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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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  • Deep Cloning C++ class that inherits CCNode in Cocos2dx

    - by A Devanney
    I stuck with something in Cocos2dx ... I'm trying to deep clone one of my classes that inherits CCNode. Basically i have.... GameItem* pTemp = new GameItem(*_actualItem); // loops through all the blocks in gameitem and updates their position pTemp->moveDown(); // if in boundary or collision etc... if (_gameBoard->isValidMove(pTemp)) { _actualItem = pTemp; // display the position CCLog("pos (1) --- (X : %d,Y : %d)", _actualItem->getGridX(),_actualItem->getGridY()); } Then doesn't work, because the gameitem inherits CCNode and has the collection of another class that also inherits CCNode. its just creating a shallow copy and when you look at children of the gameitem node in the copy, just point to the original? class GameItem : public CCNode { // maps to the actual grid position of the shape CCPoint* _rawPosition; // tracks the current grid position int _gridX, _gridY; // tracks the change if the item has moved CCPoint _offset; public: //constructors GameItem& operator=(const GameItem& item); GameItem(Shape shape); ... } then in the implementation.... GameItem& GameItem::operator=(const GameItem& item) { _gridX = item.getGridX(); _gridY = item.getGridY(); _offset = item.getOffSet(); _rawPosition = item.getRawPosition(); // how do i copy the node? return *this; } // shape contains an array of position for the game character GameItem::GameItem(Shape shape) { _rawPosition = shape.getShapePositions(); //loop through all blocks in position for (int i = 0; i < 7; i++) { // get the position of the first block in the shape and add to the position of the first block int x = (int) (getRawPosition()[i].x + getGridX()); int y = (int) (getRawPosition()[i].y + getGridY()); //instantiate a block with the position and type Block* block = Block::blockWithFile(x,y,(i+1), shape); // add the block to the this node this->addChild(block); } } And for clarity here is the block class class Block : public CCNode{ private: // using composition over inheritance CCSprite* _sprite; // tracks the current grid position int _gridX, _gridY; // used to store actual image number int _blockNo; public: Block(void); Block(int gridX, int gridY, int blockNo); Block& operator=(const Block& block); // static constructor for the creation of a block static Block* blockWithFile(int gridX, int gridY,int blockNo, Shape shape); ... } The blocks implementation..... Block& Block::operator=(const Block& block) { _sprite = new CCSprite(*block._sprite); _gridX = block._gridX; _gridY = block._gridY; _blockNo = block._blockNo; //again how to clone CCNode? return *this; } Block* Block::blockWithFile(int gridX, int gridY,int blockNo, Shape shape) { Block* block = new Block(); if (block && block->initBlockWithFile(gridX, gridY,blockNo, shape)) { block->autorelease(); return block; } CC_SAFE_DELETE(block); return NULL; } bool Block::initBlockWithFile(int gridX, int gridY,int blockNo, Shape shape) { setGridX(gridX); setGridY(gridY); setBlockNo(blockNo); const char* characterImg = helperFunctions::Format(shape.getFileName(),blockNo); // add to the spritesheet CCTexture2D* gameArtTexture = CCTextureCache::sharedTextureCache()->addImage("Character.pvr.ccz"); CCSpriteBatchNode::createWithTexture(gameArtTexture); // block settings _sprite = CCSprite::createWithSpriteFrameName(characterImg); // set the position of the block and add it to the layer this->setPosition(CONVERTGRIDTOACTUALPOS_X_Y(gridX,gridY)); this->addChild(_sprite); return true; } Any ideas are welcome at this point!! thanks

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  • how does HDR work?

    - by dotminic
    I'm trying to understand what HDR is and how it works. I understand the basic concepts and have an slight idea of how it is implemented with D3D/hlsl. However it's still pretty foggy. Say I'm rendering a sphere with a texture of the earth and a small point list of vertices to act as stars, how would I render this in HDR ? Here are a few things I'm confused about: I'm guessing, I can't use just any basic image format for the texture as the values would be limited to [0, 255] and clamped to [0, 1] in a shader. Same goes for the back buffer, I take it the format needs to be a float point format ? What are the other steps involved ? Surely there has to be more than just using floating point formats to render to a render target and then apply some bloom as a post process ? (considering the output will be 8bpp anyway) Basically, what are the steps for HDR ? How does it work ? I can't seem to find any good papers / articles that describe the process, other than this one, but it seems to skim over the basics a little, so it's confusing.

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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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  • What is the correct way to use glTexCoordPointer?

