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  • What are the app file size limitations for different smartphone OSes & carriers?

    - by Nick Gotch
    I know the iPhone App Store limits how large an app can be in general and there are also limitations with AT&T over the size it can be to transmit over a data plan vs WiFi. I have no idea what, if any, these limits are for Android apps and what I'm finding online is a mix of different numbers. Does anyone know these numbers definitively? The Android game I'm porting is in the 20-30MB range and we'd like to know if we need to further reduce its size.

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  • Minecraft Coding Pack: Stair block texture

    - by JamerTheProgrammer
    I have MCP setup and working nicely. I would like to make another stair block. I have copied the wooden stair block file and then pasted it and renamed it BlahStairBlock. I'm trying to set a texture for the stair block but it wont work. public int getBlockTextureFromSide(int side) { if(i==side) { // Workshop top return 43; } return blockIndexInTexture; } This is what I'm using to set the texture.... It just isn't working. Any ideas of why?

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  • Making video from 3D gaphics in OpenGL

    - by MVTC
    What are some of the preferred methods or libraries for creating video from an OpenGL graphics simulation? For example, I want to create a visualization(video) of an N-Body gravity simulation by rendering non-real-time OpenGL frames. The simulation is already coded, I just don't know how to convert it to video. EDIT: I am also interested in providing the described functionality: The user can adjust parameters including the time step between captured frames and then initiate the simulation. The user waits for the simulation to complete, and then can watch the results. The user is able to increase or decrease the playback speed of the simulation whereas in slow motion, more frames are used i.e., you see higher resolution time steps, and when the speed is increased, you see lower resolution time steps at a higher rate, but the frames per second flashing on the screen is constant.

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  • Start Game Programming [on hold]

    - by vishalpamnani
    I am 23 and working as a Software Developer. Though my work is entirely based on Java and Advanced Java, I know a very little and all my interest is in developing games. I want to make a my career in Gaming Industry as a Game Programmer. I am not able to figure out the starting step to start with Game Programming. I have zero knowledge with developing games and never ever tried a tiniest of game. Please suggest me from where to start. Which programming language to start with? What should be my practice? What references to use? What type of games to begin with? BTW my preferable language would be C++ ~Thanks

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  • Pygame - CollideRect - But How Do They Collide?

    - by Chakotay
    I'm having some trouble figuring out how I can handle collisions that are specifically colliding on the top or bottom a rect. How can specify those collisions? Here's a little code snippet to give you an idea of my approach. As it is now it doesn't matter where it collides. # the ball has hit one of the paddles. send it back in another direction. if paddleRect.colliderect(ballRect) or paddle2Rect.colliderect(ballRect): ballHitPaddle.play() if directionOfBall == 'upleft': directionOfBall = 'upright' elif directionOfBall == 'upright': directionOfBall = 'upleft' elif directionOfBall == 'downleft': directionOfBall = 'downright' elif directionOfBall == 'downright': directionOfBall = 'downleft' Thanks in advance. **EDIT** Paddle rect: top ____ | | | | | | Sides | | ---- bottom I need to know if the ball has hit either the top or the bottom.

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  • Choosing the correct network protocol for my type of game (its Wc3 Warlock style)

    - by Moritz
    I need to code a little game for a school project. The type of the game is like the Warcraft 3 map "Warlock", if anyone doesnt know it, here is a short description: up to ten players spawn into an arena filled with lava, the goal of each player is to push the other players into the lava with spells (basically variations of missiles, aoe nukes, moba spells etc) http://www.youtube.com/watch?v=c3PoO-gcJik&feature=related we need to provide multiplayer-support over the internet, for that reason I am looking for the best network protocol for this type of game (udp, tcp, lock step, client-server...) what the requirements are: - same/stable simulation on all clients - up to ten players - up to ~100 missiles on the field - very low latency since its reaction based (i dont know the method wc3 used, but it was playable with the old servers) what would be nice (if even possible, since the traffic might be too big): - support for soft bodies over the network (with bullet physics), but this is no real requirement I read several articles about the lock step method used for RTS games, this seems to be great, but does it fit for real-time action games too (ping-related)? If anyone has run into the same problems/questions like me, I would be very happy about any help

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  • Can I develop a game using C++ and deploy to XBOX 360?

