Search Results

Search found 25660 results on 1027 pages for 'dotnetnuke development'.

Page 444/1027 | < Previous Page | 440 441 442 443 444 445 446 447 448 449 450 451  | Next Page >

  • How can I use the dualforward parameter in my unity shader to use lightmaps and normal maps together?

    - by Raphaeltm
    I'm using the free version of unity and I would like to combine lightmaps with specularity and normal maps. After doing a -bunch- of research, I've figured out that there doesn't seem to be any easy way to do this in the free version of unity, which doesn't support deferred rendering/easy use of dual lightmaps. However, it looks like it's possible, by writing a custom shader, using the "dualforward" parameter in a shader, switching the lightmapping mode to "dual lightmaps" and turning on "Use in forward ren." (basically, writing a shader that specifies the use of dual lightmaps, which should allow for a combination of lightmaps and normal maps) So I downloaded the source code for the default shaders (because all I need is a normal specular bumped shader) and added "dualforward" to the parameters: Shader "Bumped Specular Dual Lightmaps" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1) _Shininess ("Shininess", Range (0.03, 1)) = 0.078125 _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {} _BumpMap ("Normalmap", 2D) = "bump" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 400 CGPROGRAM #pragma surface surf BlinnPhong dualforward sampler2D _MainTex; sampler2D _BumpMap; fixed4 _Color; half _Shininess; struct Input { float2 uv_MainTex; float2 uv_BumpMap; }; void surf (Input IN, inout SurfaceOutput o) { fixed4 tex = tex2D(_MainTex, IN.uv_MainTex); o.Albedo = tex.rgb * _Color.rgb; o.Gloss = tex.a; o.Alpha = tex.a * _Color.a; o.Specular = _Shininess; o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)); } ENDCG } FallBack "Specular" } This, however, doesn't seem to work. When I keep the "dualforward" param, every object that uses it seems to be lit by the one directional light in the scene. When I remove the "dualforward" param, it they look like normal lightmapped objects with no normal maps or specularity. I noticed that the support for "dualforward" seems to be new in v.3.4.2, so I made sure to download it (I was running 3.4.1), but it still doesn't work. Anybody have any advice for me?

    Read the article

  • setPosition of Sprite onUpdate in AndEngine

    - by SSH This
    I am trying to get a "highlighter" circle to follow around a sprite, but I am having trouble, I thought I could use the onUpdate method that's available to me in SequenceEntityModifier but it's not working for me. Here is my code: // make sequence mod with move modifier SequenceEntityModifier modifier = new SequenceEntityModifier(myMovemod) { @Override protected void onModifierFinished(IEntity pItem) { // animation finished super.onModifierFinished(pItem); } public float onUpdate(float pSecondsElapsed, IEntity pItem) { highlighter.setPosition(player2.getX() - highlighterOffset, player2.getY() - highlighterOffset); return pSecondsElapsed; } }; When onUpdate is completely commented out, the sprite moves like I want it to, everything is ok. When I put the onUpdate in, the sprite doesn't move at all. I have a feeling that I am overriding the original onUpdate's actions? Am I going about this the wrong way? I am new to Java, so please feel free to advise if this isn't going to work. UPDATE: The player2 is the sprite that I'm trying to get the highlighter to follow.

    Read the article

  • xbox thumbstick used to rotate sprite, basic formula makes it "stick" or feel "sticky" at 90 degree intervals! how do get smooth rotation?

    - by Hugh
    Context: C#, XNA game I am using a very basic formula to calculate what angle my sprite (spaceship for example) should be facing based on the xbox controller thumbstick ie. you use the thumbstick to rotate the ship! in my main update method: shuttleAngle = (float) Math.Atan2(newGamePadState.ThumbSticks.Right.X, newGamePadState.ThumbSticks.Right.Y); in my main draw method: spriteBatch.Draw(shuttle, shuttleCoords, sourceRectangle, Color.White, shuttleAngle, origin, 1.0f, SpriteEffects.None, 1); as you can see its quite simple, i take the current radians from the thumbstick and store it in a float "shuttleAngle" and then use this as the rotation angle (in radians) arguement for drawing the shuttle. For some reason when i rotate the sprint it feels sticky at 0, 90, 180 and 270 degrees angles, it wants to settle at those angles. its not giving me a smooth and natural rotation like i would feel in a game that uses a similar mechanic. PS: my xbox controller is fine!

