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  • Impact of variable-length loops on GPU shaders

    - by Will
    Its popular to render procedural content inside the GPU e.g. in the demoscene (drawing a single quad to fill the screen and letting the GPU compute the pixels). Ray marching is popular: This means the GPU is executing some unknown number of loop iterations per pixel (although you can have an upper bound like maxIterations). How does having a variable-length loop affect shader performance? Imagine the simple ray-marching psuedocode: t = 0.f; while(t < maxDist) { p = rayStart + rayDir * t; d = DistanceFunc(p); t += d; if(d < epsilon) { ... emit p return; } } How are the various mainstream GPU families (Nvidia, ATI, PowerVR, Mali, Intel, etc) affected? Vertex shaders, but particularly fragment shaders? How can it be optimised?

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  • getting bone base and tip positions from a transform matrix?

    - by ddos
    I need this for a Blender3d script, but you don't really need to know Blender to answer this. I need to get bone head and tip positions from a transform matrix read from a file. The position of base is the location part of the matrix, length of the bone (distance from base to tip) is the scale, position of the tip is calculated from the scale (distance from bone base) and rotation part of the matrix. So how to calculate these? bone.base([x,y,z]) # x,y,z - floats bone.tip([x,y,z])

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  • 3D Vector "End Point" Calculation for procedural Vector Graphics

    - by FrostFlame64
    Alright, So I need some help with some Vector Math. I've developing some game Engines that have Procedural Fractal Generation for Some Graphics, such as using Lindenmayer Systems for generating Trees and Plants. L-Systems, are drawn by using Turtle Graphics, which is a form of Vector graphics. I first created a system to draw in 2D Graphics, which works perfectly fine. But now I want to make a 3D equivalent, and I’ve run into an issue. For my 2D Version, I created a Method for quickly determining the “End Point” of a Vector-like movement. Given a starting point (X, Y), a direction (between 0 and 360 degrees), and a distance, the end point is calculated by these formulas: newX = startX + distance * Sin((PI * direction) / 180) newY = startY + distance * Cos((PI * direction) / 180) Now I need something Similarly Equivalent for performing this Calculation in 3D, But I haven’t been able to Google anything that could show me how to do this. I'm flexible enough to get whatever required information is needed for this method calculation, in any reasonable form (Vector3, Quaternion, ect). To summarize: Given a starting point/vector position in 3D space (X, Y, Z), a Direction in 3D space (Vector3, Quaternion, ect), and a Distance, I need to find the “End Point” in 3D Space. Thank you for your time and help.

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  • 3D terrain map with Hexagon Grids (XNA)

    - by Rob
    I'm working on a hobby project (I'm a web/backend developer by day) and I want to create a 3D Tile (terrain) engine. I'm using XNA, but I can use MonoGame, OpenGL, or straight DirectX, so the answer does not have to be XNA specific. I'm more looking for some high level advice on how to approach this problem. I know about creating height maps and such, there are thousands of references out there on the net for that, this is a bit more specific. I'm more concerned with is the approach to get a 3D hexagon tile grid out of my terrain (since the terrain, and all 3d objects, are basically triangles). The first approach I thought about is to basically draw the triangles on the screen in the following order (blue numbers) to give me the triangles for terrain (black triangles) and then make hexes out of the triangles (red hex). http://screencast.com/t/ebrH2g5V This approach seems complicated to me since i'm basically having to draw 4 different types of triangles. The next approach I thought of was to use the existing triangles like I did for a square grid and get my hexes from 6 triangles as follows http://screencast.com/t/w9b7qKzVJtb8 This seems like the easier approach to me since there are only 2 types of triangles (i would have to play with the heights and widths to get a "perfect" hexagon, but the idea is the same. So I'm looking for: 1) Any suggestions on which approach I should take, and why. 2) How would I translate mouse position to a hexagon grid position (especially when moving the camera around), for example in the second image if the mouse pointer were the green circle, how would I determine to highlight that hexagon and then translating that into grid coordinates (assuming it is 0,0)? 3) Any references, articles, books, etc - to get me going in the right direction. Note: I've done hex grid's and mouse-grid coordinate conversion before in 2d. looking for some pointers on how to do the same in 3d. The result I would like to achieve is something similar to the following: http :// www. youtube .com / watch?v=Ri92YkyC3fw (sorry about the youtube link, but it will only let me post 2 links in this post... same rep problem i mention below...) Thanks for any help! P.S. Sorry for not posting the images inline, I apparently don't have enough rep on this stack exchange site.

