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  • Any open source editor to make video games online without programming knowledge?

    - by chelder
    With Scratch we can create video games online, from its web platform, and publish them on the same web. I could download its source code and use it, as many others already did (see Scratch modifications). Unfortunately, we need programming knowledge to use it. Actually, Scratch is mainly for teaching kids to code. I also found editors like Construct 2, GameSalad Creator and many others (just type on Google: create a video game without programming). With those editors we can create video games without coding. Unfortunately they are neither open source nor web platform. They need to be installed on Windows or Mac. Do you know some editor like Construct 2 or GameSalad Creator but open source and executable from a web server? Maybe some HTML5 game engine can do it?

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  • Z-order with Alpha blending in a 3D world

    - by user41765
    I'm working on a game in a 3D world with 2D sprites only (like Don't Starve game). (OpenGL ES2 with C++) Currently, I'm ordering elements back to front before drawing them without batch (so 1 element = 1 drawcall). I would like to implement batching in my framework to decrease draw calls. Here is what I've got for the moment: Order all elements of my scene back to front. Send order list of elements to the Renderer. Renderer look in his batch manager if a batch exist for the given element with his Material. Batch didn't exist: create a new one. Batch exist for element with this Material: Add sprite to the batch. Compute big mesh with all sprite for each batch (1 material type = 1 batch). When all batches are ok, the batch manager compute draw commands for the renderer. Renderer process draw commands (bind shader, bind textures, bind buffers, draw element) Image with my problem here: Explication here But I've got some problems because objects can be behind another objects inside another batch. How can I do something like that? Thanks!

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  • My server is behind a router. How can I see my website correctly? [closed]

    - by Tokyo Dan
    I'm running a web server (Ubuntu) on my local home network. I'm behind a router. On the WAN I have a direct IP. When not on my home network and accessing my website via the WAN direct IP my website displays correctly and everything works. On my home LAN behind the router, accessing my website via the WAN direct gets me to my router's admin login page. This is normal. But... Accessing my website (via it's home LAN IP address) from another computer on my home LAN gets me to the website but the layout display is broken and clicking on any link takes me to the WAN direct IP (my router's Admin login page). How can i get my website to display properly and the links to work when accessing it from my home LAN?

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  • what making a good soundtrack for social game

    - by Maged
    there are many successful social games in Facebook and other social sites like brain buddies, who has the biggest brain and word challenge.both of them have a great soundtrack while playing and in the beginning of the game . my question is how to find a good soundtrack or what's i should look for to find a good soundtrack like this that's help to attract the user specially for games that need concentration ?

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  • Entity Component System for HUD and GUI

    - by Jason L.
    This is a very rough sketch of how I currently have things designed. It should, at least, give an idea of how my ECS is currently designed. If you notice in that diagram, I have basically split the HUD out of the ECS. They have their own set of things (HudLayer, HudComponent, etc) and are handled differently. This is where I'm struggling, though. There are many different instances in which the HUD will need to know about entities. Not just data changing (I have an event dispatcher for that), but the actual entity and all it encompasses. There are also situations where entities will need to be able to query the HUD for data. Let's take a couple examples: First, my equipment screen. On here I can change the equipment on a character (Entity). In order for this to happen, I need to know about the entity. At least I think I do? How can I handle this? The second scenario involves my Systems needing to query a HudComponent for data. A specific example would be my battle system. Each "team" is given a 3x3 grid they can move around in. See here: Skills target these cells, and not the player, so I would need a way for my systems to determine which cells are occupied and which are not. Basically I need a way for two way communication between Systems and my HUD. I know it's recommended (by some people, anyways) to take your HUD out of the ECS. Is that appropriate in my case?

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  • Split a 2D scene in layers or have a z coordinate

    - by Bane
    I am in the process of writing a 2D game engine, and a dilemma emerged. Let me explain the situation... I have a Scene class, to which various objects can be added (Drawable, ParticleEmitter, Light2D, etc), and as this is a 2D scene, things will obviously be drawn over each other. My first thought was that I could have basic add and remove methods, but I soon realized that then there would be no way for the programmer to control the order in which things were drawn. So I can up with two options, each with its pros and cons. A) Would be to split the scene in layers. By that I mean instead of having the scene be a container of objects, have it be a container of layers, which are in turn the containers of objects. B) Would require to have some kind of z-coordinate, and then have the scene sorted so objects with lower z get drawn first. Option A is pretty solid, but the problem is with the lights. In what layer do I add it? Does it work cross-layer? On all bottom layers? And I still need the Z coordinate to calculate the shadow! Option B would require me to change all my code from having Vector2D positions, to some kind of class that inherits from Vector2D and adds a z coordinate to it (I don't want it to be a Vector3D because I still need all the same methods the 2D kind has, just with .z clamped on). Am I missing something? Is there an alternative to these methods? I'm working in Javascript, if that makes a difference.

