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  • Is chess-like AI really inapplicable in turn-based strategy games?

    - by Joh
    Obviously, trying to apply the min-max algorithm on the complete tree of moves works only for small games (I apologize to all chess enthusiasts, by "small" I do not mean "simplistic"). For typical turn-based strategy games where the board is often wider than 100 tiles and all pieces in a side can move simultaneously, the min-max algorithm is inapplicable. I was wondering if a partial min-max algorithm which limits itself to N board configurations at each depth couldn't be good enough? Using a genetic algorithm, it might be possible to find a number of board configurations that are good wrt to the evaluation function. Hopefully, these configurations might also be good wrt to long-term goals. I would be surprised if this hasn't been thought of before and tried. Has it? How does it work?

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  • Writing to a structured buffer with a compute shader (D3D11)

    - by Vertexwahn
    I have some problems writing to a structured buffer. First I create a structured buffer that is filled with float values beginning from 0 to 99. Afterwards a copy the structured buffer to a CPU accessible buffer is made to print the content of the structured buffer to the console. The output is as expected (Numbers 0 to 99 appear on the console). Afterwards I use a compute shader that should change the contents of the structured buffer: RWStructuredBuffer<float> Result : register( u0 ); [numthreads(1, 1, 1)] void CS_main( uint3 GroupId : SV_GroupID ) { Result[GroupId.x] = GroupId.x * 10; } But the compute shader does not change the contents of the structured buffer. The source code can be found here (main.cpp): https://bitbucket.org/Vertexwahn/cmakedemos/src/4abb067afd5781b87a553c4c720956668adca22a/D3D11ComputeShader/src/main.cpp?at=default FillCS.hlsl: https://bitbucket.org/Vertexwahn/cmakedemos/src/4abb067afd5781b87a553c4c720956668adca22a/D3D11ComputeShader/src/FillCS.hlsl?at=default

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  • Surface normal to screen angle

    - by Tannz0rz
    I've been struggling to get this working. I simply wish to take a surface normal and convert it to a screen angle. As an example, assuming we're working with the highlighted surface on the sphere below, where the arrow is the normal, the 2D angle would obviously be PI/4 radians. Here's one of the many things I've tried to no avail: float4 A = v.vertex; float4 B = v.vertex + float4(v.normal, 0.0); A = mul(VP, A); B = mul(VP, B); A.xy = (0.5 * (A.xy / A.w)) + 0.5; B.xy = (0.5 * (B.xy / B.w)) + 0.5; o.theta = atan2(B.y - A.y, B.x - A.x); I'm finally at my wit's end. Thanks for any and all help.

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  • XNA Skinned Model - Keyframe.Bone out of range exception

    - by idlackage
    I'm getting an IndexOutOfRangeException on this line of AnimationPlayer.cs: boneTransforms[keyframe.Bone] = keyframe.Transform; I don't get what it's really referring to. The error happens when keyframe.Bone is 14, but I have no idea what that's supposed to mean. The 14th bone of my model? What would that even be? I read this thread, but nothing there seemed to work. I don't have many bones, stray edges/verts, unassigned verts, unparented/non-root bones, or bones with dots in the name. What else can I be missing? Thank you for any help!

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  • How do I morph between meshes that have different vertex counts?

    - by elijaheac
    I am using MeshMorpher from the Unify wiki in my Unity project, and I want to be able to transform between arbitrary meshes. This utility works best when there are an equal number of vertices between the two meshes. Is there some way to equalize the vertex count between a set of meshes? I don't mean that this would reduce the vertex count of a mesh, but would rather add redundant vertices to any meshes with smaller counts. However, if there is an alternate method of handling this (other than increasing vertices), I would like to know.

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  • Complete Guide/Tutorials on LWJGL?

    - by user43353
    Dont get me wrong, I finished these tutorials on http://lwjgl.org/wiki/index.php?title=Main_Page. I finished The Basics section, OpenGL 3.2 and newer section, and I looked at the Example Code section. They were great tutorials, and I have looked at the external tutorials as well. I don't know where to go from here, and OpenGL is not my strong point. Some one suggested Learning Modern 3D Graphics Programming, and I didnt learn much. I looked at the port to LWJGL, but the book was on C and I couldn't really understand what the OpenGL meant. I am trying to learn 2D gaming, not 3D. Maybe later. Is there any tutorials that aren't C/C++ heavy and teach you 2D OpenGL?

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  • Stop a rotating object at a specified angle?

