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  • vector collision on polygon in 3d space detection/testing?

    - by LRFLEW
    In the 3d fps in java I'm working on, I need a bullet to be fired and to tell if it hit someone. All visual objects in the game are defined through OpenGL, so the object it can be colliding with can be any drawable polygon (although they will most likely be triangles and rectangles anyways). The bullet is not an object, but will be treated as a vector that instantaneously moves all the way across the map (like the snipper riffle in Halo). What's the best way to detect/test collisions with the polygon and the vector. I have access to OpenCL, however I have absolutely no experience with it. I am very early in the developmental stage, so if you think there's a better way of going about this, feel free to tell me (I barley have a player model to collide with anyways, so I'm flexible with it). Thanks

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  • exact point on a rotating sphere

    - by nkint
    I have a sphere that represents the Earth textured with real pictures. It's rotating around the x axis, and when user click down it has to show me the exact place he clicked on. For example if he clicked on Singapore the system should be able to: understand that user clicked on the sphere (OK, I'll do it with unProject) understand where user clicked on the sphere (ray-sphere collision?) and take into account the rotation transform sphere-coordinate to some coordinate system good for some web-api service ask to api (OK, this is the simpler thing for me ;-) some advice?

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  • About online game servers and how to handle data

    - by TreantBG
    So my question isn't about what technology to use or how to do this or that, but a more general question. I'm currently developing a action third person shooter. With elements of RPG - weapon,armor upgrades and items. Players will be able to create new games or join old ones. So my question is how to create the game server that players will play in. I have two ideas on my mind. The player who made the game is the server. All data passes trough him and he send this data to the server updating the database of the players with their XP points kills/deaths score and other. Or my host machine is the server, the player who made the game just will open new instance on my host and will be like client. And all players send their input data to the host, the host updates the game and send response back to client for any new changes like where is the enemy and other. And if i choose option 1 is there a chance the host to change the game content and manipulate the game results? (I think there is but i'm not sure) And if i choose option 2 isn't that raising the response time and potentially the game lag? or maybe there is another option?

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  • C++ and SDL resource management for 2D game

    - by KuruptedMagi
    My first question is about stateManagers. I do not use the singleton pattern (read many random posts with various reasons not to use it), I have gameStateManager which runs the pointer cCurrentGameState-render(), etc. I want to make a transitioning game, this engine should ideally cover both a platformer and a bird's eye RPG (with some recoding, I just mean the base engine), both of which will load different levels and events, such as world map, dungeon, shops, etc. So I then thought, rather then having to store all this data within all the states, I would break the engine into gameStates, and playStates... when gameState reaches gameStatePlay(), gameStatePlay simply runs the usual handleInput, logic, and render for the playStates, just as the low level gameStateManager does. This lets me store all the player data within the base playstate class without storing useless data in the gameStates. Now I have added a seperate mapEditor, which uses editorStates from gameStateEditor. Is this too much usage of the gameState concept? It seems to work pretty well for me, so I was wondering if I am too far off a common implementation of this. My second question is on image resources. I have my sprite class with nothing but static members, mainly loadImage, applySurface, and my screen pointer. I also have a map pairing imageName enums with actual SDL_Surface pointers, and one pairing clipNumber enums with a wrapper class for a vector of clips, so that each reference in the map can have different amounts of clips with different sizes. I thought it would be better to store all these images, and screen within one static body, since 20 different goblins all use the same sprite sheet, and all need to print to the same screen, and of course, this way I do not need to pass my screen reference to every little entity. The imageMap seems to work very well, I can even add the ability to search through the map at creation of entity type to see if a particular image at creation, creating if it doesnt exist, and destroying the image if the last entity that needs it was just destroyed. The vectored clip map however, seems to take too long to initialize, so if i run past the state that initializes them to fast, the game crashes <. Plus, the clip map call is half of this line =P SPRITE::applySurface( cEditorMap.cTiles[x][y].iX, cEditorMap.cTiles[x][y].iY, SPRITE::mImages[ IMAGE_TILEMAP ], SPRITE::screen, SPRITE::mImageClips[IMAGE_TILEMAP]->clips.at( cEditorMap.cTiles[x][y].iTileType ) ); Again, do I have the right idea? I like the imageMap, but am I better off with each entity storing its own clips? My last question is about collision detection. I only grasp the basics, will look at per-pixel and circular soon, but how can I determine which side the collision comes from with just the basic square collision detection, I tried breaking each entity into 4 collision zones, but that just gave me problems with walking through walls and the like <. Also, is per-pixel color collision a good way to decide what collision just occured, or is checking multiple colors for multiple entities too taxing each cycle?

