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  • Rendering Texture Quad to Screen or FBO (OpenGL ES)

    - by Usman.3D
    I need to render the texture on the iOS device's screen or a render-to-texture frame buffer object. But it does not show any texture. It's all black. (I am loading texture with image myself for testing purpose) //Load texture data UIImage *image=[UIImage imageNamed:@"textureImage.png"]; GLuint width = FRAME_WIDTH; GLuint height = FRAME_HEIGHT; //Create context void *imageData = malloc(height * width * 4); CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); CGContextRef context = CGBitmapContextCreate(imageData, width, height, 8, 4 * width, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big); CGColorSpaceRelease(colorSpace); //Prepare image CGContextClearRect(context, CGRectMake(0, 0, width, height)); CGContextDrawImage(context, CGRectMake(0, 0, width, height), image.CGImage); glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); Simple Texture Quad drawing code mentioned here //Bind Texture, Bind render-to-texture FBO and then draw the quad const float quadPositions[] = { 1.0, 1.0, 0.0, -1.0, 1.0, 0.0, -1.0, -1.0, 0.0, -1.0, -1.0, 0.0, 1.0, -1.0, 0.0, 1.0, 1.0, 0.0 }; const float quadTexcoords[] = { 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0 }; // stop using VBO glBindBuffer(GL_ARRAY_BUFFER, 0); // setup buffer offsets glVertexAttribPointer(ATTRIB_VERTEX, 3, GL_FLOAT, GL_FALSE, 3*sizeof(float), quadPositions); glVertexAttribPointer(ATTRIB_TEXCOORD0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), quadTexcoords); // ensure the proper arrays are enabled glEnableVertexAttribArray(ATTRIB_VERTEX); glEnableVertexAttribArray(ATTRIB_TEXCOORD0); //Bind Texture and render-to-texture FBO. glBindTexture(GL_TEXTURE_2D, GLid); //Actually wanted to render it to render-to-texture FBO, but now testing directly on default FBO. //glBindFramebuffer(GL_FRAMEBUFFER, textureFBO[pixelBuffernum]); // draw glDrawArrays(GL_TRIANGLES, 0, 2*3); What am I doing wrong in this code? P.S. I'm not familiar with shaders yet, so it is difficult for me to make use of them right now.

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  • Coordinate and positioning problem on iOS with cocos2d-x

    - by Vexille
    I'm using cocos2d-x alongside with Marmalade and running some tests and tutorials before starting an actual project with them. So far things are working reasonably well on the windows simulator, Android and even on Blackberry's Playbook, but on iOS devices (iPhone and iPad) the positioning seems to be off. To make things clearer, I put together a scene that just draws an image in the middle of the screen. It worked as expected on everything else, but this is the result I got on an iPhone: To get the coordinates for the center of the screen I'm using the VisibleRect class from the TestCpp sample. It just uses sharedOpenGLView to get the visible size and visible origin, and calculate the center from that. CCSprite* test = CCSprite::create("Ball.png", CCRectMake(0, 0, 80, 80) ); test->setPosition( ccp(VisibleRect::center().x, VisibleRect::center().y) ); this->addChild(test); Also I have a noBorder policy set on AppDelegate: CCEGLView::sharedOpenGLView()->setDesignResolutionSize(designSize.width, designSize.height, kResolutionNoBorder); One funny thing is that I tried to deploy the TestCpp sample project to some iOS devices and it worked reasonably well on the iPhone, but on the iPad the application was only being drawn on a small portion of the screen - just like what happened on the iPhone when I tried using the ShowAll policy.

