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  • Can XNA Content Pipeline split one content file into several .xnb?

    - by Zeta Two
    Let's say I have an xml file which looks like this <Weapons> <Weapon> <Name>Pistol</Name> ... </Weapon> <Weapon> <Name>MachineGun</Name> ... </Weapon> </Weapons> Would it be possible to use a custom importer/writer/reader to create two files, Pistol.xnb and MachineGun.xnb which I can load individually with Content.Load()? While writing this I realized I could just import a Weapon[] list and split them up with a helper, but I'm still wondering if this is possible?

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  • Windows Phone 7 Networked Game

    - by Craig
    Im creating a multiplayer asteroids type game for the Windows Phone 7, 2 players can challenge each other over who will get the highest score. On each players phone the opponent is displayed and both go about shooting asteroids and enemies. In an assignment I have due I would like to talk about the packet design, what would be the least amount of info that I can send over the connection? Instead of constantly having to send each players position, asteroid position, bullet position and enemy position etc. Or would all that data constantly need to be sent?

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  • Touch Event Not Work With PinchZoom

    - by Siddharth
    I was implemented pinch zoom functionality for my tower of defense game. I manage different entity to display all the towers. From that entity game player select the tower and drag to the actual position where he want to plot the tower. I set the entity in HUD also, so user scroll and zoom the region, the tower become visible all the time. Basically I have created the different entity to show and hide towers only so I can manage it easily. My problem is when I have not perform the scroll and zoom the tower touch and the dragging easily done but when I zoom and scroll the scene at that time the tower touch event does not call so the player can not able to drag and drop it to actual position. So anybody please help me to come out of it.

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  • which one is the safe site to buy cheap wildstar gold?

    - by user50866
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  • What precaution should I take to hire online freelancer designers? [on hold]

    - by tomDev
    For quite some time my company is super busy with our apps, and a few days ago someone contacted me by email offering his services to help me as a graphic designer. He has a fair price, a flickr portfolio (with great stuff but not popular at all), same on Twitter. I was really considering in hiring him for some specific service, but the question is... what precaution should I take when hiring someone I have no idea who is? I can't even be sure I have his real name and his real country. How do I make a contract? How do I pay? How do I know he will not sue us after the graphics reach the App Store asking for more money? And of course, how do I know he will actually do the service and not steal from some stock service? Am I a bit paranoiac or is this a common deal with graphics designers? PS: if someone asks I can provide his flickr, but I think this is a general question and not specific for this designer.

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  • How can I derive force vectors from velocity vectors?

    - by PixelRouter
    I'm making a 2d shooter ala Geometry Wars. I've got my own simple physics at work driving the background grid and all my entities. To move anything in the world I apply a Vector2d force to it. The 'engine' calculates the resulting acceleration and therefore the velocity. I am trying to port some code I found which implements the classic 'Boids' flocking algorithm, but the code I have works by calculating the Boids' velocities directly, so If i use it as is, it bypasses my physics engine. How I can translate the velocity vectors into force vectors that I can apply to the Boids and which will result in the proper velocities via my physics engine.

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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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  • Random generation of interesting puzzle levels?

    - by monsterfarm
    I'm making a Sokoban-like game i.e. there's a grid that has some crates on it you can push and you have to get the crates on crosses to win the level (although I'm going to add some extra elements to it). Are there any general algorithms or reading material I can look at for how I could go about generating interesting (as in, not trivial to solve) levels for this style of game? I'm aware that random level generators exist for Sokoban but I'm having trouble finding the algorithm descriptions. I'm interested in making a game where the machine can generate lots of levels for me, sorted by difficulty. I'm even willing to constrain the rules of the game to make the level generation easier (e.g. I'll probably limit the grid size to about 7x7). I suspect there are some general ways to do level generation here as I've seen e.g. Traffic Jam-like games (where you have to move blocks around the free some block) with 1000s of levels where each one has a unique solution. One idea I had was to generate a random map in its final state (i.e. where all crates are on top of their crosses) and then the computer would pull (instead of push) these crates around to create a level. The nice property here is that we know the level is solvable. However, I'd need some heuristics to ensure the level was interesting.

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  • Targeting a vehicle with complex movement?

    - by e100
    Targeting a vehicle with known constant velocity is simple, and collision is guaranteed. Imprecise AI can be modeled by adding a small error factor. But how would one go about targeting a vehicle whose movements are more complex? Perhaps it's evading the AI or another game object. I've been thinking about how I'd do it myself in a FPS (in which bullets have finite speed) and think there might need to be at least couple of targeting modes based on the target's movement in the previous second or so: If it's near linear (peak acceleration in a certain range) target with the linear model If it's highly irregular (perhaps size of bounding box of recent positions could be used?) , target at an average For now I can assume 2d space, AI is stationary and projectile moves linearly.

