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  • Adding a small slide when player releases left/right key

    - by Dave
    the aim is for the player object to slow down and stop instead of just stopping dead. The following codes works ok when the player is not jumping, but gets stuck in an object if the player is in the air when they do it. Left Key released event: if hsp = 0 exit; hspeed = -3; friction = 0.20; if obj_Player.hspeed = 0 { hspeed = 0; } Right key released event: if hsp = 0 exit; hspeed = +3; friction = 0.20; if obj_Player.hspeed = 0 { hspeed = 0; } and here's the horizontal collision code for interest: if (place_meeting(x+hsp,y,obj_bound)) { while(!place_meeting(x+sign(hsp),y,obj_bound)) { x += sign(hsp); } hsp = 0; } x += hsp; Any help would be much appreciated. Thanks.

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  • Possible to pass pygame data to memory map block?

    - by toozie21
    I am building a matrix out of addressable pixels and it will be run by a Pi (over the ethernet bus). The matrix will be 75 pixels wide and 20 pixels tall. As a side project, I thought it would be neat to run pong on it. I've seen some python based pong tutorials for Pi, but the problem is that they want to pass the data out to a screen via pygame.display function. I have access to pass pixel information using a memory map block, so is there anyway to do that with pygame instead of passing it out the video port? In case anyone is curious, this was the pong tutorial I was looking at: Pong Tutorial

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  • Need efficient way to keep enemy from getting hit multiple times by same source

    - by TenFour04
    My game's a simple 2D one, but this probably applies to many types of scenarios. Suppose my player has a sword, or a gun that shoots a projectile that can pass through and hit multiple enemies. While the sword is swinging, there is a duration where I am checking for the sword making contact with any enemy on every frame. But once an enemy is hit by that sword, I don't want him to continue getting hit over and over as the sword follows through. (I do want the sword to continue checking whether it is hitting other enemies.) I've thought of a couple different approaches (below), but they don't seem like good ones to me. I'm looking for a way that doesn't force cross-referencing (I don't want the enemy to have to send a message back to the sword/projectile). And I'd like to avoid generating/resetting multiple array lists with every attack. Each time the sword swings it generates a unique id (maybe by just incrementing a global static long). Every enemy keeps a list of id's of swipes or projectiles that have already hit them, so the enemy knows not to get hurt by something multiple times. Downside is that every enemy may have a big list to compare to. So projectiles and sword swipes would have to broadcast their end-of-life to all enemies and cause a search and remove on every enemy's array list. Seems kind of slow. Each sword swipe or projectile keeps its own list of enemies that it has already hit so it knows not to apply damage. Downsides: Have to generate a new list (probably pull from a pool and clear one) every time a sword is swung or a projectile shot. Also, this breaks down modularity, because now the sword has to send a message to the enemy, and the enemy has to send a message back to the sword. Seems to me that two-way streets like this are a great way to create very difficult-to-find bugs.

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  • ERROR #342: DEVICE_SHADER_LINKAGE_SEMANTICNAME_NOT_FOUND

    - by Telanor
    I've stared at this for at least half an hour now and I cannot figure out what directx is complaining about. I know this error normally means you put float3 instead of a float4 or something like that, but I've checked over and over and as far as I can tell, everything matches. This is the full error message: D3D11: ERROR: ID3D11DeviceContext::DrawIndexed: Input Assembler - Vertex Shader linkage error: Signatures between stages are incompatible. The input stage requires Semantic/Index (COLOR,0) as input, but it is not provided by the output stage. [ EXECUTION ERROR #342: DEVICE_SHADER_LINKAGE_SEMANTICNAME_NOT_FOUND ] This is the vertex shader's input signature as seen in PIX: // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------ ------ // POSITION 0 xyz 0 NONE float xyz // NORMAL 0 xyz 1 NONE float // COLOR 0 xyzw 2 NONE float The HLSL structure looks like this: struct VertexShaderInput { float3 Position : POSITION0; float3 Normal : NORMAL0; float4 Color: COLOR0; }; The input layout, from PIX, is: The C# structure holding the data looks like this: [StructLayout(LayoutKind.Sequential)] public struct PositionColored { public static int SizeInBytes = Marshal.SizeOf(typeof(PositionColored)); public static InputElement[] InputElements = new[] { new InputElement("POSITION", 0, Format.R32G32B32_Float, 0), new InputElement("NORMAL", 0, Format.R32G32B32_Float, 0), new InputElement("COLOR", 0, Format.R32G32B32A32_Float, 0) }; Vector3 position; Vector3 normal; Vector4 color; #region Properties ... #endregion public PositionColored(Vector3 position, Vector3 normal, Vector4 color) { this.position = position; this.normal = normal; this.color = color; } public override string ToString() { StringBuilder sb = new StringBuilder(base.ToString()); sb.Append(" Position="); sb.Append(position); sb.Append(" Color="); sb.Append(Color); return sb.ToString(); } } SizeInBytes comes out to 40, which is correct (4*3 + 4*3 + 4*4 = 40). Can anyone find where the mistake is?

