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  • Camera Shake in Unreal Engine 4?

    - by The415
    Just to be straightforward, I am completely new to many aspects of coding and am searching for different specs and guidelines to aid me on my journey to crafting a wonderful game in Epic Games' Unreal Engine 4. I was wanting to know how to implement a third-person camera shake into my game, for use of the player sprinting, or crouching, etc. All I need is some tips on setting it up. I can figure the rest out.

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  • I Don't Understand Anything About Randomly Generated Worlds [closed]

    - by Alex Larsen
    What tools do I need to make a Minecraft-like generated world? I heard about Perlin noise and Simplex, but I don't understand anything about them. So far all I found on the internet was a Simplex version for C#, and all it has is functions, and this is what I get: Console.WriteLine(Noise.Generate(SomeNumber, SomeNumber, SumNumber)); Outputs random floats. I'm really lost. I don't understand the whole random generated worlds concept. Can someone help me? And if I use the noise thing I don't understand how to use it.

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  • How to play many sounds at once in OpenAL

    - by Krom Stern
    I'm developing an RTS game and I would like to add sounds to it. My choice has landed on OpenAL. I have plenty of units which from time to time make sounds: fSound.Play(sfx_shoot, location). Sounds often repeat, e.g. when squad of archers shoots arrows, but they are not synced with each other. My questions are: What is the common design pattern to play multiple sounds in OpenAL, when some of them are duplicate? What are the hardware limitations on sounds count and tricks to overcome them?

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  • Where does the light come from, using Maya/Panda3D?

    - by Aerovistae
    Total noob to Maya. Total noob to Panda3D. Planning on becoming really good at both as soon as I have free time to do so, but right now I have an assignment due in a few hours which requires this: (The part which confuses me is bolded.) Model and texture a vehicle and two different obstacles Build a scene graph in Panda with a plane, the vehicle, several copies of each of the obstacles, and (at least) a direction light Program vehicle movement, constrained to a plane (no terrain) Working headlights Vehicle collides with obstacles How do I attach a light source to a model? I'm assuming this is done in Panda3D but I'm sufficiently new to this that I wouldn't be astonished to hear it's part of the model.

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  • Extracting Frustum Planes (Hartmann & Gribbs method)

    - by DAVco
    I have been grappling with the Hartmann/Gribbs method of extracting the Frustum planes for some time now, with little success. There doesn't appear to be a "definitive" topic or tutorial which combines all the necessary information, so perhaps this can be it First of all, I am attempting to do this in C# (For Playstation Mobile), using OpenGL style Column-Major matrices in a Right-Handed coordinate system but obviously the math will work in any language. My projection matrix has a Near plane at 1.0, Far plane at 1000, FOV of 45.0 and Aspect of 1.7647. I want to get my planes in World-Space, so I build my frustum from the View-Projection Matrix (that's projectionMatrix * viewMatrix). The view Matrix is the inverse of the camera's World-Transform. The problem is; regardless of what I tweak, I can't seem to get a correct frustum. I think that I may be missing something obvious. Focusing on the Near and Far planes for the moment (since they have the most obvious normals when correct), when my camera is positioned looking down the negative z-axis, I get two planes facing in the same direction, rather than opposite directions. If i strafe my camera left and right (while still looking along the z axis) the x value of the normal vector changes. Obviously, something is fundamentally wrong here; I just can't figure out what - maybe someone here can?

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  • Detect Open Space in Farseer

    - by Tom G
    I'm working on a 2D platformer using XNA and Farseer. I would like the player's character to be able to grab and climb up ledges. Detecting a collision between the player and the side of a wall is simple enough with the OnCollision delegate, but I have to admit I'm a bit stumped on how to detect that there's enough clearance for the PC to mount the ledge. Essentially, I want to ensure there's an appropriately sized rectangle above and to the left or right of the PC (depending on their direction) and I'm not sure how I would check for such a space. Any suggestions on how to determine there is nothing in the simulated world within some bounding rectangle?

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  • HTML5-Canvas: worth using ImpactJS or other framework?

