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  • How do I use unpackHalf2x16?

    - by user1032861
    I'm trying to use (un)packHalf2x16, without success so far. I'm drawing with: glVertexAttribIPointer(0, 2, GL_UNSIGNED_INT, 0, 0); glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, vbo); glDrawArrays(GL_POINTS, 0, n_points); glDisableVertexAttribArray(0); and on the shader #version 330 core #extension GL_ARB_shading_language_packing : require in uvec2 A0; // (...) vec4 t = vec4(unpackHalf2x16(A0.x), unpackHalf2x16(A0.y)); But nothing gets drawn. I'm pretty sure buffer's content is right, and if I use vec4 t = vec4(0); I can see it's working properly. How is this packing / unpacking thing supposed to work? I can't find any example.

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  • Multi Threading - How to split the tasks

    - by Motig
    if I have a game engine with the basic 'game engine' components, what is the best way to 'split' the tasks with a multi-threaded approach? Assuming I have the standard components of: Rendering Physics Scripts Networking And a quad-core, I see two ways of multi-threading: Option A ('Vertical'): Using this approach I can allow one core for each component of the engine; e.g. one core for the Rendering task, one for the Physics, etc. Advantages: I do not need to worry about thread-safety within each component I can take advantage of special optimizations provided for single-threaded access (e.g. DirectX offers a flag that can be set to tell it that you will only use single-threading) Option B ('Horizontal'): Using this approach, each task may be split up into 1 <= n <= numCores threads, and executed simultaneously, one after the other. Advantages: Allows for work-sharing, i.e. each thread can take over work still remaining as the others are still processing I can take advantage of libraries that are designed for multi-threading (i.e. ... DirectX) I think, in retrospect, I would pick Option B, but I wanted to hear you guys' thoughts on the matter.

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  • Good university for computer science with plans for Game Dev.

    - by DukeYore
    I am starting my Computer science degree at a local community college in Programming using C++. However, i will be transferring to a 4-year university. Does anyone have any insight on university programs? I know Cal State Fullerton has a degree with a minor in Game Dev. however, is that as important as getting a degree from a really great school? if i could shoot for something like Cal Poly would that be better? Or even Stanford or SF state being so close to so many gaming companies up there in the bay area? thank you in advance for any guidance.

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  • Loading images in XNA 4.0; "Cannot Open File" Problems

    - by user32623
    Okay, I'm writing a game in C#/XNA 4.0 and am utterly stumped at my current juncture: Sprite animation. I understand how it works and have all the code in place, but my ContentLoader won't open my file... Basically, my directory looks like this: //WindowsGame1 - "Game1.cs" - //Classes - "NPC.cs" - Content Reference - //Images - "Monster.png" Inside my NPC class, I have all the essential drawing functions, i.e. LoadContent, Draw, Update. And I can get the game to find the correct file and attempt to open it, but when it tries, it throws an exception and tells me it can't open the file. This is how my code in my NPC class looks: Texture2D NPCImage; Vector2 NPCPosition; Animation NPCAnimation = new Animation(); public void Initialize() { NPCAnimation.Initialize(NPCPosition, new Vector2(4, 4)); } public void LoadContent(ContentManager Content) { NPCImage = Content.Load<Texture2D>("_InsertImageFilePathHere_"); NPCAnimation.AnimationImage = NPCImage; } The rest of the code is irrelevant at this point because I can't even get the image to load. I think it might have to do with a directory problem, but I also know little to nothing about spriting or working with images or animations in my code. Any help is appreciated. Not sure if I provided enough information here, so let me know if more is needed! Also, what would be the correct way to direct that Content.Load to Monster.png given the current directory situation? Right now I just have it using the full path from the C:// drive. Thanks in advance!

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  • non randomic enemy movement implementation

    - by user601836
    I would like to implement enemy movement on a X-Y grid. Would it be a good idea to have a predefined table with an initial X-Y position and a predefined "surveillance path"? Each enemy will follow its path until it detects a player, at this point it will start chasing it using a chasing algorithm. According to a friend of mine this implementation is good because the design of a good path will provide to the user a sort of reality sensation.

