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  • How to get around batch file processing limit

    - by Patrick Cuff
    I have a Windows batch file that processes all the files in a given directory. I have 206,783 files I need to process: for %%f in (*.xml) do call :PROCESS %%f goto :STOP :PROCESS :: do something with the file program.exe %1 > %1.new set /a COUNTER=%COUNTER%+1 goto :EOF :STOP @echo %COUNTER% files processed When I run the batch file, the following output is written: 65535 files processed As part of the processing, an output file is created for each file procesed, with a .new extension. When I do a dir *.new it reports 65,535 files exist. So, it appears my command environment has a hard limit on the number of files it can recognize, and that limit is 64K - 1. Is there a way to extend the command environment to manage more than 64K - 1 files? If not, would a VBScript or JavaScript be able to process all 206,783 files? I'm running on Windows 2003 server, Enterprise Edition, 32-bit. UPDATE It looks like the root cause of my issue was with the built-in Windows "extract" command for ZIP files. The files I have to process were copied from another system via a ZIP file. My server doesn't have a ZIP utility installed, just the native Windows commands. I right-clicked on the ZIP file, and did an "Extract all...", which apparently just extracted the first 65,535 files. I downloaded and installed 7-zip onto my server, unzipped all the files, and my batch script worked as intended.

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  • Why is Farseer not working in Windows Phone 7/8?

    - by Bryan
    I created a new Windows Phone Game (4.0) project in Visual Studio Express 2012 and added the Farseer project to the solution explorer. But adding a reference to the Farseer project is not working. I always get this error message: A reference to 'Farseer Physics XNA WP7' could not be added. References with different refresh levels are not supported. What is wrong? How can I use Farseer in Windows Phone 7/8? I uploaded the two projects on pastebin. Farseer project: pastebin.com/uyRusHxM Windows Phone project: pastebin.com/s74Gr66y

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  • 2d movement solution

    - by Phil
    Hi! I'm making a simple top-down tank game on the ipad where the user controls the movement of the tank with the left "joystick" and the rotation of the turret with the right one. I've spent several hours just trying to get it to work decently but now I turn to the pros :) I have two referencial objects, one for the movement and one for the rotation. The referencial objects always stay max two units away from the tank and I use them to tell the tank in what direction to move. I chose this approach to decouple movement and rotational behaviour from the raw input of the joysticks, I believe this will make it simpler to implement whatever behaviour I want for the tank. My problem is 1; the turret rotates the long way to the target. With this I mean that the target can be -5 degrees away in rotation and still it rotates 355 degrees instead of -5 degrees. I can't figure out why. The other problem is with the movement. It just doesn't feel right to have the tank turn while moving. I'd like to have a solution that would work as well for the AI as for the player. A blackbox function for the movement where the player only specifies in what direction it should move and it moves there under the constraints that are imposed on it. I am using the standard joystick class found in the Unity iPhone package. This is the code I'm using for the movement: public class TankFollow : MonoBehaviour { //Check angle difference and turn accordingly public GameObject followPoint; public float speed; public float turningSpeed; void Update() { transform.position = Vector3.Slerp(transform.position, followPoint.transform.position, speed * Time.deltaTime); //Calculate angle var forwardA = transform.forward; var forwardB = (followPoint.transform.position - transform.position); var angleA = Mathf.Atan2(forwardA.x, forwardA.z) * Mathf.Rad2Deg; var angleB = Mathf.Atan2(forwardB.x, forwardB.z) * Mathf.Rad2Deg; var angleDiff = Mathf.DeltaAngle(angleA, angleB); //print(angleDiff.ToString()); if (angleDiff > 5) { //Rotate to transform.Rotate(new Vector3(0, (-turningSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); } else if (angleDiff < 5) { transform.Rotate(new Vector3(0, (turningSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); } else { } transform.position = new Vector3(transform.position.x, 0, transform.position.z); } } And this is the code I'm using to rotate the turret: void LookAt() { var forwardA = -transform.right; var forwardB = (toLookAt.transform.position - transform.position); var angleA = Mathf.Atan2(forwardA.x, forwardA.z) * Mathf.Rad2Deg; var angleB = Mathf.Atan2(forwardB.x, forwardB.z) * Mathf.Rad2Deg; var angleDiff = Mathf.DeltaAngle(angleA, angleB); //print(angleDiff.ToString()); if (angleDiff - 180 > 1) { //Rotate to transform.Rotate(new Vector3(0, (turretSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); } else if (angleDiff - 180 < -1) { transform.Rotate(new Vector3(0, (-turretSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); print((angleDiff - 180).ToString()); } else { } } Since I want the turret reference point to turn in relation to the tank (when you rotate the body, the turret should follow and not stay locked on since it makes it impossible to control when you've got two thumbs to work with), I've made the TurretFollowPoint a child of the Turret object, which in turn is a child of the body. I'm thinking that I'm making it too difficult for myself with the reference points but I'm imagining that it's a good idea. Please be honest about this point. So I'll be grateful for any help I can get! I'm using Unity3d iPhone. Thanks!

