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  • How can I port a MonoGame Windows Phone 8 game to iOS?

    - by Homer_Simpson
    I downloaded the trial version of Xamarin Studio and installed it on my iMac. In addition, I installed Xcode on my iMac so that I can use the iPhone emulators in Xamarin Studio. But I don't know how to use my MonoGame Windows Phone 8 source files in a Xamarin iPhone project. How can I use my Windows Phone code in an iPhone project? Can I import all my existing classes(for example Game1.cs) in an iPhone project without changing something? How can I port a MonoGame Windows Phone 8 game to iOS?

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  • Connecting 2 Vertices in 3DS Max?

    - by Reanimation
    How do you connect two vertices in 3DS Max 2013? I have two vertices which I wish to connect with a line to create an edge. (actually several) I have tried all I can think and done several Google searches but it only comes up with older versions method which say use the "connect" button... But I can't find the connect button on my version (see below) This is what my menu looks like: These are the vertices I'm trying to connect: Basically, I've edited an STL file and deleted some edges and vertices. Now I want to fill the gaps and triangulate what's left. Thanks.

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  • Can't change color of sprites in unity

    - by Aceleeon
    I would like to create a script that targets a 2d sprite "enemy" and changes their color to red (slightly opaque red if possible) when you hit tab. I have this code from a 3d tutorial hoping the transition would work. But it does not. I only get the script to cycle the enemy tags but never changes the color of the sprite. I have the code below I'm very new to coding, and any help would be FANTASTIC! HELP! hahah. TL;DR Cant get 3d color targeting to work for 2D. Check out the c#code below using UnityEngine; using System.Collections; using System.Collections.Generic; public class Targetting : MonoBehaviour { public List targets; public Transform selectedTarget; private Transform myTransform; // Use this for initialization void Start () { targets = new List(); selectedTarget = null; myTransform = transform; AddAllEnemies(); } public void AddAllEnemies() { GameObject[] go = GameObject.FindGameObjectsWithTag("Enemy"); foreach(GameObject enemy in go) AddTarget(enemy.transform); } public void AddTarget(Transform enemy) { targets.Add(enemy); } private void SortTargetsByDistance() { targets.Sort(delegate(Transform t1,Transform t2) { return Vector3.Distance(t1.position, myTransform.position).CompareTo(Vector3.Distance(t2.position, myTransform.position)); }); } private void TargetEnemy() { if(selectedTarget == null) { SortTargetsByDistance(); selectedTarget = targets[0]; } else { int index = targets.IndexOf(selectedTarget); if(index < targets.Count -1) { index++; } else { index = 0; } selectedTarget = targets[index]; } } private void SelectTarget() { selectedTarget.GetComponent().color = Color.red; } private void DeselectTarget() { selectedTarget.GetComponent().color = Color.blue; selectedTarget = null; } // Update is called once per frame void Update() { if(Input.GetKeyDown(KeyCode.Tab)) { TargetEnemy(); } } }

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  • Syncing properties across a game server

    - by Vaughan Hilts
    I'm beginning to implement a simple scripting system into my networked server, and I've hit a snag. Before, I've been wrapping my calls into functions on objects that manipulate objects, but lately I've been finding this to be a pain for simple things. For example, if I set 'player.HP = 1'.. this works server-side. But the player side never sees this change unless I explicitly send a packet to inform the client. For many things like map swapping that require more complicated changes, like change X, Y, Map and do this.. I have a function. That's fine. But what about these small properties I want to sync?

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  • rotating menu with Actors in libgdx

    - by joecks
    I am intending to build a circular menu, with menu items equally distributed around the circle. When clicking on a menu item the circle should rotate so that the selected item is facing the top. I am using libgdx and I am not very familiar with the Actors concept, so I intuitivly tried to implement an Actor, who is drawing a texture and then transforming it by using Actions, with no success: class CircleActor extends Actor { @Override public void draw(SpriteBatch batch, float parentAlpha) { batch.draw(texture1, 100, 100); } @Override public Actor hit(float x, float y) { return this; } } and the rotate action: CircleActor circleActor = new CircleActor(); circleActor.action(Forever.$(RotateBy.$(0.1f, 0.1f))); // stage.addActor(); stage.addActor(circleActor); The texture is rectangular, but it doe not work. 1. What is wrong? 2. Is it a good approach to solve the task? Thanks!

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  • How can I make a 32 bit render target with a 16 bit alpha channel in DirectX?

