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  • Installing old Loki games on 12.04 64-bit results in no audio

    - by FlabbergastedPickle
    All, Here's an interesting problem. I followed instructions provided online for installing Loki Games' Heroes of Might and Magic 3 (see http://www.swanson.ukfsn.org/loki/ and http://wtanaka.com/node/7641) and got it installed and patched to the latest version. However, every time I start it regardless whether the pulseaudio is running, I get the following error: LD_LIBRARY_PATH=/usr/local/lib/Loki_Compat/ /usr/local/lib/Loki_Compat/ld-linux.so.2 /usr/local/games/Heroes3/heroes3.dynamic ALSA lib conf.c:3314:(snd_config_hooks_call) Cannot open shared library libasound_module_conf_pulse.so ALSA lib pcm.c:2217:(snd_pcm_open_noupdate) Unknown PCM default Couldn't open audio: My first soundcard is HDMI output and my second one is the actual soundcard (HP DM1 running 12.04 64-bit with latest updates). I did set up /etc/asound.conf as follows: asound.conf pcm.!default { type hw card 1 } ctl.!default { type hw card 1 } So, the default soundcard should work ok. Between Shadowgrounds that also stopped working and this it appears a there may be some unfinished business/regressions in 32-bit support on 64-bit systems in 12.04. Any thoughts?

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  • Need ideas for an algorithm to draw irregular blotchy shapes

    - by Yttermayn
    I'm looking to draw irregular shapes on an x,y grid, and I'd like to come up with a simple, fast method if possible. My only idea so far is to draw a bunch of circles of random sizes very near each other, but at a random distance apart from a more or less central coordinate, then fill in any blank spaces. I realize this is a clunky, inelegant method, hopefully it will give you a rough idea of the kinds of rounded, random blotchy shapesI'm shooting for. Please suggest methods to accomplish this, I'm not so much interested in code. I can noodle that part out myself. Thanks!

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  • rotate sprite and shooting bullets from the end of a cannon

    - by Alberto
    Hi all i have a problem in my Andengine code, I need , when I touch the screen, shoot a bullet from the cannon (in the same direction of the cannon) The cannon rotates perfectly but when I touch the screen the bullet is not created at the end of the turret This is my code: private void shootProjectile(final float pX, final float pY){ int offX = (int) (pX-canon.getSceneCenterCoordinates()[0]); int offY = (int) (pY-canon.getSceneCenterCoordinates()[1]); if (offX <= 0) return ; if(offY>=0) return; double X=canon.getX()+canon.getWidth()*0,5; double Y=canon.getY()+canon.getHeight()*0,5 ; final Sprite projectile; projectile = new Sprite( (float) X, (float) Y, mProjectileTextureRegion,this.getVertexBufferObjectManager() ); mMainScene.attachChild(projectile); int realX = (int) (mCamera.getWidth()+ projectile.getWidth()/2.0f); float ratio = (float) offY / (float) offX; int realY = (int) ((realX*ratio) + projectile.getY()); int offRealX = (int) (realX- projectile.getX()); int offRealY = (int) (realY- projectile.getY()); float length = (float) Math.sqrt((offRealX*offRealX)+(offRealY*offRealY)); float velocity = (float) 480.0f/1.0f; float realMoveDuration = length/velocity; MoveModifier modifier = new MoveModifier(realMoveDuration,projectile.getX(), realX, projectile.getY(), realY); projectile.registerEntityModifier(modifier); } @Override public boolean onSceneTouchEvent(Scene pScene, TouchEvent pSceneTouchEvent) { if (pSceneTouchEvent.getAction() == TouchEvent.ACTION_MOVE){ double dx = pSceneTouchEvent.getX() - canon.getSceneCenterCoordinates()[0]; double dy = pSceneTouchEvent.getY() - canon.getSceneCenterCoordinates()[1]; double Radius = Math.atan2(dy,dx); double Angle = Radius * 180 / Math.PI; canon.setRotation((float)Angle); return true; } else if (pSceneTouchEvent.getAction() == TouchEvent.ACTION_DOWN){ final float touchX = pSceneTouchEvent.getX(); final float touchY = pSceneTouchEvent.getY(); double dx = pSceneTouchEvent.getX() - canon.getSceneCenterCoordinates()[0]; double dy = pSceneTouchEvent.getY() - canon.getSceneCenterCoordinates()[1]; double Radius = Math.atan2(dy,dx); double Angle = Radius * 180 / Math.PI; canon.setRotation((float)Angle); shootProjectile(touchX, touchY); } return false; } Anyone know how to calculate the coordinates (X,Y) of the end of the barrel to draw the bullet?

