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20

L-Systems, from what I can tell*, are a set of grammar-like substitution rules that you can apply recursively to get interesting, "organic" results. Plants are where L-Systems are often used, as they show a lot of recursive growth (i.e. branch splits off into more branches). For a simple example, I'll show a "lollipop" tree generated using an L-System: ...


17

You're on the right track. The gist of the client-server networking model is that a server is that it's a central point of knowledge that clients connect to. A game server typically contains an in-memory world representation, a list of connected players, a game loop (with e.g. player control handler, a physics engine & AI). You'll also need a ...


14

As far as i know when you build for IOS on windows it will generate an Xcode project that you then need to build on mac. As you can't make IOS bundles on windows the only thing you can do is to make the process better by not having the requirement of installing Unity on both windows and OSX. You could set up automated tools which take the output from unity ...


14

Yes, you can. There are already online platforms that are doing exactly that, by providing you the hash of the online secret key that is used as the seed for the random generation. Same seed = same random result. Now when the hand/ game is over, you can reveal the original secret. Players can verify by hashing it themselves and compare it to the previous ...


11

The first step, is of course, finishing your game. The publisher rejection rate is high enough for even established professional game developers, with complete projects. Sloperama Lesson 11, Section V You want to essentially do everything in your power to be as noticed as possible. Publishing is very risky, even when your game is complete, and you want to ...


11

Here's how I would do this. First, make sure you have the object's UVs or world coords (which you can pass through from your vertex shader) available to you. If it's just a background, you could also just use fragment coords (gl_FragCoord). For instance, let's say we're using UV coords. A fragment shader with only: gl_FragColor = vec4(vec3(uv.x),1.0); will ...


10

Android and iOS are not directly supported by the command line utility. However, you can use the command line utility to run a script that will build for iOS. In the simplest form, it would be something like: using UnityEngine; using UnityEditor; using System.Collections; using System.Collections.Generic; using System.IO; public static class AutoBuilder { ...


10

I'm not used to Cocos2D engine, but I can suggest this solution for you to apply to your game. Naive implementation The simplest way to implement a train wagon can be making an object which follows a given path, whose angle rotates according to the path direction. Given a path (as an open line or closed polygon) consisting of a finite number of points, the ...


8

I don't think this is going to be quite as easy as you'd like, that said you should be able to copy/paste the code below to get something going. There might be a better way to approach this, but as I see it you'll need 2 render passes. The first to render the scene to a low resolution to introduce pixelation, and a second to resample the low resolution ...


6

The best way to sort your scene is actually to do it in at least two stages/buckets. It is true that you need back-to-front sorting for translucent geometry for proper alpha-blending, but you want front-to-back sorting for best Z-buffer performance on opaque geometry. You can often get away with not bothering to sort opaque objects at all, leaving them ...


6

I'm not too familiar with what features aren't supported by OpenGL ES but the way I see it you have a couple options. A quick and easy way to get a black outline effect around an object is to scale the object up slightly and render it completely black. You can then render the regular version of the model again. Another way would be to use an edge ...


6

Remember that SpriteKit's physics system is based on "SKPhysicsBody"s, which are added to "SKSpriteNode"s. Those physics bodies, however, needn't be attached to visible nodes. The simplest method is to create a SpriteNode with no actual sprite or visible body, add it as a child to the area you want on the visible shape, and categorize it differently from ...


6

You may find my answer to a similar question here to be helpful. You may also find it helpful to look into the source code of other solutions. The Godot Engine for example is a cross platform open source game engine so you never need to pay anything. As I mention in my other answer you don't need to (and likely can't) rely on one IDE to do the work for you....


6

You can't patent a game. You might pattern a particular algorithm but it's unlikely to be of benefit to you to do so because of a couple reasons. Patents are highly specific. I was worried I was violating a memory management patent, but when I looked closely it was obvious the algorithm was completely different. This makes it easy to circumvent many patents....


5

As far as I know the framework, you code your game once, and it automatically creates an executable for all the platforms. So if you only want to make the game for Android and iOS, you only export the executable for these platforms and ignore the other platforms. The game also isn't made in the 'desktop' project, it is made in the main project. The 'desktop'...


5

Unity compiles your app into a bunch of assembly code with a thin Objective-C layer around it for OS calls and such. Assuming you're not doing any plugin work (e.g. needing to call OS level features for things) you can publish your game without any working knowledge of Objective C. Even if you do need OS level features, there's usually a plugin available ...


5

Now you can port your game to iOS. The steps to do this (as described here) are: Make sure you have all prerequisits for libgdx development for iOS, except Xamarin.iOS/Monotouch! Open Eclipse, and install the RoboVM plugin from here. This will install everything you need. Get the libgdx source and import all projects into Eclipse. Right click any of the ...


5

It is highly not recommended to make an iPad game without a device. The simulator is decent, but some things cannot be tested properly on it. For example, In App Purchases cannot be tested without a device. And believe me, you want to test those things. You also won't get much of an idea of its performance on the simulator since it may run much faster or ...


5

The general rule of thumb when drawing alpha polys is: 1 - Draw all solid polys first. 2 - Sort back to front if you can. The main reason for this is to ensure that the final colour produced by the blending equation is consistent frame to frame. I often don't bother with this step unless it is something provided by the engine and I can justify the extra ...


5

To get the complete bounding rectangle of a node and its child nodes you use the calculateAccumulatedFrame method. It's a member of SKNode. I ran into this when adding my SKSpriteNodes to separate SKNodes as layers for parallax and HUD elements. I kept getting (0,0) width/height for my bounding rect on the SKNode, and I found this. It returns a CGRect, and ...


5

Your question is a good one. I've had exactly the same question regarding SpriteKit and have been very confused about the lack of information on the web about this. SpriteKit seems to encourage you to put all of your Model-View-Controller code into the same class (your SKScene subclass), which is really confusing to me. How would you ever build a game of ...


4

There should be three names of your app: Bundle Identifier - this is the main ID Bundle Display Name - this is displayed in iPhone App Name - this is probably the one in the iTunes/App Store I believe you can change the App Name during uploading and update (with the updated Bundle Display Name) and if you don't change the Bundle Identifier all reviews and ...


4

If you're wanting to ensure the time is accurate, you should get the time from the internet or from the GPS on the device. If the user closes the app, there is nothing left to run a timer with. Even services are paired with a process and will get cleaned up if not being used. You can detect time changes when your app is running, but your app won't know ...


4

Yes! You can use Adobe AIR to package and export the Flash file. http://help.adobe.com/en_US/air/build/WSfffb011ac560372f-5d0f4f25128cc9cd0cb-7ff6.html


4

If the enemy waves only effect one player (the one that plays the game), then I really see no need to put this logic on an external server. Having a server would also require an internet connection which can't be taken for granted (especially on iPods and iPads). You could simply store the time when your game exits or goes to the background. Upon relaunch ...


4

If you mean you want your app to detect predetermined patterns using the camera, you will want to capture the result from the camera every few frames, and parse the image for near identical patterns. If you want to save yourself the trouble of doing all the pattern matching you can use an AR library like the free and open source open frameworks or vuforia. ...


4

You can implement the clipping plane functionality using vertex and fragment shaders and using discard fragment. The other option is described in this paper, where it introduces a technique that modifies the projection matrix so the near and far planes are re-positioned to become a general purpose clipping plane. This way you can implement that without ...


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