C# is a multiparadigm, managed, garbage-collected, object-oriented programming language created by Microsoft in conjunction with the .NET platform.

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71 views

Interactions between camera and procedural terrain

QUESTION REWORKED I need to update every frame camera position along a surface with hills and drops. In this picture you can see a particle of the surface terrain (just one triangle) and a sphere ...
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1answer
98 views

Destroying non-monobehaviour derived classes

I'm building an inventory system with different items classes deriving from a 'Item' base class. When an inventory slot runs out of the item it holds I want the item to be destroyed. I cannot null ...
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0answers
73 views

Player glitches through floor? [closed]

I'm making a 2D platformer in Unity, and everything is going pretty smooth, accept I can't figure out why my player is glitching through the floor, the player will collide for a few seconds while ...
2
votes
2answers
339 views

Rotate to a set degree then reverse and repeat in Unity

I'm making my first project in Unity, a simple game where touching objects adds points to the player's score. I'd like the objects to have a pleasant back and forth swaying animation on the Z axis. ...
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votes
1answer
437 views

Switch character to play animation() in Unity3D using c# [closed]

I have two or more 2D character (Character A, B, n..). I made an animation on the character using the Animator class "AnimCharacter.cs". if i press the 'PgUp' character 'A' can call the function ...
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votes
1answer
99 views

Random movement of enemy [closed]

I am making a game in XNA, and I am trying to make an enemy move randomly.The game is a platform game, so the enemy only moves left and right.I want it to move right or left a little, then stop.I ...
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votes
2answers
64 views

Why does my character scroll off the screen instead of staying within the bounds of the screen? [closed]

In my XNA game, I have my "big boss" loaded and in the game screen. I put the code to update its position in the Update method of the main class. The objective is to get the "big boss" to move from ...
-1
votes
1answer
144 views

Match-3 “find matches” function not returning correctly

So I'm in the process of making a simple bejeweled clone and for some reason my "find matches" function is having problems. I've broken it up so it check horizontally, then vertically and right now ...
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1answer
90 views

Dealing with angles in 3D

In 2D everything is easier to understand. I'm not enought experienced to join people who say that 3d is the same: you JUST need to add a dimension - THAT adding a dimension is my problem, bacause I ...
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0answers
44 views

“Blinking” graphical bug when rotating shadow matrix

So, we have implemented Krypton shadows into our code for our 2D game, and it's working beautifully. Only issue is that we're running into a bizarre graphical bug when rotating the shadows with the ...
1
vote
0answers
77 views

Is there an up-to-date Sublime Text 3 package for Unity3D C# completions and snippets? [closed]

I found a couple on wbond, but the only one that's been more or less recently updated has less than 1K installs. Does anyone have experience with Sublime 3 and Unity? I'm mostly interested in 2D ...
1
vote
3answers
168 views

How can I port an XNA game to iOS and Android?

I made a little Windows Phone game with XNA and Farseer Physics engine and I want to port that game to iOS and Android. Is Monogame the only software that I can use or are there alternatives? I don't ...
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votes
1answer
96 views

How do I avoid A* pathfinding lists exploding? [closed]

I'm attempting to implement A* pathfinding in my game, and it works for most of the iterations I've tested it with, but I've hit a few random cases where it never stops loading items into the Closed ...
0
votes
1answer
90 views

How can I find the perpendicular to a 2D vector?

I'm making a top down game where the player moves forwards towards the position of the mouse cursor. As part of the player's movement code, I need to determine a vector that is perpendicular to the ...
-2
votes
1answer
79 views

Lerp speed or lerp time [closed]

Am I right about the fact that lerping can be done over a set period of time or at a speed which will continue until the target is reached? How are the formulas for the two? Is it something like ...
1
vote
1answer
146 views

Strange collision behaviour in 2D game even though the collision is very basic [closed]

I have a player ship (cube) and some enemy laser projectiles. When the player ship has position X values greater than 1, collision with the enemy projectiles occur but when it has lower X values, the ...
4
votes
4answers
1k views

Still confused about timesteps in XNA

I have been reading many different posts and articles about timesteps and while I now understand that fixed timesteps are generally considered superior, I'm having a bit of difficulty implementing one ...
-1
votes
1answer
47 views

