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  • Demystifying "chunked level of detail"

    - by Caius Eugene
    Just recently trying to make sense of implementing a chunked level of detail system in Unity. I'm going to be generating four mesh planes, each with a height map but I guess that isn't too important at the moment. I have a lot of questions after reading up about this technique, I hope this isn't too much to ask all in one go, but I would be extremely grateful for someone to help me make sense of this technique. 1 : I can't understand at which point down the Chunked LOD pipeline that the mesh gets split into chunks. Is this during the initial mesh generation, or is there a separate algorithm which does this. 2 : I understand that a Quadtree data structure is used to store the Chunked LOD data, I think i'm missing the point a bit, but Is the quadtree storing vertex and triangles data for each subdivision level? 3a : How is the camera distance usually calculated. When reading up about quadtree's, Axis-aligned bounding box's are mentioned a lot. In this case would each chunk have a collision bounding box to detect the camera or player is nearby? or is there a better way of doing this? (raycast maybe?) 3b : Do the chunks calculate the camera distance themselves? 4 : Does each chunk have the same "resolution". for example at top level the mesh will be 32x32, will each subdivided node also be 32x32. Example below:

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  • Blending animations for more character movements

    - by Noob Saibot
    I am making a hack n slash 3rd person game. And I want the character movements to be more dynamic not like fighting games where you have a moves list. I want to animate tons of different animations and have them "Tween" between each other? Because I want the controls to not be keyboard mouse. I want it to be all keyboard. that way you have up to 10 inputs (All your fingers) to blend and morph animations to create more fluid movements. In the end this will almost be similar to characters typing a phrase or string of keys rather than move forward mouse look click to melee. My question is. Has anyone done this before and would someone go about trying to tween lets say one for key on the keyboard excluding Tab, Caps, R+Shift, L+Shift, Enter, R+Ctrl, L+Ctrl, L+Alt, R+Alt, Windows Key, and Menu. So thats all the numbers, letters and punctuation keys. Thats 46 keys gives me a combination of 46P1 = 5502622159812088949850305428800254892961651752960000000000L (used Python) and with a minimum entry value of 2 keypresses shortening to half. This is not humanly possible to create so many inique animations in one lifetime. But I'm guessing there is a reason this hasn't been done already. Or if I just used 10 basic keys. Maybe ASDF SPACE (RIGHT HAND) 456+0 (LEFT HAND KEYPAD) it would give me 3,628,800 posible unique animations.

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  • Workflow with Flash Pro CS6 and FlashDevelop: Using fla and swc to store assets

    - by Arthur Wulf White
    I am using this tutorial: http://www.flashdevelop.org/wikidocs/index.php?title=AS3:FlexAndFlashCS3Workflow In the past older versions of Flash Pro I was able to complete these steps: right-click on the symbol in the Library panel, select "Linkage..." dialog, check "Export for ActionScript" and fill in the symbol name (ie. MySymbol_design or assets.MySymbol_design), do not change the base class (ie. flash.display.MovieClip). Right now, I am stuck at that part. Any hints? What I wish to do is: Use fla for the artist to store assets. Publish to swc Extract the assets in FlashDevelop by creating an instance of their class. ... How is this done in CS6? To clear things up, this is what I see when I right click a Flash symbol:

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  • Geometry Shader input vertices order

    - by NPS
    MSDN specifies (link) that when using triangleadj type of input to the GS, it should provide me with 6 vertices in specific order: 1st vertex of the triangle processed, vertex of an adjacent triangle, 2nd vertex of the triangle processed, another vertex of an adjacent triangle and so on... So if I wanted to create a pass-through shader (i.e. output the same triangle I got on input and nothing else) I should return vertices 0, 2 and 4. Is that correct? Well, apparently it isn't because I did just that and when I ran my app the vertices were flickering (like changing positions/disappearing/showing again or sth like that). But when I instead output vertices 0, 1 and 2 the app rendered the mesh correctly. I could provide some code but it seems like the problem is in the input vertices order, not the code itself. So what order do input vertices to the GS come in?

