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  • Are there any good html 5 mmo design tutorials? [on hold]

    - by Dwight Spencer
    Hey all. I got a rather inspired after playing gaia online's zOMG and wanted to revive an old project idea I've had laying around for a few years now. I'm looking to work with html5 (ie canvas, svg based sprites, & WebGL) to build a graphical web based MUD/MMO. Obviously, this is a new take on an old idea and after searching google I haven't really turned up many good resources. But does anyone have any tutorials or other resources to point me in the right direction?

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  • how to stop the array of sprite in cocos2d?

    - by prakash s
    I am devoloping the bubble shooter game in cocos2d how to stop the sprite movement at the center of the game scene in my game bec i want to shoot the bubble after stopping the movenent at certain position here is my code -(void)addTarget { CGSize winSize = [[CCDirector sharedDirector] winSize]; NSMutableArray * movableSprites = [[NSMutableArray alloc] init]; NSArray *images = [NSArray arrayWithObjects:@"1.png", @"2.png", @"3.png", @"4.png",@"5.png", @"6.png", @"7.png",@"8.png" ,nil]; for(int i = 0; i < images.count; ++i) { int index = (arc4random() % 8)+1; NSString *image = [NSString stringWithFormat:@"%d.png", index]; CCSprite*target = [CCSprite spriteWithFile:image]; // generate random number based on size of array (array size is larger than 10) float offsetFraction = ((float)(i+1))/(images.count+1); //target.position = ccp(winSize.width*offsetFraction, winSize.height/2); target.position = ccp(350*offsetFraction, 460); [self addChild:target]; [movableSprites addObject:target]; id actionMove = [CCMoveTo actionWithDuration:10 position:ccp(350*offsetFraction, 100)]; id actionMoveDone = [CCCallFuncN actionWithTarget:self selector:@selector(spriteMoveFinished:)]; [target runAction:[CCSequence actions:actionMove, actionMoveDone, nil]]; } here bubbles are moving from top to bottom but after 5 rows my bubble movement should be stop so please help me to get that logic

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  • Box2d world width and height ratio with screen width and height

    - by Sujith
    I have view, for example GameView which extends SurfaceView . I have integrated Box2D physics in GameView. I have two widths , GameView width, height and Box2D physics world width ,height. I need to get the position of box2d world with the GameView co-ordinates. For example, Total width of screen = 240 Total height of screen = 320 Screen points needed to be mapped onto box2d co-ordinates (x,y) = 127, 139 For this i need to get the max width and height of the Box2d physics world. Is there is any way to get the max width and height of Box2d world. or Can i limit the width and height of box2d world within the screen resolution.

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  • Saving a list of points into a text file

    - by dylanisawesome1
    I recently posted a question about this, but was not really sure where to go. I've gotten some progress, and have generated some simple noise here: http://pastie.org/5408655 That works well enough for me, but I would really like to be able to save the points into an ascii text file. currently it's formatted so that something like this: http://pastie.org/5409311 would create a square. I need to save in this format with the points(and lines connecting them) generated in the method above. Essentially, I need to write the array of points created in the first example to a text file formatted like the second example.

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  • how to add water effect to an image

    - by brainydexter
    This is what I am trying to achieve: A given image would occupy say 3/4th height of the screen. The remaining 1/4th area would be a reflection of it with some waves (water effect) on it. I'm not sure how to do this. But here's my approach: render the given texture to another texture called mirror texture (maybe FBOs can help me?) invert mirror texture (scale it by -1 along Y) render mirror texture at height = 3/4 of the screen add some sense of noise to it OR using pixel shader and time, put pixel.z = sin(time) to make it wavy (Tech: C++/OpenGL/glsl) Is my approach correct ? Is there a better way to do this ? Also, can someone please recommend me if using FrameBuffer Objects would be the right thing here ? Thanks

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  • How to design a leaderboard?

