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  • Using SVN post-commit hook to update only files that have been commited

    - by fondie
    I am using an SVN repository for my web development work. I have a development site set up which holds a checkout of the repository. I have set up an SVN post-commit hook so that whenever a commit is made to the repository the development site is updated: cd /home/www/dev_ssl /usr/bin/svn up This works fine but due to the size of the repository the updates take a long time (approx. 3 minutes) which is rather frustrating when making regular commits. What I'd like is to change the post-commit hook to only update those files/directories that have been committed but I don't know how to go about doing this. Updating the "lowest common directory" would probably be the best solution, e.g. If committing the follow files: /branches/feature_x/images/logo.jpg /branches/feature_x/css/screen.css It would update the directory: /branches/feature_x/ Can anyone help me create a solution that achieves this please? Thanks! Update: The repository and development site are located on the same server so network issues shouldn't be involved. CPU usage is very low, and I/O should be ok (it's running on hi-spec dedicated server) The development site is approx. 7.5GB in size and contains approx. 600,000 items, this is mainly due to having multiple branches/tags

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  • How to keep a data structure synchronized over a network?

    - by David Gouveia
    Context In the game I'm working on (a sort of a point and click graphic adventure), pretty much everything that happens in the game world is controlled by an action manager that is structured a bit like: So for instance if the result of examining an object should make the character say hello, walk a bit and then sit down, I simply spawn the following code: var actionGroup = actionManager.CreateGroup(); actionGroup.Add(new TalkAction("Guybrush", "Hello there!"); actionGroup.Add(new WalkAction("Guybrush", new Vector2(300, 300)); actionGroup.Add(new SetAnimationAction("Guybrush", "Sit")); This creates a new action group (an entire line in the image above) and adds it to the manager. All of the groups are executed in parallel, but actions within each group are chained together so that the second one only starts after the first one finishes. When the last action in a group finishes, the group is destroyed. Problem Now I need to replicate this information across a network, so that in a multiplayer session, all players see the same thing. Serializing the individual actions is not the problem. But I'm an absolute beginner when it comes to networking and I have a few questions. I think for the sake of simplicity in this discussion we can abstract the action manager component to being simply: var actionManager = new List<List<string>>(); How should I proceed to keep the contents of the above data structure syncronized between all players? Besides the core question, I'm also having a few other concerns related to it (i.e. all possible implications of the same problem above): If I use a server/client architecture (with one of the players acting as both a server and a client), and one of the clients has spawned a group of actions, should he add them directly to the manager, or only send a request to the server, which in turn will order every client to add that group? What about packet losses and the like? The game is deterministic, but I'm thinking that any discrepancy in the sequence of actions executed in a client could lead to inconsistent states of the world. How do I safeguard against that sort of problem? What if I add too many actions at once, won't that cause problems for the connection? Any way to alleviate that?

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  • Initial direction of intersection between two moving vehicles?

    - by Larolaro
    I'm working with a bit of projectile prediction for my AI and I'm looking for some ideas, any input? If a blue vehicle is moving in a direction at a constant speed of X m/s and a stationary orange vehicle has a rocket that travels Y m/s, which initial direction would the orange vehicle have to fire the rocket for it to hit the blue vehicle at the earliest time in the future? Thanks for reading!

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  • 2D Tile based Game Collision problem

