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  • Intuitive "Take Screenshot" key mapping used by games?

    - by Hatoru Hansou
    I recently had a problem testing my game on Linux Ubuntu. The Print key is intercepted by the desktop environment and It never reaches the game. Rather than fighting this, I will simply use any other key or key combination to trigger the screen capture functionality. Now, using the PRINT key is very intuitive because people already expect this behavior. What other keys are a good idea to use to take screenshots? And if possible elaborate why, have other apps/games used that key?

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  • Separate update and render

    - by NSAddict
    I'm programming a simple Snake in Java. I'm a complete newbie when it comes to Java and Game Developing, so please bear with me ;) Until now, I have been using a UI thread, as well as a update-thread. The update thread just set the position, set the GameObjects, and so on. I didn't think much of concurrency, but now I've come to a problem. I wanted to modify the ArrayList<GameObject>, but it throws a java.util.ConcurrentModificationException. With a little research I found out that this happens because the two threads are trying to access the variables at the same time. But I didn't really find a way to prevent this. I thought about copying the array and swapping them out when the rendering is finished, but I would have to deep-copy them, which isn't really the best solution in my opinion. It probably eats up more CPU resources than a single-threaded game. Are there any other ways to prevent this? Thanks a lot for your help!

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  • If and else condition not working properly in xna [closed]

    - by user1090751
    I am developing chess like game and i wanted to show error message if user try to place any player inside the box which is not empty. For example in certain place if there is empty then the object(2d object) is placed else it should show error message. However in my program it is showing message everytime i.e when i place object on empty place then also it is showing error message. Please see the below code: protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here for (int i = 0; i < 25; i++) { MouseState mouseState; mouseDiBack = false; mouseState = Mouse.GetState(); if (new Rectangle(mouseState.X, mouseState.Y, 1, 1).Intersects(rect_arr[i])) { background_color_arr[i] = Color.Red; } else { background_color_arr[i] = Color.White; } if (new Rectangle(mouseState.X, mouseState.Y, 1, 1).Intersects(rect_arr[i]) && (mouseState.LeftButton == ButtonState.Pressed)) { if (boxes[i] != "goat" && boxes[i] != "tiger") { place = i; if (turn == "goat") { boxes[i] = "goat"; turn = "tiger"; } else { boxes[i] = "tiger"; turn = "goat"; } } else { errMsg = "This " + i + " block is not empty to place " + turn + ". Please select empty block!!"; } } } base.Update(gameTime); }

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  • Android / IPhone / Desktop C++ Game Template

    - by OriginalDaemon
    I was wondering if anyone has come across any articles detailing how to set up a basic game in C++ for use in Android / IPhone / Desktop applications. My thoughts just now are that I would like to make my game as a library and have a different project for each device which just interfaces with this library. You know the kind of thing, bootstrap the program, call some library initialize, load and run routines and occasionally pass some information to the library like input. I was hoping someone would have made a template for this kind of thing but I just had no luck finding one. It seems to me that it's the kind of thing you really only have to do once, so I was hoping someone would have done it for me already.

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  • Driver inversion

    - by Val
    I have a GUI game, which is driven by user every time it clicks the mouse. Every time user clicks a square on a board, the board state is updated (we re-compute the score, the player to make next move and legal movements it can make) and repainted. Both mouse click, state recomputation and painting are handled in the GUI thread. Now, suppose that I want to train AI to play without GUI. That is, game engine should consume next move by simply calling AI's makeMove function in one thread. This would allow to play millions of games per second automatically. GUI may just screenshot some arbitrary states time after time. How do you switch to this strategy?

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  • Getting velocity in only one plane (X) in Kismet (UDK)

    - by anna1987
    I'm trying to make a character in 2.5 platformer (in UDK) to "climb" a giant tree trunk by walking on a spiral staircase enveloped around the tree. When character goes right the tree rotates thru matinee sequence so it seems that the character is moving while in reality it is the tree that moves. I connected the matinee sequence playrate to the velocity of the character and its all good as long the character just moves left or right. When it jumps though, the velocity still affects the playrate - it should not as character moves up/down, not right/left. How do I set it up in Kismet so I get a float variable with velocity only in the X plane (horizontal)?

