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  • How much info can I store in a cookie?

    - by Artemix
    Hi guys, Im developing a flash game and I'd like to know how much info can I store in a browser cookie. The game is simple, but it needs to store several variables in order to save all the details of your current progress. The game is only one swf file, no server, no nothing. I need to know how should I use the cookies to achieve this, and if they have the posibility of doing it, of course. (several = 200 variables i.e)

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  • Only draw visible objects to the camera in 2D

    - by Deukalion
    I have Map, each map has an array of Ground, each Ground consists of an array of VertexPositionTexture and a texture name reference so it renders a texture at these points (as a shape through triangulation). Now when I render my map I only want to get a list of all objects that are visible in the camera. (So I won't loop through more than I have to) Structs: public struct Map { public Ground[] Ground { get; set; } } public struct Ground { public int[] Indexes { get; set; } public VertexPositionNormalTexture[] Points { get; set; } public Vector3 TopLeft { get; set; } public Vector3 TopRight { get; set; } public Vector3 BottomLeft { get; set; } public Vector3 BottomRight { get; set; } } public struct RenderBoundaries<T> { public BoundingBox Box; public T Items; } when I load a map: foreach (Ground ground in CurrentMap.Ground) { Boundaries.Add(new RenderBoundaries<Ground>() { Box = BoundingBox.CreateFromPoints(new Vector3[] { ground.TopLeft, ground.TopRight, ground.BottomLeft, ground.BottomRight }), Items = ground }); } TopLeft, TopRight, BottomLeft, BottomRight are simply the locations of each corner that the shape make. A rectangle. When I try to loop through only the objects that are visible I do this in my Draw method: public int Draw(GraphicsDevice device, ICamera camera) { BoundingFrustum frustum = new BoundingFrustum(camera.View * camera.Projection); // Visible count int count = 0; EffectTexture.World = camera.World; EffectTexture.View = camera.View; EffectTexture.Projection = camera.Projection; foreach (EffectPass pass in EffectTexture.CurrentTechnique.Passes) { pass.Apply(); foreach (RenderBoundaries<Ground> render in Boundaries.Where(m => frustum.Contains(m.Box) != ContainmentType.Disjoint)) { // Draw ground count++; } } return count; } When I try adding just one ground, then moving the camera so the ground is out of frame it still returns 1 which means it still gets draw even though it's not within the camera's view. Am I doing something or wrong or can it be because of my Camera? Any ideas why it doesn't work?

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  • Registering InputListener in libGDX

    - by JPRO
    I'm just getting started with libGDX and have run into a snag registering an InputListener for a button. I've gone through many examples and this code appears correct to me but the associated callback never triggers ("touched" is not printed to console). I'm just posting the code with the abstract game screen and the implementing screen. The application starts successfully with a label of "Exit" in the bottom left hand corner, but clicking the button/label does nothing. I'm guessing the fix is something simple. What am I overlooking? public abstract class GameScreen<T> implements Screen { protected final T game; protected final SpriteBatch batch; protected final Stage stage; public GameScreen(T game) { this.game = game; this.batch = new SpriteBatch(); this.stage = new Stage(0, 0, true); } @Override public final void render(float delta) { update(delta); // Clear the screen with the given RGB color (black) Gdx.gl.glClearColor(0f, 0f, 0f, 1f); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); stage.act(delta); stage.draw(); } public abstract void update(float delta); @Override public void resize(int width, int height) { stage.setViewport(width, height, true); } @Override public void show() { Gdx.input.setInputProcessor(stage); } // hide, pause, resume, dipose } public class ExampleScreen extends GameScreen<MyGame> { private TextButton exitButton; public ExampleScreen(MyGame game) { super(game); } @Override public void show() { super.show(); TextButton.TextButtonStyle buttonStyle = new TextButton.TextButtonStyle(); buttonStyle.font = Font.getFont("Origicide", 32); buttonStyle.fontColor = Color.WHITE; exitButton = new TextButton("Exit", buttonStyle); exitButton.addListener(new InputListener() { @Override public void touchUp (InputEvent event, float x, float y, int pointer, int button) { System.out.println("touched"); } }); stage.addActor(exitButton); } @Override public void update(float delta) { } }

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  • Typical Applications of Linear System Solver in Game Developemnt

    - by craftsman.don
    I am going to write a custom solver for linear system. I would like to survey the typical problems involved the linear system solving in games. So that I can custom optimization on these problems based on the shape of the matrix. currently I am focus on these problems: B-Spline editing (I use a linear solve to resolve the C0, C1, C2 continuity) Constraint in Simulation (especially Position-Constraint, cloth) Both of them are Banded Matrix. I want to hear about some other applications of a linear system in games. Thank you.

