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  • Making a 2D game with responsive resolution

    - by alexandervrs
    I am making a 2D game, however I wish for it to be resolution agnostic. My target resolution i.e. where things look as intended is 1600 x 900. My ideas are: Make the HUD stay fixed to the sides no matter what resolution, use different size for HUD graphics under a certain resolution and another under a certain large one. Use large HD PNG sprites/backgrounds which are a power of 2, so they scale nicely. No vectors. Use the player's native resolution. Scale the game area (not the HUD) to fit (resulting zooming in some and cropping the game area sides if necessary for widescreen, no stretch), but always fill the screen. Have a min and max resolution limit for small and very large displays where you will just change the resolution(?) or scale up/down to fit. What I am a bit confused though is what math formula I would use to scale the game area correctly based on the resolution no matter the aspect ratio, fully fit in a square screen and with some clip to the sides for widescreen. Pseudocode would help as well. :)

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  • First Person Camera strafing at angle

    - by Linkandzelda
    I have a simple camera class working in directx 11 allowing moving forward and rotating left and right. I'm trying to implement strafing into it but having some problems. The strafing works when there's no camera rotation, so when the camera starts at 0, 0, 0. But after rotating the camera in either direction it seems to strafe at an angle or inverted or just some odd stuff. Here is a video uploaded to Dropbox showing this behavior. https://dl.dropboxusercontent.com/u/2873587/IncorrectStrafing.mp4 And here is my camera class. I have a hunch that it's related to the calculation for camera position. I tried various different calculations in strafe and they all seem to follow the same pattern and same behavior. Also the m_camera_rotation represents the Y rotation, as pitching isn't implemented yet. #include "camera.h" camera::camera(float x, float y, float z, float initial_rotation) { m_x = x; m_y = y; m_z = z; m_camera_rotation = initial_rotation; updateDXZ(); } camera::~camera(void) { } void camera::updateDXZ() { m_dx = sin(m_camera_rotation * (XM_PI/180.0)); m_dz = cos(m_camera_rotation * (XM_PI/180.0)); } void camera::Rotate(float amount) { m_camera_rotation += amount; updateDXZ(); } void camera::Forward(float step) { m_x += step * m_dx; m_z += step * m_dz; } void camera::strafe(float amount) { float yaw = (XM_PI/180.0) * m_camera_rotation; m_x += cosf( yaw ) * amount; m_z += sinf( yaw ) * amount; } XMMATRIX camera::getViewMatrix() { updatePosition(); return XMMatrixLookAtLH(m_position, m_lookat, m_up); } void camera::updatePosition() { m_position = XMVectorSet(m_x, m_y, m_z, 0.0); m_lookat = XMVectorSet(m_x + m_dx, m_y, m_z + m_dz, 0.0); m_up = XMVectorSet(0.0, 1.0, 0.0, 0.0); }

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  • How to apply Data Oriented Design with Object Oriented Programming?

    - by Pombal
    I've read lots of articles about Data Oriented Design (DOD) and I understand it but I can't design an Object Oriented Programming (OOP) system with DOD in mind, I think my OOP education is blocking me. How should I think to mix the two? The objective is to have a nice OOP interface while using DOD behind the scenes. I saw this too but didn't help much: http://stackoverflow.com/questions/3872354/how-to-apply-dop-and-keep-a-nice-user-interface

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  • Smooth Camera Rotation around 90 degrees

    - by Nicholas
    I'm developing a third person 3D platformer in XNA. My problem is when I try to rotate the camera around the player. I would like to rotate (and animate) the camera 90 degrees around the player. So the camera should rotate until it has reached 90 degrees from the starting position. I cannot figure out how to keep track of the rotation, and when the rotation has made the full 90 degrees. Currently my cameras update: public void Update(Vector3 playerPosition) { if (rotateCamera) { position = Vector3.Transform(position - playerPosition, Matrix.CreateRotationY(0.1f)) + playerPosition; } this.viewMatrix = Matrix.CreateLookAt(position, playerPosition, Vector3.Up); } The initial position of the camera is set in the constructor. The "rotateCamera" bool is set on keypress. Thanks for the help in advance. Cheers.