    - by J Junker
    I want to create a render target that is 32-bit, with 16 bits each for alpha and luminance. The closest surface formats I can find in the DirectX SDK are: D3DFMT_A8L8 // 16-bit using 8 bits each for alpha and luminance. D3DFMT_G16R16F // 32-bit float format using 16 bits for the red channel and 16 bits for the green channel. But I don't think either of these will work, since D3DFMT_A8L8 doesn't have the precision and D3DFMT_G16R16F doesn't have an alpha channel (I need a separate blend state for alpha). How can I create a render target that allows a separate blend state for luminance and alpha, with 16 bit precision on each channel, that doesn't exceed 32 bits per pixel?

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  • No idea of how to simulate car crashes

    - by user2332868
    I have a simple car game with all the basic collision detection and movement in Unity with C#. But when I was building the "engine" for the game I didn't include a detail I later decided to include. I want the possibility so that cars can get damaged and so that the model can change. For example the car looked like it was new and after a crash it looks like a wreck. Please help me by pointing to some resources or by telling me approximate ways of implementing this new feature. Thanks!

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  • Proper method to update and draw from game loop?

    - by Lost_Soul
    Recently I've took up the challenge for myself to create a basic 2d side scrolling monster truck game for my little brother. Which seems easy enough in theory. After working with XNA it seems strange jumping into Java (which is what I plan to program it in). Inside my game class I created a private class called GameLoop that extends from Runnable, then in the overridden run() method I made a while loop that handles time and such and I implemented a targetFPS for drawing as well. The loop looks like this: @Override public void run() { long fpsTime = 0; gameStart = System.currentTimeMillis(); lastTime = System.currentTimeMillis(); while(game.isGameRunning()) { currentTime = System.currentTimeMillis(); long ellapsedTime = currentTime - lastTime; if(mouseState.leftIsDown) { que.add(new Dot(mouseState.getPosition())); } entities.addAll(que); game.updateGame(ellapsedTime); fpsTime += ellapsedTime; if(fpsTime >= (1000 / targetedFPS)) { game.drawGame(ellapsedTime); } lastTime = currentTime; } The problem I've ran into is adding of entities after a click. I made a class that has another private class that extends MouseListener and MouseMotionListener then on changes I have it set a few booleans to tell me if the mouse is pressed or not which seems to work great but when I add the entity it throws a CME (Concurrent Modification Exception) sometimes. I have all the entities stored in a LinkedList so later I tried adding a que linkedlist where I later add the que to the normal list in the update loop. I think this would work fine if it was just the update method in the gameloop but with the repaint() method (called inside game.drawGame() method) it throws the CME. The only other thing is that I'm currently drawing directly from the overridden paintComponent() method in a custom class that extends JPanel. Maybe there is a better way to go about this? As well as fix my CME? Thanks in advance!!!

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  • Make a turn based system like final fantasy in AS3

    - by Kaoru
    i wanted to make a turn based system like final fantasy tactics. I already created the map, which is 5x5 tiles grid and the characters which is each character places in the end of the tiles. I have 2 teams, which are named Red and Yellow. ------Red-------: First character is at 0,0. Second character is at 0,1. Third character is at0.2, fourth character is at0.3, and the last one is at0.4`. -----Yellow------: First character is at 5.0. Second character is at 5.1. Third character is at 5.2, fourth character is at 5.3, and the last one is at 5.4. I wanted Red team are moving first and make a decision (whether it is attack or wait), and after 5 characters of the Red team is already made a decision, the Yellow team is the one that make a decision (Yellow team is an AI) But, i don't know how to move my characters into the next grid (e.g: from 0,0 to 0,1) by clicking the left mouse button and also how do i display a grid (when select a move selection) that shows how many tiles that the character able to move. Anyone know about this? or how should i know more about this? is there any recommendations books or webs? And also, i don't know how to move the characters using mouse click.

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  • Why is C++ used for game engines? How about its future in game engines?

    - by kasperov
    C++, as I have seen, is being heavily used in 3d video game engines.... Is it because of the performance issues, legecy code or libraries such as DriverX? If performance, libraries and code infrastructure are the reasons, dosen't that make C++ indispensible, at least for game engines? (ie, we have no other option even in the very distant future). I asked this because, I have the right to know the upcomming future trends in game engines.

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  • How do I implement a selectable world map?

