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  • Graphics module: Am I going the right way?

    - by Paul
    I'm trying to write the graphics module of my engine. That is, this part of the code only provides an interface through which to load images, fonts, etc and draw them on the screen. It is also a wrapper for the library I'm using (SDL in this case). Here are the interfaces for my Image, Font and GraphicsRenderer classes. Please tell me if I'm going the right way. Image class Image { public: Image(); Image(const Image& other); Image(const char* file); ~Image(); bool load(const char* file); void free(); bool isLoaded() const; Image& operator=(const Image& other); private: friend class GraphicsRenderer; void* data_; }; Font class Font { public: Font(); Font(const Font& other); Font(const char* file, int ptsize); ~Font(); void load(const char* file, int ptsize); void free(); bool isLoaded() const; Font& operator=(const Font& other); private: friend class GraphicsRenderer; void* data_; }; GrapphicsRenderer class GraphicsRenderer { public: static GraphicsRenderer* Instance(); void blitImage(const Image& img, int x, int y); void blitText(const char* string, const Font& font, int x, int y); void render(); protected: GraphicsRenderer(); GraphicsRenderer(const GraphicsRenderer& other); GraphicsRenderer& operator=(const GraphicsRenderer& other); ~GraphicsRenderer(); private: void* screen_; bool initialize(); void finalize(); };

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  • Best practice for setting Effect parameters in XNA

    - by hichaeretaqua
    I want to ask if there is a best practice for setting Effect parameters in XNA. Or in other words, what exactly happens when I call pass.Apply(). I can imagine multiple scenarios: Each time Apply is called, all effect parameters are transferred to the GPU and therefor it has no real influence how often I set a parameter. Each time Apply is called, only the parameters that got reset are transferred. So caching Set-operations that don't actually set a new value should be avoided. Each time Apply is called, only the parameters that got changed are transferred. So caching Set-operations is useless. This whole questions is bootless because no one of the mentions ways has any noteworthy impact on game performance. So the final question: Is it useful to implement some caching of set operation like: private Matrix _world; public Matrix World { get{ return _world; } set { if (value == world) return; _effect.Parameters["xWorld"].SetValue(value); _world = value; } } Thanking you in anticipation.

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  • Can i make money with my Android Engine or should I focus on game-making?

    - by Roger Travis
    I have dedicated past few month to developing my own android 2d engine. You can see its description, demo and tutorials here http://www.aboxengine.com/ ( jar files will be up in a day or two ). While working on the engine I believed it to be better then most available alternatives ( such as andengine, etc. ) and that people would love to use it in their games and, hopefully, would give me some royalties. Yet as I started posting about my engine on other forums, it start looking like people are only interested in free/opensource engines. Based on your experience, what do you think, is there some way for me to make money with that engine or should I forget about selling it and more focus on making games with it myself? Thanks!

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  • How can I make OpenGL textures scale without becoming blurry?

    - by adorablepuppy
    I'm using OpenGL through LWJGL. I have a 16x16 textured quad rendering at 16x16. When I change it's scale amount, the quad grows, then becomes blurrier as it gets larger. How can I make it scale without becoming blurry, like in Minecraft. Here is the code inside my RenderableEntity object: public void render(){ Color.white.bind(); this.spriteSheet.bind(); GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(0,0); GL11.glVertex2f(this.x, this.y); GL11.glTexCoord2f(1,0); GL11.glVertex2f(getDrawingWidth(), this.y); GL11.glTexCoord2f(1,1); GL11.glVertex2f(getDrawingWidth(), getDrawingHeight()); GL11.glTexCoord2f(0,1); GL11.glVertex2f(this.x, getDrawingHeight()); GL11.glEnd(); } And here is code from my initGL method in my game class GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glClearColor(0.46f,0.46f,0.90f,1.0f); GL11.glViewport(0,0,width,height); GL11.glOrtho(0,width,height,0,1,-1); And here is the code that does the actual drawing public void start(){ initGL(800,600); init(); while(true){ GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); for(int i=0;i<entities.size();i++){ ((RenderableEntity)entities.get(i)).render(); } Display.update(); Display.sync(100); if(Display.isCloseRequested()){ Display.destroy(); System.exit(0); } } }

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  • Eliminate delay between looping XNA songs?

    - by Stephane Beniak
    I'm making a game with XNA and trying to get some background music to loop correctly. Because the file is an MP3 of about 30 seconds in length, I instantiated it as a Song. I want it to loop perfectly, but even when I set the MediaPlayer.IsRepeating property to true, there is always a delay of about one second before the song starts up again. Is there any way to eliminate this delay such that the song loops instantly, so it can play more fluently?

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  • Pathfinding Java library

    - by Shivan Dragon
    I'm an amateur game developer and somewhat amateur Java developer as well. I'm trying to find a way to have path finding for my game(s). I've first googled for some existing Java libraries that have various path-finding implementations, but I've failed to find any. It seems to me that the only way to get pathfinding code is to use it via a game engine (like Unity). But I'd just like to have a library that I can use and make the game loop and other stuff on my own. Failing to find such a library I've tried implementing some algorithms myself. I've managed to make a running AStar in Java, but for fancier stuff like DStar I find it hard to do it by hand. So then, my question is, are there any Java libraries that contain at least some basic pathfinding algorithms implementations?

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  • XNA Health Bar continually decreasing

    - by Craig
    As per the Health bar tutorial on ... http://www.xnadevelopment.com/tutorials/notsohealthy/NotSoHealthy.shtml I have set up the above, how do I make it decrease by 1 health per second? I want to create a mini survival game, and this is an important factor. Where am i going wrong? I want it to visibly decrease every second. using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace Health { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D healthBar; int currentHealth = 100; float seconds; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); healthBar = Content.Load<Texture2D>("HealthBar"); // TODO: use this.Content to load your game content here } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here currentHealth = (int)MathHelper.Clamp(currentHealth, 0, 100); seconds += (float)gameTime.ElapsedGameTime.TotalSeconds; if (seconds >= 1) { currentHealth -= 1; } seconds = 0; base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); spriteBatch.Draw(healthBar, new Rectangle(this.Window.ClientBounds.Width / 2 - healthBar.Width / 2, 30, healthBar.Width, 44), new Rectangle(0, 45, healthBar.Width, 44), Color.Gray); spriteBatch.Draw(healthBar, new Rectangle(this.Window.ClientBounds.Width / 2 - healthBar.Width / 2, 30, (int)(healthBar.Width * ((double)currentHealth / 100)), 44), new Rectangle(0, 45, healthBar.Width, 44), Color.Red); spriteBatch.Draw(healthBar, new Rectangle(this.Window.ClientBounds.Width / 2 - healthBar.Width / 2, 30, healthBar.Width, 44), new Rectangle(0, 0, healthBar.Width, 44), Color.White); spriteBatch.End(); base.Draw(gameTime); } } } Cheers!

