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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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  • Circle vs Edge collision detection / resolution

    - by topheman
    I made a javascript class Ball.js that handles physics interactions betweens balls as well as painting. In the v1.0, the ball vs ball collision detection and resolution is well handled. In the next version (v2), I'm trying to add edgeCollision handling. I'm having some problems, maybe you will be able to help me. All the v2 branch source code is on github repository : https://github.com/topheman/Ball.js/tree/v2 The v2 demos (where you can see the bug I will be talking about) : http://labs.topheman.com/Ball-v2/#help As you will see on the demo, I have two major problems that I'm having a really hard time to solve on Ball.js : method resolveEdgeCollision : bounce angle is inconsistent method checkEdgeCollision : if the ball's velocity (the length that it runs each frame) is higher than its diameter, eventually, it will pass through an edge, without triggering any collision Any Ideas ?...

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  • Debugging HLSL for Windows 8 application [migrated]

    - by Shervanator
    i'm currently in the process of creating a Windows 8 applicaiton using SharpDX (the managed c# directx wrapper). However I have ran into problems with one of my shaders and I want to know if its possible to debug such applications. PIX doesn't seem to work of directX apps as the executable does not like opening directly, and the new visual studio graphics debugging toolkit in VS2012 always states "unable to start the experiment" when I try to capture any information about my session. Thanks!

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  • Bejeweled-like game, managing different gem/powerup behaviors?

    - by Wissam
    I thought I'd ask a question and look forward to some insight from this very compelling community. In a Bejeweled-like (Match 3) game, the standard behavior once a valid swap of two adjacent tiles is made is that the resulting matching tiles are destroyed, any tiles now sitting over empty spaces fall to the position above the next present-tile, and any void created above is filled with new tiles. In richer Match-3 games like Bejeweled, 4 in a row (as opposed to just 3) modifies this behavior such that the tile that was swapped is retained, turned into a "flaming" gem, it falls, and then the empty space above is filled. The next time that "flaming gem" is played it explodes and destroys the 8 perimeter tiles, triggers a different animation sequence (neighbors of those 8 tiles being destroyed look like they've been hit by a shockwave then they fall to their respective positions). Scoring is different, the triggered sounds are different, etc. There are even more elaborate behaviors for Match5, Match-cross-pattern, and many powerups that can be purchased, each which produces a more elaborate sequence of events, sounds, animations, scoring, etc... What is the best approach to developing all these different behaviors that respond to players' "move" and her current "performance" and that deviate from the standard sequence of events, scoring, animation, sounds etc, in such a way that we can always flexibly introduce a new "powerup" ? What we are doing now is hard-coding the events of each one, but the task is long and arduous and seems like the wrong approach especially since the game-designers and testers often offer (later) valuable insight on what works better in-game, which means that the code itself may have to be re-written even for minor changes in behavior (say, destroy only 7 neighboring tiles, instead of all 8 in an explosion). ANY pointers for good practices here would be highly appreciated.

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  • Writing a Master's Thesis on evaluating visual scripting systems

    - by user1107412
    I am thinking to write my Master's thesis around theorizing, and then implementing a PlayMaker or Kismet-like (building game logic by visually arranging FSMs) tool in Unity. The only thing I am still concerned about is the actual research question that I should pose. I was kinda hoping that the more experienced game designers out there might know. Update: What about reducing the use of visual programming to graphically designing FSM-Action-Transition flows, which can then be attached to game entities (very much like http://playmaker.com does it)?

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  • Calculate vector direction

    - by Starkers
    Is the direction angle always measured from the plus x axis? Does a vector in the +,+ quadrant always have a direction between 0 and 90, and in -,+ between 90 and 180 and in -,- between 180 and 270 and in -,+ between 270 and 360 ? Also, how should we calculate the direction using tan? Would that mean nested if statements to find out what quadrant we're in, and then applying the appropriate "work arounds"? E.g. If we were in the -,+ (like in the diagram) would we find the angle from the + axis would be 90 + tan^-1(y/x), the 90 + only used because we're in the -,+ quadrant. Also, that's just a quick solution, may be off, I just want to know if we use nested if statements to get the angle from the + x axis. Finally, should we find the distance in degrees or radians?

