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  • Are there any resources for motion-planning puzzle design?

    - by Salano Software
    Some background: I'm poking at a set of puzzles along the lines of Rush Hour/Sokoban/etc; for want of a better description, call them 'motion planning' puzzles - the player has to figure out the correct sequence of moves to achieve a particular configuration. (It's the sort of puzzle that's generically PSPACE-complete if that actually helps anyone's mental image). While I have a few straightforward 'building blocks' that I can use for puzzle crafting and I have a few basic examples put together, I'm trying to figure out how to avoid too much sameness over a large swath of these kinds of puzzles, and I'm also trying to figure out how to make puzzles that have more of a feel of logical solution than trial-and-error. Does anyone know of good resources out there for designing instances of this sort of puzzle once the core puzzle rules are in place? Most of what I've found on puzzle design only covers creating the puzzle rules, not building interesting puzzles out of a set of rules.

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  • How to have the game world get rendered on just a part of the screen?

    - by VictorB
    I am implementing a game on both Desktop and Android. The Desktop version will just rely on the keyboard to handle the user input on the game screen, whilst the Android one will have to have a set of buttons placed in a bar at the bottom of the game screen, using a Stage. Consequently, I am expecting the game world to take up the entire space available on the Desktop screen, whilst on Android it should expand to the entire width of the screen, and to the screen height minus the height of the buttons bar I've mentioned. What would be an appropriate approach of handling space sharing between the game world and the buttons bar? Thank you.

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  • Create a Texture2D from larger image

    - by Dialock
    I am having trouble with the basic logic of this solution: Xna: Splitting one large texture into an array of smaller textures in respect to my specific problem (specifically, I'm looking at the second answer.) How can I use my source rectangle that I already use for drawing to create a new Texture2D? spriteBatch.Draw(CurrentMap.CollisionSet, currentMap.CellScreenRectangle(x, y), CurrentMap.TileSourceRectangle(currentMap.MapCells[x, y].TileDepths[4]), Color.FromNonPremultiplied(0,0,0, 45), 0.0f, Vector2.Zero, SpriteEffects.None, 0.91f); I know I want a method that I started so: //In Update Method of say the player's character. Texture2D CollisionTexture = ExtractTexture(MapManager.CurrentMap.CollisionSet, MapManager.TileWidth, MapManager.TileHeight); // In MapManager Class who knows everything about tiles that make up a level. public Texture2D ExtractTexture(Texture2D original, int partWidth, int partheight, MapTile mapCell) { var dataPerPart = partWidth * partheight; Color[] originalPixelData = new Color[original.Width * original.Height]; original.GetData<Color>(originalPixelData); Color[] newTextureData = new Color[dataPerPart]; original.GetData<Color>(0, CurrentMap.TileSourceRectangle(mapCell.TileDepths[4]), originalPixelData, 0, originalPixelData.Count()); Texture2D outTexture = new Texture2D(original.GraphicsDevice, partWidth, partheight); } I think the problem is I'm just not understanding the overload of Texture2D.GetData< Part of my concern is creating an array of the whole texture in the first place. Can I target the original texture and create an array of colors for copying based on what I already get from the method TileSourceRecatangle(int)?

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  • Mobile Game Engine

    - by Jason Crosby
    I am trying to track down a game engine for developing mobile games for ios and android. I have been looking for weeks now and havent found what i am looking for. I like jmonkey engine for making desktop games. Its easy to use and it comes with everything you need. Its more that just some libraries. I'm looking for something similar for developing mobile games. I'd like it to be easy to use and have everything included not just a collection of libraries. And I would prefer to write in c++. I'm not looking for "the best". I'm just looking for some engines that match my criteria so I can try them out and see which one works best for me.

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  • Code for Controlling the Bike in a bike game

    - by user1489257
    I'm new(ish) to Actionscript 3 and I was wondering what the code what would be like for controlling the bike in a game. I have a two main questions: Is Box2D the best physics engine to go with for this type of game? How would the animation of the bike work. Would I have to create a bike animation of the wheels moving and make it start and stop when the key to go forward is pressed. How would I go about it slowly stopping when the key to go forward is released? Thanks.

