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2
votes
2answers
168 views

Resources on expected behaviour when manipulating 3D objects with the mouse

In my animation editor, I have a 3D gizmo that sits on the origin of a bone; the user drags the mesh around to rotate the bone. I've found that translating the 2D movements of the mouse into sensible ...
2
votes
1answer
5k views

Computing a normal matrix in conjunction with gluLookAt

I have a hand-rolled camera class that converts yaw, pitch, and roll angles into a forward, side, and up vector suitable for calling gluLookAt. Using this camera class I can modify the model-view ...
4
votes
1answer
399 views

Handling cameras in a large scale game engine

What is the correct, or most elegant, way to manage cameras in large game engines? Or should I ask, how does everybody else do it? The methods I can think of are: Binding cameras straight to the ...
5
votes
1answer
655 views

Game networking topology - dealing with host leaving

I am working on a P2P game in Flash and I'm wondering what network topology would be most robust for dealing with people randomly joining/leaving. I was thinking the first user to join could be the ...
2
votes
3answers
1k views

Make a laser beam effect with Ogre and a BillboardChain

http://www.lpi.usra.edu/lunar/missions/apollo/apollo_15/images/laser_beam_lg.gif I want to be able to such an effect, but I don't really know how the BillboardChain class works or how I can use it, ...
3
votes
2answers
1k views

Spawning bullets on command in Box2D

I'm making a simple bullet hell game but I can't figure out how to get my character to shoot. Lets say I have bulletBody and shipBody, how would I continually spawn bulletBodies using the shipBody ...
1
vote
1answer
2k views

How to use OpenGL blend mode/functions to brighten/darken a texture.

Tried this code, but the texture didnot get any lighter. ...
2
votes
1answer
804 views

Storing Tiled Level Data in J2ME game

I'm developing a J2ME game which uses tiled backgrounds for the levels. My question is how do I store this tile information in my game. At the moment it is stored as an array; with each number ...
3
votes
1answer
734 views

Inconsistent accessibility error in xna

Hey all, you may remember me asking a question regarding a snake game I was creating about two weeks ago. Well I'm quite far now into making the game (thanks to a brilliant tutorial I found). But I'...
6
votes
1answer
3k views

Atmospheric Scattering

I'm trying to implement atmospheric scattering based on Sean O`Neil algorithm that was published in GPU Gems 2. But I have some trouble getting the shader to work. I've downloaded sample code of O`...
-2
votes
1answer
1k views

xbox open source project

im looking for some open source xbox project, I just wanna join it and try myself as game programmer, does anybody know such project?
4
votes
2answers
10k views

FrameBuffer Render to texture not working all the way

I am learning to use Frame Buffer Objects. For this purpose, I chose to render a triangle to a texture and then map that to a quad. When I render the triangle, I clear the color to something blue. So,...
4
votes
4answers
1k views

C++ game-programming; What would be the “next step”?

I'm reading C++ Primer Plus 5th Edition. I'm over at Chapter 8 exercises, which is more than half of the book to go but I was wondering what would be the "next step" after I'm through with the book? ...
34
votes
13answers
2k views

How can I minimize the chances of my game getting pirated?

I am planning to make a small game in the near future. How can I minimize the chances of it being pirated?
6
votes
2answers
3k views

How to manage enemy movement and shoot in a shmup?

I'm wondering what is the best (or at least a good) way of managing enemies in a shoot-em-up. Basically, what I'd do would be a class that manages displaying and updating positions of all the enemies....
2
votes
3answers
1k views

What's a good way to handle game screen management in WPF?

What would be the preferred way of handling game screens in WPF (conforming to MVVM)? I'm not asking about game states but the actual mechanics of presenting various screens. Do I implement screens ...
8
votes
1answer
4k views

What does vsynched mean?

I'm always looking for ways to improve the smoothness of my games. When I read around the net I come across the term "vsynched" quite often. What does vsynched mean?
1
vote
1answer
209 views

2D Game Physics: How to evaluate when an accelerating ray is close to a point?

