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  • Drawing particles with CPU instead of GPU (XNA)

    - by Helix
    I'm trying out modifications to the following particle system. http://create.msdn.com/en-US/education/catalog/sample/particle_3d I have a function such that when I press Space, all the particles have their positions and velocities set to 0. for (int i = 0; i < particles.GetLength(0); i++) { particles[i].Position = Vector3.Zero; particles[i].Velocity = Vector3.Zero; } However, when I press space, the particles are still moving. If I go to FireParticleSystem.cs I can turn settings.Gravity to 0 and the particles stop moving, but the particles are still not being shifted to (0,0,0). As I understand it, the problem lies in the fact that the GPU is processing all the particle positions, and it's calculating where the particles should be based on their initial position, their initial velocity and multiplying by their age. Therefore, all I've been able to do is change the initial position and velocity of particles, but I'm unable to do it on the fly since the GPU is handling everything. I want the CPU to calculate the positions of the particles individually. This is because I will be later implementing some sort of wind to push the particles around. How do I stop the GPU from taking over? I think it's something to do with VertexBuffers and the draw function, but I don't know how to modify it to make it work.

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  • Computing pixel's screen position in a vertex shader: right or wrong?

    - by cubrman
    I am building a deferred rendering engine and I have a question. The article I took the sample code from suggested computing screen position of the pixel as follows: VertexShaderFunction() { ... output.Position = mul(worldViewProj, input.Position); output.ScreenPosition = output.Position; } PixelShaderFunction() { input.ScreenPosition.xy /= input.ScreenPosition.w; float2 TexCoord = 0.5f * (float2(input.ScreenPosition.x,-input.ScreenPosition.y) + 1); ... } The question is what if I compute the position in the vertex shader (which should optimize the performance as VSF is launched significantly less number of times than PSF) would I get the per-vertex lighting insted. Here is how I want to do this: VertexShaderFunction() { ... output.Position = mul(worldViewProj, input.Position); output.ScreenPosition.xy = output.Position / output.Position.w; } PixelShaderFunction() { float2 TexCoord = 0.5f * (float2(input.ScreenPosition.x,-input.ScreenPosition.y) + 1); ... } What exactly happens with the data I pass from VS to PS? How exactly is it interpolated? Will it give me the right per-pixel result in this case? I tried launching the game both ways and saw no visual difference. Is my assumption right? Thanks. P.S. I am optimizing the point light shader, so I actually pass a sphere geometry into the VS.

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  • How can I make a rectangle to an irregular shape?

    - by Anil gupta
    I used masking for breaking an image into the below pattern. Now that it's broken into different pieces I need to make a rectangle of each piece. I need to drag the broken pieces and adjust to the correct position so I can reconstruct the image. To drag and put at the right position I need to make the pieces rectangles but I am not getting the idea of how to make rectangles out of these irregular shapes. How can I make rectangles for manipulating these pieces? This is a follow up to my previous question.

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  • Starcraft 2 - Third Person Custom Map

    - by Norla
    I would like to try my hand at creating a custom map in Starcraft 2 that has a third-person camera follow an individual unit. There are a few custom maps that exist with this feature already, so I do know this is possible. What I'm having trouble wrapping my head around are the features that are new to the SC2 map editor that didn't exist in the Warcraft 3 editor. For instance, to do a third-person map, do I need a custom mods file, or can everything be done in the map file? Regardless, is it worth using a mod file? What map settings do I NEED to edit/implement? Which are not necessary, but recommended?

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  • Which techniques to study?

