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  • Something other than Vertex Welding with Texture Atlas?

    - by Tim Winter
    What options (in C# with XNA) would there be for texture usage in a procedural generated 3D world made of cubes to increase performance? Yes, it's like Minecraft. I've been doing a texture atlas and rendering faces individually (4 vertices per face), but I've also read in a couple places about using texture wrapping with two 1D atlases to merge adjacent faces with the same texture. If two or more adjacent faces share the same image, it'd be quite easy to wrap in this way reducing vertices by a large amount. My problem with this is having too many textures, swapping too often, and many image related things like non-power of 2 images. Is there a middle ground option between the 1D texture atlas trick and rendering 4 vertices per cube face? This is a picture of what I have currently (in wireframe). 4 vertices per face seems extremely inefficient to me.

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  • Bodies do not stay sticked together by joint in retina display

    - by Mike JM
    I'm rehearsing on Box2D revolute joints. Everything's going pretty well except for one thing. For some reason bodies joined together with revolute joints do not stay sticked, they start getting apart from each other from the app start when I run it on retina device or simulator. On non retina device it works just fine, as expected. Here's the screenshot of the non-retina version: And here's the behavior when I run the same app on retina device/simulator: I'm taking content scale factor into account.

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  • Converting 3 axis vectors to a rotation matrix

    - by user38858
    I am trying to get a rotation matrix (in 3dsmax) from 3 vectors that form an axis (all 3 vectors are aligned by 90 degrees each other) Somewhere I read that I could build a rotation matrix just by inserting in every row one vector at a time (source: http://renderdan.blogspot.cz/2006/05/rotation-matrix-from-axis-vectors.html) So, I built a matrix with these example vectors x-axis : [-0.194624,-0.23715,-0.951778] y-axis : [-0.773012,0.634392,0] z-axis : [-0.6038,-0.735735,0.306788] But for some reason, if I try to convert this matrix to eulerangles, I receive this rotation: (eulerAngles 47.7284 6.12831 36.8263) ... which is totally wrong, and doesn't align to my 3 vectors at all. I know that rotation is quite difficult to understand, may someone shed some light? :)

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  • Testing on Device Other Than the Known Brand Question (Local and Imported Phone Question)

    - by David Dimalanta
    I have a question. When testing a device by using Eclipse, it's easy to install and add device software with these specific brands commonly used in game testing like Samsung, Google, T-Mobile, and HTC; according to the Android Developers website. What if I'm using other brands that runs on Android to test the program via Eclipse (i.e. MyPhone, Starmobile), what should I look for to download in order to enable testing phones that those brands are using other than the brands that are known and commonly used: model number or simply brand? Here's some examples of these brands other than the brands we've known that runs on Android: Starmobile Engage 7 (http://www.lazada.com.ph/Starmobile-Engage-7-Android-40-4GB-with-Wi-Fi-Black-Starmobile-Mercury-B201-COMBO-39833.html/) My|Phone A898 Duo (http://www.myphone.com.ph/#!a898-duo/c1yt) Also, take note that I'm a Filipino programmer working at the Philippines to test our local smartphones for the created Android game or app. Hope you can understand me for my help.

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  • Python rpg adivce? [closed]

    - by nikita.utiu
    I have started coding an text rpg engine in python. I have basic concepts laid down, like game state saving, input, output etc. I was wondering how certain scripted game mechanics(eg. debuffs that increase damage received from a certain player or multiply damage by the number of hits received, overriding of the mobs default paths for certain events etc) are implemented usually implemented. Some code bases or some other source code would be useful(not necessarily python). Thanks in advance.

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  • Convert ddply {plyr} to Oracle R Enterprise, or use with Embedded R Execution

