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  • Interpolate air drag for my game?

    - by Valentin Krummenacher
    So I have a little game which works with small steps, however those steps vary in time, so for example I sometimes have 10 Steps/second and then I have 20 Steps/second. This changes automatically depending on how many steps the user's computer can take. To avoid inaccurate positioning of the game's player object I use y=v0*dt+g*dt^2/2 to determine my objects y-position, where dt is the time since the last step, v0 is the velocity of my object in the beginning of my step and g is the gravity. To calculate the velocity in the end of a step I use v=v0+g*dt what also gives me correct results, independent of whether I use 2 steps with a dt of for example 20ms or one step with a dt of 40ms. Now I would like to introduce air drag. For simplicity's sake I use a=k*v^2 where a is the air drag's acceleration (I am aware that it would usually result in a force, but since I assume 1kg for my object's mass the force is the same as the resulting acceleration), k is a constant (in this case I'm using 0.001) and v is the speed. Now in an infinitely small time interval a is k multiplied by the velocity in this small time interval powered by 2. The problem is that v in the next time interval would depend on the drag of the last which again depends on the v of the last interval and so on... In other words: If I use a=k*v^2 I get different results for my position/velocity when I use 2 steps of 20ms than when I use one step of 40ms. I used to have this problem for my position too, but adding +g*dt^2/2 to the formula for my position fixed the problem since it takes into account that the position depends on the velocity which changes slightly in every infinitely small time interval. Does something like that exist for air drag too? And no, I dont mean anything like Adding air drag to a golf ball trajectory equation or similar, for that kind of method only gives correct results when all my steps are the same. (I hope you can understand my intermediate english, it's not my main language so I would like to say sorry for all the silly mistakes I might have made in my question)

