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  • How to use pthread_atfork() and pthread_once() to reinitialize mutexes in child processes

    - by Blair Zajac
    We have a C++ shared library that uses ZeroC's Ice library for RPC and unless we shut down Ice's runtime, we've observed child processes hanging on random mutexes. The Ice runtime starts threads, has many internal mutexes and keeps open file descriptors to servers. Additionally, we have a few of mutexes of our own to protect our internal state. Our shared library is used by hundreds of internal applications so we don't have control over when the process calls fork(), so we need a way to safely shutdown Ice and lock our mutexes while the process forks. Reading the POSIX standard on pthread_atfork() on handling mutexes and internal state: Alternatively, some libraries might have been able to supply just a child routine that reinitializes the mutexes in the library and all associated states to some known value (for example, what it was when the image was originally executed). This approach is not possible, though, because implementations are allowed to fail *_init() and *_destroy() calls for mutexes and locks if the mutex or lock is still locked. In this case, the child routine is not able to reinitialize the mutexes and locks. On Linux, the this test C program returns EPERM from pthread_mutex_unlock() in the child pthread_atfork() handler. Linux requires adding _NP to the PTHREAD_MUTEX_ERRORCHECK macro for it to compile. This program is linked from this good thread. Given that it's technically not safe or legal to unlock or destroy a mutex in the child, I'm thinking it's better to have pointers to mutexes and then have the child make new pthread_mutex_t on the heap and leave the parent's mutexes alone, thereby having a small memory leak. The only issue is how to reinitialize the state of the library and I'm thinking of reseting a pthread_once_t. Maybe because POSIX has an initializer for pthread_once_t that it can be reset to its initial state. #include <pthread.h> #include <stdlib.h> #include <string.h> static pthread_once_t once_control = PTHREAD_ONCE_INIT; static pthread_mutex_t *mutex_ptr = 0; static void setup_new_mutex() { mutex_ptr = malloc(sizeof(*mutex_ptr)); pthread_mutex_init(mutex_ptr, 0); } static void prepare() { pthread_mutex_lock(mutex_ptr); } static void parent() { pthread_mutex_unlock(mutex_ptr); } static void child() { // Reset the once control. pthread_once_t once = PTHREAD_ONCE_INIT; memcpy(&once_control, &once, sizeof(once_control)); setup_new_mutex(); } static void init() { setup_new_mutex(); pthread_atfork(&prepare, &parent, &child); } int my_library_call(int arg) { pthread_once(&once_control, &init); pthread_mutex_lock(mutex_ptr); // Do something here that requires the lock. int result = 2*arg; pthread_mutex_unlock(mutex_ptr); return result; } In the above sample in the child() I only reset the pthread_once_t by making a copy of a fresh pthread_once_t initialized with PTHREAD_ONCE_INIT. A new pthread_mutex_t is only created when the library function is invoked in the child process. This is hacky but maybe the best way of dealing with this skirting the standards. If the pthread_once_t contains a mutex then the system must have a way of initializing it from its PTHREAD_ONCE_INIT state. If it contains a pointer to a mutex allocated on the heap than it'll be forced to allocate a new one and set the address in the pthread_once_t. I'm hoping it doesn't use the address of the pthread_once_t for anything special which would defeat this. Searching comp.programming.threads group for pthread_atfork() shows a lot of good discussion and how little the POSIX standards really provides to solve this problem. There's also the issue that one should only call async-signal-safe functions from pthread_atfork() handlers, and it appears the most important one is the child handler, where only a memcpy() is done. Does this work? Is there a better way of dealing with the requirements of our shared library?

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  • error when installing mysql ruby gem on OSX 10.6.3

    - by kapil.israni
    So I am getting the same issue as mentioned here - http://stackoverflow.com/questions/1366746/gem-install-mysql-failure-in-snow-leopard But I haven't been able to get it fixed using the answers on this link. Here's a brief history - I had MAMP on my machine, but now I downloaded the latest MySQL from mysql.com and installed version 5.1.46 this new version runs fine and client "mysql" is able to connect and I also have XCode v3.2.1, since someone mentioned that it can cause issues. Here's the error - **Building native extensions. This could take a while... ERROR: Error installing mysql: ERROR: Failed to build gem native extension. /System/Library/Frameworks/Ruby.framework/Versions/1.8/usr/bin/ruby extconf.rb --with-mysql-config=/usr/local/mysql/bin/mysql_config mkmf.rb can't find header files for ruby at /System/Library/Frameworks/Ruby.framework/Versions/1.8/usr/lib/ruby/ruby.h Gem files will remain installed in /Library/Ruby/Gems/1.8/gems/mysql-2.8.1 for inspection. Results logged to /Library/Ruby/Gems/1.8/gems/mysql-2.8.1/ext/mysql_api/gem_make.out**

