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  • How do I build a matrix to translate one set of points to another?

    - by dotminic
    I've got 3 points in space that define a triangle. I've also got a vertex buffer made up of three vertices, that also represent a triangle that I will refer to as a "model". How can I can I find the matrix M that will transform vertex in my buffer to those 3 points in space ? For example, let's say my three points A, B, C are at locations: A.x = 10, A.y = 16, A.z = 8 B.x = 12, B.y = 11, B.z = 1 C.x = 19, C.y = 12, C.z = 3 given these coordinates how can I build a matrix that will translate and rotate my model such that both triangles have the exact same world space ? That is, I want the first vertex in my triangle model to have the same coordinates as A, the second to have the same coordinates as B, and same goes for C. nb: I'm using instanced rendering so I can't just give each vertex the same position as my 3 points. I have a set of three points defining a triangle, and only three vertices in my vertex buffer.

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  • Zelda-style top-down RPG. How to store tile and collision data?

    - by Delerat
    I'm looking to build a Zelda: LTTP style top-down RPG. I've read a lot on the subject and am currently going back and forth on a few solutions. I'm using C#, MonoGame, and Tiled. For my tile maps, these are the choices I can see in front of me: Store each tile as its own array. Each one having 3-4 layers, texture/animation, depth, flags, and maybe collision(depending on how I do it). I've read warning about memory issues going this route, and my biggest map will probably be 160x120 tiles. My average map however will be about 40x30. The number of tiles might cut in half if I decide to double my tile size, which is currently 16x16. This is the most appealing approach for me, as I feel like I would know how to save maps, make changes, and separate it into chunks for collision checks. Store the static parts of my tile map in multiple arrays acting as the different layers. Then I would just use entities for anything that wasn't static. All of the other tile data such as collisions, depth, etc., would be stored in their own layers as well I guess? This way just seems messy to me though. Regardless of which one I choose, I'm also unsure how to plan all of that other tile data. I could write a bunch of code that would know which integer represents what tile and it's data, but if I changed a tileset in Tiled and exported it again, all of those integers could potentially change and I'd have to adjust a whole bunch of code. My other issue is about how I could do collision. I want to at least support angled collision that slides you around the corners of objects like LTTP does, if not more oddball shapes as well. So do I: Store collision as a flag for binary collision. Could I get this to support angles? Would it be fine to store collision as an integer and have each number represent a certain angle of collision? Store a list of rectangles or other shapes and do collision that way? Sorry for the large two-part(three-part?) question. I felt like these needed to be asked together as I believe each choice influences the other.

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  • Number of iterations to real time

    - by Ivansek
    I have an animation of traffic. I have 20 cars in road network, each car have a starting node and end node. Each car know how much distance does it need to travel in order to reach the end node. I move cars each 20 ms for 10 px. To move all cars from their start node to end node I need 60 iterations. That is 60*20ms = 1200ms. Now I want to convert this time, or use data that I have, to a real time where car move 50km/h. How can I do that? Any idea?

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  • Game with changing logic

    - by rsprat
    I'm planing to develop a puzzle like mobile game (android/ios) with a different logic for each puzzle. Say, for example one puzzle could be a Rubik's cube and another one a ball maze. Many more new puzzles will appear during the life of the game, and I want the users to be able to play those new puzzles. The standard way for managing this would be through application updates. Each time a new puzzle or bunch of puzzles appear, create a new update for the app that the user can download. However, I would like to do it in a more transparent way. When a new puzzle appears, the basic info of the puzzle would be displayed in the app menu, and the user would be able to play it by just clicking it. What comes to my mind is that the app would automatically download a .dll or .jar and inject it in the application at runtime. Is that even possible? Are there any restrictions from the OS? Is there a better way for solving it? Thanks alot

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  • Reading the memory of a N64

    - by toazron1
    I'm looking for a way to read the memory of a N64, while the game is running, in real time. I have a c# program which hooks into the memory of a running emulator and tracks SSB64 stats. I want to do the same thing with the physical N64. Currently it is possible to read the memory with a gameshark pro, however it's extremely slow, buggy, and not practical for what I am trying to accomplish. Would it be possible to tap into the gameshark, or the N64 directly, to access the memory in real time? Thanks!

