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  • C++ Parallel Asynchonous task

    - by Doodlemeat
    I am currently building a randomly generated terrain game where terrain is created automatically around the player. I am experiencing lag when the generated process is active, as I am running quite heavy tasks with post-processing and creating physics bodies. Then I came to mind using a parallel asynchronous task to do the post-processing for me. But I have no idea how I am going to do that. I have searched for C++ std::async but I believe that is not what I want. In the examples I found, a task returned something. I want the task to change objects in the main program. This is what I want: // Main program // Chunks that needs to be processed. // NOTE! These chunks are already generated, but need post-processing only! std::vector<Chunk*> unprocessedChunks; And then my task could look something like this, running like a loop constantly checking if there is chunks to process. // Asynced task if(unprocessedChunks.size() > 0) { processChunk(unprocessedChunks.pop()); } I know it's not far from easy as I wrote it, but it would be a huge help for me if you could push me at the right direction. In Java, I could type something like this: asynced_task = startAsyncTask(new PostProcessTask()); And that task would run until I do this: asynced_task.cancel();

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  • Knockback enemy based off of direction sprite is facing

    - by pengume
    Hey Everyone, Today I am trying to make it so if I hit the enemy then the enemy well be knocked backwards in the direction the sprite is facing. I am rotating the sprite around 360 degrees using a joystick on the screen and wanted to know the best practice or ways to accomplish this. I have come up with a few ideas but none of them make use of the sprites angle he is facing just a check to see if I hit the bottom then move him upward and so forth. I am just stumped on how to apply the sprites angle to the enemies x and y coordinate and move him accordingly. Has anyone tried this and have suggestions or things to look for? Thanks in advance.

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  • Transition Player Position

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

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  • How does process of updating code with Continous Integration work?

    - by BleakCabalist
    I want to draw a model of process of updating the source code with the use of Continous Integration. The main issue is I don't really understand how it works when there are several programmers working on various aspects of the code at the same time. I can't visualize it in my mind. Here's what I know but I might be wrong: New code is sent to repository. Continous Integration server asks Version Control System if there is a new code in repository. If there is than CIS executes tests on the code. If tests show there are problems than CIS orders VCS to revert back to working wersion of the code and communicates it to programmer. If tests are passed positively it compiles the repository code and makes new build of a game? New build is made not after ever single change, but at the end of the day I believe? Are my assumptions above correct? If yes, does it also work when there are several programmers updating repository at once? Is this enough to draw a model of the process in your opinions or did I miss something? Also, what software would I need for above process? Can you guys give examples for CIS software and VCS software and whatever else I need? Does CIS software perform code tests or do I need another tool for that and integrate it with CIS? Is there a repository software?

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  • Creating a game engine in C++ and Python - Where do I start? [closed]

    - by Peter
    Yes, you read correctly, how does humble ole Peter here make an engine using the 2 languages he's proficient in to an extent. I have more than enough time and wish not to use any 3rd party "stuffs" (engine parts like methods, classes etc etc, fully from scratch). If anyone could PLEASE explain how this is done then i will love you forever. Thanks for reading, hoping for some productive answers. Thankyou very much. EDIT: Re read what i've said for the 4th time, forgot to mention; 2D sprite based, with voxels and physics. :D

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  • Can you recommend a game server for a facebook board game?

    - by Yekmer Simsek
    I am seeking a game server that will scale well. All commercial and/or free software alternatives are welcome. Game will be a boardgame that is similar to poker. Some technical details are listed below. There will be a table which consists of 4 people, to send them message I need a channel manager. A table will be ready to play for at least 5 minutes. There should be a reliable channel manager. People will wait for some time(i.e.) and if they are not playing they will be kicked by server, so there will be a reliable timed task queue to execute some tasks. It should be quick enough to response and show the changes to all 4 people on that table simultaneously.To achive this server should have a powerfull I/O library. I think to use inmemory to have quick response times, but it comes with scalability problems. And some variables should be thread safe so a variable should be thread safe between multiple nodes. Flash(AS3) and Unity (.Net 2.0 C# mono) client API's should be available for socket connection. PS: I am using Reddwarf server, it lacks of documentation and multiple node.

