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  • How can I draw an arrow at the edge of the screen pointing to an object that is off screen?

    - by Adam Henderson
    I am wishing to do what is described in this topic: http://www.allegro.cc/forums/print-thread/283220 I have attempted a variety of the methods mentioned here. First I tried to use the method described by Carrus85: Just take the ratio of the two triangle hypontenuses (doesn't matter which triagle you use for the other, I suggest point 1 and point 2 as the distance you calculate). This will give you the aspect ratio percentage of the triangle in the corner from the larger triangle. Then you simply multiply deltax by that value to get the x-coordinate offset, and deltay by that value to get the y-coordinate offset. But I could not find a way to calculate how far the object is away from the edge of the screen. I then tried using ray casting (which I have never done before) suggested by 23yrold3yrold: Fire a ray from the center of the screen to the offscreen object. Calculate where on the rectangle the ray intersects. There's your coordinates. I first calculated the hypotenuse of the triangle formed by the difference in x and y positions of the two points. I used this to create a unit vector along that line. I looped through that vector until either the x coordinate or the y coordinate was off the screen. The two current x and y values then form the x and y of the arrow. Here is the code for my ray casting method (written in C++ and Allegro 5) void renderArrows(Object* i) { float x1 = i->getX() + (i->getWidth() / 2); float y1 = i->getY() + (i->getHeight() / 2); float x2 = screenCentreX; float y2 = ScreenCentreY; float dx = x2 - x1; float dy = y2 - y1; float hypotSquared = (dx * dx) + (dy * dy); float hypot = sqrt(hypotSquared); float unitX = dx / hypot; float unitY = dy / hypot; float rayX = x2 - view->getViewportX(); float rayY = y2 - view->getViewportY(); float arrowX = 0; float arrowY = 0; bool posFound = false; while(posFound == false) { rayX += unitX; rayY += unitY; if(rayX <= 0 || rayX >= screenWidth || rayY <= 0 || rayY >= screenHeight) { arrowX = rayX; arrowY = rayY; posFound = true; } } al_draw_bitmap(sprite, arrowX - spriteWidth, arrowY - spriteHeight, 0); } This was relatively successful. Arrows are displayed in the bottom right section of the screen when objects are located above and left of the screen as if the locations of the where the arrows are drawn have been rotated 180 degrees around the center of the screen. I assumed this was due to the fact that when I was calculating the hypotenuse of the triangle, it would always be positive regardless of whether or not the difference in x or difference in y is negative. Thinking about it, ray casting does not seem like a good way of solving the problem (due to the fact that it involves using sqrt() and a large for loop). Any help finding a suitable solution would be greatly appreciated, Thanks Adam

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  • What is this JavaScript gibberish?

