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  • Are there any good guides for making mods for Minecraft?

    - by Pureferret
    I've been coding in Java for 5 months at work now, and having past experience with programming in other languages, modifying existing code at Uni etc. I feel like I want to get started on (read: continue learning to program by) modding with minecraft. I know what I need, but not exactly how to do so. I once saw some good guides on the minecraft forum, but they all explained how to write in java, hows different classes in the code work etc. I'm more interested in how you decompile the code, write your own separate from the main 'trunk' of minecraft and then package it to install with a tool like 'Magic Loader'. My issue with these guides is that they always relied on being in windows, but I'm primarily a linux user, and the guides on the forums only seemed to assume you were on a Windows box. So is there a good 'walkthrough' for modding for Minecraft? Especially one where it assumes or at least allows for the fact you are in linux?

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  • Loadbalancing Questions

    - by Van Holtz
    I have been learning networking for about 4 months. Wrote a single standalone Multiplayer server and succeeded with authoritative approach. Now I want to extend it by splitting the single server into clusters to allow even more players to log in to avoid latency issues. Now I have protyped the Loadbalancing server and its running pretty good so far. This is my architecture, I have a master server which acts as a proxy, every sub servers(chat, login, game) connect to the master server as well as all the clients. when a client connects, Client Request: Send Request - MS(Master) - Decides which SS(SubServer) to forward to - Forwards Request to SS - SS - Analyze Message - Send Response to MS - Decides which Client to forward to - Forwards Response to Client Well, it looks like its going through lots of stages. it takes double the time to process the message than a single server approach. i feel like my model isnt the best or i may be wrong. is there any better model or the one they use in professional games? I still want a Master-SubServer approach. I just want to clarify that I'm going in the right direction before writing all my codes. Thanks for any answer :)

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  • How to implement soft edge areas with particles

    - by OpherV
    My game is created using Phaser, but the question itself is engine-agnostic. In my game I have several environments, essentially polygonal areas that player characters can move into and be affected by. For example ice, fire, poison etc' The graphic element of these areas is the color filled polygon area itself, and particles of the suitable type (in this example ice shards). This is how I'm currently implementing this - with a polygon mask covering a tilesprite with the particle pattern: The hard edge looks bad. I'd like to improve by doing two things: 1. Making the polygon fill area to have a soft edge, and blend into the background. 2. Have some of the shards go out of the polygon area, so that they are not cut in the middle and the area doesn't have a straight line for example (mockup): I think 1 can be achieved with blurring the polygon, but I'm not sure how to go about with 2. How would you go about implementing this?

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  • Omni-directional light shadow mapping with cubemaps in WebGL

    - by Winged
    First of all I must say, that I have read a lot of posts describing an usage of cubemaps, but I'm still confused about how to use them. My goal is to achieve a simple omni-directional (point) light type shading in my WebGL application. I know that there is a lot more techniques (like using Two-Hemispheres or Camera Space Shadow Mapping) which are way more efficient, but for an educational purpose cubemaps are my primary goal. Till now, I have adapted a simple shadow mapping which works with spotlights (with one exception: I don't know how to cut off the glitchy part beyond the reach of a single shadow map texture): glitchy shadow mapping<<< So for now, this is how I understand the usage of cubemaps in shadow mapping: Setup a framebuffer (in case of cubemaps - 6 framebuffers; 6 instead of 1 because every usage of framebufferTexture2D slows down an execution which is nicely described here <<<) and a texture cubemap. Also in WebGL depth components are not well supported, so I need to render it to RGBA first. this.texture = gl.createTexture(); gl.bindTexture(gl.TEXTURE_CUBE_MAP, this.texture); gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR); for (var face = 0; face < 6; face++) gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, gl.RGBA, this.size, this.size, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); gl.bindTexture(gl.TEXTURE_CUBE_MAP, null); this.framebuffer = []; for (face = 0; face < 6; face++) { this.framebuffer[face] = gl.createFramebuffer(); gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer[face]); gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, this.texture, 0); gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, this.depthbuffer); var e = gl.checkFramebufferStatus(gl.FRAMEBUFFER); // Check for errors if (e !== gl.FRAMEBUFFER_COMPLETE) throw "Cubemap framebuffer object is incomplete: " + e.toString(); } Setup the light and the camera (I'm not sure if should I store all of 6 view matrices and send them to shaders later, or is there a way to do it with just one view matrix). Render the scene 6 times from the light's position, each time in another direction (X, -X, Y, -Y, Z, -Z) for (var face = 0; face < 6; face++) { gl.bindFramebuffer(gl.FRAMEBUFFER, shadow.buffer.framebuffer[face]); gl.viewport(0, 0, shadow.buffer.size, shadow.buffer.size); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); camera.lookAt( light.position.add( cubeMapDirections[face] ) ); scene.draw(shadow.program); } In a second pass, calculate the projection a a current vertex using light's projection and view matrix. Now I don't know If should I calculate 6 of them, because of 6 faces of a cubemap. ScaleMatrix pushes the projected vertex into the 0.0 - 1.0 region. vDepthPosition = ScaleMatrix * uPMatrixFromLight * uVMatrixFromLight * vWorldVertex; In a fragment shader calculate the distance between the current vertex and the light position and check if it's deeper then the depth information read from earlier rendered shadow map. I know how to do it with a 2D Texture, but I have no idea how should I use cubemap texture here. I have read that texture lookups into cubemaps are performed by a normal vector instead of a UV coordinate. What vector should I use? Just a normalized vector pointing to the current vertex? For now, my code for this part looks like this (not working yet): float shadow = 1.0; vec3 depth = vDepthPosition.xyz / vDepthPosition.w; depth.z = length(vWorldVertex.xyz - uLightPosition) * linearDepthConstant; float shadowDepth = unpack(textureCube(uDepthMapSampler, vWorldVertex.xyz)); if (depth.z > shadowDepth) shadow = 0.5; Could you give me some hints or examples (preferably in WebGL code) how I should build it?

