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  • How do I generate a random curve for landscape (like Worms)? [closed]

    - by Stas
    Possible Duplicate: How do I generate terrain like that of Scorched Earth? How can I generate Worms-style terrain? I must build random curve line for the 2D Game on the BitMap (like in Worms, from the side). Teacher said that I should do it using Terrain Generation through recourcy (I work in Delphi 7). I understand the main principle, but I don't know how to introduce it as code. All measurements according to the screen resolution.

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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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  • Application window as polygon texture?

    - by nekome
    Is there a way, or method, to have some application rendered as texture in 3D scene on some polygon, and also have full interactivity with it? I'm talking about Windows platform, and maybe OpenGL but I guess it doesn't matter is it OGL or DX. For example: I run Calculator using WINAPI functions (preferably hidden, not showing on desktop) and I want to render it inside 3D scene on some polygon but still be able to type or click buttons and have it respond. My idea to realize this is to have WINAPI take screenshot (or render it to memory if possible) of that Calculator and pass it to OpenGL as texture for each frame (I'm experimenting with SDL through pygame) and for mouse interactivity to use coordination translation and calculate where on application window it would act, and then use WINAPI functions such as SetCursorPos to set cursor ant others to simulate click or something else. I haven't found any tutorials with topic similar to this one. Am I on a right track? Is there better way to do this if possible at all?

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  • What is a good format for a 3d topview map?

    - by Tinco
    I am building a 3d topview game like GTA2. In this game the ground is mostly one level (except for tunnels and highways). Most of the ground is also city so the ground is usually covered by either roads or buildings. The buildings are simple 3d models which the player can walk around on. Most of the gameplay is 2d. How should I model the map? I have considered the following options: Bitmaps, I think this gives problems when I want to add data smaller than a tile. Also the problem of bridges and tunnels seems hard to solve with this. Polygons, define all roads, terrain types, buildings with polygons and save that along with physics and texture information. What approach would you take or have you ever implemented this or know of an implementation?

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  • Data model for unlockable card collection

    - by Karlos Zafra
    My game has a collection of cards (about 64) that are unlocked (one by one) provided that 4 items are collected/gained in the game. Right now the deck of cards is modeled with a plist file, like this: <plist> <dict> <key>card1</key> <dict> <key>available</key> <true/> <key>series</key> <integer>1</integer> <key>model</key> <integer>1</integer> <key>color</key> <integer>1</integer> </dict> <key>card2</key> <dict> <key>available</key> <false/> <key>series</key> <integer>1</integer> <key>model</key> <integer>1</integer> <key>color</key> <integer>2</integer> </dict> The value for the key named "available" marks if the item is locked or not. Right now I have to include the data for the items collected by the user, but including that inside the plist looks like too much hassle. What kind of structure should be more suitable for this? How do you manage a collection of unlockable items like this?

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  • Basic Use of ApplyImpulse

    - by nycynik
    I am trying to apply a force to a bunch of b2_dynamicBodys, but it seems to only work for a random number of items and then stops with an error. //create some items to move bodyDef.type = b2Body.b2_dynamicBody; for(var i = 0; i < 5; ++i) { fixDef.shape = new b2PolygonShape; fixDef.shape.SetAsBox(1,1); fixDef.friction = 1; fixDef.restitution = .1; bodyDef.position.x = Math.random() * 10; bodyDef.position.y = Math.random() * 10; bodyDef.linearDamping=1; bodyDef.angularDamping=.8; itemsArray.push(world.CreateBody(bodyDef).CreateFixture(fixDef)); // store for later } then i try to apply a force later with: angle = 20; for (var xIdx=0; xIdx<itemArray.length; xIdx++) { itemsArray[xIdx].GetBody().ApplyImpulse(new b2Vec2(50*Math.cos(angle*Math.PI/180),50*Math.sin(angle*Math.PI/180));); } the error I receive is TypeError: 'undefined' is not an object (evaluating 'c.x') Is there something wrong with saving the items for later use when I am creating them? Does anyone know what is causing this.

