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  • C# XNA Normals Question

    - by Wade
    Hello all! I have been working on some simple XNA proof of concept for a game idea I have as well as just to further my learning in XNA. However, i seem to be stuck on these dreaded normals, and using the BasicEffect with default lighting i can't seem to tell if my normals are being calculated correctly, hence the question. I'm mainly drawing cubes at the moment, I'm using a triangle list and a VertexBuffer to get the job done. The north face of my cube has two polygons and 6 vectors: Vector3 startPosition = new Vector3(0,0,0); corners[0] = startPosition; // This is the start position. Block size is 5. corners[1] = new Vector3(startPosition.X, startPosition.Y + BLOCK_SIZE, startPosition.Z); corners[2] = new Vector3(startPosition.X + BLOCK_SIZE, startPosition.Y, startPosition.Z); corners[3] = new Vector3(startPosition.X + BLOCK_SIZE, startPosition.Y + BLOCK_SIZE, startPosition.Z); verts[0] = new VertexPositionNormalTexture(corners[0], normals[0], textCoordBR); verts[1] = new VertexPositionNormalTexture(corners[1], normals[0], textCoordTR); verts[2] = new VertexPositionNormalTexture(corners[2], normals[0], textCoordBL); verts[3] = new VertexPositionNormalTexture(corners[3], normals[0], textCoordTL); verts[4] = new VertexPositionNormalTexture(corners[2], normals[0], textCoordBL); verts[5] = new VertexPositionNormalTexture(corners[1], normals[0], textCoordTR); Using those coordinates I want to generate the normal for the north face, I have no clue how to get the average of all those vectors and create a normal for the two polygons that it makes. Here is what i tried: normals[0] = Vector3.Cross(corners[1], corners[2]); normals[0].Normalize(); It seems like its correct, but then using the same thing for other sides of the cube the lighting effect seems weird, and not cohesive with where i think the light source is coming from, not really sure with the BasicEffect. Am I doing this right? Can anyone explain in lay mans terms how normals are calculated. Any help is much appreciated. Note: I tried going through Riemers and such to figure it out with no luck, it seems no one really goes over the math well enough. Thanks!

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  • Selling Android apps from Latvia? or should I just put banners?

    - by Roger Travis
    I am in Latvia ( which is not supported to sell apps at android market ), so I am thinking about the best way of monetizing my app. So far I've come up with such options: somehow imitate that I am from a supported country, get a bank account there, etc. use PayPal for in-app purchases. The player get, say, first 10 levels for free, but then is asked to pay 0.99$ for the rest of the game. downsides: player might not feel comfortable entering his paypal details into an app. also android market might not really like that. making the app free and get money from advertising... let's do some calculation here, say, I get 1m free downloads, each user during his playtime would see 10 banners, therefor 10m / 1000 * 0.3 = gives roughly 33k$ ( if we use adMob with their 0.3$ per 1000 impressions ). On the other hand, if we use paypal in app purchase, we need a 3% or more conversion rate to beat this... hmm... What do you think about all this? Thanks! edit: from what I just read all over the net, it looks like advertisers will change their eCPM price a lot without you understanding why... while using in-app paypal purchase you can at least somehow monitor the cashflow.

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  • What should be contained in a game scene graph?

    - by Bunkai.Satori
    Would you help me to clarify, please, what what exactly should be contained within a game scene graph? See the following list, please: Game Actors? (obviously yes, all the objects changing state should be the major prart of the Scene Graph) Simple static game ojbects? (I mean ojects places in the background that do not get animated, neither do they collide) Game Triggers? Game Lights? Game Cameras? Weapon Bullets? Game Explosions and Special Effects? The above considered object types. Now to the coverage of the scene graph: Should a scene graph contain the whole game level map since the level start, or should it contain only the visible portion of the map? If the second is true, it would mean that scene graph would be continuously updated, by adding/removing game objects, as the player moves. However, containing only the visible are of the map obviously would be much faster to traverse and update.