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  • Unity3D Android - Move your character to a specific x position

    - by user3666251
    Im making a new game for android and I wanted to move my character (which is a cube for now) to a specific x location (on top of a flying floor/ground thingy) but I've been having some troubles with it.I've been using this script : var jumpSpeed: float = 3.5; var distToGround: float; function Start(){ // get the distance to ground distToGround = collider.bounds.extents.y; } function IsGrounded(): boolean { return Physics.Raycast(transform.position, -Vector3.up, distToGround + 0.1); } function Update () { // Move the object to the right relative to the camera 1 unit/second. transform.Translate(Vector3.forward * Time.deltaTime); if (Input.anyKeyDown && IsGrounded()){ rigidbody.velocity.x = jumpSpeed; } } And this is the result (which is not what I want) : https://www.youtube.com/watch?v=Fj8B6eI4dbE&feature=youtu.be Anyone has any idea how to do this ? Im new in unity and scripting.Im using java btw. Ty.

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  • Render a 3D scene in multiple windows - extended panoramic view

    - by teodron
    Is there any resource location on how to view a 3D scene from an application or a game on multiple windows or monitors? Each window should continue drawing from where the neighbouring one left off (in the end, the result should be a mosaic of the scene). My idea is to use a camera for each window and have a reference position and orientation for a meta-camera object that is used to correctly offset the other camera. Since there are quite some elements to consider (window specs, viewport properties, position-orientation of each render camera), what is the correct way to update the individual cameras considering the position and orientation of the central, meta-camera? I currently cannot make the cameras present the scene contiguously (and I am reluctant in working out the transformations without checking whether this is the actual way of doing things).

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  • Balancing Player vs. Monsters: Level-Up Curves

    - by ashes999
    I've written a fair number of games that have RPG-like "levelling up," where the player gains experience for killing monsters/enemies, and eventually, reaches a new level, where their stats increase. How do you find a balance between player growth, monster strength, and difficulty? The extreme ends of this spectrum are: Player levels up really fast and blows away monsters without much effort Monsters are incredibly strong and even at low levels, are very difficult to beat I've also tried a strange situation of making enemies relative to players, i.e. an enemy will always be at 50% or 100% or 150% of player stats (thus requiring the player to use other techniques instead of brute strength to succeeed). But where's the balance, and how do you find it? Edit: For example, I am expecting to hear things like: Balance high instead of balance low (200 HP and 20 str is easier to balance than 20 HP and 2 str) Look at easiest vs. hardest monsters, and see what you have in terms of a range

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  • Creating an interactive grid for a puzzle game

    - by Noupoi
    I am trying to make a slitherlink game, and am not too sure how to approach creating the game, more specifically the grid structure on which the puzzle will be played on. This is what a empty and completed slitherlink grid would look like: The numbers in the squares are sort of clues and the areas between the dots need to be clickable: I would like to create the game in VB .NET. What data structures should I try to use, and would it be beneficial using any frameworks such as XNA?

