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  • Multithreading for a mixed-genre game in Python?

    - by arrogantc
    So here's the situation. I'm making a game that mixes two genres; arcade shooter and puzzler. They don't intertwine TOO much; all the interaction that really goes on is that every time an enemy is destroyed, a block is created. The blocks aren't even a part of the main collision detection system; they have their own more suited to their needs. What I want to ask is this; might it be a good idea to have the arcade shooter portion run on one thread, and the puzzle game portion run on another?

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  • HLSL: Pack 4 values into 32 bit float.

    - by TheBigO
    I can't find any useful information on packing 4 values into a 32 bit float in HLSL. Ideally, what I want to be able to do in HLSL is: float4 values = ... // Some values where each component is between 0 and 1. float packedValues = pack32R(values); float4 values2 = unpack32R(packedValues); I realize that there will be precision limitations, and performance tradeoffs between different precisions in different methods. I'm just wondering what ideas are out there.

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  • Any good web frameworks for asynchronous multiplayer games?

    - by Steven Stadnicki
    I'm trying to craft a site for web-based (original) board games, and my client (currently written in Actionscript, but that's highly fungible) works fine - I can play solitaire games in the client - but it has nothing to connect to. What I'm looking for is a server framework for handling accounts/authentication and game tracking: something that would let players log in, show them a list of their current games, let them invite friends to new games, let them make moves in the games they have open, etc. I'm flexible on language; obviously I'm going to have to write a lot of server code to handle the actual game logic, but that should be straightforward enough. I'm more concerned with how to handle the user (and game) DBs, though suggestions for a good server framework for communicating with the DBs (and serving up, most likely, JSON for client communications) are also welcome. Right now my leaning is towards Ruby (probably with Rails) but as far as I can determine it would be a pretty good chunk of effort to set up the necessary databases, so having something even higher-level would be really useful to me.

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  • Which opcodes are faster at the CPU level?

    - by Geotarget
    In every programming language there are sets of opcodes that are recommended over others. I've tried to list them here, in order of speed. Bitwise Integer Addition / Subtraction Integer Multiplication / Division Comparison Control flow Float Addition / Subtraction Float Multiplication / Division Where you need high-performance code, C++ can be hand optimized in assembly, to use SIMD instructions or more efficient control flow, data types, etc. So I'm trying to understand if the data type (int32 / float32 / float64) or the operation used (*, +, &) affects performance at the CPU level. Is a single multiply slower on the CPU than an addition? In MCU theory you learn that speed of opcodes is determined by the number of CPU cycles it takes to execute. So does it mean that multiply takes 4 cycles and add takes 2? Exactly what are the speed characteristics of the basic math and control flow opcodes? If two opcodes take the same number of cycles to execute, then both can be used interchangeably without any performance gain / loss? Any other technical details you can share regarding x86 CPU performance is appreciated

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  • Tips and Tools for creating Spritesheet animations

    - by Spooks
    I am looking for a tool that I can use to create sprite sheet easily. Right now I am using Illustrator, but I can never get the center of the character in the exact position, so it looks like it is moving around(even though its always in one place), while being loop through the sprite sheet. Is there any better tools that I can be using? Also what kind of tips would you give for working with a sprite sheet? Should I create each part of the character in individual layers (left arm, right arm, body, etc.) or everything at once? any other tips would also be helpful! thank you

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  • Applying prerecorded animations to models with the same skeleton

    - by Jeremias Pflaumbaum
    well my question sounds a bit like, how do I apply mo-cap animations to my model, but thats not really it I guess. Animations and model share the same skeleton, but the models vary in size and proportion, but I still want to be able to apply any animation to any model. I think this should be possible since the models got the same skeleton bone structure and the bones are always in the same area only their position varies from model to model. In particular Im trying to apply this to 2D characters that got 2arm, 2legs, a head and a body, but if you got anything related to that topic even if its 3D related or keywords, articles, books whatever Im gratefull for everything cause Im a bit stuck at the moment. cheers Jery

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  • Safe to advertise without a trademark?

