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  • WoW lua: Getting quest attributes before the QUEST_DETAIL event

    - by Matt DiTrolio
    I'd like to determine the attributes of a quest (i.e., information provided by functions such as QuestIsDaily and IsQuestCompletable) before the player clicks on the quest detail. I'm trying to write an add-on that handles accepting and completing of daily quests with a single click on the NPC, but I'm running into a problem whereby I can't find out anything about a given quest unless the quest text is currently being displayed, defeating the purpose of the add-on. Other add-ons of this nature seem to be getting around this limitation by hard-coding information about quests, an approach I don't much like as it requires constant maintenance. It seems to me that this information must be available somehow, as the game itself can properly figure out which icon to display over the head of the NPC without player interaction. The only question is, are add-on authors allowed access to this information? If so, how? EDIT: What I originally left out was that the situations I'm trying to address are when: An NPC has multiple quests The quest detail is not the first thing that shows up upon right-click Otherwise, the situation is much simpler, as I have the information I need provided immediately.

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  • Project collision shapes to plane for 2.5D collision detection

    - by Jkh2
    I am working on a top down 2.5D game. In the game anything that overlaps on the screen should be 'colliding' with each other regardless of whether they are on the same plane in the 3D world. This is illustrated below from a side-ways view: The orange and green circles are spheres floating in the 3D world. They are projected onto a plane parallel to the viewport plane (y = 0 in the image) and if they overlap there is a collision event between them. These spheres are attached to other meshes to represent the sphere bounding boxes for collisions. The way I plan to implement this at the moment is the following: Get the 3D world position at the center of the sphere. Use Camera.WorldToViewportPoint to project the point to the viewport plane. Move a Sphere Collider with the radius of the sphere to that point. Test for collisions using unity colliders. My question is how to extend this to work for rotated cuboids. For instance if I have two rotated cuboids, if I follow the logic above it would not work as intended as the cuboids may not collide but they could still be intersected on the view plane. An example is below: Is there a way to project a cuboid that would be aligned with the plane? Would it be a valid cuboid for all rotations if I did this?

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  • Strategies to Defeat Memory Editors for Cheating - Desktop Games

    - by ashes999
    I'm assuming we're talking about desktop games -- something the player downloads and runs on their local computer. Many are the memory editors that allow you to detect and freeze values, like your player's health. How do you prevent cheating via memory-modifiation? What strategies are effective to combat this kind of cheating? For reference, I know that players can: - Search for something by value or range - Search for something that changed value - Set memory values - Freeze memory values I'm looking for some good ones. Two I use that are mediocre are: Displaying values as a percentage instead of the number (eg. 46/50 = 92% health) A low-level class that holds values in an array and moves them with each change. (For example, instead of an int, I have a class that's an array of ints, and whenever the value changes, I use a different, randomly-chosen array item to hold the value)

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  • How to create per-vertex normals when reusing vertex data?

    - by Chris Smith
    I am displaying a cube using a vertex buffer object (gl.ELEMENT_ARRAY_BUFFER). This allows me to specify vertex indicies, rather than having duplicate vertexes. In the case of displaying a simple cube, this means I only need to have eight vertices total. Opposed to needing three vertices per triangle, times two triangles per face, times six faces. Sound correct so far? My question is, how do I now deal with vertex attribute data such as color, texture coordinates, and normals when reusing vertices using the vertex buffer object? If I am reusing the same vertex data in my indexed vertex buffer, how can I differentiate when vertex X is used as part of the cube's front face versus the cube's left face? In both cases I would like the surface normal and texture coordinates to be different. I understand I could average the surface normal, however I would like to render a cube. Also, this still doesn't work for texture coordinates. Is there a way to save memory using a vertex buffer object while being able to provide different vertex attribute data based on context? (Per-triangle would be idea.) Or should I just duplicate each vertex for each context in which it gets rendered. (So there is a one-to-one mapping between vertex, normal, color, etc.) Note: I'm using OpenGL ES.

