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  • What is an acceptable GC frequency for a SlimDX/Windows/.NET game?

    - by Rei Miyasaka
    I understand that the Windows GC is much better than the Xbox/WP7 GC, being that it's generational and multithreaded -- so I don't need to worry quite as much about avoiding memory allocation. SlimDX even has some unavoidable functions that generate some amount of garbage (specifically, MapSubresource creates DataBoxes), yet people don't seem to be too upset about it. I'd like to use some functional paradigms to write my code too, which also means creating objects like closures and monads. I know premature optimization isn't a good thing, but are there rules of thumb or metrics that I can follow to know whether I need to cut down on allocations? Is, say, one gen 0 GC per frame too much? One thing that has me stumped is object promotions. Gen 0 GCs will supposedly finish within a millisecond or two, but if I'm understanding correctly, it's the gen 1 and 2 promotions that start to hurt. I'm not too sure how I can predict/prevent these.

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  • generating maps

    - by gardian06
    This is a conglomeration question when answering please specify which part you are addressing. I am looking at creating a maze type game that utilizes elevation. I have a few features I would like to have, but am unsure as to some of the implementation. I have done work doing fileIO maze generation (using a key to read the file, and then generate the level based on that file), but I am unsure how to think about this with elevation in the mix. I think height maps might be a good approach, but don't know how to represent them effectively. for a height map which is more beneficial XML(containing h[u,v] data and key definition), CSV (item1 is key reference, item2 is elevation), or another approach that I have not thought of yet? When it comes to placing the elevation values themselves what kind of deltah values are appropriate to have it noticeable at about a 60degree angle while not really effecting gravity driven physics (assuming some effect while moving up/down hill)? I am thinking of maybe going to procedural generation at some point, but am wondering if it is practical to have a procedurally generated grid (wall squares possibly same dimensions as the open space squares), or if designing to a thin wall open spaces is better? this decision will effect the amount of work need on the graphics end for uniform vs. irregular walls. EDIT: game will be a elevation maze shooter. levels/maps will be mazes with elevation the player has to negotiate. elevations will have effects on "combat" vision, and movement

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  • Why is my shadowmap all white?

    - by Berend
    I was trying out a shadowmap. But all my shadow is white. I think there is some problem with my homogeneous component. Can anybody help me? The rest of my code is written in xna Here is the hlsl code I used float4x4 xWorld; float4x4 xView; float4x4 xProjection; struct VertexToPixel { float4 Position : POSITION; float4 ScreenPos : TEXCOORD1; float Depth : TEXCOORD2; }; struct PixelToFrame { float4 Color : COLOR0; }; //------- Technique: ShadowMap -------- VertexToPixel MyVertexShader(float4 inPos: POSITION0, float3 inNormal: NORMAL0) { VertexToPixel Output = (VertexToPixel)0; float4x4 preViewProjection = mul(xView, xProjection); float4x4 preWorldViewProjection = mul(xWorld, preViewProjection); Output.Position =mul(inPos, mul(xWorld, preViewProjection)); Output.Depth = Output.Position.z / Output.Position.w; Output.ScreenPos = Output.Position; return Output; } float4 MyPixelShader(VertexToPixel PSIn) : COLOR0 { PixelToFrame Output = (PixelToFrame)0; Output.Color = PSIn.ScreenPos.z/PSIn.ScreenPos.w; return Output.Color; } technique ShadowMap { pass Pass0 { VertexShader = compile vs_2_0 MyVertexShader(); PixelShader = compile ps_2_0 MyPixelShader(); } }

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  • Rendering problems with Java LWJGL

    - by pangaea
    I'm new to rendering and so I don't know if I can speed up the code or that what I'm doing is bad. This is what it looks like But, if I have say 100-200 triangles everything is fine. Yet, when I get to 400 triangles it becomes very laggy. At 1,000 triangles it becomes 5fps at max. Also, when I try to close it everything becomes extremely laggy and the game breaks my computer. Is this normal? The code is here http://pastebin.com/9N6qdEbd game http://pastebin.com/fdkSrPGT mobs I haven't even adding collision detection.

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  • Whole map design vs. tiles array design

    - by Mikalichov
    I am working on a 2D RPG, which will feature the usual dungeon/town maps (pre-generated). I am using tiles, that I will then combine to make the maps. My original plan was to assemble the tiles using Photoshop, or some other graphic program, in order to have one bigger picture that I could then use as a map. However, I have read on several places people talking about how they used arrays to build their map in the engine (so you give an array of x tiles to your engine, and it assemble them as a map). I can understand how it's done, but it seems a lot more complicated to implement, and I can't see obvious avantages. What is the most common method, and what are advantages/disadvantages of each?

