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  • Interpolating between two networked states?

    - by Vaughan Hilts
    I have many entities on the client side that are simulated (their velocities are added to their positions on a per frame basis) and I let them dead reckon themselves. They send updates about where they were last seen and their velocity changes. This works great and other players see this work find. However, after a while these players begin to desync after some time. This is because of latency. I'd like to know how I can interpolate between states so they appear to be in the correct position. I know where the player was LAST seen and their current velocity but interpolating to the last seen state causes the player to actually move -backwards-. I could not use velocity at all for other clients and simply 'lerp' them towards the appropriate direction but I feel this would cause jaggy movement. What are the alternatives?

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  • ConsumeStructuredBuffer, what am I doing wrong?

    - by John
    I'm trying to implement the 3rd exercise in chapter 12 of Introduction to 3D Game Programming with DirectX 11, that is: Implement a Compute Shader to calculate the length of 64 vectors. Previous exercises ask you to do the same with typed buffers and regular structured buffers and I had no problems with them. For what I've read, [Consume|Append]StructuredBuffers are bound to the pipeline using UnorderedAccessViews (as long as they use the D3D11_BUFFER_UAV_FLAG_APPEND, and the buffers have both D3D11_BIND_SHADER_RESOURCE and D3D11_BIND_UNORDERED_ACCESS bind flags). Problem is: my AppendStructuredBuffer works, since I can append data to it and retrieve it from the application to write to a results file, but the ConsumeStructuredBuffer always returns zeroed data. Data is in the buffer, since if I change the UAV to a ShaderResourceView and to a StructuredBuffer in the HLSL side it works. I don't know what I am missing: Should I initialize the ConsumeStructuredBuffer on the GPU, or can I do it when I create the buffer (as I amb currently doing). Is it OK to bind the buffer with a UAV as described above? Do I need to bind it as a ShaderResourceView somehow? Maybe I am missing some step? This is the declaration of buffers in the Compute Shader: struct Data { float3 v; }; struct Result { float l; }; ConsumeStructuredBuffer<Data> gInput; AppendStructuredBuffer<Result> gOutput; And here the creation of the buffer and UAV for input data: D3D11_BUFFER_DESC inputDesc; inputDesc.Usage = D3D11_USAGE_DEFAULT; inputDesc.ByteWidth = sizeof(Data) * mNumElements; inputDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_UNORDERED_ACCESS; inputDesc.CPUAccessFlags = 0; inputDesc.StructureByteStride = sizeof(Data); inputDesc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_STRUCTURED; D3D11_SUBRESOURCE_DATA vinitData; vinitData.pSysMem = &data[0]; HR(md3dDevice->CreateBuffer(&inputDesc, &vinitData, &mInputBuffer)); D3D11_UNORDERED_ACCESS_VIEW_DESC uavDesc; uavDesc.Format = DXGI_FORMAT_UNKNOWN; uavDesc.ViewDimension = D3D11_UAV_DIMENSION_BUFFER; uavDesc.Buffer.FirstElement = 0; uavDesc.Buffer.Flags = D3D11_BUFFER_UAV_FLAG_APPEND; uavDesc.Buffer.NumElements = mNumElements; md3dDevice->CreateUnorderedAccessView(mInputBuffer, &uavDesc, &mInputUAV); Initial data is an array of Data structs, which contain a XMFLOAT3 with random data. I bind the UAV to the shader using the Effects framework: ID3DX11EffectUnorderedAccessViewVariable* Input = mFX->GetVariableByName("gInput")->AsUnorderedAccessView(); Input->SetUnorderedAccessView(uav); // uav is mInputUAV Any ideas? Thank you.

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  • Why is chunk size often a power of two?

    - by danijar
    There are many Minecraft clones out there and I am working on my own implementation. A principle of terrain rendering is tiling the whole world in fixed size chunks to reduce the effort of localized changes. In Minecraft the chunk size is 16 x 16 x 256 as far as I now. And in clones I also always saw chunk sizes of a power of the number 2. Is there any reason for that, maybe performance or memory related? I know that powers of 2 play a special role in binary computers but what has that to do with the chunk size?

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  • 2D Platform Game Jumping

    - by Bradley Kreuger
    I'm currently writing a game in XNA for fun which uses C#. I have got my sprites loaded and when the character moves right he looks like he is running right and when he moves left he looks like he is running left. I been looking everywhere for a good coding example for how to create a jumping ability. I have read all the physics stuff that I can stand and it doesn't help when I can't figure out how to use say space bar to jump yet can't keep them from using space just jump again until they land.