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  • Colorize with a given color a texture

    - by Pacha
    I have a texture and I want to "colorize" it with a given color, lets say cyan (#00ffff) or purple (#800080). What I want to do, is get all the pixel values from the texture, and remove the color and keep the "brightness" and "saturation" and apply to the desired color. There is a tool in GIMP to do this called Colorize (Colors -> Colorize.. while editing), I made an example below. This is will all be done in a shader (GLSL), although this is probably a general algorithm.

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  • Box2D physics editor for complex bodies

    - by Paul Manta
    Is there any editor out there that would allow me to define complex entities, with joins connecting their multiple bodies, instead of regular single body entities? For example, an editor that would allow me to 'define' a car as having a main body with two circles as wheels, connected through joints. Clarification: I realize I haven't been clear enough about what I need. I'd like to make my engine data-driven, so all entities (and therefore their Box2D bodies) should be defined externally, not in code. I'm looking for a program like Code 'N' Web's PhysicsEditor, except that one only handles single body entities, no joints or anything like that. Like PhysicsEditor, the program should be configurable so that I can save the data in whatever format I want to. Does anyone know of any such software?

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  • Changing my Sun SCJP certification to an Oracle one?

    - by Gugussee
    I hold a Sun SCJP from ten years ago or so. At first it was supposed to be a temporary certification (valid for a few years, I don't remember exactly: all I remember is that I had an expiration date on my certification card) then Sun changed their mind and decided the SCJP was lifetime valid. Another SCJP programmer told me I could change my cert so I contacted Sun (there was a procedure for that that I don't remember either) and received my new SCJP (without any expiration date). Now that Oracle bought Sun I was wondering: can I get somehow a Oracle/Sun SCJP paper/card/badge whatever knowing that I do own a SCJP? If anyone here holding an old SCJP changed it to an Oracle/Sun one (if such a thing exist), I'd be interested to hear what can be done. (btw I'm new here so I cannot create a new tag: maybe someone with more rep could create a Sun tag?)

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  • Stop map from scrolling but let player still move?

    - by ChocoMan
    I have a basic method of scrolling around on a map (moving the map instead of the player), but at when the player gets to a certain proximity to the edge, how do you stop the map from scrolling, but still allow the player to move around until it is away from that proximity? I'm not looking for any code. Just a suggestion so that I can implement it myself. I can see it visually (creating 4 boxed intersecting boundaries for the player to enter), but not sure how to come about stopping and resuming the scrolling of the map.

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  • How to draw a global day night curve

    - by Lumis
    I see many applications which have world-clock map, and I would like to make my own to enhance some of my mobile apps. I wonder if anybody has any knowledge where to start, how to draw a curved shadow representing the dawn and the sunset on the globe. See the example: http://aa.usno.navy.mil/imagery/earth/map?year=2012&month=6&day=19&hour=14&minute=47 I think that this curve goes up and down and creates an artic day/night etc Perhaps there is some acceptable approximation formula without a need to load data for each our and each global parallel and meridian...

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  • Open Source Errors on Apple Cruch

    - by BluFire
    I've been looking around and I finally got the full source code called Apple-Crunch from google code. But when I put it into my project, the source code included so many errors in the class files such as: cannot be resolved into a type the constructor is undefined the method method() is undefined for the type Sprite class.java I downloaded the source directly from the command-line and noticed errors popping up on my project. Since i couldn't figure out how to import the actual folder into my workspace(it wouldn't show up on existing projects) I decided to copy and overwrite the folders into the project. The Errors were still there so I looked at the class files and noticed that the classes with errors extended from 'RokonActivity'. I then proceeded to add to the libs folder the rokon library in hopes to fix the errors. Sadly it didn't work and now I don't what to do to fix the errors. How do i fix the errors without having to manually change the code? The source code should be fully functional so why is there errors?

