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  • XNA 4.0 - Purple/Pink Tint Over All Sprites After Viewing in FullScreen

    - by D. Dubya
    I'm a noob to the game dev world and recently finished the 2D XNA tutorial from http://www.pluralsight.com. Everything was perfect until I decided to try the game in Fullscreen mode. The following code was added to the Game1 constructor. graphics.PreferredBackBufferWidth = 800; graphics.PreferredBackBufferHeight = 480; graphics.IsFullScreen = true; As soon as it launched in Fullscreen, I noticed that the entire game was tinted. None of the colours were appearing as they should. That code was removed, the game then launched in the 800x480 window, however the tint remained. I commented out all my Draw code so that all that was left was GraphicsDevice.Clear(Color.CornflowerBlue); //spriteBatch.Begin(); //gameState.Draw(spriteBatch, false); //spriteBatch.End(); //spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive); //gameState.Draw(spriteBatch, true); //spriteBatch.End(); base.Draw(gameTime); The result was an empty window that was tinted Purple, not Blue. I changed the GraphicsDevice.Clear colour to Color.White and the window was tinted Pink. Color.Transparent gave a Black window. Even tried rebooting my PC but the 'tint' still remains. I'm at a loss here.

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  • Where is he now?

    - by Chris G. Williams
    A couple months ago, I announced I was leaving Magenic in order to take a break from consulting. I figured I'd post an update as to what I'm doing now, since I haven't exactly been slacking off.1) I accepted a position as a Lead Developer with RealPage. I work on a number of internal use applications for a subsidiary known as LevelOne. The majority of my work is in ASP.NET, a surprising amount of VB.NET, some C# and I'm picking up a few new tools for my belt... specifically Python, MongoDB and Perl.2) I am still the owner of Big Robot Games, a retail game store / coffee shop in the South Carolina upstate region. I'm not as involved in the day to day activity as I was, but I'm there most nights and weekends, when I'm not off doing other things, like #3.3) I am on the staff of Rock Revolt Magazine as a journalist, covering live performances as well as interviewing bands, providing album & video game reviews, fixing the website and the occasional prison ink. (Just kidding on that last one.)4) In whatever time is leftover, I still manage to bang out a little code on Heroic Adventure! (aka HA!) and talk about Windows Phone, XNA and whatever else suits me, wherever they'll let me.I guess that's about it.

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  • techniques for displaying vehicle damage

    - by norca
    I wonder how I can displaying vehicle damage. I am talking about an good way to show damage on screen. Witch kind of model are common in games and what are the benefits of them. What is state of the art? One way i can imagine is to save a set of textures (normal/color/lightmaps, etc) to a state of the car (normal, damage, burnt out) and switch or blending them. But is this really good without changing the model? Another way i was thinking about is preparing animations for different locations on my car, something like damage on the front, on the leftside/rightside or on the back. And start blending the specific animation. But is this working with good textures? Whats about physik engines? Is it usefull to use it for deforming vertexdata? i think losing parts of my car (doors, sirens, weapons) can looks really nice. my game is a kind of rts in a top down view. vehicles are not the really most importend units (its no racing game), but i have quite a lot in. thx for help

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  • Correct way to use Farseer Physics in XNA

    - by user1640602
    I am using Farseer Physics for my 2D sidescroller game and I'm not sure how to proceed with it. I currently have a Sprite class (handles nothing but graphics), a GameObject class (contains specific object info like hit points), a World object which contains the list of Bodies, and a Level object which contains all of these objects. Originally I was trying to keep track of the Sprites, GameObjects, and Bodies separately because I felt that would provide loose coupling but it quickly became a headache. So my new idea was to add a Sprite member to the GameObject class but I'm still not sure how to maintain the Bodies because they have to communicate with GameObject. Specifically, my issue is this: The position of the Body is used to draw the Sprite inside of the Level. In order to do that I would have to maintain a link between GameObjects and Bodies. Is this correct or is there a better way to architect my game? If any of this is unclear please ask and I'll try to clarify. Thank you in advance for any help.

