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  • Load previous (last) scene used in unity3d

    - by user3666251
    Im making a 2D game for android and I made over 200 levels/scenes.I also made a game over scene that opens when the players collides with an obscale.In the GameOver scene I added a retry button which I wanna make it so it opens the last level played.Im new in Unity and scripting.I've read other similar questions but none of them fixed my issue.Anyone has any idea that could help ? Im doing this because I don't wanna create over 200 game over scenes and edit each obscale in game. Thank you. Edit : Im using javascript.

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  • Complete Beginner to Game Programming and Unreal Engine 4, Looking For Advice [on hold]

    - by onemic
    I am currently a 2nd year programming student(Just finished my first year so I will be starting my second year in September) and have mainly learned C and C++ in my classes. In terms of what I know of C++, I know about general inheritance, polymorphism, overloading operators, iterators, a little bit about templates(only class and function templates) etc. but not of the more advanced topics like linked lists and other sequential containers(containers in general I guess), enumerations, most of the standard library(other than like strings and vectors), and probably a bunch of other stuff I dont even know about yet. I subscribed to Unreal Engine 4 as I was very intrigued by their Unreal Tournament announcement earlier this month, especially after hearing that UE4 is going completely C++. Of course my end goal in doing this programming program is to eventually go into game/graphics programming. Since it's my summer off, I thought what better way then to actually apply some of my skills to a personal project so I actually have a firmer understanding of C++ past what my professors tell me. My questions are this: What would be the best way to start off making a small personal game in UE4 as a project for the summer? What should I be aiming for, especially for someone that is still learning C++? Should I focus on making a simple 2D game rather than a 3D one to get started? Seeing the Flappy Chicken showcase intrigued me because before I thought the UE engine was pretty much pigeonholed into being for FPS games What should my expectations be going into UE4 and a game engine for the first time?(UE4 will be my first foray into making a game) What can I expect to gain from making things in UE4, in terms of making games and in terms of further fleshing out my knowledge of C++? Would you recommend I start off 100% using C++ for scripting or using the visual blueprints? Since I'm not a designer, how would I be able to add objects and designs to my game? For someone at my level is retaining the UE4 subscription worth it or is it better to cancel and resub when I learn enough about UE4 and C++? Lastly is there anything to be gained in terms of knowledge/insight through me looking at the source code for UE4? I opened it in VS2013, but noticed that most of the files were C# files and not cpp's. Thanks in advance for taking the time to answer.

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  • More smaller maps among which player can travel

    - by davidv
    I am developing 2d game, where maps are tile based, small about 20x20 tiles and player can travel between a lot of maps (in my game rooms) like this. The maps are connected sometimes verticaly and sometimes horizontaly and together they make one big cave. Should I create a class where one 2d array holds all the maps (another 2d arrays), or is there any other way? Whats the most efficient way to create them in this class? Thank you for your help.

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  • Rotate a vector relative to itself

    - by Paul Manta
    I have a plane defined by transform.forward and transform.right, with 0 degrees corresponding to the forward vector and positive 90 degrees to the right vector. How can I create a third vector rotated in this plane. A rotation of 0 degrees would mean the vector is identical to transform.forward, a rotation of 30 degrees would mean it forms a 30 degree angle with the forward vector. In other words, I want to rotate the forward vector relative to itself, in the plane it defines with the right vector.

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  • How to Create a Grid for a 2D Game?

    - by SoulBeaver
    So I'm currently writing the engine for my videogame. I've almost integrated Tiled (I think) so I should have a map-creator here soon. My question is, how do I actually make the grid? I'm really confused here. If I create a large map with, say, 20x20 grids the size of 32x32 (screen size 640x640), then what do I do with it? Let's say I have the code for creating a window, and then place a player sprite that I can move with input, that's fine. If I use one map that's as big as the screen, then every pixel on the map is also a pixel on the game screen. The mapping is exact. Now what happens if I have a 2000x2000 map, for example? My character would have to keep moving and move the map around (or rather the camera focused on the player moves). Then I can no longer say that the screen maps exactly to the pixel position of the map. I tried making a Grid class that maps out the screen area to 32x32 tiles, but I'm not sure if that makes any sense. Once the map moves each tile would have to update its information, or something. I'm just really confused here. How do I actually make the tiles and a grid and map them to the data I get from tiled, or that I make myself? Are there any good examples of source code that I could look at?

