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  • Free vs. Paid: Picking a Financial Model

    - by ashes999
    I finally embarked upon my first "paid" game. What this means is that I will incorporate some sort of monetization strategy in my game. This may mean making the app pay-to-download, making it "freemium" with paid content, or something else. Having never done something like this, I'm at a complete loss as to how to figure out what I should do. I know a couple of models (pay to download, freemium, etc.) and I can brainstorm some ideas. But how do I figure out what strategy to use? Perhaps there's some body of research on this? (I recall reading that MMOs popular in Korea use a model where cosmetic changes only are pay-to-buy; everything else is free).

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  • Correcting Lighting in Stencil Reflections

    - by Reanimation
    I'm just playing around with OpenGL seeing how different methods of making shadows and reflections work. I've been following this tutorial which describes using GLUT_STENCIL's and MASK's to create a reasonable interpretation of a reflection. Following that and a bit of tweaking to get things to work, I've come up with the code below. Unfortunately, the lighting isn't correct when the reflection is created. glPushMatrix(); plane(); //draw plane that reflection appears on glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); glDepthMask(GL_FALSE); glEnable(GL_STENCIL_TEST); glStencilFunc(GL_ALWAYS, 1, 0xFFFFFFFF); glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); plane(); //draw plane that acts as clipping area for reflection glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glDepthMask(GL_TRUE); glStencilFunc(GL_EQUAL, 1, 0xFFFFFFFF); glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); glDisable(GL_DEPTH_TEST); glPushMatrix(); glScalef(1.0f, -1.0f, 1.0f); glTranslatef(0,2,0); glRotatef(180,0,1,0); sphere(radius, spherePos); //draw object that you want to have a reflection glPopMatrix(); glEnable(GL_DEPTH_TEST); glDisable(GL_STENCIL_TEST); sphere(radius, spherePos); //draw object that creates reflection glPopMatrix(); It looked really cool to start with, then I noticed that the light in the reflection isn't correct. I'm not sure that it's even a simple fix because effectively the reflection is also a sphere but I thought I'd ask here none-the-less. I've tried various rotations (seen above the first time the sphere is drawn) but it doesn't seem to work. I figure it needs to rotate around the Y and Z axis but that's not correct. Have I implemented the rotation wrong or is there a way to correct the lighting?

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  • HTML5 - check if font has loaded

    - by espais
    At present I load my font for my game in with @font-face For instance: @font-face { font-family: 'Orbitron'; src: url('res/orbitron-medium.ttf'); } and then reference it throughout my JS implementation as such: ctx.font = "12pt Orbitron"; where ctx is my 2d context from the canvas. However, I notice a certain lag time while the font is downloaded to the user. Is there a way I can use a default font until it is loaded in?

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  • Farseer Physics: Ways to create a Body?

    - by EdgarT
    I want to create something similar to this using farsser and Kinect: https://vimeo.com/33500649 This is my implementation until now: http://www.youtube.com/watch?v=GlIvJRhco4U I have the outline vertices and the triangulation of the user. And following the Texture to Polygonmsample i used this line to create the shape, where farseerObject is a list of vertices of the triangles: _compound = BodyFactory.CreateCompoundPolygon(World, farseerObject, 1f, BodyType.Dynamic); But I have to update the body each frame (like 30 fps) and this is very slow. I get just 2 or 3 fps. There's another (faster) way to create the Body from a list of triangles or the contour vertices?

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  • "Time Control" in a 2d Platformer

    - by Woody Zantzinger
    I am making a 2d platformer where the player can press a button, and restart the level, only their previous character will also run the level at the same time, like they are traveling back in time. I know other games have done this before, and the way I have thought of doing it is to make the game character have a set of actions (Idle, Jumping, Walking Left etc.) and then detect changes in those actions and log them into a list along with the game time. So then when I need the character to run the level again on its own, I can just go through the list changing its actions at the right time. Is this the best way to do it? Does anyone have any experience in this? Thanks.

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  • Freelance composer seeking work! [closed]

    - by Ben Fowler
    Hey guys! I'm a freelance composer based in Victoria, Australia trying to break into the game industry to start my career! I've heard it said that having a plan B is planning for failure, so I've decided to go full on for what I want, so here I am! I have composed some music for other games, none of which have made it in yet (still hopeful :P) Any help on how I can break into to game industry as a composer would be MUCH appreciated!