    - by KlashnikovKid
    Alright, I'm currently thinking about registering my game with Steam's new Greenlight program. Only problem is I don't have a trademarked title yet and I read the government's registration process can take a little while. (and $$ I don't have at the moment) So naturally, this got me wondering if it is a sound idea to proceed without one. So my question is are there any serious pitfalls I should worry about if I start advertising without a trademarked title? (Assuming it doesn't infringe upon anyone else's property of course)

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  • Quake 3 Bot Programming Example

    - by Manni
    I would like to implement an intelligent bot for Quake-3. I downloaded the and built the code successfully under Linux. My problem is that I couldn't find any complete tutorial telling me how to build an agent; telling which files to use( as there are many files in the source code). Can you give me a website or piece of source code telling me how to start? Or something like an example source code for a bot.

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  • GUI for DirectX

    - by DeadMG
    I'm looking for a GUI library built on top of DirectX- preferably 9, but I can also do 11. I've looked at stuff like DXUT, but it's way too much for me- I'm only needing some UI controls which I would rather not write (and debug) myself, and their need to keep a C-compatible API is definitely a big downside. I'd rather look at UI libs that are designed to be integrated into an existing DirectX-based system, rather than forming the basis of a system. Any recommendations?

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  • cocos2d/OpenGL multitexturing problem

    - by Gajoo
    I've got a simple shader to test multitextureing the problem is both samplers are using same image as their reference. the shader code is basically just this : vec4 mid = texture2D(u_texture,v_texCoord); float g = texture2D(u_guide,v_guideCoord); gl_FragColor = vec4(g , mid.g,0,1); and this is how I'm calling draw function : int last_State; glGetIntegerv(GL_ACTIVE_TEXTURE, &last_State); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, getTexture()->getName()); glActiveTexture(GL_TEXTURE1); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, mGuideTexture->getName()); ccGLEnableVertexAttribs( kCCVertexAttribFlag_TexCoords |kCCVertexAttribFlag_Position); glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, vertices); glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, 0, texCoord); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisable(GL_TEXTURE_2D); I've already check mGuideTexture->getName() and getTexture()->getName() are returning correct textures. but looking at the result I can tell, both samplers are reading from getTexture()->getName(). here are some screen shots showing what is happening : The image rendered Using above codes The image rendered when I change textures passed to samples I'm expecting to see green objects from the first picture with red objects hanging from the top.

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  • Why doesn't my texture display with this GLSL shader?

    - by Chewy Gumball
    I am trying to display a DXT1 compressed texture on a quad using a VBO and shaders, but I have been unable to get it working. All I get is a black square. I know my texture is uploaded properly because when I use immediate mode without shaders the texture displays fine but I will include that part just in case. Also, when I change the gl_FragColor to something like vec4 (0.0, 1.0, 1.0, 1.0) then I get a nice blue quad so I know that my shader is able to set the colour. It appears to be either the texture is not being bound correctly in the shader or the texture coordinates are not being picked up. However, I can't find the error! What am I doing wrong? I am using OpenTK in C# (not xna). Vertex Shader: void main() { gl_TexCoord[0] = gl_MultiTexCoord0; // Set the position of the current vertex gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } Fragment Shader: uniform sampler2D diffuseTexture; void main() { // Set the output color of our current pixel gl_FragColor = texture2D(diffuseTexture, gl_TexCoord[0].st); //gl_FragColor = vec4 (0.0,1.0,1.0,1.0); } Drawing Code: int vb, eb; GL.GenBuffers(1, out vb); GL.GenBuffers(1, out eb); // Position Texture float[] verts = { 0.1f, 0.1f, 0.0f, 0.0f, 0.0f, 1.9f, 0.1f, 0.0f, 1.0f, 0.0f, 1.9f, 1.9f, 0.0f, 1.0f, 1.0f, 0.1f, 1.9f, 0.0f, 0.0f, 1.0f }; uint[] indices = { 0, 1, 2, 0, 2, 3 }; //upload data to the VBO GL.BindBuffer(BufferTarget.ArrayBuffer, vb); GL.BindBuffer(BufferTarget.ElementArrayBuffer, eb); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(verts.Length * sizeof(float)), verts, BufferUsageHint.StaticDraw); GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(indices.Length * sizeof(uint)), indices, BufferUsageHint.StaticDraw); //Upload texture int buffer = GL.GenTexture(); GL.BindTexture(TextureTarget.Texture2D, buffer); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (float)TextureWrapMode.Repeat); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (float)TextureWrapMode.Repeat); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (float)TextureMagFilter.Linear); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (float)TextureMinFilter.Linear); GL.TexEnv(TextureEnvTarget.TextureEnv, TextureEnvParameter.TextureEnvMode, (float)TextureEnvMode.Modulate); GL.CompressedTexImage2D(TextureTarget.Texture2D, 0, texture.format, texture.width, texture.height, 0, texture.data.Length, texture.data); //Draw GL.UseProgram(shaderProgram); GL.EnableClientState(ArrayCap.VertexArray); GL.EnableClientState(ArrayCap.TextureCoordArray); GL.VertexPointer(3, VertexPointerType.Float, 5 * sizeof(float), 0); GL.TexCoordPointer(2, TexCoordPointerType.Float, 5 * sizeof(float), 3); GL.ActiveTexture(TextureUnit.Texture0); GL.Uniform1(GL.GetUniformLocation(shaderProgram, "diffuseTexture"), 0); GL.DrawElements(BeginMode.Triangles, indices.Length, DrawElementsType.UnsignedInt, 0);