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  • Is chess-like AI really inapplicable in turn-based strategy games?

    - by Joh
    Obviously, trying to apply the min-max algorithm on the complete tree of moves works only for small games (I apologize to all chess enthusiasts, by "small" I do not mean "simplistic"). For typical turn-based strategy games where the board is often wider than 100 tiles and all pieces in a side can move simultaneously, the min-max algorithm is inapplicable. I was wondering if a partial min-max algorithm which limits itself to N board configurations at each depth couldn't be good enough? Using a genetic algorithm, it might be possible to find a number of board configurations that are good wrt to the evaluation function. Hopefully, these configurations might also be good wrt to long-term goals. I would be surprised if this hasn't been thought of before and tried. Has it? How does it work?

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  • How do I draw video frames onto the screen permanently using XNA?

    - by izb
    I have an app that plays back a video and draws the video onto the screen at a moving position. When I run the app, the video moves around the screen as it plays. Here is my Draw method... protected override void Draw(GameTime gameTime) { Texture2D videoTexture = null; if (player.State != MediaState.Stopped) videoTexture = player.GetTexture(); if (videoTexture != null) { spriteBatch.Begin(); spriteBatch.Draw( videoTexture, new Rectangle(x++, 0, 400, 300), /* Where X is a class member */ Color.White); spriteBatch.End(); } base.Draw(gameTime); } The video moves horizontally acros the screen. This is not exactly as I expected since I have no lines of code that clear the screen. My question is why does it not leave a trail behind? Also, how would I make it leave a trail behind?

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  • Android: how do I switch between game scenes in a game? Any tutorials?

    - by Flavio
    I am trying to create a simple game using the Android SDK without using AndEngine (or any other game engine). I have plenty of experience designing games from the past, but I'm having lots of trouble trying to use the Android SDK to make my game. By far my biggest hurdle right now is switching between views. That is, for example, going from the menu to the first level, etc. I am using a traditional model I learned (I think it's called a scene stack or something?) in which you push the current scene onto a stack and the game's main loop runs the top item of the stack. This model seems non-trivial to implement in the Android SDK, mostly because Android seems to be picky about which thread instantiates which view. My issue is that I want the first level to show up when you press a button on the main menu, but when I instantiate the first level (the level class extends SurfaceView and implements SurfaceHolder.Callback) I get a runtime error complaining that the thread that runs the main menu can't instantiate this class. Something about calling Looper.prepare(). I figured at this point I was probably doing things wrong. I'm not sure how to specifically phrase my issue into a question, so maybe I should leave it as either 1) Does anybody know a good way (or the 'proper' way) to switch between scenes in an Android game? or 2) Are there any tutorials out there which show how to create a game that doesn't take place entirely in one scene? (I have googled for a while to no avail... maybe someone else knows of one?) Thanks!

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  • Set a drawing viewport while using camera

    - by Mariano
    I'm working with XNA. I already have a basic world made of tiles and a camera using a transform matrix. I have a character moving around and the camera follows. What I want to do now is draw the map only on a certain part of the screen as shown on the figure below. This way I can move the map to the left of the screen and have the other fixed parts shift to the right. Do I need to modify the camera matrix? Make a new viewport?

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  • In esenthel engine how can I remove some object from Gui class?

    - by Gajet
    I know many people in this site may not know esenthel engine at all and my question may be better answered at engine forum but I'm putting it here to share the name of a real easy to code gameengine with all of you: you can easily add a Button for example to your GUI class (gui is it's shared instance) with Gui += buttonInstance.create("click on me") but I'm just wondering how can you remove an on object from from Gui members. as far as I know there is no such a method as removeChild or getChildren or anything similar.

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  • Creating a level editor event system

    - by Vaughan Hilts
    I'm designing a level editor for game, and I'm trying to create sort of an 'event' system so I can chain together things. If anyone has used RPG Maker, I'm trying to do similar to their system. Right now, I have an 'EventTemplate' class and a bunch of sub-classed 'EventNodes' which basically just contain properties of their data. Orginally, the IAction and IExecute interface performed logic but it was moved into a DLL to share between the two projects. Question: How can I abstract logic from data in this case? Is my model wrong? Isn't cast typing expensive to parse these actions all the time? Should I write a 'Processor' class to execute these all? But then these actions that can do all sorts of things need to interact with all sorts of sub-systems.