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  • Unity falling body pendulum behaviour

    - by user3447980
    I wonder if someone could provide some guidance. Im attempting to create a pendulum like behaviour in 2D space in Unity without using a hinge joint. Essentially I want to affect a falling body to act as though it were restrained at the radius of a point, and to be subject to gravity and friction etc. Ive tried many modifications of this code, and have come up with some cool 'strange-attractor' like behaviour but i cannot for the life of me create a realistic pendulum like action. This is what I have so far: startingposition = transform.position; //Get start position newposition = startingposition + velocity; //add old velocity newposition.y -= gravity * Time.deltaTime; //add gravity newposition = pivot + Vector2.ClampMagnitude(newposition-pivot,radius); //clamp body at radius??? velocity = newposition-startingposition; //Get new velocity transform.Translate (velocity * Time.deltaTime, Space.World); //apply to transform So im working out the new position based on the old velocity + gravity, then constraining it to a distance from a point, which is the element in the code i cannot get correct. Is this a logical way to go about it?

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  • How do I plot individual pixels using the XNA APIs?

    - by izb
    If I wanted to fill my game screen with individually coloured pixels, how would I do this? For example, if I wanted to write a 'game of life'-type game where each pixel was a cell, how would I achieve this using XNA? I've tried just calling SetData() on a Texture2D object using a screen-sized array of Color values, but it complains with: You may not call SetData on a resource while it is actively set on the GraphicsDevice. Unset it from the device before calling SetData. How do I do as it asks? Or better still... is there an alternative, better, efficient way to fill a screen with arbitrary pixels?

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  • How does Minecraft render its sunset and sky?

    - by Nick
    In Minecraft, the sunset looks really beautiful and I've always wanted to know how they do it. Do they use several skyboxes rendered over eachother? That is, one for the sky (which can turn dark and light depending on the time of the day), one for the sun and moon, and one for the orange horizon effect? I was hoping someone could enlighten me... I wish I could enter wireframe or something like that but as far as I know that is not possible.

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  • Bump mapping Problem GLSL

    - by jmfel1926
    I am having a slight problem with my Bump Mapping project. Although everything works OK (at least from what I know) there is a slight mistake somewhere and I get incorrect shading on the brick wall when the light goes to the one side or the other as seen in the picture below: The light is on the right side so the shading on the wall should be the other way. I have provided the shaders to help find the issue (I do not have much experience with shaders). Shaders: varying vec3 viewVec; varying vec3 position; varying vec3 lightvec; attribute vec3 tangent; attribute vec3 binormal; uniform vec3 lightpos; uniform mat4 cameraMat; void main() { gl_TexCoord[0] = gl_MultiTexCoord0; gl_Position = ftransform(); position = vec3(gl_ModelViewMatrix * gl_Vertex); lightvec = vec3(cameraMat * vec4(lightpos,1.0)) - position ; vec3 eyeVec = vec3(gl_ModelViewMatrix * gl_Vertex); viewVec = normalize(-eyeVec); } uniform sampler2D colormap; uniform sampler2D normalmap; varying vec3 viewVec; varying vec3 position; varying vec3 lightvec; vec3 vv; uniform float diffuset; uniform float specularterm; uniform float ambientterm; void main() { vv=viewVec; vec3 normals = normalize(texture2D(normalmap,gl_TexCoord[0].st).rgb * 2.0 - 1.0); normals.y = -normals.y; //normals = (normals * gl_NormalMatrix).xyz ; vec3 distance = lightvec; float dist_number =length(distance); float final_dist_number = 2.0/pow(dist_number,diffuset); vec3 light_dir=normalize(lightvec); vec3 Halfvector = normalize(light_dir+vv); float angle=max(dot(Halfvector,normals),0.0); angle= pow(angle,specularterm); vec3 specular=vec3(angle,angle,angle); float diffuseterm=max(dot(light_dir,normals),0.0); vec3 diffuse = diffuseterm * texture2D(colormap,gl_TexCoord[0].st).rgb; vec3 ambient = ambientterm *texture2D(colormap,gl_TexCoord[0].st).rgb; vec3 diffusefinal = diffuse * final_dist_number; vec3 finalcolor=diffusefinal+specular+ambient; gl_FragColor = vec4(finalcolor, 1.0); }

