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  • Avoiding orbiting in pursuit steering behavior

    - by bobobobo
    I have a missile that does pursuit behavior to track (and try and impact) its (stationary) target. It works fine as long as you are not strafing when you launch the missile. If you are strafing, the missile tends to orbit its target. I fixed this by accelerating tangentially to the target first, killing the tangential component of the velocity first, then beelining for the target. So I accelerate in -vT until vT is nearly 0. Then accelerate in the direction of vN. While that works, I'm looking for a more elegant solution where the missile is able to impact the target without explicitly killing the tangential component first.

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  • Where i must put .xnb files in mono game project using VS2010?

    - by user23899
    Hello there my problem was describe below In the "The Content Pipeline" paragraph http://blogs.msdn.com/b/bobfamiliar/archive/2012/08/07/windows-8-xna-and-monogame-part-3-code-migration-and-windows-8-feature-support.aspx#comments Author describe how fix it using VS2012 put xnb files to \AppX\Content folder but i use VS2010 and mono game templates for it and there is no folders like this so where i must put this asstes to run game correctly

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  • How to avoid circular dependencies between Player and World?

    - by futlib
    I'm working on a 2D game where you can move up, down, left and right. I have essentially two game logic objects: Player: Has a position relative to the world World: Draws the map and the player So far, World depends on Player (i.e. has a reference to it), needing its position to figure out where to draw the player character, and which portion of the map to draw. Now I want to add collision detection to make it impossible for the player to move through walls. The simplest way I can think of is to have the Player ask the World if the intended movement is possible. But that would introduce a circular dependency between Player and World (i.e. each holds a reference to the other), which seems worth avoiding. The only way I came up with is to have the World move the Player, but I find that somewhat unintuitive. What is my best option? Or is avoiding a circular dependency not worth it?

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  • Non-unique display names?

    - by Davy8
    I know of at least big title game (Starcraft II) that doesn't require unique display names, so it would seem like it can work in at least some circumstance. Under what situations does allowing non-unique display names work well? When does it not work well? Does it come down to whether or not impersonation of someone else is a problem? The reasons I believe it works for Starcraft II is that there isn't any kind of in-game trading of virtual goods and other than "for kicks" there isn't much incentive to impersonate someone else in the game. There's also ladder rankings so even trying to impersonate a pro is easily detectable unless you're on a similar skill level. What are some other cases where it makes sense to specifically allow or disallow duplicate display names? (I have no idea what to tag this as. I went with game-design because I needed at least 1 tag and I don't have rep to create new ones yet.)

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  • Are there some methodologies to define a game's rules?

    - by bAN
    I would like to write some rules for a game I have in head but I don't know how to do that. So are there some methodologies or modeling tools (like UML) to do that? I'm thinking about a kind of tree of competencies or some kind of map to be sure that the game is well balanced. I always wonder how the team who imagines some powers in magic the gathering for example does it. Do they have some diagrams to be sure the powers or creatures they imagine are well balanced for the entire game? I'm pretty noob in the game creation so I'll be happy with some directions to seek.. Technical terms or basic principles to learn. Thanks for help.

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  • How do I draw a scrolling background?

    - by droidmachine
    How can I draw background tile in my 2D side-scrolling game? Is that loop logical for OpenGL es? My tile 2400x480. Also I want to use parallax scrolling for my game. batcher.beginBatch(Assets.background); for(int i=0; i<100; i++) batcher.drawSprite(0+2400*i, 240, 2400, 480, Assets.backgroundRegion); batcher.endBatch(); UPDATE And thats my onDrawFrame.I'm sending deltaTime for fps control. public void onDrawFrame(GL10 gl) { GLGameState state = null; synchronized(stateChanged) { state = this.state; } if(state == GLGameState.Running) { float deltaTime = (System.nanoTime()-startTime) / 1000000000.0f; startTime = System.nanoTime(); screen.update(deltaTime); screen.present(deltaTime); } if(state == GLGameState.Paused) { screen.pause(); synchronized(stateChanged) { this.state = GLGameState.Idle; stateChanged.notifyAll(); } } if(state == GLGameState.Finished) { screen.pause(); screen.dispose(); synchronized(stateChanged) { this.state = GLGameState.Idle; stateChanged.notifyAll(); } } }

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  • A way to store potentially infinite 2D map data?

