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  • Entity System and rendering

    - by hayer
    Okey, what I know so far; The entity contains a component(data-storage) which holds information like; - Texture/sprite - Shader - etc And then I have a renderer system which draws all this. But what I don't understand is how the renderer should be designed. Should I have one component for each "visual type". One component without shader, one with shader, etc? Just need some input on whats the "correct way" to do this. Tips and pitfalls to watch out for.

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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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  • How much memory can i safely use on android?

    - by xastor
    To make my game more fluid, I try to prevent memory allocations during the game I am writing. To that end, I allocate a whopping 16MB of buffers on startup and then use those as I go along. When I check in Eclipse my game now uses 24MB in total, which does not change noticeably during the game. This all works fine on the phone I have now (android 2.3, motorola defy) but I wonder if I'm going to run into problems with this on other phones or tablets that run android 2.2 or higher (which is what I'm aiming for)?

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  • How should i learn to make a game in c++ [on hold]

    - by Foo
    I been having a lot of trouble making a game by myself in c++. I know c++, I know how to implement anything I just don't know how to make all the classes work into a game it just turn into a lot of useless coding and the game never get off the basic drawing, input etc. I read sfml game developemt and the choice the author make are working and I say to myself "I would have never thought of making a scene node class and doing x that way" I just think I can't put my thoughts into working classes and make them communite the right way and make it work. Any help. Sorry I got bad English and I am not a native English speaker. And a grammar edits are welcome and tag fixing.

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  • Help with off-game tasks

    - by peoro
    I love writing video games for fun, and often do that. I noticed, anyway, that most of the times implementing the gameplay itself doesn't take too much time to me (maybe because I already did that plenty times and know what and how to do for most of the things), but when I try to implement off-game stuff I get lost. By off-game I mean what is not gameplay: menus, cutscenes between levels, world map to choose levels, saving and loading status, managing replays ... Only tried to write a few of these a few times, but always failed; that's why I never really completed and distributed a game. Are these common problems? And where should I start to do this? Where could I find some books/guides about such stuff?

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  • What class to use in order to have a number move around the screen?

    - by AllenZ41
    What i am trying to accomplish is have a randomly created number move around the screen but it is touchable. I am planning to have lots of numbers on the screen, so my question is what class is appropriate to use, so I could set a number randomly at run time and display it while it moves around the screen? I was planning the use a TextView, since I want to use a custom font of mine but I think creating a bunch at a time could cause a memory problem and to my understanding they cant move around the screen at runtime.

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  • Implementing hitbox polygon

    - by Delusional Logic
    I'm creating a shooter, it's still very early, but i'm implementing some polygon hitboxes. So far i have created a polygon class, and i'm looking into how i can hook it onto my player. I'm trying to stay away from having a Tick() function in my polygon class, and I would rather not update the position every tick (it would clutter up my tick functions). At the same time I would really like to have the positions in there somehow (it has a drawing function, and i will be using it for hit detection) How would i go about implementing this polygon object into my entities?

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  • Vector transform equation explanation

    - by cyberdemon
    I'm trying to understand the maths of moving points in a 3d space by making a game written in C#. I'm looking at this wolfire blog series which explains some basic 3d maths. I've read the first two parts but am stuck on the 3rd. I know it's all really rudimentary stuff but I find Googling for help with equations really hard. The one I'm struggling with is: 0*(0.66,0.75) + 2*(-0.75, 0.66) = (-1.5, 1.3) How can anything multiplied by 0 not be 0? So my question is how does this look in code: x(a,b) + y(c,d) I know it's basic stuff but I just can't see it.

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  • XNA Load/Unload logic (contentmanager?)

