0
votes
0answers
5 views

Check which object was activated first

How do I check which object was activated before the other? Let's say that there's door to open. To open the door you need to press firstly the second button and then the first button...but not the ...
2
votes
2answers
102 views

Multiplayer FPS Gameplay: How to encourage players to dispense ammo?

In the Battlefield: Hardline beta, players can now obtain health and ammo directly from other players, without having to ask for it via the command rose. Here's two examples of how asking for health ...
0
votes
1answer
103 views

What is “ping pong” in the context of graphics rendering?

I have to render a scene, once per light, and blend the result of the various passes. I heard and read that one way to increase performances and render targets to use would be ping pong. I'm new to ...
0
votes
1answer
214 views

Should I drawing directly on CCLayer or CCSprite?

Now I am a little confused in my cocos2d-x cpp project. I want to draw lines with user's finger touch. Following the screenshot of a CCScene: In the screen, there are two squares. I want show an ...
1
vote
1answer
49 views

What is the appropriate way to implement wobble/balance mechanics in Unity 3D?

We are trying to implement a minigame where the player character sits on a bouncing ball, and needs to a) hit forward to move forward and b) hit left/right to adjust against the the ball's natural ...
0
votes
1answer
8 views

OpenGL strange rendering problem when buffers have different sizes

I have encountered a very odd error in my program, "odd" in the sense that everything the API says suggests that the error should not occur. I have a bunch of 2D un-indexed vertex data, and I want to ...
0
votes
0answers
22 views

Architecture of a simple game

I am creating a simple 2D game in Android. When I started, I originally had all of the variables specific to each session of the game (score, level, etc.) as static variables inside of my game loop ...
0
votes
2answers
35 views

Clipping text in algorithm

I'm looking for an algorithm that can clip a text ( GUI Mesh text ) when it's length is over 20 characters. The problem is I have one background image(textured plane) (orthographic), where I want to ...
0
votes
1answer
937 views

Rendering Texture Quad to Screen or FBO (OpenGL ES)

I need to render the texture on the iOS device's screen or a render-to-texture frame buffer object. But it does not show any texture. It's all black. (I am loading texture with image myself for ...
0
votes
0answers
10 views

GameLogic Model as Property or Constants with lookup in other Models?

Basically imagine a game where the Player has a Weapon which has a BulletType/type of Bullet. Now Player, Weapon and Bullet are Models having properties and they would represent Instances in the ...
-1
votes
0answers
14 views

Java external libraries [on hold]

Hello this is a pretty straight forward question but if you made a game (and sold it to people) using OpenGL or some other external libraries would you have to pay the people who made the external ...
1
vote
1answer
43 views

Using A*Pathfinding on terrain created by scripts?

I'm looking to use A* Path-finding as a method of navigating my game terrain. Trouble is, my terrain is built upon play using a script and A* grid does not detect this, therefore marking all nodes as ...
0
votes
1answer
134 views

How do I animate Unity GUIComponents?

I want to transform my GUIWindow from the bottom of the screen to the middle whenever the user presses a button. How can I do this?
0
votes
0answers
6 views

LibGDX - Accelerometer Problems

I got some issues. I'm using LibGDX. When I hit an object, my Fighter is supposed to fall to the Ground. BUT, because of the Accelerometer, i can still move it up and down eventhough it died. The ...
1
vote
2answers
215 views

Bullet entry Point around Player Object

I have a player rotating by the mouse and want the bullets line up with the player's gun. Right now they simply come from the point of the player and shoot in the direction of mouse. I just need the ...
1
vote
0answers
17 views

Alpha Blending & HDR: How can I make my existing blending work with Linear Color?

I'm using semi-transparent particles with alpha blending set to One / InverseSourceAlpha. I'm rendering the "incorrect" way, in gamma space, with no srgb or anything. This looks great. Now I changed ...
1
vote
1answer
161 views

How to translate swipe gestures into rotations?