Given a ray in a 2D world at position p with initial velocity u and acceleration a how can I tell when it's within a certain distance r from a certain point.
16
votes
2answers
23k views

GLSL Shader Effects: How to do motion blur?

I have a full 2D environment, with sprites going around as landscape, characters, etc. To make it more state-of-art looking, I want to implement a motion blur effect, similar to modern FPS games (i.e....
4
votes
4answers
3k views

One True Event Loop

Simple programs that collect data from only one system need only one (blocking) event loop. For example, Windows applications have the message loop, POSIX network programs usually have a select/epoll/...
31
votes
9answers
2k views

Starting from Scratch - Is it a Mistake if I re-invent the wheel?

Usually whenever I want to start a game, I will think to have a good basic architecture for rendering and better game loop from scratch. I usually don't want to use existing engines. The reason behind ...
2
votes
3answers
3k views

Interpolating Matrices

Apologies if I am missing something very obvious (likely!) but is there anything wrong with interpolating between two matrices by: ...
1
vote
1answer
960 views

Broken alpha of two-sided OpenGL mesh

How do I get rid of this alpha transparency artifacting with classic fixed function OpenGL? I tried all kinds of settings but I'm not sure why it's good in the upper half of the mask but not in the ...
5
votes
7answers
14k views

GUI for DirectX [closed]

I'm looking for a GUI library built on top of DirectX- preferably 9, but I can also do 11. I've looked at stuff like DXUT, but it's way too much for me- I'm only needing some UI controls which I would ...
0
votes
0answers
162 views

Copyright of some arcade classics [duplicate]

Possible Duplicate: How closely can a game resemble another game without legal problems So suppose I'm currently developing a variant of a snakes game for the iPhone, and you decided to call it "...
8
votes
4answers
403 views

Best practices for implementing collectible virtual item “packs”?

I'm in the process of building a game in which virtual items can be obtained either by in-game play (defeating enemies, gaining levels), or by purchasing "packs" via microtransactions. Looking at an ...
1
vote
1answer
616 views

How to use the chipmunk physics-engine?

I am developing a game demo where I want a physics simulation with balls and obstacles. I know that this is possible with the chipmunk physics-engine but I don't know how to use it. Can anybody give ...
3
votes
2answers
247 views

Any technical references for game-oriented icons and symbols?

To make localizing easier, I'm using icons to show in-game information like achievements and bonuses. Coming up with good designs isn't easy, especially when it has to be integrated into the rest of ...
5
votes
3answers
7k views

how to add water effect to an image

This is what I am trying to achieve: A given image would occupy say 3/4th height of the screen. The remaining 1/4th area would be a reflection of it with some waves (water effect) on it. I'm not sure ...
2
votes
5answers
2k views

Are there any good html 5 mmo design tutorials? [closed]

Hey all. I got a rather inspired after playing gaia online's zOMG and wanted to revive an old project idea I've had laying around for a few years now. I'm looking to work with html5 (ie canvas, svg ...
2
votes
3answers
659 views

How much info can I store in a cookie?

Im developing a flash game and I'd like to know how much info can I store in a browser cookie. The game is simple, but it needs to store several variables in order to save all the details of your ...
2
votes
2answers
1k views

OpenGL ES 2.0: Picking Individual Polygon Sprites from within VBO

Say, I send 10 polygon pairs (one polygon pair == one 2d sprite == one rectangle == two triangles) into OpenGL ES 2.0 VBO. The 10 polygon pairs represent one animated 2D object consisting of 10 frames....
40
votes
1answer
76k views

GLSL: How do I cast a float to an int?

