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  • 2D Physics in a networked game (iOS)?

    - by Pedro
    I am researching the possibilities for a new iOS game. It's going to be a run-n-gun type platformer, and I'm looking into the possibility of co-op multiplayer. The game itself wouldn't be very physics intensive, there will most likely be 20-30 physics bodies at any given time. For the multiplayer, I think I would have one player "hosting" and up to 3 other connecting via the Internet. Here's my first question, are there any 2D physics engines that work over a network(preferably open source)? My second question, Does anyone have any thoughts on using a non-networked engine (like Box2D or Chipmunk) and adding the networking component? Since there would not be very much information sent, do you think it would cause a lot of lag?

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  • A way to store potentially infinite 2D map data?

    - by Blam
    I have a 2D platformer that currently can handle chunks with 100 by 100 tiles, with the chunk coordinates are stored as longs, so this is the only limit of maps (maxlong*maxlong). All entity positions etc etc are chunk relevant and so there is no limit there. The problem I'm having is how to store and access these chunks without having thousands of files. Any ideas for a preferably quick & low HD cost archive format that doesn't need to open everything at once?

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  • Writing a dynamic achievement system without hardcoding rules into the application

    - by imaginative
    I really enjoyed the solution provided here for groundwork on writing an achievement framework. The problem I have is I have game designers that would like to be able to insert achievements into a CMS at runtime. In a way, it sounds insane and complex to do this, but is it really? I think the concept of having to do a hard push of the application for every new achievement is cumbersome. I would love to be able to give our designers the capability to put together new achievements by entering them into a database. It shouldn't matter what tool I'm using, but for those interested, my backend is being written in JRuby (Ruby on top of the JVM). What are some possible ways of going about abstracting the logic in the aforementioned link even further so that rules can be interpreted at runtime?

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  • Make Gameobject Stand On Surface Facing Certain Direction

    - by Julian
    I want to make a biped character stand on any surface I click on. Surfaces have up vectors of any of positive or negative X,Y,Z. So imagine a cube with each face being a gameobject whose up vector pointing directly away from the cube. If my character is facing "forward" and I click on a surface which is to the left or right of me ( left or right walls), I want my character to now be standing on that surface but still be facing in the direction he initially was. If I click on a wall which is in the forward path of my character i want him to now be standing on that surface and his forward to now be what was once "up" relative to my character. Here is the code I am working with now. void Update() { if (Input.GetMouseButtonUp (0)) { RaycastHit hit; var ray = Camera.main.ScreenPointToRay(Input.mousePosition); if (Physics.Raycast(ray, out hit)) { Vector3 upVectBefore = transform.up; Vector3 forwardVectBefore = transform.forward; Quaternion rotationVectBefore = transform.rotation; Vector3 hitPosition = hit.transform.position; transform.position = hitPosition; float lookDifference = Vector3.Distance(hit.transform.up, forwardVectBefore); if(Vector3.Distance(hit.transform.up, upVectBefore) < .23) //Same normal { transform.rotation = rotationVectBefore; } else if(lookDifference > 1.412 && lookDifference <= 1.70607) //side wall { transform.up = hit.transform.up; transform.forward = forwardVectBefore; } else //head on wall { transform.up = hit.transform.up; transform.forward = upVectBefore; } } } } The first case "Same normal" works fine, however the other two do not work as I would like them to. Sometimes my character is laying down on the surface or on the wrong side of the surface. Does anyone know nice way of solving this problem?

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  • Is it possible to give an animated GIF a transparent background?

    - by Phil
    I'm making a Fire Emblem-esque game. There are very cute 2D frames I made for each character, and, like a game like Fire Emblem, I want these characters to animate constantly. To circumvent the graphics programming involved I came up with a novel idea! I would make each character an animated gif, and only in special conditions ever halt their constant movement - in that case just change what image is being displayed. Simple enough. But I have a dilemma - I want the background of my .gifs to be transparent (so that the "grass" behind each character naturally shows, as per the screenshot - which has them as still images with transparent backgrounds). I know how to make a background transparent in numerous tools (GIMP, Photoshop). But it seems every .gif creator replaces the transparent background with something and I can't edit it back to transparent. Is it possible to have a .gif with a transparent "background"? Perhaps my knowledge of file formats is limiting me here.

