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  • unity player doesnt support my ubuntu so i cant play battalstar gallactica [closed]

    - by jrwhite3230
    ive been trying to install the unity player that supports battlestar gallactica online at big point.com /but then it is saying that my system (ubuntu) is not supported isnt there a patch by now because the game has been on for years now and there has been many people that i know running ubuntu who has the same difficulty ! also is there another program that would work with ubuntu and battlestar gallactica online?? there has to be a fix or ill just have to uninstall ubuntu/which is my next question how do i do that ??where is the control panel that allows you to uninstall programs within ubunty thank you very much for any support or advice [email protected]

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  • Textual descriptions of 8-bit and 16-bit game engines

    - by ixtmixilix
    I found a good description of the engine in the Sonic games. It describes roughly how the engine works for people writing their own clones. In my case, I am simply interested in getting a general view of how the many 8-bit and 16-bit game engines worked on their respective consoles. So, this is a big-list style question asking, what other online descriptions of specific game engines have people found?

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  • How to design the scenarios in a platform game?

    - by ReyLitch
    I am developing a 3D platform game like Metroid Fusion with XNA. I have many classes for different elements as models, game screens, postprocessing and so on. Now I want to start designing the scenarios but I think that the scenarios needed in a platform game are not as conventional (by conventional I say something like this). I am very lost and not know where to start and how to structure it. Thanks in advance.

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  • Direct3D - Zooming into Mouse Position

    - by roohan
    I'm trying to implement my camera class for a simulation. But I cant figure out how to zoom into my world based on the mouse position. I mean the object under the mouse cursor should remain at the same screen position. My zooming looks like this: VOID ZoomIn(D3DXMATRIX& WorldMatrix, FLOAT const& MouseX, FLOAT const& MouseY) { this->Position.z = this->Position.z * 0.9f; D3DXMatrixLookAtLH(&this->ViewMatrix, &this->Position, &this->Target, &this->UpDirection); } I passed the world matrix to the function because I had the idea to move my drawing origin according to the mouse position. But I cant find out how to calculate the offset in to move my drawing origin. Anyone got an idea how to calculate this? Thanks in advance. SOLVED Ok I solved my problem. Here is the code if anyone is interested: VOID CAMERA2D::ZoomIn(FLOAT const& MouseX, FLOAT const& MouseY) { // Get the setting of the current view port. D3DVIEWPORT9 ViewPort; this->Direct3DDevice->GetViewport(&ViewPort); // Convert the screen coordinates of the mouse to world space coordinates. D3DXVECTOR3 VectorOne; D3DXVECTOR3 VectorTwo; D3DXVec3Unproject(&VectorOne, &D3DXVECTOR3(MouseX, MouseY, 0.0f), &ViewPort, &this->ProjectionMatrix, &this->ViewMatrix, &WorldMatrix); D3DXVec3Unproject(&VectorTwo, &D3DXVECTOR3(MouseX, MouseY, 1.0f), &ViewPort, &this->ProjectionMatrix, &this->ViewMatrix, &WorldMatrix); // Calculate the resulting vector components. float WorldZ = 0.0f; float WorldX = ((WorldZ - VectorOne.z) * (VectorTwo.x - VectorOne.x)) / (VectorTwo.z - VectorOne.z) + VectorOne.x; float WorldY = ((WorldZ - VectorOne.z) * (VectorTwo.y - VectorOne.y)) / (VectorTwo.z - VectorOne.z) + VectorOne.y; // Move the camera into the screen. this->Position.z = this->Position.z * 0.9f; D3DXMatrixLookAtLH(&this->ViewMatrix, &this->Position, &this->Target, &this->UpDirection); // Calculate the world space vector again based on the new view matrix, D3DXVec3Unproject(&VectorOne, &D3DXVECTOR3(MouseX, MouseY, 0.0f), &ViewPort, &this->ProjectionMatrix, &this->ViewMatrix, &WorldMatrix); D3DXVec3Unproject(&VectorTwo, &D3DXVECTOR3(MouseX, MouseY, 1.0f), &ViewPort, &this->ProjectionMatrix, &this->ViewMatrix, &WorldMatrix); // Calculate the resulting vector components. float WorldZ2 = 0.0f; float WorldX2 = ((WorldZ2 - VectorOne.z) * (VectorTwo.x - VectorOne.x)) / (VectorTwo.z - VectorOne.z) + VectorOne.x; float WorldY2 = ((WorldZ2 - VectorOne.z) * (VectorTwo.y - VectorOne.y)) / (VectorTwo.z - VectorOne.z) + VectorOne.y; // Create a temporary translation matrix for calculating the origin offset. D3DXMATRIX TranslationMatrix; D3DXMatrixIdentity(&TranslationMatrix); // Calculate the origin offset. D3DXMatrixTranslation(&TranslationMatrix, WorldX2 - WorldX, WorldY2 - WorldY, 0.0f); // At the offset to the cameras world matrix. this->WorldMatrix = this->WorldMatrix * TranslationMatrix; } Maybe someone has even a better solution than mine.