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  • Resource management question. Resource containing resource

    - by bobenko
    I have resource manager handling as usual resource loading, unloading etc. With resources such an images, mesh no problem. But what to do when I have resource containing other resource (for example spriteFont contains reference to sprite and letters description). Should that sprite be added to resource manager? Or my spriteFont must be the only owner of that resource? Any thoughts on this. Have you faced with such problem? Thanks in advance.

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  • How does flocking algorithm work?

    - by Chan
    I read and understand the basic of flocking algorithm. Basically, we need to have 3 behaviors: 1. Cohesion 2. Separation 3. Alignment From my understanding, it's like a state machine. Every time we do an update (then draw), we check all the constraints on both three behaviors. And each behavior returns a Vector3 which is the "correct" orientation that an object should transform to. So my initial idea was /// <summary> /// Objects stick together /// </summary> /// <returns></returns> private Vector3 Cohesion() { Vector3 result = new Vector3(0.0f, 0.0f, 0.0f); return result; } /// <summary> /// Object align /// </summary> /// <returns></returns> private Vector3 Align() { Vector3 result = new Vector3(0.0f, 0.0f, 0.0f); return result; } /// <summary> /// Object separates from each others /// </summary> /// <returns></returns> private Vector3 Separate() { Vector3 result = new Vector3(0.0f, 0.0f, 0.0f); return result; } Then I search online for pseudocode but many of them involve velocity and acceleration plus other stuffs. This part confused me. In my game, all objects move at constant speed, and they have one leader. So can anyone share me an idea how to start on implement this flocking algorithm? Also, did I understand it correctly? (I'm using XNA 4.0)

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  • Game Physics: Implementing Normal Reaction from ground correctly

    - by viraj
    I am implementing a simple side scrolling platform game. I am using the following strategy while coding the physics: Gravity constantly acts on the character. When the character is touching the floor, a normal reaction is exerted by the floor. I face the following problem: If the character is initially at a height, he acquires velocity in the -Y direction. Thus, when he hits the floor, he falls through even though normal force is being exerted. I could fix this by setting the Y velocity to 0, and placing him above the floor if he has collided with it. But this often leads to the character getting stuck in the floor or bouncing around it. Is there a better approach ?

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  • Drawing multiple triangles at once isn't working

    - by Deukalion
    I'm trying to draw multiple triangles at once to make up a "shape". I have a class that has an array of VertexPositionColor, an array of Indexes (rendered by this Triangulation class): http://www.xnawiki.com/index.php/Polygon_Triangulation So, my "shape" has multiple points of VertexPositionColor but I can't render each triangle in the shape to "fill" the shape. It only draws the first triangle. struct ShapeColor { // Properties (not all properties) VertexPositionColor[] Points; int[] Indexes; } First method that I've tried, this should work since I iterate through the index array that always are of "3s", so they always contain at least one triangle. //render = ShapeColor for (int i = 0; i < render.Indexes.Length; i += 3) { device.DrawUserIndexedPrimitives<VertexPositionColor> ( PrimitiveType.TriangleList, new VertexPositionColor[] { render.Points[render.Indexes[i]], render.Points[render.Indexes[i+1]], render.Points[render.Indexes[i+2]] }, 0, 3, new int[] { 0, 1, 2 }, 0, 1 ); } or the method that should work: device.DrawUserIndexedPrimitives<VertexPositionColor> ( PrimitiveType.TriangleList, render.Points, 0, render.Points.Length, render.Indexes, 0, render.Indexes.Length / 3, VertexPositionColor.VertexDeclaration ); No matter what method I use this is the "typical" result from my Editor (in Windows Forms with XNA) It should show a filled shape, because the indexes are right (I've checked a dozen of times) I simply click the screen (gets the world coordinates, adds a point from a color, when there are 3 points or more it should start filling out the shape, it only draws the lines (different method) and only 1 triangle). The Grid isn't rendered with "this" shape. Any ideas?

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  • Facebook Game Rejected: "Your app icon must not overlap with content in your cover image"

    - by peterwilli
    Sorry if this isnt the right stackexchange site to ask this, it was really hard to determine. My FB game just recently got rejected for 2 reasons. The first I fixed nicely and is irrelevant but the second I just can't see to figure out what they mean and I was hoping someone else got the same issue and did know what they meant. These are the errors: You can ignore the error under "Banners" The web preview of my game looks like this now: All I know is that the rejection has something to do with the cover image, not the icons or the screenshots. Please let me know what to do to get approved. Thanks a lot!