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  • How to set an old view? [closed]

    - by xan
    Possible Duplicate: How to revert to GNOME Classic? is it possible to change general view in Ubuntu 12.04 so it was like in Ubuntu 10.04? I really liked old one and really don't like new one. Things that are annoying me: menu on the left with large icons lack of workspaces icons in right bottom corner lack of menu: Applications, Places, System in left top corner menu like: file | edit | view | help resize and red cross is available in all applications at the very top of the pulpit, unless at the very top of the application window I know it may sound crazy, but that's all me, don't like changes despite that I know they are often good. I would be very grateful for any help. I really want old view (exactly like here: http://upload.wikimedia.org/wikipedia/commons/2/2d/UbuntuMaverickDesktop.png) back. By the way, if I installed Ubuntu 12.04 by WUBI from Windows level on separated partition, then what is the easiest way to uninstall it? Can I simply format this partition? I'm wondering because I don't know if it is safe, what about boot loader etc.

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  • World Location issues with camera and particle

    - by Joe Weeks
    I have a bit of a strange question, I am adapting the existing code base including the tile engine as per the book: XNA 4.0 Game Development by example by Kurt Jaegers, particularly the aspect that I am working on is the part about the 2D platformer in the last couple of chapters. I am creating a platformer which has a scrolling screen (similar to an old school screen chase), I originally did not have any problems with this aspect as it is simply a case of updating the camera position on the X axis with game time, however I have since added a particle system to allow the players to fire weapons. This particle shot is updated via the world position, I have translated everything correctly in terms of the world position when the collisions are checked. The crux of the problem is that the collisions only work once the screen is static, whilst the camera is moving to follow the player, the collisions are offset and are hitting blocks that are no longer there. My collision for particles is as follows (There are two vertical and horizontal): protected override Vector2 horizontalCollisionTest(Vector2 moveAmount) { if (moveAmount.X == 0) return moveAmount; Rectangle afterMoveRect = CollisionRectangle; afterMoveRect.Offset((int)moveAmount.X, 0); Vector2 corner1, corner2; // new particle world alignment code. afterMoveRect = Camera.ScreenToWorld(afterMoveRect); // end. if (moveAmount.X < 0) { corner1 = new Vector2(afterMoveRect.Left, afterMoveRect.Top + 1); corner2 = new Vector2(afterMoveRect.Left, afterMoveRect.Bottom - 1); } else { corner1 = new Vector2(afterMoveRect.Right, afterMoveRect.Top + 1); corner2 = new Vector2(afterMoveRect.Right, afterMoveRect.Bottom - 1); } Vector2 mapCell1 = TileMap.GetCellByPixel(corner1); Vector2 mapCell2 = TileMap.GetCellByPixel(corner2); if (!TileMap.CellIsPassable(mapCell1) || !TileMap.CellIsPassable(mapCell2)) { moveAmount.X = 0; velocity.X = 0; } return moveAmount; } And the camera is pretty much the same as the one in the book... with this added (as an early test). public static void Update(GameTime gameTime) { position.X += 1; }

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  • Checking for collisions on a 3D heightmap

    - by Piku
    I have a 3D heightmap drawn using OpenGL (which isn't important). It's represented by a 2D array of height data. To draw this I go through the array using each point as a vertex. Three vertices are wound together to form a triangle, two triangles to make a quad. To stop the whole mesh being tiny I scale this by a certain amount called 'gridsize'. This produces a fairly nice and lumpy, angular terrain kind of similar to something you'd see in old Atari/Amiga or DOS '3D' games (think Virus/Zarch on the Atari ST). I'm now trying to work out how to do collision with the terrain, testing to see if the player is about to collide with a piece of scenery sticking upwards or fall into a hole. At the moment I am simply dividing the player's co-ordinates by the gridsize to find which vertex the player is on top of and it works well when the player is exactly over the corner of a triangle piece of terrain. However... How can I make it more accurate for the bits between the vertices? I get confused since they don't exist in my heightmap data, they're a product of the GPU trying to draw a triangle between three points. I can calculate the height of the point closest to the player, but not the space between them. I.e if the player is hovering over the centre of one of these 'quads', rather than over the corner vertex of one, how do I work out the height of the terrain below them? Later on I may want the player to slide down the slopes in the terrain.

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  • Is it possible to generate Events and Hooks in Lua for any game without built-in support?