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  • create a simple game board android

    - by user2819446
    I am a beginner in Android and I want to create a very simple 2D game. I've already programmed a Tic-Tac-Toe game. The drawing of the game board and connecting it with my game and input logic was quite difficult (as it was done separately, canvas drawing, calculating positions, etc). By now I figured out that there must be a simpler way. All I want is a simple grid; something like this: http://www.blelb.com/deutsch/blelbspots/spot29/images/hermannneg.gif. The edges should be visible and black, and each cell editable, containing either an image or nothing, so I can detect if the player is on that cell or not, move it... Think of it as Chess or something similar. Searching the internet during the last days, I am a bit overwhelmed of all the different options. After all, I think Gridview or Gridlayout is what I am searching for, but I'm still stuck. I hope you can help me with some good advice or maybe a link to a nice tutorial. I have checked several already, and none were exactly what I was searching for.

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  • OpenGL - Cascaded shadow mapping - Texture lookup

    - by Silverlan
    I'm trying to implement cascaded shadow mapping in my engine, but I'm somewhat stuck at the last step. For testing purposes I've made sure all cascades encompass my entire scene. The result is currently this: The different intensity of the cascades is not on purpose, it's actually the problem. This is how I do the texture lookup for the shadow maps inside the fragment shader: layout(std140) uniform CSM { vec4 csmFard; // far distances for each cascade mat4 csmVP[4]; // View-Projection Matrix int numCascades; // Number of cascades to use. In this example it's 4. }; uniform sampler2DArrayShadow csmTextureArray; // The 4 shadow maps in vec4 csmPos[4]; // Vertex position in shadow MVP space float GetShadowCoefficient() { int index = numCascades -1; vec4 shadowCoord; for(int i=0;i<numCascades;i++) { if(gl_FragCoord.z < csmFard[i]) { shadowCoord = csmPos[i]; index = i; break; } } shadowCoord.w = shadowCoord.z; shadowCoord.z = float(index); shadowCoord.x = shadowCoord.x *0.5f +0.5f; shadowCoord.y = shadowCoord.y *0.5f +0.5f; return shadow2DArray(csmTextureArray,shadowCoord).x; } I then use the return value and simply multiply it with the diffuse color. That explains the different intensity of the cascades, since I'm grabbing the depth value directly from the texture. I've tried to do a depth comparison instead, but with limited success: [...] // Same code as above shadowCoord.w = shadowCoord.z; shadowCoord.z = float(index); shadowCoord.x = shadowCoord.x *0.5f +0.5f; shadowCoord.y = shadowCoord.y *0.5f +0.5f; float z = shadow2DArray(csmTextureArray,shadowCoord).x; if(z < shadowCoord.w) return 0.25f; return 1.f; } While this does give me the same shadow value everywhere, it only works for the first cascade, all others are blank: (I colored the cascades because otherwise the transitions wouldn't be visible in this case) What am I missing here?

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  • Collision Detection and Resolution in Three.js

    - by androidmaster
    So at the moment am making a simple game using three.js and three.firstpersonControls.js but with the current Three.js r66, they apparently removed checkWallCollision and then in the r67 firstpersonControls removed support for that collision. SO my question is how would i go about checking collision in 3D using three.js and then resolution to that collision. (Pushing player out of the block) Note I used a 2D array to generate the world so it's only cubes that I have to check collision with.... if this is a bad question or am lacking something please tell me before you -rep me, am just not sure how to do this and google doesn't want to help

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  • I can't scroll my tilemap ... HELP!