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  • Direct3D - Zooming into Mouse Position

    - by roohan
    I'm trying to implement my camera class for a simulation. But I cant figure out how to zoom into my world based on the mouse position. I mean the object under the mouse cursor should remain at the same screen position. My zooming looks like this: VOID ZoomIn(D3DXMATRIX& WorldMatrix, FLOAT const& MouseX, FLOAT const& MouseY) { this->Position.z = this->Position.z * 0.9f; D3DXMatrixLookAtLH(&this->ViewMatrix, &this->Position, &this->Target, &this->UpDirection); } I passed the world matrix to the function because I had the idea to move my drawing origin according to the mouse position. But I cant find out how to calculate the offset in to move my drawing origin. Anyone got an idea how to calculate this? Thanks in advance. SOLVED Ok I solved my problem. Here is the code if anyone is interested: VOID CAMERA2D::ZoomIn(FLOAT const& MouseX, FLOAT const& MouseY) { // Get the setting of the current view port. D3DVIEWPORT9 ViewPort; this->Direct3DDevice->GetViewport(&ViewPort); // Convert the screen coordinates of the mouse to world space coordinates. D3DXVECTOR3 VectorOne; D3DXVECTOR3 VectorTwo; D3DXVec3Unproject(&VectorOne, &D3DXVECTOR3(MouseX, MouseY, 0.0f), &ViewPort, &this->ProjectionMatrix, &this->ViewMatrix, &WorldMatrix); D3DXVec3Unproject(&VectorTwo, &D3DXVECTOR3(MouseX, MouseY, 1.0f), &ViewPort, &this->ProjectionMatrix, &this->ViewMatrix, &WorldMatrix); // Calculate the resulting vector components. float WorldZ = 0.0f; float WorldX = ((WorldZ - VectorOne.z) * (VectorTwo.x - VectorOne.x)) / (VectorTwo.z - VectorOne.z) + VectorOne.x; float WorldY = ((WorldZ - VectorOne.z) * (VectorTwo.y - VectorOne.y)) / (VectorTwo.z - VectorOne.z) + VectorOne.y; // Move the camera into the screen. this->Position.z = this->Position.z * 0.9f; D3DXMatrixLookAtLH(&this->ViewMatrix, &this->Position, &this->Target, &this->UpDirection); // Calculate the world space vector again based on the new view matrix, D3DXVec3Unproject(&VectorOne, &D3DXVECTOR3(MouseX, MouseY, 0.0f), &ViewPort, &this->ProjectionMatrix, &this->ViewMatrix, &WorldMatrix); D3DXVec3Unproject(&VectorTwo, &D3DXVECTOR3(MouseX, MouseY, 1.0f), &ViewPort, &this->ProjectionMatrix, &this->ViewMatrix, &WorldMatrix); // Calculate the resulting vector components. float WorldZ2 = 0.0f; float WorldX2 = ((WorldZ2 - VectorOne.z) * (VectorTwo.x - VectorOne.x)) / (VectorTwo.z - VectorOne.z) + VectorOne.x; float WorldY2 = ((WorldZ2 - VectorOne.z) * (VectorTwo.y - VectorOne.y)) / (VectorTwo.z - VectorOne.z) + VectorOne.y; // Create a temporary translation matrix for calculating the origin offset. D3DXMATRIX TranslationMatrix; D3DXMatrixIdentity(&TranslationMatrix); // Calculate the origin offset. D3DXMatrixTranslation(&TranslationMatrix, WorldX2 - WorldX, WorldY2 - WorldY, 0.0f); // At the offset to the cameras world matrix. this->WorldMatrix = this->WorldMatrix * TranslationMatrix; } Maybe someone has even a better solution than mine.