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  • How important is Programming for a Level Designer?

    - by WryGrin
    I'm currently attending school in a Level Design program, and I was wondering how important programming really is in being a Level Designer? I'm apparently incapable of learning programming (despite my best efforts), and tend to do very well in all other courses 3D modelling, story/character design, narrative and dialogue writing, environmental and conceptual design etc. I'm wondering if my strengths in the other areas are enough (with practice) to let me become a Level Designer, or I'm wasting my time if I can't program? I really want to be a Designer, but I just can't seem to wrap my head around the "language" of programming in general (Java kicks my teeth in even with tutoring and additional work on my own).

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  • Homemaking a 2d soft body physics engine

    - by Griffin
    hey so I've decided to Code my own 2D soft-body physics engine in C++ since apparently none exist and I'm starting only with a general idea/understanding on how physics work and could be simulated: by giving points and connections between points properties such as elasticity, density, mass, shape retention, friction, stickiness, etc. What I want is a starting point: resources and helpful examples/sites that could give me the specifics needed to actually make this such as equations and required physics knowledge. It would be great if anyone out there also would give me their attempts or ideas. finally I was wondering if it was possible to... use the source code of an existing 3D engine such as Bullet and transform it to be 2D based? use the source code of a 2D Rigid body physics engine such as box2d as a starting point?

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  • How to evaluate a user against optimal performance?

    - by Alex K
    I have trouble coming up with a system of assigning a rating to player's performance. Well, technically there is is a trivial rating system, but I don't like it because it would mean assigning negative scores, which I think most players will be discouraged by. The problem is that I only know the ideal number of actions to get the desired result. The worst case is infinite number of actions, so there is no obvious scale. The trivial way I referred to above is to take score = (#optimal-moves - #players-moves), with ideal score being zero. However, psychologically people like big numbers. No one wants to win by getting a mark of 0. I wonder if there is a system that someone else has come up with before to solve this problem? Essentially I wish to score the players based on: How close they've come to the ideal solution. Different challenges will have different optimal number of actions, so the scoring system needs to take that into account, e.g. Challenge 1 - max 10 points, Challenge 2 - max 20 points. I don't mind giving the players negative scores if they've performed exceptionally badly, I just don't want all scores to be <=0

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  • LWJGL Determining whether or not a polygon is on-screen.

    - by Brandon oubiub
    Not sure whether this is an LWJGL or math question. I want to check whether a shape is on-screen, so that I don't have to render it if it isn't. First of all, is there any simple way to do this that I am overlooking? Like some method or something that I haven't found? I'm going to assume there isn't. I tried using my trigonometry skills, but it is hard to do this because of how glRotate also distorts the image a little for perspective and realism. Or, is there any way to easily determine if a ray starting from the camera, and going outward in a straight line intersects a shape? (I can probably do it with my math skillz, but is there an easier way?) By the way, I can easily determine the angle at which the camera is facing around the x and y axis. EDIT: Or, possibly, I could get the angles of a vector from the camera to the object, and compare those angles to my camera angles. But I have a feeling that the distorts from glRotate and glTranslate would be an issue. I'll try it though.

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  • Implementing a multilanguage AI contest platform

    - by Alejandro Piad
    This is a followup to this question. To sum: I'm implementing an AI contest site, where each user may submit several AI implementations for different games. Think about Google AI Challenge but instead of just having a big event once a year, I would like it more on a league fashion, with all virtual players playing with each other every some close period of time. I want to support as many programming languages as possible. I've seen that contest sites (like codeforces) ask you to submit a source code and interact through stdin and stdout. The first question is: what is the best way of supporting multiple languages? As I see it, I can either ask people to upload some binary/script, and interact either through stdin/*stdout*, or sockets, or the file system; or ask people to submit source code, and wrap it with whatever is necessary for the interaction. I would like to skip the need to compile the code by myself (in the server, I mean), but I am willing to do it if its the "best" choice. I need to comunicate virtual players with each other, or even better, with some intermediary arbiter. The second question is regarding security. If I'm going to be running user code in my server, I want to ensure strict security conditions, like no file system access, no networking, etc. Otherwise it would be a safe heaven for hackers. I will be implementing the engine/arbiter in .NET. I would like to support at least C#, C++, Java and Python for the user's implementations. I'm willing to write interfaces for each of these languages to simplify the user interaction with the system. Thanks in advance.

