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  • Beggining OpenGL vs beggining DirectX and some question about the philosophical difference between them

    - by jokoon
    I'm begginning with Direct X at school, and my teacher said it was harder to begin with than OpenGL, but I read several things that in fact, Direct X was more advanced than OpenGL in terms of recent graphic cards features. Since I'm far from wanting to do top notch effects, which can already be implemented with existing engines and/or shaders, I wanted to know your opinion: Can OpenGL be considered like a more basic, KISS, hardware agnostic, graphic library to just do 3D with acceleration, and consider DirectX like a top notch, game-oriented graphic API that will always support the next-gen 3D chips ? Citation from wikipedia on http://en.wikipedia.org/wiki/Id_Tech_5 : John Carmack mentioned in his keynote at QuakeCon 2007 that the id Tech 5 engine will not be using the DirectX 10 API. I don't want to seem like I'm minding open source because Carmack does and because he is famous, it's just that android and iPhone are out there, and Direct X doesn't seems to me to be the necessary API to know, since Windows supports OpenGL, and since the 360 is just a console among other consoles.

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  • Logging library for (c++) games

    - by Klaim
    I know a lot of logging libraries but didn't test a lot of them. (GoogleLog, Pantheios, the coming boost::log library...) In games, especially in remote multiplayer and multithreaded games, logging is vital to debugging, even if you remove all logs in the end. Let's say I'm making a PC game (not console) that needs logs (multiplayer and multithreaded and/or multiprocess) and I have good reasons for looking for a library for logging (like, I don't have time or I'm not confident in my ability to write one correctly for my case). Assuming that I need : performance ease of use (allow streaming or formating or something like that) reliable (don't leak or crash!) cross-platform (at least Windows, MacOSX, Linux/Ubuntu) Wich logging library would you recommand? Currently, I think that boost::log is the most flexible one (you can even log to remotely!), but have not good performance. Pantheios is often cited but I don't have comparison points on performance and usage. I've used my own lib for a long time but I know it don't manage multithreading so it's a big problem, even if it's fast enough. Google Log seems interesting, I just need to test it but if you already have compared those libs and more, your advice might be of good use. Games are often performance demanding while complex to debug so it would be good to know logging libraries that, in our specific case, have clear advantages.

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  • HedgeWar code confusion

    - by BluFire
    I looked at an open source project(HedgeWars) that was built using many programming languages such as C++ and Java. While I was looking through the code, I couldn't help noticing that all the math and physics were gone from the Java code. HedgeWars I imported the project file called "SDL-android-project" which was a sub folder to "android build" and project files. My question is where is all the math and physics inside the code? Do I have to look at the C++ code in order to see it? I think Hedgewars was originally programmed in C++ but the files are confusing be because of its size and the fact that it has several programming languages inside.

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  • Comparing angles and working out the difference

    - by Thomas O
    I want to compare angles and get an idea of the distance between them. For this application, I'm working in degrees, but it would also work for radians and grads. The problem with angles is that they depend on modular arithmetic, i.e. 0-360 degrees. Say one angle is at 15 degrees and one is at 45. The difference is 30 degrees, and the 45 degree angle is greater than the 15 degree one. But, this breaks down when you have, say, 345 degrees and 30 degrees. Although they compare properly, the difference between them is 315 degrees instead of the correct 45 degrees. How can I solve this? I could write algorithmic code: if(angle1 > angle2) delta_theta = 360 - angle2 - angle1; else delta_theta = angle2 - angle1; But I'd prefer a solution that avoids compares/branches, and relies entirely on arithmetic.

