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  • Tips for building an AI for a 2D racing game

    - by declique
    I have a school project to build an AI for a 2D racing game in which it will compete with several other AIs (no collision). We are given a black and white bitmap image of the racing track, we are allowed to choose basic stats for our car (handling, acceleration, max speed and brakes) after we receive the map. The AI connects to the game's server and gives to it several times a second numbers for the current acceleration and steering. The language I chose is C++, by the way. The questions are: What is the best strategy or algorithm (since I want to try and win)? I currently have in mind some ideas found on the net and one or two of my own, but I would like before I start to code that my perspective is one of the best. What good books are there on that matter? What sites should I refer to?

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  • How can I design good continuous (seamless) tiles?

    - by Mikalichov
    I have trouble designing tiles so that when assembled, they don't look like tiles, but look like a homogeneous thing. For example, see the image below: Even though the main part of the grass is only one tile, you don't "see" the grid; you know where it is if you look a bit carefully, but it is not obvious. Whereas when I design tiles, you can only see "oh, jeez, 64 times the same tile," like in this image: (I took this from another GDSE question, sorry; not be critical of the game, but it proves my point. And actually has better tile design that what I manage, anyway.) I think the main problem is that I design them so they are independent, there is no junction between two tiles if put closed to each other. I think having the tiles more "continuous" would have a smoother effect, but can't manage to do it, it seems overly complex to me. I think it is probably simpler than I think once you know how to do it, but couldn't find a tutorial on that specific point. Is there a known method to design continuous / homogeneous tiles? (My terminology might be totally wrong, don't hesitate to correct me.)

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  • What are effective marketing strategies for iPhone games?

    - by Artemix
    So, long story short, some days ago I published an iPhone game, I think the game wasn't that bad tbh, and still I got only 10 sells at $0.99. Are they any publishers, sponsors, or distributors to make your game "visible" on the app store market?, or the only thing you need is to have an amazing game and that's all? Somehow I think that even if you have an awesome game if you don't do that "marketing magic" correctly you will not exist in the store. Now I'm making a second game, completely different, and I want to know how to do things right. If anyone knows something about this topic, let me know.

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  • How to deal with animated doors in isometric tiles

    - by George Profenza
    I've got a tricky issue I'm not sure how to tackle best: I have an animated tile of a door. When it's closed it should be sorted one way, but when it's openend it will need to be sorted a different way, as it belonging to a different(neighbouring tile). Here's the door closed: and the door opened: I imagine it would be possible to override the sorting system for such tiles and adjust the sorting based on the frame, but it feels a bit hacky. Has anyone encountered a similar scenario ? Any elegant solutions ?

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  • Finding the shorter turning direction towards a target

    - by A.B.
    I'm trying to implement a type of movement where the object gradually faces the target. The problem I've run into is figuring out which turning direction is faster. The following code works until the object's orientation crosses the -PI or PI threshold, at which point it will start turning into the opposite direction void moveToPoint(sf::Vector2f destination) { if (destination == position) return; auto distance = distanceBetweenPoints(position, destination); auto direction = angleBetweenPoints(position, destination); /// Decides whether incrementing or decrementing orientation is faster /// the next line is the problem if (atan2(sin(direction - rotation), cos(direction - rotation)) > 0 ) { /// Increment rotation rotation += rotation_speed; } else { /// Decrement rotation rotation -= rotation_speed; } if (distance < movement_speed) { position = destination; } else { position.x = position.x + movement_speed*cos(rotation); position.y = position.y + movement_speed*sin(rotation); } updateGraphics(); } 'rotation' and 'rotation_speed' are implemented as custom data type for radians which cannot have values lower than -PI and greater than PI. Any excess or deficit "wraps around". For example, -3.2 becomes ~3.08.

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  • In MMO game, how to handle user characters, who are offline?

