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  • Zelda-style Top-down RPG. Storing data for each tile type

    - by Delerat
    I'm creating a Zelda-style RPG using Tiled, C#, and MonoGame. When my code parses the .tmx file, it will get a number to associate with each tile type based off of their position in the tile sheet. If I ever need to change my sprite sheet, this number will change for many of the tiles. How can I guarantee that when I parse my .tmx file, I will be able to know exactly what tile type I'm getting so that I can associate the proper data with it(transparency, animated, collision, etc.)?

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  • Cocos2d-x v3.1 for WinPhone 8 auto change texture after resumed from background

    - by Bình Nguyên
    I have some sprites in my game (for Windows Phone 8). These are my steps to reproduce the problem: Open game Play (this is an optional step) Press Windows button to send game to background Press Back button to resume game The problem is: After the game has resumed, some sprites exchange textures, some sprites go black (like there is no texture being bound). I'm using cocos2dx version 3.1.1. Can someone help me to solve this problem?

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

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

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  • 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); } } }

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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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  • More Efficient Data Structure for Large Layered Tile Map

    - by Stupac
    It seems like the popular method is to break the map up into regions and load them as needed, my problem is that in my game there are many AI entities other than the player out performing actions in virtually all the regions of the map. Let's just say I have a 5000x5000 map, when I use a 2D array of byte's to render it my game uses around 17 MB of memory, as soon as I change that data structure to a my own defined MapCell class (which only contains a single field: byte terrain) my game's memory consumption rockets up to 400+ MB. I plan on adding layering, so an array of byte's won't cut it and I figure I'd need to add a List of some sort to the MapCell class to provide objects in the layers. I'm only rendering tiles that are on screen, but I need the rest of the map to be represented in memory since it is constantly used in Update. So my question is, how can I reduce the memory consumption of my map while still maintaining the above requirements? Thank you for your time! Here's a few snippets my C# code in XNA4: public static void LoadMapData() { // Test map generations int xSize = 5000; int ySize = 5000; MapCell[,] map = new MapCell[xSize,ySize]; //byte[,] map = new byte[xSize, ySize]; Terrain[] terrains = new Terrain[4]; terrains[0] = grass; terrains[1] = dirt; terrains[2] = rock; terrains[3] = water; Random random = new Random(); for(int x = 0; x < xSize; x++) { for(int y = 0; y < ySize; y++) { //map[x,y] = new MapCell(terrains[random.Next(4)]); map[x,y] = new MapCell((byte)random.Next(4)); //map[x, y] = (byte)random.Next(4); } } testMap = new TileMap(map, xSize, ySize); // End test map setup currentMap = testMap; } public class MapCell { //public TerrainType terrain; public byte terrain; public MapCell(byte itsTerrain) { terrain = itsTerrain; } // the type of terrain this cell is treated as /*public Terrain terrain { get; set; } public MapCell(Terrain itsTerrain) { terrain = itsTerrain; }*/ }

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  • Detecting collision between ball (circle) and brick(rectangle)?

    - by James Harrison
    Ok so this is for a small uni project. My lecturer provided me with a framework for a simple brickbreaker game. I am currently trying to overcome to problem of detecting a collision between the two game objects. One object is always the ball and the other objects can either be the bricks or the bat. public Collision hitBy( GameObject obj ) { //obj is the bat or the bricks //the current object is the ball // if ball hits top of object if(topX + width >= obj.topX && topX <= obj.topX + obj.width && topY + height >= obj.topY - 2 && topY + height <= obj.topY){ return Collision.HITY; } //if ball hits left hand side else if(topY + height >= obj.topY && topY <= obj.topY + obj.height && topX + width >= obj.topX -2 && topX + width <= obj.topX){ return Collision.HITX; } else return Collision.NO_HIT; } So far I have a method that is used to detect this collision. The the current obj is a ball and the obj passed into the method is the the bricks. At the moment I have only added statement to check for left and top collisions but do not want to continue as I have a few problems. The ball reacts perfectly if it hits the top of the bricks or bat but when it hits the ball often does not change directing. It seems that it is happening toward the top of the left hand edge but I cannot figure out why. I would like to know if there is another way of approaching this or if people know where I'm going wrong. Lastly the collision.HITX calls another method later on the changes the x direction likewise with y.