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  • OpenGL ES 2.0: Vertex and Fragment Shader for 2D with Transparency

    - by Bunkai.Satori
    Could I knindly ask for correct examples of OpenGL ES 2.0 Vertex and Fragment shader for displaying 2D textured sprites with transparency? I have fairly simple shaders that display textured polygon pairs but transparency is not applied despite: texture map contains transparency information Blending is enabled: glEnable(GL_BLEND); glEnable(GL_DEPTH_TEST); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); My Vertex Shader: uniform mat4 uOrthoProjection; uniform vec3 Translation; attribute vec4 Position; attribute vec2 TextureCoord; varying vec2 TextureCoordOut; void main() { gl_Position = uOrthoProjection * (Position + vec4(Translation, 0)); TextureCoordOut = TextureCoord; } My Fragment Shader: varying mediump vec2 TextureCoordOut; uniform sampler2D Sampler; void main() { gl_FragColor = texture2D(Sampler, TextureCoordOut); }

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  • 2D Mask antialiasing in xna hlsl

    - by mohsen
    I have two texture2d , one of these is a mask texture and have 2kind color and i use that for mask (filter) second texture2D something like float4 tex = tex2D(sprite, texCoord); float4 bitMask = tex2D(mask, texCoord); if (bitMask.a >0) { return float4(0,0,0,0); } else { return float4(tex.b,tex.g,tex.r,1); } but because mask texture is just two color the result is too jagged i want know how i can do some antialiasing for edges that smooth these ty for reading and sry for my bad english

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  • gl_PointCoord always zero

    - by Jonathan
    I am trying to draw point sprites in OpenGL with a shader but gl_PointCoord is always zero. Here is my code Setup: //Shader creation..(includes glBindAttribLocation(program, ATTRIB_P, "p");) glEnableVertexAttribArray(ATTRIB_P); In the rendering loop: glUseProgram(shader_particles); float vertices[]={0.0f,0.0f,0.0f}; glEnable(GL_TEXTURE_2D); glEnable(GL_POINT_SPRITE); glEnable(GL_VERTEX_PROGRAM_POINT_SIZE); //glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE);(tried with this on/off, doesn't work) glVertexAttribPointer(ATTRIB_P, 3, GL_FLOAT, GL_FALSE, 0, vertices); glDrawArrays(GL_POINTS, 0, 1); Vertex Shader: attribute highp vec4 p; void main() { gl_PointSize = 40.0f; gl_Position = p; } Fragment Shader: void main() { gl_FragColor = vec4(gl_PointCoord.st, 0, 1);//if the coords range from 0-1, this should draw a square with black,red,green,yellow corners } But this only draws a black square with a size of 40. What am I doing wrong? Edit: Point sprites work when i use the fixed function, but I need to use shaders because in the end the code will be for opengl es 2.0 glUseProgram(0); glEnable(GL_TEXTURE_2D); glEnable(GL_POINT_SPRITE); glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE); glPointSize(40); glBegin(GL_POINTS); glVertex3f(0.0f,0.0f,0.0f); glEnd(); Is anyone able to get point sprites working with shader? If so, please share some code.

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  • Is there a expected set of button mappings games commonly use?

