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  • Unexpected behaviour with glFramebufferTexture1D

    - by Roshan
    I am using render to texture concept with glFramebufferTexture1D. I am drawing a cube on non-default FBO with all the vertices as -1,1 (maximum) in X Y Z direction. Now i am setting viewport to X while rendering on non default FBO. My background is blue with white color of cube. For default FBO, i have created 1-D texture and attached this texture to above FBO with color attachment. I am setting width of texture equal to width*height of above FBO view-port. Now, when i render this texture to on another cube, i can see continuous white color on start or end of each face of the cube. That means part of the face is white and rest is blue. I am not sure whether this behavior is correct or not. I expect all the texels should be white as i am using -1 and 1 coordinates for cube rendered on non-default FBO. code: #define WIDTH 3 #define HEIGHT 3 GLfloat vertices8[]={ 1.0f,1.0f,1.0f, -1.0f,1.0f,1.0f, -1.0f,-1.0f,1.0f, 1.0f,-1.0f,1.0f,//face 1 1.0f,-1.0f,-1.0f, -1.0f,-1.0f,-1.0f, -1.0f,1.0f,-1.0f, 1.0f,1.0f,-1.0f,//face 2 1.0f,1.0f,1.0f, 1.0f,-1.0f,1.0f, 1.0f,-1.0f,-1.0f, 1.0f,1.0f,-1.0f,//face 3 -1.0f,1.0f,1.0f, -1.0f,1.0f,-1.0f, -1.0f,-1.0f,-1.0f, -1.0f,-1.0f,1.0f,//face 4 1.0f,1.0f,1.0f, 1.0f,1.0f,-1.0f, -1.0f,1.0f,-1.0f, -1.0f,1.0f,1.0f,//face 5 -1.0f,-1.0f,1.0f, -1.0f,-1.0f,-1.0f, 1.0f,-1.0f,-1.0f, 1.0f,-1.0f,1.0f//face 6 }; GLfloat vertices[]= { 0.5f,0.5f,0.5f, -0.5f,0.5f,0.5f, -0.5f,-0.5f,0.5f, 0.5f,-0.5f,0.5f,//face 1 0.5f,-0.5f,-0.5f, -0.5f,-0.5f,-0.5f, -0.5f,0.5f,-0.5f, 0.5f,0.5f,-0.5f,//face 2 0.5f,0.5f,0.5f, 0.5f,-0.5f,0.5f, 0.5f,-0.5f,-0.5f, 0.5f,0.5f,-0.5f,//face 3 -0.5f,0.5f,0.5f, -0.5f,0.5f,-0.5f, -0.5f,-0.5f,-0.5f, -0.5f,-0.5f,0.5f,//face 4 0.5f,0.5f,0.5f, 0.5f,0.5f,-0.5f, -0.5f,0.5f,-0.5f, -0.5f,0.5f,0.5f,//face 5 -0.5f,-0.5f,0.5f, -0.5f,-0.5f,-0.5f, 0.5f,-0.5f,-0.5f, 0.5f,-0.5f,0.5f//face 6 }; GLuint indices[] = { 0, 2, 1, 0, 3, 2, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11, 12, 15, 14, 12, 14, 13, 16, 17, 18, 16, 18, 19, 20, 23, 22, 20, 22, 21 }; GLfloat texcoord[] = { 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0 }; glGenTextures(1, &id1); glBindTexture(GL_TEXTURE_1D, id1); glGenFramebuffers(1, &Fboid); glTexParameterf(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, WIDTH*HEIGHT , 0, GL_RGBA, GL_UNSIGNED_BYTE,0); glBindFramebuffer(GL_FRAMEBUFFER, Fboid); glFramebufferTexture1D(GL_DRAW_FRAMEBUFFER,GL_COLOR_ATTACHMENT0,GL_TEXTURE_1D,id1,0); draw_cube(); glBindFramebuffer(GL_FRAMEBUFFER, 0); draw(); } draw_cube() { glViewport(0, 0, WIDTH, HEIGHT); glClearColor(0.0f, 0.0f, 0.5f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); glEnableVertexAttribArray(glGetAttribLocation(temp.psId,"position")); glVertexAttribPointer(glGetAttribLocation(temp.psId,"position"), 3, GL_FLOAT, GL_FALSE, 0,vertices8); glDrawArrays (GL_TRIANGLE_FAN, 0, 24); } draw() { glClearColor(1.0f, 0.0f, 0.0f, 1.0f); glClearDepth(1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnableVertexAttribArray(glGetAttribLocation(shader_data.psId,"tk_position")); glVertexAttribPointer(glGetAttribLocation(shader_data.psId,"tk_position"), 3, GL_FLOAT, GL_FALSE, 0,vertices); nResult = GL_ERROR_CHECK((GL_NO_ERROR, "glVertexAttribPointer(position, 3, GL_FLOAT, GL_FALSE, 0,vertices);")); glEnableVertexAttribArray(glGetAttribLocation(shader_data.psId,"inputtexcoord")); glVertexAttribPointer(glGetAttribLocation(shader_data.psId,"inputtexcoord"), 2, GL_FLOAT, GL_FALSE, 0,texcoord); glBindTexture(*target11, id1); glDrawElements ( GL_TRIANGLES, 36,GL_UNSIGNED_INT, indices ); when i change WIDTH=HEIGHT=2, and call a glreadpixels with height, width equal to 4 in draw_cube() i can see first 2 pixels with white color, next two with blue(glclearcolor), next two white and then blue and so on.. Now when i change width parameter in glTeximage1D to 16 then ideally i should see alternate patches of white and blue right? But its not the case here. why so?