    - by Deele
    In my medieval MMO game, players have their own character, that represents themselves inside game. Like a King. Players could have cities and armies, but King acts as main driving force. Then it comes to player, going offline/vacation/disconnect. How to deal with "offline King", to keep some sort of reality in game, without ruining everything for player. I have never liked unrealistic stuff in games, like appearing/dissapearing from thin air, like in WoW or other MMO RPG's, when it comes to connect/disconnect, like in Matrix movie, when you are disconnected, your "avatar" inside the system just vaninshes. Ok, if player char stays where it was left, other players who are online could kick his ass like offline player char was frozen? I see only one solution - give player char, while offline, some sort of AI, that controls char. Is there any other solutions? May be, some sort of legend/story, could make users only as inner-voice, leaving King just passively controlled by user, or other stuff... Please, help! I hope you understand my question.

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  • XNA - Use Mouse To Rotate & Arrow Keys To Scroll A Linearly Wrapped Texture:

    - by The Thing
    Using XNA I'm working on my first, relatively simple, videogame for the PC. At the moment my game window is 1024 X 768 and I have a 'Starfield' linearly wrapped background texture 1280 X 1280 in size whose origin has been set to its center point (width / 2, height / 2). This texture is drawn onscreen using (graphics.PreferredBackBufferWidth / 2, graphics.PreferredBackBufferHeight / 2) to place the origin in the center of the window. I want to be able to use the horizontal movement of the mouse to rotate my texture left or right and use the arrow keys to scroll the texture in four directions. From my own related coding experiments I have found that once I rotate the texture it no longer scrolls in the direction I want, it's as if somehow the XNA framework's 'sense of direction' has been 'rotated' along with the texture. As an example of what I've described above lets say I rotate the texture 45 degrees to the right, then pressing the up arrow key results in the texture scrolling diagonally from top-right to bottom-left. This is not what I want, regardless of the degree or direction of rotation I want my texture to scroll straight up, straight down, or to the left or right depending on which arrow key was pressed. How do I go about accomplishing this? Any help or guidance is appreciated. To finish up there are two points I'd like to clarify: [1] The reason I'm using linear wrapping on my starfield texture is that it gives a nice impression of an endless starfield. [2] Using a texture at least 1280 X 1280 in conjunction with a game window of 1024 X 768 means that at no point in it's rotation will the edges of the texture become visible. Thanks for reading..... Update # 1 - as requested by RCIX: The code below is what I was referring to earlier when I mentioned 'related coding experiments'. As you can see I am scrolling a linearly wrapped texture in the direction I've moved the mouse relative to the center of the screen. This works perfectly if I don't rotate the texture, but once I do rotate it the direction of the scrolling gets messed up for some reason. public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; int x; int y; float z = 250f; Texture2D Overlay; Texture2D RotatingBackground; Rectangle? sourceRectangle; Color color; float rotation; Vector2 ScreenCenter; Vector2 Origin; Vector2 scale; Vector2 Direction; SpriteEffects effects; float layerDepth; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } protected override void Initialize() { graphics.PreferredBackBufferWidth = 1024; graphics.PreferredBackBufferHeight = 768; graphics.ApplyChanges(); Direction = Vector2.Zero; IsMouseVisible = true; ScreenCenter = new Vector2(graphics.PreferredBackBufferWidth / 2, graphics.PreferredBackBufferHeight / 2); Mouse.SetPosition((int)graphics.PreferredBackBufferWidth / 2, (int)graphics.PreferredBackBufferHeight / 2); sourceRectangle = null; color = Color.White; rotation = 0.0f; scale = new Vector2(1.0f, 1.0f); effects = SpriteEffects.None; layerDepth = 1.0f; base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); Overlay = Content.Load<Texture2D>("Overlay"); RotatingBackground = Content.Load<Texture2D>("Background"); Origin = new Vector2((int)RotatingBackground.Width / 2, (int)RotatingBackground.Height / 2); } protected override void UnloadContent() { } protected override void Update(GameTime gameTime) { float timePassed = (float)gameTime.ElapsedGameTime.TotalSeconds; MouseState ms = Mouse.GetState(); Vector2 MousePosition = new Vector2(ms.X, ms.Y); Direction = ScreenCenter - MousePosition; if (Direction != Vector2.Zero) { Direction.Normalize(); } x += (int)(Direction.X * z * timePassed); y += (int)(Direction.Y * z * timePassed); //No rotation = texture scrolls as intended, With rotation = texture no longer scrolls in the direction of the mouse. My update method needs to somehow compensate for this. //rotation += 0.01f; base.Update(gameTime); } protected override void Draw(GameTime gameTime) { spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.LinearWrap, null, null); spriteBatch.Draw(RotatingBackground, ScreenCenter, new Rectangle(x, y, RotatingBackground.Width, RotatingBackground.Height), color, rotation, Origin, scale, effects, layerDepth); spriteBatch.Draw(Overlay, Vector2.Zero, Color.White); spriteBatch.End(); base.Draw(gameTime); } }