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  • Rectangular Raycasting?

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

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  • I finished "Beginning Android Games", should I use its framework?

    - by orod
    I've worked through Mario Zechner's "Beginning Android Games" and have made my own pong and asteroids game using the framework used in the book. I have also downloaded the source code for Replica Island and am able to run that. I like Replica Island's framework over the one I made from reading the book. Some differences are that Replica Island uses different activities for each screen instead of Zechner's Screen class and that Replica Island can use a lot of textures and isn't limited to textures with dimensions of powers of 2. If I'm serious about writing games and apps for Android should I learn Replica Island's framework and use that instead of the one I made while reading Zechner's book?

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  • How do audio based games such as Audiosurf and Beat Hazard work?

    - by The Communist Duck
    Note: I am not asking how to make a clone of one of these. I am asking about how they work. I'm sure everyone's seen the games where you use your own music files (or provided ones) and the games produce levels based on them, such as Audiosurf and Beat Hazard. Here is a video of Audiosurf in action, to show what I mean. If you provide a heavy metal song, you would get a completely different set of obstacles, enemies, and game experience from something like Vivaldi. What does interest me is how these games work. I do not know much about audio (well, data-side), but how do they process the song to understand when it is settling down or when it's speeding up? I guess they could just feed the pitch values (assuming those sorts of things exist in audio files) to form a level, but it wouldn't fully explain it. I'm either looking for an explanation, some links to articles about this sort of thing (I'm sure there's a term or terms for it), or even an open-source implementation of this kind of thing ;-) EDIT: After some searching and a little help, I found out about FFT (Fast Fourier Transform). This maybe a step in the right direction, but it is something that does not make any sense to me..or fits with my physics knowledge of waves.

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  • How to reset a List c# and XNA [on hold]

    - by P3erfect
    I need to do a "retry" option when the player finishes the game.For doing this I thought to reset the lists of Monsters and other objects that moved at the first playing or which have been "killed".for example I have a list like that: //the enemy1 class is already done // in Game1 I declare it List<enemy1> enem1 = new List<enemy1>(); //Initialize method List<enemy1> enem1 = new List<enemy1>(); //LoadContent foreach (enemy1 enemy in enem1) { enemy.Load(Content); } enem1.Add(new enemy1(Content.Load<Texture2D>("enemy"), new Vector2(5900, 12600))); //Update foreach (enemy1 enemy in enem1) { enemy.Update(gameTime); } //after being shoted the enemies disappear and i remove them //if the monsters are shoted the bool "visible" goes from false to true for (int i = enem1.Count - 1; i >= 0; --i) { if (enem1[i].visible == true) enem1.RemoveAt(i); } //Draw foreach (enemy1 enemy in enem1) { if(enemy.visble==false) { enemy.Draw(spriteBatch, gameTime); } } //So my problem is to restart the game. I did this in Update method if(lost==false) { //update all the things... } if(lost==true)//this is if I die { //here I have to put the code that restore the list //I tried: foreach (enemy1 enemy in enem1) { enemy.visible=false; } player.life=3;//initializing the player,points,time player.position=initialPosition; points=0; time=0; }//the player works.. } } they should be drawn again but if I removed them they won't be drawn anymore.If I don't remove them ,instead, the enemies are in different places (because they follow me). Any suggestions to restore or reinitialize the list??

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  • Translating multiple objects in GUI based on average position?

