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  • engine for responsive gameplay

    - by zaftcoAgeiha
    Many games have been praised for its responsive gameplay, where each user action input correspond to a quick and precise character movement (eg: super meat boy, shank...) What makes those games responsive? and what prevents other games from achieving the same? How much of it is due to the game framework used to queue mouse/keyboard events and render/update the game and how much is attributed to better coding?

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  • Which game library/engine to choose?

    - by AllTheThingsSheSaid
    I'm not a programming beginner at all. I've tried 2 libraries/engines so far, allegro and Unity. For allegro. i think its not good if i wanna make a career in gaming industry since its not powerful enough. I don't feel comfortable with unity. Its more like a software like photoshop or flash. You can do almost everything with pre-defined functions, tools and with less coding. I need something which offers less tools and pre defined functions and more coding work. It would be awesome if its free and c/c++ based. I need both 2D/3D. and please, don't tell me to make my own library, i am not "that" advance. Any other information about gaming industry would be greatly appreciated.

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  • How does Google App Engine remote_api work

    - by EasilyBaffled
    As I understand it, and I may be wrong, but GAE's remote_api allows one application to access another application's datastore. I'll be blunt I don't understand how this works. I have read the article that everyone likes to point to, but I still don't understand how you can link two applications. Can someone explain it to me, perhaps with a small example or just point me to a tutorial that does this?

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  • Delay rendering or force re-rendering in Flex

    - by Tereno
    Hi there, In my Flex application, using a custom control, I am making a JSON request to grab some data from the server. My rendering depends on this data such as knowing how many boxes to draw. How can I either force the rendering to wait until I've got the data before drawing to screen or have the boxes draw once we receive the data? I have an event listener for Event.COMPLETE for my JSON request and in there, I call methods that add to the control. I've tried invalidateDisplayList but that doesn't seem to do anything for me?

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  • Web Page Rendering Capture

    - by Chaitanya
    I start with describing the problem itself. Rather than a problem I'm looking for a better solution. I have a asp.net page which has a bunch of images and a link underneath it, Each image is infact the latest rendering of the link underneath it. I scheduled a bat script which runs every hour to fetch the images through IECapt a web page rendering capture utility. One thing am annoyed about this utility is it takes a lot of time for the 20 images I have and for few because of the flash content it misses to take the actual screenshot of the website. Now I like to know can this rendering be done by traditional programming am not interested in using any utilities. I'm interested in trying this. The solution need not be necessarily a C# based am ready to try in any other language. Because it gives me a chance to learn. Thank you.

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  • Should I use XNA (C#) or Java to create a basic game engine?

    - by Xboxking
    My project is to design and build a game engine (in just about 3 months). I've been looking at two options for this game engine, either make it with XNA (and C#) or Java. My experience with XNA/C# is zero to none, however I have been a Java programmer for around 4 years. I've had a little play around with both but I am still not sure what would be best to use (i.e. what would turn out better with my experience). XNA is obviously for making games and I would presume making a game engine would be slightly easier in this - however that said, there are numerous libraries available in Java that could be used for a game engine (such as lwjgl). What would be my best option and ideally produce the best results out of both XNA or Java? For your information, the game engine at the moment is a 2D one and is not too advanced (although I plan to extend it in the future). Thanks in advance for all answers!

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  • Should I use XNA (C#) or Java to create a basic game engine?

    - by Xboxking
    My project is to design and build a game engine (in just about 3 months). I've been looking at two options for this game engine, either make it with XNA (and C#) or Java. My experience with XNA/C# is zero to none, however I have been a Java programmer for around 4 years. I've had a little play around with both but I am still not sure what would be best to use (i.e. what would turn out better with my experience). XNA is obviously for making games and I would presume making a game engine would be slightly easier in this - however that said, there are numerous libraries available in Java that could be used for a game engine (such as lwjgl). What would be my best option and ideally produce the best results out of both XNA or Java? For your information, the game engine at the moment is a 2D one and is not too advanced (although I plan to extend it in the future). Thanks in advance for all answers!