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  • What happened to .fx files in D3D11?

    - by bobobobo
    It seems they completely ruined .fx file loading / parsing in D3D11. In D3D9, loading an entire effect file was D3DXCreateEffectFromFile( .. ), and you got a ID3DXEffect9, which had great methods like SetTechnique and BeginPass, making it easy to load and execute a shader with multiple techniques. Is this completely manual now in D3D11? The highest level functionality I can find is loading a SINGLE shader from an FX file using D3DX11CompileFromFile. Does anyone know if there's an easier way to load FX files and choose a technique? With the level of functionality provided in D3D11 now, it seems like you're better off just writing .hlsl files and forgetting about the whole idea of Techniques.

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  • 2D Grid based game - how should I draw grid lines?

    - by Adam K Dean
    I'm playing around with a 2D grid based game idea, and I am using sprites for the grid cells. Let's say there is a 10 x 10 grid and each cell is 48x48, which will have sprites drawn there. That is fine. But in design mode, I'd like to have a grid overlay the screen. I can do this either with sprites (2x600 pixel image etc) or with primitives, but which is best? Should I really be switching between sprites and 3d/2d rendering? Like so: Thanks!

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  • Can't get sprite to rotate correctly?

    - by rphello101
    I'm attempting to play with graphics using Java/Slick 2d. I'm trying to get my sprite to rotate to wherever the mouse is on the screen and then move accordingly. I figured the best way to do this was to keep track of the angle the sprite is at since I have to multiply the cosine/sine of the angle by the move speed in order to get the sprite to go "forwards" even if it is, say, facing 45 degrees in quadrant 3. However, before I even worry about that, I'm having trouble even getting my sprite to rotate in the first place. Preliminary console tests showed that this code worked, but when applied to the sprite, it just kind twitches. Anyone know what's wrong? int mX = Mouse.getX(); int mY = HEIGHT - Mouse.getY(); int pX = sprite.x; int pY = sprite.y; int tempY, tempX; double mAng, pAng = sprite.angle; double angRotate=0; if(mX!=pX){ tempY=pY-mY; tempX=mX-pX; mAng = Math.toDegrees(Math.atan2(Math.abs((tempY)),Math.abs((tempX)))); if(mAng==0 && mX<=pX) mAng=180; } else{ if(mY>pY) mAng=270; else mAng=90; } //Calculations if(mX<pX&&mY<pY){ //If in Q2 mAng = 180-mAng; } if(mX<pX&&mY>pY){ //If in Q3 mAng = 180+mAng; } if(mX>pX&&mY>pY){ //If in Q4 mAng = 360-mAng; } angRotate = mAng-pAng; sprite.angle = mAng; sprite.image.setRotation((float)angRotate);

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  • Is it possible to design a multiplayer game which can be played from different devices?

    - by user9820
    I want to design a online multiplayer game for all gaming devices e.g. Desktop PC, internet browser, android phones, android tablets, iphone, ipad, XBOX 360 etc. Now my main requirement is that, I want all devices can be used to play the game in multiplayer mode toghether i.e. One player can be connected using PC another using android phone and other may be with iphone or ipad. My doubts are - How to make all devices to connect to common game server? What will be the logic for graphics and texture because all devices screen will be of different aspect ratio?

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  • How to effectively gather info about how players play my HTML5 game?

    - by Bane
    I'm finishing another HTML5 game, and this time I'd like to do some spying business on the players... Mostly just basic stuff: when they are playing, for how long, what upgrades they are buying the most and so on. Now, my first idea was just to collect this information during the gameplay, and then have a Javascript function fire when they close the tab/browser, and said function would send it to my server via Socket.io. This, of course, wouldn't work, because anyone who takes a look at the code would realize it and could start sending a tonne of false info which would mess up my statistics. Questions: Is there a way to effectively do this? If yes, what kind of info should I be looking for, aside from stuff I already mentioned?

