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  • melonJS: Entity and solid block on collision layer

    - by Arthur Halma
    Actually I have my player entity with 64x64 sprite animation and 18x60 hitbox also the map is maded by 16x16 tiles. When my player goes some way he can pass through blocks (but not all of them). For example there are 4 situations: Good (player can't pass the tile with isSolid property on collision layer) Good (player can't pass the tile with isSolid property on collision layer) Bad (player pass the tile with isSolid property on collision layer) Bad (player pass the tile with isSolid property on collision layer) Looks like melonJS checks only corners of hitbox instead of whole rectangle. Can anyone help me in this situation.

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  • Reasons why AppHub samples won't build?

    - by user13909
    I have an issue off of most downloaded projects where whenever I build it, VS2010 just crashes. I had this issue a while before, and it was widespread, I reinstalled, and it worked fine afterwards. If I create my own XNA project, and copy all of classes and assets over (which I admit, is super fun anyway) things build fine. But if I just download the project from here http://create.msdn.com/en-US/education/catalog/sample/roleplaying_game (RolePlayingGame_4_0_Win_Xbox.zip) and try to build, it automatically stops working, restarts, and reopens the project. If I Debug/Deploy to my Xbox, I do get a sucessful version to the Xbox, but VS2010 still stops and restarts. I've already repaired, and reinstalled again, still having the issue. Can anything think of plausible solutions?

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  • Want to make RTS strategy game, good starting point...?

    - by NOLANDI
    everybody! I find this community because I did research about game developing topics. So I decide to register on this community and ask for your opinion. I am not begineer in computer stuffs, and I know logic of programming language. I have little knowlegde of C, C++, Started to learn C#...but I was always oriented about other areas of IT. Amateur for game making but not in IT general! I am interested to make RTS strategy video game, isometric camera view (like PC GAME COMMANDOS for example)...so I started to read many books about DirectX, XNA, OpenGL, C#, AI programming...so I want to know where is good starting point for making this game genre. I want to use C# for this project, not C++, since I always had trouble with it, because it is too complicated. I see good oportunity for learning C#, since it has more object-oriented concept, with much less code and easy readible code for writing. Beside of that I know that C++ is the more powerful language until today. So I want to use DirectX and C# for my project. But it will required more time for sure, to learn it. I have trouble with finding books for c# & DirectX (I found just one), but in every next book, it is programming in c++! I read many web sites and they mentioned Slim DX, and in generaly, other articles which I read tells that it is possible to make good game with combination c# and directX, but...I don't have enough information about all this stuffs, so I became confused! It is really hard to have wish to learn c++ from scratch, since I started c# and I like it really...I don't try OpenGL, but I am already familiar with DirectX (some beginning stuffs), and I think that it is good and interesting. So, I decide to choose between maybe Unity3d and XNA first. XNA...hm, it sound that it is not bad solution, but I heard that it is already overcome technology, and I think that it is better to wait with XNA, until I try to make something with DirectX and C#, at first. But I dont know it is possible to make strategy game in XNA?! Maybe I am wrong. I also, find Unity 3D game engine and I find that I could programming there in C#, but many all examples are written in Javascript (Digital tutors videos)...But I generaly have wish to learn it too, because it allows to export games to mobile phones, there a lot of documentations, it is free, etc... I want to find best way to learn C# and DirectX, and make this game, but I dont know if it's possible to combine?! But maybe is good to first try Unity and XNA, because I am beginner?! Thank you all! I am willing to hear your expirience.

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  • How to obtain a camera stream from Unity without rendering it to the player's screen?

    - by aiguy
    I'd like to stream the output of two cameras to a separate process. Right now, it looks like the best way to do that is to grab the rendered camera views from the screen via platform specific screen capture hooks then compress them real time with h.264. Is there a way to grab the input of the cameras within unity and avoid rendering them to the screen? One solution I'm considering involves using Unity's multiplayer capability to run the game on a separate machine and grab it from that screen buffer, unbeknownst to the player.