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  • Multiplication for MVP matrices: Any benefits to doing so within the vertex shader?

    - by Nick Wiggill
    I'd like to understand under what circumstances (if any) it is worth doing MVP matrix multiplication inside a vertex shader. The vertex shader is run once per vertex, and a single mesh typically contains many vertices. All MVP inputs remain the same for each vertex in the vertex batch relating to a given draw call (model). Surely then, you're always better off keeping the multiplications in the client code, such that you pass in the whole MVP precalculated as a uniform? (avoiding redundant ops between individual vertices)

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  • How should I choose quadtree depth?

    - by Evpok
    I'm using a quadtree to prune collision detection pairs in a 2d world. How should I choose to what depth said quadtree is calculated? The world is made mostly of moving objects1, so the cost of dispatching the objects between the quadtree cells matters. What is the relationship between the gain from less collision checking and the loss from more dispatching? How can I strike a balance that performs optimally? 1 To be completely explicit, they are autonomous self-replicating cells competing for food sources. This is an attempt to show my pupils predator-prey dynamics and genetic evolution at work.

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  • Drawing flaming letters in 3d on OpenGL ES 2.0

    - by Chiquis
    I am a bit confused about how to achieve this. What i want is to "draw with flames". I have achieved this with textures successfully, but now my concern is about doing this with particles to achieve the flaming effect. Am I supposed to have a Path in where i should add many particle emitters along the path that will "be emitting flames"? I understand the concept for 2d, but for 3d are the particles (that are quads) always supposed to be facing the user? Edit: Something else im worried about is the performance hit that will occur by having that many particle emitters, because there can be many letters and drawings at the same time. And each of these elements will have many particle emitters.

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  • Recommended formats to store bitmaps in memory?

    - by Geotarget
    I'm working with general purpose image rendering, and high-performance image processing, and so I need to know how to store bitmaps in-memory. (24bpp/32bpp, compressed/raw, etc) I'm not working with 3D graphics or DirectX / OpenGL rendering and so I don't need to use graphics card compatible bitmap formats. My questions: What is the "usual" or "normal" way to store bitmaps in memory? (in C++ engines/projects?) How to store bitmaps for high-performance algorithms, such that read/write times are the fastest? (fixed array? with/without padding? 24-bpp or 32-bpp?) How to store bitmaps for applications handling a lot of bitmap data, to minimize memory usage? (JPEG? or a faster [de]compression algorithm?) Some possible methods: Use a fixed packed 24-bpp or 32-bpp int[] array and simply access pixels using pointer access, all pixels are allocated in one continuous memory chunk (could be 1-10 MB) Use a form of "sparse" data storage so each line of the bitmap is allocated separately, reusing more memory and requiring smaller contiguous memory segments Store bitmaps in its compressed form (PNG, JPG, GIF, etc) and unpack only when its needed, reducing the amount of memory used. Delete the unpacked data if its not used for 10 secs.

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  • Splitting Pygame functionality between classes or modules?

    - by sec_goat
    I am attempting to make my pygame application more modular so that different functionalities are split up into different classes and modules. I am having some trouble getting pygame to allow me to draw or load images in secondary classes when the display has been set and pygame.init() has been done in my main class. I have typically used C# and XNA to accomplish this sort of behavior, but this time I need to use python. How do I init pygame in class1, then create an instance of class2 which loads and converts() images. I have tried pygame.init() in class 2 but then it tells me no display mode has been set, when it has been set in class1. I am under the impression i do not wnat to create multiple pygame.displays as that gets problematic I am probably missing something pythonic and simple but I am not sure what. How do I create a Display class, init python and then have other modules do my work like loading images, fonts etc.? here is the simplest version of what I am doing: class1: def __init__(self): self.screen = pygame.display.set_mode((600,400)) self.imageLoader = class2() class2: def __init__(self): self.images = ['list of images'] def load_images(): self.images = os.listdir('./images/') #get all images in the images directory for img in self.images: #read all images in the directory and load them into pygame new_img = pygame.image.load(os.path.join('images', img)).convert() scale_img = pygame.transform.scale(new_img, (pygame.display.Info().current_w, pygame.display.Info().current_h)) self.images.append(scale_img) if __name__ == "__main__": c1 = class1() c1.imageLoader.load_images() Of course when it tries to load an convert the images it tells me pygame has not been initialized, so i throw in a pygame.init() in class2 ( i have heard it is safe to init multiple times) and then the error goes to pygame.error: No video mode has been set

