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  • Having a problem with texturing vertices in WebGL, think parameters are off in the image?

    - by mathacka
    I'm having a problem texturing a simple rectangle in my WebGL program, I have the parameters set as follows: gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, textureImage); I'm using this image: On the properties of this image it says it's 32 bit depth, so that should take care of the gl.UNSIGNED_BYTE, and I've tried both gl.RGBA and gl.RGB to see if it's not reading the transparency. It is a 32x32 pixel image, so it's power of 2. And I've tried almost all the combinations of formats and types, but I'm not sure if this is the answer or not. I'm getting these two errors in the chrome console: INVALID_VALUE: texImage2D: invalid image (index):101 WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled. the drawArrays function is simply: "gl.drawArrays(gl.TRIANGLES, 0, 6);" using 6 vertices to make a rectangle.

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  • Where can i get the openal sdk for c++?

    - by Peter Short
    The OpenAL site I'm looking at is a crappy outdated and broken sharepoint portal and the SDK in the downloads section give me a 500 html code when i request it. http://connect.creativelabs.com/openal/Downloads/OpenAL11CoreSDK.zip I found an OpenAL SDK on a softpedia and it has headers but not alu.h or alut.h which the tutorials I'm looking at apparently require for loading wavs etc. What am I missing? Is OpenAL dead or something?

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  • std::map for storing static const Objects

    - by Sean M.
    I am making a game similar to Minecraft, and I am trying to fine a way to keep a map of Block objects sorted by their id. This is almost identical to the way that Minecraft does it, in that they declare a bunch of static final Block objects and initialize them, and then the constructor of each block puts a reference of that block into whatever the Java equivalent of a std::map is, so there is a central place to get ids and the Blocks with those ids. The problem is, that I am making my game in C++, and trying to do the exact same thing. In Block.h, I am declaring the Blocks like so: //Block.h public: static const Block Vacuum; static const Block Test; And in Block.cpp I am initializing them like so: //Block.cpp const Block Block::Vacuum = Block("Vacuum", 0, 0); const Block Block::Test = Block("Test", 1, 0); The block constructor looks like this: Block::Block(std::string name, uint16 id, uint8 tex) { //Check for repeat ids if (IdInUse(id)) { fprintf(stderr, "Block id %u is already in use!", (uint32)id); throw std::runtime_error("You cannot reuse block ids!"); } _id = id; //Check for repeat names if (NameInUse(name)) { fprintf(stderr, "Block name %s is already in use!", name); throw std::runtime_error("You cannot reuse block names!"); } _name = name; _tex = tex; //fprintf(stdout, "Using texture %u\n", _tex); _transparent = false; _solidity = 1.0f; idMap[id] = this; nameMap[name] = this; } And finally, the maps that I'm using to store references of Blocks in relation to their names and ids are declared as such: std::map<uint16, Block*> Block::idMap = std::map<uint16, Block*>(); //The map of block ids std::map<std::string, Block*> Block::nameMap = std::map<std::string, Block*>(); //The map of block names The problem comes when I try to get the Blocks in the maps using a method called const Block* GetBlock(uint16 id), where the last line is return idMap.at(id);. This line returns a Block with completely random values like _visibility = 0xcccc and such like that, found out through debugging. So my question is, is there something wrong with the blocks being declared as const obejcts, and then stored at pointers and accessed later on? The reason I cant store them as Block& is because that makes a copy of the Block when it is entered, so the block wouldn't have any of the attributes that could be set afterwards in the constructor of any child class, so I think I need to store them as a pointer. Any help is greatly appreciated, as I don't fully understand pointers yet. Just ask if you need to see any other parts of the code.

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  • Why would GLCapabilities.setHardwareAccelerated(true/false) have no effect on performance?