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  • Is it considered poor programming to do this with xna components?

    - by Rob
    I created my own Menu System that is event driven. In order to have a loading screen and multithreaded loading to work, I devised this sort of implementation: //Let's check if the game is done loading. if (_game != null) { _gameLoaded = _game.DoneLoading; } //This means the game is loading still, //therefore the loading screen should be active. if (!_gameLoaded && _gameActive) { _gameScreenList[2].UpdateMenu(); } //The loading screen was selected. if (_gameScreenList[2].CurrentState == GameScreen.State.Shown && !_gameActive) { Components.Add(_game = new ParadoxGame(this)); _game.Initialize(); //Initializes the Game so that the loading can begin. _gameActive = true; } In the XNA Game Component that contains the actual game, in the LoadContent method I simply created a new Thread that calls another method ThreadLoad that has all the actual loading. I also have a boolean variable called DoneLoading in the XNA Game Component that is set to true at the end of the ThreadLoad. I am wondering if this is a poor implementation.

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  • How do I efficiently generate chunks to fill entire screen when my player moves?

    - by Trixmix
    In my game I generate chunks when the player moves. The chunks are all generated on the fly, but currently I just created a simple flat 8X8 floor. What happens is that when he moves to a new chunk the chunk in the direction of the player gets generated and its neighboring chunks. This is not efficient because the generator does not fill the entire screen. I did try to use recursion but its not as fast as I would like it to be. My question is what would be an efficient way of doing so? How does minecraft do so? When I say this I mean just the way it PICKS which chunks to generate and in what order. Not how they generate or how they are saved in regions, just the order/way it generates them. I just want to know what is a good way to load chunks around the player.

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  • Resources for a fighting game

    - by David
    As the title says, I need resources for a 2D fighting game for the PC. The game is being made by me and two close friends. I'm thinking of using the FlatRedBall engine and either Allegro Sprite Editor or Amiga DPaint for the sprites, but I don't know is there is anything better for a more or less beginner in video game making. So my questions are as follows, what would be the best engine to use so that we could also sell the game later on, (I don't really care what language I'd have to use) and what would be the best thing to use for sprite creating? I would really appreciate any help given.

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  • 2D management game [on hold]

    - by Simon Bull
    Very newbie question but I have a game idea in mind. It will be 2d and data centric, like football manager. However I am struggling to find a platform that would suit. I am an experienced line of business developer so am happy to write code, but I would like a platform that does some of the leg work for me so was avoiding OpenGL. I would also like to be able deploy to iOS, android, windows and OS X. What are the options? To be more clear, the game is not a normal platform or shooter type game, so game maker is likely to be way too basic and unity seems a little over the top (though I am not sure if the GUI options would fit?). The majority of the game is more like business screens just displaying data and having buttons to click. Are there options for this type of game (May help to look at football manager)?

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  • Coordinate and positioning problem on iOS with cocos2d-x

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

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  • Are there any Java based libraries that provide game mapping features?

    - by James.Elsey
    Hi All, I'm working on a Java web based game in my spare time (springMVC / JSPs etc), and I'm wondering what are my options for dealing with the "game world" or mapping element. My game will be 2d / text based, so I have no need for any OpenGL / Flash etc. My initial idea was to use Google maps and provide a custom overlay, but I want to know if there are any alternatives? For example, if I create a 2d map with all my zones, are there any libraries that will help me plot players, work out distances and so forth? Regards

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  • Flickering problem with world matrix