    - by Mark Hornick
    The plyr package contains a set of tools for partitioning a problem into smaller sub-problems that can be more easily processed. One function within {plyr} is ddply, which allows you to specify subsets of a data.frame and then apply a function to each subset. The result is gathered into a single data.frame. Such a capability is very convenient. The function ddply also has a parallel option that if TRUE, will apply the function in parallel, using the backend provided by foreach. This type of functionality is available through Oracle R Enterprise using the ore.groupApply function. In this blog post, we show a few examples from Sean Anderson's "A quick introduction to plyr" to illustrate the correpsonding functionality using ore.groupApply. To get started, we'll create a demo data set and load the plyr package. set.seed(1) d <- data.frame(year = rep(2000:2014, each = 3),         count = round(runif(45, 0, 20))) dim(d) library(plyr) This first example takes the data frame, partitions it by year, and calculates the coefficient of variation of the count, returning a data frame. # Example 1 res <- ddply(d, "year", function(x) {   mean.count <- mean(x$count)   sd.count <- sd(x$count)   cv <- sd.count/mean.count   data.frame(cv.count = cv)   }) To illustrate the equivalent functionality in Oracle R Enterprise, using embedded R execution, we use the ore.groupApply function on the same data, but pushed to the database, creating an ore.frame. The function ore.push creates a temporary table in the database, returning a proxy object, the ore.frame. D <- ore.push(d) res <- ore.groupApply (D, D$year, function(x) {   mean.count <- mean(x$count)   sd.count <- sd(x$count)   cv <- sd.count/mean.count   data.frame(year=x$year[1], cv.count = cv)   }, FUN.VALUE=data.frame(year=1, cv.count=1)) You'll notice the similarities in the first three arguments. With ore.groupApply, we augment the function to return the specific data.frame we want. We also specify the argument FUN.VALUE, which describes the resulting data.frame. From our previous blog posts, you may recall that by default, ore.groupApply returns an ore.list containing the results of each function invocation. To get a data.frame, we specify the structure of the result. The results in both cases are the same, however the ore.groupApply result is an ore.frame. In this case the data stays in the database until it's actually required. This can result in significant memory and time savings whe data is large. R> class(res) [1] "ore.frame" attr(,"package") [1] "OREbase" R> head(res)    year cv.count 1 2000 0.3984848 2 2001 0.6062178 3 2002 0.2309401 4 2003 0.5773503 5 2004 0.3069680 6 2005 0.3431743 To make the ore.groupApply execute in parallel, you can specify the argument parallel with either TRUE, to use default database parallelism, or to a specific number, which serves as a hint to the database as to how many parallel R engines should be used. The next ddply example uses the summarise function, which creates a new data.frame. In ore.groupApply, the year column is passed in with the data. Since no automatic creation of columns takes place, we explicitly set the year column in the data.frame result to the value of the first row, since all rows received by the function have the same year. # Example 2 ddply(d, "year", summarise, mean.count = mean(count)) res <- ore.groupApply (D, D$year, function(x) {   mean.count <- mean(x$count)   data.frame(year=x$year[1], mean.count = mean.count)   }, FUN.VALUE=data.frame(year=1, mean.count=1)) R> head(res)    year mean.count 1 2000 7.666667 2 2001 13.333333 3 2002 15.000000 4 2003 3.000000 5 2004 12.333333 6 2005 14.666667 Example 3 uses the transform function with ddply, which modifies the existing data.frame. With ore.groupApply, we again construct the data.frame explicilty, which is returned as an ore.frame. # Example 3 ddply(d, "year", transform, total.count = sum(count)) res <- ore.groupApply (D, D$year, function(x) {   total.count <- sum(x$count)   data.frame(year=x$year[1], count=x$count, total.count = total.count)   }, FUN.VALUE=data.frame(year=1, count=1, total.count=1)) > head(res)    year count total.count 1 2000 5 23 2 2000 7 23 3 2000 11 23 4 2001 18 40 5 2001 4 40 6 2001 18 40 In Example 4, the mutate function with ddply enables you to define new columns that build on columns just defined. Since the construction of the data.frame using ore.groupApply is explicit, you always have complete control over when and how to use columns. # Example 4 ddply(d, "year", mutate, mu = mean(count), sigma = sd(count),       cv = sigma/mu) res <- ore.groupApply (D, D$year, function(x) {   mu <- mean(x$count)   sigma <- sd(x$count)   cv <- sigma/mu   data.frame(year=x$year[1], count=x$count, mu=mu, sigma=sigma, cv=cv)   }, FUN.VALUE=data.frame(year=1, count=1, mu=1,sigma=1,cv=1)) R> head(res)    year count mu sigma cv 1 2000 5 7.666667 3.055050 0.3984848 2 2000 7 7.666667 3.055050 0.3984848 3 2000 11 7.666667 3.055050 0.3984848 4 2001 18 13.333333 8.082904 0.6062178 5 2001 4 13.333333 8.082904 0.6062178 6 2001 18 13.333333 8.082904 0.6062178 In Example 5, ddply is used to partition data on multiple columns before constructing the result. Realizing this with ore.groupApply involves creating an index column out of the concatenation of the columns used for partitioning. This example also allows us to illustrate using the ORE transparency layer to subset the data. # Example 5 baseball.dat <- subset(baseball, year > 2000) # data from the plyr package x <- ddply(baseball.dat, c("year", "team"), summarize,            homeruns = sum(hr)) We first push the data set to the database to get an ore.frame. We then add the composite column and perform the subset, using the transparency layer. Since the results from database execution are unordered, we will explicitly sort these results and view the first 6 rows. BB.DAT <- ore.push(baseball) BB.DAT$index <- with(BB.DAT, paste(year, team, sep="+")) BB.DAT2 <- subset(BB.DAT, year > 2000) X <- ore.groupApply (BB.DAT2, BB.DAT2$index, function(x) {   data.frame(year=x$year[1], team=x$team[1], homeruns=sum(x$hr))   }, FUN.VALUE=data.frame(year=1, team="A", homeruns=1), parallel=FALSE) res <- ore.sort(X, by=c("year","team")) R> head(res)    year team homeruns 1 2001 ANA 4 2 2001 ARI 155 3 2001 ATL 63 4 2001 BAL 58 5 2001 BOS 77 6 2001 CHA 63 Our next example is derived from the ggplot function documentation. This illustrates the use of ddply within using the ggplot2 package. We first create a data.frame with demo data and use ddply to create some statistics for each group (gp). We then use ggplot to produce the graph. We can take this same code, push the data.frame df to the database and invoke this on the database server. The graph will be returned to the client window, as depicted below. # Example 6 with ggplot2 library(ggplot2) df <- data.frame(gp = factor(rep(letters[1:3], each = 10)),                  y = rnorm(30)) # Compute sample mean and standard deviation in each group library(plyr) ds <- ddply(df, .(gp), summarise, mean = mean(y), sd = sd(y)) # Set up a skeleton ggplot object and add layers: ggplot() +   geom_point(data = df, aes(x = gp, y = y)) +   geom_point(data = ds, aes(x = gp, y = mean),              colour = 'red', size = 3) +   geom_errorbar(data = ds, aes(x = gp, y = mean,                                ymin = mean - sd, ymax = mean + sd),              colour = 'red', width = 0.4) DF <- ore.push(df) ore.tableApply(DF, function(df) {   library(ggplot2)   library(plyr)   ds <- ddply(df, .(gp), summarise, mean = mean(y), sd = sd(y))   ggplot() +     geom_point(data = df, aes(x = gp, y = y)) +     geom_point(data = ds, aes(x = gp, y = mean),                colour = 'red', size = 3) +     geom_errorbar(data = ds, aes(x = gp, y = mean,                                  ymin = mean - sd, ymax = mean + sd),                   colour = 'red', width = 0.4) }) But let's take this one step further. Suppose we wanted to produce multiple graphs, partitioned on some index column. We replicate the data three times and add some noise to the y values, just to make the graphs a little different. We also create an index column to form our three partitions. Note that we've also specified that this should be executed in parallel, allowing Oracle Database to control and manage the server-side R engines. The result of ore.groupApply is an ore.list that contains the three graphs. Each graph can be viewed by printing the list element. df2 <- rbind(df,df,df) df2$y <- df2$y + rnorm(nrow(df2)) df2$index <- c(rep(1,300), rep(2,300), rep(3,300)) DF2 <- ore.push(df2) res <- ore.groupApply(DF2, DF2$index, function(df) {   df <- df[,1:2]   library(ggplot2)   library(plyr)   ds <- ddply(df, .(gp), summarise, mean = mean(y), sd = sd(y))   ggplot() +     geom_point(data = df, aes(x = gp, y = y)) +     geom_point(data = ds, aes(x = gp, y = mean),                colour = 'red', size = 3) +     geom_errorbar(data = ds, aes(x = gp, y = mean,                                  ymin = mean - sd, ymax = mean + sd),                   colour = 'red', width = 0.4)   }, parallel=TRUE) res[[1]] res[[2]] res[[3]] To recap, we've illustrated how various uses of ddply from the plyr package can be realized in ore.groupApply, which affords the user explicit control over the contents of the data.frame result in a straightforward manner. We've also highlighted how ddply can be used within an ore.groupApply call.

