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  • FlasCC requirements and limitations?

    - by Arthur Wulf White
    It is now available for download. It says you need twice* as many bits as I have. Why would you need more bits to compile code? Does that mean you need more bits to run flash games writtes with flasCC Did anyone try it out and happens to know the answers? http://gaming.adobe.com/technologies/flascc/ Minimum system requirements Flash Player 11 or higher Flex SDK 4.6 or higher Java Virtual Machine (64-bit) Windows Microsoft® Windows® 7 (64-bit edition) Cygwin (included) *This is meant as a joke. however I do own a 32-bit laptop and I am wondering why you need 64-bit. Afaik - You only need 64-bit if you want to run a system that has more than 4gigs of memory. Why would any flash game require more than 4 gigs of memory. The only system that is 64-bits and does not have 4gigs of memory that I can quickly recall is that hilarious Nintendo that came ages ago with a Motorola CPU.

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  • Toon/cel shading with variable line width?

    - by Nick Wiggill
    I see a few broad approaches out there to doing cel shading: Duplication & enlargement of model with flipped normals (not an option for me) Sobel filter / fragment shader approaches to edge detection Stencil buffer approaches to edge detection Geometry (or vertex) shader approaches that calculate face and edge normals Am I correct in assuming the geometry-centric approach gives the greatest amount of control over lighting and line thickness, as well eg. for terrain where you might see the silhouette line of a hill merging gradually into a plain? What if I didn't need pixel lighting on my terrain surfaces? (And I probably won't as I plan to use cell-based vertex- or texturemap-based lighting/shadowing.) Would I then be better off sticking with the geometry-type approach, or go for a screen space / fragment approach instead to keep things simpler? If so, how would I get the "inking" of hills within the mesh silhouette, rather than only the outline of the entire mesh (with no "ink" details inside that outline? Lastly, is it possible to cheaply emulate the flipped-normals approach, using a geometry shader? Is that exactly what the GS approaches do? What I want - varying line thickness with intrusive lines inside the silhouette... What I don't want...

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  • Fitting a rectangle into screen with XNA

    - by alecnash
    I am drawing a rectangle with primitives in XNA. The width is: width = GraphicsDevice.Viewport.Width and the height is height = GraphicsDevice.Viewport.Height I am trying to fit this rectangle in the screen (using different screens and devices) but I am not sure where to put the camera on the Z-axis. Sometimes the camera is too close and sometimes to far. This is what I am using to get the camera distance: //Height of piramid float alpha = 0; float beta = 0; float gamma = 0; alpha = (float)Math.Sqrt((width / 2 * width/2) + (height / 2 * height / 2)); beta = height / ((float)Math.Cos(MathHelper.ToRadians(67.5f)) * 2); gamma = (float)Math.Sqrt(beta*beta - alpha*alpha); position = new Vector3(0, 0, gamma); Any idea where to put the camera on the Z-axis?

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  • Static "LoD" hack opinions

    - by David Lively
    I've been playing with implementing dynamic level of detail for rendering a very large mesh in XNA. It occurred to me that (duh) the whole point of this is to generate small triangles close to the camera, and larger ones far away. Given that, rather than constantly modifying or swapping index buffers based on a feature's rendered size or distance from the camera, it would be a lot easier (and potentially quite a bit faster), to render a single "fan" or flat wedge/frustum-shaped planar mesh that is tessellated into small triangles close to the near or small end of the frustum and larger ones at the far end, sort of like this (overhead view) (Pardon the gap in the middle - I drew one side and mirrored it) The triangle sizes are chosen so that all are approximately the same size when projected. Then, that mesh would be transformed to track the camera so that the Z axis (center vertical in this image) is always aligned with the view direction projected into the XZ plane. The vertex shader would then read terrain heights from a height texture and adjust the Y coordinate of the mesh to match a height field that defines the terrain. This eliminates the need for culling (since the mesh is generated to match the viewport dimensions) and the need to modify the index and/or vertex buffers when drawing the terrain. Obviously this doesn't address terrain with overhangs, etc, but that could be handled to a certain extent by including a second mesh that defines a sort of "ceiling" via a different texture. The other LoD schemes I've seen aren't particularly difficult to implement and, in some cases, are a lot more flexible, but this seemed like a decent quick-and-dirty way to handle height map-based terrain without getting into geometry manipulation. Has anyone tried this? Opinions?

