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  • Turn-based games [closed]

    - by Blue
    I've been looking for tutorials on turn-based games. I found an incomplete tutorial series by InsugentX about turn-based games. I haven't looked through it, but since it's incomplete, I worry that I won't be able to finish the scripts. I'm looking for tutorials or some good tips or advice to create turn-based games(similar to Worms). Recently I finished watching the WalkerBoys' tutorials so I am familiar with code. Where can I find some info and/or tutorials on creating Turn-based games? I'd prefer it to be video format. How can I create turn-based games (not the entire thing, only the set-up) or a turn-based event like in Worms? To explain more, How do I create 2 parties(1st player, 2nd player) exchanging turns(turn-based games and/or hotseat). While parties have characters similar to Worms(having more than 1 character within each party)? Do I use an array, an enum? I don't have any experience in turn-based games, so I would like to know how to actually make turn-based games. I can't find any reference to help me with construction of a turn-based game code similar to Worms in a programming language I can understand.

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  • Handling packet impersonating in client-server model online game

    - by TheDespite
    I am designing a server-client model game library/engine. How do I, and should I even bother to handle frequent update packet possible impersonating? In my current design anyone could copy a packet from someone else and modify it to execute any non-critical action for another client. I am currently compressing all datagrams so that adds just a tad of security. Edit: One way I thought about was to send a unique "key" to the verified client every x_time and then the client has to add that to all of it's update packets until a new key is sent. Edit2: I should have mentioned that I am not concerned about whether the actions described in the packet are available to the client at the time, this is all checked by the server which I thought was obvious. I am only concerned about someone sending packets for another client.

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  • Best practices for periodically saving game state to disk

    - by Ben Morris
    I'm working on an MMO. All of the player and environment data lives on a server and is kept in memory. There's a "world" object which keeps track of all of the maps, characters, etc. and their relations to each other. To avoid data loss in case of a crash, I've been periodically serializing the world to disk. The trouble is, this object can be quite large, so when the server starts writing, there's noticeable in-game slowdown for a few seconds, which I'd like to avoid. Any pointers on how to go about this in a more efficient way?

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  • How do I choose the scaling factor of a 3D game world?

    - by concept3d
    I am making a 3D tank game prototype with some physics simulation, am using C++. One of the decisions I need to make is the scale of the game world in relation to reality. For example, I could consider 1 in-game unit of measurement to correspond to 1 meter in reality. This feels intuitive, but I feel like I might be missing something. I can think of the following as potential problems: 3D modelling program compatibility. (?) Numerical accuracy. (Does this matter?) Especially at large scales, how games like Battlefield have huge maps: How don't they lose numerical accuracy if they use 1:1 mapping with real world scale, since floating point representation tend to lose more precision with larger numbers (e.g. with ray casting, physics simulation)? Gameplay. I don't want the movement of units to feel slow or fast while using almost real world values like -9.8 m/s^2 for gravity. (This might be subjective.) Is it ok to scale up/down imported assets or it's best fit with a world with its original scale? Rendering performance. Are large meshes with the same vertex count slower to render? I'm wondering if I should split this into multiple questions...

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  • LWJGL glRotatef() without rotating axes?

    - by Brandon oubiub
    Okay so, I noticed when you rotate around an axis, say you do this: glRotatef(90.0f, 1.0f, 0.0f, 0.0f); That will rotate things 90 degrees around the x-axis. However, it also sort of rotates the y and z axes as well. So now the y-axis is pointing in and out of the screen, instead of up and down. So when I try to do stuff like this: glRotatef(90.0f, 1.0f, 0.0f, 0.0f); glRotatef(whatever, 0.0f, 1.0f, 0.0f); glRotatef(whatever2, 0.0f, 0.0f, 1.0f); The rotations around the y and z-axes end up not how I want them. I was wondering if there is any way I can sort of rotate just the axes back to their initial position after using glRotatef(), without rotating the object back. Or something like that, just so that when I rotate around the y-axis, it rotates around a vertical axis.

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  • What is involved for a simple UDP game?