    - by Krummelz
    I'm working in JavaScript with HTML5 and the canvas. I have an object which is rotating at a certain speed, and I need the object's rotation to slow down gradually and the front of the object to stop at a specified angle. (I'm using radians, not degrees.) I have a variable to keep track of the angle which the object is facing, as it rotates. How would I go about getting the object to come to rest, facing the direction I want it to?

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  • Low complexity shader to indicate the sides of a polyline

    - by Pris
    I have a bunch of polylines that I draw using GL_LINES. They can have thousands of points. They actually represent the separation of land and water on a map. I don't have complete polygons, just the ordered set of points. I'm looking for a neat but efficient way to visually convey Side A and Side B as being different. For example I could offset the polyline in one direction a few times and fade it out (but every offset is doubling the number of points), or offset it once to make a "ribbon" and give one side a 'glow' like effect to mimic the outer glow or shadow of a polygon). This is for a mobile application and I'm using OpenGL ES 2. I'd like to keep the effect as simple as possible from a complexity stand point. I'm looking for some additional ideas; maybe there's a clever shader technique out there or a visual effect I haven't considered.

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  • In esenthel engine how can I remove some object from Gui class?

    - by Gajet
    I know many people in this site may not know esenthel engine at all and my question may be better answered at engine forum but I'm putting it here to share the name of a real easy to code gameengine with all of you: you can easily add a Button for example to your GUI class (gui is it's shared instance) with Gui += buttonInstance.create("click on me") but I'm just wondering how can you remove an on object from from Gui members. as far as I know there is no such a method as removeChild or getChildren or anything similar.

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  • Basics of drawing in 2d with OpenGL 3 shaders

    - by davidism
    I am new to OpenGL 3 and graphics programming, and want to create some basic 2d graphics. I have the following scenario of how I might go about drawing a basic (but general) 2d rectangle. I'm not sure if this is the correct way to think about it, or, if it is, how to implement it. In my head, here's how I imagine doing it: t = make_rectangle(width, height) build general VBO, centered at 0, 0 optionally: t.set_scale(2) optionally: t.set_angle(30) t.draw_at(x, y) calculates some sort of scale/rotate/translate matrix (or matrices), passes the VBO and the matrix to a shader program Something happens to clip the world to the view visible on screen. I'm really unclear on how 4 and 5 will work. The main problem is that all the tutorials I find either: use fixed function pipeline, are for 3d, or are unclear how to do something this "simple". Can someone provide me with either a better way to think of / do this, or some concrete code detailing performing the transformations in a shader and constructing and passing the data required for this shader transformation?

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  • Is good practice to optimize FPS even when it's above the lower limit to give illusion of movement?

    - by rraallvv
    I started over 50 FPS on the iPhone, but now I'm bellow 30 PFS, I've seen most iPhone games clamped to either 60 or 30 FPS, even when 24 or less would give the illusion of movement. I've concidered my limit to be a little bit over 15 FPS, in fact my physics simulation is updated at that rate (15.84 steps/s) as that is the lowest that still give fluid movement, a bit lower gives jerky motion. Is there a practical reason why to clamp FPS way above the lower limit? Update: The following image could help to clarify I can independently set the physic simulation step, frame rate, and simulation interval update. My concern is why should I clamp any of those to values greater than the minimum? For instance to conserve battery life I could just to choose the lower limits, but it seems that 60 or 30 FPS are the most used values.

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  • How should I interpret these DirectX Caps Viewer values?

    - by tobi
    Briefly asking - what do the nodes mean and what the difference is between them in DirectX Caps Viewer? DXGI Devices Direct3D9 Devices DirectDraw Devices The most interesting for me is 1 vs 2. In the Direct3D9 Devices under HAL node I can see that my GeForce 8800GT supports PixelShaderVersion 3.0. However, under DXGI Devices I have DX 10, DX 10.1 and DX 11 having Shader model 4.0 (actually why DX 11? My card is not compatible with DX 11). I am implementing a DX 11 application (including d3d11.h) with shaders compiled in 4.0 version, so I can clearly see that 4.0 is supported. What is the difference between 1 and 2? Could you give me some theory behind the nodes?

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  • Frame timing for GLFW versus GLUT

    - by linello
    I need a library which ensures me that the timing between frames are more constant as possible during an experiment of visual psychophics. This is usually done synchronizing the refresh rate of the screen with the main loop. For example if my monitor runs at 60Hz I would like to specify that frequency to my framework. For example if my gameloop is the following void gameloop() { // do some computation printDeltaT(); Flip buffers } I would like to have printed a constant time interval. Is it possible with GLFW?

