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  • Wired : "Japanese despise western games" - how much is it true?

    - by user712092
    Wired has article that western games are seen as "bad games". Why is that? If that is true, than what do they see as bad? This article, i think, is biased towards western games: “The other day,” says Q Entertainment’s Mielke, “I was having lunch with a friend and I said, ‘Have you ever played StarCraft?’ And he said, ‘What’s StarCraft?’ Sometimes it’s just really shocking that their gaming vocabulary isn’t as extensive as it could be. I think Japanese game developers need to start playing other people’s games to open their minds, just like a writer might want to read classic literature to be inspired.” Rather than trusting such articles, I rather ask here.

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  • How can I do fast Triangle/Square vs Triangle collision detection?

    - by Ólafur Waage
    I have a game world where the objects are in a grid based environment with the following restrictions. All of the triangles are 45-90-45 triangles that are unit length. They can only rotate 90°. The squares are of unit length and can not rotate (not that it matters) I have the Square vs Square detection down and it is very very solid and very fast (max vs min on x and y values) Wondering if there are any tricks I can employ since I have these restrictions on the triangles?

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  • Colored Collision Detection

    - by tugrul büyükisik
    Several years ago, i made a fast collision detection for 2D, it was just checking a bullets front-pixel's color to check if it were to hit something. Lets say the target rgb color is (124,200,255) then it just checks for that color. After the collision detection, it paints the target with appropriate picture. So, collision detection is made in background without drawing but then painted and drawed. How can i do this in 3D? Because, a vertex is not just exist like a 2D picture's pixel. I looked at some java3D and other programs and understood that 3D world is made of objects. Not just pictures. Is there a program that truly fills the world with vertices ? But it could be needing terabytes of ram even more. Do you know an easy way to interpolate the color of a vertex in java3D or similar program? Note: for a rgb color-identifier, i can make 255*255*255 different 2D objects in background.

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  • How much to pay for artwork in an indie game?

    - by f20k
    I am an indie developer and I need some detailed artwork. How much is reasonable to pay an artist for say 20 character designs? I know it depends on the artist's skills, etc, but I am wondering what to expect so that I can budget it. Edit: Let's say cartoon-ish art (Example - not necessarily in that level of detail but that kind of cartoony-art style). No 3-d modelling - The art will be used as still images in game and for promotional reasons. I'd provide a base sprite design for them to expand on and detail. Also, some numbers would be nice - I like numbers. Even a range is helpful. Like: expect to spend $x2 ~ $x1 for top-notch and $y2 ~ $y1 for decent quality. I understand I can ask at some indie-help site but, if an artist says something like $1000 for 20 designs, I wouldn't have any idea if it's reasonable / good deal / bad idea etc.

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  • how to avoid flickering in awt [on hold]

    - by Ishanth
    import java.awt.event.*; import java.awt.*; class circle1 extends Frame implements KeyListener { public int a=300; public int b=70; public int pacx=360; public int pacy=270; public circle1() { setTitle("circle"); addKeyListener(this); repaint(); } public void paint(Graphics g) { g.fillArc (a, b, 60, 60,pacx,pacy); } public void keyPressed(KeyEvent e) { int key=e.getKeyCode(); System.out.println(key); if(key==38) { b=b-5; //move pacman up pacx=135;pacy=270; //packman mouth upside if(b==75&&a>=20||b==75&&a<=945) { b=b+5; } else { repaint(); } } else if(key==40) { b=b+5; //move pacman downside pacx=315; pacy=270; //packman mouth down if(b==645&&a>=20||b==645&&a<=940) { b=b-5; } else{ repaint(); } } else if(key==37) { a=a-5; //move pacman leftside pacx=227; pacy=270; //packman mouth left if(a==15&&b>=75||a==15&&b<=640) { a=a+5; } else { repaint(); } } else if(key==39) { a=a+5; //move pacman rightside pacx=42;pacy=270; //packman mouth right if(a==945&&a>=80||a==945&&b<=640) { a=a-5; } else { repaint(); } } } public void keyReleased(KeyEvent e){} public void keyTyped(KeyEvent e){} public static void main(String args[]) { circle1 c=new circle1(); c.setVisible(true); c.setSize(400,400); } }