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  • Color based collision detection

    - by user1486826
    I am making a game where you fly a ship around some randomly generated planets. Since I am using a for loop to draw over 5000 planets, using the rectangle class or an oval-type class for this is not an option, since creating many objects will severely affect performance. Bitmasking each planet will likely result in performance issues too, so the only candidate is color based collision detection, because I don't need to apply some sort of object to everything I want to check for collisions. Is any way to check the perimeter around the ship for a certain color?

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  • Steering evaluate fitness

    - by Vodemki
    I've made a simple game with a steering model that manage a crowd of agents. I use an genetic algorithm to find the best parameters to use in my system but I need to determine a fitness for each simulation. I know it's something like that: number of collisions * time to reach goal * effort But I don't know how to calculate the effort, is there a special way to do that ? Here is what I've done so far: // Evaluate the distance from agents to goal Real totalDistance(0.0); for (unsigned i=0; i<_agents.size(); i++) { totalDistance += _agents[i]->position().distance(_agents[i]->_goal->position()); } Real totalWallsCollision(0.0); for (unsigned i=0; i<_agents.size(); i++) { for (unsigned j=0; j<walls.size(); j++) { if ( walls[j]->inside(_agents[i]->position()) ) { totalCollision += 1.0; } } } return totalDistance + totalWallsCollision; Thanks for your help.

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  • Can not export JARS in lwjgl!

    - by NerdyLegend
    I did it before but for some reason it's doing the stupid problem again. I want to export as a regular Jar file, not a folder full of files. I export it like in Oskar Veerhoak. cmd says Exception in thread "main" java.lang.RuntimeException: Resource not found: res/F lubberFlap.png at org.newdawn.slick.util.ResourceLoader.getResourceAsStream(ResourceLoa der.java:69) at com_FlubberSpace.MainFS.main(MainFS.java:118) I tested it out with my other project with the same code pretty much. This is how I load my Textures wood = TextureLoader.getTexture("PNG", ResourceLoader.getResourceAsStream("res/wood.png")); of course it works fine in eclipse but not after export. I havn't tried giving the previous game its' own project, I have it in a package. Can someone record how to export properly? I want a jar file that you just double click to start it. I also want it so nobody can extract the files and see my classes and res.

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  • fast 3d point -> cuboid volume intersection test

    - by user1130477
    Im trying to test whether a point lies within a 3d volume defined by 8 points. I know I can use the plane equation to check that the signed distance is always -1 for all 6 sides, but does anyone know of a faster way or could point me to some code? Thanks EDIT: I should add that ideally the test would produce 3 linear interpolation parameters which would lie in the range 0..1 to indicate that the point is within the volume for each axis (since I will have to calculate these later if the point is found to be in the volume)

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  • Charakter coding / programming

    - by Jery
    lately I tryed a few times to create charakters for some games, but at some certain point (especially when collision detection came in) everything became messy and the interaction between chars, the world and certain items had a lot of bugs. So here is my question, how do you ussualy keep track of actions that your charakter is allowed to do, or more in general do you have some links / advices how to set up a char efficiantly? I´m working on a char right now, who should at least be able to run, jump, pick items up and use different fighting animations. Most ideas I came up with until now use some kind of action.priority / action.duration system to determain whats possible and what not, or a "action-manager" which defines for every action what is possible from that action on but it all doesnt work that well together =\ thx in advance for some input

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  • Attach my sprite with Box2d

