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  • HTML5 Game (Canvas) - UI Techniques?

    - by Jason L.
    Hi! I'm in the process of building a JavaScript / HTML5 game (using Canvas) for mobile (Android / iPhone/ WebOS) with PhoneGap. I'm currently trying to design out how the UI and playing board should be built and how they should interact but I'm not sure what the best solution is. Here's what I can think of - Build the UI right into the canvas using things like drawImage and fillText Build parts of the UI outside of the canvas using regular DOM objects and then float a div over the canvas when UI elements need to overlap the playing board canvas. Are there any other possible techniques I can use for building the game UI that I haven't thought of? Also, which of these would be considered the "standard" way (I know HTML5 games are not very popular so there probably isn't a "standard" way yet)? And finally, which way would YOU recommend / use? Many thanks in advance!

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  • OpenGL Fast-Object Instancing Error

    - by HJ Media Studios
    I have some code that loops through a set of objects and renders instances of those objects. The list of objects that needs to be rendered is stored as a std::map, where an object of class MeshResource contains the vertices and indices with the actual data, and an object of classMeshRenderer defines the point in space the mesh is to be rendered at. My rendering code is as follows: glDisable(GL_BLEND); glEnable(GL_CULL_FACE); glDepthMask(GL_TRUE); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); for (std::map<MeshResource*, std::vector<MeshRenderer*> >::iterator it = renderables.begin(); it != renderables.end(); it++) { it->first->setupBeforeRendering(); cout << "<"; for (unsigned long i =0; i < it->second.size(); i++) { //Pass in an identity matrix to the vertex shader- used here only for debugging purposes; the real code correctly inputs any matrix. uniformizeModelMatrix(Matrix4::IDENTITY); /** * StartHere fix rendering problem. * Ruled out: * Vertex buffers correctly. * Index buffers correctly. * Matrices correct? */ it->first->render(); } it->first->cleanupAfterRendering(); } geometryPassShader->disable(); glDepthMask(GL_FALSE); glDisable(GL_CULL_FACE); glDisable(GL_DEPTH_TEST); The function in MeshResource that handles setting up the uniforms is as follows: void MeshResource::setupBeforeRendering() { glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glEnableVertexAttribArray(2); glEnableVertexAttribArray(3); glEnableVertexAttribArray(4); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, iboID); glBindBuffer(GL_ARRAY_BUFFER, vboID); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0); // Vertex position glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid*) 12); // Vertex normal glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid*) 24); // UV layer 0 glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid*) 32); // Vertex color glVertexAttribPointer(4, 1, GL_UNSIGNED_SHORT, GL_FALSE, sizeof(Vertex), (const GLvoid*) 44); //Material index } The code that renders the object is this: void MeshResource::render() { glDrawElements(GL_TRIANGLES, geometry->numIndices, GL_UNSIGNED_SHORT, 0); } And the code that cleans up is this: void MeshResource::cleanupAfterRendering() { glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); glDisableVertexAttribArray(2); glDisableVertexAttribArray(3); glDisableVertexAttribArray(4); } The end result of this is that I get a black screen, although the end of my rendering pipeline after the rendering code (essentially just drawing axes and lines on the screen) works properly, so I'm fairly sure it's not an issue with the passing of uniforms. If, however, I change the code slightly so that the rendering code calls the setup immediately before rendering, like so: void MeshResource::render() { setupBeforeRendering(); glDrawElements(GL_TRIANGLES, geometry->numIndices, GL_UNSIGNED_SHORT, 0); } The program works as desired. I don't want to have to do this, though, as my aim is to set up vertex, material, etc. data once per object type and then render each instance updating only the transformation information. The uniformizeModelMatrix works as follows: void RenderManager::uniformizeModelMatrix(Matrix4 matrix) { glBindBuffer(GL_UNIFORM_BUFFER, globalMatrixUBOID); glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Matrix4), matrix.ptr()); glBindBuffer(GL_UNIFORM_BUFFER, 0); }

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  • Embedding Pygame to C++ [closed]

    - by Pendertuga
    If embedding Pygame to C++ to have a game be an executable, is there any extra process I would have to use in order to use Pygame functions when embedding into C++? As opposed to just writing embedding code in C++ for normal Python code? To clear cut the question I want to know if it's the same process without having to call different functions. EDIT: My question is if I have to call different functions in C++ when embedding Python code that uses Pygame modules. I am NOT using pygame2exe nor py2exe. I never even mentioned those. My question is solely about code embedding.

