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  • Developing an AI opponent for Monopoly

    - by Bernhard Zürn
    i want to develop an AI opponent for the Board Game Monopoly. I want to implement the whole Game with Prolog (XPCE). The probability for a field on the Board being hit, can be computed with Markov Chains. I already know some "best practices" like "after 50% of the playing time it does not make sense to buy out of jail because in jail you get renting fees for your fields but you don't have to pay for other fields as long as you stay in prison". The interesting question always is: buy a streetfield ? buy houses / hotels ? how much ? so i think i would have to compute some kind of future liquidity .. does anyone know how to pack that into an algorithm or how to translate it to prolog ?

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  • Increasing efficiency of N-Body gravity simulation

    - by Postman
    I'm making a space exploration type game, it will have many planets and other objects that will all have realistic gravity. I currently have a system in place that works, but if the number of planets goes above 70, the FPS decreases an practically exponential rates. I'm making it in C# and XNA. My guess is that I should be able to do gravity calculations between 100 objects without this kind of strain, so clearly my method is not as efficient as it should be. I have two files, Gravity.cs and EntityEngine.cs. Gravity manages JUST the gravity calculations, EntityEngine creates an instance of Gravity and runs it, along with other entity related methods. EntityEngine.cs public void Update() { foreach (KeyValuePair<string, Entity> e in Entities) { e.Value.Update(); } gravity.Update(); } (Only relevant piece of code from EntityEngine, self explanatory. When an instance of Gravity is made in entityEngine, it passes itself (this) into it, so that gravity can have access to entityEngine.Entities (a dictionary of all planet objects)) Gravity.cs namespace ExplorationEngine { public class Gravity { private EntityEngine entityEngine; private Vector2 Force; private Vector2 VecForce; private float distance; private float mult; public Gravity(EntityEngine e) { entityEngine = e; } public void Update() { //First loop foreach (KeyValuePair<string, Entity> e in entityEngine.Entities) { //Reset the force vector Force = new Vector2(); //Second loop foreach (KeyValuePair<string, Entity> e2 in entityEngine.Entities) { //Make sure the second value is not the current value from the first loop if (e2.Value != e.Value ) { //Find the distance between the two objects. Because Fg = G * ((M1 * M2) / r^2), using Vector2.Distance() and then squaring it //is pointless and inefficient because distance uses a sqrt, squaring the result simple cancels that sqrt. distance = Vector2.DistanceSquared(e2.Value.Position, e.Value.Position); //This makes sure that two planets do not attract eachother if they are touching, completely unnecessary when I add collision, //For now it just makes it so that the planets are not glitchy, performance is not significantly improved by removing this IF if (Math.Sqrt(distance) > (e.Value.Texture.Width / 2 + e2.Value.Texture.Width / 2)) { //Calculate the magnitude of Fg (I'm using my own gravitational constant (G) for the sake of time (I know it's 1 at the moment, but I've been changing it) mult = 1.0f * ((e.Value.Mass * e2.Value.Mass) / distance); //Calculate the direction of the force, simply subtracting the positions and normalizing works, this fixes diagonal vectors //from having a larger value, and basically makes VecForce a direction. VecForce = e2.Value.Position - e.Value.Position; VecForce.Normalize(); //Add the vector for each planet in the second loop to a force var. Force = Vector2.Add(Force, VecForce * mult); //I have tried Force += VecForce * mult, and have not noticed much of an increase in speed. } } } //Add that force to the first loop's planet's position (later on I'll instead add to acceleration, to account for inertia) e.Value.Position += Force; } } } } I have used various tips (about gravity optimizing, not threading) from THIS question (that I made yesterday). I've made this gravity method (Gravity.Update) as efficient as I know how to make it. This O(N^2) algorithm still seems to be eating up all of my CPU power though. Here is a LINK (google drive, go to File download, keep .Exe with the content folder, you will need XNA Framework 4.0 Redist. if you don't already have it) to the current version of my game. Left click makes a planet, right click removes the last planet. Mouse moves the camera, scroll wheel zooms in and out. Watch the FPS and Planet Count to see what I mean about performance issues past 70 planets. (ALL 70 planets must be moving, I've had 100 stationary planets and only 5 or so moving ones while still having 300 fps, the issue arises when 70+ are moving around) After 70 planets are made, performance tanks exponentially. With < 70 planets, I get 330 fps (I have it capped at 300). At 90 planets, the FPS is about 2, more than that and it sticks around at 0 FPS. Strangely enough, when all planets are stationary, the FPS climbs back up to around 300, but as soon as something moves, it goes right back down to what it was, I have no systems in place to make this happen, it just does. I considered multithreading, but that previous question I asked taught me a thing or two, and I see now that that's not a viable option. I've also thought maybe I could do the calculations on my GPU instead, though I don't think it should be necessary. I also do not know how to do this, it is not a simple concept and I want to avoid it unless someone knows a really noob friendly simple way to do it that will work for an n-body gravity calculation. (I have an NVidia gtx 660) Lastly I've considered using a quadtree type system. (Barnes Hut simulation) I've been told (in the previous question) that this is a good method that is commonly used, and it seems logical and straightforward, however the implementation is way over my head and I haven't found a good tutorial for C# yet that explains it in a way I can understand, or uses code I can eventually figure out. So my question is this: How can I make my gravity method more efficient, allowing me to use more than 100 objects (I can render 1000 planets with constant 300+ FPS without gravity calculations), and if I can't do much to improve performance (including some kind of quadtree system), could I use my GPU to do the calculations?