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  • setting the position in different resolution

    - by Moaz
    I have a normal game window which is 640*480, and everything is fine, but when I try to maximize the window, the objects translate to different positions on the screen, for example If I have a circle which is drawn at the center in the normal window, when I try to maximize it, it shifts away from the center of the screen. How do I adjust it so it draws at the center in both normal window and maximized window ?

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  • (Phaser) Preload Future States in Create?

    - by Brian
    I'm a first time user of Phaser, been trying to make a simple point and click type game. I'm trying to keep things very modular, so I'm defining a list of levels (states) in a JSON, and then every level has its own JSON containing the objects within that level. However, I'm encountering an issue in that, when changing states, I get a black flash while the assets for the next state load (this happens whether I iterate through the JSON list or define everything manually). From what I've read, all sprites should be loaded in the preload stage, however, by doing this I'm causing that tiny but noticeable black pause. I know one way would be to simply load every asset at the start of the game, but that seems incredibly inefficient (wouldn't that fill up the memory immensely?). I would rather load a state's assets from the "parent" state. However, in my quick test (which maybe I did wrong) it seems that game.load doesn't work properly if done within the create stage? What is the best approach to doing this?

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  • Vectors with Circles Physics -java

    - by Joe Hearty
    This is a problem I've been having, When making a set number of filled circles at random locations on a JPanel and applying a gravity (a negative change in the y), each of the circles collide. I want them to have collision detection and push in the opposite direction using vectors but i don't know how to apply that to my scenario could someone help? public void drawballs(Graphics g){ g.setColor (Color.white); //displays circles for(int i = 0; i<xlocationofcircles.length-1; i++){ g.fillOval( (int) xlocationofcircles[i], (int) (ylocationofcircles[i]) ,16 ,16 ); ylocationofcircles[i]+=.2; //gravity if(ylocationofcircles[i] > 550) //stops gravity at bottom of screen ylocationofcircles[i]-=.2; //Check distance between circles(i think..) float distance =(xlocationofcircles[i+1]-xlocationofcircles[i]) + (ylocationofcircles[i+1]-xlocationofcircles[i]) ; if( Math.sqrt(distance) <16)

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  • C++ Parallel Asynchonous task

    - by Doodlemeat
    I am currently building a randomly generated terrain game where terrain is created automatically around the player. I am experiencing lag when the generated process is active, as I am running quite heavy tasks with post-processing and creating physics bodies. Then I came to mind using a parallel asynchronous task to do the post-processing for me. But I have no idea how I am going to do that. I have searched for C++ std::async but I believe that is not what I want. In the examples I found, a task returned something. I want the task to change objects in the main program. This is what I want: // Main program // Chunks that needs to be processed. // NOTE! These chunks are already generated, but need post-processing only! std::vector<Chunk*> unprocessedChunks; And then my task could look something like this, running like a loop constantly checking if there is chunks to process. // Asynced task if(unprocessedChunks.size() > 0) { processChunk(unprocessedChunks.pop()); } I know it's not far from easy as I wrote it, but it would be a huge help for me if you could push me at the right direction. In Java, I could type something like this: asynced_task = startAsyncTask(new PostProcessTask()); And that task would run until I do this: asynced_task.cancel();

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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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  • I need help with 2D collision response (of stacking rotating polygons, with friction and gravity, for a game)

    - by Register Sole
    Hi I am looking for suggestions on how to write a collision response for game programming purpose (so not a scientific simulation). I am dealing with 2D polygons that are rotating, and I want them to be able to stack. I also want friction and gravity. I have a detection mechanism that returns the separating axis, how long the polygons are overlapping, and up to 2 points of contact. For the response, I am currently using an impulse-based response, which main idea is: find the separating axis, length of overlap, and the point of contact (if there are two, pick a random point between to simulate averaged force. i believe there are better ways than this) separate the object (modifying their positions, taking into account of their masses. i do not separate them completely though, to keep track that they are colliding to reduce jitter) calculate normal force based on the coefficient of restitution as if there is no friction. calculate friction, as if there is no normal force. I also assume that the direction of the friction is the same throughout the collision. apply the two forces (which result in a rather inaccurate result, since each force is calculated as if the other is not present. for non-rotating bodies though, this method is exact) I am aware that this method requires the coefficient of friction to be sufficiently small due to the assumption that the direction of friction stays the same in a collision. Also, the result is visually satisfying if gravity is not present. However, when there is gravity, objects on ground jitter and drift (even with zero coefficient of restitution)! It also happens for stacking objects. Larger coefficient of restitution and gravity increase the jittering. I hope you can help me with this. Some things i would like to know more about is how to handle collision with two point of contacts (how to end up having an object sitting still on the ground?), how to reduce, and prevent if possible, jitter and drift (do people use the most accurate method possible, or is there a trick to overcome this?), and how to handle multiple objects collision (for example, in the case of stacking objects, how do I check collisions between all of them and keep them all stable at every frame so they don't jitter?). A total reformulation of my algorithm is also welcomed, as long as it works. Another thing to note is that I am not making a Physics game, so I only need a visually satisfying response (though a realistic response is preferable, if it is not performance-heavy). But surely jittering and drifting objects on flat ground are not at all acceptable. In addition, I am a Physics student, so feel free to talk about impulse and whatever needed. Finally, I'm sorry for the long post. I tried to be as concise as I can. Thank you for reading it! EDIT It seems what I didn't manage to come up all this time is to separate resting contact as a class of its own and how to solve them. Currently reading the paper suggested by Jedediah. More suggestions on the topic are welcome :) CASE CLOSED After reading various papers referenced in the paper, successfully implemented simultaneous impulse method (referring to the original paper by Erin Catto, [Catt05]). Thanks maaaan!! The paper is wonderful. The current system is visibly much better than the previous. Still haven't separated resting contact as a class of its own though, which brings me to my next question. Love you all! Haha (sorry, I'm just so happy thanks to you).

