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  • CCUserDefault, iOS/Android and game updates

    - by Luke
    My game uses cocos2d-x and will be published on iOS platform first, later on Android. I save a lot of things with CCUserDefault (scores, which level was completed, number of coins taken, etc...). But now I have a big doubt. What will happen when the game will receive its first update? CCUserDefault uses an XML file stored somewhere in the app storage space. This file is created and retained until one uninstalls the app. I am wondering what happens when the app is updated. Will the old XML file be maintained? Because if not, how should I handle app updates (updates in the sense that 2, 3 or more new level packages will be added, but the informations about the old ones, like scores, which level was finished and which not, number of coins, etc., need absolutely not to be lost)?

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  • Detecting walls or floors in pygame

    - by Serial
    I am trying to make bullets bounce of walls, but I can't figure out how to correctly do the collision detection. What I am currently doing is iterating through all the solid blocks and if the bullet hits the bottom, top or sides, its vector is adjusted accordingly. However, sometimes when I shoot, the bullet doesn't bounce, I think it's when I shoot at a border between two blocks. Here is the update method for my Bullet class: def update(self, dt): if self.can_bounce: #if the bullet hasnt bounced find its vector using the mousclick pos and player pos speed = -10. range = 200 distance = [self.mouse_x - self.player[0], self.mouse_y - self.player[1]] norm = math.sqrt(distance[0] ** 2 + distance[1] ** 2) direction = [distance[0] / norm, distance[1 ] / norm] bullet_vector = [direction[0] * speed, direction[1] * speed] self.dx = bullet_vector[0] self.dy = bullet_vector[1] #check each block for collision for block in self.game.solid_blocks: last = self.rect.copy() if self.rect.colliderect(block): topcheck = self.rect.top < block.rect.bottom and self.rect.top > block.rect.top bottomcheck = self.rect.bottom > block.rect.top and self.rect.bottom < block.rect.bottom rightcheck = self.rect.right > block.rect.left and self.rect.right < block.rect.right leftcheck = self.rect.left < block.rect.right and self.rect.left > block.rect.left each test tests if it hit the top bottom left or right side of the block its colliding with if self.can_bounce: if topcheck: self.rect = last self.dy *= -1 self.can_bounce = False print "top" if bottomcheck: self.rect = last self.dy *= -1 #Bottom check self.can_bounce = False print "bottom" if rightcheck: self.rect = last self.dx *= -1 #right check self.can_bounce = False print "right" if leftcheck: self.rect = last self.dx *= -1 #left check self.can_bounce = False print "left" else: # if it has already bounced and colliding again kill it self.kill() for enemy in self.game.enemies_list: if self.rect.colliderect(enemy): self.kill() #update position self.rect.x -= self.dx self.rect.y -= self.dy This definitely isn't the best way to do it but I can't think of another way. If anyone has done this or can help that would be awesome!

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  • How do they keep track of the NPCs in Left 4 Dead?

    - by f20k
    How do they keep track of the NPC zombies in Left 4 Dead? I am talking about the NPCs that just walk into walls or wander around aimlessly. Even though the players cannot see them, they are there (say inside rooms or behind doors). Let's say there's about 10 or so zombies in a hallway and inside rooms. Does the game keep all of those zombies in a list and iterate through giving them commands? Do they just spawn when the user is within a certain radius or reached a special location? Say you placed the 4 units (controlled by players) on completely different places throughout the map. Let's assume you aren't being swarmed and then you have not killed any of these aimless NPCs. Would the game be keeping track of 10 x 4 = 40 zombies in total? Or is my understanding completely off? The reason I ask is if I were to implement something similar on a mobile device, keeping track of 40 or more NPCs might not be such a great idea.

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  • Is there a way to use the facebook sdk with libgdx?