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  • How to add reflection definition to read JSON files in web game

    - by user3728735
    I have a game which I deployed for desktop and Android. I can read JSON data and create my levels, but when it comes to reading JSON files from web app, I get an error that logs, "cannot read the json file". I researched a lot and I found out that I should add my JSON config class to configurations, so I added this line to gameName.gwt.xml, which is in core folder: <extend-configuration-property name="gdx.reflect.include" value="com.las.get.level.LevelConfig"/> But it did not work out. I have no idea where should I place this line or where I should change to make my web app work, so I can read JSON files.

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  • How to split a string with negative numbers using ActionScript 3.0

    - by inzombiak
    I'm having trouble loading my level. I'm using Ogmo to create my level then I import it. I have no problem converting 0's and 1's into an Array, but I can't figure out how to do the same for -1's. It separates the "-" and the "1". Any help would be great. I've posted my code and the XML files below levelXML = new XML(e.target.data); playerX = int(levelXML.Entities.Player.@x); playerY = int(levelXML.Entities.Player.@y); levelGrid = levelXML.Grid; levelGrid = levelGrid.split("\n").join(""); levelTiles = levelXML.Tiles; levelTiles = levelTiles.split("\n").join(""); levelTiles = levelTiles.split(",").join(""); tileArray = levelTiles.split(""); gridArray = levelGrid.split(""); for(i = 0; i <= 34; i++) { levelArray[i] = new Array(); for(j = 0; j <= 34; j++) { if(tileArray[j*35 + i] == 0) { gridArray[j*35+i] = -1; } var currentSymbol = gridArray[j*35+i]; levelArray[i][j] = currentSymbol; if(gridArray[j*35 + i] == 1) { wall = new Wall; addChild(wall); wall.x = i*20 + 10; wall.y = j*20 + 10; } else if(gridArray[j*35 + i] == -1) { pellet = new Pellet; addChild(pellet); pellet.x = i*20 + 10; pellet.y = j*20 + 10; } } } I know the code is very dirty, but I needed a quick fix. Grid exportMode="Bitstring" 11111111111111111111111111111111111 10000000000000000011000000000000001 10000000000000000011000000000000001 10011111001111110011001111110011001 10011111001111110011001111110011001 10011111001111110011001111110011001 10000000000000000000000000000000001 10000000000000000000000000000000001 10011111001100111111100110011111001 10011111001100000100000110011111001 10000000001100000100000110000000001 10000000001111100100111110000000001 11111111001111100100111110011111111 00000001001111100100111110010000000 00000001001100000000000110010000000 11111111001100000000000110011111111 00000000000000111111100000000000000 00000000000000100000100000000000000 11111111001100100000100110011111111 00000001001100111111100110010000000 00000001001100000000000110010000000 11111111001100111111100110011111111 10000000000000000100000000000000001 10000000000000000100000000000000001 10011111001111100100111110011111001 10000011000000000000000000011000001 10000011000000000000000000011000001 11110011001100111111100110011001111 11110011001100111111100110011001111 10000000001100000100000110000000001 10000000001100000100000110000000001 10011111111111100100111111111111001 10000000000000000000000000000000001 10000000000000000000000000000000001 11111111111111111111111111111111111 Tiles tileset="Tiles" exportMode="CSV"-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,0,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,0,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,0,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,0,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,0,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,0,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,0,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,0,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,0,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,0,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,0,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,0,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,0,-1,-1,-1,-1,-1,-1,-1,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,0,0,0,0,0,0,0,0,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,0,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,0,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,0,-1 -1,-1,-1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,-1 -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1

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  • How can I run and jump at the same time?

