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  • infer half vector length in BRDF

    - by cician
    it's my first question on stack. Is it possible to infer length of the half angle vector for specular lighting from N·L and N·V without the whole view and light vectors? I may be completely off-track, but I have this gut feeling it's possible... Why? I'm working on a skin shader and I'm already doing one texture lookup with N·L+N·E and one texture lookup for specular with N·H+N·V. The latter one can be transformed into N·L+N·E lookup if only I had the half vector length. Doing so could simplify the shader a bit and move some operations into the pre-computed lookup texture. It would make a huge difference since I'm trying to squeeze as much functionality as possible to a single pass mobile version so instruction count matters. Thanks.

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  • How can I keep the correct alpha during rendering particles?

    - by April
    Rencently,I was trying to save textures of 3D particles so that I can reuse the in 2D rendering.Now I had some problem with alpha channel.Some artist told me I that my textures should have unpremultiplied alpha channel.When I try to get the rgb value back,I got strange result.Some area went lighter and even totally white.I mainly focus on additive and blend mode,that is: ADDITIVE: srcAlpha VS 1 BLEND: srcAlpha VS 1-srcAlpha I tried a technique called premultiplied alpha.This technique just got you the right rgb value,its all you need on screen.As for alpha value,it worked well with BLEND mode,but not ADDITIVE mode.As you can see in parameters,BLEND mode always controlled its value within 1.While ADDITIVE mode cannot guarantee. I want proper alpha,but it just got too big or too small consider to rgb.Now what can I do?Any help will be great thankful. PS:If you don't understand what I am trying to do,there is a commercial software called "Particle Illusion".You can create various particles and then save the scene to texture,where you can choose to remove background of particles.

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  • How do I randomly generate a top-down 2D level with separate sections and is infinite?

    - by Bagofsheep
    I've read many other questions/answers about random level generation but most of them deal with either randomly/proceduraly generating 2D levels viewed from the side or 3D levels. What I'm trying to achieve is sort of like you were looking straight down on a Minecraft map. There is no height, but the borders of each "biome" or "section" of the map are random and varied. I already have basic code that can generate a perfectly square level with the same tileset (randomly picking segments from the tileset image), but I've encountered a major issue for wanting the level to be infinite: Beyond a certain point, the tiles' positions become negative on one or both of the axis. The code I use to only draw tiles the player can see relies on taking the tiles position and converting it to the index number that represents it in the array. As you well know, arrays cannot have a negative index. Here is some of my code: This generates the square (or rectangle) of tiles: //Scale is in tiles public void Generate(int sX, int sY) { scaleX = sX; scaleY = sY; for (int y = 0; y <= scaleY; y++) { tiles.Add(new List<Tile>()); for (int x = 0; x <= scaleX; x++) { tiles[tiles.Count - 1].Add(tileset.randomTile(x * tileset.TileSize, y * tileset.TileSize)); } } } Before I changed the code after realizing an array index couldn't be negative my for loops looked something like this to center the map around (0, 0): for (int y = -scaleY / 2; y <= scaleY / 2; y++) for (int x = -scaleX / 2; x <= scaleX / 2; x++) Here is the code that draws the tiles: int startX = (int)Math.Floor((player.Position.X - (graphics.Viewport.Width) - tileset.TileSize) / tileset.TileSize); int endX = (int)Math.Ceiling((player.Position.X + (graphics.Viewport.Width) + tileset.TileSize) / tileset.TileSize); int startY = (int)Math.Floor((player.Position.Y - (graphics.Viewport.Height) - tileset.TileSize) / tileset.TileSize); int endY = (int)Math.Ceiling((player.Position.Y + (graphics.Viewport.Height) + tileset.TileSize) / tileset.TileSize); for (int y = startY; y < endY; y++) { for (int x = startX; x < endX; x++) { if (x >= 0 && y >= 0 && x <= scaleX && y <= scaleY) tiles[y][x].Draw(spriteBatch); } } So to summarize what I'm asking: First, how do I randomly generate a top-down 2D map with different sections (not chunks per se, but areas with different tile sets) and second, how do I get past this negative array index issue?

