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  • Need efficient way to keep enemy from getting hit multiple times by same source

    - by TenFour04
    My game's a simple 2D one, but this probably applies to many types of scenarios. Suppose my player has a sword, or a gun that shoots a projectile that can pass through and hit multiple enemies. While the sword is swinging, there is a duration where I am checking for the sword making contact with any enemy on every frame. But once an enemy is hit by that sword, I don't want him to continue getting hit over and over as the sword follows through. (I do want the sword to continue checking whether it is hitting other enemies.) I've thought of a couple different approaches (below), but they don't seem like good ones to me. I'm looking for a way that doesn't force cross-referencing (I don't want the enemy to have to send a message back to the sword/projectile). And I'd like to avoid generating/resetting multiple array lists with every attack. Each time the sword swings it generates a unique id (maybe by just incrementing a global static long). Every enemy keeps a list of id's of swipes or projectiles that have already hit them, so the enemy knows not to get hurt by something multiple times. Downside is that every enemy may have a big list to compare to. So projectiles and sword swipes would have to broadcast their end-of-life to all enemies and cause a search and remove on every enemy's array list. Seems kind of slow. Each sword swipe or projectile keeps its own list of enemies that it has already hit so it knows not to apply damage. Downsides: Have to generate a new list (probably pull from a pool and clear one) every time a sword is swung or a projectile shot. Also, this breaks down modularity, because now the sword has to send a message to the enemy, and the enemy has to send a message back to the sword. Seems to me that two-way streets like this are a great way to create very difficult-to-find bugs.

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  • How can I get textures on edge of walls like in Super Metroid and Aquaria?

    - by meds
    Games like Super Metroid and Aquaria present the terrain with the other facing parts having rocks and stuff while deeper behind them (i.e. underground) there's different detail or just black. I would like to do something similar using polygons. Terrain is created in my current level as a set of overlapping square boxes. I'm not sure if this rendering method will work such a system for creating terrain but if anyone has ideas I'd love to hear them. Otherwise I'd like to know how I should re-write the terrain rendering system so it actually works to draw terrain in this manner...

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  • Panning a 3d viewport in 2d direction with rotated camera

    - by Noob Game Developer
    I am using below code to pan the viewport (action script 3 code using flare3d framework) _mainCamera.x-= Input3D.mouseXSpeed; _mainCamera.z+= Input3D.mouseYSpeed; Where as Input3D.mouse[X|Y]Speed gives the displacement of the mouse on the X/Y axis starting from the position of the last frame. This works perfect if my camera is not rotated. However, if I rotate the camera (x by 30, y by 60) and pan the camera then it goes wrong. Which is actually correctly panning according to the code. But this is not desired and I know I need to do some math to get the correct x/y which I am not aware of it. Can some one help me achieving it? Update: I am getting an Idea but I am not sure how to do it :( Get the mouseX/Y deltas (xd,yd) Get the current camera coords (pos3d) Convert to screen coords (pos2d) Add deltas to screen coords (pos2d+ (xd,yd)) Convert above coords to 3d coords

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  • Generating and rendering not point-like particles on GPU

    - by TravisG
    Specifically I'm talking about particles as seen (for example) in the UE4 dev video here. They're not just points and seem to have a nice shape to them that seems to follow their movement. Is it possible to create these kinds of particles (efficiently) completely on the GPU (perhaps through something like motion? Or is the only (or most efficient) way to just create a small particle texture and render small quads for each particle?

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  • Java chunk negative number problem

    - by user1990950
    I've got a tile based map, which is divided in chunks. I got a method, which puts tiles in this map and with positive numbers it's working. But when using negative numbers it wont work. This is my setTile method: public static void setTile(int x, int y, Tile tile) { int chunkX = x / Chunk.CHUNK_SIZE, chunkY = y / Chunk.CHUNK_SIZE; IntPair intPair = new IntPair(chunkX, chunkY); world.put(intPair, new Chunk(chunkX, chunkY)); world.get(intPair).setTile(x - chunkX * Chunk.CHUNK_SIZE, y - chunkY * Chunk.CHUNK_SIZE, tile); } This is the setTile method in the chunk class (CHUNK_SIZE is a constant with the value 64): public void setTile(int x, int y, Tile t) { if (x >= 0 && x < CHUNK_SIZE && y >= 0 && y < CHUNK_SIZE) tiles[x][y] = t; } What's wrong with my code?

