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    • By bowcox
      Hi guys! 
      I have created a Pong game that has an AI that is almost beatable, changing the speed of the AI can make it ridiculously easy or hard depending on the way you go about it. 
       
      using System.Collections; using System.Collections.Generic; using UnityEngine; public class ComputerMovement : MonoBehaviour { private float speed; private float reAdjustSpeed = 1f; private Rigidbody2D computer2d; public static bool isTwoPlayer; GameObject theBall; Rigidbody2D rb2d; void Start() { computer2d = GetComponent<Rigidbody2D> (); } void FixedUpdate() { if (isTwoPlayer == true) { speed = 5f; if (Input.GetKey (KeyCode.W)) { computer2d.position += Vector2.up * speed * Time.deltaTime; } if (Input.GetKey (KeyCode.S)) { computer2d.position += Vector2.down * speed * Time.deltaTime; } } if (isTwoPlayer == false) { speed = 3f; if (theBall == null) { theBall = GameObject.FindGameObjectWithTag ("Ball"); } rb2d = theBall.GetComponent<Rigidbody2D> (); //Is the ball going left or right if (rb2d.velocity.x > 0) { if (rb2d.velocity.y > 0) { if (rb2d.position.y > computer2d.position.y) { MoveUp (); } if (rb2d.position.y < computer2d.position.y) { MoveDown (); } } if (rb2d.velocity.y < 0) { if (rb2d.position.y > computer2d.position.y) { MoveUp (); } if (rb2d.position.y < computer2d.position.y) { MoveDown (); } } } //Whilst it's not moving at the paddle, let it gain a slight reset by moving with the ball at a slower pace. if (rb2d.velocity.x < 0) { if (computer2d.position.y < 0) { computer2d.position += Vector2.up * reAdjustSpeed * Time.deltaTime; } if (computer2d.position.y > 0) { computer2d.position += Vector2.down * reAdjustSpeed * Time.deltaTime; } } } } void MoveDown() { if (Mathf.Abs(rb2d.velocity.y) > speed) { computer2d.position += Vector2.down * speed * Time.deltaTime; } else { computer2d.position += Vector2.down * speed * Time.deltaTime; } } void MoveUp() { if (Mathf.Abs (rb2d.velocity.y) > speed) { computer2d.position += Vector2.up * speed * Time.deltaTime; } else { computer2d.position += Vector2.up * speed * Time.deltaTime; } } }  
      I have looked up several posts across many different forums in order to create a much better AI. Most of the posts recommend that I use Raycasts to find out exactly where the ball might hit the paddle. I have looked up how to use them and I'm just completely lost, do raycasts consider collisions and go on infinitely or once they hit a wall, that's where it'll end up? Would anyone be able to help me understand raycasts a little better? 
      If you have another solution that enables me to calculate exactly where the ball will end up on the opponents side, I am more than willing to hear it
      Thanks again if you read this!
    • By eldwin11929
      We're looking for a Unity (C#) Programmer for our 2D Project. We're looking for a new lead programmer to continue with an existing project.
       
      Project is an open-world RTS, and is very close to a prototyping (playable) phase. Our existing lead, unfortunately, has no more time for the project, and thus we are in search of a new one who is interested.
       
      Game is purely fantasy based, and we'll be able to give you much more detailed info about the project as we begin to work you into it.
       
      You'll be working with our junior developer, who has been here since the beginning.
       
      Primary skills needed are just being able to work within Unity. But skills within XML are also a plus.
       
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      -Further implementation of an existing random spawning algorithm (used to spawn things like enemies randomly across the Map).
      -Making sure to Save and Record all respective aspects of what was mentioned above.
      -Handling our XML database- database is created, but we’ll need to be integrating it. This includes all various things from units to abilities and so forth. Will also need to handle implementing an object’s unique attributes we cannot take care of within XML.
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      -Various Saving and Recording of all respective aspects of the database info mentioned above.
      -Various Performance Enhancements.
      -Potential for various misc things, such as further UI work.
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      We have a considerable amount of things done already- however I must warn ahead of time we have quite a bit of unclean code, which may be fairly overwhelming for a new developer on the project.
       
      Let me know your rates per hour, and we'll see if we can work out a good deal between both of us. Royalties are also included.
       
      If interested, send an email to: eldwin11929@yahoo.com
       
      Thanks!
    • By jhocking
      My bestselling and highly recommended Unity book has been fully revised! Unity in Action, Second Edition teaches you to write and deploy games with the Unity game development platform. You'll master the Unity toolset from the ground up, adding the skills you need to go from application coder to game developer.

      Foreword by Jesse Schell, author of The Art of Game Design

      Don't take my word for it being good, look at the sky-high ratings on GoodReads.

      You can order the ebook directly from the publisher's site, or order the book on Amazon to get both the physical book and a coupon to download the ebook!
    • By ThunderTwonk
      Hello everyone, I am working on a game idea and since I am still in the process of learning C# and the features available in unity I was hoping some of you might be able to offer me a little insight on things in general for getting started.
      I guess the basic components of what I'm wanting to create would be a Multi-levels management/city builder/rpg.
      The goal is to provide a framework for players to interact with, build in and affect the world both from a 3rd person action RPG as well as a zoomed out 4x style view (This would be something unlocked through gameplay)
       
      As for my questions go I was wondering if anyone had resources that could help me learn.  I've been on youtube as well as enrolled in an online course for basic unity and C# and will continue those but if anyone has any words of advice, a place that has good information and tutorials etc.
       
