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  • How to do geometric projection shadows?

    - by John Murdoch
    I have decided that since my game world is mostly flat I don't need better shadows than geometric projections - at least for now. The only problem is I don't even know how to do those properly - that is to produce a 4x4 matrix which would render shadows for my objects (that is, I guess, project them on a horizontal XZ plane). I would like a light source at infinity (e.g., the sun at some point in the sky) and thus parallel projection. My current code does something that looks almost right for small flying objects, but actually is a very rude approximation, as it doesn't project the objects onto the ground, but simply moves them there (I think). Also it always wrongly assumes the sun is always on the zenith (projecting straight down). Gdx.gl20.glEnable(GL10.GL_BLEND); Gdx.gl20.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); //shells shellTexture.bind(); shader.begin(); for (ShellState state : shellStates.values()) { transform.set(camera.combined); transform.mul(state.transform); shader.setUniformMatrix("u_worldView", transform); shader.setUniformi("u_texture", 0); shellMesh.render(shader, GL10.GL_TRIANGLES); } shader.end(); // shadows shader.begin(); for (ShellState state : shellStates.values()) { transform.set(camera.combined); m4.set(state.transform); state.transform.getTranslation(v3); m4.translate(0, -v3.y + 0.5f, 0); // TODO HACK: + 0.5f is a hack to ensure the shadow appears above the ground; this is overall a hack as we are just moving the shell to the surface instead of projecting it on the surface! transform.mul(m4); shader.setUniformMatrix("u_worldView", transform); shader.setUniformi("u_texture", 0); // TODO: make shadow black somehow shellMesh.render(shader, GL10.GL_TRIANGLES); } shader.end(); Gdx.gl.glDisable(GL10.GL_BLEND); So my questions are: a) What is the proper way to produce a Matrix4 to pass to openGL which would render the shadows for my objects? b) I am supposed to use another fragment shader for the shadows which would paint them in semi-transparent grey, correct? c) The limitation of this simplistic approach is that whenever there is some object on the ground (it is not flat) the shadows will not be drawn, correct? d) Do I need to add something very small to the y (up) coordinate to avoid z-fighting with ground textures? Or is the fact they will be semi-transparent enough to resolve that problem?

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  • Why is my Simplex Noise appearing in four columns?

    - by Joe the Person
    I'm trying to make a Texture out of Simplex noise, but it keeps appearing like this regardless of how big or small scale is: The following code is used to produce the image's color date: private Color[,] GetSimplex() { Color[,] colors = new Color[800, 600]; float scale = colors.GetLength(0); for (int x = 0; x < 800; x++) { for (int y = 0; y < 600; y++) { byte noise = (byte)(Noise.Generate(x / scale, y / scale) * 255); colors[x, y] = new Color(noise, noise, noise); } } return colors; }

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  • Asset missing problem XNA

    - by ChocoMan
    I'm using VS2010 with XNA 4.0 and I'm trying to load an FBX model with texture on the screen. The problem I'm having is this error: Missing Asset: C:\Users\ChocoMan\Documents\Visual Studio 2010\Projects\XNAGame\Documents\Visual Studio\Projects\XNAGame\XNAGameContent\Textures\texture.bmp but the actual path to the texture is C:\Users\ChocoMan\Documents\Visual Studio\Projects\XNAGame\XNAGameContent\Textures\texture.bmp Also, when I linked the texture in Maya, I used the above address. Does anyone know why VS is looking for an incorrect address that doesnt exist?

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  • Issues with touch buttons in XNA (Release state to be precise)

    - by Aditya
    I am trying to make touch buttons in WP8 with all the states (Pressed, Released, Moved), but the TouchLocationState.Released is not working. Here's my code: Class variables: bool touching = false; int touchID; Button tempButton; Button is a separate class with a method to switch states when touched. The Update method contains the following code: TouchCollection touchCollection = TouchPanel.GetState(); if (!touching && touchCollection.Count > 0) { touching = true; foreach (TouchLocation location in touchCollection) { for (int i = 0; i < menuButtons.Count; i++) { touchID = location.Id; // store the ID of current touch Point touchLocation = new Point((int)location.Position.X, (int)location.Position.Y); // create a point Button button = menuButtons[i]; if (GetMenuEntryHitBounds(button).Contains(touchLocation)) // a method which returns a rectangle. { button.SwitchState(true); // change the button state tempButton = button; // store the pressed button for accessing later } } } } else if (touchCollection.Count == 0) // clears the state of all buttons if no touch is detected { touching = false; for (int i = 0; i < menuButtons.Count; i++) { Button button = menuButtons[i]; button.SwitchState(false); } } menuButtons is a list of buttons on the menu. A separate loop (within the Update method) after the touched variable is true if (touching) { TouchLocation location; TouchLocation prevLocation; if (touchCollection.FindById(touchID, out location)) { if (location.TryGetPreviousLocation(out prevLocation)) { Point point = new Point((int)location.Position.X, (int)location.Position.Y); if (prevLocation.State == TouchLocationState.Pressed && location.State == TouchLocationState.Released) { if (GetMenuEntryHitBounds(tempButton).Contains(point)) // Execute the button action. I removed the excess } } } } The code for switching the button state is working fine but the code where I want to trigger the action is not. location.State == TouchLocationState.Released mostly ends up being false. (Even after I release the touch, it has a value of TouchLocationState.Moved) And what is more irritating is that it sometimes works! I am really confused and stuck for days now. Is this the right way? If yes then where am I going wrong? Or is there some other more effective way to do this? PS: I also posted this question on stack overflow then realized this question is more appropriate in gamedev. Sorry if it counts as being redundant.

