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  • Termite colony simulator using java

    - by ashii
    hi everyone, i hve to design a simulator that will maintain an environment, which consists of a collection of patches arranged in a rectangular grid of arbitrary size. Each patch contains zero or more wood chips. A patch may be occupied by one or more termites or predators, which are mobile entities that live within the world and behave according to simple rules. A TERMITE can pick up a wood chip from the patch that it is currently on, or drop a wood chip that it is carrying. Termites travel around the grid by moving randomly from their current patch to a neighbouring patch, in one of four possible directions. New termites may hatch from eggs, and this is simulated by the appearance of a new termite at a random patch within the environment. A PREDATOR moves in a similar way to termites, and if a predator moves onto a patch that is occupied by a termite, then the predator eats the termite. At initialization, the termites, predators, and wood chips are distributed randomly in the environment. Simulation then proceeds in a loop, and the new state of the environment is obtained at each iteration. i have designed the arena using jpanel but im not able to randomnly place wood,termite and predator in that arena. can any one help me out?? my code for the arena is as following: 01 import java.awt.*; 02 import javax.swing.*; 03 04 public class Arena extends JPanel 05 { 06 private static final int Rows = 8; 07 private static final int Cols = 8; 08 public void paint(Graphics g) 09 { 10 Dimension d = this.getSize(); 11 // don't draw both sets of squares, when you can draw one 12 // fill in the entire thing with one color 13 g.setColor(Color.WHITE); 14 // make the background 15 g.fillRect(0,0,d.width,d.height); 16 // draw only black 17 g.setColor(Color.BLACK); 18 // pick a square size based on the smallest dimension 19 int sqsize = ((d.width<d.height) ? d.width/Cols : d.height/Rows); 20 // loop for rows 21 for (int row=0; row<Rows; row++) 22 { 23 int y = row*sqsize; // y stays same for entire row, set here 24 int x = (row%2)*sqsize; // x starts at 0 or one square in 25 for (int i=0; i<Cols/2; i++) 26 { 27 // you will only be drawing half the squares per row 28 // draw square 29 g.fillRect(x,y,sqsize,sqsize); 30 // move two square sizes over 31 x += sqsize*2; 32 } 33 } 34 35 } 36 37 38 39 public void update(Graphics g) { paint(g); } 40 41 42 43 public static void main (String[] args) 44 { 45 46 JFrame frame = new JFrame("Arena"); 47 frame.setSize(600,400); 48 frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); 49 frame.setContentPane(new Arena()); 50 frame.setVisible(true); 51 } 52 53 }

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  • Problem with large number of markers on the map...

    - by bobetko
    I am working on an Android app that already exists on iPhone. In the app, there is a Map activity that has (I counted) around 800 markers in four groups marked by drawable in four different colors. Each group can be turned on or off. Information about markers I have inside List. I create a mapOverlay for each group, then I attach that overlay to the map. I strongly believe that coding part I did properly. But I will attach my code anyway... The thing is, my Nexus One can't handle map with all those markers. It takes around 15 seconds just to draw 500 markers. Then when all drawn, map is not quite smooth. It is sort of hard to zoom and navigate around. It can be done, but experience is bad and I would like to see if something can be done there. iPhone seems doesn't have problems showing all these markers. It takes roughly about 1-2 seconds to show all of them and zooming and panning is not that bad. Slow down is noticeable but still acceptable. I personally think it is no good to draw all those markers, but app is designed by somebody else and I am not supposed to make any drastic changes. I am not sure what to do here. It seems I will have to come up with different functionality, maybe use GPS location, if known, and draw only markers within some radius, or, if location not known, use center of the screen(map) and draw markers around that. I will have to have reasonable explanation for my bosses in case I make these changes. I appreciate if anybody has any idas. And the code: ... for (int m = 0; m < ArrList.size(); m++) { tName = ArrList.get(m).get("name").toString(); tId = ArrList.get(m).get("id").toString(); tLat = ArrList.get(m).get("lat").toString();; tLng = ArrList.get(m).get("lng").toString();; try { lat = Double.parseDouble(tLat); lng = Double.parseDouble(tLng); p1 = new GeoPoint( (int) (lat * 1E6), (int) (lng * 1E6)); OverlayItem overlayitem = new OverlayItem(p1, tName, tId); itemizedoverlay.addOverlay(overlayitem); } catch (NumberFormatException e) { Log.d(TAG, "NumberFormatException" + e); } } mapOverlays.add(itemizedoverlay); mapView.postInvalidate(); ................................ public class HelloItemizedOverlay extends ItemizedOverlay<OverlayItem> { private ArrayList<OverlayItem> mOverlays = new ArrayList<OverlayItem>(); private Context mContext; public HelloItemizedOverlay(Drawable defaultMarker, Context context) { super(boundCenterBottom(defaultMarker)); mContext = context; } public void addOverlay(OverlayItem overlay) { mOverlays.add(overlay); populate(); } @Override protected OverlayItem createItem(int i) { return mOverlays.get(i); } @Override public int size() { return mOverlays.size(); } @Override protected boolean onTap(int index) { final OverlayItem item = mOverlays.get(index); ... EACH MARKER WILL HAVE ONCLICK EVENT THAT WILL PRODUCE CLICABLE ... BALOON WITH MARKER'S NAME. return true; } }

