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  • How should I structure my turn based engine to allow flexibility for players/AI and observation?

    - by Reefpirate
    I've just started making a Turn Based Strategy engine in GameMaker's GML language... And I was cruising along nicely until it came time to handle the turn cycle, and determining who is controlling what player, and also how to handle the camera and what is displayed on screen. Here's an outline of the main switch happening in my main game loop at the moment: switch (GameState) { case BEGIN_TURN: // Start of turn operations/routines break; case MID_TURN: switch (PControlledBy[Turn]) { case HUMAN: switch (MidTurnState) { case MT_SELECT: // No units selected, 'idle' UI state break; case MT_MOVE: // Unit selected and attempting to move break; case MT_ATTACK: break; } break; case COMPUTER: // AI ROUTINES GO HERE break; case OBSERVER: // OBSERVER ROUTINES GO HERE break; } break; case END_TURN: // End of turn routines/operations, and move Turn to next player break; } Now, I can see a couple of problems with this set-up already... But I don't have any idea how to go about making it 'right'. Turn is a global variable that stores which player's turn it is, and the BEGIN_TURN and END_TURN states make perfect sense to me... But the MID_TURN state is baffling me because of the things I want to happen here: If there are players controlled by humans, I want the AI to do it's thing on its turn here, but I want to be able to have the camera follow the AI as it makes moves in the human player's vision. If there are no human controlled player's, I'd like to be able to watch two or more AI's battle it out on the map with god-like 'observer' vision. So basically I'm wondering if there are any resources for how to structure a Turn Based Strategy engine? I've found lots of writing about pathfinding and AI, and those are all great... But when it comes to handling the turn structure and the game states I am having trouble finding any resources at all. How should the states be divided to allow flexibility between the players and the controllers (HUMAN, COMPUTER, OBSERVER)? Also, maybe if I'm on the right track I just need some reassurance before I lay down another few hundred lines of code...

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  • Design leaderboard ratings for quiz games

    - by PeterK
    Back in March 2011 i started the following post: How to design a leaderboard? Now my quiz game have been out for approximately a year and sold pretty decently. I am working on to update the game design and is again looking into the leaderboard design to make it better as i am not happy with it. Currently i rate players on number of correct answers, which is not good as it does not consider things like number of games, difficulty levels etc. I also have "extended" stats behind the UITableView (Leaderboard). A player can play based on three levels of difficulty: hard, medium or easy Difficulty levels can be mixed between players in a game Each game can be one to six players, so there can be single games or duels Between 2 and 30 questions per game As i am considering integrating Game Center Leaderboard i need to design a better rating system so i would like to ask for some ideas how to do the rating based on the above. I am thinking about how much a point would be worth and what it includes.

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  • Movement in RPG

    - by user1264811
    I want to make an RPG game in which I move tile by tile. So when I hit up, the tile row that I am on decreases by one for example. Also, it's supposed to be a slow movement so that I can see the change in tile, i.e. I can see my sprite move from tile to tile. Currently, with the code I have, when I hit a direction on my keyboard, I move several blocks within seconds and by the time I release the button I have already gotten a nullPointerException error because I have left the map. How can I slow down the movement?

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  • Turn Based Event Algorithm

    - by GamersIncoming
    I'm currently working on a small roguelike in XNA, which sees the player in a randomly generated series of dungeons fending off creeps, as you might expect. As with most roguelikes, the player makes a move, and then each of the creeps currently active on screen will make a move in turns, until all creeps have updated, and it return's to the player's go. On paper, the simple algorithm is straightforward: Player takes turn Turn Number increments For each active creep, update Position Once all active creeps have updated, allow player to take next turn However, when it comes to actually writing this in more detail, the concept becomes a bit more tricky for me. So my question comes as this: what is the best way to handle events taking turns to trigger, where the completion of each last event triggers the next, when dealing with a large number of creeps (probably stored as an array of an enemy object), and is there an easier way to create some kind of engine that just takes all objects that need updating and chains them together so their updates follow suit? I'm not asking for code, just algorithms and theory in the direction of objects triggering updates one after the other, in a turn based manner. Thanks in advance. Edited: Here's the code I currently have that is horrible :/ if (player.getTurnOver() && updateWait == 0) { if (creep[creepToUpdate].getActive()) { creep[creepToUpdate].moveObject(player, map1); updateWait = 10; } if (creepToUpdate < creep.Length -1) { creepToUpdate++; } else { creepToUpdate = 0; player.setTurnOver(false); } } if (updateWait > 0) { updateWait--; }

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  • GPU based procedual terrain borders?

