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  • snapping an angle to the closest cardinal direction

    - by Josh E
    I'm developing a 2D sprite-based game, and I'm finding that I'm having trouble with making the sprites rotate correctly. In a nutshell, I've got spritesheets for each of 5 directions (the other 3 come from just flipping the sprite horizontally), and I need to clamp the velocity/rotation of the sprite to one of those directions. My sprite class has a pre-computed list of radians corresponding to the cardinal directions like this: protected readonly List<float> CardinalDirections = new List<float> { MathHelper.PiOver4, MathHelper.PiOver2, MathHelper.PiOver2 + MathHelper.PiOver4, MathHelper.Pi, -MathHelper.PiOver4, -MathHelper.PiOver2, -MathHelper.PiOver2 + -MathHelper.PiOver4, -MathHelper.Pi, }; Here's the positional update code: if (velocity == Vector2.Zero) return; var rot = ((float)Math.Atan2(velocity.Y, velocity.X)); TurretRotation = SnapPositionToGrid(rot); var snappedX = (float)Math.Cos(TurretRotation); var snappedY = (float)Math.Sin(TurretRotation); var rotVector = new Vector2(snappedX, snappedY); velocity *= rotVector; //...snip private float SnapPositionToGrid(float rotationToSnap) { if (rotationToSnap == 0) return 0.0f; var targetRotation = CardinalDirections.First(x => (x - rotationToSnap >= -0.01 && x - rotationToSnap <= 0.01)); return (float)Math.Round(targetRotation, 3); } What am I doing wrong here? I know that the SnapPositionToGrid method is far from what it needs to be - the .First(..) call is on purpose so that it throws on no match, but I have no idea how I would go about accomplishing this, and unfortunately, Google hasn't helped too much either. Am I thinking about this the wrong way, or is the answer staring at me in the face?

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

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

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  • Climbing boxes in box2D

    - by Rothens
    I've just stepped into the world of Box2D with libgdx. I've already made a stack of boxes: They are dropped randomly ontop of each other. What I'd like to achieve is to make a character, that could freely climb on the boxes, (He can grip on the boxes anywhere, not just on the side/top of a box) but his weight affects the stack as well, so the boxes could fall down. My google-fu failed me... Is there any way to make this possible?

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  • How to make game menu Java

    - by Deathsbreed
    I've been searching all over for how to make a game menu, but I haven't found anything useful. I have a very simple Pong like game (source-code here), and I want to add a main menu to it. This wouldn't be too much of a problem if I was making a standalone with JFrame instead of an Applet, but I want this to be available on the web (not downloaded). I might have been able to do some of it myself, except for the fact that it would mean having a very heavy main class (in this case the GNP.java file). So I was thinking, is there a way to basically have a Java Applet and have it use a JFrame and how? and if not, what could I do? Thanks!

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  • Where can I find resources for RPG Character Sprites? [closed]

    - by IcySnow
    I'm developing a turn-based 2D RPG game. Everything's going fine except the lack of characters' sprites such as moving, attacking animation, etc.... By characters I mean both human-like and monster-like creatures. Is there a website providing sprites for free? Or a program (free or paid, whichever is fine) which will let me create sprites from scratch and automatically generate the images? I tried my best to search for one but the best I've managed to find so far is http://spriters-resource.com/. However, is there something else similar and better out there?

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  • External classes positions don't work?

    - by SystemNetworks
    I have an external class which reads the user's mouse clicks. I gave a position where the user have to click, and when the user clicks on that position, it would turn my boolean "mouse" to true. But when I connect that to my game(state based) class, it does not work. Here's the code: External class public void UI(Input input, GameContainer gc, float posX, float posY) { int x = Mouse.getX(); int y = Mouse.getY(); if(posX<=100 && posY<=100) { if(Mouse.isButtonDown(1)) { mouse = true; } } } Game class(main) public void update(GameContainer gc, StateBasedGame sbg, int delta) throws SlickException { int x = Mouse.getX(); int y = Mouse.getY(); civ.UI(input, gc, x,y); } The problem is when I click my mouse at posX<=100 && posY<=100. It does not work.