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  • Where can I find a list of local japanese game publishers

    - by Erik
    What would be a good starting point for locating small or medium size game publishers in Japan. We have a US/EU released game that we believe will fit the Japanese market well, and are looking for companies that we could contact for possible co-publishing. EDIT: So far, I've found http://www.gamebusiness.jp/directory/category.php?id=10002 and from one answer, http://www.gamedevmap.com/index.php?query=Japan&Submit=Search Starting a bounty, I need as many publishers as I can get.

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  • OpenGl / C++ and some strange light problem on half board

    - by mlodziaszka
    I have some problem with lights in my opengl "game". I have board with is square (-50,50), (50, 50), (50, -50), (-50,-50) x and z since y doesn't matter at all. I tried to make something like flashlight its moving and rotating with camera (me), but when i try to rotate more then 90 degree to left or right it just give diffrend light: http://imageshack.us/photo/my-images/688/lightij.jpg/ (left is spotlight, right point light) There is also a point light in the middle, but its working strange(not like a pointlight) it shines only on half of the board from (-50,50), (50, 50), (50, 0), (-50,-0) x and y: Link to my repo where u can find game exe in download and full code in source: https://bitbucket.org/mlodziaszka/my_game All more fragments of light: float gl_amb[] = { 0.2f, 0.2f, 0.2f, 1.0f }; glLightModelfv(GL_LIGHT_MODEL_AMBIENT, gl_amb); glEnable(GL_LIGHTING); // Wlaczenie oswietlenia glShadeModel(GL_SMOOTH); // Wybor techniki cieniowania glEnable(GL_LIGHT0); // Wlaczenie 0-go zrodla swiatla glEnable(GL_LIGHT1); Cubes parametri: float m1_amb[] = { 1.0f, 0.0f, 0.0f, 1.0f }; float m1_dif[] = { 1.0f, 0.0f, 0.0f, 1.0f }; float m1_spe[] = { 1.0f, 0.0f, 0.0f, 1.0f }; glMaterialfv(GL_FRONT, GL_AMBIENT, m1_amb); glMaterialfv(GL_FRONT, GL_DIFFUSE, m1_dif); glMaterialfv(GL_FRONT, GL_SPECULAR, m1_spe); glMaterialf(GL_FRONT, GL_SHININESS, 50.0f); Texture parametri: float m1_amb[] = { 1.0f, 1.0f, 1.0f, 1.0f }; float m1_dif[] = { 1.0f, 1.0f, 1.0f, 1.0f }; float m1_spe[] = { 1.0f, 1.0f, 1.0f, 1.0f }; glMaterialfv(GL_FRONT, GL_AMBIENT, m1_amb); glMaterialfv(GL_FRONT, GL_DIFFUSE, m1_dif); glMaterialfv(GL_FRONT, GL_SPECULAR, m1_spe); glMaterialf(GL_FRONT, GL_SHININESS, 0.0f); glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); Light0: //with some magic sn't working anyway float l0_amb[] = { 0.2f, 0.2f, 0.2f, 1.0f }; float l0_dif[] = { 1.0f, 1.0f, 1.0f, 1.0f }; float l0_spe[] = { 1.0f, 1.0f, 1.0f, 1.0f }; float l0_pos[] = { g_Camera.m_vPosition.x, g_Camera.m_vPosition.y, g_Camera.m_vPosition.z, 1.0f }; float temp = 0.0f, temp2 = 0.0f, temp3 = 0.0f; if(g_Camera.m_vView.z < g_Camera.m_vPosition.z) { temp = g_Camera.m_vView.x - g_Camera.m_vPosition.x; temp2 = g_Camera.m_vView.z - g_Camera.m_vPosition.z; } else { temp = g_Camera.m_vView.x - g_Camera.m_vPosition.x; temp2 = g_Camera.m_vView.z - g_Camera.m_vPosition.z; } float l0_pos1[] = {temp, 0.0f, temp2}; //float l0_pos1[] = {-1.0f, 0.0f, -1.0f}; glLightfv(GL_LIGHT0, GL_AMBIENT, l0_amb); glLightfv(GL_LIGHT0, GL_DIFFUSE, l0_dif); glLightfv(GL_LIGHT0, GL_SPECULAR, l0_spe); glLightfv(GL_LIGHT0, GL_POSITION, l0_pos); glLightf (GL_LIGHT0, GL_SPOT_CUTOFF, 15.0f); glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, l0_pos1); Light1: float l1_amb[] = { 0.2f, 0.2f, 0.2f, 1.0f }; float l1_dif[] = { 1.0f, 1.0f, 1.0f, 1.0f }; float l1_spe[] = { 1.0f, 1.0f, 1.0f, 1.0f }; float l1_pos[] = { 0.0f, 0.0f, 0.0f, 1.0f }; glLightfv(GL_LIGHT1, GL_AMBIENT, l1_amb); glLightfv(GL_LIGHT1, GL_DIFFUSE, l1_dif); glLightfv(GL_LIGHT1, GL_SPECULAR, l1_spe); glLightfv(GL_LIGHT1, GL_POSITION, l1_pos); I know that way I made this very old, but for now i want to keep this like that. I wouldbe realy gratefull if someone can tell me what is wrong with my lights xD full code: link up ^^

