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  • Collision with half semi-circle

    - by heitortsergent
    I am trying to port a game I made using Flash/AS3, to the Windows Phone using C#/XNA 4.0. You can see it here: http://goo.gl/gzFiE In the flash version I used a pixel-perfect collision between meteors (it's a rectangle, and usually rotated) that spawn outside the screen, and move towards the center, and a shield in the center of the screen(which is half of a semi-circle, also rotated by the player), which made the meteor bounce back in the opposite direction it came from, when they collided. My goal now is to make the meteors bounce in different angles, depending on the position it collides with the shield (much like Pong, hitting the borders causes a change in the ball's angle). So, these are the 3 options I thought of: -Pixel-perfect collision (microsoft has a sample(http://create.msdn.com/en-US/education/catalog/tutorial/collision_2d_perpixel_transformed)) , but then I wouldn't know how to change the meteor angle after the collision -3 BoundingCircle's to represent the half semi-circle shield, but then I would have to somehow move them as I rotate the shield. -Farseer Physics. I could make a shape composed of 3 lines, and use that as the collision object for the shield. Is there any other way besides those? Which would be the best way to do it(it's aimed towards mobile devices, so pixel-perfect is probably not a good choice)? Most of the time there's always a easier/better way than what we think of...

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  • Collision with half of a semi-circle

    - by heitortsergent
    I am trying to port a game I made using Flash/AS3, to the Windows Phone using C#/XNA 4.0. You can see it here: http://goo.gl/gzFiE In the flash version I used a pixel-perfect collision between meteors (it's a rectangle, and usually rotated) that spawn outside the screen, and move towards the center, and a shield in the center of the screen(which is half of a semi-circle, also rotated by the player), which made the meteor bounce back in the opposite direction it came from, when they collided. My goal now is to make the meteors bounce in different angles, depending on the position it collides with the shield (much like Pong, hitting the borders causes a change in the ball's angle). So, these are the 3 options I thought of: Pixel-perfect collision (Microsoft has a sample) , but then I wouldn't know how to change the meteor angle after the collision 3 BoundingCircle's to represent the half semi-circle shield, but then I would have to somehow move them as I rotate the shield. Farseer Physics. I could make a shape composed of 3 lines, and use that as the collision object for the shield. Is there any other way besides those? Which would be the best way to do it(it's aimed towards mobile devices, so pixel-perfect is probably not a good choice)? Most of the time there's always a easier/better way than what we think of...

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  • Set a 2d camera's position so that a building is under the players feet

    - by Potato
    My issue is this: i am making a scrolling game in XNA, and the camera updates based on the players velocity, but the player never actually moves, he is always in the center of the screen. When he hits the top of the building though i want him to always be on top and sink through the texture in a way like this: what i am doing to make this happen is i am just setting his velocity to 0, so its not moving, but the more velocity he hits a building with the more he sinks through it. I also tried setting the buildings position to the plays Bounding Box's bottom, and this achieved the look i wanted but this also resulted in the other buildings rising in the air, because the velocity was still moving (even if i set it to 0). if it was not a scrolling game, this would be not a problem, because you just set the players position to the top of the building, but because the player never actually moves, i actually need to move the camera to the point where the building is under the players feet without the other buildings rising. (Take note this is note a real camera, it is just a class that moves the objects in the world based on the players velocity). All questions are welcome.

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  • What is the future of XNA in Windows 8 or how will manged games be developed in Windows 8?

    - by Ken
    I know this is a potential dupe of this question, but the last answer there was 18 months ago and a lot has happened since. There seems to be some uncertainty about XNA in Windows 8. Specifically, Windows 8 by default uses the Metro interface, which is not supported by XNA. Also the Windows 8 store will not stock non-metro apps, so it will not stock XNA apps. Should we stick with XNA or does Microsoft want us to move to a different framework for managed game development in Windows 8? Edit: As pointed out in one of the comments, Windows 8 will be able to run XNA games in a backward compatibility mode. But that smells of deprecation.

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  • XNA RTS A* pathfinding issues

    - by Slayter
    I'm starting to develop an RTS game using the XNA framework in C# and am still in the very early prototyping stage. I'm working on the basics. I've got unit selection down and am currently working on moving multiple units. I've implemented an A* pathfinding algorithm which works fine for moving a single unit. However when moving multiple units they stack on top of each other. I tried fixing this with a variation of the boids flocking algorithm but this has caused units to sometimes freeze and get stuck trying to move but going no where. Ill post the related methods for moving the units below but ill only post a link to the pathfinding class because its really long and i don't want to clutter up the page. These parts of the code are in the update method for the main controlling class: if (selectedUnits.Count > 0) { int indexOfLeader = 0; for (int i = 0; i < selectedUnits.Count; i++) { if (i == 0) { indexOfLeader = 0; } else { if (Vector2.Distance(selectedUnits[i].position, destination) < Vector2.Distance(selectedUnits[indexOfLeader].position, destination)) indexOfLeader = i; } selectedUnits[i].leader = false; } selectedUnits[indexOfLeader].leader = true; foreach (Unit unit in selectedUnits) unit.FindPath(destination); } foreach (Unit unit in units) { unit.Update(gameTime, selectedUnits); } These three methods control movement in the Unit class: public void FindPath(Vector2 destination) { if (path != null) path.Clear(); Point startPoint = new Point((int)position.X / 32, (int)position.Y / 32); Point endPoint = new Point((int)destination.X / 32, (int)destination.Y / 32); path = pathfinder.FindPath(startPoint, endPoint); pointCounter = 0; if (path != null) nextPoint = path[pointCounter]; dX = 0.0f; dY = 0.0f; stop = false; } private void Move(List<Unit> units) { if (nextPoint == position && !stop) { pointCounter++; if (pointCounter <= path.Count - 1) { nextPoint = path[pointCounter]; if (nextPoint == position) stop = true; } else if (pointCounter >= path.Count) { path.Clear(); pointCounter = 0; stop = true; } } else { if (!stop) { map.occupiedPoints.Remove(this); Flock(units); // Move in X ********* TOOK OUT SPEED ********** if ((int)nextPoint.X > (int)position.X) { position.X += dX; } else if ((int)nextPoint.X < (int)position.X) { position.X -= dX; } // Move in Y if ((int)nextPoint.Y > (int)position.Y) { position.Y += dY; } else if ((int)nextPoint.Y < (int)position.Y) { position.Y -= dY; } if (position == nextPoint && pointCounter >= path.Count - 1) stop = true; map.occupiedPoints.Add(this, position); } if (stop) { path.Clear(); pointCounter = 0; } } } private void Flock(List<Unit> units) { float distanceToNextPoint = Vector2.Distance(position, nextPoint); foreach (Unit unit in units) { float distance = Vector2.Distance(position, unit.position); if (unit != this) { if (distance < space && !leader && (nextPoint != position)) { // create space dX += (position.X - unit.position.X) * 0.1f; dY += (position.Y - unit.position.Y) * 0.1f; if (dX > .05f) nextPoint.X = nextPoint.X - dX; else if (dX < -.05f) nextPoint.X = nextPoint.X + dX; if (dY > .05f) nextPoint.Y = nextPoint.Y - dY; else if (dY < -.05f) nextPoint.Y = nextPoint.Y + dY; if ((dX < .05f && dX > -.05f) && (dY < .05f && dY > -.05f)) stop = true; path[pointCounter] = nextPoint; Console.WriteLine("Make Space: " + dX + ", " + dY); } else if (nextPoint != position && !stop) { dX = speed; dY = speed; Console.WriteLine(dX + ", " + dY); } } } } And here's the link to the pathfinder: https://docs.google.com/open?id=0B_Cqt6txUDkddU40QXBMeTR1djA I hope this post wasn't too long. Also please excuse the messiness of the code. As I said before this is early prototyping. Any help would be appreciated. Thanks!