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  • Adding a small slide when player releases left/right key

    - by Dave
    the aim is for the player object to slow down and stop instead of just stopping dead. The following codes works ok when the player is not jumping, but gets stuck in an object if the player is in the air when they do it. Left Key released event: if hsp = 0 exit; hspeed = -3; friction = 0.20; if obj_Player.hspeed = 0 { hspeed = 0; } Right key released event: if hsp = 0 exit; hspeed = +3; friction = 0.20; if obj_Player.hspeed = 0 { hspeed = 0; } and here's the horizontal collision code for interest: if (place_meeting(x+hsp,y,obj_bound)) { while(!place_meeting(x+sign(hsp),y,obj_bound)) { x += sign(hsp); } hsp = 0; } x += hsp; Any help would be much appreciated. Thanks.

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  • Can various browsers be assumed to maintain predictible state accurately in multiplayer online gaming?

    - by Nikos
    With many games it is said that server will assume that clients keep track of the world accurately. Assuming this is true, for a browser based multiplier space invaders game you would only tell the client when new bullets or the players ship moves and everything that behaves in a predetermined manner in the js client. It would be expected that positions would be the same in the browsers. Do you think you could trust browsers to do this? I feel that timings could differ between rendering loops and cause positions to get out of sync and might just get the server to maintain all the positions to make sure.

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  • Normalizing the direction to check if able to move

    - by spartan2417
    i have a a room with 4 walls along the x and z axis respectively. My player who is in first person (therefore the camera) should have collision detection with these walls. I'm relatively new to this so please bare with me. I believe the way to do this is to calculate the direction and distance to the wall from the camera and then normalize the directions. However i can only get this far before i dont know what to do. I think you should work out the angle and direction your facing? where _dx and _dz is the small buffer in front of the camera. float CalcDirection(float Cam_x, float Cam_z, float Wall_x, float Wall_z) { //Calculate direction and distance to obstacle. float ob_dirx = Cam_x + _dx - Wall_x; float ob_dirz = Cam_z + _dz - Wall_z; float ob_dist = sqrt(ob_dirx*ob_dirx + ob_dirz*ob_dirz); //Normalise directions float ob_norm = sqrt(ob_dirx*ob_dirx + ob_dirz*ob_dirz); ob_dirx = (ob_dirx)/ob_norm; ob_dirz = (ob_dirz)/ob_norm; can anyone explain in laymen's terms how i work out the angle?

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  • 2D mouse coordinates from 3d object projection

    - by user17753
    Not entirely certain of the nomenclature here -- basically, after placing a model in world coordinates and setting up a 3D camera to look at it the model has been projected onto the screen in a 2D fashion. What I'd like to do is determine if the mouse is inside the projected view of the model. Is there a way to "unproject" in the XNA framework? Or what is this process called as, so that I can better search for it?