    - by Djentleman
    Just to give you some background info, I'm studying a programming major at a tertiary level and am in my third year, so I'm not a newbie off the street. However, I am still quite new to game programming as a subset of programming. One of my personal projects for next semester is to design and create a 2D platformer game with emphasis on procedural generation and "neato" effects (think metroidvania). I've written up a list of some techniques to help me improve my personal skills (using XNA for the time being). The list is as follows: QuadTrees: Build a basic program in XNA that moves basic 2D sprites (circles and squares) around a set path and speed and changes their colour when they collide. Add functionality to add and delete objects of different sizes (select a direction and speed when adding and just drag and drop them in). Particles: Build a basic program in XNA in which you can select different colours and create particle effects of those colours on screen by clicking and dragging the mouse around (simple particles emerging from where the mouse is clicked). Add functionality where you can change the amount of particles to be drawn and the speed at which they travel and when they expire. Possibly implement gravity and wind after part 3 is complete. Physics: Build a basic program in XNA where you have a ball in a set 2D environment, a wind slider, and a gravity slider (can go to negative for reverse gravity). You can click to drag the ball around and release to throw it and, depending on what you do, the ball interacts with the environment. Implement other shapes afterwards. Random 2D terrain generation: Build a basic program in XNA that randomly generates terrain (including hills, caves, etc) created from 2D tiles. Add functionality that draws the tiles from a tileset and places different tiles depending on where they lie on the y-axis (dirt on top, then rock, then lava, etc). Randomised objects: Build a basic program in XNA that, when a button is clicked, displays a randomised item sprite based on parameters (type, colour, etc) with the images pulled from tilesets. Add the ability to save the item as an object, which stores it in a side-pane where it can be selected for viewing. Movement: Build a basic program in XNA where you can move an object around in an environment (tile-based) with a camera that pans with it. No gravity. Implement gravity and wind, allow the character to jump and fall with some basic platforms. So my question is this: Are there any other commonly used techniques that I should research, and can I get some suggestions as to the effectiveness of the techniques I've chosen to work on (e.g., don't do QuadTree stuff because [insert reason here], or, do [insert technique here] before you start working on particles because [insert reason here])? I hope this is clear enough and please let me know if I can further clarify anything!

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  • Where can I buy freely redistributable (creative commons) game assets?

    - by Erlend
    I'd like to know about any 3D asset shops out there that specialize in game assets and, most importantly, license their assets under an open license like Creative Commons or similarly permissive. We are looking to buy some professional looking assets for use and redistribution with our open source 3D game engine. The problem is that all the commercial 3D assets we've come by are only sold under very restrictive licenses, which won't allow us to include the models in our code repository (since free code hosting repositories require that all your data, including media, is open source or otherwise copyleft) nor in turn redistribute the assets as part of our downloadable SDK. I realize this sounds like a weak business idea, since users could just buy the asset and start sharing it with everyone. But somehow this has worked for hundreds of WordPress theme shops, so I was hoping maybe someone's trying similar things for commercial game assets.

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  • How do I check user's unlocked achievement and leaderboard scores via GPG plugin

    - by noob
    I need to load user's achievement and their scores from leaderboard in my game. But the Social.LoadScore() and Social.LoadAchievements() both returns a 0 size array in callback. When I checked the implementation in Google Play Gaming's PlayGamePlatform.cs, both the method has this summary - Not implemented yet. Calls the callback with an empty list. So my question is How do I get this data in Unity? Has anyone tried any other method to get the data?

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  • Having a hard time having consecutive animations for an attack

    - by Kelby Styler
    So I've been trying to figure this out for about 8 hours now...It's driving me nuts because I am pretty sure that it is something dead simple that I am just not understanding. I had everything working fine when I was just cycling through the animation: Idle - Attack - Attack 1 - Attack 2. Just in an infinite loop. The problem now is that I want it to go Attack - check if x time passes if ctrl pressed before x passes move to Attack 1, if not move back to Idle - Then either Attack 1 or Idle depending on how long has passed. I've almost gotten it a few time, but something always happens where it falls apart if I press ctrl too fast or after multiple cycles of the animation. Any help would be appreciated, I'm just at my wits end on this one. I've been looking at this so long that I just don't know where to go anymore. Code is below, here is the controller using UnityEngine; using System.Collections; public class MeleeAttack : MonoBehaviour { public int damage; public bool Attack; public bool Attack1; public bool Attack2; public bool Idle; private Animator animator; private int attnum = 0; private float count = 2f; private float timeLeft; //Gives value to damage output void MAttackDmg () { if (Input.GetKeyDown (KeyCode.RightControl) || Input.GetKeyDown (KeyCode.LeftControl)) { switch (attnum) { case (0): Attack = true; damage = 2; animator.SetBool ("Attack", Attack); attnum++; Idle = false; animator.SetBool ("Idle", Idle); timeLeft = count; break; case (1): Attack1 = true; damage = 2; animator.SetBool ("Attack1", Attack1); attnum++; Idle = false; animator.SetBool ("Idle", Idle); timeLeft = count; break; case (2): Attack2 = true; damage = 2; animator.SetBool ("Attack2", Attack2); attnum = 0; Idle = false; animator.SetBool ("Idle", Idle); timeLeft = count; break; } } if (Input.GetKeyUp (KeyCode.RightControl) || Input.GetKeyUp (KeyCode.LeftControl)) { switch (attnum) { case (0): Debug.Log ("false"); damage = 0; if (timeLeft <= 0f) { Attack2 = false; animator.SetBool ("Attack2", Attack2); Debug.Log ("t1"); Idle = true; animator.SetBool ("Idle", Idle); attnum = 0; timeLeft = count; } break; case (1): Debug.Log ("false1"); damage = 0; if (timeLeft <= 0f) { Debug.Log ("t2"); Attack = false; animator.SetBool ("Attack", Attack); Idle = true; animator.SetBool ("Idle", Idle); attnum = 0; timeLeft = count; } break; case (2): Debug.Log ("false2"); damage = 0; if (timeLeft <= 0f) { Attack1 = false; animator.SetBool ("Attack1", Attack1); Debug.Log ("t3"); Idle = true; animator.SetBool ("Idle", Idle); attnum = 0; timeLeft = count; } break; } } } // Use this for initialization void Awake () { animator = GetComponent<Animator> (); } // Update is called once per frame void Update () { timeLeft -= Time.deltaTime;; MAttackDmg (); } void Start (){ timeLeft = count; } }