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  • Using polygons instead of quads on Cocos2d

    - by rraallvv
    I've been looking under the hood of Cocos2d, and I think (please correct me if I'm wrong) that although working with quads is a key feature of the engine, it should't be dificult to make it work with arrays of vertices (aka polygons) instead of quads, being the quads a special case of an array of four vertices by the way, does anyone have any code that makes cocos2d render a texture filled polygon inside a batch node? the code posted here (http://www.cocos2d-iphone.org/forum/topic/8142/page/2#post-89393) does a nice job rendering a texture filled polygon but the class doesn't work with batch nodes

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  • Synchronization between game logic thread and rendering thread

    - by user782220
    How does one separate game logic and rendering? I know there seem to already be questions on here asking exactly that but the answers are not satisfactory to me. From what I understand so far the point of separating them into different threads is so that game logic can start running for the next tick immediately instead of waiting for the next vsync where rendering finally returns from the swapbuffer call its been blocking on. But specifically what data structures are used to prevent race conditions between the game logic thread and the rendering thread. Presumably the rendering thread needs access to various variables to figure out what to draw, but game logic could be updating these same variables. Is there a de facto standard technique for handling this problem. Maybe like copy the data needed by the rendering thread after every execution of the game logic. Whatever the solution is will the overhead of synchronization or whatever be less than just running everything single threaded?

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  • Multiple Sprites using foreach Collison Detection in XNA (C#)

    - by Bradley Kreuger
    Back again from my last question. Now I was curious I use a foreach statement to use the same shot class. How would I go about doing collison detection. I used the tutorial here on how to shoot a fireball http://www.xnadevelopment.com/tutorials.shtml. I tried to put in several places a foreach to look at all of them to see if they have reached the borders of my sprite hero but doesn't seem to do anything. If again some one might know of a good site that has tutorials to explain collision detection a little bit better that would be appriecated.

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  • "Mem Usage" higher than "VM Size" in WinXP Task Manager

    - by Frederick
    In my Windows XP Task Manager, some processes display a higher value in the Mem Usage column than the VMSize. My Firefox instance, for example shows 111544 K as mem usage and 100576 K as VMSize. According to the help file of Task Manager Mem Usage is the working set of the process and VMSize is the committed memory in the Virtual address space. My question is, if the number of committed pages for a process is A and the number of pages in physical memory for the same process is B, shouldn't it always be B = A? Isn't the number of pages in physical memory per process a subset of the committed pages? Or is this something to do with sharing of memory among processes? Please explain. (Perhaps my definition of 'Working Set' is off the mark). Thanks.

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  • Powder games: how do they work?

    - by Marc Müller
    Hey guys, I recently found these two gems: http://powdertoy.co.uk/ http://dan-ball.jp/en/javagame/dust/ My question is: How are the physics with so many elements efficiently handled? Am I just severely underestimating modern computing power or is it possible to 'just' have a two-dimensional array, each cell of which describes what is placed at the according position and simulate each cell in every step. Or are there more complex things being done like summarising large areas of the same kind into a single data set and separating said set as needed? Are there any open-source games like this I could look at?

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  • Does somebody know of a testcase(s) of libRocket

    - by Bjorn
    Today I implemented the interfaces for libRocket in my engine using opengl 3.3. I got a standard rml file and some fonts and images which where needed in this rml file. It seems that the page/rml I'm rendering know is the correct one, but I'm not 100% sure. Also because I still don't know a lot of rml and it is a fairly complex one. So my question: Are there any testcases for example an rml with images and fonts with the result as it should be rendered in a png or some other image format? If there aren't would somebody who actually implemented the libRocket interface correctly be so kind and share a result of a rendering in a png with the rml tobe rendered?