    - by W3Geek
    I am studying how to make a 2D game with JavaScript by reading open source JavaScript games and I came across this gibberish... aSpriteData = [ "}\"¹-º\"À+º\"À+º\"À+º\"¿¤À ~C_ +º\"À+º\"À+º\"À*P7²OK%¾+½u_\"À<¡a¡a¡bM@±@ª", // 0 ground "a ' ![± 7°³b£[mt<Nµ7z]~¨OR»[f_7l},tl},+}%XN²Sb[bl£[±%Y_¹ !@ $", // 1 qbox "!A % @,[] ±}°@;µn¦&X£ <$ §¤ 8}}@Prc'U#Z'H'@· ¶\"is ¤&08@£(", // 2 mario " ´!A.@H#q8¸»e-½n®@±oW:&X¢a<&bbX~# }LWP41}k¬#3¨q#1f RQ@@:4@$", // 3 mario jump " 40 q$!hWa-½n¦#_Y}a©,0#aaPw@=cmY<mq©GBagaq&@q#0§0t0¤ $", // 4 mario run "+hP_@", // 5 pipe left "¢,6< R¤", // 6 pipe right "@ & ,'+hP?>³®'©}[!»¹.¢_^¥y/pX¸#µ°=a¾½hP?>³®'©}[!»¹.¢_^ Ba a", // 7 pipe top left "@ , !] \"º £] , 8O #7a&+¢ §²!cº 9] P &O ,4 e", // 8 pipe top right " £ #! ,! P!!vawd/XO¤8¼'¤P½»¹²'9¨ \"P²Pa²(!¢5!N*(4´b!Gk(a", // 9 goomba " Xu X5 =ou!¯­¬a[Z¼q.°u#|xv ¸··@=~^H'WOJ!¯­¬a=Nu ²J <J a", // 10 coin // yui "@ & !MX ~L \"y %P *¢ 5a K w !L \"y %P *­a%¬¢ 4 a", // 11 ebox // yui "¢ ,\"²+aN!@ &7 }\"²+aN!XH # }\"²+aN!X% 8}\"²+aN!X%£@ (", // 12 bricks "} %¿¢!N° I¨²*<P%.8\"h,!Cg r¥ H³a4X¢*<P%.H#I¬ :a!u !q", // 13 block makeSpace(20) + "4a }@ }0 N( w$ }\" N! +aa", // 14 bush left " r \"²y!L%aN zPN NyN#²L}[/cy¾ N" + makeSpace(18) + "@", // 15 bush mid makeSpace(18) + "++ !R·a!x6 &+6 87L ¢6 P+ 8+ (", // 16 bush right " %©¦ +pq 7> \"³ s" + makeSpace(25) + "@", // 17 cloud bottom left "a/a_#².Q¥'¥b}8.£¨7!X\"K+5cqs%(" + makeSpace(18) + "0", // 18 cloud bottom mid "bP ¢L P+ 8%a,*a%§@ J" + makeSpace(22) + "(", // 19 cloud bottom right "", // 20 mushroom "", // koopa 16x24 "", // 22 star "", // 23 flagpole "", // 24 flag "", // 25 flagpole top " 6 ~ }a }@ }0 }( }$ }\" }! } a} @} 0} (} $} \"² $", // 26 hill slope "a } \"m %8 *P!MF 5la\"y %P" + makeSpace(18) + "(", // 27 hill mid makeSpace(30) + "%\" t!DK \"q", // 28 hill top "", // 29 castle bricks "", // 30 castle doorway bottom "", // 31 castle doorway top "", // 32 castle top "", // 33 castle top 2 "", // 34 castle window right "", // 35 castle window left "", // 36 castle flag makeSpace(19) + "8@# (9F*RSf.8 A¢$!¢040HD", // 37 goomba flat " *(!¬#q³¡[_´Yp~¡=<¥g=&'PaS²¿ Sbq*<I#*£Ld%Ryd%¼½e8H8bf#0a", // 38 mario dead " = ³ #b 'N¶ Z½Z Z½Z Z½Z Z½Z Z½Z Z½Z =[q ²@ ³ ¶ 0", // 39 coin step 1 " ?@ /q /e '¤ #³ !ºa }@ N0 ?( /e '¤ #³ ¿ _a \"", // 40 coin step 2 " / > ] º !² #¢ %a + > ] º !² #¢ 'a \"", // 41 coin step 3 " 7¢ +² *] %> \"p !Ga t¢ I² 4º *] %> \"p ¡ Oa \"" // 42 coin step 4 ], What does it do? If you want to look at the source file here it is: http://www.nihilogic.dk/labs/mario/mario.js Beware, there is more gibberish inside. I can't seem to make sense of any of it. Thank you.

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  • How to get GameElements (RigidBody) size in Unity

    - by Shivan Dragon
    I've made a prefab consisting of a Cube which I've first scaled to more resemble a brick. There's also a Rigidbody added to the cube (in the prefab). Now I want to use that prefab in a c# script to make a wall out of multiple bricks. My question is, how can I access the dimensions of my brick (width, height, the z dimension size) so that in my script I can make bricks which are placed one next to the other (and then one on top of the other)? I've looked at the documentation for GameObject and Rigidbody but I can't find anything helpful. Just for refference, my script so far is: public GameObject brick; void Start () { Instantiate(this.brick, new Vector3(0.01326297f, -30.07855f, 100f), Quaternion.identity); // int brickWidth = this.brick.????; }

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  • Alchemy like game for the web, open source. Any ideas for element combinations?

    - by JohnDel
    I created a web game like the Android game Alchemy. It's open source and in the back-end you can create your own elements / your own game. I was wondering what elements - ideas would be good to implement as a prototype / demo? Some ideas are: Colors Programming languages Chemical Compounds Same as the original alchemy Evolution of biological organisms What do you think? Any specific combination ideas?