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  • Dynamically load images inside jar

    - by Rahat Ahmed
    I'm using Slick2d for a game, and while it runs fine in Eclipse, i'm trying to figure out how to make it work when exported to a runnable .jar. I have it set up to where I load every image located in the res/ directory. Here's the code /** * Loads all .png images located in source folders. * @throws SlickException */ public static void init() throws SlickException { loadedImages = new HashMap<>(); try { URI uri = new URI(ResourceLoader.getResource("res").toString()); File[] files = new File(uri).listFiles(new FilenameFilter(){ @Override public boolean accept(File dir, String name) { if(name.endsWith(".png")) return true; return false; } }); System.out.println("Naming filenames now."); for(File f:files) { System.out.println(f.getName()); FileInputStream fis = new FileInputStream(f); Image image = new Image(fis, f.getName(), false); loadedImages.put(f.getName(), image); } } catch (URISyntaxException | FileNotFoundException e) { System.err.println("UNABLE TO LOAD IMAGES FROM RES FOLDER!"); e.printStackTrace(); } font = new AngelCodeFont("res/bitmapfont.fnt",Art.get("bitmapfont.png")); } Now the obvious problem is the line URI uri = new URI(ResourceLoader.getResource("res").toString()); If I pack the res folder into the .jar there will not be a res folder on the filesystem. How can I iterate through all the images in the compiled .jar itself, or what is a better system to automatically load all images?

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  • Creating smooth lighting transitions using tiles in HTML5/JavaScript game

    - by user12098
    I am trying to implement a lighting effect in an HTML5/JavaScript game using tile replacement. What I have now is kind of working, but the transitions do not look smooth/natural enough as the light source moves around. Here's where I am now: Right now I have a background map that has a light/shadow spectrum PNG tilesheet applied to it - going from darkest tile to completely transparent. By default the darkest tile is drawn across the entire level on launch, covering all other layers etc. I am using my predetermined tile sizes (40 x 40px) to calculate the position of each tile and store its x and y coordinates in an array. I am then spawning a transparent 40 x 40px "grid block" entity at each position in the array The engine I'm using (ImpactJS) then allows me to calculate the distance from my light source entity to every instance of this grid block entity. I can then replace the tile underneath each of those grid block tiles with a tile of the appropriate transparency. Currently I'm doing the calculation like this in each instance of the grid block entity that is spawned on the map: var dist = this.distanceTo( ig.game.player ); var percentage = 100 * dist / 960; if (percentage < 2) { // Spawns tile 64 of the shadow spectrum tilesheet at the specified position ig.game.backgroundMaps[2].setTile( this.pos.x, this.pos.y, 64 ); } else if (percentage < 4) { ig.game.backgroundMaps[2].setTile( this.pos.x, this.pos.y, 63 ); } else if (percentage < 6) { ig.game.backgroundMaps[2].setTile( this.pos.x, this.pos.y, 62 ); } // etc... (sorry about the weird spacing, I still haven't gotten the hang of pasting code in here properly) The problem is that like I said, this type of calculation does not make the light source look very natural. Tile switching looks too sharp whereas ideally they would fade in and out smoothly using the spectrum tilesheet (I copied the tilesheet from another game that manages to do this, so I know it's not a problem with the tile shades. I'm just not sure how the other game is doing it). I'm thinking that perhaps my method of using percentages to switch out tiles could be replaced with a better/more dynamic proximity forumla of some sort that would allow for smoother transitions? Might anyone have any ideas for what I can do to improve the visuals here, or a better way of calculating proximity with the information I'm collecting about each tile? (PS: I'm reposting this from Stack Overflow at someone's suggestion, sorry about the duplicate!)

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  • How to derive euler angles from matrix or quaternion?