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  • How do I stop XNA/Visual Studio from rebuilding my content project every time I build?

    - by Phil Quinn
    My group and I are working on a game in XNA 4.0 with Visual Studio 2010/2012. The main solution has 6 projects: 2 XNA game projects (1 executable/ 1 class library), 1 WPF executable for the level editor, 2 standard class libraries, and a content project. Originally, the editor and engine XNA game projects had a content reference to separate content projects. Recently, I consolidated the content projects into one to simplify asset additions. Since pushing these changes to our git repo, certain members of my group have been experiencing weird build issues. Every time they run the project, they have to re-build all of the assets. This happens regardless of whether any changes were made, even if they just run the project directly after building. I've taken a few steps to figure out why this is happening. Below is the MSBuild output set on Normal verbosity. The seemingly important part is at 4, with the line 4> Rebuilding all content because build settings have changed 1>------ Build started: Project: Engine.Core, Configuration: Debug x86 ------ 1>Build started 11/29/2012 3:24:24 AM. 1>ResolveAssemblyReferences: 1> A TargetFramework profile exclusion list will be generated. 1>EmbedXnaFrameworkRuntimeProfile: 1>Skipping target "EmbedXnaFrameworkRuntimeProfile" because all output files are up-to-date with respect to the input files. 1>GenerateTargetFrameworkMonikerAttribute: 1>Skipping target "GenerateTargetFrameworkMonikerAttribute" because all output files are up-to-date with respect to the input files. 1>CoreCompile: 1>Skipping target "CoreCompile" because all output files are up-to-date with respect to the input files. 1>XnaWriteCacheFile: 1>Skipping target "XnaWriteCacheFile" because all output files are up-to-date with respect to the input files. 1>_CopyOutOfDateSourceItemsToOutputDirectoryAlways: 1> Copying file from "<solution-dir>\src\Engine.Core\DialoguePrototypeTestDB.s3db" to "bin\x86\Debug\DialoguePrototypeTestDB.s3db". 1>_CopyAppConfigFile: 1>Skipping target "_CopyAppConfigFile" because all output files are up-to-date with respect to the input files. 1>CopyFilesToOutputDirectory: 1> Engine.Core -> <solution-dir>\src\Engine.Core\bin\x86\Debug\TimeSink.Engine.Core.dll 1> 1>Build succeeded. 1> 1>Time Elapsed 00:00:00.13 2>------ Build started: Project: TimeSink.Entities, Configuration: Debug x86 ------ 2>Build started 11/29/2012 3:24:25 AM. 2>ResolveAssemblyReferences: 2> A TargetFramework profile exclusion list will be generated. 2>EmbedXnaFrameworkRuntimeProfile: 2>Skipping target "EmbedXnaFrameworkRuntimeProfile" because all output files are up-to-date with respect to the input files. 2>GenerateTargetFrameworkMonikerAttribute: 2>Skipping target "GenerateTargetFrameworkMonikerAttribute" because all output files are up-to-date with respect to the input files. 2>CoreCompile: 2>Skipping target "CoreCompile" because all output files are up-to-date with respect to the input files. 2>XnaWriteCacheFile: 2>Skipping target "XnaWriteCacheFile" because all output files are up-to-date with respect to the input files. 2>_CopyOutOfDateSourceItemsToOutputDirectoryAlways: 2> Copying file from "<solution-dir>\src\Engine.Core\DialoguePrototypeTestDB.s3db" to "bin\x86\Debug\DialoguePrototypeTestDB.s3db". 2>CopyFilesToOutputDirectory: 2> TimeSink.Entities -> <solution-dir>\src\TimeSink.Entities\bin\x86\Debug\TimeSink.Entities.dll 2> 2>Build succeeded. 2> 2>Time Elapsed 00:00:00.11 3>------ Build started: Project: Editor (Editor\Editor), Configuration: Debug x86 ------ 4>------ Build started: Project: Engine.Game, Configuration: Debug x86 ------ 3>Build started 11/29/2012 3:24:25 AM. 3>CoreCompile: 3> All content is already up to date 3>ResolveAssemblyReferences: 3> A TargetFramework profile exclusion list will be generated. 3>EmbedXnaFrameworkRuntimeProfile: 3>Skipping target "EmbedXnaFrameworkRuntimeProfile" because all output files are up-to-date with respect to the input files. 3>GenerateTargetFrameworkMonikerAttribute: 3>Skipping target "GenerateTargetFrameworkMonikerAttribute" because all output files are up-to-date with respect to the input files. 3>CoreCompile: 3>Skipping target "CoreCompile" because all output files are up-to-date with respect to the input files. 3>XnaWriteCacheFile: 3>Skipping target "XnaWriteCacheFile" because all output files are up-to-date with respect to the input files. 3>_CopyOutOfDateSourceItemsToOutputDirectoryAlways: 3> Copying file from "<solution-dir>\src\Engine.Core\DialoguePrototypeTestDB.s3db" to "bin\x86\Debug\DialoguePrototypeTestDB.s3db". 3>_CopyOutOfDateNestedContentItemsToOutputDirectory: 3>Skipping target "_CopyOutOfDateNestedContentItemsToOutputDirectory" because all output files are up-to-date with respect to the input files. 3>CopyFilesToOutputDirectory: 3> Editor -> <solution-dir>\src\Editor\Editor\bin\x86\Debug\Editor.dll 3> 3>Build succeeded. 3> 3>Time Elapsed 00:00:00.39 4>Build started 11/29/2012 3:24:25 AM. 4>CoreCompile: 4> Rebuilding all content because build settings have changed 4> Building Textures\circle.png -> <solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Content\Textures\circle.xnb 4> Importing Textures\circle.png with Microsoft.Xna.Framework.Content.Pipeline.TextureImporter 4> Processing Textures\circle.png with Microsoft.Xna.Framework.Content.Pipeline.Processors.TextureProcessor 4> Compiling <solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Content\Textures\circle.xnb 4> Building Textures\giroux.png -> <solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Content\Textures\giroux.xnb 4> Importing Textures\giroux.png with Microsoft.Xna.Framework.Content.Pipeline.TextureImporter 4> Processing Textures\giroux.png with Microsoft.Xna.Framework.Content.Pipeline.Processors.TextureProcessor 4> Compiling <solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Content\Textures\giroux.xnb 4> Building Textures\Body_Neutral.png -> <solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Content\Textures\Body_Neutral.xnb 4> Importing Textures\Body_Neutral.png with Microsoft.Xna.Framework.Content.Pipeline.TextureImporter 4> Processing Textures\Body_Neutral.png with Microsoft.Xna.Framework.Content.Pipeline.Processors.TextureProcessor 4> Compiling <solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Content\Textures\Body_Neutral.xnb 4> Building font.spritefont -> <solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Content\font.xnb 4> Importing font.spritefont with Microsoft.Xna.Framework.Content.Pipeline.FontDescriptionImporter 4> Processing font.spritefont with Microsoft.Xna.Framework.Content.Pipeline.Processors.FontDescriptionProcessor 4> Compiling <solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Content\font.xnb 4>ResolveAssemblyReferences: 4> A TargetFramework profile exclusion list will be generated. 4>EmbedXnaFrameworkRuntimeProfile: 4>Skipping target "EmbedXnaFrameworkRuntimeProfile" because all output files are up-to-date with respect to the input files. 4>GenerateTargetFrameworkMonikerAttribute: 4>Skipping target "GenerateTargetFrameworkMonikerAttribute" because all output files are up-to-date with respect to the input files. 4>CoreCompile: 4>Skipping target "CoreCompile" because all output files are up-to-date with respect to the input files. 4>_CopyOutOfDateSourceItemsToOutputDirectoryAlways: 4> Copying file from "<solution-dir>\src\Engine.Core\DialoguePrototypeTestDB.s3db" to "bin\x86\Debug\DialoguePrototypeTestDB.s3db". 4>_CopyOutOfDateNestedContentItemsToOutputDirectory: 4>Skipping target "_CopyOutOfDateNestedContentItemsToOutputDirectory" because all output files are up-to-date with respect to the input files. 4>_CopyAppConfigFile: 4>Skipping target "_CopyAppConfigFile" because all output files are up-to-date with respect to the input files. 4>CopyFilesToOutputDirectory: 4> Engine.Game -> <solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Engine.Game.exe 4>IncrementalClean: 4> Deleting file "<solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\circle.xnb". 4> Deleting file "<solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\giroux.xnb". 4> Deleting file "<solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Body_Neutral.xnb". 4> Deleting file "<solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\font.xnb". 4> 4>Build succeeded. 4> 4>Time Elapsed 00:00:01.72 ========== Build: 4 succeeded, 0 failed, 1 up-to-date, 0 skipped ========== I can't think of how build settings could change between consecutive executions. Like I said, this only happens for half our group. One member is on a 32-bit Windows 7 Prof bootcamp partition on a Mac. Everyone else, including those who don't have the issue, are running straight 64-bit Windows 7 Prof. Both have tried using VS 2010 and VS 2012. Any insight would be greatly appreciated. Also, I can post more details upon request if this isn't thorough enough.

