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  • Deterministic Multiplayer RTS game questions?

    - by Martin K
    I am working on a cross-platform multiplayer RTS game where the different clients and a server(flash and C#), all need to stay deterministically synchronised. To deal with Floatpoint inconsistencies, I've come across this method: http://joshblog.net/2007/01/30/flash-floating-point-number-errors/#comment-49912 which basically truncates off the nondeterministic part: return Math.round(1000 * float) / 1000; Howewer my concern is that every time there is a division, there is further chance of creating additional floatpoint errors, in essence making it worse? . So it occured to me, how about something like this: function floatSafe(number:Number) : Number {return Math.round(float* 1024) / 1024; } ie dividing with only powers of 2 ? What do you think? . Ironically with the above method I got less accurate results: trace( floatSafe(3/5) ) // 0.599609375 where as with the other method(dividing with 1000), or just tracing the raw value I am getting 3/5 = 0.6 or Maybe thats what 3/5 actually is, IE 0.6 cannot really be represented with a floatpoint datatype, and would be more consistent across different platforms?

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  • Simple collision detection in Unity 2D

    - by N1ghtshade3
    I realise other posts exist with this topic yet none have gone into enough detail for me. I am attempting to create a 2D game in Unity using C# as my scripting language. Basically I have two objects, player and bomb. Both were created simply by dragging the respective PNG to the stage. I have set up touch controls to move player left and right; gravity of any kind is not needed as I only require it to move x units when I tap either the left or right side of the screen. This movement is stored in a script called playerController.cs and works just fine. I also have a variable health = 3 for player, which is stored in healthScript.cs. I am now at a point where I am stuck. I would like it so that when player collides with bomb, health decreases by one and the bomb object is destroyed. So what I tried doing is using a new script called playerPhysics.cs, I added the following: void OnCollisionEnter2D(Collision2D coll){ if(coll.gameObject.name=="bomb") GameObject.Destroy("bomb"); healthScript.health -= 1; } While I'm fairly sure I don't know the proper way to reference a variable in another script and that's why the health didn't decrease when I collided, bomb never disappeared from the stage so I'm thinking there's also a problem with my collision. Initially, I had simply attached playerPhysics.cs to player. After searching around though, it appeared as though player also needed a rigidBody attached to it, so I did that. Still no luck. I tried using a circleCollider (player is a circle), using a rigidBody2D, and using all manner of colliders on one and/or both of the objects. If you could please explain what colliders (if any) should be attached to which objects and whether I need to change my script(s), that would be much more helpful than pointing me to one of the generic documentation examples I've already read. Also, if it would be simple to fix the health thing not working that would be an added bonus but not exactly the focus of this question. Bear in mind that this game is 2D; I'm not sure if that changes anything. Thanks!

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  • Collision with CCSprite

    - by Coder404
    I'm making an iOS app based off the code from here In the .m file of the tutorial is this: -(void)update:(ccTime)dt { NSMutableArray *projectilesToDelete = [[NSMutableArray alloc] init]; for (CCSprite *projectile in _projectiles) { CGRect projectileRect = CGRectMake( projectile.position.x - (projectile.contentSize.width/2), projectile.position.y - (projectile.contentSize.height/2), projectile.contentSize.width, projectile.contentSize.height); NSMutableArray *targetsToDelete = [[NSMutableArray alloc] init]; for (CCSprite *target in _targets) { CGRect targetRect = CGRectMake( target.position.x - (target.contentSize.width/2), target.position.y - (target.contentSize.height/2), target.contentSize.width, target.contentSize.height); if (CGRectIntersectsRect(projectileRect, targetRect)) { [targetsToDelete addObject:target]; } } for (CCSprite *target in targetsToDelete) { [_targets removeObject:target]; [self removeChild:target cleanup:YES]; } if (targetsToDelete.count > 0) { [projectilesToDelete addObject:projectile]; } [targetsToDelete release]; } for (CCSprite *projectile in projectilesToDelete) { [_projectiles removeObject:projectile]; [self removeChild:projectile cleanup:YES]; } [projectilesToDelete release]; } I am trying to take away the projectiles and have the app know when the CCSprite "Player" and the targets collide. Could someone help me with this? Thanks

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  • Algorithm for creating spheres?

