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  • Why does Unity3D crash in VirtualBox?

    - by FakeRainBrigand
    I'm running Unity3D in a virtual instance of Windows, using the Virtual Box software on Linux. I have guest additions installed with DirectX support. I've tried using Windows XP SP3 32-bit, and Windows 7 64bit. My host is Ubuntu 12.04 64bit. I installed and registered Unity on both. It loads up fine, and then crashes my entire VirtualBox instance (equivalent of a computer shutting off with no warning).

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  • Is there an algorithm for a pool game?

    - by Dmitri
    Hello! I am looking for algorithm to calculate direction and speed of balls in a pool game. I am sure there has to be some type of open source code for this since pool games are some of the oldest computer games I can remember. I mean, when one ball hits another, I need a algorithm to calculate direction of both of them. It will depend of exact angle of where they hit each other and on speed. I want to practice Java coding, so I am looking for java code or package that has this type of code.

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  • How to use batch rendering with an entity component system?

    - by Kiril
    I have an entity component system and a 2D rendering engine. Because I have a lot of repeating sprites (the entities are non-animated, the background is tile based) I would really like to use batch rendering to reduce calls to the drawing routine. What would be the best way to integrate this with an engtity system? I thought about creating and populating the sprite batche every frame update, but that will probably be very slow. A better way would be to add a reference to an entity's quad to the sprite batch at initialization, but that would mean that the entity factory has to be aware of the Rendering System or that the sprite batch has to be a component of some Cache entity. One case violates encapsulation pretty heavily, while the other forces a non-game object entity in the entity system, which I am not sure I like a lot. As for engine, I am using Love2D (Love2D website) and FEZ ( FEZ website) as entity system(so everything is in Lua). I am more interested in a generic pattern of how to properly implement that rather than a language/library specific solution. Thanks in advance!

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  • Double sides face with two normals

    - by Marnix
    I think this isn't possible, but I just want to check this: Is it possible to create a face in opengl that has two normals? So: I want the inside and outside of some cilinder to be drawn, but I want the lights to do as expected and not calculate it for the normal given. I was trying to do this with backface culling off, so I would have both faces, but the light was wrongly calculated of course. Is this possible, or do I have to draw an inside and an outside? So draw twice?

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  • Open GL Android frame-by-frame animation tutorial/example code

    - by Trick
    My first question was asked wrong, so I need to ask again :) I found out, that I will have to do an OpenGL animation for my Android game. The closest (known) example is Talking Tom (but I don't know how they did the animations). I have large PNGs which I would like to put into a animation. For example - 30 PNGs 427×240px at 8 FPS. I know some things already about Open GL, but I am used to learn from example code. And it is quicker that way (so I don't need to invent hot water all over again :)). Does anybody has any points to direct me?

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  • Using orientation to calculate position on Windows Phone 7

    - by Lavinski
    I'm using the motion API and I'm trying to figure out a control scheme for the game I'm currently developing. What I'm trying to achive is for a orienation of the device to correlate directly to a position. Such that tilting the phone forward and to the left represents the top left position and back to the right would be the bottom right position. Photos to make it clearer (the red dot would be the calculated position). Forward and Left Back and Right Now for the tricky bit. I also have to make sure that the values take into account left landscape and right landscape device orientations (portrait is the default so no calculations would be needed for it). Has anyone done anything like this? Notes: I've tried using the yaw, pitch, roll and Quaternion readings. Sample: // Get device facing vector public static Vector3 GetState() { lock (lockable) { var down = Vector3.Forward; var direction = Vector3.Transform(down, state); switch (Orientation) { case Orientation.LandscapeLeft: return Vector3.TransformNormal(direction, Matrix.CreateRotationZ(-rightAngle)); case Orientation.LandscapeRight: return Vector3.TransformNormal(direction, Matrix.CreateRotationZ(rightAngle)); } return direction; } }

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  • Calculating the "power" of a player in a "Defend Your Castle" type game

