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  • Particle system lifetimes in OpenGL ES 2

    - by user16547
    I don't know how to work with my particle's lifetimes. My design is simple: each particle has a position, a speed and a lifetime. At each frame, each particle should update its position like this: position.y = position.y + INCREMENT * speed.y However, I'm having difficulties in choosing my INCREMENT. If I set it to some sort of FRAME_COUNT, it looks fine until FRAME_COUNT has to be set back to 0. The effect will be that all particles start over at the same time, which I don't want to happen. I want my particles sort of live "independent" of each other. That's the reason I need a lifetime, but I don't know how to make use of it. I added a lifetime for each particle in the particle buffer, but I also need an individual increment that's updated on each frame, so that when PARTICLE_INCREMENT = PARTICLE_LIFETIME, each increment goes back to 0. How can I achieve something like that?

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  • Dropping multiple objects using an array in Actionscript?

    - by Eratosthenes
    I'm trying to get these fireBalls to drop more often, I'm not sure if I'm using Math.random correctly. Also, for some reason I'm getting a null reference because I think the fireBalls array waits for one to leave the stage before dropping another one? This is the relevant code: var sun:Sun=new Sun var fireBalls:Array=new Array() var left:Boolean; function onEnterFrame(event:Event){ if (left) { sun.x = sun.x - 15; }else{ sun.x = sun.x + 15; } if (fireBalls.length>0&&fireBalls[0].y>stage.stageHeight){ // Fireballs exit stage removeChild(fireBalls[0]); fireBalls.shift(); } for (var j:int=0; j<fireBalls.length; j++){ fireBalls[j].y=fireBalls[j].y+15; if (fireBalls[j].y>stage.stageHeight-fireBall.width/2){ } } if (Math.random()<.2){ // Fireballs shooting from Sun var fireBall:FireBall=new FireBall; fireBall.x=sun.x; addChild(fireBall); fireBalls.push(fireBall); } }

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  • How to setup my texture cordinates correctly in GLSL 150 and OpenGL 3.3?

    - by RubyKing
    I'm trying to do texture mapping in GLSL 150 and OpenGL 3.3 Here are my shaders I've tried my best to get this correct as possible hopefully this is :) I'm guessing you want to know what the problem is well my texture shows but not in its fullest form just one section of it not the full texture on the quad. All I can think of is its the texture cordinates in the main.cpp which is at the bottom of this post. FRAGMENT SHADER #version 150 in vec2 Texcoord_VSPS; out vec4 color; // Values that stay constant for the whole mesh. uniform sampler2D myTextureSampler; //Main Entry Point void main() { // Output color = color of the texture at the specified UV color = texture2D( myTextureSampler, Texcoord_VSPS ); } VERTEX SHADER #version 150 //Position Container in vec3 position; //Container for TexCoords attribute vec2 Texcoord0; out vec2 Texcoord_VSPS; //out vec2 ex_texcoord; //TO USE A DIFFERENT COORDINATE SYSTEM JUST MULTIPLY THE MATRIX YOU WANT //Main Entry Point void main() { //Translations and w Cordinates stuff gl_Position = vec4(position.xyz, 1.0); Texcoord_VSPS = Texcoord0; } LINK TO MAIN.CPP http://pastebin.com/t7Vg9L0k

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  • Game Asset Size Over Time

    - by jterrace
    The size (in bytes) of games have been growing over time. There are probably many factors contributing to this: trailer/cut scene videos being bundled with the game, more and higher-quality audio, multiple levels of detail being used, etc. What I'd really like to know is how the size of 3D models and textures that games ship with have changed over time. For example, if one were to look at the size of meshes and textures for Quake I (1996), Quake II (1997), Quake III: Arena (1999), Quake 4 (2005), and Enemy Territory: Quake Wars (2007), I'd imagine a steady increase in file size. Does anyone know of a data source for numbers like this?

