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  • Is OpenGL 1.x deprecated?

    - by QuasarDonkey
    I'm familiar with OpenGL 1.x. I typically use SDL with OpenGL 1.4 on Linux, and I've never run into problems, even on my modern system. I've read on the OpenGL site about deprecation and compatibility contexts, but I'm still unclear as to whether it's safe to continue to use old versions of OpenGL, as opposed to using old features in newer versions. When functionality is marked deprecated ... future versions of OpenGL may remove it. Does deprecation simply imply that those functions can't be used alongside newer features? More specifically, are there any systems today (other than embedded) where OpenGL 1.x isn't available? The old-skool stuff like, glBegin, glEnd, glDrawPixels, etc. Note: I'm not a professional games developer, so you'll have to excuse my ignorance. I'm working on a mostly 2D game that I would like to keep multi-platform, supporting at least Linux, Mac, and Windows.

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  • What does "kTriangles/s" mean in hardware graphics benchmark reports?

    - by swquinn
    I've looked around and found several sites offering benchmarking statistics for mobile platforms and I've been seeing the unit of measure as "kTriangles/s". Originally I misread this, missing the 'k'; does this translate to "thousand(s) of triangles/s", e.g.: 8902 kTriangles/s = 8,902,000 triangles/s (I'm pretty sure that my interpretation is correct, but I hope someone can confirm this for me) Thanks!

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  • How much isometric sprites can one optimize by mirroring and alike?

    - by Tom
    I am working on a basic isometric game, and am struggling to find the correct mirrors. I have managed to get SE out of SW, by scaling the sprite on X axis by -1. Same applies for NE angle. Something is bugging me, that I should be able to also mirror N to S, but I cannot manage to pull this one off. Am I just too sleepy and trying to do the impossible, or a basic -1 scale on Y axis is not enough? What are the common used mirror table for optimizing 8 angle (N, NE, E, SE, S, SW, W, NW) isometric sprites?

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  • Things to do to port game made for iOS in Unity to Android?

    - by 2600th
    I have just made my first game for iOS and submitted it to app store. I was thinking of porting my game to Android also. I would like to know things one need to do/remember to port game made for iOS in Unity to Android. How to handle different screen resolutions and pixel densities, optimizations required, etc. Any other suggestions and important things you think I should know? EDIT: Also, should I handle builds according to device resolutions or by pixel density?

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  • win rt game project to android [closed]

    - by Inderjeet
    I have develop game on windows for winrt in visual studio using cocos2d-x,i just want to port it to android in c++ in the guidance of http://www.jesusbosch.com/2012/06/how-to-set-up-android-and-win32-cocos2d.html this,but i get error while compilling the code on cygwin that errors are below CYGWIN environment variable option "nodosfilewarning" turns off this warning. Consult the user's guide for more details about POSIX paths: http://cygwin.com/cygwin-ug-net/using.html#using-pathnames ERROR: Your GNUMAKE variable is defined to an invalid name: /usr/bin/make Please fix it to point to a valid make executable (e.g. /usr/bin/make) i have install many times cygwin but did not have get make.exe in folder c:/cygwin/usr/bin how can i overcome from this error Thanks Inderjeet Kumar

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  • Spritegroups and colorkeys

    - by Fristi
    I have a problem using spritegroups in pygame. In my situation I have 2 spritegroups, one for humans, one for "infected". A human is represented by a blue circle: image = pygame.Surface((32,32)) image.fill((255,255,255)) pygame.draw.circle(image,(0,0,255),(16,16),16) image = image.convert() image.set_colorkey((255,255,255)) An infected by a red one (same code, different color). I update my spritegroups as follows: self.humans.clear(self.screen, self.bg) self.humans.update(time_passed) self.humans.draw(self.screen) self.infected.clear(self.screen, self.bg) self.infected.update(time_passed) self.infected.draw(self.screen) Self.bg is defined: self.bg = pygame.Surface((SCREEN_WIDTH, SCREEN_HEIGHT)) self.bg.fill((255,255,255)) self.bg.convert() This all works, except that when a red circle overlaps with a blue one, you can see the white corners of the bounding box around the actual circle. Within a spritegroup it works, using the set_colorkey function. This does not happen with overlapping blue circles or overlapping red circles. I tried adding a colorkey to self.bg but that did not work. Same for adding a colorkey to self.screen.