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  • C# XNA Normals Question

    - by Wade
    Hello all! I have been working on some simple XNA proof of concept for a game idea I have as well as just to further my learning in XNA. However, i seem to be stuck on these dreaded normals, and using the BasicEffect with default lighting i can't seem to tell if my normals are being calculated correctly, hence the question. I'm mainly drawing cubes at the moment, I'm using a triangle list and a VertexBuffer to get the job done. The north face of my cube has two polygons and 6 vectors: Vector3 startPosition = new Vector3(0,0,0); corners[0] = startPosition; // This is the start position. Block size is 5. corners[1] = new Vector3(startPosition.X, startPosition.Y + BLOCK_SIZE, startPosition.Z); corners[2] = new Vector3(startPosition.X + BLOCK_SIZE, startPosition.Y, startPosition.Z); corners[3] = new Vector3(startPosition.X + BLOCK_SIZE, startPosition.Y + BLOCK_SIZE, startPosition.Z); verts[0] = new VertexPositionNormalTexture(corners[0], normals[0], textCoordBR); verts[1] = new VertexPositionNormalTexture(corners[1], normals[0], textCoordTR); verts[2] = new VertexPositionNormalTexture(corners[2], normals[0], textCoordBL); verts[3] = new VertexPositionNormalTexture(corners[3], normals[0], textCoordTL); verts[4] = new VertexPositionNormalTexture(corners[2], normals[0], textCoordBL); verts[5] = new VertexPositionNormalTexture(corners[1], normals[0], textCoordTR); Using those coordinates I want to generate the normal for the north face, I have no clue how to get the average of all those vectors and create a normal for the two polygons that it makes. Here is what i tried: normals[0] = Vector3.Cross(corners[1], corners[2]); normals[0].Normalize(); It seems like its correct, but then using the same thing for other sides of the cube the lighting effect seems weird, and not cohesive with where i think the light source is coming from, not really sure with the BasicEffect. Am I doing this right? Can anyone explain in lay mans terms how normals are calculated. Any help is much appreciated. Note: I tried going through Riemers and such to figure it out with no luck, it seems no one really goes over the math well enough. Thanks!

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  • What can i use as a 3d Tile map editor?

    - by alfa64
    I need to make grid based levels with 3d models for a dungeon crawler ( as a recent example Legend of Grimrock), but i need to have several layers and place entities with properties and position, angle, etc. I was considering Tiled, using layers as height for each level, but it's very hard to work with and visualize. What can i use for this pourpose? The output format needs to be json, xml, or something i can use on my engine. Ideally i'd want something like Tiled with a 3d visualization/edit mode and support for loading models or at least some visual representation of them.

