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  • Collision Resolution

    - by ultifinitus
    Hey all, I'm making a simple side-scrolling game, and I would appreciate some input! My collision detection system is a simple bounding box detection, so it's really easy to implement. However my collision resolution is ridiculous! Currently I have a little formula like this: if (colliding(firstObject,secondObject)) firstObject.resolve_collision(yAxisOffset); if (colliding(firstObject,secondObject)) firstObject.resolve_collision(xAxisOffset); where yAxisOffset is only set if the first object's previous y position was outside the second object's collision frame, respectively xAxisOffset as well. Now this is working great, in general. However there is a single problem. When I have a stack of objects and I push the first object against that stack, the first object get's "stuck," on the stack. What's I think is happening is the object's collision system checks and resolves for collisions based on creation time, so If I check one axis, then the other, the object will "sink" object directly along the checking axis. This sinking action causes the collision detection routine to think there's a gap between our position and the other object's position, and when I finally check the object that I've already sunk into, my object's position is resolved to it's original position... All this is great, and I'm sure if I bang my head against a wall long enough i'll come up with a working algorithm, but I'd rather not =). So what in the heck do you think I should do? How could I change my collision resolution system to fix this? Here's the program (temporary link, not sure how long it'll last) (notes: arrow keys to navigate, click to drop block, x to jump) I'd appreciate any help you can offer!

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  • Problem with drawing textures in OpenGL ES

    - by droidmachine
    I'm developing a 2D game for Android and i'm using the framework which has been told in the book which named Beginning Android Games by Mario Zechner.So my framework is well designed and using OpenGL 1.1.It's similar to libgdx. When i put my textures adjacent each other in my 2d surface,there are some spaces size as 1 px.But this problem only occur on my tablet.There aren't a problem like this on my phone.It's like in this picture: What can be the problem?I can't fix it from one week.

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  • Is there any existing (old) game that released graphic as free or open source?

    - by Alexey Petrushin
    I'd like to (re)create an online version (html5/JS) of some old game, for example something like HoM&M 2. Maybe, some of old games were released as free or open source (I'm interested in the graphical assets only)? I heard something about Red Alert been released as free, but I'm not sure if it's permitted to reuse graphical assets in such manner. Do You know such games? Another question - can You please share Your thoughts, rough estimate - how much it will cost to pay an artist to create graphics similar to HoM&M 2?

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  • Django and Google App Engine Helper not finding the ipaddr module.

    - by Phil
    I'm trying to get Django running on GAE using this tutorial. When I run python manage.py runserver I get the stacktrace below. I'm new to both django and python so I don't know what my next steps are (This is Ubuntu Jaunty btw). It seems django isn't finding the GAE module ipaddr which comes with SDK 1.3.1. How do I get django to find this module? /home/username/bin/google_appengine/google/appengine/api/datastore_file_stub.py:40: DeprecationWarning: the md5 module is deprecated; use hashlib instead import md5 /home/username/bin/google_appengine/google/appengine/api/memcache/__init__.py:31: DeprecationWarning: the sha module is deprecated; use the hashlib module instead import sha Traceback (most recent call last): File "manage.py", line 18, in <module> InstallAppengineHelperForDjango() File "/home/username/Development/GAE/myapp/appengine_django/__init__.py", line 543, in InstallAppengineHelperForDjango InstallDjangoModuleReplacements() File "/home/username/Development/GAE/myapp/appengine_django/__init__.py", line 260, in InstallDjangoModuleReplacements import django.db File "/home/username/Development/GAE/myapp/django/db/__init__.py", line 57, in <module> 'TIME_ZONE': settings.TIME_ZONE, File "/home/username/Development/GAE/myapp/appengine_django/db/base.py", line 117, in __init__ self._setup_stubs() File "/home/username/Development/GAE/myapp/appengine_django/db/base.py", line 128, in _setup_stubs from google.appengine.tools import dev_appserver_main File "/home/username/bin/google_appengine/google/appengine/tools/dev_appserver_main.py", line 82, in <module> from google.appengine.tools import appcfg File "/home/username/bin/google_appengine/google/appengine/tools/appcfg.py", line 53, in <module> from google.appengine.api import dosinfo File "/home/username/bin/google_appengine/google/appengine/api/dosinfo.py", line 25, in <module> import ipaddr ImportError: No module named ipaddr

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  • Best practices for implementing collectible virtual item "packs"?

