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  • What Shading/Rendering techniques are being used in this image?

    - by Rhakiras
    My previous question wasn't clear enough. From a rendering point of view what kind of techniques are used in this image as I would like to apply a similar style (I'm using OpenGL if that matters): http://alexcpeterson.com/ My specific questions are: How is that sun glare made? How does the planet look "cartoon" like? How does the space around the planet look warped/misted? How does the water look that good? I'm a beginner so any information/keywords on each question would be helpful so I can go off and learn more. Thanks

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  • Can a high FPS negatively affect how a program runs?

    - by rphello101
    Yeah I know this is a broad question and will get down rated, I'm just hoping for some answer before it gets closed. Anyway, I'm using Slick 2D/Java to play around with graphics. I'm having some trouble with trying to move an image. The weird thing is, the code works just fine on my laptop, but the image sporadically moves to (0,0) and stops on my desktop. The only difference between the two is that it says the FPS is about 500 on my laptop and 6600 on my desktop. Can that affect it or does someone have any ideas for what to check on?

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  • Physics Engine [Collision Response, 2-dimensional] experts, help!! My stack is unstable!

    - by Register Sole
    Previously, I struggle with the sequential impulse-based method I developed. Thanks to jedediah referring me to this paper, I managed to rebuild the codes and implement the simultaneous impulse based method with Projected-Gauss-Seidel (PGS) iterative solver as described by Erin Catto (mentioned in the reference of the paper as [Catt05]). So here's how it currently is: The simulation handles 2-dimensional rotating convex polygons. Detection is using separating-axis test, with a SKIN, meaning closest points between two polygons is detected and determined if their distance is less than SKIN. To resolve collision, simultaneous impulse-based method is used. It is solved using iterative solver (PGS-solver) as in Erin Catto's paper. Error-correction is implemented using Baumgarte's stabilization (you can refer to either paper for this) using J V = beta/dt*overlap, J is the Jacobian for the constraints, V the matrix containing the velocities of the bodies, beta an error-correction parameter that is better be < 1, dt the time-step taken by the engine, and overlap, the overlap between the bodies (true overlap, so SKIN is ignored). However, it is still less stable than I expected :s I tried to stack hexagons (or squares, doesn't really matter), and even with only 4 to 5 of them, they hardly stand still! Also note that I am not looking for a sleeping scheme. But I would settle if you have any explicit scheme to handle resting contacts. That said, I would be more than happy if you have a way of treating it generally (as continuous collision, instead of explicitly as a special state). Ideas I have: I would try adding a damping term (proportional to velocity) to the Baumgarte. Is this a good idea in general? If not I would not want to waste my time trying to tune the parameter hoping it magically works. Ideas I have tried: Using simultaneous position based error correction as described in the paper in section 5.3.2, turned out to be worse than the current scheme. If you want to know the parameters I used: Hexagons, side 50 (pixels) gravity 2400 (pixels/sec^2) time-step 1/60 (sec) beta 0.1 restitution 0 to 0.2 coeff. of friction 0.2 PGS iteration 10 initial separation 10 (pixels) mass 1 (unit is irrelevant for now, i modified velocity directly<-impulse method) inertia 1/1000 Thanks in advance! I really appreciate any help from you guys!! :)

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  • Grid collision - finding the location of an entity in each box

    - by Gregg1989
    I am trying to implement grid-based collision in a 2d game with moving circles. The canvas is 400x400 pixels. Below you can see the code for my Grid class. What I want it to do is check inside which box the entities are located and then run a collision check if there are 2 or more entities in the same box. Right now I do not know how to find the position of an entity in a specific box. I know there are many tutorials online, but I haven't been able to find an answer to my question, because they are either written in C/C++ or use the 2d array approach. Code snippets and other help is greatly appreciated. Thanks. public class Grid { ArrayList<ArrayList<Entity>> boxes = new ArrayList<>(); double boxSize = 40; double boxesAmount = 10; ... ... public void checkBoxLocation(ArrayList<Entity> entities) { for (int i = 0; i < entities.size(); i++) { // Get top left coordinates of each entity double entityLeft = entities.get(i).getLayoutX() - entities.get(i).getRadius(); double entityTop = entities.get(i).getLayoutY() + entities.get(i).getRadius(); // Divide coordinate by box size to find the approximate location of the entity for (int j = 0; j < boxesAmount; j++) { //Select each box if ((entityLeft / boxSize <= j + 0.7) && (entityLeft / boxSize >= j)) { if ((entityTop / boxSize <= j + 0.7) && (entityTop / boxSize >= j)) { holdingBoxes.get(j).add(entities.get(i)); System.out.println("Entity " + entities.get(i) + " added to box " + j); } } } } } }