    - by KlashnikovKid
    Currently working on steering behavior for my AI and just hit a little mathematical bump. I'm in the process of writing an align function, which basically tries to match the agent's orientation with a target orientation. I've got a good source material for implementing this behavior but it uses euler angles to calculate the rotational delta, acceleration, and so on. This is nice, however I store orientation as a quaternion and the math library I'm using doesn't provide any functionality for deriving the euler angles. But if it helps I also have rotational matrices at my disposal too. What would be the best way to decompose the quaternion or rotational matrix to get the euler information? I found one source for decomposing the matrix, but I'm not quite getting the correct results. I'm thinking it may be a difference of column/row ordering of my matrices but then again, math isn't my strong point. http://nghiaho.com/?page_id=846

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  • Target tracking with a small delay (actionscript 3.0)

    - by John Dodson
    I'm having trouble thinking of a good method to track my character with an enemy attack. Of course, I don't want the attack to track my character's current position; I want it to track where the character was about 1 second before (so you can move around and make the attack miss and loop around you sort of a thing). The general structure of my game uses a timer to update all of my events. I have a timer going off every 25 milliseconds that updates everything, including my player's position and the enemies position. Right now I just have the enemy attack directly targeting my character....which works fine except that it's impossible to escape =p. Let me know if I didn't supply enough details. My approach was going to basically be get my character's position from about 1 second ago, then have the enemy target that position, the only problem is I can't think of a good way to get my character's position from previous times. Thanks for the help!

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  • Rotation and translation like in GTA 1 OpenGL

    - by user1876377
    Okay, so I have a figure in XZ plain. I want to move it forward/backward and rotate at it's own Y axis, then move forward again in the rotation's direction, like the character in GTA 1. Code so far: Init: spaceship_position = glm::vec3(0,0,0); spaceship_rotation = glm::vec3(0,0,0); spaceship_scale = glm::vec3(1, 1, 1); Draw: glm::mat4 transform = glm::scale<float>(spaceship_scale) * glm::rotate<float>(spaceship_rotation.x, 1, 0, 0) * glm::rotate<float>(spaceship_rotation.y, 0, 1, 0) * glm::rotate<float>(spaceship_rotation.z, 0, 0, 1) * glm::translate<float>(spaceship_position); drawMesh(spaceship, texture, transform); Update: switch (key.keysym.sym) { case SDLK_UP: spaceship_position.z += 0.1; break; case SDLK_DOWN: spaceship_position.z -= 0.1; break; case SDLK_LEFT: spaceship_rotation.y += 1; break; case SDLK_RIGHT: spaceship_rotation.y -= 1; break; } So this only moves on the Z axis, but how can I move the object on both Z and X axis where the object is facing?

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  • libgdx actors and instant actions

    - by vaati
    I'm having trouble with actors and actions. I have a list of actors, they all have either no action, or 1 sequence action This sequence action has either : a couple of actions (some are instant, some have duration 0) a couple of actions followed by a parallel action. My problem is the following: some of the instant actions are used to set the position and the alpha of the actor. So when one of the action is "move to x,y and set alpha to 0" the actor is visible for one frame at position 0,0 , move instantly to x,y for the next frame, and then disappears. Though this behaviours is to be expected, I want to avoid it. How can I achieve that? I tried to intercept the actions before I put actors in the stage but I need the stage width/height for some actions. So something like : Action actionSequence = actor.getActions().get(0); Array<Action> actions = ((SequenceAction) actionSequence).getActions(); for(Action act : actions){ if(act.act(0)) System.out.println("action " + act.toString() + " successfully run"); else System.out.println("action " + act.toString() + " wasn't instant"); } won't work. It gets even more complicated when an actor can also have a repeat action in stead of the sequence action (because you have to only run the actions that have duration 0 once without repeat, and then start the repeat). Any help is appreciated.

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  • Drawing different per-pixel data on the screen

    - by Amir Eldor
    I want to draw different per-pixel data on the screen, where each pixel has a specific value according to my needs. An example may be a random noise pattern where each pixel is randomly generated. I'm not sure what is the correct and fastest way to do this. Locking a texture/surface and manipulating the raw pixel data? How is this done in modern graphics programming? I'm currently trying to do this in Pygame but realized I will face the same problem if I go for C/SDL or OpenGL/DirectX.

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  • Simple Math Multiplayer game - is Ajax sufficient?

    - by Christian Strang
    I'm planning to create a simple math multiplayer game and I plan to just use Ajax for the server/client communication but I'm not sure if this is sufficient or if I need a socket server. The game will look like this: 2-4 users all get a simple math task (like: "37 + 14") they have to solve it as fast as possible first user who solves it is the winner I will track the time for each user, since the game started, on the client side and everytime a user gives an answer, the answer and the passed time will be send to the server. Additionally I'll add a function which will check every 3 seconds if the other users finished, how much time they needed and who won. Do you think this is possible just using Ajax? What alternatives are there?

