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  • monotouch 2d pixel with correct resolution

    - by acidzombie24
    I am writing up a game that is size sensitive. It needs to be pixel perfect. I believe the resolution is 480x320 pixels with the iphone being twice the width and height. My code is grid based with images exactly 16x16pixels. I found samples of opengl in the past but I never found any good tutorial that had 0,0 the top left and was the correct size in resolution (which made images look terrible) What can I use? I'd like to write the code in C# (or C++ but C# is preferred) and use monotouch. I don't know any libraries for 2d graphics. I'll figure out sound and such afterwards and I seen documentation on monotouch for input.

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  • Node.js Lockstep Multiplayer Architecture

    - by Wakaka
    Background I'm using the lockstep model for a multiplayer Node.js/Socket.IO game in a client-server architecture. User input (mouse or keypress) is parsed into commands like 'attack' and 'move' on the client, which are sent to the server and scheduled to be executed on a certain tick. This is in contrast to sending state data to clients, which I don't wish to use due to bandwidth issues. Each tick, the server will send the list of commands on that tick (possibly empty) to each client. The server and all clients will then process the commands and simulate that tick in exactly the same way. With Node.js this is actually quite simple due to possibility of code sharing between server and client. I'll just put the deterministic simulator in the /shared folder which can be run by both server and client. The server simulation is required so that there is an authoritative version of the simulation which clients cannot alter. Problem Now, the game has many entity classes, like Unit, Item, Tree etc. Entities are created in the simulator. However, for each class, it has some methods that are shared and some that are client-specific. For instance, the Unit class has addHp method which is shared. It also has methods like getSprite (gets the image of the entity), isVisible (checks if unit can be seen by the client), onDeathInClient (does a bunch of stuff when it dies only on the client like adding announcements) and isMyUnit (quick function to check if the client owns the unit). Up till now, I have been piling all the client functions into the shared Unit class, and adding a this.game.isServer() check when necessary. For instance, when the unit dies, it will call if (!this.game.isServer()) { this.onDeathInClient(); }. This approach has worked pretty fine so far, in terms of functionality. But as the codebase grew bigger, this style of coding seems a little strange. Firstly, the client code is clearly not shared, and yet is placed under the /shared folder. Secondly, client-specific variables for each entity are also instantiated on the server entity (like unit.sprite) and can run into problems when the server cannot instantiate the variable (it doesn't have Image class like on browsers). So my question is, is there a better way to organize the client code, or is this a common way of doing things for lockstep multiplayer games? I can think of a possible workaround, but it does have its own problems. Possible workaround (with problems) I could use Javascript mixins that are only added when in a browser. Thus, in the /shared/unit.js file in the /shared folder, I would have this code at the end: if (typeof exports !== 'undefined') module.exports = Unit; else mixin(Unit, LocalUnit); Then I would have /client/localunit.js store an object LocalUnit of client-side methods for Unit. Now, I already have a publish-subscribe system in place for events in the simulator. To remove the this.game.isServer() checks, I could publish entity-specific events whenever I want the client to do something. For instance, I would do this.publish('Death') in /shared/unit.js and do this.subscribe('Death', this.onDeathInClient) in /client/localunit.js. But this would make the simulator's event listeners list on the server and the client different. Now if I want to clear all subscribed events only from the shared simulator, I can't. Of course, it is possible to create two event subscription systems - one client-specific and one shared - but now the publish() method would have to do if (!this.game.isServer()) { this.publishOnClient(event); }. All in all, the workaround off the top of my head seems pretty complicated for something as simple as separating the client and shared code. Thus, I wonder if there is an established and simpler method for better code organization, hopefully specific to Node.js games.

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  • Unable to create xcode project again from unity

    - by Engr Anum
    I am using unity 4.5.3. I already created/built xcode project from unity. However, there were some strange linking errors I was unable to solve, so I decided to delete my xcode project and rebuilt it again from unity. Unfortunately, whenever I try to build the project, just empty project folder is created. There is nothing inside it. I don't know why it is happening. Please tell me how can I create xcode project again. May be I am missing small thing. Thanks.