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  • Creating a retro-style palette swapping effect in OpenGL

    - by Zack The Human
    I'm working on a Megaman-like game where I need to change the color of certain pixels at runtime. For reference: in Megaman when you change your selected weapon then main character's palette changes to reflect the selected weapon. Not all of the sprite's colors change, only certain ones do. This kind of effect was common and quite easy to do on the NES since the programmer had access to the palette and the logical mapping between pixels and palette indices. On modern hardware, though, this is a bit more challenging because the concept of palettes is not the same. All of my textures are 32-bit and do not use palettes. There are two ways I know of to achieve the effect I want, but I'm curious if there are better ways to achieve this effect easily. The two options I know of are: Use a shader and write some GLSL to perform the "palette swapping" behavior. If shaders are not available (say, because the graphics card doesn't support them) then it is possible to clone the "original" textures and generate different versions with the color changes pre-applied. Ideally I would like to use a shader since it seems straightforward and requires little additional work opposed to the duplicated-texture method. I worry that duplicating textures just to change a color in them is wasting VRAM -- should I not worry about that?

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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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  • How to utilize miniMax algorithm in Checkers game

    - by engineer
    I am sorry...as there are too many articles about it.But I can't simple get this. I am confused in the implementation of AI. I have generated all possible moves of computer's type pieces. Now I can't decide the flow. Whether I need to start a loop for the possible moves of each piece and assign score to it.... or something else is to be done. Kindly tell me the proper flow/algorithm for this. Thanks

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  • 3D texture coordinates for a cube

    - by Roshan
    I want to use glTexImage3D with cube. what will be the texture coordinates for it? i am using GL_TEXTURE_3D as target. I tried with u v coordinates same as 2d texture coordinates with z component 0-depth for each face. But that goes wrong. How to apply each layer to each face of the cube with target= GL_TEXTURE_3D? Lets assume i have 8 layers of 2D images in my 3D texture. I want all 8 layers to apply on each of the cube and not 1 layer on 1 face of the cube.