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  • General usage question of vbo

    - by CSharpie
    Firstofall, I am sorry if my question is to broad. I am developing a tile based game and switched from those gl.Begin calls to using VBOs. This is kind of working allready, I managed to render a hexagonal polygon with a simple shader applied. What I am not sure is, how to implement the "whole" tile concept. Concrete the questions are: - Is it better to create 1 VBO for a single tile and render it n-Times in every different position, or render one huge VBO that represents the whole "world" - Depending on the answer above, what is the best way to draw a "linegrid". Overlay with the same vbo using the respecting polygon.mode , or is there a way to let the shader to this? - How would frustum-culling or mousepicking work then, do i need to keep the VBO-data in memory?

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  • Is my implementation of A* wrong?

    - by Bloodyaugust
    I've implemented the A* algorithm in my program. However, it would seem to be functioning incorrectly at times. Below is a screenshot of one such time. The obviously shorter line is to go immediately right at the second to last row. Instead, they move down, around the tower, and continue to their destination (bottom right from top left). Below is my actual code implementation: nodeMap.prototype.findPath = function(p1, p2) { var openList = []; var closedList = []; var nodes = this.nodes; for (var i = 0; i < nodes.length; i++) { //reset heuristics and parents for nodes var curNode = nodes[i]; curNode.f = 0; curNode.g = 0; curNode.h = 0; curNode.parent = null; if (curNode.pathable === false) { closedList.push(curNode); } } openList.push(this.getNode(p1)); while(openList.length > 0) { // Grab the lowest f(x) to process next var lowInd = 0; for(i=0; i<openList.length; i++) { if(openList[i].f < openList[lowInd].f) { lowInd = i; } } var currentNode = openList[lowInd]; if (currentNode === this.getNode(p2)) { var curr = currentNode; var ret = []; while(curr.parent) { ret.push(curr); curr = curr.parent; } return ret.reverse(); } closedList.push(currentNode); for (i = 0; i < openList.length; i++) { //remove currentNode from openList if (openList[i] === currentNode) { openList.splice(i, 1); break; } } for (i = 0; i < currentNode.neighbors.length; i++) { if(closedList.indexOf(currentNode.neighbors[i]) !== -1 ) { continue; } if (currentNode.neighbors[i].isPathable === false) { closedList.push(currentNode.neighbors[i]); continue; } var gScore = currentNode.g + 1; // 1 is the distance from a node to it's neighbor var gScoreIsBest = false; if (openList.indexOf(currentNode.neighbors[i]) === -1) { //save g, h, and f then save the current parent gScoreIsBest = true; currentNode.neighbors[i].h = currentNode.neighbors[i].heuristic(this.getNode(p2)); openList.push(currentNode.neighbors[i]); } else if (gScore < currentNode.neighbors[i].g) { //current g better than previous g gScoreIsBest = true; } if (gScoreIsBest) { currentNode.neighbors[i].parent = currentNode; currentNode.neighbors[i].g = gScore; currentNode.neighbors[i].f = currentNode.neighbors[i].g + currentNode.neighbors[i].h; } } } return false; } Towers block pathability. Is there perhaps something I am missing here, or does A* not always find the shortest path in a situation such as this? Thanks in advance for any help.

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  • Playing a sound on collision?

    - by Eric McLoughlin
    I'm making a pool game. I've separated the gameplay logic and the physics into two systems, entities and physics. Each entity holds a reference to a body which the physics system uses. The body itself holds a reference back to it's owner. When an entity collides with another entity, the Collided(Entity other) method is called on both. What I'm trying to do now is to play a sound when both entities colliding are of a certain subclass. I'm not sure how to do that. I could do it in the Collided method, but then the sound would be played two times at the same time, since the method was called on both entities. How do you suggest I do this?

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  • Is there a way to make money from indie downloadable games? [closed]

    - by AShelly
    It appears that there are ways to make money with flash games through portal and aggregator sites and embedded ads. But I do my programming in C and C++. I've started a prototype which relies on a few existing C++ SDK's. The game would have to be downloadable. Is this just a labor of love, or are there any ways to make money from this type of game? Does anyone pay for shareware anymore? What other options are there?