    Read the article

  • Why are textures always square powers of two? What if they aren't?

    - by Keavon
    Why are the resolution of textures in games always a power of two (128x128, 256x256, 512x512, 1024x1024, etc.)? Wouldn't it be smart to save on the game's file size and make the texture exactly fit the UV unwrapped model? What would happen if there was a texture that was not a power of two? Would it be incorrect to have a texture be something like 256x512, or 512x1024? Or would this cause the problems that non-power-of-two textures may cause?

    Read the article

  • Explicit resource loading in Ogre (Mogre)

    - by sebf
    I am just starting to learn Mogre and what I would like to do is to be able to load resources 'explicitly' (i.e. I just provide an absolute path instead of using a resource group tied to a directory). This is very different to manually loading resources, which I believe in Ogre has a very specific meaning, to build up the object using Ogres methods. I want to use Ogres resource management system/resource loading code, but to have finer control over which files are loaded and in what groups they are. I remember reading how to do this but cannot find the page again; I think its possible to do something like: Declare a resource group Declare the resource(s) (this is when the actual resource file name is provided) Initialise the resource group to actually load the resource(s) Is this the correct procedure? If so, is there any example code showing how to do this?

    Read the article

  • How should I plan the inheritance structure for my game?

    - by Eric Thoma
    I am trying to write a platform shooter in C++ with a really good class structure for robustness. The game itself is secondary; it is the learning process of writing it that is primary. I am implementing an inheritance tree for all of the objects in my game, but I find myself unsure on some decisions. One specific issue that it bugging me is this: I have an Actor that is simply defined as anything in the game world. Under Actor is Character. Both of these classes are abstract. Under Character is the Philosopher, who is the main character that the user commands. Also under Character is NPC, which uses an AI module with stock routines for friendly, enemy and (maybe) neutral alignments. So under NPC I want to have three subclasses: FriendlyNPC, EnemyNPC and NeutralNPC. These classes are not abstract, and will often be subclassed in order to make different types of NPC's, like Engineer, Scientist and the most evil Programmer. Still, if I want to implement a generic NPC named Kevin, it would nice to be able to put him in without making a new class for him. I could just instantiate a FriendlyNPC and pass some values for the AI machine and for the dialogue; that would be ideal. But what if Kevin is the one benevolent Programmer in the whole world? Now we must make a class for him (but what should it be called?). Now we have a character that should inherit from Programmer (as Kevin has all the same abilities but just uses the friendly AI functions) but also should inherit from FriendlyNPC. Programmer and FriendlyNPC branched away from each other on the inheritance tree, so inheriting from both of them would have conflicts, because some of the same functions have been implemented in different ways on the two of them. 1) Is there a better way to order these classes to avoid these conflicts? Having three subclasses; Friendly, Enemy and Neutral; from each type of NPC; Engineer, Scientist, and Programmer; would amount to a huge number of classes. I would share specific implementation details, but I am writing the game slowly, piece by piece, and so I haven't implemented past Character yet. 2) Is there a place where I can learn these programming paradigms? I am already trying to take advantage of some good design patterns, like MVC architecture and Mediator objects. The whole point of this project is to write something in good style. It is difficult to tell what should become a subclass and what should become a state (i.e. Friendly boolean v. Friendly class). Having many states slows down code with if statements and makes classes long and unwieldy. On the other hand, having a class for everything isn't practical. 3) Are there good rules of thumb or resources to learn more about this? 4) Finally, where does templating come in to this? How should I coordinate templates into my class structure? I have never actually taken advantage of templating honestly, but I hear that it increases modularity, which means good code.

    Read the article

  • Is there a way to prevent users from adjusting their gamma correction to 'cheat' their way out of a 'dark' area?