Lerping back and forth in Coroutine [closed]

Im trying to lerp the scale of a game objecto to 30% its size and then back again, but all i get as output is " Blippping Cursor up scale 0 down scale 0 IEnumerator Blip_cr ...
0
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0answers
69 views

Smooth circular collisions with edges/collision boxes [C# + XNA]

So, me and a friend are working on our top-down perspective 2D game, and have come to work on perfecting our collisions. In its current state our player sprite is colliding with walls, but is ...
5
votes
1answer
848 views

Producing a smooth mesh from density cloud and marching cubes

Based on my results from this question I decided to build myself a 3D noise map containing float values in place of my existing boolean point values. The effect I'm trying to produce is something like ...
3
votes
1answer
231 views

Unity Spaceship camera control

I'm trying to make a third person spaceship control system in Unity. In theory, it works like this: Let's suppose you move your mouse to the right. The targeted direction would rotate to the right ...
2
votes
3answers
453 views

Event/Trigger System Architecture

The Plan I am up to write write an own Trigger/Event System, an event engine or how you call it. I would like to achive something similar to Blizzard's most level editors, like Starcraft 1-2, ...
3
votes
5answers
2k views

More Efficient Data Structure for Large Layered Tile Map

It seems like the popular method is to break the map up into regions and load them as needed, my problem is that in my game there are many AI entities other than the player out performing actions in ...
0
votes
1answer
49 views

x-inverted obj importer in BulletSharp - whats wrong?

See importer C# code at the repository. Screenshot: Left: bullet imported version, right: correct 3ds max version. It's somehow inverted. If you think that left part is just 180 degrees rotated you ...
1
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0answers
36 views

Squashing screen resolution in XNA [duplicate]

I've made a game in 1920x1080 res in XNA, and I can't seem to find a way for the graphics device to squash the screen images to other resolutions like 1600x900 when played on different computers. How ...
4
votes
1answer
690 views

RK4 Bouncing a Ball

I am trying to wrap my head around RK4. I decided to do the most basic 'ball with gravity that bounces' simulation. I have implemented the following integrator given Glenn Fiedler's tutorial: /// ...
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votes
1answer
100 views

Why are the coordinates interchanged in Monogame?

If I use XNA Gamestudio, I can draw a sprite on a specific position like this: spriteBatch.Draw(Texture2D, new Vector2(PositionX, PositionY), Color.White); But in Monogame, I must change the ...
8
votes
3answers
1k views

How to change Gravity towards certain object in Unity?

I have two spheres in Unity. One is 1000x in size other is 1x in size. So I want the smaller sphere to be attracted to bigger sphere. So how do I do it. I know that it can be down through gravity ...
2
votes
1answer
102 views

How do I animate pieces between puzzle states?

I'm developing a simple C# puzzle game as a learning exercise, using OpenTK. It's similar to Puzzles and Dragons' puzzle part: The aim is to match 3 pieces to remove them. Removed pieces are replaced. ...
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0answers
36 views

Loading source controlled MonoDevelop project leaves out some folders

I have recently started using version control in MonoDevelop and have discovered that if I include a folder containing for example Scenes that they will be included when I push changes to master. My ...
0
votes
1answer
93 views

How can I support different resolutions with Monogame? [duplicate]

I want to support the following 4 resolutions in my Windows Phone 8 game: 480 × 800, 768 × 1280, 720 × 1280, 1080 x 1920. How can I do that with Monogame? If I draw a sprite with Monogame, the sprite ...
1
vote
0answers
296 views

How can I make caves with Unity's terrain creator?

With Unity's terrain creator, I can't simply make a "hole" on the mesh. I don't know how I would make cave-like structures other than using "rock" meshes for the roof (wich will indeed look weird) ...
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0answers
75 views

C# XNA game window's ClientBounds not equal to Viewport/BackBuffer at native resolution

I'm having a rather strange issue involving my game window and its resolution. I have a function in my Engine that sets the resolution (with the appropriate checks to make sure the resolution is ...
0
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2answers
190 views

How can I reuse objects going off left side of screen, by putting them offscreen on the right side?