    - by user1423893
    I use this method to move a single object in 3D space, it accounts for a local offset based on where the cursor ray hits the widget and the center of the widget. var cursorRay = cursor.Ray; Vector3 goalPosition = translationWidget.GoalPosition; Vector3 position = cursorRay.Origin + cursorRay.Direction * grabDistance; // Constrain object movement based on selected axis switch (translationWidget.AxisSelected) { case AxisSelected.All: goalPosition = position; break; case AxisSelected.None: break; case AxisSelected.X: goalPosition.X = position.X; break; case AxisSelected.Y: goalPosition.Y = position.Y; break; case AxisSelected.Z: goalPosition.Z = position.Z; break; } translationWidget.GoalPosition = goalPosition; Vector3 p = goalPosition - translationWidget.LocalOffset; objectSelected.Position = p; I would like to move multiple objects based on the same principle and using a widget which is located at the average position of all the objects currently selected. I thought that I would have to translate each object based on their offset from the average point and then include the local offset. var cursorRay = cursor.Ray; Vector3 goalPosition = translationWidget.GoalPosition; Vector3 position = cursorRay.Origin + cursorRay.Direction * grabDistance; // Constrain object movement based on selected axis switch (translationWidget.AxisSelected) { case AxisSelected.All: goalPosition = position; break; case AxisSelected.None: break; case AxisSelected.X: goalPosition.X = position.X; break; case AxisSelected.Y: goalPosition.Y = position.Y; break; case AxisSelected.Z: goalPosition.Z = position.Z; break; } translationWidget.GoalPosition = goalPosition; Vector3 p = goalPosition - translationWidget.LocalOffset; int numSelectedObjects = objectSelectedList.Count; for (int i = 0; i < numSelectedObjects; ++i) { objectSelectedList[i].Position = (objectSelectedList[i].Position - translationWidget.Position) + p; } This doesn't work as the object starts shaking, which I think is because I haven't accounted for the new offset correctly. Where have I gone wrong?

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  • Farseer Physics Samples and Krypton how to reference game

    - by Krell
    I'm sure this is totally simple and yes I am new at this. I am trying to set up Krypton inside farseer. 1. create a new Krypton engine in my sub screen aka AdvancedDemo1 : PhysicsGameScreen, IDemoScreen Via this.krypton = new KryptonEngine(this, "KryptonEffect"); The problem is the KryptonEngine(this wants reference to Game game, I cant seem to reference it from FarseerPhysicsGame : Game So how would I do that? or 2. I can put it directly in FarsserPhysicsGame but again I cant seem to figure out how to reference FarseerPhysicsGame in AdvancedDemo1. or 3. I can put it inside the public FarseerPhysicsGame() and do Componenets.Add(krypton) [which works] HOWEVER I cant figure out how to reference the compoenet once it is added. You should be able to stop reading here , but for more detail I simply took the Farseer XNA Samples went into FarseerPhysicsGame.cs and deleted all the screens and menus except AdvancedDemo1 so there is one option and I just click that to load into the advancedDemo1 and thats where I want to put the lights from krypton. Thanks. Edit: Figured out 1 solution though I am still curious about others. Solution 1 I was able to use ScreenManager.Game(not sure why it was there but Ill try to figure it out later)

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  • Vectors with Circles Physics -java

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

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  • RPG Equipped Item System

    - by Jimmt
    I'm making a 2d rpg with libgdx and java. I have an Inventory class with an Array of Items, and now I want to be able to equip items onto the player. Would it be more managable to do have every item have an "equipped" boolean flag have an "equipped" array in the player class have individual equipped fields in player class, e.g. private Item equippedWeapon; private Item equippedArmor; public void equipWeapon(Item weapon){ equippedWeapon = weapon; } Or just another way completely? Thanks.

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  • Can XNA Content Pipeline split one content file into several .xnb?

    - by Zeta Two
    Let's say I have an xml file which looks like this <Weapons> <Weapon> <Name>Pistol</Name> ... </Weapon> <Weapon> <Name>MachineGun</Name> ... </Weapon> </Weapons> Would it be possible to use a custom importer/writer/reader to create two files, Pistol.xnb and MachineGun.xnb which I can load individually with Content.Load()? While writing this I realized I could just import a Weapon[] list and split them up with a helper, but I'm still wondering if this is possible?

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  • Move sprite in the direction it is facing?

    - by rphello101
    I'm using Java/Slick 2D. I'm trying to use the mouse to rotate the sprite and the arrow keys to move the sprite. I can get the sprite to rotate no problem, but I cannot get it to move in the direction it is supposed to. When I hit "forwards", the sprite doesn't necessarily move towards the mouse. I'm sure there has to be some standard code for this since many games use this style of motion. Can anyone help me out with what the trig is supposed to be? Thanks

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  • Base on User Drawing Create Polygon Body as well Image

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

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  • which one is the safe site to buy cheap wildstar gold?

    - by user50866
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  • XNA - How do I change the texture of a 2D object?

