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  • What's involved in resetting the graphics device?

    - by Donutz
    I'm playing with XNA 4.0, VS2010. I've created a window (not maximized) and drawn some sprites. All is good until I resize the window, after which the sprites stop displaying or only partially display. I'm pretty sure it has something to do with needing to reset the device or something, but can't find any clear instructions or sample code. It's not just a case of needing to increase the preferredbackbuffer size, because even if I shrink the window I get this symptom. I've looked at the source code that I was able to get from Microsoft before they shut down XNA, but it doesn't actually explain anything. Any help or advice? If it makes any difference I'm creating DrawableGameComponents and doing my updates and drawing in their Draw/Update routines.

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  • Is there a good reason I shouldn't use a java applet for a game?

    - by ryeguy
    I want to make a multiplayer browser-based game. The nice thing about using an applet is that I can make the client and the server in the same language (java/closure/scala/etc). I know there's html5 and javascript, but server side javascript isn't as mature as the jvm platform and browser support is still kind of flaky. Applets don't seem to be widely used (except for Runescape), but is there a reason they're unsuitable or is it just because of the bad reputation they developed in their infancy?

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  • 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?

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  • Is there a way to make money from indie downloadable games? [closed]

    - by AShelly
    It appears that there are ways to make money with flash games through portal and aggregator sites and embedded ads. But I do my programming in C and C++. I've started a prototype which relies on a few existing C++ SDK's. The game would have to be downloadable. Is this just a labor of love, or are there any ways to make money from this type of game? Does anyone pay for shareware anymore? What other options are there?

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  • implementing a high level function in a script to call a low level function in the game engine

    - by eat_a_lemon
    In my 2d game engine I have a function that does pathfinding, find_shortest_path. It executes for each time step in the game loop and calculates the next coordinate pair in the series of coordinates to reach the destination object. Now I want to call this function in a scripting language and have it only return the last coordinate pair result. I want the game engine to go about the business of rendering the incremental steps but I don't want the high level script to care about the rendering. The high level script is only for ai game logic. Now I know how to bind a method from C to python but how can I signal and coordinate the wait time between the incremental steps without the high level function returning until its time for the last step?

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  • is this the correct way to use glTexCoordPointer?

    - by RubyKing
    Hey all Just trying to work out how to use this function glTexCoordPointer. Here is the man pages http://www.opengl.org/sdk/docs/man/xhtml/glTexCoordPointer.xml which states that I must set a pointer to the first element of the array that uses the texture cordinate. Here is my array static const GLfloat GUIVertices[] = { //FIRST QUAD 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, -1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.94f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.94f, 0.0f, 1.0f, 1.0f, 1.0f, //2ND QUAD // x y z w X Y 1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 0.0f, -1.0f,-1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f,-0.94f, 0.0f,1.0f, 0.0f, 1.0f, 1.0f, -0.94f, 0.0f,1.0f, 1.0f, 1.0, }; But how do I set the pointer correctly? like this glTexCoordPointer(1, GL_FLOAT, 6, reinterpret_cast(29 * sizeof(float)) ); for the fifth element on the 2nd quad first row. any help is thankful

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  • 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.

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  • OpenGL: Drawing to a texture

    - by Danran
    Well im just a bit stuck wondering how to draw an item to a texture. Specifically, i'm using; glDrawArrays(GL_LINE_STRIP, indices[0], indices.size()); Because what i'm drawing via the above function updates every-frame, i'm just totally not sure how to go about drawing what i have to a texture. Any help is greatly appreciated! Edit: Well unfortunately my graphics card doesn't support FrameBuffer Objects :/. So i've been trying to get the copy contents from backbuffer method working. Here's what i currently have; http://pastebin.com/dJpPt6Pd And sadly all i get is a white square. Its probably something stupid that i'm doing wrong. Just unsure what it could be?

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  • Keep Getting Syntax Error C2199?

