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  • HLSL - Creating Shadows in 2D

    - by richard
    The way that I create shadows is by the following technique: http://www.catalinzima.com/2010/07/my-technique-for-the-shader-based-dynamic-2d-shadows/ But I have questions to HLSL. The way that I currently do it is, I have a black and white image, where Black means 'object', and white means 'nothing'. I then distort the image like in the tutorial. I do this with a pixel shader, but instead of rendering to the screen, I render to a texture, back to my application. I then take this, and create the shadows, and then send it back to the graphics card to undo the distortion, after the shadow has been added - this comes back and I have a stencil of shadow. I can put this ontop of the original image and send them back to the graphics card, which then puts them on the screen. To me this is alot of back and forth. Is there a way i can avoid this? The problem that I am having is that I need to basically go through all positions in the texture 3 times, and use the new new texture every time instead of the orginal one. I tried to read up on Passes, but i don't think that i am heading in the right direction there. Help?

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  • Keeping the camera from going through walls in a first person game in Unity?

    - by Timothy Williams
    I'm using a modified version of the standard Unity First Person Controller. At the moment when I stand near walls, the camera clips through and lets me see through the wall. I know about camera occlusion and have implemented it in 3rd person games, but I have no clue how I'd accomplish this in a first person game, since the camera doesn't move from the player at all. How do other people accomplish this?

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  • 2D game collision response: SAT & minimum displacement along a given axis?

    - by Archagon
    I'm trying to implement a collision system in a 2D game I'm making. The separating axis theorem (as described by metanet's collision tutorial) seems like an efficient and robust way of handling collision detection, but I don't quite like the collision response method they use. By blindly displacing along the axis of least overlap, the algorithm simply ignores the previous position of the moving object, which means that it doesn't collide with the stationary object so much as it enters it and then bounces out. Here's an example of a situation where this would matter: According to the SAT method described above, the rectangle would simply pop out of the triangle perpendicular to its hypotenuse: However, realistically, the rectangle should stop at the lower right corner of the triangle, as that would be the point of first collision if it were moving continuously along its displacement vector: Now, this might not actually matter during gameplay, but I'd love to know if there's a way of efficiently and generally attaining accurate displacements in this manner. I've been racking my brains over it for the past few days, and I don't want to give up yet! (Cross-posted from StackOverflow, hope that's not against the rules!)

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  • Game World Design [on hold]

    - by GameDev
    I have one doubt about world game developing. I want to do a kind of platform game mixed with RPG (Side Scroll). What's the best to draw the world, - Draw everything than use the camera to move around the world - Draw just what you see as the player moves draw the new stuff. I'm new at this and didn't had any course for it. So if anyone can help me thanks :) PS: Any recommendation to learning game concept, like drawing world theory, play etc.. (not code and i want to 2D and i only see books for 3D stuff)

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  • Checker AI in visual basic not working [on hold]

    - by Eugene Galkine
    I am trying to a make checkers in visual basic with ai. I am using the minimax algorithm (or at least what I understand of it) and it works, except the ai is retarded and plays like it is trying to loose and I tried to switch around the min and the max but the results are IDENTICAL. I am pissed of and have been trying to fix it for over a week now, I would really appreciate it if someone could help me out here. I have 3 years experience of programming (in Java, only about of month of VB experience) and I always am able to solve all my errors on my own so I don't know why I can't get this to work. The program is not at all optimized or anything at this point and is over 1.2K lines long, so here is the entire vb project instead: https://www.dropbox.com/sh/evii0jendn93ir2/9fntwH2dNW I would really appreciate any help I could get.

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  • Objective C - Aggro with Images

    - by Will
    I have three UIImageViews. enemy1, enemy1AggroBox and mainSprite. What I want to do is when mainSprite and enemy1AggroBox interect, I want enemy1 to start moving towards mainSprite. Basically creating aggro for a game. if(CGRectIntersectsRect(mainSprite.frame, enemy1AggroBox.frame)){ //Code here// } My plan would be to call this method in viewDidLoad. I'm not using any sort of framework like cocos2d or OpenGLES. If you need to see any more code just ask.

