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  • Who owns the intellectual property to Fragile Allegiance?

    - by analytik
    Fragile Allegiance was developed by Gremlin Interactive, which was later acquired by Infogrames (Atari). I couldn't find any details of the acquisition though. The only interesting thing I have found online is that the owner of the registered trademark Fragile Allegiance is Interplay, who published Fragile Allegiance. However, the only copyright note I've found was in one installation .ini file, claiming it for Gremlin. What are the common business practices when it comes to old, unused IPs? What do publishers/developers actually need to legally claim an intellectual property? Does anyone have an experience with contacting big publishers with copyright/IP inquiries? Related legal question.

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  • Simulating smooth movement along a line after calculating a collision containing a restitution of zero in 2D

    - by Casey
    [for tl;dr see after listing] //...Code to determine shapes types involved in collision here... //...Rectangle-Line collision detected. if(_rbTest->GetCollisionShape()->Intersects(*_ground->GetCollisionShape())) { //Convert incoming shape to a line. a2de::Line l(*dynamic_cast<a2de::Line*>(_ground->GetCollisionShape())); //Get line's normal. a2de::Vector2D normal_vector(l.GetSlope().GetY(), -l.GetSlope().GetX()); a2de::Vector2D::Normalize(normal_vector); //Accumulate forces involved. a2de::Vector2D intermediate_forces; a2de::Vector2D normal_force = normal_vector * _rbTest->GetMass() * _world->GetGravityHandler()->GetGravityValue(); intermediate_forces += normal_force; //Calculate final velocity: See [1] double Ma = _rbTest->GetMass(); a2de::Vector2D Ua = _rbTest->GetVelocity(); double Mb = _ground->GetMass(); a2de::Vector2D Ub = _ground->GetVelocity(); double mCr = Mb * _ground->GetRestitution(); a2de::Vector2D collision_velocity( ((Ma * Ua) + (Mb * Ub) + ((mCr * Ub) - (mCr * Ua))) / (Ma + Mb)); //Calculate reflection vector: See [2] a2de::Vector2D reflect_velocity( -collision_velocity + 2 * (a2de::Vector2D::DotProduct(collision_velocity, normal_vector)) * normal_vector ); //Affect velocity to account for restitution of colliding bodies. reflect_velocity *= (_ground->GetRestitution() * _rbTest->GetRestitution()); _rbTest->SetVelocity(reflect_velocity); //THE ULTIMATE ISSUE STEMS FROM THE FOLLOWING LINE: //Move object away from collision one pixel to prevent constant collision. _rbTest->SetPosition(_rbTest->GetPosition() + normal_vector); _rbTest->ApplyImpulse(intermediate_forces); } Sources: (1) Wikipedia: Coefficient of Restitution: Speeds after impact (2) Wikipedia: Specular Reflection: Direction of reflection First, I have a system in place to account for friction (that is, a coefficient of friction) but is not used right now (in addition, it is zero, which should not affect the math anyway). I'll deal with that after I get this working. Anyway, when the restitution of either object involved in the collision is zero the object stops as required, but if movement along the same direction (again, irrespective of the friction value that isn't used) as the line is attempted the object moves as if slogging through knee deep snow. If I remove the line of code in question and the object is not push away one pixel the object barely moves at all. All because the object collides, is stopped, is pushed up, collides, is stopped...etc. OR collides, is stopped, collides, is stopped, etc... TL;DR How do I only account for a collision ONCE for restitution purposes (BONUS: but CONTINUALLY for frictional purposes, to be implemented later)

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  • Tile map collision is not working properly

    - by Sigh-AniDe
    I am having problems setting collision between my sprite and the tiles. I have only done the code for colision for moving upwards but some places on the map it moves up and some places it doesn't. Here is what I have so far: Vector2 position; private static float scalingFactor = 32; static int tileWidth = 32; static int tileHeight = 32; int[ , ] map = { {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, {0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, {0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, {0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, {0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, {0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, }; // This is in turtle.update if ( keyboardState.IsKeyDown( Keys.Up ) ) { if ( position.Y > screenHeight / 4 ) { //// current position of the turtle on the tiles int mapX = ( int )( position.X / scalingFactor ); int mapY = ( int )( position.Y / scalingFactor ) - 1; if ( isMovable( mapX , mapY , map ) ) { position.Y = position.Y - scalingFactor; } } else { MoveUp(); } } private void MoveUp() { motion.Y = -1; } public bool isMovable( int mapX , int mapY , int[ , ] map ) { if ( mapX < 0 || mapX > 19 || mapY < 0 || mapY > 20 ) { return false; } int tile = map[ mapX , mapY ]; if ( tile == 0 ) { return false; } return true; } protected override void Update( GameTime gameTime ) { turtle.Update( screenHeight , scalingFactor , map ); base.Update( gameTime ); }

