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  • LWJGL GL_QUADS texture artifact

    - by Dajgoro Labinac
    I managed to get working lwjgl in Java, and i loaded a test image(tv test card), but i keep getting weird artifacts outside the image. Image link: http://tinypic.com/r/vhv9g/6 Code: glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex2i(10, 10); glTexCoord2f(1, 0); glVertex2i(500, 10); glTexCoord2f(1, 1); glVertex2i(500, 500); glTexCoord2f(0, 1); glVertex2i(10, 500); glEnd(); What could be the cause?

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  • Amazon GameCircle Integration

    - by user1095509
    I'm trying to integrate Amazon GameCircle and I have been able to successfully initialize GameCircle in my app, but the problem is when I click on the button that displays achievements, the GameCircle achievement list comes up but it says "You have unlocked 0 of 0 achievements". Same happens with leaderboards i.e there are no leaderboards for this app. I have created a Leaderboard and a few achievements on the online developer portal for Amazon but they don't show for some reason. Can someone help me with this. Any links/resources that help with integrating GameCircle will be appreciated. Thanks.

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  • 2D fighting bounding boxes

    - by user36420
    I'm prototyping a 2D platformer/brawler game for uni and I'm having some trouble with creating collision/bounding boxes. This is most likely going to end up on a Vita so I do have some library constraints as well as performance implications. None of this has yet been implemented but is all theory. My idea was to have the artist create a sprite sheet for the character animation and then a second identical sprite sheet with the corresponding collisions in a solid colour (e.g green for where the character can be hit and red for dealing damage, near the foot if kicking etc.) With this, I would then parse the collision sheet and generate the various collisions required storing them in the character model. This is the point I feel would be most inefficient. While I think this is a possible solution, I was wondering if there was a more standard way of doing this or a more efficient way as I feel this would have severe performance problems.

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  • Multi Threading - How to split the tasks

    - by Motig
    if I have a game engine with the basic 'game engine' components, what is the best way to 'split' the tasks with a multi-threaded approach? Assuming I have the standard components of: Rendering Physics Scripts Networking And a quad-core, I see two ways of multi-threading: Option A ('Vertical'): Using this approach I can allow one core for each component of the engine; e.g. one core for the Rendering task, one for the Physics, etc. Advantages: I do not need to worry about thread-safety within each component I can take advantage of special optimizations provided for single-threaded access (e.g. DirectX offers a flag that can be set to tell it that you will only use single-threading) Option B ('Horizontal'): Using this approach, each task may be split up into 1 <= n <= numCores threads, and executed simultaneously, one after the other. Advantages: Allows for work-sharing, i.e. each thread can take over work still remaining as the others are still processing I can take advantage of libraries that are designed for multi-threading (i.e. ... DirectX) I think, in retrospect, I would pick Option B, but I wanted to hear you guys' thoughts on the matter.

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  • Multiplication for MVP matrices: Any benefits to doing so within the vertex shader?

    - by Nick Wiggill
    I'd like to understand under what circumstances (if any) it is worth doing MVP matrix multiplication inside a vertex shader. The vertex shader is run once per vertex, and a single mesh typically contains many vertices. All MVP inputs remain the same for each vertex in the vertex batch relating to a given draw call (model). Surely then, you're always better off keeping the multiplications in the client code, such that you pass in the whole MVP precalculated as a uniform? (avoiding redundant ops between individual vertices)

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  • How to apply Data Oriented Design with Object Oriented Programming?

    - by Pombal
    Hi. I've read lots of articles about DOD and I understand it but I can't design an Object Oriented system with DOD in mind, I think my OOP education is blocking me. How should I think to mix the two? The objective is to have a nice OO interface while using DOD behind the scenes. I saw this too but didn't help much: http://stackoverflow.com/questions/3872354/how-to-apply-dop-and-keep-a-nice-user-interface

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  • Best approach to get clicked objects from a display list (2D)

    - by Ixx
    I'm implementing a display list to manage my visuals on screen. I want to know which object is clicked. My objects already have z-order variable. With my current knowledge (almost nothing) the only thing which comes to my mind is make a linear search and get all the objects which contains the clicked point. And then select the object with the highest z-order. But I know there are far better approaches. I think it's something with trees (binary search?). - container display objects and search recursively? just don't know where to start looking, for this concrete case. Any hint link or concrete solution is welcome.