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  • Acceptable GC frequency for a SlimDX/Windows/.NET game?

    - by Rei Miyasaka
    I understand that the Windows GC is much better than the Xbox/WP7 GC, being that it's generational and multithreaded -- so I don't need to worry quite as much about avoiding memory allocation. SlimDX even has some unavoidable functions that generate some amount of garbage (specifically, MapSubresource creates DataBoxes), yet people don't seem to be too upset about it. I'd like to use some functional paradigms to write my code too, which also means creating objects like closures and monads. I know premature optimization isn't a good thing, but are there rules of thumb or metrics that I can follow to know whether I need to cut down on allocations? Is, say, one gen 0 GC per frame too much? One thing that has me stumped is object promotions. Gen 0 GCs will supposedly finish within a millisecond or two, but if I'm understanding correctly, it's the gen 1 and 2 promotions that start to hurt. I'm not too sure how I can predict/prevent these.

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  • Random World Generation

    - by Alex Larsen
    I'm making a game like minecraft (although a different idea) but I need a random world generator for a 1024 block wide and 256 block tall map. Basically so far I have a multidimensional array for each layer of blocks (a total of 262,114 blocks). This is the code I have now: Block[,] BlocksInMap = new Block[1024, 256]; public bool IsWorldGenerated = false; Random r = new Random(); private void RunThread() { for (int BH = 0; BH <= 256; BH++) { for (int BW = 0; BW <= 1024; BW++) { Block b = new Block(); if (BH >= 192) { } BlocksInMap[BW, BH] = b; } } IsWorldGenerated = true; } public void GenWorld() { new Thread(new ThreadStart(RunThread)).Start(); } I want to make tunnels and water but the way blocks are set is like this: Block MyBlock = new Block(); MyBlock.BlockType = Block.BlockTypes.Air; How would I manage to connect blocks so the land is not a bunch of floating dirt and stone?

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  • How to determine where on a path my object will be at a given point in time?

    - by Dave
    I have map and an obj that is meant to move from start to end in X amount of time. The movements are all straight lines, as curves are beyond my ability at the moment. So I am trying to get the object to move from these points, but along the way there are way points which keep it on a given path. The speed of the object is determined by how long it will take to get from start to end (based on X). This is what i have so far: //get_now() returns seconds since epoch var timepassed = get_now() - myObj[id].start; //seconds since epoch for departure var timeleft = myObj[id].end - get_now(); //seconds since epoch for arrival var journey_time = 60; //this means 60 minutes total journey time var array = [[650,250]]; //way points along the straight paths if(step == 0 || step =< array.length){ var destinationx = array[step][0]; var destinationy = array[step][1]; }else if( step == array.length){ var destinationx = 250; var destinationy = 100; } else { var destinationx = myObj[id].startx; var destinationy = myObj[id].starty; } step++; When the user logs in at any given time, the object needs to be drawn in the correct place of the path, almost as if its been travelling along the path whilst the user has not been at the PC with the available information i have above. How do I do this? Note: The camera angle in the game is a birds eye view so its a straight forward X:Y rather than isometric angles.

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  • Virtual Economy Setup - Virtual currencies advice

    - by Sarah Simpson
    I'm trying to figure out how to build my virtual economy. It seems like some games have one currency and some of them have up to 3 and 4 different ones. The game is an action game which is currently single player but I'm planning on adding a tournament mode that allows users to compete against each other. The virtual goods that a user would be able to purchase would be either customization to the character or powerups and utilities that give the character more abilities in the game. The character is able to gain coins during game play. The advice I'm trying to get is whether or not it makes sense to set up more than one currency and more than two currencies? What are the pros and cons? Reference to some resources that indicate research would be great.

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  • How do I get my character to move after adding to JFrame?

