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  • Managed game frameworks with Model loading support [on hold]

    - by codymanix
    Iam looking for an alternative to XNA with support of model loading. Does anybody know when/if there if a MonoGame release is planned which includes its own content pipeline which works without XNA beeing installed? If not, what are the alternatives in managed game development? As far as I know, SlimDX and SharpDX on its own brings no functionality for loading models. Are there any open source libraries that can do that?

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  • MMO Web game mouse vs wasd

    - by LazyProgrammer
    If considering to develop a web browser based game with multiple people and it's an RPG, click to move would probably be the only choice in movement right? Because if you were to use WASD and then ajax to the server every second that a player held on to the WASD key, that'd be pretty resource intensive if the server had to calculate the position and return the map image, assuming the next few screens are already buffered right? or is there a way to implement a WASD style and still have server side do all the calculations. (server side calculations to avoid cheating)

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  • Which game engine for HTML5 + Node.js

    - by Chrene
    I want to create a realtime multiplayer game using and HTML5. I want to use node.js as the server, and I only need to be able to render images in a canvas, play some sounds, and do some basic animations. The gameloop should be done in the server, and the client should do callback via sockets to render the canvas. I am not going to spend any money on the engine, and I don't want to use cocos2d-javascript.

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  • Breathing for game/movie characters

    - by dtldarek
    Breathing (the movement of chest and face features): I'd like to ask if it is hard to model and whether it is computationaly expensive. I recently noticed the great effect it has in Madagascar 3 movie, but (please, correct me if I am wrong) don't remember seeing it in any games (except maybe steam cloud in cold/winter setting) and very few animated movies does that to noticable degree (e.g. when it is necessary by the plot or situation). I'd greatly appreciate answers from both movie graphics and game graphics perspective.

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  • Does an inventory limit in an MMORPG make sense?

    - by Philipp
    I am currently developing a simple 2d MMORPG. My current focus is the inventory system. I am currently wondering if I should implement a limit on what a player character can carry. Either in form of a maximum weight, a limited number of inventory slots, or a combination of both. Almost every MMORPG I ever played limits inventory space. But plausibility aside, is this really necessary from a gameplay point of view? Maybe it would in fact improve the game experience when I just let the players carry as much stuff as they want. tl;dr: What is the game development rationale behind limiting carrying capacity of player characters?

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  • Unity3d and Windows 8 run game in frame

    - by floAr
    How do I set Unity3D to run my game on Windows 8 in a fixed size frame (with a border around it) and not in fullscreen? I tried setting this in the Unity script and in the final C# project, but nothings seems to work. I have set the players resolution to 1366x786 (the desired size) and while this works fine with the webplayer the windows 8 solution seems really unimpressed by it. I also tinkered with the 'Default Is Full Screen' option

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  • Base on User Drawing Create Polygon Body as well Image

    - by Siddharth
    In my game, I want to provide a user with drawing feature. By free hand drawing user create a polygon shape. So in my game implementation I have to create body for all found vertices and I have to generate image based on that polygon shape. So my problem is how to create image that match the user provided vertices. In cocos2d I listen that there is an implementation of something like Image Masking. But I don't understand how that thing I implement in andengnine. Please provide any guidance on how to create image same as user generated polygon shape.

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  • Moving multiple objects on a map

    - by Dave
    I have multiple objects on my isometric game, for example, NPC's doing path finding automatically to walk around the map. Now there could be any number of them from 0 to infinity (hypthetical as no PC could handle that). My question is: is simply looping each one individually the smartest way to animate them all? Surely as the number of units increases you will notice a lag occuring on units near the end of loop still "waiting" for their next animation movement. The alternative is a swarm algorithm to move all objects together. Is that a smarter idea or do both situations apply depending on the circumstances of the game?

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  • Letting the user draw a Polygon Body and Image

    - by Siddharth
    In my game, I want to provide the user with a drawing feature. By free hand drawing, the user creates a polygon shape. Then, in my game implementation, I have to create a body for the found vertices and generate an image based on that polygon shape. My problem is how to create an image that matches the user-provided vertices. I've heard that cocos2d has something called Image Masking. I don't understand how I could implement it in AndEngine. Could someone help?

