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  • a flexible data structure for geometries

    - by AkiRoss
    What data structure would you use to represent meshes that are to be altered (e.g. adding or removing new faces, vertices and edges), and that have to be "studied" in different ways (e.g. finding all the triangles intersecting a certain ray, or finding all the triangles "visible" from a given point in the space)? I need to consider multiple aspects of the mesh: their geometry, their topology and spatial information. The meshes are rather big, say 500k triangles, so I am going to use the GPU when computations are heavy. I tried using arrays with vertices and arrays with indices, but I do not love adding and removing vertices from them. Also, using arrays totally ignore spatial and topological information, which I may need studying the mesh. So, I thought about using custom double-linked list data structures, but I believe doing so will require me to copy the data to array buffers before going on the GPU. I also thought about using BST, but not sure it fits. Any help is appreciated. If I have been too fuzzy and you require other information feel free to ask.

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  • Why do consoles have so little memory compared to classic computers?

    - by jokoon
    I remember the Playstation having 2MB ram and 1MB graphic memory. The Playstation 3 now has only 256MB ram and 256MB graphic memory, and I'm sure that the day the console was released, even laptop's "standard" capacity was at least 1GB. So why do they put so little memory in their machines, while developers would benefit a lot by having more ? Or is the memory that much faster than desktops and thus more expensive ? Or is it not that much worth it for developers ? What are the Sony/XBox/Nintendo engineers thinking that seems to be the same reason ?

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  • InputLayout handling

    - by Kikaimaru
    Where are you supposed to store InputLayout? Suppose i have some basic structure like. class Mesh { List<MeshPart> MeshParts } class MeshPart { Effect Effect; VertexBufferBinding VertexBuffer; ... } Where should I store input layout? It's a connection between vertex buffer and specific pass, i can live with just 1 pass but I still have diffferent techniques so i need at least an array with some connection to effecttechniques, but I would appriciate something not crazy like dictionary. I could also create wrapper for Effect and EffectTechnique, but there must be some normal solution.

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  • Efficient Way to Draw Grids in XNA

