Unanswered Questions
29
votes
0answers
2k views
Why is this beat detection code failing to register some beats properly?
I made this SoundAnalyzer class to detect beats in songs:
class SoundAnalyzer
{
public SoundBuffer soundData;
public Sound sound;
public List<double> beatMarkers = new ...
11
votes
0answers
544 views
How can I get the palette of an 8-bit surface in SDL.NET/Tao.SDL?
I'm looking to get the palette of an 8-bit surface in SDL.NET if possible, or (more than likely) using Tao.SDL. This is because I want to do palette swapping with the palette directly, instead of ...
10
votes
1answer
952 views
How can one compile Darwinia under Linux?
Introversion is now offering the Darwinia+Multiwinia source for sale, stating
Note: You will need Windows and Visual Studio 2008 to build the games. We have tested that the code compiles correctly ...
10
votes
0answers
262 views
Keystone Correction using 3D-Points of Kinect
With XNA, I am displaying a simple rectangle which is projected onto the floor. The projector can be placed at an arbitrary position. Obviously, the projected rectangle gets distorted according to the ...
9
votes
2answers
1k views
Organizing an entity system with external component managers?
I'm designing a game engine for a top-down multiplayer 2D shooter game, which I want to be reasonably reuseable for other top-down shooter games. At the moment I'm thinking about how something like an ...
9
votes
1answer
338 views
Unity Occlusion Portals: What and How?
(Here I eat my words on Meta about posting Unity questions on Unity Answers... since that site is less responsive than this one.)
Unity provides cell-based Occlusion Culling (via Umbra, I believe). ...
7
votes
0answers
597 views
What does Skyrim Creation Kit's NPC class do?
I'm trying to change it with the setclass console command Based on the UESP wiki it looks like it just governs stat gain for leveling, but based on the Elder Scrolls wiki it seems to only control ...
6
votes
1answer
124 views
How to loop section from a song correctly?
I'm programming a little Music Engine for my game in C# and XNA, and one aspect from it is the possibility to loop a section from a song. For example, my song has an intropart, and when the song ...
5
votes
1answer
1k views
UDK game Prisoners/Guards
For school I need to make a little game with UDK, the concept of the game is:
The player is the headguard, he will have some other guard (bots) who will follow him. Between the other guards and the ...
5
votes
0answers
89 views
Using glReadBuffer/glReadPixels returns black image instead of the actual image only on Intel cards
I have this piece of code
glReadBuffer( GL_FRONT );
glReadPixels( 0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer );
Which works just perfectly in all the Nvidia and AMD GPUs I have tried, ...
5
votes
2answers
229 views
Profiling and containing memory per system
I have been interesting in profiling and keeping a managed memory pool for each subsystem, so I could get statistic on how much memory was being used in something such as sounds or graphics. However, ...
5
votes
3answers
190 views
Ignore collisions with some objects in certain contexts
I'm making a racing game with cars in Unity. The car has a boost/nitro powerup. While boosting, I wouldn't want to be deviated when colliding with zombies, but I do want to be deviated when colliding ...
5
votes
2answers
266 views
Handling commands or events that wait for an action to be completed afterwards
Say you have two events: Action1 and Action2. When you receive Action1, you want to store some arbitrary data to be used the next time Action2 rolls around. Optimally, Action1 is normally a command ...
5
votes
1answer
293 views
Explicit resource loading in Ogre (Mogre)
I am just starting to learn Mogre and what I would like to do is to be able to load resources 'explicitly' (i.e. I just provide an absolute path instead of using a resource group tied to a directory).
...
5
votes
1answer
505 views
What methods should save/load a game state
There are a lot of articles about how to save a state of a game and they are pretty good. But I have one conceptual misunderstanding where should I save the state?
My game has number of screens and ...