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  • openfeint or gamecenter?

    - by Gajet
    which one has more potential customers, easier API, and wider feature list? i'm going to develop implement one of those two for highscore recording in my game which ones gives more advantages? and by the way I might be going to port my game to android, so if you know any thing that can help me not to rewrite my code (for example a C++ wrapper for both of them) that would mean a greate plus for openfeint in my point of veiw.

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  • Determine percentage of screen covered by an object without using frustum culling

    - by Meltac
    On the CPU-side of an 3D first-person / ego perspective game I need to check whether what the players currently sees on screen is the inside of a box object defined by world space coordinates (the player might be outside of that box but on screen sees only/mostly the inside of the box, or vice-versa, looks from within the box to the outside). The "casual" way of performing such a check would incorporate frustum culling but such an approach would be hard to achieve with my given set of engine parameters which I'd like to avoid if there is a simpler way. What I actually have at the point where I would like to do the check (high-level script on CPU, not GPU side): Camera world position Camera direction Camera FOV Two Box corner world coordinates (left-bottom-front, right-top-back) What I do not have right away: View frustrum definition (near/far plane or say 6 planes defining frustum) Any specific pixel information (uv, view space position, depth or the like) What I would like to calculate: Percentage of screen "covered" by box. Any hints on how to perform such calculation?

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  • How do you turn a cube into a sphere?

    - by Tom Dalling
    I'm trying to make a quad sphere based on an article, which shows results like this: I can generate a cube correctly: But when I convert all the points according to this formula (from the page linked above): x = x * sqrtf(1.0 - (y*y/2.0) - (z*z/2.0) + (y*y*z*z/3.0)); y = y * sqrtf(1.0 - (z*z/2.0) - (x*x/2.0) + (z*z*x*x/3.0)); z = z * sqrtf(1.0 - (x*x/2.0) - (y*y/2.0) + (x*x*y*y/3.0)); My sphere looks like this: As you can see, the edges of the cube still poke out too far. The cube ranges from -1 to +1 on all axes, like the article says. Any ideas what is wrong?

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  • Can Flash games packed for iOS and other mobile devices achieve reasonable performance?

    - by puppybeard
    I was thinking of developing a game in Flash, as a hobby/educational project. However, I was hoping I could make it run on a smartphone, but a friend who develops in Flash says that in their experience things will move really slow on the likes of an iPad when the Flash packager is used. So slowly that you can't use it commercially for fast-moving games. Has anyone else experienced this slowness? Is there a way around it or is the technology just not there yet?

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  • How to implement efficient Fog of War?

    - by Cambrano
    I've asked a question how to implement Fog Of War(FOW) with shaders. Well I've got this working. I use the vertex color to identify the alpha of a single vertex. I guess the most of you know what the FOW of Age of Empires was like, anyway I'll shortly explain it: You have a map. Everything is unexplored(solid black / 100% transparency) at the beginning. When your NPC's / other game units explore the world (by moving around mostly) they unshadow the map. That means. Everything in a specific radius (viewrange) around a NPC is visible (0%transparency). Anything that is out of viewrange but already explored is visible but shadowed (50% transparency). So yeah, AoE had relatively huge maps. Requirements was something around 100mhz etc. So it should be relatively easy to implement something to solve this problem - actually. Okay. I'm currently adding planes above my world and set the color per vertex. Why do I use many planes ? Unity has a vertex limit of 65.000 per mesh. According to the size of my tiles and the size of my map I need more than one plane. So I actually need a lot of planes. This is obviously pita for my FPS. Well so my question is, what are simple (in sense of performance) techniques to implement a FOW shader? Okay some simplified code what I'm doin so far: // Setup for (int x = 0; x < (Map.Dimension/planeSize); x++) { for (int z = 0; z < (Map.Dimension/planeSize); z++) { CreateMeshAt(x*planeSize, 3, z*planeSize) } } // Explore (is called from NPCs when walking for example) for (int x = ((int) from.x - radius); x < from.x + radius; x ++) { for (int z = ((int) from.z - radius); z < from.z + radius; z ++) { if (from.Distance(x, 1, z) > radius) continue; _transparency[x/tileSize, z/tileSize] = 0.5f; } } // Update foreach(GameObject plane in planes){ foreach(Vector3 vertex in vertices){ Vector3 worldPos = GetWorldPos(vertex); vertex.Color = new Color(0,0,0, _transparency[worldPos.x/tileSize, worldPos.z/tileSize]); } } My shader just sets the transparency of the vertex now, which comes from the vertex color channel