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  • Tutorial on OpenGL texture formats

    - by Cyan
    Looking at the documentation glGetTexImage(), one can see that there are plenty of available texture formats. GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D_ARRAY, GL_TEXTURE_RECTANGLE, GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, and GL_TEXTURE_CUBE_MAP_NEGATIVE_Z I've only used GL_TEXTURE_2D for the time being. Is there any place / documentation where one can learn about these other formats ? PS : and yes, of course, i've googled for it, results are pretty poor

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  • Calculating angle between 2 vectors

    - by Error 454
    I am working on some movement AI where there are no obstacles and movement is restricted to the XY plane. I am calculating 2 vectors: v - the direction of ship 1 w - the vector pointing from the position of ship 1 to ship 2 I am then calculating the angle between these two vectors using the standard formula: arccos( v . w / ( |v| |w| ) ) The problem I'm having is the nature of arccos only returning values between 0 and 180. This makes it impossible to determine whether I should turn left or right to face the other ship. Is there a better way to do this?

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  • Glm Vector Transformations [duplicate]

    - by Reanimation
    This question already has an answer here: Car-like Physics - Basic Maths to Simulate Steering 2 answers I have a cube rendered on the screen which represents a car (or similar). Using Projection/Model matrices and Glm I am able to move it back and fourth along the axes and rotate it left or right. I'm having trouble with the vector mathematics to make the cube move forwards no matter which direction it's current orientation is. (ie. if I would like, if it's rotated right 30degrees, when it's move forwards, it travels along the 30degree angle on a new axes). I hope I've explained that correctly. This is what I've managed to do so far in terms of using glm to move the cube: glm::vec3 vel; //velocity vector void renderMovingCube(){ glUseProgram(movingCubeShader.handle()); GLuint matrixLoc4MovingCube = glGetUniformLocation(movingCubeShader.handle(), "ProjectionMatrix"); glUniformMatrix4fv(matrixLoc4MovingCube, 1, GL_FALSE, &ProjectionMatrix[0][0]); glm::mat4 viewMatrixMovingCube; viewMatrixMovingCube = glm::lookAt(camOrigin, camLookingAt, camNormalXYZ); vel.x = cos(rotX); vel.y=sin(rotX); vel*=moveCube; //move cube ModelViewMatrix = glm::translate(viewMatrixMovingCube,globalPos*vel); //bring ground and cube to bottom of screen ModelViewMatrix = glm::translate(ModelViewMatrix, glm::vec3(0,-48,0)); ModelViewMatrix = glm::rotate(ModelViewMatrix, rotX, glm::vec3(0,1,0)); //manually turn glUniformMatrix4fv(glGetUniformLocation(movingCubeShader.handle(), "ModelViewMatrix"), 1, GL_FALSE, &ModelViewMatrix[0][0]); //pass matrix to shader movingCube.render(); //draw glUseProgram(0); } keyboard input: void keyboard() { char BACKWARD = keys['S']; char FORWARD = keys['W']; char ROT_LEFT = keys['A']; char ROT_RIGHT = keys['D']; if (FORWARD) //W - move forwards { globalPos += vel; //globalPos.z -= moveCube; BACKWARD = false; } if (BACKWARD)//S - move backwards { globalPos.z += moveCube; FORWARD = false; } if (ROT_LEFT)//A - turn left { rotX +=0.01f; ROT_LEFT = false; } if (ROT_RIGHT)//D - turn right { rotX -=0.01f; ROT_RIGHT = false; } Where am I going wrong with my vectors? I would like change the direction of the cube (which it does) but then move forwards in that direction.

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  • How can I write data to a file that users can't easily edit?

    - by ThePlan
    While working on game saving and loading I figured I could just write all the variable values to a file and then load that file from it's default location anytime. However from the very beginning it sounded like an odd job. I know about serialization and boost, but that seems so complicated, I figured I'd keep it simple, but I've ran across this huge issue: No matter what file I can write with C++, the user can get their hands on it, they can edit their position, they can remove a boss, or add new weapons for themselves. My question here is: How can I create a file in C++ which cannot be editted or openned with a text editor such as Notepad (I'm not trying to make a file which is impossible to open, but a file which will give the user a headache if he tries to edit it through usual methods.)