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  • Changing balls direction in Pong

    - by hustlerinc
    I'm making a Pong game to get started with game-developement but I've run into a problem that i can't figure out. When trying to change the balls direction it doesn't change. This is the relevant code: function moveBall(){ this.speed = 2.5; this.direction = 2; if(this.direction == 1){ ball.X +=this.speed; } else if(this.direction == 2){ ball.X -=this.speed; } } function collision(){ if(ball.X == 500){ moveBall.direction = 2; } if(ball.X == 300){ moveBall.direction = 1; } } Why doesn't it work? I've tried many different ways, and none of them seem to work. The moveBall.direction changes though, since it alerts the new direction once it reaches the defined ball.X position. If someone could help me I would deeply appreciate it. I've included a JSFiddle link. http://jsfiddle.net/hustlerinc/y4wp3/

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  • Absorbtion 2d image effect

    - by Ed.
    I want to create a specyfic 2d image effect. It consists in modifying a sprite so it looks like it is being zoomed to a point or "absorbed" by that point. I'm not really sure what is the technical name of this effect so I cannot explain it correctly. Here you can see a video of what I'm talking about, it is the effect when the character absorbs the three glyphs. http://www.youtube.com/watch?v=PIo-GddsMcU&t=4m45s What is the name of this effect? How can I implement it with XNA for 2D textures/sprites?

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  • Using a particular font in a commercial game

    - by RCIX
    I'm working on a game I intend to sell, and I want to use this font. The license says: "You may NOT copy or distribute the font outside of the licensed household, company, school or institution. Please ask external contacts who want to use the font to purchase their own license at www.CheapProFonts.com." However, my plans are to use a tool to output a texture using this font to use as a bitmap font in my game. Does this mean I can do so, and sell my game with the font in it?

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  • How to categorize textures into atlases

    - by Esa
    I am going to use texture atlasing for the first time in my games, and at first it seemed like a great idea to split textures into atlases by categorizing them by terrain themes e.g ForestTextures, WinterTextures etc. But that could cause a problem when for example a flower has to use transparency shader and other models use a diffuse shader. So those cannot be atlased into the same texture. Thus, would atlasing textures into themes as mentioned before and then splitting them by shader like ForestDiffuse and ForestTransparent be good? Or is there a better way to categorize and build them?

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  • Strange and erratic transformations when using OpenGL VBOs to render scene

    - by janoside
    I have an existing iOS game with fairly simple scenes (all textured quads) and I'm using Apple's "Texture2D" class. I'm trying to convert this class to use VBOs since the vertices of my objects basically never change so I may as well not re-create them for every object every frame. I have the scene rendering using VBOs but the sizes and orientations of all rendered objects are strange and erratic - though locations seem generally correct. I've been toying with this code for a few days now, and I've found something odd: if I re-create all of my VBOs each frame, everything looks correct, even though I'm almost certain my vertices are not changing. Other notes I'm basing my work on this tutorial, and therefore am also using "IBOs" I create my buffers before rendering begins My buffers include vertex and texture data I'm using OpenGL ES 1.1 Fearing some strange effect of the current matrix GL state at the time of buffer creation I've also tried wrapping my buffer-setup code in a "pushMatrix-loadIdentity-popMatrix" block which (as expected) had no effect I'm aware that various articles have been published demonstrating that VBOs may not help performance, but I want to understand this problem and at least have the option to use them. I realize this is a shot in the dark, but has anyone else experienced this type of strange behavior? What might I be doing to result in this behavior? It's rather difficult for me to isolate the problem since I'm working in an existing, moderately complex project, so suggestions about how to approach the problem are also quite welcome.

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  • How can I gain access to a player instance in a Minecraft mod?

    - by Andrew Graber
    I'm creating Minecraft mod with a pickaxe that takes away experience when you break a block. The method for taking away experience from a player is addExperience on EntityPlayer, so I need to get an instance of EntityPlayer for the player using my pickaxe when the pickaxe breaks a block, so that I can remove the appropriate amount of experience. My pickaxe class currently looks like this: public class ExperiencePickaxe extends ItemPickaxe { public ExperiencePickaxe(int ItemID, EnumToolMaterial material){ super(ItemID, material); } public boolean onBlockDestroyed(ItemStack par1ItemStack, World par2World, int par3, int par4, int par5, int par6, EntityLiving par7EntityLiving) { if ((double)Block.blocksList[par3].getBlockHardness(par2World, par4, par5, par6) != 0.0D) { EntityPlayer e = new EntityPlayer(); // create an instance e.addExperience(-1); } return true; } } Obviously, I cannot actually create a new EntityPlayer since it is an abstract class. How can I get access to the player using my pickaxe?