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  • OpenGL camera moves faster than player

    - by opiop65
    I have a side scroller game made in OpenGL, and I'm trying to center the player in the viewport when he moves. I know how to do it: cameraX = Width / 2 / TileSize - playerPosX cameraY = Height / 2 / TileSize - playerPosY However, I have a problem. The player and "camera" move, but the player moves faster than the "camera" scrolls. So, the player can actually move out of the screen. Some code, this is how I translate the camera: public Camera(){ } public void update(Player p){ glTranslatef(-p.getPos().x - Main.WIDTH / 64 / 2, -p.getPos().y - Main.HEIGHT / 64 / 2, 1); } Here's how I move the player: public void update(){ if(Keyboard.isKeyDown(Keyboard.KEY_D)){ this.move(MOVESPEED, 0); } if(Keyboard.isKeyDown(Keyboard.KEY_A)){ this.move(-MOVESPEED, 0); } } The move method: public void move(float x, float y){ this.getPos().set(this.getPos().x + x, this.getPos().y + y); } And then after I move the player, I update the player's geometry, which shouldn't matter. What am I doing wrong here, this seems like such a simple problem, yet it doesn't work!

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  • How to restrict paddle movement using Farseer Physics engine 3.2

    - by brainydexter
    I am new to using Farseer Physics Engine 3.2(FPE), so please bear with my questions. Also, since FPE 3.2 is based on Box2D, I have been reading Box2D manual and pieces of code scattered in samples to better understand terminology and usage. Pong is usually my testbed whenever I try to do something new. Here is one of the issue I am running into: How can I restrict paddles to move only along Y axis, because the ball comes in and knocks off the paddles and everything floats in space afterwards ? (Box = Rectangle and ball = circle) I know MKS is the unit system, but is there a recommendation for sizes/position to be used ? I know this is a very generic question, but it would be good to know a simple set of values that one could use for making a game as simple as pong. Between box2d and FPE, I have some doubts: what is the recommended way of making a body in FPE ? world.CreateBody() does not exist in FPE Box2d manual recommends never to "new" body(since Box2D uses Small Object allocators), so is there a recommended way in Farseer to create a body (apart from factories) ? In box2d, it is recommended to keep a track of the body object, since it is also the parent to fixture(s). Why is it that in most of the examples, the fixture object is tracked ? Is there a reason why body is not tracked ? Thanks

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  • Having a problem with texturing vertices in WebGL, think parameters are off in the image?

