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  • deWitters Game loop in libgdx(Android)

    - by jaysingh
    I am a beginner and I want a complete example in LibGDX for android(Fixed time game loop) how to limit the framerate to 50 or 60. Also how to mangae interpolation between game state with simple example code e.g. deWiTTERS Game Loop: @Override public void render() { float deltaTime = Gdx.graphics.getDeltaTime(); Update(deltaTime); Render(deltaTime); } libgdx comments:- There is a Gdx.graphics.setVsync() method (generic = backend-independant), but it is not present in 0.9.1, only in the Nightlies. "Relying on vsync for fixed time steps is a REALLY bad idea. It will break on almost all hardware out there. See LwjglApplicationConfiguration, there's a flag in there that let s use toggle gpu/software vsynching. Play around with it." (Mario) NOTE that none of these limit the framerate to a specific value... if you REALLY need to limit the framerate for some reason, you'll have to handle it yourself by returning from render calls if xxx ms haven't passed since the last render call. li

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  • Hot to get website/product reviews reflected in Google's search results using review-aggregate format

    - by BasP
    I am managing a website called Rent A Boat Amsterdam. We have a system that gathers reviews from people that have used our services and that publishes these customer reviews making them available for all website visitors. When these customer reviews are published we have placed them within the appropriate tags according to the guidelines set by Google, which you can find here. An example looks like this: <li class="" style="clear:both;"> <div class="hreview"> <div class="item" style="display:none;"><span class="fn">Boatname</span></div> <div style="border:1px solid #DEDEDE; background-color:#D9FFD4; margin:0 10px 10px 0; float:left; text-align:center; padding:10px; height:50px; width:70px;"><h1><span class="rating">10</span></h1>9-Jun-2010</div> <div> <div class="description"><p>Great canal Cruise!</p></div> <p class="reviewer vcard"><strong><span class="fn">First name Last name</span></strong></p> </div> </div> We have implemented these tags a couple of months ago, but there are no visible results in the Google SERP's. This whilst I had expected to find the reviews / ratings displayed similar to: Is anyone familiar with this topic and able to help me find the answer to the question why the review-aggregate format doesn't seem to have the desired effect?

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  • SQL SERVER – Function to Round Up Time to Nearest Minutes Interval

    - by pinaldave
    Though I have written more than 2300 blog posts, I always find things which I have not covered earlier in this blog post. Recently I was asked if I have written a function which rounds up or down the time based on the minute interval passed to it. Well, not earlier but it is here today. Here is a very simple example of how one can do the same. ALTER FUNCTION [dbo].[RoundTime] (@Time DATETIME, @RoundToMin INT) RETURNS DATETIME AS BEGIN RETURN ROUND(CAST(CAST(CONVERT(VARCHAR,@Time,121) AS DATETIME) AS FLOAT) * (1440/@RoundToMin),0)/(1440/@RoundToMin) END GO Above function needs two values. 1) The time which needs to be rounded up or down. 2) Time in minutes (the value passed here should be between 0 and 60 – if the value is incorrect the results will be incorrect.) Above function can be enhanced by adding functionalities like a) Validation of the parameters passed b) Accepting values like Quarter Hour, Half Hour etc. Here are few sample examples. SELECT dbo.roundtime1('17:29',30) SELECT dbo.roundtime1(GETDATE(),5) SELECT dbo.roundtime1('2012-11-02 07:27:07.000',15) When you run above code, it will return following results. Well, do you have any other way to achieve the same result? If yes, do share it here and I will be glad to share it on blog with due credit. Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: PostADay, SQL, SQL Authority, SQL DateTime, SQL Function, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology

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  • Not use CSS definitions for one <FORM>

    - by Svisstack
    I have template from themeforest and i dont want edit css from this template, because i don't have time for it. But i want integrate paypal buttons to my webpage, problem is paypal button use tag for selection payment option. I have overloaded style for tag and this not look like should. How to not use CSS for this element. I dont want use and if i don't must then i dont want edit this CSS;-) This css look wired, i must edit her to solve this problem? What is best solution for this? /*//// - Forms - ////*/ form { margin-bottom:20px; } body.ie7 form, body.ie8 { margin-bottom:40px; } form p { margin-bottom:15px; } form label { float:left; width:140px; margin-top:5px; } form input, form textarea, form select { padding:10px 5px; background:#fff url(../img/bg-input.gif) repeat-x top; border:1px solid #D9D9D9; width:448px; border-radius:3px; -moz-border-radius:3px; -webkit-border-radius:3px; } form input.small { width:35px; } html, body, div, span, object, iframe, h1, h2, h3, h4, h5, h6, p, blockquote, pre, abbr, address, cite, code, del, dfn, em, img, ins, kbd, q, samp, small, strong, sub, sup, var, b, i, dl, dt, dd, ol, ul, li, fieldset, form, label, legend, table, caption, tbody, tfoot, thead, tr, th, td, article, aside, figure, footer, header, hgroup, menu, nav, section, menu, time, mark, audio, video { margin:0; padding:0; border:0; outline:0; font-size:100%; vertical-align:baseline; background:transparent; } Can anyone help me?