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  • Cocos2d update leaking memory

    - by Andrey Chernukha
    I have a weird issue - my app is leaking memory on device only, not on a simulator. It is leaking if i schedule update method anywhere, on any scene. It is leaking despite update method is empty, there's nothing inside it except NSLog. How can it be? I have even scheduled update on the very first scene where it seems there's nothing to leak, and scheduled another empty and it's leaking or not leaking but allocating something, the result is the same - the volume of the memory consumed is increasing and my app is crashing soon. I can detect the leakage via using Instruments-Memory-Activity Monitor or with help of following function: void report_memory(void) { struct task_basic_info info; mach_msg_type_number_t size = sizeof(info); kern_return_t kerr = task_info(mach_task_self(), TASK_BASIC_INFO, (task_info_t)&info, &size); if( kerr == KERN_SUCCESS ) { NSLog(@"Memory in use (in bytes): %u", info.resident_size); } else { NSLog(@"Error with task_info(): %s", mach_error_string(kerr)); } } Can anyone explain me what's going on?

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  • SFML title bar with weird characters when using UTF-8

    - by TheOm3ga
    (Previously asked at http://stackoverflow.com/questions/4922478/sfml-title-bar-with-weird-characters-when-using-utf-8) I've just started using SFML and one of the first problems I've come across is some weird characters on the the titlebar whenever I try to use accents or any other extended char. For instance, I've got: sf::RenderWindow Ventana(sf::VideoMode(800, 600, 32), "Año nuevóóó"); And the titlebar renders like AÂ+o nuevoA³A³A³ This ONLY HAPPENS if my source code file is enconded in UTF-8. If I change the file encoding to ISO-8859-1, it shows properly. Obviously all of my files use UTF-8, as its the system-wide encoding. I'm using GCC under Ubuntu GNU/Linux. I've tried using the different utilities in sf::Unicode to adapt the text, but none of them seems to work.

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  • How to keep a data structure synchronized over a network?

    - by David Gouveia
    Context In the game I'm working on (a sort of a point and click graphic adventure), pretty much everything that happens in the game world is controlled by an action manager that is structured a bit like: So for instance if the result of examining an object should make the character say hello, walk a bit and then sit down, I simply spawn the following code: var actionGroup = actionManager.CreateGroup(); actionGroup.Add(new TalkAction("Guybrush", "Hello there!"); actionGroup.Add(new WalkAction("Guybrush", new Vector2(300, 300)); actionGroup.Add(new SetAnimationAction("Guybrush", "Sit")); This creates a new action group (an entire line in the image above) and adds it to the manager. All of the groups are executed in parallel, but actions within each group are chained together so that the second one only starts after the first one finishes. When the last action in a group finishes, the group is destroyed. Problem Now I need to replicate this information across a network, so that in a multiplayer session, all players see the same thing. Serializing the individual actions is not the problem. But I'm an absolute beginner when it comes to networking and I have a few questions. I think for the sake of simplicity in this discussion we can abstract the action manager component to being simply: var actionManager = new List<List<string>>(); How should I proceed to keep the contents of the above data structure syncronized between all players? Besides the core question, I'm also having a few other concerns related to it (i.e. all possible implications of the same problem above): If I use a server/client architecture (with one of the players acting as both a server and a client), and one of the clients has spawned a group of actions, should he add them directly to the manager, or only send a request to the server, which in turn will order every client to add that group? What about packet losses and the like? The game is deterministic, but I'm thinking that any discrepancy in the sequence of actions executed in a client could lead to inconsistent states of the world. How do I safeguard against that sort of problem? What if I add too many actions at once, won't that cause problems for the connection? Any way to alleviate that?