    - by PeterK
    This sounds like an easy thing but when i considering the following Many players Some have played many games and some just started Different type of statistics ...on what information should the actual ranking be based on. I am planning to display the board in a UITableView so there is limited space available per player. However, I am not bound to the UITableView if there is a better solution. This is a quiz game and the information i am currently capturing per player is: #games played totally #games played per game type (current version have only one game type) #questions answered #correct answers Maybe i should include additional information. I have been thinking about having a leaderboard property page where the player can decide on what basis the leaderboard should display information but would like to avoid the complexity in that. However, if that is needed i will do it. Anyone that can give me some advice on how to design the presentation of this would be highly appreciated?

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  • Efficiency concerning thread granularity

    - by MaelmDev
    Lately, I've been thinking of ways to use multithreading to improve the speed of different parts of a game engine. What confuses me is the appropriate granularity of threads, especially when dealing with single-instruction-multiple-data (SIMD) tasks. Let's use line-of-sight detection as an example. Each AI actor must be able to detect objects of interest around them and mark them. There are three basic ways to go about this with multithreading: Don't use threading at all. Create a thread for each actor. Create a thread for each actor-object combination. Option 1 is obviously going to be the least efficient method. However, choosing between the next two options is more difficult. Only using one thread per actor is still running through every object in series instead of in parallel. However, are CPU's able to create and join threads in the granularity posed in Option 3 efficiently? It seems like that many calls to the OS could be really slow, and varying enormously between different hardware.

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  • circle - rectangle collision in 2D, most efficient way

    - by john smith
    Suppose I have a circle intersecting a rectangle, what is ideally the least cpu intensive way between the two? method A calculate rectangle boundaries loop through all points of the circle and, for each of those, check if inside the rect. method B calculate rectangle boundaries check where the center of the circle is, compared to the rectangle make 9 switch/case statements for the following positions: top, bottom, left, right top left, top right, bottom left, bottom right inside rectangle check only one distance using the circle's radius depending on where the circle happens t be. I know there are other ways that are definitely better than these two, and if could point me a link to them, would be great but, exactly between those two, which one would you consider to be better, regarding both performance and quality/precision? Thanks in advance.

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  • Setting the values of a struct array from JS to GLSL

    - by mikidelux
    I've been trying to make a structure that will contain all the lights of my WebGL app, and I'm having troubles setting up it's values from JS. The structure is as follows: struct Light { vec4 position; vec4 ambient; vec4 diffuse; vec4 specular; vec3 spotDirection; float spotCutOff; float constantAttenuation; float linearAttenuation; float quadraticAttenuation; float spotExponent; float spotLightCosCutOff; }; uniform Light lights[numLights]; After testing LOTS of things I made it work but I'm not happy with the code I wrote: program.uniform.lights = []; program.uniform.lights.push({ position: "", diffuse: "", specular: "", ambient: "", spotDirection: "", spotCutOff: "", constantAttenuation: "", linearAttenuation: "", quadraticAttenuation: "", spotExponent: "", spotLightCosCutOff: "" }); program.uniform.lights[0].position = gl.getUniformLocation(program, "lights[0].position"); program.uniform.lights[0].diffuse = gl.getUniformLocation(program, "lights[0].diffuse"); program.uniform.lights[0].specular = gl.getUniformLocation(program, "lights[0].specular"); program.uniform.lights[0].ambient = gl.getUniformLocation(program, "lights[0].ambient"); ... and so on I'm sorry for making you look at this code, I know it's horrible but I can't find a better way. Is there a standard or recommended way of doing this properly? Can anyone enlighten me?

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  • What can make a peaceful game successful?

    - by Miro
    Today, the most successful games are action games like FPS, RPG, MMORPG... I'd like to make peaceful game, but I don't know how to attract people. I can make good graphics, but that's not the main thing that makes people like game more that couple of minutes. The content is important. In game styles mentioned in beginning are main content fight, kill others, make from yourself predator/the most powerful creature/player in the game. But what content can attract people in peaceful game?

