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  • movement of sprites with kinect and xna

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

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  • Input prediction and server re-simultaion

    - by Lope
    I have read plenty of articles about multiplayer principles and I have basic client-server system set up. There is however one thing I am not clear on. When player enters input, it is sent to the server and steps back in time to check if what should have happened at the time of that input and it resimulates the world again. So far everything's clear. All articles took shooting as an example, because it is easy to explain and it is pretty straightforward, but I believe movement is more complicated. Imagine following situation: 2 players move towards each other. A------<------B Player A stops halfway towards the collision point, but there is lag spike so the command does not arrive on the server for a second or so. Current state of the world on the server (and on the other clients as well) at the time when input arrives is this: [1]: -------AB------- The command arrives and we go back in time and re-simulate the world, the result is this: [2]: ---AB----------- Player A sees situation [2] which is correct, but the player is suddenly teleported from the position in [1] (center) to the position in [2]. Is this how this is supposed to work? Point of the client prediction is to give lagged player feeling that everything is smooth, not to ruin experience for other players. Alternative is to discard timestamp on the player's input and handle it when it arrives on the server without going back in time. This, however, creates even more severe problems for lagged player (even if he is lagging just a bit)

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  • How to design brain games [on hold]

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

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  • Ad Service That Lets You Choose Your Ad, and Then Some [on hold]

    - by user3634450
    I'm trying to build an app for both Android and/or iOS where part of the gameplay actually involves ads as a texture. I need to be able to choose which ads I would like to use. I need to be able to be able to identify the ads (which if I can choose which ads show up in the app shouldn't be that hard). I need to be able to swap in and out new ads on what could possibly be a daily basis (and don't want to have to update the app to do it). And as if that wasn't too needy a list, I need to be able to load 50 ads from the pool of ads I deem fit, all to each and every user of the app at least every couple of days. I don't care if the ads pay, I'm not looking for clicks, but I don't want to have to make 50 fake ads every couple of days, from an "artistic" level I don't want the content to feel phony or fake, and I don't really have a way to load content to each user via some internet source (if anyone could name one that would be great). I'm not sure what kind of ad provider would like or even approve of this, in fact just what I've described might be against Google Play's or iTunes' content developer policies, but if anyone could give me any advice to steer me in the right direction it would be greatly appreciated, thank you.

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  • Java ResourceLoader.getResourceAsStream local resource

    - by Dajgoro Labinac
    Before using lwjgl, i used the Graphic method, and there i displayed imageicons, and i had the picture file located in the resources. I used: ImageIcon tcard = new ImageIcon(this.getClass().getResource("RCA.png")); to load the image. Now when i load textures in lwjgl, i have to use absolute paths to locate the file: tcard = TextureLoader.getTexture("PNG", ResourceLoader.getResourceAsStream("C:/RCA.png")); I tried googling, but i didn't find anything helpful... How can i load the image from the local resources like in the first example?

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  • Java getResourceAsStream as local resource

    - by Dajgoro Labinac
    Before using LWJGL, I used the Graphic method, and there I displayed imageicons, and I had the picture file located in the resources. I used: ImageIcon tcard = new ImageIcon(this.getClass().getResource("RCA.png")); to load the image. Now when I load textures in LWJGL, I have to use absolute paths to locate the file: tcard = TextureLoader.getTexture("PNG", ResourceLoader.getResourceAsStream("C:/RCA.png")); I tried Googling, but I didn't find anything helpful. How can I load the image from the local resources like in the first example?

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  • Is it a good idea to make a game for one aspect ratio and arbitrary screen resolution?

    - by Mimars
    After several very small games I have decided to make something more standalone (2D) and playable. However, I have met the problem of every game that is going to be played in more screen resolutions. Basically, after some research I see that there are several solutions. This seems to be the simplest one: Let's say I define a constant aspect ratio for the game (16:9) and the whole game will be created for a resolution 1680 x 1050. The game will be rendered in this resolution and then I will be able to scale the render to match the player's display resolution. Therefore the game might be playable on almost any resolution, while it would keep the aspect ratio. So, if the game was run on 4:3 display, the top and the bottom of the display would be filled with black color. It seems easy, but my question is - Is this a good approach for a simple game? The game will be simple, but I want to maintain high quality.