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  • Multiplayer Network Game - Interpolation and Frame Rate

    - by J.C.
    Consider the following scenario: Let's say, for sake of example and simplicity, that you have an authoritative game server that sends state to its clients every 45ms. The clients are interpolating state with an interpolation delay of 100 ms. Finally, the clients are rendering a new frame every 15ms. When state is updated on the client, the client time is set from the incoming state update. Each time a frame renders, we take the render time (client time - interpolation delay) and identify a previous and target state to interpolate from. To calculate the interpolation amount/factor, we take the difference of the render time and previous state time and divide by the difference of the target state and previous state times: var factor = ((renderTime - previousStateTime) / (targetStateTime - previousStateTime)) Problem: In the example above, we are effectively displaying the same interpolated state for 3 frames before we collected the next server update and a new client (render) time is set. The rendering is mostly smooth, but there is a dash of jaggedness to it. Question: Given the example above, I'd like to think that the interpolation amount/factor should increase with each frame render to smooth out the movement. Should this be considered and, if so, what is the best way to achieve this given the information from above?

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  • backface culling error (in world space)

    - by acrilige
    I write simple software renderer. In my pipeline i have stage of backface culling. But looks like it has some error (see picture). I perform culling right after world transformation (is it correct?). (i can't insert picture in post coz i don't have enough points, so i just upload it (cube model): http://imageshack.us/photo/my-images/705/bcerror.png/) Vector3F view_dir(0.0f, 0.0f, 1.0f); std::vector<Triangle> to_remove; for (Triangle &t : m_triangles) { Vector4F e1 = t.v2 - t.v1; Vector4F e2 = t.v3 - t.v1; Vector3F normal( e1.y * e2.z - e1.z * e2.y, e1.z * e2.x - e1.x * e2.z, e1.x * e2.y - e1.y * e2.x ); normal.Normalize(); float dot = Dot(view_dir, normal); if (dot <= 0) to_remove.push_back(t); } for (Triangle& t : to_remove) m_triangles.erase(std::remove(m_triangles.begin(), m_triangles.end(), t), m_triangles.end()); Camera sits in origin and points in screen (RH). What is the reason? For better explanation i upload picture with cube rotation screenshots: http://imageshack.us/photo/my-images/842/bcmove.png/ UPDATED: The error occurs only when triangle has non-zero offset from origin UPDATED 2: If i process backface culling in clip space (after transforming all vertices with view and projection matrix), and just check z coordinate of triangle normal - it works perfect... Can i perform culing RIGHT BEFORE view/proj transforms? In this case looks like culling will not depends of projection and it's not right?.. UPDATED 3: I found answer and will post it in two hours - again coz of reputation lack.

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  • Custom extensible file format for 2d tiled maps

    - by Christian Ivicevic
    I have implemented much of my game logic right now, but still create my maps with nasty for-loops on-the-fly to be able to work with something. Now I wanted to move on and to do some research on how to (un)serialize this data. (I do not search for a map editor - I am speaking of the map file itself) For now I am looking for suggestions and resources, how to implement a custom file format for my maps which should provide the following functionality (based on MoSCoW method): Must have Extensibility and backward compatibility Handling of different layers Metadata on whether a tile is solid or can be passed through Special serialization of entities/triggers with associated properties/metadata Could have Some kind of inclusion of the tileset to prevent having scattered files/tilesets I am developing with C++ (using SDL) and targetting only Windows. Any useful help, tips, suggestions, ... would be appreciated!

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  • Why can't I create direct3d objects?