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  • isometric drawing order with larger than single tile images - drawing order algorithm?

    - by Roger Smith
    I have an isometric map over which I place various images. Most images will fit over a single tile, but some images are slightly larger. For example, I have a bed of size 2x3 tiles. This creates a problem when drawing my objects to the screen as I get some tiles erroneously overlapping other tiles. The two solutions that I know of are either splitting the image into 1x1 tile segments or implementing my own draw order algorithm, for example by assigning each image a number. The image with number 1 is drawn first, then 2, 3 etc. Does anyone have advice on what I should do? It seems to me like splitting an isometric image is very non obvious. How do you decide which parts of the image are 'in' a particular tile? I can't afford to split up all of my images manually either. The draw order algorithm seems like a nicer choice but I am not sure if it's going to be easy to implement. I can't solve, in my head, how to deal with situations whereby you change the index of one image, which causes a knock on effect to many other images. If anyone has an resources/tutorials on this I would be most grateful.

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  • Why is my Simplex Noise appearing in four columns?

    - by Joe the Person
    I'm trying to make a Texture out of Simplex noise, but it keeps appearing like this regardless of how big or small scale is: The following code is used to produce the image's color date: private Color[,] GetSimplex() { Color[,] colors = new Color[800, 600]; float scale = colors.GetLength(0); for (int x = 0; x < 800; x++) { for (int y = 0; y < 600; y++) { byte noise = (byte)(Noise.Generate(x / scale, y / scale) * 255); colors[x, y] = new Color(noise, noise, noise); } } return colors; }

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  • Making a game "resize-safe"

    - by CPP_Person
    It's one thing to get the graphics aligned perfectly, it's another to do this for every single resolution and not take too much time and/or make the code unreadable due to size. Games like Battlefield 3 and Minecraft seem to manage this. But what do they do to keep things from stretching or going off the screen? I don't know any algorithms to do this. I'd like some help on this topic. I've always programmed games that only handle a single resolution, so help would be appreciate.