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  • Gosu ruby windows no allocator for Image [on hold]

    - by user2812818
    I am trying to run the Gosu tutorial on Windows XP for ruby 1.93 It quits with `new': allocator undefined for Gosu::Image (TypeError) when trying to initialize a new Image: require 'gosu' require 'rubygems' class GameWindow < Gosu::Window def initialize super(640, 480, false) self.caption = "Gosu Tutorial Game" @background_image = Gosu::Image.new(self, "/media/123.bmp", true) end end I made sure the image is there and is png/bmp. I know it is something simple, maybe to do with the DLL's required? just not sure what.... thanks sgv

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  • C to C++ Conversion [closed]

    - by Annalyne
    Can someone convert this code to C++, pretty please? :( #include <stdio.h> #include <stdlib.h> #include <time.h> #define WEAPON_ROPE 10 #define WEAPON_REVOLVER 20 #define WEAPON_LEADPIPE 30 #define WEAPON_CANDLESTICK 40 #define WEAPON_KNIFE 50 #define WEAPON_WRENCH 60 #define PEOPLE_MRGREEN 100 #define PEOPLE_MSSCARLET 200 #define PEOPLE_CONLMUSTARD 300 #define PEOPLE_PROFPLUM 400 #define PEOPLE_MISPEACOCK 500 #define PEOPLE_MISWHITE 600 #define PLACE_KITCHEN 1 #define PLACE_HALL 2 #define PLACE_POOLROOM 3 #define PLACE_STUDY 4 #define PLACE_LOUNG 5 #define PLACE_LIBRARY 6 #define PLACE_CONSERVATORY 7 #define PLACE_DINING 8 #define PLACE_BILLIARDS 9 int main() { int die = 0; int players[6][9] = {{0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}}; int allCards[] = {WEAPON_ROPE, WEAPON_REVOLVER, WEAPON_LEADPIPE, WEAPON_CANDLESTICK, WEAPON_CANDLESTICK, WEAPON_KNIFE, WEAPON_WRENCH, PEOPLE_MRGREEN, PEOPLE_MSSCARLET, PEOPLE_CONLMUSTARD, PEOPLE_CONLMUSTARD, PEOPLE_PROFPLUM, PEOPLE_MISPEACOCK, PEOPLE_MISWHITE, PLACE_KITCHEN, PLACE_HALL, PLACE_POOLROOM, PLACE_STUDY, PLACE_LOUNG, PLACE_LIBRARY, PLACE_CONSERVATORY, PLACE_DINING, PLACE_BILLIARDS}; int deckSize = 23; // number of cards in allCards array int count; for (count = 0; count < deckSize; ++count) { printf(", %d", allCards[count]); } // End for // These three array's are so you can put a card back, if need be... int weaponCards[] = {WEAPON_ROPE, WEAPON_REVOLVER, WEAPON_LEADPIPE, WEAPON_CANDLESTICK, WEAPON_CANDLESTICK, WEAPON_KNIFE, WEAPON_WRENCH}; int weaponDeckSize = 7; int peopleCards[] = {PEOPLE_MRGREEN, PEOPLE_MSSCARLET, PEOPLE_CONLMUSTARD, PEOPLE_CONLMUSTARD, PEOPLE_PROFPLUM, PEOPLE_MISPEACOCK, PEOPLE_MISWHITE}; int peopleDeckSize = 7; int placeCards[] = {PLACE_KITCHEN, PLACE_HALL, PLACE_POOLROOM, PLACE_STUDY, PLACE_LOUNG, PLACE_LIBRARY, PLACE_CONSERVATORY, PLACE_DINING, PLACE_BILLIARDS}; int placeDeckSize = 9; srand(clock()); // seed rand() using clock() which gives // the current tick your processor is at... int killer[3]; // no need to initialize yet. killer[0-2] will initialize int deckShuffle = rand() % weaponDeckSize; // picks one number out of