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  • How do I deal with the problems of a fast side-scroller?

    - by Ska
    I'm making a side scrolling airplane game and when I begin going very fast I begin to experience some problems as a player: Elements are not distinguishable, like power-ups from bullets, etc I start to feel dizzy and uncomfortable There isn't enough time to see what's coming How can I sort this out? Do I use less details in all the grahpics? Tiny Wings has the same horizontal movement speed as in my game but it doesn't suffer from these problems. Are there any other really fast side-scrollers I could take as a reference?

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  • HLSL Shader not working right?

    - by dvds414
    Okay so I have this shader for ambient occlusion. It loads to world correctly, but it just shows all the models as being white. I do not know why. I am just running the shader while the model is rendering, is that correct? or do I need to make a render target or something? if so then how? I'm using C++. Here is my shader. float sampleRadius; float distanceScale; float4x4 xProjection; float4x4 xView; float4x4 xWorld; float3 cornerFustrum; struct VS_OUTPUT { float4 pos : POSITION; float2 TexCoord : TEXCOORD0; float3 viewDirection : TEXCOORD1; }; VS_OUTPUT VertexShaderFunction( float4 Position : POSITION, float2 TexCoord : TEXCOORD0) { VS_OUTPUT Out = (VS_OUTPUT)0; float4 WorldPosition = mul(Position, xWorld); float4 ViewPosition = mul(WorldPosition, xView); Out.pos = mul(ViewPosition, xProjection); Position.xy = sign(Position.xy); Out.TexCoord = (float2(Position.x, -Position.y) + float2( 1.0f, 1.0f ) ) * 0.5f; float3 corner = float3(-cornerFustrum.x * Position.x, cornerFustrum.y * Position.y, cornerFustrum.z); Out.viewDirection = corner; return Out; } texture depthTexture; texture randomTexture; sampler2D depthSampler = sampler_state { Texture = <depthTexture>; ADDRESSU = CLAMP; ADDRESSV = CLAMP; MAGFILTER = LINEAR; MINFILTER = LINEAR; }; sampler2D RandNormal = sampler_state { Texture = <randomTexture>; ADDRESSU = WRAP; ADDRESSV = WRAP; MAGFILTER = LINEAR; MINFILTER = LINEAR; }; float4 PixelShaderFunction(VS_OUTPUT IN) : COLOR0 { float4 samples[16] = { float4(0.355512, -0.709318, -0.102371, 0.0 ), float4(0.534186, 0.71511, -0.115167, 0.0 ), float4(-0.87866, 0.157139, -0.115167, 0.0 ), float4(0.140679, -0.475516, -0.0639818, 0.0 ), float4(-0.0796121, 0.158842, -0.677075, 0.0 ), float4(-0.0759516, -0.101676, -0.483625, 0.0 ), float4(0.12493, -0.0223423, -0.483625, 0.0 ), float4(-0.0720074, 0.243395, -0.967251, 0.0 ), float4(-0.207641, 0.414286, 0.187755, 0.0 ), float4(-0.277332, -0.371262, 0.187755, 0.0 ), float4(0.63864, -0.114214, 0.262857, 0.0 ), float4(-0.184051, 0.622119, 0.262857, 0.0 ), float4(0.110007, -0.219486, 0.435574, 0.0 ), float4(0.235085, 0.314707, 0.696918, 0.0 ), float4(-0.290012, 0.0518654, 0.522688, 0.0 ), float4(0.0975089, -0.329594, 0.609803, 0.0 ) }; IN.TexCoord.x += 1.0/1600.0; IN.TexCoord.y += 1.0/1200.0; normalize (IN.viewDirection); float depth = tex2D(depthSampler, IN.TexCoord).a; float3 se = depth * IN.viewDirection; float3 randNormal = tex2D( RandNormal, IN.TexCoord * 200.0 ).rgb; float3 normal = tex2D(depthSampler, IN.TexCoord).rgb; float finalColor = 0.0f; for (int i = 0; i < 16; i++) { float3 ray = reflect(samples[i].xyz,randNormal) * sampleRadius; //if (dot(ray, normal) < 0) // ray += normal * sampleRadius; float4 sample = float4(se + ray, 1.0f); float4 ss = mul(sample, xProjection); float2 sampleTexCoord = 0.5f * ss.xy/ss.w + float2(0.5f, 0.5f); sampleTexCoord.x += 1.0/1600.0; sampleTexCoord.y += 1.0/1200.0; float sampleDepth = tex2D(depthSampler, sampleTexCoord).a; if (sampleDepth == 1.0) { finalColor ++; } else { float occlusion = distanceScale* max(sampleDepth - depth, 0.0f); finalColor += 1.0f / (1.0f + occlusion * occlusion * 0.1); } } return float4(finalColor/16, finalColor/16, finalColor/16, 1.0f); } technique SSAO { pass P0 { VertexShader = compile vs_3_0 VertexShaderFunction(); PixelShader = compile ps_3_0 PixelShaderFunction(); } }