    - by Scott Chamberlain
    I am making a game that will support a XBox 360 controller but I would like to try and keep the default button mappings to be what is expected from a user's past history from playing other games. Is there a set of guidelines from Microsoft on what should map to what (Do you use A for fire or left trigger?), or has the gaming community picked up a common set of controls that is just not written anywhere, everyone just "knows" it (like WASD for movement). The hardest thing for me is I have walking movement, vehicle movement, and airplane movement. I plan on allowing custom configuration of each, but I don't know what to set as the defaults.

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  • OpenGL's matrix stack vs Hand multiplying

    - by deft_code
    Which is more efficient using OpenGL's transformation stack or applying the transformations by hand. I've often heard that you should minimize the number of state transitions in your graphics pipeline. Pushing and popping translation matrices seem like a big change. However, I wonder if the graphics card might be able to more than make up for pipeline hiccup by using its parallel execution hardware to bulk multiply the vertices. My specific case. I have font rendered to a sprite sheet. The coordinates of each character or a string are calculated and added to a vertex buffer. Now I need to move that string. Would it be better to iterate through the vertex buffer and adjust each of the vertices by hand or temporarily push a new translation matrix?

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  • Detect line line collision in an Untangled game

    - by Vish
    Pardon me if this is a repeat question,but I've been searching google for vain since the past few days, I'm a flash actionscript game developer who is a bit backward with mathematics, though I find physics both interesting and cool. Similiar game : Untangled flash game I have made an untangled game almost to full completion of logic. But, when two lines intersect , I need those intersected or 'tangled' lines to show a different color; red. It would be really kind of you people if you could suggest an algorithm with / without math for detecting line segment collisions. I'm basically a person who likes to think 'visually' than 'arithmetically' :) P.S I'm trying to make a function as private function isIntersecting(A:Point, B:Point, C:Point, D:Point):Boolean Thanks in advance. Vishnu Ajit

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  • Box2D body rotation with setTransform

    - by thobens
    I' having a problem rotating a body with setTransform(), The body has multiple sensors that should rotate with the player. The rotation works but it rotates around the bodys local 0,0 position instead of the center. Note that the game is in a top-down perspective and the player can go in four different directions, thus I need to rotate him immediately (in one tick) in 90 degrees steps. Up: Down: I can't find a way to set the rotation center. Here's the code I use to rotate it: float angle = direction * 90 * MathUtils.degRad; // direction is an int value from 0 to 3 body.setTransform(body.getPosition(), angle); I also tried body.getLocalCenter().set() and bc.body.getMassData().center.set() but it didn't seem to have any effect. How can I rotate the body around its center?

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  • Unity3d generating a file in iOS and saving it on a linux machine

    - by N0xus
    I've done a little research and don't know if the following is possible. At the moment I have created a small application in Unity that generates an XML file. This file will be used to help set up my game. It's done in Unity due to it being cross platform with no need to re-write a single line of code. Eventually this will run on an iPad. However, my game will be running on a linux computer and I need to pass over the XML file to the computer that will be running the final game (please don't ask why I'm doing that, it's something I need to do). So what I want to know is the following: Can I generate my XML file on an iPad and have that XML file be saved, and transmitted to a linux machine, without the need to manually copy the file over. If so, how is this possible?

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  • How do I draw a border around a display object in Corona Lua?

    - by Greg
    What would be the easiest way to draw a thin border around a display object in Corona Lua? You could assume it's rectangular image display object. EDIT - re "this question shows no research effort. You should tell us what you've tried and how it didn't work" Reviewed API and could not find a "border" method/property on displayObject Have tried creating a black box slightly bigger behind object, however can not see how to place object behind an existing object hence question How do I move an existing display object behind another in Corona Lua? Google results for putting a border around a display object in corona didn't help

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  • How to programatically retarget animations from one skeleton to another?