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  • Issue with Mapping Textures to Models in Blender

    - by Passage
    I've been trying to texture a model using Blender, but when I draw on the UV Editor it doesn't show up on the model, and I can't draw on the model itself. I've tried saving the image and the 3D View is set to Texture. Everything seems to be in order and I've followed several tutorials, but none of them seem to work with the version I'm using (2.64-- update was necessary for import plugin) and I'm absolutely stumped. How can I draw textures to the model? If not within Blender itself, how do I export/import the textures? EDIT: Vertex Paint works, though it is insufficient for my purposes. In addition, moving to the rendered view produces a solid-color model with none of the applied textures.

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  • Lighting get darker when texture is aplied

    - by noah
    Im using OpenGL ES 1.1 for iPhone. I'm attempting to implement a skybox in my 3d world and started out by following one of Jeff Lamarches tutorials on creating textures. Heres the tutorial: iphonedevelopment.blogspot.com/2009/05/opengl-es-from-ground-up-part-6_25.html Ive successfully added the image to my 3d world but am not sure why the lighting on the other shapes has changed so much. I want the shapes to be the original color and have the image in the background. Before: https://www.dropbox.com/s/ojmb8793vj514h0/Screen%20Shot%202012-10-01%20at%205.34.44%20PM.png After: https://www.dropbox.com/s/8v6yvur8amgudia/Screen%20Shot%202012-10-01%20at%205.35.31%20PM.png Heres the init OpenGL: - (void)initOpenGLES1 { glShadeModel(GL_SMOOTH); // Enable lighting glEnable(GL_LIGHTING); // Turn the first light on glEnable(GL_LIGHT0); const GLfloat lightAmbient[] = {0.2, 0.2, 0.2, 1.0}; const GLfloat lightDiffuse[] = {0.8, 0.8, 0.8, 1.0}; const GLfloat matAmbient[] = {0.3, 0.3, 0.3, 0.5}; const GLfloat matDiffuse[] = {1.0, 1.0, 1.0, 1.0}; const GLfloat matSpecular[] = {1.0, 1.0, 1.0, 1.0}; const GLfloat lightPosition[] = {0.0, 0.0, 1.0, 0.0}; const GLfloat lightShininess = 100.0; //Configure OpenGL lighting glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, matAmbient); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, matDiffuse); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, matSpecular); glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, lightShininess); glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmbient); glLightfv(GL_LIGHT0, GL_DIFFUSE, lightDiffuse); glLightfv(GL_LIGHT0, GL_POSITION, lightPosition); // Define a cutoff angle glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 40.0); // Set the clear color glClearColor(0, 0, 0, 1.0f); // Projection Matrix config glMatrixMode(GL_PROJECTION); glLoadIdentity(); CGSize layerSize = self.view.layer.frame.size; // Swapped height and width for landscape mode gluPerspective(45.0f, (GLfloat)layerSize.height / (GLfloat)layerSize.width, 0.1f, 750.0f); [self initSkyBox]; // Modelview Matrix config glMatrixMode(GL_MODELVIEW); glLoadIdentity(); // This next line is not really needed as it is the default for OpenGL ES glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_BLEND); // Enable depth testing glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); glDepthMask(GL_TRUE); } Heres the drawSkybox that gets called in the drawFrame method: -(void)drawSkyBox { glDisable(GL_LIGHTING); glDisable(GL_DEPTH_TEST); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); static const SSVertex3D vertices[] = { {-1.0, 1.0, -0.0}, { 1.0, 1.0, -0.0}, {-1.0, -1.0, -0.0}, { 1.0, -1.0, -0.0} }; static const SSVertex3D normals[] = { {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0} }; static const GLfloat texCoords[] = { 0.0, 0.5, 0.5, 0.5, 0.0, 0.0, 0.5, 0.0 }; glLoadIdentity(); glTranslatef(0.0, 0.0, -3.0); glBindTexture(GL_TEXTURE_2D, texture[0]); glVertexPointer(3, GL_FLOAT, 0, vertices); glNormalPointer(GL_FLOAT, 0, normals); glTexCoordPointer(2, GL_FLOAT, 0, texCoords); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_LIGHTING); glEnable(GL_DEPTH_TEST); } Heres the init Skybox: -(void)initSkyBox { // Turn necessary features on glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_SRC_COLOR); // Bind the number of textures we need, in this case one. glGenTextures(1, &texture[0]); // create a texture obj, give unique ID glBindTexture(GL_TEXTURE_2D, texture[0]); // load our new texture name into the current texture glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); NSString *path = [[NSBundle mainBundle] pathForResource:@"space" ofType:@"jpg"]; NSData *texData = [[NSData alloc] initWithContentsOfFile:path]; UIImage *image = [[UIImage alloc] initWithData:texData]; GLuint width = CGImageGetWidth(image.CGImage); GLuint height = CGImageGetHeight(image.CGImage); CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); void *imageData = malloc( height * width * 4 ); // times 4 because will write one byte for rgb and alpha CGContextRef cgContext = CGBitmapContextCreate( imageData, width, height, 8, 4 * width, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big ); // Flip the Y-axis CGContextTranslateCTM (cgContext, 0, height); CGContextScaleCTM (cgContext, 1.0, -1.0); CGColorSpaceRelease( colorSpace ); CGContextClearRect( cgContext, CGRectMake( 0, 0, width, height ) ); CGContextDrawImage( cgContext, CGRectMake( 0, 0, width, height ), image.CGImage ); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData); CGContextRelease(cgContext); free(imageData); [image release]; [texData release]; } Any help is greatly appreciated.

