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  • How can I ensure reasonably spaced out enemies

    - by Samuraisoulification
    I have a simple javascript game and I'm initializing their positions on the y axis using random numbers. How can I ensure that they are reasonably spaced apart? My simple algorithm is: y = (Math.random()*1000%600); However I frequently get enemies almost directly on top of each other. This is a huge problem for the game, since it's a word game and the enemies have text on their center, that if overlapped makes them impossible to kill since you can't see the words. Any advice would be appreciated! I'm pretty new to making games in general so this has all been a learning experience for me!

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  • Libgdx change color of Texture at runtime [on hold]

    - by Springrbua
    i allready asked this on Stackoverflow, but i think this question may belong here. In a Libgdx game i have some Animations for my Player. All the Frames for this Animation are inside a TextureAtlas. The Player Textures show a human, with a white T-Shirt. The T-Shirt is the only white part of the Player. Now i want to be able to replace the white color with red for Player1, with green for Player2 and so on. How can i do that, without loosing the advantage of the TextureAtlas (Texture switching)? Ofc 1 way would be to store 4 versions of every Frame, for 4 different Players (colors). But there are games out there, where you can fully customize the Player, give him a blue hat, red pants and pink shirts and so on. How can this be done? Thanks a lot! EDIT: The question on Stackoverflow

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  • Java single Array best choice for accessing pixels for manipulation?

    - by Petrol
    I am just watching this tutorial https://www.youtube.com/watch?v=HwUnMy_pR6A and the guy (who seems to be pretty competent) is using a single array to store and access the pixels of his to-be-rendered image. I was wondering if this really is the best way to do this. The alternative of Multi-Array does have one pointer more, but Arrays do have an O(1) for accessing each index and calculating the index in a single array seems to take one addition and one multiplication operation per pixel. And if Multi-Arrays really are bad, can't you use something with Hashing to avoid those addition and multiplication operations? EDIT: here is his code... public class Screen { private int width, height; public int[] pixels; public Screen(int width, int height) { this.width = width; this.height = height; // creating array the size of one index/int for every pixel // single array has better performance than multi-array pixels = new int[width * height]; } public void render() { for (int y = 0; y < height; y++) { for (int x = 0; x < width; x++) { pixels[x + y * width] = 0xff00ff; } } } }

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  • Can XNA Content Pipeline split one content file into several .xnb?

    - by Zeta Two
    Let's say I have an xml file which looks like this <Weapons> <Weapon> <Name>Pistol</Name> ... </Weapon> <Weapon> <Name>MachineGun</Name> ... </Weapon> </Weapons> Would it be possible to use a custom importer/writer/reader to create two files, Pistol.xnb and MachineGun.xnb which I can load individually with Content.Load()? While writing this I realized I could just import a Weapon[] list and split them up with a helper, but I'm still wondering if this is possible?

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  • Best way to get elapsed time in miliseconds in windows

    - by XaitormanX
    I'm trying to do it using two FILETIMEs, casting them to ULONGLONGs, substracting the ULONGLONGs, and dividing the result by 10000. But it's pretty slow, and I want to know if there is a better way to do it.I use c++ with visual studio 2008 express edition. This is what I'm using: FILETIME filetime,filetime2; GetSystemTimeAsFileTime(&filetime); Sleep(100); GetSystemTimeAsFileTime(&filetime2); ULONGLONG time1,time2; time1 = (((ULONGLONG) filetime.dwHighDateTime) << 32) + filetime.dwLowDateTime; time2 = (((ULONGLONG) filetime2.dwHighDateTime) << 32) + filetime2.dwLowDateTime; printf("ELAPSED TIME IN MS:%d",(int)((time2-time1)/10000));

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  • Android - Unity3D: setVisibility(View.VISIBLE) crashes

    - by Kazoeja
    I have a unity project and I use a Android (java) plugin to get camera data. I draw this on a TextureView. I want to hide/show this view when I press a button in unity. But my app crashes when I setVisibility onCreate UnityPlayer.currentActivity.addContentView(texView, new FrameLayout.LayoutParams(400, 400)); java: public void HideVideo() { //Hide view _TextureView.setVisibility(View.INVISIBLE); } Is there an extra function I need to call, or may I only call it on certain times? None of these thins work, they all make my app crash. _TextureView.setVisibility(View.INVISIBLE); _TextureView.setActivated(false); _TextureView.setAlpha(0); _TextureView.setTranslationY(-1000);

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  • How do you set the movement speed of a sprite?