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  • Reading from a staging 2D texture array in DirectX10

    - by Don Reba
    I have a DX10 program, where I create an array of 3 16x16 textures, then map, read, and unmap each subresource in turn. I use a single mip level, set resource usage to staging and CPU access to read. Now, here is the problem: Subresource 0 contains 1024 bytes, pitch 64, as expected. Subresource 1 contains 512 bytes, pitch 64. Subresource 2 contains 256 bytes, pitch 64. I expect all three to be the same size. Debugging output is enabled, but not reporting any warnings or errors. Am I missing something, or might this be some sort of driver issue? Here is the code. The language is Nemerle, but C# and C++ would look almost the same. I have looked through the generated code, and am fairly confident the problem is not language-related. def cpuTexture = Texture2D ( device , Texture2DDescription() <- { Width = 16; Height = 16; MipLevels = 1; ArraySize = 3; Format = Format.R32_Float; Usage = ResourceUsage.Staging; CpuAccessFlags = CpuAccessFlags.Read; SampleDescription = SampleDescription(count = 1, quality = 0); } ); foreach (subresource in [0 .. 2]) { def data = cpuTexture.Map(subresource, MapMode.Read, MapFlags.None); Console.WriteLine($"subresource $subresource"); Console.WriteLine($"length = $(data.Data.Length)"); Console.WriteLine($"pitch = $(data.Pitch)"); cpuTexture.Unmap(subresource); }

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  • Raycasting tutorial / vector math question

    - by mattboy
    I'm checking out this nice raycasting tutorial at http://lodev.org/cgtutor/raycasting.html and have a probably very simple math question. In the DDA algorithm I'm having trouble understanding the calcuation of the deltaDistX and deltaDistY variables, which are the distances that the ray has to travel from 1 x-side to the next x-side, or from 1 y-side to the next y-side, in the square grid that makes up the world map (see below screenshot). In the tutorial they are calculated as follows, but without much explanation: //length of ray from one x or y-side to next x or y-side double deltaDistX = sqrt(1 + (rayDirY * rayDirY) / (rayDirX * rayDirX)); double deltaDistY = sqrt(1 + (rayDirX * rayDirX) / (rayDirY * rayDirY)); rayDirY and rayDirX are the direction of a ray that has been cast. How do you get these formulas? It looks like pythagorean theorem is part of it, but somehow there's division involved here. Can anyone clue me in as to what mathematical knowledge I'm missing here, or "prove" the formula by showing how it's derived?

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  • how many times can i buy swtor credits with Extra 100% Bonus in Father’s Day at swtor2credits?

    - by user46860
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  • Entity/Component based engine rendering separation from logic

    - by Denis Narushevich
    I noticed in Unity3D that each gameObject(entity) have its own renderer component, as far I understand, such component handle rendering logic. I wonder if it is a common practice in entity/component based engines, when single entity have renderer components and logic components such as position, behavior altogether in one box? Such approach sound odd to me, in my understanding entity itself belongs to logic part and shouldn't contain any render specific things inside. With such approach it is impossible to swap renderers, it would require to rewrite all that customized renderers. The way I would do it is, that entity would contain only logic specific components, like AI,transform,scripts plus reference to mesh, or sprite. Then some entity with Camera component would store all references to object that is visible to the camera. And in order to render all that stuff I would have to pass Camera reference to Renderer class and render all sprites,meshes of visible entities. Is such approach somehow wrong?

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  • how to re-use a sprite in cocos2d-x

    - by zinking
    some times it takes time to create the sprite structures in the scene, I might need to setup structures inside this sprite to meet requirement, thus I would hope to reuse such structures with the game again and again. I tried that, remove the child from parent, detach it from parent , clean parent with the sprite. but when I try to add the sprite to another scene, it's just wont pass the assertion that the sprite already have parent did I miss some step ? add an example: I have a sprite A which involves of quite a few steps to construct, so I used it in scene A layer A, and then I want to use it in scene A layer B, scene B layer A1 etc..... generally speaking I don't want to reconstruct the sprte again.