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  • Drag and Drop Team Selection

    - by davidjwest
    I have a Fantasy F1 Website, currently users select their teams using dropdown menus. It works OK but isn't as user friendly as I would like. I would like to implement a drag and drop type of system, there's jQuery code out there that would go part of the way to allowing me to do this: http://jqueryui.com/demos/draggable/ But I am not sure about how to integrate that into PHP and MySQL, my jQuery skills are limited! I'd also need to stop them spending more than a certain amount of money, each driver has a value and the teams can only spend a certain amount of money. There's also limits for example you can only pick a driver once, but you can have three different drivers. Finally, how would you decide that the user had picked their team, I don't want a submit button as that kind of defeats the object of the exercise! Thanks for any advice, I don't expect anyone to write the code for me but some pointers would be greatly appreciated.

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  • way to do if(x > x2) x = x2 with rotation?

    - by CyanPrime
    Alright, so I got this walking code, and some collision detection, now the collision detection returns a Vector3f of the closest point on the triangle that the projected position is at (pos + move), so then I project my position again in the walking method/function and if the projected position's x is the nearest point'x the projected position's x becomes the nearist point's x. same with their z points, but if I'm moving in a different direction from 0 degrees XZ how would I rotate the equation/condition? Here is what I got so far, and it's not working, as I go through walls, and such. Vector3f move = new Vector3f(0,0,0); move.x = (float)-Math.cos(Math.toRadians(yaw)); move.z = (float)-Math.sin(Math.toRadians(yaw)); // System.out.println("slopeNormal.z: " + slopeNormal.z + "move.z: " + move.z); move.normalise(); move.scale(movementSpeed * delta); float horizontaldotproduct = move.x * slopeNormal.x + move.z * slopeNormal.z; move.y = -horizontaldotproduct * slopeNormal.y; Vector3f dest = colCheck(pos, move, model, drawDist, movementSpeed, delta); Vector3f projPos = new Vector3f(pos); Vector3f.add(projPos, move, projPos); if(projPos.x > 0 && dest.x > 0 && projPos.x < dest.x) projPos.x = dest.x; else if(projPos.x < 0 && dest.x < 0 && projPos.x > dest.x) projPos.x = dest.x; if(projPos.z > 0 && dest.z > 0 && projPos.z < dest.z) projPos.z = dest.z; else if(projPos.z < 0 && dest.z < 0 && projPos.z > dest.z) projPos.z = dest.z; pos = new Vector3f(projPos);

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  • SDK mouse relative motion, weird results

    - by zaftcoAgeiha
    I have a simple SDL application that tracks the relative change in mouse position But for some reason, the motion.xrel and motion.yrel give back massive numbers! my code: SDL_WM_GrabInput(SDL_GRAB_ON); SDL_ShowCursor(false); while(!quit){ // Draw the scene if (invalidated == 1){ on_render(); invalidated = 0; } // And poll for events SDL_PumpEvents(); SDL_Event event; while ( SDL_PollEvent(&event) ) { switch (event.type) { case SDL_KEYDOWN: case SDL_KEYUP: on_key(event.key); break; case SDL_MOUSEMOTION: std::cerr << event.motion.xrel << ":" << event.motion.yrel << std::endl; invalidated = 1; break; ... and the printed results are ridiculous: 400:300 -11297:1705 -11215:1268 -10969:940 -10314:-43 -9986:-698 -9331:-1681 -9003:-2227 -8593:-2664 -8020:-3538 -7774:-3647 -7365:-4193 -7283:-4302 -7119:0 any idea why?? System is Ubuntu 12 running in virtual box

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  • Twitter integration

    - by qaisjp
    My computer game is powered using Love2d in Lua, there is dead space in the menu of my game and I'd like to fill it up with something. So I'll like to put a twitter feed there, how can I receive all the twitter posts created by AND mentioned from @stickydestroyer; how can I make it look good and code the actual thing. I know I have to use some sort of cURL module, but how can I get the feed AND make it looking nicely?

