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  • HTML5 clicking objects in canvas

    - by Dave
    I have a function in my JS that gets the user's mouse click on the canvas. Now lets say I have a random shape on my canvas (really its a PNG image which is rectangular) but i don't want to include any alpha space. My issue lies with lets say i click some where and it involves a pixel of one of the images. The first issue is how do you work out the pixel location is an object on the map (and not the grass tiles behind). Secondly if i clicked said image, if each image contains its own unique information how do you process the click to load the correct data. Note I don't use libraries I personally prefer the raw method. Relying on libraries doesn't teach me much I find.

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  • How to sync client and server at the first frame

    - by wheelinlight
    I'm making a game where an authoritative server sends information to all clients about states and positions for objects in a 3d world. The player can control his character by clicking on the screen to set a destination for the character, much like in the Diablo series. I've read most information I can find online about interpolation, reconciliation, and general networking architecture (Valve's for instance). I think I understand everything but one thing seems to be missing in every article I read. Let say we have an interpolation delay of 100ms, server tickrate=50ms, latency=200ms; How do I know when 100ms has past on the client? If the server sends the first update on t=0, can I assume it arrives at t=200, therefore assuming that all packets takes the same amount of time to reach the client? What if the first packet arrives a little quick, for instance at t=150. I would then be starting the client with t=150 and at t=250 it will think it has past 100ms since its connect to the server when it in fact only 50ms has past. Hopefully the above paragraph is understandable. The summarized question would be: How do I know at what tick to start simulating the client? EDIT: This is how I ended up doing it: The client keeps a clock (approximately) in sync with the server. The client then simulates the world at simulationTime = syncedTime - avg(RTT)/2 - interpolationTime The round-trip time can fluctuate so therefore I average it out over time. By only keeping the most recent values when calculating the average I hope to adapt to more permanent changes in latency. It's still to early to draw any conclusion. I'm currently simulating bad network connections, but it's looking good so far. Anyone see any possible problems?

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  • How to detect a touch on transparent area of an image in a (libgdx) stage?

    - by Usman
    Can some one please help to detect a touch on an image which I am using as an actor in a stage. The image is actually a long diagnol brush which has plenty of transparent area. The problem is when I touche the transparent area of the brush image it is also triggering the clicklistener of the image. I need the click listener should only be called when the finger actually touched the visible image not the area which is empty. I am using libgdx-0.9.4 libraries. Here is my simple piece of code. import com.badlogic.gdx.scenes.scene2d.ui.Image; import com.badlogic.gdx.scenes.scene2d.ui.ClickListener; Image brushImg = new Image(ImageCache.getTexture("brush")); brushImg.width = mStage.width()*0.75f; brushImg.height = mStage.height()*0.75f; brushImg.setClickListener(new ClickListener() { @Override public void click(Actor actor, float x, float y) { SoundFactory.play("brush"); }

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  • sdl stencil buffer

    - by noddy
    I am trying to use the stencil buffer for rendering reflection and am working with SDL and OpenGL. When I give the command SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE,8),I get a return value of 0 indicating success,but when I try to get the size allocated using SDL_GL_GetAtribute( SDL_GL_STENCIL_SIZE,&i),I get a value of 0 for my stencil buffer due to which I am not getting the desired rendering. Can someone help me to correct my mistake? Is there some other initialization also required? Thanks

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  • game play strategy in an arena

    - by joulesm
    I am writing a player's behavior for an arena game, and I'm wondering if you can offer some strategies. I'm writing it in Python, but I'm just interested in the high level game play. Here are the game aspects: Arena is a circle of a given size. The arena size shrinks every round to help break ties. Players are much smaller circles, can be on teams of 1 or 2 players. Players attack by colliding with other players, and based on the physics of the collision (speed of both players, angle), one could force another player out of the arena. Once a player is out of the arena, they are out of the game (for that round). The goal is to be the only team with players left in the arena. All other players have been pushed (through collisions or mistakes) out of the arena. It is possible for there to be no winner if the last two players exit the arena at the same time. Once the player has been programmed, the game just runs. There is no human intervention in the game. I'm thinking it's easiest to implement a few simple programmatic rules for my player to follow. For example, stay close to center of the arena, attack opponents from the inner side of the arena, etc. Are there any good simple game strategies? Would adding a random aspect to the game help? For example, to avoid predictability by the other team or something. Thanks in advance.

