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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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  • Can I legally make a free clone of a game and use the same name? [closed]

    - by BlueMonkMN
    I gather from Is it legally possible to make a clone of the game? and How closely can a game resemble another game without legal problems that I should not try to profit from a clone if it is using the same assets, and, I presume, the same name. My question is whether it's legal to make a game like "Set" or "Catch Phrase", using the same name, and release it for free. What would I be risking if I did so -- just a take down notice, or could there be financial risk too? Edit: I guess my real question is whether the legal freedom is greater for a free game than one that is trying to make a profit. I just want a version of the game I can play remotely. Edit 2: I don't understand why this is being considered off-topic. I read the FAQ and it says it'S OK to ask questions about project management, which includes Publishing. And naming a game is a key aspect to publishing. That's what my question is about - choosing a legal name for my game with the consideration that I might post/publish it.

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  • Representing a world in memory

    - by user9993
    I'm attempting to write a chunk based map system for a game, where as the player moves around chunks are loaded/unloaded, so that the program doesn't run out of memory by having the whole map in memory. I have this part mostly working, however I've hit a wall regarding how to represent the contents of each chunk in memory because of my so far limited understanding of OOP languages. The design I have currently has a ChunkManager class that uses a .NET List type to store instances of Chunk classes. The "chunks" consist of "blocks". It's similar to a Minecraft style game. Inside the Chunk classes, I have some information such as the chunk's X/Y coordinate etc, and I also have a three dimensional array of Block objects. (Three dimensional because I need XYZ values) Here's the problem: The Block class has some basic properties, and I had planned on making different types of blocks inherit from this "base" class. So for example, I would have "StoneBlock", "WaterBlock" etc. So because I have blocks of many different types, I don't know how I would create an array with different object types in each cell. This is how I currently have the three dimensional array declared in my Chunk class: private Block[][][] ArrayOfBlocks; But obviously this will only accept Block objects, not any of the other classes that inherit from Block. How would I go about creating this? Or am I doing it completely wrong and there's a better way?

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  • How do I correctly multiply an XMMATRIX by a scalar?

    - by user43129
    Using DirectXMath and its XMMATRIX structure in C++ and Direct X 11, how does one multiply that matrix structure by a single float scalar? I want to implement the operation B = A * f; where A and B are XMMATRIX and f is a float. I found all sorts of functions to multiply a matrix by another matrix or a vector. I found all sorts of functions to construct matrices. I could find no scalar multiplication! Why is there no such function? Is there no use case? Did I miss something? How do I implement scalar multiplication?

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  • Transforms in Box2D

    - by user1264811
    I'm attempting to implement a camera in my game. I had it working for regular objects, but I began using Box2D and obviously things changed a bit. I have a Body object that I want to draw at the center of the screen. Basically what I'm doing is subtracting the viewportX and viewportY to the Body. I use this code that currently is not working as it should: public void paint(Graphics2D g, int viewportX, int viewportY) { Transform xf = new Transform(); // m_body is the Body object xf.set(m_body.getTransform()); // Here what I attemp to do is take the transform and alter it // by the viewportX and Y, which is something like **-240, -150**. // Why is it negative? Because an object has coordinates 500, 300 would be displayed // at 160, 150 when the subtraction is done. // With the DrawUtils.toScale(), it's just how I convert the units from JBox2D units // to my units. Vec2 v = Transform.mulTrans(xf, new Vec2(DrawUtils.toScale(-viewportX), DrawUtils.toScale(-viewportY))); // Set the new transform to the new vector. Keep the old angle. xf.set(v, xf.q.getAngle()); g.setColor(Color.white); // I know for a fact that the following method works 100%. It correctly displays // my object, just that it doesn't follow it. for (Fixture f = m_body.getFixtureList(); f != null; f = f.getNext()) DrawUtils.drawShape(f, xf); } Hopefully I didn't over comment this and you understand my problem. I don't want to alter the actual physics position of the object, I just want to display it in the center.