    - by mathacka
    I'm having a problem texturing a simple rectangle in my WebGL program, I have the parameters set as follows: gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, textureImage); I'm using this image: On the properties of this image it says it's 32 bit depth, so that should take care of the gl.UNSIGNED_BYTE, and I've tried both gl.RGBA and gl.RGB to see if it's not reading the transparency. It is a 32x32 pixel image, so it's power of 2. And I've tried almost all the combinations of formats and types, but I'm not sure if this is the answer or not. I'm getting these two errors in the chrome console: INVALID_VALUE: texImage2D: invalid image (index):101 WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled. the drawArrays function is simply: "gl.drawArrays(gl.TRIANGLES, 0, 6);" using 6 vertices to make a rectangle.

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  • How to get tilemap transparency color working with TiledLib's Demo implementation?

    - by Adam LaBranche
    So the problem I'm having is that when using Nick Gravelyn's tiledlib pipeline for reading and drawing tmx maps in XNA, the transparency color I set in Tiled's editor will work in the editor, but when I draw it the color that's supposed to become transparent still draws. The closest things to a solution that I've found are - 1) Change my sprite batch's BlendState to NonPremultiplied (found this in a buried Tweet). 2) Get the pixels that are supposed to be transparent at some point then Set them all to transparent. Solution 1 didn't work for me, and solution 2 seems hacky and not a very good way to approach this particular problem, especially since it looks like the custom pipeline processor reads in the transparent color and sets it to the color key for transparency according to the code, just something is going wrong somewhere. At least that's what it looks like the code is doing. TileSetContent.cs if (imageNode.Attributes["trans"] != null) { string color = imageNode.Attributes["trans"].Value; string r = color.Substring(0, 2); string g = color.Substring(2, 2); string b = color.Substring(4, 2); this.ColorKey = new Color((byte)Convert.ToInt32(r, 16), (byte)Convert.ToInt32(g, 16), (byte)Convert.ToInt32(b, 16)); } ... TiledHelpers.cs // build the asset as an external reference OpaqueDataDictionary data = new OpaqueDataDictionary(); data.Add("GenerateMipMaps", false); data.Add("ResizetoPowerOfTwo", false); data.Add("TextureFormat", TextureProcessorOutputFormat.Color); data.Add("ColorKeyEnabled", tileSet.ColorKey.HasValue); data.Add("ColorKeyColor", tileSet.ColorKey.HasValue ? tileSet.ColorKey.Value : Microsoft.Xna.Framework.Color.Magenta); tileSet.Texture = context.BuildAsset<Texture2DContent, Texture2DContent>( new ExternalReference<Texture2DContent>(path), null, data, null, asset); ... I can share more code as well if it helps to understand my problem. Thank you.

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  • Accept keyboard input when game is not in focus?

    - by Corey Ogburn
    I want to be able to control the game via keyboard while the game does not have focus... How can I do this in XNA? EDIT: I bought a tablet. I want to write a separate app to overly the screen with controls that will send keyboard input to the game. Although, it's not sending the input DIRECT to the game, it's using the method discussed in this SO question: http://stackoverflow.com/questions/6446085/emulate-held-down-key-on-keyboard To my understanding, my test app is working the way it should be but the game is not responding to this input. I originally thought that Keyboard.GetState() would get the state regardless that the game is not in focus, but that doesn't appear to be the case.

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  • Game component causes game to freeze

    - by ChocoMan
    I'm trying to add my camera component to Game1 class' constructor like so: Camera camera; // from class Camera : GameComponent .... public Game1() { graphics = new GraphicsDeviceManager(this); this.graphics.PreferredBackBufferWidth = screenWidth; this.graphics.PreferredBackBufferHeight = screenHieght; this.graphics.IsFullScreen = true; Content.RootDirectory = "Content"; camera = new Camera(this); Components.Add(camera); } From the just adding the last two lines, when I run the game, the screen freezes then gives me this message: An unhandled exception of type 'System.ComponentModel.Win32Exception' occurred in System.Drawing.dll Additional information: The operation completed successfully

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  • XNA 2D line-of-sight check

    - by bionicOnion
    I'm working on a top-down shooter in XNA, and I need to implement line-of-sight checking. I've come up with a solution that seems to work, but I get the nagging feeling that it won't be efficient enough to do every frame for multiple calls (the game already hiccups slightly at about 10 calls per frame). The code is below, but my general plan was to create a series of rectangles with a width and height of zero to act as points along the sight line, and then check to see if any of these rectangles intersects a ClutterObject (an interface I defined for things like walls or other obstacles) after first screening for any that can't possibly be in the line of sight (i.e. behind the viewer) or are too far away (a concession I made for efficiency). public static bool LOSCheck(Vector2 pos1, Vector2 pos2) { Vector2 currentPos = pos1; Vector2 perMove = (pos2 - pos1); perMove.Normalize(); HashSet<ClutterObject> clutter = new HashSet<ClutterObject>(); foreach (Room r in map.GetRooms()) { if (r != null) { foreach (ClutterObject c in r.GetClutter()) { if (c != null &&!(c.GetRectangle().X * perMove.X < 0) && !(c.GetRectangle().Y * perMove.Y < 0)) { Vector2 cVector = new Vector2(c.GetRectangle().X, c.GetRectangle().Y); if ((cVector - pos1).Length() < 1500) clutter.Add(c); } } } } while (currentPos != pos2 && ((currentPos - pos1).Length() < 1500)) { Rectangle position = new Rectangle((int)currentPos.X, (int)currentPos.Y, 0, 0); foreach (ClutterObject c in clutter) { if (position.Intersects(c.GetRectangle())) return false; } currentPos += perMove; } return true; } I'm sure that there's a better way to do this (or at least a way to make this method more efficient), but I'm not too used to XNA yet, so I figured it couldn't hurt to bring it here. At the very least, is there an efficient to determine which objects may be in front of the viewer with greater precision than the rather broad 90 degree window I've given myself?

