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  • Design Pattern for Social Game Mission Mechanics

    - by Furkan ÇALISKAN
    When we want to design a mission sub-system like in the The Ville or Sims Social, what kind of design pattern / idea would fit the best? There may be relation between missions (first do this then this etc...) or not. What do you think sims social or the ville or any other social games is using for this? I'm looking for a best-practise method to contruct a mission framework for tha game. How the well-known game firms do this stuff for their large scale social facebook games? Giving missions to the players and wait players to complete them. when they finished the missions, providing a method to catch this mission complete events considering large user database by not using server-side not so much to prevent high-traffic / resource consumption. how should i design the database and server-client communication to achive this design condidering this trade-off.

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  • Adding VFACE semantic causes overlapping output semantics error

    - by user1423893
    My pixel shader input is a follows struct VertexShaderOut { float4 Position : POSITION0; float2 TextureCoordinates : TEXCOORD0; float4 PositionClone : TEXCOORD1; // Final position values must be cloned to be used in PS calculations float3 Normal : TEXCOORD2; //float3x3 TBN : TEXCOORD3; float CullFace : VFACE; // A negative value faces backwards (-1), while a positive value (+1) faces the camera (requires ps_3_0) }; I'm using ps_3_0 and I wish to utilise the VFACE semantic for correct lighting of normals depending on the cull mode. If I add the VFACE semantic then I get the following errors: error X5639: dcl usage+index: position,0 has already been specified for an output register error X4504: overlapping output semantics Why would this occur? I can't see why there would be too much data.

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  • How can I resize a set of sprite images?

    - by Tyler J Fisher
    Hey StackExchange GameDev community, I'm attempting to resize series of sprites upon instantiation of the class they're located in. I've attempted to use the following code to resize the images, however my attempts have been unsuccessful. I have been unable to write an implementation that is even compilable, so no error codes yet. wLeft.getScaledInstance(wLeft.getWidth()*2, wLeft.getHeight()*2, Image.SCALE_FAST); I've heard that Graphics2D is the best option. Any suggestions? I think I'm probably best off loading the images into a Java project, resizing the images then outputting them to a new directory so as not to have to resize each sprite upon class instantiation. What do you think? Photoshopping each individual sprite is out of the question, unless I used a macro. Code: package game; //Import import java.awt.Image; import javax.swing.ImageIcon; public class Mario extends Human { Image wLeft = new ImageIcon("sprites\\mario\\wLeft.PNG").getImage(); //Constructor public Mario(){ super("Mario", 50); wLeft = wLeft.getScaledInstance(wLeft.getWidth()*2, wLeft.getHeight()*2, Image.SCALE_FAST); }

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  • XNA Per-Polygon Collision Check

    - by user22985
    I'm working on a project in XNA for WP7 with a low-poly environment, my problem is I need to setup a working per-polygon collision check between 2 or more 3d meshes. I've checked tons of tutorials but all of them use bounding-boxes, bounding-spheres,rays etc., but what I really need is a VERY precise way of checking if the polygons of two distinct models have intersected or not. If you could redirect me to an example or at least give me some pointers I would be grateful.

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  • Comparing a saved movement with other movement with Kinect

    - by Ewerton
    I need to develop an application where a user (physiotherapist) will perform a movement in front of the Kinect, I'll write the data movement in the database and then the patient will try to imitate this motion. The system will calculate the similarity between the movement recorded and executed. My first idea is, during recording (each 5 second, by example), to store the position (x, y, z) of the points and then compare them in the execution time(by patient). I know that this approach is too simple, because I imagine that in people of different sizes the skeleton is recognized differently, so the comparison is not reliable. My question is about the best way to compare a saved motion with a movement executed (on the fly). PS: Sorry by my English.

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  • Interpolating height on opengl quad

    - by ThePlague
    Okay I've got a quad, see picture. And want to find the height at any point in the quad, is there a way to do this accurately as bilinear interpolation doesn't work in this case. As you can see the trees trunk is well beneath the terrain and should be at the same height as the trunks around it. I know the altitude of the vertices marked by a red circle and the centre red circle is roughly where the base should be, I've also crudely added a line as that surface is not flat.