    - by OnePie
    I'm working on a game that preferibly should feature a combination of designed and procedually generated terrain where the designer specifies in somewhat detailed terms what type of terrain a given area will have (grasslands, forest etc...) and then a precedual algorithm takes care of the rest. I'm not talking about minecraft style biomoes, but rather the game map for a strategy game. Each 'area' will not take up that much of the screen, and thus be more akin to a tile whose texture is procedually generated. While procedually generating terrain textures on the GPU are not that difficult, the hard part is making the borders between them look good. Currently, the 'tiles' are large enough to be visible (due to memory constraints mainly, we are talking planetary sized textures for a game taking place in space and on a continental ground view with seamless transitions between them) and creating good borders between them with an algorithm that is fast enough to be useful has proven difficult. Sampling the n-surrounding pixels and using the combiened result did not yield very good borders and was fairly slow on the GPU to boot (ca 12ms for me, that is without any lighning or shading and with very simple terrain texture shaders). So are there any practical known methods to solve this problem?

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  • How to alter image pixels of a wild life bird?

    - by NoobScratcher
    Hello so I was hoping someone knew how to move or change color and position actual image pixels and could explain and show the code to do so. I know how to write pixels on a surface or screen-surface usigned int *ptr = static_cast <unsigned int *> (screen-pixels); int offset = y * (screen->pitch / sizeof(unsigned int)); ptr[offset + x] = color; But I don't know how to alter or manipulate a image pixel of a png image my thoughts on this was How do I get the values and locations of pixels and what do I have to write to make it happen? Then how do I actually change the values or locations of those gotten pixels and how do I make that happen? any ideas tip suggestions are also welcome! int main(int argc , char *argv[]) { SDL_Surface *Screen = SDL_SetVideoMode(640,480,32,SDL_SWSURFACE); SDL_Surface *Image; Image = IMG_Load("image.png"); bool done = false; SDL_Event event; while(!done) { SDL_FillRect(Screen,NULL,(0,0,0)); SDL_BlitSurface(Image,NULL,Screen,NULL); while(SDL_PollEvent(&event)) { switch(event.type) { case SDL_QUIT: return 0; break; } } SDL_Flip(Screen); } return 0; }

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  • Why does my ID3DXSprite appear to be incorrectly scaled?

