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  • Any examples of fair mmo games with quick completion

    - by Keith Player
    I'm looking for some example games for inspiration that allow from 10 to a large number of players at a time and can be completed in 10 to 30 minutes. I'm looking for something that would have extremely low bandwidth and not be dependent on chance or luck (i.e one player can't gain an unfair advantage because the computer put them in a better position). Realized on the way home that more clarifications might have been helpful. I'm looking to develop a pay-to-play competition that would allow a large number of players to compete in a relatively short period of time. One way would be to have an mmo that can be completed in 30 minutes, another way would be if you could have 10 person games that finish in under 5 minutes and then have the winners compete against each other until a winner is decided. I'm interested in any genre that would make for a fun/interesting game that doesn't depend on luck, so all players should have the same choice/availability of activities/resources and follow the same rules. Some possible games that could possibly be modified into what I want, would be bztanks (too easy to create a bot), diplomacy (takes too long), risk, some chess like game. I was just wondering if there are other game types to the ones I have been considering.

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  • Animating isometric sprites

    - by Mike
    I'm having trouble coming up with a way to animate these 2D isometric sprites. The sprites are stored like this: < Game Folder Root /Assets/Sprites/< Sprite Name /< Sprite Animation /< Sprite Direction /< Frame Number .png So for example, /Assets/Sprites/Worker/Stand/North-East/01.png Sprite sheets aren't really viable for this type of animation. The example stand animation is 61 frames. 61 frames for all 8 directions alone is huge, but there's more then just a standing animation for each sprite. Creating an sf::Texture for every image and every frame seems like it will take up a lot of memory and be hard to keep track of that many images. Unloading the image and loading the next one every single frame seems like it will do a lot of unnecessary work. What's the best way to handle this?

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  • My game seems to be incompatible with recording software. What could be causing this?

    - by Lewis Wakeford
    I've just finished a little Game-Dev project for university and I need to record a video to accompany my submission (just in case they can't get my source to work). Basically my game doesn't work at all when FRAPS or Bandicam attempts to attach to it, I get a black screen and a stream of GL INVALID OPERATION messages from my error reporting code. Dxtory can't seem to hook into it correctly at all, it doesn't display it's FPS counter or anything. My game logic appears to be running correctly from the debug traces, it just seems like all the gl library calls break. I don't know a huge amount about how these programs operate so I don't really know what I could be doing to cause this. I've heard they read from the OpenGL frame buffers so maybe I'm doing something wrong there? I'm letting GLFW and GLEW do all the low level initialization, but I have successfully recorded projects with the same setup and recording software. Essentially, has anyone ever run into something like this before or do you know anything about how these programs work that could give a clue as to the cause of the issue?

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  • What do I need to Mod a Unreal Engine 3 game?

    - by RoadSideWarrior
    what I am looking for is some advise making a mod for a certain game and how I would go about making it. The game I am talking about is Blacklight: Retribution and what I wan't to know is; Is it possible? And if so, what programs will I need? It is an online only game so I was unsure how plausible a mod would be for it. Plus I have never made a video game before, but I do like the game and I wanted to do some things with it. Additionally, this will be my first time making anything video game related so I would appreciate any advise. To expand a bit, I plan to add something simple at first. A mod that would let you spectate another player in the first person. Then I plan do something a bit more complex where I want to make so the game optionally always records you playing (in short intervals most likely or you would run quickly out of memory). After all that is done I would add items, armor, weapons, and maybe make a map or not I am not sure but this in a shell what I hope to do. I don't know much about these things but I am reading anything I can get my hands on. So if this is overly ambitious or just plain out not a possibility any advise on what I should look to instead will be welcomed warmly. Thank you.

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  • Viewport.Unproject - Checking if a model intersects a large sprite

    - by Fibericon
    Let's say I have a sprite, drawn like this: spriteBatch.Draw(levelCannons[i].texture, levelCannons[i].position, null, alpha, levelCannons[i].rotation, Vector2.Zero, scale, SpriteEffects.None, 0); Picture levelCannon as being a laser beam that goes across the entire screen. I need to see if my 3d model intersects with the screen space inhabited by the sprite. I managed to dig up Viewport.Unproject, but that seems to only be useful when dealing with a single point in 2d space, rather than an area. What can I do in my case?

