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  • Is it safe to set FPS rate to a constant?

    - by Ozan
    I learned from game class that in update function, every movements must be time dependent for the sake of linearity in movement. We made a simple game. Every move like going left, right or jump is written time dependent. But, in some other computers, our game is worked very differently. For example, our character jumps higher than it should be. I guess this is because each computer has different FPS rate according to its specification. My question is that what should we do to make this game work in same way in every computer? Setting FPS rate to a constant is a solution?

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  • OpenGL ES multiple objects not being rendered

    - by ladiesMan217
    I am doing the following to render multiple balls move around the screen but only 1 ball is seen to appear and function. I don't know why the rest (count-1) balls are not being drawn public void onDrawFrame(GL10 gl) { // TODO Auto-generated method stub gl.glDisable(GL10.GL_DITHER); gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glClientActiveTexture(DRAWING_CACHE_QUALITY_HIGH); gl.glLoadIdentity(); for(int i=0;i<mParticleSystem.getParticleCount();i++){ gl.glPushMatrix(); gl.glTranslatef(mParticleSystem.getPosX(i), mParticleSystem.getPosY(i), -3.0f); gl.glScalef(0.3f, 0.3f, 0.3f); gl.glColor4f(r.nextFloat(), r.nextFloat(), r.nextFloat(), 1); gl.glEnable(GL10.GL_TEXTURE_2D); mParticleSystem.getBall(i).draw(gl); gl.glPopMatrix(); } } Here is my void draw(GL10 gl) method public void draw(GL10 gl){ gl.glEnable(GL10.GL_CULL_FACE); gl.glEnable(GL10.GL_SMOOTH); gl.glEnable(GL10.GL_DEPTH_TEST); // gl.glTranslatef(0.2f, 0.2f, -3.0f); // gl.glScalef(size, size, 1.0f); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertBuff); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glDrawArrays(GL10.GL_TRIANGLE_FAN, 0, points/2); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); }

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  • Learning C++ but wanting to develop iOS Apps

    - by DiscreteGenius
    I'm a computer engineering student and taking my second programming class. I'm learning C++ using "C++ Primer Plus" 5th edition by Prata. I want to develop for iOS. I understand the main language for Xcode is Objective-C. Am I hurting myself by learning C++ before any other language (notably before my desired lang Objective-C)? There's got to be a reason the university requires C++ to learn as a basis language. Please offer any helpful guidance or how I should go about this. Thanks//

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  • How can I teleport seamlessly, without using interpolation?

    - by modchan
    I've been implementing Bukkit plugin for creating toggleable in-game warping areas that will teleport any catched entity to other similar area. I was going to implement concept of non-Euclidean maze using this plugin, but, unfortunately, I've discovered that doing Entity.teleport() causes client to interpolate movement while teleporting, so player slides towards target like Enderman and receives screen updates, so for a split second all underground stuff is visible. While for "just teleport me where I want" usage this is just fine, it ruins whole idea of seamless teleporting, as player can clearly see when transfer happened even without need to look at debug screen. Is there possibility to somehow disable interpolating while teleporting without modifying client, or maybe prevent client from updating screen while it's being teleported?

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  • What are my tool options to prototype a 2D multiplayer game?

    - by Asher Einhorn
    I'm looking for the best tool to allow me to quickly put together a 2D game that relies largely on networking. It's extremely likely that this game will require a server side program to constantly run. I have little experience with these things and since it's a prototype i'd like the easiest options for achieving this. I am looking to make this game for the web and mobile devices, although at present I only have access to ios hardware, (no android etc). I just want to get the bare bones of this set up so I can test it from the earliest opportunity to see if it's fun.

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  • How are trajectories calculated and transmitted to other players in Multi-Player ?

    - by giulio
    I play alot of COD4. And can see tracers for gunfire, missles, care packages fall from helicopters etc. There is alot of activity. I am curious to know the algorithm (at a high level) that manages all this action when you have 20 people on a map shooting each other to death ? This question touches on the subject but doesn't ask for a more in-depth answer as to how you the developers go about calculating and transmitting movement and collision detection for projectiles, be it missles/bullets or any other object that is flying through the air in real-time.