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  • What data should be cached in a multiplayer server, relative to AI and players?

    - by DevilWithin
    In a virtual place, fully network driven, with an arbitrary number of players and an arbitrary number of enemies, what data should be cached in the server memory, in order to optimize smooth AI simulation? Trying to explain, lets say player A sees player B to E, and enemy A to G. Each of those players, see player A, but not necessarily each other. Same applies to enemies. Think of this question from a topdown perspective please. In many cases, for example, when a player shoots his gun, the server handles the sound as a radial "signal" that every other entity within reach "hear" and react upon. Doing these searches all the time for a whole area, containing possibly a lot of unrelated players and enemies, seems to be an issue, when the budget for each AI agent is so small. Should every entity cache whatever enters and exits from its radius of awareness? Is there a great way to trace the entities close by without flooding the memory with such caches? What about other AI related problems that may arise, after assuming the previous one works well? We're talking about environments with possibly hundreds of enemies, a swarm.

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  • Collision detection in multiplayer games

    - by Bane
    This a followup to my previous question: How to implement physics and AoE spells in an MMO game?. There, we concluded that all physics have to be done on the server, and that I should use cylinders for calculations. Now, how can I check for collision detection on a ground-to-player basis on the server? It's fairly easy if the ground is a flat space, I just check if the player's z coordinate is lower than some value and voila, but, what if the map/ground itself is a model? How do I know where hills are on the server-side? How do I know when object collisions happen? I'm using node.js and socket.io.

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  • How do games make money? What models do they use?

    - by cable729
    I'm trying to research the ways in which games make money. I want to know more about the models they use (free/premium, trial/subscription, free-to-play with micro-transactions, etc.). In addition, I want information on which models work for which games, what models are best for which age groups, etc. I've tried my best to find information, and Google hasn't turned anything up at all. I think I'll stop by my University's library and see if there's anything there. This may seem like a broad question, but I'm looking for links and titles of books, not typed-out answers.

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  • What should I worry about when changing OpenGL origin to upper left of screen?

    - by derivative
    For self education, I'm writing a 2D platformer engine in C++ using SDL / OpenGL. I initially began with pure SDL using the tutorials on sdltutorials.com and lazyfoo.net, but I'm now rendering in an OpenGL context (specifically immediate mode but I'm learning about VAOs/VBOs) and using SDL for interface, audio, etc. SDL uses a coordinate system with the origin in the upper left of the screen and the positive y-axis pointing down. It's easy to set up my orthographic projection in OpenGL to mirror this. I know that texture coordinates are a right-hand system with values from 0 to 1 -- flipping the texture vertically before rendering (well, flip the file before loading) yields textures that render correctly... which is fine if I'm drawing the entire texture, but ultimately I'll be using tilesets and can imagine problems. What should I be concerned about in terms of rendering when I do this? If anybody has any advice or they've done this themselves and can point out future pitfalls, that would be great, but really any thoughts would be appreciated.

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  • Struct Method for Loops Problem