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  • How to determine collision direction between two rectangles?

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

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  • Client-side prediction for FPS

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

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

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

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  • 3d js map rendering

    - by gotha
    In the past I've done a 2D tile map using HTML, CSS and Javascript. Now I have the task of creating a 3D version using the same technologies - think of it like a space map where all planets have x/y/z positions. Currently, I have no idea to do this. Is there an existing library or something I can modify to do my job? If not, what method of rendering the map should I use? It needs to be as browser independent as possible, so I can't use webgl, flash or canvas. I'm considering plain JS & HTML or SVG (using Raphael for compatibility).

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  • Tetris : Effective rotation

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

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  • Unity gizmos vs. referenced game objects

    - by DuckMaestro
    I'm designing a Unity script that I intend to be highly reusable and as easy as possible to setup within the editor. To this end, a number of properties of this script really need some kind of visual representation on screen. It is an unresolved question to me whether the design of the script should require references to placeholder game objects, OR just Vector3's and float's that have associated gizmos drawn for them. Normally a gizmo would be a natural choice, except that Unity gizmos are not directly manipulable (as far as I can tell). Because of this shortcoming I'm having to consider whether depending on references to placeholder game objects is a more designer-friendly approach ultimately, in spite of the extra setup required, and that it might be counter-intuitive when the placeholder game objects disappear at run-time (which my script would do). Is there a community standard or preference here in this case? Can a Unity-experienced game programmer / designer speak to which approach they feel is more intuitive or more convenient to setup, when using a 3rd party script? Or is this just splitting hairs as long as I ship an example prefab with my script?

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  • Embedding Pygame to C++ [closed]

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

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  • Use a SQL Database for a Desktop Game

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

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  • Why occlusion is failing sometimes?

    - by cad
    I am rendering two cubes in the space using XNA 4.0 and occlusion only works from certain angles. Here is what I see from the front angle (everything ok) Here is what I see from behind This is my draw method. Cubes are drawn by serverManager and serverManager1 protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); switch (_gameStateFSM.State) { case GameFSMState.GameStateFSM.INTROSCREEN: spriteBatch.Begin(); introscreen.Draw(spriteBatch); spriteBatch.End(); break; case GameFSMState.GameStateFSM.GAME: spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend); // Text screenMessagesManager.Draw(spriteBatch, firstPersonCamera.cameraPosition, fpsHelper.framesPerSecond); // Camera firstPersonCamera.Draw(); // Servers serverManager.Draw(GraphicsDevice, firstPersonCamera.viewMatrix, firstPersonCamera.projMatrix); serverManager1.Draw(GraphicsDevice, firstPersonCamera.viewMatrix, firstPersonCamera.projMatrix); // Room //roomManager.Draw(GraphicsDevice, firstPersonCamera.viewMatrix); spriteBatch.End(); break; case GameFSMState.GameStateFSM.EXITGAME: break; default: break; } base.Draw(gameTime); fpsHelper.IncrementFrameCounter(); } serverManager and serverManager1 are instances of the same class ServerManager that draws a cube. The draw method for ServerManager is: public void Draw(GraphicsDevice graphicsDevice, Matrix viewMatrix, Matrix projectionMatrix) { cubeEffect.World = Matrix.CreateTranslation(modelPosition); // Set the World matrix which defines the position of the cube cubeEffect.View = viewMatrix; // Set the View matrix which defines the camera and what it's looking at cubeEffect.Projection = projectionMatrix; // Enable textures on the Cube Effect. this is necessary to texture the model cubeEffect.TextureEnabled = true; cubeEffect.Texture = cubeTexture; // Enable some pretty lights cubeEffect.EnableDefaultLighting(); // apply the effect and render the cube foreach (EffectPass pass in cubeEffect.CurrentTechnique.Passes) { pass.Apply(); cubeToDraw.RenderToDevice(graphicsDevice); } } Obviously there is something I am doing wrong. Any hint of where to look? (Maybe z-buffer or occlusion tests?)

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  • record and replay directinput events

    - by cloudraven
    I am trying to build a record and replay system for a couple of games. I was wondering if I can make a general replay engine using directinput rather than doing an specific implementation for each game. Recording DirectInput events doesn't seem to be that much of a problem, but I don't know if there is a way to play them back. My question is, is there a way to feed DirectInput events from a log and make DirectInput believe that they came from mouse/joystick/keyboard? I assume it is unlikely, but if there is a way I would be interested in learning about it.