    - by iNbdy
    I've been trying to program a tile based game, and I'm stuck at the collision detection. Here is my code (not the best ^^): void checkTile(Character *c, int **map) { int x1,x2,y1,y2; /* Character position in the map */ c->upY = (c->y) / TILE_SIZE; // Top left corner c->downY = (c->y + c->h) / TILE_SIZE; // Bottom left corner c->leftX = (c->x) / TILE_SIZE; // Top right corner c->rightX = (c->x + c->w) / TILE_SIZE; // Bottom right corner x1 = (c->x + 10) / TILE_SIZE; // 10px from left side point x2 = (c->x + c->w - 10) / TILE_SIZE; // 10px from right side point y1 = (c->y + 10) / TILE_SIZE; // 10px from top side point y2 = (c->y + c->h - 10) / TILE_SIZE; // 10px from bottom side point /* Top */ if (map[c->upY][x1] > 2 || map[c->upY][x2] > 2) c->topCollision = 1; else c->topCollision = 0; /* Bottom */ if ((map[c->downY][x1] > 2 || map[c->downY][x2] > 2)) c->downCollision = 1; else c->downCollision = 0; /* Left */ if (map[y1][c->leftX] > 2 || map[y2][c->leftX] > 2) c->leftCollision = 1; else c->leftCollision = 0; /* Right */ if (map[y1][c->rightX] > 2 || map[y2][c->rightX] > 2) c->rightCollision = 1; else c->rightCollision = 0; } That calculates 8 collision points My moving function is like that: void movePlayer(Character *c, int **map) { if ((c->dirX == LEFT && !c->leftCollision) || (c->dirX == RIGHT && !c->rightCollision)) c->x += c->vx; if ((c->dirY == UP && !c->topCollision) || (c->dirY == DOWN && !c->downCollision)) c->y += c->vy; checkPosition(c, map); } and the checkPosition: void checkPosition(Character *c, int **map) { checkTile(c, map); if (c->downCollision) { if (c->state != JUMPING) { c->vy = 0; c->y = (c->downY * TILE_SIZE - c->h); } } if (c->leftCollision) { c->vx = 0; c->x = (c->leftX) * TILE_SIZE + TILE_SIZE; } if (c->rightCollision) { c->vx = 0; c->x = c->rightX * TILE_SIZE - c->w; } } This works, but sometimes, when the player is landing on ground, right and left collision points become equal to 1. So it's as if there were collision coming from left or right. Does anyone know why this is doing this?

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  • Unreal 3 Editor (Unreal Tournament 3) Lifting vehicles (and spawners) using InterActors, strange collisions causing flying vehicles

    - by Gareth Jones
    Making a VCTF map with the Unreal Tournament 3 Editor, and thus have vehicles in it. Currently I have 2 walkways next to each other (Big enough for a vehicle). One of them (A InterActor) drops down, and a grate covers the hole until the vehicle respawns. Once its respawned the InterActor Walkway lifts the vehicle up (and the grate pulls back). However what I'm finding is that the vehicle seems to collide with something when it gets near the top. (Looks something like this: ----_ where _ is the moving InterActor and - is a walkway) I created a new map to test this, and found it seems the front of the scorpion collides with the walkway in front of it, however I don't know why, it physically (in terms of how it looks in game) does not touch the walkway in front of it, but its actions look like it has. Im using InterActors, and a vehicle spawner, looking like so How do I stop this from happening? Right now everything is perfect, except the vehicle keeps flying away every time its lifted up, likes it been forced in between the "lift" and another object!

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  • i am going to start learning to develop games, and have a very importent question

    - by levi s.
    so i am going to be starting to start learning to develop games soon, and i have already learned the basics of java. before i really go balls out. am i making a bad choice of language? should i stop now and move to c++ or c#? will that hinder me? is java going to hinder me worse? im kinda having regrets on saying "oh hey minecraft was made in java, it must be best!" im mainly asking, what should i do?

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  • A* how make natural look path?

    - by user11177
    I've been reading this: http://theory.stanford.edu/~amitp/GameProgramming/Heuristics.html But there are some things I don't understand, for example the article says to use something like this for pathfinding with diagonal movement: function heuristic(node) = dx = abs(node.x - goal.x) dy = abs(node.y - goal.y) return D * max(dx, dy) I don't know how do set D to get a natural looking path like in the article, I set D to the lowest cost between adjacent squares like it said, and I don't know what they meant by the stuff about the heuristic should be 4*D, that does not seem to change any thing. This is my heuristic function and move function: def heuristic(self, node, goal): D = 10 dx = abs(node.x - goal.x) dy = abs(node.y - goal.y) return D * max(dx, dy) def move_cost(self, current, node): cross = abs(current.x - node.x) == 1 and abs(current.y - node.y) == 1 return 19 if cross else 10 Result: The smooth sailing path we want to happen: The rest of my code: http://pastebin.com/TL2cEkeX

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  • How can I support the creation and rendering of both interior and exterior environments?

    - by Nick
    Say I already have a renderer that can support outdoor terrain and environment rendering. How would I go about adding support for interior environments (for example, like World of Warcraft's dungeons) to my game? I'm interested both in how I should fit the interiors into my content creation process (for example, I thought about leaving holes in the terrain mesh into which I can "paste" the interior dungeon mesh at runtime) and how to render them (it seems like I'd want a different rendering flow other than a blended texture rendering phase that terrain uses).