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  • In an Entity/Component system, can component data be implemented as a simple array of key-value pairs? [on hold]

    - by 010110110101
    I'm trying to wrap my head around how to organize components in an Entity Component Systems once everything in the current scene/level is loaded in memory. (I'm a hobbyist BTW) Some people seem to implement the Entity as an object that contains a list of of "Component" objects. Components contain data organized as an array of key-value pairs. Where the value is serialized "somehow". (pseudocode is loosely in C# for brevity) class Entity { Guid _id; List<Component> _components; } class Component { List<ComponentAttributeValue> _attributes; } class ComponentAttributeValue { string AttributeName; object AttributeValue; } Others describe Components as an in-memory "table". An entity acquires the component by having its key placed in a table. The attributes of the component-entity instance are like the columns in a table class Renderable_Component { List<RenderableComponentAttributeValue> _entities; } class RenderableComponentAttributeValue { Guid entityId; matrix4 transformation; // other stuff for rendering // everything is strongly typed } Others describe this actually as a table. (and such tables sound like an EAV database schema BTW) (and the value is serialized "somehow") Render_Component_Table ---------------- Entity Id Attribute Name Attribute Value and when brought into running code: class Entity { Guid _id; Dictionary<string, object> _attributes; } My specific question is: Given various components, (Renderable, Positionable, Explodeable, Hideable, etc) and given that each component has an attribute with a particular name, (TRANSLATION_MATRIX, PARTICLE_EMISSION_VELOCITY, CAN_HIDE, FAVORITE_COLOR, etc) should: an entity contain a list of components where each component, in turn, has their own array of named attributes with values serialized somehow or should components exist as in-memory tables of entity references and associated with each "row" there are "columns" representing the attribute with values that are specific to each entity instance and are strongly typed or all attributes be stored in an entity as a singular array of named attributes with values serialized somehow (could have name collisions) or something else???

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  • Why does the location of my vehicle spawner change when I open a matinee?

    - by Gareth Jones
    I'm doing work with InterActors and vehicle spawners in Unreal Tournament 3's editor, and have it set up like so: (The Walkway its on is the InterActor) However if I go in Kemsit and open the matinee that handles the InterActor, this happens: It does look to me like the editor is moving it out of the way so I can see the InterActor (which would be very clever) because only the image of the vehicle moves, not the gizmo, nor does the vehicle spawn in that location in game. Is this the case?

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  • How can I make an MMORPG appeal to casual players?

    - by Philipp
    I believe that there is a significant market of players who would enjoy the exploration and interaction aspects of MMORPGs, but simply don't have the time for the endless grinding marathons which are part of the average MMORPG. MMORPGs are all about interaction between players. But when different players have different amounts of time to invest into a game, those with less time to spend will soon lack behind their power-leveling friends and won't be able to interact with them anymore. One way to solve this would be to limit the progress a player can achieve per day, so that it simply doesn't make sense to play more than one or two hours a day. But even the busiest casual players sometimes like to spend a whole sunday afternoon playing a video game. Just stopping them after two hours would be really frustrating. It also creates a pressure to use the daily progress limit every day, because otherwise the player would feel like wasting something. This pressure would be detrimental for casual gamers. What else could be done to level the playing field between those players who play 40+ hours a week and those who can't play more than 10?

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  • How attach a model with another model on a specific bone?

