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  • Obtaining a HBITMAP/HICON from D2D Bitmap

    - by Tom
    Is there any way to obtain a HBITMAP or HICON from a ID2D1Bitmap* using Direct2D? I am using the following function to load a bitmap: http://msdn.microsoft.com/en-us/library/windows/desktop/dd756686%28v=vs.85%29.aspx The reason I ask is because I am creating my level editor tool and would like to draw a PNG image on a standard button control. I know that you can do this using GDI+: HBITMAP hBitmap; Gdiplus::Bitmap b(L"a.png"); b.GetHBITMAP(NULL, &hBitmap); SendMessage(GetDlgItem(hDlg, IDC_BUTTON1), BM_SETIMAGE, IMAGE_BITMAP, (LPARAM)hBitmap); Is there any equivalent, simple solution using Direct2D? If possible, I would like to render multiple PNG files (some with transparency) on a single button.

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  • Making entire scene fade to grayscale

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

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  • How to I get a rotated sprite to move left or right?

    - by rphello101
    Using Java/Slick 2D, I'm using the mouse to rotate a sprite on the screen and the directional keys (in this case, WASD) to move the spite. Forwards and backwards is easy, just position += cos(ang)*speed or position -= cos(ang)*speed. But how do I get the sprite to move left or right? I'm thinking it has something to do with adding 90 degrees to the angle or something. Any ideas? Rotation code: int mX = Mouse.getX(); int mY = HEIGHT - Mouse.getY(); int pX = sprite.x+sprite.image.getWidth()/2; int pY = sprite.y+sprite.image.getHeight()/2; double mAng; if(mX!=pX){ mAng = Math.toDegrees(Math.atan2(mY - pY, mX - pX)); if(mAng==0 && mX<=pX) mAng=180; } else{ if(mY>pY) mAng=90; else mAng=270; } sprite.angle = mAng; sprite.image.setRotation((float) mAng); And the movement code (delta is change in time): Input input = gc.getInput(); Vector2f direction = new Vector2f(); Vector2f velocity = new Vector2f(); direction.x = (float) Math.cos(Math.toRadians(sprite.angle)); direction.y = (float) Math.sin(Math.toRadians(sprite.angle)); if(direction.length()>0) direction = direction.normalise(); //On a separate note, what does this line of code do? velocity.x = (float) (direction.x * sprite.moveSpeed); velocity.y = (float) (direction.y * sprite.moveSpeed); if(input.isKeyDown(sprite.up)){ sprite.x += velocity.x*delta; sprite.y += velocity.y*delta; }if (input.isKeyDown(sprite.down)){ sprite.x -= velocity.x*delta; sprite.y -= velocity.y*delta; }if (input.isKeyDown(sprite.left)){ //??? }if (input.isKeyDown(sprite.right)){ //??? }

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  • Problem with drawing textures in OpenGL ES

    - by droidmachine
    I'm developing a 2D game for Android and i'm using the framework which has been told in the book which named Beginning Android Games by Mario Zechner.So my framework is well designed and using OpenGL 1.1.It's similar to libgdx. When i put my textures adjacent each other in my 2d surface,there are some spaces size as 1 px.But this problem only occur on my tablet.There aren't a problem like this on my phone.It's like in this picture: What can be the problem?I can't fix it from one week.

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  • How should I invoke a physics engine?

    - by ymfoi
    I'm new to writing games. I'm planning to write a 2D battle game which may require an physics engine. Suppose I've written one, but how can I combine it with the main routine of my game? Should I attach it directly to the graphics render routine or put it in an individual thread? I've spent much time looking for some common approach, but found nothing. So can you reveal some basics idea for me, a newbie? Thanks! P.S. There're many other problems I have to deal with if I choose to start a separate thread for the physics engine, for example, the lock problem, while from my intuition, I guess I'd better separate the render and the physics engine.

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

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

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

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

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  • What version of Java should I target for applets?

