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  • How can I estimate cost of creating tile-set similar to HoM&M 2?

    - by Alexey Petrushin
    How to estimate cost of creating tile-set similar to HoM&M 2? I'm mostly interested in the tile-set graphics only, no animation needed, the big images of town and creatures can be done as quick and dirty pensil sketches. The quality of tiles and its amount should be roughly the same as in HoM&M 2. Can You please give a rough estimate how much it will take man-hours and how much will it cost?

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  • Away3D & Directional Light w/ Rotating Meshes

    - by seethru
    This is likely a stupid error but I can't seem to find what I've done wrong. I've got a simple scene with 10 cylinders rotating at a default speed. If I grab one of these cylinders I can rotate it in the opposite direction or at a greater speed. I have a single directional light in the scene. It would appear that the directional light is only calculated at initialization and not on further frames. The shadow created by the light rotates with the cylinder giving the impression that the light is rotating when it isn't. Camera & Light Initialization _view = new View3D(); addChild(_view); _view.antiAlias = 4; _view.backgroundColor = 0xFFFFFF; _view.camera.z = -850; _view.camera.y = 0; _view.camera.x = 0; _view.camera.lookAt(new Vector3D()); _view.camera.lens = new PerspectiveLens(15); _view.mousePicker = PickingType.RAYCAST_BEST_HIT; _light = new DirectionalLight(); _light.z = -850; _light.direction = new Vector3D(1, 1, 1); _light.color = 0xFFFFFF; _light.ambient = 0.1; _light.diffuse = 0.7; _view.scene.addChild(_light); Mesh and Material creation var material:TextureMaterial = new TextureMaterial(createPow2Texture(sprite, _colors[i]) , true, false, true); material.animateUVs = true; material.lightPicker = _lightPicker; cylinder = new Mesh(new CylinderGeometry(radius, radius, 13, 70, 1, true, true), material); cylinder.subMeshes[0].scaleU = spriteWidth / sprite.width; cylinder.y = y; cylinder.mouseEnabled = true; cylinder.pickingCollider = PickingColliderType.AS3_BEST_HIT; cylinder.addEventListener(MouseEvent3D.MOUSE_OVER, onMouseOverMesh); cylinder.addEventListener(MouseEvent3D.MOUSE_MOVE, onMouseOverMesh); cylinder.addEventListener(MouseEvent3D.MOUSE_OUT, onMouseOutMesh); _cylinders.push(cylinder); Frame private function onEnterFrame(event:Event):void { for each (var mesh:Mesh in _cylinders) { if (mesh == _mouseOverMesh) continue; mesh.rotationY += 0.25; } _view.render(); }

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  • Single and Double Jump with single button.

    - by Asad
    I want to make Single Jump on Single Tap and Double Jump on Double Tap. My problem is that if I make double Tap on ground then it’s fine but if I make first Tap on ground and second Tap in Air then Player gain more height then usual As in image 1. I want to Make my jump like in Image 2, No matter from which point user gives second Tap, player Always get a specific height. I Used both Impulse and Linear velocity to make Jump but my problem did not solved.

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  • Logging library for (c++) games

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

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  • Help for choosing a cost effective game server for Flash client

    - by Sapots Thomas
    I am developing a flash-based game primarily for desktops, to be hosted on facebook platform (like cityville, sims social etc). The gameplay doesn't involve real-time communication between players unlike an mmorpg. Here each player plays in his own world without any knowledge of other online players. I've written almost 95% of the game logic in actionscript on the client side. I used Smartfox Server pro on the server side (mostly used for getting data from the DB) and the entire server code is an extension written in java. I'm using json as the protocol for communication. Although I love smartfox server, as an indie, its tough for me to afford the unlimited users license. Morever its limited just to one machine. So I'm looking for an alternative to smartfox server now. The reason for choosing smartfox server earlier was to use the server properties supported by it. Server properties on smartfox server take advantage of the socket connection and are essentially server side objects in java which store some data for the player which he can change frequently during the game. And when he logs out of the game, the extension can write out the final state in the DB (I'm using MySQL). This significantly reduces the number of DB UPDATE/INSERT calls made during the game. I love the way this works since the data is secure as its on the server side and smartfox server is known to be scalable. (although I'm not sure whether this approach is used widely by gaming industry or not, since this is not an mmorpg, I'm putting all player in the lobby). So my question is whether any of the free and community supported servers like reddwarf, firebase, BlazeDS etc can provide a similar architecture so that I can use server properties without many code changes? EDIT : I am not insisting on the exact same feature (thats asking too much!), but atleast a viable messaging system on the server so that I can send actionscript objects from the client using json/binary so that its fast. OR maybe some completely different way to implement what I need here. Thanks in advance.