    - by Sri Harsha Chilakapati
    Hello and I'm trying to make my own game engine in Java. I have completed all the necessary ones but I can't figure it out with the TileGame class. It just can't scroll. Also there are no exceptions. Here I'm listing the code. TileGame.java @Override public void draw(Graphics2D g) { if (back!=null){ back.render(g); } if (follower!=null){ follower.render(g); follower.draw(g); } for (int i=0; i<actors.size(); i++){ Actor actor = actors.get(i); if (actor!=follower&&getVisibleRect().intersects(actor.getBounds())){ g.drawImage(actor.getAnimation().getFrameImage(), actor.x - OffSetX, actor.y - OffSetY, null); actor.draw(g); } } } /** * This method returns the visible rectangle * @return The visible rectangle */ public Rectangle getVisibleRect(){ return new Rectangle(OffSetX, OffSetY, global.WIDTH, global.HEIGHT); } @Override public void update(){ if (follower!=null){ if (scrollHorizontally){ OffSetX = global.WIDTH/2 - Math.round((float)follower.x) - tileSize; OffSetX = Math.min(OffSetX, 0); OffSetX = Math.max(OffSetX, global.WIDTH - mapWidth); } if (scrollVertically){ OffSetY = global.HEIGHT/2 - Math.round((float)follower.y) - tileSize; OffSetY = Math.min(OffSetY, 0); OffSetY = Math.max(OffSetY, global.HEIGHT - mapHeight); } } for (int i=0; i<actors.size(); i++){ Actor actor1 = actors.get(i); if (getVisibleRect().contains(actor1.x, actor1.y)){ actor1.update(); for (int j=0; j<actors.size(); j++){ Actor actor2 = actors.get(j); if (actor1.isCollidingWith(actor2)){ actor1.collision(actor2); actor2.collision(actor1); } } } } } but the problem is that all the actors are working, but it just won't scroll. Help Please.. Thanks in Advance.

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  • How to detect collisions in AS3?

    - by Gabriel Meono
    I'm trying to make a simple game, when the ball falls into certain block, you win. Mechanics: The ball falls through several obstacles, in the end there are two blocks, if the ball touches the left block you win, the next level will contain more blocks and less space between them. Test the movie (click on the screen to drop the ball): http://gabrielmeono.com/downloads/Lucky_Hit_Alpha.swf These are the main variables: var winBox:QuickObject;//You win var looseBox:QuickObject;//You loose var gameBall:QuickObject;//Ball dropped Question: How do I trigger a collision function if the ball hits the winBox? (Win message/Next level) Thanks, here is the full code: package { import flash.display.MovieClip; import com.actionsnippet.qbox.*; import flash.events.MouseEvent; [SWF(width = 600, height = 600, frameRate = 60)] public class LuckyHit extends MovieClip { public var sim:QuickBox2D; var winBox:QuickObject; var looseBox:QuickObject; var gameBall:QuickObject; /** * Constructor */ public function LuckyHit() { sim = new QuickBox2D(this); //sim.createStageWalls(); winBox = sim.addBox({x:5,y:600/30, width:300/30, height:10/30, density:0}); looseBox = sim.addBox({x:15,y:600/30, width:300/30, height:10/30, density:0}); // make obstacles for (var i:int = 0; i<(stage.stageWidth/50); i++){ //End sim.addCircle({x:1 + i * 1.5, y:16, radius:0.1, density:0}); sim.addCircle({x:2 + i * 1.5, y:15, radius:0.1, density:0}); //Mid End sim.addCircle({x:0 + i * 2, y:14, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:13, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:12, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:11, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:10, radius:0.1, density:0}); //Middle Start sim.addCircle({x:0 + i * 1.5, y:09, radius:0.1, density:0}); sim.addCircle({x:1 + i * 1.5, y:08, radius:0.1, density:0}); sim.addCircle({x:0 + i * 1.5, y:07, radius:0.1, density:0}); sim.addCircle({x:1 + i * 1.5, y:06, radius:0.1, density:0}); } sim.start(); stage.addEventListener(MouseEvent.CLICK, _clicked); } /** * .. * @param e MouseEvent.CLICK */ private function _clicked(e:MouseEvent) { gameBall = sim.addCircle({x:(mouseX/30), y:(1), radius:0.25, density:5}); } } }

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  • Ray-plane intersection to find the Z of the intersecting point

    - by Jenko
    I have a rectangle in 3d space (p1, p2, p3, p4) and when the mouse rolls over it I need to calculate the exact Z of the point on the rect, given the mouse coordinates (x, y). Would a Ray-plane intersection find the Z of the intersecting point? Edit: Would this one-liner work? .. it returns the t value for the intersection, apparently the Z value. float rayPlane(vector3D planepoint, vector3D normal, vector3D origin, vector3D direction){ return -((origin-planepoint).dot(normal))/(direction.dot(normal)); }

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  • Monster's AI in an Action-RPG