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  • libgdx loading textures fails [duplicate]

    - by Chris
    This question already has an answer here: Why do I get this file loading exception when trying to draw sprites with libgdx? 4 answers I'm trying to load my texture with playerTex = new Texture(Gdx.files.internal("player.jpg")); player.jpg is located under my-gdx-game-android/assets/data/player.jpg I get an exception like this: Full Code: @Override public void create() { camera = new OrthographicCamera(); camera.setToOrtho(false, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); batch = new SpriteBatch(); FileHandle file = Gdx.files.internal("player.jpg"); playerTex = new Texture(file); player = new Rectangle(); player.x = 800-20; player.y = 250; player.width = 20; player.height = 80; } @Override public void dispose() { // dispose of all the native resources playerTex.dispose(); batch.dispose(); } @Override public void render() { Gdx.gl.glClearColor(1, 1, 1, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); camera.update(); batch.setProjectionMatrix(camera.combined); batch.begin(); batch.draw(playerTex, player.x, player.y); batch.end(); if(Gdx.input.isKeyPressed(Keys.DOWN)) player.y -= 50 * Gdx.graphics.getDeltaTime(); if(Gdx.input.isKeyPressed(Keys.UP)) player.y += 50 * Gdx.graphics.getDeltaTime(); }

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  • Problem with SAT collision detection overlap checking code

    - by handyface
    I'm trying to implement a script that detects whether two rotated rectangles collide for my game, using SAT (Separating Axis Theorem). I used the method explained in the following article for my implementation in Google Dart. 2D Rotated Rectangle Collision I tried to implement this code into my game. Basically from what I understood was that I have two rectangles, these two rectangles can produce four axis (two per rectangle) by subtracting adjacent corner coordinates. Then all the corners from both rectangles need to be projected onto each axis, then multiplying the coordinates of the projection by the axis coordinates (point.x*axis.x+point.y*axis.y) to make a scalar value and checking whether the range of both the rectangle's projections overlap. When all the axis have overlapping projections, there's a collision. First of all, I'm wondering whether my comprehension about this algorithm is correct. If so I'd like to get some pointers in where my implementation (written in Dart, which is very readable for people comfortable with C-syntax) goes wrong. Thanks! EDIT: The question has been solved. For those interested in the working implementation: Click here

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  • I'm looking to learn how to apply traditional animation techniques to my graphics engine - are there any tutorials or online-resources that can help?

    - by blueberryfields
    There are many traditional animation techniques - such as blurring of motion, motion along an elliptical curve rather than a straight line, counter-motion before beginning of movement - which help with creating the appearance of a realistic 3D animated character. I'm looking to incorporate tools and short cuts for some of these into my graphics engine, to make it easier for my end users to use these techniques in their animations. Is there a good resource listing the techniques and the principles behind them, especially how they might apply to a graphics engine or 3D animation?

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  • Most effective marketing strategy to promote a casual iOS game?

    - by user1114968
    So I posted this on another forum yesterday but that forum got suspended for malware so gotta wait for the webmaster to fix the site. Here's the basics: We've released a press release through PRMac that included a video review. Submitted and followed up on all the big iOS review sites. None of them replied back with interest. A lot of them just told me that their editors are volunteers who will review games that are "interesting to their readers" and that they would put my app "into consideration" The only site that reviewed our app and promoted virally was iPhoneAppReview.com which we paid. We promoted on the top iOS forums We are now doing in-app advertising through inMobi and are integrating the SDK code into our app to start doing Tapjoy We posted up our gameplay videos on YouTube Any marketing strategies that anyone can suggest or recommend that we haven't used yet? If anyone wants to try out our game and give feedback on the game or the site or anything, that would be great! Our target countries are Japan, China, and the US.

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  • OutOfBounds Exception when creating a PolygonShape using jbox2d

    - by B3nGr33ni3r
    So here's the deal, i'm parsing a file that contains the vertices for a polygon, that i want to create in box2d. I create a new PolygonShape() and then call .set() giving it a defined array of Vec, and that defined array's .length property. I expected this to work, since the documentation for jbox2d says this method takes a Vec array, and the count of Vec objects in that array. However, it errors out, and it seems to be unrelated to my code. The error i get is Exception in thread "main" java.lang.ArrayIndexOutOfBoundsException: 8 at org.jbox2d.collision.shapes.PolygonShape.set(PolygonShape.java:174) and, upon looking at that line in the jbox2d svn repository, i still cannot figure out the issue. Any help is appreciated!