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  • Best way of storing voxels

    - by opiop65
    This should be a pretty easy question to answer, and I'm not looking for how to store the voxels data wise, I'm looking for the theory. Currently, my voxel engine has no global list of tiles. Each chunk has it's own list, and its hard to do things like collision detection or anything that may use tiles that are outside of its own chunk. I recently worked on procedural terrain with a non voxel engine. Now, I want to start using heightmaps in my voxel engine. But, I have a problem. If each chunk has its own list, then it will be pretty difficult to implement the heightmaps. My real question is, is should I store a global list of voxels independent of the chunks? And then I can just easily perform collision detection and terrain generation. However, it would probably be harder to do things such as frustum culling. So how should I store them?

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  • References about Game Engine Architecture in AAA Games

    - by sharethis
    Last weeks I focused on game engine architecture and learned a lot about different approaches like component based, data driven, and so on. I used them in test applications and understand their intention but none of them looks like the holy grail. So I wonder how major games in the industry ("AAA Games") solve different architecture problems. But I noticed that there are barely references about game engine architecture out there. Do you know any resources of game engine architecture of major game titles like Battlefield, Call of Duty, Crysis, Skyrim, and so on? Doesn't matter if it is an article of a game developer or a wiki page or an entire book. I read this related popular question: Good resources for learning about game architecture? But it is focused on learning books rather than approaches in the industry. Hopefully the breadth of our community can carry together certain useful informations! Thanks a lot! Edit: This question is focused but not restricted to first person games.

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  • How to implement Undo and Redo feature in as3

    - by Swati Singh
    I am going to create an application in that i have to implement an Undo and Redo feature. In the application there will be multiple objects located on stage and user can customize the position of the objects. But when user clicks on Undo the object go back to their default position and after clicking on redo object will move on the new position. So my question is how can i apply these feature in my application? Is there any library or any third party classes? Can some one help me? Thanks in advance.

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  • Compiling SDL under Windows with sdl-config

    - by DarrenVortex
    I have downloaded NXEngine (The Open Source version of Cave Story). I have a make file in the directory, which I execute using msys. However, the make file uses sdl-config: g++ -g -O2 -c main.cpp -D DEBUG `sdl-config --cflags` -Wreturn-type -Wformat -Wno-multichar -o main.o /bin/sh: sdl-config: command not found And apparently sdl-config does not exist under windows since there's no sdl installation. There's also no documentation on the official sourceforge website about this! What do I do?

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  • Spritebatch node animation appears to be broken in cocos2d-x 2.0.3

    - by George Host
    Hi I have spent aprox 2 days trying to get this to work doing a google searches left and right and I did get it working except for sprite batch nodes. So in my class I am able to load kuwalio_stand.png and I tested kuwalio_walk1.png and 2 and 3 from the FrameCache(). They work for sure 100%. I run this code and it does not animate does anyone else have the same issue with sprite batch nodes? cocos2d::CCSprite * player = Player::create(); player->setPosition(cocos2d::CCPointMake(0.0f,0.0f)); player->setDisplayFrame(cocos2d::CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("kuwalio_stand.png")); player->setTag(PlayerTag); cocos2d::CCAnimation * walk = cocos2d::CCAnimation::create(); cocos2d::CCSpriteFrame * walk1 = cocos2d::CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("kuwalio_walk1.png"); cocos2d::CCSpriteFrame * walk2 = cocos2d::CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("kuwalio_walk2.png"); cocos2d::CCSpriteFrame * walk3 = cocos2d::CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("kuwalio_walk3.png"); walk->addSpriteFrame(walk1); walk->addSpriteFrame(walk2); walk->addSpriteFrame(walk3); cocos2d::CCAnimate * actionWalk = cocos2d::CCAnimate::create(walk); cocos2d::CCRepeatForever * actionRepeat = cocos2d::CCRepeatForever::create(actionWalk); walk->setDelayPerUnit(0.1f); actionWalk->setDuration(10.1f); player->runAction(actionRepeat); // Change camera to a soft follow camera. this->runAction(cocos2d::CCFollow::create(player)); mSceneSpriteBatchNode->addChild(player); // Have the CCNode object run its virtual update function as fast as possible. // Every frame for this layer. this-scheduleUpdate(); Counter example without the sprite batch node... cocos2d::CCSprite * sprite = cocos2d::CCSprite::create("kuwalio_walk1.png"); this->addChild(sprite,0); sprite->setPosition(cocos2d::CCPointMake(60,60)); sprite->retain(); cocos2d::CCAnimation * actionAnimation = cocos2d::CCAnimation::create(); actionAnimation->setDelayPerUnit(0.01f); actionAnimation->retain(); actionAnimation->addSpriteFrameWithFileName("kuwalio_walk1.png"); actionAnimation->addSpriteFrameWithFileName("kuwalio_walk2.png"); actionAnimation->addSpriteFrameWithFileName("kuwalio_walk3.png"); cocos2d::CCAnimate * a = cocos2d::CCAnimate::create(actionAnimation); a->setDuration(0.10f); cocos2d::CCRepeatForever * actionRepeat = cocos2d::CCRepeatForever::create(a); sprite->runAction(actionRepeat);

