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  • Where to find current information on quality of released games as software products?

    - by Tom
    As a gamer, one thing I have learned I need to be savvy about is knowing whether SomeBigGame is actually unstable or otherwise problematic as a piece of software (riddled with invasive DRM products, only runs well on a particular video driver version, crashes on non-English-language systems, etc.). I know that game news media can sometimes be relied upon to report on some problems, but I doubt they bother to cover smaller or indie titles. An example: I've started playing Transformice on Kongregate, and I'm considering installing the downloadable client (it is an online multiplayer game). The part of me that cares about data privacy and maintaining a clean-and-healthy PC wants to know whether there is a place I can check to find out more about a title-as-software than "it is not a literal virus." Put another way: where would you not want to see your game receive lots of attention?

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  • gradient coloring of an object

    - by perrakdar
    I have an object(FBX format) in my project, it's a line drawn in 3D max. I want to color the line in XNA so that the color starts from a specific RGB color in both the start and end points of the line and finish in a specific RGB color.(e.x., from (255,255,255) to (128,128,128). Something like gradient coloring of an object. I need to do that programmatically, since later in my code I have to change these two specific colors a lot.

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  • How would I detect if two 2D arrays of any shape collided?

    - by user2104648
    Say there's two or more moveable objects of any shape in 2D plane, each object has its own 2D boolean array to act as a bounds box which can range from 10 to 100 pixels, the program then reads each pixel from a image that represents it, and appropriatly changes the array to true(pixel has a alpha more then 1) or false(pixel has a alpha less than one). Each time one of these objects moves, what would be the best accurate way to test if they hit another object in Java using as few APIs/libraries as possible?

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  • Particle system lifetimes in OpenGL ES 2

    - by user16547
    I don't know how to work with my particle's lifetimes. My design is simple: each particle has a position, a speed and a lifetime. At each frame, each particle should update its position like this: position.y = position.y + INCREMENT * speed.y However, I'm having difficulties in choosing my INCREMENT. If I set it to some sort of FRAME_COUNT, it looks fine until FRAME_COUNT has to be set back to 0. The effect will be that all particles start over at the same time, which I don't want to happen. I want my particles sort of live "independent" of each other. That's the reason I need a lifetime, but I don't know how to make use of it. I added a lifetime for each particle in the particle buffer, but I also need an individual increment that's updated on each frame, so that when PARTICLE_INCREMENT = PARTICLE_LIFETIME, each increment goes back to 0. How can I achieve something like 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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  • Can't load model using ContentTypeReader

    - by Xaosthetic
    I'm writing a game where I want to use ContentTypeReader. While loading my model like this: terrain = Content.Load<Model>("Text/terrain"); I get following error: Error loading "Text\terrain". Cannot find ContentTypeReader AdventureGame.World.HeightMapInfoReader,AdventureGame,Version=1.0.0.0,Culture=neutral. I've read that this kind of error can be caused by space's in assembly name so i've already removed them all but exception still occurs. This is my content class: [ContentTypeWriter] public class HeightMapInfoWriter : ContentTypeWriter<HeightmapInfo> { protected override void Write(ContentWriter output, HeightmapInfo value) { output.Write(value.getTerrainScale); output.Write(value.getHeight.GetLength(0)); output.Write(value.getHeight.GetLength(1)); foreach (float height in value.getHeight) { output.Write(height); } } public override string GetRuntimeType(TargetPlatform targetPlatform) { return "AdventureGame.World.Heightmap,AdventureGame,Version=1.0.0.0,Culture=neutral"; } public override string GetRuntimeReader(TargetPlatform targetPlatform) { return "AdventureGame.World.HeightMapInfoReader,AdventureGame,Version=1.0.0.0,Culture=neutral"; } } Does anyone meed that kind of error before?