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  • OpenGL render to texture causing edge artifacts

    - by mysticalOso
    This is my first post here so any help would be massively appreciated :) I'm using C++ with SDL and OpenGL 3.3 When rendering directly to screen I get the following result And when I render to texture I this happens Anti-aliasing is turned off for both. I'm guessing this has something to do with depth buffer accuracy but I've tried a lot of different methods to improve the result but, no success :( I'm currently using the following code to set up my FBO: GLuint frameBufferID; glGenFramebuffers(1, &frameBufferID); glBindFramebuffer(GL_FRAMEBUFFER, frameBufferID); glGenTextures(1, &coloursTextureID); glBindTexture(GL_TEXTURE_2D, coloursTextureID); glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,SCREEN_WIDTH,SCREEN_HEIGHT,0,GL_RGB,GL_UNSIGNED_BYTE,NULL); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); //Depth buffer setup GLuint depthrenderbuffer; glGenRenderbuffers(1, &depthrenderbuffer); glBindRenderbuffer(GL_RENDERBUFFER, depthrenderbuffer); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, SCREEN_WIDTH,SCREEN_HEIGHT); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthrenderbuffer); glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, coloursTextureID, 0); GLenum DrawBuffers[1] = {GL_COLOR_ATTACHMENT0}; glDrawBuffers(1, DrawBuffers); // if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) return false; Thank you so much for any help :)

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  • Auto-organized / smart inventory system?

    - by VeXe
    for the past week I've been working on an inventory system with Unity3D. At first I got help from the guys at Design3 but it wasn't too long till we split path, because I really didn't like the way they did their code, it didn't have any smell of OOP whatsoever. I took it further steps ahead - items take more than one slot, advanced placement system (items tries their best to find the best close fit), local mouse system (mouse gets trapped in active bag area), etc. Here's a demo of my work. What we would like to have in our game, is an auto-organizing feature - not auto-sort. We want this feature because our inventory's going to be in 'real-time' - not like in Resident Evil 1,2,3 etc where you would pause the game and do things in your inventory. Now imagine your self in a sticky situation surrounded by zombies, and you don't have bullets, you look around, you see that there are bullets nearby on the ground, so you go for them and try to pick them up, but they don't fit! you look at your inventory and find out that if you reorganize some of the items, it will fit! - now the player - in that situation doesn't have time to reorganize because he's surrounded with zombies and will die if he stops and organizes the inventory to make space (remember inventory in real-time, no pausing) - wouldn't it be nice for that to happen automatically? - Yes! (I believe this has been implemented in some games like Dungeon siege or something, so sure it's doable) take a look at this picture for example: Yes, so if you auto-sort the issue you will get your spaces but it's bad because: 1- Expensive: it doesn't need a whole sort operation to free those spaces, in the first picture, just slide the red item at the bottom to the very left, and you get the same spaces that you got from the auto-sort. 2- It's annoying to the player: "Who the F told you to re-order my stuff?" I'm not asking for "How to write the code" for this, I'm just asking for some guidance, where to look, what algorithms are involved? Is this something related to graphs and shortest path stuff? I hope not cuz I didn't manage to continue my college studies :/ But even if it is, just tell me and I will learn the stuff related. Notice there could be more than just one solution. So I guess the first thing I have to do is figure out if the situation is 'solvable' - if I know how to determine if a situation is solvable or not, then I can 'solve' it. I just need to know the conditions that makes it 'solvable'. And I believe there must be some algorithm/data structure for this. Here's a pic for more than one solution of trying to fit a 1x3 item: The arrows show just one of the solutions, but if you look you will find more than one. This is what I ultimately not auto-sorting but find a solution and applying it. Note that if I spend time on it I will come up with a way to solve it, but it wouldn't be the best way, it's like, holding a car wheel with your feet instead of your hands! XD Or just like trying to solve an issue that requires arrays, but you're not yet aware of their existence! So what is the right approach to this? Hope somebody helps, thanks a lot in advance :)