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  • Game Design - When to separate out pieces into static libraries?

    - by Jason
    I am developing a game that has a lot of platform generic pieces. I am wanting to separate out various pieces into static libraries and I would like to know what other devs do. I am considering targeting other platforms and I want to maintain an much platform neutrality as I can. I have a lot of generic level data in C++ classes. THinking all of the level data could go into a single static library. I have a lot of generic OpenGL code that I think could also go into a single static library. I am already using CMAKE for some and XCode 4.5 for the Apple specific pieces. What do other devs do to stay platform neutral? Does anyone use Eclipse instead of XCode and Visual Studio on Windows?

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  • Is there any map maker for javaME game?

    - by user1494517
    For the past two weeks I was trying to make a map maker for my java ME 2D RPG game. I failed because i get errors using slick TWL and the forum for this is inactive. So I just wondered is there anyone that knows slick TWL (Themable Widget Library)? Or maybe do you know a good MapMaker where i could upload my map elements build a map and get numbers to use them for building map with LayerManager class? Already found one http://sourceforge.net/projects/tilemapeditor2d/. But the thing is my map elements are in different .png images. In one of those images there is 16 elements (trees water and etc) and those kind of images are 29. So it would be hard to build a map with LayerManager Well I was thinking putting everything into one image and that way it would be simplier.

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  • Artificial Intelligence ... how to make an object roam freely/avoid other objects, and model consciousness? [on hold]

    - by help bonafide pigeons
    Say a simple free roam battle scene in which a player runs around freely and engages in battle with other enemies/objects, as shown below: The dragon/dinosaur (or whatever that thing I drew appears to be) will, by some measure, try and avoid attacks so it is modeled to appear to have a conscious desire to avoid pain. My question is ... since this is very complex, many possible strategies for solving this, algorithms, etc., what is the basic idea behind how this would be accomplished in any sort? Like, we can assume the enemy in the picture is not just going to aimlessly hop around and avoid, but freely be modeled to behave as if it were really exploring/fighting. For the best example I can give, witness the behavior of the enemies in Final Fantasy 12 in this video: http://www.youtube.com/watch?v=mO0TkmhiQ6w How do the pros, or how would anyone attempt solve/implement this? PS: I have tried several times to give an image the "illusion" that is has a conciousness, but aside from emulating a real animal's consciousness in complete, I fall short and get choppy moving images that follow predictable patterns, error-prone movements, and the worst imaginable scenario of a battle engagement.

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  • Sprite batching in OpenGL

    - by Roy T.
    I've got a JAVA based game with an OpenGL rendering front that is drawing a large amount of sprites every frame (during testing it peaked at 700). Now this game is completely unoptimized. There is no spatial partitioning (so a sprite is drawn even if it isn't on screen) and every sprite is drawn separately like this: graphics.glPushMatrix(); { graphics.glTranslated(x, y, 0.0); graphics.glRotated(degrees, 0, 0, 1); graphics.glBegin(GL2.GL_QUADS); graphics.glTexCoord2f (1.0f, 0.0f); graphics.glVertex2d(half_size , half_size); // upper right // same for upper left, lower left, lower right graphics.glEnd(); } graphics.glPopMatrix(); Currently the game is running at +-25FPS and is CPU bound. I would like to improve performance by adding spatial partitioning (which I know how to do) and sprite batching. Not drawing sprites that aren't on screen will help a lot, however since players can zoom out it won't help enough, hence the need for batching. However sprite batching in OpenGL is a bit of mystery to me. I usually work with XNA where a few classes to do this are built in. But in OpenGL I don't know what to do. As for further optimization, the game I'm working on as a few interesting characteristics. A lot of sprites have the same texture and all the sprites are square. Maybe these characteristics will help determine an efficient batching technique?

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  • Techniques for lighting a texture (no shadows)

    - by Paul Manta
    I'm trying to learn about dynamic shadows for 2D graphics. While I understand the basic ideas behind determining what areas should be lit and which should be in shadow, I don't know how I would "lighten" a texture in the first place. Could you go over various popular techniques for lighting a texture and what (dis)advantages each one has? Also, how is lighting a texture with colored light different from using white light?