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  • Andengine put bullet to pull, when it leaves screen

    - by Ashot
    i'm creating a bullet with physics body. Bullet class (extends Sprite class) has die() method, which unregister physics connector, hide sprite and put it in pull public void die() { Log.d("bulletDie", "See you in hell!"); if (this.isVisible()) { this.setVisible(false); mPhysicsWorld.unregisterPhysicsConnector(physicsConnector); physicsConnector.setUpdatePosition(false); body.setActive(false); this.setIgnoreUpdate(true); bulletsPool.recyclePoolItem(this); } } in onUpdate method of PhysicsConnector i executes die method, when sprite leaves screen physicsConnector = new PhysicsConnector(this,body,true,false) { @Override public void onUpdate(final float pSecondsElapsed) { super.onUpdate(pSecondsElapsed); if (!camera.isRectangularShapeVisible(_bullet)) { Log.d("bulletDie","Dead?"); _bullet.die(); } } }; it works as i expected, but _bullet.die() executes TWICE. what i`m doing wrong and is it right way to hide sprites? here is full code of Bullet class (it is inner class of class that represents player) private class Bullet extends Sprite implements PhysicsConstants { private final Body body; private final PhysicsConnector physicsConnector; private final Bullet _bullet; private int id; public Bullet(float x, float y, ITextureRegion texture, VertexBufferObjectManager vertexBufferObjectManager) { super(x,y,texture,vertexBufferObjectManager); _bullet = this; id = bulletId++; body = PhysicsFactory.createCircleBody(mPhysicsWorld, this, BodyDef.BodyType.DynamicBody, bulletFixture); physicsConnector = new PhysicsConnector(this,body,true,false) { @Override public void onUpdate(final float pSecondsElapsed) { super.onUpdate(pSecondsElapsed); if (!camera.isRectangularShapeVisible(_bullet)) { Log.d("bulletDie","Dead?"); Log.d("bulletDie",id+""); _bullet.die(); } } }; mPhysicsWorld.registerPhysicsConnector(physicsConnector); $this.getParent().attachChild(this); } public void reset() { final float angle = canon.getRotation(); final float x = (float) ((Math.cos(MathUtils.degToRad(angle))*radius) + centerX) / PIXEL_TO_METER_RATIO_DEFAULT; final float y = (float) ((Math.sin(MathUtils.degToRad(angle))*radius) + centerY) / PIXEL_TO_METER_RATIO_DEFAULT; this.setVisible(true); this.setIgnoreUpdate(false); body.setActive(true); mPhysicsWorld.registerPhysicsConnector(physicsConnector); body.setTransform(new Vector2(x,y),0); } public Body getBody() { return body; } public void setLinearVelocity(Vector2 velocity) { body.setLinearVelocity(velocity); } public void die() { Log.d("bulletDie", "See you in hell!"); if (this.isVisible()) { this.setVisible(false); mPhysicsWorld.unregisterPhysicsConnector(physicsConnector); physicsConnector.setUpdatePosition(false); body.setActive(false); this.setIgnoreUpdate(true); bulletsPool.recyclePoolItem(this); } } }

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  • Hide collision layer in libgdx with TiledMap?

    - by Daniel Jonsson
    I'm making a 2D game with libgdx, and I'm using its TileMapRenderer to render my map which I have made in the map editor Tiled. In Tiled I have a dedicated collision layer. However, I can't figure out how I'm supposed to hide it and its tiles in the game. This is how a map is loaded: TiledMap map = TiledLoader.createMap(Gdx.files.internal("maps/map.tmx")); TileAtlas atlas = new TileAtlas(map, Gdx.files.internal("maps")); tileMapRenderer = new TileMapRenderer(map, atlas, 32, 32); Currently the collision tiles are rendered on top of everything else, as I see them in the map editor.

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  • LWJGL SlickUtil Texture Binding