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  • Is there a software like AutoCAD, but only 2D, not 3D?

    - by Saeed Neamati
    I love AutuCAD. It's powerful, easy to use, and fits engineering mind. It rocks when you want to draw 2D diagrams and shapes and one the cool features I like about it, is its snapping power. You draw a simple rectangle, then you can very easily create a circumscribe circle around it. However, new version of it are becoming really heavy (in size) and need high tech hardware, because of its powerful 3D capabilities, and rendering engines coming with it. I only want the 2D part of AutoCAD. Is there any software out there, which resembles AutoCAD (like having a console, where you can type L and get the line tool, or having snapping capability, etc.), but is small in size? In other words, what software can be named as AutoCAD 2D alternative?

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  • Implementing Scrolling Background in LibGDX game

    - by Vishal Kumar
    I am making a game in LibGDX. After working for whole a day..I could not come out with a solution on Scrolling background. My Screen width n height is 960 x 540. I have a png image of 1024 x 540. I want to scroll the background in such a way that it contuosly goes back with camera x-- as per camera I tried many alternatives... drawing the image twice ..did a lot of calculations and many others.... but finally end up with this dirty code if(bg_x2 >= - Assets.bg.getRegionWidth()) { //calculated it to position bg .. camera was initially at 15 bg_x2 = (16 -4*camera.position.x); bg_x1=bg_x2+Assets.bg.getRegionWidth(); } else{ bg_x1 = (16 -4*camera.position.x)%224; // this 16 is not proper //I think there can be other ways bg_x2=bg_x1+Assets.bg.getRegionWidth(); } //drawing twice batch.draw(Assets.bg, bg_x2, bg_y); batch.draw(Assets.bg, bg_x1, bg_y); The Simple idea is SCROLLING BACKGROUND WITH SIZE SOMEWHAT MORE THAN SCREEN SIZE SO THAT IT LOOK SMOOTH. Even after a lot of search, i didn't find an online solution. Please help.

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  • pygame double buffering

    - by BaldDude
    I am trying to use double buffering in pygame. What I'm trying to do is display a red then green screen, and switch from one to the other. Unfortunately, all I have is a black screen. I looked through many sites, but have been unable to find a solution. Any help would be appreciated. import pygame, sys from pygame.locals import * RED = (255, 0, 0) GREEN = ( 0, 255, 0) bob = 1 pygame.init() #DISPLAYSURF = pygame.display.set_mode((500, 400), 0, 32) DISPLAYSURF = pygame.display.set_mode((1920, 1080), pygame.OPENGL | pygame.DOUBLEBUF | pygame.HWSURFACE | pygame.FULLSCREEN) glClear(GL_COLOR_BUFFER_BIT) glMatrixMode(GL_MODELVIEW) glLoadIdentity() running = True while running: if bob==1: #pygame.draw.rect(DISPLAYSURF, RED, (0, 0, 1920, 1080)) #pygame.display.flip() glBegin(GL_QUADS) glColor3f(1.0, 0.0, 0.0) glVertex2f(-1.0, 1.0) glVertex2f(-1.0, -1.0) glVertex2f(1.0, -1.0) glVertex2f(1.0, 1.0) glEnd() pygame.dis bob = 0 else: #pygame.draw.rect(DISPLAYSURF, GREEN, (0, 0, 1920, 1080)) #pygame.display.flip() glBegin(GL_QUADS) glColor3f(0.0, 1.0, 0.0) glVertex2f(-1.0, 1.0) glVertex2f(-1.0, -1.0) glVertex2f(1.0, -1.0) glVertex2f(1.0, 1.0) glEnd() pygame.dis bob = 1 for event in pygame.event.get(): if event.type == pygame.QUIT: running = False elif event.type == KEYDOWN: if event.key == K_ESCAPE: running = False pygame.quit() sys.exit() I'm using Python 2.7 and my code need to be os independent. Thanks for your help.