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  • How can I read a portion of one Minecraft world file and write it into another?

    - by RapierMother
    I'm looking to read block data from one Minecraft world and write the data into certain places in another. I have a Minecraft world, let's say "TemplateWorld", and a 2D list of Point objects. I'm developing an application that should use the x and y values of these Points as x and z reference coordinates from which to read constant-sized areas of blocks from the TemplateWorld. It should then write these blocks into another Minecraft world at constant y coordinates, with x & z coordinates determined based on each Point's index in the 2D list. The issue is that, while I've found a decent amount of information online regarding Minecraft world formats, I haven't found what I really need: more of a breakdown by hex address of where/what everything is. For example, I could have the TemplateWorld actually be a .schematic file rather than a world; I just need to be able to read the bytes of the file, know that the actual block data starts always at a certain address (or after a certain instance of FF, etc.), and how it's stored. Once I know that, it's easy as pie to just read the bytes and store them.

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  • Implementing traffic conditions in TORCS

    - by user1837811
    I am working on a project about "Effects of Traffic conditions and Track Complexity on Car Driving Behavior". Is it possible to implement traffic in TORCS, or should I use another car simulator? By the word "traffic" I mean there are cars running on both tracks in both directions and I can detect the distances, direction and speed of these cars. Depending on this information I can decide whether I should slow down, speed up and calculate the correct timing to overtake.

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  • 2D Topdown Shooter - Player Movement Relative to Mouse

    - by Jarmo
    I'm trying to make a topdown 2D space game for my school project. I'm almost done but I just want to add a few little things to make the game more fun to play. if (keystate.IsKeyDown(Keys.W)) { vPlayerPos += Vector2.Normalize(new Vector2(Mouse.GetState().X - vPlayerPos.X, Mouse.GetState().Y - vPlayerPos.Y)) * 3; rPlayer.X = (int)vPlayerPos.X; rPlayer.Y = (int)vPlayerPos.Y; } if (keystate.IsKeyDown(Keys.S)) { vPlayerPos += Vector2.Normalize(new Vector2(Mouse.GetState().X - vPlayerPos.X, Mouse.GetState().Y - vPlayerPos.Y)) * -3; rPlayer.X = (int)vPlayerPos.X; rPlayer.Y = (int)vPlayerPos.Y; } This is what i use to move towards and away from my mouse crossair. I tried to make a somewhat similar function to make it strafe with "A" and "D". But for some reason I just couldn't get it done. Any thoughts?

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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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  • How to make image bigger than the screen to be slideable in the screen in monogame for windows phone 8?

    - by Moses Aprico
    (Idk if my title is correct, because when I google it, there is no related result I guess) I am not sure how to explain it correctly, but I am making a plain 2D, tile based, tactic game in windows phone 8 using monogame. I want to make my map is "slideable". With "slidable" I mean I can draw larger images (in total) than my screen and then slide it so I can view a certain area of the drawn images Example : I have a screen which dimension is 1280x720. I have a 1500x1500px image, which consists of 15 tiles, which is 100x100px each, which each tiles is redrawn each times the "Draw" is called. If the image is larger than the screen, the displayed area will be trimmed and of course, making a 220x780px area that is unseenable. The only way to see all of it is through "sliding" the screen around, so I can see all the area. My question is : How to make that happen? Because in default, the screen is unslideable and the image remains trimmed. Sorry if my question and explanation is not clear enough. Clarify it as much as you like. Thank you.

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  • When to use an Array vs When to use a Vector, when dealing with GameObjects?

    - by user32465
    I understand that from other answers, Arrays and Vectors are the best choices. Many on SE claim that Linked Lists and Maps are bad for video game programming. I understand that for the most part, I can use Arrays. However, I don't really understand exactly when to use Vectors over Arrays. Why even use Vectors? Wouldn't it be best if I simply always used an Array, that way I know how much memory my game needs? Specifically my game would only ever load a single "Map" area of tiles, such as Map[100][100], so I could very easily have an array of GameObjectContainer GameObjects[100][100], which would reserve an entire map's worth of possible gameobjects, correct? So why use a Vector instead? Memory is quite large on modern hardware.