    - by RubyKing
    I'm trying to work out how to use this function glTexCoordPointer. The man page states that I must set a pointer to the first element of the array that uses the texture cordinate. Here is my array: static const GLfloat GUIVertices[] = { //FIRST QUAD 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, -1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.94f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.94f, 0.0f, 1.0f, 1.0f, 1.0f, //2ND QUAD // x y z w X Y 1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 0.0f, -1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, -0.94f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, -0.94f, 0.0f, 1.0f, 1.0f, 1.0, }; But how do I set the pointer correctly for the fifth element on the 2nd quad first row? I was thinking something like this: glTexCoordPointer(1, GL_FLOAT, 6, reinterpret_cast<const GLvoid *>(29 * sizeof(float)));

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  • How are OpenGL ES 1 framebuffers and textures sized?

    - by jens
    I am trying to draw to a texture using a framebuffer using OpenGL ES 1.1 on Android, Java. Afterwords I want to overlay this texture full-screen over my game. In theory, this works like a charm, but somehow the coordinates are off. For testing I drew something at (0,0) with width and height 200, and it partly is off-screen. This is how I create the framebuffer: fb = new int[1]; depthRb = new int[1]; renderTex = new int[1]; gl11ep.glGenFramebuffersOES(1, fb, 0); gl11ep.glGenRenderbuffersOES(1, depthRb, 0); // the depth buffer gl.glGenTextures(1, renderTex, 0);// generate texture gl.glBindTexture(GL10.GL_TEXTURE_2D, renderTex[0]); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT); texBuffer = ByteBuffer.allocateDirect(buf.length*4).order(ByteOrder.nativeOrder()).asIntBuffer(); gl.glTexImage2D(GL10.GL_TEXTURE_2D, 0, GL10.GL_LUMINANCE, texW, texH, 0, GL10.GL_LUMINANCE, GL10.GL_UNSIGNED_BYTE, texBuffer); gl11ep.glBindRenderbufferOES(GL11ExtensionPack.GL_RENDERBUFFER_OES, depthRb[0]); gl11ep.glRenderbufferStorageOES(GL11ExtensionPack.GL_RENDERBUFFER_OES, GL11ExtensionPack.GL_DEPTH_COMPONENT16, texW, texH); Before I draw, I do this: gl11ep.glBindFramebufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, fb[0]); gl.glClearColor(0f, 0f, 0f, 0f); // specify texture as color attachment gl11ep.glFramebufferTexture2DOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, GL11ExtensionPack.GL_COLOR_ATTACHMENT0_OES, GL10.GL_TEXTURE_2D, renderTex[0], 0); // attach render buffer as depth buffer gl11ep.glFramebufferRenderbufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, GL11ExtensionPack.GL_DEPTH_ATTACHMENT_OES, GL11ExtensionPack.GL_RENDERBUFFER_OES, depthRb[0]); I set texW = 1024 and texH = 512. When rendering this texture fullscreen, with a lightmask (size 200x200) placed at (0, 0) and (texW/2, texH/2). You can see that it seems like the coordinate system doesnt start at (0,0) as that light overlaps the screen and the images are not drawn as squares (my lightcone-texture is a circle, not an ellipse). So, how is the coordinate system of this offscreen-drawn texture defined? Thanks

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  • I enabled and setup glBlendFunc, but my texture has a white outline. What am I doing wrong?

    - by vinzBad
    You can see most of my source code in this question: Instead of the specified Texture, black circles on a green background are getting rendered. Why? Now I have the problem, that my texture has a white outline on its transparent parts. After googling and setting up glBlendFunc, the outline just got "softer". This is how it looks like: This is how I now setup OpenGL: public static void SetupGL() { GL.Enable(EnableCap.Blend); GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha); GL.Enable(EnableCap.Texture2D); GL.Hint(HintTarget.PerspectiveCorrectionHint, HintMode.Nicest); }

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  • How much time it will take to learn 3ds Max

    - by Mirror51
    I am not a 3d developer but i want to lean 3ds max just for simple house building with 2-3 rooms. Actually i don't want to develop from scratch . What i really want to do is get the existing models of homes , rooms , hotels from the internet and add my name there or my photo there , just for fun . SO i want to know that how much time do u think it will take me to that sort of stuff. Its not my career but just hobby . If its going to take longer time , then i don't want to waste but i can get going in one week or so that will go good but i want to ask from experience developers thanks

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  • XNA- Transforming children