    - by Andrea Tucci
    I'm developing an action rpg with some University colleagues. We've gotton to the monsters' AI design and we would like to implement a sort of "utility-based AI" so we have a "thinker" that assigns a numeric value on all the monster's decisions and we choose the highest (or the most appropriate, depending on monster's iq) and assign it in the monster's collection of decisions (like a goal-driven design pattern) . One solution we found is to write a mathematical formula for each decision, with all the important parameters for evaluation (so for a spell-decision we might have mp,distance from player, player's hp etc). This formula also has coefficients representing some of monster's behaviour (in this way we can alterate formulas by changing coefficients). I've also read how "fuzzy logic" works; I was fascinated by it and by the many ways of expansion it has. I was wondering how we could use this technique to give our AI more semplicity, as in create evaluations with fuzzy rules such as IF player_far AND mp_high AND hp_high THEN very_Desiderable (for a spell having an high casting-time and consume high mp) and then 'defuzz' it. In this way it's also simple to create a monster behaviour by creating ad-hoc rules for every monster's IQ category. But is it correct using fuzzy logic in a game with many parameters like an rpg? Is there a way of merging these two techniques? Are there better AI design techniques for evaluating monster's chooses?

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  • Which K-factor should be used in case players have different K-factor values

    - by DmitryN
    I am implementing a ranking system based on the Elo rating and cannot get a point about the K-factor. If two players with different skills and, therefore, different K-factors are playing, which exactly K-factor should be used when changing their ratings? For example, player A has rating 2500 and K-factor 16 (probability ~75%) while player B has rating 2300 and K-factor 24 (probability ~25%). If player A wins, do I need to use 16 as K-factor for both players or 16 for player A and 24 for player B?

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  • Dealing with "jumping" sprites: badly centered?

    - by GigaBass
    Thing is, I've used darkFunction Editor as a way to get all the spriteCoordinates off a spriteSheet for each individual sprite, and parse the .xml it generates inside my game. It all works fine, except when the sprites are all similarly sized, but when a sprite changes from a small sprite into a big one, such as here: When from walking from some direction, to attacking, it starts "jumping", appearing glitchy, because it's not staying in the same correct position, only doing so for the right attacking sprite, due to the drawing being made from the lower left part of the rectangle. I think someone experienced will immediately recognize the problem I mean, if not, when I return home soon, I will shoot a little youtube video demonstrating the issue! So the question is: what possible solutions are there? I've thought that some sort of individual frame "offset" system might be the answer, or perhaps splitting, in this case, the sprite in 2: the sword, and the character itself, and draw sword according to character's facing, but that might be overly complex. Another speculation would be that there might be some sort of method in LibGdx, the library I'm using, that allows me to change the drawing center (which I looked for and didn't find), so I could choose from where the drawing starts.

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  • Events and objects being skipped in GameMaker

    - by skeletalmonkey
    Update: Turns out it's not an issue with this code (or at least not entirely). Somehow the objects I use for keylogging and player automation (basic ai that plays the game) are being 'skipped' or not loaded about half the time. These are invisible objects in a room that have basic effects such are simulating button presses, or logging them. I don't know how to better explain this problem without putting up all my code, so unless someone has heard of this issue I guess I'll be banging my head against the desk for a bit /Update I've been continuing work on modifying Spelunky, but I've run into a pretty major issue with GameMaker, which I hope is me just doing something wrong. I have the code below, which is supposed to write log files named sequentially. It's placed in a End Room event such that when a player finishes a level, it'll write all their keypress's to file. The problem is that it randomly skips files, and when it reaches about 30 logs it stops creating any new files. var file_name; file_count = 4; file_name = file_find_first("logs/*.txt", 0); while (file_name != "") { file_count += 1; file_name = file_find_next(); } file_find_close(); file = file_text_open_write("logs/log" + string(file_count) + ".txt"); for(i = 0; i < ds_list_size(keyCodes); i += 1) { file_text_write_string(file, string(ds_list_find_value(keyCodes, i))); file_text_write_string(file, " "); file_text_write_string(file, string(ds_list_find_value(keyTimes, i))); file_text_writeln(file); } file_text_close(file); My best guess is that the first counting loop is taking too long and the whole thing is getting dropped? Also, if anyone can tell me of a better way to have sequentially numbered log files that would also be great. Log files have to continue counting over multiple start/stops of the game.