    - by Dan the Man
    Does anyone have an algorithm for creating a sphere proceduraly with la amount of latitude lines, lo amount of longitude lines, and a radius of r? I need it to work with Unity, so the vertex positions need to be defined and then, the triangles defined via indexes (more info). EDIT I managed to get the code working in unity. But I think I might have done something wrong. When I turn up the detailLevel, All it does is add more vertices and polygons without moving them around. Did I forget something?

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  • dynamic 2d texture creation in unity from script

    - by gman
    I'm coming from HTML5 and I'm used to having the 2D Canvas API I can use to generate textures. Is there anything similar in Unity3D? For example, let's say at runtime I want to render a circle, put 3 initials in the middle and then take the result and put that in a texture. In HTML5 I'd do this var initials = "GAT"; var textureWidth = 256; var textureHeight = 256; // create a canvas var c = document.createElement("canvas"); c.width = textureWidth; c.height = textureHeight; var ctx = c.getContext("2d"); // Set the origin to the center of the canvas ctx.translate(textureWidth / 2, textureHeight / 2); // Draw a yellow circle ctx.fillStyle = "rgb(255,255,0)"; // yellow ctx.beginPath(); var radius = (Math.min(textureWidth, textureHeight) - 2) / 2; ctx.arc(0, 0, radius, 0, Math.PI * 2, true); ctx.fill(); // Draw some black initials in the middle. ctx.fillStyle = "rgb(0,0,0)"; ctx.font = "60pt Arial"; ctx.textAlign = "center"; ctx.fillText(initials, 0, 30); // now I can make a texture from that var tex = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, tex); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, c); gl.generateMipmap(gl.TEXTURE_2D); I know I can edit individual pixels in a Unity texture but is there any higher level API for drawing to texture in unity?

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  • How can I generate a texture that looks like left-over tea leaves?

    - by Jedidja
    We are working on a project for iPhone and Windows Phone 7 where we'd like to be able to generate tea leaves at the bottom of a cup. It doesn't have to look photo-realistic, and actually cartoon-y is ok. What sort of techniques should we research to accomplish this? Are there any libraries (preferably in C, but we can translate) that would be helpful? Here are some samples pulled from a Google Image search

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  • Boat passing under a bridge in a 2D tile based RTS

    - by aleguna
    I'm writing a 2D tile based RTS. And I want to add a 'pseudo 3D' feature to it - bridges over the rivers. I havent't start any coding yet, just trying to think how it fits the collision detection model. A boat passing under the bridge and a unit moving over the bridge will eventually occupy the same cell on the map. How to prement them from colliding? Is there a common approach to solve such a problem? Or I need to implement a 3D world to do this?

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  • Sharing VBO with multiple objects and fixed size buffer data

    - by Mark Ingram
    I'm just messing around with OpenGL and getting some basic structures in place and my first attempt resulted in each SceneObject class (just contains vertex information right now) having it's own VBO inside it, however I've read that it might be better to share VBOs across multiple objects. Also, I read that you should avoid resizing a VBO (repeated calls to glBufferData with different size parameters), and instead choose a fixed size for a VBO, and just try a range from the buffer. I don't think changing the size of the buffer data would happen too often, but surely it would be better to only allocate the data you need? Choosing an arbitrary value seems risky. I'm looking for some advice on working with individual objects in a scene and their associated buffer data.

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  • Playing part of a sfx audio file in HTML5 using WebAudio

    - by Matthew James Davis
    I have compiled all of my sound effects into one sequenced .ogg file. I have the start and stop times for each sound effect. How do I play the individual effects? That is, how do I play part of an audio file. More specificially, I've created a dictionary { 'sword_hit': { src: 'sfx.ogg', start: 265, // ms length: 212 // ms } } that my play_sound() function can use to look up 'sword_hit' and play the correct audio file at the correct start time for the correct duration. I simply need to know how to tell the WebAudio API to start playing at start ms and only play for length ms.

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  • Level and Player objects - which should contain which?

    - by Thane Brimhall
    I've been working on a several simple games, and I've always come to a decision point where I have to choose whether to have the Level object as an attribute of the Player class or the Player as an attribute of the Level class. I can see arguments for both: The Level should contain the player because it also contains every other entity. In fact it just makes sense this way: "John is in the room." It makes it a bit more difficult to move the player to a new level, however, because then each level has to pass its player object to an upcoming level. On the other hand, it makes programming sense to me to leave the player as the top-level object that is persistent between levels, and the environment changes because the player decides to change his level and location. It becomes very easy to change levels, because all I have to do is replace the level variable on the player. What's the most common practice here? Or better yet, is there a "right" way to architecture this relationship?

