I have an iOS app for which I want to use the Game Center API for saving games. But at the same time I want to have the option to save multiple games on the local file system using the familiar save-slots mechanism. I anticipate that a user may not wish to use the Game Center, or may wish to supp...
how important do you think it is in a game with a music mute button for the app to detect if the user is already playing their own music and mute it for them?
Man I strained my chest (core) like 3 days ago and it hurts like hell still. At first I was worried it was my heart but they did an ekg and blood pressure test and I was fine. So they just gave me some steroids and muscle relaxers.
I have an issue with my EventHandler for Key events in my game.
The specifics are in this forum thread: http://www.java-gaming.org/topics/problems-with-key-event-handling/37998/view.html
Basically, the issue is that a KeyReleasedEvent is fired in a very inconvenient way. I recently switched fr...
In the PolygonShape object, there is the method setAsBox(); which allows for creating rectangles easily, but there is no getAsBox, in the case where you know a polygon is a box.
I know Box2D comes with it's own renderer, but I need to make more custom renderings.
Also, PolygonShape objects have...
when i need floats i am using floats when i need ints i am using ints , when i need vector int i using that and when i need vector float i am using float
you don't lose anything by using the built in float vector and just putting the float values in to your player position, and letting that truncate to int if it wants
I have been pulling my hair out trying to work out a generic normal-finding algorithm.
In my game/sim, I have a ball, which should reflect away from any surface it collides with.
Everything I can find on google has suggested to simply check for the walls orientation (hits left, handle left refl...
I realized that he was asking how to get normal out of what he has, my edit makes him as if he is just mindlessly throwing questions. I should add something like " I have these but I do not know how to compute normals based on the collision"
I too!... but I am too lazy and I am too tired anyway...
so I will hand over this sweet fake internet points to you @Bálint
@DukeZhou I am not like super into sun but as Balint said, when it is gloomy outside for whole month, you really start to miss that warmness on your skin man. For now I would kill for even a drop of sunshine, and sell my soul for "drizzle of sunshine"
@Bálint its cuz global warming man. Global warming is such a bbbaaaatch. I am sure somewhere some other place folks are suffering from hellish rain of sunshine, praying for rain or one single cloudy windy weather.
@DukeZhou BlueBug not "Blue Bug". " " is a big difference of 0x20 VK_SPACE 32 ASCII.
Hey, anyone have any thoughts on good places to promote an original game? We launching our Alpha in about a month, and want to restrict it to uber geeks, boardgamers, and the like for a while
(The game in question is very simple on the surface--think Chess or Othello--but the strategy is nuanced and interesting)
Probably going to reach out to computer game clubs at universities and such
boardgamegeek is another place I'm thining about (even though they seem to be mainly interested in physical games, as opposed to electronic, but our game requires a gameboard that can do simple processing)
I am doing post processing by drawing to an FBO and then applying a certain fragment shader when drawing the FBO's texture to the screen. I want to use a look-up table texture to apply color grading. Since I am targeting OpenGL ES 2.0 and possibly older PCs, I cannot use 3D textures. Instead I ca...
What do you guys suppose would be the best way to control two vertices at once? Currently the way I have it setup is I shoot a ray, get the mesh, and find the vertice. However I'm not sure how I should go about controlling two at once. Should I like try to find the next closest vertice or store the first?
You could build an edge table that tells you which edges of the triangle are "real" edges
Then raycast to the triangle, and find which of the one, two, or three valid edge is the closest.
Other option is to build a adjacency map/table and check adjacent triangle normals to figure out if the angle is large enough to count as an edge (dot product of triangle normals is < cos(angle) )
your map tells you for each triangle, who the neighbor triangles are for edge A, B, and C. You then take the normal of both triangles (cross product of two of the triangle's edges) and do the dot product
if both triangles face the exact same way, the dot product should be 1 (within rounding errors) which is equal to Cosine(0 degrees)
if both triangles face at 90 degrees the dot product will give you 0 (Cosine of 90 degrees)
at 45 the dot product will give 0.7something (again, same as Cosine of 45 degrees)
Watch out for degenerate triangles. That could give you divisions by zero or NaN when figuring out the normals.