    - by Glenn Barnett
    I'm in the process of building a game in which virtual items can be obtained either by in-game play (defeating enemies, gaining levels), or by purchasing "packs" via microtransactions. Looking at an existing example like Duels.com's item packs, it looks like a lot of thought went into their implementation, including: Setting clear player expectations as to what can be obtained in the pack Limiting pack supply to increase demand and control inflation Are there other considerations that should be taken into account? For example, should the contents of the packs be pre-generated to guarantee the advertised drop rates, or is each drop rate just a random chance, and you could end up with higher or lower supply?

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  • Randomly placing items script not working - sometimes items spawn in walls, sometimes items spawn in weird locations

    - by Timothy Williams
    I'm trying to figure out a way to randomly spawn items throughout my level, however I need to make sure they won't spawn inside another object (walls, etc.) Here's the code I'm currently using, it's based on the Physics.CheckSphere(); function. This runs OnLevelWasLoaded(); It spawns the items perfectly fine, but sometimes items spawn partway in walls. And sometimes items will spawn outside of the SpawnBox range (no clue why it does that.) //This is what randomly generates all the items. void SpawnItems () { if (Application.loadedLevelName == "Menu" || Application.loadedLevelName == "End Demo") return; //The bottom corner of the box we want to spawn items in. Vector3 spawnBoxBot = Vector3.zero; //Top corner. Vector3 spawnBoxTop = Vector3.zero; //If we're in the dungeon, set the box to the dungeon box and tell the items we want to spawn. if (Application.loadedLevelName == "dungeonScene") { spawnBoxBot = new Vector3 (8.857f, 0, 9.06f); spawnBoxTop = new Vector3 (-27.98f, 2.4f, -15); itemSpawn = dungeonSpawn; } //Spawn all the items. for (i = 0; i != itemSpawn.Length; i ++) { spawnedItem = null; //Zeroes out our random location Vector3 randomLocation = Vector3.zero; //Gets the meshfilter of the item we'll be spawning MeshFilter mf = itemSpawn[i].GetComponent<MeshFilter>(); //Gets it's bounds (see how big it is) Bounds bounds = mf.sharedMesh.bounds; //Get it's radius float maxRadius = new Vector3 (bounds.extents.x + 10f, bounds.extents.y + 10f, bounds.extents.z + 10f).magnitude * 5f; //Set which layer is the no walls layer var NoWallsLayer = 1 << LayerMask.NameToLayer("NoWallsLayer"); //Use that layer as your layermask. LayerMask layerMask = ~(1 << NoWallsLayer); //If we're in the dungeon, certain items need to spawn on certain halves. if (Application.loadedLevelName == "dungeonScene") { if (itemSpawn[i].name == "key2" || itemSpawn[i].name == "teddyBearLW" || itemSpawn[i].name == "teddyBearLW_Admiration" || itemSpawn[i].name == "radio") randomLocation = new Vector3(Random.Range(spawnBoxBot.x, -26.96f), Random.Range(spawnBoxBot.y, spawnBoxTop.y), Random.Range(spawnBoxBot.z, -2.141f)); else randomLocation = new Vector3(Random.Range(spawnBoxBot.x, spawnBoxTop.x), Random.Range(spawnBoxBot.y, spawnBoxTop.y), Random.Range(-2.374f, spawnBoxTop.z)); } //Otherwise just spawn them in the box. else randomLocation = new Vector3(Random.Range(spawnBoxBot.x, spawnBoxTop.x), Random.Range(spawnBoxBot.y, spawnBoxTop.y), Random.Range(spawnBoxBot.z, spawnBoxTop.z)); //This is what actually spawns the item. It checks to see if the spot where we want to instantiate it is clear, and if so it instatiates it. Otherwise we have to repeat the whole process again. if (Physics.CheckSphere(randomLocation, maxRadius, layerMask)) spawnedItem = Instantiate(itemSpawn[i], randomLocation, Random.rotation); else i --; //If we spawned something, set it's name to what it's supposed to be. Removes the (clone) addon. if (spawnedItem != null) spawnedItem.name = itemSpawn[i].name; } } What I'm asking for is if you know what's going wrong with this code that it would spawn stuff in walls. Or, if you could provide me with links/code/ideas of a better way to check if an item will spawn in a wall (some other function than Physics.CheckSphere). I've been working on this for a long time, and nothing I try seems to work. Any help is appreciated.

