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  • Game Patching Mac/PC

    - by Centurion Games
    Just wondering what types of solutions are available to handle patching of PC/Mac games that don't have any sort of auto updater built into them. In windows do you just spin off some sort of new install shield for the game that includes the updated files, hope you can read a valid registry key to point to the right directory, and overwrite files? If so how does that translate over to Mac where the game is normally just distributed as straight up .app file? Is there a better approach than the above for an already released product? (Assuming direct sells, and not through a marketplace that features auto-updating like Steam.) Are there any off the shelf auto-updater type libraries that could also be easily integrated with a C/C++ code base even after a game has been shipped to make this a lot simpler, and that are cross platform? Also how do auto-updaters work with new OS's that want applications and files digitally signed?

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  • What is the purpose of bitdepth for the several components of the framebuffer in glfwWindowHint function of GLFW3?

    - by Rui d'Orey
    I would like to know what are the following "framebuffer related hints" of GLFW3 function glfwWindowHint : GLFW_RED_BITS GLFW_GREEN_BITS GLFW_BLUE_BITS GLFW_ALPHA_BITS GLFW_DEPTH_BITS GLFW_STENCIL_BITS What is the purpose of this? Usually their default values are enough? Where are those bits stored? In a buffer in the GPU? What do they affect? And by that I mean in what way Thank you in advance!

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  • How to cover the widest range of computers when publishing?

    - by DevilWithin
    When you plan a game, or even when you already made a game, and its time to publish, you wonder how much of your audience is covered by the game technology demands. I'm directing this essentialy to casual games, as I constantly see people having old laptops and being unable to replace them. Laptops with integrated cards whose OpenGL version doesn't even support textures larger than 1024x1024. These people may be avid gamers as well, and a reasonable share of the audience to consider giving them the chance to play casual games, once they cannot play any blockbusters. As I've seen happening, a very "noticeable" example is Angry Birds. It's gameplay is merely casual (I think nobody disagrees here) and still, it uses so high resolution textures that at least OpenGL 2.0 or around is needed, which blocks away a lot of people. So, the actual question is: what is a good tradeoff for this issue? Would it be better to just sacrifice the texture resolution for everyone, but have more supported hardware? Would it be better to keep the high quality and just slice the textures into smaller ones, sacrificing the performance a little bit? What else? Any ideas about this topic are welcome for discussion.

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  • When mapping the surface of a sphere with tiles, how might you deal with polar distortion?

    - by clweeks
    It's easy to deal with the way locations interact on a clean Cartesian grid. It's just vanilla math. And you can kind of ignore the geometry of the sphere's surface for a bunch of it if you want to just truncate the poles or something. But I keep coming up with ideas for games where the polar space matters. Geo-coded ARGs and global roguelikes and stuff. I want square(ish?) locations -- reasonably representable by square tiles of the same size across the globe, anyway. This has to be a solved problem, right? What are the solutions? ETA: At the equator -- and assuming that your square locations are reasonably small, it's close enough to true that you can get away with having one square in the rows north and south of the most equatorial row. And you could probably get away with that by just hand-waving the difference up to like 45-degrees or so. But eventually, you need to have fewer squares in a pole-ward circumferential row. If I reduce the length of the row by one and offset the squares by 1/2 then they're just like hexes and it's relatively easy to do the coding to keep track of the connections. But as you get pole-ward, it gets more and more extreme. Projecting the surface of the world onto the surface of a cube is tempting. But I figured there must be more elegant solutions already in use. If I did the cube thing (not dissecting it further through geodesy) Are there any pros and cons related to placing the pole at the center of a face or at the vertex of three sides?

