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  • Isometric Camera trouble - can't rotate or move correctly

    - by Deukalion
    I'm trying to create a 3D editor, but I've been having some trouble with the Camera and understanding each component. I've created 2 camera that works OK, but now I'm trying to implement an Isometric Camera in XNA without success on the rotation and movement of the camera. All I get working is Zoom. (Cube with x=3f, y=3f, z=1f in center) And this is the constructor for my IsometricCamera (inherits from ICamera, with methods for Rotation, Movement and Zoom, and Properties for World/View/Projection matrices) public IsometricCamera3D(GraphicsDevice device, float startClip = -1000f, float endClip = 1000f) { matrix_projection = Matrix.CreateOrthographic(device.Viewport.Width, device.Viewport.Height, startClip, endClip); rotation = Vector3.Zero; matrix_view = Matrix.CreateScale(zoom) * Matrix.CreateRotationY(MathHelper.ToRadians(45 + 180)) * Matrix.CreateRotationX(MathHelper.ToRadians(30)) * Matrix.CreateRotationZ(MathHelper.ToRadians(120)) * Matrix.CreateTranslation(rotation.X, rotation.Y, rotation.Z); } Problem is when I rotate it, all that happens is that the Cube gets more or less shiny and nothing happens. What is wrong and how should I create my View matrix to move it / rotate it correctly? Rotate, Move and Zoom looks like: MethodName(Vector3 rotation/movement), Zoom(float value); and just increases the value, then calls an update to recreate the View Matrix according to the code in the constructor. Currently, in my editor I use MiddleButton + Mouse Movement to rotate the camera, but it's not working as the other camera. But in my default camera I use World Matrix to move, but I guess that's not the best way to go which is why I'm trying this.

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  • How to get the Exact Collision Point and ignore the collision (from 2 "ghost bodies")

    - by Moritz
    I have a very basic problem with Box2D. For a arenatype game where you can throw scriptable "missiles" at other players I decided to use Box2D for the collision detection between the players and the missiles. Players and missiles have their own circular shape with a specific size (varying). But I don´t want to use dynamic bodies because the missiles need to move themselve in any way they want to (defined in the script) and shouldnt be resolved unless the script wants it. The behavior I look for is as following (for each time step): velocity of missiles is set by the specific missile script each missile is moved according to that velocity if a collision accurs now, I want to get the exact position of impact, and now I need a mechanism to decide if the missile should just ignore the collision (for example collision between two fireballs which shouldnt interact) or take it (so they are resolved and dont overlap anymore) So is there a way in Box2D to create Ghost bodies and listen to collisions from them, then deciding if they should ignore the collision or should take them and resolve their position? I hope I was clear enough and would be happy about any help!

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  • XNA Shader Texture Memory

    - by Alex
    I was wondering about texture optimization in XNA 4.0. Will the the contentmanager send the texturedata to the GPU directly when the texture gets loaded or do I send the texture data to the GPU when I declare a texture in my shader. If that's the case, what happens if I have 5 shaders all using the same texture, does that mean that I send 5 instances of that texture data to the gpu or am I simply telling the GPU what preloaded texture to use? Or does XNA do the heavy lifting in the background?

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  • What sort of leaderboard for my game?

    - by Martin
    I recently published a word game for Windows Phone and I am really happy to have some players. The game is entirely offline and at the end of a game, the player's score is published to a server. I'm collecting the scores to build a leaderboard. Right now, I don't believe that the leaderboard I offer to my users is appropriate. I essentially accumulate the score of all the games of a user for a given day and that becomes their score. So if Player 1 plays 3 games and gets 100, 150 and 200 points, its score for the day is 450 points. I would like to get your ideas and opinion. How do I keep my game challenging and engaging with a good leaderboard? Should I continue accumulating the score for a day? Should I just keep the best score? Thanks!