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  • Z axis in isometric tilemap

    - by gyhgowvi
    I'm experimenting with isometric tile maps in JavaScript and HTML5 Canvas. I'm storing tile map data in JavaScript 2D array. // 0 - Grass // 1 - Dirt // ... var mapData = [ [0, 0, 0, 0, 0], [0, 0, 1, 0, 0, ... ] and draw for(var i = 0; i < mapData.length; i++) { for(var j = 0; j < mapData[i].length; j++) { var p = iso2screen(i, j, 0); // X, Y, Z context.drawImage(tileArray[mapData[i][j]], p.x, p.y); } } but this function mean's all tile Z axis is equal to zero. var p = iso2screen(i, j, 0); Maybe anyone have idea and how to do something like mapData[0][0] Z axis equal to 3 mapData[5][5] Z axis equal to 5? I have idea: Write function for grass, dirt and store this function to 2D array and draw and later mapData[0][0].setZ(3); But it is good idea to write functions for each tiles?

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  • SpriteBatch being drawn outside of Stage?

    - by pyko
    Currently working on my first game, though running into some problems with libgx and screen aspect ratio. What I have is a Stage which contains things like menu buttons etc, and the rest of the game is pretty much sprites being drawn with via SpriteBatch. To avoid having multiple SpriteBatches and cameras, I have re-used the ones that are created when Stage is created. stage = new Stage(WIDTH, HEIGHT, true); // keep aspect ratio batch = stage.getSpriteBatch(); camera = (OrthographicCamera) stage.getCamera(); // move camera so 'active' screen is centred stage.getCamera().translate(-stage.getGutterWidth(), -stage.getGutterHeight(), 0); Anything that is Stage/Actor related is drawn fine - all goes within the aspect ratio adjusted boundaries. The problem I'm having is anything that drawn via SpriteBatch, seems to ignore this viewport that is defined by Stage and can be visible outside of the Stage area. batch.begin(); ... sirWuffles.draw(batch); ... batch.end(); For example, in the above, if Sir Wuffles is generated outside of the defined WIDTH/HEIGHT it might still appear in the "gutters" of the screen. Tried to explain it in the below screenshot. It's an exaggerated screen ratio to make the gutters large. I've also covered most of the gutter area in the blue/cyan rectangle so they are very obvious. Does anyone know what is happening? and how to fix it? Currently, my "fix" is to use ShapeRenderer to draw rectangles that correspond to the gutters on top of the sprites...

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  • Rendering shadow sprites in cocos2d-x

    - by lukeluke
    I am writing a 2D game with cocos2d-x. I want to put a "shadow" sprite on a background sprite using the equation: MAX(0, Cd*1 - Cs*S) where Cd is the destination color (that is, a background pixel), Cs is the source color (the shadow pixel) , S is the scale factor (between 0 and 1). The MAX() function is used to avoid negative results. This is a lighting effect: when the shadow sprite pixel is 0, there is no effect on the background pixel, otherwise, the background pixel becomes darker. Now, the only way that comes to my mind is to change the blending equation to GL_FUNC_SUBTRACT, but it doesn't compile with cocos2d-x (can't found it)... I would subclass the CCSprite class in order to implement the draw() method in order to change, when needed, the blending equation, call the original draw() method and restore the blending equation to its previous state at the end of the method. So my questions are two: how to use glBlendEquation() with cocos2d-x? Keep in mind that i am writing a game for iphone/android/windows. are shadows handled this way in 2D games? Thx

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  • 3D terrain map with Hexagon Grids

