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Member Since 03 Aug 2008
Offline Last Active Feb 03 2016 02:14 AM

Topics I've Started

How does Mix of Async/Sync server works in games like chess with friends

11 August 2015 - 01:01 AM


the Async part is quite well Understandable, but how do they combine the sync part , when the user see the other player moves

when he stay in the current session .

does it make poll requests every N seconds?

what is the architecture of the server behind such game that mix Async and Sync game 
i open to suggestion about server language or architecture i can use any ,,,

my client is c++ and i open to embed any thing in the client . 


Continuous 3d Level what is the best way to handle it ?

21 June 2015 - 01:57 AM

Hello all

 this is not specific programming language question but more 3d label construction on some kind of endless game 
something like "temple run" , how do i create those Continuous  level so it will be optimize well for low end PC and mobiles 
what is the method that those game's uselly are using ? 
is it predefined huge levels that are pre loading into the level ?

or it is created on run time by level configuration code ?

Recommendation for web hosting , to start GameDev Blog

18 June 2015 - 12:19 AM

Hello all 
im searching for good web hosting solution to start GameDev Blog .

searching via google i read only horror story's about the standard web hosting solution .
so im asking here , can you recommend ?

Box2d joints still attached after Explosion simulation

10 May 2015 - 05:36 AM

I ported simple Box2d Explosion simulation the function is called once when there is some event with the "Truck Car"
the problem is that the Explosion working fine but it looks like when the explosion done the "parts" of the car Returning to 
the initial car position instead of bean scatter on the floor.
what am i doing wrong here ?
here is the code for the Explosion 
class MyQueryCallback : public b2QueryCallback {
std::vector<b2Body*> foundBodies;

bool ReportFixture(b2Fixture* fixture) {
return true;//keep going to find all fixtures in the query area
void BackgroundSprite::explode()
  float m_blastRadius = 40.0f;
float m_blastPower = 50.5f;
MyQueryCallback queryCallback;
b2Vec2 locationPnt = _truck->truckBody->GetPosition();
b2AABB aabb;
aabb.lowerBound.Set((locationPnt.x - m_blastRadius), (locationPnt.y - m_blastRadius));
aabb.upperBound.Set((locationPnt.x + m_blastRadius), (locationPnt.y + m_blastRadius));
m_world->QueryAABB(&queryCallback, aabb);

for (int i = 0; i < queryCallback.foundBodies.size(); i++) {
b2Body* pBody = queryCallback.foundBodies.at(i);
b2Vec2 pBodyPos = pBody->GetWorldCenter();
b2Vec2 pHitVector(pBodyPos.x - locationPnt.x, pBodyPos.y - locationPnt.y);
float radDist = pHitVector.Normalize();
radDist = (radDist * PTM_RATIO);
if ((pBody->GetType() == b2_dynamicBody) == (radDist <= m_blastRadius)){

float nHitForce = ((m_blastRadius - radDist) / m_blastRadius) * m_blastPower;
b2Vec2 appForce(pHitVector.x*nHitForce, pHitVector.y*nHitForce);
pBody->ApplyLinearImpulse(appForce, pBody->GetWorldCenter(),true);


What is the trick in box2d to build slalom track for car?

06 May 2015 - 06:39 AM

Hello all

im making simple car box2d game in part of the track i like to make it slalom , but if i using box2d b2EdgeShape for my track .
how can slalom can be be implemented without the car colliding 

this is the problematic slalom , how does it done in box2d