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  • background animation algorithm for single screen

    - by becool_max
    I’m writing simple strategy game (in xna), and would like to have an animated background. In my game all the actions happens inside one screen and thus standard parallax effect does not look appropriate. However, I found a video of a game with suitable background animation for my game http://www.youtube.com/watch?v=Vcxdbjulf90&feature=share&list=PLEEF9ABAB913946E6 (from 3 to 6s, while main character stays at the same place). What is the algorithm to do this stuff? It would be nice if someone can provide a reference for a similar example (language is not important).

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  • Translating multiple objects in GUI based on average position?

    - by user1423893
    I use this method to move a single object in 3D space, it accounts for a local offset based on where the cursor ray hits the widget and the center of the widget. var cursorRay = cursor.Ray; Vector3 goalPosition = translationWidget.GoalPosition; Vector3 position = cursorRay.Origin + cursorRay.Direction * grabDistance; // Constrain object movement based on selected axis switch (translationWidget.AxisSelected) { case AxisSelected.All: goalPosition = position; break; case AxisSelected.None: break; case AxisSelected.X: goalPosition.X = position.X; break; case AxisSelected.Y: goalPosition.Y = position.Y; break; case AxisSelected.Z: goalPosition.Z = position.Z; break; } translationWidget.GoalPosition = goalPosition; Vector3 p = goalPosition - translationWidget.LocalOffset; objectSelected.Position = p; I would like to move multiple objects based on the same principle and using a widget which is located at the average position of all the objects currently selected. I thought that I would have to translate each object based on their offset from the average point and then include the local offset. var cursorRay = cursor.Ray; Vector3 goalPosition = translationWidget.GoalPosition; Vector3 position = cursorRay.Origin + cursorRay.Direction * grabDistance; // Constrain object movement based on selected axis switch (translationWidget.AxisSelected) { case AxisSelected.All: goalPosition = position; break; case AxisSelected.None: break; case AxisSelected.X: goalPosition.X = position.X; break; case AxisSelected.Y: goalPosition.Y = position.Y; break; case AxisSelected.Z: goalPosition.Z = position.Z; break; } translationWidget.GoalPosition = goalPosition; Vector3 p = goalPosition - translationWidget.LocalOffset; int numSelectedObjects = objectSelectedList.Count; for (int i = 0; i < numSelectedObjects; ++i) { objectSelectedList[i].Position = (objectSelectedList[i].Position - translationWidget.Position) + p; } This doesn't work as the object starts shaking, which I think is because I haven't accounted for the new offset correctly. Where have I gone wrong?

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  • Size of an image imported with FreeImage

    - by KaiserJohaan
    I'm having abit of a brainfart and I can't quite grasp what I'm doing wrong. It's quite simple, I am importing an image with FreeImage (http://freeimage.sourceforge.net/) which has a method FreeImage_GetBits that returns a pointer to the first byte of the image data. I then try to load all the data into memory using (bitsperpixel / 8) * pixelsWidth ' pixelHeight, like this: uint32_t bitsPerPixel = FreeImage_GetBPP(bitmap); // resolves to 24 uint32_t widthInPixels = FreeImage_GetWidth(bitmap); // resolves to 1024 uint32_t heightInPixels = FreeImage_GetHeight(bitmap); // resolves to 1024 // container is a std::vector<uint8_t> pkgMaterial.mTextureData.insert(pkgMaterial.mTextureData.begin(), FreeImage_GetBits(bitmap), FreeImage_GetBits(bitmap) + ((bitsPerPixel/8) * widthInPixels * heightInPixels)); I have a jpg which is 31 kilobytes in size on disc. Yet when I load it using the above formula, I see the vector is then filled with 3145728 bytes, which is approx 3145 kilobytes. What am I doing wrong?

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  • Really weird GL Behaviour, uniform not "hitting" proper mesh? LibGdx