    - by Rudy_TM
    I have tried to use the facebook sdk in libgdx with callbacks, but it never enters the authetication listeners, so the user never is logged in, it permits the authorization for the facebook app but it never implements the authentication interfaces :( Is there a way to use it? public MyFbClass() { facebook = new Facebook(APPID); mAsyncRunner = new AsyncFacebookRunner(facebook); SessionStore.restore(facebook, this); FB.init(this, 0, facebook, this.permissions); } ///Method for init the permissions and my listener for authetication public void init(final Activity activity, final Facebook fb,final String[] permissions) { mActivity = activity; this.fb = fb; mPermissions = permissions; mHandler = new Handler(); async = new AsyncFacebookRunner(mFb); params = new Bundle(); SessionEvents.addAuthListener(auth); } ///I call the authetication process, I call it with a callback from libgdx public void facebookAction() { // TODO Auto-generated method stub fb.authenticate(); } ///It only allow the app permission, it doesnt register the events public void authenticate() { if (mFb.isSessionValid()) { SessionEvents.onLogoutBegin(); AsyncFacebookRunner asyncRunner = new AsyncFacebookRunner(mFb); asyncRunner.logout(getContext(), new LogoutRequestListener()); //SessionStore.save(this.mFb, getContext()); } else { mFb.authorize(mActivity, mPermissions,0 , new DialogListener()); } } public class SessionListener implements AuthListener, LogoutListener { @Override public void onAuthSucceed() { SessionStore.save(mFb, getContext()); } @Override public void onAuthFail(String error) { } @Override public void onLogoutBegin() { } @Override public void onLogoutFinish() { SessionStore.clear(getContext()); } } DialogListener() { @Override public void onComplete(Bundle values) { SessionEvents.onLoginSuccess(); } @Override public void onFacebookError(FacebookError error) { SessionEvents.onLoginError(error.getMessage()); } @Override public void onError(DialogError error) { SessionEvents.onLoginError(error.getMessage()); } @Override public void onCancel() { SessionEvents.onLoginError("Action Canceled"); } }

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  • Unity iOS optimization and draw calls

    - by vzm
    I am curious of what methods I should approach in optimizing my Unity project for iOS hardware. I have very little image effects running (directional light with low res shadows) and I used the combine children script from the standard assets to lessen the load on the CPU. My project currently runs with 45-57 draw calls at non-intensive segments and up to 178 at intensive segments. I heard that static batching relieves some of the stress, but the game has the environment moving around the player instead of the player moving around the environment. Is there any alternative that I may look towards to improving the draw call number?

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  • Starting with text based MUD/MUCK game

    - by Scott Ivie
    I’ve had this idea for a video game in my head for a long time but I’ve never had the knowledge or time to get it done. I still don’t really, but I am willing to dedicate a chunk of my time to this before it’s too late. Recently I started studying Lua script for a program called “MUSH Client” which works for MU* telnet style text games. I want to use the GUI capabilities of Mush Client with a MU* server to create a basic game but here is my dilemma. I figured this could be a suitable starting place for me. BUT… Because I’m not very programmer savvy yet, I don’t know how to download/install/use the MU* server software. I was originally considering Protomuck because a few of the MU*s I were more impressed with began there. http://www.protomuck.org/ I downloaded it, but I guess I'm too used to GUI style programs so I'm having great difficulty figuring out what to do next. Does anyone have any suggestions? Does anyone even know what I'm talking about? heh..

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  • CW/CCW Rotation of a Vector

    - by user23132
    Considering that I have a vector A, and after an arbitrary rotation I get vector B. I want to use this rotation operation in others vectors as well, but I'm having problems in doing that. My idea do that is to calculate the perpendicular vector C of the plane AB (by calculating AxB). This vector C is the axis that I'll need to rotate. To discover the angle I used the dot product between A and B, the acos of the dot product will return the lowest angle between A and B, the angle ang. The rotation I need to do is then: -rotate *ang*º around the C axis. The problem is that I dont know if this rotation is a CW or CCW rotation, since the cos of the dot product does not give me information of the sign of the angle. There's a tip discover that in 2D ( A.x * B.y - A.y * B.x) that you can use to discover if the vector A is at left/right of vector B. But I dont know how to do this in 3D space. Can anyone help me?

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  • How to design a separated tutorial mode?