    - by Mehdi Bugnard
    I meet a difficulty attached to a model to another model on a "bone" accurate. I searched several forums but no result. I saw that many people have asked the same question but no real result see no response. Thread found : How to attach two XNA models together? How can I attach a model to the bone of another model? http://stackoverflow.com/questions/11391852/attach-model-xna But I think it is possible. Here is my code example attached a "cube" of the hand of my player private void draw_itemActionAttached(Model modelInUse) { Matrix[] Model1TransfoMatrix = new Matrix[this.player.Model.Bones.Count]; this.player.Model.CopyAbsoluteBoneTransformsTo(Model1TransfoMatrix); foreach (ModelMesh mesh in modelInUse.Meshes) { foreach (BasicEffect effect in mesh.Effects) { Matrix model2Transform = Matrix.CreateScale(1f) * Matrix.CreateFromYawPitchRoll(0, 0, 0); effect.World = model2Transform * Model1TransfoMatrix[0]; //root bone index effect.View = arcadia.camera.View; effect.Projection = arcadia.camera.Projection; } mesh.Draw(); } }

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  • Good resources for JavaScript 2D game programming?

    - by DJCouchyCouch
    As an exercise, I've decided to look into JavaScript for game programming. While it's far from being the best language for that, I do like the idea that it's cross-platform and it's always available as a web page. So I thought I'd see what I could do with it. Specifically, I'd like to make a 2D tile-based game of some kind. Where can I find resources to do that? I'm sure this question's come up before, but I can't find any reference to it.

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  • How can I apply different actions to different parts of a 2D character?

    - by Praveen Sharath
    I am developing a 2D platform game in Java. The player has a gun in his hand every time. He needs to walk and shoot with the gun(arrow keys for walk and X key to shoot). The walk cycle takes 6 frames and i am able to import the sprite sheet and animate the sequence when I press arrow key. But i need to add the gun motion. The player holds the gun upwards and when X key is pressed he brings it straight and shoots. How to implement the walk + shoot action?

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  • How can I handle copyrighted music?

    - by David Dimalanta
    I have a curious question regarding on musics used in music rhythm game. In Guitar Hero for example, they used all different music albums in one program. Then, each album requires to ask permission to the owner, composer of the music, or the copyright owner of the music. Let's say, if you used 15 albums for the music rhythm game, then you have to contact 15 copyright owners and it might be that, for the game developer, that the profit earned goes to the copyright owner or owner of this music. For the independent game developers, was it okay if either used the copyright music by just mentioning the name of the singer included in the credits and in the music select screen or use the non-popular/old music that about 50 years ago? And, does still earn money for the indie game developers by making free downloadable game?

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  • Achieving more fluent movement

    - by Robin92
    I'm working on my first OpenGL 2D game and I've just locked the framerate of my game. However, the way objects move is far from satisfying: they tend to lag, which is shown in this video. I've thought how more fluent animation can be achieved and started getting segmentation faults due to accessing the same object by two different threads. I've tried the following threads' setting: Drawing, creating new objects Moving player, moving objects, deleting objects Currently my application uses this setting: Drawing, creating new objects, moving objects, deleting object Moving player Any ideas would be appreciated. EDIT: I've tried increasing the FPS limit but lags are noticeable even at 200 fps.

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  • What is the correct and most efficient approach of streaming vertex data?

    - by Martijn Courteaux
    Usually, I do this in my current OpenGL ES project (for iOS): Initialization: Create two VBO's and one IndexBuffer (since I will use the same indices), same size. Create two VAO's and configure them, both bound to the same Index Buffer. Each frame: Choose a VBO/VAO couple. (Different from the previous frame, so I'm alternating.) Bind that VBO Upload new data using glBufferSubData(GL_ARRAY_BUFFER, ...). Bind the VAO Render my stuff using glDrawElements(GL_***, ...); Unbind the VAO However, someone told me to avoid uploading data (step 3) and render immediately the new data (step 5). I should avoid this, because the glDrawElements call will stall until the buffer is effectively uploaded to VRAM. So he suggested to draw all my geometry I uploaded the previous frame and upload in the current frame what will be drawn in the next frame. Thus, everything is rendered with the delay of one frame. Is this true or am I using the good approach to work with streaming vertex data? (I do know that the pipeline will stall the other way around. Ie: when you draw and immediately try to change the buffer data. But I'm not doing that, since I implemented double buffering.)

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  • Time calculation between openGL update calls.

    - by Vijayendra
    In XNA, the system calls update and draw function with the time information. This contains information such as how much time has passed since last update was called. This makes easy to integrate time and do animation calculation accordingly. But I dont see any such mechanism in openGL. I see openGL requires programmers to have their own implementation which could be buggy or inefficient. Is there any standard (and efficient) code that demonstrate this practice in openGL?