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  • Grpahic hardwares

    - by Vanangamudi
    Which vendor provides better GPGPU. my requirements are confined to rendering utilising the GPU for BSDF building for e.g. Intel started providing Ivy Bridge chipset GPU, which are comparably fast to HD5960 cards. I'm not that against nvidia or amd. but I'm a fan of Intel. how it compares to nvidia in price and performance. if possible may I know, how all of them perform with OpenCL?? I'm not sure if it is right to ask it here. but I don't know where to ask.

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  • Separating logic and data in browser game

    - by Tesserex
    I've been thinking this over for days and I'm still not sure what to do. I'm trying to refactor a combat system in PHP (...sorry.) Here's what exists so far: There are two (so far) types of entities that can participate in combat. Let's just call them players and NPCs. Their data is already written pretty well. When involved in combat, these entities are wrapped with another object in the DB called a Combatant, which gives them information about the particular fight. They can be involved in multiple combats at once. I'm trying to write the logic engine for combat by having combatants injected into it. I want to be able to mock everything for testing. In order to separate logic and data, I want to have two interfaces / base classes, one being ICombatantData and the other ICombatantLogic. The two implementers of data will be one for the real objects stored in the database, and the other for my mock objects. I'm now running into uncertainties with designing the logic side of things. I can have one implementer for each of players and NPCs, but then I have an issue. A combatant needs to be able to return the entity that it wraps. Should this getter method be part of logic or data? I feel strongly that it should be in data, because the logic part is used for executing combat, and won't be available if someone is just looking up information about an upcoming fight. But the data classes only separate mock from DB, not player from NPC. If I try having two child classes of the DB data implementer, one for each entity type, then how do I architect that while keeping my mocks in the loop? Do I need some third interface like IEntityProvider that I inject into the data classes? Also with some of the ideas I've been considering, I feel like I'll have to put checks in place to make sure you don't mismatch things, like making the logic for an NPC accidentally wrap the data for a player. Does that make any sense? Is that a situation that would even be possible if the architecture is correct, or would the right design prohibit that completely so I don't need to check for it? If someone could help me just layout a class diagram or something for this it would help me a lot. Thanks. edit Also useful to note, the mock data class doesn't really need the Entity, since I'll just be specifying all the parameters like combat stats directly instead. So maybe that will affect the correct design.

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  • What should I do if my text exceeds my text render target boundaries?

    - by user1423893
    I have a method for drawing strings in 3D that does the following: Set a render target Draw each character as a quadrangle using a orthographic projection to the render target Unset the render target Draw the render target texture using a perspective projection and a world transform My problem is how to deal with strings whose characters length exceeds that of the render target dimensions? For example if I have string "This is a reallllllllllly long string" and the render target can't accommodate it, it will only capture "This is a realllll". The render target (and its size) could be set each frame but wouldn't that be far too costly?

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  • XNA - Obtaining depth from the scene's render target?

    - by user1423893
    I'm currently rendering my scene to a render target so it can be used for rendering methods such as post processing and order independent transparency. rtScene = new RenderTarget2D( GraphicsDevice, GraphicsDevice.PresentationParameters.BackBufferWidth, GraphicsDevice.PresentationParameters.BackBufferHeight, false, SurfaceFormat.Rgba64, DepthFormat.Depth24Stencil8, // Requires a depth format for objects to be drawn correctly (e.g. wireframe model surrounding model) 0, RenderTargetUsage.PreserveContents ); I am required to use RenderTargetUsage.PreserveContents so that the same render target can be rendered to multiple times, once for each of the draw methods below. DrawBackground DrawDeferred DrawForward DrawTransparent The problem is that DrawTransparent requires a copy of the scene's depth as a texture. Is there any way to obtain this from the scene render target above (rtScene)? I can't have more than one render target with RenderTargetUsage.PreserveContents as this causes problems on hardware such as the XBOX 360, so rendering the depth to a separate render target at the same time as I render the scene isn't possible as far as I can tell. Would I be able to get around this problem by "Ping-Ponging" two render targets (using the more compatible RenderTargetUsage.DiscardContents) and using the result for the depth texture?