    - by Annalyne
    I have tried numerous times how to make a do-while loop using the float constructor for my code but it seems it does not work properly as I wanted. For summary, I am making a TBRPG in C++ and I encountered few problems. But before that, let me post my code. #include <iostream> #include <string> #include <ctime> #include <cstdlib> using namespace std; int char_level = 1; //the starting level of the character. string town; //town string town_name; //the name of the town the character is in. string charname; //holds the character's name upon the start of the game int gems = 0; //holds the value of the games the character has. const int MAX_ITEMS = 15; //max items the character can carry string inventory [MAX_ITEMS]; //the inventory of the character in game int itemnum = 0; //number of items that the character has. bool GameOver = false; //boolean intended for the game over scr. string monsterTroop [] = {"Slime", "Zombie", "Imp", "Sahaguin, Hounds, Vampire"}; //monster name float monsterTroopHealth [] = {5.0f, 10.0f, 15.0f, 20.0f, 25.0f}; // the health of the monsters int monLifeBox; //life carrier of the game's enemy troops int enemNumber; //enemy number //inventory[itemnum++] = "Sword"; class RPG_Game_Enemy { public: void enemyAppear () { srand(time(0)); enemNumber = 1+(rand()%3); if (enemNumber == 1) cout << monsterTroop[1]; //monster troop 1 else if (enemNumber == 2) cout << monsterTroop[2]; //monster troop 2 else if (enemNumber == 3) cout << monsterTroop[3]; //monster troop 3 else if (enemNumber == 4) cout << monsterTroop[4]; //monster troop 4 } void enemDefeat () { cout << "The foe has been defeated. You are victorious." << endl; } void enemyDies() { //if the enemy dies: //collapse declaration cout << "The foe vanished and you are victorious!" << endl; } }; class RPG_Scene_Battle { public: RPG_Scene_Battle(float ini_health) : health (ini_health){}; float getHealth() { return health; } void setHealth(float rpg_val){ health = rpg_val;}; private: float health; }; //---------------------------------------------------------------// // Conduct Damage for the Scene Battle's Damage //---------------------------------------------------------------// float conductDamage(RPG_Scene_Battle rpg_tr, float damage) { rpg_tr.setHealth(rpg_tr.getHealth() - damage); return rpg_tr.getHealth(); }; // ------------------------------------------------------------- // void RPG_Scene_DisplayItem () { cout << "Items: \n"; for (int i=0; i < itemnum; ++i) cout << inventory[i] <<endl; }; In this code I have so far, the problem I have is the battle scene. For example, the player battles a Ghost with 10 HP, when I use a do while loop to subtract the HP of the character and the enemy, it only deducts once in the do while. Some people said I should use a struct, but I have no idea how to make it. Is there a way someone can display a code how to implement it on my game? Edit: I made the do-while by far like this: do RPG_Scene_Battle (player, 20.0f); RPG_Scene_Battle (enemy, 10.0f); cout << "Battle starts!" <<endl; cout << "You used a blade skill and deducted 2 hit points to the enemy!" conductDamage (enemy, 2.0f); while (enemy!=0) also, I made something like this: #include <iostream> using namespace std; int gems = 0; class Entity { public: Entity(float startingHealth) : health(startingHealth){}; // initialize health float getHealth(){return health;} void setHealth(float value){ health = value;}; private: float health; }; float subtractHealthFrom(Entity& ent, float damage) { ent.setHealth(ent.getHealth() - damage); return ent.getHealth(); }; int main () { Entity character(10.0f); Entity enemy(10.0f); cout << "Hero Life: "; cout << subtractHealthFrom(character, 2.0f) <<endl; cout << "Monster Life: "; cout << subtractHealthFrom(enemy, 2.0f) <<endl; cout << "Hero Life: "; cout << subtractHealthFrom(character, 2.0f) <<endl; cout << "Monster Life: "; cout << subtractHealthFrom(enemy, 2.0f) <<endl; }; Struct method, they say, should solve this problem. How can I continously deduct hp from the enemy? Whenever I deduct something, it would return to its original value -_-

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  • Is there a way to use the facebook sdk with libgdx?

    - by Rudy_TM
    I have tried to use the facebook sdk in libgdx with callbacks, but it never enters the authetication listeners, so the user never is logged in, it permits the authorization for the facebook app but it never implements the authentication interfaces :( Is there a way to use it? public MyFbClass() { facebook = new Facebook(APPID); mAsyncRunner = new AsyncFacebookRunner(facebook); SessionStore.restore(facebook, this); FB.init(this, 0, facebook, this.permissions); } ///Method for init the permissions and my listener for authetication public void init(final Activity activity, final Facebook fb,final String[] permissions) { mActivity = activity; this.fb = fb; mPermissions = permissions; mHandler = new Handler(); async = new AsyncFacebookRunner(mFb); params = new Bundle(); SessionEvents.addAuthListener(auth); } ///I call the authetication process, I call it with a callback from libgdx public void facebookAction() { // TODO Auto-generated method stub fb.authenticate(); } ///It only allow the app permission, it doesnt register the events public void authenticate() { if (mFb.isSessionValid()) { SessionEvents.onLogoutBegin(); AsyncFacebookRunner asyncRunner = new AsyncFacebookRunner(mFb); asyncRunner.logout(getContext(), new LogoutRequestListener()); //SessionStore.save(this.mFb, getContext()); } else { mFb.authorize(mActivity, mPermissions,0 , new DialogListener()); } } public class SessionListener implements AuthListener, LogoutListener { @Override public void onAuthSucceed() { SessionStore.save(mFb, getContext()); } @Override public void onAuthFail(String error) { } @Override public void onLogoutBegin() { } @Override public void onLogoutFinish() { SessionStore.clear(getContext()); } } DialogListener() { @Override public void onComplete(Bundle values) { SessionEvents.onLoginSuccess(); } @Override public void onFacebookError(FacebookError error) { SessionEvents.onLoginError(error.getMessage()); } @Override public void onError(DialogError error) { SessionEvents.onLoginError(error.getMessage()); } @Override public void onCancel() { SessionEvents.onLoginError("Action Canceled"); } }