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  • How do I randomly generate a top-down 2D level with separate sections and is infinite?

    - by Bagofsheep
    I've read many other questions/answers about random level generation but most of them deal with either randomly/proceduraly generating 2D levels viewed from the side or 3D levels. What I'm trying to achieve is sort of like you were looking straight down on a Minecraft map. There is no height, but the borders of each "biome" or "section" of the map are random and varied. I already have basic code that can generate a perfectly square level with the same tileset (randomly picking segments from the tileset image), but I've encountered a major issue for wanting the level to be infinite: Beyond a certain point, the tiles' positions become negative on one or both of the axis. The code I use to only draw tiles the player can see relies on taking the tiles position and converting it to the index number that represents it in the array. As you well know, arrays cannot have a negative index. Here is some of my code: This generates the square (or rectangle) of tiles: //Scale is in tiles public void Generate(int sX, int sY) { scaleX = sX; scaleY = sY; for (int y = 0; y <= scaleY; y++) { tiles.Add(new List<Tile>()); for (int x = 0; x <= scaleX; x++) { tiles[tiles.Count - 1].Add(tileset.randomTile(x * tileset.TileSize, y * tileset.TileSize)); } } } Before I changed the code after realizing an array index couldn't be negative my for loops looked something like this to center the map around (0, 0): for (int y = -scaleY / 2; y <= scaleY / 2; y++) for (int x = -scaleX / 2; x <= scaleX / 2; x++) Here is the code that draws the tiles: int startX = (int)Math.Floor((player.Position.X - (graphics.Viewport.Width) - tileset.TileSize) / tileset.TileSize); int endX = (int)Math.Ceiling((player.Position.X + (graphics.Viewport.Width) + tileset.TileSize) / tileset.TileSize); int startY = (int)Math.Floor((player.Position.Y - (graphics.Viewport.Height) - tileset.TileSize) / tileset.TileSize); int endY = (int)Math.Ceiling((player.Position.Y + (graphics.Viewport.Height) + tileset.TileSize) / tileset.TileSize); for (int y = startY; y < endY; y++) { for (int x = startX; x < endX; x++) { if (x >= 0 && y >= 0 && x <= scaleX && y <= scaleY) tiles[y][x].Draw(spriteBatch); } } So to summarize what I'm asking: First, how do I randomly generate a top-down 2D map with different sections (not chunks per se, but areas with different tile sets) and second, how do I get past this negative array index issue?

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  • Persisting high score table in flash game without a network. (Featuring: HttpListenerException)

    - by bearcdp
    Hi everyone, this question is very programming-centric, but it's for a game so I figured I might as well post it here. I'm doing polishing work on a GGJ '11 game because it will be shown at an indie arcade tomorrow afternoon, and they're expecting our final build in the morning. We'd like to have a high score table that displays during attract mode, but since it's Flash (Flixel) it would require some networking, Mochi, or something to keep a record of these scores. Only problem is the machine we'd be running on probably won't have network access. As a quick solution, I thought I'd just write up a dinky little high score server in C#/.NET that could take basic GET requests for submitting scores and getting the score list. We're talking REAL basic, like blocking while waiting for an incoming request, run & forget console app, etc. There's no guarantee that our .swf won't get reloaded, and we'd like the scores to persist, so this server would pretty much exists to keep a safe copy of the scores that the game can add to and request, and occasionally the server will write the scores to a flat text file. But, HttpListener is giving me Error Code 87 'The parameter is incorrect.' Have any idea what I'm doing wrong? Or better yet, am I barking up the wrong tree and missing an obviously simpler solution? This is all I've got so far in my Main(): HttpListener listener = new HttpListener(); listener.Prefixes.Add("http://localhost:66666/"); listener.Start(); The exception happens at listener.Start(); and the stack trace is: at System.Net.HttpListener.AddAllPrefixes() at System.Net.HttpListener.Start() at WOSEBCE_ScoreServer.Program.Main(String[] args) in C:\Users\Michael\Documents\Visual Studio 2010\VS2010 Projects\WOSEBCE_ScoreServer\WOSEBCE_ScoreServer\Program.cs:line 24 at System.AppDomain._nExecuteAssembly(RuntimeAssembly assembly, String[] args) at System.AppDomain.ExecuteAssembly(String assemblyFile, Evidence assemblySecurity, String[] args) at Microsoft.VisualStudio.HostingProcess.HostProc.RunUsersAssembly() at System.Threading.ThreadHelper.ThreadStart_Context(Object state) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean ignoreSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) at System.Threading.ThreadHelper.ThreadStart()