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  • SDL_BlitSurface segmentation fault (surfaces aren't null)

    - by Trollkemada
    My app is crashing on SDL_BlitSurface() and i can't figure out why. I think it has something to do with my static object. If you read the code you'll why I think so. This happens when the limits of the map are reached, i.e. (iwidth || jheight). This is the code: Map.cpp (this render) Tile const * Map::getTyle(int i, int j) const { if (i >= 0 && j >= 0 && i < width && j < height) { return data[i][j]; } else { return &Tile::ERROR_TYLE; // This makes SDL_BlitSurface (called later) crash //return new Tile(TileType::ERROR); // This works with not problem (but is memory leak, of course) } } void Map::render(int x, int y, int width, int height) const { //DEBUG("(Rendering...) x: "<<x<<", y: "<<y<<", width: "<<width<<", height: "<<height); int firstI = x / TileType::PIXEL_PER_TILE; int firstJ = y / TileType::PIXEL_PER_TILE; int lastI = (x+width) / TileType::PIXEL_PER_TILE; int lastJ = (y+height) / TileType::PIXEL_PER_TILE; // The previous integer division rounds down when dealing with positive values, but it rounds up // negative values. This is a fix for that (We need those values always rounded down) if (firstI < 0) { firstI--; } if (firstJ < 0) { firstJ--; } const int firstX = x; const int firstY = y; SDL_Rect srcRect; SDL_Rect dstRect; for (int i=firstI; i <= lastI; i++) { for (int j=firstJ; j <= lastJ; j++) { if (i*TileType::PIXEL_PER_TILE < x) { srcRect.x = x % TileType::PIXEL_PER_TILE; srcRect.w = TileType::PIXEL_PER_TILE - (x % TileType::PIXEL_PER_TILE); dstRect.x = i*TileType::PIXEL_PER_TILE + (x % TileType::PIXEL_PER_TILE) - firstX; } else if (i*TileType::PIXEL_PER_TILE >= x + width) { srcRect.x = 0; srcRect.w = x % TileType::PIXEL_PER_TILE; dstRect.x = i*TileType::PIXEL_PER_TILE - firstX; } else { srcRect.x = 0; srcRect.w = TileType::PIXEL_PER_TILE; dstRect.x = i*TileType::PIXEL_PER_TILE - firstX; } if (j*TileType::PIXEL_PER_TILE < y) { srcRect.y = 0; srcRect.h = TileType::PIXEL_PER_TILE - (y % TileType::PIXEL_PER_TILE); dstRect.y = j*TileType::PIXEL_PER_TILE + (y % TileType::PIXEL_PER_TILE) - firstY; } else if (j*TileType::PIXEL_PER_TILE >= y + height) { srcRect.y = y % TileType::PIXEL_PER_TILE; srcRect.h = y % TileType::PIXEL_PER_TILE; dstRect.y = j*TileType::PIXEL_PER_TILE - firstY; } else { srcRect.y = 0; srcRect.h = TileType::PIXEL_PER_TILE; dstRect.y = j*TileType::PIXEL_PER_TILE - firstY; } SDL::YtoSDL(dstRect.y, srcRect.h); SDL_BlitSurface(getTyle(i,j)->getType()->getSurface(), &srcRect, SDL::getScreen(), &dstRect); // <-- Crash HERE /*DEBUG("i = "<<i<<", j = "<<j); DEBUG("srcRect.x = "<<srcRect.x<<", srcRect.y = "<<srcRect.y<<", srcRect.w = "<<srcRect.w<<", srcRect.h = "<<srcRect.h); DEBUG("dstRect.x = "<<dstRect.x<<", dstRect.y = "<<dstRect.y);*/ } } } Tile.h #ifndef TILE_H #define TILE_H #include "TileType.h" class Tile { private: TileType const * type; public: static const Tile ERROR_TYLE; Tile(TileType const * t); ~Tile(); TileType const * getType() const; }; #endif Tile.cpp #include "Tile.h" const Tile Tile::ERROR_TYLE(TileType::ERROR); Tile::Tile(TileType const * t) : type(t) {} Tile::~Tile() {} TileType const * Tile::getType() const { return type; } TileType.h #ifndef TILETYPE_H #define TILETYPE_H #include "SDL.h" #include "DEBUG.h" class TileType { protected: TileType(); ~TileType(); public: static const int PIXEL_PER_TILE = 30; static const TileType * ERROR; static const TileType * AIR; static const TileType * SOLID; virtual SDL_Surface * getSurface() const = 0; virtual bool isSolid(int x, int y) const = 0; }; #endif ErrorTyle.h #ifndef ERRORTILE_H #define ERRORTILE_H #include "TileType.h" class ErrorTile : public TileType { friend class TileType; private: ErrorTile(); mutable SDL_Surface * surface; static const char * FILE_PATH; public: SDL_Surface * getSurface() const; bool isSolid(int x, int y) const ; }; #endif ErrorTyle.cpp (The surface can't be loaded when building the object, because it is a static object and SDL_Init() needs to be called first) #include "ErrorTile.h" const char * ErrorTile::FILE_PATH = ("C:\\error.bmp"); ErrorTile::ErrorTile() : TileType(), surface(NULL) {} SDL_Surface * ErrorTile::getSurface() const { if (surface == NULL) { if (SDL::isOn()) { surface = SDL::loadAndOptimice(ErrorTile::FILE_PATH); if (surface->w != TileType::PIXEL_PER_TILE || surface->h != TileType::PIXEL_PER_TILE) { WARNING("Bad tile surface size"); } } else { ERROR("Trying to load a surface, but SDL is not on"); } } if (surface == NULL) { // This if doesn't get called, so surface != NULL ERROR("WTF? Can't load surface :\\"); } return surface; } bool ErrorTile::isSolid(int x, int y) const { return true; }