    - by Bjoern
    I am using D3D9 for rendering some simple things (a movie) as the backmost layer, then on top of that some text messages, and now wanted to add some buttons to that. Before adding the buttons everything seemed to have worked fine, and I was using a ID3DXSprite for the text as well (ID3DXFont), now I am loading some graphics for the buttons, but they seem to be scaled to something like 1.2 times their original size. In my test window I centered the graphic, but it being too big it just doesnt fit well, for example the client area is 640x360, the graphic is 440, so I expect 100 pixel on left and right, left side is fine [I took screenshot and "counted" the pixels in photoshop], but on the right there is only about 20 pixels) My rendering code is very simple (I am omitting error checks, et cetera, for brevity) // initially viewport was set to width/height of client area // clear device m_d3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_STENCIL|D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB(0,0,0,0), 1.0f, 0 ); // begin scene m_d3dDevice->BeginScene(); // render movie surface (just two triangles to which the movie is rendered) m_d3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE,false); m_d3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR ); // bilinear filtering m_d3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR ); // bilinear filtering m_d3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE ); m_d3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE ); //Ignored m_d3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 ); m_d3dDevice->SetTexture( 0, m_movieTexture ); m_d3dDevice->SetStreamSource(0, m_displayPlaneVertexBuffer, 0, sizeof(Vertex)); m_d3dDevice->SetFVF(Vertex::FVF_Flags); m_d3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 2); // render sprites m_sprite->Begin(D3DXSPRITE_ALPHABLEND | D3DXSPRITE_SORT_TEXTURE | D3DXSPRITE_DO_NOT_ADDREF_TEXTURE); // text drop shadow m_font->DrawText( m_playerSprite, m_currentMessage.c_str(), m_currentMessage.size(), &m_playerFontRectDropShadow, DT_RIGHT|DT_TOP|DT_NOCLIP, m_playerFontColorDropShadow ); // text m_font->DrawText( m_playerSprite, m_currentMessage.c_str(), m_currentMessage.size(), &m_playerFontRect, DT_RIGHT|DT_TOP|DT_NOCLIP, m_playerFontColorMessage ) ); // control object m_sprite->Draw( m_texture, 0, 0, &m_vecPos, 0xFFFFFFFF ); // draws a few objects like this m_sprite->End() // end scene m_d3dDevice->EndScene(); What did I forget to do here? Except for the control objects (play button, pause button etc which are placed on a "panel" which is about 440 pixels wide) everything seems fine, the objects are positioned where I expect them, but just too big. By the way I loaded the images using D3DXCreateTextureFromFileEx (resizing wnidow, and reacting to lost device, etc, works fine too). For experimenting, I added some code to take an identity matrix and scale is down on the x/y axis to 0.75f, which then gave me the expected result for the controls (but also made the text smaller and out of position), but I don't know why I would need to scale anything. My rendering code is so simple, I just wanted to draw my 2D objects 1;1 the size they came from the file... I am really very inexperienced in D3D, so the answer might be very simple...

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  • Shader inputs in a general purpouse engine

    - by dreta
    I'm not familiar with SDKs like Unity or UDK that much, so i can't check this off hand. Do general purpouse engines allow users to create custom uniform variables? The way i see it, and the way i have implemented it in an engine i'm writing to learn 3D, is that there is a "set" of uniforms provided by the engine and if you want to write a custom shader then you utilize uniforms you need to create a wanted effect. Now, the thing is, first of all i'm not an artist, second of all, i didn't have a chance to create complex scenes yet. So my question is, is it common practice to define variables that the engine provides and only allow the user to work with what they're given? Allowing users to add custom programs and use them where they want is not hard, but i have issues imagining how you'd go about doing the same for uniforms.

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  • Making efficeint voxel engines using "chunks"

    - by Wardy
    Concept I'm currently looking in to how voxel engines work with a view to possibly making one myself. I see a lot of stuff like this ... https://sites.google.com/site/letsmakeavoxelengine/home/chunks ... which talks about how to go about reducing the draw calls. What I can't seem to understand is how it actually saves draw call counts on the basis of the logic being something like this ... Without chunks foreach voxel in myvoxels DrawIfVisible() With Chunks foreach chunk in mychunks DrawIfVisible() which then does ... foreach voxel in myvoxels DrawIfVisible() So surely you saved nothing ?!?! You still make a draw call for each visible voxel do you not? A visible voxel needs a draw call in either scenario. The only real saving I can see is that the logic that evaluates a chunk will be able to determine if a large number of voxels are visible or not effectively saving a bit of "is this chunk visible" cpu time. But it's the draw calls that interest me ... The fewer of those, the faster the application. EDIT: In case it makes any difference I will probably be using XNA (DX not OpenGL) for my engine so don't consider my choice of example in the link above my choice of technology. But this question is such that I doubt it would matter.

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  • Efficient way to calculate "vision cones" on 2D tile map?

    - by OverMachoGrande
    I'm trying to calculate which tiles a particular unit can "see" if facing a certain direction on a tile map (within a certain range and angle of facing). The easiest way would be to draw a certain number of tiles outward and raycast to each tile. However, I'm hoping for something slightly more efficient. A picture says a thousand words: The red dot is the unit (who's facing upwards). My goal is to calculate the yellow tiles. The green blocks are walls (walls are between tiles, and it's easy to check if you can pass between two tiles). The blue line represents something like the "raycasting" method I was talking about, but I'd rather not have to do this. EDIT: Units can only be facing north/south/east/west (0, 90, 180, or 270 degrees) and FoV is always 90 degrees. Should simplify some calculations. I'm thinking there's some sort of recursive-ish/stack-based/queue-based algorithm, but I can't quite figure it out. Thanks!