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  • Mesh with quads to triangle mesh

    - by scape
    I want to use Blender for making models yet realize some of the polygons are not triangles but contain quads or more (example: cylinder top and bottom). I could export the the mesh as a basic mesh file and import it in to an openGL application and workout rendering the quads as tris, but anything with more than 4 vert indices is beyond me. Is it typical to convert the mesh to a triangle-based mesh inside blender before exporting it? I actually tried this through the quads_convert_to_tris method within a blender py script and the top of the cylinder does not look symmetrical. What is typically done to render a loaded mesh as a tri?

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  • Game thread, render thread, animation/inverse kinematics, and synchronization

    - by user782220
    In a multithreaded setup with a game logic thread and a render thread, with some kind of skin mesh animation with inverse kinematics plus etc how does animation work? Does the game logic thread just update a number saying time T in the animation and then the render thread infers Who owns the skin mesh animation, the game logic thread or the render thread? How is it stored in the scene graph if it is stored there at all? When the game logic updates does it do the computation of the skin mesh animation and the computation of the inverse kinematics and then store the result directly in the scene graph or is it stored indirectly and the render thread does the computation?

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  • Is there a way to legally create a game mod?

    - by Rodrigo Guedes
    Some questions about it: If I create a funny version of a copyrighted game and sell it (crediting the original developers) would it be considered a parody or would I need to pay royalties? If I create a game mod for my own personal use would it be legal? What if I gave it for free to a friend? Is there a general rule about it or it depends on the developer will? P.S.: I'm not talking about cloning games like this question. It's all about a game clearly based on another. Something like "GTA Gotham City" ;) EDIT: This picture that I found over the internet illustrate what I'm talking about: Just in case I was not clear: I never created a mod game. I was just wondering if it would be legally possible before trying to do it. I'm not apologizing piracy. I pay dearly for my games (you guys have no idea how expensive games are in Brazil due to taxes). Once more I say that the question is not about cloning. Cloning is copy something and try to make your version look like a brand new product. Mods are intended to make reference to one or more of its source. I'm not sure if it can be done legally (if I knew I wasn't asking) but I'm sure this question is not a duplicate. Even so, I trust in the moderators and if they close my question I will not be offended - at least I had an opportunity to explain myself and got 1 good answer (by the time I write this, maybe some more will be given later).

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  • Checking is sides of cubes are solid

    - by Christian Frantz
    In relation to this question: http://gamedev.stackexchange.com/a/28524/31664 And a question I asked earlier: Creating a DrawableGameComponent And also because my internet is too slow to get on chat. I'm wondering how to check if the sides of a cube are solid. I've created 12 methods, each one creating indices and vertices for sides of a cube. Now when I use these methods, the cube creates how it should. All 6 sides show up and its like I didnt change a thing. How can use if statements to check if the side of a cube is solid? The pseudocode from the question above shows this: if(!isSolidAt(x+1,y,z)) verticesToDraw += AddXPlusFace(x,y,z) But in my case is would be: if(!sideIsSolid) SetUpFrontFaceIndices(); My method simply takes these index and vertex values and adds them to a list indicesToDraw and verticesToDraw, as shown in the answer above

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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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  • Keeping the camera from going through walls in a first person game in Unity?

    - by Timothy Williams
    I'm using a modified version of the standard Unity First Person Controller. At the moment when I stand near walls, the camera clips through and lets me see through the wall. I know about camera occlusion and have implemented it in 3rd person games, but I have no clue how I'd accomplish this in a first person game, since the camera doesn't move from the player at all. How do other people accomplish this?

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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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  • Triangle Strips and Tangent Space Normal Mapping

    - by Koarl
    Short: Do triangle strips and Tangent Space Normal mapping go together? According to quite a lot of tutorials on bump mapping, it seems common practice to derive tangent space matrices in a vertex program and transform the light direction vector(s) to tangent space and then pass them on to a fragment program. However, if one was using triangle strips or index buffers, it is a given that the vertex buffer contains vertices that sit at border edges and would thus require more than one normal to derive tangent space matrices to interpolate between in fragment programs. Is there any reasonable way to not have duplicate vertices in your buffer and still use tangent space normal mapping? Which one do you think is better: Having normal and tangent encoded in the assets and just optimize the geometry handling to alleviate the cost of duplicate vertices or using triangle strips and computing normals/tangents completely at run time? Thinking about it, the more reasonable answer seems to be the first one, but why might my professor still be fussing about triangle strips when it seems so obvious?

