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  • How can I get my game to show up in the Games Explorer on Windows?

    - by Kraemer
    I want to create an installer for a game which allows for an icon to be put in the Games Explorer for Vista and Windows 7. I have created the GDF, then built the script for project and obtained the .h, .gdf and .rc files. But I can't compile (using Visual Studio 2010) the .rc file into an executable to be used after that in order to create the installer. I get the following error after I set the executable path: "Could not load file or assembly'Microsoft.VisualStudio.HpcDebugger.Impl, Version 10.0.0.0, Culture=neutral, PublickKeyToken=b03f5f7f11d50a3a' or one of its dependencies. The system cannot find the file specified." Any ideas what I'm doing wrong?

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  • Yet another frustum culling question

    - by Christian Frantz
    This one is kinda specific. If I'm to implement frustum culling in my game, that means each one of my cubes would need a bounding sphere. My first question is can I make the sphere so close to the edge of the cube that its still easily clickable for destroying and building? Frustum culling is easily done in XNA as I've recently learned, I just need to figure out where to place the code for the culling. I'm guessing in my method that draws all my cubes but I could be wrong. My camera class currently implements a bounding frustum which is in the update method like so frustum.Matrix = (view * proj); Simple enough, as I can call that when I have a camera object in my class. This works for now, as I only have a camera in my main game class. The problem comes when I decide to move my camera to my player class, but I can worry about that later. ContainmentType CurrentContainmentType = ContainmentType.Disjoint; CurrentContainmentType = CamerasFrustrum.Contains(cubes.CollisionSphere); Can it really be as easy as adding those two lines to my foreach loop in my draw method? Or am I missing something bigger here? UPDATE: I have added the lines to my draw methods and it works great!! So great infact that just moving a little bit removes the whole map. Many factors could of caused this, so I'll try to break it down. cubeBoundingSphere = new BoundingSphere(cubePosition, 0.5f); This is in my cube constructor. cubePosition is stored in an array, The vertices that define my cube are factors of 1 ie: (1,0,1) so the radius should be .5. I least I think it should. The spheres are created every time a cube is created of course. ContainmentType CurrentContainmentType = ContainmentType.Disjoint; foreach (Cube block in cube.cubes) { CurrentContainmentType = cam.frustum.Contains(cube.cubeBoundingSphere); ///more code here if (CurrentContainmentType != ContainmentType.Disjoint) { cube.Draw(effect); } Within my draw method. Now I know this works because the map disappears, its just working wrong. Any idea on what I'm doing wrong?

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  • Which creative framework can create these games? [closed]

    - by Rahil627
    I've used a few game frameworks in the past and have run into limitations. This lead me to "creative frameworks". I've looked into many, but I cannot determine the limitations of some of them. Selected frameworks ordered from highest to lowest level: Flash, Unity, MonoGame, OpenFrameworks (and Cinder), SFML. I want to be able to: create a game that handles drawing on an iPad create a game that uses computer vision from a webcam create a multi-device iOS game create a game that uses input from Kinect Can all of the frameworks handle this? What is the highest level framework that can handle all of them?

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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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  • Do I need the 'w' component in my Vector class?

    - by bobobobo
    Assume you're writing matrix code that handles rotation, translation etc for 3d space. Now the transformation matrices have to be 4x4 to fit the translation component in. However, you don't actually need to store a w component in the vector do you? Even in perspective division, you can simply compute and store w outside of the vector, and perspective divide before returning from the method. For example: // post multiply vec2=matrix*vector Vector operator*( const Matrix & a, const Vector& v ) { Vector r ; // do matrix mult r.x = a._11*v.x + a._12*v.y ... real w = a._41*v.x + a._42*v.y ... // perspective divide r /= w ; return r ; } Is there a point in storing w in the Vector class?

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  • XNA When to call LoadContent

    - by Peteyslatts
    I have an enum in my game that denotes the game state ie MainMenu, InGame, GameOver, Exit and I was wondering if it would be advisable to add a new one in for PrepGame - in which the game creates viewports for however many players there are, creates the battlefield etc. I feel like this is a good idea except for one thing: should I make a call back to LoadContent() in this state? I could just put a switch statement in the LoadContent for my currentGameState. If it equals PrepGame load things like the skybox, ship models, texures, HUD graphics etc. Or is it a good idea to create an Asset Manager class in the first call to LoadContent() and load everything then. I feel like both approaches have different benefits: faster, but more load times vs slower initial load time, but then all my objects are referencing the same variables so I only have to load each on once. Any help is greatly appreciated. Thanks, Peter

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  • How can I get a 2D texture to rotate like a compass in XNA?

