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  • Movement prediction for non-shooters

    - by ShadowChaser
    I'm working on an isometric (2D) game with moderate-scale multiplayer - 20-30 players. I've had some difficulty getting a good movement prediction implementation in place. Right now, clients are authoritative for their own position. The server performs validation and broad-scale cheat detection, and I fully realize that the system will never be fully robust against cheating. However, the performance and implementation tradeoffs work well for me right now. Given that I'm dealing with sprite graphics, the game has 8 defined directions rather than free movement. Whenever the player changes their direction or speed (walk, run, stop), a "true" 3D velocity is set on the entity and a packet it sent to the server with the new movement state. In addition, every 250ms additional packets are transmitted with the player's current position for state updates on the server as well as for client prediction. After the server validates the packet, it gets automatically distributed to all of the other "nearby" players. Client-side, all entities with non-zero velocity (ie/ moving entities) are tracked and updated by a rudimentary "physics" system - basically nothing more than changing the position by the velocity according to the elapsed time slice (40ms or so). What I'm struggling with is how to implement clean movement prediction. I have the nagging suspicion that I've made a design mistake somewhere. I've been over the Unreal, Half-life, and all other movement prediction/lag compensation articles I could find, but they all seam geared toward shooters: "Don't send each control change, send updates every 120ms, server is authoritative, client predicts, etc". Unfortunately, that style of design won't work well for me - there's no 3D environment so each individual state change is important. 1) Most of the samples I saw tightly couple movement prediction right into the entities themselves. For example, storing the previous state along with the current state. I'd like to avoid that and keep entities with their "current state" only. Is there a better way to handle this? 2) What should happen when the player stops? I can't interpolate to the correct position, since they might need to walk backwards or another strange direction if their position is too far ahead. 3) What should happen when entities collide? If the current player collides with something, the answer is simple - just stop the player from moving. But what happens if two entities take up the same space on the server? What if the local prediction causes a remote entity to collide with the player or another entity - do I stop them as well? If the prediction had the misfortune of sticking them in front of a wall that the player has gone around, the prediction will never be able to compensate and once the error gets to high the entity will snap to the new position.

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  • How to add reflection definition to read json files on web game

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

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  • Rotating a Quad around it center

    - by Trixmix
    How can you rotate a quad around its center? This is what im trying to do but it aint working: GL11.glTranslatef(x-getWidth()/2, y-getHeight()/2, 0); GL11.glRotatef(30, 0.0f, 0.0f, 1.0f); GL11.glTranslatef(x+getWidth()/2, y+getHeight()/2, 0); DRAW my main problem is that it renders it off the screen.. draw code: GL11.glBegin(GL11.GL_QUADS); { GL11.glTexCoord2f(0, 0); GL11.glVertex2f(0, 0); GL11.glTexCoord2f(0, getTexture().getHeight()); GL11.glVertex2f(0, height); GL11.glTexCoord2f(getTexture().getWidth(), getTexture().getHeight()); GL11.glVertex2f(width,height); GL11.glTexCoord2f(getTexture().getWidth(), 0); GL11.glVertex2f(width,0); } GL11.glEnd();

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  • Modular building technique with angles? (A roof)

    - by Mungoid
    Ive been spending a bit of time lately studying the modular buildings of many games and reading/viewing several tutorials about it as well, but almost every example I see uses a plain square building that does not have any angled roof or similar. In all my applications (CS6, Blender/Max, UDK) I adhere to the same grid spacing and I get pretty good results, but trying to make modular angled pieces is confusing me as I'm not sure the best way to approach it. Below is some shots of my template sheet and workflow I have been doing. Should I do the roof separately or is it possible for me to keep it in the same texture sheet? The main issue is below. I have made a couple modular roof pieces but when i try to use them, i end up needing to model multiple other parts to fill gaps based on what roof shape i want. I then model those 'filler' pieces and now i have that much less space left in my texture sheet and those pieces are usually not that reusable for anything else. This is where im not sure how to proceed. If anyone has any links to documents or papers talking about this or advice, I would greatly appreciate it! =-) My main roof pieces with the gaps My power of 2 texture sheet, with 16x16 grid squares. The texture sheet loaded into blender on a 16x16 plane and starting to separate and extrude.