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  • "Unclutter" units in RTS game

    - by TravisG
    For intentional reasons, certain units in the game I'm currently programming don't have any collision detection and response among each other. This enables them to clutter right on top of each other. This is a wanted behavior, since there will be situations in the game when the player does want them to stack like that. However, I want to make the process of uncluttering them easy for the player, so that they just have to press a hotkey or click some button on the screen and have the units disperse just enough so it's easy to select a group of them with the mouse (if they stand on top of each other one mouseclick selects all units). How could I do this without running a brute force N^2 nearest neighbor search on all units?

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  • Java 2D World question

    - by Munkybunky
    I have a 2D world background made up of a Grid of graphics, which I display on screen with a viewport (800x600) and it all works. My question is I have the following code to convert the mouse co-ordinates to world co-ordinates then World co-ordinates to grid co-ordinates then grid co-ordinates to screen co-ordinates. //Add camerax to mouse screen co-ords to convert to world co-ords. int cursorx_world=(int)camerax+(int)GameInput.mousex; int cursorx_grid=(int)cursorx_world/blocksize; // World Co-ords / gridsize give grid co-ords int cursorx_screen=-(int)camerax+(cursorx_grid*blocksize); So is there anyway I can convert straight from mouse screen co-ords to screen co-ordinates?

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  • Enabling and Disabling components in Unity

    - by Blue
    I'm trying to create an enable/ disable game objects in Unity. I used GameObject.SetActiveRecursively but it only works one-way. I used a collider in which when an object enters the collider. The game objects become enabled. When they leave or get to a certain point, they disable. How would I make this a two way system, making it able to be enabled while inside the collider and disabled when outside the collider? -- The collider is in the game object who is being disabled and enabled. According to this information from Unity Answers, the object becomes disabled. So how would I make the object enabled?

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  • What is the recommended library for using Lua from C++?

    - by DevilWithin
    I am currently planning how to integrate Lua scripting in my 2D Game Engine, and i would like to go straight to the most adequate solution for having C++ classes and objects exposed. I've read this (if it helps you help): http://lua-users.org/wiki/BindingCodeToLua If you have a better scripting language to recomend, go for it ;D All help is welcome, i need to pickup the best solution to start implementing 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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  • UDK : UTWeap_RocketLauncher gift CreateInventory: Any idea why this does not work properly?

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

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  • Good starting platform for a teenage games programmer

    - by gkrogers
    My son (15) has decided that he wants to pursue a career as a games programmer. I've said that he should get started now with a simple game. He has no programming experience yet, but I am a programmer (business apps, not games) so I can teach him programming, but what would be a good platform for him to start on? Initially I'm looking for something that can provide quick results, to keep his enthusiasm up. What would you suggest?

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  • When to use Euler vs Axis angles vs Quaternions?

    - by manning18
    I understand the theory behind each but I was wondering if people could share their experiences in when one would use one over the other For instance, if you were implementing a chase camera, a FPS-style mouse look or writing some kinematic routine, what would be the factors you consider to go with one type over the other and when might you need to convert from one form of representation to the other? Are there certain things that only one system can do that the others can't? (eg smooth interpolation with quaternions)

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  • pointers to member functions in an event dispatcher

    - by derivative
    For the past few days I've been trying to come up with a robust event handling system for the game (using a component based entity system, C++, OpenGL) I've been toying with. class EventDispatcher { typedef void (*CallbackFunction)(Event* event); typedef std::unordered_map<TypeInfo, std::list<CallbackFunction>, hash_TypeInfo > TypeCallbacksMap; EventQueue* global_queue_; TypeCallbacksMap callbacks_; ... } global_queue_ is a pointer to a wrapper EventQueue of std::queue<Event*> where Event is a pure virtual class. For every type of event I want to handle, I create a new derived class of Event, e.g. SetPositionEvent. TypeInfo is a wrapper on type_info. When I initialize my data, I bind functions to events in an unordered_map using TypeInfo(typeid(Event)) as the key that corresponds to a std::list of function pointers. When an event is dispatched, I iterate over the list calling the functions on that event. Those functions then static_cast the event pointer to the actual event type, so the event dispatcher needs to know very little. The actual functions that are being bound are functions for my component managers. For instance, SetPositionEvent would be handled by void PositionManager::HandleSetPositionEvent(Event* event) { SetPositionEvent* s_p_event = static_cast<SetPositionEvent*>(event); ... } The problem I'm running into is that to store a pointer to this function, it has to be static (or so everything leads me to believe.) In a perfect world, I want to store pointers member functions of a component manager that is defined in a script or whatever. It looks like I can store the instance of the component manager as well, but the typedef for this function is no longer simple and I can't find an example of how to do it. Is there a way to store a pointer to a member function of a class (along with a class instance, or, I guess a pointer to a class instance)? Is there an easier way to address this problem?