    - by DARK3ZOOZ
    Here's my problem I'm trying to define something, but keep getting a syntax error Code: #define R_RegisterShader 0x50C8A0 int (*trap_R_RegisterShader)( const char *name, int Arg_1 ) = (int (_cdecl *)(const char *, int ))R_RegisterShader; ^^^^^^^ This last part is where I keep getting the error if you need more lines of codes, just let me know. thanks http://gyazo.com/1a47ebc12cfbd6ea72feb72c686ae84d screenshot of error

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  • Java graphic objects as in flashgames

    - by Ryu Kajiya
    How is it possible (with the standard Java2D engine) to use small sprites like graphic objects? For those who don't know what I mean, in all those Flash-games like on Facebook they put small sprites on the screen which react to mouse-over and clicks. I tried to do the same in Java but can't find a good method. Swing components always spread over the whole bitmap, but I only want to get a reaction from the object when the mouse is over a pixel that's not transparent. So basically checking every time if the object below the mouse contains a non-transparent pixel (which i believe could be pretty intense in a gameloop or repaint loop). I have no idea how to implement such a thing efficiently.

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  • Changing a Sprite When Hit in GameMaker

    - by Pixels_
    I am making a simple little Galaga style game. I want the objects sprite to change whenever it is hit. For example if a laser hits an alien then the sprite takes 1 out of 4 damage to its health points (HP). However I want the sprite to change from green to yellow after 1 hit, yellow to orange after 2 hits, orange to red after 3 hits, and red to pixel explosion after all 4 HPs are lost. That way you can easily distinguish the amount of health each alien has left. How can I do this? Preferably explain it in code.

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  • Enemy collision detection with movie clips

    - by user18080
    I have created multiple movieclips with animations within them. It is an obstacle avoidance game and I cannot seem to be able to get my enemies to contact my playableCharacter. The enemies I have created are each embedded on certain levels of my game. I have created an array, enemiesArray to have each of my enemies placed within it. Here is the code for that: //step 1: make sure array exists if(enemiesArray!=null && enemiesArray.length!=0) { //step 2: check all enemies against villain for(var i:int = 0;i < enemiesArray.length; i++) { //step 3: check for collision if(villain.hitTestObject(enemiesArray[i])) { //step 4: do stuff trace("HIT!"); removeChild(enemiesArray[i]); enemiesArray.splice(i,1); removeChild(villain); villain = null; } } } What I am unsure of is whether or not my enemiesArray is actually holding the movieclips I have suggested. If it was, this code would be tracing back a "HIT" for every time I ran into an enemy and would kill my character. It is not doing that however. I am thinking I have to push my movieclips into my array but I don't know how to do that or where for that matter. Any and all help would be much appreciated.

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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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  • Is an extra collision-mesh for level-data worth the hassle?

    - by Serthy
    What is the optimal approach for collision-detection with the environment in an 3D engine (with triangle mesh based geometry, no bsp)? A) Use the render mesh [+] no need for additional work for artists to fiddle with collision detection [-] high detail is harder for physics calculation [+/-] maybe use collidable flags for materials [+/-] compute the collision-mesh from the render-mesh B) Use an additional collision mesh [+] faster/more optimal collision-detection [-] additional work (either by the artist or by the programmer who has to develop an algorithm to compute it from the render-mesh) [-] more memory useage How do AAA title handle this? And what are the indie dev's approaches?

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  • Problem with gluOrtho2D()

    - by Shashwat
    I was trying to understand the gluOrtho2D function. I have drawn 4 lines originating from the center reaching up to 4 corners of the screen. You can follow the below code. osize is a variable which is used to set the parameters of gluOrtho2D. It will create a window of size 2*osize. If works fine when osize is 1. Lines reach the corners. But as I increase the value of osize, the length of the lines decreases (cross becomes smaller and does not cover the whole screen). But I think it should reach the corner. void display() { glClear( GL_COLOR_BUFFER_BIT ); //glViewport(0, 0, 100, 100); glMatrixMode (GL_PROJECTION); float osize = 1.2; //glOrtho(-osize*1.0, osize*1.0, osize*1.0, -osize*1.0, -1.0, 1.0); gluOrtho2D(-osize*1.0, osize*1.0, osize*1.0, -osize*1.0); glMatrixMode (GL_MODELVIEW); glBegin(GL_LINES); glColor3f(0.0, 0.0, 1.0); glVertex2f(0.0, 0.0); glVertex2f(-osize*1.0, -osize*1.0); glVertex2f(0.0, 0.0); glVertex2f(-osize*1.0, osize*1.0); glVertex2f(0.0, 0.0); glVertex2f(osize*1.0, -osize*1.0); glVertex2f(0.0, 0.0); glVertex2f(osize*1.0, osize*1.0); glEnd(); glutSwapBuffers(); //includes glFlush(); } What is the problem?