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  • Share text message on selected media

    - by Siddharth
    I want to share text data on player selected social media. Basically I want to implement functionality like following link represent for android. Send Text Content I want to give user a choice for sharing on Twitter, Facebook, Messaging, Gmail etc. Above link give proper guidance for my question. Here is code that work on android Intent sendIntent = new Intent(); sendIntent.setAction(Intent.ACTION_SEND); sendIntent.putExtra(Intent.EXTRA_TEXT, "This is my text to send."); sendIntent.setType("text/plain"); startActivity(sendIntent);Intent sendIntent = new Intent(); sendIntent.setAction(Intent.ACTION_SEND); sendIntent.putExtra(Intent.EXTRA_TEXT, "This is my text to send."); sendIntent.setType("text/plain"); startActivity(sendIntent); I don't know same functionality implementation in Unity. Basically at present I am targeting two platform for my game Android iOS I found answer for Android platform but I can't able to get answer of iOS platform. Share text message on selected media - Unity Forum Now I think my question is clear to all of you. So please help me to solve it.

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  • Predicted target location

    - by user3256944
    I'm having an issue with calculating the predicted linear angle a projectile needs to move in to intersect a moving enemy ship for my 2D game. I've tried following the document here, but what I've have come up with is simply awful. protected Vector2 GetPredictedPosition(float angleToEnemy, ShipCompartment origin, ShipCompartment target) { // Below obviously won't compile (document wants a Vector, not sure how to get that from a single float?) Vector2 velocity = target.Thrust - 25f; // Closing velocity (25 is example projectile velocity) Vector2 distance = target.Position - origin.Position; // Range to close double time = distance.Length() / velocity.Length(); // Time // Garbage code, doesn't compile, this method is incorrect return target.Position + (target.Thrust * time); } I would be grateful if the community can help point out how this is done correctly.

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  • Which creative framework can create these games? [closed]

    - by Rahil627
    I've used a few game frameworks in the past and have run into limitations. This lead me to "creative frameworks". I've looked into many, but I cannot determine the limitations of some of them. Selected frameworks ordered from highest to lowest level: Flash, Unity, MonoGame, OpenFrameworks (and Cinder), SFML. I want to be able to: create a game that handles drawing on an iPad create a game that uses computer vision from a webcam create a multi-device iOS game create a game that uses input from Kinect Can all of the frameworks handle this? What is the highest level framework that can handle all of them?

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  • Use a SQL Database for a Desktop Game

    - by sharethis
    Developing a Game Engine I am planning a computer game and its engine. There will be a 3 dimensional world with first person view and it will be single player for now. The programming language is C++ and it uses OpenGL. Data Centered Design Decision My design decision is to use a data centered architecture where there is a global event manager and a global data manager. There are many components like physics, input, sound, renderer, ai, ... Each component can trigger and listen to events. Moreover, each component can read, edit, create and remove data. The question is about the data manager. Whether to Use a Relational Database Should I use a SQL Database, e.g. SQLite or MySQL, to store the game data? This contains virtually all game content like items, characters, inventories, ... Except of meshes and textures which are even more performance related, so I will keep them in memory. Is a SQL database fast enough to use it for realtime reading and writing game informations, like the position of a moving character? I also need to care about cross-platform compatibility. Aside from keeping everything in memory, what alternatives do I have? Advantages Would Be The advantages of using a relational database like MySQL would be the data orientated structure which allows fast computation. I would not need objects for representing entities. I could easily query data of objects near the player needed for rendering. And I don't have to take care about data of objects far away. Moreover there would be no need for savegames since the hole game state is saved in the database. Last but not least, expanding the game to an online game would be relative easy because there already is a place where the hole game state is stored.

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  • Specifying force and angle in ApplyImpulse in box2d

    - by Deepak Mahalingam
    I need to apply an impulse on a object with a particular force and at a particular angle in Box2d. If I am right the syntax would be the following: body.GetBody().ApplyImpulse(new b2Vec2(direction, power),body.GetBody().GetWorldCenter()); The problem is my direction is in angles. I found a discussion where it was said that the way we can convert an angle into a vector would be as: new b2Vec2(Math.cos(angle*Math.PI/180),Math.sin(angle*Math.PI/180)); Now I am not sure how to combine these two. In other words, if I wish to apply a force of 30 units at an angle of 30 degrees at the center of the object, how should I do it?

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  • How do I make this ad execution?

    - by Maggie
    I am doing research on replicating an ad execution - http://www.digitalbuzzblog.com/gol-airlines-mobile-controlled-banner-game/ It's a simple "game" involving using the phone as a forward/back/left/right controller for a car in flash on the internet. I've started reading on P2P, but I'm finding such a vast amount of information and non specific to what I need that it's hard for me to sort through. Does anyone know any tutorials or can shed some light on how I might go about making a very simple mobile controller for a flash game?

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  • It is worth planning before jumping in the code?