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  • XNA - Drawing 2D Primitives (Boxes) and Understanding Matrices in Computer Graphics

    - by MintyAnt
    I have two issues which I wish to solve by creating 2D primitives in XNA. In my game, I wish to have a "debug mode" which will draw a red box around all hitboxes in the game (Red outline, transparent inside). This would allow us to see where the hitboxes are being drawn AND still have the sprite graphics being drawn. I wish to further understand how matrices work within computer graphics. I have a basic theoretical grasp of how they work, but I really just want to apply some of my knowledge or find a good tutorial on it. To do this, I wish to draw my own 2D primitives (With Vertex3's) and apply different transormation matrices to them. I was trying to find a tutorial on drawing primitives using Direct3D, but most tutorials are only for c++, and just tell me to use XNA's Spritebatch. I wish to have more control over my program than just with Spritebatch. Any Help on using Direct3D or any other suggestions would greatly be appreciated. Thank you.

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  • How do i start Game programming in windows phone xna?

    - by Ankit Rathod
    Hello, I am very much interested in Game programming in Xna. However during my college days i did not take Physics or Maths. Does that mean i can't create games in xna? I just know basics of trignometry. Can you all point me to few links where i can learn xna as well as the basic stuff of Maths that is bound to be required in most of the games? Are all game programmers excellent in Maths and Physics ? Thanks in advance :)

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  • Tile-based 2D collision detection problems

    - by Vee
    I'm trying to follow this tutorial http://www.tonypa.pri.ee/tbw/tut05.html to implement real-time collisions in a tile-based world. I find the center coordinates of my entities thanks to these properties: public float CenterX { get { return X + Width / 2f; } set { X = value - Width / 2f; } } public float CenterY { get { return Y + Height / 2f; } set { Y = value - Height / 2f; } } Then in my update method, in the player class, which is called every frame, I have this code: public override void Update() { base.Update(); int downY = (int)Math.Floor((CenterY + Height / 2f - 1) / 16f); int upY = (int)Math.Floor((CenterY - Height / 2f) / 16f); int leftX = (int)Math.Floor((CenterX + Speed * NextX - Width / 2f) / 16f); int rightX = (int)Math.Floor((CenterX + Speed * NextX + Width / 2f - 1) / 16f); bool upleft = Game.CurrentMap[leftX, upY] != 1; bool downleft = Game.CurrentMap[leftX, downY] != 1; bool upright = Game.CurrentMap[rightX, upY] != 1; bool downright = Game.CurrentMap[rightX, downY] != 1; if(NextX == 1) { if (upright && downright) CenterX += Speed; else CenterX = (Game.GetCellX(CenterX) + 1)*16 - Width / 2f; } } downY, upY, leftX and rightX should respectively find the lowest Y position, the highest Y position, the leftmost X position and the rightmost X position. I add + Speed * NextX because in the tutorial the getMyCorners function is called with these parameters: getMyCorners (ob.x+ob.speed*dirx, ob.y, ob); The GetCellX and GetCellY methods: public int GetCellX(float mX) { return (int)Math.Floor(mX / SGame.Camera.TileSize); } public int GetCellY(float mY) { return (int)Math.Floor(mY / SGame.Camera.TileSize); } The problem is that the player "flickers" while hitting a wall, and the corner detection doesn't even work correctly since it can overlap walls that only hit one of the corners. I do not understand what is wrong. In the tutorial the ob.x and ob.y fields should be the same as my CenterX and CenterY properties, and the ob.width and ob.height should be the same as Width / 2f and Height / 2f. However it still doesn't work. Thanks for your help.