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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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  • How can I run and jump at the same time?

    - by Jan
    I'm having some trouble with the game I started. http://testing.fyrastudio.com/lab/tweetOlympics/v0.002/ The thing is that i have an athlete running and he must jump at the same time. A race with obstacles. I have him running (with pressing the letter Q repeateadly). I also have him jumping (with letter P) But the thing is that when he runs and jumps at the same time, he seems to be jumping at the same place, instead of going forward with the jump... any ideas how can I fix this?? This is the code I'm using for running and jumping on a continuos loop. //if accelearing and the last time that he accelerated was less than X seconds ago, hes running an accelaring if (athlete.accelerating && timeCurrent - athlete.last_acceleration > athlete.delay_acceleration) { athlete.accelerating = false; athlete.last_acceleration = timeCurrent; athlete.running = true; } if (!athlete.accelerating && timeCurrent - athlete.last_acceleration > athlete.delay_acceleration) { athlete.decelerating = true; } if(athlete.decelerating && timeCurrent - athlete.last_deceleration > athlete.delay_deceleration){ if(athlete.speed >= 1){ //athlete starts to decelarate athlete.last_deceleration = timeCurrent; athlete.decelerate(); }else { athlete.running = false; } } if (athlete.running) { athlete.position += athlete.speed; } if (athlete.jumping) { if (athlete.jump_height < 1) { athlete.jump_height = 1; }else { if (athlete.jump_height >= athlete.jump_max_height) { athlete.jump_height = athlete.jump_max_height; athlete.jumping = false; }else { athlete.jump_height = athlete.jump_height * athlete.jump_speed; } } } if (!athlete.jumping) { if(athlete.jump_height > 1){ athlete.jump_height = athlete.jump_height * 0.9; }else { athlete.jump_height = 1; } } athlete.scaleX = athlete.scaleY = athlete.jump_height; athlete.x = athlete.position; Thanks!

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  • How do I interpolate air drag with a variable time step?

    - by Valentin Krummenacher
    So I have a little game which works with small steps, however those steps vary in time, so for example I sometimes have 10 Steps/second and then I have 20 Steps/second. This changes automatically depending on how many steps the user's computer can take. To avoid inaccurate positioning of the game's player object I use y=v0*dt+g*dt^2/2 to determine my objects y-position, where dt is the time since the last step, v0 is the velocity of my object in the beginning of my step and g is the gravity. To calculate the velocity in the end of a step I use v=v0+g*dt what also gives me correct results, independent of whether I use 2 steps with a dt of for example 20ms or one step with a dt of 40ms. Now I would like to introduce air drag. For simplicity's sake I use a=k*v^2 where a is the air drag's acceleration (I am aware that it would usually result in a force, but since I assume 1kg for my object's mass the force is the same as the resulting acceleration), k is a constant (in this case I'm using 0.001) and v is the speed. Now in an infinitely small time interval a is k multiplied by the velocity in this small time interval powered by 2. The problem is that v in the next time interval would depend on the drag of the last which again depends on the v of the last interval and so on... In other words: If I use a=k*v^2 I get different results for my position/velocity when I use 2 steps of 20ms than when I use one step of 40ms. I used to have this problem for my position too, but adding +g*dt^2/2 to the formula for my position fixed the problem since it takes into account that the position depends on the velocity which changes slightly in every infinitely small time interval. Does something like that exist for air drag too? And no, I dont mean anything like Adding air drag to a golf ball trajectory equation or similar, for that kind of method only gives correct results when all my steps are the same. (I hope you can understand my intermediate english, it's not my main language so I would like to say sorry for all the silly mistakes I might have made in my question)