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  • Controlling a GameObject from another GameObject's script component

    - by OhMrBigshot
    I'm creating a game where when starting the game, a Cube is duplicated GridSize * GridSize times when the game starts. Now, after the cubes are duplicated I want to attach a variable to them, say "Flag" which is a bool, from another script component (let's say I have a Prefab that generates the cloned cubes). In short, I have something like this: CreateTiles.cs : Attached to Prefab void Start() { createMyTiles(); // a function that clones the tiles flagRandomTiles(); // a function that (what I'm trying to do) "Flags" 10 random cubes } CubeBehavior.cs : Attached to each Cube public bool hasFlag; // other stuff Now, I want flagRandomTiles() to set a Cube's hasFlag property via code, assuming I have access to them via a GameObject[] array. Here's what I've tried: Cubes[x].hasFlag = true; - No access. Making a function such as Cubes[x].setHasFlag(true) - still no access. Initializing Cubes as a CubeBehavior object array, then doing the above - GameObjects can't be converted to CubeBehaviors - I get this error when I try to assign the Cubes into the array. How do I do this?

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  • How to limit click'n'drag movement to an area?

    - by Vexille
    I apologize for the somewhat generic title. I'm really don't have much clue about how to accomplish what I'm trying to do, which is making it harder even to research a possible solution. I'm trying to implement a path marker of sorts (maybe there's a most suitable name for it, but this is the best I could come up with). In front of the player there will be a path marker, which will determine how the player will move once he finishes planning his turn. The player may click and drag the marker to the position they choose, but the marker can only be moved within a defined working area (the gray bit). So I'm now stuck with two problems: First of all, how exactly should I define that workable area? I can imagine maybe two vectors that have the player as a starting point to form the workable angle, and maybe those two arcs could come from circles that have their center where the player is, but I definetly don't know how to put this all together. And secondly, after I've defined the area where the marker can be placed, how can I enforce that the marker should only stay within that area? For example, if the player clicks and drags the marker around, it may move freely within the working area, but must not leave the boundaries of the area. So for example, if the player starts dragging the marker upwards, it will move upwards until it hits he end of the working area (first diagram below), but if after that the player starts dragging sideways, the marker must follow the drag while still within the area (second diagram below). I hope this wasn't all too confusing. Thanks, guys.

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  • How to prevent multiple playing sounds from destroying your hearing?

    - by Rookie
    The problem is that when I play 100 sounds almost at same time, all I hear is noise. It's not very attractive to listen it for 30 minutes straight. I tried to fix this by allowing only 1 sound of each sound type to be played at once. But it still sounds really ugly; eventually my brain keeps hearing only the very end of the shot sounds (or the start of it?), and that gets on my nerves really quickly. Eventually I would just decide to turn off the sounds completely. So is there any point of using sounds in a game like this at all? How does our dear reality handle this problem? If there is a war out there, how does it sound when hundred of men shoot almost at the same times? Edit: Here is how the game sounds currently; there isn't even 100 sounds playing at once, maybe 20? http://www.speedyshare.com/VTBDw/headache.mp3 At the beginning it sounds OK, but then it becomes unbearable! In that audio clip there is allowed only 1 sound to be played at once, so it will stop the previous playing sound when new sound is played. Edit2: And here is same headache but 32 simultaneous sounds allowed to be played at same time: http://www.speedyshare.com/TuWAR/headache-worse.mp3 Quite a torture, eh?

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  • Checker AI in visual basic not working [on hold]

    - by Eugene Galkine
    I am trying to a make checkers in visual basic with ai. I am using the minimax algorithm (or at least what I understand of it) and it works, except the ai is retarded and plays like it is trying to loose and I tried to switch around the min and the max but the results are IDENTICAL. I am pissed of and have been trying to fix it for over a week now, I would really appreciate it if someone could help me out here. I have 3 years experience of programming (in Java, only about of month of VB experience) and I always am able to solve all my errors on my own so I don't know why I can't get this to work. The program is not at all optimized or anything at this point and is over 1.2K lines long, so here is the entire vb project instead: https://www.dropbox.com/sh/evii0jendn93ir2/9fntwH2dNW I would really appreciate any help I could get.