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  • Using textureGrad for anisotropic integration approximation

    - by Amxx
    I'm trying to develop a real time rendering method using real time acquired envmap (cubemap) for lightning. This implies that my envmap can change as often as every frame and I therefore cannot use any method base on precomputation of the envmap (such as convolution with BRDF...) So far my method worked well with Phong BRDF. For specular contribution I direclty read the value in my sampleCube and I use mipmap levels + linear filter for simulating the roughtness of the material considered: int size = textureSize(envmap, 0).x; float specular_level = log2(size * sqrt(3.0)) - 0.5 * log2(ns + 1); vec3 env_specular = ks * specular_color * textureLod(envmap, l_g, specular_level); From this method I would like to upgrade to a microfacet based BRDF. I already have algorithm for evaluating the shape (including anisotropic direction) of the reflection but I cannot manage to read the values I want in my sampleCube. I believe I have to use textureGrad(envmap, l_g, X, Y); with l_g being the reflection direction in global space but I cannot manage to find which values to give to X and Y in order to correctly specify the area I want to consider. What value should I give to X and Y in orther for textureGrad(envmap, l_g, X, Y); to give the same result as textureLod(envmap, l_g, specular_level);

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  • box2d tween what am I missing

    - by philipp
    I have a Box2D project and I want to tween an kinematic body from position A, to position B. The tween function, got it from this blog: function easeInOut(t , b, c, d ){ if ( ( t /= d / 2 ) < 1){ return c/2 * t * t * t * t + b; } return -c/2 * ( (t -= 2 ) * t * t * t - 2 ) + b; } where t is the current value, b the start, c the end and d the total amount of frames (in my case). I am using the method introduced by this lesson of todd's b2d tutorials to move the body by setting its linear Velocity so here is relevant update code of the sprite: if( moveData.current == moveData.total ){ this._body.SetLinearVelocity( new b2Vec2() ); return; } var t = easeNone( moveData.current, 0, 1, moveData.total ); var step = moveData.length / moveData.total * t; var dir = moveData.direction.Copy(); //this is the line that I think might be corrected dir.Multiply( t * moveData.length * fps /moveData.total ) ; var bodyPosition = this._body.GetWorldCenter(); var idealPosition = bodyPosition.Copy(); idealPosition.Add( dir ); idealPosition.Subtract( bodyPosition.Copy() ); moveData.current++; this._body.SetLinearVelocity( idealPosition ); moveData is an Object that holds the global values of the tween, namely: current frame (int), total frames (int), the length of the total distance to travel (float) the direction vector (targetposition - bodyposition) (b2Vec2) and the start of the tween (bodyposition) (b2Vec2) Goal is to tween the body based on a fixed amount of frames: in moveData.total frames. The value of t is always between 0 and 1 and the only thing that is not working correctly is the resulting distance the body travels. I need to calculate the multiplier for the direction vector. What am I missing to make it work?? Greetings philipp

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  • How to fix issue with my 3D first person camera?