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  • Lag compensation with networked 2D games

    - by Milo
    I want to make a 2D game that is basically a physics driven sandbox / activity game. There is something I really do not understand though. From research, it seems like updates from the server should only be about every 100ms. I can see how this works for a player since they can just concurrently simulate physics and do lag compensation through interpolation. What I do not understand is how this works for updates from other players. If clients only get notified of player positions every 100ms, I do not see how that works because a lot can happen in 100ms. The player could have changed direction twice or so in that time. I was wondering if anyone would have some insight on this issue. Basically how does this work for shooting and stuff like that? Thanks

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  • Having trouble with pathfinding

    - by user2144536
    I'm trying to implement pathfinding in a game I'm programming using this method. I'm implementing it with recursion but some of the values after the immediate circle of tiles around the player are way off. For some reason I cannot find the problem with it. This is a screen cap of the problem: The pathfinding values are displayed in the center of every tile. Clipped blocks are displayed with the value of 'c' because the values were too high and were covering up the next value. The red circle is the first value that is incorrect. The code below is the recursive method. //tileX is the coordinates of the current tile, val is the current pathfinding value, used[][] is a boolean //array to keep track of which tiles' values have already been assigned public void pathFind(int tileX, int tileY, int val, boolean[][] used) { //increment pathfinding value int curVal = val + 1; //set current tile to true if it hasn't been already used[tileX][tileY] = true; //booleans to know which tiles the recursive call needs to be used on boolean topLeftUsed = false, topUsed = false, topRightUsed = false, leftUsed = false, rightUsed = false, botomLeftUsed = false, botomUsed = false, botomRightUsed = false; //set value of top left tile if necessary if(tileX - 1 >= 0 && tileY - 1 >= 0) { //isClipped(int x, int y) returns true if the coordinates givin are in a tile that can't be walked through (IE walls) //occupied[][] is an array that keeps track of which tiles have an enemy in them // //if the tile is not clipped and not occupied set the pathfinding value if(isClipped((tileX - 1) * 50 + 25, (tileY - 1) * 50 + 25) == false && occupied[tileX - 1][tileY - 1] == false && !(used[tileX - 1][tileY - 1])) { pathFindingValues[tileX - 1][tileY - 1] = curVal; topLeftUsed = true; used[tileX - 1][tileY - 1] = true; } //if it is occupied set it to an arbitrary high number so enemies find alternate routes if the best is clogged if(occupied[tileX - 1][tileY - 1] == true) pathFindingValues[tileX - 1][tileY - 1] = 1000000000; //if it is clipped set it to an arbitrary higher number so enemies don't travel through walls if(isClipped((tileX - 1) * 50 + 25, (tileY - 1) * 50 + 25) == true) pathFindingValues[tileX - 1][tileY - 1] = 2000000000; } //top middle if(tileY - 1 >= 0 ) { if(isClipped(tileX * 50 + 25, (tileY - 1) * 50 + 25) == false && occupied[tileX][tileY - 1] == false && !(used[tileX][tileY - 1])) { pathFindingValues[tileX][tileY - 1] = curVal; topUsed = true; used[tileX][tileY - 1] = true; } if(occupied[tileX][tileY - 1] == true) pathFindingValues[tileX][tileY - 1] = 1000000000; if(isClipped(tileX * 50 + 25, (tileY - 1) * 50 + 25) == true) pathFindingValues[tileX][tileY - 1] = 2000000000; } //top right if(tileX + 1 <= used.length && tileY - 1 >= 0) { if(isClipped((tileX + 1) * 50 + 25, (tileY - 1) * 50 + 25) == false && occupied[tileX + 1][tileY - 1] == false && !