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  • how to design transparent screen in libgdx

    - by ved
    this question is for LibGdx geeks. I want to make transparent screen in my game. For example, when level completes I want a new transparent screen pop up and show player's high score, buttons to navigate on next level etc like in angry birds kind of screen. This type of screen can also use, when user click on pause button, to show pause screen. Please guide me to design this kind of screen. Or if I am going wrong to make transparent screens for this kind of situation. Please guide me for better one.

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  • Unity3D : Pause Menu - Android

    - by user3666251
    Im making a 2D game for android.I almost completed the game but now I need a pause game option.I added a pause icon on the top right side of the screen.The icon is a gui texture.Here is what I did so far : I made a script which will bring up some buttons (which is not working) and attached it to the GUITexture.This is the script : #pragma strict function OnMouseDown() { Debug.Log("*Pause Menu Opens*"); Time.timeScale = 0; if (GUI.Button(Rect(10,10,100,50),"Restart")); Application.LoadLevel(Application.loadedLevel); if (GUI.Button(Rect(10,60,100,50),"MainMenu")); Application.LoadLevel("MainMenu"); } Now,the problem stands at the part where the buttons won't show up,the game freezes at the first frame but the buttons won't show up.Please,if you can help I would be realy thankful. Thank you. Edit #1 : I just noticed that when I click "Pause" the game freezes and it takes me to the MainMenu.That's because I added the GUIButton which takes you to the main menu.I think the whole script structure is wrong.I also forgot to mention that Im new in scripting/unity. Thank you.

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  • How does this circle collision detection math work?

    - by Griffin
    I'm going through the wildbunny blog to learn about collision detection. I'm confused about how the vectors he's talking about come into play. Here's the part that confuses me: p = ||A-B|| – (r1+r2) The two spheres are penetrating by distance p. We would also like the penetration vector so that we can correct the penetration once we discover it. This is the vector that moves both circles to the point where they just touch, correcting the penetration. Importantly it is not only just a vector that does this, it is the only vector which corrects the penetration by moving the minimum amount. This is important because we only want to correct the error, not introduce more by moving too much when we correct, or too little. N = (A-B) / ||A-B|| P = N*p Here we have calculated the normalised vector N between the two centres and the penetration vector P by multiplying our unit direction by the penetration distance. I understand that p is the distance by which the circles penetrate, but I don't get what exactly N and P are. It seems to me N is just the coordinates of the 3rd point of the right trianlge formed by point A and B (A-B) then being divided by the hypotenuse of that triangle or distance between A and B (||A-B||). What's the significance of this? Also, what is the penetration vector used for? It seems to me like a movement that one of the circles would perform to get un-penetrated.

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  • How to give parallax backgrounds more depth

    - by user28015
    I have 3 tiled images of some sort of galaxy/space in the background of a 2D Game: The first one has an alpha of 100%, the second an alpha of 80% and the last one has an alpha of 60%. I scroll the the one in the background slower than the other ones of course. classic parallax. In the foreground I have some particles flying towards the player to simulate some dust / stars flying by. (I know that stars don't fly by, but I think we all have seen this in a lot of games). But I can't quite achieve the depth effect I am looking for. I want it to look "deeper". I did read something about using blending modes for the backgrounds, but that would require to render them as objects right? So the question is: What is a good technique to do a scrolling parallax background in GameMaker?

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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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  • Corona sdk events dispatched with dispatchEvent() are handled directly upon call. Why so?

    - by Amoxus
    I noticed to my surprise that an event created with dispatchEvent(event) gets handled directly when called, and not together with other events at a specific phase of the frame loop. Two main reasons of having an event system are: so that you can call code B from code A, but still want to prioritize code A. to make sure there are no freaky loopedy loops where code A calls code B calls code A ... I wonder what Ansca's rationale behind having events being handled directly this way is. And does Corona handle loopedy loops and other such pitfalls gracefully? The following code demonstrates dispatchEvent(): T= {} Z = display.newRect(100,100,100,100) function T.doSomething() print("T.doSomething: begun") local event = { name="myEventType", target=T } Z:dispatchEvent( event ) print("T.doSomething: ended") end function Z.sayHello(event) print("Z.sayHello: begun and ended") end Z:addEventListener("myEventType", Z.sayHello) print("Main: begun") T.doSomething() print("Main: ended") However Ansca claims the contrary at http://developer.coronalabs.com/reference/index/objectdispatchevent Can anyone clear this up a little? ( Using Corona simulator V 2012.840 )

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  • How to get distance from point to line with distinction between side of line?