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  • Split Body and Sprite

    - by Siddharth
    I want to split the body and sprite into multiple pieces as like following link suggest: http://www.raywenderlich.com/14302/how-to-make-a-game-like-fruit-ninja-with-box2d-and-cocos2d-part-1 I try to convert the cocos2d program into AndEngine and almost done but they use PRKit named external library that type of implementation I didn't find in AndEngine. So my basic requirement you know so please suggest me some suitable answer. My current working platform is AndEngine with Box2D.

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  • Help with selecting objects on a map

    - by Dave
    I have a object selection function by checking the mouse click and getting the relevant object. How ever there is a rare situation where if one object is partially behind the other then both objects are in the given area so im wondering how i can make the game know which one was selected, as currently my method does not know. This is my function that works it out: function getobj(e){ mx = e.pageX - curleft; //mouse click x my = e.pageY - curtop; //mouse click y function searchSprites(sprites, x, y) { var matches = [], i = 0, data = null; for (i = 0; i < spritea.length; ++i) { data = spritea[i].data; if (x > data[0] && y > data[1] && x < data[2] && y < data[3]) { var imageData = ctx2.getImageData(x, y, 1, 1); if(imageData.data[3] !== 0){ return [spritea[i].id]; i = spritea.length; } } } } res = searchSprites(spritea, mx, my); bid = res[0]; if(bid === '1'){ alert('You selected the skyscraper in front!'); }else if(bid === '3'){ alert('You selected the skyscraper behind!'); } } Image of the map: http://i.imgur.com/qcKij.jpg It keeps telling me i clicked the skyscraper behind which is not necessarily what the user is trying to do... how can i improve the accuracy of this ?

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  • Concept: Interpretive Spells [closed]

    - by Deathly
    The goal is to be able to create complex spells, that can manipulate the game's environment in non-preprogrammed ways, and to make the program understand spells. For example: $@ $=Big @=Fire You can probably understand what this one means. The player types, writes, or selects symbols. Of course, a spell can be only a few characters, or more sophisticated spells could potentially be hundreds or thousands of symbols long. How could something like this be accomplished?

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  • How can I implement smooth rotation from one direction to another?

    - by user1759052
    I'm having a problem with animating rotations with 1Matrix.CreateRotationY() with my basic 3D game. Based on where you click the mouse, I want the 3D object to rotate to that direction and then move. I am using this to determine the target direction: float rot = (float)(Math.Atan2(X, Z)); It gives me the correct value, but I am not sure how to handle the rotation animation from current direction to new direction. I've tried a few things, but to no avail. Do you guys know of any good ways of solving this issue?

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  • Do I need a Point and a Vector object? Or just using a Vector object to represent a Point is ok?

    - by JCM
    Structuring the components of an engine that I am developing along with a friend (learning purposes), I came to this doubt. Initially we had a Point constructor, like the following: var Point = function( x, y ) { this.x = x; this.y = y; }; But them we started to add some Vector math to it, and them decided to rename it to Vector2d. But now, some methods are a bit confusing (at least in my opinion), such as the following, which is used to make a line: //before the renaming of Point to Vector2, the parameters were startingPoint and endingPoint Geometry.Line = function( startingVector, endingVector ) { //... }; I should make a specific constructor for the Point object, or there are no problems in defining a point as a vector? I know a vector have magnitude and direction, but I see so many people using a vector to just represent the position of an object.