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  • Collision detection between a sprite and rectangle in canvas

    - by Andy
    I'm building a Javascript + canvas game which is essentially a platformer. I have the player all set up and he's running, jumping and falling, but I'm having trouble with the collision detection between the player and blocks (the blocks will essentially be the platforms that the player moves on). The blocks are stored in an array like this: var blockList = [[50, 400, 100, 100]]; And drawn to the canvas using this: this.draw = function() { c.fillRect(blockList[0][0], blockList[0][1], 100, 100); } I'm checking for collisions using something along these lines in the player object: this.update = function() { // Check for collitions with blocks for(var i = 0; i < blockList.length; i++) { if((player.xpos + 34) > blockList[i][0] && player.ypos > blockList[i][1]) { player.xpos = blockList[i][0] - 28; return false; } } // Other code to move the player based on keyboard input etc } The idea is if the player will collide with a block in the next game update (the game uses a main loop running at 60Htz), the function will return false and exit, thus meaning the player won't move. Unfortunately, that only works when the player hits the left side of the block, and I can't work out how to make it so the player stops if it hits any side of the block. I have the properties player.xpos and player.ypos to help here.

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  • XNA Windows Phone 7 Sprite movement

    - by Darren Gaughan
    I'm working on a Windows phone game and I'm having difficulty with the sprite movement. What I want to do is make the sprite gradually move to the position that is touched on screen, when there is only one quick touch and release. At the minute all I can do is either make the sprite jump instantly to the touch location or move along to the touch location when the touch is held down. Code for jumping to touch location: TouchCollection touchCollection = TouchPanel.GetState(); foreach (TouchLocation tl in touchCollection) { if ((tl.State == TouchLocationState.Pressed) || (tl.State == TouchLocationState.Moved)) { Vector2 newPos = new Vector2(tl.Position.X,tl.Position.Y); if (position != newPos) { while (position.X < newPos.X) { position.X += (float)theGameTime.ElapsedGameTime.Milliseconds / 10.0f * spriteDirectionRight; } } } } Code to gradually move along while touch is held: TouchCollection touchCollection = TouchPanel.GetState(); foreach (TouchLocation tl in touchCollection) { if ((tl.State == TouchLocationState.Pressed) || (tl.State == TouchLocationState.Moved)) { Vector2 newPos = new Vector2(tl.Position.X,tl.Position.Y); if (position != newPos) { position.X += (float)theGameTime.ElapsedGameTime.Milliseconds / 10.0f * spriteDirectionRight; } } } These are in the Update() method of the Sprite class.

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  • How do I best remove an entity from my game loop when it is dead?

    - by Iain
    Ok so I have a big list of all my entities which I loop through and update. In AS3 I can store this as an Array (dynamic length, untyped), a Vector (typed) or a linked list (not native). At the moment I'm using Array but I plan to change to Vector or linked list if it is faster. Anyway, my question, when an Entity is destroyed, how should I remove it from the list? I could null its position, splice it out or just set a flag on it to say "skip over me, I'm dead." I'm pooling my entities, so an Entity that is dead is quite likely to be alive again at some point. For each type of collection what is my best strategy, and which combination of collection type and removal method will work best?

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  • Realistic Jumping

    - by Seth Taddiken
    I want to make the jumping that my character does more realistic. This is what I've tried so far but it doesn't seem very realistic when the player jumps. I want it to jump up at a certain speed then slow down as it gets to the top then eventually stopping (for about one frame) and then slowly going back down but going faster and faster as it goes back down. I've been trying to make the speed at which the player jumps up slow down by one each frame then become negative and go down faster... but it doesn't work very well public bool isPlayerDown = true; public bool maxJumpLimit = false; public bool gravityReality = false; public bool leftWall = false; public bool rightWall = false; public float x = 76f; public float y = 405f; if (Keyboard.GetState().IsKeyDown(up) && this.isPlayerDown == true && this.y <= 405f) { this.isPlayerDown = false; } if (this.isPlayerDown == false && this.maxJumpLimit == false) { this.y = this.y - 6; } if (this.y <= 200) { this.maxJumpLimit = true; } if (this.isPlayerDown == true) { this.y = 405f; this.isPlayerDown = true; this.maxJumpLimit = false; } if (this.gravityReality == true) { this.y = this.y + 2f; this.gravityReality = false; } if (this.maxJumpLimit == true) { this.y = this.y + 2f; this.gravityReality = true; } if (this.y > 405f) { this.isPlayerDown = true; }

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  • How to Point sprite's direction towards Mouse or an Object [duplicate]