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  • blender rendering question

    - by Kombuwa
    hi, I need to render a 3d model that have been implement uv map in blender. When I press the render button it renders with normal blender material. But I need to render it with uv map textures. please help me.

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  • Cause for bad font rendering in Chrome?

    - by OverTheRainbow
    I notice that the text on some web pages look bad when viewed in Chrome (16.0.912.77 m) while OK with Firefox (10.0). FWIW, I'm using the Windows versions of those applications, with default settings. As an (ironic) example, www.google.com/webfonts. Does someone know why that is, and if something can be done about it? Thank you. Edit: Another example: Edit: Here's how it looks in FireFox:

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  • Font rendering in Internet Explorer vs other browsers on Windows XP

    - by Ben McCormack
    I have four browsers installed on my Windows XP SP3 machine: Internet Explorer 8, Firefox 3.5, Safari 4, and Google Chrome. For whatever reason, fonts appeared to be rendered differently in IE than in the other browsers. It seems the fonts are anti-aliased in IE but not in the others. Why might this be? Is this an issue with the browsers or my operating system? I've noticed this issue on several Windows XP machines that I've used. While it may seem like no big deal, the lack of font smoothing in the other browsers keeps me from using them as my primary browser. Most importantly, what can I do to get the other browsers to render fonts smoothly?

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  • Ubuntu Lucid (10.04) subpixel font rendering crashes Xorg

    - by user36066
    Hi everyone... I really don't know how to solve this on my own so I thought giving this site a chance. After upgrading to Lucid I ran into some problems. With some experimenting I came to a conclusion that if I enable subpixel smoothing on fonts the moment I start any other application not native to GTK+ (wine, openoffice, wxWidgets, ...) my X server crashes the same moment. At first this seemed like something went wrong during installation. To cut the long story short, after 3 clean installations and whole bunch of experimenting the same thing happens all over again. Strange thing is... if I configure any other font smoothing besides subpixel, everything works like it should. Any thoughs?

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  • Triangle rendering problem in directX

    - by Himadri
    I am working with directX 9. I have a problem while rendering triangles using drawprimitive. The problem is - When I am rendering the whole object made of several triangles, the triangle having all points on a single line shows gap in a whole closed object. I am showing the image below. The white dashed line is the problem.

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  • Page rendering time are not steady in IE6

    - by dan
    I have to support IE6 and I calculate rendering time by creating a timestamp in javascript at the beginning of the page and doing the difference when document.ready is fired in jQuery. If I do 3 pages load, the rendering times in milliseconds can look like this : page 1 : 735, 2672, 734 page 2 : 3063, 1516, 3375 page 3 : 8281, 2531, 3703 Why is that? How can I have more consistency?

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  • Improved appointment rendering in RadScheduler for ASP.NET AJAX, Q1 2010