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  • How to apply effects that occur (or change) over time to characters in a game?

    - by Joshua Harris
    So assume that I have a system that applies Effects to Characters like so: public class Character { private Collection<Effect> _effects; public void AddEffect (Effect e) { e.ApplyTo(this); _effects.Add(e); } public void RemoveEffect (Effect e) { e.RemoveFrom(this); _effects.Remove(e); } } public interface Effect { public void ApplyTo (Character character); public void RemoveFrom (Character character); } Example Effect: Armor Buff for 5 seconds. void someFunction() { // Do Stuff ... Timer armorTimer = new Timer(5 seconds); ArmorBuff armorbuff = new ArmorBuff(); character.AddEffect(armorBuff); armorTimer.Start(); // Do more stuff ... } // Some where else in code public void ArmorTimer_Complete() { character.RemoveEffect(armorBuff); } public class ArmorBuff implements Effect { public void applyTo(Character character) { character.changeArmor(20); } public void removeFrom(Character character) { character.changeArmor(-20); } } Ok, so this example would buff the Characters armor for 5 seconds. Easy to get working. But what about effects that change over the duration of the effect being applied. Two examples come to mind: Damage Over Time: 200 damage every second for 3 seconds. I could mimic this by applying an Effect that lasts for 1 second and has a counter set to 3, then when it is removed it could deal 200 damage, clone itself, decrement the counter of the clone, and apply the clone to the character. If it repeats this until the counter is 0, then you got a damage over time ability. I'm not a huge fan of this approach, but it does describe the behavior exactly. Degenerating Speed Boost: Gain a speed boost that degrades over 3 seconds until you return to your normal speed. This is a bit harder. I can basically do the same thing as above except having timers set to some portion of a second, such that they occur fast enough to give the appearance of degenerating smoothly over time (even though they are really just stepping down incrementally). I feel like you could get away with only 12 steps over a second (maybe less, I would have to test it and see), but this doesn't seem very elegant to me. The only other way to implement this effect would be to change the system so that the Character checks the _effects collection for effects that alter any of the properties any time that they are being used. I could handle this in functions like getCurrentSpeed() and getCurrentArmor(), but you can imagine how much of a hassle it would be to have that kind of overhead every time you want to do a calculation with movement speed (which would be every time you move your character). Is there a better way to deal with these kinds of effects or events?

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  • Why is C++ used for game engines? How about its future in game engines?

    - by kasperov
    C++, as I have seen, is being heavily used in 3d video game engines.... Is it because of the performance issues, legecy code or libraries such as DriverX? If performance, libraries and code infrastructure are the reasons, dosen't that make C++ indispensible, at least for game engines? (ie, we have no other option even in the very distant future). I asked this because, I have the right to know the upcomming future trends in game engines.