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  • Accelerating 2d object collision with other objects [on hold]

    - by Silent Cave
    Making my very first attempt at game programming with SDL/OpenGL. So I made an object Actor witch can move in all four sides with acceleration. And there are bunch of other rectangles to collide to. the image Movement and collision detection alghorythms work just fine by itself, but when combined to prevent the green rectangle from crossing black rectangles, it gives me a kind of funny resault. Let me show you the code first: from Actor.h class Actor{ public: SDL_Rect * dim; alphaColor * col; float speed; float xlGrav, xrGrav, yuGrav, ydGrav; float acceleration; bool left,right,up,down; Actor(SDL_Rect * dim,alphaColor * col, float speed, float acceleration); bool colides(const SDL_Rect & rect); bool check_for_collisions(const std::vector<SDL_Rect*> & gameObjects ); }; from actor.cpp bool Actor::colides(const SDL_Rect & rect){ if (dim->x + dim->w < rect.x) return false; if (dim->x > rect.x + rect.w) return false; if (dim->y + dim->h < rect.y) return false; if (dim->y > rect.y + rect.h) return false; return true; } movement logic from main.cpp if (actor->left){ if(actor->xlGrav < actor->speed){ actor->xlGrav += actor->speed*actor->acceleration; }else actor->xlGrav = actor->speed; actor->dim->x -= actor->xlGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->x += actor->xlGrav; actor->xlGrav = 0; } } if (!actor->left){ if(actor->xlGrav - actor->speed*actor->acceleration > 0){ actor->xlGrav -= actor->speed*actor->acceleration; }else actor->xlGrav = 0; actor->dim->x -= actor->xlGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->x += actor->xlGrav; actor->xlGrav = 0; } } if (actor->right){ if(actor->xrGrav < actor->speed){ actor->xrGrav += actor->speed*actor->acceleration; }else actor->xrGrav = actor->speed; actor->dim->x += actor->xrGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->x -= actor->xrGrav; actor->xrGrav = 0; } } if (!actor->right){ if(actor->xrGrav - actor->speed*actor->acceleration > 0){ actor->xrGrav -= actor->speed*actor->acceleration; }else actor->xrGrav = 0; actor->dim->x += actor->xrGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->x -= actor->xrGrav; actor->xrGrav = 0; } } if (actor->up){ if(actor->yuGrav < actor->speed){ actor->yuGrav += actor->speed*actor->acceleration; }else actor->yuGrav = actor->speed; actor->dim->y -= actor->yuGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->y += actor->yuGrav; actor->yuGrav = 0; } } if (!actor->up){ if(actor->yuGrav - actor->speed*actor->acceleration > 0){ actor->yuGrav -= actor->speed*actor->acceleration; }else actor->yuGrav = 0; actor->dim->y -= actor->yuGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->y += actor->yuGrav; actor->yuGrav = 0; } } if (actor->down){ if(actor->ydGrav < actor->speed){ actor->ydGrav += actor->speed*actor->acceleration; }else actor->ydGrav = actor->speed; actor->dim->y += actor->ydGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->y -= actor->ydGrav; actor->ydGrav = 0; } } if (!actor->down){ if(actor->ydGrav - actor->speed*actor->acceleration > 0){ actor->ydGrav -= actor->speed*actor->acceleration; }else actor->ydGrav = 0; actor->dim->y += actor->ydGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->y -= actor->ydGrav; actor->ydGrav = 0; } } So, if the green box approaches an obstacle from up or left, everything goes as planned - object stops, and it's acceleration drops to zero. But if it comes from bottom or right, it enters into obstacles inner space and starts strangely dance, I'd rather say move in inverted controls. What do I fail to see?

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  • How to make Box2D bodies automatically return to a initial rotation

    - by sm4
    I have two long Box2D bodies, that can collide while moving one of them around with MouseJoint. I want them to try to hold their position and rotation. Blue body is moved using MouseJoint (yellow) towards the Red body. Red body has another MouseJoint - Blue can push Red, but Red will try to return to the start point thanks to the MouseJoint - this works just fine. Both bodies correctly rotate along the middle. This is still as I want. I change the MouseJoint to move the Blue away. What I need is both bodies return to their initial rotation (green arrows) Desired positions and rotations Is there anything in Box2D that could do this automatically? The MouseJoint does that nicely for position. I need it in AndEngine (Java, Android) port, but any Box2D solution is fine. EDIT: By automatically I mean having something I can add to the object "Paddle" without the need to change game loop. I want to encapsulate this functionality to the object itself. I already have an object Paddle that has its own UpdateHandler which is being called from the game loop. What would be much nicer is to attach some kind of "spring" joint to both left and right sides of the paddle that would automatically level the paddle. I will be exploring this option soon.