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  • Car Modelling for race game

    - by Mert Toka
    I am taking Computer Graphics course this semester and we have a video game competition. I am making racing game with simulated dynamics. Our professor told us that we don't have to do much of a modelling but since we haven't started the gaming part and since I have free time I want to model the car. My question is firstly which software do you recommend to design game components? I know Maya right now. Secondly, if I design the car or any other part, what should its polygon count in order to run game smoothly? I can design pretty much everything but I assume that it is hard to design low-poly models.

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  • Implementing a multilanguage AI contest platform

    - by Alejandro Piad
    This is a followup to this question. To sum: I'm implementing an AI contest site, where each user may submit several AI implementations for different games. Think about Google AI Challenge but instead of just having a big event once a year, I would like it more on a league fashion, with all virtual players playing with each other every some close period of time. I want to support as many programming languages as possible. I've seen that contest sites (like codeforces) ask you to submit a source code and interact through stdin and stdout. The first question is: what is the best way of supporting multiple languages? As I see it, I can either ask people to upload some binary/script, and interact either through stdin/*stdout*, or sockets, or the file system; or ask people to submit source code, and wrap it with whatever is necessary for the interaction. I would like to skip the need to compile the code by myself (in the server, I mean), but I am willing to do it if its the "best" choice. I need to comunicate virtual players with each other, or even better, with some intermediary arbiter. The second question is regarding security. If I'm going to be running user code in my server, I want to ensure strict security conditions, like no file system access, no networking, etc. Otherwise it would be a safe heaven for hackers. I will be implementing the engine/arbiter in .NET. I would like to support at least C#, C++, Java and Python for the user's implementations. I'm willing to write interfaces for each of these languages to simplify the user interaction with the system. Thanks in advance.

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  • Collision Resolution

    - by ultifinitus
    Hey all, I'm making a simple side-scrolling game, and I would appreciate some input! My collision detection system is a simple bounding box detection, so it's really easy to implement. However my collision resolution is ridiculous! Currently I have a little formula like this: if (colliding(firstObject,secondObject)) firstObject.resolve_collision(yAxisOffset); if (colliding(firstObject,secondObject)) firstObject.resolve_collision(xAxisOffset); where yAxisOffset is only set if the first object's previous y position was outside the second object's collision frame, respectively xAxisOffset as well. Now this is working great, in general. However there is a single problem. When I have a stack of objects and I push the first object against that stack, the first object get's "stuck," on the stack. What's I think is happening is the object's collision system checks and resolves for collisions based on creation time, so If I check one axis, then the other, the object will "sink" object directly along the checking axis. This sinking action causes the collision detection routine to think there's a gap between our position and the other object's position, and when I finally check the object that I've already sunk into, my object's position is resolved to it's original position... All this is great, and I'm sure if I bang my head against a wall long enough i'll come up with a working algorithm, but I'd rather not =). So what in the heck do you think I should do? How could I change my collision resolution system to fix this? Here's the program (temporary link, not sure how long it'll last) (notes: arrow keys to navigate, click to drop block, x to jump) I'd appreciate any help you can offer!

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  • My first animation - Using SDL.NET C#

    - by Mark
    Hi all! I'm trying to animate a player object in my 2D grid when the user clicks somewhere in the screen. I got the following 4 variables: oX (Current player position X) oY (Current player position Y) dX (Destination X) dY (Destination Y) How can I make sure the player moves in a straight line to the new XY coordinates. The way I'm doing it now is really awfull and causes the player to first move along x axis, and finally in y axis. Can someone give me some guidance with the involved math cause I'm really not sure on how to accomplish this. Thank you for your time. Kind regards, Mark Update: It's working now but whats the right way to check if the current positions are equal to the target position? private static void MovePlayer(double x2, double y2, int duration) { double hX = x2 - m_PlayerPosition.X; double hY = y2 - m_PlayerPosition.Y; double Length = Math.Sqrt(Math.Pow(hX, 2) + Math.Pow(hY, 2)); hX = hX / Length; hY = hY / Length; while (m_PlayerPosition.X != Convert.ToInt32(x2) || m_PlayerPosition.Y != Convert.ToInt32(y2)) { m_PlayerPosition.X += Convert.ToInt32(hX * 1); m_PlayerPosition.Y += Convert.ToInt32(hY * 1); UpdatePlayerLocation(); } }

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  • Are there any good html 5 mmo design tutorials?

