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  • Only draw visible objects to the camera in 2D

    - by Deukalion
    I have Map, each map has an array of Ground, each Ground consists of an array of VertexPositionTexture and a texture name reference so it renders a texture at these points (as a shape through triangulation). Now when I render my map I only want to get a list of all objects that are visible in the camera. (So I won't loop through more than I have to) Structs: public struct Map { public Ground[] Ground { get; set; } } public struct Ground { public int[] Indexes { get; set; } public VertexPositionNormalTexture[] Points { get; set; } public Vector3 TopLeft { get; set; } public Vector3 TopRight { get; set; } public Vector3 BottomLeft { get; set; } public Vector3 BottomRight { get; set; } } public struct RenderBoundaries<T> { public BoundingBox Box; public T Items; } when I load a map: foreach (Ground ground in CurrentMap.Ground) { Boundaries.Add(new RenderBoundaries<Ground>() { Box = BoundingBox.CreateFromPoints(new Vector3[] { ground.TopLeft, ground.TopRight, ground.BottomLeft, ground.BottomRight }), Items = ground }); } TopLeft, TopRight, BottomLeft, BottomRight are simply the locations of each corner that the shape make. A rectangle. When I try to loop through only the objects that are visible I do this in my Draw method: public int Draw(GraphicsDevice device, ICamera camera) { BoundingFrustum frustum = new BoundingFrustum(camera.View * camera.Projection); // Visible count int count = 0; EffectTexture.World = camera.World; EffectTexture.View = camera.View; EffectTexture.Projection = camera.Projection; foreach (EffectPass pass in EffectTexture.CurrentTechnique.Passes) { pass.Apply(); foreach (RenderBoundaries<Ground> render in Boundaries.Where(m => frustum.Contains(m.Box) != ContainmentType.Disjoint)) { // Draw ground count++; } } return count; } When I try adding just one ground, then moving the camera so the ground is out of frame it still returns 1 which means it still gets draw even though it's not within the camera's view. Am I doing something or wrong or can it be because of my Camera? Any ideas why it doesn't work?

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  • Small-Scale Physics Engine

    - by user1276078
    I'm entering Android game development, and I already have a computer version of a game I want to publish. The thing is, I want to make this as good as it can be. With that said, I need a physics engine, really to only do one thing. That one thing is to make a parabolic movement of my main character as he's jumping in the air. Currently, my computer version simply makes the guy move up at a 45 degree angle, and as soon as it hits the ceiling, down at a 45 degree angle. I need a physics engine/library that would accomplish that, it has to be in java since that's my best language, it has to be 2D, and it has to be able to work on Android. Which physics engine/library could accomplish all of that?

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  • Beginning Game Development on iPhone/iPad [closed]

    - by Ilya Knaup
    I'm willing to begin learning iPhone Game development. The problem is that I've found many resources for older models of iPad and iPhone. As you know now both have retina displays and amazingly fast graphics processors (Older resources don't take advantage of it). So I'm here to ask you for help on how to kickoff the development. Any recent tools, libraries, standards etc. Is there anything you can recommend? Ideally game should work on both iPad and iPhone, Retina and non Retina. It's going be a 2d / cartoon graphics based game with intense touching (So detecting touches quiet fast is a must have). Any advice, everything you that could help us started is very much appreciated.

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  • Cloud Builder Event Series Continues Around the World

    - by Sandra Cheevers
    Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} Are you building an enterprise Cloud?  Make sure you attend a Cloud Builder Summit at one of many worldwide locations.  Designed for executives, cloud architects, and IT operations professionals, this event will eventually reach over 100 cities around the globe. This free, live event features demonstrations of how to build an enterprise cloud.  Learn how to fast-track applications to the Cloud with Oracle, and support every aspect of architecting, planning, deploying, monitoring and managing enterprise clouds.    Here's a photo from one of the CloudBuilder events in Kuala Lumpur, Malaysia.

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  • How do walls affect lighting?