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  • converting 2d grid of squares to polygon nav mesh

    - by Roflha
    I haven't actually started programming for this one yet, but I wanted to see how I would go about doing this anyway. Say I have a 2D matrix of squares, all of the same size, some traversable and some not. How would I go about creating a navigation mesh of polygons from this grid. Is there any reading I can look at until I get a chance to get to my computer or should I just give it a go. My idea was to take the non-traversable squares out and extend lines from there edges to make polygons.. that's all I have got so far. Any advice?

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  • Car brands and models licensing

    - by Ju-v
    We are small team which working on car racing game but we don't know about licensing process for branded cars like Nissan, Lamborghini, Chevrolet and etc. Do we need to buy any licence for using real car brand names, models, logos,... or we can use them for free? Second option we think about using not real brand with real models is it possible? If someone have experience with that, fell free to share it. Any information about that is welcome.

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  • Can these game be fully coded in html5/javascript?

    - by RufioLJ
    I mean the mechanics of the game. Would it be possible? -Pokemon GBA series, rendering the world would be easy, but what about battle mechanics? -MapleStory, after seen dragonbound.net which is an identical copy of Gunbound I would think it's rather possible, but I'm still not sure if javascript can handle all the mechanics of the world. It would be heavy on resources I guess? I'm asking this because I'm really interested in html5 game develop(I really think in a future will destroy flash on game dev ground). I want to have an idea of how far games developed with the html5/javascript technology can go. I got especially inspired by dragonbound. I really think it pushes htmlt/javascript to the limits (game dev).

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  • Help with converting an XML into a 2D level (Actionscript 3.0)

    - by inzombiak
    I'm making a little platformer and wanted to use Ogmo to create my level. I've gotten everything to work except the level that my code generates is not the same as what I see in Ogmo. I've checked the array and it fits with the level in Ogmo, but when I loop through it with my code I get the wrong thing. I've included my code for creating the level as well as an image of what I get and what I'm supposed to get. EDIT: I tried to add it, but I couldn't get it to display properly Also, if any of you know of better level editors please let me know. xmlLoader.addEventListener(Event.COMPLETE, LoadXML); xmlLoader.load(new URLRequest("Level1.oel")); function LoadXML(e:Event):void { levelXML = new XML(e.target.data); xmlFilter = levelXML.* for each (var levelTest:XML in levelXML.*) { crack = levelTest; } levelArray = crack.split(''); trace(levelArray); count = 0; for(i = 0; i <= 23; i++) { for(j = 0; j <= 35; j++) { if(levelArray[i*36+j] == 1) { block = new Platform; s.addChild(block); block.x = j*20; block.y = i*20; count++; trace(i); trace(block.x); trace(j); trace(block.y); } } } trace(count);

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  • How to deal with animated doors in isometric tiles

    - by George Profenza
    I've got a tricky issue I'm not sure how to tackle best: I have an animated tile of a door. When it's closed it should be sorted one way, but when it's openend it will need to be sorted a different way, as it belonging to a different(neighbouring tile). Here's the door closed: and the door opened: I imagine it would be possible to override the sorting system for such tiles and adjust the sorting based on the frame, but it feels a bit hacky. Has anyone encountered a similar scenario ? Any elegant solutions ?

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  • How do i make a minecraft server mod? [closed]

    - by Simon
    Possible Duplicate: Mods for Minecraft Server - how does it work? I have made some minecraft client mods, but i've started a server a mounth ago and i want to make a mod for it, but i cant find any tutorial on the internet. How can then the other guys making those mods for minecraft server know how they are going to do? Do they try forward as i tryed or are they doing something else. I would be glad if someone could tell me how to do or find tutorials for me, couse I have tryed to find them in nearly a week of searching. But i guess im searching at the wrong spot of internet, what do i know :o

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  • Projected trajectory of a vehicle?