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  • Collision Detection problems in Voxel Engine (XNA)

    - by Darestium
    I am creating a minecraft like terrain engine in XNA and have had some collision problems for quite some time. I have checked and changed my code based on other peoples collision code and I still have the same problem. It always seems to be off by about a block. for instance, if I walk across a bridge which is one block high I fall through it. Also, if you walk towards a "row" of blocks like this: You are able to stand "inside" the left most one, and you collide with nothing in the right most side (where there is no block and is not visible on this image). Here is all my collision code: private void Move(GameTime gameTime, Vector3 direction) { float speed = playermovespeed * (float)gameTime.ElapsedGameTime.TotalSeconds; Matrix rotationMatrix = Matrix.CreateRotationY(player.Camera.LeftRightRotation); Vector3 rotatedVector = Vector3.Transform(direction, rotationMatrix); rotatedVector.Normalize(); Vector3 testVector = rotatedVector; testVector.Normalize(); Vector3 movePosition = player.position + testVector * speed; Vector3 midBodyPoint = movePosition + new Vector3(0, -0.7f, 0); Vector3 headPosition = movePosition + new Vector3(0, 0.1f, 0); if (!world.GetBlock(movePosition).IsSolid && !world.GetBlock(midBodyPoint).IsSolid && !world.GetBlock(headPosition).IsSolid) { player.position += rotatedVector * speed; } //player.position += rotatedVector * speed; } ... public void UpdatePosition(GameTime gameTime) { player.velocity.Y += playergravity * (float)gameTime.ElapsedGameTime.TotalSeconds; Vector3 footPosition = player.Position + new Vector3(0f, -1.5f, 0f); Vector3 headPosition = player.Position + new Vector3(0f, 0.1f, 0f); // If the block below the player is solid the Y velocity should be zero if (world.GetBlock(footPosition).IsSolid || world.GetBlock(headPosition).IsSolid) { player.velocity.Y = 0; } UpdateJump(gameTime); UpdateCounter(gameTime); ProcessInput(gameTime); player.Position = player.Position + player.velocity * (float)gameTime.ElapsedGameTime.TotalSeconds; velocity = Vector3.Zero; } and the one and only function in the camera class: protected void CalculateView() { Matrix rotationMatrix = Matrix.CreateRotationX(upDownRotation) * Matrix.CreateRotationY(leftRightRotation); lookVector = Vector3.Transform(Vector3.Forward, rotationMatrix); cameraFinalTarget = Position + lookVector; Vector3 cameraRotatedUpVector = Vector3.Transform(Vector3.Up, rotationMatrix); viewMatrix = Matrix.CreateLookAt(Position, cameraFinalTarget, cameraRotatedUpVector); } which is called when the rotation variables are changed: public float LeftRightRotation { get { return leftRightRotation; } set { leftRightRotation = value; CalculateView(); } } public float UpDownRotation { get { return upDownRotation; } set { upDownRotation = value; CalculateView(); } } World class: public Block GetBlock(int x, int y, int z) { if (InBounds(x, y, z)) { Vector3i regionalPosition = GetRegionalPosition(x, y, z); Vector3i region = GetRegionPosition(x, y, z); return regions[region.X, region.Y, region.Z].Blocks[regionalPosition.X, regionalPosition.Y, regionalPosition.Z]; } return new Block(BlockType.none); } public Vector3i GetRegionPosition(int x, int y, int z) { int regionx = x == 0 ? 0 : x / Variables.REGION_SIZE_X; int regiony = y == 0 ? 0 : y / Variables.REGION_SIZE_Y; int regionz = z == 0 ? 0 : z / Variables.REGION_SIZE_Z; return new Vector3i(regionx, regiony, regionz); } public Vector3i GetRegionalPosition(int x, int y, int z) { int regionx = x == 0 ? 0 : x / Variables.REGION_SIZE_X; int X = x % Variables.REGION_SIZE_X; int regiony = y == 0 ? 0 : y / Variables.REGION_SIZE_Y; int Y = y % Variables.REGION_SIZE_Y; int regionz = z == 0 ? 0 : z / Variables.REGION_SIZE_Z; int Z = z % Variables.REGION_SIZE_Z; return new Vector3i(X, Y, Z); } Any ideas how to fix this problem? EDIT 1: Graphic of the problem: EDIT 2 GetBlock, Vector3 version: public Block GetBlock(Vector3 position) { int x = (int)Math.Floor(position.X); int y = (int)Math.Floor(position.Y); int z = (int)Math.Ceiling(position.Z); Block block = GetBlock(x, y, z); return block; } Now, the thing is I tested the theroy that the Z is always "off by one" and by ceiling the value it actually works as intended. Altough it still could be greatly more accurate (when you go down holes you can see through the sides, and I doubt it will work with negitive positions). I also does not feel clean Flooring the X and Y values and just Ceiling the Z. I am surely not doing something correctly still.

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  • C# XNA 4.0 multitextured cube

    - by chron
    So I am following this tutorial on how to draw a cube in XNA and I ran into a problem. Ok so my shader can only have texture right? I need to have a texture on the front and back of my cube. So I thought I could just have both textures stored in one texture. Problem is I do not know how to map out my UV coords to do so. (I tried dividing by 2 and such with no luck...). I am really new to this (not programming, just game development and some concepts), but how could I get UV coordinates for both halfs of the texture. private void ConstructCube(Vector3 Position,Vector3 Size) { _vertices = new VertexPositionNormalTexture[50]; // Calculate the position of the vertices on the top face. Vector3 topLeftFront = Position + new Vector3(-1.0f, 1.0f, -1.0f) * Size; Vector3 topLeftBack = Position + new Vector3(-1.0f, 1.0f, 1.0f) * Size; Vector3 topRightFront = Position + new Vector3(1.0f, 1.0f, -1.0f) * Size; Vector3 topRightBack = Position + new Vector3(1.0f, 1.0f, 1.0f) * Size; // Calculate the position of the vertices on the bottom face. Vector3 btmLeftFront = Position + new Vector3(-1.0f, -1.0f, -1.0f) * Size; Vector3 btmLeftBack = Position + new Vector3(-1.0f, -1.0f, 1.0f) * Size; Vector3 btmRightFront = Position + new Vector3(1.0f, -1.0f, -1.0f) * Size; Vector3 btmRightBack = Position + new Vector3(1.0f, -1.0f, 1.0f) * Size; // Normal vectors for each face (needed for lighting / display) Vector3 normalFront = new Vector3(0.0f, 0.0f, 1.0f) * Size; Vector3 normalBack = new Vector3(0.0f, 0.0f, -1.0f) * Size; Vector3 normalTop = new Vector3(0.0f, 1.0f, 0.0f) * Size; Vector3 normalBottom = new Vector3(0.0f, -1.0f, 0.0f) * Size; Vector3 normalLeft = new Vector3(-1.0f, 0.0f, 0.0f) * Size; Vector3 normalRight = new Vector3(1.0f, 0.0f, 0.0f) * Size; // UV texture coordinates Vector2 textureTopLeft = new Vector2(1.0f * Size.X, 0.0f * Size.Y); Vector2 textureTopRight = new Vector2(0.0f * Size.X, 0.0f * Size.Y); Vector2 textureBottomLeft = new Vector2(1.0f * Size.X, 1.0f * Size.Y); Vector2 textureBottomRight = new Vector2(0.0f * Size.X, 1.0f * Size.Y); // Add the vertices for the FRONT face. _vertices[0] = new VertexPositionNormalTexture(topLeftFront, normalFront, textureTopLeft); _vertices[1] = new VertexPositionNormalTexture(btmLeftFront, normalFront, textureBottomLeft); _vertices[2] = new VertexPositionNormalTexture(topRightFront, normalFront, textureTopRight); _vertices[3] = new VertexPositionNormalTexture(btmLeftFront, normalFront, textureBottomLeft); _vertices[4] = new VertexPositionNormalTexture(btmRightFront, normalFront, textureBottomRight); _vertices[5] = new VertexPositionNormalTexture(topRightFront, normalFront, textureTopRight); // Add the vertices for the BACK face. _vertices[6] = new VertexPositionNormalTexture(topLeftBack, normalBack, textureTopRight); _vertices[7] = new VertexPositionNormalTexture(topRightBack, normalBack, textureTopLeft); _vertices[8] = new VertexPositionNormalTexture(btmLeftBack, normalBack, textureBottomRight); _vertices[9] = new VertexPositionNormalTexture(btmLeftBack, normalBack, textureBottomRight); _vertices[10] = new VertexPositionNormalTexture(topRightBack, normalBack, textureTopLeft); _vertices[11] = new VertexPositionNormalTexture(btmRightBack, normalBack, textureBottomLeft); // Add the vertices for the TOP face. _vertices[12] = new VertexPositionNormalTexture(topLeftFront, normalTop, textureBottomLeft); _vertices[13] = new VertexPositionNormalTexture(topRightBack, normalTop, textureTopRight); _vertices[14] = new VertexPositionNormalTexture(topLeftBack, normalTop, textureTopLeft); _vertices[15] = new VertexPositionNormalTexture(topLeftFront, normalTop, textureBottomLeft); _vertices[16] = new VertexPositionNormalTexture(topRightFront, normalTop, textureBottomRight); _vertices[17] = new VertexPositionNormalTexture(topRightBack, normalTop, textureTopRight); // Add the vertices for the BOTTOM face. _vertices[18] = new VertexPositionNormalTexture(btmLeftFront, normalBottom, textureTopLeft); _vertices[19] = new VertexPositionNormalTexture(btmLeftBack, normalBottom, textureBottomLeft); _vertices[20] = new VertexPositionNormalTexture(btmRightBack, normalBottom, textureBottomRight); _vertices[21] = new VertexPositionNormalTexture(btmLeftFront, normalBottom, textureTopLeft); _vertices[22] = new VertexPositionNormalTexture(btmRightBack, normalBottom, textureBottomRight); _vertices[23] = new VertexPositionNormalTexture(btmRightFront, normalBottom, textureTopRight); // Add the vertices for the LEFT face. _vertices[24] = new VertexPositionNormalTexture(topLeftFront, normalLeft, textureTopRight); _vertices[25] = new VertexPositionNormalTexture(btmLeftBack, normalLeft, textureBottomLeft ); _vertices[26] = new VertexPositionNormalTexture(btmLeftFront, normalLeft, textureBottomRight ); _vertices[27] = new VertexPositionNormalTexture(topLeftBack, normalLeft, textureTopLeft); _vertices[28] = new VertexPositionNormalTexture(btmLeftBack, normalLeft, textureBottomLeft ); _vertices[29] = new VertexPositionNormalTexture(topLeftFront, normalLeft, textureTopRight ); // Add the vertices for the RIGHT face. _vertices[30] = new VertexPositionNormalTexture(topRightFront, normalRight, textureTopLeft); _vertices[31] = new VertexPositionNormalTexture(btmRightFront, normalRight, textureBottomLeft); _vertices[32] = new VertexPositionNormalTexture(btmRightBack, normalRight, textureBottomRight); _vertices[33] = new VertexPositionNormalTexture(topRightBack, normalRight, textureTopRight); _vertices[34] = new VertexPositionNormalTexture(topRightFront, normalRight, textureTopLeft); _vertices[35] = new VertexPositionNormalTexture(btmRightBack, normalRight, textureBottomRight); done = true; }