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  • Sprite.js surface background

    - by user1086671
    I'm making a tile-based game using Sprite.js. It is not easy to redraw every tile each frame, so I tried to make a scrolling surface background. There is an example here http://batiste.dosimple.ch/sprite.js/tests/test_scrolling.html The example works, but it seems like ScrollingSurface.update is buggy or there is something I'm missing. What I tried to do is to draw 5x5 tiles and after 5 seconds draw another 5x5 tiles near the first ones. But it draws only the first ones. And surface.update() only updates the position of surface. Here is my code https://github.com/Sektoid/sprite.js/blob/master/tests/test_scrolling.html (You need also to set this.divider = 1.0 in scrolling.js to avoid drawing the same tiles 4 times.) There aren't any sprite.js-forums like with the other sprite- and game-engines have, so I'm asking here.

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  • In some games, we just let the main() loop be the Player object or Table object?

    - by ????
    I was thinking that let's say if there is a game of Blackjack or MasterMind, then we should have a class called Dealer or ComputerPal, which is how the computer interact with us (as a dealer for Blackjack or as the person giving hints for MasterMind). And then there should be a Player object, and the way to play one game is aPlayer.playGame but I noticed that a book was just using the main() loop to act as the player (or as the Controller of the game), calling the Dealer methods to dealer the cards, ask for player's action, etc... 1) Is this just a lazy way to model all the proper objects? 2) If more objects are to be added, who should call the aDealer.dealCards and then ask for aPlayer.askForAction? (because it is strange to let the Player handle all the logical steps). Should there be a Table object that handle all these logic and then to play one round of game, use aTable.playGame? What is a good object design for such game?

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  • Which one is better to get started? [closed]

    - by vanangamudi
    Which one of the open-source game engine is better to get started? I read several threads over several forums and found that it is better to write own game engine specific to application. But I need to know the requirements of a game engine, other than Graphics, Physics and AI... Many people suggested Unity, But I need open-source version so that I can have a look at implementation... so I google rigorously and found some unknown game engines(at least to me) Unvanquished Cube Spring Pyrogenesis Torque3D CrystalSpace Panda3D Delta3D Irrichlt OpenArena AlienArena (please list others if I missed anything....) FYI: my present focus is on FPS/TPS. Can you tell me which one is better at performance if possible? Torque3D claims to be the best opensource engine - is that true, and if so to what extent?

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  • Attach my sprite with Box2d

    - by user919496
    I'm coding Javascript(HTML5) with Box2D. And I want to ask how to attach Sprite with Box2D. This is function My sprite: function My_Sprite() { this.m_Image = new Image(); this.m_Position = new Vector2D(0,0); this.m_CurFrame = 0; this.m_ColFrame = 0; this.m_Size = new Vector2D(0,0); this.m_Scale = new Vector2D(0,0); this.m_Rotation = 0; } My_Sprite.prototype.constructor = function (_Image_SRC) { this.m_Image.src = _Image_SRC; } My_Sprite.prototype.constructor = function (_Image_SRC,_Size,_Col) { this.m_Image.src = _Image_SRC; this.m_Size = _Size; this.m_ColFrame = _Col; this.m_Scale = new Vector2D(1, 1); } My_Sprite.prototype.Draw = function (context) { context.drawImage(this.m_Image, this.m_Size.X * (this.m_CurFrame % this.m_ColFrame), this.m_Size.Y * parseInt(this.m_CurFrame / this.m_ColFrame), this.m_Size.X, this.m_Size.Y, this.m_Position.X, this.m_Position.Y, this.m_Size.X * this.m_Scale.X, this.m_Size.Y * this.m_Scale.Y ); } and this is function Object : function Circle(type, angle, size) { // Circle.prototype = new My_Object(); // Circle.prototype.constructor = Circle; // Circle.prototype.parent = My_Object.prototype; this.m_den = 1.0; this.m_fri = 0.5; this.m_res = 0.2; fixDef.density = this.m_den; fixDef.friction = this.m_fri; fixDef.restitution = this.m_res; fixDef.shape = new b2PolygonShape; bodyDef.type = type; bodyDef.angle = angle; bodyDef.userData = m_spriteCircle; fixDef.shape = new b2CircleShape( Radius / SCALE //radius ); this.m_Body = world.CreateBody(bodyDef); this.m_Body.CreateFixture(fixDef); m_spriteCircle = new My_Sprite(); this.Init(); } Circle.prototype.Init = function () { m_spriteCircle.constructor("images/circle.png", new Vector2D(80, 80), 1); m_spriteCircle.m_CurFrame = 0; } Circle.prototype.Draw = function (context) { m_spriteCircle.Draw(context); } and I draw it : var m_Circle = new Circle(); m_Circle.Draw(context);