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  • Get Final output from UDK

    - by EmAdpres
    ( sorry for my bad english in advance :D ) I'm trying to get a .exe setup output, from my UDK !( with my own maps and scripts which I made within MyGame) I tried UnrealFrontEnd! But It made a setup , that after installation I can see my .udk maps, my packages and etc. But It's not a real output that I can show to my customers. I don't want, other can use my resources ! So... How can I get a binary-like output from UDK as a real Game-Output ? ( like what we see in all commercial games ) Is there any option in frontend that I missed ?

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  • Edge flicker when moving Camera (2D)

    - by Matthias Reisner
    I have a Orthographic camera. I have a fixed landscape texture and a texture for a moveable object. If the object moves to the right the camera will also move with the object. When I also draw an score text that should have fixed position on the screen, that score text position will be update too if the camera's position gets updated so that it looks like that it is fixed on the screen. But if I do that, I have some edge flickering at the text object. I'am using SpriteBatch! Is there another approach to implement a fixed positioned object on the screen?

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  • How to sync client and server at the first frame

    - by wheelinlight
    I'm making a game where an authoritative server sends information to all clients about states and positions for objects in a 3d world. The player can control his character by clicking on the screen to set a destination for the character, much like in the Diablo series. I've read most information I can find online about interpolation, reconciliation, and general networking architecture (Valve's for instance). I think I understand everything but one thing seems to be missing in every article I read. Let say we have an interpolation delay of 100ms, server tickrate=50ms, latency=200ms; How do I know when 100ms has past on the client? If the server sends the first update on t=0, can I assume it arrives at t=200, therefore assuming that all packets takes the same amount of time to reach the client? What if the first packet arrives a little quick, for instance at t=150. I would then be starting the client with t=150 and at t=250 it will think it has past 100ms since its connect to the server when it in fact only 50ms has past. Hopefully the above paragraph is understandable. The summarized question would be: How do I know at what tick to start simulating the client? EDIT: This is how I ended up doing it: The client keeps a clock (approximately) in sync with the server. The client then simulates the world at simulationTime = syncedTime - avg(RTT)/2 - interpolationTime The round-trip time can fluctuate so therefore I average it out over time. By only keeping the most recent values when calculating the average I hope to adapt to more permanent changes in latency. It's still to early to draw any conclusion. I'm currently simulating bad network connections, but it's looking good so far. Anyone see any possible problems?

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  • Box2dWeb positioning relative to HTML5 Canvas

    - by Joe
    I'm new with HTML5 canvas and Box2DWeb and I'm trying to make an Asteroids game. So far I think I'm doing okay, but one thing I'm struggling to comprehend is how positioning works in relation to the canvas. I understand that Box2DWeb is only made to deal with physical simulation, but I don't know how to deal with positioning on the canvas. The canvas is 100% viewport and thus can vary size. I want to fill the screen with some asteroids, but if I hardcore certain values such as bodyDef.position.x = Math.random() * 50; the asteroid may appear off canvas for someone with a smaller screen? Can anybody help me understand how I can deal with relative positioning on the canvas?

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  • Using allocators for different systems

    - by chadb
    I am going over the memory architecture for my game and even though I know my memory budgets may not be final, I at the point where I can start using them in a general sense. I know that I will need several allocators (for systems such as audio, rendering, etc) but I am unsure of how they will be accessed. I do not use singletons, so I can't just have something such as AudioManager::GetInstance().get_allocator(). Instead, I need to find a different method of usage but I am not sure of how. How can I store and call my allocators needed for several different systems over engine in an efficient manner?

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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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  • Long running calculation on background thread

    - by SundayMonday
    In my Cocos2D game for iOS I have a relatively long running calculation that happens at a fairly regular interval (every 1-2 seconds). I'd like to run the calculation on a background thread so the main thread can keep the animation smooth. The calculation is done on a grid. Average grid size is about 100x100 where each cell stores an integer. Should I copy this grid when I pass it to the background thread? Or can I pass a reference and just make sure I don't write to the grid from the main thread before the background thread is done? Copying seems a bit wasteful but passing a reference seems risky. So I thought I'd ask.