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  • How to show a minimap in a 3d world

    - by Bubblewrap
    Got a really typical use-case here. I have large map made up of hexagons and at any given time only a small section of the map is visible. To provide an overview of the complete map, i want to show a small 2d representation of the map in a corner of the screen. What is the recommended approach for this in libgdx? Keep in mind the minimap must be updated when the currently visible section changes and when the map is updated. I've found SpriteBatch, but the warning label on it made me think twice: A SpriteBatch is a pretty heavy object so you should only ever have one in your program. I'm not sure i'm supposed to use the one SpriteBatch that i can have on the minimap, and i'm also not sure how to interpret "heavy" in this context. Another thing to possibly keep in mind is that the minimap will probably be part of a larger UI...is there any way to integrate these two?

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  • Android Touch Event Collision Detection

    - by chrissb
    I'm relatively new to both Java and Android, so hopefully the problem I'm having is stemming from something pretty minor that I've overlooked. I've got a (very early stage) game that I've started working on, for Android using Java. At this stage, when the user touches the screen, if they touched a point at which there is an enemy, the enemies health is decreased and they become immobile (for the current implementation at least). The issue that I'm having is that the touch detection doesn't always seem to work. I've got a testing sprite set up that goes to the eventX and eventY coordinates of the touch down event, and it always seems to collide with the enemy object. Yet, the enemy doesn't always register as being hit, and sometimes a hit is registered when the sprite indicates the touch coordinates were outside of the enemies bounding box. I realise that this probably doesn't mean much without any code, so here's what I've got so far. Be gentle, as this is literally my first attempt at something more than basic movement etc. First off, the MainGamePanel class registers the touch event, and informs the levelmanager class (which is what I set up to monitor/handle enemies) public boolean onTouchEvent(MotionEvent event) { if (event.getAction() == MotionEvent.ACTION_DOWN){ levelManager.handleActionDown((int)event.getX(), (int)event.getY()); targetX=event.getX(); targetY=event.getY(); } if (event.getAction() == MotionEvent.ACTION_MOVE) { //the gestures } if (event.getAction() == MotionEvent.ACTION_UP) { //touch was released } return true; } From there, in the levelmanager class the touch event is passed on to all of the enemies within a list array: public static void handleActionDown(int eventX,int eventY){ hit=false; for (enemy1 en : enemy1array){ en.handleActionDown(eventX, eventY); } } The rest of the collision code is handled within the enemies handleActionDown function: public void handleActionDown(int eventX, int eventY) { if(eventX>this.x-enemy1bitmap.getWidth() && eventX<this.x+enemy1bitmap.getWidth() && eventY>this.y-enemy1bitmap.getHeight() && eventY<this.x+enemy1bitmap.getHeight()){ takeDamage(1); levelmanager.setHit(); } } I should probably be using getWidth()/2 and getHeight()/2 for it to be more accurate, but I expanded the area to test this - although I've noticed no improvement. At this stage, the games detection over whether or not the enemy is hit is spotty at best. Generally it takes two or three attempts before a collision is successfully registered, even though the sprite that is being used for testing and set to the eventX and eventY coordinates always indicates that the collision should have worked. Hopefully someone can steer me in the right direction here, and if more information is needed, ask away! Cheers, -Chris

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  • Unity3D: How to make the camera focus a moving game object with ITween?

    - by nathan
    I'm trying to write a solar system with Unity3D. Planets are sphere game objects rotating around another sphere game object representing the star. What i want to achieve is let the user click on a planet and then zoom the camera on this planet and then make the camera follow and keep it centered on the screen while it keep moving around the star. I decided to use iTween library and so far i was able to create the zoom effect using iTween.MoveUpdate. My problem is that the focused planet does not say properly centered as it moves. Here is the relevant part of my script: void Update () { if (Input.GetButtonDown("Fire1")) { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hit; if (Physics.Raycast(ray, out hit, Mathf.Infinity, concernedLayers)) { selectedPlanet = hit.collider.gameObject; } } } void LateUpdate() { if (selectedPlanet != null) { Vector3 pos = selectedPlanet.transform.position; pos.z = selectedPlanet.transform.position.z - selectedPlanet.transform.localScale.z; pos.y = selectedPlanet.transform.position.y; iTween.MoveUpdate(Camera.main.gameObject, pos, 2); } } What do i need to add to this script to make the selected planet stay centered on the screen? I hosted my current project as a webplayer application so you see what's going wrong. You can access it here.