    - by gnomgrol
    I do have a pretty wierd problem today. As soon as I try to change my translation- or rotationmatrix for an object to something else than (0,0,0), the object starts to flicker (scaling works fine). It rapid and randomly switches between the spot it should be in and a crippled something. I first thought that the problem would be z-fighting, but now Im pretty sure it isn't. I have now clue at all what it could be, here are two screenshots of the two states the plant is switching between. I already used PIX, but could find anything of use (Im not a very good debugger anyway) I would appreciate any help, thanks a lot! Important code: D3DXMatrixIdentity(&World); D3DXVECTOR3 rotaxisX = D3DXVECTOR3(1.0f, 0.0f, 0.0f); D3DXVECTOR3 rotaxisY = D3DXVECTOR3(0.0f, 1.0f, 0.0f); D3DXVECTOR3 rotaxisZ = D3DXVECTOR3(0.0f, 0.0f, 1.0f); D3DXMATRIX temprot1, temprot2, temprot3; D3DXMatrixRotationAxis(&temprot1, &rotaxisX, 0); D3DXMatrixRotationAxis(&temprot2, &rotaxisY, 0); D3DXMatrixRotationAxis(&temprot3, &rotaxisZ, 0); Rotation = temprot1 *temprot2 * temprot3; D3DXMatrixTranslation(&Translation, 0.0f, 10.0f, 0.0f); D3DXMatrixScaling(&Scale, 0.02f, 0.02f, 0.02f); //Set objs world space using the transformations World = Translation * Rotation * Scale; shader: cbuffer cbPerObject { matrix worldMatrix; matrix viewMatrix; matrix projectionMatrix; }; // Change the position vector to be 4 units for proper matrix calculations. input.position.w = 1.0f; // Calculate the position of the vertex against the world, view, and projection matrices. output.position = mul(input.position, worldMatrix); output.position = mul(output.position, viewMatrix); output.position = mul(output.position, projectionMatrix);

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  • OpenGL directional light creating black spots