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  • How to make a ball fall faster on a ramp? Unity3D/C#

    - by Timothy Williams
    So, I'm making a ball game. Where you pick up the ball, drop it on a ramp, and it flies off in to blocks. The only problem right now is it falls at a normal speed, then lightly falls off, not nearly fast enough to get over the wall and hit the blocks. Is there any way to make the ball go faster down the ramp? Maybe even make it go faster depending on what height you dropped it from (e.g. if you hold it way above the ramp, and drop it, it will drop faster than if you dropped it right above the ramp.) Thanks.

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  • XNA - Render texture to a rendertarget 2d via SpriteBatch error

    - by Jared B
    I got simple code that uses SpriteBatch to draw a texture onto a RenderTarget2D... private void drawScene(GameTime g) { GraphicsDevice.Clear(skyColor); GraphicsDevice.SetRenderTarget(targetScene); drawSunAndMoon(); effect.Fog = true; GraphicsDevice.SetVertexBuffer(line); effect.MainEffect.CurrentTechnique.Passes[0].Apply(); GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2); GraphicsDevice.SetRenderTarget(null); SceneTexture = targetScene; } private void drawPostProcessing(GameTime g) { effect.SceneTexture = SceneTexture; GraphicsDevice.SetRenderTarget(targetBloom); spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque, null, null, null); { if(Bloom) effect.BlurEffect.CurrentTechnique.Passes[0].Apply(); spriteBatch.Draw(targetScene, new Rectangle(0, 0, Window.ClientBounds.Width, Window.ClientBounds.Height), Color.White); } spriteBatch.End(); BloomTexture = targetBloom; GraphicsDevice.SetRenderTarget(null); } Both methods are called from Draw(GameTime gameTime). First drawScene is called, then drawPostProcessing is called. The thing is, I can't run the code because "the render target must not be set on the device when it is used as a texture." at line spriteBatch.Draw(targetScene, new Rectangle(0, 0, Window.ClientBounds.Width, Window.ClientBounds.Height), Color.White); I already found the solution, which is to draw the actual renderTarget (targetScene) to the texture so it doesn't create a reference to the loaded rendertarget. However, to my knowledge, the only way of doing this is to write: GraphicsDevice.SetRenderTarget(OutputTarget) SpriteBatch.Draw(InputTarget, ...) GraphicsDevice.SetRenderTarget(null) Which encounters the same exact problem I'm having right now. So, the question I'm asking is: how would I render InputTarget to OutputTarget without reference issues?

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  • LWJGL Text Rendering

    - by Trixmix
    Currently in my project I am using LWJGL and the Slick2D library to render text onto the screen. Here is a more specific example: Font f = new Font("Times New Roman",Font.BOLD,18); font = new UnicodeFont(f); font.getEffects().add(new ColorEffect(Color.white)); font.addAsciiGlyphs(); try { font.loadGlyphs(); } catch (SlickException e) { e.printStackTrace(); } then i use font.drawString to write onto the screen. This is a quick easy way but it has a lot of disadvantages. for example font.loadGlyphs take a very long time 1-3 seconds. so when i want to change a color or font type then i have to wait 1-3 seconds which means I cannot do it while rendering (ie. cant have different color text on the same screen). My question is what is a better way of drawing multicolored text onto the screen? I use slick2d only for the text rendering so maybe i can fully get rid of the library and draw text some other way... If you have an answer please leave a quick short example. Thanks!

