Search Results

Search found 28230 results on 1130 pages for 'embedded development'.

Page 594/1130 | < Previous Page | 590 591 592 593 594 595 596 597 598 599 600 601  | Next Page >

  • 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.

    Read the article

  • 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.

    Read the article

  • How to snap a 2D Quad to the mouse cursor using OpenGL 3.0?

    - by NoobScratcher
    I've been having issues trying to snap a 2D Quad to the mouse cursor position I'm able : 1.) To get values into posX, posY, posZ 2.) Translate with the values from those 3 variables But the quad positioning I'm not able to do correctly in such a way that the 2D Quad is near the mouse cursor using those values from those 3 variables eg."posX, posY, posZ" I need the mouse cursor in the center of the 2D Quad. I'm hoping someone can help me achieve this. I've tried searching around with no avail. Heres the function that is ment to do the snapping but instead creates weird flicker or shows nothing at all only the 3d models show up : void display() { glClearColor(0.0,0.0,0.0,1.0); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); for(std::vector<GLuint>::iterator I = cube.begin(); I != cube.end(); ++I) { glCallList(*I); } if(DrawArea == true) { glReadPixels(winX, winY, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &winZ); cerr << winZ << endl; glGetDoublev(GL_MODELVIEW_MATRIX, modelview); glGetDoublev(GL_PROJECTION_MATRIX, projection); glGetIntegerv(GL_VIEWPORT, viewport); gluUnProject(winX, winY, winZ , modelview, projection, viewport, &posX, &posY, & posZ); glBindTexture(GL_TEXTURE_2D, DrawAreaTexture); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); glTexImage2D (GL_TEXTURE_2D, 0, GL_RGB, DrawAreaSurface->w, DrawAreaSurface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, DrawAreaSurface->pixels); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, DrawAreaTexture); glTranslatef(posX , posY, posZ); glBegin(GL_QUADS); glTexCoord2f (0.0, 0.0); glVertex3f(0.5, 0.5, 0); glTexCoord2f (1.0, 0.0); glVertex3f(0, 0.5, 0); glTexCoord2f (1.0, 1.0); glVertex3f(0, 0, 0); glTexCoord2f (0.0, 1.0); glVertex3f(0.5, 0, 0); glEnd(); } SwapBuffers(hDC); } I'm using : OpenGL 3.0 WIN32 API C++ GLSL if you really want the full source here it is - http://pastebin.com/1Ncm9HNf , Its pretty messy.

    Read the article

  • Creating an OpenGL FPS camera: I have the position and orientation vectors, now what?

    - by Synthetix
    I have been struggling to create a first person camera in OpenGL ES 2.0 without using gluLookAt(). I grab the camera's orientation vectors (the way it's looking) from the current modelview matrix, and use that to calculate the new forward/backward (Z) translation value. I then calculate the strafe (X) value from the dot product of Z and Y (which is always 1.0). So, I have all the information I need to create a view matrix, but how do I do that without using gluLookAt? Almost all the examples I've seen use gluLookAt, but no such function exists in OpenGL ES 2.0. Besides, one of the moderators on cprogramming.com mentioned that gluLookAt is not appropriate for FPS cameras: http://cboard.cprogramming.com/game-programming/135390-how-properly-move-strafe-yaw-pitch-camera-opengl-glut-using-glulookat.html I am really confused by all the conflicting information I'm getting. I just want to create a first person camera that goes forward (W,S keys), side-to-side (A,D keys) and rotates around its center (Y axis only), Wolfenstein style. Any help on this would be much appreciated!

    Read the article

  • 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.

    Read the article

  • How to stop reducing life? [closed]

    - by SystemNetworks
    CODE Input input = gc.getInput(); int xpos = Mouse.getX(); int ypos = Mouse.getY(); emu = "Enemy Life : " + enemyLife; Life = "Your Life Is" + life; Mousepos = "X:" + xpos + "Y:" + ypos; //test test1 = "Test INT" + test1int; if(!repeatStop) { //if this button is press, the damage will add up. When //pressed fight, it would start reducing the enemy health. if(input.isKeyPressed(Input.KEY_1)) { test1int += 1; } } if((xpos>1007 &xpos<1297)&&(ypos>881 && ypos<971)) { //Fight button if(Mouse.isButtonDown(0)){ finishTurn=true; } } //fight has started if(finishTurn==true) { //this would reduce the enemy life if(floodControl1==false) { enemyLife-=test1int; } //PROBLEM: Does not stop reducing! //the below code was not successful. It did not stop it // from reducing further. if(test1int>10) { floodControl1=true; } } QUESTION: Ok now, this is what is does. When I press the key, 1, it adds up the damage to the enemy. When I press fight, It will then start to reduce the enemy's health. Now my problem is, it kept on reducing and deducting it until negative! How do I deduct it to my desired damage (My desired damage is the one when press key 1)?