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  • Behaviour tree code example?

    - by jokoon
    http://altdevblogaday.org/2011/02/24/introduction-to-behavior-trees/ Obviously the most interesting article I found on this website. What do you think about it ? It lacks some code example, don't you know any ? I also read that state machines are not very flexible compared to behaviour trees... On top of that I'm not sure if there is a true link between state machines and the state pattern... is there ?

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  • Enemy Spawning method in a Top-Down Shooter

    - by Chris Waters
    I'm working on a top-down shooter akin to DoDonPachi, Ikaruga, etc. The camera movement through the world is handled automatically with the player able to move inside of the camera's visible region. Along the way, enemies are scripted to spawn at particular points along the path. While this sounds straightforward, I could see two ways to define these points: Camera's position: 'trigger' spawning as the camera passes by the points Time along path: "30 seconds in, spawn 2 enemies" In both cases, the camera-relative positions would be defined as well as the behavior of the enemy. The way I see it, the way you define these points will directly affect how the 'level editor', or what have you, will work. Would there be any benefits of one approach over the other?

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  • Java Slick2d - Mouse picking how to take into account camera

    - by Corey
    When I move it it obviously changes the viewport so my mouse picking is off. My camera is just a float x and y and I use g.translate(-cam.cameraX+400, -cam.cameraY+300); to translate the graphics. I have the numbers hard coded just for testing purposes. How would I take into account the camera so my mouse picking works correctly. double mousetileX = Math.floor((double)mouseX/tiles.tileWidth); double mousetileY = Math.floor((double)mouseY/tiles.tileHeight); double playertileX = Math.floor(playerX/tiles.tileWidth); double playertileY = Math.floor(playerY/tiles.tileHeight); double lengthX = Math.abs((float)playertileX - mousetileX); double lengthY = Math.abs((float)playertileY - mousetileY); double distance = Math.sqrt((lengthX*lengthX)+(lengthY*lengthY)); if(input.isMousePressed(Input.MOUSE_LEFT_BUTTON) && distance < 4) { if(tiles.map[(int)mousetileX][(int)mousetileY] == 1) { tiles.map[(int)mousetileX][(int)mousetileY] = 0; } } That is my mouse picking code

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  • OpenGL quake 3 shader file for objects (for trees)

    - by mlodziaszka
    I decided to add to my game few trees, I already quake 3 model loader (md3) its for characters and method for texture drawing is store in *.ini file. I found a package of trees in MD3 and I have no problem with loading model alone, but there is a *.shader file and i have no idea how to load it to draw texture properly. Tree pack: http://www.custommapmakers.org/wiki/index.php/Models:GR_Trees_set I do not have to use exactly this format, I can write another loader, but trees in *.obj or .3ds look even harder

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  • Rule of thumb for enemy design

    - by Terrance
    I'm at the early stages of developing a 2d side scrolling open ended platformer (think metroidvania) and am having a bit of difficulty at enemy design inspiration for something of a scifi, nature, fantasy setting that isn't overly familar or obvious. I haven't seen too many articles blogs or books that talk about the subject at great length. Is there a fair rule of thumb when coming up with enemy design with respect to keeping your player engaged?