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  • My vertex shader doesn't affect texture coords or diffuse info but works for position

    - by tina nyaa
    I am new to 3D and DirectX - in the past I have only used abstractions for 2D drawing. Over the past month I've been studying really hard and I'm trying to modify and adapt some of the shaders as part of my personal 'study project'. Below I have a shader, modified from one of the Microsoft samples. I set diffuse and tex0 vertex shader outputs to zero, but my model still shows the full texture and lighting as if I hadn't changed the values from the vertex buffer. Changing the position of the model works, but nothing else. Why is this? // // Skinned Mesh Effect file // Copyright (c) 2000-2002 Microsoft Corporation. All rights reserved. // float4 lhtDir = {0.0f, 0.0f, -1.0f, 1.0f}; //light Direction float4 lightDiffuse = {0.6f, 0.6f, 0.6f, 1.0f}; // Light Diffuse float4 MaterialAmbient : MATERIALAMBIENT = {0.1f, 0.1f, 0.1f, 1.0f}; float4 MaterialDiffuse : MATERIALDIFFUSE = {0.8f, 0.8f, 0.8f, 1.0f}; // Matrix Pallette static const int MAX_MATRICES = 100; float4x3 mWorldMatrixArray[MAX_MATRICES] : WORLDMATRIXARRAY; float4x4 mViewProj : VIEWPROJECTION; /////////////////////////////////////////////////////// struct VS_INPUT { float4 Pos : POSITION; float4 BlendWeights : BLENDWEIGHT; float4 BlendIndices : BLENDINDICES; float3 Normal : NORMAL; float3 Tex0 : TEXCOORD0; }; struct VS_OUTPUT { float4 Pos : POSITION; float4 Diffuse : COLOR; float2 Tex0 : TEXCOORD0; }; float3 Diffuse(float3 Normal) { float CosTheta; // N.L Clamped CosTheta = max(0.0f, dot(Normal, lhtDir.xyz)); // propogate scalar result to vector return (CosTheta); } VS_OUTPUT VShade(VS_INPUT i, uniform int NumBones) { VS_OUTPUT o; float3 Pos = 0.0f; float3 Normal = 0.0f; float LastWeight = 0.0f; // Compensate for lack of UBYTE4 on Geforce3 int4 IndexVector = D3DCOLORtoUBYTE4(i.BlendIndices); // cast the vectors to arrays for use in the for loop below float BlendWeightsArray[4] = (float[4])i.BlendWeights; int IndexArray[4] = (int[4])IndexVector; // calculate the pos/normal using the "normal" weights // and accumulate the weights to calculate the last weight for (int iBone = 0; iBone < NumBones-1; iBone++) { LastWeight = LastWeight + BlendWeightsArray[iBone]; Pos += mul(i.Pos, mWorldMatrixArray[IndexArray[iBone]]) * BlendWeightsArray[iBone]; Normal += mul(i.Normal, mWorldMatrixArray[IndexArray[iBone]]) * BlendWeightsArray[iBone]; } LastWeight = 1.0f - LastWeight; // Now that we have the calculated weight, add in the final influence Pos += (mul(i.Pos, mWorldMatrixArray[IndexArray[NumBones-1]]) * LastWeight); Normal += (mul(i.Normal, mWorldMatrixArray[IndexArray[NumBones-1]]) * LastWeight); // transform position from world space into view and then projection space //o.Pos = mul(float4(Pos.xyz, 1.0f), mViewProj); o.Pos = mul(float4(Pos.xyz, 1.0f), mViewProj); o.Diffuse.x = 0.0f; o.Diffuse.y = 0.0f; o.Diffuse.z = 0.0f; o.Diffuse.w = 0.0f; o.Tex0 = float2(0,0); return o; } technique t0 { pass p0 { VertexShader = compile vs_3_0 VShade(4); } } I am currently using the SlimDX .NET wrapper around DirectX, but the API is extremely similar: public void Draw() { var device = vertexBuffer.Device; device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.White, 1.0f, 