    - by Milkboat
    I have been trying to implement a simple form of lighting in my 2D game. In the screenshot, I don't think it looks very good, kind of just plastered over the top of the map. How would the wall effect how the lighting is displayed? Just looking for tips on how to make my lighting look a bit better. Right now I gave each tile a light value and I change that depending on if there is a light source near by. I don't take in account if there are any objects near by. Screenshot:

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  • Fixed timestep and interpolation question

    - by Eric
    I'm following Glenn Fiedlers excellent Fix Your Timestep! tutorial to step my 2D game. The problem I'm facing is in the interpolation phase in the end. My game has a Tween-function which lets me tween properties of my game entites. Properties such as scale, shear, position, color, rotation etc. Im curious of how I'd interpolate these values, since there's a lot of them. My first thought is to keep a previous value of every property (colorPrev, scalePrev etc.), and interpolate between those. Is this the correct method? To interpolate my characters I use their velocity; renderPostion = position + (velocity * interpolation), but I cannot apply that to color for example. So what is the desired method to interpolate various properties or a entity? Is there any rule of thumb to use?

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  • Real World Nuget

    - by JoshReuben
    Why Nuget A higher level of granularity for managing references When you have solutions of many projects that depend on solutions of many projects etc à escape from Solution Hell. Links · Using A GUI (Package Explorer) to build packages - http://docs.nuget.org/docs/creating-packages/using-a-gui-to-build-packages · Creating a Nuspec File - http://msdn.microsoft.com/en-us/vs2010trainingcourse_aspnetmvcnuget_topic2.aspx · consuming a Nuget Package - http://msdn.microsoft.com/en-us/vs2010trainingcourse_aspnetmvcnuget_topic3 · Nuspec reference - http://docs.nuget.org/docs/reference/nuspec-reference · updating packages - http://nuget.codeplex.com/wikipage?title=Updating%20All%20Packages · versioning - http://docs.nuget.org/docs/reference/versioning POC Folder Structure POC Setup Steps · Install package explorer · Source o Create a source solution – configure output directory for projects (Project > Properties > Build > Output Path) · Package o Add assemblies to package from output directory (D&D)- add net folder o File > Export – save .nuspec files and lib contents <?xml version="1.0" encoding="utf-16"?> <package > <metadata> <id>MyPackage</id> <version>1.0.0.3</version> <title /> <authors>josh-r</authors> <owners /> <requireLicenseAcceptance>false</requireLicenseAcceptance> <description>My package description.</description> <summary /> </metadata> </package> o File > Save – saves .nupkg file · Create Target Solution o In Tools > Options: Configure package source & Add package Select projects: Output from package manager (powershell console) ------- Installing...MyPackage 1.0.0 ------- Added file 'NugetSource.AssemblyA.dll' to folder 'MyPackage.1.0.0\lib'. Added file 'NugetSource.AssemblyA.pdb' to folder 'MyPackage.1.0.0\lib'. Added file 'NugetSource.AssemblyB.dll' to folder 'MyPackage.1.0.0\lib'. Added file 'NugetSource.AssemblyB.pdb' to folder 'MyPackage.1.0.0\lib'. Added file 'MyPackage.1.0.0.nupkg' to folder 'MyPackage.1.0.0'. Successfully installed 'MyPackage 1.0.0'. Added reference 'NugetSource.AssemblyA' to project 'AssemblyX' Added reference 'NugetSource.AssemblyB' to project 'AssemblyX' Added file 'packages.config'. Added file 'packages.config' to project 'AssemblyX' Added file 'repositories.config'. Successfully added 'MyPackage 1.0.0' to AssemblyX. ============================== o Packages folder created at solution level o Packages.config file generated in each project: <?xml version="1.0" encoding="utf-8"?> <packages>   <package id="MyPackage" version="1.0.0" targetFramework="net40" /> </packages> A local Packages folder is created for package versions installed: Each folder contains the downloaded .nupkg file and its unpacked contents – eg of dlls that the project references Note: this folder is not checked in UpdatePackages o Configure Package Manager to automatically check for updates o Browse packages - It automatically picked up the updates Update Procedure · Modify source · Change source version in assembly info · Build source · Open last package in package explorer · Increment package version number and re-add assemblies · Save package with new version number and export its definition · In target solution – Tools > Manage Nuget Packages – click on All to trigger refresh , then click on recent packages to see updates · If problematic, delete packages folder Versioning uninstall-package mypackage install-package mypackage –version 1.0.0.3 uninstall-package mypackage install-package mypackage –version 1.0.0.4 Dependencies · <?xml version="1.0" encoding="utf-16"?