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  • Buffer System For Items

    - by Ohmages
    I am going to reference this image of what I want to accomplish in JavaScript. This is the Diablo buffer system. This question may be a bit advanced (or possibly not even allowed). But I was wondering how you might go about implementing this type of system in a JavaScript game. Currently to implement such a system in JavaScript escapes me, and I am turning to SO to get some suggestions, ideas, and hopefully some insight in how I could accomplish this without being to costly on the CPU. Some thoughts of mine for implementing such a system would be to: Create DIVS within a DIV that hold each position of the inventory Go through each item you own in a container and see which DIV it belongs to Make said item images the DIVs image This type of system might possibly work if ALL items were 1x1, but for this example its not going to work out. I am at a complete lost of ideas how to even accomplish this. Although, maybe rendering directly to the canvas and checking mouse cords could work, there would more than likely be A HUGE annoyance when checking if other items are overlapping each other (meaning you cant place the item down, and possibly switching item with the cursor item ). That said, what am I left with? Do I need to makeshift my own hack system with messy code, or is there some source out there (that I don't know about) that has replicated this type of system in their own game. I would be very grateful to get some replies on how you might go about doing this, and will accept answers that can logically explain how you might implement such a system (code is not required). P.S. Id like to use pure JavaScript, and nothing else (even though it might be "reinventing the wheel", I also like to learn).

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  • How do I do random isometric paths?

    - by user406470
    I'm working on an Isometric city generator, and I am looking for a little push in the right direction. I'm looking to randomly generate roads on a isometric plane. I have never done pathfinding before, and I've googled it and didn't find any articles relating to what I am trying to do. Basically, my program generates a random isometric city and, I am hoping to add roads to that. Any help is appreciated!

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  • How to blend the sprite into background?

    - by optimisez
    I try to blend the character into game but I still cannot remove the blue color in the sprite sheet and discover that the white area of sprite is semi-transparent. Before that, the color D3DCOLOR_XRGB(255, 255, 255) is set in D3DXCreateTextureFromFileEx. You will see the fireball through the sprite. After I change the color to D3DCOLOR_XRGB(0, 255, 255), the result will be Now, I am trying to remove the blue color of the sprite sheet and my expected result is something like that Until now, I still cannot figure out how to do that. Any ideas? void initPlayer() { // Create texture. hr = D3DXCreateTextureFromFileEx(d3dDevice, "player.png", 169, 44, D3DX_DEFAULT, NULL, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(0, 255, 255), NULL, NULL, &player); } void renderPlayer() { sprite->Draw(player, &playerRect, NULL, &D3DXVECTOR3(playerDest.X, playerDest.Y, 0),D3DCOLOR_XRGB(255, 255, 255)); } void initFireball() { hr = D3DXCreateTextureFromFileEx(d3dDevice, "fireball.png", 512, 512, D3DX_DEFAULT, NULL, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &fireball); } void renderFireball() { sprite->Draw(fireball, &fireballRect, NULL, &D3DXVECTOR3(fireballDest.X, fireballDest.Y, 0), D3DCOLOR_XRGB(255,255, 255)); }

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  • Could someone explain why my world reconstructed from depth position is incorrect?

    - by yuumei
    I am attempting to reconstruct the world position in the fragment shader from a depth texture. I pass in the 8 frustum points in world space and interpolate them across fragments and then interpolate from near to far by the depth: highp float depth = (2.0 * CameraPlanes.x) / (CameraPlanes.y + CameraPlanes.x - texture( depthTexture, textureCoord ).x * (CameraPlanes.y - CameraPlanes.x)); // Reconstruct the world position from the linear depth highp vec3 world = mix( nearWorldPos, farWorldPos, depth ); CameraPlanes.x is the near plane CameraPlanes.y is the far. Assuming that my frustum positions are correct, and my depth looks correct, why is my world position wrong? (My depth texture is of format GL_DEPTH_COMPONENT32F if that matters) Thanks! :D Update: Screenshot of world position http://imgur.com/sSlHd So you can see it looks nearly correct. However as the camera moves, the colours (positions) change, which they shouldnt. I can get this to work, if I do the following: Write this into the depth attachment in the previous pass: gl_FragDepth = gl_FragCoord.z / gl_FragCoord.w / CameraPlanes.y; and then read the depth texture like so: depth = texture( depthTexture, textureCoord ).x However this will kill the hardware z buffer optimizations.

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  • Using glReadBuffer/glReadPixels returns black image instead of the actual image only on Intel cards

    - by cloudraven
    I have this piece of code glReadBuffer( GL_FRONT ); glReadPixels( 0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer ); Which works just perfectly in all the Nvidia and AMD GPUs I have tried, but it fails in almost every single Intel built-in video that I have tried. It actually works in a very old 945GME, but fails in all the others. Instead of getting a screenshot I am actually getting a black screen. If it helps, I am working with the Doom3 Engine, and that code is derived from the built-in screen capture code. By the way, even with the original game I cannot do screen capture on those intel devices anyway. My guess is that they are not implementing the standard correctly or something. Is there a workaround for this?