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  • Java - Tile engine changing number in array not changing texture

    - by Corey
    I draw my map from a txt file. Would I have to write to the text file to notice the changes I made? Right now it changes the number in the array but the tile texture doesn't change. Do I have to do more than just change the number in the array? public class Tiles { public Image[] tiles = new Image[5]; public int[][] map = new int[64][64]; private Image grass, dirt, fence, mound; private SpriteSheet tileSheet; public int tileWidth = 32; public int tileHeight = 32; Player player = new Player(); public void init() throws IOException, SlickException { tileSheet = new SpriteSheet("assets/tiles.png", tileWidth, tileHeight); grass = tileSheet.getSprite(0, 0); dirt = tileSheet.getSprite(7, 7); fence = tileSheet.getSprite(2, 0); mound = tileSheet.getSprite(2, 6); tiles[0] = grass; tiles[1] = dirt; tiles[2] = fence; tiles[3] = mound; int x=0, y=0; BufferedReader in = new BufferedReader(new FileReader("assets/map.dat")); String line; while ((line = in.readLine()) != null) { String[] values = line.split(","); for (String str : values) { int str_int = Integer.parseInt(str); map[x][y]=str_int; //System.out.print(map[x][y] + " "); y=y+1; } //System.out.println(""); x=x+1; y = 0; } in.close(); } public void update(GameContainer gc) { } public void render(GameContainer gc) { for(int x = 0; x < map.length; x++) { for(int y = 0; y < map.length; y ++) { int textureIndex = map[y][x]; Image texture = tiles[textureIndex]; texture.draw(x*tileWidth,y*tileHeight); } } } Mouse picking public void checkDistance(GameContainer gc) { Input input = gc.getInput(); float mouseX = input.getMouseX(); float mouseY = input.getMouseY(); double mousetileX = Math.floor((double)mouseX/tiles.tileWidth); double mousetileY = Math.floor((double)mouseY/tiles.tileHeight); double playertileX = Math.floor(playerX/tiles.tileWidth); double playertileY = Math.floor(playerY/tiles.tileHeight); double lengthX = Math.abs((float)playertileX - mousetileX); double lengthY = Math.abs((float)playertileY - mousetileY); double distance = Math.sqrt((lengthX*lengthX)+(lengthY*lengthY)); if(input.isMousePressed(Input.MOUSE_LEFT_BUTTON) && distance < 4) { System.out.println("Clicked"); if(tiles.map[(int)mousetileX][(int)mousetileY] == 1) { tiles.map[(int)mousetileX][(int)mousetileY] = 0; } } System.out.println(tiles.map[(int)mousetileX][(int)mousetileY]); }

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  • Detect collision from a particular side

    - by Fabián
    I'm making a platform sidescrolling game. All I want to do is to detect if my character is on the floor: function OnCollisionStay (col : Collision){ if(col.gameObject.tag == "Floor"){ onFloor = true; } else {onFloor = false;} } function OnCollisionExit (col : Collision){ onFloor = false; } But I know this isn't the accurate way. If I hit a cube with a "floor" tag, in the air (no matter if with the character's feet or head) I would be able to jump. Is there a way to use the same box collision to detect if I'm touching something from a specific side?

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  • Light mask map and camera for static lights in XNA Platformer

    - by JiminyCricket
    Using the example for some basic light maps found here : http://blog.josack.com/2011/07/xna-2d-dynamic-lighting.html, I've managed to create a lightmap texture using individual lightmaps and display it over a 2D tiled world as in the Platformer example. I'm using the very basic 2D camera example as found here : http://www.david-amador.com/2009/10/xna-camera-2d-with-zoom-and-rotation/, and the problem is that the lightmap texture scrolls with the player sprite. This looks pretty good and would be excellent for lighting the player sprite as it moves. But, I also want to be able to place static lights (or some initial position for the lights) that do not move with the player or camera. When I turn off the camera or give it a static position, it works as a series of static lights so I believe it's probably caused by the camera transformation matrix following the player around. I'm using RenderTarget2Ds, one for the main game screen after all the backgrounds and tiles are rendered, and one for the "lightmap" which consists of a black background and a bunch of lighting textures which are merged with it using additive blending. For now, I'm doing all of this in PlatformerGame.cs where the camera transformation and position is set and the level.Draw() call is made. I can't figure out how to separate the drawing of the lightmap and the camera following the player. I was thinking it would be better to render the shadows and lighting directly in the drawing of the level itself, but I'm not sure how to do that either because this technique requires RenderTarget2Ds and calling SpriteBatch.Begin()/End().

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  • Ensuring that saved data has not been edited in a game with both offline and online components

    - by Omar Kooheji
    I'm in the pre-planning phase of coming up with a game design and I was wondering if there was a sensible way to stop people from editing saves in a game with offline and online components. The offline component would allow the player to play through the game and the online component would allow them to play against other players, so I would need to make sure that people hadn't edited the source code/save files while offline to gain an advantage while online. Game likely to be developed in either .Net or Java, both of which are unfortunately easy to decompile.

