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  • How to attach an object to a rotating circle in box2d cocos2d?

    - by armands
    I am trying to make an object get attached on a collision point to a circle that is rotating, but the player needs to get attached with a constant point on the player. For example the player is moving back and forth and when the user touches the screen and the player jumps up but what I need is that when the player collides with the circle it attaches it's legs to it and continues rotating with the circle. So I wanted to know how to make this kind of collision joint in cocos2d box2d?

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  • Help to understand directions of sprites in XNA

    - by 3Dkreativ
    If I want to move a sprite to the right and upwards in a 45 degree angle I use Vector2 direction = new Vector2(1,-1); And if the sprite should move straight to right Vector2 direction = new Vector2(1,0); But how would I do if I want another directions, lets say somewhere between this values? I have tested with some other values, but then the sprite either moves to fast and or in another direction than I expected!? I suspect it's about normalize!? Another thing I have problem with to understand. I'm doing a simple asteroids game as a task in a class in C# and XNA. When the asteroids hit the window borders, I want them to bounce back in a random direction, but I can't do this before I understand how directions and Vector2 works. Help is preciated! Thanks!

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  • How do I make cars on a one-dimensional track avoid collisions?

    - by user990827
    Using three.js, I use a simple spline to represent a road. Cars can only move forward on the spline. A car should be able to slow-down behind a slow moving car. I know how to calculate the distance between 2 cars, but how to calculate the proper speed in each game update? At the moment I simply do something like this: this.speed += (this.maxSpeed - this.speed) * 0.02; // linear interpolation to maxSpeed // the position on the spline (0.0 - 1.0) this.position += this.speed / this.road.spline.getLength(); This works. But how to implement the slow-down part? // transform from floats (0.0 - 1.0) into actual units var carInFrontPosition = carInFront.position * this.road.spline.getLength(); var myPosition = this.position * this.road.spline.getLength(); var distance = carInFrontPosition - myPosition; // WHAT TO DO HERE WITH THE DISTANCE? // HOW TO CALCULATE MY NEW SPEED? Obviously I have to somehow take current speed of the cars into account for calculation. Besides different maxSpeeds, I want each car to also have a different mass (causing it to accelerate slower/faster). But this mass has to be then also taken into account for braking (slowing down) so they don't crash into each other.

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  • Changing a Sprite When Hit in GameMaker

    - by Pixels_
    I am making a simple little Galaga style game. I want the objects sprite to change whenever it is hit. For example if a laser hits an alien then the sprite takes 1 out of 4 damage to its health points (HP). However I want the sprite to change from green to yellow after 1 hit, yellow to orange after 2 hits, orange to red after 3 hits, and red to pixel explosion after all 4 HPs are lost. That way you can easily distinguish the amount of health each alien has left. How can I do this? Preferably explain it in code.

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  • How to make other semantics behave like SV_Position?

    - by object
    I'm having a lot of trouble with shadow mapping, and I believe I've found the problem. When passing vectors from the vertex shader to the pixel shader, does the hardware automatically change any of the values based on the semantic? I've compiled a barebones pair of shaders which should illustrate the problem. Vertex shader : struct Vertex { float3 position : POSITION; }; struct Pixel { float4 position : SV_Position; float4 light_position : POSITION; }; cbuffer Matrices { matrix projection; }; Pixel RenderVertexShader(Vertex input) { Pixel output; output.position = mul(float4(input.position, 1.0f), projection); output.light_position = output.position; // We simply pass the same vector in screenspace through different semantics. return output; } And a simple pixel shader to go along with it: struct Pixel { float4 position : SV_Position; float4 light_position : POSITION; }; float4 RenderPixelShader(Pixel input) : SV_Target { // At this point, (input.position.z / input.position.w) is a normal depth value. // However, (input.light_position.z / input.light_position.w) is 0.999f or similar. // If the primitive is touching the near plane, it very quickly goes to 0. return (0.0f).rrrr; } How is it possible to make the hardware treat light_position in the same way which position is being treated between the vertex and pixel shaders? EDIT: Aha! (input.position.z) without dividing by W is the same as (input.light_position.z / input.light_position.w). Not sure why this is.