    - by Blam
    I have a 2D platformer that currently can handle chunks with 100 by 100 tiles, with the chunk coordinates are stored as longs, so this is the only limit of maps (maxlong*maxlong). All entity positions etc etc are chunk relevant and so there is no limit there. The problem I'm having is how to store and access these chunks without having thousands of files. Any ideas for a preferably quick & low HD cost archive format that doesn't need to open everything at once?

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  • Making a new instantiated prefab as a child for existing GameObject

    - by Akari
    I've been searched about how to make these fruit to move as the basket movement if it collided with it, and I've been found that if I want to perform this I've to let these fruit to be a child to the basket game object .. for example : banana.transform.parent = basket.transform; banana and basket each of them of type "GameObject" ... BUT unfortunately this way didn't work !! and I don't know why ?? So now I need to know if it is possible to destroy the banana if a collision with the basket happened and instantiate a new banana in the basket as a child at run time ?!! I need to try this stupid way because I've tried all the other ways and nothing worked :(

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  • OpenGL doesn't draw (3.3+) [on hold]

    - by Dhiego Magalhães
    Brief: I've been following this tutorial about OpenGL for 2 days, and I still can't have a triangle drawn, so I'm asking for help here. The tutorial is turned to OpenGL version 3.3 programing, using vertex arrays, buffers, etc. The libraries are: GLFW3 and GLEW, and I setted them by myself. The screen keeps black all the time. Full code: link here (It's just like a Hello World opengl program) Further Details: I get no errors at all. I downloaded a software to test my video card, and it supports OpenGL 4.1+ Standard OpenGL code for drawing (from earlier version) such as this one works normally. I'm using Microsoft Visual Studio 10.0 I presume all the OpenGL implementation was dune right: I added Additional Dependences to the linker as glew32.lib, opengl32.lib, glfw3.lib. The glew.dll was placed at SysWOW64 - because I'm running window 64bits, and glew is 32. Notes: I've been working hard to find out what this is, but I can't find. I would appreciate if anyone could test this code for me, so I can know if I implemented something wrong, and that its not my code.

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  • How can i create sprite sheet from 3d model (3D studio max)

    - by OopsUser
    I built simple 3D model of a car, with simple animation in which it's wheels are turning. Now i want to create a sprite sheet, the only way i know how to do it, is to render manually 20 frames from the from, then combine them to a strip manually, then rotate it by 10 degrees, render 20 frames of animation again and combine them to a strip... Is there a way to do it automatically ? With out rotating the scene manually and render it and combining .. it's a lot of work, takes more time then the modelling itself... Thanks

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  • A* how make natural look path?

    - by user11177
    I've been reading this: http://theory.stanford.edu/~amitp/GameProgramming/Heuristics.html But there are some things I don't understand, for example the article says to use something like this for pathfinding with diagonal movement: function heuristic(node) = dx = abs(node.x - goal.x) dy = abs(node.y - goal.y) return D * max(dx, dy) I don't know how do set D to get a natural looking path like in the article, I set D to the lowest cost between adjacent squares like it said, and I don't know what they meant by the stuff about the heuristic should be 4*D, that does not seem to change any thing. This is my heuristic function and move function: def heuristic(self, node, goal): D = 10 dx = abs(node.x - goal.x) dy = abs(node.y - goal.y) return D * max(dx, dy) def move_cost(self, current, node): cross = abs(current.x - node.x) == 1 and abs(current.y - node.y) == 1 return 19 if cross else 10 Result: The smooth sailing path we want to happen: The rest of my code: http://pastebin.com/TL2cEkeX