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  • Game programming in C++ [closed]

    - by Asaf
    I am a new programmer. I know C++ quite well and I know C# very good. I'm really eager to learn how to program games well and I cant really find where to start learning from. I have never developed any graphics in C++ , only a crappy game with windows forms graphics. I'm really into game programming and hoping I can get employed in it in the future. I'd be glad to have some advice about this. Thanks in advance, Asaf

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  • XNA Quadtree with LOD

    - by Byron Cobb
    I'm looking to create a fairly large environment, and as such would like to implement a quadtree and use LOD on it. I've looked through numerous examples and I get the basic idea of a quadtree. Start with a root node with 4 vertices covering the whole map and divide into 4 children nodes until I meet some criteria(max number of triangles) I'm looking for some very very basic algorithm or explanation with respect to drawing the quadtree. What vertices need to be stored per iteration? When do I determine what vertices to draw? When to update indices and vertices? Hope to integrate the bounding frustrum? Do I include parent and child vertices? I'm looking for very simple instruction on what to do. I've scoured the internet for days now looking, but everyone adds extra code and a different spin without explanation. I understand quadtrees, but not with respect to 3d rendering and lod. A link to an outside source will probably have been read by myself already and won't help. Regards, Byron.

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  • Structure gameobjects and call events

    - by waco001
    I'm working on a 2D tile based game in which the player interacts with other game objects (chests, AI, Doors, Houses etc...). The entire map will be stored in a file which I can read. When loading the tilemap, it will find any tile with the ID that represents a gameobject and store it in a hashmap (right data structure I think?). private static HashMap<Integer, Class<GameObject>> gameObjects = new HashMap<Integer, Class<GameObject>>(); How exactly would I go about calling, and checking for events? I figure that I would just call the update, render and input methods of each gameobject using the hashmap. Should I got towards a Minecraft/Bukkit approach (sorry only example I can think of), where the user registers an event, and it gets called whenever that event happens, and where should I go as in resources to learn about that type of programming, (Java, LWJGL). Or should I just loop through the entire hashmap looking for an event that fits? Thanks waco

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  • 2D Pixel/sprite game in unity? [on hold]

    - by acidzombie24
    Hi I'm an absolute newbie in unity. In the past I was told unity is terrible for 2d games so I look away after looking at it for a few days. I don't remember if this was right before unity4 came out or after. I hear unity is fairly good at 2d now. I tried googling for tutorials but I'm doing it wrong. I could not find a good tetris or tic tac toe tutorial. What assets/tutorials do I want for a 2D game? Side question is what tutorials are good if I want to make a fire emblem/advance wars type game (HUD heavy grid base game)

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  • How to account for speed of the vehicle when shooting shells from it?

    - by John Murdoch
    I'm developing a simple 3D ship game using libgdx and bullet. When a user taps the mouse I create a new shell object and send it in the direction of the mouse click. However, if the user has tapped the mouse in the direction where the ship is currently moving, the ship catches up to the shells very quickly and can sometimes even get hit by them - simply because the speed of shells and the ship are quite comparable. I think I need to account for ship speed when generating the initial impulse for the shells, and I tried doing that (see "new line added"), but I cannot figure out if what I'm doing is the proper way and if yes, how to calculate the correct coefficient. public void createShell(Vector3 origin, Vector3 direction, Vector3 platformVelocity, float velocity) { long shellId = System.currentTimeMillis(); // hack ShellState state = getState().createShellState(shellId, origin.x, origin.y, origin.z); ShellEntity entity = EntityFactory.getInstance().createShellEntity(shellId, state); add(entity); entity.getBody().applyCentralImpulse(platformVelocity.mul(velocity * 0.02f)); // new line added, to compensate for the moving platform, no idea how to calculate proper coefficient entity.getBody().applyCentralImpulse(direction.nor().mul(velocity)); } private final Vector3 v3 = new Vector3(); public void shootGun(Vector3 direction) { Vector3 shipVelocity = world.getShipEntities().get(id).getBody().getLinearVelocity(); world.getState().getShipStates().get(id).transform.getTranslation(v3); // current location of our ship v3.add(direction.nor().mul(10.0f)); // hack; this is to avoid shell immediately impacting the ship that it got shot out from world.createShell(v3, direction, shipVelocity, 500); }

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  • Hero/Character sprite size in comparison to tile size?