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  • Create Math Game with PHP, Ajax, Jquery

    - by Sambucasun
    I am developing a website where user can create their own game which can be joined by other users as well. It's a simple maths game which will shoot equations based on time or count specified. I want that moment user create a game, it will be listed in "current Games" section. Other users can check out the list and select the game to join. After game is created, creater should have a screen which should be having his name with display pic. Now gradually as others start joining the game, list should updated automatically. Once enough users are there i will start the game. The same list should be displayed to other users who join the game. Once game is over all will be displayed a summary list. I have gone through couple of threads but could not get clear idea. Do I need to use comet or other technology to create such game or simple PHP, Ajax or Jquery will suffice ? Also I want my website should be mobile compatible so i am designing it in html5. If i create this game using just Ajax then will there be any performance issue while playing through mobile. I am not much experienced so just need guidance for what should be appropriate or use for my requirement.

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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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  • HTML5 - Does it have the power to handle a large 2D game with a huge world?

    - by user15858
    I have been using XNA game studio, but due to private reasons (as well as the ability to publish anywhere & my heavy interest in isogenic engine), I would like to switch to HTML5. However, I have very high 2D graphic demands for my game. The game itself will have a HDD size of anywhere between 6GB (min) to 12GB (max) which would be a full game deployed offline. The size of the images aren't significantly large, so streaming would be entirely possible if only those assets required were streamed as needed. The game has a massive file size because of the sheer amount of content. For some images or spritesheets, they would be quite massive. (ex. a very large Dragon, which if animated in a spritesheet would be split into two 4096x4096 sheets or one 8192x8192 sheet). Most assets would be very small, and about 7MB for a full character with 15 animations in every direction (all animations not required immediately) so in the size of a few hundred KB to download before the game loads. My question, however, is if the graphical power of HTML5 is enough to animate several characters on screen at once, when it flips through frames quite rapidly. All my sprites have about 25 frames per animation, 5 directions (a spritesheet for each direction & animation), and run at 30fps. Upon changing direction, animation, or a new character entering, spritesheets would change and be constantly loading/unloading. If I pack all directions in a single sheet, it would be about 2048x2048 per sheet. Most frameworks have no problem with this, but I am afraid from what I read that HTML5's graphical capabilities will limit me. Since it takes significant time simply to animate characters in any language, I'd like a quick answer.

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  • Can I Base My Game on Another Game and Earn Money? [closed]

    - by Neb
    Possible Duplicate: How closely can a game resemble another game without legal problems I want make a game similar to Pocket Tanks but for Android and then sell it. Since I am not directly copying anything from Pocket Tanks, but simply using it to give me ideas, I should be allowed to make it. I don't want to finish making my game and then get into some legal trouble, so I wanted to ask here if its allowed. If this is the wrong place to ask, can you tell me where I could ask this question?

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  • How can I keep straight alpha during rendering particles?

    - by April
    Rencently,I was trying to save textures of 3D particles so that I can reuse the in 2D rendering.Now I had some problem with alpha channel.Some artist told me I that my textures should have unpremultiplied alpha channel.When I try to get the rgb value back,I got strange result.Some area went lighter and even totally white.I mainly focus on additive and blend mode,that is: ADDITIVE: srcAlpha VS 1 BLEND: srcAlpha VS 1-srcAlpha I tried a technique called premultiplied alpha.This technique just got you the right rgb value,its all you need on screen.As for alpha value,it worked well with BLEND mode,but not ADDITIVE mode.As you can see in parameters,BLEND mode always controlled its value within 1.While ADDITIVE mode cannot guarantee. I want proper alpha,but it just got too big or too small consider to rgb.Now what can I do?Any help will be great thankful. PS:If you don't understand what I am trying to do,there is a commercial software called "Particle Illusion".You can create various particles and then save the scene to texture,where you can choose to remove background of particles. Now,I changed the title.For some software like maya or AE,what I want is called [straight alpha].

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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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  • 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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  • A separate solution for types, etc?