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  • Android: Layouts and views or a single full screen custom view?

    - by futlib
    I'm developing an Android game, and I'm making it so that it can run on low end devices without GPU, so I'm using the 2D API. I have so far tried to use Android's mechanisms such as layouts and activities where possible, but I'm beginning to wonder if it's not easier to just create a single custom view (or one per activity) and do all the work there. Here's an example of how I currently do things: I'm using a layout to display the game's background as an image view and the square game area, which is a custom view, centered in the middle. What would you say? Should I continue to use layouts where possible or is it more common/reasonable to just use a large custom view? I'm thinking that this would probably also make it easier to port my code to other platforms.

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  • How to perform simple collision detection?

    - by Rob
    Imagine two squares sitting side by side, both level with the ground like so: A simple way to detect if one is hitting the other is to compare the location of each side. They are touching if all of the following are false: The right square's left side is to the right of the left square's right side. The right square's right side is to the left of the left square's left side. The right square's bottom side is above the left square's top side. The right square's top side is below the left square's bottom side. If any of those are true, the squares are not touching. But consider a case like this, where one square is at a 45 degree angle: Is there an equally simple way to determine if those squares are touching?

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  • Improving the efficiency of frustum culling

    - by DeadMG
    I've got some code which performs frustum culling. However, this defines the "frustum" way too broadly- when I have ~10 objects on screen, the code returns 42 objects to be rendered. I've tried taking "slices" through the frustum to attempt to increase the accuracy of the technique, but it doesn't seem to have made much impact. I also significantly reduced the far plane, so that the objects are barely at the edge. Here's my code (where size is the size in screen space- the resolution of the client area of the window I'm rendering into). Any suggestions? auto&& size = GetDimensions(); D3DVIEWPORT9 vp = { 0, 0, size.x, size.y, 0, 1 }; D3DCALL(device->SetViewport(&vp)); static const int slices = 10; std::vector<Object*> result; for(int i = 0; i < slices; i++) { D3DXVECTOR3 WorldSpaceFrustrumPoints[8] = { D3DXVECTOR3(0, size.y, static_cast<float>(i) / slices), D3DXVECTOR3(size.x, 0, static_cast<float>(i) / slices), D3DXVECTOR3(size.x, size.y, static_cast<float>(i) / slices), D3DXVECTOR3(0, 0, static_cast<float>(i) / slices), D3DXVECTOR3(0, 0, static_cast<float>(i + 1) / slices), D3DXVECTOR3(size.x, 0, static_cast<float>(i + 1) / slices), D3DXVECTOR3(size.x, size.y, static_cast<float>(i + 1) / slices), D3DXVECTOR3(0, size.y, static_cast<float>(i + 1) / slices) }; D3DXMATRIXA16 Identity; D3DXMatrixIdentity(&Identity); D3DXVec3UnprojectArray( WorldSpaceFrustrumPoints, sizeof(D3DXVECTOR3), WorldSpaceFrustrumPoints, sizeof(D3DXVECTOR3), &vp, &Projection, &View, &Identity, 8 ); Math::AABB Frustrum; auto world_begin = std::begin(WorldSpaceFrustrumPoints); auto world_end = std::end(WorldSpaceFrustrumPoints); auto world_initial = WorldSpaceFrustrumPoints[0]; Frustrum.BottomLeftClosest.x = std::accumulate(world_begin, world_end, world_initial, [](D3DXVECTOR3 lhs, D3DXVECTOR3 rhs) { return lhs.x < rhs.x ? lhs : rhs; }).x; Frustrum.BottomLeftClosest.y = std::accumulate(world_begin, world_end, world_initial, [](D3DXVECTOR3 lhs, D3DXVECTOR3 rhs) { return lhs.y < rhs.y ? lhs : rhs; }).y; Frustrum.BottomLeftClosest.z = std::accumulate(world_begin, world_end, world_initial, [](D3DXVECTOR3 lhs, D3DXVECTOR3 rhs) { return lhs.z < rhs.z ? lhs : rhs; }).z; Frustrum.TopRightFurthest.x = std::accumulate(world_begin, world_end, world_initial, [](D3DXVECTOR3 lhs, D3DXVECTOR3 rhs) { return lhs.x > rhs.x ? lhs : rhs; }).x; Frustrum.TopRightFurthest.y = std::accumulate(world_begin, world_end, world_initial, [](D3DXVECTOR3 lhs, D3DXVECTOR3 rhs) { return lhs.y > rhs.y ? lhs : rhs; }).y; Frustrum.TopRightFurthest.z = std::accumulate(world_begin, world_end, world_initial, [](D3DXVECTOR3 lhs, D3DXVECTOR3 rhs) { return lhs.z > rhs.z ? lhs : rhs; }).z; auto slices_result = ObjectTree.collision(Frustrum); result.insert(result.end(), slices_result.begin(), slices_result.end()); } return result;

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  • How can I have multiple layers in my map array?