    - by John
    I've been making an HTML5 game without any type of external framework. I haven't found a reason to use one so far. However, there is one thing I'm wondering about. On my Galaxy Nexus, I get about ~40fps. While that would usually be a decent framerate, my game is a rather fast paced game with a gamepad. Because of this, it feels very unsatisfying to play when not capped at 60fps. Are there frameworks out there that can improve performance without toning down on graphics? Or is there something I could do myself without necessarily having to use a framework? I've looked over the basic things such as sticking to integer coordinates, but I didn't see an increase in performance whatsoever? I did some testing with jsperf and results were virtually identical. Does this depend more on the browser?

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  • techniques for displaying vehicle damage

    - by norca
    I wonder how I can displaying vehicle damage. I am talking about an good way to show damage on screen. Witch kind of model are common in games and what are the benefits of them. What is state of the art? One way i can imagine is to save a set of textures (normal/color/lightmaps, etc) to a state of the car (normal, damage, burnt out) and switch or blending them. But is this really good without changing the model? Another way i was thinking about is preparing animations for different locations on my car, something like damage on the front, on the leftside/rightside or on the back. And start blending the specific animation. But is this working with good textures? Whats about physik engines? Is it usefull to use it for deforming vertexdata? i think losing parts of my car (doors, sirens, weapons) can looks really nice. my game is a kind of rts in a top down view. vehicles are not the really most importend units (its no racing game), but i have quite a lot in. thx for help

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

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

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  • Handling player/background movements in 2D games

    - by lukeluke
    Suppose you have your animated character controlled by the player and a 2D world (like the old 2D side-scrolling games). When the user press right on the keyboard, the background is moved to the right. If the path is always horizontal, this is simple to do (incrementation/decrementation of the x-coordinate). But suppose that the path is instead a polygonal chain. My questions are: How do you move the background? How do you move the background if the game objects are managed with a physics engine like box2D?

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  • Frame Buffer Objects vs calling TexCoord2f?

    - by sensae
    I'm learning the basics of OpenGL with lwjgl currently, and following a guide I've got textured quads that can move around a scene. I've been reading about Frame Buffer Objects, and I'm not really clear on their purpose and their benefit. My understanding is that I'll create a FBO with the texture I'd like, load the FBO, draw a quad, then unload the FBO. What would the technique I'm currently doing for texture management be called, and how does it differ from using FBOs? What are the benefits to using FBOs? How does it fit into the grand rendering scheme of things?

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  • Where have the Direct3D 11 tutorials on MSDN have gone?

    - by Cam Jackson
    I've had this tutorial bookmarked for ages. I've just decided to give DX11 a real go, so I've gone through that tutorial, but I can't find where the next one in the series is! There are no links from that page to either the next in the series, or back up to the table of contents that lists all of the tutorials. These are just companion tutorials to the samples that come with the SDK, but I find them very helpful. Searching MSDN from google and the MSDN Bing search box has turned up nothing, it's like they've removed all links to these tutorials, but the pages are still there if you have the URLs. Unfortunately, MSDN URLs are akin to youtube URLs, so I can't just guess the URL of the next tutorial. Anyone have any idea what happened to these tutorials, or how I can find the others?

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  • Turn-Based RPG Battle Instance Layout For Larger Groups

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

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

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

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  • XNA 2D Spritesheet drawing rendering problem

    - by user24092
    I'm making a tile-based game, using one spritesheet containing all tile graphics. Each tile has a size of 32x32 pixels. The main problem is: when I draw the tile to the screen, if the tile position x and y are not rounded or if scale is activated in spriteBatch.Draw() method (scale != 1.0f), I get some lines of adjacent tiles on the spritesheet into the current tile drawed. I already tried setting SamplerState to PointClamp, removing AntiAlias, but still doesn't work. Here I'll show images of some tests that I made, with a test sprite sheet that I've created (I made a 9x9 spritesheet, with each sprite of size 32x32 containing a unique solid color). Tests: http://img6.imageshack.us/img6/5946/testsqj.png SpriteSheet used: http://imageshack.us/a/img821/1341/tilesm.png Already tried to remove anti-alias, set PointClamp as sampler state, but still getting this issue, XNA keeps drawing part of the adjacent pixels of the texture on the screen. What I want is to get the correct area of the tilesheet texture (as seen in the first test, that gets just the yellow pixels). My question is: Is there any way that I can fix this, WITHOUT adding tile spacing or any other modification involving the tilesheet? Maybe disabling a texture filtering that is done by XNA, or something like that.