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  • Can I randomly generate an endless road?

    - by y26jin
    So suppose we stand on a position(x0, y0) of a map. We can only move on the horizontal plane(no jump and stuff) but we can move forward, left, or right (in a discrete math way, i.e. integer movement). As soon as we move to the next position(x1, y1), everything around us is generated randomly by a program. We could be surrounded by one of mountain, lake, and road. We can only move on the road. The road is always 2D as the map itself. My question is, are we able to play this game endlessly? "End" means that we come across a dead end and the only way out is to go backward.

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  • Disposing of ContentManager increases memory usage

    - by Havsmonstret
    I'm trying to wrap my head around how memory management works in XNA 4.0 I've created a screen management test and when I close a screen, the ContentManager created by that screen is unloaded. I have used ANTS Memory Manager to look at how the memory usage is altered when I do this, and it gives me some results which makes me scratch my head. The game starts with loading two textures (435kB and 48,3kB) which puts the usage at about 61MB. Then, when I delete the screen and runs Unload on the ContentManager, the memory usage drops to 56,5MB but instantly after goes up to 64,8MB. Am I doing something wrong or is this usual for XNA games? Do I have to dispose of everything the ContentManager loads seperatly or do I need to do something more to the ContentManager? Thanks in advance!

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  • 2d array permutation proof [migrated]

    - by FGM
    I want to know if it's possible to get any possible combination of a 4x4 integer array given three rules: you may shift any column up or down you may shift any row left or right you may shift the entire array left, right, up, or down That is, you can transform: [1] [2] [3] [4] [5] [6] [7] [8] [9] [10] [11] [12] [13] [14] [15] [16] into any possible combination of a 4x4 array of the same 16 values, given those three rules. Basically, I just want to know if there are impossible combinations.

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  • Get all triangles that are < N dist from you?

    - by CyanPrime
    Does anyone know of a way I could add a radius to this code for p? Like basically saying "this is true if the triangle is < N dist from the point" public boolean isPointInTriangle( Vector3f p, Vector3f a, Vector3f b, Vector3f c ) { return ( pointsAreOnSameSide(p, a, b, c) && pointsAreOnSameSide(p, b, a, c) && pointsAreOnSameSide(p, c, a, b) ); } public boolean pointsAreOnSameSide( Vector3f p1, Vector3f p2, Vector3f a, Vector3f b ) { Vector3f diffba = new Vector3f(0,0,0); Vector3f.sub( b, a, diffba ); Vector3f diffp1a = new Vector3f(0,0,0); Vector3f.sub( p1, a, diffp1a ); Vector3f diffp2a = new Vector3f(0,0,0); Vector3f.sub( p2, a, diffp2a ); Vector3f cross1 = Vector3f.cross(diffba, diffp1a); Vector3f cross2 = Vector3f.cross(diffba, diffp2a); return ( Vector3f.dot( cross1, cross2 ) >= 0 ); }

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  • How should VertexBuffers be used with Multiple Monitors in DirectX 9