    - by Manl400
    How do I load Levels in my game, as in Layer 1 would be Objects, Layer 2 would be Characters and so on. I only need 3 layers, and they will all be put on top of each other. i.e having a flower with a transparent background to be put on grass or dirt on the layer below.I would like to Read From the same file too. How would i go about doing this? Any help would be appreciated. I load the map from a level file which are just numbers corresponding to a tile in the tilesheet. Here is the level file [Layer1] 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 [Layer2] 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 [Layer3] 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 And here is the code that interprets it void LoadMap(const char *filename, std::vector< std::vector <int> > &map) { std::ifstream openfile(filename); if(openfile.is_open()) { std::string line, value; int space; while(!openfile.eof()) { std::getline(openfile, line); if(line.find("[TileSet]") != std::string::npos) { state = TileSet; continue; } else if (line.find("[Layer1]") != std::string::npos) { state = Map; continue; } switch(state) { case TileSet: if(line.length() > 0) tileSet = al_load_bitmap(line.c_str()); break; case Map: std::stringstream str(line); std::vector<int> tempVector; while(!str.eof()) { std::getline(str, value, ' '); if(value.length() > 0) tempVector.push_back(atoi(value.c_str())); } map.push_back(tempVector); break; } } } else { } } and this is how it draws the map. Also the tile sheet is 1280 by 1280 and the tilesizeX and tilesizeY is 64 void DrawMap(std::vector <std::vector <int> > map) { int mapRowCount = map.size(); for(int i, j = 0; i < mapRowCount; i ++) { int mapColCount = map[i].size(); for (int j = 0; j < mapColCount; ++j) { int tilesetIndex = map[i][j]; int tilesetRow = floor(tilesetIndex / TILESET_COLCOUNT); int tilesetCol = tilesetIndex % TILESET_COLCOUNT; al_draw_bitmap_region(tileSet, tilesetCol * TileSizeX, tilesetRow * TileSizeY, TileSizeX, TileSizeY, j * TileSizeX, i * TileSizeX, NULL); } } } EDIT: http://i.imgur.com/Ygu0zRE.jpg

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  • Converting a DrawModel() using BasicEffect to one using Effect

    - by Fibericon
    Take this DrawModel() provided by MSDN: private void DrawModel(Model m) { Matrix[] transforms = new Matrix[m.Bones.Count]; float aspectRatio = graphics.GraphicsDevice.Viewport.Width / graphics.GraphicsDevice.Viewport.Height; m.CopyAbsoluteBoneTransformsTo(transforms); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), aspectRatio, 1.0f, 10000.0f); Matrix view = Matrix.CreateLookAt(new Vector3(0.0f, 50.0f, Zoom), Vector3.Zero, Vector3.Up); foreach (ModelMesh mesh in m.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.View = view; effect.Projection = projection; effect.World = gameWorldRotation * transforms[mesh.ParentBone.Index] * Matrix.CreateTranslation(Position); } mesh.Draw(); } } How would I apply a custom effect to a model with that? Effect doesn't have View, Projection, or World members. This is what they recommend replacing the foreach loop with: foreach (ModelMesh mesh in terrain.Meshes) { foreach (Effect effect in mesh.Effects) { mesh.Draw(); } } Of course, that doesn't really work. What else needs to be done?