    - by Jan
    I'm having some trouble with the game I started. http://testing.fyrastudio.com/lab/tweetOlympics/v0.002/ The thing is that i have an athlete running and he must jump at the same time. A race with obstacles. I have him running (with pressing the letter Q repeateadly). I also have him jumping (with letter P) But the thing is that when he runs and jumps at the same time, he seems to be jumping at the same place, instead of going forward with the jump... any ideas how can I fix this?? This is the code I'm using for running and jumping on a continuos loop. //if accelearing and the last time that he accelerated was less than X seconds ago, hes running an accelaring if (athlete.accelerating && timeCurrent - athlete.last_acceleration > athlete.delay_acceleration) { athlete.accelerating = false; athlete.last_acceleration = timeCurrent; athlete.running = true; } if (!athlete.accelerating && timeCurrent - athlete.last_acceleration > athlete.delay_acceleration) { athlete.decelerating = true; } if(athlete.decelerating && timeCurrent - athlete.last_deceleration > athlete.delay_deceleration){ if(athlete.speed >= 1){ //athlete starts to decelarate athlete.last_deceleration = timeCurrent; athlete.decelerate(); }else { athlete.running = false; } } if (athlete.running) { athlete.position += athlete.speed; } if (athlete.jumping) { if (athlete.jump_height < 1) { athlete.jump_height = 1; }else { if (athlete.jump_height >= athlete.jump_max_height) { athlete.jump_height = athlete.jump_max_height; athlete.jumping = false; }else { athlete.jump_height = athlete.jump_height * athlete.jump_speed; } } } if (!athlete.jumping) { if(athlete.jump_height > 1){ athlete.jump_height = athlete.jump_height * 0.9; }else { athlete.jump_height = 1; } } athlete.scaleX = athlete.scaleY = athlete.jump_height; athlete.x = athlete.position; Thanks!

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  • Does Windows 8 still support DirectX 9?

    - by SullY
    Is Windows 8 supporting DirectX 9? Because I was looking through some samples written in C++ and DirectX 9 made for Windows 8. It wasn't that, like I know it ( look here http://directxtutorial.com/Lesson.aspx?lessonid=111-4-2 ). E.g. Inizialising DirectX with COM: ComPtr<ID3D11Device1> dev; ComPtr<ID3D11DeviceContext1> devcon; It's just weird because I know it with the old way: ID3D11Device *dev; ID3D11DeviceContext *devcon; ( I hope you understand what I want to tell ) I hope it hasn't change completely due the released their new OS.

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  • 2D mouse coordinates from 3d object projection

    - by user17753
    Not entirely certain of the nomenclature here -- basically, after placing a model in world coordinates and setting up a 3D camera to look at it the model has been projected onto the screen in a 2D fashion. What I'd like to do is determine if the mouse is inside the projected view of the model. Is there a way to "unproject" in the XNA framework? Or what is this process called as, so that I can better search for it?

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  • What is a good way to test demand for a new game platform?

    - by user15256
    I'm working on a game platform that turns your iPhone, android or iPad into a steering wheel, for racing games (like need for speed and dirt 3) and flight simulators for example. I'd love to figure out smart ways to figure out whether gamers would like something like this. I originally asked this question over on the gaming SE and it was for getflypad.com. A lot of the tech is built and most of it is doable - the question here is how to test demand and know whether gamers actually want this.

