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  • How do I get the compression on specific dynamic body

    - by Mike JM
    Sorry, I could not find any tag that would suit my question. Let me first show you the image and then write what I want to do: I'm using box2D. As you can see there are three dynamic bodies connected to each other (think of it as a table from front view).The LEG1 and LEG2 are connected to the static body. (it's the ground body). Another dynamic body is falling onto the table. I need to get the compression in the LEG1 and LEG2 separately. Joints have GetReactionForce() function which returns a b2Vec, which in turn has Length() and LengthSqd functions. This will give the total sum of the forces in any taken joint. But what I need is forces in individual bodies that are connected with joints. Once you connect several bodies with a single joint it again will show the sum of forces which is not useful.Here's the case iI'm talking about:

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  • How to get GameElements (RigidBody) size in Unity

    - by Shivan Dragon
    I've made a prefab consisting of a Cube which I've first scaled to more resemble a brick. There's also a Rigidbody added to the cube (in the prefab). Now I want to use that prefab in a c# script to make a wall out of multiple bricks. My question is, how can I access the dimensions of my brick (width, height, the z dimension size) so that in my script I can make bricks which are placed one next to the other (and then one on top of the other)? I've looked at the documentation for GameObject and Rigidbody but I can't find anything helpful. Just for refference, my script so far is: public GameObject brick; void Start () { Instantiate(this.brick, new Vector3(0.01326297f, -30.07855f, 100f), Quaternion.identity); // int brickWidth = this.brick.????; }

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  • Python rpg adivce? [closed]

    - by nikita.utiu
    I have started coding an text rpg engine in python. I have basic concepts laid down, like game state saving, input, output etc. I was wondering how certain scripted game mechanics(eg. debuffs that increase damage received from a certain player or multiply damage by the number of hits received, overriding of the mobs default paths for certain events etc) are implemented usually implemented. Some code bases or some other source code would be useful(not necessarily python). Thanks in advance.

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  • Ios Game with many animated Nodes,performance issues

    - by user31929
    I'm working in a large map upside-down game(not tiled map),the map i use is a city. I have to insert many node to create the "life of the city",something like people that cross the streets,cars,etc... Some of this characters are involved in physics and game logic but others are only graphic characters. For what i know the only way i can achive this result is to create each character node with or without physic body and animate each character with a texture atlas. In this way i think that i'll have many performance problems, (the characters will be something like 100/150) even if i'll apply all the performance tips that i know... My question is: with large numbers of characters there another programming pattern that i must follow ? What is the approch of game like simcity,simpsons tapped out for ios,etc... that have so many animation at the same time?

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  • How do I render my own DirectX Stuff to a full screen WPF's DirectX surface?

    - by marc40000
    Basically Danny Varod seems to know as he posted it as an answer to this question: Display a Message Box over a Full Screen DirectX application I think, theoretically this might work, but I have no idea how to actually do it. Since I'm also not allowed to post a comment under his comment nor am I allwoed to ask on meta about how to contact another user, I ask this as a normal question here: How do I render my own DirectX Stuff to a full screen WPF's DirectX surface? For starters, I have no idea how to get the DirectX surface from a WPF window. If I had it, what do I have to take care of that the WPF rendering doesn't screw up my own rending or vice-versa?

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  • Detecting End of Animation

    - by Will
    So I am making a death animation for a game. enemy1 is a UIImageView, and what I'm doing is when an integer is less than or equal to zero, it calls this deathAnimation which only happens once. What I want to do is use a CGPointMake right when the animation is finished being called. Note that before the deathAnimation is called, there is another animation that is constantly being called 30 times a second. I'm not using anything like cocos2d. if (enemy1health <= 0) { [self slime1DeathAnimation]; //How can i detect the end of this animation } This is how the animation is done -(void)slime1DeathAnimation{ enemy1.animationImages = [[NSArray alloc] initWithObjects: [UIImage imageNamed:@"Slime Death 1.png"], [UIImage imageNamed:@"Slime Death 2.png"], [UIImage imageNamed:@"Slime Death 3.png"], [UIImage imageNamed:@"Slime Death 4.png"], [UIImage imageNamed:@"Slime Death 5.png"], nil]; enemy1.animationDuration = 0.5; enemy1.animationRepeatCount = 1; [enemy1 startAnimating]; } If you need more code just ask