    - by Jesse Emond
    I'm a making a "Defend Your Castle" type game, where each player has a castle and must send units to destroy the opponent's castle. It looks like this (and yeah, this is the actual game, not a quick paint drawing..): Now, I'm trying to implement the AI of the opponent, and I'd like to create 4 different AI levels: Easy, Normal, Hard and Hardcore. I've never made any "serious" AI before and I'd like to create a quite complete one this time. My idea is to calculate a player's "power" score, based on the current health of its castle and the individual "power" score of its units. Then, the AI would just try to keep a score close to the player's one(Easy would stay below it, Normal would stay near it and Hard would try to get above it). But I just don't know how to calculate a player's power score. There are just too many variables to take into account and I don't know how to properly use them to create one significant number(the power level). Could anyone help me out on this one? Here are the variables that should influence a player's power score: Current castle health, the unit's total health, damage, speed and attack range. Also, the player can have increased Income(the money bag), damage(the + Damage) and speed(the + speed)... How could I include them in the score? I'm really stuck here... Or is there an other way that I could implement AI for this type of game? Thanks for your precious time.

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  • Stuck at enemy movement

    - by Syed
    I am making a TD game in unity, Initially I made all of my enemy movements frame rate dependent say: I had a grid point1 at -22.65 and other at -21.1, diagrammatically: (-22.65) _________(-21.1)_______(-21.1+1.55) ...... so the distance on x axis between two points is 1.55, divided it by 25 jumps with each enemy jump of 0.062 of each frame. On reaching on next point of grid the enemy find again its path. All went fine until I have requirement of FastForward and Pause feature. I used timeScale property of unity but it wont work as they are frame dependent. I also tried double speed of enemy on clicking fast forward button at any time, it has some issues that enemy jumps are now less and it fails to reach on next grid point. Could someone suggest me solution to my problem. Do I need to change the enemy movement code to make it frame independent ?? I need the enemy to reach on the grid specific point I also need later to slow down any one enemy's speed when tower fires on it. Thnx

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  • Shadow mapping: what is the light looking at?

    - by PgrAm
    I'm all set to set up shadow mapping in my 3d engine but there is one thing I am struggling to understand. The scene needs to be rendered from the light's point of view so I simply first move my camera to the light's position but then I need to find out which direction the light is looking. Since its a point light its not shining in any particular direction. How do I figure out what the orientation for the light point of view is?

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  • Good book or tutorial for learning how to apply integration methods

    - by Cumatru
    I'm looking to animate a graph layout using edges as springs and nodes as weights ( a node with more links will have a bigger weight ). I'm not capable of wrapping my head around the usage of mathematical and physics relations in my application. As far as i read, Runge Kutta 4 ( preferably ) or Verlet will be a good choice, but i have problems with understanding how they really work, and what physics equations should i apply. If i can't understand them, i can't use them. I'm looking for a book or a tutorial which describe the things that i need.

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  • How to achieve uniform speed of movement on a bezier curve in cocos 2d?

    - by Andrey Chernukha
    I'm an absolute beginner in cocos2 , actually i started dealing with it yesterday. What i'm trying to do is moving an image along Bezier curve. This is how i do it - (void)startFly { [self runAction:[CCSequence actions: [CCBezierBy actionWithDuration:timeFlying bezier:[self getPathWithDirection:currentDirection]], [CCCallFuncN actionWithTarget:self selector:@selector(endFly)], nil]]; } My issue is that the image moves not uniformly. In the beginning it's moving slowly and then it accelerates gradually and at the end it's moving really fast. What should i do to get rid of this acceleration?