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  • Finding closest object to a location within a specific perpendicular distance to direction vector

    - by Sniper
    I have a location and a direction vector indicating facing, I want to find the closest object to that location that is within some tolerance distance (perpendicular distance) to the ray formed by the location and direction vector. Basically I want to get the object that is being aimed at. I have thought about finding all objects within a box and then finding the closest object to my vector from them results, but I am sure that there is a more efficient way. The Z axis is optional, the objects are most likely within a few meters of the search vector.

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  • Move a 2D square on y axis on android GLES2

    - by Dan
    I am trying to create a simple game for android, to start i am trying to make the square move down the y axis but the way i am doing it dosent move the square at all and i cant find any tutorials for GLES20 The on draw frame function in the render class updates the users position based on accleration dew to gravity, gets the transform matrix from the user class which is used to move the square down, then the program draws it. All that happens is that the square is drawn, no motion happens public void onDrawFrame(GL10 gl) { user.update(0.0, phy.AccelerationDewToGravity); GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT); // Re draws black background GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false, 12, user.SquareVB);//triangleVB); GLES20.glEnableVertexAttribArray(maPositionHandle); GLES20.glUniformMatrix4fv(maPositionHandle, 1, false, user.getTransformMatrix(), 0); GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4); } The update function in the player class is public void update(double vh, double vv) { Vh += vh; // Increase horrzontal Velosity Vv += vv; // Increase vertical velosity //Matrix.translateM(mMMatrix, 0, (int)Vh, (int)Vv, 0); Matrix.translateM(mMMatrix, 0, mMMatrix, 0, (float)Vh, (float)Vv, 0); }

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  • Particle System in XNA - cannot draw particle

    - by Dave Voyles
    I'm trying to implement a simple particle system in my XNA project. I'm going by RB Whitaker's tutorial, and it seems simple enough. I'm trying to draw particles within my menu screen. Below I've included the code which I think is applicable. I'm coming up with one error in my build, and it is stating that I need to create a new instance of the EmitterLocation from the particleEngine. When I hover over particleEngine.EmitterLocation = new Vector2(Mouse.GetState().X, Mouse.GetState().Y); it states that particleEngine is returning a null value. What could be causing this? /// <summary> /// Base class for screens that contain a menu of options. The user can /// move up and down to select an entry, or cancel to back out of the screen. /// </summary> abstract class MenuScreen : GameScreen ParticleEngine particleEngine; public void LoadContent(ContentManager content) { if (content == null) { content = new ContentManager(ScreenManager.Game.Services, "Content"); } base.LoadContent(); List<Texture2D> textures = new List<Texture2D>(); textures.Add(content.Load<Texture2D>(@"gfx/circle")); textures.Add(content.Load<Texture2D>(@"gfx/star")); textures.Add(content.Load<Texture2D>(@"gfx/diamond")); particleEngine = new ParticleEngine(textures, new Vector2(400, 240)); } public override void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { base.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); // Update each nested MenuEntry object. for (int i = 0; i < menuEntries.Count; i++) { bool isSelected = IsActive && (i == selectedEntry); menuEntries[i].Update(this, isSelected, gameTime); } particleEngine.EmitterLocation = new Vector2(Mouse.GetState().X, Mouse.GetState().Y); particleEngine.Update(); } public override void Draw(GameTime gameTime) { // make sure our entries are in the right place before we draw them UpdateMenuEntryLocations(); GraphicsDevice graphics = ScreenManager.GraphicsDevice; SpriteBatch spriteBatch = ScreenManager.SpriteBatch; SpriteFont font = ScreenManager.Font; spriteBatch.Begin(); // Draw stuff logic spriteBatch.End(); particleEngine.Draw(spriteBatch); }

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  • How can I gain access to a player instance in a Minecraft mod?