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  • XNA 4.0: Problem with loading XML content files

    - by 200
    I'm new to XNA so hopefully my question isn't too silly. I'm trying to load content data from XML. My XML file is placed in my Content project (the new XNA 4 thing), called "Event1.xml": <?xml version="1.0" encoding="utf-8" ?> <XnaContent> <Asset Type="MyNamespace.Event"> // error on this line <name>1</name> </Asset> </XnaContent> My "Event" class is placed in my main project: using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Xml.Linq; namespace MyNamespace { public class Event { public string name; } } The XML file is being called by my main game class inside the LoadContent() method: Event temp = Content.Load<Event>("Event1"); And this is the error I'm getting: There was an error while deserializing intermediate XML. Cannot find type "MyNamespace.Event" I think the problem is because at the time the XML is being evaluated, the Event class has not been established because one file is in my main project while the other is in my Content project (being a XNA 4.0 project and such). I have also tried changing the build action of the xml file from compile to content; however the program would then not be able to find the file and would give this other warning: Project item 'Event1.xml' was not built with the XNA Framework Content Pipeline. Set its Build Action property to Compile to build it. Any suggestions are appreciated. Thanks.

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  • Atmospheric scattering sky from space artifacts

    - by ollipekka
    I am in the process of implementing atmospheric scattering of a planets from space. I have been using Sean O'Neil's shaders from http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter16.html as a starting point. I have pretty much the same problem related to fCameraAngle except with SkyFromSpace shader as opposed to GroundFromSpace shader as here: http://www.gamedev.net/topic/621187-sean-oneils-atmospheric-scattering/ I get strange artifacts with sky from space shader when not using fCameraAngle = 1 in the inner loop. What is the cause of these artifacts? The artifacts disappear when fCameraAngle is limtied to 1. I also seem to lack the hue that is present in O'Neil's sandbox (http://sponeil.net/downloads.htm) Camera position X=0, Y=0, Z=500. GroundFromSpace on the left, SkyFromSpace on the right. Camera position X=500, Y=500, Z=500. GroundFromSpace on the left, SkyFromSpace on the right. I've found that the camera angle seems to handled very differently depending the source: In the original shaders the camera angle in SkyFromSpaceShader is calculated as: float fCameraAngle = dot(v3Ray, v3SamplePoint) / fHeight; Whereas in ground from space shader the camera angle is calculated as: float fCameraAngle = dot(-v3Ray, v3Pos) / length(v3Pos); However, various sources online tinker with negating the ray. Why is this? Here is a C# Windows.Forms project that demonstrates the problem and that I've used to generate the images: https://github.com/ollipekka/AtmosphericScatteringTest/ Update: I have found out from the ScatterCPU project found on O'Neil's site that the camera ray is negated when the camera is above the point being shaded so that the scattering is calculated from point to the camera. Changing the ray direction indeed does remove artifacts, but introduces other problems as illustrated here: Furthermore, in the ScatterCPU project, O'Neil guards against situations where optical depth for light is less than zero: float fLightDepth = Scale(fLightAngle, fScaleDepth); if (fLightDepth < float.Epsilon) { continue; } As pointed out in the comments, along with these new artifacts this still leaves the question, what is wrong with the images where camera is positioned at 500, 500, 500? It feels like the halo is focused on completely wrong part of the planet. One would expect that the light would be closer to the spot where the sun should hits the planet, rather than where it changes from day to night. The github project has been updated to reflect changes in this update.

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  • How to get tilemap transparency color working with TiledLib's Demo implementation?