    - by dxCUDA
    My camera moves and rotates, but relative to the worlds origin, instead of the players. I am having difficulty rotating the camera and then translating the camera in the direction relative to the camera facing angle. I have been able to translate the camera and rotate relative to the players origin, but not then rotate and translate in the direction relative to the cameras facing direction. My goal is to have a standard FPS-style camera. float yaw, pitch, roll; D3DXMATRIX rotationMatrix; D3DXVECTOR3 Direction; D3DXMATRIX matRotAxis,matRotZ; D3DXVECTOR3 RotAxis; // Set the yaw (Y axis), pitch (X axis), and roll (Z axis) rotations in radians. pitch = m_rotationX * 0.0174532925f; yaw = m_rotationY * 0.0174532925f; roll = m_rotationZ * 0.0174532925f; up = D3DXVECTOR3(0.0f, 1.0f, 0.0f);//Create the up vector //Build eye ,lookat and rotation vectors from player input data eye = D3DXVECTOR3(m_fCameraX, m_fCameraY, m_fCameraZ); lookat = D3DXVECTOR3(m_fLookatX, m_fLookatY, m_fLookatZ); rotation = D3DXVECTOR3(m_rotationX, m_rotationY, m_rotationZ); D3DXVECTOR3 camera[3] = {eye,//Eye lookat,//LookAt up };//Up RotAxis.x = pitch; RotAxis.y = yaw; RotAxis.z = roll; D3DXVec3Normalize(&Direction, &(camera[1] - camera[0]));//Direction vector D3DXVec3Cross(&RotAxis, &Direction, &camera[2]);//Strafe vector D3DXVec3Normalize(&RotAxis, &RotAxis); // Create the rotation matrix from the yaw, pitch, and roll values. D3DXMatrixRotationYawPitchRoll(&matRotAxis, pitch,yaw, roll); //rotate direction D3DXVec3TransformCoord(&Direction,&Direction,&matRotAxis); //Translate up vector D3DXVec3TransformCoord(&camera[2], &camera[2], &matRotAxis); //Translate in the direction of player rotation D3DXVec3TransformCoord(&camera[0], &camera[0], &matRotAxis); camera[1] = Direction + camera[0];//Avoid gimble locking D3DXMatrixLookAtLH(&in_viewMatrix, &camera[0], &camera[1], &camera[2]);

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  • Why doesn't Unity's OnCollisionEnter give me surface normals, and what's the most reliable way to get them?

    - by michael.bartnett
    Unity's on collision event gives you a Collision object that gives you some information about the collision that happened (including a list of ContactPoints with hit normals). But what you don't get is surface normals for the collider that you hit. Here's a screenshot to illustrate. The red line is from ContactPoint.normal and the blue line is from RaycastHit.normal. Is this an instance of Unity hiding information to provide a simplified API? Or do standard 3D realtime collision detection techniques just not collect this information? And for the second part of the question, what's a surefire and relatively efficient way to get a surface normal for a collision? I know that raycasting gives you surface normals, but it seems I need to do several raycasts to accomplish this for all scenarios (maybe a contact point/normal combination misses the collider on the first cast, or maybe you need to do some average of all the contact points' normals to get the best result). My current method: Back up the Collision.contacts[0].point along its hit normal Raycast down the negated hit normal for float.MaxValue, on Collision.collider If that fails, repeat steps 1 and 2 with the non-negated normal If that fails, try steps 1 to 3 with Collision.contacts[1] Repeat 4 until successful or until all contact points exhausted. Give up, return Vector3.zero. This seems to catch everything, but all those raycasts make me queasy, and I'm not sure how to test that this works for enough cases. Is there a better way?

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  • VBO and shaders confusion, what's their connection?

    - by Jeffrey
    Considering OpenGL 2.1 VBOs and 1.20 GLSL shaders: When creating an entity like "Zombie", is it good to initialize just the VBO buffer with the data once and do N glDrawArrays() calls per each N zombies? Is there a more efficient way? (With a single call we cannot pass different uniforms to the shader to calculate an offset, see point 3) When dealing with logical object (player, tree, cube etc), should I always use the same shader or should I customize (or be able to customize) the shaders per each object? Considering an entity class, should I create and define the shader at object initialization? When having a movable object such as a human, is there any more powerful way to deal with its coordinates than to initialize its VBO object at 0,0 and define an uniform offset to pass to the shader to calculate its real position? Could you make an example of the Data Oriented Design on creating a generic zombie class? Is the following good? Zombielist class: class ZombieList { GLuint vbo; // generic zombie vertex model std::vector<color>; // object default color std::vector<texture>; // objects textures std::vector<vector3D>; // objects positions public: unsigned int create(); // return object id void move(unsigned int objId, vector3D offset); void rotate(unsigned int objId, float angle); void setColor(unsigned int objId, color c); void setPosition(unsigned int objId, color c); void setTexture(unsigned int, unsigned int); ... void update(Player*); // move towards player, attack if near } Example: Player p; Zombielist zl; unsigned int first = zl.create(); zl.setPosition(first, vector3D(50, 50)); zl.setTexture(first, texture("zombie1.png")); ... while (running) { // main loop ... zl.update(&p); zl.draw(); // draw every zombie }

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  • Billboarding restricted to an axis (cylindrical)

    - by user8709
    I have succesfully created a GLSL shader for a billboarding effect. I want to tweak this to restrict the billboarding to an arbitrary axis, i.e. a billboarded quad only rotates itself about the y-axis. I use the y-axis as an example, but essentially I would like this to be an arbitrary axis. Can anyone show me how to modify my existing shader below, or if I need to start from scratch, point me towards some resources that could be helpful? precision mediump float; uniform mat4 u_modelViewProjectionMat; uniform mat4 u_modelMat; uniform mat4 u_viewTransposeMat; uniform vec3 u_axis; // <------------ !!! the arbitrary axis to restrict rotation around attribute vec3 a_position0; attribute vec2 a_texCoord0; varying vec2 v_texCoord0; void main() { vec3 pos = (a_position0.x * u_viewTransposeMat[0] + a_position0.y * u_viewTransposeMat[1]).xyz; vec4 position = vec4(pos, 1.0); v_texCoord0 = a_texCoord0; gl_Position = u_modelViewProjectionMat * position; }

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  • 'Binary XML' for game data?