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  • Calculate travel time on road map with semaphores

    - by Ivansek
    I have a road map with intersections. At intersections there are semaphores. For each semaphore I generate a red light time and green light time which are represented with syntax [R:T1, G:T2], for example: 119 185 250 A ------- B: [R:6, G:4] ------ C: [R:5, G:5] ------ D I want to calculate a car travel time from A - D. Now I do this with this pseudo code: function get_travel_time(semaphores_configuration) { time = 0; for( i=1; i<path.length;i++) { prev_node = path[i-1]; next_node = path[i]); cost = cost_between(prev_node, next_node) time += (cost/movement_speed) // movement_speed = 50px per second light_times = get_light_times(path[i], semaphore_configurations) lights_cycle = get_lights_cycle(light_times) // Eg: [R,R,R,G,G,G,G], where [R:3, G:4] lights_sum = light_times.green_time+light_times.red_light; // Lights cycle time light = lights_cycle[cost%lights_sum]; if( light == "R" ) { time += light_times.red_light; } } return time; } So for distance 119 between A and B travel time is, 119/50 = 2.38s ( exactly mesaured time is between 2.5s and 2.6s), then we add time if we came at a red light when at B. If we came at a red light is calculated with lines: lights_cycle = get_lights_cycle(light_times) // Eg: [R,R,R,G,G,G,G], where [R:3, G:4] lights_sum = light_times.green_time+light_times.red_light light = lights_cycle[cost%lights_sum]; if( light == "R" ) { time += light_times.red_light; } This pseudo code doesn't calculate exactly the same times as they are mesaured, but the calculations are very close to them. Any idea how I would calculate this?

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  • SOA Summit - Oracle Session Replay

    - by Bruce Tierney
    If you think you missed the most recent Integration Developer News (IDN) "SOA Summit" 2013...good news, you didn't.  At least not the replay of the Oracle session titled: Three Solutionsfor Simplifying Cloud/On-Premises Integration As you will see in the reply below, this session introduces Three common reasons for integration complexity: Disparate Toolkits Lack of API Management Rigid, Brittle Infrastructure and then the Three solutions to these challenges: Unify Cloud On-premises Integration Enable Multi-channel Development with API Management Plan for the Unexpected - Future Readiness The last solution on future readiness describes how you can transition from being reactive to new trends, such as the Internet of Things (IoT), by modifying your integration strategy to enable business agility and how to recognize trends through Fast Data event processing ahead of your competition. Oracle SOA Suite customer SFpark's (San Francisco Metropolitan Transit Authority) implementation with API Management is covered as shown in the screenshot to the right This case study covers the core areas of API Management for partners to build their own applications by leveraging parking availability and real-time pricing as well as mobile enablement of data integrated by SOA Suite underneath.  Download the free SFpark app from the Apple and Android app stores to check it out. When looking into the future, the discussion starts with a historical look to better prepare for what comes next.   As shown in the image below, one of the next frontiers after mobile and cloud integration is a deeper level of direct "enterprise to customer" interaction.  Much of this relates to the Internet of Things.  Examples of IoT from the perspective of SOA and integration is also covered in the session. For example, early adopter Turkcell and their tracking of mobile phone users as they move from point A to B to C is shown in the image the right.   As you look into more "smart services" such as Location-Based Services, how "future ready" is your application infrastructure?  . . . Check out the replay by clicking the video image below to learn about these three challenges and solution including how to "future ready" your application infrastructure:

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  • Why is my arrow texture being drawn in odd places?