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  • cocos2d fragment shader transparency

    - by fiddler
    I'm playing with custom fragment shaders for a CCSprite (see http://www.raywenderlich.com/4428/how-to-mask-a-sprite-with-cocos2d-2-0). But I can't figure out why I get a white color whith the following line: gl_FragColor = vec4(1.0,1.0,1.0,0.0); Whereas I have a transparent color with this: gl_FragColor = vec4(0.0,0.0,0.0,0.0); Shouln't I have a transparent sprite in both cases ? (alpha channel is null, right ?)

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  • How to make Rect of irregular shape sprite?

    - by Anil gupta
    I used masking for breaking an image as the below mention pattern now its breaking in different pieces but now i have one issue to make the Rect of each pieces, i need to drag the broken pieces and to adjust at correct position so that i can make again actual images. To drag and put at right positing i need to make Rect but i am not getting idea how to make Rect of this irregular shape, I will be very thankful to you, any idea or code to make rect . My previous Question is: How do I break an image into 6 or 8 pieces of different shapes? Thanks.

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  • Reflections based on distance from plane

    - by Andrea Benedetti
    Let's consider, for example, a surface like the volleyball court, we can see that legs and shoes of the players are reflected, with a blur effect, but body and stadium don't (as each object not near to the court). I've already made a reflection effect, but it works as a specular reflection, and I need to achieve an effect like the photo above. So, I would like to make a reflection that is based on the distance between the object and the plane, in this manner a close object would reflect more than an object that is positioned far away from the plane. What is the best way to achieve this effect? My first idea was to use the depth value (taken from the reflected camera), and use that value to blend between reflection and court. But I don't know if it's a correct way. Edit: as rendering engine I use Ogre that already provides a reflections system: reflecting the camera through a plane (obviously I can select the models to draw from the reflected camera). After a render to texture pass I can blend the reflected texture with the original plane. So, if possible, I'm looking for a way that best suits my system.

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  • What is the Xbox360's D3DRS_VIEWPORTENABLE equivalent on WinXP D3D9?

    - by Jim Buck
    I posted this on StackOverlow, but of course it should be posted here. I am maintaining a multiplatform codebase for Xbox360 and WinXP. I am seeing an issue on the XP side that appears to be related to D3DRS_VIEWPORTENABLE on the Xbox360 version not having an equivalent on WinXP D3D9. This article had an interesting idea, but the only way to construct an identity matrix is to supply negative numbers to D3DVIEWPORT9::X and D3DVIEWPORT9::Height, but they are unsigned numbers. (I tried to put in negative numbers anyway, but nothing interesting happened.) So, how does one emulate the behavior of D3DRS_VIEWPORTENABLE under WinXP/D3D9? (For clarity, the result I'm seeing is that a 2d screen-aligned quad works fine on Xbox360 but is offset/stretched on WinXP. In fact, the (0, 0) starts in the center of the screen on WinXP instead of in the lower-left corner like on the Xbox360 as a result of applying the viewport transform.) Update: I didn't have an Xbox360 devkit at the time I wrote up this question, but I've since gotten one. I commented out the disabling of the D3DRS_VIEWPORTENABLE state, and the exact same behavior resulted on the Xbox360 as on the WinXP build. So, there must be some DirectX magic to bridge the gap here for emulating D3DRS_VIEWPORTENABLE being turned off on WinXP.

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  • Online games programming basics

    - by Renkon
    I am writing with regard to an issue I am having nowadays. I have come up with an interesting idea of making an online game in C#, yet I do not have the knowledge to work with more than a player. Basic games like a TIC-TAC-TOE or a SNAKE were done already, and I would like to do a simple, but online, game. Would you mind giving me some tutorials or guides related to that? I would really like to learn how to work online with the client/server structure (though, I do know the basics about that structure). I look forward to reading from you. Yours faithfully, Renkon.