    - by Sylpheed
    I'm working on a "social" game that's about 90% completion. One of the remaining features is the tutorial mode. Basically, the tutorial mode will restrict the user to access some parts of UI and limit the features (like store items). The tutorial will only progress if a certain event is triggered, specifically following the tutorial. The code is ready and we already have an "almost" working game. The problem is I haven't foreseen the tutorial mode while I was doing those 90%. My requirement is there shouldn't be any loading/transition from tutorial mode to normal mode. This means I have to pick up the progress from the tutorial (no re-rendering of assets and stuff). How should I design this in a way where I won't touch anything from my old code? I want it to be as easy as just plugging it in. I don't want to jam the tutorial in my old code since this will lead to many bugs.

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  • User generated content: a basic yet simple to use OR a complex yet powerful solution?

    - by ne5tebiu
    As stated above, which solution is better for a game based on user generated content? The simple solution (in-game editor) is great for gamers without experience in coding and etc. In this way every player could populate the game with content. But the content would be very limited. The complex solution would allow the content to be with almost no limitation but casual gamers probably couldn't make hardly any content at all. If both solutions are used, the quality behind the second solution would be more valuable than the first solution's quantity. However, making a powerful in-game editor could even take more time and manpower than the actual game and every gamer would have to learn how to use the new complex tool, understand it, and master it if he or she wants to make quality content.

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  • Consistency of DirectX models

    - by marc wellman
    Is there a way to check the consistency of a DirectX model (.x) ? Whilst compiling .x files with XNA GameStudio 3.1 compilation is aborted with the following error message: Error 2 Could not read the X file. The file is corrupt or invalid. Error code: D3DXFERR_PARSEERROR. C:\WFP\Browser\Content\m.x KiviBrowser Some models compile correctly without any error/warning and some abort as described. The files of each model have several thousand lines. I am creating the files in Googles SketchUp 8 where they all look fine and don't show any sign of corruption. Suppose I have such a model my XNA compiler won't compile because their is an inconsistency somewhere in the file - how could I identify this in order to correct it ?

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  • Quake 3 Bot Programming Example

    - by Manni
    I would like to implement an intelligent bot for Quake-3. I downloaded the and built the code successfully under Linux. My problem is that I couldn't find any complete tutorial telling me how to build an agent; telling which files to use( as there are many files in the source code). Can you give me a website or piece of source code telling me how to start? Or something like an example source code for a bot.

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  • Given a RGB color x, how to find the most contrasting color y?

    - by Arthur Wulf White
    I have to mark a certain item in a way that will make it stick-out in the background. I need it to be surrounded with the color that contrasts the background as much as possible so it will pop out and easily noticeable by the player. Lets say I know the background is color 'x', how do I find 'y' such that it will be very contrasting to 'x' and easy to notice in a background where 'x' is a dominant color? I first thought about inverting color 'x' and then I noticed that when 'x' is a medium shade of gray, if I invert 'x' to get 'y', then 'y' is also a medium shade of gray which does not work.

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  • Behavior Trees and Animations

    - by Tom
    I have started working on the AI for a game, but am confused how I should handle animations. I will be using a Behavior Tree for AI behavior and Cocos2D for my game engine. Should my "PlayAnimationWalk" just be another node in the tree? Something similar to this: [Approach Player] - Play Walk animation - Move Towards player - Stop Walk animation Or should the node just update an AnimationState in the blackboard and have some type of animation handler/component reference this for which animation should be playing? This has been driving me nuts :)

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  • OpenGL textures trigger error 1281 if SFML is not called