    Read the article

  • 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.

    Read the article

  • Creating several instances of the same object, and selecting only one

    - by hustlerinc
    I'm playing around with making a puzzle game, haven't done that much before I run into my first problem. Basically, I want to create a certain amount of the same object/function. But without hardcoding the different instances. I think maybe an array is a good idea? and then a for loop to push the objects in? And then I need to be able to select one of these objects by clicking on it, how would I do that? How do I know which ball in the array was clicked? A loop again? I made a jsFiddle example (you need to click the orange ball to select, then you can move it around by clicking the canvas). This is what I want to do, but with more balls. How would you solve this? Help appreciated.

    Read the article

  • Proper way to do texture mapping in modern OpenGL?

    - by RubyKing
    I'm trying to do texture mapping using OpenGL 3.3 and GLSL 150. The problem is the texture shows but has this weird flicker I can show a video here. My texcords are in a vertex array. I have my fragment color set to the texture values and texel values. I have my vertex shader sending the texture cords to texture cordinates to be used in the fragment shader. I have my ins and outs setup and I still don't know what I'm missing that could be causing that flicker. Here is my code: Fragment shader #version 150 uniform sampler2D texture; in vec2 texture_coord; varying vec3 texture_coordinate; void main(void) { gl_FragColor = texture(texture, texture_coord); } Vertex shader #version 150 in vec4 position; out vec2 texture_coordinate; out vec2 texture_coord; uniform vec3 translations; void main() { texture_coord = (texture_coordinate); gl_Position = vec4(position.xyz + translations.xyz, 1.0); } Last bit Here is my vertex array with texture coordinates: GLfloat vVerts[] = { 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f}; //tex x and y If you need to see all the code, here is a link to every file. Thank you for your help.

    Read the article

  • Android Bitmap: Collision Detecting

    - by Aekasitt Guruvanich
    I am writing an Android game right now and I would need some help in the collision of the Pawns on screen. I figured I could run a for loop on the Player class with all Pawn objects on the screen checking whether or not Width*Height intersects with each other, but is there a more efficient way to do this? And if you do it this way, many of the transparent pixel inside the rectangular area will also be considered as collision as well. Is there a way to check for collision between Bitmap on a Canvas that disregard transparent pixels? The class for player is below and the Pawn class uses the same method of display. Class Player { private Resources res; // Used for referencing Bitmap from predefined location private Bounds bounds; // Class that holds the boundary of the screen private Bitmap image; private float x, y; private Matrix position; private int width, height; private float velocity_x, velocity_y; public Player (Resources resources, Bounds boundary) { res = resources; bounds = boundary; image = BitmapFactory.decodeResource(res, R.drawable.player); width = image.getWidth(); height = image.getHeight(); position = new Matrix(); x = bounds.xMax / 2; // Initially puts the Player in the middle of screen y = bounds.yMax / 2; position.preTranslate(x,y); } public void draw(Canvas canvas) { canvas.drawBitmap(image, position, null); } }

    Read the article

  • Syntax error in Maya Python Script [on hold]

    - by Enchanter
    Ok this error is immensly frustrating as it is obviously a simple syntax issue. Basically I've written two lines of maya script in python designed to create a list of the names of all the joints of a model currently selected in the model viewer. Here are the two lines of script: import maya.cmds joints = ls(selection = true, type = 'joint') Upon compiling the code the script editor is saying there is a syntax error in the second line, but I do not see any reason why this code should not execute?

    Read the article

  • What's the best way to start up a opengl context in my setup?

    - by NoobScratcher
    Would it be better to create a callback function which contains a OpenGL 3.0+ Context including viewport, matrix, etc or setup OpenGL in a function called GL_StartUp and use that GL_StartUp Function in the mainloop and callback function to that Function. I want my program to only show a OpenGL default scene when the user clicks on the New Game menu item in the menu bar rather then just have one setup when the program starts. I'm using Ubuntu 64bit, GTK 3.0 and GTK OpenGL

    Read the article

  • 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?

    Read the article

  • 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

    Read the article

  • processing gamestate with a window of commands across time?

