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  • Bending of track in a racing game

    - by caius
    I am trying to create a small racing game in which the track would be modeled using a BSpline curve for the path's center line and directional vectors to define the 'bending' of the track at each point. My problem is that I don't know how to calculate the correct bending / slope of the curve, in such a way that it would be optimal or at least visually nice for a car to 'bend in the corner'. My idea was to use the direction of the 2nd derivatives of the curve, however while this approach looks fine for most of the track, there are points in which the 2nd derivative makes sharp 'twists' / very quick 180 degree flips. I also read about 'knots' of bsplines, but I don't know if such 'twist' in 2nd derivatives is a knot or knots are something else. Can you tell me that using a BSpline: 1. How could I calculate a visually nice bending of a track for a racing game? 2. Is it possible to do this by using some simple calculations of centripertal force / gravity? 3. Is it possible to do this by using 1st, 2nd and 3rd derivatives of the BSpline curve? I am not looking for the 'physically correct' bending angle for the track, I would just like to create something which is visually pleasing in a simple game. I am using a framework which has a built-in class for BSpline, including support for 1st, 2nd and 3rd derivatives of the curve.

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  • To sell or give for free

    - by QAH
    Hello everyone! I am currently making a game that I was originally planning to sell. It is a simple 2D arcade style game for the PC. I've seen many indie games become popular and generate revenue from advertisements, but the game itself remains free. I need some advice on whether or not I should sell my game, release it for free with advertisements, or ask for donations and keep the game free. I feel that my game is fun, but of course the graphics aren't tip top because I am a programmer, not an artist. I just take screenshots of 3D models I get from Turbosquid and crop around it to make a sprite. Also, and I could be very wrong about this, it seems that there are more legal issues surrounding selling a game than making it free and generating revenue from advertisement, or asking for donations. If I am wrong, someone please correct me. Also, I am very interested in generating some revenue for my work, but that isn't at the very top of my list. I am in my last year of high school, soon to be going to college, and I am going to major in computer science/software engineering. So I am trying to gain some preliminary experience at home by coding stuff every day. One way of getting this experience is by making this game. So what do you think? What route should I take? What has worked well with other indie games? Thanks in advance.

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  • share distribution question

    - by facebook-100000781341887
    Hi, I just developed a facebook game(mifia like), but the graphic I make is not good, because it is reference with some existing photo, trace with AI, and coloring it. Therefore, I invite my friend to join me, he is a graphic designer, own a company with his friend (I know both of them), for the share, I expect at least 70% for me, and at most 30% for them (both of them want to join). Therefore, they give me a counter offer, 60% for me and 40% for them, of course, I feel their counter offer is unacceptable because they only build the image in part time, and all the other work just like coding, webhosting...etc, is what I do in full time. Why they said they worth 40% is that they will make a good graphic, they can provide a advertise channel(on local magazine), etc... Actually, I don't think the game need advertisement on local magazine because the game is not target for local... Please give me some comments on this issue(is the share fair? what is the importance of the image of the game, is it worth more than 30%), or can anyone share the experience on this. Thanks in advance.

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  • Deleting a game object causing an access violation

    - by Balls
    I tried doing this but it cause an access violation. void GameObjectFactory::Update() { for( std::list<GameObject*>::iterator it=gameObjectList.begin() ..... (*it)->Update(); } void Bomb::Update() { if( time == 2.0f ) { gameObjectFactory->Remove( this ); } } void GameObjectFactory::Remove( ... ) { gameObjectList.remove( ... ); } My thoughts would be to mark the object to be dead then let the factory handle it the on next frame for deletion. Is it the best and fastest way? What do you think?

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  • Loading assets in Monogame

    - by Matebu
    I'm creating a MonoGame application on Visual Studio 2012, yet when trying to load a texture I get the following problem: Could not load Menu/btnPlay asset! I have set content directory: Content.RootDirectory = "Assets"; Also the file btnPlay.png has properties set: Build Action: Content and Copy to Output directory: Copy if newer. My constructor and LoadContent functions are totally empty, but have a look yourself: public WizardGame() { Window.Title = "Just another Wizard game"; _graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Assets"; } protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. _spriteBatch = new SpriteBatch(GraphicsDevice); Texture2D texture = Content.Load<Texture2D>("Menu/btnPlay"); _graphics.IsFullScreen = true; _graphics.ApplyChanges(); } How do I properly load a texture?

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  • Maya is lagging in a specific way...?