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  • Problems when rendering code on Nvidia GPU

    - by 2am
    I am following OpenGL GLSL cookbook 4.0, I have rendered a tesselated quad, as you see in the screenshot below, and i am moving Y coordinate of every vertex using a time based sin function as given in the code in the book. This program, as you see on the text in the image, runs perfectly on built in Intel HD graphics of my processor, but i have Nvidia GT 555m graphics in my laptop, (which by the way has switchable graphics) when I run the program on the graphic card, the OpenGL shader compilation fails. It fails on following instruction.. pos.y = sin.waveAmp * sin(u); giving error Error C1105 : Cannot call a non-function I know this error is coming on the sin(u) function which you see in the instruction. I am not able to understand why? When i removed sin(u) from the code, the program ran fine on Nvidia card. Its running with sin(u) fine on Intel HD 3000 graphics. Also, if you notice the program is almost unusable with intel HD 3000 graphics, I am getting only 9FPS, which is not enough. Its too much load for intel HD 3000. So, sin(X) function is not defined in the OpenGL specification given by Nvidia drivers or something else??

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  • Debugging-Setting Consoles in Games

    - by ShrimpCrackers
    Right now I have the graphical and input portions of a console for my game (command parsing hasn't been implemented yet). I was wondering how you would go about making changes to properties in game objects. For example, if I typed in the console: skeletonMonster maxHP 20 That would change all of the existing in-game skeletons' max hit points to 20. After you parse this information what are some ways to change the value? How can I change the variable(s) without violating information hiding? I'd like to implement this so I don't have to change variables in the code and recompile every time while playtesting.

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  • I'm looking to learn how to apply traditional animation techniques to my graphics engine - are there any tutorials or online-resources that can help?

    - by blueberryfields
    There are many traditional animation techniques - such as blurring of motion, motion along an elliptical curve rather than a straight line, counter-motion before beginning of movement - which help with creating the appearance of a realistic 3D animated character. I'm looking to incorporate tools and short cuts for some of these into my graphics engine, to make it easier for my end users to use these techniques in their animations. Is there a good resource listing the techniques and the principles behind them, especially how they might apply to a graphics engine or 3D animation?

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  • Making particle bounce off a line with friction

    - by Dlaor
    So I'm making a game and I need a particle to bounce off a line. I've got this so far: public static Vector2f Reflect(this Vector2f vec, Vector2f axis) //vec is velocity { Vector2f result = vec - 2f * axis * axis.Dot(vec); return result; } Which works fine, but then I decided I wanted to be able to change the bounciness and friction of the bounce. I got bounciness down... public static Vector2f Reflect(this Vector2f vec, Vector2f axis, float bounciness) //Bounciness goes from 0 to 1, 0 being not bouncy and 1 being perfectly bouncy { var reflect = (1 + bounciness); //2f Vector2f result = vec - reflect * axis * axis.Dot(vec); return result; } But when I tried to add friction, everything went to hell and back... public static Vector2f Reflect(this Vector2f vec, Vector2f axis, float bounciness, float friction) //Does not work at all! { var reflect = (1 + bounciness); //2f Vector2f subtract = reflect * axis * axis.Dot(vec); Vector2f subtract2 = axis * axis.Dot(vec); Vector2f result = vec - subtract; result -= axis.PerpendicularLeft() * subtract2.Length() * friction; return result; } Any physics guys willing to help me out with this? (if you're not sure what I mean with the friction of a bounce see this: http://www.metanetsoftware.com/technique/diagrams/A-1_particle_collision.swf)

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  • Calculating the correct particle angle in an outwards explosion