    - by quakkels
    I've been programming professionally for years using languages like VBScript, JavaScript, and C#. As a hobby, I'm getting into some c/c++ and games programming with DirectX. I am running into an issue where I cannot create direct3d objects. I am using Visual C++ 2010 Express. After I installed vc++2010express I then installed the June 2010 release of DirectX. I am trying to include DirectX via #pragma statements. This is the code I have so far in my winmain.cpp source file: #include <Windows.h> #include <d3d11.h> #include <time.h> #include <iostream> using namespace std; #pragma comment(lib, "d3d11.lib") #pragma comment(lib, "d3dx11.lib") // program settings const string AppTitle = "Direct3D in a Window"; const int ScreenWidth = 1024; const int ScreenHeight = 768; // direct3d objects LPDIRECT3D11 d3d = NULL; // this line is showing an error The type LPDIRECT3D11 is showing an error: Error: Identifier "LPDIRECT3D11" is undefined Am I missing something here to get VC++2010Express to recognize and load the DirectX libs? Thanks for any help.

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  • Using glReadBuffer returns black image instead of the actual image only on Intel cards

    - by cloudraven
    I have this piece of code glReadBuffer( GL_FRONT ); glReadPixels( 0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer ); Which works just perfectly in all the Nvidia and AMD GPUs I have tried, but it fails in almost every single Intel built-in video that I have tried. It actually works in a very old 945GME, but fails in all the others. Instead of getting a screenshot I am actually getting a black screen. If it helps, I am working with the Doom3 Engine, and that code is derived from the built-in screen capture code. By the way, even with the original game I cannot do screen capture on those intel devices anyway. My guess is that they are not implementing the standard correctly or something. Is there a workaround for this?

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  • Is chess-like AI really inapplicable in turn-based strategy games?

    - by Joh
    Obviously, trying to apply the min-max algorithm on the complete tree of moves works only for small games (I apologize to all chess enthusiasts, by "small" I do not mean "simplistic"). For typical turn-based strategy games where the board is often wider than 100 tiles and all pieces in a side can move simultaneously, the min-max algorithm is inapplicable. I was wondering if a partial min-max algorithm which limits itself to N board configurations at each depth couldn't be good enough? Using a genetic algorithm, it might be possible to find a number of board configurations that are good wrt to the evaluation function. Hopefully, these configurations might also be good wrt to long-term goals. I would be surprised if this hasn't been thought of before and tried. Has it? How does it work?

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  • Unable to use Maya animation with scripts when imported to Unity

    - by keshk
    I am testing to import Maya animation over to Unity. I set up a simple cylinder with 2 bones and an IK handle. Made a simple animation where the cylinder bends and goes back to straight position over 24 frames. Following that, I selected everything and baked, all bones,ik,(animation by selecting all at the graph editor) and even the cylinder. I saved the scene and then select all and export as FBX with animation and bake checked. In unity imported it and at the preview able to see the animation. When I load the model into scene and play (after assigning the controller), able to see animation too. But now when I try to script it and control the animation, nothing happens. Even to test, I tried the following under the Update method. if(animation.isPlaying) Debug.Log("Animation Works"); else Debug.Log("Animation not working"); The bool doesn't even return true nor false. My animation is called "bend", thus just for try I did the following and nothing happens. animation.Play("bend"); Can please advice based on my steps, am I missing something. Do I need to add the controller or is that an unnecessary step? Did I screw up on the Maya part or the Unity part. Thanks for help.

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  • Moving from XNA/C# to DirectX/C++ quite confused

    - by misiMe
    I made some game with XNA/C# for Windows Phone and Windows 8, since XNA is dead and Visual studio doesn't support it (I have to target Windows Phone 7.1 to build with XNA), I want to start learning something more "consistent in time" and improve my skills. I'm a little confused about the possibilities, because C++/DirectX alone seems difficult, so I found some high-level classes to help: DirectX Toolkit Cocos2D My questions are: What will happen when they will "die" like XNA? Is C++'s approces more "professional" than C#/XNA and why? Is C++'s approces more "portable"? Is C++'s approces more resistant in terms of time? Is there any consideration about DirectX TK and Cocos2D in terms of performance? I ask that because I found that every Game software house in my country looks for skilled C++ programmers.