    - by hayer
    I'm currently in progress updating some engine-code(which does not work, so it is more like creating a engine). I've decided to swap over to SFML(instead of my own crappy renderer, window manager, and audio), Box2d(since I need physics, but have none), and some small utils I've built myself. The problem is that each of the project mentioned over use different types for things like Vector2, etc. So to the question; Is it a good idea to replace box2d and SFML vectors with my own vector class? (Which is one of my better implementations) My idea then was to have a seperate .lib with all my classes that should be shared between all the projects in the solution.

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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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  • How do I know if I've gone too far with processing things in a game?

    - by ThePlan
    A common programming quote I see every day is: Premature optimization is the root of all evil! I admit I'm one of those guys that like to do premature optimization in a pretty obssessive manner but that's probably because I'm not aware how powerful modern processors are. I can think of lots of sollutions for a problem, but all of them are tough on the memory side, and I keep thinking "This will hurt me more in the future when I'll have to re-do it because it's bad performance-wise." How do you know when the code you are thinking of is going too far and is not a case of premature optimization? How much can your game handle at a time before performance becomes a problem?

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  • Syntax error in Maya Python Script [on hold]

    - by Enchanter
    Ok this error is immensly frustrating as it is obviously a simple syntax issue. Basically I've written two lines of maya script in python designed to create a list of the names of all the joints of a model currently selected in the model viewer. Here are the two lines of script: import maya.cmds joints = ls(selection = true, type = 'joint') Upon compiling the code the script editor is saying there is a syntax error in the second line, but I do not see any reason why this code should not execute?

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  • How difficult is it for an artist to make their own artwork cohesive to another artists' style? [on hold]

    - by user36200
    I have a lot of artwork I purchased from a website, but the artist who drew the game assets is unavailable. I need to create additional artwork which fits with this style, but I am not an artist- nor do I have any idea of how artists work. Obviously, the solution is to find a new artist, who I can pay to draw this artwork while keeping it to look at certain way. I am scared of wasting money though. I don't want to contract an artist, only to find out it is extremely difficult for someone to match another person's art style. I don't need it to be identical, I just need it to be cohesive. I also want to know what I'm asking of people, before I ask them. Artists are workers just like me, and deserve to be understood when contracted. As an artist, is it extra difficult or time consuming to alter your artwork to match a certain style? Does it require a lot of talent to make a cohesive piece of art? To be specific, I am talking about structures, such as 2D symbols of towns for a map. They all have this "gritty" penciling effect to them and lots of saturated colors, which is what will be required when I say "cohesive". Along with looking like the architecture belongs in the same world.

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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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  • 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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  • 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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  • What kind of performance issues does multiple instances of the exact same object have on a game?

    - by lggmonclar
    I'm fairly new to programming, and I've pretty much learned all the things I know on the go, while working on projects. The problem is that there some things that I just don't know where to begin searching. My question is about performance, and how can multiple instances of the same object affect it -- Specifically, I'm talking about XNA's "GraphicsDevice" class. I have it instanced on four different parts of my game, and in three of those, the object has the exact same values for all the attributes. So, in that case, should I be using the same instance of GraphicsDevice, passing it as a parameter, even if I use it in different classes? I apologize if the question seems redundant, but like I said, I've taught myself most of what I know, so there are quite a few "holes" in my learning process.

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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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  • 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 an OpenGL FPS camera: I have the position and orientation vectors, now what?

    - by Synthetix
    I have been struggling to create a first person camera in OpenGL ES 2.0 without using gluLookAt(). I grab the camera's orientation vectors (the way it's looking) from the current modelview matrix, and use that to calculate the new forward/backward (Z) translation value. I then calculate the strafe (X) value from the dot product of Z and Y (which is always 1.0). So, I have all the information I need to create a view matrix, but how do I do that without using gluLookAt? Almost all the examples I've seen use gluLookAt, but no such function exists in OpenGL ES 2.0. Besides, one of the moderators on cprogramming.com mentioned that gluLookAt is not appropriate for FPS cameras: http://cboard.cprogramming.com/game-programming/135390-how-properly-move-strafe-yaw-pitch-camera-opengl-glut-using-glulookat.html I am really confused by all the conflicting information I'm getting. I just want to create a first person camera that goes forward (W,S keys), side-to-side (A,D keys) and rotates around its center (Y axis only), Wolfenstein style. Any help on this would be much appreciated!

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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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