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  • Combine 3D objects in XNA 4

    - by Christoph
    Currently I am writing on my thesis for university, the theme I am working on is 3D Visualization of hierarchical structures using cone trees. I want to do is to draw a cone and arrange a number of spheres at the bottom of the cone. The spheres should be arranged according to the radius and the number of spheres correctly. As you can imagine I need a lot of these cone/sphere combinations. First Attempt I was able to find some tutorials that helped with drawing cones and spheres. Cone public Cone(GraphicsDevice device, float height, int tessellation, string name, List<Sphere> children) { //prepare children and calculate the children spacing and radius of the cone if (children == null || children.Count == 0) { throw new ArgumentNullException("children"); } this.Height = height; this.Name = name; this.Children = children; //create the cone if (tessellation < 3) { throw new ArgumentOutOfRangeException("tessellation"); } //Create a ring of triangels around the outside of the cones bottom for (int i = 0; i < tessellation; i++) { Vector3 normal = this.GetCircleVector(i, tessellation); // add the vertices for the top of the cone base.AddVertex(Vector3.Up * height, normal); //add the bottom circle base.AddVertex(normal * this.radius + Vector3.Down * height, normal); //Add indices base.AddIndex(i * 2); base.AddIndex(i * 2 + 1); base.AddIndex((i * 2 + 2) % (tessellation * 2)); base.AddIndex(i * 2 + 1); base.AddIndex((i * 2 + 3) % (tessellation * 2)); base.AddIndex((i * 2 + 2) % (tessellation * 2)); } //create flate triangle to seal the bottom this.CreateCap(tessellation, height, this.Radius, Vector3.Down); base.InitializePrimitive(device); } Sphere public void Initialize(GraphicsDevice device, Vector3 qi) { int verticalSegments = this.Tesselation; int horizontalSegments = this.Tesselation * 2; //single vertex on the bottom base.AddVertex((qi * this.Radius) + this.lowering, Vector3.Down); for (int i = 0; i < verticalSegments; i++) { float latitude = ((i + 1) * MathHelper.Pi / verticalSegments) - MathHelper.PiOver2; float dy = (float)Math.Sin(latitude); float dxz = (float)Math.Cos(latitude); //Create a singe ring of latitudes for (int j = 0; j < horizontalSegments; j++) { float longitude = j * MathHelper.TwoPi / horizontalSegments; float dx = (float)Math.Cos(longitude) * dxz; float dz = (float)Math.Sin(longitude) * dxz; Vector3 normal = new Vector3(dx, dy, dz); base.AddVertex(normal * this.Radius, normal); } } // Finish with a single vertex at the top of the sphere. AddVertex((qi * this.Radius) + this.lowering, Vector3.Up); // Create a fan connecting the bottom vertex to the bottom latitude ring. for (int i = 0; i < horizontalSegments; i++) { AddIndex(0); AddIndex(1 + (i + 1) % horizontalSegments); AddIndex(1 + i); } // Fill the sphere body with triangles joining each pair of latitude rings. for (int i = 0; i < verticalSegments - 2; i++) { for (int j = 0; j < horizontalSegments; j++) { int nextI = i + 1; int nextJ = (j + 1) % horizontalSegments; base.AddIndex(1 + i * horizontalSegments + j); base.AddIndex(1 + i * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + j); base.AddIndex(1 + i * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + j); } } // Create a fan connecting the top vertex to the top latitude ring. for (int i = 0; i < horizontalSegments; i++) { base.AddIndex(CurrentVertex - 1); base.AddIndex(CurrentVertex - 2 - (i + 1) % horizontalSegments); base.AddIndex(CurrentVertex - 2 - i); } base.InitializePrimitive(device); } The tricky part now is to arrange the spheres at the bottom of the cone. I tried is to draw just the cone and then draw the spheres. I need a lot of these cones, so it would be pretty hard to calculate all the positions correctly. Second Attempt So the second try was to generate a object that builds all vertices of the cone and all of the spheres at once. So I was hoping to render a cone with all its spheres arranged correctly. After a short debug I found out that the cone is created and the first sphere, when it turn of the second sphere I am running into an OutOfBoundsException of ushort.MaxValue. Cone and Spheres public ConeWithSpheres(GraphicsDevice device, float