    - by Kid
    So I'm making this simple platformer where the Hero is 16x16 in size, but also, the tile size is 16x16. Which sounds fine right? But my game window/world is 800x416, which makes the Hero is really really tiny in comparison. This really surprised me, but given Ive never made a platformer before it is also a new discovery. Is there a rule set for scale in platformer games? I'd like to have my game window remain the size it is (800x416), cause the game involves large levels. But how big should my hero be? I hope I was clear with the question, and I appreciate any insight. Thanks

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  • car crash android game

    - by Axarydax
    I'd like to make a simple 2d car crashing game, where the player would drive his car into moving traffic and try to cause as much damage as possible in each level (some Burnout games had a mode like this). The physics part of the game is the most important, I can worry about graphics later. Would engine like emini or box2d work for this kind of game? Would Android devices have enough power to handle this? For example if there were about 20 cars colliding, along with some buildings, it would be nice if I could get 20 fps.

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  • Does use of simple shaders improve performace/battery life?

    - by Miro
    I'm making OpenGL game for Android. Till now i've used only fixed function pipeline, but i'm rendering simple things. Fixed function pipeline includes a lot of stuff i don't need. So i'm thinking about implementing shaders in my game to simplify OpenGL pipeline if it can make better performance. Better performance = better battery life, unless fps is limited by software limit, not hardware power.

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  • Loading files during run time

    - by NDraskovic
    I made a content pipeline extension (using this tutorial) in XNA 4.0 game. I altered some aspects, so it serves my need better, but the basic idea still applies. Now I want to go a step further and enable my game to be changed during run time. The file I am loading trough my content pipeline extension is very simple, it only contains decimal numbers, so I want to enable the user to change that file at will and reload it while the game is running (without recompiling as I had to do so far). This file is a very simplified version of level editor, meaning that it contains rows like: 1 1,5 1,78 -3,6 Here, the first number determines the object that will be drawn to the scene, and the other 3 numbers are coordinates where that object will be placed. So, how can I change the file that contains these numbers so that the game loads it and redraws the scene accordingly? Thanks

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  • How to expose game data in the game without a singelton?

    - by zardon
    I'm quite new to cocos2d and games programming, and am currently I am writing a game that is currently in Prototype stage. Everything is going okay, but I've realized a potentially big problem and I am not sure how to solve it. I am using a singelton to store a bunch of arrays for everything, a global list of planets, a global list of troops, a global list of products, etc. And only now I'm realizing that all of this will be in memory and this is the wrong way to do it. I am not storing files or anything on the disk just yet, with exception to a save/load state, which is a capture of everything. My game makes use of a map which allows you to select a planet, then it will give you a breakdown of that planets troops and resources, Lets use this scenario: My game has 20 planets. On which you can have 20 troops. Straight away that's an array of 400! This does not add the NPC, which is another 10. So, 20x10 = 200 So, now we have 600 all in arrays inside a Singelton. This is obviously very bad, and very wrong. Especially as the game scales in the amount of data. But I need to expose pretty much everything, especially on the map page, and I am not sure how else to do it. I've been told that I can use a controller for the map page which has the information I need for each planet, and other controllers for other items I require global display for. I've also thought about storing each planet's data in a save file, using initWithCoder however there could be a boatload of files on the user's device? I really don't want to use a database, mainly because I would need to translate NSObjects and non-NSObjects like CGRects and CGPoints and Colors into/from SQL. I am open to other ideas on how to store and read game data to prevent using a singelton to store everything, everywhere. Thanks for your time.

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  • How to evaluate a user against optimal performance?

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

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  • Does DirectX implement Triple Buffering?