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  • Which jar has JBox2d's p5 package

    - by Brantley Blanchard
    Using eclipse, I'm trying to write a simple hello world program in processing that simply draws a rectangle on the screen then has gravity drop it as seen in this Tutorial. The problem is that when I try to import the p5 package, it's not resolving so I can't declare my Physics object. I tried two things. Download the zip, unzip it, then import the 3 jars (library, serialization, & testbed) a. import org.jbox2d.p5.*; doesn't resolve but the others do b. Physics physics; doesn't resolve Download the older standalone testbed jar then import it a. Physics physics; doesn't resolve; Here is basically where I'm starting import org.jbox2d.util.nonconvex.*; import org.jbox2d.dynamics.contacts.*; import org.jbox2d.testbed.*; import org.jbox2d.collision.*; import org.jbox2d.common.*; import org.jbox2d.dynamics.joints.*; import org.jbox2d.p5.*; import org.jbox2d.dynamics.*; import processing.core.PApplet; public class MyFirstJBox2d extends PApplet { Physics physics; public void setup() { size(640,480); frameRate(60); initScene(); } public void draw() { background(0); if (keyPressed) { //Reset everything physics.destroy(); initScene(); } } public void initScene() { physics = new Physics(this, width, height); physics.setDensity(1.0f); physics.createRect(300,200,340,300); } }

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  • OpenGL, objects disappear at a certain z distance

    - by smoth190
    I'm writing a managed OpenGL library in C++, and I'm having a pretty annoying problem. Whenever I set an objects position to -2.0 or lower, the object disappears. And at distances 0 through -1.9, it doesn't appear to move away from them camera. I have a world matrix (which is multiplied by the objects position to move it), a view matrix (which is just the identity matrix currently) and a projection matrix, which is setup like this: FOV: 45.0f Aspect Ratio: 1 zNear: 0.1f zFar: 100.0f using GLMs glm::perspective method. The order the matrices are multiplied by in the shader is world, view, projection, then position. I can move the object along the X and Y axis perfectly fine. I have depth testing enabled, using GL_LEQUAL. I can change the actually vertices positions to anything I want, and they move away from the camera or towards it perfectly fine. It just seems to be the world matrix acting up. I'm using glm::mat4 for the world matrix, and glm::vec3 for positions. Whats going on here? I'm also using OpenGL 3.1, GLSL version 140 (1.4?).

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  • Removing/Adding a specific variable from an object inside javascript array? [migrated]

    - by hustlerinc
    I have a map array with objects stuffed with variables looking like this: var map = [ [{ground:0, object:1}, {ground:0, item:2}, {ground:0, object:1, item:2}], [{ground:0, object:1}, {ground:0, item:2}, {ground:0, object:1, item:2}] ]; Now I would like to be able to delete and add one of the variables like item:2. 1) What would I use to delete specific variables? 2) What would I use to add specific variables? I just need 2 short lines of code, the rest like detecting if and where to execute I've figured out. I've tried delete map[i][j].item; with no results. Help appreciated.

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  • Touching a CGRect

    - by Coder404
    In my cocos2d app I am trying to determine when a CCSprite is touched Here is what I have: -(BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event{ NSMutableArray *targetsToDelete = [[NSMutableArray alloc] init]; for (CCSprite *target in _targets) { CGRect targetRect = CGRectMake(target.position.x - (target.contentSize.width/2), target.position.y - (target.contentSize.height/2), 27, 40); CGPoint touchLocation = [self convertTouchToNodeSpace:touch]; if (CGRectContainsPoint(targetRect, touchLocation)) { NSLog(@"Moo cheese!"); } } return YES; } For some reason it does not work. Can someone help me?

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  • How can you procedurally place objects in a non-gridded game?

    - by nickbadal
    This is a follow-up question to this question. I mistakenly worded the question, but got a good answer before I could correct myself, so I didn't want to delete it. Sorry! Now that I know that it is possible, I'd like to implement procedural world generation, but I don't want it to look gridded or blocky, where everything is obviously placed on an integer grid. I know that you can do this in gridded worlds by inputting a square's x and y into a noise function, or similar, but how can I generate a more natural looking object placement using procedural methods? This is in the context of an adventure game, if it matters.

