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  • Efficiently rendering to 3D texture

    - by TravisG
    I have an existing depth texture and some other color textures, and want to process the information in them by rendering to a 3D texture (based on the depth contained in the depth texture, i.e. a point at (x/y) in the depth texture will be rendered to (x/y/texture(depth,uv)) in the 3D texture). Simply doing one manual draw call for each slice of the 3D texture (via glFramebufferTextureLayer) is terribly slow, since I don't know beforehand to what slice of the 3D texture a given texel from one of the color textures or the depth texture belongs. This means the entire process is effectively for each slice for each texel in depth texture process color textures and render to slice So I have to sample the depth texture completely per each slice, and I also have to go through the processing (at least until to discard;) for all texels in it. It would be much faster if I could rearrange the process to for each texel in depth texture figure out what slice it should end up in process color textures and render to slice Is this possible? If so, how? What I'm actually trying to do: the color textures contain lighting information (as seen from light view, it's a reflective shadow map). I want to accumulate that information in the 3D texture and then later use it to light the scene. More specifically I'm trying to implement Cryteks Light Propagation Volumes algorithm.

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  • How can I use the dualforward parameter in my unity shader to use lightmaps and normal maps together?

    - by Raphaeltm
    I'm using the free version of unity and I would like to combine lightmaps with specularity and normal maps. After doing a -bunch- of research, I've figured out that there doesn't seem to be any easy way to do this in the free version of unity, which doesn't support deferred rendering/easy use of dual lightmaps. However, it looks like it's possible, by writing a custom shader, using the "dualforward" parameter in a shader, switching the lightmapping mode to "dual lightmaps" and turning on "Use in forward ren." (basically, writing a shader that specifies the use of dual lightmaps, which should allow for a combination of lightmaps and normal maps) So I downloaded the source code for the default shaders (because all I need is a normal specular bumped shader) and added "dualforward" to the parameters: Shader "Bumped Specular Dual Lightmaps" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1) _Shininess ("Shininess", Range (0.03, 1)) = 0.078125 _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {} _BumpMap ("Normalmap", 2D) = "bump" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 400 CGPROGRAM #pragma surface surf BlinnPhong dualforward sampler2D _MainTex; sampler2D _BumpMap; fixed4 _Color; half _Shininess; struct Input { float2 uv_MainTex; float2 uv_BumpMap; }; void surf (Input IN, inout SurfaceOutput o) { fixed4 tex = tex2D(_MainTex, IN.uv_MainTex); o.Albedo = tex.rgb * _Color.rgb; o.Gloss = tex.a; o.Alpha = tex.a * _Color.a; o.Specular = _Shininess; o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)); } ENDCG } FallBack "Specular" } This, however, doesn't seem to work. When I keep the "dualforward" param, every object that uses it seems to be lit by the one directional light in the scene. When I remove the "dualforward" param, it they look like normal lightmapped objects with no normal maps or specularity. I noticed that the support for "dualforward" seems to be new in v.3.4.2, so I made sure to download it (I was running 3.4.1), but it still doesn't work. Anybody have any advice for me?

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  • Deferred rendering order?

    - by Nick Wiggill
    There are some effects for which I must do multi-pass rendering. I've got the basics set up (FBO rendering etc.), but I'm trying to get my head around the most suitable setup. Here's what I'm thinking... The framebuffer objects: FBO 1 has a color attachment and a depth attachment. FBO 2 has a color attachment. The render passes: Render g-buffer: normals and depth (used by outline & DoF blur shaders); output to FBO no. 1. Render solid geometry, bold outlines (as in toon shader), and fog; output to FBO no. 2. (can all render via a single fragment shader -- I think.) (optional) DoF blur the scene; output to the default frame buffer OR ELSE render FBO2 directly to default frame buffer. (optional) Mesh wireframes; composite over what's already in the default framebuffer. Does this order seem viable? Any obvious mistakes?