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  • Resolution independent physics

    - by user46877
    I'm making a game like Doodlejump but don't know how to make the physics scale on multiple resolutions. I also can't find anything related to this on Google. Right now I'm scaling the game using letterboxing and tested scaling the jump height with this code: gravity = graphics.getHeight() * 0.001f; jumpVel = graphics.getHeight() * -0.04f; ... velY += gravity; y += velY; But if I test this on my smartphone or emulator with different resolutions, I always get a slightly different jump height. I know that Farseer is resolution independent. How can I replicate this in my game? Thanks in advance.

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  • How do I add shadow mapping?

    - by Jasper Creyf
    How do I add shadow mapping? I don't care if it uses GLSL it just has to work. I have been searching on stencil shadows and shadow mapping, all the examples given did nothing, if you don't understand that it means not even a single shadow is even being rendered. If you know how to add stencil shadows or shadow mapping, then please show some java code and if you're using GLSL then please show the code for them too.

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  • Sony PSM SDK's 2D game engine

    - by Notbad
    I have started with the Sony PSM SDK this week, I'm interested in creating a little 2D game and have been reading through the web about a so called "2D game engine" integrated into the SDK. Some information I read suggested that it was added on January 2012, but I have been going through the documentation and haven't been able to find any reference to it. Does anybody know if they finally introduced the 2D game engine for the PSM SDK? Thanks in advance.

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  • Entity system and rendering types

    - by Papi75
    I would like to implement entity system in my game and I've got some question about entity system and rendering. Currently, my renderer got two types of elements: Current design Mesh : A default renderable with a Material, a Geometry and a Transformable Sprite : A type of mesh with some methods like "flip" and "setRect" methods and a rect member (With an imposed geometry, a quad) This objects inherit from "Spacial" class. Questions: How can I handle this two types in an entity system? I'm thinking about using "MeshComponent" and "SpriteComponent", but if I do that, an entity could have a Mesh and a Sprite at the same type, it's look stupid, right? I thought the idea to have a parent "rendering" component : "RenderableComponent" for "MeshComponent" and "SpriteComponent" but it will be difficult to handle "cast" in the game (ex: did I need to ask entity-getComponent or SpineComponent, …) Thanks a lot for reading me! My entity system work like that: --------------------------------------------------------------------------- Entity* entity = world->createEntity(); MeshComponent* mesh = entity->addComponent<MeshComponent>(material); mesh->loadFromFile("monkey.obj"); PhysicComponent* physic = entity->addComponent<PhysicComponent>(); physic->setMass(5.4f); physic->setVelocity( 0.5f, 2.f ); --------------------------------------------------------------------------- class RenderingSystem { private: Scene scene; public: void onEntityAdded( Entity* entity ) { scene.addMesh( entity->getComponent<MeshComponent>() ); } } class PhysicSystem { private: World world; public: void onEntityAdded( Entity* entity ) { world.addBody( entity->getComponent<PhysicComponent>()->getBody() ); } void process( Entity* entity ) { PhysicComponent* physic = entity->getComponent<PhysicComponent>(); } } ---------------------------------------------------------------------------

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  • Game Engines with real time lighting

    - by Maik Klein
    I am studying computer graphics since 3 semesters and we just started with OpenGL. I really enjoy it and want to create my own little engine for learning purposes. I already read tons of different forum posts and saw the following engines. Panda3d, Ogre3d, NeoAxis, Irrlicht and Horde3d(graphics only). Now I don't want to use something like Unity or CryEngine because I want to start more low level. Which of those engines is suited for real-time rendering? Something that CryEngine offers - no baked lightmaps. Or at least gives me the option to add a real-time renderer?