    - by Joshua C
    I am currently using DirectX 9 on a machine with two GPUs and three monitors. I am currently trying to draw a triangle on each monitor using vertexbuffers; A directx helloworld with multiple monitors if you will. I am familiar with some DirectX coding, but new to multiple monitor DirectX coding. I may be going about this the wrong way, so please do correct me if I'm doing something wrong. I have created a Direct3D Device for each enumerated adapter sharing the same Form handle. This allows me to successfully use all three monitors in full-screen mode. For Each Adapter In Direct3D.Adapters Dim PresentParameters As New PresentParameters 'Setup PresentParameters PresentParameters.Windowed = False PresentParameters.DeviceWindowHandle = MainForm.Handle Dim Device as New Device(Direct3D, Adapter.Adapter, DeviceType.Hardware, PresentParameters.DeviceWindowHandle, CreateFlags.HardwareVertexProcessing, PresentParameters) Device.SetRenderState(RenderState.Lighting, False) Devices.Add(Device) Next I can also draw text to each device successfully using a different Font for each Device. When I render a triangle using a different VertexBuffer for each Device, only two monitors display the triangle. One of the two monitors on the same GPU, and the monitor on it's own GPU display properly. VertexBuffer = New VertexBuffer(Device, 4 * Marshal.SizeOf(GetType(ColoredVertex)), Usage.WriteOnly, VertexFormat.None, Pool.Managed) Dim Verts = VertexBuffer.Lock(0, 0, LockFlags.None) Verts.WriteRange({ New ColoredVertex(-.5, -.5, 1, ForeColor), New ColoredVertex(0, .5, 1, ForeColor), New ColoredVertex(.5, -.5, 1, ForeColor) }) VertexBuffer.Unlock() VertexDeclaration = New VertexDeclaration(Device, { New VertexElement(0, 0, DeclarationType.Float3, DeclarationMethod.Default, DeclarationUsage.Position, 0), New VertexElement(0, 12, DeclarationType.Color, DeclarationMethod.Default, DeclarationUsage.Color, 0), VertexElement.VertexDeclarationEnd }) Render Code: Device.SetStreamSource(0, VertexBuffer, 0, Marshal.SizeOf(GetType(ColoredVertex))) Device.VertexDeclaration = VertexDeclaration Device.DrawPrimitives(PrimitiveType.TriangleList, 0, 1) I have to assume the fact that they share the same physical card comes into play. Should I use multiple buffers on the same card, and if so, how? Or what is the way I should access the VertexBuffer across Devices? Another thought I had was the non working monitor acts like there are no lights. Is turning off lighting on each device on the same card causing issues somehow?

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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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  • Settlers-like terrain representation

    - by Olle
    Remember this beauty? I'm playing it now on my old Amiga 1200. My question is: How do you think they represented the terrain, data structure wise? Obviously it's some kind of points, with a height. Or hexagons. And how did they decide which dots were buildable? EDIT: I could rephrase the question to say "how do I achieve this kind of terrain", but I would still only be interested in how to do it on a machine with 1 MB of RAM and a 7 Mhz processor, because this is the machine i currently developing games for. If that seems like a vague or meaningless question to you, that's alright, but I'm still curious if someone has any knowledge about this.

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  • How can I create a rectangular SDL surface filled with a particular color?

    - by user3689
    I'm learning SDL. I'd like to create rectangular surface filled with a flat color (not an image). Below is my code -- it compiles fine, but doesn't work. I'm passing the function these parameters: SDL_Surface* m_screen = SDL_SetVideoMode( SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP, SDL_SWSURFACE ); SDL_FillRect( m_screen, &m_screen->clip_rect, SDL_MapRGB(m_screen->format,0xFF, 0xFF, 0xFF) ); ... Button button(m_screen,0,0,50,50,255,0,0) ... ... Button::Button(SDL_Surface* screen,int x,int y,int w,int h,int R, int G, int B) { SDL_Rect box; SDL_Surface * ButtonSurface; ButtonSurface = NULL ; Uint32 rmask, gmask, bmask, amask; #if SDL_BYTEORDER == SDL_BIG_ENDIAN rmask = 0xff000000; gmask = 0x00ff0000; bmask = 0x0000ff00; amask = 0x000000ff; #else rmask = 0x000000ff; gmask = 0x0000ff00; bmask = 0x00ff0000; amask = 0xff000000; #endif box.x = x; box.y = y; box.w = w; box.h = h; ButtonSurface = SDL_CreateRGBSurface(SDL_SWSURFACE, box.w,box.h, 32, rmask, gmask, bmask, amask); if(ButtonSurface == NULL) { LOG_MSG("Button::Button Button failed"); } SDL_FillRect(screen,&box,SDL_MapRGB ( ButtonSurface->format, R, G, B )); //ut.ApplySurface(0,0,ButtonSurface,screen); SDL_BlitSurface(ButtonSurface,NULL,screen,&box); } What am I doing wrong here?

