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  • Curiosity on any Smartphones that Run on Android 2.3.3 with Different Screen Reoslution

    - by David Dimalanta
    I have a question regarding about any smartphones that run only in Android 2.3.3. Is the size of screen or the screen resolution is always HVGA or does it have capable of running this OS (Android 2.3.3) on big screen size (4" to 5") at about 720x1280? I'm thinking of the game's compatibility depending on the version of the Android OS and the screen resolution, which affects the change of coordinates especially for assigning touch buttons and drag-n-drop at exact location, before I'm gonna decide to make one. My program works on the Android 4 ICS and Jellybean, however, will that work on Android 2.3.3 in spite of precise touch coordinate or just dependent on the screen resolution (regardless how large it is) as the X and Y coordinate? And take note, I'm using Eclipse IDE for Java developers.

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  • Questions about game states

    - by MrPlow
    I'm trying to make a framework for a game I've wanted to do for quite a while. The first thing that I decided to implement was a state system for game states. When my "original" idea of having a doubly linked list of game states failed I found This blog and liked the idea of a stack based game state manager. However there were a few things I found weird: Instead of RAII two class methods are used to initialize and destroy the state Every game state class is a singleton(and singletons are bad aren't they?) Every GameState object is static So I took the idea and altered a few things and got this: GameState.h class GameState { private: bool m_paused; protected: StateManager& m_manager; public: GameState(StateManager& manager) : m_manager(manager), m_paused(false){} virtual ~GameState() {} virtual void update() = 0; virtual void draw() = 0; virtual void handleEvents() = 0; void pause() { m_paused = true; } void resume() { m_paused = false; } void changeState(std::unique_ptr<GameState> state) { m_manager.changeState(std::move(state)); } }; StateManager.h class GameState; class StateManager { private: std::vector< std::unique_ptr<GameState> > m_gameStates; public: StateManager(); void changeState(std::unique_ptr<GameState> state); void StateManager::pushState(std::unique_ptr<GameState> state); void popState(); void update(); void draw(); void handleEvents(); }; StateManager.cpp StateManager::StateManager() {} void StateManager::changeState( std::unique_ptr<GameState> state ) { if(!m_gameStates.empty()) { m_gameStates.pop_back(); } m_gameStates.push_back( std::move(state) ); } void StateManager::pushState(std::unique_ptr<GameState> state) { if(!m_gameStates.empty()) { m_gameStates.back()->pause(); } m_gameStates.push_back( std::move(state) ); } void StateManager::popState() { if(!m_gameStates.empty()) m_gameStates.pop_back(); } void StateManager::update() { if(!m_gameStates.empty()) m_gameStates.back()->update(); } void StateManager::draw() { if(!m_gameStates.empty()) m_gameStates.back()->draw(); } void StateManager::handleEvents() { if(!m_gameStates.empty()) m_gameStates.back()->handleEvents(); } And it's used like this: main.cpp StateManager states; states.changeState( std::unique_ptr<GameState>(new GameStateIntro(states)) ); while(gamewindow::gameWindow.isOpen()) { states.handleEvents(); states.update(); states.draw(); } Constructors/Destructors are used to create/destroy states instead of specialized class methods, state objects are no longer static but

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  • How can I implement an Iris Wipe effect?

    - by Vandell
    For those who doesn't know: An iris wipe is a wipe that takes the shape of a growing or shrinking circle. It has been frequently used in animated short subjects, such as those in the Looney Tunes and Merrie Melodies cartoon series, to signify the end of a story. When used in this manner, the iris wipe may be centered around a certain focal point and may be used as a device for a "parting shot" joke, a fourth wall-breaching wink by a character, or other purposes. Example from flasheff.com Your answer may or may not include a coding sample, a language agnostic explanation is considered enough.

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  • Radiosity using a hemisphere

    - by P. Avery
    I'm working on a radiosity processor. I'm projecting scene geometry onto a hemisphere at a high order of tessellation during a visibility pass onto a 1024x1024 render target. The problem is that the edges of certain triangles are not being rendered to the item buffer( render target )...so when I test certain edges( or pixels during pixel shader ) for visibility during a reconstruction pass, visible edges are not identified and as a result the pixel for that edge is discarded. One solution was to increase the resolution of the item buffer( up to 4096x4096 )...this helped and more edges were visible, however, this was not fullproof. How do I increase visibility? Here is a screenshot of a scene after radiosity is applied: the seams are edges along a triangle face that were not visible due to the resolution of the item buffer... fixed the problem by sampling the item buffer w/8 points:

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  • How to move a directional light according to the camera movement?