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  • Calculating vertex normals on the GPU

    - by Etan
    I have some height-map sampled on a regular grid stored in an array. Now, I want to use the normals on the sampled vertices for some smoothing algorithm. The way I'm currently doing it is as follows: For each vertex, generate triangles to all it's neighbours. This results in eight neighbours when using the 1-neighbourhood for all vertices except at the borders. +---+---+ ¦ \ ¦ / ¦ +---o---+ ¦ / ¦ \ ¦ +---+---+ For each adjacent triangle, calculate it's normal by taking the cross product between the two distances. As the triangles all have the same size when projected on the xy-plane, I simply average over all eight normals then and store it for this vertex. However, as my data grows larger, this approach takes too much time and I would prefer doing it on the GPU in a shader code. Is there an easy method, maybe if I could store my height-map as a texture?

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  • Rendering order in an Entity System

    - by Daedalus
    Say I use a basic ES approach, and also inside Systems I hold lists of all entities that Systems are required to process. How do I maintain this list of entities in desired rendering order, i.e. for a dumb 2D RenderingSystem? I saw this discussion, and what they suggest is to do something like Z ordering - what I would probably do is just to store a "layer" int in DrawableComponent and then, inside RenderingSystem, just sort entities by mentioned "layer" whenever the entity list for RenderingSystem changes. They also say we could just delete and recreate the entity whenever we want it on the top, but it seems too inflexible to me. How is this problem usually solved?

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  • Android: how do I switch between game scenes in a game? Any tutorials?

    - by Flavio
    I am trying to create a simple game using the Android SDK without using AndEngine (or any other game engine). I have plenty of experience designing games from the past, but I'm having lots of trouble trying to use the Android SDK to make my game. By far my biggest hurdle right now is switching between views. That is, for example, going from the menu to the first level, etc. I am using a traditional model I learned (I think it's called a scene stack or something?) in which you push the current scene onto a stack and the game's main loop runs the top item of the stack. This model seems non-trivial to implement in the Android SDK, mostly because Android seems to be picky about which thread instantiates which view. My issue is that I want the first level to show up when you press a button on the main menu, but when I instantiate the first level (the level class extends SurfaceView and implements SurfaceHolder.Callback) I get a runtime error complaining that the thread that runs the main menu can't instantiate this class. Something about calling Looper.prepare(). I figured at this point I was probably doing things wrong. I'm not sure how to specifically phrase my issue into a question, so maybe I should leave it as either 1) Does anybody know a good way (or the 'proper' way) to switch between scenes in an Android game? or 2) Are there any tutorials out there which show how to create a game that doesn't take place entirely in one scene? (I have googled for a while to no avail... maybe someone else knows of one?) Thanks!

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  • What tools should I consider if my strategy is to make a game available to as many platforms as possible?

    - by Kenji Kina
    We're planning on developing a 2D, grid-based puzzle game, and although it's still very early in the planning stages, we'd like to make our decisions well from the beginning. Our strategy will be to make the game available to as many platforms as possible, for example PCs (Windows, Mac and/or Linux), mobile phones (iPhone and/or Android based phones), game consoles (XBLA and/or PSN) PC will have an emphasis, but I believe that's the most flexible platform so that shouldn't be a problem. So, what programming language, game engine, frameworks and all around tools would be best suited for our goal? P.S.: I'm betting a set of tools won't cover ALL of them, and that there will still be some kind of "translating" effort for some platforms, but we'd like to know what the most far reaching are.

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  • Unity iOS optimization and draw calls

    - by vzm
    I am curious of what methods I should approach in optimizing my Unity project for iOS hardware. I have very little image effects running (directional light with low res shadows) and I used the combine children script from the standard assets to lessen the load on the CPU. My project currently runs with 45-57 draw calls at non-intensive segments and up to 178 at intensive segments. I heard that static batching relieves some of the stress, but the game has the environment moving around the player instead of the player moving around the environment. Is there any alternative that I may look towards to improving the draw call number?

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  • How do I implement layers on a tile map?

    - by mitch
    I have a game where, based upon the visible tiles in the viewport, I need to retrieve data of items in the visible tiles. I am planning to use Javascript to AJAX request in a batch based upon the visible tiles which contain image tags like Google Maps. The layer will be in SVG or canvas. The item information will be in JSON format. What is the best approach, to fetch the data? I currently have complex class I wrote in Javascript which determines the visible columns/rows and offsets relative to the visible area shown. Each item is also user contributed and will be rendered in canvas or SVG layer.