    - by user1806687
    So, I have a Model stored in MyModel, that is made from three meshes. If you loop thrue MyModel.Meshes the first two are children of the third one. And was just wondering, if anyone could tell me where is the problem with my code. This method is called whenever I want to programmaticly change the position of a whole model: public void ChangePosition(Vector3 newPos) { Position = newPos; MyModel.Root.Transform = Matrix.CreateScale(VectorMathHelper.VectorMath(CurrentSize, DefaultSize, '/')) * Matrix.CreateFromAxisAngle(MyModel.Root.Transform.Up, MathHelper.ToRadians(Rotation.Y)) * Matrix.CreateFromAxisAngle(MyModel.Root.Transform.Right, MathHelper.ToRadians(Rotation.X)) * Matrix.CreateFromAxisAngle(MyModel.Root.Transform.Forward, MathHelper.ToRadians(Rotation.Z)) * Matrix.CreateTranslation(Position); Matrix[] transforms = new Matrix[MyModel.Bones.Count]; MyModel.CopyAbsoluteBoneTransformsTo(transforms); int count = transforms.Length - 1; foreach (ModelMesh mesh in MyModel.Meshes) { mesh.ParentBone.Transform = transforms[count]; count--; } } This is the draw method: foreach (ModelMesh mesh in MyModel.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.View = camera.view; effect.Projection = camera.projection; effect.World = mesh.ParentBone.Transform; effect.EnableDefaultLighting(); } mesh.Draw(); } The thing is when I call ChangePosition() the first time everything works perfectlly, but as soon as I call it again and again. The first two meshes(children meshes) start to move away from the parent mesh. Another thing I wanted to ask, if I change the scale/rotation/position of a children mesh, and then do CopyAbsoluteBoneTransforms() will children meshes be positioned properlly(at the proper distance) or would achieving that require more math/methods? Thanks in advance

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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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  • XNA 4 game for both profiles

    - by Vodácek
    I am writing game in XNA 4 and this version have two profiles hi-def and reach. My problem is that I need to have my game code for each of these profiles and is very uncomfortable to have two projects and do all changes in both of them. My idea was to use preprocessor directive (i am not sure about name of this, http://msdn.microsoft.com/en-us/library/ed8yd1ha%28v=vs.71%29.aspx) and use IF statement at places with problems with profile. There is only problem that program needs to be compiled two times (for each profile) and manually changed directive and project settings to another profile. And my questions are: Is that good way? Is there better and cleaner way how to do this?

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  • 3d js map rendering

    - by gotha
    In the past I've done a 2D tile map using HTML, CSS and Javascript. Now I have the task of creating a 3D version using the same technologies - think of it like a space map where all planets have x/y/z positions. Currently, I have no idea to do this. Is there an existing library or something I can modify to do my job? If not, what method of rendering the map should I use? It needs to be as browser independent as possible, so I can't use webgl, flash or canvas. I'm considering plain JS & HTML or SVG (using Raphael for compatibility).

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  • record and replay directinput events

    - by cloudraven
    I am trying to build a record and replay system for a couple of games. I was wondering if I can make a general replay engine using directinput rather than doing an specific implementation for each game. Recording DirectInput events doesn't seem to be that much of a problem, but I don't know if there is a way to play them back. My question is, is there a way to feed DirectInput events from a log and make DirectInput believe that they came from mouse/joystick/keyboard? I assume it is unlikely, but if there is a way I would be interested in learning about it.

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  • Fast lighting with multple lights

    - by codymanix
    How can I implement fast lighting with multiple lights? I don't want to restrain the player, he can place an unlimited number and possibly overlapping (point) lights into the level. The problem is that shaders which contain dynamic loops which would be necessary to calculate the lighting tend to be very slow. I had the idea that if it could be possible at compiletime to compile a shader n times where n is the number of lights. If the number n is known at compiletime, the loops can be unrolled automatically. Is this possible to generate n versions of the same shader with just a different number of lights? At runtime I could then decide which shader to use for which part of the level.

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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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  • 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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  • Is it possible to programmatically prevent a game from pausing when its window loses focus?

    - by user836045
    I'm playing Skyrim in windowed mode and I am trying to create a bot for this game for personal use. I would like to have the bot play the game in the background, while I do other things, the only problem is that the game window pauses when it loses focus. Is there a way to make the Skyrim process think that it still has the focus, so it continues to run while I do something else on another window? I'm not a windows programming expert but would this be possible if I could somehow intercept the message that says unfocused or minimized to the process, and thus let the process think its still focused? I think Skyrim uses directx, so is it possible to come up with a solution from that end?