    - by Andrew Graber
    I'm creating Minecraft mod with a pickaxe that takes away experience when you break a block. The method for taking away experience from a player is addExperience on EntityPlayer, so I need to get an instance of EntityPlayer for the player using my pickaxe when the pickaxe breaks a block, so that I can remove the appropriate amount of experience. My pickaxe class currently looks like this: public class ExperiencePickaxe extends ItemPickaxe { public ExperiencePickaxe(int ItemID, EnumToolMaterial material){ super(ItemID, material); } public boolean onBlockDestroyed(ItemStack par1ItemStack, World par2World, int par3, int par4, int par5, int par6, EntityLiving par7EntityLiving) { if ((double)Block.blocksList[par3].getBlockHardness(par2World, par4, par5, par6) != 0.0D) { EntityPlayer e = new EntityPlayer(); // create an instance e.addExperience(-1); } return true; } } Obviously, I cannot actually create a new EntityPlayer since it is an abstract class. How can I get access to the player using my pickaxe?

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  • Artist, Looking to lean how to program games, where do I start? [on hold]

    - by Christopher Hindson
    I have bean an artist for many years now I am very comfortable with using Photoshop and Flash but I want to learn how to but together my own games, I bean doing my own research into this and at the moment I am at little bit stuck on witch direction to go down. So my question is witch programming language should I learn? I have already bean looking into this what i understand is that Gamemaker with its built in language (GML) is one of the most friendly to people who are new to the game making world. I have played around with this program and was pretty happy with it but I want more also you can use Unity with language such as C and javascript and then games built with Java witch looks interesting. One more thing before you send your answer in at this moment in time I would only be able to make 2D game but 3D isn't out of the picture.

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  • Issue with a point coordinates, which creates an unwanted triangle

