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  • What is the best way to manage large 3d worlds (i.e minecraft style)?

    - by SomeXnaChump
    After playing minecraft I was marvelling a bit at their large worlds but at the same time finding it extremely slow to navigate, even with a quad core and meaty graphics card. Now I assume its fairly slow because: A) Its written in Java, and as most of the actual spatial partitioning and other memory management activities happen in there it would be slower than a native C++ version. B) They are not partitioning their world very well I could be wrong on both assumptions, however it got me thinking about the best way to manage large worlds. As it is more of a true 3d world, where a block can exist in any part of the world, it is basically a big 3d array [x][y][z], where each block in the world has a type (i.e BlockType.Empty = 0, BlockType.Dirt = 1 etc). Now I am assuming to make this sort of world performant you would need to: a) Use a tree of some variety (oct/kd/bsp) to split all the cubes out, it seems like an oct/kd would be the better option as you can just partition on a per cube level not a per triangle level. b) Use some algorithm to work out if the blocks within the scene can currently be seen, as blocks closer to the user could obfuscate the blocks behind, making it pointless to render them. c) Keep the block object themselves lightweight, so it is quick to add and remove them from the trees I guess there is no right answer to this, but I would be interested to see peoples opinions on the subject.

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  • Inversion of control in Unity?

    - by user3206275
    I am semi-experienced .NET developer who has just began working with Unity. I am trying to decide on how to make IoC work in Unity 4.X ( I have not yet tested anything), and I wonder what are the good ways of achieving it. This post and its answers states that Ninject won't work with Unity, however it is old. Is it still true? If yes, what are other means of achieving IoC in Unity ? Edit 1 : I am targeting mainly Windows platform. So I don't need platform interoperability, I just need it to work.

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  • How to update a mesh position base on a pressed key?

    - by steven166
    I have a mesh loaded from a file, like a tiger mesh. At the first time it locates at A position, then if I press a left key, it will moves to B position but the problem is if I press a left key one more time, it will move from B position to C position. It means that the amount I want to move the mesh will base on the current position instead of the first time rendering position. I can do it if I have a array vertices then I just update the vertex buffer, but a mesh loaded from a file does not have an array vertices, so how to do it? Anybody help me, please?

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  • Android - Unity3D: setVisibility(View.VISIBLE) crashes

    - by Kazoeja
    I have a unity project and I use a Android (java) plugin to get camera data. I draw this on a TextureView. I want to hide/show this view when I press a button in unity. But my app crashes when I setVisibility onCreate UnityPlayer.currentActivity.addContentView(texView, new FrameLayout.LayoutParams(400, 400)); java: public void HideVideo() { //Hide view _TextureView.setVisibility(View.INVISIBLE); } Is there an extra function I need to call, or may I only call it on certain times? None of these thins work, they all make my app crash. _TextureView.setVisibility(View.INVISIBLE); _TextureView.setActivated(false); _TextureView.setAlpha(0); _TextureView.setTranslationY(-1000);

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  • How to calculate shot angle and velocity to hit a moving target?

    - by Guen
    I am developing a 2D Android game and I am making an aiming algorithm for AI projectiles to hit enemies either following a path, or free moving. At the moment it just calculates where the target will be after a distance and fires a projectile to meet it at that distance. Of course this means varying the projectile speed to meet the target. Does anyone have any tips for a simple-ish algorithm (optimal-ish) to calculate when the projectile needs to fire and where it needs to aim if it can only travel at a constant velocity? Say the projectile goes twice the speed of the target? The only way I can think of involves searching and seems quite large.

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  • What is the primary use of Vertex Buffer Objects?

    - by sensae
    From what I've read, it seems VBOs are purely for performance. I'm working on a very rudimentary learning project in lwjgl and I'm just trying to figure out what more advanced features of the library I should be delving into, and what their use is. My understanding is that VBOs allow a person to keep vertexes in VRAM while they aren't currently being drawn in a scene. In my case, I'm just drawing quads and performance probably isn't a concern at all, but I'm trying to piece together what's happening under the hood. If I'm drawing quads directly, I'm drawing from the CPU memory, correct? Also, if I'm not doing any checks for visibility, does that mean I'm rendering absolutely everything in the "scene", regardless of whether its in view? Are VBOs a way to store objects and only render what's needed?