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  • 2D Rectangle Collision Response with Multiple Rectangles

    - by Justin Skiles
    Similar to: Collision rectangle response I have a level made up of tiles where the edges of the level are made up of collidable rectangles. The player's collision box is represented by a rectangle as well. The player can move in 8 directions. The player's velocity is equal in X and Y directions and constant. Each update, I am checking the player's collision against all tiles that are a certain distance away. When the player collides with a rectangle, I am finding the intersection depth and resolving along the most shallow axis followed by the other axis. This resolution happens for both axes simultaneously. See below for two examples of situations where I am having trouble. Moving up-left against the left wall In the scenario below, the player is colliding with two tiles. The tile intersection depth is equal on both axes for the top tile and more shallow in the X axis for the middle tile. Because the player is moving up the wall, the player should slide in an upward direction along the wall. This works properly as long as the rectangle with the more shallow depth is evaluated first. If the equal intersection depth rectangle is evaluated first, there is a chance the player becomes stuck. Moving up-left against the top wall Here is an identical scenario with the exception that the collision is with the top wall. The same problem occurs at the corners when intersection depth is equal for both axes. I guess my overall question is: How can I ensure that collision response occurs on tiles that have non-equal intersection depth before tiles that have equal intersection depth in order to get around the weirdness that occurs at these corners. Sean's answer in the linked question was good, but his solution required having different velocity components in a certain direction. My situation has equal velocities, so there's no good way to tell which direction to resolve at corners. I hope I have made my explanation clear.

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  • Can I become a Game Designer? [on hold]

    - by user32721
    This is my first time posting something on a forum in 4 years. I am posting this because I want to adjust my expectations and goals regarding game design. I am in college in Morocco (Al Akhawayn university). just started my junior year. I am a communications major (school of humanities) and a gender studies minor. I want to become a video game designer. It is the only career that I am interested in. I have been playing ever since I was 5 and haven't stopped yet. Currently I don't have any noteworthy skills to become a designer. I don't know how to program (don't really have the patience for it) and I can't draw to save my life. I haven't tried visual software like MAYA or MAX so I can't comment on graphic design. So I basically want to know whether my current education is capable of helping me reach my goal. If not then should I take a master's in game design (in the U.S?) or switch my minor to computer science? I am sorry that this post is long! I look forward to hearing your advice!

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  • How do I increase moving speed of body?