    - by Sun
    I'm creating a simple particle explosion but am stuck in finding the correct angle to rotate my particle. The effect I'm going for is similar to this: Where each particle is going outwards from the point of origin and at the correct angle. This is what I currently have: As you can see, each particle is facing the same angle, but I'm having a little difficulty figuring out the correct angle. I have the vector for the point of emission and the new vector for each particle, how can I use this to calculate the angle? Some code for reference: private Particle CreateParticle() { ... Vector2 velocity = new Vector2(2.0f * (float)(random.NextDouble() * 2 - 1), 2.0f * (float)(random.NextDouble() * 2 - 1)); direction = velocity - ParticleLocation; float angle = (float)Math.Atan2(direction.Y, direction.X); ... return new Particle(texture, position, velocity, angle, angularVelocity, color, size, ttl, EmitterLocation); } I am then using the angle created as so in my particles Draw method: spriteBatch.Draw(Texture, Position, null, Color, Angle, origin, Size, SpriteEffects.None, 0f);

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  • The most efficent ways for drawing lines all day long with OpenGL

    - by nkint
    I'd like to put a computer screen that is running an OpenGL programs in a room. It has to run all day long (not in the night). I'd like to draw lines that are slowly fading in the background. The setting is simple: a uniform color background (say, black) and colored lines (say, white) that are slowly fading out. With slowly I mean.. hours. Say that the first line I draw is with alpha 255 (fully visible), after one hours is 240. After 10 hours is 105. One line could have 250 points and there will be like 300 line in one day. For now I have done a prototype with very rudimentary method like: glBegin( GL_LINE_STRIP ); iterator = point_list.begin(); for (++iterator, end = point_list.end(); iterator != end; ++iterator) { const Vec3D &v = *iterator; glVertex2f(v.x(), v.y()); } glEnd(); More efficient method?

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  • Trouble with speed and vectors

    - by Eegabooga
    I'm working on adding bullets to my game. Right now I can shoot bullets in the direction that I would like from a ship by getting the ship's angle: int speed = 5; int dx = -(cos(degreesToRadians(ship.angle)) * speed); // rate of change in the x direction int dy = -(sin(degreesToRadians(ship.angle)) * speed); // rate of change in the y direction bulletPosition.addX(dx); // addX(dx) is simply bulletPosition.x += dx bulletPosition.addY(dy); The ship is pretty much the exact same thing, except I use the += operator: int dx += -(cos(degreesToRadians(angle)) * 0.15) int dy += -(sin(degreesToRadians(angle)) * 0.15); shipPosition.addX(dx); shipPosition.addY(dy); I would like to be able to add the ship's velocity to the bullet's velocity, but I'm a little confused as to how should get the speed from the ship's vector. I thought that adding the ship's dx to the bullet's dx like int dx = -(cos(degreesToRadians(ship.angle)) * speed * dx) would work because I'm adding the rate of change of the ship to the rate of change of the bullet, but that doesn't work. So here's the final question: How can I get the speed of my ship and apply it to my bullet's speed? Thanks in advance for all help :)

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  • Memory allocation strategy for the vertex buffers (DirectX 10/11)

    - by Alex
    I have the following question. I write CAD system. So I have a 3D scene and there are many different objects (walls, doors, windows and so on). User can add or delete some objects. The question is: how can I organise the keeping of vertices for all my objects. I can create vertex buffer for every object. But I think drawing/switching from one buffer to another would have performance penalty. Another way - I can create several big buffers for every object type. But I don't understand how to update such buffers. It is too big to update whole buffer (for example buffer for all walls). What I need to do if I want to delete the object from the middle of the buffer? Actually I have the similar question: http://stackoverflow.com/questions/5515700/how-to-properly-update-vertex-buffers-in-directx-10 Most examples I've found work with very static models. Therefore, they tend to create a single vertex buffer with their list of points, and then are just manipulated by matrix transformations. I, on the other hand, will be updating the scene very often.

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  • Architectural approaches to creating a game menu/shell overlay on PC/Linux?

