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  • Playing repeated sound in Java

    - by Diogo Schneider
    I'm trying to play sounds in a Java game with the following code: AudioStream audioStream = new AudioStream(stream); AudioPlayer.player.start(audioStream); The stream variable is just an InputStream to the resource. By the first time this code is called, the sound is played as expected, but by the second time the program just hangs, not even an exception is thrown. I don't know what's going on or how to prevent this. If I try closing either stream or audioStream after the above code, the program doesn't hang, but no sound is ever played at all. Any tips are welcome, thanks.

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  • Serverside memory efficiency and threading for a turn based game

    - by SkeletorFromEterenia
    Im programming on a turn based war-game for some years now (along with the engine) and Im having quite a hard time at figuring out what the games server architecture should look like, since most game server architecture articles I found focus either on FPS oder MMOGs, which doesn't really fit since I want many matches with 1- 16 players on my server, with each match being played in turn based mode. My chief concern is memory usage, since the most basic approach of loading every game that is being played completely into RAM should be quite inefficient, so is there a suitable strategy for selecting only the needed bits and loading them? Another question I got is how to design the threading on the server, since I think using only a single thread could be a problem due to the fact that the game or part of it might have to be loaded from the database. I would be very happy if you could share your knowledge or point me to material on this topic.

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  • Javascript A* path finding ENEMY MOVEMENT in 3D environment

    - by faiz
    iam trying to implement pathfinding algorithm using PATHFINDING.JS in 3D world using webgl. iam have made a matrix of 200x200. and placed my enemy(swat) in it .iam confused in implmenting the path. i have tried implementing the path by compparing the value of each array value with swat's position . it works ! but ** THE ENEMY KEEPS GOING FROM THE UNWALKABLE AREA OF MY MATRIX....like the enemy should not move from 119,100(x=119,z=100) but its moving from that co-ordinate too ..... can any one help me out in this regard .. *prob facing :* enemy (swat character keeps moving from the wall /unwalkable area) wanted solution : enemy does not move from the unwalkable path.. ** function draw() { grid = new PF.Grid(200, 200); grid.setWalkableAt( 119,100, false); grid.setWalkableAt( 107,100, false); grid.setWalkableAt( 103,104, false); grid.setWalkableAt( 103,100, false); grid.setWalkableAt( 135,100, false); grid.setWalkableAt( 103,120, false); grid.setWalkableAt( 103,112, false); grid.setWalkableAt( 127,100, false); grid.setWalkableAt( 123,100, false); grid.setWalkableAt( 139,100, false); grid.setWalkableAt( 103,124, false); grid.setWalkableAt( 103,128, false); grid.setWalkableAt( 115,100, false); grid.setWalkableAt( 131,100, false); grid.setWalkableAt( 103,116, false); grid.setWalkableAt( 103,108, false); grid.setWalkableAt( 111,100, false); grid.setWalkableAt( 103,132, false); finder = new PF.AStarFinder(); f1=Math.abs(first_person_controller.position.x); f2=Math.abs(first_person_controller.position.z); ff1=Math.round(f1); ff2=Math.round(f2); s1=Math.abs(swat.position.x); s2=Math.abs(swat.position.z); ss1=Math.round(s1); ss2=Math.round(s1); path = finder.findPath(ss1,ss2,ff1,ff2, grid); size=path.length-1; Ai(); } function Ai(){ if (i<size) { if (swat.position.x >= path[i][0]) { swat.position.x -= 0.3; if(Math.floor(swat.position.x) == path[i][0]) { i=i+1; } } else if(swat.position.x <= path[i][0]) { swat.position.x += 0.3; if(Math.floor(swat.position.x) == path[i][0]) { i=i+1; } } } if (j<size) { if((Math.abs(swat.position.z)) >= path[j][1]) { swat.position.z -= 0.3; if(Math.floor(Math.abs(swat.position.z)) == path[j][1]) { j=j+1; } } else if((Math.abs(swat.position.z)) <= path[j][1]) { swat.position.z += 0.3; if(Math.floor(Math.abs(swat.position.z)) == path[j][1]) { j=j+1; } } } }

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  • Artifacts when using SamplerState.LinearClamp in SpriteBatch

    - by Raymond Holmboe
    I'm using XNA 4.0 and VS2010 Express for Windows Phone and Windows Phone SDK 7.1. This is a platform game and I have a map made up of 16x16 textures that is drawn dynamically, tile by tile. When using SpriteBatch to draw my map with LinearClamp, I get artifacts that looks like blurry thin lines. They become visible when the camera moves from one pixel to another and when the camera is still, the artifacts disappear. Here's a small sample of what I mean: Here's how I draw with the spritebatch: SBWorld.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone, null, camera.View); When using SamplerState.PointClamp the game just plays horribly (IMHO), so I cannot use that. Why do these lines appear and how do I get rid of those?