    - by Asik
    As AnandTech put it best in this 2009 article: In render ahead, frames cannot be dropped. This means that when the queue is full, what is displayed can have a lot more lag. Microsoft doesn't implement triple buffering in DirectX, they implement render ahead (from 0 to 8 frames with 3 being the default). The major difference in the technique we've described here is the ability to drop frames when they are outdated. Render ahead forces older frames to be displayed. Queues can help smoothness and stuttering as a few really quick frames followed by a slow frame end up being evened out and spread over more frames. But the price you pay is in lag (the more frames in the queue, the longer it takes to empty the queue and the older the frames are that are displayed). As I understand it, DirectX "Swap Chain" is merely a render ahead queue, i.e. buffers cannot be dropped; the longer the chain, the greater the input latency. At the same time, I find it hard to believe that the most widely used graphics API would not implement such fundamental functionality correctly. Is there a way to get proper triple buffered vertical synchronisation in DirectX?

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  • Does Unity's "Transparent Bumped Specular" translate to "semi-shiny must be semi-transparent"?

    - by Shivan Dragon
    Unity's documentation for the "Transparent Bumped Specular" shader/material-type is simply a concatenation of each of the descriptions for its Transparent and Specular Shaders (and also Bumped, but that doesn't apply to the question): Transparent Properties This shader can make mesh geometry partially or fully transparent by reading the alpha channel of the main texture. In the alpha, 0 (black) is completely transparent while 255 (white) is completely opaque. If your main texture does not have an alpha channel, the object will appear completely opaque. (...) Specular Properties (...) Additionally, the alpha channel of the main texture acts as a Specular Map (sometimes called "gloss map"), defining which areas of the object are more reflective than others. Black areas of the alpha will be zero specular reflection, while white areas will be full specular reflection. To me this translates to: I have a mesh representig a car tire The texture need to be very shiny on the rims parts, and almost not shiny at all for the rubber parts Also since the rim is really complex, (with like cut-out decoretions and such), I will not build that into the mesh, but fake it with transparency in the texture I can't do all this using Unity's "Transparent Bumped Specular" shader, because the "rubber" part of the texture will become semi transparent due to me painting the alpha channel dark-grey (because I want it to also be less shiny). Is this correct? If not, how can I make this work?

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  • Maintaining State in Mud Engine