the deck killer[0] = weaponCards[deckShuffle]; allCards[deckShuffle] = 0; // Card drawn. No longer exists in deck deckShuffle = rand() % peopleDeckSize; // picks another random card out of the deck killer[1] = peopleCards[deckShuffle]; allCards[deckShuffle + weaponDeckSize] = 0; // Card drawn. No longer exists in deck deckShuffle = rand() % placeDeckSize; // randomly picks the last card needed killer[2] = placeCards[deckShuffle]; allCards[deckShuffle + weaponDeckSize + peopleDeckSize] = 0; // Card drawn. No longer exists in deck int numberOfCards = 0; printf("CLUE\n"); printf("written by John Schintone\n"); printf("Origonal game delvoped by Hasbro\n"); int numberOfPlayers = 0; while ((numberOfPlayers < 3) || (numberOfPlayers > 6)) { printf("How many players are Going to play :\n"); printf("[number] > "); scanf("%d",&numberOfPlayers); // A very fast if statement which only uses integers/char's switch(numberOfPlayers) { case 6: { numberOfCards = 3; } break; case 5: { numberOfCards = 4; } break; case 4: { numberOfCards = 5; } break; case 3: { numberOfCards = 6; } break; default: { printf("You must enter a number between 3 and 6...\n"); } // End default } // End switch } // End while int index1, index2; // Note: ++index1; is faster than index1++; and will almost always // produce better code (index1++ happens after this statement line. // ++index1 increments index1 before this statement line) for (index1 = 0; index1 < numberOfPlayers; ++index1) { printf("Player %d", index1); for (index2 = 0; index2 < numberOfCards; ++index2) { // Remember that allCards[deckShuffle] == 0 because we removed that // card ages ago... works out well, just don't forget you did that : ) while (allCards[deckShuffle] == 0) { deckShuffle = rand() % deckSize; } // End while players[index1][index2] = allCards[deckShuffle]; allCards[deckShuffle] = 0; // Card removed for after loop... printf(", %d", players[index1][index2]); switch(players[index1][index2]) { case WEAPON_ROPE: { } break; // Add more... case PEOPLE_MRGREEN: { } break; // Add more... case PLACE_KITCHEN: { } break; // Add more... default: { printf("Program has caught player %d cheating...", index1); } // End default } // End switch } // End for printf("\n"); } // End for printf("The killer is %d, with the %d, and in the %d \n\n", killer[0], killer[1], killer[2]); printf("Type h for this help... \n"); printf("Type e to escape... \n"); printf("Type r to roll the die... \n"); char command = '\0'; // \0 represents zero, or the null character while (command != 'e') { printf("[one character] > "); scanf("%c", &command); if (command == 'r') { die = rand() % 6 + 1; printf("Your number is: %d \n", die); } // end while if (command == 'h') { printf("Type h for this help... \n"); printf("Type e to escape... \n"); printf("Type r to roll the die... \n"); } // End if printf("\n"); } // End while return(0); // Success. Program worked ok } // End main() Function

