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  • c++ and SDL: How would I add tile layers with my area class as a singleton?

    - by Tony
    I´m trying to wrap my head around how to get this done, if at all possible. So basically I have a Area class, Map class and Tile class. My Area class is a singleton, and this is causing some confusion. I´m trying to draw like this: Background / Tiles / Entities / Overlay Tiles / UI. void C_Application::OnRender() { // Fill the screen black SDL_FillRect( Surf_Screen, &Surf_Screen->clip_rect, SDL_MapRGB( Surf_Screen->format, 0x00, 0x00, 0x00 ) ); // Draw background // Draw tiles C_Area::AreaControl.OnRender(Surf_Screen, -C_Camera::CameraControl.GetX(), -C_Camera::CameraControl.GetY()); // Draw entities for(unsigned int i = 0;i < C_Entity::EntityList.size();i++) { if( !C_Entity::EntityList[i] ) { continue; } C_Entity::EntityList[i]->OnRender( Surf_Screen ); } // Draw overlay tiles // Draw UI // Update the Surf_Screen surface SDL_Flip( Surf_Screen); } Would be nice if someone could give a little input. Thanks.

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  • What is "top new free" on GooglePlay

    - by Lumis
    On Android Market i.e. GooglePlay, there used to be a page with the latest new games. So every game had a chance to get noticed and make its way up especially if it was good. But now I see "top new free" page and no more the latest apps. I don't understand how can be "top new" Anybody knows how this works? If there are no more pages with the very latest uploaded games then the new apps will be barely seen to exist even if they are excellent, and new programmers have very little chance of getting noticed. Any good advice how to promote a new Android app these days?

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  • Easy Method to Change Color on UI Elements

    - by A13X
    This isn't a language-specific thing as far as I'm concerned. I was wondering what may be a quick way to change the COLOR of a certain on-screen element such as a button and its associated text. I would assume there is a trick to making a graphics engine so maybe individuals pixels or groups of sprites can have their colors easily shifted. A lot of game interface buttons and such have this so you know when an event like a click has occurred. Any pseudo code would be helpful and I am working in Android (not XML fluff), but again, this probably is not a very specific question, just an inquiry on how to go about this.

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  • Using git (or any version control) regarding migration from one language to another [on hold]

    - by Max Benin
    I'm polishing an old project that i released some years ago, and the main purpose on that, is to arrange some folder structures and port the entire code from actionscript to haxe. All the game features, assets and design will remain the same. I have some doubts regarding versioning the project in this circumstance. Assuming that the only thing that will be drastically changed is the code migration, is it correct maintaining the new project changes on the same repository ? I was thinking in tagging it something like V1.1 or Branch the entire project. But i'm afraid that i'm gonna deviate from the versioning patterns. How can i use this version control issue in the best practice way ? Thanks.

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  • Algorithm to zoom a plotted function

    - by astinx
    I'm making a game in android and I need plot a function, my algorithm is this: @Override protected void onDraw(Canvas canvas) { float e = 0.5f; //from -x axis to +x evaluate f(x) for (float x = -z(canvas.getWidth()); x < z(canvas.getWidth()); x+=e) { float x1,y1; x1 = x; y1 = f(x); canvas.drawPoint((canvas.getWidth()/2)+x1, (canvas.getHeight()/2)-y1, paintWhite); } super.onDraw(canvas); } This is how it works. If my function is, for example f(x)=x^2, then z(x) is sqrt(x). I evaluate each point between -z(x) to z(x) and then I draw them. As you can see I use the half of the size of the screen to put the function in the middle of the screen. The problem isn't that the code isn't working, actually plots the function. But if the screen is of 320*480 then this function will be really tiny like in the image below. My question is: how can I change this algorithm to scale the function?. BTW what I'm really wanting to do is trace a route to later display an animated sprite, so actually scale this image doesnt gonna help me. I need change the algorithm in order to draw the same interval but in a larger space. Any tip helps, thanks! Current working result Desired result UPDATE: I will try explain more in detail what the problem is. Given this interval [-15...15] (-z(x) to z(x)) I need divide this points in a bigger interval [-320...320] (-x to x). For example, when you use some plotting software like this one. Although the div where is contain the function has 640 px of width, you dont see that the interval is from -320 to 320, you see that the interval is from -6 to 6. How can I achieve this?

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  • (Android) How are OpenGL ES 1 framebuffers and textures sized?