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  • Issue with DFS imlemtation in objetive-c

    - by Hemant
    i am trying to to do something like this Below is my code: -(id) init{ if( (self=[super init]) ) { bubbles_Arr = [[NSMutableArray alloc] initWithCapacity: 9]; [bubbles_Arr insertObject:[NSMutableArray arrayWithObjects:@"1",@"1",@"1",@"1",@"1",nil] atIndex:0]; [bubbles_Arr insertObject:[NSMutableArray arrayWithObjects:@"3",@"3",@"5",@"5",@"1",nil] atIndex:1]; [bubbles_Arr insertObject:[NSMutableArray arrayWithObjects:@"5",@"3",@"5",@"3",@"1",nil] atIndex:2]; [bubbles_Arr insertObject:[NSMutableArray arrayWithObjects:@"5",@"3",@"5",@"3",@"1",nil] atIndex:3]; [bubbles_Arr insertObject:[NSMutableArray arrayWithObjects:@"1",@"1",@"1",@"1",@"1",nil] atIndex:4]; [bubbles_Arr insertObject:[NSMutableArray arrayWithObjects:@"5",@"5",@"3",@"5",@"1",nil] atIndex:5]; [bubbles_Arr insertObject:[NSMutableArray arrayWithObjects:@"5",@"5",@"5",@"5",@"5",nil] atIndex:6]; [bubbles_Arr insertObject:[NSMutableArray arrayWithObjects:@"5",@"5",@"5",@"5",@"5",nil] atIndex:7]; [bubbles_Arr insertObject:[NSMutableArray arrayWithObjects:@"5",@"5",@"5",@"5",@"5",nil] atIndex:8]; NOCOLOR = @"-1"; R = 9; C = 5; [NSTimer scheduledTimerWithTimeInterval:1.0 target:self selector:@selector(testting) userInfo:Nil repeats:NO]; } return self; } -(void)testting{ // NSLog(@"dataArray---- %@",dataArray.description); int startR = 0; int startC = 0; int color = 1 ;// red // NSString *color = @"5"; //reset visited matrix to false. for(int i = 0; i < R; i++) for(int j = 0; j < C; j++) visited[i][j] = FALSE; //reset count count = 0; [self dfs:startR :startC :color :false]; NSLog(@"count--- %d",count); NSLog(@"test--- %@",bubbles_Arr); } -(void)dfs:(int)ro:(int)co:(int)colori:(BOOL)set{ for(int dr = -1; dr <= 1; dr++) for(int dc = -1; dc <= 1; dc++) if((dr == 0 ^ dc == 0) && [self ok:ro+dr :co+dc]) // 4 neighbors { int nr = ro+dr; int nc = co+dc; NSLog(@"-- %d ---- %d",[[[bubbles_Arr objectAtIndex:nr] objectAtIndex:nc] integerValue],colori); if ((([[[bubbles_Arr objectAtIndex:nr] objectAtIndex:nc] integerValue]==1 || [[[bubbles_Arr objectAtIndex:nr] objectAtIndex:nc] isEqualToString:@"1"]) && !visited[nr][nc])) { visited[nr][nc] = true; count++; [self dfs:nr :nc :colori :set]; if(count>2) { [[bubbles_Arr objectAtIndex:nr] replaceObjectAtIndex:nc withObject:NOCOLOR]; [bubbles[nc+1][nr+1] setTexture:[[CCTextureCache sharedTextureCache] addImage:@"gray_tiger.png"]]; } } } } -(BOOL)ok:(int)r:(int)c{ return r >= 0 && r < R && c >= 0 && c < C; } But it's only working for left to right,not working for right to left. And it is also skipping first object. Thanks in advance.

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  • Creating Rectangle-based buttons with OnClick events

    - by Djentleman
    As the title implies, I want a Button class with an OnClick event handler. It should fire off connected events when it is clicked. This is as far as I've made it: public class Button { public event EventHandler OnClick; public Rectangle Rec { get; set; } public string Text { get; set; } public Button(Rectangle rec, string text) { this.Rec = rec; this.Text = text; } } I have no clue what I'm doing with regards to events. I know how to use them but creating them myself is another matter entirely. I've also made buttons without using events that work on a case-by-case basis. So basically, I want to be able to attach methods to the OnClick EventHandler that will fire when the Button is clicked (i.e., the mouse intersects Rec and the left mouse button is clicked).

