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  • Problem with graphic Ubuntu 12.04 (not sure if it's because of the graphic driver)

    - by Duy Nguyen
    Ubuntu 12.04 was functioning properly . Then after an update, some graphic elements stop working properly. I could not launch programs that has 3D elements. Work space switcher's window displays 2D window instead of a 3D like usual. In Details menu, the Graphic row is blank. I am using Intel GMA 4500MHD graphic card. I am guessing that the driver is not properly installed? Anyone has the same issue? Please help!

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  • What tools should I consider if my strategy is to make a game available to as many platforms as possible?

    - by Kenji Kina
    We're planning on developing a 2D, grid-based puzzle game, and although it's still very early in the planning stages, we'd like to make our decisions well from the beginning. Our strategy will be to make the game available to as many platforms as possible, for example PCs (Windows, Mac and/or Linux), mobile phones (iPhone and/or Android based phones), game consoles (XBLA and/or PSN) PC will have an emphasis, but I believe that's the most flexible platform so that shouldn't be a problem. So, what programming language, game engine, frameworks and all around tools would be best suited for our goal? P.S.: I'm betting a set of tools won't cover ALL of them, and that there will still be some kind of "translating" effort for some platforms, but we'd like to know what the most far reaching are.

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  • Ubuntu 12.04 LTS can't add Cheese widget

    - by Burke Hodgson
    Command-line 12.04 Cheese (cheese:4144): Gtk-WARNING **: Attempting to add a widget with type GtkImage to a GtkToggleButton, but as a GtkBin subclass a GtkToggleButton can only contain one widget at a time; it already contains a widget of type GtkLabel Is there a fix so that Cheese will work in Ubuntu 12.04? The program comes up but the webcam area is black. I am running Unity 2D on a T42 Thinkpad. All programs similar to Cheese recognize my webcam as does Skype, but I really like Cheese and the error message may be ominous for other software failures.

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  • Representing heightmaps, on disk and when drawing

    - by gardian06
    This is a conglomeration question when answering please specify which part you are addressing. I am looking at creating a maze type game that utilizes elevation. I have a few features I would like to have, but am unsure as to some of the implementation. I have done work doing fileIO maze generation (using a key to read the file, and then generate the level based on that file), but I am unsure how to think about this with elevation in the mix. I think height maps might be a good approach, but don't know how to represent them effectively. for a height map which is more beneficial XML(containing h[u,v] data and key definition), CSV (item1 is key reference, item2 is elevation), or another approach that I have not thought of yet? When it comes to placing the elevation values themselves what kind of deltah values are appropriate to have it noticeable at about a 60degree angle while not really effecting gravity driven physics (assuming some effect while moving up/down hill)? I am thinking of maybe going to procedural generation at some point, but am wondering if it is practical to have a procedurally generated grid (wall squares possibly same dimensions as the open space squares), or if designing to a thin wall open spaces is better? this decision will effect the amount of work need on the graphics end for uniform vs. irregular walls. EDIT: Game will be a elevation maze shooter. Levels/maps will be mazes with elevation the player has to negotiate. Elevations will have effects on "combat" vision, and movement.

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  • Rendering oily/polluted water?

    - by Fraser
    Any shader wizards out there have an idea of how to achieve an oily/polluted water effect, similar to this: Ideally, the water would not be uniformly oily, but instead the oil could be generated from some source (such as a polluting drain from a chemical plant) and then diffuse throughout the water body. My thought for this part would be to keep an "oil map" as a 2D texture that determines the density of oil at each point on the water surface. It would diffuse and move naturally with the water vel;ocity at that point (I have a wave-particle simulation for dynamic waves, and am already doing something similar for foam on the water surface). However, I'm not sure how physically correct that would be, since oil might not move at the same velocity as the water. And I have no idea how to make all those trippy colors :-). Thoughts?

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  • Can anyone recommend an AI sandbox?

    - by user19433
    I'm passionate person, who has been around AI from a long time [1] but never going in deep enough. Now it's time! I've been really looking for some way to concentrate on AI coding but couldn't succeeded to find an AI environment I can focus on. I just want to use an AI sandbox environment which would let me have tools like: visibility information character controller able to easily define a level, with obstacles of course physics collider management triggers management don't need to be a shiny, eye candy graphical render : this is about pathfinding, tactical reasoning, etc.. I have tried : Unreal Dev Kit : while the new release announce is about C++ coding, this is about external tools and will be released in 2013 Cry Engine : really interesting as AI is presents here but coding with it appears to be an hell: did I got it wrong ? Half Life source, C4, Torque, Dx Studio : either quite old, not very useful or costly these imply to dig in documentation (when provided) to code everything, graphics included. Unity 3D : the most promising platform. While you also need to create your own environment, there are lot of examples. The disadvantage is, in addition to spend time to have this env. working, is the languages choice : C#, Javascript or Boo. C# is not that hard, but this implies you'll allways have to convert papers (I love those from Lars Linden) books codes, or anything you can have in Aigamedev are most often in C++. This is extra work. I've look at "Simple Path", the very good Arong Greenberg work but no source provided and AngryAnt work. AI Sandbox : this seems to be exactly what as AI coder I want to use. I saw some preview but from 2009 we still don't know what it will be about precisely, will it be opensource or free (I strongly doubt), will I be able to buy it? will it really provide me tools I need to focus on AI ? That being said, what is the best environment to be able to focus on AI coding only, is it even possible?