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  • Using multiplication and division with delta time

    - by tesselode
    Using delta time with addition and subtraction is easy. player.x += 100 * dt However, multiplication and division complicate things a bit. For example, let's say I want the player to double his speed every second. player.x = player.x * 2 * dt I can't do this because it'll slow down the player (unless delta time is really high). Division is the same way, except it'll speed things way up. How can I handle multiplication and division with delta time?

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  • Fast lighting with multiple lights

    - by codymanix
    How can I implement fast lighting with multiple lights? I don't want to restrain the player, he can place an unlimited number and possibly overlapping (point) lights into the level. The problem is that shaders which contain dynamic loops which would be necessary to calculate the lighting tend to be very slow. I had the idea that if it could be possible at compiletime to compile a shader n times where n is the number of lights. If the number n is known at compiletime, the loops can be unrolled automatically. Is this possible to generate n versions of the same shader with just a different number of lights? At runtime I could then decide which shader to use for which part of the level.

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  • Bouncing ball isssue

    - by user
    I am currently working on the 2D Bouncing ball physics that bounces the ball up and down. The physics behaviour works fine but at the end the velocity keep +3 then 0 non-stop even the ball has stopped bouncing. How should I modify the code to fix this issue? ballPos = D3DXVECTOR2( 50, 100 ); velocity = 0; accelaration = 3.0f; isBallUp = false; void GameClass::Update() { velocity += accelaration; ballPos.y += velocity; if ( ballPos.y >= 590 ) isBallUp = true; else isBallUp = false; if ( isBallUp ) { ballPos.y = 590; velocity *= -1; } // Graphics Rendering m_Graphics.BeginFrame(); ComposeFrame(); m_Graphics.EndFrame(); }

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  • When to use an Array vs When to use a Vector, when dealing with GameObjects?

    - by user32465
    I understand that from other answers, Arrays and Vectors are the best choices. Many on SE claim that Linked Lists and Maps are bad for video game programming. I understand that for the most part, I can use Arrays. However, I don't really understand exactly when to use Vectors over Arrays. Why even use Vectors? Wouldn't it be best if I simply always used an Array, that way I know how much memory my game needs? Specifically my game would only ever load a single "Map" area of tiles, such as Map[100][100], so I could very easily have an array of GameObjectContainer GameObjects[100][100], which would reserve an entire map's worth of possible gameobjects, correct? So why use a Vector instead? Memory is quite large on modern hardware.

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  • How do I improve terrain rendering batch counts using DirectX?

    - by gamer747
    We have determined that our terrain rendering system needs some work to minimize the number of batches being transferred to the GPU in order to improve performance. I'm looking for suggestions on how best to improve what we're trying to accomplish. We logically split our terrain mesh into smaller grid cells which are 32x32 world units. Each cell has meta data that dictates the four 256x256 textures that are used for spatting along with the alpha blend data, shadow, and light mappings. Each cell contains 81 vertices in a 9x9 grid. Presently, we examine each cell and determine the four textures that are being used to spat the cell. We combine that geometry with any other cell that perhaps uses the same four textures regardless of spat order. If the spat order for a cell differs, the blend map is adjusted so that the spat order is maintained the same as other like cells and blending happens in the right order too. But even with this batching approach, it isn't uncommon when looking out across an area of open terrain to have between 1200-1700 batch count depending upon how frequently textures differ or have different texture blends are between cells. We are only doing frustum culling presently. So using texture spatting, are there other alternatives that can reduce the batch count and allow rendering to be extremely performance-friendly even under DirectX9c? We considered using texture atlases since we're targeting DirectX 9c & older OpenGL platforms but trying to repeat textures using atlases and shaders result in seam artifacts which we haven't been able to eliminate with the exception of disabling mipmapping. Disabling mipmapping results in poor quality textures from a distance. How have others batched together terrain geometry such that one could spat terrain using various textures, minimizing batch count and texture state switches so that rendering performance isn't negatively impacted?