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  • How to handle wildly varying rendering hardware / getting baseline

    - by edA-qa mort-ora-y
    I've recently started with mobile programming (cross-platform, also with desktop) and am encountering wildly differing hardware performance, in particular with OpenGL and the GPU. I know I'll basically have to adjust my rendering code but I'm uncertain of how to detect performance and what reasonable default settings are. I notice that certain shader functions are basically free in a desktop implemenation but can be unusable in a mobile device. The problem is I have no way of knowing what features will cause what performance issues on all the devices. So my first issue is that even if I allow configuring options I'm uncertain of which options I have to make configurable. I'm wondering also wheher one just writes one very configurable pipeline, or whether I should have 2 distinct options (high/low). I'm also unsure of where to set the default. If I set to the poorest performer the graphics will be so minimal that any user with a modern device would dismiss the game. If I set them even at some moderate point, the low end devices will basically become a slide-show. I was thinking perhaps that I just run some benchmarks when the user first installs and randomly guess what works, but I've not see a game do this before.

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  • Asset missing problem XNA

    - by ChocoMan
    I'm using VS2010 with XNA 4.0 and I'm trying to load an FBX model with texture on the screen. The problem I'm having is this error: Missing Asset: C:\Users\ChocoMan\Documents\Visual Studio 2010\Projects\XNAGame\Documents\Visual Studio\Projects\XNAGame\XNAGameContent\Textures\texture.bmp but the actual path to the texture is C:\Users\ChocoMan\Documents\Visual Studio\Projects\XNAGame\XNAGameContent\Textures\texture.bmp Also, when I linked the texture in Maya, I used the above address. Does anyone know why VS is looking for an incorrect address that doesnt exist?

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  • Using gluLookAt to move camera in 2D iPhone game ?

    - by Mr.Gando
    Hey guys, I'm trying to use gluLookAt to move the camera in my iPhone game, but every time I've tried to use gluLookAt my screen just goes "blank" ( grey in this case ) I'm trying to render a simple triangle and to move the camera, this is my code: to setup my scene I do: glViewport(0, 0, backingWidth, backingHeight); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glRotatef(-90.0, 0.0, 0.0, 1.0); //using iPhone in horizontal mode glOrthof(-240, 240, -160, 160, -1, 1); glMatrixMode(GL_MODELVIEW); then my "triangle rendering" code looks like: GLfloat triangle[] = {0, 100, 100, 0, -100, 0,}; glClearColor(0.7, 0.7, 0.7, 1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnableClientState(GL_VERTEX_ARRAY); glColor4f(1.0, 0.0, 0.0, 1.0); glVertexPointer(2, GL_FLOAT, 0, &triangle); glDrawArrays(GL_TRIANGLES, 0, 6); glDisableClientState(GL_VERTEX_ARRAY); This draws a red triangle in the middle of the screen, when I try to apply gluLookAt ( I got the implementation of the function from Cocos2D so I asume it's correct ), i do: glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(0,0,1,0,0,0,0,0,1); // try to move the camera a bit ? GLfloat triangle[] = {0, 100, 100, 0, -100, 0,}; glClearColor(0.7, 0.7, 0.7, 1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnableClientState(GL_VERTEX_ARRAY); glColor4f(1.0, 0.0, 0.0, 1.0); glVertexPointer(2, GL_FLOAT, 0, &triangle); glDrawArrays(GL_TRIANGLES, 0, 6); glDisableClientState(GL_VERTEX_ARRAY); This leads me to grey screen (glClearColor is grey), I've tried all sort of things and read what I've found about gluLookAt on the net, but no luck :(, if someone could explain me or show me how to move to move the camera in a top-down fashion ( zelda, etc ), I would really appreciate it. Thanks!

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  • Managing flash animations for a game

    - by LoveMeSomeCode
    Ok, I've been writing C# for a while, but I'm new to ActionScript, so this is a question about best practices. We're developing a simple match game, where the user selects tiles and tries to match various numbers - sort of like memory - and when the match is made we want a series of animations to take place, and when they're done, remove the tile and add a new one. So basically it's: User clicks the MC Animation 1 on the MC starts Animation 1 ends Remove the MC from the stage Add a new MC Start the animation on the new MC The problem I run into is that I don't want to make the same timeline motion tween on each and every tile, when the animation is all the same. It's just the picture in the tile that's different. The other method I've come up with is to just apply the tweens in code on the main stage. Then I attach an event handler for MOTION_FINISH, and in that handler I trigger the next animation and listen for that to finish etc. This works too, but not only do I have to do all the tweening in code, I have a seperate event handler for each stage of the animation. So is there a more structured way of chaining these animations together?