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  • Using XNA's XML content pipeline to read arrays of objects with different subtypes

    - by Mcguirk
    Using XNA's XML content importer, is it possible to read in an array of objects with different subtypes? For instance, assume these are my class definitions: public abstract class MyBaseClass { public string MyBaseData; } public class MySubClass0 : MyBaseClass { public int MySubData0; } public class MySubClass1 : MyBaseClass { public bool MySubData1; } And this is my XML file: <XnaContent> <Asset Type="MyBaseClass[]"> <Item> <!-- I want this to be an instance of MySubClass0 --> <MyBaseData>alpha</MyBaseData> <MySubData0>314</MySubData0> </Item> <Item> <!-- I want this to be an instance of MySubClass1 --> <MyBaseData>bravo</MyBaseData> <MySubData1>true</MySubData1> </Item> </Asset> </XnaContent> How do I specify that I want the first Item to be an instance of MySubclass0 and the second Item to be an instance of MySubclass1?

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  • App Store: Profitability for Game Developers

    - by Bunkai.Satori
    Recent days, I've been spending significant time in discovering chances of profitability of AppStore for developers. I have found many articles. Some of them are highly optimistic, while other are extremely skeptical. This article is extremely skeptical. It even claims to have backed its conclusions by objective sales numbers. This is another pesimistic article saying that games developed by single individuals get 20 downloads a day. Can I kindly ask to clarify from business viewpoint whether average developers publishing games and software on AppStore can cover their living expenses, even, whether they can become profitable? Is it achievable to generate revenues of 50.000 USD yearly on AppStore for a single developer? I would like to stay as realistic as possible. Despite the question might look subjective, a good business man will be able to esitmate chances for profitability and prosperity within AppStore.

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  • fmod getWaveData() export to WAVE file help (C++)

    - by eddietree
    I am trying to export the current sound that is being played by the FMOD::System into a WAVE file by calling getWaveData(). I have the header of the wave file correct, and currently trying to write to the wave file each frame like so: const unsigned int samplesPerSec = 48000; const unsigned int fps = 60; const int numSamples = samplesPerSec / fps; float data[2][numSamples]; short conversion[numSamples*2]; m_fmodsys->getWaveData( &data[0][0], numSamples, 0 ); // left channel m_fmodsys->getWaveData( &data[1][0], numSamples, 1 ); // right channel int littleEndian = IsLittleEndian(); for ( int i = 0; i < numSamples; ++i ) { // left channel float coeff_left = data[0][i]; short val_left = (short)(coeff_left * 0x7FFF); // right channel float coeff_right = data[1][i]; short val_right = (short)(coeff_right * 0x7FFF); // handle endianness if ( !littleEndian ) { val_left = ((val_left & 0xff) << 8) | (val_left >> 8); val_right = ((val_right & 0xff) << 8) | (val_right >> 8); } conversion[i*2+0] = val_left; conversion[i*2+1] = val_right; } fwrite((void*)&conversion[0], sizeof(conversion[0]), numSamples*2, m_fh); m_dataLength += sizeof(conversion); Currently, the timing of the sound is correct, but the sample seems clipped way harshly. More specifically, I am outputting four beats in time. When I playback the wave-file, the beats timing is correct but it just sounds way fuzzy and clipped. Am I doing something wrong with my calculation? I am exporting in 16-bits, two channels. Thanks in advance! :) Reference (WAVE file format): http://www.sonicspot.com/guide/wavefiles.html

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  • Animations in FBX exported from Maya are anchored in the wrong place

    - by Simon P Stevens
    We are trying to export a model and animation from Maya into Unity3d. In Maya, the model is anchored (pivot point) at the feet (and the body moves up and down). However after we have performed the FBX export, and imported the file into Unity the model is now appears to be anchored by the waist/head and the feet move. These example videos probably help explain the problem more clearly: Example video - Maya - Correct Example video - Unity - Wrong We have also noticed that if we take the FBX file and import it back into Maya we have exactly the same problem. It seems to be that the constraints no longer work after the FBX is reimported back to Maya, which just kills the connection between the joints and the control objects. When we exported the FBX we have tried checking the 'bake animations' check box. The fact that the same problem exist when importing the FBX back into both Maya and Unity suggests that the source of the problem is most likely with the Maya FBX export. Has anyone encountered this problem before and have any ideas how to fix it?