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  • Drawing territories border in 2d map

    - by Gabriel A. Zorrilla
    I'm programming a little web strategy game. In the country map I pretend to display each country with a national color. The issue is how to render the borders in a simple and efficient way. Right now I'm planning to set a field to each tile called "border" with values from 0 to 8. The algorithm would check for EVERY tile is its adjacent has a different "owner". If the tile is inside the territory, the border value would be 0, because would not have adjacent any tile with different owner, if not, would vary between 1 (north) clockwise to 9 (north-west) and then draw the border. I find this simple but too processor-intensive. Are there any other "pro" choices to render territories borders?

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  • Objective-c Cocos2d moving a sprite

    - by marcg11
    I hope someone knows how to do the following with cocos2d: I want a sprite to move but not in a single line by using [cocosGuy runAction: [CCMoveTo actionWithDuration:1 position:location]]; What I want is the sprite to do some kind of movements that I preestablish. For example in some point i want the sprirte to move for instance up and then down but in a curve. Do I have to do this with flash like this documents says? http://www.cocos2d-iphone.org/wiki/doku.php/prog_guide:animation Does animation in this page means moving sprites or what? thanks

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  • Scene Graph for Deferred Rendering Engine

    - by Roy T.
    As a learning exercise I've written a deferred rendering engine. Now I'd like to add a scene graph to this engine but I'm a bit puzzled how to do this. On a normal (forward rendering engine) I would just add all items (All implementing IDrawable and IUpdateAble) to my scene graph, than travel the scene-graph breadth first and call Draw() everywhere. However in a deferred rendering engine I have to separate draw calls. First I have to draw the geometry, then the shadow casters and then the lights (all to different render targets), before I combine them all. So in this case I can't just travel over the scene graph and just call draw. The way I see it I either have to travel over the entire scene graph 3 times, checking what kind of object it is that has to be drawn, or I have to create 3 separate scene graphs that are somehow connected to each other. Both of these seem poor solutions, I'd like to handle scene objects more transparent. One other solution I've thought of was traveling trough the scene graph as normal and adding items to 3 separate lists, separating geometry, shadow casters and lights, and then iterating these lists to draw the correct stuff, is this better, and is it wise to repopulate 3 lists every frame?

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  • Need to translate a Rotation Matrix to Rotation y, x, z OpenGL & Jitter for 3D Game

    - by MineMan287
    I am using the Jitter Physics engine which gives a rotation matrix: M11 M12 M13 M21 M22 M23 M21 M32 M33 And I need it so OpenGL can use it for rotation GL.Rotate(xr, 1, 0, 0) GL.Rotate(yr, 0, 1, 0) GL.Rotate(zr, 0, 0, 1) Initially I Tried xr = M11 yr = M22 zr = M33 [1 0 0] [0 1 0] [0 0 1] Which did not work, please help, I have been struggling on this for days :( Re-Edit The blocks are stored in text files with Euler angles so it needs to be converted or the rendering engine will simply fail. I am now using the matrix in the text files. Example Block 1,1,1 'Size 0,0,0 'Position 255,255,255 'Colour 0,0,0,0,0,0,0,0,0 'Rotation Matrix

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  • 2D Procedural Terrain with box2d Assets

    - by Alex
    I'm making a game that invloves a tire moving through terrain that is generated randomly over 1000 points. The terrain is always a downwards incline like so: The actual box2d terrain extends one screen width behind and infront of the circular character. I'm now at a stage where I need to add gameplay elements to the terrain such as chasms or physical objects (like the demo polygon in the picture) and am not sure of the best way to structure the procedural generation of the terrain and objects. I currently have a very simple for loop like so: for(int i = 0; i < kMaxHillPoints; i++) { hillKeyPoints[i] = CGPointMake(terrainX, terrainY); if(i%50 == 0) { i += [self generateCasmAtIndex:i]; } terrainX += winsize.width/20; terrainY -= random() % ((int) winsize.height/20); } With the generateCasmAtIndex function add points to the hillKeyPoints array and incrementing the for loop by the required amount. If I want to generate box2d objects as well for specific terrain elements, I'll also have to keep track of the current position of the player and have some sort of array of box2d objects that need to be created at certain locations. I am not sure of an efficient way to accomplish this procedural generation of terrain elements with accompanying box2d objects. My thoughts are: 1) Have many functions for each terrain element (chasm, jump etc.) which add elements to be drawn to an array that is check on each game step - similar to what I've shown above. 2) Create an array of terrain element objects that string together and are looped over to create the terrain and generate the box2d objects. Each object would hold an array of points to be drawn and and array of accompanying box2d objects. Any help on this is much appreciated as I cannot see a 'clean' solution.