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  • Newton Game Dynamics: Making an object not affect another object

    - by Boreal
    I'm going to be using Newton in my networked action game with Mogre. There will be two "types" of physics object: global and local. Global objects will be kept in sync for everybody; these include the players, projectiles, and other gameplay-related objects. Local objects are purely for effect, like ragdolls, debris, and particles. Is there a way to make the global objects affect the local objects without actually getting affected themselves? I'd like debris to bounce off of a tank, but I don't want the tank to respond in any way.

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  • Obstacle Avoidance steering behavior: how can an entity avoid an obstacle while other forces are acting on the entity?

    - by Prog
    I'm trying to implement the Obstacle Avoidance steering behavior in my 2D game. Currently my approach is to apply a force on the entity, in the direction of the normal of the heading, scaled by a number that gets bigger the closer we are to the obstacle. This is supposed to push the entity to the side and avoid the obstacle that blocks it's way. However, in the same time that my entity tries to avoid an obstacle, it Seeks to a point more or less behind the obstacle (which is the reason it needs to avoid the obstacle in the first place). The Seek algorithm constantly applies a force on the entity that pushes it (more or less) in the direction of the obstacle, while the Obstacle Avoidance algorithm constantly applies a force that pushes the entity away (more accurately, to the side) of the obstacle. The result is that sometimes the entity succesfully avoids the obstacle, and sometimes it collides with it, depending on the strength of the avoidance force I'm applying. How can I make sure that a force will succeed in steering the entity in some direction, while other forces are currently acting on the entity? (And while still looking natural). I can't allow entities to collide with obstacles when realistically they should be able to easily avoid them, doesn't matter what they're currently doing. Also, the Obstacle Avoidance algorithm is made exactly for the case where another force is acting on the entity. Otherwise it wouldn't be moving and there would be no need to avoid anything. So maybe I'm missing something. Thanks

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  • Fast software color interpolating triangle rasterization technique

    - by Belgin
    I'm implementing a software renderer with this rasterization method, however, I was wondering if there is a possibility to improve it, or if there exists an alternative technique that is much faster. I'm specifically interested in rendering small triangles, like the ones from this 100k poly dragon: As you can see, the method I'm using is not perfect either, as it leaves small gaps from time to time (at least I think that's what's happening). I don't mind using assembly optimizations. Pseudocode or actual code (C/C++ or similar) is appreciated. Thanks in advance.

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  • Unrealscript splitting a string

    - by burntsugar
    Note, this is repost from stackoverflow - I have only just discovered this site :) I need to split a string in Unrealscript, in the same way that Java's split function works. For instance - return the string "foo" as an array of char. I have tried to use the SplitString function: array SplitString( string Source, optional string Delimiter=",", optional bool bCullEmpty ) Wrapper for splitting a string into an array of strings using a single expression. as found at http://udn.epicgames.com/Three/UnrealScriptFunctions.html but it returns the entire String. simulated function wordDraw() { local String inputString; inputString = "trolls"; local string whatwillitbe; local int b; local int x; local array<String> letterArray; letterArray = SplitString(inputString,, false); for (x = 0; x < letterArray.Length; x++) { whatwillitbe = letterArray[x]; `log('it will be '@whatwillitbe); b = letterarray.Length; `log('letterarray length is '@b); `log('letter number '@x); } } Output is: b returns: 1 whatwillitbe returns: trolls However I would like b to return 6 and whatwillitbe to return each character individually. I have had a few answers proposed, however, I would still like to properly understand how the SplitString function works. For instance, if the Delimiter parameter is optional, what does the function use as a delimiter by default?

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  • Which Open Source Licenses can address concerns for an Open Source Game Engine?