    - by tesselode
    I'm making a 2d racing game. I'm taking the nice standard approach of having a set of points defining the center of the track and detecting whether the car is off the track by detecting its distance from the nearest point. The nicest way I've found of doing this is using the formula: d = |Am + Bn + C| / sqrt(A^2 + B^2) Unfortunately, to have proper collision resolution, I need to know which side of the line the car is hitting, but I can't do that with this formula because it only returns positive numbers. So my question is: is there a formula that will give me positive or negative numbers based on which side of the line the point is on? Can I just get rid of the absolute value in the formula or do I need to do something else?

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  • Nifty popup fails to register

    - by Snailer
    I'm new to Nifty GUI, so I'm following a tutorial here for making popups. For now, I'm just trying to get a very basic "test" popup to show, but I get multiple errors and none of them make much sense. To show a popup, I believe it is necessary to first have a Nifty Screen already showing, which I do. So here is the ScreenController for the working Nifty Screen: public class WorkingScreen extends AbstractAppState implements ScreenController { //Main is my jme SimpleApplication private Main app; private Nifty nifty; private Screen screen; public WorkingScreen() {} public void equip(String slotstr) { int slot = Integer.valueOf(slotstr); System.out.println("Equipping item in slot "+slot); //Here's where it STOPS working. app.getPlayer().registerPopupScreen(nifty); System.out.println("Registered new popup"); Element ele = nifty.createPopup(app.getPlayer().POPUP); System.out.println("popup is " +ele); nifty.showPopup(nifty.getCurrentScreen(), ele.getId(), null); } @Override public void initialize(AppStateManager stateManager, Application app) { super.initialize(stateManager, app); this.app = (Main)app; } @Override public void update(float tpf) { /** jME update loop! */ } public void bind(Nifty nifty, Screen screen) { this.nifty = nifty; this.screen = screen; } When I call equip(0) the system prints Equipping item in slot 0, then a lot of errors and none of the subsequent println()'s. Clearly it botches somewhere in Player.registerPopupScreen(Nifty nifty). Here's the method: public final String POPUP = "Test Popup"; public void registerPopupScreen(Nifty nifty) { System.out.println("Attempting new popup"); PopupBuilder b = new PopupBuilder(POPUP) {{ childLayoutCenter(); backgroundColor("#000a"); panel(new PanelBuilder() {{ id("List"); childLayoutCenter(); height(percentage(75)); width(percentage(50)); control(new ButtonBuilder("TestButton") {{ label("TestButton"); width("120px"); height("40px"); align(Align.Center); }}); }}); }}; System.out.println("PopupBuilder success."); b.registerPopup(nifty); System.out.println("Registerpopup success."); } Because that first println() doesn't show, it looks like this method isn't even called at all! Edit After removing all calls on the Player object, the popup works. It seems I'm not "allowed" to access the player from the ScreenController. Unfortunate, since I need information on the player for the popup. Is there a workaround?

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  • Best system for creating a 2d racing track

    - by tesselode
    I am working a 2D racing game and I'm trying to figure out what is the best way to define the track. At the very least, I need to be able to create a closed circuit with any amount of turns at any angle, and I need vehicles to collide with the edges of the track. I also want the following things to be true if possible (but they are optional): The code is simple and free of funky workarounds and extras I can define all of the parts of the track (such as turns) relative to the previous parts I can predict the exact position of the road at a certain point (that way I can easily and cleanly make closed circuits) Here are my options: Use a set of points. This is my current system. I have a set of turns and width changes that the track is supposed to make over time. I have a point which I transform according to these instructions, and I place a point every 5 steps or so, depending on how precise I want the track to be. These points make up the track. The main problem with this is the discrepancy between the collisions and the way the track is drawn. I won't get into too much detail, but the picture below shows what is happening (although it is exaggerated a bit). The blue lines are what is drawn, the red lines are what the vehicle collides with. I could work around this, but I'd rather avoid funky workaround code. Beizer curves. These seem cool, but my first impression of them is that they'll be a little daunting to learn and are probably too complicated for my needs. Some other kind of curve? I have heard of some other kinds of curves; maybe those are more applicable. Use Box2D or another physics engine. Instead of defining the center of the track, I could use a physics engine to define shapes that make up the road. The downside to this, however, is that I have to put in a little more work to place the checkpoints. Something completely different. Basically, what is the simplest system for generating a race track that would allow me to create closed circuits cleanly, handle collisions, and not have a ton of weird code?

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  • What is going on in this SAT/vector projection code?