    - by bluescrn
    I'm working on a level editing tool that saves its data as XML. This is ideal during development, as it's painless to make small changes to the data format, and it works nicely with tree-like data. The downside, though, is that the XML files are rather bloated, mostly due to duplication of tag and attribute names. Also due to numeric data taking significantly more space than using native datatypes. A small level could easily end up as 1Mb+. I want to get these sizes down significantly, especially if the system is to be used for a game on the iPhone or other devices with relatively limited memory. The optimal solution, for memory and performance, would be to convert the XML to a binary level format. But I don't want to do this. I want to keep the format fairly flexible. XML makes it very easy to add new attributes to objects, and give them a default value if an old version of the data is loaded. So I want to keep with the hierarchy of nodes, with attributes as name-value pairs. But I need to store this in a more compact format - to remove the massive duplication of tag/attribute names. Maybe also to give attributes native types, so, for example floating-point data is stored as 4 bytes per float, not as a text string. Google/Wikipedia reveal that 'binary XML' is hardly a new problem - it's been solved a number of times already. Has anyone here got experience with any of the existing systems/standards? - are any ideal for games use - with a free, lightweight and cross-platform parser/loader library (C/C++) available? Or should I reinvent this wheel myself? Or am I better off forgetting the ideal, and just compressing my raw .xml data (it should pack well with zip-like compression), and just taking the memory/performance hit on-load?

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  • XNA Seeing through heightmap problem

    - by Jesse Emond
    I've recently started learning how to program in 3D with XNA and I've been trying to implement a Terrain3D class(a very simple height map). I've managed to draw a simple terrain, but I'm getting a weird bug where I can see through the terrain. This bug happens when I'm looking through a hill from the map. Here is a picture of what happens: I was wondering if this is a common mistake for starters and if any of you ever experienced the same problem and could tell me what I'm doing wrong. If it's not such an obvious problem, here is my Draw method: public override void Draw() { Parent.Engine.SpriteBatch.Begin(SpriteBlendMode.None, SpriteSortMode.Immediate, SaveStateMode.SaveState); Camera3D cam = (Camera3D)Parent.Engine.Services.GetService(typeof(Camera3D)); if (cam == null) throw new Exception("Camera3D couldn't be found. Drawing a 3D terrain requires a 3D camera."); float triangleCount = indices.Length / 3f; basicEffect.Begin(); basicEffect.World = worldMatrix; basicEffect.View = cam.ViewMatrix; basicEffect.Projection = cam.ProjectionMatrix; basicEffect.VertexColorEnabled = true; Parent.Engine.GraphicsDevice.VertexDeclaration = new VertexDeclaration( Parent.Engine.GraphicsDevice, VertexPositionColor.VertexElements); foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes) { pass.Begin(); Parent.Engine.GraphicsDevice.Vertices[0].SetSource(vertexBuffer, 0, VertexPositionColor.SizeInBytes); Parent.Engine.GraphicsDevice.Indices = indexBuffer; Parent.Engine.GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, vertices.Length, 0, (int)triangleCount); pass.End(); } basicEffect.End(); Parent.Engine.SpriteBatch.End(); } Parent is just a property holding the screen that the component belongs to. Engine is a property of that parent screen holding the engine that it belongs to. If I should post more code(like the initialization code), then just leave a comment and I will.

