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  • Play audio in javascript with a good performance

    - by João
    I'm developing a browser game where the player can shoot. Everytime he shoots it play a sound. Currently i'm using this code to play sounds in JavaScript: var audio = document.createElement("audio"); audio.src = "my_sound.mp3"; audio.play(); I'm worried about performance here. Will 10 simultaneous sounds impact my game performance too much? Will all audio objects stay in memory even after they are played?

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  • Frames per Second and Updates per Second [on hold]

    - by matt murray
    So this is more a general resources question, as I am seeking knowledge on how best to conserve resources in a game (I am writing in Java, and please this is not a thread on what language I should write it in, I have already chosen Java) so that the updates and frames per second could be the highest they could be. In general I am just searching for any articles you may have, any personal experience, anything what so ever that could be of use to a pretty new Java game developer on the subject! Thanks in advance!

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  • XNA C# Rectangle Intersect Ball on a Square

    - by user2436057
    I made a Game like Peggle Deluxe using C# and XNA for lerning. I have 2 rectangles a ball and a square field. The ball gets shoot out with a cannon and if the Ball hits the Square the Square disapears and the Ball flys away.But the Ball doesent spring of realistically, it sometimes flys away in a different direction or gets stuck on the edge. Thads my Code at the moment: public void Update(Ball b, Deadline dl) { ArrayList listToDelete = new ArrayList(); foreach (Field aField in allFields) { if (aField.square.Intersects(b.ballhere)) { listToDelete.Add(aField); Punkte = Punkte + 100; float distanceX = Math.Abs(b.ballhere.X - aField.square.X); float distanceY = Math.Abs(b.ballhere.Y - aField.square.Y); if (distanceX < distanceY) { b.myMovement.X = -b.myMovement.X; } else { b.myMovement.Y = -b.myMovement.Y; } } } It changes the X or Y axis depending on how the ball hits the Square but not everytimes. What could cause the problem? Thanks for your answer. Greetings from Switzerland.

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  • In a 2D platform game, how to ensure the player moves smoothly over sloping ground?

    - by Kovsa
    See image: http://i41.tinypic.com/huis13.jpg I'm developing a physics engine for a 2D platform game. I'm using the separating axis theorem for collision detection. The ground surface is constructed from oriented bounding boxes, with the player as an axis aligned bounding box. (Specifically, I'm using the algorithm from the book "Realtime Collision Detection" which performs swept collision detection for OBBs using SAT). I'm using a fairly small (close to zero) restitution coefficient in the collision response, to ensure that the dynamic objects don't penetrate the environment. The engine mostly works fine, it's just that I'm concerned about some edge cases that could possibly occur. For example, in the diagram, A, B and C are the ground surface. The player is heading left along B towards A. It seems to me that due to inaccuracy, the player box could be slightly below the box B as it continues up and left. When it reaches A, therefore, the bottom left corner of the player might then collide with the right side of A, which would be undesirable (as the intention is for the player to move smoothly over the top of A). It seems like a similar problem could happen when the player is on top of box C, moving left towards B - the most extreme point of B could collide with the left side of the player, instead of the player's bottom left corner sliding up and left above B. Box2D seems to handle this problem by storing connectivity information for its edge shapes, but I'm not really sure how it uses this information to solve the problem, and after looking at the code I don't really grasp what it's doing. Any suggestions would be greatly appreciated.

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  • How do I draw anti-aliased holes in a bitmap

    - by gyozo kudor
    I have an artillery game (hobby-learning project) and when the projectile hits it leaves a hole in the ground. I want this hole to have antialiased edges. I'm using System.Drawing for this. I've tried with clipping paths, and drawing with a transparent color using gfx.CompositingMode = CompositingMode.SourceCopy, but it gives me the same result. If I draw a circle with a solid color it works fine, but I need a hole, a circle with 0 alpha values. I have enabled these but they work only with solid colors: gfx.CompositingQuality = CompositingQuality.HighQuality; gfx.InterpolationMode = InterpolationMode.HighQualityBicubic; gfx.SmoothingMode = SmoothingMode.AntiAlias; In the two pictures consider black as being transparent. This is what I have (zoomed in): And what I need is something like this (made with photoshop): This will be just a visual effect, in code for collision detection I still treat everything with alpha 128 as solid. Edit: I'm usink OpenTK for this game. But for this question I think it doesn't really matter probably it is gdi+ related.