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  • Multiplayer game communication framework for mac/ios

    - by ishaq
    (Cross post from stackoverflow) I am creating a multiplayer 2D game for Mac and iOS devices. I'll be using cocso2d for graphics/game engine, however I am largely blank on what to use for multiplayer communication. Please note that I cannot use central severs e.g. SmartFox, RedDwarf, etc since I want the players to "host" games for others and be able to play it on their LAN, VPN or my own servers. Any pointers? I checked lidgren but it's for .NET only and hence not an option for me. EDIT: just in case it wasn't clear, the messaging has to be real time hence it's probably going to be over UDP

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  • How to Align Gun with Bullets

    - by Shane
    I have a top-down 2D shooter. I have an image of a player holding a gun, that rotates to face the mouse. Please note that the gun isn't a separate image tethered to the player, but rather part of the player. Right now, bullets are created at the player's x and y. This works when the player is facing the right way, but not when they rotate. The bullets move in the right direction, but don't come from the gun. How can I fix this? TL;DR: When the player rotates, bullets don't come from gun. public void fire() { angle = sprite.getRotation(); System.out.println(angle); x = sprite.getX(); y = sprite.getY(); Bullet b = new Bullet(x, y, angle); Utils.world.addBullet(b); }

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  • Understanding math used to determine if vector is clockwise / counterclockwise from your vector

    - by MTLPhil
    I'm reading Programming Game AI by Example by Mat Buckland. In the Math & Physics primer chapter there's a listing of the declaration of a class used to represent 2D vectors. This class contains a method called Sign. It's implementation is as follows //------------------------ Sign ------------------------------------------ // // returns positive if v2 is clockwise of this vector, // minus if anticlockwise (Y axis pointing down, X axis to right) //------------------------------------------------------------------------ enum {clockwise = 1, anticlockwise = -1}; inline int Vector2D::Sign(const Vector2D& v2)const { if (y*v2.x > x*v2.y) { return anticlockwise; } else { return clockwise; } } Can someone explain the vector rules that make this hold true? What do the values of y*v2.x and x*v2.y that are being compared actually represent? I'd like to have a solid understanding of why this works rather than just accepting that it does without figuring it out. I feel like it's something really obvious that I'm just not catching on to. Thanks for your help.

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  • Collision Resolution

    - by CiscoIPPhone
    I know quite well how to check for collisions, but I don't know how to handle the collision in a good way. Simplified, if two objects collide I use some calculations to change the velocity direction. If I don't move the two objects they will still overlap and if the velocity is not big enough they will still collide after next update. This can cause objects to get stuck in each other. But what if I try to move the two objects so they do not overlap. This sounds like a good idea but I have realised that if there is more than two objects this becomes very complicated. What if I move the two objects and one of them collides with other objects so I have to move them too and they may collide with walls etc. I have a top down 2D game in mind but I don't think that has much to do with it. How are collisions usually handled? This question is asked on behalf of Wooh

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  • Isometric projection bad coordonate

    - by Christophe Debove
    I have a 2D map, for each element I apply this isometric projection to place my Sprite //Element e; float[] f= projection(e.getX(), e.getY() ,z); // x and y represent Sprite Coordonate (tile_width and height depend of my // camera size and the number of elements in x and in y float x = f[0]*tile_width; float y = f[1]*tile_height; public float[] projection(float x, float y, float z) { return new float[]{ (( x )-(y) ) , ((x/2) + (y/2) - z )}; } the sprite for one element : The result of my projection : The problem is I need to add an offset of tile_height/2 to the y and tile_width/2 to the x to have something like this (in the red rectangle I drawed with paint what I want) : Where did I make wrong? (I found the projection method in How should I sort images in an isometric game so that they appear in the correct order? )

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  • OnTriggerEnter not called

    - by Lautaro
    I am working on a fight game with 3D models but played like a 2D game. So the player characters have swords. The Player GameObject has several body parts that are colider triggers. The sword is a rigidbody colider. Ive had som problems with colisions not being detected. Ive added some Debug.Log and slowed downed the animations so what i can see is this: When players are close to each other the sword connects from a different angle. The OnTriggerStay is called several times BEFORE OnTriggerEnter is called if players are too close. Sometimes if too close the OnTriggerStay is called several times but the OnTriggerEnter is NEVER called. Any ideas on why this is?