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  • What are good JS libraries for game dev? (HTML5)

    - by acidzombie24
    If i decide to write a simple game both text and graphical (2d) what libs may i use? Assuming we are using a HTML5 compatible browser. The main things i can think of Rendering text on screen Animating sprites (using images/css) Input (capturing the arrow keys and getting relative mouse positions) Perhaps some preloading resource or dynamically loading resources and choosing order Sound (but i am unsure how important this will be to me at first). Perhaps with mixing and chaining sounds or looping forever until stop. Networking (low priority) to connect a user to another or to continuously GET data without multiple request (i know this exist but i dont know how easy it is to setup or use. But this isnt important to me. Its for the question).

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  • How could I implement 3D player collision with rotation in LWJGL?

    - by Tinfoilboy
    I have a problem with my current collision implementation. Currently for player collision, I just use an AABB where I check if another AABB is in the way of the player, as shown in this code. (The code below is a sample of checking for collisions in the Z axis) for (int z = (int) (this.position.getZ()); z > this.position.getZ() - moveSpeed - boundingBoxDepth; z--) { // The maximum Z you can get. int maxZ = (int) (this.position.getZ() - moveSpeed - boundingBoxDepth) + 1; AxisAlignedBoundingBox aabb = WarmupWeekend.getInstance().currentLevel.getAxisAlignedBoundingBoxAt(new Vector3f(this.position.getX(), this.position.getY(), z)); AxisAlignedBoundingBox potentialCameraBB = new AxisAlignedBoundingBox(this, "collider", new Vector3f(this.position.getX(), this.position.getY(), z), boundingBoxWidth, boundingBoxHeight, boundingBoxDepth); if (aabb != null) { if (potentialCameraBB.colliding(aabb) && aabb.COLLIDER_TYPE.equalsIgnoreCase("collider")) { break; } else if (!potentialCameraBB.colliding(aabb) && z == maxZ) { if (this.grounded) { playFootstep(); } this.position.z -= moveSpeed; break; } } else if (z == maxZ) { if (this.grounded) { playFootstep(); } this.position.z -= moveSpeed; break; } } Now, when I tried to implement rotation to this method, everything broke. I'm wondering how I could implement rotation to this block (and as all other checks in each axis are the same) and others. Thanks in advance.

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  • Syncing properties across a game server

    - by Vaughan Hilts
    I'm beginning to implement a simple scripting system into my networked server, and I've hit a snag. Before, I've been wrapping my calls into functions on objects that manipulate objects, but lately I've been finding this to be a pain for simple things. For example, if I set 'player.HP = 1'.. this works server-side. But the player side never sees this change unless I explicitly send a packet to inform the client. For many things like map swapping that require more complicated changes, like change X, Y, Map and do this.. I have a function. That's fine. But what about these small properties I want to sync?

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  • rotate player based off of joystick