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  • library for octree or kdtree

    - by Will
    Are there any robust performant libraries for indexing objects? It would need frustum culling and visiting objects hit by a ray as well as neighbourhood searches. I can find lots of articles showing the math for the component parts, often as algebra rather than simple C, but nothing that puts it all together (apart from perhaps Ogre, which has rather more involved and isn't so stand-alone). Surely hobby game makers don't all have to make their own octrees? (Python or C/C++ w/bindings preferred)

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  • Fixed-Function vs Shaders: Which for beginner?

    - by Rob Hays
    I'm currently going to college for computer science. Although I do plan on utilizing an existing engine at some point to create a small game, my aim right now is towards learning the fundamentals: namely, 3D programming. I've already done some research regarding the choice between DirectX and OpenGL, and the general sentiment that came out of that was that whether you choose OpenGL or DirectX as your training-wheels platform, a lot of the knowledge is transferrable to the other platform. Therefore, since OpenGL is supported by more systems (probably a silly reason to choose what to learn), I decided that I'm going to learn OpenGL first. After I made this decision to learn OpenGL, I did some more research and found out about a dichotomy that I was somewhere unaware of all this time: fixed-function OpenGL vs. modern programmable shader-based OpenGL. At first, I thought it was an obvious choice that I should choose to learn shader-based OpenGL since that's what's most commonly used in the industry today. However, I then stumbled upon the very popular Learning Modern 3D Graphics Programming by Jason L. McKesson, located here: http://www.arcsynthesis.org/gltut/ I read through the introductory bits, and in the "About This Book" section, the author states: "First, much of what is learned with this approach must be inevitably abandoned when the user encounters a graphics problem that must be solved with programmability. Programmability wipes out almost all of the fixed function pipeline, so the knowledge does not easily transfer." yet at the same time also makes the case that fixed-functionality provides an easier, more immediate learning curve for beginners by stating: "It is generally considered easiest to teach neophyte graphics programmers using the fixed function pipeline." Naturally, you can see why I might be conflicted about which paradigm to learn: Do I spend a lot of time learning (and then later unlearning) the ways of fixed-functionality, or do I choose to start out with shaders? My primary concern is that modern programmable shaders somehow require the programmer to already understand the fixed-function pipeline, but I doubt that's the case. TL;DR == As an aspiring game graphics programmer, is it in my best interest to learn 3D programming through fixed-functionality or modern shader-based programming?

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  • Speed up lighting in deferred shading

    - by kochol
    I implemented a simple deferred shading renderer. I use 3 G-Buffer for storing position (R32F), normal (G16R16F) and albedo (ARGB8). I use sphere map algorithm to store normals in world space. Currently I use inverse of view * projection matrix to calculate the position of each pixel from stored depth value. First I want to avoid per pixel matrix multiplication for calculating the position. Is there another way to store and calculate position in G-Buffer without the need of matrix multiplication Store the normal in view space Every lighting in my engine is in world space and I want do the lighting in view space to speed up my lighting pass. I want an optimized lighting pass for my deferred engine.

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  • Problem with DirectX scene-graph

    - by Alex
    I'm trying to implement a basic scene graph in DirectX using C++. I am using a left child-right sibling binary tree to do this. I'm having trouble updating each node's world transformation relative to its parent (and its parent's parent etc.). I'm struggling to get it to work recursively, though I can get it to work like this: for(int i = 0; i < NUM_OBJECTS; i++) { // Initialize to identity matrix. D3DXMatrixIdentity(&mObject[i].toWorldXForm); int k = i; while( k != -1 ) { mObject[i].toWorldXForm *= mObject[k].toParentXForm; k = mObject[k].parent; } } toWorldXForm is the object's world transform and toParentXForm is the object's transform relative to the parent. I want to do this using a method within my object class (the code above is in my main class). This is what I've tried but it doesn't work (only works with nodes 1 generation away from the root) if (this->sibling != NULL) this->sibling->update(toParentXForm); D3DXMatrixIdentity(&toWorldXForm); this->toWorldXForm *= this->toParentXForm; this->toWorldXForm *= toParentXForm; toParentXForm *= this->toParentXForm; if (this->child != NULL) this->child->update(toParentXForm); Sorry if I've not been clear, please tell me if there's anything else you need to know. I've no doubt it's merely a silly mistake on my part, hopefully an outside view will be able to spot the problem.