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  • Existent js libs for tileset / map loading and rendering?

    - by ylluminate
    I'm building an rts style overhead tileset game with JavaScript (particularly using Ember.js framework as a base). The map is so large that I'd very much like to be able to load and render the board and layered items in a Google Maps'esque. I'm curious as to whether there are existing libs that would be helpful and already well thought out in these regards vs trying to reinvent the wheel. Are there any such libraries or code examples that would be useful in this area of board / map management?

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  • Cocos2D Terminal Application

    - by Hasyimi Bahrudin
    Is it possible to create a terminal application which uses cocos2d? I've tried to make one using cocos2d 2.x, but it requires a MacGLView to be initialized. I need it so that I could program a terminal application that generates a screenshot given a TMX file and an optional preferred width or height parameter (for resizing). Then I can automate the generation of map previews for my game, instead of manually taking screenshots. It's not practical to load the actual TMX and resize it inside the game (what I'm currently doing), because each TMX file has 7 layers, my tile sheet is huge, and I have lots of levels.

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  • Targeting a vehicle with complex movement?

    - by e100
    Targeting a vehicle with known constant velocity is simple, and collision is guaranteed. Imprecise AI can be modeled by adding a small error factor. But how would one go about targeting a vehicle whose movements are more complex? Perhaps it's evading the AI or another game object. I've been thinking about how I'd do it myself in a FPS (in which bullets have finite speed) and think there might need to be at least couple of targeting modes based on the target's movement in the previous second or so: If it's near linear (peak acceleration in a certain range) target with the linear model If it's highly irregular (perhaps size of bounding box of recent positions could be used?) , target at an average For now I can assume 2d space, AI is stationary and projectile moves linearly.

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  • (Android) How are OpenGL ES 1 framebuffers and textures sized?

    - by jens
    I am trying to draw to a texture using a framebuffer using OpenGL ES 1.1 on Android, Java. Afterwords I want to overlay this texture full-screen over my game. In theory, this works like a charm, but somehow the coordinates are off. For testing I drew something at (0,0) with width and height 200, and it partly is off-screen. This is how I create the framebuffer: fb = new int[1]; depthRb = new int[1]; renderTex = new int[1]; gl11ep.glGenFramebuffersOES(1, fb, 0); gl11ep.glGenRenderbuffersOES(1, depthRb, 0); // the depth buffer gl.glGenTextures(1, renderTex, 0);// generate texture gl.glBindTexture(GL10.GL_TEXTURE_2D, renderTex[0]); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT); texBuffer = ByteBuffer.allocateDirect(buf.length*4).order(ByteOrder.nativeOrder()).asIntBuffer(); gl.glTexImage2D(GL10.GL_TEXTURE_2D, 0, GL10.GL_LUMINANCE, texW, texH, 0, GL10.GL_LUMINANCE, GL10.GL_UNSIGNED_BYTE, texBuffer); gl11ep.glBindRenderbufferOES(GL11ExtensionPack.GL_RENDERBUFFER_OES, depthRb[0]); gl11ep.glRenderbufferStorageOES(GL11ExtensionPack.GL_RENDERBUFFER_OES, GL11ExtensionPack.GL_DEPTH_COMPONENT16, texW, texH); Before I draw, I do this: gl11ep.glBindFramebufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, fb[0]); gl.glClearColor(0f, 0f, 0f, 0f); // specify texture as color attachment gl11ep.glFramebufferTexture2DOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, GL11ExtensionPack.GL_COLOR_ATTACHMENT0_OES, GL10.GL_TEXTURE_2D, renderTex[0], 0); // attach render buffer as depth buffer gl11ep.glFramebufferRenderbufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, GL11ExtensionPack.GL_DEPTH_ATTACHMENT_OES, GL11ExtensionPack.GL_RENDERBUFFER_OES, depthRb[0]); I set texW = 1024 and texH = 512. When rendering this texture fullscreen, with a lightmask (size 200x200) placed at (0, 0) and (texW/2, texH/2). You can see that it seems like the coordinate system doesnt start at (0,0) as that light overlaps the screen and the images are not drawn as squares (my lightcone-texture is a circle, not an ellipse). So, how is the coordinate system of this offscreen-drawn texture defined? Thanks