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  • How to build a turn-based multiplayer "real time" server

    - by jmosesman
    I want to build a TCG for mobile devices that is multiplayer over the web (not local wifi or bluetooth). As a player plays cards I want the second player to see what is being played in "real time" (within a few seconds). Only one player can play at a time. Server requirements: 1) Continuously listens for input from Player 1 2) As it receives input from Player 1, sends the message to Player 2 I know some PHP, but it seems like unless I had a loop that continued until I broke it (seems like a bad idea) the script would just receive one input and quit. On the mobile side I know I can open sockets using various frameworks, but what language allows a "stream-like" behavior that continuously listens/sends messages on the server? Or if I'm missing something, what would be the best practice here?

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  • Bullet physics in python and pygame

    - by Pomg
    I am programming a 2D sidescroller in python and pygame and am having trouble making a bullet go farther than just farther than the player. The bullet travels straight to the ground after i fire it. How, in python code using pygame do I make the bullet go farther. If you need code, here is the method that handles the bullet firing: self.xv += math.sin(math.radians(self.angle)) * self.attrs['speed'] self.yv += math.cos(math.radians(self.angle)) * self.attrs['speed'] self.rect.left += self.xv self.rect.top += self.yv

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  • Game physics presentation by Richard Lord, some questions

    - by Steve
    I been implementing (in XNA) the examples in this physics presentation by Richard Lord where he discusses various integration techniques. Bearing in mind that I am a newcomer to game physics (and physics in general) I have some questions. 15 slides in he shows ActionScript code for a gravity example and an animation showing a bouncing ball. The ball bounces higher and higher until it is out of control. I implemented the same in C# XNA but my ball appeared to be bouncing at a constant height. The same applies to the next example where the ball bounces lower and lower. After some experimentation I found that if I switched to a fixed timestep and then on the first iteration of Update() I set the time variable to be equal to elapsed milliseconds (16.6667) I would see the same behaviour. Doing this essentially set the framerate, velocity and acceleration to zero for the first update and introduced errors(?) into the algorithm causing the ball's velocity to increase (or decrease) over time. I think! My question is, does this make the integration method used poor? Or is it demonstrating that it is poor when used with variable timestep because you can't pass in a valid value for the first lot of calculations? (because you cannot know the framerate in advance). I will continue my research into physics but can anyone suggest a good method to get my feet wet? I would like to experiment with variable timestep, acceleration that changes over time and probably friction. Would the Time Corrected Verlet be OK for this?

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  • A few meta questions about making flash games

    - by idan
    A few questions for a beginner game maker without an artist. Is there a site where flash game creators can download (and use) free art? I don't need character sprites but environments like trees, clouds, platforms, etc. Is there a site where a programmer can collaborate with an artist and a composer? (Even if so, the chances are low for a beginner with no portfolio to find an artist willing to collaborate, right?) Do you have recommended sites for asking action script questions (dedicated solely to flash?) Thanks!

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  • Speed, delta time and movement

    - by munchor
    player.vx = scroll_speed * dt /* Update positions */ player.x += player.vx player.y += player.vy I have a delta time in miliseconds, and I was wondering how I can use it properly. I tried the above, but that makes the player go fast when the computer is fast, and the player go slow when the computer is slow. The same thing happens with jumping. The player can jump really high when the computer is faster. This is sort of unfair, I think, because. Should I be doing this someway else? Thanks.

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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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  • CodePlex Daily Summary for Tuesday, May 11, 2010