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  • Java 2D Tile Collision

    - by opiop65
    I have been working on a way to do collision detection forever, and just can't figure it out. Here's my simple 2D array: for (int x = 0; x < 16; x++) { for (int y = 0; y < 16; y++) { map[x][y] = AIR; if(map[x][y] == AIR) { air.draw(x * tilesize, y * tilesize); } } } for (int x = 0; x < 16; x++) { for (int y = 6; y < 16; y++) { map[x][y] = GRASS; if(map[x][y] == GRASS) { grass.draw(x * tilesize, y * tilesize); } } } for (int x = 0; x < 16; x++) { for (int y = 8; y < 16; y++) { map[x][y] = STONE; if(map[x][y] == STONE) { stone.draw(x * tilesize, y * tilesize); } } } I want to do it with rectangles, and using the intersect() method, but how would I go about adding rectangles to all the tiles? Edit: My player moves like this: if(input.isKeyDown(Input.KEY_W)) { shiftY -= delta * speed; idY = (int) shiftY; if(shift == true) { shiftY -= delta * runspeed; } if(isColliding == true) { shiftY += delta * speed; } } if(input.isKeyDown(Input.KEY_S)) { shiftY += delta * speed; idY = (int) shiftY; if(shift == true) { shiftY += delta * runspeed; } if(isColliding == true) { shiftY -= delta * speed; } } if (input.isKeyDown(Input.KEY_A)) { steve = left; shiftX -= delta * speed; idX = (int) shiftX; if(shift == true) { shiftX -= delta * runspeed; } if(isColliding == true) { shiftX += delta * speed; } } if (input.isKeyDown(Input.KEY_D)) { steve = right; shiftX += delta * speed; idX = (int) shiftX; if(shift == true) { shiftX += delta * runspeed; } if(isColliding == true) { shiftX -= delta * speed; } } (I have tried my own collision code, but its horrible. Doesn't work in the slightest)

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  • How to pass an interface to Java from Unity code?

    - by nickbadal
    First, let me say that this is my first experience with Unity, so the answer may be right under my nose. I've also posted this question on Unity's answers site, but plugin questions don't seem to be as frequently answered there. I'm trying to create a plugin that allows me to access an SDK from my game. I can call SDK methods just fine using AndroidJavaObject and I can pass data to them with no issue. But there are some SDK methods that require an interface to be passed. For example, my Java function: public void attemptLogin(String username, String password, LoginListener listener); Where listener; is a callback interface. I would normally run this code from Java as such: attemptLogin("username", "password", new LoginListener() { @Override public void onSuccess() { //Yay! do some stuff in the game } @Override public void onFailure(int error) { //Uh oh, find out what happened based on error } }); Is there a way to pass a C# interface through JNI/Unity to my attemptLogin function? Or is there a way to create a mimic-ing interface in C# that I can call from inside the Java code (and pass in any kind of parameter)? Thanks in advance! :)

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  • Good practices when optimizing HTML5/Javascript Game Developement [closed]

    - by hustlerinc
    I'm just starting out as a game developer and have created a few crappy but playable clones of classic games like pong, and bomberman. Being self taught (bless the internet) I do this by just stuffing in code to make the games work. Now I feel the time has come to create something complete, for this I need to know how a game is structured. I've searched on the web but there isn't that much to be found. The only "high-level" language I know is javascript so reading a tutorial or article based on C++ doesn't help me that much. I'm looking for good resource's pedagogically covering the theory and possibly examples (in Javascript or pseudo code that is understandable for a beginner) of how the game pieces fit together. From the start screen to asset loading and running the game loop. I'm not looking for anything complicated like reading through a 4000 line source code. All I want to learn is where, how and when the main parts of every game should be called. If you know any good resources to share, or maybe even have an answer for me I would deeply appreciate it.