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  • Jumping over non-stationary objects without problems ... 2-D platformer ... how could this be solved? [on hold]

    - by help bonafide pigeons
    You know this problem ... take Super Mario Bros. for example. When Mario/Luigi/etc. comes in proximity with a nearing pipe image an invisible boundary setter must prevent him from continuing forward movement. However, when you jump and move both x and y you are coordinately moving in two dimensions at an exact time. When nearing the pipe in mid-air as you are falling, i.e. implementation of gravity in the computer program "pulling" the image back down, and you do not want them to get "stuck" in both falling and moving. That problem is solved, but how about this one: The player controlling the ball object is attempting to jump and move rightwards over the non-stationary block that moves up and down. How could we measure its top and lower x+y components to determine the safest way for the ball to accurately either fall back down, or catch the ledge, or get pushed down under it, etc.?

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  • Proper way to encapsulate a Shader into different modules

    - by y7haar
    I am planning to build a Shader system which can be accessed through different components/modules in C++. Each component has its own functionality like transform-relevated stuff (handle the MVP matrix, ...), texture handler, light calculation, etc... So here's an example: I would like to display an object which has a texture and a toon shading material applied and it should be moveable. So I could write ONE shading program that handles all 3 functionalities and they are accessed through 3 different components (texture-handler, toon-shading, transform). This means I have to take care of feeding a GLSL shader with different uniforms/attributes. This implies to know all necessary uniform locations and attribute locations, that the GLSL shader owns. And it would also necessary to provide different algorithms to calculate the value for each input variable. Similar functions would be grouped together in one component. A possible way would be, to wrap all shaders in a own definition file written in JSON/XML and parse that file in C++ to get all input members and create and compile the resulting GLSL. But maybe there is another way that is not so complex? So I'm searching for a way to build a system like that, but I'm not sure yet which is the best approach.

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  • I enabled and setup glBlendFunc, but my texture has a white outline. What am I doing wrong?

    - by vinzBad
    You can see most of my source code in this question: Instead of the specified Texture, black circles on a green background are getting rendered. Why? Now I have the problem, that my texture has a white outline on its transparent parts. After googling and setting up glBlendFunc, the outline just got "softer". This is how it looks like: This is how I now setup OpenGL: public static void SetupGL() { GL.Enable(EnableCap.Blend); GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha); GL.Enable(EnableCap.Texture2D); GL.Hint(HintTarget.PerspectiveCorrectionHint, HintMode.Nicest); }

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  • How do 2D physics engines solve the problem of resolving collisions along tiled walls/floors in non-grid-based worlds?

    - by ssb
    I've been working on implementing my SAT algorithm which has been coming along well, but I've found that I'm at a wall when it comes to its actual use. There are plenty of questions regarding this issue on this site, but most of them either have no clear, good answer or have a solution based on checking grid positions. To restate the problem that I and many others are having, if you have a tiled surface, like a wall or a floor, consisting of several smaller component rectangles, and you traverse along them with another rectangle with force being applied into that structure, there are cases where the object gets caught on a false collision on an edge that faces the inside of the shape. I have spent a lot of time thinking about how I could possibly solve this without having to resort to a grid-based system, and I realized that physics engines do this properly. What I want to know is how they do this. What do physics engines do beyond basic SAT that allows this kind of proper collision resolution in complex environments? I've been looking through the source code to Box2D trying to find out how they do it but it's not quite as easy as looking at a Collision() method. I think I'm not good enough at physics to know what they're doing mathematically and not good enough at programming to know what they're doing programmatically. This is what I aim to fix.