    - by acidzombie24
    I once tried to write a simple game with UDP in a week as a throwaway test. It went horribly. I threw it away early. The main problem i had was restoring the game state of all players/enemies/objects to an old state and fast forward the game to the point of time the player is playing (ie half a second before a jump. A little early or late can make the player miss the jump) Maybe this method is not the easiest way? i suspect it to be but i designed it wrong from the beginning and realized at the end of 2nd day. (so i didnt learn too much or wasted that much time) For myself and others, What is involved for a simple UDP game and how do i write one? Or how do i solve the prediction problem restoring to state properly. I'll mark this as CW bc i know there will be lots of helpful answers.

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  • What's the future of online gamedev. FLASH or UNITY?

    - by Cpucpu
    Currently, i develop for flash, not much ago i discovered unity, not yet played with it, but i have seen so far was cool. Here are my thoughts: Flash is more casual, start with cost less, in time and money. In unity you'd likely have to go more bussines-serious (real money). There are proven bussines models in flash, like adver-gaming, ads, micro-transactions. Have not seen much movement in this in Unity, too soon maybe. Flash is too heavy. By its nature(making games) Unity is way faster. Flash is 2d, doing something 3d with it turns weird and slow. Unity is natively 3d, not optimized for 2d though, it is likely feasible as well. I am overlooking the plug-in widespread, that gap will get closed over the time.

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  • Adobe Air turn based multiplayer Game, sockets vs http bandwidth

    - by Arin Aivazian
    I am developing an Adobe Air multiplayer game for iPad. It is turn based and not realtime. It is like checkers game. I want to use a client server model. I have found 2 options to connect to server so far: socket connection and http requests My question is: Is the bandwidth requirement for socket connection vs http requests different? I need the game to work with very low speed internet connections

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  • How do I efficiently code both the client and server at the same time?

    - by liamzebedee
    I'm coding my game using a client-server model. When playing on singleplayer, the game starts a local server, and interacts with it just like a remote server (multiplayer). I have done this to avoid coding separate singleplayer and multiplayer code. I have just started coding and have encountered a major problem. Currently I'm developing the game in Eclipse, having all the game classes organized into packages. Then, in my server code, I just use all the classes in the client packages. The problem is, these client classes have variables that are specific to rendering, which obviously wouldn't be performed on a server. Should I create modified versions of the client classes to use in the server? Or should I just modify the client classes with a boolean, to indicate if its the client/server using it. Are there any other options I have? I just had a thought about maybe using the server class as the core class, then extending it with rendering stuff?

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  • Game Formula/Mechanic

    - by Georgiadis Abraam
    i am trying to design a game for a project i have, The main idea is a 3 Type of Heroes 3 Stat per Hero There are no levels involved so the differences must be located on Stats. Flogic)The logic of fight is that type1hero has good chances winning type2hero, type2hero has good chances type3hero and type3hero has good chances winning type1hero. For over a week i am trying to find a stats based formula that will allow me to fix this but i cant, i was meddling with numbers yesterday and it was decent but i cant extract the formula out of it. Could you plz guide me or give me hints on how should i start creating formulas on a Non lvl game that fulfills the fLogic?

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  • Deferred rendering with both Clockwise and CounterClockwise culling

    - by user1423893
    I have a deferred rendering system that works well with objects that appear solid and drawn using CounterClockwise culling. I have a problem with Clockwise culled objects that are supposed to represent hollow that display their inside faces only. The image below shows a CounterClockwise culled object (left) Clockwise culled object (right). The Clockwise culled object faces display what would be displayed on the CounterClockwise face. How can I get the lighting to light the inner faces for Clockwise culled objects and continue lighting the outer CounterClockwise faces as normal? My lighting method is below private void DeferredLighting(GameTime gameTime) { // Set the render target for the lights game.GraphicsDevice.SetRenderTarget(lightMap); // Clear the render target to (0, 0, 0, 0) game.GraphicsDevice.Clear(Color.Transparent); // Set the render states game.GraphicsDevice.BlendState = BlendState.Additive; game.GraphicsDevice.DepthStencilState = DepthStencilState.None; game.GraphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; // Set sampler state to Point as the Surface type requires it in XNA 4.0 game.GraphicsDevice.SamplerStates[0] = SamplerState.PointClamp; // Set the camera properties for all lights BaseLight.SetCameraProperties(game.ActiveCamera); // Draw the lights int numLights = lights.Count; for (int i = 0; i < numLights; ++i) { if (lights[i].Diffuse.W > 0f) { lights[i].Render(gameTime, ref normalMap, ref depthMap, ref sgrMap); } } // Resolve the render target game.GraphicsDevice.SetRenderTarget(null); } I have tried adjusting the render states but no combination works for both objects.