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  • How do I draw a single Triangle with XNA and fill it with a Texture?

    - by Deukalion
    I'm trying to wrap my head around: http://msdn.microsoft.com/en-us/library/bb196409.aspx I'm trying to create a method in XNA that renders a single Triangle, then later make a method that takes a list of Triangles and renders them also. But it isn't working. I'm not understanding what all the things does and there's not enough information. My methods: // Triangle is a struct with A, B, C (didn't include) A, B, C = Vector3 public static void Render(GraphicsDevice device, List<Triangle> triangles, Texture2D texture) { foreach (Triangle triangle in triangles) { Render(device, triangle, texture); } } public static void Render(GraphicsDevice device, Triangle triangle, Texture2D texture) { BasicEffect _effect = new BasicEffect(device); _effect.Texture = texture; _effect.VertexColorEnabled = true; VertexPositionColor[] _vertices = new VertexPositionColor[3]; _vertices[0].Position = triangle.A; _vertices[1].Position = triangle.B; _vertices[2].Position = triangle.B; foreach (var pass in _effect.CurrentTechnique.Passes) { pass.Apply(); device.DrawUserIndexedPrimitives<VertexPositionColor> ( PrimitiveType.TriangleList, _vertices, 0, _vertices.Length, new int[] { 0, 1, 2 }, // example has something similiar, no idea what this is 0, 3 // 3 = gives me an error, 1 = works but no results ); } }

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  • What is UVIndex and how do I use it on OpenGL?

    - by Delta
    I am a noob in OpenGL ES 2.0 (for WebGL) and I'm trying to draw a simple model I've made with a 3D tool and exported to .fbx format. I've been able to draw some models that only have: A vertex buffer, a index buffer for the vertices, a normal buffer and a texture coordinate buffer, but this model now has a "UVIndex" and I'm not sure where am I supposed to put this UVIndex. My code looks like this: GL.bindBuffer(GL.ARRAY_BUFFER, this.Model.House.VertexBuffer); GL.vertexAttribPointer(this.Shader.TextureAndLighting.Attribute["vPosition"],3,GL.FLOAT, false, 0, 0); GL.bindBuffer(GL.ARRAY_BUFFER, this.Model.House.NormalBuffer); GL.vertexAttribPointer(this.Shader.TextureAndLighting.Attribute["vNormal"], 3, GL.FLOAT, false, 0, 0); GL.bindBuffer(GL.ARRAY_BUFFER, this.Model.House.TexCoordBuffer); GL.vertexAttribPointer(this.Shader.TextureAndLighting.Attribute["TexCoord"], 2, GL.FLOAT, false, 0, 0); GL.bindBuffer(GL.ELEMENT_ARRAY_BUFFER, this.Model.House.IndexBuffer); GL.bindTexture(GL.TEXTURE_2D, this.Texture.HTex1); GL.activeTexture(GL.TEXTURE0); GL.drawElements(GL.TRIANGLES, this.Model.House.IndexBuffer.Length, GL.UNSIGNED_SHORT, 0); But my model renders totally incorrect and I think it has to do with the fact that I am ignoring this "UVIndex" in the .fbx file, since I've never drawn any model that uses this UVIndex I really have no clue on what to do with it. This is the json file containing the model's data: http://pastebin.com/raw.php?i=G294TVmz

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  • Texturize a shape of multiple triangles in 2D

    - by Deukalion
    This is an example of a shape consisting of multiple points, triangles and eventually a shape: Red Dots = Vector3 (X, Y, Z) or Vector2 (X, Y) If I have a Texture of a certain size, how do I texturize this area in the best way so that the texture inside the shape matches the shape and does not overlap anywhere? Perhaps also with a chance to scale the texture in case it's too small or to big for the shape, but still so that it gets rendered correctly. Do I treat the shape as a rectangle? Figure out it's 4 corners? Or do I calculate the distance between Center - (Texture Width / 2) and Point (to see how "many" times the texture can fit between on that axis to estimate at what Coordinates the Texture should be at that certain point? I've looked at Texture Mapping but haven't found any concrete examples that it explains it well, it's also confusing with 0.0-1.0 values for Texture Coordinates.