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  • Turn-based Client-Server Card Game - Unicast (TCP) or Multicast (UDP)

    - by LDM91
    I am currently planning to make a card game project where the clients will communicate with the server in a turn-based and synchronous manner using messages sent over sockets. The problem I have is how to handle the following scenario: (Client takes it turn and sends its action to server) Client sends a message telling the server its move for the turn (e.g. plays the card 5 from its hand which needs to placed onto the table) Server receives messages and updates game state (server will hold all game state). Server iterates through a list of connected clients and sends a message to tell of them change in state Clients all refresh to display the state This is all based on using TCP, and looking at it now it seems a bit like the Observer pattern. The reason this seems to be an issue to me is this message doesn't seem to be point-to-point like the others as I want to send it to all the clients, and doesn't seem very efficient sending the same message in that way. I was thinking about using multicasting with UDP as then I could send the message to all the clients, however wouldn't this mean that the clients would in theory be able to message each other? There is of course the synchronous aspect as well, though this could be put on top of the UDP I guess. Basically, I would like to know what would be good practice as this project is really all about learning, and even though it won't be big enough to encounter performance issues from this I would like to consider them anyway. However, please note I am not interested in using message oriented middleware as a solution (I have experience with using MOM and I'm interested in considering other options excluding MOM if TCP sockets is a bad idea!).

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  • PHP Battle System for RPG game

    - by Jay
    I posted this a while ago on stackoverflow, they thought it would be better place here, I agree. Essentially I know what I want to accomplish, and I have something to the effect of what I want but I am not satisfied with it. Here's the problem. Each user has some states: STR (how hard they hit), DEF (dodging/blocking attacks), SPD (when they can strike), and STAMINA (basically their endurance in game, if this runs out they can no longer fight and lose) What I need is something like this: UserA Stats: STR: 1,000 DEF: 2500 SPD: 2000 (HP: 1000/1000) UserB Stats: STR: 1,500 DEF: 500 SPD: 4000 (HP: 1000/1000) Because the second user has double the speed, he lands twice the amount of hits on the first user, before he gets hit. Because he has less strength than the first users defence, he will do no, to little damage. This is how the battle would theoretically go: UserB strikes UserA for 0 damage UserB strikes UserA for 0 damage UserA strikes UserB for 500 damage UserB strikes UserA for 0 damage UserB strikes UserA for 0 damage UserA strikes UserB for 500 damage, and sends him to the hospital! I was using this code, which is buggy, and not efficient, I just need a better way to do this: http://pastebin.com/15LiQQuJ Oh, and if anyone has some good ideas on how to improve the concept that would be cool too! It's not that elaborate so I'll be thinking of all sorts of things to make it more dynamic. Thanks.

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  • Wrong faces culled in OpenGL when drawing a rectangular prism

    - by BadSniper
    I'm trying to learn opengl. I did some code for building a rectangular prism. I don't want to draw back faces so I used glCullFace(GL_BACK), glEnable(GL_CULL_FACE);. But I keep getting back faces also when viewing from front and also sometimes when rotating sides are vanishing. Can someone point me in right direction? glPolygonMode(GL_FRONT,GL_LINE); // draw wireframe polygons glColor3f(0,1,0); // set color green glCullFace(GL_BACK); // don't draw back faces glEnable(GL_CULL_FACE); // don't draw back faces glTranslatef(-10, 1, 0); // position glBegin(GL_QUADS); // face 1 glVertex3f(0,-1,0); glVertex3f(0,-1,2); glVertex3f(2,-1,2); glVertex3f(2,-1,0); // face 2 glVertex3f(2,-1,2); glVertex3f(2,-1,0); glVertex3f(2,5,0); glVertex3f(2,5,2); // face 3 glVertex3f(0,5,0); glVertex3f(0,5,2); glVertex3f(2,5,2); glVertex3f(2,5,0); // face 4 glVertex3f(0,-1,2); glVertex3f(2,-1,2); glVertex3f(2,5,2); glVertex3f(0,5,2); // face 5 glVertex3f(0,-1,2); glVertex3f(0,-1,0); glVertex3f(0,5,0); glVertex3f(0,5,2); // face 6 glVertex3f(0,-1,0); glVertex3f(2,-1,0); glVertex3f(2,5,0); glVertex3f(0,5,0); glEnd();

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