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  • How do I improve terrain rendering batch counts using DirectX?

    - by gamer747
    We have determined that our terrain rendering system needs some work to minimize the number of batches being transferred to the GPU in order to improve performance. I'm looking for suggestions on how best to improve what we're trying to accomplish. We logically split our terrain mesh into smaller grid cells which are 32x32 world units. Each cell has meta data that dictates the four 256x256 textures that are used for spatting along with the alpha blend data, shadow, and light mappings. Each cell contains 81 vertices in a 9x9 grid. Presently, we examine each cell and determine the four textures that are being used to spat the cell. We combine that geometry with any other cell that perhaps uses the same four textures regardless of spat order. If the spat order for a cell differs, the blend map is adjusted so that the spat order is maintained the same as other like cells and blending happens in the right order too. But even with this batching approach, it isn't uncommon when looking out across an area of open terrain to have between 1200-1700 batch count depending upon how frequently textures differ or have different texture blends are between cells. We are only doing frustum culling presently. So using texture spatting, are there other alternatives that can reduce the batch count and allow rendering to be extremely performance-friendly even under DirectX9c? We considered using texture atlases since we're targeting DirectX 9c & older OpenGL platforms but trying to repeat textures using atlases and shaders result in seam artifacts which we haven't been able to eliminate with the exception of disabling mipmapping. Disabling mipmapping results in poor quality textures from a distance. How have others batched together terrain geometry such that one could spat terrain using various textures, minimizing batch count and texture state switches so that rendering performance isn't negatively impacted?

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  • OpenGL Application displays only 1 frame

    - by Avi
    EDIT: I have verified that the problem is not the VBO class or the vertex array class, but rather something else. I have a problem where my vertex buffer class works the first time its called, but displays nothing any other time its called. I don't know why this is, and it's also the same in my vertex array class. I'm calling the functions in this order to set up the buffers: enable client states bind buffers set buffer / array data unbind buffers disable client states Then in the draw function, that's called every frame: enable client states bind buffers set pointers unbind buffers bind index buffer draw elements unbind index buffer disable client states Is there something wrong with the order in which I'm calling the functions, or is it a more specific code error? EDIT: here's some of the code Code for setting pointers: //element is the vertex attribute being drawn (e.g. normals, colors, etc.) static void makeElementPointer(VertexBufferElements::VBOElement element, Shader *shade, void *elementLocation) { //elementLocation is BUFFER_OFFSET(n) if a buffer is bound switch (element) { .... glVertexPointer(3, GL_FLOAT, 0, elementLocation); //changes based on element .... //but I'm only dealing with } //vertices for now } And that's basically all the code that isn't just a straight OpenGL function call.

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  • Nifty default controls prevent the rest of my game from rendering

    - by zergylord
    I've been trying to add a basic HUD to my 2D LWJGL game using nifty gui, and while I've been successful in rendering panels and static text on top of the game, using the built-in nifty controls (e.g. an editable text field) causes the rest of my game to not render. The strange part is that I don't even have to render the gui control, merely declaring it appears to cause this problem. I'm truly lost here, so even the vaguest glimmer of hope would be appreciated :-) Some code showing the basic layout of the problem: display setup: // load default styles nifty.loadStyleFile("nifty-default-styles.xml"); // load standard controls nifty.loadControlFile("nifty-default-controls.xml"); screen = new ScreenBuilder("start") {{ layer(new LayerBuilder("baseLayer") {{ childLayoutHorizontal(); //next line causes the problem control(new TextFieldBuilder("input","asdf") {{ width("200px"); }}); }}); }}.build(nifty); nifty.gotoScreen("start"); rendering glMatrixMode(GL_PROJECTION); glLoadIdentity(); GLU.gluOrtho2D(0f,WINDOW_DIMENSIONS[0],WINDOW_DIMENSIONS[1],0f); //I can remove the 2 nifty lines, and the game still won't render nifty.render(true); nifty.update(); glMatrixMode(GL_PROJECTION); glLoadIdentity(); GLU.gluOrtho2D(0f,(float)VIEWPORT_DIMENSIONS[0],0f,(float)VIEWPORT_DIMENSIONS[1]); glTranslatef(translation[0],translation[1],0); for (Bubble bubble:bubbles){ bubble.draw(); } for (Wall wall:walls){ wall.draw(); } for(Missile missile:missiles){ missile.draw(); } for(Mob mob:mobs){ mob.draw(); } agent.draw();

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  • How to export a C++ class library to C# using a dll?