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  • Image with FadeIn effect blinks when added to scene

    - by Ef Es
    I am trying to add an image to the scene, but it should just be added to the scene invisible, FadeIn and then be deleted when the effect finishes. My problem is that the images blink once when they are added to the scene, then they do the intended effect. My best guess is that when they are added they show on the scene for a split second before starting the animation. I though of making them invisible for a split second before activating them, but I am not sure how to code it. const bool Sunbeams::add() { const CCSize kSceenSize = CCDirector::sharedDirector()->getWinSize(); const int nRayType = random( m_kRays.size()); const CCPoint kPosition( random( static_cast < int >( kSceenSize.width)), 0.0f); const float fDuration = random( m_fDurationVariance) + m_fDurationMin; CCSprite* pkLightBeam = CCSprite::spriteWithTexture( m_kRays[nRayType]); if ( !pkLightBeam) { msg::debug( "Sunbeams::add", "Failed to create sprite from ray '%d'!\n", m_kRays[nRayType]); return false; } pkLightBeam->setAnchorPoint( CCPointZero); pkLightBeam->setPosition( kPosition); m_kActiveBeams.push_back( pkLightBeam); CCDirector::sharedDirector()->getRunningScene()->addChild( pkLightBeam); CCActionInterval* pkAction = CCFadeIn::actionWithDuration( fDuration); CCActionInterval* pkActionBack = pkAction->reverse(); pkLightBeam->runAction( CCSequence::actions( pkAction, pkActionBack, 0)); return true; }

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  • How to account for speed of the vehicle when shooting shells from it?

    - by John Murdoch
    I'm developing a simple 3D ship game using libgdx and bullet. When a user taps the mouse I create a new shell object and send it in the direction of the mouse click. However, if the user has tapped the mouse in the direction where the ship is currently moving, the ship catches up to the shells very quickly and can sometimes even get hit by them - simply because the speed of shells and the ship are quite comparable. I think I need to account for ship speed when generating the initial impulse for the shells, and I tried doing that (see "new line added"), but I cannot figure out if what I'm doing is the proper way and if yes, how to calculate the correct coefficient. public void createShell(Vector3 origin, Vector3 direction, Vector3 platformVelocity, float velocity) { long shellId = System.currentTimeMillis(); // hack ShellState state = getState().createShellState(shellId, origin.x, origin.y, origin.z); ShellEntity entity = EntityFactory.getInstance().createShellEntity(shellId, state); add(entity); entity.getBody().applyCentralImpulse(platformVelocity.mul(velocity * 0.02f)); // new line added, to compensate for the moving platform, no idea how to calculate proper coefficient entity.getBody().applyCentralImpulse(direction.nor().mul(velocity)); } private final Vector3 v3 = new Vector3(); public void shootGun(Vector3 direction) { Vector3 shipVelocity = world.getShipEntities().get(id).getBody().getLinearVelocity(); world.getState().getShipStates().get(id).transform.getTranslation(v3); // current location of our ship v3.add(direction.nor().mul(10.0f)); // hack; this is to avoid shell immediately impacting the ship that it got shot out from world.createShell(v3, direction, shipVelocity, 500); }

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  • GLSL, is it possible to offsetting vertices based on height map colour?

    - by Rob
    I am attempting to generate some terrain based upon a heightmap. I have generated a 32 x 32 grid and a corresponding height map - In my vertex shader I am trying to offset the position of the Y axis based upon the colour of the heightmap, white vertices being higher than black ones. //Vertex Shader Code #version 330 uniform mat4 modelMatrix; uniform mat4 viewMatrix; uniform mat4 projectionMatrix; uniform sampler2D heightmap; layout (location=0) in vec4 vertexPos; layout (location=1) in vec4 vertexColour; layout (location=3) in vec2 vertexTextureCoord; layout (location=4) in float offset; out vec4 fragCol; out vec4 fragPos; out vec2 fragTex; void main() { // Retreive the current pixel's colour vec4 hmColour = texture(heightmap,vertexTextureCoord); // Offset the y position by the value of current texel's colour value ? vec4 offset = vec4(vertexPos.x , vertexPos.y + hmColour.r, vertexPos.z , 1.0); // Final Position gl_Position = projectionMatrix * viewMatrix * modelMatrix * offset; // Data sent to Fragment Shader. fragCol = vertexColour; fragPos = vertexPos; fragTex = vertexTextureCoord; } However the code I have produced only creates a grid with none of the y vertices higher than any others.

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  • How can I set external monitor as default?

