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  • Making a Living Developing Games

    - by cable729
    I'm in my last year of high school, and I've been looking at colleges. I'm taking a C++ class at a local community college and I don't feel that it's worth it. I could have learned everything in that class in a week. This had me thinking, would a CS degree even be worth it? How much can it teach me if I can learn everything on my own? Even if I do need to learn more advanced subjects, many colleges put their material online AND I can buy a book. Will companies hire me if I don't have a CS degree? If I have a portfolio will I stand a chance? What kind of things are needed in the portfolio? I want to live doing what I love - programming. So I will do it. I'm just not sure that a CS degree will do anything to me. In addition, if there is a benefit to getting a CS degree, what places are the best?

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  • Can a high FPS negatively affect how a program runs?

    - by rphello101
    Yeah I know this is a broad question and will get down rated, I'm just hoping for some answer before it gets closed. Anyway, I'm using Slick 2D/Java to play around with graphics. I'm having some trouble with trying to move an image. The weird thing is, the code works just fine on my laptop, but the image sporadically moves to (0,0) and stops on my desktop. The only difference between the two is that it says the FPS is about 500 on my laptop and 6600 on my desktop. Can that affect it or does someone have any ideas for what to check on?

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  • Drawing Transparency in XNA 4.0

    - by dpaz
    Using C# (VS2010) with XNA 4.0, I have a terrain layer (RenderTarget2D) in a 2D side-scroller. My visual system tracks updates to redraw individual tiles, but I am having trouble finding a way to clear out the rectangle where the tile will be drawn, which I must do because A) there may no longer be a tile or B) the tile may itself contain transparency. How can I draw a rectangle of transparency onto an existing RenderTarget2D? I essentially want to clear just that rectangular portion of it. My Google searches have not yielded anything relevant.

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  • What is the minimum of shader I need to use to run basic calculation on GPU?

    - by Jinxi
    I read, that the Hull Shader, Domain Shader, Geometry Shader and Pixel Shader can be used optional. So, is the Vertex Shader optional too? If no: What does a basic Vertex Shader look like? Just like a simple pass through? Is the Vertex Shader necessary to tell what kind of datastructure (Van Stripes or Meshes) are used? What can I do, with just the vertex shader? Are the fixed functions working without any help of programming a programmable stage?

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  • General usage question of vbo

    - by CSharpie
    Firstofall, I am sorry if my question is to broad. I am developing a tile based game and switched from those gl.Begin calls to using VBOs. This is kind of working allready, I managed to render a hexagonal polygon with a simple shader applied. What I am not sure is, how to implement the "whole" tile concept. Concrete the questions are: - Is it better to create 1 VBO for a single tile and render it n-Times in every different position, or render one huge VBO that represents the whole "world" - Depending on the answer above, what is the best way to draw a "linegrid". Overlay with the same vbo using the respecting polygon.mode , or is there a way to let the shader to this? - How would frustum-culling or mousepicking work then, do i need to keep the VBO-data in memory?

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  • Doing imagemagick like stuff in Unity (using a mask to edit a texture)

    - by Codejoy
    There is this tutorial in imagemagick http://www.imagemagick.org/Usage/masking/#masks I was wondering if there was some way to mimic the behavior (like cutting the image up based on a black image mask that turns image parts transparent... ) and then trim that image in game... trying to hack around with the webcam feature and reproduce some of the imagemagick opencv stuff in it in Unity but I am saddly unequipped with masks, shaders etc in unity skill/knowledge. Not even sure where to start.

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  • How do I add a Rigid body and a box collider component to a Texture2D?

    - by gamenewdev
    I am making a snake game. I'm basing it on a basic tutorial game, which does no collision detection, wall checking or different levels. All snake head, piece, food, even the background is made of Texture2D. I want the head of the snake to detects 2D collisions with them, but Rect.contains isn't working. I'd prefer to detect collisions by onTriggerEnter() for which I need to add BoxCollider to my snakeHead.