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  • (libgdx) Button doesn't work

    - by StercoreCode
    At the game I choose StopScreen. At this screen displays button. But if I click it - it doesn't work. What I expect - when I press button it must restart game. At this stage must display at least a message that the button is pressed. I tried to create new and clear project. Main class implement ApplicationListener. I put the same code in the appropriate methods. And it's works! But if i create this button in my game - it doesn't work. When i play and go to the StopScreen, i saw button. But if i click, or touch, nothing happens. I think that the proplem at the InputListener, although i set the stage as InputProcessor. Gdx.input.setInputProcessor(stage); I also try to addListener for Button as ClickListener. But it gave no results. Or it maybe problem that i implements Screen method - not ApplicationListener or Game. But if StopScreen implement ApplicationListener, at the mainGame I can't to setScreen. Just interests question: why button displays but nothing happens to it? Here is the code of StopScreen if it helps find my mistake: public class StopScreen implements Screen{ private OrthographicCamera camera; private SpriteBatch batch; public Stage stage; //** stage holds the Button **// private BitmapFont font; //** same as that used in Tut 7 **// private TextureAtlas buttonsAtlas; //** image of buttons **// private Skin buttonSkin; //** images are used as skins of the button **// public TextButton button; //** the button - the only actor in program **// public StopScreen(CurrusGame currusGame) { camera = new OrthographicCamera(); camera.setToOrtho(false, 800, 480); batch = new SpriteBatch(); buttonsAtlas = new TextureAtlas("button.pack"); //** button atlas image **// buttonSkin = new Skin(); buttonSkin.addRegions(buttonsAtlas); //** skins for on and off **// font = AssetLoader.font; //** font **// stage = new Stage(); stage.clear(); Gdx.input.setInputProcessor(stage); TextButton.TextButtonStyle style = new TextButton.TextButtonStyle(); style.up = buttonSkin.getDrawable("ButtonOff"); style.down = buttonSkin.getDrawable("ButtonOn"); style.font = font; button = new TextButton("PRESS ME", style); //** Button text and style **// button.setPosition(100, 100); //** Button location **// button.setHeight(100); //** Button Height **// button.setWidth(100); //** Button Width **// button.addListener(new InputListener() { public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) { Gdx.app.log("my app", "Pressed"); return true; } public void touchUp(InputEvent event, float x, float y, int pointer, int button) { Gdx.app.log("my app", "Released"); } }); stage.addActor(button); } @Override public void render(float delta) { Gdx.gl.glClearColor(0, 1, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); stage.act(); batch.setProjectionMatrix(camera.combined); batch.begin(); stage.draw(); batch.end(); }

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  • Unity Occlusion Portals: What and How?

    - by Nick Wiggill
    (Here I eat my words on Meta about posting Unity questions on Unity Answers... since that site is less responsive than this one.) Unity provides cell-based Occlusion Culling (via Umbra, I believe). However, a newer feature that it supports is Occlusion Portals. The question is, if BSP-based occlusion culling is already a feature of Unity, what do portals add, and how? PS. This question is not "What are portals?" -- I'm aware of the original Quake BSP-style portals -- which is partly why I find the explicit portal concept in Unity odd, since it uses BSP anyway.

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  • Where is a good spot to start when writing a LWJGL game engine?

    - by Alcionic
    I'm starting work on a huge game and somewhere along my train of thought I decided it would be a good idea to write my own engine for the game. I was originally going to use JMonkeyEngine but there were some things about it that just didn't work well with me. I wanted full control over every aspect of the entire process. Where would a good place to start be when writing your own engine? I have no experience with LWJGL but I learn quick. Either advice or some place where there is good advice would be nice. Thanks!

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  • SDL 1.2 reports wrong screen size

    - by Aaron Digulla
    I have a multi-monitor setup with two displays, both 1920x1200. In games, I can only select resolutions 1920x1200 (like 2560x1200) which makes games unusable. Full screen doesn't work either because it switches one display to 800x600 which means I can't reach the close button... I have to kill the game and then, I have to restore my desktop because all windows are moved/resized. How can I force SDL to use any resolution that I want?