0); device.SetRenderState(RenderState.Lighting, true); device.SetRenderState(RenderState.DitherEnable, true); device.SetRenderState(RenderState.ZEnable, true); device.SetRenderState(RenderState.CullMode, Cull.Counterclockwise); device.SetRenderState(RenderState.NormalizeNormals, true); device.SetSamplerState(0, SamplerState.MagFilter, TextureFilter.Anisotropic); device.SetSamplerState(0, SamplerState.MinFilter, TextureFilter.Anisotropic); device.SetTransform(TransformState.World, Matrix.Identity * Matrix.Translation(0, -50, 0)); device.SetTransform(TransformState.View, Matrix.LookAtLH(new Vector3(-200, 0, 0), Vector3.Zero, Vector3.UnitY)); device.SetTransform(TransformState.Projection, Matrix.PerspectiveFovLH((float)Math.PI / 4, (float)device.Viewport.Width / device.Viewport.Height, 10, 10000000)); var material = new Material(); material.Ambient = material.Diffuse = material.Emissive = material.Specular = new Color4(Color.White); material.Power = 1f; device.SetStreamSource(0, vertexBuffer, 0, vertexSize); device.VertexDeclaration = vertexDeclaration; device.Indices = indexBuffer; device.Material = material; device.SetTexture(0, texture); var param = effect.GetParameter(null, "mWorldMatrixArray"); var boneWorldTransforms = bones.OrderedBones.OrderBy(x => x.Id).Select(x => x.CombinedTransformation).ToArray(); effect.SetValue(param, boneWorldTransforms); effect.SetValue(effect.GetParameter(null, "mViewProj"), Matrix.Identity);// Matrix.PerspectiveFovLH((float)Math.PI / 4, (float)device.Viewport.Width / device.Viewport.Height, 10, 10000000)); effect.SetValue(effect.GetParameter(null, "MaterialDiffuse"), material.Diffuse); effect.SetValue(effect.GetParameter(null, "MaterialAmbient"), material.Ambient); effect.Technique = effect.GetTechnique(0); var passes = effect.Begin(FX.DoNotSaveState); for (var i = 0; i < passes; i++) { effect.BeginPass(i); device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, skin.Vertices.Length, 0, skin.Indicies.Length / 3); effect.EndPass(); } effect.End(); } Again, I set diffuse and tex0 vertex shader outputs to zero, but my model still shows the full texture and lighting as if I hadn't changed the values from the vertex buffer. Changing the position of the model works, but nothing else. Why is this? Also, whatever I set in the bone transformation matrices doesn't seem to have an effect on my model. If I set every bone transformation to a zero matrix, the model still shows up as if nothing had happened, but changing the Pos field in shader output makes the model disappear. I don't understand why I'm getting this kind of behaviour. Thank you!

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  • Pygame set_colorkey transparency issues

    - by Nathan Chowning
    I'm having a strange issue that I cannot seem to remedy. I am doing some prototyping with Pygame on a desktop running windows and a laptop running OS X. Both are running python v2.7.3 (installed via homebrew for the Macbook) and pygame v1.9.1. For transparency, I have been using set_colorkey with a transparency color of (255, 0, 255). Here is the applicable code: transColor = pygame.Color(255, 0, 255) image = pygame.image.load(playerPath + "idle.png").convert() image.set_colorkey(transColor) This works flawlessly on my windows machine. On my laptop, it does not work. It just shows the hideous magenta color. Here's the strange part. If I change the transColor to (0, 0, 0), all black pixels in my images are transparent. Has anyone run into this issue before?