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  • How to achieve selection of a tile from a tile sheet based on an ID?

    - by Bugster
    Let's say I have a tile sheet that contains 8 sprites per sheet. Each sprite is a tile of 30x30. I wrote my own custom map parser/map loader however I'm having trouble extracting a certain tile sprite from the file. I'll describe my problem better in order for everyone to understand. I wrote an enum of materials, each material has a value according to it's location relative to the tile sheet. For example void is 1, grass is 2, rock is 3, etc. So in my tile sheet they are represented as such: +---+---+---+---+---+ | 1 | 2 | 3 | 4 | 5 | +---+---+---+---+---+ Which is equivalent to: +------+-------+-------+ | void | grass | stone | +------+-------+-------+ Basically when rendering, I created a tile class, each tile has 2 coordinates: X and Y (They are calculated automatically) and a material which can be represented either as a number, either as a value (ID). When rendering, I have a vector of sprites which are all taken from 1 file called tilesheet.png, however each of them must only draw a certain portion of the tile sheet, for example say I have something like this: tile coordinateBounds(topLeftX, topLeftY, tileWidth, tileHeight); During the initialization of the map I calculate an array of tiles, and I give each of them their position, their materials based on the values in a map file and a few other variables such as collision. I need to apply the coordinateBounds to each of them according to their material value. For example if the material is grass it should only take the grass sprite from the tilesheet. I must also mention I'm using SFML, and there are no borders or spacing between the tiles.

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  • How does this circle collision detection math work?

    - by Griffin
    I'm going through the wildbunny blog to learn about collision detection. I'm confused about how the vectors he's talking about come into play. Here's the part that confuses me: p = ||A-B|| – (r1+r2) The two spheres are penetrating by distance p. We would also like the penetration vector so that we can correct the penetration once we discover it. This is the vector that moves both circles to the point where they just touch, correcting the penetration. Importantly it is not only just a vector that does this, it is the only vector which corrects the penetration by moving the minimum amount. This is important because we only want to correct the error, not introduce more by moving too much when we correct, or too little. N = (A-B) / ||A-B|| P = N*p Here we have calculated the normalised vector N between the two centres and the penetration vector P by multiplying our unit direction by the penetration distance. I understand that p is the distance by which the circles penetrate, but I don't get what exactly N and P are. It seems to me N is just the coordinates of the 3rd point of the right trianlge formed by point A and B (A-B) then being divided by the hypotenuse of that triangle or distance between A and B (||A-B||). What's the significance of this? Also, what is the penetration vector used for? It seems to me like a movement that one of the circles would perform to get un-penetrated.

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  • Designing a simple snake A.I

    - by DillPixel
    I've looked at some stuff online regarding this specific topic, and a lot of the info that I read involved graphs and path finding. I really don't want to get involved in something too complex & out of my level, and also I don't need my snake to be that intelligent (it will be a large board with the snake not growing in size on every munch). How could you structure a simpler AI for the snake that gets the job done relatively well? I would be able to get the snake to move towards the food item correctly, but my issue is that I'm not sure how to deal with the snake colliding with itself. Say the snake has a look ahead, and it finds that its tail is in the way, it could change direction, but what happens next? Any ideas on how to tackle this? Should the snake build an instruction set from every square, or should it think on the go?

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  • How to do pixel per pixel modeling in unity3d?

    - by Kabumbus
    So generally I want to have api like pixels.addPixel3D(new Pixel3D(0xFF0000, 100, 100,100)); (color, position) where pixels is some abstraction on 3d sceen objet.So to say point cloud. It would have grate use in deep space/stars modeling... I want to set each pixel by hand (having no image base or any automatic thing)... So point is modeling something like Or look at alive flash analog here How to do such thing in unity?

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  • NPOT texture and video memory usage

    - by Eonil
    I read in this QA that NPOT will take memory as much as next POT sized texture. It means it doesn't give any benefit than POT texture with proper management. (maybe even worse because NPOT should be slower!) Is this true? Does NPOT texture take and waste same memory like POT texture? I am considering NPOT texture for post-processing, so if it doesn't give memory space benefit, using of NPOT texture is meaningless to me. Maybe answer can be different for each platforms. I am targeting mobile devices. Such as iPhone or Androids. Does NPOT texture takes same amount of memory on mobile GPUs?