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  • Cocos2d: Adding a CCSequence to a CCArray

    - by Axort
    I have a problem with an action performed by a sprite. I have one CCSequence in a CCArray and I have an scheduled method (is called every 5 seconds) that make the sprite run the action. The action is performed correctly only the first time (the first 5 seconds), after that, the action do whatever it wants lol. Here is the code: In .h - @interface PowerUpLayer : CCLayer { PowerUp *powerUp; CCArray *trajectories; } @property (nonatomic, retain) CCArray *trajectories; In .mm - @implementation PowerUpLayer @synthesize trajectories; -(id)init { if((self = [super init])) { [self createTrajectories]; self.isTouchEnabled = YES; [self schedule:@selector(spawn:) interval:5]; } return self; } -(void)createTrajectories { self.trajectories = [CCArray arrayWithCapacity:1]; //Wave trajectory ccBezierConfig firstWave, secondWave; firstWave.controlPoint_1 = CGPointMake([[CCDirector sharedDirector] winSize].width + 30, [[CCDirector sharedDirector] winSize].height / 2);//powerUp.sprite.position.x, powerUp.sprite.position.y); firstWave.controlPoint_2 = CGPointMake([[CCDirector sharedDirector] winSize].width - ([[CCDirector sharedDirector] winSize].width / 4), 0); firstWave.endPosition = CGPointMake([[CCDirector sharedDirector] winSize].width / 2, [[CCDirector sharedDirector] winSize].height / 2); secondWave.controlPoint_1 = CGPointMake([[CCDirector sharedDirector] winSize].width / 2, [[CCDirector sharedDirector] winSize].height / 2); secondWave.controlPoint_2 = CGPointMake([[CCDirector sharedDirector] winSize].width / 4, [[CCDirector sharedDirector] winSize].height); secondWave.endPosition = CGPointMake(-30, [[CCDirector sharedDirector] winSize].height / 2); id bezierWave1 = [CCBezierTo actionWithDuration:1 bezier:firstWave]; id bezierWave2 = [CCBezierTo actionWithDuration:1 bezier:secondWave]; id waveTrajectory = [CCSequence actions:bezierWave1, bezierWave2, [CCCallFuncN actionWithTarget:self selector:@selector(setInvisible:)], nil]; [self.trajectories addObject:waveTrajectory]; //[powerUp.sprite runAction:bezierForward]; // [CCMoveBy actionWithDuration:3 position:CGPointMake(-[[CCDirector sharedDirector] winSize].width - powerUp.sprite.contentSize.width, 0)] //[powerUp.sprite runAction:[CCSequence actions:bezierWave1, bezierWave2, [CCCallFuncN actionWithTarget:self selector:@selector(setInvisible:)], nil]]; } -(void)setInvisible:(id)sender { if(powerUp != nil) { [self removeChild:sender cleanup:YES]; powerUp = nil; } } This is the scheduled method: -(void)spawn:(ccTime)dt { if(powerUp == nil) { powerUp = [[PowerUp alloc] initWithType:0]; powerUp.sprite.position = CGPointMake([[CCDirector sharedDirector] winSize].width + powerUp.sprite.contentSize.width, [[CCDirector sharedDirector] winSize].height / 2); [self addChild:powerUp.sprite z:-1]; [powerUp.sprite runAction:((CCSequence *)[self.trajectories objectAtIndex:0])]; } } I don't know what is happening; I never modify the content of the CCSequence after the first time. Thanks!

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  • Turn-Based RPG Battle Instance Layout For Larger Groups

    - by SoulBeaver
    What a title, eh? I'm currently designing a videogame; a turn-based RPG like Final Fantasy (because everybody knows Final Fantasy). It's a 2D sprite game. These are my ideas for combat: -The player has a group of 15 members (main character included) -During battle, five of the group are designated as active, and appear in the battle. -These five may be switched out at leisure, or when one of the five die. -At any time, the Waiting members can cast buffs, be healed by the active members, or perform special attacks. -Battles should contain 10+ monsters at least. I'm aiming for 20, but I'm not sure if that's possible yet. -Battles should feel larger than normal due to the interaction of Waiting members, active members and the increased amount of monsters per battle. -The player has two rows in which to put the Active members: front and back. -Depending on the implementation, I might allow comboing of player attacks and skills. These are just design ideas, so beware! I have not been able to test this out yet- I have no idea yet if any of these ideas bunched together will make for a compelling game. What sounds good on paper doesn't necessarily have to be good in practice! What I'm asking now is how to create the layout for this. My starting point are the battles in Final Fantasy VI, with up to 5-6 monsters on the left and the characters on the right- monsters on both sides if it's a pincer attack. However, this view would not work feasible with my goal of 20 monsters and 5 characters. All the monsters on the left would appear cluttered unless I scale them far far back. If I create a pincer-like map, then there would be no real pincer-attack possible. If I space the monsters out I force the player to scroll the screen- a game mechanic I've come across and not enjoyed imho. My question is: does anybody have any layouts or guides for designing battle maps in turn-based RPGs, especially with a larger number of enemies taken into consideration? How should it look? I am not asking for specific combat mechanics, just the layout for the moment.

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  • Best way to go for simple online multi-player games?