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  • Proper way to encapsulate a Shader into different modules

    - by y7haar
    I am planning to build a Shader system which can be accessed through different components/modules in C++. Each component has its own functionality like transform-relevated stuff (handle the MVP matrix, ...), texture handler, light calculation, etc... So here's an example: I would like to display an object which has a texture and a toon shading material applied and it should be moveable. So I could write ONE shading program that handles all 3 functionalities and they are accessed through 3 different components (texture-handler, toon-shading, transform). This means I have to take care of feeding a GLSL shader with different uniforms/attributes. This implies to know all necessary uniform locations and attribute locations, that the GLSL shader owns. And it would also necessary to provide different algorithms to calculate the value for each input variable. Similar functions would be grouped together in one component. A possible way would be, to wrap all shaders in a own definition file written in JSON/XML and parse that file in C++ to get all input members and create and compile the resulting GLSL. But maybe there is another way that is not so complex? So I'm searching for a way to build a system like that, but I'm not sure yet which is the best approach.

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  • Phone complains that identical GLSL struct definition differs in vert/frag programs

    - by stephelton
    When I provide the following struct definition in linked frag and vert shaders, my phone (Samsung Vibrant / Android 2.2) complains that the definition differs. struct Light { mediump vec3 _position; lowp vec4 _ambient; lowp vec4 _diffuse; lowp vec4 _specular; bool _isDirectional; mediump vec3 _attenuation; // constant, linear, and quadratic components }; uniform Light u_light; I know the struct is identical because its included from another file. These shaders work on a linux implementation and on my Android 3.0 tablet. Both shaders declare "precision mediump float;" The exact error is: Uniform variable u_light type/precision does not match in vertex and fragment shader Am I doing anything wrong here, or is my phone's implementation broken? Any advice (other than file a bug report?)

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  • Why are MVC & TDD not employed more in game architecture?

    - by secoif
    I will preface this by saying I haven't looked a huge amount of game source, nor built much in the way of games. But coming from trying to employ 'enterprise' coding practices in web apps, looking at game source code seriously hurts my head: "What is this view logic doing in with business logic? this needs refactoring... so does this, refactor, refactorrr" This worries me as I'm about to start a game project, and I'm not sure whether trying to mvc/tdd the dev process is going to hinder us or help us, as I don't see many game examples that use this or much push for better architectural practices it in the community. The following is an extract from a great article on prototyping games, though to me it seemed exactly the attitude many game devs seem to use when writing production game code: Mistake #4: Building a system, not a game ...if you ever find yourself working on something that isn’t directly moving your forward, stop right there. As programmers, we have a tendency to try to generalize our code, and make it elegant and be able to handle every situation. We find that an itch terribly hard not scratch, but we need to learn how. It took me many years to realize that it’s not about the code, it’s about the game you ship in the end. Don’t write an elegant game component system, skip the editor completely and hardwire the state in code, avoid the data-driven, self-parsing, XML craziness, and just code the damned thing. ... Just get stuff on the screen as quickly as you can. And don’t ever, ever, use the argument “if we take some extra time and do this the right way, we can reuse it in the game”. EVER. is it because games are (mostly) visually oriented so it makes sense that the code will be weighted heavily in the view, thus any benefits from moving stuff out to models/controllers, is fairly minimal, so why bother? I've heard the argument that MVC introduces a performance overhead, but this seems to me to be a premature optimisation, and that there'd more important performance issues to tackle before you worry about MVC overheads (eg render pipeline, AI algorithms, datastructure traversal, etc). Same thing regarding TDD. It's not often I see games employing test cases, but perhaps this is due to the design issues above (mixed view/business) and the fact that it's difficult to test visual components, or components that rely on probablistic results (eg operate within physics simulations). Perhaps I'm just looking at the wrong source code, but why do we not see more of these 'enterprise' practices employed in game design? Are games really so different in their requirements, or is a people/culture issue (ie game devs come from a different background and thus have different coding habits)?

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  • How to achieve 'forward' movement (into the screen) using Cocos2D?

    - by lemikegao
    I'm interested in creating a 2.5D first-person shooter (like Doom) and I currently don't understand how to implement the player moving forward. The player will also be able to browse around the world (left, right, up, down) via gyroscope control. I plan to only use 2D sprites and no 3D models. My first attempt was to increase the scale of layers to make it appear as if the player was moving toward the objects but I'm not sure how to make it seem as if the player is passing around the objects (instead of running into them). If there are extensions that I should take a look at (like Cocos3D), please let me know. Thanks for the help! Note: I've only created 2D games so was hoping to get guided into the right direction

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  • Generating random tunnels

    - by IVlad
    What methods could we use to generate a random tunnel, similar to the one in this classic helicopter game? Other than that it should be smooth and allow you to navigate through it, while looking as natural as possible (not too symmetric but not overly distorted either), it should also: Most importantly - be infinite and allow me to control its thickness in time - make it narrower or wider as I see fit, when I see fit; Ideally, it should be possible to efficiently generate it with smooth curves, not rectangles as in the above game; I should be able to know in advance what its bounds are, so I can detect collisions and generate powerups inside the tunnel; Any other properties that let you have more control over it or offer optimization possibilities are welcome. Note: I'm not asking for which is best or what that game uses, which could spark extended discussion and would be subjective, I'm just asking for some methods that others know about or have used before or even think they might work. That is all, I can take it from there. Also asked on stackoverflow, where someone suggested I should ask here too. I think it fits in both places, since it's as much an algorithm question as it is a gamedev question, IMO.