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  • How difficult is it for an artist to make their own artwork cohesive to another artists' style? [on hold]

    - by user36200
    I have a lot of artwork I purchased from a website, but the artist who drew the game assets is unavailable. I need to create additional artwork which fits with this style, but I am not an artist- nor do I have any idea of how artists work. Obviously, the solution is to find a new artist, who I can pay to draw this artwork while keeping it to look at certain way. I am scared of wasting money though. I don't want to contract an artist, only to find out it is extremely difficult for someone to match another person's art style. I don't need it to be identical, I just need it to be cohesive. I also want to know what I'm asking of people, before I ask them. Artists are workers just like me, and deserve to be understood when contracted. As an artist, is it extra difficult or time consuming to alter your artwork to match a certain style? Does it require a lot of talent to make a cohesive piece of art? To be specific, I am talking about structures, such as 2D symbols of towns for a map. They all have this "gritty" penciling effect to them and lots of saturated colors, which is what will be required when I say "cohesive". Along with looking like the architecture belongs in the same world.

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  • How can I acheive a smooth 2D lighting effect?

    - by Cyral
    I'm making a tile based game in XNA. So currently my lightning looks like this: How can I get it to look like this? Instead of each block having its own tint, it has a smooth overlay. I'm assuming some sort of shader, and to tell it the lighting and blur it some how. But im not an expert with shaders. My current lighting calculates the light, and then passes it to a spritebatch and draws with a color parameter. EDIT: No longer uses spritebatch tint, I was testing and now pass parameters to set the light values. But still looking for a way to smooth it.

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  • Best way to solve the game 'bricolage'

    - by maggie
    I am trying to solve the following game http://www.hacker.org/brick/ using some kind of AI. The target of this game is to finally clear the board by clicking on groups of at least 3 bricks of the same color and removing them. If a group is disappearing the remaining bricks above will fall down or be moved left if a column got no bricks left. The higher the level - more colors and larger board. I already guessed that a pure bruteforce approach wont scale nice for higher levels. So i tried to implement a monte carlo like approach which worked ok for the first levels. But i am still not confident i will make the maximum level of 1052 with this. Currently i am stuck @~ level 100 :) The finding of the solution takes too much time... Hoping that there is a better way to do this i read some stuff about neural networks but i am really at the beginning of this. Before becoming obsessed by ANNs i want to be sure it is the right way for my problem. So my question is: Does it make any sense to apply an ANN to this game? Any suggestions?

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  • Confusing Callbacks

    - by SullY
    I'm trying to programm now a "game", and started with the EmptyProject that's provided by the DirectX SDK. The problem is that the Callbacks are confusing me. Can please someone explain me? Edit: DXUTSetCallbackD3D9DeviceAcceptable( IsD3D9DeviceAcceptable ); // not sure but I think that's the caps? DXUTSetCallbackD3D9DeviceLost( OnD3D9LostDevice ); DXUTSetCallbackDeviceChanging( ModifyDeviceSettings ); DXUTSetCallbackFrameMove( OnFrameMove );

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  • 2-D Lighting Theory

    - by Richard
    I am writing a rogue-like 'zombie' management game. The game map will be similar to Prison Architect. A top-down 50 X 50 grid. I want to implemented a day night cycle and during the night I would like the player to be able to position lights. I would like to be able to lighten and dark to whole map to display the day and night cycle. Then lights would be a circle of light blocked by game entities such as walls, players, trees etc. How would I achieve and what is the standard way of achieving this?

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  • How to log frame times in an existing OpenGL game? [on hold]

    - by J Collins
    I have been using FRAPS for some time to benchmark instantaneous frame rates in an OpenGL game for which I am creating maps. Until recently it had been quite reliable. Now however, the bench marking shortcut has been unresponsive and I can't explain why. Ideally I could have a logging system automatically start logging whenever the game had focus, but can't find a good tool to do so. So option a) find out how to make FRAPS reliable again or b) find a new tool. Could one of you kind folks help me? Edit: Concise questions Is there a widely recognised tool to log frame drawing times and rates for compiled applications? If the answer is universally the FRAPs tool, are there any clear cases in which logging will not or should not be expected to work?

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  • what's wrong with my lookAt and move forward code?