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  • update(100) behaves slightly different than 10 times update(10) - is that a problem? [on hold]

    - by futlib
    While looking into some test failures, I've identified an curious issue with my update logic. This: game.update(100); Behaves slightly different from: for (int i = 0; i < 10; i++) game.update(10); The concrete example here is a rotating entity. It rotates by exactly 360 degrees in the first case, but only by about 352 in the second. This leads to slight variations in how things move, depending on the frame rate. Not enough to be noticeable in practice, but I did notice it when writing tests. Now my question is: Should this be fully deterministic, i.e. the outcome of update(1) * n should equal update(n) exactly? Or is it normal to have some variance and I should make my test assertions more generous?

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  • Triggering State Changes with Health Counter

    - by Hairgami_Master
    I'm developing a game where the player changes states as their health decreases. Below 50, it should trigger animation1. Below 30, it should trigger animation2. The problem is, I only want to trigger animation1 once. But my game timer is checking every "frame", so it's triggering animation1 every cycle below 50. I only want it to trigger once, then not again until it's gone over 50 and then naturally decreased back to below 50. Are there any tried and true strategies for triggering state changes as a timer counts down (without the over-triggering problem)? I thought I could say: if (health == 50) animation1.play(); but sometimes, health never equals exactly 50, so it will skip right past that statement.

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  • Which is the way to pass parameters in a drawableGameComponent in XNA 4.0?

    - by cad
    I have a small demo and I want to create a class that draws messages in screen like fps rate. I am reading a XNA book and they comment about GameComponents. I have created a class that inherits DrawableGameComponent public class ScreenMessagesComponent : Microsoft.Xna.Framework.DrawableGameComponent I override some methods like Initialize or LoadContent. But when I want to override draw I have a problem, I would like to pass some parameters to it. Overrided method does not allow me to pass parameters. public override void Draw(GameTime gameTime) { StringBuilder buffer = new StringBuilder(); buffer.AppendFormat("FPS: {0}\n", framesPerSecond); // Where get framesPerSecond from??? spriteBatch.DrawString(spriteFont, buffer.ToString(), fontPos, Color.Yellow); base.Draw(gameTime); } If I create a method with parameters, then I cannot override it and will not be automatically called: public void Draw(SpriteBatch spriteBatch, int framesPerSecond) { StringBuilder buffer = new StringBuilder(); buffer.AppendFormat("FPS: {0}\n", framesPerSecond); spriteBatch.DrawString(spriteFont, buffer.ToString(), fontPos, Color.Yellow); base.Draw(gameTime); } So my questions are: Is there a mechanism to pass parameter to a drawableGameComponent? What is the best practice? In general is a good practice to use GameComponents?

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  • Showing range on hexagonal grid

    - by user23673
    Here is the situation. I have hexagonal board,and a unit on it,with speed or move value 4.Diffrent terrain has a diffrent cost.When i click on the unit,game should show me a move range. My solution was to check each hex in range of 4,with A* pathfinding,and if path cost was less than 4 then this hex was in range.Finally game nicely show me range of that unit. My question is: Is there other solution to search for range on hex grids or square grid,because even if i am really proud of what i did in my solution,i think,it is a little to exaggerated?:)) What make me ask this question?I noticed that when unit speed is 4 or 6 or even 8,time to computing range for my computer was really good,but when speed was 10 and more i noticed that i needed to wait few second to compute.Well in real games i rather dont see something like this and my A* pathfinding is rather well optimized,so im thinking that my solution is wrong. Thanks for any replies.

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  • I've been hired on as a entry-level game developer at a company and have little/no experience in API programming, what should I expect?

    - by Mr. Geneth
    So, I've been hired on as an entry level game developer with little/no experience working with any API other than Win32. This will be an overall learning experience for me as a person and I have gone over this multiple times with the boss and he has no problem with my inexperience. He says that if I'm not worth it now, I will be later. This gives me confidence, but I still feel that I should know a lot more before tackling this position. I would be stupid to pass it up. This is one of my favorite places to come for advice and help and have tried to just accept this, but it just keeps bothering that I can't go in knowing how to at least do the basics. I want to give the company its money's worth. Ya know? My questions are: What should I expect from the other programmers in this project (In terms of patience with me and working together, and being taught)? Is this normal? Any other advice on this sort of thing would be wonderful. I just want to feel comfortable with it.