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  • Box2D networking

    - by spacevillain
    I am trying to make a simple sync between two box2d rooms, where you can drag boxes using the mouse. So every time player clicks (and holds the mousedown) a box, I try send joint parameters to server, and server sends them to other clients. When mouseup occurs, I send command to delete joint. The problem is that sync breaks too often. Is my way radically wrong, or it just needs some tweaks? http://www.youtube.com/watch?v=eTN2Gwj6_Lc Source code https://github.com/agentcooper/Box2d-networking

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  • Problems implementing a screen space shadow ray tracing shader

    - by Grieverheart
    Here I previously asked for the possibility of ray tracing shadows in screen space in a deferred shader. Several problems were pointed out. One of the most important problem is that only visible objects can cast shadows and objects between the camera and the shadow caster can interfere. Still I thought it'd be a fun experiment. The idea is to calculate the view coordinates of pixels and cast a ray to the light. The ray is then traced pixel by pixel to the light and its depth is compared with the depth at the pixel. If a pixel is in front of the ray, a shadow is casted at the original pixel. At first I thought that I could use the DDA algorithm in 2D to calculate the distance 't' (in p = o + t d, where o origin, d direction) to the next pixel and use it in the 3D ray equation to find the ray's z coordinate at that pixel's position. For the 2D ray, I would use the projected and biased 3D ray direction and origin. The idea was that 't' would be the same in both 2D and 3D equations. Unfortunately, this is not the case since the projection matrix is 4D. Thus, some tweak needs to be done to make this work this way. I would like to ask if someone knows of a way to do what I described above, i.e. from a 2D ray in texture coordinate space to get the 3D ray in screen space. I did implement a simple version of the idea which you can see in the following video: video here Shadows may seem a bit pixelated, but that's mostly because of the size of the step in 't' I chose. And here is the shader: #version 330 core uniform sampler2D DepthMap; uniform vec2 projAB; uniform mat4 projectionMatrix; const vec3 light_p = vec3(-30.0, 30.0, -10.0); noperspective in vec2 pass_TexCoord; smooth in vec3 viewRay; layout(location = 0) out float out_AO; vec3 CalcPosition(void){ float depth = texture(DepthMap, pass_TexCoord).r; float linearDepth = projAB.y / (depth - projAB.x); vec3 ray = normalize(viewRay); ray = ray / ray.z; return linearDepth * ray; } void main(void){ vec3 origin = CalcPosition(); if(origin.z < -60) discard; vec2 pixOrigin = pass_TexCoord; //tex coords vec3 dir = normalize(light_p - origin); vec2 texel_size = vec2(1.0 / 600.0); float t = 0.1; ivec2 pixIndex = ivec2(pixOrigin / texel_size); out_AO = 1.0; while(true){ vec3 ray = origin + t * dir; vec4 temp = projectionMatrix * vec4(ray, 1.0); vec2 texCoord = (temp.xy / temp.w) * 0.5 + 0.5; ivec2 newIndex = ivec2(texCoord / texel_size); if(newIndex != pixIndex){ float depth = texture(DepthMap, texCoord).r; float linearDepth = projAB.y / (depth - projAB.x); if(linearDepth > ray.z + 0.1){ out_AO = 0.2; break; } pixIndex = newIndex; } t += 0.5; if(texCoord.x < 0 || texCoord.x > 1.0 || texCoord.y < 0 || texCoord.y > 1.0) break; } } As you can see, here I just increment 't' by some arbitrary factor, calculate the 3D ray and project it to get the pixel coordinates, which is not really optimal. Hopefully, I would like to optimize the code as much as possible and compare it with shadow mapping and how it scales with the number of lights. PS: Keep in mind that I reconstruct position from depth by interpolating rays through a full screen quad.