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  • xml file save/read error (making a highscore system for XNA game)

    - by Eddy
    i get an error after i write player name to the file for second or third time (An unhandled exception of type 'System.InvalidOperationException' occurred in System.Xml.dll Additional information: There is an error in XML document (18, 17).) (in highscores load method In data = (HighScoreData)serializer.Deserialize(stream); it stops) the problem is that some how it adds additional "" at the end of my .dat file could anyone tell me how to fix this? the file before save looks: <?xml version="1.0"?> <HighScoreData xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema"> <PlayerName> <string>neil</string> <string>shawn</string> <string>mark</string> <string>cindy</string> <string>sam</string> </PlayerName> <Score> <int>200</int> <int>180</int> <int>150</int> <int>100</int> <int>50</int> </Score> <Count>5</Count> </HighScoreData> the file after save looks: <?xml version="1.0"?> <HighScoreData xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema"> <PlayerName> <string>Nick</string> <string>Nick</string> <string>neil</string> <string>shawn</string> <string>mark</string> </PlayerName> <Score> <int>210</int> <int>210</int> <int>200</int> <int>180</int> <int>150</int> </Score> <Count>5</Count> </HighScoreData>> the part of my code that does all of save load to xml is: DECLARATIONS PART [Serializable] public struct HighScoreData { public string[] PlayerName; public int[] Score; public int Count; public HighScoreData(int count) { PlayerName = new string[count]; Score = new int[count]; Count = count; } } IAsyncResult result = null; bool inputName; HighScoreData data; int Score = 0; public string NAME; public string HighScoresFilename = "highscores.dat"; Game1 constructor public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; Width = graphics.PreferredBackBufferWidth = 960; Height = graphics.PreferredBackBufferHeight =640; GamerServicesComponent GSC = new GamerServicesComponent(this); Components.Add(GSC); } Inicialize function (end of it) protected override void Initialize() { //other game code base.Initialize(); string fullpath =Path.Combine(HighScoresFilename); if (!File.Exists(fullpath)) { //If the file doesn't exist, make a fake one... // Create the data to save data = new HighScoreData(5); data.PlayerName[0] = "neil"; data.Score[0] = 200; data.PlayerName[1] = "shawn"; data.Score[1] = 180; data.PlayerName[2] = "mark"; data.Score[2] = 150; data.PlayerName[3] = "cindy"; data.Score[3] = 100; data.PlayerName[4] = "sam"; data.Score[4] = 50; SaveHighScores(data, HighScoresFilename); } } all methods for loading saving and output public static void SaveHighScores(HighScoreData data, string filename) { // Get the path of the save game string fullpath = Path.Combine("highscores.dat"); // Open the file, creating it if necessary FileStream stream = File.Open(fullpath, FileMode.OpenOrCreate); try { // Convert the object to XML data and put it in the stream XmlSerializer serializer = new XmlSerializer(typeof(HighScoreData)); serializer.Serialize(stream, data); } finally { // Close the file stream.Close(); } } /* Load highscores */ public static HighScoreData LoadHighScores(string filename) { HighScoreData data; // Get the path of the save game string fullpath = Path.Combine("highscores.dat"); // Open the file FileStream stream = File.Open(fullpath, FileMode.OpenOrCreate, FileAccess.Read); try { // Read the data from the file XmlSerializer serializer = new XmlSerializer(typeof(HighScoreData)); data = (HighScoreData)serializer.Deserialize(stream);//this is the line // where program gives an error } finally { // Close the file stream.Close(); } return (data); } /* Save player highscore when game ends */ private void SaveHighScore() { // Create the data to saved HighScoreData data = LoadHighScores(HighScoresFilename); int scoreIndex = -1; for (int i = 0; i < data.Count ; i++) { if (Score > data.Score[i]) { scoreIndex = i; break; } } if (scoreIndex > -1) { //New high score found ... do swaps for (int i = data.Count - 1; i > scoreIndex; i--) { data.PlayerName[i] = data.PlayerName[i - 1]; data.Score[i] = data.Score[i - 1]; } data.PlayerName[scoreIndex] = NAME; //Retrieve User Name Here data.Score[scoreIndex] = Score; // Retrieve score here SaveHighScores(data, HighScoresFilename); } } /* Iterate through data if highscore is called and make the string to be saved*/ public string makeHighScoreString() { // Create the data to save HighScoreData data2 = LoadHighScores(HighScoresFilename); // Create scoreBoardString string scoreBoardString = "Highscores:\n\n"; for (int i = 0; i<5;i++) { scoreBoardString = scoreBoardString + data2.PlayerName[i] + "-" + data2.Score[i] + "\n"; } return scoreBoardString; } when ill make this work i will start this code when i call game over (now i start it when i press some buttons, so i could test it faster) public void InputYourName() { if (result == null && !Guide.IsVisible) { string title = "Name"; string description = "Write your name in order to save your Score"; string defaultText = "Nick"; PlayerIndex playerIndex = new PlayerIndex(); result= Guide.BeginShowKeyboardInput(playerIndex, title, description, defaultText, null, null); // NAME = result.ToString(); } if (result != null && result.IsCompleted) { NAME = Guide.EndShowKeyboardInput(result); result = null; inputName = false; SaveHighScore(); } } this where i call output to the screen (ill call this in highscores meniu section when i am done with debugging) spriteBatch.DrawString(Font1, "" + makeHighScoreString(),new Vector2(500,200), Color.White); }

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  • Inventory Management concepts in XNA game