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  • OpenGL: Filtering/antialising textures in a 2D game

    - by futlib
    I'm working on a 2D game using OpenGL 1.5 that uses rather large textures. I'm seeing aliasing effects and am wondering how to tackle those. I'm finding lots of material about antialiasing in 3D games, but I don't see how most of that applies to 2D games - e.g. antisoptric filtering seems to make no sense, FSAA doesn't sound like the best bet either. I suppose this means texture filtering is my best option? Right now I'm using bilinear filtering, I think: glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); From what I've read, I'd have to use mipmaps to use trilinear filtering, which would drive memory usage up, so I'd rather not. I know the final sizes of all the textures when they are loaded, so can't I somehow size them correctly at that point? (Using some form of texture filtering).

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  • What is the benefit of triple buffering?

    - by user782220
    I read everything written in a previous question. From what I understand in double buffering the program must wait until the finished drawing is copied or swapped before starting the next drawing. In triple buffering the program has two back buffers and can immediately start drawing in the one that is not involved in such copying. But with triple buffering if you're in a situation where you can take advantage of the third buffer doesn't that suggest that you are drawing frames faster than the monitor can refresh. So then you don't actually get a higher frame rate. So what is the benefit of triple buffering then?

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  • how to move the camera behind a model with the same angle? in XNA

    - by Mehdi Bugnard
    I meet are having difficulty in moving my camera behind an object in a 3D world. I would create two view mode. 1: for fps (first person). 2nd: external view behind the character (second person). I searched the net some example but it does not work in my project. Here is my code used to change view if F2 is pressed //Camera double X1 = this.camera.PositionX; double X2 = this.player.Position.X; double Z1 = this.camera.PositionZ; double Z2 = this.player.Position.Z; //Verify that the user must not let the press F2 if (!this.camera.IsF2TurnedInBoucle) { // If the view mode is the second person if (this.camera.ViewCamera_type == CameraSimples.ChangeView.SecondPerson) { this.camera.ViewCamera_type = CameraSimples.ChangeView.firstPerson; //Calcul position - ?? Here my problem double direction = Math.Atan2(X2 - X1, Z2 - Z1) * 180.0 / 3.14159265; //Calcul angle - ?? Here my problem this.camera.position = .. this.camera.rotation = .. this.camera.MouseRadian_LeftrightRot = (float)direction; } //IF mode view is first person else { //....

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  • Including slick2d or slick-util in maven build?

    - by BotskoNet
    I'm converting a project to lwjgl and trying to use slick-util as well. There's no slick-util maven repo anywhere (nor slick2d itself anymore). I've included local dependancies before using <dependency> <groupId>org.newdawn</groupId> <artifactId>slick</artifactId> <version>237</version> <scope>system</scope> <systemPath>${project.basedir}/lib/slick-util.jar</systemPath> </dependency> The maven package process runs without issue, but when I try to run the jar, it errors out with a ClassNotFoundException. There's no mention of slick-util in the manifest and I can't find out how to make my game load that jar properly. Side question: how do I ensure when I distribute my applications, the game properly installs these libraries?

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  • Exporting XNA class library as a DLL file

    - by Will Bagley
    I have downloaded an open source project that I intend to use with my current game. The download came with all the class files from the original project as well as a pre-compiled DLL file representing the project. I was able to easily link this DLL with my current project and get it working just fine, no problems there. The problem I now have is that I want to make a couple of changes to the original libraries (extend its functionality a bit to better suit my needs) and re-export the class library as a DLL again, but I have no clue how to do this. Is there some simple way in VS where I can just take the class library and export/compile it as a DLL file again or is there more to it than that? This seems like something that should be pretty simple but my efforts to find an answer have so far come up with nothing. Thanks in advance.