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  • Constrained A* problem

    - by Ragekit
    I've got a little problem with an A* algorithm that I need to Constrained a little bit. Basically : I use an A* to find the shortest path between 2 randomly placed room in 3D space, and then build a corridor between them. The problem I found is that sometimes it makes chimney like corridors that are not ideal, so I constrict the A* so that if the last movement was up or down, you go sideways. Everything is fine, but in some corner cases, it fails to find a path (when there is obviously one). Like here between the blue and red dot : (i'm in unity btw, but i don't think it matters) Here is the code of the actual A* (a bit long, and some redundency) while(current != goal) { //add stair up / stair down foreach(Node<GridUnit> test in current.Neighbors) { if(!test.Data.empty && test != goal) continue; //bug at arrival; if(test == goal && penul !=null) { Vector3 currentDiff = current.Data.bounds.center - test.Data.bounds.center; if(!Mathf.Approximately(currentDiff.y,0)) { //wanna drop on the last if(!coplanar(test.Data.bounds.center,current.Data.bounds.center,current.Data.parentUnit.bounds.center,to.Data.bounds.center)) { continue; } else { if(Mathf.Approximately(to.Data.bounds.center.x, current.Data.parentUnit.bounds.center.x) && Mathf.Approximately(to.Data.bounds.center.z, current.Data.parentUnit.bounds.center.z)) { continue; } } } } if(current.Data.parentUnit != null) { Vector3 previousDiff = current.Data.parentUnit.bounds.center - current.Data.bounds.center; Vector3 currentDiff = current.Data.bounds.center - test.Data.bounds.center; if(!Mathf.Approximately(previousDiff.y,0)) { if(!Mathf.Approximately(currentDiff.y,0)) { //you wanna drop now : continue; } if(current.Data.parentUnit.parentUnit != null) { if(!coplanar(test.Data.bounds.center,current.Data.bounds.center,current.Data.parentUnit.bounds.center,current.Data.parentUnit.parentUnit.bounds.center)) { continue; }else { if(Mathf.Approximately(test.Data.bounds.center.x, current.Data.parentUnit.parentUnit.bounds.center.x) && Mathf.Approximately(test.Data.bounds.center.z, current.Data.parentUnit.parentUnit.bounds.center.z)) { continue; } } } } } g = current.Data.g + HEURISTIC(current.Data,test.Data); h = HEURISTIC(test.Data,goal.Data); f = g + h; if(open.Contains(test) || closed.Contains(test)) { if(test.Data.f > f) { //found a shorter path going passing through that point test.Data.f = f; test.Data.g = g; test.Data.h = h; test.Data.parentUnit = current.Data; } } else { //jamais rencontré test.Data.f = f; test.Data.h = h; test.Data.g = g; test.Data.parentUnit = current.Data; open.Add(test); } } closed.Add (current); if(open.Count == 0) { Debug.Log("nothingfound"); //nothing more to test no path found, stay to from; List<GridUnit> r = new List<GridUnit>(); r.Add(from.Data); return r; } //sort open from small to biggest travel cost open.Sort(delegate(Node<GridUnit> x, Node<GridUnit> y) { return (int)(x.Data.f-y.Data.f); }); //get the smallest travel cost node; Node<GridUnit> smallest = open[0]; current = smallest; open.RemoveAt(0); } //build the path going backward; List<GridUnit> ret = new List<GridUnit>(); if(penul != null) { ret.Insert(0,to.Data); } GridUnit cur = goal.Data; ret.Insert(0,cur); do{ cur = cur.parentUnit; ret.Insert(0,cur); } while(cur != from.Data); return ret; You see at the start of the foreach i constrict the A* like i said. If you have any insight it would be cool. Thanks

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  • Collision Detection for 2D

    - by Bhaskar
    I am working on a simple game, where I need to do a collision detection of two Texture2D. The code I have written is: bool perPixelCollission = false; Texture2D texture1 = sprite1.Texture; Texture2D texture2 = sprite1.Texture; Vector2 position1 = new Vector2(sprite1.CurrentScope.X, sprite1.CurrentScope.Y); Vector2 position2 = new Vector2(sprite2.CurrentScope.X, sprite2.CurrentScope.Y); uint[] bitsA = new uint[texture1.Width * texture1.Height]; uint[] bitsB = new uint[texture2.Width * texture2.Height]; Rectangle texture1Rectangle = new Rectangle(Convert.ToInt32(position1.X), Convert.ToInt32(position1.Y), texture1.Width, texture1.Height); Rectangle texture2Rectangle = new Rectangle(Convert.ToInt32(position2.X), Convert.ToInt32(position2.Y), texture2.Width, texture2.Height); texture1.GetData<uint>(bitsA); texture2.GetData<uint>(bitsB); int x1 = Math.Max(texture1Rectangle.X, texture2Rectangle.X); int x2 = Math.Min(texture1Rectangle.X + texture1Rectangle.Width, texture2Rectangle.X + texture2Rectangle.Width); int y1 = Math.Max(texture1Rectangle.Y, texture2Rectangle.Y); int y2 = Math.Min(texture1Rectangle.Y + texture1Rectangle.Height, texture2Rectangle.Y + texture2Rectangle.Height); for (int y = y1; y < y2; ++y) { for (int x = x1; x < x2; ++x) { if (((bitsA[(x - texture1Rectangle.X) + (y - texture1Rectangle.Y) * texture1Rectangle.Width] & 0xFF000000) >> 24) > 20 && ((bitsB[(x - texture2Rectangle.X) + (y - texture2Rectangle.Y) * texture2Rectangle.Width] & 0xFF000000) >> 24) > 20) { perPixelCollission = true; break; } } // Reduce amount of looping by breaking out of this. if (perPixelCollission) { break; } } return perPixelCollission; But this code is really making the game slow. Where can I get some very good collision detection tutorial and code? What is wrong in this code?