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  • Exporting an animated FBX to XNA? (in 3DS Max)

    - by Itamar Marom
    I'm now working on an XNA 3D game, and I want to add animated models in it. I came across this example. I see there is one FBX file and a few texture files in the content project, and that in the code you can choose which "take" to play. In this code it is "Take_001". Please tell me: When I create and animate my own 3D model in 3DS Max (2012, since I was told it's only possible in this version), how can I define those takes? plus, are any configurations need to be made when exporting FBX from 3DS Max to XNA? Thank you.

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  • Interacting with scene cocos2d

    - by cjroebuck
    I'm attempting to make my first cocos2d (for iphone) multiplayer game and having difficulty understanding how to interact with a scene once it is running. The game is a simple turn-based one and so I have a GameController class which co-ordinates the rounds. I also have a GameScene class which is the actual scene that is displayed during a round of the game. The basic interaction I need is for the GameController to be able to pass messages to the GameScene class.. such as StartRound/StopRound etc. The thing that complicates this is that I am loading the GameScene with a LoadingScene class which simply initialises the scene and replaces the current scene with this one, so there is no reference from GameController to GameScene, so passing messages is quite tricky. Does anyone have any ways to get around this, ideally I would still like to use a Loading class as it smooths out the memory hit when replacing scenes.

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  • J2ME character animation with multiple sprite sheets

    - by Alex
    I'm working on a J2ME game and I want to have walking animations. Each direction of walking has a separate sprite sheet (i.e. one for walking up, one for walking right etc), I also have a static idle image for each direction held together in a single file. I've tried to hold an array of sprites in my player class and then just drawing the sprite corresponding to the current direction, but this doesn't seem to work. I'm aware that if I combine all the animations into one sprite sheet I could set up different animation sequences, but I want to be able to do it with separate images for each animation. Is there a way that anyone knows of to achieve this? And ideally without too much extra code (as opposed to combining the sprites into one sheet)

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  • Texture artifacts on iPad

    - by MrDatabase
    I'm porting an iPhone game to the iPad. When I move textures "quickly" (5.0 pixels every update at a rate of 60 Hz) I start to see little "artifacts" or remnants of where the texture used to be. I'm not sure if I know the correct terminology for this... imagine a texture at some location on the screen... then next to it is the same texture but faded a bit... then the same texture again just faded a bit more. I'm using CADisplayLink to drive my update loop if that helps. Also I didn't see this issue on the 3G or the iPhone 4. Any ideas? Cheers!

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  • Projecting onto different size screens by cropping

    - by Jason
    Hi, I am building a phone application which will display a shape on screen. The shape should look the same on different screen sizes. I. Decided the best way to do this is to show more of the background on larger screen keeping the shapes proportion the same on all screens. My problem is I am not sure how to achieve this, I can query the screen size at runtime and calculate how different it is from the six is designed for but I am not sure what to do with this value. What kind of projection should I use for my orthographic matrix an hour will I display more on larger screens and not loose information on smaller screens? Thanks, Jason.

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  • Learning OpenGL GLSL - VAO buffer problems?

