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  • Central renderer for a given scene

    - by Loggie
    When creating a central rendering system for all game objects in a given scene I am trying to work out the best way to go about passing the scene to the render system to be rendered. If I have a scene managed by an arbitrary structure, i.e., an octree, bsp trees, quad-tree, kd tree, etc. What is the best way to pass this to the render system? The obvious problem is that if simply given the root node of the structure, the render system would require an intrinsic knowledge of the structure in order to traverse the structure. My solution to this is to clip all objects outside the frustum in the scene manager and then create a list of the objects which are left and pass this simple list to the render system, be it an array, a vector, a linked list, etc. (This would be a structure required by the render system as a means to know which objects should be rendered). The list would of course attempt to minimise OpenGL state changes by grouping objects that require the same rendering operations to be performed on them. I have been thinking a lot about this and started searching various terms on here and followed any additional information/links but I have not really found a definitive answer. The case may be that there is no definitive answer but I would appreciate some advice and tips. My question is, is this a reasonable solution to the problem? Are there any improvements that I could make? Are there any caveats I should know about? Side question: Am I right in assuming that octrees, bsp trees, etc are all forms of BVH?

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  • Index Check and Correct Character Display in a Console Hangman Game for Java

    - by Jen
    I have this problem wherein, I can not display the correct characters given by the character. Here's what I meant: String words, in; String replaced_words; Scanner s = new Scanner (System.in); System.out.println("Enter a line of words basing on an event, verse, place or a name of a person."); words = s.nextLine(); System.out.println("The words you just placed are now accepted."); //using char array method, we tried to place the words into a characters array. char [] c = words.toCharArray(); // we need to replace the replaced_words = words.replace(' ', '_').replaceAll("[^\\-]", "-"); for (int i = 0; i < replaced_words.length(); i++) { System.out.print(replaced_words.charAt(i) + " "); } System.out.println("Now, please input a character, guessing the words you just placed."); in = s.nextLine(); in that code, want that the user, when types a word (or should it be character?), any of the correct character the user inputs will be displayed, and changes the hyphen to it...(more like the hangman series of games). How can I achieve this?

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  • Does XNA/MonoGame have a text caching mechanism, or has an open source one been implemented?

    - by Casey
    I'm playing around with MonoGame, and I've noticed the SpriteFont class draws static text very inefficiently. Each time the text is drawn the spacing is recalculated. This isn't a big deal on my quad core PC, but on mobile applications it might be a problem. Before I go and program some text which caches the arrangement of its letters in an array and then feeds that array to the SpriteBatch, I would like to make sure there isn't something available to do this already, either in MonoGame itself or a class someone has implemented and made available for general use.

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  • How do I go from a simple html5 tic tac toe game to an online 2 player game?

    - by phi1o
    I've been working on an online 2 player Tic Tac Toe solution for blackberries. both old and new. And so far I have html5 code that has a 3 x 3 layout that switches between x and o for the game mechanics. I believe I'm still missing a check for win function but my question is about the server side of this game. I'm not sure how to go about learning what exactly I want. how do you take what I have now, and make this into a functioning online game? I've been told WAMP is a good solution, as well as IIS. and its all really over my head, so i'm hoping to get a little more clarity as far as what I should focus on to bring this game to life.

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  • Game has noticeable frame drops but when through a profiler it always runs smooth

    - by felipedrl
    I'm trying to optimize my PC game but I can find the bottleneck since every time I run it through a profiler (gDEBugger) it runs smooths. When running outside gDEBugger I get these annoying hiccups. It's not just the graphics, the sound also gets choppy. The drops are inconsistent across runs, i.e, sometimes I run the same scenario and get no drops at all, sometimes I get a few drops, and others the game is consistently slow. The only constant is: when running through gDEBugger I ALWAYS get a smooth run. I'm suspecting something outside my game is interfering and causing these drops, but what in the hell does gDEBugger do that nullifies these drops? A higher process priority? Any ideas? Thanks in advance.