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  • A* PathFinding Not Consistent

    - by RedShft
    I just started trying to implement a basic A* algorithm in my 2D tile based game. All of the nodes are tiles on the map, represented by a struct. I believe I understand A* on paper, as I've gone through some pseudo code, but I'm running into problems with the actual implementation. I've double and tripled checked my node graph, and it is correct, so I believe the issue to be with my algorithm. This issue is, that with the enemy still, and the player moving around, the path finding function will write "No Path" an astounding amount of times and only every so often write "Path Found". Which seems like its inconsistent. This is the node struct for reference: struct Node { bool walkable; //Whether this node is blocked or open vect2 position; //The tile's position on the map in pixels int xIndex, yIndex; //The index values of the tile in the array Node*[4] connections; //An array of pointers to nodes this current node connects to Node* parent; int gScore; int hScore; int fScore; } Here is the rest: http://pastebin.com/cCHfqKTY This is my first attempt at A* so any help would be greatly appreciated.

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  • who can tell me the rules of extra 100% bonus for swtor credits in swtor2credits?

    - by user46860
    During Father's Day, you can buy swtor credits with 50% OFF! swtor2credits.com offer swtor players with extra 100% bonus for swtor credits, when you spend the same money as before, you can get double swtor credits! Rules for extra 100% bonus for swtor credits. 1. From June 16 to June 18, 2014, 02:00-03:00 a.m. GMT, is the ONLY valid time for getting double swtor credits at swtor2credits. 2. The total sum of your order is valued $10 at most. Beyond this money, please apply discount code you know to save extra money. 3. Everyone has only one chance to get double swtor credits at swtor2credits during our promotion. 4. As long as your order has used extra discount code or voucher, you lose the chance to get exclusive 100% bonus. Please read these activities rules carefully, and don't miss the time! Like Swtor2credits Facebook to Gain Free Cash Coupon, Up to $16 Giveaways for Swtor Credits! 1. Share our facebook posts in your timeline. 2. Leave your preciously constructive suggestion on our facebook page. 3. Share your amazing swtor gaming screenshots on our page. Time: May 29, 2014 to June 12.2014.GMT. https://www.facebook.com/pages/swtor2creditscom/493389160685307 Cheap swtor credits in swtor2credits.com.

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  • Split Texture2D Across Line

    - by Simie
    Background I'm using a texture as a damage map represented by an array of floats for displaying damage effects on a space ship in a process. An upside of this is being able to 'slice' ships in half, using an input damage map with a line down the middle, as shown in the diagram below. Question However, I'm encountering problems separating this split ship into two different entities. I would like to be able to split the image down the 'damage line', in a process similar to this: I don't have much idea where to start detecting the red line above. Any advice would be welcome.

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  • Can someone explain the (reasons for the) implications of colum vs row major in multiplication/concatenation?

    - by sebf
    I am trying to learn how to construct view and projection matrices, and keep reaching difficulties in my implementation owing to my confusion about the two standards for matrices. I know how to multiply a matrix, and I can see that transposing before multiplication would completely change the result, hence the need to multiply in a different order. What I don't understand though is whats meant by only 'notational convention' - from the articles here and here the authors appear to assert that it makes no difference to how the matrix is stored, or transferred to the GPU, but on the second page that matrix is clearly not equivalent to how it would be laid out in memory for row-major; and if I look at a populated matrix in my program I see the translation components occupying the 4th, 8th and 12th elements. Given that: "post-multiplying with column-major matrices produces the same result as pre-multiplying with row-major matrices. " Why in the following snippet of code: Matrix4 r = t3 * t2 * t1; Matrix4 r2 = t1.Transpose() * t2.Transpose() * t3.Transpose(); Does r != r2 and why does pos3 != pos for: Vector4 pos = wvpM * new Vector4(0f, 15f, 15f, 1); Vector4 pos3 = wvpM.Transpose() * new Vector4(0f, 15f, 15f, 1); Does the multiplication process change depending on whether the matrices are row or column major, or is it just the order (for an equivalent effect?) One thing that isn't helping this become any clearer, is that when provided to DirectX, my column major WVP matrix is used successfully to transform vertices with the HLSL call: mul(vector,matrix) which should result in the vector being treated as row-major, so how can the column major matrix provided by my math library work?

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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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  • How do i add a start menu page to my java game?