    - by user1332755
    I am trying to code the inventory system in my first real game so I have very little experience in both c# and game engine development. Basically, I need some general guidance and tips with how to structure and organize these sorts of systems. Please tell me if I am on the right track or not before I get too deep into making some badly structured system. It's fine if you don't feel like looking through my code, suggestions about general structure would also be appreciated. What I am aiming to end up with is some sort of system like Minecraft or Terraria. It must include: main inventory GUI (items can be dragged and placed in whatever slot desired Itembar outside of the main inventory which can be assigned to certain items the ability to use items from either location So far, I have 4 main classes: Inventory holds the general info and methods, inventoryslot holds info for individual slots, Itembar holds all info and methods for itself, and finally, ItemManager to manage interactions between the two and hold a master list of items. So far, my itembar works perfectly and interacts well with mousedragging items into and out of it as well as activating the item effect. Here is the code I have so far: (there is a lot but I will try to keep it relevant) This is the code for the itembar on the main screen: class Itembar { public Texture2D itembarfull, iSelected; public static Rectangle itembar = new Rectangle(5, 218, 40, 391); public Rectangle box1 = new Rectangle(itembar.X, 218, 40, 40); //up to 10 Rectangles for each slot public int Selected = 0; private ItemManager manager; public Itembar(Texture2D texture, Texture2D texture3, ItemManager mann) { itembarfull = texture; iSelected = texture3; manager = mann; } public void Update(GameTime gametime) { } public void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw( itembarfull, new Vector2 (itembar.X, itembar.Y), null, Color.White, 0.0f, Vector2.Zero, 1.0f, SpriteEffects.None, 1.0f); if (Selected == 1) spriteBatch.Draw(iSelected, new Rectangle(box1.X-3, box1.Y-3, box1.Width+6, box1.Height+6), Color.White); //goes up to 10 slots } public int Box1Query() { foreach (Item item in manager.items) { if(box1.Contains(item.BoundingBox)) return manager.items.IndexOf(item); } return 999; } //10 different box queries It is working fine right now. I just put an Item in there and the box will query things like the item's effects, stack number, consumable or not etc...This one is basically almost complete. Here is the main inventory class: class Inventory { public bool isActive; public List<Rectangle> mainSlots = new List<Rectangle>(24); public List<InventorySlot> mainSlotscheck = new List<InventorySlot>(24); public static Rectangle inv = new Rectangle(841, 469, 156, 231); public Rectangle invfull = new Rectangle(inv.X, inv.Y, inv.Width, inv.Height); public Rectangle inv1 = new Rectangle(inv.X + 4, inv.Y +3, 32, 32); //goes up to inv24 resulting in a 6x4 grid of Rectangles public Inventory() { mainSlots.Add(inv1); mainSlots.Add(inv2); mainSlots.Add(inv3); mainSlots.Add(inv4); //goes up to 24 foreach (Rectangle slot in mainSlots) mainSlotscheck.Add(new InventorySlot(slot)); } //update and draw methods are empty because im not too sure what to put there public int LookforfreeSlot() { int slotnumber = 999; for (int x = 0; x < mainSlots.Count; x++) { if (mainSlotscheck[x].isFree) { slotnumber = x; break; } } return slotnumber; } } } LookforFreeSlot() method is meant to be called when I do AddtoInventory(). I'm kinda stumped about what other things I need to put in this class. Here is the inventorySlot class: (its main purpose is to check the bool "isFree" to see whether or not something already occupies the slot. But i guess it can also do other stuff like get item info.) class InventorySlot { public int X, Y; public int Width = 32, Height = 32; public Vector2 Position; public int slotnumber; public bool free = true; public int? content = null; public bool isFree { get { return free; } set { free = value; } } public InventorySlot(Rectangle slot) { slot = new Rectangle(X, Y, Width, Height); } } } Finally, here is the ItemManager (I am omitting the master list because it is too long) class ItemManager { public List<Item> items = new List<Item>(20); public List<Item> inventory1 = new List<Item>(24); public List<Item> inventory2 = new List<Item>(24); public List<Item> inventory3 = new List<Item>(24); public List<Item> inventory4 = new List<Item>(24); public Texture2D icon, filta; private Rectangle msRect; MouseState mouseState; public int ISelectedIndex; Inventory inventory; SpriteFont font; public void GenerateItems() { items.Add(new Item(new Rectangle(0, 0, 32, 32), icon, font)); items[0].name = "Grass Chip"; items[0].itemID = 0; items[0].consumable = true; items[0].stackable = true; items[0].maxStack = 99; items.Add(new Item(new Rectangle(32, 0, 32, 32), icon, font)); //master list continues. it will generate all items in the game; } public ItemManager(Inventory inv, Texture2D itemsheet, Rectangle mouseRectt, MouseState ms, Texture2D fil, SpriteFont f) { icon = itemsheet; msRect = mouseRectt; filta = fil; mouseState = ms; inventory = inv; font = f; } //once again, no update or draw public void mousedrag() { items[0].DestinationRect = new Rectangle (msRect.X, msRect.Y, 32, 32); items[0].dragging = true; } public void AddtoInventory(Item item) { int index = inventory.LookforfreeSlot(); if (index == 999) return; item.DestinationRect = inventory.mainSlots[index]; inventory.mainSlotscheck[index].content = item.itemID; inventory.mainSlotscheck[index].isFree = false; item.IsActive = true; } } } The mousedrag works pretty well. AddtoInventory doesn't work because LookforfreeSlot doesn't work. Relevant code from the main program: When I want to add something to the main inventory, I do something like this: foreach (Particle ether in ether1.ethers) { if (ether.isCollected) itemmanager.AddtoInventory(itemmanager.items[14]); } This turned out to be much longer than I had expected :( But I hope someone is interested enough to comment.

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  • How do I calculate the boundary of the game window after transforming the view?

    - by Cypher
    My Camera class handles zoom, rotation, and of course panning. It's invoked through SpriteBatch.Begin, like so many other XNA 2D camera classes. It calculates the view Matrix like so: public Matrix GetViewMatrix() { return Matrix.Identity * Matrix.CreateTranslation(new Vector3(-this.Spatial.Position, 0.0f)) * Matrix.CreateTranslation(-( this.viewport.Width / 2 ), -( this.viewport.Height / 2 ), 0.0f) * Matrix.CreateRotationZ(this.Rotation) * Matrix.CreateScale(this.Scale, this.Scale, 1.0f) * Matrix.CreateTranslation(this.viewport.Width * 0.5f, this.viewport.Height * 0.5f, 0.0f); } I was having a minor issue with performance, which after doing some profiling, led me to apply a culling feature to my rendering system. It used to, before I implemented the camera's zoom feature, simply grab the camera's boundaries and cull any game objects that did not intersect with the camera. However, after giving the camera the ability to zoom, that no longer works. The reason why is visible in the screenshot below. The navy blue rectangle represents the camera's boundaries when zoomed out all the way (Camera.Scale = 0.5f). So, when zoomed out, game objects are culled before they reach the boundaries of the window. The camera's width and height are determined by the Viewport properties of the same name (maybe this is my mistake? I wasn't expecting the camera to "resize" like this). What I'm trying to calculate is a Rectangle that defines the boundaries of the screen, as indicated by my awesome blue arrows, even after the camera is rotated, scaled, or panned. Here is how I've more recently found out how not to do it: public Rectangle CullingRegion { get { Rectangle region = Rectangle.Empty; Vector2 size = this.Spatial.Size; size *= 1 / this.Scale; Vector2 position = this.Spatial.Position; position = Vector2.Transform(position, this.Inverse); region.X = (int)position.X; region.Y = (int)position.Y; region.Width = (int)size.X; region.Height = (int)size.Y; return region; } } It seems to calculate the right size, but when I render this region, it moves around which will obviously cause problems. It needs to be "static", so to speak. It's also obscenely slow, which causes more of a problem than it solves. What am I missing?

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  • How stoper one annimation model on XNA?

    - by Mehdi Bugnard
    I met a Difficulty for one stoper annimation. Everything works great starter for the animation. But I do not see how stoper and can continue the annimation paused. The "animationPlayer.StartClip (clip)" is used to choke the annimation but impossible to find a way to stoper Thans's a lot Here is my code to use. protected override void LoadContent() { //Model - Player model_player = Content.Load<Model>("Models\\Player\\models"); // Look up our custom skinning information. SkinningData skinningData = model_player.Tag as SkinningData; if (skinningData == null) throw new InvalidOperationException ("This model does not contain a SkinningData tag."); // Create an animation player, and start decoding an animation clip. animationPlayer = new AnimationPlayer(skinningData); AnimationClip clip = skinningData.AnimationClips["ArmLowAction_006"]; animationPlayer.StartClip(clip); } protected overide update(GameTime gameTime) { KeyboardState key = Keyboard.GetState(); // If player don't move -> stop anim if (!key.IsKeyDown(Keys.W) && !keyStateOld.IsKeyUp(Keys.S) && !keyStateOld.IsKeyUp(Keys.A) && !keyStateOld.IsKeyUp(Keys.D)) { //animation stop ? not exist ? animationPlayer.Stop(); isPlayerStop = true; } else { if(isPlayerStop == true) { isPlayerStop = false; animationPlayer.StartClip(Clip); } }

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  • XNA hlsl tex2D() only reads 3 channels from normal maps and specular maps

    - by cubrman
    Our engine uses deferred rendering and at the main draw phase gathers plenty of data from the objects it draws. In order to save on tex2D calls, we packed our objects' specular maps with all sorts of data, so three out of four channels are already taken. To make it clear: I am talking about the assets that come with the models and are stored in their material's Specular Level channel, not about the RenderTarget. So now I need another information to be stored in the alpha channel, but I cannot make the shader to read it properly! Nomatter what I write into alpha it ends up being 1 (255)! I tried: saving the textures in PNG/TGA formats. turning off pre-computed alpha in model's properties. Out of every texture available to me (we use Diffuse map, Normal Map and Specular Map) I was only able to read alpha successfully from the Diffuse Map! Here is how I add specular and normal maps to my model's material in the content processor: if (geometry.Material.Textures.ContainsKey(normalMapKey)) { ExternalReference<TextureContent> texRef = geometry.Material.Textures[normalMapKey]; geometry.Material.Textures.Remove("NormalMap"); geometry.Material.Textures.Add("NormalMap", texRef); } ... foreach (KeyValuePair<String, ExternalReference<TextureContent>> texture in material.Textures) { if ((texture.Key == "Texture") || (texture.Key == "NormalMap") || (texture.Key == "SpecularMap")) mat.Textures.Add(texture.Key, texture.Value); } In the shader I obviously use: float4 data = tex2D(specularMapSampler, TexCoords); so data.a is always 1 in my case, could you suggest a reason?

