis. bone_index = 0 # for each frame: for frame_index in range(frame_count): # for each pose bone: add a key for bone_name in bone_names: # "bone_names" - a list of bone names I got earlier pose.bones[bone_name].matrix = animation_matrices[frame_index][bone_index] # "animation_matrices" - a nested list of matrices generated from reading a file # create the 'keys' for the Action from the poses pose.bones[bone_name].keyframe_insert('location', frame = frame_index+1) pose.bones[bone_name].keyframe_insert('rotation_euler', frame = frame_index+1) pose.bones[bone_name].keyframe_insert('scale', frame = frame_index+1) bone_index += 1 bone_index = 0 Again, it seems like previous frames are affecting latter ones, because if I import a single frame from the middle of the animation, it looks fine. 2. I can't assign armature-space animation matrices read from a file to a skeleton with hierarchy (parenting). In Blender 2.4 you could just assign them to PoseBone.poseMatrix and bones would deform perfectly whether the bones had a hierarchy or none at all. In Blender 2.6, there's PoseBone.matrix_basis and PoseBone.matrix. While matrix_basis is relative to parent bone, matrix isn't, the API says it's in object space. So it should have worked, but doesn't. So I guess we need to calculate a local space matrix from our armature-space animation matrices from the files. So I tried multiplying it ( PoseBone.matrix ) with PoseBone.parent.matrix.inverted() in both possible orders with no luck, still weird deformations.

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  • Acceptable GC frequency for a SlimDX/Windows/.NET game?

    - by Rei Miyasaka
    I understand that the Windows GC is much better than the Xbox/WP7 GC, being that it's generational and multithreaded -- so I don't need to worry quite as much about avoiding memory allocation. SlimDX even has some unavoidable functions that generate some amount of garbage (specifically, MapSubresource creates DataBoxes), yet people don't seem to be too upset about it. I'd like to use some functional paradigms to write my code too, which also means creating objects like closures and monads. I know premature optimization isn't a good thing, but are there rules of thumb or metrics that I can follow to know whether I need to cut down on allocations? Is, say, one gen 0 GC per frame too much? One thing that has me stumped is object promotions. Gen 0 GCs will supposedly finish within a millisecond or two, but if I'm understanding correctly, it's the gen 1 and 2 promotions that start to hurt. I'm not too sure how I can predict/prevent these.

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  • Objective C - Aggro with Images

    - by Will
    I have three UIImageViews. enemy1, enemy1AggroBox and mainSprite. What I want to do is when mainSprite and enemy1AggroBox interect, I want enemy1 to start moving towards mainSprite. Basically creating aggro for a game. if(CGRectIntersectsRect(mainSprite.frame, enemy1AggroBox.frame)){ //Code here// } My plan would be to call this method in viewDidLoad. I'm not using any sort of framework like cocos2d or OpenGLES. If you need to see any more code just ask.

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  • Inconsistent accessibility error in xna.

    - by Tom
    Hey all, you may remember me asking a question regarding a snake game I was creating about two weeks ago. Well I'm quite far now into making the game (thanks to a brilliant tutorial I found). But I've come across the error described named above. So heres my problem; I have a SnakeFood class that has a method called "Reposition". In the game1 class I have a method called "UpdateInGame" which calls the reposition method to load an orange that spawns in a random place every second. My latest piece of code changed the reposition method to allow the snake I have on the screen to not be overlapped by the orange that randomly spawns. Now I get the error (in full): Error 1 Inconsistent accessibility: parameter type 'TheMathsSnakeGame.Snake' is less accessible than method 'TheMathsSnakeGame.SnakeFood.Reposition(TheMathsSnakeGame.Snake)' C:\Users\Tom\Documents\Visual Studio 2008\Projects\TheMathsSnakeGame\TheMathsSnakeGame\SnakeFood.cs 33 21 TheMathsSnakeGame I understand what the errors trying to tell me but having changed the accessiblity of the methods, I still can't get it to work. Sorry about the longwinded question. Thanks in advance :) Edit: Code I'm using (Game1 Class) private void UpdateInGame(GameTime gameTime) { //Calls the oranges "reposition" method every second if (gameTime.TotalGameTime.Milliseconds % 1000 == 0) orange.Reposition(sidney); sidney.Update(gameTime); } (SnakeFood Class) public void Reposition(Snake snake) { do { position = new Point(rand.Next(Grid.maxHeight), rand.Next(Grid.maxWidth)); } while (snake.IsBodyOnPoint(position)); }

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  • How do I get my character to move after adding to JFrame?