    - by Paul
    I would like to connect the points from the red path, to the y-axis in blue. I figured out that the problem with my triangles came from the first point (V0) : it is not located where it should be. In the console, it says its location is at 0,0, but in the emulator, it is not. The code : for(int i = 1; i < 2; i++) { CCLOG(@"_polyVertices[i-1].x : %f, _polyVertices[i-1].y : %f", _polyVertices[i-1].x, _polyVertices[i-1].y); CCLOG(@"_polyVertices[i].x : %f, _polyVertices[i].y : %f", _polyVertices[i].x, _polyVertices[i].y); ccDrawLine(_polyVertices[i-1], _polyVertices[i]); } The output : _polyVertices[i-1].x : 0.000000, _polyVertices[i-1].y : 0.000000 _polyVertices[i].x : 50.000000, _polyVertices[i].y : 0.000000 And the result : (the layer goes up, i could not take the screenshot before the layer started to go up, but the first red point starts at y=0) : Then it creates an unwanted triangle when the code continues : Would you have any idea about this? (So to force the first blue point to start at 0,0, and not at 50,0 as it seems to be now) Here is the code : - (void)generatePath{ float x = 50; //first red point float y = 0; for(int i = 0; i < kMaxKeyPoints+1; i++) { if (i<3){ _hillKeyPoints[i] = CGPointMake(x, y); x = 150 + (random() % (int) 30); y += -40; } else if(i<20){ //going right _hillKeyPoints[i] = CGPointMake(x, y); x += (random() % (int) 30); y += -40; } else if(i<25){ //stabilize _hillKeyPoints[i] = CGPointMake(x, y); x = 150 + (random() % (int) 30); y += -40; } else if(i<30){ //going left _hillKeyPoints[i] = CGPointMake(x, y); //x -= (random() % (int) 10); x = 150 + (random() % (int) 30); y += -40; } else { //back to normal _hillKeyPoints[i] = CGPointMake(x, y); x = 150 + (random() % (int) 30); y += -40; } } } -(void)generatePolygons{ static int prevFromKeyPointI = -1; static int prevToKeyPointI = -1; // key points interval for drawing while (_hillKeyPoints[_fromKeyPointI].y > -_offsetY+winSizeTop) { _fromKeyPointI++; } while (_hillKeyPoints[_toKeyPointI].y > -_offsetY-winSizeBottom) { _toKeyPointI++; } if (prevFromKeyPointI != _fromKeyPointI || prevToKeyPointI != _toKeyPointI) { _nPolyVertices = 0; float x1 = 0; int keyPoints = _fromKeyPointI; for (int i=_fromKeyPointI; i<_toKeyPointI; i++){ //V0: at (0,0) _polyVertices[_nPolyVertices] = CGPointMake(x1, y1); //first blue point _polyTexCoords[_nPolyVertices++] = CGPointMake(x1, y1); //V1: to the first "point" _polyVertices[_nPolyVertices] = CGPointMake(_hillKeyPoints[keyPoints].x, _hillKeyPoints[keyPoints].y); _polyTexCoords[_nPolyVertices++] = CGPointMake(_hillKeyPoints[keyPoints].x, _hillKeyPoints[keyPoints].y); keyPoints++; //from point at index 0 to 1 //V2, same y as point n°2: _polyVertices[_nPolyVertices] = CGPointMake(0, _hillKeyPoints[keyPoints].y); _polyTexCoords[_nPolyVertices++] = CGPointMake(0, _hillKeyPoints[keyPoints].y); //V1 again _polyVertices[_nPolyVertices] = _polyVertices[_nPolyVertices-2]; _polyTexCoords[_nPolyVertices++] = _polyVertices[_nPolyVertices-2]; //V2 again _polyVertices[_nPolyVertices] = _polyVertices[_nPolyVertices-2]; _polyTexCoords[_nPolyVertices++] = _polyVertices[_nPolyVertices-2]; //CCLOG(@"_nPolyVertices V2 again : %i", _nPolyVertices); //V3 = same x,y as point at index 1 _polyVertices[_nPolyVertices] = CGPointMake(_hillKeyPoints[keyPoints].x, _hillKeyPoints[keyPoints].y); _polyTexCoords[_nPolyVertices] = CGPointMake(_hillKeyPoints[keyPoints].x, _hillKeyPoints[keyPoints].y); y1 = _polyVertices[_nPolyVertices].y; _nPolyVertices++; } prevFromKeyPointI = _fromKeyPointI; prevToKeyPointI = _toKeyPointI; } } - (void) draw { //RED glColor4f(1, 1, 1, 1); for(int i = MAX(_fromKeyPointI, 1); i <= _toKeyPointI; ++i) { glColor4f(1.0, 0, 0, 1.0); ccDrawLine(_hillKeyPoints[i-1], _hillKeyPoints[i]); } //BLUE glColor4f(0, 0, 1, 1); for(int i = 1; i < 2; i++) { CCLOG(@"_polyVertices[i-1].x : %f, _polyVertices[i-1].y : %f", _polyVertices[i-1].x, _polyVertices[i-1].y); CCLOG(@"_polyVertices[i].x : %f, _polyVertices[i].y : %f", _polyVertices[i].x, _polyVertices[i].y); ccDrawLine(_polyVertices[i-1], _polyVertices[i]); } } Thanks

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  • Where to start learning OpenGL with C++?

    - by NERDcustard
    I'm 16 years old and my name is Norbert. I have learnt C++ and made some cool text based games and such but I would love to start graphic's programming. I'm a decent artiest (I will have some of my work bellow) I know the base of C++ but I really would like to get into OpenGL. I need someone to show me some good tutorials for OpenGl with C++ so I can really get into game dev. My goal is to be able to program a simple 2d game by the end of the year and I have lots of time to do so. I'm en-rolled in a game dev next year and really need some help with starting off. http://imgur.com/QZjKX http://imgur.com/3CZy7

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  • User generated content: a basic yet simple to use OR a complex yet powerful solution?