    - by Adam LaBranche
    So the problem I'm having is that when using Nick Gravelyn's tiledlib pipeline for reading and drawing tmx maps in XNA, the transparency color I set in Tiled's editor will work in the editor, but when I draw it the color that's supposed to become transparent still draws. The closest things to a solution that I've found are - 1) Change my sprite batch's BlendState to NonPremultiplied (found this in a buried Tweet). 2) Get the pixels that are supposed to be transparent at some point then Set them all to transparent. Solution 1 didn't work for me, and solution 2 seems hacky and not a very good way to approach this particular problem, especially since it looks like the custom pipeline processor reads in the transparent color and sets it to the color key for transparency according to the code, just something is going wrong somewhere. At least that's what it looks like the code is doing. TileSetContent.cs if (imageNode.Attributes["trans"] != null) { string color = imageNode.Attributes["trans"].Value; string r = color.Substring(0, 2); string g = color.Substring(2, 2); string b = color.Substring(4, 2); this.ColorKey = new Color((byte)Convert.ToInt32(r, 16), (byte)Convert.ToInt32(g, 16), (byte)Convert.ToInt32(b, 16)); } ... TiledHelpers.cs // build the asset as an external reference OpaqueDataDictionary data = new OpaqueDataDictionary(); data.Add("GenerateMipMaps", false); data.Add("ResizetoPowerOfTwo", false); data.Add("TextureFormat", TextureProcessorOutputFormat.Color); data.Add("ColorKeyEnabled", tileSet.ColorKey.HasValue); data.Add("ColorKeyColor", tileSet.ColorKey.HasValue ? tileSet.ColorKey.Value : Microsoft.Xna.Framework.Color.Magenta); tileSet.Texture = context.BuildAsset<Texture2DContent, Texture2DContent>( new ExternalReference<Texture2DContent>(path), null, data, null, asset); ... I can share more code as well if it helps to understand my problem. Thank you.

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  • ParticleSystem in Slick2d (with MarteEngine)

    - by Bro Kevin D.
    First of all, sorry if this sounds very newbie-ish. I'm stuck at making a ParticleSystem I made using Pedigree to work in my game. It's basically an explosion that I want to display whenever an enemy dies. The ParticleSystem has two emitters, smoke and explosion I tried putting it in my Enemy (extends Entity) class Enemy extends Entity class @Override public void update(GameContainer gc, int delta) throws SlickException { super.update(gc, delta); /** bunch of codes */ explosionSystem.update(delta); } @Override public void render(GameContainer gc, Graphics gfx) throws SlickException { super.render(gc, gfx); if(isDestroyed) { explosionSystem.render(x,y); if(explosionSystem.getEmitter(1).completed()) { this.destroy(); } } } And it does not render. I'm not sure if this is the proper way of implementing it, as I've considered creating an Entity to serve as controller for all the Enemies. Right now, I'm just adding enemies every second. So how do I render the ParticleSystem when the enemy dies? If anyone can point me to the right direction. Thank you for your time.

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  • 2D Tile-Based Concept Art App

    - by ashes999
    I'm making a bunch of 2D games (now and in the near future) that use a 2D, RPG-like interface. I would like to be able to quickly paint tiles down and drop character sprites to create concept art. Sure, I could do it in GIMP or Photoshop. But that would require manually adding each tile, layering on more tiles, cutting and pasting particular character sprites, etc. and I really don't need that level of granularity; I need a quick and fast way to churn out concept art. Is there a tool that I can use for this? Perhaps some sort of 2D tile editor which lets me draw sprites and tiles given that I can provide the graphics files.

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  • Clipping polygons in XNA with stencil (not using spritebatch)