    - by sm81095
    So I am working on a game right now, using Monogame as my framework, and it has come time to render my world. My world is made up of a grid (think Terraria but top-down instead of from the side), and it has multiple layers of grids in a single world. Knowing how inefficient it is to call SpriteBatch.Draw() a lot of times, I tried to implement a system where the tile would only be drawn if it wasn't hidden by the layers above it. The problem is, I'm getting worse performance by checking if it's hidden than when I just let everything draw even if it's not visible. So my question is: how to I efficiently check if a tile is hidden to cut down on the draw() calls? Here is my draw code for a single layer, drawing floors, and then the tiles (which act like walls): public void Draw(GameTime gameTime) { int drawAmt = 0; int width = Tile.TILE_DIM; int startX = (int)_parent.XOffset; int startY = (int)_parent.YOffset; //Gets the starting tiles and the dimensions to draw tiles, so only onscreen tiles are drawn, allowing for the drawing of large worlds int tileDrawWidth = ((CIGame.Instance.Graphics.PreferredBackBufferWidth / width) + 4); int tileDrawHeight = ((CIGame.Instance.Graphics.PreferredBackBufferHeight / width) + 4); int tileStartX = (int)MathHelper.Clamp((-startX / width) - 2, 0, this.Width); int tileStartY = (int)MathHelper.Clamp((-startY / width) - 2, 0, this.Height); #region Draw Floors and Tiles CIGame.Instance.GraphicsDevice.SetRenderTarget(_worldTarget); CIGame.Instance.GraphicsDevice.Clear(Color.Black); CIGame.Instance.SpriteBatch.Begin(); //Draw floors for (int x = tileStartX; x < (int)MathHelper.Clamp(tileStartX + tileDrawWidth, 0, this.Width); x++) { for (int y = tileStartY; y < (int)MathHelper.Clamp(tileStartY + tileDrawHeight, 0, this.Height); y++) { //Check if this tile is hidden by layer above it bool visible = true; for (int i = this.LayerNumber; i <= _parent.ActiveLayer; i++) { if (this.LayerNumber != (_parent.Layers - 1) && (_parent.GetTileAt(x, y, i + 1).Opacity >= 1.0f || _parent.GetFloorAt(x, y, i + 1).Opacity >= 1.0f)) { visible = false; break; } } //Only draw if visible under the tile above it if (visible && this.GetTileAt(x, y).Opacity < 1.0f) { Texture2D tex = WorldTextureManager.GetFloorTexture((Floor)_floors[x, y]); Rectangle source = WorldTextureManager.GetSourceForIndex(((Floor)_floors[x, y]).GetTextureIndexFromSurroundings(x, y, this), tex); Rectangle draw = new Rectangle(startX + x * width, startY + y * width, width, width); CIGame.Instance.SpriteBatch.Draw(tex, draw, source, Color.White * ((Floor)_floors[x, y]).Opacity); drawAmt++; } } } //Draw tiles for (int x = tileStartX; x < (int)MathHelper.Clamp(tileStartX + tileDrawWidth, 0, this.Width); x++) { for (int y = tileStartY; y < (int)MathHelper.Clamp(tileStartY + tileDrawHeight, 0, this.Height); y++) { //Check if this tile is hidden by layers above it bool visible = true; for (int i = this.LayerNumber; i <= _parent.ActiveLayer; i++) { if (this.LayerNumber != (_parent.Layers - 1) && (_parent.GetTileAt(x, y, i + 1).Opacity >= 1.0f || _parent.GetFloorAt(x, y, i + 1).Opacity >= 1.0f)) { visible = false; break; } } if (visible) { Texture2D tex = WorldTextureManager.GetTileTexture((Tile)_tiles[x, y]); Rectangle source = WorldTextureManager.GetSourceForIndex(((Tile)_tiles[x, y]).GetTextureIndexFromSurroundings(x, y, this), tex); Rectangle draw = new Rectangle(startX + x * width, startY + y * width, width, width); CIGame.Instance.SpriteBatch.Draw(tex, draw, source, Color.White * ((Tile)_tiles[x, y]).Opacity); drawAmt++; } } } CIGame.Instance.SpriteBatch.End(); Console.WriteLine(drawAmt); CIGame.Instance.GraphicsDevice.SetRenderTarget(null); //TODO: Change to new rendertarget instead of null #endregion } So I was wondering if this is an efficient way, but I'm going about it wrongly, or if there is a different, more efficient way to check if the tiles are hidden. EDIT: For example of how much it affects performance: using a world with three layers, allowing everything to draw no matter what gives me 60FPS, but checking if its visible with all of the layers above it gives me only 20FPS, while checking only the layer immediately above it gives me a fluctuating FPS between 30 and 40FPS.

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  • XNA Rendering vertices that only appear within the cameras view

    - by user1157885
    I'm making a game in XNA and I recall hearing that professionally made games use a technique to only render the polygons that appear within the cameras projection. I've been trying to find something on this to do something similar in my game, could anyone point me in the right direction? Right now all I have is a plane/grid of vertices that you can set the X/Y on which is drawn using DrawUserIndexedPrimitives, but I plan to make a bunch of props as scenery items and I can imagine myself running into issues later on if I don't address this now. Thanks

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  • Smooth drag scrolling of an Isometric map - Html5