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  • Collision Detection for 2D

    - by Bhaskar
    I am working on a simple game, where I need to do a collision detection of two Texture2D. The code I have written is: bool perPixelCollission = false; Texture2D texture1 = sprite1.Texture; Texture2D texture2 = sprite1.Texture; Vector2 position1 = new Vector2(sprite1.CurrentScope.X, sprite1.CurrentScope.Y); Vector2 position2 = new Vector2(sprite2.CurrentScope.X, sprite2.CurrentScope.Y); uint[] bitsA = new uint[texture1.Width * texture1.Height]; uint[] bitsB = new uint[texture2.Width * texture2.Height]; Rectangle texture1Rectangle = new Rectangle(Convert.ToInt32(position1.X), Convert.ToInt32(position1.Y), texture1.Width, texture1.Height); Rectangle texture2Rectangle = new Rectangle(Convert.ToInt32(position2.X), Convert.ToInt32(position2.Y), texture2.Width, texture2.Height); texture1.GetData<uint>(bitsA); texture2.GetData<uint>(bitsB); int x1 = Math.Max(texture1Rectangle.X, texture2Rectangle.X); int x2 = Math.Min(texture1Rectangle.X + texture1Rectangle.Width, texture2Rectangle.X + texture2Rectangle.Width); int y1 = Math.Max(texture1Rectangle.Y, texture2Rectangle.Y); int y2 = Math.Min(texture1Rectangle.Y + texture1Rectangle.Height, texture2Rectangle.Y + texture2Rectangle.Height); for (int y = y1; y < y2; ++y) { for (int x = x1; x < x2; ++x) { if (((bitsA[(x - texture1Rectangle.X) + (y - texture1Rectangle.Y) * texture1Rectangle.Width] & 0xFF000000) >> 24) > 20 && ((bitsB[(x - texture2Rectangle.X) + (y - texture2Rectangle.Y) * texture2Rectangle.Width] & 0xFF000000) >> 24) > 20) { perPixelCollission = true; break; } } // Reduce amount of looping by breaking out of this. if (perPixelCollission) { break; } } return perPixelCollission; But this code is really making the game slow. Where can I get some very good collision detection tutorial and code? What is wrong in this code?

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  • Auto-organized / smart inventory system?

    - by VeXe
    for the past week I've been working on an inventory system with Unity3D. At first I got help from the guys at Design3 but it wasn't too long till we split path, because I really didn't like the way they did their code, it didn't have any smell of OOP whatsoever. I took it further steps ahead - items take more than one slot, advanced placement system (items tries their best to find the best close fit), local mouse system (mouse gets trapped in active bag area), etc. Here's a demo of my work. What we would like to have in our game, is an auto-organizing feature - not auto-sort. We want this feature because our inventory's going to be in 'real-time' - not like in Resident Evil 1,2,3 etc where you would pause the game and do things in your inventory. Now imagine your self in a sticky situation surrounded by zombies, and you don't have bullets, you look around, you see that there are bullets nearby on the ground, so you go for them and try to pick them up, but they don't fit! you look at your inventory and find out that if you reorganize some of the items, it will fit! - now the player - in that situation doesn't have time to reorganize because he's surrounded with zombies and will die if he stops and organizes the inventory to make space (remember inventory in real-time, no pausing) - wouldn't it be nice for that to happen automatically? - Yes! (I believe this has been implemented in some games like Dungeon siege or something, so sure it's doable) take a look at this picture for example: Yes, so if you auto-sort the issue you will get your spaces but it's bad because: 1- Expensive: it doesn't need a whole sort operation to free those spaces, in the first picture, just slide the red item at the bottom to the very left, and you get the same spaces that you got from the auto-sort. 2- It's annoying to the player: "Who the F told you to re-order my stuff?" I'm not asking for "How to write the code" for this, I'm just asking for some guidance, where to look, what algorithms are involved? Is this something related to graphs and shortest path stuff? I hope not cuz I didn't manage to continue my college studies :/ But even if it is, just tell me and I will learn the stuff related. Notice there could be more than just one solution. So I guess the first thing I have to do is figure out if the situation is 'solvable' - if I know how to determine if a situation is solvable or not, then I can 'solve' it. I just need to know the conditions that makes it 'solvable'. And I believe there must be some algorithm/data structure for this. Here's a pic for more than one solution of trying to fit a 1x3 item: The arrows show just one of the solutions, but if you look you will find more than one. This is what I ultimately not auto-sorting but find a solution and applying it. Note that if I spend time on it I will come up with a way to solve it, but it wouldn't be the best way, it's like, holding a car wheel with your feet instead of your hands! XD Or just like trying to solve an issue that requires arrays, but you're not yet aware of their existence! So what is the right approach to this? Hope somebody helps, thanks a lot in advance :)