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  • Mesh with Alpha Texture doesn't blend properly

    - by faulty
    I've followed example from various place regarding setting OutputMerger's BlendState to enable alpha/transparent texture on mesh. The setup is as follows: var transParentOp = new BlendStateDescription { SourceBlend = BlendOption.SourceAlpha, DestinationBlend = BlendOption.InverseDestinationAlpha, BlendOperation = BlendOperation.Add, SourceAlphaBlend = BlendOption.Zero, DestinationAlphaBlend = BlendOption.Zero, AlphaBlendOperation = BlendOperation.Add, }; I've made up a sample that display 3 mesh A, B and C, where each overlaps one another. They are drawn sequentially, A to C. Distance from camera where A is nearest and C is furthest. So, the expected output is that A see through and saw part of B and C. B will see through and saw part of C. But what I get was none of them see through in that order, but if I move C closer to the camera, then it will be semi transparent and see through A and B. B if move closer to camera will see A but not C. Sort of reverse. So it seems that I need to draw them in reverse order where furthest from camera is drawn first then nearest to camera is drawn last. Is it suppose to be done this way, or I can actually configure the blendstate so it works no matter in which order i draw them? Thanks

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  • libgdx loading textures fails [duplicate]

    - by Chris
    This question already has an answer here: Why do I get this file loading exception when trying to draw sprites with libgdx? 4 answers I'm trying to load my texture with playerTex = new Texture(Gdx.files.internal("player.jpg")); player.jpg is located under my-gdx-game-android/assets/data/player.jpg I get an exception like this: Full Code: @Override public void create() { camera = new OrthographicCamera(); camera.setToOrtho(false, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); batch = new SpriteBatch(); FileHandle file = Gdx.files.internal("player.jpg"); playerTex = new Texture(file); player = new Rectangle(); player.x = 800-20; player.y = 250; player.width = 20; player.height = 80; } @Override public void dispose() { // dispose of all the native resources playerTex.dispose(); batch.dispose(); } @Override public void render() { Gdx.gl.glClearColor(1, 1, 1, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); camera.update(); batch.setProjectionMatrix(camera.combined); batch.begin(); batch.draw(playerTex, player.x, player.y); batch.end(); if(Gdx.input.isKeyPressed(Keys.DOWN)) player.y -= 50 * Gdx.graphics.getDeltaTime(); if(Gdx.input.isKeyPressed(Keys.UP)) player.y += 50 * Gdx.graphics.getDeltaTime(); }

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  • What are good ways to find collaborators for a coding weekend?

    - by tarrasch
    Not sure if this belongs here, feel free to push it somewhere else if needed. When i was at university we would sometimes come together into a room full of beer and fast food and crank out software in a weekend. Unfortunately the group has kind of split up and its just not possible any more. My question is now: Where can i find like-minded people on the Internet that would like to do something like this? I have an idea what i wanted to do next, but of course other people have ideas too.

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  • BoundingBox Intersection Problems

    - by Deukalion
    When I try to render two cubes, same sizes, one beside the other. With the same proportions (XYZ). My problem is, why do a Box1.BoundingBox.Contains(Box2.BoundingBox) == ContaintmentType.Intersects - when it clearly doesn't? I'm trying to place objects with BoundingBoxes as "intersection" checking, but this simple example clearly shows that this doesn't work. Why is that? I also try checking height of the next object to be placed, by checking intersection, adding each boxes height += (Max.Y - Min.Y) to a Height value, so when I add a new Box it has a height value. This works, but sometimes due to strange behavior it adds extra values when there isn't anything there. This is an example of what I mean: BoundingBox box1 = GetBoundaries(new Vector3(0, 0, 0), new Vector3(128, 64, 128)); BoundingBox box2 = GetBoundaries(new Vector3(128, 0, 0), new Vector3(128, 64, 128)); if (box1.Contains(box2) == ContainmentType.Intersects) { // This will be executed System.Windows.Forms.MessageBox.Show("Intersects = True"); } if (box1.Contains(box2) == ContainmentType.Disjoint) { System.Windows.Forms.MessageBox.Show("Disjoint = True"); } if (box1.Contains(box2) == ContainmentType.Contains) { System.Windows.Forms.MessageBox.Show("Contains = True"); } Test Method: public BoundingBox GetBoundaries(Vector3 position, Vector3 size) { Vector3[] vertices = new Vector3[8]; vertices[0] = position + new Vector3(-0.5f, 0.5f, -0.5f) * size; vertices[1] = position + new Vector3(-0.5f, 0.5f, 0.5f) * size; vertices[2] = position + new Vector3(0.5f, 0.5f, -0.5f) * size; vertices[3] = position + new Vector3(0.5f, 0.5f, 0.5f) * size; vertices[4] = position + new Vector3(-0.5f, -0.5f, -0.5f) * size; vertices[5] = position + new Vector3(-0.5f, -0.5f, 0.5f) * size; vertices[6] = position + new Vector3(0.5f, -0.5f, -0.5f) * size; vertices[7] = position + new Vector3(0.5f, -0.5f, 0.5f) * size; return BoundingBox.CreateFromPoints(vertices); } Box 1 should start at x -64, Box 2 should start at x 64 which means they never overlap. If I add Box 2 to 129 instead it creates a small gap between the cubes which is not pretty. So, the question is how can I place two cubes beside eachother and make them understand that they do not overlap or actually intersect? Because this way I can never automatically check for intersections or place cube beside eachother.