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  • OpenGL problem with FBO integer texture and color attachment

    - by Grieverheart
    In my simple renderer, I have 2 FBOs one that contains diffuse, normals, instance ID and depth in that order and one that I use store the ssao result. The textures I use for the first FBO are RGB8, RGBA16F, R32I and GL_DEPTH_COMPONENT32F for the depth. For the second FBO I use an R16F texture. My rendering process is to first render to everything I mentioned in the first FBO, then bind depth and normals textures for reading for the ssao pass and write to the second FBO. After that I bind the second FBO's texture for reading in my blur shader and bind the first FBO for writing. What I intend to do is to write the blurred ssao value to the alpha component of the Normals texture. Here are where the problems start. First of all, I use shading language 3.3, which my graphics card does support. I manage ouputs in my shaders using layout(location = #). Now, the normals texture should be bound to color attachment 1, but when I use 1, it seems to write to my diffuse texture which should be in color attachment 0. When I instead use layout(location = 0), it gets correctly written to my normals texture. Besides this, my instance ID texture also gets resets after running the blur shader which is weird because if I use a float texture and write to it instanceID / nInstances, the texture doesn't get reset after the blur shader has ran. Here is how I prepare my first FBO: bool CGBuffer::Init(unsigned int WindowWidth, unsigned int WindowHeight){ //Create FBO glGenFramebuffers(1, &m_fbo); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo); //Create gbuffer and Depth Buffer Textures glGenTextures(GBUFF_NUM_TEXTURES, &m_textures[0]); glGenTextures(1, &m_depthTexture); //prepare gbuffer for(unsigned int i = 0; i < GBUFF_NUM_TEXTURES; i++){ glBindTexture(GL_TEXTURE_2D, m_textures[i]); if(i == GBUFF_TEXTURE_TYPE_NORMAL) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, WindowWidth, WindowHeight, 0, GL_RGBA, GL_FLOAT, NULL); else if(i == GBUFF_TEXTURE_TYPE_DIFFUSE) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, WindowWidth, WindowHeight, 0, GL_RGB, GL_FLOAT, NULL); else if(i == GBUFF_TEXTURE_TYPE_ID) glTexImage2D(GL_TEXTURE_2D, 0, GL_R32I, WindowWidth, WindowHeight, 0, GL_RED_INTEGER, GL_INT, NULL); else{ std::cout << "Error in FBO initialization" << std::endl; return false; } glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, m_textures[i], 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); } //prepare depth buffer glBindTexture(GL_TEXTURE_2D, m_depthTexture); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, WindowWidth, WindowHeight, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_depthTexture, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); GLenum DrawBuffers[] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2}; glDrawBuffers(GBUFF_NUM_TEXTURES, DrawBuffers); GLenum Status = glCheckFramebufferStatus(GL_FRAMEBUFFER); if(Status != GL_FRAMEBUFFER_COMPLETE){ std::cout << "FB error, status 0x" << std::hex << Status << std::endl; return false; } //Restore default framebuffer glBindFramebuffer(GL_FRAMEBUFFER, 0); return true; } where I use an enum defined as, enum GBUFF_TEXTURE_TYPE{ GBUFF_TEXTURE_TYPE_DIFFUSE, GBUFF_TEXTURE_TYPE_NORMAL, GBUFF_TEXTURE_TYPE_ID, GBUFF_NUM_TEXTURES }; Am I missing some kind of restriction? Does the color attachment of the FBO's textures somehow gets reset i.e. I'm using a re-size function which re-sizes the textures of the FBO but should I perhaps call glFramebufferTexture2D again too? EDIT: Here is the shader in question: #version 330 core uniform sampler2D aoSampler; uniform vec2 TEXEL_SIZE; // x = 1/res x, y = 1/res y uniform bool use_blur; noperspective in vec2 TexCoord; layout(location = 0) out vec4 out_AO; void main(void){ if(use_blur){ float result = 0.0; for(int i = -1; i < 2; i++){ for(int j = -1; j < 2; j++){ vec2 offset = vec2(TEXEL_SIZE.x * i, TEXEL_SIZE.y * j); result += texture(aoSampler, TexCoord + offset).r; // -0.004 because the texture seems to be a bit displaced } } out_AO = vec4(vec3(0.0), result / 9); } else out_AO = vec4(vec3(0.0), texture(aoSampler, TexCoord).r); }

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  • Can SpriteBatch be used to fill a polygon with a texture?