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  • How to work with scenes in a 2D game

    - by Anearion
    I'm a java/android programmer, but I don't have any experience in game programming, I'm already reading proper books, like "Pro Android Games", but my concerns are more about the ideas behind game programming than the techniques themselves. I'm working on a 2D game, something like Cluedo to let you understand the genre. I would like to know how should I act with the "scenes", for example, a room with a desk, TV, windows and a lamp. I need to make some items tappable and others not. Is it common to use one image (invisible to the user) with every different item a different color, then call the getColor() method on the image? Or use one image as background, and separate images for all the items? If the latter, how can I set the positioning? and should I use imageView or imageButton? I'm sorry if those are really low quality questions, but as "outsider" ( I'm 23 and still finishing my university ) it's pretty hard learn alone.

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  • determine collision angle on a rotating body

    - by jorb
    update: new diagram and updated description I have a contact listener set up to try and determine the side that a collision happened at relative to the a bodies rotation. One way to solve this is to find the value of the yellow angle between the red and blue vectors drawn above. The angle can be found by taking the arc cosine of the dot product of the two vectors (Evan pointed this out). One of my points of confusion is the difference in domain of the atan2 function html canvas coordinates and the Box2d rotation information. I know I have to account for this somehow... SS below questions: Does Box2D provide these angles more directly in the collision information? Am I even on the right track? If so, any hints? I have the following javascript so far: Ship.prototype.onCollide = function (other_ent,cx,cy) { var pos = this.body.GetPosition(); //collision position relative to body var d_cx = pos.x - cx; var d_cy = pos.y - cy; //length of initial vector var len = Math.sqrt(Math.pow(pos.x -cx,2) + Math.pow(pos.y-cy,2)); //body angle - can over rotate hence mod 2*Pi var ang = this.body.GetAngle() % (Math.PI * 2); //vector representing body's angle - same magnitude as the first var b_vx = len * Math.cos(ang); var b_vy = len * Math.sin(ang); //dot product of the two vectors var dot_prod = d_cx * b_vx + d_cy * b_vy; //new calculation of difference in angle - NOT WORKING! var d_ang = Math.acos(dot_prod); var side; if (Math.abs(d_ang) < Math.PI/2 ) side = "front"; else side = "back"; console.log("length",len); console.log("pos:",pos.x,pos.y); console.log("offs:",d_cx,d_cy); console.log("body vec",b_vx,b_vy); console.log("body angle:",ang); console.log("dot product",dot_prod); console.log("result:",d_ang); console.log("side",side); console.log("------------------------"); }

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  • 2D camera perspective projection from 3D coordinates -- HOW?