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  • Crash when using datablocks

    - by scorcher24
    I have really throughly searched the net and could not find any solution for this so I ask for help here. Anyway, I have this datablock in datablocks.cs: datablock t2dSceneObjectDatablock(EnemyShipConfig) { canSaveDynamicFields = "1"; Layer = "3"; size = "64 64"; CollisionActiveSend = "1"; CollisionActiveReceive = "1"; CollisionCallback = true; CollisionLayers = "3"; CollisionDetectionMode = "POLYGON"; CollisionPolyList = "0.00 -0.791 0.756 0.751 -0.746 0.732"; UsesPhysics = "0"; Rotation = "-90"; WorldLimitMode = "KILL"; WorldLimitMax = "880 360"; WorldLimitMin = "-765 -436"; minFireRate = "2000"; maxFireRate = "1200"; laserSpeed = "800"; minSpeed = "100"; maxSpeed = "150"; }; This is an exact reproduction of an object that I have manually edited in the editor. So far, I just used clone() to get as many enemies as I need, while it was out of sight. It is a r-type style shooter, so I need a variable amount of enemies. Since clone() spams my log, I decided to use datablocks, since it is also more flexible. That's what I get when I use clone(): Con::execute - 0 has no namespace: onRemoveFromScene However, once spawning begins, my game freezes and crashes: function SpawnEnemy() { //%spawnedEnemy = EnemyShipMaster.clone(true); %spawnedEnemy = new t2dStaticSprite() { class = "EnemyShip"; sceneGraph = $global_sceneGraph; datablock = "EnemyShipConfig"; imageMap = "starshipImageMap"; layer = 3; }; %speed = getRandom(%spawnedEnemy.minSpeed, %spawnedEnemy.maxSpeed); %y = getRandom(-320, 320); // Set Properties %spawnedEnemy.setPositionX(700); %spawnedEnemy.setPositionY(%y); %spawnedEnemy.setVisible(true); %spawnedEnemy.setLinearVelocityX( -%speed ); %spawnedEnemy.setTimerOn( getRandom( %spawnedEnemy.maxFireRate, %spawnedEnemy.minFireRate ) ); } // Definition of $global_sceneGraph from game.cs: $global_sceneGraph = sceneWindow2D.loadLevel(%level); As I said, it works fine when I use clone() (which is commented out here), but my log gets spammed. I really hope someone can shed some light for me, this is driving me crazy.

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  • Most efficient way to generate 2D portraits

    - by user1221
    Hey, I am not sure if this is a fitting question for gamedev, or if it is too art related. I am currently trying, to create 2D character protraits for my game. At first I tried to draw them and even though it helped polishing my drawing skills the end result either required way too much time or it simply looked like it was created by a grade school kid. So I am currently looking into some tools which from which people like me who are not out of the art-world might benefit. Especially tools which can create a 3D head+hair, so that I can render them. I have tried several 3D generation tools such as makehead and makehuman to create the basic head-shape. But I have to admit I am not well versed in what other options are available/what has the best quality/etc.

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  • Faking Display tree (Sprite) parent child relationships with rasters (BitmapData) in ActionScript 3

    - by Arthur Wulf White
    I am working with Rasters (bitmapData) and blliting (copypixels) in a 2d-game in actionscript 3. I like how you can move a sprite and it moves all it's children, and you can simultaneously move the children creating an interesting visual effect. I do not want to use rotation or scaling however cause I do not know how that can be done without hampering with performance. So I'm not simulating Sprite parent-child behavior and sticking to the movement on the (x, y) axis. What I am planning to do is create a class called RasterContainer which extends bitmapData that has a vector of children of type Raster(extending bitmapData), now I am planning to implement recursive rendering in RasterContainer, that basically copyPixels every child, only changing their (x, y) offset to reflect their parent's offset. My question is, has this been implemented in an existing framework? Is this a good plan? Do I expect a serious performance hit for using recursive methods this way?

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