    - by Luke
    I've got a JOGL application in which I am rendering 1 million textures (all the same texture) and 1 million lines between those textures. Basically it's a ball-and-stick graph. I am storing the vertices in a vertex array on the card and referencing them via index arrays, which are also stored on the card. Each pass through the draw loop I am basically doing this: gl.glBindBuffer(GL.GL_ARRAY_BUFFER, <buffer id>); gl.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, <buffer id>); gl.glDrawElements(GL.GL_POINTS, <size>, GL.GL_UNSIGNED_INT, 0); gl.glBindBuffer(GL.GL_ARRAY_BUFFER, <buffer id>); gl.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, <buffer id>); gl.glDrawElements(GL.GL_LINES, <size>, GL.GL_UNSIGNED_INT, 0); I noticed that the JOGL library is pegging one of my CPU cores. Every frame, the run method internal to the library is taking quite long. I'm not sure why this is happening since I have called setHardwareAccelerated(true) on the GLCapabilities used to create my canvas. What's more interesting is that I changed it to setHardwareAccelerated(false) and there was no impact on the performance at all. Is it possible that my code is not using hardware rendering even when it is set to true? Is there any way to check? EDIT: As suggested, I have tested breaking my calls up into smaller chunks. I have tried using glDrawRangeElements and respecting the limits that it requests. All of these simply resulted in the same pegged CPU usage and worse framerates. I have also narrowed the problem down to a simpler example where I just render 4 million textures (no lines). The draw loop then just doing this: gl.glEnableClientState(GL.GL_VERTEX_ARRAY); gl.glEnableClientState(GL.GL_INDEX_ARRAY); gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); gl.glMatrixMode(GL.GL_MODELVIEW); gl.glLoadIdentity(); <... Camera and transform related code ...> gl.glEnableVertexAttribArray(0); gl.glEnable(GL.GL_TEXTURE_2D); gl.glAlphaFunc(GL.GL_GREATER, ALPHA_TEST_LIMIT); gl.glEnable(GL.GL_ALPHA_TEST); <... Bind texture ...> gl.glBindBuffer(GL.GL_ARRAY_BUFFER, <buffer id>); gl.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, <buffer id>); gl.glDrawElements(GL.GL_POINTS, <size>, GL.GL_UNSIGNED_INT, 0); gl.glDisable(GL.GL_TEXTURE_2D); gl.glDisable(GL.GL_ALPHA_TEST); gl.glDisableVertexAttribArray(0); gl.glFlush(); Where the first buffer contains 12 million floats (the x,y,z coords of the 4 million textures) and the second (element) buffer contains 4 million integers. In this simple example it is simply the integers 0 through 3999999. I really want to know what is being done in software that is pegging my CPU, and how I can make it stop (if I can). My buffers are generated by the following code: gl.glBindBuffer(GL.GL_ARRAY_BUFFER, <buffer id>); gl.glBufferData(GL.GL_ARRAY_BUFFER, <size> * BufferUtil.SIZEOF_FLOAT, <buffer>, GL.GL_STATIC_DRAW); gl.glVertexAttribPointer(0, 3, GL.GL_FLOAT, false, 0, 0); and: gl.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, <buffer id>); gl.glBufferData(GL.GL_ELEMENT_ARRAY_BUFFER, <size> * BufferUtil.SIZEOF_INT, <buffer>, GL.GL_STATIC_DRAW); ADDITIONAL INFO: Here is my initialization code: gl.setSwapInterval(1); //Also tried 0 gl.glShadeModel(GL.GL_SMOOTH); gl.glClearDepth(1.0f); gl.glEnable(GL.GL_DEPTH_TEST); gl.glDepthFunc(GL.GL_LESS); gl.glHint(GL.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_FASTEST); gl.glPointParameterfv(GL.GL_POINT_DISTANCE_ATTENUATION, POINT_DISTANCE_ATTENUATION, 0); gl.glPointParameterfv(GL.GL_POINT_SIZE_MIN, MIN_POINT_SIZE, 0); gl.glPointParameterfv(GL.GL_POINT_SIZE_MAX, MAX_POINT_SIZE, 0); gl.glPointSize(POINT_SIZE); gl.glTexEnvf(GL.GL_POINT_SPRITE, GL.GL_COORD_REPLACE, GL.GL_TRUE); gl.glEnable(GL.GL_POINT_SPRITE); gl.glClearColor(clearColor.getX(), clearColor.getY(), clearColor.getZ(), 0.0f); Also, I'm not sure if this helps or not, but when I drag the entire graph off the screen, the FPS shoots back up and the CPU usage falls to 0%. This seems obvious and intuitive to me, but I thought that might give a hint to someone else.