    - by Rhinan
    I am trying to make a point-and-click adventure game with XNA, starting off simple. My experience with XNA is about a month old now, know how the classes and inheritance works (basic stuff). I have a problem where I cannot understand how I should load and unload the textures and game objects in the game, when the player transitions to another level. I've googled this 10 times, but all I find is hard coding while I don't even understand the basics of unloading yet. All I want, is transitioning to another level (replacing all the sprites with new ones). Thanks in advance

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  • Drawing chunks, and positioning the camera

    - by Troubleshoot
    I've seen many questions and answers regarding how to draw tiled maps but I can't really get my head around it. Many answers suggest either loading the visible part of the map, or loading and unloading chunks of the map. I've decided the best option would be to load chunks, but I'm slightly confused as to how this would be implemented. Currently I'm loading the full map to a 2D array of buffered images, then drawing it every time repaint is called. Q1: If I were to load chunks of the map, would I load the map as a whole then draw the necessary chunk(s), or load & unload the chunks as the player moves along, and if so, how? My second question regards the camera. I want the player to be in the centre of the X axis and the camera to follow it. I've thought of drawing everything in relation to the map and calculating the position of the camera in relation to the players coordinates on the map. So, to calculate the camera's X position I understand that I should use cameraX = playerX - (canvasWidth/2), but how should I calculate the Y position? I want the camera to only move up when the player reaches cameraHeight/2 but to move down when the player reaches 3/4(cameraHeight). Q2: Should I check for this in the same way I check for collision, and move the camera relative to the movement of the player until the player stops moving, or am I thinking about it in the wrong way?

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  • If and else condition not working properly in xna [closed]

    - by user1090751
    I am developing chess like game and i wanted to show error message if user try to place any player inside the box which is not empty. For example in certain place if there is empty then the object(2d object) is placed else it should show error message. However in my program it is showing message everytime i.e when i place object on empty place then also it is showing error message. Please see the below code: protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here for (int i = 0; i < 25; i++) { MouseState mouseState; mouseDiBack = false; mouseState = Mouse.GetState(); if (new Rectangle(mouseState.X, mouseState.Y, 1, 1).Intersects(rect_arr[i])) { background_color_arr[i] = Color.Red; } else { background_color_arr[i] = Color.White; } if (new Rectangle(mouseState.X, mouseState.Y, 1, 1).Intersects(rect_arr[i]) && (mouseState.LeftButton == ButtonState.Pressed)) { if (boxes[i] != "goat" && boxes[i] != "tiger") { place = i; if (turn == "goat") { boxes[i] = "goat"; turn = "tiger"; } else { boxes[i] = "tiger"; turn = "goat"; } } else { errMsg = "This " + i + " block is not empty to place " + turn + ". Please select empty block!!"; } } } base.Update(gameTime); }

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  • Capture an area of a game, display it in a small window

    - by steakbbq
    I am looking to make a program that accomplishes some simple goals. I need to be able to specify an area of my screen to have reproduced in a window. Similar to who the windows magnifier works. I also need it to stay on top. I also need it to be transparent. I also need it to be ghost like(mouse clicks go through it) so the application below can be interacted with still. Here is what I am trying to do. What would be the best way to go about it? http://i.imgur.com/0ahi7.jpg

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  • TexturePacker ignores extensions

    - by The Oddler
    I'm using TexturePacker in one of my games, though when packing a bunch of textures their extension is kept in the data file. So when I want to find a texture I need to search for "image.png" instead of just "image". Is there an option to let texture packer ignore the extensions of my source images in the data file? Solved: So if anyone else wants this, here's the exported I made: https://www.box.com/s/bf12q1i1yc9jr2c5yehd Just extract it into "C:\Program Files (x86)\CodeAndWeb\TexturePacker\bin\exporters\UIToolkit No Extensions" (or something similar) and it should show op as an exporter.

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  • Android / IPhone / Desktop C++ Game Template

    - by OriginalDaemon
    I was wondering if anyone has come across any articles detailing how to set up a basic game in C++ for use in Android / IPhone / Desktop applications. My thoughts just now are that I would like to make my game as a library and have a different project for each device which just interfaces with this library. You know the kind of thing, bootstrap the program, call some library initialize, load and run routines and occasionally pass some information to the library like input. I was hoping someone would have made a template for this kind of thing but I just had no luck finding one. It seems to me that it's the kind of thing you really only have to do once, so I was hoping someone would have done it for me already.

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  • What is w componet [duplicate]

    - by Tifa
    This question already has an answer here: What does the graphics card do with the fourth element of a vector as the final position? 3 answers What is the W component on graphics programming. I read a blog about opengl that says that w must be equal to either 0 or 1 here. But the book I am currently reading has put w component to more than 1 value. So im kinda confuse what does it really do. The book I am reading is OpenGL es a quick start guide.

