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  • SetCursor reverts after a mouse move

    - by Joe Ludwig
    I am using SetCursor to set the system cursor to my own image. The code looks something like this: // member on some class HCURSOR _cursor; // at init time _cursor = LoadCursorFromFile("somefilename.cur"); // in some function SetCursor(_cursor); When I do this the cursor does change, but on the first mouse move message it changes back to the default system arrow cursor. This is the only code in the project that is setting the cursor. What do I need to do to make the cursor stay the way I set it?

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  • Game engine design: Multiplayer and listen servers

    - by jarx
    My game engine right now consists of a working singleplayer part. I'm now starting to think about how to do the multiplayer part. I have found out that many games actually don't have a real singleplayer mode, but when playing alone you are actually hosting a local server as well, and almost everything runs as if you were in multiplayer (except that the data packets can be passed over an alternate route for better performance) My engine would need major refactoring to adapt to this model. There would be three possible modes: Dedicated client, Dedicated server and Client-Server (listen mode) * How often is the listen-server model used in the gaming industry? * What are the (dis)advantages of it? * What other options do I have?

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  • Deterministic Multiplayer RTS game questions?

    - by Martin K
    I am working on a cross-platform multiplayer RTS game where the different clients and a server(flash and C#), all need to stay deterministically synchronised. To deal with Floatpoint inconsistencies, I've come across this method: http://joshblog.net/2007/01/30/flash-floating-point-number-errors/#comment-49912 which basically truncates off the nondeterministic part: return Math.round(1000 * float) / 1000; Howewer my concern is that every time there is a division, there is further chance of creating additional floatpoint errors, in essence making it worse? . So it occured to me, how about something like this: function floatSafe(number:Number) : Number {return Math.round(float* 1024) / 1024; } ie dividing with only powers of 2 ? What do you think? . Ironically with the above method I got less accurate results: trace( floatSafe(3/5) ) // 0.599609375 where as with the other method(dividing with 1000), or just tracing the raw value I am getting 3/5 = 0.6 or Maybe thats what 3/5 actually is, IE 0.6 cannot really be represented with a floatpoint datatype, and would be more consistent across different platforms?

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  • Basic game architechture best practices in Cocos2D on iOS

    - by MrDatabase
    Consider the following simple game: 20 squares floating around an iPhone's screen. Tapping a square causes that square to disappear. What's the "best practices" way to set this up in Cocos2D? Here's my plan so far: One Objective-c GameState singleton class (maintains list of active squares) One CCScene (since there's no menus etc) One CCLayer (child node of the scene) Many CCSprite nodes (one for each square, all child nodes of the layer) Each sprite listens for a tap on itself. Receive tap = remove from GameState Since I'm relatively new to Cocos2D I'd like some feedback on this design. For example I'm unsure of the GameState singleton. Perhaps it's unnecessary.

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  • What are good JS libraries for game dev?

    - by acidzombie24
    If I decide to write a simple game both text and graphical (2d) what libraries would I use? (Assume we are using a HTML5 compatible browser) The main things I can think of Rendering text on screen Animating sprites (using images/css) Input (capturing the arrow keys and getting relative mouse positions) Perhaps some preloading resource or dynamically loading resources and choosing order Sound (but I am unsure how important this will be to me at first). Perhaps with mixing and chaining sounds or looping forever until stop. Networking (low priority) to connect a user to another or to continuously GET data without multiple request (I know this exist but I don't know how easy it is to setup or use. But this isn't important to me. Its for the question).

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  • What cars on roads game engines are there?

    - by David Thielen
    What game engines are there that support laying out a map of roads and handle vehicle movement on the roads. Something similar to the basic functionality in Transport Tycoon/Locomotion. I don't care about looks (although prettier is better) and top down or isometric is fine. I just need a simple way to create maps and move cars on it. And preferably the cars do take time to speed up and slow down as they go from stopped to full speed. Prefer in Windows (any API in Windows). I also prefer a free engine as this is just for internal use. I have found CarDriving 2D - does anyone know if it works well?

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  • How do I make Geany my default editor on Ubuntu?