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  • creating bounding box list

    - by Christian Frantz
    I'm trying to create a list of bounding boxes for each cube drawn, so I can use the boxes to intersect with a ray that my mouse position is casting, but I have no idea how. I've created a list that stores the boxes, but how am I getting the values from each box? for (int x = 0; x < mapHeight; x++) { for (int z = 0; z < mapWidth; z++) { cubes.Add(new Vector3(x, map[x, z], z), Matrix.Identity, grass); boxList.Add(something here); } } public Cube(GraphicsDevice graphicsDevice) { device = graphicsDevice; var vertices = new List<VertexPositionTexture>(); BuildFace(vertices, new Vector3(0, 0, 0), new Vector3(0, 1, 1)); BuildFace(vertices, new Vector3(0, 0, 1), new Vector3(1, 1, 1)); BuildFace(vertices, new Vector3(1, 0, 1), new Vector3(1, 1, 0)); BuildFace(vertices, new Vector3(1, 0, 0), new Vector3(0, 1, 0)); BuildFaceHorizontal(vertices, new Vector3(0, 1, 0), new Vector3(1, 1, 1)); BuildFaceHorizontal(vertices, new Vector3(0, 0, 1), new Vector3(1, 0, 0)); cubeVertexBuffer = new VertexBuffer(device, VertexPositionTexture.VertexDeclaration, vertices.Count, BufferUsage.WriteOnly); cubeVertexBuffer.SetData<VertexPositionTexture>(vertices.ToArray()); } There aren't any clearly defined variables for the bounds of each cube created, so where do I create the bounding box from?

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  • 2D graphics - why use spritesheets?

    - by Columbo
    I have seen many examples of how to render sprites from a spritesheet but I havent grasped why it is the most common way of dealing with sprites in 2d games. I have started out with 2d sprite rendering in the few demo applications I've made by dealing with each animation frame for any given sprite type as its own texture - and this collection of textures is stored in a dictionary. This seems to work for me, and suits my workflow pretty well, as I tend to make my animations as gif/mng files and then extract the frames to individual pngs. Is there a noticeable performance advantage to rendering from a single sheet rather than from individual textures? With modern hardware that is capable of drawing millions of polygons to the screen a hundred times a second, does it even matter for my 2d games which just deal with a few dozen 50x100px rectangles? The implementation details of loading a texture into graphics memory and displaying it in XNA seems pretty abstracted. All I know is that textures are bound to the graphics device when they are loaded, then during the game loop, the textures get rendered in batches. So it's not clear to me whether my choice affects performance. I suspect that there are some very good reasons most 2d game developers seem to be using them, I just don't understand why.

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  • Ios Game with many animated Nodes,performance issues

    - by user31929
    I'm working in a large map upside-down game(not tiled map),the map i use is a city. I have to insert many node to create the "life of the city",something like people that cross the streets,cars,etc... Some of this characters are involved in physics and game logic but others are only graphic characters. For what i know the only way i can achive this result is to create each character node with or without physic body and animate each character with a texture atlas. In this way i think that i'll have many performance problems, (the characters will be something like 100/150) even if i'll apply all the performance tips that i know... My question is: with large numbers of characters there another programming pattern that i must follow ? What is the approch of game like simcity,simpsons tapped out for ios,etc... that have so many animation at the same time?

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  • Arbitrary Rotation about a Sphere

    - by Der
    I'm coding a mechanic which allows a user to move around the surface of a sphere. The position on the sphere is currently stored as theta and phi, where theta is the angle between the z-axis and the xz projection of the current position (i.e. rotation about the y axis), and phi is the angle from the y-axis to the position. I explained that poorly, but it is essentially theta = yaw, phi = pitch Vector3 position = new Vector3(0,0,1); position.X = (float)Math.Sin(phi) * (float)Math.Sin(theta); position.Y = (float)Math.Sin(phi) * (float)Math.Cos(theta); position.Z = (float)Math.Cos(phi); position *= r; I believe this is accurate, however I could be wrong. I need to be able to move in an arbitrary pseudo two dimensional direction around the surface of a sphere at the origin of world space with radius r. For example, holding W should move around the sphere in an upwards direction relative to the orientation of the player. I believe I should be using a Quaternion to represent the position/orientation on the sphere, but I can't think of the correct way of doing it. Spherical geometry is not my strong suit. Essentially, I need to fill the following block: public void Move(Direction dir) { switch (dir) { case Direction.Left: // update quaternion to rotate left break; case Direction.Right: // update quaternion to rotate right break; case Direction.Up: // update quaternion to rotate upward break; case Direction.Down: // update quaternion to rotate downward break; } }

