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  • Is there a cross-platform special directory I can use for game save files?

    - by Suds
    I'm developing with LWJGL and Java on a Windows 7 laptop. I've successfully set up saving to the %appdata%\gamename\saves\ or long form c:\users\user\appdata\roaming\gamename\saves\ folder by using File dir = new File(System.getenv("APPDATA") + "\\gamename\\saves\\");. I have hobbyist level experience with Linux, and zero experience with OSX. My game will be fully cross platform. Is System.getenv("APPDATA"); cross platform? If so, where does it point to on Linux or OSX? Is there a best practices alternative that I should use?

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  • Blending transition in cocos2d

    - by fiddler
    In my cocos2d-iphone game, I have 2 backgrounds (CCnodes), each containing a quite complex hierarchy of sprites. I would like to make a smooth transition between them: initially, only the first background is visible at the end, only the second one is visible Is there a good way to set the opacity of a full hierarchy of sprites ? I tried to recursively set the opacity of all the contained sprites. It kinda works except that: i guess it's not very efficient i would like the opacity of overlapping sprites to be 'merged' (as if the background was one single big sprite)

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  • How do I find which isometric tiles are inside the cameras current view?

    - by Steve
    I'm putting together an isometric engine and need to cull the tiles that aren't in the camera's current view. My tile coordinates go from left to right on the X and top to bottom on the Y with (0,0) being the top left corner. If I have access to say the top left, top right, bottom left and bottom right corner coordinates, is there a formula or something I could use to determine which tiles fall in range? This is a screenshot of the layout of the tiles for reference. If there isn't one, or there's a better way to determine which tiles are on screen and which to cull, I'm all ears and am grateful for any ideas. I've got a few other methods I may be able to try such as checking the position of the tile against a rectangle. I pretty much just need something quick. Thanks for giving this a read =)

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  • Event Driven Behavior Tree: deterministic traversal order with parallel

    - by Heisenbug
    I've studied several articles and listen some talks about behavior trees (mostly the resources available on AIGameDev by Alex J. Champandard). I'm particularly interested on event driven behavior trees, but I have still some doubts on how to implement them correctly using a scheduler. Just a quick recap: Standard Behavior Tree Each execution tick the tree is traversed from the root in depth-first order The execution order is implicitly expressed by the tree structure. So in the case of behaviors parented to a parallel node, even if both children are executed during the same traversing, the first leaf is always evaluated first. Event Driven BT During the first traversal the nodes (tasks) are enqueued using a scheduler which is responsible for updating only running ones every update The first traversal implicitly produce a depth-first ordered queue in the scheduler Non leaf nodes stays suspended mostly of the time. When a leaf node terminate(either with success or fail status) the parent (observer) is waked up allowing the tree traversing to continue and new tasks will be enqueued in the scheduler Without parallel nodes in the tree there will be up to 1 task running in the scheduler Without parallel nodes, the tasks in the queue(excluding dynamic priority implementation) will be always ordered in a depth-first order (is this right?) Now, from what is my understanding of a possible implementation, there are 2 requirements I think must be respected(I'm not sure though): Now, some requirements I think needs to be guaranteed by a correct implementation are: The result of the traversing should be independent from which implementation strategy is used. The traversing result must be deterministic. I'm struggling trying to guarantee both in the case of parallel nodes. Here's an example: Parallel_1 -->Sequence_1 ---->leaf_A ---->leaf_B -->leaf_C Considering a FIFO policy of the scheduler, before leaf_A node terminates the tasks in the scheduler are: P1(suspended),S1(suspended),leaf_A(running),leaf_C(running) When leaf_A terminate leaf_B will be scheduled (at the end of the queue), so the queue will become: P1(suspended),S1(suspended),leaf_C(running),leaf_B(running) In this case leaf_B will be executed after leaf_C at every update, meanwhile with a non event-driven traversing from the root node, the leaf_B will always be evaluated before leaf_A. So I have a couple of question: do I have understand correctly how event driven BT work? How can I guarantee the depth first order is respected with such an implementation? is this a common issue or am I missing something?

