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  • rotate player based off of joystick

    - by pengume
    Hey everyone I have this game that i am making in android and I have a touch screen joystick that moves the player around based on the joysticks position. I cant figure out how to also get the player to rotate at the same angle of the joystick. so when the joystick is to the left the players bitmap is rotated to the left as well. Maybe someone here has some sample code I could look at here is the joysticks class that I am using. `public class GameControls implements OnTouchListener { public float initx = DroidzActivity.screenWidth - 45; //255; // 320 og 425 public float inity = DroidzActivity.screenHeight - 45;//425; // 480 og 267 public Point _touchingPoint = new Point( DroidzActivity.screenWidth - 45, DroidzActivity.screenHeight - 45); public Point _pointerPosition = new Point(DroidzActivity.screenWidth - 100, DroidzActivity.screenHeight - 100); // ogx 220 ogy 150 private Boolean _dragging = false; private boolean attackMode = false; @Override public boolean onTouch(View v, MotionEvent event) { update(event); return true; } private MotionEvent lastEvent; public boolean ControlDragged; private static double angle; public void update(MotionEvent event) { if (event == null && lastEvent == null) { return; } else if (event == null && lastEvent != null) { event = lastEvent; } else { lastEvent = event; } // drag drop if (event.getAction() == MotionEvent.ACTION_DOWN) { if ((int) event.getX() > 0 && (int) event.getX() < 50 && (int) event.getY() > DroidzActivity.screenHeight - 160 && (int) event.getY() < DroidzActivity.screenHeight - 0) { setAttackMode(true); } else { _dragging = true; } } else if (event.getAction() == MotionEvent.ACTION_UP) { if(isAttackMode()){ setAttackMode(false); } _dragging = false; } if (_dragging) { ControlDragged = true; // get the pos _touchingPoint.x = (int) event.getX(); _touchingPoint.y = (int) event.getY(); // Log.d("GameControls", "x = " + _touchingPoint.x + " y = " //+ _touchingPoint.y); // bound to a box if (_touchingPoint.x < DroidzActivity.screenWidth - 75) { // og 400 _touchingPoint.x = DroidzActivity.screenWidth - 75; } if (_touchingPoint.x > DroidzActivity.screenWidth - 15) {// og 450 _touchingPoint.x = DroidzActivity.screenWidth - 15; } if (_touchingPoint.y < DroidzActivity.screenHeight - 75) {// og 240 _touchingPoint.y = DroidzActivity.screenHeight - 75; } if (_touchingPoint.y > DroidzActivity.screenHeight - 15) {// og 290 _touchingPoint.y = DroidzActivity.screenHeight - 15; } // get the angle setAngle(Math.atan2(_touchingPoint.y - inity, _touchingPoint.x - initx) / (Math.PI / 180)); // Move the ninja in proportion to how far // the joystick is dragged from its center _pointerPosition.y += Math.sin(getAngle() * (Math.PI / 180)) * (_touchingPoint.x / 70); // og 180 70 _pointerPosition.x += Math.cos(getAngle() * (Math.PI / 180)) * (_touchingPoint.x / 70); // make the pointer go thru if (_pointerPosition.x > DroidzActivity.screenWidth) { _pointerPosition.x = 0; } if (_pointerPosition.x < 0) { _pointerPosition.x = DroidzActivity.screenWidth; } if (_pointerPosition.y > DroidzActivity.screenHeight) { _pointerPosition.y = 0; } if (_pointerPosition.y < 0) { _pointerPosition.y = DroidzActivity.screenHeight; } } else if (!_dragging) { ControlDragged = false; // Snap back to center when the joystick is released _touchingPoint.x = (int) initx; _touchingPoint.y = (int) inity; // shaft.alpha = 0; } } public void setAttackMode(boolean attackMode) { this.attackMode = attackMode; } public boolean isAttackMode() { return attackMode; } public void setAngle(double angle) { this.angle = angle; } public static double getAngle() { return angle; } }` I should also note that the player has animations based on when he is moving or attacking. EDIT: I got the angle and am rotating the sprite around in the correct angle however it rotates on the wrong spot. My sprite is one giant bitmap that gets cut into four pieces and only one shown at a time to animate walking. here is the code I am using to rotate him right now. ` public void draw(Canvas canvas,int pointerX, int pointerY) { Matrix m; if (setRotation){ // canvas.save(); m = new Matrix(); m.reset(); // spriteWidth and spriteHeight are for just the current frame showed //m.setTranslate(spriteWidth / 2, spriteHeight / 2); //get and set rotation for ninja based off of joystick m.preRotate((float) GameControls.getRotation()); //create the rotated bitmap flipedSprite = Bitmap.createBitmap(bitmap , 0, 0,bitmap.getWidth(),bitmap.getHeight() , m, true); //set new bitmap to rotated ninja setBitmap(flipedSprite); setRotation = false; // canvas.restore(); Log.d("Ninja View", "angle of rotation= " +(float) GameControls.getRotation()); } ` And then the draw method // create the destination rectangle for the ninjas current animation frame // pointerX and pointerY are from the joystick moving the ninja around destRect = new Rect(pointerX, pointerY, pointerX + spriteWidth, pointerY + spriteHeight); canvas.drawBitmap(bitmap, getSourceRect(), destRect, null);

