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  • Continuous Integration, what are the strategies to manage binary content?

    - by sebas
    Currently we are testing various configurations between Feature Branching and CI with Feature toggling. I can see there are several viable options out there for the code, but I also know that CI totally relies on the possibility to merge the code. So I wonder, how do you manage CI with binary data, like art assets? I can also see another problem: all the code can be tested before to commit, I can even validate the data before to commit, but how can I test the art?! Should I use another methodology for art content?

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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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  • java 2d game how to make a player jump

    - by user2957632
    Hi I'm making a 2d plat former running game kind of like jetpack joyride fro example were u are constantly running but there is obstacles and u need to jump over them. but I want the character to jump and come back down. here is some of my code. if (listen.ml == true) { if (y > 120) { jump = true; y -= 1; } } if (y == 121 && jump == true) { jump = false; y += 1; }

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  • Can GJK be used with the same "direction finding method" every time?

    - by the_Seppi
    In my deliberations on GJK (after watching http://mollyrocket.com/849) I came up with the idea that it ins not neccessary to use different methods for getting the new direction in the doSimplex function. E.g. if the point A is closest to the origin, the video author uses the negative position vector AO as the direction in which the next point is searched. If an edge (with A as an endpoint) is closest, he creates a normal vector to this edge, lying in the plane the edge and AO form. If a face is the feature closest to the origin, he uses even another method (which I can't recite from memory right now) However, while thinking about the implementation of GJK in my current came, I noticed that the negative direction vector of the newest simplex point would always make a good direction vector. Of course, the next vertex found by the support function could form a simplex that less likely encases the origin, but I assume it would still work. Since I'm currently experiencing problems with my (yet unfinished) implementation, I wanted to ask whether this method of forming the direction vector is usable or not.

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  • Cannot create a neutral unit with a trigger

    - by Xitcod13
    I've been playing around with the starcraft UMS (Use map settings) for a while and usually i figure things out pretty quickly when im stuck. Alas not this time. I'm trying to place a neutral unit (player 12) using a trigger. It refuses to work. I'm using Scmdraft 2.0 as my editor (but i cant get it to work in other editors either) (all neutral units placed before the game starts are visible and all other triggers work fine. Also i created a text msg and it does displays it in-game so the trigger triggers ) For testing I created a trigger that looks like this: Player: neutral (i tried neutral players player 1 and all players as well) Condition: -always Action: -Create *1 Terran Medic* at '*location 022*' for *Neutral* (also tried neutral players) When I start the game nothing happens. Here is what I tried: I tried placing a start location for neutral player (player 12) I tried changing the owner under map properties of player 12 to neutral and computer from unused which was the default. Although it seems like it should be a common enough problem, I don't see it in any FAQ and I cant find anything about it when I Google it. Thanks in advance.

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  • Player rewards in games where you normally have nothing to purchase

    - by PeterK
    In many games there are rewards such as gold coins, points, etc. When these rewards can be used to purchase in-game items, it motivates the player to keep playing. Let's say we have an online game, poker, Yatzy etc. What type of reward would keep the players playing if there are few in-game items available to buy, or none at all? What I am looking for is a reward system that entices the players to play more in a game environment where there isn't that much to purchase. For example, there isn't much to buy in a poker or Yatzy game with the gold you win. I guess having some titles that are added to the userid is one way, or maybe purchasing a logo for the id... A leaderboard is another. Any thoughts on this?

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  • How do I deal with the problems of a fast side-scroller?

    - by Ska
    I'm making a side scrolling airplane game and when I begin going very fast I begin to experience some problems as a player: Elements are not distinguishable, like power-ups from bullets, etc I start to feel dizzy and uncomfortable There isn't enough time to see what's coming How can I sort this out? Do I use less details in all the grahpics? Tiny Wings has the same horizontal movement speed as in my game but it doesn't suffer from these problems. Are there any other really fast side-scrollers I could take as a reference?