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  • XNA extending the existing Content type

    - by Maarten
    We are doing a game in XNA that reacts to music. We need to do some offline processing of the music data and therefore we need a custom type containing the Song and some additional data: // Project AudioGameLibrary namespace AudioGameLibrary { public class GameTrack { public Song Song; public string Extra; } } We've added a Content Pipeline extension: // Project GameTrackProcessor namespace GameTrackProcessor { [ContentSerializerRuntimeType("AudioGameLibrary.GameTrack, AudioGameLibrary")] public class GameTrackContent { public SongContent SongContent; public string Extra; } [ContentProcessor(DisplayName = "GameTrack Processor")] public class GameTrackProcessor : ContentProcessor<AudioContent, GameTrackContent> { public GameTrackProcessor(){} public override GameTrackContent Process(AudioContent input, ContentProcessorContext context) { return new GameTrackContent() { SongContent = new SongProcessor().Process(input, context), Extra = "Some extra data" // Here we can do our processing on 'input' }; } } } Both the Library and the Pipeline extension are added to the Game Solution and references are also added. When trying to use this extension to load "gametrack.mp3" we run into problems however: // Project AudioGame protected override void LoadContent() { AudioGameLibrary.GameTrack gameTrack = Content.Load<AudioGameLibrary.GameTrack>("gametrack"); MediaPlayer.Play(gameTrack.Song); } The error message: Error loading "gametrack". File contains Microsoft.Xna.Framework.Media.Song but trying to load as AudioGameLibrary.GameTrack. AudioGame contains references to both AudioGameLibrary and GameTrackProcessor. Are we maybe missing other references?

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  • 2D Tile-Based Concept Art App

    - by ashes999
    I'm making a bunch of 2D games (now and in the near future) that use a 2D, RPG-like interface. I would like to be able to quickly paint tiles down and drop character sprites to create concept art. Sure, I could do it in GIMP or Photoshop. But that would require manually adding each tile, layering on more tiles, cutting and pasting particular character sprites, etc. and I really don't need that level of granularity; I need a quick and fast way to churn out concept art. Is there a tool that I can use for this? Perhaps some sort of 2D tile editor which lets me draw sprites and tiles given that I can provide the graphics files.

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  • Can I use GLFW and GLEW together in the same code

    - by Brendan Webster
    I use the g++ compiler, which could be causing the main problem, but I'm using GLFW for window and input management, and I am using GLEW so that I can use OpenGL 3.x functionality. I loaded in models and then tried to make Vertex and Index buffers for the data, but it turned out that I kept getting segmentation faults in the program. I finally figured out that GLEW just wasn't working with GLFW included. Do they not work together? Also I've done the context creation through GLFW so that may be another factor in the problem.

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  • What are some great papers/publications relating to game programming?

    - by Archagon
    What are some of your favorite papers and publications that closely relate to game programming? I'm particularly looking for examples that are well-written and illustrated, and/or have had a profound influence on the industry. (Here's one example: in this GDC talk, Bungie's David Aldridge mentions that a paper called "The TRIBES Engine Networking Model" was the starting point for Halo's network code.)

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  • Does swf provide better compress rate than zlib for png image?

    - by Huang F. Lei
    Somebody told me that when a png image is stored in swf, it's separated to several layer, hence the alpha channel can be compressed better. Is it true? Or, once png image is imported into a swf, it's format is changed, e.g converted into bitmap data, and than compressed by swf's compress algorithm. That's, it is not in png format anymore. I don't know how swf packing its resource, please tell me if you know.

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  • Scene Graph Traversing Techniques

    - by Bunkai.Satori
    Scene Graph seems to be the most effective way of representing the game world. The game world usually tends to be as large as the memory and device can handle. In contrast, the screen of the device captures only a fraction of the Game World/Scene Graph. Ideally, I wish to process(update and render) only the visible game objects/nodes on per-frame basis. My question therefore is, how to traverse the scene graph so, that I will focus only on the game notes that are in the camera frustum? How to organize data so that I can easily focus only on the scene graph nodes visible to me? What are techniques to minimize scenegraph traversal time? Is there such way as more effective traversal, or do I have to traverse whole scene graph on per-frame basis?