    - by Bleary
    I've just started digging through OpenGL and GLSL, and now stumbled on something I can't get my head around this one!? I've stepped back to loading a simple cube and using a simple shader on it, but the result is triangles drawn incorrectly and/or missing. The code I had working perfectly on meshes, but was attempting to move to using VAOs so none of the code for storing the vertices and indices has changed. http://i.stack.imgur.com/RxxZ5.jpg http://i.stack.imgur.com/zSU50.jpg What I have for creating the VAO and buffers is this //Create the Vertex array object glGenVertexArrays(1, &vaoID); // Finally create our vertex buffer objects glGenBuffers(VBO_COUNT, mVBONames); glBindVertexArray(vaoID); // Save vertex attributes into GPU glBindBuffer(GL_ARRAY_BUFFER, mVBONames[VERTEX_VBO]); // Copy data into the buffer object glBufferData(GL_ARRAY_BUFFER, lPolygonVertexCount*VERTEX_STRIDE*sizeof(GLfloat), lVertices, GL_STATIC_DRAW); glEnableVertexAttribArray(pos); glVertexAttribPointer(pos, 3, GL_FLOAT, GL_FALSE, VERTEX_STRIDE*sizeof(GLfloat),0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mVBONames[INDEX_VBO]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, lPolygonCount*sizeof(unsigned int), lIndices, GL_STATIC_DRAW); glBindVertexArray(0); And the code for drawing the mesh. glBindVertexArray(vaoID); glUseProgram(shader->programID); GLsizei lOffset = mSubMeshes[pMaterialIndex]->IndexOffset*sizeof(unsigned int); const GLsizei lElementCount = mSubMeshes[pMaterialIndex]->TriangleCount*TRIAGNLE_VERTEX_COUNT; glDrawElements(GL_TRIANGLES, lElementCount, GL_UNSIGNED_SHORT, reinterpret_cast<const GLvoid*>(lOffset)); // All the points are indeed in the correct place!? //glPointSize(10.0f); //glDrawElements(GL_POINTS, lElementCount, GL_UNSIGNED_SHORT, 0); glUseProgram(0); glBindVertexArray(0); Eyes have become bleary looking at this today so any thoughts or a fresh set of eyes would be greatly appreciated.

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  • Should components have sub-components in a component-based system like Artemis?

    - by Daniel Ingraham
    I am designing a game using Artemis, although this is more of philosophical question about component-based design in general. Let's say I have non-primitive data which applies to a given component (a Component "animal" may have qualities such as "teeth" or "diet"). There are three ways to approach this in data-driven design, as I see it: 1) Generate classes for these qualities using "traditional" OOP. I imagine this has negative implications for performance, as systems then must be made aware of these qualities in order to process them. It also seems counter to the overall philosophy of data-driven design. 2) Include these qualities as sub-components. This seems off, in that we are now confusing the role of components with that of entities. Moreover out of the box Artemis isn't capable of mapping these subcomponents onto their parent components. 3) Add "teeth", "diet", etc. as components to the overall entity alongside "animal". While this feels odd hierarchically, it may simply be a peculiarity of component-based systems. I suspect 3 is the correct way to think about things, but I was curious about other ideas.

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  • XNA ModelMesh.Draw vs GraphicsDevice.DrawIndexedPrimitives

    - by cubrman
    I am using XNA 4.0 and I wonder if drawing models with multiple meshes is better by filling the vertex and index buffers first and calling GraphicsDevice.DrawIndexedPrimitives() or by simply using good ol' foreach(...) {ModelMesh.Draw()}. Is it possible to add data to vertex/index buffers at all in order to pack all the models on the scene in them and then call Draw only once per frame? I would appreciate a link to an in-depth explanation. Thanks.

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  • Posting to facebook from unity3d on iOS and android

    - by Guye Incognito
    I've made a game in unity3d for iOS and android. We have our own server to manage high scores and stuff like that. We'd also like to have the possibility post high scores to facebook, and also do things like this.. If you and your friend are have both posted a score for our game to facebook and you post a better score then you can send them a notification. I'm reading around about this now, but I'm wondering whats the normal way people do this? Possible ways.. Use the unity facebook SDK Looks like it would work but there are different versions for iOS and android. Call the facebook graph API directly from our server. This would unify the iOS and android versions and also it makes sense as our server holds / deals with all the highscore info. I can just imagine difficulties with logging in / authentication

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  • Collision checking problem on a Tiled map