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  • Timing Calculations for Opengl ES 2.0 draw calls

    - by Arun AC
    I am drawing a cube in OpenGL ES 2.0 in Linux. I am calculating the time taken for each frame using below function #define NANO 1000000000 #define NANO_TO_MICRO(x) ((x)/1000) uint64_t getTick() { struct timespec stCT; clock_gettime(CLOCK_MONOTONIC, &stCT); uint64_t iCurrTimeNano = (1000000000 * stCT.tv_sec + stCT.tv_nsec); // in Nano Secs uint64_t iCurrTimeMicro = NANO_TO_MICRO(iCurrTimeNano); // in Micro Secs return iCurrTimeMicro; } I am running my code for 100 frames with simple x-axis rotation. I am getting around 200 to 220 microsecs per frame. that means am i getting around (1/220microsec = 4545) FPS Is my GPU is that fast? I strongly doubt this result. what went wrong in the code? Regards, Arun AC

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  • Breakout clone, how to handle/design for collision detection/physics between objects?

    - by Zolomon
    I'm working on a breakout clone, and I wish to create some realistic physics effects for collision - angles on the paddle should allow the ball to bounce, as well as doing curve balls etc. I could use per-pixel based collision detection, but then I thought it might be easier with line/circle intersection testing. So, then I naturally consider making a polygon class for the line-based objects and use the built-in circle class for the circular objects. That sounds like an OK approach, right? And then just check for collision using the specified algorithm based on the objects that might be within each other's range?

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  • How do I calculate opposite of a vector, add some slack

    - by Jason94
    How can i calulate a valid range (RED) for my object's (BLACK) traveling direction (GREEN). The green is a Vector2 where x and y range is -1 to 1. What I'm trying to do here is to create rocket fuel burn effekt. So what i got is rocket speed (float) rocket direction (Vector2 x = [-1, 1], y = [-1, 1]) I may think that rocket speed does not matter as fuel burn effect (particle) is created on position with its own speed.

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  • Animation file format

    - by Paul
    I'm trying to make a simple 2D animation file format. It'll be very rudimentary: only an XML file containing some parameters (such as frame duration) and metadata, and some images, each representing a frame. I'd like to have the whole animation (frames and XML document) packed in a single file. How do you suggest I do that? What libraries are there that would allow easy access to the files inside the animation file itself? The language I'm using is C++ and the platform is Windows, but I'd rather not use a platform dependent library, if possible.

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  • 2D Tile Based Collision Detection

    - by MrPlosion1243
    There are a lot of topics about this and it seems each one addresses a different problem, this topic does the same. I was looking into tile collision detection and found this where David Gouveia explains a great way to get around the person's problem by separating the two axis. So I implemented the solution and it all worked perfectly from all the testes I through at it. Then I implemented more advanced platforming physics and the collision detection broke down. Unfortunately I have not been able to get it to work again which is where you guys come in :)! I will present the code first: public void Update(GameTime gameTime) { if(Input.GetKeyDown(Keys.A)) { velocity.X -= moveAcceleration; } else if(Input.GetKeyDown(Keys.D)) { velocity.X += moveAcceleration; } if(Input.GetKeyDown(Keys.Space)) { if((onGround && isPressable) || (!onGround && airTime <= maxAirTime && isPressable)) { onGround = false; airTime += (float)gameTime.ElapsedGameTime.TotalSeconds; velocity.Y = initialJumpVelocity * (1.0f - (float)Math.Pow(airTime / maxAirTime, Math.PI)); } } else if(Input.GetKeyReleased(Keys.Space)) { isPressable = false; } if(onGround) { velocity.X *= groundDrag; velocity.Y = 0.0f; } else { velocity.X *= airDrag; velocity.Y += gravityAcceleration; } velocity.Y = MathHelper.Clamp(velocity.Y, -maxFallSpeed, maxFallSpeed); velocity.X = MathHelper.Clamp(velocity.X, -maxMoveSpeed, maxMoveSpeed); position += velocity * (float)gameTime.ElapsedGameTime.TotalSeconds; position = new Vector2((float)Math.Round(position.X), (float)Math.Round(position.Y)); if(Math.Round(velocity.X) != 0.0f) { HandleCollisions2(Direction.Horizontal); } if(Math.Round(velocity.Y) != 0.0f) { HandleCollisions2(Direction.Vertical); } } private void HandleCollisions2(Direction direction) { int topTile = (int)Math.Floor((float)Bounds.Top / Tile.PixelTileSize); int bottomTile = (int)Math.Ceiling((float)Bounds.Bottom / Tile.PixelTileSize) - 1; int leftTile = (int)Math.Floor((float)Bounds.Left / Tile.PixelTileSize); int rightTile = (int)Math.Ceiling((float)Bounds.Right / Tile.PixelTileSize) - 1; for(int x = leftTile; x <= rightTile; x++) { for(int y = topTile; y <= bottomTile; y++) { Rectangle tileBounds = new Rectangle(x * Tile.PixelTileSize, y * Tile.PixelTileSize, Tile.PixelTileSize, Tile.PixelTileSize); Vector2 depth; if(Tile.IsSolid(x, y) && Intersects(tileBounds, direction, out depth)) { if(direction == Direction.Horizontal) { position.X += depth.X; } else { onGround = true; isPressable = true; airTime = 0.0f; position.Y += depth.Y; } } } } } From the code you can see when velocity.X is not equal to zero the HandleCollisions() Method is called along the horizontal axis and likewise for the vertical axis. When velocity.X is not equal to zero and velocity.Y is equal to zero it works fine. When velocity.Y is not equal to zero and velocity.X is equal to zero everything also works fine. However when both axis are not equal to zero that's when it doesn't work and I don't know why. I basically teleport to the left side of a tile when both axis are not equal to zero and there is a air block next to me. Hopefully someone can see the problem with this because I sure don't as far as I'm aware nothing has even changed from what I'm doing to what the linked post's solution is doing. Thanks.