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  • Understanding Box2d Restitution & Bouncing

    - by layzrr
    I'm currently trying to implement basketball bouncing into my game using Box2d (jBox2d technically), but I'm a bit confused about restitution. While trying to create the ball in the testbed first, I've run into infinite bouncing, as described in this question, however obviously not using my own implementation. The Box2d manual describes restitution as follows: Restitution is used to make objects bounce. The restitution value is usually set to be between 0 and 1. Consider dropping a ball on a table. A value of zero means the ball won't bounce. This is called an inelastic collision. A value of one means the ball's velocity will be exactly reflected. This is called a perfectly elastic collision. My confusion lies in that I am still getting infinite bouncing with restitution values at 0.75/0.8. The same behavior can be seen in the testbed under Collision Watching - Varying Restitution, on the 6th and 7th balls. I believe the last one has restitution of 1, which makes sense, but I don't understand why the second to last ball bounces infinitely (as is happening with my working basketball I've created). I am looking to understand the restitution concept more fully, as well as look for a solution to infinite bouncing with the Box2d framework. My instinct was to sleep objects that appeared to be moving in very small increments, but this seems like a misuse of the engine. Should I just work with lower restitution values altogether?

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  • Why do we use Pythagoras in game physics?

    - by Starkers
    I've recently learned that we use Pythagoras a lot in our physics calculations and I'm afraid I don't really get the point. Here's an example from a book to make sure an object doesn't travel faster than a MAXIMUM_VELOCITY constant in the horizontal plane: MAXIMUM_VELOCITY = <any number>; SQUARED_MAXIMUM_VELOCITY = MAXIMUM_VELOCITY * MAXIMUM_VELOCITY; function animate(){ var squared_horizontal_velocity = (x_velocity * x_velocity) + (z_velocity * z_velocity); if( squared_horizontal_velocity <= SQUARED_MAXIMUM_VELOCITY ){ scalar = squared_horizontal_velocity / SQUARED_MAXIMUM_VELOCITY; x_velocity = x_velocity / scalar; z_velocity = x_velocity / scalar; } } Let's try this with some numbers: An object is attempting to move 5 units in x and 5 units in z. It should only be able to move 5 units horizontally in total! MAXIMUM_VELOCITY = 5; SQUARED_MAXIMUM_VELOCITY = 5 * 5; SQUARED_MAXIMUM_VELOCITY = 25; function animate(){ var x_velocity = 5; var z_velocity = 5; var squared_horizontal_velocity = (x_velocity * x_velocity) + (z_velocity * z_velocity); var squared_horizontal_velocity = 5 * 5 + 5 * 5; var squared_horizontal_velocity = 25 + 25; var squared_horizontal_velocity = 50; // if( squared_horizontal_velocity <= SQUARED_MAXIMUM_VELOCITY ){ if( 50 <= 25 ){ scalar = squared_horizontal_velocity / SQUARED_MAXIMUM_VELOCITY; scalar = 50 / 25; scalar = 2.0; x_velocity = x_velocity / scalar; x_velocity = 5 / 2.0; x_velocity = 2.5; z_velocity = z_velocity / scalar; z_velocity = 5 / 2.0; z_velocity = 2.5; // new_horizontal_velocity = x_velocity + z_velocity // new_horizontal_velocity = 2.5 + 2.5 // new_horizontal_velocity = 5 } } Now this works well, but we can do the same thing without Pythagoras: MAXIMUM_VELOCITY = 5; function animate(){ var x_velocity = 5; var z_velocity = 5; var horizontal_velocity = x_velocity + z_velocity; var horizontal_velocity = 5 + 5; var horizontal_velocity = 10; // if( horizontal_velocity >= MAXIMUM_VELOCITY ){ if( 10 >= 5 ){ scalar = horizontal_velocity / MAXIMUM_VELOCITY; scalar = 10 / 5; scalar = 2.0; x_velocity = x_velocity / scalar; x_velocity = 5 / 2.0; x_velocity = 2.5; z_velocity = z_velocity / scalar; z_velocity = 5 / 2.0; z_velocity = 2.5; // new_horizontal_velocity = x_velocity + z_velocity // new_horizontal_velocity = 2.5 + 2.5 // new_horizontal_velocity = 5 } } Benefits of doing it without Pythagoras: Less lines Within those lines, it's easier to read what's going on ...and it takes less time to compute, as there are less multiplications Seems to me like computers and humans get a better deal without Pythagoras! However, I'm sure I'm wrong as I've seen Pythagoras' theorem in a number of reputable places, so