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  • How can I make my game more popular without paying money?

    - by Marlon Drescher
    I am a game designer, software developer, composer and graphic artist and made the 3D Hack 'n Slay MMO Forgotten Elements on my own. It's playable at open Beta and will be released at the end of the year. I used Plain Old JAVA, JPCT 3D Engine, Tomcat Webserver and Blender 3D / Gimp to manage all the tasks. I developed the whole game from scratch. For me the hardest task in this challenge is probably the whole thing about marketing and advertisement. Because it is a independent project and I am the only person working on it, there is no money I could invest for making advertisement. But anyhow... How could it be possible to make this game more popular? What would you suggest me?

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  • Changes to myApp.js files are reverted back to normal when the project is build - Cocos2dx

    - by Mansoor
    I am trying to do some changes to my myApp.js file of coco2dx project for android in eclipse but I am not able to do it. I am actually trying to change the default background image of my app. But when I run my project all the changes goes back to before values For Eg: This is the default line wer we are setting our background image this.sprite = cc.Sprite.create("res/HelloWorld.png"); I am changing it to the following line: this.sprite = cc.Sprite.create("res/CloseNormal.png"); But when I run my project CloseNormal.png goes back to HelloWorld.png I am using: OS: Win7 Cocos2d Ver: cocos2dx 2.2.2 Why is this happening. Can anybody help me?

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  • How to prevent showing outside of world game in Cocos2D-x

    - by HRZ
    I'm trying to make a tower defense game and it can zoom in/out and scrolling over my world map. How to scroll over the game and how to restrict it not to show outside of my map(black area). At below I scroll over the map by using CCCamera but I don't know how I can restrict it. CCPoint tap = touch->getLocation(); CCPoint prev_tap = touch->getPreviousLocation(); CCPoint sub_point = tap - prev_tap; float xNewPos, yNewPos; float xEyePos, yEyePos, zEyePos; float cameraPosX, cameraPosY, cameraPosZ; // First we get the current camera position. GameLayer->getCamera()->getCenterXYZ(&cameraPosX, &cameraPosY, &cameraPosZ); GameLayer->getCamera()->getEyeXYZ(&xEyePos, &yEyePos, &zEyePos); // Calculate the new position xNewPos = cameraPosX - sub_point.x; yNewPos = cameraPosY - sub_point.y; GameLayer->getCamera()->setCenterXYZ(xNewPos, yNewPos, cameraPosZ); GameLayer->getCamera()->setEyeXYZ(xNewPos, yNewPos, zEyePos); And for zooming I used such code: GameLayer->setScale(GameLayer->getScale() + 0.002); //zooming in

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  • 2D Polygon Triangulation

    - by BleedObsidian
    I am creating a game engine using the JBox2D physics engine. It only allows you to create polygon fixtures up to 8 vertices, To create a body with more than 8 vertices, you need to create multiple fixtures for the body. My question is, How can I split the polygons a user creates into smaller polygons for JBox2D? Also, what topology should I use when splitting the polygons and why? (If JBox2D can have up to 8 vertices, why not split polygons into 8 per polygon)

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  • Story and news-feed ideas for social network games

    - by arpine
    I am currently working on a educational and fun 2-in-1 game. As I am not a professional, I need advice on story and news-feed. The goal is simple-get richer, the story is about a worker who is trying to get over his/her financial problems and become rich. During the whole gaming process there is a news-feed (every day there are a couple of fresh news about what is going on). The news are fresh and individual so I need to write about 2000 pieces of news for 2 year gaming, maybe more. The problem is that I am not sure whether repetitive news can interest in this game. What can be done to make the news-making process easier but not boring from the point of view of the player?