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  • best programming language for a web based game?

    - by Adam Geisweit
    what programming language would be best for making a web based game to be played in a browser, and where would i be able to find tutorials on how to use the language? i have looked up silverlight in xna (because that was what i was most fluent with), but it made my projects unusable for a month until i got all of silverlight off my computer. i have looked at java and javascript, but i have found no suitable places where i can learn to create games on either of these, just the basics of the language. does anyone have any advice on this?

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  • Possible / How to render to multiple back buffers, using one as a shader resource when rendering to the other, and vice versa?

    - by Raptormeat
    I'm making a game in Direct3D10. For several of my rendering passes, I need to change the behavior of the pass depending on what is already rendered on the back buffer. (For example, I'd like to do some custom blending- when the destination color is dark, do one thing; when it is light, do another). It looks like I'll need to create multiple render targets and render back and forth between them. What's the best way to do this? Create my own render textures, use them, and then copy the final result into the back buffer. Create multiple back buffers, render between them, and then present the last one that was rendered to. Create one render texture, and one back buffer, render between them, and just ensure that the back buffer is the final target rendered to I'm not sure which of these is possible, and if there are any performance issues that aren't obvious. Clearly my preference would be to have 2 rather than 3 default render targets, if possible.

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  • Objects disappear when zoomed out in Unity

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

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  • LibGDX onTouch() method Array and flip method