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  • Sony PSM sdk and 2d Game engine

    - by Notbad
    I have started with Sony PSM sdk this week. I'm interested to create a little 2D game and have been reading through the web about a so called "2D game engine" integrated in psm. Some information I read suggested that it was going to be added on january 2012, but I have been going through the documentation and haven't been able to find any reference to it. Does anybody know if they finally introduced the 2D game engien for psm? Thanks in advance.

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  • Getting a sphere to roll down a .FBX object Unity3D/C#

    - by Timothy Williams
    I'm working on a little ramp and ball game in Unity, I modeled the ramp outside Unity and exported it to a .FBX file, then I imported the ramp in to Unity. I set up the ball and ramp, both have Rigidbodies, Ramp is set to isKinematic = true, yet when I play the game the ball just falls right through the ramp and hits the floor below it fine. So it's something wrong with the ramp. Am I doing something wrong? Are .FBX files unable to apply physics? Thanks, Tim.

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  • Ogre3d particle effect causing error in iPhone

    - by anu
    1) First I have added the Particle Folder from the OgreSDK( Contains Smoke.particle) 2) Added the Smoke.material And smoke.png and smokecolors.ong 3) After this I added the Plugin = Plugin_ParticleFX in the plugins.cfg Here is my code: #Defines plugins to load # Define plugin folder PluginFolder=./ # Define plugins Plugin=RenderSystem_GL Plugin=Plugin_ParticleFX 4) I have added the particle path in the resources.cfg( adding the particle file in this get crash ) #Resource locations to be added to the 'bootstrap' path # This also contains the minimum you need to use the Ogre example framework [Bootstrap] Zip=media/packs/SdkTrays.zip # Resource locations to be added to the default path [General] FileSystem=media/models FileSystem=media/particle FileSystem=media/materials/scripts FileSystem=media/materials/textures FileSystem=media/RTShaderLib FileSystem=media/RTShaderLib/materials Zip=media/packs/cubemap.zip Zip=media/packs/cubemapsJS.zip Zip=media/packs/skybox.zip 6) Finally I did all the settings, my code is here: mPivotNode = OgreFramework::getSingletonPtr()->m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); // create a pivot node // create a child node and attach an ogre head and some smoke to it Ogre::SceneNode* headNode = mPivotNode->createChildSceneNode(Ogre::Vector3(100, 0, 0)); headNode->attachObject(OgreFramework::getSingletonPtr()->m_pSceneMgr->createEntity("Head", "ogrehead.mesh")); headNode->attachObject(OgreFramework::getSingletonPtr()->m_pSceneMgr->createParticleSystem("Smoke", "Examples/Smoke")); 7) I run this, I got the below error: An exception has occurred: OGRE EXCEPTION(2:InvalidParametersException): Cannot find requested emitter type. in ParticleSystemManager::_createEmitter at /Users/davidrogers/Documents/Ogre/ogre-v1-7/OgreMain/src/OgreParticleSystemManager.cpp (line 353) 8) Getting crash at: (void)renderOneFrame:(id)sender { if(!OgreFramework::getSingletonPtr()->isOgreToBeShutDown() && Ogre::Root::getSingletonPtr() && Ogre::Root::getSingleton().isInitialised()) { if(OgreFramework::getSingletonPtr()->m_pRenderWnd->isActive()) { mStartTime = OgreFramework::getSingletonPtr()->m_pTimer->getMillisecondsCPU(); //( getting crash here) Does anyone know what could be causing this?

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  • Flash AS3 sidescrolling tiles optimization

    - by Galvanize
    I'm trying to make a sidescrolling game in Flash that will run on a low performance laptop. While studying the subject from Tonypa I saw that he builds a Bitmap by making copys of the BitmapData of each tile from the Tile Sheet and placing it on the bigger Bitmat with the size of the screen. But when I came to think on how to scroll my map I ran into some optimization doubts. I came up with two choices: Create a MovieClip, place a Bitmap instance for each tile that is shown on the screen + 1 row in it, then move them all. Then when the tile ran off the screen I would move it to end of the MovieClip and replace their BitmapData for the next row in my map. Use a Bitmap with copys of each tile in it (as shown in Tonypa's tutorial) but 1 extra row, move the whole Bitmap, and when it comes the time to replace rows, redraw the whole Bitmap and move it back to the origin position. The first idea is how a co-worker of mine suggested, the second one is my own, but none of us has enough technical knowledge to be sure on a technique that would be optimal in performance, can anyone help?