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  • Reflection velocity

    - by MindSeeker
    I'm trying to get a moving circular object to bounce (elastically) off of an immovable circular object. Am I doing this right? (The results look right, but I hate to trust that alone, and I can't find a tutorial that tackles this problem and includes the nitty gritty math/code to verify what I'm doing). If it is right, is there a better/faster/more elegant way to do this? Note that the object (this) is the moving circle, and the EntPointer object is the immovable circle. //take vector separating the two centers <x, y>, and then get unit vector of the result: MathVector2d unitnormal = MathVector2d(this -> Retxpos() - EntPointer -> Retxpos(), this -> Retypos() - EntPointer -> Retypos()).UnitVector(); //take tangent <-y, x> of the unitnormal: MathVector2d unittangent = MathVector2d(-unitnormal.ycomp, unitnormal.xcomp); MathVector2d V1 = MathVector2d(this -> Retxvel(), this -> Retyvel()); //Calculate the normal and tangent vector lengths of the velocity: (the normal changes, the tangent stays the same) double LengthNormal = DotProduct(unitnormal, V1); double LengthTangent = DotProduct(unittangent, V1); MathVector2d VelVecNewNormal = unitnormal.ScalarMultiplication(-LengthNormal); //the negative of what it was before MathVector2d VelVecNewTangent = unittangent.ScalarMultiplication(LengthTangent); //this stays the same MathVector2d NewVel = VectorAddition(VelVecNewNormal, VelVecNewTangent); //combine them xvel = NewVel.xcomp; //and then apply them yvel = NewVel.ycomp; Note also that this question is just about velocity, the position code is handled elsewhere (in other words, assume that this code is implemented at the exact moment that the circles begin to overlap). Thanks in advance for your help and time!

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  • How many VBOs should I use and should I keep a copy of their data?

    - by CSharpie
    Firstofall, I am sorry if my question is to broad. I am developing a tile based game and switched from those gl.Begin calls to using VBOs. This is kind of working allready, I managed to render a hexagonal polygon with a simple shader applied. What I am not sure is, how to implement the "whole" tile concept. Concrete the questions are: Is it better to create 1 VBO for a single tile and render it n-Times in every different position, or render one huge VBO that represents the whole "world" Depending on the answer above, what is the best way to draw a "linegrid". Overlay with the same vbo using the respecting polygon.mode , or is there a way to let the shader to this? How would frustum-culling or mousepicking work then, do i need to keep the VBO-data in memory?

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  • OpenGL ES 2.0. Sprite Sheet Animation

    - by Project Dumbo Dev
    I've found a bunch of tutorials on how to make this work on Open GL 1 & 1.1 but I can't find it for 2.0. I would work it out by loading the texture and use a matrix on the vertex shader to move through the sprite sheet. I'm looking for the most efficient way to do it. I've read that when you do the thing I'm proposing you are constantly changing the VBO's and that that is not good. Edit: Been doing some research myself. Came upon this two Updating Texture and referring to the one before PBO's. I can't use PBO's since i'm using ES version of OpenGL so I suppose the best way is to make FBO's but, what I still don't get, is if I should create a Sprite atlas/batch and make a FBO/loadtexture for each frame of if I should load every frame into the buffer and change just de texture directions.

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  • Using ImpactJS: How to set a publicly available variable

    - by Dave Voyles
    I'm trying to get an entity (a bullet, a grenade, and an explosive) from my player player. Specifically, I want the shootingRate of my bullet (how frequently it can be fired). How can I do this without having to call getEntityByType each time I fire this projectile? There has got to be a cleaner way from what I'm doing right now.... // Shooting var isShooting = ig.input.state('shoot'); if (isShooting && this.lastShootTimer.delta() > 0) { switch (this.activeWeapon) { case("EntityBullet"): ig.game.spawnEntity(this.activeWeapon, this.pos.x, this.pos.y - 10); var equipedWeap = ig.game.getEntitiesByType(EntityBullet); this.lastShootTimer.set(equippedWeap.shootingRate); console.log(equipedWeap.shootingRate); break; case("EntityGrenade"): ig.game.spawnEntity(this.activeWeapon, this.pos.x, this.pos.y +5); var equipedWeap = ig.game.getEntitiesByType(EntityGrenade); this.lastShootTimer.set(equipedWeap.shootingRate); console.log(EquipedWeap.shootingRate); break; case("EntityExplosiveBomb"): ig.game.spawnEntity(this.activeWeapon, this.pos.x, this.pos.y +5 ); var equipedWeap = ig.game.getEntitiesByType(EntityExplosiveBomb)[0]; this.lastShootTimer.set(equipedWeap.shootingRate); console.log(equipedWeap.shootingRate); break; } }

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