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  • How can I perform a masked erase in SDL2?

    - by Kvisle
    I'm trying to implement some shadow/lighting effects in my 2D-project, and I've concluded that if there is an easy way to perform a masked erase on an SDL_Texture, it would make the drawing operations quite cheap. Let's say I have a texture of the part of the level where light is not meant to be rendered. I also have a texture with my "light map"; I want to use this to just draw omni lights from my light sources. Then I want to use the first image to 'subtract' the portions of the light map that are not to be rendered on the final scene. Then I draw my "light map" texture on top of my scene, with additive blending enabled. This sounds like a good theory in my head, but I can't see any functions in the SDL2 API that let me do masked erase from a texture. Am I overlooking something? Does anything like this exist?

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  • Data-driven animations

    - by saadtaame
    Say you are using C/SDL for a 2D game project. It's often the case that people use a structure to represent a frame in an animation. The struct consists of an image and how much time the frame is supposed to be visible. Is this data sufficient to represent somewhat complex animation? Is it a good idea to separate animation management code and animation data? Can somebody provide a link to animations tutorials that store animations in a file and retrieve them when needed. I read this in a book (AI game programming wisdom) but would like to see a real implementation.

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  • Which game engine for HTML5 + Node.js

    - by Chrene
    I want to create a realtime multiplayer game using and HTML5. I want to use node.js as the server, and I only need to be able to render images in a canvas, play some sounds, and do some basic animations. The gameloop should be done in the server, and the client should do callback via sockets to render the canvas. I am not going to spend any money on the engine, and I don't want to use cocos2d-javascript.

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  • HTML5 - Does it have the power to handle a large 2D game with a huge world?

    - by user15858
    I have been using XNA game studio, but due to private reasons (as well as the ability to publish anywhere & my heavy interest in isogenic engine), I would like to switch to HTML5. However, I have very high 2D graphic demands for my game. The game itself will have a HDD size of anywhere between 6GB (min) to 12GB (max) which would be a full game deployed offline. The size of the images aren't significantly large, so streaming would be entirely possible if only those assets required were streamed as needed. The game has a massive file size because of the sheer amount of content. For some images or spritesheets, they would be quite massive. (ex. a very large Dragon, which if animated in a spritesheet would be split into two 4096x4096 sheets or one 8192x8192 sheet). Most assets would be very small, and about 7MB for a full character with 15 animations in every direction (all animations not required immediately) so in the size of a few hundred KB to download before the game loads. My question, however, is if the graphical power of HTML5 is enough to animate several characters on screen at once, when it flips through frames quite rapidly. All my sprites have about 25 frames per animation, 5 directions (a spritesheet for each direction & animation), and run at 30fps. Upon changing direction, animation, or a new character entering, spritesheets would change and be constantly loading/unloading. If I pack all directions in a single sheet, it would be about 2048x2048 per sheet. Most frameworks have no problem with this, but I am afraid from what I read that HTML5's graphical capabilities will limit me. Since it takes significant time simply to animate characters in any language, I'd like a quick answer.

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  • Dynamic Components

    - by Alex
    I am attempting to design a component-based architecture that allows Components to be dynamically enabled and disabled, much like the system employed by Unity3D. For example, all Components are implicitly enabled by default; however, if one desires to halt execution of code for a particular Component, one can disable it. Naively, I want to have a boolean flag in Component (which is an abstract class), and somehow serialize all method calls into strings, so that some sort of ComponentManager can check if a given Component is enabled/disabled before processing a method call on it. However, this is a pretty bad solution. I feel like I should employ some variation of the state paradigm, but I have yet to make progress. Any help would be greatly appreciated,

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  • Fast, accurate 2d collision

    - by Neophyte
    I'm working on a 2d topdown shooter, and now need to go beyond my basic rectangle bounding box collision system. I have large levels with many different sprites, all of which are different shapes and sizes. The textures for the sprites are all square png files with transparent backgrounds, so I also need a way to only have a collision when the player walks into the coloured part of the texture, and not the transparent background. I plan to handle collision as follows: Check if any sprites are in range of the player Do a rect bounding box collision test Do an accurate collision (Where I need help) I don't mind advanced techniques, as I want to get this right with all my requirements in mind, but I'm not sure how to approach this. What techniques or even libraries to try. I know that I will probably need to create and store some kind of shape that accurately represents each sprite minus the transparent background. I've read that per pixel is slow, so given my large levels and number of objects I don't think that would be suitable. I've also looked at Box2d, but haven't been able to find much documentation, or any examples of how to get it up and running with SFML.