    - by alaslipknot
    so am still in the process of getting familiar with libGdx and one of the fun things i love to do is to make basics method for reusability on future projects, and for now am stacked on getting a Sprite rotate toward target (vector2) and then move forward based on that rotation the code am using is this : // set angle public void lookAt(Vector2 target) { float angle = (float) Math.atan2(target.y - this.position.y, target.x - this.position.x); angle = (float) (angle * (180 / Math.PI)); setAngle(angle); } // move forward public void moveForward() { this.position.x += Math.cos(getAngle())*this.speed; this.position.y += Math.sin(getAngle())*this.speed; } and this is my render method : @Override public void render(float delta) { // TODO Auto-generated method stub Gdx.gl.glClearColor(0, 0, 0.0f, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); // groupUpdate(); Vector3 mousePos = new Vector3(Gdx.input.getX(), Gdx.input.getY(), 0); camera.unproject(mousePos); ball.lookAt(new Vector2(mousePos.x, mousePos.y)); // if (Gdx.input.isTouched()) { ball.moveForward(); } batch.begin(); batch.draw(ball.getSprite(), ball.getPos().x, ball.getPos().y, ball .getSprite().getOriginX(), ball.getSprite().getOriginY(), ball .getSprite().getWidth(), ball.getSprite().getHeight(), .5f, .5f, ball.getAngle()); batch.end(); } the goal is to make the ball always look at the mouse cursor, and then move forward when i click, am also using this camera : // create the camera and the SpriteBatch camera = new OrthographicCamera(); camera.setToOrtho(false, 800, 480); aaaand the result was so creepy lol Thank you

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  • implementing a high level function in a script to call a low level function in the game engine

    - by eat_a_lemon
    In my 2d game engine I have a function that does pathfinding, find_shortest_path. It executes for each time step in the game loop and calculates the next coordinate pair in the series of coordinates to reach the destination object. Now I want to call this function in a scripting language and have it only return the last coordinate pair result. I want the game engine to go about the business of rendering the incremental steps but I don't want the high level script to care about the rendering. The high level script is only for ai game logic. Now I know how to bind a method from C to python but how can I signal and coordinate the wait time between the incremental steps without the high level function returning until its time for the last step?

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  • Java graphic objects as in flashgames

    - by Ryu Kajiya
    How is it possible (with the standard Java2D engine) to use small sprites like graphic objects? For those who don't know what I mean, in all those Flash-games like on Facebook they put small sprites on the screen which react to mouse-over and clicks. I tried to do the same in Java but can't find a good method. Swing components always spread over the whole bitmap, but I only want to get a reaction from the object when the mouse is over a pixel that's not transparent. So basically checking every time if the object below the mouse contains a non-transparent pixel (which i believe could be pretty intense in a gameloop or repaint loop). I have no idea how to implement such a thing efficiently.

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  • Retrieve the coordinates of the *occluding* (closest/drawn) pixels during 3D overlap, using OpenGL?

    - by Big Rich
    Hi, Sorry if the question is not worded well, I'm a new to both 3D and OpenGL. How could I go about obtaining the 3D coordinates of the occluding object, at the point where occlusion is happening (i.e. the 'intersection' of the object in front/closest to the screen)? Just to offer a [very] rudimentary, visual, example, if you were to form an index-finger cross, with your right hand closest to your face, I'd like to know the coordinates of the part of your right finger which obscures the other finger (obviously back within the OpenGL context - no jokers ;-) ). If there is a way to find out both about the occluder (hider) and the occluded (hidden) objects in OpenGL, then that would be of great use, also. Cheers Rich

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  • Unity3d and Windows 8 run game in frame

    - by floAr
    How do I set Unity3D to run my game on Windows 8 in a fixed size frame (with a border around it) and not in fullscreen? I tried setting this in the Unity script and in the final C# project, but nothings seems to work. I have set the players resolution to 1366x786 (the desired size) and while this works fine with the webplayer the windows 8 solution seems really unimpressed by it. I also tinkered with the 'Default Is Full Screen' option

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  • What sort of things can cause a whole system to appear to hang for 100s-1000s of milliseconds?