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  • Visitor-pattern vs inheritance for rendering

    - by akaltar
    I have a game engine that currently uses inheritance to provide a generic interface to do rendering: class renderable { public: void render(); }; Each class calls the gl_* functions itself, this makes the code hard to optimize and hard to implement something like setting the quality of rendering: class sphere : public renderable { public: void render() { glDrawElements(...); } }; I was thinking about implementing a system where I would create a Renderer class that would render my objects: class sphere { void render( renderer* r ) { r->renderme( *this ); } }; class renderer { renderme( sphere& sphere ) { // magically get render resources here // magically render a sphere here } }; My main problem is where should I store the VBOs and where should I Create them when using this method? Should I even use this approach or stick to the current one, perhaps something else? PS: I already asked this question on SO but got no proper answers.

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  • XNA WP7 Texture memory and ContentManager

    - by jlongstreet
    I'm trying to get my WP7 XNA game's memory under control and under the 90MB limit for submission. One target I identified was UI textures, especially fullscreen ones, that would never get unloaded. So I moved UI texture loads to their own ContentManager so I can unload them. However, this doesn't seem to affect the value of Microsoft.Phone.Info.DeviceExtendedProperties.GetValue("ApplicationCurrentMemoryUsage"), so it doesn't look like the memory is actually being released. Example: splash screens. In Game.LoadContent(): Application.Instance.SetContentManager("UI"); // set the current content manager for (int i = 0; i < mSplashTextures.Length; ++i) { // load the splash textures mSplashTextures[i] = Application.Instance.Content.Load<Texture2D>(msSplashTextureNames[i]); } // set the content manager back to the global one Application.Instance.SetContentManager("Global"); When the initial load is done and the title screen starts, I do: Application.Instance.GetContentManager("UI").Unload(); The three textures take about 6.5 MB of memory. Before unloading the UI ContentManager, I see that ApplicationCurrentMemoryUsage is at 34.29 MB. After unloading the ContentManager (and doing a full GC.Collect()), it's still at 34.29 MB. But after that, I load another fullscreen texture (for the title screen background) and memory usage still doesn't change. Could it be keeping the memory for these textures allocated and reusing it? edit: very simple test: protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); PrintMemUsage("Before texture load: "); // TODO: use this.Content to load your game content here red = this.Content.Load<Texture2D>("Untitled"); PrintMemUsage("After texture load: "); } private void PrintMemUsage(string tag) { Debug.WriteLine(tag + Microsoft.Phone.Info.DeviceExtendedProperties.GetValue("ApplicationCurrentMemoryUsage")); } protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here if (count++ == 100) { GC.Collect(); GC.WaitForPendingFinalizers(); PrintMemUsage("Before CM unload: "); this.Content.Dispose(); GC.Collect(); GC.WaitForPendingFinalizers(); PrintMemUsage("After CM unload: "); red = null; spriteBatch.Dispose(); GC.Collect(); GC.WaitForPendingFinalizers(); PrintMemUsage("After SpriteBatch Dispose(): "); } base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here if (red != null) { spriteBatch.Begin(); spriteBatch.Draw(red, new Vector2(0,0), Color.White); spriteBatch.End(); } base.Draw(gameTime); } This prints something like (it changes every time): Before texture load: 7532544 After texture load: 10727424 Before CM unload: 9875456 After CM unload: 9953280 After SpriteBatch Dispose(): 9953280

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  • Input prediction and server re-simultaion