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  • xna orbit camera troubles

    - by user17753
    I have a Model named cube to which I load in LoadContent(): cube = Content.Load<Model>("untitled");. In the Draw Method I call DrawModel: private void DrawModel(Model m, Matrix world) { foreach (ModelMesh mesh in m.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.View = camera.View; effect.Projection = camera.Projection; effect.World = world; } mesh.Draw(); } } camera is of the Camera type, a class I've setup. Right now it is instantiated in the initialization section with the graphics aspect ratio and the translation (world) vector of the model, and the Draw loop calls the camera.UpdateCamera(); before drawing the models. class Camera { #region Fields private Matrix view; // View Matrix for Camera private Matrix projection; // Projection Matrix for Camera private Vector3 position; // Position of Camera private Vector3 target; // Point camera is "aimed" at private float aspectRatio; //Aspect Ratio for projection private float speed; //Speed of camera private Vector3 camup = Vector3.Up; #endregion #region Accessors /// <summary> /// View Matrix of the Camera -- Read Only /// </summary> public Matrix View { get { return view; } } /// <summary> /// Projection Matrix of the Camera -- Read Only /// </summary> public Matrix Projection { get { return projection; } } #endregion /// <summary> /// Creates a new Camera. /// </summary> /// <param name="AspectRatio">Aspect Ratio to use for the projection.</param> /// <param name="Position">Target coord to aim camera at.</param> public Camera(float AspectRatio, Vector3 Target) { target = Target; aspectRatio = AspectRatio; ResetCamera(); } private void Rotate(Vector3 Axis, float Amount) { position = Vector3.Transform(position - target, Matrix.CreateFromAxisAngle(Axis, Amount)) + target; } /// <summary> /// Resets Default Values of the Camera /// </summary> private void ResetCamera() { speed = 0.05f; position = target + new Vector3(0f, 20f, 20f); projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, aspectRatio, 0.5f, 100f); CalculateViewMatrix(); } /// <summary> /// Updates the Camera. Should be first thing done in Draw loop /// </summary> public void UpdateCamera() { Rotate(Vector3.Right, speed); CalculateViewMatrix(); } /// <summary> /// Calculates the View Matrix for the camera /// </summary> private void CalculateViewMatrix() { view = Matrix.CreateLookAt(position,target, camup); } I'm trying to create the camera so that it can orbit the center of the model. For a test I am calling Rotate(Vector3.Right, speed); but it rotates almost right but gets to a point where it "flips." If I rotate along a different axis Rotate(Vector3.Up, speed); everything seems OK in that direction. So I guess, can someone tell me what I'm not accounting for in the above code I wrote? Or point me to an example of an orbiting camera that can be fixed on an arbitrary point?

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  • The Minimalist Approach to Content Governance - Retire Phase

    - by Kellsey Ruppel
     Originally posted by John Brunswick. Good news - the Retire Phase is actually more fun than the Manage Phase. During the Retire Phase our content management team should not have to track down content creators if the Request Phase of this process was completed successfully. The ownership meta data, success criteria and time stamp that was applied to the original content submission will help to manage content at the end of the content life cycle. The Retire Phase will provide the opportunity for us to prune irrelevant content items through archiving or deletion, keeping the content system clear of irrelevant information, streamlining users ability to browse and search for content.   1. Act on Metrics Established during the Request Phase Why - Some information is only relevant for a given amount of time. In Content Platform Migration Strategy - Artifacts vs Perishable Content we examined two content types - Artifacts and Perishable content. Understanding the differences between Artifacts and Perishable content will allow us to explicitly respect their various lifespans. Additionally, some content may have been part of a project that failed to meet the success criteria outlined in the Request Phase. Any content that did not meet the metrics outlined in the Request Phase should be considered for deletion. How - Thankfully by adhering to to The Minimalist Approach to Content Governance our content should have some level of meta data associated with it that will allow us to quickly sort and understand how to deal with it. Content Management Systems like Oracle's Universal Content Management (UCM) natively allow you to create and save advanced searches that can use content meta data like folders, author, expiration date, security settings and custom meta data to pull back listings of content for examination. Additionally, analytics are available for all content items that allow us to determine if the usage is meeting success criteria that may have been previously outlined during the request phase. The lists that are produced from these approaches can be quickly reviewed for each project with the content owners and based on the nature of the content and success criteria undergo archiving or deletion. Impact - Retiring content that is no longer relevant will allow end users to have fast and relevant access to information across your enterprise. As we mentioned in our first post in this series - it is easy to quickly start producing content, but the challenge is ensuring that the environment is easy to navigate and use on the third week and during the third year. The light level of effort that was placed into the Request Phase of this process will set us up to keep content clean and relevant for a long time to come. With an up-to-date content repository users will be able to quickly find access to the information that is critical to their work processes. You might not get a holiday named in your honor managing the content system, but will appreciate their quick access to quality information.

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  • XNA for life!

    - by George Clingerman
    Or until my arm falls off at least…. I’ve been meaning to get a new tattoo for quite a while. And I wanted it to be geeky and to represent some memorable milestone in my life. So I was thinking, mulling over some various ideas, sketching some things out. And then it hit me. XNA. Specifically the XNA logo. It’s super geeky (so geeky I’ll probably have to explain to 90% of the people that say it what it even means) and I’m not sure that anything has been so memorable and made such a change in my life as XNA. Cheesy but true. When the XNA framework came out, thing started happening quickly. I stumbled into a geek community and started going to code camps, MSDN events, code-a-thons. I got an XNA MVP award. Met huge geek idols in my life (like Rory Blyth and Scott Hanselman) and just really started getting integrated into this fantastic development community. Then to add to all of that I became part of this fantastic XNA community. It’s really just been one of the best things to ever happen to me and I’m having the time of my life right now. So sure, it’s permanent. Sure Microsoft could cancel XNA, rebrand it to Flimmer Flammer or some other name. Sure my arms are going to be wrinkly and flabby when I’m older and for sure I’m going to have to explain to people over and over again just what in the world “xna” means. But you know what, every time I look at that tattoo and every time I’m telling somebody what xna means, I’m going to remember all these awesome things that have happened to me. All the tremendous things I’m seeing people do with the XNA framework and more importantly all the stories and friendships I’ve formed in the XNA community. And I think that deserves a little permanent recognition.

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  • Color sprite tint with opacity in MonoGame/XNA

    - by Piotr Walat
    In MonoGame I am using SpriteBatch to draw sprites. I want to create a semi transparent overlay that would 'tint' the sprite with a given color. SpriteBatch.Draw accepts Color parameter that allows to specify the tint, however the alpha channel seems to make the whole sprite transparent (not the tint only). To address the problem i am overlaying my sprites with another white, semitransparent sprite tinted to a given color. It works as expected, but I am not sure if that is the correct (ie. most optimal) approach. Can you suggest better/faster technique?

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  • Cocos2d-xna memory management for WP8

    - by Arkiliknam
    I recently upgraded to VS2012 and try my in dev game out on the new WP8 emulators but was dismayed to find out the emulator now crashes and throws an out of memory exception during my sprite loading procedure (funnily, it still works in WP7 emulators and on my WP7). Regardless of whether the problem is the emulator or not, I want to get a clear understanding of how I should be managing memory in the game. My game consists of a character whom has 4 or more different animations. Each animation consists of 4 to 7 frames. On top of that, the character has up to 8 stackable visualization modifications (eg eye type, nose type, hair type, clothes type). Pre memory issue, I preloaded all textures for each animation frame and customization and created animate action out of them. The game then plays animations using the customizations applied to that current character. I re-looked at this implementation when I received the out of memory exceptions and have started playing with RenderTexture instead, so instead of pre loading all possible textures, it on loads textures needed for the character, renders them onto a single texture, from which the animation is built. This means the animations use 1/8th of the sprites they were before. I thought this would solve my issue, but it hasn't. Here's a snippet of my code: var characterTexture = CCRenderTexture.Create((int)width, (int)height); characterTexture.BeginWithClear(0, 0, 0, 0); // stamp a body onto my texture var bodySprite = MethodToCreateSpecificSprite(); bodySprite.Position = centerPoint; bodySprite.Visit(); bodySprite.Cleanup(); bodySprite = null; // stamp eyes, nose, mouth, clothes, etc... characterTexture.End(); As you can see, I'm calling CleanUp and setting the sprite to null in the hope of releasing the memory, though I don't believe this is the right way, nor does it seem to work... I also tried using SharedTextureCache to load textures before Stamping my texture out, and then clearing the SharedTextureCache with: CCTextureCache.SharedTextureCache.RemoveAllTextures(); But this didn't have an effect either. Any tips on what I'm not doing? I used VS to do a memory profile of the emulation causing the crash. Both WP7.1 and WP8 emulators peak at about 150mb of usage. WP8 crashes and throws an out of memory exception. Each customisation/frame is 15kb at the most. Lets say there are 8 layers of customisation = 120kb but I render then onto one texture which I would assume is only 15kb again. Each animation is 8 frames at the most. That's 15kb for 1 texture, or 960kb for 8 textures of customisation. There are 4 animation sets. That's 60Kb for 4 sets of 1 texture, or 3.75MB for 4 sets of 8 textures of customisation. So even if its storing every layer, its 3.75MB.... no where near the 150mb breaking point my profiler seems to suggest :( WP 7.1 Memory Profile (max 150MB) WP8 Memory Profile (max 150MB and crashes)

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  • 2D Array of 2D Arrays (C# / XNA) [on hold]

    - by Lemoncreme
    I want to create a 2D array that contains many other 2D arrays. The problem is I'm not quite sure what I'm doing but this is the initialization code I have: int[,][,] chunk = new int[64, 64][32, 32]; For some reason Visual Studio doesn't like this and says that it's and 'invalid rank specifier'. Also, I'm not sure how to use the nested arrays once I've declared them... Some help and some insight, please?