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  • Moving player in direciton camera is facing

    - by Samurai Fox
    I have a 3rd person camera which can rotate around the player. My problem is that wherever camera is facing, players forward is always the same direction. For example when camera is facing the right side of the player, when I press button to move forward, I want player to turn to the left and make that the "new forward". My camera script so far: using UnityEngine; using System.Collections; public class PlayerScript : MonoBehaviour { public float RotateSpeed = 150, MoveSpeed = 50; float DeltaTime; void Update() { DeltaTime = Time.deltaTime; transform.Rotate(0, Input.GetAxis("LeftX") * RotateSpeed * DeltaTime, 0); transform.Translate(0, 0, -Input.GetAxis("LeftY") * MoveSpeed * DeltaTime); } } public class CameraScript : MonoBehaviour { public GameObject Target; public float RotateSpeed = 170, FollowDistance = 20, FollowHeight = 10; float RotateSpeedPerTime, DesiredRotationAngle, DesiredHeight, CurrentRotationAngle, CurrentHeight, Yaw, Pitch; Quaternion CurrentRotation; void LateUpdate() { RotateSpeedPerTime = RotateSpeed * Time.deltaTime; DesiredRotationAngle = Target.transform.eulerAngles.y; DesiredHeight = Target.transform.position.y + FollowHeight; CurrentRotationAngle = transform.eulerAngles.y; CurrentHeight = transform.position.y; CurrentRotationAngle = Mathf.LerpAngle(CurrentRotationAngle, DesiredRotationAngle, 0); CurrentHeight = Mathf.Lerp(CurrentHeight, DesiredHeight, 0); CurrentRotation = Quaternion.Euler(0, CurrentRotationAngle, 0); transform.position = Target.transform.position; transform.position -= CurrentRotation * Vector3.forward * FollowDistance; transform.position = new Vector3(transform.position.x, CurrentHeight, transform.position.z); Yaw = Input.GetAxis("Right Horizontal") * RotateSpeedPerTime; Pitch = Input.GetAxis("Right Vertical") * RotateSpeedPerTime; transform.Translate(new Vector3(Yaw, -Pitch, 0)); transform.position = new Vector3(transform.position.x, transform.position.y, transform.position.z); transform.LookAt(Target.transform); } }

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  • 1136: Incorrect number of arguments. Expected 0 AS3 Flash CS5.5 [on hold]

    - by Erick
    how do I solve this error? I've been trying to get the answer online but have not been successful. I'm trying to learn As3 for flash so I decided to try making a preloader for a game. Preloader.as package com.game.moran { import flash.display.LoaderInfo; import flash.display.MovieClip; import flash.events.*; public class ThePreloader extends MovieClip { private var fullWidth:Number; public var ldrInfo:LoaderInfo; public function ThePreloader (fullWidth:Number = 0, ldrInfo:LoaderInfo = null) { this.fullWidth = fullWidth; this.ldrInfo = ldrInfo; addEventListener(Event.ENTER_FRAME, checkLoad); } private function checkLoad (e:Event) : void { if (ldrInfo.bytesLoaded == ldrInfo.bytesTotal && ldrInfo.bytesTotal !=0) { dispatchEvent (new Event ("loadComplete")); phaseOut(); } updateLoader (ldfInfo.bytesLoaded / ldrInfo.bytesTotal); } private function updateLoader(num:Number) : void { mcPreloaderBar.Width = num * fullWidth; } private function phaseOut() : void { removeEventListener (Event.ENTER_FRAME, checkLoad); phaseComplete(); } private function phaseComplete() : void { dispatchEvent (new Event ("preloaderFinished")); } } } Engine.as package com.game.moran { import flash.display.MovieClip; import flash.display.Sprite; import flash.events.Event; public class Engine extends MovieClip { private var preloader:ThePreloader; public function Engine() { preloader = new ThePreloader(732, this.loaderInfo); stage.addChild(preloader); preloader.addEventListener("loadComplete", loadAssets); preloader.addEventListener("preloaderFinished", showSponsors); } private function loadAssets (e:Event) : void { this.play(); } private function showSponsors(e:Event) : void { stage.removeChild(preloader); trace("show sponsors") } } } The line being flagged as an error is line 13 in Engine.as.