height, float coneDiameter, float sphereDiameter, int coneTessellation, int sphereTessellation, int numberOfSpheres) { if (coneTessellation < 3) { throw new ArgumentException(string.Format("{0} is to small for the tessellation of the cone. The number must be greater or equal to 3", coneTessellation)); } if (sphereTessellation < 3) { throw new ArgumentException(string.Format("{0} is to small for the tessellation of the sphere. The number must be greater or equal to 3", sphereTessellation)); } //set properties this.Height = height; this.ConeDiameter = coneDiameter; this.SphereDiameter = sphereDiameter; this.NumberOfChildren = numberOfSpheres; //end set properties //generate the cone this.GenerateCone(device, coneTessellation); //generate the spheres //vector that defines the Y position of the sphere on the cones bottom Vector3 lowering = new Vector3(0, 0.888f, 0); this.GenerateSpheres(device, sphereTessellation, numberOfSpheres, lowering); } // ------ GENERATE CONE ------ private void GenerateCone(GraphicsDevice device, int coneTessellation) { int doubleTessellation = coneTessellation * 2; //Create a ring of triangels around the outside of the cones bottom for (int index = 0; index < coneTessellation; index++) { Vector3 normal = this.GetCircleVector(index, coneTessellation); //add the vertices for the top of the cone base.AddVertex(Vector3.Up * this.Height, normal); //add the bottom of the cone base.AddVertex(normal * this.ConeRadius + Vector3.Down * this.Height, normal); //add indices base.AddIndex(index * 2); base.AddIndex(index * 2 + 1); base.AddIndex((index * 2 + 2) % doubleTessellation); base.AddIndex(index * 2 + 1); base.AddIndex((index * 2 + 3) % doubleTessellation); base.AddIndex((index * 2 + 2) % doubleTessellation); } //create flate triangle to seal the bottom this.CreateCap(coneTessellation, this.Height, this.ConeRadius, Vector3.Down); base.InitializePrimitive(device); } // ------ GENERATE SPHERES ------ private void GenerateSpheres(GraphicsDevice device, int sphereTessellation, int numberOfSpheres, Vector3 lowering) { int verticalSegments = sphereTessellation; int horizontalSegments = sphereTessellation * 2; for (int childCount = 1; childCount < numberOfSpheres; childCount++) { //single vertex at the bottom of the sphere base.AddVertex((this.GetCircleVector(childCount, this.NumberOfChildren) * this.SphereRadius) + lowering, Vector3.Down); for (int verticalSegmentsCount = 0; verticalSegmentsCount < verticalSegments; verticalSegmentsCount++) { float latitude = ((verticalSegmentsCount + 1) * MathHelper.Pi / verticalSegments) - MathHelper.PiOver2; float dy = (float)Math.Sin(latitude); float dxz = (float)Math.Cos(latitude); //create a single ring of latitudes for (int horizontalSegmentsCount = 0; horizontalSegmentsCount < horizontalSegments; horizontalSegmentsCount++) { float longitude = horizontalSegmentsCount * MathHelper.TwoPi / horizontalSegments; float dx = (float)Math.Cos(longitude) * dxz; float dz = (float)Math.Sin(longitude) * dxz; Vector3 normal = new Vector3(dx, dy, dz); base.AddVertex((normal * this.SphereRadius) + lowering, normal); } } //finish with a single vertex at the top of the sphere base.AddVertex((this.GetCircleVector(childCount, this.NumberOfChildren) * this.SphereRadius) + lowering, Vector3.Up); //create a fan connecting the bottom vertex to the bottom latitude ring for (int i = 0; i < horizontalSegments; i++) { base.AddIndex(0); base.AddIndex(1 + (i + 1) % horizontalSegments); base.AddIndex(1 + i); } //Fill the sphere body with triangles joining each pair of latitude rings for (int i = 0; i < verticalSegments - 2; i++) { for (int j = 0; j < horizontalSegments; j++) { int nextI = i + 1; int nextJ = (j + 1) % horizontalSegments; base.AddIndex(1 + i * horizontalSegments + j); base.AddIndex(1 + i * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + j); base.AddIndex(1 + i * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + j); } } //create a fan connecting the top vertiex to the top latitude for (int i = 0; i < horizontalSegments; i++) { base.AddIndex(this.CurrentVertex - 1); base.AddIndex(this.CurrentVertex - 2 - (i + 1) % horizontalSegments); base.AddIndex(this.CurrentVertex - 2 - i); } base.InitializePrimitive(device); } } Any ideas how I could fix this?

