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  • Error instantiating Texture2D in MonoGame for Windows 8 Metro Apps

    - by JimmyBoh
    I have an game which builds for WindowsGL and Windows8. The WindowsGL works fine, but the Windows8 build throws an error when trying to instantiate a new Texture2D. The Code: var texture = new Texture2D(CurrentGame.SpriteBatch.GraphicsDevice, width, 1); // Error thrown here... texture.setData(FunctionThatReturnsColors()); You can find the rest of the code on Github. The Error: SharpDX.SharpDXException was unhandled by user code HResult=-2147024809 Message=HRESULT: [0x80070057], Module: [Unknown], ApiCode: [Unknown/Unknown], Message: The parameter is incorrect. Source=SharpDX StackTrace: at SharpDX.Result.CheckError() at SharpDX.Direct3D11.Device.CreateTexture2D(Texture2DDescription& descRef, DataBox[] initialDataRef, Texture2D texture2DOut) at SharpDX.Direct3D11.Texture2D..ctor(Device device, Texture2DDescription description) at Microsoft.Xna.Framework.Graphics.Texture2D..ctor(GraphicsDevice graphicsDevice, Int32 width, Int32 height, Boolean mipmap, SurfaceFormat format, Boolean renderTarget) at Microsoft.Xna.Framework.Graphics.Texture2D..ctor(GraphicsDevice graphicsDevice, Int32 width, Int32 height) at BrewmasterEngine.Graphics.Content.Gradient.CreateHorizontal(Int32 width, Color left, Color right) in c:\Projects\Personal\GitHub\BrewmasterEngine\BrewmasterEngine\Graphics\Content\Gradient.cs:line 16 at SampleGame.Menu.Widgets.GradientBackground.UpdateBounds(Object sender, EventArgs args) in c:\Projects\Personal\GitHub\BrewmasterEngine\SampleGame\Menu\Widgets\GradientBackground.cs:line 39 at SampleGame.Menu.Widgets.GradientBackground..ctor(Color start, Color stop, Int32 scrollamount, Single scrollspeed, Boolean horizontal) in c:\Projects\Personal\GitHub\BrewmasterEngine\SampleGame\Menu\Widgets\GradientBackground.cs:line 25 at SampleGame.Scenes.IntroScene.Load(Action done) in c:\Projects\Personal\GitHub\BrewmasterEngine\SampleGame\Scenes\IntroScene.cs:line 23 at BrewmasterEngine.Scenes.Scene.LoadScene(Action`1 callback) in c:\Projects\Personal\GitHub\BrewmasterEngine\BrewmasterEngine\Scenes\Scene.cs:line 89 at BrewmasterEngine.Scenes.SceneManager.Load(String sceneName, Action`1 callback) in c:\Projects\Personal\GitHub\BrewmasterEngine\BrewmasterEngine\Scenes\SceneManager.cs:line 69 at BrewmasterEngine.Scenes.SceneManager.LoadDefaultScene(Action`1 callback) in c:\Projects\Personal\GitHub\BrewmasterEngine\BrewmasterEngine\Scenes\SceneManager.cs:line 83 at BrewmasterEngine.Framework.Game2D.LoadContent() in c:\Projects\Personal\GitHub\BrewmasterEngine\BrewmasterEngine\Framework\Game2D.cs:line 117 at Microsoft.Xna.Framework.Game.Initialize() at BrewmasterEngine.Framework.Game2D.Initialize() in c:\Projects\Personal\GitHub\BrewmasterEngine\BrewmasterEngine\Framework\Game2D.cs:line 105 at Microsoft.Xna.Framework.Game.DoInitialize() at Microsoft.Xna.Framework.Game.Run(GameRunBehavior runBehavior) at Microsoft.Xna.Framework.Game.Run() at Microsoft.Xna.Framework.MetroFrameworkView`1.Run() InnerException: Is this an error that needs to be solved in MonoGame, or is there something that I need to do differently in my engine and game?

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  • what is the best way to use loops to detect events while the main loop is running?

    - by yao jiang
    I am making an "game" that has pathfinding using pygame. I am using Astar algo. I have a main loop which draws the whole map. In the loop I check for events. If user press "enter" or "space", random start and end are selected, then animation starts and it will try to get from start to end. My draw function is stupid as hell right now, it works as expected but I feel that I am doing it wrong. It'll draw everything to the end of the animation. I am also detecting events in there as well. What is a better way of implementing the draw function such that it will draw one "step" at a time while checking for events? animating = False; while loop: check events: if not animating: # space or enter press will choose random start/end coords if enter_pressed or space_pressed: start, end = choose_coords route = find_route(start, end) draw(start, end, grid, route) else: # left click == generate an event to block the path # right click == user can choose a new destination if left_mouse_click: gen_event() reroute() elif right_mouse_click: new_end = new_end() new_start = current_pos() route = find_route(new_start, new_end) draw(new_start, new_end, grid, route) # draw out the grid def draw(start, end, grid, route_coord): # draw the end coords color = red; pick_image(screen, color, width*end[1],height*end[0]); pygame.display.flip(); # then draw the rest of the route for i in range(len(route_coord)): # pausing because we want animation time.sleep(speed); # get the x/y coords x,y = route_coord[i]; event_on = False; if grid[x][y] == 2: color = green; elif grid[x][y] == 3: color = blue; for event in pygame.event.get(): if event.type == pygame.MOUSEBUTTONDOWN: if event.button == 3: print "destination change detected, rerouting"; # get mouse position, px coords pos = pygame.mouse.get_pos(); # get grid coord c = pos[0] // width; r = pos[1] // height; grid[r][c] = 4; end = [r, c]; elif event.button == 1: print "user generated event"; pos = pygame.mouse.get_pos(); # get grid coord c = pos[0] // width; r = pos[1] // height; # mark it as a block for now grid[r][c] = 1; event_on = True; if check_events([x,y]) or event_on: # there is an event # mark it as a block for now grid[y][x] = 1; pick_image(screen, event_x, width*y, height*x); pygame.display.flip(); # then find a new route new_start = route_coord[i-1]; marked_grid, route_coord = find_route(new_start, end, grid); draw(new_start, end, grid, route_coord); return; # just end draw here so it wont throw the "index out of range" error elif grid[x][y] == 4: color = red; pick_image(screen, color, width*y, height*x); pygame.display.flip(); # clear route coord list, otherwise itll just add more unwanted coords route_coord_list[:] = [];