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  • I want to begin in this world, where can i meet information,help and people to start? [on hold]

    - by SYNOXYS
    So like the question says, I really want to begin to create something,or help creating something. I mess around with some 2d and 3d softwares like unity,gamemaker,UE... and tried to modelate (maya,3dmax),I use them a little,nothing professional, but all i've got is the sensation that i can't go really far. I feel like i am learning really slow, even having the will and some basics knows. But I want to change that, i want to really learn, to progress. I think that a good idea is meeting people like me, and start a non-commercial project or something. Thanks for your time,really. Greetings, SYNOXYS.

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  • Does anyone write games in Delphi?

    - by MDV2000
    I am a very seasoned Delphi developer (over 12 years of experience not counting my Turbo Pascal experience) and was wondering does anyone write games in Delphi? I have seen DirectX API wrappers in Delphi that allow you to program against DirectX (even wrote a simple solitaire game with a friend), but haven't seen anything out there that shows me that I should keep up with Delphi. I just hate to walk away from so much knowledge and Object Pascal language, but I am not seeing much as to a reason to keep going with Delphi. I currently program in C# and thinking about XNA, but it seems to me that the dominating opinion is go C/C++ route with DirectX. Any other Delphi developers out there struggle with this too? Thanks, MDV

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  • what is the best way to add avoidance behaviour to an AI framework?

    - by SirYakalot
    I have a small AI framework for a shooting based game. Although this is rarely needed, as when agents are close to each other they are usually fighting, I would none the less like some way of implementing avoidance behaviour. For example, if in the future I wanted to take away their weapons and have many of them wonder around in a crowd, how would I make them not hit / pass through each other, but instead avoid each other? two ideas I had would be to add steering behaviour and allow that to deviate from their path, or to use a dynamic pathfinding technique. Are there better ways? What is the more respected practice?

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  • Moving sprite from one vector to the other

    - by user2002495
    I'm developing a game where enemy can shoot bullets towards the player. I'm using 2 vector that is normalized later to determine where the bullets will go. Here is the code where enemy shoots: private void UpdateCommonBullet(GameTime gt) { foreach (CommonEnemyBullet ceb in bulletList) { ceb.pos += ceb.direction * 1.5f * (float)gt.ElapsedGameTime.TotalSeconds; if (ceb.pos.Y >= 600) ceb.hasFired = false; } for (int i = 0; i < bulletList.Count; i++) { if (!bulletList[i].hasFired) { bulletList.RemoveAt(i); i--; } } } And here is where i get the direction (in the constructor of the bullet): direction = Global.currentPos - this.pos; direction.Normalize(); Global.currentPos is a Vector2 where currently player is located, and is updated eveytime the player moves. This all works fine except that the bullet won't go to player's location. Instead, it tends goes to the "far right" of the player's position. I think it might be the problem where the bullet (this.pos in the direction) is created (at the position of the enemy). But I found no solution of it, please help me.

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  • How to handle class dependency with interfaces and implementatons

    - by lealand
    I'm using ObjectAid with Eclipse to generate UML class diagrams for my latest Java project, and I currently have a handful of situations like this, where I have a dependency between two interfaces, as well as one of the implementations of one of the interfaces. Here, foo is the graphics library I'm using. In the previous example, FooCanvas draws ITexture objects to the screen, and both FooCanvas and its interface, ICanvas, take ITexture objects as arguments to their methods. The method in the canvas classes which cause this dependency is the following: void drawTexture(ITexture texture, float x, float y); Additionally, I tried a variation on the method signature using Java's generics: <T extends ITexture> void drawTexture(T texture, float x, float y); The result of this was a class diagram where the only dependencies where between the interfaces and the implementing classes, and no dependency by a canvas object on a texture. I'm not sure if this is more ideal or not. Is the dependency of both the interface and implementation on another interface an expected pattern, or is it typical and/or possible to keep the implementation 'isolated' from its interfaces dependencies? Or is the generic method the ideal solution?

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  • Vector transform equation explanation

    - by cyberdemon
    I'm trying to understand the maths of moving points in a 3d space by making a game written in C#. I'm looking at this wolfire blog series which explains some basic 3d maths. I've read the first two parts but am stuck on the 3rd. I know it's all really rudimentary stuff but I find Googling for help with equations really hard. The one I'm struggling with is: 0*(0.66,0.75) + 2*(-0.75, 0.66) = (-1.5, 1.3) How can anything multiplied by 0 not be 0? So my question is how does this look in code: x(a,b) + y(c,d) I know it's basic stuff but I just can't see it.

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  • Is it legal to develop a game usung some version of D&D, something similar to Baldurs Gate?