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  • Will we see a trend of stereoscopic 3D games coming up in the near future?

    - by Vish
    I've noticed that the trend of movies is diving into the world of movies with 3-dimensional camera.For me it provoked a thought as if it was the same feeling people got when they saw a colour movie for the first time, like in the transition from black and white to colour it is a whole new experience. For the first time we are experiencing the Z(depth) factor and I really mean when I said "experiencing". So my question is or maybe if not a question, but Is there a possibility of a genre of 3d camera games upcoming?

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  • What are some good resources for creating a game engine in XNA?

    - by Glasser
    I'm currently a student game programmer working on an indie project. We have a team of eleven people (five programmers, four artists, and two audio designers) aboard, all working hard to help design this game. We've been meeting for months now and so far we have a pretty buffed out Game Design Document as well as much audio/visual concept art. Our programmers are itching to progress on our own end. Each person in our programming team is well versed in C++, but is very familiar with C#. We have enough experience and skill that we're confident that we will be successful with our game, and we're looking to build our own game engine in XNA as it seems like it would be worth our time and effort in the end. The game itself will be a 2D beat 'em up style game to be released over xbox live and the PC. It's play style will be similar to that of Castle Crashers or Scott Pilgrim vs The World. We want to design the game engine to allow us to better implement our assets into the game as well as to simplify the creation of design elements/mechanics. Currently between our programmers, we have books such as "XNA 4.0" and "Game Coding Complete, Third Edition," but we'd still like more information on both XNA and (especially) building a game engine from scratch. What are any other good books, websites, or resources we could use to further map out and program our game engine?

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  • GestureListener's fling method doesn't get called

    - by nosferat
    I'm using SimpleGestureDetector from the libgdx-users Wiki as my InputProcessor. I set it in the created() method: Gdx.input.setInputProcess(new SimpleDirectionGestureDetector(charController)); charController is my class which implements the DirectionListener interface defined in the SimpleDirectionGestureDetector class and it is responsible for moving the player character. However the character doesn't change direction when I'm performing a fling action in any direction. I've checked and the fling() method in the SimpleDirectionGesture class doesn't get called and I have no idea why, since everything seems good. What am I doing wrong?

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  • Simple thruster like behaviour when rotating sprite

    - by ensamgud
    I'm prototyping some 2D game concepts with XNA and have added some basic keyboard inputs to control a triangle sprite. When I press key up the sprite accelerates in it's current facing direction, when I release the key it brakes down. For rotation, when I press left/right keys I rotate the sprite. Currently the sprite immedately changes direction when I rotate it. What I want is for it to keep moving in the same direction when I rotate, until I hit key up, adding thrust in whatever direction the sprite is pointing at. This would simulate thrusters on a classic space shooter like Asteroids. I'm adding an image to describe the behaviour I'm after and some code samples of how I'm doing things at the moment. This is my player struct, holding information of the sprite. public struct PlayerData { public Vector2 Position; // where to draw the sprite public Vector2 Direction; // travel direction of sprite public float Angle; // rotation of sprite public float Velocity; public float Acceleration; public float Decelleration; public float RotationAcceleration; public float RotationDecceleration; public float TopSpeed; public float Scale; } This is how I'm currently handling thrusting / braking (when pressing/releasing key up) (simplified, removed some bounds checking etc): player.Velocity += player.Acceleration * 0.1f; player.Velocity -= player.Acceleration * 0.1f; And when I rotate the sprite left and right: player.Angle -= player.RotationAcceleration * 0.1f; player.Angle += player.RotationAcceleration * 0.1f; This runs in the update loop, keeps the direction updated and updates the position: Vector2 up = new Vector2(0f, -1f); Matrix rotMatrix = Matrix.CreateRotationZ(player.Angle); player.Direction = Vector2.Transform(up, rotMatrix); player.Direction *= player.Velocity; player.Position += player.Direction; I am following along various beginner tutorials and haven't found any describing this, but I have tried some on my own without success. Do I need to change my velocity and acceleration fields to Vectors instead of floats to accomplish this type of movement? I realise my Angle and the Direction vector is currently tied together and I need to disconnect these somehow to be able to rotate freely without changing the direction of the movement, but I can't quite figure out how to do this while keeping the acceleration/decceleration functional. Would appreciate an explanation rather than pure code samples. Thanks,

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  • Using box2d DrawDebugData with multi layer scene ?