    - by Irfan Dahir
    This question already has an answer here: Rotating To Face a Point 1 answer I need some help with rotating sprites towards the mouse. I'm currently using the library allegro 5.XX. The rotation of the sprite works but it's constantly inaccurate. It's always a few angles off from the mouse to the left. Can anyone please help me with this? Thank you. P.S I got help with the rotating function from here: http://www.gamefromscratch.com/post/2012/11/18/GameDev-math-recipes-Rotating-to-face-a-point.aspx Although it's by javascript, the maths function is the same. And also, by placing: if(angle < 0) { angle = 360 - (-angle); } doesn't fix it. The Code: #include <allegro5\allegro.h> #include <allegro5\allegro_image.h> #include "math.h" int main(void) { int width = 640; int height = 480; bool exit = false; int shipW = 0; int shipH = 0; ALLEGRO_DISPLAY *display = NULL; ALLEGRO_EVENT_QUEUE *event_queue = NULL; ALLEGRO_BITMAP *ship = NULL; if(!al_init()) return -1; display = al_create_display(width, height); if(!display) return -1; al_install_keyboard(); al_install_mouse(); al_init_image_addon(); al_set_new_bitmap_flags(ALLEGRO_MIN_LINEAR | ALLEGRO_MAG_LINEAR); //smoother rotate ship = al_load_bitmap("ship.bmp"); shipH = al_get_bitmap_height(ship); shipW = al_get_bitmap_width(ship); int shipx = width/2 - shipW/2; int shipy = height/2 - shipH/2; int mx = width/2; int my = height/2; al_set_mouse_xy(display, mx, my); event_queue = al_create_event_queue(); al_register_event_source(event_queue, al_get_mouse_event_source()); al_register_event_source(event_queue, al_get_keyboard_event_source()); //al_hide_mouse_cursor(display); float angle; while(!exit) { ALLEGRO_EVENT ev; al_wait_for_event(event_queue, &ev); if(ev.type == ALLEGRO_EVENT_KEY_UP) { switch(ev.keyboard.keycode) { case ALLEGRO_KEY_ESCAPE: exit = true; break; /*case ALLEGRO_KEY_LEFT: degree -= 10; break; case ALLEGRO_KEY_RIGHT: degree += 10; break;*/ case ALLEGRO_KEY_W: shipy -=10; break; case ALLEGRO_KEY_S: shipy +=10; break; case ALLEGRO_KEY_A: shipx -=10; break; case ALLEGRO_KEY_D: shipx += 10; break; } }else if(ev.type == ALLEGRO_EVENT_MOUSE_AXES) { mx = ev.mouse.x; my = ev.mouse.y; angle = atan2(my - shipy, mx - shipx); } // al_draw_bitmap(ship,shipx, shipy, 0); //al_draw_rotated_bitmap(ship, shipW/2, shipH/2, shipx, shipy, degree * 3.142/180,0); al_draw_rotated_bitmap(ship, shipW/2, shipH/2, shipx, shipy,angle, 0); //I directly placed the angle because the allegro library calculates radians, and if i multiplied it by 180/3. 142 the rotation would go hawire, not would, it actually did. al_flip_display(); al_clear_to_color(al_map_rgb(0,0,0)); } al_destroy_bitmap(ship); al_destroy_event_queue(event_queue); al_destroy_display(display); return 0; } EDIT: This was marked duplicate by a moderator. I'd like to say that this isn't the same as that. I'm a total beginner at game programming, I had a view at that other topic and I had difficulty understanding it. Please understand this, thank you. :/ Also, while I was making a print of what the angle is I got this... Here is a screenshot:http://img34.imageshack.us/img34/7396/fzuq.jpg Which is weird because aren't angles supposed to be 360 degrees only?

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  • Soccer Game only with National Team names (country names) what about player names? [duplicate]

    - by nightkarnation
    This question already has an answer here: Legal issues around using real players names and team emblems in an open source game 2 answers Ok...this question hasn't been asked before, its very similar to some, but here's the difference: I am making a soccer/football simulator game, that only has national teams (with no official logos) just the country names and flags. Now, my doubt is the following...can I use real player names (that play or played on that national team?) From what I understand if I use a player name linked to a club like Barcelona FC (not a national team) I need the right from the club and the association that club is linked to, right? But If I am only linking the name just to a country...I might just need the permission of the actual player (that I am using his name) and not any other associations, correct? Thanks a lot in advance! Cheers, Diego.

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  • How does a single programmer make a game?