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  • Any Good Cocos2d Pause Menu Library

    - by Mahbubur R Aaman
    Background : From http://code.google.com/p/cocos2d-iphone/issues/detail?id=173 Scenes/Nodes doesn't support the CocosNodeOpacity protocol. From http://playsnackgames.com/blog/2011/09/cocos2d-tutorial-creating-a-reusable-pause-layer/ Cocos2d offers a simple method to pause and resume itself, but these methods stop the CCDirector (the class that manages most aspects of a Cocos2d’s app lifetime) from running actions and lower the fps to 5 to conserve battery life. Related issues http://www.cocos2d-iphone.org/forum/topic/4368 http://www.cocos2d-iphone.org/forum/topic/151 http://stackoverflow.com/questions/5852354/cocos2d-engine-pause-resume http://stackoverflow.com/questions/11878450/how-to-pause-a-layer-in-cocos2d-2-0 Question : Is there any Good Cocos2d Pause Menu Library solving these tricky issues? This will save many hours of Game Developer's life.

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  • Playing NSF music in FMOD.net

    - by Tesserex
    So, as the title says, I want to be able to play NSF files using FMOD, because my project already uses FMOD and I'd rather not replace it. This will involve figuring out how existing players and emulators work and porting it. I haven't yet found an existing player that uses FMOD. My starting point is the MyNes source from http://sourceforge.net/projects/mynes/. There are two big steps between here and what I'm looking for. MyNes plays from a ROM, not NSF. So, I have to rip out the APU and get it to play NSF files. The MyNes APU uses SlimDX, so I have to convert that to FMOD.NET. I am really stuck about how to go about either of these, because I'm not that familiar with audio formats and it's hard finding resources online. So here are a few questions: From what I can tell from the NSF spec at http://kevtris.org/nes/nsfspec.txt, it's just contains the relevant memory section of the ROM, plus the header. If anyone can verify or correct this that would be great. The emulator APU uses data from the rest of the emulator to play, including things like cycle counts. I'm not sure what replaces this in a standalone player. Can't I just load all the music data at once into a stream and play it? Joining #1 and #2, does the header data from the NSF substitute for some of the ROM data in the emulator code? Using FMOD, will I be following the usercreatedsound example for loading a stream? And does this format count as PCM? Specifically MyNes says PCM8. Any tips on loading / playing the stream in FMOD are appreciated. As an aside, I don't really understand the loading / playing sections of the spec I linked at all. It seems to apply to 6502 systems / emulators only and not to my situation. I know it's a long shot for anyone here to have enough experience in this area to help, but anything you can provide is definitely appreciated. A link to an existing .NET library that does this would be even better, but I don't believe one exists.

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  • Optimizing collision engine bottleneck