    - by Murphy
    I'm a C# developer and an enthusiast of XNA, but I'm really disappointed with the game engines available for XNA. I was using Torque X, which is really good, but GarageGames no longer supports Torque X for XNA 4.1. I searched for other engines, but only the sunburn was worth it and would have to pay - I already spent money with Torque. Based on this, I'm thinking about starting to develop in C++. Can I develop with some C++ engines and deploy to XBox 360?

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  • Exporting spritesheet for Cocos2d

    - by Terko
    I would like to know how people usually save the animations in order to load them easily in Cocos2d with as few hard-code as possible. E.G. The solution I thought of is to have one plist file containing information about each frame, and the second plist to contain information about each of the animation(name of the animation, which frames to play, and the delay probably). If this is the correct solution, how can I generate such plist files for spritesheet automatically?

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  • How to get local point inside a body where mouse click occurred in box2d?

    - by humbleBee
    I need to find out the point inside a body, lets say a rectangular object, where the mouse was clicked on. I'm makin a game where the force will be applied depending on where the mouse was clicked on the body. Any ideas? Will body.GetLocalPoint(b2vec2) work? I tried by passing the mouse coordinates when the click occurred when inside the body but if the body's position is (400,300) in world coordinates then for trace(body.GetLocalPoint(new b2vec2(mouseX,mouseY)).x); I get some value between 380 to 406 or something (eg. 401.6666666). I thought getLocalPoint will give something like x=-10 when clicked to the left of the centre of body or x=15 when clicked to the right. Language is As3 btw.

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  • What is the purpose of the canonical view volume?

    - by breadjesus
    I'm currently learning OpenGL and haven't been able to find an answer to this question. After the projection matrix is applied to the view space, the view space is "normalized" so that all the points lie within the range [-1, 1]. This is generally referred to as the "canonical view volume" or "normalized device coordinates". While I've found plenty of resources telling me about how this happens, I haven't seen anything about why it happens. What is the purpose of this step?

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  • What OpenGL version(s) to learn and/or use?

    - by zuko
    So, I'm new to OpenGL... I have general knowledge of game programming but little practical experience. I've been looking into various articles and books and trying to dive into OpenGL, but I've found the various versions and old vs new way of doing things confusing. I guess my first questions is does anyone know some figures about percentages of gamers that can run each version of OpenGL. What's the market share like? 2.x, 3.x, 4.x... I looked into the requirements for Half Life 2 since I know Valve updated it with OpenGL to run on Mac and I know they usually try to hit a very wide user-base, and they say a minimum of GeForce 8 Series. I looked at the 8800 GT on Nvidia's website and it listed support for OpenGL 2.1. Which, maybe I'm wrong, sounds ancient to me since there's already 4.x. I looked up a driver for 8800GT and it says it supports 4.2! A bit of a discrepancy there, lol. I've also read things like XP only supports up to a certain version, or OS X only supports 3.2, or all kinds of other things. Overall, I'm just confused as to how much support there is for various versions and what version to learn/use. I'm also looking for learning resources. My search results thus far have pointed me to the OpenGL SuperBible. The 4th edition has great reviews on Amazon, but it teaches 2.1. The 5th edition teaches 3.3 and there are a couple things in the reviews that mention the 4th edition is better and that the 5th edition doesn't properly teach the new features or something? Basically, even within learning material I'm seeing discrepancies and I just don't even know where to start. From what I understand, 3.x started a whole new way of doing things and I've read from various articles and reviews that you want to "stay away from deprecated features like glBegin(), glEnd()" yet a lot of books and tutorials I've seen use that method. I've seen people saying that, basically, the new way of doing stuff is more complicated yet the old way is bad . Just a side note, personally, I know I still have a lot to learn beforehand, but I'm interested in tessellation; so I guess that factors into it as well, because, as far as I understand that's only in 4.x? [just btw, my desktop supports 4.2]

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  • How to display consistent background image

    - by Tofu_Craving_Redish_BlueDragon
    Drawing a large background is relatively slow in PyGame. In order to avoid drawing BG every frame, you could draw it once, then do nothing. However, if something is overdrawn onto the surface and keeps moving, you will need to redraw the background in order to "erase" the color pixels left by moving object; otherwise, you will have "traces" of the moving object. I have a moving object in my PyGame. However, I do not want to "clear the color buffer" by redrawing the background image. Redrawing the background image every frame is slow. My solution : I will "clear" only required portions (where the "traces" of moving object are left) of the "buffer" by redrawing portions of background. Is there any other better way to have a consistent background?