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  • Multiple render targets and pixel shader outputs terminology

    - by Rei Miyasaka
    I'm a little confused on the jargon: does Multiple Render Targets (MRT) refer to outputting from a pixel shader to multiple elements in a struct? That is, when one says "MRT is to write to multiple textures", are multiple elements interleaved in a single output texture, or do you specify multiple discrete output textures? By the way, from what I understand, at least for DX9, all the elements of this struct need to be of the same size. Does this restriction still apply to DX11?

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  • What is the best practice to move sprites using mouse order in Tile games?

    - by Robin-Hood
    I am trying to make my first Tile-game using XNA. I have no problem drawing the map layers using TiledLib from codeplex, but, now I want to give sprite an (order) to move to a specific position on map, by selecting the sprite (left mouse click) and then right mouse click somewhere on the map to specify the target position. I don’t know what is the best practice to move sprite this way, considering that there may be collision objects in the direct path. what is the best practice to do this? Is there any demo covering this issue? thanks. BTW: I couldn’t upload snapshot because of my low score :(

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  • How to sync the actions in a mutiplayer game?

    - by Wheeler
    I connect the clients with UDP (its a peer to peer connection on a multicast network) and the clients are sending their positions in every frame (in WP7 it means the default 30 FPS) to each other. This game is kinda a pong game, and my problem is the next: whenever the opponent hits the ball the angle will not be the same on both mobiles. I think its because the latency (1 pixel difference can cause a different angle). So my question is: how can I sync the hitting event?

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  • This code is of chess game. What is represented by 'DISTANCE' in code? [closed]

    - by rajeshverma423
    package chess; public class Evaluate { public static final int PIECE_KING = 0; public static final int PIECE_QUEEN = 1; public static final int PIECE_ROOK = 2; public static final int PIECE_BISHOP = 3; public static final int PIECE_KNIGHT = 4; public static final int PIECE_PAWN = 5; public static final int FULL_BIT_RANK = 4080; public static final int LAZY_MARGIN = 100; public static final int ISOLATED_PENALTY = 10; public static final int DOUBLE_PENALTY = 4; public static final int[] PIECE_VALUE = { 0, 9, 5, 3, 3, 1 }; public static final int[] PASS_PAWN = { 0, 35, 30, 20, 10, 5 }; public static final byte[] DISTANCE = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 6, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 6, 5, 6, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 6, 5, 4, 5, 6, 7, 0, 0, 0, 0, 0, 0, 0, 0, 7, 6, 5, 4, 3, 4, 5, 6, 7, 0, 0, 0, 0, 0, 0, 7, 6, 5, 4, 3, 2, 3, 4, 5, 6, 7, 0, 0, 0, 0, 7, 6, 5, 4, 3, 2, 1, 2, 3, 4, 5, 6, 7, 0, 0, 7, 6, 5, 4, 3, 2, 1, 0, 1, 2, 3, 4, 5, 6, 7, 0, 0, 7, 6, 5, 4, 3, 2, 1, 2, 3, 4, 5, 6, 7, 0, 0, 0, 0, 7, 6, 5, 4, 3, 2, 3, 4, 5, 6, 7, 0, 0, 0, 0, 0, 0, 7, 6, 5, 4, 3, 4, 5, 6, 7, 0, 0, 0, 0, 0, 0, 0, 0, 7, 6, 5, 4, 5, 6, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 6, 5, 6, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 6, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7 };

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  • How can I make OpenGL textures scale without becoming blurry?

    - by adorablepuppy
    I'm using OpenGL through LWJGL. I have a 16x16 textured quad rendering at 16x16. When I change it's scale amount, the quad grows, then becomes blurrier as it gets larger. How can I make it scale without becoming blurry, like in Minecraft. Here is the code inside my RenderableEntity object: public void render(){ Color.white.bind(); this.spriteSheet.bind(); GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(0,0); GL11.glVertex2f(this.x, this.y); GL11.glTexCoord2f(1,0); GL11.glVertex2f(getDrawingWidth(), this.y); GL11.glTexCoord2f(1,1); GL11.glVertex2f(getDrawingWidth(), getDrawingHeight()); GL11.glTexCoord2f(0,1); GL11.glVertex2f(this.x, getDrawingHeight()); GL11.glEnd(); } And here is code from my initGL method in my game class GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glClearColor(0.46f,0.46f,0.90f,1.0f); GL11.glViewport(0,0,width,height); GL11.glOrtho(0,width,height,0,1,-1); And here is the code that does the actual drawing public void start(){ initGL(800,600); init(); while(true){ GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); for(int i=0;i<entities.size();i++){ ((RenderableEntity)entities.get(i)).render(); } Display.update(); Display.sync(100); if(Display.isCloseRequested()){ Display.destroy(); System.exit(0); } } }

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  • What is wrong with my Dot Product?