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  • change texture at runtime

    - by user1509674
    How can I change the texture at runtime. I have done changing the label(text) at runtime. The following code is used using UnityEngine; using System.Collections; public class switchtime : MonoBehaviour { // Use this for initialization private bool showLabel = false; private bool showLabe2 = false; private bool showLabe3 = false; private bool showLabe4 = false; public void Start() { Invoke("ToggleLabel", 1); Invoke("ToggleLabel2", 3); Invoke("ToggleLabel3",6 ); Invoke("ToggleLabel4", 9); } public void ToggleLabel() { showLabel = !showLabel; } public void ToggleLabel2() { showLabe2 = !showLabe2; } public void ToggleLabel3() { showLabe3 = !showLabe3; } public void ToggleLabel4() { showLabe4 = !showLabe4; } public void OnGUI() { if (showLabel) { GUI.Label(new Rect(300, 200, 100, 20), "Copying window file.."); } if (showLabe2) { GUI.Label(new Rect(40, 40, 100, 20), "Epanding windows file.."); } if (showLabe3) { GUI.Label(new Rect(80, 80, 100, 20), "Installing Feature.."); } if (showLabe4) { GUI.Label(new Rect(100, 100, 100, 20), "Installing Updates"); } } } Now I need to change the GUITexture at runtime. How can do this? Can anybody help me in coding? Here is some changes I made. I worked on changing the gameObject when mouse is placed on it. This is the code I applied and its working for me using UnityEngine; using System.Collections; public class change : MonoBehaviour { // Use this for initialization public GameObject newSprite; private Vector3 currentSpritePosition; void update() { } void Start() { newSprite.renderer.enabled = false; currentSpritePosition = transform.position; //then make it invisible renderer.enabled = false; //give the new sprite the position of the latter newSprite.transform.position = currentSpritePosition; //then make it visible newSprite.renderer.enabled = true; } void OnMouseExit(){ //just the reverse process renderer.enabled = true; newSprite.renderer.enabled = false; } } Now the problem is that, in same code I need to set a time so that the text get loaded without the mouse click. I mean a particular time to load each text one after the another. Here is my screen shot Here I have placed the image one below the another,when the mouse is hovered on it it will change the text from bold to normal text.Changes process stated in (image 2,3).That code I posted is working for me.

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  • Variable-step update() in game loop is falling behind, how can I get around this?

    - by ThatsGobbles
    I'm working on a minimal game engine for my next game. I'm using the delta update method like shown: void update(double delta) { // Update code that uses `delta` goes here } I have a deep hierarchy of updatable objects, with a root updatable that contains several updatables, each of which contains more updatables, etc. Normally I'd just iterate through each of the root's children and update each one, which would then do the same for its children, and so on. However, passing a fixed value of delta to the root means that by the time the leaf updatables are reached, it's been longer since delta seconds that have elapsed. This is causing noticable desyncing in my game, and time synchronization is very important in my case (I'm working on a rhythm game). Any ideas on how I should tackle this? I've considered using StopWatches and a global readable timer, but any advice would be helpful. I'm also open to moving to fixed timesteps as opposed to variable.

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  • How many views can be bound to a 2D texture at a time?

    - by Recker
    I am a newbie trying to learn on DX11.x. While reading about resources and views in MSDN, I thought this question For a given 2D Texture created with ID3D11Texture2Dinterface (or for that matter any kind of resource), how many of following views can be bound to it? 1) DepthStencilView 2) RenderTargetView 3) ShaderResourceView 4) UnorderedAccessView Thanks in advance. PS: I know the answer would be app specific, but still any insight into this would be helpful.

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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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  • Vertex Array Object (OpenGL)

    - by user5140
    I've just started out with OpenGL I still haven't really understood what Vertex Array Objects are and how they can be employed. If Vertex Buffer Object are used to store vertex data (such as their positions and texture coordinates) and the VAOs only contain status flags, where can they be used? What's their purpose? As far as I understood from the (very incomplete and unclear) GL Wiki, VAOs are used to set the flags/status for every vertex, following the order described in the Element Array Buffer, but the wiki was really ambiguous about it and I'm not really sure about what VAOs really do and how I could employ them.