    - by ssb
    I'm looking at the example XNA SAT collision code presented here: http://www.xnadevelopment.com/tutorials/rotatedrectanglecollisions/rotatedrectanglecollisions.shtml See the following code: private int GenerateScalar(Vector2 theRectangleCorner, Vector2 theAxis) { //Using the formula for Vector projection. Take the corner being passed in //and project it onto the given Axis float aNumerator = (theRectangleCorner.X * theAxis.X) + (theRectangleCorner.Y * theAxis.Y); float aDenominator = (theAxis.X * theAxis.X) + (theAxis.Y * theAxis.Y); float aDivisionResult = aNumerator / aDenominator; Vector2 aCornerProjected = new Vector2(aDivisionResult * theAxis.X, aDivisionResult * theAxis.Y); //Now that we have our projected Vector, calculate a scalar of that projection //that can be used to more easily do comparisons float aScalar = (theAxis.X * aCornerProjected.X) + (theAxis.Y * aCornerProjected.Y); return (int)aScalar; } I think the problems I'm having with this come mostly from translating physics concepts into data structures. For example, earlier in the code there is a calculation of the axes to be used, and these are stored as Vector2, and they are found by subtracting one point from another, however these points are also stored as Vector2s. So are the axes being stored as slopes in a single Vector2? Next, what exactly does the Vector2 produced by the vector projection code represent? That is, I know it represents the projected vector, but as it pertains to a Vector2, what does this represent? A point on a line? Finally, what does the scalar at the end actually represent? It's fine to tell me that you're getting a scalar value of the projected vector, but none of the information I can find online seems to tell me about a scalar of a vector as it's used in this context. I don't see angles or magnitudes with these vectors so I'm a little disoriented when it comes to thinking in terms of physics. If this final scalar calculation is just a dot product, how is that directly applicable to SAT from here on? Is this what I use to calculate maximum/minimum values for overlap? I guess I'm just having trouble figuring out exactly what the dot product is representing in this particular context. Clearly I'm not quite up to date on my elementary physics, but any explanations would be greatly appreciated.

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  • Operations on multiple overlapping layers not working

    - by Arun
    Hi I am developing a game in android just like Farmville by Zinga. In that game we have to place elements in the diamond shaped field so the don't overlap each other. Now I did coding for placing the field inside the farm field but I cannot stop the problem of overlapping of the farm field. I Am attaching the code that I have down for all this someone please help me.... try{ if(bm1.getPixel((int)initX,(int)initY)!=0){ if(bm1.getPixel((int)initX,(int)initY+20)!=0){ if(bm1.getPixel((int)initX-20,(int)initY)!=0){ if(bm1.getPixel((int)initX+20,(int)initY)!=0){ if(bm1.getPixel((int)initX,(int)initY-20)!=0){ c.drawBitmap(bm,initX-30,initY-20, paint); } } } } } }catch(Exception e) { Toast.makeText(getContext(), e.toString(), Toast.LENGTH_SHORT); }

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  • LibGDX - SpriteBatch's .draw() method requiring float[]

    - by just_a_programmer
    Please excuse my lack of knowledge with LibGDX, as I have just started learning it. I am going through some simple tutorials, and in one of them, I draw a string onto the screen like so: // the following code is in the main file in the core project folder: // this is in the create() method: private SpriteBatch batch; batch = new SpriteBatch(); // this is in the render() method: batch.draw(batch, "Hello world", 200, 200); I am getting an error saying: The method draw(texture, float[], int, int) in the type SpriteBatch is not applicable for the arguments (SpriteBatch, int, int) So, LibGDX wants a float array to draw instead of a string? Thanks in advance.

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  • Web application interacts bi-directional with server program?

    - by Roelof Berkepeis
    I want to write a web application to play chess against the engine Crafty. I'm not new to PHP and javascript, but must learn how to interact with a server process : how can a web application and/or (jQuery) ajax interact bi-directionally with a (linux) program running on the server? At this moment i am developing on (Apache) local host. Crafty is installed on my Ubuntu PC. This well-known chess engine has no GUI, it runs in terminal by the command $ /usr/games/crafty and so you can play chess against it and even see it's calculations. I can make Crafty run by PHP, using the functions proc_open() or exec(), and most documentation i found states that the output stream should be a file .. But i think i don't want such setup, because then the webpage should be constanty polling that file (eg. by ajax) to see if some new data was appended, right? How can Crafty talk to the web page directly, saying "i have calculated another variation" or "i have decided a move" etc, then display this info on the web page and let the user give some counter move, just like in terminal. Isn't it possible to use some session / stream / listener? I have no clue at all, can anybody point me in a right direction?

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  • Is there any simple game that involves psychological factors?