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  • OpenGL ES 2.0. Sprite Sheet Animation

    - by Project Dumbo Dev
    I've found a bunch of tutorials on how to make this work on Open GL 1 & 1.1 but I can't find it for 2.0. I would work it out by loading the texture and use a matrix on the vertex shader to move through the sprite sheet. I'm looking for the most efficient way to do it. I've read that when you do the thing I'm proposing you are constantly changing the VBO's and that that is not good. Edit: Been doing some research myself. Came upon this two Updating Texture and referring to the one before PBO's. I can't use PBO's since i'm using ES version of OpenGL so I suppose the best way is to make FBO's but, what I still don't get, is if I should create a Sprite atlas/batch and make a FBO/loadtexture for each frame of if I should load every frame into the buffer and change just de texture directions.

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  • How to syncronize two animations without delays

    - by GeKi
    I have one character idle animation running inside a game in a loop, over and over again. A a certain time I trigger another animation to be played, for the same character. The second animation won't play immediately, as will be a discontinuity in my character animation. First I wait for the idle animation to finish and then I play my second animation. Now I have a smooth, continuous animation, BUT I have introduced a delay between my action and character animation. If I play the second animation right away as it is triggered, the character animation won't be continuous and smooth. I was thinking on breaking the idle animation in small pieces and also to have the same number of second action animations to match the last frame of the idle pieces. This won't solve the delay completely, only will minimize it a bit. So it's a magic formula of how can I get rid of this delay? Thanks.

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  • How to pause and resume a game in XNA using the same key?

    - by user13095
    I'm attempting to implement a really simple game state system, this is my first game - trying to make a Tetris clone. I'd consider myself a novice programmer at best. I've been testing it out by drawing different textures to the screen depending on the current state. The 'Not Playing' state seems to work fine, I press Space and it changes to 'Playing', but when I press 'P' to pause or resume the game nothing happens. I tried checking current and previous keyboard states thinking it was happening to fast for me to see, but again nothing seemed to happen. If I change either the pause or resume, so they're both different, it works as intended. I'm clearly missing something obvious, or completely lacking some know-how in regards to how update and/or the keyboard states work. Here's what I have in my Update method at the moment: protected override void Update(GameTime gameTime) { KeyboardState CurrentKeyboardState = Keyboard.GetState(); // Allows the game to exit if (CurrentKeyboardState.IsKeyDown(Keys.Escape)) this.Exit(); // TODO: Add your update logic here if (CurrentGameState == GameStates.NotPlaying) { if (CurrentKeyboardState.IsKeyDown(Keys.Space)) CurrentGameState = GameStates.Playing; } if (CurrentGameState == GameStates.Playing) { if (CurrentKeyboardState.IsKeyDown(Keys.P)) CurrentGameState = GameStates.Paused; } if (CurrentGameState == GameStates.Paused) { if (CurrentKeyboardState.IsKeyDown(Keys.P)) CurrentGameState = GameStates.Playing; } base.Update(gameTime); }

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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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  • webgame engine how does it works

    - by TWCrap
    Hy all, first off all, don't yell that i shouldn't start with it, i just want to know how that works... The thing is, how does the engine of an webgame works. A game like tribalwars, grepolis and forge of empires. How does that keeping alive work. I mean, a user is building an building, and quit the browser... The building is build even when the session of the user is expired. but the points of the user is updated when the building is finished... So how does that works. What do you guys think? do they have some kind of cronjob that is fired every second, and that walks throug the database, and search for finished buildings, and update's the stuff? or do you guys think that they do it difrent?!? I hope that i was clear. -NOTE- i don't need anny code, i'm just intrested in the progress behind the game... Greetingz Marc

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  • Predicted target location

    - by user3256944
    I'm having an issue with calculating the predicted linear angle a projectile needs to move in to intersect a moving enemy ship for my 2D game. I've tried following the document here, but what I've have come up with is simply awful. protected Vector2 GetPredictedPosition(float angleToEnemy, ShipCompartment origin, ShipCompartment target) { // Below obviously won't compile (document wants a Vector, not sure how to get that from a single float?) Vector2 velocity = target.Thrust - 25f; // Closing velocity (25 is example projectile velocity) Vector2 distance = target.Position - origin.Position; // Range to close double time = distance.Length() / velocity.Length(); // Time // Garbage code, doesn't compile, this method is incorrect return target.Position + (target.Thrust * time); } I would be grateful if the community can help point out how this is done correctly.