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  • What does a Game Designer do? what skills do they need?

    - by xenoterracide
    I know someone who is thinking about getting into game design, and I wondered, what does the job game designer entail? what tools do you have to learn how to use? what unique skills do you need? what exactly is it you'd do from day to day. I may be wording this a bit wrong because I'm not sure if the college program is become a game designer or learn game design. but I think the same questions apply either way.

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  • 2D Tile-based terrian generation

    - by a240
    As a summer project I decided it would be fun to make a flash game. Right now I'm going for something like the look of http://www.terraria.org/. It's been a lot of fun, but today I've hit a snag. I need a way to generate my worlds. I've read up Perlin Noise ( http://freespace.virgin.net/hugo.elias/models/m_perlin.htm ) as a possibility, but I my attempts have given me sporadic looking results. What are some techniques used to generate these 2D tile-based worlds? Ideally I would like to be able to generate mountains, plains, and caves.

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  • 3D architecture app for Android or iPhone

    - by Manixate
    I want to make an app for 3D modeling on iPhone/Android. I cannot get the basic idea of how to get started. I have various options such as learning OpenGL ES, UDK or Unity3d but I want to create models(e.g architecture etc) in my app and then render them when user is finished modeling. I do not know if I am able to design models and then render them in the same app with various effects on the iPhone/Android using UDK or Unity3d. (Note: If you find this question unclear please ask, I may have skipped some vital information).

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  • Texture artifacts on iPad

    - by MrDatabase
    I'm porting an iPhone game to the iPad. When I move textures "quickly" (5.0 pixels every update at a rate of 60 Hz) I start to see little "artifacts" or remnants of where the texture used to be. I'm not sure if I know the correct terminology for this... imagine a texture at some location on the screen... then next to it is the same texture but faded a bit... then the same texture again just faded a bit more. I'm using CADisplayLink to drive my update loop if that helps. Also I didn't see this issue on the 3G or the iPhone 4. Any ideas? Cheers!

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  • Assigning valid moves on board game

    - by Kunal4536
    I am making a board game in unity 4.3 2d similar to checkers. I have added an empty object to all the points where player can move and added a box collider to each empty object.I attached a click to move script to each player token. Now I want to assign valid moves. e.g. as shown in picture... Players can only move on vertex of each square.Player can only move to adjacent vertex.Thus it can only move from red spot to yellow and cannot move to blue spot.There is another condition which is : if there is the token of another player at the yellow spot then the player cannot move to that spot. Instead it will have to go from red to green spot. How can I find the valid moves of the player by scripting. I have another problem with click to move. When I click all the objects move to that position.But I only want to move a single token. So what can i add to script to select a specific object and then click to move the specific object.Here is my script for click to move. var obj:Transform; private var hitPoint : Vector3; private var move: boolean = false; private var startTime:float; var speed = 1; function Update () { if(Input.GetKeyDown(KeyCode.Mouse0)) { var hit : RaycastHit; // no point storing this really var ray = Camera.main.ScreenPointToRay (Input.mousePosition); if (Physics.Raycast (ray, hit, 10000)) { hitPoint = hit.point; move = true; startTime = Time.time; } } if(move) { obj.position = Vector3.Lerp(obj.position, hitPoint, Time.deltaTime * speed); if(obj.position == hitPoint) { move = false; } } }`

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  • Image 1 becomes image 2 with sliding effect from left to right?