    - by user881920
    I have implemented a basic Isometric tile engine that can be explored by dragging the map with the mouse. Please see the fiddle below and drag away: http://jsfiddle.net/kHydg/14/ The code broken down is (CoffeeScript): The draw function draw = -> requestAnimFrame draw canvas.width = canvas.width for row in [0..width] for col in [0..height] xpos = (row - col) * tileHeight + width xpos += (canvas.width / 2) - (tileWidth / 2) + scrollPosition.x ypos = (row + col) * (tileHeight / 2) + height + scrollPosition.y context.drawImage(defaultTile, Math.round(xpos), Math.round(ypos), tileWidth, tileHeight) Mouse drag-scrolling control scrollPosition = x: 0 y: 0 dragHelper = active: false x: 0 y: 0 window.addEventListener 'mousedown', (e) => handleMouseDown(e) , false window.addEventListener 'mousemove', (e) => handleDrag(e) , false window.addEventListener 'mouseup', (e) => handleMouseUp(e) , false handleDrag = (e) => e.preventDefault() if dragHelper.active x = e.clientX y = e.clientY scrollPosition.x -= Math.round((dragHelper.x - x) / 28) scrollPosition.y -= Math.round((dragHelper.y - y) / 28) handleMouseUp = (e) => e.preventDefault() dragHelper.active = false handleMouseDown = (e) => e.preventDefault() x = e.clientX y = e.clientY dragHelper.active = true dragHelper.x = x dragHelper.y = y The Problem As you can see from the fiddle the dragging action is ok but not perfect. How would I change the code to make the dragging action more smooth? What I would like is the point of the map you click on to stay under the mouse point whilst you drag; the same as they have done here: http://craftyjs.com/demos/isometric/

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  • Making a startscreen for an HTML5 game?

    - by hustlerinc
    How would I make a start screen for a game using HTML5 canvas? I'm not looking for something advanced, just the new game button and highscore link etc. The question might be stupid, but I've never done anything similar, and the tutorials out there don't cover the subject. Is it enough to just make a fillText with an onclick function? Is there a way to find out the size of the text? Help appreciated.

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  • Make Gameobject Stand On Surface Facing Certain Direction

    - by Julian
    I want to make a biped character stand on any surface I click on. Surfaces have up vectors of any of positive or negative X,Y,Z. So imagine a cube with each face being a gameobject whose up vector pointing directly away from the cube. If my character is facing "forward" and I click on a surface which is to the left or right of me ( left or right walls), I want my character to now be standing on that surface but still be facing in the direction he initially was. If I click on a wall which is in the forward path of my character i want him to now be standing on that surface and his forward to now be what was once "up" relative to my character. Here is the code I am working with now. void Update() { if (Input.GetMouseButtonUp (0)) { RaycastHit hit; var ray = Camera.main.ScreenPointToRay(Input.mousePosition); if (Physics.Raycast(ray, out hit)) { Vector3 upVectBefore = transform.up; Vector3 forwardVectBefore = transform.forward; Quaternion rotationVectBefore = transform.rotation; Vector3 hitPosition = hit.transform.position; transform.position = hitPosition; float lookDifference = Vector3.Distance(hit.transform.up, forwardVectBefore); if(Vector3.Distance(hit.transform.up, upVectBefore) < .23) //Same normal { transform.rotation = rotationVectBefore; } else if(lookDifference > 1.412 && lookDifference <= 1.70607) //side wall { transform.up = hit.transform.up; transform.forward = forwardVectBefore; } else //head on wall { transform.up = hit.transform.up; transform.forward = upVectBefore; } } } } The first case "Same normal" works fine, however the other two do not work as I would like them to. Sometimes my character is laying down on the surface or on the wrong side of the surface. Does anyone know nice way of solving this problem?

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  • Is Unity's Random seeded automatically?

    - by Lohoris
    I seem to recall Unity's Random is automatically seeded; checking the documentation it doesn't say it outright, but a certain interpretation of their words might seem to imply it. The seed is normally set from some arbitrary value like the system clock before the random number functions are used. This prevents the same run of values from occurring each time a game is played and thus avoids predictable gameplay. However, it is sometimes useful to produce the same run of pseudo-random values on demand by setting the seed yourself. (emphasis added)

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  • How do I draw a dotted or dashed line?