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  • Dynamic object creation with HashMap

    - by Salor
    I want to use a HashMap to dynamically create objects based on the key. I have a Random Map Generator that stores the maps in 3D Arrays of Type Integer[][][]. Upon creation of the actual map I iterate through this array and based on the Integer I want to create the right block. Example: Integer[][][] map ... map[6][6][6] = 3; 3 is a Earth-Block and now I want to initialize a new Block of this type and give it the right coordinates. Currently I store my Bindings from Integer to Class in a HashMap(Integer, String) and create my objects like that: int id = array[x][y][z]; String block_name = Blocks.map.get(id); Block block = (Block) Class.forName(block_name).newInstance(); block.setPosition(x,y,z); But I want to avoid newInstance() if possible. I've never worked that dynamically with Java before and I couldn't find a solution like changing the HashMap to (Integer, Class) or something. I just need to create a new Object based upon the Integer. Any ideas/solutions? Thanks in advance and have a wonderful day!

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  • Bubble sorting my array does not sort it

    - by Trixmix
    I sort an array of chunks by doing this: for (int i =0; i<this.getQueue().size();i++) { for (int j =0; j<this.getQueue().size()-i-1;j++) { Chunk temp1 = this.getQueue().get(i); Chunk temp2 = this.getQueue().get(i+1); if (temp1 != null &&temp2 != null && temp2.getLocation().getY() < temp1.getLocation().getY()) { this.getQueue().set(i, temp2); this.getQueue().set(i+1, temp1); } } } What I want is the the chunks with the lowest Y coordinate will be at the start of the array and the ones with the bigger Y coordinate will be at the end of the array. And this is my result: 1024.0 944.0 1104.0 944.0 1104.0 ----BEFORE----- 944.0 1024.0 944.0 1104.0 1104.0 ---AFTER--- Why is this not working It seams fine. I dont want to use a comparator so dont suggest it. More info, the Y cords are floats. I got the result by for each looping on this queue and printed the Y locations.

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  • Calculate random points (pixel) within a circle (image)

    - by DMills
    I have an image that contains a circles at a specific location, and of a specific diameter. What I need to do is to be able to calculate random points within the circle, and then manipulate said the pixels they correlate to. I have the following code already: private Point CalculatePoint() { var angle = _random.NextDouble() * ( Math.PI * 2 ); var x = _originX + ( _radius * Math.Cos( angle ) ); var y = _originY + ( _radius * Math.Sin( angle ) ); return new Point( ( int )x, ( int )y ); } And that works fine for finding all the points at the circumference of the circle, but I need all points from anywhere in the circle. If this doesn't make sense let me know and I will do my best to clarify.

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  • Can i add friction in air?

    - by Diken
    I have issue regarding speed in air. When i jump and move simultaneously that time speed of player increase.For jump i am using impuls and for movement i am using force.I want to slow speed when player is in air. Thanks in advance Following is my update method ih HUDLayer -(void)update:(ccTime)dt :(b2Body *)ballBody :(CCSprite *)player1 :(b2World *)world { if (moveRight.active==YES) { ballBody->SetActive(true); b2Vec2 locationworld=b2Vec2(maxSpeed,0); double mass=ballBody->GetMass(); ballBody->ApplyForce(mass*locationworld, ballBody->GetWorldCenter()); // ballBody->SetLinearDamping(1.2f); } else if(moveLeft.active==YES) { ballBody->SetActive(true); b2Vec2 locationworld=b2Vec2(-10,0); double mass=ballBody->GetMass(); ballBody->ApplyForce(mass*locationworld, ballBody->GetWorldCenter()); // ballBody->SetLinearDamping(1.2f); } } Following is jump -(void)jump:(b2Body*)ballBody:(ccTime)dt:(BOOL)touch { if (touch) { if (jumpSprte.active==YES) { ballBody->SetActive(true); b2Vec2 locationWorld; //locationWorld=b2Vec2(0.0f,98.0f); locationWorld=b2Vec2(0,32); // double mass=ballBody->GetMass(); ballBody->ApplyLinearImpulse(locationWorld, ballBody->GetWorldCenter()); // ballBody->ApplyForce(mass*locationWorld, ballBody->GetWorldCenter()); ballBody->SetLinearDamping(1.2f); } } } So where i apply logic??