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  • forward motion car physics - gradual slow

    - by spartan2417
    Im having trouble creating realistic car movements in xna 4. Right now i have a car going forward and hitting a terminal velocity which is fine but when i release the up key i need to the car to slow down gradually and then come to a stop. Im pretty sure this is easy code but i cant seem to get it to work the code - update if (Keyboard.GetState().IsKeyDown(Keys.Up)) { double elapsedTime = gameTime.ElapsedGameTime.Milliseconds; CalcTotalForce(); Acceleration = Vector2.Divide(CalcTotalForce(), MASS); Velocity = Vector2.Add(Velocity, Vector2.Multiply(Acceleration, (float)(elapsedTime))); Position = Vector2.Add(Position, Vector2.Multiply(Velocity, (float)(elapsedTime))); } added functions public Vector2 CalcTraction() { //Traction force = vector direction * engine force return Vector2.Multiply(forwardDirection, ENGINE_FORCE); } public Vector2 CalcDrag() { //Drag force = constdrag * velocity * speed return Vector2.Multiply(Vector2.Multiply(Velocity, DRAG_CONST), Velocity.Y); } public Vector2 CalcRoll() { //roll force = const roll * velocity return Vector2.Multiply(Velocity, ROLL_CONST); } public Vector2 CalcTotalForce() { //total force = traction + (-drag) + (-rolling) return Vector2.Add(CalcTraction(), Vector2.Add(-CalcDrag(), -CalcRoll())); } anyone have any ideas?

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  • What functionality should I use in OpenGL 2.0?

    - by Jeffrey
    Considering OpenGL 2.1, we all know that glBegin and glEnd are the devil. Should I use only VBO to render 3d primitives (I can't find VAO in that version, weren't there already?)? Should I still use the matrix stack (why not?)? Should I still use glFrustum? Can I take advantage of shaders in GLSL 1.20? Where can I find a tutorial for VBO in OpenGL 2.1 and the "correct" way of programming in it? Also how am I supposed to animate something. Like a cube moving around an object or a player moving in the scene (static vbo data + shader?)? Note: Take your time to answer this question, I'll accept an answer tomorrow.

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  • How to make room reflection using Cubemap

    - by MaT
    I am trying to use a cube map of the inside of a room to create some reflections on walls, ceiling and floor. But when I use the cube map, the reflected image is not correct. The point of view seems to be false. To be correct I use a different cube map for each walls, floor or ceiling. The cube map is calculated from the center of the plane looking at the room. Are there specialized techniques to achieve such effect ? Thanks a lot !

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  • What makes it hard to protect from hacks/bots in BF3 and Quake Live?

    - by Jakub P.
    After playing these games, asking other players/admins, and reading online I am led to believe that Quake Live and Battlefield 3 are frequented by bots and there are plenty of hacks of various kinds. I'm confused how this is possible, or even easy seeing how many players have access to these kinds of "tools" (sic). Isn't it possible for the game authors to digitally sign the game executables so that when they run, the server can ensure only the allowed client is sending commands, thus preventing any kind of abuse? I.e. every player command would be signed by a private key, or symmetrically encrypted (not sure which would make more sense). I understand that players can look at the running executable's behavior (memory etc.), but if games are apparently so easy to hack, shouldn't most apps be hacked as well (e.g. Skype, all DRM running on Windows etc.)?

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  • What is the XACT API?

    - by EddieV223
    I wanted to use DirectMusic in my game, but it's not in the June 2010 SDK, so I thought that I had to use DirectSound. Then I saw the XAudio2.h header in the SDK's include folder and found that XAudio2 is the replacement for DirectSound. Both are low-level. During my research I stumbled across the XACT API, but can't find a good explanation on it. Is XACT to XAudio2 what DirectMusic was to DirectSound? By which I mean, is the XACT API a high-level, easier-to-use API for playing sounds that abstracts away the details of XAudio2? If not, what is it?