    CodePlex Daily Summary for Tuesday, May 11, 2010New ProjectsASP.NET MVC Extensions: ASP.NET MVC Extensions is developed on top of ASP.NET MVC extensibility point, which allows your IoC Container to rule everywhere.Best practices in .NET: NMA is a collection of knowledges that I learned from my co-worker and Internet. It's built on Domain Driven Design theories. I used Struture Map,...BioRider: Project participant of the 1st National Award for InteroperabilityBSoft: that's the project for bsoftClosedXML - The easy way to OpenXML: ClosedXML makes it easier for developers to create OpenXML files for Excel 2007. It provides a nice object oriented way to manipulate the files (si...Dragon Master: A tool for all D&D masters that need to create Dragon NPCsFacturator - Create invoices easy and fast: Windows forms application for creating invoices based on a Word template. Including a simple workflow for send, payed and finished invoices and a q...FreeEPG: An Australian EPG using the Freeview online guide. All Freeview regions are supported and data can be exported in either XMLTV or Microsoft Media ...GreedyRSS: Convert everything to RSS FeedHByte: In honor of the heisenberg uncertainty principle. This is an implementation of a type who has byte semantics, but who's value and location can not...JSON RPC 2.0 - Javascript/.NET Implementation: JSON RPC 2.0 - Javascript/.NET Implementation - NOT READY YETMjollnir - Supplemental Library for BCL: Mjollnir is Supplements Library for BCL. Mjollnir is Compatible with .NET Framework 4 (or maybe later).Money Spinner: MoneySpinnerMSPY 2010 Open Extended Dictionary Building Tool: A tool to create Open Extend Dictionary for Microsoft Pinyin IME 2010, it is develped in C#Sharepoint Data Store: This is a small library that lets SharePoint developers store and manage custom application information in SharePoint.SharePointSlim: We are going to use it in conjunction with the PowerSlim projectSSTA: A Tool to Compare SQL Database Schema Versionstbeasy: tbeasyNew Releases8085 Microprocessor simulator: 8085 Instruction Set Simulator with source code: 8085 Instruction set simulator with windows installer plus complete source code and examplesAutoArchive: Site Template...: Slightly off topic, but take a looK!BioRider: Uptiva Dreams IT Entry: ==================================== National Interoperability Award ==================================== TEAM: Uptiva Dreams IT PROJECT: BioRide...C# Developer Utility Library: ScrimpNet.Core Library May 2010: Initial upload of project library. Contains only source files. Recommend adding extracted files to your project as a project reference.Coot: Beta 1: To install the screen saver: Extract the contents of the zip file (all three files) to C:\Windows\System32 Go to screen saver properties, select ...Deploy Workflow Manager: Deploy Workflow Manager v1: Recommend you test on your development environment first before implementing into production. Criteria to run the workflow is assumed to be inclu...Expression Encoder 3 Visual Basic Samples: Encoder 3 VB Samples: Zip file contains the Encoder 3 samples written in Visual Basic.FreeEPG: Debug Release: Initial Release. Run the application from the command line for options. If you choose to run the client as a Windows Service, then you will need t...FSharpChess: Alpha Release 0.197: This is just the latest version of the binaries. Note that there are two excecutables: FSharpChess includes a UI partially written in C# FSharpCh...GreedyRSS: GreedyRSS V2: V2与V1相比: 改进了插件架构 用数据库取代XML配置文件 用Web Services暴露了部分功能Headspring Labs: ASP.NET MVC 2 tips and tricks (code): Contains example app that demonstrates techniques in the Tips & Tricks powerpointHeadspring Labs: ASP.NET MVC tips and tricks PPT: Powerpoint file for the ASP.NET MVC tips and tricks talk.HouseFly controls: HouseFly controls beta 1.0.0.0: HouseFly controls release 1.0.0.0 betaiTuner - The iTunes Companion: iTuner 1.2.3782: This production release of iTuner 1.2 allows you to synchronize one or more iTunes playlists to a USB MP3 player. It also provides the ability to ...JSON RPC 2.0 - Javascript/.NET Implementation: v0.7: Protocol implemented. Most of the extra features implemented.MapWindow6: MapWindow 6.0 msi May 10, 2010: This version fixes a reproject bug where false_easting from .prj files was not being correctly converted into meters when the projection was in feet.Mouse Zoom - Visual Studio Extension: MouseZoom 1.7: Version 1.7 fixes a bug that can cause the keys to stick when leaving focus (e.g. opening a VS dialog box).Mouse Zoom - Visual Studio Extension: MouseZoom 1.8: Override mouse wheel scroll functionality to always scroll 25% no matter what zoom level you are on (by default, scrolling with the mouse wheel bec...MSPY 2010 Open Extended Dictionary Building Tool: 20100511build: First release. 