    - by Rushino
    I always thought that planning is important for a game. But i don't know at which point. Some are telling me to code instead of planning but i feel like its still important because when you will be in the code you will know what to do next more easily. I am currently working on a game that will have lots of content so i decided to start a design document introducing thoses content and at a side-level i am doing proofs of concept to check if it can be done. Parts of each proofs of concept then could be used later in the real game. EDIT: I am working alone on this project. So my question is : It is worth planning before jumping in the code ? Im still interested to know what others have to say about this. Cause i still get some poeple saying i should code instead of thinking.. so what your opinion on this ?

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  • failbit is being set and I can't figure out why

    - by felipedrl
    I'm writing a MIDI file loader. Everything is going fine until at some track I get a failbit exception while trying to read from file. I can't figure out why, I've checked the file size and it's ok too. Upon checking "errno" and it returns "0". Any ideas? Thanks. The snippet follows: file.read(reinterpret_cast<char*>(&mHeader.id), sizeof(MidiHeader)); mTracks = new MidiTrack[mHeader.nTracks]; for (uint i = 0; i < mHeader.nTracks; ++i) { // this read fails on 6th i. I've checked hexadecimal file and it's // ok so far. file.read(reinterpret_cast<char*>(&mTracks[i].id), sizeof(uint)); if (file.fail()) { std::cerr << errno << std::endl; massert(false); } massert(mTracks[i].id == 0x6B72544D); file.read(reinterpret_cast<char*>(&mTracks[i].size), sizeof(uint)); mTracks[i].size = swapBytes(mTracks[i].size); mTracks[i].data = new char[mTracks[i].size]; file.read(mTracks[i].data, mTracks[i].size * sizeof(char)); totalBytesRead += 8 + mTracks[i].size; massert(totalBytesRead <= fileSize); }

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  • Need ideas on how to give my levels structure

    - by akuritsu
    I am making an iOS game for a project at school. It is going to be a tiny bit like Fruit Ninja, as in it will have different things on the screen, and when you hit them, they die, and you get points. The trouble is that unlike Fruit Ninja, my game will have different types of sprites, all doing different things (moving different places, doing different things, etc). The one thing that is bad about having all of these sprites that do different things is that it is hard for them to look neat on the screen all together. I was planning on having a couple of different gamemodes: Time Trial You have 120 seconds to kill as many sprites as possible. Survival You have three lives, every time you try to hit a sprite and miss, you lose a life. ???? Whatever I think of. I am a rookie to game design in general, and I don't know the best way to make my game look good, and play well. I could have all of these sprites on the screen at the same time, or I could have them come in waves, for example 10 of sprite_a come on, and once they are killed, 10 of sprite_b come on, etc... Please give me your opinion about which one I should code. If you have any other suggestions for either a third gamemode, or a completely different way to make the levels, feel free to tell me.

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  • What is the most efficient way to add and remove Slick2D sprites?

    - by kirchhoff
    I'm making a game in Java with Slick2D and I want to create planes which shoots: int maxBullets = 40; static int bullet = 0; Missile missile[] = new Missile[maxBullets]; I want to create/move my missiles in the most efficient way, I would appreciate your advise: public void shoot() throws SlickException{ if(bullet<maxBullets){ if(missile[bullet] != null){ missile[bullet].resetLocation(plane.getCenterX(), plane.getCenterY(), plane.image.getRotation()); }else{ missile[bullet] = new Missile("resources/missile.png", plane.getCenterX(), plane.getCenterY(), plane.image.getRotation()); } }else{ bullet = 0; missile[bullet].resetLocation(plane.getCenterX(), plane.getCenterY(), plane.image.getRotation()); } bullet++; } I created the method resetLocation in my Missile class in order to avoid loading again the resource. Is it correct? In the update method I've got this to move all the missiles: if(bullet > 0 && bullet < maxBullets){ float hyp = 0.4f * delta; if(bullet == 1){ missile[0].move(hyp); }else{ for(int x = 0; x<bullet; x++){ missile[x].move(hyp); } } }

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  • Why Android for new (micro) consoles?

    - by Klaim
    There are a lot of new (micro) consoles with Android inside coming soon or already there (OUYA for example). My question is: why use Android and not another OS as base for these consoles? I assume that there are pragmatic answers to this but I can't see any clear killer feature. For example, one can assume that any stable Linux distribution would work (like Valve seem to think). Android is primarily targetted at mobile platforms which mean it is built around the idea of being interrupted which goes against a lot of what console devs needs in new hardware - but is not killing Android as a platform for gamedev either as it's just a constraint. Why not another OS? What's the Android killer features that make micro-console builder using it instead of Linux or anything else?