    - by A.K.
    So this is kind of a follow up on my other JPanel question that got resolved by playing around with the Layout... Now my MouseListener allows me to add a new Board(); object from its class, which is the actual game map and animator itself. But since my Board() takes Key Events from a Player Object inside the Board Class, I'm not sure if they are being started. Here's my Frame Class, where SideScroller S is the player object: package OurPackage; //Made By A.K. 5/24/12 //Contains Frame. import java.awt.BorderLayout; import java.awt.Button; import java.awt.CardLayout; import java.awt.Color; import java.awt.Container; import java.awt.Dimension; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.GridBagLayout; import java.awt.GridLayout; import java.awt.Image; import java.awt.Rectangle; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyEvent; import java.awt.event.MouseAdapter; import java.awt.event.MouseEvent; import java.awt.event.MouseListener; import javax.swing.*; import javax.swing.plaf.basic.BasicOptionPaneUI.ButtonActionListener; public class Frame implements MouseListener { public static boolean StartGame = false; JFrame frm = new JFrame("Action-Packed Jack"); ImageIcon img = new ImageIcon(getClass().getResource("/Images/ActionJackTitle.png")); ImageIcon StartImg = new ImageIcon(getClass().getResource("/Images/JackStart.png")); public Image Title; JLabel TitleL = new JLabel(img); public JPanel TitlePane = new JPanel(); public JPanel BoardPane = new JPanel(); JPanel cards; JButton StartB = new JButton(StartImg); Board nBoard = new Board(); static Sound nSound; public Frame() { frm.setLayout(new GridBagLayout()); cards = new JPanel(new CardLayout()); nSound = new Sound("/Sounds/BunchaJazz.wav"); TitleL.setPreferredSize(new Dimension(970, 420)); frm.add(TitleL); frm.add(cards); cards.setSize(new Dimension(150, 45)); cards.setLayout(new GridBagLayout ()); cards.add(StartB); StartB.addMouseListener(this); StartB.setPreferredSize(new Dimension(150, 45)); frm.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frm.setSize(1200, 420); frm.setVisible(true); frm.setResizable(false); frm.setLocationRelativeTo(null); frm.pack(); } public static void main(String[] args) { SwingUtilities.invokeLater(new Runnable() { public void run() { new Frame(); } }); } public void mouseClicked(MouseEvent e) { nSound.play(); StartB.setContentAreaFilled(false); cards.remove(StartB); frm.remove(TitleL); frm.remove(cards); frm.setLayout(new GridLayout(1, 1)); frm.add(nBoard); //Add Game "Tiles" Or Content. x = 1200 nBoard.setPreferredSize(new Dimension(1200, 420)); cards.revalidate(); frm.validate(); } @Override public void mouseEntered(MouseEvent arg0) { // TODO Auto-generated method stub } @Override public void mouseExited(MouseEvent arg0) { // TODO Auto-generated method stub } @Override public void mousePressed(MouseEvent arg0) { // TODO Auto-generated method stub } @Override public void mouseReleased(MouseEvent arg0) { // TODO Auto-generated method stub } }

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  • Question about mipmaps + anisotropic filtering

    - by Telanor
    I'm a bit confused here and maybe someone can explain this to me. I created a simple test texture for my terrain which is nothing more than a solid green color with a black grid overlayed on top of it. If I look at the terrain in the distance with mipmapping on and linear filtering, the grid lines become blurry fairly quickly and further back the grid is pretty much invisible. With these settings, I don't get any moire patterns at all. If I turn on anisotropic filtering, however, the higher the anisotropic level, the more the terrain looks like it did with without mipmapping. The lines are much crisper nearby but in the distance I start to see terrible moire patterns. My understanding was that mipmapping is supposed to get rid of moire patterns. I've always had anisotropic filtering on in every game I play and I've never noticed any moire patterns as a result, so I don't understand why it's happening in my game. I am using logarithmic depth however, could that be causing any problems? And if it is, how do I resolve it? I've created my sampler state like so (I'm using slimdx): ssa = SamplerState.FromDescription(Engine.Device, new SamplerDescription { AddressU = TextureAddressMode.Clamp, AddressV = TextureAddressMode.Clamp, AddressW = TextureAddressMode.Clamp, Filter = Filter.Anisotropic, MaximumAnisotropy = anisotropicLevel, MinimumLod = 0, MaximumLod = float.MaxValue });

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  • Narrow-phase collision detection algorithms