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  • Can't use SFML sprite drawing and OpenGL rendering at the same time

    - by Ken
    I'm using some SFML built in functions to draw sprites and text as an overlay on top of some OpenGL rending in an SFML RenderWindow. The opengl rendering appears fine until I add the code to draw the sprites or text. The sprite or text drawing causes the OpenGL stuff to disappear. The follow code show what I'm trying to do sf::RenderWindow window(sf::VideoMode(viewport.width,viewport.height,32), "SFML Window"); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0,viewport.width,0,viewport.height,0,1); while (window.pollEvent(Event)) { //event handling... //begin drawing glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glBegin(GL_TRIANGLES); glColor3f(col.x,col.y,col.z); for(int i=0;i<3;i++) glVertex2f(pos.x+verts[i].x,pos.y+verts[i].y); glEnd(); // adding this line causes all the previous opengl triangles not to appear window.draw("Sometext"); window.display(); }

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  • Finding the shorter turning direction towards a target

    - by A.B.
    I'm trying to implement a type of movement where the object gradually faces the target. The problem I've run into is figuring out which turning direction is faster. The following code works until the object's orientation crosses the -PI or PI threshold, at which point it will start turning into the opposite direction void moveToPoint(sf::Vector2f destination) { if (destination == position) return; auto distance = distanceBetweenPoints(position, destination); auto direction = angleBetweenPoints(position, destination); /// Decides whether incrementing or decrementing orientation is faster /// the next line is the problem if (atan2(sin(direction - rotation), cos(direction - rotation)) > 0 ) { /// Increment rotation rotation += rotation_speed; } else { /// Decrement rotation rotation -= rotation_speed; } if (distance < movement_speed) { position = destination; } else { position.x = position.x + movement_speed*cos(rotation); position.y = position.y + movement_speed*sin(rotation); } updateGraphics(); } 'rotation' and 'rotation_speed' are implemented as custom data type for radians which cannot have values lower than -PI and greater than PI. Any excess or deficit "wraps around". For example, -3.2 becomes ~3.08.

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  • Problems using easing equations in C# XNA

    - by codinghands
    I'm having some trouble using the easing equations suggested by Robert Penner for ActionScript (http://www.robertpenner.com/easing/, and a Flash demo here) in my C# XNA game. Firstly, what is the definition of the following variables passed in as arguments to each equation? float t, float b, float c, float d I'm currently calculating the new X position of a sprite in the Update() loop, however even for the linear tween equation I'm getting some odd results. I'm using the following values: float t = gameTime.TotalGameTime.TotalMilliseconds; float d = 8000f; float b = x.Position.X; float c = (ScreenManager.Game.GraphicsDevice.Viewport.Width >> 1) - (x.Position.X + x.frameSize.X / 2); And this equation for linear easing: float val = c*t/d + b;

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  • Adding 'swerve' to a direction

    - by Skoder
    Hey. I'm not much of a maths expert, so this is probably quite straight forward. I was playing a soccer flash game where you take free kicks. You provide Power, Swerve and Direction. I'm reading up on vectors and such so I can use the direction and power information to shoot the ball with the correct velocity. What I don't understand is how the 'Swerve' information is used. What formula connects the Swerve information with the Direction and Power? (This is all in 2D) Thanks for any advice.

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  • GPU based procedual terrain borders?

    - by OnePie
    I'm working on a game that preferibly should feature a combination of designed and procedually generated terrain where the designer specifies in somewhat detailed terms what type of terrain a given area will have (grasslands, forest etc...) and then a precedual algorithm takes care of the rest. I'm not talking about minecraft style biomoes, but rather the game map for a strategy game. Each 'area' will not take up that much of the screen, and thus be more akin to a tile whose texture is procedually generated. While procedually generating terrain textures on the GPU are not that difficult, the hard part is making the borders between them look good. Currently, the 'tiles' are large enough to be visible (due to memory constraints mainly, we are talking planetary sized textures for a game taking place in space and on a continental ground view with seamless transitions between them) and creating good borders between them with an algorithm that is fast enough to be useful has proven difficult. Sampling the n-surrounding pixels and using the combiened result did not yield very good borders and was fairly slow on the GPU to boot (ca 12ms for me, that is without any lighning or shading and with very simple terrain texture shaders). So are there any practical known methods to solve this problem?