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  • The Most Ridiculous Computer Cameos of All Time

    - by Jason Fitzpatrick
    For the last half century computers have played all sorts of major and minor roles in movies; check out this collection to see some of the more quirky and out-of-place appearances. Wired magazine rounds up some of the more oddball appearances of computers in film. Like, for example, the scene shown above from Soylent Green: Spoiler alert: Soylent Green is people! But that’s not the only thing we’re gonna spoil. Soylent Green is set in 2022, and at one point, you’ll notice that a government facility is still using a remote calculator that plugs into the CDC 6600, a machine that was state-of-the-art in 1971. Come to think of it, we should scratch this from the list. This is pretty close to completely accurate. Hit up the link below to check out the full gallery, including a really interesting bit about how the U.S. Government’s largest computer project–once decommissioned and sold as surplus–ended up on the sets of dozens of movies and television shows. The Most Wonderfully Ridiculous Movie Computers of All Time [Wired] Why Enabling “Do Not Track” Doesn’t Stop You From Being Tracked HTG Explains: What is the Windows Page File and Should You Disable It? How To Get a Better Wireless Signal and Reduce Wireless Network Interference

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  • Who can change the View in MVC?

    - by Luke
    I'm working on a thick client graph displaying and manipulation application. I'm trying to apply the MVC pattern to our 3D visualization component. Here is what I have for the Model, View, and Controller: Model - The graph and it's metadata. This includes vertices, edges, and the attributes of each. It does not contain position information, icons, colors, or anything display related. View - This would commonly be called a scene graph. It includes the 3D display information, texture information, color information, and anything else that is related specifically to the visualization of the model. Controller - The controller takes the view and displays it in a Window using OpenGL (but it could potentially be any 3D graphics package). The application has various "layouts" that change the position of the vertices in the display. For instance, one layout may arrange the vertices in a circle. Is it common for these layouts to access and change the view directly? Should they go through the Controller to access the View? If they go through the Controller, should they just ask for direct access to the View or should each change go through the controller? I realize this is a bit different from the standard MVC example where there a finite number of Views. In this case, the View can change in an infinite number of ways. Perhaps I'm shattering some basic principle of MVC here. Thanks in advance!

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  • Why Swipe left doesn't work? [on hold]

    - by Hitesh
    I wrote the below code to detect and perform a sprite action on the single tap and swipe right event. @Override public boolean onSceneTouchEvent(Scene pScene, TouchEvent pSceneTouchEvent) { float x = 0F; int tapCount = 0; boolean playermoving = false; // TODO Auto-generated method stub if (pSceneTouchEvent.getAction() == MotionEvent.ACTION_MOVE) { if (pSceneTouchEvent.getX() > x) { playermoving = true; players.runRight(); } if (pSceneTouchEvent.getX() < x) { Log.i("Run Left", "SPRITE Left"); } /* * if (pSceneTouchEvent.getX() < x) { System.exit(0); * Log.i("SWIPE left", "SPRITE LEFT"); } */ } if (pSceneTouchEvent.getAction() == MotionEvent.ACTION_DOWN) { playermoving = false; x = pSceneTouchEvent.getX(); tapCount++; Log.i("X CORD", String.valueOf(x)); } if (pSceneTouchEvent.isActionDown()) { if (tapCount == 1 && playermoving != true) { tapCount = 0; players.jumpRight(); } } return true; } The code works fine. The only problem is that the swipe left event is not being detected due to some reasons. What can i do to make the swipe left action work? Please help

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  • Coordinate and positioning problem on iOS with cocos2d-x

    - by Vexille
    I'm using cocos2d-x alongside with Marmalade and running some tests and tutorials before starting an actual project with them. So far things are working reasonably well on the windows simulator, Android and even on Blackberry's Playbook, but on iOS devices (iPhone and iPad) the positioning seems to be off. To make things clearer, I put together a scene that just draws an image in the middle of the screen. It worked as expected on everything else, but this is the result I got on an iPhone: To get the coordinates for the center of the screen I'm using the VisibleRect class from the TestCpp sample. It just uses sharedOpenGLView to get the visible size and visible origin, and calculate the center from that. CCSprite* test = CCSprite::create("Ball.png", CCRectMake(0, 0, 80, 80) ); test->setPosition( ccp(VisibleRect::center().x, VisibleRect::center().y) ); this->addChild(test); Also I have a noBorder policy set on AppDelegate: CCEGLView::sharedOpenGLView()->setDesignResolutionSize(designSize.width, designSize.height, kResolutionNoBorder); One funny thing is that I tried to deploy the TestCpp sample project to some iOS devices and it worked reasonably well on the iPhone, but on the iPad the application was only being drawn on a small portion of the screen - just like what happened on the iPhone when I tried using the ShowAll policy.