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  • Where can I find a list of local japanese game publishers

    - by Erik
    What would be a good starting point for locating small or medium size game publishers in Japan. We have a US/EU released game that we believe will fit the Japanese market well, and are looking for companies that we could contact for possible co-publishing. EDIT: So far, I've found http://www.gamebusiness.jp/directory/category.php?id=10002 and from one answer, http://www.gamedevmap.com/index.php?query=Japan&Submit=Search Starting a bounty, I need as many publishers as I can get.

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  • Lock mouse in center of screen, and still use to move camera Unity

    - by Flotolk
    I am making a program from 1st person point of view. I would like the camera to be moved using the mouse, preferably using simple code, like from XNA var center = this.Window.ClientBounds; MouseState newState = Mouse.GetState(); if (Keyboard.GetState().IsKeyUp(Keys.Escape)) { Mouse.SetPosition((int)center.X, (int)center.Y); camera.Rotation -= (newState.X - center.X) * 0.005f; camera.UpDown += (newState.Y - center.Y) * 0.005f; } Is there any code that lets me do this in Unity, since Unity does not support XNA, I need a new library to use, and a new way to collect this input. this is also a little tougher, since I want one object to go up and down based on if you move it the mouse up and down, and another object to be the one turning left and right. I am also very concerned about clamping the mouse to the center of the screen, since you will be selecting items, and it is easiest to have a simple cross-hairs in the center of the screen for this purpose. Here is the code I am using to move right now: using UnityEngine; using System.Collections; [AddComponentMenu("Camera-Control/Mouse Look")] public class MouseLook : MonoBehaviour { public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 } public RotationAxes axes = RotationAxes.MouseXAndY; public float sensitivityX = 15F; public float sensitivityY = 15F; public float minimumX = -360F; public float maximumX = 360F; public float minimumY = -60F; public float maximumY = 60F; float rotationY = 0F; void Update () { if (axes == RotationAxes.MouseXAndY) { float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX; rotationY += Input.GetAxis("Mouse Y") * sensitivityY; rotationY = Mathf.Clamp (rotationY, minimumY, maximumY); transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0); } else if (axes == RotationAxes.MouseX) { transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0); } else { rotationY += Input.GetAxis("Mouse Y") * sensitivityY; rotationY = Mathf.Clamp (rotationY, minimumY, maximumY); transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0); } while (Input.GetKeyDown(KeyCode.Space) == true) { Screen.lockCursor = true; } } void Start () { // Make the rigid body not change rotation if (GetComponent<Rigidbody>()) GetComponent<Rigidbody>().freezeRotation = true; } } This code does everything except lock the mouse to the center of the screen. Screen.lockCursor = true; does not work though, since then the camera no longer moves, and the cursor does not allow you to click anything else either.

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  • Units issue when exporting from 3DS Max to XNA

    - by miguelSantirso
    I am working on a XNA game where we have defined that 1 XNA unit equals to 1 meter. Then, I set meters as system unit in 3DS Max and set to meters the units in the FBX exporter. However, when I export my models, they are much bigger in the game. Am I missing something? What should I do to avoid problems with my units? Investigating the FBX file, I noticed that I it has two values called UnitScaleFactor and OriginalUnitScaleFactor. They both are 100 when I export the files... And if I manually change UnitScaleFactor to 1, it works fine :S

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  • What calls trigger a new batch?

    - by sebf
    I am finding my project is starting to show performance degradation and I need to optimize it. The answer to my previous question and this presentation from NVidia have helped greatly in understanding the performance characteristics of code using the GPU but there are a couple of things that aren't clear that I need to know to optimize my drawing. Specifically, what calls make the distinction between batches. I know that any state changes cause a new batch, so that includes: Render State Changes Buffer Changes Shader Changes Render Target Changes Correct? What else counts as a 'state change'? Does each Draw**Primitive() call constitute a new batch? Even if I were to issue the same call twice, with no state changes, or call it once on on part of the buffer, then again on another? If I were to update a buffer, but not change the bindings, would that be a new batch? That presentation and a DX9 page suggest using all of the texture slots available, which I take to mean loading multiple objects in 'parallel' by mapping their buffers/shaders/textures to slots 1-16. But I am not sure how this works - surely to do this you would need to change the buffer binding and that would count as a state change? (or is it a case of you do but it saves 16 calls so its OK?)