I'd like someone to explain me the benefit of using Pythagoras to a maths newbie. Does this have anything to do with unit vectors? To me a unit vector is when we normalize a vector and turn it into a fraction. We do this by dividing the vector by a larger constant. I'm not sure what constant it is. The total size of the graph? Anyway, because it's a fraction, I take it, a unit vector is basically a graph that can fit inside a 3D grid with the x-axis running from -1 to 1, z-axis running from -1 to 1, and the y-axis running from -1 to 1. That's literally everything I know about unit vectors... not much :P And I fail to see their usefulness. Also, we're not really creating a unit vector in the above examples. Should I be determining the scalar like this: // a mathematical work-around of my own invention. There may be a cleverer way to do this! I've also made up my own terms such as 'divisive_scalar' so don't bother googling var divisive_scalar = (squared_horizontal_velocity / SQUARED_MAXIMUM_VELOCITY); var divisive_scalar = ( 50 / 25 ); var divisive_scalar = 2; var multiplicative_scalar = (divisive_scalar / (2*divisive_scalar)); var multiplicative_scalar = (2 / (2*2)); var multiplicative_scalar = (2 / 4); var multiplicative_scalar = 0.5; x_velocity = x_velocity * multiplicative_scalar x_velocity = 5 * 0.5 x_velocity = 2.5 Again, I can't see why this is better, but it's more "unit-vector-y" because the multiplicative_scalar is a unit_vector? As you can see, I use words such as "unit-vector-y" so I'm really not a maths whiz! Also aware that unit vectors might have nothing to do with Pythagoras so ignore all of this if I'm barking up the wrong tree. I'm a very visual person (3D modeller and concept artist by trade!) and I find diagrams and graphs really, really helpful so as many as humanely possible please!

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  • Progress bar in Super Hexagon using OpenGL ES 2 (Android)

    - by user16547
    I'm wondering how the progress bar in Super Hexagon was made. (see image, top left) Actually I am not very sure how to implement a progress bar at all using OpenGL ES 2 on Android, but I am asking specifically about the one used in Super Hexagon because it seems to me less straightforward / obvious than others: the bar changes its colour during game play. I think one possibility is to use the built-in Android progress bar. I can see from some Stackoverflow questions that you can change the default blue colour to whatever you want, but I'm not sure whether you can update it during the game play. The other possibility I can think of for implementing a progress bar is to have a small texture that starts with a scale of 0 and that you keep scaling until it reaches the maximum size, representing 100%. But this suffers from the same problem as before: you'll not be able to update the colour of the texture during run-time. It's fixed. So what's the best way to approach this problem? *I'm assuming he didn't use a particular library, although if he did, it would be interesting to know. I'm interested in a pure OpenGL ES 2 + Android solution.

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  • How can I generate a texture that looks like left-over tea leaves?

    - by Jedidja
    We are working on a project for iPhone and Windows Phone 7 where we'd like to be able to generate tea leaves at the bottom of a cup. It doesn't have to look photo-realistic, and actually cartoon-y is ok. What sort of techniques should we research to accomplish this? Are there any libraries (preferably in C, but we can translate) that would be helpful? Here are some samples pulled from a Google Image search

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  • Newton Game Dynamics: Making an object not affect another object

    - by Boreal
    I'm going to be using Newton in my networked action game with Mogre. There will be two "types" of physics object: global and local. Global objects will be kept in sync for everybody; these include the players, projectiles, and other gameplay-related objects. Local objects are purely for effect, like ragdolls, debris, and particles. Is there a way to make the global objects affect the local objects without actually getting affected themselves? I'd like debris to bounce off of a tank, but I don't want the tank to respond in any way.