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  • Collision detection, stop gravity

    - by Scott Beeson
    I just started using Gamemaker Studio and so far it seems fairly intuitive. However, I set a room to "Room is Physics World" and set gravity to 10. I then enabled physics on my player object and created a block object to match a platform on my background sprite. I set up a Collision Detection event for the player and the block objects that sets the gravity to 0 (and even sets the vspeed to 0). I also put a notification in the collision event and I don't get that either. I have my key down and key up events working well, moving the player left and right and changing the sprites appropriately, so I think I understand the event system. I must just be missing something simple with the physics. I've tried making both and neither of the objects "solid". Pretty frustrating since it looks so easy. The player starting point is directly above the block object in the grid and the player does fall through the block. I even made the block sprite solid red so I could see it (initially it was invisible, obviously).

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  • building a game for different resoulution phones

    - by Jason
    Hi, I am starting some tests for building a game on the android program. So far everything is working and seems nice. However I do not understand how to make sure my game looks correct on all phones as the all will have slightly different screen ratios (and even very different on some odd phones) What I am doing right now is making a view frustrum ( could also be ortho ) which I set to go from -ratio to +ratio ( as I have seen on many examples) however this causes my test shape to be stretched and sometimes cut off by the edge of the screen. I am tilting my phone to landscape to do my tests ( a bit extreame) but it should still render correctly if I have dome things right. Should I be scaling by some ratio before drawing or something? An example would be greatly apriciated PS I am doing a 2d game

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  • D3D11 how to simulate multiple depth channels

    - by Nock
    Here's what I'd like to achieve: Rendering a first pass of objects in my scene, using standard depth comparison Rendering another pass of objects in the same scene, but with the following rules: A Pixel of the 2nd pass always override the first pass (no depth compare between them) Use Depth comparison between pixels written from the second pass. In English I want depth comparison made inside each pass but I always want the second pass pixels to override the first pass ones. Some things I've thought: I tried to think about using stencil to solve this, but I couldn't find a way. I know I could render into a separate target the second pass then composite the result into the first, but I'd like to avoid that. I could use two separate Depth Buffer, one dedicated to each pass. (I never tried, but I figure it's possible to switch the depth buffer in a Render Target "on the fly") Any idea of the best solution? Thanks

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  • What's the most efficient way to find barycentric coordinates?

    - by bobobobo
    In my profiler, finding barycentric coordinates is apparently somewhat of a bottleneck. I am looking to make it more efficient. It follows the method in shirley, where you compute the area of the triangles formed by embedding the point P inside the triangle. Code: Vector Triangle::getBarycentricCoordinatesAt( const Vector & P ) const { Vector bary ; // The area of a triangle is real areaABC = DOT( normal, CROSS( (b - a), (c - a) ) ) ; real areaPBC = DOT( normal, CROSS( (b - P), (c - P) ) ) ; real areaPCA = DOT( normal, CROSS( (c - P), (a - P) ) ) ; bary.x = areaPBC / areaABC ; // alpha bary.y = areaPCA / areaABC ; // beta bary.z = 1.0f - bary.x - bary.y ; // gamma return bary ; } This method works, but I'm looking for a more efficient one!

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  • Game Center Leaderboard not dismissing

    - by FireStorm
    I was implementing Game Center into my app and all was going well except for the leaderboard done button not dismissing the leaderboard even with gameCenterControllerDidFinish added in. I call up the leaderboard with the touch of a button in the .m file as so: - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [touches anyObject]; CGPoint location = [touch locationInNode:self]; SKNode *node = [self nodeAtPoint:location]; if ([node.name isEqualToString:@"rankButton"]) { [self runAction:[SKAction playSoundFileNamed:@"fishtran.m4a" waitForCompletion: NO]]; GKGameCenterViewController *gameCenterController = [[GKGameCenterViewController alloc] init]; if (gameCenterController != nil) { gameCenterController.viewState = GKGameCenterViewControllerStateAchievements; UIViewController *vc = self.view.window.rootViewController; [vc presentViewController: gameCenterController animated: YES completion:nil]; } } else if ([node.name isEqualToString:@"Leaderboard"]) { GKGameCenterViewController *gameCenterController = [[GKGameCenterViewController alloc] init]; if (gameCenterController != nil) { gameCenterController.viewState = GKGameCenterViewControllerStateLeaderboards; UIViewController *vc = self.view.window.rootViewController; [vc presentViewController: gameCenterController animated: YES completion:nil]; } } ... and then I added thegameCenterControllerDidFinish immediately after as so: - (void)gameCenterControllerDidFinish:(GKGameCenterViewController*)gameCenterController { UIViewController *vc = self.view.window.rootViewController; [vc dismissViewControllerAnimated:YES completion:nil]; } and the done button still doesn't work and i haven't been able to find any solutions. And yes, I do have GKGameCenterControllerDelegate in my .h file. Any help would be greatly appreciated, Thanks!