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  • Can anyone explain step-by-step how the as3isolib depth-sorts isometric objects?

    - by Rob Evans
    The library manages to depth-sort correctly, even when using items of non-1x1 sizes. I took a look through the code but it's a big project to go through line by line! There are some questions about the process such as: How are the x, y, z values of each object defined? Are they the center points of the objects or something else? I noticed that the IBounds defines the bounds of the object. If you were to visualise a cuboid of 40, 40, 90 in size, where would each of the IBounds metrics be? I would like to know how as3isolib achieves this although I would also be happy with a generalised pseudo-code version. At present I have a system that works 90% of the time but in cases of objects that are along the same horizontal line, the depth is calculated as the same value. The depth calculation currently works like this: x = object horizontal center point y = object vertical center point originX and Y = the origin point relative to the object so if you want the origin to be the center, the value would be originX = 0.5, originY = 0.5. If you wanted the origin to be vertical center, horizontal far right of the object it would be originX = 1.0, originY = 0.5. The origin adjusts the position that the object is transformed from. AABB_width = The bounding box width. AABB_height = The bounding box height. depth = x + (AABB_width * originX) + y + (AABB_height * originY) - z; This generates the same depth for all objects along the same horizontal x.

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  • Setting Anchor Point

    - by Siddharth
    I want to set anchor point for the sprite like cocos2d has done for their implementation. I do not found any thing like that in andengine so please provide guidance on that. I want to move the sprite on touch so I use following code but that does not work for me. super.setPosition(pX - this.getWidthScaled() / 2, pY - this.getHeightScaled() / 2); Because I touch on the corner of the image but automatically it comes at center of the image because of above code. I want to remain the touch at desire position and drag it. For me the anchor point became useful. But I don't found anything in andengine.

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  • Detecting if an object is following a path

    - by justin.m.chase
    I am attempting to take GPS data and track it on a map and see if it follows a given path. I have the path as a set of points and the GPS data streams in as a similar set of points. I am attempting to track the progression of the current position across the path and I am wondering if there are any well known algorithms for this. I have come up with my own that works ok but it is a complex enough problem that I would like to minimize the amount of re-inventing of the wheel that I do. What approach or algorithm would you recommend taking for this problem?

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  • Wrong audio volume at boot

    - by skerit
    When I boot my computer and login the volume level is always way too loud. Unfortunately the only way to change it is a physical knob on my speaker. As soon as I can change the volume using my keyboard the volume immediately drops. Say the volume is at 100%, as soon as I turn the dial on my keyboard a little bit it drops to a normal level like 40% How do I get this to work in a clear way, like having it remember the audio level it was on at shutdown? Here's my audio card model: 82801JI (ICH10 Family) HD Audio Controller An Intel card on a Asus motherboard

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  • How do I draw a point sprite using OpenGL ES on Android?