    - by Clay
    I want to have a selectable map of the world, preferably zoomable, in a cocos2d project. When I tap on a country, I want that country to be selected so that I can perform some other operations with it. It seems that the best approach would be to use a vector world map, but I'm unsure how to implement this with cocos2d. Other options include using map tiles, but it seems that still would require the implementation of country polygons for tap/click detection. Depending on user input, I want to add icons to various countries on the map. What is a good way to approach the implementation of this type of map?

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  • Game Messaging System Design

    - by you786
    I'm making a simple game, and have decided to try to implement a messaging system. The system basically looks like this: Entity generates message - message is posted to global message queue - messageManager notifies every object of the new message through onMessageReceived(Message msg) - if object wants, it acts on the message. The way I'm making message objects is like this: //base message class, never actually instantiated abstract class Message{ Entity sender; } PlayerDiedMessage extends Message{ int livesLeft; } Now my SoundManagerEntity can do something like this in its onMessageReceived() method public void messageReceived(Message msg){ if(msg instanceof PlayerDiedMessage){ PlayerDiedMessage diedMessage = (PlayerDiedMessage) msg; if(diedMessage.livesLeft == 0) playSound(SOUND_DEATH); } } The pros to this approach: Very simple and easy to implement The message can contain as much as information as you want, because you can just create a new Message subclass that has whatever info necessary. The cons: I can't figure out how I can recycle Message objects to a object pool, unless I have a different pool for each subclass of Message. So I have lots and lots of object creation/memory allocation over time. Can't send a message to a specific recipient, but I haven't needed that yet in my game so I don't mind it too much. What am I missing here? There must be a better implementation or some idea that I'm missing.

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  • What has the most efficient intersection test against an AABB tree - OBB, Cylinder or Capsule?

    - by identitycrisisuk
    I'm currently trying to find collisions in 3D between a tighter volume than an AABB and a tree of AABB volumes. I just need to know whether they are intersecting, no closest distance or collision response. An OBB, Cylinder or Capsule would all roughly fit these purposes but Cylinder and Capsule were the first thing I thought of, which I have found little information about detecting intersections online. Am I right in thinking that they would always be more complex to perform Separating Axis Tests on even though they might seem like simpler shapes? I figure by the time I get my head around SAT for curved shapes I could have done the thing with OBBs but I wanted to find out for sure.

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  • Architectural approaches to creating a game menu/shell overlay on PC/Linux?

    - by Ghopper21
    I'm am working on a collection of games for a custom digital tabletop installation (similar to Microsoft Surface tables). Each game will be an individual executable that runs full-screen. In addition, there needs to be a menu/shell overlay program running simultaneously. The menu/shell will allow users to pause games, switch to other games, check their game history, etc. Some key requirements of the shell: it intercepts all user input (mainly multitouch) first before passing it on to the currently running game (so that it can, for instance, know to pop-up at a "pause" command); can reveal on arbitrary portions of the screen, with the currently running (but presumably paused) game still showing underneath, ideally with its shape/size being dynamic, to allow for creation of an animated in/out drawer effect over the game. I'm currently looking into different architectural approaches to this problem, including Fraps and DirectX overlays, but I'm sure I'm missing some ways to think about this. What are the main approaches I should be considering? (Note the table is currently being run by Windows PC, but it could potentially be a Linux box instead.)

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  • Getting a mirrored mesh from my data structure

