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  • How are buttons made to be clicked?

    - by Johnny
    I just want to ask a general question. According to that answer, Ill continue thinking. You know in games there are lots of clickable items. Play button, exit, comboboxes maybe etc. My question is are those buttons drawn in same canvas with background and all other things, or for every different thing there is another canvas object? My question is about for general. Im not asking about a specific game, im asking how they are made generally. Im planning to start a game on Android, and Im confused actually how to design buttons, and other object. Probably Im going to use View/SurfaceView for now. I don't have much experience with OpenGL yet. Thanks in advance.

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  • Custom Music in Skyrim's Creation Kit?

    - by CptSupermrkt
    Can you bring in external music such as mp3s? If so, how? I didn't see anything about this in the wiki Bethesda released. Also how does this work with regards to the Steam Workshop? Don't imagine they would appreciate uploading copyrighted content. I don't particularly care about making a public mod, I just want to screw around privately and create dungeons/towns using music from some of my favorite games. Thanks.

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  • 3d vertex translated onto 2d viewport

    - by Dan Leidal
    I have a spherical world defined by simple trigonometric functions to create triangles that are relatively similar in size and shape throughout. What I want to be able to do is use mouse input to target a range of vertices in the area around the mouse click in order to manipulate these vertices in real time. I read a post on this forum regarding translating 3d world coordinates into the 2d viewport.. it recommended that you should multiply the world vector coordinates by the viewport and then the projection, but they didn't include any code examples, and suffice to say i couldn't get any good results. Further information.. I am using a lookat method for the viewport. Does this cause a problem, and if so is there a solution? If this isn't the problem, does anyone have a simple code example illustrating translating one vertex in a 3d world into a 2d viewspace? I am using XNA.

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  • XNA windows phone release black textures

    - by Lukasz Kajstura
    i just made a 3d game in XNA for windows phone 7. I build it in release mode on visual studio 2010 and suddenly when I run game there is no textures on models - 2 models are black and one is transparent. Models are in .X format exported from 3dsmax and have textures in .jpg also added to game content. I set build action to none and all worked fine in debug mode. When I change to release mode - black textures. When I set build action to compile it gives me warning: Asset was built 2 times with different settings: using TextureImporter and TextureProcessor using TextureImporter and TextureProcessor, referenced by... and still no textures. What can I do?

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  • How a "Collision System" should be implemented?

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

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

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

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  • Raycasting mouse coordinates to rotated object?

    - by SPL
    I am trying to cast a ray from my mouse to a plane at a specified position with a known width and length and height. I know that you can use the NDC (Normalized Device Coordinates) to cast ray but I don't know how can I detect if the ray actually hit the plane and when it did. The plane is translated -100 on the Y and rotated 60 on the X then translated again -100. Can anyone please give me a good tutorial on this? For a complete noob! I am almost new to matrix and vector transformations.

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  • Transparency in XNA-4 primitives

    - by Shashwat
    I'm using XNA 4 with Visual Studio 2010. I'm trying to create a simple 3D world with walls and doors in which the user to free to roam around. A wall is just a rectangle which is currently being rendered with four vertices using triangle strips. But to create a door, I'd have to split it into three rectangles as shown in the figure. Four quadrilaterals if I want to have the following door-style It will become more complex to have multiple doors on the same wall or if I have windows. Is there any shorter way to handle this? I am looking for something that will just make the wall transparent wherever I want. I found a solution but facing a problem here

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  • Load order in XNA?

    - by marc wellman
    I am wondering whether the is a mechanism to manually control the call-order of void Game.LoadContent() as it is the case with void Game.Draw(GameTime gt) by setting int DrawableGameComponent.DrawOrder ? except the order that results from adding components to the Game.Components container and maybe there exists something similar with Game.Update(GameTime gt) ? UPDATE To exemplify my issue consider you have several game components which do depends to each other regarding their instantiation. All are inherited from DrawableGameComponent. Now suppose that in one of these components you are loading a Model from the games content pipeline and add it to some static container in order to provide access to it for other game components. public override LoadContent() { // ... Model m = _contentManager.Load<Model>(@"content/myModel"); // GameComponents is a static class with an accessible list where game components reside. GameComponents.AddCompnent(m); // ... } Now it's easy to imagine that this components load method has to precede other game components that do want to access the model m in their own load method.