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  • Slick2d/Nifty-gui input

    - by eerongal
    I'm trying to get input from slick2d into nifty gui. Ive searched online, and I've seen a few examples, but I can't seem to get it working right. i've tried the example on here but I can't seem to get everything working. I'm not entirely sure what I'm doing wrong. I've also looked at examples using the JMonkeyEngine to help point me in the right direction, but still having issues with input. I can get everything else working like i need. Here's the code for my element controller: package gui; import java.util.Properties; import de.lessvoid.nifty.Nifty; import de.lessvoid.nifty.controls.Controller; import de.lessvoid.nifty.elements.Element; import de.lessvoid.nifty.input.NiftyInputEvent; import de.lessvoid.nifty.screen.Screen; import de.lessvoid.xml.xpp3.Attributes; public class BaseElementController implements Controller { private Element element; public void bind(Nifty arg0, Screen arg1, Element arg2, Properties arg3, Attributes arg4) { this.element = element; } public void init(Properties arg0, Attributes arg1) { // TODO Auto-generated method stub } public boolean inputEvent(NiftyInputEvent arg0) { // TODO Auto-generated method stub return false; } public void onFocus(boolean arg0) { // TODO Auto-generated method stub } public void onStartScreen() { // TODO Auto-generated method stub } public void test() { System.out.println("test"); } public void bam() { System.out.println("bam"); } } Here's my XML file: <?xml version="1.0" encoding="UTF-8" standalone="no"?> <nifty> <useStyles filename="nifty-default-styles.xml"/> <useControls filename="nifty-default-controls.xml"/> <screen id="screen2" controller="gui.BaseScreenController"> <layer backgroundColor="#fff0" childLayout="absolute" id="layer4" controller="gui.BaseElementController"> <panel childLayout="center" height="30%" id="panel1" style="nifty-panel-simple" width="50%" x="282" y="334" controller="gui.BaseElementController"> <control id="checkbox1" name="checkbox"/> <control childLayout="center" id="button2" label="button2" name="button" x="381" y="224" visibleToMouse="true" controller="gui.BaseElementController"> <interact onClick="bam()"/> </control> </panel> <text text="${CALL.getPlayerName()}" style="nifty-label" width="100%" height="100%" x="0" y="10" /> </layer> </screen> </nifty> Here's how I'm trying to bind the controller: public void init(GameContainer gc) throws SlickException { Input input = gc.getInput(); inputSystem = new PlainSlickInputSystem(); inputSystem.setInput(input); gui = new Gui(); gui.init(gc, inputSystem, "gui/tset.xml", "screen2"); input.removeListener(this); input.removeListener(inputSystem); input.addListener(inputSystem); } Essentially, all that happens right now is the screen loads up and displays, and it grabs the variable correctly in the label, but none of the input seems to be getting forwarded to Nifty from slick. I assume there's something I'm missing, but I can't seem to figure out what that is. In so far as what I have tried, I attempted to define a custom input listener to pick up events and assign that to my game in order to pick up input, which did not work, so i dropped that implementation, at current i'm trying to take the default inputs and bind then with a PlainSlickInputSystem and assigning that to the input (as shown in the first example link). On code execution, all the code is hit, and i've put several system.out.println's to get ouput of what is happening (the code above has been cleaned for presentation), and i even see the elements getting bound to the controller, yet it doesn't pick up controller events. As far as EXACTLY what's wrong, that I don't know, because I've followed all implementations i can find of this, and none of them seem to do anything it's like the input is just getting thrown out. None of the objects from niftyGui appear to be recognizing any input. Here is the binding from my objects at run time: ******INITIALIZED SCREEN: de.lessvoid.nifty.screen.Screen@4a1ab1c1 ******INITIALIZED ELEMENT: button2 (de.lessvoid.nifty.elements.Element@1e8c1be9) ******INITIALIZED ELEMENT: focusable => true, width => 100px {nifty-button#panel}, backgroundImage => button/button.png {nifty-button#panel}, label => button2, paddingLeft => 7px {nifty-button#panel}, imageMode => sprite-resize:100,23,0,2,96,2,2,2,96,2,19,2,96,2,2 {nifty-button#panel}, paddingRight => 7px {nifty-button#panel}, id => button2, visibleToMouse => true, height => 23px {nifty-button#panel}, style => nifty-button, name => button, inputMapping => de.lessvoid.nifty.input.mapping.MenuInputMapping, childLayout => center, controller => gui.BaseElementController, y => 224, x => 381 ******INITIALIZED SCREEN: de.lessvoid.nifty.screen.Screen@4a1ab1c1 ******INITIALIZED ELEMENT: panel1 (de.lessvoid.nifty.elements.Element@373ec894) ******INITIALIZED ELEMENT: id => panel1, height => 30%, style => nifty-panel-simple, width => 50%, backgroundImage => panel/nifty-panel-simple.png {nifty-panel-simple}, controller => gui.BaseElementController, childLayout => center, padding => 5px {nifty-panel-simple}, imageMode => resize:9,2,9,9,9,2,9,2,9,2,9,9 {nifty-panel-simple}, y => 334, x => 282 ******INITIALIZED SCREEN: de.lessvoid.nifty.screen.Screen@4a1ab1c1 ******INITIALIZED ELEMENT: layer4 (de.lessvoid.nifty.elements.Element@6427d489) ******INITIALIZED ELEMENT: id => layer4, backgroundColor => #fff0, controller => gui.BaseElementController, childLayout => absolute the button2 object is getting bound to my BaseElementController, but i can't seem to get it into the defined "onClick" call.

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  • Scaling and new coordinates based off screen resolution

    - by Atticus
    I'm trying to deal with different resolutions on Android devices. Say I have a sprite at X,Y and dimensions W,H. I understand how to properly scale the width and heigh dimensions depending on the screen size, but I am not sure how to properly reposition this sprite so that it exists in the same area that it should. If I simply resize the width and heigh and keep X,Y at the same coordinates, things don't scale well. How do I properly reposition? Multiply the coordinates by the scale as well?

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  • How can I make 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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  • Compiling a Monogame Game into a single .exe

    - by user27483
    Is it possible to compile a monogame game into a single .exe? I know if you go in the debug or release bin, there is in fact a .exe your game, except you move this .exe's file location or try to run in on another computer it crashes. I am also aware of the one-click application except this seems like a really messy way of redistributing a monogame game. How come when you build your game, the exe for it wont work anywhere but that file location and that computer. I am also aware that the computer probably needs the XNA framework downloaded to play the monogame game, so in short is it possible to redistribute a monogame game by creating a single .exe and assume that person who is using it doesnt have XNA or monogame installed?

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  • coloring box2d body in LibGDX

    - by ved
    I want to color polygon of box2d in LibGDX. Found below useful class for that. http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/graphics/glutils/ShapeRenderer.html But, it is not coloring the body instead making colored shapes. I want colored bodies having all the property like gravity, restitution etc. In brief, I want to make colored ball and surface.And i don't want to attach sprite on bodies. Want just fill color in bodies. Need some guidance????

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  • AI for a mixed Turn Based + Real Time battle system - Something "Gambit like" the right approach?