    - by Vittorio Romeo
    Foreword: I'm aware that optimizing this bottleneck is not a necessity - the engine is already very fast. I, however, for fun and educational purposes, would love to find a way to make the engine even faster. I'm creating a general-purpose C++ 2D collision detection/response engine, with an emphasis on flexibility and speed. Here's a very basic diagram of its architecture: Basically, the main class is World, which owns (manages memory) of a ResolverBase*, a SpatialBase* and a vector<Body*>. SpatialBase is a pure virtual class which deals with broad-phase collision detection. ResolverBase is a pure virtual class which deals with collision resolution. The bodies communicate to the World::SpatialBase* with SpatialInfo objects, owned by the bodies themselves. There currenly is one spatial class: Grid : SpatialBase, which is a basic fixed 2D grid. It has it's own info class, GridInfo : SpatialInfo. Here's how its architecture looks: The Grid class owns a 2D array of Cell*. The Cell class contains two collection of (not owned) Body*: a vector<Body*> which contains all the bodies that are in the cell, and a map<int, vector<Body*>> which contains all the bodies that are in the cell, divided in groups. Bodies, in fact, have a groupId int that is used for collision groups. GridInfo objects also contain non-owning pointers to the cells the body is in. As I previously said, the engine is based on groups. Body::getGroups() returns a vector<int> of all the groups the body is part of. Body::getGroupsToCheck() returns a vector<int> of all the groups the body has to check collision against. Bodies can occupy more than a single cell. GridInfo always stores non-owning pointers to the occupied cells. After the bodies move, collision detection happens. We assume that all bodies are axis-aligned bounding boxes. How broad-phase collision detection works: Part 1: spatial info update For each Body body: Top-leftmost occupied cell and bottom-rightmost occupied cells are calculated. If they differ from the previous cells, body.gridInfo.cells is cleared, and filled with all the cells the body occupies (2D for loop from the top-leftmost cell to the bottom-rightmost cell). body is now guaranteed to know what cells it occupies. For a performance boost, it stores a pointer to every map<int, vector<Body*>> of every cell it occupies where the int is a group of body->getGroupsToCheck(). These pointers get stored in gridInfo->queries, which is simply a vector<map<int, vector<Body*>>*>. body is now guaranteed to have a pointer to every vector<Body*> of bodies of groups it needs to check collision against. These pointers are stored in gridInfo->queries. Part 2: actual collision checks For each Body body: body clears and fills a vector<Body*> bodiesToCheck, which contains all the bodies it needs to check against. Duplicates are avoided (bodies can belong to more than one group) by checking if bodiesToCheck already contains the body we're trying to add. const vector<Body*>& GridInfo::getBodiesToCheck() { bodiesToCheck.clear(); for(const auto& q : queries) for(const auto& b : *q) if(!contains(bodiesToCheck, b)) bodiesToCheck.push_back(b); return bodiesToCheck; } The GridInfo::getBodiesToCheck() method IS THE BOTTLENECK. The bodiesToCheck vector must be filled for every body update because bodies could have moved meanwhile. It also needs to prevent duplicate collision checks. The contains function simply checks if the vector already contains a body with std::find. Collision is checked and resolved for every body in bodiesToCheck. That's it. So, I've been trying to optimize this broad-phase collision detection for quite a while now. Every time I try something else than the current architecture/setup, something doesn't go as planned or I make assumption about the simulation that later are proven to be false. My question is: how can I optimize the broad-phase of my collision engine maintaining the grouped bodies approach? Is there some kind of magic C++ optimization that can be applied here? Can the architecture be redesigned in order to allow for more performance? Actual implementation: SSVSCollsion Body.h, Body.cpp World.h, World.cpp Grid.h, Grid.cpp Cell.h, Cell.cpp GridInfo.h, GridInfo.cpp

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  • MonoGame: PC + Mobile?

    - by ashes999
    I'm researching Monogame. Their goal is to allow "easy" porting of an existing XNA/Windows game to mobile. Does this mean you can have one solution (theoretically) with shared code, and it works on all three platforms (PC, Android, iPhone)? Or do you need to port your game from PC to Android, and then again to iPhone? I'm sure "write once, run anywhere" works 80% of the time, I'm not worried about that other 20% like support for GPS, acceleratometer, etc. which doesn't exist on all platforms.

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  • Stage3D Camera problem

    - by Thomas Versteeg
    I am trying to create a 2D Stage3D game where you can move the camera around the level in an RTS style. I thought about using Orthographic Matrix3D functions for this but when I try to scroll the whole "stage" also scrolls. This is the Camera code: public function Camera2D(width:int, height:int, zoom:Number = 1) { resize(width, height); _zoom = zoom; } public function resize(width:Number, height:Number):void { _width = width; _height = height; _projectionMatrix = makeMatrix(0, width, 0, height); _recalculate = true; } protected function makeMatrix(left:Number, right:Number, top:Number, bottom:Number, zNear:Number = 0, zFar:Number = 1):Matrix3D { return new Matrix3D(Vector.<Number>([ 2 / (right - left), 0, 0, 0, 0, 2 / (top - bottom), 0, 0, 0, 0, 1 / (zFar - zNear), 0, 0, 0, zNear / (zNear - zFar), 1 ])); } public function get viewMatrix():Matrix3D { if (_recalculate) { _recalculate = false; _viewMatrix.identity(); _viewMatrix.appendTranslation( -_width / 2 - _x, -_height / 2 - y, 0); _viewMatrix.appendScale(_zoom, _zoom, 1); _renderMatrix.identity(); _renderMatrix.append(_viewMatrix); _renderMatrix.append(_projectionMatrix); } return _renderMatrix; } Here are two screenshots to show what I mean: How do I only let the inside of the stage3D scroll and not the whole stage?

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