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  • Collision representation in game overworlds

    - by Akroy
    I'm implementing a 2D overworld where one can walk through an area that is not tile based. I was wondering the best way to implement collisions. In the past when I've done similar things, I've used one image (or set of images) to show an elaborately drawn world and then a second binary image that does nothing but differentiate "wall" and "not wall". Then, I'd use the first for all drawing to the screen, but the second for collision detection. Having another image of the same size to represent collisions seems like lots of overhead. Is there a better way to handle this? (I'm currently using C++ with SDL, although I'm more interested in general concepts)

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  • OcclusionQuery: how to ignore some objects?

    - by ApocKalipsS
    I'm trying to make a LensFlare effect when the player watch the sun in my XNA 4.0 Game. To do this, I use OcclusionQuery, here's my code: http://pastebin.com/meAkdwmD I also have some models, a terrain and a skybox. Here's my main Draw code: terrain.Draw(); model1.Draw(); model2.Draw(); skybox.Draw(); lensFlare.UpdateOcclusion(); lensFlare.Draw(); The problem is that the occlusion considers the sun to be behind the skybox, and the lensFlare wasn't showing up. So I moved lensFlare.UpdateOcclusion() before the drawing of the Skybox, and now the lensFlare appears, but my skybox is blinking (it's like it disappear and reappear at each frames...) How do I ignore the skybox in the occlusion?

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  • Several classes need to access the same data, where should the data be declared?

    - by Juicy
    I have a basic 2D tower defense game in C++. Each map is a separate class which inherits from GameState. The map delegates the logic and drawing code to each object in the game and sets data such as the map path. In pseudo-code the logic section might look something like this: update(): for each creep in creeps: creep.update() for each tower in towers: tower.update() for each missile in missiles: missile.update() The objects (creeps, towers and missiles) are stored in vector-of-pointers. The towers must have access to the vector-of-creeps and the vector-of-missiles to create new missiles and identify targets. The question is: where do I declare the vectors? Should they be members of the Map class, and passed as arguments to the tower.update() function? Or declared globally? Or are there other solutions I'm missing entirely?

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  • What should I do if my text exceeds my text render target boundaries?

    - by user1423893
    I have a method for drawing strings in 3D that does the following: Set a render target Draw each character as a quadrangle using a orthographic projection to the render target Unset the render target Draw the render target texture using a perspective projection and a world transform My problem is how to deal with strings whose characters length exceeds that of the render target dimensions? For example if I have string "This is a reallllllllllly long string" and the render target can't accommodate it, it will only capture "This is a realllll". The render target (and its size) could be set each frame but wouldn't that be far too costly?

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  • Do I lose/gain performance for discarding pixels even if I don't use depth testing?

    - by Gajoo
    When I first searched for discard instruction, I've found experts saying using discard will result in performance drain. They said discarding pixels will break GPU's ability to use zBuffer properly because GPU have to first run Fragment shader for both objects to check if the one nearer to camera is discarded or not. For a 2D game I'm currently working on, I've disabled both depth-test and depth-write. I'm drawing all objects sorted by their depth and that's all, no need for GPU to do fancy things. now I'm wondering is it still bad if I discard pixels in my fragment shader?

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  • ubuntu 13.10 secondary monitor - doesn't redraw properly

    - by Daniel
    Hi I've just installed Ubuntu 13.10 on a Lenovo w350 and am having some issues with graphics driver. standard nouveau drivers work great on the laptop display but when I attach an external display it goes bad on the external monitor, seems it's not re-drawing properly. (Photo attached). I've tried other drivers but none of them detect the external monitor when connected. Any ideas? 00:02.0 VGA compatible controller: Intel Corporation 3rd Gen Core processor Graphics Controller (rev 09) 01:00.0 VGA compatible controller: NVIDIA Corporation GK107GLM [Quadro K1000M] (rev a1) screenshot of effected monitor -- http://i.imgur.com/UZWMpQO.jpg UPDATE 1: I have noticed that if I leave the System Monitor open the display improves. Wierd. UPDATE 2: If I leave a video going the lag/flicker issues stop.