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  • Working Qt controls in a 3d environment

    - by Jay
    I need some advice from a Qt expert. The background: I have a 3D engine (ogre3d) working in concert with Qt. The 3D Content is displayed in a widget (using a custom OS window in the client area). I'm able to overlay arbitrary Qt widgets onto the 3d world using the widget render() method and a shared bitmap. This makes a great "heads up display". I can use the standard Qt style sheets and animation using this technique. My goal I'd like to go a step further and allow the user to move these rendered widgets using the mouse. I'd like some advice on the best way to implement this. Possible solutions: The widgets in the HUD are not part of the inheritance chain. I render them manually. They don't get events though. I could add them to the inheritance chain so they get events in the usual way. Then I would need to change them to render to my shared bitmap instead of to the operating system. I looked at this once but couldn't find enough information to implement it. Capture mouse events in the 3D display widget and EMIT them to child controls. I basically create my own event handling chain. Any suggestions on how to implement this? I'm also considering switching to Qt5. I'm not sure how that might affect this decision.

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  • How to populate a form list with buttons using javascript

    - by StealingMana
    I made a script that, when you press one button(accessories) the selection(mylist) populates with one array(accessoryData), and when you hit the other button(weapons) the other array(weaponData) populates the selection. However, in the current state of the code the second button press is not re-populating the selection. What is wrong here? Also if there is a more efficient way to do this, that might be helpful. Full code function runList(form, test) { var html = ""; var x; dataType(test); while (x < dataType.length) { html += "<option>" + dataType[x]; x++; } document.getElementById("mylist").innerHTML = html; }

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  • Observer Pattern Implementation

    - by user17028
    To teach myself basic game programming, I am going to program a clone of Pong. I will use the Observer design pattern, with an interface between the input and the game engine. However, I'm not sure what the interface should do. One idea I had was for the input interface to tell the game engine that (e.g.) the screen was clicked, then to let the game engine decide what to do with that information (shoot a bullet, for example). Another idea I had was for the input interface, having caught the mouse click, to tell the game engine to shoot a bullet. Which method would be better for me to use?

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  • How to make a stack stable? Need help for an explicit resting contact scheme (2-dimensional)

    - by Register Sole
    Previously, I struggle with the sequential impulse-based method I developed. Thanks to jedediah referring me to this paper, I managed to rebuild the codes and implement the simultaneous impulse based method with Projected-Gauss-Seidel (PGS) iterative solver as described by Erin Catto (mentioned in the reference of the paper as [Catt05]). So here's how it currently is: The simulation handles 2-dimensional rotating convex polygons. Detection is using separating-axis test, with a SKIN, meaning closest points between two polygons is detected and determined if their distance is less than SKIN. To resolve collision, simultaneous impulse-based method is used. It is solved using iterative solver (PGS-solver) as in Erin Catto's paper. Error-correction is implemented using Baumgarte's stabilization (you can refer to either paper for this) using J V = beta/dt*overlap, J is the Jacobian for the constraints, V the matrix containing the velocities of the bodies, beta an error-correction parameter that is better be < 1, dt the time-step taken by the engine, and overlap, the overlap between the bodies (true overlap, so SKIN is ignored). However, it is still less stable than I expected :s I tried to stack hexagons (or squares, doesn't really matter), and even with only 4 to 5 of them, they would swing! Also note that I am not looking for a sleeping scheme. But I would settle if you have any explicit scheme to handle resting contacts. That said, I would be more than happy if you have a way of treating it generally (as continuous collision, instead of explicitly as a special state). Ideas I have tried: Using simultaneous position based error correction as described in the paper in section 5.3.2, turned out to be worse than the current scheme. If you want to know the parameters I used: Hexagons, side 50 (pixels) gravity 2400 (pixels/sec^2) time-step 1/60 (sec) beta 0.1 restitution 0 to 0.2 coeff. of friction 0.2 PGS iteration 10 initial separation 10 (pixels) mass 1 (unit is irrelevant for now, i modified velocity directly<-impulse method) inertia 1/1000 Thanks in advance! I really appreciate any help from you guys!! :) EDIT In response to Cholesky's comment about warm starting the solver and Baumgarte: Oh right, I forgot to mention! I do save the contact history and the impulse determined in this time step to be used as initial guess in the next time step. As for the Baumgarte, here's what actually happens in the code. Collision is detected when the bodies' closest distance is less than SKIN, meaning they are actually still separated. If at this moment, I used the PGS solver without Baumgarte, restitution of 0 alone would be able to stop the bodies, separated by a distance of ~SKIN, in mid-air! So this isn't right, I want to have the bodies touching each other. So I turn on the Baumgarte, where its role is actually to pull the bodies together! Weird I know, a scheme intended to push the body apart becomes useful for the reverse. Also, I found that if I increase the number of iteration to 100, stacks become much more stable, though the program becomes so slow. UPDATE Since the stack swings left and right, could it be something is wrong with my friction model? Current friction constraint: relative_tangential_velocity = 0