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  • C# Cursor stuck on busy state

    - by Ben
    So I implemented a fixed time step loop for my C# game. All it does at the moment is make a square bounce around the screen. The problem I'm having is that when I execute the program, the window doesn't allow me to close the program and the cursor is stuck on the busy icon. I have to go into visual studio and stop the program manually. Here's the loop at the moment public void run() { int updates = 0; int frames = 0; double msPerTick = 1000.0 / 60.0; double threshhold = 0; long lastTime = getCurrentTime(); long lastTimer = getCurrentTime(); while (true) { long currTime = getCurrentTime(); threshhold += (currTime - lastTime) / msPerTick; lastTime = currTime; while (threshhold >= 1) { update(); updates++; threshhold -= 1; } this.Refresh(); frames++; if ((getCurrentTime() - lastTimer) >= 1000) { this.Text = updates + " updates and " + frames + " frames per second"; updates = 0; frames = 0; lastTimer += 1000; } } }

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  • How to modify VBO data

    - by Romeo
    I am learning LWJGL so i can start working on my game. In order to learn LWJGL I got the idea to implement the map builder so I can get comfortable with graphics programming. Now, for the map creation tool I need to draw new elements or draw the old one's with different coordinates. Let me explain this: My game will be a 2D scroller. The map will be consisting of multiple rectangles ( 2 strip triangles). When I click my left-mouse button i want to start the rectangle and when I release it I want to stop the rectangle bottom-right at that position. As I want to use VBOs I want to know how to modify data inside the VBO based on user input. Should i have a copy of a vertex array and then add the whole array to the VBO at each user input? How is usually implemented the VBO update?

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  • Rotation and translation like in GTA 1 OpenGL

    - by user1876377
    Okay, so I have a figure in XZ plain. I want to move it forward/backward and rotate at it's own Y axis, then move forward again in the rotation's direction, like the character in GTA 1. Code so far: Init: spaceship_position = glm::vec3(0,0,0); spaceship_rotation = glm::vec3(0,0,0); spaceship_scale = glm::vec3(1, 1, 1); Draw: glm::mat4 transform = glm::scale<float>(spaceship_scale) * glm::rotate<float>(spaceship_rotation.x, 1, 0, 0) * glm::rotate<float>(spaceship_rotation.y, 0, 1, 0) * glm::rotate<float>(spaceship_rotation.z, 0, 0, 1) * glm::translate<float>(spaceship_position); drawMesh(spaceship, texture, transform); Update: switch (key.keysym.sym) { case SDLK_UP: spaceship_position.z += 0.1; break; case SDLK_DOWN: spaceship_position.z -= 0.1; break; case SDLK_LEFT: spaceship_rotation.y += 1; break; case SDLK_RIGHT: spaceship_rotation.y -= 1; break; } So this only moves on the Z axis, but how can I move the object on both Z and X axis where the object is facing?

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  • Unknown error XNA cannot detect importer for "program.cs"

    - by Evan Kohilas
    I am not too sure what I have done to cause this, but even after undoing all my edits, this error still appears Error 1 Cannot autodetect which importer to use for "Program.cs". There are no importers which handle this file type. Specify the importer that handles this file type in your project. (filepath)\Advanced Pong\AdvancedPongContent\Program.cs Advanced Pong After receiving this error, everything between #if and #endif in the program.cs fades grey using System; namespace Advanced_Pong { #if WINDOWS || XBOX static class Program { /// <summary> /// The main entry point for the application. /// </summary> static void Main(string[] args) { using (Game1 game = new Game1()) { game.Run(); } } } #endif } I have searched this and could not find a solution anywhere. Any help is appreciated.

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  • Is this technique for stat tracking without a database workable?

    - by baptzmoffire
    If I wanted to create a chess game, for iOS, that tracked both player moves (for retracing the progression of a game and for player stats), what would be the simplest route to take? To clarify, I want to track not only the moves a player has made in a particular game, but how often that player has made that move in past games. For example I want to be able to track: How many times a given player has opened by moving the king pawn up two squares (e4) as white, on move number one. What is the percentage of time the player responds to white's e4 opening move, with moving his own king pawn to e5? What percentage of time does he respond by moving his queenside bishop pawn to c5? And so on. If it's not clear, the stat tracking system should also be able to report how many times this player, as black, move his queen to h1, on move number 30. I'm using Parse.com for my back-end as a server (BaaS) service. If I were to create a class that writes strings that identify move number, player color, moved piece, algebraic notation of the square (e.g. "d8") to a file, locally in the file system saves the file to Parse, and deletes the temporary file from file system upon opening the same game in my tableview (a la a "With Friends" game), download this file from Parse, parse through it and retrieve all stats/history, assign all relevant values to variables Is this plan viable, or is there an easier way?

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