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  • Effecient finding of long-range spotting targets

    - by nihohit
    I'm creating a top-down 2d strategy game, with a square grid map. So far, I've used Bresenham's line drawing algorithm in a circle to determine what's in LOS of each unit, and then targedt one of the targets in the circle. Now I find that this limits my units to shoot only at targets that they see. I want to extend my targeting algorithm to target any other unit in range of my weapon, even if they're out of sight range of this given unit, if they're "spotted" by another friendly unit. In other words, I want to enable usage of weapons with ranges longer than sight range. Is there a better way than iterating over all sighted units and computing range and LOSto each of them?

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  • How can I perform a masked erase in SDL2?

    - by Kvisle
    I'm trying to implement some shadow/lighting effects in my 2D-project, and I've concluded that if there is an easy way to perform a masked erase on an SDL_Texture, it would make the drawing operations quite cheap. Let's say I have a texture of the part of the level where light is not meant to be rendered. I also have a texture with my "light map"; I want to use this to just draw omni lights from my light sources. Then I want to use the first image to 'subtract' the portions of the light map that are not to be rendered on the final scene. Then I draw my "light map" texture on top of my scene, with additive blending enabled. This sounds like a good theory in my head, but I can't see any functions in the SDL2 API that let me do masked erase from a texture. Am I overlooking something? Does anything like this exist?

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  • Use Android NDK for portability with iOS?

    - by J-F L-R
    I am currently planning to implement a little painting app using OpenGL ES 1.1. I believe this question applies to any OpenGL ES project. I am starting development on Android and I would like to know if you would recommend writing the drawing logic (using OpenGL) in C++ with the NDK so it will easier to port to iOS, or to use the Java API and being locked on Android. The reason I am asking that is because I have seen mixed opinions on the Web about using the NDK (some people say it is an added level of complexity). From what I have already seen, I believe that I should go with the Java API since I am starting on Android and then, if I decide to go on iOS, to rewrite the OpenGL logic in Objective-C or C++. This should be pretty straightforward since the calls appear to be the same in both languages. What do you think? Am I right?

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  • Empty Synchronized method in game loop

    - by Shijima
    I am studying the gameloop used in Replica Island to understand a bit about Android game development. The main loop has the below logic... GameThread.java (note the variable names in sample code dont match exact source code) while (!finished) { if (objectManager != null) { renderer.waitDrawingComplete(); //Do more gameloop stuff after drawing is complete... } } I was curious to see what waitDrawingComplete actually does, but found its just an empty syncrhonized method! I guess it does nothing, am I missing something here? GameRenderer.java line 328 public synchronized void waitDrawingComplete() { } Source code can be checked out here with SVN if you feel like having a look: https://code.google.com/p/replicaisland/source/checkout

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  • AdWords traffic not (properly) reflected in Analytics

    - by CJM
    I have an AdWords account, which was set to use Auto-tagging of URLs. When looking at the Analytics account for that site, I couldn't find any reference to AdWords traffic either in the Advertising section or the Traffic Sources section. So I manually constructed the URL tags, and updated the Campaign Ad. Once the ad was approved and the clicks started coming through again, I could see the results in the Traffic Sources section of Analytics. In the Sources Campaigns section, my campaign was listed, and under Sources All Traffic, it was registering the same level of traffic from google/adwords. However, the Advertising AdWords section is still drawing a blank. Any ideas? Are there explicit steps needed to enable full tracking of AdWords campaigns? If it is relevant, the Adwords campaign was set up with one account, and the Analytics tracking with another, but both accounts have full access to both AdWords and Analytics.

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  • Boost Your SEO Efforts With Twitter

    Search engine optimization techniques continue to expand so that more innovative ways of drawing traffic to your website can be used effectively. While the online revolution has changed many things in a common man's life, one exciting facet of the World Wide Web is social networking. With social networking giants such as Twitter, Facebook, LinkedIn, Orkut and MySpace hitting the pinnacle of popularity, people have the luxury of making online friends, interact with people irrespective of national boundaries and discuss world issues without any ethnic or racial biases. Webmasters and social network gurus have also capitalized on this immense opportunity to expand their businesses and draw more traffic to their websites.