      Thanks for your time.
    • By Cahit Karahan

       
      Hi, I'm new in this forum. It is honorable to see such communities exist. I would like to share my new game. I did for android with unity. I know the game is a little awkward , but you have to know that this game is from the time when Unity's name is Unity3D  I have made my first game when I was 12. Now I am 22.  I have taken a lot of experience in this process and I can make better games nowadays. I have published this game nowadays but actually this game is very old but also it is very special for me :))
      I have just wanted to retouch and share this game, because it has a very important place for me.
       
      DESCRIPTION FROM GOOGLE PLAY STORE

      It's a special free 3D horror adventure action game for the halloween. Fun with scary sound effects and musics, 3D realistic graphics, you will feel the horror in the deep of your heart. Use your reflex. Totally free adventure. Totally scary horror game. 

      Tamarra, she is a beast from our world. She needs to consume souls from innocent people to stay alive. Story begins, the old Elaris tribe had lost their everything because of this beast who lived in the well. Araknas was the most powerful warrior of the tribe. One day, Araknas's mother was killed by the servant beasts of Tamarra. That's how Araknas's journey to the well begins. Tamara's well is guarded by horrible beasts. Araknas has to pass all servant beasts until he reaches Tamarra.

      Even death at the end is worth the revenge. 
      Are you brave enough to jump into Tamarra's well?

      Survive from witch attacks, clown attacks and many scary creature.

      - Realistic 3D graphics.
      - Scary sounds.
      - Scary musics.
      - Best experience with headphones.
      - A demon cage where you can imprison all the demons one by one
      - The witches do not like help, but they love blood stone. Witch store where you can develop your abilities and get new abilities.
      - Countless beasts.
      - At the end of the well there is a hidden surprise for you.

      *We do not recommend this game to people with clown phobia, spider phobia, or panic attacks.*

      **!!!**Note : This game is an early-access game, we are upgrading new features every day, new beasts, new improvements, as an example online 1vs1 fall on the list, so stay on connect and follow Halloween : Horror Well on Google Play.**!!!**

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Unity Why declare in reversed order for _WIN64?

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Good day people, I am seeing this in WinSock.h. But I'm not sure why do we have to "reverse" the declaration order if we're compiling it for _WIN64?   struct servent   {     #ifdef _WIN64       char    FAR * s_proto;       short   s_port;     #else       short   s_port;       char    FAR * s_proto;     #endif   }; Thanks in advance for any replies

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Structure alignment is usually done from highest size to lowest size in a descending order. This is done to attempt to keep structures aligned to whatever boundary the system desires ( 32bit 64bit, etc) and to reduce the amount of padding that would be added to a structure. Ptrs in Win64 are now going to be 8bytes, while the short will remain 2 bytes.


//Win32 struct
struct fine
{
int m_int; (4bytes no padding)
long m_long; (4bytes no padding)
int m_int2; (4bytes no padding)
};

// but in win64
struct bad
{
int m_int; (4bytes, 4bytes of padding (8 total bytes) )
long m_long; (8bytes, 0 padding)
int m_int; (4bytes, 4bytes of padding (8 total bytes) )
};

struct win64Good
{
long m_long; (8bytes no padding)
int m_int; (m_int and m_int2 fill up 8 consecutive bytes..no padding)
int m_int2;
};




[EDIT]
hmmm. Thats odd, now that I re-read your post, either way the char * would be bigger than the short.. There goes that theory =) Unless that is meant for backward compatibility for 16-bit systems too...
[EDIT]

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moeron is correct as to the desire to change. Now it breaks binary compatibility, but Win64 in native mode does anyway, which is why they can get away with it.
Don't see any difference byte order would make.

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Thanks guys,

This is the complete structure (I shouldn't have removed the first two
members). But even in this case padding of 6 bytes will still happen to "short
s_port" too, right? Unless it's better to have padding at the end of the
structure rather than somewhere in the middle.


    struct servent
    {
        char    FAR * s_name;
        char    FAR * FAR * s_aliases;
      #ifdef _WIN64
        char    FAR * s_proto;
        short   s_port;
      #else
        short   s_port;
        char    FAR * s_proto;
      #endif
    };

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Quote:
Original post by Jan Wassenberg
moeron is correct as to the desire to change. Now it breaks binary compatibility, but Win64 in native mode does anyway, which is why they can get away with it.
Don't see any difference byte order would make.
Yes, excellent answer. It's one of those things where someone didn't do it the best way to begin with. I get those a lot.

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Quote:
But even in this case padding of 6 bytes will still happen to "short
s_port" too, right?

Negative - padding is only strictly required before a data member. Sufficiently studly compilers could avoid adding padding to the end of a struct by checking alignment requirements of subsequent data.

iMalc:
Quote:
Yes, excellent answer. It's one of those things where someone didn't do it the best way to begin with. I get those a lot.

:) Hindsight is 20/20; once released, it's reasonable to set APIs in stone.
How do you mean "I get those a lot"?

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Thanks Jan, if I get your point correctly, the "bad" structure Moeron shown may
or may not have padding at the final "int" then? If no padding at the end were
to happen, the whole structure will be of size 8 + 8 + 4 = 20 bytes. That doesn't look
like an "optimized" size to me... Just wondering.


  struct bad
  {
    int  m_int1;
    long m_long;
    int  m_int2;  // No padding.
  };

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Exactly.
As to "optimized", it's a bit wasteful, yes. But the compiler cannot do anything about it; struct members must not be rearranged, since the coder may access them via pointer+direct offset.
This is why we must manually order from largest-smallest.

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Thanks Jan and everyone else, it's much clearer now. But I am still a bit
concerned about Microsoft doing that to their "globally" used header files. If
anyone of us is doing a direct offset into a structure, that code is going to
fail (though I know we should never do that).

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