    - by A.K.
    So this is kind of a follow up on my other JPanel question that got resolved by playing around with the Layout... Now my MouseListener allows me to add a new Board(); object from its class, which is the actual game map and animator itself. But since my Board() takes Key Events from a Player Object inside the Board Class, I'm not sure if they are being started. Here's my Frame Class, where SideScroller S is the player object: package OurPackage; //Made By A.K. 5/24/12 //Contains Frame. import java.awt.BorderLayout; import java.awt.Button; import java.awt.CardLayout; import java.awt.Color; import java.awt.Container; import java.awt.Dimension; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.GridBagLayout; import java.awt.GridLayout; import java.awt.Image; import java.awt.Rectangle; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyEvent; import java.awt.event.MouseAdapter; import java.awt.event.MouseEvent; import java.awt.event.MouseListener; import javax.swing.*; import javax.swing.plaf.basic.BasicOptionPaneUI.ButtonActionListener; public class Frame implements MouseListener { public static boolean StartGame = false; JFrame frm = new JFrame("Action-Packed Jack"); ImageIcon img = new ImageIcon(getClass().getResource("/Images/ActionJackTitle.png")); ImageIcon StartImg = new ImageIcon(getClass().getResource("/Images/JackStart.png")); public Image Title; JLabel TitleL = new JLabel(img); public JPanel TitlePane = new JPanel(); public JPanel BoardPane = new JPanel(); JPanel cards; JButton StartB = new JButton(StartImg); Board nBoard = new Board(); static Sound nSound; public Frame() { frm.setLayout(new GridBagLayout()); cards = new JPanel(new CardLayout()); nSound = new Sound("/Sounds/BunchaJazz.wav"); TitleL.setPreferredSize(new Dimension(970, 420)); frm.add(TitleL); frm.add(cards); cards.setSize(new Dimension(150, 45)); cards.setLayout(new GridBagLayout ()); cards.add(StartB); StartB.addMouseListener(this); StartB.setPreferredSize(new Dimension(150, 45)); frm.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frm.setSize(1200, 420); frm.setVisible(true); frm.setResizable(false); frm.setLocationRelativeTo(null); frm.pack(); } public static void main(String[] args) { SwingUtilities.invokeLater(new Runnable() { public void run() { new Frame(); } }); } public void mouseClicked(MouseEvent e) { nSound.play(); StartB.setContentAreaFilled(false); cards.remove(StartB); frm.remove(TitleL); frm.remove(cards); frm.setLayout(new GridLayout(1, 1)); frm.add(nBoard); //Add Game "Tiles" Or Content. x = 1200 nBoard.setPreferredSize(new Dimension(1200, 420)); cards.revalidate(); frm.validate(); } @Override public void mouseEntered(MouseEvent arg0) { // TODO Auto-generated method stub } @Override public void mouseExited(MouseEvent arg0) { // TODO Auto-generated method stub } @Override public void mousePressed(MouseEvent arg0) { // TODO Auto-generated method stub } @Override public void mouseReleased(MouseEvent arg0) { // TODO Auto-generated method stub } }

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  • Triangle Strips and Tangent Space Normal Mapping

    - by Koarl
    Short: Do triangle strips and Tangent Space Normal mapping go together? According to quite a lot of tutorials on bump mapping, it seems common practice to derive tangent space matrices in a vertex program and transform the light direction vector(s) to tangent space and then pass them on to a fragment program. However, if one was using triangle strips or index buffers, it is a given that the vertex buffer contains vertices that sit at border edges and would thus require more than one normal to derive tangent space matrices to interpolate between in fragment programs. Is there any reasonable way to not have duplicate vertices in your buffer and still use tangent space normal mapping? Which one do you think is better: Having normal and tangent encoded in the assets and just optimize the geometry handling to alleviate the cost of duplicate vertices or using triangle strips and computing normals/tangents completely at run time? Thinking about it, the more reasonable answer seems to be the first one, but why might my professor still be fussing about triangle strips when it seems so obvious?

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  • 3D Studio Max biped restrictions?