    - by Johnathon Sullinger
    I am currently working on a Mud Engine and have started implementing my state engine. One of the things that has me troubled is maintaining different states at once. For instance, lets say that the user has started a tutorial, which requires specific input. If the user types "help" I want to switch in to a help state, so they can get the help they need, then return them to the original state once exiting the help. my state system uses a State Manager to manage the state per user: public class StateManager { /// <summary> /// Gets the current state. /// </summary> public IState CurrentState { get; private set; } /// <summary> /// Gets the states available for use. /// </summary> /// <value> public List<IState> States { get; private set; } /// <summary> /// Gets the commands available. /// </summary> public List<ICommand> Commands { get; private set; } /// <summary> /// Gets the mob that this manager controls the state of. /// </summary> public IMob Mob { get; private set; } public void Initialize(IMob mob, IState initialState = null) { this.Mob = mob; if (initialState != null) { this.SwitchState(initialState); } } /// <summary> /// Performs the command. /// </summary> /// <param name="message">The message.</param> public void PerformCommand(IMessage message) { if (this.CurrentState != null) { ICommand command = this.CurrentState.GetCommand(message); if (command is NoOpCommand) { // NoOperation commands indicate that the current state is not finished yet. this.CurrentState.Render(this.Mob); } else if (command != null) { command.Execute(this.Mob); } else if (command == null) { new InvalidCommand().Execute(this.Mob); } } } /// <summary> /// Switches the state. /// </summary> /// <param name="state">The state.</param> public void SwitchState(IState state) { if (this.CurrentState != null) { this.CurrentState.Cleanup(); } this.CurrentState = state; if (state != null) { this.CurrentState.Render(this.Mob); } } } Each of the different states that the user can be in, is a Type implementing IState. public interface IState { /// <summary> /// Renders the current state to the players terminal. /// </summary> /// <param name="player">The player to render to</param> void Render(IMob mob); /// <summary> /// Gets the Command that the player entered and preps it for execution. /// </summary> /// <returns></returns> ICommand GetCommand(IMessage command); /// <summary> /// Cleanups this instance during a state change. /// </summary> void Cleanup(); } Example state: public class ConnectState : IState { /// <summary> /// The connected player /// </summary> private IMob connectedPlayer; public void Render(IMob mob) { if (!(mob is IPlayer)) { throw new NullReferenceException("ConnectState can only be used with a player object implementing IPlayer"); } //Store a reference for the GetCommand() method to use. this.connectedPlayer = mob as IPlayer; var server = mob.Game as IServer; var game = mob.Game as IGame; // It is not guaranteed that mob.Game will implement IServer. We are only guaranteed that it will implement IGame. if (server == null) { throw new NullReferenceException("LoginState can only be set to a player object that is part of a server."); } //Output the game information mob.Send(new InformationalMessage(game.Name)); mob.Send(new InformationalMessage(game.Description)); mob.Send(new InformationalMessage(string.Empty)); //blank line //Output the server MOTD information mob.Send(new InformationalMessage(string.Join("\n", server.MessageOfTheDay))); mob.Send(new InformationalMessage(string.Empty)); //blank line mob.StateManager.SwitchState(new LoginState()); } /// <summary> /// Gets the command. /// </summary> /// <param name="message">The message.</param> /// <returns>Returns no operation required.</returns> public Commands.ICommand GetCommand(IMessage message) { return new NoOpCommand(); } /// <summary> /// Cleanups this instance during a state change. /// </summary> public void Cleanup() { // We have nothing to clean up. return; } } With the way that I have my FSM set up at the moment, the user can only ever have one state at a time. I read a few different posts on here about state management but nothing regarding keeping a stack history. I thought about using a Stack collection, and just pushing new states on to the stack then popping them off as the user moves out from one. It seems like it would work, but I'm not sure if it is the best approach to take. I'm looking for recommendations on this. I'm currently swapping state from within the individual states themselves as well which I'm on the fence about if it makes sense to do there or not. The user enters a command, the StateManager passes the command to the current State and lets it determine if it needs it (like passing in a password after entering a user name), if the state doesn't need any further commands, it returns null. If it does need to continue doing work, it returns a No Operation to let the state manager know that the state still requires further input from the user. If null is returned, the state manager will then go find the appropriate state for the command entered by the user. Example state requiring additional input from the user public class LoginState : IState { /// <summary> /// The connected player /// </summary> private IPlayer connectedPlayer; private enum CurrentState { FetchUserName, FetchPassword, InvalidUser, } private CurrentState currentState; /// <summary> /// Renders the current state to the players terminal. /// </summary> /// <param name="mob"></param> /// <exception cref="System.NullReferenceException"> /// ConnectState can only be used with a player object implementing IPlayer /// or /// LoginState can only be set to a player object that is part of a server. /// </exception> public void Render(IMob mob) { if (!(mob is IPlayer)) { throw new NullReferenceException("ConnectState can only be used with a player object implementing IPlayer"); } //Store a reference for the GetCommand() method to use. this.connectedPlayer = mob as IPlayer; var server = mob.Game as IServer; // Register to receive new input from the user. mob.ReceivedMessage += connectedPlayer_ReceivedMessage; if (server == null) { throw new NullReferenceException("LoginState can only be set to a player object that is part of a server."); } this.currentState = CurrentState.FetchUserName; switch (this.currentState) { case CurrentState.FetchUserName: mob.Send(new InputMessage("Please enter your user name")); break; case CurrentState.FetchPassword: mob.Send(new InputMessage("Please enter your password")); break; case CurrentState.InvalidUser: mob.Send(new InformationalMessage("Invalid username/password specified.")); this.currentState = CurrentState.FetchUserName; mob.Send(new InputMessage("Please enter your user name")); break; } } /// <summary> /// Receives the players input. /// </summary> /// <param name="sender">The sender.</param> /// <param name="e">The e.</param> void connectedPlayer_ReceivedMessage(object sender, IMessage e) { // Be good memory citizens and clean ourself up after receiving a message. // Not doing this results in duplicate events being registered and memory leaks. this.connectedPlayer.ReceivedMessage -= connectedPlayer_ReceivedMessage; ICommand command = this.GetCommand(e); } /// <summary> /// Gets the Command that the player entered and preps it for execution. /// </summary> /// <param name="command"></param> /// <returns>Returns the ICommand specified.</returns> public Commands.ICommand GetCommand(IMessage command) { if (this.currentState == CurrentState.FetchUserName) { this.connectedPlayer.Name = command.Message; this.currentState = CurrentState.FetchPassword; } else if (this.currentState == CurrentState.FetchPassword) { // find user } return new NoOpCommand(); } /// <summary> /// Cleanups this instance during a state change. /// </summary> public void Cleanup() { // If we have a player instance, we clean up the registered event. if (this.connectedPlayer != null) { this.connectedPlayer.ReceivedMessage -= this.connectedPlayer_ReceivedMessage; } } Maybe my entire FSM isn't wired up in the best way, but I would appreciate input on what would be the best to maintain a stack of state in a MUD game engine, and if my states should be allowed to receive the input from the user or not to check what command was entered before allowing the state manager to switch states. Thanks in advance.