    - by SICGames2013
    In my previous revision game engine I deported major functions for the game editor for C#. Now, I'm beginning to revise the game engine with a static library. There's a already dynamic library created in C++ to use DLLEXPORT for C#. Just now I want to test out the newer functions and created a DLL file from C++. Because the DLL contains classes I was wondering how would I be able to use DLL Export. Would I do this: [DLLEXPORT("GameEngine.dll", EntryPoint="SomeClass", Conventional=_stdcall)] static extern void functionFromClass(); I have a feeling it's probably DLLImport and not DLLExport. I was wondering how would I go about this? Another way I was thinking was because I already have the DLL in C++ prepared already to go the C# Class Library. I could just keep the new engine as a lib, and link the lib with the old DLL C++ file. Wouldn't the EntryPoint be able to point to the class the function is in?

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  • How to get the blocks seen by the player?

    - by m4tx
    I'm writing a Minecraft-like game using Ogre engine and I have a problem. I must optimize my game, because when I try draw 10000 blocks, I have 2 FPS... So, I got the idea that blocks display of the plane and to hide the invisible blocks. But I have a problem - how do I know which blocks at a time are visible to the player? And - if you know of other optimization methods for such a game, write what and how to use them in Ogre.

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  • Is there any simple game that involves psychological factors?

    - by Roman
    I need to find a simple game in which several people need to interact with each other. The game should be simple for an analysis (it should be simple to describe what happens in the game, what players did). Because of the last reason, the video games are not appropriate for my purposes. I am thinking of a simple, schematic, strategic game where people can make a limited set of simple moves. Moreover, the moves of the game should be conditioned not only by a pure logic (like in chess or go). The behavior in the game should depend on psychological factors, on relations between people. In more details, I think it should be a cooperation game where people make their decisions based on mutual trust. It would be nice if players can express punishment and forgiveness in the game. Does anybody knows a game that is close to what I have described above? ADDED I need to add that I need a game where actions of players are simple and easy to formalize. Because of that I cannot use verbal games (where communication between players is important). By simple actions I understand, for example, moves on the board from one position to another one, or passing chips from one player to another one and so on.

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  • want to build a replica of chartgame.com

    - by raj
    I want to develop a trading simulator based on technical analysis. my ideal application would exactly be chartgame.com currently chartgame.com doesnt have historical data for stocks beyond the year 2008 and I would like to have data until 2012 and have the capability to extend beyond if needed. what are the fundamentals to build an application like chartgame.com. If anyone here is willing to help I can arrange for the finances.let me know.

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  • DirectX 9.0c and C++ GUI

    - by SullY
    Well, I'm trying to code a gui for my engine, but I've got some problems. I know how to make a UI overlay but buttons are still black magic for me. Anything I tried was to compilcated ( if it goes big ). To Example I tried to look if the mouse position is the same as the Pixel that is showing the button. But If I use some bigger areas it's getting to complicated. Now I'm searching for a Tutorial how to implement your own gui. I'm really confused about it. Well I hope you have/ know some good tutorials. By the way, I took a look at the DXUTSample, but it's to big to get overview.

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  • Crash due to removal of Elements like CCSprite from NSMutableArray