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  • How can I improve my Animation

    - by sharethis
    The first approaches in animation for my game relied mostly on sine and cosine functions with the time as parameter. Here is an example of a very basic jump I implemented. if(jumping) { height = sin(time); if(height < 0) jumping = false; // player landed player.position.z = height; } if(keydown(SPACE) && !jumping) { jumping = true; time = now(); // store the starting time } So my player jumped in a perfect sine function. That seems quite natural, because he slows down when he reached the top position, and in the fall he speeds up again. But patching every animation out of sine and cosine is stretched to its limits soon. So can I improve my animation and provide a more abstract layer?

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  • Behavior Trees and Animations

    - by Tom
    I have started working on the AI for a game, but am confused how I should handle animations. I will be using a Behavior Tree for AI behavior and Cocos2D for my game engine. Should my "PlayAnimationWalk" just be another node in the tree? Something similar to this: [Approach Player] - Play Walk animation - Move Towards player - Stop Walk animation Or should the node just update an AnimationState in the blackboard and have some type of animation handler/component reference this for which animation should be playing? This has been driving me nuts :)

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  • Jitter during wall collisions with Bullet Physics: contact/penetration tolerance?

    - by Niriel
    I use the bullet physics engine through Panda3d. My scene is still very simple, think 'Wolfenstein3d': tile-based, walls are solid cubes. I expect walls to block the player, and I expect the player to slide along the walls in case of non-normal incidence. What I get is what I expect, with one difference: there is some jitter. If I try to force myself into the wall, then I see the frames blinking quickly between two positions. These differ by about 0.04 units of distance, which corresponds to 4 cm in my game. I noticed a 4 cm elsewhere: the bottom of my player capsule is 4 cm below ground, when at rest. Does that mean that there is somewhere in the Bullet engine a default 0.04-units-long tolerance to differentiate contact from collision? If so, what should I do ? Should I change the scale of my game so that these 0.04 units correspond to 0.4 cm, making the jitter ten times smaller? Or can I ask bullet to change its tolerance to a smaller value? Edit This is the jitter I get: 6.155 - 6.118 = 0.036 LPoint3f(0, 6.11694, 0.835) LPoint3f(0, 6.15499, 0.835) LPoint3f(0, 6.11802, 0.835) LPoint3f(0, 6.15545, 0.835) LPoint3f(0, 6.11817, 0.835) LPoint3f(0, 6.15726, 0.835) LPoint3f(0, 6.11876, 0.835) LPoint3f(0, 6.15911, 0.835) LPoint3f(0, 6.11937, 0.835) I found a setMargin method. I set it to 5 mm both on the BoxShape for the walls and on the Capsule shape for the player. It still jitters by about 35 mm as illustrated by this log (11.117 - 11.082 = 0.035): LPoint3f(0, 11.0821, 0.905) LPoint3f(0, 11.1169, 0.905) LPoint3f(0, 11.082, 0.905) LPoint3f(0, 11.117, 0.905) LPoint3f(0, 11.082, 0.905) LPoint3f(0, 11.117, 0.905) LPoint3f(0, 11.0821, 0.905) LPoint3f(0, 11.1175, 0.905) LPoint3f(0, 11.0822, 0.905) LPoint3f(0, 11.1178, 0.905) LPoint3f(0, 11.0823, 0.905) LPoint3f(0, 11.1183, 0.905) The margin on the capsule did change my penetration with the floor though, I'm a bit higher (0.905 instead of 0.835). However, it did not change anything when colliding with the walls. How can I make the collisions against the walls less jittery? Edit, the day after: After more investigation, it appears that dynamic objects behave well. My problem comes from the btKinematicCharacterController that I use for moving my character; that stuff is totally bugged, according to the whole Internet :/.