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  • Calculate gears rotation for a realtime simulation

    - by nkint
    Hi I'm trying to do a game with real time simulations of gears. There is a big Gear with inside a smaller gear. I managed to draw gears with different diameters but equal size teeth, but if i try to move the smaller one inside the bigger one the movement is odd. see the animated gif. the biggest gear is in center C1 and the small in the center C2. I calculate C2 position in this way: C2.x = C1.x + C1_RADIUS-C2_RADIUS) * cos(t); C2.y = C1.y - C1_RADIUS-C2_RADIUS) * sin(t); for t that goes from 0 to TWO_PI in n steps. I apply as rotation the angle t, but maybe it is wrong and i have to calculate another rotation for get a perfect joint

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  • How do I cap rendering of tiles in a 2D game with SDL?

    - by farmdve
    I have some boilerplate code working, I basically have a tile based map composed of just 3 colors, and some walls and render with SDL. The tiles are in a bmp file, but each tile inside it corresponds to an internal number of the type of tile(color, or wall). I have pretty basic collision detection and it works, I can also detetc continuous presses, which allows me to move pretty much anywhere I want. I also have a moving camera, which follows the object. The problem is that, the tile based map is bigger than the resolution, thus not all of the map can be displayed on the screen, but it's still rendered. I would like to cap it, but since this is new to me, I pretty much have no idea. Although I cannot post all the code, as even though I am a newbie and the code pretty basic, it's already quite a few lines, I can post what I tried to do void set_camera() { //Center the camera over the dot camera.x = ( player.box.x + DOT_WIDTH / 2 ) - SCREEN_WIDTH / 2; camera.y = ( player.box.y + DOT_HEIGHT / 2 ) - SCREEN_HEIGHT / 2; //Keep the camera in bounds. if(camera.x < 0 ) { camera.x = 0; } if(camera.y < 0 ) { camera.y = 0; } if(camera.x > LEVEL_WIDTH - camera.w ) { camera.x = LEVEL_WIDTH - camera.w; } if(camera.y > LEVEL_HEIGHT - camera.h ) { camera.y = LEVEL_HEIGHT - camera.h; } } set_camera() is the function which calculates the camera position based on the player's positions. I won't pretend I know much about it. Rectangle box = {0,0,0,0}; for(int t = 0; t < TOTAL_TILES; t++) { if(box.x < (camera.x - TILE_WIDTH) || box.y > (camera.y - TILE_HEIGHT)) apply_surface(box.x - camera.x, box.y - camera.y, surface, screen, &clips[tiles[t]]); box.x += TILE_WIDTH; //If we've gone too far if(box.x >= LEVEL_WIDTH) { //Move back box.x = 0; //Move to the next row box.y += TILE_HEIGHT; } } This is basically my render code. The for loop loops over 192 tiles stored in an int array, each with their own unique value describing the tile type(wall or one of three possible colored tiles). box is an SDL_Rect containing the current position of the tile, which is calculated on render. TILE_HEIGHT and TILE_WIDTH are of value 80. So the cap is determined by if(box.x < (camera.x - TILE_WIDTH) || box.y > (camera.y - TILE_HEIGHT)) However, this is just me playing with the values and see what doesn't break it. I pretty much have no idea how to calculate it. My screen resolution is 1024/768, and the tile map is of size 1280/960.