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  • What's the difference between Pygame's Sound and Music classes?

    - by Southpaw Hare
    What are the key differences between the Sound and Music classes in Pygame? What are the limitations of each? In what situation would one use one or the other? Is there a benefit to using them in an unintuitive way such as using Sound objects to play music files or visa-versa? Are there specifically issues with channel limitations, and do one or both have the potential to be dropped from their channel unreliably? What are the risks of playing music as a Sound?

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  • Complex, yet simple crafting system model

    - by KatShot
    I'm working on some arcade shooter/slasher, and the main logline is "Kick'em with everything you want". There's not so many enemies in GDD, main focus is on tons of weapons and gadgets to cause mayhem. To get weapon, you need to craft it, and now crafting system looks simple, like: 1) You got three slots for weapon parts (like A, B, C) 2) You collect misc weapon parts, and when you got atleast one for every slot, you can craft a weapon (for example, if you got A1, B1, B2, B3 and C1, you can craft such models - A1B1C1, A1B2C1, A1B3C1) As for me, this crafting system is too simple, because weapon parts will just fall from the top of screen, often enough. That's why I'm thinking about adding some more crafting system levels, like resources (collect 10 scrap pieces to make part A1 or C3), etc. My question is: How can i add some more complex, still simple, transparent levels in crafting system? upd. For example, in Minecraft or Terraria, first 5-10 crafting recipies quite transparent and simple IMHO. But then it turns into huge mess to understand, how to craft this or that (for example, fishing rod)

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  • Designing for visually impaired gamers

    - by Aku
    Globally the number of people of all ages visually impaired is estimated to be 285 million, of whom 39 million are blind. — World Health Organisation, 2010. (That's 4.2% and 0.6% of the world population.) Most videogames put a strong emphasis on visuals in their content delivery. Visually impaired gamers are largely left out. How do I design a game to be accessible to visually impaired gamers?

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  • Free movement in a tile-based isometric game

    - by xtr486
    Is there a reasonable easy way to implement free movement in a tile-based isometric game? Meaning that the player wouldn't just instantly jump from one tile to another or not be "snapped" to the grid (for example, if the movement between tiles were animated but you'd be locked from doing anything before the animation finishes). I'm a really beginner with anything related to game programming, but with the help of this site and some other resources it was quite easy to do the basic stuff, but I haven't been able to find any useful resources for this particular problem. Currently I've improvised something close to this: http://jsfiddle.net/KwW5b/4/ (WASD movement). The idea for the movement was to use the mouse map to detect when the player has moved to a different tile and then flip the offsets, and for the most part it works correctly (each corner makes the player move to wrong location: see http://www.youtube.com/watch?v=0xr15IaOhrI, which is probably because I couldn't get the full mouse map work properly), but I have no illusions that it is even close to a good/sane solution. And anyway, it's mostly just to demonstrate what kind of a thing I'd like to implement.

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  • Possible to map mouse coordinates to isometric tiles with this coordinate system?

    - by plukich
    I'm trying to implement mouse interaction in a 2d isometric game, but I'm not sure if it's possible given the coordinate system used for tile maps in the game. I've read some helpful articles like this one: How to convert mouse coordinates to isometric indexes? However, this game's coordinate system is "jagged" for lack of a better word, and looks like this: Is it even possible to map mouse coordinates to this successfully, since the y-axis can't be drawn on this tile-map as a straight line? I've thought about doing odd-y-value translations and even-y-value translations with two different matricies, but that only makes sense going from tile-screen.