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  • Image with FadeIn effect blinks when added to scene

    - by Ef Es
    I am trying to add an image to the scene, but it should just be added to the scene invisible, FadeIn and then be deleted when the effect finishes. My problem is that the images blink once when they are added to the scene, then they do the intended effect. My best guess is that when they are added they show on the scene for a split second before starting the animation. I though of making them invisible for a split second before activating them, but I am not sure how to code it. const bool Sunbeams::add() { const CCSize kSceenSize = CCDirector::sharedDirector()->getWinSize(); const int nRayType = random( m_kRays.size()); const CCPoint kPosition( random( static_cast < int >( kSceenSize.width)), 0.0f); const float fDuration = random( m_fDurationVariance) + m_fDurationMin; CCSprite* pkLightBeam = CCSprite::spriteWithTexture( m_kRays[nRayType]); if ( !pkLightBeam) { msg::debug( "Sunbeams::add", "Failed to create sprite from ray '%d'!\n", m_kRays[nRayType]); return false; } pkLightBeam->setAnchorPoint( CCPointZero); pkLightBeam->setPosition( kPosition); m_kActiveBeams.push_back( pkLightBeam); CCDirector::sharedDirector()->getRunningScene()->addChild( pkLightBeam); CCActionInterval* pkAction = CCFadeIn::actionWithDuration( fDuration); CCActionInterval* pkActionBack = pkAction->reverse(); pkLightBeam->runAction( CCSequence::actions( pkAction, pkActionBack, 0)); return true; }

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  • Identify which CCSprite is touched in Cocos2d

    - by PeterK
    I am trying to learn Cocos2d and is experimenting with Ray Wenderlich tutorial whack-a-mole: www.raywenderlich.com/2560/how-to-create-a-mole-whacking-game-with-cocos2d-part-1 In this tutorial three CCSprite's are popping up and you should click on them... However, i am trying to identify which mole, rat in my case, is popping up and place a CCSprite above that. Initially this looked like an easy task but i am failing. I am trying to NSLog LEFT HIT. i would guess the problem is in the If-statement and the last "227" height parameter. The left rat boundingBox = {{99.5, 146.5}, {165, 227}} (from NSLog). The key code is in the ccTouchBegan function: -(BOOL) ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event { CGPoint touchLocation = [self convertTouchToNodeSpace:touch]; for (CCSprite *rat in rats) { if (rat.userData == FALSE) continue; if (CGRectContainsPoint(rat.boundingBox, touchLocation)) { //left: rat boundingBox = {{99.5, 146.5}, {165, 227}} //mid: rat boundingBox = {{349.5, 146.5}, {165, 227}} //right: rat boundingBox = {{599.5, 146.5}, {165, 227}} //>>>>Here is where i try to get a hit<<<< if (CGRectContainsPoint(CGRectMake(99.5, 146.55, 165, 227), touchLocation)) { NSLog(@">>>>HIT LEFT<<<<<"); } I would really appreciate a few ideas how to get this to work.