    - by Gagege
    I'm trying to draw a dashed or dotted line by placing individual segments(dashes) along a path and then separating them. The only algorithm I could come up with for this gave me a dash length that was variable based on the angle of the line. Like this: private function createDashedLine(fromX:Float, fromY:Float, toX:Float, toY:Float):Sprite { var line = new Sprite(); var currentX = fromX; var currentY = fromY; var addX = (toX - fromX) * 0.0075; var addY = (toY - fromY) * 0.0075; line.graphics.lineStyle(1, 0xFFFFFF); var count = 0; // while line is not complete while (!lineAtDestination(fromX, fromY, toX, toY, currentX, currentY)) { /// move line draw cursor to beginning of next dash line.graphics.moveTo(currentX, currentY); // if dash is even if (count % 2 == 0) { // draw the dash line.graphics.lineTo(currentX + addX, currentY + addY); } // add next dash's length to current cursor position currentX += addX; currentY += addY; count++; } return line; } This just happens to be written in Haxe, but the solution should be language neutral. What I would like is for the dash length to be the same no matter what angle the line is. As is, it's just adding 75 thousandths of the line length to the x and y, so if the line is and a 45 degree angle you get pretty much a solid line. If the line is at something shallow like 85 degrees then you get a nice looking dashed line. So, the dash length is variable, and I don't want that. How would I make a function that I can pass a "dash length" into and get that length of dash, no matter what the angle is? If you need to completely disregard my code, be my guest. I'm sure there's a better solution.

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  • touch in guiTexture

    - by Mitananda
    Before time in my game start. i want there will show a guiTexture.. if i touch this guiTexture, that will hidden and the time game will start. I try to make a script but it doesn't work. I'm a bit confused by the Unity documentation. please help me i'm newbie in Unity. my code : void Start () { if (myGuiTexture.HitTest(Input.GetTouch(0).position)) { if (Input.GetTouch(0).phase == TouchPhase.Began) { Time.timeScale = 1; myGuiTexture.enable = false; } } } and i also create this source but its doesn't work too. void Start () { if (tutorial.HitTest(new Vector3(0,0,0))){ Time.timeScale = 1; } }

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  • Writing a dynamic achievement system without hardcoding rules into the application

    - by imaginative
    I really enjoyed the solution provided here for groundwork on writing an achievement framework. The problem I have is I have game designers that would like to be able to insert achievements into a CMS at runtime. In a way, it sounds insane and complex to do this, but is it really? I think the concept of having to do a hard push of the application for every new achievement is cumbersome. I would love to be able to give our designers the capability to put together new achievements by entering them into a database. It shouldn't matter what tool I'm using, but for those interested, my backend is being written in JRuby (Ruby on top of the JVM). What are some possible ways of going about abstracting the logic in the aforementioned link even further so that rules can be interpreted at runtime?

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  • Handling game logic events by behavior components

    - by chehob
    My question continues on topic discussed here I have tried implementing attribute/behavior design and here is a quick example demonstrating the issue. class HealthAttribute : public ActorAttribute { public: HealthAttribute( float val ) : mValue( val ) { } float Get( void ) const { return mValue; } void Set( float val ) { mValue = val; } private: float mValue; }; class HealthBehavior : public ActorBehavior { public: HealthBehavior( shared_ptr< HealthAttribute > health ) : pHealth( health ) { // Set OnDamage() to listen for game logic event "DamageEvent" } void OnDamage( IEventDataPtr pEventData ) { // Check DamageEvent target entity // ( compare my entity ID with event's target entity ID ) // If not my entity, do nothing // Else, modify health attribute with received DamageEvent data } protected: shared_ptr< HealthAttribute > pHealth; }; My question - is it possible to get rid of this annoying check for game logic events? In the current implementation when some entity must receive damage, game logic just fires off event that contains damage value and the entity id which should receive that damage. And all HealthBehaviors are subscribed to the DamageEvent type, which leads to any entity possesing HealthBehavior call OnDamage() even if he is not the addressee.