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  • Facing a character towards the mouse

    - by ratata
    I'm trying to port a simple 2d top down shooter game from C++(Allegro) to Java and i'm having problems with rotating my character. Here's the code i used in c++ if (keys[A]) RotateRight(player, degree); if (keys[D]) RotateLeft(player, degree); void RotateLeft(Player& player, float& degree) { degree += player.rotatingSpeed; if ( degree >= 360 ) degree = 0; } void RotateRight(Player& player, float& degree) { degree -= player.rotatingSpeed; if ( degree <= 0) degree = 360; } And this is what i have in render section: al_draw_rotated_bitmap(player.image, player.frameWidth / 2, player.frameHeight / 2, player.x, player.y, degree * 3.14159 / 180, 0); Instead of using A-D keys i want to use mouse this time. I've been searching since last night and came up to few sample codes however noone of them worked. For example this just made my character to circle around the map: int centerX = width / 2; int centerY = height / 2; double angle = Math.atan2(centerY - mouseY, centerX - mouseX) - Math.PI / 2; ((Graphics2D)g).rotate(angle, centerX, centerY); g.fillRect(...); // draw your rectangle Any help is much appreciated.

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  • Why circles are not created if small?

    - by Suzan Cioc
    I have changed the scale to my own and now I cant create any object, including circle, if it is of the size which is normal for my scale. I am to create big object first and then modify it to smaller size. Looks like minimal size protection is set somewhere. Where? UPDATE While creating a circle, if I drag for 0.04m circle disappears after drag end. If I drag for 0.08m circle also disappears. If I drag for more than 0.1m, circle persists after drag end. How to set so that it persist after 0.01m too?

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  • Building (simple) stellar systems

    - by space borg
    hi I'm currently looking at how to simulate easily some stellar systems (meaning some central stars and then some planets with maybe satellites), in order to allow later some space based strategy game (hence with space ships moving around). This should all be based around time (so the state of each system differs through time) I'm quite struggling with the math behind this topic, like for example: - ellipse related math, - creating the path from planet A to B having time in mind (respective positions will change over time)... Do you know of any resources for that ? I wouldn't mind even buying books about it... thanks in advance best space borg side note: how to display all this stuff isn't a matter at this point in time, I'll simple plans for that (basically sticking to 2D and a "high level view" with no space ships/planets details, just markers)

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  • XNA 4 game for both profiles

    - by Vodácek
    I am writing game in XNA 4 and this version have two profiles hi-def and reach. My problem is that I need to have my game code for each of these profiles and is very uncomfortable to have two projects and do all changes in both of them. My idea was to use preprocessor directive (i am not sure about name of this, http://msdn.microsoft.com/en-us/library/ed8yd1ha%28v=vs.71%29.aspx) and use IF statement at places with problems with profile. There is only problem that program needs to be compiled two times (for each profile) and manually changed directive and project settings to another profile. And my questions are: Is that good way? Is there better and cleaner way how to do this?

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  • Defining and selecting an area from an image

    - by meth0d_
    I want to create a game, where the world is loaded from an image file, much like Paradox Interactive does it for their games. If I have this image: Then the red, green, blue, cyan, magenta, white, black and grey should be different provinces. I know how to loop through them, and check if it's a new province, the problem is that I don't know how to define the region of the province for selection: I don't know how I can load in data, to make sure you can click anywhere on that province, and make sure it gets selected.

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  • Attributes and Behaviours in game object design

    - by Brukwa
    Recently I have read interesting slides about game object design written by Marcin Chady Theory and Practice of the Game Object Component Architecture. I have prototyped quick sample that utilize all Attributes\Behaviour idea with some sample data. Now I have faced a little problem when I added a RenderingSystem to my prototype application. I have created an object with RenderBehaviour which listens for messages (OnMessage function) like MovedObject in order to mark them as invalid and in OnUpdate pass I am inserting a new renderable object to rederer queue. I have noticed that rendering updates should be the last thing made in single frame and this causes RenderBehaviour to depend on any other Behaviour that changes object position (i.ex. PhysicsSystem and PhysicsBehaviour). I am not even sure if I am doing this the way it should be. Do you have any clues that might put me on the right track?

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  • How can I make a collection of mini-games in XNA where the user can download packs of minigames and the main .exe can run them without being altered?