    - by Jack
    I am developing a camera for a 2D game with a top-down view that has depth. It's almost a 3D camera. Basically, every object has a Z even though it is in 2D, and similarly to parallax layers their position, scale and rotation speed vary based on their Z. I guess this would be a perspective projection. But I am having trouble converting the objects' 3D coordinates into the 2D space of the screen so that everything has correct perspective and scale. I never learned matrices though I did dig the topic a bit today. I tried without using matrices thanks to this article but every attempt gave awkward results. I'm using ActionScript 3 and Flash 11+ (Starling), where the screen coordinates work like this: Left-handed coordinates system illustration I can explain further what I did if you want to help me sort out what's wrong, or you can directly tell me how you would do it properly. In case you prefer the former, read on. These are images showing the formulas I used: upload.wikimedia.org/math/1/c/8/1c89722619b756d05adb4ea38ee6f62b.png upload.wikimedia.org/math/d/4/0/d4069770c68cb8f1aa4b5cfc57e81bc3.png (Sorry new users can't post images, but both are from the wikipedia article linked above, section "Perspective projection". That's where you'll find what all variables mean, too) The long formula is greatly simplified because I believe a normal top-down 2D camera has no X/Y/Z rotation values (correct ?). Then it becomes d = a - c. Still, I can't get it to work. Maybe you could explain what numbers I should put in a(xyz), c(xyz), theta(xyz), and particularly, e(xyz) ? I don't quite get how e is different than c in my case. c.z is also an issue to me. If the Z of the camera's target object is 0, should the camera's Z be something like -600 ? ( = focal length of 600) Whatever I do, it's wrong. I only got it to work when I used arbitrary calculations that "looked" right, like most cameras with parallax layers seem to do, but that's fake! ;) If I want objects to travel between Z layers I might as well do it right. :) Thanks a lot for your help!

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  • setPosition of Sprite onUpdate in AndEngine

    - by SSH This
    I am trying to get a "highlighter" circle to follow around a sprite, but I am having trouble, I thought I could use the onUpdate method that's available to me in SequenceEntityModifier but it's not working for me. Here is my code: // make sequence mod with move modifier SequenceEntityModifier modifier = new SequenceEntityModifier(myMovemod) { @Override protected void onModifierFinished(IEntity pItem) { // animation finished super.onModifierFinished(pItem); } public float onUpdate(float pSecondsElapsed, IEntity pItem) { highlighter.setPosition(player2.getX() - highlighterOffset, player2.getY() - highlighterOffset); return pSecondsElapsed; } }; When onUpdate is completely commented out, the sprite moves like I want it to, everything is ok. When I put the onUpdate in, the sprite doesn't move at all. I have a feeling that I am overriding the original onUpdate's actions? Am I going about this the wrong way? I am new to Java, so please feel free to advise if this isn't going to work. UPDATE: The player2 is the sprite that I'm trying to get the highlighter to follow.

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  • Delaying a Foreach loop half a second

    - by Sigh-AniDe
    I have created a game that has a ghost that mimics the movement of the player after 10 seconds. The movements are stored in a list and i use a foreach loop to go through the commands. The ghost mimics the movements but it does the movements way too fast, in split second from spawn time it catches up to my current movement. How do i slow down the foreach so that it only does a command every half a second? I don't know how else to do it. Please help this is what i tried : The foreach runs inside the update method DateTime dt = DateTime.Now; foreach ( string commandDirection in ghostMovements ) { int mapX = ( int )( ghostPostition.X / scalingFactor ); int mapY = ( int )( ghostPostition.Y / scalingFactor ); // If the dt is the same as current time if ( dt == DateTime.Now ) { if ( commandDirection == "left" ) { switch ( ghostDirection ) { case ghostFacingUp: angle = 1.6f; ghostDirection = ghostFacingRight; Program.form.direction = ""; dt.AddMilliseconds( 500 );// add half a second to dt break; case ghostFacingRight: angle = 3.15f; ghostDirection = ghostFacingDown; Program.form.direction = ""; dt.AddMilliseconds( 500 ); break; case ghostFacingDown: angle = -1.6f; ghostDirection = ghostFacingLeft; Program.form.direction = ""; dt.AddMilliseconds( 500 ); break; case ghostFacingLeft: angle = 0.0f; ghostDirection = ghostFacingUp; Program.form.direction = ""; dt.AddMilliseconds( 500 ); break; } } } }

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  • How to move from home page screen to the next menu screen on clicking a particular image in XNA4.0?

    - by Raj
    I m new 2 XNA game pgming(also C#)....I want 2 create a main page with some buttons and on clicking a particular button, it should goto another screen whr there r some buttons to select which should inturn goto the game screen on clicking....Whether I can put all the codes in the "game1.cs" or create new class for every page....Pls help... I've jus went through some pages in "Learning xna4.0" by o'reilly...If there s any other gud tutorials, pls suggest me...