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  • What's the best language to use for a simple windows 7 dynamic gui desktop app [closed]

    - by Gregor Samsa
    [Note: I hope I am not breaking etiquette, but I originally posted a variant on this question here, but am re-asking here because I am making this now solely a question about programming.] I would like to program of the following simple form: The user can produce X number of resizable frames (analogous to HTML frames). Each frame serves as a simple text editor, which you can type into and save the whole configuration including resized windows and text. The user should be able alternately "freeze" and present the information, and "unfreeze" and edit frames. Thus it will be a cross between a calendar and a text editor. I don't particularly care if it is a web application or not. What languages are ideal for such a setup? I know some C and Python and Html, and am willing to learn others if need be. It seems to me this should be a relatively easy program to make, but I need a little direction before starting. EDIT: My OS is Windows 7.

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  • How to implement "bullet time" in a multiplayer game?

    - by Tom
    I have never seen such a feature before, but it should provide an interesting gameplay opportunity. So yes, in a multiplayer/real-time environment (imagine FPS), how could I implement a slow motion/bullet time effect? Something like an illusion for the player that's currently slo-mo'ed. So everybody sees him "real-time", but he sees everything slowed down. Update A sidenote: keep in mind that a FPS game has to be balanced in order for it to be fun. So yes, this bullet time feature has to be solid, giving a small advantage to the "player", while not taking away from other players. Plus, there is a possibility that two players could activate their bullet time at the same time. Furthermore: I'm going to implement this in the future no matter what it takes. And, the idea is to build a whole new game engine for all this. If that gives new options, I'm more then interested in hearing the ideas. Meanwhile, here with my team we're thinking about this too, when our theory will be crafted, I'm going to share it here. Is this even possible? So, the question on "is this even possible" has been answered, now it's time to find the best solution. I'm keeping the "answer" until something exceptionally good comes up, like a prototype theory with something close to working pseudo code.

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  • LightScythe Creates Huge Light Paintings

    - by Jason Fitzpatrick
    Earlier this year we showed you how an LED POV staff could be used to visualize network data. This build takes it to another level and allows you to imprint entire words and images into photos. Gavin, a hardware hacker from Sydney, built an open-source POV (persistence of vision) staff after the Wi-Fi visualizer inspired him to begin playing with large POV builds. He built his POV staff using LED strips, wireless controllers, and a laptop to send the signals at the proper intervals to the staff. He can write words, create images, and even send Pac-Man racing across the frame. Hit up the link below to read more about his project and grab his schematics and parts lists. LightScythe [The Mechatronics Guy via Make] HTG Explains: Photography with Film-Based CamerasHow to Clean Your Dirty Smartphone (Without Breaking Something)What is a Histogram, and How Can I Use it to Improve My Photos?

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  • Can i change the order of these OpenGL / Win32 calls?