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  • SharpDX/D3D: How to implement and draw fonts/text

    - by Dmitrij A
    I am playing with SharpDX (Direct3D for .NET) without using "Toolkit", already finished with basic rendering 3D models. But now i am wondering how to program/create fonts for game (2D), or how to simple draw variable text to output with Direct3D? (it is not as SharpDX question as common Direct3D question, how to start with game GUIs? And what should i do to program simple GUI's like menu for a game (generally i understand that it's shaders).

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  • C++ property system interface for game editors (reflection system)

    - by Cristopher Ismael Sosa Abarca
    I have designed an reusable game engine for an project, and their functionality is like this: Is a completely scripted game engine instead of the usual scripting languages as Lua or Python, this uses Runtime-Compiled C++, and an modified version of Cistron (an component-based programming framework).to be compatible with Runtime-Compiled C++ and so on. Using the typical GameObject and Component classes of the Component-based design pattern, is serializable via JSON, BSON or Binary useful for selecting which objects will be loaded the next time. The main problem: We want to use our custom GameObjects and their components properties in our level editor, before used hardcoded functions to access GameObject base class virtual functions from the derived ones, if do you want to modify an property specifically from that class you need inside into the code, this situation happens too with the derived classes of Component class, in little projects there's no problem but for larger projects becomes tedious, lengthy and error-prone. I've researched a lot to find a solution without luck, i tried with the Ogitor's property system (since our engine is Ogre-based) but we find it inappropiate for the component-based design and it's limited only for the Ogre classes and can lead to performance overhead, and we tried some code we find in the Internet we tested it and worked a little but we considered the macro and lambda abuse too horrible take a look (some code omitted): IWE_IMPLEMENT_PROP_BEGIN(CBaseEntity) IWE_PROP_LEVEL_BEGIN("Editor"); IWE_PROP_INT_S("Id", "Internal id", m_nEntID, [](int n) {}, true); IWE_PROP_LEVEL_END(); IWE_PROP_LEVEL_BEGIN("Entity"); IWE_PROP_STRING_S("Mesh", "Mesh used for this entity", m_pModelName, [pInst](const std::string& sModelName) { pInst->m_stackMemUndoType.push(ENT_MEM_MESH); pInst->m_stackMemUndoStr.push(pInst->getModelName()); pInst->setModel(sModelName, false); pInst->saveState(); }, false); IWE_PROP_VECTOR3_S("Position", m_vecPosition, [pInst](float fX, float fY, float fZ) { pInst->m_stackMemUndoType.push(ENT_MEM_POSITION); pInst->m_stackMemUndoVec3.push(pInst->getPosition()); pInst->saveState(); pInst->m_vecPosition.Get()[0] = fX; pInst->m_vecPosition.Get()[1] = fY; pInst->m_vecPosition.Get()[2] = fZ; pInst->setPosition(pInst->m_vecPosition); }, false); IWE_PROP_QUATERNION_S("Orientation (Quat)", m_quatOrientation, [pInst](float fW, float fX, float fY, float fZ) { pInst->m_stackMemUndoType.push(ENT_MEM_ROTATE); pInst->m_stackMemUndoQuat.push(pInst->getOrientation()); pInst->saveState(); pInst->m_quatOrientation.Get()[0] = fW; pInst->m_quatOrientation.Get()[1] = fX; pInst->m_quatOrientation.Get()[2] = fY; pInst->m_quatOrientation.Get()[3] = fZ; pInst->setOrientation(pInst->m_quatOrientation); }, false); IWE_PROP_LEVEL_END(); IWE_IMPLEMENT_PROP_END() We are finding an simplified way to this, without leading confusing the programmers, (will be released to the public) i find ways to achieve this but they are only available for the common scripting as Lua or editors using C#. also too portable, we can write "wrappers" for different GUI toolkits as Qt or GTK, also i'm thinking to using Boost.Wave to get additional macro functionality without creating my own compiler. The properties designed to use in the editor they are removed in the game since the save file contains their data and loads it using an simple 'load' function to reduce unnecessary code bloat may will be useful if some GameObject property wants to be hidden instead. In summary, there's a way to implement an reflection(property) system for a level editor based in properties from derived classes? Also we can use C++11 and Boost (restricted only to Wave and PropertyTree)

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  • Unity - Invert Movement Direction