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  • Driver inversion

    - by Val
    I have a GUI game, which is driven by user every time it clicks the mouse. Every time user clicks a square on a board, the board state is updated (we re-compute the score, the player to make next move and legal movements it can make) and repainted. Both mouse click, state recomputation and painting are handled in the GUI thread. Now, suppose that I want to train AI to play without GUI. That is, game engine should consume next move by simply calling AI's makeMove function in one thread. This would allow to play millions of games per second automatically. GUI may just screenshot some arbitrary states time after time. How do you switch to this strategy?

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  • XNA 4.0 - container with content, that can slide (C#)

    - by DijkeMark
    I got an idea, but I got no idea on how to make it. Okay, so here is the deal. I want a container which can contain certain objects (These objects will draw the sprites/graphics). But because of different screen sizes, I want to be able to scale the containers width and height. But I do not want the objects in the container, that go outside of the container, because of the scaling to be visible. Because I want the objects all to be positioned horizontaly to eachother and I want a horizontal sliderbar, so I can slide from left to right within the container. I wonder if anyone could point me in the right direction. Thanks in Advance, Mark

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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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  • UnityEngine.Vector2 does not contian a definition for "Set".... using futile

    - by FreshJays
    I am a bit lost, I am using futile and I am just trying to run the demo. But I keep getting UnityEngine.Vector2 does not contian a definition for "Set" in just one class, my using statments are: using System; using UnityEngine; using System.Collections; using System.Collections.Generic; When I look at the documents, I see that Set is a function http://docs.unity3d.com/Documentation/ScriptReference/Vector2.html I am using version 3.4.2 (in futile its happening in just the FAtlas class)

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  • Entity System and rendering

    - by hayer
    Okey, what I know so far; The entity contains a component(data-storage) which holds information like; - Texture/sprite - Shader - etc And then I have a renderer system which draws all this. But what I don't understand is how the renderer should be designed. Should I have one component for each "visual type". One component without shader, one with shader, etc? Just need some input on whats the "correct way" to do this. Tips and pitfalls to watch out for.

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  • How much memory can i safely use on android?

    - by xastor
    To make my game more fluid, I try to prevent memory allocations during the game I am writing. To that end, I allocate a whopping 16MB of buffers on startup and then use those as I go along. When I check in Eclipse my game now uses 24MB in total, which does not change noticeably during the game. This all works fine on the phone I have now (android 2.3, motorola defy) but I wonder if I'm going to run into problems with this on other phones or tablets that run android 2.2 or higher (which is what I'm aiming for)?

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  • Vector transform equation explanation

    - by cyberdemon
    I'm trying to understand the maths of moving points in a 3d space by making a game written in C#. I'm looking at this wolfire blog series which explains some basic 3d maths. I've read the first two parts but am stuck on the 3rd. I know it's all really rudimentary stuff but I find Googling for help with equations really hard. The one I'm struggling with is: 0*(0.66,0.75) + 2*(-0.75, 0.66) = (-1.5, 1.3) How can anything multiplied by 0 not be 0? So my question is how does this look in code: x(a,b) + y(c,d) I know it's basic stuff but I just can't see it.

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  • How do I convert a partially transparent image into polygons?

    - by user82779
    I'm using GLEE2D, a level editor allowing me to import images, scale them, rotate them, and position them onto layers and export the data into XML format. However, it does not tell me objects' boundaries. I can calculate them, but only given the original image's polygons. How do I get polygons of objects in a transparent image? An example object (I outlined it): How would I turn the object, knowing the scaled size of the image, into polygons? Is there an algorithm for this? I'll use OpenGL to draw them.

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  • Help with off-game tasks

    - by peoro
    I love writing video games for fun, and often do that. I noticed, anyway, that most of the times implementing the gameplay itself doesn't take too much time to me (maybe because I already did that plenty times and know what and how to do for most of the things), but when I try to implement off-game stuff I get lost. By off-game I mean what is not gameplay: menus, cutscenes between levels, world map to choose levels, saving and loading status, managing replays ... Only tried to write a few of these a few times, but always failed; that's why I never really completed and distributed a game. Are these common problems? And where should I start to do this? Where could I find some books/guides about such stuff?

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