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  • Ray Picking Problems

    - by A Name I Haven't Decided On
    I've read so many answers on here about how to do Ray Picking, that I thought I had the idea of it down. But when I try to implement it in my game, I get garbage. I'm working with LWJGL. Here's the code: public static Ray getPick(int mouseX, int mouseY){ glPushMatrix(); //Setting up the Mouse Clip Vector4f mouseClip = new Vector4f((float)mouseX * 2 / 960f - 1, 1 - (float)mouseY * 2 / 640f ,0 ,1); //Loading Matrices FloatBuffer modMatrix = BufferUtils.createFloatBuffer(16); FloatBuffer projMatrix = BufferUtils.createFloatBuffer(16); glGetFloat(GL_MODELVIEW_MATRIX, modMatrix); glGetFloat(GL_PROJECTION_MATRIX, projMatrix); //Assigning Matrices Matrix4f proj = new Matrix4f(); Matrix4f model = new Matrix4f(); model.load(modMatrix); proj.load(projMatrix); //Multiplying the Projection Matrix by the Model View Matrix Matrix4f tempView = new Matrix4f(); Matrix4f.mul(proj, model, tempView); tempView.invert(); //Getting the Camera Position in World Space. The 4th Column of the Model View Matrix. model.invert(); Point cameraPos = new Point(model.m30, model.m31, model.m32); //Theoretically getting the vector the Picking Ray goes Vector4f rayVector = new Vector4f(); Matrix4f.transform(tempView, mouseClip, rayVector); rayVector.translate((float)-cameraPos.getX(),(float) -cameraPos.getY(),(float) -cameraPos.getZ(), 0f); rayVector.normalise(); glPopMatrix(); //This Basically Spits out a value that changes as the Camera moves. //When the Mouse moves, the values change around 0.001 points from screen edge to edge. System.out.format("Vector: %f %f %f%n", rayVector.x, rayVector.y, rayVector.z); //return new Ray(cameraPos, rayVector); return null; } I don't really know why this isn't working. I was hoping some more experienced eyes might be able to help me out. I can get the camera position like a champ, it's the vector the rays going in that I can't seem to get right. Thanks.

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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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  • Is using a dedicated thread just for sending gpu commands a good idea?

    - by tigrou
    The most basic game loop is like this : while(1) { update(); draw(); swapbuffers(); } This is very simple but have a problem : some drawing commands can be blocking and cpu will wait while he could do other things (like processing next update() call). Another possible solution i have in mind would be to use two threads : one for updating and preparing commands to be sent to gpu, and one for sending these commands to the gpu : //first thread while(1) { update(); render(); // use gamestate to generate all needed triangles and commands for gpu // put them in a buffer, no command is send to gpu // two buffers will be used, see below pulse(); //signal the other thread data is ready } //second thread while(1) { wait(); // wait for second thread for data to come send_data_togpu(); // send prepared commands from buffer to graphic card swapbuffers(); } also : two buffers would be used, so one buffer could be filled with gpu commands while the other would be processed by gpu. Do you thing such a solution would be effective ? What would be advantages and disadvantages of such a solution (especially against a simpler solution (eg : single threaded with triple buffering enabled) ?

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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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  • What has the most efficient intersection test against an AABB tree - OBB, Cylinder or Capsule?

    - by identitycrisisuk
    I'm currently trying to find collisions in 3D between a tighter volume than an AABB and a tree of AABB volumes. I just need to know whether they are intersecting, no closest distance or collision response. An OBB, Cylinder or Capsule would all roughly fit these purposes but Cylinder and Capsule were the first thing I thought of, which I have found little information about detecting intersections online. Am I right in thinking that they would always be more complex to perform Separating Axis Tests on even though they might seem like simpler shapes? I figure by the time I get my head around SAT for curved shapes I could have done the thing with OBBs but I wanted to find out for sure.

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  • How to highlight non-rectengular hotspots?