    - by Andrea Benedetti
    Given a light direction, how can I move it according to the camera movement, in a shader? Think that an artist has setup a scene (e.g., in 3DSMax) with a mesh in center of that and a directional light with a position and a target. From this position and target I've calculated the light direction. Now I want to use the same direction in my lighting equation but, obviously, I want that this light moves correctly with the camera. Thanks.

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  • Applying Textures to Hexagonal Tiles Seamlessly

    - by PATRY
    I'm doing a tactical game (X-Com / Fallout style) for fun. I've decided to use a hexagonal map, but I'm having a graphic problem. My current map display is HUD-like, with only the border of the map cells displayed, without any texture. it's simple and allow for display of different types of informations by varying the color of the border. For exemple the "danger view mode" displays the borders with a color going from green (no damage possible) to red (prob of damage 90%). Now, It's a bit hard to differentiate the kind of tile the player is on. I could put a plain color (green is grass, pale blue is water...), but this is going to limit the possibilities. Thus, i would like to display a texture on my tiles. Since the map are generated, i can not use a picture for the whole map with the HUD over. So, my question is : does any one knows how i could generate the sealess hexagonal textures (algo or plugin), or if there is a site with some hexagonal tiles ?

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  • Game Institute Math Courses

    - by W3Geek
    I'm 21 years old and I suck at math, I mean really bad. I don't have the necessary logic to apply it towards programming. I would like to learn the math and logic of applying it. I found Game Institute (http://www.gameinstitute.com) awhile back and heard a lot of praise about them. Are there Math courses any good? Thank you. Edit: My high school was terrible and did not prepare me for any math. I am fairly decent at programming, I just don't have the logic to apply any mathematics to programming, as an example I don't understand the algorithm of finding the size of a user's screen. Yes I have heard of KhanAcademy (http://www.khanacademy.org/) and I have completed a lot of maths on his website but I still don't have the logic to apply any of it to programming.

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  • Z-order with Alpha blending in a 3D world

    - by user41765
    I'm working on a game in a 3D world with 2D sprites only (like Don't Starve game). (OpenGL ES2 with C++) Currently, I'm ordering elements back to front before drawing them without batch (so 1 element = 1 drawcall). I would like to implement batching in my framework to decrease draw calls. Here is what I've got for the moment: Order all elements of my scene back to front. Send order list of elements to the Renderer. Renderer look in his batch manager if a batch exist for the given element with his Material. Batch didn't exist: create a new one. Batch exist for element with this Material: Add sprite to the batch. Compute big mesh with all sprite for each batch (1 material type = 1 batch). When all batches are ok, the batch manager compute draw commands for the renderer. Renderer process draw commands (bind shader, bind textures, bind buffers, draw element) Image with my problem here: Explication here But I've got some problems because objects can be behind another objects inside another batch. How can I do something like that? Thanks!

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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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  • Are there any alternative JS ports of Box2D?

    - by Petteri Hietavirta
    I have been thinking about creating a top down 2D car game for HTML5. For my first game I wrote the physics and collisions my self but for this one I would like to use some ready made library. I found out Box2D and its JS port. http://box2d-js.sourceforge.net It seems to be quite old port, made in 2008. Is it lacking many features of current Box2D or does it have major issues with it? And are there any alternatives for it?

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  • iOS : Creating a 3D Compass

    - by Md. Abdul Munim
    Originally posted here: iOS : Creating a 3D Compass Hi everybody, Quite new in this forum.Posted the same question in stackoverflow and there some people suggested to shift it here, so that I can get a quick help from more specialists in this regard. So what's the big matter? Actually, I want to make a 3D metal compass in iOS which will have a movable cover. That is when you touch it by 3 fingers and try to move your fingers upward the cover keeps moving with your fingers and after certain distance it gets opened.Once you pull it down using 3 fingers again, it gets closed.I can not attach an image here as I don't have that much reputation. So I request you to check the original question at stack overflow that I linked at top. Is it possible using core animations and CALayers? Or would I have to use OpenGL ES? Please someone help me out, I am badly in need of it.And I need to complete it asap!

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  • How do I check on non-transparent pixels in a bitmapdata?

