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  • What are the challenges and benefits of writing games with a functional language?

    - by McMuttons
    While I know that functional languages aren't the most commonly used for game writing, there are a lot of benefits associate with them that seem like they would be interesting in any programming context. Especially the ease of parallelization I would think could be very useful as focus is moving toward more and more processors. Also, with F# as a new member of the .NET family, it can be used directly with XNA, for example, which lowers the threshold quite a bit, as opposed to going with LISP, Haskell, Erlang, etc. If anyone has experience writing games with functional code, what has turned out to be the positives and negatives? What was it suited for, what not? Edit: Finding it hard to decide that there's a single good answer for this, so it's probably better suited as a community wiki post.

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  • STL for games, yea or nay?

    - by munificent
    Every programming language has its standard library of containers, algorithms, and other helpful stuff. With languages like C#, Java, and Python, it's practically inconceivable to use the language without its standard lib. Yet, on many C++ games I've worked on, we either didn't use the STL at all, used a tiny fraction of it, or used our own implementation. It's hard to tell if that was a sound decision for our games, or one simply made out of ignorance of the STL. So... is the STL a good fit or not?

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  • How to Use Text in Unity3d

    - by ZiG-ZaG
    How Can i Create Text in Unity3D? I Use "3D Text" But Its Always on Top Of Everything! Can You Suggest Anything? I creating a 2D Game So its not Necessarily a 3D Text.. Edit: Because I Building a 2D Game My Scene is Full of Planes in Front of Camera And I want My Text to be Over One of the Planes and when plane is moving My Text appears behind it. But When I Use "3D Text" Its Always In Front of Everything. Sorry for My Bad English...

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  • What precaution should I take to hire online freelancer designers? [on hold]

    - by tomDev
    For quite some time my company is super busy with our apps, and a few days ago someone contacted me by email offering his services to help me as a graphic designer. He has a fair price, a flickr portfolio (with great stuff but not popular at all), same on Twitter. I was really considering in hiring him for some specific service, but the question is... what precaution should I take when hiring someone I have no idea who is? I can't even be sure I have his real name and his real country. How do I make a contract? How do I pay? How do I know he will not sue us after the graphics reach the App Store asking for more money? And of course, how do I know he will actually do the service and not steal from some stock service? Am I a bit paranoiac or is this a common deal with graphics designers? PS: if someone asks I can provide his flickr, but I think this is a general question and not specific for this designer.

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  • Moving two objects proportionally

    - by SSL
    I'm trying to move two objects away from each other at a proportional distance, but on different scales. I'm not quite sure how to do this. Object A can go from position 0.1 to 1. Object B has no limits. If object B is decreasing, then Object A should be decreasing at rate R. Likewise, if Object B is increasing, then Object A increases at rate R. How can I tie these two Object positions together so that in an update loop, they automatically update their positions? I tried using: ObjA.Pos += 0.001f * ObjB.VelocityY; //0.001f is the rate This works but there's an error each time it runs. ObjA starts off at its max position 1 but then the next time it will stop at 0.97, 0.94, 0.91 etc.. This is due to the 0.001f rate I put in. Is there a way to control the rate, yet not end up with the rounding error?

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  • Transition Player Position

    - by Lycrios
    I'm currently working on a java MMO with a pretty solid start, but I've come across an issue I need a little help with. I'm working on player position's. Meaning there X/Y on the screen, if the PlayerA has a higher FPS(Frames Per Second) then other players, the resulting action will be that PlayerA will move faster than everyone else. I know the reasoning for this, it's because when the game draws I just use: x++; What would a better method be?

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  • Deleting a game object

    - by Balls
    I tried doing this but it cause an access violation. void GameObjectFactory::Update() { for( std::list<GameObject*>::iterator it=gameObjectList.begin() ..... (*it)->Update(); } void Bomb::Update() { if( time == 2.0f ) { gameObjectFactory->Remove( this ); } } void GameObjectFactory::Remove( ... ) { gameObjectList.remove( ... ); } My thoughts would be to mark the object to be dead then let the factory handle it the on next frame for deletion. Is it the best and fastest way? What do you think?