    - by meds
    I have a stock biped character in 3D studio max which has a jump animation. The problem I have with the jump animation is that there is actual y offset happening inside it which makes it awkward to play while the character is jumping since it's not only jumping in the game world but the jump animation is adding its own height offset. I'm tryuing to remove the jump animations height offset, so far I've found the root node and deleted all its key frames which has helped a bit. The problem I'm having now is that the character still has some height offset and if I try to lower it it has a fake 'ground' that isn't at 0 and the limbs sort of bend on the imaginary floor, si there a way to remove this restriction just for the jump animation? Here's what I mean: http://i.imgur.com/qoWIR.png Any idea for a fix? I'm using Unity 3D if that opens any other possibilities...

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  • What are the possible options for AI path-finding etc when the world is "partitionned"?

    - by Sebastien Diot
    If you anticipate a large persistent game world, and you don't want to end up with some game server crashing due to overload, then you have to design from the ground up a game world that is partitioned in chunks. This is in particular true if you want to run your game servers in the cloud, where each individual VM is relatively week, and memory and CPU are at a premium. I think the biggest challenge here is that the player receives all the parts around the location of the avatar, but mobs/monsters are normally located in the server itself, and can only directly access the data about the part of the world that the server own. So how can we make the AI behave realistically in that context? It can send queries to the other servers that own the neighboring parts, but that sounds rather network intensive and latency prone. It would probably be more performant for each mob AI to be spread over the neighboring parts, and proactively send the relevant info to the part that contains the actual mob atm. That would also reduce the stress in a mob crossing a border between two parts, and therefore "switching server". Have you heard of any AI design that solves those issues? Some kind of distributed AI brain? Maybe some kind of "agent" community working together through message passing?

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  • how to get an SDP record for bluetooth service??

    - by user302798
    Hi I'm new to both winsock and bluetooth programming. I need to develop a bluetooth service to run on a pc. Looking at the MSDN library they say to use WSASetService(http://msdn.microsoft.com/en-us/library/aa362921%28VS.85%29.aspx) function to publish a service. The problem is that the WSAQUERYSET(http://msdn.microsoft.com/en-us/library/aa362920%28VS.85%29.aspx) structure, that has to be passed to WSASetService, needs a binary SDP record and i don't know how to get it. In the Windows embedded section of the MSDN library they describe a procedure to obtain an SDP record using Bthnscreate. I installed Windows CE 6 to use this tool but i can't find it in the install directory nor in the entire system. How can i get an SDP record? Thanks!

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  • Scaling Down Pixel Art?

    - by Michael Stum
    There's plenty of algorithms to scale up pixel art (I prefer hqx personally), but are there any notable algorithms to scale it down? In my case, the game is designed to run at 1280x720, but if someone plays at a lower resolution I want it to still look good. Most Pixel Art discussions center around 320x200 or 640x480 and upscaling for use in console emulators, but I wonder how modern 2D games like the Monkey Island Remake look good on lower resolutions? (Ignoring the options of having multiple versions of assets (essentially, mipmapping))

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  • Light following me around the room. Something is wrong with my shader!