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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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  • Why does my health bar disappear whenever my character takes amage?

    - by iQue
    Im making health bar for my game that looks like this: public void healthBar(Canvas canvas) { float healthScale = happy.getHP() / happy.getMaxHP(); Rect rect = new Rect(20, 20,(120 * (int)healthScale), 40); Paint paint = new Paint(); paint.setColor(Color.RED); canvas.drawRect(20, 20, 220 * healthScale, 40, paint) } this is called every time my game renders. When the game starts it's where I want it, but as soon as my character (happy) takes any damage, it dissapears. And I know that his hp only gets subtracted by 5 every time he gets hit. So this should not happen? example: @Startup: happy.getHP() == 100, happy.getMaxHP == 100. when damaged HP -=5, -> happy.getHP() == 95 -> healthscale == 0,95 -> 220 * 0,95 == new width for Rect(?)

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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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  • My first flash game bot, in java

    - by Dylan
    Okay so i love coming up with new programming challenges and ive discovered a new challenge. I would love to create a bot for a game that requires the user to click on a character and drag the mouse like a slingshot. Upon releasing the mouse the character flys across the game and hopefully lands in a scored spot(in my bot the highest score). the game looks like this an image of the game is here. http://i.stack.imgur.com/fThnG.jpg How would i go about calculating the location of the character and then the physics to know exactly where to drag the mouse to?

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  • Periodic updates of an object in Unity

    - by Blue
    I'm trying to make a collider appear every 1 second. But I can't get the code right. I tried enabling the collider in the Update function and putting a yield to make it update every second or so. But it's not working (it gives me an error: Update() cannot be a coroutine.) How would I fix this? Would I need a timer system to toggle the collider? var waitTime : float = 1; var trigger : boolean = false; function Update () { if(!trigger){ collider.enabled = false; yield WaitForSeconds(waitTime); } if(trigger){ collider.enabled = true; yield WaitForSeconds(waitTime); } } }

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  • Browser Game Database structure

    - by John Svensson
    users id username password email userlevel characters id userid level strength exp max_exp map id x y This is what I have so far. I want to be able to implement and put different NPC's on my map location. I am thinking of some npc_entities table, would that be a good approach? And then I would have a npc_list table with details as how much damage, level, etc the NPC is. Give me some ideas with the map, map entities, npc how I can structure it?

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  • On Screen Coin Animation

    - by Siddharth
    am working with side scrolling skater game. I want to perform coin animation such that as player collect coin it moves upside and attach with currency sprite. My main character and coin present in game scene and currency sprite present in HUD layer. This situation creates problem for me. Directly I can not apply modifier to coin because it is side scrolling game so based on main character speed it reaches at different position. That I have checked. So that I have to generate other coin at same position at game layer coin has, in HUD layer and move upward to it. But I didn't able to get its y position correct though I can able to get x position correctly. Many time main character goes downward so it get minus value many time. I also tried following code float[] position = GameHUD.this .convertSceneCoordinatesToLocalCoordinates(GameManager .getInstance().getCoinX(), GameManager.getInstance() .getCoinY()); But I am getting same coordinate as I provide. No difference in that so please some one provide me guidance in that. Because I am near to complete my game. EDIT: Here game layer and hud layer is totally different. Actual coin present in game layer which player has to collect and at same position I want to generate another coin in hud layer to perform some animation. It is recommended to generate coin in hud layer because through that only I can able to complete my target.