    - by Paul
    I would like to show a second image appearing while a "door" is closing on my character. I've got my character in the middle of the screen and a door coming from the left. When the door passes my character, I would like to have this second image appearing little by little. So far, I've gotten by with fadingOut the character and then fadingIn my second image of the character at the same position when the door is completely closed, but I would like to have both of them at the same time. (the effect that image 1 becomes image 2 when the door is sliding from left to right). Would you know how to do this with Cocos2d? Here are the images : at first, the character is blue, and the door is coming from the left : Then, behind the black door, the character becomes red, but only behind this door, so it stays blue when the door is not on him, and will become completely red when the door passes the character : EDIT : with this code, the black door hides the red and blue rectangles : (And if i add each of my layers at a different depth, and only use GL_LESS, same thing) blue.position = ccp( size.width*0.5 , size.height/2 ); red.position = ccp( size.width*0.46 , size.height/2 ); black.position = ccp( size.width*0.1 , size.height/2 ); glEnable(GL_DEPTH_TEST); [batch addChild:red z:0]; [batch addChild:black z:2]; glDepthFunc(GL_GREATER); [batch addChild:blue z:1]; glDepthFunc(GL_LESS); id action1 = [CCMoveTo actionWithDuration:3 position:ccp(size.width,size.height/2)]; [black runAction: [CCSequence actions:action1, nil]];

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  • How to get a point to the left/right of a vector

    - by MulletDevil
    I have a position vector of a point in space and a quaternion for it's rotation. What i'm trying to calculate is a point too the left and a point to the right. I have the position and rotation(quaternion) of the red dot. What I want is to get the position of the green dots. I have a float value for the distance I want these points to be. With only the position and rotation is it possible to get a unit direction vector pointing left/right which I can multiply by my float value? Edit: I also know the original direction vector.

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  • How do I implement Unreal-like object serialization?

    - by MrWiggels
    Recently, I've been working on the core of my engine, and as I'm moving forward I find myself developing throwaway code to read files and simple data into the engine. This got me thinking about how I should implement a file management system. After a bit of googleing I came across the Unreal Package format, and boy does it look like the perfect one. I think it's good because the way how it allows you to separate different assets into different packages and allow something like a level to reference the different packages. I was just wondering, is this possible with C#? Because the built-in serialization API in .NET does not seem to support any form of this, only reading and writing to a single file.

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  • Recasting and Drawing in SDL

    - by user1078123
    I have some code that essentially draws a column on the screen of a wall in a raycasting-type 3d engine. I am trying to optimize it, as it takes about 10 milliseconds do draw a million pixels using this, and the vast majority of game time is spent in this loop. However, I don't quite understand what's occurring, particularly the recasting (I modified the "pixel manipulation" sample code from the SDL documentation). "canvas" is the surface I am drawing to, and "hello" is the surface containing the texture for the column. int c = (curcol)* canvas->format->BytesPerPixel; void *canvaspixels = canvas->pixels; Uint16 texpitch = hello->pitch; int lim = (drawheight +startdraw) * canvpitch +c + (int) canvaspixels; Uint8 *k = (Uint8 *)hello->pixels + (hit)* hello->format->BytesPerPixel; for (int j= (startdraw)*(canvpitch)+c + (int) canvaspixels; (j< lim); j+= canvpitch){ Uint8 *q = (Uint8 *) ((int(h))*(texpitch)+k); *(Uint32 *)j = *(Uint32 *)q; h += s; } We have void pointers (not sure how those are even represented), 8, 16, and 32 bit ints (h and s are floats), all being intermingled, and while it works, it is quite confusing.

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  • libgdx collision detection / bounding the object

    - by johnny-b
    i am trying to get collision detection so i am drawing a red rectangle to see if it is working, and when i do the code below in the update method. to check if it is going to work. the position is not in the right place. the red rectangle starts from the middle and not at the x and y point?Huh so it draws it wrong. i also have a getter method so nothing wrong there. bullet.set(getX(), getY(), getOriginX(), getOriginY()); this is for the render shapeRenderer.begin(ShapeType.Filled); shapeRenderer.setColor(Color.RED); shapeRenderer.rect(bullet.getX(), bullet.getY(), bullet.getOriginX(), bullet.getOriginY(), 15, 5, bullet.getRotation()); shapeRenderer.end(); i have tried to do it with a circle but the circle draws in the middle and i want it to be at the tip of the bullet. at the front of the bullet. x, y point. boundingCircle.set(getX() + getOriginX(), getY() + getOriginY(), 4.0f); shapeRenderer.begin(ShapeType.Filled); shapeRenderer.setColor(Color.RED); shapeRenderer.circle(bullet.getBoundingCircle().x, bullet.getBoundingCircle().y, bullet.getBoundingCircle().radius); shapeRenderer.end(); thank you need it to be of the x and y as the bullet is in the middle of the sprite when drawn originally via paint.