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  • Algorithm to match timestamped events from two sources

    - by urza.cc
    I have two different physical devices (one is camera, one is other device) that observe the same scene and mark when a specified event occures. (record timestamp) So they each produce a serie of timestamps "when the event was observed". Theoretically the recorded timestamps should be very well aligned: Visualized ideal situation on two time lines "s" and "r" as recorded from the two devices: but more likely they will not be so nicely aligned and there might be missing events from timeline s or r: I am looking for algorithm to match events from "s" and "r" like this: So that the result will be something like: (s1,null); (s2,r1); (s3,null); (s4,r2); (s5,r3); (null,r4); (s6,r5); Or something similar. Maybe with some "confidence" rating. I have some ideas, but I feel that this might be probably a well known problem, that has some good known solutions, but I don't know the right terminology. I am a little bit out of my element here, this is not my primary area of programming.. Any helps, suggestions etc will be appreciated.

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  • Stop animation playing automatically

    - by Starkers
    I've created an animation to animate a swinging mace. To do this I select the mace object in the scene pane, open the animation pane, and key it at a certain position at 0:00. I'm prompted to save this animation in my assets folder, which I do, as maceswing I then rotate the mace, move the slider through time and key it in a different position. I move the slider through time again, move the object to the original position and key it. There are now three things in my assets folder: maceswing appears to be my animation, but I have no idea what Mace Mace 1 and Mace 2 are. (I've been mucking around trying to get this working so it's possible Mace 1 and Mace 2 are just duplicates of Mace. I still want to know what they are though) When I play my game, the mace is constantly swinging, even though I didn't apply maceswing to it. I can't stop it. People say there's some kind of tick box to stop it constantly animating but I can't find it. My mace object only has an Animator component: Unticking this component doesn't stop the animation playing so I have no idea where the animation is coming from. Or what the Animator component actually does. I don't want this animation constantly playing. I only want it to play once when someone clicks a certain button: var Mace : Transform; if(Input.GetButtonDown('Fire1')){ Mace.animation.Play('maceswing'); }; Upon clicking the 'Fire1' button, I get this error: MissingComponentException: There is no 'Animation' attached to the "Mace" game object, but a script is trying to access it. You probably need to add a Animation to the game object "Mace". Or your script needs to check if the component is attached before using it. There is no 'Animation' attached to the "Mace" game object, and yet I can see it swinging away constantly. Infact I can't stop it! So what's causing the animation if the game object doesn't have an 'Animation' attached to it?

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  • Creating a 2D perspective in 3D game

    - by Accatyyc
    I'm new to XNA and 3D game development in general. I'm creating a puzzle game kind of similar to tetris, built with blocks. I decided to build the game in 3D since I can do some cool animations and transitions when using 3D blocks with physics etc. However, I really do want the game to look "2D". My blocks are made up of 3D models, but I don't want that to be visible when they're not animating. I have followed some XNA tutorials and set up my scene like this: this.view = Matrix.CreateLookAt(cameraPosition, Vector3.Zero, Vector3.Up); this.aspectRatio = graphics.GraphicsDevice.Viewport.AspectRatio; this.projection = Matrix.CreatePerspectiveFieldOfView( MathHelper.ToRadians(45.0f), aspectRatio, 1.0f, 10000.0f); ... and it gives me a very 3D-ish look. For example, the blocks in the center of the screen looks exactly how I want them, but closer to the edges of the screen I can see the rotation and sides of them. My guess is that I'm not after a perspective field of view, but any help on which field of view/settings to use to get a "flat" look when the blocks aren't rotated would be great!