    - by AnonymousDeveloper
    I probably ought to start by saying that I suspect the problem is that one of my vectors is not in the correct "space", but I don't know for sure. I am having a strange problem with a directional light. When I move the camera away from (0.0, 0.0, 0.0) it creates tiny black spots that grow larger as the distance increases. I apologize ahead of time for the length of the code. Vertex shader: #version 410 core in vec3 vf_normal; in vec3 vf_bitangent; in vec3 vf_tangent; in vec2 vf_textureCoordinates; in vec3 vf_vertex; out vec3 tc_normal; out vec3 tc_bitangent; out vec3 tc_tangent; out vec2 tc_textureCoordinates; out vec3 tc_vertex; uniform mat3 vf_m_normal; uniform mat4 vf_m_model; uniform mat4 vf_m_mvp; uniform mat4 vf_m_projection; uniform mat4 vf_m_view; uniform float vf_te_inner; uniform float vf_te_outer; void main() { tc_normal = vf_normal; tc_bitangent = vf_bitangent; tc_tangent = vf_tangent; tc_textureCoordinates = vf_textureCoordinates; tc_vertex = vf_vertex; gl_Position = vf_m_mvp * vec4(vf_vertex, 1.0); } Tessellation Control shader: #version 410 core layout (vertices = 3) out; in vec3 tc_normal[]; in vec3 tc_bitangent[]; in vec3 tc_tangent[]; in vec2 tc_textureCoordinates[]; in vec3 tc_vertex[]; out vec3 te_normal[]; out vec3 te_bitangent[]; out vec3 te_tangent[]; out vec2 te_textureCoordinates[]; out vec3 te_vertex[]; uniform float vf_te_inner; uniform float vf_te_outer; uniform vec4 vf_l_color; uniform vec3 vf_l_position; uniform mat4 vf_m_depthBias; uniform mat4 vf_m_model; uniform mat4 vf_m_mvp; uniform mat4 vf_m_projection; uniform mat4 vf_m_view; uniform sampler2D vf_t_diffuse; uniform sampler2D vf_t_normal; uniform sampler2DShadow vf_t_shadow; uniform sampler2D vf_t_specular; #define ID gl_InvocationID float getTessLevelInner(float distance0, float distance1) { float avgDistance = (distance0 + distance1) / 2.0; return clamp((vf_te_inner - avgDistance), 1.0, vf_te_inner); } float getTessLevelOuter(float distance0, float distance1) { float avgDistance = (distance0 + distance1) / 2.0; return clamp((vf_te_outer - avgDistance), 1.0, vf_te_outer); } void main() { te_normal[gl_InvocationID] = tc_normal[gl_InvocationID]; te_bitangent[gl_InvocationID] = tc_bitangent[gl_InvocationID]; te_tangent[gl_InvocationID] = tc_tangent[gl_InvocationID]; te_textureCoordinates[gl_InvocationID] = tc_textureCoordinates[gl_InvocationID]; te_vertex[gl_InvocationID] = tc_vertex[gl_InvocationID]; float eyeToVertexDistance0 = distance(vec3(0.0), vec4(vf_m_view * vec4(tc_vertex[0], 1.0)).xyz); float eyeToVertexDistance1 = distance(vec3(0.0), vec4(vf_m_view * vec4(tc_vertex[1], 1.0)).xyz); float eyeToVertexDistance2 = distance(vec3(0.0), vec4(vf_m_view * vec4(tc_vertex[2], 1.0)).xyz); gl_TessLevelOuter[0] = getTessLevelOuter(eyeToVertexDistance1, eyeToVertexDistance2); gl_TessLevelOuter[1] = getTessLevelOuter(eyeToVertexDistance2, eyeToVertexDistance0); gl_TessLevelOuter[2] = getTessLevelOuter(eyeToVertexDistance0, eyeToVertexDistance1); gl_TessLevelInner[0] = getTessLevelInner(eyeToVertexDistance2, eyeToVertexDistance0); } Tessellation Evaluation shader: #version 410 core layout (triangles, equal_spacing, cw) in; in vec3 te_normal[]; in vec3 te_bitangent[]; in vec3 te_tangent[]; in vec2 te_textureCoordinates[]; in vec3 te_vertex[]; out vec3 g_normal; out vec3 g_bitangent; out vec4 g_patchDistance; out vec3 g_tangent; out vec2 g_textureCoordinates; out vec3 g_vertex; uniform float vf_te_inner; uniform float vf_te_outer; uniform vec4 vf_l_color; uniform vec3 vf_l_position; uniform mat4 vf_m_depthBias; uniform mat4 vf_m_model; uniform mat4 vf_m_mvp; uniform mat3 vf_m_normal; uniform mat4 vf_m_projection; uniform mat4 vf_m_view; uniform sampler2D vf_t_diffuse; uniform sampler2D vf_t_displace; uniform sampler2D vf_t_normal; uniform sampler2DShadow vf_t_shadow; uniform sampler2D vf_t_specular; vec2 interpolate2D(vec2 v0, vec2 v1, vec2 v2) { return vec2(gl_TessCoord.x) * v0 + vec2(gl_TessCoord.y) * v1 + vec2(gl_TessCoord.z) * v2; } vec3 interpolate3D(vec3 v0, vec3 v1, vec3 v2) { return vec3(gl_TessCoord.x) * v0 + vec3(gl_TessCoord.y) * v1 + vec3(gl_TessCoord.z) * v2; } float amplify(float d, float scale, float offset) { d = scale * d + offset; d = clamp(d, 0, 1); d = 1 - exp2(-2*d*d); return d; } float getDisplacement(vec2 t0, vec2 t1, vec2 t2) { float displacement = 0.0; vec2 textureCoordinates = interpolate2D(t0, t1, t2); vec2 vector = ((t0 + t1 + t2) / 3.0); float sampleDistance = sqrt((vector.x * vector.x) + (vector.y * vector.y)); sampleDistance /= ((vf_te_inner + vf_te_outer) / 2.0); displacement += texture(vf_t_displace, textureCoordinates).x; displacement += texture(vf_t_displace, textureCoordinates + vec2(-sampleDistance, -sampleDistance)).x; displacement += texture(vf_t_displace, textureCoordinates + vec2(-sampleDistance, sampleDistance)).x; displacement += texture(vf_t_displace, textureCoordinates + vec2( sampleDistance, sampleDistance)).x; displacement += texture(vf_t_displace, textureCoordinates + vec2( sampleDistance, -sampleDistance)).x; return (displacement / 5.0); } void main() { g_normal = normalize(interpolate3D(te_normal[0], te_normal[1], te_normal[2])); g_bitangent = normalize(interpolate3D(te_bitangent[0], te_bitangent[1], te_bitangent[2])); g_patchDistance = vec4(gl_TessCoord, (1.0 - gl_TessCoord.y)); g_tangent = normalize(interpolate3D(te_tangent[0], te_tangent[1], te_tangent[2])); g_textureCoordinates = interpolate2D(te_textureCoordinates[0], te_textureCoordinates[1], te_textureCoordinates[2]); g_vertex = interpolate3D(te_vertex[0], te_vertex[1], te_vertex[2]); float displacement = getDisplacement(te_textureCoordinates[0], te_textureCoordinates[1], te_textureCoordinates[2]); float d2 = min(min(min(g_patchDistance.x, g_patchDistance.y), g_patchDistance.z), g_patchDistance.w); d2 = amplify(d2, 50, -0.5); g_vertex += g_normal * displacement * 0.1 * d2; gl_Position = vf_m_mvp * vec4(g_vertex, 1.0); } Geometry shader: #version 410 core layout (triangles) in; layout (triangle_strip, max_vertices = 3) out; in vec3 g_normal[3]; in vec3 g_bitangent[3]; in vec4 g_patchDistance[3]; in vec3 g_tangent[3]; in vec2 g_textureCoordinates[3]; in vec3 g_vertex[3]; out vec3 f_tangent; out vec3 f_bitangent; out vec3 f_eyeDirection; out vec3 f_lightDirection; out vec3 f_normal; out vec4 f_patchDistance; out vec4 f_shadowCoordinates; out vec2 f_textureCoordinates; out vec3 f_vertex; uniform vec4 vf_l_color; uniform vec3 vf_l_position; uniform mat4 vf_m_depthBias; uniform mat4 vf_m_model; uniform mat4 vf_m_mvp; uniform mat3 vf_m_normal; uniform mat4 vf_m_projection; uniform mat4 vf_m_view; uniform sampler2D vf_t_diffuse; uniform sampler2D vf_t_normal; uniform sampler2DShadow vf_t_shadow; uniform sampler2D vf_t_specular; void main() { int index = 0; while (index < 3) { vec3 vertexNormal_cameraspace = vf_m_normal * normalize(g_normal[index]); vec3 vertexTangent_cameraspace = vf_m_normal * normalize(f_tangent); vec3 vertexBitangent_cameraspace = vf_m_normal * normalize(f_bitangent); mat3 TBN = transpose(mat3( vertexTangent_cameraspace, vertexBitangent_cameraspace, vertexNormal_cameraspace )); vec3 eyeDirection = -(vf_m_view * vf_m_model * vec4(g_vertex[index], 1.0)).xyz; vec3 lightDirection = normalize(-(vf_m_view * vec4(vf_l_position, 1.0)).xyz); f_eyeDirection = TBN * eyeDirection; f_lightDirection = TBN * lightDirection; f_normal = normalize(g_normal[index]); f_patchDistance = g_patchDistance[index]; f_shadowCoordinates = vf_m_depthBias * vec4(g_vertex[index], 1.0); f_textureCoordinates = g_textureCoordinates[index]; f_vertex = (vf_m_model * vec4(g_vertex[index], 1.0)).xyz; gl_Position = gl_in[index].gl_Position; EmitVertex(); index ++; } EndPrimitive(); } Fragment shader: #version 410 core in vec3 f_bitangent; in vec3 f_eyeDirection; in vec3 f_lightDirection; in vec3 f_normal; in vec4 f_patchDistance; in vec4 f_shadowCoordinates; in vec3 f_tangent; in vec2 f_textureCoordinates; in vec3 f_vertex; out vec4 fragColor; uniform vec4 vf_l_color; uniform vec3 vf_l_position; uniform mat4 vf_m_depthBias; uniform mat4 vf_m_model; uniform mat4 vf_m_mvp; uniform mat4 vf_m_projection; uniform mat4 vf_m_view; uniform sampler2D vf_t_diffuse; uniform sampler2D vf_t_normal; uniform sampler2DShadow vf_t_shadow; uniform sampler2D vf_t_specular; vec2 poissonDisk[16] = vec2[]( vec2(-0.94201624, -0.39906216), vec2( 0.94558609, -0.76890725), vec2(-0.09418410, -0.92938870), vec2( 0.34495938, 0.29387760), vec2(-0.91588581, 0.45771432), vec2(-0.81544232, -0.87912464), vec2(-0.38277543, 0.27676845), vec2( 0.97484398, 0.75648379), vec2( 0.44323325, -0.97511554), vec2( 0.53742981, -0.47373420), vec2(-0.26496911, -0.41893023), vec2( 0.79197514, 0.19090188), vec2(-0.24188840, 0.99706507), vec2(-0.81409955, 0.91437590), vec2( 0.19984126, 0.78641367), vec2( 0.14383161, -0.14100790) ); float random(vec3 seed, int i) { vec4 seed4 = vec4(seed,i); float dot_product = dot(seed4, vec4(12.9898, 78.233, 45.164, 94.673)); return fract(sin(dot_product) * 43758.5453); } float amplify(float d, float scale, float offset) { d = scale * d + offset; d = clamp(d, 0, 1); d = 1 - exp2(-2.0 * d * d); return d; } void main() { vec3 lightColor = vf_l_color.xyz; float lightPower = vf_l_color.w; vec3 materialDiffuseColor = texture(vf_t_diffuse, f_textureCoordinates).xyz; vec3 materialAmbientColor = vec3(0.1, 0.1, 0.1) * materialDiffuseColor; vec3 materialSpecularColor = texture(vf_t_specular, f_textureCoordinates).xyz; vec3 n = normalize(texture(vf_t_normal, f_textureCoordinates).rgb * 2.0 - 1.0); vec3 l = normalize(f_lightDirection); float cosTheta = clamp(dot(n, l), 0.0, 1.0); vec3 E = normalize(f_eyeDirection); vec3 R = reflect(-l, n); float cosAlpha = clamp(dot(E, R), 0.0, 1.0); float visibility = 1.0; float bias = 0.005 * tan(acos(cosTheta)); bias = clamp(bias, 0.0, 0.01); for (int i = 0; i < 4; i ++) { float shading = (0.5 / 4.0); int index = i; visibility -= shading * (1.0 - texture(vf_t_shadow, vec3(f_shadowCoordinates.xy + poissonDisk[index] / 3000.0, (f_shadowCoordinates.z - bias) / f_shadowCoordinates.w))); }\n" fragColor.xyz = materialAmbientColor + visibility * materialDiffuseColor * lightColor * lightPower * cosTheta + visibility * materialSpecularColor * lightColor * lightPower * pow(cosAlpha, 5); fragColor.w = texture(vf_t_diffuse, f_textureCoordinates).w; } The following images should be enough to give you an idea of the problem. Before moving the camera: Moving the camera just a little. Moving it to the center of the scene.