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  • Efficiency concerning thread granularity

    - by MaelmDev
    Lately, I've been thinking of ways to use multithreading to improve the speed of different parts of a game engine. What confuses me is the appropriate granularity of threads, especially when dealing with single-instruction-multiple-data (SIMD) tasks. Let's use line-of-sight detection as an example. Each AI actor must be able to detect objects of interest around them and mark them. There are three basic ways to go about this with multithreading: Don't use threading at all. Create a thread for each actor. Create a thread for each actor-object combination. Option 1 is obviously going to be the least efficient method. However, choosing between the next two options is more difficult. Only using one thread per actor is still running through every object in series instead of in parallel. However, are CPU's able to create and join threads in the granularity posed in Option 3 efficiently? It seems like that many calls to the OS could be really slow, and varying enormously between different hardware.

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  • Moving in a diamond - enemy gets stuck

    - by Fibericon
    I have an enemy that I would like to move as follows: Start at (0, 200, 0) Move to (200, 0, 0) Move to (0, -200, 0) Move to (-200, 0, 0) Move to start point, repeat as long as it remains active. This is what I've done to achieve that: if (position.X < 200 && position.Y > 0) { Velocity = new Vector3(1, -1, 0) * speed; } else if (position.X >= 200 && position.Y <= 0 && position.Y > -200) { Velocity = new Vector3(-1, -1, 0) * speed; } else if (position.X <= 0 && position.Y <= -200) { Velocity = new Vector3(-1, 1, 0) * speed; } else { Velocity = new Vector3(1, 1, 0) * speed; } It moves to the second point, but then gets stuck and appears to vibrate in place. How should I be doing this?

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  • how to generate random bubbles from array of sprites in cocos2d?

    - by prakash s
    I am devoloping the bubble shooter game in cocos2d how to generate random bubbles from array of sprites here is my code (void)addTarget { CGSize winSize = [[CCDirector sharedDirector] winSize]; //CCSprite *target = [CCSprite spriteWithFile:@"3.png" rect:CGRectMake(0, 0, 256, 256)]; NSMutableArray * movableSprites = [[NSMutableArray alloc] init]; NSArray *images = [NSArray arrayWithObjects:@"1.png", @"2.png", @"3.png", @"4.png",@"5.png",@"1.png",@"5.png", @"3.png", nil]; for(int i = 0; i < images.count; ++i) { NSString *image = [images objectAtIndex:i]; // generate random number based on size of array (array size is larger than 10) CCSprite*target = [CCSprite spriteWithFile:image]; float offsetFraction = ((float)(i+1))/(images.count+1); target.position = ccp(winSize.width*offsetFraction, winSize.height/2); target.position = ccp(350*offsetFraction, 460); [self addChild:target]; [movableSprites addObject:target]; //[target runAction:]; id actionMove = [CCMoveTo actionWithDuration:10 position:ccp(winSize.width/2,winSize. height/2)]; This code generating bubbles with *.png colour bubbles but i want to generate randomly because for shooting the bubbles by shooter class help me please id actionMoveDone = [CCCallFuncN actionWithTarget:self selector:@selector(spriteMoveFinished:)]; [target runAction:[CCSequence actions:actionMove, actionMoveDone, nil]]; } }

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  • strange behavior in Box2D+LibGDX when applying impulse

    - by Z0lenDer
    I have been playing around with Box2D and LibGDX and have been using a sample code from DecisionTreeGames as the testing ground. Now I have a screen with four walls and a rectangle shape, lets call it a brick. When I use applyLinearImpulse to the brick, it starts bouncing right and left without any pattern and won't stop! I tried adding friction and increasing the density, but the behavior still remains the same. Here are some of the code that might be useful: method for applying the impulse: center = brick.getWorldCenter(); brick.applyLinearImpulse(20, 0, center.x, center.y); Defining the brick: brick_bodyDef.type = BodyType.DynamicBody; brick_bodyDef.position.set(pos); // brick is initially on the ground brick_bodyDef.angle = 0; brick_body = world.createBody(brick_bodyDef); brick_body.setBullet(true); brick_bodyShape.setAsBox(w,h); brick_fixtureDef.density = 0.9f; brick_fixtureDef.restitution = 1; brick_fixtureDef.shape = brick_bodyShape; brick_fixtureDef.friction=1; brick_body.createFixture(fixtureDef); Walls are defined the same only their bullet value is set to false I would really appreciate it if you could help me have a change this code to have a realistic behavior (i.e. when I apply impulse to the brick it should trip a few times and then stop completely).