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  • Shared pointers causing weird behaviour

    - by Setzer22
    I have the following code in SFML 2.1 Class ResourceManager: shared_ptr<Sprite> ResourceManager::getSprite(string name) { shared_ptr<Texture> texture(new Texture); if(!texture->loadFromFile(resPath+spritesPath+name)) throw new NotSuchFileException(); shared_ptr<Sprite> sprite(new Sprite(*texture)); return sprite; } Main method: (I'll omit most of the irrelevant code shared_ptr<Sprite> sprite = ResourceManager::getSprite("sprite.png"); ... while(renderWindow.isOpen()) renderWindow.draw(*sprite); Oddly enough this makes my sprite render completely white, but if I do this instead: shared_ptr<Sprite> ResourceManager::getSprite(string name) { Texture* texture = new Texture; // <------- From shared pointer to pointer if(!texture->loadFromFile(resPath+spritesPath+name)) throw new NotSuchFileException(); shared_ptr<Sprite> sprite(new Sprite(*texture)); return sprite; } It works perfectly. So what's happening here? I assumed the shared pointer would work just as a pointer. Could it be that it's getting deleted? My main method is keeping a reference to it so I don't really understand what's going on here :S EDIT: I'm perfectly aware deleting the sprite won't delete the texture and this is generating a memory leak I'd have to handle, that's why I'm trying to use smart pointers on the first place...

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  • How do I convert screen coordinates to between -1 and 1?

    - by bbdude95
    I'm writing a function that allows me to click on my tiles. The origin for my tiles is the center, however, the mouse's origin is the top left. I need a way to transform my mouse coordinates into my tile coordinates. Here is what I already have (but is not working): void mouseClick(int button, int state, int x, int y) { x -= 400; y -= 300; float xx = x / 100; // This gets me close but the number is still high. float yy = y / 100; // It needs to be between -1 and 1 }

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  • opengl memory issue - quite strange.

    - by user4707
    Hello, I have heard that textures consumes lot of memory but I am surprised how much.... I have 7 textures 1024 16 bit each. And while I will run my app it consumes 57MB of memory. I think that this is "a bit" too much. I am writing 2D application (no cocos or other framework) Strange is that while I will compile my app with disabled rendering methods: glDrawArrays than It uses only 27MB.... which is about 30MB less... Do you have any Idea why? I am creating textures before rendering of course: rendering looks like this: [EAGLContext setCurrentContext:context]; glBindFramebufferOES(GL_FRAMEBUFFER_OES, defaultFramebuffer); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); glPushMatrix(); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); TeksturaObrazek *obrazek_klaw =[[AppDirector sharedAppDirector] obrazek_klaw]; glBindTexture(GL_TEXTURE_2D, [[obrazek_klaw image_texture] name] ); glVertexPointer(2, GL_FLOAT, 0,vertex1); glTexCoordPointer(2, GL_FLOAT, 0, vertex2); glColor4f(1,1,1,alpha); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisable(GL_BLEND); glDisable(GL_TEXTURE_2D); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glPopMatrix(); [context presentRenderbuffer:GL_RENDERBUFFER_OES]; It looks like standard routine... I have spent about 2 days looking for for answer and I still have no clue.

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  • What sort of things can cause a whole system to appear to hang for 100s-1000s of milliseconds?

    - by Ogapo
    I am working on a Windows game and while rendering, some computers will experience intermittent pauses ("hitches" for lack of a better term). When profiled they appear in seemingly random places in the code. Eventually I noticed that it wasn't just my process that was affected, but (seemingly) every process on the system. All of the threads in my application hitch at once. The CPU utilization drops during these hitches and it appears as if most processes make no progress. This leads me to believe this may be an Operating System or Driver issue, but it only occurs while playing the game (and only on some systems). What sort of operations might the operating system be doing that would require the kernel to pause all user threads and block. Some kind of I/O? At first I thought of paging but my impression is that would only affect a single process, no? Some systems in use: Windows, DirectX (3d), nVidia cards (unknown if replicates on ATI), using overlapped io for streaming

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  • setting the position in different resolution

    - by Moaz
    I have a normal game window which is 640*480, and everything is fine, but when I try to maximize the window, the objects translate to different positions on the screen, for example If I have a circle which is drawn at the center in the normal window, when I try to maximize it, it shifts away from the center of the screen. How do I adjust it so it draws at the center in both normal window and maximized window ?