    - by m41n
    I am currently developing a 2,5D Sidescroller in Unity (just starting to get to know it). Right now I added a turn-script to have my character face the appropriate direction of movement, though something with the movement itself is behaving oddly now. When I press the right arrow key, the character moves and faces towards the right. If I press the left arrow key, the character faces towards the left, but "moon-walks" to the right. I allready had enough trouble getting the turning to work, so what I am trying is to find a simple solution, if possible without too much reworking of the rest of my project. I was thinking of just inverting the movement direction for a specific input-key/facing-direction. So if anyone knows how to do something like that, I'd be thankful for the help. If it helps, the following is the current part of my "AnimationChooser" script to handle the turning: Quaternion targetf = Quaternion.Euler(0, 270, 0); // Vector3 Direction when facing frontway Quaternion targetb = Quaternion.Euler(0, 90, 0); // Vector3 Direction when facing opposite way if (Input.GetAxisRaw ("Vertical") < 0.0f) // if input is lower than 0 turn to targetf { transform.rotation = Quaternion.Lerp(transform.rotation, targetf, Time.deltaTime * smooth); } if (Input.GetAxisRaw ("Vertical") > 0.0f) // if input is higher than 0 turn to targetb { transform.rotation = Quaternion.Lerp(transform.rotation, targetb, Time.deltaTime * smooth); } The Values (270 and 90) and Axis are because I had to turn my model itself in the very first place to face towards any of the movement directions.

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  • XNA: Huge Tile Map, long load times

    - by Zach
    Recently I built a tile map generator for a game project. What I am very proud of is that I finally got it to the point where I can have a GIANT 2D map build perfectly on my PC. About 120000pixels by 40000 pixels. I can go larger actually, but I have only 1 draw back. #1 ram, the map currently draws about 320MB of ram and I know the Xbox allows 512MB I think? #2 It takes 20 mins for the map to build then display on the Xbox, on my PC it take less then a few seconds. I need to bring that 20 minutes of generating from 20 mins to how ever little bit I can, and how can a lower the amount of RAM usage while still being able to generate my map. Right now everything is stored in Jagged Arrays, each piece generating in a size of 1280x720 (the mother piece). Up to the amount that I need, every block is exactly 40x40 pixels however the blocks get removed from a List or regenerated in a List depending how close the mother piece is to the player. Saving A LOT of CPU, so at all times its no more then looping through 5184 some blocks. Well at least I'm sure of this. But how can I lower my RAM usage without hurting the size of the map, and how can I lower these INSANE loading times? EDIT: Let me explain my self better. Also I'd like to let everyone know now that I'm inexperienced with many of these things. So here is an example of the arrays I'm using. Here is the overall in a shorter term: int[][] array = new int[30][]; array[0] = new int[] { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2 }; array[1] = new int[] { 1, 3, 3, 3, 3, 1, 0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2 }; that goes on for around 30 arrays downward. Now for every time it hits a 1, it goes and generates a tile map 1280x720 and it does that exactly the way it does it above. This is how I loop through those arrays: for (int i = 0; i < array.Length; i += 1) { for (int h = 0; h < array[i].Length; h += 1) { } { Now how the tiles are drawn and removed is something like this: public void Draw(SpriteBatch spriteBatch, Vector2 cam) { if (cam.X >= this.Position.X - 1280) { if (cam.X <= this.Position.X + 2560) { if (cam.Y >= this.Position.Y - 720) { if (cam.Y <= this.Position.Y + 1440) { if (visible) { if (once == 0) { once = 1; visible = false; regen(); } } for (int i = Tiles.Count - 1; i >= 0; i--) { Tiles[i].Draw(spriteBatch, cam); } for (int i = unWalkTiles.Count - 1; i >= 0; i--) { unWalkTiles[i].Draw(spriteBatch, cam); } } else { once = 0; for (int i = Tiles.Count - 1; i >= 0; i--) { Tiles.RemoveAt(i); } for (int i = unWalkTiles.Count - 1; i >= 0; i--) { unWalkTiles.RemoveAt(i); } } } else { once = 0; for (int i = Tiles.Count - 1; i >= 0; i--) { Tiles.RemoveAt(i); } for (int i = unWalkTiles.Count - 1; i >= 0; i--) { unWalkTiles.RemoveAt(i); } } } else { once = 0; for (int i = Tiles.Count - 1; i >= 0; i--) { Tiles.RemoveAt(i); } for (int i = unWalkTiles.Count - 1; i >= 0; i--) { unWalkTiles.RemoveAt(i); } } } else { once = 0; for (int i = Tiles.Count - 1; i >= 0; i--) { Tiles.RemoveAt(i); } for (int i = unWalkTiles.Count - 1; i >= 0; i--) { unWalkTiles.RemoveAt(i); } } } } If you guys still need more information just ask in the comments.

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  • Most efficient way to implement delta time