    - by Marian Ivanov
    There are three phases of collision detection. Broadphase: It loops between all objecs that can interact, false positives are allowed, if it would speed up the loop. Narrowphase: Determines whether they collide, and sometimes, how, no false positives Resolution: Resolves the collision. The question I'm asking is about the narrowphase. There are multiple algorithms, differing in complexity and accuracy. Hitbox intersection: This is an a-posteriori algorithm, that has the lowest complexity, but also isn't too accurate, Color intersection: Hitbox intersection for each pixel, a-posteriori, pixel-perfect, not accuratee in regards to time, higher complexity Separating axis theorem: This is used more often, accurate for triangles, however, a-posteriori, as it can't find the edge, when taking last frame in account, it's more stable Linear raycasting: A-priori algorithm, useful for semi-realistic-looking physics, finds the intersection point, even more accurate than SAT, but with more complexity Spline interpolation: A-priori, even more accurate than linear rays, even more coplexity. There are probably many more that I've forgot about. The question is, in when is it better to use SAT, when rays, when splines, and whether there is anything better.

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  • convert orientation vec3 to a rotation matrix

    - by lapin
    I've got a normalized vec3 that represents an orientation. Each frame of animation, an object's orientation changes slightly, so I add a delta vector to the orientation vector and then normalize to find the new orientation. I'd like to convert the vec3 that represents an orientation into a rotation matrix that I can use to orient my object. If it helps, my object is a cone, and I'd like to rotate it about the pointy end, not from its center :) PS I know I should use quaternions because of the gimbal lock problem. If someone can explain quats too, that'd be great :)

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  • Simplest way to use Steam Leaderboards from C# [on hold]

    - by Miau
    We are about to integrate steamworks for leaderboards and achievements into our game. I see there are many open and closed source libraries that can be used to use SteamWorks from C#. Rolling our own wrapper can be done, but if the other libraries are reliable then it would be better to use and perhaps contribute back if we see any obvious gaps. Have you used any and if so what was your experience with the different libraries? Specifically for Leaderboards and achievements The ones I found are: SteamWorks.net Steam4Net Ludosity (can be used outside of Unity apparently)

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  • OpenGL Shading Program Object Memory Requirement

    - by Hans Wurst
    gDEbugger states that OpenGL's program objects only occupy an insignificant amount of memory. How much is this actually? I don't know if the stuff I looked up in mesa is actually that I was looking for but it requires 16KB [Edit: false, confusing struct names, less than 1KB immediate, some further behind pointers] per program object. Not quite insignificant. So is it recommended to create a unique program object for each object of the scene? Or to share a single program object and set the scene's object's custom variables just before its draw call?

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  • Doing powerups in a component-based system

    - by deft_code
    I'm just starting really getting my head around component based design. I don't know what the "right" way to do this is. Here's the scenario. The player can equip a shield. The the shield is drawn as bubble around the player, it has a separate collision shape, and reduces the damage the player receives from area effects. How is such a shield architected in a component based game? Where I get confused is that the shield obviously has three components associated with it. Damage reduction / filtering A sprite A collider. To make it worse different shield variations could have even more behaviors, all of which could be components: boost player maximum health health regen projectile deflection etc Am I overthinking this? Should the shield just be a super component? I really think this is wrong answer. So if you think this is the way to go please explain. Should the shield be its own entity that tracks the location of the player? That might make it hard to implement the damage filtering. It also kinda blurs the lines between attached components and entities. Should the shield be a component that houses other components? I've never seen or heard of anything like this, but maybe it's common and I'm just not deep enough yet. Should the shield just be a set of components that get added to the player? Possibly with an extra component to manage the others, e.g. so they can all be removed as a group. (accidentally leave behind the damage reduction component, now that would be fun). Something else that's obvious to someone with more component experience?

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  • Random World Generation

    - by Alex Larsen
    I'm making a game like minecraft (although a different idea) but I need a random world generator for a 1024 block wide and 256 block tall map. Basically so far I have a multidimensional array for each layer of blocks (a total of 262,114 blocks). This is the code I have now: Block[,] BlocksInMap = new Block[1024, 256]; public bool IsWorldGenerated = false; Random r = new Random(); private void RunThread() { for (int BH = 0; BH <= 256; BH++) { for (int BW = 0; BW <= 1024; BW++) { Block b = new Block(); if (BH >= 192) { } BlocksInMap[BW, BH] = b; } } IsWorldGenerated = true; } public void GenWorld() { new Thread(new ThreadStart(RunThread)).Start(); } I want to make tunnels and water but the way blocks are set is like this: Block MyBlock = new Block(); MyBlock.BlockType = Block.BlockTypes.Air; How would I manage to connect blocks so the land is not a bunch of floating dirt and stone?

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  • How can I simulate objects floating on water without a physics engine?