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  • Sub-systems in game engines

    - by Hillel
    So here's the problem- I'm writing my own engine library, and it works fine with stuff like menus and the actual game screen. The thing is, I can't really figure out how to integrate something like an intro or dialogue preceding certain levels into this system. Let's look at another example- say I have a game-specific engine which gets a Level object and runs it. Engine would have its own collision and physics system, all hard coded. Now, what if at some point in a level, I want the player to enter a mini-game with different rules? How do I morph the Engine class to support these sub-systems without having to deal with their code all the time (as in: if(regular game) ... else if(mini game) ...)? And what if I want an intro animation at the start of a level, and I want the player to be able to assume control of his character once the animation ends, do I implement the animation into the Engine class itself? Or maybe I need to run another class, CutScene, and when it ends, it calls Engine and starts the level? What if I want to add a dialogue system, where at the start of each level there's a short dialogue and the player can't control his character, and once it ends, he can? Would I then run the dialogue code inside the Engine code? Maybe these sub-systems should all be scripted? I don't know anything about scripting, is it necessary for this kind of situation? Any help would be appreciated.

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  • Multiplication for MVP matrices: Any benefits to doing so within the vertex shader?

    - by Nick Wiggill
    I'd like to understand under what circumstances (if any) it is worth doing MVP matrix multiplication inside a vertex shader. The vertex shader is run once per vertex, and a single mesh typically contains many vertices. All MVP inputs remain the same for each vertex in the vertex batch relating to a given draw call (model). Surely then, you're always better off keeping the multiplications in the client code, such that you pass in the whole MVP precalculated as a uniform? (avoiding redundant ops between individual vertices)

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  • Trouble with Collada bones

    - by KyleT
    I have a Collada file with a rigged mesh. I've read the node tags in the library_visual_scenes tag and extracted the matrix for each node and stored everything in a hierarchical bone structure. My Matrix container is "row major", so I'd store the first float of a matrix tag in the 1st row, 1st column, the second in the 1st row, 2nd column, etc. From what I gather this is the Bind Pose Matrix. After that I went through the tag and extracted the float array in the source tag of the skin tag of the controller for the mesh. I stored each matrix from this float array in their corresponding Bone as the Inverse Bind Matrix. I also extracted the bind-shape-matrix and stored it. Now I'd like to draw the skeleton with OpenGL to see if everything is working correctly before I go about skinning. I iterate once over my bones and multiply a bone's Bind Pose Matrix by it's parents and store that. After that I iterate again over the bones and multiply the result of the previous matrix multiplication by the Inverse Bind Matrix and then by the Bind Shape Matrix. The results look something like this: [0.2, 9.2, 5.8, 1.2 ] [4.6, -3.3, -0.2, -0.1 ] [-1.8, 0.2, -4.2, -3.9 ] [0, 0, 0, 1 ] I've had to go to various sources to get the little understanding of Collada I have and books about 3d transform matricies can get pretty intense. I've hit a brick wall and if you could please read through this and see if there is something I'm doing wrong, and how I'd go about getting an X,Y,Z to draw a point for each of these joints once I've calculated the final transform, I'd really appreciate it.