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  • How to draw textures on a model

    - by marc wellman
    The following code is a complete XNA 3.1 program almost unaltered to that code skeleton Visual Studio is creating when creating a new project. The only things I have changed are imported a .x model to the content folder of the VS solution. (the model is a simple square with a texture spanning over it - made in Google Sketchup and exported with several .x exporters) in the Load() method I am loading the .x model into the game. The Draw() method uses a BasicEffect to render the model. Except these three things I haven't added any code. Why does the model does not show the texture ? What can I do to make the texture visible ? This is the texture file (a standard SketchUp texture from the palette): And this is what my program looks like - as you can see: No texture! Find below the complete source code of the program AND the complete .x file: namespace WindowsGame1 { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } Model newModel; /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: usse this.Content to load your game content here newModel = Content.Load<Model>(@"aau3d"); foreach (ModelMesh mesh in newModel.Meshes) { foreach (ModelMeshPart meshPart in mesh.MeshParts) { meshPart.Effect = new BasicEffect(this.GraphicsDevice, null); } } } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { if (newModel != null) { GraphicsDevice.Clear(Color.CornflowerBlue); Matrix[] transforms = new Matrix[newModel.Bones.Count]; newModel.CopyAbsoluteBoneTransformsTo(transforms); foreach (ModelMesh mesh in newModel.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.TextureEnabled = true; effect.World = transforms[mesh.ParentBone.Index] * Matrix.CreateRotationY(0) * Matrix.CreateTranslation(new Vector3(0, 0, 0)); effect.View = Matrix.CreateLookAt(new Vector3(200, 1000, 200), Vector3.Zero, Vector3.Up); effect.Projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), 0.75f, 1.0f, 10000.0f); } mesh.Draw(); } } base.Draw(gameTime); } } } This is the model I am using (.x): xof 0303txt 0032 // SketchUp 6 -> DirectX (c)2008 edecadoudal, supports: faces, normals and textures Material Default_Material{ 1.0;1.0;1.0;1.0;; 3.2; 0.000000;0.000000;0.000000;; 0.000000;0.000000;0.000000;; } Material _Groundcover_RiverRock_4inch_{ 0.568627450980392;0.494117647058824;0.427450980392157;1.0;; 3.2; 0.000000;0.000000;0.000000;; 0.000000;0.000000;0.000000;; TextureFilename { "aau3d.xGroundcover_RiverRock_4inch.jpg"; } } Mesh mesh_0{ 4; -81.6535;0.0000;74.8031;, -0.0000;0.0000;0.0000;, -81.6535;0.0000;0.0000;, -0.0000;0.0000;74.8031;; 2; 3;0,1,2, 3;1,0,3;; MeshMaterialList { 2; 2; 1, 1; { Default_Material } { _Groundcover_RiverRock_4inch_ } } MeshTextureCoords { 4; -2.1168,-3.4022; 1.0000,-0.0000; 1.0000,-3.4022; -2.1168,-0.0000;; } MeshNormals { 4; 0.0000;1.0000;-0.0000; 0.0000;1.0000;-0.0000; 0.0000;1.0000;-0.0000; 0.0000;1.0000;-0.0000;; 2; 3;0,1,2; 3;1,0,3;; } }

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  • 2D SAT How to find collision center or point or area?

    - by Felipe Cypriano
    I've just implemented collision detection using SAT and this article as reference to my implementation. The detection is working as expected but I need to know where both rectangles are colliding. I need to find the center of the intersection, the black point on the image above. I've found some articles about this but they all involve avoiding the overlap or some kind of velocity, I don't need this. I just need to put a image on top of it. Like two cars crashed so I put an image on top of the collision. Any ideas? ## Update The information I've about the rectangles are the four points that represents them, the upper right, upper left, lower right and lower left coordinates. I'm trying to find an algorithm that can give me the intersection of these points.

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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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  • Calculating 2D (screen) coordinates from 3D positions in XNA 4.0

    - by NDraskovic
    I have a program that draws some items to the scene by loading their positions from a file. Now I want to place a Ray on the same location where the items are drawn. So my question is how can I calculate the position of the ray (it's 2D components) by using 3D coordinates of each particular item? The items don't move anywhere, so once they are placed they stay until the end of the programs execution. Thanks.