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  • Creating blur with an alpha channel, incorrect inclusion of black

    - by edA-qa mort-ora-y
    I'm trying to do a blur on a texture with an alpha channel. Using a typical approach (two-pass, gaussian weighting) I end up with a very dark blur. The reason is because the blurring does not properly account for the alpha channel. It happily blurs in the invisible part of the image, whcih happens to be black, and thus results in a very dark blur. Is there a technique to blur that properly accounts for the alpha channel?

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  • Improve mouse movement in First person game

    - by brainydexter
    In my current FPS game, I have the mouse setup in a way, that it always forces the position of the mouse to be centered at the screen. This gets the job done, but also gets very annoying, since the mouse is "fixed" at the center of the screen. Here is what I am doing: get mouse current position find offset from center of the screen set mouse current position to center of the screen apply difference to m_pTransformation (transformation matrix of the player) Is there a better way to deal with this ?

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  • How to develop RPG Damage Formulas?

    - by user127817
    I'm developing a classical 2d RPG (in a similar vein to final fantasy) and I was wondering if anyone had some advice on how to do damage formulas/links to resources/examples? I'll explain my current setup. Hopefully I'm not overdoing it with this question, and I apologize if my questions is too large/broad My Characters stats are composed of the following: enum Stat { HP = 0, MP = 1, SP = 2, Strength = 3, Vitality = 4, Magic = 5, Spirit = 6, Skill = 7, Speed = 8, //Speed/Agility are the same thing Agility = 8, Evasion = 9, MgEvasion = 10, Accuracy = 11, Luck = 12, }; Vitality is basically defense to physical attacks and spirit is defense to magic attacks. All stats have fixed maximums (9999 for HP, 999 for MP/SP and 255 for the rest). With abilities, the maximums can be increased (99999 for HP, 9999 for HP/SP, 999 for the rest) with typical values (at level 100) before/after abilities+equipment+etc will be 8000/20,000 for HP, 800/2000 for SP/MP, 180/350 for other stats Late game Enemy HP will typically be in the lower millions (with a super boss having the maximum of ~12 million). I was wondering how do people actually develop proper damage formulas that scale correctly? For instance, based on this data, using the damage formulas for Final Fantasy X as a base looked very promising. A full reference here http://www.gamefaqs.com/ps2/197344-final-fantasy-x/faqs/31381 but as a quick example: Str = 127, 'Attack' command used, enemy Def = 34. 1. Physical Damage Calculation: Step 1 ------------------------------------- [{(Stat^3 ÷ 32) + 32} x DmCon ÷16] Step 2 ---------------------------------------- [{(127^3 ÷ 32) + 32} x 16 ÷ 16] Step 3 -------------------------------------- [{(2048383 ÷ 32) + 32} x 16 ÷ 16] Step 4 --------------------------------------------------- [{(64011) + 32} x 1] Step 5 -------------------------------------------------------- [{(64043 x 1)}] Step 6 ---------------------------------------------------- Base Damage = 64043 Step 7 ----------------------------------------- [{(Def - 280.4)^2} ÷ 110] + 16 Step 8 ------------------------------------------ [{(34 - 280.4)^2} ÷ 110] + 16 Step 9 ------------------------------------------------- [(-246)^2) ÷ 110] + 16 Step 10 ---------------------------------------------------- [60516 ÷ 110] + 16 Step 11 ------------------------------------------------------------ [550] + 16 Step 12 ---------------------------------------------------------- DefNum = 566 Step 13 ---------------------------------------------- [BaseDmg * DefNum ÷ 730] Step 14 --------------------------------------------------- [64043 * 566 ÷ 730] Step 15 ------------------------------------------------------ [36248338 ÷ 730] Step 16 ------------------------------------------------- Base Damage 2 = 49655 Step 17 ------------ Base Damage 2 * {730 - (Def * 51 - Def^2 ÷ 11) ÷ 10} ÷ 730 Step 18 ---------------------- 49655 * {730 - (34 * 51 - 34^2 ÷ 11) ÷ 10} ÷ 730 Step 19 ------------------------- 49655 * {730 - (1734 - 1156 ÷ 11) ÷ 10} ÷ 730 Step 20 ------------------------------- 49655 * {730 - (1734 - 105) ÷ 10} ÷ 730 Step 21 ------------------------------------- 49655 * {730 - (1629) ÷ 10} ÷ 730 Step 22 --------------------------------------------- 49655 * {730 - 162} ÷ 730 Step 23 ----------------------------------------------------- 49655 * 568 ÷ 730 Step 24 -------------------------------------------------- Final Damage = 38635 I simply modified the dividers to include the attack rating of weapons and the armor rating of armor. Magic Damage is calculated as follows: Mag = 255, Ultima is used, enemy MDef = 1 Step 1 ----------------------------------- [DmCon * ([Stat^2 ÷ 6] + DmCon) ÷ 4] Step 2 ------------------------------------------ [70 * ([255^2 ÷ 6] + 70) ÷ 4] Step 3 ------------------------------------------ [70 * ([65025 ÷ 6] + 70) ÷ 4] Step 4 ------------------------------------------------ [70 * (10837 + 70) ÷ 4] Step 5 ----------------------------------------------------- [70 * (10907) ÷ 4] Step 6 ------------------------------------ Base Damage = 190872 [cut to 99999] Step 7 ---------------------------------------- [{(MDef - 280.4)^2} ÷ 110] + 16 Step 8 ------------------------------------------- [{(1 - 280.4)^2} ÷ 110] + 16 Step 9 ---------------------------------------------- [{(-279.4)^2} ÷ 110] + 16 Step 10 -------------------------------------------------- [(78064) ÷ 110] + 16 Step 11 ------------------------------------------------------------ [709] + 16 Step 12 --------------------------------------------------------- MDefNum = 725 Step 13 --------------------------------------------- [BaseDmg * MDefNum ÷ 730] Step 14 --------------------------------------------------- [99999 * 725 ÷ 730] Step 15 ------------------------------------------------- Base Damage 2 = 99314 Step 16 ---------- Base Damage 2 * {730 - (MDef * 51 - MDef^2 ÷ 11) ÷ 10} ÷ 730 Step 17 ------------------------ 99314 * {730 - (1 * 51 - 1^2 ÷ 11) ÷ 10} ÷ 730 Step 18 ------------------------------ 99314 * {730 - (51 - 1 ÷ 11) ÷ 10} ÷ 730 Step 19 --------------------------------------- 99314 * {730 - (49) ÷ 10} ÷ 730 Step 20 ----------------------------------------------------- 99314 * 725 ÷ 730 Step 21 -------------------------------------------------- Final Damage = 98633 The problem is that the formulas completely fall apart once stats start going above 255. In particular Defense values over 300 or so start generating really strange behavior. High Strength + Defense stats lead to massive negative values for instance. While I might be able to modify the formulas to work correctly for my use case, it'd probably be easier just to use a completely new formula. How do people actually develop damage formulas? I was considering opening excel and trying to build the formula that way (mapping Attack Stats vs. Defense Stats for instance) but I was wondering if there's an easier way? While I can't convey the full game mechanics of my game here, might someone be able to suggest a good starting place for building a damage formula? Thanks

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  • 3DS Max exporting too many vertexes for model

    - by Juan Pablo
    I have a sample model of a cube and a buddha downloaded from internet in 3ds format which I can load correctly into my program and view them without problem, but wanted to try and create my own model. I created a simple box mesh in 3ds max, and exported it as .3ds (Converted to mesh - export as .3ds) When inspecting the .3ds file with a hex viewer, I was expecting to see 8 vertexes and 12 faces declared (as the model I downloaded from internet). But what i found was that it listed 26 vertexes, and 12 faces! And when I try to load that file with my .3ds viewer, my parser isn't detecting the face block (0x4120), which is strange because it worked for other objects downloaded from internet. Do I have to set any special property in order to export a 3ds file with minimum vertexes and a vertex-index list?