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  • What's the best way to move cars along roads

    - by David Thielen
    I am implementing car movement game (sort-of like Locomotion). So 60 times a second I have to advance the movement of each car. The problem is I have to look ahead to see if there is a slower car, stop sign, or red light ahead. And then slow down appropiately. I also want to have the cars take time to go from stopped to full speed and again to slow down. I'm not implementing full-blown physics, but just a tick by tick speed up/slow down as that provides most of the realism to match what people expect to see. The best I've come up with is to walk out the full distance the car would travel of it was slowing to a stop and see if anywhere along that path it needed to slow down or stop. And then move it forward appropiately. I am moving the cars 60 times a second so I need this to be fast. And walking out that whole path each tick strikes me as processor intensive. What's the best way to do this?

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  • Octrees and Vertex Buffer Objects

    - by sharethis
    As many others I want to code a game with a voxel based terrain. The data is represented by voxels which are rendered using triangles. I head of two different approaches and want to combine them. First, I could once divide the space in chunks of a fixed size like many games do. What I could do now is to generate a polygon shape for each chunk and store that in a vertex buffer object (vbo). Each time a voxel changes, the polygon and vbo of its chunk is recreated. Additionally it is easy to dynamically load and reload parts of the terrain. Another approach would be to use octrees and divide the space in eight cubes which are divided again and again. So I could efficiently render the terrain because I don't have to go deeper in a solid cube and can draw that as a single one (with a repeated texture). What I like to use for my game is an octree datastructure. But I can't imagine how to use vbos with that. How is that done, or is this impossible?

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  • Sub-systems in game engines

    - by Hillel
    So here's the problem- I'm writing my own engine library, and it works fine with stuff like menus and the actual game screen. The thing is, I can't really figure out how to integrate something like an intro or dialogue preceding certain levels into this system. Let's look at another example- say I have a game-specific engine which gets a Level object and runs it. Engine would have its own collision and physics system, all hard coded. Now, what if at some point in a level, I want the player to enter a mini-game with different rules? How do I morph the Engine class to support these sub-systems without having to deal with their code all the time (as in: if(regular game) ... else if(mini game) ...)? And what if I want an intro animation at the start of a level, and I want the player to be able to assume control of his character once the animation ends, do I implement the animation into the Engine class itself? Or maybe I need to run another class, CutScene, and when it ends, it calls Engine and starts the level? What if I want to add a dialogue system, where at the start of each level there's a short dialogue and the player can't control his character, and once it ends, he can? Would I then run the dialogue code inside the Engine code? Maybe these sub-systems should all be scripted? I don't know anything about scripting, is it necessary for this kind of situation? Any help would be appreciated.

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  • Auto-organized / smart inventory system?

    - by VeXe
    for the past week I've been working on an inventory system with Unity3D. At first I got help from the guys at Design3 but it wasn't too long till we split path, because I really didn't like the way they did their code, it didn't have any smell of OOP whatsoever. I took it further steps ahead - items take more than one slot, advanced placement system (items tries their best to find the best close fit), local mouse system (mouse gets trapped in active bag area), etc. Here's a demo of my work. What we would like to have in our game, is an auto-organizing feature - not auto-sort. We want this feature because our inventory's going to be in 'real-time' - not like in Resident Evil 1,2,3 etc where you would pause the game and do things in your inventory. Now imagine your self in a sticky situation surrounded by zombies, and you don't have bullets, you look around, you see that there are bullets nearby on the ground, so you go for them and try to pick them up, but they don't fit! you look at your inventory and find out that if you reorganize some of the items, it will fit! - now the player - in that situation doesn't have time to reorganize because he's surrounded with zombies and will die if he stops and organizes the inventory to make space (remember inventory in real-time, no pausing) - wouldn't it be nice for that to happen automatically? - Yes! (I believe this has been implemented in some games like Dungeon siege or something, so sure it's doable) take a look at this picture for example: Yes, so if you auto-sort the issue you will get your spaces but it's bad because: 1- Expensive: it doesn't need a whole sort operation to free those spaces, in the first picture, just slide the red item at the bottom to the very left, and you get the same spaces that you got from the auto-sort. 2- It's annoying to the player: "Who the F told you to re-order my stuff?" I'm not asking for "How to write the code" for this, I'm just asking for some guidance, where to look, what algorithms are involved? Is this something related to graphs and shortest path stuff? I hope not cuz I didn't manage to continue my college studies :/ But even if it is, just tell me and I will learn the stuff related. Notice there could be more than just one solution. So I guess the first thing I have to do is figure out if the situation is 'solvable' - if I know how to determine if a situation is solvable or not, then I can 'solve' it. I just need to know the conditions that makes it 'solvable'. And I believe there must be some algorithm/data structure for this. Here's a pic for more than one solution of trying to fit a 1x3 item: The arrows show just one of the solutions, but if you look you will find more than one. This is what I ultimately not auto-sorting but find a solution and applying it. Note that if I spend time on it I will come up with a way to solve it, but it wouldn't be the best way, it's like, holding a car wheel with your feet instead of your hands! XD Or just like trying to solve an issue that requires arrays, but you're not yet aware of their existence! So what is the right approach to this? Hope somebody helps, thanks a lot in advance :)