    - by Matthew Dockerty
    I am making a 3D game using LWJGL and I have a texture class with static variables so that I only need to load textures once, even if I need to use them more than once. I am using Slick Util for this. When I bind a texture it works fine, but then when I try to render something else after I have rendered the model with the texture, the texture is still being bound. How do I unbind the texture and set the rendermode to the one that was in use before any textures were bound? Some of my code is below. The problem I am having is the player texture is being used in the box drawn around the player after it the model has been rendered. Model.java public class Model { public List<Vector3f> vertices = new ArrayList<Vector3f>(); public List<Vector3f> normals = new ArrayList<Vector3f>(); public ArrayList<Vector2f> textureCoords = new ArrayList<Vector2f>(); public List<Face> faces = new ArrayList<Face>(); public static Model TREE; public static Model PLAYER; public static void loadModels() { try { TREE = OBJLoader.loadModel(new File("assets/model/tree_pine_0.obj")); PLAYER = OBJLoader.loadModel(new File("assets/model/player.obj")); } catch (Exception e) { e.printStackTrace(); } } public void render(Vector3f position, Vector3f scale, Vector3f rotation, Texture texture, float shinyness) { glPushMatrix(); { texture.bind(); glColor3f(1, 1, 1); glTranslatef(position.x, position.y, position.z); glScalef(scale.x, scale.y, scale.z); glRotatef(rotation.x, 1, 0, 0); glRotatef(rotation.y, 0, 1, 0); glRotatef(rotation.z, 0, 0, 1); glMaterialf(GL_FRONT, GL_SHININESS, shinyness); glBegin(GL_TRIANGLES); { for (Face face : faces) { Vector2f t1 = textureCoords.get((int) face.textureCoords.x - 1); glTexCoord2f(t1.x, t1.y); Vector3f n1 = normals.get((int) face.normal.x - 1); glNormal3f(n1.x, n1.y, n1.z); Vector3f v1 = vertices.get((int) face.vertex.x - 1); glVertex3f(v1.x, v1.y, v1.z); Vector2f t2 = textureCoords.get((int) face.textureCoords.y - 1); glTexCoord2f(t2.x, t2.y); Vector3f n2 = normals.get((int) face.normal.y - 1); glNormal3f(n2.x, n2.y, n2.z); Vector3f v2 = vertices.get((int) face.vertex.y - 1); glVertex3f(v2.x, v2.y, v2.z); Vector2f t3 = textureCoords.get((int) face.textureCoords.z - 1); glTexCoord2f(t3.x, t3.y); Vector3f n3 = normals.get((int) face.normal.z - 1); glNormal3f(n3.x, n3.y, n3.z); Vector3f v3 = vertices.get((int) face.vertex.z - 1); glVertex3f(v3.x, v3.y, v3.z); } texture.release(); } glEnd(); } glPopMatrix(); } } Textures.java public class Textures { public static Texture FLOOR; public static Texture PLAYER; public static Texture SKYBOX_TOP; public static Texture SKYBOX_BOTTOM; public static Texture SKYBOX_FRONT; public static Texture SKYBOX_BACK; public static Texture SKYBOX_LEFT; public static Texture SKYBOX_RIGHT; public static void loadTextures() { try { FLOOR = TextureLoader.getTexture("PNG", new FileInputStream(new File("assets/model/floor.png"))); FLOOR.setTextureFilter(GL11.GL_NEAREST); PLAYER = TextureLoader.getTexture("PNG", new FileInputStream(new File("assets/model/tree_pine_0.png"))); PLAYER.setTextureFilter(GL11.GL_NEAREST); SKYBOX_TOP = TextureLoader.getTexture("PNG", new FileInputStream(new File("assets/textures/skybox_top.png"))); SKYBOX_TOP.setTextureFilter(GL11.GL_NEAREST); SKYBOX_BOTTOM = TextureLoader.getTexture("PNG", new FileInputStream(new File("assets/textures/skybox_bottom.png"))); SKYBOX_BOTTOM.setTextureFilter(GL11.GL_NEAREST); SKYBOX_FRONT = TextureLoader.getTexture("PNG", new FileInputStream(new File("assets/textures/skybox_front.png"))); SKYBOX_FRONT.setTextureFilter(GL11.GL_NEAREST); SKYBOX_BACK = TextureLoader.getTexture("PNG", new FileInputStream(new File("assets/textures/skybox_back.png"))); SKYBOX_BACK.setTextureFilter(GL11.GL_NEAREST); SKYBOX_LEFT = TextureLoader.getTexture("PNG", new FileInputStream(new File("assets/textures/skybox_left.png"))); SKYBOX_LEFT.setTextureFilter(GL11.GL_NEAREST); SKYBOX_RIGHT = TextureLoader.getTexture("PNG", new FileInputStream(new File("assets/textures/skybox_right.png"))); SKYBOX_RIGHT.setTextureFilter(GL11.GL_NEAREST); } catch (Exception e) { e.printStackTrace(); } } } Player.java public class Player { private Vector3f position; private float yaw; private float moveSpeed; public Player(float x, float y, float z, float yaw, float moveSpeed) { this.position = new Vector3f(x, y, z); this.yaw = yaw; this.moveSpeed = moveSpeed; } public void update() { if (Keyboard.isKeyDown(Keyboard.KEY_W)) walkForward(moveSpeed); if (Keyboard.isKeyDown(Keyboard.KEY_S)) walkBackwards(moveSpeed); if (Keyboard.isKeyDown(Keyboard.KEY_A)) strafeLeft(moveSpeed); if (Keyboard.isKeyDown(Keyboard.KEY_D)) strafeRight(moveSpeed); if (Mouse.isButtonDown(0)) yaw += Mouse.getDX(); LowPolyRPG.getInstance().getCamera().setPosition(-position.x, -position.y, -position.z); LowPolyRPG.getInstance().getCamera().setYaw(yaw); } public void walkForward(float distance) { position.setX(position.getX() + distance * (float) Math.sin(Math.toRadians(yaw))); position.setZ(position.getZ() - distance * (float) Math.cos(Math.toRadians(yaw))); } public void walkBackwards(float distance) { position.setX(position.getX() - distance * (float) Math.sin(Math.toRadians(yaw))); position.setZ(position.getZ() + distance * (float) Math.cos(Math.toRadians(yaw))); } public void strafeLeft(float distance) { position.setX(position.getX() + distance * (float) Math.sin(Math.toRadians(yaw - 90))); position.setZ(position.getZ() - distance * (float) Math.cos(Math.toRadians(yaw - 90))); } public void strafeRight(float distance) { position.setX(position.getX() + distance * (float) Math.sin(Math.toRadians(yaw + 90))); position.setZ(position.getZ() - distance * (float) Math.cos(Math.toRadians(yaw + 90))); } public void render() { Model.PLAYER.render(new Vector3f(position.x, position.y + 12, position.z), new Vector3f(3, 3, 3), new Vector3f(0, -yaw + 90, 0), Textures.PLAYER, 128); GL11.glPushMatrix(); GL11.glTranslatef(position.getX(), position.getY(), position.getZ()); GL11.glRotatef(-yaw, 0, 1, 0); GL11.glScalef(5.8f, 21, 2.2f); GL11.glDisable(GL11.GL_LIGHTING); GL11.glLineWidth(3); GL11.glBegin(GL11.GL_LINE_STRIP); GL11.glColor3f(1, 1, 1); glVertex3f(1f, 0f, -1f); glVertex3f(-1f, 0f, -1f); glVertex3f(-1f, 1f, -1f); glVertex3f(1f, 1f, -1f); glVertex3f(-1f, 0f, 1f); glVertex3f(1f, 0f, 1f); glVertex3f(1f, 1f, 1f); glVertex3f(-1f, 1f, 1f); glVertex3f(1f, 1f, -1f); glVertex3f(-1f, 1f, -1f); glVertex3f(-1f, 1f, 1f); glVertex3f(1f, 1f, 1f); glVertex3f(1f, 0f, 1f); glVertex3f(-1f, 0f, 1f); glVertex3f(-1f, 0f, -1f); glVertex3f(1f, 0f, -1f); glVertex3f(1f, 0f, 1f); glVertex3f(1f, 0f, -1f); glVertex3f(1f, 1f, -1f); glVertex3f(1f, 1f, 1f); glVertex3f(-1f, 0f, -1f); glVertex3f(-1f, 0f, 1f); glVertex3f(-1f, 1f, 1f); glVertex3f(-1f, 1f, -1f); GL11.glEnd(); GL11.glEnable(GL11.GL_LIGHTING); GL11.glPopMatrix(); } public Vector3f getPosition() { return new Vector3f(-position.x, -position.y, -position.z); } public float getX() { return position.getX(); } public float getY() { return position.getY(); } public float getZ() { return position.getZ(); } public void setPosition(Vector3f position) { this.position = position; } public void setPosition(float x, float y, float z) { this.position.setX(x); this.position.setY(y); this.position.setZ(z); } } Thanks for the help.