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  • Which will be faster? Switching shaders or ignore that some cases don't need full code?

    - by PolGraphic
    I have two types of 2d objects: In first case (for about 70% of objects), I need that code in the shader: float2 texCoord = input.TexCoord + textureCoord.xy But in the second case I have to use: float2 texCoord = fmod(input.TexCoord, texCoordM.xy - textureCoord.xy) + textureCoord.xy I can use second code also for first case, but it will be a little slower (fmod is useless here, input.TexCoord will be always lower than textureCoord.xy - textureCoord.xy for sure). My question is, which way will be faster: Making two independent shaders for both types of rectangles, group rectangles by types and switch shaders during rendering. Make one shader and use some if statement. Make one shader and ignore that sometimes (70% of cases) I don't need to use fmod.

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  • Algorithm to shoot at a target in a 3d game

    - by Sebastian Bugiu
    For those of you remembering Descent Freespace it had a nice feature to help you aim at the enemy when shooting non-homing missiles or lasers: it showed a crosshair in front of the ship you chased telling you where to shoot in order to hit the moving target. I tried using the answer from http://stackoverflow.com/questions/4107403/ai-algorithm-to-shoot-at-a-target-in-a-2d-game?lq=1 but it's for 2D so I tried adapting it. I first decomposed the calculation to solve the intersection point for XoZ plane and saved the x and z coordinates and then solving the intersection point for XoY plane and adding the y coordinate to a final xyz that I then transformed to clipspace and put a texture at those coordinates. But of course it doesn't work as it should or else I wouldn't have posted the question. From what I notice the after finding x in XoZ plane and the in XoY the x is not the same so something must be wrong. float a = ENG_Math.sqr(targetVelocity.x) + ENG_Math.sqr(targetVelocity.y) - ENG_Math.sqr(projectileSpeed); float b = 2.0f * (targetVelocity.x * targetPos.x + targetVelocity.y * targetPos.y); float c = ENG_Math.sqr(targetPos.x) + ENG_Math.sqr(targetPos.y); ENG_Math.solveQuadraticEquation(a, b, c, collisionTime); First time targetVelocity.y is actually targetVelocity.z (the same for targetPos) and the second time it's actually targetVelocity.y. The final position after XoZ is crossPosition.set(minTime * finalEntityVelocity.x + finalTargetPos4D.x, 0.0f, minTime * finalEntityVelocity.z + finalTargetPos4D.z); and after XoY crossPosition.y = minTime * finalEntityVelocity.y + finalTargetPos4D.y; Is my approach of separating into 2 planes and calculating any good? Or for 3D there is a whole different approach? sqr() is square not sqrt - avoiding a confusion.

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  • Procedural terrains in 3D: what has been done ? Are there common algo and/or theories about it ?

    - by jokoon
    Besides programming, modeling an environment takes a great deal of time. I don't know about the work time involved, for example, in a WoW dungeon level, or other beautiful city-like, future environment, jungles, fantasy, etc, but this kind of work is made from scratch by artists. What are the techniques involved in the TorchLight level randomizer, and does other titles have similarities with this ? Is there a family name for such techniques ?