    - by Siddharth
    How to move ball speedily on the screen using box2d in libGDX? package com.badlogic.box2ddemo; import com.badlogic.gdx.ApplicationListener; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.graphics.GL10; import com.badlogic.gdx.graphics.Texture; import com.badlogic.gdx.graphics.g2d.Sprite; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.graphics.g2d.TextureRegion; import com.badlogic.gdx.math.Matrix4; import com.badlogic.gdx.math.Vector2; import com.badlogic.gdx.physics.box2d.Body; import com.badlogic.gdx.physics.box2d.BodyDef; import com.badlogic.gdx.physics.box2d.BodyDef.BodyType; import com.badlogic.gdx.physics.box2d.Box2DDebugRenderer; import com.badlogic.gdx.physics.box2d.CircleShape; import com.badlogic.gdx.physics.box2d.Fixture; import com.badlogic.gdx.physics.box2d.FixtureDef; import com.badlogic.gdx.physics.box2d.PolygonShape; import com.badlogic.gdx.physics.box2d.World; public class Box2DDemo implements ApplicationListener { private SpriteBatch batch; private TextureRegion texture; private World world; private Body groundDownBody, groundUpBody, groundLeftBody, groundRightBody, ballBody; private BodyDef groundBodyDef1, groundBodyDef2, groundBodyDef3, groundBodyDef4, ballBodyDef; private PolygonShape groundDownPoly, groundUpPoly, groundLeftPoly, groundRightPoly; private CircleShape ballPoly; private Sprite sprite; private FixtureDef fixtureDef; private Vector2 ballPosition; private Box2DDebugRenderer renderer; Vector2 vector2; @Override public void create() { texture = new TextureRegion(new Texture( Gdx.files.internal("img/red_ring.png"))); sprite = new Sprite(texture); sprite.setOrigin(sprite.getWidth() / 2, sprite.getHeight() / 2); batch = new SpriteBatch(); world = new World(new Vector2(0.0f, 0.0f), false); groundBodyDef1 = new BodyDef(); groundBodyDef1.type = BodyType.StaticBody; groundBodyDef1.position.x = 0.0f; groundBodyDef1.position.y = 0.0f; groundDownBody = world.createBody(groundBodyDef1); groundBodyDef2 = new BodyDef(); groundBodyDef2.type = BodyType.StaticBody; groundBodyDef2.position.x = 0f; groundBodyDef2.position.y = Gdx.graphics.getHeight(); groundUpBody = world.createBody(groundBodyDef2); groundBodyDef3 = new BodyDef(); groundBodyDef3.type = BodyType.StaticBody; groundBodyDef3.position.x = 0f; groundBodyDef3.position.y = 0f; groundLeftBody = world.createBody(groundBodyDef3); groundBodyDef4 = new BodyDef(); groundBodyDef4.type = BodyType.StaticBody; groundBodyDef4.position.x = Gdx.graphics.getWidth(); groundBodyDef4.position.y = 0f; groundRightBody = world.createBody(groundBodyDef4); groundDownPoly = new PolygonShape(); groundDownPoly.setAsBox(480.0f, 10f); fixtureDef = new FixtureDef(); fixtureDef.density = 0f; fixtureDef.restitution = 1f; fixtureDef.friction = 0f; fixtureDef.shape = groundDownPoly; fixtureDef.filter.groupIndex = 0; groundDownBody.createFixture(fixtureDef); groundUpPoly = new PolygonShape(); groundUpPoly.setAsBox(480.0f, 10f); fixtureDef = new FixtureDef(); fixtureDef.friction = 0f; fixtureDef.restitution = 0f; fixtureDef.density = 0f; fixtureDef.shape = groundUpPoly; fixtureDef.filter.groupIndex = 0; groundUpBody.createFixture(fixtureDef); groundLeftPoly = new PolygonShape(); groundLeftPoly.setAsBox(10f, 320f); fixtureDef = new FixtureDef(); fixtureDef.friction = 0f; fixtureDef.restitution = 0f; fixtureDef.density = 0f; fixtureDef.shape = groundLeftPoly; fixtureDef.filter.groupIndex = 0; groundLeftBody.createFixture(fixtureDef); groundRightPoly = new PolygonShape(); groundRightPoly.setAsBox(10f, 320f); fixtureDef = new FixtureDef(); fixtureDef.friction = 0f; fixtureDef.restitution = 0f; fixtureDef.density = 0f; fixtureDef.shape = groundRightPoly; fixtureDef.filter.groupIndex = 0; groundRightBody.createFixture(fixtureDef); ballPoly = new CircleShape(); ballPoly.setRadius(16f); fixtureDef = new FixtureDef(); fixtureDef.shape = ballPoly; fixtureDef.density = 1f; fixtureDef.friction = 1f; fixtureDef.restitution = 1f; ballBodyDef = new BodyDef(); ballBodyDef.type = BodyType.DynamicBody; ballBodyDef.position.x = (int) 200; ballBodyDef.position.y = (int) 200; ballBody = world.createBody(ballBodyDef); ballBody.setLinearVelocity(200f, 200f); // ballBody.applyLinearImpulse(new Vector2(250f, 250f), // ballBody.getLocalCenter()); ballBody.createFixture(fixtureDef); renderer = new Box2DDebugRenderer(true, false, false); } @Override public void dispose() { ballPoly.dispose(); groundLeftPoly.dispose(); groundUpPoly.dispose(); groundDownPoly.dispose(); groundRightPoly.dispose(); world.destroyBody(ballBody); world.dispose(); } @Override public void pause() { } @Override public void render() { world.step(1f/30f, 3, 3); Gdx.gl.glClearColor(1f, 1f, 1f, 1f); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); batch.begin(); vector2 = ballBody.getLinearVelocity(); System.out.println("X=" + vector2.x + " Y=" + vector2.y); ballPosition = ballBody.getPosition(); renderer.render(world,batch.getProjectionMatrix()); // int preX = (int) (vector2.x / Math.abs(vector2.x)); // int preY = (int) (vector2.y / Math.abs(vector2.y)); // // if (Math.abs(vector2.x) == 0.0f) // ballBody1.setLinearVelocity(1.4142137f, vector2.y); // else if (Math.abs(vector2.x) < 1.4142137f) // ballBody1.setLinearVelocity(preX * 5, vector2.y); // // if (Math.abs(vector2.y) == 0.0f) // ballBody1.setLinearVelocity(vector2.x, 1.4142137f); // else if (Math.abs(vector2.y) < 1.4142137f) // ballBody1.setLinearVelocity(vector2.x, preY * 5); batch.draw(sprite, (ballPosition.x - (texture.getRegionWidth() / 2)), (ballPosition.y - (texture.getRegionHeight() / 2))); batch.end(); } @Override public void resize(int arg0, int arg1) { } @Override public void resume() { } } I implement above code but I can not achieve higher moving speed of the ball