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  • What's the proper way to calculate probability for a card game?

    - by Milan Babuškov
    I'm creating AI for a card game, and I run into problem calculating the probability of passing/failing the hand when AI needs to start the hand. Cards are A, K, Q, J, 10, 9, 8, 7 (with A being the strongest) and AI needs to play to not take the hand. Assuming there are 4 cards of the suit left in the game and one is in AI's hand, I need to calculate probability that one of the other players would take the hand. Here's an example: AI player has: J Other 2 players have: A, K, 7 If a single opponent has AK7 then AI would lose. However, if one of the players has A or K without 7, AI would survive. Now, looking at possible distribution, I have: P1 P2 AI --- --- --- AK7 loses AK 7 survives A7 K survives K7 A survives A 7K survives K 7A survives 7 KA survives AK7 loses Looking at this, it seems that there is 75% chance of survival. However, I skipped the permutations that mirror the ones from above. It should be the same, but somehow when I write them all down, it seems that chance is only 50%: P1 P2 AI --- --- --- AK7 loses A7K loses K7A loses KA7 loses 7AK loses 7KA loses AK 7 survives A7 K survives K7 A survives KA 7 survives 7A K survives 7K A survives A K7 survives A 7K survives K 7A survives K A7 survives 7 AK survives 7 KA survives AK7 loses A7K loses K7A loses KA7 loses 7AK loses 7KA loses 12 loses, 12 survivals = 50% chance. Obviously, it should be the same (shouldn't it?) and I'm missing something in one of the ways to calculate. Which one is correct?

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  • Tool for creating complex paths?

    - by TerryB
    I want to create some fairly complex predefined paths for my AI sprites to follow. I'll need to use curves, splines etc to get the effect I want. Is there a drawing tool out there that will allow me to draw such curves, "mesh" them by placing lots of points along them at some defined density and then output the coordinates of all of those points for me? I could write this tool myself but hopefully one of the drawing packages can do this? Cheers!

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  • Board Game Design in Cocos2d

    - by object2.0
    Hi folks i am going to start a chess like board game. and for that i have reviewed a number to things available. one is http://www.mapeditor.org/ , using which you can create a grid base games. another option is geekgameboard for iphone available at http://mooseyard.lighthouseapp.com/projects/23201-geekgameboard now i want your expert opinion that would it be better to make a game in cocos2d using the first option or the second option? both looks promising to me and give good control over board design. ps: sorry for duplicates, i found about the http://gamedev.stackexchange.com/ lately after posting it on stackexchange. so i am just posting it here again as i feel its more relevant board.

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  • Capitalizing on JavaScript's prototypal inheritance

    - by keithjgrant
    JavaScript has a class-free object system in which objects inherit properties directly from other objects. This is really powerful, but it is unfamiliar to classically trained programmers. If you attempt to apply classical design patterns directly to JavaScript, you will be frustrated. But if you learn to work with JavaScript's prototypal nature, your efforts will be rewarded. ... It is Lisp in C's clothing. -Douglas Crockford What does this mean for a game developer working with canvas and HTML5? I've been looking over this question on useful design patterns in gaming, but prototypal inheritance is very different than classical inheritance, and there are surely differences in the best way to apply some of these common patterns. For example, classical inheritance allows us to create a moveableEntity class, and extend that with any classes that move in our game world (player, monster, bullet, etc.). Sure, you can strongarm JavaScript to work that way, but in doing so, you are kind of fighting against its nature. Is there a better approach to this sort of problem when we have prototypal inheritance at our fingertips?

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  • Examples of good Javascript/HTML5 based games

    - by Zuch
    Now that Flash is largely being replaced with HTML5 elements (video, audio, canvas, etc.) are there any good examples of web-based games built on completely open standards (meaning Javascript, HTML and CSS)? I see a lot of examples of pure HTML5 implementations of what was once only in Flash (like stuff here: http://www.html5rocks.com/) but not many games, a domain which still seem dominated by Flash. I'm curious what's possible and what the limitations are.

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