    - by nbolton
    Edit: I'm using the GL enum, which is incorrect since it's not part of OpenGL ES (see my answer). I should have used GL10, GL11 or GL20 instead. Here's a few snippets of what I have so far... void create() { renderer = new ImmediateModeRenderer(); tiles = Gdx.graphics.newTexture( Gdx.files.getFileHandle("res/tiles2.png", FileType.Internal), TextureFilter.MipMap, TextureFilter.Linear, TextureWrap.ClampToEdge, TextureWrap.ClampToEdge); } void render() { Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); Gdx.gl.glClearColor(0.6f, 0.7f, 0.9f, 1); } void renderSprite() { int handle = tiles.getTextureObjectHandle(); Gdx.gl.glBindTexture(GL.GL_TEXTURE_2D, handle); Gdx.gl.glEnable(GL.GL_POINT_SPRITE); Gdx.gl11.glTexEnvi(GL.GL_POINT_SPRITE, GL.GL_COORD_REPLACE, GL.GL_TRUE); renderer.begin(GL.GL_POINTS); renderer.vertex(pos.x, pos.y, pos.z); renderer.end(); } create() is called once when the program starts, and renderSprites() is called for each sprite (so, pos is unique to each sprite) where the sprites are arranged in a sort-of 3D cube. Unfortunately though, this just renders a few white dots... I suppose that the texture isn't being bound which is why I'm getting white dots. Also, when I draw my sprites on anything other than 0 z-axis, they do not appear -- I read that I need to crease my zfar and znear, but I have no idea how to do this using libgdx (perhaps it's because I'm using ortho projection? What do I use instead?). I know that the texture is usable, since I was able to render it using a SpriteBatch, but I guess I'm not using it properly with OpenGL.

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  • Using multiple indexes with buffer objects in OpenTK

    - by Rushyo
    I've got multiple buffers in OpenGL holding data on position, normals and texcoords. I also have an equal number of buffers holding distinct index data for each of those buffers. I quite like this format (indvidual indexes for each buffer) utilised by COLLADA since it strikes me as optimally efficient at accessing each buffer. I've set up pointers to the relevant data arrays using VertexPointer, NormalPointer, etc however I have no way to assign pointers to the index buffers since DrawElements appear to only look at one ElementArrayBuffer. Can I utilise multiple indices some way or will I be better off using a different technique which can support this? I'd prefer to keep the distinct indices if at all possible.

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  • Unity-Animation parameters are not being set

    - by user1814893
    I have the following animation controller: with two parameters of walkingSpeed and Jump. I have the following code which should change the values: animator.SetFloat("walkingSpeed",0.9f); animator.SetBool("Jump",true); and animator is the correctly referenced animator object. However the values that the parameters are set to do not appear to change in the animator window, nor do they appear to impact what is happening on the screen. However they do seem to impact the values obtained when doing the following: animator.GetFloat("walkingSpeed"); The animator consists of the shown blend tree, which works correctly and is always active, however due to the values not being changed it does not blends, and always acts as if the value with which it blends (walkingSpeed is 0). What is going on?

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  • XNA calculate normals for linesegment

    - by Gerhman
    I am quite new to 3D graphical programming and thus far only understand that normal somehow define the direction in which a vertex faces and therefore the direction in which light is reflected. I have now idea how they are calculated though, only that they are defined by a Vector3. For a visualizer that I am creating I am importing a bunch of coordinate which represent layer upon layer of line segments. At the moment I am only using a vertex buffer and adding the start and end point of each line and then rendering a linelist. The thing is now that I need to calculate the normal for the vertices of these line segments so that I can get some realistic lighting. I have no idea how to calculate these normal but I know they all face sideways and not up or down. To calculate them all I have are the start and end positions of each line segment. The below image is a representation of what I think I need to do in the case of an example layer: The red arrows represent the normal that should be calculates, the blue text represent the coordinates of the vertices and the green numbers represent their indices. I would greatly appreciate it if someone could please explain to me how I should calculate these normal.