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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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  • Constructive criticsm on my linear sampling Gaussian blur

    - by Aequitas
    I've been attempting to implement a gaussian blur utilising linear sampling, I've come across a few articles presented on the web and a question posed here which dealt with the topic. I've now attempted to implement my own Gaussian function and pixel shader drawing reference from these articles. This is how I'm currently calculating my weights and offsets: int support = int(sigma * 3.0) weights.push_back(exp(-(0*0)/(2*sigma*sigma))/(sqrt(2*pi)*sigma)); total += weights.back(); offsets.push_back(0); for (int i = 1; i <= support; i++) { float w1 = exp(-(i*i)/(2*sigma*sigma))/(sqrt(2*pi)*sigma); float w2 = exp(-((i+1)*(i+1))/(2*sigma*sigma))/(sqrt(2*pi)*sigma); weights.push_back(w1 + w2); total += 2.0f * weights[i]; offsets.push_back(w1 / weights[i]); } for (int i = 0; i < support; i++) { weights[i] /= total; } Here is an example of my vertical pixel shader: vec3 acc = texture2D(tex_object, v_tex_coord.st).rgb*weights[0]; vec2 pixel_size = vec2(1.0 / tex_size.x, 1.0 / tex_size.y); for (int i = 1; i < NUM_SAMPLES; i++) { acc += texture2D(tex_object, (v_tex_coord.st+(vec2(0.0, offsets[i])*pixel_size))).rgb*weights[i]; acc += texture2D(tex_object, (v_tex_coord.st-(vec2(0.0, offsets[i])*pixel_size))).rgb*weights[i]; } gl_FragColor = vec4(acc, 1.0); Am I taking the correct route with this? Any criticism or potential tips to improving my method would be much appreciated.

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  • Robust line of sight test on the inside of a polygon with tolerance

    - by David Gouveia
    Foreword This is a followup to this question and the main problem I'm trying to solve. My current solution is an hack which involves inflating the polygon, and doing most calculations on the inflated polygon instead. My goal is to remove this step completely, and correctly solve the problem with calculations only. Problem Given a concave polygon and treating all of its edges as if they were walls in a level, determine whether two points A and B are in line of sight of each other, while accounting for some degree of floating point errors. I'm currently basing my solution on a series of line-segment interection tests. In other words: If any of the end points are outside the polygon, they are not in line of sight. If both end points are inside the polygon, and the line segment from A to B crosses any of the edges from the polygon, then they are not in line of sight. If both end points are inside the polygon, and the line segment from A to B does not cross any of the edges from the polygon, then they are in line of sight. But the problem is dealing correctly with all the edge cases. In particular, it must be able to deal with all the situations depicted below, where red lines are examples that should be rejected, and green lines are examples that should be accepted. I probably missed a few other situations, such as when the line segment from A to B is colinear with an edge, but one of the end points is outside the polygon. One point of particular interest is the difference between 1 and 9. In both cases, both end points are vertices of the polygon, and there are no edges being intersected, but 1 should be rejected while 9 should be accepted. How to distinguish these two? I could check some middle point within the segment to see if it falls inside or not, but it's easy to come up with situations in which it would fail. Point 7 was also pretty tricky and I had to to treat it as a special case, which checks if two points are adjacent vertices of the polygon directly. But there are also other chances of line segments being col linear with the edges of the polygon, and I'm still not entirely sure how I should handle those cases. Is there any well known solution to this problem?

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  • Fair dice over network w/o trusted 3rd party

    - by Kay
    Though it should be a pretty basic problem, I did not find a solution for it: How to play dice over a network without a trusted third party? The M players shall roll N dice, one player after another. No player may "cheat", i.e. change the outcome to his advantage, or "look into the future" before the next roll. Is that possible? I guess the solution would be something like public key crypto, where each player turns in an encrypted message. After all messages were collected you exchange the keys to decode the messages. Then the sha1(joined string of all decrypted messages) mod 6 + 1 is used to determine the die. The major problem I have: since the message [c/s]hould be anything, I don't know how to prevent tampering with the private keys. Esp. the last player to turn in his key could easily cheat (I guess). The game should even stay fair, if all players "conspire" against one player.