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  • What is the format of DXGI_FORMAT_D24_UNORM_S8_UINT?

    - by bobobobo
    I'm trying to read the values in a depth texture of type DXGI_FORMAT_D24_UNORM_S8_UINT. I know this means "24 bits for depth, 8 bits for stencil" "A 32-bit z-buffer format that supports 24 bits for depth and 8 bits for stencil.", but how do you interpret those 24 bits? It's clearly not going to be a 32-bit int, and it's not going to be a 32-bit float. If it is an integer value, how "far away" is a value of "1" in the depth texture?

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  • How do I use setFilmSize in panda3d to achieve the correct view?

    - by lhk
    I'm working with Panda3d and recently switched my game to isometric rendering. I moved the virtual camera accordingly and set an orthographic lens. Then I implemented the classes "Map" and "Canvas". A canvas is a dynamically generated mesh: a flat quad. I'm using it to render the ingame graphics. Since the game itself is still set in a 3d coordinate system I'm planning to rely on these canvases to draw sprites. I could have named this class "Tile" but as I'd like to use it for non-tile sketches (enemies, environment) as well I thought canvas would describe it's function better. Map does exactly what it's name suggests. Its constructor receives the number of rows and columns and then creates a standard isometric map. It uses the canvas class for tiles. I'm planning to write a map importer that reads a file to create maps on the fly. Here's the canvas implementation: class Canvas: def __init__(self, texture, vertical=False, width=1,height=1): # create the mesh format=GeomVertexFormat.getV3t2() format = GeomVertexFormat.registerFormat(format) vdata=GeomVertexData("node-vertices", format, Geom.UHStatic) vertex = GeomVertexWriter(vdata, 'vertex') texcoord = GeomVertexWriter(vdata, 'texcoord') # add the vertices for a flat quad vertex.addData3f(1, 0, 0) texcoord.addData2f(1, 0) vertex.addData3f(1, 1, 0) texcoord.addData2f(1, 1) vertex.addData3f(0, 1, 0) texcoord.addData2f(0, 1) vertex.addData3f(0, 0, 0) texcoord.addData2f(0, 0) prim = GeomTriangles(Geom.UHStatic) prim.addVertices(0, 1, 2) prim.addVertices(2, 3, 0) self.geom = Geom(vdata) self.geom.addPrimitive(prim) self.node = GeomNode('node') self.node.addGeom(self.geom) # this is the handle for the canvas self.nodePath=NodePath(self.node) self.nodePath.setSx(width) self.nodePath.setSy(height) if vertical: self.nodePath.setP(90) # the most important part: "Drawing" the image self.texture=loader.loadTexture(""+texture+".png") self.nodePath.setTexture(self.texture) Now the code for the Map class class Map: def __init__(self,rows,columns,size): self.grid=[] for i in range(rows): self.grid.append([]) for j in range(columns): # create a canvas for the tile. For testing the texture is preset tile=Canvas(texture="../assets/textures/flat_concrete",width=size,height=size) x=(i-1)*size y=(j-1)*size # set the tile up for rendering tile.nodePath.reparentTo(render) tile.nodePath.setX(x) tile.nodePath.setY(y) # and store it for later access self.grid[i].append(tile) And finally the usage def loadMap(self): self.map=Map(10, 10, 1) this function is called within the constructor of the World class. The instantiation of world is the entry point to the execution. The code is pretty straightforward and runs good. Sadly the output is not as expected: Please note: The problem is not the white rectangle, it's my player object. The problem is that although the map should have equal width and height it's stretched weirdly. With orthographic rendering I expected the map to be a perfect square. What did I do wrong ? UPDATE: I've changed the viewport. This is how I set up the orthographic camera: lens = OrthographicLens() lens.setFilmSize(40, 20) base.cam.node().setLens(lens) You can change the "aspect" by modifying the parameters of setFilmSize. I don't know exactly how they are related to window size and screen resolution but after testing a little the values above seem to work for me. Now everything is rendered correctly as long as I don't resize the window. Every change of the window's size as well as switching to fullscreen destroys the correct rendering. I know that implementing a listener for resize events is not in the scope of this question. However I wonder why I need to make the Film's height two times bigger than its width. My window is quadratic ! Can you tell me how to find out correct setting for the FilmSize ? UPDATE 2: I can imagine that it's hard to envision the behaviour of the game. At first glance the obvious solution is to pass the window's width and height in pixels to setFilmSize. There are two problems with that approach. The parameters for setFilmSize are ingame units. You'll get a way to big view if you pass the pixel size For some strange reason the image is distorted if you pass equal values for width and height. Here's the output for setFilmSize(800,800) You'll have to stress your eyes but you'll see what I mean