    - by user919496
    I'm coding Javascript(HTML5) with Box2D. And I want to ask how to attach Sprite with Box2D. This is function My sprite: function My_Sprite() { this.m_Image = new Image(); this.m_Position = new Vector2D(0,0); this.m_CurFrame = 0; this.m_ColFrame = 0; this.m_Size = new Vector2D(0,0); this.m_Scale = new Vector2D(0,0); this.m_Rotation = 0; } My_Sprite.prototype.constructor = function (_Image_SRC) { this.m_Image.src = _Image_SRC; } My_Sprite.prototype.constructor = function (_Image_SRC,_Size,_Col) { this.m_Image.src = _Image_SRC; this.m_Size = _Size; this.m_ColFrame = _Col; this.m_Scale = new Vector2D(1, 1); } My_Sprite.prototype.Draw = function (context) { context.drawImage(this.m_Image, this.m_Size.X * (this.m_CurFrame % this.m_ColFrame), this.m_Size.Y * parseInt(this.m_CurFrame / this.m_ColFrame), this.m_Size.X, this.m_Size.Y, this.m_Position.X, this.m_Position.Y, this.m_Size.X * this.m_Scale.X, this.m_Size.Y * this.m_Scale.Y ); } and this is function Object : function Circle(type, angle, size) { // Circle.prototype = new My_Object(); // Circle.prototype.constructor = Circle; // Circle.prototype.parent = My_Object.prototype; this.m_den = 1.0; this.m_fri = 0.5; this.m_res = 0.2; fixDef.density = this.m_den; fixDef.friction = this.m_fri; fixDef.restitution = this.m_res; fixDef.shape = new b2PolygonShape; bodyDef.type = type; bodyDef.angle = angle; bodyDef.userData = m_spriteCircle; fixDef.shape = new b2CircleShape( Radius / SCALE //radius ); this.m_Body = world.CreateBody(bodyDef); this.m_Body.CreateFixture(fixDef); m_spriteCircle = new My_Sprite(); this.Init(); } Circle.prototype.Init = function () { m_spriteCircle.constructor("images/circle.png", new Vector2D(80, 80), 1); m_spriteCircle.m_CurFrame = 0; } Circle.prototype.Draw = function (context) { m_spriteCircle.Draw(context); } and I draw it : var m_Circle = new Circle(); m_Circle.Draw(context);

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  • UDK: Toggle Material on Brushes?

    - by user50300
    I'm attempting to change / toggle the material that's applied to a BSP brush. I've seen where it's possible on static meshes, but I can't seem to get it to work on brushes. Below is an example scenario. The ground (BSP Brush) is covered in a stone material The player hits a trigger. A new "moss" material is applied to the brush, removing the old stone material. Any assistance you could offer would be greatly appreciated.

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  • Intersection of player and mesh

    - by Will
    I have a 3D scene, and a player that can move about in it. In a time-step the player can move from point A to point B. The player should follow the terrain height but slow going up cliffs and then fall back, or stop when jumping and hitting a wall and so on. In my first prototype I determine the Y at the player's centre's X,Z by intersecting a ray with every triangle in the scene. I am not checking their path, but rather just sampling their end-point for each tick. Despite this being Javascript, it works acceptably performance-wise. However, because I am modeling the player as a single point, the player can position themselves so that they are half-in a cliff face and so on. I need to model them as as a solid e.g. some cluster of spheres or a even their fuller mesh. I am also concerned that if they were moving faster they might miss the test altogether. How should I solve this?

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  • Having a list of rooms with theirs connection to each other, how do I find isolated room groups?

    - by petervaz
    I'm trying to create a small roguelike and went as far as random generating rooms and corridors. Each room is an instanced object and contain an arraylist of the others rooms connected by a corridor. I can single out unconnected rooms but how can I know the rooms that are connected only to each other but not to most of the others, forming an island? to illustrated better the problem here is an image from the console on a bogged level. Rooms 5 and 6 are connected only to each other. What algorithm can I use to detect that?

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  • How much memory can i safely use on android?

    - by xastor
    To make my game more fluid, I try to prevent memory allocations during the game I am writing. To that end, I allocate a whopping 16MB of buffers on startup and then use those as I go along. When I check in Eclipse my game now uses 24MB in total, which does not change noticeably during the game. This all works fine on the phone I have now (android 2.3, motorola defy) but I wonder if I'm going to run into problems with this on other phones or tablets that run android 2.2 or higher (which is what I'm aiming for)?

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  • How can I guarantee a solvable Fifteen Puzzle shuffle?