    - by Steve
    Here's the background: I'm in the beginning stages of an RTS game in Unity. I have a procedurally generated terrain with a perlin-noise height map, as well as a function to generate a river. The problem is that the graphical creation of the map is taking the data structure of the map and rotating it by 180 degrees. I noticed this problem when I was creating my rivers. I would set the River's height to flat, and noticed that the actual tiles that were flat in the graphical representation were flipped and mirrored. Here's 3 screenshots of the map from different angles: http://imgur.com/a/VLHHq As you can see, if you flipped (graphically) the river by 180 degrees on the z axis, it would fit where the terrain is flattened. I have a suspicion it is being caused by a misunderstanding on my part of how vertices work. Alas, here is a snippet of the code that is used: This code here creates a new array of Tile objects, which hold the information for each tile, including its type, coordinate, height, and it's 4 vertices public DTileMap (int size_x, int size_y) { this.size_x = size_x; this.size_y = size_y; //Initialize Map_Data Array of Tile Objects map_data = new Tile[size_x, size_y]; for (int j = 0; j < size_y; j++) { for (int i = 0; i < size_x; i++) { map_data [i, j] = new Tile (); map_data[i,j].coordinate.x = (int)i; map_data[i,j].coordinate.y = (int)j; map_data[i,j].vertices[0] = new Vector3 (i * GTileMap.TileMap.tileSize, map_data[i,j].Height, -j * GTileMap.TileMap.tileSize); map_data[i,j].vertices[1] = new Vector3 ((i+1) * GTileMap.TileMap.tileSize, map_data[i,j].Height, -(j) * GTileMap.TileMap.tileSize); map_data[i,j].vertices[2] = new Vector3 (i * GTileMap.TileMap.tileSize, map_data[i,j].Height, -(j-1) * GTileMap.TileMap.tileSize); map_data[i,j].vertices[3] = new Vector3 ((i+1) * GTileMap.TileMap.tileSize, map_data[i,j].Height, -(j-1) * GTileMap.TileMap.tileSize); } } This code sets the river tiles to height 0 foreach (Tile t in map_data) { if (t.realType == "Water") { t.vertices[0].y = 0f; t.vertices[1].y = 0f; t.vertices[2].y = 0f; t.vertices[3].y = 0f; } } And below is the code to generate the actual graphics from the data: public void BuildMesh () { DTileMap.DTileMap map = new DTileMap.DTileMap (size_x, size_z); int numTiles = size_x * size_z; int numTris = numTiles * 2; int vsize_x = size_x + 1; int vsize_z = size_z + 1; int numVerts = vsize_x * vsize_z; // Generate the mesh data Vector3[] vertices = new Vector3[ numVerts ]; Vector3[] normals = new Vector3[numVerts]; Vector2[] uv = new Vector2[numVerts]; int[] triangles = new int[ numTris * 3 ]; int x, z; for (z=0; z < vsize_z; z++) { for (x=0; x < vsize_x; x++) { normals [z * vsize_x + x] = Vector3.up; uv [z * vsize_x + x] = new Vector2 ((float)x / size_x, 1f - (float)z / size_z); } } for (z=0; z < vsize_z; z+=1) { for (x=0; x < vsize_x; x+=1) { if (x == vsize_x - 1 && z == vsize_z - 1) { vertices [z * vsize_x + x] = DTileMap.DTileMap.map_data [x - 1, z - 1].vertices [3]; } else if (z == vsize_z - 1) { vertices [z * vsize_x + x] = DTileMap.DTileMap.map_data [x, z - 1].vertices [2]; } else if (x == vsize_x - 1) { vertices [z * vsize_x + x] = DTileMap.DTileMap.map_data [x - 1, z].vertices [1]; } else { vertices [z * vsize_x + x] = DTileMap.DTileMap.map_data [x, z].vertices [0]; vertices [z * vsize_x + x+1] = DTileMap.DTileMap.map_data [x, z].vertices [1]; vertices [(z+1) * vsize_x + x] = DTileMap.DTileMap.map_data [x, z].vertices [2]; vertices [(z+1) * vsize_x + x+1] = DTileMap.DTileMap.map_data [x, z].vertices [3]; } } } } for (z=0; z < size_z; z++) { for (x=0; x < size_x; x++) { int squareIndex = z * size_x + x; int triOffset = squareIndex * 6; triangles [triOffset + 0] = z * vsize_x + x + 0; triangles [triOffset + 2] = z * vsize_x + x + vsize_x + 0; triangles [triOffset + 1] = z * vsize_x + x + vsize_x + 1; triangles [triOffset + 3] = z * vsize_x + x + 0; triangles [triOffset + 5] = z * vsize_x + x + vsize_x + 1; triangles [triOffset + 4] = z * vsize_x + x + 1; } } // Create a new Mesh and populate with the data Mesh mesh = new Mesh (); mesh.vertices = vertices; mesh.triangles = triangles; mesh.normals = normals; mesh.uv = uv; // Assign our mesh to our filter/renderer/collider MeshFilter mesh_filter = GetComponent<MeshFilter> (); MeshCollider mesh_collider = GetComponent<MeshCollider> (); mesh_filter.mesh = mesh; mesh_collider.sharedMesh = mesh; calculateMeshTangents (mesh); BuildTexture (map); } If this looks familiar to you, its because i got most of it from Quill18. I've been slowly adapting it for my uses. And please include any suggestions you have for my code. I'm still in the very early prototyping stage.

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  • How can I customize an FPS game?

    - by monoceres
    I want to create a customized (modded) fps game where I can change the look and feel of the game to match my intended theme. Some of the things I would like to do: Create a custom map (terrain). Add custom sound effects Change AI (For example, running away instead of actively looking for combat). Change menus and add some storyboard. Script events in game (like a countdown until game over) Change the models of the NPC's. What options do I have? Is there any platform/game/engine/whatever that allows one to do the things above in a reasonable way? I work as a programmer so I'm not afraid of coding some part of the project, but to save time it would be nice to work in some high-level way (like scripting or configuration files).