    - by Mr_CryptoPrime
    I want to create a trivia game for my website. The graphic design does not have to be too fancy, probably no more advanced than a typical flash game. It needs to be secure because I want users to be able to play for real money. It also needs to run fast so users don't spend their time frustrated with game freezing. Compatibility, as with almost all online products, is key because of the large target market. I am most acquainted with Java programming, but I don't want to do it in Java if there is something much better. I am assuming I will have to utilize a variety of different languages in order for everything to come together. If someone could point out the main structure of everything so I could get a good start that would be great! 1) Language choice for simple secure online multiplayer games? 2) Perhaps use a database like MySQL, stored on a secure server for the trivia questions? 3) Free educational resources and even simpler projects to practice? Any ideas or suggestions would be helpful...Thanks!

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  • Cutting out smaller rectangles from a larger rectangle

    - by Mauro Destro
    The world is initially a rectangle. The player can move on the world border and then "cut" the world via orthogonal paths (not oblique). When the player reaches the border again I have a list of path segments they just made. I'm trying to calculate and compare the two areas created by the path cut and select the smaller one to remove it from world. After the first iteration, the world is no longer a rectangle and player must move on border of this new shape. How can I do this? Is it possible to have a non rectangular path? How can I move the player character only on path? EDIT Here you see an example of what I'm trying to achieve: Initial screen layout. Character moves inside the world and than reaches the border again. Segment of the border present in the smaller area is deleted and last path becomes part of the world border. Character moves again inside the world. Segments of border present in the smaller area are deleted etc.

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  • Trying to create a sphere in UDK on which I can stand

    - by Dave
    Trying to build a globe in UDK, but when I do (create a sphere), my player falls straight through it. How do I make a sphere that I can walk on? Every other shape (cube, cone...etc) work just fine. -- Edit: Specifically, I want to build a CSG/Brush sphere, not a mesh sphere. It appears to work just fine if I set the "sphere exptrapolation" to 1 or 2, but if I bump it up to 3 or higher, I fall right through. I literally created 2 spheres next to each other, one set at "2" and one at "3" - I can walk from the top of the "2" sphere and jump onto the "3" sphere, but I fall right through it.

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  • problems texture mapping in modern OpenGL 3.3 using GLSL #version 150

    - by RubyKing
    Hi all I'm trying to do texture mapping using Modern OpenGL and GLSL 150. The problem is the texture shows but has this weird flicker I can show a video here http://www.youtube.com/watch?v=xbzw_LMxlHw and I have everything setup best I can have my texcords in my vertex array sent up to opengl I have my fragment color set to the texture values and texel values I have my vertex sending the textures cords to texture cordinates to be used in the fragment shader I have my ins and outs setup and I still don't know what I'm missing that could be causing that flicker. here is my code FRAGMENT SHADER #version 150 uniform sampler2D texture; in vec2 texture_coord; varying vec3 texture_coordinate; void main(void){ gl_FragColor = texture(texture, texture_coord); } VERTEX SHADER #version 150 in vec4 position; out vec2 texture_coordinate; out vec2 texture_coord; uniform vec3 translations; void main() { texture_coord = (texture_coordinate); gl_Position = vec4(position.xyz + translations.xyz, 1.0); } Last bit here is my vertex array with texture cordinates GLfloat vVerts[] = { 0.5f, 0.5f, 0.0f, 0.0f, 1.0f , 0.0f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f}; //tex x and y HERE IS THE ACTUAL FULL SOURCE CODE if you need to see all the code in its fullest glory here is a link to every file http://ideone.com/7kQN3 thank you for your help

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  • Making a startscreen for an HTML5 game?

    - by hustlerinc
    How would I make a start screen for a game using HTML5 canvas? I'm not looking for something advanced, just the new game button and highscore link etc. The question might be stupid, but I've never done anything similar, and the tutorials out there don't cover the subject. Is it enough to just make a fillText with an onclick function? Is there a way to find out the size of the text? Help appreciated.

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  • How to use music in a simple game?

    - by Aerovistae
    It's like this: I've got this very simple game in mind, and I happen to be lucky enough to know this guy at my college who is the best musician I've ever met in person who wasn't already on a stage. He writes these beautiful songs on piano, just meandering and mysterious. They'd add so much as background music. But here's my dilemma: say I record a 5 minute long song from him. How do I use it? Do I set it playing, and then make it start over as soon as it ends? Do I leave a 5 minute period of silence and then start it over again? Or do I find other music and just have continuous music playing? What do other people usually do for this sort of thing?