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  • Is there a way to use scala with html5?

    - by Maik Klein
    I want to create a very simple 2d multiplayer browsergame in html5. Something like Scalatron I mainly want to do this to improve my scala skills, the problem is I would have to code the clientside code in javascript and the serverside code in scala. This would result in duplicated code. Another option would be to ignore the html5 part and write it in opengl. But I would still prefer to have a html5 game. I could do this is in javascript, but then it would destroy the whole purpose of learning scala. Is there a way to use scala with html5? Or what would you recommend me to do?

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  • E_INVALIDARG: An invalid parameter was passed to the returning function (-2147024809) when loading a cube texture

    - by Boreal
    I'm trying to implement a skybox into my engine, and I'm having some trouble loading the image as a cube map. Everything works (but it doesn't look right) if I don't load using an ImageLoadInformation struct in the ShaderResourceView.FromFile() method, but it breaks if I do. I need to, of course, because I need to tell SlimDX to load it as a cubemap. How can I fix this? Here is my new loading code after the "fix": public static void LoadCubeTexture(string filename) { ImageLoadInformation loadInfo = ImageLoadInformation.FromDefaults(); loadInfo.OptionFlags = ResourceOptionFlags.TextureCube; textures.Add(filename, ShaderResourceView.FromFile(Graphics.device, "Resources/" + filename, loadInfo)); }

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  • "Optimal" game loop for 2D side-scroller

    - by MrDatabase
    Is it possible to describe an "optimal" (in terms of performance) layout for a 2D side-scroller's game loop? In this context the "game loop" takes user input, updates the states of game objects and draws the game objects. For example having a GameObject base class with a deep inheritance hierarchy could be good for maintenance... you can do something like the following: foreach(GameObject g in gameObjects) g.update(); However I think this approach can create performance issues. On the other hand all game objects' data and functions could be global. Which would be a maintenance headache but might be closer to an optimally performing game loop. Any thoughts? I'm interested in practical applications of near optimal game loop structure... even if I get a maintenance headache in exchange for great performance.

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  • Collision detection on a 2D hexagonal grid

    - by SundayMonday
    I'm making a casual grid-based 2D iPhone game using Cocos2D. The grid is a "staggered" hex-like grid consisting of uniformly sized and spaced discs. It looks something like this. I've stored the grid in a 2D array. Also I have a concept of "surrounding" grid cells. Namely the six grid cells surrounding a particular cell (except those on the boundries which can have less than six). Anyways I'm testing some collision detection and it's not working out as well as I had planned. Here's how I currently do collision detection for a moving disc that's approaching the stationary group of discs: Calculate ij-coordinates of grid cell closest to moving cell using moving cell's xy-position Get list of surrounding grid cells using ij-coordinates Examine the surrounding cells. If they're all empty then no collision If we have some non-empty surrounding cells then compare the distance between the disc centers to some minimum distance required for a collision If there's a collision then place the moving disc in grid cell ij So this works but not too well. I've considered a potentially simpler brute force approach where I just compare the moving disc to all stationary discs at each step of the game loop. This is probably feasible in terms of performance since the stationary disc count is 300 max. If not then some space-partitioning data structure could be used however that feels too complex. What are some common approaches and best practices to collision detection in a game like this?