    - by Athix
    In almost every game I've come across that includes a dark situation designed to change the way a user interacts with the environment, there are always some players who turn up their monitor's gamma correction in order to negate the desired effect. Is there a way to prevent users from adjusting their gamma correction to 'cheat' their way out of a challenge? (the darkness) I'd imagine if you could reliably retrieve the current gamma correction of the user's monitor, you could use that to more or less prevent the advantage it would otherwise grant without causing the normal users any inconvenience.

    Read the article

  • how does server communication work in a flash game with a php backend

    - by Tim Rogers
    I am trying to create a browser game using actionscript/flash. Currently, I'm trying to understand how I would go about creating a back-end which interfaced with my MySQL database. As far as I understand, If I create a php file on a webserver called test.php and then navigate to a webpage hosted on the server eg. www.example.com/test, the php script will run and display the result in my browser. This would use http. Is this how communication between client and server usually works in a flash game? for example, if the game needed to query the db. Would actionscript have to essentially invoke the url of the php script that would execute the query? it could then parse the data and use it. If this is the case, then is JSON considered a good way to transfer data over http?

    Read the article

  • Determine corners of a specific plane in the frustum

    - by Takumi
    I'm working on a game with a 2D view in a 3D world. It's a kind of shoot'em up. I've a spaceship at the center of the screen and i want that ennemies appear at the borders of my window. Now i don't know how to determine positions of the borders of the window. For example, my camera is at (0,0,0) and looking forward (0,0,1). I set my spaceship at (0,0,50). I also know the near plane (1) and the far plane(1000). I think i'd have to find the 4 corners of the plane in the frustum whose z position is 50, and with these corner i can determine borders. But i don't know how to determine x and y.

    Read the article

  • Problems with moving 2D circle/box collision detection

    - by dario3004
    This is my first game ever and I'm a newbie in computer physics. I've got this code for the collision detection and it works fine for BOTTOM and TOP collision.It miss the collision detection with the paddle's edge and angles so I've (roughly) tried to implement it. Main method that is called for bouncing, it checks if it bounce with wall, or with top (+ right/left side) or with bottom (+ right/left side): protected void handleBounces(float px, float py) { handleWallBounce(px, py); if(mBall.y < getHeight()/4){ if (handleRedFastBounce(mRed, px, py)) return; if (handleRightSideBounce(mRed,px,py)) return; if (handleLeftSideBounce(mRed,px,py)) return; } if(mBall.y > getHeight()/4 * 3){ if (handleBlueFastBounce(mBlue, px, py)) return; if (handleRightSideBounce(mBlue,px,py)) return; if (handleLeftSideBounce(mBlue,px,py)) return; } } This is the code for the BOTTOM bounce: protected boolean handleRedFastBounce(Paddle paddle, float px, float py) { if (mBall.goingUp() == false) return false; // next position tx = mBall.x; ty = mBall.y - mBall.getRadius(); // actual position ptx = px; pty = py - mBall.getRadius(); dyp = ty - paddle.getBottom(); xc = tx + (tx - ptx) * dyp / (ty - pty); if ((ty < paddle.getBottom() && pty > paddle.getBottom() && xc > paddle.getLeft() && xc < paddle.getRight())) { mBall.x = xc; mBall.y = paddle.getBottom() + mBall.getRadius(); mBall.bouncePaddle(paddle); playSound(mPaddleSFX); increaseDifficulty(); return true; } else return false; } As long as I understood it should be something like this: So I tried to make the "left side" and "right side" bounce method: protected boolean handleLeftSideBounce(Paddle paddle, float px, float py){ // next position tx = mBall.x + mBall.getRadius(); ty = mBall.y; // actual position ptx = px + mBall.getRadius(); pty = py; dyp = tx - paddle.getLeft(); yc = ty + (pty - ty) * dyp / (ptx - tx); if (ptx < paddle.getLeft() && tx > paddle.getLeft()){ System.out.println("left side bounce1"); System.out.println("yc: " + yc + "top: " + paddle.getTop() + " bottom: " + paddle.getBottom()); if (yc > paddle.getTop() && yc < paddle.getBottom()){ System.out.println("left side bounce2"); mBall.y = yc; mBall.x = paddle.getLeft() - mBall.getRadius(); mBall.bouncePaddle(paddle); playSound(mPaddleSFX); increaseDifficulty(); return true; } } return false; } I think I'm quite near to the solution but I'm having big troubles with the new "yc" formula. I tried so many versions of it but since I don't know the theory behind it I can't adjust for the Y axis. Since the Y axis is inverted I even tried this: yc = ty - (pty - ty) * dyp / (ptx - tx); I tried Googling it but I can't seem to find a solution for it. Also this method fails when ball touches the angle and I don't think is a nice way because it just test "one" point of the ball and probably there will be many cases in which the ball won't bounce.