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  • STL for games, yea or nay?

    - by munificent
    Every programming language has its standard library of containers, algorithms, and other helpful stuff. With languages like C#, Java, and Python, it's practically inconceivable to use the language without its standard lib. Yet, on many C++ games I've worked on, we either didn't use the STL at all, used a tiny fraction of it, or used our own implementation. It's hard to tell if that was a sound decision for our games, or one simply made out of ignorance of the STL. So... is the STL a good fit or not?

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  • C++ Database vs Reading Files

    - by Ohmages
    Ive been programing a C++ game/server for the past year. I have been using MYSQL for character logins, items, monsters, etc, etc. (im on windows). My question is, what are some of the databases that some big time developers use. IE. Battle.net, Diablo II, Diablo III, mythos, hellgate , etc, etc, etc. Do they have their own database they built? Or do they use an existing framework for logins, and character transfers. I do know that in diablo II, they use character files to to transfer characters into the game world. But what about the login into battle.net. Would it be wiser for me to stick with MYSQL, or is there something out there faster and more stable, or should I create a login type of system that looks through a file to see if you provided the correct password. Can't wait to get some replies. Thanks! PS. Currently the framework is much like battle.net, where you login into a lobby, create, and join games. The game server/lobby server are different servers too. So im just wondering about the lobby server for logins because I'm expecting several hundred thousand connections/logins.

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  • Is there any small linux distribution which comes with a complete C devleopment environment

    - by hits_lucky
    Hi, I have installed "Damn Small Linux" on my home computer for doing C development in unix. But the distribution doesn't by default come with the C development environment and I am facing some issues when trying to install the gcc. Is there any other small Linux distribution which by default has the required packages for the C development. And also I don't want additional software which takes up lot of space but still would like to have the graphical environment. Thanks

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  • Make the player run onto stairs smoothly

    - by misiMe
    I have a 2D Platform game, where the player Always runs to the right, but the terrain isn't Always horizontal. Example: I implemented a bounding-box collision system that just checks for intersections with player box and the other blocks, to stop player from running if you encounter a big block, so that you have to jump, but when I put stairs, I want him to run smoothly just like he is on the horizontal ground. With the collision system you have to jump the stairs in order to pass them! I thought about generating a line between the edges of the stairs, and imposing the player movement on that line... What do you think? Is there something more clever to do?

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  • Saving to a file in C# [on hold]

    - by user36322
    If I use this code: using (StreamWriter streamWriter = new StreamWriter("Content/player.txt", true)) { streamWriter.Write("Hello!"); streamWriter.Close(); } The program will not actually add "Hello!" to the file. However, if I use this code: using (StreamWriter streamWriter = new StreamWriter("C:/Users/Michael/Documents/Visual Studio 2010/Projects/PuzzleGame/PuzzleGame/PuzzleGameContent/player.TXT", true)) { streamWriter.Write("Hello!"); streamWriter.Close(); } The program will work as intended and add "Hello!" to the save file. Is there any way I can do this without hardcoding the path?

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  • Aggro with Images

    - by Will
    I have three UIImageViews. enemy1, enemy1AggroBox and mainSprite. What I want to do is when mainSprite and enemy1AggroBox interect, I want enemy1 to start moving towards mainSprite. Basically creating aggro for a game. if(CGRectIntersectsRect(mainSprite.frame, enemy1AggroBox.frame)){ //Code here// } My plan would be to call this method in viewDidLoad. I'm not using any sort of framework like cocos2d or OpenGLES. If you need to see any more code just ask.

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  • How can I implement smooth rotation from one direction to another?