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  • Is a warning about IAP in freemium games on iOS required?

    - by user1282931
    When I launch the successful iOS game "Clash of Clans", right in the beginning I get the following message in an iOS info pop-up: "Clash of Clans is free to play, but you can speed up your progress with in-app purchases. If desired, purchases can be disabled in the general settings of your device." What's the reason the developer shows this message right in the beginning? Is there any legal obligation to do so?

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  • Which creative framework can create these games? [closed]

    - by Rahil627
    I've used a few game frameworks in the past and have run into limitations. This lead me to "creative frameworks". I've looked into many, but I cannot determine the limitations of some of them. Selected frameworks ordered from highest to lowest level: Flash, Unity, MonoGame, OpenFrameworks (and Cinder), SFML. I want to be able to: create a game that handles drawing on an iPad create a game that uses computer vision from a webcam create a multi-device iOS game create a game that uses input from Kinect Can all of the frameworks handle this? What is the highest level framework that can handle all of them?

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  • XNA 4 game for both profiles

    - by Vodácek
    I am writing game in XNA 4 and this version have two profiles hi-def and reach. My problem is that I need to have my game code for each of these profiles and is very uncomfortable to have two projects and do all changes in both of them. My idea was to use preprocessor directive (i am not sure about name of this, http://msdn.microsoft.com/en-us/library/ed8yd1ha%28v=vs.71%29.aspx) and use IF statement at places with problems with profile. There is only problem that program needs to be compiled two times (for each profile) and manually changed directive and project settings to another profile. And my questions are: Is that good way? Is there better and cleaner way how to do this?

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  • How to Create a Grid for a 2D Game?

    - by SoulBeaver
    So I'm currently writing the engine for my videogame. I've almost integrated Tiled (I think) so I should have a map-creator here soon. My question is, how do I actually make the grid? I'm really confused here. If I create a large map with, say, 20x20 grids the size of 32x32 (screen size 640x640), then what do I do with it? Let's say I have the code for creating a window, and then place a player sprite that I can move with input, that's fine. If I use one map that's as big as the screen, then every pixel on the map is also a pixel on the game screen. The mapping is exact. Now what happens if I have a 2000x2000 map, for example? My character would have to keep moving and move the map around (or rather the camera focused on the player moves). Then I can no longer say that the screen maps exactly to the pixel position of the map. I tried making a Grid class that maps out the screen area to 32x32 tiles, but I'm not sure if that makes any sense. Once the map moves each tile would have to update its information, or something. I'm just really confused here. How do I actually make the tiles and a grid and map them to the data I get from tiled, or that I make myself? Are there any good examples of source code that I could look at?

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  • Drawing flaming letters in 3D with OpenGL ES 2.0

    - by Chiquis
    I am a bit confused about how to achieve this. What I want is to "draw with flames". I have achieved this with textures successfully, but now my concern is about doing this with particles to achieve the flaming effect. Am I supposed to create a path along which I should add many particle emitters that will be emitting flame particles? I understand the concept for 2D, but for 3D are the particles always supposed to be facing the user? Something else I'm worried about is the performance hit that will occur by having that many particle emitters, because there can be many letters and drawings at the same time, and each of these elements will have many particle emitters. More detailed explanation: I have a path of points, which is my model. Imagine a dotted letter "S" for example. I want make the "S" be on fire. The "S" is just an example it can be a circle, triangle, a line, pretty much any path described by my set of points. For achieving this fire effect I thought about using particles. So I am using a program called "Particle Designer" to create a fire style particle emitter. This emitter looks perfect on 2D on the iphone screen dimensions. So then I thought that I could probably draw an S or any other figure if i place many particle emitters next to each other following the path described. To move from the 2D version to the 3D version I thought about, scaling the emitter (with a scale matrix multiplication in its model matrix) and then moving it to a point in my 3D world. I did this and it works. So now I have 1 particle emitter in the 3D world. My question is, is this how you would achieve a flaming letter? Is this too inefficient if i expect to have many flaming paths on my world? Am i supposed to rotate the particle's quad so that its always looking at the user? (the last one is because i noticed that if u look at it from the side the particles start to flatten out)