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  • SDL to SFML simple question

    - by ultifinitus
    Hey! I've been working on a game in c++ for about a week and a half, and I've been using SDL. However, my current engine only needs the following from whatever library I use: enable double buffering load an image from path into something that I can apply to the screen apply an image to the screen with a certain x,y enable transparency on an image (possibly) image clipping, for sprite sheets. I am fairly sure that SFML has all of this functionality, I'm just not positive. Will someone confirm my suspicions? Also I have one or two questions regarding SFML itself. Do I have to do anything to enable hardware accelerated rendering? How quick is SFML at blending alpha values? (sorry for the less than intelligent question!)

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  • Why doesn't Unity's OnCollisionEnter give me surface normals, and what's the most reliable way to get them?

    - by michael.bartnett
    Unity's on collision event gives you a Collision object that gives you some information about the collision that happened (including a list of ContactPoints with hit normals). But what you don't get is surface normals for the collider that you hit. Here's a screenshot to illustrate. The red line is from ContactPoint.normal and the blue line is from RaycastHit.normal. Is this an instance of Unity hiding information to provide a simplified API? Or do standard 3D realtime collision detection techniques just not collect this information? And for the second part of the question, what's a surefire and relatively efficient way to get a surface normal for a collision? I know that raycasting gives you surface normals, but it seems I need to do several raycasts to accomplish this for all scenarios (maybe a contact point/normal combination misses the collider on the first cast, or maybe you need to do some average of all the contact points' normals to get the best result). My current method: Back up the Collision.contacts[0].point along its hit normal Raycast down the negated hit normal for float.MaxValue, on Collision.collider If that fails, repeat steps 1 and 2 with the non-negated normal If that fails, try steps 1 to 3 with Collision.contacts[1] Repeat 4 until successful or until all contact points exhausted. Give up, return Vector3.zero. This seems to catch everything, but all those raycasts make me queasy, and I'm not sure how to test that this works for enough cases. Is there a better way?

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  • Can and should a game design be patented?

    - by Christian
    I have an idea for a game that I want to develop and I feel is unique, and I'm wondering if I should patent it. I read on the web that games can be patented, but just because it can be done doesn't mean that it makes sense to do it. I actually don't really want patent it (it's expensive, a hassle and I don't believe in patenting of ideas... unless it's something truly revolutionary). However, I'm concerned a bigger company could come along, with more experienced game designers and developers and steal the idea.

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  • Deterministic replay in a modern game

    - by cloudraven
    I am doing a study in modern games graphics, and as part of the study it would be really helpful to be able to replay a sequence in the game multiple times. For example, recording a series of inputs to get the exact video sequences, but being able to replay them in different computers or different graphics configurations. I want to do this study with a couple of existing commercial games with sophisticated graphics (something released in the last 1 or 2 years if possible). I was thinking on hooking with detours or something similar, calls to time() or srand() to fix all pseudo-number generated results. It would be ideal to have a general solution that works with any game. Since admittedly that is pretty ambitious, I would be happy just having 2 or 3 games in which it is known that I can get deterministic output for a given input. In the end, I will be comparing video output, so I want to avoid noise generated by differences on each execution caused by non-determinism. Any sugestions?

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  • Question about Target parameter of Matrix.CreateLookAt

    - by manning18
    I have a newbie question that's causing me a little bit of confusion when experimenting with cameras and reading other peoples implementations - does this parameter represent a point or a vector? In some examples I've seen people treat it like a specific point they are looking at (eg a position in the world), other times I see people caching the orientation of the camera in a rotation matrix and simply using the Matrix.Forward property as the "target", and other times it's a vector that's the result of targetPos - camPos and also I saw a camPos + orientation.Forward I was also just playing around with hard-coded target positions with same direction eg 1 to 10000 with no discernible difference in what I saw in the scene. Is the "Target" parameter actually a position or a direction (irrespective of magnitude)? Are there any subtle differences in behaviors, common mistakes or gotchas that are associated with what values you provide, or HOW you provide this paramter? Are all the methods I mentioned above equivalent? (sorry, I've only recently started and my math is still catching up)

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  • How to create a "retro" pixel shader for transformed 2D sprites that maintains pixel fidelity?