    - by Blau
    The problem... i'm drawing polygons, in this case boxes, and i want clip children polygons with its parent's client area. // Class Region public void Render(GraphicsDevice Device, Camera Camera) { int StencilLevel = 0; Device.Clear( ClearOptions.Stencil, Vector4.Zero, 0, StencilLevel ); Render( Device, Camera, StencilLevel ); } private void Render(GraphicsDevice Device, Camera Camera, int StencilLevel) { Device.SamplerStates[0] = this.SamplerState; Device.Textures[0] = this.Texture; Device.RasterizerState = RasterizerState.CullNone; Device.BlendState = BlendState.AlphaBlend; Device.DepthStencilState = DepthStencilState.Default; Effect.Prepare(this, Camera ); Device.DepthStencilState = GlobalContext.GraphicsStates.IncMask; Device.ReferenceStencil = StencilLevel; foreach ( EffectPass pass in Effect.Techniques[Technique].Passes ) { pass.Apply( ); Device.DrawUserIndexedPrimitives<VertexPositionColorTexture>( PrimitiveType.TriangleList, VertexData, 0, VertexData.Length, IndexData, 0, PrimitiveCount ); } foreach ( Region child in ChildrenRegions ) { child.Render( Device, Camera, StencilLevel + 1 ); } Effect.Prepare( this, Camera ); // This does not works Device.BlendState = GlobalContext.GraphicsStates.NoWriteColor; Device.DepthStencilState = GlobalContext.GraphicsStates.DecMask; Device.ReferenceStencil = StencilLevel; // This should be +1, but in that case the last drrawed is blue and overlap all foreach ( EffectPass pass in Effect.Techniques[Technique].Passes ) { pass.Apply( ); Device.DrawUserIndexedPrimitives<VertexPositionColorTexture>( PrimitiveType.TriangleList, VertexData, 0, VertexData.Length, IndexData, 0, PrimitiveCount ); } } public static class GraphicsStates { public static BlendState NoWriteColor = new BlendState( ) { ColorSourceBlend = Blend.One, AlphaSourceBlend = Blend.One, ColorDestinationBlend = Blend.InverseSourceAlpha, AlphaDestinationBlend = Blend.InverseSourceAlpha, ColorWriteChannels1 = ColorWriteChannels.None }; public static DepthStencilState IncMask = new DepthStencilState( ) { StencilEnable = true, StencilFunction = CompareFunction.Equal, StencilPass = StencilOperation.IncrementSaturation, }; public static DepthStencilState DecMask = new DepthStencilState( ) { StencilEnable = true, StencilFunction = CompareFunction.Equal, StencilPass = StencilOperation.DecrementSaturation, }; } How can achieve this? EDIT: I've just relized that the NoWriteColors.ColorWriteChannels1 should be NoWriteColors.ColorWriteChannels. :) Now it's clipping right. Any other approach?

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  • How to raycast select a scaled OBB?

    - by user3254944
    I have the OBB picking code to select an OBB with code inspired from Real time Rendering 3 and opengl-tutorial.org. I can successfully select objects that have been moved or rotated. However, I cant correctly select an object that has been scaled. The bounding box scales right, but the I can only select the object in a thin strip on its center. How do I fix the checkForHits() function to allow it to read the scaling that I passed to it in the raycast matrix? void GLWidget::selectObjRaycast() { glm::vec2 mouse = (glm::vec2(mousePos.x(), mousePos.y()) / glm::vec2(this->width(), this->height())) * 2.0f - 1.0f; mouse.y *= -1; glm::mat4 toWorld = glm::inverse(ProjectionM * ViewM); glm::vec4 from = toWorld * glm::vec4(mouse, -1.0f, 1.0f); glm::vec4 to = toWorld * glm::vec4(mouse, 1.0f, 1.0f); from /= from.w; to /= to.w; fromAABB = glm::vec3(from); toAABB = glm::normalize(glm::vec3(to - from)); checkForHits(); } void GLWidget::checkForHits() { for (int i = 0; i < myWin.myEtc->allObj.size(); ++i) //check for hits on each obj's bb { bool miss = 0; float tMin = 0.0f; float tMax = 100000.0f; glm::vec3 bbPos(myWin.myEtc->allObj[i]->raycastM[3].x, myWin.myEtc->allObj[i]->raycastM[3].y, myWin.myEtc->allObj[i]->raycastM[3].z); glm::vec3 delta = bbPos - fromAABB; for (int j = 0; j < 3; ++j) { glm::vec3 axis(myWin.myEtc->allObj[i]->raycastM[j].x, myWin.myEtc->allObj[i]->raycastM[j].y, myWin.myEtc->allObj[i]->raycastM[j].z); float e = glm::dot(axis, delta); float f = glm::dot(toAABB, axis); if (fabs(f) > 0.001f) { float t1 = (e + myWin.myEtc->allObj[i]->bbMin[j]) / f; float t2 = (e + myWin.myEtc->allObj[i]->bbMax[j]) / f; if (t1 > t2) { float w = t1; t1 = t2; t2 = w; } if (t2 < tMax) tMax = t2; if (t1 > tMin) tMin = t1; if (tMax < tMin) miss = 1; } else { if (-e + myWin.myEtc->allObj[i]->bbMin[j] > 0.0f || -e + myWin.myEtc->allObj[i]->bbMax[j] < 0.0f) miss = 1; } } if (miss == 0) { intersection_distance = tMin; myWin.myEtc->sel.push_back(myWin.myEtc->allObj[i]); myWin.myEtc->allObj[i]->highlight = myWin.myGLHelp->highlight; break; } } } void Object::render(glm::mat4 PV) { scaleM = glm::scale(glm::mat4(), s->val_3); r_quat = glm::quat(glm::radians(r->val_3)); rotationM = glm::toMat4(r_quat); translationM = glm::translate(glm::mat4(), t->val_3); transLocal1M = glm::translate(glm::mat4(), -rsPivot->val_3); transLocal2M = glm::translate(glm::mat4(), rsPivot->val_3); raycastM = translationM * transLocal2M * rotationM * scaleM * transLocal1M; // MVP = PV * translationM * transLocal2M * rotationM * scaleM * transLocal1M; }