    - by HuseyinUslu
    So my question is highly related to Creating non-rectangular hotspots and detecting clicks. Yet again, I've irregular hot-spots (think the game Risk). So basically, we can detect clicks on these hot-spots easily using color key mapping as discussed in above question which I don't have any problems implementing (which is also covered here in details). The problem is about highlighting these irreguar hotspots. So let me explain the question a bit more - the above color key mapping guide uses this as a world map; then the author color-maps the imaginary countries; which we can now detect the country the pointer is over. In the same article author mentions outlining countries on mouse-over; though to get the effect, he creates unique border assets for each country - like; So for the game I'm working on I'm using the same color-key mapping idea to detect hot-spots, but I didn't like the way of highlighting hot-spots. Coloring all the hot-spots is already a great work for me - as I've 25+ hot-spots for each map - further more the need to have 25 unique border/highlight asset per hot-spot doesn't sound right. Anyone have a better idea/suggestion on highlighting these hot-spots?

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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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  • How do I make A* check all diagonal and orthogonal directions?

    - by Munezane
    I'm making a turn-based tactical game and I'm trying to implement the A* algorithm. I've been following a tutorial and got to this point, but my characters can't move diagonally up and left. Can anyone help me with this? The return x and y are int pointers which the characters are using to move towards the target. void level::aStar(int startx, int starty, int targetx, int targety, int* returnx, int* returny) { aStarGridSquare* currentSquare = new aStarGridSquare(); aStarGridSquare* startSquare = new aStarGridSquare(); aStarGridSquare* targetSquare = new aStarGridSquare(); aStarGridSquare* adjacentSquare = new aStarGridSquare(); aStarOpenList.clear(); for(unsigned int i=0; i<aStarGridSquareList.size(); i++) { aStarGridSquareList[i]->open=false; aStarGridSquareList[i]->closed=false; } startSquare=getaStarGridSquare(startx, starty); targetSquare=getaStarGridSquare(targetx, targety); if(startSquare==targetSquare) { *returnx=startx; *returny=starty; return; } startSquare->CostFromStart=0; startSquare->CostToTraverse=0; startSquare->parent = NULL; currentSquare=startSquare; aStarOpenList.push_back(currentSquare); while(currentSquare!