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  • Box2D Difference Between WorldCenter and Position

    - by Free Lancer
    So this problem has been brothering for a couple of days now. First off, what is the difference between say Body.getWorldCenter() and Body.getPosition(). I heard that WorldCenter might have to do with the center of gravity or something. Second, When I create a Box2D Body for a sprite the Body is always at the lower left corner. I check it by printing a Rectangle of 1 pixel around the box.getWorldCenter(). From what I understand the Body should be in the center of the Sprite and its bounding box should wrap around the Sprite, correct? Here's an image of what I mean (The Sprite is Red, Body Blue): Here's some code: Body Creator: public static Body createBoxBody( final World pPhysicsWorld, final BodyType pBodyType, final FixtureDef pFixtureDef, Sprite pSprite ) { float pRotation = 0; float pCenterX = pSprite.getX() + pSprite.getWidth() / 2; float pCenterY = pSprite.getY() + pSprite.getHeight() / 2; float pWidth = pSprite.getWidth(); float pHeight = pSprite.getHeight(); final BodyDef boxBodyDef = new BodyDef(); boxBodyDef.type = pBodyType; //boxBodyDef.position.x = pCenterX / Constants.PIXEL_METER_RATIO; //boxBodyDef.position.y = pCenterY / Constants.PIXEL_METER_RATIO; boxBodyDef.position.x = pSprite.getX() / Constants.PIXEL_METER_RATIO; boxBodyDef.position.y = pSprite.getY() / Constants.PIXEL_METER_RATIO; Vector2 v = new Vector2( boxBodyDef.position.x * Constants.PIXEL_METER_RATIO, boxBodyDef.position.y * Constants.PIXEL_METER_RATIO ); Gdx.app.log("@Physics", "createBoxBody():: Box Position: " + v); // Temporary Box shape of the Body final PolygonShape boxPoly = new PolygonShape(); final float halfWidth = pWidth * 0.5f / Constants.PIXEL_METER_RATIO; final float halfHeight = pHeight * 0.5f / Constants.PIXEL_METER_RATIO; boxPoly.setAsBox( halfWidth, halfHeight ); // set the anchor point to be the center of the sprite pFixtureDef.shape = boxPoly; final Body boxBody = pPhysicsWorld.createBody(boxBodyDef); Gdx.app.log("@Physics", "createBoxBody():: Box Center: " + boxBody.getPosition().mul(Constants.PIXEL_METER_RATIO)); boxBody.createFixture(pFixtureDef); boxBody.setTransform( boxBody.getWorldCenter(), MathUtils.degreesToRadians * pRotation ); boxPoly.dispose(); return boxBody; } Making the Sprite: public Car( Texture texture, float pX, float pY, World world ) { super( "Car" ); mSprite = new Sprite( texture ); mSprite.setSize( mSprite.getWidth() / 6, mSprite.getHeight() / 6 ); mSprite.setPosition( pX, pY ); mSprite.setOrigin( mSprite.getWidth()/2, mSprite.getHeight()/2); FixtureDef carFixtureDef = new FixtureDef(); // Set the Fixture's properties, like friction, using the car's shape carFixtureDef.restitution = 1f; carFixtureDef.friction = 1f; carFixtureDef.density = 1f; // needed to rotate body using applyTorque mBody = Physics.createBoxBody( world, BodyDef.BodyType.DynamicBody, carFixtureDef, mSprite ); }

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  • I Need Help With A Game (Well The API)! [closed]

    - by user1758938
    I'm not "sure" which API (or language) I should use for a little 3D FPS game I'm gonna make although I don't have helpers lol. Anyway I'm ok with Java, C# and C++ but I need a good setup (easy to use) with the tools I need to make the game. I tried things like XNA but I want to check other options first because I don't like how it makes a installer and stuff, it's really annoying. I Need A API That Can Do These Things: 3D Rendering Input Sound And If It's Not Too Much To Ask Some Cool Shaders, Dynamic Lighting And A 3D Sound System Im "Ok" If I Have To Use Multiple APIs To Do This But Please Help Me!