    - by Clay Ellis Murray
    I am trying to make a pong game but I wanted to use dot products to do the collisions with the paddles, however whenever I make a dot product objects it never changes much from .9 this is my code to make vectors vector = { make:function(object){ return [object.x + object.width/2,object.y + object.height/2] }, normalize:function(v){ var length = Math.sqrt(v[0] * v[0] + v[1] * v[1]) v[0] = v[0]/length v[1] = v[1]/length return v }, dot:function(v1,v2){ return v1[0] * v2[0] + v1[1] * v2[1] } } and this is where I am calculating the dot in my code vector1 = vector.normalize(vector.make(ball)) vector2 = vector.normalize(vector.make(object)) dot = vector.dot(vector1,vector2) Here is a JsFiddle of my code currently the paddles don't move. Any help would be greatly appreciated

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  • What are the GPU requirements for XNA 4.0?

    - by Nate Koppenhaver
    I tried to build a sample application using XNA, but I got an error saying that Pixel Shader 1.1 was required, so I got a used Radeon X300 GPU that supports Pixel Shader. I tried to build it again, but I got another error saying that "Your current graphics card does not support the XNA HiDef profile" and would not build. Since that card seems to not be compatible, I guess I need to buy another one. What features should I look for to make sure that it's compatible with XNA?

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  • Alternative to pyGame ?

    - by stighy
    Hi, i'm learning something about game programming from a book about "pyGame". pyGame is simple, but... python is a little complex and different from my previous knoweledge about programming. I know "classical" language: C# (also C/C++), Java ... I know a lot of people love Python but for me is a little harder to learn! So i'm looking something like "pyGame" but for java or for c# ... A library with which i can do almost the same thing i can do with pygame (so .. do more with less code ... and headhace). Thank you Ps: excuse my "poor" english!

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  • Help finding time of collision

    - by WannaBe
    I am making a simple game right now and am struggling with collision response. My goal is to someday be able to turn it into a 2D platformer but I have a long way to go. I am currently making this in JavaScript and using the canvas element so (0,0) is in the top left and positive X is to the right and positive Y is down. I read a helpful post on StackExchange that got me started on this but I can't seem to get the algorithm 100% correct. How to deal with corner collisions in 2D? I can detect the collision fine but I can't seem to get the response right. The goal is to detect which side the player hit first since minimum displacement doesn't always work. The X response seems to work fine but the Y only works when I am far from the corners. Here is a picture showing what happens Here is the code var bx = box.x; var by = box.y; var bw = box.width; var bh = box.height; var boxCenterX = bx + (bw/2); var boxCenterY = by + (bh/2); var playerCenterX = player.x + player.xvel + (player.width/2); var playerCenterY = player.y + player.yvel + (player.height/2); //left = negative and right = positve, 0 = middle var distanceXin = playerCenterX - boxCenterX; var distanceYin = playerCenterY - boxCenterY; var distanceWidth = Math.abs(distanceXin); var distanceHeight = Math.abs(distanceYin); var halfWidths = (bw/2) + (player.width/2); var halfHeights = (bh/2) + (player.height/2); if(distanceWidth < halfWidths){ //xcollision if(distanceHeight < halfHeights){ //ycollision if(player.xvel == 0){ //adjust y if(distanceYin > 0){ //bottom player.y = by + bh; player.yvel = 0; }else{ player.y = by - player.height; player.yvel = 0; } }else if(player.yvel == 0){ //adjust x if(distanceXin > 0){ //right player.x = bx + bw; player.xvel = 0; }else{ //left player.x = bx - player.width; player.xvel = 0; } }else{ var yTime = distanceYin / player.yvel; var xTime = distanceXin / player.xvel; if(xTime < yTime){ //adjust the x it collided first if(distanceXin > 0){ //right player.x = bx + bw; player.xvel = 0; }else{ //left player.x = bx - player.width; player.xvel = 0; } }else{ //adjust the y it collided first if(distanceYin > 0){ //bottom player.y = by + bh; player.yvel = 0; }else{ player.y = by - player.height; player.yvel = 0; } } } } } And here is a JSFiddle if you would like to see the problem yourself. http://jsfiddle.net/dMumU/ To recreate this move the player to here And press up and left at the same time. The player will jump to the right for some reason. Any advice? I know I am close but I can't seem to get xTime and yTime to equal what I want every time.