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  • Hydraulics in game

    - by Mungoid
    I'm not completely sure if this would be better in the Physics site or not as this question is more about how hydraulics should work in game as opposed to how they really work (although that is taken into account) - So I apologize if this is in the wrong place. A project we are on, we have a machine with hydraulics that are powered (They don't just look like they move something, they are the only thing moving/turning/lifting something) - However, the hydraulic extends the same speed no matter what it is pushing. So, say there is a 10 ton object attached to one end of the hydraulic and the other end is attached to a plate on the ground. In real life it takes a few seconds to build up pressure depending on how heavy the object is, but in our project the hydraulics don't care about that. It will lift a 100 ton object the same speed as a 10 ton object. We have a way to fake the hydraulic pressurizing by reducing the 'drive amount' (how fast or slow the hydraulic extends) when we sense that it is touching the ground and that does a relatively decent job but we would like to be able to take other things into account like engine speed, ratios, loads, etc. but we aren't too sure what we need to think about. I'm kinda wondering if anyone here has any experience with this and could offer some suggestions on what to take into account?

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  • Any way to set up a grid for a board game in cocos 2d?

    - by Scott
    My first idea was to create a 2d array for my columns and rows, but it seems like there should be a better, or possibly cleaner, way to achieve this. Each square on the grid is going to have a background image, probably a .png although I might just draw the images with a draw method. Basically, I want to be able to drag and drop images onto the individual grid squares. I've been searching for a solution and the closest thing I can find is the tiled map solution. That just seems like a little overkill for what I'm trying to accomplish. Also, I don't know if this helps but i need my grid to be 12 by 12 and take up the entire width of the iphone screen.

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  • How do you get the total asset size (or total resource size) in an Android game?

    - by tom_mai78101
    In an Android Java project, there are two folders, asset and res. To me, I usually put some stuffs, like PNG files, sound files, etc. in either one of the two folder. When resources are increasingly becoming more and more in those folders, the time it takes to load them will increase. Therefore, a loading screen is a must in these situation. The total size is to be used in a loading screen, so that I can guess the average time it takes to load each resources, from 0 bytes to its individual resource file size. I only know that by adding all individual sizes in a respective order, I will then obtain the total asset or res folder size, simply by adding them up. So, when it comes to getting the total file size from either folder, how do you obtain their individual resource/object sizes, respectively? Thanks in advance.

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  • Getting to math applications gradually

    - by den-javamaniac
    I'm currently getting a formal degree related to computation, in particular my current focus is numerical programming, scientific computing and machine learning. I'd love to apply that knowledge in game dev and expand it with statistics, probability theory, and graph theory (probably even linear algebra). The question is: which spheres of gamedev are filled with such math stuff, is it possible to advance in those without being a part of a group of people and how to get to it gradually? P.S.: I've got experience with commercial java dev and am getting my hands on C/C++ at the moment, however, I'm opened to go ahead and try Unity3D and etc.

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  • backface culling error

    - by acrilige
    I write simple software renderer. In my pipeline i have stage of backface culling. But looks like it has some error (see picture). I perform culling right after world transformation. (i can't insert picture in post coz i don't have enough points, so i just upload it (cube model): http://imageshack.us/photo/my-images/705/bcerror.png/) Vector3F view_dir(0.0f, 0.0f, 1.0f); std::vector<Triangle> to_remove; for (Triangle &t : m_triangles) { Vector4F e1 = t.v2 - t.v1; Vector4F e2 = t.v3 - t.v1; Vector3F normal( e1.y * e2.z - e1.z * e2.y, e1.z * e2.x - e1.x * e2.z, e1.x * e2.y - e1.y * e2.x ); normal.Normalize(); float dot = Dot(view_dir, normal); if (dot <= 0) to_remove.push_back(t); } for (Triangle& t : to_remove) m_triangles.erase(std::remove(m_triangles.begin(), m_triangles.end(), t), m_triangles.end()); Camera sits in origin and points in screen (RH). What is the reason?