    - by iJeeves
    I have connected an external monitor to my laptop through HDMI. Currently either my Desktop is getting extended to the external monitor (with native resolution) or low resolution on both when I choose "Same Image in both". How can I ensure that the external monitor is used by default and the laptop monitor just blanks. I generated the xorg.conf file by doing: X -configure The following is the content of xorg.conf.new file generated in my user folder. Should I copy this anywhere? Should I edit the contents? Section "ServerLayout" Identifier "X.org Configured" Screen 0 "Screen0" 0 0 InputDevice "Mouse0" "CorePointer" InputDevice "Keyboard0" "CoreKeyboard" EndSection Section "Files" ModulePath "/usr/lib/xorg/modules" FontPath "/usr/share/fonts/X11/misc" FontPath "/usr/share/fonts/X11/cyrillic" FontPath "/usr/share/fonts/X11/100dpi/:unscaled" FontPath "/usr/share/fonts/X11/75dpi/:unscaled" FontPath "/usr/share/fonts/X11/Type1" FontPath "/usr/share/fonts/X11/100dpi" FontPath "/usr/share/fonts/X11/75dpi" FontPath "/var/lib/defoma/x-ttcidfont-conf.d/dirs/TrueType" FontPath "built-ins" EndSection Section "Module" Load "glx" Load "dri2" Load "record" Load "extmod" Load "dbe" Load "dri" EndSection Section "InputDevice" Identifier "Keyboard0" Driver "kbd" EndSection Section "InputDevice" Identifier "Mouse0" Driver "mouse" Option "Protocol" "auto" Option "Device" "/dev/input/mice" Option "ZAxisMapping" "4 5 6 7" EndSection Section "Monitor" Identifier "Monitor0" VendorName "Monitor Vendor" ModelName "Monitor Model" EndSection Section "Device" ### Available Driver options are:- ### Values: : integer, : float, : "True"/"False", ### : "String", : " Hz/kHz/MHz", ### : "%" ### [arg]: arg optional #Option "NoAccel" # [] #Option "SWcursor" # [] #Option "ColorKey" # #Option "CacheLines" # #Option "Dac6Bit" # [] #Option "DRI" # [] #Option "NoDDC" # [] #Option "ShowCache" # [] #Option "XvMCSurfaces" # #Option "PageFlip" # [] Identifier "Card0" Driver "intel" BusID "PCI:0:2:0" EndSection Section "Screen" Identifier "Screen0" Device "Card0" Monitor "Monitor0" SubSection "Display" Viewport 0 0 Depth 1 EndSubSection SubSection "Display" Viewport 0 0 Depth 4 EndSubSection SubSection "Display" Viewport 0 0 Depth 8 EndSubSection SubSection "Display" Viewport 0 0 Depth 15 EndSubSection SubSection "Display" Viewport 0 0 Depth 16 EndSubSection SubSection "Display" Viewport 0 0 Depth 24 EndSubSection EndSection

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  • How to run the pixel shader effcet??

    - by Yashwinder
    Below stated is the code for my pixel shader which I am rendering after the vertex shader. I have set the wordViewProjection matrix in my program but I don't know to set the progress variable i.e in my pixel shader file which will make the image displayed by the help of a quad to give out transition effect. Here is the code for my pixel shader program::: As my pixel shader is giving a static effect and now I want to use it to give some effect. So for this I have to add a progress variable in my pixel shader and initialize to the Constant table function i.e constantTable.SetValue(D3DDevice,"progress",progress ); I am having the problem in using this function for progress in my program. Anybody know how to set this variable in my program. And my new pixel Shader code is float progress : register(C0); sampler2D implicitInput : register(s0); sampler2D oldInput : register(s1); struct VS_OUTPUT { float4 Position : POSITION; float4 Color : COLOR0; float2 UV : TEXCOORD 0; }; float4 Blinds(float2 uv) { if(frac(uv.y * 5) < progress) { return tex2D(implicitInput, uv); } else { return tex2D(oldInput, uv); } } // Pixel Shader { return Blinds(input.UV); }

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  • Example of DOD design (on a generic Zombie game)

    - by Jeffrey
    I can't seem to find a nice explanation of the Data Oriented Design for a generic zombie game (it's just an example, pretty common example). Could you make an example of the Data Oriented Design on creating a generic zombie class? Is the following good? Zombie list class: class ZombieList { GLuint vbo; // generic zombie vertex model std::vector<color>; // object default color std::vector<texture>; // objects textures std::vector<vector3D>; // objects positions public: unsigned int create(); // return object id void move(unsigned int objId, vector3D offset); void rotate(unsigned int objId, float angle); void setColor(unsigned int objId, color c); void setPosition(unsigned int objId, color c); void setTexture(unsigned int, unsigned int); ... void update(Player*); // move towards player, attack if near } Example: Player p; Zombielist zl; unsigned int first = zl.create(); zl.setPosition(first, vector3D(50, 50)); zl.setTexture(first, texture("zombie1.png")); ... while (running) { // main loop ... zl.update(&p); zl.draw(); // draw every zombie } Or would creating a generic World container that contains every action from bite(zombieId, playerId) to moveTo(playerId, vector) to createPlayer() to shoot(playerId, vector) to face(radians)/face(vector); and contains: std::vector<zombie> std::vector<player> ... std::vector<mapchunk> ... std::vector<vbobufferid> player_run_animation; ... be a good example? Whats the proper way to organize a game with DOD?