    - by pengume
    Hey everyone I have this game that i am making in android and I have a touch screen joystick that moves the player around based on the joysticks position. I cant figure out how to also get the player to rotate at the same angle of the joystick. so when the joystick is to the left the players bitmap is rotated to the left as well. Maybe someone here has some sample code I could look at here is the joysticks class that I am using. `public class GameControls implements OnTouchListener { public float initx = DroidzActivity.screenWidth - 45; //255; // 320 og 425 public float inity = DroidzActivity.screenHeight - 45;//425; // 480 og 267 public Point _touchingPoint = new Point( DroidzActivity.screenWidth - 45, DroidzActivity.screenHeight - 45); public Point _pointerPosition = new Point(DroidzActivity.screenWidth - 100, DroidzActivity.screenHeight - 100); // ogx 220 ogy 150 private Boolean _dragging = false; private boolean attackMode = false; @Override public boolean onTouch(View v, MotionEvent event) { update(event); return true; } private MotionEvent lastEvent; public boolean ControlDragged; private static double angle; public void update(MotionEvent event) { if (event == null && lastEvent == null) { return; } else if (event == null && lastEvent != null) { event = lastEvent; } else { lastEvent = event; } // drag drop if (event.getAction() == MotionEvent.ACTION_DOWN) { if ((int) event.getX() > 0 && (int) event.getX() < 50 && (int) event.getY() > DroidzActivity.screenHeight - 160 && (int) event.getY() < DroidzActivity.screenHeight - 0) { setAttackMode(true); } else { _dragging = true; } } else if (event.getAction() == MotionEvent.ACTION_UP) { if(isAttackMode()){ setAttackMode(false); } _dragging = false; } if (_dragging) { ControlDragged = true; // get the pos _touchingPoint.x = (int) event.getX(); _touchingPoint.y = (int) event.getY(); // Log.d("GameControls", "x = " + _touchingPoint.x + " y = " //+ _touchingPoint.y); // bound to a box if (_touchingPoint.x < DroidzActivity.screenWidth - 75) { // og 400 _touchingPoint.x = DroidzActivity.screenWidth - 75; } if (_touchingPoint.x > DroidzActivity.screenWidth - 15) {// og 450 _touchingPoint.x = DroidzActivity.screenWidth - 15; } if (_touchingPoint.y < DroidzActivity.screenHeight - 75) {// og 240 _touchingPoint.y = DroidzActivity.screenHeight - 75; } if (_touchingPoint.y > DroidzActivity.screenHeight - 15) {// og 290 _touchingPoint.y = DroidzActivity.screenHeight - 15; } // get the angle setAngle(Math.atan2(_touchingPoint.y - inity, _touchingPoint.x - initx) / (Math.PI / 180)); // Move the ninja in proportion to how far // the joystick is dragged from its center _pointerPosition.y += Math.sin(getAngle() * (Math.PI / 180)) * (_touchingPoint.x / 70); // og 180 70 _pointerPosition.x += Math.cos(getAngle() * (Math.PI / 180)) * (_touchingPoint.x / 70); // make the pointer go thru if (_pointerPosition.x > DroidzActivity.screenWidth) { _pointerPosition.x = 0; } if (_pointerPosition.x < 0) { _pointerPosition.x = DroidzActivity.screenWidth; } if (_pointerPosition.y > DroidzActivity.screenHeight) { _pointerPosition.y = 0; } if (_pointerPosition.y < 0) { _pointerPosition.y = DroidzActivity.screenHeight; } } else if (!_dragging) { ControlDragged = false; // Snap back to center when the joystick is released _touchingPoint.x = (int) initx; _touchingPoint.y = (int) inity; // shaft.alpha = 0; } } public void setAttackMode(boolean attackMode) { this.attackMode = attackMode; } public boolean isAttackMode() { return attackMode; } public void setAngle(double angle) { this.angle = angle; } public static double getAngle() { return angle; } }` I should also note that the player has animations based on when he is moving or attacking. EDIT: I got the angle and am rotating the sprite around in the correct angle however it rotates on the wrong spot. My sprite is one giant bitmap that gets cut into four pieces and only one shown at a time to animate walking. here is the code I am using to rotate him right now. ` public void draw(Canvas canvas,int pointerX, int pointerY) { Matrix m; if (setRotation){ // canvas.save(); m = new Matrix(); m.reset(); // spriteWidth and spriteHeight are for just the current frame showed //m.setTranslate(spriteWidth / 2, spriteHeight / 2); //get and set rotation for ninja based off of joystick m.preRotate((float) GameControls.getRotation()); //create the rotated bitmap flipedSprite = Bitmap.createBitmap(bitmap , 0, 0,bitmap.getWidth(),bitmap.getHeight() , m, true); //set new bitmap to rotated ninja setBitmap(flipedSprite); setRotation = false; // canvas.restore(); Log.d("Ninja View", "angle of rotation= " +(float) GameControls.getRotation()); } ` And then the draw method // create the destination rectangle for the ninjas current animation frame // pointerX and pointerY are from the joystick moving the ninja around destRect = new Rect(pointerX, pointerY, pointerX + spriteWidth, pointerY + spriteHeight); canvas.drawBitmap(bitmap, getSourceRect(), destRect, null);