    - by user3714670
    I am using SOIL to apply textures to VBOs, without textures i could change the background and display black (default color) vbos easily, but now with textures, openGL is giving an error 1281, the background is black and some textures are not applied. but the first texture IS applied (nothing else is working though). The strange thing is : if i create a dummy texture with SFML in the same program, all other textures do work. So i guess there is something i forgot in the texture creation/application, if someone could enlighten me. Here is the code i use to load textures, once loaded it is kept in memory, it mostly comes from the example of SOIL : texture = SOIL_load_OGL_single_cubemap( filename, SOIL_DDS_CUBEMAP_FACE_ORDER, SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_POWER_OF_TWO | SOIL_FLAG_MIPMAPS | SOIL_FLAG_DDS_LOAD_DIRECT ); if( texture > 0 ) { glEnable( GL_TEXTURE_CUBE_MAP ); glEnable( GL_TEXTURE_GEN_S ); glEnable( GL_TEXTURE_GEN_T ); glEnable( GL_TEXTURE_GEN_R ); glTexGeni( GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP ); glTexGeni( GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP ); glTexGeni( GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP ); glBindTexture( GL_TEXTURE_CUBE_MAP, texture ); std::cout << "the loaded single cube map ID was " << texture << std::endl; } else { std::cout << "Attempting to load as a HDR texture" << std::endl; texture = SOIL_load_OGL_HDR_texture( filename, SOIL_HDR_RGBdivA2, 0, SOIL_CREATE_NEW_ID, SOIL_FLAG_POWER_OF_TWO | SOIL_FLAG_MIPMAPS ); if( texture < 1 ) { std::cout << "Attempting to load as a simple 2D texture" << std::endl; texture = SOIL_load_OGL_texture( filename, SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_POWER_OF_TWO | SOIL_FLAG_MIPMAPS | SOIL_FLAG_DDS_LOAD_DIRECT ); } if( texture > 0 ) { // enable texturing glEnable( GL_TEXTURE_2D ); // bind an OpenGL texture ID glBindTexture( GL_TEXTURE_2D, texture ); std::cout << "the loaded texture ID was " << texture << std::endl; } else { glDisable( GL_TEXTURE_2D ); std::cout << "Texture loading failed: '" << SOIL_last_result() << "'" << std::endl; } } and how i apply it when drawing : GLuint TextureID = glGetUniformLocation(shaderProgram, "myTextureSampler"); if(!TextureID) cout << "TextureID not found ..." << endl; // glEnableVertexAttribArray(TextureID); glActiveTexture(GL_TEXTURE0); if(SFML) sf::Texture::bind(sfml_texture); else { glBindTexture (GL_TEXTURE_2D, texture); // glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1024, 768, 0, GL_RGB, GL_UNSIGNED_BYTE, &texture); } glUniform1i(TextureID, 0); I am not sure that SOIL is adapted to my program as i want something as simple as possible (i used sfml's texture object which was the best but i can't anymore), but if i can get it to work it would be great.

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  • Which game logic should run when doing prediction for PNP state updates

    - by spaceOwl
    We are writing a multiplayer game, where each game client (player) is responsible for sending state updates regarding its "owned" objects to other players. Each message that arrives to other (remote) clients is processed as such: Figure out when the message was sent. Create a diff between NOW and that time. Run game specific logic to bring the received state to "current" time. I am wondering which sort of logic should execute as part of step #3 ? Our game is composed of a physical update (position, speed, acceleration, etc) and many other components that can update an object's state and occur regularly (locally). There's a trade off here - Getting the new state quickly or remaining "faithful" to the true state representation and executing the whole thing to predict the "true" state when receiving state updates from remote clients. Which one is recommended to be used? and why?

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  • Unity3d web player fails to load textures

    - by José Franco
    I'm having a problem with Unity3d Web Player. I have developed a project and succesfully deployed it in a web app. It works with absolutely no problem on my PC. This app is to be installed on two identical machines. I have installed them in both and it only works properly in one. The issue I have is on a computer it fails to properly load the models and textures, so the game runs but instead of the models I can only see black rectangles on a blue background. It has the same problem with all browsers and I get no errors either by the player or by JavaScript. The only difference between these computers is that one that has the problem is running on Windows 8.1 and the other one on Windows 8 only. Could this be the cause of the issue? It works fine on my computer with Windows 8.1. However both of the other computers have specs that are significantly lower than mine. I have already searched everywhere and it seems that it has to do with the individual games, however I think it may have to do with the computer itself because it runs properly in the other two. The specs on the computes I'm installing the app on are as follows: Intel Celeron 1.40 GHz, 2GB RAM, Intel HD Graphics If anybody could point me in the right direction I would be very grateful I forgot to mention, I'm running Unity Web player 4.3.5 and the version on the other two computers is 4.5.0

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  • What makes it hard to protect from hacks/bots in BF3 and Quake Live?