    - by IronGiraffe
    I'm working on a small maze puzzle game and I'm trying to add a compass to make it somewhat easier for the player to find their way around the maze. The problem is: I'm using XNA's draw method to rotate the arrow and I don't really know how to get it to rotate properly. What I need it to do is point towards the exit from the player's position, but I'm not sure how I can do that. So does anyone know how I can do this? Is there a better way to do it?

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  • Can I name a team with the name of their city to avoid trademark issues?

    - by Paul
    I was wondering, if you want to make a NBA game on smartphones, without the license held by EA, the first solution seems to name your teams with a different name, such as "Chicragro Brulls" (this is just for the example), but would it be possible to just call your team with the name of the city, such as "Chicago vs. Dallas" ? I know the first solution was chosen by Pro Evolution Soccer, would you know any other game that don't use a license?

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  • Programming Languages

    - by Shannon
    I realize this will be a very vague question, but please bear with me. I have a concept for an open-world game, hand to hand combat, with a fairly open storyline, but there is an issue. I'm not sure which programming language to use, as I'm fairly new to programming. I am considering c++, but I would like to hear your opinions on which language you believe would support this type of game most efficiently. Pros and cons would be appreciated.

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  • Figuring out what object is closer to a certain point?

    - by user1157885
    I'm trying to create fog of war, I have the visual effect created but I'm not sure how to deal with the hiding of other players if they're within the fog of war. So right now the thing I'm trying to do is if another player is hiding behind a wall then not to render that player. I was thinking of doing it by sending a ray in the direction of all the players, and then creating a list of all the obstacles that ray collides with and then trying to figure out if an obstacle was closer than the player in order to predict the distance. But then I realized I'm not really sure how to figure out if the obstacle is infact closer or not because I have to account for all the dimensions, so I'm kind of stuck. First of all is this approach the correct way to go about it and secondly how would I calculate if the obstacle was infact closer taking into account the X Y and Z. Thanks

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  • Pseudo-magnet implementation with chipmunk

    - by Eimantas
    How should I go about implementing "natural" magnet on a certain body in chipmunk space? Context is of simple bodies lying in the space (think chessboard). When one of the figures is activated as a magnet - others should start moving towards it. Currently I'm applying force (cpBodyApplyForce)to the other figures with vector calculated towards the activated figure. However this doesn't really feel "natural". Are there any known algorithms for imitating magnets?

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  • How are vertex shader outs sent as inputs to the fragment shader?

    - by Jeffrey
    I'm learning some OpenGL 3.2 way of doing things and I think it's quite great, I'm actually understanding more of shaders and non-fixed pipeline in 1 week rather than those 2 years I tried to learn OpenGL fixed pipeline functions. But here's my question: From what I think I've understood the vertex shader is run for each vertexes in the VBO. But the fragments shader is run per each pixel (is that right?) which is a huge number compared to let's say 3 vertexes of a triangle. Now it seems that in the vertex shader the out variables (like colors and stuff) are passed 1 to 1 to the fragment shader. But let's say that I pass to the fragment shader the position of the vertex in the vertex shader. How is all executed? What vertex (A, B or C of the hipothetical triangle) is passed per each fragment and why?

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  • How do I create a game that runs on Windows, iOS and Android?

    - by AspaApps
    I use C++ to create windows games and now I want to step into another other OS like Android or iOS. I'm totally familiar with C++ so I tried to create app for iOS using objective C it was working awesome. However, I also want to publish games for Android but not by using Java. I don't want to create a single game 5-6 times for other platforms. Is their any way that if I create game for Windows then it will work in Android and iOS ? Or should I use Action Script 3.0? If I use action script 3.0, will it require Flash player to run the game in Windows, Android, iOS?

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  • How do I get a new license for gDEBugger after the 1 free year?