    - by Fraser
    I'm trying to write code to transfer animations that were designed for one skeleton to look correct on another skeleton. The source animations consist only of rotations except for translations on the root (they're the mocap animations from the CMU motion capture database). Many 3D applications (eg Maya) have this facility built-in, but I'm trying to write a (very simple) version of it for my game. I've done some work on bone mapping, and because the skeletons are hierarchically similar (bipeds), I can do 1:1 bone mapping for everything but the spine (can work on that later). The problem, however, is that the base skeleton/bind poses are different, and the bones are different scales (shorter/longer), so if I just copy the rotation straight over it looks very strange: I've tried multiplying by the original bone's absolute rotation, then by the inverse of the target, and vice-versa... kind of a shot in the dark, and indeed it didn't work. (Tried relative transformations too)... I'm not sure where to go from here, so if anyone has any resources on stuff like this (papers, source code, etc), that would be really helpful. Thanks!

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  • Finetuning movement based on gradual rotation towards a target

    - by A.B.
    I have an object which moves towards a target destination by gradually adjusting its facing while moving forwards. If the target destination is in a "blind spot", then the object is incapable of reaching it. This problem is ilustrated in the picture below. When the arrow is ordered to move to point A, it will only end up circling around it (following the red circle) because it is not able to adjust its rotation quickly enough. I'm interested in a solution where the movement speed is multiplied by a number from 0.1 to 1 in proportion to necessity. The problem is, how do I calculate whether it is necessary in the first place? How do I calculate an appropriate multiplier that is neither too small nor too large? void moveToPoint(sf::Vector2f destination) { if (destination == position) return; auto movement_distance = distanceBetweenPoints(position, destination); desired_rotation = angleBetweenPoints(position, destination); /// Check whether rotation should be adjusted if (rotation != desired_rotation) { /// Check whether the object can achieve the desired rotation within the next adjustment of its rotation if (Radian::isWithinDistance(rotation, desired_rotation, rotation_speed)) { rotation = desired_rotation; } else { /// Determine whether to increment or decrement rotation in order to achieve desired rotation if (Radian::convert(desired_rotation - rotation) > 0) { /// Increment rotation rotation += rotation_speed; } else { /// Decrement rotation rotation -= rotation_speed; } } } if (movement_distance < movement_speed) { position = destination; } else { position.x = position.x + movement_speed*cos(rotation); position.y = position.y + movement_speed*sin(rotation); } updateGraphics(); }

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  • Visual Studio Plug-in that can tell the Application Pool name of w3wp.exe when debugging

    - by Colin Niu
    Is there any plug-in for Visual Studio that can display the associated Application Pool name for those w3wp processes when debugging them with "Attach to Process..." ? Usually I have to do following steps before debugging: c: \Windows\system32\inetsrv\appcmd list wps then I get the process id for the Application Pool I want to debug, and then attach it in the Attach to Process window. I feel it will be very pleasure if there's a plug in can do this automatically, but didn't find any such thing after Googled.

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  • OpenGL ES 2 shaders for drawing buildings and roads like Google Maps does

    - by Pris
    I'm trying to create a shader that'll give me an effect similar to what buildings and roads look like on 3D Google Maps. You can see the effect interactively if you enable WebGL at maps.google.com, and I also found a couple of screenshots that illustrate what I'm trying to achieve: Thing I noticed: There's some kind of transparency thing going on with the roads/ground and the buildings, but not between the buildings themselves. It might be that they're rendering the ground and roads after the buildings with the right blend functions to achieve that effect. If you look closely, you'll see parts of the building profiles have an outline. The roads also have nice clean outlines. There are a lot of techniques for outlining things with shaders... but I'm curious to find out what might have been used in this case considering mobile hardware and a large number of entities with outlines (roads and buildings) I'm assuming that for the lighting, some sort of simple diffuse per-vertex shader is being used for the buildings though I could be wrong. I'm especially curious about the 'look' they achieved with buildings (clean, precise outlines/shading). It reminds me a little of what you'd see when designing stuff with CAD applications like SolidWorks: I'd appreciate any advice on achieving this kind of look with ES 2 shaders.

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  • What's a good way to organize samplers for HLSL?