    - by jens
    I am trying to draw to a texture using a framebuffer using OpenGL ES 1.1 on Android, Java. Afterwords I want to overlay this texture full-screen over my game. In theory, this works like a charm, but somehow the coordinates are off. For testing I drew something at (0,0) with width and height 200, and it partly is off-screen. This is how I create the framebuffer: fb = new int[1]; depthRb = new int[1]; renderTex = new int[1]; gl11ep.glGenFramebuffersOES(1, fb, 0); gl11ep.glGenRenderbuffersOES(1, depthRb, 0); // the depth buffer gl.glGenTextures(1, renderTex, 0);// generate texture gl.glBindTexture(GL10.GL_TEXTURE_2D, renderTex[0]); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT); texBuffer = ByteBuffer.allocateDirect(buf.length*4).order(ByteOrder.nativeOrder()).asIntBuffer(); gl.glTexImage2D(GL10.GL_TEXTURE_2D, 0, GL10.GL_LUMINANCE, texW, texH, 0, GL10.GL_LUMINANCE, GL10.GL_UNSIGNED_BYTE, texBuffer); gl11ep.glBindRenderbufferOES(GL11ExtensionPack.GL_RENDERBUFFER_OES, depthRb[0]); gl11ep.glRenderbufferStorageOES(GL11ExtensionPack.GL_RENDERBUFFER_OES, GL11ExtensionPack.GL_DEPTH_COMPONENT16, texW, texH); Before I draw, I do this: gl11ep.glBindFramebufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, fb[0]); gl.glClearColor(0f, 0f, 0f, 0f); // specify texture as color attachment gl11ep.glFramebufferTexture2DOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, GL11ExtensionPack.GL_COLOR_ATTACHMENT0_OES, GL10.GL_TEXTURE_2D, renderTex[0], 0); // attach render buffer as depth buffer gl11ep.glFramebufferRenderbufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, GL11ExtensionPack.GL_DEPTH_ATTACHMENT_OES, GL11ExtensionPack.GL_RENDERBUFFER_OES, depthRb[0]); I set texW = 1024 and texH = 512. When rendering this texture fullscreen, with a lightmask (size 200x200) placed at (0, 0) and (texW/2, texH/2). You can see that it seems like the coordinate system doesnt start at (0,0) as that light overlaps the screen and the images are not drawn as squares (my lightcone-texture is a circle, not an ellipse). So, how is the coordinate system of this offscreen-drawn texture defined? Thanks

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  • Rotate triangle so that its tip points in the direction of the point on the screen that we last touched