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  • Physics-based dynamic audio generation in games

    - by alexc
    I wonder if it is possible to generate audio dynamically without any (!) audio assets, using pure mathematics/physics and some input values like material properties and spatial distribution of content in scene space. What I have in mind is something like a scene, with concrete floor, wooden table and glass on it. Now let's assume force pushes the glass towards the edge of table and then the glass falls onto the floor and shatters. The near-realistic glass destruction itself would be possible using voxels and good physics engine, but what about the sound the glass makes while shattering? I believe there is a way to generate that sound, because physics of sound is fairly known these days, but how computationaly costy that would be? Consumer hardware or supercomputers? Do any of you know some good resources/videos of such an experiment?

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  • What causes Box2D revolute joints to separate?

    - by nbolton
    I have created a rag doll using dynamic bodies (rectangles) and simple revolute joints (with lower and upper angles). When my rag doll hits the ground (which is a static body) the bodies seem to fidget and the joints separate. It looks like the bodies are sticking to the ground, and the momentum of the rag doll pulls the joint apart (see screenshot below). I'm not sure if it's related, but I'm using the Badlogic GDX Java wrapper for Box2D. Here's some snippets of what I think is the most relevant code: private RevoluteJoint joinBodyParts( Body a, Body b, Vector2 anchor, float lowerAngle, float upperAngle) { RevoluteJointDef jointDef = new RevoluteJointDef(); jointDef.initialize(a, b, a.getWorldPoint(anchor)); jointDef.enableLimit = true; jointDef.lowerAngle = lowerAngle; jointDef.upperAngle = upperAngle; return (RevoluteJoint)world.createJoint(jointDef); } private Body createRectangleBodyPart( float x, float y, float width, float height) { PolygonShape shape = new PolygonShape(); shape.setAsBox(width, height); BodyDef bodyDef = new BodyDef(); bodyDef.type = BodyType.DynamicBody; bodyDef.position.y = y; bodyDef.position.x = x; Body body = world.createBody(bodyDef); FixtureDef fixtureDef = new FixtureDef(); fixtureDef.shape = shape; fixtureDef.density = 10; fixtureDef.filter.groupIndex = -1; fixtureDef.filter.categoryBits = FILTER_BOY; fixtureDef.filter.maskBits = FILTER_STUFF | FILTER_WALL; body.createFixture(fixtureDef); shape.dispose(); return body; } I've skipped the method for creating the head, as it's pretty much the same as the rectangle method (just using a cricle shape). Those methods are used like so: torso = createRectangleBodyPart(x, y + 5, 0.25f, 1.5f); Body head = createRoundBodyPart(x, y + 7.4f, 1); Body leftLegTop = createRectangleBodyPart(x, y + 2.7f, 0.25f, 1); Body rightLegTop = createRectangleBodyPart(x, y + 2.7f, 0.25f, 1); Body leftLegBottom = createRectangleBodyPart(x, y + 1, 0.25f, 1); Body rightLegBottom = createRectangleBodyPart(x, y + 1, 0.25f, 1); Body leftArm = createRectangleBodyPart(x, y + 5, 0.25f, 1.2f); Body rightArm = createRectangleBodyPart(x, y + 5, 0.25f, 1.2f); joinBodyParts(torso, head, new Vector2(0, 1.6f), headAngle); leftLegTopJoint = joinBodyParts(torso, leftLegTop, new Vector2(0, -1.2f), 0.1f, legAngle); rightLegTopJoint = joinBodyParts(torso, rightLegTop, new Vector2(0, -1.2f), 0.1f, legAngle); leftLegBottomJoint = joinBodyParts(leftLegTop, leftLegBottom, new Vector2(0, -1), -legAngle * 1.5f, 0); rightLegBottomJoint = joinBodyParts(rightLegTop, rightLegBottom, new Vector2(0, -1), -legAngle * 1.5f, 0); leftArmJoint = joinBodyParts(torso, leftArm, new Vector2(0, 1), -armAngle * 0.7f, armAngle); rightArmJoint = joinBodyParts(torso, rightArm, new Vector2(0, 1), -armAngle * 0.7f, armAngle);

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  • Using a permutation table for simplex noise without storing it

    - by J. C. Leitão
    Generating Simplex noise requires a permutation table for randomisation (e.g. see this question or this example). In some applications, we need to persist the state of the permutation table. This can be done by creating the table, e.g. using def permutation_table(seed): table_size = 2**10 # arbitrary for this question l = range(1, table_size + 1) random.seed(seed) # ensures the same shuffle for a given seed random.shuffle(l) return l + l # see shared link why l + l; is a detail and storing it. Can we avoid storing the full table by generating the required elements every time they are required? Specifically, currently I store the table and call it using table[i] (table is a list). Can I avoid storing it by having a function that computes the element i, e.g. get_table_element(seed, i). I'm aware that cryptography already solved this problem using block cyphers, however, I found it too complex to go deep and implement a block cypher. Does anyone knows a simple implementation of a block cypher to this problem?