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  • Unity: Assigning String value in inspector

    - by Marc Pilgaard
    I got an issue with Unity I can't seem to comprehend, and it is possibly very simple: I am trying to write a simple piece of code in JavaScript where a button toggles the activation of a shield, by dragging a prefab with Resources.load("ActivateShieldPreFab") and destroying it again (Haven't implemented that yet). I wish to assign this button through the inspector, so I have created a string variable which appears as intended in the inspector. Though it doesn't seem to register the inspector input, even though I changed the value through the inspector. It only provides the error: "Input Key named: is unknown" When the button name is assigned within the code, there is no issues. Code as follows: var ShieldOn = false; var stringbutton : String; function Start(){ } function Update () { if(Input.GetKey(stringbutton) && ShieldOn != true) { Instantiate(Resources.load("ActivateShieldPreFab"), Vector3 (0, 0, 0), Quaternion.identity); ShieldOn = true; } } Hope somebody can help, in advance... Thanks

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  • How do I accomplish fading texture trails in UDK?

    - by kdshay
    I would like to know how to leave a fading texture/material trail in udk. For example (I'm not sure if there is a special name for this effect): A character may leave footprints that fade after x number of seconds Or, a tank may leave a tracks trail as in Civilization IV. Here is another example of this type of effect. Skip to 1:00 and watch the green slime texture. http://www.youtube.com/watch?v=KdJIauWjE8s How do I accomplish this effect in UDK? Any good tutorials? Thank you.

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  • Draw contour around object in Opengl

    - by Maciekp
    I need to draw contour around 2d objects in 3d space. I tried drawing lines around object(+points to fill the gap), but due to line width, some part of it(~50%) was covering object. I tried to use stencil buffer, to eliminate this problem, but I got sth like this(contour is green): http://goo.gl/OI5uc (sorry I can't post images, due to my reputation) You can see(where arrow points), that some parts of line are behind object, and some are above. This changes when I move camera, but always there is some part, that is covering it. Here is code, that I use for drawing object: glColorMask(1,1,1,1); std::list<CObjectOnScene*>::iterator objIter=ptr->objects.begin(),objEnd=ptr->objects.end(); int countStencilBit=1; while(objIter!=objEnd) { glColorMask(1,1,1,1); glStencilFunc(GL_ALWAYS,countStencilBit,countStencilBit); glStencilOp(GL_REPLACE,GL_KEEP,GL_REPLACE ); (*objIter)->DrawYourVertices(); glStencilFunc(GL_NOTEQUAL,countStencilBit,countStencilBit); glStencilOp(GL_KEEP,GL_KEEP,GL_REPLACE); (*objIter)->DrawYourBorder(); ++objIter; ++countStencilBit; } I've tried different settings of stencil buffer, but always I was getting sth like that. Here is question: 1.Am I setting stencil buffer wrong? 2. Are there any other simple ways to create contour on such objects? Thanks in advance.

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  • SpriteBatch.Begin() making my model not render correctly

    - by manning18
    I was trying to output some debug information using DrawString when I noticed my model suddenly was being rendered like it was inside-out (like the culling had been disabled or something) and the texture maps weren't applied I commented out the DrawString method until I only had SpriteBatch.Begin() and .End() and that was enough to cause the model rendering corruption - when I commented those calls out the model rendered correctly What could this be a symptom of? I've stripped it down to the barest of code to isolate the problem and this is what I noticed. Draw code below (as stripped down as possible) GraphicsDevice.Clear(Color.LightGray); foreach (ModelMesh mesh in TIEAdvanced.Meshes) { foreach (Effect effect in mesh.Effects) { if (effect is BasicEffect) ((BasicEffect)effect).EnableDefaultLighting(); effect.CurrentTechnique.Passes[0].Apply(); } } spriteBatch.Begin(); spriteBatch.DrawString(spriteFont, "Camera Position: " + cameraPosition.ToString(), new Vector2(10, 10), Color.Blue); spriteBatch.End(); GraphicsDevice.DepthStencilState = DepthStencilState.Default; TIEAdvanced.Draw(Matrix.CreateScale(0.025f), viewMatrix, projectionMatrix);

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  • String Conversion to Char for Java Game