    Read the article

  • OnTriggerEnter not called

    - by Lautaro
    I am working on a fight game with 3D models but played like a 2D game. So the player characters have swords. The Player GameObject has several body parts that are colider triggers. The sword is a rigidbody colider. Ive had som problems with colisions not being detected. Ive added some Debug.Log and slowed downed the animations so what i can see is this: When players are close to each other the sword connects from a different angle. The OnTriggerStay is called several times BEFORE OnTriggerEnter is called if players are too close. Sometimes if too close the OnTriggerStay is called several times but the OnTriggerEnter is NEVER called. Any ideas on why this is?

    Read the article

  • Role of an entity state in a component based system?

    - by Paul
    Component-based entity systems are all the rage these days; everyone seems to agree they are the way to go, but no one really has a definitive implementation of such a system. I was wondering, what role do entity states (walking-left, standing, jumping, etc) have in a CBS? Do they act like controllers (i.e. they handle events and change the entity's attributes based on those events)? What about cases where a state would, for example, require that the entity enters no-clip mode? Should, that state, when it enters, maybe set the CollisionComponent of the entity to a null pointer or something? (Then, on exit, the state should restore the entity's CollisionComponent to its previous state.) Also, I guess it's the current state's job to change the entity's state to something else, right?

    Read the article

  • How can I store all my level data in a single file instead of spread out over many files?

    - by Jon
    I am currently generating my level data, and saving to disk to ensure that any modifications done to the level are saved. I am storing "chunks" of 2048x2048 pixels into a file. Whenever the player moves over a section that doesn't have a file associated with the position, a new file is created. This works great, and is very fast. My issue, is that as you are playing the file count gets larger and larger. I'm wondering what are techniques that can be used to alleviate the file count, without taking a performance hit. I am interested in how you would store/seek/update this data in a single file instead of multiple files efficiently.

    Read the article

  • How to get warnings when compiling fx files

    - by jdv-Jan de Vaan
    When I compile DirectX shaders (.fx files), I dont see any compiler warnings unless there was an error in the effect. This happens both when using the offline FXC compiler, as well as calling SlimDx's CompileEffect (which is what we normally do). I could force warnings as errors (/WX), but if you enable that, you get an error that compilation failed, without the warning that caused the problem. So how can I output warnings for shaders that compile properly?

    Read the article

  • Doing a passable 4X game AI

    - by Extrakun
    I am coding a rather "simple" 4X game (if a 4X game can be simple). It's indie in scope, and I am wondering if there's anyway to come up with a passable AI without having me spending months coding on it. The game has three major decision making portions; spending of production points, spending of movement points and spending of tech points (basically there are 3 different 'currency', currency unspent at end of turn is not saved) Spend Production Points Upgrade a planet (increase its tech and production) Build ships (3 types) Move ships from planets to planets (costing Movement Points) Move to attack Move to fortify Research Tech (can partially research a tech i.e, as in Master of Orion) The plan for me right now is a brute force approach. There are basically 4 broad options for the player - Upgrade planet(s) to its his production and tech output Conquer as many planets as possible Secure as many planets as possible Get to a certain tech as soon as possible For each decision, I will iterate through the possible options and come up with a score; and then the AI will choose the decision with the highest score. Right now I have no idea how to 'mix decisions'. That is, for example, the AI wishes to upgrade and conquer planets at the same time. I suppose I can have another logic which do a brute force optimization on a combination of those 4 decisions.... At least, that's my plan if I can't think of anything better. Is there any faster way to make a passable AI? I don't need a very good one, to rival Deep Blue or such, just something that has the illusion of intelligence. This is my first time doing an AI on this scale, so I dare not try something too grand too. So far I have experiences with FSM, DFS, BFS and A*