    - by Christopher Horenstein
    I recently deployed an applet that seems to require Java 6 Update 24. I assume the reason for this requirement is the matching JDK version I used to create the applet (I am new to Java). The fact that my applet requires a Java download/update for users who already have some version of Java installed is a big concern for me; the applets I'm creating slip into a web comic, so it's very disruptive. Having used the most recent version of Java, it seems as though I am able to assume that most of the readers I get will have to update Java to continue reading/playing. Is there a best practice concerning which version of Java to use to make the process of using an applet easy for end-users? Any reading material on this would be very helpful. Should I be using an older version of Java if I don't require new features? I am using Slick for 2D games.

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  • How to move the object around the screen

    - by Abhishek
    I am trying to move the object around the screen I try this code -(void) move { CGFloat upperLimit = mWinSize.height - (mGunda.contentSize.height / 2.0); CGFloat upperLimit1 = mWinSize.height; CGFloat lowerLimit = (mGunda.contentSize.height / 2.0); CGFloat RightLimit = mWinSize.width - (mGunda.contentSize.width/2.0); CGFloat Right = (mGunda.contentSize.width/2.0); if ( mImageGoingUpward ) { mGunda.position = ccp( mGunda.position.x, mGunda.position.y + 5); if ( mGunda.position.y >= upperLimit ) { mImageGoingUpward = NO; mHori = NO; } } else { mGunda.position = ccp( mGunda.position.x, mGunda.position.y - 5); if ( mGunda.position.y <= lowerLimit ) { mGunda.position = ccp(mGunda.position.x +5, lowerLimit); } if(mGunda.position.x >= RightLimit) { mGunda.position = ccp(mGunda.position.x, mGunda.position.y+10); mHori = YES; } if(mHori) { if(mGunda.position.y >= upperLimit) { mGunda.position = ccp(mGunda.position.x - 5,mGunda.position.y); } } } } } It move the object from bottom to top & top to bottom & bottom to right & right to right top of the screen here is problem I have got It not move to the right top to left side of screen this rotationis not happen. How can I do this

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  • Networking Client Server Packet logic (How they communicate)

    - by Trixmix
    I want to know what is the logic behind server client communication through packets for a real time game. for example the server sends x packets then the client receives x packets and processes them.. Basically what is the process to keep the client and server in sync and able to receive and send packets. more in depth example of what I want to know: client step 1 wait for a packet step 2 read x packets step 3 process x packets step 4 send x packets and so on... I need to know the very basic outline of the communication. Big questions are: 1) do I send and read packets all at one time? i.e for loop though the incoming packets array list and read them all or one every server loop or what... 2) what order should I do things i.e first receive then read then process then send etc.. 3) what I asked above a step by step of what the server / client should do.. Thanks!

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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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  • Tools for assembling textures into DDS files

    - by Nicol Bolas
    There are plenty of tools for making images. I'm not looking for one of those; I have many tools for creating an image. I've got tools for compressing images, generating mipmaps, and even for poking at their basic data format. My issue is with texture assembly. DDS files support cubemaps, array textures, and even cubemap arrays. But I don't know of a tool that can pack a series of images into a cubemap or the like. What tools are available for doing this kind of thing?

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  • Collision detection of convex shapes on voxel terrain

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

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  • Using DLLEXPORT to export DLL function With Class to C#

    - by SICGames2013
    In my previous revision game engine I deported major functions for the game editor for C#. Now, I'm beginning to revise the game engine with a static library. There's a already dynamic library created in C++ to use DLLEXPORT for C#. Just now I want to test out the newer functions and created a DLL file from C++. Because the DLL contains classes I was wondering how would I be able to use DLL Export. Would I do this: [DLLEXPORT("GameEngine.dll", EntryPoint="SomeClass", Conventional=_stdcall)] static extern void functionFromClass(); I have a feeling it's probably DLLImport and not DLLExport. I was wondering how would I go about this? Another way I was thinking was because I already have the DLL in C++ prepared already to go the C# Class Library. I could just keep the new engine as a lib, and link the lib with the old DLL C++ file. Wouldn't the EntryPoint be able to point to the class the function is in?