    - by Rei Miyasaka
    According to MSDN, I can have 4096 samplers per context. That's a lot, considering there's only a handful of common sampler states. That tempts me to initialize an array containing a whole bunch of common sampler states, assign them to every device context I use, and then in the pixel shaders refer to them by index using : register(s[n]) where n is the index in the array. If I want more samplers for whatever reason, I can just add them on after the last slot. Does this work? If not, when should I set the samplers? Should it be done when by the mesh renderer? The texture renderer? Or alongside PSSetShader? Edit: That trick I wrote above doesn't work (at least not yet), as the compiler gives me this error message when I try to use the same register twice: error X4500: overlapping register semantics not yet implemented 's0' So how do people usually organize samplers, then?

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  • Help on TileMapRenderer

    - by Crypted
    In my project, I'm trying to render a map using TileMapRenderer. But it doesn't show anything when I render it. But when I use some other files from a tutorial they are rendered correctly. When debugging my TileAtlas instance shows the size as 0. I have used Texture Packer UI for packing the images. Comparing with the tutorial's files, I can see that the index starts from 1 in my file and 0 in the tutorial. But changing it to 0 wouldn't work also. map.png format: RGBA8888 filter: Nearest,Nearest repeat: none Map rotate: false xy: 0, 0 size: 32, 32 orig: 32, 32 offset: 0, 0 index: 1 Map rotate: false xy: 32, 0 size: 32, 32 orig: 32, 32 offset: 0, 0 index: 2 Map rotate: false xy: 64, 0 size: 32, 32 orig: 32, 32 offset: 0, 0 index: 3 Map rotate: false xy: 96, 0 size: 32, 32 orig: 32, 32 offset: 0, 0 index: 4 Map rotate: false xy: 128, 0 size: 32, 32 orig: 32, 32 offset: 0, 0 index: 5 Here is the begining of the tmx file. <?xml version="1.0" encoding="UTF-8"?> <map version="1.0" orientation="orthogonal" width="20" height="20" tilewidth="32" tileheight="32"> <tileset firstgid="1" name="a" tilewidth="32" tileheight="32"> <image source="map.png" width="256" height="32"/> </tileset> <layer name="Tile Layer 1" width="20" height="20"> <data> <tile gid="2"/> <tile gid="2"/> Apart from that the tutorial files and my files seems to be similar. Can anyone help me here.

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  • OpenGL ES Shader help (Blending)

    - by Chris
    Earlier I required assistance getting to grips with how to retain the alpha channel of a transparent texture in my colourised texture shader program. Whilst playing with that first version of my program (before obtaining the solution to my first requirement), I managed to enable transparency for the whole texture (effectively blending via GLSL), and I quite liked this, and I would now like to know if and how it is possible to retain this blending effect, on top of the existing output without affecting the original alpha channel - as I don't know how to input this transparency via the parameter that is already being provided with the textures alpha channel. A basic example of the blending program I am referring to (minus any other functionality) is as follows... varying vec2 texCoord; uniform sampler2D texSampler; void main() { gl_FragColor = vec4(texture2D(texSampler,texCoord).xyz,0.5); } Where 0.5 is the transparency (blending effect) of the whole texture. This is the current version of my program, which provides the ability to colour a texture according the colour parameter passed to the program, and retains the alpha channel of the original texture. varying vec2 texCoord; uniform sampler2D texSampler; uniform vec3 colour; void main() { gl_FragColor = vec4(colour,1) * vec4(texture2D(texSampler,texCoord).xyz,texture2D(texSampler,texCoord).w); } I need to know if it is possible to apply transparency on top this program, without affecting the original alpha channel which I have already preserved. I hope this makes enough sense, I am sure it is possible, and if so I should imagine it is rather simple, but this has me stumped. Any help much appreachiated. Cheers, Chris

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  • Best solution for multiplayer realtime Android game

    - by piotrek
    I plan to make multiplayer realtime game for Android (2-8 players), and I consider, which solution for multiplayer organization is the best: Make server on PC, and client on mobile, all communition go through server ( ClientA - PC SERVER - All Clients ) Use bluetooth, I don't used yet, and I don't know is it hard to make multiplayer on bluetooth Make server on one of devices, and other devices connect ( through network, but I don't know is it hard to resolve problem with devices over NAT ? ) Other solution ?