    Read the article

  • slick2d missiles

    - by kirchhoff
    Hey I'm making a game in java with slick2d and I want to create planes which shoots: int maxBullets = 40; static int bullet = 0; Missile missile[] = new Missile[maxBullets]; I want to create/move my missiles in the most efficient way, I would appreciate your advises: public void shoot() throws SlickException{ if(bullet<maxBullets){ if(missile[bullet] != null){ missile[bullet].resetLocation(plane.getCentreX(), plane.getCentreY(), plane.image.getRotation()); }else{ missile[bullet] = new Missile("resources/missile.png", plane.getCentreX(), plane.getCentreY(), plane.image.getRotation()); } }else{ bullet = 0; missile[bullet].resetLocation(plane.getCentreX(), plane.getCentreY(), plane.image.getRotation()); } bullet++; } I created the method "resetLocation" in my Missile class in order to avoid loading again the resource. Is it correct? In the update method I've got this to move all the missiles: if(bullet > 0 && bullet < maxBullets){ float hyp = 0.4f * delta; if(bullet == 1){ missile[0].move(hyp); }else{ for(int x = 0; x<bullet; x++){ missile[x].move(hyp); } } }

    Read the article

  • Error X3650 when compiling shader in XNA

    - by Saikai
    I'm attempting to convert the XBDEV.NET Mosaic Shader for use in my XNA project and having trouble. The compiler errors out because of the half globals. At first I tried replacing the globals and just writing the variables explicitly in the code, but that garbles the Output. Next I tried replacing all the half with float vars, but that still garbles the resulting Image. I call the effect file from SpriteBatch.Begin(). Is there a way to convert this shader to the new pixel shader conventions? Are there any good tutorials for this topic? Here is the shader file for reference: /*****************************************************************************/ /* File: tiles.fx Details: Modified version of the NVIDIA Composer FX Demo Program 2004 Produces a tiled mosaic effect on the output. Requires: Vertex Shader 1.1 Pixel Shader 2.0 Modified by: [email protected] (www.xbdev.net) */ /*****************************************************************************/ float4 ClearColor : DIFFUSE = { 0.0f, 0.0f, 0.0f, 1.0f}; float ClearDepth = 1.0f; /******************************** TWEAKABLES *********************************/ half NumTiles = 40.0; half Threshhold = 0.15; half3 EdgeColor = {0.7f, 0.7f, 0.7f}; /*****************************************************************************/ texture SceneMap : RENDERCOLORTARGET < float2 ViewportRatio = { 1.0f, 1.0f }; int MIPLEVELS = 1; string format = "X8R8G8B8"; string UIWidget = "None"; >; sampler SceneSampler = sampler_state { texture = <SceneMap>; AddressU = CLAMP; AddressV = CLAMP; MIPFILTER = NONE; MINFILTER = LINEAR; MAGFILTER = LINEAR; }; /***************************** DATA STRUCTS **********************************/ struct vertexInput { half3 Position : POSITION; half3 TexCoord : TEXCOORD0; }; /* data passed from vertex shader to pixel shader */ struct vertexOutput { half4 HPosition : POSITION; half2 UV : TEXCOORD0; }; /******************************* Vertex shader *******************************/ vertexOutput VS_Quad( vertexInput IN) { vertexOutput OUT = (vertexOutput)0; OUT.HPosition = half4(IN.Position, 1); OUT.UV = IN.TexCoord.xy; return OUT; } /********************************** pixel shader *****************************/ half4 tilesPS(vertexOutput IN) : COLOR { half size = 1.0/NumTiles; half2 Pbase = IN.UV - fmod(IN.UV,size.xx); half2 PCenter = Pbase + (size/2.0).xx; half2 st = (IN.UV - Pbase)/size; half4 c1 = (half4)0; half4 c2 = (half4)0; half4 invOff = half4((1-EdgeColor),1); if (st.x > st.y) { c1 = invOff; } half threshholdB = 1.0 - Threshhold; if (st.x > threshholdB) { c2 = c1; } if (st.y > threshholdB) { c2 = c1; } half4 cBottom = c2; c1 = (half4)0; c2 = (half4)0; if (st.x > st.y) { c1 = invOff; } if (st.x < Threshhold) { c2 = c1; } if (st.y < Threshhold) { c2 = c1; } half4 cTop = c2; half4 tileColor = tex2D(SceneSampler,PCenter); half4 result = tileColor + cTop - cBottom; return result; } /*****************************************************************************/ technique tiles { pass p0 { VertexShader = compile vs_1_1 VS_Quad(); ZEnable = false; ZWriteEnable = false; CullMode = None; PixelShader = compile ps_2_0 tilesPS(); } }