    Now that Q1 2010 release is out in the wild, we can sit down and discuss some of the changes we decided to make in the new release. One of them is the new appointment rendering of RadScheduler - a potentially breaking change, but a much needed one. If you have problems with your old custom skins, include the old base stylesheet along with your RadScheduler and set EnableEmbeddedBaseStylesheet=false in your RadScheduler. You can find the said base stylesheet attached to this post.   While trying to improve the performance of RadScheduler, I noticed that the number of resources slows down the rendering and overall performance considerably. This had to be expected - the images to support the appointment rounded corners (and the predefined resources) were quite large. However, I didnt take into account that all browsers keep for performance reasons their images uncompressed in memory and with the color depth of the current desktop. A simple calculation later I discovered that the appointment sprite itself is taking 25MB memory when loaded. Add 5 resources to the fray and you have 150MB memory down with a single blow. As it turns out - a sprite image is not a panacea, if it gets too big - dont be afraid to break it in two. The loading time may suffer, but your browser suffers more while rendering a 25MB monster. First I thought of undertaking the aforementioned solution - breaking the appointment sprite in two and thus reducing the two appointment sprites to mere 2MB uncompressed. Then I thought - the rounded corners are small - I can use borders and backgrounds to simulate rounded appointment borders while still keeping the same HTML structure. The gradients can be done with a single 10x50px image plus we have a gain - border colors and backgrounds can be changed on the fly.  I started with five rendering elements at first, then tried with four and finally I settled on only three elements.  Behold the new appointment rendering (quite simple really):       On the left you can see that the first container has only top and bottom borders and a background. In fact, the background isnt even needed since it will be obscured by the elements on top of it. The whole first container is only needed for the four dots that reside in the four corners of the appointment. On top of this container is another one that holds the left and right borders and slightly lighter background to create the illusion of a second lighter border beside the other two. At last on top of all others is placed the text container that also holds the top and bottom borders and the gradient background. On the right you can see the final result - Im quite happy with it and I hope you will be too. After creating the new rendering we took another step further - we decided to use alpha gradients for the resource rendering, thus supporting any color appointments with rounded corners and gradients. You can see some examples below:We plan on adding BorderColor and BackColor properties  to the ResourceStyles definitions for Q1 SP1. However with the new rendering in Q1 2010 we do support BackColor and BorderColor appointment properties - you only need to set AppointmentStyleMode=Default to keep RadScheduler from switching to Simple appointment rendering. Here is one screenshot of RadScheduler with appointments set to different colors: I hope that you will enjoy working with the new appointments in RadScheduler. RadScheduler base stylesheet Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Improved appointment rendering in RadScheduler for ASP.NET AJAX, Q1 2010

    Now that Q1 2010 release is out in the wild, we can sit down and discuss some of the changes we decided to make in the new release. One of them is the new appointment rendering of RadScheduler - a potentially breaking change, but a much needed one. If you have problems with your old custom skins, include the old base stylesheet along with your RadScheduler and set EnableEmbeddedBaseStylesheet=false in your RadScheduler. You can find the said base stylesheet attached to this post.   While trying to improve the performance of RadScheduler, I noticed that the number of resources slows down the rendering and overall performance considerably. This had to be expected - the images to support the appointment rounded corners (and the predefined resources) were quite large. However, I didnt take into account that all browsers keep for performance reasons their images uncompressed in memory and with the color depth of the current desktop. A simple calculation later I discovered that the appointment sprite itself is taking 25MB memory when loaded. Add 5 resources to the fray and you have 150MB memory down with a single blow. As it turns out - a sprite image is not a panacea, if it gets too big - dont be afraid to break it in two. The loading time may suffer, but your browser suffers more while rendering a 25MB monster. First I thought of undertaking the aforementioned solution - breaking the appointment sprite in two and thus reducing the two appointment sprites to mere 2MB uncompressed. Then I thought - the rounded corners are small - I can use borders and backgrounds to simulate rounded appointment borders while still keeping the same HTML structure. The gradients can be done with a single 10x50px image plus we have a gain - border colors and backgrounds can be changed on the fly.  I started with five rendering elements at first, then tried with four and finally I settled on only three elements.  Behold the new appointment rendering (quite simple really):       On the left you can see that the first container has only top and bottom borders and a background. In fact, the background isnt even needed since it will be obscured by the elements on top of it. The whole first container is only needed for the four dots that reside in the four corners of the appointment. On top of this container is another one that holds the left and right borders and slightly lighter background to create the illusion of a second lighter border beside the other two. At last on top of all others is placed the text container that also holds the top and bottom borders and the gradient background. On the right you can see the final result - Im quite happy with it and I hope you will be too. After creating the new rendering we took another step further - we decided to use alpha gradients for the resource rendering, thus supporting any color appointments with rounded corners and gradients. You can see some examples below:We plan on adding BorderColor and BackColor properties  to the ResourceStyles definitions for Q1 SP1. However with the new rendering in Q1 2010 we do support BackColor and BorderColor appointment properties - you only need to set AppointmentStyleMode=Default to keep RadScheduler from switching to Simple appointment rendering. Here is one screenshot of RadScheduler with appointments set to different colors: I hope that you will enjoy working with the new appointments in RadScheduler. RadScheduler base stylesheet Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Which Open Source Licenses can address concerns for an Open Source Game Engine?