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  • Wall jumping collision detection anomaly

    - by Nanor
    I'm creating a game where the player ascends a tower by wall jumping his way to the top. When the player has collided with the right wall they can only jump left and vice versa. Here is my current implementation: if(wallCollision() == "left"){ player.setPosX(0); player.setVelX(0); ignoreCollisions = true; player.setCanJump(true); player.setFacingLeft(false); } else if (wallCollision() == "right"){ player.setPosX(screenWidth-playerWidth*2); player.setVelX(0); ignoreCollisions = true; player.setCanJump(true); player.setFacingLeft(true); } else{ player.setVelY(player.getVelY() + gravity); } and private String wallCollision(){ if(player.getPosX() < playerWidth && !ignoreCollisions) return "left"; else if(player.getPosX() > screenWidth - playerWidth*2 && !ignoreCollisions) return "right"; else{ timeToJump += Gdx.graphics.getDeltaTime(); if(timeToJump > 0.50f){ timeToJump = 0; ignoreCollisions = false; } return "jumping"; } } If the player is colliding with the left wall it will switch between the states left and jumping repeatedly due to the varible ignoreCollisions being switched repeatedly in collision checks. This will give a chance to either jump as intended or simply ascend vertically instead of diagonally. I can't figure out an implementation that will reliably make sure the player jumps as intended. Does anyone have any pointers?

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  • Technologies stack to create soccer game vizualization on web page [on hold]

    - by Lambrusco
    I want to create soccer game vizualization. What technologies will be best to create such one for web page? On input I have two teams with players. I have theory about their movements, the movement of the ball on field and so on. I just want to vizualize their movements. What will be the best technology stack? I mean programming languages (C++, Ruby, Java, PHP) and vizualization ways (Flash, HTML5, JS)

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  • May 2010 Chicago Architects Group Wrap Up

    - by Tim Murphy
    Scott Seely did a wonderful job this evening of explaining how cloud services fit into our application architectures and specifically how Azure is organized.  He covered everything from Table Storage to code name Dallas (OData).  The discussion continued well beyond the end of the meeting which was attended by members of all sectors of IT and multiple platforms. Be sure to join us in the upcoming months as we cover the following topics: June – Document Generation Architecture July – Architecting a BI Installation August - MVVM – the What, Why and When Stay tuned. del.icio.us Tags: Chicago Architects Group,Azure,Cloud Computing,Dallas,Scott Seely,MVVM,Business Intelligence

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  • How can I efficiently update only the entities that matter in a given frame?

    - by lezebulon
    I'm making a RTS, which can potentially have lots of units in one map (think Age of Empires). I'm looking for a way to update my units. I want to avoid calling a virtual Update() method every frame on every entity. On the other hand, units that are not in view should still be updated and behave "normally." I'm assuming this is a fairly standard question; what would be a way to handle this situation?

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  • What is going on in this SAT/vector projection code?