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  • Problems with my slotgame

    - by Raiden2k
    I'm coding a slot game for learning. Here's the source code. My questions are below. unit Unit1; {$mode objfpc}{$H+} interface uses Classes, SysUtils, Windows, FileUtil, Forms, Controls, Graphics, Dialogs, StdCtrls, ExtCtrls, ComCtrls, Menus, ActnList, Spin, FileCtrl; type { TForm1 } TForm1 = class(TForm) FloatSpinEdit1: TFloatSpinEdit; Guthabenlb: TLabel; s4: TLabel; s5: TLabel; s6: TLabel; s7: TLabel; s8: TLabel; s9: TLabel; Timer3: TTimer; Winlb: TLabel; Loselb: TLabel; slotbn: TButton; s1: TLabel; s2: TLabel; s3: TLabel; Timer1: TTimer; Timer2: TTimer; procedure FormCreate(Sender: TObject); procedure slotbnClick(Sender: TObject); procedure Timer1Timer(Sender: TObject); procedure Timer2Timer(Sender: TObject); procedure Timer3Timer(Sender: TObject); private { private declarations } FRollen : array [0..2, 0..9] of String; public { public declarations } end; var Form1: TForm1; wins,loses : Integer; guthaben : Double = 10; implementation {$R *.lfm} { TForm1 } procedure TForm1.slotbnClick(Sender: TObject); begin Guthaben := Guthaben - 1.00; Guthabenlb.Caption := FloatToStr(guthaben) + (' €'); Timer1.Enabled := True; Timer2.Enabled := True; slotbn.Enabled := false; end; procedure TForm1.FormCreate(Sender: TObject); var i: integer; j: integer; n: integer; digits: TStringlist; begin Digits := TStringList.Create; try for i := low(FRollen) to high(FRollen) do begin for j := low(FRollen[i]) to high(FRollen[i]) do Digits.Add(IntToStr(j)); for j := low(FRollen[i]) to high(FRollen[i]) do begin n := Random(Digits.Count); FRollen[i, j] := Digits[n]; Digits.Delete(n); end; end finally Digits.Free; end; for i:=low(FRollen) to high(FRollen) do begin end; end; //==================================================================================================\\ // Drehen der Slots im Zufallsmodus //==================================================================================================// procedure TForm1.Timer1Timer(Sender: TObject); begin s1.Caption := IntToStr(Random(9)); s2.Caption := IntToStr(Random(9)); s3.Caption := IntToStr(Random(9)); s4.Caption := IntToStr(Random(9)); s5.Caption := IntToStr(Random(9)); s6.Caption := IntToStr(Random(9)); s7.Caption := IntToStr(Random(9)); s8.Caption := IntToStr(Random(9)); s9.Caption := IntToStr(Random(9)); end; //==================================================================================================// //===================================================================================================\\ // Gewonnen / Verloren abfrage //===================================================================================================// procedure TForm1.Timer2Timer(Sender: TObject); begin Timer1.Enabled := False; Timer2.Enabled := false; if (s1.Caption = s5.Caption) and (s1.Caption = s9.Caption) then begin Guthaben := Guthaben + 5.00; Inc(wins); end else if (s1.Caption = s4.Caption) and (s1.Caption = s7.Caption) then begin Guthaben := Guthaben + 5.00; Inc(wins); end else if (s2.Caption = s5.Caption) and (s2.Caption = s8.Caption) then begin Guthaben := Guthaben + 5.00; Inc(wins); end else if (s3.Caption = s6.Caption) and (s3.Caption = s9.Caption) then begin Guthaben := Guthaben + 5.00; Inc(wins); end else if (s3.Caption = s5.Caption) and (s3.Caption = s7.Caption) then begin Guthaben := Guthaben + 5.00; Inc(wins); end else Inc(loses); slotbn.Enabled := True; Loselb.Caption := 'Loses: ' + IntToStr(loses); Winlb.Caption := 'Wins: ' + IntTostr(Wins); end; procedure TForm1.Timer3Timer(Sender: TObject); begin if (guthaben = 0) or (guthaben < 0) then begin Timer3.Enabled := False; MessageBox(handle,'Du hast verloren!','Verlierer!',MB_OK); close(); end; end; //======================================================================================================\\ end. How can I replace the labels through icons 16 x 16 pixels? How can I adjust the winning sum according to the icons? (for example 3 crowns give you 40 € and 3 apples only 10 €) How can I adjust the winning sum with a sum for every round?