    - by Dwight Spencer
    Hey all. I got a rather inspired after playing gaia online's zOMG and wanted to revive an old project idea I've had laying around for a few years now. I'm looking to work with html5 (ie canvas, svg based sprites, & WebGL) to build a graphical web based MUD/MMO. Obviously, this is a new take on an old idea and after searching google I haven't really turned up many good resources. But does anyone have any tutorials or other resources to point me in the right direction?

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  • How to evaluate a user against optimal performance?

    - by Alex K
    I have trouble coming up with a system of assigning a rating to player's performance. Well, technically there is is a trivial rating system, but I don't like it because it would mean assigning negative scores, which I think most players will be discouraged by. The problem is that I only know the ideal number of actions to get the desired result. The worst case is infinite number of actions, so there is no obvious scale. The trivial way I referred to above is to take score = (#optimal-moves - #players-moves), with ideal score being zero. However, psychologically people like big numbers. No one wants to win by getting a mark of 0. I wonder if there is a system that someone else has come up with before to solve this problem? Essentially I wish to score the players based on: How close they've come to the ideal solution. Different challenges will have different optimal number of actions, so the scoring system needs to take that into account, e.g. Challenge 1 - max 10 points, Challenge 2 - max 20 points. I don't mind giving the players negative scores if they've performed exceptionally badly, I just don't want all scores to be <=0

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  • Technique to have screen independent grid based puzzle with sprite animation

    - by Yan Cheng CHEOK
    Hello all, let's say I have a fixed size grid puzzle game (8 x 10). I will be using sprites animation, when the "pieces" in the puzzle is moving from one grid to another grid. I was wondering, what is the technique to have this game being implemented as screen resolution independent. Here is what I plan to do. 1) The data structure coordinate will be represented using double, with 1.0 as max value. // Puzzle grid of 8 x 10 Environment { double width = 0.8; double height = 1.0; } // Location of Sprite at coordinate (1, 1) Sprite { double posX = 0.1; double posY = 0.1; double width = 0.1; double height = 0.1; } // scale = PYSICAL_SCREEN_SIZE drawBitmap ( sprite_image, sprite_image_rect, new Rect(sprite.posX * Scale, sprite.posY * Scale, (sprite.posX + sprite.width) * Scale, (sprite.posY + sprite.Height) * Scale), paint ); 2) A large size sprite image will be used (128x128). As sprite image shall look fine if we scale from large size down to small size, but not vice versa. Besides the above mentioned technique, is there any other consideration I had missed out?

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  • Ragdoll continuous movement