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  • How to move an UIView along a curved CGPath according to user dragging the view

    - by Felipe Cypriano
    I'm trying to build a interface that the user can move his finger around the screen an a list of images moves along a path. The idea is that the images center nevers leaves de path. Most of the things I found was about how to animate using CGPath and not about actually using the path as the track to a user movement. I need to objects to be tracked on the path even if the user isn't moving his fingers over the path. For example (image bellow), if the object is at the beginning of the path and the user touches anywhere on the screen and moves his fingers from left to right I need that the object moves from left to right but following the path, that is, going up as it goes to the right towards the path's end. This is the path I've draw, imagine that I'll have a view (any image) that the user can touch and drag it along the path, there's no need to move the finger exactly over the path. If the user move from left to right the image should move from left to right but going up if need following the path. This is how I'm creating the path: CGPoint endPointUp = CGPointMake(315, 124); CGPoint endPointDown = CGPointMake(0, 403); CGPoint controlPoint1 = CGPointMake(133, 187); CGPoint controlPoint2 = CGPointMake(174, 318); CGMutablePathRef path = CGPathCreateMutable(); CGPathMoveToPoint(path, NULL, endPointUp.x, endPointUp.y); CGPathAddCurveToPoint(path, NULL, controlPoint1.x, controlPoint1.y, controlPoint2.x, controlPoint2.y, endPointDown.x, endPointDown.y); Any idead how can I achieve this?

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  • Has anyone else read "Programming video games for the Evil Genius"

    - by Martin
    I bought this book called "Programming Video Games for the Evil Genius" by Ian Cinnamon. If there is anyone who has read or is familiar with this book I am wondering if they think it is worth reading. I am interested in making video games. I have already taken intro courses in C++, Java and Python and got through okay. I've been going through this book for about a month now(SLOWLY). All I have to do is type the code exactly in the book, BUT a lot of the code is not clearly explained. I do some research online but I usually still have some trouble answering my questions. Then I found stack overflow. It's been a ton of help. Right now I am trying to make a racing game right out of this book and I got to a point where the author left a bunch of errors in his code. One of the members of this website fixed it up for me, but added some stuff that I'm having trouble understanding. I spend more time trying to figure out the authors errors and fix them or get someone to help me fix them than I actually do learning code. I REALLY want to learn how to do this and I am ready and willing to put in the time, but I'm not sure if my time would be better spent learning from a different source. Are there any veterans out there that are familiar with this book and think it's worth it/not worth it? Should I try to move onto another book? Any advice for a fresh start for someone who wants to learn some video game programming?

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  • Fast pixelshader 2D raytracing

    - by heishe
    I'd like to do a simple 2D shadow calculation algorithm by rendering my environment into a texture, and then use raytracing to determine what pixels of the texture are not visible to the point light (simply handed to the shader as a vec2 position) . A simple brute force algorithm per pixel would looks like this: line_segment = line segment between current pixel of texture and light source For each pixel in the texture: { if pixel is not just empty space && pixel is on line_segment output = black else output = normal color of the pixel } This is, of course, probably not the fastest way to do it. Question is: What are faster ways to do it or what are some optimizations that can be applied to this technique?

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  • Skanska Builds Global Workforce Insight with Cloud-Based HCM System