    - by Max
    For a while now I've been thinking about trying my hand at creating a game similar in spirit and execution to Baldurs Gate, Icewind Dale and offshoots. I'd rather not face the full bulk of work in implementing my own RPG system - I'd like to use D&D rules. Now, reading about the subject it seems there is something called "The License" which allows a company to brand a game as D&D. This license seems to be exclusive, and let's just say I don't have the money to buy it :p. Is it still legal for me to implement and release such a game? Commercially or open-source? I'm not sure exactly which edition would fit the best, but since Baldurs Gate is based of 2nd edition, could I go ahead an implement that? in short: what are the issues concerning licensing and publishing when it comes to D&D? Also: Didn't see any similar question...

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  • Game programming and quantity of timers

    - by andresjb
    I've made a simple 2D game engine using C# and DirectX and it's fully functional for the demo I made to test it. I have a Timer object that uses QueryPerformanceCounter and I don't know what's the better choice: use only one timer in the game loop to update everything in the game, or an independent timer in every object that needs one. My worry is that when I try to implement threads, what will happen with timers? What happens with the sync?

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  • Associate a texture to an object (from a data-model, not graphical point of view).

    - by Raveline
    I'm writing a roguelike where objects and floor can be made of different materials. For instance, let's say we can have a wooden chair, an iron chair, a golden chair, and so on. I've got an Object class (I know, the name is terrible), which is more or less using a composite pattern, and a Material class. Material have different important properties (noise, color...). For the time being, there are 5 different instances of materials, created at the initialization of the game. How would connect an instance of Object with one of the 5 instances of materials ? I see three simple solutions : Using a pointer. Simple and brutal. Using an integer material-id, then get the materials out of a table when engine manipulates the object for various purposes (display, attack analysis, etc.). Not very beautiful, I think, and not very flexible. Using an integer material-id, then get the materials out of a std::map. A bit more flexible, but still not perfect. Do you see other possibilities ? If not, what would you choose (and why) ? Thanks in advance !

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  • Which optional features would you recommend for a raytracer? [closed]

    - by locks
    I'm developing a basic triangle mesh raytracer on a short deadline. This means I can't implement every feature I come across, so I'm looking for some feedback about which features you think are most important, taking into consideration the performance of the feature and how much punch it packs. I'm especially looking for optimization techniques that allow for a faster rendering and simple techniques that make a big impact on the final scene quality. Is there any chance of making it fast enough to run in realtime? Here are some example of features I've read about: Anti-aliasing Bounding box Sky box

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  • How do I have an arrow follow different height parabolas depending on how long the player holds down a key?

    - by Moondustt
    i'm trying to throw an arrow in my game, but i'm having a hard time trying to realize how to make a good parabola. What I need: The more you hold "enter" stronger the arrow goes. The arrow angle will be always the same, 45 degrees. This is what I have already have: private float velocityHeld = 1f; protected override void Update(GameTime gameTime) { private void GetKeyboardEvent() { if (Keyboard.GetState().IsKeyDown(Keys.Enter) && !released) { timeHeld += velocityHeld; holding = true; } else { if (holding) { released = true; holding = false; lastTimeHeld = timeHeld; } } } if (released && timeHeld > 0) { float alpha = MathHelper.ToRadians(45f); double vy = timeHeld * Math.Sin(alpha); double vx = timeHeld * Math.Cos(alpha); ShadowPosition.Y -= (int)vy; ShadowPosition.X += (int)vx; timeHeld -= velocityHeld; } else { released = false; } } My question is, what do I need to do to make the arrow to go bottom as it loses velocity (timeHeld) to make a perfect parabola?

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  • GL_INVALID_OPERATION in glEnd