    - by Chris
    I am on a team that is looking to open source an engine we are building. It's intended as an engine for Online RPG style games. We're writing it to work on both desktops and android platforms. I've been over to the OSI http://opensource.org/licenses/category to check out the most common licenses. However, this will be my first time going into an open source project and I wanted to know if the community had some insight into which licenses might be best suited. Key licensing concerns: Removing or limiting our liability (most already seem to cover this, but stating for completeness). We want other developers to be able to take part or all of our project and use it in their own projects with proper accreditation to our project. Licensing should not hinder someone's ability to quickly use the engine. They should be able to download a release and start using it without needing to wait on licensing issues. Game content (gfx, sound, etc.) that is not part of the engine should be allowed to be licensed separately. If someone is using our engine, they can retain full copy right of their content, including engine generated data. Our primary goal is exposure, which is why we're going open source to start with. Both for the project and for the individuals developing it. Are there any licenses that can require accreditation visible to players? While I'd put our primary goal as exposure, for licensing the accreditation is less of a concern. From what I've read through (and have been able to understand) it doesn't seem like any of the licenses cover anything that is produced by the licensed software. Are there any that state this specifically, or does simply not mentioning it leave it open for other licensing? Are there any other concerns that we should consider? Has anyone had any issues using any of these licenses?

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  • the unity aspect ratio script looks good in computer but not in android phones

    - by Pooya Fayyaz
    I'm developing a game for android devices.and i have a script that solve the ratio problem but i have a problem in this code.and i dont know why.it looks perfect in computer even resize the game screen but in mobile phones have a problem.my game runs in landscape mode.this is the script : using UnityEngine; using System.Collections; using System.Collections.Generic; public class reso : MonoBehaviour { void Update() { // set the desired aspect ratio (the values in this example are // hard-coded for 16:9, but you could make them into public // variables instead so you can set them at design time) float targetaspect = 16.0f / 9.0f; // determine the game window's current aspect ratio float windowaspect = (float)Screen.width / (float)Screen.height; // current viewport height should be scaled by this amount float scaleheight = windowaspect / targetaspect; // obtain camera component so we can modify its viewport Camera camera = GetComponent<Camera>(); // if scaled height is less than current height, add letterbox if (scaleheight < 1.0f && Screen.width <= 490 ) { Rect rect = camera.rect; rect.width = 1.0f; rect.height = scaleheight; rect.x = 0; rect.y = (1.0f - scaleheight) / 2.0f; camera.rect = rect; } else // add pillarbox { float scalewidth = 1.0f / scaleheight; Rect rect = camera.rect; rect.width = scalewidth; rect.height = 1.0f; rect.x = (1.0f - scalewidth) / 2.0f; rect.y = 0; camera.rect = rect; } } } i figure that my problem occur in this part of the script: if (scaleheight < 1.0f) { Rect rect = camera.rect; rect.width = 1.0f; rect.height = scaleheight; rect.x = 0; rect.y = (1.0f - scaleheight) / 2.0f; camera.rect = rect; } and its look like this in my mobile phone in portrait: and in landscape mode:

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  • Running multiple box2D world objects on a server

    - by CharbelAbdo
    I'm creating a multiplayer game using LibGdx (with Box2d) and Kryonet. Since this is the first time I work on multiplayer games, I read a bit about server - client implementations, and it turns out that the server should handle important tasks like collision detection, hits, characters dying etc... Based on some articles (like the excellent Gabriel Gambetta Fast paced multiplayer series), I also know that the client should work in parallel to avoid the lag while the server responds to commands. Physics wise, each game will have 2 players, and any projectiles fired. What I'm thinking of doing is the following: Create a physics world on the client When the game is signaled to start, I create the same physics world on the server (without any rendering obviously). Whenever the player issues a command (move or fire), I send the command to the server and immediately start processing it on the client. When the server receives the command, it applies it on the server's world (set velocity etc...) Each 100ms, the server sends the new state to the client which corrects what was calculated locally. Any critical action (hit, death, level up) is calculated only on the server and sent to the client. Essentially, I would have a Box2d World object running on the server for each game in progress, in sync with the worlds running on the clients. The alternative would be to do my own calculations on the server instead of relying on Box2D to do them for me, but I'm trying to avoid that. My question is: Is it wise to have, for example, 1000 instances of the World object running and executing steps on the server? Tomcat used around 750 MBytes of memory when trying it without any object added to the world. Anybody tried that before? If not, is there any alternative? Google did not help me, are there any guidelines to use when you want to have physics on both the client and the server? Thanks for any help.