    - by johnny-b
    How can I add this on my application. i want to use the onTouch() method from the implementation of the InputProcessor to kill the enemies on screen. how do i do that? do i have to do anything to the enemy class? also i am trying to add a Array of enemies and it keeps throwing exceptions or the bullet now is facing LEFT <--- again after I used the flip method in the bullet class. All the code is below so please anyone feel free to have a look thanks. please help Thank you M // This is the bullet class. public class Bullet extends Sprite { public static final float BULLET_HOMING = 6000; public static final float BULLET_SPEED = 300; private Vector2 velocity; private float lifetime; private Rectangle bul; public Bullet(float x, float y) { velocity = new Vector2(0, 0); setPosition(x, y); AssetLoader.bullet1.flip(true, false); AssetLoader.bullet2.flip(true, false); setSize(AssetLoader.bullet1.getWidth(), AssetLoader.bullet1.getHeight()); bul = new Rectangle(); } public void update(float delta) { float targetX = GameWorld.getBall().getX(); float targetY = GameWorld.getBall().getY(); float dx = targetX - getX(); float dy = targetY - getY(); float distToTarget = (float) Math.sqrt(dx * dx + dy * dy); dx /= distToTarget; dy /= distToTarget; dx *= BULLET_HOMING; dy *= BULLET_HOMING; velocity.x += dx * delta; velocity.y += dy * delta; float vMag = (float) Math.sqrt(velocity.x * velocity.x + velocity.y * velocity.y); velocity.x /= vMag; velocity.y /= vMag; velocity.x *= BULLET_SPEED; velocity.y *= BULLET_SPEED; bul.set(getX(), getY(), getOriginX(), getOriginY()); Vector2 v = velocity.cpy().scl(delta); setPosition(getX() + v.x, getY() + v.y); setOriginCenter(); setRotation(velocity.angle()); } public Rectangle getBounds() { return bul; } public Rectangle getBounds1() { return this.getBoundingRectangle(); } } // This is the class where i load all the images from public class AssetLoader { public static Texture texture; public static TextureRegion bg, ball1, ball2; public static Animation bulletAnimation, ballAnimation; public static Sprite bullet1, bullet2; public static void load() { texture = new Texture(Gdx.files.internal("SpriteN1.png")); texture.setFilter(TextureFilter.Nearest, TextureFilter.Nearest); bg = new TextureRegion(texture, 80, 421, 395, 30); bg.flip(false, true); ball1 = new TextureRegion(texture, 0, 321, 32, 32); ball1.flip(false, true); ball2 = new TextureRegion(texture, 32, 321, 32, 32); ball2.flip(false, true); bullet1 = new Sprite(texture, 380, 350, 45, 20); bullet1.flip(false, true); bullet2 = new Sprite(texture, 425, 350, 45, 20); bullet2.flip(false, true); TextureRegion[] balls = { ball1, ball2 }; ballAnimation = new Animation(0.16f, balls); ballAnimation.setPlayMode(Animation.PlayMode.LOOP); } Sprite[] bullets = { bullet1, bullet2 }; bulletAnimation = new Animation(0.06f, aims); bulletAnimation.setPlayMode(Animation.PlayMode.LOOP); } public static void dispose() { texture.dispose(); } // This is for the rendering or drawing onto the screen/canvas. public class GameRenderer { private Bullet bullet; private Ball ball; public GameRenderer(GameWorld world) { myWorld = world; cam = new OrthographicCamera(); cam.setToOrtho(true, 480, 320); batcher = new SpriteBatch(); // Attach batcher to camera batcher.setProjectionMatrix(cam.combined); shapeRenderer = new ShapeRenderer(); shapeRenderer.setProjectionMatrix(cam.combined); // Call helper methods to initialize instance variables initGameObjects(); initAssets(); } private void initGameObjects() { ball = GameWorld.getBall(); bullet = myWorld.getBullet(); scroller = myWorld.getScroller(); } private void initAssets() { ballAnimation = AssetLoader.ballAnimation; bulletAnimation = AssetLoader.bulletAnimation; } public void render(float runTime) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL30.GL_COLOR_BUFFER_BIT); batcher.begin(); batcher.disableBlending(); batcher.enableBlending(); batcher.draw(AssetLoader.ballAnimation.getKeyFrame(runTime), ball.getX(), ball.getY(), ball.getWidth(), ball.getHeight()); batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY(), bullet.getOriginX(), bullet.getOriginY(), bullet.getWidth(), bullet.getHeight(), 1.0f, 1.0f, bullet.getRotation()); // End SpriteBatch batcher.end(); } } // this is to load the image etc on the screen i guess public class GameWorld { public static Ball ball; private Bullet bullet; private ScrollHandler scroller; public GameWorld() { ball = new Ball(480, 273, 32, 32); bullet = new Bullet(10, 10); scroller = new ScrollHandler(0); } public void update(float delta) { ball.update(delta); bullet.update(delta); scroller.update(delta); } public static Ball getBall() { return ball; } public ScrollHandler getScroller() { return scroller; } public Bullet getBullet() { return bullet; } } //This is the input handler class public class InputHandler implements InputProcessor { private Ball myBall; private Bullet bullet; private GameRenderer aims; // Ask for a reference to the Soldier when InputHandler is created. public InputHandler(Ball ball) { myBall = ball; } @Override public boolean touchDown(int screenX, int screenY, int pointer, int button) { return false; } @Override public boolean keyDown(int keycode) { return false; } @Override public boolean keyUp(int keycode) { return false; } @Override public boolean keyTyped(char character) { return false; } @Override public boolean touchUp(int screenX, int screenY, int pointer, int button) { return false; } @Override public boolean touchDragged(int screenX, int screenY, int pointer) { return false; } @Override public boolean mouseMoved(int screenX, int screenY) { return false; } @Override public boolean scrolled(int amount) { return false; } } i am rendering all graphics in a GameRender class and a gameworld class if you need more info please let me know I am trying to make the array work but keep finding that when an array is initialized then the bullet fips back to the original and ends up being backwards???? and if I create an array I keep getting Exceptions throw??? Thank you for any help given.

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  • Is Unity's Random seeded automatically?