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  • How to split a string with negative numbers using ActionScript 3.0

    - by inzombiak
    I'm having trouble loading my level. I'm using Ogmo to create my level then I import it. I have no problem converting 0's and 1's into an Array, but I can't figure out how to do the same for -1's. It separates the "-" and the "1". Any help would be great. I've posted my code and the XML files below levelXML = new XML(e.target.data); playerX = int(levelXML.Entities.Player.@x); playerY = int(levelXML.Entities.Player.@y); levelGrid = levelXML.Grid; levelGrid = levelGrid.split("\n").join(""); levelTiles = levelXML.Tiles; levelTiles = levelTiles.split("\n").join(""); levelTiles = levelTiles.split(",").join(""); tileArray = levelTiles.split(""); gridArray = levelGrid.split(""); for(i = 0; i <= 34; i++) { levelArray[i] = new Array(); for(j = 0; j <= 34; j++) { if(tileArray[j*35 + i] == 0) { gridArray[j*35+i] = -1; } var currentSymbol = gridArray[j*35+i]; levelArray[i][j] = currentSymbol; if(gridArray[j*35 + i] == 1) { wall = new Wall; addChild(wall); wall.x = i*20 + 10; wall.y = j*20 + 10; } else if(gridArray[j*35 + i] == -1) { pellet = new Pellet; addChild(pellet); pellet.x = i*20 + 10; pellet.y = j*20 + 10; } } } I know the code is very dirty, but I needed a quick fix. Grid exportMode="Bitstring" 11111111111111111111111111111111111 10000000000000000011000000000000001 10000000000000000011000000000000001 10011111001111110011001111110011001 10011111001111110011001111110011001 10011111001111110011001111110011001 10000000000000000000000000000000001 10000000000000000000000000000000001 10011111001100111111100110011111001 10011111001100000100000110011111001 10000000001100000100000110000000001 10000000001111100100111110000000001 11111111001111100100111110011111111 00000001001111100100111110010000000 00000001001100000000000110010000000 11111111001100000000000110011111111 00000000000000111111100000000000000 00000000000000100000100000000000000 11111111001100100000100110011111111 00000001001100111111100110010000000 00000001001100000000000110010000000 11111111001100111111100110011111111 10000000000000000100000000000000001 10000000000000000100000000000000001 10011111001111100100111110011111001 10000011000000000000000000011000001 10000011000000000000000000011000001 11110011001100111111100110011001111 11110011001100111111100110011001111 10000000001100000100000110000000001 10000000001100000100000110000000001 10011111111111100100111111111111001 10000000000000000000000000000000001 10000000000000000000000000000000001 11111111111111111111111111111111111 Tiles tileset="Tiles" exportMode="CSV"-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,0,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,0,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,0,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,0,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,0,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,0,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,0,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,0,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,0,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,0,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,0,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,0,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,0,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,0,0,0,0,0,0,0,0,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,0,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,0,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,0,-1 -1,-1,-1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1

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  • Implementing traffic conditions in TORCS

    - by user1837811
    I am working on a project about "Effects of Traffic conditions and Track Complexity on Car Driving Behavior". Is it possible to implement traffic in TORCS, or should I use another car simulator? By the word "traffic" I mean there are cars running on both tracks in both directions and I can detect the distances, direction and speed of these cars. Depending on this information I can decide whether I should slow down, speed up and calculate the correct timing to overtake.

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  • How to tell what part of a 3D cube was touched

    - by user2539517
    I am writing a rather simple android game and I am implementing Open GL to draw a 3D cube that spins upon the X, Y and Z axis and I need to know where the user has clicked on the texture of the cube. The texture is a simple square bitmap (100x100) that has a smaller square in the center. I need to know if the user touches the inner square. As well was tell which face of the cube the user touches. Does anyone know how this can be accomplished if not can anyone give some pseudo code on how to tell where the ray correlates to the texture? Or at least point me in the right direction. The textures of each face are like this: The code I am using is from: http://www3.ntu.edu.sg/home/ehchua/programming/android/Android_3D.html2.9 It is a port to android from Lesson 6 NeHe. Example 6a: Photo-Cube

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  • how to design transparent screen in libgdx

    - by ved
    this question is for LibGdx geeks. I want to make transparent screen in my game. For example, when level completes I want a new transparent screen pop up and show player's high score, buttons to navigate on next level etc like in angry birds kind of screen. This type of screen can also use, when user click on pause button, to show pause screen. Please guide me to design this kind of screen. Or if I am going wrong to make transparent screens for this kind of situation. Please guide me for better one.