    - by pr0tocol
    Does a game have to have built-in functions to accept and run lua scripts, or can I design Events and Hooks using Lua on any game I please, akin to the days where C code could be used to hook into the WinAPI using dlls? The reason I ask is, I am trying to create a background application that will perform events and hooks on a particular game that does not currently support lua in-game. Brief examples: Events: - An action executed by the PLAYER is detected. For instance, hitting the Q key will normally make my character use an ability, but with my Lua script running in the background, will cause a sound to play on my computer (or something). Hooks: - An action within the GAME is detected. For instance, the game spawns an enemy every minute. When an enemy spawns, the script will detect this and perform an action, for instance playing a sound locally on the computer. I would like to do both, but I know for games like Garry's Mod, the game already has built-in support for running lua scripts. Is there a way to do either events OR hooks using lua similarly to how C/C++ can connect to a game using WinAPI dlls?

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  • Unity on Ubuntu 11.10 - The Dash Home button brings up the panel, but is empty

    - by David M. Coe
    The dash home button brings up a panel that is greyed out, but it is totally empty. It seems to be the very same issue as this: Dash home button brings up blank window which is unanswered. /usr/lib/nux/unity_support_test -p returns OpenGL vendor string: X.Org R300 Project OpenGL renderer string: Gallium 0.4 on ATI RV370 OpenGL version string: 2.1 Mesa 7.11 Not software rendered: yes Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: yes I've tried a unity --reset but that doesn't seem to work. Unity seems to reset, but I get the following warning over and over: cs space validation failed unity What should I do next to try and fix this? Edit: Attempted fixes: I've refomatted, did not work. I've done apt-get remove unity then apt-get update then apt-get install unity, did not work. I've switched to Unity 2d and this seems to work. How can I get regualar Unity working or atleast find the error?

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  • why doesn't my computer resume after sleeping overnight?

    - by bamdad
    i'm having a weird, weird bug that's been haunting me since 11.10. if i listen to music or watch a video and my computer automatically goes to sleep at night, it won't properly resume in the morning. otherwise, suspend and resume works just fine. what happens is that the wi-fi and bluetooth indicator (that turns from white to orange when suspending) stays orange, the display doesn't turn on, and the only option i have is to hard reset the machine. here's what i've tried so far: installing (and uninstalling and reinstalling) laptop-mode-tools switching the proprietary wireless driver (broadcom-wl) to the open source one (brcmsmac & bcma) and back unloading (and blacklisting) all bluetooth modules (rfcomm, btusb, bnep, bluetooth) and stopping (# stop bluetooth) and disabling (# echo 'manual' /etc/init/bluetooth.override) the bluetooth service creating a custom pm sleep action as suggested here: http://ubuntuforums.org/showthread.php?p=11926504 not watching youtube / any stuff that uses flash before going to sleep (i have flashblock, and i checked $ ps aux | grep flash) because i suspected flash to be the culprit trying out different versions of fglrx (the one from the repos, then installing the latest one from amd's site via generated .deb files, then back to the official ones) none of these worked. i remember back in the days of 10.04, there was a gconf key called network sleep: i thought about disabling that, since re-enabling the wireless card seems to be the problem (according to the indicator led), but the option appears to be missing from gnome 3 (unity-2d, whatever). does anyone have any ideas? thanks, bamdad

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  • Costs/profit of/when starting an indie company

    - by Jack
    In short, I want to start a game company. I do not have much coding experience (just basic understanding and ability to write basic programs), any graphics design experience, any audio mixing experience, or whatever else technical. However, I do have a lot of ideas, great analytical skills and a very logical approach to life. I do not have any friends who are even remotely technical (or creative in regards to games for that matter). So now that we've cleared that up, my question is this: how much, minimally, would it cost me to start such a company? I know that a game could be developed in under half a year, which means it would have to operate for half a year prior, and that's assuming that the people working on the first project do their jobs good, don't leave game breaking bugs, a bunch of minor bugs, etc.. So how much would it cost me, and what would be the likely profit in half a year? I'm looking at minimal costs here, as to do it, I would have to sell my current apartment and buy a new, smaller one, pay taxes, and likely move to US/CA/UK to be closer to technologically advanced people (and be able to speak the language of course). EDIT: I'm looking at a small project for starters, not a huge AAA title.

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  • Dual Booting Windows 7 and Ubuntu 12.04. Partition Sizes?