    - by Programming Noob
    I actually want to change the default text editor on my Ubuntu 12.04 from nano to Geany. When I used this code: update-alternatives --config editor .. I don't see Geany in the list. So to add Geany, this is supposed to work right? update-alternatives --install /usr/bin/geany geany /usr/bin/geany 10 Also, on a side note, can you tell me if you would personally suggest me to change the default editor from nano to Geany, and why?

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  • Problem when scaling game screen in Libgdx

    - by Nicolas Martel
    Currently, I'm able to scale the screen by applying this bit of code onto an OrthographicCamera Camera.setToOrtho(true, Gdx.graphics.getWidth() / 2, Gdx.graphics.getHeight() / 2); But something quite strange is happening with this solution, take a look at this picture of my game below Seems fine right? But upon further investigation, many components are rendered off by one pixels, and the tiles all are. Take a closer look I circled a couple of the errors. Note that the shadow of the warrior I circled appears fine for the other warriors. Also keep in mind that everything is rendered at pixel-perfect precision when I disable the scaling. I actually thought of a possible source for the problem as I'm writing this but I decided to still post this because I would assume somebody else might run into the same issue.

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  • Which programming language to get into?

    - by user602479
    I'm ending my third term in a few weeks so I have some spare time coming up. I'd like to spend it seriously digging into programming. My problem: I'm not sure which language to begin with. Just to be clear, I don't want to start a language-y-compared-to-language-z discussion. There are a some other issues that play a major role. In my 5th term I'm going to be participating in a major practical course which will include either Java or C programming. It will take a lot of time and energy, as I found out while talking to a few students who passed the final exams (only 15% pass on their first try). Which practical course I will take is randomly decided. My skills so far are the absolute basics of Java and C programming. I know the different data types and how to handle them, objects, pointers, thread programming, etc. All of that is on a very low level, though. My question now is, what language should I start seriously practicing? Java: I did my first GUIs with this language. I'm familiar with Eclipse but I need a project to work on (which I don't have) to really keep me pushing. Besides that, I don't think it would help me if I have to do C in a year. C: As with Java, I can't think of a personal project to keep me working and keep me interested in programming. If I get assigned to Java in a year, this wouldn't give me any advantages either, would it? (No objects, etc.) Objective-C: I recently came up with this idea. I have a Mac; I'm not really familiar with Xcode but I have one or two personal projects I'd like to work on. Further, I would be working with objects (as in Java) and C language constructs which would both be great for this practical course in a year. What do you think I should begin with? Should I just stick to Java and hope for the best, force myself through C or start (nearly) completely from the beginning with Objective C? Maybe you folks could give me some good advice that would stop me from switching from one language to the next?

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  • The underlying mechanism in 'yield return www' of Unity3D Game Engine

    - by thyandrecardoso
    In the Unity3D game engine, a common code sequence for getting remote data is this: WWW www = new WWW("http://remote.com/data/location/with/texture.png"); yield return www; What is the underlying mechanism here? I know we use the yield mechanism in order to allow the next frame to be processed, while the download is being completed. But what is going on under the hood when we do the yield return www ? What method is being called (if any, on the WWW class)? Is Unity using threads? Is the "upper" Unity layer getting hold of www instance and doing something?

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  • Involving kids into programing - which language? [closed]

    - by boj
    Possible Duplicate: What are some good tools for introducing kids to programming? Long-long time ago I had a great book by Frank DaCosta about writing adventure games in Basic, it had a great influence on me. I would like to show the world of programming to my child too but I have two problems: I can not found books like DaCosta's (but we can replace it with our fantasy so not a big deal) Which programming language should I use? Small Basic?

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  • How to prepare a game for localization?

    - by kevin42
    Many projects don't think about localization until the game is done. Then localization is done as a hack, and it's obvious that it was added on later. Some specific areas of concern: Text strings (obviously) Audio clips such as music and/or narratives Text rendered on textures (e.g. a label on a crate) Text rendered in frames in pre-rendered movies Fonts/Character sets for different languages Etc. What are some good ways to prepare for these challenges in the initial development stages, so you can make it easier without incurring too much cost up front?

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  • Handling cameras in a large scale game engine

    - by Hannesh
    What is the correct, or most elegant, way to manage cameras in large game engines? Or should I ask, how does everybody else do it? The methods I can think of are: Binding cameras straight to the engine; if someone needs to render something, they bind their own camera to the graphics engine which is in use until another camera is bound. A camera stack; a small task can push its own camera onto the stack, and pop it off at the end to return to the "main" camera. Attaching a camera to a shader; Every shader has exactly one camera bound to it, and when the shader is used, that camera is set by the engine when the shader is in use. This allows me to implement a bunch of optimizations on the engine side. Are there other ways to do it?