    - by Adam Naylor
    I've been adapting the NeHe ogl/win32 code to be more object orientated and I don't like the way some of the calls are structured. The example has the following pseudo structure: Register window class Change display settings with a DEVMODE Adjust window rect Create window Get DC Find closest matching pixel format Set the pixel format to closest match Create rendering context Make that context current Show the window Set it to foreground Set it to having focus Resize the GL scene Init GL The points in bold are what I want to move into a rendering class (the rest are what I see being pure win32 calls) but I'm not sure if I can call them after the win32 calls. Essentially what I'm aiming for is to encapsulate the Win32 calls into a Platform::Initiate() type method and the rest into a sort of Renderer::Initiate() method. So my question essentially boils down to: "Would OpenGL allow these methods to be called in this order?" Register window class Adjust window rect Create window Get DC Show the window Set it to foreground Set it to having focus Change display settings with a DEVMODE Find closest matching pixel format Set the pixel format to closest match Create rendering context Make that context current Resize the GL scene Init GL (obviously passing through the appropriate window handles and device contexts.) Thanks in advance.

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  • Play videos with libwebkit in Ubuntu 11.10 server

    - by Luis Fagundes
    I'm using libwebkit (with python-webkit) to render a page that plays a video. This application works fine in a Ubuntu 11.04 Desktop, Nvidia card and lots of libraries and software installed, but in a fresh Ubuntu 11.10 Server with intel 82945G/GZ card the video does not play. I guess either some codec package is missing or it's a driver problem. What could be missing for this to play? I'm trying with this video: http://video.eustasy.co.uk/480/ EDIT: doesn't look like a driver problem. With chromium I can play the video, but with libwebkit + python-webkit the video just shows the first frame and doesn't play. Any hints on what package could be missing? SOLVED: apparently it had to do with lack of audio. While chrome would play the video with no sound, libwebkit wouldn't start video. Adding user to audio and video groups solved the problem.

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  • Chrome dispay Glich when GPU acc. on

    - by user289172
    Hy Everyone! I have some graphics glich when enable gpu acc. in chrome. If i disable acceleraion it fix the glich but, in full HD most of flash videos frame rate drop above frogs a**, so very slow... :) Any idea, what can i do? I Upload 2 pics from glich. My hardware: CM Hyper TX 3 on AMD A5300 with HD 7480D 6 GB RAM I use official AMD driver from amd.com, Ubuntu 14.04(I upgraded from 12.04, in Ubuntu 12, same glitch with old drivers.) I reinstalld x.org completly and purge all config files, but this didnt resolve the problem. If i use other drivers, i have some other problem ie.:nor automatic resolution chnge when connect new monitor, false refreshrate for displays and etc. Thanks for the help! http://i.stack.imgur.com/9PkrK.jpg http://i.stack.imgur.com/AMS22.jpg

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  • Farseer Physics: Ways to create a Body?

    - by EdgarT
    I want to create something similar to this using farsser and Kinect: https://vimeo.com/33500649 This is my implementation until now: http://www.youtube.com/watch?v=GlIvJRhco4U I have the outline vertices and the triangulation of the user. And following the Texture to Polygonmsample i used this line to create the shape, where farseerObject is a list of vertices of the triangles: _compound = BodyFactory.CreateCompoundPolygon(World, farseerObject, 1f, BodyType.Dynamic); But I have to update the body each frame (like 30 fps) and this is very slow. I get just 2 or 3 fps. There's another (faster) way to create the Body from a list of triangles or the contour vertices?

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  • Equation / formula to determine an objects position on an ellipitcal path

    - by David Murphy
    I'm making a space game, as such I need objects to follow an elliptical path (orbit). I've worked out how to calculate all the important aspects of my orbits, the only remaining thing is how to have an object follow it. My Orbit class contains the major, minor (and by extension semi-major,semi-minor) lengths. The focii radius, area and circumference even. What is the equation to determine an objects x/y position (only need 2D) on an ellipse with a certain speed after a period of time. Basically, every frame I want to update the position based on the amount of elapsed time. I would like to have the speed along the path speed up and slow down according to the distance from the object it's orbiting, but not sure how to factor this in to the above given that at any point in time the speed has changed from it's previous speed. EDIT I can't answer my own question. But I found the question and answer is already on stackexchange: Kepler orbit : get position on the orbit over time

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  • Is error suppression acceptable in role of logic mechanism?