    - by ssb
    I'm looking at the example XNA SAT collision code presented here: http://www.xnadevelopment.com/tutorials/rotatedrectanglecollisions/rotatedrectanglecollisions.shtml See the following code: private int GenerateScalar(Vector2 theRectangleCorner, Vector2 theAxis) { //Using the formula for Vector projection. Take the corner being passed in //and project it onto the given Axis float aNumerator = (theRectangleCorner.X * theAxis.X) + (theRectangleCorner.Y * theAxis.Y); float aDenominator = (theAxis.X * theAxis.X) + (theAxis.Y * theAxis.Y); float aDivisionResult = aNumerator / aDenominator; Vector2 aCornerProjected = new Vector2(aDivisionResult * theAxis.X, aDivisionResult * theAxis.Y); //Now that we have our projected Vector, calculate a scalar of that projection //that can be used to more easily do comparisons float aScalar = (theAxis.X * aCornerProjected.X) + (theAxis.Y * aCornerProjected.Y); return (int)aScalar; } I think the problems I'm having with this come mostly from translating physics concepts into data structures. For example, earlier in the code there is a calculation of the axes to be used, and these are stored as Vector2, and they are found by subtracting one point from another, however these points are also stored as Vector2s. So are the axes being stored as slopes in a single Vector2? Next, what exactly does the Vector2 produced by the vector projection code represent? That is, I know it represents the projected vector, but as it pertains to a Vector2, what does this represent? A point on a line? Finally, what does the scalar at the end actually represent? It's fine to tell me that you're getting a scalar value of the projected vector, but none of the information I can find online seems to tell me about a scalar of a vector as it's used in this context. I don't see angles or magnitudes with these vectors so I'm a little disoriented when it comes to thinking in terms of physics. If this final scalar calculation is just a dot product, how is that directly applicable to SAT from here on? Is this what I use to calculate maximum/minimum values for overlap? I guess I'm just having trouble figuring out exactly what the dot product is representing in this particular context. Clearly I'm not quite up to date on my elementary physics, but any explanations would be greatly appreciated.

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  • OpenGL render to texture causing edge artifacts

    - by mysticalOso
    This is my first post here so any help would be massively appreciated :) I'm using C++ with SDL and OpenGL 3.3 When rendering directly to screen I get the following result And when I render to texture I this happens Anti-aliasing is turned off for both. I'm guessing this has something to do with depth buffer accuracy but I've tried a lot of different methods to improve the result but, no success :( I'm currently using the following code to set up my FBO: GLuint frameBufferID; glGenFramebuffers(1, &frameBufferID); glBindFramebuffer(GL_FRAMEBUFFER, frameBufferID); glGenTextures(1, &coloursTextureID); glBindTexture(GL_TEXTURE_2D, coloursTextureID); glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,SCREEN_WIDTH,SCREEN_HEIGHT,0,GL_RGB,GL_UNSIGNED_BYTE,NULL); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); //Depth buffer setup GLuint depthrenderbuffer; glGenRenderbuffers(1, &depthrenderbuffer); glBindRenderbuffer(GL_RENDERBUFFER, depthrenderbuffer); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, SCREEN_WIDTH,SCREEN_HEIGHT); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthrenderbuffer); glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, coloursTextureID, 0); GLenum DrawBuffers[1] = {GL_COLOR_ATTACHMENT0}; glDrawBuffers(1, DrawBuffers); // if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) return false; Thank you so much for any help :)

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  • Unity mouse input not working in webplayer build

    - by Califer
    I have a button script with the following code void OnMouseDown() { animation.Play("button-squish"); enlarged = true; audio.PlayOneShot(buttonSound); } void OnMouseUpAsButton() { if (enlarged) { SelectThisButton(); enlarged = false; animation.Play("button-return"); } } void OnMouseExit() { if (enlarged) { enlarged = false; animation.Play("button-return"); } } It works great in the editor, but when I made a build and tested it in Chrome none of the buttons had any response. Further testing revealed that it did work in Firefox. Rather than telling people to change their browser if they want to play, I want to make the button code work. How else can I get the buttons to know when they're being pressed if the built-in stuff isn't working?