    - by tyjkenn
    This is a script I wrote that places an arrow on the screen, pointing to an enemy off-screen, or, if the enemy is on-screen, it places an arrow hovering above the enemy. Everything seems to work, except for some odd reason, I see random arrows floating around, often skewed and resized (which I really don't understand, because I only rotate and place in this script). Even when I only have one enemy in the scene, I still see these random arrows. It should only be drawing one per enemy. Note: when all enemies are removed, no arrows appear. var arrow : Texture; var cam : Camera; var dim : int = 30; function OnGUI() { var objects = GameObject.FindGameObjectsWithTag("Enemy"); for(var ob : GameObject in objects) { var pos = cam.WorldToViewportPoint(ob.transform.position); if(gameObject.GetComponent(FollowCamera).target != null){ var tar = gameObject.GetComponent(FollowCamera).target.parent; } if(pos.z>1 && ob.transform != tar){ var xDiff = (pos.x*cam.pixelWidth)-(cam.pixelWidth/2); var yDiff = (pos.y*cam.pixelHeight)-(cam.pixelHeight/2); var angle = Mathf.Rad2Deg*Mathf.Atan(yDiff/xDiff)+180; if(xDiff>0) angle += 180; var dist = Mathf.Sqrt(xDiff*xDiff + yDiff*yDiff); var slope = yDiff/xDiff; var camSlope = cam.pixelHeight/cam.pixelWidth; var theX = -1000.0; var theY = -1000.0; var mult = 0; var temp; if(Mathf.Abs(xDiff)>(cam.pixelWidth/2)||Mathf.Abs(yDiff)>(cam.pixelHeight/2)){ //touching right if(slope<camSlope && slope>-camSlope) { if(xDiff>(cam.pixelWidth/2)) { theX = cam.pixelWidth - (dim/2); mult = -1; }else if(xDiff<-(cam.pixelWidth/2)) { theX = (dim/2); mult = 1; } temp = ((cam.pixelWidth/2)*yDiff)/xDiff; theY =(cam.pixelHeight/2)+(mult*temp); } else{ if(yDiff>(cam.pixelHeight/2)) { theY = (dim/2); mult = 1; }else if(yDiff<-(cam.pixelHeight/2)) { theY = cam.pixelHeight - (dim/2); mult = -1; } temp = ((cam.pixelHeight/2)*xDiff)/yDiff; theX =(cam.pixelWidth/2)+(mult*temp); } } else { angle = -90; theX = (cam.pixelWidth/2)+xDiff; theY = (cam.pixelHeight/2)-yDiff-dim; } GUIUtility.RotateAroundPivot(-angle, Vector2(theX, theY)); Graphics.DrawTexture(Rect(theX-(dim/2),theY-(dim/2),dim,dim),arrow,null); GUIUtility.RotateAroundPivot(angle, Vector2(theX, theY)); } } }

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  • Unity Problem with colliding instances of same object

    - by Kuba Sienkiewicz
    I want to check if object's instance is overlapping with another instance (any spawned object with another spawned object, not necessary the same object). I'm doing this by detecting collisions between bodies. But I have a problem. Spawned object (instances) are detecting collision with everything but other spawned objects. I've checked collision layers etc. All of spawned objects have rigidbodies and mesh colliders. Also when I attach my script to another body and I touch that body with an instanced object it detects collision. So problem is visible only in collision between spawned objects. And one more information I have script, rigid body and collider attached to child of main object. using UnityEngine; using System.Collections; public class CantPlace : MonoBehaviour { public bool collided = false; // Use this for initialization void Start () { } // Update is called once per frame void Update () { //Debug.Log (collided); } void OnTriggerEnter(Collider collider) { //if (true) { //foreach (Transform child in this.transform) { // if (child.name == "Cylinder") { //collided = true; Color c; c = this.renderer.material.color; c.g = 0f; c.b = 1f; c.r = 0f; this.renderer.material.color = c; Debug.Log (collider.name); //} // } //} //foreach (ContactPoint contact in collision.contacts) { // Debug.DrawRay(contact.point, contact.normal, Color.red,15f); // } } }

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  • Is it considered poor programming to do this with xna components?