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  • Employers and intellectual property 2

    - by Rick
    I have a question about intellectual property, I am currently a manager in a small manufacturing firm. The owners are driven by greed and don't appreciate the development process of complex machinery and are happy just to send things out half done. I on the other hand think that it should be done properly as breakdown in the field can be costly, embarrassing. They seem to have all of us running around doing most of the work out of hours using the attitude of "Be grateful to have a job" yet no one has a contract or any security or any agreement in place. For a couple of the projects i am using PLC's and doing the code in my own time and the testing during company time, and i am aware that they cannot support their own machines if i left, but as i created the code in my own time who owns it? The have asked my to put in a shutdown code for a maintenance request after a given length of time, could this be classed as criminal damage or anything illegal apart from immoral? (we sell the machines with 12 month warrantee, shut down after) But as time goes on I'm getting rather fed up of the companies attitude toward the client. I am considering keeping the clients as my own and get them to contact me directly In the shutdown code. By doing something like this is a trial version contact me for a full license? I wouldn't feel bad for my current employer as he is not afraid to S***t on people as he has been evolved in numerous law suits and has over 30 failed companies leaving people and customers high and dry, we have took the company this far on the reputation of the workers and and i can see things heading like all the other companies he has owned and taking our reputations with him. So i suppose now i have set the scene, if i code into it to contact me directly in the shutdown could there be any legal impact on me, as i rightly or wrongly think i own the code and designs? Cheers R

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  • PhysX Capsule Character Controller floating above ground

    - by Jannie
    I am using PhysX Version 3.0.2 in the simulation package I'm working on, and I've encountered some bizarre behavior with the capsule character controller. When I set the controller's height and radius to the appropriate values (r = 0.25, h = 1.86)it behaves correctly (moving along the ground, colliding with other objects, and so on) except that the capsule itself is floating above the ground. The actor will then bump his head when trying to get through a door, since the capsule is the correct height but also floating above the ground. This image should illustrate what I'm going on about: One can clearly see that the rest of the scene has their collision bodies wrapped correctly, it's just the capsule that's going wrong! The stop-gap I've implemented is creating a smaller capsule and giving it an offset, but I need to implement ray-picking for the controller next so the capsule has to surround the character model properly. Here's my character creation code (with height = 1.86f and radius = 0.25f): NxController* D3DPhysXManager::CreateCharacterController( std::string l_stdsControllerName, float l_fHeight, float l_fRadius, D3DXVECTOR3 l_v3Position ) { NxCapsuleControllerDesc l_CapsuleControllerDescription; l_CapsuleControllerDescription.height = l_fHeight; l_CapsuleControllerDescription.radius = l_fRadius; l_CapsuleControllerDescription.position.set( l_v3Position.x, l_v3Position.y, l_v3Position.z ); l_CapsuleControllerDescription.callback = &this->m_ControllerHitReport; NxController* l_pController = this->m_pControllerManager->createController( this->m_pScene, l_CapsuleControllerDescription ); this->m_pControllerMap.insert( l_ControllerValuePair( l_stdsControllerName, l_pController ) ); return l_pController; } Any help at all would be appreciated, I just can't figure this one out! P.S. I've found a couple of (rather old) threads describing the same issue, but it seems they couldn't find a solution either. Here are the links: http://forum-archive.developer.nvidia.com/index.php?showtopic=6409 http://forum-archive.developer.nvidia.com/index.php?showtopic=3272 http://www.ogre3d.org/addonforums/viewtopic.php?f=8&t=23003

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  • Antenna Aligner part 1: In the beginning.

    - by Chris George
    Picture the scene, it's 9pm, I'm in my caravan (yes I know, I've heard all the jokes!) with my family and I'm trying to tune the tv by moving the aerial, retuning, moving the aerial again, retuning... 45 mins and much cursing later I succeed. Surely there must be an easier way than this? Aha, an app; there must be an app for that? So I search in the AppStore for such an app, but curiously drew a blank. Then the seeds of the idea started to grow. I can code, I work in a software house with lots of very clever people, surely I can make an app that points to the nearest digital tv transmitter! Not having looked into app development before, I investigated how one goes about making an iPhone app and was quickly greeted by a now familiar answer "Buy a mac!". That was not an option for many reasons, mostly wife related! My dreams were starting to fade until one of my colleagues pointed out that within Red Gate, the very company I work for, there was on-going development on a piece of software that would allow me to write an app using Visual Studio on a Windows machine, Nomad! Once I signed up for the beta program I got to work learning the Jquery mobile / Phonegap framework. Within a couple of hours I had written (in Visual Studio), built in the cloud (using Nomad) and published (via TestFlight) my first iPhone app onto my iPhone ! It didn't do much, but it was a step in the right direction. To be continued...