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  • get stick analogue XY position using Jinput in lwjgl

    - by oIrC
    i want to capture the movement of the analogue stick of the gamePad. is there any equivalent function to this public void mouseMoved(MouseEvent mouseEvent) { mouseEvent.getX(); //return the X coordinate of the cursor inside a component mouseEvent.getY();//return the Y coordinate of the cursor inside a component } into lwjgl.input.Controllers, i found controller.getAxisValue() but this one doesn't work as the function above. any help? thanks.

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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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  • how to make a continuous machine gun sound-effect

    - by Jan
    I am trying to make an entity fire one or more machine-guns. For each gun I store the time between shots (1.0 / firing rate) and the time since the last shot. Also I've loaded ~10 different gun-shot sound-effects. Now, for each gun I do the following: function update(deltatime): timeSinceLastShot += deltatime if timeSinceLastShot >= timeBetweenShots + verySmallRandomValue(): timeSinceLastShot -= timeBetweenShots if gunIsFiring: displayMuzzleFlash() spawnBullet() selectRandomSound().play() But now I often get a crackling noise (which I assume is when two or more guns are firing at the same time and confuse the sound-device). My question is whether A) This a common problem and there is a well-known solution, maybe to do with the channels or something, or B) I am using a completely wrong approach to the task. I had a look at some sound-assets for other games and they used complete burst with multiple shots. I suppose I could try that, but I would like to have organic little hickups in the gun-fire (that's what the random value is for) to make the game more gritty and dirty. I am using Panda3D, but I had the exact same problem in PyGame and SDL. [edit] Thanks a lot for the answers so far! One more problem with faking it though: Now how do I stop the sound? Let's say I have an effect with 5 bangs... *bang* *bang* *bang* *bang* *bang* And I magically manage to loop it so that there's no gap or overlap if the player fires more than 5 shots. Now, what do I do if the player stops firing halfway through the third bang? How do I know how long to keep playing the sample so that the third bang is completed and I can start playing the rumbling echo of the last shot? Of course I can look up the shot/pause timing of that sound-sample and code accordingly, but it feels extremely hacky.

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  • Using two joysticks in Cocos2D

    - by Blade
    Here is what I am trying to do: With the left joystick the player can steer the figure and with the right joystick it can attack. Problem is that the left joystick seems to get all the input, the right one does not even register anything. I enabled multipletouch after the eagleView and gone thoroughly over the code. But I seem to miss something. I initiliaze both sticks and it shows me both of them in game, but like I said, only the left one works. I initialize them both. From the h. file: SneakyJoystick *joystick; SneakyJoystick *joystickRight; And in m.file I synthesize, deallocate and initialize them. In order to use one for controlling and the other for attacking I put this: -(void)updateStateWithDeltaTime:(ccTime)deltaTime andListOfGameObjects:(CCArray*)listOfGameObjects { if ((self.characterState == kStateIdle) || (self.characterState == kStateWalkingBack) || (self.characterState == kStateWalkingLeft) || (self.characterState == kStateWalkingRight)|| (self.characterState == kStateWalkingFront) || (self.characterState == kStateAttackingFront) || (self.characterState == kStateAttackingBack)|| (self.characterState == kStateAttackingRight)|| (self.characterState == kStateAttackingLeft)) { if (joystick.degrees > 60 && joystick.degrees < 120) { if (self.characterState != kStateWalkingBack) [self changeState:kStateWalkingBack]; }else if (joystick.degrees > 1 && joystick.degrees < 59) { if (self.characterState != kStateWalkingRight) [self changeState:kStateWalkingRight]; } else if (joystick.degrees > 211 && joystick.degrees < 300) { if (self.characterState != kStateWalkingFront) [self changeState:kStateWalkingFront]; } else if (joystick.degrees > 301 && joystick.degrees < 360){ if (self.characterState != kStateWalkingRight) [self changeState:kStateWalkingRight]; } else if (joystick.degrees > 121 && joystick.degrees < 210) { if (self.characterState != kStateWalkingLeft) [self changeState:kStateWalkingLeft]; } if (joystickRight.degrees > 60 && joystickRight.degrees < 120) { if (self.characterState != kStateAttackingBack) [self changeState:kStateAttackingBack]; }else if (joystickRight.degrees > 1 && joystickRight.degrees < 59) { if (self.characterState != kStateAttackingRight) [self changeState:kStateAttackingRight]; } else if (joystickRight.degrees > 211 && joystickRight.degrees < 300) { if (self.characterState != kStateAttackingFront) [self changeState:kStateAttackingFront]; } else if (joystickRight.degrees > 301 && joystickRight.degrees < 360){ if (self.characterState != kStateAttackingRight) [self changeState:kStateAttackingRight]; } else if (joystickRight.degrees > 121 && joystickRight.degrees < 210) { if (self.characterState != kStateAttackingLeft) [self changeState:kStateAttackingLeft]; } [self applyJoystick:joystick forTimeDelta:deltaTime]; [self applyJoystick:joystickRight forTimeDelta:deltaTime]; } Maybe it has something to do with putting them both to time delta? I tried working around it, but it did not work. So I am thankful for any input you guys can give me :)