    - by Opoe
    I'm still working on my window cleaning game from one of my previous questions I marked a contribution as my answer, but after all this time I can't get it to work and I have to many questions about this so I decided to ask some more about it. As a sequel on my mentioned previous question, my question to you is: How can I check whether or not a bitmapData contains non transparent pixels? Subquestion: Is this possible when the masked image is a movieclip? Shouldn't I use graphics instead? Information I have: A dirtywindow movieclip on the bottom layer and a clean window movieclip on layer 2(mc1) on the layer above. To hide the top layer(the dirty window) I assign a mask to it. Code // this creates a mask that hides the movieclip on top var mask_mc:MovieClip = new MovieClip(); addChild(mask_mc) //assign the mask to the movieclip it should 'cover' mc1.mask = mask_mc; With a brush(cursor) the player wipes of the dirt ( actualy setting the fill from the mask to transparent so the clean window appears) //add event listeners for the 'brush' brush_mc.addEventListener(MouseEvent.MOUSE_DOWN,brushDown); brush_mc.addEventListener(MouseEvent.MOUSE_UP,brushUp); //function to drag the brush over the mask function brushDown(dragging:MouseEvent):void{ dragging.currentTarget.startDrag(); MovieClip(dragging.currentTarget).addEventListener(Event.ENTER_FRAME,erase) ; mask_mc.graphics.moveTo(brush_mc.x,brush_mc.y); } //function to stop dragging the brush over the mask function brushUp(dragging:MouseEvent):void{ dragging.currentTarget.stopDrag(); MovieClip(dragging.currentTarget).removeEventListener(Event.ENTER_FRAME,erase); } //fill the mask with transparant pixels so the movieclip turns visible function erase(e:Event):void{ with(mask_mc.graphics){ beginFill(0x000000); drawRect(brush_mc.x,brush_mc.y,brush_mc.width,brush_mc.height); endFill(); } }

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  • Pixel Collision - Detecting corners

    - by Milkboat
    How would I go about detecting the corners of a texture when I use pixel collision detection? I read about corner collision with rectangles, but I am unsure how to adapt it to my situation. Right now my map is tile based and I do rectangular collision until the player is intersecting with a blocked tile, then I switch to pixel collision. The effect I would like to achieve is when the player hits the corner of an object to push him around the side so he doesn't just hit the edge and stop. Any ideas?

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  • Repeat a part of spritesheet as background

    - by Moiblpadde
    So I'm trying to repeat a part of my spritesheet as a background (js, canvas). My code so far: var canvas = $("#board")[0], ctx = canvas.getContext("2d"), sprite = new Image(); sprite.src = "spritesheet.png"; sprite.onload = function(){ ctx.fillStyle = ctx.createPattern(spriteBg, "repeat"); ctx.fillRect(0, 25, 500, 500); } This is fine, but as you can see, it repeat the whole sprite, not just a part of it, and I just can't figure out how to do it D:

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  • Correct way to handle path-finding collision matrix

    - by Xander Lamkins
    Here is an example of me utilizing path finding. The red grid represents the grid utilized by my A* library to locate a distance. This picture is only an example, currently it is all calculated on the 1x1 pixel level (pretty darn laggy). I want to make it so that the farther I click, the less accurate it will be (split the map into larger grid pieces). Edit: as mentioned by Eric, this is not a required game mechanic. I am perfectly fine with any method that allows me to make this accurate while still fast. This isn't the really the topic of this question though. The problem I have is, my current library uses a two dimensional grid of integers. The higher the number in a cell, the more resistance for that grid tile. Currently I'm setting all unwalkable spots to Integer Max. Here is an example of what I want: I'm just not sure how I should set up the arrays of integers of the grid. Every time an element is added/removed to/from the game, it's collision details are updated in the table. Here is a picture of what the map looks like on my collision layer: I probably shouldn't be creating new arrays every time I have to do a path find because my game needs to support tons of PF at the same time. Should I have multiple arrays that are all updated when the dynamic elements are updated (a building is built/a building is destroyed). The problem I see with this is that it will probably make the creation and destruction of buildings a little more laggy than I would want because it would be setting the collision grid for each built in accuracy level. I would also have to add more/remove some arrays if I ever in the future changed the map size. Should I generate the new array based on an accuracy value every time I need to PF? The problem I see with this is that it will probably make any form of PF just as laggy because it will have to search through a MapWidth x MapHeight number of cells to shrink it all down. Or is there a better way? I'm certainly not the best at optimizing really anything. I've just started dealing with XNA so I'm not used to having optimization code really doing much of an affect until now... :( If you need code examples, please ask. I'll add it as an edit. EDIT: While this doesn't directly relate to the question, I figure the more information I provide, the better. To keep your units from moving as accurately to the players desired position, I've decided that once the unit PFs over to the less accurate grid piece, it will then PF on a more accurate level to the exact position requested.