> <package xmlns="http://schemas.microsoft.com/packaging/2012/06/nuspec.xsd"> <metadata> <id>MyDependentPackage</id> <version>1.0.0</version> <title /> <authors>josh-r</authors> <owners /> <requireLicenseAcceptance>false</requireLicenseAcceptance> <description>My package description.</description> <dependencies> <group targetFramework=".NETFramework4.0"> <dependency id="MyPackage" version="1.0.0.4" /> </group> </dependencies> </metadata> </package> Using NuGet without committing packages to source control http://docs.nuget.org/docs/workflows/using-nuget-without-committing-packages Right click on the Solution node in Solution Explorer and select Enable NuGet Package Restore. — Recall that packages folder is not part of solution If you get downloading package ‘Nuget.build’ failed, config proxy to support certificate for https://nuget.org/api/v2/ & allow unrestricted access to packages.nuget.org To test connectivity: get-package –listavailable To test Nuget Package Restore – delete packages folder and open vs as admin. In nugget msbuild: <Import Project="$(SolutionDir)\.nuget\nuget.targets" /> TFSBuild Integration Modify Nuget.Targets file <RestorePackages Condition="  '$(RestorePackages)' == '' "> True </RestorePackages> … <PackageSource Include="\\IL-CV-004-W7D\Packages" /> Add System Environment variable EnableNuGetPackageRestore=true & restart the “visual studio team foundation build service host” service. Important: Ensure Network Service has access to Packages folder Nugetter TFS Build integration Add Nugetter build process templates to TFS source control For Build Controller - Specify location of custom assemblies Generate .nuspec file from Package Explorer: File > Export Edit the file elements – remove path info from src and target attributes <?xml version="1.0" encoding="utf-16"?> <package xmlns="http://schemas.microsoft.com/packaging/2012/06/nuspec.xsd">     <metadata>         <id>Common</id>         <version>1.0.0</version>         <title />         <authors>josh-r</authors>         <owners />         <requireLicenseAcceptance>false</requireLicenseAcceptance>         <description>My package description.</description>         <dependencies>             <group targetFramework=".NETFramework3.5" />         </dependencies>     </metadata>     <files>         <file src="CommonTypes.dll" target="CommonTypes.dll" />         <file src="CommonTypes.pdb" target="CommonTypes.pdb" /> … Add .nuspec file to solution so that it is available for build: Dev\NovaNuget\Common\NuSpec\common.1.0.0.nuspec Add a Build Process Definition based on the Nugetter build process template: Configure the build process – specify: · .sln to build · Base path (output directory) · Nuget.exe file path · .nuspec file path Copy DLLs to a binary folder 1) Set copy local for an assembly reference to false 2)  MSBuild Copy Task – modify .csproj file: http://msdn.microsoft.com/en-us/library/3e54c37h.aspx <ItemGroup>     <MySourceFiles Include="$(MSBuildProjectDirectory)\..\SourceAssemblies\**\*.*" />   </ItemGroup>     <Target Name="BeforeBuild">     <Copy SourceFiles="@(MySourceFiles)" DestinationFolder="bin\debug\SourceAssemblies" />   </Target> 3) Set Probing assembly search path from app.config - http://msdn.microsoft.com/en-us/library/823z9h8w(v=vs.80).aspx -                 <?xml version="1.0" encoding="utf-8" ?> <configuration>   <runtime>     <assemblyBinding xmlns="urn:schemas-microsoft-com:asm.v1">       <probing privatePath="SourceAssemblies"/>     </assemblyBinding>   </runtime> </configuration> Forcing 'copy local = false' The following generic powershell script was added to the packages install.ps1: param($installPath, $toolsPath, $package, $project) if( $project.Object.Project.Name -ne "CopyPackages") { $asms = $package.AssemblyReferences | %{$_.Name} foreach ($reference in $project.Object.References) { if ($asms -contains $reference.Name + ".dll") { $reference.CopyLocal = $false; } } } An empty project named "CopyPackages" was added to the solution - it references all the packages and is the only one set to CopyLocal="true". No MSBuild knowledge required.