    - by Byte56
    I downloaded the gDEBugger from gremedy over a year ago, with their one year free license. The license has since expired and their site says that I'll be presented with the option for 1 year free license the first time I run it after install. This doesn't happen when re-installing, it just tells me the license has expired. How do I get a new license? I use this regularly for debugging shader problems and performance testing my game.

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  • Material tiling and offset in unity

    - by Simran kaur
    Ambiguity: What exactly is the difference between Tiling the material and Offset of material? Need to do: I need the material to be repeated n times on the object where I need to set the value of n via script.How do I do it? It seems to happen through Tiling(tried via inspector) but again what is difference between mainTextureOffset and setTextureOffset? Tried: Following is the line of code that I tried to repeat the texture n number of times on an object(repeat across the width of object), but it does nothing significant that I can see.

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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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  • Lag compensation with networked 2D games

    - by Milo
    I want to make a 2D game that is basically a physics driven sandbox / activity game. There is something I really do not understand though. From research, it seems like updates from the server should only be about every 100ms. I can see how this works for a player since they can just concurrently simulate physics and do lag compensation through interpolation. What I do not understand is how this works for updates from other players. If clients only get notified of player positions every 100ms, I do not see how that works because a lot can happen in 100ms. The player could have changed direction twice or so in that time. I was wondering if anyone would have some insight on this issue. Basically how does this work for shooting and stuff like that? Thanks

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  • Which API for cross platform mobile audio?

    - by deft_code
    This question focuses on the API's available on phones. I'd been planning to use OpenAL in my game for maximum portability. It runs great on Linux so I can quickly develop the Game and leverage it's superior debugging tools. However I've recently heard that Android doesn't support OpenAL well. Instead they've gone with a OpenSL ES library. What I'm looking for is a free Audio library that I can use with minimal custom code on iPhone, Android, and my Linux desktop. Does such an API exists? Some extra details: The game is written in C++ with custom minimal front ends. ObjC for iPhone, Java for Android, and SFML for Desktops. I'm using OpenGL ES for portability as iPhone doesn't support the more advanced OpenGL APIs.

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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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  • FPS camera specification

    - by user1095108
    I remember I once composed a FPS viewing transformation, as a composition of 3 rotations, each with an angle as a parameter. The first angle specified the left/right rotation around the y-axis, the second angle the up/down rotation around the x-axis, and the third around the z-axis. The viewing transformation was therefore specified by 3 angles. Naturally, this transformation had a gimbal lock, depending in what order the transformation were performed. What should I look at to derive my viewing transformation without the gimbal lock? I know the "lookAt" method already, but I consider that cumbersome. EDIT: MY first guess is to do the first 2 transformations to get a viewing direction and then the axis-angle rotation on this axis.

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  • Grpahic hardwares

    - by Vanangamudi
    Which vendor provides better GPGPU. my requirements are confined to rendering utilising the GPU for BSDF building for e.g. Intel started providing Ivy Bridge chipset GPU, which are comparably fast to HD5960 cards. I'm not that against nvidia or amd. but I'm a fan of Intel. how it compares to nvidia in price and performance. if possible may I know, how all of them perform with OpenCL?? I'm not sure if it is right to ask it here. but I don't know where to ask.

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  • Trouble with Collada bones

    - by KyleT
    I have a Collada file with a rigged mesh. I've read the node tags in the library_visual_scenes tag and extracted the matrix for each node and stored everything in a hierarchical bone structure. My Matrix container is "row major", so I'd store the first float of a matrix tag in the 1st row, 1st column, the second in the 1st row, 2nd column, etc. From what I gather this is the Bind Pose Matrix. After that I went through the tag and extracted the float array in the source tag of the skin tag of the controller for the mesh. I stored each matrix from this float array in their corresponding Bone as the Inverse Bind Matrix. I also extracted the bind-shape-matrix and stored it. Now I'd like to draw the skeleton with OpenGL to see if everything is working correctly before I go about skinning. I iterate once over my bones and multiply a bone's Bind Pose Matrix by it's parents and store that. After that I iterate again over the bones and multiply the result of the previous matrix multiplication by the Inverse Bind Matrix and then by the Bind Shape Matrix. The results look something like this: [0.2, 9.2, 5.8, 1.2 ] [4.6, -3.3, -0.2, -0.1 ] [-1.8, 0.2, -4.2, -3.9 ] [0, 0, 0, 1 ] I've had to go to various sources to get the little understanding of Collada I have and books about 3d transform matricies can get pretty intense. I've hit a brick wall and if you could please read through this and see if there is something I'm doing wrong, and how I'd go about getting an X,Y,Z to draw a point for each of these joints once I've calculated the final transform, I'd really appreciate it.