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  • XNA 2D Top Down game - FOREACH didn't work for checking Enemy and Switch-Tile

    - by aldroid16
    Here is the gameplay. There is three condition. The player step on a Switch-Tile and it became false. 1) When the Enemy step on it (trapped) AND the player step on it too, the Enemy will be destroyed. 2) But when the Enemy step on it AND the player DIDN'T step on it too, the Enemy will be escaped. 3) If the Switch-Tile condition is true then nothing happened. The effect is activated when the Switch tile is false (player step on the Switch-Tile). Because there are a lot of Enemy and a lot of Switch-Tile, I have to use foreach loop. The problem is after the Enemy is ESCAPED (case 2) and step on another Switch-Tile again, nothing happened to the enemy! I didn't know what's wrong. The effect should be the same, but the Enemy pass the Switch tile like nothing happened (They should be trapped) Can someone tell me what's wrong? Here is the code : public static void switchUpdate(GameTime gameTime) { foreach (SwitchTile switch in switchTiles) { foreach (Enemy enemy in EnemyManager.Enemies) { if (switch.Active == false) { if (!enemy.Destroyed) { if (switch.IsCircleColliding(enemy.EnemyBase.WorldCenter, enemy.EnemyBase.CollisionRadius)) { enemy.EnemySpeed = 10; //reducing Enemy Speed if it enemy is step on the Tile (for about two seconds) enemy.Trapped = true; float elapsed = (float)gameTime.ElapsedGameTime.Milliseconds; moveCounter += elapsed; if (moveCounter> minMoveTime) { //After two seconds, if the player didn't step on Switch-Tile. //The Enemy escaped and its speed back to normal enemy.EnemySpeed = 60f; enemy.Trapped = false; } } } } else if (switch.Active == true && enemy.Trapped == true && switch.IsCircleColliding(enemy.EnemyBase.WorldCenter, enemy.EnemyBase.CollisionRadius) ) { //When the Player step on Switch-Tile and //there is an enemy too on this tile which was trapped = Destroy Enemy enemy.Destroyed = true; } } } }

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  • Converting Degrees to X and Y Coordinate change

    - by gopgop
    I am using a float positioning system in my game. IE float x,y,z now I want to get the location of the mouse, then to fire an arrow to it. X0 = the players X location X1 = the mouse X location Y0 = the players Y location Y1 = the mouse Y location I want to make a method that the parameters are Degrees and it sets my Yspeed and my Xspeed accordingly to get to the mouse xy starting at player xy How do would I accomplish this?

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  • Unity3D : Pause Menu - Android

    - by user3666251
    Im making a 2D game for android.I almost completed the game but now I need a pause game option.I added a pause icon on the top right side of the screen.The icon is a gui texture.Here is what I did so far : I made a script which will bring up some buttons (which is not working) and attached it to the GUITexture.This is the script : #pragma strict function OnMouseDown() { Debug.Log("*Pause Menu Opens*"); Time.timeScale = 0; if (GUI.Button(Rect(10,10,100,50),"Restart")); Application.LoadLevel(Application.loadedLevel); if (GUI.Button(Rect(10,60,100,50),"MainMenu")); Application.LoadLevel("MainMenu"); } Now,the problem stands at the part where the buttons won't show up,the game freezes at the first frame but the buttons won't show up.Please,if you can help I would be realy thankful. Thank you. Edit #1 : I just noticed that when I click "Pause" the game freezes and it takes me to the MainMenu.That's because I added the GUIButton which takes you to the main menu.I think the whole script structure is wrong.I also forgot to mention that Im new in scripting/unity. Thank you.

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  • Best system for creating a 2d racing track