    - by Aerovistae
    My Maya installation worked perfectly. It is not my computer. Something caused it to stop working overnight, somehow. When I try to drag a vertex or something like that, it moves the vertex, but then I have to click like 3 times somewhere outside the mesh before the actual mesh will catch up and follow the vertex. Until I do that, it just stays as it was, with a floating vertex somewhere inside it or outside it. It makes modeling borderline impossible and completely infuriating. What ought to be happening is what we're all used to-- as I move the vertex, the mesh follows it actively, so I can see what it looks like at every given moment until I release the vertex in its new position. Other weird thing: this only applies to complex meshes, like a couple thousand faces. A simple cube works fine. What gives?? Anybody?

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  • How are larger games organized?

    - by Matthew G.
    I'm using Java, but the language I'm using here is probably irrelevant. I'd like to create an economy based on an ancient civilization. I'm not sure how to design it. If I were working on a smaller game, like a copy of "Space Invaders", I'd have no problem structuring it like this. Game -Main Control Class --Graphics Class --Player Class --Enemy class I'd pass the graphics class to both the player and enemy class so they could call graphics functions. I don't understand how I'd do this for larger projects. Do I create a country class that contains a bunch of towns? Do the towns contain a lot building class, most contain classes of people? Do I make a path finding class that the player can access to get around? How exactly do I structure this and pass all these references around? Thanks.

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  • DirectX 9.0c and C++ GUI

    - by SullY
    Well, I'm trying to code a gui for my engine, but I've got some problems. I know how to make a UI overlay but buttons are still black magic for me. Anything I tried was to compilcated ( if it goes big ). To Example I tried to look if the mouse position is the same as the Pixel that is showing the button. But If I use some bigger areas it's getting to complicated. Now I'm searching for a Tutorial how to implement your own gui. I'm really confused about it. Well I hope you have/ know some good tutorials. By the way, I took a look at the DXUTSample, but it's to big to get overview.

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  • How can I spawn a sprite based on a condition after the game starts?

    - by teddyweedy
    How do I spawn a sprite anytime later in the game when the game starts? I'm using FlashDevelop with Flixel. I did try it in override public function create(): void. It works only in the beginning. I try it using if (FlxG.score == 1) but it doesn't work. I also tried it in override public function update(): void. It works and it is moving but it leaves a sprite making it a multi-sprite. I also did try FlxGroup but to no avail.

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  • Objects disappear when zoomed out in Unity

    - by Starkers
    Ignore the palm trees here. I have some oak-like trees when I'm zoomed in: They disappear when I zoom out: Is this normal? Is this something to do with draw distance? How can I change this so my trees don't disappear? The reason I ask is because my installation had a weird terrain glitch. If this isn't normal I'm going to reinstall right away because I'm always thinking 'is that a feature? Or a glitch'?

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  • How do history generation algorithms work?

    - by Bane
    I heard of the game Dwarf Fortress, but only now one of the people I follow on Youtube made a commentary on it... I was more than surprised when I noticed how Dwarf Fortress actually generates a history for the world! Now, how do these algorithms work? What do they usually take as input, except the length of the simulation? How specific can they be? And more importantly; can they be made in Javascript, or is Javascript too slow? (I guess this depends on the depth of the simulation, but take Dwarf Fortress as an example.)

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  • viewing fbx files in windows via xna 4.0

    - by user17753
    I've made some models in Blender and exported them in Autodesk fbx format. I'm trying to view them using XNA 4.0 Refresh. Loading them isn't much an issue, but I'm not familiar enough with XNA 4.0 to, well basically I want to load in the model at say the origin (0,0,0) world coordinates, and then rotate and/or zoom the camera about the world coordinates origin as well so that I can test the model. Typically the mouse, and maybe some arrow keys for zooming/rotating the camera. Anyways, this seems like a simple task and I shouldn't have to re-invent this, isn't there a skeleton code somewhere for this kind of thing for XNA 4.0? I couldn't find a solid example for this on the web. I found a couple that seemed like they might work for xbox, but I'm trying to do this on windows only. Anyways, just looking to be pointed in the right direction on this one, thanks.

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  • Unity: Assigning String value in inspector

    - by Marc Pilgaard
    I got an issue with Unity I can't seem to comprehend, and it is possibly very simple: I am trying to write a simple piece of code in JavaScript where a button toggles the activation of a shield, by dragging a prefab with Resources.load("ActivateShieldPreFab") and destroying it again (Haven't implemented that yet). I wish to assign this button through the inspector, so I have created a string variable which appears as intended in the inspector. Though it doesn't seem to register the inspector input, even though I changed the value through the inspector. It only provides the error: "Input Key named: is unknown" When the button name is assigned within the code, there is no issues. Code as follows: var ShieldOn = false; var stringbutton : String; function Start(){ } function Update () { if(Input.GetKey(stringbutton) && ShieldOn != true) { Instantiate(Resources.load("ActivateShieldPreFab"), Vector3 (0, 0, 0), Quaternion.identity); ShieldOn = true; } } Hope somebody can help, in advance... Thanks

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  • Is Unity's Random seeded automatically?