    - by Rarst
    This came up in code review at work in context of PHP and @ operator. However I want to try keep this in more generic form, since few question about it I found on SO got bogged down in technical specifics. Accessing array field, which is not set, results in error message and is commonly handled by following logic (pseudo code): if field value is set output field value Code in question was doing it like: start ignoring errors output field value stop ignoring errors The reasoning for latter was that it's more compact and readable code in this specific case. I feel that those benefits do not justify misuse (IMO) of language mechanics. Is such code is being "clever" in a bad way? Is discarding possible error (for any reason) acceptable practice over explicitly handling it (even if that leads to more extensive and/or intensive code)? Is it acceptable for programming operators to cross boundaries of intended use (like in this case using error handling for controlling output)? Edit I wanted to keep it more generic, but specific code being discussed was like this: if ( isset($array['field']) ) { echo '<li>' . $array['field'] . '</li>'; } vs the following example: echo '<li>' . @$array['field'] . '</li>';

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  • Is there any good reason I would want my website to be framed?

    - by minitech
    I'm building a website that's not security-critical in any way at all, so having somebody put a page in an <iframe> is not particularly dangerous to its users. However, as my website doesn't have script plugins that will be used anywhere else, is there any reason why I shouldn't just apply: X-Frame-Options: Deny to every page on my website? Is there any valid reason for any other website to embed mine? I've seen plenty of content-stealing ones and attempts to hijack user accounts, but never an actual good usage of frames that's not an explicit feature of the website.

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  • Corona sdk events dispatched with dispatchEvent() are handled directly upon call. Why so?

    - by Amoxus
    I noticed to my surprise that an event created with dispatchEvent(event) gets handled directly when called, and not together with other events at a specific phase of the frame loop. Two main reasons of having an event system are: so that you can call code B from code A, but still want to prioritize code A. to make sure there are no freaky loopedy loops where code A calls code B calls code A ... I wonder what Ansca's rationale behind having events being handled directly this way is. And does Corona handle loopedy loops and other such pitfalls gracefully? The following code demonstrates dispatchEvent(): T= {} Z = display.newRect(100,100,100,100) function T.doSomething() print("T.doSomething: begun") local event = { name="myEventType", target=T } Z:dispatchEvent( event ) print("T.doSomething: ended") end function Z.sayHello(event) print("Z.sayHello: begun and ended") end Z:addEventListener("myEventType", Z.sayHello) print("Main: begun") T.doSomething() print("Main: ended") However Ansca claims the contrary at http://developer.coronalabs.com/reference/index/objectdispatchevent Can anyone clear this up a little? ( Using Corona simulator V 2012.840 )

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  • Creating a DrawableGameComponent

    - by Christian Frantz
    If I'm going to draw cubes effectively, I need to get rid of the numerous amounts of draw calls I have and what has been suggested is that I create a "mesh" of my cubes. I already have them being stored in a single vertex buffer, but the issue lies in my draw method where I am still looping through every cube in order to draw them. I thought this was necessary as each cube will have a set position, but it lowers the frame rate incredibly. What's the easiest way to go about this? I have a class CubeChunk that inherits Microsoft.Stuff.DrawableGameComponent, but I don't know what comes next. I suppose I could just use the chunk of cubes created in my cube class, but that would just keep me going in circles and drawing each cube individually. The goal here is to create a draw method that draws my chunk as a whole, and to not draw individual cubes as I've been doing.

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  • Processing Text and Binary (Blob, ArrayBuffer, ArrayBufferView) Payload in WebSocket - (TOTD #185)