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  • Acceleration Based Player Movement

    - by Mike Sawayda
    Ok, so I am making a first person shooter game and I am currently working on movement that looks and feels good. I want to incorporate acceleration based movement for the player so that he has to accelerate to max speed and decelerate to minimum speed. Acceleration will happen when you have the key pressed and deceleration will happen when you let go of that key. The problem is that there are some instances where you switch from moving forward to moving backward where no deceleration is needed because you could potentially be moving at double speed in the reverse if you did. Does anyone have a good implementation of how to accomplish acceleration based movement that works well?

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  • XNA: Retrieve texture file name during runtime

    - by townsean
    I'm trying to retrieve the names of the texture files (or their locations) on a mesh. I realize that the texture file name information is not preserved when the model is loaded. I've been doing tons of searching and some experimenting but I've been met with no luck. I've gathered that I need to extended the content pipeline and store the file location in somewhere like ModelMeshPart.Tag. My problem is, even when I'm trying to make my own custom processor, I still can't figure out where the texture file name is. :( Any thoughts? Thanks! UPDATE: Okay, so I found something kind of promising. NodeContent.Identity.SourceFilename, only that returns the location of my .X model. When I go down the node tree he is always null. Then there's the ContentItem.Name property. It seems to have names of my mesh, but not my actual texture file names. :(

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  • Spherical harmonics lighting interpolation

    - by TravisG
    I want to use hardware filtering to smooth out colors in texels of a texture when I'm accessing texels at coordinates that are not directly at the center of the texel, the catch being that the texels store 2 bands of spherical harmonics coefficients (=4 coefficients), not RGBA intensity values. Can I just use hardware filtering like that (GL_LINEAR with and without mip mapping) without any considerations? In other terms: If I were to first convert the coefficients back to intensity representations, than manually interpolate between two intensities, would the resulting intensity be the same as if I interpolated between the coefficient vectors directly and then converted the interpolated result to intensities?

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  • How many VBOs should I use and should I keep a copy of their data?

    - by CSharpie
    Firstofall, I am sorry if my question is to broad. I am developing a tile based game and switched from those gl.Begin calls to using VBOs. This is kind of working allready, I managed to render a hexagonal polygon with a simple shader applied. What I am not sure is, how to implement the "whole" tile concept. Concrete the questions are: Is it better to create 1 VBO for a single tile and render it n-Times in every different position, or render one huge VBO that represents the whole "world" Depending on the answer above, what is the best way to draw a "linegrid". Overlay with the same vbo using the respecting polygon.mode , or is there a way to let the shader to this? How would frustum-culling or mousepicking work then, do i need to keep the VBO-data in memory?

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  • XNA Framework HiDef profile requires TextureFilter to be Point when using texture format Vector4

    - by danbystrom
    Beginner question. Synopsis: my water effects does something that causes the drawing of my sky sphere to throw an exeption when run in full screen. The exception is: XNA Framework HiDef profile requires TextureFilter to be Point when using texture format Vector4. This happens both when I start in full screen directly or switch to full screen from windowed. It does NOT happen, however, if I comment out the drawing of my water. So, what in my water effect can possibly cause the drawing of my sky sphere to choke???

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  • How do I interpolate air drag with a variable time step?

    - by Valentin Krummenacher
    So I have a little game which works with small steps, however those steps vary in time, so for example I sometimes have 10 Steps/second and then I have 20 Steps/second. This changes automatically depending on how many steps the user's computer can take. To avoid inaccurate positioning of the game's player object I use y=v0*dt+g*dt^2/2 to determine my objects y-position, where dt is the time since the last step, v0 is the velocity of my object in the beginning of my step and g is the gravity. To calculate the velocity in the end of a step I use v=v0+g*dt what also gives me correct results, independent of whether I use 2 steps with a dt of for example 20ms or one step with a dt of 40ms. Now I would like to introduce air drag. For simplicity's sake I use a=k*v^2 where a is the air drag's acceleration (I am aware that it would usually result in a force, but since I assume 1kg for my object's mass the force is the same as the resulting acceleration), k is a constant (in this case I'm using 0.001) and v is the speed. Now in an infinitely small time interval a is k multiplied by the velocity in this small time interval powered by 2. The problem is that v in the next time interval would depend on the drag of the last which again depends on the v of the last interval and so on... In other words: If I use a=k*v^2 I get different results for my position/velocity when I use 2 steps of 20ms than when I use one step of 40ms. I used to have this problem for my position too, but adding +g*dt^2/2 to the formula for my position fixed the problem since it takes into account that the position depends on the velocity which changes slightly in every infinitely small time interval. Does something like that exist for air drag too? And no, I dont mean anything like Adding air drag to a golf ball trajectory equation or similar, for that kind of method only gives correct results when all my steps are the same. (I hope you can understand my intermediate english, it's not my main language so I would like to say sorry for all the silly mistakes I might have made in my question)

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  • Instead of the specified Texture, black circles on a green background are getting rendered. Why?