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  • Using allocators for different systems

    - by chadb
    I am going over the memory architecture for my game and even though I know my memory budgets may not be final, I at the point where I can start using them in a general sense. I know that I will need several allocators (for systems such as audio, rendering, etc) but I am unsure of how they will be accessed. I do not use singletons, so I can't just have something such as AudioManager::GetInstance().get_allocator(). Instead, I need to find a different method of usage but I am not sure of how. How can I store and call my allocators needed for several different systems over engine in an efficient manner?

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  • how to use string::find to look for a word rather each character seperately

    - by RubyKing
    Hello how would I look through a string for a word rather then each character in that word. I have my code here and it always seems to find everything that is .obj even if its o or b or j or "." is there anyway to get passed this here is my code? I checked the docuementation here link but nothing returned any results I craved so hard string &str = *it; if(it->find(".obj")) { cout << "Found .Obj" << endl; } I also tried to use string::compare but that failed :(

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  • Data for animation

    - by saadtaame
    Say you are using C/SDL for a 2D game project. It's often the case that people use a structure to represent a frame in an animation. The struct consists of an image and how much time the frame is supposed to be visible. Is this data sufficient to represent somewhat complex animatio? Is it a good idea to separate animation management code and animation data? Can somebody provide a link to animations tutorials that store animations in a file and retrieve them when needed. I read this in a book (AI game programming wisdom) but would like to see a real implementation.

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  • 2D Camera Acceleration/Lag

    - by Cyral
    I have a nice camera set up for my 2D xna game. Im wondering how I should make the camera have 'acceleration' or 'lag' so it smoothly follows the player, instead of 'exactly' like mine does now. Im thinking somehow I need to Lerp the values when I set CameraPosition. Heres my code private void ScrollCamera(Viewport viewport) { float ViewMargin = .35f; float marginWidth = viewport.Width * ViewMargin; float marginLeft = cameraPosition.X + marginWidth; float marginRight = cameraPosition.X + viewport.Width - marginWidth; float TopMargin = .3f; float BottomMargin = .1f; float marginTop = cameraPosition.Y + viewport.Height * TopMargin; float marginBottom = cameraPosition.Y + viewport.Height - viewport.Height * BottomMargin; Vector2 CameraMovement; Vector2 maxCameraPosition; CameraMovement.X = 0.0f; if (Player.Position.X < marginLeft) CameraMovement.X = Player.Position.X - marginLeft; else if (Player.Position.X > marginRight) CameraMovement.X = Player.Position.X - marginRight; maxCameraPosition.X = 16 * Width - viewport.Width; cameraPosition.X = MathHelper.Clamp(cameraPosition.X + CameraMovement.X, 0.0f, maxCameraPosition.X); CameraMovement.Y = 0.0f; if (Player.Position.Y < marginTop) //above the top margin CameraMovement.Y = Player.Position.Y - marginTop; else if (Player.Position.Y > marginBottom) //below the bottom margin CameraMovement.Y = Player.Position.Y - marginBottom; maxCameraPosition.Y = 16 * Height - viewport.Height; cameraPosition.Y = MathHelper.Clamp(cameraPosition.Y + CameraMovement.Y, 0.0f, maxCameraPosition.Y); }