    - by arungupta
    The WebSocket API defines different send(xxx) methods that can be used to send text and binary data. This Tip Of The Day (TOTD) will show how to send and receive text and binary data using WebSocket. TOTD #183 explains how to get started with a WebSocket endpoint using GlassFish 4. A simple endpoint from that blog looks like: @WebSocketEndpoint("/endpoint") public class MyEndpoint { public void receiveTextMessage(String message) { . . . } } A message with the first parameter of the type String is invoked when a text payload is received. The payload of the incoming WebSocket frame is mapped to this first parameter. An optional second parameter, Session, can be specified to map to the "other end" of this conversation. For example: public void receiveTextMessage(String message, Session session) {     . . . } The return type is void and that means no response is returned to the client that invoked this endpoint. A response may be returned to the client in two different ways. First, set the return type to the expected type, such as: public String receiveTextMessage(String message) { String response = . . . . . . return response; } In this case a text payload is returned back to the invoking endpoint. The second way to send a response back is to use the mapped session to send response using one of the sendXXX methods in Session, when and if needed. public void receiveTextMessage(String message, Session session) {     . . .     RemoteEndpoint remote = session.getRemote();     remote.sendString(...);     . . .     remote.sendString(...);    . . .    remote.sendString(...); } This shows how duplex and asynchronous communication between the two endpoints can be achieved. This can be used to define different message exchange patterns between the client and server. The WebSocket client can send the message as: websocket.send(myTextField.value); where myTextField is a text field in the web page. Binary payload in the incoming WebSocket frame can be received if ByteBuffer is used as the first parameter of the method signature. The endpoint method signature in that case would look like: public void receiveBinaryMessage(ByteBuffer message) {     . . . } From the client side, the binary data can be sent using Blob, ArrayBuffer, and ArrayBufferView. Blob is a just raw data and the actual interpretation is left to the application. ArrayBuffer and ArrayBufferView are defined in the TypedArray specification and are designed to send binary data using WebSocket. In short, ArrayBuffer is a fixed-length binary buffer with no format and no mechanism for accessing its contents. These buffers are manipulated using one of the views defined by one of the subclasses of ArrayBufferView listed below: Int8Array (signed 8-bit integer or char) Uint8Array (unsigned 8-bit integer or unsigned char) Int16Array (signed 16-bit integer or short) Uint16Array (unsigned 16-bit integer or unsigned short) Int32Array (signed 32-bit integer or int) Uint32Array (unsigned 16-bit integer or unsigned int) Float32Array (signed 32-bit float or float) Float64Array (signed 64-bit float or double) WebSocket can send binary data using ArrayBuffer with a view defined by a subclass of ArrayBufferView or a subclass of ArrayBufferView itself. The WebSocket client can send the message using Blob as: blob = new Blob([myField2.value]);websocket.send(blob); where myField2 is a text field in the web page. The WebSocket client can send the message using ArrayBuffer as: var buffer = new ArrayBuffer(10);var bytes = new Uint8Array(buffer);for (var i=0; i<bytes.length; i++) { bytes[i] = i;}websocket.send(buffer); A concrete implementation of receiving the binary message may look like: @WebSocketMessagepublic void echoBinary(ByteBuffer data, Session session) throws IOException {    System.out.println("echoBinary: " + data);    for (byte b : data.array()) {        System.out.print(b);    }    session.getRemote().sendBytes(data);} This method is just printing the binary data for verification but you may actually be storing it in a database or converting to an image or something more meaningful. Be aware of TYRUS-51 if you are trying to send binary data from server to client using method return type. Here are some references for you: JSR 356: Java API for WebSocket - Specification (Early Draft) and Implementation (already integrated in GlassFish 4 promoted builds) TOTD #183 - Getting Started with WebSocket in GlassFish TOTD #184 - Logging WebSocket Frames using Chrome Developer Tools, Net-internals and Wireshark Subsequent blogs will discuss the following topics (not necessary in that order) ... Error handling Custom payloads using encoder/decoder Interface-driven WebSocket endpoint Java client API Client and Server configuration Security Subprotocols Extensions Other topics from the API

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  • Ubuntu gets slower by the day

    - by Doug
    Ive noticed that Ubuntu has been getting slower and slower to boot, launch programs, etc. I installed 12.04 about 4 months ago,now 12.10, running on a quad-core Q8300 Intel, 4GB Ram, and an 80GB WD IDE drive. For some reason (ever since 11.04), Ive noticed after installation, the speed is good. The longer I have the OS installed, every bootup gets slower and slower, launching programs get slower, frame rates change radically(onboard GF9400 gets anywhere from 60fps down to 12 in worst cases). I would think maybe the HD is the issue, however I installed 11.10 on a 160GB SATA, and the same thing occurred. Looking at system resources, I'm holding steady at 1GB memory usage (I have 4GB, but it's actually showing 3.6GB, dunno why), no swap usage, and using right around 4% on cpu currently. HD capacity is only 28% used. Has anyone else ran into this issue? I love Ubuntu to death, but using other distros other than Ubuntu, I dont have this problem.