    - by HCM-Oracle
    By David Baum - Originally posted on Profit Peter Bjork grew up building things. He started his work life learning all sorts of trades at his father’s construction company in the northern part of Sweden. So in college, it was natural for him to pursue a bachelor’s degree in construction engineering—but he broke new ground when he added a master’s degree in finance to his curriculum vitae. Written on a traditional résumé, Bjork’s current title (vice president of information systems strategies) doesn’t reveal the diversity of his experience—that he’s adept with hammer and nails as well as rows and columns. But a big part of his current job is to work with his counterparts in human resources (HR) designing, building, and deploying the systems needed to get a complete view of the skills and potential of Skanska’s 22,000-strong white-collar workforce. And Bjork believes that complete view is essential to Skanska’s success. “Our business is really all about people,” says Bjork, who has worked with Skanska for 16 years. “You can have equipment and financial resources, but to truly succeed in a business like ours you need to have the right people in the right places. That’s what this system is helping us accomplish.” In a global HR environment that suffers from a paradox of high unemployment and a scarcity of skilled labor, managers need to have a complete understanding of workforce capabilities to develop management skills, recruit for open positions, ensure that staff is getting the training they need, and reduce attrition. Skanska’s human capital management (HCM) systems, based on Oracle Talent Management Cloud, play a critical role delivering that understanding. “Skanska’s philosophy of having great people, encouraging their development, and giving them the chance to move across business units has nurtured a culture of collaboration, but managing a diverse workforce spread across the globe is a monumental challenge,” says Annika Lindholm, global human resources system owner in the HR department at Skanska’s headquarters just outside of Stockholm, Sweden. “We depend heavily on Oracle’s cloud technology to support our HCM function.” Construction, Workers For Skanska’s more than 60,000 employees and contractors, managing huge construction projects is an everyday job. Beyond erecting signature buildings, management’s goal is to build a corporate culture where valuable talent can be sought out and developed, bringing in the right mix of people to support and grow the business. “Of all the companies in our space, Skanska is probably one of the strongest ones, with a laser focus on people and people development,” notes Tom Crane, chief HR and communications officer for Skanska in the United States. “Our business looks like equipment and material, but all we really have at the end of the day are people and their intellectual capital. Without them, second only to clients, of course, you really can’t achieve great things in the high-profile environment in which we work.” During the 1990s, Skanska entered an expansive growth phase. A string of successful acquisitions paved the way for the company’s transformation into a global enterprise. “Today the company’s focus is on profitable growth,” continues Crane. “But you can’t really achieve growth unless you are doing a very good job of developing your people and having the right people in the right places and driving a culture of growth.” In the United States alone, Skanska has more than 8,000 employees in four distinct business units: Skanska USA Building, also known as the Construction Manager, builds everything at ground level and above—hospitals, educational facilities, stadiums, airport terminals, and other massive projects. Skanska USA Civil does everything at ground level and below, such as light rail, water treatment facilities, power plants or power industry facilities, highways, and bridges. Skanska Infrastructure Development develops public-private partnerships—projects in which Skanska adds equity and also arranges for outside financing. Skanska Commercial Development acts like a commercial real estate developer, acquiring land and building offices on spec or build-to-suit for its clients. Skanska's international portfolio includes construction of the new Meadowlands Stadium. Getting the various units to operate collaboratatively helps Skanska deliver high value to clients and shareholders. “When we have this collaboration among units, it allows us to enrich each of the business units and, at the same time, develop our future leaders to be more facile in operating across business units—more accepting of a ‘one Skanska’ approach,” explains Crane. Workforce Worldwide But HR needs processes and tools to support managers who face such business dynamics. Oracle Talent Management Cloud is helping Skanska implement world-class recruiting strategies and generate the insights needed to drive quality hiring practices, internal mobility, and a proactive approach to building talent pipelines. With their new cloud system in place, Skanska HR leaders can manage everything from recruiting, compensation, and goal and performance management to employee learning and talent review—all as part of a single, cohesive software-as-a-service (SaaS) environment. Skanska has successfully implemented two modules from Oracle Talent Management Cloud—the recruiting and performance management modules—and is in the process of implementing the learn module. Internally, they call the systems Skanska Recruit, Skanska Talent, and Skanska Learn. The timing is apropos. With high rates of unemployment in recent years, there have been many job candidates on the market. However, talent scarcity continues to frustrate recruiters. Oracle Taleo Recruiting Cloud Service, one of the applications in the Oracle Talent Management cloud portfolio, enables Skanska managers to create more-intelligent recruiting strategies, pulling high-performer profile statistics to create new candidate profiles and using multitiered screening and assessments to ensure that only the best-suited candidate applications make it to the recruiter’s desk. Tools such as applicant tracking, interview management, and requisition management help recruiters and hiring managers streamline the hiring process. Oracle’s cloud-based software system automates and streamlines many other HR processes for Skanska’s multinational organization and delivers insight into the success of recruiting and talent-management efforts. “The Oracle system is definitely helping us to construct global HR processes,” adds Bjork. “It is really important that we have a business model that is decentralized, so we can effectively serve our local markets, and interact with our global ERP [enterprise resource planning] systems as well. We would not be able to do this without a really good, well-integrated HCM system that could support these efforts.” A key piece of this effort is something Skanska has developed internally called the Skanska Leadership Profile. Core competencies, on which all employees are measured, are used in performance reviews to determine weak areas but also to discover talent, such as those who will be promoted or need succession plans. This global profiling system brings consistency to the way HR professionals evaluate and review talent across the company, with a consistent set of ratings and a consistent definition of competencies. All salaried employees in Skanska are tied to a talent management process that gives opportunity for midyear and year-end reviews. Using the performance management module, managers can align individual goals with corporate goals; provide clear visibility into how each employee contributes to the success of the organization; and drive a strategic, end-to-end talent management strategy with a single, integrated system for all talent-related activities. This is critical to a company that is highly focused on ensuring that every employee has a development plan linked to his or her succession potential. “Our approach all along has been to deploy software applications that are seamless to end users,” says Crane. “The beauty of a cloud-based system is that much of the functionality takes place behind the scenes so we can focus on making sure users can access the data when they need it. This model greatly improves their efficiency.” The employee profile not only sets a competency baseline for new employees but is also integrated with Skanska’s other back-office Oracle systems to ensure consistency in the way information is used to support other business functions. “Since we have about a dozen different HR systems that are providing us with information, we built a master database that collects all the information,” explains Lindholm. “That data is sent not only to Oracle Talent Management Cloud, but also to other systems that are dependent on this information.” Collaboration to Scale Skanska is poised to launch a new Oracle module to link employee learning plans to the review process and recruitment assessments. According to Crane, connecting these processes allows Skanska managers to see employees’ progress and produce an updated learning program. For example, as employees take classes, supervisors can consult the Oracle Talent Management Cloud portal to monitor progress and align it to each individual’s training and development plan. “That’s a pretty compelling solution for an organization that wants to manage its talent on a real-time basis and see how the training is working,” Crane says. Rolling out Oracle Talent Management Cloud was a joint effort among HR, IT, and a global group that oversaw the worldwide implementation. Skanska deployed the solution quickly across all markets at once. In the United States, for example, more than 35 offices quickly got up to speed on the new system via webinars for employees and face-to-face training for the HR group. “With any migration, there are moments when you hold your breath, but in this case, we had very few problems getting the system up and running,” says Crane. Lindholm adds, “There has been very little resistance to the system as users recognize its potential. Customizations are easy, and a lasting partnership has developed between Skanska and Oracle when help is needed. They listen to us.” Bjork elaborates on the implementation process from an IT perspective. “Deploying a SaaS system removes a lot of the complexity,” he says. “You can downsize the IT part and focus on the business part, which increases the probability of a successful implementation. If you want to scale the system, you make a quick phone call. That’s all it took recently when we added 4,000 users. We didn’t have to think about resizing the servers or hiring more IT people. Oracle does that for us, and they have provided very good support.” As a result, Skanska has been able to implement a single, cost-effective talent management solution across the organization to support its strategy to recruit and develop a world-class staff. Stakeholders are confident that they are providing the most efficient recruitment system possible for competent personnel at all levels within the company—from skilled workers at construction sites to top management at headquarters. And Skanska can retain skilled employees and ensure that they receive the development opportunities they need to grow and advance.