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

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  • Unity3D : Pause Menu - Android

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

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  • XNA 2D Top Down game - FOREACH didn't work for checking Enemy and Switch-Tile

    - by aldroid16
    Here is the gameplay. There is three condition. The player step on a Switch-Tile and it became false. 1) When the Enemy step on it (trapped) AND the player step on it too, the Enemy will be destroyed. 2) But when the Enemy step on it AND the player DIDN'T step on it too, the Enemy will be escaped. 3) If the Switch-Tile condition is true then nothing happened. The effect is activated when the Switch tile is false (player step on the Switch-Tile). Because there are a lot of Enemy and a lot of Switch-Tile, I have to use foreach loop. The problem is after the Enemy is ESCAPED (case 2) and step on another Switch-Tile again, nothing happened to the enemy! I didn't know what's wrong. The effect should be the same, but the Enemy pass the Switch tile like nothing happened (They should be trapped) Can someone tell me what's wrong? Here is the code : public static void switchUpdate(GameTime gameTime) { foreach (SwitchTile switch in switchTiles) { foreach (Enemy enemy in EnemyManager.Enemies) { if (switch.Active == false) { if (!enemy.Destroyed) { if (switch.IsCircleColliding(enemy.EnemyBase.WorldCenter, enemy.EnemyBase.CollisionRadius)) { enemy.EnemySpeed = 10; //reducing Enemy Speed if it enemy is step on the Tile (for about two seconds) enemy.Trapped = true; float elapsed = (float)gameTime.ElapsedGameTime.Milliseconds; moveCounter += elapsed; if (moveCounter> minMoveTime) { //After two seconds, if the player didn't step on Switch-Tile. //The Enemy escaped and its speed back to normal enemy.EnemySpeed = 60f; enemy.Trapped = false; } } } } else if (switch.Active == true && enemy.Trapped == true && switch.IsCircleColliding(enemy.EnemyBase.WorldCenter, enemy.EnemyBase.CollisionRadius) ) { //When the Player step on Switch-Tile and //there is an enemy too on this tile which was trapped = Destroy Enemy enemy.Destroyed = true; } } } }

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  • Converting Degrees to X and Y Coordinate change

    - by gopgop
    I am using a float positioning system in my game. IE float x,y,z now I want to get the location of the mouse, then to fire an arrow to it. X0 = the players X location X1 = the mouse X location Y0 = the players Y location Y1 = the mouse Y location I want to make a method that the parameters are Degrees and it sets my Yspeed and my Xspeed accordingly to get to the mouse xy starting at player xy How do would I accomplish this?

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  • Best system for creating a 2d racing track

    - by tesselode
    I am working a 2D racing game and I'm trying to figure out what is the best way to define the track. At the very least, I need to be able to create a closed circuit with any amount of turns at any angle, and I need vehicles to collide with the edges of the track. I also want the following things to be true if possible (but they are optional): The code is simple and free of funky workarounds and extras I can define all of the parts of the track (such as turns) relative to the previous parts I can predict the exact position of the road at a certain point (that way I can easily and cleanly make closed circuits) Here are my options: Use a set of points. This is my current system. I have a set of turns and width changes that the track is supposed to make over time. I have a point which I transform according to these instructions, and I place a point every 5 steps or so, depending on how precise I want the track to be. These points make up the track. The main problem with this is the discrepancy between the collisions and the way the track is drawn. I won't get into too much detail, but the picture below shows what is happening (although it is exaggerated a bit). The blue lines are what is drawn, the red lines are what the vehicle collides with. I could work around this, but I'd rather avoid funky workaround code. Beizer curves. These seem cool, but my first impression of them is that they'll be a little daunting to learn and are probably too complicated for my needs. Some other kind of curve? I have heard of some other kinds of curves; maybe those are more applicable. Use Box2D or another physics engine. Instead of defining the center of the track, I could use a physics engine to define shapes that make up the road. The downside to this, however, is that I have to put in a little more work to place the checkpoints. Something completely different. Basically, what is the simplest system for generating a race track that would allow me to create closed circuits cleanly, handle collisions, and not have a ton of weird code?

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  • How do I drag my widgets without dragging other widgets?