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  • How to calculate production when player is offline

    - by Kaizer
    What is the best way to do for example food growth based on how many food buildings you have? Lets say I have a webbased game where you can build a farm wich generates 60 food units per hour. A player has 1 farm in his possession. What is the best way to keep on producing these units even when the player is offline? Should I do the math when the player get's back online again? If so..how can I do this without having to save his last online time every 5 seconds so I can do some maths with it when he logs back in (datetime.now - lastonlinetime)? Next thing is when the player is online, should I refresh his resource count every 5 seconds or so by going to the database and back? This would seem weird to do for every logged on player. I hope you understand my question. kind regards

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

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

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  • How do I find actors in an area on a poly-precise basis?

    - by Almo
    Ok, I've been asking various questions and getting some good answers, but I think I need to rethink my method, so I'll describe the problem. I have a player who has a big blue box in front of him. This box shows which KActors will be pushed when he pulls the trigger: Currently, the blue box spawns a descendant of Actor which checks collision to see which KActors are touching it: foreach Owner.TouchingActors(class'DynamicSMActor', DynamicActorItt) { // do stuff } The problem is, if you check for touching between Actors and KActors, it looks like it does a plain axis-aligned bounding-box collision. The power will push the box on the lower right, when it's clear it's not touching the blue box. How should I do this properly? I just need a way to find out which KActors are touching that area, on a poly-by-poly level. These collisions are only done with rectangular boxes and simple sphere collision; we are aware of the potential for performance issues with complex objects and poly-collision. I've tried making the collision checker a KActor, but it doesn't report any TouchingActors. This issue is causing us trouble in a lot of other places as well. So solving this problem is a core issue in our game.

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  • Top Down bounds of vision

    - by Rorrik
    Obviously in a first person view point the player sees only what's in front of them (with the exception of radars and rearview mirrors, etc). My game has a top down perspective, but I still want to limit what the character sees based on their facing. I've already worked out having objects obstruct vision, but there are two other factors that I worry would be disorienting and want to do right. I want the player to have reduced peripheral vision and very little view behind them. The assumption is he can turn his head and so see fairly well out to the sides, but hardly at all behind without turning the whole body. How do I make it clear you are not seeing behind you? I want the map to turn so the player is always facing up. Part of the game is to experience kind of a maze and the player should be able to lose track of North. How can I turn the map rather than the player avatar without causing confusion?

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  • Creating a WARP device in managed DirectX

    - by arex
    I have a very old graphic card that only supports shader model 2, but I need shader model 3 or up for the app I am developing. I tried to use a reference device but it seems to run very slowly, then I found some samples in C++ that allows me to change to a WARP device and the performance is good. I am using C# and I don't know how to create such type of device. So the question is: how do I create a WARP device in C#? Thanks in advance.

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  • Help with Meshes, and Shading

    - by Brian Diehr
    In a game I'm making in LibGdx, I wish to incorporate a ripple effect. I'm confused as to how I get access to the individual pixels on the screen, or any way to influence them (apart from what I can do with sprite batch). I have my suspicions that I have to do it through openGL, and it has something to do with apply a mesh? This brings me to my question, what exactly is a mesh? I've been working on my game for about half a year, and am doing great with the other aspects of the game, but I find this more advance stuff isn't as well documented. Thanks!

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  • XNA stopped compiling my model x files

    - by HuseyinUslu
    So I've a 3d game project I'm working on and I'm using 2 model files (SkyBlock.x and AimedBlock.x). So until now everything was all good and my models files were compiled all okay and I was able to use them within my game. With the latest changes (which I don't know what caused it really) - XNA stopped compiling my model files and instead only outputs files; AimedBlockxnb - 1kb SkyDome.xnb - 1kb SkyDomeTexture.xnb - 1389 kb SkyDomeTexture_0.xnb - 419 kb So I created a test XNA game project and moved all my asset's to new solution content project's and tried compiling them and saw that they're all good. AimedBlockxnb - 2kb SkyDome.xnb - 13kb SkyDomeTexture.xnb - 4097 kb SkyDomeTexture_0.xnb - 683 kb So I guess my main project sucks there but I couldn't came with a solution. I even tried overwriting my game's content project with new game's content project (which was all okay) but it didn't work. Anybody had similar issues?