    - by Rob
    I created my own Menu System that is event driven. In order to have a loading screen and multithreaded loading to work, I devised this sort of implementation: //Let's check if the game is done loading. if (_game != null) { _gameLoaded = _game.DoneLoading; } //This means the game is loading still, //therefore the loading screen should be active. if (!_gameLoaded && _gameActive) { _gameScreenList[2].UpdateMenu(); } //The loading screen was selected. if (_gameScreenList[2].CurrentState == GameScreen.State.Shown && !_gameActive) { Components.Add(_game = new ParadoxGame(this)); _game.Initialize(); //Initializes the Game so that the loading can begin. _gameActive = true; } In the XNA Game Component that contains the actual game, in the LoadContent method I simply created a new Thread that calls another method ThreadLoad that has all the actual loading. I also have a boolean variable called DoneLoading in the XNA Game Component that is set to true at the end of the ThreadLoad. I am wondering if this is a poor implementation.

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  • Debugging HLSL for Windows 8 application [migrated]

    - by Shervanator
    i'm currently in the process of creating a Windows 8 applicaiton using SharpDX (the managed c# directx wrapper). However I have ran into problems with one of my shaders and I want to know if its possible to debug such applications. PIX doesn't seem to work of directX apps as the executable does not like opening directly, and the new visual studio graphics debugging toolkit in VS2012 always states "unable to start the experiment" when I try to capture any information about my session. Thanks!

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  • Using a Vertex Buffer and DrawUserIndexedPrimitives?

    - by MattMcg
    Let's say I have a large but static world and only a single moving object on said world. To increase performance I wish to use a vertex and index buffer for the static part of the world. I set them up and they work fine however if I throw in another draw call to DrawUserIndexedPrimitives (to draw my one single moving object) after the call to DrawIndexedPrimitives, it will error out saying a valid vertex buffer must be set. I can only assume the DrawUserIndexedPrimitive call destroyed/replaced the vertex buffer I set. In order to get around this I must call device.SetVertexBuffer(vertexBuffer) every frame. Something tells me that isn't correct as that kind of defeats the point of a buffer? To shed some light, the large vertex buffer is the final merged mesh of many repeated cubes (think Minecraft) which I manually create to reduce the amount of vertices/indexes needed (for example two connected cubes become one cuboid, the connecting faces are cut out), and also the amount of matrix translations (as it would suck to do one per cube). The moving objects would be other items in the world which are dynamic and not fixed to the block grid, so things like the NPCs who move constantly. How do I go about handling the large static world but also allowing objects to freely move about?

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  • Interpolation between two 3D points?

    - by meds
    I'm working with some splines which define a path a character follows (you can see a gameplay video here to get a better understanding of what's going on: http://www.youtube.com/watch?v=BndobjOiZ6g). Basically the characters 'forward' look direction is set to the 'forward' direction of the spline and when players tilt their phone left and right the character is strafed along its 'right' coordinate. The issue with this is (rather obviously) in performance, interpolating over a spline to find the nearest position and tangent relative to the player is an incredibly costly operation. To get by this I cache a finite number of positions in what I call 'SplineDetails', the class is as follows: public class SplineDetails { public SplineDetails() { Forward = Vector3.forward; Position = Vector3.one * float.MaxValue; Alpha = -1; } public float Alpha; // [0,1] measured along length of spline where 0 is the initial point and 1 is the end point of the spline public Vector3 Position; // the point of the spline at this alpha public Vector3 Forward; // the forward tangent of the spline at this alpha } I populate this with say 30 coordinates and I can give a rough estimate of a coordinate and 'forward' based on a position past in. It's not as accurate but it's much faster. But now I'd like to make the system work better by estimating positions and 'forward' directions by interpolating between two of the cached points though I'm stuck trying to figure out some logic. My first problem is, how can I determine between which two points the object is? Given each point can be placed at different intervals along the spline it could mean that two points in front or behind the object can be closer to the object. The other problem is to figure out the proportion between the two paths it's between, i.e. if there is a point a at coordinate (0,0,0) and point b at coordinate (1,0,0) if the object is at position (0.5,0,0) then the result it should give is '0.5' (as it is equal distance away from point a and point b). That's a simple example, but what if the object is at coordinate (0.5,3,0) for example?