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  • Blur gets displaced compared to original image

    - by user1294203
    I have implemented a SSAO and I'm using a blur step to smooth it out. The problem is that the blurred texture is slightly displaced compared to the original. I'm blurring using a 4x4 kernel since that was my noise kernel in SSAO. The following is the blurring shader: float result = 0.0; for(int i = 0; i < 4; i++){ for(int j = 0; j < 4; j++){ vec2 offset = vec2(TEXEL_SIZE.x * i, TEXEL_SIZE.y * j); result += texture(aoSampler, TexCoord + offset).r; } } out_AO = vec4(vec3(0.0), result * 0.0625); Where TEXEL_SIZE is one over my window resolution. I was thinking that this is was an error based on how OpenGL counts the Texel center, so I tried displacing the texture coordinate I was using by 0.5 * TEXEL_SIZE, but there was still a slight displacement. The texture input to my blur shader, has wrap parameters: glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); When I tell the blur shader to just output the the value of the pixel, the result is not displaced, so it must have something to do with how neighboring pixels are sampled. Any thoughts?

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  • Why do the order of uniforms gets changed by the compiler?

    - by Aybe
    I have the following shader, everything works fine when setting the value of one of the matrices but I've discovered that getting a value back is incorrect for View and Projection, they are in reverse order. #version 430 precision highp float; layout (location = 0) uniform mat4 Model; layout (location = 1) uniform mat4 View; layout (location = 2) uniform mat4 Projection; layout (location = 0) in vec3 in_position; layout (location = 1) in vec4 in_color; out vec4 out_color; void main(void) { gl_Position = Projection * View * Model * vec4(in_position, 1.0); out_color = in_color; } When querying their location they are effectively reversed, I did a small test by renaming View to Piew which puts it before Projection if sorted alphabetically and the order is correct. Now if I do remove layout (location = ...) from the uniforms, the problem disappears !? I am starting to think that this is a driver bug as explained in the wiki. Do you know why the order of the uniforms is changed whenever the shader is compiled ? (using an AMD HD7850)

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  • how to move the camera behind a model with the same angle? in XNA

    - by Mehdi Bugnard
    I meet are having difficulty in moving my camera behind an object in a 3D world. I would create two view mode. 1: for fps (first person). 2nd: external view behind the character (second person). I searched the net some example but it does not work in my project. Here is my code used to change view if F2 is pressed //Camera double X1 = this.camera.PositionX; double X2 = this.player.Position.X; double Z1 = this.camera.PositionZ; double Z2 = this.player.Position.Z; //Verify that the user must not let the press F2 if (!this.camera.IsF2TurnedInBoucle) { // If the view mode is the second person if (this.camera.ViewCamera_type == CameraSimples.ChangeView.SecondPerson) { this.camera.ViewCamera_type = CameraSimples.ChangeView.firstPerson; //Calcul position - ?? Here my problem double direction = Math.Atan2(X2 - X1, Z2 - Z1) * 180.0 / 3.14159265; //Calcul angle - ?? Here my problem this.camera.position = .. this.camera.rotation = .. this.camera.MouseRadian_LeftrightRot = (float)direction; } //IF mode view is first person else { //....

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  • Calculating collision force with AfterCollision/NormalImpulse is unreliable when IgnoreCCD = false?

    - by Michael
    I'm using Farseer Physics Engine 3.3.1 in a very simple XNA 4 test game. (Note: I'm also tagging this Box2D, because Farseer is a direct port of Box2D and I will happily accept Box2D answers that solve this problem.) In this game, I'm creating two bodies. The first body is created using BodyFactory.CreateCircle and BodyType.Dynamic. This body can be moved around using the keyboard (which sets Body.LinearVelocity). The second body is created using BodyFactory.CreateRectangle and BodyType.Static. This body is static and never moves. Then I'm using this code to calculate the force of collision when the two bodies collide: staticBody.FixtureList[0].AfterCollision += new AfterCollisionEventHandler(AfterCollision); protected void AfterCollision(Fixture fixtureA, Fixture fixtureB, Contact contact) { float maxImpulse = 0f; for (int i = 0; i < contact.Manifold.PointCount; i++) maxImpulse = Math.Max(maxImpulse, contact.Manifold.Points[i].NormalImpulse); // maxImpulse should contain the force of the collision } This code works great if both of these bodies are set to IgnoreCCD=true. I can calculate the force of collision between them 100% reliably. Perfect. But here's the problem: If I set the bodies to IgnoreCCD=false, that code becomes wildly unpredictable. AfterCollision is called reliably, but for some reason the NormalImpulse is 0 about 75% of the time, so only about one in four collisions is registered. Worse still, the NormalImpulse seems to be zero for completely random reasons. The dynamic body can collide with the static body 10 times in a row in virtually exactly the same way, and only 2 or 3 of the hits will register with a NormalImpulse greater than zero. Setting IgnoreCCD=true on both bodies instantly solves the problem, but then I lose continuous physics detection. Why is this happening and how can I fix it? Here's a link to a simple XNA 4 solution that demonstrates this problem in action: http://www.mediafire.com/?a1w242q9sna54j4