    - by Mike
    I have always been a software developer, but lately I've been wanting to get into games. The only thing stopping me is the fact that I'm a programmer, not an artist. I've made some simple stuff, Tetris, 2D chess things like that but I can't do much art and that's really what holds me back. Now the problem is, I've yet to go to college so most commercial projects wouldn't accept me even to work for free and learn a bit especially with my lack of experience in games and any indie projects I've looked into really have an issue with responding to people interested, or actually completing (or starting really, most don't get past the ideas on paper) the project they want to do. I've looked around locally for artists, anyone who can do modeling, textures or animating or even anyone with some ability to make some more advanced 2D assets to get something like a side-scrolling RPG or something but haven't been able to find anyone. So how do you guys do it? Do I really just have to wait until I can go to college to see if I like working with games or is there some way I can get art (for free, anything I do is just going to be for fun so I don't want to have to sink money into it) and just start messing around on my own? Or am I just having bad luck and not looking in the right places for other people interested in having me help? I'm not looking for anything in particular, just something to fill some time with and see if I like making games. If not, well I'll go back to my software projects. I just have one more year of highschool and I'd like to try a few different areas before I go to college.

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  • HTML5 Canvas A* Star Path finding

    - by Veyha
    I am trying to learn A* Star Path finding. Library I am using this - https://github.com/qiao/PathFinding.js But I am don't understand one thing how to do. I am need find path from player.x/player.y (player.x and player.y is both 0) to 10/10 This code return array of where I am need to move - var path = finder.findPath(player.x, player.y, 10, 10, grid); I am get array where I am need to move, but how to apply this array to my player.x and player.y? Array structure like - 0: 0 1: 0 length: 2, 0: 1 1: 0 length: 2, ... I am very sorry for my bad English language. Thanks.

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  • Shared Object Not saving the level Progress

    - by user3536228
    I am making a flash game in which i have a variable levelState that describes the current level in which user has entered I am using SharedObject to save the progress but it does not do so first i declred a clas level variable private var levelState:Number = 1; private var mySaveData:SharedObject = SharedObject.getLocal("levelSave"); in the Main function i am checking if it is a first run of the game like below if (mySaveData.data.levelsComplete == null) { mySaveData.data.levelsComplete = 1; } and in a function where the winning condition is checked so that levelState could be increased i am usin this sharedobject to hold the value of levelState if (/*winniing condition*/) levelState++; mySaveData.data.levelsComplete = levelState; mySaveData.flush(); setNewLevel(levelState); } but when i play the game clear a level and again run the game it does not start from that level it starts from beginning.

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  • XNA - Inconsistent accessibility: parameter type is less accessible than method

    - by DijkeMark
    I have a level class in which I make a new turret. I give the turret the level class as parameter. So far so good. Then in the Update function of the Turret I call a function Shoot(), which has that level parameter it got at the moment I created it. But from that moment it gives the following error: Inconsistent accessibility: parameter type 'Space_Game.Level' is less accessible than method 'Space_Game.GameObject.Shoot(Space_Game.Level, string)' All I know it has something to do with not thr right protection level or something like that. The level class: public Level(Game game, Viewport viewport) { _game = game; _viewport = viewport; _turret = new Turret(_game, "blue", this); _turret.SetPosition((_viewport.Width / 2).ToString(), (_viewport.Height / 2).ToString()); } The Turret Class: public Turret(Game game, String team, Level level) :base(game) { _team = team; _level = level; switch (_team) { case "blue": _texture = LoadResources._blue_turret.Texture; _rows = LoadResources._blue_turret.Rows; _columns = LoadResources._blue_turret.Columns; _maxFrameCounter = 10; break; default: break; } _frameCounter = 0; _currentFrame = 0; _currentFrameMultiplier = 1; } public override void Update() { base.Update(); SetRotation(); Shoot(_level, "turret"); } The Shoot Function (Which is in GameObject class. The Turret Class inherited the GameObject Class. (Am I saying that right?)): protected void Shoot(Level level, String type) { MouseState mouse = Mouse.GetState(); if (mouse.LeftButton == ButtonState.Pressed) { switch (_team) { case "blue": switch (type) { case "turret": TurretBullet _turretBullet = new TurretBullet(_game, _team); level.AddProjectile(_turretBullet); break; default: break; } break; default: break; } } } Thanks in Advance, Mark Dijkema

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  • HowTo Enable jBullet DebugMode

    - by Kenneth Bray
    I would like to render the physics world of jBullet to debug some issues in my game, and I am not finding too much on enabling the debugDraw method of jBullet. Do I need to write my own debugDraw method, or is there an easier way to draw the physics models to the screen? If there is already a built in method I would prefer to use that, otherwise I guess I will start making my own functions to handle this.

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  • Html5 games, what is the standard dimension to use?

    - by aoi
    I am trying to make html5 games to be played on the browser(not offline apps), and I am trying to support the maximum number of platforms, hence I need to know what dimension should I use for the game canvas so that it works in the most number of places. Also is there anyway to "scale" a large game to fit in the tiny size of iphone(around 320x356px I think). By "scale" I don't mean to actually resize just the canvas, as because that can mess up the coordinate based calculations, and for a large number of objects, re-positioning based on canvas size can be a real hassle.