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  • Software rendering 3d triangles in the proper order

    - by at.
    I'm implementing a basic 3d rendering engine in software (for education purposes, please don't mention to use an API). When I project a triangle from 3d to 2d coordinates, I draw the triangle. However, it's in a random order and so whatever gets drawn last draws on top of all other triangles (which might be in front of triangles it shouldn't be in front of)... Intuitively, seems I need to draw the triangles in the correct order. So I can calculate all their distances to the camera and sort by that. The objects furthest away get drawn last. Is this the proper way to render triangles? If I'm sorting all the objects, this is n*log(n) now. Is this the most efficient way to do this?

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  • BlitzMax - generating 2D neon glowing line effect to png file

    - by zanlok
    Originally asked on StackOverflow, but it became tumbleweed. I'm looking to create a glowing line effect in BlitzMax, something like a Star Wars lightsaber or laserbeam. Doesn't have to be realtime, but just to TImage objects and then maybe saved to PNG for later use in animation. I'm happy to use 3D features, but it will be for use in a 2D game. Since it will be on black/space background, my strategy is to draw a series of white blurred lines with color and high transparency, then eventually central lines less blurred and more white. What I want to draw is actually bezier curved lines. Drawing curved lines is easy enough, but I can't use the technique above to create a good laser/neon effect because it comes out looking very segmented. So, I think it may be better to use a blur effect/shader on what does render well, which is a 1-pixel bezier curve. The problems I've been having are: Applying a shader to just a certain area of the screen where lines are drawn. If there's a way to do draw lines to a texture and then blur that texture and save the png, that would be great to hear about. There's got to be a way to do this, but I just haven't gotten the right elements working together yet. Any help from someone familiar with this stuff would be greatly appreciated. Using just 2D calls could be advantageous, simpler to understand and re-use. It would be very nice to know how to save a PNG that preserves the transparency/alpha stuff. p.s. I've reviewed this post (and many many others on the Blitz site), have samples working, and even developed my own 5x5 frag shaders. But, it's 3D and a scene-wide thing that doesn't seem to convert to 2D or just a certain area very well. I'd rather understand how to apply shading to a 2D scene, especially using the specifics of BlitzMax.

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  • Pathfinding library

    - by Shivan Dragon
    I'm an amateur game developer and somewhat amateur Java developer as well. I'm trying to find a way to have path finding for my game(s). I've first Googled for some existing Java libraries that have various path-finding implementations, but I've failed to find any. It seems to me that the only way to get pathfinding code is to use it via a game engine (like Unity). But I'd just like to have a library that I can use and make the game loop and other stuff on my own. Failing to find such a library I've tried implementing some algorithms myself. I've managed to make a running A* in Java, but for fancier stuff like D* I find it hard to do it by hand. So then, my question is, are there any Java libraries that contain at least some basic pathfinding algorithms implementations?