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  • Bump mapping Problem GLSL

    - by jmfel1926
    I am having a slight problem with my Bump Mapping project. Although everything works OK (at least from what I know) there is a slight mistake somewhere and I get incorrect shading on the brick wall when the light goes to the one side or the other as seen in the picture below: The light is on the right side so the shading on the wall should be the other way. I have provided the shaders to help find the issue (I do not have much experience with shaders). Shaders: varying vec3 viewVec; varying vec3 position; varying vec3 lightvec; attribute vec3 tangent; attribute vec3 binormal; uniform vec3 lightpos; uniform mat4 cameraMat; void main() { gl_TexCoord[0] = gl_MultiTexCoord0; gl_Position = ftransform(); position = vec3(gl_ModelViewMatrix * gl_Vertex); lightvec = vec3(cameraMat * vec4(lightpos,1.0)) - position ; vec3 eyeVec = vec3(gl_ModelViewMatrix * gl_Vertex); viewVec = normalize(-eyeVec); } uniform sampler2D colormap; uniform sampler2D normalmap; varying vec3 viewVec; varying vec3 position; varying vec3 lightvec; vec3 vv; uniform float diffuset; uniform float specularterm; uniform float ambientterm; void main() { vv=viewVec; vec3 normals = normalize(texture2D(normalmap,gl_TexCoord[0].st).rgb * 2.0 - 1.0); normals.y = -normals.y; //normals = (normals * gl_NormalMatrix).xyz ; vec3 distance = lightvec; float dist_number =length(distance); float final_dist_number = 2.0/pow(dist_number,diffuset); vec3 light_dir=normalize(lightvec); vec3 Halfvector = normalize(light_dir+vv); float angle=max(dot(Halfvector,normals),0.0); angle= pow(angle,specularterm); vec3 specular=vec3(angle,angle,angle); float diffuseterm=max(dot(light_dir,normals),0.0); vec3 diffuse = diffuseterm * texture2D(colormap,gl_TexCoord[0].st).rgb; vec3 ambient = ambientterm *texture2D(colormap,gl_TexCoord[0].st).rgb; vec3 diffusefinal = diffuse * final_dist_number; vec3 finalcolor=diffusefinal+specular+ambient; gl_FragColor = vec4(finalcolor, 1.0); }

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  • Can't export Blender model for use in jMonkeyEngine SDK

    - by Nathan Sabruka
    I have a scene rendered in blender called "civ1.blend" which contains multiple materials (for example, I have one called "white"). I want to use this model in jMonkeyEngine, so I used the OGRE exporter to create .scene and .material files. This gives me, for example, a civ1.scene file and a white.material file.However, when I then try to import civ1.scene into the jMonkeyEngine SDK, I get an error along the lines of "Cannot find material file 'civ1.material'". Like I said, I have a white.material file, but I do not have a civ1.material file. Did anyone encounter this problem? How do I fix this?

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  • Rendering scaled-down card images

    - by user1065145
    I have high-quality SVG card images, but they drastically lose their quality when I downsize them. I have tried two ways of rendering cards (using Inkscape and Imagemagics): 1) Render SVG to high-res PNG and resize it then: inkscape -D --export-png=QS1024.png --export-width=1024 QS.svg convert QS1024.png -filter Lanczos -sampling-factor 1x1 -resize 71x QS71.png 2) Render SVG to image of proper size at once: inkscape -D --export-png=QS71.png --export-width=71 QS.svg Both approaches generate blurry card images, which looks even worse than old Windows cards. What are the best way to generate smaller card images from SVG sources and not to loose their quality a lot? UPDATE: I am using Inkscape to render SVG - PNG and ImageMagick then to downsize PNG. I've tried using convert -resize with couple of filters (Lanczos/Mitchell/etc), but result was pretty much the same. Original: 71x raster:

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  • View Frustum Alternative

    - by Kuros
    I am working on a simulation project that requires me to have entities walking around in a 3D world. I have all that working, matrix transformations, etc. I'm at the point where I need what is essentially a view frustum, so I can give each entity a visible area. However, when looking over the calculations required to do it, it seems like a perspective frustum is only required to be able to project it onto a 2D screen. Is there another, easier to code solution, that would function better, such as an orthogonal perspective? Could I just define a shape mathematically and test wether the coordinates of the objects are inside or out? I am not really a 3D coder (and I am doing this all from scratch, not using an engine or anything), so I would like the simplest solution possible for my needs. Thank you!