    - by Mr.Gando
    In my Game, a Scene is composed by several layers. Each layer has different camera transformations. This way I can have a layer at z=3 (GUI), z=2 (Monsters), z=1 (scrolling background), and this 3 layers compose my whole Scene. My render loop looks something like: renderLayer() applyTransformations() renderVisibleEntities() renderChildLayers() end If I call DrawDebugData() in the render loop, the whole b2world debug data will be rendered once for each layer in my scene, this generates a mess, because the "debug boxes" get duplicated, some of them get the camera transformations applied and some of them don't, etc. What I would like to do, would be to make DrawDebugData to draw only certain debug boxes. In that way, I could call something like b2world->DrawDebugDataForLayer(int layer_id) and call that on each layer like : renderLayer() applyTransformations() renderVisibleEntities() //Only render my corresponding layer debug data b2world->DrawDebugDataForLayer(layer_id) renderChildLayers() end Is there a way to subclass b2World so I could add this functionality ( specific to my game ) ? If not, what would be the best way to achieve this (Cocos2d uses a similar scene graph approach and box2d, but I'm not sure if debugDraw works in Cocos2d... ) Thanks

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  • Remove enemy when bullet hits enemy

    - by jordi12100
    For my education I have to make a basic game in HTML5 canvas. The game is a shooter game. When you can move left - right and space is shoot. When I shoot the bullets will move up. The enemy moves down. When the bullet hits the enemy the enemy has to dissapear and it will gain +1 score. But the enemy will dissapear after it comes up the screen. Demo: http://jordikroon.nl/test.html space = shoot + enemy shows up This is my code: for (i=0;i<enemyX.length;i++) { if(enemyX[i] > canvas.height) { enemyY.splice(i,1); enemyX.splice(i,1); } else { enemyY[i] += 5; moveEnemy(enemyX[i],enemyY[i]); } } for (i=0;i<bulletX.length;i++) { if(bulletY[i] < 0) { bulletY.splice(i,1); bulletX.splice(i,1); } else { bulletY[i] -= 5; moveBullet(bulletX[i],bulletY[i]); for (ib=0;ib<enemyX.length;ib++) { if(bulletX[i] + 50 < enemyX[ib] || enemyX[ib] + 50 < bulletX[i] || bulletY[i] + 50 < enemyY[ib] || enemyY[ib] + 50 < bulletY[i]) { ++score; enemyY.splice(i,1); enemyX.splice(i,1); } } } } Objects: function moveBullet(posX,posY) { //console.log(posY); ctx.arc(posX, (posY-150), 10, 0 , 2 * Math.PI, false); } function moveEnemy(posX,posY) { ctx.rect(posX, posY, 50, 50); ctx.fillStyle = '#ffffff'; ctx.fill(); }

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  • Best way to go for simple online multi-player games?

    - by Mr_CryptoPrime
    I want to create a trivia game for my website. The graphic design does not have to be too fancy, probably no more advanced than a typical flash game. It needs to be secure because I want users to be able to play for real money. It also needs to run fast so users don't spend their time frustrated with game freezing. Compatibility, as with almost all online products, is key because of the large target market. I am most acquainted with Java programming, but I don't want to do it in Java if there is something much better. I am assuming I will have to utilize a variety of different languages in order for everything to come together. If someone could point out the main structure of everything so I could get a good start that would be great! 1) Language choice for simple secure online multiplayer games? 2) Perhaps use a database like MySQL, stored on a secure server for the trivia questions? 3) Free educational resources and even simpler projects to practice? Any ideas or suggestions would be helpful...Thanks!

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  • How to solve problems with movement in simple tile based multiplayer game?

