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1500 questions
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2 answers

Shooting the bullet out of the gun instead of the camera, yet keeping it accurate with respect to the reticle

I'm working on a first person game, and I've ran into a problem. In my game, there's the player's gun being rendered, as well as a reticle in the center of the screen - like this: First, Let's imagine there was no gun model being rendered. Then…
Name
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How to compute tangent and bitangent vectors

I have a texture loaded in three.js, then passed to the shaders. In the vertex shader I compute the normal, and I save into a variable the uv vector. <script id="vertexShader" type="x-shader/x-vertex"> varying vec3 N,P; varying vec2 UV; void main()…
Ramy Al Zuhouri
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15
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5 answers

Where do I start if I want to independently learn game graphic design?

I want to learn how to create custom graphics, not use freely available resources. But I have been looking around for articles or tutorials on how to start with 2D game design in general, and I can't seem to find a good starting point — books or…
Kenji Kina
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15
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4 answers

Why does my game display the wrong "required Android version" on Google Play?

I'm porting a Unity game to Android, and I've set up the "Minimum API Level" in the Player settings to "2.3.3 (API level 10)". However, on the store, it says "Requires Android: 1.6 and up". On the Google Developer Console I didn't find this setting,…
o0'.
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15
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1 answer

Why is clip space always referred to as "homogeneous clip space"?

I've noticed in almost everything I've read so far that the term "clip space" is prepended with the word "homogeneous". Now I understand that it roughly means "all the same", but I don't understand why there is the express need to say "homogeneous…
Nathan Ridley
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15
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5 answers

How did they make the screen move in Dangerous Dave?

I've made games in BASIC when I was a child, and I was curious about how the graphics were done in the 1988 version of Dangerous Dave made in C++; especially because they didn't have any worthwhile graphics packages those days. Remember how when…
Nav
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3 answers

How to divide hex grid evenly among n players?

I'm making a simple hex grid based game, and I want the map to be divided evenly among the players. The map is created randomly, and I want the players to have about equal amount of cells, with relatively small areas. For example, if there's four…
manabreak
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3 answers

Is it clever to use some engine to start game developing?

I started C# programming, in order to later develop games with XNA. I read a good game development book for C#. Since I already knew other languages, I could quickly learn C# features and syntax code. I then stepped over into XNA. Since the book I…
Rodrigo Souza
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15
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2 answers

What does changing GL_TEXTURE_WRAP)_(S/T) do?

I am working through some beginner OpenGL tutorials, and the current one teaches how to apply a texture to a simple rectangle. The tutorial states tells me to set the texture parameters GL_TEXTURE_WRAP_S and GL_TEXTURE_WRAP_T to GL_CLAMP_TO_EDGE,…
w4etwetewtwet
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3 answers

Useful resources for beginning AI

What resources are available, including both free articles/ebooks and physical books and things, for game developers looking to begin simple AI programming/design? Note: I know of this question, but that's more asking about where to start on a…
PrettyPrincessKitty FS
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15
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3 answers

What caused "falling out of the world" and what fixed it?

A lot of early 3D games had the problem where you'd be trundling merrily along and suddenly everything was black, with an island of what looked like the hollow facade shell of the scene you'd been walking through rising into the distance above.…
chaos
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15
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2 answers

Input management techniques in large games

Is there a standard technique for managing input in large games. Currently, in my project, all input handling is done in the game loop, like so: while(SDL_PollEvent(&event)){ switch(event.type){ case SDL_QUIT: exit = 1; break; case SDL_KEYDOWN:…
w4etwetewtwet
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15
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1 answer

Pathfinding with 2D, non-grid based movement over uniform terrain

I'm looking for the best solution to pathfinding in my game. The map is ultimately grid-based, but entities are positioned using floats, and can move in any direction to any point on the map. The 'ground' in my game has a uniform movement cost, but…
tommaisey
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0 answers

Creating Rope Physics for Unity

I want to create a bungee jumping-like game in Unity and therefore I need a rope physics. I especially need elastic ropes with capability to pull objects with velocity after a little extension. Do you know any place to start? Because I have no idea…
viscousvoid
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2 answers

Is using multiple canvas objects a good practice?

We're developing a jump and run game with HTML5 and JavaScript and have to build an own game framework for this. Here we have some difficulties and would like to ask you for some advice: We have a "Stage" object, which represents the root of our…
user1818924
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