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  • Quaternion dfference + time --> angular velocity (gyroscope in physics library)

    - by AndrewK
    I am using Bullet Physic library to program some function, where I have difference between orientation from gyroscope given in quaternion and orientation of my object, and time between each frame in milisecond. All I want is set the orientation from my gyroscope to orientation of my object in 3D space. But all I can do is set angular velocity to my object. I have orientation difference and time, and from that I calculate vector of angular velocity [Wx,Wy,Wz] from that formula: W(t) = 2 * dq(t)/dt * conj(q(t)) My code is: btQuaternion diffQuater = gyroQuater - boxQuater; btQuaternion conjBoxQuater = gyroQuater.inverse(); btQuaternion velQuater = ((diffQuater * 2.0f) / d_time) * conjBoxQuater; And everything works well, till I get: 1 rotating around Y axis, angle about 60 degrees, then I have these values in 2 critical frames: x: -0.013220 y: -0.038050 z: -0.021979 w: -0.074250 - diffQuater x: 0.120094 y: 0.818967 z: 0.156797 w: -0.538782 - gyroQuater x: 0.133313 y: 0.857016 z: 0.178776 w: -0.464531 - boxQuater x: 0.207781 y: 0.290452 z: 0.245594 - diffQuater -> euler angles x: 3.153619 y: -66.947929 z: 175.936615 - gyroQuater -> euler angles x: 4.290697 y: -57.553043 z: 173.320053 - boxQuater -> euler angles x: 0.138128 y: 2.823307 z: 1.025552 w: 0.131360 - velQuater d_time: 0.058000 x: 0.211020 y: 1.595124 z: 0.303650 w: -1.143846 - diffQuater x: 0.089518 y: 0.771939 z: 0.144527 w: -0.612543 - gyroQuater x: -0.121502 y: -0.823185 z: -0.159123 w: 0.531303 - boxQuater x: nan y: nan z: nan - diffQuater -> euler angles x: 2.985240 y: -76.304405 z: -170.555054 - gyroQuater -> euler angles x: 3.269681 y: -65.977966 z: 175.639420 - boxQuater -> euler angles x: -0.730262 y: -2.882153 z: -1.294721 w: 63.325996 - velQuater d_time: 0.063000 2 rotating around X axis, angle about 120 degrees, then I have these values in 2 critical frames: x: -0.013045 y: -0.004186 z: -0.005667 w: -0.022482 - diffQuater x: -0.848030 y: -0.187985 z: 0.114400 w: 0.482099 - gyroQuater x: -0.834985 y: -0.183799 z: 0.120067 w: 0.504580 - boxQuater x: 0.036336 y: 0.002312 z: 0.020859 - diffQuater -> euler angles x: -113.129463 y: 0.731925 z: 25.415056 - gyroQuater -> euler angles x: -110.232368 y: 0.860897 z: 25.350458 - boxQuater -> euler angles x: -0.865820 y: -0.456086 z: 0.034084 w: 0.013184 - velQuater d_time: 0.055000 x: -1.721662 y: -0.387898 z: 0.229844 w: 0.910235 - diffQuater x: -0.874310 y: -0.200132 z: 0.115142 w: 0.426933 - gyroQuater x: 0.847352 y: 0.187766 z: -0.114703 w: -0.483302 - boxQuater x: -144.402298 y: 4.891629 z: 71.309158 - diffQuater -> euler angles x: -119.515343 y: 1.745076 z: 26.646086 - gyroQuater -> euler angles x: -112.974533 y: 0.738675 z: 25.411509 - boxQuater -> euler angles x: 2.086195 y: 0.676526 z: -0.424351 w: 70.104248 - velQuater d_time: 0.057000 2 rotating around Z axis, angle about 120 degrees, then I have these values in 2 critical frames: x: -0.000736 y: 0.002812 z: -0.004692 w: -0.008181 - diffQuater x: -0.003829 y: 0.012045 z: -0.868035 w: 0.496343 - gyroQuater x: -0.003093 y: 0.009232 z: -0.863343 w: 0.504524 - boxQuater x: -0.000822 y: -0.003032 z: 0.004162 - diffQuater -> euler angles x: -1.415189 y: 0.304210 z: -120.481873 - gyroQuater -> euler angles x: -1.091881 y: 0.227784 z: -119.399445 - boxQuater -> euler angles x: 0.159042 y: 0.169228 z: -0.754599 w: 0.003900 - velQuater d_time: 0.025000 x: -0.007598 y: 0.024074 z: -1.749412 w: 0.968588 - diffQuater x: -0.003769 y: 0.012030 z: -0.881377 w: 0.472245 - gyroQuater x: 0.003829 y: -0.012045 z: 0.868035 w: -0.496343 - boxQuater x: -5.645197 y: 1.148993 z: -146.507187 - diffQuater -> euler angles x: -1.418294 y: 0.270319 z: -123.638245 - gyroQuater -> euler angles x: -1.415183 y: 0.304208 z: -120.481873 - boxQuater -> euler angles x: 0.017498 y: -0.013332 z: 2.040073 w: 148.120056 - velQuater d_time: 0.027000 The problem is the most visible in diffQuater - euler angles vector. Can someone tell me why it is like that? and how to solve that problem? All suggestions are welcome.