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  • Clojure agents consuming from a queue

    - by erikcw
    I'm trying to figure out the best way to use agents to consume items from a Message Queue (Amazon SQS). Right now I have a function (process-queue-item) that grabs an items from the queue, and processes it. I want to process these items concurrently, but I can't wrap my head around how to control the agents. Basically I want to keep all of the agents busy as much as possible without pulling to many items from the Queue and developing a backlog (I'll have this running on a couple of machines, so items need to be left in the queue until they are really needed). Can anyone give me some pointers on improving my implementation? (def active-agents (ref 0)) (defn process-queue-item [_] (dosync (alter active-agents inc)) ;retrieve item from Message Queue (Amazon SQS) and process (dosync (alter active-agents dec))) (defn -main [] (def agents (for [x (range 20)] (agent x))) (loop [loop-count 0] (if (< @active-agents 20) (doseq [agent agents] (if (agent-errors agent) (clear-agent-errors agent)) ;should skip this agent until later if it is still busy processing (not sure how) (send-off agent process-queue-item))) ;(apply await-for (* 10 1000) agents) (Thread/sleep 10000) (logging/info (str "ACTIVE AGENTS " @active-agents)) (if (> 10 loop-count) (do (logging/info (str "done, let's cleanup " count)) (doseq [agent agents] (if (agent-errors agent) (clear-agent-errors agent))) (apply await agents) (shutdown-agents)) (recur (inc count)))))

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  • Simple 2d game pathfinding

    - by Kooi Nam Ng
    So I was trying to implement a simple pathfinding on iOS and but the outcome seems less satisfactory than what I intended to achieve.The thing is units in games like Warcraft and Red Alert move in all direction whereas units in my case only move in at most 8 directions as these 8 directions direct to the next available node.What should I do in order to achieve the result as stated above?Shrink the tile size? The screenshot intended for illustration. Those rocks are the obstacles whereas the both ends of the green path are the starting and end of the path.The red line is the path that I want to achieve. http://i.stack.imgur.com/lr19c.jpg

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  • Render on other render targets starting from one already rendered on

    - by JTulip
    I have to perform a double pass convolution on a texture that is actually the color attachment of another render target, and store it in the color attachment of ANOTHER render target. This must be done multiple time, but using the same texture as starting point What I do now is (a bit abstracted, but what I have abstract is guaranteed to work singularly) renderOnRT(firstTarget); // This is working. for each other RT currRT{ glBindFramebuffer(GL_FRAMEBUFFER, currRT.frameBufferID); programX.use(); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, firstTarget.colorAttachmentID); programX.setUniform1i("colourTexture",0); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, firstTarget.depthAttachmentID); programX.setUniform1i("depthTexture",1); glBindBuffer(GL_ARRAY_BUFFER, quadBuffID); // quadBuffID is a VBO for a screen aligned quad. It is fine. programX.vertexAttribPointer(POSITION_ATTRIBUTE, 3, GL_FLOAT, GL_FALSE, 0, (void*)0); glDrawArrays(GL_QUADS,0,4); programY.use(); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, currRT.colorAttachmentID); // The second pass is done on the previous pass programY.setUniform1i("colourTexture",0); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, currRT.depthAttachmentID); programY.setUniform1i("depthTexture",1); glBindBuffer(GL_ARRAY_BUFFER, quadBuffID); programY.vertexAttribPointer(POSITION_ATTRIBUTE, 3, GL_FLOAT, GL_FALSE, 0, (void*)0); glDrawArrays(GL_QUADS, 0, 4); } The problem is that I end up with black textures and not the wanted result. The GLSL programs program(X,Y) works fine, already tested on single targets. Is there something stupid I am missing? Even an hint is much appreciated, thanks!

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  • Allocating Entities within an Entity System