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  • How to find all clusters of forest on map?

    - by Damir
    How to find all clusters of forest on map ? I have simple class cell like (Type is enum {RIVER, FOREST,GRASS,HILL} class Cell{ public: Type type; int x; int y }; and map like vector<Cell> grid. Can anyone suggest me algorithm to create list<list<Cell>> clusters where list contains FOREST cells in same cluster (cluster are set of connected cells - connection can be in eight direction:up,down,left,right,up_right,up_left,down_left,down_right)? I need to find all clusters of forest on map and put every single cluster in list<Cell>.

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  • Odds For Fighting Game

    - by thinkfuture
    I'm creating a fighting game where two opponents face off against each other in the ring. While I've been able to figure out the odds of a player winning based on previous wins/losses, I have yet to find a formula which modifies those odds based on opponent. For example: Player 1: W:5 L:5 - 1/1 odds Player 2: W:5 L:0 - 1/5 odds I want to calculate the odds that Player 1 will wins against player 2. Compounding this the players could be of different levels: if the players are within a few levels of each other, the odds should map closely to wins/losses. However, as the levels diverge, the odds of the lower level player winning reduce. As a swag: Player 1 - W:5 L:5 - 1:1 odds Against a level 8 - 1:2 Against a level 9 - 2:3 Against a level 10 - 1:1 Against a level 11 - 3:2 Against a level 12 - 2:1 These are just estimates, my sense is that there is a math formula out there which will calculate that - can anyone out there point me to what this could be? Thanks...Chris

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  • What new games are available for Ubuntu in 2011?

    - by Oli
    I know there have been other questions like "What native games are available?" and they often have issues because they turn into a never-ending list of every game ever released for Linux. But I'd like to know what's coming out this year. Good answers can include: A game that's coming out in 2011 A Linux port being released for games that might be older (eg Trine) As much information and as many screenshots and links as possible Few old games unless they're doing a major update that changes the game very significantly. One game per answer, add as much information as possible and work with each other to build a catalogue of awesome things to look forward to this year.

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  • Tunnels in pseudo 3D racing game

    - by Nicholas
    How would one go about doing tunnels in a pseudo 3D racing game ? The main problem I have at the moment is perspective - I cant think of a way, beyond having to Z sort the sprites and tunnel coordinates, so that vehicles are displayed in front of the tunnel entrance and somehow block the display when out of site. I would like my tunnels to be used on both flat, curved and hills and slopes. The tunnel enterance/exit is made up of 3 separate graphics, (left, right and top), whilst inside the tunnel it is just one line graphic along the top (the idea being its supposed to be a set distance above the current vertical road position). As you can see from the picture, the vehicles are still being rendered whilst in the tunnel. I've converted the Code Incomplete road system to GLBasic.

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  • Game maps with "counties" that are split along lines that aren't necessarily straight

    - by pm_2
    I want to create a game environment that supports a 2D map. This is a really basic map, but must be split along lines that are not necessarily straight. So imagine a country with county boundaries. I then want to be able to detect drag / drop events within these counties. What I'm really looking for here is a pointer to where to start on this (how it has been done before - any existing libraries out there), as I'm sure that what I'm trying to do is not new - although I can't find a beginners guide for this anywhere.

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  • Detecting tile with height in isometric game

    - by Carlos Navarro
    I'm trying to create an isometric tile-based game (for iPhone) and I'm having trouble with height in tiles. What I currently do (without heights) is apply some mathematic transformations to my 2D-matrix (which represent the tiles) so that I know where in the screen (x,y) should I place the isometric tile. Then, when the user clicks somewhere in the screen, I take that values and pass them through a function (kind of f^-1) to get which tile it belongs to. This works perfectly. My problem is: imagine that I want some tiles to have a different height from others. In order to draw the tile itself its pretty simple, since the z-coordinate has no transformation in the isometric approach used in games (z'=z). BUT what if I want to calculate the tile coordinate (defined by X-tile and Y-tile) from the touch coordinates (x,y)? Any guess?