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  • CreateRenderTarget returns 0x80070057 in big surface resolution

    - by senggen
    I have created the SLI merged desktop of three 1920x1680 monitors, so the desktop resolution is 5760x1080. There is a 0x80070057 error, while calling CreateRenderTarget to create the RT_Surface: IDirect3DSurface9* _render_surface; HRESULT hr = _device->CreateRenderTarget( _desktop_width * 2, _desktop_height + 1, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &_render_surface, NULL); It works OK with desktop resolution 1024x768, and the total resolution is 3072x768. In http://msdn.microsoft.com/en-us/library/windows/desktop/bb174361(v=vs.85).aspx, it says If the method succeeds, the return value is D3D_OK. If the method fails, the return value can be one of the following: D3DERR_NOTAVAILABLE, D3DERR_INVALIDCALL, D3DERR_OUTOFVIDEOMEMORY, E_OUTOFMEMORY. and no description about 0x80070057. HRESULT: 0x80070057 (2147942487) Name: E_INVALIDARG Description: An invalid parameter was passed to the returning function Somebody please help me.

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  • running GL ES 2.0 code under Linux ( no Android no iOS )

    - by user827992
    I need to code OpenGL ES 2.0 bits and i would like to do this and run the programs on my desktop for practical reasons. Now, i already have tried the official GLES SDK from ATI for my videocard but it not even runs the examples that comes with the SDK itself, i'm not looking for performance here, even a software based rendering pipeline could be enough, i just need full support for GLES 2.0 and GLSL to code and run GL stuff. There is a reliable solution for this under Ubuntu Linux ?

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  • I need to sell an almost-complete MMORPG project. How can I do that?

    - by Tomasz
    I need your help. We have to sell MMORPG at an advanced stage. The game has a unique engine, written on the need for the game, graphics, sound, map editor, web site etc. As it happens in the play mmorpg we can develop the characters, monsters. We can fight with other characters or to establish cooperation in solving the challenges. We can fight using own monsters, or throwing their own cards with spells. Unfortunately we have no idea how to promote the game. Ended fund and I think the whole team surrendered. How can I find a buyer? Where can I find him? Thank you for your help.

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  • Can Flash games packed for iOS and other mobile devices achieve reasonable performance?