    - by miguel.martin
    I'm quite unsure how I should allocate/resemble my entities within my entity system. I have various options, but most of them seem to have cons associated with them. In all cases entities are resembled by an ID (integer), and possibly has a wrapper class associated with it. This wrapper class has methods to add/remove components to/from the entity. Before I mention the options, here is the basic structure of my entity system: Entity An object that describes an object within the game Component Used to store data for the entity System Contains entities with specific components Used to update entities with specific components World Contains entities and systems for the entity system Can create/destroy entites and have systems added/removed from/to it Here are my options, that I have thought of: Option 1: Do not store the Entity wrapper classes, and just store the next ID/deleted IDs. In other words, entities will be returned by value, like so: Entity entity = world.createEntity(); This is much like entityx, except I see some flaws in this design. Cons There can be duplicate entity wrapper classes (as the copy-ctor has to be implemented, and systems need to contain entities) If an Entity is destroyed, the duplicate entity wrapper classes will not have an updated value Option 2: Store the entity wrapper classes within an object pool. i.e. Entities will be return by pointer/reference, like so: Entity& e = world.createEntity(); Cons If there is duplicate entities, then when an entity is destroyed, the same entity object may be re-used to allocate another entity. Option 3: Use raw IDs, and forget about the wrapper entity classes. The downfall to this, I think, is the syntax that will be required for it. I'm thinking about doing thisas it seems the most simple & easy to implement it. I'm quite unsure about it, because of the syntax. i.e. To add a component with this design, it would look like: Entity e = world.createEntity(); world.addComponent<Position>(e, 0, 3); As apposed to this: Entity e = world.createEntity(); e.addComponent<Position>(0, 3); Cons Syntax Duplicate IDs

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  • how to create simulator for web application for load test and stress test

    - by girish
    i m developing a web application but...now i need to create simulator for the same...that will be able to re-run the process that has been done on website... let's say i m developing a auction site where user's bid on product.... during these process the number of user's bid on the same product and at the end one user buy the product... now what i want is.. i want to record this process or any thing so that i can run the process for the same again so that i can test the load and the stress on web application and the database server.. Thank you.

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  • Why I'm getting the same result when deleting target?

    - by XNA
    In the following code we use target in the function: moon.mouseEnabled = false; sky0.addChild(moon); addEventListener(MouseEvent.MOUSE_DOWN, onDrag, false, 0, true); addEventListener(MouseEvent.MOUSE_UP, onDrop, false, 0, true); function onDrag(evt:MouseEvent):void { evt.target.addChild(moon); evt.target.startDrag(); } function onDrop(evt:MouseEvent):void { stopDrag(); } But if I rewrite this code without evt.target it still work. So what is the difference, am I going to get errors later in the run time because I didn't put target? If not then why some use target a lot while it works without it. function onDrag(evt:MouseEvent):void { addChild(moon); startDrag(); }

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  • C++ Directx 11 D3DXVec3Unproject

    - by Miguel P
    Hello dear people from the underworld called the internet. So guys, Im having a small issue with D3DXVec3Unproject, because I'm currently using Directx 11 and not 10, and the requirements for this function is: D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3D10_VIEWPORT *pViewport, CONST D3DXMATRIX *pProjection, CONST D3DXMATRIX *pView, CONST D3DXMATRIX *pWorld As you may have noticed, it requires a D3D10_VIEWPORT, and I'm using a Directx 11 viewport, D3D11_VIEWPORT. So do you have any ideas how i can use D3DXVec3Unproject with Directx 11? Thank You

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  • Steady zoom on center in LWJGL (Modelview)

    - by l5p4ngl312
    I am having a problem in LWJGL with zooming in and out. I am using glScaled(zoom, zoom, 1) before glTranslated. There are 2 problems: 1. The rate of zoom speeds up a lot when zooming out (lower zoom value). 2. It zooms in on the bottom left corner of the screen rather than the center. Eventually, I would like to have the zoom focused on the mouse position. I have tried to fix these problems by make it glScaled(zoom^12, zoom^12, 1) so that the greater the zoom value, the faster it will zoom in order to balance out the faster zoom at lower zoom values. To compensate for the zoom focused on the bottom left, I have tried to subtract (zoom+1)^10 + 2^10 from the X and Y of each sprite. This results in a curved zoom path, first to the left and then to the right. It is a 2D game.

