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  • Which game library/engine to choose?

    - by AllTheThingsSheSaid
    I'm not a programming beginner at all. I've tried 2 libraries/engines so far, allegro and Unity. For allegro. i think its not good if i wanna make a career in gaming industry since its not powerful enough. I don't feel comfortable with unity. Its more like a software like photoshop or flash. You can do almost everything with pre-defined functions, tools and with less coding. I need something which offers less tools and pre defined functions and more coding work. It would be awesome if its free and c/c++ based. I need both 2D/3D. and please, don't tell me to make my own library, i am not "that" advance. Any other information about gaming industry would be greatly appreciated.

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  • IndexOutOfRangeException on World.Step after enabling/disabling a Farseer physics body?

    - by WilHall
    Earlier, I posted a question asking how to swap fixtures on the fly in a 2D side-scroller using Farseer Physics Engine. The ultimate goal being that the player's physical body changes when the player is in different states (I.e. standing, walking, jumping, etc). After reading this answer, I changed my approach to the following: Create a physical body for each state when the player is loaded Save those bodies and their corresponding states in parallel lists Swap those physical bodies out when the player state changes (which causes an exception, see below) The following is my function to change states and swap physical bodies: new protected void SetState(object nState) { //If mBody == null, the player is being loaded for the first time if (mBody == null) { mBody = mBodies[mStates.IndexOf(nState)]; mBody.Enabled = true; } else { //Get the body for the given state Body nBody = mBodies[mStates.IndexOf(nState)]; //Enable the new body nBody.Enabled = true; //Disable the current body mBody.Enabled = false; //Copy the current body's attributes to the new one nBody.SetTransform(mBody.Position, mBody.Rotation); nBody.LinearVelocity = mBody.LinearVelocity; nBody.AngularVelocity = mBody.AngularVelocity; mBody = nBody; } base.SetState(nState); } Using the above method causes an IndexOutOfRangeException when calling World.Step: mWorld.Step(Math.Min((float)nGameTime.ElapsedGameTime.TotalSeconds, (1f / 30f))); I found that the problem is related to changing the .Enabled setting on a body. I tried the above function without setting .Enabled, and there was no error thrown. Turning on the debug views, I saw that the bodies were updating positions/rotations/etc properly when the state was changes, but since they were all enabled, they were just colliding wildly with each other. Does Enabling/Disabling a body remove it from the world's body list, which then causes the error because the list is shorter than expected? Update: For such a straightforward issue, I feel this question has not received enough attention. Has anyone else experienced this? Would anyone try a quick test case? I know this issue can be sidestepped - I.e. by not disabling a body during the simulation - but it seems strange that this issue would exist in the first place, especially when I see no mention of it in the documentation for farseer or box2d. I can't find any cases of the issue online where things are more or less kosher, like in my case. Any leads on this would be helpful.

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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 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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  • what's wrong with my lookAt and move forward code?

    - by alaslipknot
    so am still in the process of getting familiar with libGdx and one of the fun things i love to do is to make basics method for reusability on future projects, and for now am stacked on getting a Sprite rotate toward target (vector2) and then move forward based on that rotation the code am using is this : // set angle public void lookAt(Vector2 target) { float angle = (float) Math.atan2(target.y - this.position.y, target.x - this.position.x); angle = (float) (angle * (180 / Math.PI)); setAngle(angle); } // move forward public void moveForward() { this.position.x += Math.cos(getAngle())*this.speed; this.position.y += Math.sin(getAngle())*this.speed; } and this is my render method : @Override public void render(float delta) { // TODO Auto-generated method stub Gdx.gl.glClearColor(0, 0, 0.0f, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); // groupUpdate(); Vector3 mousePos = new Vector3(Gdx.input.getX(), Gdx.input.getY(), 0); camera.unproject(mousePos); ball.lookAt(new Vector2(mousePos.x, mousePos.y)); // if (Gdx.input.isTouched()) { ball.moveForward(); } batch.begin(); batch.draw(ball.getSprite(), ball.getPos().x, ball.getPos().y, ball .getSprite().getOriginX(), ball.getSprite().getOriginY(), ball .getSprite().getWidth(), ball.getSprite().getHeight(), .5f, .5f, ball.getAngle()); batch.end(); } the goal is to make the ball always look at the mouse cursor, and then move forward when i click, am also using this camera : // create the camera and the SpriteBatch camera = new OrthographicCamera(); camera.setToOrtho(false, 800, 480); aaaand the result was so creepy lol Thank you

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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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  • 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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  • Multithreaded game fails on SwapBuffers in render thread at exit

    - by user782220
    The render loop and windows message loop run on separate threads. The way the program exits is that after PostQuitMessage is called in WM_DESTROY the message loop thread signals the render loop thread to exit. As far as I can tell before the render loop thread can even process the signal it tries SwapBuffers and that fails. My question, is there something about how Windows processes WM_DESTROY and WM_QUIT, in maybe DefWindowProc that causes various objects associated with rendering to go away even though I haven't explicitly deleted anything? And that would explain why the rendering thread is making bad calls at exit?

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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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  • 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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  • 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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  • Rendering only a part of text FTGL, OpenGL

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

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  • 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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  • Where is a good place to learn how to develop games?