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  • Transform coordinates from 3d to 2d without matrix or built in methods

    - by Thomas
    Not to long ago i started to create a small 3D engine in javascript to combine this with an html5 canvas. One of the issues I run into is how can you transform 3d to 2d coords. Since I cannot use matrices or built in transformation methods I need another way. I've tried implementing the next explanation + pseudo code: http://freespace.virgin.net/hugo.elias/routines/3d_to_2d.htm Unfortunately no luck there. I've replace all the input variables with data from my own camera and object classes. I have the following data: An object with a rotation, position vector and an array of 4 3d coords (its just a plane) a camera with a position and rotation vector the viewport - a square 600 x 600 surface. The example uses a zoom factor which I've set as 1 Most hits on google use either matrix calculations or don't implement camera rotation. Basic transformation should be like this: screen.x = x / z * zoom screen.y = y / z * zoom Can anyone point me in the right direction or explain to me howto achieve this? edit: Thanks for all your posts, I haven't been able to apply all this to my project yet but I hope to do this soon.

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  • Javascript A* path finding ENEMY MOVEMENT in 3D environment

    - by faiz
    iam trying to implement pathfinding algorithm using PATHFINDING.JS in 3D world using webgl. iam have made a matrix of 200x200. and placed my enemy(swat) in it .iam confused in implmenting the path. i have tried implementing the path by compparing the value of each array value with swat's position . it works ! but ** THE ENEMY KEEPS GOING FROM THE UNWALKABLE AREA OF MY MATRIX....like the enemy should not move from 119,100(x=119,z=100) but its moving from that co-ordinate too ..... can any one help me out in this regard .. *prob facing :* enemy (swat character keeps moving from the wall /unwalkable area) wanted solution : enemy does not move from the unwalkable path.. ** function draw() { grid = new PF.Grid(200, 200); grid.setWalkableAt( 119,100, false); grid.setWalkableAt( 107,100, false); grid.setWalkableAt( 103,104, false); grid.setWalkableAt( 103,100, false); grid.setWalkableAt( 135,100, false); grid.setWalkableAt( 103,120, false); grid.setWalkableAt( 103,112, false); grid.setWalkableAt( 127,100, false); grid.setWalkableAt( 123,100, false); grid.setWalkableAt( 139,100, false); grid.setWalkableAt( 103,124, false); grid.setWalkableAt( 103,128, false); grid.setWalkableAt( 115,100, false); grid.setWalkableAt( 131,100, false); grid.setWalkableAt( 103,116, false); grid.setWalkableAt( 103,108, false); grid.setWalkableAt( 111,100, false); grid.setWalkableAt( 103,132, false); finder = new PF.AStarFinder(); f1=Math.abs(first_person_controller.position.x); f2=Math.abs(first_person_controller.position.z); ff1=Math.round(f1); ff2=Math.round(f2); s1=Math.abs(swat.position.x); s2=Math.abs(swat.position.z); ss1=Math.round(s1); ss2=Math.round(s1); path = finder.findPath(ss1,ss2,ff1,ff2, grid); size=path.length-1; Ai(); } function Ai(){ if (i<size) { if (swat.position.x >= path[i][0]) { swat.position.x -= 0.3; if(Math.floor(swat.position.x) == path[i][0]) { i=i+1; } } else if(swat.position.x <= path[i][0]) { swat.position.x += 0.3; if(Math.floor(swat.position.x) == path[i][0]) { i=i+1; } } } if (j<size) { if((Math.abs(swat.position.z)) >= path[j][1]) { swat.position.z -= 0.3; if(Math.floor(Math.abs(swat.position.z)) == path[j][1]) { j=j+1; } } else if((Math.abs(swat.position.z)) <= path[j][1]) { swat.position.z += 0.3; if(Math.floor(Math.abs(swat.position.z)) == path[j][1]) { j=j+1; } } } }

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  • Examples of good Javascript/HTML5 based games

    - by Zuch
    Now that Flash is largely being replaced with HTML5 elements (video, audio, canvas, etc.) are there any good examples of web-based games built on completely open standards (meaning Javascript, HTML and CSS)? I see a lot of examples of pure HTML5 implementations of what was once only in Flash (like stuff here: http://www.html5rocks.com/) but not many games, a domain which still seem dominated by Flash. I'm curious what's possible and what the limitations are.

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