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  • If Expression True in Immediate Window But Code In if Block Never Runs

    - by Julian
    I set a break point in my code in MonoDevelop to break whenever I click on a surface. I then enter the immediate window and test to see if the the if statement will return true in comparing two Vector3's. It does return true. However, when I step over, the code is never run as though the statement evaluated false. Does anyone know how this could be possible? I've attached a screenshot. Here is the picture of my debug window and immediate window. You can see where the immediate window evaluates to true. The second breakpoint is not hit. Here are the details of the two Vector3's I am comparing. Does anyone know why I am experiencing this? It really seems like an anomaly to me :/ Does it have something to do with threading?

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  • Billboarding restricted to an axis (cylindrical)

    - by user8709
    I have succesfully created a GLSL shader for a billboarding effect. I want to tweak this to restrict the billboarding to an arbitrary axis, i.e. a billboarded quad only rotates itself about the y-axis. I use the y-axis as an example, but essentially I would like this to be an arbitrary axis. Can anyone show me how to modify my existing shader below, or if I need to start from scratch, point me towards some resources that could be helpful? precision mediump float; uniform mat4 u_modelViewProjectionMat; uniform mat4 u_modelMat; uniform mat4 u_viewTransposeMat; uniform vec3 u_axis; // <------------ !!! the arbitrary axis to restrict rotation around attribute vec3 a_position0; attribute vec2 a_texCoord0; varying vec2 v_texCoord0; void main() { vec3 pos = (a_position0.x * u_viewTransposeMat[0] + a_position0.y * u_viewTransposeMat[1]).xyz; vec4 position = vec4(pos, 1.0); v_texCoord0 = a_texCoord0; gl_Position = u_modelViewProjectionMat * position; }

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  • RenderState in XNA 4

    - by Shashwat
    I was going through this tutorial for having transparency which can be used to solve my problem here. The code is written in XNA 3 but I'm using XNA 4. What is the alternative for the following code in XNA 4? device.RenderState.AlphaTestEnable = true; device.RenderState.AlphaFunction = CompareFunction.GreaterEqual; device.RenderState.ReferenceAlpha = 200; device.RenderState.DepthBufferWriteEnable = false; I searched a lot but didn't find anything useful.

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  • GLSL: How Do I cast a float into an int?

    - by dugla
    In a GLSL fragment shader I am trying to cast a float into an int. The compiler has other ideas. It complains thusly: ERROR: 0:60: '=' : cannot convert from 'mediump float' to 'highp int' I am trying to do this: mediump float indexf = floor(2.0 * mixer); highp int index = indexf; I (vainly) tried to raise the precision of the int above the float to appease the GL Gods but no joy. Could someone please school me here? Thanks, Doug

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  • How to design a replay system

    - by daddz
    So how would I design a replay system? You may know it from certain games like Warcraft 3 or Starcraft where you can watch the game again after it has been played already. You end up with a relatively small replay file. So my questions are: How to save the data? (custom format?) (small filesize) What shall be saved? How to make it generic so it can be used in other games to record a time period (and not a complete match for example)? Make it possible to forward and rewind (WC3 couldn't rewind as far as I remember)

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  • LWJGL texture bleeding fix won't work

    - by user1990950
    I tried a lot of things to fix texture bleeding, but nothing works. I don't want to add a transparent border around my textures, because I already got too many and it would take too much time and I can't do it with code because I'm loading textures with slick. My textures are seperate textures and they seem to wrap on the other side (texture bleeding). Here are the textures that are "bleeding": The head, body, arm and leg are seperate textures. Here's the code I'm using to draw a texture: public static void drawTextureN(Texture texture, Vector2f position, Vector2f translation, Vector2f origin,Vector2f scale,float rotation, Color color, FlipState flipState) { texture.setTextureFilter(GL11.GL_NEAREST); color.bind(); texture.bind(); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST); GL11.glTranslatef((int)position.x, (int)position.y, 0); GL11.glTranslatef(-(int)translation.x, -(int)translation.y, 0); GL11.glRotated(rotation, 0f, 0f, 1f); GL11.glScalef(scale.x, scale.y, 1); GL11.glTranslatef(-(int)origin.x, -(int)origin.y, 0); float pixelCorrection = 0f; GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(0,0); GL11.glVertex2f(0,0); GL11.glTexCoord2f(1,0); GL11.glVertex2f(texture.getTextureWidth(),0); GL11.glTexCoord2f(1,1); GL11.glVertex2f(texture.getTextureWidth(),texture.getTextureHeight()); GL11.glTexCoord2f(0,1); GL11.glVertex2f(0,texture.getTextureHeight()); GL11.glEnd(); GL11.glLoadIdentity(); } I tried a half pixel correction but it didn't make any sense because GL12.GL_CLAMP_TO_EDGE. I set pixelCorrection to 0, but it still wont work.