    - by Jakub P.
    After playing these games, asking other players/admins, and reading online I am led to believe that Quake Live and Battlefield 3 are frequented by bots and there are plenty of hacks of various kinds. I'm confused how this is possible, or even easy seeing how many players have access to these kinds of "tools" (sic). Isn't it possible for the game authors to digitally sign the game executables so that when they run, the server can ensure only the allowed client is sending commands, thus preventing any kind of abuse? I.e. every player command would be signed by a private key, or symmetrically encrypted (not sure which would make more sense). I understand that players can look at the running executable's behavior (memory etc.), but if games are apparently so easy to hack, shouldn't most apps be hacked as well (e.g. Skype, all DRM running on Windows etc.)?

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  • Dynamically load images inside jar

    - by Rahat Ahmed
    I'm using Slick2d for a game, and while it runs fine in Eclipse, i'm trying to figure out how to make it work when exported to a runnable .jar. I have it set up to where I load every image located in the res/ directory. Here's the code /** * Loads all .png images located in source folders. * @throws SlickException */ public static void init() throws SlickException { loadedImages = new HashMap<>(); try { URI uri = new URI(ResourceLoader.getResource("res").toString()); File[] files = new File(uri).listFiles(new FilenameFilter(){ @Override public boolean accept(File dir, String name) { if(name.endsWith(".png")) return true; return false; } }); System.out.println("Naming filenames now."); for(File f:files) { System.out.println(f.getName()); FileInputStream fis = new FileInputStream(f); Image image = new Image(fis, f.getName(), false); loadedImages.put(f.getName(), image); } } catch (URISyntaxException | FileNotFoundException e) { System.err.println("UNABLE TO LOAD IMAGES FROM RES FOLDER!"); e.printStackTrace(); } font = new AngelCodeFont("res/bitmapfont.fnt",Art.get("bitmapfont.png")); } Now the obvious problem is the line URI uri = new URI(ResourceLoader.getResource("res").toString()); If I pack the res folder into the .jar there will not be a res folder on the filesystem. How can I iterate through all the images in the compiled .jar itself, or what is a better system to automatically load all images?

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  • Balancing Player vs. Monsters: Level-Up Curves

    - by ashes999
    I've written a fair number of games that have RPG-like "levelling up," where the player gains experience for killing monsters/enemies, and eventually, reaches a new level, where their stats increase. How do you find a balance between player growth, monster strength, and difficulty? The extreme ends of this spectrum are: Player levels up really fast and blows away monsters without much effort Monsters are incredibly strong and even at low levels, are very difficult to beat I've also tried a strange situation of making enemies relative to players, i.e. an enemy will always be at 50% or 100% or 150% of player stats (thus requiring the player to use other techniques instead of brute strength to succeeed). But where's the balance, and how do you find it? Edit: For example, I am expecting to hear things like: Balance high instead of balance low (200 HP and 20 str is easier to balance than 20 HP and 2 str) Look at easiest vs. hardest monsters, and see what you have in terms of a range

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  • PHP Battle System for RPG game

    - by Jay
    I posted this a while ago on stackoverflow, they thought it would be better place here, I agree. Essentially I know what I want to accomplish, and I have something to the effect of what I want but I am not satisfied with it. Here's the problem. Each user has some states: STR (how hard they hit), DEF (dodging/blocking attacks), SPD (when they can strike), and STAMINA (basically their endurance in game, if this runs out they can no longer fight and lose) What I need is something like this: UserA Stats: STR: 1,000 DEF: 2500 SPD: 2000 (HP: 1000/1000) UserB Stats: STR: 1,500 DEF: 500 SPD: 4000 (HP: 1000/1000) Because the second user has double the speed, he lands twice the amount of hits on the first user, before he gets hit. Because he has less strength than the first users defence, he will do no, to little damage. This is how the battle would theoretically go: UserB strikes UserA for 0 damage UserB strikes UserA for 0 damage UserA strikes UserB for 500 damage UserB strikes UserA for 0 damage UserB strikes UserA for 0 damage UserA strikes UserB for 500 damage, and sends him to the hospital! I was using this code, which is buggy, and not efficient, I just need a better way to do this: http://pastebin.com/15LiQQuJ Oh, and if anyone has some good ideas on how to improve the concept that would be cool too! It's not that elaborate so I'll be thinking of all sorts of things to make it more dynamic. Thanks.