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  • Best practices on separating Update and Draw on game loop

    - by Galvanize
    I've been working on my first HTML5 prototype and I found a good model that uses the regular Update and Draw loop we see in game dev. My question is, where does one end and the other begins? The question popped when I wanted to rotate and draw an Image, and I kept wondering if the work of changing the tranformation matrix (that I presume would be a bit expensive since it works on the whole pixel array of an image) and calculating the right position do draw it would characterize drawing work, or maybe not, since after that I may need to check for collision or something similar. Thinkig of it, seems like a silly question, but I would like some advice from more experienced developers. Where does does update ends and draw starts? Thanks in advance.

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  • What''s easy extensible technique to store game data?

    - by Miro
    I'm looking for library/technique for storing my game resources - levels, object (effects,world info), items(price,effects,...), NPC(visual info, behavior), everything except graphics/audio stuff. I've seen lua used for Awesome WM configuration. protobuf looks good, but it seems to be designed for network communication. I've tried to write my own parser, but as the project grows it's more and more harder to manage it and catch all the bugs. My requiremets: stability easy extension of data without need to convert older versions to newer good(don't have to be the best) performance of loading not much coding not XML!

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  • Setting density for Android game

    - by Asghar
    I am developing an Android game, in which a ball (bitmap) translates( is in motion). So I have provided motion equations for the ball. I have checked my app on Samsung galaxy S2 whose actual density is roundly 252 dpi, and It works fine on that. So my question is that Does these motions of bitmaps in surfaceView, depends on actual density of phone( i.e 252 dpi for S2) or generalized density(i.e 240 dpi). I am confused whether if I run this app on 235 dpi smartphone, So will it have the same performance of motion as it is on Galaxy S2( with 252 dpi) or it would be little slow ? Any help will be appreciated.

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  • Animations / OpenGL (ES 2) in game menu

    - by user16547
    (I am specifically asking for Android) If you look at Angry Birds (and in fact many other games), you can already see a lot of animations & effects going in the main menu and in other places even before starting to play. I assume they are done with OpenGL, more precisely a FrameLayout is used and inside it a GLSurfaceView is somewhere at the bottom of the hierarchy; above the GLSurfaceView you have regular Android buttons and texts. Is this how it's done*? Also would you reuse the same GLSurfaceView when running the actual game or should another one be created? *I am aware an alternative approach would be to make absolutely everything in OpenGL. Of these two I prefer the FrameLayout one, but I don't know whether other developers agree.

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  • Defeating a Poker Bot.

    - by The Rook
    There is a new Open Source poker bot called PokerPirate. I am interested in any creative ways in which a web application could detect/thwart/defeat a poker bot. (This is a purely academic discussion, in the same spirit that PokerPirate was written.)

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  • 2D platformer gravity physics with slow-motion

    - by DD
    Hi all, I fine tuned my 2d platformer physics and when I added slow-motion I realized that it is messed up. The problem I have is that for some reason the physics still depends on framerate. So when I scale down time elapsed, every force is scaled down as well. So the jump force is scaled down, meaning in slow-motion, character jumps vertically smaller height and gravity force is scaled down as well so the character goes further in the air without falling. I'm sending update function in hopes that someone can help me out here (I separated vertical (jump, gravity) and walking (arbitrary walking direction on a platform - platforms can be of any angle) vectors): characterUpdate:(float)dt { //Compute walking velocity walkingAcceleration = direction of platform * walking acceleration constant * dt; initialWalkingVelocity = walkingVelocity; if( isWalking ) { if( !isJumping ) walkingVelocity = walkingVelocity + walkingAcceleration; else walkingVelocity = walkingVelocity + Vector( walking acceleration constant * dt, 0 ); } // Compute jump/fall velocity if( !isOnPlatform ) { initialVerticalVelocity = verticalVelocity; verticalVelocity = verticalVelocity + verticalAcceleration * dt; } // Add walking velocity position = position + ( walkingVelocity + initialWalkingVelocity ) * 0.5 * dt; //Add jump/fall velocity if not on a platform if( !isOnPlatform ) position = position + ( verticalVelocity + initialVerticalVelocity ) * 0.5 * dt; verticalAcceleration.y = Gravity * dt; }

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