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  • XNA - Am I screwing up the LoadContent for Texture2D?

    - by Bombcode
    I've read forum threads and questions and I done just about everything. I need to know what am I screwing up here. Here's the code in the constructor. Content.RootDirectory = "GameStateContent"; //Content.RootDirectory = "Content"; And this is in the LoadContent method menu = this.Content.Load<Texture2D>("mainmenu"); And here's the image screen shot of the folder structure. http://i.imgur.com/HnndE.png Any helps on this? Thanks.

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  • 3ds Max CAT to XNA

    - by user12214
    Has anyone successfully used the CAT bone system in 3ds Max and exported the file into XNA? If so, what was your method of doing so? There are a number of methods of doing this apparently, but the ones I've tried have not worked. I used the Panda Exporter which creates a .X file. This seems to be the latest way of going about this, but when it's loaded in XNA, there is an error saying something about the bone weights. This happens when I export with and without CAT bones.

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  • Collision Detection problems in Voxel Engine (XNA)

    - by Darestium
    I am creating a minecraft like terrain engine in XNA and have had some collision problems for quite some time. I have checked and changed my code based on other peoples collision code and I still have the same problem. It always seems to be off by about a block. for instance, if I walk across a bridge which is one block high I fall through it. Also, if you walk towards a "row" of blocks like this: You are able to stand "inside" the left most one, and you collide with nothing in the right most side (where there is no block and is not visible on this image). Here is all my collision code: private void Move(GameTime gameTime, Vector3 direction) { float speed = playermovespeed * (float)gameTime.ElapsedGameTime.TotalSeconds; Matrix rotationMatrix = Matrix.CreateRotationY(player.Camera.LeftRightRotation); Vector3 rotatedVector = Vector3.Transform(direction, rotationMatrix); rotatedVector.Normalize(); Vector3 testVector = rotatedVector; testVector.Normalize(); Vector3 movePosition = player.position + testVector * speed; Vector3 midBodyPoint = movePosition + new Vector3(0, -0.7f, 0); Vector3 headPosition = movePosition + new Vector3(0, 0.1f, 0); if (!world.GetBlock(movePosition).IsSolid && !world.GetBlock(midBodyPoint).IsSolid && !world.GetBlock(headPosition).IsSolid) { player.position += rotatedVector * speed; } //player.position += rotatedVector * speed; } ... public void UpdatePosition(GameTime gameTime) { player.velocity.Y += playergravity * (float)gameTime.ElapsedGameTime.TotalSeconds; Vector3 footPosition = player.Position + new Vector3(0f, -1.5f, 0f); Vector3 headPosition = player.Position + new Vector3(0f, 0.1f, 0f); // If the block below the player is solid the Y velocity should be zero if (world.GetBlock(footPosition).IsSolid || world.GetBlock(headPosition).IsSolid) { player.velocity.Y = 0; } UpdateJump(gameTime); UpdateCounter(gameTime); ProcessInput(gameTime); player.Position = player.Position + player.velocity * (float)gameTime.ElapsedGameTime.TotalSeconds; velocity = Vector3.Zero; } and the one and only function in the camera class: protected void CalculateView() { Matrix rotationMatrix = Matrix.CreateRotationX(upDownRotation) * Matrix.CreateRotationY(leftRightRotation); lookVector = Vector3.Transform(Vector3.Forward, rotationMatrix); cameraFinalTarget = Position + lookVector; Vector3 cameraRotatedUpVector = Vector3.Transform(Vector3.Up, rotationMatrix); viewMatrix = Matrix.CreateLookAt(Position, cameraFinalTarget, cameraRotatedUpVector); } which is called when the rotation variables are changed: public float LeftRightRotation { get { return leftRightRotation; } set { leftRightRotation = value; CalculateView(); } } public float UpDownRotation { get { return upDownRotation; } set { upDownRotation = value; CalculateView(); } } World class: public Block GetBlock(int x, int y, int z) { if (InBounds(x, y, z)) { Vector3i regionalPosition = GetRegionalPosition(x, y, z); Vector3i region = GetRegionPosition(x, y, z); return regions[region.X, region.Y, region.Z].Blocks[regionalPosition.X, regionalPosition.Y, regionalPosition.Z]; } return new Block(BlockType.none); } public Vector3i GetRegionPosition(int x, int y, int z) { int regionx = x == 0 ? 0 : x / Variables.REGION_SIZE_X; int regiony = y == 0 ? 0 : y / Variables.REGION_SIZE_Y; int regionz = z == 0 ? 0 : z / Variables.REGION_SIZE_Z; return new Vector3i(regionx, regiony, regionz); } public Vector3i GetRegionalPosition(int x, int y, int z) { int regionx = x == 0 ? 0 : x / Variables.REGION_SIZE_X; int X = x % Variables.REGION_SIZE_X; int regiony = y == 0 ? 0 : y / Variables.REGION_SIZE_Y; int Y = y % Variables.REGION_SIZE_Y; int regionz = z == 0 ? 0 : z / Variables.REGION_SIZE_Z; int Z = z % Variables.REGION_SIZE_Z; return new Vector3i(X, Y, Z); } Any ideas how to fix this problem? EDIT 1: Graphic of the problem: EDIT 2 GetBlock, Vector3 version: public Block GetBlock(Vector3 position) { int x = (int)Math.Floor(position.X); int y = (int)Math.Floor(position.Y); int z = (int)Math.Ceiling(position.Z); Block block = GetBlock(x, y, z); return block; } Now, the thing is I tested the theroy that the Z is always "off by one" and by ceiling the value it actually works as intended. Altough it still could be greatly more accurate (when you go down holes you can see through the sides, and I doubt it will work with negitive positions). I also does not feel clean Flooring the X and Y values and just Ceiling the Z. I am surely not doing something correctly still.

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  • Frame Independent Movement

    - by ShrimpCrackers
    I've read two other threads here on movement: Time based movement Vs Frame rate based movement?, and Fixed time step vs Variable time step but I think I'm lacking a basic understanding of frame independent movement because I don't understand what either of those threads are talking about. I'm following along with lazyfoo's SDL tutorials and came upon the frame independent lesson. http://lazyfoo.net/SDL_tutorials/lesson32/index.php I'm not sure what the movement part of the code is trying to say but I think it's this (please correct me if I'm wrong): In order to have frame independent movement, we need to find out how far an object (ex. sprite) moves within a certain time frame, for example 1 second. If the dot moves at 200 pixels per second, then I need to calculate how much it moves within that second by multiplying 200 pps by 1/1000 of a second. Is that right? The lesson says: "velocity in pixels per second * time since last frame in seconds. So if the program runs at 200 frames per second: 200 pps * 1/200 seconds = 1 pixel" But...I thought we were multiplying 200 pps by 1/1000th of a second. What is this business with frames per second? I'd appreciate if someone could give me a little bit more detailed explanation as to how frame independent movement works. Thank you.