    - by nosferat
    I'm working on a pacman styled dungeon crawler, using the free oryx sprites. I've created the map using Tiled, separating the floor, walls and treasure in three different layers. After importing the map in libGDX, it renders fine. I also added the player character, for now it just moves into one direction, the player cannot control it yet. I wanted to add collision and I was planning to do this by checking if the player's new position is on a wall tile. Therefore as you can see in the following code snippet, I get the tile type of the appropriate tile and if it is not zero (since on that layer there is nothing except the wall tile) it is a collision and the player cannot move further: final Vector2 newPos = charController.move(warrior.getX(), warrior.getY()); if(!collided(newPos)) { warrior.setPosition(newPos.x, newPos.y); warrior.flip(charController.flipX(), charController.flipY()); } [..] private boolean collided(Vector2 newPos) { int row = (int) Math.floor((newPos.x / 32)); int col = (int) Math.floor((newPos.y / 32)); int tileType = tiledMap.layers.get(1).tiles[row][col]; if (tileType == 0) { return false; } return true; } The character only moves one tile with this code: If I reduce the col value by two it two more tiles. I think the problem will be around indexing, but I'm totally confused because the zero in the coordinate system of libGDX is in the bottom left corner of the screen, and I don't know the tiles array's indexing is similair or not. The size of the map is 19x21 tiles and looks like the following (the starting position of the player is marked with blue:

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  • How to create realistic 2d lighting using colour temperature

    - by Truncheon
    I'm looking for a lighting algorithm that produces realistic lights expressed in kelvins, from about 2500k to 6500k. What I'm confused about is how to make the lights properly interact with the colors of game objects. If a whole level is fully lit (overcast daylight) then it would seem that I should use just the color of the object. But what if I'm in a closed room with no windows, and there is an incandescent bulb shining light in the room? How would that light properly light up the objects in the room? There does not seem to be an obvious solution to the problem. And simply mixing the color of the light with the colors of the object, seems an inaccurate approach.

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  • Creating Gun objects with upgrades?

    - by zardon
    I have a series of guns in my game. I use the Gun class/object like this: (Just an example) @interface Gun : NSObject { NSString *name; // Six-shooter NSNumber *cost; NSNumber *clipPrice; // ie: 700 NSNumber *clipCapacity; // 6 NSNumber *ammoCapacity; // 6 NSNumber *damage; // 0-10 NSNumber *accuracy; // 0-10 NSNumber *fireRate; // 0-10 NSNumber *range; // 0-10 // Not sure if I have all the stats, but this is fine for now } Lets say I want to have 3 upgrades per gun. My problem is I am not sure how to do this. Examples: increase fire-rate increase range increase accuracy silencer double ammo capacity (ie: Drum) double clip capacity (ie: Taped magazine) Thus my question is, I'd like to implement an upgrade system to guns but I am not sure how to do it. Would there be an Upgrade object which is a child to the Gun class, or would it be seperate class altogether. Thanks for your time.

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  • Changing DisplayMode seems not to update Input&Graphic Dimension

    - by coding.mof
    I'm writing a small game using Slick and Nifty-GUI. At the program startup I set the DisplayMode using the following lines: AppGameContainer app = new ... app.setDisplayMode( 800, 600, false ); app.start(); I wrote a Nifty-ScreenController for my settings dialog in which the user can select the desired DisplayMode. When I try to set the new DisplayMode within this controller class the game window gets resized correctly but the Graphics and Input objects aren't updated accordingly. Therefore my rendering code just uses a part of the new window. I tried to set different DisplayModes in the main method to test if it's generally possible to invoke this method multiple times. It seems that changing the DisplayMode only works before I call app.start(). Furthermore I tried to update the Graphics & Input object manually but the init and setDimensions methods are package private. :( Does someone know what I'm doing wrong and how to change the DisplayMode correctly?

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  • Sending state diffs (deltas) and unreliable connections

    - by spaceOwl
    We're building a realtime multiplayer game, in which each player is responsible for reporting its state on every iteration of the game loop. The state updates are broadcasted using unreliable UDP. To minimize state data sending, we've come up with a system that will send only deltas (whatever state data that was changed). This method however is flawed, since a lost packet will mean that other players will not receive the delta, making the game behave in an unexpected way. For example: Assume that state is comprised of: { positionX, positionY, health } Frame 1 - positionX changed --> send a packet with positionX only. Frame 2 - health changed // lost ! Frame 3 - positionY changed --> send a packet with positionY only. // Other players don't know about health change. How can one overcome this issue then? sending the entire data is not always feasible.