    - by tesselode
    I am working a 2D racing game and I'm trying to figure out what is the best way to define the track. At the very least, I need to be able to create a closed circuit with any amount of turns at any angle, and I need vehicles to collide with the edges of the track. I also want the following things to be true if possible (but they are optional): The code is simple and free of funky workarounds and extras I can define all of the parts of the track (such as turns) relative to the previous parts I can predict the exact position of the road at a certain point (that way I can easily and cleanly make closed circuits) Here are my options: Use a set of points. This is my current system. I have a set of turns and width changes that the track is supposed to make over time. I have a point which I transform according to these instructions, and I place a point every 5 steps or so, depending on how precise I want the track to be. These points make up the track. The main problem with this is the discrepancy between the collisions and the way the track is drawn. I won't get into too much detail, but the picture below shows what is happening (although it is exaggerated a bit). The blue lines are what is drawn, the red lines are what the vehicle collides with. I could work around this, but I'd rather avoid funky workaround code. Beizer curves. These seem cool, but my first impression of them is that they'll be a little daunting to learn and are probably too complicated for my needs. Some other kind of curve? I have heard of some other kinds of curves; maybe those are more applicable. Use Box2D or another physics engine. Instead of defining the center of the track, I could use a physics engine to define shapes that make up the road. The downside to this, however, is that I have to put in a little more work to place the checkpoints. Something completely different. Basically, what is the simplest system for generating a race track that would allow me to create closed circuits cleanly, handle collisions, and not have a ton of weird code?

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  • Loading assets in Monogame

    - by Matebu
    I'm creating a MonoGame application on Visual Studio 2012, yet when trying to load a texture I get the following problem: Could not load Menu/btnPlay asset! I have set content directory: Content.RootDirectory = "Assets"; Also the file btnPlay.png has properties set: Build Action: Content and Copy to Output directory: Copy if newer. My constructor and LoadContent functions are totally empty, but have a look yourself: public WizardGame() { Window.Title = "Just another Wizard game"; _graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Assets"; } protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. _spriteBatch = new SpriteBatch(GraphicsDevice); Texture2D texture = Content.Load<Texture2D>("Menu/btnPlay"); _graphics.IsFullScreen = true; _graphics.ApplyChanges(); } How do I properly load a texture?

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  • How to use music in a simple game?

    - by Aerovistae
    It's like this: I've got this very simple game in mind, and I happen to be lucky enough to know this guy at my college who is the best musician I've ever met in person who wasn't already on a stage. He writes these beautiful songs on piano, just meandering and mysterious. They'd add so much as background music. But here's my dilemma: say I record a 5 minute long song from him. How do I use it? Do I set it playing, and then make it start over as soon as it ends? Do I leave a 5 minute period of silence and then start it over again? Or do I find other music and just have continuous music playing? What do other people usually do for this sort of thing?

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  • Crash due to removal of Elements like CCSprite from NSMutableArray

    - by mayuur
    So, here's how it goes. I am currently working on Cocos2d game, which consists of many Obstacles. One obstacle gets added on the screen at an interval of 10 seconds like this. ObstacleSprite* newObstacle = [ObstacleSprite spriteWithFile:@"Obstacle.png" rect:CGRectMake(0, 0, 20, 20)]; newObstacle.position = ccp(mainPlayer1.position.x,10); [self addChild:newObstacle]; [self.arrayForObstacles addObject:newObstacle]; Now, I insert these obstacles into the arrayForObstacles because I also want to keep checking whether the Obstacles and MainPlayer don't collide. I check it with the help of this function. - (void) checkCollisionWithObstacle { if(mainPlayer1.playerActive) { for(int i = 0; i < [self.arrayForObstacles count]; i++) { ObstacleSprite* newObstacle = [self.arrayForObstacles objectAtIndex:i]; if(newObstacle != nil) { if(CGRectIntersectsRect([mainPlayer1 boundingBox], [newObstacle boundingBox])) { mainPlayer1.livesLeft--; } } } } } THE ISSUE Problem is when I get to certain score, one of the Obstacles gets deleted. Removal of Obstacles works as in First In-First Out (FIFO) mode. So, to delete obstacles, I write the following method : - (void) keepUpdatingScore { //update new score mainPlayer1.score+=10; //remove obstacle when score increases by 5k if(mainPlayer1.score > 5000 && mainPlayer1.score > 0) { mainPlayer1.playerActive = NO; if([self.arrayForObstacles count] > 0) { CCLOG(@"count is %d",[self.arrayForObstacles count]); ObstacleSprite* newObstacle = [self.arrayForObstacles objectAtIndex:0]; [self.arrayForObstacles removeObjectAtIndex:0]; [self removeChild:newObstacle cleanup:YES]; CCLOG(@"count is %d",[self.arrayForObstacles count]); } } else { } } It crashes when score crosses 5000 mark! UPDATE Crash happens when it again goes to the method checkCollisionWithObstacle. This is the THREAD Look. THis is the line Which crashes.