    - by HaMMeReD
    Ok, I got some code, and you select blocks on a grid. The selection works. I can modify the blocks to be raised when selected and the correct one shows. I set a color which I use in the shader. However, I am trying to change the color before rendering the geometry, and the last rendered geometry (in the sequence) is rendered light. However, to debug logic I decided to move the block up and make it white, in which case one block moves up and another block becomes white. I checked all my logic and it knows the correct one is selected and it is showing in, in the correct place and rendering it correctly. When there is only 1 it works properly. Video Of the bug in action, note how the highlighted and elevated blocks are not the same block, however the code for color and My Renderer is here (For the items being drawn) public void render(Renderer renderer) { mGrid.render(renderer, mGameState); for (Entity e:mGameEntities) { UnitTypes ut = UnitTypes.valueOf((String)e.getObject(D.UNIT_TYPE.ordinal())); if (ut == UnitTypes.Soldier) { renderer.testShader.begin(); renderer.testShader.setUniformMatrix("u_mvpMatrix",mEntityMatrix); renderer.texture_soldier.bind(0); Vector2 pos = (Vector2) e.getObject(D.COORDS.ordinal()); mEntityMatrix.set(renderer.mCamera.combined); if (mSelectedEntities.contains(e)) { mEntityMatrix.translate(pos.x, 1f, pos.y); renderer.testShader.setUniformf("v_color", 0.5f,0.5f,0.5f,1f); } else { mEntityMatrix.translate(pos.x, 0f, pos.y); renderer.testShader.setUniformf("v_color", 1f,1f,1f,1f); } mEntityMatrix.scale(0.2f, 0.2f, 0.2f); renderer.model_soldier.render(renderer.testShader,GL20.GL_TRIANGLES); renderer.testShader.end(); } else if (ut == UnitTypes.Enemy_Infiltrator) { renderer.testShader.begin(); renderer.testShader.setUniformMatrix("u_mvpMatrix",mEntityMatrix); renderer.testShader.setUniformf("v_color", 1.0f,1,1,1.0f); renderer.texture_enemy_infiltrator.bind(0); Vector2 pos = (Vector2) e.getObject(D.COORDS.ordinal()); mEntityMatrix.set(renderer.mCamera.combined); mEntityMatrix.translate(pos.x, 0f, pos.y); mEntityMatrix.scale(0.2f, 0.2f, 0.2f); renderer.model_enemy_infiltrator.render(renderer.testShader,GL20.GL_TRIANGLES); renderer.testShader.end(); } } }

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  • How do I convert a partially transparent image into polygons?

    - by user82779
    I'm using GLEE2D, a level editor allowing me to import images, scale them, rotate them, and position them onto layers and export the data into XML format. However, it does not tell me objects' boundaries. I can calculate them, but only given the original image's polygons. How do I get polygons of objects in a transparent image? An example object (I outlined it): How would I turn the object, knowing the scaled size of the image, into polygons? Is there an algorithm for this? I'll use OpenGL to draw them.

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  • setting the position in different resolution

    - by Moaz
    I have a normal game window which is 640*480, and everything is fine, but when I try to maximize the window, the objects translate to different positions on the screen, for example If I have a circle which is drawn at the center in the normal window, when I try to maximize it, it shifts away from the center of the screen. How do I adjust it so it draws at the center in both normal window and maximized window ?

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  • How to Use Text in Unity3d

    - by ZiG-ZaG
    How Can i Create Text in Unity3D? I Use "3D Text" But Its Always on Top Of Everything! Can You Suggest Anything? I creating a 2D Game So its not Necessarily a 3D Text.. Edit: Because I Building a 2D Game My Scene is Full of Planes in Front of Camera And I want My Text to be Over One of the Planes and when plane is moving My Text appears behind it. But When I Use "3D Text" Its Always In Front of Everything. Sorry for My Bad English...

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  • Deleting a game object

    - by Balls
    I tried doing this but it cause an access violation. void GameObjectFactory::Update() { for( std::list<GameObject*>::iterator it=gameObjectList.begin() ..... (*it)->Update(); } void Bomb::Update() { if( time == 2.0f ) { gameObjectFactory->Remove( this ); } } void GameObjectFactory::Remove( ... ) { gameObjectList.remove( ... ); } My thoughts would be to mark the object to be dead then let the factory handle it the on next frame for deletion. Is it the best and fastest way? What do you think?

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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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  • Where can I get a list or data base of light reflectance values for different materials?

    - by mikidelux
    I'm implementing lighting for a WebGL app but I'm not an artist so I don't know how to generate or where to obtain a list of materials with its values (diffuse, specular, ambient and shininess). I've been searching a lot but with no luck. Is there any list or DB I might have overlooked? Any common repository or something similar? Thanks in advance. Note: English is not my main language, let me know if you don't understand something and I'll try to rephrase it.

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  • Multiply mode in SpriteBatch

    - by ashes999
    I have a "lighting" texture (black background with white or colours for lights) that I want to draw as a multiplcation operation. SpriteBatch.Begin can specify BlendState.Additive, but there's no BlendState.Multiplicative. I also tried the solution in this answer, but it didn't work -- even when I (incorrectly?) changed the code to work with XNA 4 style ColorDestinationBlend, I ended up with the final solution being inverted (black area where the light is, everything else is visible). I initially thought of a shader, but I couldn't get shaders to work with MonoGame, so I'm falling back to SpriteBatch.