I have an array of roughly 10,000 tiles over a 2d grid. When a tile goes off screen, I'd like to recycle it by disabling the renderer, repositioning it just before it comes on screen again, then turn ...
0
votes
1answer
108 views

How long will it take to jump from point A to point B?

I need to know how long it takes to jump from one point to another. Because if the jump time takes for example 2.0f(float jumptime = 2.0f), a jump animation is played during a time interval of exactly ...
1
vote
1answer
132 views

Tile Based Sprite Collision With Lots of Sprites [duplicate]

I am running into lag when loading many sprites onto the screen. If I have less than 12 on the screen it runs smoothly until I add a couple more and then it bogs down. I currently have this as my ...
1
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2answers
137 views

XNA blurring moving images

Why does XNA blurs the images which moves less than 1px in between two draws? It is quite annoying, because everything looks really blurry. Is there a way to disable it? I have tried to set the ...
0
votes
1answer
114 views

Creating a gradient for a texture - Why is the color becoming dark on one side?

Updated While debugging I looked at the lerp and it was calculating into a negative number at the start. So I added in checks for to low or high a value, and that seems to have fixed it. I'll answer ...
-1
votes
1answer
76 views

How can I use a Unity C# script simultaneously in a non-Unity Linux program?

I have a C# script inside a Unity project. I'd to both keep using the script in this Unity project, and to use it to compile a non-Unity Linux daemon. So I would basically need to create a new Main ...
1
vote
1answer
281 views

Can not enable IME to capture Chinese characters in SharpDX

Just found that direct integration of IME is blocked in Windows 8, moving on to TSF now. By now, there is lack of Microsoft's Document about TSF, this will be hard. I am using SharpDX and the ...
2
votes
1answer
84 views

Can I use the inclinometer and accelerometer on every Windows Phone device?

I want to do a little game that uses the Windows Phone inclinometer to control an object's pitch, roll and yaw. In addition, I need the accelerometer in another project to let an object jump. Can I ...
0
votes
1answer
75 views

How do you calculate a gradient value within multiple colors (gradient stops)

In WPF/Silverlight XAML you can have a brush with multiple gradient stops at different points along the color line. I was able to replicate this behavior with two colors, a single color lerp, from ...
1
vote
4answers
139 views

How can I track both current and maximum values for a given statistic?

In my design I have several cases where I need to track both a max value and a current value (examples include Hit Points or Movement Points). I could track these as separate variables: int ...
2
votes
1answer
214 views

Procedurally Generated Structures over large quantitys of chunks in 3D Terrain Generator

I am creating large scale worlds using 16*16*16 voxel chunks which are stacked up to 32*32*32 in dimensions and I have hit a bit of a Bump in the road so to speak. I want to create large structures ...
1
vote
1answer
126 views

How do I find two points at an angle on opposite sides of a circle?

With reference to my previous question: I'm using micklh's answer, which works perfectly. However, it calculates the gradient based on two points, a starting point and an ending point. I want to ...
0
votes
0answers
32 views

Wrapping 3D noise functions like simplex and perlin in c# [duplicate]

I'm experimenting with loop-able worlds that have a height-map for terrain data. While I can easily create loop-able .BMP textures for this in Photoshop and just load the terrain from them, but that ...
0
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0answers
144 views

NavMesh agents pushing other NavMesh Agents in Unity Pro

Using the NavMesh system in Unity, I created pathing system for my player character as well as the enemy AI. When a group of enemy NavMesh Agents surround my player character, they can be pushed out ...
1
vote
2answers
222 views

Retrieve variable from another class and send to another scene in Unity

Sorry for asking a noob question, but I have never used c# in Unity, only unityscript. Basically I have a public int score variable stored in Players Class. I need to retrieve it in the following ...
0
votes
1answer
144 views

How can I create my own GameTime for timing things in my game?

I have a Game class and a GameComponent class. I want to perform operations inside the GameComponent class which depend on calling gameTime.ElapsedGameTime.TotalSeconds, but I've noticed that that ...
2
votes
1answer
65 views

map the section of a procedurally generated surface on a plane

I'll try to be as clearer as I can. I have a surface on a 3D space which is not flat, it has hills and depths. My goal would be intersect it with a plane so that I can map the section of the surface ...