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  • Cropping a line (laser beam) in XNA

    - by electroflame
    I have a laser sprite that I wish to crop. I want to crop it so when it collides with an item, I can calculate the distance between the starting point, and the ending point, and only draw that. This eliminates the "overdraw" of a laser drawing past an item. Essentially, I'm trying to crop a line, but also keep that line "attached" to the nose of my ship. The line should not be drawn past the nose of my ship, that should be the starting point. There is no rotation to worry about. Currently, I thought that doing this through SpriteBatch would be best. This is my current Spritebatch code: spriteBatch.Draw(Laser.sprite, new Rectangle((int)Laser.position.X, (int)Laser.position.Y, Laser.sprite.Width, LaserHeight), new Rectangle(0, 0, (int)(Laser.sprite.Width), LaserHeight), new Color(255, 255, 255, (byte)MathHelper.Clamp(Laser.Alpha, 0, 255)), Laser.rotation, new Vector2(Laser.sprite.Width/2, LaserHeight/2), SpriteEffects.None, 0); But this doesn't quite work. It does only draw part of the sprite, but when LaserHeight is incremented, it lengthens the line in both ways! I believe this is due to some stupid error on my part with the Origin of the draw. Quick recap: I need to have my laser sprite drawn with the bottom of it at the nose of my ship, and then use LaserHeight to crop the image so only part of it is drawn. I have a feeling my explanation is a bit...lacking. So if you require more information, please say so and I will try to provide more information. Thanks in advance!

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  • How do I calculate the boundary of the game window after transforming the view?

    - by Cypher
    My Camera class handles zoom, rotation, and of course panning. It's invoked through SpriteBatch.Begin, like so many other XNA 2D camera classes. It calculates the view Matrix like so: public Matrix GetViewMatrix() { return Matrix.Identity * Matrix.CreateTranslation(new Vector3(-this.Spatial.Position, 0.0f)) * Matrix.CreateTranslation(-( this.viewport.Width / 2 ), -( this.viewport.Height / 2 ), 0.0f) * Matrix.CreateRotationZ(this.Rotation) * Matrix.CreateScale(this.Scale, this.Scale, 1.0f) * Matrix.CreateTranslation(this.viewport.Width * 0.5f, this.viewport.Height * 0.5f, 0.0f); } I was having a minor issue with performance, which after doing some profiling, led me to apply a culling feature to my rendering system. It used to, before I implemented the camera's zoom feature, simply grab the camera's boundaries and cull any game objects that did not intersect with the camera. However, after giving the camera the ability to zoom, that no longer works. The reason why is visible in the screenshot below. The navy blue rectangle represents the camera's boundaries when zoomed out all the way (Camera.Scale = 0.5f). So, when zoomed out, game objects are culled before they reach the boundaries of the window. The camera's width and height are determined by the Viewport properties of the same name (maybe this is my mistake? I wasn't expecting the camera to "resize" like this). What I'm trying to calculate is a Rectangle that defines the boundaries of the screen, as indicated by my awesome blue arrows, even after the camera is rotated, scaled, or panned. Here is how I've more recently found out how not to do it: public Rectangle CullingRegion { get { Rectangle region = Rectangle.Empty; Vector2 size = this.Spatial.Size; size *= 1 / this.Scale; Vector2 position = this.Spatial.Position; position = Vector2.Transform(position, this.Inverse); region.X = (int)position.X; region.Y = (int)position.Y; region.Width = (int)size.X; region.Height = (int)size.Y; return region; } } It seems to calculate the right size, but when I render this region, it moves around which will obviously cause problems. It needs to be "static", so to speak. It's also obscenely slow, which causes more of a problem than it solves. What am I missing?