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  • Almost working 2D Collisions

    - by TheGag96
    I'm terribly sorry I'm asking this question YET AGAIN, but I can almost guarantee that this will be the last time I'll have to ask. I'm currently on the verge of FINALLY getting these collisions to work for my game, made with libGDX in Java. My collisions use the same method as (and are basically copied and modified code from) the XNA Platformer example (here) where the direction of the collision is based on the rectangle where two objects are overlapping. The collisions themselves almost work perfectly, but for some reason, holding down/up and left and colliding with the floor/ceiling while doing so doesn't seem to work well. I'm not at all sure why. Instead of vaguely giving my problem and snippets of code, I've decided to instead provide a binary and the source of the game I have so far so you can see for yourself what my problem is. Link. (Note: make sure you unzip everything into a folder somewhere or it will not work) You'll find the collision code in the method workingCollisions() in Link.java. Please excuse the messy code and terrible graphics as this whole thing is in pre-pre-alpha. If anyone is kind enough and helps me out here, you are the best person ever. I'm completely desperate; I've been trying this on and off for months and I just can't get it to work. I cannot thank you enough.

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  • Can I use one set of images to represent multiple sprites in Java?

    - by mal
    I've got a game that has 3 basic sprites, at the moment I'm loading 8 images into each sprite for animating. Each character class has a sprite object. if I've got 10 characters on screen at once then that's 80 images loaded in to memory. Can I make a central sprite class that only holds 8 images for each of the 3 sprites, then get the character objects to request the relevant images from the central sprite class, thereby massively reducing the memory required for the images?

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  • How does a segment-based rendering engine (as in Descent) work?

    - by Calmarius
    As far as I know Descent was one of the first games that featured a fully 3D environment, and it used a segment based rendering engine. Its levels are built from cubic segments (these cubes may be deformed as long as it remains convex and sides remain roughly flat). These cubes are connected by their sides. The connected sides are traversable (maybe doors or grids can be placed on these sides), while the unconnected sides are not traversable walls. So the game is played inside of this complex. Descent was software rendered and it had to be very fast, to be playable on those 10-100MHz processors of that age. Some latter levels of the game are huge and contain thousands of segments, but these levels are still rendered reasonably fast. So I think they tried to minimize the amount of cubes rendered somehow. How to choose which cubes to render for a given location? As far as I know they used a kind of portal rendering, but I couldn't find what was the technique used in this particular kind of engine. I think the fact that the levels are built from convex quadrilateral hexahedrons can be exploited.

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  • How to make image bigger than the screen to be slideable in the screen in monogame for windows phone 8?

    - by Moses Aprico
    (Idk if my title is correct, because when I google it, there is no related result I guess) I am not sure how to explain it correctly, but I am making a plain 2D, tile based, tactic game in windows phone 8 using monogame. I want to make my map is "slideable". With "slidable" I mean I can draw larger images (in total) than my screen and then slide it so I can view a certain area of the drawn images Example : I have a screen which dimension is 1280x720. I have a 1500x1500px image, which consists of 15 tiles, which is 100x100px each, which each tiles is redrawn each times the "Draw" is called. If the image is larger than the screen, the displayed area will be trimmed and of course, making a 220x780px area that is unseenable. The only way to see all of it is through "sliding" the screen around, so I can see all the area. My question is : How to make that happen? Because in default, the screen is unslideable and the image remains trimmed. Sorry if my question and explanation is not clear enough. Clarify it as much as you like. Thank you.

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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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  • Where to hire a scenario writer for a small interactive story game?

    - by Alexander Gladysh
    I need a scenario for a small dialog-based game / interactive story. The game would be used as an example for a middleware tool we're developing. I would like to buy an existing story (it should be dynamic of course — with branching dialogs etc.), or hire someone to write a new one. Please advise, where to go to find such person / service? We're based in Russia, so getting a talented enough native English writer locally is a bit of a problem. Update: To be extra clear: We must get all necessary rights to reuse the story and make a derived work (i.e. the game we're talking about) from it. This is a commercial product. Borrowing someone else's work at random and using it just not going to work.

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  • Auto-organized / smart inventory system?