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  • Bullet Physic: Transform body after adding

    - by Mathias Hölzl
    I would like to transform a rigidbody after adding it to the btDiscreteDynamicsWorld. When I use the CF_KINEMATIC_OBJECT flag I am able to transform it but it's static (no collision response/gravity). When I don't use the CF_KINEMATIC_OBJECT flag the transform doesn't gets applied. So how to I transform non-static objects in bullet? DemoCode: btBoxShape* colShape = new btBoxShape(btVector3(SCALING*1,SCALING*1,SCALING*1)); /// Create Dynamic Objects btTransform startTransform; startTransform.setIdentity(); btScalar mass(1.f); //rigidbody is dynamic if and only if mass is non zero, otherwise static bool isDynamic = (mass != 0.f); btVector3 localInertia(0,0,0); if (isDynamic) colShape->calculateLocalInertia(mass,localInertia); btDefaultMotionState* myMotionState = new btDefaultMotionState(); btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,colShape,localInertia); btRigidBody* body = new btRigidBody(rbInfo); body->setCollisionFlags(body->getCollisionFlags()|btCollisionObject::CF_KINEMATIC_OBJECT); body->setActivationState(DISABLE_DEACTIVATION); m_dynamicsWorld->addRigidBody(body); startTransform.setOrigin(SCALING*btVector3( btScalar(0), btScalar(20), btScalar(0) )); body->getMotionState()->setWorldTransform(startTransform);

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  • How can I calculate a vertex normal for a hard edge?

    - by K.G.
    Here is a picture of a lovely polygon: Circled is a vertex, and numbered are its adjacent faces. I have calculated the normals of those faces as such (not yet normalized, 0-indexed): Vertex 1 normal 0: 0.000000 0.000000 -0.250000 Vertex 1 normal 1: 0.000000 0.000000 -0.250000 Vertex 1 normal 2: -0.250000 0.000000 0.000000 Vertex 1 normal 3: -0.250000 0.000000 0.000000 Vertex 1 normal 4: 0.250000 0.000000 0.000000 What I'm wondering is, how can I determine, taken as given that I want this vertex to represent a hard edge, whether its normal should be the normal of 1/2 or 3/4? My plan after I glanced at the sketch I used to put this together was "Ha! I'll just use whichever two faces have the same normal!" and now I see that there are two sets of two faces for which this is true. Is there a rule I can apply based on the face winding, angle of the adjacent edges, moon phase, coin flip, to consistently choose a normal direction for this box? For the record, all of the other polygons I plan to use will have their normals dictated in Maya, but after encountering this problem, it made me really curious.

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  • Scrolling background stops after awhile?

    - by Lewis
    Can anyone tell me where my maths is wrong please, it stops scrolling after awhile. if (background.position.y < background2.position.y) { background.position = ccp(background.contentSize.width / 2, background.position.y - 50 * delta); background2.position = ccp(background.contentSize.width / 2, background.position.y + background.contentSize.height); } else { background.position = ccp(background2.contentSize.width / 2, background2.position.y - 50 * delta); background.position = ccp(background2.contentSize.width / 2, background2.position.y + background.contentSize.height); } //reset if (background.position.y <-background.contentSize.height / 2) { background.position = ccp(background.contentSize.width / 2 ,background2.position.y + background2.contentSize.height); } else if (background2.position.y < -background2.contentSize.height / 2) { background2.position = ccp(background2.contentSize.width / 2, background.position.y + background.contentSize.height); }