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  • How to change speed without changing path travelled?

    - by Ben Williams
    I have a ball which is being thrown from one side of a 2D space to the other. The formula I am using for calculating the ball's position at any one point in time is: x = x0 + vx0*t y = y0 + vy0*t - 0.5*g*t*t where g is gravity, t is time, x0 is the initial x position, vx0 is the initial x velocity. What I would like to do is change the speed of this ball, without changing how far it travels. Let's say the ball starts in the lower left corner, moves upwards and rightwards in an arc, and finishes in the lower right corner, and this takes 5s. What I would like to be able to do is change this so it takes 10s or 20s, but the ball still follows the same curve and finishes in the same position. How can I achieve this? All I can think of is manipulating t but I don't think that's a good idea. I'm sure it's something simple, but my maths is pretty shaky.

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  • Analytics in an Omni-Channel World

    - by David Dorf
    Retail has been around ever since mankind started bartering.  The earliest transactions were very specific to the individuals buying and selling, then someone had the bright idea to open a store.  Those transactions were a little more generic, but the store owner still knew his customers and what they wanted.  As the chains rolled out, customer intimacy was sacrificed for scale, and retailers began to rely on segments and clusters.  But thanks to the widespread availability of data and the technology to convert said data into information, retailers are getting back to details. The retail industry is following a maturity model for analytics that is has progressed through five stages, each delivering more value than the previous. Store Analytics Brick-and-mortar retailers (and pure-play catalogers as well) that collect anonymous basket-level data are able to get some sense of demand to help with allocation decisions.  Promotions and foot-traffic can be measured to understand marketing effectiveness and perhaps focus groups can help test ideas.  But decisions are influenced by the majority, using faceless customer segments and aggregated industry data points.  Loyalty programs help a little, but in many cases the cost outweighs the benefits. Web Analytics The Web made it much easier to collect data on specific, yet still anonymous consumers using cookies to track visits. Clickstreams and product searches are analyzed to understand the purchase journey, gauge demand, and better understand up-selling opportunities.  Personalization begins to allow retailers target market consumers with recommendations. Cross-Channel Analytics This phase is a minor one, but where most retailers probably sit today.  They are able to use information from one channel to bolster activities in another. However, there are technical challenges combining data silos so its not an easy task.  But for those retailers that are able to perform analytics on both sources of data, the pay-off is pretty nice.  Revenue per customer begins to go up as customers have a better brand experience. Mobile & Social Analytics Big data technologies are enabling a 360-degree view of the customer by incorporating psychographic data from social sites alongside traditional demographic data.  Retailers can track individual preferences, opinions, hobbies, etc. in order to understand a consumer's motivations.  Using mobile devices, consumers can interact with brands anywhere, anytime, accessing deep product information and reviews.  Mobile, combined with a loyalty program, presents an opportunity to put shopping into geographic context, understanding paths to the store, patterns within the store, and be an always-on advertising conduit. Omni-Channel Analytics All this data along with the proper technology represents a new paradigm in which the clock is turned back and retail becomes very personal once again.  Rich, individualized data better illuminates demand, allows for highly localized assortments, and helps tailor up-selling.  Interactions with all channels help build an accurate profile of each consumer, and allows retailers to tailor the retail experience to meet the heightened expectations of today's sophisticated shopper.  And of course this culminates in greater customer satisfaction and business profitability.

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  • 2D isometric: screen to tile coordinates

    - by Dr_Asik
    I'm writing an isometric 2D game and I'm having difficulty figuring precisely on which tile the cursor is. Here's a drawing: where xs and ys are screen coordinates (pixels), xt and yt are tile coordinates, W and H are tile width and tile height in pixels, respectively. My notation for coordinates is (y, x) which may be confusing, sorry about that. The best I could figure out so far is this: int xtemp = xs / (W / 2); int ytemp = ys / (H / 2); int xt = (xs - ys) / 2; int yt = ytemp + xt; This seems almost correct but is giving me a very imprecise result, making it hard to select certain tiles, or sometimes it selects a tile next to the one I'm trying to click on. I don't understand why and I'd like if someone could help me understand the logic behind this. Thanks!