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  • HTML5 Canvas Tileset Animation

    - by Veyha
    How to do in HTML5 canvas Image animating? I am have this code now: http://jsfiddle.net/WnjB6/1/ In here I am can add animations something like - Animation.add('stand', [0, 1, 2, 3, 4, 5]); But how to play this animation? My image drawing function is - drawTile(canvasX, canvasY, tile, tileWidth, tileHeight); Animation['stand']; return 0, 1, 2, 3, 4, 5 I am need something like when I am run Animation.play('stand') run animation from 'stand' array. I am try to do this something like one day, but no have more idea how. :( Thanks and sorry for my bad English language.

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  • How to log frame times in an existing OpenGL game? [on hold]

    - by J Collins
    I have been using FRAPS for some time to benchmark instantaneous frame rates in an OpenGL game for which I am creating maps. Until recently it had been quite reliable. Now however, the bench marking shortcut has been unresponsive and I can't explain why. Ideally I could have a logging system automatically start logging whenever the game had focus, but can't find a good tool to do so. So option a) find out how to make FRAPS reliable again or b) find a new tool. Could one of you kind folks help me? Edit: Concise questions Is there a widely recognised tool to log frame drawing times and rates for compiled applications? If the answer is universally the FRAPs tool, are there any clear cases in which logging will not or should not be expected to work?

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  • What techniques can I use to render very large numbers of objects more efficiently in OpenGL?

    - by Luke
    You can think of my application as drawing a very large ball-and-stick diagram (or graph). At times, this graph can get very large, where the number of elements even outnumbers the pixels on the screen. Currently I am simply passing all of my textures (as GL_POINTS) and lines to the graphics card using VBO's. When the number of elements outnumbers the number of pixels, is this the most efficient way to do this? Or should I do some calculations on the CPU side before handing everything over to the GPU? If it matters, I do use GL_DEPTH_TEST and GL_ALPHA_TEST. I do some alpha blending, but probably not enough to make a huge performance difference. My scene can be static at times, but the user has control over a typical arc-ball camera and can pan, rotate, or zoom. It is during these operations that performance degradation is noticeable.

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  • pygame.Rect around circle

    - by geekkid
    I'm trying to make a pong game in pygame , but i can't figure out how to but a ball circle , which i can create with pygame.draw.circle into a pygame.Rect object so i can use the colliderect function and manipulate the ball's position. For example, with rectangles, i can do something like this : rect = pygame.Rect(255, 255, 100, 100) pygame.draw.rect(screen, yellow, rect) and then when i change the pygame.Rect object position , the drawing primitives position also changes. How can the same effect be achieved when i want to draw a circle, instead of a rectangle? Thank you.

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  • Why does this exported cube have too many vertices?

    - by Joewsh
    I'm trying to export md5mesh models. Just as a test I decided to export a simple cube (i.e. with 8 vertices). When I opened the .md5mesh file it lists the following: numverts 24 numtris 12 numweights 24 Obviously the number of triangles makes sense: 6 faces * 2 to triangulate = 12. The model only has one bone so again it even makes sense that there is one weight for each vertex. The question is though, why is the file listing 24 vertices? Is the problem the exporter or is this normal for md5mesh's? Is it something that you have to rectify when you come to parsing the file in engine? I don't want to be parsing or drawing duplicated vertices without reason. I'm guessing it's something to do with shading and normals. Is it a case of listing each vert 3 times, one for each facing normal?

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  • What's involved in resetting the graphics device?

    - by Donutz
    I'm playing with XNA 4.0, VS2010. I've created a window (not maximized) and drawn some sprites. All is good until I resize the window, after which the sprites stop displaying or only partially display. I'm pretty sure it has something to do with needing to reset the device or something, but can't find any clear instructions or sample code. It's not just a case of needing to increase the preferredbackbuffer size, because even if I shrink the window I get this symptom. I've looked at the source code that I was able to get from Microsoft before they shut down XNA, but it doesn't actually explain anything. Any help or advice? If it makes any difference I'm creating DrawableGameComponents and doing my updates and drawing in their Draw/Update routines.