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  • Blender multiple animations and Collada export

    - by Morgan Bengtsson
    Say I have a simple mesh in Blender, with two keyframes, like so: Then, another animation for the same mesh, also with two keyframes: Theese animations worke fine in Blender and I can switch between them in the Dopesheet, where they are called "actions": The problem arises, when i try to export this to the Collada format, for use in my game engine. The only animation/action that seems to be carried over, is the one currently associated to the mesh. Is it possible to export multiple animations/actions for the same mesh, to the Collada format?

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  • Flash framerate reliability

    - by Tim Cooper
    I am working in Flash and a few things have been brought to my attention. Below is some code I have some questions on: addEventListener(Event.ENTER_FRAME, function(e:Event):void { if (KEY_RIGHT) { // Move character right } // Etc. }); stage.addEventListener(KeyboardEvent.KEY_DOWN, function(e:KeyboardEvent):void { // Report key which is down }); stage.addEventListener(KeyboardEvent.KEY_UP, function(e:KeyboardEvent):void { // Report key which is up }); I have the project configured so that it has a framerate of 60 FPS. The two questions I have on this are: What happens when it is unable to call that function every 1/60 of a second? Is this a way of processing events that need to be limited by time (ex: a ball which needs to travel to the right of the screen from the left in X seconds)? Or should it be done a different way?

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  • How do I identify mouse clicks versus mouse down in games?

    - by Tristan
    What is the most common way of handling mouse clicks in games? Given that all you have in way of detecting input from the mouse is whether a button is up or down. I currently just rely on the mouse down being a click, but this simple approach limits me greatly in what I want to achieve. For example I have some code that should only be run once on a mouse click, but using mouse down as a mouse click can cause the code to run more then once depending on how long the button is held down for. So I need to do it on a click! But what is the best way to handle a click? Is a click when the mouse goes from mouse up to down or from down to up or is it a click if the button was down for less then x frames/milliseconds and then if so, is it considered mouse down and a click if its down for x frames/milliseconds or a click then mouse down? I can see that each of the approaches can have their uses but which is the most common in games? And maybe i'll ask more specifically which is the most common in RTS games?

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  • How to do reflective collisions with particles hitting background tiles?

    - by Shawn LeBlanc
    In my 2d pixel old-school platformer, I'm looking for methods for bouncing particles off of background tiles. Particles aren't affected by gravity and collisions are "reflective". By that I mean a particle hitting the side of a square tile at 45 degrees should bounce off at 45 degrees as well. We can assume that tiles will always be perfectly square. No slopes or anything. What are efficient methods and algorithms to do this? I'd be implementing this on a Sega Genesis.

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  • Creating a python android application

    - by Harry
    I need help creating a android app on python. I'm creating an actual android game on python to use on my phone. I need suggestions of what app people would prefer. Anything you have have always wanted on your phone but no ones made it? Please post some suggestions below. I will start writing the code soon and will keep updating this post or creating a new ones asking new questions, so please keep an eye out. I also need help and software on how to start writing the code and how to test it. Thanks in advance.

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  • How do I import service references to Unity3D?

    - by Timothy Williams
    I'm attempting access a service reference in Unity. I need two: the SOAP framework and a separate service called ContentVault. The respective service URL's are: SOAP: http://api.microsofttranslator.com/V2/Soap.svc ContentVault: http://ioun.wizards.com/ContentVault.svc Both services import fine in to Visual Studio. I've tried everything I can think of but they won't work with Unity. I just get various errors (changing depending on which solution I'm trying out). I've attempted using svcutil to export the services as external scripts, but all I got was a bunch of using errors. I've tried converting the code to work with .NET 2.0 to no avail, I've even tried making the services in to .DLL's to no success. How could get these services working with Unity?