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  • Getting a mirrored mesh from my data structure

    - by Steve
    Here's the background: I'm in the beginning stages of an RTS game in Unity. I have a procedurally generated terrain with a perlin-noise height map, as well as a function to generate a river. The problem is that the graphical creation of the map is taking the data structure of the map and rotating it by 180 degrees. I noticed this problem when I was creating my rivers. I would set the River's height to flat, and noticed that the actual tiles that were flat in the graphical representation were flipped and mirrored. Here's 3 screenshots of the map from different angles: http://imgur.com/a/VLHHq As you can see, if you flipped (graphically) the river by 180 degrees on the z axis, it would fit where the terrain is flattened. I have a suspicion it is being caused by a misunderstanding on my part of how vertices work. Alas, here is a snippet of the code that is used: This code here creates a new array of Tile objects, which hold the information for each tile, including its type, coordinate, height, and it's 4 vertices public DTileMap (int size_x, int size_y) { this.size_x = size_x; this.size_y = size_y; //Initialize Map_Data Array of Tile Objects map_data = new Tile[size_x, size_y]; for (int j = 0; j < size_y; j++) { for (int i = 0; i < size_x; i++) { map_data [i, j] = new Tile (); map_data[i,j].coordinate.x = (int)i; map_data[i,j].coordinate.y = (int)j; map_data[i,j].vertices[0] = new Vector3 (i * GTileMap.TileMap.tileSize, map_data[i,j].Height, -j * GTileMap.TileMap.tileSize); map_data[i,j].vertices[1] = new Vector3 ((i+1) * GTileMap.TileMap.tileSize, map_data[i,j].Height, -(j) * GTileMap.TileMap.tileSize); map_data[i,j].vertices[2] = new Vector3 (i * GTileMap.TileMap.tileSize, map_data[i,j].Height, -(j-1) * GTileMap.TileMap.tileSize); map_data[i,j].vertices[3] = new Vector3 ((i+1) * GTileMap.TileMap.tileSize, map_data[i,j].Height, -(j-1) * GTileMap.TileMap.tileSize); } } This code sets the river tiles to height 0 foreach (Tile t in map_data) { if (t.realType == "Water") { t.vertices[0].y = 0f; t.vertices[1].y = 0f; t.vertices[2].y = 0f; t.vertices[3].y = 0f; } } And below is the code to generate the actual graphics from the data: public void BuildMesh () { DTileMap.DTileMap map = new DTileMap.DTileMap (size_x, size_z); int numTiles = size_x * size_z; int numTris = numTiles * 2; int vsize_x = size_x + 1; int vsize_z = size_z + 1; int numVerts = vsize_x * vsize_z; // Generate the mesh data Vector3[] vertices = new Vector3[ numVerts ]; Vector3[] normals = new Vector3[numVerts]; Vector2[] uv = new Vector2[numVerts]; int[] triangles = new int[ numTris * 3 ]; int x, z; for (z=0; z < vsize_z; z++) { for (x=0; x < vsize_x; x++) { normals [z * vsize_x + x] = Vector3.up; uv [z * vsize_x + x] = new Vector2 ((float)x / size_x, 1f - (float)z / size_z); } } for (z=0; z < vsize_z; z+=1) { for (x=0; x < vsize_x; x+=1) { if (x == vsize_x - 1 && z == vsize_z - 1) { vertices [z * vsize_x + x] = DTileMap.DTileMap.map_data [x - 1, z - 1].vertices [3]; } else if (z == vsize_z - 1) { vertices [z * vsize_x + x] = DTileMap.DTileMap.map_data [x, z - 1].vertices [2]; } else if (x == vsize_x - 1) { vertices [z * vsize_x + x] = DTileMap.DTileMap.map_data [x - 1, z].vertices [1]; } else { vertices [z * vsize_x + x] = DTileMap.DTileMap.map_data [x, z].vertices [0]; vertices [z * vsize_x + x+1] = DTileMap.DTileMap.map_data [x, z].vertices [1]; vertices [(z+1) * vsize_x + x] = DTileMap.DTileMap.map_data [x, z].vertices [2]; vertices [(z+1) * vsize_x + x+1] = DTileMap.DTileMap.map_data [x, z].vertices [3]; } } } } for (z=0; z < size_z; z++) { for (x=0; x < size_x; x++) { int squareIndex = z * size_x + x; int triOffset = squareIndex * 6; triangles [triOffset + 0] = z * vsize_x + x + 0; triangles [triOffset + 2] = z * vsize_x + x + vsize_x + 0; triangles [triOffset + 1] = z * vsize_x + x + vsize_x + 1; triangles [triOffset + 3] = z * vsize_x + x + 0; triangles [triOffset + 5] = z * vsize_x + x + vsize_x + 1; triangles [triOffset + 4] = z * vsize_x + x + 1; } } // Create a new Mesh and populate with the data Mesh mesh = new Mesh (); mesh.vertices = vertices; mesh.triangles = triangles; mesh.normals = normals; mesh.uv = uv; // Assign our mesh to our filter/renderer/collider MeshFilter mesh_filter = GetComponent<MeshFilter> (); MeshCollider mesh_collider = GetComponent<MeshCollider> (); mesh_filter.mesh = mesh; mesh_collider.sharedMesh = mesh; calculateMeshTangents (mesh); BuildTexture (map); } If this looks familiar to you, its because i got most of it from Quill18. I've been slowly adapting it for my uses. And please include any suggestions you have for my code. I'm still in the very early prototyping stage.