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  • Game engines and monetization of indie games

    - by Extrakun
    Does the game engine you use affect monetization of indie games? Of course, targeting difficult platforms is one of the issues. Besides that, how would the game engine used impact monetization of games, assuming cases where the developers is going through a portal and handling the online distribution themselves? As an example, if I make a game in DarkBASIC, will it be harder to sell it than one made with Popcaps Framework or ClanLib etc.?

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  • Translate extrinsic rotations to intrinsic rotations ( Euler angles )

    - by MineMan287
    The problem I have is very frustrating: I am using the Jitter Physics library which gives Quaternion rotations, you can extract the extrinsic rotations but I need intrinsic rotations to rotate in OpenTK (There are other reasons as well so I don't want to make OpenTK use a Matrix) GL.Rotate(xr, 1, 0, 0) GL.Rotate(yr, 0, 1, 0) GL.Rotate(zr, 0, 0, 1) EDIT : Response to the first answer Like This? GL.Rotate(zr, 0, 0, 1) GL.Rotate(yr, 0, 1, 0) GL.Rotate(xr, 1, 0, 0) Or This? GL.Rotate(xr, 1, 0, 0) GL.Rotate(yr, 0, 1, 0) GL.Rotate(zr, 0, 0, 1) GL.Rotate(zr, 0, 0, 1) GL.Rotate(yr, 0, 1, 0) GL.Rotate(xr, 1, 0, 0) GL.Rotate(xr, 1, 0, 0) GL.Rotate(yr, 0, 1, 0) GL.Rotate(zr, 0, 0, 1) I'm confused, please give an example

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  • Slick2D Rendering Lots of Polygons

    - by Hazzard
    I'm writing an little isometric game using Slick. The world terrain is made up of lots of quadrilaterals. In a small world that is 128 by 128 squares, over 16,000 quadrilaterals need to be rendered. This puts my pretty powerful computer down to 30 fps. I've though about caching "chunks" of the world so only single chunks would ever need updating at a time, but I don't know how to do this, and I am sure there are other ways to optimize it besides that. Maybe I'm doing the whole thing wrong, surely fancy 3D games that run fine on my machine are more intensive than this. My question is how can I improve the FPS and am I doing something wrong? Or does it actually take that much power to render those polygons? -- Here is the source code for the render method in my game state. It iterates through a 2d array or heights and draws polygons based on the height. public void render(GameContainer container, StateBasedGame game, Graphics gfx) throws SlickException { gfx.translate(offsetX * d + container.getWidth() / 2, offsetY * d + container.getHeight() / 2); gfx.scale(d, d); for (int y = 0; y < placeholder.length; y++) {// x & y are isometric // diag for (int x = 0; x < placeholder[0].length; x++) { Polygon poly; int hor = TestState.TILE_WIDTH * (x - y);// hor and ver are orthagonal int W = TestState.TILE_HEIGHT * (x + y) - 1 * heights[y + 1][x];//points to go off of int S = TestState.TILE_HEIGHT * (x + y) - 1 * heights[y + 1][x + 1]; int E = TestState.TILE_HEIGHT * (x + y) - 1 * heights[y][x + 1]; int N = TestState.TILE_HEIGHT * (x + y) - 1 * heights[y][x]; if (placeholder[y][x] == null) { poly = new Polygon();//Create actual surface polygon poly.addPoint(-TestState.TILE_WIDTH + hor, W); poly.addPoint(hor, S + TestState.TILE_HEIGHT); poly.addPoint(TestState.TILE_WIDTH + hor, E); poly.addPoint(hor, N - TestState.TILE_HEIGHT); float z = ((float) heights[y][x + 1] - heights[y + 1][x]) / 32 + 0.5f; placeholder[y][x] = new Tile(poly, new Color(z, z, z)); //ShapeRenderer.fill(placeholder[y][x]); } if (true) {//ONLY draw tile if it's on screen gfx.setColor(placeholder[y][x].getColor()); ShapeRenderer.fill(placeholder[y][x]); //gfx.fill(placeholder[y][x]); //placeholder[y][x]. //DRAW EDGES if (y + 1 == placeholder.length) {//draw South foundation edges gfx.setColor(Color.gray); Polygon found = new Polygon(); found.addPoint(-TestState.TILE_WIDTH + hor, W); found.addPoint(hor, S + TestState.TILE_HEIGHT); found.addPoint(hor, TestState.TILE_HEIGHT * (x + y + 1)); found.addPoint(-TestState.TILE_WIDTH + hor, TestState.TILE_HEIGHT * (x + y)); gfx.fill(found); } if (x + 1 == placeholder[0].length) {//north gfx.setColor(Color.darkGray); Polygon found = new Polygon(); found.addPoint(TestState.TILE_WIDTH + hor, E); found.addPoint(hor, S + TestState.TILE_HEIGHT); found.addPoint(hor, TestState.TILE_HEIGHT * (x + y + 1)); found.addPoint(TestState.TILE_WIDTH + hor, TestState.TILE_HEIGHT * (x + y)); gfx.fill(found); }//*/ } } } }