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  • Shader inputs in a general purpose engine

    - by dreta
    I'm not familiar with SDKs like Unity or UDK that much, so i can't check this offhand. Do general purpose engines allow users to create custom uniform variables? The way i see it, and the way i have implemented it in an engine i'm writing to learn 3D, is that there is a "set" of uniforms provided by the engine and if you want to write a custom shader then you utilize uniforms you need to create a wanted effect. Now, the thing is, first of all i'm not an artist, second of all, i didn't have a chance to create complex scenes yet. So my question is, is it common practice to define variables that the engine provides and only allow the user to work with what they're given? Allowing users to add custom programs and use them where they want is not hard, but i have issues imagining how you'd go about doing the same for uniforms.

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  • How to make custom shaped holes in terrain

    - by Guy Ben-Moshe
    So I'm trying to create a game where you fit certain shaped objects into the hole that fits them (similar to the young children's game with different shaped blocks) in Unity 3D. I've encountered a problem, how do I make the holes in the terrain? Or what type of object should I use for making holes in? So far I've tried to make a 3d model in unity by using other cubes and planes, it just doesn't feel right. I guess I need to create a model in another software and import to unity, I don't know any other software I can use. Tips would help.

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  • Random Map Generation in Java

    - by Thomas Owers
    I'm starting/started a 2D tilemap RPG game in Java and I want to implement random map generation. I have a list of different tiles, (dirt/sand/stone/grass/gravel etc) along with water tiles and path tiles, the problem I have is that I have no idea where to start on generating a map randomly. It would need to have terrain sections (Like a part of it will be sand, part dirt etc) Similar to how Minecraft is where you have different biomes and they seamlessly transform into each other. Lastly I would also need to add random paths into this as well going in different directions all over the map. I'm not asking anyone to write me all the code or anything, just piont me into the right direction please. tl;dr - Generate a tile map with biomes, paths and make sure the biomes seamlessly go into each other. Any help would be much appreciated! :) Thank you.

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  • Cocos2d: Tongue effect like in Munch Time

    - by Joey Green
    I'm wanting to do a tongue effect for my character like the one in Munch Time( shown in pic ). The player does some action and his tongue attaches to the nearest platform. I'm thinking this is simply a get distance to platform and keep player at that distance as he moves back and forth giving him the swinging effect. For the drawing, I'm wanting the same effect where the tongue sprite is the skinniest in the middle of the distance between the character and platform. I know how to do this in a shader( I'm using cocos2d v2 btw ), but I'm wondering if there is some built-in functionality to allow me to do this. First, is this the right approach using distance? Second, is their an easy way to do the tongue sprite effect without a shader? Third, I'm wanting to have the player spring up at will in the direction of the platform. I'm using Box2D. Would there be a way to do this using force's or would it be easier to write my own code?

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  • Good baseline size for an A* Search grid?

    - by Jo-Herman Haugholt
    I'm working on a grid based game/prototype with a continuous open map, and are currently considering what size to make each segment. I've seen some articles mention different sizes, but most of them is really old, so I'm unsure how well they map to the various platforms and performance demands common today. As for the project, it's a hybrid of 2D and 3D, but for path-finding purposes, the majority of searches would be approximately 2D. From a graphics perspective, the minimum segment size would be 64x64 in the XZ plane to minimize loaded segments while ensuring full screen coverage. I figure pathfinding would be an important indicator of maximum practical size.

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  • How to make a battle system in a mobile indie game more fun and engaging

    - by Matt Beckman
    I'm developing an indie game for mobile platforms, and part of the game involves a PvP battle system (where the target player is passive). My vision is simple: the active player can select a weapon/item, then attack/use, and display the calculated outcome. I have a concept for battle modifiers that affect stats to make it more interesting, but I'm not convinced the vision is complete. I've received some inspiration from the game engine that powers Modern War/Kingdom Age/Crime City, but I want more control to make it more fun. In those games, you don't have the option to select weapons or use items, and the "battling" screen is simply 3D eye candy. Since this will be an indie game, I won't be spending $$$ on a team of professional 3D artists/animators, so my edge needs to be different. How would you make a battle system like this more fun and engaging?

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  • Slow Firefox Javascript Canvas Performance?