    - by David Gouveia
    The image below shows two sprites rendered with point sampling on top of a background: The left skull has no rotation/scaling applied to it, so every pixel matches perfectly with the background. The right skull is rotated/scaled, and this results in larger pixels that are no longer axis aligned. How could I develop a pixel shader that would render the transformed sprite on the right with axis aligned pixels of the same size as the rest of the scene? This might be related to how sprite scaling was implemented in old games such as Monkey Island, because that's the effect I'm trying to achieve, but with rotation added. Edit As per kaoD's suggestions, I tried to address the problem as a post-process. The easiest approach was to render to a separate render target first (downsampled to match the desired pixel size) and then upscale it when rendering a second time. It did address my requirements above. First I tried doing it Linear -> Point and the result was this: There's no distortion but the result looks blurred and it loses most of the highlights colors. In my opinion it breaks the retro look I needed. The second time I tried Point -> Point and the result was this: Despite the distortion, I think that might be good enough for my needs, although it does look better as a still image than in motion. To demonstrate, here's a video of the effect, although YouTube filtered the pixels out of it: http://youtu.be/hqokk58KFmI However, I'll leave the question open for a few more days in case someone comes up with a better sampling solution that maintains the crisp look while decreasing the amount of distortion when moving.

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  • Cannot convert parameter 1 from 'short *' to 'int *' [closed]

    - by Torben Carrington
    I'm trying to learn pointers and since I recently learned that short int takes up less memory [2 bytes as apposed to the long int's memory usage of 4 which is the default for int] I wanted to create a pointer that uses the memory address of a short integer. I'm following a tutorial in my book about Pointers and it's using the Swap function. The problem is I receive this error the moment I change everything from int to short int: error C2664: 'Swap' : cannot convert parameter 1 from 'short *' to 'int *' 1 Types pointed to are unrelated; conversion requires reinterpret_cast, C-style cast or function-style cast Since my code is so small here is the whole thing: void Swap(short int *sipX, short int *sipY) { short int siTemp = *sipX; *sipX = *sipY; *sipY = siTemp; } int main() { short int siBig = 100; short int siSmall = 1; std::cout << "Pre-Swap: " << siBig << " " << siSmall << std::endl; Swap(&siBig, &siSmall); std::cout << "Post-Swap: " << siBig << " " << siSmall << std::endl; return 0; }

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  • Unity: Spin wheels to move vehicle

    - by Paul Manta
    I am just getting started with Unity and I'd like to ask a question. If I have a "Vehicle" object that has two children: "FrontWheel" and "BackWheel" (both 'wheels' are cylinders), how should I set everything up such that I can move the entire vehicle by turning its wheels? When I apply a torque to "FrontWheel", the vehicle starts to move, but instead of the whole thing the moving together, the chassis is rolling on the cylinders and eventually falls off. How can I prevent it from doing that?

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  • Slick2D, Nifty GUI listeners problem