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  • Games to Vista Game explorer with Inno Setup

    - by Kraemer
    Ok, i'm trying to force my inno setup installer to add a shortcut of my game to Vista Games Explorer. Theoretically this should do the trick: [Files] Source: "GameuxInstallHelper.dll"; DestDir: "{app}"; Flags: ignoreversion overwritereadonly; [Registry] Root: HKLM; Subkey: SOFTWARE\dir\dir; Flags: uninsdeletekeyifempty Root: HKLM; Subkey: SOFTWARE\dir\dir; ValueName: Path; ValueType: String; ValueData: {app}; Flags: uninsdeletekey Root: HKLM; Subkey: SOFTWARE\dir\dir; ValueName: AppFile; ValueType: String; ValueData:{app}\executable.exe ; Flags: uninsdeletekey [CustomMessages] en.Local=en en.removemsg=Do you wish to remove game saves and settings? en.taskentry=Play [Code] const PlayTask = 0; AllUsers = 2; Current = 3; type TGUID = record Data1: Cardinal; Data2, Data3: Word; Data4: array [0..7] of char; end; var GUID: TGUID; function GetDC(HWND: DWord): DWord; external '[email protected] stdcall'; function GetDeviceCaps(DC: DWord; Index: Integer): Integer; external '[email protected] stdcall'; function ReleaseDC(HWND: DWord;DC: DWord): Integer; external '[email protected] stdcall'; function ShowWindow(hWnd: DWord; nCmdShow: Integer): boolean; external '[email protected] stdcall'; function SetWindowLong(hWnd: DWord; nIndex: Integer; dwNewLong: Longint):Longint; external '[email protected] stdcall'; function GenerateGUID(var GUID: TGUID): Cardinal; external 'GenerateGUID@files:GameuxInstallHelper.dll stdcall setuponly'; function AddToGameExplorer(Binary: String; Path: String; InstallType: Integer; var GUID: TGUID): Cardinal; external 'AddToGameExplorerW@files:GameuxInstallHelper.dll stdcall setuponly'; function CreateTask(InstallType: Integer; var GUID: TGUID; TaskType: Integer; TaskNumber: Integer; TaskName: String; Binary: String; Parameters: String): Cardinal; external 'CreateTaskW@files:GameuxInstallHelper.dll stdcall setuponly'; function RetrieveGUIDForApplication(Binary: String; var GUID: TGUID): Cardinal; external 'RetrieveGUIDForApplicationW@{app}\GameuxInstallHelper.dll stdcall uninstallonly'; function RemoveFromGameExplorer(var GUID: TGUID): Cardinal; external 'RemoveFromGameExplorer@{app}\GameuxInstallHelper.dll stdcall uninstallonly'; function RemoveTasks(var GUID: TGUID): Cardinal; external 'RemoveTasks@{app}\GameuxInstallHelper.dll stdcall uninstallonly'; function InitializeSetup(): Boolean; var appath: string; ResultCode: Integer; begin if RegKeyExists(HKEY_LOCAL_MACHINE, 'SOFTWARE\dir\dir') then begin RegQueryStringValue(HKEY_LOCAL_MACHINE, 'SOFTWARE\dir\dir', 'Path', appath) Exec((appath +'\unins000.exe'), '', '', SW_SHOW, ewWaitUntilTerminated, ResultCode) end else begin Result := TRUE end; end; procedure CurUninstallStepChanged(CurUninstallStep: TUninstallStep); begin if CurUninstallStep = usUninstall then begin if GetWindowsVersion shr 24 > 5 then begin RetrieveGUIDForApplication(ExpandConstant('{app}\AWL_Release.dll'), GUID); RemoveFromGameExplorer(GUID); RemoveTasks(GUID); UnloadDll(ExpandConstant('{app}\GameuxInstallHelper.dll')); end; end; if CurUninstallStep = usPostUninstall then begin if MsgBox(ExpandConstant('{cm:removemsg}'), mbConfirmation, MB_YESNO)=IDYES then begin DelTree(ExpandConstant('{app}'), True, True, True); end; end; end; procedure CurStepChanged(CurStep: TSetupStep); begin if GetWindowsVersion shr 24 > 5 then begin if CurStep = ssInstall then GenerateGUID(GUID); if CurStep = ssPostInstall then begin AddToGameExplorer(ExpandConstant('{app}\AWL_Release.dll'), ExpandConstant('{app}'), Current, GUID); CreateTask(3, GUID, PlayTask, 0, ExpandConstant('{cm:taskentry}'), ExpandConstant('{app}\executable.exe'), ''); CreateTask(3, GUID, 1, 0, 'Game Website', 'http://www.gamewebsite.com/', ''); end; end; end; The installer works just fine, but it doesn't place a shortcut of my game to Games explorer. Since i believe that the problem is on the binary file i guess for that part i should ask for some help. So, can anyone please give me a hand here?