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  • Using gluLookAt to move camera in 2D iPhone game ?

    - by Mr.Gando
    Hey guys, I'm trying to use gluLookAt to move the camera in my iPhone game, but every time I've tried to use gluLookAt my screen just goes "blank" ( grey in this case ) I'm trying to render a simple triangle and to move the camera, this is my code: to setup my scene I do: glViewport(0, 0, backingWidth, backingHeight); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glRotatef(-90.0, 0.0, 0.0, 1.0); //using iPhone in horizontal mode glOrthof(-240, 240, -160, 160, -1, 1); glMatrixMode(GL_MODELVIEW); then my "triangle rendering" code looks like: GLfloat triangle[] = {0, 100, 100, 0, -100, 0,}; glClearColor(0.7, 0.7, 0.7, 1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnableClientState(GL_VERTEX_ARRAY); glColor4f(1.0, 0.0, 0.0, 1.0); glVertexPointer(2, GL_FLOAT, 0, &triangle); glDrawArrays(GL_TRIANGLES, 0, 6); glDisableClientState(GL_VERTEX_ARRAY); This draws a red triangle in the middle of the screen, when I try to apply gluLookAt ( I got the implementation of the function from Cocos2D so I asume it's correct ), i do: glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(0,0,1,0,0,0,0,0,1); // try to move the camera a bit ? GLfloat triangle[] = {0, 100, 100, 0, -100, 0,}; glClearColor(0.7, 0.7, 0.7, 1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnableClientState(GL_VERTEX_ARRAY); glColor4f(1.0, 0.0, 0.0, 1.0); glVertexPointer(2, GL_FLOAT, 0, &triangle); glDrawArrays(GL_TRIANGLES, 0, 6); glDisableClientState(GL_VERTEX_ARRAY); This leads me to grey screen (glClearColor is grey), I've tried all sort of things and read what I've found about gluLookAt on the net, but no luck :(, if someone could explain me or show me how to move to move the camera in a top-down fashion ( zelda, etc ), I would really appreciate it. Thanks!

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  • Game Timer In C++

    - by user1870398
    I need to be able to find out how many milliseconds since that last update. Is there any way I can find it out with time rather then a thread that counts like I did below? #include <iostream> #include<windows.h> #include<time.h> #include<process.h> using namespace std; int Timer = 0; int LastTimer = 0; bool End = false; void Update(int Ticks) { } void UpdateTimer() { while (true) { LastTimer = Timer; Timer++; Sleep(1); if (End) break; } } int WINAPI WinMain(HINSTANCE par1, HINSTANCE par2, LPSTR par3, int par4) { _beginthread(UpdateTimer, 0, NULL); while(true) { if (Timer == 1000) Timer = 0; Update(Timer - LastTimer); } }

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  • libgdx game not disposing

    - by Yesh
    My game does not exit entirely even after calling dispose() method. It loads a black screen when I launch it for the second time and works well if I kill the game manually and restart it. I get an error that says buffer not allocated with newUnsafeByteBuffer or already disposed when I try to dispose off the SpriteBatch object. This is were I suspect the problem to be. But not able to fix it entirely. Please help! Here is how I have built it (I have put the sample code here just to show you guys that there are no visible loop backs in dispose function, please correct me if I'm wrong)- In game screen, public void dispose() { AssetLoader.dispose(); render.dispose(); Gdx.app.exit(); } Under class AssetLoader- public void dispose(){ Texture.dispose(); sound.dispose(); } Under game render class - public void dispose(){ spritebatch.dispose(); //throws an error when I GameScreen.dispose is called font.dispose(); shaperender.dispose(); } I believe that my spritebatch isn't disposing which is causing the black screen but I cannot find a way to dispose it off successfully. Any help would be greatly appreciated.