    - by ne5tebiu
    As stated above, which solution is better for a game based on user generated content? The simple solution (in-game editor) is great for gamers without experience in coding and etc. In this way every player could populate the game with content. But the content would be very limited. The complex solution would allow the content to be with almost no limitation but casual gamers probably couldn't make hardly any content at all. If both solutions are used, the quality behind the second solution would be more valuable than the first solution's quantity. However, making a powerful in-game editor could even take more time and manpower than the actual game and every gamer would have to learn how to use the new complex tool, understand it, and master it if he or she wants to make quality content.

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  • What causes player box/world geometry glitches in old games?

    - by Alexander
    I'm looking to understand and find the terminology for what causes - or allows - players to interfere with geometry in old games. Famously, ID's Quake3 gave birth to a whole community of people breaking the physics by jumping, sliding, getting stuck and launching themselves off points in geometry. Some months ago (though I'd be darned if I can find it again!) I saw a conference held by Bungie's Vic DeLeon and a colleague in which Vic briefly discussed the issues he ran into while attempting to wrap 'collision' objects (please correct my terminology) around environment objects so that players could appear as though they were walking on organic surfaces, while not clipping through them or appear to be walking on air at certain points, due to complexities in the modeling. My aim is to compose a case study essay for University in which I can tackle this issue in games, drawing on early exploits and how techniques have changed to address such exploits and to aid in the gameplay itself. I have 3 current day example of where exploits still exist, however specifically targeting ID Software clearly shows they've massively improved their techniques between Q3 and Q4. So in summary, with your help please, I'd like to gain a slightly better understanding of this issue as a whole (its terminology mainly) so I can use terms and ask the right questions within the right contexts. In practical application, I know what it is, I know how to do it, but I don't have the benefit of level design knowledge yet and its technical widgety knick-knack terms =) Many thanks in advance AJ

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  • Google Cloud Messaging (GCM) for turn-based mobile multiplayer server?

    - by Chris
    I'm designing a multiplayer turn-based game for Android (over 3g). I'm thinking the clients will send data to a central server over a socket or http, and receive data via GCM push messaging. I'd like to know if anyone has practical experience with GCM for pushing 'real-time' turn data to game clients. What kind of performance and limitations does it have? I'm also considering using a RESTful approach with GAE or Amazon EC2. Any advice about these approaches is appreciated.

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  • Who should map physical keys to abstract keys?

    - by Paul Manta
    How do you bridge the gap between the library's low-level event system and your engine's high-level event system? (I'm not necessarily talking about key events, but also about quit events.) At the top level of my event system, I send out KeyPressedEvents, KeyRelesedEvents and others of this kind. These high-level events only contain the abstract values of the keys (they don't say that Space way pressed, but that the JumpKey was pressed, for example). Whose responsibility should it be to map the "JumpKey" to an actual key on the keyboard?

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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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  • Why can't a blendShader sample anything but the current coordinate of the background image?

    - by Triynko
    In Flash, you can set a DisplayObject's blendShader property to a pixel shader (flash.shaders.Shader class). The mechanism is nice, because Flash automatically provides your Shader with two input images, including the background surface and the foreground display object's bitmap. The problem is that at runtime, the shader doesn't allow you to sample the background anywhere but under the current output coordinate. If you try to sample other coordinates, it just returns the color of the current coordinate instead, ignoring the coordinates you specified. This seems to occur only at runtime, because it works properly in the Pixel Bender toolkit. This limitation makes it impossible to simulate, for example, the Aero Glass effect in Windows Vista/7, because you cannot sample the background properly for blurring. I must mention that it is possible to create the effect in Flash through manual composition techniques, but it's hard to determine when it actually needs updated, because Flash does not provide information about when a particular area of the screen or a particular display object needs re-rendered. For example, you may have a fixed glass surface with objects moving underneath it that don't dispatch events when they move. The only alternative is to re-render the glass bar every frame, which is inefficient, which is why I am trying to do it through a blendShader so Flash determines when it needs rendered automatically. Is there a technical reason for this limitation, or is it an oversight of some sort? Does anyone know of a workaround, or a way I could provide my manual composition implementation with information about when it needs re-rendered? The limitation is mentioned with no explanation in the last note in this page: http://help.adobe.com/en_US/as3/dev/WSB19E965E-CCD2-4174-8077-8E5D0141A4A8.html It says: "Note: When a Pixel Bender shader program is run as a blend in Flash Player or AIR, the sampling and outCoord() functions behave differently than in other contexts.In a blend, a sampling function will always return the current pixel being evaluated by the shader. You cannot, for example, use add an offset to outCoord() in order to sample a neighboring pixel. Likewise, if you use the outCoord() function outside a sampling function, its coordinates always evaluate to 0. You cannot, for example, use the position of a pixel to influence how the blended images are combined."