    - by vinzBad
    I'm trying to render a Texture via OpenGL. But instead of the texture black circles on a green background are rendered. (They scale, depending what the rotation of the texture is) Example: The texture I'm trying to render is the following: This is the code I use to render the texture, it's located in my Sprite-class. public void Render() { Matrix4 matrix = Matrix4.CreateTranslation(-OriginX, -OriginY, 0) * Matrix4.CreateRotationZ(Rotation) * Matrix4.CreateTranslation(X, Y, 0); Vector2[] corners = { new Vector2(0,0), //top left new Vector2(Width ,0),//top right new Vector2(Width,Height),//bottom rigth new Vector2(0,Height)//bottom left }; //copy the corners to the uv coordinates Vector2[] uv = corners.ToArray<Vector2>(); //transform the coordinates for (int i = 0; i < 4; i++) corners[i] = new Vector2(Vector3.Transform(new Vector3(corners[i]), matrix)); //GL.Color3(TintColor); GL.BindTexture(TextureTarget.Texture2D, _ID); GL.Begin(BeginMode.Quads); { for (int i = 0; i < 4; i++) { GL.TexCoord2(uv[i]); GL.Vertex3(corners[i].X, corners[i].Y, _layerDepth); } } GL.End(); if (EnableDebugDraw) { GL.Color3(Color.Violet); GL.PointSize(3); GL.Begin(BeginMode.Points); { for (int i = 0; i < 4; i++) GL.Vertex2(corners[i]); } GL.End(); GL.Color3(Color.Green); GL.Begin(BeginMode.Points); GL.Vertex2(X, Y); GL.End(); } } This is how I setup OpenGL. public static void SetupGL() { GL.Enable(EnableCap.AlphaTest); GL.AlphaFunc(AlphaFunction.Greater, 0.1f); GL.Enable(EnableCap.Texture2D); GL.Hint(HintTarget.PerspectiveCorrectionHint, HintMode.Nicest); } With this function I load the texture: public static uint LoadTexture(string path) { uint id; GL.GenTextures(1, out id); GL.BindTexture(TextureTarget.Texture2D, id); Bitmap bitmap = new Bitmap(path); BitmapData data = bitmap.LockBits(new System.Drawing.Rectangle(0, 0, bitmap.Width, bitmap.Height), ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb); GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, data.Width, data.Height, 0, OpenTK.Graphics.OpenGL.PixelFormat.Bgra, PixelType.UnsignedByte, data.Scan0); bitmap.UnlockBits(data); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear); return id; } And here I call Sprite.Render() protected override void OnRenderFrame(FrameEventArgs e) { GL.ClearColor(Color.MidnightBlue); GL.Clear(ClearBufferMask.ColorBufferBit); _sprite.Render(); SwapBuffers(); base.OnRenderFrame(e); } As I stole this code from the Textures-Example from OpenTK, I don't understand why this doesn't work.

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  • Need an engine for MMO mockup

    - by Kayle
    What I don't need is an MMORPG engine, at the moment. What I do need is a flexible easy-to-use engine that I can make a mock-up with. I don't need support for more than 10 players in an instance, so any multiplayer platform is probably fine. I need an engine with which I can create the following core features: Waves of simple AI enemies that have specific objectives (move to point A, destroy target, move to point B). The units present can be between 50-200 in number. An over-the-shoulder view and the ability to control a team of 3 (like Mass Effect or the latest Dragon Age) Functioning inventory system Right now, all I can really think of is Unreal or Source. Any other suggestions? Again, this is a proving mock-up, not an actual MMO. I'm not terribly worried about the visual aspects as we just want to test mechanics. Note: Can write some scripts in Python, Ruby, or Lua, if necessary.