    - by Lohoris
    I seem to recall Unity's Random is automatically seeded; checking the documentation it doesn't say it outright, but a certain interpretation of their words might seem to imply it. The seed is normally set from some arbitrary value like the system clock before the random number functions are used. This prevents the same run of values from occurring each time a game is played and thus avoids predictable gameplay. However, it is sometimes useful to produce the same run of pseudo-random values on demand by setting the seed yourself. (emphasis added)

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  • How can I change this isometric engine to make it so that you could distinguish between blocks that are on different planes?

    - by l5p4ngl312
    I have been working on an isometric minecraft-esque game engine for a strategy game I plan on making. As you can see, it really needs some sort of shading. It is difficult to distinguish between separate elevations when the camera is facing away from the slope because everything is the same shade. So my question is: can I shade just a specific section of a sprite? All of those blocks are just sprites, so if I shaded the entire image, it would shade the whole block. I am using LWJGL. Are there any other approaches to take? Heres a link to a screenshot from the engine: http://i44.tinypic.com/qxqlix.jpg

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  • How to detect a touch on transparent area of an image in a (libgdx) stage?

    - by Usman
    Can some one please help to detect a touch on an image which I am using as an actor in a stage. The image is actually a long diagnol brush which has plenty of transparent area. The problem is when I touche the transparent area of the brush image it is also triggering the clicklistener of the image. I need the click listener should only be called when the finger actually touched the visible image not the area which is empty. I am using libgdx-0.9.4 libraries. Here is my simple piece of code. import com.badlogic.gdx.scenes.scene2d.ui.Image; import com.badlogic.gdx.scenes.scene2d.ui.ClickListener; Image brushImg = new Image(ImageCache.getTexture("brush")); brushImg.width = mStage.width()*0.75f; brushImg.height = mStage.height()*0.75f; brushImg.setClickListener(new ClickListener() { @Override public void click(Actor actor, float x, float y) { SoundFactory.play("brush"); }

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  • How to use music in a simple game?

    - by Aerovistae
    It's like this: I've got this very simple game in mind, and I happen to be lucky enough to know this guy at my college who is the best musician I've ever met in person who wasn't already on a stage. He writes these beautiful songs on piano, just meandering and mysterious. They'd add so much as background music. But here's my dilemma: say I record a 5 minute long song from him. How do I use it? Do I set it playing, and then make it start over as soon as it ends? Do I leave a 5 minute period of silence and then start it over again? Or do I find other music and just have continuous music playing? What do other people usually do for this sort of thing?

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  • Unity3D : Pause Menu - Android

    - by user3666251
    Im making a 2D game for android.I almost completed the game but now I need a pause game option.I added a pause icon on the top right side of the screen.The icon is a gui texture.Here is what I did so far : I made a script which will bring up some buttons (which is not working) and attached it to the GUITexture.This is the script : #pragma strict function OnMouseDown() { Debug.Log("*Pause Menu Opens*"); Time.timeScale = 0; if (GUI.Button(Rect(10,10,100,50),"Restart")); Application.LoadLevel(Application.loadedLevel); if (GUI.Button(Rect(10,60,100,50),"MainMenu")); Application.LoadLevel("MainMenu"); } Now,the problem stands at the part where the buttons won't show up,the game freezes at the first frame but the buttons won't show up.Please,if you can help I would be realy thankful. Thank you. Edit #1 : I just noticed that when I click "Pause" the game freezes and it takes me to the MainMenu.That's because I added the GUIButton which takes you to the main menu.I think the whole script structure is wrong.I also forgot to mention that Im new in scripting/unity. Thank you.