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  • Interesting 3d zooming technique

    - by stark
    Is it possible to zoom to a certain point on screen by modifying the field of view and rotating the camera as to keep that point/object in the same place on screen while zooming ? Changing the camera position is not allowed.. I projected the 3d pos of the object on screen and remembered it. Then on each frame I calculate the direction to it in camera space and then I construct a rotation matrix to align this direction to Z axis (in cam space). After this, I calculate the direction from the camera to the object in world space and transform this vector with the matrix I obtained earlier and then use this final vector as the camera's new direction. And it's actually "kinda working", the problem is that it is more/less off than the camera's rotation before starting to zoom depending on the area you are trying to zoom in (larger error on edges/corners). It looks acceptable, but I'm not settling for only this. Any suggestions/resources for doing this technique perfectly ? If some of you want to explain the math in detail, be my guests, I can understand these things well. Thanks. Edit: I'll check often for responses, I'm really curious about this :D

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  • time issue in render libgdx [duplicate]

    - by jaysingh
    This question is an exact duplicate of: time issue in render libgdx [duplicate] pls. help how to implement this loop in render method next_game_tick and GetTickCount(); always contain same time value. so position never updated @Override public void render() { float deltaTime = Gdx.graphics.getDeltaTime(); Update(deltaTime); Render(deltaTime); } const int TICKS_PER_SECOND = 50; const int SKIP_TICKS = 1000 / TICKS_PER_SECOND; const int MAX_FRAMESKIP = 10; DWORD next_game_tick = GetTickCount(); int loops; bool game_is_running = true; while( game_is_running ) { loops = 0; while( GetTickCount() > next_game_tick && loops < MAX_FRAMESKIP) { update_game(); next_game_tick += SKIP_TICKS; loops++; } display_game(); }

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  • time issue in render libgdx [duplicate]

    - by jaysingh
    This question is an exact duplicate of: deWitters Game loop in libgdx(Android) pls. help how to implement this loop in render method next_game_tick and GetTickCount(); always contain same time value so player position not updated. @Override public void render() { float deltaTime = Gdx.graphics.getDeltaTime(); Update(deltaTime); Render(deltaTime); } const int TICKS_PER_SECOND = 50; const int SKIP_TICKS = 1000 / TICKS_PER_SECOND; const int MAX_FRAMESKIP = 10; DWORD next_game_tick = GetTickCount(); int loops; bool game_is_running = true; while( game_is_running ) { loops = 0; while( GetTickCount() > next_game_tick && loops < MAX_FRAMESKIP) { update_game(); next_game_tick += SKIP_TICKS; loops++; } display_game(); }

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  • Point Light Soft Shadows

    - by notabene
    How to implement soft shadows for omni directional (point) light. We use typical shadow mapping technique. Depth is rendered to texture cube and addresing is pretty simple then. Just using vector from light to fragments world position. It works perfectly. Until you want soft shadows. In our engine we use PCSS technique for spot lights. But for point light there begins troubles. How to sample in 3D? I developed technique when orthonormal basis is created from a direction and upvector (0,1,0). And then multiply sampling vector (something like this (1.0,i/depthMapSize,j/depthMapSize) with this basis. But this (of course :)) looks pretty bad for vectors near (0,1,0) and (0,-1,0). I will appreciate any help on this.

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  • Debugging Minimum Translation Vector

    - by SyntheCypher
    I implemented the minimum translation vector from codezealot's tutorial on SAT (Separating Axis Theorem) but I'm having an issue I can't quite figure out. Here's the example I have: As you can see in top and bottom left images regardless of the side the of the green car which red car is penetrating the MTV for the red car still remains as a negative number also here is the same example when the front of the red car is facing the opposite direction the number will always be positive. When the red car is past the half way through the green car it should switch polarity. I thought I'd compensated for this in my code, but apparently not either that or it's a bug I can find. Here is my function for finding and returning the MTV, any help would be much appreciated: Code

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  • [JOGL] my program is too slow, ho can i profile with Eclipse?