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  • Drag Gestures - fractional delta values

    - by Den
    I have an issue with objects moving roughly twice as far as expected when dragging them. I am comparing my application to the standard TouchGestureSample sample from MSDN. For some reason in my application gesture samples have fractional positions and deltas. Both are using same Microsoft.Xna.Framework.Input.Touch.dll, v4.0.30319. I am running both apps using standard Windows Phone Emulator. I am setting my break point immediately after this line of code in a simple Update method: GestureSample gesture = TouchPanel.ReadGesture(); Typical values in my app: Delta = {X:-13.56522 Y:4.166667} Position = {X:184.6956 Y:417.7083} Typical values in sample app: Delta = {X:7 Y:16} Position = {X:497 Y:244} Have anyone seen this issue? Does anyone have any suggestions? Thank you.

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  • Smooth vector based jump

    - by Esa
    I started working on Wolfire's mathematics tutorials. I got the jumping working well using a step by step system, where you press a button and the cube moves to the next point on the jumping curve. Then I tried making the jumping happen during a set time period e.g the jump starts and lands within 1.5 seconds. I tried the same system I used for the step by step implementation, but it happens instantly. After some googling I found that Time.deltatime should be used, but I could not figure how. Below is my current jumping code, which makes the jump happen instantly. while (transform.position.y > 0) { modifiedJumperVelocity -= jumperDrag; transform.position += new Vector3(modifiedJumperVelocity.x, modifiedJumperVelocity.y, 0); } Where modifiedJumperVelocity is starting vector minus the jumper drag. JumperDrag is the value that is substracted from the modifiedJumperVelocity during each step of the jump. Below is an image of the jumping curve:

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  • geomipmapping using displacement mapping (and glVertexAttribDivisor)

    - by Will
    I wake up with a clear vision, but sadly my laptop card doesn't do displacement mapping nor glVertexAttribDivisor so I can't test it out; I'm left sharing here: With geomipmapping, the grid at any factor is transposable - if you pass in an offset - say as a uniform - you can reuse the same vertex and index array again and again. If you also pass in the offset into the heightmap as a uniform, the vertex shader can do displacement mapping. If the displacement map is mipmapped, you get the advantages of trilinear filtering for distant maps. And, if the scenery is closer, rather than exposing that the you have a world made out of quads, you can use your transposable grid vertex array and indices to do vertex-shader interpolation (fancy splines) to do super-smooth infinite zoom? So I have some questions: does it work? In theory, in practice? does anyone do it? Does this technique have a name? Papers, demos, anything I can look at? does glVertexAttribDivisor mean that you can have a single glMultiDrawElementsEXT or similar approach to draw all your terrain tiles in one call rather than setting up the uniforms and emitting each tile? Would this offer any noticeable gains? does a heightmap that is GL_LUMINANCE take just one byte per pixel(=vertex)? (On mainstream cards, obviously. Does storage vary in practice?) Does going to the effort of reusing the same vertices and indices mean that you can basically fill the GPU RAM with heightmap and not a lot else, giving you either bigger landscapes or more detailed landscapes/meshes for the same bang? is mipmapping the displacement map going to work? On future cards? Is it going to introduce unsurmountable inaccuracies if it is enabled?