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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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  • XNA Rendering vertices that only appear within the cameras view

    - by user1157885
    I'm making a game in XNA and I recall hearing that professionally made games use a technique to only render the polygons that appear within the cameras projection. I've been trying to find something on this to do something similar in my game, could anyone point me in the right direction? Right now all I have is a plane/grid of vertices that you can set the X/Y on which is drawn using DrawUserIndexedPrimitives, but I plan to make a bunch of props as scenery items and I can imagine myself running into issues later on if I don't address this now. Thanks

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  • Leg animation not working

    - by Monacraft
    I am making a simple animation in XNA C# of a leg moving. This is the logic code for the thigh. It is meant to swing from 25' to 335'. However instead, it hits a point and then keeps on spinning in the other direction. Please help, here's the code: private void Thigh_method() { if (Legdata.Left == true) signvalue = -0.05f; else signvalue = 0.05f; if (Legdata.ToMid == true) Thighturn_ang += signvalue; if (Legdata.ToMid == false) Thighturn_ang -= signvalue; if (Thighturn_ang <= 25 || Thighturn_ang <= 335 && Thighturn_ang <= 180) Legdata.Left = true; if (Thighturn_ang >= 25 || Thighturn_ang >= 335 && Thighturn_ang >= 180) Legdata.Left = false; if (Thighturn_ang == 0) Legdata.ToMid = false; if (Math.Abs(Thighturn_ang) >= 25f) Legdata.ToMid = true; } Thanks in advance, Yours: Mona

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  • using lua in kobold2d to control parameters

    - by nycynik
    Is there a tutorial on using LUA in Kobold2d? I want to know if its possible to use it to control the game behavior (like max speed decrease of timer, and bonus points) by uploading a new script to the app. I found this link in the FAQ: http://www.kobold2d.com/pages/viewpage.action?pageId=917888 but it does not mention if I can replace the lua script from within the game, and reload it, is that possible? Should i just have a parameter file instead that i can download and replace?

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  • Collision with half of a semi-circle

    - by heitortsergent
    I am trying to port a game I made using Flash/AS3, to the Windows Phone using C#/XNA 4.0. You can see it here: http://goo.gl/gzFiE In the flash version I used a pixel-perfect collision between meteors (it's a rectangle, and usually rotated) that spawn outside the screen, and move towards the center, and a shield in the center of the screen(which is half of a semi-circle, also rotated by the player), which made the meteor bounce back in the opposite direction it came from, when they collided. My goal now is to make the meteors bounce in different angles, depending on the position it collides with the shield (much like Pong, hitting the borders causes a change in the ball's angle). So, these are the 3 options I thought of: Pixel-perfect collision (Microsoft has a sample) , but then I wouldn't know how to change the meteor angle after the collision 3 BoundingCircle's to represent the half semi-circle shield, but then I would have to somehow move them as I rotate the shield. Farseer Physics. I could make a shape composed of 3 lines, and use that as the collision object for the shield. Is there any other way besides those? Which would be the best way to do it(it's aimed towards mobile devices, so pixel-perfect is probably not a good choice)? Most of the time there's always a easier/better way than what we think of...

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  • Checking for collisions on a 3D heightmap

    - by Piku
    I have a 3D heightmap drawn using OpenGL (which isn't important). It's represented by a 2D array of height data. To draw this I go through the array using each point as a vertex. Three vertices are wound together to form a triangle, two triangles to make a quad. To stop the whole mesh being tiny I scale this by a certain amount called 'gridsize'. This produces a fairly nice and lumpy, angular terrain kind of similar to something you'd see in old Atari/Amiga or DOS '3D' games (think Virus/Zarch on the Atari ST). I'm now trying to work out how to do collision with the terrain, testing to see if the player is about to collide with a piece of scenery sticking upwards or fall into a hole. At the moment I am simply dividing the player's co-ordinates by the gridsize to find which vertex the player is on top of and it works well when the player is exactly over the corner of a triangle piece of terrain. However... How can I make it more accurate for the bits between the vertices? I get confused since they don't exist in my heightmap data, they're a product of the GPU trying to draw a triangle between three points. I can calculate the height of the point closest to the player, but not the space between them. I.e if the player is hovering over the centre of one of these 'quads', rather than over the corner vertex of one, how do I work out the height of the terrain below them? Later on I may want the player to slide down the slopes in the terrain.

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  • How to get xy coordinates along a given path

    - by netbrain
    Say i have two points (x,y), (0,0) and (10,10). Now i wan´t to get coordinates along the line by stepping through values of x and y. I thought i solved it with the following functions: fy = startY + (x - startX) * ((destY-startY)/(destX-startX)); fx = (y + startY) / ((destY-startY)/(destX-startX)) + startX; taken from http://en.wikipedia.org/wiki/Linear_interpolation However, it seems that im getting a problem when destX and startX is the same value, so you get division by zero. Is there a better way of getting coordinates along a line when knowing the start and endpoint of the line?

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