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Nairb

Member Since 09 Oct 2000
Offline Last Active Nov 04 2013 01:49 PM

Topics I've Started

iPhone Timer Drift

17 October 2011 - 02:22 PM

I'm trying to detect when the user advances their clock, since that's an easy way to cheat some game mechanics. The cheat detection only needs to work in the case where the user doesn't shut down the game.

The current implementation looks a little like this:
  • At the beginning of the game, save the time the game started using two timers - the "user modifiable clock" ( [NSDate timeIntervalSinceReferenceDate] ) and the "system clock" (mach_absolute_time or CACurrentMediaTime). These two timers will have different values but should grow at the same rate.
  • Every frame, diff the current values of the respective timers against the times we saved.
  • If the two differences are too far apart (within some margin of error), we know the clock has been tampered with, since the only way that should be possible is if the user changed their clock.

This doesn't quite work out, though. On some devices, mach_absolute_time grows faster than [NSDate timeIntervalSinceReferenceDate]. This isn't behavior I'd expect - they should both be determining, well, time, but I guess one of these timers is not terribly accurate.

Has anyone encountered this? It's a pretty niche problem.

Cheers,
--Brian

Texture Packing Tools

21 April 2011 - 10:15 PM

I'm looking for a good tool for texture packing. Here are my "like to have" features:

(1) I'd like to point it at a directory, yell "GO!" and let it work out generating multiple textures for me if necessary. Most of the texture packers I'm running into (Zwoptex, code 'n' Web's Texture Packer) require I import all the images for a single texture and let it work out the best layout. Which is OK if you need the fine-grained control, but I don't want to be responsible for the labor. Maybe the pro versions of these tools have this, and I'll gladly pay for them, but I'm not going to pay until I know they do.

(2) Command-line integration.

(3) If possible, it should run on a Mac. I'm currently targeting a Mac, and although I have Crossover to run Windows programs on the Mac, it's a little wonky.

So far I'm running up empty for a tool that has all three of those (or even the first two). Zwoptex and Texture Packer have the last two, but that first is fairly important to me. Headsoft's Texture Packer has the first but (as far as I can tell) not the second and definitely not the third.

If anyone knows a tool that covers at least (1) & (2), I'd be much appreciative.

UV Mapping Edges with Maya or Cinema 4D

27 February 2011 - 03:55 PM

We're working on a game and trying to keep the texture memory low. As such, we want to repeat a bunch of textures where appropriate instead of having the level represented by a giant texture.

We're having a bit of trouble texturing the edges. Basically, we want the texture to align itself to the normal of the edge. Imagine an arrow texture - the texture would repeat along the edge of the poly, but the arrow would always be pointing outward.

To give some games that do something similar: Hungry Shark and Super Mario Brothers come to mind. They have some textures they reuse but the texture is always angled to look appropriate regardless of what poly it's on.

Google and the GameDev tutorials don't seem to have good information on how to do this. We have access to either Cinema 4D or Maya and are not locked into either one. If anyone knows of a good way to do this in either tool, that'd be super helpful.

I could think of a way to do this with shaders, but I'm trying to avoid that since we're targeting iPhone (and I'd like to stay OpenGL ES 1.0 if possible). Would greatly prefer an art solution than a tech one.

Android Dev on 'Locked' Phone?

29 May 2010 - 11:43 AM

This doesn't seem like appropriate Lounge conversation, but the other forums seemed less appropriate. ^^ I'm kicking off some Android development. I'd like to be able to test on a real phone without purchasing the $400 dev phone. But I don't want to go through a store and get tacked onto an expensive data plan I've no need for. Basically I want to get a cheap phone off ebay/CL. Has anyone tried connecting to a 'locked' (no SIM, no data) phone via the Android SDK? Anyone know if it works/doesn't? I've read that some phones start, some phones may not, but the SDK tools might go ahead and launch anyway? I dunno. Cheers, --Brian

XBLIG Game Released: See the Light

22 December 2009 - 09:04 AM

Hey guys, My first Xbox Live Indie Games game, See the Light, just became available on Xbox Live! Thought I'd share with my favorite game dev community. It's a small puzzle game about bending light using mirrors, lenses, disco balls, and other tools to complete over 60 levels. Here's a blog post with some alpha screenshots (little has changed visually since then). I'd link to it on the Xbox Marketplace but the profile isn't up yet. It costs $1, so don't hesitate to make a Christmas impulse purchase. :-) If you're in the habit of reviewing/blogging about indie games, let me know and I can probably hook you up with a free download. Cheers, --Brian

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