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  • HTML5 game programming style

    - by fnx
    I am currently trying learn javascript in form of HTML5 games. Stuff that I've done so far isn't too fancy since I'm still a beginner. My biggest concern so far has been that I don't really know what is the best way to code since I don't know the pros and cons of different methods, nor I've found any good explanations about them. So far I've been using the worst (and propably easiest) method of all (I think) since I'm just starting out, for example like this: var canvas = document.getElementById("canvas"); var ctx = canvas.getContext("2d"); var width = 640; var height = 480; var player = new Player("pic.png", 100, 100, ...); also some other global vars... function Player(imgSrc, x, y, ...) { this.sprite = new Image(); this.sprite.src = imgSrc; this.x = x; this.y = y; ... } Player.prototype.update = function() { // blah blah... } Player.prototype.draw = function() { // yada yada... } function GameLoop() { player.update(); player.draw(); setTimeout(GameLoop, 1000/60); } However, I've seen a few examples on the internet that look interesting, but I don't know how to properly code in these styles, nor do I know if there are names for them. These might not be the best examples but hopefully you'll get the point: 1: Game = { variables: { width: 640, height: 480, stuff: value }, init: function(args) { // some stuff here }, update: function(args) { // some stuff here }, draw: function(args) { // some stuff here }, }; // from http://codeincomplete.com/posts/2011/5/14/javascript_pong/ 2: function Game() { this.Initialize = function () { } this.LoadContent = function () { this.GameLoop = setInterval(this.RunGameLoop, this.DrawInterval); } this.RunGameLoop = function (game) { this.Update(); this.Draw(); } this.Update = function () { // update } this.Draw = function () { // draw game frame } } // from http://www.felinesoft.com/blog/index.php/2010/09/accelerated-game-programming-with-html5-and-canvas/ 3: var engine = {}; engine.canvas = document.getElementById('canvas'); engine.ctx = engine.canvas.getContext('2d'); engine.map = {}; engine.map.draw = function() { // draw map } engine.player = {}; engine.player.draw = function() { // draw player } // from http://that-guy.net/articles/ So I guess my questions are: Which is most CPU efficient, is there any difference between these styles at runtime? Which one allows for easy expandability? Which one is the most safe, or at least harder to hack? Are there any good websites where stuff like this is explained? or... Does it all come to just personal preferance? :)

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  • Edge flicker when moving Camera (2D)

    - by Matthias Reisner
    I have a Orthographic camera. I have a fixed landscape texture and a texture for a moveable object. If the object moves to the right the camera will also move with the object. When I also draw an score text that should have fixed position on the screen, that score text position will be update too if the camera's position gets updated so that it looks like that it is fixed on the screen. But if I do that, I have some edge flickering at the text object. I'am using SpriteBatch! Is there another approach to implement a fixed positioned object on the screen?

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  • Nice function for "rolling score up"?

    - by bobobobo
    I'm adding to the player's score, and I'm using a per-frame formula like: int score, displayedScore ;// score is ACTUAL score player has, // displayedScore is what is shown this frame to the player // (the creeping/"rolling" number) float disparity = score - displayedScore ; int d = disparity * .1f ; // add 1/10 of the difference, if( !d ) d = signum( disparity ) ; // last 10 go by 1's score += d ; Where inline int signum( float val ){ if( val > 0 ) return 1 ; else if( val < 0 ) return -1 ; else return 0 ; } So, it kind of works where it makes big changes rapidly, then it creeps in the last few one at a time. But I'm looking for better (or possibly well known?) score-creeping functions. Any one?

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  • Objects disappear when zoomed out in Unity

    - by Starkers
    Ignore the palm trees here. I have some oak-like trees when I'm zoomed in: They disappear when I zoom out: Is this normal? Is this something to do with draw distance? How can I change this so my trees don't disappear? The reason I ask is because my installation had a weird terrain glitch. If this isn't normal I'm going to reinstall right away because I'm always thinking 'is that a feature? Or a glitch'?