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  • MMORPG Server architecture: How to handle player input (messages/packets) while the server has to update many other things at the same time?

    - by Renann
    Yes, the question is is very difficult. This is more or less like what I'm thinking up to now: while(true) { if (hasMessage) { handleTheMessage(); } } But while I'm receiving the player's input, I also have objects that need to be updated or, of course, monsters walking (which need to have their locations updated on the game client everytime), among other things. What should I do? Make a thread to handle things that can't be stopped no matter what? Code an "else" in the infinity loop where I update the other things when I don't have player's input to handle? Or even: should I only update the things that at least one player can see? These are just suggestions... I'm really confused about it. If there's a book that covers these things, I'd like to know. It's not that important, but I'm using the Lidgren lib, C# and XNA to code both server and client. Thanks in advance.

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  • Cycling through ItemStacks whlie supplying data... LOST [on hold]

    - by user3251606
    Ok so i am working on a plugin for my server that will open and inventory and when closed it will pass items to this class... object of this class is to cycle through the inventory and use a cfg file to define items and prices and then grab that info in a for loop and add it all up... heres what i have thus far... public void sell(Player p, Inventory inv) { ListIterator<ItemStack> it = inv.iterator(); double total = 0; for (ItemStack is : inv) { is = it.next(); if (is.getType() != null) { String type = is.getType().toString(); //short dur = is.getDurability(); String check = ChestSell.plugin.getConfig().getString(type); p.sendMessage("Item Type: " + type); if (check != null) { int amou = is.getAmount(); double value = ChestSell.plugin.getConfig().getDouble(type + ".price"); double tv = amou * value; p.sendMessage("Items in chest: Type " + type + " Ammount: " + amou + " Value: $" + tv); } //TODO Add return Items } } p.sendMessage("You got paid $" + total + " for your items!"); inv.clear(); }

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  • Using bone joints

    - by raser
    I am trying to save bone joints to a file, and am using this format. I was wondering if anyone could clear up a few questions I have why do I need to provide rotation data for the bone, if I already gave it the location? How do I calculate the rotation of each axis if I have the relative location from the parent joint? ** EDIT ** After doing some more digging, I think that it has something to do with quaternions, so, could someone point me to a good resource on using quaternions for bone joints? ** EDIT AGAIN ** I think I've solved it, but I don't understand how it works. I can't seem to find any google results explaining it. I'd appreciate if anyone could send resources explaining it to me.

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  • Sprite batching seems slow

    - by Dekowta
    I have implemented a sprite batching system in OpenGL which will batch sprites based on their texture. How ever when I'm rendering ~5000 sprites all using the same texture i'm getting roughly 30fps. The process is as followed create sprite batch which also create a VBO with a set size and also creates the shaders as well call begin and initialise the render mode (at the moment just setting alpha on) call Draw with a sprite. This checks to see if the texture of the sprite has already been loaded and if so it just creates a pointer to the batch item and adds the new sprite coords. If not then it creates a new batch item and adds the sprite coords to that; it adds the batch item to the main batch. if the max sprite count is reached render will be called call end which calls render to render the left over sprites in the batch. and also resets the buffer offset render loops through each item in the batch and will bind the texture of the batch item, map the data to the buffer and then draw the array. the buffer will then be offset by the amount of sprites drawn. I have a feeling that it could be the method i'm using to store the batched sprites or it could be something else that i'm missing but I still can work it out. the cpp and h files are as followed http://pastebin.com/ZAytErGB http://pastebin.com/iCB608tA On top of this i'm also getting a weird issue where then two sprites are batched on after the other the second sprite will use the same coordinates as the last. And then when one if drawn after it is fine. I can't seem to find what is causing this issue. any help would be appreciated iv been sat trying to work this all out for a while now and cant seems to put my finger on what's causing it all.