    - by rook2pawn
    I have clients sending client updates at a 100ms intervals. i pool the command inputs and create a client command frame. the commands come into the server in these windows and i tag them across time as they come in. when i do a server tick i intend to process this list of commands i.e. [ {command:'duck',timestamp:350,player:'a'}, {command:'shoot',timestamp:395,player:'b'}, {command:'move', timestamp:410,player:'c'} {command:'cover',timestamp:420,player:'a'} ] how would i efficiently update the gamestate based on this list? the two solutions i see are 1) simulate time via direct equation to figure out how far everyone would move or change as if the real gameupdate was ticking on the worldtick..but then unforseen events that would normally trigger during real update would not get triggered such as powerups or collissions 2) prepare to run the worldupdate multiple times and figure out which commands get sent to which worldupdate. this seems better but a little more costly is there a canonical way to do this?

    Read the article

  • How to disguise a serverside mob as another?

    - by Shaun Wild
    I've been working a Minecraft sever mod and i want to be able to add a new entity to the server, but then make the server send the packets to the client, imitating another mob, for example.. Lets say say i have EntityPlayerNPC.class, what i want to do is have all of the packets that get sent to the client look like they are from that of another player which is on the player, therefore allowing me to add custom NPC's... Thinking about the theory i'm sure this can be done. I've tried looking around for where the packets are being sent from and whatnot, can anyone think up a solution? edit: i tried adding a new constructor to the Packet20NamedEntitySpawn class like so: public Packet20NamedEntitySpawn(String username, EntityLiving e){ this.entityId = 0; this.name = username; this.xPosition = MathHelper.floor_double(e.posX * 32.0D); this.yPosition = MathHelper.floor_double(e.posY * 32.0D); this.zPosition = MathHelper.floor_double(e.posZ * 32.0D); this.rotation = (byte)((int)(e.rotationYaw * 256.0F / 360.0F)); this.pitch = (byte)((int)(e.rotationPitch * 256.0F / 360.0F)); this.metadata = e.getDataWatcher(); } unfortunatley, that didn't work :(

    Read the article

  • Physics Engine [Collision Response, 2-dimensional] experts, help!! My stack is unstable!

    - by Register Sole
    Previously, I struggle with the sequential impulse-based method I developed. Thanks to jedediah referring me to this paper, I managed to rebuild the codes and implement the simultaneous impulse based method with Projected-Gauss-Seidel (PGS) iterative solver as described by Erin Catto (mentioned in the reference of the paper as [Catt05]). So here's how it currently is: The simulation handles 2-dimensional rotating convex polygons. Detection is using separating-axis test, with a SKIN, meaning closest points between two polygons is detected and determined if their distance is less than SKIN. To resolve collision, simultaneous impulse-based method is used. It is solved using iterative solver (PGS-solver) as in Erin Catto's paper. Error-correction is implemented using Baumgarte's stabilization (you can refer to either paper for this) using J V = beta/dt*overlap, J is the Jacobian for the constraints, V the matrix containing the velocities of the bodies, beta an error-correction parameter that is better be < 1, dt the time-step taken by the engine, and overlap, the overlap between the bodies (true overlap, so SKIN is ignored). However, it is still less stable than I expected :s I tried to stack hexagons (or squares, doesn't really matter), and even with only 4 to 5 of them, they hardly stand still! Also note that I am not looking for a sleeping scheme. But I would settle if you have any explicit scheme to handle resting contacts. That said, I would be more than happy if you have a way of treating it generally (as continuous collision, instead of explicitly as a special state). Ideas I have: I would try adding a damping term (proportional to velocity) to the Baumgarte. Is this a good idea in general? If not I would not want to waste my time trying to tune the parameter hoping it magically works. Ideas I have tried: Using simultaneous position based error correction as described in the paper in section 5.3.2, turned out to be worse than the current scheme. If you want to know the parameters I used: Hexagons, side 50 (pixels) gravity 2400 (pixels/sec^2) time-step 1/60 (sec) beta 0.1 restitution 0 to 0.2 coeff. of friction 0.2 PGS iteration 10 initial separation 10 (pixels) mass 1 (unit is irrelevant for now, i modified velocity directly<-impulse method) inertia 1/1000 Thanks in advance! I really appreciate any help from you guys!! :)

    Read the article

  • Best way to solve the game 'bricolage'

    - by maggie
    I am trying to solve the following game http://www.hacker.org/brick/ using some kind of AI. The target of this game is to finally clear the board by clicking on groups of at least 3 bricks of the same color and removing them. If a group is disappearing the remaining bricks above will fall down or be moved left if a column got no bricks left. The higher the level - more colors and larger board. I already guessed that a pure bruteforce approach wont scale nice for higher levels. So i tried to implement a monte carlo like approach which worked ok for the first levels. But i am still not confident i will make the maximum level of 1052 with this. Currently i am stuck @~ level 100 :) The finding of the solution takes too much time... Hoping that there is a better way to do this i read some stuff about neural networks but i am really at the beginning of this. Before becoming obsessed by ANNs i want to be sure it is the right way for my problem. So my question is: Does it make any sense to apply an ANN to this game? Any suggestions?