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  • 2D vector graphic html5 framework

    - by Yury
    I trying to find html5 game framework by following criteria: 1)Real good performance. 2)Good support of vector graphic( objects which contains canvas elements -line, rec,bezierCurve etc.) 3)Easy port to mobile. Optional- Physics Engine. I found 1)Pixi.js- it looks like real good, but i didn't find any info about "vector objects" support. 2) i found "vector objects" support in paper.js I need something like these: http://paperjs.org/examples/chain/ and http://paperjs.org/examples/path-intersections/. But it looks like paper.js- not so good performance as pixi.js. And it is not game engine. Is there any good framework meets these requirements? P.S. I found similar question here Which free HTML5-based game engine meets these requirements?. But it was a long time ago. A lot of new things were created since 2011.

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  • Is this technique for stat tracking without a database workable?

    - by baptzmoffire
    If I wanted to create a chess game, for iOS, that tracked both player moves (for retracing the progression of a game and for player stats), what would be the simplest route to take? To clarify, I want to track not only the moves a player has made in a particular game, but how often that player has made that move in past games. For example I want to be able to track: How many times a given player has opened by moving the king pawn up two squares (e4) as white, on move number one. What is the percentage of time the player responds to white's e4 opening move, with moving his own king pawn to e5? What percentage of time does he respond by moving his queenside bishop pawn to c5? And so on. If it's not clear, the stat tracking system should also be able to report how many times this player, as black, move his queen to h1, on move number 30. I'm using Parse.com for my back-end as a server (BaaS) service. If I were to create a class that writes strings that identify move number, player color, moved piece, algebraic notation of the square (e.g. "d8") to a file, locally in the file system saves the file to Parse, and deletes the temporary file from file system upon opening the same game in my tableview (a la a "With Friends" game), download this file from Parse, parse through it and retrieve all stats/history, assign all relevant values to variables Is this plan viable, or is there an easier way?

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  • Does SFML render graphics outside the window?

    - by ThePlan
    While working on a tile-based map I figured it would be a good idea if I would only render what the player sees on the game window, but then it occurred to me that SFML could already be optimized enough to know when it doesn't have to render those things. Let's say I draw a 30x30 squared maps (A medium one) but the player only sees a bunch of them, not entirely. Would SFML automatically hide what the player doesn't see, or should I hide it myself?

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  • Unable to Call Instantiate in Class Member Function

    - by onguarde
    The following javascript is attached to a gameObject. var instance : GameObject; class eg_class { function eg_func(){ var thePrefab : GameObject; instance = Instantiate(thePrefab); } } Error, Unknown identifier: 'instance'. Unknown identifier: 'Instantiate'. Questions, 1) Why is it that "instance" cannot be accessed within a class? Isn't it supposed to be a public variable? 2) "Instantiate" function works in Start()/Update() root functions. Is there a way to make it work from within member functions? Thanks in advance!

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  • Rendering text with stb_font results in glitches

    - by Fabian Fritz
    I'm trying to render text with OpenGL and an "inline"-font taken from the stb_fonts The relevant code for initializing the font & rendering: LabelFactory::LabelFactory() { static unsigned char fontpixels [STB_SOMEFONT_BITMAP_HEIGHT][STB_SOMEFONT_BITMAP_WIDTH]; STB_SOMEFONT_CREATE(fontdata, fontpixels, STB_SOMEFONT_BITMAP_HEIGHT); glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, STB_SOMEFONT_BITMAP_WIDTH, STB_SOMEFONT_BITMAP_HEIGHT, 0, GL_ALPHA, GL_UNSIGNED_BYTE, fontdata); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); } void LabelFactory::renderLabel(Label * label) { int x = label->x; int y = label->y; const char * str = label->text; glBindTexture(GL_TEXTURE_2D, texture); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_ALPHA_TEST); glColor4f(1.0f, 1.0f, 1.0f, 1.0f); glEnable(GL_TEXTURE_2D); glBegin(GL_QUADS); while (*str) { int char_codepoint = *str++; stb_fontchar *cd = &fontdata[char_codepoint - STB_FONT_arial_14_usascii_FIRST_CHAR]; glTexCoord2f(cd->s0, cd->t0); glVertex2i(x + cd->x0, y + cd->y0); glTexCoord2f(cd->s1, cd->t0); glVertex2i(x + cd->x1, y + cd->y0); glTexCoord2f(cd->s1, cd->t1); glVertex2i(x + cd->x1, y + cd->y1); glTexCoord2f(cd->s0, cd->t1); glVertex2i(x + cd->x0, y + cd->y1); x += cd->advance_int; } glEnd(); } However this results in weird glitches I guess I'm doing something wrong with the alpha blending, however I was unable to improve it by changing the parameters. The size and length of the outline of the text that should be shown seems about right (it should read "Test Test Test").