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  • Limiting the speed of a dragged sprite in Cocos2dx

    - by Frozsht
    I am trying to drag a row of sprites using ccTouchesMoved. By that I mean that there is a row of sprites (they are colored squares) lined up next to each other and if I grab one with a touch the rest follow it. However, if the sprite that is selected by touch moves too fast it creates a slight gap between it and the following sprites. How do I go about limiting the speed that I can drag the sprite with ccTouchesMoved? This is the only solution I could think of to my problem. If anyone has another suggestion to prevent this sprite gap from happening I would appreciate it.

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  • Toggle Fullscreen at Runtime

    - by sharethis
    Using the library GLFW, I can create a fullscreen window using this line of code. glfwOpenWindow(Width, Height, 8, 8, 8, 8, 24, 0, GLFW_FULLSCREEN); The line for creating a standard window looks like this. glfwOpenWindow(Width, Height, 8, 8, 8, 8, 24, 0, GLFW_WINDOW); What I want to do is letting the user switch between standard window and fullscreen by a keypress, let's say F11. It there a common practice of toggling fullscreen mode? What do I have to consider?

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  • How do I render from one render target to another?

    - by Chaotikmind
    I have two render targets: a fake backbuffer; a special render target where I do all my rendering. a light render target; where I render my light fx. I'm sure I'm rendering correctly on both. The problem arises when I overlay the light render target onto the fake backbuffer by drawing a quad covering it: DxEngine.DrawSprite(0.0f, 0.0f, 0.0f, (float)DxEngine.GetWidth(), (float)DxEngine.GetHeight(), 0xFFFFFFFF, LightSurface->GetTexture()); Regardless of what's in the light target, nothing is rendered onto the other target. I tried clearing the light target with full-white or full-black, but still get nothing. Fake backbuffer created with Direct3dDev->CreateTexture(Width, Height, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &Texture, nullptr); Light render target created with Direct3dDev->CreateTexture(Width, Height, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &Texture, nullptr); I also tried to create both with D3DFMT_A8R8G8B8, again without difference. Both targets have the same width and height. Only the fixed pipeline is used DirectX setup for rendering : Direct3dDev->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR ); Direct3dDev->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR ); Direct3dDev->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_NONE ); Direct3dDev->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP ); Direct3dDev->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP ); Direct3dDev->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); Direct3dDev->SetRenderState(D3DRS_LIGHTING, false); Direct3dDev->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE); Direct3dDev->SetRenderState(D3DRS_ZWRITEENABLE,D3DZB_TRUE); Direct3dDev->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL); Direct3dDev->SetRenderState(D3DRS_ALPHABLENDENABLE, true ); Direct3dDev->SetRenderState(D3DRS_ALPHAREF, 0x00000000ul); Direct3dDev->SetRenderState(D3DRS_ALPHATESTENABLE, true); Direct3dDev->SetRenderState(D3DRS_ALPHAFUNC,D3DCMP_GREATER); Direct3dDev->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA ); Direct3dDev->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA ); Direct3dDev->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); Direct3dDev->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); Direct3dDev->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); Direct3dDev->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); Direct3dDev->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); Direct3dDev->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); Direct3dDev->SetTextureStageState(0, D3DTSS_RESULTARG, D3DTA_CURRENT); Direct3dDev->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_PASSTHRU); //ensure the first stage is not used for now Direct3dDev->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE); How can I do this right?

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  • Collision detection problem in XNA