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  • Setting effects variables in XNA

    - by Badescu Alexandru
    Hello ! I am currently reading a book named "3D Graphics with XNA Game Studio 4.0" by Sean James and have some questions to ask : If i create a effect parameter named lets say SpecularPower and have in my effect a variable named SpecularPower , if i do something like effect.Parameters["SpecularPower"].SetValue(3) That wil change the SpecularPower variable in my effect ? And a second question, not regarding the book : If i have a spaceship and i've created a "boost" functionality that speeds up my spaceship, what effects should i implement to create the impresion oh high speed ? I was thinking of making everything except my spaceship blurry but i think there would be something missing . Any ideas ? Regards, Alex Badescu

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  • How to raycast select a scaled OBB?

    - by user3254944
    I have the OBB picking code to select an OBB with code inspired from Real time Rendering 3 and opengl-tutorial.org. I can successfully select objects that have been moved or rotated. However, I cant correctly select an object that has been scaled. The bounding box scales right, but the I can only select the object in a thin strip on its center. How do I fix the checkForHits() function to allow it to read the scaling that I passed to it in the raycast matrix? void GLWidget::selectObjRaycast() { glm::vec2 mouse = (glm::vec2(mousePos.x(), mousePos.y()) / glm::vec2(this->width(), this->height())) * 2.0f - 1.0f; mouse.y *= -1; glm::mat4 toWorld = glm::inverse(ProjectionM * ViewM); glm::vec4 from = toWorld * glm::vec4(mouse, -1.0f, 1.0f); glm::vec4 to = toWorld * glm::vec4(mouse, 1.0f, 1.0f); from /= from.w; to /= to.w; fromAABB = glm::vec3(from); toAABB = glm::normalize(glm::vec3(to - from)); checkForHits(); } void GLWidget::checkForHits() { for (int i = 0; i < myWin.myEtc->allObj.size(); ++i) //check for hits on each obj's bb { bool miss = 0; float tMin = 0.0f; float tMax = 100000.0f; glm::vec3 bbPos(myWin.myEtc->allObj[i]->raycastM[3].x, myWin.myEtc->allObj[i]->raycastM[3].y, myWin.myEtc->allObj[i]->raycastM[3].z); glm::vec3 delta = bbPos - fromAABB; for (int j = 0; j < 3; ++j) { glm::vec3 axis(myWin.myEtc->allObj[i]->raycastM[j].x, myWin.myEtc->allObj[i]->raycastM[j].y, myWin.myEtc->allObj[i]->raycastM[j].z); float e = glm::dot(axis, delta); float f = glm::dot(toAABB, axis); if (fabs(f) > 0.001f) { float t1 = (e + myWin.myEtc->allObj[i]->bbMin[j]) / f; float t2 = (e + myWin.myEtc->allObj[i]->bbMax[j]) / f; if (t1 > t2) { float w = t1; t1 = t2; t2 = w; } if (t2 < tMax) tMax = t2; if (t1 > tMin) tMin = t1; if (tMax < tMin) miss = 1; } else { if (-e + myWin.myEtc->allObj[i]->bbMin[j] > 0.0f || -e + myWin.myEtc->allObj[i]->bbMax[j] < 0.0f) miss = 1; } } if (miss == 0) { intersection_distance = tMin; myWin.myEtc->sel.push_back(myWin.myEtc->allObj[i]); myWin.myEtc->allObj[i]->highlight = myWin.myGLHelp->highlight; break; } } } void Object::render(glm::mat4 PV) { scaleM = glm::scale(glm::mat4(), s->val_3); r_quat = glm::quat(glm::radians(r->val_3)); rotationM = glm::toMat4(r_quat); translationM = glm::translate(glm::mat4(), t->val_3); transLocal1M = glm::translate(glm::mat4(), -rsPivot->val_3); transLocal2M = glm::translate(glm::mat4(), rsPivot->val_3); raycastM = translationM * transLocal2M * rotationM * scaleM * transLocal1M; // MVP = PV * translationM * transLocal2M * rotationM * scaleM * transLocal1M; }

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  • Encode two integers into colour values and compare them in a HLSL shader