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  • What's the proper way to calculate probability for a card game?

    - by Milan Babuškov
    I'm creating AI for a card game, and I run into problem calculating the probability of passing/failing the hand when AI needs to start the hand. Cards are A, K, Q, J, 10, 9, 8, 7 (with A being the strongest) and AI needs to play to not take the hand. Assuming there are 4 cards of the suit left in the game and one is in AI's hand, I need to calculate probability that one of the other players would take the hand. Here's an example: AI player has: J Other 2 players have: A, K, 7 If a single opponent has AK7 then AI would lose. However, if one of the players has A or K without 7, AI would survive. Now, looking at possible distribution, I have: P1 P2 AI --- --- --- AK7 loses AK 7 survives A7 K survives K7 A survives A 7K survives K 7A survives 7 KA survives AK7 loses Looking at this, it seems that there is 75% chance of survival. However, I skipped the permutations that mirror the ones from above. It should be the same, but somehow when I write them all down, it seems that chance is only 50%: P1 P2 AI --- --- --- AK7 loses A7K loses K7A loses KA7 loses 7AK loses 7KA loses AK 7 survives A7 K survives K7 A survives KA 7 survives 7A K survives 7K A survives A K7 survives A 7K survives K 7A survives K A7 survives 7 AK survives 7 KA survives AK7 loses A7K loses K7A loses KA7 loses 7AK loses 7KA loses 12 loses, 12 survivals = 50% chance. Obviously, it should be the same (shouldn't it?) and I'm missing something in one of the ways to calculate. Which one is correct?

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  • Bitmap to Texture2D problem with colors

    - by xnaNewbie89
    I have a small problem with converting a bitmap to a Texture2D. The resulted image of the conversion has the red channel switched with the blue channel :/ I don't know why, because the pixel formats are the same. If someone can help me I will be very happy :) System.Drawing.Image image = System.Drawing.Bitmap.FromFile(ImageFileLoader.filename); System.Drawing.Bitmap bitmap = new System.Drawing.Bitmap(image); Texture2D mapTexture = new Texture2D(Screen.Game.GraphicsDevice, bitmap.Width, bitmap.Height,false,SurfaceFormat.Color); System.Drawing.Imaging.BitmapData data = bitmap.LockBits(new System.Drawing.Rectangle( 0, 0, bitmap.Width, bitmap.Height), System.Drawing.Imaging.ImageLockMode.ReadOnly,System.Drawing.Imaging.PixelFormat.Format32bppArgb); byte[] bytes = new byte[data.Height * data.Width*4]; System.Runtime.InteropServices.Marshal.Copy(data.Scan0, bytes, 0, bytes.Length); mapTexture.SetData<byte>(bytes, 0, data.Height * data.Width * 4); bitmap.UnlockBits(data); bitmap.Dispose(); image.Dispose();

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  • How can I convert an image from raw data in Android without any munging?

    - by stephelton
    I have raw image data (may be png, jpg, ...) and I want it converted in Android without changing its pixel depth (bpp). In particular, when I load a grayscale (8 bpp) image that I want to use as alpha (glTexImage() with GL_ALPHA), it converts it to 16 bpp (presumably 5_6_5). While I do have a plan b (actually, I'm probably on plan 'e' by now, this is really becoming annoying) I would really like to discover an easy way to do this using what is readily available in the api. So far, I'm using BitmapFactory.decodeByteArray(). While I'm at it. I'm doing this from a native environment via jni (passing the buffer in from C, and a new buffer back to C from Java). Any portable solution in C/C++ would be preferable, but I don't want to introduce anything that might break in future versions of Android, etc.

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  • Do leaderboard sets (in Game Center) allow 500 unique leaderboards?

    - by Korey Hinton
    The Game Kit Programming Guide for iOS claims: The number of different leaderboards allowed increases to 500 leaderboards per game when leaderboard sets have been enabled...Leaderboard sets offer developers the ability to combine several leaderboards into a single group. But their example (see image below) implies that a single leaderboard is placed into multiple leaderboard sets. Is that the only way to be able to use the full 500 leaderboards? by combining the same leaderboard into multiple sets? I want to be able to have 500 unique leaderboards that are not duplicated between sets. Is this possible?

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  • Most efficient way to implement delta time