    - by Fantasy
    I'm having two problems with my collision detection in XNA. There are two boxes, the red box represents a player and the blue box represents a wall. The first problem is when the player moves to the upper side or bottom side of the wall and collides with it, and then try to go to the left or right, the player will just jump in the opposite direction as seen in the video. However if I go to the right side or the left side of the wall and try to go up or down the player will smoothly go up or down without jumping. The second problem is that when I collide with the box and my key is still pressed down the blue box goes half way through red box and and goes back out and it keeps doing that until I stop pressing the keyboard. its not very clear on the video but the keeps going in and out really fast until I stop pressing the key. Here is a video example:- http://www.youtube.com/watch?v=mKLJsrPviYo and Here is my code Vector2 Position; Rectangle PlayerRectangle, BoxRectangle; float Speed = 0.25f; enum Direction { Up, Right, Down, Left }; Direction direction; protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); KeyboardState keyboardState = Keyboard.GetState(); if (keyboardState.IsKeyDown(Keys.Up)) { Position.Y -= (float)(Speed * gameTime.ElapsedGameTime.TotalMilliseconds); direction = Direction.Up; } if (keyboardState.IsKeyDown(Keys.Down)) { Position.Y += (float)(Speed * gameTime.ElapsedGameTime.TotalMilliseconds); direction = Direction.Down; } if (keyboardState.IsKeyDown(Keys.Right)) { Position.X += (float)(Speed * gameTime.ElapsedGameTime.TotalMilliseconds); direction = Direction.Right; } if (keyboardState.IsKeyDown(Keys.Left)) { Position.X -= (float)(Speed * gameTime.ElapsedGameTime.TotalMilliseconds); direction = Direction.Left; } if (PlayerRectangle.Intersects(BoxRectangle)) { if (direction == Direction.Right) Position.X = BoxRectangle.Left - PlayerRectangle.Width; else if (direction == Direction.Left) Position.X = BoxRectangle.Right; if (direction == Direction.Down) Position.Y = BoxRectangle.Top - PlayerRectangle.Height; else if (direction == Direction.Up) Position.Y = BoxRectangle.Bottom; } PlayerRectangle = new Rectangle((int)Position.X, (int)Position.Y, (int)32, (int)32); base.Update(gameTime); }

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  • PHP-How to choose XML section based on an attribute?

    - by Vincent
    All, I have a config xml file in the following format: <?xml version="1.0"?> <configdata> <development> <siteTitle>You are doing Development</siteTitle> </development> <test extends="development"> <siteTitle>You are doing Testing</siteTitle> </test> <production extends="development"> <siteTitle>You are in Production</siteTitle> </production> </configdata> To read this config file to apply environment settings, currently I am using, the following code in index.php file: $appEnvironment = "production"; $config = new Zend_Config_Xml('/config/settings.xml', $appEnvironment ); To deploy this code on multiple environments, as user has to change index.php file. Instead of doing that, is it possible to maintain an attribute in the xml file, "say active=true". Based on which the Zend_Config_Xml will know which section of the xml file settings to read? Thanks

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  • How to make an object fly out of a slingshot?

    - by Deza
    At the moment I'm improvising a slingshot, the user can click and drag the projectile and let go. The force on the object is calculated by getting the distance between the vector of the slingshots two forks and the vector between where the user pulled it. However this will always result in a positive number and will not take into account the angle of the object relative to that of the slingshot. How can I make it fly out of the slingshot correctly?

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  • How do I do a game loop in c99?

    - by linitbuff
    I'm having trouble with how to structure a game using c99. I've seen a few tutorials on making a game loop, but they are all done with c++ and classes. My main problem seems to be moving data around between the functions without creating a mess, and what stuff to put in what header files etc. Do I just do something similar to the c++ loops, and create a class-like header with a structure containing all items needed by more than one of the functions, along with the prototypes of said functions, and include the header in each function's header file? Then, in the main function, instantiate the structure and pass a pointer to it to every function in the loop? Is this ok, or is there a better way to do it, and are there any good 'c' specific tutorials available? Cheers

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  • Where can I find some Cocos2dx beginner tutorials?

    - by Skeith
    I have tried to start programing with Cocos2dx but I have no idea where to start and the tutorials are no very not very helpful. What I am looking for is some tutorials/guides on how to begin using cocos2dx for the total beginner. Things like how to setup a project and run it and how to do simple things like draw graphics on the screen, play sounds and get input. I am running on windows 7 and have been told by the Cocos2dx wiki that this may cause problems so if anyone has a solution to this that would also be helpful.

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  • Is there a prohibition against scaling collision shapes at runtime?

    - by Almo
    So, I have a StaticMeshComponent attached to an Actor: Begin Object Class=StaticMeshComponent Name=StaticMeshComponentObject StaticMesh=StaticMesh'QF_Art_Powers.Mesh.GP_ForcePush' CollideActors=true BlockActors=false //Scale3D=(X=5, Y=1.5, Z=3) // ALMODEBUG End Object CollisionComponent=StaticMeshComponentObject Components.Add(StaticMeshComponentObject) Ordinarily, the actor gets spawned, anything touching it gets bumped, and the actor despawns itself. If I set the Scale3D as a default property, everything works as I expect. But I want to scale it at runtime, like this: function SetImpulseComponentTemplate(QuadForceBoxImpulseComponent Value) { Local Vector ScaleVec; ScaleVec.X = Value.Length; ScaleVec.Y = Value.Width; ScaleVec.Z = Value.Height; CollisionComponent.SetScale3D(ScaleVec); } When I do this, the thing only collides as if it were not scaled. If I leave the actor spawned so I can see it, it is scaled. If I also "show collision", the collision displays correctly as well. Is there a prohibition against scaling collision shapes at runtime?