    - by Starkers
    Here's one way to implement delta time: /// init /// var duration = 5000, currentTime = Date.now(); // and create cube, scene, camera ect ////// function animate() { /// determine delta /// var now = Date.now(), deltat = now - currentTime, currentTime = now, scalar = deltat / duration, angle = (Math.PI * 2) * scalar; ////// /// animate /// cube.rotation.y += angle; ////// /// update /// requestAnimationFrame(render); ////// } Could someone confirm I know how it works? Here what I think is going on: Firstly, we set duration at 5000, which how long the loop will take to complete in an ideal world. With a computer that is slow/busy, let's say the animation loop takes twice as long as it should, so 10000: When this happens, the scalar is set to 2.0: scalar = deltat / duration scalar = 10000 / 5000 scalar = 2.0 We now times all animation by twice as much: angle = (Math.PI * 2) * scalar; angle = (Math.PI * 2) * 2.0; angle = (Math.PI * 4) // which is 2 rotations When we do this, the cube rotation will appear to 'jump', but this is good because the animation remains real-time. With a computer that is going too quickly, let's say the animation loop takes half as long as it should, so 2500: When this happens, the scalar is set to 0.5: scalar = deltat / duration scalar = 2500 / 5000 scalar = 0.5 We now times all animation by a half: angle = (Math.PI * 2) * scalar; angle = (Math.PI * 2) * 0.5; angle = (Math.PI * 1) // which is half a rotation When we do this, the cube won't jump at all, and the animation remains real time, and doesn't speed up. However, would I be right in thinking this doesn't alter how hard the computer is working? I mean it still goes through the loop as fast as it can, and it still has render the whole scene, just with different smaller angles! So this a bad way to implement delta time, right? Now let's pretend the computer is taking exactly as long as it should, so 5000: When this happens, the scalar is set to 1.0: angle = (Math.PI * 2) * scalar; angle = (Math.PI * 2) * 1; angle = (Math.PI * 2) // which is 1 rotation When we do this, everything is timsed by 1, so nothing is changed. We'd get the same result if we weren't using delta time at all! My questions are as follows Mostly importantly, have I got the right end of the stick here? How do we know to set the duration to 5000 ? Or can it be any number? I'm a bit vague about the "computer going too quickly". Is there a way loop less often rather than reduce the animation steps? Seems like a better idea. Using this method, do all of our animations need to be timesed by the scalar? Do we have to hunt down every last one and times it? Is this the best way to implement delta time? I think not, due to the fact the computer can go nuts and all we do is divide each animation step and because we need to hunt down every step and times it by the scalar. Not a very nice DSL, as it were. So what is the best way to implement delta time? Below is one way that I do not really get but may be a better way to implement delta time. Could someone explain please? // Globals INV_MAX_FPS = 1 / 60; frameDelta = 0; clock = new THREE.Clock(); // In the animation loop (the requestAnimationFrame callback)… frameDelta += clock.getDelta(); // API: "Get the seconds passed since the last call to this method." while (frameDelta >= INV_MAX_FPS) { update(INV_MAX_FPS); // calculate physics frameDelta -= INV_MAX_FPS; } How I think this works: Firstly we set INV_MAX_FPS to 0.01666666666 How we will use this number number does not jump out at me. We then intialize a frameDelta which stores how long the last loop took to run. Come the first loop frameDelta is not greater than INV_MAX_FPS so the loop is not run (0 = 0.01666666666). So nothing happens. Now I really don't know what would cause this to happen, but let's pretend that the loop we just went through took 2 seconds to complete: We set frameDelta to 2: frameDelta += clock.getDelta(); frameDelta += 2.00 Now we run an animation thanks to update(0.01666666666). Again what is relevance of 0.01666666666?? And then we take away 0.01666666666 from the frameDelta: frameDelta -= INV_MAX_FPS; frameDelta = frameDelta - INV_MAX_FPS; frameDelta = 2 - 0.01666666666 frameDelta = 1.98333333334 So let's go into the second loop. Let's say it took 2(? Why not 2? Or 12? I am a bit confused): frameDelta += clock.getDelta(); frameDelta = frameDelta + clock.getDelta(); frameDelta = 1.98333333334 + 2 frameDelta = 3.98333333334 This time we enter the while loop because 3.98333333334 = 0.01666666666 We run update We take away 0.01666666666 from frameDelta again: frameDelta -= INV_MAX_FPS; frameDelta = frameDelta - INV_MAX_FPS; frameDelta = 3.98333333334 - 0.01666666666 frameDelta = 3.96666666668 Now let's pretend the loop is super quick and runs in just 0.1 seconds and continues to do this. (Because the computer isn't busy any more). Basically, the update function will be run, and every loop we take away 0.01666666666 from the frameDelta untill the frameDelta is less than 0.01666666666. And then nothing happens until the computer runs slowly again? Could someone shed some light please? Does the update() update the scalar or something like that and we still have to times everything by the scalar like in the first example?

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  • Creating models in 3ds max and exporting as .x for XNA

    - by Sweta Dwivedi
    I have created a few models in 3DS max which contains textures, geometry and animations . .however .fbx doesnt really support textures.. So im planning to use .x format.. I have seen a few converters in pandasoft but once i unzip the file and place the .dle file in the plugins folder of 3D max gives an error saying failed to initialize.. Is there any way to convert my .max models into .x format ? ? I dont know blender so that isnt an option. . I'm currently using 3ds max 2013 After adding the .3DS object content importer. . i get the following error:

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  • Ensuring that saved data has not been edited in a game with both offline and online components

    - by Omar Kooheji
    I'm in the pre-planning phase of coming up with a game design and I was wondering if there was a sensible way to stop people from editing saves in a game with offline and online components. The offline component would allow the player to play through the game and the online component would allow them to play against other players, so I would need to make sure that people hadn't edited the source code/save files while offline to gain an advantage while online. Game likely to be developed in either .Net or Java, both of which are unfortunately easy to decompile.

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  • Updating games for iOS 6 and new iPhone/iPod Touch

    - by SundayMonday
    Say I have a game that runs full-screen on iPhone 4S and older devices. The balance of the game is just right for the 480 x 320 screen and associated aspect ratio. Now I want to update my game to run full-screen on the new iPhone/iPod Touch where the aspect ratio of the screen is different. It seems like this can be challenging for some games in terms of maintaining the "balance". For example if the extra screen space was just tacked onto the right side of Jet Pack Joyride the balance would be thrown off since the user now has more time to see and react to obstacles. Also it could be challenging in terms of code maintenance. Perhaps Jet Pack Joyride would slightly increase the speed of approaching obstacles when the game is played on newer devices. However this quickly becomes messy when extra conditional statements are added all over the code. One solution is to have some parameters that are set in once place at start-up depending on the device type. What are some strategies for updating iOS games to run on the new iPhone and iPod Touch?