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  • Objects won't render when Texture Compression + Mipmapping is Enabled

    - by felipedrl
    I'm optimizing my game and I've just implemented compressed (DXTn) texture loading in OpenGL. I've worked my way removing bugs but I can't figure out this one: objects w/ DXTn + mipmapped textures are not being rendered. It's not like they are appearing with a flat color, they just don't appear at all. DXTn textured objs render and mipmapped non-compressed textures render just fine. The texture in question is 256x256 I generate the mips all the way down 4x4, i.e 1 block. I've checked on gDebugger and it display all the levels (7) just fine. I'm using GL_LINEAR_MIPMAP_NEAREST for min filter and GL_LINEAR for mag one. The texture is being compressed and mipmaps being created offline with Paint.NET tool using super sampling method. (I also tried bilinear just in case) Source follow: [SNIPPET 1: Loading DDS into sys memory + Initializing Object] // Read header DDSHeader header; file.read(reinterpret_cast<char*>(&header), sizeof(DDSHeader)); uint pos = static_cast<uint>(file.tellg()); file.seekg(0, std::ios_base::end); uint dataSizeInBytes = static_cast<uint>(file.tellg()) - pos; file.seekg(pos, std::ios_base::beg); // Read file data mData = new unsigned char[dataSizeInBytes]; file.read(reinterpret_cast<char*>(mData), dataSizeInBytes); file.close(); mMipmapCount = header.mipmapcount; mHeight = header.height; mWidth = header.width; mCompressionType = header.pf.fourCC; // Only support files divisible by 4 (for compression blocks algorithms) massert(mWidth % 4 == 0 && mHeight % 4 == 0); massert(mCompressionType == NO_COMPRESSION || mCompressionType == COMPRESSION_DXT1 || mCompressionType == COMPRESSION_DXT3 || mCompressionType == COMPRESSION_DXT5); // Allow textures up to 65536x65536 massert(header.mipmapcount <= MAX_MIPMAP_LEVELS); mTextureFilter = TextureFilter::LINEAR; if (mMipmapCount > 0) { mMipmapFilter = MipmapFilter::NEAREST; } else { mMipmapFilter = MipmapFilter::NO_MIPMAP; } mBitsPerPixel = header.pf.bitcount; if (mCompressionType == NO_COMPRESSION) { if (header.pf.flags & DDPF_ALPHAPIXELS) { // The only format supported w/ alpha is A8R8G8B8 massert(header.pf.amask == 0xFF000000 && header.pf.rmask == 0xFF0000 && header.pf.gmask == 0xFF00 && header.pf.bmask == 0xFF); mInternalFormat = GL_RGBA8; mFormat = GL_BGRA; mDataType = GL_UNSIGNED_BYTE; } else { massert(header.pf.rmask == 0xFF0000 && header.pf.gmask == 0xFF00 && header.pf.bmask == 0xFF); mInternalFormat = GL_RGB8; mFormat = GL_BGR; mDataType = GL_UNSIGNED_BYTE; } } else { uint blockSizeInBytes = 16; switch (mCompressionType) { case COMPRESSION_DXT1: blockSizeInBytes = 8; if (header.pf.flags & DDPF_ALPHAPIXELS) { mInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; } else { mInternalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; } break; case COMPRESSION_DXT3: mInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break; case COMPRESSION_DXT5: mInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break; default: // Not Supported (DXT2, DXT4 or any compression format) massert(false); } } [SNIPPET 2: Uploading into video memory] massert(mData != NULL); glGenTextures(1, &mHandle); massert(mHandle!=0); glBindTexture(GL_TEXTURE_2D, mHandle); commitFiltering(); uint offset = 0; Renderer* renderer = Renderer::getInstance(); switch (mInternalFormat) { case GL_RGB: case GL_RGBA: case GL_RGB8: case GL_RGBA8: for (uint i = 0; i < mMipmapCount + 1; ++i) { uint width = std::max(1U, mWidth >> i); uint height = std::max(1U, mHeight >> i); glTexImage2D(GL_TEXTURE_2D, i, mInternalFormat, width, height, mHasBorder, mFormat, mDataType, &mData[offset]); offset += width * height * (mBitsPerPixel / 8); } break; case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT: case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT: { uint blockSize = 16; if (mInternalFormat == GL_COMPRESSED_RGB_S3TC_DXT1_EXT || mInternalFormat == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT) { blockSize = 8; } uint width = mWidth; uint height = mHeight; for (uint i = 0; i < mMipmapCount + 1; ++i) { uint nBlocks = ((width + 3) / 4) * ((height + 3) / 4); // Only POT textures allowed for mipmapping massert(width % 4 == 0 && height % 4 == 0); glCompressedTexImage2D(GL_TEXTURE_2D, i, mInternalFormat, width, height, mHasBorder, nBlocks * blockSize, &mData[offset]); offset += nBlocks * blockSize; if (width <= 4 && height <= 4) { break; } width = std::max(4U, width / 2); height = std::max(4U, height / 2); } break; } default: // Not Supported massert(false); } Also I don't understand the "+3" in the block size computation but looking for a solution for my problema I've encountered people defining it as that. I guess it won't make a differente for POT textures but I put just in case. Thanks.