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  • Game Object Factory: Fixing Memory Leaks

    - by Bunkai.Satori
    Dear all, this is going to be tough: I have created a game object factory that generates objects of my wish. However, I get memory leaks which I can not fix. Memory leaks are generated by return new Object(); in the bottom part of the code sample. static BaseObject * CreateObjectFunc() { return new Object(); } How and where to delete the pointers? I wrote bool ReleaseClassType(). Despite the factory works well, ReleaseClassType() does not fix memory leaks. bool ReleaseClassTypes() { unsigned int nRecordCount = vFactories.size(); for (unsigned int nLoop = 0; nLoop < nRecordCount; nLoop++ ) { // if the object exists in the container and is valid, then render it if( vFactories[nLoop] != NULL) delete vFactories[nLoop](); } return true; } Before taking a look at the code below, let me help you in that my CGameObjectFactory creates pointers to functions creating particular object type. The pointers are stored within vFactories vector container. I have chosen this way because I parse an object map file. I have object type IDs (integer values) which I need to translate them into real objects. Because I have over 100 different object data types, I wished to avoid continuously traversing very long Switch() statement. Therefore, to create an object, I call vFactoriesnEnumObjectTypeID via CGameObjectFactory::create() to call stored function that generates desired object. The position of the appropriate function in the vFactories is identical to the nObjectTypeID, so I can use indexing to access the function. So the question remains, how to proceed with garbage collection and avoid reported memory leaks? #ifndef GAMEOBJECTFACTORY_H_UNIPIXELS #define GAMEOBJECTFACTORY_H_UNIPIXELS //#include "MemoryManager.h" #include <vector> template <typename BaseObject> class CGameObjectFactory { public: // cleanup and release registered object data types bool ReleaseClassTypes() { unsigned int nRecordCount = vFactories.size(); for (unsigned int nLoop = 0; nLoop < nRecordCount; nLoop++ ) { // if the object exists in the container and is valid, then render it if( vFactories[nLoop] != NULL) delete vFactories[nLoop](); } return true; } // register new object data type template <typename Object> bool RegisterClassType(unsigned int nObjectIDParam ) { if(vFactories.size() < nObjectIDParam) vFactories.resize(nObjectIDParam); vFactories[nObjectIDParam] = &CreateObjectFunc<Object>; return true; } // create new object by calling the pointer to the appropriate type function BaseObject* create(unsigned int nObjectIDParam) const { return vFactories[nObjectIDParam](); } // resize the vector array containing pointers to function calls bool resize(unsigned int nSizeParam) { vFactories.resize(nSizeParam); return true; } private: //DECLARE_HEAP; template <typename Object> static BaseObject * CreateObjectFunc() { return new Object(); } typedef BaseObject*(*factory)(); std::vector<factory> vFactories; }; //DEFINE_HEAP_T(CGameObjectFactory, "Game Object Factory"); #endif // GAMEOBJECTFACTORY_H_UNIPIXELS

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  • XNA texture stretching at extreme coordinates