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  • Modular spaceship control

    - by SSS
    I am developing a physics based game with spaceships. A spaceship is constructed from circles connected by joints. Some of the circles have engines attached. Engines can rotate around the center of circle and create thrust. I want to be able to move the ship in a direction or rotate around a point by setting the rotation and thrust for each of the ship's engines. How can I find the rotation and thrust needed for each engine to achieve this?

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  • Sprite.js surface background

    - by user1086671
    I'm making a tile-based game using Sprite.js. It is not easy to redraw every tile each frame, so I tried to make a scrolling surface background. There is an example here http://batiste.dosimple.ch/sprite.js/tests/test_scrolling.html The example works, but it seems like ScrollingSurface.update is buggy or there is something I'm missing. What I tried to do is to draw 5x5 tiles and after 5 seconds draw another 5x5 tiles near the first ones. But it draws only the first ones. And surface.update() only updates the position of surface. Here is my code https://github.com/Sektoid/sprite.js/blob/master/tests/test_scrolling.html (You need also to set this.divider = 1.0 in scrolling.js to avoid drawing the same tiles 4 times.) There aren't any sprite.js-forums like with the other sprite- and game-engines have, so I'm asking here.

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  • (Canvas/JS) Getting strange results with moving the view and fillRect, not sure what the problem is

    - by AngerAlone
    I'm really new to JS and have been banging my head against this problem all day. Here's a jsfiddle: http://jsfiddle.net/4ShH4/1/ AND fullscreen: http://jsfiddle.net/4ShH4/1/embedded/result/ I'm getting this weird tearing/elongation of the drawn elements when I move the screen with WASD. I have no idea whats causing the problem. I've put comments on the fiddle to explain my code. Any help would be greatly appreciated.

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  • Vectors with Circles Physics -java

    - by Joe Hearty
    This is a problem I've been having, When making a set number of filled circles at random locations on a JPanel and applying a gravity (a negative change in the y), each of the circles collide. I want them to have collision detection and push in the opposite direction using vectors but i don't know how to apply that to my scenario could someone help? public void drawballs(Graphics g){ g.setColor (Color.white); //displays circles for(int i = 0; i<xlocationofcircles.length-1; i++){ g.fillOval( (int) xlocationofcircles[i], (int) (ylocationofcircles[i]) ,16 ,16 ); ylocationofcircles[i]+=.2; //gravity if(ylocationofcircles[i] > 550) //stops gravity at bottom of screen ylocationofcircles[i]-=.2; //Check distance between circles(i think..) float distance =(xlocationofcircles[i+1]-xlocationofcircles[i]) + (ylocationofcircles[i+1]-xlocationofcircles[i]) ; if( Math.sqrt(distance) <16)

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  • Why doesn't MoveBy work in this example?

    - by ufo
    I'd like to run an action on a sprite using the MoveBy action. After lots of attempts, I can't achieve the goal... I have issues with the MoveBy in 2 different projects, so maybe I'm missing something in the setup... But I can't figure what! The instruction is like this: this.platform1Sprite.runAction(cc.MoveBy.create(1, cc.p(200, 0))); I don't get any error, simply it doesn't work. platform1Sprite is a Sprite. But even with a LabelTTF it doesn't work: var MoveToAction = cc.MoveTo.create(2.5, cc.p(size.width / 2, size.height / 2)); this.creditLabel.runAction(MoveToAction); For this last snippet, you can view my complete code here: http://pastebin.com/fGbW4LLH

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  • Multiple ( V- / I- ) Buffers, is it sane?

    - by Techie
    Currently I am developing an RTS game using XNA ( / ANX.Framework ). There is one thing bothers me. I am not sure in what way or how to organise Buffers. Should I use a new Vertexbuffer for any object ( e.g. a Char, a Table, an model ) or is it better to use ONE HUGE/ BIG Buffer to store any geometry in? I am still new to 3D Programming though I finished yet couple games using DirectX 9. Well, I hope this question qin't a duplicate and I appreciate any answer leading me into the right direction.

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  • Rotate an object given only by its points?

