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  • GPU optimization question: pre-computed or procedural?

    - by Jay
    Good morning, I'm learning shader program and need some general direction. I want to add noise to my laser beam (like this). Which is the best way to handle it? I could pre-compute an image and pass it to the shader. I could then use the image to change the opacity and easily animate the smoke by changing the offset of the texture lookup. I could also generate noise in the shader and do the same thing the texture was used for. Is it generally better to avoid I/O to the graphics card or the opposite? Thanks!

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  • Creating a simple 2d game with C++: Where to go first? [on hold]

    - by Lucas Vieira
    I'm starting to build a little school project. (I have a prior experience with php, python and java, and i'm learning c++ now). My part is simple, create a game, like this pong http://www.ponggame.org/ The problem is that I've never programmed a game before. I was looking the possibilities, maybe use QT? Or is there other library better for my case? Since i don't want to reinvent the wheel, where to start with? Thank you, guys!

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  • Client and Server game update speed

    - by user20686
    I am working on a simple two player networked asteroids game using XNA and the Lidgren networking library. For this set up I have a Lidgren server maintaining what I want to be the true state of the game, and the XNA game is the Lidgren client. The client sends key inputs to the server, and the server process the key inputs against game logic, sending back updates. (This seemed like a better idea then sending local positions to the server.) The client also processes the key inputs on its own, so as to not have any visible lag, and then interpolates between the local position and remote position. Based on what I have been reading this is the correct way to smooth out a networked game. The only thing I don’t get is what value to use as the time deltas. Currently every message the server sends it also sends a delta-time update with it, which is time between the last update. The client then saves this delta time to use for its local position updates, so they can be using roughly the same time deltas to calculate position updates. I know the XNA game update gets called 60 times a second, so I set my server to update the game state at the same speed. This will probably only work as long as the game is working on a fixed time step and will probably cause problems if I want to change that in the future. The server sends updates to clients on another thread, which runs at 10 updates per second to cut down on bandwidth. I do not see noticeable lag in movement and over time if no user input is received the local and remote positions converge on each other as they should. I am also not currently calculating for any latency as I am trying to go one step at a time. So my question is should the XNA client be using its current game time to update the local game state and not being using time deltas sent by the server? If I should be using the clients time delta between updates how do I keep it in-line with how fast the server is updating its game state?

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  • engine for responsive gameplay

    - by zaftcoAgeiha
    Many games have been praised for its responsive gameplay, where each user action input correspond to a quick and precise character movement (eg: super meat boy, shank...) What makes those games responsive? and what prevents other games from achieving the same? How much of it is due to the game framework used to queue mouse/keyboard events and render/update the game and how much is attributed to better coding?

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  • Android Java: Way to effectively pause system time while debugging?

    - by TheMaster42
    In my project, I call nanoTime and use that to get a deltaTime which I pass to my entities and animations. However, while debugging (for example, stepping through my code), the system time on my phone is happily chugging along, so it's impossible to look at, say, two sequential frames of data in the debugger (since by the time I'm done looking at the first frame, the system time has continued to move ahead by seconds or even minutes). Is there a programming practice or method to pause the system clock (or a way for my code to intercept and fake my deltaTime) whenever I pause execution from the debugger? Additional Information: I'm using Eclipse Classic with the ADT plugin and a Samsung SII, coding in Java. My code invoking nanoTime: http://pastebin.com/0ZciyBtN I do all display via a Canvas object (2D sprites and animations).

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  • Assigning a colour to imorted obj. files that are being used as default material

    - by Salino
    I am having a problem with assigning a colour to the different meshes that I have on one object. The technique that I have used is the first approach on this site. Is it possible to export a simulation (animation) from Blender to Unity? So what I would like to do is the following. I have about 107 meshes that are different frames from my shape key animation of my blender model. What I would like to have is that the first mesh will be bright green and up to the 40th mesh the colour turns to be white /greyish... the best would be if I could assign every mesh by hand a colour, however they are all default materials. And if I assign the object a colour, the whole "animation" is going to be in that colour

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  • How to create a large level game?