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  • Which game library/engine to choose?

    - by AllTheThingsSheSaid
    I'm not a programming beginner at all. I've tried 2 libraries/engines so far, allegro and Unity. For allegro. i think its not good if i wanna make a career in gaming industry since its not powerful enough. I don't feel comfortable with unity. Its more like a software like photoshop or flash. You can do almost everything with pre-defined functions, tools and with less coding. I need something which offers less tools and pre defined functions and more coding work. It would be awesome if its free and c/c++ based. I need both 2D/3D. and please, don't tell me to make my own library, i am not "that" advance. Any other information about gaming industry would be greatly appreciated.

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  • Predictive firing (in a tile-based game)

    - by n00bster
    I have a (turn-based) tile-based game, in which you can shoot at entities. You can move around with mouse and keyboard, it's all tile-based, except that bullets move "freely". I've got it all working just fine except that when I move, and the creatures shoot towards the player, they shoot towards the previous tiles.. resulting in ugly looking "miss hits" or lag. I think I need to implement some kind of predictive firing based on the bullet speed and the distance, but I don't quite know how to implement such a thing... Here's a simplified snip of my firing code. class Weapon { public void fire(int x, int y) { ... ... ... Creature owner = getOwner(); Tile targetTile = Zone.getTileAt(x, y); float dist = Vector.distance(owner.getCenterPosition(), targetTile.getCenterPosition()); Bullet b = new Bullet(); b.setPosition(owner.getCenterPosition()); // Take dist into account in the duration to get constant speed regardless of distance float duration = dist / 600f; // Moves the bullet to the centre of the target tile in the given amount of time (in seconds) b.moveTo(targetTile.getCenterPosition(), duration); // This is what I'm after // Vector v = predict the position // b.moveTo(v, duration); Zone.add(bullet); // Now the bullet gets "ticked" and moveTo will be implemented } } Movement of creatures is as simple as setting the position variable. If you need more information, just ask.

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  • LibGDX onTouch() method kill on touch

    - by johnny-b
    How can I add this on my application. i want to use the onTouch() method from the implementation of the InputProcessor to kill the enemies on screen. how do i do that? do i have to do anything to the enemy class? please help Thank you M @Override public boolean touchDown(int screenX, int screenY, int pointer, int button) { return false; } here is my enemy class public class Bullet extends Sprite { private Vector2 velocity; private float lifetime; public Bullet(float x, float y) { velocity = new Vector2(0, 0); } public void update(float delta) { float targetX = GameWorld.getBall().getX(); float targetY = GameWorld.getBall().getY(); float dx = targetX - getX(); float dy = targetY - getY(); float distToTarget = (float) Math.sqrt(dx * dx + dy * dy); velocity.x += dx * delta; velocity.y += dy * delta; } } i am rendering all graphics in a GameRender class and a gameworld class if you need more info please let me know Thank you

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  • From release to business

    - by geneotech
    So let's say that I've finished programming a simple, indie MMO game similiar to Tibia. I've got a stable server application that is ready to launch, i've got a tested bug-free working client application that is ready to play and the game's official website (ready to host) with payment system and client that is ready to download for free. Let's say none of them break copyright laws, and no matter how impossible it sounds, let's for now say it's true. My game divides accounts into two groups - free and premium. If someone gets premium, he's granted access to all possible game features, that of course, need server authorisation to work properly. Let's say that the "premium account" can be bought on the website for a fixed money/month. Free accounts mean that everyone can actually play, but without paying, you get limited access. This is what the mentioned payment system will be for. Well, I'm completely novice to these business entities issues, so in short: what, in terms of law, are steps from here to the state where my game earns money in a fully legal way ? Also, is there for example, something like verification if game gives the user what it actually offers when paying on its website ? I live in Europe, if it changes something.