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  • 2D Topdown Shooter - Player Movement Relative to Mouse

    - by Jarmo
    I'm trying to make a topdown 2D space game for my school project. I'm almost done but I just want to add a few little things to make the game more fun to play. if (keystate.IsKeyDown(Keys.W)) { vPlayerPos += Vector2.Normalize(new Vector2(Mouse.GetState().X - vPlayerPos.X, Mouse.GetState().Y - vPlayerPos.Y)) * 3; rPlayer.X = (int)vPlayerPos.X; rPlayer.Y = (int)vPlayerPos.Y; } if (keystate.IsKeyDown(Keys.S)) { vPlayerPos += Vector2.Normalize(new Vector2(Mouse.GetState().X - vPlayerPos.X, Mouse.GetState().Y - vPlayerPos.Y)) * -3; rPlayer.X = (int)vPlayerPos.X; rPlayer.Y = (int)vPlayerPos.Y; } This is what i use to move towards and away from my mouse crossair. I tried to make a somewhat similar function to make it strafe with "A" and "D". But for some reason I just couldn't get it done. Any thoughts?

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  • How can I make my game more popular without paying money?

    - by Marlon Drescher
    I am a game designer, software developer, composer and graphic artist and made the 3D Hack 'n Slay MMO Forgotten Elements on my own. It's playable at open Beta and will be released at the end of the year. I used Plain Old JAVA, JPCT 3D Engine, Tomcat Webserver and Blender 3D / Gimp to manage all the tasks. I developed the whole game from scratch. For me the hardest task in this challenge is probably the whole thing about marketing and advertisement. Because it is a independent project and I am the only person working on it, there is no money I could invest for making advertisement. But anyhow... How could it be possible to make this game more popular? What would you suggest me?

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  • C# XNA Make rendered screen a texture2d

    - by redcodefinal
    I am working on a cool little city generator which makes cities in the isometric perspective. However, a problem arose where if the grid size was over a certain limit it would have awful lag. I found the main problem to be in the draw method. So I took the precautionary step of rendering only items that were onscreen. This fixed the lag but, not by much. The idea I have is to render the frame once and take a snapshot. Then, display that as a texture2d on screen. This way I don't have to render 1,000,000 objects every frame since they don't change anyways. TL;DR - I want to Take a snapshot of an already rendered frame Turn it into a Texture2D Render that to the screen instead of all the objects. Any help appreciated.

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  • Debugging-Setting Consoles in Games

    - by ShrimpCrackers
    Right now I have the graphical and input portions of a console for my game (command parsing hasn't been implemented yet). I was wondering how you would go about making changes to properties in game objects. For example, if I typed in the console: skeletonMonster maxHP 20 That would change all of the existing in-game skeletons' max hit points to 20. After you parse this information what are some ways to change the value? How can I change the variable(s) without violating information hiding? I'd like to implement this so I don't have to change variables in the code and recompile every time while playtesting.

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  • Implement Fast Inverse Square Root in Javascript?

    - by BBz
    The Fast Inverse Square Root from Quake III seems to use a floating-point trick. As I understand, floating-point representation can have some different implementations. So is it possible to implement the Fast Inverse Square Root in Javascript? Would it return the same result? float Q_rsqrt(float number) { long i; float x2, y; const float threehalfs = 1.5F; x2 = number * 0.5F; y = number; i = * ( long * ) &y; i = 0x5f3759df - ( i >> 1 ); y = * ( float * ) &i; y = y * ( threehalfs - ( x2 * y * y ) ); return y; }

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  • Ouya / Android : button mapping biwise

    - by scorvi
    I am programming a game with the Gameplay3d Engine. But the Android site has no gamepad support and that is what I need to port my game to Ouya. So I implemented a simple gamepad support and it supports 2 gamepads. So my problem is that I put the button stats in a float array for every gamepad. But the Gameplay3d engine saves their stats in a unsigned int _buttons variable. It is set with bitwise operations and I have no clue how to translate my array to this.

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