    - by Siddharth
    I want to know how to create a large game which has more than one level in it and those levels are loaded from the xml file. In my game I have many objects for each different level which I have to load when use click on it. At present for example my game contain 20 levels and now I was loading all the graphic object for all 20 levels. But the correct way was that only load graphic of that particular level only. So I don't know how to do that. So please explain this by providing game example. At present I was creating a class for each my game object image by extending sprite to it. I know it was not a suitable way so provide guidance on it. Basically I want to know how to create large games in andengine? Please help me about that because it will provide help to other community member also because andengine did not have proper documentation for learning developer about how to manage large game?

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  • Amazing Jutsu (Technique)

    - by Wian_Kiya
    Hy..I'm newbie here.. Please does anyone knows, how to create such a character(sprites) to have a different Style Technique and different kind of movement, so he/she can alternate many technique to defeat his/her opponent... I wanna make my 2d character his/her power had a technique like rasengan, I mean for the first the jutsu its just spining around above his/her hand and then going bigger and much bigger so can create a massive giant ball/light/swords or etc blow up when he/she use that technique to defeat his/her opponent? the e.g of game like Disgaea, Final Fantasy, Suikoden, and another RPG, MMORPG game How the coding is to combine the sprite with his/her different style of technique, and what should I do? Please your guide, thank's a lot... ^_^

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  • Rendering only a part of text FTGL, OpenGL

    - by Mosquito
    I'm using FTGL library to render text in my C++ project. I can easily render text by using: CFontManager::Instance().renderWrappedText(font, lineLength, position, text); Unfortunately there is a situation in which this Button which displays text, is partly hidden because of resizing container in which it is situated. I'm able without any problem to draw Button's background to fit the container, but I've got a problem with doing the same with a text. Is it possible to somehow draw only text for given width and the rest just ignore? This is a screen which presents my problem: As you can see, the Button "Click here" is being drawn properly, but I can't do the same with "Click here" text.

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  • Triangles in a C++ STL Vector as an Objective-C member sometimes draws incorrectly in OpenGL ES

    - by Rahil627
    The polygons draw correctly 80% of the time. When it fails, a vertex is dislocated. The polygon is consistently drawn with the wrong vertex. I checked that the vector is correct during initialization, even when it's wrongly drawn. I'm using Cocos2d. The class member: @interface Polygon : CCSprite { std::vector<float> triangleVertices; } The draw function called in [Polygon draw]: + (void)drawTrianglesWithVertices:(const std::vector<float> &)v { //glEnableClientState(GL_VERTEX_ARRAY); glDisable(GL_TEXTURE_2D); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_COLOR_ARRAY); glVertexPointer(2, GL_FLOAT, 0, &v[0]); glDrawArrays(GL_TRIANGLES, 0, v.size()); //glDisableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_TEXTURE_2D); } Any ideas?

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  • Understanding how to go from a scene to what's actually rendered to screen in OpenGL?

    - by Pris
    I want something that explains step by step how, after setting up a simple scene I can go from that 'world' space, to what's finally rendered on my screen (ie, actually implement something). I need the resource to clearly show how to derive and set up both orthographic and perspective projection matrices... basically I want to thoroughly understand what's going on behind the scenes and not plug in random things without knowing what they do. I've found lots of half explanations, presentation slides, walls of text, etc that aren't really doing much for me. I have a basic understanding of linear algebra/matrix transforms, and a rough idea of what's going on when you go from model space - screen, but not enough to actually implement it in code.

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  • Making a level editor for my game

    - by Sherif Maher Eaid
    I am doing a 2D sprite based game in XNA for WP7, The game logic is simple, you start at some point, you want to avoid obstacles and reach a certain goal. obviously I need to make many levels for the game to be challenging and funny. I am considering making a level editor for my game where I can be able to design the level using some kind of GUI then it translates that to a .lvl or something that the game can read and interpret that to a playable level. I am asking for an already made level editor for XNA/WP7.