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  • Why am I not getting an sRGB default framebuffer?

    - by Aaron Rotenberg
    I'm trying to make my OpenGL Haskell program gamma correct by making appropriate use of sRGB framebuffers and textures, but I'm running into issues making the default framebuffer sRGB. Consider the following Haskell program, compiled for 32-bit Windows using GHC and linked against 32-bit freeglut: import Foreign.Marshal.Alloc(alloca) import Foreign.Ptr(Ptr) import Foreign.Storable(Storable, peek) import Graphics.Rendering.OpenGL.Raw import qualified Graphics.UI.GLUT as GLUT import Graphics.UI.GLUT(($=)) main :: IO () main = do (_progName, _args) <- GLUT.getArgsAndInitialize GLUT.initialDisplayMode $= [GLUT.SRGBMode] _window <- GLUT.createWindow "sRGB Test" -- To prove that I actually have freeglut working correctly. -- This will fail at runtime under classic GLUT. GLUT.closeCallback $= Just (return ()) glEnable gl_FRAMEBUFFER_SRGB colorEncoding <- allocaOut $ glGetFramebufferAttachmentParameteriv gl_FRAMEBUFFER gl_FRONT_LEFT gl_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING print colorEncoding allocaOut :: Storable a => (Ptr a -> IO b) -> IO a allocaOut f = alloca $ \ptr -> do f ptr peek ptr On my desktop (Windows 8 64-bit with a GeForce GTX 760 graphics card) this program outputs 9729, a.k.a. gl_LINEAR, indicating that the default framebuffer is using linear color space, even though I explicitly requested an sRGB window. This is reflected in the rendering results of the actual program I'm trying to write - everything looks washed out because my linear color values aren't being converted to sRGB before being written to the framebuffer. On the other hand, on my laptop (Windows 7 64-bit with an Intel graphics chip), the program prints 0 (huh?) and I get an sRGB default framebuffer by default whether I request one or not! And on both machines, if I manually create a non-default framebuffer bound to an sRGB texture, the program correctly prints 35904, a.k.a. gl_SRGB. Why am I getting different results on different hardware? Am I doing something wrong? How can I get an sRGB framebuffer consistently on all hardware and target OSes?