I am making a snake game. I want to rotate my snake in the direction specified by swiping on the screen, the directions are limited to orthogonals (90 degree increments). It's an android game. Can ...
0
votes
0answers
43 views

terrain not properly rendering

I'm extending the terrain quad with resources from various tutorials and have the following code: public class WorldTerrain extends TerrainQuad { public static final String NAME = "terrain"; ...
0
votes
1answer
22 views

How to run multiple Lua scripts within the same lua state without conflict

I've been working with Lua for sometime and there is a problem that I could never solve it. First, I'm using a single lua state to have a connection between my scripts so they could transfer data via ...
2
votes
1answer
20 views

SpriteKit - How to jump to specific position?

I'm would like to achieve something like Object A will jump to position A in parabolic way. For example: I am able to make the object jump but i do not know how to calculate to make the object jump ...
0
votes
0answers
7 views

Android Eclipse Andengine [on hold]

Im trying to add a Game Engine on my project and that's AngEngine GLES2.0. My concern is that do adding/installing of it on my eclipse can damage my existing project? Also on my library there is an ...
1
vote
0answers
20 views

OpenGL seems to be getting its colour from the wrong array on some machines

I have a OpenSceneGraph application which displays a 2D mesh and allows the user to make selections on triangles and vertices and colour them. If you aren't familiar with OpenSceneGraph, it's basiclly ...
1
vote
1answer
77 views

Understanding how texCUBE works and writing cubemaps properly into a cube rendertarget

My goal is to create accurate reflections, sampled from a dynamic cubemap, for specific 3d objects (mostly lights) in XNA 4.0. To sample the cubemap I compute the 3d reflection vector in a classic ...
0
votes
1answer
62 views

How to prevent a circular dependency between an entity and its state?

I've read this question, and I think it has some good answers and discussion, but it appears to focus primarily on rendering. I have a different problem in the management of a game entity's state. ...
1
vote
0answers
20 views

Determine wheter an octree node needs to be continue

For collision detection (moving vs. non-moving) in my current project, I decided to implement an octree approach after the preselection. The only collision detection I'm currently using is a ...
0
votes
1answer
159 views

Sorting for 2D Drawing

okie, looked through quite a few similar questions but still feel the need to ask mine specifically (I know, crazy). Anyhoo: I am drawing a game in 2D (isometric) My objects have their own arrays. ...
0
votes
0answers
22 views

How can I create a 2D camera with zoom and parallax scrolling that works on every Windows Phone resolution?

Mario game that uses parallax scrolling: http://www.youtube.com/watch?v=de5f3mvRyIY I want to create a Windows Phone jump-and-run game with parallax scrolling. The parallax scrolling should be like ...
2
votes
2answers
104 views

Render with multiple lights (one pass per light)

I have already a system that at the moment handle multiple lights just passing an array of light struct and loop through it. I had been told to switch to a multipass rendering approach. How should I ...
-2
votes
0answers
53 views

NODE.JS vs Windows Service [on hold]

I'm preparing a Game Design Document for a multiplayer online game and my friend and me are arguing about what is the best between a Node.JS server and a server running as a windows service (or any ...
0
votes
1answer
69 views

Loading Wavefront Data into VAO and Render It

I have successfully loaded a triangulated wavefront(.obj) into 6 vectors, the first 3 vectors contain the locations for vertices, uv coords, and normals. The last three have the indices stored for ...
0
votes
1answer
29 views

Box2d pathfinding using raytracing / predicted collisions

I have a Box2d/Cocos2d iOS game with enemies that attempt to follow the player (to attack). I'm working on improving the pathfinding logic so that the enemies won't crash into objects in the world. ...
1
vote
1answer
36 views

FBO result not drawing to screen

I recently added framebuffer rendering to my game and rendering to the FBO works (verified with glGetTexImage), but when I go to render a quad to show the result nothing is drawn to the screen. I'm ...
0
votes
1answer
362 views

Communication between Box2D and libGDX Stage (Scene2D) running in separate threads

I'm making a physics based 2D game using libGDX and Box2D. I want to move the execution of the simulation out of render thread. I use immutable messages and the BlockingQueue to pass the information ...
2
votes
1answer
61 views

How to run physics simulation in the background for possible future outcomes?