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  • How does Blizzard manage to support Mac OS and Windows in their games?

    - by begray
    I've always thought, that using Direct X for Windows was the most powerful, easy and modern method to create games with modern graphics nowdays. And knowing, that it's only Windows I thinks it's pretty difficult to make something similar on other platforms (Mac OS to be exact). But Blizzard somehow managed to deliver Starcraft 2 for Mac OS, and Diablo 3 will be available for Mac too. So what I'm interested in is information about: what technologies are they using for their game engines? are they using one engine for both games (Starcraft 2 and Diablo 3)? Or develop custom for each game? what are they paying in terms of time and money for Mac OS support? Thanks

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  • How can I import models from Blender into jMonkeyEngine?

    - by Nathan Sabruka
    I have some blender model files (Blender version 2.6) which I would like to use with the jMonkeyEngine SDK. However, when I use Blender's native .obj exporter, I can't import it in jMonkeyEngine (the model simply fails to import or looks messed up). I've tried importing .obj files or .blend files directly into the jMonkeyEngine SDK to no avail. I've also tried to use various OGRE exporters to export .scene and .material files, but only the .scene file is created. Is there a simple way to simply export files from Blender into the jMonkeyEngine SDK? EDIT: I seem to have found something in Blender. When I go under addons, there's a warning in the OGRE exporter; "'.mesh' output requires OgreCommandLineTools". However, I have already installed those tools under the C drive. Has anyone else encountered this issue?

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  • What is a technique for 2D ray-box intersection that is suitable for old console hardware?

    - by DJCouchyCouch
    I'm working on a Sega Genesis homebrew game (it has a 7mhz 68000 CPU). I'm looking for a way to find the intersection between a particle sprite and a background tile. Particles are represented as a point with a movement vector. Background tiles are 8 x 8 pixels, with an (X,Y) position that is always located at a multiple of 8. So, really, I need to find the intersection point for a ray-box collision; I need to find out where along the edge of the tile the ray/particle hits. I have these two hard constraints: I'm working with pixel locations (integers). Floating point is too expensive. It doesn't have to be super exact, just close enough. Multiplications, divisions, dot products, et cetera, are incredibly expensive and are to be avoided. So I'm looking for an efficient algorithm that would fit those constraints. Any ideas? I'm writing it in C, so that would work, but assembly should be good as well.

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  • jerky walljump in unity rigidbody2d

    - by Lilz Votca Love
    hey there i know people have encountered issues with it before i looked upon the different solutions provided but i couldnt get any fix at all.im making a 2d game and am stuck with the walljump.i detect the wall wonderfully i also detect the jump and it works the player jumps off the wall when facing right with the use of rigidbody.addforce(new vector2(-1,2)*jumpforce) now when jumping on the oposite wall using the same vector with the sign in x axis changed to 1,the player jumps too but it goes more in the y axis than it should.Here is an image to show you the curves it(the player) follows. check the following url to see the behaviour https://scontent-b-mad.xx.fbcdn.net/hphotos-xpf1/t1.0-9/1470386_10152415957141154_156025539179003805_n.jpg voila the green one is happennig when player faces right and the other one happens when he is not here is the section of code if (wall) { if (wallJump) { if (facingRight) { rigidbody2D.velocity = Vector2.zero; flip (); rigidbody2D.AddForce (new Vector2 (-1f, 2f) * Jumpforce / 1.5f); Debug.Log ("saut mural gauche" + new Vector2 (-1f, 2f) * Jumpforce / 1.5f); } else { rigidbody2D.velocity = Vector2.zero; flip (); rigidbody2D.AddForce (new Vector2 (1f, 2f) * Jumpforce / 1.5f); Debug.Log ("saut mural droit--" + new Vector2 (Mathf.Sign (1f), 2f) * Jumpforce / 1.5f + "jump" + jump); } } } else { wallJump = false; } here the code is not optimized yet but i assure you it works so guys any help would be so awesome!! thanks

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  • Restoring projection matrix

    - by brainydexter
    I am learning to use FBOs and one of the things that I need to do when rendering something onto user defined FBO, I have to setup the projection, modelview and viewport for it. Once I am done rendering to the FBO, I need to restore these matrices. I found: glPushAttrib(GL_VIEWPORT_BIT); glPopAttrib(); to restore the viewport to its old state. Is there a way to restore the projection and modelview matrix to whatever it was earlier ? Tech: C++/OpenGL Thanks!