    - by pringlesinn
    I'm brazilian and I want to learn how to develop a game in some college or something like that, but I don't know any place here to learn it. Here is not that good either to develop games, as we don't have many companies to do that. So, I was thinking about working in some place else, while I study it. What I really want to know is, a good place to learn, and a country that developers are well payed to be able to pay my course and still have money to do something else. I'm a Java programmer, still learning a lot, but I want to do it later. A few years from now.

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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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  • What technology(s)would be suitable for the front end part of a Java web game?

    - by James.Elsey
    As asked in a previous question, I'm looking to create a small MMO that will be deployed onto GAE. I'm confused about what technologies I could use for the user interface, I've considered the following JSP Pages - I've got experience with JSP/JSTL and I would find this easy to work with, it would require the user having to "submit" the page each time they perform an action so may become a little clumsey for players. Applet - I could create an applet that sits on the front end and communicates to the back end game engine, however I'm not sure how good this method would be and have not used applets since university.. What other options do I have? I don't have any experience in Flash/Flex so there would be a big learning curve there. Are there any other Java based options I may be able to use? My game will be text based, I may use some images, but I'm not intending to have any animations/graphics etc Thanks

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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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  • What are the Starting Games I need to make?[Best steps for a beginner Game Developer?] [closed]

    - by Man With Steel Nerves...
    Possible Duplicate: What are good games to “earn your wings” with? Hai, I'm new to the genre "Creating Games".Previously i had done only porting.I need some suggestion's for making a game. What are the basic game logics i need to start with? - Should i write Tic-Tac-Toe game? - Actually this seem very basic to me. I'm totally confused on where to start with.I like to create big games but after starting i feel the game is too heavy to handle. Can any one list out the basic needs of a Game Play programmer? I don't mind using any platform (Flash,c++,objective-c) but i need to know what are the game logic's i need to know before i start a big game.

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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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  • How can I efficiently create/store/implement animations as I add to my game?

    - by nickbadal
    My game's characters are made up of different parts (head/body/legs/etc), and whatever items they have equipped. As I'm creating the animation system for my game, I want to try to anticipate a large number of combinations for different pieces for each character. Originally, I had planned on having a frame-by frame animation for each piece for each animation, and then layer them to combine them into a character, but this seems like it would be a lot of work for my artist, and that the memory/disk size would start to add up as well since we would need a sprite for every frame, of every customization of every piece, in every animation, for every character. What efficient ways are there to create/implement these animations as we add more and more configurations to our game?

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  • Simple (and fast) dices physics

    - by Markus von Broady
    I'm programming a throw of 5 dices in Actionscript 3 + AwayPhysics (BulletPhysics port). I had a lot of fun tweaking frictions, masses etc. and in the end I found best results with more physics ticks per frame. Currently I use 10 ticks per frame (1/60 s) and it's OK, though I see a difference in plus for 20 ticks. Even though it's only 5 cubes (dices) in a box (or a floor with 3 walls really) I can't simulate 20 ticks in a frame and keep FPS at 60 on a medium-aged PC. That's why I decided to precompute frames for animation, finishing it in around 1700 ticks in 2 seconds. The flash player is freezed for these 2 seconds, and I'm afraid that this result will be more of a 5 seconds or even more, if I'll simulate multi-threading and compute frames in background of some other heavy processes and CPU drawing (dices is only a part of this game). Because I want both players to see dices roll in same way, I can't compute physics when having free resources, and build a buffer for at least one throw of each type (where type is number of dices thrown). I'm afraid players will see a "preparing dices........." message too often and for too long. I think the only solution to this problem is replacing PhysicsEngine with something simpler, or creating own physicsEngine. Do You have any formulas for cube-cube and cube-wall collision detection, and for calculating how their angular and linear velocities should change after a collision occurs?

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  • How to draw a spotlight in 3D

    - by RecursiveCall
    To be clear, I am not talking about the light result (the lit area) but the spotlight itself, like this The two common suggestions that I tried are 2D image and a 3D cone. The problem with the pre-regenerated 2D image is that it always look 2D and flat no matter how it is rotated in world space. The cone on the other hand is next to impossible to control when it comes to fade distance, it doesn't look soft (smooth) and it is expensive to compute.

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  • libgdx - collision detection with tiled map java

    - by user2875021
    currently, I am working on a 2d rpg game which is similar to final fantasy 1-4. I can load up a tiled map and the sprite can walk freely on the map. However, I will like to create a wall for it to stop walking through it. I created three tiled layer Background, Collision, Overhead and one Collision object layer with rectangles only. "How do I handle collisions with the object layer in the tiled map?" "Do I have to create every single rectangle that is in the object layer with Rectangle rectangle = new Rectangle() and rectangle.set(x, y, width, height)in the code?" Thank you very much in advance. Any help is greatly appreciated!

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  • Engine Start and Stop Show Abnormal Behaviour

    - by Siddharth
    In my game, when I pause the game using mEngine.stop() it works perfectly but when I press resume button that has code mEngine.start() it provide some movement to the physics body. So the created body does not stand at its desire position after the resuming the game. That fault I have found in other game developed by other developer also. So please provide some guidance for it. I also tried with mScene.onUpdate(0) and mScene.onUpdate(1) but I does not able to found anything new from it.

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