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  • Rotating 2D Object

    - by Vico Pelaez
    Well I am trying to learn openGL and want to make a triangle move one unit (0.1) everytime I press one of the keyboard arrows. However i want the triangle to turn first pointing the direction where i will move one unit. So if my triangle is pointing up and I press right the it should point right first and then move one unit in the x axis. I have implemented the code to move the object one unit in any direction, however I can not get it to turn pointing to the direction it is going. The initial position of the Triangle is pointing up. #define LENGTH 0.05 float posX = -0.5, posY = -0.5, posZ = 0; float inX = 0.0 ,inY = 0.0 ,inZ = 0.0; // what values???? void rect(){ glMatrixMode(GL_PROJECTION); glLoadIdentity(); glPushMatrix(); glTranslatef(posX,posY,posZ); glRotatef(rotate, inX, inY, inZ); glBegin(GL_TRIANGLES); glColor3f(0.0, 0.0, 1.0); glVertex2f(-LENGTH,-LENGTH); glVertex2f(LENGTH-LENGTH, LENGTH); glVertex2f(LENGTH, -LENGTH); glEnd(); glPopMatrix(); } void display(){ //Clear Window glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); rect(); glFlush(); } void init(){ glClearColor(0.0, 0.0, 0.0, 0.0); glColor3f(1.0, 1.0, 1.0); } float move_unit = 0.01; bool change = false; void keyboardown(int key, int x, int y) { switch (key){ case GLUT_KEY_UP: if(rotate = 0) posY += move_unit; else{ inX = 1.0; rotate = 0; } break; case GLUT_KEY_RIGHT: if(rotate = -90) posX += move_unit; else{ inX = 1.0; // is this value ok?? rotate -= 90; } break; case GLUT_KEY_LEFT: if(rotate = 90) posX -= move_unit; else{ inX = 1.0; // is this value ok??? rotate += 90; } break; case GLUT_KEY_DOWN: if(rotate = 180) posY -= move_unit; else{ inX = 1.0; rotate += 180; } break; case 27: // Escape button exit(0); break; default: break; } glutPostRedisplay(); } int main(int argc, char** argv){ glutInit(&argc, argv); glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB); glutInitWindowSize(500,500); glutInitWindowPosition(0, 0); glutCreateWindow("Triangle turn"); glutSpecialFunc(keyboardown); glutDisplayFunc(display); init(); glutMainLoop()

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  • Save Zone Implementation in Asteroids

    - by Moaz
    I would like to implement a safe zone for asteroids so that when the ship gets destroyed, it shouldn't be there unless it is safe from other asteroids. I tried to check the distance between each asteroid and the ship, and if it is above threshold, it sets a flag to the ship that's a safe zone, but sometimes it work and sometimes it doesn't for (list<Asteroid>::iterator itr_astroid = asteroids.begin(); itr_astroid!=asteroids.end(); ) { if(currentShip.m_state == Ship::Ship_Dead) { float distance = itr_astroid->getCenter().distance(Vec2f(getWindowWidth()/2,getWindowHeight()/2)); if( distance>200) { currentShip.m_saveField = true; break; } else { currentShip.m_saveField = false; itr_astroid++; } } else { itr_astroid++; } }

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  • Some help understanding and modifying a 2D shader

    - by electroflame
    I have a similar question as the one posed here, except that I don't wish to use a 1D Color Palette. I simply wish to have it display 1 color of my choosing (red, for example). I plan to use this as a "shield" effect for a 2D ship. I also wish to understand how it works a little bit better, as I'll be the first to admit that shaders in general are not my strongest suit. I'm not asking for an overview of HLSL (as that is too broad of a subject), just an explanation of how this shader works, and the best way to implement it in a 2D game. Code examples would be ideal (even if they are theoretical) but if the answer is explained well enough, I might be able to manage with plain old text. This is also in XNA 4.0. Thanks in advance.

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  • Looking for a royalty free sci-fi sounding song thats 1:00+ long, and costs <= $5

    - by CyanPrime
    I'm looking for a royalty free sci-fi sounding song thats 1:00+ long, and costs less then, or is $5 usd. I want to have a nice BGM for my engine demo I'm going to release for a game I'm planing on having go commercial. I don't want to spend too much money on it, so my limit is $5 usd. I want it to be at least a 1:00 in length. Where should I look? Or even better, do you have a link to a song that meets the criteria?

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