    Read the article

  • Rotations and Origins

    - by Theodore Enderby
    I was hoping someone could explain to me, or help me understand, the math behind rotations and origins. I'm working on a little top down space sim and I can rotate my ship just how I want it. Now, when I get my blasters going it'd be nice if they shared the same rotation. Here's a picture. and here's some code! blast.X = ship.X+5; blast.Y = ship.Y; blast.RotationAngle = ship.RotationAngle; blast.Origin = new Vector2(ship.Origin.X,ship.Origin.Y); I add five so the sprite adds up when facing right. I tried adding five to the blast origin but no go. Any help is much appreciated

    Read the article

  • Strategies to Defeat Memory Editors for Cheating - Desktop Games

    - by ashes999
    I'm assuming we're talking about desktop games -- something the player downloads and runs on their local computer. Many are the memory editors that allow you to detect and freeze values, like your player's health. How do you prevent cheating? What strategies are effective to combat this kind of cheating? I'm looking for some good ones. Two I use that are mediocre are: Displaying values as a percentage instead of the number (eg. 46/50 = 92% health) A low-level class that holds values in an array and moves them with each change

    Read the article

  • Multiple Vertex Buffers per Mesh

    - by Daniel
    I've run into the situation where the size of my mesh with all its vertices and indices, is larger than the (optimal) vertex buffer object upper limit (~8MB). I was wondering if I can sub-divide the mesh across multiple vertex buffers, and somehow retain validity of the indices. Ie a triangle with a indice at the first vertex, and an indice at the last (ie in seperate VBOs). All the while maintaining this within Vertex Array Objects. My thoughts are, save myself the hassle, and for meshes (messes :P) such as this, just use the necessary size ( 8MB); which is what I do at the moment. But ideally my buffer manager (wip) at the moment is using optimal sizes; I may just have to make a special case then... Any ideas? If necessary, a simple C++ code example is appreciated. Note: I have also cross-posted this on stackoverflow, as I was not sure as to which it would be more suitable (its partly a design question).

    Read the article

  • Circle to Circle collision, checking each circle against all others

    - by user14861
    I'm currently coding a little circle to circle collision demo but I've got a little stuck. I think I currently have the code to detect collision but I'm not sure how to loop through my list of circles and check them off against one another. Collision check code: public static Vector2 GetIntersectionDepth(Circle a, Circle b) { float xValue = a.Center.X - b.Center.X; float yValue = a.Center.Y - b.Center.Y; Vector2 depth = Vector2.Zero; float distance = Vector2.Distance(a.Center, b.Center); if (a.Radius + b.Radius > distance) { float result = (a.Radius + b.Radius) - distance; depth.X = (float)Math.Cos(result); depth.Y = (float)Math.Sin(result); } return depth; } Loop through code: Vector2 depth = Vector2.Zero; for (int i = 0; i < bounds.Count; i++) for (int j = i+1; j < bounds.Count; j++) { depth = CircleToCircleIntersection.GetIntersectionDepth(bounds[i], bounds[j]); } Clearly I'm a complete newbie, wondering if anyone can give any suggestions or point out my errors, thanks in advance. :)