    - by Roman
    I need to find a simple game in which several people need to interact with each other. The game should be simple for an analysis (it should be simple to describe what happens in the game, what players did). Because of the last reason, the video games are not appropriate for my purposes. I am thinking of a simple, schematic, strategic game where people can make a limited set of simple moves. Moreover, the moves of the game should be conditioned not only by a pure logic (like in chess or go). The behavior in the game should depend on psychological factors, on relations between people. In more details, I think it should be a cooperation game where people make their decisions based on mutual trust. It would be nice if players can express punishment and forgiveness in the game. Does anybody knows a game that is close to what I have described above? ADDED I need to add that I need a game where actions of players are simple and easy to formalize. Because of that I cannot use verbal games (where communication between players is important). By simple actions I understand, for example, moves on the board from one position to another one, or passing chips from one player to another one and so on.

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  • How to apply a filter to the screen of a running program?

    - by Shahbaz
    The idea is to take old games without modifying them, but have the graphics card apply a series of filters to their output before sending them to the monitor. A very crude example would be to take a game that has a resolution of 640x480 and do: Increase the resolution to 1280x960 Apply a blur (low pass filter) Apply a sharpen (1 + high pass filter) These steps may not necessarily be the best to improve the visuals of an old game, but there are a lot of techniques that are well-known in image processing for this purpose. The question is, do the (NVidia) graphics cards give the ability to load a program that modifies the screen before sending it to the monitor? If so, how are they called and what terminology should I use to search? I would be comfortable with doing the programming myself if this ability is part of a library. Also, would the solution be different between Windows and Linux? If so, either is fine, since most of the games are probably runnable by wine.

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  • Crash due to removal of Elements like CCSprite from NSMutableArray

    - by mayuur
    So, here's how it goes. I am currently working on Cocos2d game, which consists of many Obstacles. One obstacle gets added on the screen at an interval of 10 seconds like this. ObstacleSprite* newObstacle = [ObstacleSprite spriteWithFile:@"Obstacle.png" rect:CGRectMake(0, 0, 20, 20)]; newObstacle.position = ccp(mainPlayer1.position.x,10); [self addChild:newObstacle]; [self.arrayForObstacles addObject:newObstacle]; Now, I insert these obstacles into the arrayForObstacles because I also want to keep checking whether the Obstacles and MainPlayer don't collide. I check it with the help of this function. - (void) checkCollisionWithObstacle { if(mainPlayer1.playerActive) { for(int i = 0; i < [self.arrayForObstacles count]; i++) { ObstacleSprite* newObstacle = [self.arrayForObstacles objectAtIndex:i]; if(newObstacle != nil) { if(CGRectIntersectsRect([mainPlayer1 boundingBox], [newObstacle boundingBox])) { mainPlayer1.livesLeft--; } } } } } THE ISSUE Problem is when I get to certain score, one of the Obstacles gets deleted. Removal of Obstacles works as in First In-First Out (FIFO) mode. So, to delete obstacles, I write the following method : - (void) keepUpdatingScore { //update new score mainPlayer1.score+=10; //remove obstacle when score increases by 5k if(mainPlayer1.score > 5000 && mainPlayer1.score > 0) { mainPlayer1.playerActive = NO; if([self.arrayForObstacles count] > 0) { CCLOG(@"count is %d",[self.arrayForObstacles count]); ObstacleSprite* newObstacle = [self.arrayForObstacles objectAtIndex:0]; [self.arrayForObstacles removeObjectAtIndex:0]; [self removeChild:newObstacle cleanup:YES]; CCLOG(@"count is %d",[self.arrayForObstacles count]); } } else { } } It crashes when score crosses 5000 mark! UPDATE Crash happens when it again goes to the method checkCollisionWithObstacle. This is the THREAD Look. THis is the line Which crashes.

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  • How to ignore collision between two objects

    - by eren_trigger
    I have a player that shoots in the direction that it is facing. However, the shot that is created when I click, also destroys the player. How would I make the shot ignore collision with the player? Or better yet, how to make a shot destroy anything it touches and destroy itself without affecting the player? This is the code that controls collisions: function OnTriggerEnter (col : Collider) { Destroy(col.gameObject); } The shot is a trigger, but the player isn't. Not sure if this changes anything in this case. Thanks in advance. EDIT: http://gfycat.com/TediousAridFeline

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  • Moving the jBullet collision body to with the player object

    - by Kenneth Bray
    I am trying to update the location of the rigid body for a player class, as my player moves around I would like the collision body to also move with the player object (currently represented as a cube). Below is my current update method for when I want to update the xyz coords, but I am pretty sure I am not able to update the origin coords? : public void Update(float pX, float pY, float pZ) { posX = pX; posY = pY; posZ = pZ; //update the playerCube transform for the rigid body cubeTransform.origin.x = posX; cubeTransform.origin.y = posY; cubeTransform.origin.z = posZ; cubeRigidBody.getMotionState().setWorldTransform(cubeTransform); processTransformMatrix(cubeTransform); } I do not have rotation updated, as I do not actually want/need the player body to rotate at all currently. However, in the final game this will me put in place.