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  • In a state machine, is it a good idea to separate states and transitions?

    - by codablank1
    I have implemented a small state machine in this way (in pseudo code): class Input {} class KeyInput inherits Input { public : enum { Key_A, Key_B, ..., } } class GUIInput inherits Input { public : enum { Button_A, Button_B, ..., } } enum Event { NewGame, Quit, OpenOptions, OpenMenu } class BaseState { String name; Event get_event (Input input); void handle (Event e); //event handling function } class Menu inherits BaseState{...} class InGame inherits BaseState{...} class Options inherits BaseState{...} class StateMachine { public : BaseState get_current_state () { return current_state; } void add_state (String name, BaseState state) { statesMap.insert(name, state);} //raise an exception if state not found BaseState get_state (String name) { return statesMap.find(name); } //raise an exception if state or next_state not found void add_transition (Event event, String state_name, String next_state_name) { BaseState state = get_state(state_name); BaseState next_state = get_state(next_state_name); transitionsMap.insert(pair<event, state>, next_state); } //raise exception if couple not found BaseState get_next_state(Event event, BaseState state) { return transitionsMap.find(pair<event, state>); } void handle(Input input) { Event event = current_state.get_event(input) current_state.handle(event); current_state = get_next_state(event, current_state); } private : BaseState current_state; map<String, BaseState> statesMap; //map of all states in the machine //for each couple event/state, this map stores the next state map<pair<Event, BaseState>, BaseState> transitionsMap; } So, before getting the transition, I need to convert the key input or GUI input to the proper event, given the current state; thus the same key 'W' can launch a new game in the 'Menu' state or moving forward a character in the 'InGame' state; Then I get the next state from the transitionsMap and I update the current state Does this configuration seem valid to you ? Is it a good idea to separate states and transitions ? And I have some kind of trouble to represent a 'null state' or a 'null event'; What initial value can I give to the current state and which one should be returned by get_state if it fails ?

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  • Proper way to use a RenderTarget2D to draw multiple textures?

    - by TheBroodian
    In the process of trying to resolve a split screen issue, I've been trying to use a RenderTarget2D to draw a portion of my scene to a Texture2D, and then again to another Texture2D, but the end result of both Texture2D's is coming out the same. Can anybody tell me what I'm doing wrong? Texture2D camera1Render; Texture2D camera2Render; GraphicsDevice.SetRenderTarget(RenderTarget); GraphicsDevice.Clear(Color.Transparent); map.Draw(mapDisplayDevice, Camera1, new Location(0, 0), false); camera1Render = RenderTarget; GraphicsDevice.Clear(Color.Transparent); map.Draw(mapDisplayDevice, Camera2, new Location(0, 0), false); camera2Render = RenderTarget; SetRenderTarget(null);

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  • How do GameEngines stop Pixel Seams appearing in adjacent mesh boundaries due to FP imprecision?