1. Installation After you download it to your local disk, create a new folder and unzip it to the new folder, that's it. 2. run ...MSPY 2010 Open Extended Dictionary Building Tool: 20100511build2: First release. 1. Installation After you download it to your local disk, create a new folder and unzip it to the new folder, that's it. 2. run ...Multiwfn: multiwfn1.3.2: multiwfn1.3.2NASA Space Shuttle TV Schedule Transfer to Outlook Calendar: NASA Space Shuttle TV Schedule Release v1.4.132.1: Warning!There is a problem with the latest version of the program and rev 0 of STS-132 mission schedule. I am looking into the problem when the yea...NASA Space Shuttle TV Schedule Transfer to Outlook Calendar: NASA Space Shuttle TV Schedule Release v1.4.132.2: This release fixes a problem with rev 0 of the STS-132 mission schedule in recognizing the year of launch. NASA changed the year of launch to a fo...Object/Relational Mapper & Code Generator in Net 2.0 for Relational & XML Schema: 2.8: Switched compliation options to always run in 32-bit mode, to ensure it can connect to MSAccess & MSExcel on 64-bit machines. Updated parameterised...Open NFSe: OpenNFSe-Salvador v1.0.0: Atualização do OpenNFSe-Salvador para o novo schema utilizado pela prefeitura de Salvador.OpenSLIM: OpenSLIM-v373b0-20100509-0: Here is the list of new additions and improvements that this new major release incorporates: Systems Decommissioning Management. Improvements on...Pcap.Net: Pcap.Net 0.6.0 (44468): Pcap.Net - May 2010 Release Pcap.Net is a .NET wrapper for WinPcap written in C++/CLI and C#. It Features almost all WinPcap features and includes ...PowerShell Community Extensions: 2.0 Production: PowerShell Community Extensions 2.0 Release NotesMay 10, 2010 The primary purpose of the Pscx 2.0 release is to convert from the previous approach...Scrum Sprint Monitor: v1.0.0.47921 (.NET 4-TFS 2010): What is new in this release? Minor version over 1.0.0.47911 introducing CEIP (Customer Experience Improvement Program). This is taking advantage of...Sharepoint Data Store: 1.0: First ReleaseSPVisualDev - SharePoint Developer Tool: Version 2.2.0: Visual Studio 2010 is now supported. Note that this is only intended to be used for MOSS 2007 / WSS 3.0 development and not for SP 2010. Package SP...SQL Server PowerShell Extensions: 2.2.1 Production: Release 2.2 re-implements SQLPSX as PowersShell version 2.0 modules. SQLPSX consists of 9 modules with 133 advanced functions, 2 cmdlets and 7 scri...VCC: Latest build, v2.1.30510.0: Automatic drop of latest buildVCC: Latest build, v2.1.30510.1: Automatic drop of latest buildVCC: Latest build, v2.1.30510.2: Automatic drop of latest buildVolumeMaster: Volume Master 2.0 Beta: First release of VolumeMaster. So if you're running Windows Vista / 7 you can have a handy Volume OSD and control your volume with the following sh...WabbitStudio Z80 Software Tools: SPASM2 32-Bit: A test release for SPASM2.Web Camera Shooter: 1.0.0.1: Video capturing: Touchless SDK -> AForge.Video. Main window shown in taskbar and not top most. Native images generated for all assemblies. Sm...Most Popular ProjectsWBFS ManagerRawrAJAX Control ToolkitMicrosoft SQL Server Product Samples: DatabaseSilverlight ToolkitWindows Presentation Foundation (WPF)patterns & practices – Enterprise LibraryMicrosoft SQL Server Community & SamplesASP.NETPHPExcelMost Active Projectspatterns & practices – Enterprise LibraryMirror Testing SystemThe Information Literacy Education Learning Environment (ILE)RawrCaliburn: An Application Framework for WPF and SilverlightwhiteBlogEngine.NETTweetSharpjQuery Library for SharePoint Web ServicesIonics Isapi Rewrite Filter