    - by user1759052
    I'm having a problem with animating rotations with 1Matrix.CreateRotationY() with my basic 3D game. Based on where you click the mouse, I want the 3D object to rotate to that direction and then move. I am using this to determine the target direction: float rot = (float)(Math.Atan2(X, Z)); It gives me the correct value, but I am not sure how to handle the rotation animation from current direction to new direction. I've tried a few things, but to no avail. Do you guys know of any good ways of solving this issue?

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  • Java and Eclipse setup properly, how do I install JOGL or LWJGL?

    - by shadowprotocol
    I have my Java environment installed alongside Eclipse, and I was successfully able to create and run a new project (simple System.out.println("Yay I work!"); I have the OpenGL SuperBible, and I primarily want to code 3D things (I'll take my time using the book to learn how to draw shapes in 3D space, etc..) Can you help me get setup with OpenGL in Java? I dont really need LWJGL, although I WILL make games eventually. I just can't even figure out with all of these terrible (and old) tutorials floating around on the net how to install either JOGL or LWJGL. If you can give me a hand with that, I'd appreciate it. I'd like to feel I contributed by having this page show the answer to the question, so that other poor souls googling for this same information can benefit.

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  • Entity System and rendering

    - by hayer
    Okey, what I know so far; The entity contains a component(data-storage) which holds information like; - Texture/sprite - Shader - etc And then I have a renderer system which draws all this. But what I don't understand is how the renderer should be designed. Should I have one component for each "visual type". One component without shader, one with shader, etc? Just need some input on whats the "correct way" to do this. Tips and pitfalls to watch out for.

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  • C++ game programming

    - by UnTraDe
    Until now I have been using C# with XNA for 2d and a little bit of 3d games, althought I dont remember that I finished any of them I want to start working with C++. I have a very very little exprience with C++ and my question is where to start? I plated a little bit with SFML and I encountered some problems with performance when I started to build a tile based game. I'm pretty sure that the problem is my code and not the library itself. Is there anything similiar to XNA for C++? I should keep try and work with SFML? Sorry for my bad english! Thanks in advance!

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  • How to create a map-like (clouds) texture [duplicate]

    - by user16547
    This question already has an answer here: How do you generate tileable Perlin noise? 9 answers If you place a map of the world on a sphere, it will look like the image is continuous. Basically the left end of the image is sort of a continuation of the right end. You won't be able to see any cuts. I'm trying to create a clouds texture to add to my planet such that it will seem it has clouds. I managed to create the clouds in GIMP, however, I can't figure out how to make sure the left end of my image is a smooth continuation of the right end. For example if you were to map the below image to your sphere (I removed transparency to make it clearer), there would be a very obvious transition from the right end of the image back to the left end on your sphere. How would I create a texture such that I get rid of that? Sorry for my lack of terminology.

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  • Basic/research RTS engine/model

    - by XTF
    Does a basic/research RTS engine/model exist that can be used as a basis for further experimentation/research? I'd like to avoid reinventing the wheel if possible. I'm aware of Spring Engine and Stratagus, but those are real game engines and may not be the best to experiment with and learn from. Ideally the docs for the model would answer questions like: How exactly do units move? (constant velocity? constant acceleration? constant force?) How is pathfinding handled? Does every grid cell become an A* graph node (may be expensive)? Does it consider threats? How are groups handled? (w.r.t pathfinding and movement) How is combat handled? I'm mostly interested in the low-level model details (for now), not the graphics etc. I've read a lot of the other quesions (and answers/references) tagged RTS but I haven't found my answer yet.

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  • How should game objects with fixed positions in the world be positioned?

    - by mars
    I have some game objects that are always at the same position in my game world as they make up some of the scenery of my puzzle game. At the moment, their positions are sort of hard coded in and some of their positions are calculated relative to the hard coded positions of other objects at the time of game initialization. This has been hard to maintain because whenever I've decided to change the position of these scenery objects as the game design evolved, I have to go and rewrite parts of the code that place the created objects and calculate their positions in the world. Is there a more maintainable way of handling the positioning of fixed game objects?

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