    - by John F.
    I'm about to reinstall Windows, so I thought that I'd try Ubuntu out on a partition just for fun. My question is, how large should my partitions be for each of them? I know this various depending on what you use, so i'll give you a general idea of what I have, and what I have in mind. I'm currently running: Windows 7 Professional (64bit) RAM: 4GB CPU: 2.5Ghz Quad Core processor HDD: 500GB GPU: 1GB Nvidia GeForce I have around 130GB in Steam games, and some heavier applications like Photoshop CS6, Sony Vegas Pro 11. But other Applications I use are: Chrome Skype Dxtory Fraps OpenOffice BitTorrent and other assorted smaller programs. So, I was thinking that I would give my Windows partition about 150-200GB, my Ubuntu Partition around 20GB, and the rest to shared storage. I'm not really sure if I'd need more or less on Ubuntu, because I've never used it and I'm not really sure what kind of apps i'd be using over there. This would also be a clean install, so I'd be wiping my HDD, creating the Partitions in GParted, then installing Windows with Ubuntu following that. Any critique you could give me? Maybe explanations to what the /root, /boot and /home partitions I hear are about? Thanks in advanced if you actually read this lengthy thing! Any help is appreciated. (x

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  • Web application interacts bi-directional with server program?

    - by Roelof Berkepeis
    I want to write a web application to play chess against the engine Crafty. I'm not new to PHP and javascript, but must learn how to interact with a server process : how can a web application and/or (jQuery) ajax interact bi-directionally with a (linux) program running on the server? At this moment i am developing on (Apache) local host. Crafty is installed on my Ubuntu PC. This well-known chess engine has no GUI, it runs in terminal by the command $ /usr/games/crafty and so you can play chess against it and even see it's calculations. I can make Crafty run by PHP, using the functions proc_open() or exec(), and most documentation i found states that the output stream should be a file .. But i think i don't want such setup, because then the webpage should be constanty polling that file (eg. by ajax) to see if some new data was appended, right? How can Crafty talk to the web page directly, saying "i have calculated another variation" or "i have decided a move" etc, then display this info on the web page and let the user give some counter move, just like in terminal. Isn't it possible to use some session / stream / listener? I have no clue at all, can anybody point me in a right direction?

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  • Question on methods in Object Oriented Programming

    - by mal
    I’m learning Java at the minute (first language), and as a project I’m looking at developing a simple puzzle game. My question relates to the methods within a class. I have my Block type class; it has its many attributes, set methods, get methods and just plain methods. There are quite a few. Then I have my main board class. At the moment it does most of the logic, positioning of sprites collision detection and then draws the sprites etc... As I am learning to program as much as I’m learning to program games I’m curious to know how much code is typically acceptable within a given method. Is there such thing as having too many methods? All my draw functionality happens in one method, should I break this into a few ‘sub’ methods? My thinking is if I find at a later stage that the for loop I’m using to cycle through the array of sprites searching for collisions in the spriteCollision() method is inefficient I code a new method and just replace the old method calls with the new one, leaving the old code intact. Is it bad practice to have a method that contains one if statement, and place the call for that method in the for loop? I’m very much in the early stages of coding/designing and I need all the help I can get! I find it a little intimidating when people are talking about throwing together a prototype in a day too! Can’t wait until I’m that good!

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  • How do I draw a scrolling background?

    - by droidmachine
    How can I draw background tile in my 2D side-scrolling game? Is that loop logical for OpenGL es? My tile 2400x480. Also I want to use parallax scrolling for my game. batcher.beginBatch(Assets.background); for(int i=0; i<100; i++) batcher.drawSprite(0+2400*i, 240, 2400, 480, Assets.backgroundRegion); batcher.endBatch(); UPDATE And thats my onDrawFrame.I'm sending deltaTime for fps control. public void onDrawFrame(GL10 gl) { GLGameState state = null; synchronized(stateChanged) { state = this.state; } if(state == GLGameState.Running) { float deltaTime = (System.nanoTime()-startTime) / 1000000000.0f; startTime = System.nanoTime(); screen.update(deltaTime); screen.present(deltaTime); } if(state == GLGameState.Paused) { screen.pause(); synchronized(stateChanged) { this.state = GLGameState.Idle; stateChanged.notifyAll(); } } if(state == GLGameState.Finished) { screen.pause(); screen.dispose(); synchronized(stateChanged) { this.state = GLGameState.Idle; stateChanged.notifyAll(); } } }