    - by Starkers
    Here's one way to implement delta time: /// init /// var duration = 5000, currentTime = Date.now(); // and create cube, scene, camera ect ////// function animate() { /// determine delta /// var now = Date.now(), deltat = now - currentTime, currentTime = now, scalar = deltat / duration, angle = (Math.PI * 2) * scalar; ////// /// animate /// cube.rotation.y += angle; ////// /// update /// requestAnimationFrame(render); ////// } Could someone confirm I know how it works? Here what I think is going on: Firstly, we set duration at 5000, which how long the loop will take to complete in an ideal world. With a computer that is slow/busy, let's say the animation loop takes twice as long as it should, so 10000: When this happens, the scalar is set to 2.0: scalar = deltat / duration scalar = 10000 / 5000 scalar = 2.0 We now times all animation by twice as much: angle = (Math.PI * 2) * scalar; angle = (Math.PI * 2) * 2.0; angle = (Math.PI * 4) // which is 2 rotations When we do this, the cube rotation will appear to 'jump', but this is good because the animation remains real-time. With a computer that is going too quickly, let's say the animation loop takes half as long as it should, so 2500: When this happens, the scalar is set to 0.5: scalar = deltat / duration scalar = 2500 / 5000 scalar = 0.5 We now times all animation by a half: angle = (Math.PI * 2) * scalar; angle = (Math.PI * 2) * 0.5; angle = (Math.PI * 1) // which is half a rotation When we do this, the cube won't jump at all, and the animation remains real time, and doesn't speed up. However, would I be right in thinking this doesn't alter how hard the computer is working? I mean it still goes through the loop as fast as it can, and it still has render the whole scene, just with different smaller angles! So this a bad way to implement delta time, right? Now let's pretend the computer is taking exactly as long as it should, so 5000: When this happens, the scalar is set to 1.0: angle = (Math.PI * 2) * scalar; angle = (Math.PI * 2) * 1; angle = (Math.PI * 2) // which is 1 rotation When we do this, everything is timsed by 1, so nothing is changed. We'd get the same result if we weren't using delta time at all! My questions are as follows Mostly importantly, have I got the right end of the stick here? How do we know to set the duration to 5000 ? Or can it be any number? I'm a bit vague about the "computer going too quickly". Is there a way loop less often rather than reduce the animation steps? Seems like a better idea. Using this method, do all of our animations need to be timesed by the scalar? Do we have to hunt down every last one and times it? Is this the best way to implement delta time? I think not, due to the fact the computer can go nuts and all we do is divide each animation step and because we need to hunt down every step and times it by the scalar. Not a very nice DSL, as it were. So what is the best way to implement delta time? Below is one way that I do not really get but may be a better way to implement delta time. Could someone explain please? // Globals INV_MAX_FPS = 1 / 60; frameDelta = 0; clock = new THREE.Clock(); // In the animation loop (the requestAnimationFrame callback)… frameDelta += clock.getDelta(); // API: "Get the seconds passed since the last call to this method." while (frameDelta >= INV_MAX_FPS) { update(INV_MAX_FPS); // calculate physics frameDelta -= INV_MAX_FPS; } How I think this works: Firstly we set INV_MAX_FPS to 0.01666666666 How we will use this number number does not jump out at me. We then intialize a frameDelta which stores how long the last loop took to run. Come the first loop frameDelta is not greater than INV_MAX_FPS so the loop is not run (0 = 0.01666666666). So nothing happens. Now I really don't know what would cause this to happen, but let's pretend that the loop we just went through took 2 seconds to complete: We set frameDelta to 2: frameDelta += clock.getDelta(); frameDelta += 2.00 Now we run an animation thanks to update(0.01666666666). Again what is relevance of 0.01666666666?? And then we take away 0.01666666666 from the frameDelta: frameDelta -= INV_MAX_FPS; frameDelta = frameDelta - INV_MAX_FPS; frameDelta = 2 - 0.01666666666 frameDelta = 1.98333333334 So let's go into the second loop. Let's say it took 2(? Why not 2? Or 12? I am a bit confused): frameDelta += clock.getDelta(); frameDelta = frameDelta + clock.getDelta(); frameDelta = 1.98333333334 + 2 frameDelta = 3.98333333334 This time we enter the while loop because 3.98333333334 = 0.01666666666 We run update We take away 0.01666666666 from frameDelta again: frameDelta -= INV_MAX_FPS; frameDelta = frameDelta - INV_MAX_FPS; frameDelta = 3.98333333334 - 0.01666666666 frameDelta = 3.96666666668 Now let's pretend the loop is super quick and runs in just 0.1 seconds and continues to do this. (Because the computer isn't busy any more). Basically, the update function will be run, and every loop we take away 0.01666666666 from the frameDelta untill the frameDelta is less than 0.01666666666. And then nothing happens until the computer runs slowly again? Could someone shed some light please? Does the update() update the scalar or something like that and we still have to times everything by the scalar like in the first example?

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  • map data structure in pacman

    - by Sam Fisher
    i am trying to make a pacman game in c# using GDI+, i have done some basic work and i have previously replicated games like copter-it and minesweeper. but i am confused about how do i implement the map in pacman, i mean which datastructure to use, so i can use it for moving AI controlled objects and check collisions with walls. i thought of a 2d array of ints but that didnt make sense to me. looking for some help. thanks.

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  • What's the most efficient way to find barycentric coordinates?