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  • Keeping game model and graphics/animation separate but in sync

    - by AJM
    Suppose I'm building a chess game where I want to have animations. Pieces glide to their new squares when moved. Pieces perform attack animations when capturing other pieces. I'm not sure how to effectively separate the data and logic needed for these animations and the actual game model (in the MVC sense). The pieces themselves should ideally not have to worry about their pixel coordinates or current animation frame. At the same time, many changes to the model are effectively driven by animations. A moved piece changes its position after (before?) its sprite is done gliding. A piece is removed from the board after the capturing piece is finished its attack animation. How would you suggest I manage the game model, the graphics and animations, and their relationships? For example, where would the animations "live"? How would animations be created and managed in response to player moves? How would animations drive updates to the game model, or how would the game model drive animations?

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  • SlimDX Texture2D from DataRectangle array

    - by Rebekah Bryant
    I'm totally new to DirectX. I'm using SlimDX to create a texture consisting of 13046 DataRectangles. Here's my code. It's breaking on the Texture2D constructor with "E_INVALIDARG: An invalid parameter was passed to the returning function (-2147024809)." inParms is just a struct containing handle to a Panel. public Renderer(Parameters inParms, ref DataRectangle[] inShapes) { Texture2DDescription description = new Texture2DDescription() { Width = 500, Height = 500, MipLevels = 1, ArraySize = inShapes.Length, Format = Format.R32G32B32_Float, SampleDescription = new SampleDescription(1, 0), Usage = ResourceUsage.Default, BindFlags = BindFlags.RenderTarget | BindFlags.ShaderResource, CpuAccessFlags = CpuAccessFlags.None, OptionFlags = ResourceOptionFlags.None }; SwapChainDescription chainDescription = new SwapChainDescription() { BufferCount = 1, IsWindowed = true, Usage = Usage.RenderTargetOutput, ModeDescription = new ModeDescription(0, 0, new Rational(60, 1), Format.R8G8B8A8_UNorm), SampleDescription = new SampleDescription(1, 0), Flags = SwapChainFlags.None, OutputHandle = inParms.Handle, SwapEffect = SwapEffect.Discard }; Device.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.None, chainDescription, out mDevice, out mSwapChain); Texture2D texture = new Texture2D(Device, description, inShapes); } EDIT: Running with the Debug flag set, I got: D3D11 ERROR: ID3D11Device::CreateTexture2D: The format (0x6, R32G32B32_FLOAT) cannot be bound as a RenderTarget, or cast to a format that could be bound as a RenderTarget. This is because the current graphics implementation does not even support this Format. Therefore this format does not support D3D11_BIND_RENDER_TARGET. Use CheckFormatSupport to check Format support. [ STATE_CREATION ERROR #92: CREATETEXTURE2D_UNSUPPORTEDFORMAT] D3D11 ERROR: ID3D11Device::CreateTexture2D: Returning E_INVALIDARG, meaning invalid parameters were passed. [ STATE_CREATION ERROR #104: CREATETEXTURE2D_INVALIDARG_RETURN]

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  • Blur gets displaced compared to original image

    - by user1294203
    I have implemented a SSAO and I'm using a blur step to smooth it out. The problem is that the blurred texture is slightly displaced compared to the original. I'm blurring using a 4x4 kernel since that was my noise kernel in SSAO. The following is the blurring shader: float result = 0.0; for(int i = 0; i < 4; i++){ for(int j = 0; j < 4; j++){ vec2 offset = vec2(TEXEL_SIZE.x * i, TEXEL_SIZE.y * j); result += texture(aoSampler, TexCoord + offset).r; } } out_AO = vec4(vec3(0.0), result * 0.0625); Where TEXEL_SIZE is one over my window resolution. I was thinking that this is was an error based on how OpenGL counts the Texel center, so I tried displacing the texture coordinate I was using by 0.5 * TEXEL_SIZE, but there was still a slight displacement. The texture input to my blur shader, has wrap parameters: glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); When I tell the blur shader to just output the the value of the pixel, the result is not displaced, so it must have something to do with how neighboring pixels are sampled. Any thoughts?