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

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  • gl_PointCoord always zero

    - by Jonathan
    I am trying to draw point sprites in OpenGL with a shader but gl_PointCoord is always zero. Here is my code Setup: //Shader creation..(includes glBindAttribLocation(program, ATTRIB_P, "p");) glEnableVertexAttribArray(ATTRIB_P); In the rendering loop: glUseProgram(shader_particles); float vertices[]={0.0f,0.0f,0.0f}; glEnable(GL_TEXTURE_2D); glEnable(GL_POINT_SPRITE); glEnable(GL_VERTEX_PROGRAM_POINT_SIZE); //glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE);(tried with this on/off, doesn't work) glVertexAttribPointer(ATTRIB_P, 3, GL_FLOAT, GL_FALSE, 0, vertices); glDrawArrays(GL_POINTS, 0, 1); Vertex Shader: attribute highp vec4 p; void main() { gl_PointSize = 40.0f; gl_Position = p; } Fragment Shader: void main() { gl_FragColor = vec4(gl_PointCoord.st, 0, 1);//if the coords range from 0-1, this should draw a square with black,red,green,yellow corners } But this only draws a black square with a size of 40. What am I doing wrong? Edit: Point sprites work when i use the fixed function, but I need to use shaders because in the end the code will be for opengl es 2.0 glUseProgram(0); glEnable(GL_TEXTURE_2D); glEnable(GL_POINT_SPRITE); glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE); glPointSize(40); glBegin(GL_POINTS); glVertex3f(0.0f,0.0f,0.0f); glEnd(); Is anyone able to get point sprites working with shader? If so, please share some code.

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  • How to gain accurate results with Painter's algorithm?

    - by pimvdb
    A while ago I asked how to determine when a face is overlapping another. The advice was to use a Z-buffer. However, I cannot use a Z-buffer in my current project and hence I would like to use the Painter's algorithm. I have no good clue as to when a surface is behind or in front of another, though. I've tried numerous methods but they all fail in edge cases, or they fail even in general cases. This is a list of sorting methods I've tried so far: Distance to midpoint of each face Average distance to each vertex of each face Average z value of each vertex Higest z value of vertices of each face and draw those first Lowest z value of vertices of each face and draw those last The problem is that a face might have a closer distance but is still further away. All these methods seem unreliable. Edit: For example, in the following image the surface with the blue point as midpoint is painted over the surface with the red point as midpoint, because the blue point is closer. However, this is because the surface of the red point is larger and the midpoint is further away. The surface with the red point should be painted over the blue one, because it is closer, whilst the midpoint distance says the opposite. What exactly is used in the Painter's algorithm to determine the order in which objects should be drawn?

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  • Rendering with Direct3D

    - by Jamie
    Hi, I'm slightly confused about how Direct3D rendering works. Basically, as long as I render to one surface, everything is fine. But when I try rendering to multiple surfaces, it seems like everything is still rendered to one surface. I think there's something wrong with my calls. For each update cycle this is what I do 1. device-BeginScene() 2. sprite-Begin(...) ... A bunch of GetRenderTarget to store the old render target, then SetRenderTarget to set a new surface, and then things like CreateVertexBuffer, SetTexture, etc to draw on the new render target. Then resetting to the old render target. sprite-Draw([the back buffer]) (the back buffer is actually another surface, not the actual back buffer. But here it is being drawn onto the actual back buffer, I think) sprite-End() device-EndScene() device-Present(...) Also, it seems like if I mix sprite drawing and non-sprite drawing onto a surface, that first one set of render commands is executed and then the other set, rather than in order by when each command was called. If anyone could shed light on any of this, it would be much appreciated.

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  • OpenGL - Stack overflow if I do, Stack underflow if I don't!