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  • Game Engine that allows for objects being placed in-game

    - by user185812
    I am looking for a game engine with multiplayer support that allows for players to place objects in the terrain. (eg. in TF2 one can place teleporters, etc...or in minecraft one can place blocks). I don't need the placeable objects to be interactive like in TF2, but I just need an engine that won't make me code this from scratch. I have decent knowledge of Python, PHP, HTML, C++ and C# (and a small knowledge of Lua scripting, although I have only been at it for a few months) so I should be able to handle most engines. So far I have looked at UDK and Cryengine, and wasn't thrilled with either.

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  • How can I place a ProgressBar in Android using Cocos 2d?

    - by Laxmipriya
    I want to place a horizontal progress bar in my Android application and I want to change its progress color. I used the following code, but the progress bar is not being displayed. CCProgressTimer progressBar = CCProgressTimer.progress("progressbar.png"); progressBar.setType(kCCProgressTimerTypeHorizontalBarLR); progressBar.setScale(5); progressBar.setAnchorPoint(CGPoint.ccp(0, 0)); progressBar.setPosition(CGPoint.ccp(0,0)); addChild(progressBar);

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  • Implement Negascout Algorithm with stack

    - by Dan
    I'm not familiar with how these stack exchange accounts work so if this is double posting I apologize. I asked the same thing on stackoverflow. I have added an AI routine to a game I am working on using the Negascout algorithm. It works great, but when I set a higher maximum depth it can take a few seconds to complete. The problem is it blocks the main thread, and the framework I am using does not have a way to deal with multi-threading properly across platforms. So I am trying to change this routine from recursively calling itself, to just managing a stack (vector) so that I can progress through the routine at a controlled pace and not lock up the application while the AI is thinking. I am getting hung up on the second recursive call in the loop. It relies on a returned value from the first call, so I don't know how to add these to a stack. My Working c++ Recursive Code: MoveScore abNegascout(vector<vector<char> > &board, int ply, int alpha, int beta, char piece) { if (ply==mMaxPly) { return MoveScore(evaluation.evaluateBoard(board, piece, oppPiece)); } int currentScore; int bestScore = -INFINITY; MoveCoord bestMove; int adaptiveBeta = beta; vector<MoveCoord> moveList = evaluation.genPriorityMoves(board, piece, findValidMove(board, piece, false)); if (moveList.empty()) { return MoveScore(bestScore); } bestMove = moveList[0]; for(int i=0;i<moveList.size();i++) { MoveCoord move = moveList[i]; vector<vector<char> > newBoard; newBoard.insert( newBoard.end(), board.begin(), board.end() ); effectMove(newBoard, piece, move.getRow(), move.getCol()); // First Call ****** MoveScore current = abNegascout(newBoard, ply+1, -adaptiveBeta, -max(alpha,bestScore), oppPiece); currentScore = - current.getScore(); if (currentScore>bestScore){ if (adaptiveBeta == beta || ply>=(mMaxPly-2)){ bestScore = currentScore; bestMove = move; }else { // Second Call ****** current = abNegascout(newBoard, ply+1, -beta, -currentScore, oppPiece); bestScore = - current.getScore(); bestMove = move; } if(bestScore>=beta){ return MoveScore(bestMove,bestScore); } adaptiveBeta = max(alpha, bestScore) + 1; } } return MoveScore(bestMove,bestScore); } If someone can please help by explaining how to get this to work with a simple stack. Example code would be much appreciated. While c++ would be perfect, any language that demonstrates how would be great. Thank You.

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