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  • Open Source Analysis

    - by BluFire
    There are a lot of code in open source projects, looking at all of the code is time consuming and can be confusing to a novice like me. Are there any sections of open-source projects that should be focused on? What should I focus on when I look at code? I'm asking this in general because if I ask this specifically, the question will only apply in one or two projects rather than an entire group of projects ranging in different types of games and difficulty.

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  • Best way to calculate unit deaths in browser game combat?

    - by MikeCruz13
    My browser game's combat system is written and mechanically functioning well. It's written in PHP and uses a SQL database. I'm happy with the unit balance in relation to one another. I am, however, a little worried about how I'm calculating unit deaths when one player attacks another because the deaths seem to pile up a little fast for my taste. For this system, a battle doesn't just trigger, calculate winner, and end. Instead, it is allowed to go for several rounds (say one round every 15 mins.) until one side passes a threshold of being too strong for the other player and allows players to send reinforcements between rounds. Each round, units pair up and attack each other. Essentially what I do is calculate the damage: AP = Attack Points HP = Hit Points Units AP * Quantity * Random Factors * other factors (such as attrition) I take that and divide by the defending unit's HP to find the number of casualties of defending units. So, for example (simplified to take out some factors), if I have: 500 attackers with 50 AP vs 1000 defenders with 100 HP = 250 deaths. I wonder if that last step could be handled better to reduce the deaths piling up. Some ideas: I just change all the units with more HP? I make sure to set the Attacking unit's AP to be a max of the defender's HP to make sure they only kill 1 unit. (is that fair if I have less huge units vs many small units?) I spread the damage around more by including the defending unit's quantity more? i.e. in that scenario some are dead and some are 50% damage. (How would I track this every round?) Other better mathematical approaches?

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  • Soccer Game only with National Team names (country names) what about player names? [duplicate]

    - by nightkarnation
    This question already has an answer here: Legal issues around using real players names and team emblems in an open source game 2 answers Ok...this question hasn't been asked before, its very similar to some, but here's the difference: I am making a soccer/football simulator game, that only has national teams (with no official logos) just the country names and flags. Now, my doubt is the following...can I use real player names (that play or played on that national team?) From what I understand if I use a player name linked to a club like Barcelona FC (not a national team) I need the right from the club and the association that club is linked to, right? But If I am only linking the name just to a country...I might just need the permission of the actual player (that I am using his name) and not any other associations, correct? Thanks a lot in advance! Cheers, Diego.

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  • Information about rendering, batches, the graphical card, performance etc. + XNA?

    - by Aidiakapi
    I know the title is a bit vague but it's hard to describe what I'm really looking for, but here goes. When it comes to CPU rendering, performance is mostly easy to estimate and straightforward, but when it comes to the GPU due to my lack of technical background information, I'm clueless. I'm using XNA so it'd be nice if theory could be related to that. So what I actually wanna know is, what happens when and where (CPU/GPU) when you do specific draw actions? What is a batch? What influence do effects, projections etc have? Is data persisted on the graphics card or is it transferred over every step? When there's talk about bandwidth, are you talking about a graphics card internal bandwidth, or the pipeline from CPU to GPU? Note: I'm not actually looking for information on how the drawing process happens, that's the GPU's business, I'm interested on all the overhead that precedes that. I'd like to understand what's going on when I do action X, to adapt my architectures and practices to that. Any articles (possibly with code examples), information, links, tutorials that give more insight in how to write better games are very much appreciated. Thanks :)

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  • Collision detection between a sprite and rectangle in canvas