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  • RTS Voxel Engine using LWJGL - Textures glitching

    - by Dieter Hubau
    I'm currently working on an RTS game engine using voxels. I have implemented a basic chunk manager using an Octree of Octrees which contains my voxels (simple square blocks, as in Minecraft). I'm using a Voronoi-based terrain generation to get a simplistic yet relatively realistic heightmap. I have no problem showing a 256*256*256 grid of voxels with a decent framerate (250), because of frustum culling, face culling and only rendering visible blocks. For example, in a random voxel grid of 256*256*256 I generally only render 100k-120k faces, not counting frustum culling. Frustum culling is only called every 100ms, since calling it every frame seemed a bit overkill. Now I have reached the stage of texturing and I'm experiencing some problems: Some experienced people might already see the problem, but if we zoom in, you can see the glitches more clearly: All the seams between my blocks are glitching and kind of 'overlapping' or something. It's much more visible when you're moving around. I'm using a single, simple texture map to draw on my cubes, where each texture is 16*16 pixels big: I have added black edges around the textures to get a kind of cellshaded look, I think it's cool. The texture map has 256 textures of each 16*16 pixels, meaning the total size of my texture map is 256*256 pixels. The code to update the ChunkManager: public void update(ChunkManager chunkManager) { for (Octree<Cube> chunk : chunks) { if (chunk.getId() < 0) { // generate an id for the chunk to be able to call it later chunk.setId(glGenLists(1)); } glNewList(chunk.getId(), GL_COMPILE); glBegin(GL_QUADS); faces += renderChunk(chunk); glEnd(); glEndList(); } } Where my renderChunk method is: private int renderChunk(Octree<Cube> node) { // keep track of the number of visible faces in this chunk int faces = 0; if (!node.isEmpty()) { if (node.isLeaf()) { faces += renderItem(node); } List<Octree<Cube>> children = node.getChildren(); if (children != null && !children.isEmpty()) { for (Octree<Cube> child : children) { faces += renderChunk(child); } } return faces; } Where my renderItem method is the following: private int renderItem(Octree<Cube> node) { Cube cube = node.getItem(-1, -1, -1); int faces = 0; float x = node.getPosition().x; float y = node.getPosition().y; float z = node.getPosition().z; float size = cube.getSize(); Vector3f point1 = new Vector3f(-size + x, -size + y, size + z); Vector3f point2 = new Vector3f(-size + x, size + y, size + z); Vector3f point3 = new Vector3f(size + x, size + y, size + z); Vector3f point4 = new Vector3f(size + x, -size + y, size + z); Vector3f point5 = new Vector3f(-size + x, -size + y, -size + z); Vector3f point6 = new Vector3f(-size + x, size + y, -size + z); Vector3f point7 = new Vector3f(size + x, size + y, -size + z); Vector3f point8 = new Vector3f(size + x, -size + y, -size + z); TextureCoordinates tc = textureManager.getTextureCoordinates(cube.getCubeType()); // front face if (cube.isVisible(CubeSide.FRONT)) { faces++; glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point1.x, point1.y, point1.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point4.x, point4.y, point4.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point3.x, point3.y, point3.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point2.x, point2.y, point2.z); } // back face if (cube.isVisible(CubeSide.BACK)) { faces++; glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point5.x, point5.y, point5.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point6.x, point6.y, point6.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point7.x, point7.y, point7.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point8.x, point8.y, point8.z); } // left face if (cube.isVisible(CubeSide.SIDE_LEFT)) { faces++; glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point5.x, point5.y, point5.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point1.x, point1.y, point1.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point2.x, point2.y, point2.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point6.x, point6.y, point6.z); } // ETC ETC return faces; } When all this is done, I simply render my lists every frame, like this: public void render(ChunkManager chunkManager) { glBindTexture(GL_TEXTURE_2D, textureManager.getCubeTextureId()); // load all chunks from the tree List<Octree<Cube>> chunks = chunkManager.getTree().getAllItems(); for (Octree<Cube> chunk : chunks) { if (frustum.cubeInFrustum(chunk.getPosition(), chunk.getSize() / 2)) { glCallList(chunk.getId()); } } } I don't know if anyone is willing to go through all of this code or maybe you can spot the problem right away, but that is basically the problem, and I can't find a solution :-) Thanks for reading and any help is appreciated!

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  • Java - Resize images upon class instantiation

    - by Tyler J Fisher
    Hey StackExchange GameDev community, I'm attempting to: Resize series of sprites upon instantiation of the class they're located in (x2) I've attempted to use the following code to resize the images, however my attempts have been unsuccessful. I have been unable to write an implementation that is even compilable, so no error codes yet. wLeft.getScaledInstance(wLeft.getWidth()*2, wLeft.getHeight()*2, Image.SCALE_FAST); I've heard that Graphics2D is the best option. Any suggestions? I think I'm probably best off loading the images into a Java project, resizing the images then outputting them to a new directory so as not to have to resize each sprite upon class instantiation. What do you think? Photoshopping each individual sprite is out of the question, unless I used a macro. Code: package game; //Import import java.awt.Image; import javax.swing.ImageIcon; public class Mario extends Human { Image wLeft = new ImageIcon("sprites\\mario\\wLeft.PNG").getImage(); //Constructor public Mario(){ super("Mario", 50); wLeft.getScaledInstance(wLeft.getWidth()*2, wLeft.getHeight()*2, Image.SCALE_FAST); } Thanks! Note: not homework, just thought Mario would be a good, overused starting point in game dev.