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  • On Screen Coin Animation

    - by Siddharth
    am working with side scrolling skater game. I want to perform coin animation such that as player collect coin it moves upside and attach with currency sprite. My main character and coin present in game scene and currency sprite present in HUD layer. This situation creates problem for me. Directly I can not apply modifier to coin because it is side scrolling game so based on main character speed it reaches at different position. That I have checked. So that I have to generate other coin at same position at game layer coin has, in HUD layer and move upward to it. But I didn't able to get its y position correct though I can able to get x position correctly. Many time main character goes downward so it get minus value many time. I also tried following code float[] position = GameHUD.this .convertSceneCoordinatesToLocalCoordinates(GameManager .getInstance().getCoinX(), GameManager.getInstance() .getCoinY()); But I am getting same coordinate as I provide. No difference in that so please some one provide me guidance in that. Because I am near to complete my game. EDIT: Here game layer and hud layer is totally different. Actual coin present in game layer which player has to collect and at same position I want to generate another coin in hud layer to perform some animation. It is recommended to generate coin in hud layer because through that only I can able to complete my target.

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  • Adding root bone in 3DS Max?

    - by carlturtle
    my animation artist has made me a nice first person pair of arms, animated it, textured it, and given it to me. Then he went on vacation. I am programming my animations, and I am trying to test the model he has given me. Building my project gives me a warning: Multiple skeletons were found in the file. The first skeleton, named "frame l upperarm" has been moved to be a child of the scene root. The other, "frame r upperarm", will be ignored. Fragment identifier "frame r upperarm". Then an error: "Vertex is bound to bone "frame l forearm", but this bone is not present in the skeleton." I realize this means that there are two skeletons, as said in this problem: Importing 3d model with multiple skeletons I have 3DS Max, but I have no idea how to use it, and Google/CGTalk/Plycount turn up nothing relevant on how to add a root bone or combine skeletons. If anyone knows how, it would help me out greatly. Thanks.

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  • How can I create an orthographic display that handles different screen dimensions?

    - by Piku
    I'm trying to create an iPad/iPhone game using GLES2.0 that contains a 3D scene with a heads-up-display/GUI overlaid on the top. However, this problem would also apply if I were to port my game to a computer and run the game in a resizable window, or allow the user to change screen resolutions... When trying to make the 2D GUI/HUD work I've made the assumption that all I'm really doing is drawing a load of 2D textured 'quads' on the screen and am trying to treat the orthographic projection as an old-style 2D display with 0,0 in the upper left and screenWidth,ScreenHeight in the lower right. This causes me all sorts of confusion when I rotate my ipad into Landscape mode since I can't work out what to put into my projection and modelview matrices to turn everything around the right way. It also gets messy if I want to support the iPad's large screen, an iPhone or a Retina display since I have to then draw three sets of textures for everything and work out which ones to use. Should I be trying to map the 2D OpenGL co-ords 1:1 with the screen? While typing out this question it occurs to me that I could keep my origin in the centre, still running -1/+1 along the axes. This would let me scale my 2D content appropriately on the different screen sizes, but wouldn't I end up with the textures being scaled and possibly losing quality? I'm using OpenGLES 2.0 and have a matrix library that has equivalents to the GLES1.1 glOrthof() and glFrustrum() calls.

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  • Java game design question (graphical objects)

    - by vemalsar
    Hello Guys, I'm beginner in game development, in Java and here on this site too and I have a game design question. Please comment my idea: I have a main loop which call update and draw method. I want to use an ArrayList which store graphical objects, they have coordinate and image or text to draw and my game objects extends this class. In update, I can choose which objects should be put in the array and in draw method I'll display the elements of array on the screen. I'm using a buffer and draw first there, but it is not important now I guess...Here is a simple (not full) code, only the logic: public class GamePanel extends JPanel implements KeyListener { ArrayList<graphicalObjects> graphArray = new ArrayList<graphicalObjects>(); public void update() { //change the game scene, update the graphArray, process input etc. } public void draw() { //draws every element of graphArray to a JPanel } public static main(String[] args) { while(true) { update(); draw(); } } } My questions: Should have I use interface or abstract class for graphicalObjects? graphicalObjects class and the ArrayList really needs or there is some better solution? How to draw objects? They draw themself with their own method or in the draw method I have to draw manually based on graphicalObjects variables (x,y coordinates, image etc.)? If this conception is wrong, please suggest another one! All comments are welcome and sorry if this is dumb question, thanks!