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  • Circle vs Edge collision detection / resolution

    - by topheman
    I made a javascript class Ball.js that handles physics interactions betweens balls as well as painting. In the v1.0, the ball vs ball collision detection and resolution is well handled. In the next version (v2), I'm trying to add edgeCollision handling. I'm having some problems, maybe you will be able to help me. All the v2 branch source code is on github repository : https://github.com/topheman/Ball.js/tree/v2 The v2 demos (where you can see the bug I will be talking about) : http://labs.topheman.com/Ball-v2/#help As you will see on the demo, I have two major problems that I'm having a really hard time to solve on Ball.js : method resolveEdgeCollision : bounce angle is inconsistent method checkEdgeCollision : if the ball's velocity (the length that it runs each frame) is higher than its diameter, eventually, it will pass through an edge, without triggering any collision Any Ideas ?...

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  • Best C++ containers for UI in Games.

    - by Vijayendra
    I am writing some UI stuff for my games in C++. Basically its a very common problem, but I dont know the best answer yet. Suppose inside my UI Library I have a view class which renders 2D/3D scene. This view can contain many subviews. I needs a container which allows me to iterate over these views fast and also insert/delete subviews. I am not sure which container is best for the job - list, vector or something else?

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  • How does Minecraft render its sunset and sky?

    - by Nick
    In Minecraft, the sunset looks really beautiful and I've always wanted to know how they do it. Do they use several skyboxes rendered over eachother? That is, one for the sky (which can turn dark and light depending on the time of the day), one for the sun and moon, and one for the orange horizon effect? I was hoping someone could enlighten me... I wish I could enter wireframe or something like that but as far as I know that is not possible.

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  • Help with converting an XML into a 2D level (Actionscript 3.0)

    - by inzombiak
    I'm making a little platformer and wanted to use Ogmo to create my level. I've gotten everything to work except the level that my code generates is not the same as what I see in Ogmo. I've checked the array and it fits with the level in Ogmo, but when I loop through it with my code I get the wrong thing. I've included my code for creating the level as well as an image of what I get and what I'm supposed to get. EDIT: I tried to add it, but I couldn't get it to display properly Also, if any of you know of better level editors please let me know. xmlLoader.addEventListener(Event.COMPLETE, LoadXML); xmlLoader.load(new URLRequest("Level1.oel")); function LoadXML(e:Event):void { levelXML = new XML(e.target.data); xmlFilter = levelXML.* for each (var levelTest:XML in levelXML.*) { crack = levelTest; } levelArray = crack.split(''); trace(levelArray); count = 0; for(i = 0; i <= 23; i++) { for(j = 0; j <= 35; j++) { if(levelArray[i*36+j] == 1) { block = new Platform; s.addChild(block); block.x = j*20; block.y = i*20; count++; trace(i); trace(block.x); trace(j); trace(block.y); } } } trace(count);

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  • How do I plot individual pixels using the XNA APIs?

    - by izb
    If I wanted to fill my game screen with individually coloured pixels, how would I do this? For example, if I wanted to write a 'game of life'-type game where each pixel was a cell, how would I achieve this using XNA? I've tried just calling SetData() on a Texture2D object using a screen-sized array of Color values, but it complains with: You may not call SetData on a resource while it is actively set on the GraphicsDevice. Unset it from the device before calling SetData. How do I do as it asks? Or better still... is there an alternative, better, efficient way to fill a screen with arbitrary pixels?