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  • Texturing a mesh generated from voxel data

    - by Minja
    I have implemented the Marching Cubes algorithm to display an isosurface based on voxel data. Currently, it is displayed with triplanar texturing. I'm working with unity, so I have a material with the triplanar shader attached. Now, the whole isosurface is rendered using this material. And thats my problem: I want the texture to represent the voxel data. I'm storing a material value for every point in the grid, and based on this value, I want the texture of the isosurface to change. Sadly, I have no clue how to do this. So if the voxel is sand, I want sand to be displayed; if it's stone, then there should be stone. Right now, everything is displayed as sand. Thanks in advance!

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  • Draw a never-ending line in XNA

    - by user2236165
    I am drawing a line in XNA which I want to never end. I also have a tool that moves forward in X-direction and a camera which is centered at this tool. However, when I reach the end of the viewport the lines are not drawn anymore. Here are some pictures to illustrate my problem: At the start the line goes across the whole screen, but as my tool moves forward, we reach the end of the line. Here are the method which draws the lines: private void DrawEvenlySpacedSprites (Texture2D texture, Vector2 point1, Vector2 point2, float increment) { var distance = Vector2.Distance (point1, point2); // the distance between two points var iterations = (int)(distance / increment); // how many sprites with be drawn var normalizedIncrement = 1.0f / iterations; // the Lerp method needs values between 0.0 and 1.0 var amount = 0.0f; if (iterations == 0) iterations = 1; for (int i = 0; i < iterations; i++) { var drawPoint = Vector2.Lerp (point1, point2, amount); spriteBatch.Draw (texture, drawPoint, Color.White); amount += normalizedIncrement; } } Here are the draw method in Game. The dots are my lines: protected override void Draw (GameTime gameTime) { graphics.GraphicsDevice.Clear(Color.Black); nyVector = nextVector (gammelVector); GraphicsDevice.SetRenderTarget (renderTarget); spriteBatch.Begin (); DrawEvenlySpacedSprites (dot, gammelVector, nyVector, 0.9F); spriteBatch.End (); GraphicsDevice.SetRenderTarget (null); spriteBatch.Begin (SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null, null, camera.transform); spriteBatch.Draw (renderTarget, new Vector2 (), Color.White); spriteBatch.Draw (tool, new Vector2(toolPos.X - (tool.Width/2), toolPos.Y - (tool.Height/2)), Color.White); spriteBatch.End (); gammelVector = new Vector2 (nyVector.X, nyVector.Y); base.Draw (gameTime); } Here's the next vector-method, It just finds me a new point where the line should be drawn with a new X-coordinate between 100 and 200 pixels and a random Y-coordinate between the old vector Y-coordinate and the height of the viewport: Vector2 nextVector (Vector2 vector) { return new Vector2 (vector.X + r.Next(100, 200), r.Next ((int)(vector.Y - 100), viewport.Height)); } Can anyone point me in the right direction here? I'm guessing it has to do with the viewport.width, but I'm not quite sure how to solve it. Thank you for reading!