    - by Ben Slinger
    I am writing a 2D point and click adventure game in Monogame, and I'd like to be able to create an image mask for every room which defines which parts of the background a character can walk behind, and at which Y value a character needs to be at for the background to be drawn above the character. I haven't done any shader work before but after doing some reading I thought the following solution should work: Create a mask for the room with different walk behind areas painted in a colour that defines the baseline Y value (Walk Behind Mask) Render all objects to a RenderTarget2D (Base Texture) Render all objects to a different RenderTarget2D, but changing every pixel of each object to a colour that defines its Y value (Position Mask) Pass these two textures plus the image mask into the shader, and for each pixel compare the colour of the image mask to the colour of the Position Mask to the Walk Behind Mask - if the Position Mask pixel is larger (thus lower on the screen and closer to the camera) than the Walk Behind Mask, draw the pixel from the Base Texture, otherwise draw a transparent pixel (allowing the background to show through). I've got it mostly working, but I'm having trouble packing and unpacking the Y values into colours and retrieving them correctly in the shader. Here are some code examples of how I'm doing it so far: (When drawing to the Position Mask RenderTarget2D) Color posColor = new Color(((int)Position.Y >> 16) & 255, ((int)Position.Y >> 8) & 255, (int)Position.Y & 255); So as far as I can tell, this should be taking the first 3 bytes of the position integer and encoding them into a 4 byte colour (ignoring the alpha as the 4th byte). This seems to work fine, as when my character is at Y = 600, the resulting Color from this is: {[Color: R=0, G=2, B=88, A=255, PackedValue=4283957760]}. I then have an area in my Walk Behind Mask that I only want the character to be displayed behind if his Y value is lower than 655, so I've painted it with R=0, G=2, B=143, A=255. Now, I think I have the shader OK as well, here's what I have: sampler BaseTexture : register(s0); sampler MaskTexture : register(s1); sampler PositionTexture : register(s2); float4 mask( float2 coords : TEXCOORD0 ) : COLOR0 { float4 color = tex2D(BaseTexture, coords); float4 maskColor = tex2D(MaskTexture, coords); float4 positionColor = tex2D(PositionTexture, coords); float maskCompare = (maskColor.r * pow(2,24)) + (maskColor.g * pow(2,16)) + (maskColor.b * pow(2,8)); float positionCompare = (positionColor.r * pow(2,24)) + (positionColor.g * pow(2,16)) + (positionColor.b * pow(2,8)); return positionCompare < maskCompare ? float4(0,0,0,0) : color; } technique Technique1 { pass NoEffect { PixelShader = compile ps_3_0 mask(); } } This isn't working, however - currently all characters are displayed behind the walk behind area, regardless of their Y value. I tried printing out some debug info by grabbing the pixel from both the Position Mask and the Walk Under Mask under the current mouse position, and it seems like maybe the colours aren't being rendered to the Position Mask correctly? When calculating the colour in that code above I'm getting R=0, G=2, B=88, A=255, but when I mouseover my character I get R=0, G=0, B=30, A=255. Any ideas what I'm doing wrong? It seems like maybe I'm losing some information when rendering to the RenderTarget2D, but I'm now knowledgeable enough to figure out what's happening. Also, I should probably ask, is this an efficient way to do this? Will there be a performance impact? Edit: Whoops, turns out there was a bug that I'd introduced myself, I was drawing out the Position Mask with the position Color, left over from some early testing I was doing. So this solution is working perfectly, though I'm still interested in whether this is an efficient solution performance wise.

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  • XNA Easy Storage XBOX 360 High Scores

    - by user1003211
    To followup from a previous query - I need some help with the implementation of easystorage high scores, which is bringing up some errors on the xbox. I get the prompt screen, a savedevice is selected and a file are all created! However the file remains empty, (I've tried prepopulating but still get errors). The full portions of the scoring code can be found here: http://pastebin.com/74v897Yt The current issue in particular is in LoadHighScores() - "There is an error in XML document (0, 0)." under line data = (HighScoreData)serializer.Deserialize(stream); I'm not sure whether this line is correct either: HighScoreData data = new HighScoreData(); public static HighScoreData LoadHighScores(string container, string filename) { HighScoreData data = new HighScoreData(); if (Global.SaveDevice.FileExists(container, filename)) { Global.SaveDevice.Load(container, filename, stream => { File.Open(Global.fileName_options, FileMode.OpenOrCreate, FileAccess.Read); try { // Read the data from the file XmlSerializer serializer = new XmlSerializer(typeof(HighScoreData)); data = (HighScoreData)serializer.Deserialize(stream); } finally { // Close the file stream.Close(); // stream.Dispose(); } }); } return (data); } I call: PromptMe(); when the Start button is pressed at the beginning. I call: if (Global.SaveDevice.IsReady){entries = LoadHighScores(HighScoresContainer, HighScoresFilename);} during the menu screen to try and display the highscore screen. I call: SaveHighScore(); when game ends. I've tried altering the struct code to a class but still no luck. Any help greatly appreciated.

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  • Axis-Aligned Bounding Boxes vs Bounding Ellipse

    - by Griffin
    Why is it that most, if not all collision detection algorithms today require each body to have an AABB for the use in the broad phase only? It seems to me like simply placing a circle at the body's centroid, and extending the radius to where the circle encompasses the entire body would be optimal. This would not need to be updated after the body rotates and broad overlap-calculation would be faster to. Correct? Bonus: Would a bounding ellipse be practical for broad phase calculations also, since it would better represent long, skinny shapes? Or would it require extensive calculations, defeating the purpose of broad-phase?

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  • What is a better abstraction layer for D3D9 and OpenGL vertex data management?