    - by user2149407
    I have a rather cool space invaders game that my friend and I have been working on for a while, and we have decided it needs an opening page, with "Start" options, "Quit" options and so forth. I have looked at several methods online, but cant seem to get any of them to work! Does anybody have any ideas? P.S Using JFrame to draw the main frame Im just looking to do this within Java, so just a panel that appears at a state change (GAME, MENU). Id like it to contain a few buttons to start the game, and quit. Later, I will add achievements, but im after something really basic for now. But thanks for the suggestions!

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  • Why is my animation getting aborted?

    - by Homer_Simpson
    I have a class named Animation which handles my animations. The animation class can be called from multiple other classes. For example, the class Player.cs can call the animation class like this: Animation Playeranimation; Playeranimation = new Animation(TimeSpan.FromSeconds(2.5f), 80, 40, Animation.Sequences.forwards, 0, 5, false, true); //updating the animation public void Update(GameTime gametime) { Playeranimation.Update(gametime); } //drawing the animation public void Draw(SpriteBatch batch) { playeranimation.Draw(batch, PlayerAnimationSpritesheet, PosX, PosY, 0, SpriteEffects.None); } The class Lion.cs can call the animation class with the same code, only the animation parameters are changing because it's another animation that should be played: Animation Lionanimation; Lionanimation = new Animation(TimeSpan.FromSeconds(2.5f), 100, 60, Animation.Sequences.forwards, 0, 8, false, true); Other classes can call the animation class with the same code like the Player class. But sometimes I have some trouble with the animations. If an animation is running and then shortly afterwards another class calls the animation class too, the second animation starts but the first animation is getting aborted. In this case, the first animation couldn't run until it's end because another class started a new instance of the animation class. Why is an animation sometimes getting aborted when another animation starts? How can I solve this problem? My animation class: public class Animation { private int _animIndex, framewidth, frameheight, start, end; private TimeSpan PassedTime; private List<Rectangle> SourceRects = new List<Rectangle>(); private TimeSpan Duration; private Sequences Sequence; public bool Remove; private bool DeleteAfterOneIteration; public enum Sequences { forwards, backwards, forwards_backwards, backwards_forwards } private void forwards() { for (int i = start; i < end; i++) SourceRects.Add(new Rectangle(i * framewidth, 0, framewidth, frameheight)); } private void backwards() { for (int i = start; i < end; i++) SourceRects.Add(new Rectangle((end - 1 - i) * framewidth, 0, framewidth, frameheight)); } private void forwards_backwards() { for (int i = start; i < end - 1; i++) SourceRects.Add(new Rectangle(i * framewidth, 0, framewidth, frameheight)); for (int i = start; i < end; i++) SourceRects.Add(new Rectangle((end - 1 - i) * framewidth, 0, framewidth, frameheight)); } private void backwards_forwards() { for (int i = start; i < end - 1; i++) SourceRects.Add(new Rectangle((end - 1 - i) * framewidth, 0, framewidth, frameheight)); for (int i = start; i < end; i++) SourceRects.Add(new Rectangle(i * framewidth, 0, framewidth, frameheight)); } public Animation(TimeSpan duration, int frame_width, int frame_height, Sequences sequences, int start_interval, int end_interval, bool remove, bool deleteafteroneiteration) { Remove = remove; DeleteAfterOneIteration = deleteafteroneiteration; framewidth = frame_width; frameheight = frame_height; start = start_interval; end = end_interval; switch (sequences) { case Sequences.forwards: { forwards(); break; } case Sequences.backwards: { backwards(); break; } case Sequences.forwards_backwards: { forwards_backwards(); break; } case Sequences.backwards_forwards: { backwards_forwards(); break; } } Duration = duration; Sequence = sequences; } public void Update(GameTime dt) { PassedTime += dt.ElapsedGameTime; if (PassedTime > Duration) { PassedTime -= Duration; } var percent = PassedTime.TotalSeconds / Duration.TotalSeconds; if (DeleteAfterOneIteration == true) { if (_animIndex >= SourceRects.Count) Remove = true; _animIndex = (int)Math.Round(percent * (SourceRects.Count)); } else { _animIndex = (int)Math.Round(percent * (SourceRects.Count - 1)); } } public void Draw(SpriteBatch batch, Texture2D Textures, float PositionX, float PositionY, float Rotation, SpriteEffects Flip) { if (DeleteAfterOneIteration == true) { if (_animIndex >= SourceRects.Count) return; } batch.Draw(Textures, new Rectangle((int)PositionX, (int)PositionY, framewidth, frameheight), SourceRects[_animIndex], Color.White, Rotation, new Vector2(framewidth / 2.0f, frameheight / 2.0f), Flip, 0f); } }

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  • How can I acheive a smooth 2D lighting effect?