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  • CSM DX11 issues

    - by KaiserJohaan
    I got CSM to work in OpenGL, and now Im trying to do the same in directx. I'm using the same math library and all and I'm pretty much using the alghorithm straight off. I am using right-handed, column major matrices from GLM. The light is looking (-1, -1, -1). The problem I have is twofolds; For some reason, the ground floor is causing alot of (false) shadow artifacts, like the vast shadowed area you see. I confirmed this when I disabled the ground for the depth pass, but thats a hack more than anything else The shadows are inverted compared to the shadowmap. If you squint you can see the chairs shadows should be mirrored instead. This is the first cascade shadow map, in range of the alien and the chair: I can't figure out why this is. This is the depth pass: for (uint32_t cascadeIndex = 0; cascadeIndex < NUM_SHADOWMAP_CASCADES; cascadeIndex++) { mShadowmap.BindDepthView(context, cascadeIndex); CameraFrustrum cameraFrustrum = CalculateCameraFrustrum(degreesFOV, aspectRatio, nearDistArr[cascadeIndex], farDistArr[cascadeIndex], cameraViewMatrix); lightVPMatrices[cascadeIndex] = CreateDirLightVPMatrix(cameraFrustrum, lightDir); mVertexTransformPass.RenderMeshes(context, renderQueue, meshes, lightVPMatrices[cascadeIndex]); lightVPMatrices[cascadeIndex] = gBiasMatrix * lightVPMatrices[cascadeIndex]; farDistArr[cascadeIndex] = -farDistArr[cascadeIndex]; } CameraFrustrum CalculateCameraFrustrum(const float fovDegrees, const float aspectRatio, const float minDist, const float maxDist, const Mat4& cameraViewMatrix) { CameraFrustrum ret = { Vec4(1.0f, 1.0f, -1.0f, 1.0f), Vec4(1.0f, -1.0f, -1.0f, 1.0f), Vec4(-1.0f, -1.0f, -1.0f, 1.0f), Vec4(-1.0f, 1.0f, -1.0f, 1.0f), Vec4(1.0f, -1.0f, 1.0f, 1.0f), Vec4(1.0f, 1.0f, 1.0f, 1.0f), Vec4(-1.0f, 1.0f, 1.0f, 1.0f), Vec4(-1.0f, -1.0f, 1.0f, 1.0f), }; const Mat4 perspectiveMatrix = PerspectiveMatrixFov(fovDegrees, aspectRatio, minDist, maxDist); const Mat4 invMVP = glm::inverse(perspectiveMatrix * cameraViewMatrix); for (Vec4& corner : ret) { corner = invMVP * corner; corner /= corner.w; } return ret; } Mat4 CreateDirLightVPMatrix(const CameraFrustrum& cameraFrustrum, const Vec3& lightDir) { Mat4 lightViewMatrix = glm::lookAt(Vec3(0.0f), -glm::normalize(lightDir), Vec3(0.0f, -1.0f, 0.0f)); Vec4 transf = lightViewMatrix * cameraFrustrum[0]; float maxZ = transf.z, minZ = transf.z; float maxX = transf.x, minX = transf.x; float maxY = transf.y, minY = transf.y; for (uint32_t i = 1; i < 8; i++) { transf = lightViewMatrix * cameraFrustrum[i]; if (transf.z > maxZ) maxZ = transf.z; if (transf.z < minZ) minZ = transf.z; if (transf.x > maxX) maxX = transf.x; if (transf.x < minX) minX = transf.x; if (transf.y > maxY) maxY = transf.y; if (transf.y < minY) minY = transf.y; } Mat4 viewMatrix(lightViewMatrix); viewMatrix[3][0] = -(minX + maxX) * 0.5f; viewMatrix[3][1] = -(minY + maxY) * 0.5f; viewMatrix[3][2] = -(minZ + maxZ) * 0.5f; viewMatrix[0][3] = 0.0f; viewMatrix[1][3] = 0.0f; viewMatrix[2][3] = 0.0f; viewMatrix[3][3] = 1.0f; Vec3 halfExtents((maxX - minX) * 0.5, (maxY - minY) * 0.5, (maxZ - minZ) * 0.5); return OrthographicMatrix(-halfExtents.x, halfExtents.x, -halfExtents.y, halfExtents.y, halfExtents.z, -halfExtents.z) * viewMatrix; } And this is the pixel shader used for the lighting stage: #define DEPTH_BIAS 0.0005 #define NUM_CASCADES 4 cbuffer DirectionalLightConstants : register(CBUFFER_REGISTER_PIXEL) { float4x4 gSplitVPMatrices[NUM_CASCADES]; float4x4 gCameraViewMatrix; float4 gSplitDistances; float4 gLightColor; float4 gLightDirection; }; Texture2D gPositionTexture : register(TEXTURE_REGISTER_POSITION); Texture2D gDiffuseTexture : register(TEXTURE_REGISTER_DIFFUSE); Texture2D gNormalTexture : register(TEXTURE_REGISTER_NORMAL); Texture2DArray gShadowmap : register(TEXTURE_REGISTER_DEPTH); SamplerComparisonState gShadowmapSampler : register(SAMPLER_REGISTER_DEPTH); float4 ps_main(float4 position : SV_Position) : SV_Target0 { float4 worldPos = gPositionTexture[uint2(position.xy)]; float4 diffuse = gDiffuseTexture[uint2(position.xy)]; float4 normal = gNormalTexture[uint2(position.xy)]; float4 camPos = mul(gCameraViewMatrix, worldPos); uint index = 3; if (camPos.z > gSplitDistances.x) index = 0; else if (camPos.z > gSplitDistances.y) index = 1; else if (camPos.z > gSplitDistances.z) index = 2; float3 projCoords = (float3)mul(gSplitVPMatrices[index], worldPos); float viewDepth = projCoords.z - DEPTH_BIAS; projCoords.z = float(index); float visibilty = gShadowmap.SampleCmpLevelZero(gShadowmapSampler, projCoords, viewDepth); float angleNormal = clamp(dot(normal, gLightDirection), 0, 1); return visibilty * diffuse * angleNormal * gLightColor; } As you can see I am using depth bias and a bias matrix. Any hints on why this behaves so wierdly?