    - by nkint
    hi juys my simple opengl program is really toooo slow and not fluid i'm rendering 30 sphere with simple illumination and simple material. the only hard(?) computing stuffs i do is a collision detection between ray-mouse and spheres (that works ok and i do it only in mouseMoved) i have no thread only animator to move spheres how can i profile my jogl project? or mayebe (most probable..) i have some opengl instruction that i don't understand and make render particular accurate (or back face rendering that i don't need or whatever i don't know exctly i'm just entered in opengl world)

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  • Looking for a royalty free sci-fi sounding song thats 1:00+ long, and costs <= $5

    - by CyanPrime
    I'm looking for a royalty free sci-fi sounding song thats 1:00+ long, and costs less then, or is $5 usd. I want to have a nice BGM for my engine demo I'm going to release for a game I'm planing on having go commercial. I don't want to spend too much money on it, so my limit is $5 usd. I want it to be at least a 1:00 in length. Where should I look? Or even better, do you have a link to a song that meets the criteria?

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  • Best Frameworks/libraries/engines for 2D multiplayer C# Webbased RPG

    - by Thirlan
    Title is a mouthful but important because I'm looking to meet a specific criteria and it's complex enough that I need a lot of help in finding what I'm looking for. I really want people's suggestions because I trust it a lot more than anything else, so I just need to clearly define what it is I want heh : P Game is a 2D RPG. Think of Secret of Mana. Game is online multiplayer, but not MMO sized. Game must be webbased! I'm looking to the future and want to hit as many platforms as possible. I'm leaning to Webgl because of this, but still looking around. Since the users are seeing the game through the webbrowser the front-end should be mainly responsible for drawing, taking input and some basic checking such as preliminary collision detection. This is important because it means the game engine is NOT on the client's machine. The server should be responsible for the game engine and all the calculations. This means the server is doing all the work and the client is mostly a dumb terminal. Server language is c# I'm looking for fast project execution so I want to use as many pre-existing tools as possible. This would make sense because I'm making a game here, not an engine. I'm not creating some new revolutionary graphics or pushing the physics engines to the next level. Preference for commercially supported tools. For game mechanics reasons and for reasons 4 and 5, don't think I can use existing 2D rpg engines. I've seen them out there and I fear that if I try and use them they will have too many restrictions, but will be happy to hear out suggestions. So all this means I need a game engine on the server, or maybe just a physics engine, and then I need another engine/library to draw everything that the server is sending to the client on the webbrowser. Maybe this is how 50% of games work on the web and there are plenty of frameworks that support this! I wouldn't actually don't know : ( but my gut is telling me that most webgames are single player and 90% of the game is running on the client. So... any suggestions?

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  • XNA - Use Mouse To Rotate & Arrow Keys To Scroll A Linearly Wrapped Texture:

    - by The Thing
    Using XNA I'm working on my first, relatively simple, videogame for the PC. At the moment my game window is 1024 X 768 and I have a 'Starfield' linearly wrapped background texture 1280 X 1280 in size whose origin has been set to its center point (width / 2, height / 2). This texture is drawn onscreen using (graphics.PreferredBackBufferWidth / 2, graphics.PreferredBackBufferHeight / 2) to place the origin in the center of the window. I want to be able to use the horizontal movement of the mouse to rotate my texture left or right and use the arrow keys to scroll the texture in four directions. From my own related coding experiments I have found that once I rotate the texture it no longer scrolls in the direction I want, it's as if somehow the XNA framework's 'sense of direction' has been 'rotated' along with the texture. As an example of what I've described above lets say I rotate the texture 45 degrees to the right, then pressing the up arrow key results in the texture scrolling diagonally from top-right to bottom-left. This is not what I want, regardless of the degree or direction of rotation I want my texture to scroll straight up, straight down, or to the left or right depending on which arrow key was pressed. How do I go about accomplishing this? Any help or guidance is appreciated. To finish up there are two points I'd like to clarify: [1] The reason I'm using linear wrapping on my starfield texture is that it gives a nice impression of an endless starfield. [2] Using a texture at least 1280 X 1280 in conjunction with a game window of 1024 X 768 means that at no point in it's rotation will the edges of the texture become visible. Thanks for reading..... Update # 1 - as requested by RCIX: The code below is what I was referring to earlier when I mentioned 'related coding experiments'. As you can see I am scrolling a linearly wrapped texture in the direction I've moved the mouse relative to the center of the screen. This works perfectly if I don't rotate the texture, but once I do rotate it the direction of the scrolling gets messed up for some reason. public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; int x; int y; float z = 250f; Texture2D Overlay; Texture2D RotatingBackground; Rectangle? sourceRectangle; Color color; float rotation; Vector2 ScreenCenter; Vector2 Origin; Vector2 scale; Vector2 Direction; SpriteEffects effects; float layerDepth; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } protected override void Initialize() { graphics.PreferredBackBufferWidth = 1024; graphics.PreferredBackBufferHeight = 768; graphics.ApplyChanges(); Direction = Vector2.Zero; IsMouseVisible = true; ScreenCenter = new Vector2(graphics.PreferredBackBufferWidth / 2, graphics.PreferredBackBufferHeight / 2); Mouse.SetPosition((int)graphics.PreferredBackBufferWidth / 2, (int)graphics.PreferredBackBufferHeight / 2); sourceRectangle = null; color = Color.White; rotation = 0.0f; scale = new Vector2(1.0f, 1.0f); effects = SpriteEffects.None; layerDepth = 1.0f; base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); Overlay = Content.Load<Texture2D>("Overlay"); RotatingBackground = Content.Load<Texture2D>("Background"); Origin = new Vector2((int)RotatingBackground.Width / 2, (int)RotatingBackground.Height / 2); } protected override void UnloadContent() { } protected override void Update(GameTime gameTime) { float timePassed = (float)gameTime.ElapsedGameTime.TotalSeconds; MouseState ms = Mouse.GetState(); Vector2 MousePosition = new Vector2(ms.X, ms.Y); Direction = ScreenCenter - MousePosition; if (Direction != Vector2.Zero) { Direction.Normalize(); } x += (int)(Direction.X * z * timePassed); y += (int)(Direction.Y * z * timePassed); //No rotation = texture scrolls as intended, With rotation = texture no longer scrolls in the direction of the mouse. My update method needs to somehow compensate for this. //rotation += 0.01f; base.Update(gameTime); } protected override void Draw(GameTime gameTime) { spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.LinearWrap, null, null); spriteBatch.Draw(RotatingBackground, ScreenCenter, new Rectangle(x, y, RotatingBackground.Width, RotatingBackground.Height), color, rotation, Origin, scale, effects, layerDepth); spriteBatch.Draw(Overlay, Vector2.Zero, Color.White); spriteBatch.End(); base.Draw(gameTime); } }

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  • Why does my health bar disappear whenever my character takes amage?

    - by iQue
    Im making health bar for my game that looks like this: public void healthBar(Canvas canvas) { float healthScale = happy.getHP() / happy.getMaxHP(); Rect rect = new Rect(20, 20,(120 * (int)healthScale), 40); Paint paint = new Paint(); paint.setColor(Color.RED); canvas.drawRect(20, 20, 220 * healthScale, 40, paint) } this is called every time my game renders. When the game starts it's where I want it, but as soon as my character (happy) takes any damage, it dissapears. And I know that his hp only gets subtracted by 5 every time he gets hit. So this should not happen? example: @Startup: happy.getHP() == 100, happy.getMaxHP == 100. when damaged HP -=5, -> happy.getHP() == 95 -> healthscale == 0,95 -> 220 * 0,95 == new width for Rect(?)

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