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  • Question about design

    - by lukeluke
    Two fast questions about two design decisions: Suppose that you are checking collisions between game elements. When you find a collision between object 1 and object 2, do you play immediately a sound effect or do you insert it in a list and, in a later a stage, do you process all sound effects? Same question as above for user input. When the user presses key 'keypad left' do you insert the event in a queue and process it later or do you update character position immediately? Thx

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  • Moving multiple objects on a map

    - by Dave
    I have multiple objects on my isometric game, for example, NPC's doing path finding automatically to walk around the map. Now there could be any number of them from 0 to infinity (hypthetical as no PC could handle that). My question is: is simply looping each one individually the smartest way to animate them all? Surely as the number of units increases you will notice a lag occuring on units near the end of loop still "waiting" for their next animation movement. The alternative is a swarm algorithm to move all objects together. Is that a smarter idea or do both situations apply depending on the circumstances of the game?

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  • UnityEngine.Vector2 does not contian a definition for "Set".... using futile

    - by FreshJays
    I am a bit lost, I am using futile and I am just trying to run the demo. But I keep getting UnityEngine.Vector2 does not contian a definition for "Set" in just one class, my using statments are: using System; using UnityEngine; using System.Collections; using System.Collections.Generic; When I look at the documents, I see that Set is a function http://docs.unity3d.com/Documentation/ScriptReference/Vector2.html I am using version 3.4.2 (in futile its happening in just the FAtlas class)

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  • Alternative ways to construct maps

    - by sideways8
    I've searched around and it seems like most people are using tile-based map systems. I suppose this question is more theoretical than practical (I am not very concerned about memory or performance speed), but I want to know: what other ways can a map be created in a game? A map being a graphic representation of terrain that can be navigated, has entrances and exits, and boundares (no-go zones). Besides using text files to store and arrays to load tile data, one idea I had was to store a map entirely as a graphic file and use queries on the pixel colour to determine boundaries (ie, you can only move in a certain direction if the way is bright enough in that direction). What other creative map systems are out there?

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  • How should I structure the implementation of turn-based board game rules?

    - by Setzer22
    I'm trying to create a turn-based strategy game on a tilemap. I'm using design by component so far, but I can't find a nice way to fit components into the part I want to ask. I'm struggling with the "game rules" logic. That is, the code that displays the menu, allows the player to select units, and command them, then tells the unit game objects what to do given the player input. The best way I could thing of handling this was using a big state machine, so everything that could be done in a "turn" is handled by this state machine, and the update code of this state machine does different things depending on the state. However, this approach leads to a large amount of code (anything not model-related) going into a big class. Of course I can subdivide this big class into more classes, but it doesn't feel modular and upgradable enough. I'd like to know of better systems to handle this in order to be able to upgrade the game with new rules without having a monstruous if/else chain (or switch / case, for that matter). Any ideas? What specific design pattern other than MVC should I be using?

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  • What's the difference between Pygame's Sound and Music classes?

    - by Southpaw Hare
    What are the key differences between the Sound and Music classes in Pygame? What are the limitations of each? In what situation would one use one or the other? Is there a benefit to using them in an unintuitive way such as using Sound objects to play music files or visa-versa? Are there specifically issues with channel limitations, and do one or both have the potential to be dropped from their channel unreliably? What are the risks of playing music as a Sound?

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  • Communication between Box2D and libGDX Stage (Scene2D) running in separate threads

    - by atok
    I'm making a physics based 2D game using libGDX and Box2D. I want to move the execution of the simulation out of render thread. I use immutable messages and the BlockingQueue to pass the information about player actions. The Box2D applies forces and runs a frame of simulation. In the next step I would like to sync back the changes and update Scene2D Actors accordingly. Making an immutable copy of the state of the game world and sending it back using Gdx.app.postRunnable() is one option but it seems inefficient. Is there any other option?