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  • Ideas for attack damage algorithm (language irrelevant)

    - by Dillon
    I am working on a game and I need ideas for the damage that will be done to the enemy when your player attacks. The total amount of health that the enemy has is called enemyHealth, and has a value of 1000. You start off with a weapon that does 40 points of damage (may be changed.) The player has an attack stat that you can increase, called playerAttack. This value starts off at 1, and has a possible max value of 100 after you level it up many times and make it farther into the game. The amount of damage that the weapon does is cut and dry, and subtracts 40 points from the total 1000 points of health every time the enemy is hit. But what the playerAttack does is add to that value with a percentage. Here is the algorithm I have now. (I've taken out all of the gui, classes, etc. and given the variables very forward names) double totalDamage = weaponDamage + (weaponDamage*(playerAttack*.05)) enemyHealth -= (int)totalDamage; This seemed to work great for the most part. So I statrted testing some values... //enemyHealth ALWAYS starts at 1000 weaponDamage = 50; playerAttack = 30; If I set these values, the amount of damage done on the enemy is 125. Seemed like a good number, so I wanted to see what would happen if the players attack was maxed out, but with the weakest starting weapon. weaponDamage = 50; playerAttack = 100; the totalDamage ends up being 300, which would kill an enemy in just a few hits. Even with your attack that high, I wouldn't want the weakest weapon to be able to kill the enemy that fast. I thought about adding defense, but I feel the game will lose consistency and become unbalanced in the long run. Possibly a well designed algorithm for a weapon decrease modifier would work for lower level weapons or something like that. Just need a break from trying to figure out the best way to go about this, and maybe someone that has experience with games and keeping the leveling consistent could give me some ideas/pointers.

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  • rotate sprite and shooting bullets from the end of a cannon

    - by Alberto
    Hi all i have a problem in my Andengine code, I need , when I touch the screen, shoot a bullet from the cannon (in the same direction of the cannon) The cannon rotates perfectly but when I touch the screen the bullet is not created at the end of the turret This is my code: private void shootProjectile(final float pX, final float pY){ int offX = (int) (pX-canon.getSceneCenterCoordinates()[0]); int offY = (int) (pY-canon.getSceneCenterCoordinates()[1]); if (offX <= 0) return ; if(offY>=0) return; double X=canon.getX()+canon.getWidth()*0,5; double Y=canon.getY()+canon.getHeight()*0,5 ; final Sprite projectile; projectile = new Sprite( (float) X, (float) Y, mProjectileTextureRegion,this.getVertexBufferObjectManager() ); mMainScene.attachChild(projectile); int realX = (int) (mCamera.getWidth()+ projectile.getWidth()/2.0f); float ratio = (float) offY / (float) offX; int realY = (int) ((realX*ratio) + projectile.getY()); int offRealX = (int) (realX- projectile.getX()); int offRealY = (int) (realY- projectile.getY()); float length = (float) Math.sqrt((offRealX*offRealX)+(offRealY*offRealY)); float velocity = (float) 480.0f/1.0f; float realMoveDuration = length/velocity; MoveModifier modifier = new MoveModifier(realMoveDuration,projectile.getX(), realX, projectile.getY(), realY); projectile.registerEntityModifier(modifier); } @Override public boolean onSceneTouchEvent(Scene pScene, TouchEvent pSceneTouchEvent) { if (pSceneTouchEvent.getAction() == TouchEvent.ACTION_MOVE){ double dx = pSceneTouchEvent.getX() - canon.getSceneCenterCoordinates()[0]; double dy = pSceneTouchEvent.getY() - canon.getSceneCenterCoordinates()[1]; double Radius = Math.atan2(dy,dx); double Angle = Radius * 180 / Math.PI; canon.setRotation((float)Angle); return true; } else if (pSceneTouchEvent.getAction() == TouchEvent.ACTION_DOWN){ final float touchX = pSceneTouchEvent.getX(); final float touchY = pSceneTouchEvent.getY(); double dx = pSceneTouchEvent.getX() - canon.getSceneCenterCoordinates()[0]; double dy = pSceneTouchEvent.getY() - canon.getSceneCenterCoordinates()[1]; double Radius = Math.atan2(dy,dx); double Angle = Radius * 180 / Math.PI; canon.setRotation((float)Angle); shootProjectile(touchX, touchY); } return false; } Anyone know how to calculate the coordinates (X,Y) of the end of the barrel to draw the bullet?