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  • What to use to make voice chat (and some more) on a web?

    - by Tunococ
    I am trying to make available on my website a voice chat for a small group of people that allows some other means to interact such as text messaging, photo sharing, file sharing, simple drawing and silly games. In other words, something similar to older MSN Messenger, but on the web. Any ideas on what to use? To clarify, I am looking for suggestions on languages and libraries to use. I want to be able to fully customize it as much as possible because I might want to add other (somewhat interesting) functions later. Low-level programming is fine if required, but platform dependency isn't that much preferred.

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  • When should I clear an auxilliary render target?

    - by Raptormeat
    I'm using a few different render targets in my game in addition to the back buffer. These other render targets are only used in a few places, for specific tasks. I'm wondering when I should be clearing them. Right now I clear all of my render targets at the beginning of the frame, and it seems like I'm waiting for all the textures to clear before the rest of the drawing gets underway. Would it be more efficient to clear these textures later in the frame, when they aren't being used? Is there any hope of the GPU sort of clearing them "on the side" while unrelated rendering is happening? Or are these tasks always sequential and will I always need to wait for clearing?

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  • Why have column borders gone missing in Rhythmbox gui?

    - by amadis
    My theme doesn't use shading, only borders/outlines. Since a few weeks ago Rhythmbox has stopped drawing all borders so that I can't see columns or sections very well. Even my scrollbars are not being drawn correctly. This makes the gui really hard to use. When I change themes it seems that Rhythmbox has changed its gui to use only shading to delineate sections, tabs, columns, etc.. Rhythmbox seems to be the only program that has this problem so I'm guessing this is a Rhythmbox thing, but not sure. My theme is not updated for gtk 3.6 Maybe that is the issue? Anyone know what's going on?

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  • speed up the update of glutidle()

    - by CroCo
    I have a client that sends data at 1KHz (i.e. 0.001 sec) to a master over Internet using UDP protocol. In Master, I need to draw an object, but the problem is that the update of GLUT is slower than the client's update. I have tried to use glutTimerFunc(0,glutIdle, 0); but still slow. Is there a way to speed up the update rate of drawing? I need to update Display() every 0.001 sec. Any suggestions? I'm using windows 7.

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  • How should i learn to make a game in c++ [on hold]

    - by Foo
    I been having a lot of trouble making a game by myself in c++. I know c++, I know how to implement anything I just don't know how to make all the classes work into a game it just turn into a lot of useless coding and the game never get off the basic drawing, input etc. I read sfml game developemt and the choice the author make are working and I say to myself "I would have never thought of making a scene node class and doing x that way" I just think I can't put my thoughts into working classes and make them communite the right way and make it work. Any help. Sorry I got bad English and I am not a native English speaker. And a grammar edits are welcome and tag fixing.

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  • Sprite.js surface background

    - by user1086671
    I'm making a tile-based game using Sprite.js. It is not easy to redraw every tile each frame, so I tried to make a scrolling surface background. There is an example here http://batiste.dosimple.ch/sprite.js/tests/test_scrolling.html The example works, but it seems like ScrollingSurface.update is buggy or there is something I'm missing. What I tried to do is to draw 5x5 tiles and after 5 seconds draw another 5x5 tiles near the first ones. But it draws only the first ones. And surface.update() only updates the position of surface. Here is my code https://github.com/Sektoid/sprite.js/blob/master/tests/test_scrolling.html (You need also to set this.divider = 1.0 in scrolling.js to avoid drawing the same tiles 4 times.) There aren't any sprite.js-forums like with the other sprite- and game-engines have, so I'm asking here.

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  • Implementing hitbox polygon

    - by Delusional Logic
    I'm creating a shooter, it's still very early, but i'm implementing some polygon hitboxes. So far i have created a polygon class, and i'm looking into how i can hook it onto my player. I'm trying to stay away from having a Tick() function in my polygon class, and I would rather not update the position every tick (it would clutter up my tick functions). At the same time I would really like to have the positions in there somehow (it has a drawing function, and i will be using it for hit detection) How would i go about implementing this polygon object into my entities?

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