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  • Unit turning in navmesh-based pathfinding

    - by Haddayn
    I'm working on an RTS game, and I'm using navmeshes for unit pathfinding. I do know how to find a general path within a navmesh, but how do you determine if the unit have enough space to turn? I have units of different shapes (mostly rectangles with different dimensions), and with different turn radii. Additionally some of units can turn in place, and some can move in reverse. So, how to find a path which unit can follow, considering that it can not rotate easily?

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  • Change the shape of body dynamically

    - by user45491
    I have a problem where i have a ballon which i need to continuously inflate and defalte in update method, I have tried to used setScaleCenter but it is not giving desired result. Below is a code i am trying to make work scale += (float) ((dist-lastDist)/lastDist); Log.d("pinch","scale is "+scale); Log.d("pinch","change in scale is "+(float) ((lastDist-dist)/lastDist)); player.setScaleCenter(scale, scale); player.setScale(scale);

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  • Finding out which tile a mouse click landed in

    - by Shard
    I am working on an icometric grid based game and im having an issue trying to link a mouse click from the user to a tile. I have been able to split the problem into 2 parts which is first finding a rectangle that sourounds a tile, which I have been able to do but the second part of figuring out from the rectangle which tile the click landed in has got me stumped. Here is an example of a rectangle with tiles on the inside: The rectangle is 70px long and 30px high so if i use an input of say 30x(top)/20y(left) how would I go about determining which tile this fell into?

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  • matrix to transform unit cube to space defined by 8 arbitrary points

    - by aadster
    I asked a question relating to similar to this already, but I think this is a clearer objective of what Im trying to achieve.. or whether its possible at all! Im trying to find a transformation (matrix ideally) which would transform the 8 points of a 3d unit cube to 8 arbitrary points in space. The 8 target points have no known structure. e.g: My gut feeling is that a matrix is unable to provide this xform since the cube faces vertices can be concave.. but are there any other methods of transformation? Thanks!

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  • Certain grid lines not rendering as expected

    - by row1
    I am drawing a simple quad (a triangle strip with 4 vertices) as the floor and then drawing an 8x8 grid over top (a collection of vertex pairs for a line list). The vertical grid lines work fine (apart from being very aliased), but some of the horizontal lines do not get rendered. The grid renders fine if I do not draw the quad. foreach (EffectPass pass in _Effect.CurrentTechnique.Passes) { pass.Apply(); CurrentGraphicsDevice.SetVertexBuffer(_VertexFloorBuffer); _Engine.CurrentGraphicsDevice.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2); //Some of the horizontal lines seems to disappear if we draw the above quad. CurrentGraphicsDevice.SetVertexBuffer(_VertexGridBuffer); CurrentGraphicsDevice.DrawPrimitives(PrimitiveType.LineList, 0, _VertexGridBuffer.VertexCount / 2); } What could be causing these lines to not be rendered? Update: I added the below code after I draw my quad and grid and it started working. But I am not sure why that works as I thought this code was to draw the WPF controls elementRenderer.Render(); spriteBatch.Begin(); spriteBatch.Draw(elementRenderer.Texture, Vector2.Zero, Color.White); spriteBatch.End();

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  • UDK - How to make sure a PhysicalMaterial mask actually works?

    - by tomacmuni
    Hello, I have been reading the documentation for UDK about physical materials and masks. I have my 1bit BMP mask, and the two physical material assets I want to shoot off in the black and white channels. I have applied my material to both a rigid body and to a skeletal mesh and neither apparently uses the mask. If I assign a regular physical material (one that doesn't use a mask) then it will work fine, but this defeats the point because it gives only one hit reaction. In the documentation it states that it is possible to extend a class on which we want to use a physical material based on the KActor class's usage. How to do that? Here is the quote: "The following properties [ie, ImpactEffect - Particle system to spawn at the point of impact + ImpactSound - Sound to play when an impact occurs] allow you to attach sounds and effects to physical collisions. These only work on classes which support them, which at the moment is only KActor. By looking at the implementation in KActor though, you can add this functionality to other classes (or you can subclass KActor)." Essentially, how to make sure a PhysicalMaterial mask actually works? What code could be added to a skeletal mesh class perhaps, to get it going? Any help appreciated.

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  • How would I use JBox2d in Java?

    - by BluFire
    So I did some research and a found Box2d. I then proceeded to download it and the testbed. Now that i have it, I don't know how to properly use it. I'm looking for a clear simple answer on how to use the engine. The things I did was that I put it into a lib folder and referenced the JBox2D jar file. After that i got stuck. How can i use this to program games for android? I'm very confused since Box2d was intended for C++.