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  • component Initialization in component-based game architectures

    - by liortal
    I'm develping a 2d game (in XNA) and i've gone slightly towards a component-based approach, where i have a main game object (container) that holds different components. When implementing the needed functionality as components, i'm now faced with an issue -- who should initialize components? Are components usually passed in initialized into an entity, or some other entity initialized them? In my current design, i have an issue where the component, when created, requires knowledge regarding an attached entity, however these 2 events may not happen at the same time (component construction, attaching to a game entity). I am looking for a standard approach or examples of implementations that work, that overcome this issue or present a clear way to resolve it

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  • What are the GPU requirements for XNA 4.0?

    - by Nate Koppenhaver
    I tried to build a sample application using XNA, but I got an error saying that Pixel Shader 1.1 was required, so I got a used Radeon X300 GPU that supports Pixel Shader. I tried to build it again, but I got another error saying that "Your current graphics card does not support the XNA HiDef profile" and would not build. Since that card seems to not be compatible, I guess I need to buy another one. What features should I look for to make sure that it's compatible with XNA?

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  • Driver error when using multiple shaders

    - by Jinxi
    I'm using 3 different shaders: a tessellation shader to use the tessellation feature of DirectX11 :) a regular shader to show how it would look without tessellation and a text shader to display debug-info such as FPS, model count etc. All of these shaders are initialized at the beginning. Using the keyboard, I can switch between the tessellation shader and regular shader to render the scene. Additionally, I also want to be able toggle the display of debug-info using the text shader. Since implementing the tessellation shader the text shader doesn't work anymore. When I activate the DebugText (rendered using the text-shader) my screens go black for a while, and Windows displays the following message: Display Driver stopped responding and has recovered This happens with either of the two shaders used to render the scene. Additionally: I can start the application using the regular shader to render the scene and then switch to the tessellation shader. If I try to switch back to the regular shader I get the same error as with the text shader. What am I doing wrong when switching between shaders? What am I doing wrong when displaying text at the same time? What file can I post to help you help me? :) thx P.S. I already checked if my keyinputs interrupt at the wrong time (during render or so..), but that seems to be ok Testing Procedure Regular Shader without text shader Add text shader to Regular Shader by keyinput (works now, I built the text shader back to only vertex and pixel shader) (somthing with the z buffer is stil wrong...) Remove text shader, then change shader to Tessellation Shader by key input Then if I add the Text Shader or switch back to the Regular Shader Switching/Render Shader Here the code snipet from the Renderer.cpp where I choose the Shader according to the boolean "m_useTessellationShader": if(m_useTessellationShader) { // Render the model using the tesselation shader ecResult = m_ShaderManager->renderTessellationShader(m_D3D->getDeviceContext(), meshes[lod_level]->getIndexCount(), worldMatrix, viewMatrix, projectionMatrix, textures, texturecount, m_Light->getDirection(), m_Light->getAmbientColor(), m_Light->getDiffuseColor(), (D3DXVECTOR3)m_Camera->getPosition(), TESSELLATION_AMOUNT); } else { // todo: loaded model depends on distance to camera // Render the model using the light shader. ecResult = m_ShaderManager->renderShader(m_D3D->getDeviceContext(), meshes[lod_level]->getIndexCount(), lod_level, textures, texturecount, m_Light->getDirection(), m_Light->getAmbientColor(), m_Light->getDiffuseColor(), worldMatrix, viewMatrix, projectionMatrix); } And here the code snipet from the Mesh.cpp where I choose the Typology according to the boolean "useTessellationShader": // RenderBuffers is called from the Render function. The purpose of this function is to set the vertex buffer and index buffer as active on the input assembler in the GPU. Once the GPU has an active vertex buffer it can then use the shader to render that buffer. void Mesh::renderBuffers(ID3D11DeviceContext* deviceContext, bool useTessellationShader) { unsigned int stride; unsigned int offset; // Set vertex buffer stride and offset. stride = sizeof(VertexType); offset = 0; // Set the vertex buffer to active in the input assembler so it can be rendered. deviceContext->IASetVertexBuffers(0, 1, &m_vertexBuffer, &stride, &offset); // Set the index buffer to active in the input assembler so it can be rendered. deviceContext->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R32_UINT, 0); // Check which Shader is used to set the appropriate Topology // Set the type of primitive that should be rendered from this vertex buffer, in this case triangles. if(useTessellationShader) { deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_3_CONTROL_POINT_PATCHLIST); }else{ deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); } return; } RenderShader Could there be a problem using sometimes only vertex and pixel shader and after switching using vertex, hull, domain and pixel shader? Here a little overview of my architecture: TextClass: uses font.vs and font.ps deviceContext-VSSetShader(m_vertexShader, NULL, 0); deviceContext-PSSetShader(m_pixelShader, NULL, 0); deviceContext-PSSetSamplers(0, 1, &m_sampleState); RegularShader: uses vertex.vs and pixel.ps deviceContext-VSSetShader(m_vertexShader, NULL, 0); deviceContext-PSSetShader(m_pixelShader, NULL, 0); deviceContext-PSSetSamplers(0, 1, &m_sampleState); TessellationShader: uses tessellation.vs, tessellation.hs, tessellation.ds, tessellation.ps deviceContext-VSSetShader(m_vertexShader, NULL, 0); deviceContext-HSSetShader(m_hullShader, NULL, 0); deviceContext-DSSetShader(m_domainShader, NULL, 0); deviceContext-PSSetShader(m_pixelShader, NULL, 0); deviceContext-PSSetSamplers(0, 1, &m_sampleState); ClearState I'd like to switch between 2 shaders and it seems they have different context parameters, right? In clearstate methode it says it resets following params to NULL: I found following in my Direct3D Class: depth-stencil state - m_deviceContext-OMSetDepthStencilState rasterizer state - m_deviceContext-RSSetState(m_rasterState); blend state - m_device-CreateBlendState viewports - m_deviceContext-RSSetViewports(1, &viewport); I found following in every Shader Class: input/output resource slots - deviceContext-PSSetShaderResources shaders - deviceContext-VSSetShader to - deviceContext-PSSetShader input layouts - device-CreateInputLayout sampler state - device-CreateSamplerState These two I didn't understand, where can I find them? predications - ? scissor rectangles - ? Do I need to store them all localy so I can switch between them, because it doesn't feel right to reinitialize the Direct3d and the Shaders by every switch (key input)?!