=targetSquare && aStarOpenList.size()>0) { //unsigned int totalCostEstimate=aStarOpenList[0]->TotalCostEstimate; //currentSquare=aStarOpenList[0]; for(unsigned int i=0; i<aStarOpenList.size(); i++) { if(aStarOpenList.size()>1) { for(unsigned int j=1; j<aStarOpenList.size()-1; j++) { if(aStarOpenList[i]->TotalCostEstimate<aStarOpenList[j]->TotalCostEstimate) { currentSquare=aStarOpenList[i]; } else { currentSquare=aStarOpenList[j]; } } } else { currentSquare = aStarOpenList[i]; } } currentSquare->closed=true; currentSquare->open=false; for(unsigned int i=0; i<aStarOpenList.size(); i++) { if(aStarOpenList[i]==currentSquare) { aStarOpenList.erase(aStarOpenList.begin()+i); } } for(unsigned int i = currentSquare->blocky - 32; i <= currentSquare->blocky + 32; i+=32) { for(unsigned int j = currentSquare->blockx - 32; j<= currentSquare->blockx + 32; j+=32) { adjacentSquare=getaStarGridSquare(j/32, i/32); if(adjacentSquare!=NULL) { if(adjacentSquare->blocked==false && adjacentSquare->closed==false) { if(adjacentSquare->open==false) { adjacentSquare->parent=currentSquare; if(currentSquare->parent!=NULL) { currentSquare->CostFromStart = currentSquare->parent->CostFromStart + currentSquare->CostToTraverse + startSquare->CostFromStart; } else { currentSquare->CostFromStart=0; } adjacentSquare->CostFromStart =currentSquare->CostFromStart + adjacentSquare->CostToTraverse;// adjacentSquare->parent->CostFromStart + adjacentSquare->CostToTraverse; //currentSquare->CostToEndEstimate = abs(currentSquare->blockx - targetSquare->blockx) + abs(currentSquare->blocky - targetSquare->blocky); //currentSquare->TotalCostEstimate = currentSquare->CostFromStart + currentSquare->CostToEndEstimate; adjacentSquare->open = true; adjacentSquare->CostToEndEstimate=abs(adjacentSquare->blockx- targetSquare->blockx) + abs(adjacentSquare->blocky-targetSquare->blocky); adjacentSquare->TotalCostEstimate = adjacentSquare->CostFromStart+adjacentSquare->CostToEndEstimate; //adjacentSquare->open=true;*/ aStarOpenList.push_back(adjacentSquare); } else { if(adjacentSquare->parent->CostFromStart > currentSquare->CostFromStart) { adjacentSquare->parent=currentSquare; if(currentSquare->parent!=NULL) { currentSquare->CostFromStart = currentSquare->parent->CostFromStart + currentSquare->CostToTraverse + startSquare->CostFromStart; } else { currentSquare->CostFromStart=0; } adjacentSquare->CostFromStart =currentSquare->CostFromStart + adjacentSquare->CostToTraverse;// adjacentSquare->parent->CostFromStart + adjacentSquare->CostToTraverse; //currentSquare->CostToEndEstimate = abs(currentSquare->blockx - targetSquare->blockx) + abs(currentSquare->blocky - targetSquare->blocky); //currentSquare->TotalCostEstimate = currentSquare->CostFromStart + currentSquare->CostToEndEstimate; adjacentSquare->CostFromStart = adjacentSquare->parent->CostFromStart + adjacentSquare->CostToTraverse; adjacentSquare->CostToEndEstimate=abs(adjacentSquare->blockx - targetSquare->blockx) + abs(adjacentSquare->blocky - targetSquare->blocky); adjacentSquare->TotalCostEstimate = adjacentSquare->CostFromStart+adjacentSquare->CostToEndEstimate; } } } } } } } if(aStarOpenList.size()==0)//if empty { *returnx =startx; *returny =starty; return; } else { for(unsigned int i=0; i< aStarOpenList.size(); i++) { if(currentSquare->parent==NULL) { //int tempX = targetSquare->blockx; //int tempY = targetSquare->blocky; *returnx=targetSquare->blockx; *returny=targetSquare->blocky; break; } else { currentSquare=currentSquare->parent; } } } }