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  • A* PathFinding Poor Performance

    - by RedShft
    After debugging for a few hours, the algorithm seems to be working. Right now to check if it works i'm checking the end node position to the currentNode position when the while loop quits. So far the values look correct. The problem is, the farther I get from the NPC, who is current stationary, the worse the performance gets. It gets to a point where the game is unplayable less than 10 fps. My current PathGraph is 2500 nodes, which I believe is pretty small, right? Any ideas on how to improve performance? struct Node { bool walkable; //Whether this node is blocked or open vect2 position; //The tile's position on the map in pixels int xIndex, yIndex; //The index values of the tile in the array Node*[4] connections; //An array of pointers to nodes this current node connects to Node* parent; int gScore; int hScore; int fScore; } class AStar { private: SList!Node openList; SList!Node closedList; //Node*[4] connections; //The connections of the current node; Node currentNode; //The current node being processed Node[] Path; //The path found; const int connectionCost = 10; Node start, end; ////////////////////////////////////////////////////////// void AddToList(ref SList!Node list, ref Node node ) { list.insert( node ); } void RemoveFrom(ref SList!Node list, ref Node node ) { foreach( elem; list ) { if( node.xIndex == elem.xIndex && node.yIndex == elem.yIndex ) { auto a = find( list[] , elem ); list.linearRemove( take(a, 1 ) ); } } } bool IsInList( SList!Node list, ref Node node ) { foreach( elem; list ) { if( node.xIndex == elem.xIndex && node.yIndex == elem.yIndex ) return true; } return false; } void ClearList( SList!Node list ) { list.clear; } void SetParentNode( ref Node parent, ref Node child ) { child.parent = &parent; } void SetStartAndEndNode( vect2 vStart, vect2 vEnd, Node[] PathGraph ) { int startXIndex, startYIndex; int endXIndex, endYIndex; startXIndex = cast(int)( vStart.x / 32 ); startYIndex = cast(int)( vStart.y / 32 ); endXIndex = cast(int)( vEnd.x / 32 ); endYIndex = cast(int)( vEnd.y / 32 ); foreach( node; PathGraph ) { if( node.xIndex == startXIndex && node.yIndex == startYIndex ) { start = node; } if( node.xIndex == endXIndex && node.yIndex == endYIndex ) { end = node; } } } void SetStartScores( ref Node start ) { start.gScore = 0; start.hScore = CalculateHScore( start, end ); start.fScore = CalculateFScore( start ); } Node GetLowestFScore() { Node lowest; lowest.fScore = 10000; foreach( elem; openList ) { if( elem.fScore < lowest.fScore ) lowest = elem; } return lowest; } //This function current sets the program into an infinite loop //I still need to debug to figure out why the parent nodes aren't correct void GeneratePath() { while( currentNode.position != start.position ) { Path ~= currentNode; currentNode = *currentNode.parent; } } void ReversePath() { Node[] temp; for(int i = Path.length - 1; i >= 0; i-- ) { temp ~= Path[i]; } Path = temp.dup; } public: //@FIXME It seems to find the path, but now performance is terrible void FindPath( vect2 vStart, vect2 vEnd, Node[] PathGraph ) { openList.clear; closedList.clear; SetStartAndEndNode( vStart, vEnd, PathGraph ); SetStartScores( start ); AddToList( openList, start ); while( currentNode.position != end.position ) { currentNode = GetLowestFScore(); if( currentNode.position == end.position ) break; else { RemoveFrom( openList, currentNode ); AddToList( closedList, currentNode ); for( int i = 0; i < currentNode.connections.length; i++ ) { if( currentNode.connections[i] is null ) continue; else { if( IsInList( closedList, *currentNode.connections[i] ) && currentNode.gScore < currentNode.connections[i].gScore ) { currentNode.connections[i].gScore = currentNode.gScore + connectionCost; currentNode.connections[i].hScore = abs( currentNode.connections[i].xIndex - end.xIndex ) + abs( currentNode.connections[i].yIndex - end.yIndex ); currentNode.connections[i].fScore = currentNode.connections[i].gScore + currentNode.connections[i].hScore; currentNode.connections[i].parent = &currentNode; } else if( IsInList( openList, *currentNode.connections[i] ) && currentNode.gScore < currentNode.connections[i].gScore ) { currentNode.connections[i].gScore = currentNode.gScore + connectionCost; currentNode.connections[i].hScore = abs( currentNode.connections[i].xIndex - end.xIndex ) + abs( currentNode.connections[i].yIndex - end.yIndex ); currentNode.connections[i].fScore = currentNode.connections[i].gScore + currentNode.connections[i].hScore; currentNode.connections[i].parent = &currentNode; } else { currentNode.connections[i].gScore = currentNode.gScore + connectionCost; currentNode.connections[i].hScore = abs( currentNode.connections[i].xIndex - end.xIndex ) + abs( currentNode.connections[i].yIndex - end.yIndex ); currentNode.connections[i].fScore = currentNode.connections[i].gScore + currentNode.connections[i].hScore; currentNode.connections[i].parent = &currentNode; AddToList( openList, *currentNode.connections[i] ); } } } } } writeln( "Current Node Position: ", currentNode.position ); writeln( "End Node Position: ", end.position ); if( currentNode.position == end.position ) { writeln( "Current Node Parent: ", currentNode.parent ); //GeneratePath(); //ReversePath(); } } Node[] GetPath() { return Path; } } This is my first attempt at A* so any help would be greatly appreciated.