    - by user1075940
    In my game the water movement is done in a shader using Gerstner equations. The water movement looks realistic enough for a school project but I encounter serious problem when I wanted to do sailing on waves (similar to this). I managed to do collision with land by calculating quad's vertices and normals beneath ship, however same method can not be applied to water because XZ are displaced and Y is calculated in a shader :( How to approach this problem ? Is it possible to retrieve transformed grid from shader? Unfortunately no external physics libraries can be used.

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  • Why can we recognize game engines?

    - by Bart van Heukelom
    About many games you can say "oh that's the Unreal engine for sure", "this was made by upgrading GTA 4", etc. We can often recognize the engine used for a game just by looking at its graphics (disregarding menus and such). I'm wondering, why is this? All game engines use the same 3D rendering technology that we all use, and the different games usually have a distinct art style, so what's left to recognize?

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  • How to determine where on a path my object will be at a given point in time?

    - by Dave
    I have map and an obj that is meant to move from start to end in X amount of time. The movements are all straight lines, as curves are beyond my ability at the moment. So I am trying to get the object to move from these points, but along the way there are way points which keep it on a given path. The speed of the object is determined by how long it will take to get from start to end (based on X). This is what i have so far: //get_now() returns seconds since epoch var timepassed = get_now() - myObj[id].start; //seconds since epoch for departure var timeleft = myObj[id].end - get_now(); //seconds since epoch for arrival var journey_time = 60; //this means 60 minutes total journey time var array = [[650,250]]; //way points along the straight paths if(step == 0 || step =< array.length){ var destinationx = array[step][0]; var destinationy = array[step][1]; }else if( step == array.length){ var destinationx = 250; var destinationy = 100; } else { var destinationx = myObj[id].startx; var destinationy = myObj[id].starty; } step++; When the user logs in at any given time, the object needs to be drawn in the correct place of the path, almost as if its been travelling along the path whilst the user has not been at the PC with the available information i have above. How do I do this? Note: The camera angle in the game is a birds eye view so its a straight forward X:Y rather than isometric angles.

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  • How to design a character animation system?

    - by Andrea Benedetti
    I'm searching for suggestions and resources on the possible ways to design a character animation system. I mean a system built on top of the graphics engine (as graphics engine I use Ogre3D, that provide an animation layer), and in strict contact with the logic of the game. It's for a sports title, so the question is not easy. Edit: What I'm searching for are suggestions and resources about the action state mechines (or animation state machines), that is build on top of the animation pipeline already provided by the graphics engine. So, a state-driver animation interface for use by virtually all higher-level game code.

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  • How do engines avoid "Phase Lock" (multiple objects in same location) in a Physics Engine?

    - by C0M37
    Let me explain Phase Lock first: When two objects of non zero mass occupy the same space but have zero energy (no velocity). Do they bump forever with zero velocity resolution vectors or do they just stay locked together until an outside force interacts? In my home brewed engine, I realized that if I loaded a character into a tree and moved them, they would signal a collision and hop back to their original spot. I suppose I could fix this by implementing impulses in the event of a collision instead of just jumping back to the last spot I was in (my implementation kind of sucks). But while I make my engine more robust, I'm just curious on how most other physics engines handle this case. Do objects that start in the same spot with no movement speed just shoot out from each other in a random direction? Or do they sit there until something happens? Which option is generally the best approach?

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  • multithreading problem with Nvidia PhysX

    - by xcrypt
    I'm having a multithreading problem with Nvidia PhysX. the SDK requires that you call Simulate() (starts computing new physics positions within a new thread) and FetchResults(waits 'till the physics computations are done). Inbetween Simulate() and FetchResults() you may not 'compute new physics' It is proposed (in a sample) that we create a game loop as such: Logic (you may calculate physics here and other stuff) Render + Simulate() at start of Render call and FetchResults at end of Render() call However, this has given me various little errors that stack up: since you actually render the scene that was computed in the previous iteration in the game loop. I wonder if there's a way around this? I've been trying and trying, but I can't think of a solution...

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  • Doubling the DPI with a shader?

    - by Mathias Lykkegaard Lorenzen
    I'm developing a game where the map is generated with Perlin Noise, but on the CPU. I am generating some perlin noise onto a texture with a small size, and then I stretch it out to the whole screen to simulate a map. The reason for the CPU generating the noise is that I want it to look the same on all devices. Now, here's the end-result. Please ignore the bullets and the explosion on the picture. What matters is the background (the black/gray pixels) and the ground (the brown-ish pixels). They are rendered to the same texture through perlin noise. However, this doesn't look very pretty. So I was wondering if it would be possible to double the amount of pixels using a shader, and rounding edges at the same time? In other words, improve the DPI. I'm using SharpDX with DirectX 11, through its toolkit feature. But any help that'll lead me in the right direction (for instance through HLSL) would be a great help. Thanks in advance.

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