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  • HTML5 - check if font has loaded

    - by espais
    At present I load my font for my game in with @font-face For instance: @font-face { font-family: 'Orbitron'; src: url('res/orbitron-medium.ttf'); } and then reference it throughout my JS implementation as such: ctx.font = "12pt Orbitron"; where ctx is my 2d context from the canvas. However, I notice a certain lag time while the font is downloaded to the user. Is there a way I can use a default font until it is loaded in?

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  • Changes to myApp.js files are reverted back to normal when the project is build - Cocos2dx

    - by Mansoor
    I am trying to do some changes to my myApp.js file of coco2dx project for android in eclipse but I am not able to do it. I am actually trying to change the default background image of my app. But when I run my project all the changes goes back to before values For Eg: This is the default line wer we are setting our background image this.sprite = cc.Sprite.create("res/HelloWorld.png"); I am changing it to the following line: this.sprite = cc.Sprite.create("res/CloseNormal.png"); But when I run my project CloseNormal.png goes back to HelloWorld.png I am using: OS: Win7 Cocos2d Ver: cocos2dx 2.2.2 Why is this happening. Can anybody help me?

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  • How to keep track of previous scenes and return to them in libgdx

    - by MxyL
    I have three scenes: SceneTitle, SceneMenu, SceneLoad. (The difference between the title scene and the menu scene is that the title scene is what you see when you first turn on the game, and the menu scene is what you can access during the game. During the game, meaning, after you've hit "play!" in the title scene.) I provide the ability to save progress and consequently load a particular game. An issue that I've run into is being able to easily keep track of the previous scene. For example, if you enter the load scene and then decide to change your mind, the game needs to go back to where you were before; this isn't something that can be hardcoded. Now, an easy solution off the top of my head is to simply maintain a scene stack, which basically keeps track of history for me. A simple transaction would be as follows I'm currently in the menu scene, so the top of the stack is SceneMenu I go to the load scene, so the game pushes SceneLoad onto the stack. When I return from the load scene, the game pops SceneLoad off the stack and initializes the scene that's currently at the top, which is SceneMenu I'm coding in Java, so I can't simply pass around Classes as if they were objects, so I've decided implemented as enum for eac scene and put that on the stack and then have my scene managing class go through a list of if conditions to return the appropriate instance of the class. How can I implement my scene stack without having to do too much work maintaining it?

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  • Points around a circumference C#

    - by Lautaro
    Im trying to get a list of vectors that go around a circle, but i keep getting the circle to go around several times. I want one circel and the dots to be placed along its circumference. I want the first dot to start at 0 and the last dot to end just before 360. Also i need to be able to calculate the spacing by the ammount of points. List<Vector2> pointsInPath = new List<Vector2>(); private int ammountOfPoints = 5; private int blobbSize = 200; private Vector2 topLeft = new Vector2(100, 100); private Vector2 blobbCenter; private int endAngle = 50; private int angleIncrementation; public Blobb() { blobbCenter = new Vector2(blobbSize / 2, blobbSize / 2) + topLeft; angleIncrementation = endAngle / ammountOfPoints; for (int i = 0; i < ammountOfPoints; i++) { pointsInPath.Add(getPointByAngle(i * angleIncrementation, 100, blobbCenter)); // pointsInPath.Add(getPointByAngle(i * angleIncrementation, blobbSize / 2, blobbCenter)); } } private Vector2 getPointByAngle(float angle, float distance, Vector2 centre) { return new Vector2((float)(distance * Math.Cos(angle) ), (float)(distance * Math.Sin(angle))) + centre ; }

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  • 2D game big background images for maps

    - by WhiteCat
    Update: this question is general, not specific to Sprite Kit or a single language/platform. I'm toying with Sprite Kit with an idea to make a 2D side-scroller. Now the backgrounds for the maps are going to be hand-drawn and surely bigger than retina display, so the maps could span more than 1 screen in both axis. I imagine loading such a huge image could mean trouble and I don't plan to use tiling. I'm not sure how Sprite Kit splits images bigger than max texture size, if it does. I could split the images myself and use more sprites for each part of the background. What is the usual way to handle this?

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  • Octrees as data structure

    - by Christian Frantz
    In my cube world, I want to use octrees to represent my chunks of 20x20x20 cubes for frustum and occlusion culling. I understand how octrees work, I just dont know if I'm going about this the right way. My base octree class is taken from here: http://www.xnawiki.com/index.php/Octree What I'm wondering is how to apply occlusion culling using this class. Does it make sense to have one octree for each cube chunk? Or should I make the octree bigger? Since I'm using cubes, each cube should fit into a node without overlap so that won't be an issue

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  • Gui not showing when accessing AudioSource.Volume

    - by Lautaro
    I have A GuiManager class A SoundManager with 2 AudioSources SfxPlayer is created in the inspector on the same object as SoundManager MusicPlayer is created programatically within the SoundManager If i from anywhere in the GuiManager access the volume of MusicPlayer then all the Gui dissapears. Nothing is shown, not even the start menu. I dont get any errors or exceptions. I dont have any Try Catch statements. Anyone knows whats up?