    - by Patokun
    I'm trying to get Nifty GUI to work with Slick2D. So far everything is going great, except that I can't seem to figure out how to properly interact with the GUI. I'm trying the example in the nifty manual http://sourceforge.n....0.pdf/download but it doesn't seem to entirely work. The Element controller is being called for bind(...), init(...) and onStartScreen() as it should, as I can see their println output, but the next() method isn't being called when I click on the GUI element that I assigned the controller to, nor the screen controller as no output from println is shown. What's weird is, that the player is moving, so the mouse input is working. It's supposed to be called when I click the mouse button on it from the in the XML. Here is my code: My Element controller: public class ElementController implements Controller { private Element element; @Override public void bind(Nifty nifty, Screen screen, Element element, Properties parameter, Attributes controlDefinitionAttributes) { this.element = element; System.out.println("bind() called for element: " + element); } @Override public void init(Properties parameter, Attributes controlDefinitionAttributes) { System.out.println("init() called for element: " + element); } @Override public void onStartScreen() { System.out.println("onStartScreen() alled for element: " + element); } @Override public void onFocus(boolean getFocus) { System.out.println("onFocus() called for element: " + element + ", with: " + getFocus); } @Override public boolean inputEvent(NiftyInputEvent inputEvent) { return false; } public void next() { System.out.println("next() clicked for element: " + element); } } MyScreenController: class MyScreenController implements ScreenController { public void bind(Nifty nifty, Screen screen) {} public void onEndScreen() {} public void onStartScreen() {} public void next() { System.out.println("next() called from MyScreenController"); } } And my XML file: <?xml version="1.0" encoding="UTF-8"?> <nifty xmlns="http://nifty-gui.sourceforge.net/nifty-1.3.xsd" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"xsi:schemaLocation="http://niftygui.sourceforge.net/nifty-1.3.xsd http://nifty-gui.sourceforge.net/nifty-1.3.xsd"> <screen id="start" controller="predaN00b.theThing.V0004.MyScreenController"> <layer childLayout="center" controller="predaN00b.theThing.V0004.ElementController"> <panel width="100px" height="100px" childLayout="vertical" backgroundColor="#ff0f"> <text font="aurulent-sans-16.fnt" color="#ffff" text="Hello World!"> <interact onClick="next()" /> </text> </panel> </layer> </screen> </nifty> My main class, in case it's needed: public class MainGameState extends BasicGame { public Nifty nifty; public MainGame() { super("Test"); } public void init(GameContainer container, StateBasedGame game) throws SlickException { nifty = new Nifty(new SlickRenderDevice(container), new NullSoundDevice(), new PlainSlickInputSystem(), new AccurateTimeProvider()); nifty.addXml("/xml/MainState.xml"); nifty.gotoScreen("start"); } public void update(GameContainer container, StateBasedGame game, int delta) throws SlickException { nifty.update(); } public void render(GameContainer container, StateBasedGame game, Graphics graphics) throws SlickException { nifty.render(false); } public static void main(String[] args) throws SlickException { AppGameContainer app = new AppGameContainer(new MainGame()); app.setAlwaysRender(true); app.setDisplayMode( 1260 , 720, false); //window size app.start(); } }

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  • How do I load a libGDX Skin on Android?

    - by Lukas
    I am pretty desperate searching for a solution to load ui skins into my android app (actually it is not my app, it is a tutorial I'm following). The app always crashes at this part: assets.load("ui/defaultskin/defaultskin.json", Skin.class, new SkinLoader.SkinParameter("ui/defaultskin/defaultskin.atlas")); The files are the ones from the bitowl tutorial: http://bitowl.de/day6/ I guess Gdx.files.internal doesn't work on android, since the app crashed with this, too. Thanks for helping me out, Lukas

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  • Transform between two 3d cartesian coordinate systems

    - by Pris
    I'd like to know how to get the rotation matrix for the transformation from one cartesian coordinate system (X,Y,Z) to another one (X',Y',Z'). Both systems are defined with three orthogonal vectors as one would expect. No scaling or translation occurs. I'm using OpenSceneGraph and it offers a Matrix convenience class, if it makes finding the matrix easier: http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00403.html.

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  • How should we approach publishing our game from India?

    - by Praveen Sharath
    Me and my friends are developing a game using Java for Windows operating system. We have nearly completed our game. As we feel that the game can make money, we wish to sell it. But in India we don't know any game publishing company. We want to know the following if possible. Will game publishers like BigFishGames.com publish our game even though we are not in USA? We are just students in college. Is it required that we can sell only after we start a company? Is it possible to sign contracts if the publisher wishes to publish our game, while the publisher and developer are in different countries? Thank you

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  • How to fix bad Collada produced by FBX?

    - by David
    I tried to use the FBX SDK (2011.3.1) to load FBX files and save them as Collada files in order to be able to import FBX files in Panda3D. Unfortunately the resulting Collada files are not usable for several reasons, among them: There's a Maya specific extra technique diffuse <diffuse> <texture texture="Map__2-image" texcoord="CHANNEL0"> <extra> <technique profile="MAYA"> <wrapU sid="wrapU0">TRUE</wrapU> <wrapV sid="wrapV0">TRUE</wrapV> <blend_mode>ADD</blend_mode> </technique> </extra> </texture> </diffuse> It assigns a texcoord channel name that isn't referenced anywhere else in the file (in the previous code sample, no geometry uses "CHANNEL0"...) Every polygon is exported twice, a first time with a basic material (only diffuse color, specular color, etc.) and a second time with a textured material -- this doubles the number of polygons of each model without any valuable reason Anyway, the resulting Collada file cannot be opened correctly either with OpenCOLLADA or Panda3D's "dae2egg". Anyone has any experience on how to "fix" it and make it understandable by common and well-reputed Collada importers such as OpenCOLLADA?

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