    - by Cyral
    I'm making a tile based game in XNA. So currently my lightning looks like this: How can I get it to look like this? Instead of each block having its own tint, it has a smooth overlay. I'm assuming some sort of shader, and to tell it the lighting and blur it some how. But im not an expert with shaders. My current lighting calculates the light, and then passes it to a spritebatch and draws with a color parameter. EDIT: No longer uses spritebatch tint, I was testing and now pass parameters to set the light values. But still looking for a way to smooth it.

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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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  • 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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  • Options for 2D Web/iPhone/Android, with Test Framework

    - by ashes999
    I would like to make a 2D game with one codebase that runs on iPhone, Android, and web (any flavour of web -- HTML5, Flash, Silverlight, etc.) What are my options? I should be able to write my code once, and run it anywhere. I also absolutely need the ability to write unit tests (or write a unit-testing framework) -- I cannot make sizable games without testing. Unity is good, but unity is 3d; even with hacks, the graphical assets will still be 3d. I'm after 2d, not 3d. (If you need a Mac or separate licensing for the Mac part, that's okay.)

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  • Problem playing repeat animation/action?

    - by Beast
    I'm calling this function on multiple sprites after checking numberOfRunningActions()"to play same animation but it's not working only the first tagged sprite plays the animation. What am I doing wrong? void CGame::playAnimation(const char* filename, int tag, CCLayer* target) { CCAnimation* animation = CCAnimation::animation(); CCSprite* spriteSheet = CCSprite::spriteWithFile(filename); for(int i = 0; i < spriteSheet->getTexture()->getPixelsWide()/SIZE; i++) // SIZE is an int value { animation->addFrameWithTexture(spriteSheet->getTexture(), CCRect(SIZE * i, 0, SIZE, SIZE)); } CCActionInterval* action = CCAnimate::actionWithDuration(1, animation, true); CCRepeatForever* repeatAction = CCRepeatForever::actionWithAction(action); target->getChildByTag(tag)->runAction(repeatAction); }

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  • Collision Detection within Player/Enemy Class

    - by user1264811
    I'm making a 2D platform game. Right now I'm just working on making a very generic Player class. I'm wondering if it would be more efficient/better practice to have an ActionListener within the Player class to detect collisions with Enemy objects (also have an ActionListener) or to handle all the collisions in the main world. Furthermore, I'm thinking ahead about how I will handle collisions with the platforms themselves. I've looked into the double boolean arrays to see which tiles players can go to and which they can't. I don't understand how to use this class and the player class at the same time. Thank you.

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  • How do I create a fire sphere (fireball) in opengl? (opengl Visual C++)

    - by gn66
    I'm making an evil Pacman in OpenGL and I need to make my spheres look like a fireballs, does anyone know how I do that? And what material colour should I use? Also, is there a colour palette to change the colour of my materials? This is how I create a sphere: GLfloat mat_ambient[] = { 0.25, 0.25, 0.25, 1.0 }; GLfloat mat_diffuse[] = { 0.4, 0.4, 0.4, 1.0 }; GLfloat mat_specular[] = { 0.774597, 0.774597, 0.774597, 1.0 }; GLfloat mat_shine = 0.6; glMaterialfv (GL_FRONT, GL_AMBIENT, mat_ambient); glMaterialfv (GL_FRONT, GL_DIFFUSE, mat_diffuse); glMaterialfv (GL_FRONT, GL_SPECULAR, mat_specular); glMaterialf (GL_FRONT, GL_SHININESS, mat_shine * 128); glPushMatrix(); glTranslatef(x,y,0); glutSolidSphere(size, 20, 10); glFlush(); glPopMatrix();

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