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  • Sub-systems in game engines

    - by Hillel
    So here's the problem- I'm writing my own engine library, and it works fine with stuff like menus and the actual game screen. The thing is, I can't really figure out how to integrate something like an intro or dialogue preceding certain levels into this system. Let's look at another example- say I have a game-specific engine which gets a Level object and runs it. Engine would have its own collision and physics system, all hard coded. Now, what if at some point in a level, I want the player to enter a mini-game with different rules? How do I morph the Engine class to support these sub-systems without having to deal with their code all the time (as in: if(regular game) ... else if(mini game) ...)? And what if I want an intro animation at the start of a level, and I want the player to be able to assume control of his character once the animation ends, do I implement the animation into the Engine class itself? Or maybe I need to run another class, CutScene, and when it ends, it calls Engine and starts the level? What if I want to add a dialogue system, where at the start of each level there's a short dialogue and the player can't control his character, and once it ends, he can? Would I then run the dialogue code inside the Engine code? Maybe these sub-systems should all be scripted? I don't know anything about scripting, is it necessary for this kind of situation? Any help would be appreciated.

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  • Handling game logic events by behavior components

    - by chehob
    My question continues on topic discussed here I have tried implementing attribute/behavior design and here is a quick example demonstrating the issue. class HealthAttribute : public ActorAttribute { public: HealthAttribute( float val ) : mValue( val ) { } float Get( void ) const { return mValue; } void Set( float val ) { mValue = val; } private: float mValue; }; class HealthBehavior : public ActorBehavior { public: HealthBehavior( shared_ptr< HealthAttribute > health ) : pHealth( health ) { // Set OnDamage() to listen for game logic event "DamageEvent" } void OnDamage( IEventDataPtr pEventData ) { // Check DamageEvent target entity // ( compare my entity ID with event's target entity ID ) // If not my entity, do nothing // Else, modify health attribute with received DamageEvent data } protected: shared_ptr< HealthAttribute > pHealth; }; My question - is it possible to get rid of this annoying check for game logic events? In the current implementation when some entity must receive damage, game logic just fires off event that contains damage value and the entity id which should receive that damage. And all HealthBehaviors are subscribed to the DamageEvent type, which leads to any entity possesing HealthBehavior call OnDamage() even if he is not the addressee.

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  • Transparent JPanel, Canvas background in JFrame

    - by Andy Tyurin
    I wanna make canvas background and add some elements on top of it. For this goal I made JPanel as transparent container with setOpaque(false) and added it as first of JFrame container, then I added canvas with black background (in future I wanna set animation) to JFrame as second element. But I can't undestand why i see grey background, not a black. Any suggestions? public class Game extends JFrame { public Container container; //Game container with components public Canvas backgroundLayer; //Background layer of a game public JPanel elementsLayer; //elements panel (top of backgroundLayer), holds different elements private Dimension startGameDimension = new Dimension(800,600); //start game dimension public Game() { //init main window super("Astra LaserForces"); setSize(startGameDimension); setBackground(Color.CYAN); container=getContentPane(); container.setLayout(null); setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); //init jpanel elements layer elementsLayer=new JPanel(); elementsLayer.setSize(startGameDimension); elementsLayer.setBackground(Color.BLUE); elementsLayer.setOpaque(false); container.add(elementsLayer); //init canvas background layer backgroundLayer = new Canvas(); backgroundLayer.setSize(startGameDimension); backgroundLayer.setBackground(Color.BLACK); //set default black color container.add(backgroundLayer); } //start game public void start() { setVisible(true); } //create new instance of game and start it public static void main(String[] args) { new Game().start(); } }

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  • What are the pros and cons of non-unique display names?