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  • Which are the cons of using only non-member functions and POD?

    - by Miro
    I'm creating my own game engine. I've read these articles and this question about DOD and it was written to not use member functions and classes. I also heard some criticism to this idea. I can write it using member functions or non-member functions it would be similar. So what are the benefits/cons of that approach or when the project grows, does any of these approaches give clearer and better manageable code? With POD & non-member functions I don't have to make struct members public I can still use object id outside of engine like OpenGL does with all it's stuff, so It's not about encapsulation. POD - plain old data DOD - data oriented design

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

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

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  • How to use UILongPressGestureRecognizer with sprite drag & wait?

    - by ganesh
    May be it's asked before also but I couldn't find any good answer. Please tell me how this can be implemented with UILongPressGestureRecognizer? A user drags a sprite from X location to Y location. Then it waits at Y location (touch is not ended yet) for 1 or 2 secs and release the touch i.e touch is ended. In this case, shouldn't following states be triggered in below order for UILongPressGestureRecognizer: UIGestureRecognizerStateBegan UIGestureRecognizerStateChanged UIGestureRecognizerStateEnded ? My problem is if UIPanGestureRecognizer is also implemented to handle drags, UILongPressGesture is never triggered even after Long waits. Any thoughts?

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  • Restrict Tile Map to its boundaries

    - by Farooq Arshed
    I have loaded a tmx file in cocos2dx and now I am trying to implement panning. I have successfully implemented the panning first part where the map moves. Now I want to restrict the map so it does not display the map beyond its boundary where it shows black screen. I am confused as to how to implement it. Below is my code any help would be appreciated. bool HelloWorld::init() { if ( !CCLayer::init() ) { return false; } const char* tmx= "isometric_grass_and_water.tmx"; _tileMap = new CCTMXTiledMap(); _tileMap->initWithTMXFile(tmx); this->addChild(_tileMap); this->setTouchEnabled(true); return true; } void HelloWorld::ccTouchesBegan(CCSet *touches, CCEvent *event){ CCSetIterator it; for (it=touches->begin(); it!=touches->end(); ++it){ CCTouch* touch = (CCTouch*)it.operator*(); CCLog("touches id: %d", touch->getID()); oldLoc = touch->getLocationInView(); oldLoc = CCDirector::sharedDirector()->convertToGL(oldLoc); } } void HelloWorld::ccTouchesMoved(CCSet *touches, CCEvent *event) { if (touches->count() == 1) { CCTouch* touch = (CCTouch*)( touches->anyObject() ); this->moveScreen(touch); } else if (touches->count() == 2) { this->scaleScreen(touches); } } void HelloWorld::moveScreen(CCTouch* touch) { CCPoint currentLoc = touch->getLocationInView(); currentLoc = CCDirector::sharedDirector()->convertToGL(currentLoc); CCPoint moveTo = ccpSub(oldLoc, currentLoc); moveTo = ccpMult(moveTo, -1); oldLoc = currentLoc; this->setPosition(ccpAdd(this->getPosition(), ccp(moveTo.x, moveTo.y))); }

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  • What's the future of online gamedev. FLASH or UNITY?

    - by Cpucpu
    Currently, i develop for flash, not much ago i discovered unity, not yet played with it, but i have seen so far was cool. Here are my thoughts: Flash is more casual, start with cost less, in time and money. In unity you'd likely have to go more bussines-serious (real money). There are proven bussines models in flash, like adver-gaming, ads, micro-transactions. Have not seen much movement in this in Unity, too soon maybe. Flash is too heavy. By its nature(making games) Unity is way faster. Flash is 2d, doing something 3d with it turns weird and slow. Unity is natively 3d, not optimized for 2d though, it is likely feasible as well. I am overlooking the plug-in widespread, that gap will get closed over the time.