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  • 2D Pixel/sprite game in unity? [on hold]

    - by acidzombie24
    Hi I'm an absolute newbie in unity. In the past I was told unity is terrible for 2d games so I look away after looking at it for a few days. I don't remember if this was right before unity4 came out or after. I hear unity is fairly good at 2d now. I tried googling for tutorials but I'm doing it wrong. I could not find a good tetris or tic tac toe tutorial. What assets/tutorials do I want for a 2D game? Side question is what tutorials are good if I want to make a fire emblem/advance wars type game (HUD heavy grid base game)

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  • Why does my game loop speed vary on different platforms with the same hardware?

    - by Sri Harsha Chilakapati
    I've got a serious issue with my game loop. This loop varies in time with the platform and with the same hardware. This is a list of FPS achieved: - Windows ======= 140 to 150 - Linux ======= 120 to 125 - Windows(WINE) ======= 125 to 135 And since my game loop is fixed timestep, the speed of the game is not stable. Here's my game loop. public final void run() { // Initialize the resources Map.initMap(); initResources(); // Start the timer GTimer.startTimer(); GTimer.refresh(); long elapsedTime = 0; // The game loop while (running) { // Update the game update(elapsedTime); if (state == GameState.GAME_PLAYING) { Map.updateObjects(elapsedTime); } // Show or hide the cursor if (Global.HIDE_CURSOR) { setCursor(GInput.INVISIBLE_CURSOR); } else { setCursor(Cursor.getDefaultCursor()); } // Repaint the game and sync repaint(); elapsedTime = GTimer.sync(); Toolkit.getDefaultToolkit().sync(); } } The timer package How could I improve it?

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  • "Unable to create OpenGL 3.3 context (flags 0, profile 1)"

    - by Tsvetan
    Trying to run any of the well-known McKesson's tutorials on a friend's laptop results in the aforementioned exception. I read that in order to run applications which use OpenGL 3.3 you must at least have an ATI HD or Nvidia 8xxx GPU series. He has an ATI HD class graphics processor which eliminates (maybe) this issue. Also, I read that this error may result in having old drivers. He updated his drivers but that didn't solve the problem. The tutorials are built as said in the book introduction and glsdk is installed. If more information is needed, say so and I will provide it. What are the other reasons for this kind of exception? And how can I fix them?

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  • Why doesn't my GameMaker step event work?

    - by exceltior
    So I want to make some kind of floor that which the player when walks in gets his movement reduced but im having thousand of different issues implementing this since it doesnt appear to do anything ... So i have tried different way: 1 - I have tried Step Event which had the following script: if keyboard_check(ord('A')) { player.x = -5; } if keyboard_check(ord('D')) { player.x = -5; } if keyboard_check(ord('W')) { player.x = -5; } if keyboard_check(ord('S')) { player.x = -5; } 2 - I have tried a Collision Event with the same code 3- I have tried a Step event with collision detection on a script None of these options seem to work at all ... Can you help me?

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  • How do I reconfigure my GLES frame buffer after a rotation?

    - by Panda Pajama
    I am implementing interface rotation for my GLES based game for iOS, written in Xamarin.iOS with OpenTK. I am detecting the rotation by overriding WillRotate, in my UIViewController, and I correctly re-setup all of my projection matrices. However, when drawing a sprite, the image looks a bit blurrier on the landscape version compared to the portrait version, as you can see in the following closeups magnified 10x. Portrait (before rotating) Landscape (after rotating) In both cases, I'm using the same texture with the same sampler, the same shader, and the same GL state. I just changed the order of the parameters in the projection matrix, so the resulting sizes should be exactly the same pixelwise. Since this could be thought of as a window resize, I suppose that the framebuffer has to be recreated to the new size. When working on desktop apps on Direct3D11 (SharpDX), I would have to call swapChain.ResizeBuffers() to do this. I have tried setting AutoResize = true in my iPhoneOSGameView, but then the framebuffer gets clipped as I rotate the interface, and then everything disappears when rotating the interface again. I'm not doing anything strange, my framebuffer initialization is pretty vanilla: int scaling = (int)UIScreen.MainScreen.Scale; DeviceWidth = (int)UIScreen.MainScreen.Bounds.Width * scaling; DeviceHeight = (int)UIScreen.MainScreen.Bounds.Height * scaling; Size = new System.Drawing.Size((int)(DeviceWidth), (int)(DeviceHeight)); Bounds = new System.Drawing.RectangleF(0, 0, DeviceWidth, DeviceHeight); Frame = new System.Drawing.RectangleF(0, 0, DeviceWidth, DeviceHeight); ContextRenderingApi = EAGLRenderingAPI.OpenGLES2; AutoResize = true; LayerRetainsBacking = true; LayerColorFormat = EAGLColorFormat.RGBA8; I get inconsistent results when changing Size, Bounds and Frame on my CreateFrameBuffer override, but since the documentation is so incomplete (it has nothing on Bounds and Frame), I have resorted to randomly changing stuff here and there without really knowing what is going on. There is a similar question which has no answers. However, I don't know if they're experiencing the same problem as I am. Is my supposition that recreating the framebuffer is necessary, correct? If so, does anybody know how to do it correctly in OpenTK for Xamarin.iOS?