    - by rphello101
    I'm using Slick 2D/Java to play around with graphics. Getting an image to move is easy: Input input = gc.getInput(); if(input.isKeyDown(sprite.up)){ sprite.y--; }else if (input.isKeyDown(sprite.down)){ sprite.y++; }else if (input.isKeyDown(sprite.left)){ sprite.x--; }else if (input.isKeyDown(sprite.right)){ sprite.x++; } However, this is called on every update, so if you hold up, the sprite moves to the edge of the screen in a few hundred milliseconds. Since coordinates are integers, I can't add less than 1 to slow the sprite down. I'm assuming I must have to implement a timer of some sort or something. Any advice?

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  • sprite animation in openGL

    - by Sid
    I am facing problems on implementing sprite animation in opneGL ES. i've googled it and the only thing i am getting is the Tutorial implementing via Canvas. i know the way but i am having problems in implementing it. What i need : A sprite animation on collision detection. What i did : Collision Detection function working properly. PS : everything is working fine but i want to implement the animation in OPENGL ONLY. Canvas won't work in my case.

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  • What's the best way to handle slopes for a platfomer game using Box2D

    - by songokuhd
    I would like to know if there is any known solution for handling the player's movement on slopes using Box2D engine. I tried to do it using a circle as the player. Everything was fine until I tried to walk on slopes, the main problem is that due to gravity, the circle does not stop on the slope. Please if somebody has tried this before I'll appreciate it. If you have a better solution without the physics engine would be fine for me too. Thank you.

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  • Creating a game engine in C++ and Python - Where do I start? [closed]

    - by Peter
    Yes, you read correctly, how does humble ole Peter here make an engine using the 2 languages he's proficient in to an extent. I have more than enough time and wish not to use any 3rd party "stuffs" (engine parts like methods, classes etc etc, fully from scratch). If anyone could PLEASE explain how this is done then i will love you forever. Thanks for reading, hoping for some productive answers. Thankyou very much. EDIT: Re read what i've said for the 4th time, forgot to mention; 2D sprite based, with voxels and physics. :D

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  • Finding cubes in frustum

    - by salmonmoose
    Working with an infinite set of cubes, is there a way of detecting which cubes exist within a frustum? Most frustum culling seems to work along the lines of running through all objects and seeing if they intersect - this is ok with a finite set of objects, or something like Octrees. I'm currently finding all cubes within the frustum's bounding box - but that's far more than I really need. I could then test these all against it, but I was wondering if I could skip a step.

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  • I finished "Beginning Android Games", should I use its framework?

    - by orod
    I've worked through Mario Zechner's "Beginning Android Games" and have made my own pong and asteroids game using the framework used in the book. I have also downloaded the source code for Replica Island and am able to run that. I like Replica Island's framework over the one I made from reading the book. Some differences are that Replica Island uses different activities for each screen instead of Zechner's Screen class and that Replica Island can use a lot of textures and isn't limited to textures with dimensions of powers of 2. If I'm serious about writing games and apps for Android should I learn Replica Island's framework and use that instead of the one I made while reading Zechner's book?

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  • 3D Mesh Collision Help

    - by BlackAfricano
    I am new to XNA (I have only been working in it for a countable number of weeks) as well as to these forums (I have only made 1-2 other posts), so this may seem like a strange request, but I am wondering if anybody knows about more advanced collision in XNA. So far I have only been able to figure out BoundingSphere's which seem to be the simplest of the methods, and I was thinking of looking more into BoundingBoxes because the game I have is a 2-3D platformer. The problem I realized was that if I wanted to get any more advanced than stages in the shape of a box, I would face some immediate dilemmas. I was hoping somebody here was knowledgeable on the subject and could inform me where I could get started learning how to do something like this: https://www.youtube.com/watch?v=ekMD_Gtt8d4 Although the game in this video isn't very pretty, the mesh collision looks like what I'm looking for. I am hoping for the most complete solution, if possible.

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  • Inversion of control in Unity?

    - by user3206275
    I am semi-experienced .NET developer who has just began working with Unity. I am trying to decide on how to make IoC work in Unity 4.X ( I have not yet tested anything), and I wonder what are the good ways of achieving it. This post and its answers states that Ninject won't work with Unity, however it is old. Is it still true? If yes, what are other means of achieving IoC in Unity ? Edit 1 : I am targeting mainly Windows platform. So I don't need platform interoperability, I just need it to work.