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  • Ease Rotate RigidBody2D toward arbitrary angle

    - by Plastic Sturgeon
    I'm trying to make a rigidbody2D circle return to an orientation after a collision. But there is a weird behavior I do not expect - it always orients to the same direction. This is what I call in FixedUpdate(): rotationdifference = -halfPI + rigidbody2D.rotation; rigidbody2D.AddTorque (rotationdifference * ease); I would expect this would rotate 90 degrees (1/2 Pi Radians) off of the neutral axis. But it does not. In fact it performs exactly the same as: rotationdifference = rigidbody2D.rotation; rigidbody2D.AddTorque (rotationdifference * ease); What is going on? How would I be able to set an angle I want it to ease towards, and then have it ease towards it when its not colliding with some other force?

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  • Updates for IOS AppStore Multiplayer Game

    - by TobiHeidi
    I am developing a multiplayer game for the web, android and ios. For the web and android i can instantly push out new versions of my game because they support executing remotly loaded code. But with IOS i need to wait for an Apple approval taking about 10 days. I want to push updates more then weekly. What if my server code changes so the client MUST update? Run an old version of the server code just for IOS? How do other multiplayer devs handle this ?

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  • Server-side Architecture for Online Game

    - by Draiken
    basically I have a game client that has communicate with a server for almost every action it takes, the game is in Java (using LWJGL) and right now I will start making the server. The base of the game is normally one client communicating with the server alone, but I will require later on for several clients to work together for some functionalities. I've already read how authentication server should be sepparated and I intend on doing it. The problem is I am completely inexperienced in this kind of server-side programming, all I've ever programmed were JSF web applications. I imagine I'll do socket connections for pretty much every game communication since HTML is very slow, but I still don't really know where to start on my server. I would appreciate reading material or guidelines on where to start, what architecture should the game server have and maybe some suggestions on frameworks that could help me getting the client-server communication. I've looked into JNAG but I have no experience with this kind of thing, so I can't really tell if it is a solid and good messaging layer. Any help is appreciated... Thanks ! EDIT: Just a little more information about the game. It is intended to be a very complex game with several functionalities, making some functionalities a "program" inside the program. It is not an usual game, like FPS or RPG but I intend on having a lot of users using these many different "programs" inside the game. If I wasn't clear enough, I'd really appreciate people that have already developed games with java client/server architecture, how they communicated, any frameworks, apis, messaging systems, etc. It is not a question of lack of knowledge of language, more a question for advice, so I don't end up creating something that works, but in the later stages will have to be rewriten for any kind of limiting reason. PS: sorry if my english is not perfect...