    - by Murlo
    I'm making a simple tile based 2D multiplayer game in JavaScript using socket.io where you can move one tile every 200 ms. The two solutions I've tried are as follows: The client sends "walk one tile north" every 200 ms. Problem: People can easily hack the client to send the action more often. The client sends "walking north" and "stopped walking". Problem: Sometimes the player moves extra steps when "stopped walking" doesn't arrive in time. Do you know a way around these problems or is there a better way to do it? EDIT: Regarding the first solution I've tried adding validation on the server to check if it has been 200 ms since last movement. The problem is that latency still encourages people just to spam the action as much as possible, giving them an unfair advantage.

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  • Accessing managers from game entities/components

    - by Boreal
    I'm designing an entity-component engine in C# right now, and all components need to have access to the global event manager, which sends off inter-entity events (every entity also has a local event manager). I'd like to be able to simply call functions like this: GlobalEventManager.Publish("Foo", new EventData()); GlobalEventManager.Subscribe("Bar", OnBarEvent); without having to do this: class HealthComponent { private EventManager globalEventManager; public HealthComponent(EventManager gEM) { globalEventManager = gEM; } } // later on... EventManager globalEventManager = new EventManager(); Entity playerEntity = new Entity(); playerEntity.AddComponent(new HealthComponent(globalEventManager)); How can I accomplish this? EDIT: I solved it by creating a singleton called GlobalEventManager. It derives from the local EventManager class and I use it like this: GlobalEventManager.Instance.Publish("Foo", new EventData());

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  • How was 20Q made?

    - by Dan the Man
    Ever since I was a kid, I've wondered how they made the 20Q electronic game. In this game, which is it's on device, you think of an object, thing, or animal (e.g. a potato or a donkey), once you mentally choose your thing, the device goes through a series of questions such as: Is it larger than a loaf of bread? Is it found outdoors? Is it used for recreation? For each of the questions you can answer yes, no, maybe, or unknown. The way I've always thought of it to work was with immense, nested conditionals (if statements). But, I don't think that would be very likely as it would be terribly difficult to understand while coding it. I'm not looking for a discussion as SE doesn't allow it; I'm looking for concrete knowledge or solutions.

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  • most efficient AABB vs Ray collision algorithms

    - by Asher Einhorn
    Is there a known 'most efficient' algorithm for AABB vs Ray collision detection? I recently stumbled accross Arvo's AABB vs Sphere collision algorithm, and I am wondering if there is a similarly noteworthy algorithm for this. One must have condition for this algorithm is that I need to have the option of querying the result for the distance from the ray's origin to the point of collision. having said this, if there is another, faster algorithm which does not return distance, then in addition to posting one that does, also posting that algorithm would be very helpful indeed. Please also state what the function's return argument is, and how you use it to return distance or a 'no-collision' case. For example, does it have an out parameter for the distance as well as a bool return value? or does it simply return a float with the distance, vs a value of -1 for no collision? (For those that don't know: AABB = Axis Aligned Bounding Box)

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  • Infinite terrain shadows

    - by user35399
    I'm creating an infinite terrain engine, which generates the terrain either with fractals or noise. How can I make dynamic shadows for the sun on this terrain, if I don't know in advance what will be rendered in front of the sun. My terrain: The sun is the only light, it is directional, my terrain is generated on a plane which is positioned before the camera, frustum culled and fits the size of the viewing frustum. It is height mapped with generated noise texture, and using tessellation shaders on it. Video:http://www.youtube.com/watch?v=tk6yFwYusOs Dynamic shadows with the infinite terrain.

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  • I Don't Understand Anything About Randomly Generated Worlds [closed]

    - by Alex Larsen
    What tools do I need to make a Minecraft-like generated world? I heard about Perlin noise and Simplex, but I don't understand anything about them. So far all I found on the internet was a Simplex version for C#, and all it has is functions, and this is what I get: Console.WriteLine(Noise.Generate(SomeNumber, SomeNumber, SumNumber)); Outputs random floats. I'm really lost. I don't understand the whole random generated worlds concept. Can someone help me? And if I use the noise thing I don't understand how to use it.

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  • Preventing item duplication?