    - by Chris
    I am on a team that is looking to open source an engine we are building. It's intended as an engine for Online RPG style games. We're writing it to work on both desktops and android platforms. I've been over to the OSI http://opensource.org/licenses/category to check out the most common licenses. However, this will be my first time going into an open source project and I wanted to know if the community had some insight into which licenses might be best suited. Key licensing concerns: Removing or limiting our liability (most already seem to cover this, but stating for completeness). We want other developers to be able to take part or all of our project and use it in their own projects with proper accreditation to our project. Licensing should not hinder someone's ability to quickly use the engine. They should be able to download a release and start using it without needing to wait on licensing issues. Game content (gfx, sound, etc.) that is not part of the engine should be allowed to be licensed separately. If someone is using our engine, they can retain full copy right of their content, including engine generated data. Our primary goal is exposure, which is why we're going open source to start with. Both for the project and for the individuals developing it. Are there any licenses that can require accreditation visible to players? While I'd put our primary goal as exposure, for licensing the accreditation is less of a concern. From what I've read through (and have been able to understand) it doesn't seem like any of the licenses cover anything that is produced by the licensed software. Are there any that state this specifically, or does simply not mentioning it leave it open for other licensing? Are there any other concerns that we should consider? Has anyone had any issues using any of these licenses?

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  • XNA Seeing through heightmap problem

    - by Jesse Emond
    I've recently started learning how to program in 3D with XNA and I've been trying to implement a Terrain3D class(a very simple height map). I've managed to draw a simple terrain, but I'm getting a weird bug where I can see through the terrain. This bug happens when I'm looking through a hill from the map. Here is a picture of what happens: I was wondering if this is a common mistake for starters and if any of you ever experienced the same problem and could tell me what I'm doing wrong. If it's not such an obvious problem, here is my Draw method: public override void Draw() { Parent.Engine.SpriteBatch.Begin(SpriteBlendMode.None, SpriteSortMode.Immediate, SaveStateMode.SaveState); Camera3D cam = (Camera3D)Parent.Engine.Services.GetService(typeof(Camera3D)); if (cam == null) throw new Exception("Camera3D couldn't be found. Drawing a 3D terrain requires a 3D camera."); float triangleCount = indices.Length / 3f; basicEffect.Begin(); basicEffect.World = worldMatrix; basicEffect.View = cam.ViewMatrix; basicEffect.Projection = cam.ProjectionMatrix; basicEffect.VertexColorEnabled = true; Parent.Engine.GraphicsDevice.VertexDeclaration = new VertexDeclaration( Parent.Engine.GraphicsDevice, VertexPositionColor.VertexElements); foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes) { pass.Begin(); Parent.Engine.GraphicsDevice.Vertices[0].SetSource(vertexBuffer, 0, VertexPositionColor.SizeInBytes); Parent.Engine.GraphicsDevice.Indices = indexBuffer; Parent.Engine.GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, vertices.Length, 0, (int)triangleCount); pass.End(); } basicEffect.End(); Parent.Engine.SpriteBatch.End(); } Parent is just a property holding the screen that the component belongs to. Engine is a property of that parent screen holding the engine that it belongs to. If I should post more code(like the initialization code), then just leave a comment and I will.