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  • Creating the concept of Time

    - by Jamie Dixon
    So I've reached the point in my exploration of gaming where I'd like to impliment the concept of time into my little demo I've been building. What are some common methodologies for creating the concept of time passing within a game? My thoughts so far: My game loop tendes to spend a fair bit of time sitting around waiting or user input so any time system will likely need to be run in a seperate thread. What I've currently done is create a BackgroundWorker passing in a method that contains a loop triggering every second. This is working fine and I can output information to the console from here etc. Inside this loop I have a DateTime object that is incrimented by 1 minute for every realtime second. (the game begins in the year 01/01/01) Is this a standard way of acheiving this result or are there more tried and tested methods? I'm also curious about how to go about performing time based actions (reducing player energy, moving entities around the game board, life/death etc). Thanks for any pointers or advice. I've searched around however I'm not familiar enough with the terms and so my searches are yeilding little result on this one.

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  • Ambiguation between multitouch geistures tap and free drag in Windows Phone 8 Emulator (Monogame)

    - by Moses Aprico
    I am making a 2d tile based tactic game. I want the map to be slided around (because it's bigger than the screen) with FreeDrag (It's perfectly done, the map can moved around, that's not the problem). And then, I want to display the character's actions, everytime it's tapped. The problem then appeared. Everytime I want to FreeDrag the map, the Tap trigger always fired first before the FreeDrag one. Is there any way to differ the map sliding than the character tapping? Below is my code. while (TouchPanel.IsGestureAvailable) { GestureSample gesture = TouchPanel.ReadGesture(); switch (gesture.GestureType) { case GestureType.FreeDrag: { //a } break; case GestureType.Tap: { //b } break; } } Every time I first want to free drag (at the first touch), it always goes to "b" first (see commented line above), and then to "a" rather than immediately goes to "a". I've tried flick, but it seems the movement produced by flick is too fast, so freedrag fits the most. Is there any way or workaround to perform FreeDrag (or similar) without firing the Tap trigger? Thanks in advance.

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  • RTS Movement + Navigation + Destination

    - by Oliver Jones
    I'm looking into building my own simple RTS game, and I'm trying to get my head around the movement of single, and multi selected units. (Developing in Unity) After much research, I now know that its a bigger task than I thought. So I need to break it down. I already have an A* navigation system with static obstacles taken into account. I don't want to worry about dynamic local avoidance right now. So I guess my first break down question would be: How would I go about moving mutli units to the same location. Right now - my units move to the location, but because they're all told to go to the same location, they start to 'fight' over one another to get there. I think theres two paths to go down: 1) Give each individual unit a separate destination point that is close to the 'master' destination point - and get the units to move to that. 2) Group my selected units in a flock formation, and move that entire flock group towards the destination point. Question about each path: 1a) How can I go about finding a suitable destination point that is close to the master destination? What happens if there isn't a suitable destination point? 1b) Would this be more CPU heavy? As it has to compute a path for each unit? (40 unit count). 2a) Is this a good idea? Not giving the units themselves a destination, but instead the flock (which holds the units within). The units within the flock could then maintain a formation (local avoidance) - though, again local avoidance is not an issue at this current time. 2b) Not sure what results I would get if I have a flock of 5 units, or a flock of 40 units, as the radius would be greater - which might mess up my A* navigation system. In other words: A flock of 2 units will be able to move down an alleyway, but a flock of 40 wont. But my nav system won't take that into account. I would appreciate any feedback. Kind regards, Ollie Jones

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  • Billboarding + aligning with velocity direction

    - by roxlu
    I'm working on a particle system where I'm orientating the billboard using the inverted orientation matrix of my camera. This works quite well and my quad are rotated correctly towards the camera. But, now I want to to rotate the quads in such a way that they point towards the direction they are going to. In 2D this can be done by normalizing the velocity vector and using that vector for a rotation around the Z-axis (where vel.x = cos(a) and vel.y = sin(a)). But how does this work in 3D? Thanks roxlu

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