    - by Cypher
    I have a bunch of drag-able widgets on screen. When I am dragging one of the widgets around, if I drag the mouse over another widget, that widget then gets "snagged" and is also dragged around. While this is kind of a neat thing and I can think of a few game ideas based on that alone, that was not intended. :-P Background Info I have a Widget class that is the basis for my user interface controls. It has a bunch of properties that define it's size, position, image information, etc. It also defines some events, OnMouseOver, OnMouseOut, OnMouseClick, etc. All of the event handler functions are virtual, so that child objects can override them and make use of their implementation without duplicating code. Widgets are not aware of each other. They cannot tell each other, "Hey, I'm dragging so bugger off!" Source Code Here's where the widget gets updated (every frame): public virtual void Update( MouseComponent mouse, KeyboardComponent keyboard ) { // update position if the widget is being dragged if ( this.IsDragging ) { this.Left -= (int)( mouse.LastPosition.X - mouse.Position.X ); this.Top -= (int)( mouse.LastPosition.Y - mouse.Position.Y ); } ... // define and throw other events if ( !this.WasMouseOver && this.IsMouseOver && mouse.IsButtonDown( MouseButton.Left ) ) { this.IsMouseDown = true; this.MouseDown( mouse, new EventArgs() ); } ... // define and throw other events } And here's the OnMouseDown event where the IsDraggable property gets set: public virtual void OnMouseDown( object sender, EventArgs args ) { if ( this.IsDraggable ) { this.IsDragging = true; } } Problem Looking at the source code, it's obvious why this is happening. The OnMouseDown event gets fired whenever the mouse is hovered over the Widget and when the left mouse button is "down" (but not necessarily in that order!). That means that even if I hold the mouse down somewhere else on screen, and simply move it over anything that IsDraggable, it will "hook" onto the mouse and go for a ride. So, now that it's obvious that I'm Doing It Wrong™, how do I do this correctly?

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  • How can I do fast Triangle/Square vs Triangle collision detection?

    - by Ólafur Waage
    I have a game world where the objects are in a grid based environment with the following restrictions. All of the triangles are 45-90-45 triangles that are unit length. They can only rotate 90°. The squares are of unit length and can not rotate (not that it matters) I have the Square vs Square detection down and it is very very solid and very fast (max vs min on x and y values) Wondering if there are any tricks I can employ since I have these restrictions on the triangles?

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  • read object from compressed file that generate from actionscript3

    - by Last Chance
    I have made a simple game Map Editor, and I want to save a array that contain map tile info to a file, as below: var arr:Array = [.....2d tile info in it...]; var ba:ByteArray = new ByteArray(); ba.writeObject(arr); ba.compress(); var file:File = new File(); file.save(ba); now I had successful save a compressed object to a file. now the problem is my server side need to read this file and decompress get the arr out from file, then convert it as python list. is that prossible?

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  • RTS style fog of war woes