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  • Gap in parallaxing background loop

    - by CinetiK
    The bug here is that my background kind of offset a bit itself from where it should draw and so I have this line. I have some troubles understanding why I get this bug when I set a speed that is different then 1,2,4,8,16,... In main class I set the speed depending on the player speed bgSpeed = -(int)playerMoveSpeed.X / 10; and here's my background class class ParallaxingBackground { Texture2D texture; Vector2[] positions; public int Speed { get; set;} public void Initialize(ContentManager content, String texturePath, int screenWidth, int speed) { texture = content.Load<Texture2D>(texturePath); this.Speed = speed; positions = new Vector2[screenWidth / texture.Width + 2]; for (int i = 0; i < positions.Length; i++) { positions[i] = new Vector2(i * texture.Width, 0); } } public void Update() { for (int i = 0; i < positions.Length; i++) { positions[i].X += Speed; if (Speed <= 0) { if (positions[i].X <= -texture.Width) { positions[i].X = texture.Width * (positions.Length - 1); } } else { if (positions[i].X >= texture.Width*(positions.Length - 1)) { positions[i].X = -texture.Width; } } } } public void Draw(SpriteBatch spriteBatch) { for (int i = 0; i < positions.Length; i++) { spriteBatch.Draw(texture, positions[i], Color.White); } } }

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  • Does DirectX implement Triple Buffering?

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

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  • How to implement a score database in Android

    - by Michael Seun Araromi
    I making a 2d game for android using opengl-es technology. It is a space shooting game where the player shoots enemy ships. I want to keep a track of score for the amount of enemy ships destroyed and a record of a local highscore, I want the score to be incremented whenever an enemy is destroyed. I also want a way of displaying both score and highscore on the game screen. I am not farmiliar with databases at all and I will appreciate a clear answer or a link to a good tutorial for my cause. Thanks

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  • IrrKlang with Ogre

    - by Vinnie
    I'm trying to set up sound in my Ogre3D project. I have installed irrKlang 1.4.0 and added it's include and lib directories to my projects VC++ Include and Library directories, but I'm still getting a Linker error when I attempt to build. Any suggestions? (Error 4007 error LNK2019: unresolved external symbol "__declspec(dllimport) class irrklang::ISoundEngine * __cdecl irrklang::createIrrKlangDevice(enum irrklang::E_SOUND_OUTPUT_DRIVER,int,char const *,char const *)" (_imp?createIrrKlangDevice@irrklang@@YAPAVISoundEngine@1@W4E_SOUND_OUTPUT_DRIVER@1@HPBD1@Z) referenced in function "public: __thiscall SoundManager::SoundManager(void)" (??0SoundManager@@QAE@XZ)

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  • Game programming in C++ [closed]

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

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  • Correct Rotation and Translation with a 4x4 matrix

    - by sFuller
    I am using a 4x4 matrix to transform verts in a shader. I multiply an identity matrix by a rotation matrix by a translation matrix. I am trying to first rotate the verts and then translate them, however in my result, it appears that the verts are being transformed and then rotated. My matrix looks something like this: m00 m01 m02 tx m10 m11 m12 ty m20 m21 m22 tz --- --- --- 1 I am not using OpenGL's fixed function pipeline, I am multiplying matrices on the client side, and uploading the matrix to a GLSL shader. If it helps, I am using my own matrix multiplication code, but I have recreated this problem using matrices on my graphing calculator, so I don't believe my matrix code has errors.. I'll include a visual aid if needed.

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  • Collision Detection on floor tiles Isometric game