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  • InputLayout handling

    - by Kikaimaru
    Where are you supposed to store InputLayout? Suppose i have some basic structure like. class Mesh { List<MeshPart> MeshParts } class MeshPart { Effect Effect; VertexBufferBinding VertexBuffer; ... } Where should I store input layout? It's a connection between vertex buffer and specific pass, i can live with just 1 pass but I still have diffferent techniques so i need at least an array with some connection to effecttechniques, but I would appriciate something not crazy like dictionary. I could also create wrapper for Effect and EffectTechnique, but there must be some normal solution.

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  • How can I do fast Triangle/Square vs Triangle collision detection?

    - by Ólafur Waage
    I have a game world where the objects are in a grid based environment with the following restrictions. All of the triangles are 45-90-45 triangles that are unit length. They can only rotate 90°. The squares are of unit length and can not rotate (not that it matters) I have the Square vs Square detection down and it is very very solid and very fast (max vs min on x and y values) Wondering if there are any tricks I can employ since I have these restrictions on the triangles?

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  • Cliché monsters to populate a steampunk fantasy setting dwarven dungeon?

    - by Alexander Gladysh
    I'm looking for a list of cliché monsters for a steampunk computer game (assume one kind or another of casual rogue-like RPG), to populate lower levels of ancient dwarven-built dungeons. Dwarves are a technology/science race in the setting I am aiming for. The world is a low-magic one. I'm stuck after listing various mechanical golems, gigantic spiders (every dungeon must have some of them!), and maybe a mechanical barlog as a megaboss. What would player expect? What are the key cultural references for such setting? I know a couple of games with suitable steampunk dwarves, but none are detailed enough in the underworld monsters area. Please point me in the right direction. (If you have a single funny monster suggestion, please mention it in comments, not in answer. ;-) )

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  • Cube chunk via list ToArray()

    - by Christian Frantz
    I've created a list of vertices that I call for each cube made in my array "cubes". When each cube is create, SetUpVertices is called which is a method that stores the 8 vertices of my cube. At the end of my list creation, I create a vertex buffer, and set the data of the list that contains vertices of all 25 cubes to that vertex buffer, effectively creating a "chunk" of cubes. The problem is that Invalid Operation Exception "The array is not the correct size for the amount of data requested." at the line vertices.ToArray(). I don't have an array for this, as the amount of cubes will be changing and arrays aren't dynamic. What could be the cause of this? for (int x = 0; x < 5; x++) { for (int z = 0; z < 5; z++) { SetUpVertices(); cubes.Add(new Cube(device, new Vector3(x, map[x, z], z), color)); } } vertexBuffer = new VertexBuffer(device, typeof(VertexPositionColor), 8, BufferUsage.WriteOnly); vertexBuffer.SetData<VertexPositionColor>(vertices.ToArray());

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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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  • 2D Physics in a networked game (iOS)?

    - by Pedro
    I am researching the possibilities for a new iOS game. It's going to be a run-n-gun type platformer, and I'm looking into the possibility of co-op multiplayer. The game itself wouldn't be very physics intensive, there will most likely be 20-30 physics bodies at any given time. For the multiplayer, I think I would have one player "hosting" and up to 3 other connecting via the Internet. Here's my first question, are there any 2D physics engines that work over a network(preferably open source)? My second question, Does anyone have any thoughts on using a non-networked engine (like Box2D or Chipmunk) and adding the networking component? Since there would not be very much information sent, do you think it would cause a lot of lag?

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  • Writing a dynamic achievement system without hardcoding rules into the application

    - by imaginative
    I really enjoyed the solution provided here for groundwork on writing an achievement framework. The problem I have is I have game designers that would like to be able to insert achievements into a CMS at runtime. In a way, it sounds insane and complex to do this, but is it really? I think the concept of having to do a hard push of the application for every new achievement is cumbersome. I would love to be able to give our designers the capability to put together new achievements by entering them into a database. It shouldn't matter what tool I'm using, but for those interested, my backend is being written in JRuby (Ruby on top of the JVM). What are some possible ways of going about abstracting the logic in the aforementioned link even further so that rules can be interpreted at runtime?

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