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  • Detect two specific objects collision with bullet physics

    - by sebap123
    I have got some problem with defining collision between objects in my game using bullet physics. I know that objects are colliding with each other simultaneously and I don't have to do anything more. However I need to be noticed when one object collides with one of the rest. It is quite awkward written so I will tell what I want to achive. I have got ball which hits wall from tubes. Everything is on the floor. When ball hits wall some fragments fall down to infinity. So I have got bellow floor btStaticPlaneShape. This is place where most of objects is stoping and then I can start another action. But not all of them. So I've been trying to use function checkCollideWith but it isn't good method as it was said in reference and wiki. So I've checked method described in wiki http://bulletphysics.org/mediawiki-1.5.8/index.php/Collision_Callbacks_and_Triggers called contact information. This isn't good method either because it is extremly hard to identify what is what when colliding. You have to also remember that ball is almost all the time colliding with something - floor, wall or eart level. So is there any other method to check what is colliding with what?

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  • cocos2d: syncing CCAnimation frames with Box2d Shape manipulations

    - by Hezi Cohen
    hi everybody! my cocos2d game currently has a ccsprite attached to a box2d body. during the game i apply different CCAnimations on my sprite, i would like to perform certain manipulations to the box2d body according to the frame currently displayed by the sprite (change rotation of the body, etc.) my current idea on implementing this is to subclass ccsprite and change the setDisplayFrame implementation but i thought somebody here probably did the same and already has a solution, so any suggestions on how to implement this? thanks!

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  • Moving sprites on a graph in libGDX

    - by nosferat
    In my game I'd like to move sprites on a fixed path. Until this point I was trying to stick with the tools already provided by libGDX, like the Tiled map renderer classes so I'm looking for a solution nearly as convenient as that, e.g. I'd like to avoid creating the adjacency matrix by hand. Tiled has the functionality to add objects to the map but I'm not sure if I can use it for this purpose. Any idea?

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  • Advantages And Disadvantages Of Resource Serialization

    - by CPP_Person
    A good example is let's say I'm making a pong game. I have a PNG image for the ball and another PNG image for the paddles. Now which would be better, loading the PNG images with a PNG loader, or loading them in a separate program, serializing it, and de-serializing it in the game itself for use? The reason why this may be good to know is because it seems like game companies (or anyone in the long run) build all of their resources into some sort of file. For example, in the game Fallout: New Vegas the DLCs are loaded as a .ESM file, which includes everything it needs, all the game does is find it, serialize it, and it has the resources. Games like Penumbra: Black Plague take a different approch and add a folder which contains all the textures, sounds, scrips, ect that it needs, but not serialized (it does this with the game itself, and the DLC). Which is the better approch and why?

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  • Is there any difference between storing textures and baked lighting for environment meshes?

    - by Ben Hymers
    I assume that when texturing environments, one or several textures will be used, and the UVs of the environment geometry will likely overlap on these textures, so that e.g. a tiling brick texture can be used by many parts of the environment, rather than UV unwrapping the entire thing, and having several areas of the texture be identical. If my assumption is wrong, please let me know! Now, when thinking about baking lighting, clearly this can't be done the same way - lighting in general will be unique to every face so the environment must be UV unwrapped without overlap, and lighting must be baked onto unique areas of one or several textures, to give each surface its own texture space to store its lighting. My questions are: Have I got this wrong? If so, how? Isn't baking lighting going to use a lot of texture space? Will the geometry need two UV sets, one used for the colour/normal texture and one for the lighting texture? Anything else you'd like to add? :)

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  • OpenGL: Attempt to allocate a texture to big for the current hardware