    - by Shaun Hamman
    I was toying around with infinitely scrolling 2D textures using the XNA framework and came across a rather strange observation. Using the basic draw code: spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointWrap, null, null); spriteBatch.Draw(texture, Vector2.Zero, sourceRect, Color.White, 0.0f, Vector2.Zero, 2.0f, SpriteEffects.None, 1.0f); spriteBatch.End(); with a small 32x32 texture and a sourceRect defined as: sourceRect = new Rectangle(0, 0, Window.ClientBounds.Width, Window.ClientBounds.Height); I was able to scroll the texture across the window infinitely by changing the X and Y coordinates of the sourceRect. Playing with different coordinate locations, I noticed that if I made either of the coordinates too large, the texture no longer drew and was instead replaced by either a flat color or alternating bands of color. Tracing the coordinates back down, I found the following at around (0, -16,777,000): As you can see, the texture in the top half of the image is stretched vertically. My question is why is this occurring? Certainly I can do things like bind the x/y position to some low multiple of 32 to give the same effect without this occurring, so fixing it isn't an issue, but I'm curious about why this happens. My initial thought was perhaps it was overflowing the coordinate value or some such thing, but looking at a data type size chart, the next closest below is an unsigned short with a range of about 32,000, and above is an unsigned int with a range of around 2,000,000,000 so that isn't likely the cause.

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  • How do I implement movement in a WPF Adventure game?

    - by ZeroPhase
    I'm working on making a short WPF adventure game. The only major hurdle I have right now is how to animate objects on the screen correctly. I've experimented with DoubleAnimation and ThicknessAnimation both enable movement of the character, but the speed is a bit erratic. The objects I'm trying to move around are labels in a grid, I'm checking the mouse's position in terms of the canvas I have the grid in. Does anyone have any suggestions for coding the movement, while still allowing mouse clicks to pick up items when needed? It would be nice if I could continue using the Visual Studio GUI Editor. By the way, I'm fine with scrapping labels in a grid for a more ideal object to manipulate. Here's my movement code: ThicknessAnimation ta = new ThicknessAnimation(); The event handling movement: private void Hansel_MouseLeftButtonDown(object sender, MouseButtonEventArgs e) { ta.FillBehavior = FillBehavior.HoldEnd; ta.From = Hansel.Margin; double newX = Mouse.GetPosition(PlayArea).X; double newY = Mouse.GetPosition(PlayArea).Y; if (newX < Convert.ToDouble(Hansel.Margin.Left)) { //newX = -1 * newX; ta.To = new Thickness(0, newY, newX, 0); } else if (newY < Convert.ToDouble(Hansel.Margin.Top)) { newY = -1 * newY; } else { ta.To = new Thickness(newX, newY, 0, 0); } ta.Duration = new Duration(TimeSpan.FromSeconds(2)); Hansel.BeginAnimation(Grid.MarginProperty, ta); } ScreenShot with annotations: http://i1118.photobucket.com/albums/k608/sealclubberr/clickToMove_zps9d4a33cc.png ScreenShot with example movement: http://i1118.photobucket.com/albums/k608/sealclubberr/clickToMove_zps51f2359f.jpg

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  • Negamax implementation doesn't appear to work with tic-tac-toe