    - by Wayne Werner
    Hi, I'm in a multimedia class in college, and we're "learning" OpenGL as part of the class. I'm trying to figure out how the OpenGL camera vs. modelview works, and so I found this example. I'm trying to port the example to Python using the OpenGL bindings - it starts up OpenGL much faster, so for testing purposes it's a lot nicer - but I keep running into a stack overflow error with the glPushMatrix in this code: def cube(): for x in xrange(10): glPushMatrix() glTranslated(-positionx[x + 1] * 10, 0, -positionz[x + 1] * 10); #translate the cube glutSolidCube(2); #draw the cube glPopMatrix(); According to this reference, that happens when the matrix stack is full. So I thought, "well, if it's full, let me just pop the matrix off the top of the stack, and there will be room". I modified the code to: def cube(): glPopMatrix() for x in xrange(10): glPushMatrix() glTranslated(-positionx[x + 1] * 10, 0, -positionz[x + 1] * 10); #translate the cube glutSolidCube(2); #draw the cube glPopMatrix(); And now I get a buffer underflow error - which apparently happens when the stack has only one matrix. So am I just waaay off base in my understanding? Or is there some way to increase the matrix stack size? Also, if anyone has some good (online) references (examples, etc.) for understanding how the camera/model matrices work together, I would sincerely appreciate them! Thanks!

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  • Organizing an entity system with external component managers?

    - by Gustav
    I'm designing a game engine for a top-down multiplayer 2D shooter game, which I want to be reasonably reuseable for other top-down shooter games. At the moment I'm thinking about how something like an entity system in it should be designed. First I thought about this: I have a class called EntityManager. It should implement a method called Update and another one called Draw. The reason for me separating Logic and Rendering is because then I can omit the Draw method if running a standalone server. EntityManager owns a list of objects of type BaseEntity. Each entity owns a list of components such as EntityModel (the drawable representation of an entity), EntityNetworkInterface, and EntityPhysicalBody. EntityManager also owns a list of component managers like EntityRenderManager, EntityNetworkManager and EntityPhysicsManager. Each component manager keeps references to the entity components. There are various reasons for moving this code out of the entity's own class and do it collectively instead. For example, I'm using an external physics library, Box2D, for the game. In Box2D, you first add the bodies and shapes to a world (owned by the EntityPhysicsManager in this case) and add collision callbacks (which would be dispatched to the entity object itself in my system). Then you run a function which simulates everything in the system. I find it hard to find a better solution to do this than doing it in an external component manager like this. Entity creation is done like this: EntityManager implements the method RegisterEntity(entityClass, factory) which registers how to create an entity if that class. It also implements the method CreateEntity(entityClass) which would return an object of type BaseEntity. Well now comes my problem: How would the reference to a component be registered to the component managers? I have no idea how I would reference the component managers from a factory/closure.

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  • Glenn Fiedler's fixed timestep with fake threads

    - by kaoD
    I've implemented Glenn Fiedler's Fix Your Timestep! quite a few times in single-threaded games. Now I'm facing a different situation: I'm trying to do this in JavaScript. I know JS is single-threaded, but I plan on using requestAnimationFrame for the rendering part. This leaves me with two independent fake threads: simulation and rendering (I suppose requestAnimationFrame isn't really threaded, is it? I don't think so, it would BREAK JS.) Timing in these threads is independent too: dt for simulation and render is not the same. If I'm not mistaken, simulation should be up to Fiedler's while loop end. After the while loop, accumulator < dt so I'm left with some unspent time (dt) in the simulation thread. The problem comes in the draw/interpolation phase: const double alpha = accumulator / dt; State state = currentState*alpha + previousState * ( 1.0 - alpha ); render( state ); In my render callback, I have the current timestamp to which I can subtract the last-simulated-in-physics-timestamp to have a dt for the current frame. Should I just forget about this dt and draw using the physics thread's dt? It seems weird, since, well, I want to interpolate for the unspent time between simulation and render too, right? Of course, I want simulation and rendering to be completely independent, but I can't get around the fact that in Glenn's implementation the renderer produces time and the simulation consumes it in discrete dt sized chunks. A similar question was asked in Semi Fixed-timestep ported to javascript but the question doesn't really get to the point, and answers there point to removing physics from the render thread (which is what I'm trying to do) or just keeping physics in the render callback too (which is what I'm trying to avoid.)