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  • Function for building an isosurface (a sphere cut by planes)

    - by GameDevEnthusiast
    I want to build an octree over a quarter of a sphere (for debugging and testing). The octree generator relies on the AIsosurface interface to compute the density and normal at any given point in space. For example, for a full sphere the corresponding code is: // returns <0 if the point is inside the solid virtual float GetDensity( float _x, float _y, float _z ) const override { Float3 P = Float3_Set( _x, _y, _z ); Float3 v = Float3_Subtract( P, m_origin ); float l = Float3_LengthSquared( v ); float d = Float_Sqrt(l) - m_radius; return d; } // estimates the gradient at the given point virtual Float3 GetNormal( float _x, float _y, float _z ) const override { Float3 P = Float3_Set( _x, _y, _z ); float d = this->AIsosurface::GetDensity( P ); float Nx = this->GetDensity( _x + 0.001f, _y, _z ) - d; float Ny = this->GetDensity( _x, _y + 0.001f, _z ) - d; float Nz = this->GetDensity( _x, _y, _z + 0.001f ) - d; Float3 N = Float3_Normalized( Float3_Set( Nx, Ny, Nz ) ); return N; } What is a nice and fast way to compute those values when the shape is bounded by a low number of half-spaces?

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  • Version Not Final, Does not represent actual game footage?

    - by thinly veiled question mark
    Just curious about this. Frequently, a lot of gameplay videos from big studios have small subtitled text at the lower part of the screen, reading something like: Pre-Alpha Gameplay -- Footage not Final Game Footage not Final Pre-Alpha, Game here is not final Is there some sort of reason they do this? Is there some sort of legal ramification that they need to go through by adding this? I have especially seen some gameplay vids whose titles are "Alpha x.x.x", yet still, in the video itself, it always something like "footage not final, game may change".

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  • Game Object Design

    - by oisin
    I'm having a problem with the way I designed my first simple game in C++. I have GameObject (abstract class) and ObjectA which inherits the update() and draw() methods from GameObject. My main loop contains a linked list of GameObject*, and while that list is not empty it cycles through it, calling update on each one. Up until this point, I thought the design was standard(?) and would work. However, when I call update on ObjectA() I run into two problems: ObjectA can die which messes up the list, which in turn throws off the loop in main. ObjectA can spawn more ObjectA's but these are local scope and the update() goes out of scope, creating problems in main's list of GameObjects. I think my design if alright, but I'm having such problems with segmentation faults that there must be something seriously wrong with at least one part of my implementation. If anyone could point out any serious mistakes or simple examples of this being done (or even alternative designs) then I would greatly appreciate it!

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  • Should the networking of my game be a component or a service?

    - by aalcutt
    I am working on a windows game and I am trying to understand the XNA GameComponents and GameServices classes and use. From what I understand about a component is that it has an Update method that gets call in every frame, and a service can be referenced from other components if needed. So the way I think a network component would work is that in its Update method it would receive and send data. It probably makes sense to receive the network data once per frame, but it doesn't for sending it. Shouldn't the game send its own updates to others the moment it has it to cut down on lag?

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  • Separate update and render

    - by NSAddict
    I'm programming a simple Snake in Java. I'm a complete newbie when it comes to Java and Game Developing, so please bear with me ;) Until now, I have been using a UI thread, as well as a update-thread. The update thread just set the position, set the GameObjects, and so on. I didn't think much of concurrency, but now I've come to a problem. I wanted to modify the ArrayList<GameObject>, but it throws a java.util.ConcurrentModificationException. With a little research I found out that this happens because the two threads are trying to access the variables at the same time. But I didn't really find a way to prevent this. I thought about copying the array and swapping them out when the rendering is finished, but I would have to deep-copy them, which isn't really the best solution in my opinion. It probably eats up more CPU resources than a single-threaded game. Are there any other ways to prevent this? Thanks a lot for your help!

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  • what is the best way to add avoidance behaviour to an AI framework?

    - by SirYakalot
    I have a small AI framework for a shooting based game. Although this is rarely needed, as when agents are close to each other they are usually fighting, I would none the less like some way of implementing avoidance behaviour. For example, if in the future I wanted to take away their weapons and have many of them wonder around in a crowd, how would I make them not hit / pass through each other, but instead avoid each other? two ideas I had would be to add steering behaviour and allow that to deviate from their path, or to use a dynamic pathfinding technique. Are there better ways? What is the more respected practice?

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