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  • How do I get a collision event from a KActor subclass?

    - by Almo
    I have a subclass of KActor, and I want an event when it collides with things. event RigidBodyCollision seems to be what I want according to this http://wiki.beyondunreal.com/UE3:Actor_events_%28UDK%29#RigidBodyCollision Called when a PrimitiveComponent this Actor owns has: -bNotifyRigidBodyCollision set to true -ScriptRigidBodyCollisionThreshold greater than 0 -it is involved in a physics collision where the relative velocity exceeds ScriptRigidBodyCollisionThreshold As far as I can tell, I have these set up, and the event is not called for any collisions (KActor-KActor, KActor-world geometry, etc). Is there something else I need to do?

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  • Mobile Game Engine

    - by Jason Crosby
    I am trying to track down a game engine for developing mobile games for ios and android. I have been looking for weeks now and havent found what i am looking for. I like jmonkey engine for making desktop games. Its easy to use and it comes with everything you need. Its more that just some libraries. I'm looking for something similar for developing mobile games. I'd like it to be easy to use and have everything included not just a collection of libraries. And I would prefer to write in c++. I'm not looking for "the best". I'm just looking for some engines that match my criteria so I can try them out and see which one works best for me.

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  • What is the correct install process to setup Node.js with Windows Azure Emulator

    - by PazoozaTest Pazman
    This question is related to this question: Node.js running under IIS Express Keeps Crashing to which I need help with reinstalling and getting node.js up and running in windows emulator working. Hello I am reinstalling my machine: Toshiha Laptop 2 GB Ram 32 bit processor What is the correct procedure from start to finish to get node.js development working, so far nothing has worked and the emulator (IIS Express) worker processor keeps crashing. No matter how many instances they all end up crashing. Up until two weeks ago my node development was working fine, but I had to do a reinstall, and since then I haven't been doing any node.js development on windows emulator because the latest June 2012 Azure SDK for Node.js is buggy. These are the steps I have taken: 1) Reformat HD 2) Insert Windows 7 N SP1 CD 3) Reboot machine into CD installation 4) Follow and wait until Windows 7 installed 5) Run Add/Remove programs + enable IIS + IIS management tools 6) Run Windows Update (installed about 53 updates) 7) Go here http://www.windowsazure.com/en-us/develop/nodejs/ 8) Click Windows Installer June 2012 and install Windows Azure SDK for Node.js - June 2012 9) Run Azure Powershell 10) Navigate to c:\node\testSite\webrole1 11) launch site: start-azureemulator -launch 12) Play around on website (then crash!) Problem signature: Problem Event Name: APPCRASH Application Name: iisexpress.exe Application Version: 8.0.8298.0 Application Timestamp: 4f620349 Fault Module Name: iiscore.dll Fault Module Version: 8.0.8298.0 Fault Module Timestamp: 4f63b65c Exception Code: c0000005 Exception Offset: 00021767 OS Version: 6.1.7601.2.1.0.256.28 Locale ID: 1033 Additional Information 1: f66d Additional Information 2: f66d807b515d6b2dc6f28f66db769a01 Additional Information 3: 7b2f Additional Information 4: 7b2f6797d07ebc2c23f2b227e779722e Am I missing a step in my resintall process? Do I have all the required files to do node.js windows azure emulator development? Why is IIS Express crashing all the time? Can I still do node.js windows azure emulator development without using IIS Express and use my local Windows 7 N (SP1) IIS 7.x that comes shipped?

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  • Modular spaceship control

    - by SSS
    I am developing a physics based game with spaceships. A spaceship is constructed from circles connected by joints. Some of the circles have engines attached. Engines can rotate around the center of circle and create thrust. I want to be able to move the ship in a direction or rotate around a point by setting the rotation and thrust for each of the ship's engines. How can I find the rotation and thrust needed for each engine to achieve this?

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  • Vectors with Circles Physics -java

    - by Joe Hearty
    This is a problem I've been having, When making a set number of filled circles at random locations on a JPanel and applying a gravity (a negative change in the y), each of the circles collide. I want them to have collision detection and push in the opposite direction using vectors but i don't know how to apply that to my scenario could someone help? public void drawballs(Graphics g){ g.setColor (Color.white); //displays circles for(int i = 0; i<xlocationofcircles.length-1; i++){ g.fillOval( (int) xlocationofcircles[i], (int) (ylocationofcircles[i]) ,16 ,16 ); ylocationofcircles[i]+=.2; //gravity if(ylocationofcircles[i] > 550) //stops gravity at bottom of screen ylocationofcircles[i]-=.2; //Check distance between circles(i think..) float distance =(xlocationofcircles[i+1]-xlocationofcircles[i]) + (ylocationofcircles[i+1]-xlocationofcircles[i]) ; if( Math.sqrt(distance) <16)