    - by VeXe
    for the past week I've been working on an inventory system with Unity3D. At first I got help from the guys at Design3 but it wasn't too long till we split path, because I really didn't like the way they did their code, it didn't have any smell of OOP whatsoever. I took it further steps ahead - items take more than one slot, advanced placement system (items tries their best to find the best close fit), local mouse system (mouse gets trapped in active bag area), etc. Here's a demo of my work. What we would like to have in our game, is an auto-organizing feature - not auto-sort. We want this feature because our inventory's going to be in 'real-time' - not like in Resident Evil 1,2,3 etc where you would pause the game and do things in your inventory. Now imagine your self in a sticky situation surrounded by zombies, and you don't have bullets, you look around, you see that there are bullets nearby on the ground, so you go for them and try to pick them up, but they don't fit! you look at your inventory and find out that if you reorganize some of the items, it will fit! - now the player - in that situation doesn't have time to reorganize because he's surrounded with zombies and will die if he stops and organizes the inventory to make space (remember inventory in real-time, no pausing) - wouldn't it be nice for that to happen automatically? - Yes! (I believe this has been implemented in some games like Dungeon siege or something, so sure it's doable) take a look at this picture for example: Yes, so if you auto-sort the issue you will get your spaces but it's bad because: 1- Expensive: it doesn't need a whole sort operation to free those spaces, in the first picture, just slide the red item at the bottom to the very left, and you get the same spaces that you got from the auto-sort. 2- It's annoying to the player: "Who the F told you to re-order my stuff?" I'm not asking for "How to write the code" for this, I'm just asking for some guidance, where to look, what algorithms are involved? Is this something related to graphs and shortest path stuff? I hope not cuz I didn't manage to continue my college studies :/ But even if it is, just tell me and I will learn the stuff related. Notice there could be more than just one solution. So I guess the first thing I have to do is figure out if the situation is 'solvable' - if I know how to determine if a situation is solvable or not, then I can 'solve' it. I just need to know the conditions that makes it 'solvable'. And I believe there must be some algorithm/data structure for this. Here's a pic for more than one solution of trying to fit a 1x3 item: The arrows show just one of the solutions, but if you look you will find more than one. This is what I ultimately not auto-sorting but find a solution and applying it. Note that if I spend time on it I will come up with a way to solve it, but it wouldn't be the best way, it's like, holding a car wheel with your feet instead of your hands! XD Or just like trying to solve an issue that requires arrays, but you're not yet aware of their existence! So what is the right approach to this? Hope somebody helps, thanks a lot in advance :)

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  • Ideas for card deck names [closed]

    - by Milan Babuškov
    I'm creating a card game, and wish to offer players to choose from different sets of playing cards. The game logic remains the same, only the design and graphics on the cards would be different. It would feature classic French set, German/Hungarian one, and a bunch of other custom designed ones. I'm looking for some cool names to give to those sets. I thought maybe to use names of some world cities like "London set", "Paris set", "Tokyo set", but there might be something better. I know this is really open-ended question, so there might not be a definitive "correct" answer, but I hope this kind of brainstorming would be useful to anyone looking for ideas to name a set of... well, anything. I'll up-vote any good idea, no matter if I don't end up using any of those.

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  • Re-sizing the form without scaling the GUI

    - by Bmoore
    I am writing a turn based strategy game in C#. My GUI implementation consists of class that extends Form containing a class that extends Panel. When I render the GUI I draw to the paint method in the panel. I am trying to figure out what is the best way for handling form re-size events. I know I want a minimum window size, but I would prefer to not have a maximum or a set size. Ideally the GUI would reveal more/less of the map as the user changes the window size. I would like to avoid scaling the graphics if at all possible. What is the best way to handle re-size events?

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  • 2D XNA Game Engine with a Good Wiki [closed]

    - by gcx
    I'm a newbie game developer. I'm planning to develop a XBOX (with a Kinect to double the fun) game. I've researched some 2D game engines that i can use in my project. After some research I've found IceCream engine and it looks delicious with its Milkshake editor. But I can't seem to find "working" game source examples for that engine and its own website's tutorial is not very sufficent. (If you are familiar with this engine) do you know any community that has helpful resources for this particular engine? If not, which engines do you recommend (that has a great wiki) for a XNA based XBOX - Kinect game?