    - by George Jiglau
    I've implemented Negamax as it can be found on wikipedia, which includes alpha/beta pruning. However, it seems to favor a losing move, which should be an invalid result. The game is Tic-Tac-Toe, I've abstracted most of the game play so it should be rather easy to spot an error within the algorithm. Here is the code, nextMove, negamax or evaluate are probably the functions that contain the fault: #include <list> #include <climits> #include <iostream> //#define DEBUG 1 using namespace std; struct Move { int row, col; Move(int row, int col) : row(row), col(col) { } Move(const Move& m) { row = m.row; col = m.col; } }; struct Board { char player; char opponent; char board[3][3]; Board() { } void read(istream& stream) { stream >> player; opponent = player == 'X' ? 'O' : 'X'; for(int row = 0; row < 3; row++) { for(int col = 0; col < 3; col++) { char playa; stream >> playa; board[row][col] = playa == '_' ? 0 : playa == player ? 1 : -1; } } } void print(ostream& stream) { for(int row = 0; row < 3; row++) { for(int col = 0; col < 3; col++) { switch(board[row][col]) { case -1: stream << opponent; break; case 0: stream << '_'; break; case 1: stream << player; break; } } stream << endl; } } void do_move(const Move& move, int player) { board[move.row][move.col] = player; } void undo_move(const Move& move) { board[move.row][move.col] = 0; } bool isWon() { if (board[0][0] != 0) { if (board[0][0] == board[0][1] && board[0][1] == board[0][2]) return true; if (board[0][0] == board[1][0] && board[1][0] == board[2][0]) return true; } if (board[2][2] != 0) { if (board[2][0] == board[2][1] && board[2][1] == board[2][2]) return true; if (board[0][2] == board[1][2] && board[1][2] == board[2][2]) return true; } if (board[1][1] != 0) { if (board[0][1] == board[1][1] && board[1][1] == board[2][1]) return true; if (board[1][0] == board[1][1] && board[1][1] == board[1][2]) return true; if (board[0][0] == board[1][1] && board[1][1] == board[2][2]) return true; if (board[0][2] == board [1][1] && board[1][1] == board[2][0]) return true; } return false; } list<Move> getMoves() { list<Move> moveList; for(int row = 0; row < 3; row++) for(int col = 0; col < 3; col++) if (board[row][col] == 0) moveList.push_back(Move(row, col)); return moveList; } }; ostream& operator<< (ostream& stream, Board& board) { board.print(stream); return stream; } istream& operator>> (istream& stream, Board& board) { board.read(stream); return stream; } int evaluate(Board& board) { int score = board.isWon() ? 100 : 0; for(int row = 0; row < 3; row++) for(int col = 0; col < 3; col++) if (board.board[row][col] == 0) score += 1; return score; } int negamax(Board& board, int depth, int player, int alpha, int beta) { if (board.isWon() || depth <= 0) { #if DEBUG > 1 cout << "Found winner board at depth " << depth << endl; cout << board << endl; #endif return player * evaluate(board); } list<Move> allMoves = board.getMoves(); if (allMoves.size() == 0) return player * evaluate(board); for(list<Move>::iterator it = allMoves.begin(); it != allMoves.end(); it++) { board.do_move(*it, -player); int val = -negamax(board, depth - 1, -player, -beta, -alpha); board.undo_move(*it); if (val >= beta) return val; if (val > alpha) alpha = val; } return alpha; } void nextMove(Board& board) { list<Move> allMoves = board.getMoves(); Move* bestMove = NULL; int bestScore = INT_MIN; for(list<Move>::iterator it = allMoves.begin(); it != allMoves.end(); it++) { board.do_move(*it, 1); int score = -negamax(board, 100, 1, INT_MIN + 1, INT_MAX); board.undo_move(*it); #if DEBUG cout << it->row << ' ' << it->col << " = " << score << endl; #endif if (score > bestScore) { bestMove = &*it; bestScore = score; } } if (!bestMove) return; cout << bestMove->row << ' ' << bestMove->col << endl; #if DEBUG board.do_move(*bestMove, 1); cout << board; #endif } int main() { Board board; cin >> board; #if DEBUG cout << "Starting board:" << endl; cout << board; #endif nextMove(board); return 0; } Giving this input: O X__ ___ ___ The algorithm chooses to place a piece at 0, 1, causing a guaranteed loss, do to this trap(nothing can be done to win or end in a draw): XO_ X__ ___ Perhaps it has something to do with the evaluation function? If so, how could I fix it?

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  • how to give action to the CCArray which contain bubbles(sprites)

    - by prakash s
    I am making bubbles shooter game in cocos2d I have taken one array in that i have inserted number of different color bubbles and i showing on my game scene also , but if give some move action to that array ,it moving down but it displaying all the bubbles at one position and automatically destroying , what is the main reason behind this please help me here is my code: -(void)addTarget { CGSize winSize = [[CCDirector sharedDirector] winSize]; //CCSprite *target = [CCSprite spriteWithFile:@"3.png" rect:CGRectMake(0, 0, 256, 256)]; NSMutableArray * movableSprites = [[NSMutableArray alloc] init]; NSArray *images = [NSArray arrayWithObjects:@"1.png", @"2.png", @"3.png", @"4.png",@"5.png",@"1.png",@"5.png", @"3.png", nil]; for(int i = 0; i < images.count; ++i) { NSString *image = [images objectAtIndex:i]; // generate random number based on size of array (array size is larger than 10) CCSprite*target = [CCSprite spriteWithFile:image]; float offsetFraction = ((float)(i+1))/(images.count+1); //target.position = ccp(winSize.width*offsetFraction, winSize.height/2); target.position = ccp(350*offsetFraction, 460); // [[CCActionManager sharedManager ] pauseAllActionsForTarget:target ] ; [self addChild:target]; [movableSprites addObject:target]; //[target runAction:[CCMoveTo actionWithDuration:20.0 position:ccp(0,0)]]; id actionMove = [CCMoveTo actionWithDuration:10 position:ccp(winSize.width/2,winSize. height/2)]; id actionMoveDone = [CCCallFuncN actionWithTarget:self selector:@selector(spriteMoveFinished:)]; [target runAction:[CCSequence actions:actionMove, actionMoveDone, nil]]; } } after the move at certain position i want to display all the bubbles in centre of my window