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  • Getting around url block for game

    - by Josh T
    So I play a game called Battlefield Play4Free (www.battlefield.play4free.com). Its essentially a giant browser plugin. The admin on my computer used to have the url battlefield.play4free.com/en/playnow.html blocked which only blocked the page that launches the game (i found a way to launch the game without going to that page and the game worked fine). Now it blocks battlefield.play4free.com which thus blocks all subpages. However, I have found that if I change it to an https and go to https://battlefield.play4free.com/en/login.html to login and then https://battlefield.play4free.com/en/playnow.html I can launch the game. However, when the game launches the borders and everything show but the window content is just a giant blockpage (the same one that shows up when I go to battlefield.play4free.com in the browser) and the blocked page is battlefield.play4free.com (main page). Is there any way I can get around this? I need a way to make the game access the server without going through the browser i.e. make the game use a proxy to get the data or somehow get past the besafe block. I was thinking perhaps you could get around it if you could get the game to make a direct request to the server and not through the url/browser, I know this works because I have a torrenting app that even tho torrent sites are blocked in the browser, the app makes a direct request and thus is not blocked. By the way, the program that blocks everything is besafe or besecure something like that. I do have access to an admin account (on the computer not the besafe program) as well as router access and pretty much anything else. Thanks so much!

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  • Multilingual website without language component in the URL

    - by user359650
    I'm working on a website for Canada which will have French and English versions. For SEO purposes, I would like to avoid using any language tag in URLs because I believe it will have more impact (e.g. example.ca/products better than en.example.ca/products or example.ca/en/products). I believe this is technically possible because the2 languages are sufficiently different that the URLs won't be conflicting with one another (e.g. if you want a "product" page, it will be /products in English, and /produits in French so you know which language the URL is about). Since Google (and most likely others) doesn't rely on the URL (nor HTML tags) to determine the content language I don't see any problems with search engines. To make this possible I've thought about using a cookie distinct from the session cookie (e.g. example.org_language) with long term expiry (e.g. N years) that will memorize the language chosen by the user. That way when people visit the website with a new browser session, they get served the proper language. I have already given up on users being able to switch one page from English to French: when people will chose English or French from the menu they will be redirected to the corresponding version of the home page. Do you foresee any problems with not using a language component in the URL (whether domain or path)? (as long as one makes sure URLS don't conflict).

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  • Which containers / graphics components to use in a simple Java Swing game?

    - by rize
    I'm creating a simple labyrinth game with Java + Swing. The game draws a randomized labyrinth on the screen, places a figure in the middle, and the player is then supposed to find the way out by moving the figure with arrow-keys. As for now, I'm using a plain background and drawing the walls of the labyrinth with Graphics.drawLine(). I have a custom picture of the figure in a .gif file, which I load as a BufferedImage object. However, I want the player to see only part of the labyrinth at a time, and the screen should follow the figure in the game, as the player moves around. I'm planning to do this by creating an Image object of the whole labyrinth when it is created, and then "cutting" a square around the current position of the figure and displaying this with Graphics.drawImage(). I'm new with Swing though, and I can't figure out how to draw the figure at different positions "above" the labyrinth without redrawing the whole thing. Which container/component should I use for the labyrinth and then for the figure to achieve this?

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  • Detect if Java Swing component has been hidden

    - by kayahr
    Assume we have the following Swing application: final JFrame frame = new JFrame(); final JPanel outer = new JPanel(); frame.add(outer); JComponent inner = new SomeSpecialComponent(); outer.add(inner); So in this example we simply have an outer panel in the frame and a special component in the panel. This special component must do something when it is hidden and shown. But the problem is that setVisible() is called on the outer panel and not on the special component. So I can't override the setVisible method in the special component and I also can't use a component listener on it. I could register the listener on the parent component but what if the outer panel is also in another panel and this outer outer panel is hidden? Is there an easier solution than recursively adding componentlisteners to all parent components to detect a visibility change in SomeSpecialComponent?

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  • Render ViewComponent from another component codebehind

    - by George Polevoy
    I'm trying to render a component from withing another component. public override void Render() // ... var block = new Block(); block.Init(EngineContext, Context); block.Render(); // ... } The problem is that Block component can't find it's template. ResourceProcessingException Message: Unable to process resource 'components\CustomReportComponentComponent\default.vm': Resource could not be located I guess, other problems can arise because the component is not properly initialized. Is it possible to initialize a component from within another component's Render method, so it renders just as if called from a .vm?

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  • Facebook Card Game? Which architecture?

    - by Ben
    I am developing a Facebook Card Game for my thesis and i am wondering which architecture fits best? I am going to develop the game using Silverlight + ASP.NET. On the one side the game should contain player vs. player card games. On the other there will be also a lot of contant similar to Mafia Wars(or any other game like that) where you just interact with the server (incl. database) I read a lot about ASP.NET MVC, Silverlight MVVM and that stuff. But what fits best for a game like that? Also i am not sure if i should go with Silverlight 4 already? I don't want to start the wrong way. I really appreciate your help.