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  • How to implement physical effect, perspective effect on Android

    - by asedra_le
    I'm researching about 2D game for Android to implement an Android Game Project. My project looks nearly like PaperToss. Instance of throwing a page, my game will throw a coin. Suppose that I have a coin put in three-dimensional that have coordinates at A(x,y,z). I throw that point ahead, after 1/100 second, that coin move from A(x,y,z) to A'(x',y',z'). By this way, I have two problems need to solve. Determine the formulas can be used to compute the coordinates of the coin at time t. This problem is under-researching. I have no idea to solve this problem. Mapping three-dimensional points to a two-dimensional and use those new coordinates (a two-dimensional coordinates) to draw our coin on screen. I have found two solutions for this problem: Orthographic projection & Perspective projection However, my old friend said that OpenGL supports to solve problems like my problems. Any body have experiences about my problems? Help me please :) Thank for reading my question.

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  • Are there any preexisting maps for a Minecraft-like level I could use in my engine?

    - by Rishav Sharan
    I am working on a tiny cube-based engine like Minecraft. I was wondering if there is a way for me to get large blocky terrain in a text format that I can use for rendering on my engine? I don't want to start on procedural generation now, I just want a resource where I can get the coord list for a pretty looking terrain. Alternatively, is it possible for me to parse the Minecraft world files and use that data to generate terrain/buildings in my code?

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  • Farseer Physics: Ways to create a Body?

    - by EdgarT
    I want to create something similar to this using farsser and Kinect: https://vimeo.com/33500649 This is my implementation until now: http://www.youtube.com/watch?v=GlIvJRhco4U I have the outline vertices and the triangulation of the user. And following the Texture to Polygonmsample i used this line to create the shape, where farseerObject is a list of vertices of the triangles: _compound = BodyFactory.CreateCompoundPolygon(World, farseerObject, 1f, BodyType.Dynamic); But I have to update the body each frame (like 30 fps) and this is very slow. I get just 2 or 3 fps. There's another (faster) way to create the Body from a list of triangles or the contour vertices?

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  • How can I keep straight alpha during rendering particles?

    - by April
    Rencently,I was trying to save textures of 3D particles so that I can reuse the in 2D rendering.Now I had some problem with alpha channel.Some artist told me I that my textures should have unpremultiplied alpha channel.When I try to get the rgb value back,I got strange result.Some area went lighter and even totally white.I mainly focus on additive and blend mode,that is: ADDITIVE: srcAlpha VS 1 BLEND: srcAlpha VS 1-srcAlpha I tried a technique called premultiplied alpha.This technique just got you the right rgb value,its all you need on screen.As for alpha value,it worked well with BLEND mode,but not ADDITIVE mode.As you can see in parameters,BLEND mode always controlled its value within 1.While ADDITIVE mode cannot guarantee. I want proper alpha,but it just got too big or too small consider to rgb.Now what can I do?Any help will be great thankful. PS:If you don't understand what I am trying to do,there is a commercial software called "Particle Illusion".You can create various particles and then save the scene to texture,where you can choose to remove background of particles. Now,I changed the title.For some software like maya or AE,what I want is called [straight alpha].

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

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

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  • Where in a typical rendering pipeline does visibility and shading occur?

    - by user29163
    I am taking a computer graphics course. The book and the lecture notes are vague on the on the order of flow between the different steps in the rendering process. For example, if we have specified a view in a scene, and then want to perform a projection transformation for that given view, then we have to go through a sequence of transformations. In the end we end up with a normalized "viewcube" ready to be mapped 2D after clipping. But why do we end up with a cube (ie 3D thing), when a projection results in projecting the 3D objects to 2D. (depth information is lost?) The other line of reasoning is that all information further needed is stored within the "cube" and that visibility detection and shading is performed with respect to this cube and then we perform rasterezation.

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  • Is there a graphics/game engine that supports PC & Mac?

    - by Chris Masterton
    Is their a graphics that runs on both Mac & PC? I've seen Unity and thats a possibility, I'm wondering if there are any other choices. Ideally I want to port the same C++ game code to both PC & Mac platforms, but let the underlying game/graphics engine take advantage of the appropriate hardware. edit: I'm looking on the level of Torque, Gamebryo & Unreal. A commercial solution is perfectly acceptable. Thanks, Chris

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