    - by Sid
    OpenGL ES - Android. Hello all, I am unable to rotate the triangle accordingly in such a way that its tip always points to my finger. What i did : Constructed a triangle in by GL.GL_TRIANGLES. Added touch events to it. I can rotate the triangle along my Z-axis successfully. Even made the vector class for it. What i need : Each time when I touch the screen, I want to rotate the triangle to face the touch point. Need some help. Here's what i implemented. I wonder that where i am going wrong? My code : public class Graphic2DTriangle { private FloatBuffer vertexBuffer; private ByteBuffer indexBuffer; private float[] vertices = { -1.0f,-1.0f, 0.0f, 2.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f }; private byte[] indices = { 0, 1, 2 }; public Graphic2DTriangle() { ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length * 4); vbb.order(ByteOrder.nativeOrder()); // Use native byte order vertexBuffer = vbb.asFloatBuffer(); // Convert byte buffer to float vertexBuffer.put(vertices); // Copy data into buffer vertexBuffer.position(0); // Rewind // Setup index-array buffer. Indices in byte. indexBuffer = ByteBuffer.allocateDirect(indices.length); indexBuffer.put(indices); indexBuffer.position(0); } public void draw(GL10 gl) { gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer); gl.glDrawElements(GL10.GL_TRIANGLES, indices.length, GL10.GL_UNSIGNED_BYTE, indexBuffer); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); } } My SurfaceView class where i've done some Touch Events. public class BallThrowGLSurfaceView extends GLSurfaceView{ MySquareRender _renderObj; View _viewObj; float oldX,oldY,dX,dY; final float TOUCH_SCALE_FACTOR = 0.6f; Vector2 touchPos = new Vector2(); float angle=0; public BallThrowGLSurfaceView(Context context) { super(context); // TODO Auto-generated constructor stub _renderObj = new MySquareRender(context); this.setRenderer(_renderObj); this.setRenderMode(RENDERMODE_WHEN_DIRTY); } @Override public boolean onTouchEvent(MotionEvent event) { // TODO Auto-generated method stub touchPos.x = event.getX(); touchPos.y = event.getY(); Log.i("Co-ord", touchPos.x+"hh"+touchPos.y); switch(event.getAction()){ case MotionEvent.ACTION_MOVE : dX = touchPos.x - oldX; dY = touchPos.y - oldY; if(touchPos.y > getHeight()/2){ dX = dX*-1; } if(touchPos.x < getWidth()/2){ dY = dY*-1; } _renderObj.mAngle += (dX+dY) * TOUCH_SCALE_FACTOR; requestRender(); Log.i("AngleCo-ord", _renderObj.mAngle +"hh"); } oldX = touchPos.x; oldY = touchPos.y; Log.i("OldCo-ord", oldX+" hh "+oldY); return true; } } Last but not the least. My vector2 class. public class Vector2 { public static float TO_RADIANS = (1 / 180.0f) * (float) Math.PI; public static float TO_DEGREES = (1 / (float) Math.PI) * 180; public float x, y; public Vector2() { } public Vector2(float x, float y) { this.x = x; this.y = y; } public Vector2(Vector2 other) { this.x = other.x; this.y = other.y; } public Vector2 cpy() { return new Vector2(x, y); } public Vector2 set(float x, float y) { this.x = x; this.y = y; return this; } public Vector2 set(Vector2 other) { this.x = other.x; this.y = other.y; return this; } public Vector2 add(float x, float y) { this.x += x; this.y += y; return this; } public Vector2 add(Vector2 other) { this.x += other.x; this.y += other.y; return this; } public Vector2 sub(float x, float y) { this.x -= x; this.y -= y; return this; } public Vector2 sub(Vector2 other) { this.x -= other.x; this.y -= other.y; return this; } public Vector2 mul(float scalar) { this.x *= scalar; this.y *= scalar; return this; } public float len() { return FloatMath.sqrt(x * x + y * y); } public Vector2 nor() { float len = len(); if (len != 0) { this.x /= len; this.y /= len; } return this; } public float angle() { float angle = (float) Math.atan2(y, x) * TO_DEGREES; if (angle < 0) angle += 360; return angle; } public Vector2 rotate(float angle) { float rad = angle * TO_RADIANS; float cos = FloatMath.cos(rad); float sin = FloatMath.sin(rad); float newX = this.x * cos - this.y * sin; float newY = this.x * sin + this.y * cos; this.x = newX; this.y = newY; return this; } public float dist(Vector2 other) { float distX = this.x - other.x; float distY = this.y - other.y; return FloatMath.sqrt(distX * distX + distY * distY); } public float dist(float x, float y) { float distX = this.x - x; float distY = this.y - y; return FloatMath.sqrt(distX * distX + distY * distY); } public float distSquared(Vector2 other) { float distX = this.x - other.x; float distY = this.y - other.y; return distX * distX + distY * distY; } public float distSquared(float x, float y) { float distX = this.x - x; float distY = this.y - y; return distX * distX + distY * distY; } } PS : i am able to handle the touch events. I can rotate the triangle with the touch of my finger. But i want that ONE VERTEX of the triangle should point at my finger position respective of the position of my finger.

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  • does glBindAttribLocation silently ignore names not found in a shader?

    - by rwols
    Does glBindAttribLocation silently ignore names that are not found? For example, in a shader: // Some vertex shader in vec3 position; in vec3 normal; // ... And in some set up code: // While setting up shader GLuint program = glCreateProgram(); glBindAttribLocation(program, 0, "position"); glBindAttribLocation(program, 1, "normal"); glBindAttribLocation(program, 2, "color"); // What about this one? glLinkProgram(program);

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  • Game with changing logic

    - by rsprat
    I'm planing to develop a puzzle like mobile game (android/ios) with a different logic for each puzzle. Say, for example one puzzle could be a Rubik's cube and another one a ball maze. Many more new puzzles will appear during the life of the game, and I want the users to be able to play those new puzzles. The standard way for managing this would be through application updates. Each time a new puzzle or bunch of puzzles appear, create a new update for the app that the user can download. However, I would like to do it in a more transparent way. When a new puzzle appears, the basic info of the puzzle would be displayed in the app menu, and the user would be able to play it by just clicking it. What comes to my mind is that the app would automatically download a .dll or .jar and inject it in the application at runtime. Is that even possible? Are there any restrictions from the OS? Is there a better way for solving it? Thanks alot

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  • Options for 2D Web/iPhone/Android, with Test Framework

    - by ashes999
    I would like to make a 2D game with one codebase that runs on iPhone, Android, and web (any flavour of web -- HTML5, Flash, Silverlight, etc.) What are my options? I should be able to write my code once, and run it anywhere. I also absolutely need the ability to write unit tests (or write a unit-testing framework) -- I cannot make sizable games without testing. Unity is good, but unity is 3d; even with hacks, the graphical assets will still be 3d. I'm after 2d, not 3d. (If you need a Mac or separate licensing for the Mac part, that's okay.)