    Read the article

  • Pixel Shader Issues :

    - by Morphex
    I have issues with a pixel shader, my issue is mostly that I get nothing draw on the screen. float4x4 MVP; // TODO: add effect parameters here. struct VertexShaderInput { float4 Position : POSITION; float4 normal : NORMAL; float2 TEXCOORD : TEXCOORD; }; struct VertexShaderOutput { float4 Position : POSITION; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { input.Position.w = 0; VertexShaderOutput output; output.Position = mul(input.Position, MVP); // TODO: add your vertex shader code here. return output; } float4 PixelShaderFunction(VertexShaderOutput input) : SV_TARGET { return float4(1, 0, 0, 1); } technique { pass { Profile = 11.0; VertexShader = VertexShaderFunction; PixelShader = PixelShaderFunction; } } My matrix is calculated like this : Matrix MVP = Matrix.Multiply(Matrix.Multiply(Matrix.Identity, Matrix.LookAtLH(new Vector3(-10, 10, -10), new Vector3(0), new Vector3(0, 1, -0))), Camera.Projection); VoxelEffect.Parameters["MVP"].SetValue(MVP); Visual Studio Graphics Debug shows me that my vertex shader is actually working, but not the PixelShader. I striped the Shader to the bare minimums so that I was sure the shader was correct. But why is my screen still black?

    Read the article

  • what's wrong with my lookAt and move forward code?

    - by alaslipknot
    so am still in the process of getting familiar with libGdx and one of the fun things i love to do is to make basics method for reusability on future projects, and for now am stacked on getting a Sprite rotate toward target (vector2) and then move forward based on that rotation the code am using is this : // set angle public void lookAt(Vector2 target) { float angle = (float) Math.atan2(target.y - this.position.y, target.x - this.position.x); angle = (float) (angle * (180 / Math.PI)); setAngle(angle); } // move forward public void moveForward() { this.position.x += Math.cos(getAngle())*this.speed; this.position.y += Math.sin(getAngle())*this.speed; } and this is my render method : @Override public void render(float delta) { // TODO Auto-generated method stub Gdx.gl.glClearColor(0, 0, 0.0f, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); // groupUpdate(); Vector3 mousePos = new Vector3(Gdx.input.getX(), Gdx.input.getY(), 0); camera.unproject(mousePos); ball.lookAt(new Vector2(mousePos.x, mousePos.y)); // if (Gdx.input.isTouched()) { ball.moveForward(); } batch.begin(); batch.draw(ball.getSprite(), ball.getPos().x, ball.getPos().y, ball .getSprite().getOriginX(), ball.getSprite().getOriginY(), ball .getSprite().getWidth(), ball.getSprite().getHeight(), .5f, .5f, ball.getAngle()); batch.end(); } the goal is to make the ball always look at the mouse cursor, and then move forward when i click, am also using this camera : // create the camera and the SpriteBatch camera = new OrthographicCamera(); camera.setToOrtho(false, 800, 480); aaaand the result was so creepy lol Thank you

    Read the article

  • What Shading/Rendering techniques are being used in this image?

    - by Rhakiras
    My previous question wasn't clear enough. From a rendering point of view what kind of techniques are used in this image as I would like to apply a similar style (I'm using OpenGL if that matters): http://alexcpeterson.com/ My specific questions are: How is that sun glare made? How does the planet look "cartoon" like? How does the space around the planet look warped/misted? How does the water look that good? I'm a beginner so any information/keywords on each question would be helpful so I can go off and learn more. Thanks

    Read the article

  • 3D Box Collision Data Import

    - by cboe
    I'm trying to implement a collision system using oriented bounding boxes, using a center for the box, it's extents as a 3D Vector and a rotation matrix, which is all stuff I picked up online and seem to be somewhat the standard. Detecting the center is no problem so I'm gonna leave these out here. My problem however is importing the data from a 3D file. Say I've placed a box with 2 units length on each side aligned to the world axis. The logic results here are extents of 1,1,1 and I use an identity matrix for rotation - easy. However I'm stuck when I rotate the box in the 3D program, say 30 degrees each axis. How would I parse the box? I only have these 8 vertices as information, and I guess what I would need to do is to find out the rotation of said box, apply it to the vertices so they are aligned to world axes and then calculate the extents out of that. How do I get the rotation of the box when I only have the vertex information of the box available?