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  • Octrees and Vertex Buffer Objects

    - by sharethis
    As many others I want to code a game with a voxel based terrain. The data is represented by voxels which are rendered using triangles. I head of two different approaches and want to combine them. First, I could once divide the space in chunks of a fixed size like many games do. What I could do now is to generate a polygon shape for each chunk and store that in a vertex buffer object (vbo). Each time a voxel changes, the polygon and vbo of its chunk is recreated. Additionally it is easy to dynamically load and reload parts of the terrain. Another approach would be to use octrees and divide the space in eight cubes which are divided again and again. So I could efficiently render the terrain because I don't have to go deeper in a solid cube and can draw that as a single one (with a repeated texture). What I like to use for my game is an octree datastructure. But I can't imagine how to use vbos with that. How is that done, or is this impossible?

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  • Draw contour around object in Opengl

    - by Maciekp
    I need to draw contour around 2d objects in 3d space. I tried drawing lines around object(+points to fill the gap), but due to line width, some part of it(~50%) was covering object. I tried to use stencil buffer, to eliminate this problem, but I got sth like this(contour is green): http://goo.gl/OI5uc (sorry I can't post images, due to my reputation) You can see(where arrow points), that some parts of line are behind object, and some are above. This changes when I move camera, but always there is some part, that is covering it. Here is code, that I use for drawing object: glColorMask(1,1,1,1); std::list<CObjectOnScene*>::iterator objIter=ptr->objects.begin(),objEnd=ptr->objects.end(); int countStencilBit=1; while(objIter!=objEnd) { glColorMask(1,1,1,1); glStencilFunc(GL_ALWAYS,countStencilBit,countStencilBit); glStencilOp(GL_REPLACE,GL_KEEP,GL_REPLACE ); (*objIter)->DrawYourVertices(); glStencilFunc(GL_NOTEQUAL,countStencilBit,countStencilBit); glStencilOp(GL_KEEP,GL_KEEP,GL_REPLACE); (*objIter)->DrawYourBorder(); ++objIter; ++countStencilBit; } I've tried different settings of stencil buffer, but always I was getting sth like that. Here is question: 1.Am I setting stencil buffer wrong? 2. Are there any other simple ways to create contour on such objects? Thanks in advance. EDIT: 1. I don't have normals of objects. 2. Object can be concave. 3. I can't use shaders(see below why).

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  • We really only have ONE rule...

    - by Chris G. Williams
    Had to show someone the door today... bummer.     At Big Robot Games we really only have one rule and it's not all that complex:   If you're going to hang out here all day, you should satisfy AT LEAST one of the following criteria: 1) You buy some food and/or drinks. 2) You occasionally buy product. 3) You play as part of a sanctioned tournaent or gaming group. 4) You act like you have some sense (i.e. have manners.)   We would love it if you manage to do all of the above, of course, but we're really perfectly content to settle for only getting a 1-2 of them at a time.    We don't have a problem with people bringing food in, and we understand that you aren't going to buy a game every time you come here. And yes, we know that people enjoy hanging out here with their friends. We can even overlook your odd quirks and personality issues, provided you're spending a little money once in a while (this IS a BUSINESS, after all.)   However... if you can't manage to do ANY of the things I listed above, and then you get lippy with me about it, well... it's time to say goodbye.

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  • How does a segment-based rendering engine (as in Descent) work?

    - by Calmarius
    As far as I know Descent was one of the first games that featured a fully 3D environment, and it used a segment based rendering engine. Its levels are built from cubic segments (these cubes may be deformed as long as it remains convex and sides remain roughly flat). These cubes are connected by their sides. The connected sides are traversable (maybe doors or grids can be placed on these sides), while the unconnected sides are not traversable walls. So the game is played inside of this complex. Descent was software rendered and it had to be very fast, to be playable on those 10-100MHz processors of that age. Some latter levels of the game are huge and contain thousands of segments, but these levels are still rendered reasonably fast. So I think they tried to minimize the amount of cubes rendered somehow. How to choose which cubes to render for a given location? As far as I know they used a kind of portal rendering, but I couldn't find what was the technique used in this particular kind of engine. I think the fact that the levels are built from convex quadrilateral hexahedrons can be exploited.