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  • Loading assets in Monogame

    - by Matebu
    I'm creating a MonoGame application on Visual Studio 2012, yet when trying to load a texture I get the following problem: Could not load Menu/btnPlay asset! I have set content directory: Content.RootDirectory = "Assets"; Also the file btnPlay.png has properties set: Build Action: Content and Copy to Output directory: Copy if newer. My constructor and LoadContent functions are totally empty, but have a look yourself: public WizardGame() { Window.Title = "Just another Wizard game"; _graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Assets"; } protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. _spriteBatch = new SpriteBatch(GraphicsDevice); Texture2D texture = Content.Load<Texture2D>("Menu/btnPlay"); _graphics.IsFullScreen = true; _graphics.ApplyChanges(); } How do I properly load a texture?

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  • XNA - 2D Rotation of an object to a selected direction

    - by lobsterhat
    I'm trying to figure out the best way of rotating an object towards the directional input of the user. I'm attempting to mimic making turns on ice skates. For instance, if the player is moving right and the input is down and left, the player should start rotating to the right a set amount each tick. I'll calculate a new vector based on current velocity and rotation and apply that to the current velocity. That should give me nice arcing turns, correct? At the moment I've got eight if/else statements for each key combination which in turn check the current rotation: // Rotate to 225 if (keyboardState.IsKeyDown(Keys.Up) && keyboardState.IsKeyDown(Keys.Left)) { // Rotate right if (rotation >= 45 || rotation < 225) { rotation += ROTATION_PER_TICK; } // Rotate left else if (rotation < 45 || rotation > 225) { rotation -= ROTATION_PER_TICK; } } This seems like a sloppy way to do this and eventually, I'll need to do this check about 10 times a tick. Any help toward a more efficient solution is appreciated.

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  • Best practice for organizing/storing character/monster data in an RPG?

    - by eclecto
    Synopsis: Attempting to build a cross-platform RPG app in Adobe Flash Builder and am trying to figure out the best class hierarchy and the best way to store the static data used to build each of the individual "hero" and "monster" types. My programming experience, particularly in AS3, is embarrassingly small. My ultra-alpha method is to include a "_class" object in the constructor for each instance. The _class, in turn, is a static Object pulled from a class created specifically for that purpose, so things look something like this: // Character.as package { public class Character extends Sprite { public var _strength:int; // etc. public function Character(_class:Object) { _strength = _class._strength; // etc. } } } // MonsterClasses.as package { public final class MonsterClasses extends Object { public static const Monster1:Object={ _strength:50, // etc. } // etc. } } // Some other class in which characters/monsters are created. // Create a new instance of Character var myMonster = new Character(MonsterClasses.Monster1); Another option I've toyed with is the idea of making each character class/monster type its own subclass of Character, but I'm not sure if it would be efficient or even make sense considering that these classes would only be used to store variables and would add no new methods. On the other hand, it would make creating instances as simple as var myMonster = new Monster1; and potentially cut down on the overhead of having to read a class containing the data for, at a conservative preliminary estimate, over 150 monsters just to fish out the one monster I want (assuming, and I really have no idea, that such a thing might cause any kind of slowdown in execution). But long story short, I want a system that's both efficient at compile time and easy to work with during coding. Should I stick with what I've got or try a different method? As a subquestion, I'm also assuming here that the best way to store data that will be bundled with the final game and not read externally is simply to declare everything in AS3. Seems to me that if I used, say, XML or JSON I'd have to use the associated AS3 classes and methods to pull in the data, parse it, and convert it to AS3 object(s) anyway, so it would be inefficient. Right?