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  • Help with timebased scoring algorithm

    - by Dave
    Im trying to devise an appropriate scoring system for my game. The game in essense has a finite number of tasks to complete (say 20) and the quicker you complete these task, the more points you get. I had devised a basic way of doing this using bands of time multiplied by a score for that band multiplied by the number of tasks solved within that time band i.e. (Time Band) = (Points) 1-5 sec = 15, 5-10 secs = 10, 10-20 secs = 5, 20-30 secs = 3, 40 secs onwards = 1, So for example if I did 3 tasks in the 1-5sec band i'd get 15*3=45points, if i found 10 in the 20-30sec band i'd get 3*10=30 points. Im sure there is a more mathematical way of doing this using powers of some kind but I just can't think how and hoping someone has already done something smilar.. Many thanks in advance

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  • Do you think that in the future it'll be possible to develop games on OS X by using Python and the latest library "Sprite kit" made by Apple? [on hold]

    - by Cesco
    I don't understand a lot about game engines and modules for Python, even though I'm aware of the existance of PyGame and Pyglets, so please don't bash me too hard if I'll wrote something wrong in this question :-) When I upgraded my Mac to the latest version of OS X, I noticed for the first time that Apple is providing a library named Sprite kit for developing games on both iOS and OS X. It looks to me fairly complete, and the fact is managed by a big company gives me the impression of being well-supported for the time being; in summary, it looks... cool. Actually in order to take advantage of "Sprite kit" you need to code in Obj-C. Since I don't know Obj-C but only a little bit of Python, do you think that there's a chance that sooner or later someone will make a wrapper for Python ? Thank you very much and best regards

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  • What is the correct way to implement hit detection with non-rectangular sprites?

    - by hogni89
    What is the correct way to implement hit or touch detection for non-rectangular sprites in Cocos2d? I am working on a jigsaw puzzle, so our sprites have some strange forms (jigsaw puzzle bricks). As of now, we have implemented the "detection" this way: - (void)selectSpriteForTouch:(CGPoint)touchLocation { CCSprite * newSprite = nil; // Loop array of sprites for (CCSprite *sprite in movableSprites) { // Check if sprite is hit. // TODO: Swap if with something better. if (CGRectContainsPoint(sprite.boundingBox, touchLocation)) { newSprite = sprite; break; } } if (newSprite != selSprite) { // Move along, nothing to see here // Not the problem } } - (BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event { CGPoint touchLocation = [self convertTouchToNodeSpace:touch]; [self selectSpriteForTouch:touchLocation]; return TRUE; } I know that the problem is in the keyword "sprite.boundingBox". Is there a better way of implementing this, or is it a limitation when using sprites based on .png's? If so, how should I proceed?

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  • b2Body moves without stopping