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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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  • How should an object that uses composition set its composed components?

    - by Casey
    After struggling with various problems and reading up on component-based systems and reading Bob Nystrom's excellent book "Game Programming Patterns" and in particular the chapter on Components I determined that this is a horrible idea: //Class intended to be inherited by all objects. Engine uses Objects exclusively. class Object : public IUpdatable, public IDrawable { public: Object(); Object(const Object& other); Object& operator=(const Object& rhs); virtual ~Object() =0; virtual void SetBody(const RigidBodyDef& body); virtual const RigidBody* GetBody() const; virtual RigidBody* GetBody(); //Inherited from IUpdatable virtual void Update(double deltaTime); //Inherited from IDrawable virtual void Draw(BITMAP* dest); protected: private: }; I'm attempting to refactor it into a more manageable system. Mr. Nystrom uses the constructor to set the individual components; CHANGING these components at run-time is impossible. It's intended to be derived and be used in derivative classes or factory methods where their constructors do not change at run-time. i.e. his Bjorne object is just a call to a factory method with a specific call to the GameObject constructor. Is this a good idea? Should the object have a default constructor and setters to facilitate run-time changes or no default constructor without setters and instead use a factory method? Given: class Object { public: //...See below for constructor implementation concerns. Object(const Object& other); Object& operator=(const Object& rhs); virtual ~Object() =0; //See below for Setter concerns IUpdatable* GetUpdater(); IDrawable* GetRenderer(); protected: IUpdatable* _updater; IDrawable* _renderer; private: }; Should the components be read-only and passed in to the constructor via: class Object { public: //No default constructor. Object(IUpdatable* updater, IDrawable* renderer); //...remainder is same as above... }; or Should a default constructor be provided and then the components can be set at run-time? class Object { public: Object(); //... SetUpdater(IUpdater* updater); SetRenderer(IDrawable* renderer); //...remainder is same as above... }; or both? class Object { public: Object(); Object(IUpdater* updater, IDrawable* renderer); //... SetUpdater(IUpdater* updater); SetRenderer(IDrawable* renderer); //...remainder is same as above... };

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  • Issue porting Cocos2d-x to Android

    - by Anil
    I've written a basic game using Cocos2D-x on XCode. It works fine on the iPhone. Now I'm trying to port it to Android. When I run the script ./build_native.sh inside the proj.android folder, it gives me the following error: jni/../../Classes/MemoryModeLayer.cpp: In member function 'void MemoryModeLayer::startNewGame()': jni/../../Classes/MemoryModeLayer.cpp:109:25: error: 'time' is not a member of 'std' jni/../../Classes/MemoryModeLayer.cpp:109:25: note: suggested alternative: /Users/abc/android-ndk-r9d/platforms/android-8/arch-arm/usr/include/time.h:40:17: note: 'time' jni/../../Classes/MemoryModeLayer.cpp:111:5: error: 'random_shuffle' is not a member of 'std' jni/../../Classes/MemoryModeLayer.cpp:112:5: error: 'random_shuffle' is not a member of 'std' make: *** [obj/local/armeabi/objs/cocos2dcpp_shared/__/__/Classes/MemoryModeLayer.o] Error 1 make: Leaving directory `/Users/abc/cocos2d-x-2.2.3/projects/Game/proj.android' In MemoryModeLayer.cpp I have the following: std::srand(unsigned(std::time(0))); std::random_shuffle(_xCod, _xCod + _numberOfRows); std::random_shuffle(_yCod, _yCod + _numberOfColumns); I've included the following headers as well: #include <string> #include <ctime> #include <algorithm> #include <iostream> #include <iomanip> Also added using namespace std in the header file. Is there anything else that I should do?