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  • have a problem with my 2nd quad bottom left vertex position ? weirdd

    - by RubyKing
    Hey all I'm just trying to add another quad to my frustum and when doing so I get this weird little error. What happens is the bottom left side of my quad seems to stick to the center point for no apparent reason that I can think of and or figure out from. has anyone else experienced this issue and knows a solution or would you like more information please do ask. here is my main.cpp file http://pastebin.com/g9q8uAsd I think its because of 2 different quad vertex array data is in the same array.

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  • How do I make a Java gave without a JFrame?

    - by kullalok
    I am working on an arcade-like game, and so far, I have been using JFrame. All the action occurs in the JFrame basically. However, I've noticed that a lot of games that you install on a computer don't have a frame. When you play them on Windows, the game covers the entire screen (the start bar disappears and you can't access any other application on your computer). I'd like to do that for my game. Is it possible to do so with Java? If so, how would I do this?

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  • Box2d contant speed before and after collision

    - by bobenko
    I want to make my body fly at constant speed, how to make it fly at constant speed before and after collision? I set restitution of my body to 1.0 but after some direct and powerful collisions my objects begins to slow, I want it to fly same speed as before. I heard this can be done by setting liner damping of the object, I think it can prevent only from fast flying objects not slow. Thanks in advance.

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  • How can I implement a matchmaker?

    - by csiz
    I'm making a multiplayer game, where players are separated in to rooms that would ideally have about 20 players. So I need a few pointers on an algorithm to distribute the players in to these rooms. A few more constraints: When a players gets in to a room, he should stay there until he decides to exit (the room itself changes levels) There may be more room servers, every server should create more rooms until near full capacity There's a central server that manages all the room servers, and directs the players towards their room

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  • What is realism?

    - by eversor
    Beyond the obvious something that seams real, realism in games is a hard feature to hit. In some cases, things that are completely impossible in real life are seen as realistic by gamers. For instance, in some FPS you can survive being hit by a fair amount of bullets when in real life one is enough, Newton-defying car drifts, etc. So, in some cases, reductions of life-like actions or consequences implies a bigger sense of realism. The root of this pseudo-philosophical question lies in: I am going to create a engine for battles in an online (browser-based) strategic game. Browser-based means that the battle would not be seen. And i do not know how to approach this realism issue.

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  • If I were to start an Android or iPhone app or game, what program should I use?

    - by John
    I don't really know a lot about programming and the only things I do is using codes with Gamemaker, but I have read that it is too basic and it can't be used with iPhone or Android. Is there anything free that I can use to make games for those platforms? Or if not, any suggestions for engines or anything else? I was wondering about Unity, for example, is that a good investment to use for making games?

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  • Saving files with libgdx

    - by Rudy_TM
    Writing my game in libgdx, i arrived at the point when i need to save the player stats and the info of the levels, but in libgdx its not allowed to write the file inside folder of the application, only external (in the sd) is allowed, well, the point is that i want that my new file cat be seen by anyone, or if they see it how can i pass it to a binary file, so no one can see it. I just want to hide the file :P

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  • 3D Location Handling

    - by tgrosinger
    I am thinking about making a simulator type game that will involve having lots of small objects in a 3D space. What is the typical solution for handling these objects? The first thing that comes to mind is a 3D Array, but I can't help but think there is a more efficient solution. Another idea that comes to mind is objects having possession of smaller items. For example a House possesses a Table which possesses a Cup and Bowl. The final way I can think of handling this is just having an array of "objects" that each have an x, y, z value. While this would make storing them easy I do not understand how you would detect collisions without just looking at every possible object and checking to see if it is in the way. Are there other ways of holding onto these objects that is more efficient?

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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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  • Team seeks collaboration for 2D action adventure RPG

    - by AlchemicTempest
    not entirely sure if it's appropriate to post this here, but I'll try: We are looking for all kinds of game dev interested people for our 2D sci-fi action adventure rpg "Quantum Nucleus" This is voluntary collaboration. We are seeking programmers(Java), artists, designers, audio people and writers So basically all kinds of people. Please watch our video, for further information: Video Link Thanks ! :D http://www.Alchemic-Tempest.com

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