    - by SentineL
    I got a quite strange bug. It is difficult to explain it in two words, but i'll try to do this in short. My b2Body has restitution, friction, density, mass and collision group. I controlling my b2Body via setting linear velocity to it (called on every iteration): (void)moveToDirection:(CGPoint)direction onlyHorizontal:(BOOL)horizontal { b2Vec2 velocity = [controlledObject getBody]-GetLinearVelocity(); double horizontalSpeed = velocity.x + controlledObject.acceleration * direction.x; velocity.x = (float32) (abs((int) horizontalSpeed) < controlledObject.runSpeed ? horizontalSpeed : controlledObject.maxSpeed * direction.x); if (!horizontal) { velocity.y = velocity.y + controlledObject.runSpeed * direction.y; } [controlledObject getBody]->SetLinearVelocity(velocity); } My floor is static b2Body, it has as restitution, friction, density, mass and same collision group in some reason, I'm setting b2Body's friction of my Hero to zero when it is moving, and returning it to 1 when he stops. When I'm pushing run button, hero runs. when i'm releasing it, he stops. All of this works perfect. On jumping, I'm setting linear velocity to my Hero: (void)jump { b2Vec2 velocity = [controlledObject getBody]->GetLinearVelocity(); velocity.y = velocity.y + [[AppDel cfg] getHeroJumpVlelocity]; [controlledObject getBody]->SetLinearVelocity(velocity); } If I'll run, jump, and release run button, while he is in air, all will work fine. And here is my problem: If I'll run, jump, and continue running on landing (or when he goes from one static body to another: there is small fall, probably), Hero will start move, like he has no friction, but he has! I checked this via beakpoints: he has friction, but I can move left of right, and he will never stop, until i'll jump (or go from one static body to another), with unpressed running button. I allready tried: Set friction to body on every iteration double-check am I setting friction to right fixture. set Linear Damping to Hero: his move slows down on gugged moveing. A little more code: I have a sensor and body fixtures in my hero: (void) addBodyFixture { b2CircleShape dynamicBox; dynamicBox.m_radius = [[AppDel cfg] getHeroRadius]; b2FixtureDef bodyFixtureDef; bodyFixtureDef.shape = &dynamicBox; bodyFixtureDef.density = 1.0f; bodyFixtureDef.friction = [[AppDel cfg] getHeroFriction]; bodyFixtureDef.restitution = [[AppDel cfg] getHeroRestitution]; bodyFixtureDef.filter.categoryBits = 0x0001; bodyFixtureDef.filter.maskBits = 0x0001; bodyFixtureDef.filter.groupIndex = 0; bodyFixtureDef.userData = [NSNumber numberWithInt:FIXTURE_BODY]; [physicalBody addFixture:bodyFixtureDef]; } (void) addSensorFixture { b2CircleShape sensorBox; sensorBox.m_radius = [[AppDel cfg] getHeroRadius] * 0.95; sensorBox.m_p.Set(0, -[[AppDel cfg] getHeroRadius] / 10); b2FixtureDef sensor; sensor.shape = &sensorBox; sensor.filter.categoryBits = 0x0001; sensor.filter.maskBits = 0x0001; sensor.filter.groupIndex = 0; sensor.isSensor = YES; sensor.userData = [NSNumber numberWithInt:FIXTURE_SENSOR]; [physicalBody addFixture:sensor]; } Here I'm tracking is hero in air: void FixtureContactListener::BeginContact(b2Contact* contact) { // We need to copy out the data because the b2Contact passed in // is reused. Squirrel *squirrel = (Squirrel *)contact->GetFixtureB()->GetBody()->GetUserData(); if (squirrel) { [squirrel addContact]; } } void FixtureContactListener::EndContact(b2Contact* contact) { Squirrel *squirrel = (Squirrel *)contact->GetFixtureB()->GetBody()->GetUserData(); if (squirrel) { [squirrel removeContact]; } } here is Hero's logic on contacts: - (void) addContact { if (contactCount == 0) [self landing]; contactCount++; } - (void) removeContact { contactCount--; if (contactCount == 0) [self flying]; if (contactCount <0) contactCount = 0; } - (void)landing { inAir = NO; acceleration = [[AppDel cfg] getHeroRunAcceleration]; [sprite stopAllActions]; (running ? [sprite runAction:[self runAction]] : [sprite runAction:[self standAction]]); } - (void)flying { inAir = YES; acceleration = [[AppDel cfg] getHeroAirAcceleration]; [sprite stopAllActions]; [self flyAction]; } here is Hero's moving logic: - (void)stop { running = NO; if (!inAir) { [sprite stopAllActions]; [sprite runAction:[self standAction]]; } } - (void)left { [physicalBody setFriction:0]; if (!running && !inAir) { [sprite stopAllActions]; [sprite runAction:[self runAction]]; } running = YES; moveingDirection = NO; [bodyControls moveToDirection:CGPointMake(-1, 0) onlyHorizontal:YES]; } - (void)right { [physicalBody setFriction:0]; if (!running && !inAir) { [sprite stopAllActions]; [sprite runAction:[self runAction]]; } running = YES; moveingDirection = YES; [bodyControls moveToDirection:CGPointMake(1, 0) onlyHorizontal:YES]; } - (void)jump { if (!inAir) { [bodyControls jump]; } } and here is my update method (called on every iteration): - (void)update:(NSMutableDictionary *)buttons { if (!isDead) { [self updateWithButtonName:BUTTON_LEFT inButtons:buttons whenPressed:@selector(left) whenUnpressed:@selector(stop)]; [self updateWithButtonName:BUTTON_RIGHT inButtons:buttons whenPressed:@selector(right) whenUnpressed:@selector(stop)]; [self updateWithButtonName:BUTTON_UP inButtons:buttons whenPressed:@selector(jump) whenUnpressed:@selector(nothing)]; [self updateWithButtonName:BUTTON_DOWN inButtons:buttons whenPressed:@selector(nothing) whenUnpressed:@selector(nothing)]; [sprite setFlipX:(moveingDirection)]; } [self checkPosition]; if (!running) [physicalBody setFriction:[[AppDel cfg] getHeroFriction]]; else [physicalBody setFriction:0]; } - (void)updateWithButtonName:(NSString *)buttonName inButtons:(NSDictionary *)buttons whenPressed:(SEL)pressedSelector whenUnpressed:(SEL)unpressedSelector { NSNumber *buttonNumber = [buttons objectForKey:buttonName]; if (buttonNumber == nil) return; if ([buttonNumber boolValue]) [self performSelector:pressedSelector]; else [self performSelector:unpressedSelector]; } - (void)checkPosition { b2Body *body = [self getBody]; b2Vec2 position = body->GetPosition(); CGPoint inWorldPosition = [[AppDel cfg] worldMeterPointFromScreenPixel:CGPointMake(position.x * PTM_RATIO, position.y * PTM_RATIO)]; if (inWorldPosition.x < 0 || inWorldPosition.x > WORLD_WIDGH / PTM_RATIO || inWorldPosition.y <= 0) { [self kill]; } }