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  • XNA 4: GetData from Texture2D and Set it into Texture3D with specific order

    - by cubrman
    I am trying to convert my color grading 2d lookup texture into 3d LUT. When I simply use: ColorAtlas.GetData(data); ColorAtlas3D.SetData(data); I get this: I tried building my 2d atlass horizontally but it did not helped - the data was messed up in a different way. So my question is how can I influence the order of the data I get from the 2d atlas and how can I properly pass it into my 3d atlas? Update: I know that I can GetData from a specific Rectangular area and put it into several arrays, but the result is still the same. This is what I tried: Color[] data2D = new Color[0]; for (int i = 0; i < 32; i++) { Color[] data = new Color[32 * 32]; GraphicsDevice.SetRenderTarget(null); ColorAtlas.GetData(0, new Rectangle(0, i*32, 32, 32), data, 0, data.Length); int oldLength = data2D.Length; Array.Resize<Color>(ref data2D, oldLength + data.Length); Array.Copy(data, 0, data2D, oldLength, data.Length); } ColorAtlas3D.SetData(data2D);

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  • libgdx ActorGestureListener.pan() parameters not moving actor in smooth line

    - by Roar Skullestad
    I override the pan method in ActorGestureListener to implement dragging actors in libgdx (scene2d). When I move individual pieces on a board they move smoothly, but when moving the whole board, the x and y coordinates that is sent to pan is "jumping", and in an increasingly amount the longer it is dragged. These are an example of the deltaY coordinates sent to pan when dragging smoothly downwards: 1.1156368 -0.13125038 -1.0500145 0.98439217 -1.0500202 0.91877174 -0.984396 0.9187679 -0.98439026 0.9187641 -0.13125038 This is how I move the camera: public void pan (InputEvent event, float x, float y, float deltaX, float deltaY) { cam.translate(-deltaX, -deltaY); I have been using both the delta values sent to pan and the real position values, but similar results. And since it is the coordinates that are wrong, it doesn't matter whether I move the board itself or the camera. What could the cause be for this and what is the solution? When I move camera only half the delta-values, it moves smoothly but only at half the speed of the mouse pointer: cam.translate(-deltaX / 2, -deltaY / 2); It seems like the moving of camera or board affects the mouse input coordinates. How can I drag at "mouse speed" and still get smooth movements? (This question was also posted on stackoverflow: http://stackoverflow.com/questions/20693020/libgdx-actorgesturelistener-pan-parameters-not-moving-actor-in-smooth-line)

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  • How would I be able to get a game over screen using the pause function?