    - by Siddharth
    I have created a ragdoll for my game but the problem I found was that the ragdoll joints are not perfectly implemented so they are continuously moving. Ragdoll does not stand at fix place. I here paste my work for that and suggest some guidance about that so that it can stand on fix place. chest = new Chest(pX, pY, gameObject.getmChestTextureRegion(), gameObject); head = new Head(pX, pY - 16, gameObject.getmHeadTextureRegion(), gameObject); leftHand = new Hand(pX - 6, pY + 6, gameObject.getmHandTextureRegion() .clone(), gameObject); rightHand = new Hand(pX + 12, pY + 6, gameObject .getmHandTextureRegion().clone(), gameObject); rightHand.setFlippedHorizontal(true); leftLeg = new Leg(pX, pY + 18, gameObject.getmLegTextureRegion() .clone(), gameObject); rightLeg = new Leg(pX + 7, pY + 18, gameObject.getmLegTextureRegion() .clone(), gameObject); rightLeg.setFlippedHorizontal(true); gameObject.getmScene().registerTouchArea(chest); gameObject.getmScene().attachChild(chest); gameObject.getmScene().registerTouchArea(head); gameObject.getmScene().attachChild(head); gameObject.getmScene().registerTouchArea(leftHand); gameObject.getmScene().attachChild(leftHand); gameObject.getmScene().registerTouchArea(rightHand); gameObject.getmScene().attachChild(rightHand); gameObject.getmScene().registerTouchArea(leftLeg); gameObject.getmScene().attachChild(leftLeg); gameObject.getmScene().registerTouchArea(rightLeg); gameObject.getmScene().attachChild(rightLeg); // head revolute joint revoluteJointDef = new RevoluteJointDef(); revoluteJointDef.enableLimit = true; revoluteJointDef.initialize(head.getHeadBody(), chest.getChestBody(), chest.getChestBody().getWorldCenter()); revoluteJointDef.localAnchorA.set(0f, 0f); revoluteJointDef.localAnchorB.set(0f, -0.5f); revoluteJointDef.lowerAngle = (float) (0f / (180 / Math.PI)); revoluteJointDef.upperAngle = (float) (0f / (180 / Math.PI)); headRevoluteJoint = (RevoluteJoint) gameObject.getmPhysicsWorld() .createJoint(revoluteJointDef); // // left leg revolute joint revoluteJointDef.initialize(leftLeg.getLegBody(), chest.getChestBody(), chest.getChestBody().getWorldCenter()); revoluteJointDef.localAnchorA.set(0f, 0f); revoluteJointDef.localAnchorB.set(-0.15f, 0.75f); revoluteJointDef.lowerAngle = (float) (0f / (180 / Math.PI)); revoluteJointDef.upperAngle = (float) (0f / (180 / Math.PI)); leftLegRevoluteJoint = (RevoluteJoint) gameObject.getmPhysicsWorld() .createJoint(revoluteJointDef); // right leg revolute joint revoluteJointDef.initialize(rightLeg.getLegBody(), chest.getChestBody(), chest.getChestBody().getWorldCenter()); revoluteJointDef.localAnchorA.set(0f, 0f); revoluteJointDef.localAnchorB.set(0.15f, 0.75f); revoluteJointDef.lowerAngle = (float) (0f / (180 / Math.PI)); revoluteJointDef.upperAngle = (float) (0f / (180 / Math.PI)); rightLegRevoluteJoint = (RevoluteJoint) gameObject.getmPhysicsWorld() .createJoint(revoluteJointDef); // left hand revolute joint revoluteJointDef.initialize(leftHand.getHandBody(), chest.getChestBody(), chest.getChestBody().getWorldCenter()); revoluteJointDef.localAnchorA.set(0f, 0f); revoluteJointDef.localAnchorB.set(-0.25f, 0.1f); revoluteJointDef.lowerAngle = (float) (0f / (180 / Math.PI)); revoluteJointDef.upperAngle = (float) (0f / (180 / Math.PI)); leftHandRevoluteJoint = (RevoluteJoint) gameObject.getmPhysicsWorld() .createJoint(revoluteJointDef); // right hand revolute joint revoluteJointDef.initialize(rightHand.getHandBody(), chest.getChestBody(), chest.getChestBody().getWorldCenter()); revoluteJointDef.localAnchorA.set(0f, 0f); revoluteJointDef.localAnchorB.set(0.25f, 0.1f); revoluteJointDef.lowerAngle = (float) (0f / (180 / Math.PI)); revoluteJointDef.upperAngle = (float) (0f / (180 / Math.PI)); rightHandRevoluteJoint = (RevoluteJoint) gameObject.getmPhysicsWorld() .createJoint(revoluteJointDef);

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  • How can I pass an array of floats to the fragment shader using textures?

    - by James
    I want to map out a 2D array of depth elements for the fragment shader to use to check depth against to create shadows. I want to be able to copy a float array into the GPU, but using large uniform arrays causes segfaults in openGL so that is not an option. I tried texturing but the best i got was to use GL_DEPTH_COMPONENT glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 512, 512, 0, GL_DEPTH_COMPONENT, GL_FLOAT, smap); Which doesn't work because that stores depth components (0.0 - 1.0) which I don't want because I have no idea how to calculate them using the depth value produced by the light sources MVP matrix multiplied by the coordinate of each vertex. Is there any way to store and access large 2D arrays of floats in openGL?