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  • How do you set the movement speed of a sprite?

    - by rphello101
    I'm using Slick 2D/Java to play around with graphics. Getting an image to move is easy: Input input = gc.getInput(); if(input.isKeyDown(sprite.up)){ sprite.y--; }else if (input.isKeyDown(sprite.down)){ sprite.y++; }else if (input.isKeyDown(sprite.left)){ sprite.x--; }else if (input.isKeyDown(sprite.right)){ sprite.x++; } However, this is called on every update, so if you hold up, the sprite moves to the edge of the screen in a few hundred milliseconds. Since coordinates are integers, I can't add less than 1 to slow the sprite down. I'm assuming I must have to implement a timer of some sort or something. Any advice?

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  • Deleting a game object

    - by Balls
    I tried doing this but it cause an access violation. void GameObjectFactory::Update() { for( std::list<GameObject*>::iterator it=gameObjectList.begin() ..... (*it)->Update(); } void Bomb::Update() { if( time == 2.0f ) { gameObjectFactory->Remove( this ); } } void GameObjectFactory::Remove( ... ) { gameObjectList.remove( ... ); } My thoughts would be to mark the object to be dead then let the factory handle it the on next frame for deletion. Is it the best and fastest way? What do you think?

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  • Rotating object around moving object/player in 2D

    - by Boston
    I am trying to implement a camera which rotates around the world around the player. I have found many solutions online to the task of rotating an object about the origin, or about an arbitrary point. The procedure seems to be to translate the point to be rotated about to the origin, perform the rotation, translate back, then draw. I have gotten this working for rotation around the origin as well as for a fixed point. Rotation of objects around the player works as well, provided the player does not move. However, if the objects are rotated around the player by some non-zero degree, if the player moves after the rotation it causes the rotated objects to move as well. I probably have done a poor job explaining this so here's an image: http://i.imgur.com/1n63iWR.gif And here's the code for the behavior: renderx = (Ox - Px)*cos(camAngle) - (Oy - Py)*sin(camAngle) + Px; rendery = (Ox - Px)*sin(camAngle) + (Oy - Py)*cos(camAngle) + Py; Where (Ox,Oy) is the actual position of the object to be rotated and (Px,Py) is the actual position of the player. Any ideas? I am using C++ with SDL2.0.

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  • Shared pointers causing weird behaviour

    - by Setzer22
    I have the following code in SFML 2.1 Class ResourceManager: shared_ptr<Sprite> ResourceManager::getSprite(string name) { shared_ptr<Texture> texture(new Texture); if(!texture->loadFromFile(resPath+spritesPath+name)) throw new NotSuchFileException(); shared_ptr<Sprite> sprite(new Sprite(*texture)); return sprite; } Main method: (I'll omit most of the irrelevant code shared_ptr<Sprite> sprite = ResourceManager::getSprite("sprite.png"); ... while(renderWindow.isOpen()) renderWindow.draw(*sprite); Oddly enough this makes my sprite render completely white, but if I do this instead: shared_ptr<Sprite> ResourceManager::getSprite(string name) { Texture* texture = new Texture; // <------- From shared pointer to pointer if(!texture->loadFromFile(resPath+spritesPath+name)) throw new NotSuchFileException(); shared_ptr<Sprite> sprite(new Sprite(*texture)); return sprite; } It works perfectly. So what's happening here? I assumed the shared pointer would work just as a pointer. Could it be that it's getting deleted? My main method is keeping a reference to it so I don't really understand what's going on here :S EDIT: I'm perfectly aware deleting the sprite won't delete the texture and this is generating a memory leak I'd have to handle, that's why I'm trying to use smart pointers on the first place...