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  • OpenGL ES Loading

    - by kuroutadori
    I want to know what is the norm of loading rendering code. Take a button. When the application is loaded, a texture is loaded which has the image of the button on it. When the button is tapped, it then adds a loader into a queue, which is loaded on render thread. It then loads up an array buffer with vertexes and tex coords when render is called. It then adds to a render tree. Then it renders. the render function looks like this void render() { update(); mBaseRenderer->render(); } update() is when the queue is checked to see if anything needs loading. mBaseRenderer->render() is the render tree. What I am asking then is, should I even have the update() there at all and instead have everything preloaded before it renders? If I can have it loaded when need, for instance when there is tap, then how can it be done (My current code causes an dequeueing buffer error (Unknown error: -75) which I assume is to do with OpenGL ES and the context)?

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  • Matrix.CreateBillboard centre rotation problem

    - by Chris88
    I'm having an issue with Matrix.CreateBillboard and a textured Quad where the center axis seems to be positioned incorrectly to the quad object which is rotating around a center point: Using: BasicEffect quadEffect; Drawing the quad shape: Left = Vector3.Cross(Normal, Up); Vector3 uppercenter = (Up * height / 2) + origin; LowerLeft = uppercenter + (Left * width / 2); LowerRight = uppercenter - (Left * width / 2); UpperLeft = LowerLeft - (Up * height); UpperRight = LowerRight - (Up * height); Where height and width are float values passed in (it draws a square) Draw method: quadEffect.View = camera.view; quadEffect.Projection = camera.projection; quadEffect.World = Matrix.CreateBillboard(Origin, camera.cameraPosition, Vector3.Up, camera.cameraDirection); GraphicsDevice.BlendState = BlendState.Additive; foreach (EffectPass pass in quadEffect.CurrentTechnique.Passes) { pass.Apply(); GraphicsDevice.DrawUserIndexedPrimitives <VertexPositionNormalTexture>( PrimitiveType.TriangleList, Vertices, 0, 4, Indexes, 0, 2); } GraphicsDevice.BlendState = BlendState.Opaque; In the screenshots below i draw the image at Vector3(32f, 0f, 32f) The screenshots below show you the position of the quad in relation to the red cross. The red cross shows where it should be drawn http://i.imgur.com/YwRYj.jpg http://i.imgur.com/ZtoHL.jpg It rotates around the red cross position

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  • Efficiency concerning thread granularity

    - by MaelmDev
    Lately, I've been thinking of ways to use multithreading to improve the speed of different parts of a game engine. What confuses me is the appropriate granularity of threads, especially when dealing with single-instruction-multiple-data (SIMD) tasks. Let's use line-of-sight detection as an example. Each AI actor must be able to detect objects of interest around them and mark them. There are three basic ways to go about this with multithreading: Don't use threading at all. Create a thread for each actor. Create a thread for each actor-object combination. Option 1 is obviously going to be the least efficient method. However, choosing between the next two options is more difficult. Only using one thread per actor is still running through every object in series instead of in parallel. However, are CPU's able to create and join threads in the granularity posed in Option 3 efficiently? It seems like that many calls to the OS could be really slow, and varying enormously between different hardware.