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  • Binding BoundingSpheres to a world matrix in XNA

    - by NDraskovic
    I made a program that loads the locations of items on the scene from a file like this: using (StreamReader sr = new StreamReader(OpenFileDialog1.FileName)) { String line; while ((line = sr.ReadLine()) != null) { red = line.Split(','); model = row[0]; x = row[1]; y = row[2]; z = row[3]; elements.Add(Convert.ToInt32(model)); data.Add(new Vector3(Convert.ToSingle(x), Convert.ToSingle(y), Convert.ToSingle(z))); sfepheres.Add(new BoundingSphere(new Vector3(Convert.ToSingle(x), Convert.ToSingle(y), Convert.ToSingle(z)), 1f)); } I also have a list of BoundingSpheres (called spheres) that adds a new bounding sphere for each line from the file. In this program I have one item (a simple box) that moves (it has its world matrix called matrixBox), and other items are static entire time (there is a world matrix that holds those elements called simply world). The problem i that when I move the box, bounding spheres move with it. So how can I bind all BoundingSpheres (except the one corresponding to the box) to the static world matrix so that they stay in their place when the box moves?

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  • Complex shading using one single (small) texture

    - by teodron
    Recently I stumbled upon a demo reel in UDK about how one can attain beautiful results using just one (rather tiny) texture that's being sent to the shader pipeline. The famous link is this one. Basically, the author states that they've used just one texture and give a snapshot of the technique here. I see that every RGBA channel contains different grayscale information.. and that info could be used to inside a shader to obtain a colour blended output. The problem is that the reel displays a fairly complex scene. To top that, the author even makes use of a normal map. How did they manage to fit a normal map in an already cluttered texture? It makes sense to have a half-space normal map by using only RG from an RGB texture, but what about the rest of the information? Since it was proven to be possible, could someone please explain how it was done (the big picture, not the dirty details!)!? Here's the texture being used. Click to see in full size.

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  • The Evolution of Computer Keyboards

    - by Jason Fitzpatrick
    While the basic shape of keyboards has remained largely unchanged over the last thirty years, the guts have undergone several transformations. Read on to explore the history of the computer keyboard. ComputerWorld delves into the history of the modern keyboard, including the heavy influence IBM’s extensive keyboard research on early keyboards: As far as direct influences on the modern computer keyboard, IBM’s Selectric typewriter was one of the biggest. IBM released the first model of its iconic electromechanical typewriter in 1961, a time when being able to type fast and accurately was a highly sought-after skill. Dag Spicer, senior curator at the Computer History Museum, notes that as the Selectric models rose to prominence, admins grew to love the feel of the keyboard because of IBM’s dogged focus on making the ergonomics comfortable. “IBM’s probably done more than anyone to find [keyboard] ergonomics that work for everyone,” Spicer says. So when the PC hit the scene a decade or two later, the Selectric was largely viewed as the baseline to design keyboards for those newfangled computers you could put in your office or home. Hit up the link below to continue reading about how the Selectric influenced keyboards throughout the 1980s and what replaced the crisp clacking of early IBM-styled models. 6 Ways Windows 8 Is More Secure Than Windows 7 HTG Explains: Why It’s Good That Your Computer’s RAM Is Full 10 Awesome Improvements For Desktop Users in Windows 8

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  • Material System

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

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  • Seperation of drawing and logic in games