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  • How to reset the Xorg / xserver?

    - by thomas
    xserver keeps crashing on my general user account both in unity 3d and 2d. It doesn't do it on the guest account. That's why I want to reset / rollback everything xserver related, hoping this is going to fix it. Most answers on this involve sudo dpkg-reconfigure xserver-xorg. However, this does nothing for me (generates no output) and I read in other forums, that it's deprecated. So, what's the current way to reset all xserver / xorg options; what's the alternative to sudo dpkg-reconfigure xserver-xorg ? Thanks Edit: X crashes during work, not before login or so. And the effect of a crash is, that I get thrown out of the session, not a freeze or machine crash.

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  • Manipulating Perlin Noise

    - by Numeri
    I've been learning about Procedurally Generated Content lately (in particular, Perlin noise). Perlin noise works great for making things like landscapes, height maps, and stuff like that. But now I am trying to generate structures more like mountain ranges (in 2D, as 3D would be way over my head right now) or underground veins of ores. I can't manage to manipulate Perlin Noise to do this. Making a cut off point (i.e. using only the tops of the 'mountains' of a heightmap) wouldn't work, because I would get lumps of mountains/veins. Any suggestions? Thanks, Numeri

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  • Resources on expected behaviour when manipulating 3D objects with the mouse

    - by sebf
    Hello, In my animation editor, I have a 3D gizmo that sits on the origin of a bone; the user drags the mesh around to rotate the bone. I've found that translating the 2D movements of the mouse into sensible 3D transforms is not near as simple as i'd hoped. For example what is intuitively 'up' or 'down'? How should the magnitude of rotations change with respect to dX/dY? How to implement this? What happens when the gizmo changes position or orientation with respect to the camera? ect. So far with trial and error i've written something (very) simple that works 70% of the time. I could probably continue to hack at it until I made something that works 99% of the time, but there must be someone who needed the same thing, and spent the time coming up with a much more elegant solution. Does anyone know of one?

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  • What Type of Options should be on the Game Settings Menu?

    - by A13X
    I have seen a post about the main menu options here: UI: Main Menu options for mobile games. What options should be listed? What do users want to see? But I want to know what kind of options should/need to be available on the settings screen. I am making a rather simple 2D game for Android, but really I haven't found many aspects that warrant an options button or a check box besides turning the sound and music on/off. I was thinking graphics settings but then again, how many apps really need graphics settings besides immersive 3D ones?

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  • What causes player box/world geometry glitches in old games?

    - by Alexander
    I'm looking to understand and find the terminology for what causes - or allows - players to interfere with geometry in old games. Famously, ID's Quake3 gave birth to a whole community of people breaking the physics by jumping, sliding, getting stuck and launching themselves off points in geometry. Some months ago (though I'd be darned if I can find it again!) I saw a conference held by Bungie's Vic DeLeon and a colleague in which Vic briefly discussed the issues he ran into while attempting to wrap 'collision' objects (please correct my terminology) around environment objects so that players could appear as though they were walking on organic surfaces, while not clipping through them or appear to be walking on air at certain points, due to complexities in the modeling. My aim is to compose a case study essay for University in which I can tackle this issue in games, drawing on early exploits and how techniques have changed to address such exploits and to aid in the gameplay itself. I have 3 current day example of where exploits still exist, however specifically targeting ID Software clearly shows they've massively improved their techniques between Q3 and Q4. So in summary, with your help please, I'd like to gain a slightly better understanding of this issue as a whole (its terminology mainly) so I can use terms and ask the right questions within the right contexts. In practical application, I know what it is, I know how to do it, but I don't have the benefit of level design knowledge yet and its technical widgety knick-knack terms =) Many thanks in advance AJ

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  • Unable to install Nvidia drivers

    - by Tazzer
    a few days ago I installed ubuntu 11.10 on my friends computer. Despite all of our efforts we are unable to open the default unity and it will only open the 2d interface. I have been told in the IRC chat room that we need to install the graphics card drivers(nvidia geforce 420.) When I check the additional drivers app it doesn't show any to install. I tried installing the ones from the nvidia website but no luck, I also forgot to mention. I don't know if it means anything but he has a 64 bit computer and it is ubuntu 11.10 64bit.

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  • nVidia GeForce Go 7600? can it ever run unity?