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  • Algorithm for a lucky game [on hold]

    - by Ronnie
    Assume we have the following Keno(lottery type) game: From 80 numbers(from 1 to 80), 20 are being drawn. The players choose 1 or 2 or 3..... or 12 numbers to play(12 categories). If they choose for example 4 then they win if they predict correctly a certain amount of numbers(2,3 or 4) from the 4 they have played and lose if the predict only 1 or 0 numbers. They win X times their money accordingly to some predefined factor depending on how many numbers they predict from each category. The same with the other categories. And e.g 11 out of 11 gives 250000 times your money and 12 out of 12 gives 1000000 your money. So the company would want to avoid winnings so high. Every draw by the company is being made every 5 minutes and in each draw around 120000 (let's say) different predictions(Keno tickets) are being played. Let's assume 12000 are being played in category 10 and 12000 in category 11 and also 12000 in category 12. I'm wondering if there is an algorithm to allow the company that provides the game in the 5 minutes between the drawings, to find a 20 number set, in order to avoid any "12 out of 12" and "11 out of 11" and "11 out of 12" and "10 out of 11" and "10 out of 10" winning ticket. That means is there any algorithm, where in a time of less than 1 minute approximately(in todays hardware), to be able to find a 20 number set so that none of the 12000 12 and 11 and 10 number sets that the players played(in categories 10,11 and 12) contains any winning of "12 out of 12" and "11 out of 11" and "11 out of 12" and "10 out of 11" and "10 out of 10"? Or even better the generalization of the problem: What is the best algorithm(from a perspective of minimal time), to be able to find a Y number set from numbers 1 to Z(e.g Y=20, Z=80) so that none of the X sets of K-numbers that are being played(in category K) contains more than K-m numbers from the Y-set? (Note that for Y=K and m=1 there is a practical algorithm.)

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  • Sprite and Physics components or sub-components?

    - by ashes999
    I'm taking my first dive into creating a very simple entity framework. The key concepts (classes) are: Entity (has 0+ components, can return components by type) SpriteEntity (everything you need to draw on screen, including lighting info) PhysicsEntity (velocity, acceleration, collision detection) I started out with physics notions in my sprite component, and then later removed them to a sub-component. The separation of concerns makes sense; a sprite is enough information to draw anything (X, Y, width, height, lighting, etc.) and physics piggybacks (uses the parent sprite to get X/Y/W/H) while adding physics notions of velocity and collisions. The problem is that I would like collisions to be on an entity level -- meaning "no matter what your representation is (be it sprites, text, or something else), collide against this entity." So I refactored and redirected collision handling from entities to sprite.physics, while mapping and returning the right entity on physics collisions. The problem is that writing code like this.GetComponent<SpriteComponent>().physics is a violation of abstraction. Which made me think (this is the TLDR): should I keep physics as a separate component from sprites, or a sub-component, or something else? How should I share data and separate concerns?

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  • How to set TextureFilter to Point to make example Bloom filter work?

    - by Mr Bell
    I have simple app that renders some particles and now I am trying to apply the bloom shader from the xna samplers ( http://create.msdn.com/en-US/education/catalog/sample/bloom ) to it, but I am running into this exception: "XNA Framework HiDef profile requires TextureFilter to be Point when using texture format Vector4." When the BloomComponent tries to end the sprite batch in the DrawFullscreenQuad method: spriteBatch.Begin(0, BlendState.Opaque, SamplerState.PointWrap, null, null, effect); spriteBatch.Draw(texture, new Rectangle(0, 0, width, height), Color.White); spriteBatch.End(); //<------- Exception thrown here It seems to be related to the pixel shaders that I am using to animate the particle. In a nutshell, I have a texture2d in vector4 format that holds particle positions, and another one for velocities. Here is a snippet from that area: GraphicsDevice.SetRenderTarget(tempRenderTarget); animationEffect.CurrentTechnique = animationEffect.Techniques[technique]; spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque, SamplerState.PointWrap, DepthStencilState.DepthRead, RasterizerState.CullNone, animationEffect); spriteBatch.Draw(randomValues, new Rectangle(0, 0, width, height), Color.White); spriteBatch.End(); What I comment out the code that calls the particle animation pixel shaders the bloom component runs fine. Is there some state that I need to reset to make the bloom work?