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  • GLSL vertex shaders with movements vs vertex off the screen

    - by user827992
    If i have a vertex shader that manage some movements and variations about the position of some vertex in my OpenGL context, OpenGL is smart enough to just run this shader on only the vertex visible on the screen? This part of the OpenGL programmable pipeline is not clear to me because all the sources are not really really clear about this, they talk about fragments and pixels and I get that, but what about vertex shaders? If you need a reference i'm reading from this right now and this online book has a couple of examples about this.

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  • What are some valuable conferences for game developers?

    - by Tommy
    Lately I was thinking of visiting a Game Developer Conference and so I search the Internet, but I didn't find a thorough list of available Conferences. Now I know some of them, like the GDC in San Francisco but I was wondering, what other Game Developer Conferences are out there. So my question is: What Game Dev Conferences do you know, that are valuable for Game Developers and Game Designers? Have you visited one of these Conferences yourself? Is there a skill level needed to appreciate such a Conference? I am aware, that there is no "true" answer to this question, but I think, that an overview over existing Conferences could be usefull for all levels of game developers.

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  • Best memory allocation strategy for iOS ?

    - by Mr.Gando
    Hey guys, I'm debating myself about memory allocation on iOS. I write most of my code in C++ and I really like using ObjectPools, FreeLists, etc. In order to pre-allocate a lot of the stuff that I'll be constantly "alloc/dealloc" during the course of my game, ( like particles, game entities, etc ). Still on iOS, it's not like we are developing for a console like PSP, where I can know for fact that I'll get a fixed amount of memory. iOS , will issue "memory warnings" when the system needs memory. Does anyone have some suggestions about this ? Is it too serious since the new iPod touch/iPhone 4 are carrying more RAM ? or it's still a big concern ? Thanks!

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  • Best way to Draw a cube for 3D Picking on a specific face

    - by Kenneth Bray
    Currently I am drawing a cube for a game that I am making and the cube draw method is below. My question is, what is the best way to draw a cube and to be able to easily find the face that the cursor is over? My draw method works just fine, but I am getting ready to start to add picking (this will be used to mold the cubes into other shaps), and would like to know the best way to find a face of the cube. public void Draw() { // center point posX, posY, posZ float radius = size / 2; //top glPushMatrix(); glBegin(GL_QUADS); { glColor3f(1.0f,0.0f,0.0f); // red glVertex3f(posX + radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ + radius); glVertex3f(posX + radius, posY + radius, posZ + radius); } glEnd(); glPopMatrix(); //bottom glPushMatrix(); glBegin(GL_QUADS); { glColor3f(1.0f,1.0f,0.0f); // ?? color glVertex3f(posX + radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX + radius, posY - radius, posZ - radius); } glEnd(); glPopMatrix(); //right side glPushMatrix(); glBegin(GL_QUADS); { glColor3f(1.0f,0.0f,1.0f); // ?? color glVertex3f(posX + radius, posY + radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ - radius); glVertex3f(posX + radius, posY + radius, posZ - radius); } glEnd(); glPopMatrix(); //left side glPushMatrix(); glBegin(GL_QUADS); { glColor3f(0.0f,1.0f,1.0f); // ?? color glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY + radius, posZ + radius); } glEnd(); glPopMatrix(); //front side glPushMatrix(); glBegin(GL_QUADS); { glColor3f(0.0f,0.0f,1.0f); // blue glVertex3f(posX + radius, posY + radius, posZ + radius); glVertex3f(posX - radius, posY + radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ + radius); } glEnd(); glPopMatrix(); //back side glPushMatrix(); glBegin(GL_QUADS); { glColor3f(0.0f,1.0f,0.0f); // green glVertex3f(posX + radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX + radius, posY + radius, posZ - radius); } glEnd(); glPopMatrix(); }

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  • What is a fast way to darken the vertices I'm rendering?