    - by bobobobo
    In my profiler, finding barycentric coordinates is apparently somewhat of a bottleneck. I am looking to make it more efficient. It follows the method in shirley, where you compute the area of the triangles formed by embedding the point P inside the triangle. Code: Vector Triangle::getBarycentricCoordinatesAt( const Vector & P ) const { Vector bary ; // The area of a triangle is real areaABC = DOT( normal, CROSS( (b - a), (c - a) ) ) ; real areaPBC = DOT( normal, CROSS( (b - P), (c - P) ) ) ; real areaPCA = DOT( normal, CROSS( (c - P), (a - P) ) ) ; bary.x = areaPBC / areaABC ; // alpha bary.y = areaPCA / areaABC ; // beta bary.z = 1.0f - bary.x - bary.y ; // gamma return bary ; } This method works, but I'm looking for a more efficient one!

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  • Voice artist for a game for kids

    - by devmiles.com
    We're making a game for kids which should include about 50 spoken phrases. I'm asking for help in finding the right voice artist / studio for this. I've tried searching the web but couldn't find anything that would make me sure that it would work for us or games in general. So I'm looking for references from those of you who had a successful collaboration with artists or studios. Any help would be appreciated.

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  • Detecting Units on a Grid

    - by hammythepig
    I am making a little turn based strategy game in pygame, that uses a grid system as the main map to hold all the characters and the map layout. (Similar to Fire Emblem, or Advance Wars) I am trying to determine a way to quickly and efficiently (i.e. without too much of a slow down) check if there are any characters within a given range of the currently selected character. So to illustrate: O = currently selected character X = squares within range Range of 1: X X O X X Range of 2: X X X X X X O X X X X X X Range of 3: X X X X X X X X X X X X O X X X X X X X X X X X X Now I have to tell the user who is in range, and I have to let the user choose who to attack if there are multiple enemies in range. If I have a 5x5 grid, filled with " " for empty and numbers for the characters: [ ][ ][ ][ ][4] [ ][1][ ][ ][ ] [ ][ ][ ][ ][ ] [ ][ ][2][3][ ] [ ][ ][ ][ ][ ] Depending on which character the user selects, I would like to show the user which other characters are in range. So if they all had a range of 3: 1 can hit 2 2 can hit 1 or 3 3 can hit 2 4 cannot hit anyone. So, How do I quickly and/or efficiently run though my grid and tell the user where the enemies are? PS- As a bonus, if someone could give an answer that could also work for a minimum distance type range, I would give them a pat on the back and a high five, should they ever travel to Canada and we ever meet in life. For example: Range of 3 to 5: (- is out of range) X X X X X X X X X X X X - X X X X X X - - - X X X X X X - - O - - X X X X X X - - - X X X X X X - X X X X X X X X X X X X

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  • Actionscript 3.0 - Enemies do not move right in my platformer game

    - by Christian Basar
    I am making a side-scrolling platformer game in Flash (Actionscript 3.0). I have made lots of progress lately, but I have come across a new problem. I will give some background first. My game level's terrain (or 'floor') is referenced by a MovieClip variable called 'floor.' My desire is to have the Player and enemy characters walk along the terrain. I have gotten the Player character to move on the terrain just fine; he walks up/down hills and falls whenever there is no ground beneath him. Here is the code I created to allow the Player to follow the terrain correctly. Much more code is used to control the Player, but only this code deals with the Player character's following of the terrain and gravity. // If the Player's not on the ground (not touching the 'floor' MovieClip)... if (!onGround) { // Disable ducking downKeyPressed = false; // Increase the Player's 'y' position by his 'y' velocity player.y += playerYVel; } // Increase the 'playerYVel' variable so that the Player will fall // progressively faster down the screen. This code technically // runs "all the time" but in reality it only affects the player // when he's off the ground. playerYVel += gravity; // Give the Player a terminal velocity of 15 px/frame if (playerYVel > 15) { playerYVel = 15; } // If the Player has not hit the 'floor,' increase his falling //speed if (! floor.hitTestPoint(player.x, player.y, true)) { player.y += playerYVel; // The Player is not on the ground when he's not touching it onGround = false; } Since getting this code to work for the Player, I have created a 'SkullDemon' class, which is one of the planned enemies for my game. I want the 'SkullDemon' objects to move along the terrain like the Player does. With lots of great help, I have already coded the EventListeners, etc. necessary for the 'SkullDemons' to move. Unfortunately, I am having trouble getting them to move along the terrain. In fact, they do not touch the terrain at all; they move along the top of the boundary of the 'floor' MovieClip! I had a simple text diagram showing what I mean, but unfortunately Stackoverflow does not format it correctly. I hope my problem is clear from my description. Strangely enough, my code for the Player's movement and the 'SkullDemon's' movement is almost exactly the same, yet the 'SkullDemons' do not move like the Player does. Here is my code for the SkullDemon movement: // Move all of the Skull Demons using this method protected function moveSkullDemons():void { // Go through the whole 'skullDemonContainer' for (var skullDi:int = 0; skullDi < skullDemonContainer.numChildren; skullDi++) { // Set the SkullDemon 'instance' variable to equal the current SkullDemon skullDIns = SkullDemon(skullDemonContainer.getChildAt(skullDi)); // For now, just move the Skull Demons left at 5 units per second skullDIns.x -= 5; // If the Skull Demon has not hit the 'floor,' increase his falling //speed if (! floor.hitTestPoint(skullDIns.x, skullDIns.y, true)) { // Increase the Skull Demon's 'y' position by his 'y' velocity skullDIns.y += skullDIns.sdYVel; // The Skull Demon is not on the ground when he's not touching it skullDIns.sdOnGround = false; } // Increase the 'sdYVel' variable so that the Skull Demon will fall // progressively faster down the screen. This code technically // runs "all the time" but in reality it only affects the Skull Demon // when he's off the ground. if (! skullDIns.sdOnGround) { skullDIns.sdYVel += skullDIns.sdGravity; // Give the Skull Demon a terminal velocity of 15 px/frame if (skullDIns.sdYVel > 15) { skullDIns.sdYVel = 15; } } // What happens when the Skull Demon lands on the ground after a fall? // The Skull Demon is only on the ground ('onGround == true') when // the ground is touching the Skull Demon MovieClip's origin point, // which is at the Skull Demon's bottom centre for (var i:int = 0; i < 10; i++) { // The Skull Demon is only on the ground ('onGround == true') when // the ground is touching the Skull Demon MovieClip's origin point, // which is at the Skull Demon's bottom centre if (floor.hitTestPoint(skullDIns.x, skullDIns.y, true)) { skullDIns.y = skullDIns.y; // Set the Skull Demon's y-axis speed to 0 skullDIns.sdYVel = 0; // The Skull Demon is on the ground again skullDIns.sdOnGround = true; } } } } // End of 'moveSkullDemons()' function It is almost like the 'SkullDemons' are interacting with the 'floor' MovieClip using the hitTestObject() function, and not the hitTestPoint() function which is what I want, and which works for the Player character. I am confused about this problem and would appreciate any help you could give me. Thanks!