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  • Octree implementation for fustrum culling

    - by Manvis
    I'm learning modern (=3.1) OpenGL by coding a 3D turn based strategy game, using C++. The maps are composed of 100x90 3D hexagon tiles that range from 50 to 600 tris (20 different types) + any player units on those tiles. My current rendering technique involves sorting meshes by shaders they use (minimizing state changes) and then calling glDrawElementsInstanced() for drawing. Still get solid 16.6 ms/frame on my GTX 560Ti machine but the game struggles (45.45 ms/frame) on an old 8600GT card. I'm certain that using an octree and fustrum culling will help me here, but I have a few questions before I start implementing it: Is it OK for an octree node to have multiple meshes in it (e.g. can a soldier and the hex tile he's standing on end up in the same octree node)? How is one supposed to treat changes in object postion (e.g. several units are moving 3 hexes down)? I can't seem to find good a explanation on how to do it. As I've noticed, soting meshes by shaders is a really good way to save GPU. If I put node contents into, let's say, std::list and sort it before rendering, do you think I would gain any performance, or would it just create overhead on CPU's end? I know that this sounds like early optimization and implementing + testing would be the best way to find out, but perhaps someone knows from experience?

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  • What is a legal way to use music from registered authors in a game?

    - by mm24
    I have recently asked a question about music in games like Guitar Hero. I have found that that in Europe (at least) if I do want to use a track composed by a musician member of a royalty collecting society I need to pay a flat fee to the society and not only to the member. So a "one-to-one" agreement is not valid and the society can come up to me and ask me for money for each download. Even if for FREE! This is a fee sheet list of the UK agency: for fee, see "Permanent download services" It is about 1,200 GBP for less than 22,000 copies and they DON'T specify anything more and they said me on the phone that I need to wait and see how many downloads I get before knowing the price. This is kind of crazy as If I give away the App for free I will have to PAY 1,200 GBP!! I am shocked and I feel very bad. One agency suggested me to use a fake name of the artist, but in this way is not fair to my collaborators as what they hope is that the App gets lots of downloads and in this way that other people will get to know about them and hopefully commission them more work. The other solution is to work only with non registered musicians. The question here to you is: Has anyone found a legal way to use music from registered authors in a game?

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  • How to attach turrets to tiles in a tile based game