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  • Split a 2D scene in layers or have a z coordinate

    - by Bane
    I am in the process of writing a 2D game engine, and a dilemma emerged. Let me explain the situation... I have a Scene class, to which various objects can be added (Drawable, ParticleEmitter, Light2D, etc), and as this is a 2D scene, things will obviously be drawn over each other. My first thought was that I could have basic add and remove methods, but I soon realized that then there would be no way for the programmer to control the order in which things were drawn. So I can up with two options, each with its pros and cons. A) Would be to split the scene in layers. By that I mean instead of having the scene be a container of objects, have it be a container of layers, which are in turn the containers of objects. B) Would require to have some kind of z-coordinate, and then have the scene sorted so objects with lower z get drawn first. Option A is pretty solid, but the problem is with the lights. In what layer do I add it? Does it work cross-layer? On all bottom layers? And I still need the Z coordinate to calculate the shadow! Option B would require me to change all my code from having Vector2D positions, to some kind of class that inherits from Vector2D and adds a z coordinate to it (I don't want it to be a Vector3D because I still need all the same methods the 2D kind has, just with .z clamped on). Am I missing something? Is there an alternative to these methods? I'm working in Javascript, if that makes a difference.

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  • Group Matchmaking

    - by Simon Kérouack
    Consider different groups(1 or more players) queuing together, we want to make 2 opposing teams containing each the same amount of players while keeping the groups together. At the same time we want to make both teams' average ranking as close as possible. Now also consider we have as a working set the subset of groups currently queuing within a given ranking range. For an example, let's say we have the following groups, ordered by queuing time: Id, playerCount, totalRank, avgRank 0, 3, 126, 42 1, 2, 60, 30 2, 1, 25, 25 3, 2, 80, 40 4, 1, 40, 40 5, 1, 20, 20 6, 3, 150, 50 for this specific subset, the expected output should ideally be: team1: 0, 1 (total: 186) team2: 2, 5, 6 (total: 195) up to now the solution I have been using is to balance out each team by making each team pick the group with highest ranking within the subset turn by turn. The team who picks is the one with the currently lowest average rank unless one is already full. If one team is already full the other team tries to complete itself with groups that would make the rank gap as small as possible. This solution turns out to have issues with frequent edge cases and I'm looking for a better solution, or some fine-tuning that could be made. In most cases, players seems to want teams of 5 people and queue in group of 2. Our average subset when 2 teams of 5 are chosen is made of about 14 players if that may be of any help.

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  • How to remove seams from a tile map in 3D?

    - by Grimshaw
    I am using my OpenGL custom engine to render a tilemap made with Tiled, using a well spread tileset from the web. There is nothing fancy going on. I load the TMX file from Tiled and generate vertex arrays and index arrays to render the tilemap. I am rendering this tilemap as a wall in my 3D world, meaning that I move around with a fly camera in my 3D world and at Z=0 there is a plane showing me my tiles. Everything is working correctly but I get ugly seems between the tiles. I've tried orthographic and perspective cameras and with either I found particular sets of parameters for the projection and view matrices where the artifacts did not show, but otherwise they are there 99% of the time in multiple patterns, depending on the zoom and camera parameters like field of view. Here's a screenshot of the artifact being shown: http://i.imgur.com/HNV1g4M.png Here's the tileset I am using (which Tiled also uses and renders correctly): http://i.imgur.com/SjjHK4q.png My tileset has no mipmaps and is set to GL_NEAREST and GL_CLAMP_TO_EDGE values. I've looked around many articles in the internet and nothing helped. I tried uv correction so the uv fall at half of the texel, rather than the end of the texel to prevent interpolating with the neighbour value(which is transparency). I tried debugging with my geometry and I verified that with no texture and a random color in each tile, I don't seem to see any seams. All vertices have integer coordinates, i.e, the first tile is a quad from (0,0) to (1,1) and so on. Tried adding a little offset both to the UV and to the vertices to see if the gaps cease to exist. Disabled multisampling too. Nothing fixed it so far. Thanks.

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  • Any open source editor to make video games online without programming knowledge?

    - by chelder
    With Scratch we can create video games online, from its web platform, and publish them on the same web. I could download its source code and use it, as many others already did (see Scratch modifications). Unfortunately, we need programming knowledge to use it. Actually, Scratch is mainly for teaching kids to code. I also found editors like Construct 2, GameSalad Creator and many others (just type on Google: create a video game without programming). With those editors we can create video games without coding. Unfortunately they are neither open source nor web platform. They need to be installed on Windows or Mac. Do you know some editor like Construct 2 or GameSalad Creator but open source and executable from a web server? Maybe some HTML5 game engine can do it?

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