    - by Jason L.
    This is maybe a question that's been asked 100 times 1,000 different ways. I apologize for that :) I'm in the process of building the AI for a game I'm working on. The game is a turn based one, in the vein of Final Fantasy but also has a set of things that happen in real time (reactions). I've experimented with FSM, HFSMs, and Behavior Trees. None of them felt "right" to me and all felt either too limiting or too generic / big. The idea I'm toying with now is something like a "Rules engine" that could be likened to the Gambit system from Final Fantasy 12. I would have a set of predefined personalities. Each of these personalities would have a set of conditions it would check on each event (Turn start, time to react, etc). These conditions would be priority ordered, and the first one that returns true would be the action I take. These conditions can also point to a "choice" action, which is just an action that will make a choice based on some Utility function. Sort of a mix of FSM/HFSM and a Utility Function approach. So, a "gambit" with the personality of "Healer" may look something like this: (ON) Ally HP = 0% - Choose "Relife" spell (ON) Ally HP < 50% - Choose Heal spell (ON) Self HP < 65% - Choose Heal spell (ON) Ally Debuff - Choose Debuff Removal spell (ON) Ally Lost Buff - Choose Buff spell Likewise, a "gambit" with the personality of "Agressor" may look like this: (ON) Foe HP < 10% - Choose Attack skill (ON) Foe any - Choose target - Choose Attack skill (ON) Self Lost Buff - Choose Buff spell (ON) Foe HP = 0% - Taunt the player What I like about this approach is it makes sense in my head. It also would be extremely easy to build an "AI Editor" with an approach like this. What I'm worried about is.. would it be too limiting? Would it maybe get too complicated? Does anyone have any experience with AIs in Turn Based games that could maybe provide me some insight into this approach.. or suggest a different approach? Many thanks in advance!!!

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  • How to Draw texture between 2 Vector3

    - by Sparky41
    My scenario: RTS combat style, 1 unit fires beam on another unit My problem is i want to draw a flat texture between 2 Vector3 points. I have looked at various Billboarding styles but that doesn't give me a proper solution. I looked at this: http://msdn.microsoft.com/en-us/library/bb464051.aspx is BasicEffect and DrawPrimitives the correct solution just stretch the texture to the distance between point of origin to target? I used the quad class they used but i found this it seemed to inflexible So my question to you is how would i go about this sort of problem? Regards

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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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  • SSAO Distortion