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  • Implementing a switch statement based on user input

    - by Dave Voyles
    I'm trying to delay the time it takes for the main menu screen to pop up after a user has won / lost a match. As it stands, the game immediately displays a message stating "you won / lost" and waits for 6 seconds before loading the menu screen. I would also like players to have the ability to press a key to advance to the menu screen immediately but thus far my switch statement doesn't seem to do the trick. I've included the switch statement, along with my (theoretical) inputs. What could I be doing wrong here? if (gamestate == GameStates.End) switch (input.IsMenuDown(ControllingPlayer)) { case true: ScreenManager.AddScreen(new MainMenuScreen(), null); // Draws the MainMenuScreen break; case false: if (screenLoadDelay > 0) { screenLoadDelay -= gameTime.ElapsedGameTime.TotalSeconds; } ScreenManager.AddScreen(new MainMenuScreen(), null); // Draws the MainMenuScreen break; } /// <summary> /// Checks for a "menu down" input action. /// The controllingPlayer parameter specifies which player to read /// input for. If this is null, it will accept input from any player. /// </summary> public bool IsMenuDown(PlayerIndex? controllingPlayer) { PlayerIndex playerIndex; return IsNewKeyPress(Keys.Down, controllingPlayer, out playerIndex) || IsNewButtonPress(Buttons.DPadDown, controllingPlayer, out playerIndex) || IsNewButtonPress(Buttons.LeftThumbstickDown, controllingPlayer, out playerIndex); }

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  • Why do I get an exception when playing multiple sound instances?