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  • My image is not showing in java, using ImageIcon

    - by user1048606
    I'd like to know why my images are now showing up when I use ImageIcon and when I have specified the directory the image is in. All I get is a black blank screen with nothing else on it. import java.awt.Image; import java.awt.event.KeyEvent; import javax.swing.ImageIcon; import java.awt.Image; import java.awt.event.KeyEvent; import java.util.ArrayList; import javax.swing.ImageIcon; // Class for handling key input public class Craft { private int dx; private int dy; private int x; private int y; private Image image; private Image image2; private ArrayList missiles; private final int CRAFT_SIZE = 20; private String craft = "C:\\Users\\Jimmy\\Desktop\\Jimmy's Folder\\programs\\craft.png"; public Craft() { ImageIcon ii = new ImageIcon(craft); image2 = ii.getImage(); missiles = new ArrayList(); x = 40; y = 60; } public void move() { x += dx; y += dy; } public int getX() { return x; } public int getY() { return y; } public Image getImage() { return image; } public ArrayList getMissiles() { return missiles; } public void keyPressed(KeyEvent e) { int key = e.getKeyCode(); // Shooting key if (key == KeyEvent.VK_SPACE) { fire(); } if (key == KeyEvent.VK_LEFT) { dx = -1; } if (key == KeyEvent.VK_RIGHT) { dx = 1; } if (key == KeyEvent.VK_UP) { dy = -1; } if (key == KeyEvent.VK_DOWN) { dy = 1; } } // Handles the missile object firing out of the ship public void fire() { missiles.add(new Missile(x + CRAFT_SIZE, y + CRAFT_SIZE/2)); } public void keyReleased(KeyEvent e) { int key = e.getKeyCode(); if (key == KeyEvent.VK_LEFT) { dx = 0; } if (key == KeyEvent.VK_RIGHT) { dx = 0; } if (key == KeyEvent.VK_UP) { dy = 0; } if (key == KeyEvent.VK_DOWN) { dy = 0; } } }

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  • Projected trajectory of a vehicle?

    - by mac
    In the game I am developing, I have to calculate if my vehicle (1) which in the example is travelling north with a speed V, can reach its target (2). The example depict the problem from atop: There are actually two possible scenarios: V is constant (resulting in trajectory 4, an arc of a circle) or the vehicle has the capacity to accelerate/decelerate (trajectory 3, an arc of a spiral). I would like to know if there is a straightforward way to verify if the vehicle is able to reach its target (as opposed to overshooting it). I'm particularly interested in trajectory #3, as I the only thing I could think of is integrating the position of the vehicle over time. EDIT: of course the vehicle has always the capacity to steer, but the steer radius vary with its speed (think to a maximum lateral g-force). EDIT2: also notice that (as most of the vehicles in real life) there is a minimum steering radius for the in-game ones too).

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  • 15 Puzzle Shuffle Method Issues

    - by Codemiester
    I am making a 15 puzzle game in C# that allows the user to enter a custom row and column value up to a maximum of a 10 x 10 puzzle. Because of this I am having problems with the shuffle method. I want to make it so the puzzle is always solvable. By first creating a winning puzzle then shuffling the empty space. The problem is it is too inefficient to call every click event each time. I need a way to invoke the click event of a button adjacent to the empty space but not diagonal. I also use an invisible static button for the empty spot. The PuzzlePiece class inherits from Button. I am not too sure how to do this. I would appreciate any help. Thanks here is what I have: private void shuffleBoard() { //5 is just for test purposes for (int i = 0; i < 5; i++) { foreach (Control item in this.Controls) { if (item is PuzzlePiece) { ((PuzzlePiece)item).PerformClick(); } } } } void PuzzlePiece_Click(object sender, EventArgs e) { PuzzlePiece piece = (PuzzlePiece)sender; if (piece.Right == puzzleForm.emptyPiece.Left && piece.Top == puzzleForm.emptyPiece.Top) { movePiece(piece); } else if (piece.Left == puzzleForm.emptyPiece.Right && piece.Top == puzzleForm.emptyPiece.Top) { movePiece(piece); } else if (piece.Top == puzzleForm.emptyPiece.Bottom && piece.Left == puzzleForm.emptyPiece.Left) { movePiece(piece); } else if (piece.Bottom == puzzleForm.emptyPiece.Top && piece.Left == puzzleForm.emptyPiece.Left) { movePiece(piece); } }

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  • Solution for lightweight LAN peer discovering?