    - by Robert Xu
    I'm currently (attempting) to add SSAO to my engine, except it's...not really work, to say the least. I use a deferred renderer to render my scene. I have four render targets: Albedo, Light, Normal, and Depth. Here are the parameters for all of them (Surface Format, Depth Format): Albedo: 32-bit ARGB, Depth24Stencil8 Light: 32-bit ARGB, None Normal: 32-bit ARGB, None Depth: 8-bit R (Single), Depth24Stencil8 To generate my random noise map for the SSAO, I do the following for each pixel in the noise map: Vector3 v3 = Vector3.Zero; double z = rand.NextDouble() * 2.0 - 1.0; double r = Math.Sqrt(1.0 - z * z); double angle = rand.NextDouble() * MathHelper.TwoPi; v3.X = (float)(r * Math.Cos(angle)); v3.Y = (float)(r * Math.Sin(angle)); v3.Z = (float)z; v3 += offset; v3 *= 0.5f; result[i] = new Color(v3); This is my GBuffer rendering effect: PixelInput RenderGBufferColorVertexShader(VertexInput input) { PixelInput pi = ( PixelInput ) 0; pi.Position = mul(input.Position, WorldViewProjection); pi.Normal = mul(input.Normal, WorldInverseTranspose); pi.Color = input.Color; pi.TPosition = pi.Position; pi.WPosition = input.Position; return pi; } GBufferTarget RenderGBufferColorPixelShader(PixelInput input) { GBufferTarget output = ( GBufferTarget ) 0; float3 position = input.TPosition.xyz / input.TPosition.w; output.Albedo = lerp(float4(1.0f, 1.0f, 1.0f, 1.0f), input.Color, ColorFactor); output.Normal = EncodeNormal(input.Normal); output.Depth = position.z; return output; } And here is the SSAO effect: float4 EncodeNormal(float3 normal) { return float4((normal.xyz * 0.5f) + 0.5f, 0.0f); } float3 DecodeNormal(float4 encoded) { return encoded * 2.0 - 1.0f; } float Intensity; float Size; float2 NoiseOffset; float4x4 ViewProjection; float4x4 ViewProjectionInverse; texture DepthMap; texture NormalMap; texture RandomMap; const float3 samples[16] = { float3(0.01537562, 0.01389096, 0.02276565), float3(-0.0332658, -0.2151698, -0.0660736), float3(-0.06420016, -0.1919067, 0.5329634), float3(-0.05896204, -0.04509097, -0.03611697), float3(-0.1302175, 0.01034653, 0.01543675), float3(0.3168565, -0.182557, -0.01421785), float3(-0.02134448, -0.1056605, 0.00576055), float3(-0.3502164, 0.281433, -0.2245609), float3(-0.00123525, 0.00151868, 0.02614773), float3(0.1814744, 0.05798516, -0.02362876), float3(0.07945167, -0.08302628, 0.4423518), float3(0.321987, -0.05670302, -0.05418307), float3(-0.00165138, -0.00410309, 0.00537362), float3(0.01687791, 0.03189049, -0.04060405), float3(-0.04335613, -0.00530749, 0.06443053), float3(0.8474263, -0.3590308, -0.02318038), }; sampler DepthSampler = sampler_state { Texture = DepthMap; MipFilter = Point; MinFilter = Point; MagFilter = Point; AddressU = Clamp; AddressV = Clamp; AddressW = Clamp; }; sampler NormalSampler = sampler_state { Texture = NormalMap; MipFilter = Linear; MinFilter = Linear; MagFilter = Linear; AddressU = Clamp; AddressV = Clamp; AddressW = Clamp; }; sampler RandomSampler = sampler_state { Texture = RandomMap; MipFilter = Linear; MinFilter = Linear; MagFilter = Linear; }; struct VertexInput { float4 Position : POSITION0; float2 TextureCoordinates : TEXCOORD0; }; struct PixelInput { float4 Position : POSITION0; float2 TextureCoordinates : TEXCOORD0; }; PixelInput SSAOVertexShader(VertexInput input) { PixelInput pi = ( PixelInput ) 0; pi.Position = input.Position; pi.TextureCoordinates = input.TextureCoordinates; return pi; } float3 GetXYZ(float2 uv) { float depth = tex2D(DepthSampler, uv); float2 xy = uv * 2.0f - 1.0f; xy.y *= -1; float4 p = float4(xy, depth, 1); float4 q = mul(p, ViewProjectionInverse); return q.xyz / q.w; } float3 GetNormal(float2 uv) { return DecodeNormal(tex2D(NormalSampler, uv)); } float4 SSAOPixelShader(PixelInput input) : COLOR0 { float depth = tex2D(DepthSampler, input.TextureCoordinates); float3 position = GetXYZ(input.TextureCoordinates); float3 normal = GetNormal(input.TextureCoordinates); float occlusion = 1.0f; float3 reflectionRay = DecodeNormal(tex2D(RandomSampler, input.TextureCoordinates + NoiseOffset)); for (int i = 0; i < 16; i++) { float3 sampleXYZ = position + reflect(samples[i], reflectionRay) * Size; float4 screenXYZW = mul(float4(sampleXYZ, 1.0f), ViewProjection); float3 screenXYZ = screenXYZW.xyz / screenXYZW.w; float2 sampleUV = float2(screenXYZ.x * 0.5f + 0.5f, 1.0f - (screenXYZ.y * 0.5f + 0.5f)); float frontMostDepthAtSample = tex2D(DepthSampler, sampleUV); if (frontMostDepthAtSample < screenXYZ.z) { occlusion -= 1.0f / 16.0f; } } return float4(occlusion * Intensity * float3(1.0, 1.0, 1.0), 1.0); } technique SSAO { pass Pass0 { VertexShader = compile vs_3_0 SSAOVertexShader(); PixelShader = compile ps_3_0 SSAOPixelShader(); } } However, when I use the effect, I get some pretty bad distortion: Here's the light map that goes with it -- is the static-like effect supposed to be like that? I've noticed that even if I'm looking at nothing, I still get the static-like effect. (you can see it in the screenshot; the top half doesn't have any geometry yet it still has the static-like effect) Also, does anyone have any advice on how to effectively debug shaders?

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  • Does XNA 4 support 3D affine transformations for 2D images?