    - by d33tah
    I was recently writing a simple 3D maze FPP game. Once I was done fiddling with planes in OpenGL, I wanted to add support for importing Blender objects. The approach I used was triangulization of the object, then using Three.js to export the points to plaintext and then parsing the result JSON in my app. The example file can be seen here: https://github.com/d33tah/tinyfpp/blob/master/Data/Models/cross.txt The numbers represent x,y,z,u,v of a single vertex, which combined in three make a triangle. Then I rendered such an object triangle-by-triangle and played with it. I could move it back and forth and sideways, but I still have no idea how to rotate it by some axis. Let's say I'd like to rotate all the points by five degrees to the left, how would a code doing it look like?

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  • Elastic Collision Formula in Java

    - by Shijima
    I'm trying to write a Java formula based on this tutorial: 2-D elastic collisions without Trigonometry. I am in the section "Elastic Collisions in 2 Dimensions". In step 1, it mentions "Next, find the unit vector of n, which we will call un. This is done by dividing by the magnitude of n". My below code represents the normal vector of 2 objects (I'm using a simple array to represent the normal vector), but I am not really sure what the tutorial means by dividing the magnitude of n to get the un. int[] normal = new int[2]; normal[0] = ball2.x - ball1.x; normal[1] = ball2.y - ball1.y; Can anyone please explain what un is, and how I can calculate it with my array in Java?

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  • Windows Phone 7 Networked Game

    - by Craig
    Im creating a multiplayer asteroids type game for the Windows Phone 7, 2 players can challenge each other over who will get the highest score. On each players phone the opponent is displayed and both go about shooting asteroids and enemies. In an assignment I have due I would like to talk about the packet design, what would be the least amount of info that I can send over the connection? Instead of constantly having to send each players position, asteroid position, bullet position and enemy position etc. Or would all that data constantly need to be sent?

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  • Rectangular Raycasting?

    - by igrad
    If you've ever played The Swapper, you'll have a good idea of what I'm asking about. I need to check for, and isolate, areas of a rectangle that may intersect with either a circle or another rectangle. These selected areas will receive special properties, and the areas will be non-static, since the intersecting shapes themselves will also be dynamic. My first thought was to use raycasting detection, though I've only seen that in use with circles, or even ellipses. I'm curious if there's a method of using raycasting with a more rectangular approach, or if there's a totally different method already in use to accomplish this task. I would like something more exact than checking in large chunks, and since I'm using SDL2 with a logical renderer size of 1920x1080, checking if each pixel is intersecting is out of the question, as it would slow things down past a playable speed. I already have a multi-shape collision function-template in place, and I could use that, though it only checks if sides or corners are intersecting; it does not compute the overlapping area, or even find the circle's secant line, though I can't imagine it would be overly complex to implement. TL;DR: I need to find and isolate areas of a rectangle that may intersect with a circle or another rectangle without checking every single pixel on-screen.

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  • What are some of the more commonly used projectile rendering techniques?

    - by KlashnikovKid
    couldn't find a duplicate question (bit surprising to me) but anywho I'm starting to get near implementing the rendering of projectiles for my game. My question is what are some good techniques for efficiently rendering projectiles? I would like emphasis on techniques that leave room for the projectiles to be "rich" and dynamic (Cool to look at!) I'm also using DX11 for my rendering engine so bleeding edge techniques that can make use of that would be much appreciated too. Thanks!

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  • How can I derive force vectors from velocity vectors?

    - by PixelRouter
    I'm making a 2d shooter ala Geometry Wars. I've got my own simple physics at work driving the background grid and all my entities. To move anything in the world I apply a Vector2d force to it. The 'engine' calculates the resulting acceleration and therefore the velocity. I am trying to port some code I found which implements the classic 'Boids' flocking algorithm, but the code I have works by calculating the Boids' velocities directly, so If i use it as is, it bypasses my physics engine. How I can translate the velocity vectors into force vectors that I can apply to the Boids and which will result in the proper velocities via my physics engine.

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  • Base on User Drawing Create Polygon Body as well Image

    - by Siddharth
    In my game, I want to provide a user with drawing feature. By free hand drawing user create a polygon shape. So in my game implementation I have to create body for all found vertices and I have to generate image based on that polygon shape. So my problem is how to create image that match the user provided vertices. In cocos2d I listen that there is an implementation of something like Image Masking. But I don't understand how that thing I implement in andengnine. Please provide any guidance on how to create image same as user generated polygon shape.

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