    - by Ghopper21
    I'm am working on a collection of games for a custom digital tabletop installation (similar to Microsoft Surface tables). Each game will be an individual executable that runs full-screen. In addition, there needs to be a menu/shell overlay program running simultaneously. The menu/shell will allow users to pause games, switch to other games, check their game history, etc. Some key requirements of the shell: it intercepts all user input (mainly multitouch) first before passing it on to the currently running game (so that it can, for instance, know to pop-up at a "pause" command); can reveal on arbitrary portions of the screen, with the currently running (but presumably paused) game still showing underneath, ideally with its shape/size being dynamic, to allow for creation of an animated in/out drawer effect over the game. I'm currently looking into different architectural approaches to this problem, including Fraps and DirectX overlays, but I'm sure I'm missing some ways to think about this. What are the main approaches I should be considering? (Note the table is currently being run by Windows PC, but it could potentially be a Linux box instead.)

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  • 2D game big background images for maps

    - by WhiteCat
    Update: this question is general, not specific to Sprite Kit or a single language/platform. I'm toying with Sprite Kit with an idea to make a 2D side-scroller. Now the backgrounds for the maps are going to be hand-drawn and surely bigger than retina display, so the maps could span more than 1 screen in both axis. I imagine loading such a huge image could mean trouble and I don't plan to use tiling. I'm not sure how Sprite Kit splits images bigger than max texture size, if it does. I could split the images myself and use more sprites for each part of the background. What is the usual way to handle this?

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  • How do I get the point coords of a rotated SFML shaperect?

    - by user15498
    I am trying to get collisions of bullets working, and am using SFML. I am using code to get the position of the points of the rectangle for collisions, however I think there's a way to do this without having to get points but by simply getting the points from SFML, since the shape is a rectangle and the points are stored in that way. Is there a way to do that? Through a combination of getPoint() and getGlobalBounds() maybe? While on this topic, is it better to use shapeRects or sprites? I used to only use sprites, however with the addition of textures and more low level stuff I think it would be best to switch to using rectangles and setting their size.

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  • How do you handle animations that are for transitioning between states?

    - by yaj786
    How does one usually handle animations that are for going between a game object's states? For example, imagine a very simple game in which a character can only crouch or stand normally. Currently, I use a custom Animation class like this: class Animation{ int numFrames; int curFrame; Bitmap spriteSheet; //... various functions for pausing, returning frame, etc. } and an example Character class class Character{ int state; Animation standAni; Animation crouchAni; //... etc, etc. } Thus, I use the state of the character to draw the necessary animation. if(state == STATE_STAND) draw(standAni.updateFrame()); else if(state == STATE_CROUCH) draw(crouchAni.updateFrame()); Now I've come to the point where I want to draw "in-between" animations, because right now the character will just jump immediately into a crouch instead of bending down. What is a good way to handle this? And if the way that I handle storing Animations in the Character class is not a good way, what is? I thought of creating states like STATE_STANDING_TO_CROUCHING but I feel like that may get messy fast.

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  • Using Instance Nodes, worth it?

    - by Twitch
    I am making a 2d game where there are various environments with lots and lots of objects. There is a forest scene with like 1200 objects in total(trees mainly), of which around 100 are visible on the camera at any given time, as you move through the level. These are comprised of around 20 different kind of trees and other props. Each object is usually 2-6 triangles with a transparent texture. My developer asked me to replace each object in the scene with a node, and keeping only a minimal amount of actual objects which would be 300+ or so(?), since there are a few modified unique meshes. So he can instantiate the actual objects to keep the game light. Is this actually effective? And if so how much? I 've read about draw calls and such and I suppose that if I combine each texture (10 kinds of trees) in 1 mesh it will have the same effect?

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  • How can be data oriented programming applied for GUI system?

    - by Miro
    I've just learned basics of Data oriented programming design, but I'm not very familiar with that yet. I've also read Pitfalls of Object Oriented Programming GCAP 09. It seems that data oriented programming is much better idea for games, than OOP. I'm just creating my own GUI system and it's completely OOP. I'm thinking if is data oriented programming design applicable for structured things like GUI. The main problem I see is that every type widget has different data, so I can hardly group them into arrays. Also every type of widget renders differently so I still need to call virtual functions.

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