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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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  • Implementing Explosions

    - by Xkynar
    I want to add explosions to my 2D game, but im having a hard time with the architecture. Several game elements might be responsible for explosions, like, lets say, explosive barrels and bullets (and there might be chain reactions with close barrels). The only options i can come up with are: 1 - Having an array of explosions and treat them as a game element as important as any other Pros: Having a single array which is updated and drawn with all the other game element arrays makes it more organized and simple to update, and the explosive barrels at a first glance would be easy to create, simply by passing the explosion array as a pointer to each explosive barrel constructor Cons: It might be hard for the bullets to add an explosion to the vector, since bullets are shot by a Weapon class which is located in every mob, so lets say, if i create a new enemy and add it to the enemy array, that enemy will have a weapon and functions to be able to use it, and if i want the weapon (rocket launcher in this case) to have access to the explosions array to be able to add a new one, id have to pass the explosion array as a pointer to the enemy, which would then pass it to the weapon, which would pass it to the bullets (ugly chain). Another problem I can think of is a little more weird: If im checking the collisions between explosions and barrels (so i create a chain reaction) and i detect an explosion colliding with a barrel, if i add a new explosion while im iterating the explosions java will trow an exception. So this is kinda annoying, i cant iterate through the explosions and add a new explosion, i must do it in another way... The other way which isnt really well thought yet is to just add an explosive component to every element that might explode so that when it dies, it explodes or something, but i dont have good ways on implementing this theory either Honestly i dont like either the solutions so id like to know how is it usually done by actual game developers, sorry if my problem seems trivial and dumb.

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  • How can I make a character move forward in a certain direction?

    - by Shaun Wild
    I have an entity class which is updated every game tick. Let's just assume said entity moves forward constantly. What i want to know is, how can i make it so that i can give an angle to a function and it will make my entity move in that direction. let's say for example moveForward(90); Would make my character move to the right, or for example declaring my rotation as a global Integer: moveForward(rotation); rotation++; Would make my entity move around in a small circle, I assume this includes some kind of vector math, which I haven't done any studying on so a brief explanation of that if it's necessary would be nice. I would appreciate a small code snippet and an explanation I can analyze, thanks in advanced :)

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  • Multiple ( V- / I- ) Buffers, is it sane?

    - by Techie
    Currently I am developing an RTS game using XNA ( / ANX.Framework ). There is one thing bothers me. I am not sure in what way or how to organise Buffers. Should I use a new Vertexbuffer for any object ( e.g. a Char, a Table, an model ) or is it better to use ONE HUGE/ BIG Buffer to store any geometry in? I am still new to 3D Programming though I finished yet couple games using DirectX 9. Well, I hope this question qin't a duplicate and I appreciate any answer leading me into the right direction.

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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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  • How can I derive force vectors from velocity vectors?

    - by PixelRouter
    I'm making a 2d shooter ala Geometry Wars. I've got my own simple physics at work driving the background grid and all my entities. To move anything in the world I apply a Vector2d force to it. The 'engine' calculates the resulting acceleration and therefore the velocity. I am trying to port some code I found which implements the classic 'Boids' flocking algorithm, but the code I have works by calculating the Boids' velocities directly, so If i use it as is, it bypasses my physics engine. How I can translate the velocity vectors into force vectors that I can apply to the Boids and which will result in the proper velocities via my physics engine.

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  • How to move the rigidbody at the position of the mouse on release

    - by Edvin
    I'm making a "Can Knockdown" game and I need the rigidbody to move where the player released the mouse(OnMouseUp). Momentarily the Ball moves OnMouseUp because of rigidbody.AddForce(force * factor); and It moves toward the mousePosition but doesn't end up where the mousePosition is. Here's what I have so far in the script. var factor = 20.0; var minSwipeDistY : float; private var startTime : float; private var startPos : Vector3; function OnMouseDown(){ startTime = Time.time; startPos = Input.mousePosition; startPos.z = transform.position.z - Camera.main.transform.position.z; startPos = Camera.main.ScreenToWorldPoint(startPos); } function OnMouseUp(){ var endPos = Input.mousePosition; endPos.z = transform.position.z - Camera.main.transform.position.z; endPos = Camera.main.ScreenToWorldPoint(endPos); var force = endPos - startPos; force.z = force.magnitude; force /= (Time.time - startTime); rigidbody.AddForce(force * factor); }

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