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  • Procedual level generation for a platformer game (tilebased) using player physics

    - by Notbad
    I have been searching for information about how to build a 2d world generator (tilebased) for a platformer game I am developing. The levels should look like dungeons with a ceiling and a floor and they will have a high probability of being just made of horizontal rooms but sometimes they can have exits to a top/down room. Here is an example of what I would like to achieve. I'm refering only to the caves part. I know level design won't be that great when generated but I think it is possible to have something good enough for people to enjoy the procedural maps (Note: Supermetrod Spoiler!): http://www.snesmaps.com/maps/SuperMetroid/SuperMetroidMapNorfair.html Well, after spending some time thinking about this I have some ideas to create the maps that I would like to share with you: 1) I have read about celular automatas and I would like to use them to carve the rooms but instead of carving just a tile at once I would like to carve full columns of tiles. Of course this carving system will have some restrictions like how many tiles must be left for the roof and the ceiling, etc... This way I could get much cleaner rooms than using the ussual automata. 2) I want some branching into the rooms. It will have little probability to happen but I definitely want it. Thinking about carving I came to the conclusion that I could be using some sort of path creation algorithm that the carving system would follow to create a path in the rooms. This could be more noticiable if we make the carving system to carve columns with the height of a corridor or with the height of a wide room (this will be added to the system as a param). This way at some point I could spawn a new automa beside the main one to create braches. This new automata should play side by side with the first one to create dead ends, islands (both paths created by the automatas meet at some point or lead to the same room. It would be too long to explain here all the tests I have done, etc... just will try to summarize the problems to see if anyone could bring some light to solve them (I don't mind sharing my successes but I think they aren't too relevant): 1) Zone reachability: How can I make sure that the player will be able to reach all zones I created (mainly when branches happen or vertical rooms are created). When branches are created I have to make sure that there will be a way to get onto the new created branch. I mean a bifurcation that the player could follow. Player will follow the main path or jump to a platform to get onto the other way). On the other hand if an island is created by the meeting of both branches I need to make sure the player will be able to get onto the island too. 2) When a branch is created and corridors are generated for each branch how can I make then both merge or repel to create an island or just make them separated corridors. 3) When I create a branch and an island is created becasue both corridors merge at somepoint or they lead to the same room, is there any way to detect this and randomize where to create the needed platforms to get onto the created isle? This platforms could be created at the start of the island or at the end. I guess part of the problem could be solved using some sort of graph following the created paths but I'm a bit lost in this sea of precedural content creation :). On the other hand I don't expect a solution to the problem but some information to get me moving forward again. Thanks in advance.

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  • How do I accomplish fading texture trails in UDK?

    - by kdshay
    I would like to know how to leave a fading texture/material trail in udk. For example (I'm not sure if there is a special name for this effect): A character may leave footprints that fade after x number of seconds Or, a tank may leave a tracks trail as in Civilization IV. Here is another example of this type of effect. Skip to 1:00 and watch the green slime texture. http://www.youtube.com/watch?v=KdJIauWjE8s How do I accomplish this effect in UDK? Any good tutorials? Thank you.

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  • Building dynamic bounding box hierachies.

    - by adivasile
    I've been reading about collision detection and I saw that the first part was a coarse detection which generates possible contacts using bounding box hierarchies. I understand the concept of splitting up your objects in groups, to speed up the detection phase, but I'm a little confused on how do you actually build the hierachy, more so on what criteria is used to group them together. Do I iterate through all the objects in the scene, and check the distance between them to see where they should be inserted in the tree? Do you know some resources that may shed some light on this topic for me?

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  • When dealing with a static game board, what are some methods to make it more interesting?

    - by Ólafur Waage
    Let's say you have a game board that you look at. It does not move but there is some action going on. For example Chess, Checkers, Solitaire. The game I'm working on is not one of this but it's a good reference. What are some methods you can apply to the game or the design that increases the appeal of the user to the game. Of course you can make it prettier but what are some other methods you can use? For example: Visual cues, game design changes, user interface arrangement, etc.

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