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  • Text contains characters that cannot be resolved by this SpriteFont

    - by Appeltaart
    I'm trying to draw currency symbols in an Arial Spritefont. According to thissite, the font contains these symbols. I've included the Unicode character region for these symbols in the Content Processor SpriteFont file, like so: <CharacterRegions> <CharacterRegion> <Start>&#32;</Start> <End>&#126;</End> </CharacterRegion> <CharacterRegion> <!-- Currency symbols --> <Start>&#8352;</Start> <End>&#8378;</End> </CharacterRegion> </CharacterRegions> However, whenever I try to draw a € (Euro) symbol, I get this exception: Text contains characters that cannot be resolved by this SpriteFont Inspecting the SpriteFont in the IDE at that breakpoint shows the € symbol is in there. I'm at a loss at what could be wrong. Why is this exception thrown?

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  • Diagram that could explain a state machine's code?

    - by Incognito
    We have a lot of concepts in making diagrams like UML and flowcharting or just making up whatever boxes-and-arrows combination works at the time, but I'm looking at doing a visual diagram on something that's actually really complex. State machines like those that parse HTML or regular expressions tend to be very long and complicated bits of code. For example, this is the stateLoop for FireFox 9 beta. It's actually generated by another file, but this is the code that runs. How can I diagram something with the complexity of this in a way that explains flow of the code without taking it to a level where I draw every single line-of-code into it's own box on a flowchart? I don't want to draw "Invoke loop, then return" but I don't want to explain every last detail. What kind of graph is suitable to do this? Is there already something out there similar to this? Just an example of how to do this without going overboard in complexity or too-high-level is really what I want. If you don't feel like looking at the code, basically it's 70 different state flags that could occur, inside an infinite loop that exists to a label based on some conditions, each flag has it's own infinite loop that exists to a label somewhere, and each of those loops has checks for different types of chars, which then runs off into various other methods.

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  • How to make game sessions like "with friends" games?

    - by Miguel lugo
    I want to make a game like "words with friends" or "chess with friends" or "Draw Something" or any of the other online multiplayer type games that are based around friends having game sessions with each other. I have made one app before that had no online features so I know the basics of objective-C and xCode. I looked up facebook connect so I know how to make friends find other friends to play with through Facebook. Just not how to make the gaming session. I only need my game to send a small array (or XML if it's better) of strings and integers from one iPhone to the other as each iPhone takes a turn. I'm NOT sending some complex video or anything like in "Draw Something." I was hoping someone could point me in the right direction (whether link to website or book or just a general idea) for how to do gaming sessions between two iPhones. I read this tutorial http://www.raywenderlich.com/3932/how-to-create-a-socket-based-iphone-app-and-server but it seems to be more about having two iPhones communicate over a server on a laptop or through the same wifi, not how to have iPhones game together over any Internet connection like in "with friends" games. I've tried to research this in other places but I'm never quite sure if what the articles I find are talking about is related to what I want or not. Someone please just point me in the right direction or give me a general outline of what to do. I will look up the specifics on my own once I know what to look for. Thank you.

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  • VBO and shaders confusion, what's their connection?

    - by Jeffrey
    Considering OpenGL 2.1 VBOs and 1.20 GLSL shaders: When creating an entity like "Zombie", is it good to initialize just the VBO buffer with the data once and do N glDrawArrays() calls per each N zombies? Is there a more efficient way? (With a single call we cannot pass different uniforms to the shader to calculate an offset, see point 3) When dealing with logical object (player, tree, cube etc), should I always use the same shader or should I customize (or be able to customize) the shaders per each object? Considering an entity class, should I create and define the shader at object initialization? When having a movable object such as a human, is there any more powerful way to deal with its coordinates than to initialize its VBO object at 0,0 and define an uniform offset to pass to the shader to calculate its real position? Could you make an example of the Data Oriented Design on creating a generic zombie class? Is the following good? Zombielist class: class ZombieList { GLuint vbo; // generic zombie vertex model std::vector<color>; // object default color std::vector<texture>; // objects textures std::vector<vector3D>; // objects positions public: unsigned int create(); // return object id void move(unsigned int objId, vector3D offset); void rotate(unsigned int objId, float angle); void setColor(unsigned int objId, color c); void setPosition(unsigned int objId, color c); void setTexture(unsigned int, unsigned int); ... void update(Player*); // move towards player, attack if near } Example: Player p; Zombielist zl; unsigned int first = zl.create(); zl.setPosition(first, vector3D(50, 50)); zl.setTexture(first, texture("zombie1.png")); ... while (running) { // main loop ... zl.update(&p); zl.draw(); // draw every zombie }