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  • Rotate Body From Corner

    - by Siddharth
    I want to ask that how to rotate body from corner? movableBeam.getBeamBody().setTransform(movableBeam.getBeamBody().getPosition(), angle); The above line of code rotate the beam from center that I want rotate from one of the conner. Any member please help me. EDIT : float beamCenterX = movableBeam.getX() + movableBeam.getWidth() / 2f; float beamCenterY = movableBeam.getY() + movableBeam.getHeight() / 2f; float cornerOffsetX = movableBeam.getX() - beamCenterX; float cornerOffsetY = movableBeam.getY() - beamCenterY; float bodyAngle = (float) Math.atan2(cornerOffsetY, cornerOffsetX); float newAngle = imageAngle + bodyAngle; float newCornerOffsetX = (float) Math.cos(Math .toDegrees(newAngle)); float newCornerOffsetY = (float) Math.sin(Math .toDegrees(newAngle)); cornerOffsetX = movableBeam.getX() - movableBeam.getWidth() / 2f; cornerOffsetY = movableBeam.getY() - movableBeam.getHeight() / 2f; Vector2 postion = new Vector2( (newCornerOffsetX - cornerOffsetX + movableBeam.getX()) / PhysicsConstants.PIXEL_TO_METER_RATIO_DEFAULT, (newCornerOffsetY - cornerOffsetY + movableBeam.getY()) / PhysicsConstants.PIXEL_TO_METER_RATIO_DEFAULT); movableBeam.getBeamBody().setTransform(postion, newAngle);

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  • How do I get information about the level to the player object?

    - by pangaea
    I have a design problem with my Player and Level class in my game. So below is a picture of the game. The problem is I don't want to move on the black space and only the white space. I know how to do this as all I need to do is get the check for the sf::Color::Black and I have methods to do this in the Level class. The problem is this piece of code void Game::input() { player.input(); } void Game::update() { (*level).update(); player.update(); } void Game::render() { (*level).render(); player.render(); } So as you there is a problem in that how do I get the map information from the Level class to the Player class. Now I was thinking if I made the Player position static and pass it into the Level as parameter in update I could do it. The problem is interaction. I don't know what to do. I could maybe make player go into the Level class. However, what if I want multiple levels? So I have big design problems that I'm trying to solve.

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  • Continuous Physics Engine's Collision Detection Techniques

    - by Griffin
    I'm working on a purely continuous physics engine, and I need to choose algorithms for broad and narrow phase collision detection. "Purely continuous" means I never do intersection tests, but instead want to find ways to catch every collision before it happens, and put each into "planned collisions" stack that is ordered by TOI. Broad Phase The only continuous broad-phase method I can think of is encasing each body in a circle and testing if each circle will ever overlap another. This seems horribly inefficient however, and lacks any culling. I have no idea what continuous analogs might exist for today's discrete collision culling methods such as quad-trees either. How might I go about preventing inappropriate and pointless broad test's such as a discrete engine does? Narrow Phase I've managed to adapt the narrow SAT to a continuous check rather than discrete, but I'm sure there's other better algorithms out there in papers or sites you guys might have come across. What various fast or accurate algorithm's do you suggest I use and what are the advantages / disatvantages of each? Final Note: I say techniques and not algorithms because I have not yet decided on how I will store different polygons which might be concave, convex, round, or even have holes. I plan to make a decision on this based on what the algorithm requires (for instance if I choose an algorithm that breaks down a polygon into triangles or convex shapes I will simply store the polygon data in this form).

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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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