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  • How do I draw a texture to a MSTerrain object?

    - by Brad
    I'm using Farseer to make a game in XNA and I can't seem to figure this out. I've decided to use MSTerrain for making my game's terrain because I wanted destructible terrain and MSTerrain seemed like the best bet. Unfortunately, I'm stumped on how to actually show the terrain. When I generate the terrain it's visible in debug view, but MSTerrain does not have a Draw method, so I'm wondering how it is supposed to be drawn to the screen? Is it worth pursuing? I'm starting to think that MSTerrain is more trouble than it's worth, is there another better way to do this with bodies?

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  • Tetris : Effective rotation

    - by hqt
    I rotate each piece by rotation formula. More detail, because rotation angle is 90 so : xNew = y; yNew = -x; But my method has met two problems : 1) Out of box : each type of pieces is fit in square 4x4. (0,0 at under left) But by this rotation, at some case they will out of this box. For example, there is a point with coordinate (5,6) So, please help me how to fit these coordinate into 4x4 box again, or give me another formula for this. 2) at I case : (4 squares at same row or same column), just has two rotations case. but in method above, they still has 4 pieces. So, how to prevent this. Thanks :)

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  • Client-side prediction for FPS

    - by newprogrammer
    People that understand client-side prediction and client-side interpolation, I have a question: When I play the game Team Fortress 2, and type cl_predict 1 into the developer's console, it enables client-side prediction. The also says "6 predictable entities reinitialized". It says this regardless of how many players are on the server, which makes sense, because other players are not predictable entities. I thought client-side prediction was only for the movement of the player. Are there other entities that the client can provide prediction for?

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  • How to pass an interface to Java from Unity code?

    - by nickbadal
    First, let me say that this is my first experience with Unity, so the answer may be right under my nose. I've also posted this question on Unity's answers site, but plugin questions don't seem to be as frequently answered there. I'm trying to create a plugin that allows me to access an SDK from my game. I can call SDK methods just fine using AndroidJavaObject and I can pass data to them with no issue. But there are some SDK methods that require an interface to be passed. For example, my Java function: public void attemptLogin(String username, String password, LoginListener listener); Where listener; is a callback interface. I would normally run this code from Java as such: attemptLogin("username", "password", new LoginListener() { @Override public void onSuccess() { //Yay! do some stuff in the game } @Override public void onFailure(int error) { //Uh oh, find out what happened based on error } }); Is there a way to pass a C# interface through JNI/Unity to my attemptLogin function? Or is there a way to create a mimic-ing interface in C# that I can call from inside the Java code (and pass in any kind of parameter)? Thanks in advance! :)

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  • How to determine collision direction between two rectangles?