    - by Fricken Hamster
    So I'm trying to make a rts style line of sight fog of war style engine for my grid based game. Currently I am getting a set of vertices by raycasting in 360 degree. Then I use that list of vertices to do a graphics style polygon scanline fill to get a list of all points within the polygon. The I compare the new list of seen tiles and compare that with the old one and increment or decrement the world vision array as needed. The polygon scanline function is giving me trouble. I'm mostly following this http://www.cs.uic.edu/~jbell/CourseNotes/ComputerGraphics/PolygonFilling.html So far this is my code without cleaning anything up var edgeMinX:Vector.<int> = new Vector.<int>; var edgeMinY:Vector.<int> = new Vector.<int>; var edgeMaxY:Vector.<int> = new Vector.<int>; var edgeInvSlope:Vector.<Number> = new Vector.<Number>; var ilen:int = outvert.length; var miny:int = -1; var maxy:int = -1; for (i = 0; i < ilen; i++) { var curpoint:Point = outvert[i]; if (i == ilen -1) { var nextpoint:Point = outvert[0]; } else { nextpoint = outvert[i + 1]; } if (nextpoint.y == curpoint.y) { continue; } if (curpoint.y < nextpoint.y) { var curslope:Number = ((nextpoint.y - curpoint.y) / (nextpoint.x - curpoint.x)); edgeMinY.push(curpoint.y); edgeMinX.push(curpoint.x); edgeMaxY.push(nextpoint.y); edgeInvSlope.push(1 / curslope); if (curpoint.y < miny || miny == -1) { miny = curpoint.y; } if (nextpoint.y > maxy) { maxy = nextpoint.y; } } else { curslope = ((curpoint.y - nextpoint.y) / (curpoint.x - nextpoint.x)); edgeMinY.push(nextpoint.y); edgeMinX.push(nextpoint.x); edgeMaxY.push(curpoint.y); edgeInvSlope.push(1 / curslope); if (nextpoint.y < miny || miny == -1) { miny = curpoint.y; } if (curpoint.y > maxy) { maxy = nextpoint.y; } } } var activeMaxY:Vector.<int> = new Vector.<int>; var activeCurX:Vector.<Number> = new Vector.<Number>; var activeInvSlope:Vector.<Number> = new Vector.<Number>; for (var scanline:int = miny; scanline < maxy + 1; scanline++) { ilen = edgeMinY.length; for (i = 0; i < ilen; i++) { if (edgeMinY[i] == scanline) { activeMaxY.push(edgeMaxY[i]); activeCurX.push(edgeMinX[i]); activeInvSlope.push(edgeInvSlope[i]); //trace("added(" + edgeMinX[i]); edgeMaxY.splice(i, 1); edgeMinX.splice(i, 1); edgeMinY.splice(i, 1); edgeInvSlope.splice(i, 1); i--; ilen--; } } ilen = activeCurX.length; for (i = 0; i < ilen - 1; i++) { for (var j:int = i; j < ilen - 1; j++) { if (activeCurX[j] > activeCurX[j + 1]) { var tempint:int = activeMaxY[j]; activeMaxY[j] = activeMaxY[j + 1]; activeMaxY[j + 1] = tempint; var tempnum:Number = activeCurX[j]; activeCurX[j] = activeCurX[j + 1]; activeCurX[j + 1] = tempnum; tempnum = activeInvSlope[j]; activeInvSlope[j] = activeInvSlope[j + 1]; activeInvSlope[j + 1] = tempnum; } } } var prevx:int = -1; var jlen:int = activeCurX.length; for (j = 0; j < jlen; j++) { if (prevx == -1) { prevx = activeCurX[j]; } else { for (var k:int = prevx; k < activeCurX[j]; k++) { graphics.lineStyle(2, 0x124132); graphics.drawCircle(k * 20 + 10, scanline * 20 + 10, 5); if (k == prevx || k > activeCurX[j] - 1) { graphics.lineStyle(3, 0x004132); graphics.drawCircle(k * 20 + 10, scanline * 20 + 10, 2); } prevx = -1; //tileLightList.push(k, scanline); } } } ilen = activeCurX.length; for (i = 0; i < ilen; i++) { if (activeMaxY[i] == scanline + 1) { activeCurX.splice(i, 1); activeMaxY.splice(i, 1); activeInvSlope.splice(i, 1); i--; ilen--; } else { activeCurX[i] += activeInvSlope[i]; } } } It works in some cases but some of the x intersections are skipped, primarily when there are more than 2 x intersections in one scanline I think. Is there a way to fix this, or a better way to do what I described? Thanks

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  • Viewport.Unproject - Checking if a model intersects a large sprite

    - by Fibericon
    Let's say I have a sprite, drawn like this: spriteBatch.Draw(levelCannons[i].texture, levelCannons[i].position, null, alpha, levelCannons[i].rotation, Vector2.Zero, scale, SpriteEffects.None, 0); Picture levelCannon as being a laser beam that goes across the entire screen. I need to see if my 3d model intersects with the screen space inhabited by the sprite. I managed to dig up Viewport.Unproject, but that seems to only be useful when dealing with a single point in 2d space, rather than an area. What can I do in my case?

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  • Multiplication for MVP matrices: Any benefits to doing so within the vertex shader?

    - by Nick Wiggill
    I'd like to understand under what circumstances (if any) it is worth doing MVP matrix multiplication inside a vertex shader. The vertex shader is run once per vertex, and a single mesh typically contains many vertices. All MVP inputs remain the same for each vertex in the vertex batch relating to a given draw call (model). Surely then, you're always better off keeping the multiplications in the client code, such that you pass in the whole MVP precalculated as a uniform? (avoiding redundant ops between individual vertices)

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  • What is a good way to test demand for a new game platform?