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  • How to manage enemy movement and shoot in a shmup?

    - by whatever
    I'm wondering what is the best (or at least a good) way of managing enemies in a shoot-em-up. Basically, what I'd do would be a class that manages displaying and updating positions of all the enemies. But how to create good deplacements for enemies? A list of where-to-go points? gravitating around some fixed points (with ponderation, distance evaluation etc.)? Same question for the shoot patterns? Can you please put me on a track?

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  • Windows Phone XAML and XNA Apps with Game Components

    - by row1
    I am using the Windows Phone Template "Windows Phone XAML and XNA Apps" and targeting Windows Phone 7/8. Most examples show your game inheriting from Microsoft.Xna.Framework.Game and then adding Microsoft.Xna.Framework.GameComponent items to the Components collection. But as my game page inherits from PhoneApplicationPage there isn't a Components collection or a Game property. How can I use GameComponent from within PhoneApplicationPage?

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  • IDirect3DDevice9::GetRenderTargetData() returns no data

    - by P. Avery
    I've got a simple function to get the rendertarget data of an RT( w/default pool ). This particular RT has a resolution of 1x1( it's the 10'th and final mip of a texture ). Here is my code to get data for IDirect3DSurface9 *pTargetSurface: IDirect3DSurface9 *pSOS = NULL; pd3dDevice->CreateOffScreenPlainSurface( 1, 1, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &pSOS, NULL ); // get residual energy if( FAILED( hr = pd3dDevice->GetRenderTargetData( pTargetSurface, pSOS ) ) ) { DebugStringDX( ClassName, "Failed to IDirect3DDevice9::GetRenderTargetData() at DownsampleArea()", __LINE__, hr ); goto Exit; } // lock surface if( FAILED( hr = pSOS->LockRect( &rct, NULL, D3DLOCK_READONLY ) ) ) { DebugStringDX( ClassName, "Failed to IDirect3DSurface9::LockRect() at DownsampleArea()", __LINE__, hr ); goto Exit; } // get residual energy from downsampled texture pByte = ( BYTE* )rct.pBits; D3DXVECTOR4 vEnergy; vEnergy.z = ( float )pByte[ 0 ] / 255.0f; vEnergy.y = ( float )pByte[ 1 ] / 255.0f; vEnergy.x = ( float )pByte[ 2 ] / 255.0f; vEnergy.w = ( float )pByte[ 3 ] / 255.0f; V( pSOS->UnlockRect() ); All formatting and settings are correct, directx in debug mode shows no errors... The problem is that the 4 bytes above are 0...I know this to be incorrect by using PIX to debug...PIX shows that RGB bytes are 0.078 and Alpah is 1. These values are not less than that which can be represented by a single byte( 1 / 255 ). Any ideas? Am I copying rendertarget data correctly?

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  • Best game engine 2D for iOS

    - by Adelino
    which is the best 2D game enginefor iOS? I really need a game engine that allows me to modify the game code because I need to control the multi-touch events. I have a framework that detects the gesture that the player makes and I need to test this gesture recognizer in a game, so I have to have the freedom to change the game code. I don't want anything like GameSalad where you can't control anything. Thanks in advance.

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  • Andengine. Put bullet to pool, when it leaves screen