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  • Retrieving model position after applying modeltransforms in XNA

    - by Glen Dekker
    For this method that the goingBeyond XNA tutorial provides, it would be really convenient if I could retrieve the new position of the model after I apply all the transforms to the mesh. I have edited the method a little for what I need. Does anyone know a way I can do this? public void DrawModel( Camera camera ) { Matrix scaleY = Matrix.CreateScale(new Vector3(1, 2, 1)); Matrix temp = Matrix.CreateScale(100f) * scaleY * rotationMatrix * translationMatrix * Matrix.CreateRotationY(MathHelper.Pi / 6) * translationMatrix2; Matrix[] modelTransforms = new Matrix[model.Bones.Count]; model.CopyAbsoluteBoneTransformsTo(modelTransforms); if (camera.getDistanceFromPlayer(position+position1) > 3000) return; foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.World = modelTransforms[mesh.ParentBone.Index] * temp * worldMatrix; effect.View = camera.viewMatrix; effect.Projection = camera.projectionMatrix; } mesh.Draw(); } }

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  • Maintain proper symbol order when applying an armature in flash

    - by Michael Taufen
    I am trying to animate a character's leg in flash CS 5.5 for a game I am working on. I decided to use the bone tool because it's awesome. The problem I am having, however, is that for my character to be animated properly, the symbols that make up his leg (upper leg, lower leg, and shoe) need to be on top of each other in a specific way (otherwise the shoe looks like its next to the leg, etc). Applying the bones results in the following problem: the first symbol I apply it to is placed in the rear on the armature layer, the next on top of it, and so on, until the final symbol is already on top. I need them to be in the opposite order, but arrange send to back does nothing on the armature layer. How can I fix this? tl;dr: The bone tool is not maintaining the stacking order of my objects, please help. Thanks for helping :).

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  • Why do the order of uniforms gets changed by the compiler?

    - by Aybe
    I have the following shader, everything works fine when setting the value of one of the matrices but I've discovered that getting a value back is incorrect for View and Projection, they are in reverse order. #version 430 precision highp float; layout (location = 0) uniform mat4 Model; layout (location = 1) uniform mat4 View; layout (location = 2) uniform mat4 Projection; layout (location = 0) in vec3 in_position; layout (location = 1) in vec4 in_color; out vec4 out_color; void main(void) { gl_Position = Projection * View * Model * vec4(in_position, 1.0); out_color = in_color; } When querying their location they are effectively reversed, I did a small test by renaming View to Piew which puts it before Projection if sorted alphabetically and the order is correct. Now if I do remove layout (location = ...) from the uniforms, the problem disappears !? I am starting to think that this is a driver bug as explained in the wiki. Do you know why the order of the uniforms is changed whenever the shader is compiled ? (using an AMD HD7850)

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  • Migration from XNA to SharpDX

    - by Wouter
    My fear is that XNA has reached the end of the road. To keep up with the latest technology a shift to another game framework might be needed. We have many games in a large codebase, all based on XNA. My question is, how much work would it be to migrate to SharpDX and are there other possibilities? Our code base mainly uses basic 3D rendering and the SpriteBatch, no fancy shader stuff. Update: I should have mentioned we only use 2.5D, we have a simple engine that builds textured quads to render text and animated sprites. Also for sound we use XACT (what else..) with some effects.

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  • Why doesn't my GameMaker step event work?

    - by exceltior
    So I want to make some kind of floor that which the player when walks in gets his movement reduced but im having thousand of different issues implementing this since it doesnt appear to do anything ... So i have tried different way: 1 - I have tried Step Event which had the following script: if keyboard_check(ord('A')) { player.x = -5; } if keyboard_check(ord('D')) { player.x = -5; } if keyboard_check(ord('W')) { player.x = -5; } if keyboard_check(ord('S')) { player.x = -5; } 2 - I have tried a Collision Event with the same code 3- I have tried a Step event with collision detection on a script None of these options seem to work at all ... Can you help me?

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  • Adobe Air turn based multiplayer Game, sockets vs http bandwidth

    - by Arin Aivazian
    I am developing an Adobe Air multiplayer game for iPad. It is turn based and not realtime. It is like checkers game. I want to use a client server model. I have found 2 options to connect to server so far: socket connection and http requests My question is: Is the bandwidth requirement for socket connection vs http requests different? I need the game to work with very low speed internet connections

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  • How to change the sprite colors

    - by Mr_Qqn
    In my rhythm game, I have a note object which can be of different colors depending on the note chart. I could use a sprite sheet with all the different color variations I use, but I would prefer to parametrize this. (For information, a note sprite is compound with one main color, for example a red note has only red, light red and dark red.) So, how to change the colors of a sprite basing on a new color ? I'm working with opengl, but any algorithm or math explanation will do. :) Thanks

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  • How does Blizzard manage to support Mac OS and Windows in their games?