    - by Sam Hocevar
    My rendering code has always been OpenGL. I now need to support a platform that does not have OpenGL, so I have to add an abstraction layer that wraps OpenGL and Direct3D 9. I will support Direct3D 11 later. TL;DR: the differences between OpenGL and Direct3D cause redundancy for the programmer, and the data layout feels flaky. For now, my API works a bit like this. This is how a shader is created: Shader *shader = Shader::Create( " ... GLSL vertex shader ... ", " ... GLSL pixel shader ... ", " ... HLSL vertex shader ... ", " ... HLSL pixel shader ... "); ShaderAttrib a1 = shader->GetAttribLocation("Point", VertexUsage::Position, 0); ShaderAttrib a2 = shader->GetAttribLocation("TexCoord", VertexUsage::TexCoord, 0); ShaderAttrib a3 = shader->GetAttribLocation("Data", VertexUsage::TexCoord, 1); ShaderUniform u1 = shader->GetUniformLocation("WorldMatrix"); ShaderUniform u2 = shader->GetUniformLocation("Zoom"); There is already a problem here: once a Direct3D shader is compiled, there is no way to query an input attribute by its name; apparently only the semantics stay meaningful. This is why GetAttribLocation has these extra arguments, which get hidden in ShaderAttrib. Now this is how I create a vertex declaration and two vertex buffers: VertexDeclaration *decl = VertexDeclaration::Create( VertexStream<vec3,vec2>(VertexUsage::Position, 0, VertexUsage::TexCoord, 0), VertexStream<vec4>(VertexUsage::TexCoord, 1)); VertexBuffer *vb1 = new VertexBuffer(NUM * (sizeof(vec3) + sizeof(vec2)); VertexBuffer *vb2 = new VertexBuffer(NUM * sizeof(vec4)); Another problem: the information VertexUsage::Position, 0 is totally useless to the OpenGL/GLSL backend because it does not care about semantics. Once the vertex buffers have been filled with or pointed at data, this is the rendering code: shader->Bind(); shader->SetUniform(u1, GetWorldMatrix()); shader->SetUniform(u2, blah); decl->Bind(); decl->SetStream(vb1, a1, a2); decl->SetStream(vb2, a3); decl->DrawPrimitives(VertexPrimitive::Triangle, NUM / 3); decl->Unbind(); shader->Unbind(); You see that decl is a bit more than just a D3D-like vertex declaration, it kinda takes care of rendering as well. Does this make sense at all? What would be a cleaner design? Or a good source of inspiration?

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  • Model won't render in my XNA game

    - by Daniel Lopez
    I am trying to create a simple 3D game but things aren't working out as they should. For instance, the mode will not display. I created a class that does the rendering so I think that is where the problem lies. P.S I am using models from the MSDN website so I know the models are compatible with XNA. Code: class ModelRenderer { private float aspectratio; private Model model; private Vector3 camerapos; private Vector3 modelpos; private Matrix rotationy; float radiansy = 0; public ModelRenderer(Model m, float AspectRatio, Vector3 initial_pos, Vector3 initialcamerapos) { model = m; if (model.Meshes.Count == 0) { throw new Exception("Invalid model because it contains zero meshes!"); } modelpos = initial_pos; camerapos = initialcamerapos; aspectratio = AspectRatio; return; } public Vector3 CameraPosition { set { camerapos = value; } get { return camerapos; } } public Vector3 ModelPosition { set { modelpos = value; } get { return modelpos; } } public void RotateY(float radians) { radiansy += radians; rotationy = Matrix.CreateRotationY(radiansy); } public float AspectRatio { set { aspectratio = value; } get { return aspectratio; } } public void Draw() { Matrix world = Matrix.CreateTranslation(modelpos) * rotationy; Matrix view = Matrix.CreateLookAt(this.CameraPosition, this.ModelPosition, Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), this.AspectRatio, 1.0f, 10000f); model.Draw(world, view, projection); } } If you need more code just make a comment.

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  • 2D tower defense - A bullet to an enemy

    - by Tashu
    I'm trying to find a good solution for a bullet to hit the enemy. The game is 2D tower defense, the tower is supposed to shoot a bullet and hit the enemy guaranteed. I tried this solution - http://blog.wolfire.com/2009/07/linear-algebra-for-game-developers-part-1/ The link mentioned to subtract the bullet's origin and the enemy as well (vector subtraction). I tried that but a bullet just follows around the enemy. float diffX = enemy.position.x - position.x; float diffY = enemy.position.y - position.y; velocity.x = diffX; velocity.y = diffY; position.add(velocity.x * deltaTime, velocity.y * deltaTime); I'm familiar with vectors but not sure what steps (vector math operations) to be done to get this solution working.

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  • Network Multiplayer in Flash

    - by shadowprotocol
    Flash has come a long way in the last decade, and it's a well-kept secret getting a flash game to connect to a multi-client server for chat and/or basic avatar movement in real time. Why has the industry as a whole not made this a common-knowledge type of thing yet? We keep pushing to the web but I am finding it incredibly difficult gathering learning material on this subject. Sure, I can find multi-client server socket tutorials in various languages (using select statements and/or threads to handle multiple socket connections), but in regards to Flash applications inside of a browser? NOPE! Can everyone please share what they know? :] It's a subject I'd really love to get into but I'm afraid I just honestly don't know enough about how to do it. Thanks!