    - by Ogapo
    I am working on a Windows game and while rendering, some computers will experience intermittent pauses ("hitches" for lack of a better term). When profiled they appear in seemingly random places in the code. Eventually I noticed that it wasn't just my process that was affected, but (seemingly) every process on the system. All of the threads in my application hitch at once. The CPU utilization drops during these hitches and it appears as if most processes make no progress. This leads me to believe this may be an Operating System or Driver issue, but it only occurs while playing the game (and only on some systems). What sort of operations might the operating system be doing that would require the kernel to pause all user threads and block. Some kind of I/O? At first I thought of paging but my impression is that would only affect a single process, no? Some systems in use: Windows, DirectX (3d), nVidia cards (unknown if replicates on ATI), using overlapped io for streaming

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  • Tile transitions - external vs internal

    - by omgnoseat
    I've been looking at a couple of games and noticed that the transitions between tiles are handled somewhat different. I was wondering which methods are to be used in different situations and why. I'm currently using internal edges in a top-down game, and it's working out so far. But I don't want to run into problems later on, and have to redo the whole tileset. I noticed that platforming games mostly use the internal edges, and top-down games mostly use external and hybrid transitions. I can see how these tiles are used to create "depth" in top-down games, where the player apears to be standing in front of a wall for example. But it seems unlikely that such a small feature decides the entire method for tile transitions. You could always alter the bounding box to create the same effect.

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  • How to implement custom texture formats in Android?

    - by random1337
    What I know: Android can load PNG, BMP, WEBP,... via BitmapFactory. What I want to achive: Load my own 2D file format (e.g. 1-bit texture with a 1-bit alpha channel) and output a RGBA8888 texture. Question: Is there any interface to achieve this?(or any other way) The resulting image is used as a texture for a 3D model. Why would you do that? Saving phone memory and download bandwidth while expanding the texture at runtime to RAM seems reasonable for very simple textures.

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  • Physics Engine [Collision Response, 2-dimensional] experts, help!! My stack is unstable!

    - by Register Sole
    Previously, I struggle with the sequential impulse-based method I developed. Thanks to jedediah referring me to this paper, I managed to rebuild the codes and implement the simultaneous impulse based method with Projected-Gauss-Seidel (PGS) iterative solver as described by Erin Catto (mentioned in the reference of the paper as [Catt05]). So here's how it currently is: The simulation handles 2-dimensional rotating convex polygons. Detection is using separating-axis test, with a SKIN, meaning closest points between two polygons is detected and determined if their distance is less than SKIN. To resolve collision, simultaneous impulse-based method is used. It is solved using iterative solver (PGS-solver) as in Erin Catto's paper. Error-correction is implemented using Baumgarte's stabilization (you can refer to either paper for this) using J V = beta/dt*overlap, J is the Jacobian for the constraints, V the matrix containing the velocities of the bodies, beta an error-correction parameter that is better be < 1, dt the time-step taken by the engine, and overlap, the overlap between the bodies (true overlap, so SKIN is ignored). However, it is still less stable than I expected :s I tried to stack hexagons (or squares, doesn't really matter), and even with only 4 to 5 of them, they hardly stand still! Also note that I am not looking for a sleeping scheme. But I would settle if you have any explicit scheme to handle resting contacts. That said, I would be more than happy if you have a way of treating it generally (as continuous collision, instead of explicitly as a special state). Ideas I have: I would try adding a damping term (proportional to velocity) to the Baumgarte. Is this a good idea in general? If not I would not want to waste my time trying to tune the parameter hoping it magically works. Ideas I have tried: Using simultaneous position based error correction as described in the paper in section 5.3.2, turned out to be worse than the current scheme. If you want to know the parameters I used: Hexagons, side 50 (pixels) gravity 2400 (pixels/sec^2) time-step 1/60 (sec) beta 0.1 restitution 0 to 0.2 coeff. of friction 0.2 PGS iteration 10 initial separation 10 (pixels) mass 1 (unit is irrelevant for now, i modified velocity directly<-impulse method) inertia 1/1000 Thanks in advance! I really appreciate any help from you guys!! :)

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  • How to disguise a serverside mob as another?