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  • Algorithm to shift the car

    - by Simran kaur
    I have a track that can be divided into n number of tracks and a car as GamObject. The track has transforms such that some part of the track's width lies in negative x axis and other in positive. Requirement: One move should cross one track. On every move(left or right), I want the car to reach exact centre of the next track on either sides i.e left or right. My code: Problem: : Because of negative values , somewhere I am missing out something that is making car move not in desirable positions and that's because of negative values only. variable tracks is the number of tracks the whole track is divided in. variable dist is the total width of the complete track. On left movement: if (Input.GetKeyDown (KeyCode.LeftArrow)) { if (this.transform.position.x < r.renderer.bounds.min.x + box.size.x) { this.transform.position = new Vector3 (r.renderer.bounds.min.x + Mathf.FloorToInt(box.size.x), this.transform.position.y, this.transform.position.z); } else { int tracknumber = Mathf.RoundToInt(dist - transform.position.x)/tracks; float averagedistance = (tracknumber*(dist/tracks) + (tracknumber-1)*(dist/tracks))/2; if(transform.position.x > averagedistoftracks) { amountofmovement = amountofmovement + (transform.position.x - averagedistance); } else { amountofmovement = amountofmovement - (averagedistance - transform.position.x); } this.transform.position = new Vector3 (this.transform.position.x - amountofmovement, this.transform.position.y, this.transform.position.z); } }

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  • What are some good examples of exuberant in-game instructions for telling the player to repeatedly smash a button?

    - by Michael
    What are some good examples of exuberant in-game instructions for telling the player to repeatedly and quickly press a button or perform an action? I'm especially interested in examples in retro games (e.g., from the NES, SNES, and 1980-90s arcade eras), and I would love to see examples with text, graphics, or both. To illustrate, here are a few examples of the type of instructions that I'm thinking of: Smash the A button to lift something heavy! Toggle the joystick back and forth to break free! Quickly press the button to build power in a meter! I'm working on a 2D iOS game with retro-style pixel art, and there's a point where I want the player to quickly tap on a sprite to complete an action. I have a serviceable starting point -- the word "TAP" flashing with an arrow repeatedly moving downward beneath it: But it still doesn't feel quite right. I would love to see some actual examples from the golden days of 2D gaming to use as reference material. I know examples abound, but I'm just struggling to think of any concrete ones at the moment. Can you think of any examples of this type of thing in old games?

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  • Deserialize inherited classes into the same list in XNA

    - by M0rgenstern
    I am writing a Gui for a game (for what else ...). Therefor I wrote a class GuiElement which has some serializeable fields. From this class I deflect a Class "Button" which has one serializeable field more. Furthermore, I have a Class GuiWindow, which is as well deflected from "GuiElement". An Object of this Class has a Field "HandledElements" of the type "List". To know the layout of the Menues, I use XML-Files, which look like that (for example): <?xml version="1.0" encoding="utf-8" ?> <XnaContent xmlns:Generic="System.Collections.Generic"> <Asset Type="System.Collections.Generic.List[GUI.GuiWindow]"> <Item> <Position>0 0</Position> <AlternativeImagePath></AlternativeImagePath> <IsActive>true</IsActive> <Name>MainMenu</Name> <HandledElements> <Item> <Position>100 100</Position> <AlternativeImagePath></AlternativeImagePath> <IsActive>true</IsActive> <Name>Optionen</Name> <Caption>Optionen</Caption> </Item> </HandledElements> </Item> <Item> <Position>0 0</Position> <AlternativeImagePath></AlternativeImagePath> <IsActive>false</IsActive> <Name>Options</Name> <HandledElements> </HandledElements> </Item> </Asset> </XnaContent> As you can see, the first window has in its "HandledElements" List an Item with the Field . This is a field which only a Button has. The Problem is now: I can't deserialize this XML file, because GuiElement does not have this Field, it only has the few fields above. I thought it would know automatically which Class to use,but it doesn't. Do I really have to give my windows a list for each child class of GuiElement? Or can I do another workaround?

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  • Using XNA for a 2D isometric game, but wanna move on

    - by Daniel Ribeiro
    I've been building a 2D isometric game (with learning purposes) in C# using XNA. I found it's really easy to manage sprite sheets loading, collision, basic physics and such with the XNA api. The thing is, I want to move on. My real goal is to learn C++ and develop a game using that language. What engine/library would you guys recommend for me to keep going on that same 2D isometric game direction using pretty much sprite sheets for the graphical part of the game?

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  • Getting .mesh & .skeleton from Blender2Ogre export

    - by Songbreaker
    I have downloaded the add-on blender2ogre from this source : http://code.google.com/p/blender2ogre/ And I have created a simple mesh, with walking animation (similar to the gingerbreadman tutorial). My question is, whenever I want to export the project, I can only see the .scene export format. There is no option whatsoever to export as .mesh and .skeleton. Also, how can I export the walking animation separately, in other words, if my project have couple more animation, how can i separate those during export?