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  • Getting FEATURE_LEVEL_9_3 to work in DX11

    - by Dominic
    Currently I'm going through some tutorials and learning DX11 on a DX10 machine (though I just ordered a new DX11 compatible computer) by means of setting the D3D_FEATURE_LEVEL_ setting to 10_0 and switching the vertex and pixel shader versions in D3DX11CompileFromFile to "vs_4_0" and "ps_4_0" respectively. This works fine as I'm not using any DX11-only features yet. I'd like to make it compatible with DX9.0c, which naively I thought I could do by changing the feature level setting to 9_3 or something and taking the vertex/pixel shader versions down to 3 or 2. However, no matter what I change the vertex/pixel shader versions to, it always fails when I try to call D3DX11CompileFromFile to compile the vertex/pixel shader files when I have D3D_FEATURE_LEVEL_9_3 enabled. Maybe this is due to the the vertex/pixel shader files themselves being incompatible for the lower vertex/pixel shader versions, but I'm not expert enough to say. My shader files are listed below: Vertex shader: cbuffer MatrixBuffer { matrix worldMatrix; matrix viewMatrix; matrix projectionMatrix; }; struct VertexInputType { float4 position : POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; PixelInputType LightVertexShader(VertexInputType input) { PixelInputType output; // Change the position vector to be 4 units for proper matrix calculations. input.position.w = 1.0f; // Calculate the position of the vertex against the world, view, and projection matrices. output.position = mul(input.position, worldMatrix); output.position = mul(output.position, viewMatrix); output.position = mul(output.position, projectionMatrix); // Store the texture coordinates for the pixel shader. output.tex = input.tex; // Calculate the normal vector against the world matrix only. output.normal = mul(input.normal, (float3x3)worldMatrix); // Normalize the normal vector. output.normal = normalize(output.normal); return output; } Pixel Shader: Texture2D shaderTexture; SamplerState SampleType; cbuffer LightBuffer { float4 ambientColor; float4 diffuseColor; float3 lightDirection; float padding; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; float4 LightPixelShader(PixelInputType input) : SV_TARGET { float4 textureColor; float3 lightDir; float lightIntensity; float4 color; // Sample the pixel color from the texture using the sampler at this texture coordinate location. textureColor = shaderTexture.Sample(SampleType, input.tex); // Set the default output color to the ambient light value for all pixels. color = ambientColor; // Invert the light direction for calculations. lightDir = -lightDirection; // Calculate the amount of light on this pixel. lightIntensity = saturate(dot(input.normal, lightDir)); if(lightIntensity > 0.0f) { // Determine the final diffuse color based on the diffuse color and the amount of light intensity. color += (diffuseColor * lightIntensity); } // Saturate the final light color. color = saturate(color); // Multiply the texture pixel and the final diffuse color to get the final pixel color result. color = color * textureColor; return color; }

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  • Make an object slide around an obstacle

    - by Isaiah
    I have path areas set up in a game I'm making for canvas/html5 and have got it working to keep the player within these areas. I have a function isOut(boundary, x, y) that returns true if the point is outside the boundary. What I do is check only the new position x/y separately with the corresponding old position x/y. Then if each one is out I assign them the past value from the frame before. The old positions are kept in a variable from a closure I made. like this: opos = [x,y];//old position npos = [x,y];//new position if(isOut(bound, npos[0], opos[1])){ npos[0] = opos[0]; //assign it the old x position } if(isOut(bound, opos[0], npos[1])){ npos[1] = opos[1]; //assign it the old y position } It looks nice and works good at certain angles, but if your boundary has diagonal regions it results in jittery motion. What's happening is the y pos exits the area while x doesn't and continues pushing the player to the side, once it has moved the player to the side a bit the player can move forward and then the y exits again and the whole process repeats. Anyone know how I may be able to achieve a smoother slide? I have access to the player's velocity vector, the angle, and the speed(when used with the angle). I can move the play with either angle/speed or x/yvelocities as I've built in backups to translate one to the other if either have been altered manually.