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  • Constrained A* problem

    - by Ragekit
    I've got a little problem with an A* algorithm that I need to Constrained a little bit. Basically : I use an A* to find the shortest path between 2 randomly placed room in 3D space, and then build a corridor between them. The problem I found is that sometimes it makes chimney like corridors that are not ideal, so I constrict the A* so that if the last movement was up or down, you go sideways. Everything is fine, but in some corner cases, it fails to find a path (when there is obviously one). Like here between the blue and red dot : (i'm in unity btw, but i don't think it matters) Here is the code of the actual A* (a bit long, and some redundency) while(current != goal) { //add stair up / stair down foreach(Node<GridUnit> test in current.Neighbors) { if(!test.Data.empty && test != goal) continue; //bug at arrival; if(test == goal && penul !=null) { Vector3 currentDiff = current.Data.bounds.center - test.Data.bounds.center; if(!Mathf.Approximately(currentDiff.y,0)) { //wanna drop on the last if(!coplanar(test.Data.bounds.center,current.Data.bounds.center,current.Data.parentUnit.bounds.center,to.Data.bounds.center)) { continue; } else { if(Mathf.Approximately(to.Data.bounds.center.x, current.Data.parentUnit.bounds.center.x) && Mathf.Approximately(to.Data.bounds.center.z, current.Data.parentUnit.bounds.center.z)) { continue; } } } } if(current.Data.parentUnit != null) { Vector3 previousDiff = current.Data.parentUnit.bounds.center - current.Data.bounds.center; Vector3 currentDiff = current.Data.bounds.center - test.Data.bounds.center; if(!Mathf.Approximately(previousDiff.y,0)) { if(!Mathf.Approximately(currentDiff.y,0)) { //you wanna drop now : continue; } if(current.Data.parentUnit.parentUnit != null) { if(!coplanar(test.Data.bounds.center,current.Data.bounds.center,current.Data.parentUnit.bounds.center,current.Data.parentUnit.parentUnit.bounds.center)) { continue; }else { if(Mathf.Approximately(test.Data.bounds.center.x, current.Data.parentUnit.parentUnit.bounds.center.x) && Mathf.Approximately(test.Data.bounds.center.z, current.Data.parentUnit.parentUnit.bounds.center.z)) { continue; } } } } } g = current.Data.g + HEURISTIC(current.Data,test.Data); h = HEURISTIC(test.Data,goal.Data); f = g + h; if(open.Contains(test) || closed.Contains(test)) { if(test.Data.f > f) { //found a shorter path going passing through that point test.Data.f = f; test.Data.g = g; test.Data.h = h; test.Data.parentUnit = current.Data; } } else { //jamais rencontré test.Data.f = f; test.Data.h = h; test.Data.g = g; test.Data.parentUnit = current.Data; open.Add(test); } } closed.Add (current); if(open.Count == 0) { Debug.Log("nothingfound"); //nothing more to test no path found, stay to from; List<GridUnit> r = new List<GridUnit>(); r.Add(from.Data); return r; } //sort open from small to biggest travel cost open.Sort(delegate(Node<GridUnit> x, Node<GridUnit> y) { return (int)(x.Data.f-y.Data.f); }); //get the smallest travel cost node; Node<GridUnit> smallest = open[0]; current = smallest; open.RemoveAt(0); } //build the path going backward; List<GridUnit> ret = new List<GridUnit>(); if(penul != null) { ret.Insert(0,to.Data); } GridUnit cur = goal.Data; ret.Insert(0,cur); do{ cur = cur.parentUnit; ret.Insert(0,cur); } while(cur != from.Data); return ret; You see at the start of the foreach i constrict the A* like i said. If you have any insight it would be cool. Thanks

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