    - by Joseph St. Pierre
    I am a flash developer, and I am building a Tower Defense game. The world is being built through tiles, and I have gotten that accomplished easily. I have also gotten level changes and enemy spawning down as well. However, I wish the player to be able to spawn turrets, and have those turrets be on specific tiles, based upon where the player placed it. Here is my code: stop(); colOffset = 50; rowOffset = 50; guns = []; placed = true; dead = 0; spawned = 0; level = 1; interval = 350 / level; amount = level * 20; counter = 0; numCol = 14; numRow = 10; tiles = []; k = 0; create = false; tileName = new Array("road","grass","end", "start"); board = new Array( new Array(1,1,1,1,3,1,1,1,1,1,2,1,1,1), new Array(1,1,1,0,0,1,1,1,1,1,0,1,1,1), new Array(1,1,1,0,1,1,1,1,1,1,0,0,1,1), new Array(1,1,1,0,0,0,1,1,1,1,1,0,1,1), new Array(1,1,1,0,1,0,0,0,1,1,1,0,0,1), new Array(1,1,1,0,1,1,1,0,0,1,1,1,0,1), new Array(1,1,0,0,1,1,1,1,0,1,1,0,0,1), new Array(1,1,0,1,1,1,1,1,0,1,0,0,1,1), new Array(1,1,0,0,0,0,0,0,0,1,0,1,1,1), new Array(1,1,1,1,1,1,1,1,0,0,0,1,1,1) ); buildBoard(); function buildBoard(){ for ( col = 0; col < numCol; col++){ for ( row = 0; row < numRow; row++){ _root.attachMovie("tile", "tile_" + col + "_" + row, _root.getNextHighestDepth()); theTile = eval("tile_" + col + "_" + row); theTile._x = (col * 50); theTile._y = (row * 50); theTile.row = row; theTile.col = col; tileType = board[row][col]; theTile.gotoAndStop(tileName[tileType]); tiles.push(theTile); } } } init(); function init(){ onEnterFrame = function(){ counter += 1; if ( spawned < amount && counter > 50){ min= _root.attachMovie("minion","minion",_root.getNextHighestDepth()); min._x = tile_4_0._x + 25; min._y = tile_4_0._y + 25; min.health = 100; choose = Math.round(Math.random()); if ( choose == 0 ){ min.waypointX = [ tile_4_1._x +25, tile_3_1._x + 25, tile_3_2._x + 25, tile_3_6._x + 25, tile_2_6._x + 25, tile_2_8._x + 25, tile_8_8._x + 25, tile_8_9._x + 25, tile_10_9._x + 25, tile_10_7._x + 25, tile_11_7._x + 25, tile_11_6._x + 25, tile_12_6._x + 25, tile_12_4._x + 25, tile_11_4._x + 25, tile_11_2._x + 25, tile_10_2._x + 25, tile_10_0._x + 25]; min.waypointY = [ tile_4_1._y +25, tile_3_1._y + 25, tile_3_2._y + 25, tile_3_6._y + 25, tile_2_6._y + 25, tile_2_8._y + 25, tile_8_8._y + 25, tile_8_9._y + 25, tile_10_9._y + 25, tile_10_7._y + 25, tile_11_7._y + 25, tile_11_6._y + 25, tile_12_6._y + 25, tile_12_4._y + 25, tile_11_4._y + 25, tile_11_2._y + 25, tile_10_2._y + 25, tile_10_0._y + 25]; } else if ( choose == 1 ){ min.waypointX = [ tile_4_1._x +25, tile_3_1._x + 25, tile_3_2._x + 25, tile_3_3._x + 25, tile_5_3._x + 25, tile_5_4._x + 25, tile_7_4._x + 25, tile_7_5._x + 25, tile_8_5._x + 25, tile_8_8._x + 25, tile_8_9._x + 25, tile_10_9._x + 25, tile_10_7._x + 25, tile_11_7._x + 25, tile_11_6._x + 25, tile_12_6._x + 25, tile_12_4._x + 25, tile_11_4._x + 25, tile_11_2._x + 25, tile_10_2._x + 25, tile_10_0._x + 25 ]; min.waypointY = [ tile_4_1._y +25, tile_3_1._y + 25, tile_3_2._y + 25, tile_3_3._y + 25, tile_5_3._y + 25, tile_5_4._y + 25, tile_7_4._y + 25, tile_7_5._y + 25, tile_8_5._y + 25, tile_8_8._y + 25, tile_8_9._y + 25, tile_10_9._y + 25, tile_10_7._y + 25, tile_11_7._y + 25, tile_11_6._y + 25, tile_12_6._y + 25, tile_12_4._y + 25, tile_11_4._y + 25, tile_11_2._y + 25, tile_10_2._y + 25, tile_10_0._y + 25 ]; } min.i = 0; counter = 0; spawned += 1; min.onEnterFrame = function(){ dx = this.waypointX[this.i] - this._x; dy = this.waypointY[this.i] - this._y; radians = Math.atan2(dy,dx); degrees = radians * 180 / Math.PI; xspeed = Math.cos(radians); yspeed = Math.sin(radians); this._x += xspeed; this._y += yspeed; if( this._x == this.waypointX[this.i] && this._y == this.waypointY[this.i]){ this.i++; } if ( this._x == tile_10_0._x + 25 && this._y == tile_10_0._y + 25){ this.removeMovieClip(); dead += 1; } } } if ( dead >= amount ){ dead = 0; level += 1; amount = level * 20; spawned = 0; } } btnM.onRelease = function(){ create = true; } } game.onEnterFrame = function(){ } It is possible for me however to complete this task, but only once. I am able to make the turret, drag it over to a tile, and have it attach itself to the tile. No problem. The issue is, I cannot do these multiple times. Please Help.