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  • Slick2D: Animation not being parsed from spritesheet correctly

    - by user2066880
    I have a 960x960 spritesheet with each tile being 192x192. I initialized my spritesheet and animation like so: spritesheet = new SpriteSheet("resources/spritesheets/player.png", 192, 192); walkingLeft = new Animation(spritesheet, 3, 0, 0, 1, true, 20, true); When I attempt to render the animation, I get a java.lang.ArrayIndexOutOfBoundsException: -1 error. This error doesn't occur when I'm creating an animation from images in the same row. Therefore, I'm assuming that the error is being caused because of the way Slick is handling horizontal scanning (going to the next row after reaching the end).

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  • Collision filtering techniques

    - by Griffin
    I was wondering what efficient techniques are out there for mapping collision filtering between various bodies, sub-bodies, and so forth. I'm familiar with the simple idea of having different layers of 2D bodies, but this is not sufficient for more complex mapping: (Think of having sub-bodies of a body, such as limbs, collide with each other by placing them on the same layer, and then wanting to only have the legs collide with the ground while the arms would not) This can be solved with a multidimensional layer setup, but I would probably end up just creating more and more layers to the point where the simplicity and efficiency of layer filtering would be gone. Are there any more complex ways to solve even more complex situations than this?

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  • Collision detection of convex shapes on voxel terrain

    - by Dave
    I have some standard convex shapes (cubes, capsules) on a voxel terrain. It is very easy to detect single vertex collisions. However, it becomes computationally expensive when many vertices are involved. To clarify, currently my algorithm represents a cube as multiple vertices covering every face of the cube, not just the corners. This is because the cubes can be much bigger than the voxels, so multiple sample points (vertices) are required (the distance between sample points must be at least the width of a voxel). This very rapidly becomes intractable. It would be great if there were some standard algorithm(s) for collision detection between convex shapes and arbitrary voxel based terrain (like there is with OBB's and seperating axis theorem etc). Any help much appreciated.

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  • Why doesn't my GameMaker step event work?

    - by exceltior
    So I want to make some kind of floor that which the player when walks in gets his movement reduced but im having thousand of different issues implementing this since it doesnt appear to do anything ... So i have tried different way: 1 - I have tried Step Event which had the following script: if keyboard_check(ord('A')) { player.x = -5; } if keyboard_check(ord('D')) { player.x = -5; } if keyboard_check(ord('W')) { player.x = -5; } if keyboard_check(ord('S')) { player.x = -5; } 2 - I have tried a Collision Event with the same code 3- I have tried a Step event with collision detection on a script None of these options seem to work at all ... Can you help me?

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  • Mobile 3D engine renders alpha as full-object transparency

    - by Nils Munch
    I am running a iOS project using the isgl3d framework for showing pod files. I have a stylish car with 0.5 alpha windows, that I wish to render on a camera background, seeking some augmented reality goodness. The alpha on the windows looks okay, but when I add the object, I notice that it renders the entire object transparently, where the windows are. Including interior of the car. Like so (in example, keyboard can be seen through the dashboard, seats and so on. should be solid) The car interior is a seperate object with alpha 1.0. I would rather not show a "ghost car" in my project, but I haven't found a way around this. Have anyone encountered the same issue, and eventually reached a solution ?

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  • Using Shader causes triangle to disappear