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  • Why is my primitive xna square not drawn/shown?

    - by Mech0z
    I have made this class to draw a rectangle, but I cant get it to be drawn, I have no issues displaying a 3d model created in 3dmax, but shown these primitives seems much harder I use this to create it board = new Board(Vector3.Zero, 1000, 1000, Color.Yellow); And here is the implementation using System; using System.Net; using System.Windows; using System.Windows.Controls; using System.Windows.Documents; using System.Windows.Ink; using System.Windows.Input; using System.Windows.Shapes; using Quadro.Models; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace Quadro { public class Board : IGraphicObject { //Private Fields private Vector3 modelPosition; private BasicEffect effect; private VertexPositionColor[] vertices; private Matrix rotationMatrix; private GraphicsDevice graphicsDevice; private Matrix cameraProjection; //Constructor public Board(Vector3 position, float length, float width, Color color) { var _color = color; vertices = new VertexPositionColor[6]; vertices[0].Position = new Vector3(position.X, position.Y, position.Z); vertices[1].Position = new Vector3(position.X, position.Y + width, position.Z); vertices[2].Position = new Vector3(position.X + length, position.Y, position.Z); vertices[3].Position = new Vector3(position.X + length, position.Y, position.Z); vertices[4].Position = new Vector3(position.X, position.Y + width, position.Z); vertices[5].Position = new Vector3(position.X + length, position.Y + width, position.Z); for(int i = 0; i < vertices.Length; i++) { vertices[i].Color = color; } initFields(); } private void initFields() { graphicsDevice = SharedGraphicsDeviceManager.Current.GraphicsDevice; effect = new BasicEffect(graphicsDevice); modelPosition = Vector3.Zero; float screenWidth = (float)graphicsDevice.Viewport.Width; float screenHeight = (float)graphicsDevice.Viewport.Height; float aspectRatio = screenWidth / screenHeight; this.cameraProjection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), aspectRatio, 1.0f, 10000.0f); this.rotationMatrix = Matrix.Identity; } //Public Methods public void Update(GameTimerEventArgs e) { } public void Draw(Vector3 cameraPosition, GameTimerEventArgs e) { Matrix cameraView = Matrix.CreateLookAt(cameraPosition, Vector3.Zero, Vector3.Up); foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); effect.World = rotationMatrix * Matrix.CreateTranslation(modelPosition); effect.View = cameraView; effect.Projection = cameraProjection; graphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleList, vertices, 0, 2, VertexPositionColor.VertexDeclaration); } } public void Rotate(Matrix rotationMatrix) { this.rotationMatrix = rotationMatrix; } public void Move(Vector3 moveVector) { this.modelPosition += moveVector; } } }

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  • What are the statements in XNA?