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  • Using raw vertex information for sprites rather than SpriteBatch in XNA

    - by The Communist Duck
    I have been wondering whether using SpriteBatch is the best option. Obviously for prototyping or small games it works well. However, I've been wanting to apply techniques such as shaders and lighting to my game. I know you can use shaders to some extent with SpriteSortMode.Immediate, but I'm not sure if you lose power using that. The other major thing is that you cannot store your vertex data in the graphics memory with buffers. In summary, is there an advantage of using VertexTextureNormal (or whatever they're called) structs for vertex data for 2D sprites, or should I stick with SpriteBatch, provided I wish to use shaders?

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  • FrameBuffer Render to texture not working all the way

    - by brainydexter
    I am learning to use Frame Buffer Objects. For this purpose, I chose to render a triangle to a texture and then map that to a quad. When I render the triangle, I clear the color to something blue. So, when I render the texture on the quad from fbo, it only renders everything blue, but doesn't show up the triangle. I can't seem to figure out why this is happening. Can someone please help me out with this ? I'll post the rendering code here, since glCheckFramebufferStatus doesn't complain when I setup the FBO. I've pasted the setup code at the end. Here is my rendering code: void FrameBufferObject::Render(unsigned int elapsedGameTime) { glBindFramebuffer(GL_FRAMEBUFFER, m_FBO); glClearColor(0.0, 0.6, 0.5, 1); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // adjust viewport and projection matrices to texture dimensions glPushAttrib(GL_VIEWPORT_BIT); glViewport(0,0, m_FBOWidth, m_FBOHeight); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, m_FBOWidth, 0, m_FBOHeight, 1.0, 100.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); DrawTriangle(); glPopAttrib(); // setting FrameBuffer back to window-specified Framebuffer glBindFramebuffer(GL_FRAMEBUFFER, 0); //unbind // back to normal viewport and projection matrix //glViewport(0, 0, 1280, 768); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0, 1.33, 1.0, 1000.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glClearColor(0, 0, 0, 0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); render(elapsedGameTime); } void FrameBufferObject::DrawTriangle() { glPushMatrix(); glBegin(GL_TRIANGLES); glColor3f(1, 0, 0); glVertex2d(0, 0); glVertex2d(m_FBOWidth, 0); glVertex2d(m_FBOWidth, m_FBOHeight); glEnd(); glPopMatrix(); } void FrameBufferObject::render(unsigned int elapsedTime) { glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, m_TextureID); glPushMatrix(); glTranslated(0, 0, -20); glBegin(GL_QUADS); glColor4f(1, 1, 1, 1); glTexCoord2f(1, 1); glVertex3f(1,1,1); glTexCoord2f(0, 1); glVertex3f(-1,1,1); glTexCoord2f(0, 0); glVertex3f(-1,-1,1); glTexCoord2f(1, 0); glVertex3f(1,-1,1); glEnd(); glPopMatrix(); glBindTexture(GL_TEXTURE_2D, 0); glDisable(GL_TEXTURE_2D); } void FrameBufferObject::Initialize() { // Generate FBO glGenFramebuffers(1, &m_FBO); glBindFramebuffer(GL_FRAMEBUFFER, m_FBO); // Add depth buffer as a renderbuffer to fbo // create depth buffer id glGenRenderbuffers(1, &m_DepthBuffer); glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer); // allocate space to render buffer for depth buffer glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_FBOWidth, m_FBOHeight); // attaching renderBuffer to FBO // attach depth buffer to FBO at depth_attachment glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_DepthBuffer); // Adding a texture to fbo // Create a texture glGenTextures(1, &m_TextureID); glBindTexture(GL_TEXTURE_2D, m_TextureID); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_FBOWidth, m_FBOHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); // onlly allocating space glBindTexture(GL_TEXTURE_2D, 0); // attach texture to FBO glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_TextureID, 0); // Check FBO Status if( glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) std::cout << "\n Error:: FrameBufferObject::Initialize() :: FBO loading not complete \n"; // switch back to window system Framebuffer glBindFramebuffer(GL_FRAMEBUFFER, 0); } Thanks!