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  • 2D Rectangle Collision Response with Multiple Rectangles

    - by Justin Skiles
    Similar to: Collision rectangle response I have a level made up of tiles where the edges of the level are made up of collidable rectangles. The player's collision box is represented by a rectangle as well. The player can move in 8 directions. The player's velocity is equal in X and Y directions and constant. Each update, I am checking the player's collision against all tiles that are a certain distance away. When the player collides with a rectangle, I am finding the intersection depth and resolving along the most shallow axis followed by the other axis. This resolution happens for both axes simultaneously. See below for two examples of situations where I am having trouble. Moving up-left against the left wall In the scenario below, the player is colliding with two tiles. The tile intersection depth is equal on both axes for the top tile and more shallow in the X axis for the middle tile. Because the player is moving up the wall, the player should slide in an upward direction along the wall. This works properly as long as the rectangle with the more shallow depth is evaluated first. If the equal intersection depth rectangle is evaluated first, there is a chance the player becomes stuck. Moving up-left against the top wall Here is an identical scenario with the exception that the collision is with the top wall. The same problem occurs at the corners when intersection depth is equal for both axes. I guess my overall question is: How can I ensure that collision response occurs on tiles that have non-equal intersection depth before tiles that have equal intersection depth in order to get around the weirdness that occurs at these corners. Sean's answer in the linked question was good, but his solution required having different velocity components in a certain direction. My situation has equal velocities, so there's no good way to tell which direction to resolve at corners. I hope I have made my explanation clear.

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  • 2D Car Simulation with Throttle Linear Physics

    - by James
    I'm trying to make a simulation game for an automatic cruise control system. The system simulates a car on varying inclinations and throttle speeds. I've coded up to the car physics but these do note make sense. The dynamics of the simulation are specified as follows: a = V' - V T = (k1)V + ?(k2) + ma V' = (1 - (k1 / m) V) + T - ( k2 / m) * ? Where T = throttle position k1 = viscous friction V = speed V' = next speed ? = angle of incline k2 = m g sin ? a = acceleration m = mass Notice that the angle of incline in the equation is not chopped up by sin or cos. Even the equation for acceleration isn't right. Can anyone correct them or am I misinterpreting the physics?

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  • Moving AI in a multiplayer game

    - by Smallbro
    I've been programming a multiplayer game and its coming together very nicely. It uses both TCP and UDP (UDP for movement and TCP for just about everything else). What I was wondering was how I would go about sending multiple moving AI without much lag. At first I used TCP for everything and it was very slow when people moved. I'm currently using a butchered version of this http://corvstudios.com/tutorials/udpMultiplayer.php for my movement system and I'm wondering what the best method of sending AI movements is. By movements I mean the AI chooses left/right/up/down and the player can see this happening. Thanks.

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  • Is there a way to prevent users from adjusting their gamma correction to 'cheat' their way out of a 'dark' area?

    - by Athix
    In almost every game I've come across that includes a dark situation designed to change the way a user interacts with the environment, there are always some players who turn up their monitor's gamma correction in order to negate the desired effect. Is there a way to prevent users from adjusting their gamma correction to 'cheat' their way out of a challenge? (the darkness) I'd imagine if you could reliably retrieve the current gamma correction of the user's monitor, you could use that to more or less prevent the advantage it would otherwise grant without causing the normal users any inconvenience.

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  • How do I create a curved line or filled circle or generally a circle using C++/SDL?