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  • Jumping with Mecanim synchronization

    - by Abhishek Deb
    I am using Unity3D 4.1 for one of my projects. I have a robot character which is always running. I am using mecanim animation system. What I really want:When I press Space bar, the character should jump up in the air, triggering an animation clip and then by the time it reaches the ground, the animation clip should also end. What actually is happening:When I press Space bar, the character jumps in the air. Animation clip plays as it should, but ends way before it reaches the ground. So, it looks like he is running in the mid air. What have I done: I have this humanoid robot setup with a jump animation bounded with the space bar key. Also, instead of using root motion, I am directly moving the robot from code. //Jumping if(Input.GetKeyDown(KeyCode.Space)){ rigidbody.AddForce(Vector3.up*jumpVelocty); anim.SetBool("Jump",true); } else anim.SetBool("Jump",false); Character's Details: Rigidbody = Mass:30, Freeze rotaion:x,y,z Capsule Collider = Material: metal, center(0,4.5,0), radius:1, height:11 Script = jumpVelocity:20000 Jump Animation Clip: ~ 2 seconds. I am really out of ideas how to synchronize everything. Should I make the character jump in some other way so that it quickly comes down and touches the ground to match the animation clip? If yes, please provide a direction.

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  • Getting .mesh & .skeleton from Blender2Ogre export

    - by Songbreaker
    I have downloaded the add-on blender2ogre from this source : http://code.google.com/p/blender2ogre/ And I have created a simple mesh, with walking animation (similar to the gingerbreadman tutorial). My question is, whenever I want to export the project, I can only see the .scene export format. There is no option whatsoever to export as .mesh and .skeleton. Also, how can I export the walking animation separately, in other words, if my project have couple more animation, how can i separate those during export?

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  • Determining explosion radius damage - Circle to Rectangle 2D

    - by Paul Renton
    One of the Cocos2D games I am working on has circular explosion effects. These explosion effects need to deal a percentage of their set maximum damage to all game characters (represented by rectangular bounding boxes as the objects in question are tanks) within the explosion radius. So this boils down to circle to rectangle collision and how far away the circle's radius is from the closest rectangle edge. I took a stab at figuring this out last night, but I believe there may be a better way. In particular, I don't know the best way to determine what percentage of damage to apply based on the distance calculated. Note : All tank objects have an anchor point of (0,0) so position is according to bottom left corner of bounding box. Explosion point is the center point of the circular explosion. TankObject * tank = (TankObject*) gameSprite; float distanceFromExplosionCenter; // IMPORTANT :: All GameCharacter have an assumed (0,0) anchor if (explosionPoint.x < tank.position.x) { // Explosion to WEST of tank if (explosionPoint.y <= tank.position.y) { //Explosion SOUTHWEST distanceFromExplosionCenter = ccpDistance(explosionPoint, tank.position); } else if (explosionPoint.y >= (tank.position.y + tank.contentSize.height)) { // Explosion NORTHWEST distanceFromExplosionCenter = ccpDistance(explosionPoint, ccp(tank.position.x, tank.position.y + tank.contentSize.height)); } else { // Exp center's y is between bottom and top corner of rect distanceFromExplosionCenter = tank.position.x - explosionPoint.x; } // end if } else if (explosionPoint.x > (tank.position.x + tank.contentSize.width)) { // Explosion to EAST of tank if (explosionPoint.y <= tank.position.y) { //Explosion SOUTHEAST distanceFromExplosionCenter = ccpDistance(explosionPoint, ccp(tank.position.x + tank.contentSize.width, tank.position.y)); } else if (explosionPoint.y >= (tank.position.y + tank.contentSize.height)) { // Explosion NORTHEAST distanceFromExplosionCenter = ccpDistance(explosionPoint, ccp(tank.position.x + tank.contentSize.width, tank.position.y + tank.contentSize.height)); } else { // Exp center's y is between bottom and top corner of rect distanceFromExplosionCenter = explosionPoint.x - (tank.position.x + tank.contentSize.width); } // end if } else { // Tank is either north or south and is inbetween left and right corner of rect if (explosionPoint.y < tank.position.y) { // Explosion is South distanceFromExplosionCenter = tank.position.y - explosionPoint.y; } else { // Explosion is North distanceFromExplosionCenter = explosionPoint.y - (tank.position.y + tank.contentSize.height); } // end if } // end outer if if (distanceFromExplosionCenter < explosionRadius) { /* Collision :: Smaller distance larger the damage */ int damageToApply; if (self.directHit) { damageToApply = self.explosionMaxDamage + self.directHitBonusDamage; [tank takeDamageAndAdjustHealthBar:damageToApply]; CCLOG(@"Explsoion-> DIRECT HIT with total damage %d", damageToApply); } else { // TODO adjust this... turning out negative for some reason... damageToApply = (1 - (distanceFromExplosionCenter/explosionRadius) * explosionMaxDamage); [tank takeDamageAndAdjustHealthBar:damageToApply]; CCLOG(@"Explosion-> Non direct hit collision with tank"); CCLOG(@"Damage to apply is %d", damageToApply); } // end if } else { CCLOG(@"Explosion-> Explosion distance is larger than explosion radius"); } // end if } // end if Questions: 1) Can this circle to rect collision algorithm be done better? Do I have too many checks? 2) How to calculate the percentage based damage? My current method generates negative numbers occasionally and I don't understand why (Maybe I need more sleep!). But, in my if statement, I ask if distance < explosion radius. When control goes through, distance/radius must be < 1 right? So 1 - that intermediate calculation should not be negative. Appreciate any help/advice!