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  • How is the gimbal locked problem solved using accumulative matrix transformations

    - by Luke San Antonio
    I am reading the online "Learning Modern 3D Graphics Programming" book by Jason L. McKesson As of now, I am up to the gimbal lock problem and how to solve it using quaternions. However right here, at the Quaternions page. Part of the problem is that we are trying to store an orientation as a series of 3 accumulated axial rotations. Orientations are orientations, not rotations. And orientations are certainly not a series of rotations. So we need to treat the orientation of the ship as an orientation, as a specific quantity. I guess this is the first spot I start to get confused, the reason is because I don't see the dramatic difference between orientations and rotations. I also don't understand why an orientation cannot be represented by a series of rotations... Also: The first thought towards this end would be to keep the orientation as a matrix. When the time comes to modify the orientation, we simply apply a transformation to this matrix, storing the result as the new current orientation. This means that every yaw, pitch, and roll applied to the current orientation will be relative to that current orientation. Which is precisely what we need. If the user applies a positive yaw, you want that yaw to rotate them relative to where they are current pointing, not relative to some fixed coordinate system. The concept, I understand, however I don't understand how if accumulating matrix transformations is a solution to this problem, how the code given in the previous page isn't just that. Here's the code: void display() { glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClearDepth(1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glutil::MatrixStack currMatrix; currMatrix.Translate(glm::vec3(0.0f, 0.0f, -200.0f)); currMatrix.RotateX(g_angles.fAngleX); DrawGimbal(currMatrix, GIMBAL_X_AXIS, glm::vec4(0.4f, 0.4f, 1.0f, 1.0f)); currMatrix.RotateY(g_angles.fAngleY); DrawGimbal(currMatrix, GIMBAL_Y_AXIS, glm::vec4(0.0f, 1.0f, 0.0f, 1.0f)); currMatrix.RotateZ(g_angles.fAngleZ); DrawGimbal(currMatrix, GIMBAL_Z_AXIS, glm::vec4(1.0f, 0.3f, 0.3f, 1.0f)); glUseProgram(theProgram); currMatrix.Scale(3.0, 3.0, 3.0); currMatrix.RotateX(-90); //Set the base color for this object. glUniform4f(baseColorUnif, 1.0, 1.0, 1.0, 1.0); glUniformMatrix4fv(modelToCameraMatrixUnif, 1, GL_FALSE, glm::value_ptr(currMatrix.Top())); g_pObject->Render("tint"); glUseProgram(0); glutSwapBuffers(); } To my understanding, isn't what he is doing (modifying a matrix on a stack) considered accumulating matrices, since the author combined all the individual rotation transformations into one matrix which is being stored on the top of the stack. My understanding of a matrix is that they are used to take a point which is relative to an origin (let's say... the model), and make it relative to another origin (the camera). I'm pretty sure this is a safe definition, however I feel like there is something missing which is blocking me from understanding this gimbal lock problem. One thing that doesn't make sense to me is: If a matrix determines the difference relative between two "spaces," how come a rotation around the Y axis for, let's say, roll, doesn't put the point in "roll space" which can then be transformed once again in relation to this roll... In other words shouldn't any further transformations to this point be in relation to this new "roll space" and therefore not have the rotation be relative to the previous "model space" which is causing the gimbal lock. That's why gimbal lock occurs right? It's because we are rotating the object around set X, Y, and Z axes rather than rotating the object around it's own, relative axes. Or am I wrong? Since apparently this code I linked in isn't an accumulation of matrix transformations can you please give an example of a solution using this method. So in summary: What is the difference between a rotation and an orientation? Why is the code linked in not an example of accumulation of matrix transformations? What is the real, specific purpose of a matrix, if I had it wrong? How could a solution to the gimbal lock problem be implemented using accumulation of matrix transformations? Also, as a bonus: Why are the transformations after the rotation still relative to "model space?" Another bonus: Am I wrong in the assumption that after a transformation, further transformations will occur relative to the current? Also, if it wasn't implied, I am using OpenGL, GLSL, C++, and GLM, so examples and explanations in terms of these are greatly appreciated, if not necessary. The more the detail the better! Thanks in advance...

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  • PokeMMO. How they do it?

    - by RufioLJ
    Well PokeMMO is a JAVA game project which basically is the original FireRed title for the GBA made online. They know this type of projects don't last long because of the copyrighted material used, but they somehow made their client extract resources from ROMS. So they don't offer any copyrighted material on their download. I wonder what technique they could be using for this? All I know is that they use LWJGL.