    - by Khaled Musleh
    my laptop Toshiba Qosmio G30 has nVidia GeForce Go 7600 card and it suppose to support 3D . i run unity 2d now . I run 12.04 and the graphic driver is--VESA: G73 Board - toshg73m-- by UBUNTU. when i run /usr/lib/nux/unity_support_test -p then i get this list Not software rendered: no Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: no the card is not blacklisted but a similar one with GT is! Do you think that there is a chance the laptop can run the unity 3d? and may be i could change the resolution of the screen to a higher one too! I tried all the nvidia drivers provided but none works (except 96 in ubuntu 12.04 ). i get a black screen or terminal screen. best wishes to all

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  • Achieving more fluent movement

    - by Robin92
    I'm working on my first OpenGL 2D game and I've just locked the framerate of my game. However, the way objects move is far from satisfying: they tend to lag, which is shown in this video. I've thought how more fluent animation can be achieved and started getting segmentation faults due to accessing the same object by two different threads. I've tried the following threads' setting: Drawing, creating new objects Moving player, moving objects, deleting objects Currently my application uses this setting: Drawing, creating new objects, moving objects, deleting object Moving player Any ideas would be appreciated. EDIT: I've tried increasing the FPS limit but lags are noticeable even at 200 fps.

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  • Love2D engine for Lua; What about 3D?

    - by shadowprotocol
    Lua has been really awesome to learn, it's so simple. I really enjoy scripting languages, and I had an equally enjoyable time learning Python. The Love engine, http://love2d.org/, is really awesome, but I'm looking for something that can handle 3D as well. Is there anything that accommodates 3D in Lua? I'm still intrigued by the particle system of LOVE anyway and may just turn my idea into a 2D project with Particle lighting :) EDIT: I removed comments about Python - I want this to be a Lua topic. Thanks

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  • Determine corners of a specific plane in the frustum

    - by Takumi
    I'm working on a game with a 2D view in a 3D world. It's a kind of shoot'em up. I've a spaceship at the center of the screen and i want that ennemies appear at the borders of my window. Now i don't know how to determine positions of the borders of the window. For example, my camera is at (0,0,0) and looking forward (0,0,1). I set my spaceship at (0,0,50). I also know the near plane (1) and the far plane(1000). I think i'd have to find the 4 corners of the plane in the frustum whose z position is 50, and with these corner i can determine borders. But i don't know how to determine x and y.

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  • Surface normal to screen angle

    - by Tannz0rz
    I've been struggling to get this working. I simply wish to take a surface normal and convert it to a screen angle. As an example, assuming we're working with the highlighted surface on the sphere below, where the arrow is the normal, the 2D angle would obviously be PI/4 radians. Here's one of the many things I've tried to no avail: float4 A = v.vertex; float4 B = v.vertex + float4(v.normal, 0.0); A = mul(VP, A); B = mul(VP, B); A.xy = (0.5 * (A.xy / A.w)) + 0.5; B.xy = (0.5 * (B.xy / B.w)) + 0.5; o.theta = atan2(B.y - A.y, B.x - A.x); I'm finally at my wit's end. Thanks for any and all help.

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  • Fixed timestep with interpolation in AS3

    - by Jim Sreven
    I'm trying to implement Glenn Fiedler's popular fixed timestep system as documented here: http://gafferongames.com/game-physics/fix-your-timestep/ In Flash. I'm fairly sure that I've got it set up correctly, along with state interpolation. The result is that if my character is supposed to move at 6 pixels per frame, 35 frames per second = 210 pixels a second, it does exactly that, even if the framerate climbs or falls. The problem is it looks awful. The movement is very stuttery and just doesn't look good. I find that the amount of time in between ENTER_FRAME events, which I'm adding on to my accumulator, averages out to 28.5ms (1000/35) just as it should, but individual frame times vary wildly, sometimes an ENTER_FRAME event will come 16ms after the last, sometimes 42ms. This means that at each graphical redraw the character graphic moves by a different amount, because a different amount of time has passed since the last draw. In theory it should look smooth, but it doesn't at all. In contrast, if I just use the ultra simple system of moving the character 6px every frame, it looks completely smooth, even with these large variances in frame times. How can this be possible? I'm using getTimer() to measure these time differences, are they even reliable?

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  • Where to start learning OpenGL with C++?

    - by NERDcustard
    I'm 16 years old and my name is Norbert. I have learnt C++ and made some cool text based games and such but I would love to start graphic's programming. I'm a decent artiest (I will have some of my work bellow) I know the base of C++ but I really would like to get into OpenGL. I need someone to show me some good tutorials for OpenGl with C++ so I can really get into game dev. My goal is to be able to program a simple 2d game by the end of the year and I have lots of time to do so. I'm en-rolled in a game dev next year and really need some help with starting off. http://imgur.com/QZjKX http://imgur.com/3CZy7

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