    - by Davy8
    I know of at least big title game (Starcraft II) that doesn't require unique display names, so it would seem like it can work in at least some circumstance. Under what situations does allowing non-unique display names work well? When does it not work well? Does it come down to whether or not impersonation of someone else is a problem? The reasons I believe it works for Starcraft II is that there isn't any kind of in-game trading of virtual goods and other than "for kicks" there isn't much incentive to impersonate someone else in the game. There's also ladder rankings so even trying to impersonate a pro is easily detectable unless you're on a similar skill level. What are some other cases where it makes sense to specifically allow or disallow duplicate display names?

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  • best programming language for a web based game?

    - by Adam Geisweit
    what programming language would be best for making a web based game to be played in a browser, and where would i be able to find tutorials on how to use the language? i have looked up silverlight in xna (because that was what i was most fluent with), but it made my projects unusable for a month until i got all of silverlight off my computer. i have looked at java and javascript, but i have found no suitable places where i can learn to create games on either of these, just the basics of the language. does anyone have any advice on this?

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  • Creating meaningful and engaging quests

    - by user384918
    Kill X number of monsters. Gather Y number of items (usually by killing X number of monsters). Deliver this NPC's package to this other NPC who is far far away. etc. Yeah. These quests are easy to implement, easy to complete, but also very boring after the first few times. It's kind of disingenuous to call them quests really; they're more like chores or errands. What ideas for quests have people seen that were well designed, immersive, and rewarding? What specific things did the developers do that made it so? What are some ideas you would use (or have used) to make quests more interesting?

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  • Calculating the correct particle angle in an outwards explosion

    - by Sun
    I'm creating a simple particle explosion but am stuck in finding the correct angle to rotate my particle. The effect I'm going for is similar to this: Where each particle is going outwards from the point of origin and at the correct angle. This is what I currently have: As you can see, each particle is facing the same angle, but I'm having a little difficulty figuring out the correct angle. I have the vector for the point of emission and the new vector for each particle, how can I use this to calculate the angle? Some code for reference: private Particle CreateParticle() { ... Vector2 velocity = new Vector2(2.0f * (float)(random.NextDouble() * 2 - 1), 2.0f * (float)(random.NextDouble() * 2 - 1)); direction = velocity - ParticleLocation; float angle = (float)Math.Atan2(direction.Y, direction.X); ... return new Particle(texture, position, velocity, angle, angularVelocity, color, size, ttl, EmitterLocation); } I am then using the angle created as so in my particles Draw method: spriteBatch.Draw(Texture, Position, null, Color, Angle, origin, Size, SpriteEffects.None, 0f);

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  • How do you cope mentally with one very long piece of work

    - by Asher Einhorn
    This is my first games industry job and my task is to take out one major game component and put in a newer one. So far it's been 5 weeks, and I'm still just staring at errors. I think it could be months before it's at the point that it can compile. It's really getting me down. I'm just changing things over, I'm not really writing anything myself. it's just endless. I fix a thousand errors and nine thousand take their place. I'm sure this must be a common thing, so I was just wondering, how do you cope with this? It doesn't seem like I can break it down into little chunks at all.

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  • XNA 4: RenderTarget2D textures getting transparent on fullscreen

    - by Shashwat
    I'm generating a Texture2D object using RenderTarget2D as in the following code public static Texture2D GetTextTexture(string text, Vector2 position, SpriteFont font, Color foreColor, Color backColor, Texture2D background=null) { int width = (int)font.MeasureString(text).X; int height = (int)font.MeasureString(text).Y; GraphicsDevice device = Settings.game.GraphicsDevice; SpriteBatch spriteBatch = Settings.game.spriteBatch; RenderTarget2D renderTarget = new RenderTarget2D(device, width, height, false, SurfaceFormat.Color, DepthFormat.Depth24Stencil8, device.PresentationParameters.MultiSampleCount, RenderTargetUsage.DiscardContents); device.SetRenderTarget(renderTarget); device.Clear(backColor); spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque); if (background != null) spriteBatch.Draw(background, new Rectangle(0, 0, 70, 70), Color.White); spriteBatch.End(); spriteBatch.Begin(); spriteBatch.DrawString(font, text, position, foreColor, 0, new Vector2(0), 0.8f, SpriteEffects.None, 0); spriteBatch.End(); device.SetRenderTarget(null); ResetGraphicsDeviceSettings(); return (Texture2D)renderTarget; } It's working all fine. But when I ToggleFullScreen() (and vice-versa), the previous textures are getting transparent. However, the new textures after that are being generated correctly. What can be the reason for this?

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