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  • melonJS: Entity and solid block on collision layer

    - by Arthur Halma
    Actually I have my player entity with 64x64 sprite animation and 18x60 hitbox also the map is maded by 16x16 tiles. When my player goes some way he can pass through blocks (but not all of them). For example there are 4 situations: Good (player can't pass the tile with isSolid property on collision layer) Good (player can't pass the tile with isSolid property on collision layer) Bad (player pass the tile with isSolid property on collision layer) Bad (player pass the tile with isSolid property on collision layer) Looks like melonJS checks only corners of hitbox instead of whole rectangle. Can anyone help me in this situation.

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  • Can you run OpenGL 2.0 on modern machines?

    - by thePalindrome
    I'm looking to get into 3d with OpenGL, using SDL to help with other stuff. I found plenty of good tutorials (lazyfoo is a big one), but "Learning Modern 3d Graphics Programming" uses a newer version of openGL that I'm not able to run! I opened up OpenGL extensions viewer, and I can only run OpenGL 2.0, whereas most tutorials are in higher versions. I ask this because I've heard that just about everything in 2.* got depreciated in the newer versions, so I'm worried that my code might not work. I'm looking at a few other tutorials, but I'm so used to SDL that those just confuse me... So should I bother trying to do graphics programming now, or should I just wait until I can upgrade my computer?

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  • Placing items randomly in a dynamically generated terrain

    - by Programlocura
    I'm currently working on a 'Tiny wings' like game. I've already asked about the angle of the items in curved lines and i solved (thank you for responses),i'm currently placing the items in random positions, but the terrain it's dynamically and i don't get this working. I've a vector with the points of the terrain, and i'm doing something similar to this (Iterating trough vector): if( _SPManager && i % 15 == 0 && i != 0 ) { if ( _settings.specialPoints && _currentPoints < _settings.specialPoints ) { _SPManager.addPoint( _hillsPosition[i].x , _hillsPosition[i].y ); _currentPoints++; } } But it isn't working as i expected. It isn't displaying the right number of items (Always shows less than i specified). How do i should place the items? Thanks :)

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  • What reference point/ tutorial could I use to help me make a "Ball rolling" game in flash?

    - by user1798964
    I am a complete newbie to programming, only took high school Computer science so I kind of know what im doing, I just want to know how I can make a ball rolling game that I want to make, could anyone show me an example of a good "ball rolling game" that has good physics and everything, I have tried to use Box2D for the physics portion of the game, but I found that using that is just code and I can't figure out how to make the graphics and details of the world I want to make in my game, all I would like to do would have a game that has the collision detection and physics of box2d only apply to one ball in it and use the left and right keys to move it. sorry if I am too unclear, if anyone could show a tutorial or something to me on how to make a proper "Ball rolling" game that has good physics that would be appreciated, thank you for taking the time to read this

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  • Dynamic object creation with HashMap

    - by Salor
    I want to use a HashMap to dynamically create objects based on the key. I have a Random Map Generator that stores the maps in 3D Arrays of Type Integer[][][]. Upon creation of the actual map I iterate through this array and based on the Integer I want to create the right block. Example: Integer[][][] map ... map[6][6][6] = 3; 3 is a Earth-Block and now I want to initialize a new Block of this type and give it the right coordinates. Currently I store my Bindings from Integer to Class in a HashMap(Integer, String) and create my objects like that: int id = array[x][y][z]; String block_name = Blocks.map.get(id); Block block = (Block) Class.forName(block_name).newInstance(); block.setPosition(x,y,z); But I want to avoid newInstance() if possible. I've never worked that dynamically with Java before and I couldn't find a solution like changing the HashMap to (Integer, Class) or something. I just need to create a new Object based upon the Integer. Any ideas/solutions? Thanks in advance and have a wonderful day!