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  • Accessing managers from game entities/components

    - by Boreal
    I'm designing an entity-component engine in C# right now, and all components need to have access to the global event manager, which sends off inter-entity events (every entity also has a local event manager). I'd like to be able to simply call functions like this: GlobalEventManager.Publish("Foo", new EventData()); GlobalEventManager.Subscribe("Bar", OnBarEvent); without having to do this: class HealthComponent { private EventManager globalEventManager; public HealthComponent(EventManager gEM) { globalEventManager = gEM; } } // later on... EventManager globalEventManager = new EventManager(); Entity playerEntity = new Entity(); playerEntity.AddComponent(new HealthComponent(globalEventManager)); How can I accomplish this? EDIT: I solved it by creating a singleton called GlobalEventManager. It derives from the local EventManager class and I use it like this: GlobalEventManager.Instance.Publish("Foo", new EventData());

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  • Executing Stored Procedure for each InputRow + SSIS Script Component.

    - by Nev_Rahd
    Hello, In my Script Component, am trying to execute Stored Procedure = which return multiple rows = of which need to generate output rows. Code as below: /* Microsoft SQL Server Integration Services Script Component * Write scripts using Microsoft Visual C# 2008. * ScriptMain is the entry point class of the script.*/ using System; using System.Data; using System.Data.SqlClient; using Microsoft.SqlServer.Dts.Pipeline.Wrapper; using Microsoft.SqlServer.Dts.Runtime.Wrapper; [Microsoft.SqlServer.Dts.Pipeline.SSISScriptComponentEntryPointAttribute] public class ScriptMain : UserComponent { SqlConnection cnn = new SqlConnection(); IDTSConnectionManager100 cnManager; //string cmd; SqlCommand cmd = new SqlCommand(); public override void AcquireConnections(object Transaction) { cnManager = base.Connections.myConnection; cnn = (SqlConnection)cnManager.AcquireConnection(null); } public override void PreExecute() { base.PreExecute(); } public override void PostExecute() { base.PostExecute(); } public override void InputRows_ProcessInputRow(InputRowsBuffer Row) { while(Row.NextRow()) { DataTable dt = new DataTable(); cmd.Connection = cnn; cmd.CommandText = "OSPATTRIBUTE_GetOPNforOP"; cmd.CommandType = CommandType.StoredProcedure; cmd.Parameters.Add("@NK", SqlDbType.VarChar).Value = Row.OPNK.ToString(); cmd.Parameters.Add("@EDWSTARTDATE", SqlDbType.DateTime).Value = Row.EDWEFFECTIVESTARTDATETIME; SqlDataAdapter adapter = new SqlDataAdapter(cmd); adapter.Fill(dt); foreach (DataRow dtrow in dt.Rows) { OutputValidBuffer.AddRow(); OutputValidBuffer.OPNK = Row.OPNK; OutputValidBuffer.OSPTYPECODE = Row.OSPTYPECODE; OutputValidBuffer.ORGPROVTYPEDESC = Row.ORGPROVTYPEDESC; OutputValidBuffer.HEALTHSECTORCODE = Row.HEALTHSECTORCODE; OutputValidBuffer.HEALTHSECTORDESCRIPTION = Row.HEALTHSECTORDESCRIPTION; OutputValidBuffer.EDWEFFECTIVESTARTDATETIME = Row.EDWEFFECTIVESTARTDATETIME; OutputValidBuffer.EDWEFFECTIVEENDDATETIME = Row.EDWEFFECTIVEENDDATETIME; OutputValidBuffer.OPQI = Row.OPQI; OutputValidBuffer.OPNNK = dtrow[0].ToString(); OutputValidBuffer.OSPNAMETYPECODE = dtrow[1].ToString(); OutputValidBuffer.NAMETYPEDESC = dtrow[2].ToString(); OutputValidBuffer.OSPNAME = dtrow[3].ToString(); OutputValidBuffer.EDWEFFECTIVESTARTDATETIME1 = Row.EDWEFFECTIVESTARTDATETIME; OutputValidBuffer.EDWEFFECTIVEENDDATETIME1 = Row.EDWEFFECTIVEENDDATETIME; OutputValidBuffer.OPNQI = dtrow[6].ToString(); } } } public override void ReleaseConnections() { cnManager.ReleaseConnection(cnn); } } This is always skipping the first row. while(Row.NextRow()) is always bringing the second row of the input buffer. What am I doing wrong. Thanks

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