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  • What are the reasons for MMOs to have level caps [on hold]

    - by SamStephens
    In many MMOs players character progression is artificially capped, e.g. by level 60 or 90 or 100 or whatever. Why do MMOs have these level caps in the first place? Why not just allow characters to continue to arbitrary levels with a mathematically designed leveling system that keeps the leveling experience interesting and endless? Answers to this question may help us to see the reason behind the feature and decide if and how this should be implemented in our MMOs.

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  • slick2d missiles

    - by kirchhoff
    Hey I'm making a game in java with slick2d and I want to create planes which shoots: int maxBullets = 40; static int bullet = 0; Missile missile[] = new Missile[maxBullets]; I want to create/move my missiles in the most efficient way, I would appreciate your advises: public void shoot() throws SlickException{ if(bullet<maxBullets){ if(missile[bullet] != null){ missile[bullet].resetLocation(plane.getCentreX(), plane.getCentreY(), plane.image.getRotation()); }else{ missile[bullet] = new Missile("resources/missile.png", plane.getCentreX(), plane.getCentreY(), plane.image.getRotation()); } }else{ bullet = 0; missile[bullet].resetLocation(plane.getCentreX(), plane.getCentreY(), plane.image.getRotation()); } bullet++; } I created the method "resetLocation" in my Missile class in order to avoid loading again the resource. Is it correct? In the update method I've got this to move all the missiles: if(bullet > 0 && bullet < maxBullets){ float hyp = 0.4f * delta; if(bullet == 1){ missile[0].move(hyp); }else{ for(int x = 0; x<bullet; x++){ missile[x].move(hyp); } } }

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  • Using a particular font in a commercial game

    - by RCIX
    I'm working on a game I intend to sell, and I want to use this font. The license says: "You may NOT copy or distribute the font outside of the licensed household, company, school or institution. Please ask external contacts who want to use the font to purchase their own license at www.CheapProFonts.com." However, my plans are to use a tool to output a texture using this font to use as a bitmap font in my game. Does this mean I can do so, and sell my game with the font in it?

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  • Best way to do large XNA animations?

    - by Harold
    What's the best way to have large animations in XNA 4.0? I have created a spritesheet with the sprite being 250x400 (more of an image than a sprite but hey ho) and there are approximately 45 frames in the animation. This causes problems for XNA as it says that the maximum filesize for Reach is 2048. I'd rather not change to hidef as I heard that means that your game is less compatible with some computers and systems so does anyone have any idea what the best thing I could do is? The only thing I could come up with is to have a list of textures to flick through but that's not ideal.

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  • Correct order of tasks in each frame for a Physics simulation

    - by Johny
    I'm playing a bit around with 2D physics. I created now some physic blocks which should collide with each other. This works fine "mostly" but sometimes one of the blocks does not react to a collision and i think that's because of my order of tasks done in each frame. At the moment it looks something like this: function GameFrame(){ foreach physicObject do AddVelocityToPosition(); DoCollisionStuff(); // Only for this object not to forget! AddGravitationToVelocity(); end RedrawScene(); } Is this the correct order of tasks in each frame?

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  • Drawing a random x,y grid of objects within a prespective

    - by T Reddy
    I'm wrapping my head around OpenGL ES 2.0 and I think I'm trying to do something very simple, but I think the math may be eluding me. I created a simple, flat-ish cylinder in Blender that is 2 units in diameter. I want to create an arbitrary grid of these edge to edge (think of a checker board). I'm using a 3D perspective with GLKit: CGSize size = [[self view] bounds].size; _projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(45.0f), size.width/size.height, 0.1f, 100.0f); So, I managed to manually get all of these cylinders drawn on the screen just fine. However, I would like to understand how I can programmatically "fit" all of these cylinders on the screen at the same time given the camera location, screen size, cylinder diameter, and the number of rows/columns. So the net effect is that for small grids (i.e., 5x5) the objects are closer to the camera, but for large grids (i.e., 30x30) the objects are farther away. In either case, all of the cylinders are visible.

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