    - by begray
    I've always thought, that using Direct X for Windows was the most powerful, easy and modern method to create games with modern graphics nowdays. And knowing, that it's only Windows I thinks it's pretty difficult to make something similar on other platforms (Mac OS to be exact). But Blizzard somehow managed to deliver Starcraft 2 for Mac OS, and Diablo 3 will be available for Mac too. So what I'm interested in is information about: what technologies are they using for their game engines? are they using one engine for both games (Starcraft 2 and Diablo 3)? Or develop custom for each game? what are they paying in terms of time and money for Mac OS support? Thanks

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  • How to run the pixel shader effcet??

    - by Yashwinder
    Below stated is the code for my pixel shader which I am rendering after the vertex shader. I have set the wordViewProjection matrix in my program but I don't know to set the progress variable i.e in my pixel shader file which will make the image displayed by the help of a quad to give out transition effect. Here is the code for my pixel shader program::: As my pixel shader is giving a static effect and now I want to use it to give some effect. So for this I have to add a progress variable in my pixel shader and initialize to the Constant table function i.e constantTable.SetValue(D3DDevice,"progress",progress ); I am having the problem in using this function for progress in my program. Anybody know how to set this variable in my program. And my new pixel Shader code is float progress : register(C0); sampler2D implicitInput : register(s0); sampler2D oldInput : register(s1); struct VS_OUTPUT { float4 Position : POSITION; float4 Color : COLOR0; float2 UV : TEXCOORD 0; }; float4 Blinds(float2 uv) { if(frac(uv.y * 5) < progress) { return tex2D(implicitInput, uv); } else { return tex2D(oldInput, uv); } } // Pixel Shader { return Blinds(input.UV); }

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  • Adding interactive graphical elements to text-based browser game with HTML5

    - by st9
    I'm re-writing an old virtual world/browser based game. It is text and HTML form based with some static graphics. The client is HTML and JS. I want to introduce some interactive graphical elements to certain parts of the game, for example a 'customise character' page, with hooks to server side and local data storage. I want to use HTML5/JS, what is the best approach to designing the web-site? For example could I use Boilerplate and then embed these interactive elements in the page? Thanks

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  • How do I calculate the boundary of the game window after transforming the view?

    - by Cypher
    My Camera class handles zoom, rotation, and of course panning. It's invoked through SpriteBatch.Begin, like so many other XNA 2D camera classes. It calculates the view Matrix like so: public Matrix GetViewMatrix() { return Matrix.Identity * Matrix.CreateTranslation(new Vector3(-this.Spatial.Position, 0.0f)) * Matrix.CreateTranslation(-( this.viewport.Width / 2 ), -( this.viewport.Height / 2 ), 0.0f) * Matrix.CreateRotationZ(this.Rotation) * Matrix.CreateScale(this.Scale, this.Scale, 1.0f) * Matrix.CreateTranslation(this.viewport.Width * 0.5f, this.viewport.Height * 0.5f, 0.0f); } I was having a minor issue with performance, which after doing some profiling, led me to apply a culling feature to my rendering system. It used to, before I implemented the camera's zoom feature, simply grab the camera's boundaries and cull any game objects that did not intersect with the camera. However, after giving the camera the ability to zoom, that no longer works. The reason why is visible in the screenshot below. The navy blue rectangle represents the camera's boundaries when zoomed out all the way (Camera.Scale = 0.5f). So, when zoomed out, game objects are culled before they reach the boundaries of the window. The camera's width and height are determined by the Viewport properties of the same name (maybe this is my mistake? I wasn't expecting the camera to "resize" like this). What I'm trying to calculate is a Rectangle that defines the boundaries of the screen, as indicated by my awesome blue arrows, even after the camera is rotated, scaled, or panned. Here is how I've more recently found out how not to do it: public Rectangle CullingRegion { get { Rectangle region = Rectangle.Empty; Vector2 size = this.Spatial.Size; size *= 1 / this.Scale; Vector2 position = this.Spatial.Position; position = Vector2.Transform(position, this.Inverse); region.X = (int)position.X; region.Y = (int)position.Y; region.Width = (int)size.X; region.Height = (int)size.Y; return region; } } It seems to calculate the right size, but when I render this region, it moves around which will obviously cause problems. It needs to be "static", so to speak. It's also obscenely slow, which causes more of a problem than it solves. What am I missing?

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