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  • Textures selectively not applying in Unity

    - by user46790
    On certain imported objects (fbx) in Unity, upon applying a material, only the base colour of the material is applied, with none of the tiled texture showing. This isn't universal; on a test model only some submeshes didn't show the texture, while some did. I have tried every combination of import/calculate normals/tangents to no avail. FYI I'm not exactly experienced with the software or gamedev in general; this is to make a small static scene with 3-4 objects max. One model tested was created in 3DSMax, the other in Blender. I've had this happen on every export from Blender, but only some submeshes from the 3DSMax model (internet sourced to test the problem)

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  • Updating "Inactive" Chunks

    - by Conner Bryan
    In my game, the only chunks (4x4 areas of tiles) in memory are the ones that the player is in. However, chunks need to have updates applied to them over time. A (likely) well-known example would be MineCraft: even if the player isn't in a chunk, the wheat still needs to grow over time. My current solution is to call a method and pass in the time since the chunk was active.. but what if the chunk depends on nearby chunks for information, i.e. vines spreading or similar? Is there any reasonable solutions to this problem, or should I simply not depend on nearby chunks?

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  • Cloning a game and releasing the source

    - by Manux
    I'm not really aware of the legal issues surrounding game clones. I'm around halfway done of making a clone, but it's not just the same gaming concepts, I'm literally using the original game's files (which I do not intend to distribute in any way) in my clone. My original intention was to add features to the game (Firefly studios's first Stronghold) while still using the same art. Is it ok to distribute the source of my clone?

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  • Simple 2D Flight Physics with Box2D

    - by MarkPowell
    I'm trying to build a simple side scroller with an airplane being the player. As such, I want to build simple flight controls with simple but realistic-feeling physics. I'm making use of cocos2D and Box2D. I have a basic system working, but just can't get the physics feeling correct. I am applying force to the plane (which is a b2CircleShape) based on the user's input. So, basically, if the user pushes up, body_->ApplyForce(b2Vec2(10,30), body_->GetPosition()) is called. Similarly, for down -30 is used. This works and the plane flys along with up/down causing it to dive or climb. But it just doesn't feel right. There is no slowdown on climbs, nor speed up during dives. My simple solution is far to simple. How can I get a better feel for a plane climbing/diving? Thanks!

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  • Having the same texture data in different ID3D11Texture2D

    - by bdmnd
    Sorry if this has been answered elsewhere - I'm rather new to DX. My question concerns conservation of resources - specifically textures in VRAM. I assume that upon returning from a call to CreateTexture2D, a copy of any textures data supplied has been copied elsewhere, likely VRAM. Does DX11 have any facility for having multiple ID3D11Texture2D objects which point to the same data? This might at first seem silly, but imagine a ID3D11Texture2D which is an array of textures. In one material, an artist has chosen to blend three identically sized maps, saved on disk as A.dds, B.dds, and C.dds. Then imagine they have another material which also uses three maps, but this time A.dds, B.dds, and D.dds. The shader code knows the diffuse texture is a texture array, and also has the number of layers baked (three in each case). I would essentially like to set up just two ID3D11Texture2D objects, one for each material, but I don't want to waste VRAM for two identical copies of A.dds and B.dds. I could use explicit texture arrays, of course, but this reduces the number of resources available to the shader and can complicate code somewhat more than would otherwise be needed.

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  • How to add reflection definition to read JSON files in web game

    - by user3728735
    I have a game which I deployed for desktop and Android. I can read JSON data and create my levels, but when it comes to reading JSON files from web app, I get an error that logs, "cannot read the json file". I researched a lot and I found out that I should add my JSON config class to configurations, so I added this line to gameName.gwt.xml, which is in core folder: <extend-configuration-property name="gdx.reflect.include" value="com.las.get.level.LevelConfig"/> But it did not work out. I have no idea where should I place this line or where I should change to make my web app work, so I can read JSON files.

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  • Drawing flaming letters in 3d on OpenGL ES 2.0

    - by Chiquis
    I am a bit confused about how to achieve this. What i want is to "draw with flames". I have achieved this with textures successfully, but now my concern is about doing this with particles to achieve the flaming effect. Am I supposed to have a Path in where i should add many particle emitters along the path that will "be emitting flames"? I understand the concept for 2d, but for 3d are the particles (that are quads) always supposed to be facing the user? Edit: Something else im worried about is the performance hit that will occur by having that many particle emitters, because there can be many letters and drawings at the same time. And each of these elements will have many particle emitters.

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