    - by PuppyKevin
    For my game, there's two types of items - stackable, and nonstackable. Nonstackable items get assigned a unique ID that stays with it forever. A character ID is assosicated with the item, as is a state (CHANGED, UNCHANGED, NEW, REMOVED). The character ID and state is used for item saving purposes. Stackable items have one unique ID, as in the entire stack has one unique ID. For example: 5 Potions (stacked ontop of each other) has one unique ID. When dropping a nonstackable item, the state gets set to REMOVED, and the unique ID and state don't change. If picked up by another player, the state gets set to NEW, and the character ID gets changed to the new character's ID. When dropping all items in a stack of stackable items (for example, 5 potions out of 5) - it behaves just like a nonstackable item. When dropping some of a stack of stackable items (for example, 3 potions out of 5)... I really have no clue what to do. The 3 dropped potions have the state of REMOVED, but the same unique ID and character ID. If another player picks it up, it has no choice but to obtain a new unique ID, and its state gets changed to NEW and its character ID to the new one. If the dropping player picks it back up, they'd just be readded to the stack. There's two issues with that though. 1. If the player who dropped the 3 potions picks it back up, there's no way to tell if they legitimately dropped the items, or if they're duped items. 2. If another player picks up the 3 potions (assuming they're duped), there's no way to know if they're duped or not. My question is: How can I create a system that detects duplicated items for both nonstackable and stackable items?

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  • What causes the iOS OpenGLES driver to allocate extra memory?

    - by Martin Linklater
    I'm trying to optimize the memory usage of our iOS game and I'm puzzled about when/why the iOS GLES driver allocates extra memory at runtime... When I run our game through Instruments with the OpenGL ES Driver instrument the gartUsedBytes value can fluctuate quite wildly. We preload all our textures and build the buffer objects up front, so it's not the game engine requesting extra memory from GL. Currently we are manually requesting around 50MB of GL memory, yet the gartUsedBytes value sits at around 90MB most of the time, peaking at 125MB from time to time. It seems to be linked to what you are rendering that frame - our PVS only submits VBO's for visible meshes. Can anyone shed some light on what the driver is doing in the background ? Like I said earlier, all our game engine allocations are done on level load, so in theory there shouldn't be any fluctuation on GL memory usage while the level is running. Thanks.

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  • OpenGL Get Rotated X and Y of quad

    - by matejkramny
    I am developing a game in 2D using LWJGL library. So far I have a rotating box. I have done basic Rectangle collision, but it doesn't work for rotated rectangles. Does OpenGL have a function that returns the vertices of rotated rectangle? Or is there another way of doing this using trigonometry? I had researched how to do this and everything I found was using some matrix that I don't understand so I am asking if there is another way of doing this. For clarification, I am trying to find out the true (rotated) X,Y of each point of the rectangle. Let's say, the first point of a rectangle (top,left) has x=10 y=10.. Width and height is 100 pixels. When I rotate the rectangle using glRotatef() the x and y stay the same. The rotation is happening inside OpenGL. I need to extract the x,y of the rectangle so I can detect collisions properly.

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  • Multiple objects listening for the same key press

    - by xiaohouzi79
    I want to learn the best way to implement this: I have a hero and an enemy on the screen. Say the hero presses "k" to get out a knife, I want the enemy to react in a certain way. Now, if in my game loop I have a listener for the key press event and I identify a "k" was pressed, the quick and easy way would be to do: // If K pressed // hero.getOoutKnife() // enemy.getAngry() But what is commonly done in more complex games, where say I have 10 types of character on screen and they all need to react in a unique way when the letter "k" is pressed? I can think of a bunch of hacky ways to do this, but would love to know how it should be done properly. I am using C++, but I'm not looking for a code implementation, just some ideas on how it should be done the right way.

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  • How much to pay for artwork in an indie game?

    - by f20k
    I am an indie developer and I need some detailed artwork. How much is reasonable to pay an artist for say 20 character designs? I know it depends on the artist's skills, etc, but I am wondering what to expect so that I can budget it. Edit: Let's say cartoon-ish art (Example - not necessarily in that level of detail but that kind of cartoony-art style). No 3-d modelling - The art will be used as still images in game and for promotional reasons. I'd provide a base sprite design for them to expand on and detail. Also, some numbers would be nice - I like numbers. Even a range is helpful. Like: expect to spend $x2 ~ $x1 for top-notch and $y2 ~ $y1 for decent quality. I understand I can ask at some indie-help site but, if an artist says something like $1000 for 20 designs, I wouldn't have any idea if it's reasonable / good deal / bad idea etc.

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