    - by invisal
    The following is my rendering code. Private Sub GameRender() GL.Clear(ClearBufferMask.ColorBufferBit + ClearBufferMask.DepthBufferBit) GL.ClearColor(Color.SkyBlue) GL.UseProgram(theProgram) GL.EnableClientState(ArrayCap.VertexArray) GL.EnableClientState(ArrayCap.ColorArray) GL.BindBuffer(BufferTarget.ArrayBuffer, vertexPositionID) GL.DrawArrays(BeginMode.Triangles, 0, 3) GL.DisableClientState(ArrayCap.ColorArray) GL.DisableClientState(ArrayCap.VertexArray) GlControl1.SwapBuffers() End Sub This is screenshot without GL.UseProgram(theProgram) This is screenshot with GL.UseProgram(theProgram) Here are my shader code that I picked from online tutorial. Vertex Shader #version 330 layout(location = 0) in vec4 position; void main() { gl_Position = position; } Fragment Shader #version 330 out vec4 outputColor; void main() { outputColor = vec4(1.0f, 1.0f, 1.0f, 1.0f); } These are my shader creation code. '' Initialize Shader Dim shaderList(1) As Integer shaderList(0) = CreateShader(ShaderType.VertexShader, strVertexShader) shaderList(1) = CreateShader(ShaderType.FragmentShader, strFragShader) theProgram = CreateProgram(shaderList) GL.DeleteShader(shaderList(0)) GL.DeleteShader(shaderList(1)) Here are my helper functions Private Function CreateShader(ByVal shaderType As ShaderType, ByVal code As String) Dim shader As Integer = GL.CreateShader(shaderType) GL.ShaderSource(shader, code) GL.CompileShader(shader) Dim status As Integer GL.GetShader(shader, ShaderParameter.CompileStatus, status) If status = False Then MsgBox(GL.GetShaderInfoLog(shader)) End If Return shader End Function Private Function CreateProgram(ByVal shaderList() As Integer) As Integer Dim program As Integer = GL.CreateProgram() For i As Integer = 0 To shaderList.Length - 1 GL.AttachShader(program, shaderList(i)) Next GL.LinkProgram(program) Dim status As Integer GL.GetProgram(program, ProgramParameter.LinkStatus, status) If status = False Then MsgBox(GL.GetProgramInfoLog(program)) End If For i As Integer = 0 To shaderList.Length - 1 GL.DetachShader(program, shaderList(i)) Next Return program End Function

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  • Increase animation speed according to the swipe speed in unity for Android

    - by rohit
    I have the animation done through Maya and brought the FBX file to unity. Here is my code to calculate the speed of the swipe: Vector2 speedMeasuredInScreenWidthsPerSecond =(Input.touches[0].deltaPosition / Screen.width) * Input.touches[0].deltaTime; Now I wanted to take speedMeasuredInScreenWidthsPerSecond and use it to increase the animation speed accordingly like this: animation["gmeChaAnimMiddle"].speed=Mathf.Round(speedMeasuredInScreenWidthsPerSecond); However, this results in an error that I need to convert Vector2 to float. So how do I overcome it?

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  • draw fog of war using shaders

    - by lezebulon
    I am making a RTS game, and I'd like some advice on how to best render fog of wars, given what I'm already doing. You can imagine this game as being a classic RTS like Age of Empires 2, where the fog of war will basically be handled by a 2D array telling if a given "tile" is explored or not. The specific things to consider here are : 1) I'm only doing a few draw calls to draw the whole screen, using shaders, and I'm not drawing "tile by tile" in a 2D loop 2) The whole map is much bigger than the screen, and the screen can move every frame or so In that case, how could I draw the fog of war ? I have no issue maintaining on the CPU-side a 2D array giving the fog of war for each tile, but what would be the best way to actually display it dynamically ? thanks!

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  • How to balance a non-symmetric "extension" based game?

    - by Klaim
    Most strategy games have fixed units and possible behaviours. However, think of a game like Magic The Gathering : each card is a set of rules. Regularly, new sets of card types are created. I remember that the firsts editions of the game have been said to be prohibited in official tournaments because the cards were often too powerful. Later extensions of the game provided more subtle effects/rules in cards and they managed to balance the game apparently effectively, even if there is thousands of different cards possible. I'm working on a strategy game that is a bit in the same position : every units are provided by extensions and the game is thought to be extended for some years, at least. The effects variety of the units are very large even with some basic design limitations set to be sure it's manageable. Each player choose a set of units to play with (defining their global strategy) before playing (like chooseing a themed deck of Magic cards). As it's a strategy game (you can think of Magic as a strategy game too in some POV), it's essentially skirmish based so the game have to be fair, even if the players don't choose the same units before starting to play. So, how do you proceed to balance this type of non-symmetric (strategy) game when you know it will always be extended? For the moment, I'm trying to apply those rules but I'm not sure it's right because I don't have enough design experience to know : each unit would provide one unique effect; each unit should have an opposite unit that have an opposite effect that would cancel each others; some limitations based on the gameplay; try to get a lot of beta tests before each extension release? Looks like I'm in the most complex case?