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  • Pygame surfaces and their Rects

    - by Jaka Novak
    I am trying to understand how pygame surfaces work. I am confused about Rect position of Surface object. If I try blit surface on screen at some position then Surface is drawn at right position, but Rect of the surface is still at position (0, 0)... I tried write my own surface class with new rect, but i am not sure if is that right solution. My goal is that i could move surface like image with rect.move() or something like that. If there is any solution to do that i would be happy to read it. Thanks for answer and time for reading this awful English If helps i write some code for better understanding my problem. (run it first, and then uncomment two lines of code and run again to see the diference): import pygame from pygame.locals import * class SurfaceR(pygame.Surface): def __init__(self, size, position): pygame.Surface.__init__(self, size) self.rect = pygame.Rect(position, size) self.position = position self.size = size def get_rect(self): return self.rect def main(): pygame.init() screen = pygame.display.set_mode((640, 480)) pygame.display.set_caption("Screen!?") clock = pygame.time.Clock() fps = 30 white = (255, 255, 255) red = (255, 0, 0) green = (0, 255, 0) blue = (0, 0, 255) surface = pygame.Surface((70,200)) surface.fill(red) surface_re = SurfaceR((300, 50), (100, 300)) surface_re.fill(blue) while True: for event in pygame.event.get(): if event.type == QUIT: return 0 screen.blit(surface, (100,50)) screen.blit(surface_re, surface_re.position) #pygame.draw.rect(screen, white, surface.get_rect()) #pygame.draw.rect(screen, white, surface_re.get_rect()) pygame.display.update() clock.tick(fps) if __name__ == "__main__": main()

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  • How to implement a birds eye view of 2D Grid Map using Android

    - by IM_Adan
    I'm a true beginner with using the android platform and I'm having difficulties on implementing a 2D grid system for a tower defense type game. Where I can place towers on a specific tile and enemies will be able to traverse through tiles etc. What I would like is a practical explanation of how I could tackle this. A step by step guide for dummies. This is what I believe are the necessary steps to take, I think I might be wrong but I hope someone could help me out. Calculate the Width and Height of the view I'm working with. Based on that, determine the number of tiles required and their dimensions, (Still not sure how I would do this) Create each tile as a Rectangle object and draw these rectangle on a canvas I would really be grateful if someone could steer me in the right direction on how to implement a 2D Grid Map using android. I hope the answer to this questions helps the TRUE beginners out there like me. I have looked at the following links below yet I still feel that I don't trully understand what's going on. For XNA: 2D Grid based game - how should I draw grid lines? How to Create a Grid for a 2D Game? Also a quick note: All my previous game development has been in Java, mostly using Java SE and Swing. I also have good understanding of the game development process, it is only android thats confusing me :S

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  • Model won't render in my XNA game

    - by Daniel Lopez
    I am trying to create a simple 3D game but things aren't working out as they should. For instance, the mode will not display. I created a class that does the rendering so I think that is where the problem lies. P.S I am using models from the MSDN website so I know the models are compatible with XNA. Code: class ModelRenderer { private float aspectratio; private Model model; private Vector3 camerapos; private Vector3 modelpos; private Matrix rotationy; float radiansy = 0; public ModelRenderer(Model m, float AspectRatio, Vector3 initial_pos, Vector3 initialcamerapos) { model = m; if (model.Meshes.Count == 0) { throw new Exception("Invalid model because it contains zero meshes!"); } modelpos = initial_pos; camerapos = initialcamerapos; aspectratio = AspectRatio; return; } public Vector3 CameraPosition { set { camerapos = value; } get { return camerapos; } } public Vector3 ModelPosition { set { modelpos = value; } get { return modelpos; } } public void RotateY(float radians) { radiansy += radians; rotationy = Matrix.CreateRotationY(radiansy); } public float AspectRatio { set { aspectratio = value; } get { return aspectratio; } } public void Draw() { Matrix world = Matrix.CreateTranslation(modelpos) * rotationy; Matrix view = Matrix.CreateLookAt(this.CameraPosition, this.ModelPosition, Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), this.AspectRatio, 1.0f, 10000f); model.Draw(world, view, projection); } } If you need more code just make a comment.

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