    - by mac
    In the game I am developing, I have to calculate if my vehicle (1) which in the example is travelling north with a speed V, can reach its target (2). The example depict the problem from atop: There are actually two possible scenarios: V is constant (resulting in trajectory 4, an arc of a circle) or the vehicle has the capacity to accelerate/decelerate (trajectory 3, an arc of a spiral). I would like to know if there is a straightforward way to verify if the vehicle is able to reach its target (as opposed to overshooting it). I'm particularly interested in trajectory #3, as I the only thing I could think of is integrating the position of the vehicle over time. EDIT: of course the vehicle has always the capacity to steer, but the steer radius vary with its speed (think to a maximum lateral g-force). EDIT2: also notice that (as most of the vehicles in real life) there is a minimum steering radius for the in-game ones too).

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  • Determining relative velocities on impact?

    - by meds
    I'm trying to figure out a way to determine the relative velocity of a body colliding with another in a 2D environment. For example if one body is moving at (1,0) and another traveling behind it collides with it from behind at (2,0) the velocity of the impact relative to the first body was (1,0). I need a method which takes in two velocities, one velocity belonging to the body the velocity is being measured against, and the other for the impacting body and return the relative velocity.

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  • What are the common character animation techniques used in tile based hack&slash games?

    - by Gorky
    I wonder what kind of animation techniques are used for creature and character animation in modern hack&slash type tile based games? Keyframing for different actions may be one option. Skeletal framing may be another. But how about the physics? Or do they use a totally hybrid system of inverse kinematics supported with a skeleton,physics and mixed with interpolated keyframing for more realistic animations? If so, how and for what reasons? I can think of many different solutions for the issues below but I wonder what's used and best suited for issues like: Walking or moving on an uneven terrain Combat interaction, combat physics and collisions Attaching rigid items to character and their iteractions ih physics world Soft body dynamics like hair, vegetation, clothes and fabric in line with animations and iteractions.

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  • Collision checking problem on a Tiled map

    - by nosferat
    I'm working on a pacman styled dungeon crawler, using the free oryx sprites. I've created the map using Tiled, separating the floor, walls and treasure in three different layers. After importing the map in libGDX, it renders fine. I also added the player character, for now it just moves into one direction, the player cannot control it yet. I wanted to add collision and I was planning to do this by checking if the player's new position is on a wall tile. Therefore as you can see in the following code snippet, I get the tile type of the appropriate tile and if it is not zero (since on that layer there is nothing except the wall tile) it is a collision and the player cannot move further: final Vector2 newPos = charController.move(warrior.getX(), warrior.getY()); if(!collided(newPos)) { warrior.setPosition(newPos.x, newPos.y); warrior.flip(charController.flipX(), charController.flipY()); } [..] private boolean collided(Vector2 newPos) { int row = (int) Math.floor((newPos.x / 32)); int col = (int) Math.floor((newPos.y / 32)); int tileType = tiledMap.layers.get(1).tiles[row][col]; if (tileType == 0) { return false; } return true; } The character only moves one tile with this code: If I reduce the col value by two it two more tiles. I think the problem will be around indexing, but I'm totally confused because the zero in the coordinate system of libGDX is in the bottom left corner of the screen, and I don't know the tiles array's indexing is similair or not. The size of the map is 19x21 tiles and looks like the following (the starting position of the player is marked with blue:

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  • Many sources of movement in an entity system