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  • Assigning a colour to imorted obj. files that are being used as default material

    - by Salino
    I am having a problem with assigning a colour to the different meshes that I have on one object. The technique that I have used is the first approach on this site. Is it possible to export a simulation (animation) from Blender to Unity? So what I would like to do is the following. I have about 107 meshes that are different frames from my shape key animation of my blender model. What I would like to have is that the first mesh will be bright green and up to the 40th mesh the colour turns to be white /greyish... the best would be if I could assign every mesh by hand a colour, however they are all default materials. And if I assign the object a colour, the whole "animation" is going to be in that colour

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  • Tetris : Effective rotation

    - by hqt
    I rotate each piece by rotation formula. More detail, because rotation angle is 90 so : xNew = y; yNew = -x; But my method has met two problems : 1) Out of box : each type of pieces is fit in square 4x4. (0,0 at under left) But by this rotation, at some case they will out of this box. For example, there is a point with coordinate (5,6) So, please help me how to fit these coordinate into 4x4 box again, or give me another formula for this. 2) at I case : (4 squares at same row or same column), just has two rotations case. but in method above, they still has 4 pieces. So, how to prevent this. Thanks :)

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  • What is this type of sound effect called?

    - by Fibericon
    There is a sound typically associated with a bright flash of light, which starts with a lower whirring noise, then breaks into a higher pitched sound. What is that type of sound called? I'm not sure how to begin searching for that, so a typical name for it would be very helpful. It's something similar to what occurs at 0:41 in this youtube video (here's a link to a few seconds beforehand), where Naruto 6 tails transforms into Kyuubei in Naruto Generations.

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  • How often should multiplayer games communicate with the server?

    - by Bane
    I once heard that Runescape "ticks" every 0.3s, and that seemed like a very long period of time, although Runescape is kind of a slow game. I'm building a more dynamic top-down shooter game, and I'm wandering, how often should I communicate with the server? ASAP, or every 0.1s? How do shooter games usually do it? Both the server and the client are written in Javascript, node.js and socket.io are being used.

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  • Memory is full with vertex buffer

    - by Christian Frantz
    I'm having a pretty strange problem that I didn't think I'd run into. I was able to store a 50x50 grid in one vertex buffer finally, in hopes of better performance. Before I had each cube have an individual vertex buffer and with 4 50x50 grids, this slowed down my game tremendously. But it still ran. With 4 50x50 grids with my new code, that's only 4 vertex buffers. With the 4 vertex buffers, I get a memory error. When I load the game with 1 grid, it takes forever to load and with my previous version, it started up right away. So I don't know if I'm storing chunks wrong or what but it stumped me -.- for (int x = 0; x < 50; x++) { for (int z = 0; z < 50; z++) { for (int y = 0; y <= map[x, z]; y++) { SetUpVertices(); SetUpIndices(); cubes.Add(new Cube(device, new Vector3(x, map[x, z] - y, z), grass)); } } } vertexBuffer = new VertexBuffer(device, typeof(VertexPositionTexture), vertices.Count(), BufferUsage.WriteOnly); vertexBuffer.SetData<VertexPositionTexture>(vertices.ToArray()); indexBuffer = new IndexBuffer(device, typeof(short), indices.Count(), BufferUsage.WriteOnly); indexBuffer.SetData(indices.ToArray()); Thats how theyre stored. The array I'm reading from is a byte array which defines the coordinates of my map. Now with my old version, I used the same loading from an array so that hasn't changed. The only difference is the one vertex buffer instead of 2500 for a 50x50 grid. cubes is just a normal list that holds all my cubes for the vertex buffer. Another thing that just came to mind would be my draw calls. If I'm setting an effect for each cube in my cube list, that's probably going to take a lot of memory. How can I avoid doing this? I need the foreach method to set my cubes to the right position foreach (Cube block in cube.cubes) { effect.VertexColorEnabled = false; effect.TextureEnabled = true; Matrix center = Matrix.CreateTranslation(new Vector3(-0.5f, -0.5f, -0.5f)); Matrix scale = Matrix.CreateScale(1f); Matrix translate = Matrix.CreateTranslation(block.cubePosition); effect.World = center * scale * translate; effect.View = cam.view; effect.Projection = cam.proj; effect.FogEnabled = false; effect.FogColor = Color.CornflowerBlue.ToVector3(); effect.FogStart = 1.0f; effect.FogEnd = 50.0f; cube.Draw(effect); noc++; }

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  • How many BasicEffects do you have in a Game? What is the best way to render multiple objects/shapes at once?