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  • How can I render a semi transparent model with OpenGL correctly?

    - by phobitor
    I'm using OpenGL ES 2 and I want to render a simple model with some level of transparency. I'm just starting out with shaders, and I wrote a simple diffuse shader for the model without any issues but I don't know how to add transparency to it. I tried to set my fragment shader's output (gl_FragColor) to a non opaque alpha value but the results weren't too great. It sort of works, but it looks like certain model triangles are only rendered based on the camera position... It's really hard to describe what's wrong so please watch this short video I recorded: http://www.youtube.com/watch?v=s0JqA0rZabE I thought this was a depth testing issue so I tried playing around with enabling/disabling depth testing and back face culling. Enabling back face culling changes the output slightly but the problem in the video is still there. Enabling/disabling depth testing doesn't seem to do anything. Could anyone explain what I'm seeing and how I can add some simple transparency to my model with the shader? I'm not looking for advanced order independent transparency implementations. edit: Vertex Shader: // color varying for fragment shader varying mediump vec3 LightIntensity; varying highp vec3 VertexInModelSpace; void main() { // vec4 LightPosition = vec4(0.0, 0.0, 0.0, 1.0); vec3 LightColor = vec3(1.0, 1.0, 1.0); vec3 DiffuseColor = vec3(1.0, 0.25, 0.0); // find the vector from the given vertex to the light source vec4 vertexInWorldSpace = gl_ModelViewMatrix * vec4(gl_Vertex); vec3 normalInWorldSpace = normalize(gl_NormalMatrix * gl_Normal); vec3 lightDirn = normalize(vec3(LightPosition-vertexInWorldSpace)); // save vertexInWorldSpace VertexInModelSpace = vec3(gl_Vertex); // calculate light intensity LightIntensity = LightColor * DiffuseColor * max(dot(lightDirn,normalInWorldSpace),0.0); // calculate projected vertex position gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } Fragment Shader: // varying to define color varying vec3 LightIntensity; varying vec3 VertexInModelSpace; void main() { gl_FragColor = vec4(LightIntensity,0.5); }

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  • One-way platform collision

    - by TheBroodian
    I hate asking questions that are specific to my own code like this, but I've run into a pesky roadblock and could use some help getting around it. I'm coding floating platforms into my game that will allow a player to jump onto them from underneath, but then will not allow players to fall through them once they are on top, which require some custom collision detection code. The code I have written so far isn't working, the character passes through it on the way up, and on the way down, stops for a moment on the platform, and then falls right through it. Here is the code to handle collisions with floating platforms: protected void HandleFloatingPlatforms(Vector2 moveAmount) { //if character is traveling downward. if (moveAmount.Y > 0) { Rectangle afterMoveRect = collisionRectangle; afterMoveRect.Offset((int)moveAmount.X, (int)moveAmount.Y); foreach (World_Objects.GameObject platform in gameplayScreen.Entities) { if (platform is World_Objects.Inanimate_Objects.FloatingPlatform) { //wideProximityArea is just a rectangle surrounding the collision //box of an entity to check for nearby entities. if (wideProximityArea.Intersects(platform.CollisionRectangle) || wideProximityArea.Contains(platform.CollisionRectangle)) { if (afterMoveRect.Intersects(platform.CollisionRectangle)) { //This, in my mind would denote that after the character is moved, its feet have fallen below the top of the platform, but before he had moved its feet were above it... if (collisionRectangle.Bottom <= platform.CollisionRectangle.Top) { if (afterMoveRect.Bottom > platform.CollisionRectangle.Top) { //And then after detecting that he has fallen through the platform, reposition him on top of it... worldLocation.Y = platform.CollisionRectangle.Y - frameHeight; hasCollidedVertically = true; } } } } } } } } In case you are curious, the parameter moveAmount is found through this code: elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; float totalX = 0; float totalY = 0; foreach (Vector2 vector in velocities) { totalX += vector.X; totalY += vector.Y; } velocities.Clear(); velocity.X = totalX; velocity.Y = totalY; velocity.Y = Math.Min(velocity.Y, 1000); Vector2 moveAmount = velocity * elapsed;