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  • How or why would this mechanic (not) work to bring game balance to a singleplayer RPG? [closed]

    - by 0xFFF1
    Mechanic details The player, the monsters, and the merchants act as three separate parties. The player needs to beat up monsters for exp points and resources to sell and to buy potions from merchants to continue to fight. The monsters need healing and reviving to survive (also bought from merchants) and the merchants need potion ingredients from the player and the monsters to make potions to sell. These potions are only able to be processed in such bulk by merchants thus their potions would be cheaper than making them yourself. Only the monsters can farm ingredients in bulk. Only the player is or has to be overly aggressive (in bulk). Monsters can farm and produce "Level up candies" that do the work of exp. they are eaten right away after they are made and are never stockpiled or held for fear of the player and merchants who want to sell to the player. The monsters will defend themselves. Reviving is very expensive. The merchants can be found either with a concerned expression or a grinning expression based on how much profit they are making compared to their morale standing. The economies of each monster town and merchant city are distinct but interconnected. Magic Swords are worth a lot. So what I need to know is what concerns would there be to design a game around this mechanic and/or design this mechanic around a developing game. which would fare better? Is game balance an issue here? (how strong the monsters get or how quickly they die off based on the player's input into the system), Or is game balance solely in the hands of the player? (he decides if he overkills monsters or get underleveled.) What do I need to think about to make sure it isn't too easy or too hard to swing the amount/strength of monsters compared to the player and the amount of profit the merchants get vs the player. Would indicating how out of whack things are getting in game help with this?

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  • Displaying performance data per engine subsystem

    - by liortal
    Our game (Android based) traces how long it takes to do the world logic updates, and how long it takes to a render a frame to the device screen. These traces are collected every frame, and displayed at a constant interval (currently every 1 second). I've seen games where on-screen data of various engine subsystems is displayed, with the time they consume (either in text) or as horizontal colored bars. I am wondering how to implement such a feature?

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  • OpenGL and gluUnProject, 3d object following mouse

    - by Robert
    i have a 3d object and i want him to "follow" my mouse position, so i use gluUnProject function to convert screen coordinates to 3d world coordinates and i translate this object with the new coordinates. Its working but i have a problem, my object can follow my mouse but he is moving extremely fast, when i move my mouse a little bit(something like 2 pixels), its moving extremly fast in the 3d world. I want something like that : http://www.youtube.com/watch?v=90zS8SVUAIY (red circle following mouse). Thanks for your help.