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  • Advice for creating fog of war on tilemap game XNA

    - by Sigh-AniDe
    I have created a 2D Tile Based game. The game has a single path that the sprite can move on. I want to create to make the entire screen black except for where the sprite is. The sprite has commands such as left where he keeps looking left, right where he keeps looking right and move forward where he moves in the direction he is looking. I want to make it such that when he looks left then the tile on the left of the sprites fog should be removed and so on for all the sides. What is the best way to do this? Is there any tutorials that you guys know of that i can take a look at? Thanks

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  • Partitioned Repository for WebCenter Content using Oracle Database 11g

    - by Adao Junior
    One of the biggest challenges for content management solutions is related to the storage management due the high volumes of the unstoppable growing of information. Even if you have storage appliances and a lot of terabytes, thinks like backup, compression, deduplication, storage relocation, encryption, availability could be a nightmare. One standard option that you have with the Oracle WebCenter Content is to store data to the database. And the Oracle Database allows you leverage features like compression, deduplication, encryption and seamless backup. But with a huge volume, the challenge is passed to the DBA to keep the WebCenter Content Database up and running. One solution is the use of DB partitions for your content repository, but what are the implications of this? Can I fit this with my business requirements? Well, yes. It’s up to you how you will manage that, you just need a good plan. During you “storage brainstorm plan” take in your mind what you need, such as storage petabytes of documents? You need everything on-line? There’s a way to logically separate the “good content” from the “legacy content”? The first thing that comes to my mind is to use the creation date of the document, but you need to remember that this document could receive a lot of revisions and maybe you can consider the revision creation date. Your plan can have also complex rules like per Document Type or per a custom metadata like department or an hybrid per date, per DocType and an specific virtual folder. Extrapolation the use, you can have your repository distributed in different servers, different disks, different disk types (Such as ssds, sas, sata, tape,…), separated accordingly your business requirements, separating the “hot” content from the legacy and easily matching your compliance requirements. If you think to use by revision, the simple way is to consider the dId, that is the sequential unique id for every content created using the WebCenter Content or the dLastModified that is the date field of the FileStorage table that contains the date of inclusion of the content to the DB Table using SecureFiles. Using the scenario of partitioned repository using an hierarchical separation by date, we will transform the FileStorage table in an partitioned table using  “Partition by Range” of the dLastModified column (You can use the dId or a join with other tables for other metadata such as dDocType, Security, etc…). The test scenario bellow covers: Previous existent data on the JDBC Storage to be migrated to the new partitioned JDBC Storage Partition by Date Automatically generation of new partitions based on a pre-defined interval (Available only with Oracle Database 11g+) Deduplication and Compression for legacy data Oracle WebCenter Content 11g PS5 (Could present some customizations that do not affect the test scenario) For the test case you need some data stored using JDBC Storage to be the “legacy” data. If you do not have done before, just create an Storage rule pointed to the JDBC Storage: Enable the metadata StorageRule in the UI and upload some documents using this rule. For this test case you can run using the schema owner or an dba user. We will use the schema owner TESTS_OCS. I can’t forgot to tell that this is just a test and you should do a proper backup of your environment. When you use the schema owner, you need some privileges, using the dba user grant the privileges needed: REM Grant privileges required for online redefinition. GRANT EXECUTE ON DBMS_REDEFINITION TO TESTS_OCS; GRANT ALTER ANY TABLE TO TESTS_OCS; GRANT DROP ANY TABLE TO TESTS_OCS; GRANT LOCK ANY TABLE TO TESTS_OCS; GRANT CREATE ANY TABLE TO TESTS_OCS; GRANT SELECT ANY TABLE TO TESTS_OCS; REM Privileges required to perform cloning of dependent objects. GRANT CREATE ANY TRIGGER TO TESTS_OCS; GRANT CREATE ANY INDEX TO TESTS_OCS; In our test scenario we will separate the content as Legacy, Day1, Day2, Day3 and Future. This last one will partitioned automatically using 3 tablespaces in a round robin mode. In a real scenario the partition rule could be per month, per year or any rule that you choose. Table spaces for the test scenario: CREATE TABLESPACE TESTS_OCS_PART_LEGACY DATAFILE 'tests_ocs_part_legacy.dat' SIZE 500K AUTOEXTEND ON NEXT 500K MAXSIZE UNLIMITED; CREATE TABLESPACE TESTS_OCS_PART_DAY1 DATAFILE 'tests_ocs_part_day1.dat' SIZE 500K AUTOEXTEND ON NEXT 500K MAXSIZE UNLIMITED; CREATE TABLESPACE TESTS_OCS_PART_DAY2 DATAFILE 'tests_ocs_part_day2.dat' SIZE 500K AUTOEXTEND ON NEXT 500K MAXSIZE UNLIMITED; CREATE TABLESPACE TESTS_OCS_PART_DAY3 DATAFILE 'tests_ocs_part_day3.dat' SIZE 500K AUTOEXTEND ON NEXT 500K MAXSIZE UNLIMITED; CREATE TABLESPACE TESTS_OCS_PART_ROUND_ROBIN_A 'tests_ocs_part_round_robin_a.dat' DATAFILE SIZE 500K AUTOEXTEND ON NEXT 500K MAXSIZE UNLIMITED; CREATE TABLESPACE TESTS_OCS_PART_ROUND_ROBIN_B 'tests_ocs_part_round_robin_b.dat' DATAFILE SIZE 500K AUTOEXTEND ON NEXT 500K MAXSIZE UNLIMITED; CREATE TABLESPACE TESTS_OCS_PART_ROUND_ROBIN_C 'tests_ocs_part_round_robin_c.dat' DATAFILE SIZE 500K AUTOEXTEND ON NEXT 500K MAXSIZE UNLIMITED; Before start, gather optimizer statistics on the actual FileStorage table: EXEC DBMS_STATS.GATHER_TABLE_STATS(USER, 'FileStorage', cascade => TRUE); Now check if is possible execute the redefinition process: EXEC DBMS_REDEFINITION.CAN_REDEF_TABLE('TESTS_OCS', 'FileStorage',DBMS_REDEFINITION.CONS_USE_PK); If no errors messages, you are good to go. Create a Partitioned Interim FileStorage table. You need to create a new table with the partition information to act as an interim table: CREATE TABLE FILESTORAGE_Part ( DID NUMBER(*,0) NOT NULL ENABLE, DRENDITIONID VARCHAR2(30 CHAR) NOT NULL ENABLE, DLASTMODIFIED TIMESTAMP (6), DFILESIZE NUMBER(*,0), DISDELETED VARCHAR2(1 CHAR), BFILEDATA BLOB ) LOB (BFILEDATA) STORE AS SECUREFILE ( ENABLE STORAGE IN ROW NOCACHE LOGGING KEEP_DUPLICATES NOCOMPRESS ) PARTITION BY RANGE (DLASTMODIFIED) INTERVAL (NUMTODSINTERVAL(1,'DAY')) STORE IN (TESTS_OCS_PART_ROUND_ROBIN_A, TESTS_OCS_PART_ROUND_ROBIN_B, TESTS_OCS_PART_ROUND_ROBIN_C) ( PARTITION FILESTORAGE_PART_LEGACY VALUES LESS THAN (TO_DATE('05-APR-2012 12.00.00 AM', 'DD-MON-YYYY HH.MI.SS AM')) TABLESPACE TESTS_OCS_PART_LEGACY LOB (BFILEDATA) STORE AS SECUREFILE ( TABLESPACE TESTS_OCS_PART_LEGACY RETENTION NONE DEDUPLICATE COMPRESS HIGH ), PARTITION FILESTORAGE_PART_DAY1 VALUES LESS THAN (TO_DATE('06-APR-2012 07.25.00 PM', 'DD-MON-YYYY HH.MI.SS AM')) TABLESPACE TESTS_OCS_PART_DAY1 LOB (BFILEDATA) STORE AS SECUREFILE ( TABLESPACE TESTS_OCS_PART_DAY1 RETENTION AUTO KEEP_DUPLICATES COMPRESS ), PARTITION FILESTORAGE_PART_DAY2 VALUES LESS THAN (TO_DATE('06-APR-2012 07.55.00 PM', 'DD-MON-YYYY HH.MI.SS AM')) TABLESPACE TESTS_OCS_PART_DAY2 LOB (BFILEDATA) STORE AS SECUREFILE ( TABLESPACE TESTS_OCS_PART_DAY2 RETENTION AUTO KEEP_DUPLICATES NOCOMPRESS ), PARTITION FILESTORAGE_PART_DAY3 VALUES LESS THAN (TO_DATE('06-APR-2012 07.58.00 PM', 'DD-MON-YYYY HH.MI.SS AM')) TABLESPACE TESTS_OCS_PART_DAY3 LOB (BFILEDATA) STORE AS SECUREFILE ( TABLESPACE TESTS_OCS_PART_DAY3 RETENTION AUTO KEEP_DUPLICATES NOCOMPRESS ) ); After the creation you should see your partitions defined. Note that only the fixed range partitions have been created, none of the interval partition have been created. Start the redefinition process: BEGIN DBMS_REDEFINITION.START_REDEF_TABLE( uname => 'TESTS_OCS' ,orig_table => 'FileStorage' ,int_table => 'FileStorage_PART' ,col_mapping => NULL ,options_flag => DBMS_REDEFINITION.CONS_USE_PK ); END; This operation can take some time to complete, depending how many contents that you have and on the size of the table. Using the DBA user you can check the progress with this command: SELECT * FROM v$sesstat WHERE sid = 1; Copy dependent objects: DECLARE redefinition_errors PLS_INTEGER := 0; BEGIN DBMS_REDEFINITION.COPY_TABLE_DEPENDENTS( uname => 'TESTS_OCS' ,orig_table => 'FileStorage' ,int_table => 'FileStorage_PART' ,copy_indexes => DBMS_REDEFINITION.CONS_ORIG_PARAMS ,copy_triggers => TRUE ,copy_constraints => TRUE ,copy_privileges => TRUE ,ignore_errors => TRUE ,num_errors => redefinition_errors ,copy_statistics => FALSE ,copy_mvlog => FALSE ); IF (redefinition_errors > 0) THEN DBMS_OUTPUT.PUT_LINE('>>> FileStorage to FileStorage_PART temp copy Errors: ' || TO_CHAR(redefinition_errors)); END IF; END; With the DBA user, verify that there's no errors: SELECT object_name, base_table_name, ddl_txt FROM DBA_REDEFINITION_ERRORS; *Note that will show 2 lines related to the constrains, this is expected. Synchronize the interim table FileStorage_PART: BEGIN DBMS_REDEFINITION.SYNC_INTERIM_TABLE( uname => 'TESTS_OCS', orig_table => 'FileStorage', int_table => 'FileStorage_PART'); END; Gather statistics on the new table: EXEC DBMS_STATS.GATHER_TABLE_STATS(USER, 'FileStorage_PART', cascade => TRUE); Complete the redefinition: BEGIN DBMS_REDEFINITION.FINISH_REDEF_TABLE( uname => 'TESTS_OCS', orig_table => 'FileStorage', int_table => 'FileStorage_PART'); END; During the execution the FileStorage table is locked in exclusive mode until finish the operation. After the last command the FileStorage table is partitioned. If you have contents out of the range partition, you should see the new partitions created automatically, not generating an error if you “forgot” to create all the future ranges. You will see something like: You now can drop the FileStorage_PART table: border-bottom-width: 1px; border-bottom-style: solid; text-align: left; border-left-color: silver; border-left-width: 1px; border-left-style: solid; padding-bottom: 4px; line-height: 12pt; background-color: #f4f4f4; margin-top: 20px; margin-right: 0px; margin-bottom: 10px; margin-left: 0px; padding-left: 4px; width: 97.5%; padding-right: 4px; font-family: 'Courier New', Courier, monospace; direction: ltr; max-height: 200px; font-size: 8pt; overflow-x: auto; overflow-y: auto; border-top-color: silver; border-top-width: 1px; border-top-style: solid; cursor: text; border-right-color: silver; border-right-width: 1px; border-right-style: solid; padding-top: 4px; " id="codeSnippetWrapper"> DROP TABLE FileStorage_PART PURGE; To check the FileStorage table is valid and is partitioned, use the command: SELECT num_rows,partitioned FROM user_tables WHERE table_name = 'FILESTORAGE'; You can list the contents of the FileStorage table in a specific partition, per example: SELECT * FROM FileStorage PARTITION (FILESTORAGE_PART_LEGACY) Some useful commands that you can use to check the partitions, note that you need to run using a DBA user: SELECT * FROM DBA_TAB_PARTITIONS WHERE table_name = 'FILESTORAGE';   SELECT * FROM DBA_TABLESPACES WHERE tablespace_name like 'TESTS_OCS%'; After the redefinition process complete you have a new FileStorage table storing all content that has the Storage rule pointed to the JDBC Storage and partitioned using the rule set during the creation of the temporary interim FileStorage_PART table. At this point you can test the WebCenter Content downloading the documents (Original and Renditions). Note that the content could be already in the cache area, take a look in the weblayout directory to see if a file with the same id is there, then click on the web rendition of your test file and see if have created the file and you can open, this means that is all working. The redefinition process can be repeated many times, this allow you test what the better layout, over and over again. Now some interesting maintenance actions related to the partitions: Make an tablespace read only. No issues viewing, the WebCenter Content do not alter the revisions When try to delete an content that is part of an read only tablespace, an error will occurs and the document will not be deleted The only way to prevent errors today is creating an custom component that checks the partitions and if you have an document in an “Read Only” repository, execute the deletion process of the metadata and mark the document to be deleted on the next db maintenance, like a new redefinition. Take an tablespace off-line for archiving purposes or any other reason. When you try open an document that is included in this tablespace will receive an error that was unable to retrieve the content, but the others online tablespaces are not affected. Same behavior when deleting documents. Again, an custom component is the solution. If you have an document “out of range”, the component can show an message that the repository for that document is offline. This can be extended to a option to the user to request to put online again. Moving some legacy content to an offline repository (table) using the Exchange option to move the content from one partition to a empty nonpartitioned table like FileStorage_LEGACY. Note that this option will remove the registers from the FileStorage and will not be able to open the stored content. You always need to keep in mind the indexes and constrains. An redefinition separating the original content (vault) from the renditions and separate by date ate the same time. This could be an option for DAM environments that want to have an special place for the renditions and put the original files in a storage with less performance. The process will be the same, you just need to change the script of the interim table to use composite partitioning. Will be something like: CREATE TABLE FILESTORAGE_RenditionPart ( DID NUMBER(*,0) NOT NULL ENABLE, DRENDITIONID VARCHAR2(30 CHAR) NOT NULL ENABLE, DLASTMODIFIED TIMESTAMP (6), DFILESIZE NUMBER(*,0), DISDELETED VARCHAR2(1 CHAR), BFILEDATA BLOB ) LOB (BFILEDATA) STORE AS SECUREFILE ( ENABLE STORAGE IN ROW NOCACHE LOGGING KEEP_DUPLICATES NOCOMPRESS ) PARTITION BY LIST (DRENDITIONID) SUBPARTITION BY RANGE (DLASTMODIFIED) ( PARTITION Vault VALUES ('primaryFile') ( SUBPARTITION FILESTORAGE_VAULT_LEGACY VALUES LESS THAN (TO_DATE('05-APR-2012 12.00.00 AM', 'DD-MON-YYYY HH.MI.SS AM')) LOB (BFILEDATA) STORE AS SECUREFILE , SUBPARTITION FILESTORAGE_VAULT_DAY1 VALUES LESS THAN (TO_DATE('06-APR-2012 07.25.00 PM', 'DD-MON-YYYY HH.MI.SS AM')) LOB (BFILEDATA) STORE AS SECUREFILE , SUBPARTITION FILESTORAGE_VAULT_DAY2 VALUES LESS THAN (TO_DATE('06-APR-2012 07.55.00 PM', 'DD-MON-YYYY HH.MI.SS AM')) LOB (BFILEDATA) STORE AS SECUREFILE , SUBPARTITION FILESTORAGE_VAULT_DAY3 VALUES LESS THAN (TO_DATE('06-APR-2012 07.58.00 PM', 'DD-MON-YYYY HH.MI.SS AM')) LOB (BFILEDATA) STORE AS SECUREFILE , SUBPARTITION FILESTORAGE_VAULT_FUTURE VALUES LESS THAN (MAXVALUE) ) ,PARTITION WebLayout VALUES ('webViewableFile') ( SUBPARTITION FILESTORAGE_WEBLAYOUT_LEGACY VALUES LESS THAN (TO_DATE('05-APR-2012 12.00.00 AM', 'DD-MON-YYYY HH.MI.SS AM')) LOB (BFILEDATA) STORE AS SECUREFILE , SUBPARTITION FILESTORAGE_WEBLAYOUT_DAY1 VALUES LESS THAN (TO_DATE('06-APR-2012 07.25.00 PM', 'DD-MON-YYYY HH.MI.SS AM')) LOB (BFILEDATA) STORE AS SECUREFILE , SUBPARTITION FILESTORAGE_WEBLAYOUT_DAY2 VALUES LESS THAN (TO_DATE('06-APR-2012 07.55.00 PM', 'DD-MON-YYYY HH.MI.SS AM')) LOB (BFILEDATA) STORE AS SECUREFILE , SUBPARTITION FILESTORAGE_WEBLAYOUT_DAY3 VALUES LESS THAN (TO_DATE('06-APR-2012 07.58.00 PM', 'DD-MON-YYYY HH.MI.SS AM')) LOB (BFILEDATA) STORE AS SECUREFILE , SUBPARTITION FILESTORAGE_WEBLAYOUT_FUTURE VALUES LESS THAN (MAXVALUE) ) ,PARTITION Special VALUES ('Special') ( SUBPARTITION FILESTORAGE_SPECIAL_LEGACY VALUES LESS THAN (TO_DATE('05-APR-2012 12.00.00 AM', 'DD-MON-YYYY HH.MI.SS AM')) LOB (BFILEDATA) STORE AS SECUREFILE , SUBPARTITION FILESTORAGE_SPECIAL_DAY1 VALUES LESS THAN (TO_DATE('06-APR-2012 07.25.00 PM', 'DD-MON-YYYY HH.MI.SS AM')) LOB (BFILEDATA) STORE AS SECUREFILE , SUBPARTITION FILESTORAGE_SPECIAL_DAY2 VALUES LESS THAN (TO_DATE('06-APR-2012 07.55.00 PM', 'DD-MON-YYYY HH.MI.SS AM')) LOB (BFILEDATA) STORE AS SECUREFILE , SUBPARTITION FILESTORAGE_SPECIAL_DAY3 VALUES LESS THAN (TO_DATE('06-APR-2012 07.58.00 PM', 'DD-MON-YYYY HH.MI.SS AM')) LOB (BFILEDATA) STORE AS SECUREFILE , SUBPARTITION FILESTORAGE_SPECIAL_FUTURE VALUES LESS THAN (MAXVALUE) ) )ENABLE ROW MOVEMENT; The next post related to partitioned repository will come with an sample component to handle the possible exceptions when you need to take off line an tablespace/partition or move to another place. Also, we can include some integration to the Retention Management and Records Management. Another subject related to partitioning is the ability to create an FileStore Provider pointed to a different database, raising the level of the distributed storage vs. performance. Let us know if this is important to you or you have an use case not listed, leave a comment. Cross-posted on the blog.ContentrA.com