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  • Pixel Shader Giving Black output

    - by Yashwinder
    I am coding in C# using Windows Forms and the SlimDX API to show the effect of a pixel shader. When I am setting the pixel shader, I am getting a black output screen but if I am not using the pixel shader then I am getting my image rendered on the screen. I have the following C# code using System; using System.Collections.Generic; using System.Linq; using System.Windows.Forms; using System.Runtime.InteropServices; using SlimDX.Direct3D9; using SlimDX; using SlimDX.Windows; using System.Drawing; using System.Threading; namespace WindowsFormsApplication1 { // Vertex structure. [StructLayout(LayoutKind.Sequential)] struct Vertex { public Vector3 Position; public float Tu; public float Tv; public static int SizeBytes { get { return Marshal.SizeOf(typeof(Vertex)); } } public static VertexFormat Format { get { return VertexFormat.Position | VertexFormat.Texture1; } } } static class Program { public static Device D3DDevice; // Direct3D device. public static VertexBuffer Vertices; // Vertex buffer object used to hold vertices. public static Texture Image; // Texture object to hold the image loaded from a file. public static int time; // Used for rotation caculations. public static float angle; // Angle of rottaion. public static Form1 Window =new Form1(); public static string filepath; static VertexShader vertexShader = null; static ConstantTable constantTable = null; static ImageInformation info; [STAThread] static void Main() { filepath = "C:\\Users\\Public\\Pictures\\Sample Pictures\\Garden.jpg"; info = new ImageInformation(); info = ImageInformation.FromFile(filepath); PresentParameters presentParams = new PresentParameters(); // Below are the required bare mininum, needed to initialize the D3D device. presentParams.BackBufferHeight = info.Height; // BackBufferHeight, set to the Window's height. presentParams.BackBufferWidth = info.Width+200; // BackBufferWidth, set to the Window's width. presentParams.Windowed =true; presentParams.DeviceWindowHandle = Window.panel2 .Handle; // DeviceWindowHandle, set to the Window's handle. // Create the device. D3DDevice = new Device(new Direct3D (), 0, DeviceType.Hardware, Window.Handle, CreateFlags.HardwareVertexProcessing, presentParams); // Create the vertex buffer and fill with the triangle vertices. (Non-indexed) // Remember 3 vetices for a triangle, 2 tris per quad = 6. Vertices = new VertexBuffer(D3DDevice, 6 * Vertex.SizeBytes, Usage.WriteOnly, VertexFormat.None, Pool.Managed); DataStream stream = Vertices.Lock(0, 0, LockFlags.None); stream.WriteRange(BuildVertexData()); Vertices.Unlock(); // Create the texture. Image = Texture.FromFile(D3DDevice,filepath ); // Turn off culling, so we see the front and back of the triangle D3DDevice.SetRenderState(RenderState.CullMode, Cull.None); // Turn off lighting D3DDevice.SetRenderState(RenderState.Lighting, false); ShaderBytecode sbcv = ShaderBytecode.CompileFromFile("C:\\Users\\yashwinder singh\\Desktop\\vertexShader.vs", "vs_main", "vs_1_1", ShaderFlags.None); constantTable = sbcv.ConstantTable; vertexShader = new VertexShader(D3DDevice, sbcv); ShaderBytecode sbc = ShaderBytecode.CompileFromFile("C:\\Users\\yashwinder singh\\Desktop\\pixelShader.txt", "ps_main", "ps_3_0", ShaderFlags.None); PixelShader ps = new PixelShader(D3DDevice, sbc); VertexDeclaration vertexDecl = new VertexDeclaration(D3DDevice, new[] { new VertexElement(0, 0, DeclarationType.Float3, DeclarationMethod.Default, DeclarationUsage.PositionTransformed, 0), new VertexElement(0, 12, DeclarationType.Float2 , DeclarationMethod.Default, DeclarationUsage.TextureCoordinate , 0), VertexElement.VertexDeclarationEnd }); Application.EnableVisualStyles(); MessagePump.Run(Window, () => { // Clear the backbuffer to a black color. D3DDevice.