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  • Determining whether two fast moving objects should be submitted for a collision check

    - by dreta
    I have a basic 2D physics engine running. It's pretty much a particle engine, just uses basic shapes like AABBs and circles, so no rotation is possible. I have CCD implemented that can give accurate TOI for two fast moving objects and everything is working smoothly. My issue now is that i can't figure out how to determine whether two fast moving objects should even be checked against each other in the first place. I'm using a quad tree for spacial partitioning and for each fast moving object, i check it against objects in each cell that it passes. This works fine for determining collision with static geometry, but it means that any other fast moving object that could collide with it, but isn't in any of the cells that are checked, is never considered. The only solution to this i can think of is to either have the cells large enough and cross fingers that this is enough, or to implement some sort of a brute force algorithm. Is there a proper way of dealing with this, maybe somebody solved this issue in an efficient manner. Or maybe there's a better way of partitioning space that accounts for this?

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  • Problem texturing with opengl

    - by Killrazor
    Hello! I'm having problems making a simple sprite rendering. I load 2 different textures. Then, I bind these textures and draw 2 squares, one with each texture. But only the texture of the first rendered object is drawn in both squares. Its like if I'd only use a texture or as if glBindTexture don't work properly. I know that GL is a state machine, but I think that you only need to change active texture with glBindTexture. I load texture with this method: bool CTexture::generate( utils::CImageBuff* img ) { assert(img); m_image = img; CHECKGL(glGenTextures(1,&m_textureID)); CHECKGL(glBindTexture(GL_TEXTURE_2D,m_textureID)); CHECKGL(glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR)); CHECKGL(glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR)); //CHECKGL(glTexImage2D(GL_TEXTURE_2D,0,img->getBpp(),img->getWitdh(),img->getHeight(),0,img->getFormat(),GL_UNSIGNED_BYTE,img->getImgData())); CHECKGL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img->getWitdh(), img->getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img->getImgData())); return true; } And I bind textures with this function: void CTexture::bind() { CHECKGL(glBindTexture(GL_TEXTURE_2D,m_textureID)); } Also, I draw sprites with this method void CSprite2D::render() { CHECKGL(glLoadIdentity()); CHECKGL(glEnable(GL_TEXTURE_2D)); CHECKGL(glEnable(GL_BLEND)); CHECKGL(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)); m_texture->bind(); CHECKGL(glPushMatrix()); CHECKGL(glBegin(GL_QUADS)); CHECKGL(glTexCoord2f(m_textureAreaStart.s,m_textureAreaStart.t)); // 0,0 by default CHECKGL(glVertex3i(m_position.x,m_position.y,0)); CHECKGL(glTexCoord2f(m_textureAreaEnd.s,m_textureAreaStart.t)); // 1,0 by default CHECKGL(glVertex3i( m_position.x + m_dimensions.x, m_position.y, 0)); CHECKGL(glTexCoord2f(m_textureAreaEnd.s, m_textureAreaEnd.t)); // 1,1 by default CHECKGL(glVertex3i( m_position.x + m_dimensions.x, m_position.y + m_dimensions.y, 0)); CHECKGL(glTexCoord2f(m_textureAreaStart.s, m_textureAreaEnd.t)); // 0,1 by default CHECKGL(glVertex3i( m_position.x, m_position.y + m_dimensions.y,0)); CHECKGL(glPopMatrix()); CHECKGL(glDisable(GL_BLEND)); } Could you help me? All help is welcome. Thanks!!

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  • How do I duplicate a Box2d simulation, mid-simulation?