    - by Lope
    I have read plenty of articles about multiplayer principles and I have basic client-server system set up. There is however one thing I am not clear on. When player enters input, it is sent to the server and steps back in time to check if what should have happened at the time of that input and it resimulates the world again. So far everything's clear. All articles took shooting as an example, because it is easy to explain and it is pretty straightforward, but I believe movement is more complicated. Imagine following situation: 2 players move towards each other. A------<------B Player A stops halfway towards the collision point, but there is lag spike so the command does not arrive on the server for a second or so. Current state of the world on the server (and on the other clients as well) at the time when input arrives is this: [1]: -------AB------- The command arrives and we go back in time and re-simulate the world, the result is this: [2]: ---AB----------- Player A sees situation [2] which is correct, but the player is suddenly teleported from the position in [1] (center) to the position in [2]. Is this how this is supposed to work? Point of the client prediction is to give lagged player feeling that everything is smooth, not to ruin experience for other players. Alternative is to discard timestamp on the player's input and handle it when it arrives on the server without going back in time. This, however, creates even more severe problems for lagged player (even if he is lagging just a bit)

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  • Whole continent simulation [on hold]

    - by user2309021
    Let's suppose I am planning to create a simulation of an entire continent at some point in the past (let's say, around 0 A.D). Is it feasible to spawn a hundred million actors that interact with each other and their environments? Having them reproduce, extract resources, etc? The fact is that I actually want to create a simulation that allows me to zoom in from a view of the entire continent up to a single village, and interact with it. (Think as if you could keep zooming in the campaign map of any Total War game and the transition to the battle map was seamless, not a change of the "game mode"). By the way, I have never made a game in my entire life (I have programmed normal desktop applications, though), so I am really having trouble wrapping my head around how to implement such a thing. Even while thinking about how to implement a simple population simulator, without a graphical interface, I think that the O(n) complexity of traversing an array and telling all people to get one year older each time the program ticks is kind of stupid. Any kind help would be greatly appreciated :) EDIT: After being put on hold, I shall specify a question. How would you implement a simulation of all basic human dynamics (reproduction, resource consumption) in an entire continent (with millions of people)?

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  • Brief pause after keypress

    - by user36324
    After i press and hold the key it goes forward once then pauses for a second or less then goes forward on forever. My problem is the brief pause I cant locate the issue. Thanks for your help. while(game){ while (SDL_PollEvent(&e)){ mainChar.manageEvents(e); } background.renderChar(); mainChar.renderChar(); SDL_RenderPresent(ren); } void Character::manageEvents(SDL_Event event) { switch(event.type){ case SDL_KEYDOWN: KEYS[event.key.keysym.sym] = true; printf("true"); handleInput(); break; case SDL_KEYUP: KEYS[event.key.keysym.sym] = false; printf("false"); break; default: break; } } void Character::handleInput() { if(KEYS[SDLK_a]) { dst.x--; } if(KEYS[SDLK_d]) { dst.x++; } if(KEYS[SDLK_w]) { dst.y++; } if(KEYS[SDLK_s]) { dst.y--; } }

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  • Polygon count budget

    - by Lautaro
    Is there any smart way to think about polygon budget relating to PC gaming today? My game will have one static 3d background scene and two fighters. No more enemies. I am thinking about having animated 3d models in the background for atmosphere, like spectators. So how could i find out what the polygon count for the player models and background scenarios could be. I guess the question is, what is a for today typical polygon count that most PCs can handle?

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  • What's the difference between a "Release" Xbox 360 build and a "Debug" one?

    - by Sebastian Gray
    I've got a build of my game that works on Windows under a release and debug build as expected. When I deploy the debug version of the game to the Xbox, it works as expected and runs the same as on Windows - however when I deploy the release version to the XBOX I get different behaviour within the game. I'm using a 3rd party library for the collisions (which is where I am seeing differences between the release and debug versions of my game); so I can't see what's actually different but I suspect they have some compiler directive for Debug on the Xbox to the Release version on the Xbox. As such, I'm thinking that I may need to release my game with the Debug build instead of the Release build but I want to know what issues I can expect by doing so? Are there any significant performance issues between the two build profiles?

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