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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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  • 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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  • Applying effects to an existing program that uses BasicEffect

    - by Fibericon
    Using the finished product from the tutorial here. Is it possible to apply the grayscale effect from here: Making entire scene fade to grayscale Or would you basically have to rewrite everything? EDIT: It's doing something now, but the whole grayscale seems extremely blue. It's like I'm looking at it through dark blue sunglasses. Here's my draw function: protected override void Draw(GameTime gameTime) { device.SetRenderTarget(renderTarget); graphics.GraphicsDevice.Clear(Color.CornflowerBlue); //Drawing models, bullets, etc. device.SetRenderTarget(null); spriteBatch.Begin(0, BlendState.Additive, SamplerState.PointWrap, DepthStencilState.Default, RasterizerState.CullNone, grayScale); Texture2D temp = (Texture2D)renderTarget; grayScale.Parameters["coloredTexture"].SetValue(temp); grayScale.CurrentTechnique = grayScale.Techniques["Grayscale"]; foreach (EffectPass pass in grayScale.CurrentTechnique.Passes) { pass.Apply(); } spriteBatch.Draw(temp, new Vector2(GraphicsDevice.PresentationParameters.BackBufferWidth/2, GraphicsDevice.PresentationParameters.BackBufferHeight/2), null, Color.White, 0f, new Vector2(renderTarget.Width/2, renderTarget.Height/2), 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } Another edit: figured out what I was doing wrong. I have Blendstate.Additive in the spriteBatch.Draw() call. It should be Blendstate.Opaque, or it literally tries to add the blank blue image to the grayscale image.

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  • General visual effects to meshes/entities

    - by Pacha
    I am trying to add some visual effects to some entities, meshes, or whatever you want to call them as they are looking pretty dull in my game right now. What I want to achieve is this: http://youtu.be/zox8935PLw0?t=36s (the "texture" gets disintegrated and then goes back to normal, covering the whole mesh.) Also I would like to know what is the best way to add effects like the one in the video to my game (for example, thunder effects, shattering, etc.) I know that I can do some things with shaders, but I haven't learned them too well and I am still in a beginner level. I am using Ogre3D, and GLSL for shaders. Thanks! Note: this is a screen-shot of my game, I want to apply the effect in the video to my main character):

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  • How Do I Search For Struct Items In A Vector? [migrated]

    - by Vladimir Marenus
    I'm attempting to create an inventory system using a vector implementation, but I seem to be having some troubles. I'm running into issues using a struct I made. NOTE: This isn't actually in a game code, this is a separate Solution I am using to test my knowledge of vectors and structs! struct aItem { string itemName; int damage; }; int main() { aItem healingPotion; healingPotion.itemName = "Healing Potion"; healingPotion.damage= 6; aItem fireballPotion; fireballPotion.itemName = "Potion of Fiery Balls"; fireballPotion.damage = -2; vector<aItem> inventory; inventory.push_back(healingPotion); inventory.push_back(healingPotion); inventory.push_back(healingPotion); inventory.push_back(fireballPotion); if(find(inventory.begin(), inventory.end(), fireballPotion) != inventory.end()) { cout << "Found"; } system("PAUSE"); return 0; } The preceeding code gives me the following error: 1c:\program files (x86)\microsoft visual studio 11.0\vc\include\xutility(3186): error C2678: binary '==' : no operator found which takes a left-hand operand of type 'aItem' (or there is no acceptable conversion) There is more to the error, if you need it please let me know. I bet it's something small and silly, but I've been thumping at it for over two hours. Thanks in advance!

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  • What is the best Broadphase Interface for moving spheres?