    Read the article

  • Why does my goblin only choose a walk direction once?

    - by Eogcloud
    I'm working on a simpe 2d canvas game that has a small goblin sprite who I want to get pathing around the screen. What I originally tried was a random roll that would choose a direction, the goblin would walk that direction. It didnt work effectively, he sort of wobbled in one spot. Here's my current apporach but he only runs in a rundom direction and doesnt change. What am I doing wrong? Here's all the relevant code to the goblin object and movement. var goblin = { speed: 100, pos: [0, 0], dir: 1, changeDir: true, stepCount: 0, stepTotal: 0, sprite: new Sprite( goblinImage, [0,0], [30,45], 6, [0,1,2,3,2,1], true) }; function getNewDir(){ goblin.dir = Math.floor(Math.random()*4)+1; }; function checkGoblinMovement(){ if(goblin.changeDir){ goblin.changeDir = false; goblin.stepCount = 0; goblin.stepTotal = Math.floor(Math.random*650)+1; getNewDir(); } else { if(goblin.stepCount === goblin.stepTotal){ goblin.changeDir = true; } } }; function update(delta){ healthCheck(); if(isGameOver){ gameOver(); } if(!isGameOver){ updateCharLevel(); keyboardInput(delta); moveGoblin(delta); checkGoblinMovement(); goblin.sprite.update(delta); //update sprites if(mainChar.kills!=0 && bloodReady){ for(var i=0; i<bloodArray.length; i++){ bloodArray[i].sprite.update(delta); } } //collision detection if(collision(mainChar, goblin)) { combatOutcome(combatEvent()); combatCleanup(); } } }; function main(){ var now = Date.now(); var delta = (now - then)/1000; if(!isGameOver){ update(delta); } draw(); then = now; }; function moveGoblin(delta){ goblin.stepCount++; if(goblin.dir === 1){ goblin.pos[1] -= goblin.speed * delta* 2; if(goblin.pos[1] <= 85){ goblin.pos[1] = 86; } } if(goblin.dir === 2){ goblin.pos[1] += goblin.speed * delta; if(goblin.pos[1] > 530){ goblin.pos[1] = 531; } } if(goblin.dir === 3){ goblin.pos[0] -= goblin.speed * delta; if(goblin.pos[0] < 0){ goblin.pos[0] = 1; } } if(goblin.dir === 4){ goblin.pos[0] += goblin.speed * delta* 2; if(goblin.pos[0] > 570){ goblin.pos[0] = 571; } } };

    Read the article

  • Drawing Transparency in XNA 4.0

    - by dpaz
    Using C# (VS2010) with XNA 4.0, I have a terrain layer (RenderTarget2D) in a 2D side-scroller. My visual system tracks updates to redraw individual tiles, but I am having trouble finding a way to clear out the rectangle where the tile will be drawn, which I must do because A) there may no longer be a tile or B) the tile may itself contain transparency. How can I draw a rectangle of transparency onto an existing RenderTarget2D? I essentially want to clear just that rectangular portion of it. My Google searches have not yielded anything relevant.

    Read the article

  • XNA stopped compiling my model x files

    - by HuseyinUslu
    So I've a 3d game project I'm working on and I'm using 2 model files (SkyBlock.x and AimedBlock.x). So until now everything was all good and my models files were compiled all okay and I was able to use them within my game. With the latest changes (which I don't know what caused it really) - XNA stopped compiling my model files and instead only outputs files; AimedBlockxnb - 1kb SkyDome.xnb - 1kb SkyDomeTexture.xnb - 1389 kb SkyDomeTexture_0.xnb - 419 kb So I created a test XNA game project and moved all my asset's to new solution content project's and tried compiling them and saw that they're all good. AimedBlockxnb - 2kb SkyDome.xnb - 13kb SkyDomeTexture.xnb - 4097 kb SkyDomeTexture_0.xnb - 683 kb So I guess my main project sucks there but I couldn't came with a solution. I even tried overwriting my game's content project with new game's content project (which was all okay) but it didn't work. Anybody had similar issues?

    Read the article

< Previous Page | 590 591 592 593 594 595 596 597 598 599 600 601  | Next Page >