    - by Luis Cruz
    To make a lighting system for a voxel game, I need to specify a darkness value per vertex. I'm using GL_COLOR_MATERIAL and specifying a color per vertex, like this: glEnable(GL_COLOR_MATERIAL); glBegin(GL_QUADS); glColor3f(0.6f, 0.6f, 0.6f); glTexCoord2f(...); glVertex3f(...); glColor3f(0.3f, 0.3f, 0.3f); glTexCoord2f(...); glVertex3f(...); glColor3f(0.7f, 0.7f, 0.7f); glTexCoord2f(...); glVertex3f(...); glColor3f(0.9f, 0.9f, 0.9f); glTexCoord2f(...); glVertex3f(...); glEnd(); This is working, but with many quads it is very slow.. I'm using display lists too. Any good ideas in how to make vertices darker?

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  • Character Stats and Power

    - by Stephen Furlani
    I'm making an RPG game system and I'm having a hard time deciding on doing detailed or abstract character statistics. These statistics define the character's natural - not learned - abilities. For example: Mass Effect: 0 (None that I can see) X20 (Xtreme Dungeon Mastery): 1 "STAT" Diablo: 4 "Strength, Magic, Dexterity, Vitality" Pendragon: 5 "SIZ, STR, DEX, CON, APP" Dungeons & Dragons (3.x, 4e): 6 "Str, Dex, Con, Wis, Int, Cha" Fallout 3: 7 "S.P.E.C.I.A.L." RIFTS: 8 "IQ, ME, MA, PS, PP, PE, PB, Spd" Warhammer Fantasy Roleplay (1st ed?): 12-ish "WS, BS, S, T, Ag, Int, WP, Fel, A, Mag, IP, FP" HERO (5th ed): 14 "Str, Dex, Con, Body, Int, Ego, Pre, Com, PD, ED, Spd, Rec, END, STUN" The more stats, the more complex and detailed your character becomes. This comes with a trade-off however, because you usually only have limited resources to describe your character. D&D made this infamous with the whole min/max-ing thing where strong characters were typically not also smart. But also, a character with a high Str typically also has high Con, Defenses, Hit Points/Health. Without high numbers in all those other stats, they might as well not be strong since they wouldn't hold up well in hand-to-hand combat. So things like that force trade-offs within the category of strength. So my original (now rejected) idea was to force players into deciding between offensive and defensive stats: Might / Body Dexterity / Speed Wit / Wisdom Heart Soul But this left some stat's without "opposites" (or opposites that were easily defined). I'm leaning more towards the following: Body (Physical Prowess) Mind (Mental Prowess) Heart (Social Prowess) Soul (Spiritual Prowess) This will define a character with just 4 numbers. Everything else gets based off of these numbers, which means they're pretty important. There won't, however, be ways of describing characters who are fast, but not strong or smart, but absent minded. Instead of defining the character with these numbers, they'll be detailing their character by buying skills and powers like these: Quickness Add a +2 Bonus to Body Rolls when Dodging. for a character that wants to be faster, or the following for a big, tough character Body Building Add a +2 Bonus to Body Rolls when Lifting, Pushing, or Throwing objects. [EDIT - removed subjectiveness] So my actual questions is what are some pitfalls with a small stat list and a large amount of descriptive powers? Is this more difficult to port cross-platform (pen&paper, PC) for example? Are there examples of this being done well/poorly? Thanks,

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  • Game component causes game to freeze

    - by ChocoMan
    I'm trying to add my camera component to Game1 class' constructor like so: Camera camera; // from class Camera : GameComponent .... public Game1() { graphics = new GraphicsDeviceManager(this); this.graphics.PreferredBackBufferWidth = screenWidth; this.graphics.PreferredBackBufferHeight = screenHieght; this.graphics.IsFullScreen = true; Content.RootDirectory = "Content"; camera = new Camera(this); Components.Add(camera); } From the just adding the last two lines, when I run the game, the screen freezes then gives me this message: An unhandled exception of type 'System.ComponentModel.Win32Exception' occurred in System.Drawing.dll Additional information: The operation completed successfully

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