    - by Whyte
    I want to serialize the state mid-game, send it over the network to an identical computer (same CPU, same OS, same binary), load it there, and have the two games run in tandem doing the exact same simulation, without one of them drifting off and going haywire. In short: I want pop-in, pop-out networking support on my HIGHLY physics-intensive game, where sending object coordinates every few seconds is impossible, due to having thousands of objects, and many clients. I tried this with Box2D, and saving an object's location/velocity/etc wasn't enough... there's internal state that's not accessible through any public methods. My current workaround is to force EVERY client to save its entire worldstate and reload it from scratch, whenever a new player connects... but this is obviously bad practice, because it hangs the game for everyone whenever someone new connects. However, it works, with zero desynchronization. So, anyone know of any other techniques that can help me? Or should I just kiss my project goodbye?

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  • How to find 2D grid cells swept by a moving circle?

    - by Nevermind
    I'm making a game based on a 2D grid, with some cells passable and some not. Dynamic objects can move continuously, independent of the grid, but need to collide with impassable cells. I wrote an algorithm to trace a ray against the grid, that gives me all cells that ray intersects. However, actual object are not point-sized; I'm currently representing them as circles. But I can't figure out an effective algorithm to trace a moving circle. Here's a picture of what I need: The numbers show in what order the circle collides with grid cells. Does anybody know the algorithm to find these collisions? Preferably in C#. Update The circle can be bigger than a single grid cell.

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  • moving in the wrong direction

    - by Will
    Solution: To move a unit forward: forward = Quaternion(0,0,0,1) rotation.normalize() # ocassionally ... pos += ((rotation * forward) * rotation.conjugated()).xyz().normalized() * speed I think the trouble stemmed from how the Euclid math library was doing Quaternion*Vector3 multiplication, although I can't see it. I have a vec3 position, a quaternion for rotation and a speed. I compute the player position like this: rot *= Quaternion().rotate_euler(0.,roll_speed,pitch_speed) rot.normalize() pos += rot.conjugated() * Vector3(0.,0.,-speed) However, printing the pos to console, I can see that I only ever seem to travel on the x-axis. When I draw the scene using the rot quaternion to rotate my camera, it shows a proper orientation. What am I doing wrong? Here's an example: You start off with rotation being an identity quaternion: w=1,x=0,y=0,z=0 You move forward; the code correctly decrements the Z You then pitch right over to face the other way; if you spin only 175deg it'll go in right direction; you have to spin past 180deg. It doesn't matter which direction you spin in, up or down, though Your quaternion can then be something like: w=0.1,x=0.1,y=0,z=0 And moving forward, you actually move backward?! (I am using the euclid Python module, but its the same as every other conjulate) The code can be tried online at http://williame.github.com/ludum_dare_24_evolution/ The only key that adjusts the speed is W and S. The arrow keys only adjust the pitch/roll. At first you can fly ok, but after a bit of weaving around you end up getting sucked towards one of the sides. The code is https://github.com/williame/ludum_dare_24_evolution/blob/cbacf61a7159d2c83a2187af5f2015b2dde28687/tiny1web.py#L102

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  • Fog with Blend in OpenGL

    - by MhdAljobory
    I want to add fog in my scene which contain transparent textures made by Blend , when i enable the fog the transparent textures appear white From a distance but when i disable it the textures appear well. What is the solution to the problem of whiteness? Fog Code: GLfloat fogColor[4]= {0.5f, 0.5f, 0.5f, 1.0f}; glClearColor(0.5f,0.5f,0.5f,1.0f); glFogi(GL_FOG_MODE, GL_LINEAR); glFogfv(GL_FOG_COLOR, fogColor); glFogf(GL_FOG_DENSITY, 0.35f); glHint(GL_FOG_HINT, GL_DONT_CARE); glFogf(GL_FOG_START, 1.0f); glFogf(GL_FOG_END, 1000.0f); glEnable(GL_FOG); Screenshot

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  • Android real time multiplayer over LAN

    - by Heigo
    I've developed several games for the android platform and now planning to create my first multiplayer game. What I have in mind is basically just a 2-player game witch you can play with 2 phones over local area connection/WiFi. Both phones need to be able to pass 3 integer values to the other phone in real time. So far I have considered using Socket's, but before I dig into it too deep I wanted to ask if there might be a better approach? Thanks!

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  • 3D models overlapping each other

    - by Auren
    I have a problem at the moment when I draw some models to teach me more about 3D game programming. The models at the moment overlaps each other from some angles witch makes sense since the game at the moment draws from left to right, line after line. However my question is: Is there any easy escape from this issue or is there any way that you could draw the in-game world from the players position? I would really appreciate if someone could give me some answers on this.