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  • Limiting the speed of a dragged sprite in Cocos2dx

    - by Frozsht
    I am trying to drag a row of sprites using ccTouchesMoved. By that I mean that there is a row of sprites (they are colored squares) lined up next to each other and if I grab one with a touch the rest follow it. However, if the sprite that is selected by touch moves too fast it creates a slight gap between it and the following sprites. How do I go about limiting the speed that I can drag the sprite with ccTouchesMoved? This is the only solution I could think of to my problem. If anyone has another suggestion to prevent this sprite gap from happening I would appreciate it.

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  • Best way to develop a level from Top down image using 3dmax

    - by fire'fly
    I have to create a game level from a top down view of an area. I used a plane converted to an editable poly to do the job. I used edges to create the top view of roads, walkways and parks so that i can extrude/edit them later. My problem is the curves in the road look blocky I tried appying mesh smooth modifier on the final model but that interfered with material mapping. Again i tried it on the plane without the extrusions and still the modifier does not work(The roads loose their shape). I know one way to solve the problem is to add more vertices on the curve and transform their location to create a more natural curve but i have a lot of curves so before doing it manually i need to know if there is a tool that refines the curves. Also i need to know if there is a better or proper way of doing the task.

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  • Provide A Scrolling "Camera" View Over A 2D Game Map

    - by BitCrash
    I'm in the process of attempting to create a 2D MMO type game with Kryonet and some basic sprites, mostly for my own learning. I have the back end set up great (By my standards) and I'm moving on to actually getting some things drawn onto the map. I cannot for the life of me figure out a solid way to have a "Camera" follow a player around a large area. The view pane for the game is 640 x 480 pixels, and each tile is 32x32 pixels (Thats 20 tiles wide and 15 high for the viewpane) I have tried a couple things to do this, but they did not seem to work out so well. I had a JScrollPane with 9 "Viewpane"-sized canvases in it, and tried to have the JScrollPane move in accordance with the player. The issue came when I reached the end of the JScrollPane. I tried to "Flip" canvases, sending the canvas currrently drawing the player to the middle of the 9 and load the corresponding maps onto the other ones. It was slow and worked poorly. I'm looking for any advice or previous experience with this; any ideas? Thank you! Edit and Clarification: I did not mean to mention Kryonet, I was merely providing peripheral information in case there was something that would help which I could not foresee. Instead of having an array of 9 canvases, why not just have one large canvas loading a large map every once in a while? I'm willing to have "load times" where as with the canvas array I would have none (in theory) to give the user a smooth experience. I could just change the size and location of the map with a modified setBounds() call on the canvas in a layered pane (layered because I have hidden swing items, like inventories and stuff) I'll try it out and post here how it goes for people asking the same question.

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  • have a problem with my 2nd quad bottom left vertex position ? weirdd

    - by RubyKing
    Hey all I'm just trying to add another quad to my frustum and when doing so I get this weird little error. What happens is the bottom left side of my quad seems to stick to the center point for no apparent reason that I can think of and or figure out from. has anyone else experienced this issue and knows a solution or would you like more information please do ask. here is my main.cpp file http://pastebin.com/g9q8uAsd I think its because of 2 different quad vertex array data is in the same array.

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  • What is the best way to manage large 3d worlds (i.e minecraft style)?

    - by SomeXnaChump
    After playing minecraft I was marvelling a bit at their large worlds but at the same time finding it extremely slow to navigate, even with a quad core and meaty graphics card. Now I assume its fairly slow because: A) Its written in Java, and as most of the actual spatial partitioning and other memory management activities happen in there it would be slower than a native C++ version. B) They are not partitioning their world very well I could be wrong on both assumptions, however it got me thinking about the best way to manage large worlds. As it is more of a true 3d world, where a block can exist in any part of the world, it is basically a big 3d array [x][y][z], where each block in the world has a type (i.e BlockType.Empty = 0, BlockType.Dirt = 1 etc). Now I am assuming to make this sort of world performant you would need to: a) Use a tree of some variety (oct/kd/bsp) to split all the cubes out, it seems like an oct/kd would be the better option as you can just partition on a per cube level not a per triangle level. b) Use some algorithm to work out if the blocks within the scene can currently be seen, as blocks closer to the user could obfuscate the blocks behind, making it pointless to render them. c) Keep the block object themselves lightweight, so it is quick to add and remove them from the trees I guess there is no right answer to this, but I would be interested to see peoples opinions on the subject.