    - by Katie Hajduk
    A hypothetical game called “AlienShooter” needs to be able to work on Windows and on the Xbox. In the Windows version, the keyboard will handle firing at alien spaceships, and this functionality is contained within a method called “KeyboardSupport()”. In the Xbox version of the game, the gamepad will be used for shooting, and this functionality is contained within a method called “GamepadSupport()”. Write the statement(s) that must be added so that the appropriate code is used in the each version of the game.

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  • Start Game Programming [on hold]

    - by vishalpamnani
    I am 23 and working as a Software Developer. Though my work is entirely based on Java and Advanced Java, I know a very little and all my interest is in developing games. I want to make a my career in Gaming Industry as a Game Programmer. I am not able to figure out the starting step to start with Game Programming. I have zero knowledge with developing games and never ever tried a tiniest of game. Please suggest me from where to start. Which programming language to start with? What should be my practice? What references to use? What type of games to begin with? BTW my preferable language would be C++ ~Thanks

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  • how to calculate intersection time and place of multiple moving arcs

    - by user20733
    I have rocks orbiting moons, moons orbiting planets, planets orbiting suns, and suns orbiting black holes, and the current system could have many many layers of orbitage. the position of any object is a function of time and relative to the object it orbits. (so far so good). now I want to know for a given 2 objects(A,B), a start time and a speed, how can I work out the when and where to go. I can work out where A and B is given a time. so i just need. 1: direction to travel in from A to B(remember B is moving(not in a straight line)) 2: Time to get to b in a straight line. travel must be in a straight line with the shortest possible distance. as an extension to this question, how will i know if its better to wait, EG is it faster to stay on object A and wait for a hour when the objects may be closer, than to set off from A to B at the start. Cheers, it hurt my brain.

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  • How to attract modders to your game?

    - by akaltar
    I am developing a game, but as I am working on it alone, the amount of content I can create is very limited. Because of that I want my game to be modded, for this purpose I am planning to create a complete modding API which would be exposed for lua scripting. I would also create tutorials to get people started. And the "Original" game would also be a "mod"(similar to Warcraft III maps) . My question is: What can a developer do to encourage modding of its game? PS: my game is a sandbox-ish multiplayer survival(most things are procedural).

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  • Polygon is rotating too fast

    - by Manderin87
    I am going to be using a polygon collision detection method to test when objects collide. I am attempting to rotate a polygon to match the sprites rotation. However, the polygon is rotating too fast, much faster than the sprite is. I feel its a timing issue, but the sprite rotates like it is supposed to. Can anyone look at my code and tell me what could be causing this issue? public void rotate(float x0, float y0, double angle) { for(Point point : mPoints) { float x = (float) (x0 + (point.x - x0) * Math.cos(Utilities.toRadians(angle)) - (point.y - y0) * Math.sin(Utilities.toRadians(angle))); float y = (float) (y0 + (point.x - x0) * Math.sin(Utilities.toRadians(angle)) + (point.y - y0) * Math.cos(Utilities.toRadians(angle))); point.x = x; point.y = y; } } This algorithm works when done singly, but once I plug it into the update method the rotation is too fast. The Points used are: P1 608, 368 P2 640, 464 P3 672, 400 Origin x0 is: 640 400 The angle goes from 0 to 360 as the sprite rotates. When the codes executes the triangle looks like a star because its moving so fast. The rotation is done in the sprites update method. The rotation method just increases the sprites degree by .5 when it executes. public void update() { if(isActive()) { rotate(); mBounding.rotate(mPosition.x, mPosition.y, mDegree); } }

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