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  • where can i learn to make 3d games in java from scratch?

    - by dfhgdfnhgfn
    Just wondering if anyone knows of anything i can read or watch that explains 3D graphics. i do not want to use any game engine like jogl etc. but i am looking for a way i can learn in detail how 3D works. preferably in java. I have used some game engines but would prefer to learn to make for myself. I would also like to do it without the java3d library. I have also watched some tutorials on 3d games in java, but would like to learn in more detail. Thanks.

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  • which tile size to choice for 16-bits [on hold]

    - by billy
    Before I make my 16-bits game, I want to clear some stuff up so I dont run into problems later. first question: when making a 16-bits game all i need to do is have 16-bit sprites image(.png or .jpg)? and for 8-bits it is .gif 2nd question is: which tile size is good for 16-bits or it doesnt matter? Right now I am using 30x30 pixels for map tile set. and 40x40 pixels for player, enemies etc.. 3rd question is: what is screen size for 16-bits in most games? I am using 640x480 pixels.

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  • Is it safe to run multiple XNA ContentManager instances on multiple threads?

    - by Boinst
    My XNA project currently uses one ContentManager instance, and one dedicated background thread for loading all content. I wonder, would it be safe to have multiple ContentManager instances, each in it's own dedicated thread, loading different content at the same time? I'm prompted to ask this question because this article makes the following statement: If there are two textures created at the same time on different threads, they will clobber the other and you will end up with some garbage in the textures. I think that what the author is saying here, is that if I access one ContentManager simultaneously on two threads, I'll get garbage. But what if I have separate ContentManager instances for each thread? If no-one knows the answer already from experience, I'll go ahead and try it and see what happens.

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  • What's a good way to store a series of interconnected pipe and tank objects?

    - by mars
    I am working on a puzzle game with a 6 by 6 grid of storage tanks that are connected to up to 4 tanks adjacent to them via pipes. The gameplay is concerned with combining what's in a tank with an adjacent tank via the pipe than interconnects them. Right now I store the tanks in a 6x6 array, vertical pipes in a 5x6 array, and horizontal pipes in a 6x5 array. Each tank has a reference to the object that contains both tanks and pipes and when a pipe needs to be animated filling with liquid, the selected tank just calls a method on the container object telling it to animate the pipes it is connected to (subtract 1 from row or column to find connected pipes). This feels like the wrong way of doing it, as I've also considered just giving each tank references to the pipes connected to it to access directly.

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  • How to design 2D collision callback methods?

    - by Ahmed Fakhry
    In a 2D game where you have a lot of possible combination of collision between objects, such as: object A vs object B = object B vs A; object A vs object C = object C vs A; object A vs object D = object D vs A; and so on ... Do we need to create callback methods for all single type of collision? and do we need to create the same method twice? Like, say a bullet hits a wall, now I need a method to penetrate the wall for the wall, and a method to destroy the bullet for the bullet!! At the same time, a bullet can hit many objects in the game, and hence, more different callback methods!!! Is there a design pattern for that?

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  • What should be learned for someone starting in Android Games?

    - by user14544
    I know this might be a little subjective. But I've read the other questions. A lot of answers kept on popping up like to use box2d, libgdx, andEngine, etc. So the real question is, what would be the best to start off with as a beginner. I have some experience with java code, just by reading about in the Oracle Docs. I've gone through Flash and Eclipse. When i mean gone through, i don't mean i have actually created my own game from Flash or Eclipse, but i just learn things here and there. Currently I'm reading Beginning Android for Beginners but I don't have the knowledge to implement my own Ideas into the game tutorials because of lack of experience. I'm looking for a way to learn how to program to create games for Android. While at the same time get experience from programming. I do not want to learn those drag and drop game making applications such as GameMaker.

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