In a GLSL fragment shader I am trying to cast a float into an int. The compiler raises an error: ...
12
votes
4answers
10k views

Drawing large 2D sidescroller level terrain

I'm a relatively good programmer but now that it comes to add some basic levels to my 2D game I'm kinda stuck. What I want to do: An acceptable, large (8000 * 1000 pixels) "green hills" test level ...
2
votes
3answers
6k views

Understanding MotionEvent to implement a virtual DPad and Buttons on Android (Multitouch)

I'm trying to implement a virtual DPad in android, but I'm still very confused about how do I keep track of each trouch point, from the moment it is pressed, till it is released. In my code, I test ...
11
votes
7answers
3k views

Separation of drawing and logic in games

I'm a developer that's just now starting to mess around with game development. I'm a .Net guy, so I've messed with XNA and am now playing around with Cocos2d for the iPhone. My question really is more ...
2
votes
2answers
252 views

Creating Cut Scenes For iPad

I am working on an iPad game, and would like to have a few, pre-rendered cut scenes that are shown at key moments throughout the game. How do low-budget software developers create pre-rendered cut ...
15
votes
4answers
7k views

Logging library for (c++) games [closed]

I know a lot of logging libraries but didn't test a lot of them. (GoogleLog, Pantheios, the coming boost::log library...) In games, especially in remote multiplayer and multithreaded games, logging ...
10
votes
2answers
26k views

How to find the window size in XNA

I just wanted to know if there was a way to find out the size of the window in XNA. I don't want to set it to a specific size; I would like to know what dimensions it currently displays as ...
2
votes
1answer
521 views

Need help drawings planets in Java

I am looking for help/links/notes/agorithms/URLs/examples on drawing/rendering spheres in pure Java (so that I can hopefully, one day, generate/render planets with various surfaces & atmospheres) ...
1
vote
1answer
804 views

Tetris Movement - Implementation

I'm developing a Tetris clone and working on the input at the moment. When I was prototyping, movement was triggered by releasing a directional key. However, in most Tetris games I've played the ...
2
votes
1answer
2k views

Separate shaders from HTML file in WebGL

I'm ramping up on WebGL and was wondering what is the best way to specify my vertex and fragment shaders. Looking at some tutorials, the shaders are embedded directly in the HTML. (And referenced via ...
1
vote
1answer
449 views

Mandelbrot set not displaying properly

I am trying to render mandelbrot set using glsl. I'm not sure why its not rendering the correct shape. Does the mandelbrot calculation require values to be within a range for the (x,y) [ or (real, ...
6
votes
3answers
865 views

Building an instance system

I am looking into how to design an instance system for the game I am working on. I have always wondered how these are created in games like World of Warcraft, with its instances (dungeons/raids/etc). ...
7
votes
5answers
2k views

Turn-Based RPG Battle Instance Layout For Larger Groups

What a title, eh? I'm currently designing a videogame; a turn-based RPG like Final Fantasy (because everybody knows Final Fantasy). It's a 2D sprite game. These are my ideas for combat: The player ...
11
votes
3answers
921 views

How do they keep track of the NPCs in Left 4 Dead?

How do they keep track of the NPC zombies in Left 4 Dead? I am talking about the NPCs that just walk into walls or wander around aimlessly. Even though the players cannot see them, they are there (...
15
votes
3answers
1k views

AI to move custom-shaped spaceships (shape affecting movement behaviour)

I'm designing a networked turn based 3D-6DOF space fleet combat strategy game which relies heavily on ship customization. Let me explain the game a bit, since you need to know a bit about it to set ...
7
votes
2answers
4k views

OpenGL ES 2.0: Using VBOs?

OpenGL VBOs (vertex buffer objects) have been developed to improve performance of OpenGL (OpenGL ES 2.0 in my case). The logic is that with the help of VBOs, the data does not need to be copied from ...
9
votes
2answers
2k views

What's the recommended bitrate for Background Music in iPhone Games?

What is the recommended bitrate for Background Music in iPhone Games?
7
votes
4answers
2k views

glsl demo suggestions?

In a lot of places I interviewed recently, I have been asked many a times if I have worked with shaders. Even though, I have read and understand the pipeline, the answer to that question has been no. ...

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