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  • Unity3d web player fails to load textures

    - by José Franco
    I'm having a problem with Unity3d Web Player. I have developed a project and succesfully deployed it in a web app. It works with absolutely no problem on my PC. This app is to be installed on two identical machines. I have installed them in both and it only works properly in one. The issue I have is on a computer it fails to properly load the models and textures, so the game runs but instead of the models I can only see black rectangles on a blue background. It has the same problem with all browsers and I get no errors either by the player or by JavaScript. The only difference between these computers is that one that has the problem is running on Windows 8.1 and the other one on Windows 8 only. Could this be the cause of the issue? It works fine on my computer with Windows 8.1. However both of the other computers have specs that are significantly lower than mine. I have already searched everywhere and it seems that it has to do with the individual games, however I think it may have to do with the computer itself because it runs properly in the other two. The specs on the computes I'm installing the app on are as follows: Intel Celeron 1.40 GHz, 2GB RAM, Intel HD Graphics If anybody could point me in the right direction I would be very grateful I forgot to mention, I'm running Unity Web player 4.3.5 and the version on the other two computers is 4.5.0

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  • Generate texture for a heightmap

    - by James
    I've recently been trying to blend multiple textures based on the height at different points in a heightmap. However i've been getting poor results. I decided to backtrack and just attempt to recreate one single texture from an SDL_Surface (i'm using SDL) and just send that into opengl. I'll put my code for creating the texture and reading the colour values. It is a 24bit TGA i'm loading, and i've confirmed that the rest of my code works because i was able to send the surfaces pixels directly to my createTextureFromData function and it drew fine. struct RGBColour { RGBColour() : r(0), g(0), b(0) {} RGBColour(unsigned char red, unsigned char green, unsigned char blue) : r(red), g(green), b(blue) {} unsigned char r; unsigned char g; unsigned char b; }; // main loading code SDLSurfaceReader* reader = new SDLSurfaceReader(m_renderer); reader->readSurface("images/grass.tga"); // new texture unsigned char* newTexture = new unsigned char[reader->m_surface->w * reader->m_surface->h * 3 * reader->m_surface->w]; for (int y = 0; y < reader->m_surface->h; y++) { for (int x = 0; x < reader->m_surface->w; x += 3) { int index = (y * reader->m_surface->w) + x; RGBColour colour = reader->getColourAt(x, y); newTexture[index] = colour.r; newTexture[index + 1] = colour.g; newTexture[index + 2] = colour.b; } } unsigned int id = m_renderer->createTextureFromData(newTexture, reader->m_surface->w, reader->m_surface->h, RGB); // functions for reading pixels RGBColour SDLSurfaceReader::getColourAt(int x, int y) { Uint32 pixel; Uint8 red, green, blue; RGBColour rgb; pixel = getPixel(m_surface, x, y); SDL_LockSurface(m_surface); SDL_GetRGB(pixel, m_surface->format, &red, &green, &blue); SDL_UnlockSurface(m_surface); rgb.r = red; rgb.b = blue; rgb.g = green; return rgb; } // this function taken from SDL documentation // http://www.libsdl.org/cgi/docwiki.cgi/Introduction_to_SDL_Video#getpixel Uint32 SDLSurfaceReader::getPixel(SDL_Surface* surface, int x, int y) { int bpp = m_surface->format->BytesPerPixel; Uint8 *p = (Uint8*)m_surface->pixels + y * m_surface->pitch + x * bpp; switch (bpp) { case 1: return *p; case 2: return *(Uint16*)p; case 3: if (SDL_BYTEORDER == SDL_BIG_ENDIAN) return p[0] << 16 | p[1] << 8 | p[2]; else return p[0] | p[1] << 8 | p[2] << 16; case 4: return *(Uint32*)p; default: return 0; } } I've been stumped at this, and I need help badly! Thanks so much for any advice.

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  • Implementing Circle Physics in Java

    - by Shijima
    I am working on a simple physics based game where 2 balls bounce off each other. I am following a tutorial, 2-Dimensional Elastic Collisions Without Trigonometry, for the collision reactions. I am using Vector2 from the LIBGDX library to handle vectors. I am a bit confused on how to implement step 6 in Java from the tutorial. Below is my current code, please note that the code strictly follows the tutorial and there are redundant pieces of code which I plan to refactor later. Note: refrences to this refer to ball 1, and ball refers to ball 2. /* * Step 1 * * Find the Normal, Unit Normal and Unit Tangential vectors */ Vector2 n = new Vector2(this.position[0] - ball.position[0], this.position[1] - ball.position[1]); Vector2 un = n.normalize(); Vector2 ut = new Vector2(-un.y, un.x); /* * Step 2 * * Create the initial (before collision) velocity vectors */ Vector2 v1 = this.velocity; Vector2 v2 = ball.velocity; /* * Step 3 * * Resolve the velocity vectors into normal and tangential components */ float v1n = un.dot(v1); float v1t = ut.dot(v1); float v2n = un.dot(v2); float v2t = ut.dot(v2); /* * Step 4 * * Find the new tangential Velocities after collision */ float v1tPrime = v1t; float v2tPrime = v2t; /* * Step 5 * * Find the new normal velocities */ float v1nPrime = v1n * (this.mass - ball.mass) + (2 * ball.mass * v2n) / (this.mass + ball.mass); float v2nPrime = v2n * (ball.mass - this.mass) + (2 * this.mass * v1n) / (this.mass + ball.mass); /* * Step 6 * * Convert the scalar normal and tangential velocities into vectors??? */