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  • 2D Mask antialiasing in xna hlsl

    - by mohsen
    I have two texture2d , one of these is a mask texture and have 2kind color and i use that for mask (filter) second texture2D something like float4 tex = tex2D(sprite, texCoord); float4 bitMask = tex2D(mask, texCoord); if (bitMask.a >0) { return float4(0,0,0,0); } else { return float4(tex.b,tex.g,tex.r,1); } but because mask texture is just two color the result is too jagged i want know how i can do some antialiasing for edges that smooth these ty for reading and sry for my bad english

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  • XNA Level Select Menu

    - by user29901
    I'll try to explain this the best I can. I'm trying to create a level select menu for a game I'm making. The menu is basically a group of blocks numbered 1-16, similar to something like the Angry Birds menu. What I've done is created a cursor, basically just an outline to surround a block, that the user can move to select what level they want to play. What I want it do is move from block to block instead of simply moving around on the X and Y axes as it does now. So my question is, how can I get the cursor (highLight in the below code) to move from block to block(destinationRectangle1 etc. in the code)? /// Field for the "cursor" Vector2 highLightPos = new Vector2(400, 200); ///This is the Update code KeyboardState keyBoardState = Keyboard.GetState(); if (keyBoardState.IsKeyDown(Keys.Up)) highLightPos.Y--; if (keyBoardState.IsKeyDown(Keys.Down)) highLightPos.Y++; if (keyBoardState.IsKeyDown(Keys.Right)) highLightPos.X++; if (keyBoardState.IsKeyDown(Keys.Left)) highLightPos.X--; /// This is the draw code SpriteBatch spriteBatch = ScreenManager.SpriteBatch; Rectangle screenRectangle = new Rectangle(0, 0, 1280, 720); Rectangle destinationRectangle1 = new Rectangle(400, 200, 64, 64); Rectangle frameRectangle1 = new Rectangle(0, 0, 64, 64); Rectangle destinationRectangle2 = new Rectangle(500, 200, 64, 64); Rectangle frameRectangle2 = new Rectangle(64, 0, 64, 64); Rectangle destinationRectangle3 = new Rectangle(600, 200, 64, 64); Rectangle frameRectangle3 = new Rectangle(128, 0, 64, 64); Rectangle destinationRectangle4 = new Rectangle(700, 200, 64, 64); Rectangle frameRectangle4 = new Rectangle(192, 0, 64, 64); Rectangle destinationRectangle5 = new Rectangle(800, 200, 64, 64); Rectangle frameRectangle5 = new Rectangle(256, 0, 64, 64); Rectangle destinationRectangle6 = new Rectangle(400, 300, 64, 64); Rectangle frameRectangle6 = new Rectangle(320, 0, 64, 64); Rectangle destinationRectangle7 = new Rectangle(500, 300, 64, 64); Rectangle frameRectangle7 = new Rectangle(384, 0, 64, 64); Rectangle destinationRectangle8 = new Rectangle(600, 300, 64, 64); Rectangle frameRectangle8 = new Rectangle(448, 0, 64, 64); Rectangle destinationRectangle9 = new Rectangle(700, 300, 64, 64); Rectangle frameRectangle9 = new Rectangle(0, 64, 64, 64); Rectangle destinationRectangle10 = new Rectangle(800, 300, 64, 64); Rectangle frameRectangle10 = new Rectangle(64, 64, 64, 64); Rectangle destinationRectangle11 = new Rectangle(400, 400, 64, 64); Rectangle frameRectangle11 = new Rectangle(128, 64, 64, 64); Rectangle destinationRectangle12 = new Rectangle(500, 400, 64, 64); Rectangle frameRectangle12 = new Rectangle(192, 64, 64, 64); Rectangle destinationRectangle13 = new Rectangle(600, 400, 64, 64); Rectangle frameRectangle13 = new Rectangle(256, 64, 64, 64); Rectangle destinationRectangle14 = new Rectangle(700, 400, 64, 64); Rectangle frameRectangle14 = new Rectangle(320, 64, 64, 64); Rectangle destinationRectangle15 = new Rectangle(800, 400, 64, 64); Rectangle frameRectangle15 = new Rectangle(384, 64, 64, 64); Rectangle destinationRectangle16 = new Rectangle(600, 500, 64, 64); Rectangle frameRectangle16 = new Rectangle(448, 64, 64, 64); spriteBatch.Begin(); spriteBatch.Draw(forestBG, screenRectangle, Color.White); spriteBatch.Draw(highLight, highLightPos, Color.White); spriteBatch.Draw(levelSelectTiles, destinationRectangle1, frameRectangle1, Color.White); spriteBatch.Draw(levelSelectTiles, destinationRectangle2, frameRectangle2, Color.White); spriteBatch.Draw(levelSelectTiles, destinationRectangle3, frameRectangle3, Color.White); spriteBatch.Draw(levelSelectTiles, destinationRectangle4, frameRectangle4, Color.White); spriteBatch.Draw(levelSelectTiles, destinationRectangle5, frameRectangle5, Color.White); spriteBatch.Draw(levelSelectTiles, destinationRectangle6, frameRectangle6, Color.White); spriteBatch.Draw(levelSelectTiles, destinationRectangle7, frameRectangle7, Color.White); spriteBatch.Draw(levelSelectTiles, destinationRectangle8, frameRectangle8, Color.White); spriteBatch.Draw(levelSelectTiles, destinationRectangle9, frameRectangle9, Color.White); spriteBatch.Draw(levelSelectTiles, destinationRectangle10, frameRectangle10, Color.White); spriteBatch.Draw(levelSelectTiles, destinationRectangle11, frameRectangle11, Color.White); spriteBatch.Draw(levelSelectTiles, destinationRectangle12, frameRectangle12, Color.White); spriteBatch.Draw(levelSelectTiles, destinationRectangle13, frameRectangle13, Color.White); spriteBatch.Draw(levelSelectTiles, destinationRectangle14, frameRectangle14, Color.White); spriteBatch.Draw(levelSelectTiles, destinationRectangle15, frameRectangle15, Color.White); spriteBatch.Draw(levelSelectTiles, destinationRectangle16, frameRectangle16, Color.White); spriteBatch.End(); PS, I'm aware that this code is probably inefficient, cumbersome or that there's a better way to draw parts of a tile sheet. Any suggestions would be appreciated.

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  • XNA `tex2Dlod` always returns transparent black

    - by feralin
    I want to sample a texture in a vertex shader, so at first I just tried using float2 texcoords = ...; color = tex2D(texture, texcoords); But apparently I cannot use tex2D in a vertex shader, and must use tex2Dlod. So then I changed the above code to color = tex2Dlod(texture, float4(texcoords, 0, 0)); But now color is always float4(0, 0, 0, 0) (i.e. transparent black). Why is this, and how can I fix it? EDIT: I know for a fact that the texture does not contain just transparent black pixels.

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  • Shadow-mapping xna

    - by Kurt Ricci
    I've been trying to implement shadows in my game and I've been following quite a few tutorials online, mainly Riemers, but I'm always getting the same 2 errors when I'm drawing my models and setting the parameters from the effect file. The errors are: This method does not accept null for this parameter. Parameter name: value and Object reference not set to an instance of an object. So I've then downloaded a sample and just replaced my model with the one found in the sample and the same errors occur. I this find very strange as it works with his model. I'm wondering if the problem is with my models (I made them myself). Here's the code where the errors occur (they start to occur after the second foreach loop). Any help would be greatly appreciated, thanks.

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  • Performance of pixel shaders vs. SpriteBatch: XNA

    - by ashes999
    Precondition: I read this question/answer about using shaders, or spritebatch, to render and mark a sprite. I need to do something like that. I also have a 2D lighting PoC which I need to write. The way it will work will basically be something like: Draw all the sprites Draw lighting gradients to create a lighting texture Multiply/add the lighting texture to achieve different effects (I use multiple passes of add/multiply the lighting texture to achieve different effects.) My question is really about a generalization: can I say with certainty that pixel shaders are always faster than adding/multiplying textures to the SpriteBatch? Or that adding/multiplying is always faster? Or if it's not generalizable, how do I decide which approach to take, given that I can probably code either of them? (If it matters, I'm using MonoGame 3.0 beta for Windows games)

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