    - by AnonymousMan
    I'm getting the following error: java.io.IOException: Attempt to allocate a texture to big for the current hardware at org.newdawn.slick.opengl.InternalTextureLoader.getTexture(InternalTextureLoader.java:320) at org.newdawn.slick.opengl.InternalTextureLoader.getTexture(InternalTextureLoader.java:254) at org.newdawn.slick.opengl.InternalTextureLoader.getTexture(InternalTextureLoader.java:200) at org.newdawn.slick.opengl.TextureLoader.getTexture(TextureLoader.java:64) at org.newdawn.slick.opengl.TextureLoader.getTexture(TextureLoader.java:24) The image I'm trying to use is 128x128. System.out.println(GL11.glGetInteger(GL11.GL_MAX_TEXTURE_SIZE)); I get: 32. 32??!! My graphics card is AMD Radeon HD 7970M with 2048 MB GDDR5 RAM, I can run all the latest games in 1080p and 60fps with no problem, and those textures sure as hell doesn't look like they are 32x32 pixels to me! How can I fix this? -- Edit: Here's the chaos code I use to init OpenGL: Display.setDisplayMode(new DisplayMode(500,500)); Display.create(); if (!GLContext.getCapabilities().OpenGL11) { throw new Exception("OpenGL 1.1 not supported."); } Display.setTitle("Game"); glMatrixMode(GL_PROJECTION); glLoadIdentity(); GLU.gluPerspective(45, 1, 0.1f, 5000); Mouse.setGrabbed(true); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glEnable(GL_TEXTURE_2D); glClearColor(0, 0, 0, 0); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glEnable(GL_POINT_SMOOTH); glEnable(GL_LINE_SMOOTH); glEnable(GL_POLYGON_SMOOTH); glEnable(GL_POLYGON_OFFSET_FILL); glShadeModel(GL_SMOOTH); Display is a LWJGL thing, it makes the OpenGL context and the window. Anyway, I don't think there's anything in the init code that can help me but you never know...

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  • Jump and run HTML5 Game Framework

    - by user1818924
    We're developing a jump and run game with HTML5 and JavaScript and have to build an own game framework for this. Here we have some difficulties and would like to ask you for some advice: we have a "Stage" object, which represents the root of our game and is a global div-wrapper. The stage can contain multiple "Scenes", which are also div-elements. We would implement a Scene for the playing task, for pause, etc. and switch between them. Each scene can therefore contain multiple "Layers", representing a canvas. These Layer contain "ObjectEntities", which represent images or other shapes like rectangles, etc. Each Objectentity has its own temporaryCanvas, to be able to draw images for one entity, whereas another contains a rectangle. We set an activeScene in our Stage, so when the game is played, just the active scene is drawn. Calling activeScene.draw(), calls all sublayers to draw, which draw their entities (calling drawImage(entity.canvas)). But is this some kind of good practive? Having multiple canvas to draw? Each gameloop every layer-context is cleared and drawn again. E.g. we just have a still Background-Layer, … wouldn't it be more useful to draw this once and not to clear it everytime and redraw it? Or should we use a global canvas for example in the Stage and just use this canvas to draw? But we thought this would be to expensive... Other question: Do you have any advice how we could dive into implementing an own framework? Most stuff we find online relies on existing frameworks or they just implement their game without building a framework.

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  • Tile-based 2D collision detection problems

    - by Vee
    I'm trying to follow this tutorial http://www.tonypa.pri.ee/tbw/tut05.html to implement real-time collisions in a tile-based world. I find the center coordinates of my entities thanks to these properties: public float CenterX { get { return X + Width / 2f; } set { X = value - Width / 2f; } } public float CenterY { get { return Y + Height / 2f; } set { Y = value - Height / 2f; } } Then in my update method, in the player class, which is called every frame, I have this code: public override void Update() { base.Update(); int downY = (int)Math.Floor((CenterY + Height / 2f - 1) / 16f); int upY = (int)Math.Floor((CenterY - Height / 2f) / 16f); int leftX = (int)Math.Floor((CenterX + Speed * NextX - Width / 2f) / 16f); int rightX = (int)Math.Floor((CenterX + Speed * NextX + Width / 2f - 1) / 16f); bool upleft = Game.CurrentMap[leftX, upY] != 1; bool downleft = Game.CurrentMap[leftX, downY] != 1; bool upright = Game.CurrentMap[rightX, upY] != 1; bool downright = Game.CurrentMap[rightX, downY] != 1; if(NextX == 1) { if (upright && downright) CenterX += Speed; else CenterX = (Game.GetCellX(CenterX) + 1)*16 - Width / 2f; } } downY, upY, leftX and rightX should respectively find the lowest Y position, the highest Y position, the leftmost X position and the rightmost X position. I add + Speed * NextX because in the tutorial the getMyCorners function is called with these parameters: getMyCorners (ob.x+ob.speed*dirx, ob.y, ob); The GetCellX and GetCellY methods: public int GetCellX(float mX) { return (int)Math.Floor(mX / SGame.Camera.TileSize); } public int GetCellY(float mY) { return (int)Math.Floor(mY / SGame.Camera.TileSize); } The problem is that the player "flickers" while hitting a wall, and the corner detection doesn't even work correctly since it can overlap walls that only hit one of the corners. I do not understand what is wrong. In the tutorial the ob.x and ob.y fields should be the same as my CenterX and CenterY properties, and the ob.width and ob.height should be the same as Width / 2f and Height / 2f. However it still doesn't work. Thanks for your help.