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  • Explaining Asteroids Movement code

    - by Moaz ELdeen
    I'm writing an Asteroids Atari clone, and I want to figure out how the AI for the asteroids is done. I have came across that piece of code, but I can't get what it does 100% if ((float)rand()/(float)RAND_MAX < 0.5) { m_Pos.x = -app::getWindowWidth() / 2; if ((float)rand()/(float)RAND_MAX < 0.5) m_Pos.x = app::getWindowWidth() / 2; m_Pos.y = (int) ((float)rand()/(float)RAND_MAX * app::getWindowWidth()); } else { m_Pos.x = (int) ((float)rand()/(float)RAND_MAX * app::getWindowWidth()); m_Pos.y = -app::getWindowHeight() / 2; if (rand() < 0.5) m_Pos.y = app::getWindowHeight() / 2; } m_Vel.x = (float)rand()/(float)RAND_MAX * 2; if ((float)rand()/(float)RAND_MAX < 0.5) { m_Vel.x = -m_Vel.x; } m_Vel.y =(float)rand()/(float)RAND_MAX * 2; if ((float)rand()/(float)RAND_MAX < 0.5) m_Vel.y = -m_Vel.y;

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  • Application toolkits like QT versus traditional game/multimedia libraries like SFML

    - by Aaron
    I currently intend to use SFML for my next game project. I'll need a substantial GUI though (RPG/strategy-type) so I'll either have to implement my own or try to find an appropriate third party library, which seem to boil down to CEGUI, libRocket, and GWEN. At the same time, I do not anticipate doing that many advanced graphical effects. My game will be 2D and primarily sprite-based with some sprite animations. I've recently discovered that QT applications can have their appearance styled so that they don't have to look like plain OS apps. Given that, I am beginning to consider QT a valid alternative to SFML. I wouldn't have to implement the GUI functionality I'd need, and I may not be taking advantage of SFML's lower-level access anyway. The only drawbacks I can think of immediately are the learning curve for QT and figuring out how to fit game logic inside such a framework after getting used to the input/update/render loop of traditional game libraries. When would an application toolkit like QT be more appropriate for a game than a traditional game or multimedia library like SFML?

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  • How do I implement SkyBox in xna 4.0 Reach Profile (for Windows Phone 7)?