    - by Paul Baker Salt Shaker
    Looooong story short I'm essentially trying to code Mode 7 in XNA. Before I continue bashing my brains out in research and various failed matrix math equations; I just want to make sure that XNA supports this just out-of-the-box (so to speak). I'd prefer not to have to import other libraries, because I want to learn how it works myself that way I understand the whole thing better. However that's all for naught if it won't work at all. So no opengl, directx, etc if possible (will eventually do it just to optimize everything, but not for now). tl;dr: Can I has Mode 7 in XNA?

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  • Minecraft-style player-gound collision detection

    - by khyperia
    The title pretty much says it all... (Minecraft is a game consisting of evenly-spaced cubes for terrain, like voxels) Note: I am using C# XNA. I am pretty sure AABB is the way to go, yet I don't know how to implement it. I admit, I'm almost looking for code, but theories/ideas are very welcome. Important capabilities of my code: I have a function that can get a block anywhere in the world, and get a BoundingBox for that cube. Hence, I have created a BoundingBox for the player to collide with those cubes. My idea was to get the blocks around the player (maybe 4x6x4) and test against those. The problems I have been having: Say the world is a flat plane. If I use the method of go the shortest distance out, then if the player is slightly clipped into the ground (from gravity), but even slighter into the next block over, then the player will be pushed sideways (and so cannot walk along ground). Of course, this is assuming I react to every block intersected. Another problem is knowing which direction to go (aka negative x or positive). That takes me to my final problem- Getting the amount of intersection, in the correct direction (+ or -) has been tough for me. I hope I haven't been too hard to understand, I'm not too good at explaining things... And if this question has already been asked, I'm sorry, I looked for it... for 3 days straight. One last thing, if someone knows exactly how minecraft does it, or has source (I know MC modders have the source, how else would they mod), please point me to it.

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  • XNA - Drawing 2D Primitives (Boxes) and Understanding Matrices in Computer Graphics

    - by MintyAnt
    I have two issues which I wish to solve by creating 2D primitives in XNA. In my game, I wish to have a "debug mode" which will draw a red box around all hitboxes in the game (Red outline, transparent inside). This would allow us to see where the hitboxes are being drawn AND still have the sprite graphics being drawn. I wish to further understand how matrices work within computer graphics. I have a basic theoretical grasp of how they work, but I really just want to apply some of my knowledge or find a good tutorial on it. To do this, I wish to draw my own 2D primitives (With Vertex3's) and apply different transormation matrices to them. I was trying to find a tutorial on drawing primitives using Direct3D, but most tutorials are only for c++, and just tell me to use XNA's Spritebatch. I wish to have more control over my program than just with Spritebatch. Any Help on using Direct3D or any other suggestions would greatly be appreciated. Thank you.

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  • Text contains characters that cannot be resolved by this SpriteFont

    - by Appeltaart
    I'm trying to draw currency symbols in an Arial Spritefont. According to thissite, the font contains these symbols. I've included the Unicode character region for these symbols in the Content Processor SpriteFont file, like so: <CharacterRegions> <CharacterRegion> <Start>&#32;</Start> <End>&#126;</End> </CharacterRegion> <CharacterRegion> <!-- Currency symbols --> <Start>&#8352;</Start> <End>&#8378;</End> </CharacterRegion> </CharacterRegions> However, whenever I try to draw a € (Euro) symbol, I get this exception: Text contains characters that cannot be resolved by this SpriteFont Inspecting the SpriteFont in the IDE at that breakpoint shows the € symbol is in there. I'm at a loss at what could be wrong. Why is this exception thrown?

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  • Sprites are sometimes blurry in Flash

    - by Tim Cooper
    I am playing around with drawing an SVG sprite (imported in through [Embed]). Depending on the coordinates of the image, sometimes it appears more crisp than others. The following image shows how at different locations is it rendered differently: (Image link - You may have to download and zoom in with an image editor to see it) You'll notice that the middle sprite is more blurry than the ones on the sides. Does anyone know why this is? Any help would be appreciated.

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  • Ogre3D Fog with overlays

    - by Yourdoom
    I'm building a game with Ogre3d, I've got fog working properly with: scenemanager->setFog(Ogre::FOG_LINEAR, Ogre::ColourValue( 0.23f, 0.725f, 1.0f ), 0, 18, 20 ); However I'm currently implementing a GUI system (libRocket) which is rendered on top of everything else, and this removes the fog, does anyone know how to fix this? (I'm using the default libRocket rendering system for ogre as included in the samples, but this problem also appears when using a semi-transparent overlay).

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  • 2D Tile Map files for Platformer, JSON or DB?