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  • Rotating a view of a chunked 2d tilemap

    - by Danie Clawson
    I'm working on a top-down (oblique) tile-based engine. I would like for the tiles to have a definable height in the world, with Characters being occluded by them, etc. This has led to a desire to be able to "rotate" the view of the world, even though I'm using all hand-drawn graphics and blitting. Therefor, I need to rotate the actual world itself, or change how the Camera traverses these arrays. How can, or should, I create individual rotations of 90 degrees, when I have multi-dimensional arrays? Is it faster to actually rotate the array, to access it differently, or to create pre-computed accessor(?) arrays, something like how my chunks work? How can I rotate an individual chunk, or set of chunks? Currently I establish my tile grid like this (tile height not included): function Surface(WIDTH, HEIGHT) { WIDTH = Math.max(WIDTH-(WIDTH%TPC), TPC); HEIGHT = Math.max(HEIGHT-(HEIGHT%TPC), TPC); this.tiles = []; this.chunks = []; //Establish tiles for(var x = 0; x < WIDTH; x++) { var col = [], ch_x = Math.floor(x/TPC); if(!this.chunks[ch_x]) this.chunks.push([]); for(var y = 0; y < HEIGHT; y++) { var tile = new Tile(x, y), ch_y = Math.floor(y/TPC); if(!this.chunks[ch_x][ch_y]) this.chunks[ch_x].push([]); this.chunks[ch_x][ch_y].push(tile); col.push(tile); } this.tiles.push(col); } }; Even some basic advice on my data struct would be much appreciated.

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  • Which algorithm used in Advance Wars type turn based games

    - by Jan de Lange
    Has anyone tried to develop, or know of an algorithm such as used in a typical turn based game like Advance Wars, where the number of objects and the number of moves per object may be too large to search through up to a reasonable depth like one would do in a game with a smaller search base like chess? There is some path-finding needed to to engage into combat, harvest, or move to an object, so that in the next move such actions are possible. With this you can build a search tree for each item, resulting in a large tree for all items. With a cost function one can determine the best moves. Then the board flips over to the player role (min/max) and the computer searches the best player move, and flips back etc. upto a number of cycles deep. Finally it has found the best move and now it's the players turn. But he may be asleep by now... So how is this done in practice? I have found several good sources on A*, DFS, BFS, evaluation / cost functions etc. But as of yet I do not see how I can put it all together.

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  • Libgdx Box2d createfixture crashes vm intermittently

    - by user45021
    I have a hard to debug problem. I have a Box2D game which creates a wheeled vehicle. I want the vehicle body to reflect when it goes from moving left to moving right. to do this i set a flag in a changelistener on a button and then in update method i destroy and recreate the body facing the other way. it works fine most of the time but if i flip the vehicle several times quickly JVM crashes. no errors nothing in log. i added system.out.prints and the errors occur in the routine that instantiates the new body and before anything gets deleted/removed so i don't think the UI is trying to access null pointers. and if it was it should throw an error. M the crash seems to be at createFixture statements. but the work most of the first time. I tried debugging but the error doesn't happen much when the flips are slow. in any case createFixture drops fairly quickly into jni. Is this a Box2D bug? Is GC the issue? From Mission Control I see the GC is collecting on a period of ooh maybe 5s and flipping slower than that mostly works. how do i debug this? i am win7 64bit with 64bit at and jdk7 64bit. libgdx-0.9.9 and sometimes libgdx-nightly-20140215.

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  • Setting up cube map texture parameters in OpenGL

    - by KaiserJohaan
    I see alot of tutorials and sources use the following code snippet when defining each face of a cube map: for (i = 0; i < 6; i++) glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, InternalFormat, size, size, 0, Format, Type, NULL); Is it safe to assume GL_TEXTURE_CUBE_MAP_POSITIVE_X + i will properly iterate the following cube map targets, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y etc?

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  • Omni-directional shadow mapping

    - by gridzbi
    What is a good/the best way to fill a cube map with depth values that are going to give me the least amount of trouble with floating point imprecision? To get up and running I'm just writing the raw depth to the buffer, as you can imagine it's pretty terrible - I need to to improve it, but I'm not sure how. A few tutorials on directional lights divide the depth by W and store the Z/W value in the cube map - How would I perform the depth comparison in my shadow mapping step? The nvidia article here http://http.developer.nvidia.com/GPUGems/gpugems_ch12.html appears to do something completely different and use the dot of the light vector, presumably to counter the depth precision worsening over distance? He also scales the geometry so that it fits into the range -.5 +.5 - The article looks a bit dated, though - is this technique still reasonable? Shader code http://pastebin.com/kNBzX4xU Screenshot http://imgur.com/54wFI

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  • AI Game Programming : Bayesian Networks, how to make efficient?