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  • IrrKlang with Ogre

    - by Vinnie
    I'm trying to set up sound in my Ogre3D project. I have installed irrKlang 1.4.0 and added it's include and lib directories to my projects VC++ Include and Library directories, but I'm still getting a Linker error when I attempt to build. Any suggestions? (Error 4007 error LNK2019: unresolved external symbol "__declspec(dllimport) class irrklang::ISoundEngine * __cdecl irrklang::createIrrKlangDevice(enum irrklang::E_SOUND_OUTPUT_DRIVER,int,char const *,char const *)" (_imp?createIrrKlangDevice@irrklang@@YAPAVISoundEngine@1@W4E_SOUND_OUTPUT_DRIVER@1@HPBD1@Z) referenced in function "public: __thiscall SoundManager::SoundManager(void)" (??0SoundManager@@QAE@XZ)

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  • Best depth sorting method for a Top Down 2D game using a 3D physics engine

    - by Alic44
    I've spent many days googling this and still have issues with my game engine I'd like to ask about, which I haven't seen addressed before. I think the problem is that my game is an unusual combination of a completely 2D graphical approach using XNA's SpriteBatch, and a completely 3D engine (the amazing BEPU physics engine) with rotation mostly disabled. In essence, my question is similar to this one (the part about "faux 3D"), but the difference is that in my game, the player as well as every other creature is represented by 3D objects, and they can all jump, pick up other objects, and throw them around. What this means is that sorting by one value, such as a Z position (how far north/south a character is on the screen) won't work, because as soon as a smaller creature jumps on top of a larger creature, or a box, and walks backwards, the moment its z value is less than that other creature, it will appear to be behind the object it is actually standing on. I actually originally solved this problem by splitting every object in the game into physics boxes which MUST have a Y height equal to their Z depth. I then based the depth sorting value on the object's y position (how high it is off the ground) PLUS its z position (how far north or south it is on the screen). The problem with this approach is that it requires all moving objects in the game to be split graphically into chunks which match up with a physical box which has its y dimension equal to its z dimension. Which is stupid. So, I got inspired last night to rewrite with a fresh approach. My new method is a little more complex, but I think a little more sane: every object which needs to be sorted by depth in the game exposes the interface IDepthDrawable and is added to a list owned by the DepthDrawer object. IDepthDrawable contains: public interface IDepthDrawable { Rectangle Bounds { get; } //possibly change this to a class if struct copying of the xna Rectangle type becomes an issue DepthDrawShape DepthShape { get; } void Draw(SpriteBatch spriteBatch); } The Bounds Rectangle of each IDepthDrawable object represents the 2D Axis-Aligned Bounding Box it will take up when drawn to the screen. Anything that doesn't intersect the screen will be culled at this stage and the remaining on-screen IDepthDrawables will be Bounds tested for intersections with each other. This is where I get a little less sure of what I'm doing. Each group of collisions will be added to a list or other collection, and each list will sort itself based on its DepthShape property, which will have access to the object-to-be-drawn's physics information. For starting out, lets assume everything in the game is an axis aligned 3D Box shape. Boxes are pretty easy to sort. Something like: if (depthShape1.Back > depthShape2.Front) //if depthShape1 is in front of depthShape2. //depthShape1 goes on top. else if (depthShape1.Bottom > depthShape2.Top) //if depthShape1 is above depthShape2. //depthShape1 goes on top. //if neither of these are true, depthShape2 must be in front or above. So, by sorting draw order by several different factors from the physics engine, I believe I can get a really correct draw order. My question is, is this a good way of going about this, or is there some tried and true, tested way which is completely different and has somehow completely eluded me on the internets? And, if this does seem like a good way to remake my draw order sorting, what's the right sorting algorithm for reordering the Bounds Rectangle collision lists, and how do you deal with a Bounds Rectangle colliding with two different object which don't collide with eachother. I know these are solved problems, but I've only been programming for a year so any specific input here will be greatly appreciated. Thanks for reading this far, ye who made it -- sorry it was so long!

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  • android: How to apply pinch zoom and pan to 2D GLSurfaceView

    - by mak_just4anything
    I want to apply pinch zoom and panning effect on GLSurfaceView. It is Image editor, so It would not be 3D object. I tried to implement using these following links: https://groups.google.com/forum/#!topic/android-developers/EVNRDNInVRU Want to apply pinch and zoom to GLSurfaceView(3d Object) http://www.learnopengles.com/android-lesson-one-getting-started/ These all are links for 3D object rendering. I can not use ImageView as I need to work out with OpenGL so, had to implement it on GLSurfaceView. Suggest me or any reference links are there for such implementation. **I need it for 2D only.