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  • What is wrong with my Dot Product? [Javascript]

    - by Clay Ellis Murray
    I am trying to make a pong game but I wanted to use dot products to do the collisions with the paddles, however whenever I make a dot product objects it never changes much from .9 this is my code to make vectors vector = { make:function(object){ return [object.x + object.width/2,object.y + object.height/2] }, normalize:function(v){ var length = Math.sqrt(v[0] * v[0] + v[1] * v[1]) v[0] = v[0]/length v[1] = v[1]/length return v }, dot:function(v1,v2){ return v1[0] * v2[0] + v1[1] * v2[1] } } and this is where I am calculating the dot in my code vector1 = vector.normalize(vector.make(ball)) vector2 = vector.normalize(vector.make(object)) dot = vector.dot(vector1,vector2) Here is a JsFiddle of my code currently the paddles don't move. Any help would be greatly appreciated

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  • How do I consistently re-size my game window and elements?

    - by Milo
    In my 2D game, I have a flow layout. Inside the flow layout are tables. I have a slider that lets the user make the tables larger or smaller. This makes the background larger or smaller too. Everything should scale proportionally which means the background should stay at the same position when I make things larger, and it almost does. When the scrollbar is at 0, it does exactly this. As the scrollbar gets further down problems arise. I'll toggle the slider maybe 3 times and on the fourth time, the background jumps a little lower on the Y axis. In order to be efficient, I only start rendering the background near the parent of the flow layout. Here it is: void LobbyTableManager::renderBG( GraphicsContext* g, agui::Rectangle& absRect, agui::Rectangle& childRect ) { int cx, cy, cw, ch; g->getClippingRect(cx,cy,cw,ch); g->setClippingRect(absRect.getX(),absRect.getY(),absRect.getWidth(),absRect.getHeight()); float scale = 0.35f; int w = m_bgSprite->getWidth() * getTableScale() * scale; int h = m_bgSprite->getHeight() * getTableScale() * scale; int numX = ceil(absRect.getWidth() / (float)w) + 2; int numY = ceil(absRect.getHeight() / (float)h) + 2; float offsetX = m_activeTables[0]->getLocation().getX() - w; float offsetY = m_activeTables[0]->getLocation().getY() - h; int startY = childRect.getY(); if(moo) { std::cout << "S=" << startY << ","; } int numAttempts = 0; while(startY + h < absRect.getY() && numAttempts < 1000) { startY += h; if(moo) { std::cout << startY << ","; } numAttempts++; } if(moo) { std::cout << "\n"; moo = false; } g->holdDrawing(); for(int i = 0; i < numX; ++i) { for(int j = 0; j < numY; ++j) { g->drawScaledSprite(m_bgSprite,0,0,m_bgSprite->getWidth(),m_bgSprite->getHeight(), absRect.getX() + (i * w) + (offsetX),absRect.getY() + (j * h) + startY,w,h,0); } } g->unholdDrawing(); g->setClippingRect(cx,cy,cw,ch); } The numeric problem seems to be in the value of startY. I outputted startY figuring out its value: As you can see here, this is me only zooming in, pay attention to the final number before the next s=. You'll notice that, what should happen is, the numbers should be linear, ex: -40, -38, -36, -34, -32, -30, etc. As you'll notice, the start numbers linearly correlate ex: 62k, 64k, 66k, 68k, 70k etc.. but the end result is wrong every third or 4th time. Here is most of the resize code: void LobbyTableManager::setTableScale( float scale ) { scale += 0.3f; scale *= 2.0f; agui::Gui* gotGui = getGui(); float scrollRel = m_vScroll->getRelativeValue(); setScale(scale); rescaleTables(); resizeFlow(); if(gotGui) { gotGui->toggleWidgetLocationChanged(false); } updateScrollBars(); float newVal = scrollRel * m_vScroll->getMaxValue(); if((int)(newVal + 0.5f) > (int)newVal) { newVal++; } m_vScroll->setValue(newVal); static int x = 0; x++; moo = true; //std::cout << m_vScroll->getValue() << std::endl; if(gotGui) { gotGui->toggleWidgetLocationChanged(true); } if(gotGui) { gotGui->_widgetLocationChanged(); } } void LobbyTableManager::valueChanged( agui::VScrollBar* source,int val ) { if(getGui()) { getGui()->toggleWidgetLocationChanged(false); } m_flow->setLocation(0,-val); if(getGui()) { getGui()->toggleWidgetLocationChanged(true); getGui()->_widgetLocationChanged(); } }

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  • Best memory allocation strategy for iOS ?

    - by Mr.Gando
    Hey guys, I'm debating myself about memory allocation on iOS. I write most of my code in C++ and I really like using ObjectPools, FreeLists, etc. In order to pre-allocate a lot of the stuff that I'll be constantly "alloc/dealloc" during the course of my game, ( like particles, game entities, etc ). Still on iOS, it's not like we are developing for a console like PSP, where I can know for fact that I'll get a fixed amount of memory. iOS , will issue "memory warnings" when the system needs memory. Does anyone have some suggestions about this ? Is it too serious since the new iPod touch/iPhone 4 are carrying more RAM ? or it's still a big concern ? Thanks!

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