    - by Pyroka
    I'm currently making a PC game in XNA. It's actually a collection of mini-games (there's 3 mini-games at the moment) however I plan to make and add more, in downloadable 'packs'. My question is, what's the best way to achieve this? Currently my thoughts are: Create a 'game' interface Build games to this interface but create them as .dlls Have the main .exe file scan a directory and load in the .dlls at runtime. I've not messed around with the idea much, but I know there are applications at-least that use this plug-in approach (Notepad++ seems to), but I'm not sure of any games that do (although I'm sure they must exist). However it seems that this is a problem that has been solved previously, so I'm wondering if there's any form of established best-practice.

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  • Recreating Doodle Jump in Canvas - Platforms spawning out of reach

    - by kushsolitary
    I have started to recreate Doodle Jump in HTML using Canvas. Here's my current progress. As you can see, if you play it for a few seconds, some platforms will be out of the player's reach. I don't know why is this happening. Here's the code which is responsible for the re-spawning of platforms. //Movement of player affected by gravity if(player.y > (height / 2) - (player.height / 2)) { player.y += player.vy; player.vy += gravity; } else { for(var i = 0; i < platforms.length; i++) { var p = platforms[i]; if(player.vy < 0) { p.y -= player.vy; player.vy += 0.08; } if(p.y > height) { position = 0; var h = p.y; platforms[i] = new Platform(); } if(player.vy >= 0) { player.y += player.vy; player.vy += gravity; } } } Also, here's the platform class. //Platform class function Platform(y) { this.image = new Image(); this.image.src = platformImg; this.width = 105; this.height = 25; this.x = Math.random() * (width - this.width); this.y = y || position; position += height / platformCount; //Function to draw it this.draw = function() { try { ctx.drawImage(this.image, this.x, this.y, this.width, this.height); } catch(e) {} }; } You can also see the whole code on the link I provided. Also, when a platform goes out of the view port, the jump animation becomes quirky. I am still trying to find out what's causing this but can't find any solution.

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  • 2d ball collision code problem XNA, over accelerated balls and stick together sometimes. help please? [closed]

    - by Sivan
    public static void Collision(Ball ball1, Ball ball2) { Vector3 x = new Vector3((ball1.BallPosition.X - ball2.BallPosition.X), (ball1.BallPosition.Y - ball2.BallPosition.Y), 0); x.Normalize(); Vector3 v1 = new Vector3(ball1.Speed, 0); float x1 = Vector3.Dot(x, v1); Vector3 v1x = x * x1; Vector3 v1y = v1 - v1x; x = -x; Vector3 v2 = new Vector3(ball2.Speed, 0); float x2 = Vector3.Dot(x, v2); Vector3 v2x = x * x2; Vector3 v2y = v2 - v2x; float m1 = 12, m2 = 4; float combinedMass = m1 + m2; Vector3 newVelA = (v1x * ((m1 - m2) / combinedMass)) + (v2x * ((2f * m2) / combinedMass)) + v1y; Vector3 newVelB = (v1x * ((2f * m1) / combinedMass)) + (v2x * ((m2 - m1) / combinedMass)) + v2y; ball1.Speed = new Vector2(newVelA.X, newVelA.Y); ball2.Speed = new Vector2(newVelB.X,newVelB.Y ); }

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  • How can I read from multiple textures in an OpenGL ES 2 shader?

    - by Peyman Tahghighi
    How can I enable more than one texture in OpenGL ES 2 so that I can sample from all of them in my shader? For example, I'm trying to read from two different textures in my shader for the player's car. This is how I'm currently dealing with the texture for my car: glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, this->texture2DObj); glUniform1i(1, 0); glBindBuffer(GL_ARRAY_BUFFER, this->vertexBuffer); glEnableVertexAttribArray(0); int offset = 0; glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, this->vertexBufferSize,(const void *)offset); offset += 3 * sizeof(GLfloat); glEnableVertexAttribArray(1); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, this->vertexBufferSize, (const void*)offset); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->indexBuffer); glDrawElements(GL_TRIANGLES, this->indexBufferSize, GL_UNSIGNED_SHORT, 0); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1);

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  • How Would I create alternate players (Turn base Event)

    - by Blue
    The picture above shows 2 players. Each containing 3 characters. I want to know how to make a Turn based event starting with player 1 alternating turns with player 2. And in every alternation each character gets a turn. If a character dies, the next character on the same team goes, and so on. How would I create this? Is there a tutorial? I haven't made any turn-based games so I don't know how to program these kinds of stuff.

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