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  • Setting a leader from a sprite array

    - by Craig
    I'm looking to set a leader from an array of sprites, I keep on getting a NullReferenceException was unhandled error from within my main game class when calling the UpdateMouse Method. What have I dont wrong here? class MouseSprite { Random random = new Random(); private MouseSprite leader; public void UpdateBoundaryBox() { mouseBounds.X = (int)mousePosition.X - mouseTexture.Width / 2; mouseBounds.Y = (int)mousePosition.Y - mouseTexture.Height / 2; } public void UpdateMouse(Vector2 position, MouseSprite [] mice, int numberMice, int index) { Vector2 catPosition = position; int enemies = numberMice; this.alive = true; mice[random.Next(0, mice.Length)] = leader;

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  • How to tile multiple procedurally generated textures?

    - by Burhuc
    I'm trying to develop a procedural tile generator for a game, mostly for the ground tiles, instead of using "hand-drawn" tiles. To achieve this I'm using Perlin noise and a sine wave with multiple parameters, which already gives me pretty nice results. I don't want to generate 1 tile and repeat that one forever for one ground type, but I want to avoid recurrences, so I'm generating n different tiles. The problem I'm having now is that I want to tile the generated textures (smooth transitions). At the moment I have this: 4 256x256 textures. I thought a simple method would be to just add the positions of the different tiles to the noise generation algorithm, so that, when creating the 4 256x256 textures, it would behave like it would create a 512x512 texture, but that somehow didn't work as intented. So how can I tile those textures?

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  • Configuring Compiz Grid?

    - by Alec
    Disclaimer: I'm three days into Ubuntu, and am loving it so far. Except for this one thing. Apparently there is a way to get an 'Areo Snap' feature with the Grid Plugin for Compiz. I've downloaded the advanced configuration files and have selected the plugin in the Compiz Configuration - even re-mapped the keys because I don't have a numpad. Regardless of what I do, I can't get it to work, either by dragging the windows or using the assigned keys. Is there something I need to do in addition to these things? Am I simply missing something?

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  • How can I port a MonoGame Windows Phone 8 game to iOS?

    - by Homer_Simpson
    I downloaded the trial version of Xamarin Studio and installed it on my iMac. In addition, I installed Xcode on my iMac so that I can use the iPhone emulators in Xamarin Studio. But I don't know how to use my MonoGame Windows Phone 8 source files in a Xamarin iPhone project. How can I use my Windows Phone code in an iPhone project? Can I import all my existing classes(for example Game1.cs) in an iPhone project without changing something? How can I port a MonoGame Windows Phone 8 game to iOS?

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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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  • Player & Level class structure in 2D python console game?

    - by Markus Meskanen
    I'm trying to create a 2D console game, where I have a player who can freely move around in a level (~map, but map is a reserved keyword) and interfere with other objects. Levels construct out of multiple Blocks, such as player(s), rocks, etc. Here's the Block class: class Block(object): def __init__(self, x=0, y=0, char=' ', solid=False): self.x = x self.y = y self.char = char self.solid = solid As you see, each block has a position (x, y) and a character to represent the block when it's printed. Each block also has a solid attribute, defining whether it can overlap with other solids or not. (Two solid blocks cannot overlap) I've now created few subclasses from Block (Rock might be useless for now) class Rock(Block): def __init__(self, x=0, y=0): super(Rock, self).__init__(x, y, 'x', True) class Player(Block): def __init__(self, x=0, y=0): super(Player, self).__init__(x, y, 'i', True) def move_left(self, x=1): ... # How do I make sure Player wont overlap with rocks? self.x -= x And here's the Level class: class Level(object): def __init__(self, name='', blocks=None): self.name = name self.blocks = blocks or [] Only way I can think of is to store a Player instance into Level's attributes (self.player=Player(), or so) and then give Level a method: def player_move_left(self): for block in self.blocks: if block.x == self.player.x - 1 and block.solid: return False But this doesn't really make any sense, why have a Player class if it can't even be moved without Level? Imo. player should be moved by a method inside Player. Am I wrong at something here, if not, how could I implement such behavior?

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