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  • How to make it so units don't stack up in one location?

    - by Daggio
    So I'm making a game in AS3, it's a strategy DotA-like game (for flash game equivalent, there's UDE) so far so good, I have the A* pathfinding algorithm all sorted out and the minion units move to the desired location as I want them to be. The problem a rise when a unit stops in a node that has already occupied by another friendly unit. Both (or more than two) of them stacks up in one location, it looks like they're one unit. I want to add collision detection so when they collide they don't stack up together. But now they stop when they collide on they way to a node. This isn't good because they won't move at all midway (they won't respond to enemy attacks like that). I've added a deltatime so they only stopped for 2 seconds before they move again to their designated designation. This moves them again but they flicker. Not how I want it. So, like the title said. How to make more than one units don't stack up in a node? And if possible, how to make them not flicker while moving (it's good if they can tell other friendly units on the way and avoid them accordingly)?

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  • Best peer-to-peer game architecture

    - by Dejw
    Consider a setup where game clients: have quite small computing resources (mobile devices, smartphones) are all connected to a common router (LAN, hotspot etc) The users want to play a multiplayer game, without an external server. One solution is to host an authoritative server on one phone, which in this case would be also a client. Considering point 1 this solution is not acceptable, since the phone's computing resources are not sufficient. So, I want to design a peer-to-peer architecture that will distribute the game's simulation load among the clients. Because of point 2 the system needn't be complex with regards to optimization; the latency will be very low. Each client can be an authoritative source of data about himself and his immediate environment (for example bullets.) What would be the best approach to designing such an architecture? Are there any known examples of such a LAN-level peer-to-peer protocol? Notes: Some of the problems are addressed here, but the concepts listed there are too high-level for me. Security I know that not having one authoritative server is a security issue, but it is not relevant in this case as I'm willing to trust the clients. Edit: I forgot to mention: it will be a rather fast-paced game (a shooter). Also, I have already read about networking architectures at Gaffer on Games.

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  • Designing Videogame Character Parodies [duplicate]

    - by David Dimalanta
    This question already has an answer here: Is it legal to add a cameo appearance of a known video game character in my game? 2 answers Was it okay to make a playable character when making a videogame despite its resemblance? For example, I'm making a 3rd-person action-platform genre and I have to make a character design resembling like Megaman but not exactly the same as him since there is little alternate in color, details, and facial features.

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  • How to break out of if statement