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  • The true cost to get my XNA game on XBox?

    - by Fëanor
    There seem to be many hurdles to get ones game onto Xbox, so far I have uncovered: You need Visual Studio (once your game becomes commercial you cannot use Express - but have to pay for professional). $1000+ You then buy a XBox to find you also need a harddrive - so buy a Xbox harddrive too. $400 You need to buy XBox Gold LIVE subscription. $70 You need to buy AppHub Creators Club subscription $100 Then after all that I cannot even find the place on my XBox to download Indie games?!!! Seriously WTF - after doing all this I could have come proficient in WebGL and done it all for free... Before I go all the way down this path (hole) are there any other hidden hurdels before I can publish my game? UPDATE: "Indie Games are not available in Australia, due to the requirement for all games to be rated by the Australian Classification Board, and the prohibitive expenses involved."....... im going to have to break something....

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  • How to offset particles from point of origin

    - by Sun
    Hi I'm having troubles off setting particles from a point of origin. I want my particles to spread out after a certain radius from a the point of origin. For example, this is what I have right now: All particles emitted from a point of origin. What I want is this: Particles are offset from the point of origin by some amount, i.e after the circle. What is the best way to achieve this? At the moment, I have the point of origin, the position of each particle and its rotation angle. Sorry for the poor illustrations. Edit: I was mistaken, when a particle is created, I have only the point of origin. When the particle is created I am able to calculate the rotation of the particle in the update method after it has moved to a new location using atan2() method. This is how I create/manage particles: Created new particle at enemy ship death location, for every new particle which is added to the list, call Update and Draw to update its position, calculate new angle and draw it.

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  • LibGDX - Textures rendering at wrong position

    - by ACluelessGuy
    Update 2: Let me further explain my problem since I think that i didn't make it clear enough: The Y-coordinates on the bottom of my screen should be 0. Instead it is the height of my screen. That means the "higher" i touch/click the screen the less my y-coordinate gets. Above that the origin is not inside my screen, atleast not the 0 y-coordinate. Original post: I'm currently developing a tower defence game for fun by using LibGDX. There are places on my map where the player is or is not allowed to put towers on. So I created different ArrayLists holding rectangles representing a tile on my map. (towerPositions) for(int i = 0; i < map.getLayers().getCount(); i++) { curLay = (TiledMapTileLayer) map.getLayers().get(i); //For all Cells of current Layer for(int k = 0; k < curLay.getWidth(); k++) { for(int j = 0; j < curLay.getHeight(); j++) { curCell = curLay.getCell(k, j); //If there is a actual cell if(curCell != null) { tileWidth = curLay.getTileWidth(); tileHeight = curLay.getTileHeight(); xTileKoord = tileWidth*k; yTileKoord = tileHeight*j; switch(curLay.getName()) { //If layer named "TowersAllowed" picked case "TowersAllowed": towerPositions.add(new Rectangle(xTileKoord, yTileKoord, tileWidth, tileHeight)); // ... AND SO ON If the player clicks on a "allowed" field later on he has the opportunity to build a tower of his coice via a menu. Now here is the problem: The towers render, but they render at wrong position. (They appear really random on the map, no certain pattern for me) for(Rectangle curRect : towerPositions) { if(curRect.contains(xCoord, yCoord)) { //Using a certain tower in this example (left the menu out if(gameControl.createTower("towerXY")) { //RenderObject is just a class holding the Texture and x/y coordinates renderList.add(new RenderObject(new Texture(Gdx.files.internal("TowerXY.png")), curRect.x, curRect.y)); } } } Later on i render it: game.batch.begin(); for(int i = 0; i < renderList.size() ; i++) { game.batch.draw(renderList.get(i).myTexture, renderList.get(i).x, renderList.get(i).y); } game.batch.end(); regards

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