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  • Android - big game universe

    - by user1641923
    I am new to an Android development, though I have much experience with Java, C++, PHP programming and a bit experience with vector graphics too (basic 3d Studio Max, Flash, etc). I am starting to work on an Android game. It is going to be a 2D space shooter/RPG, and I am not going to use any game engines and any 3D party libs. I really want to create a very large game universe, or even pseudo-infinite (without visible borders, as if it were a 2D projection of a sphere). It should include 10-12 clusters of 7-8 planets/other space objects and random amount of single asteroids/comets, which player can interact with and also not interactive background. I am looking for a least complicated aproach to create such a universe. My current ideas are: Simply create bitmaps with space scenery background so that they can be tiled seamlessly repeated and construct my 2D universe of this tiles, then place interactive objects (planets, other spaceships) on it. Using vector graphics. I would have a solid color background, some random background objects and gradients here and there. My problems here: Lack of knowledge of how well vector graphics is integrated in Android. Performance? Memory usage? Does Android manage big bitmaps well? Do all of the bitmaps have to be in memory during all game process? I am interested in technical details regarding each of the ideas and a suggestion, which I should go with.

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  • Panning a 3d viewport in 2d direction with rotated camera

    - by Noob Game Developer
    I am using below code to pan the viewport (action script 3 code using flare3d framework) _mainCamera.x-= Input3D.mouseXSpeed; _mainCamera.z+= Input3D.mouseYSpeed; Where as Input3D.mouse[X|Y]Speed gives the displacement of the mouse on the X/Y axis starting from the position of the last frame. This works perfect if my camera is not rotated. However, if I rotate the camera (x by 30, y by 60) and pan the camera then it goes wrong. Which is actually correctly panning according to the code. But this is not desired and I know I need to do some math to get the correct x/y which I am not aware of it. Can some one help me achieving it? Update: I am getting an Idea but I am not sure how to do it :( Get the mouseX/Y deltas (xd,yd) Get the current camera coords (pos3d) Convert to screen coords (pos2d) Add deltas to screen coords (pos2d+ (xd,yd)) Convert above coords to 3d coords

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  • Deleting a game object causing an access violation

    - by Balls
    I tried doing this but it cause an access violation. void GameObjectFactory::Update() { for( std::list<GameObject*>::iterator it=gameObjectList.begin() ..... (*it)->Update(); } void Bomb::Update() { if( time == 2.0f ) { gameObjectFactory->Remove( this ); } } void GameObjectFactory::Remove( ... ) { gameObjectList.remove( ... ); } My thoughts would be to mark the object to be dead then let the factory handle it the on next frame for deletion. Is it the best and fastest way? What do you think?

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  • HP Probook touchpad

    - by ScienceSE
    I wrote about this problem some weeks ago, but now the question is: "Why is touchpad works not so good as in windows". I tried some "experiments": When I use windows and if I accidentally touched touchpad - cursor isn't moving, also no clicks occurring. So in windows working with touchpad is quite normal, but in Ubuntu ?f I accidentally touch the touchpad even with my wrist - cursor is moving etc. In Windows, the cursor moves only when I touch it with finger. And... If, for example, I hold one finger on touchpad and simultaneously move the second finger on the touchpad - the cursor doesn't move, however in ubuntu he does. He's "super sensetive" in ubuntu or what? Also I tried to apply the option in "Mouse and touchpad", which called "Disable touchpad when typing", but nevertheless he isn't disabling when i'm typing... Note: this option is circled in red frame, i dont know is it a good "sign" ) What can I do to fix the problem?

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  • Cannot connect to ethernet port

    - by Jnir
    I'm running Ubuntu 12.04 LTE. I'm trying to connect via ethernet for the first time but have had no success. Ifconfig eth0 returns: eth0 Link encap:Ethernet HWaddr: 00:01:2e:3f:f1:a0 inet6 addr: fe80::201:2eff:fe3f:f1a0 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:68 errors:0 dropped:0 overruns:0 frame:0 TX packets:183 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:8374 (8.3 KB) TX bytes:42944 (42.9KB) Interrupt:16 Base address:0x6c00 /etc/network/interfaces has auto lo iface lo inef loopback auto eth0 iface eth0 inet dhcp sudo /etc/init.d/networking prints: * Running /etc/init.d/networking restart is deprecated because it may not enable again some interfaces * Reconfiguring network interfaces... Failed to bring up eth0 [OK]

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  • How to render Minecraft on the GPU?