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Black, 1.0f, 0); // Begin the scene. D3DDevice.BeginScene(); // Setup the world, view and projection matrices. //D3DDevice.VertexShader = vertexShader; //D3DDevice.PixelShader = ps; // Render the vertex buffer. D3DDevice.SetStreamSource(0, Vertices, 0, Vertex.SizeBytes); D3DDevice.VertexFormat = Vertex.Format; // Setup our texture. Using Textures introduces the texture stage states, // which govern how Textures get blended together (in the case of multiple // Textures) and lighting information. D3DDevice.SetTexture(0, Image); // Now drawing 2 triangles, for a quad. D3DDevice.DrawPrimitives(PrimitiveType.TriangleList , 0, 2); // End the scene. D3DDevice.EndScene(); // Present the backbuffer contents to the screen. D3DDevice.Present(); }); if (Image != null) Image.Dispose(); if (Vertices != null) Vertices.Dispose(); if (D3DDevice != null) D3DDevice.Dispose(); } private static Vertex[] BuildVertexData() { Vertex[] vertexData = new Vertex[6]; vertexData[0].Position = new Vector3(-1.0f, 1.0f, 0.0f); vertexData[0].Tu = 0.0f; vertexData[0].Tv = 0.0f; vertexData[1].Position = new Vector3(-1.0f, -1.0f, 0.0f); vertexData[1].Tu = 0.0f; vertexData[1].Tv = 1.0f; vertexData[2].Position = new Vector3(1.0f, 1.0f, 0.0f); vertexData[2].Tu = 1.0f; vertexData[2].Tv = 0.0f; vertexData[3].Position = new Vector3(-1.0f, -1.0f, 0.0f); vertexData[3].Tu = 0.0f; vertexData[3].Tv = 1.0f; vertexData[4].Position = new Vector3(1.0f, -1.0f, 0.0f); vertexData[4].Tu = 1.0f; vertexData[4].Tv = 1.0f; vertexData[5].Position = new Vector3(1.0f, 1.0f, 0.0f); vertexData[5].Tu = 1.0f; vertexData[5].Tv = 0.0f; return vertexData; } } } And my pixel shader and vertex shader code are as following // Pixel shader input structure struct PS_INPUT { float4 Position : POSITION; float2 Texture : TEXCOORD0; }; // Pixel shader output structure struct PS_OUTPUT { float4 Color : COLOR0; }; // Global variables sampler2D Tex0; // Name: Simple Pixel Shader // Type: Pixel shader // Desc: Fetch texture and blend with constant color // PS_OUTPUT ps_main( in PS_INPUT In ) { PS_OUTPUT Out; //create an output pixel Out.Color = tex2D(Tex0, In.Texture); //do a texture lookup Out.Color *= float4(0.9f, 0.8f, 0.0f, 1); //do a simple effect return Out; //return output pixel } // Vertex shader input structure struct VS_INPUT { float4 Position : POSITION; float2 Texture : TEXCOORD0; }; // Vertex shader output structure struct VS_OUTPUT { float4 Position : POSITION; float2 Texture : TEXCOORD0; }; // Global variables float4x4 WorldViewProj; // Name: Simple Vertex Shader // Type: Vertex shader // Desc: Vertex transformation and texture coord pass-through // VS_OUTPUT vs_main( in VS_INPUT In ) { VS_OUTPUT Out; //create an output vertex Out.Position = mul(In.Position, WorldViewProj); //apply vertex transformation Out.Texture = In.Texture; //copy original texcoords return Out; //return output vertex }

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  • Is dynamic casting Entities A good design?