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  • Developing Games for Samsung Smart TV

    - by Caner Öncü
    We are planning to develop a game for Samsung Smart TVs. Although those TVs support Flash and HTML5 other specs fail at supporting a game engine. For ex: Using an engine that needs GPU is not possible with the default Samsung smart tv set. Or... WebGL is supported with Samsung SDK 4.1 but we don't know if SDK 4.1 is available for Smart TV series between 7000-9000 or not. We have tried to communicate with Samsung but they don't really seem to respond. Is there anyone who has developed a game for Samsung Smart TVs? If there is, can you name the game engines that can work with those TVs?

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  • What exactly does an installer do and why might I need one?

    - by Jan
    this is probably the noob-question of the day: So I've written this game. Now there's the .exe file that does the work, a folder with my beautiful, beautiful assets and a bunch of .dll files and other stuff that I probably shouldn't touch. To run the game, I copy the whole lot to the desired computer, double-click the .exe file and start shooting some dudes. Yay! But what exactly is the difference between that and using an installer? What else does an installer do besides copying files and looking more professional than a .zip-file? Is there generally a lot of patching/configuring involved when trying to make a game run on a different computer? I tested my game on all windows computers I could get my greedy fingers on and it works great. Thanks for your time.

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  • Why distant objects draw in front of close objects?

    - by cad
    I am rendering two cubes in the space using XNA 4.0 and the layering of objects only works from certain angles. Here is what I see from the front angle (everything ok) Here is what I see from behind This is my draw method. Cubes are drawn by serverManager and serverManager1 protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); switch (_gameStateFSM.State) { case GameFSMState.GameStateFSM.INTROSCREEN: spriteBatch.Begin(); introscreen.Draw(spriteBatch); spriteBatch.End(); break; case GameFSMState.GameStateFSM.GAME: spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend); // Text screenMessagesManager.Draw(spriteBatch, firstPersonCamera.cameraPosition, fpsHelper.framesPerSecond); // Camera firstPersonCamera.Draw(); // Servers serverManager.Draw(GraphicsDevice, firstPersonCamera.viewMatrix, firstPersonCamera.projMatrix); serverManager1.Draw(GraphicsDevice, firstPersonCamera.viewMatrix, firstPersonCamera.projMatrix); // Room //roomManager.Draw(GraphicsDevice, firstPersonCamera.viewMatrix); spriteBatch.End(); break; case GameFSMState.GameStateFSM.EXITGAME: break; default: break; } base.Draw(gameTime); fpsHelper.IncrementFrameCounter(); } serverManager and serverManager1 are instances of the same class ServerManager that draws a cube. The draw method for ServerManager is: public void Draw(GraphicsDevice graphicsDevice, Matrix viewMatrix, Matrix projectionMatrix) { cubeEffect.World = Matrix.CreateTranslation(modelPosition); // Set the World matrix which defines the position of the cube cubeEffect.View = viewMatrix; // Set the View matrix which defines the camera and what it's looking at cubeEffect.Projection = projectionMatrix; // Enable textures on the Cube Effect. this is necessary to texture the model cubeEffect.TextureEnabled = true; cubeEffect.Texture = cubeTexture; // Enable some pretty lights cubeEffect.EnableDefaultLighting(); // apply the effect and render the cube foreach (EffectPass pass in cubeEffect.CurrentTechnique.Passes) { pass.Apply(); cubeToDraw.RenderToDevice(graphicsDevice); } } Obviously there is something I am doing wrong. Any hint of where to look? (Maybe z-buffer or occlusion tests?)

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  • Client Side Prediction

    - by user13842
    I have a question regarding Client Side prediction. Ive tried to search topics about my specific problem but couldn't find anything which really answered my problem. Most tutorials and explanations assume that the Client sends messages like "Move my player up by 1 Position", but what if i send messages like "Set my player's velocity to x"? Since it's hard to explain with text, i made a graphic explaining my problem. The main problem is, that the player sets his own velocity, due to Client Side Prediction, earlier than the Server. So if 2 different velocities overlap, the Server would get out of sync. How can i tackle that problem? Thanks a lot. Graphic: http://img27.imageshack.us/img27/6083/clientpred.png (Ignore the 5.5cm)

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  • How do I swap two objects in a GC language without triggering GC?