(used[tileX + 1][tileY - 1])) { pathFindingValues[tileX + 1][tileY - 1] = curVal; topRightUsed = true; used[tileX + 1][tileY - 1] = true; } if(occupied[tileX + 1][tileY - 1] == true) pathFindingValues[tileX + 1][tileY - 1] = 1000000000; if(isClipped((tileX + 1) * 50 + 25, (tileY - 1) * 50 + 25) == true) pathFindingValues[tileX + 1][tileY - 1] = 2000000000; } //left if(tileX - 1 >= 0) { if(isClipped((tileX - 1) * 50 + 25, (tileY) * 50 + 25) == false && occupied[tileX - 1][tileY] == false && !(used[tileX - 1][tileY])) { pathFindingValues[tileX - 1][tileY] = curVal; leftUsed = true; used[tileX - 1][tileY] = true; } if(occupied[tileX - 1][tileY] == true) pathFindingValues[tileX - 1][tileY] = 1000000000; if(isClipped((tileX - 1) * 50 + 25, (tileY) * 50 + 25) == true) pathFindingValues[tileX - 1][tileY] = 2000000000; } //right if(tileX + 1 <= used.length) { if(isClipped((tileX + 1) * 50 + 25, (tileY) * 50 + 25) == false && occupied[tileX + 1][tileY] == false && !(used[tileX + 1][tileY])) { pathFindingValues[tileX + 1][tileY] = curVal; rightUsed = true; used[tileX + 1][tileY] = true; } if(occupied[tileX + 1][tileY] == true) pathFindingValues[tileX + 1][tileY] = 1000000000; if(isClipped((tileX + 1) * 50 + 25, (tileY) * 50 + 25) == true) pathFindingValues[tileX + 1][tileY] = 2000000000; } //botom left if(tileX - 1 >= 0 && tileY + 1 <= used[0].length) { if(isClipped((tileX - 1) * 50 + 25, (tileY + 1) * 50 + 25) == false && occupied[tileX - 1][tileY + 1] == false && !(used[tileX - 1][tileY + 1])) { pathFindingValues[tileX - 1][tileY + 1] = curVal; botomLeftUsed = true; used[tileX - 1][tileY + 1] = true; } if(occupied[tileX - 1][tileY + 1] == true) pathFindingValues[tileX - 1][tileY + 1] = 1000000000; if(isClipped((tileX - 1) * 50 + 25, (tileY + 1) * 50 + 25) == true) pathFindingValues[tileX - 1][tileY + 1] = 2000000000; } //botom middle if(tileY + 1 <= used[0].length) { if(isClipped((tileX) * 50 + 25, (tileY + 1) * 50 + 25) == false && occupied[tileX][tileY + 1] == false && !(used[tileX][tileY + 1])) { pathFindingValues[tileX][tileY + 1] = curVal; botomUsed = true; used[tileX][tileY + 1] = true; } if(occupied[tileX][tileY + 1] == true) pathFindingValues[tileX][tileY + 1] = 1000000000; if(isClipped((tileX) * 50 + 25, (tileY + 1) * 50 + 25) == true) pathFindingValues[tileX][tileY + 1] = 2000000000; } //botom right if(tileX + 1 <= used.length && tileY + 1 <= used[0].length) { if(isClipped((tileX + 1) * 50 + 25, (tileY + 1) * 50 + 25) == false && occupied[tileX + 1][tileY + 1] == false && !(used[tileX + 1][tileY + 1])) { pathFindingValues[tileX + 1][tileY + 1] = curVal; botomRightUsed = true; used[tileX + 1][tileY + 1] = true; } if(occupied[tileX + 1][tileY + 1] == true) pathFindingValues[tileX + 1][tileY + 1] = 1000000000; if(isClipped((tileX + 1) * 50 + 25, (tileY + 1) * 50 + 25) == true) pathFindingValues[tileX + 1][tileY + 1] = 2000000000; } //call the method on the tiles that need it if(tileX - 1 >= 0 && tileY - 1 >= 0 && topLeftUsed) pathFind(tileX - 1, tileY - 1, curVal, used); if(tileY - 1 >= 0 && topUsed) pathFind(tileX , tileY - 1, curVal, used); if(tileX + 1 <= used.length && tileY - 1 >= 0 && topRightUsed) pathFind(tileX + 1, tileY - 1, curVal, used); if(tileX - 1 >= 0 && leftUsed) pathFind(tileX - 1, tileY, curVal, used); if(tileX + 1 <= used.length && rightUsed) pathFind(tileX + 1, tileY, curVal, used); if(tileX - 1 >= 0 && tileY + 1 <= used[0].length && botomLeftUsed) pathFind(tileX - 1, tileY + 1, curVal, used); if(tileY + 1 <= used[0].length && botomUsed) pathFind(tileX, tileY + 1, curVal, used); if(tileX + 1 <= used.length && tileY + 1 <= used[0].length && botomRightUsed) pathFind(tileX + 1, tileY + 1, curVal, used); }

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  • How do I reconstruct depth in deferred rendering using an orthographic projection?