    - by jujumbura
    As a followup from a previous post, I have been trying to track down some slowdown I am having when drawing a scene using Javascript and the canvas element. I decided to narrow down my focus to a REALLY barebones animation that only clears the canvas and draws a single image, once per-frame. This of course runs silky smooth in Chrome, but it still stutters in Firefox. I added a simple FPS calculator, and indeed it appears that my page is typically getting an FPS in the 50's when running Firefox. This doesn't seem right to me, I must be doing something wrong here. Can anybody see anything I might be doing that is causing this drop in FPS? <!DOCTYPE HTML> <html> <head> </head> <body bgcolor=silver> <canvas id="myCanvas" width="600" height="400"></canvas> <img id="myHexagon" src="Images/Hexagon.png" style="display: none;"> <script> window.requestAnimFrame = (function(callback) { return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame || function(callback) { window.setTimeout(callback, 1000 / 60); }; })(); var animX = 0; var frameCounter = 0; var fps = 0; var time = new Date(); function animate() { var canvas = document.getElementById("myCanvas"); var context = canvas.getContext("2d"); context.clearRect(0, 0, canvas.width, canvas.height); animX += 1; if (animX == canvas.width) { animX = 0; } var image = document.getElementById("myHexagon"); context.drawImage(image, animX, 128); context.lineWidth=1; context.fillStyle="#000000"; context.lineStyle="#ffffff"; context.font="18px sans-serif"; context.fillText("fps: " + fps, 20, 20); ++frameCounter; var currentTime = new Date(); var elapsedTimeMS = currentTime - time; if (elapsedTimeMS >= 1000) { fps = frameCounter; frameCounter = 0; time = currentTime; } // request new frame requestAnimFrame(function() { animate(); }); } window.onload = function() { animate(); }; </script> </body> </html>

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  • Level Design V.S. Modeler

    - by Ecurbed
    From what I understand being a level designer and a character/environment/object/etc Modeler are two different jobs, yet sometimes it feels like a Modeler can also do the job of the level designer. I know this also depends on the scale of the game. For small games maybe they are one and the same, but for bigger games they become two different jobs. I understand a background in some modeling could not hurt when it comes to level design, but the question I have is: Do jobs prefer people who can model for level designing? This way they can kill two birds with one stone and have someone to create the assets and design the level. What is your opinion of the training? Does level design contain skill sets that make them completely different from what a modeler can do, or is this an easy transition for a modeler to become a level designer? Can you be a bad level designer but a good modeler and vice versa?

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  • Role of systems in entity systems architecture

    - by bio595
    I've been reading a lot about entity components and systems and have thought that the idea of an entity just being an ID is quite interesting. However I don't know how this completely works with the components aspect or the systems aspect. A component is just a data object managed by some relevant system. A collision system uses some BoundsComponent together with a spatial data structure to determine if collisions have happened. All good so far, but what if multiple systems need access to the same component? Where should the data live? An input system could modify an entities BoundsComponent, but the physics system(s) need access to the same component as does some rendering system. Also, how are entities constructed? One of the advantages I've read so much about is flexibility in entity construction. Are systems intrinsically tied to a component? If I want to introduce some new component, do I also have to introduce a new system or modify an existing one? Another thing that I've read often is that the 'type' of an entity is inferred by what components it has. If my entity is just an id how can I know that my robot entity needs to be moved or rendered and thus modified by some system? Sorry for the long post (or at least it seems so from my phone screen)!

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  • Where do you search/look for game developers for an indie game startup?

    - by G.Campos
    Hey there I just recently saw stackoverflow had a game dev sister site so here I am, wondering if you experienced fellows know where one can search/look for game developers for an indie game startup? In other words: I have a game idea which I've written down with as much detail as possible (so anyone else can understand how it works) and now I'm looking for a heavy php programmer with whom to pair up in order to go from idea to reality. I'm a front-end/interface designer and an intermediate programmer. I recognize my project requires heavy programming skills which I do not have as of today =) So, what websites, communities or places do you recommend I go look into? Where do good programmers interested in indie games go look for projects if they don't have their own? Thanks in advance G.Campos

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  • Java, two JPanel on JFrame - Settings JPanel, StartMenu JPanel [on hold]