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  • Damageable ground similar to pocket tanks or archanists [closed]

    - by XenElement
    Possible Duplicate: Implementing a 2D destructible landscape (like Worms) A really cool feature in both the iPhone game pocket tanks and the online jagex game archanists is ground which can be blown up. When a projectile collides with the ground, an area equal to the blast radius which overlaps the ground is removed. It's strictly two dimensional, but it makes the experience that much more dynamic since you can dig a hole under your opponents or yourself. How is this implemented?

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  • I need advice on creating 3D walk cycles in XNA

    - by Zetar
    I want to purchase a number of 3D models from TurboSquid and animate them in an XNA game. I wrote a lot of games from 1985-1999 and have recently become involved with XNA. Now I would like to port one of my old games to the XBOX. I do have a background in 3D animation; but that was years ago. What is the current method for animating a walk cycle with a 3D model and using it inside XNA? Is there a book, software or a tutorial that you can recommend? Thanks in advance and sorry for such a broad and currently naive question.

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  • Unity, Unrealistic Sphere On Inclined Plane

    - by user1086516
    So I am trying to model a ball rolling down an inclined surface in Unity based on what I am observing in real life but it is still quite off. In Unity it takes the ball about 3 seconds to travel from a place to another specified place where in real life it only takes 1 second. The ball isn't as fast to react to the incline as in real life (even though I have tried giving the ball and surface low or zero friction values) The ball does not accelerate as nearly as fast as it does in real life What do I do to give the ball more realistic behavior ? I have tried messing around with mass, physics materials, drag, and angular drag on the ball and surface but it doesn't seem to be helping.

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  • How to detect and collide two elastic line segments?

    - by Tautrimas
    There are 4 moving physical nodes in 3D space. They are paired with two elastic line segments / strings (1 <- 2; 3 <- 4). Part I: How to detect the collision of two segments? Part II: On the moment of collision, fifth node is created at the intersection point and here you have the force-based graph. 5-th node (bend point) can slide among the strings as in a real world. Given the new coordinates of 4 nodes, how to calculate the position of the 5-th node on the next frame? I assume string force on the nodes to be F = -k * x where x is the string length. All I came up to is that the force between 5 and 1 equals 5 and 2 (the same with 3 and 4). What are the other properties?.

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  • How do I connect the seams between my terrain?

    - by gnomgrol
    I'm using c++ and D3D11 and I'm trying to create a (pretty) large terrain, lets say 4096x4096, maybe larger. I've got the basics of terrain creation and already split it up into chunks. But, when I'm rendering them (every chunk has its own vertex and index buffer, as well as its own heightmap), there are still little pieces missing between them. I read a lot about LOD(Level Of Detail) and GMM(Geometry Mipmap), but I can't really implement the theory I read. At the moment, it looks like this: I could really use some help, everything is welcome. If you have some good tutorials on any of this, please share them.

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  • Change density of the body dynamically

    - by Siddharth
    In my game, I want to change density of my body object when it collide with other objects. I found something like following to change density but further I could not able to find any hint for this. So someone please help. Fixture fixture = goldenBoxArrayList.get(i) .getGoldenBoxBody() .getFixtureList().get(0); fixture.setDensity(0.5f); After setting fixture data I could not able to set it to the body.

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  • How can a pygame image be colored?

    - by Juicy
    I'm writing a 2d particle system for a game in Pygame[1]. For the particles, I have an image surface loaded from a file -- basically a white primitive drawn over a transparent background. I'd like the particle engine to emit variously colored particles, but I'm not sure how to tell Pygame to color the surface. I've looked through what passes for documentation, but I'm having trouble finding anything. [1] Yeah, I don't really like Pygame, but my course insists I write this project in Python.

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  • How to pause and unpause the animation of a sprite?