    - by Codemiester
    I am making a 15 Puzzle game in C# that allows the user to enter a custom row and column value up to a maximum of a 10 x 10 puzzle. I am having problems with the shuffle method. I want to make it so the puzzle is always solvable by first creating a winning puzzle then shuffling the empty space. The problem is it is too inefficient to call every click event each time. I need a way to invoke the click event of a button adjacent to the empty space but not diagonal. I also use an invisible static button for the empty spot. The PuzzlePiece class inherits from Button. I am not too sure how to do this. Here is what I have: private void shuffleBoard() { //5 is just for test purposes for (int i = 0; i < 5; i++) { foreach (Control item in this.Controls) { if (item is PuzzlePiece) { ((PuzzlePiece)item).PerformClick(); } } } } void PuzzlePiece_Click(object sender, EventArgs e) { PuzzlePiece piece = (PuzzlePiece)sender; if (piece.Right == puzzleForm.emptyPiece.Left && piece.Top == puzzleForm.emptyPiece.Top) { movePiece(piece); } else if (piece.Left == puzzleForm.emptyPiece.Right && piece.Top == puzzleForm.emptyPiece.Top) { movePiece(piece); } else if (piece.Top == puzzleForm.emptyPiece.Bottom && piece.Left == puzzleForm.emptyPiece.Left) { movePiece(piece); } else if (piece.Bottom == puzzleForm.emptyPiece.Top && piece.Left == puzzleForm.emptyPiece.Left) { movePiece(piece); } }

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  • Detect rotated rectangle collision

    - by handyface
    I'm trying to implement a script that detects whether two rotated rectangles collide for my game. I used the method explained in the following article for my implementation in Google Dart. 2D Rotated Rectangle Collision I tried to implement this code into my game. Basically from what I understood was that I have two rectangles, these two rectangles can produce four axis (two per rectangle) by subtracting adjacent corner coordinates. Then all the corners from both rectangles need to be projected onto each axis, then multiplying the coordinates of the projection by the axis coordinates (point.x*axis.x+point.y*axis.y) to make a scalar value and checking whether the range of both the rectangle's projections overlap. When all the axis have overlapping projections, there's a collision. First of all, I'm wondering whether my comprehension about this algorithm is correct. If so I'd like to get some pointers in where my implementation (written in Dart, which is very readable for people comfortable with C-syntax) goes wrong. Thanks!

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  • Vector normalization gives very imprecise results

    - by Kipras
    When I normalize vectors I receive very strange results. The lengths of the normalized vectors range from 1.0 to almost 1.5. The functions are all written by me, but I just can't find a mistake in my algorithm. When I normalize I just divide all components of the vector by the vector's length. public double length(){ return Math.sqrt(x*x + y*y); } public void normalize(){ if(length() > 0){ x /= length(); y /= length(); } } Is this supposed to happen? I mean I can see the length ranging from 0.9 to 1.1 at worst, but this is just overwhelming. Cheers

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  • Calculating missile trajectory around orbits before shooting [closed]

    - by Onofrio
    Possible Duplicate: Calculating missile trajectory around orbits before shooting I'm building a game with Unity3D. It's a Gravity Wars clone. Both player and AI turrets shoot missiles at each other (giving an Angle and a Power variables), trying not to crash missiles on planets. But here's my question: how do I make AI calculate power and angle before shooting his missile, considering a planet's gravity too?

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  • C++ OpenGL trouble trapping cursor in window

    - by ezio160324
    I am using OpenGL and I try to trap my cursor inside my game window (using both SetCursorPos and ClipCursor) But, these conflict with my camera rotation code as my camera is rotated with my mouse. If there is a way to do it, please let me know. If possible, I would be willing to make it so that when the cursor reaches an edge of the screen, it jumps to the opposite edge (though I fear that would also conflict with my camera code).