    - by Boreal
    Right now, I'm adding a rudimentary sound engine to my game. So far, I am able to load in a WAV file and play it once, then free up the memory when I close the game. However, the game crashes with a nice ArgumentOutOfBoundsException when I try to play another sound instance. Specified argument was out of the range of valid values. Parameter name: readLength I'm following this tutorial pretty much exactly, but I still keep getting the aforementioned error. Here's my sound-related code. /// <summary> /// Manages all sound instances. /// </summary> public static class Audio { static XAudio2 device; static MasteringVoice master; static List<SoundInstance> instances; /// <summary> /// The XAudio2 device. /// </summary> internal static XAudio2 Device { get { return device; } } /// <summary> /// Initializes the audio device and master track. /// </summary> internal static void Initialize() { device = new XAudio2(); master = new MasteringVoice(device); instances = new List<SoundInstance>(); } /// <summary> /// Releases all XA2 resources. /// </summary> internal static void Shutdown() { foreach(SoundInstance i in instances) i.Dispose(); master.Dispose(); device.Dispose(); } /// <summary> /// Registers a sound instance with the system. /// </summary> /// <param name="instance">Sound instance</param> internal static void AddInstance(SoundInstance instance) { instances.Add(instance); } /// <summary> /// Disposes any sound instance that has stopped playing. /// </summary> internal static void Update() { List<SoundInstance> temp = new List<SoundInstance>(instances); foreach(SoundInstance i in temp) if(!i.Playing) { i.Dispose(); instances.Remove(i); } } } /// <summary> /// Loads sounds from various files. /// </summary> internal class SoundLoader { /// <summary> /// Loads a .wav sound file. /// </summary> /// <param name="format">The decoded format will be sent here</param> /// <param name="buffer">The data will be sent here</param> /// <param name="soundName">The path to the WAV file</param> internal static void LoadWAV(out WaveFormat format, out AudioBuffer buffer, string soundName) { WaveStream wave = new WaveStream(soundName); format = wave.Format; buffer = new AudioBuffer(); buffer.AudioData = wave; buffer.AudioBytes = (int)wave.Length; buffer.Flags = BufferFlags.EndOfStream; } } /// <summary> /// Manages the data for a single sound. /// </summary> public class Sound : IAsset { WaveFormat format; AudioBuffer buffer; /// <summary> /// Loads a sound from a file. /// </summary> /// <param name="soundName">The path to the sound file</param> /// <returns>Whether the sound loaded successfully</returns> public bool Load(string soundName) { if(soundName.EndsWith(".wav")) SoundLoader.LoadWAV(out format, out buffer, soundName); else return false; return true; } /// <summary> /// Plays the sound. /// </summary> public void Play() { Audio.AddInstance(new SoundInstance(format, buffer)); } /// <summary> /// Unloads the sound from memory. /// </summary> public void Unload() { buffer.Dispose(); } } /// <summary> /// Manages a single sound instance. /// </summary> public class SoundInstance { SourceVoice source; bool playing; /// <summary> /// Whether the sound is currently playing. /// </summary> public bool Playing { get { return playing; } } /// <summary> /// Starts a new instance of a sound. /// </summary> /// <param name="format">Format of the sound</param> /// <param name="buffer">Buffer holding sound data</param> internal SoundInstance(WaveFormat format, AudioBuffer buffer) { source = new SourceVoice(Audio.Device, format); source.BufferEnd += (s, e) => playing = false; source.Start(); source.SubmitSourceBuffer(buffer); // THIS IS WHERE THE EXCEPTION IS THROWN playing = true; } /// <summary> /// Releases memory used by the instance. /// </summary> internal void Dispose() { source.Dispose(); } } The exception occurs on line 156 when I am playing the sound: source.SubmitSourceBuffer(buffer);

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  • Linear search vs Octree (Frustum cull)

    - by Dave
    I am wondering whether I should look into implementing an octree of some kind. I have a very simple game which consists of a 3d plane for the floor. There are multiple objects scattered around on the ground, each one has an aabb in world space. Currently I just do a loop through the list of all these objects and check if its bounding box intersects with the frustum, it works great but I am wondering if if it would be a good investment in an octree. I only have max 512 of these objects on the map and they all contain bounding boxes. I am not sure if an octree would make it faster since I have so little objects in the scene.

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  • Defining the track in a 2D racing game

    - by Ivan
    I am designing a top-down racing game using canvas (html5) which takes a lot of inspiration from Micro Machines. In MM, cars can move off the track, but they are reset/destroyed if they go too far. My maths knowledge isn't great, so I'm finding it hard to separate 3D/complex concepts from those which are directly relevant to my situation. For example, I have seen "splines" mentioned, is this something I should read up on or is that overkill for a 2D game? Could I use a single path which defines the centre of the track and check a car's distance from this line? A second path might be required as a "racing line" for AI. Any advice on methods/techniques/terms to read up on would be greatly appreciated.

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