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  • The Calmest IT Guy in the World

    - by Markus Weber
    Unplanned outages and downtime still result not only in major productivity losses, but also major financial losses. Along the same lines, if zero planned downtime and zero data loss are key to your IT environment and your business requirements, planning for those becomes very important, all while balancing between performance, high availability, and cost. Oracle Database High Availability technologies will help you achieve these mission-critical goals, and are reflected in Oracle's best practices offerings of the Maximum Availability Architecture, or MAA. We created three neat, short videos showcasing some typical use cases, and highlighting three important components (amongst many more) of MAA: Oracle Real Application Clusters (RAC) Oracle Active Data Guard Oracle Flashback Technologies Make sure to watch those videos here, and learn about challenges, and solutions, around High Availability database environments from a recent Independent Oracle Users Group (IOUG) survey. 

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  • Making organic 2D tilemaps for tile based games...

    - by Codejoy
    So I have always wondered how one makes a nice (not so squarish) 2d tile map, is it possible? all games now days I think use textured polygons...but my game engine (and engine) doesn't support that to my knowledge. But it does support nice TMX files generated by mapeditor.org's Tiled Map Editor. Though in my game I want nice twisting and turning caverns to traverse ... I was wondering some ideas on such a process... is it in the art style? The type of tile engine? both? So what are some common techniques?

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  • Something in the world of Firewall Hosted SSL VPN's

    - by AreYouSerious
    I run a Physical firewall at my residence. Call me paranoid, but I appreciate the added security. I have been working to get the VPN to work properly, but had until today not managed this. I worked with ensuring that the VPN configurations were correct, that the port filters were correct,  I could connect to the Firewall GUI, but never to the VPN. Turns out that in W7, if you add a key, it suddenly works.Computer\HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\SecurityProviders\SCHANNELAdd DWORD(32-bit) - SendExtraRecord --> value 2 and voila, suddenly your presented with the login screen. I won't mention the specific vendor, as they don't have this listed in their fixes... but there are several venders where this is an issue. So, if you are having an issue connecting to an SSL VPN (web vpn) this might just be the solution that you need.

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  • Best Game Engine/Framework and Language for 2D actor/sprite intensive game

    - by Grungetastic
    I'm new to the game dev world. I have a rather large project in mind (I learn by setting myself challenges :P ) and I'm wondering what the best engine/framework/language is for a 2D game with thousands of sprites/actors on screen at a time. Bare metal type stuff. I need to still be able to zoom in and out with that many actors at once. This game will have no 3D elements. Any thoughts? Suggestions?

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  • Next Generation Directory @ Oracle Open World

    - by Etienne Remillon
    Oracle OpenWorld 2012 is bigger, better, and more educational than ever before, and identity management activities are no exception. For all identity related activities check this entry, or this handy PDF. Do you focus more specifically on directory?Come and meet with the directory team at: Our session: Next Generation Directory: Oracle Unified Directory / session #CON946 / Tuesday Oct 2 5:00 pm / Moscone West L3, Room 3008 Our demo pod: Oracle Directory Services Plus: Performant, Cloud-Ready demo / Moscone South, Right - S-222 Demonstration Hours @ Moscone South: Mon 10:00 - 6:00 / Tues 09:45 - 6:00 / Wed 09:45 – 4:00

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  • cross resolution level design advice [on hold]

    - by Mike
    I was looking for some beginner advice regarding level design across multiple resolutions. I believe the answer is likely "it depends", but any input from anyone with real experience is very appreciated. Basically, I am building a 2D Super Metroid type game. If rooms/levels are to be a tiled grid, what are some general best practices for designing rooms when taking into account different resolutions? Since more or less tiles could fit vertically on a single screen depending on the resolution, is it better to design towards possibly having more of the room visible depending on the screen (with a bare minimum needed for gameplay), or should I fix the design at a certain tile height and scale the graphics?