    - by ufomorace
    Graphics cards are mathematically imprecise. So when some meshes are joined by their borders, the graphics card often makes mistakes and decides that some pixels at the seam represent neither object, and unwanted pixels appear. It's a natural behaviour on all graphics cards. How are such worries avoided in Pro Games? Batching? Shaders? Different tangent vectors? Merging? Overlaping seams? Dark backgrounds? Extra vertices at borders? Z precision? Camera distance tweaks? Screencap of a fix that ended up not working:

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  • Using Behavior Trees and Events together

    - by weichsem
    I am beginning to work with behavior trees and am unsure how events should be handled within the tree. Lets say we have a space game where the player is dogfighting with a handful of other ships, some friendly some not. The player destroys a ship and the rest of the hostile ships should then start to retreat. How was should the shipWasDestroyed event effect the other ship's behavior trees so that they start running the retreat behavior? One way I could think of doing this is have all the conditions I care about be high level nodes that effectively state change the ship. This would mean I'd have to check all of these state change conditions on every frame the behavior tree was run, even if they are very rare occurrences. I'd prefer not doing this for performance and complexity reasons. From looking at the Halo papers on behavior trees it seems that they handled this by dynamically placing nodes into the tree when the event occurred. It seems like calculating where the new node should go could be problematic depending on the current state of the running behavior. How is this normally handled?

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  • One True Event Loop

    - by CyberShadow
    Simple programs that collect data from only one system need only one event loop. For example, Windows applications have the message loop, POSIX network programs usually have a select/epoll/etc. loop at their core, pure SDL games use SDL's event loop. But what if you need to collect events from several subsystems? Such as an SDL game which doesn't use SDL_net for networking. I can think of several solutions: Polling (ugh) Put each event loop in its own thread, and: Send messages to the main thread, which collects and processes the events, or Place the event-processing code of each thread in a critical section, so that the threads can wait for events asynchronously but process them synchronously Choose one subsystem for the main event loop, and pass events from other subsystems via that subsystem as custom messages (for example, the Windows message loop and custom messages, or a socket select() loop and passing events via a loopback connection). Option 2.1 is more interesting on platforms where message-passing is a well-developed threading primitive (e.g. in the D programming language), but 2.2 looks like the best option to me.

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  • Reloading Resources on Resume

    - by Siddharth
    I'm having a problem with my game. If I press the "Home button" the game is paused... everythings fine, but if I then go back to the game all the resources are reloaded before I can continue the game. And it takes quite a bit. Is this normal, or is there a way to avoid the reloading? I have write following code in onResume and onPause method. It loads same texture again and again on resume of game. @Override protected void onPause() { super.onPause(); if (Utility.flagSound && mScene != null) { if (mScene.getUserData().equals(Constants.GAME_SCENE)) Utility.isPlayLevelMusic = false; else Utility.isPlayLevelMusic = true; audioManager.gameBgMusic.pause(); audioManager.levelBgMusic.pause(); } if (this.mEngine != null && this.mEngine.isRunning()) { this.mEngine.stop(); } } @Override protected void onResume() { super.onResume(); if (audioManager != null && Utility.flagSound && dataManager != null) { if (Utility.flagSound) { if (Utility.isPlayLevelMusic) audioManager.levelBgMusic.play(); else audioManager.gameBgMusic.play(); } } if (this.mEngine != null && !this.mEngine.isRunning()) { this.mEngine.start(); } } I would be glad if anybody could help...

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  • Getting FEATURE_LEVEL_9_3 to work in DX11