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  • Better data structure for a game like Bubble Witch

    - by CrociDB
    I'm implementing a bubble-witch-like game (http://www.king.com/games/puzzle-games/bubble-witch/), and I was thinking on what's the better way to store the "bubbles" and to work with. I thought of using graphs, but that might be too complex for a trivial thing. Thought of a matrix, just like a tile map, but that might get too 'workaroundy'. I don't know. I'll be doing in Flash/AS3, though. Thanks. :)

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  • Controlling a GameObject from another GameObject's script component

    - by OhMrBigshot
    I'm creating a game where when starting the game, a Cube is duplicated GridSize * GridSize times when the game starts. Now, after the cubes are duplicated I want to attach a variable to them, say "Flag" which is a bool, from another script component (let's say I have a Prefab that generates the cloned cubes). In short, I have something like this: CreateTiles.cs : Attached to Prefab void Start() { createMyTiles(); // a function that clones the tiles flagRandomTiles(); // a function that (what I'm trying to do) "Flags" 10 random cubes } CubeBehavior.cs : Attached to each Cube public bool hasFlag; // other stuff Now, I want flagRandomTiles() to set a Cube's hasFlag property via code, assuming I have access to them via a GameObject[] array. Here's what I've tried: Cubes[x].hasFlag = true; - No access. Making a function such as Cubes[x].setHasFlag(true) - still no access. Initializing Cubes as a CubeBehavior object array, then doing the above - GameObjects can't be converted to CubeBehaviors - I get this error when I try to assign the Cubes into the array. How do I do this?

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  • Events Driven Library XNA C#

    - by SchautDollar
    Language: C# w/ XNA Framework Relevant and Hopefully Helpful Background Info: I am making a library using the XNA framework for games I make with XNA. The Library has a folder(Namespace) dedication to the GUI. The GUI Controls inherit a base class hooked with the appropriate Interfaces. After a control is made, the programmer can hook the control with a "Frame" or "Module" that will tell the controls when to update and draw with an event. To make a "Frame" or "Module", you would inherit a class with the details coded in. (Kind of how win forms does it.) My reason for doing this is to simplify the process of creating menus with intractable controls. The only way I could think of for making the events for all the controls to function without being class specific would be to typecast a control to an object and typecast it back. (As I have read, this can be terribly inefficient.) Problem: Unfortunately, after I have implemented interfaces into the base classes and changed public delegate void ClickedHandler(BaseControl cntrl); to public delegate void ClickedHandler(Object cntrl, EventArgs e); my game has decreased in performance. This performance could be how I am firing the events, as what happens is the one menu will start fine, but then slowly but surely will freeze up. Every other frame works just fine, I just think it has something to do with the events and... that is why I am asking about them. Question: Is there a better more industry way of dealing with GUI Libraries other then using and implementing Events? Goal: To create a reusable feature rich XNA Control Library implementing performance enhancing standards and so on. Thank-you very much for taking your time to read this. I also hope this will help others possibly facing what I am facing right now.