    Read the article

  • Having troubles with LibNoise.XNA and generating tileable maps

    - by Jon
    Following up on my previous post, I found a wonderful port of LibNoise for XNA. I've been working with it for about 8 hours straight and I'm tearing my hair out - I just can not get maps to tile, I can't figure out how to do this. Here's my attempt: Perlin perlin = new Perlin(1.2, 1.95, 0.56, 12, 2353, QualityMode.Medium); RiggedMultifractal rigged = new RiggedMultifractal(); Add add = new Add(perlin, rigged); // Initialize the noise map int mapSize = 64; this.m_noiseMap = new Noise2D(mapSize, perlin); //this.m_noiseMap.GeneratePlanar(0, 1, -1, 1); // Generate the textures this.m_noiseMap.GeneratePlanar(-1,1,-1,1); this.m_textures[0] = this.m_noiseMap.GetTexture(this.graphics.GraphicsDevice, Gradient.Grayscale); this.m_noiseMap.GeneratePlanar(mapSize, mapSize * 2, mapSize, mapSize * 2); this.m_textures[1] = this.m_noiseMap.GetTexture(this.graphics.GraphicsDevice, Gradient.Grayscale); this.m_noiseMap.GeneratePlanar(-1, 1, -1, 1); this.m_textures[2] = this.m_noiseMap.GetTexture(this.graphics.GraphicsDevice, Gradient.Grayscale); The first and third ones generate fine, they create a perlin noise map - however the middle one, which I wanted to be a continuation of the first (As per my original post), is just a bunch of static. How exactly do I get this to generate maps that connect to each other, by entering in the mapsize * tile, using the same seed, settings, etc.?

    Read the article

  • Moving AI in a multiplayer game

    - by Smallbro
    I've been programming a multiplayer game and its coming together very nicely. It uses both TCP and UDP (UDP for movement and TCP for just about everything else). What I was wondering was how I would go about sending multiple moving AI without much lag. At first I used TCP for everything and it was very slow when people moved. I'm currently using a butchered version of this http://corvstudios.com/tutorials/udpMultiplayer.php for my movement system and I'm wondering what the best method of sending AI movements is. By movements I mean the AI chooses left/right/up/down and the player can see this happening. Thanks.

    Read the article

  • Fixed timestep with interpolation in AS3

    - by Jim Sreven
    I'm trying to implement Glenn Fiedler's popular fixed timestep system as documented here: http://gafferongames.com/game-physics/fix-your-timestep/ In Flash. I'm fairly sure that I've got it set up correctly, along with state interpolation. The result is that if my character is supposed to move at 6 pixels per frame, 35 frames per second = 210 pixels a second, it does exactly that, even if the framerate climbs or falls. The problem is it looks awful. The movement is very stuttery and just doesn't look good. I find that the amount of time in between ENTER_FRAME events, which I'm adding on to my accumulator, averages out to 28.5ms (1000/35) just as it should, but individual frame times vary wildly, sometimes an ENTER_FRAME event will come 16ms after the last, sometimes 42ms. This means that at each graphical redraw the character graphic moves by a different amount, because a different amount of time has passed since the last draw. In theory it should look smooth, but it doesn't at all. In contrast, if I just use the ultra simple system of moving the character 6px every frame, it looks completely smooth, even with these large variances in frame times. How can this be possible? I'm using getTimer() to measure these time differences, are they even reliable?

    Read the article

  • SWF file not playing after being published

    - by rsquare
    I'm trying to run the "connector" example that comes bundled with the SmartFoxServer 2X downloads.. There it connects to the server and loads the correct configuration file. When I run it in Adobe Flash Professional 5, it runs correctly and connects to the server but after being published as SWF movie, it doesnt work. It loads the configuration file but can't connect and gives an error connection failure: ERROR 2048. This is the example I'm talking about.

    Read the article

< Previous Page | 440 441 442 443 444 445 446 447 448 449 450 451  | Next Page >