    - by TheBroodian
    I'm not sure if the title is exactly an accurate representation of what I'm actually trying to ask, but that was the best I could think of. I am experiencing an issue with my character class. I have developed a system so that he can perform chain attacks, and something that was important to me was that 1)button presses during the process of an attack wouldn't interrupt the character, and 2) at the same time, button presses should be stored so that the player can smoothly queue up chain attacks in the middle of one so that gameplay doesn't feel rigid or unresponsive. This all begins when the player presses the punch button. Upon pressing the punch button, the game checks the state of the dpad at the moment of the button press, and then translates the resulting combined buttons into an int which I use as an enumerator relating to a punch method for the character. The enumerator is placed into a List so that the next time the character's Update() method is called, it will execute the next punch in the list. It only executes the next punch if my character is flagged with acceptInput as true. All attacks flag acceptInput as false, to prevent the interruption of attacks, and then at the end of an attack, acceptInput is set back to true. While accepting input, all other actions are polled for, i.e. jumping, running, etc. In runtime, if I attack, and then queue up another attack behind it (by pressing forward+punch) I can see the second attack visibly execute, which should flag acceptInput as false, yet it gets interrupted and my character will stop punching and start running if I am still holding down the dpad. Included is some code for context. This is the input region for my character. //Placed this outside the if (acceptInput) tree because I want it //to be taken into account whether we are accepting input or not. //This will queue up attacks, which will only be executed if we are accepting input. //This creates a desired effect that helps control the character in a // smoother fashion for the player. if (Input.justPressed(buttonManager.Punch)) { int dpadPressed = Input.DpadState(0); if (attackBuffer.Count() < 1) { attackBuffer.Add(CheckPunch(dpadPressed)); } else { attackBuffer.Clear(); attackBuffer.Add(CheckPunch(dpadPressed)); } } if (acceptInput) { if (attackBuffer.Count() > 0) { ExecutePunch(attackBuffer[0]); attackBuffer.RemoveAt(0); } //If D-Pad left is being held down. if (Input.DpadDirectionHeld(0, buttonManager.Left)) { flipped = false; if (onGround) { newAnimation = "run"; } velocity = new Vector2(velocity.X - acceleration, velocity.Y); if (walking == true && velocity.X <= -walkSpeed) { velocity.X = -walkSpeed; } else if (walking == false && velocity.X <= -maxSpeed) { velocity.X = -maxSpeed; } } //If D-Pad right is being held down. if (Input.DpadDirectionHeld(0, buttonManager.Right)) { flipped = true; if (onGround) { newAnimation = "run"; } velocity = new Vector2(velocity.X + acceleration, velocity.Y); if (walking == true && velocity.X >= walkSpeed) { velocity.X = walkSpeed; } else if (walking == false && velocity.X >= maxSpeed) { velocity.X = maxSpeed; } } //If jump/accept button is pressed. if (Input.justPressed(buttonManager.JumpAccept)) { if (onGround) { Jump(); } } //If toggle element next button is pressed. if (Input.justPressed(buttonManager.ToggleElementNext)) { if (elements.Count != 0) { elementInUse++; if (elementInUse >= elements.Count) { elementInUse = 0; } } } //If toggle element last button is pressed. if (Input.justPressed(buttonManager.ToggleElementLast)) { if (elements.Count != 0) { elementInUse--; if (elementInUse < 0) { elementInUse = Convert.ToSByte(elements.Count() - 1); } } } //If character is in the process of jumping. if (jumping == true) { if (Input.heldDown(buttonManager.JumpAccept)) { velocity.Y -= fallSpeed.Y; maxJumpTime -= elapsed; } if (Input.justReleased(buttonManager.JumpAccept) || maxJumpTime <= 0) { jumping = false; maxJumpTime = 0; } } //Won't execute abilities if input isn't being accepted. foreach (PlayerAbility ability in playerAbilities) { if (buffer.Matches(ability)) { if (onGround) { ability.Activate(); } if (!onGround && ability.UsableInAir) { ability.Activate(); } else if (!onGround && !ability.UsableInAir) { buffer.Clear(); } } } } When the attackBuffer calls ExecutePunch(int) method, ExecutePunch() will call one of the following methods: private void NeutralPunch1() //0 { acceptInput = false; busy = true; newAnimation = "punch1"; numberOfAttacks++; timeSinceLastAttack = 0; } private void ForwardPunch2(bool toLeft) //true == 7, false == 4 { forwardPunch2Timer = 0f; acceptInput = false; busy = true; newAnimation = "punch2begin"; numberOfAttacks++; timeSinceLastAttack = 0; if (toLeft) { velocity.X -= 800; } if (!toLeft) { velocity.X += 800; } } I assume the attack is being interrupted due to the fact that ExecutePunch() is in the same if statement as running, but I haven't been able to find a suitable way to stop this happening. Thank you ahead of time for reading this, I apologize for it having become so long winded.

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  • Beginner C# image loading woes - NullReferenceException

    - by Seth Taddiken
    I keep getting a "NullReferenceExeption was unhandled" with "Object reference not set to an instance of an object." written under it. I have all of the images (png) correct with names and added to references. protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); backGround = Content.Load<Texture2D>("Cracked"); player1.playerBlock = Content.Load<Texture2D>("square"); player2.playerBlock = Content.Load<Texture2D>("square2"); }

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  • samplerCubeShadow and texture offset

    - by Irbis
    I use sampler2DShadow when accessing a single shadow map. I create PCF in this way: result += textureProjOffset(ShadowSampler, ShadowCoord, ivec2(-1,-1)); result += textureProjOffset(ShadowSampler, ShadowCoord, ivec2(-1,1)); result += textureProjOffset(ShadowSampler, ShadowCoord, ivec2(1,1)); result += textureProjOffset(ShadowSampler, ShadowCoord, ivec2(1,-1)); result = result * 0.25; For a cube map I use samplerCubeShadow: result = texture(ShadowCubeSampler, vec4(normalize(position), depth)); How to adopt above PCF when accessing a cube map ?

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