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  • Want to make RTS strategy game, good starting point...?

    - by NOLANDI
    everybody! I find this community because I did research about game developing topics. So I decide to register on this community and ask for your opinion. I am not begineer in computer stuffs, and I know logic of programming language. I have little knowlegde of C, C++, Started to learn C#...but I was always oriented about other areas of IT. Amateur for game making but not in IT general! I am interested to make RTS strategy video game, isometric camera view (like PC GAME COMMANDOS for example)...so I started to read many books about DirectX, XNA, OpenGL, C#, AI programming...so I want to know where is good starting point for making this game genre. I want to use C# for this project, not C++, since I always had trouble with it, because it is too complicated. I see good oportunity for learning C#, since it has more object-oriented concept, with much less code and easy readible code for writing. Beside of that I know that C++ is the more powerful language until today. So I want to use DirectX and C# for my project. But it will required more time for sure, to learn it. I have trouble with finding books for c# & DirectX (I found just one), but in every next book, it is programming in c++! I read many web sites and they mentioned Slim DX, and in generaly, other articles which I read tells that it is possible to make good game with combination c# and directX, but...I don't have enough information about all this stuffs, so I became confused! It is really hard to have wish to learn c++ from scratch, since I started c# and I like it really...I don't try OpenGL, but I am already familiar with DirectX (some beginning stuffs), and I think that it is good and interesting. So, I decide to choose between maybe Unity3d and XNA first. XNA...hm, it sound that it is not bad solution, but I heard that it is already overcome technology, and I think that it is better to wait with XNA, until I try to make something with DirectX and C#, at first. But I dont know it is possible to make strategy game in XNA?! Maybe I am wrong. I also, find Unity 3D game engine and I find that I could programming there in C#, but many all examples are written in Javascript (Digital tutors videos)...But I generaly have wish to learn it too, because it allows to export games to mobile phones, there a lot of documentations, it is free, etc... I want to find best way to learn C# and DirectX, and make this game, but I dont know if it's possible to combine?! But maybe is good to first try Unity and XNA, because I am beginner?! Thank you all! I am willing to hear your expirience.

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  • Drag and Drop Team Selection

    - by davidjwest
    I have a Fantasy F1 Website, currently users select their teams using dropdown menus. It works OK but isn't as user friendly as I would like. I would like to implement a drag and drop type of system, there's jQuery code out there that would go part of the way to allowing me to do this: http://jqueryui.com/demos/draggable/ But I am not sure about how to integrate that into PHP and MySQL, my jQuery skills are limited! I'd also need to stop them spending more than a certain amount of money, each driver has a value and the teams can only spend a certain amount of money. There's also limits for example you can only pick a driver once, but you can have three different drivers. Finally, how would you decide that the user had picked their team, I don't want a submit button as that kind of defeats the object of the exercise! Thanks for any advice, I don't expect anyone to write the code for me but some pointers would be greatly appreciated.

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  • How to obtain a camera stream from Unity without rendering it to the player's screen?

    - by aiguy
    I'd like to stream the output of two cameras to a separate process. Right now, it looks like the best way to do that is to grab the rendered camera views from the screen via platform specific screen capture hooks then compress them real time with h.264. Is there a way to grab the input of the cameras within unity and avoid rendering them to the screen? One solution I'm considering involves using Unity's multiplayer capability to run the game on a separate machine and grab it from that screen buffer, unbeknownst to the player.

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