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  • How to store a shmup level?

    - by pek
    I am developing a 2D shmup (i.e. Aero Fighters) and I was wondering what are the various ways to store a level. Assuming that enemies are defined in their own xml file, how would you define when an enemy spawns in the level? Would it be based on time? Updates? Distance? Currently I do this based on "level time" (the amount of time the level is running - pausing doesn't update the time). Here is an example (the serialization was done by XNA): <?xml version="1.0" encoding="utf-8"?> <XnaContent xmlns:level="pekalicious.xanor.XanorContentShared.content.level"> <Asset Type="level:Level"> <Enemies> <Enemy> <EnemyType>data/enemies/smallenemy</EnemyType> <SpawnTime>PT0S</SpawnTime> <NumberOfSpawns>60</NumberOfSpawns> <SpawnOffset>PT0.2S</SpawnOffset> </Enemy> <Enemy> <EnemyType>data/enemies/secondenemy</EnemyType> <SpawnTime>PT0S</SpawnTime> <NumberOfSpawns>10</NumberOfSpawns> <SpawnOffset>PT0.5S</SpawnOffset> </Enemy> <Enemy> <EnemyType>data/enemies/secondenemy</EnemyType> <SpawnTime>PT20S</SpawnTime> <NumberOfSpawns>10</NumberOfSpawns> <SpawnOffset>PT0.5S</SpawnOffset> </Enemy> <Enemy> <EnemyType>data/enemies/boss1</EnemyType> <SpawnTime>PT30S</SpawnTime> <NumberOfSpawns>1</NumberOfSpawns> <SpawnOffset>PT0S</SpawnOffset> </Enemy> </Enemies> </Asset> </XnaContent> Each Enemy element is basically a wave of specific enemy types. The type is defined in EnemyType while SpawnTime is the "level time" this wave should appear. NumberOfSpawns and SpawnOffset is the number of enemies that will show up and the time it takes between each spawn respectively. This could be a good idea or there could be better ones out there. I'm not sure. I would like to see some opinions and ideas. I have two problems with this: spawning an enemy correctly and creating a level editor. The level editor thing is an entirely different problem (which I will probably post in the future :P). As for spawning correctly, the problem lies in the fact that I have a variable update time and so I need to make sure I don't miss an enemy spawn because the spawn offset is too small, or because the update took a little more time. I kinda fixed it for the most part, but it seems to me that the problem is with how I store the level. So, any ideas? Comments? Thank you in advance.

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  • How should I replan A*?

    - by Gregory Weir
    I've got a pathfinding boss enemy that seeks the player using the A* algorithm. It's a pretty complex environment, and I'm doing it in Flash, so the search can get a bit slow when it's searching over long distances. If the player was stationary, I could just search once, but at the moment I'm searching every frame. This takes long enough that my framerate is suffering. What's the usual solution to this? Is there a way to "replan" A* without redoing the entire search? Should I just search a little less often (every half-second or second) and accept that there will be a little inaccuracy in the path?

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  • A Quick HLSL Question (How to modify some HLSL code)