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  • Game Clock Precision

    - by Philip
    I'm reading a fantastic article about game timer precision and here is a quote about 2/3 of the way into the article: If you start your game clock at about 4 billion (more precisely 2^32, or any large power of two) then your exponent, and hence your precision, will remain constant for the next ~4 billion seconds, or ~136 years. He doesn't give a concrete example of this though. Does this mean I would want to add 2^32 to the game clock value that I store at the beginning of each frame? Or is there a way to actually set the clock in Windows so that the numbers start at 2^32?

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  • Sounds to describe the weather?

    - by Matthew
    I'm trying to think of sounds that will help convey the time of day and weather condition. I'm not even sure of all the weather conditions I would consider, and some are obvious. Like if it's raining, the sound of rain. But then I'm thinking, what about for a calm day? If it's morning time, I could do birds chirping or something. Night time could be an owl or something. What are some good combinations of sounds/weather/time to have a good effect?

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  • Node.js Lockstep Multiplayer Architecture

    - by Wakaka
    Background I'm using the lockstep model for a multiplayer Node.js/Socket.IO game in a client-server architecture. User input (mouse or keypress) is parsed into commands like 'attack' and 'move' on the client, which are sent to the server and scheduled to be executed on a certain tick. This is in contrast to sending state data to clients, which I don't wish to use due to bandwidth issues. Each tick, the server will send the list of commands on that tick (possibly empty) to each client. The server and all clients will then process the commands and simulate that tick in exactly the same way. With Node.js this is actually quite simple due to possibility of code sharing between server and client. I'll just put the deterministic simulator in the /shared folder which can be run by both server and client. The server simulation is required so that there is an authoritative version of the simulation which clients cannot alter. Problem Now, the game has many entity classes, like Unit, Item, Tree etc. Entities are created in the simulator. However, for each class, it has some methods that are shared and some that are client-specific. For instance, the Unit class has addHp method which is shared. It also has methods like getSprite (gets the image of the entity), isVisible (checks if unit can be seen by the client), onDeathInClient (does a bunch of stuff when it dies only on the client like adding announcements) and isMyUnit (quick function to check if the client owns the unit). Up till now, I have been piling all the client functions into the shared Unit class, and adding a this.game.isServer() check when necessary. For instance, when the unit dies, it will call if (!this.game.isServer()) { this.onDeathInClient(); }. This approach has worked pretty fine so far, in terms of functionality. But as the codebase grew bigger, this style of coding seems a little strange. Firstly, the client code is clearly not shared, and yet is placed under the /shared folder. Secondly, client-specific variables for each entity are also instantiated on the server entity (like unit.sprite) and can run into problems when the server cannot instantiate the variable (it doesn't have Image class like on browsers). So my question is, is there a better way to organize the client code, or is this a common way of doing things for lockstep multiplayer games? I can think of a possible workaround, but it does have its own problems. Possible workaround (with problems) I could use Javascript mixins that are only added when in a browser. Thus, in the /shared/unit.js file in the /shared folder, I would have this code at the end: if (typeof exports !== 'undefined') module.exports = Unit; else mixin(Unit, LocalUnit); Then I would have /client/localunit.js store an object LocalUnit of client-side methods for Unit. Now, I already have a publish-subscribe system in place for events in the simulator. To remove the this.game.isServer() checks, I could publish entity-specific events whenever I want the client to do something. For instance, I would do this.publish('Death') in /shared/unit.js and do this.subscribe('Death', this.onDeathInClient) in /client/localunit.js. But this would make the simulator's event listeners list on the server and the client different. Now if I want to clear all subscribed events only from the shared simulator, I can't. Of course, it is possible to create two event subscription systems - one client-specific and one shared - but now the publish() method would have to do if (!this.game.isServer()) { this.publishOnClient(event); }. All in all, the workaround off the top of my head seems pretty complicated for something as simple as separating the client and shared code. Thus, I wonder if there is an established and simpler method for better code organization, hopefully specific to Node.js games.

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  • Smooth animation when using fixed time step