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  • Setting a leader from a sprite array

    - by Craig
    I'm looking to set a leader from an array of sprites, I keep on getting a NullReferenceException was unhandled error from within my main game class when calling the UpdateMouse Method. What have I dont wrong here? class MouseSprite { Random random = new Random(); private MouseSprite leader; public void UpdateBoundaryBox() { mouseBounds.X = (int)mousePosition.X - mouseTexture.Width / 2; mouseBounds.Y = (int)mousePosition.Y - mouseTexture.Height / 2; } public void UpdateMouse(Vector2 position, MouseSprite [] mice, int numberMice, int index) { Vector2 catPosition = position; int enemies = numberMice; this.alive = true; mice[random.Next(0, mice.Length)] = leader;

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  • How can I obtain in-game data from Warcraft 3 from an external process?

    - by Slav
    I am implementing a behavior algorithm and would like to test it with my lovely Warcraft III game to watch how it will fight against real players. The problem I'm having is that I don't know how to obtain information about in-game state (units, structures, environment, etc.) from the running WC3 game. My algorithm needs access to the hard drive and possibly distributed computing, that's why JASS (WC3's editor language) isn't appropriate; I need to run my algorithm from a separate process. Direct3D hooking is an approach, but it wasn't done for WC3 yet and a significant drawback of that approach would be the inability to watch how the AI performs online, since it uses the viewport to issue commands. How I read in-game data from WC3 in a different process in a fastest and easiest way?

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  • Draw contour around object in Opengl

    - by Maciekp
    I need to draw contour around 2d objects in 3d space. I tried drawing lines around object(+points to fill the gap), but due to line width, some part of it(~50%) was covering object. I tried to use stencil buffer, to eliminate this problem, but I got sth like this(contour is green): http://goo.gl/OI5uc (sorry I can't post images, due to my reputation) You can see(where arrow points), that some parts of line are behind object, and some are above. This changes when I move camera, but always there is some part, that is covering it. Here is code, that I use for drawing object: glColorMask(1,1,1,1); std::list<CObjectOnScene*>::iterator objIter=ptr->objects.begin(),objEnd=ptr->objects.end(); int countStencilBit=1; while(objIter!=objEnd) { glColorMask(1,1,1,1); glStencilFunc(GL_ALWAYS,countStencilBit,countStencilBit); glStencilOp(GL_REPLACE,GL_KEEP,GL_REPLACE ); (*objIter)->DrawYourVertices(); glStencilFunc(GL_NOTEQUAL,countStencilBit,countStencilBit); glStencilOp(GL_KEEP,GL_KEEP,GL_REPLACE); (*objIter)->DrawYourBorder(); ++objIter; ++countStencilBit; } I've tried different settings of stencil buffer, but always I was getting sth like that. Here is question: 1.Am I setting stencil buffer wrong? 2. Are there any other simple ways to create contour on such objects? Thanks in advance. EDIT: 1. I don't have normals of objects. 2. Object can be concave. 3. I can't use shaders(see below why).

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  • How can I read a portion of one Minecraft world file and write it into another?

    - by RapierMother
    I'm looking to read block data from one Minecraft world and write the data into certain places in another. I have a Minecraft world, let's say "TemplateWorld", and a 2D list of Point objects. I'm developing an application that should use the x and y values of these Points as x and z reference coordinates from which to read constant-sized areas of blocks from the TemplateWorld. It should then write these blocks into another Minecraft world at constant y coordinates, with x & z coordinates determined based on each Point's index in the 2D list. The issue is that, while I've found a decent amount of information online regarding Minecraft world formats, I haven't found what I really need: more of a breakdown by hex address of where/what everything is. For example, I could have the TemplateWorld actually be a .schematic file rather than a world; I just need to be able to read the bytes of the file, know that the actual block data starts always at a certain address (or after a certain instance of FF, etc.), and how it's stored. Once I know that, it's easy as pie to just read the bytes and store them.

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  • How can I spawn a sprite based on a condition after the game starts?

    - by teddyweedy
    How do I spawn a sprite anytime later in the game when the game starts? I'm using FlashDevelop with Flixel. I did try it in override public function create(): void. It works only in the beginning. I try it using if (FlxG.score == 1) but it doesn't work. I also tried it in override public function update(): void. It works and it is moving but it leaves a sprite making it a multi-sprite. I also did try FlxGroup but to no avail.