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  • Understanding math used to determine if vector is clockwise / counterclockwise from your vector

    - by MTLPhil
    I'm reading Programming Game AI by Example by Mat Buckland. In the Math & Physics primer chapter there's a listing of the declaration of a class used to represent 2D vectors. This class contains a method called Sign. It's implementation is as follows //------------------------ Sign ------------------------------------------ // // returns positive if v2 is clockwise of this vector, // minus if anticlockwise (Y axis pointing down, X axis to right) //------------------------------------------------------------------------ enum {clockwise = 1, anticlockwise = -1}; inline int Vector2D::Sign(const Vector2D& v2)const { if (y*v2.x > x*v2.y) { return anticlockwise; } else { return clockwise; } } Can someone explain the vector rules that make this hold true? What do the values of y*v2.x and x*v2.y that are being compared actually represent? I'd like to have a solid understanding of why this works rather than just accepting that it does without figuring it out. I feel like it's something really obvious that I'm just not catching on to. Thanks for your help.

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  • Workaround the flip queue (AKA pre-rendered frames) in OpenGL?

    - by user41500
    It appears that some drivers implement a "flip queue" such that, even with vsync enabled, the first few calls to swap buffers return immediately (queuing those frames for later use). It is only after this queue is filled that buffer swaps will block to synchronize with vblank. This behavior is detrimental to my application. It creates latency. Does anyone know of a way to disable it or a workaround for dealing with it? The OpenGL Wiki on Swap Interval suggests a call to glFinish after the swap but I've had no such luck with that trick.

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  • Worker roles in Windows Azure to host a multiplayer server

    - by MrWiggels
    I've been doing research on where to host a simple multi-player backend for a simple game I'm developing. So as a first choice I downloaded the Windows Azure SDK, which provides a nice and simple emulator environment where you can test out your application before uploading. I also download the Azure Social Game Toolkit (Visit), and followed as far as my understanding can take me. So, down to the main question. Is there anybody with experience developing Azure applications. I'm developing a Action RPG game, in a similar vein to Diablo III. I was thinking of putting up Matchmaking, Friends Lists, etc. Is there another way to connect to Azure services via something like UDP or TCP for sending packets or does everything have to go through HTTP requests? Is it even possible to use HTTP request/response for something like this? All game commands will be simple. Because the game server and the clients will be kept in-sync and will have deterministic actions, I'm just going to send actions like "Use Primary Skill" and "Use Secondary Skill". Any hints, ideas, light bulbs or a smack-in-the-face presentation will be much appreciated.

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  • Explicit resource loading in Ogre (Mogre)

    - by sebf
    I am just starting to learn Mogre and what I would like to do is to be able to load resources 'explicitly' (i.e. I just provide an absolute path instead of using a resource group tied to a directory). This is very different to manually loading resources, which I believe in Ogre has a very specific meaning, to build up the object using Ogres methods. I want to use Ogres resource management system/resource loading code, but to have finer control over which files are loaded and in what groups they are. I remember reading how to do this but cannot find the page again; I think its possible to do something like: Declare a resource group Declare the resource(s) (this is when the actual resource file name is provided) Initialise the resource group to actually load the resource(s) Is this the correct procedure? If so, is there any example code showing how to do this?

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  • Is it safe StringToHash() to use in Unity?

    - by Sebastian Krysmanski
    I'm currently browsing through the Unity tutorials and saw that they're recommending to use Animator.StringToHash("some string") to created unique ids for animation properties (see here). Since I'm a programmer, to me the word "hash" doesn't represents something unique. Like the Java documentation for hashValue() states: It is not required that if two objects are unequal [...], then calling the hashCode method on each of the two objects must produce distinct integer results. So, according to this (and my definition of "hash"), two strings may have the same hash value. (You can also argue that there are an infinite number of possible strings but only 2^32 possible int values.) So, is there a possibility that StringToHash() will give me an id that actually belongs to another property (than the one I requested the hash for)?

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  • Basic AI FSM - Handling state transition

    - by Galvanize
    I'm starting to study on how to implement game AI, and it seems to me that a very simple FSM for my Pong demo would be a nice way to start. My vision on implementing this would be to have a basic state interface and a class for each state, then the NPC would have an instance of the current state. The class should have an update method and directions on wich state to go next, depending on the event received. The question is: How do I handle this event? Should I have a regular addEventListener and a costum event system? Or should I check on update for the things that could change the current state? I'm feeling a bit lost, I feel I have a good grasp on the FSM concept but a good implementation seems tricky, thanks in advance.

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