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  • Architectural advice - websockets javascript/php integration

    - by Ewan Vaentine
    Myself and a friend have started making a game, he's likely to be using impact.js for the user interaction etc, but we need multiplayer functionality so some form of websockets for TCP connections etc. So we were thinking impact.js into socket.io and node.js. However, user accounts, ecommerce, session handling and social media integration will all be handled with Codeigniter (PHP), my question is, is it wise to have node.js running in parallel with Codeigniter, or if this is even possible? If not, if you were to create a multiplayer online game utilising ecomms to buy credits and user accounts, how would you go about this from a structural position and what engines/frameworks would you recommend? I'm new to this site so I apologise in advance if I'm posting something inappropriate. Cheers, Ewan

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  • Cheap ways to do scaling ops in shader?

    - by Nick Wiggill
    I've got an extensive world terrain that uses vec3 for the vertex position attribute. That's good, because the terrain has endless gradations due to the use of floating point. But I'm thinking about how to reduce the amount of data uploaded to the GPU. For my terrain, which uses discrete / grid-based vertex positions in x and z, it's pretty clear that I can replace my vec3s (floats, really) with shorts, halving the per-vertex position attribute cost from 12 bytes each to 6 bytes. Considering I've got little enough other vertex data, and an enormous amount of terrain data to push into the world, it's a major gain. Currently in my code, one unit in GLSL shaders is equal to 1m in the world. I like that scale. If I move over to using shorts, though, I won't be able to use the same scale, as I would then have a very blocky world where every step in height is an entire metre. So I see these potential solutions to scale the positional data correctly once it arrives at the vertex shader stage: Use 10:1 scaling, i.e. 1 short unit = 1 decimetre in CPU-side code. Do a division by 10 in the vertex shader to scale incoming decimetre values back to metres. Arbirary (non-PoT) divisions tend to be slow, however. Use (some-power-of-two):1 scaling (eg. 8:1), which enables the use of a bitshift (eg. val >> 3) to do the division... not sure how performant this is in shaders, though. Not as intuitive to read values, but possibly quite a bit faster than div by a non-PoT value. Use a texture as lookup table. I've heard that this is really fast. Or whatever solutions others can offer to achieve the same results -- minimal vertex data with sensible scaling.

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  • How do I detect if sprite should be going up or down?

    - by Geore Shg
    I use the following code to detect if a sprite should be going up or down: If (pos.Y + 100) >= Sprite.BottomY Then Going_up = True pos.Y = Sprite.BottomY - 130 End If If pos.Y <= Sprite.TopY Then Going_up = False pos.Y = Sprite.TopY - 1 Vel.Y = 3 End If Then my response code: If Going_up Then Vel.Y -= CSng(gameTime.ElapsedGameTime.TotalMilliseconds / 40) pos.Y -= Vel.Y Else Vel.Y += CSng(gameTime.ElapsedGameTime.TotalMilliseconds / 40) pos.Y += Vel.Y End If Sprite.velocity = Vel Sprite.position = pos But it's pretty terrible. It only works when the sprite starts at the top, and when I want to change the BottomY and TopY, it just starts glitching. What is a better to detect if the sprite should be going up or down?

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  • DirectCompute information

    - by N0xus
    I've been trying to make use of the GPU as part of a project of mine. I've looked into both CUDA and OpenCL, but the lack of information showing you how to introduce these into a project is shocking. Even their dedicated forum groups are dead. So now, I'm looking into DirectCompute. From what I can tell, it's simply a new type of shader file that makes use of HLSL. My question is this, does my program (aside from being DirectX 10 / 11 ) need its structure changed? I mean, is it simply a case of creating the CS file, setting in the project like I would any other shader, and watch the magic happen? Any information on this would be appreciated.

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  • How to apply Data Oriented Design with Object Oriented Programming?