    - by sythical
    I'm trying to implement the game loop where the physics is independent from rendering but my animation isn't as smooth as I would like it to be and it seems to periodically jump. Here is my code: // alpha is used for interpolation double alpha = 0, counter_old_time = 0; double accumulator = 0, delta_time = 0, current_time = 0, previous_time = 0; unsigned frame_counter = 0, current_fps = 0; const unsigned physics_rate = 40, max_step_count = 5; const double step_duration = 1.0 / 40.0, accumulator_max = step_duration * 5; // information about the circ;e (position and velocity) int old_pos_x = 100, new_pos_x = 100, render_pos_x = 100, velocity_x = 60; previous_time = al_get_time(); while(true) { current_time = al_get_time(); delta_time = current_time - previous_time; previous_time = current_time; accumulator += delta_time; if(accumulator > accumulator_max) { accumulator = accumulator_max; } while(accumulator >= step_duration) { if(new_pos_x > 1330) velocity_x = -15; else if(new_pos_x < 70) velocity_x = 15; old_pos_x = new_pos_x; new_pos_x += velocity_x; accumulator -= step_duration; } alpha = accumulator / static_cast<double>(step_duration); render_pos_x = old_pos_x + (new_pos_x - old_pos_x) * alpha; al_clear_to_color(al_map_rgb(20, 20, 40)); // clears the screen al_draw_textf(font, al_map_rgb(255, 255, 255), 20, 20, 0, "current_fps: %i", current_fps); // print fps al_draw_filled_circle(render_pos_x, 400, 15, al_map_rgb(255, 255, 255)); // draw circle // I've added this to test how the program will behave when rendering takes // considerably longer than updating the game. al_rest(0.008); al_flip_display(); // swaps the buffers frame_counter++; if(al_get_time() - counter_old_time >= 1) { current_fps = frame_counter; frame_counter = 0; counter_old_time = al_get_time(); } } I have added a pause during the rendering part because I wanted to see how the code would behave when a lot of rendering is involved. Removing it makes the animation smooth but then I'll have to make sure that I don't let the frame rate drop too much and that doesn't seem like a good solution. I've been trying to fix this for a week and have had no luck so I'd be very grateful if someone can read through my code. Thank you! Edit: I added the following code to work out the actual velocity (pixels per second) of the ball each time the ball is rendered and surprisingly it's not constant so I'm guessing that's the issue. I'm not sure why it's not constant. alpha = accumulator / static_cast<double>(step_duration); render_pos_x = old_pos_x + (new_pos_x - old_pos_x) * alpha; cout << (render_pos_x - old_render_pos) / delta_time << endl; old_render_pos = render_pos_x;

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  • Shadow mapping: what is the light looking at?

    - by PgrAm
    I'm all set to set up shadow mapping in my 3d engine but there is one thing I am struggling to understand. The scene needs to be rendered from the light's point of view so I simply first move my camera to the light's position but then I need to find out which direction the light is looking. Since its a point light its not shining in any particular direction. How do I figure out what the orientation for the light point of view is?

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  • 2D XNA C#: Texture2D Wrapping Issue

    - by Kieran
    Working in C#/XNA for a Windows game: I'm using Texture2D to draw sprites. All of my sprites are 16 x 32. The sprites move around the screen as you would expect, by changing the top X/Y position of them when they're being drawn by the spritebatch. Most of the time when I run the game, the sprites appear like this: and when moved, they move as I expect, as one element. Infrequently they appear like this: and when moved it's like there are two sprites with a gap in between them - it's hard to describe. It only seems to happen sometimes - is there something I'm missing? I'd really like to know why this is happening. [Edit:] Adding Draw code as requested: This is the main draw routine - it first draws the sprite to a RenderTarget then blows it up by a scale of 4: protected override void Draw(GameTime gameTime) { // Draw to render target GraphicsDevice.SetRenderTarget(renderTarget); GraphicsDevice.Clear(Color.CornflowerBlue); Texture2D imSprite = null; spriteBatch.Begin(SpriteSortMode.FrontToBack, null, SamplerState.PointWrap, null, null); ManSprite.Draw(spriteBatch); base.Draw(gameTime); spriteBatch.End(); // Draw render target to screen GraphicsDevice.SetRenderTarget(null); imageFrame = (Texture2D)renderTarget; GraphicsDevice.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.DarkSlateBlue, 1.0f, 0); spriteBatch.Begin(SpriteSortMode.FrontToBack, null, SamplerState.PointClamp, null, null); spriteBatch.Draw(imageFrame, new Vector2(0, 0), null, Color.White, 0, new Vector2(0, 0), IM_SCALE, SpriteEffects.None, 0); spriteBatch.End(); } This is the draw routine for the Sprite class: public virtual void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw(Texture, new Vector2(PositionX, PositionY), null, Color.White, 0.0f, Vector2.Zero, Scale, SpriteEffects.None, 0.3f); }

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  • What collision detection approach for top down car game?

    - by nathan
    I have a quite advanced top down car game and i use masks to detect collisions. I have the actual designed track (what the player see) with fancy graphics etc. and two other pictures i use as mask for my detection collisions. Each mask has only two colors, white and black and i check each frame if a pixel of the car collide with a black pixel of the masks. This approach works of course but it's not really flexible. Whenever i want to change the look of a track, i have to redraw the mask and it's a real pain. What is the general approach for this kind of game? How can i improve the flexibility of such a mask based approach?

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