    - by Shaun Wild
    I've been working a Minecraft sever mod and i want to be able to add a new entity to the server, but then make the server send the packets to the client, imitating another mob, for example.. Lets say say i have EntityPlayerNPC.class, what i want to do is have all of the packets that get sent to the client look like they are from that of another player which is on the player, therefore allowing me to add custom NPC's... Thinking about the theory i'm sure this can be done. I've tried looking around for where the packets are being sent from and whatnot, can anyone think up a solution? edit: i tried adding a new constructor to the Packet20NamedEntitySpawn class like so: public Packet20NamedEntitySpawn(String username, EntityLiving e){ this.entityId = 0; this.name = username; this.xPosition = MathHelper.floor_double(e.posX * 32.0D); this.yPosition = MathHelper.floor_double(e.posY * 32.0D); this.zPosition = MathHelper.floor_double(e.posZ * 32.0D); this.rotation = (byte)((int)(e.rotationYaw * 256.0F / 360.0F)); this.pitch = (byte)((int)(e.rotationPitch * 256.0F / 360.0F)); this.metadata = e.getDataWatcher(); } unfortunatley, that didn't work :(

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  • Where is a good place to learn how to develop games?

    - by pringlesinn
    I'm brazilian and I want to learn how to develop a game in some college or something like that, but I don't know any place here to learn it. Here is not that good either to develop games, as we don't have many companies to do that. So, I was thinking about working in some place else, while I study it. What I really want to know is, a good place to learn, and a country that developers are well payed to be able to pay my course and still have money to do something else. I'm a Java programmer, still learning a lot, but I want to do it later. A few years from now.

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  • Multiple Kickstarter campaigns. Good? Bad? Ugly?

    - by BerickCook
    I've been toying with the idea of doing a Kickstarter for my game to help fund some good artists to replace the placeholder graphics I currently have. Just a small goal of $2k or so. Regardless of whether the campaign is successful this time, would it be considered a faux pas to do another, larger kickstarter once the game is looking better? Would the rewards need to be the same, or could I offer better rewards at lower donation levels for the first one as an "early adopter" bonus?

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  • What's involved in resetting the graphics device?

    - by Donutz
    I'm playing with XNA 4.0, VS2010. I've created a window (not maximized) and drawn some sprites. All is good until I resize the window, after which the sprites stop displaying or only partially display. I'm pretty sure it has something to do with needing to reset the device or something, but can't find any clear instructions or sample code. It's not just a case of needing to increase the preferredbackbuffer size, because even if I shrink the window I get this symptom. I've looked at the source code that I was able to get from Microsoft before they shut down XNA, but it doesn't actually explain anything. Any help or advice? If it makes any difference I'm creating DrawableGameComponents and doing my updates and drawing in their Draw/Update routines.

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  • How to design 2D collision callback methods?

    - by Ahmed Fakhry
    In a 2D game where you have a lot of possible combination of collision between objects, such as: object A vs object B = object B vs A; object A vs object C = object C vs A; object A vs object D = object D vs A; and so on ... Do we need to create callback methods for all single type of collision? and do we need to create the same method twice? Like, say a bullet hits a wall, now I need a method to penetrate the wall for the wall, and a method to destroy the bullet for the bullet!! At the same time, a bullet can hit many objects in the game, and hence, more different callback methods!!! Is there a design pattern for that?

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  • Adding gesture recognizer (or dragging) to CCSprite

    - by user339946
    I'm trying to allow a CCSprite to be dragged across the screen. I've succeeded so far by doing it on a Layer level (from this tutorial). However, this only allows ONE sprite to be dragged at a time as the method implementation can only identify a single sprite to move at a time. I'd like to be able to perhaps add a gesture recognizer or somehow implement ccTouchesBegan/Moved in my own little CCSprite subclass. However, from what I understand, you can't just add gesture recognizers to CCSprites. ccTouchMoved are also not available on CCSprites?? Really confused as to how to implement touches on Cocos2D. What is the easiest way to add some position translation code to a CCSprite so it can be dragged around? Thanks!

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