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  • Map format for 3d open world

    - by Pacha
    I am making an open world 3d platformer in Ogre3D, and I have no idea on what kind of 3d map file format I should use for it. I want to make low-polygon blocky-style objects. Probably rectangles and other geometrical figures that don't have circular edges. Some of those blocks will have properties, like climbable or they might move. I was wondering what would be the best thing to do to make the map (just one level, as it is open).

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  • How can I plot a radius of all reachable points with pathfinding for a Mob?

    - by PugWrath
    I am designing a tactical turn based game. The maps are 2d, but do have varying level-layers and blocking objects/terrain. I'm looking for an algorithm for pathfinding which will allow me to show an opaque shape representing all of the possible max-distance pixels that a mob can move to, knowing the mob's max pixel distance. Any thoughts on this, or do I just need to write a good pathfinding algorithm and use it to find the cutoff points for any direction in which an obstacle exists?

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  • XNA hlsl tex2D() only reads 3 channels from normal maps and specular maps

    - by cubrman
    Our engine uses deferred rendering and at the main draw phase gathers plenty of data from the objects it draws. In order to save on tex2D calls, we packed our objects' specular maps with all sorts of data, so three out of four channels are already taken. To make it clear: I am talking about the assets that come with the models and are stored in their material's Specular Level channel, not about the RenderTarget. So now I need another information to be stored in the alpha channel, but I cannot make the shader to read it properly! Nomatter what I write into alpha it ends up being 1 (255)! I tried: saving the textures in PNG/TGA formats. turning off pre-computed alpha in model's properties. Out of every texture available to me (we use Diffuse map, Normal Map and Specular Map) I was only able to read alpha successfully from the Diffuse Map! Here is how I add specular and normal maps to my model's material in the content processor: if (geometry.Material.Textures.ContainsKey(normalMapKey)) { ExternalReference<TextureContent> texRef = geometry.Material.Textures[normalMapKey]; geometry.Material.Textures.Remove("NormalMap"); geometry.Material.Textures.Add("NormalMap", texRef); } ... foreach (KeyValuePair<String, ExternalReference<TextureContent>> texture in material.Textures) { if ((texture.Key == "Texture") || (texture.Key == "NormalMap") || (texture.Key == "SpecularMap")) mat.Textures.Add(texture.Key, texture.Value); } In the shader I obviously use: float4 data = tex2D(specularMapSampler, TexCoords); so data.a is always 1 in my case, could you suggest a reason?

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  • How should I handle "real time" events in an online strategy game?

    - by Hojat Taheri
    Some online strategy games have real time events. For example when you send troops to attack somewhere, the attack happens at the right time in the future. Checking the database again and again to get the list of attacks happening each second would cause heavy load. Is there any technique to achieve this goal? Another example: You want to attack a village 3 hours away, you send troops and the attack occurs 3 hours later. Should there be an script to check the database at each second to run the query at the specified time?

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  • How are components properly instantiated and used in XNA 4.0?

    - by Christopher Horenstein
    I am creating a simple input component to hold on to actions and key states, and a short history of the last ten or so states. The idea is that everything that is interested in input will ask this component for the latest input, and I am wondering where I should create it. I am also wondering how I should create components that are specific to my game objects - I envision them as variables, but then how do their Update/Draw methods get called? What I'm trying to ask is, what are the best practices for adding components to the proper collections? Right now I've added my input component in the main Game class that XNA creates when everything is first initialized, saying something along the lines of this.Components.Add(new InputComponent(this)), which looks a little odd to me, and I'd still want to hang onto that reference so I can ask it things. An answer to my input component's dilemma is great, but also I'm guessing there is a right way to do this in general in XNA.

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