    - by NoobScratcher
    Hello I've been trying for ages to make a pixel circle using the putpixel function provided by SDL main website here is that function : void putpixel(int x,int y , int color , SDL_Surface* surface) { unsigned int *ptr = static_cast <unsigned int *> (surface->pixels); int offset = y * (surface->pitch/sizeof(unsigned int)); ptr[offset + x] = color; } and my question is how do I curve a line or create an circle arc of pixels or any other curved shape then a rectangle or singular pixel or line. for example here are some pictures filled pixel circle below enter link description here now my idea was too change the x and y value of the pixel position using + and - to create the curves but in practice didn't provide the correct results what my results are in this is to be able to create a circle that is made out of pixels only nothing else. thank you for anyone who takes the time to read this question thanks! :D

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  • Octree subdivision problem

    - by ChaosDev
    Im creating octree manually and want function for effectively divide all nodes and their subnodes - For example - I press button and subnodes divided - press again - all subnodes divided again. Must be like - 1 - 8 - 64. The problem is - i dont understand how organize recursive loops for that. OctreeNode in my unoptimized implementation contain pointers to subnodes(childs),parent,extra vector(contains dublicates of child),generation info and lots of information for drawing. class gOctreeNode { //necessary fields gOctreeNode* FrontBottomLeftNode; gOctreeNode* FrontBottomRightNode; gOctreeNode* FrontTopLeftNode; gOctreeNode* FrontTopRightNode; gOctreeNode* BackBottomLeftNode; gOctreeNode* BackBottomRightNode; gOctreeNode* BackTopLeftNode; gOctreeNode* BackTopRightNode; gOctreeNode* mParentNode; std::vector<gOctreeNode*> m_ChildsVector; UINT mGeneration; bool mSplitted; bool isSplitted(){return m_Splitted;} .... //unnecessary fields }; DivideNode of Octree class fill these fields, set mSplitted to true, and prepare for correctly drawing. Octree contains basic nodes(m_nodes). Basic node can be divided, but now I want recursivly divide already divided basic node with 8 subnodes. So I write this function. void DivideAllChildCells(int ix,int ih,int id) { std::vector<gOctreeNode*> nlist; std::vector<gOctreeNode*> dlist; int index = (ix * m_Height * m_Depth) + (ih * m_Depth) + (id * 1);//get index of specified node gOctreeNode* baseNode = m_nodes[index].get(); nlist.push_back(baseNode->FrontTopLeftNode); nlist.push_back(baseNode->FrontTopRightNode); nlist.push_back(baseNode->FrontBottomLeftNode); nlist.push_back(baseNode->FrontBottomRightNode); nlist.push_back(baseNode->BackBottomLeftNode); nlist.push_back(baseNode->BackBottomRightNode); nlist.push_back(baseNode->BackTopLeftNode); nlist.push_back(baseNode->BackTopRightNode); bool cont = true; UINT d = 0;//additional recursive loop param (?) UINT g = 0;//additional recursive loop param (?) LoopNodes(d,g,nlist,dlist); //Divide resulting nodes for(UINT i = 0; i < dlist.size(); i++) { DivideNode(dlist[i]); } } And now, back to the main question,I present LoopNodes, which must do all work for giving dlist nodes for splitting. void LoopNodes(UINT& od,UINT& og,std::vector<gOctreeNode*>& nlist,std::vector<gOctreeNode*>& dnodes) { //od++;//recursion depth bool f = false; //pass through childs for(UINT i = 0; i < 8; i++) { if(nlist[i]->isSplitted())//if node splitted and have childs { //pass forward through tree for(UINT j = 0; j < 8; j++) { nlist[j] = nlist[j]->m_ChildsVector[j];//set pointers to these childs } LoopNodes(od,og,nlist,dnodes); } else //if no childs { //add to split vector dnodes.push_back(nlist[i]); } } } This version of loop nodes works correctly for 2(or 1?) generations after - this will not divide neightbours nodes, only some corners. I need correct algorithm. Screenshot All I need - is correct version of LoopNodes, which can add all nodes for DivideNode.

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  • iOS persistant storage with update function

    - by jernej
    im developing a game which has different levels and i need to store all levels and its elements (position, image, sounds,..) into a file/database. The levels will be updated so i need a function that checks online for a update and downloads a database dump and additional files. I was planing to store all the persistent data into a SQLLite database, but not quite sure how to do the update part - to pack the database dump and the files together (in a .zip or with a xml). Can this be done any other way (as secure as possible)? thanks!

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