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  • sprite group doesn't support indexing

    - by user3956
    I have a sprite group created with pygame.sprite.Group() (and add sprites to it with the add method) How would I retrieve the nth sprite in this group? Code like this does not work: mygroup = pygame.sprite.Group(mysprite01) print mygroup[n].rect It returns the error: group object does not support indexing. For the moment I'm using the following function: def getSpriteByPosition(position,group): for index,spr in enumerate(group): if (index == position): return spr return False Although working, it just doesn't seem right... Is there a cleaner way to do this? EDIT: I mention a "position" and index but it's not important actually, returning any single sprite from the group is enough

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  • Draw "vision cone" / targetting element onto game world

    - by gkimsey
    I'm wanting to indicate various things using a "pie slice" sort of shape as below. Similar to vision cones in stealth game minimaps, or targetting indicators in RTS type games for frontal area attacks. Something generic enough to be used for both would be ideal. I need to be able to procedurally (and efficiently) change things like the slice width and length, color, transparency, position in the world, etc. For my particular situation, there's no concern with elevation, funky terrain, or really any third axis at all as far as this element is concerned. I have two first inclinations on how to accomplish this: 1) Manually generate the vertices for a main triangle, (possibly two, superimposed to get the border effect), a handful more to approximate the arc at the end, and roll it into a mesh. 2) Use some sort of 2D drawing library to create a circle and mask it off at the right angles, render to texture, and use that. For reference, I have some experience with Ogre3D, but I'm not attached to it as this is a mostly academic pursuit at the moment. Other technologies that might be better at accomplishing this are more than welcome. Finally, I'm kind of curious about how to do a "flashlight" or similar 3D effect that could produce the same result, but on all surfaces in the lit area.

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  • Achieve anisotropic filtering

    - by fedab
    I want to set anisotropic filtering to my scene. I use SharpDX (DirectX 11) and C#. How do i set up anisotropic filtering in my shader? Currently i try that in the shader: Texture2D tex; sampler textureSampler = sampler_state { Texture = (tex); MipFilter = Anisotropic; MagFilter = Anisotropic; MinFilter = Anisotropic; MaxAnisotropy = 16; }; float4 PShader(float4 position : SV_POSITION, float4 color:COLOR, float2 tex0 : TEXCOORD0) : SV_TARGET { float4 textureColor; textureColor = tex.Sample(textureSampler, tex0) * color; return textureColor; } I get my object, textured, but it is not filtered anisotropic. I can write everything in the Parameters, even invalid things and i don't get any errors. The result is the same, objects without applied anisotropic filtering. Do i have to set that in the shader? Can i do that also with SamplerState? I tested that but i didn't get a result too. Some steps what i have to set would be helpful.

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  • Sprite animation problem

    - by hustlerinc
    I have this sprite I have to animate. The sprite is 7 images total but animation is 10 frames (2 positions are repeated). The order I want to go through the frames is like this: 3 - 4 - 5 - 6 - 4 - 3 - 2 - 1 - 0 - 2. My problem is how can I skip 1 frame once I reach the end of each direction? The reason I want to skip is to save me from creating duplicate positions in the spritesheet. I'm doing this in Javascript.

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  • Keep Getting Syntax Error C2199?