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  • Making entire scene fade to grayscale

    - by Fibericon
    When the player loses all of their lives, I want the entire game screen to go grayscale, but not stop updating immediately. I'd also prefer it fade to grayscale instead of suddenly lose all color. Everything I've found so far is either about taking a screenshot and making it grayscale, or making a specific texture grayscale. Is there a way to change the entire playing field and all objects within to grayscale without iterating through everything?

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  • How to create a 3D world with 2D sprites similar to Ragnorak online?

    - by Romoku
    As far as I know Ragnorak Online is a 3D game world with 2D sprites overlayed. I would like to use this style in a game I am making in Unity, so I would like the player to be able to select little square tiles on the terrain. There are a couple routes I could take such as using a bunch of cubic polygons and linking them together or using one big map. The former approach doesn't seem to make any sense if the world is not flat as polygons wouldn't be reused often. The goal is to break down a 3D polygon into tiles which is heard to wrap my head around. I believe using something like an interval tree or array would be appropriate to store the rectangle grid, but how would I display a rectangle around the selection the player has his mouse over on the polygon terrain itself? Here is a screenshot. Here is a gameplay video. Here is the camera usage.

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  • Vector Graphics in DirectX

    - by Doug
    I'm curious as to people's thoughts on the best way to use vector graphics in a directX game instead of rasterized textures(think Super Meat Boy). I want to remain resolution independent and don't want to downscale/upscale rasterized graphics. Also the idea would be for all assets to be vector graphics(again think Super Meat Boy). I've looked at Valve's paper "Improved Alpha-Tested Magnification for Vector Textures and Special Effects" and also looked at using shaders http://http.developer.nvidia.com/GPUGems3/gpugems3_ch25.html. Wondering if anyone has done something similar or an alternate approach. Cheers

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  • How should I unbind and delete OpenAL buffers?

    - by Joe Wreschnig
    I'm using OpenAL to play sounds. I'm trying to implement a fire-and-forget play function that takes a buffer ID and assigns it to a source from a pool I have previously allocated, and plays it. However, there is a problem with object lifetimes. In OpenGL, delete functions either automatically unbind things (e.g. textures), or automatically deletes the thing when it eventually is unbound (e.g. shaders) and so it's usually easy to manage deletion. However alDeleteBuffers instead simply fails with AL_INVALID_OPERATION if the buffer is still bound to a source. Is there an idiomatic way to "delete" OpenAL buffers that allows them to finish playing, and then automatically unbinds and really them? Do I need to tie buffer management more deeply into the source pool (e.g. deleting a buffer requires checking all the allocated sources also)? Similarly, is there an idiomatic way to unbind (but not delete) buffers when they are finished playing? It would be nice if, when I was looking for a free source, I only needed to see if a buffer was attached at all and not bother checking the source state. (I'm using C++, although approaches for C are also fine. Approaches assuming a GCd language and using finalizers are probably not applicable.)

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  • Is it important for reflection-based serialization maintain consistent field ordering?

    - by Matchlighter
    I just finished writing a packet builder that dynamically loads data into a data stream for eventual network transmission. Each builder operates by finding fields in a given class (and its superclasses) that are marked with a @data annotation. When I finishing my implementation, I remembered that getFields() does not return results in any specific order. Should reflection-based methods for serializing arbitrary data (like my packets) attempt to preserve a specific field ordering (such as alphabetical), and if so, how?

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  • Velocity control of the player, why doesn't this work?