    - by l0b0
    Hardware: Intel i7 AMD Radeon HD 6970 SSD with plenty of space 6 GB RAM Software OpenJDK 6, 7, and Oracle Java 7 (reproducible with all three) AMD Catalyst 12.8 and open source driver (reproducible with both) Ubuntu 12.04 x86_64 and older Minecraft 1.3.2 vanilla and older On this setup I am getting rubbish frame rates after a short while of playing, dropping from about 45-55 to 15 in a couple of minutes. CPU use is 40-45 even when rendering the opening screen at 1920x1280, and gameRenderer is using about 90% CPU when playing. Rather than trying to eke out a few more FPS out of an obviously broken rendering pipeline, I really hope to find a solution to make the GPU render Minecraft.

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  • Is there a name for this use of the State design pattern?

    - by Chris C
    I'm looking to see if there is a particular name for this style of programming a certain kind of behavior into a program. Said program runs in real time, in an update loop, and the program uses the State design pattern to do some work, but it's the specific way it does the work that I want to know about. Here's how it's used. - Object Foo constructed, with concrete StateA object in it - First loop runs --- Foo.Run function calls StateA.Bar --- in StateA.Bar replace Foo's state to StateB - Second loop runs --- Foo.Run calls StateB.Bar - Third loop runs --- Foo.Run calls StateB.Bar - Fourth loop --- etc. So in short, Foo doesn't have an explicit Initialize function. It will just have Run, but Run will do something unique in the first frame to initialize something for Foo and then replace it with a different action that will repeat in all the frames following it- thus not needing to check if Foo's already initialized. It's just a "press start and go" action. What would you call implementing this type of behavior?

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  • How can I imitate interaction and movement in Diablo II?

    - by user422318
    I'm prototyping a simple browser-based game. It's played from a top down perspective on a 2d canvas. You left-click on a point on the map, and your character will begin walking to it. If you click on a different point on the map, then your character will begin walking to the new point. It's similar to Diablo II: http://www.youtube.com/watch?v=EvDKt-To6K0&feature=related How can I best imitate this movement system for a player? Ideas... Track current coords and target coords If target coords are exactly up, left, right, or down, then increment appropriate direction until you get there Implied else: target coords are in a quadrant. To make this movement look natural, character will have to move diagonally. For example, pretend the target is to the northeast. For each game frame, alternate incrementing current coordinates in the north and then east directions.

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  • How to do pre-loading

    - by Dave
    I have a question that is confusing me with making a game. For my game launch i pre load everything for the main menu then i loop the game to display it. But lets argue player wants to launch a new game or a specific level, then you preload the relevant sounds/graphics for that level right? How ever, the player must already be running the game loop if they are at the main menu, so you can't load in the game loop or you will load every frame...but im pretty sure most big games don't preload every level when you first run the game from desktop because it would take a long time on some of these games.... How is it done :S

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  • Material System

    - by Towelie
    I'm designing Material/Shader System (target API DX10+ and may be OpenGL3+, now only DX10). I know, there was a lot of topics about this, but i can't find what i need. I don't want to do some kind of compilation/parsing scripts in real-time. So there some artist-created material, written at some analog of CG. After it compiled to hlsl code and after to final shader. Also there are some hard-coded ConstantBuffers, like cbuffer EveryFrameChanging { float4x4 matView; float time; float delta; } And shader use shared constant buffers to get parameters. For each mesh in the scene, getting needs and what it can give (normals, binormals etc.) and finding corresponding permutation of shader or calculating missing parts. Also, during build calculating render states and the permutations or hash for this shader which later will be used for sorting or even giving the ID from 0 to ShaderCount w/o gaps to it for sorting. FinalShader have only 1 technique and one pass. After it for each Mesh setting some shader and it's good to render. some pseudo code SetConstantBuffer(ConstantBuffer::PerFrame); foreach (shader in FinalShaders) SetConstantBuffer(ConstantBuffer::PerShader, shader); SetRenderState(shader); foreach (mesh in shader.GetAllMeshes) SetConstantBuffer(ConstantBuffer::PerMesh, mesh); SetBuffers(mesh); Draw(); class FinalShader { public: UUID m_ID; RenderState m_RenderState; CBufferBindings m_BufferBindings; } But i have no idea how to create this CG language and do i really need it?

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