    - by Jeremie
    I've been trying to get my world space position of my pixel but I4m missing something. I'm using a orthographic view for a 2.5d game. My depth is linear and this is my code. float3 lightPos = lightPosition; float2 texCoord = PostProjToScreen(PSIn.lightPosition)+halfPixel; float depth = tex2D(depthMap, texCoord); float4 position; position.x = texCoord.x *2-1; position.y = (1-texCoord.y)*2-1; position.z = depth.r; position.w = 1; position = mul(position, inViewProjection); //position.xyz/=position.w; // I comment it but even without it it doesn't work float4 normal = (tex2D(normalMap, texCoord)-.5f) * 2; normal = normalize(normal); float3 lightDirection = normalize(lightPos-position); float att = saturate(1.0f - length(lightDirection) /attenuation); float lightning = saturate (dot(normal, lightDirection)); lightning*= brightness; return float4(lightColor* lightning*att, 1); I'm using a sphere but it's not working the way I want. I reproject the texture properly onto the sphere but the light coordinates in the pixel shader seems to be stuck at zero even if when I move the light volume update properly.

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  • Can I name a team with the name of their city to avoid trademark issues?

    - by Paul
    I was wondering, if you want to make a NBA game on smartphones, without the license held by EA, the first solution seems to name your teams with a different name, such as "Chicragro Brulls" (this is just for the example), but would it be possible to just call your team with the name of the city, such as "Chicago vs. Dallas" ? I know the first solution was chosen by Pro Evolution Soccer, would you know any other game that don't use a license?

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  • Box2Dweb very slow on node.js

    - by Peteris
    I'm using Box2Dweb on node.js. I have a rotated box object that I apply an impulse to move around. The timestep is set at 50ms, however, it bumps up to 100ms and even 200ms as soon as I add any more edges or boxes. Here are the edges I would like to use as bounds around the playing area: // Computing the corners var upLeft = new b2Vec2(0, 0), lowLeft = new b2Vec2(0, height), lowRight = new b2Vec2(width, height), upRight = new b2Vec2(width, 0) // Edges bounding the visible game area var edgeFixDef = new b2FixtureDef edgeFixDef.friction = 0.5 edgeFixDef.restitution = 0.2 edgeFixDef.shape = new b2PolygonShape var edgeBodyDef = new b2BodyDef; edgeBodyDef.type = b2Body.b2_staticBody edgeFixDef.shape.SetAsEdge(upLeft, lowLeft) world.CreateBody(edgeBodyDef).CreateFixture(edgeFixDef) edgeFixDef.shape.SetAsEdge(lowLeft, lowRight) world.CreateBody(edgeBodyDef).CreateFixture(edgeFixDef) edgeFixDef.shape.SetAsEdge(lowRight, upRight) world.CreateBody(edgeBodyDef).CreateFixture(edgeFixDef) edgeFixDef.shape.SetAsEdge(upRight, upLeft) world.CreateBody(edgeBodyDef).CreateFixture(edgeFixDef) Can box2d really become this slow for even two bodies or is there some pitfall? It would be very surprising given all the demos which successfully use tens of objects.

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  • UDK : UTWeap_RocketLauncher gift CreateInventory: Any idea why this does not work properly?

    - by John Sloan
    I am giving the player an instanced class of UTWeap_RocketLauncher in an instance of UTGame. PlayerPawn.CreateInventory(class'FobikRocketLauncher',false); // Does not work PlayerPawn.CreateInventory(class'FobikLinkGun',false); // Works Even if I give the original class (eg. UTWeap_RocketLauncher) it does not actually show up. However if I do a "GiveWeapons" cheat, I get it just fine. It also works if I had code it into the map. - But UTWeap_LinkGun works fine either way. Any ideas? It shows the default ammo amount, and the icon on the HUD.

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  • How to divide hex grid evenly among n players?