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  • Neural network input preprocessing

    - by TND
    It's clear that the effectiveness of a neural network depends strongly on the format you give it to work with. You want to preprocess it into the most convenient form you can algorithmically get to, so that the neural network doesn't have to account for that itself. I'm working on a little project that (surprise!) is going to be using neural networks. My future goal is to eventually use NEAT, which I'm really excited about. Anyway, one of my ideas involves moving entities in continuous 2D space, from a top-down perspective (this would be a really cool game AI). Of course, unless these guys are blind, they're going to be able to see the world around them. There's a lot of different ways this information could be fed into the network. One interesting but expensive way is to simply render a top-down "view" of things, with the entities as dots on the picture, and feed that in. I was hoping for something much simpler to use (at least at first), such as a list of the x (maybe 7 or so) nearest entities and their position in relative polar coordinates, orientation, health, etc., but I'm trying to think of the best way to do it. My first instinct was to order them by distance, which would inherently also train the neural network to consider those more "important". However, I was thinking- what if there's two entities that are nearly the same distance away? They could easily alternate indexes in that list, confusing the network. My question is, is there a better way of representing this? Essentially, the issue is the network needs a good way of keeping track of who's who, while knowing (by being inputted) relevant information about the list of entities it can see. Thanks!

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  • Ubuntu 11.10 w/ Cinnamon - Icons are gone and pictures do not display

    - by B U N N Y
    I'm new on this site and new to using Ubuntu and all. I currently have Ubuntu 11.10 and Cinnamon along with it. I've recently downloaded only a few applications, like the Adobe shockwave as well as a few games. After the downloads, the icons for the windows (the close, minimize, and maximize) are nothing but streaks of colours, and now just plain black, picture previews in my picture folder is gone, some icons on the panels are missing, and icons in the control center are gone. I'm sure more are gone, but that's the ones that I see often. I'm not sure what caused this to happen?? Please get back to me soon! I'm worried about what has happened. ): This is my only laptop to get online. I have no other way besides the library but that takes too long.. EDIT: Okay, I had asked my sister for some help and she helped me restore my minimize, maximize, and close button but I still haven't figured out how to show the icons in the cinnamon dock (which I have set at the top of the window) and how to have my pictures show up again. All of my pictures are just blank and I can't even preview them. They still have their file names but that is it. I'm not sure what has happened. I haven't downloaded any new apps as of the new edit.

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  • Square game map rendered as sphere with OpenGL

    - by Roflha
    Okay so I have been trying to find a good way to do this for a while now and so far I have nothing. For a hobby project of mine I have created a finite voxel world (similar to minecraft), but as I said, mine is finite. When you reach the edge of it, you are sent to the other side. That is all working fine along with rendering the far side of the map, but I want to be able to render this grid as a sphere. Looking down from above, the world is a square. I basically want to be able to represent a portion of that square as a sphere, as if you were looking at a planet. Right now I am experimenting with taking a circular section of the map, and rendering that, but it look to flat (no curvature around the edges). My question then, is what would be the best way to add some curvature to the edges of a 2d circle to make it look like a hemisphere. However, I am not overly attached to this implementation so if somebody has some other idea for representing the square as a planet, I am all ears.

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  • How do I debug xorg/fglrx related system freezes on Ubuntu 12.10?