    - by electroflame
    Thanks for wanting to help! I'm trying to create a circular, repeating ring (that moves outward) on a texture. I've achieved this, to a degree, with the following code: float distance = length(inTex - in_ShipCenter); float time = in_Time; ///* Simple distance/time combination */ float2 colorIndex = float2(distance - time, .3); float4 shipColor = tex2D(BaseTexture, inTex); float4 ringColor = tex2D(ringTexture, colorIndex); float4 finalColor; finalColor.rgb = (shipColor.rgb) + (ringColor.rgb); finalColor.a = shipColor.a; // Use the base texture's alpha (transparency). return finalColor; This works, and works how I want it to. The ring moves outward from the center of the texture at a steady rate, and is constrained to the edges of the base texture (i.e. it won't continue past an edge). However, there are a few issues with it that I would like some help on, though. They are: By combining the color additively (when I set finalColor.rgb), it makes the resulting ring color much lighter than I want (which, is pretty much the definition of additive blending, but I don't really want additive blending in this case). I would really like to be able to pass in the color that I want the ring to be. Currently, I have to pass in a texture that contains the color of the ring, but I think that doing it that way is kind of wasteful and overly-cumbersome. I know that I'm probably being an idiot over this, so I greatly appreciate the help. Some other (possibly relevant) information: I'm using XNA. I'm applying this by providing it to a SpriteBatch (as an Effect). The SpriteBatch is using BlendState.NonPremultiplied. Thanks in advance! EDIT: Thanks for the answers thus far, as they've helped me get a better grasp of the color issue. However, I'm still unsure of how to pass a color in and not use a texture. i.e. Can I create a tex2D by using a float4 instead of a texture? Or can I make a texture from a float4 and pass the texture in to the tex2D? DOUBLE EDIT: Here's some example pictures: With the effect off: With the effect on: With the effect on, but with the color weighting set to full: As you can see, the color weighting makes the base texture completely black (The background is black, so it looks transparent). You can also see the red it's supposed to be, and then the white-ish it really is when blended additively.

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  • What should I use (controls, methods) to make a 2D tile based map editor?

    - by user1306322
    I'm making a 2d game where each tile is a square and it's viewed at straight angle, no skewing, no rotation, it's pretty simple. Two weeks ago I tried using DataGridView, but as the number of rows and columns increased, it became frustratingly slow, then I read how it should've happened to me earlier, because this control is not supposed to work with large number of cells, and I have at least 7500 cells in my smallest level, which made it unbearable to use. This is what I expect from my new editor: Most importantly, tile type. Tile images or their color codes are fine (seeing map as it is in-game is cool, but the faster, the better). Secondly, all tile parameters (in text, preferrably editable in a popup or sidebar). I'm using my own format, so I'm most probably not going to use third party product. Besides, I'm trying to learn how to do it myself.

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  • Decal implementation

    - by dreta
    I had issues finding information about decals, so maybe this question will help others. The implementation is for a forward renderer. Could somebody confirm if i got decal implementation right? You define a cube of any dimension that'll define the projection volume in common space. You check for triangle intersection with the defined cube to recieve triangles that the projection will affect. You clip these triangles and save them. You then use matrix tricks to calculate UV coordinates for the saved triangles that'll reference the texture you're projecting. To do this you take the vectors representing height, width and depth of the cube in common space, so that f.e. the bottom left corner is the origin. You put that in a matrix as the i, j, k unit vectors, set the translation for the cube, then you inverse this matrix. You multiply the vertices of the saved triangles by this matrix, that way you get their coordinates inside of a 0 to 1 size cube that you use as the UV coordinates. This way you have the original triangles you're projecting onto and you have UV coordinates for them (the UV coordinates are referencing the texture you're projecting). Then you rerender the saved triangles onto the scene and they overwrite the area of projection with the projected image. Now the questions that i couldn't find answers for. Is the last point right? I've never done software clipping, but it seems error prone enough, due to limited precision, that the'll be some z fighting occuring for the projected texture. Also is the way of getting UV coordinates correct?

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  • 3D rotation tool. How can I add simple extrusion?

    - by Gerve
    The 3D rotation tool is excellent but it only lets you rotate 2D objects, this means my object is wafer thin. Is there any way to add simple extrusion or depth to a symbol? I don't really want to use any 3rd party libraries like Away3D or Papervision, this is overkill for my simple 2D game. I only want to do this creating a couple motion tweens if possible. More Details: Below is what my symbol looks like (just with a bit more color). The symbol does a little 3D rotation and then flies away, it's just for something like a scoreboard within the app.

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  • How to render 2D particles as fluid?

    - by luke
    Suppose you have a nice way to move your 2D particles in order to simulate a fluid (like water). Any ideas on how to render it? This is for a 2D game, where the perspective is from the side, like this. The water will be contained in boxes that can be broken in order to let it fall down and interact with other objects. The simplest way that comes to my mind is to use a small image for each particle. I am interested in hearing more ways of rendering water.

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