    - by manabreak
    I'm making a simple hex-based game, and I want the map to be divided evenly among the players. The map is created randomly, and I want the players to have about equal amount of cells, with relatively small areas. For example, if there's four players and 80 cells in the map, each of the players would have about 20 cells (it doesn't have to be spot-on accurate). Also, each player should have no more than four adjacent cells. That is to say, when the map is generated, the biggest "chunks" cannot be more than four cells each. I know this is not always possible for two or three players (as this resembles the "coloring the map" problem), and I'm OK with doing other solutions for those (like creating maps that solve the problem instead). But, for four to eight players, how could I approach this problem? As always, any and all help is appreciated. :)

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  • Random enemy placement on a 2d grid

    - by Robb
    I want to place my items and enemies randomly (or as randomly as possible). At the moment I use XNA's Random class to generate a number between 800 for X and 600 for Y. It feels like enemies spawn more towards the top of the map than in the middle or bottom. I do not seed the generator, maybe that is something to consider. Are there other techniques described that can improve random enemy placement on a 2d grid?

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  • Android loading screens blocking, good practice?

    - by Oren
    I've noticed many (if not all) android games don't support the "back" button functionality during their loading screens. Which leads to some frustrating moments when a user accidentally starts up the game and has to wait for the long loading stage to end in order to close it. So my questions are: 1) Why is that ? Is there a good reason to avoid something like asynchronous loading (or some other solution to this problem) in android games ? 2) If there is no good reason not to support this functionality, what would be the best way to accomplish it ?

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  • How exactly does app ranking work?

    - by qweasdzxc1
    So I've been in the app industry for around half a year and I still don't know how exactly ranking higher for your app will help increase downloads. That sounds like a question with an obvious answer but this is what's going through my mind so hear me out: Unless your app is ranked within the top 100, no one can see it in the featured categories. So even if my app jumped from 400th to 300th place, would there really even be a difference in downloads? And I'm saying 400th to 300th in ranking in my specific category. Indie developers like me don't even come close to ranking for the overall category. So far, the only usefulness of trying to get a higher rank is to get featured or something like that, but big companies have tons of money to throw on marketing...so the chances of any indie developer getting featured is rare. The only thing that I can see ranking being good for is to rank for your keywords so that when someone searches for that word, your app will hopefully appear in the top 10-25 results. Can anyone confirm my thoughts or add anything else that I might have missed out on? How exactly do users find your app if you're not in the top 100 app in your category?

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  • How can I make a collection of mini-games in XNA where the user can download packs of minigames and the main .exe can run them without being altered?

    - by Pyroka
    I'm currently making a PC game in XNA. It's actually a collection of mini-games (there's 3 mini-games at the moment) however I plan to make and add more, in downloadable 'packs'. My question is, what's the best way to achieve this? Currently my thoughts are: Create a 'game' interface Build games to this interface but create them as .dlls Have the main .exe file scan a directory and load in the .dlls at runtime. I've not messed around with the idea much, but I know there are applications at-least that use this plug-in approach (Notepad++ seems to), but I'm not sure of any games that do (although I'm sure they must exist). However it seems that this is a problem that has been solved previously, so I'm wondering if there's any form of established best-practice.

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  • Programming Languages

    - by Shannon
    I realize this will be a very vague question, but please bear with me. I have a concept for an open-world game, hand to hand combat, with a fairly open storyline, but there is an issue. I'm not sure which programming language to use, as I'm fairly new to programming. I am considering c++, but I would like to hear your opinions on which language you believe would support this type of game most efficiently. Pros and cons would be appreciated.

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  • Are these non-standard applications of rendering practical in games?

    - by maul
    I've recently got into 3D and I came up with a few different "tricky" rendering techniques. Unfortunately I don't have the time to work on this myself, but I'd like to know if these are known methods and if they can be used in practice. Hybrid rendering Now I know that ray-tracing is still not fast enough for real-time rendering, at least on home computers. I also know that hybrid rendering (a combination of rasterization and ray-tracing) is a well known theory. However I had the following idea: one could separate a scene into "important" and "not important" objects. First you render the "not important" objects using traditional rasterization. In this pass you also render the "important" objects using a special shader that simply marks these parts on the image using a special color, or some stencil/depth buffer trickery. Then in the second pass you read back the results of the first pass and start ray tracing, but only from the pixels that were marked by the "important" object's shader. This would allow you to only ray-trace exactly what you need to. Could this be fast enough for real-time effects? Rendered physics I'm specifically talking about bullet physics - intersection of a very small object (point/bullet) that travels across a straight line with other, relatively slow-moving, fairly constant objects. More specifically: hit detection. My idea is that you could render the scene from the point of view of the gun (or the bullet). Every object in the scene would draw a different color. You only need to render a 1x1 pixel window - the center of the screen (again, from the gun's point of view). Then you simply check that central pixel and the color tells you what you hit. This is pixel-perfect hit detection based on the graphical representation of objects, which is not common in games. Afaik traditional OpenGL "picking" is a similar method. This could be extended in a few ways: For larger (non-bullet) objects you render a larger portion of the screen. If you put a special-colored plane in the middle of the scene (exactly where the bullet will be after the current frame) you get a method that works as the traditional slow-moving iterative physics test as well. You could simulate objects that the bullet can pass through (with decreased velocity) using alpha blending or some similar trick. So are these techniques in use anywhere, and/or are they practical at all?