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  • Why can't a blendShader sample anything but the current coordinate of the background image?

    - by Triynko
    In Flash, you can set a DisplayObject's blendShader property to a pixel shader (flash.shaders.Shader class). The mechanism is nice, because Flash automatically provides your Shader with two input images, including the background surface and the foreground display object's bitmap. The problem is that at runtime, the shader doesn't allow you to sample the background anywhere but under the current output coordinate. If you try to sample other coordinates, it just returns the color of the current coordinate instead, ignoring the coordinates you specified. This seems to occur only at runtime, because it works properly in the Pixel Bender toolkit. This limitation makes it impossible to simulate, for example, the Aero Glass effect in Windows Vista/7, because you cannot sample the background properly for blurring. I must mention that it is possible to create the effect in Flash through manual composition techniques, but it's hard to determine when it actually needs updated, because Flash does not provide information about when a particular area of the screen or a particular display object needs re-rendered. For example, you may have a fixed glass surface with objects moving underneath it that don't dispatch events when they move. The only alternative is to re-render the glass bar every frame, which is inefficient, which is why I am trying to do it through a blendShader so Flash determines when it needs rendered automatically. Is there a technical reason for this limitation, or is it an oversight of some sort? Does anyone know of a workaround, or a way I could provide my manual composition implementation with information about when it needs re-rendered? The limitation is mentioned with no explanation in the last note in this page: http://help.adobe.com/en_US/as3/dev/WSB19E965E-CCD2-4174-8077-8E5D0141A4A8.html It says: "Note: When a Pixel Bender shader program is run as a blend in Flash Player or AIR, the sampling and outCoord() functions behave differently than in other contexts.In a blend, a sampling function will always return the current pixel being evaluated by the shader. You cannot, for example, use add an offset to outCoord() in order to sample a neighboring pixel. Likewise, if you use the outCoord() function outside a sampling function, its coordinates always evaluate to 0. You cannot, for example, use the position of a pixel to influence how the blended images are combined."

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  • Procedurally generated 2d terrain for side scroller on Sega Genesis hardware?

    - by DJCouchyCouch
    I'm working on the Sega Genesis that has a 8mhz Motorola 68000 CPU. Any ideas on how to generate fast and decent 2d tile terrain for a side scroller in real time? The game would generate new columns or rows depending on the direction the player is scrolling in. The generation would have to be deterministic. The same seed value would generate the same terrain. I'm looking for algorithms that would satisfy the memory and CPU constraints of the hardware.

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  • Need material for character anatomy in a 2D game. Spartan Like, See Picture

    - by Edwin Soho
    I'm creating my art for an 2d based IOS game. I know some basic anatomy as you can see by the picture but I have no idea how I will make draw the pics for animation of the character walking, attacking with his sword and protecting himself with shield. Is there any anatomy reference for 2d game out there, book or anything else? for your information, I did try to find but all of stuff I found are very amateur and incomplete The picture was my attempt of creating a example of the character walking, which I'm not happy with please help, thanks Update: Since I am in a hurry I decided I would copy the anatomy from other 2d games, it is not that clean but at least I wanna be able to start it. The question is still open.

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  • Is there any way to enable the HiDef graphics profile property on a Silverlight 5 3d Web App?

    - by Daniel
    I have an XNA Windows Game that uses the HiDef profile to load complex fbx and obj files. Trying to move it over to a Silverlight 3d Web App, Silverlight seems to only want to use the Reach profile, and I get an error that the Reach profile does not support a sufficient number of primitive draws per call. Is there any way to change to HiDef in Silverlight 5? It is not in the project properties and attempting to change it in mainpage.xaml.cs only gives me the option of setting it to Reach.

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