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  • Making a clone of Starcraft legal?

    - by user782220
    My question is similar to a previous question. Consider the following clone of Starcraft: Change the artwork, sound, music, change the names of units. However, leave the unit hit points unchanged, unit damage unchanged, unit movement speed unchanged, change ability names but not ability effects. Is that considered illegal? In other words, is copying the unit hit points, damage, etc. considered illegal even if everything else is changed?

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  • Maya is lagging in a specific way...?

    - by Aerovistae
    My Maya installation worked perfectly. It is not my computer. Something caused it to stop working overnight, somehow. When I try to drag a vertex or something like that, it moves the vertex, but then I have to click like 3 times somewhere outside the mesh before the actual mesh will catch up and follow the vertex. Until I do that, it just stays as it was, with a floating vertex somewhere inside it or outside it. It makes modeling borderline impossible and completely infuriating. What ought to be happening is what we're all used to-- as I move the vertex, the mesh follows it actively, so I can see what it looks like at every given moment until I release the vertex in its new position. Other weird thing: this only applies to complex meshes, like a couple thousand faces. A simple cube works fine. What gives?? Anybody?

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  • How to tell what part of a 3D cube was touched

    - by user2539517
    I am writing a rather simple android game and I am implementing Open GL to draw a 3D cube that spins upon the X, Y and Z axis and I need to know where the user has clicked on the texture of the cube. The texture is a simple square bitmap (100x100) that has a smaller square in the center. I need to know if the user touches the inner square. As well was tell which face of the cube the user touches. Does anyone know how this can be accomplished if not can anyone give some pseudo code on how to tell where the ray correlates to the texture? Or at least point me in the right direction. The textures of each face are like this: The code I am using is from: http://www3.ntu.edu.sg/home/ehchua/programming/android/Android_3D.html2.9 It is a port to android from Lesson 6 NeHe. Example 6a: Photo-Cube

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  • Adding delay between damage

    - by iQue
    I have a bunch of enemies chasing my main-character, and if they intersect I want them to damage him and that's all good. The problem is that right now they damage him as long as they stand around him, every frame! and since it gets called every frame my character's HP reaches 0 almost instantly. I've tried adding delay and I've tried a timertask, but can't get it to work. This is the code I use to check for intersection: private void checkCollision(Canvas canvas) { synchronized (getHolder()) { Rect h1 = happy.getBounds(); for (int i = 0; i < enemies.size(); i++) { for (int j = 0; j < bullets.size(); j++) { Rect b1 = bullets.get(j).getBounds(); Rect e1 = enemies.get(i).getBounds(); if (b1.intersect(e1)) { enemies.get(i).damageHP(5); bullets.remove(j); } if(e1.intersect(h1)){ happy.damageHP(5); // this is the statement that needs some sort of delay, I want them to damage him every 2 seconds they intersect him. } if(enemies.get(i).getHP() <= 0){ enemies.get(i).death(canvas, enemies); score.incScore(5); break; } if(happy.getHP() <= 0){ score.incScore(-50); //end-screen } } } } } If anyone knows the logic to do this please do tell.

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  • enemy behavior with boundary to change direction

    - by BadSniper
    I'm doing space shooter kind of game, the logic is to reflect the enemy if it hits the boundary. With my logic, sometimes enemy behaves like flickering instead of changing the velocity. It's like trapped in the boundary and checking for if loops. This is my code for velocity changing: if(this->enemyPos.x>14) { this->enemyVel.x = -this->enemyVel.x; } if(this->enemyPos.x<-14) { this->enemyVel.x = -this->enemyVel.x; } How can I get around this? Its going out of boundary and don't know where to go and after sometimes its coming into field. I know whats the problem is, I dont know how to get around this problem.

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