    - by puppybeard
    I was thinking of developing a game in Flash, as a hobby/educational project. However, I was hoping I could make it run on a smartphone, but a friend who develops in Flash says that in their experience things will move really slow on the likes of an iPad when the Flash packager is used. So slowly that you can't use it commercially for fast-moving games. Has anyone else experienced this slowness? Is there a way around it or is the technology just not there yet?

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  • jerky walljump in unity rigidbody2d

    - by Lilz Votca Love
    hey there i know people have encountered issues with it before i looked upon the different solutions provided but i couldnt get any fix at all.im making a 2d game and am stuck with the walljump.i detect the wall wonderfully i also detect the jump and it works the player jumps off the wall when facing right with the use of rigidbody.addforce(new vector2(-1,2)*jumpforce) now when jumping on the oposite wall using the same vector with the sign in x axis changed to 1,the player jumps too but it goes more in the y axis than it should.Here is an image to show you the curves it(the player) follows. check the following url to see the behaviour https://scontent-b-mad.xx.fbcdn.net/hphotos-xpf1/t1.0-9/1470386_10152415957141154_156025539179003805_n.jpg voila the green one is happennig when player faces right and the other one happens when he is not here is the section of code if (wall) { if (wallJump) { if (facingRight) { rigidbody2D.velocity = Vector2.zero; flip (); rigidbody2D.AddForce (new Vector2 (-1f, 2f) * Jumpforce / 1.5f); Debug.Log ("saut mural gauche" + new Vector2 (-1f, 2f) * Jumpforce / 1.5f); } else { rigidbody2D.velocity = Vector2.zero; flip (); rigidbody2D.AddForce (new Vector2 (1f, 2f) * Jumpforce / 1.5f); Debug.Log ("saut mural droit--" + new Vector2 (Mathf.Sign (1f), 2f) * Jumpforce / 1.5f + "jump" + jump); } } } else { wallJump = false; } here the code is not optimized yet but i assure you it works so guys any help would be so awesome!! thanks

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  • adapting a Unity gravitational script to allow moons

    - by PartyMix
    I'm using this script: http://wiki.unity3d.com/index.php/Simple_planetary_orbits to get a solar system going in Unity, but it doesn't seem to support creating bodies that orbit other moving bodies (or I am using it incorrectly). Any idea about how to modify it so that it does (or just use it correctly)? I've been beating my head against this problem for a couple hours, and I really don't feel like I have any idea what I'm doing. Thanks in advance.

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  • "Accumulate" buffer results in XNA4?

    - by Utkarsh Sinha
    I'm trying to simulate a "heightmap" buffer in XNA4.0 but the results don't look correct. Here's what I'm hoping to achieve: http://www.youtube.com/watch?feature=player_detailpage&v=-Q6ISVaM5Ww#t=517s (8:38). From what I understand, here are the steps to reach there: Pass height buffer + current entity's heightmap Generate a stencil and update the height buffer Render sprite+stencil For now, I'm just trying to get the height buffer thing to work. So here's the problem. Inside the draw loop, I do the following: Create a new render target & set it Draw the heightmap with a sprite batch(no shaders) graphicsDevice.SetRenderTarget(null) Draw the rendertarget with SpriteBatch I expected to see all entities' heightmaps. But only the last entity's heightmap is visible. Any hints on what I'm doing wrong? Here's the code inside the draw loop: RenderTarget2D tempDepthStencil = new RenderTarget2D(graphicsDevice, graphicsDevice.Viewport.Width, graphicsDevice.Viewport.Height, false, graphicsDevice.DisplayMode.Format, DepthFormat.None); graphicsDevice.SetRenderTarget(tempDepthStencil); // Gather depth information SpriteBatch depthStencilSpriteBatch = new SpriteBatch(graphicsDevice); depthStencilSpriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.None, RasterizerState.CullCounterClockwise); depthStencilSpriteBatch.Draw(texHeightmap, pos, null, Color.White, 0, Vector2.Zero, 1, spriteEffects, 1); depthStencilSpriteBatch.End(); graphicsDevice.SetRenderTarget(null); SpriteBatch b1 = new SpriteBatch(graphicsDevice); b1.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, null, null, null, null); b1.Draw((Texture2D)tempDepthStencil, Vector2.Zero, null, Color.White, 0, Vector2.Zero, 1, spriteEffects, 1); b1.End();

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  • How to use Pixel Bender (pbj) in ActionScript3 on large Vectors to make fast calculations?