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  • In what kind of variable type is the player position stored on a MMORPG such as WoW?

    - by jokoon
    I even heard J. Carmack quickly talk about it... How a software can track a player's position so accurately, being on a such huge world, without loading between zones, and on a multiplayer scale ? How is the data formatted when it passes through the netcode ? I can understand how vertices are stored into the graphic card's memory, but when it comes to synchronize the multiplayer, I can't imagine what is best.

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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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  • Good university for computer science with plans for Game Dev.

    - by DukeYore
    I am starting my Computer science degree at a local community college in Programming using C++. However, i will be transferring to a 4-year university. Does anyone have any insight on university programs? I know Cal State Fullerton has a degree with a minor in Game Dev. however, is that as important as getting a degree from a really great school? if i could shoot for something like Cal Poly would that be better? Or even Stanford or SF state being so close to so many gaming companies up there in the bay area? thank you in advance for any guidance.

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  • Bomb timer adventure game win32 c++ [on hold]

    - by user3491746
    I'm working on an adventure game in win32 and opengl for my 2nd year university project for class. I am pretty much finished my game but I'm stuck on the concept of how to program a timer which outputs hh : mm : ss -- but which countdown, not up. I've made a clock which counts up using vector matrices and the segxseg matrix algorithm but I cannot figure out how to make a clock (it can be simple even text using wsprintf) that counts down in that format. Can anyone possible give me an example or some literature that I can read on how to do this? Please dont suggest for me to use another environment, I've already been working here for 2 months on this game, and I'm pretty much done so i'm at no point to switch over. Can anyone show me how I can take a shot at this component of my project? Thanks a bunch! Anything that I can get is appreciated.

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  • Adapting Javascript game for mobile

    - by Cardin
    I'm currently developing a Javascript web game for desktop users. It is a sort of tower-defense game that relies on mouse input only, developed on canvas using EaselJS. In the future, or perhaps simultaneously, I would like to adapt the game for mobile devices. I can see at least 3 potential areas in shifting from desktop to mobile: 1. resolution size and UI rearrangement, 2. converting mouse events to touch events, 3. distribution as native app wrapper or mobile Web. What would be the best strategy to facilitate this desktop to mobile conversion? For example, should I try to code the game for both platforms, or port the game UI over to mobile by branching the code base. Should I just publish on the mobile Web or wrap the game in a native app framework? And if I were to code for both platforms using the same codebase, should I register both click and touch events, or remap click events to touch using dispatchEvent?

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  • Information about rendering, batches, the graphical card, performance etc. + XNA?

    - by Aidiakapi
    I know the title is a bit vague but it's hard to describe what I'm really looking for, but here goes. When it comes to CPU rendering, performance is mostly easy to estimate and straightforward, but when it comes to the GPU due to my lack of technical background information, I'm clueless. I'm using XNA so it'd be nice if theory could be related to that. So what I actually wanna know is, what happens when and where (CPU/GPU) when you do specific draw actions? What is a batch? What influence do effects, projections etc have? Is data persisted on the graphics card or is it transferred over every step? When there's talk about bandwidth, are you talking about a graphics card internal bandwidth, or the pipeline from CPU to GPU? Note: I'm not actually looking for information on how the drawing process happens, that's the GPU's business, I'm interested on all the overhead that precedes that. I'd like to understand what's going on when I do action X, to adapt my architectures and practices to that. Any articles (possibly with code examples), information, links, tutorials that give more insight in how to write better games are very much appreciated. Thanks :)

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  • Where i must put .xnb files in mono game project using VS2010?

    - by user23899
    Hello there my problem was describe below In the "The Content Pipeline" paragraph http://blogs.msdn.com/b/bobfamiliar/archive/2012/08/07/windows-8-xna-and-monogame-part-3-code-migration-and-windows-8-feature-support.aspx#comments Author describe how fix it using VS2012 put xnb files to \AppX\Content folder but i use VS2010 and mono game templates for it and there is no folders like this so where i must put this asstes to run game correctly

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  • Should I be using a game engine?

    - by Kyle
    I'm an experienced programmer, but I'm completely new to making games. I'm thinking of making an iPhone game that is similar to a 2d tower defense type game. In the web programming world, it would be a big waste of time to make a website without using some sort of web framework (eg ruby on rails). Is that the same for making games? Do people mostly use some sort of framework/game engine for making a game? If so, what are the popular ones for iOS?

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