    - by Molmasepic
    As of now I am working on optimizing the performance of the physics and collision, and as of now I am having some slowdowns on my other computers from my main. I have well over 3000 btSphereShape Rigidbodies and 2/3 of them do not move at all, but I am noticing(by the profile below) that collision is taking a bit of time to maneuver. Each sample counts as 0.01 seconds. % cumulative self self total time seconds seconds calls ms/call ms/call name 10.09 0.65 0.65 SphereTriangleDetector::collide(btVector3 const&, btVector3&, btVector3&, float&, float&, float) 7.61 1.14 0.49 btSphereTriangleCollisionAlgorithm::processCollision(btCollisionObject*, btCollisionObject*, btDispatcherInfo const&, btManifoldResult*) 5.59 1.50 0.36 btConvexTriangleCallback::processTriangle(btVector3*, int, int) 5.43 1.85 0.35 btQuantizedBvh::reportAabbOverlappingNodex(btNodeOverlapCallback*, btVector3 const&, btVector3 const&) const 4.97 2.17 0.32 btBvhTriangleMeshShape::processAllTriangles(btTriangleCallback*, btVector3 const&, btVector3 const&) const::MyNodeOverlapCallback::processNode(int, int) 4.19 2.44 0.27 btSequentialImpulseConstraintSolver::resolveSingleConstraintRowGeneric(btRigidBody&, btRigidBody&, btSolverConstraint const&) 4.04 2.70 0.26 btSequentialImpulseConstraintSolver::resolveSingleConstraintRowLowerLimit(btRigidBody&, btRigidBody&, btSolverConstraint const&) 3.73 2.94 0.24 Ogre::OctreeSceneManager::walkOctree(Ogre::OctreeCamera*, Ogre::RenderQueue*, Ogre::Octree*, Ogre::VisibleObjectsBoundsInfo*, bool, bool) 3.42 3.16 0.22 btTriangleShape::getVertex(int, btVector3&) const 2.48 3.32 0.16 Ogre::Frustum::isVisible(Ogre::AxisAlignedBox const&, Ogre::FrustumPlane*) const 2.33 3.47 0.15 1246357 0.00 0.00 Gorilla::Layer::setVisible(bool) 2.33 3.62 0.15 SphereTriangleDetector::getClosestPoints(btDiscreteCollisionDetectorInterface::ClosestPointInput const&, btDiscreteCollisionDetectorInterface::Result&, btIDebugDraw*, bool) 1.86 3.74 0.12 btCollisionDispatcher::findAlgorithm(btCollisionObject*, btCollisionObject*, btPersistentManifold*) 1.86 3.86 0.12 btSequentialImpulseConstraintSolver::setupContactConstraint(btSolverConstraint&, btCollisionObject*, btCollisionObject*, btManifoldPoint&, btContactSolverInfo const&, btVector3&, float&, float&, btVector3&, btVector3&) 1.71 3.97 0.11 btTriangleShape::getEdge(int, btVector3&, btVector3&) const 1.55 4.07 0.10 _Unwind_SjLj_Register 1.55 4.17 0.10 _Unwind_SjLj_Unregister 1.55 4.27 0.10 Ogre::D3D9HardwareVertexBuffer::updateBufferResources(char const*, Ogre::D3D9HardwareVertexBuffer::BufferResources*) 1.40 4.36 0.09 btManifoldResult::addContactPoint(btVector3 const&, btVector3 const&, float) 1.40 4.45 0.09 btSequentialImpulseConstraintSolver::setupFrictionConstraint(btSolverConstraint&, btVector3 const&, btRigidBody*, btRigidBody*, btManifoldPoint&, btVector3 const&, btVector3 const&, btCollisionObject*, btCollisionObject*, float, float, float) 1.24 4.53 0.08 btSequentialImpulseConstraintSolver::convertContact(btPersistentManifold*, btContactSolverInfo const&) 1.09 4.60 0.07 408760 0.00 0.00 Living::MapHide() 1.09 4.67 0.07 btSphereTriangleCollisionAlgorithm::~btSphereTriangleCollisionAlgorithm() 1.09 4.74 0.07 inflate_fast EDIT: Updated to show current Profile. I have only listed the functions using over 1% time from the many functions that are being used. Another thing is that each monster has a certain area that they stay in and are only active when a player is in said area. I was wondering if maybe there is a way to deactivate the non-active monsters from bullet(reactivating once in the area again) or maybe theres a different broadphase interface that I should use. The current BPI is btDbvtBroadphase. EDIT: Here is the