I'm designing a physics-heavy game in 3d. The core mechanic of this game is that the user gets to choose his actions based on probable future outcomes. For example - the player has a choice whether ...
0
votes
1answer
60 views

Implications of using single sprite to render multiple images

I wanted to know if using a single Sprite object to render all 2D textures on screen is better than using one sprite for each 2D texture in performance. EDIT: Using single sprite refers to using a ...
5
votes
3answers
1k views

how to make blocks like “redstone” working in a minecraft-like game when the block is very far-away from your character

I'm working on a 2D minecraft-like game, I use chunks to save my world and each chunk has 128*128 blocks in it. And infinite chunks can create an infinite world. Memory should never be infinite and ...
2
votes
2answers
93 views

Implementing Mouse Lasso

I am toying around with a Boogaloopers clone (http://www.youtube.com/watch?v=zuaRi_fhdlQ). I have a small problem with the lassoing. Here's my current naive algorithm. The problem with this is that ...
1
vote
0answers
28 views

Yet another libGDX resolution independance question

I am developping a Android smartphone game in LibGDX, and I am encountering issues about resolution managing. Most notably, I have no clue how to handle that in LibGDX. For now, I am developping ...
1
vote
0answers
50 views

UI rich Strategy/RPG UI - 2D Game Engine or UI Toolkit?

I'm on the fence regarding the graphics engine of my current game and hope for some advice. This is an UI heavy strategy/rpg. Although the game is played on a (simple) 2D map, it is largely turn ...
3
votes
2answers
105 views

Sampling Heightmap Edges for Normal map

I use a Sobel filter to generate normal maps from procedural height maps. The heightmaps are 258x258 pixels. I scale my texture coordinates like so: texCoord = (texCoord * (256/258)) + (1/258) Yet ...
0
votes
1answer
24 views

UE4: Apply texture on landscape based on angle

I am creating a material for my landscape. I know that one could for example use the landscapes heightmap as a mask to apply textures at certain heights, but I want to apply textures at certain ...
3
votes
2answers
260 views

What is the difference between “offline” and “real time” rendering?

I have a rough idea: real-time is approximated with little or no global illumination. But how would you otherwise explain why offline rending takes so much longer? You hear things like "number of ...
0
votes
0answers
57 views

Designing a combat system in Unity [on hold]

I am working on a 3D RPG game using Unity and one of my next task is to design and implement a simple combat system. The combat system has multiple modes and allow the player character to attack the ...
0
votes
2answers
32 views

XNA graphics.PreferredBackBufferWidth's new value doesn't immediately change window size

I set the width and height of the window in my game constructor, and then pass the graphics manager to a class to check the value. In the game's initialize function, it doesn't seem to recognize the ...
1
vote
1answer
72 views

why am I being unable to access public array of a class inside other class? [on hold]

I know this question has been asked before but my case is different(or i could not gather any kind of help from those) I am facing "NullReferenceException: Object reference not set to an instance of ...
0
votes
1answer
75 views

Bullet 3D Physics Objects Not Rotating?

So I've got Bullet 3D controlling the motion of objects rendered with DirectX. In the clipping below I've got 2 identical rectangles & 5 balls. The lowest rectangle has a mass of 0 and doesn't ...
0
votes
1answer
80 views

How is shot synchronization implemented in multiplayer FPS?

I'm building a 2D multiplayer shooter game. I have singleplayer working and started working on multiplayer part (server code,...) and there is one thing I just can't get my head around. When player ...
1
vote
1answer
38 views

Problem with Sprite not jumping off of platform (using rectangles for collision Detection)

When my sprite is on top of the platform, he stays on top of it, thanks to the rectangles I made for him and the ground he stands on. but when I click "jump" he does not jump most of the time. I need ...
0
votes
0answers
13 views

What are the steps that should be in mind when Modelling and exporting a Vehicle for Game [on hold]

I am new in 3D Game Development, I would like to know the steps that are included when modelling and exporting a Vehicle for Game In Details about all. I prefer 3Ds Max for Modelling the Vehicle ...
-1
votes
0answers
12 views

Issue related to bounding box on cocos2dx v3.0

if (CGRectContainsPoint(sprite1.boundingBox, tapPosition)) { CCLOG(@"Sprite 1"); } How can I write this same method in cocos2dx v3.0?

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