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  • Bukkit inventory saving: crashing somewhere

    - by HcgRandon
    I'm working on a command for a bukkit plugin that lets you transfer worlds. In the section about saving the player's inventory, I'm getting a runtime error. My question is: Why is the error happening, and how can I prevent it? The plugin code public void savePlayerInv(Player p, World w){ File playerInvConfigFile = new File(plugin.getDataFolder() + File.separator + "players" + File.separator + p.getName(), "inventory.yml"); FileConfiguration pInv = YamlConfiguration.loadConfiguration(playerInvConfigFile); PlayerInventory inv = p.getInventory(); int i = 0; for (ItemStack stack : inv.getContents()) { //increment integer i++; String startInventory = w.getName() + ".inv." + Integer.toString(i); //save inv pInv.set(startInventory + ".amount", stack.getAmount()); pInv.set(startInventory + ".durability", Short.toString(stack.getDurability())); pInv.set(startInventory + ".type", stack.getTypeId()); //pInv.set(startInventory + ".enchantment", stack.getEnchantments()); //TODO add enchant saveing } i = 0; for (ItemStack armor : inv.getArmorContents()){ i++; String startArmor = w.getName() + ".armor." + Integer.toString(i); //save armor pInv.set(startArmor + ".amount", armor.getAmount()); pInv.set(startArmor + ".durability", armor.getDurability()); pInv.set(startArmor + ".type", armor.getTypeId()); //pInv.set(startArmor + ".enchantment", armor.getEnchantments()); } //save exp if (p.getExp() != 0) { pInv.set(w.getName() + ".exp", p.getExp()); } } The offending line The stack trace complains about line 130, which is this line. pInv.set(startInventory + ".amount", stack.getAmount()); The stack trace 2012-03-21 13:23:25 [SEVERE] null org.bukkit.command.CommandException: Unhandled exception executing command 'wtp' in plugin Needs v1.0 at org.bukkit.command.PluginCommand.execute(PluginCommand.java:42) at org.bukkit.command.SimpleCommandMap.dispatch(SimpleCommandMap.java:166) at org.bukkit.craftbukkit.CraftServer.dispatchCommand(CraftServer.java:461) at net.minecraft.server.NetServerHandler.handleCommand(NetServerHandler.java:818) at net.minecraft.server.NetServerHandler.chat(NetServerHandler.java:778) at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:761) at net.minecraft.server.Packet3Chat.handle(Packet3Chat.java:33) at net.minecraft.server.NetworkManager.b(NetworkManager.java:229) at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:112) at net.minecraft.server.NetworkListenThread.a(NetworkListenThread.java:78) at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:554) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:452) at net.minecraft.server.ThreadServerApplication.run(SourceFile:490) Caused by: java.lang.NullPointerException at com.devoverflow.improved.needs.commands.CommandWorldtp.savePlayerInv(CommandWorldtp.java:130) at com.devoverflow.improved.needs.commands.CommandWorldtp.onCommand(CommandWorldtp.java:60) at org.bukkit.command.PluginCommand.execute(PluginCommand.java:40) ... 12 more

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  • Dynamic content realoding

    - by Kikaimaru
    Is there a relatively simple way to dynamicaly reload content files? (ie: effect files) I know i can do following: Detect change of file Run content pipeline to rebuild that specific file Unload ALL content that was loaded Load All content And use double references to reference content files. Problem is with step 3 (and step 2 isn't that nice too). But i need to unload everything because if i have model Hero.x which references Model.fx effect, and i change Model.fx file, i need to reload Hero.x file which will then call LoadExternalReference on Model.fx. So I guess question is, did someone mange to make this work without rewriting whole ContentManager (and every ContentReader) and tracking calls to LoadExternalReference?

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