    - by Adorjan
    I am on to make a table game, I successfully figured out how to make the arraw and to move the cursor on it (by tiles). Now I wanna find out how to make that if I hit the Enter key the tile's texture change to another. I tryed like this: if (input.KeyPressed(Keys.Enter)) { cell[X,Y].Cell_texture = tile_texture; } but it doesn't really work. Hope you can help. :) Thanks!

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  • Windows Phone 7 Networked Game

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

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  • Free movement in a tile-based isometric game

    - by xtr486
    Is there a reasonable easy way to implement free movement in a tile-based isometric game? Meaning that the player wouldn't just instantly jump from one tile to another or not be "snapped" to the grid (for example, if the movement between tiles were animated but you'd be locked from doing anything before the animation finishes). I'm a really beginner with anything related to game programming, but with the help of this site and some other resources it was quite easy to do the basic stuff, but I haven't been able to find any useful resources for this particular problem. Currently I've improvised something close to this: http://jsfiddle.net/KwW5b/4/ (WASD movement). The idea for the movement was to use the mouse map to detect when the player has moved to a different tile and then flip the offsets, and for the most part it works correctly (each corner makes the player move to wrong location: see http://www.youtube.com/watch?v=0xr15IaOhrI, which is probably because I couldn't get the full mouse map work properly), but I have no illusions that it is even close to a good/sane solution. And anyway, it's mostly just to demonstrate what kind of a thing I'd like to implement.

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  • Confusing box2d forces

    - by Diken
    Hello Friends. This is my demo game screen-shoot. Here i am using three buttons. Right-bottom button is used for jump and left-bottom buttons used for move left and right. I have some questions 1) should i use linearImpuls for jump body?? 2) For move right and left which types of force i applied??? PLease tell me i am confusing to use linearImpuls, applyforce and linearVelocity. Thanks in advance

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  • Implementing Explosions

    - by Xkynar
    I want to add explosions to my 2D game, but im having a hard time with the architecture. Several game elements might be responsible for explosions, like, lets say, explosive barrels and bullets (and there might be chain reactions with close barrels). The only options i can come up with are: 1 - Having an array of explosions and treat them as a game element as important as any other Pros: Having a single array which is updated and drawn with all the other game element arrays makes it more organized and simple to update, and the explosive barrels at a first glance would be easy to create, simply by passing the explosion array as a pointer to each explosive barrel constructor Cons: It might be hard for the bullets to add an explosion to the vector, since bullets are shot by a Weapon class which is located in every mob, so lets say, if i create a new enemy and add it to the enemy array, that enemy will have a weapon and functions to be able to use it, and if i want the weapon (rocket launcher in this case) to have access to the explosions array to be able to add a new one, id have to pass the explosion array as a pointer to the enemy, which would then pass it to the weapon, which would pass it to the bullets (ugly chain). Another problem I can think of is a little more weird: If im checking the collisions between explosions and barrels (so i create a chain reaction) and i detect an explosion colliding with a barrel, if i add a new explosion while im iterating the explosions java will trow an exception. So this is kinda annoying, i cant iterate through the explosions and add a new explosion, i must do it in another way... The other way which isnt really well thought yet is to just add an explosive component to every element that might explode so that when it dies, it explodes or something, but i dont have good ways on implementing this theory either Honestly i dont like either the solutions so id like to know how is it usually done by actual game developers, sorry if my problem seems trivial and dumb.

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  • setting the position in different resolution

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

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  • Cocos 2D - Hold down CCMenuItem

    - by Will Youmans
    I am using the following code to move a CCSprite left and right. -(id)init{ CCMenuItemImage * moveLeftButton = [CCMenuItemImage itemFromNormalImage:@"Move Left Button.png" selectedImage:@"Move Left Button.png" target:self selector:@selector(moveLeftVoid:)]; } -(void)moveLeftVoid{ id moveLeft = [CCMoveBy actionWithDuration:.3 position:ccp(-10, 0)]; [_mainSprite runAction:moveLeft]; } This does work, but only as a single tap. What I want for the CCSprite to move continously in that direction when the CCMenuItem is held down. Then when it's released the character stops moving. If you need to see more code, please just ask. :) Thanks

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