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  • Looking for literature about graphics pipeline optimization

    - by zacharmarz
    I am looking for some books, articles or tutorials about graphics architecture and graphics pipeline optimizations. It shouldn't be too old (2008 or newer) - the newer, the better. I have found something in [Optimising the Graphics Pipeline, NVIDIA, Koji Ashida] - too old, [Real-time rendering, Akenine Moller], [OpenGL Bindless Extensions, NVIDIA, Jeff Bolz], [Efficient multifragment effects on graphics processing units, Louis Frederic Bavoil] and some internet discussions. But there is not too much information and I want to read more. It should contain something about application, driver, memory and shader units communication and data transfers. About vertices and attributes. Also pre and post T&L cache (if they still exist in nowadays architectures) etc. I don't need anything about textures, frame buffers and rasterization. It can also be about OpenGL (not about DirecX) and optimizing extensions (not old extensions like VBOs, but newer like vertex_buffer_unified_memory).

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  • How can I test if my rotated rectangle intersects a corner?

    - by Raven Dreamer
    I have a square, tile-based collision map. To check if one of my (square) entities is colliding, I get the vertices of the 4 corners, and test those 4 points against my collision map. If none of those points are intersecting, I know I'm good to move to the new position. I'd like to allow entities to rotate. I can still calculate the 4 corners of the square, but once you factor in rotation, those 4 corners alone don't seem to be enough information to determine if the entity is trying to move to a valid state. For example: In the picture below, black is unwalkable terrain, and red is the player's hitbox. The left scenario is allowed because the 4 corners of the red square are not in the black terrain. The right scenario would also be (incorrectly) allowed, because the player, cleverly turned at a 45* angle, has its corners in valid spaces, even if it is (quite literally) cutting the corner. How can I detect scenarios similar to the situation on the right?

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  • OpenGL flickerinng near the edges

    - by Daniel
    I am trying to simulate particles moving around the scene with OpenCL for computation and OpenGL for rendering with GLUT. There is no OpenCL-OpenGL interop yet, so the drawing is done in the older fixed pipeline way. Whenever circles get close to the edges, they start to flicker. The drawing should draw a part of the circle on the top of the scene and a part on the bottom. The effect is the following: The balls you see on the bottom should be one part on the bottom and one part on the top. Wrapping around the scene, so to say, but they constantly flicker. The code for drawing them is: void Scene::drawCircle(GLuint index){ glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(pos.at(2*index),pos.at(2*index+1), 0.0f); glBegin(GL_TRIANGLE_FAN); GLfloat incr = (2.0 * M_PI) / (GLfloat) slices; glColor3f(0.8f, 0.255f, 0.26f); glVertex2f(0.0f, 0.0f); glColor3f(1.0f, 0.0f, 0.0f); for(GLint i = 0; i <=slices; ++i){ GLfloat x = radius * sin((GLfloat) i * incr); GLfloat y = radius * cos((GLfloat) i * incr); glVertex2f(x, y); } glEnd(); } If it helps, this is the reshape method: void Scene::reshape(GLint width, GLint height){ if(0 == height) height = 1; //Prevent division by zero glViewport(0, 0, width, height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluOrtho2D(xmin, xmax, ymin, ymax); std::cout << xmin << " " << xmax << " " << ymin << " " << ymax << std::endl; }

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  • Socket.io v.9 with Actionscript

    - by funseiki
    I'm attempting to develop an online multiplayer game using Node.js for the server and Flash to display the client. I've been reading up a bit and have found quite a few recommendations for the socket.io library. I've also found a github project which exposes code to help facilitate communication between an Actionscript 3.0 client and a server using socket.io. The project I mentioned is a bit dated and doesn't seem to have support for the latest version of socket.io, so I was wondering if leveraging this framework (socket.io, that is) would be the most ideal way to go. I have found a simple project that uses the standard 'net' module for node.js, but because there a few options available, I'm a little lost as to which one to go with. I'm currently leaning towards just using the regular 'net' module as it is already familiar to me. Since much of the client is already coded up, I'd really like to not switch over to using the HTML5 canvas just yet (but using socket.io would make a transition in the future more friendly, I think?). Any advice/direction on this matter would be much appreciated, though I do realize that there may be no one right answer. Edit: To be more specific, are there any client-side socket.io frameworks available that allow for communication between an Actionscript 3.0 client and a socket.io server and are robust enough to support current/future versions of socket.io? If not, what are the alternatives?

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