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  • Question about mipmaps + anisotropic filtering

    - by Telanor
    I'm a bit confused here and maybe someone can explain this to me. I created a simple test texture for my terrain which is nothing more than a solid green color with a black grid overlayed on top of it. If I look at the terrain in the distance with mipmapping on and linear filtering, the grid lines become blurry fairly quickly and further back the grid is pretty much invisible. With these settings, I don't get any moire patterns at all. If I turn on anisotropic filtering, however, the higher the anisotropic level, the more the terrain looks like it did with without mipmapping. The lines are much crisper nearby but in the distance I start to see terrible moire patterns. My understanding was that mipmapping is supposed to get rid of moire patterns. I've always had anisotropic filtering on in every game I play and I've never noticed any moire patterns as a result, so I don't understand why it's happening in my game. I am using logarithmic depth however, could that be causing any problems? And if it is, how do I resolve it? I've created my sampler state like so (I'm using slimdx): ssa = SamplerState.FromDescription(Engine.Device, new SamplerDescription { AddressU = TextureAddressMode.Clamp, AddressV = TextureAddressMode.Clamp, AddressW = TextureAddressMode.Clamp, Filter = Filter.Anisotropic, MaximumAnisotropy = anisotropicLevel, MinimumLod = 0, MaximumLod = float.MaxValue });

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  • Javascript: Machine Constants Applicable?

    - by DavidB2013
    I write numerical routines for students of science and engineering (although they are freely available for use by anybody else as well) and am wondering how to properly use machine constants in a JavaScript program, or if they are even applicable. For example, say I am writing a program in C++ that numerically computes the roots of the following equation: exp(-0.7x) + sin(3x) - 1.2x + 0.3546 = 0 A root-finding routine should be able to compute roots to within the machine epsilon. In C++, this value is specified by the language: DBL_EPSILON. C++ also specifies the smallest and largest values that can be held by a float or double variable. However, how does this convert to JavaScript? Since a Javascript program runs in a web browser, and I don't know what kind of computer will run the program, and JavaScript does not have corresponding predefined values for these quantities, how can I implement my own version of these constants so that my programs compute results to as much accuracy as allowed on the computer running the web browser? My first draft is to simply copy over the literal constants from C++: FLT_MIN: 1.17549435082229e-038 FLT_MAX: 3.40282346638529e+038 DBL_EPSILON: 2.2204460492503131e-16 I am also willing to write small code blocks that could compute these values for each machine on which the program is run. That way, a supercomputer might compute results to a higher accuracy than an old, low-level, PC. BUT, I don't know if such a routine would actually reach the computer, in which case, I would be wasting my time. Anybody here know how to compute and use (in Javascript) values that correspond to machine constants in a compiled language? Is it worth my time to write small programs in Javascript that compute DBL_EPSILON, FLT_MIN, FLT_MIN, etc. for use in numerical routines? Or am I better off simply assigning literal constants that come straight from C++ on a standard Windows PC?

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  • Is it possible to render and style a <title> element from within the <head> of an html document?

    - by Brian Z
    Is it possible to render and style a <title> element from within the <head> of an html document? I thought it was impossible to render information from the <head>, but the system status page for 37signals.com seems to be doing just that - http://status.37signals.com/. If you inspect the element at the very top of the page, the text that reads "37signals System Status", you'll see that the part of the DOM that is generating the text is the <head>'s <title>, and the css is as follows: title { display: block; margin: 10px auto; max-width: 840px; width: 100%; padding: 0 20px; float: left; color: black; text-rendering: optimizelegibility; -moz-box-sizing: border-box; box-sizing: border-box; } Can someone confirm that the <title> info from the <head> is indeed what is being rendered? If so, can someone point to documentation that defines this capability as I have not found any? I have applied the above css to an html document on my local web server using the same browser (chromium, os x 10.8.5) as the 37signals site was viewed on, yet my file did not display the <head>'s <title>.

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