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  • Why can't I create direct3d objects?

    - by quakkels
    I've been programming professionally for years using languages like VBScript, JavaScript, and C#. As a hobby, I'm getting into some c/c++ and games programming with DirectX. I am running into an issue where I cannot create direct3d objects. I am using Visual C++ 2010 Express. After I installed vc++2010express I then installed the June 2010 release of DirectX. I am trying to include DirectX via #pragma statements. This is the code I have so far in my winmain.cpp source file: #include <Windows.h> #include <d3d11.h> #include <time.h> #include <iostream> using namespace std; #pragma comment(lib, "d3d11.lib") #pragma comment(lib, "d3dx11.lib") // program settings const string AppTitle = "Direct3D in a Window"; const int ScreenWidth = 1024; const int ScreenHeight = 768; // direct3d objects LPDIRECT3D11 d3d = NULL; // this line is showing an error The type LPDIRECT3D11 is showing an error: Error: Identifier "LPDIRECT3D11" is undefined Am I missing something here to get VC++2010Express to recognize and load the DirectX libs? Thanks for any help.

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  • How to Align Gun with Bullets

    - by Shane
    I have a top-down 2D shooter. I have an image of a player holding a gun, that rotates to face the mouse. Please note that the gun isn't a separate image tethered to the player, but rather part of the player. Right now, bullets are created at the player's x and y. This works when the player is facing the right way, but not when they rotate. The bullets move in the right direction, but don't come from the gun. How can I fix this? TL;DR: When the player rotates, bullets don't come from gun. public void fire() { angle = sprite.getRotation(); System.out.println(angle); x = sprite.getX(); y = sprite.getY(); Bullet b = new Bullet(x, y, angle); Utils.world.addBullet(b); }

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  • how to stop the array of sprite in cocos2d?

    - by prakash s
    I am devoloping the bubble shooter game in cocos2d how to stop the sprite movement at the center of the game scene in my game bec i want to shoot the bubble after stopping the movenent at certain position here is my code -(void)addTarget { CGSize winSize = [[CCDirector sharedDirector] winSize]; NSMutableArray * movableSprites = [[NSMutableArray alloc] init]; NSArray *images = [NSArray arrayWithObjects:@"1.png", @"2.png", @"3.png", @"4.png",@"5.png", @"6.png", @"7.png",@"8.png" ,nil]; for(int i = 0; i < images.count; ++i) { int index = (arc4random() % 8)+1; NSString *image = [NSString stringWithFormat:@"%d.png", index]; CCSprite*target = [CCSprite spriteWithFile:image]; // generate random number based on size of array (array size is larger than 10) float offsetFraction = ((float)(i+1))/(images.count+1); //target.position = ccp(winSize.width*offsetFraction, winSize.height/2); target.position = ccp(350*offsetFraction, 460); [self addChild:target]; [movableSprites addObject:target]; id actionMove = [CCMoveTo actionWithDuration:10 position:ccp(350*offsetFraction, 100)]; id actionMoveDone = [CCCallFuncN actionWithTarget:self selector:@selector(spriteMoveFinished:)]; [target runAction:[CCSequence actions:actionMove, actionMoveDone, nil]]; } here bubbles are moving from top to bottom but after 5 rows my bubble movement should be stop so please help me to get that logic

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  • How could you model "scent trails" in a game?