    - by BFree
    I'm a developer that's just now starting to mess around with game development. I'm a .Net guy, so I've messed with XNA and am now playing around with Cocos2d for the iPhone. My question really is more general though. Let's say I'm building a simple Pong game. I'd have a Ball class and a Paddle class. Coming from the business world development, my first instinct is to not have any drawing or input handling code in either of these classes. //pseudo code class Ball { Vector2D position; Vector2D velocity; Color color; void Move(){} } Nothing in the ball class handles input, or deals with drawing. I'd then have another class, my Game class, or my Scene.m (in Cocos2D) which would new up the Ball, and during the game loop, it would manipulate the ball as needed. The thing is though, in many tutorials for both XNA and Cocos2D, I see a pattern like this: //pseudo code class Ball : SomeUpdatableComponent { Vector2D position; Vector2D velocity; Color color; void Update(){} void Draw(){} void HandleInput(){} } My question is, is this right? Is this the pattern that people use in game development? It somehow goes against everything I'm used to, to have my Ball class do everything. Furthermore, in this second example, where my Ball knows how to move around, how would I handle collision detection with the Paddle? Would the Ball need to have knowledge of the Paddle? In my first example, the Game class would have references to both the Ball and the Paddle, and then ship both of those off to some CollisionDetection manager or something, but how do I deal with the complexity of various components, if each individual component does everything themselves? (I hope I'm making sense.....)

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  • Rendering design. How can I effectively deal with forward, deferred and transparent rendering?

    - by user1423893
    I have many objects in my game world that all derive from one base class. Each object will have different materials and will therefore be required to be drawn using various rendering techniques. I currently use the following order for rendering my objects. Deferred Forward Transparent (order independent) Each object has a rendering flag that denotes which one of the above methods should be used. The list of base objects in the scene are then iterated through and added to separate lists of deferred, forward or transparent objects based on their rendering flag value. The individual lists are then iterated through and drawn using the order above. Each list is cleared at the end of the frame. This methods works fairly well but it requires different draw methods for each material type. For example each object will require the following methods in order to be compatible with the possible flag settings. object.DrawDeferred() object.DrawForward() object.DrawTransparent() It is also hard to see where methods outside of materials, such as rendering shadow maps, would fit using this "flag & method" design. object.DrawShadow() I was hoping that someone may have some suggestions for improving this rendering process, possibly making it more generic and less verbose?

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  • What's a good way to check that a player has clicked on an object in a 3D game?

    - by imja
    I'm programming a 3D game (using C++ and OpenGL), and I have a few 3D objects in the scene, we can say they are boxes for this example. I want to let the player click on those boxes to select them (ie. they might change color) with the typical restriction like if more than one box is located where the user clicked, only the one closest to the camera would get selected. What would be the best way to do this? The fact that these objects go through several transforms before getting to window coordinates is what makes this a bit tricky. One approach I thought about was that if the player clicks on the screen, I could normalize the x,y coordinates of mouse click and then transform the bounding box coordinates of the objects into clip-space so that I could compare then to the normalized mouse coordinates. I guess I could then do some sort of ray-box collision test to see if any objects lie as the path of the mouse click. I'm afraid I might be over complicating it. Any better methods out there?

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  • How to rotate a group of objects around a common center?

    - by user1662292
    I've made a model in 3D Studio Max 9. It consists of a variety of cubes, clyinders etc. In XNA I've imported the model okay and it shows correctly. However, when I apply rotation, each component in the model rotates around it's own centre. I want the model to rotate as a single unit. I've linked the components in 3D Max and they rotate as I want in Max. protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); model = Content.Load<Model>("Models/Alien1"); } protected override void Update(GameTime gameTime) { camera.Update(1f, new Vector3(), graphics.GraphicsDevice.Viewport.AspectRatio); rotation += 0.1f; base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); Matrix[] transforms = new Matrix[model.Bones.Count]; model.CopyAbsoluteBoneTransformsTo(transforms); Matrix worldMatrix = Matrix.Identity; Matrix rotationYMatrix = Matrix.CreateRotationY(rotation); Matrix translateMatrix = Matrix.CreateTranslation(location); worldMatrix = rotationYMatrix * translateMatrix; foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = worldMatrix * transforms[mesh.ParentBone.Index]; effect.View = camera.viewMatrix; effect.Projection = camera.projectionMatrix; effect.EnableDefaultLighting(); effect.PreferPerPixelLighting = true; } mesh.Draw(); } base.Draw(gameTime); } More Info: Rotating the object via it's properties works fine so I'm guessing there's something up with the code rather than with the object itself. Translating the object also causes the objects to get moved independently of each other rather than as a single model and each piece becomes spread around the scene. The model is in .X format.

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