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  • 2D animations frames vs 3D animation for small indie project: timing considerations

    - by mm24
    pretty lame question but was wondering.. I am developing a 2D game using Cocos2D for iOS. The art work till now is all 2D (is a shooter game) but some of the characters would benefit of complex animations (eg. 20 frames). I feel a bit stupid because I came across only now that there is the chance to do 3D to 2D frames exporting and then to use them in Cocos2D. The thing that put me off on 3D gaming at first was that it takes more than one person in a team to do so properly (Illustrator, 3D modeller, 3D animator and programmer). Now I feel a bit stupid because having a 3D model I could do and modify the poses whenever I wanted (I should ask to the 3D animator which I guess would be time expensive). Instead now is me and two illustrators (as I require many frames per character). Is my impression that it would have been much longer right or not? Are there any other project management considerations that can be done on this? Sorry if for some this might be trivial but is my first "indie game developer experience".

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  • How to make players be creative in a game, if the game cannot evaluate it?

    - by Mensonge
    I am working on a prototype game with several funny/visual effects that the player can trigger. The player can be quite creative in the way to use or combine these effects but it seems impossible to make detect/evaluate this creativity by the computer. So, from a game design perspective, I wonder what could be the features to drive the players to be creative (experiment various combinations). For the moment i think about "Draw something" where the result is evaluated by other players. I think about levels designed by "Little Big Planet" players but this aspect is out of the core game. I think also about "Minecraft" but I do not understand really how this game encourages the people to be creative (except of the open world). Please tell me if you have any ideas, articles or references that could help me coping with this problem.

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  • Need help with a complex 3d scene (using Ogre and bullet)

    - by Matthias
    In my setup there is a box with a hole on one side, and a freely movable "stick" (or bar, tube). This stick can be inserted/moved through the hole into the box. This hole is exactly as wide as the diameter of the stick. In reality, when you would now hold the end of the stick in your hand and move the hand left/right or up/down, the other end of the stick, which is inside the box, would move into the opposite direction of your hand movement (because the stick is affixed at the pivot point where it is entering the box through the hole). (I hope you understand what I mean so far.) Now I need to simulate such a setup in a 3d program. I have already successfully developed an Ogre3d framework for this application, including bullet. But what I don't know is how I can implement in my program what I have described above. This application must include two more features: The scene camera is attached to the end of the stick that is inserted into the box. So when the user would move the mouse (to control "his" end of the stick outside the box), then the camera attached to the stick would move in the opposite direction, as described above. The stick has some length, and the user can push it further into the box, or pull it closer to him again. That means of course that the max. radius on which the end of the stick inside the box can move depends on how far the stick is pushed into the box. Thus, the more the stick is pushed into the box, the larger the max. radius of this end of the stick with the camera will be. I understand this is maybe quite a complex thing, so I don't expect any real source code here. I already have the Ogre and bullet part as said up and running, as well as a camera attached to the stick. This works fine. What I don't know though is how I can simulate the setup described above. Especially the requirement that the stick is affixed at the position of the hole on the box, where it is inserted into the box. Any ideas how I could approach to implement the described setup?

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  • How can I handle copyrighted music?

    - by David Dimalanta
    I have a curious question regarding on musics used in music rhythm game. In Guitar Hero for example, they used all different music albums in one program. Then, each album requires to ask permission to the owner, composer of the music, or the copyright owner of the music. Let's say, if you used 15 albums for the music rhythm game, then you have to contact 15 copyright owners and it might be that, for the game developer, that the profit earned goes to the copyright owner or owner of this music. For the independent game developers, was it okay if either used the copyright music by just mentioning the name of the singer included in the credits and in the music select screen or use the non-popular/old music that about 50 years ago? And, does still earn money for the indie game developers by making free downloadable game?