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  • Bitmap Font Displays in Center Always Without Coding it Manually (Fix Coordinate Problem onText)

    - by David Dimalanta
    Is there a way on how to stay the texts in center without manually coding it or something, especially when making an update? I'm making a display for the highest score. Let's say that the score is 9. However, if the score is 9,999,999, the text displays still only at the fixed X and Y coordinate. Is there really a way to stay the text in center especially when there is changes when a player beats the new world record? Here's my code inside Sprite Batch: font.setScale(1.5f); font.draw(batch, "HIGHEST SCORE:", (900/10)*1 + 60, (1280/16)*10); font.draw(batch, "" + 9999999 + "", (900/10)*4, (1280/16)*8); batch.draw(grid_guide, 0, 0, 900, 1280); // --> For testing purpose only. // Where 9999999 is a new record score for example. Here's the image shown as example. I add it some red grid so that I could check if the display of score when updated will always display on center no matter how many digits takes place in. However, it is fixed, so I have to figure it out how to display it automatically on center regardless of the number of digits while updating for the new highscore. I have used the LibGDX preferences very well though to save and load records for the highscore.

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  • How is constant buffer allocation handled in DX11?

    - by Marek
    I'm starting with DX11 and I'm not sure if I'm doing the things right. I want to have both pixel and vertex shader program in one file. Both use some shared and some different constant buffers. So it looks like this: Shader.fx cbuffer ForVS : register(b0) { float4x4 wvp; }; cbuffer ForVSandPS : register(b1) { float4 stuff; float4 stuff2; }; cbuffer ForVS2 : register(b2) { float4 stuff; float4 stuff2; }; cbuffer ForPS : register(b3) { float4 stuff; float4 stuff2; }; .... And in code I use mContext->VSSetConstantBuffers( 0, 1, bufferVS); mContext->VSSetConstantBuffers( 1, 1, bufferVS_PS); mContext->VSSetConstantBuffers( 2, 1, bufferVS2); mContext->PSSetConstantBuffers( 1, 1, bufferVS_PS); mContext->PSSetConstantBuffers( 3, 1, bufferPS); The numbering of buffers in PS is what bugs me, is it alright to bind random slots to shaders (in this example 1 and 3)? Does that mean it still uses just two buffers or does it initialize 0 and 2 buffer pointers to empty? Thank you.

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  • Slick 2d scrolling off screen

    - by Peter
    I have something scrolling in and out of the screen. Now when it goes off screen, I want it to scroll into the screen at another location. What I do is I grab the last pixels at the screens edge using g.copyArea and then g.drawImage on the edge of the screen. And then I do a g.translate to create room for the next row which is next render cycle. My problem is that I get a single pixel row, which is not copied onto the canvas. Where as I want each row to be added and then translated, so that the image that scrolled off screen is recreated on the other side of the screen. Here is my code, maybe there is a better way of doing this, open to any suggests, cause I'm totally stuck @Override public void render(GameContainer gc, Graphics g) throws SlickException { //g.setClip(0, 0, 300, gc.getHeight()); g.translate(0, y); g.drawImage(image,0,200); g.resetTransform(); //g.clearClip(); g.copyArea(rightImage, 0, gc.getHeight() - 1); g.drawImage(rightImage, 300, 0); g.translate(0, y); y=y+3; }

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  • Sprite Animation in Android with OpenGL ES

    - by lijo john
    How to do a sprite animation in android using OpenGL ES? What i have done : Now I am able to draw a rectangle and apply my texture(Spritesheet) to it What I need to know : Now the rectangle shows the whole sprite sheet as a whole How to show a single action from sprite sheet at a time and make the animation It will be very help full if anyone can share any idea's , links to tutorials and suggestions. Advanced Thanks to All

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  • How to make my simple round sprite look right in XNA

    - by Joshua Perina
    Ok, I'm very new to graphics programming (but not new to coding). I'm trying to load a simple image in XNA which I can do fine. It is a simple round circle which I made in photoshop. The problem is the edges show up rough when I draw it on the screen even with the exact size. The anti-aliasing is missing. I'm sure I'm missing something very simple: GraphicsDevice.Clear(Color.Black); // TODO: Add your drawing code here spriteBatch.Begin(); spriteBatch.Draw(circle, new Rectangle(10, 10, 10, 10), Color.White); spriteBatch.End(); Couldn't post picture because I'm a first time poster. But my smooth png circle has rough edges. So I found that if I added: spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.NonPremultiplied); I can get a smooth image when the image is the same size as the original png. But if I want to scale that image up or down then the rough edges return. How do I get XNA to smoothly resize my simple round image to a smaller size without getting the rough edges?