    - by Sebastien Diot
    Say you want to create a 3D game, and have either players, or mobiles, be able to tract other entity by following their scent trails. Is there any known data-structure that matches this use case? If you have only few individuals going about, you can probably do something like a map of 3D coord to entity ID, but real scent works differently, because it fades over time, but slowly. And most of the time, you can only know approximately what went there, and approximately how many things of that type went there. And the approximation becomes worst with time, until it's gone. I imagine it's kind of like starting with an exact number, and slowly loosing the least significant digits, until you loose the most significant digit too. But that doesn't really help me, because entity IDs aren't normally encoded to contain the entity type, in addition to it's individual ID.

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  • Best way to prevent UIPanGestureRecognizer from firing when moving sprites in cocos2d

    - by cjroebuck
    Im using UIPanGestureRecognizer in my cocos2d game to do drag and drop of sprites. I have a row of sprites and when I drag a sprite on top of another one, the sprite underneath it and any other sprites between should shift left or right out of the way to allow space to drop the currently selected sprite. This is working ok, however, if I am too quick at dragging the sprite around the screen, this triggers another round of the UIPanGestureRecognizer's callback method, and screws up the logic, as the sprites are in-between shifting. I need a way to freeze the callback from firing, whilst the other sprites are shifting, then once they have finished moving, re-enable the callback to fire. Whats the best way to do this?

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  • Loading content (meshes, textures, sounds) in the background

    - by Boreal
    In my game, I am aiming for a continuous world, that is, a world where you can go anywhere without breaking the immersion through load times and "virtual seams". My world is broken up into regions, which are nodes in a graph. A region is considered adjacent to another if it can be travelled to or seen from that region. In order to keep this continuous, I want to preload the assets needed in the adjacent regions (such as world meshes, textures, and music) before they are actually used. As for actually loading the content, I use a manager that keeps at most one copy of each asset in memory at a time, accessible by its filename. When I try to access an asset, it loads it (if necessary) and then returns it. I can then unload any asset that is currently loaded to save memory. Clearly, I want to do this in the background so there are no hiccups. I assume I have to use threads in some way, but I'm not sure how.

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  • Good 3D Game Engine for the Horror Genre [on hold]

    - by James Wassall
    I am starting to think about and design (pencil drawings) a simple, horror game. I'm in need of a good engine which supports features like Dynamic Lighting (for a characters flashlight) and dynamic shadows. My first choice was obviously Unity3D, as its free and is (supposedly) the easiest to use. However, I believe that a lot of features are locked for the Pro version (a $1500 investment). Is there any good, free engines that support dynamic events? I have read a lot of posts recommending the Source engine but I don't want to make a mod, I would like to make a fully featured standalone game. I'm not looking for opinions on "Which engine you prefer" or "Which engine do you use", all I would like is to be presented with the facts. -James

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  • How do I pass an object location into a vertex shader?

    - by Greg Kassapidis
    I am using Blender Game Engine. I want to create a large flat plane, and deform it locally near a moving object. So far (despite being a beginner at shaders) I've written a vertex shader for the plane which moves the vertices to their correct positions (constant positions, for now). I cannot find a way to swap that constant location with an object's location updated every frame, while the shader is running. I am not even sure if it's possible. I only want to access a specific object's center from the shader.

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  • Input Handling and Game loop

    - by Bob Coder
    So, I intercept the WM_KEYDOWN and other messages. Thing is, my game can't/shouldn't react to these messages just yet, since my game might be currently drawing to the screen or in the middle of updating my game entities. So the idea is to keep a keyboardstate and mousestate, which is updated by the part of my code that intercepts the windows messages. These states just keep track of which keys/buttons are currently pressed. Then, at the start of my game's update function, I access these keyboard and mouse states and my game reacts to the user input. Now, which is the best way to access these states? I assume that windows messages can be sent whenever, so the keyboard/mouse states are constantly being edited. Accessing say a list of currently pressed keys in the keyboard state the same time another part of the code is editing the list would cause problems. Should I make a deep copy of a state and act on that? How would I deal with the garbage generated though, this would take place every frame.

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