    - by DARK3ZOOZ
    Here's my problem I'm trying to define something, but keep getting a syntax error Code: #define R_RegisterShader 0x50C8A0 int (*trap_R_RegisterShader)( const char *name, int Arg_1 ) = (int (_cdecl *)(const char *, int ))R_RegisterShader; ^^^^^^^ This last part is where I keep getting the error if you need more lines of codes, just let me know. thanks http://gyazo.com/1a47ebc12cfbd6ea72feb72c686ae84d screenshot of error

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  • What is causing this behavior with the movement of Pong Ball in 2D? [closed]

    - by thegermanpole
    //edit after running it through the debugger it turned out i had the display function set to x,x...TIL how to use a debugger I've been trying to teach myself C++ SDL with the lazyfoo tutorial and seem to have run into a roadblock. The code below is the movement function of my Dot class, which controls the ball. The ball seems to ignore yvel and moves with xvel to the bottom right. The code should be pretty readable, the rest of the relevant facts are: All variables are names Constants are in caps dotrad is the radius of my dot yvel and xvel are set to 5 in the constructor The dot is created at x and y equal to 100 When I comment out the x movement block it doesn't move, but if i comment out the y movement block, it keeps on going down to the right. void Dot::move() { if(((y+yvel+dotrad) <= SCREEN_HEIGHT) && (0 <= (y-dotrad+yvel))) { y+=yvel; } else { yvel = -1*yvel; } if(((x+xvel+dotrad) <= SCREEN_WIDTH) && (0 <= (x-dotrad+xvel))) { x +=xvel; } else { xvel = -1*xvel; } }

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  • Entity communication: Message queue vs Publish/Subscribe vs Signal/Slots

    - by deft_code
    How do game engine entities communicate? Two use cases: How would entity_A send a take-damage message to entity_B? How would entity_A query entity_B's HP? Here's what I've encountered so far: Message queue entity_A creates a take-damage message and posts it to entity_B's message queue. entity_A creates a query-hp message and posts it to entity_B. entity_B in return creates an response-hp message and posts it to entity_A. Publish/Subscribe entity_B subscribes to take-damage messages (possibly with some preemptive filtering so only relevant message are delivered). entity_A produces take-damage message that references entity_B. entity_A subscribes to update-hp messages (possibly filtered). Every frame entity_B broadcasts update-hp messages. Signal/Slots ??? entity_A connects an update-hp slot to entity_B's update-hp signal. Something better? Do I have a correct understanding of how these communication schemes would tie into a game engine's entity system? How do entities in commercial game engines communicate?

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  • XNA: draw a sprite in 3d, is that possible?

    - by Heisenbug
    since now I always used sprited to draw in 2D: spriteBatch.Draw(myTexture, rectangle, color); (I suppose the texture is binded internally to 2 triangles and then scaled.) Now, I'm porting my game in 3D and I have to draw several planes (walls, floor, roof,..). Do I need to manually binding a texture to a geometry (for example using VertexPositionColorTexture with VertexBuffer and IndexBuffer), or is there any simpler way to do that? I'm looking for something like spriteBatch.Draw with the rectangle clip specified in 3d space: spriteBatch.Draw(myTexture, rectangleIn3D, color);

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  • How can I track a falling ball with a camera?

    - by Jason
    I have been trying to get my camera to follow a falling ball but with no success. here is the code float cameraY = (FrustumHeight / 2)+((ball.getPosition().y) /2) - (FrustumHeight /2); if (cameraY < FrustumHeight/2 ) cameraY = FrustumHeight/2; camera.position.set(0f,cameraY, 0f); Gdx.app.log("test",camera.position.toString()); camera.update(); camera.apply(Gdx.gl10); batch.setProjectionMatrix(camera.combined); batch.begin(); batch.draw(backgroundRegion, camera.position.x - FrustumWidth / 2, -cameraY - (FrustumHeight/2) , 320, 480); batch.draw(ballTexture, (camera.position.x - FrustumWidth / 2) + ball.getPosition().x,-cameraY + ball.getPosition().y - (FrustumHeight/2) , 32, 32); I'm sure I am doing this completely wrong - what is the correct way to do this?

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  • Rotate Rigged and Animated Scene?

    - by Nick
    I have a rigged and animated mesh that I need to import into Unity. We several characters that all use the same script, and access their bones to do procedural animations as well. The problem is that the new model I was given is facing the wrong way. Instead of facing forward, the model is facing the right.. Is there any way to rotate the model with it's animations without screwing it up, so that it will import properly in unity facing forward? Because of the way it was done, selecting everything in the scene and just rotating it by 90 degrees ruins some of the animations, so I need a program that can fix this.