    - by Arthur Wulf White
    Remember my old question: 2d game view camera zoom, rotation & offset using 'Filter' / 'Shader' processing? I figured I could use a Pixel Bender Shader to do the computation for any large group of elements in a game to save on processing time. At least it's a theory worth checking. I also read this question: Pass large array to pixel shader Which I'm guessing is about accomplishing the same thing in a different language. I read this tutorial: http://unitzeroone.com/blog/2009/03/18/flash-10-massive-amounts-of-3d-particles-with-alchemy-source-included/ I am attempting to do some tests. Here is some of the code: private const SIZE : int = Math.pow(10, 5); private var testVectorNum : Vector.<Number>; private function testShader():void { shader.data.ab.value = [1.0, 8.0]; shader.data.src.input = testVectorNum; shader.data.src.width = SIZE/400; shader.data.src.height = 100; shaderJob = new ShaderJob(shader, testVectorNum, SIZE / 4, 1); var time : int = getTimer(), i : int = 0; shaderJob.start(true); trace("TEST1 : ", getTimer() - time); } The problem is that I keep getting a error saying: [Fault] exception, information=Error: Error #1000: The system is out of memory. Update: I managed to partially workaround the problem by converting the vector into bitmapData: (Using this technique I still get a speed boost of 3x using Pixel Bender) private function testShader():void { shader.data.ab.value = [1.0, 8.0]; var time : int = getTimer(), i : int = 0; testBitmapData.setVector(testBitmapData.rect, testVectorInt); shader.data.src.input = testBitmapData; shaderJob = new ShaderJob(shader, testBitmapData); shaderJob.start(true); testVectorInt = testBitmapData.getVector(testBitmapData.rect); trace("TEST1 : ", getTimer() - time); }

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  • How do I export physique animations without breaking them?

    - by Paul Ferris
    I've been trying to export a simple footstep animation that I made in 3ds Max, but its either failed to export or broken (imported into unity sans a few frames, or appearing to have imported but not playing) every single time. I've tried .fbx and .3ds, but neither works. I'd rather not use the Skin modifier, because it would require starting from scratch and learning a new system. Any ideas? EDIT: I found a workaround, here it is if you're curious: Create your biped, and make sure it lines up with your mesh. Animate it Export the mesh without Physique (or with Physique turned off), then delete it (the mesh) Export the biped Recombine in Unity (or whatever your game engine of choice is)

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  • Sprite not rotating around its centre after Scaling at its centre

    - by asma.farhat
    If I scale a sprite at its centre, then try to rotate it around its centre as well, the rotation does not occur around its centre. If you need to rotate, for example a scaled ball,the way its working it is set the scale center at the top left (0,0) set the scale that you want, and then set the rotation center to the middle of the scaled sprite, and then apply the rotation modifier. blaBloBliSprite.setScaleCenter(0, 0); blaBloBliSprite.setScale(0.667f); blaBloBliSprite.setPosition(557, CAMERA_HEIGHT / 2 - blaBloBliSprite.getHeightScaled() / 2); blaBloBliSprite.setRotationCenter(blaBloBliSprite.getWidthScaled() / 2, blaBloBliSprite.getHeightScaled() / 2); But I want to scale a sprite at its centre as well. Is there any way of doing it?

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  • How does Blizzard manage to support Mac OS and Windows in their games?