    - by Stephen Tierney
    I'm developing a 2D platformer with some uni friends. We've based it upon the XNA Platformer Starter Kit which uses .txt files to store the tile map. While this is simple it does not give us enough control and flexibility with level design. Some examples: for multiple layers of content multiple files are required, each object is fixed onto the grid, doesn't allow for rotation of objects, limited number of characters etc. So I'm doing some research into how to store the level data and map file. Reasoning for DB: From my perspective I see less redundancy of data using a database to store the tile data. Tiles in the same x,y position with the same characteristics can be reused from level to level. It seems like it would simple enough to write a method to retrieve all the tiles that are used in a particular level from the database. Reasoning for JSON: Visually editable files, changes can be tracked via SVN a lot easier. But there is repeated content. Do either have any drawbacks (load times, access times, memory etc) compared to the other? And what is commonly used in the industry? Currently the file looks like this: .................... .................... .................... .................... .................... .................... .................... .........GGG........ .........###........ .................... ....GGG.......GGG... ....###.......###... .................... .1................X. #################### 1 - Player start point, X - Level Exit, . - Empty space, # - Platform, G - Gem

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  • How to set TextureFilter to Point to make example Bloom filter work?

    - by Mr Bell
    I have simple app that renders some particles and now I am trying to apply the bloom shader from the xna samplers ( http://create.msdn.com/en-US/education/catalog/sample/bloom ) to it, but I am running into this exception: "XNA Framework HiDef profile requires TextureFilter to be Point when using texture format Vector4." When the BloomComponent tries to end the sprite batch in the DrawFullscreenQuad method: spriteBatch.Begin(0, BlendState.Opaque, SamplerState.PointWrap, null, null, effect); spriteBatch.Draw(texture, new Rectangle(0, 0, width, height), Color.White); spriteBatch.End(); //<------- Exception thrown here It seems to be related to the pixel shaders that I am using to animate the particle. In a nutshell, I have a texture2d in vector4 format that holds particle positions, and another one for velocities. Here is a snippet from that area: GraphicsDevice.SetRenderTarget(tempRenderTarget); animationEffect.CurrentTechnique = animationEffect.Techniques[technique]; spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque, SamplerState.PointWrap, DepthStencilState.DepthRead, RasterizerState.CullNone, animationEffect); spriteBatch.Draw(randomValues, new Rectangle(0, 0, width, height), Color.White); spriteBatch.End(); What I comment out the code that calls the particle animation pixel shaders the bloom component runs fine. Is there some state that I need to reset to make the bloom work?

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  • XNA matrix order problem

    - by user1990950
    I want a matrix that scales first and then rotates. I tried the code below, but it didn't work. zRotation, yRotation and xRotation are rotations that shouldn't be affected by the origin. allrot should be affected. xScale, yScale and zScale are the scaling variables. The code below works except that it rotates and then scales. Matrix worldMatrix = ( Matrix.CreateRotationZ(MathHelper.ToRadians(zRotation)) * Matrix.CreateRotationX(MathHelper.ToRadians(xRotation)) * Matrix.CreateRotationY(MathHelper.ToRadians(yRotation)) ) * ( Matrix.CreateTranslation(origin) * Matrix.CreateRotationY(MathHelper.ToRadians(allrot)) * Matrix.CreateScale(xScale, yScale, zScale) );

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  • Design pattern for animation sequence in LibGDX

    - by kevinyu
    What design pattern to use for sequence of animation that involve different actor in libGDX. For example I am making a game to choose a wolf from a group of sheeps. The first animation played when the game begin is the wolf enter the field that is filled with two sheeps.Then the wolf disguise as a sheep and goes to the center of the screen. Then the game will shuffle the sheeps. After it finished it will ask the player where is the wolf. The game wait for player input. After that the game will show animation to show the player whether their answer is right or wrong. I am currently using State design pattern. There are four states wolfEnterState,DisguiseState,ShuffleState,UserInputState, and answerAnimationState. I feel that my code is messy. I use addAction with action sequence and action completion(new Runnable()) a lot. I feel that the action sequence is getting long. Is there a better solution for this kind of problem

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  • Handling player logoff and logon in a persistent world without breaking immersion

    - by Boreal
    One problem I've never seen fixed in any persistent online game is how to handle player logon and logoff without the characters just popping in and out of the world. My first thought is to simply make a player's offline state as their character being asleep, but that doesn't make sense in the event of a disconnect and not an intentional logoff. How would you fix this, if you would even bother fixing it at all?