    - by Ashot
    i'm creating a bullet with physics body. Bullet class (extends Sprite class) has die() method, which unregister physics connector, hide sprite and put it in pool public void die() { Log.d("bulletDie", "See you in hell!"); if (this.isVisible()) { this.setVisible(false); mPhysicsWorld.unregisterPhysicsConnector(physicsConnector); physicsConnector.setUpdatePosition(false); body.setActive(false); this.setIgnoreUpdate(true); bulletsPool.recyclePoolItem(this); } } in onUpdate method of PhysicsConnector i executes die method, when sprite leaves screen physicsConnector = new PhysicsConnector(this,body,true,false) { @Override public void onUpdate(final float pSecondsElapsed) { super.onUpdate(pSecondsElapsed); if (!camera.isRectangularShapeVisible(_bullet)) { Log.d("bulletDie","Dead?"); _bullet.die(); } } }; it works as i expected, but _bullet.die() executes TWICE. what i`m doing wrong and is it right way to hide sprites? here is full code of Bullet class (it is inner class of class that represents player) private class Bullet extends Sprite implements PhysicsConstants { private final Body body; private final PhysicsConnector physicsConnector; private final Bullet _bullet; private int id; public Bullet(float x, float y, ITextureRegion texture, VertexBufferObjectManager vertexBufferObjectManager) { super(x,y,texture,vertexBufferObjectManager); _bullet = this; id = bulletId++; body = PhysicsFactory.createCircleBody(mPhysicsWorld, this, BodyDef.BodyType.DynamicBody, bulletFixture); physicsConnector = new PhysicsConnector(this,body,true,false) { @Override public void onUpdate(final float pSecondsElapsed) { super.onUpdate(pSecondsElapsed); if (!camera.isRectangularShapeVisible(_bullet)) { Log.d("bulletDie","Dead?"); Log.d("bulletDie",id+""); _bullet.die(); } } }; mPhysicsWorld.registerPhysicsConnector(physicsConnector); $this.getParent().attachChild(this); } public void reset() { final float angle = canon.getRotation(); final float x = (float) ((Math.cos(MathUtils.degToRad(angle))*radius) + centerX) / PIXEL_TO_METER_RATIO_DEFAULT; final float y = (float) ((Math.sin(MathUtils.degToRad(angle))*radius) + centerY) / PIXEL_TO_METER_RATIO_DEFAULT; this.setVisible(true); this.setIgnoreUpdate(false); body.setActive(true); mPhysicsWorld.registerPhysicsConnector(physicsConnector); body.setTransform(new Vector2(x,y),0); } public Body getBody() { return body; } public void setLinearVelocity(Vector2 velocity) { body.setLinearVelocity(velocity); } public void die() { Log.d("bulletDie", "See you in hell!"); if (this.isVisible()) { this.setVisible(false); mPhysicsWorld.unregisterPhysicsConnector(physicsConnector); physicsConnector.setUpdatePosition(false); body.setActive(false); this.setIgnoreUpdate(true); bulletsPool.recyclePoolItem(this); } } }

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  • Keeping the meshes "thickness" the same when scaling an object

    - by user1806687
    I've been bashing my head for the past couple of weeks trying to find a way to help me accomplish, on first look very easy task. So, I got this one object currently made out of 5 cuboids (2 sides, 1 top, 1 bottom, 1 back), this is just for an example, later on there will be whole range of different set ups. Now, the thing is when the user chooses to scale the whole object this is what should happen: X scale: top and bottom cuboids should get scaled by a scale factor, sides should get moved so they are positioned just like they were before(in this case at both ends of top and bottom cuboids), back should get scaled so it fits like before(if I simply scale it by a scale factor it will leave gaps on each side). Y scale: sides should get scaled by a scale factor, top and bottom cuboid should get moved, and back should also get scaled. Z scale: sides, top and bottom cuboids should get scaled, back should get moved. Hope you can help, EDIT: So, I've decided to explain the situation once more, this time more detailed(hopefully). I've also made some pictures of how the scaling should look like, where is the problem and the wrong way of scaling. I this example I will be using a thick walled box, with one face missing, where each wall is made by a cuboid(but later on there will be diffrent shapes of objects, where a one of the face might be roundish, or triangle or even under some angle), scaling will be 2x on X axis. 1.This is how the default object without any scaling applied looks like: http://img856.imageshack.us/img856/4293/defaulttz.png 2.If I scale the whole object(all of the meshes) by some scale factor, the problem becomes that the "thickness" of the object walls also change(which I do not want): http://img822.imageshack.us/img822/9073/wrongwaytoscale.png 3.This is how the correct scaling should look like. Appropriate faces gets caled in this case where the scale is on X axis(top, bottom, back): http://imageshack.us/photo/my-images/163/rightwayxscale1.png/ 4.But the scale factor might not be the same for all object all of the times. In this case the back has to get scaled a bit more or it leaves gaps: http://imageshack.us/photo/my-images/9/problemwhenscaling.png/ 5.If everything goes well this is how the final object should look like: http://imageshack.us/photo/my-images/856/rightwayxscale2.png/ So, as you have might noticed there are quite a bit of things to look out when scaling. I am asking you, if any of you have any idea on how to accomplish this scaling. I have tried whole bunch of things, from scaling all of the object by the same scale factor, to subtracting and adding sizes to get the right size. But nothing I tried worked, if one mesh got scaled correctly then others didnt. Donwload the example object. English is not my first language, so I am really sorry if its hard to understand what I am saying.

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