    - by begray
    I've always thought, that using Direct X for Windows was the most powerful, easy and modern method to create games with modern graphics nowdays. And knowing, that it's only Windows I thinks it's pretty difficult to make something similar on other platforms (Mac OS to be exact). But Blizzard somehow managed to deliver Starcraft 2 for Mac OS, and Diablo 3 will be available for Mac too. So what I'm interested in is information about: what technologies are they using for their game engines? are they using one engine for both games (Starcraft 2 and Diablo 3)? Or develop custom for each game? what are they paying in terms of time and money for Mac OS support? Thanks

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  • Move model forward base on model orientation

    - by ChocoMan
    My model rotates on it's own Y-axis regardless of where it is in the world. Here are the controls for the left ThumbStick: UP (move model forward on Z-Axis) DOWN (move model backward on Z-Axis) LEFT & RIGHT (strafe to either side) The problem is adjusting the direction the model's orientation UP and DOWN if the player should also rotate the player while moving forward or backwards. An example what Im trying to achieve would be a car doing donuts. The car is always facing the current direction that it interprets as forward (or rear as backwards) in relation to it's local rotation. Here is how Im calling the movement: // Rotate model with Right Thumbstick along X-Axis modelRotation -= pController.ThumbSticks.Right.X * mRotSpeed; // Move Forward if (pController.IsButtonDown(Buttons.LeftThumbstickUp)) { modelPosition.Z -= -pController.ThumbSticks.Left.Y * speed; } // Move Backward if (pController.IsButtonDown(Buttons.LeftThumbstickDown)) { modelPosition.Z += pController.ThumbSticks.Left.Y * speed; } // Strafe Left if (pController.IsButtonDown(Buttons.LeftThumbstickLeft)) { modelPosition.X += -pController.ThumbSticks.Left.X * speed; } // Strafe Right if (pController.IsButtonDown(Buttons.LeftThumbstickRight)) { modelPosition.X -= pController.ThumbSticks.Left.X * speed; } // DeadZone if (!pController.IsButtonDown(Buttons.LeftThumbstickUp) && !pController.IsButtonDown(Buttons.LeftThumbstickDown) && !pController.IsButtonDown(Buttons.LeftThumbstickLeft) && !pController.IsButtonDown(Buttons.LeftThumbstickRight)) { }

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  • PCF shadow shader math causing artifacts

    - by user2971069
    For a while now I used PCSS for my shadow technique of choice until I discovered a type of percentage closer filtering. This method creates really smooth shadows and with hopes of improving performance, with only a fraction of texture samples, I tried to implement PCF into my shader. This is the relevant code: float c0, c1, c2, c3; float f = blurFactor; float2 coord = ProjectedTexCoords; if (receiverDistance - tex2D(lightSampler, coord + float2(0, 0)).x > 0.0007) c0 = 1; if (receiverDistance - tex2D(lightSampler, coord + float2(f, 0)).x > 0.0007) c1 = 1; if (receiverDistance - tex2D(lightSampler, coord + float2(0, f)).x > 0.0007) c2 = 1; if (receiverDistance - tex2D(lightSampler, coord + float2(f, f)).x > 0.0007) c3 = 1; coord = (coord % f) / f; return 1 - (c0 * (1 - coord.x) * (1 - coord.y) + c1 * coord.x * (1 - coord.y) + c2 * (1 - coord.x) * coord.y + c3 * coord.x * coord.y); This is a very basic implementation. blurFactor is initialized with 1 / LightTextureSize. So the if statements fetch the occlusion values for the four adjacent texels. I now want to weight each value based on the actual position of the texture coordinate. If it's near the bottom-right pixel, that occlusion value should be preferred. The weighting itself is done with a simple bilinear interpolation function, however this function takes a 2d vector in the range [0..1] so I have to convert my texture coordinate to get the distance from my first pixel to the second one in range [0..1]. For that I used the mod operator to get it into [0..f] range and then divided by f. This code makes sense to me, and for specific blurFactors it works, producing really smooth one pixel wide shadows, but not for all blurFactors. Initially blurFactor is (1 / LightTextureSize) to sample the 4 adjacent texels. I now want to increase the blurFactor by factor x to get a smooth interpolation across maybe 4 or so pixels. But that is when weird artifacts show up. Here is an image: Using a 1x on blurFactor produces a good result, 0.5 is as expected not so smooth. 2x however doesn't work at all. I found that only a factor of 1/2^n produces an good result, every other factor produces artifacts. I'm pretty sure the error lies here: coord = (coord % f) / f; Maybe the modulo is not calculated correctly? I have no idea how to fix that. Is it even possible for pixel that are further than 1 pixel away?

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