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  • How to switch between views in android?

    - by aurezza
    I've tried several methods to switch between two views in my program. I've tried creating a new thread then have the view run for 5 seconds before creating intent to start my main activity. This is the code snippet from the said view class: mHelpThread = new Thread(){ @Override public void run(){ try { synchronized(this){ // Wait given period of time or exit on touch wait(5000); } } catch(InterruptedException ex){ } finish(); // Run next activity Intent intent = new Intent(Intent.ACTION_MAIN, null); intent.addCategory(Intent.CATEGORY_HOME); startActivity(intent); //stop(); } }; mHelpThread.start(); I can access the said view without error but it doesn't disappear after 5 seconds nor did it switched to main view when I even utilized an onTouchEvent() to detect touch on the screen of which it should have automatically closed. I've also tried adding a button on the said view to manually switch to main view: @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.help); final HelpView helpView = this; final Button btnback = (Button) findViewById(R.id.back); btnback.setOnClickListener(new View.OnClickListener(){ public void onClick(View v) { Intent intent = new Intent(helpView, MainActivity.class); startActivity(intent); } }); } These codes worked, though, for creating a launcher for my program. So I thought that it would work the same if I added an option for help/rules(for the game) that would switch to another view. I've only since started using eclipse for android so pardon my lack of knowledge. Here is also the snippet from my manifest: <uses-sdk android:minSdkVersion="11" android:targetSdkVersion="15" /> <application android:icon="@drawable/ic_launcher" android:label="@string/app_name" android:theme="@style/AppTheme" > <activity android:name="MainActivity" android:label="@string/title_activity_main"> <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.DEFAULT"/> </intent-filter> <intent-filter></intent-filter> </activity> <activity android:name="SplashScreen" android:theme="@style/Theme.Transparent"> <intent-filter> <action android:name="android.intent.action.MAIN"/> <category android:name="android.intent.category.LAUNCHER"/> </intent-filter> </activity> <activity android:name="HelpView" android:theme="@style/Theme.Transparent"> <intent-filter> <action android:name="android.intent.action.MAIN"/> <category android:name="android.intent.category.DEFAULT"/> </intent-filter> <intent-filter></intent-filter> </activity> </application>

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  • How can I fit a rectangle to an irregular shape?

    - by Anil gupta
    I used masking for breaking an image into the below pattern. Now that it's broken into different pieces I need to make a rectangle of each piece. I need to drag the broken pieces and adjust to the correct position so I can reconstruct the image. To drag and put at the right position I need to make the pieces rectangles but I am not getting the idea of how to make rectangles out of these irregular shapes. How can I make rectangles for manipulating these pieces? This is a follow up to my previous question.

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  • What is the most efficient way to blur in a shader?

    - by concernedcitizen
    I'm currently working on screen space reflections. I have perfectly reflective mirror-like surfaces working, and I now need to use a blur to make the reflection on surfaces with a low specular gloss value look more diffuse. I'm having difficulty deciding how to apply the blur, though. My first idea was to just sample a lower mip level of the screen rendertarget. However, the rendertarget uses SurfaceFormat.HalfVector4 (for HDR effects), which means XNA won't allow linear filtering. Point filtering looks horrible and really doesn't give the visual cue that I want. I've thought about using some kind of Box/Gaussian blur, but this would not be ideal. I've already thrashed the texture cache in the raymarching phase before the blur even occurs (a worst case reflection could be 32 samples per pixel), and the blur kernel to make the reflections look sufficiently diffuse would be fairly large. Does anyone have any suggestions? I know it's doable, as Photon Workshop achieved the effect in Unity.

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  • Sharing the effect

    - by Mohammad Ahmed
    my problem is : If I load 2 models ( the same model zombie ) and give them the same effect I got the following error : for(int i =0 ; i<2 ; i++) { dwarfModel[i].model = Content.Load<Model>("Models//dwarf//dwarfmodel"); dwarfModel[i].effect = Content.Load<Effect>("Models//dwarf//skinFX"); dwarfModel[i].setEffect(camera , game); dwarfModel[i].setModelAnimationStatus(game); dwarfModel[i].intializeChrachterController(new Vector3(0, 0, 0), 20, 10, 2000, 2000, 80, 40); space.Add(dwarfModel[i].chrachterController); dwarfModels.Add(dwarfModel); } enter code here

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  • Get Unity to read in objects name without the need to hard code

    - by N0xus
    I'm trying to get away from having to hard code in the names of objects I want my code to use. For example, I'm use to do it this way: TextAsset test = new TextAsset(); test = (TextAsset)Resources.Load("test.txt", typeof(TextAsset)); What I want to know, is there a way to have so that when I drag my test.txt file onto my object in Unity, my code automatically gets the name of that object? I'm wanting to do this so once I write the code, I don't need to back in and change it should I wish re-use it.

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  • OpenGL/GLSL: Render to cube map?