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  • 2d ball collision code problem XNA, over accelerated balls and stick together sometimes. help please? [closed]

    - by Sivan
    public static void Collision(Ball ball1, Ball ball2) { Vector3 x = new Vector3((ball1.BallPosition.X - ball2.BallPosition.X), (ball1.BallPosition.Y - ball2.BallPosition.Y), 0); x.Normalize(); Vector3 v1 = new Vector3(ball1.Speed, 0); float x1 = Vector3.Dot(x, v1); Vector3 v1x = x * x1; Vector3 v1y = v1 - v1x; x = -x; Vector3 v2 = new Vector3(ball2.Speed, 0); float x2 = Vector3.Dot(x, v2); Vector3 v2x = x * x2; Vector3 v2y = v2 - v2x; float m1 = 12, m2 = 4; float combinedMass = m1 + m2; Vector3 newVelA = (v1x * ((m1 - m2) / combinedMass)) + (v2x * ((2f * m2) / combinedMass)) + v1y; Vector3 newVelB = (v1x * ((2f * m1) / combinedMass)) + (v2x * ((m2 - m1) / combinedMass)) + v2y; ball1.Speed = new Vector2(newVelA.X, newVelA.Y); ball2.Speed = new Vector2(newVelB.X,newVelB.Y ); }

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  • How to implement time traveling into a game?

    - by Billy
    I was wondering how to implement time travel into a game. Nothing super complex, just time-reversal like what's in Braid, where the user can rewind/fast forward time by 30 seconds or whatever. I searched around the web a lot, but my results usually referred to using time as in like "it's 3:00" or a timer and such. The only thing I could think of was using 2 arrays, one for the player's x position and the other for the player's y position, and then iterating through those arrays and placing the character at that position as they rewind/fast forward time. Could that work? If it would work, how large would the array have to be and how often should I store the player's x and y? If it doesn't work, what else could I try? Thanks in advance!

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  • How to adjust the shooting angle of an object

    - by Blue
    I've been trying to add an angle adjustment feature to a power bar that I got from unity3dStudents. But I can't seem to get the code right. I'm using addforce to rigidbody, it works but the power is too great. I also found that rotating the object it's shooting from changes the angle. But I don't know how to proceed from that. Can somebody show me the problem with the script below, as in how to add height to the addforce without it going to far up or to the side? Or how to change the angle of the object? var theAngle : int; var maxAngle : int = 130; var minAngle : int = 0; var angleIncreasing : boolean = false; var angleDecreasing : boolean = false; var rotationSpeed : float = 10; var ball : Rigidbody; var spawnPos : Transform; var shotForce : float = 25; function Update () { if(Input.GetKeyDown("k")){ angleIncreasing = true; angleDecreasing = false; } if(Input.GetKeyUp("k")){ angleIncreasing = false; } if(Input.GetKeyDown("l")){ angleIncreasing = false; angleDecreasing = true; } if(Input.GetKeyUp("l")){ angleDecreasing = false; } ------- if(angleIncreasing){ theAngle += Time.deltaTime * rotationSpeed; if(theAngle > maxAngle){ theAngle = maxAngle; } } if(angleDecreasing){ theAngle -= Time.deltaTime * rotationSpeed; if(theAngle < minAngle){ theAngle = minAngle; } } } function Shoot(power : float, angle : int){ ---- var forward : Vector3 = spawnPos.forward; var upward : Vector3 = spawnPos.up; pFab.AddForce(forward * power * shotForce); pFab.AddForce(upward * angle * 10); ---- }

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  • How far do I take Composition?