    - by Jen
    Is there someone who could help me achieve the following points on this problems? I can't seem to get it. I tried using toCharArray and Scanner to achieve this, but it doesn't work, nor do I know how to make this things possible for my word game. :( · Get a popular name of person, place, verse, saying or event from the user. This may have a single or multiple words in it. · Create a copy of this string to an array where each letter is replaced with a hyphen (-) and each space is replaced with an underscore (_). Symbols and numbers will remain shown. · The program then asks a letter from the user. If the letter is in the inputted string, then it should be shown on the array at the same position it is shown in the string. Meaning, the letter replaces the hyphen (-) at the correct position of the array. · The program again prompts for a letter from the user and replaces the hyphen (-) of the array if it exists on the inputted string. This will be repeatedly done until such time each hyphen (-) is replaced with the correct letter. · If the user inputs an invalid letter, that is, a letter that does not exist on the inputted string, then the program should inform the user. If this happens 3 times while there is still at least one hyphen on the array, then the program should inform the user that he lost the game and showing him the whole correct string. · If the user completes the game, meaning, all hyphens have been replaced with the correct letters; then the program should congratulate the user for a job well done.

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  • Wired : "Japanese despise western games" - how much is it true?

    - by user712092
    Wired has article that western games are seen as "bad games". Why is that? If that is true, than what do they see as bad? This article, i think, is biased towards western games: “The other day,” says Q Entertainment’s Mielke, “I was having lunch with a friend and I said, ‘Have you ever played StarCraft?’ And he said, ‘What’s StarCraft?’ Sometimes it’s just really shocking that their gaming vocabulary isn’t as extensive as it could be. I think Japanese game developers need to start playing other people’s games to open their minds, just like a writer might want to read classic literature to be inspired.” Rather than trusting such articles, I rather ask here.

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  • D3DXMatrixDecompose gives different quaternion than D3DXQuaternionRotationMatrix

    - by Fraser
    In trying to solve this problem, I tracked down the problem to the conversion of the rotation matrix to quaternion. In particular, consider the following matrix: -0.02099178 0.9997436 -0.008475631 0 0.995325 0.02009799 -0.09446743 0 0.09427284 0.01041905 0.9954919 0 0 0 0 1 SlimDX.Quaternion.RotationMatrix (which calls D3DXQuaternionRotationMatrix gives a different answer than SlimDX.Matrix.Decompose (which uses D3DXMatrixDecompose). The answers they give (after being normalized) are: X Y Z W Quaternion.RotationMatrix -0.05244324 0.05137424 0.002209336 0.9972991 Matrix.Decompose 0.6989997 0.7135442 -0.03674842 -0.03006023 Which are totally different (note the signs of X, Z, and W are different). Note that these aren't q/-q (two quaternions that represent the same rotation); they face completely different directions. I've noticed that with matrices for rotations very close to that one (successive frames in the animation) that the Matrix.Decompose version gives a solution that flips around wildly and occasionally goes into the desired position, while the Quaternion.RotationMatrix version gives solutions that are stable but go in the wrong direction. This is only for the right arm in my animation -- for the left arm, both functions give the correct solution, which is the same quaternion within error tolerances. This makes me think that there's some sort of numeric instability or weird stuff with signs going on. I tried implementing this and then this, but both gave me a completely incorrect solution (even for the matricies where the SlimDX ones were working correctly) -- maybe the rows and columns are flipped?

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  • Android opengles 2.0 :different resolutions rendering and input

    - by kkan
    I'm currently developing a sprite based 2D game for android using opengles 2.0. I've got some basic rendering done that mimics the spritebatch functionality of xna (draw sprite, rotation, color). But all of this works for a fixed projection matrix, but android has a lot of screen sizes. Q1)Would this be an okay method to scale up/down the drawing? 1)Draw the whole screen to a texture. 2)Draw the above texture as a quad to the device. I found the above through some searching, not sure if it's the best one, are there any alternatives? Q2)How do you handle inputs for different resolutions? I currently get the position of a touch and use it raw. Would it be okay to get the position, and then scale the position to size of the texture used for rendering, and the perform calculations on it? Thanks.

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  • Changing coordinate system from Z-up to Y-up

    - by Jari Komppa
    Blender's coordinate system is different from what I'm used to, in that Z points upwards instead of Y. What would be the simplest way of converting all the world data (so that all animations, texture coordinates, etc still work) so that Y points upwards? Clarification: Object positions are defined as matrices, so just switching translation/rotation/scale information in matrices is not a trivial task.

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