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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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  • SDL Bullet Movement

    - by Code Assasssin
    I'm currently working on my first space shooter, and I'm in the process of making my ship shoot some bullets/lasers. Unfortunately, I'm having a hard time getting the bullets to fly vertically. I'm a total noob when it comes to this so you might have a hard time understanding my code :/ // Position Bullet Function projectilex = x + 17; projectiley = y + -20; if(keystates[SDLK_SPACE]) { alive = true; } And here's my show function if(alive) { if(frame == 2) { frame = 0; } apply_surface(projectilex,projectiley,ShootStuff,screen,&lazers[frame]); frame++; projectiley + 1; } I'm trying to get the bullet to fly vertically... and I have no clue how to do that. I've tried messing with the y coordinate but that makes things worse. The laser/bullet just follows the ship :( How would I get it to fire at the starting position and keep going in a vertical line without it following the ship? int main( int argc, char* args[] ) { Player p; Timer fps; bool quit = false; if( init() == false ) { return 1; } //Load the files if( load_files() == false ) { return 1; } clip[ 0 ].x = 0; clip[ 0 ].y = 0; clip[ 0 ].w = 30; clip[ 0 ].h = 36; clip[ 1 ].x = 31; clip[ 1 ].y = 0; clip[ 1 ].w = 39; clip[ 1 ].h = 36; clip[ 2 ].x = 71; clip[ 2 ].y = 0; clip[ 2 ].w = 29; clip[ 2 ].h = 36; lazers [ 0 ].x = 0; lazers [ 0 ].y = 0; lazers [ 0 ].w = 3; lazers [ 0 ].h = 9; lazers [ 1 ].x = 5; lazers [ 1 ].y = 0; lazers [ 1 ].w = 3; lazers [ 1 ].h = 7; while( quit == false ) { fps.start(); //While there's an event to handle while( SDL_PollEvent( &event ) ) { p.handle_input(); //If a key was pressed //If the user has Xed out the window if( event.type == SDL_QUIT ) { //Quit the program quit = true; } } //Scroll background bgX -= 8; //If the background has gone too far if( bgX <= -GameBackground->w ) { //Reset the offset bgX = 0; } p.move(); apply_surface( bgX, bgY,GameBackground, screen ); apply_surface( bgX + GameBackground->w, bgY, GameBackground, screen ); apply_surface(0,0, FullHealthBar,screen); p.shoot(); p.show(); //Apply the message //Update the screen if( SDL_Flip( screen ) == -1 ) { return 1; } SDL_Flip(GameBackground); if( fps.get_ticks() < 1000 / FRAMES_PER_SECOND ) { SDL_Delay( ( 1000 / FRAMES_PER_SECOND ) - fps.get_ticks() ); } } //Clean up clean_up(); return 0; }

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  • How to load chunks of 2d map segments when player reaches a certain point?

    - by 2kan
    In my 2d platformer (made with Java and Slick2d), random maps are made by combining different segments together and displaying them one after the other. My problem is that I can't load too many segments or the game will run out of memory, so I want to load n number of segments at a time in chunks, then load the next chunk when the player comes near the end of one. I've attempted to do this for a couple of hours now, but I just can't get it to work at all. This is my chunk generation function where chunkLoad is the number of segments to load and BLOCK_WIDTH is the number of blocks/tiles each segment is across. Chunk1 and map are arrays of segments. Random r = new Random(); for(int i=0; i<chunkLoad; i++) { int id = r.nextInt(4)+2; chunk1[i] = new BlockMap("res/window/map"+id+".tmx", i*BLOCK_WIDTH); } map = chunk1; chunksLoaded++; The map is then drawn on the screen like this. tmap is a TiledMap object and each block/tile is 16 pixels wide for(int i=0; i<chunkLoad; i++) { map[i].tmap.render((i * BLOCK_WIDTH * 16) + (cameraX), 0); } I can successfully load new chunks, but I can't display them in the correct position, nor the hitboxes. Any suggestions? Thanks.