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  • Setting Krypton Light to Screen Pixels

    - by Adam Jerrett
    So a few days back, I started playing around with Krypton XNA for 2D lighting in my game. I noticed in general, that spawning a light at (0,0) with Krypton causes the light to appear in, pretty much, the centre of the game screen. Is there any way to change this so a Krypton light's "starting point" at [0,0] would spawn at the top left of the screen, and thus follow the standard screen co-ordinates for position? I ask because currently I'm busy working on my game where my spawn point is [512,512]. With hard code, the closest I've got to the light being "central" to this point is the vector position [12,-20], which makes no sense and is impossible to craft, mathematically, if I want the light to move with the camera (the position [480,512] maps roughly to [10,-20]). So, is there any way to "normalise" the krypton lights to use standard screen co-ordinates? If you guys can, play around with the demo from the site and please see if you can find anything out about it. Documentation on the engine is rather scarce, so it's difficult to find anything relevant to my "pixel-perfect" need. It might just also be something in the code with regards to the matrices that I'm not fully understanding. Any help would be useful. Thanks.

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  • UDK/ UnrealScript class interaction? HUD advice?

    - by Holly
    Beginner basics requested here, While i'm familiar with the basics of OOP programming i've just started looking as UnrealScript for a game i had made in the UDK editor up to now. I have a class that extends UTHUD and another that extends UDKPAWN. I have the pawn destroyed when its been shot 3 times and some basic helloworld text displaying in my HUD but i'm completely lost as to how one would get some sort of feedback between the two classes going on? What i would like to do to start off, is have some text that says something like "Amount of baddies killed: 0" Displayed on the HUD which would then increment each time the player destroyed one of my pawns. I'm sorry if this is an inappropriate question but i've never really worked within a framework like this before and wasn't sure where to go for help to get my footing. All advice appreciated!

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  • Why does creating dynamic bodies in JBox2D freeze my app?

    - by Amplify91
    My game hangs/freezes when I create dynamic bullet objects with Box2D and I don't know why. I am making a game where the main character can shoot bullets by the user tapping on the screen. Each touch event spawns a new FireProjectileEvent that is handled properly by an event queue. So I know my problem is not trying to create a new body while the box2d world is locked. My bullets are then created and managed by an object pool class like this: public Projectile getProjectile(){ for(int i=0;i<mProjectiles.size();i++){ if(!mProjectiles.get(i).isActive){ return mProjectiles.get(i); } } return mSpriteFactory.createProjectile(); } mSpriteFactory.createProjectile() leads to the physics component of the Projectile class creating its box2d body. I have narrowed the issue down to this method and it looks like this: public void create(World world, float x, float y, Vec2 vertices[], boolean dynamic){ BodyDef bodyDef = new BodyDef(); if(dynamic){ bodyDef.type = BodyType.DYNAMIC; }else{ bodyDef.type = BodyType.STATIC; } bodyDef.position.set(x, y); mBody = world.createBody(bodyDef); PolygonShape dynamicBox = new PolygonShape(); dynamicBox.set(vertices, vertices.length); FixtureDef fixtureDef = new FixtureDef(); fixtureDef.shape = dynamicBox; fixtureDef.density = 1.0f; fixtureDef.friction = 0.0f; mBody.createFixture(fixtureDef); mBody.setFixedRotation(true); } If the dynamic parameter is set to true my game freezes before crashing, but if it is false, it will create a projectile exactly how I want it just doesn't function properly (because a projectile is not a static object). Why does my program fail when I try to create a dynamic object at runtime but not when I create a static one? I have other dynamic objects (like my main character) that work fine. Any help would be greatly appreciated. This is a screenshot of a method profile I did: Especially notable is number 8. I'm just still unsure what I'm doing wrong. Other notes: I am using JBox2D 2.1.2.2. (Upgraded from 2.1.2.1 to try to fix this problem) When the application freezes, if I hit the back button, it appears to move my game backwards by one update tick. Very strange.

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