    - by Anivrom
    I am having a very hard to time figuring out a bug in my code. It should have taken me 20 minutes but instead I've been working on it for over 12 hours. I am writing a isometric tile based game where the characters can walk freely amongst the tiles, but not be able to cross over to certain tiles that have a collides flag. Sounds easy enough, just check ahead of where the player is going to move using a Screen Coordinates to Tile method and check the tiles array using our returned xy indexes to see if its collidable or not. if its not, then don't move the character. The problem I'm having is my Screen to Tile method isn't spitting out the proper X,Y tile indexes. This method works flawlessly for selecting tiles with the mouse. NOTE: My X tiles go from left to right, and my Y tiles go from up to down. Reversed from some examples on the net. Here's the relevant code: public Vector2 ScreentoTile(Vector2 screenPoint) { //Vector2 is just a object with x and y float properties //camOffsetX,Y are my camera values that I use to shift everything but the //current camera target when the target moves //tilescale = 128, screenheight = 480, the -46 offset is to center // vertically + 16 px for some extra gfx in my tile png Vector2 tileIndex = new Vector2(-1,-1); screenPoint.x -= camOffsetX; screenPoint.y = screenHeight - screenPoint.y - camOffsetY - 46; tileIndex.x = (screenPoint.x / tileScale) + (screenPoint.y / (tileScale / 2)); tileIndex.y = (screenPoint.x / tileScale) - (screenPoint.y / (tileScale / 2)); return tileIndex; } The method that calls this code is: private void checkTileTouched () { if (Gdx.input.justTouched()) { if (last.x >= 0 && last.x < levelWidth && last.y >= 0 && last.y < levelHeight) { if (lastSelectedTile != null) lastSelectedTile.setColor(1, 1, 1, 1); Sprite sprite = levelTiles[(int) last.x][(int) last.y].sprite; sprite.setColor(0, 0.3f, 0, 1); lastSelectedTile = sprite; } } if (touchDown) { float moveX=0,moveY=0; Vector2 pos = new Vector2(); if (player.direction == direction_left) { moveX = -(player.moveSpeed); moveY = -(player.moveSpeed / 2); Gdx.app.log("Movement", String.valueOf("left")); } else if (player.direction == direction_upleft) { moveX = -(player.moveSpeed); moveY = 0; Gdx.app.log("Movement", String.valueOf("upleft")); } else if (player.direction == direction_up) { moveX = -(player.moveSpeed); moveY = player.moveSpeed / 2; Gdx.app.log("Movement", String.valueOf("up")); } else if (player.direction == direction_upright) { moveX = 0; moveY = player.moveSpeed; Gdx.app.log("Movement", String.valueOf("upright")); } else if (player.direction == direction_right) { moveX = player.moveSpeed; moveY = player.moveSpeed / 2; Gdx.app.log("Movement", String.valueOf("right")); } else if (player.direction == direction_downright) { moveX = player.moveSpeed; moveY = 0; Gdx.app.log("Movement", String.valueOf("downright")); } else if (player.direction == direction_down) { moveX = player.moveSpeed; moveY = -(player.moveSpeed / 2); Gdx.app.log("Movement", String.valueOf("down")); } else if (player.direction == direction_downleft) { moveX = 0; moveY = -(player.moveSpeed); Gdx.app.log("Movement", String.valueOf("downleft")); } //Player.moveSpeed is 1 //tileObjects.x is drawn in the center of the screen (400px,240px) // the sprite width is 64, height is 128 testX = moveX * 10; testY = moveY * 10; testX += tileObjects.get(player.zIndex).x + tileObjects.get(player.zIndex).sprite.getWidth() / 2; testY += tileObjects.get(player.zIndex).y + tileObjects.get(player.zIndex).sprite.getHeight() / 2; moveX += tileObjects.get(player.zIndex).x + tileObjects.get(player.zIndex).sprite.getWidth() / 2; moveY += tileObjects.get(player.zIndex).y + tileObjects.get(player.zIndex).sprite.getHeight() / 2; pos = ScreentoTile(new Vector2(moveX,moveY)); Vector2 pos2 = ScreentoTile(new Vector2(testX,testY)); if (!levelTiles[(int) pos2.x][(int) pos2.y].collides) { Vector2 newPlayerPos = ScreentoTile(new Vector2(moveX,moveY)); CenterOnCoord(moveX,moveY); player.tileX = (int)newPlayerPos.x; player.tileY = (int)newPlayerPos.y; } } } When the player is moving to the left (downleft-ish from the viewers point of view), my Pos2 X values decrease as expected but pos2 isnt checking ahead on the x tiles, it is checking ahead on the Y tiles(as if we were moving DOWN, not left), and vice versa, if the player moves down, it will check ahead on the X values (as if we are moving LEFT, instead of DOWN). instead of the Y values. I understand this is probably the most confusing and horribly written post ever, but I'm confused myself so I'm having a hard time explaining it to others lol. if you need more information please ask!! I'm so frustrated after over 12 hours of working on it I'm about to give up.

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