    - by can poyrazoglu
    I basically need to fill a texture into a polygon using the SpriteBatch. I've done some research but couldn't find anything useful except polygon triangulation method, which works well only with convex polygons (without diving into super math which is definitely not something I'm pretty good at). Are there any solutions for filling in a polygon in a basic way? I of course need something dynamic (I'll have a map editor that you can define polygons, and the game will render them (and collision detection will also use them but that's off topic), basically I can't accept solutions like "pre-calculated" bitmaps or anything like that. I need to draw a polygon with the segments provided, to the screen, using the SpriteBatch.

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  • Foreach loop with 2d array of objects

    - by Jacob Millward
    I'm using a 2D array of objects to store data about tiles, or "blocks" in my gameworld. I initialise the array, fill it with data and then attempt to invoke the draw method of each object. foreach (Block block in blockList) { block.Draw(spriteBatch); } I end up with an exception being thrown "Object reference is not set to an instance of an object". What have I done wrong? EDIT: This is the code used to define the array Block[,] blockList; Then blockList = new Block[screenRectangle.Width, screenRectangle.Height]; // Fill with dummy data for (int x = 0; x <= screenRectangle.Width / texture.Width; x++) { for (int y = 0; y <= screenRectangle.Height / texture.Width; y++) { if (y >= screenRectangle.Height / (texture.Width*2)) { blockList[x, y] = new Block(1, new Rectangle(x * 16, y * 16, texture.Width, texture.Height), texture); } else { blockList[x, y] = new Block(0, new Rectangle(x * 16, y * 16, texture.Width, texture.Height), texture); } } }

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  • Deferred Shading - Toolkit

    - by AliveDevil
    I recently managed to get some lights rendered in a scene by using a buffer and a for-loop. The problem with this method is the performance drop if more lights are used. I tried to convert Deferred Rendering in XNA4.0 | ROY-T.NL but it is not working, because I am not using any models. I know I have to render color, normals and lights seperate but I don't know how I could get it working. For understanding my structure better I'm using a world-class which holds some chunks. These chunks are loading all vertices from their items. These items have a property which returns the vertices. The item is returning VertexPositionNormalTexture[]. The chunk loads these Vertices and combines them to one large array of VertexPositionNormalTexture via someList.AsParallel().SelectMany(m => m).ToArray()). m is a VertexPositionNormalTexture. someList is List<VertexPositionNormalTexture>. I got my own shader to draw these vertices how I want them to be drawn. The first thing I would try is setting up two RenderTarget2D for rendering the color and normal part. With two different shaders. Than I would have to render the lights and there's the problem: I don't know how. I set up a structure to simplify working with lights but it didn't really help. public struct Light { public Vector3 Position; public Color4 Color; public float Range; public float Intensity; public Light( Vector3 position, Color color, float range, float intensity ) : this() { this.Position = position; this.Color = color; this.Range = range; this.Intensity = intensity; } public float[] Definition { get { return new[] { Position.X, Position.Y, Position.Z, Color.Red, Color.Green, Color.Blue, Intensity, Range }; } } } The next part is equally different because I don't know how to combine the colorMap, normalMap and textureMap to one finalMap. Some information to the system: I'm using SharpDX (Nightly from some months ago) and the SharpDX.Toolkit (I don't want to mess up with Direct3DDevice and similar things). Can someone help me with this problem? If things are missing or I provided insufficient information tell me, I need to get deferred shading working. Things I'm not able to do: create a rendertarget which holds all lights, merge colorMap, normalMap and lightMap to one finalMap and presenting this to the user.

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  • Using Google App Engine to Perform World Updates vs an Authoritative Server

    - by Error 454
    I am considering different game server architectures that use GAE. The types of games I am considering are turn-based where the world status would need to be updated about once per minute. I am looking for an answer that persuades me to either perform the world update on the google servers OR an authoritative server that syncs with the datastore. The main goal here would be to minimize GAE daily quotas. For some rough numbers, I am assuming 10,000 entities requiring updates. Each entity update would require: Reading 5 private entity variables (fetched from datastore) Fetching as many as 20 static variables (from datastore or persisted in server memory) Writing 5 entity variables Clients of the game would authenticate and set state directly against GAE as well as pull the latest world state from GAE. Running the update on GAE would consist of a cron job launched every minute. This would update all of the entities and save the results to the datastore. This would be more CPU intensive for GAE. Running the update on an authoritative server would consist of fetching entity data from the GAE datastore, calculating the new entity states and pushing the new state variables back to the datastore. This would be more bandwidth intensive for the datastore.