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  • When does depth testing happen?

    - by Utkarsh Sinha
    I'm working with 2D sprites - and I want to do 3D style depth testing with them. When writing a pixel shader for them, I get access to the semantic DEPTH0. Would writing to this value help? It seems it doesn't. Maybe it's done before the pixel shader step? Or is depth testing only done when drawing 3D things (I'm using SpriteBatch)? Any links/articles/topics to read/search for would be appreciated.

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  • Libnoise producing completely random noise

    - by Doodlemeat
    I am using libnoise in C++ taken and I have some problems with getting coherent noise. I mean, the noise produced now are completely random and it doesn't look like a noise. Here's a to the image produced by my game. I am diving the map into several chunks, but I can't seem to find any problem doing that since libnoise supports tileable noise. The code can be found below. Every chunk is 8x8 tiles large. Every tile is 64x64 pixels. I am also providing a link to download the entire project. It was made in Visual Studio 2013. Download link This is the code for generating a chunk Chunk *World::loadChunk(sf::Vector2i pPosition) { sf::Vector2i chunkPos = pPosition; pPosition.x *= mChunkTileSize.x; pPosition.y *= mChunkTileSize.y; sf::FloatRect bounds(static_cast<sf::Vector2f>(pPosition), sf::Vector2f(static_cast<float>(mChunkTileSize.x), static_cast<float>(mChunkTileSize.y))); utils::NoiseMap heightMap; utils::NoiseMapBuilderPlane heightMapBuilder; heightMapBuilder.SetSourceModule(mNoiseModule); heightMapBuilder.SetDestNoiseMap(heightMap); heightMapBuilder.SetDestSize(mChunkTileSize.x, mChunkTileSize.y); heightMapBuilder.SetBounds(bounds.left, bounds.left + bounds.width - 1, bounds.top, bounds.top + bounds.height - 1); heightMapBuilder.Build(); Chunk *chunk = new Chunk(this); chunk->setPosition(chunkPos); chunk->buildChunk(&heightMap); chunk->setTexture(&mTileset); mChunks.push_back(chunk); return chunk; } This is the code for building the chunk void Chunk::buildChunk(utils::NoiseMap *pHeightMap) { // Resize the tiles space mTiles.resize(pHeightMap->GetWidth()); for (int x = 0; x < mTiles.size(); x++) { mTiles[x].resize(pHeightMap->GetHeight()); } // Set vertices type and size mVertices.setPrimitiveType(sf::Quads); mVertices.resize(pHeightMap->GetWidth() * pHeightMap->GetWidth() * 4); // Get the offset position of all tiles position sf::Vector2i tileSize = mWorld->getTileSize(); sf::Vector2i chunkSize = mWorld->getChunkSize(); sf::Vector2f offsetPositon = sf::Vector2f(mPosition); offsetPositon.x *= chunkSize.x; offsetPositon.y *= chunkSize.y; // Build tiles for (int x = 0; x < mTiles.size(); x++) { for (int y = 0; y < mTiles[x].size(); y++) { // Sometimes libnoise can return a value over 1.0, better be sure to cap the top and bottom.. float heightValue = pHeightMap->GetValue(x, y); if (heightValue > 1.f) heightValue = 1.f; if (heightValue < -1.f) heightValue = -1.f; // Instantiate a new Tile object with the noise value, this doesn't do anything yet.. mTiles[x][y] = new Tile(this, pHeightMap->GetValue(x, y)); // Get a pointer to the current tile's quad sf::Vertex *quad = &mVertices[(y + x * pHeightMap->GetWidth()) * 4]; quad[0].position = sf::Vector2f(offsetPositon.x + x * tileSize.x, offsetPositon.y + y * tileSize.y); quad[1].position = sf::Vector2f(offsetPositon.x + (x + 1) * tileSize.x, offsetPositon.y + y * tileSize.y); quad[2].position = sf::Vector2f(offsetPositon.x + (x + 1) * tileSize.x, offsetPositon.y + (y + 1) * tileSize.y); quad[3].position = sf::Vector2f(offsetPositon.x + x * tileSize.x, offsetPositon.y + (y + 1) * tileSize.y); // find out which type of tile to render, atm only air or stone TileStop *tilestop = mWorld->getTileStopAt(heightValue); sf::Vector2i texturePos = tilestop->getTexturePosition(); // define its 4 texture coordinates quad[0].texCoords = sf::Vector2f(texturePos.x, texturePos.y); quad[1].texCoords = sf::Vector2f(texturePos.x + 64, texturePos.y); quad[2].texCoords = sf::Vector2f(texturePos.x + 64, texturePos.y + 64); quad[3].texCoords = sf::Vector2f(texturePos.x, texturePos.y + 64); } } } All the code that uses libnoise in some way are World.cpp, World.h and Chunk.cpp, Chunk.h in the project.