    - by Andy
    I'm building a Javascript + canvas game which is essentially a platformer. I have the player all set up and he's running, jumping and falling, but I'm having trouble with the collision detection between the player and blocks (the blocks will essentially be the platforms that the player moves on). The blocks are stored in an array like this: var blockList = [[50, 400, 100, 100]]; And drawn to the canvas using this: this.draw = function() { c.fillRect(blockList[0][0], blockList[0][1], 100, 100); } I'm checking for collisions using something along these lines in the player object: this.update = function() { // Check for collitions with blocks for(var i = 0; i < blockList.length; i++) { if((player.xpos + 34) > blockList[i][0] && player.ypos > blockList[i][1]) { player.xpos = blockList[i][0] - 28; return false; } } // Other code to move the player based on keyboard input etc } The idea is if the player will collide with a block in the next game update (the game uses a main loop running at 60Htz), the function will return false and exit, thus meaning the player won't move. Unfortunately, that only works when the player hits the left side of the block, and I can't work out how to make it so the player stops if it hits any side of the block. I have the properties player.xpos and player.ypos to help here.

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  • Particle Effect Completion

    - by Siddharth
    In my game I use particle effect for various purposes. In that I detect the completion of the particle effect. Basically I want to do something after completion of the particle effect. But the problem is that I didn't able to find the particle effect completion. So any community member please help me. EDIT : I was creating particle effect using following code pointParticleEmtitter = new PointParticleEmitter(pX, pY); particleSystem = new ParticleSystem(pointParticleEmtitter, maxRate, minRate, maxParticles, mParticleTextureRegion.deepCopy()); particleSystem.setBlendFunction(GL10.GL_SRC_ALPHA, GL10.GL_ONE); particleSystem.addParticleInitializer(new ColorInitializer(0f, 0f, 1f)); particleSystem.addParticleModifier(new AlphaModifier(1, 0, 0, 0.5f)); particleSystem.addParticleModifier(new ExpireModifier(0.5f)); gameObject.getScene().attachChild(particleSystem); Using above code the particle effect was started but when finished that I want to detect. After finishing effect I want to remove the object from the scene.

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  • What is the simplest way to render video into memory (for drawing to a texture) in .NET?

    - by sebf
    In my project I would like to be able to play back video on surfaces in the world. I intend to do this by having the video frames rendered to a block of memory, then use this to update a texture each frame. Everything is in place - except for the part that actually gets the video. I have looked on Google and found that the video library world is very expansive (and geared towards video processing), and am having trouble finding a suitable one. FFMpeg is very comprehensive, but is an entire suite and would take a good amount of work to integrate. So far the most promising library I've found is the one based on the VLC player libraries - by virtue of it using the same resources as VLC Player it is known to be very capable; it also renders to blocks of memory, but the API (at least of the one on Codeplex) is more of a port of the C++ API rather than a managed wrapper. The 'solution' can be any wrapper/API/library, but with characteristics that make it suitable for use in a rendering engine, namely: Renders the video frame data to memory, so it can be picked up and passed to a texture on the GPU easily. Super simple - all that is needed is a way to load, jump and render a frame programatically - ideally it would use the systems codecs and not require an assortment of plugins. Permissive license (LGPL or more free-er) .NET bindings at least; all the better if it is natively managed Can anyone suggest a lightweight, (.NET) library, that can take a video file, and spit out some frames into a byte[]?

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  • Implementing my Entity System. Questions about some problems I have found.

    - by Notbad
    Hi!, Well during this week I have deciding about implementation of my entity system. It is a big topic so it has been difficult to take one option from the whole. This has been my decision: 1) I don't have an entity class it is just an id. 2) I have systems that contain a list of components (the list is homegenous, I mean, RenderSystem will just have RenderComponents). 3) Compones will be just data. 4) There would be some kind of "entity prototypes" in a manager or something from we will create entity instances.Ideally they will define the type of components it has and initialization data. 5) Prototype code to create an entity (this is from the top of my head): int id=World::getInstance()->createEntity("entity template"); 6) This will notify all systems that a new entity has been created, and if the entity needs a component that the system handles it will add it to the entity. Ok, this are the ideas. Let's see if some can help with the problems: 1) The main problem is this templates that are sent to the systems in creation process to populate the entity with needed components. What would you use, an OR(ed) int?, a list of strings?. 2) How to do initialization for components when the entity has been created? How to store this in the template? I have thought about having a function in the template that is virtual and after entity is created an populated, gets the components and sets initialization values. 3) Don't you think this is a lot of work for just an entity creation?. Sorry for the long post, I have tried to expose my ideas and finding in order other could have a start beside exposing my problems. Thanks in advance, Notbad.