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  • Libnoise producing completely random noise

    - by Doodlemeat
    I am using libnoise in C++ taken and I have some problems with getting coherent noise. I mean, the noise produced now are completely random and it doesn't look like a noise. Here's a to the image produced by my game. I am diving the map into several chunks, but I can't seem to find any problem doing that since libnoise supports tileable noise. The code can be found below. Every chunk is 8x8 tiles large. Every tile is 64x64 pixels. I am also providing a link to download the entire project. It was made in Visual Studio 2013. Download link This is the code for generating a chunk Chunk *World::loadChunk(sf::Vector2i pPosition) { sf::Vector2i chunkPos = pPosition; pPosition.x *= mChunkTileSize.x; pPosition.y *= mChunkTileSize.y; sf::FloatRect bounds(static_cast<sf::Vector2f>(pPosition), sf::Vector2f(static_cast<float>(mChunkTileSize.x), static_cast<float>(mChunkTileSize.y))); utils::NoiseMap heightMap; utils::NoiseMapBuilderPlane heightMapBuilder; heightMapBuilder.SetSourceModule(mNoiseModule); heightMapBuilder.SetDestNoiseMap(heightMap); heightMapBuilder.SetDestSize(mChunkTileSize.x, mChunkTileSize.y); heightMapBuilder.SetBounds(bounds.left, bounds.left + bounds.width - 1, bounds.top, bounds.top + bounds.height - 1); heightMapBuilder.Build(); Chunk *chunk = new Chunk(this); chunk->setPosition(chunkPos); chunk->buildChunk(&heightMap); chunk->setTexture(&mTileset); mChunks.push_back(chunk); return chunk; } This is the code for building the chunk void Chunk::buildChunk(utils::NoiseMap *pHeightMap) { // Resize the tiles space mTiles.resize(pHeightMap->GetWidth()); for (int x = 0; x < mTiles.size(); x++) { mTiles[x].resize(pHeightMap->GetHeight()); } // Set vertices type and size mVertices.setPrimitiveType(sf::Quads); mVertices.resize(pHeightMap->GetWidth() * pHeightMap->GetWidth() * 4); // Get the offset position of all tiles position sf::Vector2i tileSize = mWorld->getTileSize(); sf::Vector2i chunkSize = mWorld->getChunkSize(); sf::Vector2f offsetPositon = sf::Vector2f(mPosition); offsetPositon.x *= chunkSize.x; offsetPositon.y *= chunkSize.y; // Build tiles for (int x = 0; x < mTiles.size(); x++) { for (int y = 0; y < mTiles[x].size(); y++) { // Sometimes libnoise can return a value over 1.0, better be sure to cap the top and bottom.. float heightValue = pHeightMap->GetValue(x, y); if (heightValue > 1.f) heightValue = 1.f; if (heightValue < -1.f) heightValue = -1.f; // Instantiate a new Tile object with the noise value, this doesn't do anything yet.. mTiles[x][y] = new Tile(this, pHeightMap->GetValue(x, y)); // Get a pointer to the current tile's quad sf::Vertex *quad = &mVertices[(y + x * pHeightMap->GetWidth()) * 4]; quad[0].position = sf::Vector2f(offsetPositon.x + x * tileSize.x, offsetPositon.y + y * tileSize.y); quad[1].position = sf::Vector2f(offsetPositon.x + (x + 1) * tileSize.x, offsetPositon.y + y * tileSize.y); quad[2].position = sf::Vector2f(offsetPositon.x + (x + 1) * tileSize.x, offsetPositon.y + (y + 1) * tileSize.y); quad[3].position = sf::Vector2f(offsetPositon.x + x * tileSize.x, offsetPositon.y + (y + 1) * tileSize.y); // find out which type of tile to render, atm only air or stone TileStop *tilestop = mWorld->getTileStopAt(heightValue); sf::Vector2i texturePos = tilestop->getTexturePosition(); // define its 4 texture coordinates quad[0].texCoords = sf::Vector2f(texturePos.x, texturePos.y); quad[1].texCoords = sf::Vector2f(texturePos.x + 64, texturePos.y); quad[2].texCoords = sf::Vector2f(texturePos.x + 64, texturePos.y + 64); quad[3].texCoords = sf::Vector2f(texturePos.x, texturePos.y + 64); } } } All the code that uses libnoise in some way are World.cpp, World.h and Chunk.cpp, Chunk.h in the project.

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  • Java 2D Rectangle Collision? [on hold]

    - by Andreas Elia
    I am just wanting to know of another (longer OR shorter) way of getting 100% effective collisions on a 2D plat-former. The current collision system that is in place works from coords on the level and does not always work reliably. Thank you in advance for any help/support. The current system draws a rectangle and is checking to see if any two points collide. From testing, the system can sometimes "glitch" and allow the player to collide into walls etc. Player Class http://pastebin.com/2zE8vz8R Main Class http://pastebin.com/A6Utb3ti

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  • Protection against CheatEngine and other injectors [duplicate]

    - by Lucas
    This question already has an answer here: Strategies to Defeat Memory Editors for Cheating - Desktop Games 10 answers Is protection against CheatEngine and other inject tools are possible to do? I was thinking a day and the only one idea I've got is about writting some small application which will scan the processes running every second, and in case if any injector will be found the game client will exit immadiately. I'm writing here to see your opinions on this case as some of you may have some expierence against protecting the game clients against DLL or PYC injection or something.

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