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  • Tile map collision is not working properly

    - by Sigh-AniDe
    I am having problems setting collision between my sprite and the tiles. I have only done the code for colision for moving upwards but some places on the map it moves up and some places it doesn't. Here is what I have so far: Vector2 position; private static float scalingFactor = 32; static int tileWidth = 32; static int tileHeight = 32; int[ , ] map = { {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, {0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, {0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, {0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, {0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, {0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, }; // This is in turtle.update if ( keyboardState.IsKeyDown( Keys.Up ) ) { if ( position.Y > screenHeight / 4 ) { //// current position of the turtle on the tiles int mapX = ( int )( position.X / scalingFactor ); int mapY = ( int )( position.Y / scalingFactor ) - 1; if ( isMovable( mapX , mapY , map ) ) { position.Y = position.Y - scalingFactor; } } else { MoveUp(); } } private void MoveUp() { motion.Y = -1; } public bool isMovable( int mapX , int mapY , int[ , ] map ) { if ( mapX < 0 || mapX > 19 || mapY < 0 || mapY > 20 ) { return false; } int tile = map[ mapX , mapY ]; if ( tile == 0 ) { return false; } return true; } protected override void Update( GameTime gameTime ) { turtle.Update( screenHeight , scalingFactor , map ); base.Update( gameTime ); }

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  • Translate extrinsic rotations to intrinsic rotations ( Euler angles )

    - by MineMan287
    The problem I have is very frustrating: I am using the Jitter Physics library which gives Quaternion rotations, you can extract the extrinsic rotations but I need intrinsic rotations to rotate in OpenTK (There are other reasons as well so I don't want to make OpenTK use a Matrix) GL.Rotate(xr, 1, 0, 0) GL.Rotate(yr, 0, 1, 0) GL.Rotate(zr, 0, 0, 1) EDIT : Response to the first answer Like This? GL.Rotate(zr, 0, 0, 1) GL.Rotate(yr, 0, 1, 0) GL.Rotate(xr, 1, 0, 0) Or This? GL.Rotate(xr, 1, 0, 0) GL.Rotate(yr, 0, 1, 0) GL.Rotate(zr, 0, 0, 1) GL.Rotate(zr, 0, 0, 1) GL.Rotate(yr, 0, 1, 0) GL.Rotate(xr, 1, 0, 0) GL.Rotate(xr, 1, 0, 0) GL.Rotate(yr, 0, 1, 0) GL.Rotate(zr, 0, 0, 1) I'm confused, please give an example

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  • How can I selectively update XNA GameComponents?

    - by Bill
    I have a small 2D game I'm working on in XNA. So far, I have a player-controlled ship that operates on vector thrust and is terribly fun to spin around in circles. I've implemented this as a DrawableGameComponent and registered it with the game using game.Components.Add(this) in the Ship object constructor. How can I implement features like pausing and a menu system with my current implementation? Is it possible to set certain GameComponents to not update? Is this something for which I should even be using a DrawableGameComponent? If not, what are more appropriate uses for this?

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  • 2d shapes in XNA 4.0?

    - by Lautaro
    Having some experience of XNA but none of 3D programming. I have an idea i want to realize but i have not decided to do it in 3d or 2d. Im not sure which one will be best in XNA. I want to have a shape like a blob that can reshape depending on input. The morphing does not need to be very advanced. It could be a circle (2d) or globe (3d) that just has one point that moves slightly in a random direction. In ASP.NET i have made this through the 2d Draw classes where i can make lines, circles, squares etc and then modify the points that makes them up. But it seems to me that XNA does not have classes for making 2d shapes (can i get this confirmed?). If it had, then this would be the quickest solution for me.

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  • Skyrim Creation Kit with Xbox 360