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  • Colored Collision Detection

    - by tugrul büyükisik
    Several years ago, i made a fast collision detection for 2D, it was just checking a bullets front-pixel's color to check if it were to hit something. Lets say the target rgb color is (124,200,255) then it just checks for that color. After the collision detection, it paints the target with appropriate picture. So, collision detection is made in background without drawing but then painted and drawed. How can i do this in 3D? Because, a vertex is not just exist like a 2D picture's pixel. I looked at some java3D and other programs and understood that 3D world is made of objects. Not just pictures. Is there a program that truly fills the world with vertices ? But it could be needing terabytes of ram even more. Do you know an easy way to interpolate the color of a vertex in java3D or similar program? Note: for a rgb color-identifier, i can make 255*255*255 different 2D objects in background.

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  • Entiity System with C++

    - by Dono
    I'm working on a game engine using the Entity System and I have some questions. How i see Entity System : Components : A class with attributs, set and get. Sprite Physicbody SpaceShip ... System : A class with a list of components. (Component logic) EntityManager Renderer Input Camera ... Entity : Just a empty class with a list of components. What i've done : Currently, i've got a program who allow me to do that : // Create a new entity/ Entity* entity = game.createEntity(); // Add some components. entity->addComponent( new TransformableComponent() ) ->setPosition( 15, 50 ) ->setRotation( 90 ) ->addComponent( new PhysicComponent() ) ->setMass( 70 ) ->addComponent( new SpriteComponent() ) ->setTexture( "name.png" ) ->addToSystem( new RendererSystem() ); My questions Did the system stock a list of components or a list of entities ? In the case where I stock a list of entities, I need to get the component of this entities on each frame, that's probably heavy isn't it ? Did the system stock a list of components or a list of entities ? In the case where I stock a list of entities, I need to get the component of this entities on each frame, that's probably heavy isn't it ?

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  • How can I efficiently update only the entities that matter in a given frame?

    - by lezebulon
    I'm making a RTS, which can potentially have lots of units in one map (think Age of Empires). I'm looking for a way to update my units. I want to avoid calling a virtual Update() method every frame on every entity. On the other hand, units that are not in view should still be updated and behave "normally." I'm assuming this is a fairly standard question; what would be a way to handle this situation?

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  • Cocos2D: Upgrading from OpenGL 1.1 to 2.0

    - by Alex
    I have recently starting upgrading my ios game to the latest Cocos2D (2.0 rc), and I am having some difficulties upgrading my texture generation code to OpenGL 2.0. In the old version I generated images with this code: CCRenderTexture *rt = [CCRenderTexture renderTextureWithWidth:WIDTH height:HEIGHT]; [rt beginWithClear:bgColor.r g:bgColor.g b:bgColor.b a:bgColor.a]; glDisable(GL_TEXTURE_2D); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glVertexPointer(2, GL_FLOAT, 0, verts); glColorPointer(4, GL_FLOAT, 0, colors); glDrawArrays(GL_TRIANGLE_STRIP, 0, (GLsizei)nVerts); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_TEXTURE_2D); [rt end]; But since OpenGL 2.0 works differently this code won't work. What is the best way to use the new OpenGL?

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  • Is an in-app purchase required to unlock game in order to bypass pirating acceptable?

    - by digitaljoel
    I'm considering writing a mobile game and looking at distribution. The game will have a server requirement, which means I will have to pay for bandwidth, hosting, processor time, etc. Because of that I'll need to make at least a little money off this thing. According to the press piracy is rampant in the android community. To get around this, I'm thinking of implementing a simple model where the game is free, perhaps allowing play for X number of turns or something, and then requiring an in-app purchase to continue to play. I would clearly explain this in the app description, and the in-app purchase would be managed per account so it would be linked to your google play account so you wouldn't have to re-purchase every time you get a new device. Would gamers accept this model or see it as unreasonable?

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