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  • Grid collision - finding the location of an entity in each box

    - by Gregg1989
    I am trying to implement grid-based collision in a 2d game with moving circles. The canvas is 400x400 pixels. Below you can see the code for my Grid class. What I want it to do is check inside which box the entities are located and then run a collision check if there are 2 or more entities in the same box. Right now I do not know how to find the position of an entity in a specific box. I know there are many tutorials online, but I haven't been able to find an answer to my question, because they are either written in C/C++ or use the 2d array approach. Code snippets and other help is greatly appreciated. Thanks. public class Grid { ArrayList<ArrayList<Entity>> boxes = new ArrayList<>(); double boxSize = 40; double boxesAmount = 10; ... ... public void checkBoxLocation(ArrayList<Entity> entities) { for (int i = 0; i < entities.size(); i++) { // Get top left coordinates of each entity double entityLeft = entities.get(i).getLayoutX() - entities.get(i).getRadius(); double entityTop = entities.get(i).getLayoutY() + entities.get(i).getRadius(); // Divide coordinate by box size to find the approximate location of the entity for (int j = 0; j < boxesAmount; j++) { //Select each box if ((entityLeft / boxSize <= j + 0.7) && (entityLeft / boxSize >= j)) { if ((entityTop / boxSize <= j + 0.7) && (entityTop / boxSize >= j)) { holdingBoxes.get(j).add(entities.get(i)); System.out.println("Entity " + entities.get(i) + " added to box " + j); } } } } } }

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  • Nifty gui hide/show image

    - by Mario
    I have a simple screen made with Nifty gui. On this game screen I want to put a simple image controls sound: just on and not. So I have two images to switch and get music stop or run. Problem is: how can I hide/disply an image with nifty gui? Here my java code when player click on image: Screen screen = nifty.getCurrentScreen(); Element el = screen.findElementByName("iconOn"); el.setVisible(false); el = screen.findElementByName("iconOff"); el.setVisible(true); This code doesn't work :( Thanks to everyone could help me

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  • Is there a way to make money from indie downloadable games? [closed]

    - by AShelly
    It appears that there are ways to make money with flash games through portal and aggregator sites and embedded ads. But I do my programming in C and C++. I've started a prototype which relies on a few existing C++ SDK's. The game would have to be downloadable. Is this just a labor of love, or are there any ways to make money from this type of game? Does anyone pay for shareware anymore? What other options are there?

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  • CUDA 4.1 Update

    - by N0xus
    I'm currently working on porting a particle system to update on the GPU via the use of CUDA. With CUDA, I've already passed over the required data I need to the GPU and allocated and copied the date via the host. When I build the project, it all runs fine, but when I run it, the project says I need to allocate my h_position pointer. This pointer is my host pointer and is meant to hold the data. I know I need to pass in the current particle position to the required cudaMemcpy call and they are currently stored in a list with a for loop being created and interated for each particle calling the following line of code: m_particleList[i].positionY = m_particleList[i].positionY - (m_particleList[i].velocity * frameTime * 0.001f); My current host side cuda code looks like this: float* h_position; // Your host pointer. This holds the data (I assume it's already filled with the data.) float* d_position; // Your device pointer, we will allocate and fill this float* d_velocity; float* d_time; int threads_per_block = 128; // You should play with this value int blocks = m_maxParticles/threads_per_block + ( (m_maxParticles%threads_per_block)?1:0 ); const int N = 10; size_t size = N * sizeof(float); cudaMalloc( (void**)&d_position, m_maxParticles * sizeof(float) ); cudaMemcpy( d_position, h_position, m_maxParticles * sizeof(float), cudaMemcpyHostToDevice); Both of which were / can be found inside my UpdateParticle() method. I had originally thought it would be a simple case of changing the h_position variable in the cudaMemcpy to m_particleList[i] but then I get the following error: no suitable conversion function from "ParticleSystemClass::ParticleType" to "const void *" exists I've probably messed up somewhere, but could someone please help fix the issues I'm facing. Everything else seems to running fine, it's just when I try to run the program that certain things hit the fan.

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