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  • Data model for unlockable card collection

    - by Karlos Zafra
    My game has a collection of cards (about 64) that are unlocked (one by one) provided that 4 items are collected/gained in the game. Right now the deck of cards is modeled with a plist file, like this: <plist> <dict> <key>card1</key> <dict> <key>available</key> <true/> <key>series</key> <integer>1</integer> <key>model</key> <integer>1</integer> <key>color</key> <integer>1</integer> </dict> <key>card2</key> <dict> <key>available</key> <false/> <key>series</key> <integer>1</integer> <key>model</key> <integer>1</integer> <key>color</key> <integer>2</integer> </dict> The value for the key named "available" marks if the item is locked or not. Right now I have to include the data for the items collected by the user, but including that inside the plist looks like too much hassle. What kind of structure should be more suitable for this? How do you manage a collection of unlockable items like this?

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  • How to update a mesh position base on a pressed key?

    - by steven166
    I have a mesh loaded from a file, like a tiger mesh. At the first time it locates at A position, then if I press a left key, it will moves to B position but the problem is if I press a left key one more time, it will move from B position to C position. It means that the amount I want to move the mesh will base on the current position instead of the first time rendering position. I can do it if I have a array vertices then I just update the vertex buffer, but a mesh loaded from a file does not have an array vertices, so how to do it? Anybody help me, please?

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  • Help me choose an engine

    - by Gjorgji
    So far i've been trying to make a RTS in pygame but, i feel like 2d is not enough and pygame has me do a lot of stuff that i would not like doing. What i would like doing is working on the AI gameplay and such and not worying too much about how to display stuff,physics and the like too much. So far Unity has boo which is supposed to be similar to python i wonder if that could work. How similar is it to python should i use this? Other options as far as i can see are ogre3d python bindings and UDK. Which would best suit my needs?

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  • Random generation of interesting puzzle levels?

    - by monsterfarm
    I'm making a Sokoban-like game i.e. there's a grid that has some crates on it you can push and you have to get the crates on crosses to win the level (although I'm going to add some extra elements to it). Are there any general algorithms or reading material I can look at for how I could go about generating interesting (as in, not trivial to solve) levels for this style of game? I'm aware that random level generators exist for Sokoban but I'm having trouble finding the algorithm descriptions. I'm interested in making a game where the machine can generate lots of levels for me, sorted by difficulty. I'm even willing to constrain the rules of the game to make the level generation easier (e.g. I'll probably limit the grid size to about 7x7). I suspect there are some general ways to do level generation here as I've seen e.g. Traffic Jam-like games (where you have to move blocks around the free some block) with 1000s of levels where each one has a unique solution. One idea I had was to generate a random map in its final state (i.e. where all crates are on top of their crosses) and then the computer would pull (instead of push) these crates around to create a level. The nice property here is that we know the level is solvable. However, I'd need some heuristics to ensure the level was interesting.

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  • Why doesn't this ContentLoader project (VS2010 e) recognize Microsoft.Build.dll?

    - by IAbstract
    I am working with an XNA content loader sample. In the references for the project (VS 2010 Express) there are: Microsoft.Build Microsoft.Build.Framework //as well as the standard XNA framework and graphics references To emulate this project, I am trying to first add a reference to Microsoft.Build.dll. But Visual Studio warns me that it cannot load the .dll. I looked at MSDN and the document referenced Microsoft.Build.Evaluation. This is suppose to be available in the Microsoft.Build.dll and then I'll have access to the Project class. Has anyone had any experience with this?

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  • Knowledge of a Language vs. Games in Portfolio

    - by RedShft
    How important is the knowledge of a language versus the games that you have developed in your portfolio? To be more specific. Personally, I dislike C++ for several reason(mainly due to it's complexity, and pointers, and I prefer D as my language of choice thus far. Due to this, I've written two games in D instead of C++ that are my personal projects. Am I wasting my time with D? Should I start using C++ again? For reference, I have 6 months of experience in C++. It's the first language I learned. I have messed around with SDL/SFML and a bit of Direct3D with C++ as well. Even though I like D, i'd rather not waste my time learning it, if it in no way will help me get a job in the gaming industry.

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