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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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  • OpenGL lighting with dynamic geometry

    - by Tank
    I'm currently thinking hard about how to implement lighting in my game. The geometry is quite dynamic (fixed 3D grid with custom geometry in each cell) and needs some light to get more depth and in general look nicer. A scene in my game always contains sunlight and local light sources like lamps (point lights). One can move underground, so sunlight must be able to illuminate as far as it can get. Here's a render of a typical situation: The lamp is positioned behind the wall to the top, and in the hollow cube there's a hole in the back, so that light can shine through. (I don't want soft shadows, this is just for illustration) While spending the whole day searching through Google, I stumbled on some keywords like deferred rendering, forward rendering, ambient occlusion, screen space ambient occlusion etc. Some articles/tutorials even refer to "normal shading", but to be honest I don't really have an idea to even do simple shading. OpenGL of course has a fixed lighting pipeline with 8 possible light sources. However they just illuminate all vertices without checking for occluding geometry. I'd be very thankful if someone could give me some pointers into the right direction. I don't need complete solutions or similar, just good sources with information understandable for someone with nearly no lighting experience (preferably with OpenGL).

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  • One-way platforms in UDK

    - by Jordaan Mylonas
    I'm looking to make a multi-player platforming game using UDK. I'm currently doing feasibility research, to make sure I will reasonably be able to do all of the technical things I want to do. The first major hurdle I've come across without being able to find as answer, are one-way platforms. That is to say, platforms through which a player can jump up, but not fall through (unless they choose to). These are commonly seen in games like Mario, Kirby and Smash Bros. Does anyone know how such a system would work within UDK? I can think of solutions that might work for single-player, but not multi.

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  • Simple rendering produces minor stutter

    - by Ben
    For some reason, this game loop renders the movement of a simple rectangle with no stuttering. double currTime; double prevTime = System.nanoTime() / NANO_TO_SEC; double FPSTIMER = System.nanoTime(); double maxTimeDiff = 100.0 / 1000.0; double delta = 1.0 / 60.0; int processes = 0, frames = 0; while(true){ currTime = System.nanoTime() / NANO_TO_SEC; if(currTime - prevTime > maxTimeDiff) prevTime = currTime; if(currTime >= prevTime){ process(); processes++; prevTime += delta; if(currTime < prevTime){ render(); frames++; } } else{ try{ Thread.sleep((long) (1000 * (prevTime - currTime))); } catch(Exception e){} } if(System.nanoTime() - FPSTIMER > 1000000000.0){ System.out.println("Process: " + (1000 / processes) + "ms FPS: " + (1000 / frames) + "ms"); processes = frames = 0; FPSTIMER += 1000000000.0; } } But for this game loop, I get really minor stuttering where the movement does not look smooth. long prevTime = System.currentTimeMillis(); long prevRenderTime = 0; long currRenderTime = 0; long delta = 0; long msPerTick = 1000 / 60; int frames = 0; int ticks = 0; double FPSTIMER = System.currentTimeMillis(); while (true){ long currTime = System.currentTimeMillis(); delta += (currTime - prevTime) / msPerTick; prevTime = currTime; while (delta >= 1){ ticks++; process(); delta -= 1; } prevRenderTime = System.currentTimeMillis(); render(); frames++; currRenderTime = System.currentTimeMillis(); try{ Thread.sleep((long) ((1000 / FPS) - (currRenderTime - prevRenderTime))); } catch(Exception e){} if(System.currentTimeMillis() - FPSTIMER > 1000.0){ System.out.println("Process: " + (1000.0 / ticks) + "ms FPS: " + (1000.0 / frames) + "ms"); ticks = frames = 0; FPSTIMER += 1000.0; } Is there any critical difference that I'm missing here? The one thing I noticed is that if I uncap the fps for the second game loop, the stuttering goes away. It doesn't make sense to me. Also, the second game loop came from Notch's Minicraft code with just my thread sleeping code added in.

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  • How do I create a bounding frustrum from a view & projection matrix?

    - by Narf the Mouse
    Given a left-handed Projection matrix, a left-handed View matrix, a ViewProj matrix of View * Projection - How do I create a bounding Frustum comprised of near, far, left, right and top, bottom planes? The only example I could find on Google (Tutorial 16: Frustum Culling) seems to not work; for example, if the math is used as given, the near-plane's distance is a negative. This places the near-plane behind the camera...

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