    - by funseiki
    I posted this on stackoverflow but was advised to post here (here is a link to the stackoverflow question). I'm hoping for constructive feedback on its plausibility. Update on progress: It looks like there are ways to stuff files back onto the console (horizon, modio, xplorer360, etc) and they do require some form of signing. As of now, though, I've had no luck. I was hoping I could get away with just placing the ".esp" into the directory containing marketplace downloads for Skyrim, along with the signed ".bsa" file (basically a zipped up file containing any extra content the .esp will need to refer that doesn't exist in the basic game). This doesn't work, at least not in the ways I've tried, so next I'm going to try install the entire game to my flash drive (if possible) and attempt to traverse through the game's directory (this is probably unlikely). If anyone else has suggestions or luck or wants more detail on my failures comment/answer away. Here is the question: I'm thinking about buying the PC version of Skyrim to get the Creation Kit (I already own a copy for the Xbox). I have read the faq and scoured plenty of forums to see if there was some way to mod Skyrim for a console (Xbox 360, in particular), but they are generally coming up negative. I realize the CreationKit is on the PC, but I was wondering if there was a way to set up the '.esp' (hopefully I'm interpreting this correctly) files to be placed on the Xbox 360 file system in a similar manner to how game add-ons are downloaded from the Xbox Live Marketplace. I believe it is possible to transfer saves between the console and the PC (e.g. google: 'skyrim mod xbox360'), but these are referencing items that already exist in the game (e.g. a console command for maximum carry weight does not require reference to new animations or models). It would probably be easier if one could navigate through the xbox's file system to see where the games' files are placed, but with the current setup, the file system is abstracted away. Any help or insight on the matter would be much appreciated. I would love to work on a project that would make it possible to let console gamers experience and enjoy all the great mods available to the PC community.

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  • How to handle multiple effect files in XNA

    - by Adam 'Pi' Burch
    So I'm using ModelMesh and it's built in Effects parameter to draw a mesh with some shaders I'm playing with. I have a simple GUI that lets me change these parameters to my heart's desire. My question is, how do I handle shaders that have unique parameters? For example, I want a 'shiny' parameter that affects shaders with Phong-type specular components, but for an environment mapping shader such a parameter doesn't make a lot of sense. How I have it right now is that every time I call the ModelMesh's Draw() function, I set all the Effect parameters as so foreach (ModelMesh m in model.Meshes) { if (isDrawBunny == true)//Slightly change the way the world matrix is calculated if using the bunny object, since it is not quite centered in object space { world = boneTransforms[m.ParentBone.Index] * Matrix.CreateScale(scale) * rotation * Matrix.CreateTranslation(position + bunnyPositionTransform); } else //If not rendering the bunny, draw normally { world = boneTransforms[m.ParentBone.Index] * Matrix.CreateScale(scale) * rotation * Matrix.CreateTranslation(position); } foreach (Effect e in m.Effects) { Matrix ViewProjection = camera.ViewMatrix * camera.ProjectionMatrix; e.Parameters["ViewProjection"].SetValue(ViewProjection); e.Parameters["World"].SetValue(world); e.Parameters["diffuseLightPosition"].SetValue(lightPositionW); e.Parameters["CameraPosition"].SetValue(camera.Position); e.Parameters["LightColor"].SetValue(lightColor); e.Parameters["MaterialColor"].SetValue(materialColor); e.Parameters["shininess"].SetValue(shininess); //e.Parameters //e.Parameters["normal"] } m.Draw(); Note the prescience of the example! The solutions I've thought of involve preloading all the shaders, and updating the unique parameters as needed. So my question is, is there a best practice I'm missing here? Is there a way to pull the parameters a given Effect needs from that Effect? Thank you all for your time!

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  • Farseer: Cutting body from texture

    - by Robin Betka
    Is it possible to cut a body from a texture in Farseer 3.0? I have a texture converted to a body with multiple fixtures ( using BayazitDecomposer, CreatePolygon method, ..) and can even do it as a BreakableBody. But when I try to cut it with the cutting tool, the fixture itself gets cutted but it's connections get discarded! So when I have 14 fixtures, and cut fixture 3 for example, fixture 3 gets cutted but 1,2 and 3-14 just go away. Is there a way to do it? It would work already if I could convert the texture into a body with 1 fixture only, but I haven't figured out it that's possible. BayazitDecomposer creates the multiple verticles, but letting it away creates something weird and I get assert messages all the time. I know I couldn't break it that way but I don't need that anyway when I could cut it. The breaking is just the work around I'm using now. Extending the cuttingtool to support multiple fixtures is very hard especially when you consider that in one cut multiple fixtures could be cutted and then connected again.

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  • Frames per Second and Updates per Second [on hold]

    - by matt murray
    So this is more a general resources question, as I am seeking knowledge on how best to conserve resources in a game (I am writing in Java, and please this is not a thread on what language I should write it in, I have already chosen Java) so that the updates and frames per second could be the highest they could be. In general I am just searching for any articles you may have, any personal experience, anything what so ever that could be of use to a pretty new Java game developer on the subject! Thanks in advance!