    - by Joachim Velzel
    I am having problems with my snake game, when the snake collides with itself it draws a "game over" image in the background, but only while it's colliding with itself. I want it to behave like the pause function, so that as soon as the snake collides with itself it draws an image on the screen and stops the game play. And then how would you be able to restart or to quit the game? I just have this for the detection at the moment: if (snakeHeadRectangle.Intersects(snakeBodyRectangleArray[bodyNumber])) { spriteBatch.Draw(textureGameOver, gameOverPosition, Color.White); } Thanks

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  • Technique to have screen independent grid based puzzle with sprite animation

    - by Yan Cheng CHEOK
    Hello all, let's say I have a fixed size grid puzzle game (8 x 10). I will be using sprites animation, when the "pieces" in the puzzle is moving from one grid to another grid. I was wondering, what is the technique to have this game being implemented as screen resolution independent. Here is what I plan to do. 1) The data structure coordinate will be represented using double, with 1.0 as max value. // Puzzle grid of 8 x 10 Environment { double width = 0.8; double height = 1.0; } // Location of Sprite at coordinate (1, 1) Sprite { double posX = 0.1; double posY = 0.1; double width = 0.1; double height = 0.1; } // scale = PYSICAL_SCREEN_SIZE drawBitmap ( sprite_image, sprite_image_rect, new Rect(sprite.posX * Scale, sprite.posY * Scale, (sprite.posX + sprite.width) * Scale, (sprite.posY + sprite.Height) * Scale), paint ); 2) A large size sprite image will be used (128x128). As sprite image shall look fine if we scale from large size down to small size, but not vice versa. Besides the above mentioned technique, is there any other consideration I had missed out?

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  • Smooth Camera Rotation around 90 degrees

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

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  • Dealing with 2D pixel shaders and SpriteBatches in XNA 4.0 component-object game engine?

    - by DaveStance
    I've got a bit of experience with shaders in general, having implemented a couple, very simple, 3D fragment and vertex shaders in OpenGL/WebGL in the past. Currently, I'm working on a 2D game engine in XNA 4.0 and I'm struggling with the process of integrating per-object and full-scene shaders in my current architecture. I'm using a component-entity design, wherein my "Entities" are merely collections of components that are acted upon by discreet system managers (SpatialProvider, SceneProvider, etc). In the context of this question, my draw call looks something like this: SceneProvider::Draw(GameTime) calls... ComponentManager::Draw(GameTime, SpriteBatch) which calls (on each drawable component) DrawnComponent::Draw(GameTime, SpriteBatch) The SpriteBatch is set up, with the default SpriteBatch shader, in the SceneProvider class just before it tells the ComponentManager to start rendering the scene. From my understanding, if a component needs to use a special shader to draw itself, it must do the following when it's Draw(GameTime, SpriteBatch) method is invoked: public void Draw(GameTime gameTime, SpriteBatch spriteBatch) { spriteBatch.End(); spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, null, null, null, EffectShader, ViewMatrix); // Draw things here that are shaded by the "EffectShader." spriteBatch.End(); spriteBatch.Begin(/* same settings that were set by SceneProvider to ensure the rest of the scene is rendered normally */); } My question is, having been told that numerous calls to SpriteBatch.Begin() and SpriteBatch.End() within a single frame was terrible for performance, is there a better way to do this? Is there a way to instruct the currently running SpriteBatch to simply change the Effect shader it is using for this particular draw call and then switch it back before the function ends?

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  • How a "Collision System" should be implemented?

    - by nathan
    My game is written using a entity system approach using Artemis Framework. Right know my collision detection is called from the Movement System but i'm wondering if it's a proper way to do collision detection using such an approach. Right know i'm thinking of a new system dedicated to collision detection that would proceed all the solid entities to check if they are in collision with another one. I'm wondering if it's a correct way to handle collision detection with an entity system approach? Also, how should i implement this collision system? I though of an IntervalEntitySystem that would check every 200ms (this value is chosen regarding the Artemis documentation) if some entities are colliding. protected void processEntities(ImmutableBag<Entity> ib) { for (int i = 0; i < ib.size(); i++) { Entity e = ib.get(i); //check of collision with other entities here } }

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