    - by Dominic
    Currently I'm going through some tutorials and learning DX11 on a DX10 machine (though I just ordered a new DX11 compatible computer) by means of setting the D3D_FEATURE_LEVEL_ setting to 10_0 and switching the vertex and pixel shader versions in D3DX11CompileFromFile to "vs_4_0" and "ps_4_0" respectively. This works fine as I'm not using any DX11-only features yet. I'd like to make it compatible with DX9.0c, which naively I thought I could do by changing the feature level setting to 9_3 or something and taking the vertex/pixel shader versions down to 3 or 2. However, no matter what I change the vertex/pixel shader versions to, it always fails when I try to call D3DX11CompileFromFile to compile the vertex/pixel shader files when I have D3D_FEATURE_LEVEL_9_3 enabled. Maybe this is due to the the vertex/pixel shader files themselves being incompatible for the lower vertex/pixel shader versions, but I'm not expert enough to say. My shader files are listed below: Vertex shader: cbuffer MatrixBuffer { matrix worldMatrix; matrix viewMatrix; matrix projectionMatrix; }; struct VertexInputType { float4 position : POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; PixelInputType LightVertexShader(VertexInputType input) { PixelInputType output; // Change the position vector to be 4 units for proper matrix calculations. input.position.w = 1.0f; // Calculate the position of the vertex against the world, view, and projection matrices. output.position = mul(input.position, worldMatrix); output.position = mul(output.position, viewMatrix); output.position = mul(output.position, projectionMatrix); // Store the texture coordinates for the pixel shader. output.tex = input.tex; // Calculate the normal vector against the world matrix only. output.normal = mul(input.normal, (float3x3)worldMatrix); // Normalize the normal vector. output.normal = normalize(output.normal); return output; } Pixel Shader: Texture2D shaderTexture; SamplerState SampleType; cbuffer LightBuffer { float4 ambientColor; float4 diffuseColor; float3 lightDirection; float padding; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; float4 LightPixelShader(PixelInputType input) : SV_TARGET { float4 textureColor; float3 lightDir; float lightIntensity; float4 color; // Sample the pixel color from the texture using the sampler at this texture coordinate location. textureColor = shaderTexture.Sample(SampleType, input.tex); // Set the default output color to the ambient light value for all pixels. color = ambientColor; // Invert the light direction for calculations. lightDir = -lightDirection; // Calculate the amount of light on this pixel. lightIntensity = saturate(dot(input.normal, lightDir)); if(lightIntensity > 0.0f) { // Determine the final diffuse color based on the diffuse color and the amount of light intensity. color += (diffuseColor * lightIntensity); } // Saturate the final light color. color = saturate(color); // Multiply the texture pixel and the final diffuse color to get the final pixel color result. color = color * textureColor; return color; }

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  • Would someone please explain Octree Collisions to me?

    - by A-Type
    I've been reading everything I can find on the subject and I feel like the pieces are just about to fall into place, but I just can't quite get it. I'm making a space game, where collisions will occur between planets, ships, asteroids, and the sun. Each of these objects can be subdivided into 'chunks', which I have implemented to speed up rendering (the vertices can and will change often at runtime, so I've separated the buffers). These subdivisions also have bounding primitives to test for collision. All of these objects are made of blocks (yeah, it's that kind of game). Blocks can also be tested for rough collisions, though they do not have individual bounding primitives for memory reasons. I think the rough testing seems to be sufficient, though. So, collision needs to be fairly precise; at block resolution. Some functions rely on two blocks colliding. And, of course, attacking specific blocks is important. Now what I am struggling with is filtering my collision pairs. As I said, I've read a lot about Octrees, but I'm having trouble applying it to my situation as many tutorials are vague with very little code. My main issues are: Are Octrees recalculated each frame, or are they stored in memory and objects are shuffled into different divisions as they move? Despite all my reading I still am not clear on this... the vagueness of it all has been frustrating. How far do Octrees subdivide? Planets in my game are quite large, while asteroids are smaller. Do I subdivide to the size of the planet, or asteroid (where planet is in multiple divisions)? Or is the limit something else entirely, like number of elements in the division? Should I load objects into the octrees as 'chunks' or in the whole, then break into chunks later? This could be specific to my implementation, I suppose. I was going to ask about how big my root needed to be, but I did manage to find this question, and the second answer seems sufficient for me. I'm afraid I don't really get what he means by adding new nodes and doing subdivisions upon adding new objects, probably because I'm confused about whether the tree is maintained in memory or recalculated per-frame.

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