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  • 3D BSP rendering for maps made in 2d platform style

    - by Dev Joy
    I wish to render a 3D map which is always seen from top, camera is in sky and always looking at earth. Sample of a floor layout: I don't think I need complex structures like BSP trees to render them. I mean I can divide the map in grids and render them like done in 2D platform games. I just want to know if this is a good idea and what may go wrong if I don't choose a BSP tree rendering here. Please also mention is any better known rendering techniques are available for such situations.

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  • Pixel alignment algorithm

    - by user42325
    I have a set of square blocks, I want to draw them in a window. I am sure the coordinates calculation is correct. But on the screen, some squares' edge overlap with other, some are not. I remember the problem is caused by accuracy of pixels. I remember there's a specific topic related to this kind of problem in 2D image rendering. But I don't remember what exactly it is, and how to solve it. Look at this screenshot. Each block should have a fixed width margin. But in the image, the vertical white line have different width.Though, the horizontal lines looks fine.

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  • How can I make my main character move in a parabolic arc when jumping?

    - by user1276078
    I'm entering Android game development, and I already have a computer version of a game I want to publish. The thing is, I want to make this as good as it can be. With that said, I need a physics engine, really to only do one thing: make a parabolic movement of my main character as he's jumping in the air. Currently, my computer version simply makes the guy move up at a 45 degree angle, and as soon as it hits the ceiling, down at a 45 degree angle. I need a physics engine/library that would accomplish that, it has to be in java since that's my best language, it has to be 2D, and it has to be able to work on Android. Which physics engine/library could accomplish all of that?

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  • How can I factor momentum into my space sim?

    - by Josh Petite
    I am trying my hand at creating a simple 2d physics engine right now, and I'm running into some problems figuring out how to incorporate momentum into movement of a spaceship. If I am moving in a given direction at a certain velocity, I am able to currently update the position of my ship easily (Position += Direction * Velocity). However, if the ship rotates at all, and I recalculate the direction (based on the new angle the ship is facing), and accelerate in that direction, how can I take momentum into account to alter the "line" that the ship travels? Currently the ship changes direction instantaneously and continues at its current velocity in that new direction when I press the thrust button. I want it to be a more gradual turning motion so as to give the impression that the ship itself has some mass. If there is already a nice post on this topic I apologize, but nothing came up in my searches. Let me know if any more information is needed, but I'm hoping someone can easily tell me how I can throw mass * velocity into my game loop update.

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  • 2D Tile Map for Platformer, XML or SQLite?

    - by Stephen Tierney
    I'm developing a 2D platformer with some uni friends. We've based it upon the XNA Platformer Starter Kit which uses .txt files to store the tile map. While this is simple it does not give us enough control and flexibility with level design. I'm doing some research into whether to store level data in an XML file or in a database like SQLite. Which would be the best for this situation? Do either have any drawbacks (performance etc) compared to the other?

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  • Alternatives to NSMutableArray for storing 2D grid - iOS Cocos2d

    - by SundayMonday
    I'm creating a grid-based iOS game using Cocos2d. Currently the grid is stored in an NSMutableArray that contains other NSMutableArrays (the latter are rows in the grid). This works ok and performance so far is pretty good. However the syntax feels bulky and the indexing isn't very elegant (using CGPoints, would prefer integer indices). I'm looking for an alternative. What are some alternatives data structures for 2D arrays in this situation? In my game it's very common to add and remove rows from the bottom of the grid. So the grid might start off 10x10, grow to 17x10, shrink to 8x10 and then finally end with 2x10. Note the column count is constant. I've consider using a vector<vector<Object*>>. Also I'm vaguely aware of some type of "fast array" or similar offered by Cocos2d. I'd just like to learn about best practices from other developers!

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  • 2D tile-based terrain generation

    - by a240
    As a summer project I decided it would be fun to make a Flash game. Right now I'm going for something like the look of Terraria. It's been a lot of fun, but today I've hit a snag. I need a way to generate my worlds. I've read up Perlin noise as a possibility, but I my attempts have given me sporadic looking results. What are some techniques used to generate these 2D tile-based worlds? Ideally I would like to be able to generate mountains, plains, and caves.

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