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  • Server for online browser game

    - by Tim Rogers
    I am going to be making an online single player browser game. The online element is needed so that a player can login and store the state of their game. This will include things like what buildings have been made and where they have been positioned as well as the users personal statistics and achievements. At this point in time, I am expecting all of the game logic to be performed client side So far, I am thinking I will use flash for creating the client side of the game. I am also creating a MySQL database to store all the users information. My question is how do I connect the two. Presumably I will need some sort of server application which will listen for incoming requests from any clients, perform the SQL query and then return the data. Does anyone have any recommendations of what technology/language to use?

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  • Self learning automated movement

    - by Super1
    I am trying to make a small demo in Javascript, I have a black border and a car the car travels randomly and a line is drawn of its trail. When the user click inside the area it creates an object (we'll call this the wall). If the car hits the wall then it goes back 3 paces and tries a different route. When its hit the wall it needs to log down its location so it does NOT make that mistake again. Here is my example: http://jsfiddle.net/Jtq3E/ How can I get the car to move by itself and create a trail?

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  • In an Entity/Component system, can component data be implemented as a simple array of key-value pairs? [on hold]

    - by 010110110101
    I'm trying to wrap my head around how to organize components in an Entity Component Systems once everything in the current scene/level is loaded in memory. (I'm a hobbyist BTW) Some people seem to implement the Entity as an object that contains a list of of "Component" objects. Components contain data organized as an array of key-value pairs. Where the value is serialized "somehow". (pseudocode is loosely in C# for brevity) class Entity { Guid _id; List<Component> _components; } class Component { List<ComponentAttributeValue> _attributes; } class ComponentAttributeValue { string AttributeName; object AttributeValue; } Others describe Components as an in-memory "table". An entity acquires the component by having its key placed in a table. The attributes of the component-entity instance are like the columns in a table class Renderable_Component { List<RenderableComponentAttributeValue> _entities; } class RenderableComponentAttributeValue { Guid entityId; matrix4 transformation; // other stuff for rendering // everything is strongly typed } Others describe this actually as a table. (and such tables sound like an EAV database schema BTW) (and the value is serialized "somehow") Render_Component_Table ---------------- Entity Id Attribute Name Attribute Value and when brought into running code: class Entity { Guid _id; Dictionary<string, object> _attributes; } My specific question is: Given various components, (Renderable, Positionable, Explodeable, Hideable, etc) and given that each component has an attribute with a particular name, (TRANSLATION_MATRIX, PARTICLE_EMISSION_VELOCITY, CAN_HIDE, FAVORITE_COLOR, etc) should: an entity contain a list of components where each component, in turn, has their own array of named attributes with values serialized somehow or should components exist as in-memory tables of entity references and associated with each "row" there are "columns" representing the attribute with values that are specific to each entity instance and are strongly typed or all attributes be stored in an entity as a singular array of named attributes with values serialized somehow (could have name collisions) or something else???

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  • View matrix question (rotate by 180 degrees)

    - by King Snail
    I am using a third party rendering API on top of OpenGL code and I cannot get my matrices correct. The API states this: We're right handed by default, and we treat y as up by convention. Since IwGx's coordinate system has (0,0) as the top left, you typically need a 180 degree rotation around Z in your view matrix. I think the viewer does this by default. In my OpenGL app I have access to the view and projection matrices separately. How can I convert them to fit the criteria used by my third party rendering API? I don't understand what they mean to rotate 180 degrees around Z, is that in the view matrix itself or something in the camera before making the view matrix. Any code would be helpful, thanks.

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  • Simple question about a cocos2d based game template

    - by Zishan
    I am learning a cocos2d based Game template tutorial from here and now I am at this point of the tutorial. My question is, how can i run 30 different scenes in 30 different levels of 5 chapter? Now I am using this switch (gameData.selectedLevel) { case 1: [SceneManager goChapter1Level1Scene]; break; (... snip a whole lot of lines...) case 30: [SceneManager goChapter5Level6Scene]; break; default: break; } in the "- (void) onPlay: (CCMenuItemImage*) sender" method. But it work only for 6 levels scene of chapter1. Other 4 chapters levels are show as same as 1st chapter levels scene. they are not show their own level scene. can any one please teach me, how can I do this stuff using this game template?

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