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  • Fitting a rectangle into screen with XNA

    - by alecnash
    I am drawing a rectangle with primitives in XNA. The width is: width = GraphicsDevice.Viewport.Width and the height is height = GraphicsDevice.Viewport.Height I am trying to fit this rectangle in the screen (using different screens and devices) but I am not sure where to put the camera on the Z-axis. Sometimes the camera is too close and sometimes to far. This is what I am using to get the camera distance: //Height of piramid float alpha = 0; float beta = 0; float gamma = 0; alpha = (float)Math.Sqrt((width / 2 * width/2) + (height / 2 * height / 2)); beta = height / ((float)Math.Cos(MathHelper.ToRadians(67.5f)) * 2); gamma = (float)Math.Sqrt(beta*beta - alpha*alpha); position = new Vector3(0, 0, gamma); Any idea where to put the camera on the Z-axis?

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  • How to prevent multiple playing sounds from destroying your hearing?

    - by Rookie
    The problem is that when I play 100 sounds almost at same time, all I hear is noise. It's not very attractive to listen it for 30 minutes straight. I tried to fix this by allowing only 1 sound of each sound type to be played at once. But it still sounds really ugly; eventually my brain keeps hearing only the very end of the shot sounds (or the start of it?), and that gets on my nerves really quickly. Eventually I would just decide to turn off the sounds completely. So is there any point of using sounds in a game like this at all? How does our dear reality handle this problem? If there is a war out there, how does it sound when hundred of men shoot almost at the same times? Edit: Here is how the game sounds currently; there isn't even 100 sounds playing at once, maybe 20? http://www.speedyshare.com/VTBDw/headache.mp3 At the beginning it sounds OK, but then it becomes unbearable! In that audio clip there is allowed only 1 sound to be played at once, so it will stop the previous playing sound when new sound is played. Edit2: And here is same headache but 32 simultaneous sounds allowed to be played at same time: http://www.speedyshare.com/TuWAR/headache-worse.mp3 Quite a torture, eh?

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  • Most efficient way to handle coordinate maps in Java

    - by glowcoder
    I have a rectangular tile-based layout. It's your typical Cartesian system. I would like to have a single class that handles two lookup styles Get me the set of players at position X,Y Get me the position of player with key K My current implementation is this: class CoordinateMap<V> { Map<Long,Set<V>> coords2value; Map<V,Long> value2coords; // convert (int x, int y) to long key - this is tested, works for all values -1bil to +1bil // My map will NOT require more than 1 bil tiles from the origin :) private Long keyFor(int x, int y) { int kx = x + 1000000000; int ky = y + 1000000000; return (long)kx | (long)ky << 32; } // extract the x and y from the keys private int[] coordsFor(long k) { int x = (int)(k & 0xFFFFFFFF) - 1000000000; int y = (int)((k >>> 32) & 0xFFFFFFFF) - 1000000000; return new int[] { x,y }; } } From there, I proceed to have other methods that manipulate or access the two maps accordingly. My question is... is there a better way to do this? Sure, I've tested my class and it works fine. And sure, something inside tells me if I want to reference the data by two different keys, I need two different maps. But I can also bet I'm not the first to run into this scenario. Thanks!

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  • A problem with texture atlasing in Unity

    - by Hamzeh Soboh
    I have the texture below and I need to get rectangular parts from it. I could finally combine meshes of different quads to improve performance, but I with quads of different tilings, this means different materials, then combining meshes will fail. Can anybody tell me how to have a part of that texture in C#? Such that all quads will be of the same material only then combining meshes passes. Thanks in advance.

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  • how to make HLSL effect just for lighning without texture mapping?

    - by naprox
    I'm new to XNA, i created an effect and just want to use lightning but in default effect that XNA create we should do texture mapping or the model appears 'RED', because of this lines of code in the effect file: float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { float4 output = float4(1,0,0,1); return output; } and if i want to see my model (appear like when i use basiceffect) must do texture mapping by UV coordinates. but my model does not have UV coordinates assigned or its UV coordinates is not exported. and if i do texture mapping i got error. (i do texture mapping by this line of code in vertexshaderfunction and other necessary codes) output.UV= input.UV i have many of this models and want to work with them.(my models are in .FBX format) when i use Bassiceffect i have no problem and model appears correctly. how can i use "just" lightnings in my custom effects? and don't do texture mapping (because i have no UV coordinates in my models) and my model be look like when i use BasicEffect? if you need my complete code Here it is: http://www.mediafire.com/?4jexhd4ulm2icm2 here is inside of my Model Using BasicEffect http://i.imgur.com/ygP2h.jpg?1 and this is my code for drawing with or without BasicEffect inside of my draw() method: Matrix baseWorld = Matrix.CreateScale(Scale) * Matrix.CreateFromYawPitchRoll(Rotation.Y, Rotation.X, Rotation.Z) * Matrix.CreateTranslation(Position); foreach(ModelMesh mesh in Model.Meshes) { Matrix localWorld = ModelTransforms[mesh.ParentBone.Index] * baseWorld; foreach(ModelMeshPart part in mesh.MeshParts) { Effect effect = part.Effect; if (effect is BasicEffect) { ((BasicEffect)effect).World = localWorld; ((BasicEffect)effect).View = View; ((BasicEffect)effect).Projection = Projection; ((BasicEffect)effect).EnableDefaultLighting(); } else { setEffectParameter(effect, "World", localWorld); setEffectParameter(effect, "View", View); setEffectParameter(effect, "Projection", Projection); setEffectParameter(effect, "CameraPosition", CameraPosition); } } mesh.Draw(); } setEffectParameter is another method that sets effect parameter if i use my custom effect.