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  • XNA - Inconsistent accessibility: parameter type is less accessible than method

    - by DijkeMark
    I have a level class in which I make a new turret. I give the turret the level class as parameter. So far so good. Then in the Update function of the Turret I call a function Shoot(), which has that level parameter it got at the moment I created it. But from that moment it gives the following error: Inconsistent accessibility: parameter type 'Space_Game.Level' is less accessible than method 'Space_Game.GameObject.Shoot(Space_Game.Level, string)' All I know it has something to do with not thr right protection level or something like that. The level class: public Level(Game game, Viewport viewport) { _game = game; _viewport = viewport; _turret = new Turret(_game, "blue", this); _turret.SetPosition((_viewport.Width / 2).ToString(), (_viewport.Height / 2).ToString()); } The Turret Class: public Turret(Game game, String team, Level level) :base(game) { _team = team; _level = level; switch (_team) { case "blue": _texture = LoadResources._blue_turret.Texture; _rows = LoadResources._blue_turret.Rows; _columns = LoadResources._blue_turret.Columns; _maxFrameCounter = 10; break; default: break; } _frameCounter = 0; _currentFrame = 0; _currentFrameMultiplier = 1; } public override void Update() { base.Update(); SetRotation(); Shoot(_level, "turret"); } The Shoot Function (Which is in GameObject class. The Turret Class inherited the GameObject Class. (Am I saying that right?)): protected void Shoot(Level level, String type) { MouseState mouse = Mouse.GetState(); if (mouse.LeftButton == ButtonState.Pressed) { switch (_team) { case "blue": switch (type) { case "turret": TurretBullet _turretBullet = new TurretBullet(_game, _team); level.AddProjectile(_turretBullet); break; default: break; } break; default: break; } } } Thanks in Advance, Mark Dijkema

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  • Transparent parts of texture are opaque black instead

    - by Aaron
    I render a sprite twice, one on top of the other. The sprites have transparent parts, so I should be able to see the bottom sprite under the top sprite. The transparent parts are black (the clear colour) and opaque instead though and the topmost sprite blocks the bottom sprite. My fragment shader is trivial: uniform sampler2D texture; varying vec2 f_texcoord; void main() { gl_FragColor = texture2D(texture, f_texcoord); } I have glEnable(GL_BLEND) and glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) in my initialization code. My texture comes from a PNG file that I load with libpng. I'm sure to use GL_RGBA when initializing the texture with glTexImage2D (otherwise the sprites look like noise).

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  • In what kind of variable type is the player position stored on a MMORPG such as WoW?

    - by jokoon
    I even heard J. Carmack quickly talk about it... How a software can track a player's position so accurately, being on a such huge world, without loading between zones, and on a multiplayer scale ? How is the data formatted when it passes through the netcode ? I can understand how vertices are stored into the graphic card's memory, but when it comes to synchronize the multiplayer, I can't imagine what is best.

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  • GLSL per pixel lighting with custom light type