    - by Pombal
    Hi. I've read lots of articles about DOD and I understand it but I can't design an Object Oriented system with DOD in mind, I think my OOP education is blocking me. How should I think to mix the two? The objective is to have a nice OO interface while using DOD behind the scenes. I saw this too but didn't help much: http://stackoverflow.com/questions/3872354/how-to-apply-dop-and-keep-a-nice-user-interface

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  • Transparent JPanel, Canvas background in JFrame

    - by Andy Tyurin
    I wanna make canvas background and add some elements on top of it. For this goal I made JPanel as transparent container with setOpaque(false) and added it as first of JFrame container, then I added canvas with black background (in future I wanna set animation) to JFrame as second element. But I can't undestand why i see grey background, not a black. Any suggestions? public class Game extends JFrame { public Container container; //Game container with components public Canvas backgroundLayer; //Background layer of a game public JPanel elementsLayer; //elements panel (top of backgroundLayer), holds different elements private Dimension startGameDimension = new Dimension(800,600); //start game dimension public Game() { //init main window super("Astra LaserForces"); setSize(startGameDimension); setBackground(Color.CYAN); container=getContentPane(); container.setLayout(null); setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); //init jpanel elements layer elementsLayer=new JPanel(); elementsLayer.setSize(startGameDimension); elementsLayer.setBackground(Color.BLUE); elementsLayer.setOpaque(false); container.add(elementsLayer); //init canvas background layer backgroundLayer = new Canvas(); backgroundLayer.setSize(startGameDimension); backgroundLayer.setBackground(Color.BLACK); //set default black color container.add(backgroundLayer); } //start game public void start() { setVisible(true); } //create new instance of game and start it public static void main(String[] args) { new Game().start(); } }

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  • Inputting cheat codes - hidden keyboard input

    - by Fibericon
    Okay, here's what I want to do - when the player is at the main menu, I want them to be able to type in cheat codes. That's the only place I want it to work. I don't want to give them a text box to type into. Rather, I want them to simply type in a word (let's say "cheat", just for simplicity sake) that activates the cheat code. I only need to capture keyboard input when the window is in focus. What can I do to accomplish this?

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  • Ideas for card deck names [closed]

    - by Milan Babuškov
    I'm creating a card game, and wish to offer players to choose from different sets of playing cards. The game logic remains the same, only the design and graphics on the cards would be different. It would feature classic French set, German/Hungarian one, and a bunch of other custom designed ones. I'm looking for some cool names to give to those sets. I thought maybe to use names of some world cities like "London set", "Paris set", "Tokyo set", but there might be something better. I know this is really open-ended question, so there might not be a definitive "correct" answer, but I hope this kind of brainstorming would be useful to anyone looking for ideas to name a set of... well, anything. I'll up-vote any good idea, no matter if I don't end up using any of those.

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  • Vector-based fonts vs. bitmap fonts in (2d) games?

    - by jmp97
    I know that many games are using bitmap fonts. Which are the advantages for vector-based font rendering / manipulation when compared to bitmap fonts and in which scenarios would they matter the most? Prefer a focus on 2d games when answering this question. If relevant, please include examples for games using either approach. Some factors you might consider: amount of text used in the game scaling of text overlaying glyphs and anti-aliasing general rendering quality font colors and styling user interface requirements localisation / unicode text wrapping and formatting cross-platform deployment 2d vs 3d Background: I am developing a simple falling blocks game in 2d, targeted for pc. I would like to add text labels for level, score, and menu buttons. I am using SFML which uses FreeType internally, so vector-based features are easily available for my project. In my view, font sizes in simple games often don't vary, and bitmap fonts should be easier for cross-platform concerns (font-formats and font rendering quality). But I am unsure if I am missing some important points here, especially since I want to polish the looks of the final game.

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  • XNA - Obtaining depth from the scene's render target?

    - by user1423893
    I'm currently rendering my scene to a render target so it can be used for rendering methods such as post processing and order independent transparency. rtScene = new RenderTarget2D( GraphicsDevice, GraphicsDevice.PresentationParameters.BackBufferWidth, GraphicsDevice.PresentationParameters.BackBufferHeight, false, SurfaceFormat.Rgba64, DepthFormat.Depth24Stencil8, // Requires a depth format for objects to be drawn correctly (e.g. wireframe model surrounding model) 0, RenderTargetUsage.PreserveContents ); I am required to use RenderTargetUsage.PreserveContents so that the same render target can be rendered to multiple times, once for each of the draw methods below. DrawBackground DrawDeferred DrawForward DrawTransparent The problem is that DrawTransparent requires a copy of the scene's depth as a texture. Is there any way to obtain this from the scene render target above (rtScene)? I can't have more than one render target with RenderTargetUsage.PreserveContents as this causes problems on hardware such as the XBOX 360, so rendering the depth to a separate render target at the same time as I render the scene isn't possible as far as I can tell. Would I be able to get around this problem by "Ping-Ponging" two render targets (using the more compatible RenderTargetUsage.DiscardContents) and using the result for the depth texture?