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  • Collide with rotation of the object

    - by Lahiru
    I'm developing a mirror for lazer beam(Ball sprite). There I'm trying to redirect the laze beam according to the ration degree of the mirror(Rectangle). How can I collide the ball to the correct angle if the colliding object is with some angle(45 deg) rather than colliding back. here is an screen shot of my work here is my code 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 collision { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D ballTexture; Rectangle ballBounds; Vector2 ballPosition; Vector2 ballVelocity; float ballSpeed = 30f; Texture2D blockTexture; Rectangle blockBounds; Vector2 blockPosition; private Vector2 origin; KeyboardState keyboardState; //Font SpriteFont Font1; Vector2 FontPos; private String displayText; 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 ballPosition = new Vector2(this.GraphicsDevice.Viewport.Width / 2, this.GraphicsDevice.Viewport.Height * 0.25f); blockPosition = new Vector2(this.GraphicsDevice.Viewport.Width / 2, this.GraphicsDevice.Viewport.Height /2); ballVelocity = new Vector2(0, 1); 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); ballTexture = Content.Load<Texture2D>("ball"); blockTexture = Content.Load<Texture2D>("mirror"); //create rectangles based off the size of the textures ballBounds = new Rectangle((int)(ballPosition.X - ballTexture.Width / 2), (int)(ballPosition.Y - ballTexture.Height / 2), ballTexture.Width, ballTexture.Height); blockBounds = new Rectangle((int)(blockPosition.X - blockTexture.Width / 2), (int)(blockPosition.Y - blockTexture.Height / 2), blockTexture.Width, blockTexture.Height); origin.X = blockTexture.Width / 2; origin.Y = blockTexture.Height / 2; // TODO: use this.Content to load your game content here Font1 = Content.Load<SpriteFont>("SpriteFont1"); FontPos = new Vector2(graphics.GraphicsDevice.Viewport.Width - 100, 20); } /// <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> /// private float RotationAngle; float circle = MathHelper.Pi * 2; float angle; 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 //check for collision between the ball and the block, or if the ball is outside the bounds of the screen if (ballBounds.Intersects(blockBounds) || !GraphicsDevice.Viewport.Bounds.Contains(ballBounds)) { //we have a simple collision! //if it has hit, swap the direction of the ball, and update it's position ballVelocity = -ballVelocity; ballPosition += ballVelocity * ballSpeed; } else { //move the ball a bit ballPosition += ballVelocity * ballSpeed; } //update bounding boxes ballBounds.X = (int)ballPosition.X; ballBounds.Y = (int)ballPosition.Y; blockBounds.X = (int)blockPosition.X; blockBounds.Y = (int)blockPosition.Y; keyboardState = Keyboard.GetState(); float val = 1.568017f/90; if (keyboardState.IsKeyDown(Keys.Space)) RotationAngle = RotationAngle + (float)Math.PI; if (keyboardState.IsKeyDown(Keys.Left)) RotationAngle = RotationAngle - val; angle = (float)Math.PI / 4.0f; // 90 degrees RotationAngle = angle; // RotationAngle = RotationAngle % circle; displayText = RotationAngle.ToString(); 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); // TODO: Add your drawing code here spriteBatch.Begin(); // Find the center of the string Vector2 FontOrigin = Font1.MeasureString(displayText) / 2; spriteBatch.DrawString(Font1, displayText, FontPos, Color.White, 0, FontOrigin, 1.0f, SpriteEffects.None, 0.5f); spriteBatch.Draw(ballTexture, ballPosition, Color.White); spriteBatch.Draw(blockTexture, blockPosition,null, Color.White, RotationAngle,origin, 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } } }

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  • Refactoring an immediate drawing function into VBO, access violation error