    - by TenFour04
    I have two array lists. that I want to swap each frame. My question is, does the variable 'temp' need to be a member variable to avoid triggering GC, assuming this method is called on dozens of objects each frame? I'm not creating a new object, just a new reference to an object. public void LateUpdate(){ ArrayList<int> temp = previousFrameCollisions; previousFrameCollisions = currentFrameCollisions; currentFrameCollisions = temp; currentFrameCollisions.clear(); } I've been told there's no reason to make a primitive into a member variable just to avoid GC, so my best guess is that this also applies to object references.

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  • Game Design - When to separate out pieces into static libraries?

    - by Jason
    I am developing a game that has a lot of platform generic pieces. I am wanting to separate out various pieces into static libraries and I would like to know what other devs do. I am considering targeting other platforms and I want to maintain an much platform neutrality as I can. I have a lot of generic level data in C++ classes. THinking all of the level data could go into a single static library. I have a lot of generic OpenGL code that I think could also go into a single static library. I am already using CMAKE for some and XCode 4.5 for the Apple specific pieces. What do other devs do to stay platform neutral? Does anyone use Eclipse instead of XCode and Visual Studio on Windows?

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  • Trouble with collision detection in XNA?

    - by Lewis Wilcock
    I'm trying to loop through an list of enemies (enemyList) and then any that have intersected the rectangle belonging to the box object (Which doesn't move), declare there IsAlive bool as false. Then another part of the code removes any enemies that have the IsAlive bool as false. The problem im having is getting access to the variable that holds the Rectangle (named boundingBox) of the enemy. When this is in a foreach loop it works fine, as the enemy class is declared within the foreach. However, there are issues in using the foreach as it removes more than one of the enemies at once (Usually at positions 0 and 2, 1 and 3, etc...). I was wondering the best way to declare the enemy class, without it actually creating new instances of the class? Heres the code I currently have: if (keyboardState.IsKeyDown(Keys.Q) && oldKeyState.IsKeyUp(Keys.Q)) { enemyList.Add(new enemy(textureList.ElementAt(randText), new Vector2(250, 250), graphics)); } //foreach (enemy enemy in enemyList) //{ for (int i = 0; i < enemyList.Count; i++) { if (***enemy.boundingBox***.Intersects(theDefence.boxRectangle)) { enemyList[i].IsDead = true; i++; } } //} for(int j = enemyList.Count - 1; j >= 0; j--) { if(enemyList[j].IsDead) enemyList.RemoveAt(j); } (The enemy.boundingBox is the variables I can't get access too). This is a complete copy of the code (Zipped) If it helps: https://www.dropbox.com/s/ih52k4e21g98j3k/Collision%20tests.rar I managed to find the issue. Changed enemy.boundingBox to enemyList[i].boundingBox. Collision works now! Thanks for any help!

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  • sprite group doesn't support indexing

    - by user3956
    I have a sprite group created with pygame.sprite.Group() (and add sprites to it with the add method) How would I retrieve the nth sprite in this group? Code like this does not work: mygroup = pygame.sprite.Group(mysprite01) print mygroup[n].rect It returns the error: group object does not support indexing. For the moment I'm using the following function: def getSpriteByPosition(position,group): for index,spr in enumerate(group): if (index == position): return spr return False Although working, it just doesn't seem right... Is there a cleaner way to do this? EDIT: I mention a "position" and index but it's not important actually, returning any single sprite from the group is enough

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  • Reversing animated sprites

    - by brandon sedgwick
    I have created a sprite sheet of which consists of 6 frames with a character moving legs each frame, now I have coded it so that the animation is running successfully from frame 1 to 6, however I am trying to reverse this so then when it goes from 1 to 6 instead of restarting it go's 6 to 1 in a continuous loop. The coding for current animation is: void SpriteGame::Update(int tickTotal, int tickDelta) { //This is where you manage the state of game objects if ( tickTotal >= this->playerLastFrameChange + 4) { //Four ticks have elapsed since the last frame change this->playerFrame = this->playerFrame + 1; this->playerLastFrameChange = tickTotal; //We've just changed the frame if (this->playerFrame >= this->playerSheetLength) { this->playerFrame = playerLastFrameChange + 4; } //Frame has changed so change the source rectangle this->playerSourceRect->left = this->playerFrame * 64; this->playerSourceRect->top = 0; this->playerSourceRect->right = (this->playerFrame + 1) * 64; this->playerSourceRect->bottom = 64; } } any help please I am using DirectX11 as thats what we are being told to use as its for an win 8 game.

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