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  • draw fog of war using shaders

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

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  • Typical Applications of Linear System Solver in Game Developemnt

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

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  • Finite state machine in C++

    - by Electro
    So, I've read a lot about using FSMs to do game state management, things like what and FSM is, and using a stack or set of states for building one. I've gone through all that. But I'm stuck at writing an actual, well-designed implementation of an FSM for that purpose. Specifically, how does one cleanly resolve the problem of transitioning between states, (how) should a state be able to use data from other states, and so on. Does anyone have any tips on designing and writing a implementation in C++, or better yet, code examples?

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  • which platform to choose for designing a game

    - by Pramod
    I am new to gaming platform and don't have any experience in gaming as well. I want to develop a small shooting game and don't have any idea from where to start and which platform to use like things. I have some experience in java and .net. Can anyone help me in giving me a start? I don't mind even if this question is voted down or closed. But please do help me. I've tried searching other similar questions but everyone is already into gaming and i can't get any of the words. Please refer me to some books or tutorials

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  • What method replaces GL_SELECT for box selection?

    - by Jake
    Last 2 weeks I started working on a box selection that selects shapes using GL_SELECT and I just got it working finally. When looking up resources online, there is a significant number of posts that say GL_SELECT is deprecated in OpenGL 3.0, but there is no mention of what had replace that function. I learnt OpenGL 1.2 in back in college 2 years back but checking wikipedia now, I realise we already have OpenGL 4.0 but I am unaware of what I need to do to keep myself up to date. So, in the meantime, what would be the latest preferred method for box selection? EDIT: I found http://www.khronos.org/files/opengl-quick-reference-card.pdf on page 5 this card still lists glRenderMode(GL_SELECT) as part of the OpenGL 3.2 reference.

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  • I prefer C/C++ over Unity and other tools: is it such a big downer for a game developper ?

    - by jokoon
    We have a big game project on Unity at school on which we are 12 to work on. My teacher seems to be convinced it's an important tool to teach students, since it makes students look from the high level to the lower level. I can understand his view, and I'm wondering: Is unity such an important engine in game developping companies ? Are there a lot of companies using it because they can't afford to use something else ? He is talking like Unity is a big player in game making, but I only see it fit small indie game companies who want to do a game as fast as possible. Do you think Unity is that much important in the industry ? Does it endangers the value of C++ skills ? It's not that I don't like Unity, it's just that I don't learn nothing with it, I prefer to achieve little steps with Ogre or SFML instead. Also, we also have C++ practice exercises, but those are just practice with theory, nothing much.

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  • How are these bullets done?

    - by Mike
    I really want to know how the bullets in Radiangames Inferno are done. The bullets seem like they are just billboard particles but I am curious about how their tails are implemented. They can curve so this means they are not just a billboard. Also, they appear continuous which implies that the tails are not made of a bunch of smaller particles (I think). Can anyone shead some light on this for me?

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  • Strange if-else branching behavior in a fragment shader

    - by Winged
    In my fragment shader I have passed an uniform int uLightType variable, which indicates what type of light is in usage right now. The problem is that if-else branching does not work correctly - the fragment shader performs instructions in every if statement block. if (uLightType == 1) { // Spotlight light type vec3 depthTextureCoord = vDepthPosition.xyz / vDepthPosition.w; shadowDepth = unpack(texture2D(uDepthMapSampler, depthTextureCoord.xy)); } else if (uLightType == 2) { // Omni-directional light type shadowDepth = unpack(textureCube(uDepthCubemapSampler, -lightVec)); } In the case when uLightType equals 1, unless I comment out the content of the second if block, it assigns an another value to shadowDepth. Also while uLightType equals 1, when I remove the second 'if' block and change == to != like in the sample code below, nothing happens (which means that uLightType really equals 1). if (uLightType != 1) { // Spotlight light type vec3 depthTextureCoord = vDepthPosition.xyz / vDepthPosition.w; shadowDepth = unpack(texture2D(uDepthMapSampler, depthTextureCoord.xy)); } Also, when I manually create an int variable (which is not an uniform) like this: var lightType = 1; and replace uLightType with it in the if-else branch, everything works fine, so I guess it have something to do with the fact that uLightType is the uniform.

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