    - by Alex
    I have a MD2 model loader, I am trying to substitute its immediate drawing function with a Vertex Buffer Object one.... I am getting a really annoying access violation reading error and I can't figure out why, but mostly I'd like an opinion as to whether this looks correct (never used VBOs before). This is the original function (that compiles ok) which calculates the keyframe and draws at the same time: glBegin(GL_TRIANGLES); for(int i = 0; i < numTriangles; i++) { MD2Triangle* triangle = triangles + i; for(int j = 0; j < 3; j++) { MD2Vertex* v1 = frame1->vertices + triangle->vertices[j]; MD2Vertex* v2 = frame2->vertices + triangle->vertices[j]; Vec3f pos = v1->pos * (1 - frac) + v2->pos * frac; Vec3f normal = v1->normal * (1 - frac) + v2->normal * frac; if (normal[0] == 0 && normal[1] == 0 && normal[2] == 0) { normal = Vec3f(0, 0, 1); } glNormal3f(normal[0], normal[1], normal[2]); MD2TexCoord* texCoord = texCoords + triangle->texCoords[j]; glTexCoord2f(texCoord->texCoordX, texCoord->texCoordY); glVertex3f(pos[0], pos[1], pos[2]); } } glEnd(); What I'd like to do is to calculate all positions before hand, store them in a Vertex array and then draw them. This is what I am trying to replace it with (in the exact same part of the program) int vCount = 0; for(int i = 0; i < numTriangles; i++) { MD2Triangle* triangle = triangles + i; for(int j = 0; j < 3; j++) { MD2Vertex* v1 = frame1->vertices + triangle->vertices[j]; MD2Vertex* v2 = frame2->vertices + triangle->vertices[j]; Vec3f pos = v1->pos * (1 - frac) + v2->pos * frac; Vec3f normal = v1->normal * (1 - frac) + v2->normal * frac; if (normal[0] == 0 && normal[1] == 0 && normal[2] == 0) { normal = Vec3f(0, 0, 1); } indices[vCount] = normal[0]; vCount++; indices[vCount] = normal[1]; vCount++; indices[vCount] = normal[2]; vCount++; MD2TexCoord* texCoord = texCoords + triangle->texCoords[j]; indices[vCount] = texCoord->texCoordX; vCount++; indices[vCount] = texCoord->texCoordY; vCount++; indices[vCount] = pos[0]; vCount++; indices[vCount] = pos[1]; vCount++; indices[vCount] = pos[2]; vCount++; } } totalVertices = vCount; glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); glNormalPointer(GL_FLOAT, 0, indices); glTexCoordPointer(2, GL_FLOAT, sizeof(float)*3, indices); glVertexPointer(3, GL_FLOAT, sizeof(float)*5, indices); glDrawElements(GL_TRIANGLES, totalVertices, GL_UNSIGNED_BYTE, indices); glDisableClientState(GL_VERTEX_ARRAY); // disable vertex arrays glEnableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); First of all, does it look right? Second, I get access violation error "Unhandled exception at 0x01455626 in Graphics_template_1.exe: 0xC0000005: Access violation reading location 0xed5243c0" pointing at line 7 Vec3f pos = v1->pos * (1 - frac) + v2->pos * frac; where the two Vs seems to have no value in the debugger.... Till this point the function behaves in exactly the same way as the one above, I don't understand why this happens? Thanks for any help you may be able to provide!

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  • Where can I buy freely redistributable (creative commons) game assets?

    - by Erlend
    I'd like to know about any 3D asset shops out there that specialize in game assets and, most importantly, license their assets under an open license like Creative Commons or similarly permissive. We are looking to buy some professional looking assets for use and redistribution with our open source 3D game engine. The problem is that all the commercial 3D assets we've come by are only sold under very restrictive licenses, which won't allow us to include the models in our code repository (since free code hosting repositories require that all your data, including media, is open source or otherwise copyleft) nor in turn redistribute the assets as part of our downloadable SDK. I realize this sounds like a weak business idea, since users could just buy the asset and start sharing it with everyone. But somehow this has worked for hundreds of WordPress theme shops, so I was hoping maybe someone's trying similar things for commercial game assets.

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  • Open source vs commercial game engines

    - by Vanangamudi
    How commercial game accomplsih stunnning graphics with smooth game play? I am a huge die hard fan and follower of GNU Stallman and his philosophies and other Libre people Cmon how wud I miss Linus. but I got to admit commercial games does excellent jobs. One such good example is Assasin's Creed from Ubisoft. It has good quality graphcis and plays smoothly in my Dual core CPU with Nvidia Geforce 8400ES. Rockstar GTA4 has awesome graphcis but it's slower than AC considering the graphics quality tradeoff. Age of Empires from Ensemble studios, does include Massive crowd AI simulation, yet it plays so smoothly with eyecandy graphics and very large weapon sets and different techtree elements on the other hand. Open source games like Glest, 0A.D(still in alpha :) are not so smooth even though they have very restricted abilities? Coming to question: how do game companies achieve such optmizations, or the open source community is not doing optimizations, or there are any propriarity technological elements that benefits only the companies exists huh?? e.g the OpenSubDiv from Pixar just released open to community?? something like that. and why it is hard to implement optimizations? are there any legal restrictions???

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