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  • Correct use of VAO's in OpenGL ES2 for iOS?

    - by sak
    I'm migrating to OpenGL ES2 for one of my iOS projects, and I'm having trouble to get any geometry to render successfully. Here's where I'm setting up the VAO rendering: void bindVAO(int vertexCount, struct Vertex* vertexData, GLushort* indexData, GLuint* vaoId, GLuint* indexId){ //generate the VAO & bind glGenVertexArraysOES(1, vaoId); glBindVertexArrayOES(*vaoId); GLuint positionBufferId; //generate the VBO & bind glGenBuffers(1, &positionBufferId); glBindBuffer(GL_ARRAY_BUFFER, positionBufferId); //populate the buffer data glBufferData(GL_ARRAY_BUFFER, vertexCount, vertexData, GL_STATIC_DRAW); //size of verte position GLsizei posTypeSize = sizeof(kPositionVertexType); glVertexAttribPointer(kVertexPositionAttributeLocation, kVertexSize, kPositionVertexTypeEnum, GL_FALSE, sizeof(struct Vertex), (void*)offsetof(struct Vertex, position)); glEnableVertexAttribArray(kVertexPositionAttributeLocation); //create & bind index information glGenBuffers(1, indexId); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, *indexId); glBufferData(GL_ELEMENT_ARRAY_BUFFER, vertexCount, indexData, GL_STATIC_DRAW); //restore default state glBindVertexArrayOES(0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glBindBuffer(GL_ARRAY_BUFFER, 0); } And here's the rendering step: //bind the frame buffer for drawing glBindFramebuffer(GL_FRAMEBUFFER, outputFrameBuffer); glClear(GL_COLOR_BUFFER_BIT); //use the shader program glUseProgram(program); glClearColor(0.4, 0.5, 0.6, 0.5); float aspect = fabsf(320.0 / 480.0); GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(65.0f), aspect, 0.1f, 100.0f); GLKMatrix4 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -1.0f); GLKMatrix4 mvpMatrix = GLKMatrix4Multiply(projectionMatrix, modelViewMatrix); //glUniformMatrix4fv(projectionMatrixUniformLocation, 1, GL_FALSE, projectionMatrix.m); glUniformMatrix4fv(modelViewMatrixUniformLocation, 1, GL_FALSE, mvpMatrix.m); glBindVertexArrayOES(vaoId); glDrawElements(GL_TRIANGLE_FAN, kVertexCount, GL_FLOAT, &indexId); //bind the color buffer glBindRenderbuffer(GL_RENDERBUFFER, colorRenderBuffer); [context presentRenderbuffer:GL_RENDERBUFFER]; The screen is rendering the color passed to glClearColor correctly, but not the shape passed into bindVAO. Is my VAO being built correctly? Thanks!

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  • Absorbtion 2d image effect

    - by Ed.
    I want to create a specyfic 2d image effect. It consists in modifying a sprite so it looks like it is being zoomed to a point or "absorbed" by that point. I'm not really sure what is the technical name of this effect so I cannot explain it correctly. Here you can see a video of what I'm talking about, it is the effect when the character absorbs the three glyphs. http://www.youtube.com/watch?v=PIo-GddsMcU&t=4m45s What is the name of this effect? How can I implement it with XNA for 2D textures/sprites?

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  • What is the best way to generate income from mobile games?

    - by Thomas
    As the title states, what is the best way to get income from mobile games? (taking into consideration that creating the games only costs a lot of time and the games are relatively simple) As I see it, there are multiple ways of getting money from mobile games, Selling them for a fixed price (seems like a high threshold for potential buyers) In-game purchases (I can imagine this only works for several types of games, I don't see this working well for monopoly unless you like really fancy hotels ;) Ingame advertisements / sponsorships Which way will most likely bring the most profit?

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  • How do display a "mucus spreading" effect in a 2D environment?

    - by nathan
    Here is an example of such a mucus spreading. The substance is spread around the source (in this example, the source would be the main alien building). The game is starcraft, the purple substance is called creep. How this kind of substance spreading would be achieved in a top down 2D environment? Recalculating the substance progression and regenerate the effect on the fly each frame or rather use a large collection of tiles or something else?

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