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  • SEHException throw using Microsoft XACT Audio Framework (XACT3)

    - by Sweta Dwivedi
    I have been developing a game using Kinect + XNA and using Microsoft Audio Creation tool (XACT3) for managing my sound files and music, however in the code an SEHException is thrown whenever it tries to get the wave file from the wave Bank . . Sometimes the code works magically and all of a sudden it will start throwing this exception randomly ..I need a help on solving this exception /*Declaring Audio Engine for music*/ AudioEngine engine; SoundBank soundBank; WaveBank waveBank; Cue cue; /*Declaring Audio engine for sound effects*/ AudioEngine engine1; SoundBank soundbank; WaveBank wavebank; Cue effect; engine = new AudioEngine(@"Content\therapy.xgs"); soundBank = new SoundBank(engine, @"Content\Sound Bank.xsb"); **waveBank = new WaveBank(engine, @"Content\Wave Bank.xwb");** cue = null; engine1 = new AudioEngine(@"Content\Music_Manager\Sound_effects.xgs"); soundbank = new SoundBank(engine1, @"Content\Music_Manager\Sound1.xsb"); **wavebank = new WaveBank(engine1, @"Content\Music_Manager\Wave1.xwb");** effect = null; cue = soundBank.GetCue("hypnotizing"); cue.Play();

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  • Maya .IFF plugins for Gimp

    - by Kara Marfia
    Maya's preferred format for saving off a UV Snapshot is its own .IFF format, so I was hoping to find a plugin allowing Gimp 2 (Windows) to read it. I've found plenty of plugins for different linux distros, but none are win-friendly (that I can discern - admittedly I'm no whiz with Gimp). Does anyone know of one? Alternately, .tiff seems to work just fine, so if there's no good reason to bother fiddling with IFFs, I'd appreciate the input there, too. (sorry if this isn't on-topic)

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  • What is the best way to "carve" a terrain created from a heightmap?

    - by tigrou
    I have a 3d landscape created from a heightmap. I'd like to "carve" some holes in that terrain. That will allow me to create bridges, caverns and tunnels inside it. That operation will be done in the game editor so it doesn't need to be realtime. In the end, rendering is done using traditional polygons. What would be the best/easiest way to do that ? I already think about several solutions : Solution 1 1) Create voxels from the heightmap (very easy). In other words, fill a 3D array like this : voxels[32][32][32] from the heightmap values. 2) Carve holes in the voxels as i want (easy too). 3) Convert voxels to polygons using some iso-surface extraction technique (like marching cubes). 4) Reduce (decimate) polygons created in 3). This technique seems to be the most promising for giving good results (untested). However the problem with marching cubes is that they tends to produce lots of polygons thus reducing them is mandatory. Implementing 4) also seems not trivial, i have read several papers on the web and it seems pretty complex. I was also unable to find an example, code snippet or something to start writing an algorithm for triangle mesh decimation. Maybe there is a special decimation algorithm (simpler) for meshes created from marching cubes ? Solution 2 1) Create some triangle mesh from the heighmap (easy). 2) Apply severals 3D boolean operation (eg: subtraction with a sphere) to carve the mesh. 3) apply some procedure to reduce polygons (optional). Operation 2) seems to be very complex and to be honest i have no idea how to do that. Also applying many boolean operation seems to be slow and will maybe degrade the triangle mesh every time a boolean operation is applied.

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  • Can somebody guide me asto how I can make a game for playing cards [closed]

    - by user2558
    In college me and my friends use to play cards all the time. I want to make a game for that. It's quite similar to hearts, a kind of modified hearts which we made up. I want to make a multiplayer game which could be played over the internet. Plus there should also be an option for computer to play if less players availiable at the time. I don't want to make a exe. I want to play in browser. How should I go about it.

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