    - by Jon
    I am trying to figure out how to determine the direction a collision occurs between two rectangles. One rectangle does not move. The other rectangle has a velocity in any direction. When a collision occurs, I want to be able to set the position of the moving rectangle to the point of impact. I seem to be stuck in determining from what direction the impact occurs. If I am moving strictly vertically or horizontally I manage great detection. But when moving in both directions at the same time, strange things happen. What is the best way to determine what direction a collision occurs between two rectangles?

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  • Game engine lib and editor

    - by luke
    I would like to know the best way/best practice to handle the following situation. Suppose the project you are working on is split in two sub-projects: game engine lib editor gui. Now, you have a method bool Method( const MethodParams &params ) that will be called during game-level initialization. So it is a method belonging to the game engine lib. Now, the parameters of this method, passed as a reference the structure MethodParams can be decided via the editor, in the level design phase. Suppose the structure is the following: enum Enum1 { E1_VAL1, E1_VAL2, }; enum Enum2 { E2_VAL1, E2_VAL2, E2_VAL3, }; struct MethodParams { float value; Enum1 e1; Enum2 e2; // some other member } The editor should present a dialog that will let the user set the MethodParams struct. A text control for the field value. Furthermore, the editor needs to let the user set the fields e1 and e2 using, for example, two combo boxes (a combo box is a window control that has a list of choices). Obviously, every enum should be mapped to a string, so the user can make an informed selection (i have used E1_VAL1 etc.., but normally the enum would be more meaningful). One could even want to map every enum to a string more informative (E1_VAL1 to "Image union algorithm", E1_VAL2 to "Image intersection algorithm" and so on...). The editor will include all the relevant game egine lib files (.h etc...), but this mapping is not automatic and i am confused on how to handle it in a way that, if in future i add E1_VAL3 and E1_VAL4, the code change will be minimal.

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  • Use a SQL Database for a Desktop Game

    - by sharethis
    Developing a Game Engine I am planning a computer game and its engine. There will be a 3 dimensional world with first person view and it will be single player for now. The programming language is C++ and it uses OpenGL. Data Centered Design Decision My design decision is to use a data centered architecture where there is a global event manager and a global data manager. There are many components like physics, input, sound, renderer, ai, ... Each component can trigger and listen to events. Moreover, each component can read, edit, create and remove data. The question is about the data manager. Whether to Use a Relational Database Should I use a SQL Database, e.g. SQLite or MySQL, to store the game data? This contains virtually all game content like items, characters, inventories, ... Except of meshes and textures which are even more performance related, so I will keep them in memory. Is a SQL database fast enough to use it for realtime reading and writing game informations, like the position of a moving character? I also need to care about cross-platform compatibility. Aside from keeping everything in memory, what alternatives do I have? Advantages Would Be The advantages of using a relational database like MySQL would be the data orientated structure which allows fast computation. I would not need objects for representing entities. I could easily query data of objects near the player needed for rendering. And I don't have to take care about data of objects far away. Moreover there would be no need for savegames since the hole game state is saved in the database. Last but not least, expanding the game to an online game would be relative easy because there already is a place where the hole game state is stored.

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  • JiglibX addition to existing project questions

    - by SomeXnaChump
    Got a very simple existing project, that basically contains a lot of cubes. Now I am wanting to add a physics system to it and JiglibX seemed like the simplest one with some tutorials out there. My main problem is that the physics don't seem to be working how I imagined, I expected my tower of cubes to come crashing down, but they dont seem to do anything. I think my problem is that my cubes do not inherit DrawableGameComponent, they are managed by a world object that will update and render them. So they are at no point put into the games component list. I am not sure if this means that JiglibX will not be able to interact with them as in all the tutorials there are no explicit calls to add the Body objects to the physics system, so I can only presume that they are using a static/singleton under the hood which automatically hooks in all things, or they use the game objects component list somehow. I also noticed that in alot of the tutorials they use the following when setting up the physics system: float timeStep = (float)gameTime.ElapsedGameTime.Ticks / TimeSpan.TicksPerSecond; PhysicsSystem.CurrentPhysicsSystem.Integrate(timeStep); Would it not be better to keep a local instance of the created PhysicsSystem object and just call myPhysicsSystem.Integrate(timeStep)?