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  • Translating multiple objects in GUI based on average position?

    - by user1423893
    I use this method to move a single object in 3D space, it accounts for a local offset based on where the cursor ray hits the widget and the center of the widget. var cursorRay = cursor.Ray; Vector3 goalPosition = translationWidget.GoalPosition; Vector3 position = cursorRay.Origin + cursorRay.Direction * grabDistance; // Constrain object movement based on selected axis switch (translationWidget.AxisSelected) { case AxisSelected.All: goalPosition = position; break; case AxisSelected.None: break; case AxisSelected.X: goalPosition.X = position.X; break; case AxisSelected.Y: goalPosition.Y = position.Y; break; case AxisSelected.Z: goalPosition.Z = position.Z; break; } translationWidget.GoalPosition = goalPosition; Vector3 p = goalPosition - translationWidget.LocalOffset; objectSelected.Position = p; I would like to move multiple objects based on the same principle and using a widget which is located at the average position of all the objects currently selected. I thought that I would have to translate each object based on their offset from the average point and then include the local offset. var cursorRay = cursor.Ray; Vector3 goalPosition = translationWidget.GoalPosition; Vector3 position = cursorRay.Origin + cursorRay.Direction * grabDistance; // Constrain object movement based on selected axis switch (translationWidget.AxisSelected) { case AxisSelected.All: goalPosition = position; break; case AxisSelected.None: break; case AxisSelected.X: goalPosition.X = position.X; break; case AxisSelected.Y: goalPosition.Y = position.Y; break; case AxisSelected.Z: goalPosition.Z = position.Z; break; } translationWidget.GoalPosition = goalPosition; Vector3 p = goalPosition - translationWidget.LocalOffset; int numSelectedObjects = objectSelectedList.Count; for (int i = 0; i < numSelectedObjects; ++i) { objectSelectedList[i].Position = (objectSelectedList[i].Position - translationWidget.Position) + p; } This doesn't work as the object starts shaking, which I think is because I haven't accounted for the new offset correctly. Where have I gone wrong?

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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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  • 3D Mesh Collision Help

    - by BlackAfricano
    I am new to XNA (I have only been working in it for a countable number of weeks) as well as to these forums (I have only made 1-2 other posts), so this may seem like a strange request, but I am wondering if anybody knows about more advanced collision in XNA. So far I have only been able to figure out BoundingSphere's which seem to be the simplest of the methods, and I was thinking of looking more into BoundingBoxes because the game I have is a 2-3D platformer. The problem I realized was that if I wanted to get any more advanced than stages in the shape of a box, I would face some immediate dilemmas. I was hoping somebody here was knowledgeable on the subject and could inform me where I could get started learning how to do something like this: https://www.youtube.com/watch?v=ekMD_Gtt8d4 Although the game in this video isn't very pretty, the mesh collision looks like what I'm looking for. I am hoping for the most complete solution, if possible.

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  • Confusing box2d forces

    - by Diken
    Hello Friends. This is my demo game screen-shoot. Here i am using three buttons. Right-bottom button is used for jump and left-bottom buttons used for move left and right. I have some questions 1) should i use linearImpuls for jump body?? 2) For move right and left which types of force i applied??? PLease tell me i am confusing to use linearImpuls, applyforce and linearVelocity. Thanks in advance

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  • sprite animation in openGL

    - by Sid
    I am facing problems on implementing sprite animation in opneGL ES. i've googled it and the only thing i am getting is the Tutorial implementing via Canvas. i know the way but i am having problems in implementing it. What i need : A sprite animation on collision detection. What i did : Collision Detection function working properly. PS : everything is working fine but i want to implement the animation in OPENGL ONLY. Canvas won't work in my case.

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  • Best way to get elapsed time in miliseconds in windows

    - by XaitormanX
    I'm trying to do it using two FILETIMEs, casting them to ULONGLONGs, substracting the ULONGLONGs, and dividing the result by 10000. But it's pretty slow, and I want to know if there is a better way to do it.I use c++ with visual studio 2008 express edition. This is what I'm using: FILETIME filetime,filetime2; GetSystemTimeAsFileTime(&filetime); Sleep(100); GetSystemTimeAsFileTime(&filetime2); ULONGLONG time1,time2; time1 = (((ULONGLONG) filetime.dwHighDateTime) << 32) + filetime.dwLowDateTime; time2 = (((ULONGLONG) filetime2.dwHighDateTime) << 32) + filetime2.dwLowDateTime; printf("ELAPSED TIME IN MS:%d",(int)((time2-time1)/10000));

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