    - by Justin
    Ok, I am having a big problem here. I just got into GLSL yesterday, so the code will be terrible, I'm sure. Basically, I am attempting to make a light that can be passed into the fragment shader (for learning purposes). I have four input values: one for the position of the light, one for the color, one for the distance it can travel, and one for the intensity. I want to find the distance between the light and the fragment, then calculate the color from there. The code I have gives me a simply gorgeous ring of light that get's twisted and widened as the matrix is modified. I love the results, but it is not even close to what I am after. I want the light to be moved with all of the vertices, so it is always in the same place in relation to the objects. I can easily take it from there, but getting that to work seems to be impossible with my current structure. Can somebody give me a few pointers (pun not intended)? Vertex shader: attribute vec4 position; attribute vec4 color; attribute vec2 textureCoordinates; varying vec4 colorVarying; varying vec2 texturePosition; varying vec4 fposition; varying vec4 lightPosition; varying float lightDistance; varying float lightIntensity; varying vec4 lightColor; void main() { vec4 ECposition = gl_ModelViewMatrix * gl_Vertex; vec3 tnorm = normalize(vec3 (gl_NormalMatrix * gl_Normal)); fposition = ftransform(); gl_Position = fposition; gl_TexCoord[0] = gl_MultiTexCoord0; fposition = ECposition; lightPosition = vec4(0.0, 0.0, 5.0, 0.0) * gl_ModelViewMatrix * gl_Vertex; lightDistance = 5.0; lightIntensity = 1.0; lightColor = vec4(0.2, 0.2, 0.2, 1.0); } Fragment shader: varying vec4 colorVarying; varying vec2 texturePosition; varying vec4 fposition; varying vec4 lightPosition; varying float lightDistance; varying float lightIntensity; varying vec4 lightColor; uniform sampler2D texture; void main() { float l_distance = sqrt((gl_FragCoord.x * lightPosition.x) + (gl_FragCoord.y * lightPosition.y) + (gl_FragCoord.z * lightPosition.z)); float l_value = lightIntensity / (l_distance / lightDistance); vec4 l_color = vec4(l_value * lightColor.r, l_value * lightColor.g, l_value * lightColor.b, l_value * lightColor.a); vec4 color; color = texture2D(texture, gl_TexCoord[0].st); gl_FragColor = l_color * color; //gl_FragColor = fposition; }

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  • Material tiling and offset in unity

    - by Simran kaur
    Ambiguity: What exactly is the difference between Tiling the material and Offset of material? Need to do: I need the material to be repeated n times on the object where I need to set the value of n via script.How do I do it? It seems to happen through Tiling(tried via inspector) but again what is difference between mainTextureOffset and setTextureOffset? Tried: Following is the line of code that I tried to repeat the texture n number of times on an object(repeat across the width of object), but it does nothing significant that I can see.

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  • Collisions on complex map 2D

    - by waxx
    I'm currently thinking about collision and map system that I want to use in my next game and I'm kind of puzzled. Maps are going to be somewhat complex with lots of irregularities and thus tiling is out of question. I thought about an editor where you'd draw rectangles on the map that would represent areas that are collidable with and then saving such "collision map" with only black/white gfx. Or maybe should I save exact rectangles data with their x/y/width/height into some text file and go from there? What would you recommend? Thanks.

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  • Wall avoidance steering

    - by Vodemki
    I making a small steering simulator using the reynolds boid algorythm. Now I want to add a wall avoidance feature. My walls are in 3D and defined using two points like that: ---------. P2 | | P1 .--------- My agents have a velocity, a position, etc... Could you tell me how to make avoidance with my agents ? Vector2D ReynoldsSteeringModel::repulsionFromWalls() { Vector2D force; vector<Wall *> wallsList = walls(); Point2D pos = self()->position(); Vector2D velocity = self()->velocity(); for (unsigned i=0; i<wallsList.size(); i++) { //TODO } return force; } Then I use all the forces returned by my boid functions and I apply it to my agent. I just need to know how to do that with my walls ? Thanks for your help.

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  • System hangs at glReadPixel call with GL_TEXTURE_2D_ARRAY for texturing

    - by Roshan
    I am calling glReadPixel after glDrawArray call. I am rendering a geometry with 3D texture on it as a target GL_TEXTURE_2D_ARRAY. My systems hangs at glreadpixel call. When i use target as GL_TEXTURE_3D the issue does not occurs and it correctly reads the framebuffer contents. glReadPixels(0, 0, GetViewportWidth(), GetViewportHeight(), GL_RGBA, GL_UNSIGNED_BYTE, (GLvoid *)rendered_pixels); I am using SNORM textures with GL_byte data in glTeximage3D call and I am not calling glPixelStorei, is it because of this? What should be the parameter for pixelstore call?

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