    - by DevilWithin
    I built a library for purely cross-platform programming. My games made with it run fine in Android , Pc, Linux, Mac etc. The networking capabilities are provided by ENET library, therefore all communication between my apps is not TCP or UDP compatible, but only in the custom protocol, even tough its based on the UDP ultimately. I don't think its possible to do what i want with ENET, thats why I ask here for help! Lets say I have the same game running in my Android phone, my laptop and my pc. They are all in the same wifi network, and therefore in a LAN, whether its Wifi hotspot(?) or the household router. I need each of those 3 peers to discover the other two in the network. This is meant only to find the IP of alive apps in the LAN network, to be able to host multiplayer games between them. I can only think of one effective way to do this, UDP broadcast, wait responses, but if that is the solution, i need something small, since its the only purpose of the implementation. Other way could be to try to connect to all IPs in the LAN address subrange, but I don't think the OS would be with me on this one :p Sorry for the long question!

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  • How should I organise classes for a space simulator?

    - by Peteyslatts
    I have pretty much taught myself everything I know about programming, so while I know how to teach myself (books, internet and reading API's), I'm finding that there hasn't been a whole lot in the way of good programming. I am finishing up learning the basics of XNA and I want to create a space simulator to test my knowledge. This isn't a full scale simulator, but just something that covers everything I learned. It's also going to be modular so I can build on it, after I get the basics down. One of the early features I want to implement is AI. And I want to take this into account as I'm designing my classes so I can minimize rewriting code. So my question: How should I design ship classes so that both the player and AI can use them? The only idea I have so far is: Create a ship class that contains stats, models, textures, collision data etc. The player and AI would then have the data for position, rotation, health, etc and would base their status off of the ship stats.

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  • What forms of non-interactive RPG battle systems exist?

    - by Landstander
    I am interested in systems that allow players to develop a battle plan or setup strategy for the party or characters prior to entering battle. During the battle the player either cannot input commands or can choose not to. Rule Based In this system the player can setup a list of rules in the form of [Condition - Action] that are then ordered by priority. Gambits in Final Fantasy XII Tactics in Dragon Age Origin & II

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  • Help with Strategy-game AI

    - by f20k
    Hi, I am developing a strategy-game AI (think: Final Fantasy Tactics), and I am having trouble coming up for the design of the AI. My main problem is determining which is the optimal thing for it to do. First let me describe the priority of what action I would like the AI to take: Kill nearest player unit Fulfill primary directive (kill all player units, kill target unit, survive for x turns) Heal ally unit / cast buffer Now the AI can do the following in its turn: Move - {Attack / Ability / Item} (either attack or ability or item) {Attack / Ability / Item} - Move Move closer (if targets not in range) {Attack / Ability / Item} (if move not available) Notes Abilities have various ranges / effects / costs / effects. Each ai unit has maybe 5-10 abilities to choose from. The AI will prioritize killing over safety unless its directive is to survive for x turns. It also doesn't care about ability cost much. While a player may want to save a big spell for later, the AI will most likely use it asap. Movement is on a (hex) grid num of player units: 3-6 num of ai units: 3-7 or more. Probably max 10. AI and player take turns controlling ONE unit, instead of all at the same time. Platform is Android (if program doesnt respond after some time, there will be a popup saying to Force Quit or Wait - which looks really bad!). Now comes the questions: The best ability to use would obviously be the one that hits the most targets for the most damage. But since each ability has different ranges, I won't know if they are in range without exploring each possible place I can move to. One solution would be to go through each possible places to move to, determine the optimal attack at that location - which gives me a list of optimal moves for each location. Then choose the optimal out of the list and execute it. But this will take a lot of CPU time. Is there a better solution? My current idea is to move as close as possible towards the closest, largest group of people, and determine the optimal attack/ability from there. I think this would be a lot less work for the CPU and still allow for wide-range attacks. Its sub-optimal but the AI will still seem 'smart'. Other notes/questions: Am I over-thinking/over-complicating it? Better solution? I am open to all sorts of suggestions I have taken a look at the spell-casting question, but it doesn't take into account the movement - so perhaps use that algo for each possible move location? The top answer mentioned it wasn't great for area-of-effect and group fights - so maybe requires more tweaking? Please, if you mention a graph/tree, let me know basically how to use it. E.g. Node means ability, level corresponds to damage, then search for the deepest node.

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  • Finding vectors with two points

    - by Christian Careaga
    We're are trying to get the direction of a projectile but we can't find out how For example: [1,1] will go SE [1,-1] will go NE [-1,-1] will go NW and [-1,1] will go SW we need an equation of some sort that will take the player pos and the mouse pos and find which direction the projectile needs to go. Here is where we are plugging in the vectors: def update(self): self.rect.x += self.vector[0] self.rect.y += self.vector[1] Then we are blitting the projectile at the rects coords.

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  • How to blend the sprite into background?

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

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