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  • Split up a screen into regions

    - by nexen
    My task: I want to split up a screen into 3 regions for buffs-bar (with picked items), score-info and a game-map. It doesn't matter are regions intersect with each other or not. For example: I have a screen with width=1; height=1 and the origin of coordinates (0;0) is the left bottom point. I have 3 functions: draw items, draw info, draw map. If I use it without any matrix transformations, it draws fullscreen, because it's vertex coordinates are from 0;0 to 1;1. (pseudo-code) drawItems(); drawInfo(); drawMap(); And after that I see only map onto info onto items. My goal: I have some matrixes for transformation vertexes with 0;0-1;1 coordinates to strict regions. There is only one thing, what I need to do - set matrix before drawing. So my call of drawItems-function is like: (pseudo-code) adjustViewMatrixes_andSomethingElse(items.position_of_the_region_there_it_should_be_drawn, items.sizes_of_region_to_draw); setItemsMatrix(); drawItems(); //the same function with vertex coordinates 0;0->1;1, //but it draws in other coordinates, //because I have just set the matrix for region I know only some people will understand me, so there is a picture with regions which I need to make. Every region has 0;0 - 1;1 inner coordinates.

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  • When should I clear an auxilliary render target?

    - by Raptormeat
    I'm using a few different render targets in my game in addition to the back buffer. These other render targets are only used in a few places, for specific tasks. I'm wondering when I should be clearing them. Right now I clear all of my render targets at the beginning of the frame, and it seems like I'm waiting for all the textures to clear before the rest of the drawing gets underway. Would it be more efficient to clear these textures later in the frame, when they aren't being used? Is there any hope of the GPU sort of clearing them "on the side" while unrelated rendering is happening? Or are these tasks always sequential and will I always need to wait for clearing?

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  • How to store an iOS game save file in multiple devices? (Without remote servers)

    - by Omega
    I've been developing an iOS game for iPhone. My game saves the progress as a couple of .plist documents in the device. I have come to realize that when I install a game in my iPhone, this same game is installed in my iPad. And then it struck me: how would I manage save files? I mean, I'd like the player to be able to continue playing from where they left no matter what device are they using... without using remote servers. What have you done to address this issue?

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  • Should I use XNA (C#) or Java to create a basic game engine?

    - by Xboxking
    My project is to design and build a game engine (in just about 3 months). I've been looking at two options for this game engine, either make it with XNA (and C#) or Java. My experience with XNA/C# is zero to none, however I have been a Java programmer for around 4 years. I've had a little play around with both but I am still not sure what would be best to use (i.e. what would turn out better with my experience). XNA is obviously for making games and I would presume making a game engine would be slightly easier in this - however that said, there are numerous libraries available in Java that could be used for a game engine (such as lwjgl). What would be my best option and ideally produce the best results out of both XNA or Java? For your information, the game engine at the moment is a 2D one and is not too advanced (although I plan to extend it in the future). Thanks in advance for all answers!

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  • Collision Detection within Player/Enemy Class

    - by user1264811
    I'm making a 2D platform game. Right now I'm just working on making a very generic Player class. I'm wondering if it would be more efficient/better practice to have an ActionListener within the Player class to detect collisions with Enemy objects (also have an ActionListener) or to handle all the collisions in the main world. Furthermore, I'm thinking ahead about how I will handle collisions with the platforms themselves. I've looked into the double boolean arrays to see which tiles players can go to and which they can't. I don't understand how to use this class and the player class at the same time. Thank you.

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  • What's the difference between Pygame's Sound and Music classes?

    - by Southpaw Hare
    What are the key differences between the Sound and Music classes in Pygame? What are the limitations of each? In what situation would one use one or the other? Is there a benefit to using them in an unintuitive way such as using Sound objects to play music files or visa-versa? Are there specifically issues with channel limitations, and do one or both have the potential to be dropped from their channel unreliably? What are the risks of playing music as a Sound?

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  • How to log frame times in an existing OpenGL game? [on hold]

    - by J Collins
    I have been using FRAPS for some time to benchmark instantaneous frame rates in an OpenGL game for which I am creating maps. Until recently it had been quite reliable. Now however, the bench marking shortcut has been unresponsive and I can't explain why. Ideally I could have a logging system automatically start logging whenever the game had focus, but can't find a good tool to do so. So option a) find out how to make FRAPS reliable again or b) find a new tool. Could one of you kind folks help me? Edit: Concise questions Is there a widely recognised tool to log frame drawing times and rates for compiled applications? If the answer is universally the FRAPs tool, are there any clear cases in which logging will not or should not be expected to work?

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