    - by user1609578
    My game has a sprite representing a character. When the character picks up an item, the sprite should stop moving for a period of time. I use CCbezier to make the sprite move, like this: sprite->runaction(x) Now I want the sprite to stop its current action (moving) and later resume it. I can make the sprite stop by using: sprite->stopaction(x) but if I do that, I can't resume the movement. How can I do that?

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  • Why do I have to divide the origin of a quad by 4 instead of 2?

    - by vinzBad
    I'm currently transitioning from C#/XNA to C#/OpenTK but I'm getting stuck at the basics. So I have this Sprite-Class: public static bool EnableDebugDraw = true; public float X; public float Y; public float OriginX = 0; public float OriginY = 0; public float Width = 0.1f; public float Height = 0.1f; public Color TintColor = Color.Red; float _layerDepth = 0f; public void Render() { Vector2[] corners = { new Vector2(X-OriginX,Y-OriginY), //top left new Vector2(X +Width -OriginX,Y-OriginY),//top right new Vector2(X +Width-OriginX,Y+Height-OriginY),//bottom rigth new Vector2(X-OriginX,Y+Height-OriginY)//bottom left }; GL.Color3(TintColor); GL.Begin(BeginMode.Quads); { for (int i = 0; i < 4; i++) GL.Vertex3(corners[i].X,corners[i].Y,_layerDepth); } GL.End(); if (EnableDebugDraw) { GL.Color3(Color.Violet); GL.PointSize(3); GL.Begin(BeginMode.Points); { for (int i = 0; i < 4; i++) GL.Vertex2(corners[i]); } GL.End(); GL.Color3(Color.Green); GL.Begin(BeginMode.Points); GL.Vertex2(X + OriginX, Y + OriginY); GL.End(); } With the following setup I try to set the origin of the quad to the middle of the quad. _sprite.OriginX = _sprite.Width / 2; _sprite.OriginY = _sprite.Height / 2; but this sets the origin to the upper right corner of the quad, so i have to _sprite.OriginX = _sprite.Width / 4; _sprite.OriginY = _sprite.Height / 4; However this is not the intended behaviour, could you advise me how I fix this?

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  • Rotating object around moving object/player in 2D

    - by Boston
    I am trying to implement a camera which rotates around the world around the player. I have found many solutions online to the task of rotating an object about the origin, or about an arbitrary point. The procedure seems to be to translate the point to be rotated about to the origin, perform the rotation, translate back, then draw. I have gotten this working for rotation around the origin as well as for a fixed point. Rotation of objects around the player works as well, provided the player does not move. However, if the objects are rotated around the player by some non-zero degree, if the player moves after the rotation it causes the rotated objects to move as well. I probably have done a poor job explaining this so here's an image: http://i.imgur.com/1n63iWR.gif And here's the code for the behavior: renderx = (Ox - Px)*cos(camAngle) - (Oy - Py)*sin(camAngle) + Px; rendery = (Ox - Px)*sin(camAngle) + (Oy - Py)*cos(camAngle) + Py; Where (Ox,Oy) is the actual position of the object to be rotated and (Px,Py) is the actual position of the player. Any ideas? I am using C++ with SDL2.0.

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  • Game 30% done on HTML5. Maybe it was a bad idea. Should I change to Unity3d? [on hold]

    - by Dokkat
    I'm creating a 3d game on HTML5. It's 30% complete and the hard part is already coded. The server is on node.js.Now I'm realizing that maybe it was not a wise choice. This is because I realized: Three.js still has many bugs. I don't see the same thing on every machine. Each browser, OS, can give different results. I'm afraid my clients will have a great stress installing my game properly. I have tons of sprites and models on my game. I wonder if my clients will have to load all them again everytime they want to play? I wonder if a Node.js server will be fast enough to handle it, and I'm afraid it won't be scalable. What would you advise me? Should I continue and finish the game on HTML5 or is it better to remake it on something else, like Unity3d for the client and (what?) for the server?

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