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  • Bejeweled-like game, managing different gem/powerup behaviors?

    - by Wissam
    I thought I'd ask a question and look forward to some insight from this very compelling community. In a Bejeweled-like (Match 3) game, the standard behavior once a valid swap of two adjacent tiles is made is that the resulting matching tiles are destroyed, any tiles now sitting over empty spaces fall to the position above the next present-tile, and any void created above is filled with new tiles. In richer Match-3 games like Bejeweled, 4 in a row (as opposed to just 3) modifies this behavior such that the tile that was swapped is retained, turned into a "flaming" gem, it falls, and then the empty space above is filled. The next time that "flaming gem" is played it explodes and destroys the 8 perimeter tiles, triggers a different animation sequence (neighbors of those 8 tiles being destroyed look like they've been hit by a shockwave then they fall to their respective positions). Scoring is different, the triggered sounds are different, etc. There are even more elaborate behaviors for Match5, Match-cross-pattern, and many powerups that can be purchased, each which produces a more elaborate sequence of events, sounds, animations, scoring, etc... What is the best approach to developing all these different behaviors that respond to players' "move" and her current "performance" and that deviate from the standard sequence of events, scoring, animation, sounds etc, in such a way that we can always flexibly introduce a new "powerup" ? What we are doing now is hard-coding the events of each one, but the task is long and arduous and seems like the wrong approach especially since the game-designers and testers often offer (later) valuable insight on what works better in-game, which means that the code itself may have to be re-written even for minor changes in behavior (say, destroy only 7 neighboring tiles, instead of all 8 in an explosion). ANY pointers for good practices here would be highly appreciated.

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  • SFML title bar with weird characters when using UTF-8

    - by TheOm3ga
    (Previously asked at http://stackoverflow.com/questions/4922478/sfml-title-bar-with-weird-characters-when-using-utf-8) I've just started using SFML and one of the first problems I've come across is some weird characters on the the titlebar whenever I try to use accents or any other extended char. For instance, I've got: sf::RenderWindow Ventana(sf::VideoMode(800, 600, 32), "Año nuevóóó"); And the titlebar renders like AÂ+o nuevoA³A³A³ This ONLY HAPPENS if my source code file is enconded in UTF-8. If I change the file encoding to ISO-8859-1, it shows properly. Obviously all of my files use UTF-8, as its the system-wide encoding. I'm using GCC under Ubuntu GNU/Linux. I've tried using the different utilities in sf::Unicode to adapt the text, but none of them seems to work.

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  • Cocos2d update leaking memory

    - by Andrey Chernukha
    I have a weird issue - my app is leaking memory on device only, not on a simulator. It is leaking if i schedule update method anywhere, on any scene. It is leaking despite update method is empty, there's nothing inside it except NSLog. How can it be? I have even scheduled update on the very first scene where it seems there's nothing to leak, and scheduled another empty and it's leaking or not leaking but allocating something, the result is the same - the volume of the memory consumed is increasing and my app is crashing soon. I can detect the leakage via using Instruments-Memory-Activity Monitor or with help of following function: void report_memory(void) { struct task_basic_info info; mach_msg_type_number_t size = sizeof(info); kern_return_t kerr = task_info(mach_task_self(), TASK_BASIC_INFO, (task_info_t)&info, &size); if( kerr == KERN_SUCCESS ) { NSLog(@"Memory in use (in bytes): %u", info.resident_size); } else { NSLog(@"Error with task_info(): %s", mach_error_string(kerr)); } } Can anyone explain me what's going on?

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  • Writing a Master's Thesis on evaluating visual scripting systems

    - by user1107412
    I am thinking to write my Master's thesis around theorizing, and then implementing a PlayMaker or Kismet-like (building game logic by visually arranging FSMs) tool in Unity. The only thing I am still concerned about is the actual research question that I should pose. I was kinda hoping that the more experienced game designers out there might know. Update: What about reducing the use of visual programming to graphically designing FSM-Action-Transition flows, which can then be attached to game entities (very much like http://playmaker.com does it)?

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