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  • Problem with SAT collision detection overlap checking code

    - by handyface
    I'm trying to implement a script that detects whether two rotated rectangles collide for my game, using SAT (Separating Axis Theorem). I used the method explained in the following article for my implementation in Google Dart. 2D Rotated Rectangle Collision I tried to implement this code into my game. Basically from what I understood was that I have two rectangles, these two rectangles can produce four axis (two per rectangle) by subtracting adjacent corner coordinates. Then all the corners from both rectangles need to be projected onto each axis, then multiplying the coordinates of the projection by the axis coordinates (point.x*axis.x+point.y*axis.y) to make a scalar value and checking whether the range of both the rectangle's projections overlap. When all the axis have overlapping projections, there's a collision. First of all, I'm wondering whether my comprehension about this algorithm is correct. If so I'd like to get some pointers in where my implementation (written in Dart, which is very readable for people comfortable with C-syntax) goes wrong. Thanks! EDIT: The question has been solved. For those interested in the working implementation: Click here

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  • XNA 4: RenderTarget2D textures getting transparent on fullscreen

    - by Shashwat
    I'm generating a Texture2D object using RenderTarget2D as in the following code public static Texture2D GetTextTexture(string text, Vector2 position, SpriteFont font, Color foreColor, Color backColor, Texture2D background=null) { int width = (int)font.MeasureString(text).X; int height = (int)font.MeasureString(text).Y; GraphicsDevice device = Settings.game.GraphicsDevice; SpriteBatch spriteBatch = Settings.game.spriteBatch; RenderTarget2D renderTarget = new RenderTarget2D(device, width, height, false, SurfaceFormat.Color, DepthFormat.Depth24Stencil8, device.PresentationParameters.MultiSampleCount, RenderTargetUsage.DiscardContents); device.SetRenderTarget(renderTarget); device.Clear(backColor); spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque); if (background != null) spriteBatch.Draw(background, new Rectangle(0, 0, 70, 70), Color.White); spriteBatch.End(); spriteBatch.Begin(); spriteBatch.DrawString(font, text, position, foreColor, 0, new Vector2(0), 0.8f, SpriteEffects.None, 0); spriteBatch.End(); device.SetRenderTarget(null); ResetGraphicsDeviceSettings(); return (Texture2D)renderTarget; } It's working all fine. But when I ToggleFullScreen() (and vice-versa), the previous textures are getting transparent. However, the new textures after that are being generated correctly. What can be the reason for this?

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  • Can various browsers be assumed to maintain predictible state accurately in multiplayer online gaming?

    - by Nikos
    With many games it is said that server will assume that clients keep track of the world accurately. Assuming this is true, for a browser based multiplier space invaders game you would only tell the client when new bullets or the players ship moves and everything that behaves in a predetermined manner in the js client. It would be expected that positions would be the same in the browsers. Do you think you could trust browsers to do this? I feel that timings could differ between rendering loops and cause positions to get out of sync and might just get the server to maintain all the positions to make sure.

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  • FPS camera specification

    - by user1095108
    I remember I once composed a FPS viewing transformation, as a composition of 3 rotations, each with an angle as a parameter. The first angle specified the left/right rotation around the y-axis, the second angle the up/down rotation around the x-axis, and the third around the z-axis. The viewing transformation was therefore specified by 3 angles. Naturally, this transformation had a gimbal lock, depending in what order the transformation were performed. What should I look at to derive my viewing transformation without the gimbal lock? I know the "lookAt" method already, but I consider that cumbersome. EDIT: MY first guess is to do the first 2 transformations to get a viewing direction and then the axis-angle rotation on this axis.

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  • What is the recommended library for using Lua from C++?

    - by DevilWithin
    I am currently planning how to integrate Lua scripting in my 2D Game Engine, and i would like to go straight to the most adequate solution for having C++ classes and objects exposed. I've read this (if it helps you help): http://lua-users.org/wiki/BindingCodeToLua If you have a better scripting language to recomend, go for it ;D All help is welcome, i need to pickup the best solution to start implementing Thanks

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