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  • How can I create tiles that scale to multiple resolutions?

    - by Darestium
    I am trying to create a multiplayer version of the popular Flash game N in Java. However, I'm not sure how to create a tileset that will scale up. Are the tiles for N pre-drawn or are they defined with mathamatical formulas in code? I do see how they would scale up in Flash if they were pre-rendered. So if anyone has any ideas how I should go about creating the tileset, or how they are created in the game please let me know. You can check out the game here.

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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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  • fast java2d translucency

    - by mdriesen
    I'm trying to draw a bunch of translucent circles on a Swing JComponent. This isn't exactly fast, and I was wondering if there is a way to speed it up. My custom JComponent has the following paintComponent method: public void paintComponent(Graphics g) { Rectangle view = g.getClipBounds(); VolatileImage image = createVolatileImage(view.width, view.height); Graphics2D buffer = image.createGraphics(); // translate to camera location buffer.translate(-cx, -cy); // renderables contains all currently visible objects for(Renderable r : renderables) { r.paint(buffer); } g.drawImage(image.getSnapshot(), view.x, view.y, this); } The paint method of my circles is as follows: public void paint(Graphics2D graphics) { graphics.setPaint(paint); graphics.fillOval(x, y, radius, radius); } The paint is just an rgba color with a < 255: Color(int r, int g, int b, int a) It works fast enough for opaque objects, but is there a simple way to speed this up for translucent ones?

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  • How to automatically render all opaque meshes with a specific shader?

    - by dsilva.vinicius
    I have a specular outline shader that I want to be used on all opaque meshes of the scene whenever a specific camera renders. The shader is working properly when it is manually applied to some material. The shader is as follows: Shader "Custom/Outline" { Properties { _Color ("Main Color", Color) = (.5,.5,.5,1) _OutlineColor ("Outline Color", Color) = (1,0.5,0,1) _Outline ("Outline width", Range (0.0, 0.1)) = .05 _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" {} } SubShader { Tags { "Queue"="Overlay" "RenderType"="Opaque" } Pass { Name "OUTLINE" Tags { "LightMode" = "Always" } Cull Off ZWrite Off // Uncomment to show outline always. //ZTest Always CGPROGRAM #pragma target 3.0 #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; }; struct v2f { float4 pos : POSITION; float4 color : COLOR; }; float _Outline; float4 _OutlineColor; v2f vert(appdata v) { // just make a copy of incoming vertex data but scaled according to normal direction v2f o; o.pos = mul(UNITY_MATRIX_MVP, v.vertex); float3 norm = mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal); float2 offset = TransformViewToProjection(norm.xy); o.pos.xy += offset * o.pos.z * _Outline; o.color = _OutlineColor; return o; } float4 frag(v2f fromVert) : COLOR { return fromVert.color; } ENDCG } UsePass "Specular/FORWARD" } FallBack "Specular" } The camera used fot the effect has just a script component which setups the shader replacement: using UnityEngine; using System.Collections; public class DetectiveEffect : MonoBehaviour { public Shader EffectShader; // Use this for initialization void Start () { this.camera.SetReplacementShader(EffectShader, "RenderType=Opaque"); } // Update is called once per frame void Update () { } } Unfortunately, whenever I use this camera I just see the background color. Any ideas?

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  • RPG level-experience formula [closed]

    - by Comy
    I want to make an RPG game and I would like an advice on how should I create my level-experience formula. I saw this formula http://rsdo.net/rsdonline/guides/Experience%20formula.html#PHP and I created a formula myself and I want to ask you which would be better. RuneScape rates My rates Level 2 - 83 xp Level 2 - 35 Level 3 - 174 xp Level 3 - 84 Level 4 - 276 xp Level 4 - 150 Level 5 - 388 xp Level 5 - 238 Level 10 - 1,154 xp Level 10 - 1,087 Level 100 - 14,391,160 xp Level 100 - 311,017 As you can see at level 100 RuneScape's xp is very big and my level 100 is equal with RuneScape's Level 61. Is it better if the xp grows very fast at one point or depends on how I make my game?

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