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  • Cocos2D Command-Line Application

    - by Hasyimi Bahrudin
    Is it possible to create a terminal application which uses cocos2d? I've tried to make one using cocos2d 2.x, but it requires a MacGLView to be initialized. I need it so that I could program a terminal application that generates a screenshot given a TMX file and an optional preferred width or height parameter (for resizing). Then I can automate the generation of map previews for my game, instead of manually taking screenshots. It's not practical to load the actual TMX and resize it inside the game (what I'm currently doing), because each TMX file has 7 layers, my tile sheet is huge, and I have lots of levels.

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  • Help my graphists sharing their work

    - by Andy M
    As a developer I'm used to Subversion for source control and I think it's great for sharing source code between developers. Now thinking about my graphists and game designers, they need to have a slightly different approach I think. They need to share binary files They need to be able to have a thumbnail and preview of their work I don't want to include their binaries into my game repository (would be much too heavy for developer when updating) I've seen that some graphists uses personally created website to share their work but I was wondering if some "standard" application existed in order to provide my graphists a cool way of working together. Is there a common way of dealing with this? Is the way I want to do (only final sprites on my game repo) correct? How do you guys do this as game developers?

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  • Several classes need to access the same data, where should the data be declared?

    - by Juicy
    I have a basic 2D tower defense game in C++. Each map is a separate class which inherits from GameState. The map delegates the logic and drawing code to each object in the game and sets data such as the map path. In pseudo-code the logic section might look something like this: update(): for each creep in creeps: creep.update() for each tower in towers: tower.update() for each missile in missiles: missile.update() The objects (creeps, towers and missiles) are stored in vector-of-pointers. The towers must have access to the vector-of-creeps and the vector-of-missiles to create new missiles and identify targets. The question is: where do I declare the vectors? Should they be members of the Map class, and passed as arguments to the tower.update() function? Or declared globally? Or are there other solutions I'm missing entirely?

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  • Why is the MaskBit maxed out

    - by CStreel
    Hi there for some reason the maskbit of my b2FixtureDef is being maxxed out and im not sure why Here is the declaration of the items that are used in the game enum PhysicBits { PB_NONE = 0x0000, PB_PLAYER = 0x0001, PB_PLATFORM = 0x0002 }; Basically what i want is the player to run along a surface is not slow down (i set platform & player friction to 0.0f) I then setup my Contact Listener to print out the connections (currently only have 1 platform and 1 player) Player Fixture Def b2FixtureDef fixtureDef; fixtureDef.shape = &groundBox; fixtureDef.density = 1.0f; fixtureDef.friction = 0.0f; fixtureDef.filter.categoryBits = PB_PLAYER; fixtureDef.filter.maskBits = PB_PLATFORM; Platform Fixture Def b2FixtureDef fixtureDef; fixtureDef.shape = &groundBox; fixtureDef.density = 1.0f; fixtureDef.friction = 0.0f; fixtureDef.filter.categoryBits = PB_PLATFORM; fixtureDef.filter.maskBits = PB_PLAYER; Now correct me if im wrong but these are saying the following: Player Collides with Platform Platform Collides with Player Here is the printout of the fixtures colliding with each other ******** <-- Indicates new Contact Platform ContactA: 2 MaskA: 1 ------ Player ContactB: 1 MaskB: 2 ******** <-- Indicates new Contact Platform ContactA: 2 MaskA: 1 ------ Player ContactB: 1 MaskB: 65535 ******** <-- Indicates new Contact Platform ContactA: 1 MaskA: 65535 ------ Player ContactB: 1 MaskB: 65535 Here is where i am confused. On the second & third contact the player maskBit is set to 65535 when it should be 2 and there are 3 contacts when i am sure at most there should only be 2. I've been trying to figure this out for hours and i can't understand why it is doing this. I would be very grateful is someone could shine some light on this for me UPDATE: **I printed out the class of the contacting objects. For some reason it seems to do the following: First Contact: Correct Result. Second Contact: Player b2Fixture Obtains a new maskBit. Third Contact: Platform b2Fixture appears to be set to the same as the Player b2Fixture. It would seem I have a memory race condition i think**

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  • How to manage enemy movement and shoot in a shmup?

    - by whatever
    I'm wondering what is the best (or at least a good) way of managing enemies in a shoot-em-up. Basically, what I'd do would be a class that manages displaying and updating positions of all the enemies. But how to create good deplacements for enemies? A list of where-to-go points? gravitating around some fixed points (with ponderation, distance evaluation etc.)? Same question for the shoot patterns? Can you please put me on a track?

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