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  • C++ OpenGL wireframe cube rendering blank

    - by caleb.breckon
    I'm just trying to draw a bunch of lines that make up a "cube". I can't for the life of me figure out why this is producing a black screen. The debugger does not break at any point. I'm sure it's a problem with my pointers, as I'm only decent at them in regular c++ and in OpenGL it gets even worse. const char* vertexSource = "#version 150\n" "in vec3 position;" "void main() {" " gl_Position = vec4(position, 1.0);" "}"; const char* fragmentSource = "#version 150\n" "out vec4 outColor;" "void main() {" " outColor = vec4(1.0, 1.0, 1.0, 1.0);" "}"; int main() { initializeGLFW(); // Initialize GLEW glewExperimental = GL_TRUE; glewInit(); // Create Vertex Array Object GLuint vao; glGenVertexArrays(1, &vao); glBindVertexArray(vao); // Create a Vertex Buffer Object and copy the vertex data to it GLuint vbo; glGenBuffers( 1, &vbo ); float vertices[] = { 1.0f, 1.0f, 1.0f, // Vertex 0 (X, Y, Z) -1.0f, 1.0f, 1.0f, // Vertex 1 (X, Y, Z) -1.0f, -1.0f, 1.0f, // Vertex 2 (X, Y, Z) 1.0f, -1.0f, 1.0f, // Vertex 3 (X, Y, Z) 1.0f, 1.0f, -1.0f, // Vertex 4 (X, Y, Z) -1.0f, 1.0f, -1.0f, // Vertex 5 (X, Y, Z) -1.0f, -1.0f, -1.0f, // Vertex 6 (X, Y, Z) 1.0f, -1.0f, -1.0f // Vertex 7 (X, Y, Z) }; GLuint indices[] = { 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 }; glBindBuffer( GL_ARRAY_BUFFER, vbo ); glBufferData( GL_ARRAY_BUFFER, sizeof( vertices ), vertices, GL_STATIC_DRAW ); //glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, vbo); //glBufferData( GL_ELEMENT_ARRAY_BUFFER, sizeof( indices ), indices, GL_STATIC_DRAW ); // Create and compile the vertex shader GLuint vertexShader = glCreateShader( GL_VERTEX_SHADER ); glShaderSource( vertexShader, 1, &vertexSource, NULL ); glCompileShader( vertexShader ); // Create and compile the fragment shader GLuint fragmentShader = glCreateShader( GL_FRAGMENT_SHADER ); glShaderSource( fragmentShader, 1, &fragmentSource, NULL ); glCompileShader( fragmentShader ); // Link the vertex and fragment shader into a shader program GLuint shaderProgram = glCreateProgram(); glAttachShader( shaderProgram, vertexShader ); glAttachShader( shaderProgram, fragmentShader ); glBindFragDataLocation( shaderProgram, 0, "outColor" ); glLinkProgram (shaderProgram); glUseProgram( shaderProgram); // Specify the layout of the vertex data GLint posAttrib = glGetAttribLocation( shaderProgram, "position" ); glEnableVertexAttribArray( posAttrib ); glVertexAttribPointer( posAttrib, 3, GL_FLOAT, GL_FALSE, 0, 0 ); // Main loop while(glfwGetWindowParam(GLFW_OPENED)) { // Clear the screen to black glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT ); // Draw lines from 2 vertices glDrawElements(GL_LINES, sizeof(indices), GL_UNSIGNED_INT, indices ); // Swap buffers glfwSwapBuffers(); } // Clean up glDeleteProgram( shaderProgram ); glDeleteShader( fragmentShader ); glDeleteShader( vertexShader ); //glDeleteBuffers( 1, &ebo ); glDeleteBuffers( 1, &vbo ); glDeleteVertexArrays( 1, &vao ); glfwTerminate(); exit( EXIT_SUCCESS ); }

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  • What is the easiest and shortest way to draw a 2d line in c/c++?

    - by Mike
    I am fairly new to c/c++ but I do have experiance with directx and opengl with java and c#. My goal is to create a 2d game in c with under 2 pages of code. Most of what I have seen requires 3 pages of code to just get a window running. I would like to know the shortest code to get a window running where I can draw lines. I believe this can be done in less lines with opengl versus directx. Is there maybe an api or framework i can use to shorten it more? Also, it would be nice if the solution were cross platform compatible.

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  • Finding direction of travel in a world with wrapped edges

    - by crazy
    I need to find the shortest distance direction from one point in my 2D world to another point where the edges are wrapped (like asteroids etc). I know how to find the shortest distance but am struggling to find which direction it's in. The shortest distance is given by: int rows = MapY; int cols = MapX; int d1 = abs(S.Y - T.Y); int d2 = abs(S.X - T.X); int dr = min(d1, rows-d1); int dc = min(d2, cols-d2); double dist = sqrt((double)(dr*dr + dc*dc)); Example of the world : : T : :--------------:--------- : : : S : : : : : : T : : : :--------------: In the diagram the edges are shown with : and -. I've shown a wrapped repeat of the world at the top right too. I want to find the direction in degrees from S to T. So the shortest distance is to the top right repeat of T. but how do I calculate the direction in degreed from S to the repeated T in the top right? I know the positions of both S and T but I suppose I need to find the position of the repeated T however there more than 1. The worlds coordinates system starts at 0,0 at the top left and 0 degrees for the direction could start at West. It seems like this shouldn’t be too hard but I haven’t been able to work out a solution. I hope somone can help? Any websites would be appreciated.

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