    - by racerror
    My brand new system is randomly freezing and I don't know how to debug the issue. System: AMD A10-5800k Asus F2A85-M motherboard Integrated Radeon HD 7660D 8gb Samsung ddr3 1600 Ubuntu 12.10 Gnome shell / Unity (issue exists in both) xorg.conf (relevant parts): Section "Device" Identifier "aticonfig-Device[0]-0" Driver "fglrx" BusID "PCI:0:1:0" Option "TexturedVideoSync" "on" Option "UseFastTLS" "2" EndSection Section "Screen" Identifier "aticonfig-Screen[0]-0" Device "aticonfig-Device[0]-0" Monitor "Monitor0" DefaultDepth 24 Option "UseEDID" "False" Option "ExactModeTimingsDVI" "True" Option "NoBandWidthTest" "true" Option "ModeValidation" "AllowNon60hzmodesDFPModes, NoEDIDDFPMaxSizeCheck, NoVertRefreshCheck, NoHorizSyncCheck, NoDFPNativeResolutionCheck, NoMaxSizeCheck, NoMaxPClkCheck, NoEDIDModes" Option "UseEDIDDPI" "False" Option "UseEDIDFreqs" "0" Option "NoLogo" "True" Option "Coolbits" "1" Option "metamodes" "DFP-0: 2560x1440_60 +0+0" SubSection "Display" Depth 24 Modes "2560x1440" EndSubSection I ran memtest on my ram and it checks out fine. I have tried using the latest fglrx and fglrx-beta. I have loaded 3.6.x kernel. I do not see anything relevant in dmesg, kern.log, syslog, .xsession-errors or Xorg.log. I cannot ssh into the machine when frozen from another machine. I know that system resources not being stressed when the crashes happen. It seems that video and any gaming (very simple graphics games) contribute to the freezes most frequently. However, I have experienced the crash before when just using Chrome. I suspect the crashes are xorg/fglrx related, but I have no evidence to back that up. Where should I look? What should I grep for? What should I try next?

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  • Nifty default controls prevent the rest of my game from rendering

    - by zergylord
    I've been trying to add a basic HUD to my 2D LWJGL game using nifty gui, and while I've been successful in rendering panels and static text on top of the game, using the built-in nifty controls (e.g. an editable text field) causes the rest of my game to not render. The strange part is that I don't even have to render the gui control, merely declaring it appears to cause this problem. I'm truly lost here, so even the vaguest glimmer of hope would be appreciated :-) Some code showing the basic layout of the problem: display setup: // load default styles nifty.loadStyleFile("nifty-default-styles.xml"); // load standard controls nifty.loadControlFile("nifty-default-controls.xml"); screen = new ScreenBuilder("start") {{ layer(new LayerBuilder("baseLayer") {{ childLayoutHorizontal(); //next line causes the problem control(new TextFieldBuilder("input","asdf") {{ width("200px"); }}); }}); }}.build(nifty); nifty.gotoScreen("start"); rendering glMatrixMode(GL_PROJECTION); glLoadIdentity(); GLU.gluOrtho2D(0f,WINDOW_DIMENSIONS[0],WINDOW_DIMENSIONS[1],0f); //I can remove the 2 nifty lines, and the game still won't render nifty.render(true); nifty.update(); glMatrixMode(GL_PROJECTION); glLoadIdentity(); GLU.gluOrtho2D(0f,(float)VIEWPORT_DIMENSIONS[0],0f,(float)VIEWPORT_DIMENSIONS[1]); glTranslatef(translation[0],translation[1],0); for (Bubble bubble:bubbles){ bubble.draw(); } for (Wall wall:walls){ wall.draw(); } for(Missile missile:missiles){ missile.draw(); } for(Mob mob:mobs){ mob.draw(); } agent.draw();

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  • What is the breakdown of jobs in game development?

    - by Destry Ullrich
    There's a project I'm trying to start for Indie Game Development; specifically, it's going to be a social networking website that lets developers meet through (It's a secret). One of the key components is showing what skills members have. Question: I need to know what MAJOR game development roles are not represented in the following list, keeping in mind that many specialist roles are being condensed into more broad, generalist roles: Art Animator (Characters, creatures, props, etc.) Concept Artist (2D scenes, environments, props, silhouettes, etc.) Technical Artist (UI artists, typefaces, graphic designers, etc.) 3D Artist (Modeling, rigging, texture, lighting, etc.) Audio Composer (Scores, music, etc.) Sound Engineer (SFX, mood setting, audio implementation, etc.) Voice (Dialog, acting, etc.) Design Creative Director (Initial direction, team management, communications, etc.) Gameplay Designer (Systems, mechanics, control mapping, etc.) World Designer (Level design, aesthetics, game progression, events, etc.) Writer (Story, mythos, dialog, flavor text, etc.) Programming Engine Programming (Engine creation, scripting, physics, etc.) Graphics Engineer (Sprites, lighting, GUI, etc.) Network Engineer (LAN, multiplayer, server support, etc.) Technical Director (I don't know what a technical director would even do.) Post Script: I have an art background, so i'm not familiar with what the others behind game creation actually do. What's missing from this list, and if you feel some things should be changed around how so?

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