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  • Can I Base My Game on Another Game and Earn Money? [closed]

    - by Neb
    Possible Duplicate: How closely can a game resemble another game without legal problems I want make a game similar to Pocket Tanks but for Android and then sell it. Since I am not directly copying anything from Pocket Tanks, but simply using it to give me ideas, I should be allowed to make it. I don't want to finish making my game and then get into some legal trouble, so I wanted to ask here if its allowed. If this is the wrong place to ask, can you tell me where I could ask this question?

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  • Techniques to prevent non-official clients in network gaming?

    - by UpTheCreek
    In multi-player network games, what techniques exist to try to ensure that users are connecting with the official client application, and not some hacked client app? I realise there is probably no sure-fire way to do this, but rather I'm interested in techniques that can be employed to mitigate the problem. I'm especially interested in any techniques that can be used for web based games, but I imagine most can be applied generally. Thank you!

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  • Verb+Noun Parsers and Old School Visual Novels [duplicate]

    - by user38943
    This question already has an answer here: How should I parse user input in a text adventure game? 6 answers Hi I'm working on a simple old school visual novel engine in Lua. Basically I have most of the code set up besides one important feature. The Text Parser. Lets get into how words are generally structured. In the screenshot I input the command "my wish is for you to die" --How would a human understand this? my = noun/object wish = verb is = connective_equator similar to = for = connective_object (for all objects of ..) you = noun/object to = connective_action similar to do die = verb --the computer can then parse this and understand it like this (pseudo example) my = user you = get_current_label() you = "Lost Coatl" wish = user_command user_command = for all_objects of "Lost Coatl" do die() end execute user_command() What other ways do videogames use text parsers, what would be the simplest way for a newbie coder such as myself?

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  • Can Layer Masks Achieve This Effect

    - by Julian
    If you look at the image below you will see the player surrounded by a dotted yellow box. The dotted yellow box is also part of the player and represented a portion of the player being masked from both rendering and affected by physics. My question is if layer masks in Unity can achieve the following effect. -In Area 1, the red box/animations of the player are visible and the rigidbody of this shape is affected by all Physics. -Any portion of the player that enters Area 2 makes the larger yellow box within the area become visible (and affected by physics) and vice versa for any portion of the smaller red box that enters. -This can persist when both entering and leaving either area from any direction. Thank you for any help!

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  • Create a rectangle struct to be rotated and have a .Intersects() function

    - by MintyAnt
    In my XNA program, I am trying to swing a sword. The sword starts at an angle of 180 degrees, then rotates (clockwise) to an angle of 90 degrees. The Rectangle struct that XNA provides, Rectangle mAttackBox = new Rectangle(int x, int y, int width, int height); However, this struct has two problems: Holds position and size in Integers, not Floats Cannot be rotated I was hoping someone could help me in either telling me that i'm wrong and the Rectangle can be used for both these methods, or can lead me down the right path for rotating a rectangle. I know how to create a Struct. I believe that I can make methods like classes. I can determine the 4 vertices of a 2D rectangle by calculating out the x,y of the other 3 given the length, width. I'm sure theres a Matrix class I can use to multiply each point against a Rotation matrix. But once i have my 4 vertices, I got two other problems: - How do I test other rectangles against it? How does .Intersects() work for the rectangle struct? - Is this even the fastest way to do it? I'd be constantly doing matrix multiplication, wouldnt that slow things down?

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  • Assigning a colour to imorted obj. files that are being used as default material

    - by Salino
    I am having a problem with assigning a colour to the different meshes that I have on one object. The technique that I have used is the first approach on this site. Is it possible to export a simulation (animation) from Blender to Unity? So what I would like to do is the following. I have about 107 meshes that are different frames from my shape key animation of my blender model. What I would like to have is that the first mesh will be bright green and up to the 40th mesh the colour turns to be white /greyish... the best would be if I could assign every mesh by hand a colour, however they are all default materials. And if I assign the object a colour, the whole "animation" is going to be in that colour

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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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