    - by user15256
    I'm working on a game platform that turns your iPhone, android or iPad into a steering wheel, for racing games (like need for speed and dirt 3) and flight simulators for example. I'd love to figure out smart ways to figure out whether gamers would like something like this. I originally asked this question over on the gaming SE and it was for getflypad.com. A lot of the tech is built and most of it is doable - the question here is how to test demand and know whether gamers actually want this.

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  • Collision detection between a sprite and rectangle in canvas

    - by Andy
    I'm building a Javascript + canvas game which is essentially a platformer. I have the player all set up and he's running, jumping and falling, but I'm having trouble with the collision detection between the player and blocks (the blocks will essentially be the platforms that the player moves on). The blocks are stored in an array like this: var blockList = [[50, 400, 100, 100]]; And drawn to the canvas using this: this.draw = function() { c.fillRect(blockList[0][0], blockList[0][1], 100, 100); } I'm checking for collisions using something along these lines in the player object: this.update = function() { // Check for collitions with blocks for(var i = 0; i < blockList.length; i++) { if((player.xpos + 34) > blockList[i][0] && player.ypos > blockList[i][1]) { player.xpos = blockList[i][0] - 28; return false; } } // Other code to move the player based on keyboard input etc } The idea is if the player will collide with a block in the next game update (the game uses a main loop running at 60Htz), the function will return false and exit, thus meaning the player won't move. Unfortunately, that only works when the player hits the left side of the block, and I can't work out how to make it so the player stops if it hits any side of the block. I have the properties player.xpos and player.ypos to help here.

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  • How do I use unpackHalf2x16?

    - by user1032861
    I'm trying to use (un)packHalf2x16, without success so far. I'm drawing with: glVertexAttribIPointer(0, 2, GL_UNSIGNED_INT, 0, 0); glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, vbo); glDrawArrays(GL_POINTS, 0, n_points); glDisableVertexAttribArray(0); and on the shader #version 330 core #extension GL_ARB_shading_language_packing : require in uvec2 A0; // (...) vec4 t = vec4(unpackHalf2x16(A0.x), unpackHalf2x16(A0.y)); But nothing gets drawn. I'm pretty sure buffer's content is right, and if I use vec4 t = vec4(0); I can see it's working properly. How is this packing / unpacking thing supposed to work? I can't find any example.

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  • Can WebGL be used to create a tile-based multi-layer scrolling platform game?

    - by Nicholas Hill
    I've found WebGL (based on OpenGL) to be a fiendish and unforgiving framework for those learning to write HTML5-based games. Despite the presence of many examples on how to get started, I'm really struggling to understand how I could simply load a bunch of images and render them to a canvas quickly using WebGL. My specific scenario involves trying to render a map using a bespoke but simple multi-layered tile engine, where each value in a three dimensional array points to the image to use for that location in the rendered image. Think "Sonic the Hedgehog" via tilesets, tiles, maps, layers, sprites etc. Can anyone enlighten me: 1) How can I load an image that I can use as a texture in WebGL? 2) How can I dynamically select an image at run time and draw it at any co-ordinate, that I also select at run time?

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  • I have an "amoeba" game mechanic. Any idea on how to implement it?

    - by Jason
    Outside of a tetris clone, a crappy 2D top-down shooter, and some messing around with stuff like Unity and Flixel, I realize that I have yet to complete a single, polished, bells-and-whistles game. I want to change this, and I have an idea for my next project. The idea is that you're an amoeba. Amoebas have these eye-like cores (or something like that, I don't know biology), and you have two of 'em. You control one with WASD and the other with IJKL. There has to be a constant radius of stuff around each of the cores: And the area of the amoeba has to stay constant. So if you move a core in one direction, you increase the amoeba's area, but that increase is compensated by a decrease somewhere else: Aaaaaand I'd like to implement a vagination mechanic. You absorb things by engulfing them, like a boss. Maybe even an extra core, or a needle that pops you and causes all your inner stuff to start gushing out: But here's the problem: I don't know how to make this. However, I would like some ideas on how to implement it. Should I explore physics libraries like Box2D? Or maybe something involving fluid physics? Any help would be much appreciated. P.S. Feel free to steal this idea. I have plenty of ideas. If you do, please tell me how you made it so I can try it myself.

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