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  • Rotating multiple points at once in 2D

    - by Deukalion
    I currently have an editor that creates shapes out of (X, Y) coordinates and then triangulate that to make up a shape of those points. What will I have to do to rotate all of those points simultaneously? Say I click the screen in my editor, it locates the point where I've clicked and if I move the mouse up or down from that point it calculates rotation on X and Y axis depending on new position relevant to first position, say I move up 10 on the Y axis it rotates that way and the same way for X. Or simply, somehow to enter rotation degree: 90, 180, 270, 360, for example. I use VertexPositionColor at the moment. What are the best algorithms or methods that I can look at to rotate multiple points in 2D at once? Also: Since this is an editor I do now want to rotate it on the Matrix, so if I want to rotate the whole shape 180 degree that's the new "position" of all the points, so that's the new rotation = 0 for example. Later on I probably will use World Matrix rotation for this, but not now.

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  • Sending changes to a terrain heightmap over UDP

    - by Floomi
    This is a more conceptual, thinking-out-loud question than a technical one. I have a 3D heightmapped terrain as part of a multiplayer RTS that I would like to terraform over a network. The terraforming will be done by units within the gameworld; the player will paint a "target heightmap" that they'd like the current terrain to resemble and units will deform towards that on their own (a la Perimeter). Given my terrain is 257x257 vertices, the naive approach of sending heights when they change will flood the bandwidth very quickly - updating a quarter of the terrain every second will hit ~66kB/s. This is clearly way too much. My next thought was to move to a brush-based system, where you send e.g. the centre of a circle, its radius, and some function defining the influence of the brush from the centre going outwards. But even with reliable UDP the "start" and "stop" messages could still be delayed. I guess I could compare timestamps and compensate for this, although it'd likely mean that clients would deform verts too much on their local simulations and then have to smooth them back to the correct heights. I could also send absolute vert heights in the "start" and "stop" messages to guarantee correct data on the clients. Alternatively I could treat brushes in a similar way to units, and do the standard position + velocity + client-side prediction jazz on them, with the added stipulation that they deform terrain within a certain radius around them. The server could then intermittently do a pass and send (a subset of) recently updated verts to clients as and when there's bandwidth to spare. Any other suggestions, or indications that I'm on the right (or wrong!) track with any of these ideas would be greatly appreciated.

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  • Why am I getting a return value of zero from my position computation function?

    - by Hussain Murtaza
    Ok I have a Function int x(), which is used in new Rectangle(x(),a,a,a); in DrawMethod in XNA but when I use it I get x() = 0 as as the answer.Here is my CODE: int x() { int px = (128 * 5); int xx = 0; for (int i = 0; i < 6; i++) { if (Mouse.GetState().X > px) { //xx = Mouse.GetState().X; xx = px; break; } else { px -= 128; } } return xx; } Here is the DrawMethod Code: if (set) { spriteBatch.Draw(texture, new Rectangle(x(), y(), texture.Width, texture.Height), Color.White); textpositionX = x(); textpositionY = y(); set = false; select = false; place = true; } else if(select) { spriteBatch.Draw(texture, new Rectangle(Mouse.GetState().X - texture.Width / 2, Mouse.GetState().Y-texture.Height / 2, texture.Width, texture.Height), Color.White); } else if (place) { spriteBatch.Draw(texture, new Rectangle(textpositionX, textpositionY, texture.Width, texture.Height), Color.White); select = false; set = false; }

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  • SDL2 with OpenGL -- weird results, what's wrong?

    - by ber4444
    I'm porting an app to iOS, and therefore need to upgrade it to SDL2 from SDL1.2 (so far I'm testing it as an on OS X desktop app only). However, when running the code with SDL2, I'm getting weird results as shown on the second image below (the first image is how it looks with SDL, correctly). The single changeset that causes this is this one, do you see something obviously wrong there, or does SDL2 have some OpenGL nuances I'm unaware of? My SDL is based on changeset dd7e57847ea9 from HG (since then there is one "Allow specifying of OpenGL 3.2 Core Profile on Mac OS X" commit, not sure if that would help).

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