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  • Saving to a file in C# [on hold]

    - by user36322
    If I use this code: using (StreamWriter streamWriter = new StreamWriter("Content/player.txt", true)) { streamWriter.Write("Hello!"); streamWriter.Close(); } The program will not actually add "Hello!" to the file. However, if I use this code: using (StreamWriter streamWriter = new StreamWriter("C:/Users/Michael/Documents/Visual Studio 2010/Projects/PuzzleGame/PuzzleGame/PuzzleGameContent/player.TXT", true)) { streamWriter.Write("Hello!"); streamWriter.Close(); } The program will work as intended and add "Hello!" to the save file. Is there any way I can do this without hardcoding the path?

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  • Physics for moving blocks

    - by Gabson
    I'm working on a 2D game for windows phone where the player moves blocks around to bounce a laser beams. I need to create some simple physics for moving the blocks. For the moment I have a simple collision class, telling me if two rectangles collide. But that's not enough because when I'm moving a block the rectangle/rectangle function doesn't work. By Doesn't work i mean,I manage the collision but I don't how to stop the block mooving while the user sliding the block. The collision response for the block I want is if the user tries to slide it on another object, the block should slide up against the other object and not overlap. How would I go about implementing this functionality?

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  • SDL beginner: create Rectangle surface filled with color

    - by user3689
    im learning SDL , i like to create Rectangle surface with color that is not image . here is my code that compiles fine but dosnt work : im passing the function this params: SDL_Surface* m_screen = SDL_SetVideoMode(SCREEN_WIDTH,SCREEN_HEIGHT,SCREEN_BPP,SDL_SWSURFACE); SDL_FillRect(m_screen,&m_screen->clip_rect,SDL_MapRGB(m_screen->format,0xFF, 0xFF, 0xFF)); ... Button button(m_screen,0,0,50,50,255,0,0) ... ... Button::Button(SDL_Surface* screen,int x,int y,int w,int h,int R, int G, int B) { SDL_Rect box; SDL_Surface * ButtonSurface; ButtonSurface = NULL ; Uint32 rmask, gmask, bmask, amask; #if SDL_BYTEORDER == SDL_BIG_ENDIAN rmask = 0xff000000; gmask = 0x00ff0000; bmask = 0x0000ff00; amask = 0x000000ff; #else rmask = 0x000000ff; gmask = 0x0000ff00; bmask = 0x00ff0000; amask = 0xff000000; #endif box.x = x; box.y = y; box.w = w; box.h = h; ButtonSurface = SDL_CreateRGBSurface(SDL_SWSURFACE, box.w,box.h, 32, rmask, gmask, bmask, amask); if(ButtonSurface == NULL) { LOG_MSG("Button::Button Button failed"); } SDL_FillRect(screen,&box,SDL_MapRGB ( ButtonSurface->format, R, G, B )); //ut.ApplySurface(0,0,ButtonSurface,screen); SDL_BlitSurface(ButtonSurface,NULL,screen,&box); } what im doing here wrong ?

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  • cocos2dx beginner tutorials

    - by Skeith
    I have tried to start programing with coco2dx but i have no idea where to start and the tutorials are no very not very helpful. What i am looking for is some tutorials/guides on how to begin using cocos2dx for the total beginner. Things like how to setup a project and run it and how to do simple things like draw graphics on the screen, play sounds and get input. I am running on windows 7 and have been told by the cocos2dx wiki that this may cause problems so if anyone has a solution to this that would also be helpful.

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  • Reasons why AppHub samples won't build?

    - by user13909
    I have an issue off of most downloaded projects where whenever I build it, VS2010 just crashes. I had this issue a while before, and it was widespread, I reinstalled, and it worked fine afterwards. If I create my own XNA project, and copy all of classes and assets over (which I admit, is super fun anyway) things build fine. But if I just download the project from here http://create.msdn.com/en-US/education/catalog/sample/roleplaying_game (RolePlayingGame_4_0_Win_Xbox.zip) and try to build, it automatically stops working, restarts, and reopens the project. If I Debug/Deploy to my Xbox, I do get a sucessful version to the Xbox, but VS2010 still stops and restarts. I've already repaired, and reinstalled again, still having the issue. Can anything think of plausible solutions?

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