    - by mayuur
    So, here's how it goes. I am currently working on Cocos2d game, which consists of many Obstacles. One obstacle gets added on the screen at an interval of 10 seconds like this. ObstacleSprite* newObstacle = [ObstacleSprite spriteWithFile:@"Obstacle.png" rect:CGRectMake(0, 0, 20, 20)]; newObstacle.position = ccp(mainPlayer1.position.x,10); [self addChild:newObstacle]; [self.arrayForObstacles addObject:newObstacle]; Now, I insert these obstacles into the arrayForObstacles because I also want to keep checking whether the Obstacles and MainPlayer don't collide. I check it with the help of this function. - (void) checkCollisionWithObstacle { if(mainPlayer1.playerActive) { for(int i = 0; i < [self.arrayForObstacles count]; i++) { ObstacleSprite* newObstacle = [self.arrayForObstacles objectAtIndex:i]; if(newObstacle != nil) { if(CGRectIntersectsRect([mainPlayer1 boundingBox], [newObstacle boundingBox])) { mainPlayer1.livesLeft--; } } } } } THE ISSUE Problem is when I get to certain score, one of the Obstacles gets deleted. Removal of Obstacles works as in First In-First Out (FIFO) mode. So, to delete obstacles, I write the following method : - (void) keepUpdatingScore { //update new score mainPlayer1.score+=10; //remove obstacle when score increases by 5k if(mainPlayer1.score > 5000 && mainPlayer1.score > 0) { mainPlayer1.playerActive = NO; if([self.arrayForObstacles count] > 0) { CCLOG(@"count is %d",[self.arrayForObstacles count]); ObstacleSprite* newObstacle = [self.arrayForObstacles objectAtIndex:0]; [self.arrayForObstacles removeObjectAtIndex:0]; [self removeChild:newObstacle cleanup:YES]; CCLOG(@"count is %d",[self.arrayForObstacles count]); } } else { } } It crashes when score crosses 5000 mark! UPDATE Crash happens when it again goes to the method checkCollisionWithObstacle. This is the THREAD Look. THis is the line Which crashes.

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  • How to sync client and server at the first frame

    - by wheelinlight
    I'm making a game where an authoritative server sends information to all clients about states and positions for objects in a 3d world. The player can control his character by clicking on the screen to set a destination for the character, much like in the Diablo series. I've read most information I can find online about interpolation, reconciliation, and general networking architecture (Valve's for instance). I think I understand everything but one thing seems to be missing in every article I read. Let say we have an interpolation delay of 100ms, server tickrate=50ms, latency=200ms; How do I know when 100ms has past on the client? If the server sends the first update on t=0, can I assume it arrives at t=200, therefore assuming that all packets takes the same amount of time to reach the client? What if the first packet arrives a little quick, for instance at t=150. I would then be starting the client with t=150 and at t=250 it will think it has past 100ms since its connect to the server when it in fact only 50ms has past. Hopefully the above paragraph is understandable. The summarized question would be: How do I know at what tick to start simulating the client? EDIT: This is how I ended up doing it: The client keeps a clock (approximately) in sync with the server. The client then simulates the world at simulationTime = syncedTime - avg(RTT)/2 - interpolationTime The round-trip time can fluctuate so therefore I average it out over time. By only keeping the most recent values when calculating the average I hope to adapt to more permanent changes in latency. It's still to early to draw any conclusion. I'm currently simulating bad network connections, but it's looking good so far. Anyone see any possible problems?

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  • Using multiplication and division with delta time

    - by tesselode
    Using delta time with addition and subtraction is easy. player.x += 100 * dt However, multiplication and division complicate things a bit. For example, let's say I want the player to double his speed every second. player.x = player.x * 2 * dt I can't do this because it'll slow down the player (unless delta time is really high). Division is the same way, except it'll speed things way up. How can I handle multiplication and division with delta time?

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  • Fast lighting with multiple lights

    - by codymanix
    How can I implement fast lighting with multiple lights? I don't want to restrain the player, he can place an unlimited number and possibly overlapping (point) lights into the level. The problem is that shaders which contain dynamic loops which would be necessary to calculate the lighting tend to be very slow. I had the idea that if it could be possible at compiletime to compile a shader n times where n is the number of lights. If the number n is known at compiletime, the loops can be unrolled automatically. Is this possible to generate n versions of the same shader with just a different number of lights? At runtime I could then decide which shader to use for which part of the level.

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  • Best practices on separating Update and Draw on game loop

    - by Galvanize
    I've been working on my first HTML5 prototype and I found a good model that uses the regular Update and Draw loop we see in game dev. My question is, where does one end and the other begins? The question popped when I wanted to rotate and draw an Image, and I kept wondering if the work of changing the tranformation matrix (that I presume would be a bit expensive since it works on the whole pixel array of an image) and calculating the right position do draw it would characterize drawing work, or maybe not, since after that I may need to check for collision or something similar. Thinkig of it, seems like a silly question, but I would like some advice from more experienced developers. Where does does update ends and draw starts? Thanks in advance.

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