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  • Warp GameObject Size When Entering/Leaving Area

    - by Julian
    Below I have an image describing the desired functionality I am going for. Let's say you control a square and when you move this square into a given area, any part of your rigidbody/model inside of the area will be magnified upon entering and shrunk upon leaving. So now you more or less are made up of two rectangles, one small and one large. What would be an elegant approach towards achieving this effect?

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  • Deadlock error in INSERT statement

    - by Gnanam
    We've got a web-based application. There is a time-bound database operation (INSERTs and UPDATEs) in the application which takes more time to complete, hence this particular flow has been changed into Java Thread so it will not wait (block) for the complete database operation to be completed. My problem is, if more than 1 user come across this particular flow, I'm facing the following error thrown by PostgreSQL: org.postgresql.util.PSQLException: ERROR: deadlock detected Detail: Process 13560 waits for ShareLock on transaction 3147316424; blocked by process 13566. Process 13566 waits for ShareLock on transaction 3147316408; blocked by process 13560. Above error is consistently thrown in INSERT statements. Additional Information: 1) I have PRIMARY KEY defined in this table. 2) There are FOREIGN KEY references in this table. 3) Separate database connection is passed to each Java Thread. Technologies Web Server: Tomcat v6.0.10 Java v1.6.0 Servlet Database: PostgreSQL v8.2.3 Connection Management: pgpool II

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  • Optimization and Saving/Loading

    - by MrPlosion1243
    I'm developing a 2D tile based game and I have a few questions regarding it. First I would like to know if this is the correct way to structure my Tile class: namespace TileGame.Engine { public enum TileType { Air, Stone } class Tile { TileType type; bool collidable; static Tile air = new Tile(TileType.Air); static Tile stone = new Tile(TileType.Stone); public Tile(TileType type) { this.type = type; collidable = true; } } } With this method I just say world[y, x] = Tile.Stone and this seems right to me but I'm not a very experienced coder and would like assistance. Now the reason I doubt this so much is because I like everything to be as optimized as possible and there is a major flaw in this that I need help overcoming. It has to do with saving and loading... well more on loading actually. The way it's done relies on the principle of casting an enumeration into a byte which gives you the corresponding number where its declared in the enumeration. Each TileType is cast as a byte and written out to a file. So TileType.Air would appear as 0 and TileType.Stone would appear as 1 in the file (well in byte form obviously). Loading in the file is alot different though because I can't just loop through all the bytes in the file cast them as a TileType and assign it: for(int x = 0; x < size.X; x++) { for(int y = 0; y < size.Y; y+) { world[y, x].Type = (TileType)byteReader.ReadByte(); } } This just wont work presumably because I have to actually say world[y, x] = Tile.Stone as apposed to world[y, x].Type = TileType.Stone. In order to be able to say that I need a gigantic switch case statement (I only have 2 tiles but you could imagine what it would look like with hundreds): Tile tile; for(int x = 0; x < size.X; x++) { for(int y = 0; y < size.Y; y+) { switch(byteReader.ReadByte()){ case 0: tile = Tile.Air; break; case 1: tile = Tile.Stone; break; } world[y, x] = tile; } } Now you can see how unoptimized this is and I don't know what to do. I would really just like to cast the byte as a TileType and use that but as said before I have to say world[y, x] = Tile.whatever and TileType can't be used this way. So what should I do? I would imagine I need to restructure my Tile class to fit the requirements but I don't know how I would do that. Please help! Thanks.

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  • DirectX10 How to use Constant Buffers

    - by schnozzinkobenstein
    I'm trying to access some variables in my shader, but I think I'm doing this wrong. Say I have a constant buffer that looks like this: cbuffer perFrame { float foo; float bar; }; I got an ID3D10EffectConstantBuffer reference to it, and I can get a specific index by calling GetMemberByIndex, but how can I figure out how many members perFrame has so that I can get each member without going out of bounds?

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