    - by Mahbubur R Aaman
    We know that AI is one of the most important part of Game Programming. Bayesian networks is one of the core part of AI at Game Programming. Bayesian networks are graphs that compactly represent the relationship between random variables for a given problem. These graphs aid in performing reasoning or decision making in the face of uncertainty. Here me, utilizing the monte carlo method and genetic algorithms. But tooks much time and sometimes crashes due to memory. Is there any way to implement efficiently?

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  • Direction of the bullet - how to have something else than left, right, top, bottom

    - by Florian Margaine
    I'm making a simple shooter game using canvas and javascript. The current code can be seen here. To know which way I want the bullet to be shot, I simply have a direction property that can have 4 values (left, right, bottom, top), and I can then calculate the next position of the bullet easily. However, I'd like to move the bullet to the mouse position, but I don't really see how to do this. How do I calculate the next position? I'm guessing there is some formula to calculate the line between two positions (the player's and the mouse's), but I don't have much idea yet. So there is no obstacle, but I don't see how to calculate this, and be able have the next position of the bullet at each frame.

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  • Creating predefinied camera views - How do I move the camera to make sense while using Controller?

    - by Deukalion
    I'm trying to understand 3D but the one thing I can't seem to understand is the Camera. Right now I'm rendering four 3D Cubes with textures and I set the Project Matrix: public BasicCamera3D(float fieldOfView, float aspectRatio, float clipStart, float clipEnd, Vector3 cameraPosition, Vector3 cameraLookAt) { projection_fieldOfView = MathHelper.ToRadians(fieldOfView); projection_aspectRatio = aspectRatio; projection_clipstart = clipStart; projection_clipend = clipEnd; matrix_projection = Matrix.CreatePerspectiveFieldOfView(projection_fieldOfView, aspectRatio, clipStart, clipEnd); view_cameraposition = cameraPosition; view_cameralookat = cameraLookAt; matrix_view = Matrix.CreateLookAt(cameraPosition, cameraLookAt, Vector3.Up); } BasicCamera3D gameCamera = new BasicCamera3D(45f, GraphicsDevice.Viewport.AspectRatio, 1.0f, 1000f, new Vector3(0, 0, 8), new Vector3(0, 0, 0)); This creates a sort of "Top-Down" camera, with 8 (still don't get the unit type here - it's not pixels I guess?) But, if I try to position the camera at the side to make "Side-View" or "Reverse Side View" camera, the camera is rotating to much until it's turned around it a couple of times. I render the boxes at: new Vector3(-1, 0, 0) new Vector3(0, 0, 0) new Vector3(1, 0, 0) new Vector3(1, 0, 1) and with the Top-Down camera it shows good, but I don't get how I can make the camera show the side or 45 degrees from top (Like 3rd person action games) because the logic doesn't make sense. Also, since every object you render needs a new BasicEffect with a new projection/view/world - can you still use the "same" camera always so you don't have to create a new View/Matrix and such for each object. It's seems weird. If someone could help me get the camera to navigate around my objects "naturally" so I can be able to set a few predtermined views to choose from it would be really helpful. Are there some sort of algorithm to calculate the view for this and perhaps not simply one value? Examples: Top-Down-View: I have an object at 0, 0, 0 when I turn the right stick on the Xbox 360 Controller it should rotate around that object kind of, not flip and turn upside down, disappear and then magically appear as a tiny dot somewhere I have no clue where it is like it feels like it does now. Side-View: I have an object at 0, 0, 0 when I rotate to sides or up and down, the camera should be able to show a little more of the periphery to each side (depending on which you look at), and the same while moving up or down.

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