    - by Milo
    For my game, Everything inherits from Entity, then other things like Player, PhysicsObject, etc, inherit from Entity. The physics engine sends collision callbacks which has an Entity* to the B that A collided on. Then, lets say A is a Bullet, A tries to cast the entity as a player, if it succeeds, it reduces the player's health. Is this a good design? The problem I have with a message system is that I'd need messages for everything, like: entity.sendMessage(SET_PLAYER_HEALTH,16); So that's why I think casting is cleaner.

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  • Connect two client sockets

    - by Hernán Eche
    Good morning, let's say Java has two kind of sockets... server sockets "ServerSocket" client sockets or just "Socket" ////so Simple ! Imagine the situation of two processes: X Client <-- Y Server The server process Y : has a "ServerSocket", that is listening to a TCP port The client process X : send a connection request through a -client type- "Socket" X ////so Simple ! then the accept() method (in server Y) returns a new client type "Socket", when it occurs, great the two Sockets get "interconected", so the -client socket- in client process, is connected with the -client socket- in the server process then (reading/writing in socket X is like reading/writing in socket Y, and viceversa. ) TWO CLIENT SOCKETS GET INTERCONECTED!! ////so Simple ! BUT... (there is always a But..) What if I create the two CLIENT sockets in same process, and I want to get them "interconected" ? ////mmm Complex =(... even posible? Let's say how to have TWO CLIENT SOCKETS GET INTERCONECTED WITHOUT using an intermediate ServerSocket ? I 've solved it.. by creating two threads for continuously reading A and writing B, and other for reading B and writng A... but I think could be a better way..(or should!) (Those world-energy-consuming threads are not necessary with the client-server aproach) Any help or advice would be appreciated!! Thanks

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  • How to optimise Andengine's PathModifer (with singleton or pool)?

    - by Casla
    I am trying to build a game where the character find and follows a new path when a new destination is issued by the player, kinda like how units in RTS games work. This is done on a TMX map and I am using the A Star path finder utilities in Andengine to do this.David helped me on that: How can I change the path a sprite is following in real time? At the moment, every-time a new path is issued, I have to abandon the existing PathModifer and Path instances, and create new ones, and from what I read so far, creating new objects when you could re-use existing ones are a big waste for mobile applications. This is how I coded it at the moment: private void loadPathFound() { if (mAStarPath != null) { modifierPath = new org.andengine.entity.modifier.PathModifier.Path(mAStarPath.getLength()); /* replace the first node in the path as the player's current position */ modifierPath.to(player.convertLocalToSceneCoordinates(12, 31)[Constants.VERTEX_INDEX_X]-12, player.convertLocalToSceneCoordinates(12, 31)[Constants.VERTEX_INDEX_Y]-31); for (int i=1; i<mAStarPath.getLength(); i++) { modifierPath.to(mAStarPath.getX(i)*TILE_WIDTH, mAStarPath.getY(i)*TILE_HEIGHT); /* passing in the duration depended on the length of the path, so that the animation has a constant duration for every step */ player.registerEntityModifier(new PathModifier(modifierPath.getLength()/100, modifierPath, null, mIPathModifierListener)); } } The ideal implementation will be to always have just one object of PathModifer and just reset the destination of the path. But I don't know how you can apply the singleton patther on Andengine's PathModifer, there is no method to reset attribute of the path nor the pathModifer. So without re-write the PathModifer and the Path class, or use reflection, is there any other way to implement singleton PathModifer? Thanks for your help.

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