    - by Deukalion
    I'm trying to understand 3D rendering and it seems that everytime you render a new object (A 3D Cube or something) you need to have a new BasicEffect for each Box you render unless you want the exact same texture? ...so if I have over a hundred boxes with each different textures, I need at least as many BasicEffects? Will that not be "too much" for the CPU/GPU in the end or result in lagging? Is there any good way to render multiple objects (cubes or other shapes) at the same time? I've tried changing the BasicEffect.Texture with each cube drawn, but it resulting in changing the first Cube's texture too. Any suggestions would be really appreciated, I'm really new to 3D in XNA so I'm trying to wrap my head around the best methods for example render a Map with objects (of shapes).

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  • CUDA 4.1 Particle Update

    - by N0xus
    I'm using CUDA 4.1 to parse in the update of my Particle system that I've made with DirectX 10. So far, my update method for the particle systems is 1 line of code within a for loop that makes each particle fall down the y axis to simulate a waterfall: m_particleList[i].positionY = m_particleList[i].positionY - (m_particleList[i].velocity * frameTime * 0.001f); In my .cu class I've created a struct which I copied from my particle class and is as follows: struct ParticleType { float positionX, positionY, positionZ; float red, green, blue; float velocity; bool active; }; Then I have an UpdateParticle method in the .cu as well. This encompass the 3 main parameters my particles need to update themselves based off the initial line of code. : __global__ void UpdateParticle(float* position, float* velocity, float frameTime) { } This is my first CUDA program and I'm at a loss to what to do next. I've tried to simply put the particleList line in the UpdateParticle method, but then the particles don't fall down as they should. I believe it is because I am not calling something that I need to in the class where the particle fall code use to be. Could someone please tell me what it is I am missing to get it working as it should? If I am doing this completely wrong in general, the please inform me as well.

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  • Attributes and Behaviours in game object design

    - by Brukwa
    Recently I have read interesting slides about game object design written by Marcin Chady Theory and Practice of the Game Object Component Architecture. I have prototyped quick sample that utilize all Attributes\Behaviour idea with some sample data. Now I have faced a little problem when I added a RenderingSystem to my prototype application. I have created an object with RenderBehaviour which listens for messages (OnMessage function) like MovedObject in order to mark them as invalid and in OnUpdate pass I am inserting a new renderable object to rederer queue. I have noticed that rendering updates should be the last thing made in single frame and this causes RenderBehaviour to depend on any other Behaviour that changes object position (i.ex. PhysicsSystem and PhysicsBehaviour). I am not even sure if I am doing this the way it should be. Do you have any clues that might put me on the right track?

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  • Adobe Air Mobile AS3 app: challenges and how to overcome them?

    - by Arthur Wulf White
    I made a PC flash game for LD 26 - minimalism and I am working on porting it to Android. Some questions I'd like to ask: Is it bad to heavily use vector graphics (ie. this.graphics.lineTo()) in Mobile Air? Does Stencyl completely alleviate this issue? Are there any inherit disadvantages to using Air Mobile that I'm missing? Where is the documentation for Air mobile (I googled and found no recent books or documentation pdf so far)

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  • how to mask Cocos2d

    - by alex
    Hi i'am iOS developer but i'm new to cocos2d.Im working on new game i use Kobold2d Have cocos2d installed too and i want to make this effect. http://postimage.org/image/ngj399ibn/ I Know how is done on flash, but cant make it in kobold. There 2 images with the same size one is like low-res image for background and the secon hi-res over the first one,when the "reticle" mask move reveal the second image inside the circle and outsite only the background is visible. I was googling with no success, saw some ray wenderlich projects but not helpful.Any help

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