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  • libgdx ActorGestureListener.pan() parameters not moving actor in smooth line

    - by Roar Skullestad
    I override the pan method in ActorGestureListener to implement dragging actors in libgdx (scene2d). When I move individual pieces on a board they move smoothly, but when moving the whole board, the x and y coordinates that is sent to pan is "jumping", and in an increasingly amount the longer it is dragged. These are an example of the deltaY coordinates sent to pan when dragging smoothly downwards: 1.1156368 -0.13125038 -1.0500145 0.98439217 -1.0500202 0.91877174 -0.984396 0.9187679 -0.98439026 0.9187641 -0.13125038 This is how I move the camera: public void pan (InputEvent event, float x, float y, float deltaX, float deltaY) { cam.translate(-deltaX, -deltaY); I have been using both the delta values sent to pan and the real position values, but similar results. And since it is the coordinates that are wrong, it doesn't matter whether I move the board itself or the camera. What could the cause be for this and what is the solution? When I move camera only half the delta-values, it moves smoothly but only at half the speed of the mouse pointer: cam.translate(-deltaX / 2, -deltaY / 2); It seems like the moving of camera or board affects the mouse input coordinates. How can I drag at "mouse speed" and still get smooth movements? (This question was also posted on stackoverflow: http://stackoverflow.com/questions/20693020/libgdx-actorgesturelistener-pan-parameters-not-moving-actor-in-smooth-line)

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  • What could cause a pixel shader to paint outside the lines of the vertex shader output?

    - by Rei Miyasaka
    From what I understand, the pixels that a pixel shader operates on are specified implicitly by the SV_POSITION output (in DirectX) of the vertex shader. What then could cause a pixel shader to render in the middle of nowhere? I used the new Visual Studio 2012 graphics debugger to visualize my vertex and pixel shader output. This is the output from a DrawIndexed() call that draws a cube: The pink part is the rendered output of the pixel shader, which takes the cube on its left as its input. The vertex shader code: cbuffer Buf { float4x4 final; }; struct In { float4 pos:POSITION; float3 norm:NORMAL; float2 texuv:TEXCOORD; }; struct Out { float4 col:COLOR; float2 tex:TEXCOORD; float4 pos:SV_POSITION; }; Out main(In input) { Out output; output.pos = mul(input.pos, final); output.col = float4(1.0f, 0.5f, 0.5f, 1.0f); output.tex = input.texuv; return output; } And the pixel shader: struct In { float4 col:COLOR; float2 tex:TEXCOORD; float4 pos:SV_POSITION; }; float4 main(In input) : SV_TARGET { return input.col; } The raster stage is the only thing between the vertex shader and the pixel shader, so my suspicion is that it's some raster stage settings. But the raster stage shouldn't change the shape of the vertex shader output so drastically, should it?

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