    - by Dominic Grenier
    I have the following code inside a while True loop: if abs(playerx) < MAXSPEED: if moveLeft: playerx -= 1 if moveRight: playerx += 1 if abs(playery) < MAXSPEED: if moveDown: playery += 1 if moveUp: playery -= 1 if moveLeft == False and abs(playerx) > 0: playerx += 1 if moveRight == False and abs(playerx) > 0: playerx -= 1 if moveUp == False and abs(playery) > 0: playery += 1 if moveDown == False and abs(playery) > 0: playery -= 1 player.x += playerx player.y += playery if player.left < 0 or player.right > 1000: player.x -= playerx if player.top < 0 or player.bottom > 600: player.y -= playery The intended result is that while an arrow key is pressed, playerx or playery increments by one at every iteration until it reaches MAXSPEED and stays at MAXSPEED. And that when the player stops pressing that arrow key, his speed decreases until it reaches 0. To me, this code explicitly says that... But what actually happens is that playerx or playery keeps incrementing regardless of MAXSPEED and continues moving even after the player stops pressing the arrow key. I keep rereading but I'm completely baffled by this weird behavior. Any insights? Thanks.

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  • Strange mesh import problem with Assimp and OpenGL

    - by Morgan
    Using the assimp library for importing 3D data into an OpenGL application. I get some strange problems regarding indexing of the vertices: If I use the following code for importing vertex indices: for (unsigned int t = 0; t < mesh->mNumFaces; ++t) { const struct aiFace * face = &mesh->mFaces[t]; if (face->mNumIndices == 3) { indices->push_back(face->mIndices[0]); indices->push_back(face->mIndices[1]); indices->push_back(face->mIndices[2]); } } I get the following result: Instead, if I use the following code: for(int k = 0; k < 2 ; k++) { for (unsigned int t = 0; t < mesh->mNumFaces; ++t) { const struct aiFace * face = &mesh->mFaces[t]; if (face->mNumIndices == 3) { indices->push_back(face->mIndices[0]); indices->push_back(face->mIndices[1]); indices->push_back(face->mIndices[2]); } } } I get the correct result: Hence adding the indices twice, renders the correct result? The OpenGL buffer is populated, like so: glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices->size() * sizeof(unsigned int), indices->data(), GL_STATIC_DRAW); And rendered as follows: glDrawElements(GL_TRIANGLES, vertexCount*3, GL_UNSIGNED_INT, indices->data());

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  • How to read BC4 texture in GLSL?

    - by Question
    I'm supposed to receive a texture in BC4 format. In OpenGL, i guess this format is called GL_COMPRESSED_RED_RGTC1. The texture is not really a "texture", more like a data to handle at fragment shader. Usually, to get colors from a texture within a fragment shader, i do : uniform sampler2D TextureUnit; void main() { vec4 TexColor = texture2D(TextureUnit, vec2(gl_TexCoord[0])); (...) the result of which is obviously a v4, for RGBA. But now, i'm supposed to receive a single float from the read. I'm struggling to understand how this is achieved. Should i still use a texture sampler, and expect the value to be in a specific position (for example, within TexColor.r ?), or should i use something else ?

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  • Sprites as Actors

    - by Scán
    Hello, I'm not experienced in GameDev questions, but as a programmer. In the language Scala, you can have scalable multi-tasking with Actors, very stable, as I hear. You can even habe hundreds of thousands of them running at once without a problem. So I thought, maybe you can use these as a base class for 2D-Sprites, to break out of the game-loop thing that requires to go through all the sprites and move them. They'd basically move themselves, event-driven. Would that make sense for a game? Having it multitasked like that? After all, it will run on the JVM, though that should not be much of a problem nowadays.

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  • Box2D: How to get the Exact Collision Point and ignore the collision (from 2 "ghost bodies")

    - by Moritz
    I have a very basic problem with Box2D. For a arenatype game where you can throw scriptable "missiles" at other players I decided to use Box2D for the collision detection between the players and the missiles. Players and missiles have their own circular shape with a specific size (varying). But I don´t want to use dynamic bodies because the missiles need to move themselve in any way they want to (defined in the script) and shouldnt be resolved unless the script wants it. The behavior I look for is as following (for each time step): velocity of missiles is set by the specific missile script each missile is moved according to that velocity if a collision accurs now, I want to get the exact position of impact, and now I need a mechanism to decide if the missile should just ignore the collision (for example collision between two fireballs which shouldnt interact) or take it (so they are resolved and dont overlap anymore) So is there a way in Box2D to create Ghost bodies and listen to collisions from them, then deciding if they should ignore the collision or should take them and resolve their position? I hope I was clear enough and would be happy about any help!

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