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  • Can I use DllImport/PInvoke in libraries loaded as Assets in Unity Free?

    - by sebf
    I am interested in using utilising third-party libraries in Unity Free. I know Unity can use managed libraries as Assets, but only the Pro version supports using native libraries. (DllImport within scripts). This thread however suggests that it is possible to import DLLs in the free version. I would like to utilise native libraries (as a hobbyist I cannot afford Pro), but want to do it the supported way so I don't have to worry about Unity 'fixing' this hole if that is what it is. Is there any supported way to use native libraries with Unity free? (i.e. does that thread suggest a workaround or is it a 'bug'? Is it supported to use DllImport/PInvoke in libraries loaded as assets? (could I create a wrapper myself?)

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  • Game Sound Effects Availability

    - by Ben
    Is there a need in the community for affordable game-focused sound effect packs? I am considering putting together some effects specifically geared toward games and indie developers that desire to get a working prototype quickly off the ground. Is there a need for this, or is there another standard "go-to" spot for this kind of thing? I want to offer value to the community but wanted to assess the need first. If anyone has thoughts, insight, or personal opinions on this I would love to hear it!

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  • Seeking an C/C++ OBJ geometry read/write that does not modify the representation

    - by Blake Senftner
    I am seeking a means to read and write OBJ geometry files with logic that does not modify the geometry representation. i.e. read geometry, immediately write it, and a diff of the source OBJ and the one just written will be identical. Every OBJ writing utility I've been able to find online fails this test. I am writing small command line tools to modify my OBJ geometries, and I need to write my results, not just read the geometry for rendering purposes. Simply needing to write the geometry knocks out 95% of the OBJ libraries on the web. Also, many of the popular libraries modify the geometry representation. For example, Nat Robbin's GLUT library includes the GLM library, which both converts quads to triangles, as well as reverses the topology (face ordering) of the geometry. It's still the same geometry, but if your tool chain expects a given topology, such as for rigging or morph targets, then GLM is useless. I'm not rendering in these tools, so dependencies like OpenGL or GLUT make no sense. And god forbid, do not "optimize" the geometry! Redundant vertices are on purpose for maintaining oneself on cache with our weird little low memory mobile devices.

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  • DirectWrite Producing Strange Artifacts?

    - by smoth190
    I've written the basis to my UI system around Direct2D. I like it because it's fast and easy to use (even if I had to do some messy work to get it to work with DirectX11). However, I notice when using DirectWrite I'm getting strange problems with my text. As you can see, the e is a little screwwed up, and it overall looks a little bumpy. This only happens with certain fonts in certain sizes, and with certain arrangements of letters. This particular example is Verdana in size 16.0 font. Can I fix this? It's pretty annoying to change all my words and fonts because of this problem.

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  • how to move the camera behind a model with the same angle? in XNA

    - by Mehdi Bugnard
    I meet are having difficulty in moving my camera behind an object in a 3D world. I would create two view mode. 1: for fps (first person). 2nd: external view behind the character (second person). I searched the net some example but it does not work in my project. Here is my code used to change view if F2 is pressed //Camera double X1 = this.camera.PositionX; double X2 = this.player.Position.X; double Z1 = this.camera.PositionZ; double Z2 = this.player.Position.Z; //Verify that the user must not let the press F2 if (!this.camera.IsF2TurnedInBoucle) { // If the view mode is the second person if (this.camera.ViewCamera_type == CameraSimples.ChangeView.SecondPerson) { this.camera.ViewCamera_type = CameraSimples.ChangeView.firstPerson; //Calcul position - ?? Here my problem double direction = Math.Atan2(X2 - X1, Z2 - Z1) * 180.0 / 3.14159265; //Calcul angle - ?? Here my problem this.camera.position = .. this.camera.rotation = .. this.camera.MouseRadian_LeftrightRot = (float)direction; } //IF mode view is first person else { //....

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  • Best practices for implementing collectible virtual item "packs"?

    - by Glenn Barnett
    I'm in the process of building a game in which virtual items can be obtained either by in-game play (defeating enemies, gaining levels), or by purchasing "packs" via microtransactions. Looking at an existing example like Duels.com's item packs, it looks like a lot of thought went into their implementation, including: Setting clear player expectations as to what can be obtained in the pack Limiting pack supply to increase demand and control inflation Are there other considerations that should be taken into account? For example, should the contents of the packs be pre-generated to guarantee the advertised drop rates, or is each drop rate just a random chance, and you could end up with higher or lower supply?

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