    - by BobDole
    I'm trying to figure out how to render my scene to a cube map. I've been stuck on this for a bit and figured I would ask you guys for some help. I'm new to OpenGL and this is the first time I'm using a FBO. I currently have a working example of using a cubemap bmp file, and the samplerCube sample type in the fragment shader is attached to GL_TEXTURE1. I'm not changing the shader code at all. I'm just changing the fact that I wont be calling the function that was loading the cubemap bmp file and trying to use the below code to render to a cubemap. You can see below that I'm also attaching the texture again to GL_TEXTURE1. This is so when I set the uniform: glUniform1i(getUniLoc(myProg, "Cubemap"), 1); it can access it in my fragment shader via uniform samplerCube Cubemap. I'm calling the below function like so: cubeMapTexture = renderToCubeMap(150, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE); Now, I realize in the draw loop below that I'm not changing the view direction to look down the +x, -x, +y, -y, +z, -z axis. I really was just wanting to see something working first before implemented that. I figured I should at least see something on my object the way the code is now. I'm not seeing anything, just straight black. I've made my background white still the object is black. I've removed lighting, and coloring to just sample the cubemap texture and still black. I'm thinking the problem might be the format types when setting my texture which is GL_RGB8, GL_RGBA but I've also tried: GL_RGBA, GL_RGBA GL_RGB, GL_RGB I thought this would be standard since we are rendering to a texture attached to a framebuffer, but I've seen different examples that use different enum values. I've also tried binding the cube map texture in every draw call that I'm wanting to use the cube map: glBindTexture(GL_TEXTURE_CUBE_MAP, cubeMapTexture); Also, I'm not creating a depth buffer for the FBO which I saw in most examples, because I'm only wanting the color buffer for my cube map. I actually added one to see if that was the problem and still got the same results. I could of fudged that up when I tried. Any help that can point me in the right direction would be appreciated. GLuint renderToCubeMap(int size, GLenum InternalFormat, GLenum Format, GLenum Type) { // color cube map GLuint textureObject; int face; GLenum status; //glEnable(GL_TEXTURE_2D); glActiveTexture(GL_TEXTURE1); glGenTextures(1, &textureObject); glBindTexture(GL_TEXTURE_CUBE_MAP, textureObject); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); for (face = 0; face < 6; face++) { glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, InternalFormat, size, size, 0, Format, Type, NULL); } // framebuffer object glGenFramebuffers(1, &fbo); glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X, textureObject, 0); status = glCheckFramebufferStatus(GL_FRAMEBUFFER); printf("%d\"\n", status); printf("%d\n", GL_FRAMEBUFFER_COMPLETE); glViewport(0,0,size, size); for (face = 1; face < 6; face++) { drawSpheres(); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, textureObject, 0); } //Bind 0, which means render to back buffer, as a result, fb is unbound glBindFramebuffer(GL_FRAMEBUFFER, 0); return textureObject; }

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  • Implementing features in an Entity System

    - by Bane
    After asking two questions on Entity Systems (1, 2), and reading some articles on them, I think that I understand them much better than before. But, I still have some uncertainties, and mainly they are about building a Particle Emitter, an Input system, and a Camera. I obviously still have some problems understanding Entity Systems, and they might apply to a whole other range of objects, but I chose these three because they are very different concepts and should cover a pretty big ground, and help me understand Entity Systems and how to handle problems like these myself, as they come along. I am building an engine in Javascript, and I've implemented most of the core features, which include: input handling, flexible animation system, particle emitter, math classes and functions, scene handling, a camera and a render, and a whole bunch of other things that engines usually support. Then, I read Byte56's answer that got me interested into making the engine into an Entity System one. It would still remain an HTML5 game engine with the basic Scene philosophy, but it should support dynamic creation of entities from components. These are some of the definitions from the previous questions, updated: An Entity is an identifier. It doesn't have any data, it's not an object, it's a simple id that represents an index in the Scene's list of all entities (which I actually plan to implement as a component matrix). A Component is a data holder, but with methods that can operate on that data. The best example is a Vector2D, or a "Position" component. It has data: x and y, but also some methods that make operating on the data a bit easier: add(), normalize(), and so on. A System is something that can operate on a set of entities that meet the certain requirements, usually they (the entities) need to have a specified (by the system itself) set of components to be operated upon. The system is the "logic" part, the "algorithm" part, all the functionality supplied by components is purely for easier data management. The problem that I have now is fitting my old engine concept into this new programming paradigm. Lets start with the simplest one, a Camera. The camera has a position property (Vector2D), a rotation property and some methods for centering it around a point. Each frame, it is fed to a renderer, along with a scene, and all the objects are translated according to it's position. Then the scene is rendered. How could I represent this kind of an object in an Entity System? Would the camera be an entity or simply a component? A combination (see my answer)? Another issues that is bothering me is implementing a Particle Emitter. For what exactly I mean by that, you can check out my video of it: http://youtu.be/BObargIMQsE. The problem I have with this is, again, what should be what. I'm pretty sure that particles themselves shouldn't be entities, as I want to support 10k+ of them, and creating that much entities would be a heavy blow on my performance, I believe. Or maybe not? Depends on the implementation, but anyone with experience: please, do answer. The last bit I wan't to talk about, which is also bugging me the most, is how input should be handled. In my current version of the engine, there is a class called Input. It's a handler that subscribes to browser's events, such as keypresses, and mouse position changes, and also it maintains an internal state. Then, the player class has a react() method, which accepts an input object as an argument. The advantage of this is that the input object could be serialized into JSON and then shared over the network, allowing for smooth multiplayer simulations. But how does this translate into an Entity System?

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  • Multiple render targets and pixel shader outputs terminology

    - by Rei Miyasaka
    I'm a little confused on the jargon: does Multiple Render Targets (MRT) refer to outputting from a pixel shader to multiple elements in a struct? That is, when one says "MRT is to write to multiple textures", are multiple elements interleaved in a single output texture, or do you specify multiple discrete output textures? By the way, from what I understand, at least for DX9, all the elements of this struct need to be of the same size. Does this restriction still apply to DX11?

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  • Mobile game production workflow using Html5 and visual studio

    - by Mihalis Bagos
    I want to know of any framework, that lets you build/test applications inside Visual Studio using Html5/JS. We need to be able to have an emulator (like the one on android sdk) for as many devices as possible, and we need to be able to run the application with as few steps as possible (using the "RUN" command in visual studio is no1 choice). Also, this extends to build and deployment to app stores. Is there a way to circumvent the cloud services and build locally? I am at a loss of the plethora of tools and technologies available for game design using Html5. However, I really don't like the way implementations try to get you to rely on their cloud services, so services like appmobi are at the bottom of the favored list.

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