    - by whiterook6
    (Although I'm sure this is a common problem I really don't know what to search for. Composition is the only thing I could come up with.) I've read over and over that multiple inheritance and subclassing is really, really bad, especially for game entities. If I have three types of motions, five types of guns, and three types of armoring, I don't want to have to make 45 different classes to get all the possible combinations; I'm going to add a motion behavior, gun behavior, and armor behavior to a single generic object. That makes sense. But how far do I take this? I can have as many different types of behaviors as I can imagine: DamageBehavior, MotionBehavior, TargetableBehavior, etc. If I add a new class of behaviors then I need to update all the other classes that use them. But what happens when I have functionality that doesn't really fit into one class of behaviors? For example, my armor needs to be damageable but also updateable. And should I be able to have use more than one type of behavior on an entity at a time, such as two motion behaviors? Can anyone offer any wisdom or point me in the direction of some useful articles? Thanks!

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  • Generating and rendering not point-like particles on GPU

    - by TravisG
    Specifically I'm talking about particles as seen (for example) in the UE4 dev video here. They're not just points and seem to have a nice shape to them that seems to follow their movement. Is it possible to create these kinds of particles (efficiently) completely on the GPU (perhaps through something like motion? Or is the only (or most efficient) way to just create a small particle texture and render small quads for each particle?

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  • How do I make this ad execution?

    - by Maggie
    I am doing research on replicating an ad execution - http://www.digitalbuzzblog.com/gol-airlines-mobile-controlled-banner-game/ It's a simple "game" involving using the phone as a forward/back/left/right controller for a car in flash on the internet. I've started reading on P2P, but I'm finding such a vast amount of information and non specific to what I need that it's hard for me to sort through. Does anyone know any tutorials or can shed some light on how I might go about making a very simple mobile controller for a flash game?

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  • port opengl2.x to opengl 3.x

    - by user46759
    I'm trying to port opencloth example to OpenGL 3.x. I've mostly done it to the shaders but I'm not sure of this part : glEnableClientState(GL_VERTEX_ARRAY); glBindBuffer(GL_ARRAY_BUFFER, vboID); glVertexPointer(4, GL_FLOAT, 0,0); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glBindBuffer(GL_ARRAY_BUFFER, vboTexID); glTexCoordPointer(2, GL_FLOAT,0, 0); glEnableClientState(GL_NORMAL_ARRAY); glBindBuffer(GL_ARRAY_BUFFER, vboNormID); glNormalPointer(GL_FLOAT,sizeof(float)*4, 0); maybe glEnableVertexAttriArray somewhere ? any clue ? thanx edit : maybe something like that ? glEnableVertexAttribArray (2) ; // Ou glEnableVertexAttribArray (positionIndex) ; glBindBuffer(GL_ARRAY_BUFFER, vboTexID); glVertexAttribPointer (2, 2, GL_FLOAT, GL_FALSE, 0, 0) ; glEnableVertexAttribArray (3) ; // Ou glEnableVertexAttribArray (positionIndex) ; glBindBuffer(GL_ARRAY_BUFFER, vboNormID); glVertexAttribPointer (3, 4, GL_FLOAT, GL_FALSE, sizeof (float) * 4, 0) ;

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  • Is white the best base color to start with when planning to shade sprites within Unity?

    - by SpartanDonut
    I'm looking into prototyping a game in Unity which will consist of solid square sprites / tiles. I figure I can represent different types of objects with different colors for each of the tiles in the game. I figure that I can import a single square sprite and shade it appropriately in Unity as opposed to imported squares of many different colors. My experience with adjusting the hue and saturation within Photoshop shows that white is not an easy color to change as things that are white often stay white. My testing in Unity shows that I can change the "color" of a sprite to anything other than white and the sprite is seemingly shaded appropriately, despite what I would have thought given my Photoshop experience. Since white objects do seem to take on the appropriate color shading when changed within Unity my gut tells me that this is the best base color to begin with, meaning that I can import a single white square sprite and simply adjust the color to represent different objects and object states. Is a white sprite actually the best color sprite to begin with and why does something like this work in Unity as opposed to adjusting the hue and saturation within Photoshop?

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