    - by Biny
    I'm trying to Implement SkyBox in my phone game. Most of the samples in the web are for HiDef profile, and they are using custom effects (that not supported on Windows Phone). I've tried to follow this guide. But for some reason my SkyBox is not rendered. This is my SkyBox class: using System; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Rocuna.Core; using Rocuna.GameEngine.Graphics; using Rocuna.GameEngine.Graphics.Components; namespace Rocuna.GameEngine.Extension.WP7.Graphics { /// <summary> /// Sky box element for phone games. /// </summary> public class SkyBox : SkyBoxBase { /// <summary> /// Initializes a new instance of the <see cref="SkyBoxBase"/> class. /// </summary> /// <param name="game">The Game that the game component should be attached to.</param> public SkyBox(TextureCube cube, Game game) : base(game) { Cube = cube; CubeFaces = new Texture2D[6]; PositionOffset = new Vector3(20, 20, 20); CreateGraphic(512); StripTexturesFromCube(); InitializeData(Game.GraphicsDevice); } #region Properties /// <summary> /// Gets or sets the position offset. /// </summary> /// <value> /// The position offset. /// </value> public Vector3 PositionOffset { get; set; } /// <summary> /// Gets or sets the position. /// </summary> /// <value> /// The position. /// </value> public Vector3 Position { get; set; } /// <summary> /// Gets or sets the cube. /// </summary> /// <value> /// The cube. /// </value> public TextureCube Cube { get; set; } /// <summary> /// Gets or sets the pixel array. /// </summary> /// <value> /// The pixel array. /// </value> public Color[] PixelArray { get; set; } /// <summary> /// Gets or sets the cube faces. /// </summary> /// <value> /// The cube faces. /// </value> public Texture2D[] CubeFaces { get; set; } /// <summary> /// Gets or sets the vertex buffer. /// </summary> /// <value> /// The vertex buffer. /// </value> public VertexBuffer VertexBuffer { get; set; } /// <summary> /// Gets or sets the index buffer. /// </summary> /// <value> /// The index buffer. /// </value> public IndexBuffer IndexBuffer { get; set; } /// <summary> /// Gets or sets the effect. /// </summary> /// <value> /// The effect. /// </value> public BasicEffect Effect { get; set; } #endregion protected override void LoadContent() { } public override void Update(GameTime gameTime) { var camera = Game.GetService<GraphicManager>().CurrentCamera; this.Position = camera.Position + PositionOffset; base.Update(gameTime); } public override void Draw(GameTime gameTime) { DrawOrder = int.MaxValue; var graphics = Effect.GraphicsDevice; graphics.DepthStencilState = new DepthStencilState() { DepthBufferEnable = false }; graphics.RasterizerState = new RasterizerState() { CullMode = CullMode.None }; graphics.BlendState = new BlendState(); graphics.SamplerStates[0] = SamplerState.AnisotropicClamp; graphics.SetVertexBuffer(VertexBuffer); graphics.Indices = IndexBuffer; Effect.Texture = CubeFaces[0]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 0, 2); Effect.Texture = CubeFaces[1]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 6, 2); Effect.Texture = CubeFaces[2]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 12, 2); Effect.Texture = CubeFaces[3]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 18, 2); Effect.Texture = CubeFaces[4]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 24, 2); Effect.Texture = CubeFaces[5]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 30, 2); base.Draw(gameTime); } #region Fields private List<VertexPositionNormalTexture> _vertices = new List<VertexPositionNormalTexture>(); private List<ushort> _indices = new List<ushort>(); #endregion #region Private methods private void InitializeData(GraphicsDevice graphicsDevice) { VertexBuffer = new VertexBuffer(graphicsDevice, typeof(VertexPositionNormalTexture), _vertices.Count, BufferUsage.None); VertexBuffer.SetData<VertexPositionNormalTexture>(_vertices.ToArray()); // Create an index buffer, and copy our index data into it. IndexBuffer = new IndexBuffer(graphicsDevice, typeof(ushort), _indices.Count, BufferUsage.None); IndexBuffer.SetData<ushort>(_indices.ToArray()); // Create a BasicEffect, which will be used to render the primitive. Effect = new BasicEffect(graphicsDevice); Effect.TextureEnabled = true; Effect.EnableDefaultLighting(); } private void CreateGraphic(float size) { Vector3[] normals = { Vector3.Right, Vector3.Left, Vector3.Up, Vector3.Down, Vector3.Backward, Vector3.Forward, }; Vector2[] textureCoordinates = { Vector2.One, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.Zero, Vector2.UnitX, Vector2.One, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.One, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.One, Vector2.UnitY, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.One, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.One, }; var index = 0; foreach (var normal in normals) { var side1 = new Vector3(normal.Z, normal.X, normal.Y); var side2 = Vector3.Cross(normal, side1); AddIndex(CurrentVertex + 0); AddIndex(CurrentVertex + 1); AddIndex(CurrentVertex + 2); AddIndex(CurrentVertex + 0); AddIndex(CurrentVertex + 2); AddIndex(CurrentVertex + 3); AddVertex((normal - side1 - side2) * size / 2, normal, textureCoordinates[index++]); AddVertex((normal - side1 + side2) * size / 2, normal, textureCoordinates[index++]); AddVertex((normal + side1 + side2) * size / 2, normal, textureCoordinates[index++]); AddVertex((normal + side1 - side2) * size / 2, normal, textureCoordinates[index++]); } } protected void StripTexturesFromCube() { PixelArray = new Color[Cube.Size * Cube.Size]; for (int s = 0; s < CubeFaces.Length; s++) { CubeFaces[s] = new Texture2D(Game.GraphicsDevice, Cube.Size, Cube.Size, false, SurfaceFormat.Color); switch (s) { case 0: Cube.GetData<Color>(CubeMapFace.PositiveX, PixelArray); CubeFaces[s].SetData<Color>(PixelArray); break; case 1: Cube.GetData(CubeMapFace.NegativeX, PixelArray); CubeFaces[s].SetData(PixelArray); break; case 2: Cube.GetData(CubeMapFace.PositiveY, PixelArray); CubeFaces[s].SetData(PixelArray); break; case 3: Cube.GetData(CubeMapFace.NegativeY, PixelArray); CubeFaces[s].SetData(PixelArray); break; case 4: Cube.GetData(CubeMapFace.PositiveZ, PixelArray); CubeFaces[s].SetData(PixelArray); break; case 5: Cube.GetData(CubeMapFace.NegativeZ, PixelArray); CubeFaces[s].SetData(PixelArray); break; } } } protected void AddVertex(Vector3 position, Vector3 normal, Vector2 textureCoordinates) { _vertices.Add(new VertexPositionNormalTexture(position, normal, textureCoordinates)); } protected void AddIndex(int index) { if (index > ushort.MaxValue) throw new ArgumentOutOfRangeException("index"); _indices.Add((ushort)index); } protected int CurrentVertex { get { return _vertices.Count; } } #endregion } }

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