    - by Killrazor
    Hello, I'm having problems drawing a simple sprite. When I draw: void CSprite2D::render() { CHECKGL(glLoadIdentity()); CHECKGL(glEnable(GL_TEXTURE_2D)); CHECKGL(glEnable(GL_BLEND)); CHECKGL(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)); m_texture->bind(); //CHECKGL(glPushMatrix()); CHECKGL(glBegin(GL_TRIANGLE_STRIP)); CHECKGL(glNormal3i(0,0,1)); CHECKGL(glTexCoord2f(m_textureAreaStart.s,m_textureAreaStart.t)); // 0,0 by default CHECKGL(glVertex3i(m_position.x,m_position.y,0)); CHECKGL(glNormal3i(0,0,1)); CHECKGL(glTexCoord2f(m_textureAreaEnd.s,m_textureAreaStart.t)); // 1,0 by default CHECKGL(glVertex3i( m_position.x + m_dimensions.x, m_position.y, 0)); CHECKGL(glNormal3i(0,0,1)); CHECKGL(glTexCoord2f(m_textureAreaEnd.s, m_textureAreaEnd.t)); // 1,1 by default CHECKGL(glVertex3i( m_position.x + m_dimensions.x, m_position.y + m_dimensions.y, 0)); CHECKGL(glNormal3i(0,0,1)); CHECKGL(glTexCoord2f(m_textureAreaStart.s, m_textureAreaEnd.t)); // 0,1 by default CHECKGL(glVertex3i( m_position.x, m_position.y + m_dimensions.y,0)); CHECKGL(glEnd()); //CHECKGL(glPopMatrix()); CHECKGL(glDisable(GL_BLEND)); } I'm always get an GL_INVALID_OPERATION in glEnd(). I suspect that error is not here, but I can't detect where may be. Actually, the output render seems ok. But I want to solve this situation before to catch a subtle bug tomorrow. Any idea of what could be

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  • What is the proper way to use string::find to look for a word? [migrated]

    - by RubyKing
    How would I look through a string for a word rather then each character in that word. I have my code here and it always seems to find everything that is .obj even if its o or b or j or "." I checked the docuementation here but was unable to find an answer. Here is my code: string &str = *it; if(it->find(".obj")) { cout << "Found .Obj" << endl; } I also tried to use string::compare but that failed.

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  • Orienting ship movement in asteroids [closed]

    - by BadSniper
    Possible Duplicate: Move sprite in the direction it is facing? I'm programming asteroids game. I'm trying to give velocity in the direction of ship face. I've tried using velocity.x = velocity.x * cos r, velocity.y = velocity.y * sin r where velocity is a vector and r is the angle rotated. but it's not moving in right direction. Could someone help with this problem? It is supposed to return the vector in which ship is facing. I don't understand the problem.

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  • Sites with free game music loops? [duplicate]

    - by Bnhjhvbq7
    This question already has an answer here: Where can I find free music for my game? [closed] 13 answers I'm searching for free game loops background music for my game, seams like google is full of those websites but all of them per pay. Where can I download free game loops?

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  • Should I amortize scripting cost via bytecode analysis or multithreading?

    - by user18983
    I'm working on a game sort of thing where users can write arbitrary code for individual agents, and I'm trying to decide the best way to divide up computation time. The simplest option would be to give each agent a set amount of time and skip their turn if it elapses without an action being decided upon, but I would like people to be able to write their agents decision functions without having to think too much about how long its taking unless they really want to. The two approaches I'm considering are giving each agent a set number of bytecode instructions (taking cost into account) each timestep, and making players deal with the consequences of the game state changing between blocks of computation (as with Battlecode) or giving each agent it's own thread and giving each thread equal time on the processor. I'm about equally knowledgeable on both concurrency and bytecode stuff, which is to say not very, so I'm wondering which approach would be best. I have a clearer idea of how I'd structure things if I used bytecode, but less certainty about how to actually implement the analysis. I'm pretty sure I can work up a concurrency based system without much trouble, but I worry it will be messier with more overhead and will add unnecessary complexity to the project.

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  • Is there any small linux distribution which comes with a complete C devleopment environment

    - by hits_lucky
    Hi, I have installed "Damn Small Linux" on my home computer for doing C development in unix. But the distribution doesn't by default come with the C development environment and I am facing some issues when trying to install the gcc. Is there any other small Linux distribution which by default has the required packages for the C development. And also I don't want additional software which takes up lot of space but still would like to have the graphical environment. Thanks

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  • How to get a good picture of the health of a level-based game from analytics?

    - by ADB
    I am designing a level-based game where the user completes the level 1, then 2, 3 and so on. There are 200 levels and each is rather short: 60-ish seconds. I am tracking Each played, completed (cleared for the first time), failed and cleared level Milestones: number of players to reach level 1, 5, 10, etc. Also for number of failed and played levels. Separate new players from returning ones. However, I still find it difficult to get a clear picture of what is going on from the stats. So what are the best practices for determining where I am losing players?

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  • What is w componet [duplicate]

    - by Tifa
    This question already has an answer here: What does the graphics card do with the fourth element of a vector as the final position? 3 answers What is the W component on graphics programming. I read a blog about opengl that says that w must be equal to either 0 or 1 here. But the book I am currently reading has put w component to more than 1 value. So im kinda confuse what does it really do. The book I am reading is OpenGL es a quick start guide.

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