Profile on the other computer(the top one is my main) Each sample counts as 0.01 seconds. % cumulative self self total time seconds seconds calls ms/call ms/call name 12.18 1.19 1.19 SphereTriangleDetector::collide(btVector3 const&, btVector3&, btVector3&, float&, float&, float) 6.76 1.85 0.66 btSphereTriangleCollisionAlgorithm::processCollision(btCollisionObject*, btCollisionObject*, btDispatcherInfo const&, btManifoldResult*) 5.83 2.42 0.57 btQuantizedBvh::reportAabbOverlappingNodex(btNodeOverlapCallback*, btVector3 const&, btVector3 const&) const 5.12 2.92 0.50 btConvexTriangleCallback::processTriangle(btVector3*, int, int) 4.61 3.37 0.45 btTriangleShape::getVertex(int, btVector3&) const 4.09 3.77 0.40 _Unwind_SjLj_Register 3.48 4.11 0.34 btBvhTriangleMeshShape::processAllTriangles(btTriangleCallback*, btVector3 const&, btVector3 const&) const::MyNodeOverlapCallback::processNode(int, int) 2.46 4.35 0.24 btSequentialImpulseConstraintSolver::resolveSingleConstraintRowLowerLimit(btRigidBody&, btRigidBody&, btSolverConstraint const&) 2.15 4.56 0.21 _Unwind_SjLj_Unregister 2.15 4.77 0.21 SphereTriangleDetector::getClosestPoints(btDiscreteCollisionDetectorInterface::ClosestPointInput const&, btDiscreteCollisionDetectorInterface::Result&, btIDebugDraw*, bool) 1.84 4.95 0.18 btTriangleShape::getEdge(int, btVector3&, btVector3&) const 1.64 5.11 0.16 btSequentialImpulseConstraintSolver::resolveSingleConstraintRowGeneric(btRigidBody&, btRigidBody&, btSolverConstraint const&) 1.54 5.26 0.15 btSequentialImpulseConstraintSolver::setupContactConstraint(btSolverConstraint&, btCollisionObject*, btCollisionObject*, btManifoldPoint&, btContactSolverInfo const&, btVector3&, float&, float&, btVector3&, btVector3&) 1.43 5.40 0.14 Ogre::D3D9HardwareVertexBuffer::updateBufferResources(char const*, Ogre::D3D9HardwareVertexBuffer::BufferResources*) 1.33 5.53 0.13 btManifoldResult::addContactPoint(btVector3 const&, btVector3 const&, float) 1.13 5.64 0.11 btRigidBody::predictIntegratedTransform(float, btTransform&) 1.13 5.75 0.11 btTriangleIndexVertexArray::getLockedReadOnlyVertexIndexBase(unsigned char const**, int&, PHY_ScalarType&, int&, unsigned char const**, int&, int&, PHY_ScalarType&, int) const 1.02 5.85 0.10 btSphereTriangleCollisionAlgorithm::CreateFunc::CreateCollisionAlgorithm(btCollisionAlgorithmConstructionInfo&, btCollisionObject*, btCollisionObject*) 1.02 5.95 0.10 btSphereTriangleCollisionAlgorithm::btSphereTriangleCollisionAlgorithm(btPersistentManifold*, btCollisionAlgorithmConstructionInfo const&, btCollisionObject*, btCollisionObject*, bool) Edited same as other Profile.

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  • Retrieving model position after applying modeltransforms in XNA

    - by Glen Dekker
    For this method that the goingBeyond XNA tutorial provides, it would be really convenient if I could retrieve the new position of the model after I apply all the transforms to the mesh. I have edited the method a little for what I need. Does anyone know a way I can do this? public void DrawModel( Camera camera ) { Matrix scaleY = Matrix.CreateScale(new Vector3(1, 2, 1)); Matrix temp = Matrix.CreateScale(100f) * scaleY * rotationMatrix * translationMatrix * Matrix.CreateRotationY(MathHelper.Pi / 6) * translationMatrix2; Matrix[] modelTransforms = new Matrix[model.Bones.Count]; model.CopyAbsoluteBoneTransformsTo(modelTransforms); if (camera.getDistanceFromPlayer(position+position1) > 3000) return; foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.World = modelTransforms[mesh.ParentBone.Index] * temp * worldMatrix; effect.View = camera.viewMatrix; effect.Projection = camera.projectionMatrix; } mesh.Draw(); } }

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