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  • Game State / Screen Management

    - by Ashylnn Mac
    What's the best way to handle game states / screens? My problem is this: PlayGameScreen adds a new InventoryGameScreen to the game during it's update. This immediately adds InventoryGameScreen to the array of GameScreens. That's throwing an exception when iterating over the array that the contents of the array have changed. Should I have two more arrays, like screensToBeAdded and screensToBeRemoved and do all the processing for them at the end of the game loop after drawing all the other screens?

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  • How do I implement input and movement with characters that get into vehicles?

    - by Xkynar
    I'm making a game similar to GTA2. When the player enters the vehicle, what happens in terms of logic? Does the player becomes the vehicle? Does the vehicle override the player movement? The main question is how should it look at a vehicle? I want to understand if the player becomes the car or if the player has a "motion state" like "driving, walking, flying" depending on what he is doing in a moment, I know there are tons of ways to implement vehicles in a game.

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  • movement of sprites with kinect and xna

    - by pablopp83
    im working on a proyect with kinect sdk and xna 4.0. i need take the position of the hands and draw a sprite over it. im doing it directly and, because of that, i get a "trembling hands" effect. so, i was thinking on make the sprite move from the previous position to the new one, given in every frame by the new hand position. this way, the sprite does not jump from one position to another. this is working just fine, but im using a constant value for the velocity, and i really would like to use a variable velocity given by the difference between the prev and the new position. this is, if the hand move more quickly in the reality, the velocity will be higher. I really dont have a clue on how to make this works. can somebody point me in the right direction? thanks.

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  • How to design brain games [on hold]

    - by samesky
    I will wonder if anybody has some information about designing games for brain improvement. Recently lumosity is into a gear. I guess they research a lot or have experts. But is there any other research paper that is publicly available for designing the brain games ? Any equation or data that can help? Or what characteristics a brain game should have ? I am getting interested on this and search internet a lot, but unfortunately I could not find the core structure of it. It will really a helpful for me if somebody can give some information. Thank you.

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  • Loading Texture2D is extremly slow on XBOX360

    - by AvrDragon
    I have ~100 sprites for each level im my XNA game. On windows it takes ~2 seconds to load them all. Unfortunately on XBOX360 it takes ~30-60 seconds. Am i doing something wrong? Essentially the loading code ist just like this: Texture2D sprite1 = levelContent.Load<Texture2D>("images/level_1/my_sprite_1"); ... Texture2D sprite100 = levelContent.Load<Texture2D>("images/level_1/my_sprite_100"); (i use an own content manager for each level to release all level-specific textures at once) Of course i can reduse the ammount of sprites using a spritesheet, but it's extremly painfull for me now. Do i have a better option? And just curious - why is there such huge difference in image loading time?

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  • Drawing a texture line between two vectors in XNA WP7

    - by Krav
    I want to create a simple graph maker in WP7. The goal is to draw a texture line between two vectors what the user defines with touch. I already made the rotation, and it is working, but not correctly, because it doesn't calculate the line's texture height, and because of that, there are too many overlapping textures. So it does draw the line, but too many of them. How could I calculate it correctly? Here is the code: public void DrawLine(Vector2 st,Vector2 dest,NodeUnit EdgeParent,NodeUnit EdgeChild) { float d = Vector2.Distance(st, dest); float rotate = (float)(Math.Atan2(st.Y - dest.Y, st.X - dest.X)); direction = new Vector2(((dest.X - st.X) / (float)d), (dest.Y - st.Y) / (float)d); Vector2 _pos = st; World.TheHive.Add(new LineHiveMind(linetexture, _pos, rotate, EdgeParent, EdgeChild,new List<LineUnit>())); for (int i = 0; i < d; i++) { World.TheHive.Last()._lines.Add(new LineUnit(linetexture, _pos, rotate, EdgeParent, EdgeChild)); _pos += direction; } } d is for the Distance of the st (Starting node) and dest (Destination node) rotate is for rotation direction calculates the direction between the starting and the destination node _pos is for starting position changing Thanks for any suggestions/help!

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