    - by Andy Tyurin
    There is my first question and I welcome community! I'm making a simple game and have some problems with Start menu. I have three buttons on my JPanel StartMenu and when I click "Settings" button, new JPanel will be open, but I don't know why buttons from StartMenu JPanel appeared in my Settings JPanel. My "Settings" JPanel has one ugly button "Back" in center and ugly grey background. I made some screens to see a problem. Start Menu JPanel when game launched Settings JPanel when button clicked Settings JPanel when mouse was over settings window There is code of StartMenu class: public class StartMenu extends JPanel { private GameButton startGameButton = new GameButton("Start game"); private GameButton settingsGameButton = new GameButton("Settings"); private GameButton exitGameButton = new GameButton("Exit game"); private Image bgImage = new ImageIcon(getClass().getClassLoader().getResource("ru/andydevs/astraLaserForce/bg.png")).getImage(); private int posX; private int posY; final private int WIDTH=(int)Game.SCREEN_DIMENSION.getWidth()/3; final private int HEIGHT=(int)Game.SCREEN_DIMENSION.getHeight()/2; public StartMenu() { setLayout(new GridBagLayout()); GridBagConstraints c = new GridBagConstraints(); setSize(new Dimension(WIDTH, HEIGHT)); posX=(int)Game.SCREEN_DIMENSION.getWidth()/2-WIDTH/2; posY=(int)Game.SCREEN_DIMENSION.getHeight()/2-HEIGHT/2; setBounds(posX, posY,WIDTH,HEIGHT); c.ipadx=95; c.ipady=15; c.fill = GridBagConstraints.HORIZONTAL; c.insets = new Insets(20,0,0,0); c.gridy=0; add(startGameButton, c); c.gridy=1; c.insets = new Insets(20,0,0,0); System.out.println(settingsGameButton.getWidth()); add(settingsGameButton, c); c.gridy=2; c.insets = new Insets(20,0,0,0); add(exitGameButton, c); settingsGameButton.addActionListener(new ActionListener() { @Override public void actionPerformed(ActionEvent e) { GameOptionsPanel gop = new GameOptionsPanel(); Game.container.add(gop); Game.container.setComponentZOrder(gop, 0); Game.container.revalidate(); Game.container.repaint(); } }); exitGameButton.addActionListener(new ActionListener() { @Override public void actionPerformed(ActionEvent e) { Main.currentGame.stop(); } }); } public void paintComponent(Graphics g) { g.drawImage(bgImage,0,0,WIDTH,HEIGHT,null); } } There is code of Settings JPanel public class GameOptionsPanel extends GamePanel { private GameButton backButton = new GameButton("Back"); private GameOptionsPanel that; public GameOptionsPanel() { super((int) (Game.SCREEN_DIMENSION.getWidth()/3), (int) (Game.SCREEN_DIMENSION.getHeight()/2), new Color(50,50,50)); that=this; setLayout(new GridBagLayout()); GridBagConstraints gbc = new GridBagConstraints(); gbc.fill=gbc.HORIZONTAL; add(backButton); backButton.addActionListener(new ActionListener() { @Override public void actionPerformed(ActionEvent e) { Game.container.remove(that); Game.container.revalidate(); Game.container.repaint(); } }); } } I glad to see some suggestions. Thanks.

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  • Compiling a Monogame Game into a single .exe

    - by user27483
    Is it possible to compile a monogame game into a single .exe? I know if you go in the debug or release bin, there is in fact a .exe your game, except you move this .exe's file location or try to run in on another computer it crashes. I am also aware of the one-click application except this seems like a really messy way of redistributing a monogame game. How come when you build your game, the exe for it wont work anywhere but that file location and that computer. I am also aware that the computer probably needs the XNA framework downloaded to play the monogame game, so in short is it possible to redistribute a monogame game by creating a single .exe and assume that person who is using it doesnt have XNA or monogame installed?

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  • Turn-based Strategy Loop

    - by Djentleman
    I'm working on a strategy game. It's turn-based and card-based (think Dominion-style), done in a client, with eventual AI in the works. I've already implemented almost all of the game logic (methods for calculations and suchlike) and I'm starting to work on the actual game loop. What is the "best" way to implement a game loop in such a game? Should I use a simple "while gameActive" loop that keeps running until gameActive is False, with sections that wait for player input? Or should it be managed through the UI with player actions determining what happens and when? Any help is appreciated. I'm doing it in Python (for now at least) to get my Python skills up a bit, although the language shouldn't matter for this question.

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