    - by Sticky
    I'm fairly new to the idea of entity systems, having read a bunch of stuff (most usefully, this great blog and this answer). Though I'm having a little trouble understanding how something as simple as being able to manipualate the position of an object by an undefined number of sources. That is, I have my entity, which has a position component. I then have some event in the game which tells this entity to move a given distance, in a given time. These events can happen at any time, and will have different values for position and time. The result is that they'd be compounded together. In a traditional OO solution, I'd have some sort of MoveBy class, that contains the distance/time, and an array of those inside my game object class. Each frame, I'd iterate through all the MoveBy, and apply it to the position. If a MoveBy has reached its finish time, remove it from the array. With the entity system, I'm a little confused as how I should replicate this sort of behavior. If there were just one of these at a time, instead of being able to compound them together, it'd be fairly straightforward (I believe) and look something like this: PositionComponent containing x, y MoveByComponent containing x, y, time Entity which has both a PositionComponent and a MoveByComponent MoveBySystem that looks for an entity with both these components, and adds the value of MoveByComponent to the PositionComponent. When the time is reached, it removes the component from that entity. I'm a bit confused as to how I'd do the same thing with many move by's. My initial thoughts are that I would have: PositionComponent, MoveByComponent the same as above MoveByCollectionComponent which contains an array of MoveByComponents MoveByCollectionSystem that looks for an entity with a PositionComponent and a MoveByCollectionComponent, iterating through the MoveByComponents inside it, applying/removing as necessary. I guess this is a more general problem, of having many of the same component, and wanting a corresponding system to act on each one. My entities contain their components inside a hash of component type - component, so strictly have only 1 component of a particular type per entity. Is this the right way to be looking at this? Should an entity only ever have one component of a given type at all times?

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  • Different bounding volumes for culling and collision detection

    - by Serthy
    Should an object in a 3D-engine use different bounding volumes for collision-detection (broad-phase) and culling? Basically class renderBounds and class physBounds versus class boundingVolume? Each of this classes then could either contain the same type of volumes (AABB's, kDOP's, sphere's etc.) or a special fitting one for the particular object. (note: without considering of using an external physics engine)

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  • Why is my shadowmap all white?

    - by Berend
    I was trying out a shadowmap. But all my shadow is white. I think there is some problem with my homogeneous component. Can anybody help me? The rest of my code is written in xna Here is the hlsl code I used float4x4 xWorld; float4x4 xView; float4x4 xProjection; struct VertexToPixel { float4 Position : POSITION; float4 ScreenPos : TEXCOORD1; float Depth : TEXCOORD2; }; struct PixelToFrame { float4 Color : COLOR0; }; //------- Technique: ShadowMap -------- VertexToPixel MyVertexShader(float4 inPos: POSITION0, float3 inNormal: NORMAL0) { VertexToPixel Output = (VertexToPixel)0; float4x4 preViewProjection = mul(xView, xProjection); float4x4 preWorldViewProjection = mul(xWorld, preViewProjection); Output.Position =mul(inPos, mul(xWorld, preViewProjection)); Output.Depth = Output.Position.z / Output.Position.w; Output.ScreenPos = Output.Position; return Output; } float4 MyPixelShader(VertexToPixel PSIn) : COLOR0 { PixelToFrame Output = (PixelToFrame)0; Output.Color = PSIn.ScreenPos.z/PSIn.ScreenPos.w; return Output.Color; } technique ShadowMap { pass Pass0 { VertexShader = compile vs_2_0 MyVertexShader(); PixelShader = compile ps_2_0 MyPixelShader(); } }

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  • 2D management game [on hold]

    - by Simon Bull
    Very newbie question but I have a game idea in mind. It will be 2d and data centric, like football manager. However I am struggling to find a platform that would suit. I am an experienced line of business developer so am happy to write code, but I would like a platform that does some of the leg work for me so was avoiding OpenGL. I would also like to be able deploy to iOS, android, windows and OS X. What are the options? To be more clear, the game is not a normal platform or shooter type game, so game maker is likely to be way too basic and unity seems a little over the top (though I am not sure if the GUI options would fit?). The majority of the game is more like business screens just displaying data and having buttons to click. Are there options for this type of game (May help to look at football manager)?

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  • How do I efficiently generate chunks to fill entire screen when my player moves?

    - by Trixmix
    In my game I generate chunks when the player moves. The chunks are all generated on the fly, but currently I just created a simple flat 8X8 floor. What happens is that when he moves to a new chunk the chunk in the direction of the player gets generated and its neighboring chunks. This is not efficient because the generator does not fill the entire screen. I did try to use recursion but its not as fast as I would like it to be. My question is what would be an efficient way of doing so? How does minecraft do so? When I say this I mean just the way it PICKS which chunks to generate and in what order. Not how they generate or how they are saved in regions, just the order/way it generates them. I just want to know what is a good way to load chunks around the player.

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