    - by Robinson
    I'm trying to do a spot (Blinn) light, with falloff and attenuation. It seems to be working OK except I have a bit of a space problem. That is, whenever I move the camera the light moves to maintain the same relative position, rather than changing with the camera. This results in the light moving around, i.e. not always falling on the same surfaces. It's as if there's a flashlight attached to the camera. I'm transforming the lights beforehand into view space, so Light_Position and Light_Direction are already in eye space (I hope!). I made a little movie of what it looks like here: My camera rotating around a point inside a box. The light is fixed in the centre up and its "look at" point in a fixed position in front of it. As you can see, as the camera rotates around the origin (always looking at the centre), so don't think the box is rotating (!). The lighting follows it around. To start, some code. This is how I'm transforming the light into view space (it gets passed into the shader already in view space): // Compute eye-space light position. Math::Vector3d eyeSpacePosition = MyCamera->ViewMatrix() * MyLightPosition; MyShaderVariables->Set(MyLightPositionIndex, eyeSpacePosition); // Compute eye-space light direction vector. Math::Vector3d eyeSpaceDirection = Math::Unit(MyLightLookAt - MyLightPosition); MyCamera->ViewMatrixInverseTranspose().TransformNormal(eyeSpaceDirection); MyShaderVariables->Set(MyLightDirectionIndex, eyeSpaceDirection); Can anyone give me a clue as to what I'm doing wrong here? I think the light should remain looking at a fixed point on the box, regardless of the camera orientation. Here are the vertex and pixel shaders: /////////////////////////////////////////////////// // Vertex Shader /////////////////////////////////////////////////// #version 420 /////////////////////////////////////////////////// // Uniform Buffer Structures /////////////////////////////////////////////////// // Camera. layout (std140) uniform Camera { mat4 Camera_View; mat4 Camera_ViewInverseTranspose; mat4 Camera_Projection; }; // Matrices per model. layout (std140) uniform Model { mat4 Model_World; mat4 Model_WorldView; mat4 Model_WorldViewInverseTranspose; mat4 Model_WorldViewProjection; }; // Spotlight. layout (std140) uniform OmniLight { float Light_Intensity; vec3 Light_Position; vec3 Light_Direction; vec4 Light_Ambient_Colour; vec4 Light_Diffuse_Colour; vec4 Light_Specular_Colour; float Light_Attenuation_Min; float Light_Attenuation_Max; float Light_Cone_Min; float Light_Cone_Max; }; /////////////////////////////////////////////////// // Streams (per vertex) /////////////////////////////////////////////////// layout(location = 0) in vec3 attrib_Position; layout(location = 1) in vec3 attrib_Normal; layout(location = 2) in vec3 attrib_Tangent; layout(location = 3) in vec3 attrib_BiNormal; layout(location = 4) in vec2 attrib_Texture; /////////////////////////////////////////////////// // Output streams (per vertex) /////////////////////////////////////////////////// out vec3 attrib_Fragment_Normal; out vec4 attrib_Fragment_Position; out vec2 attrib_Fragment_Texture; out vec3 attrib_Fragment_Light; out vec3 attrib_Fragment_Eye; /////////////////////////////////////////////////// // Main /////////////////////////////////////////////////// void main() { // Transform normal into eye space attrib_Fragment_Normal = (Model_WorldViewInverseTranspose * vec4(attrib_Normal, 0.0)).xyz; // Transform vertex into eye space (world * view * vertex = eye) vec4 position = Model_WorldView * vec4(attrib_Position, 1.0); // Compute vector from eye space vertex to light (light is in eye space already) attrib_Fragment_Light = Light_Position - position.xyz; // Compute vector from the vertex to the eye (which is now at the origin). attrib_Fragment_Eye = -position.xyz; // Output texture coord. attrib_Fragment_Texture = attrib_Texture; // Compute vertex position by applying camera projection. gl_Position = Camera_Projection * position; } and the pixel shader: /////////////////////////////////////////////////// // Pixel Shader /////////////////////////////////////////////////// #version 420 /////////////////////////////////////////////////// // Samplers /////////////////////////////////////////////////// uniform sampler2D Map_Diffuse; /////////////////////////////////////////////////// // Global Uniforms /////////////////////////////////////////////////// // Material. layout (std140) uniform Material { vec4 Material_Ambient_Colour; vec4 Material_Diffuse_Colour; vec4 Material_Specular_Colour; vec4 Material_Emissive_Colour; float Material_Shininess; float Material_Strength; }; // Spotlight. layout (std140) uniform OmniLight { float Light_Intensity; vec3 Light_Position; vec3 Light_Direction; vec4 Light_Ambient_Colour; vec4 Light_Diffuse_Colour; vec4 Light_Specular_Colour; float Light_Attenuation_Min; float Light_Attenuation_Max; float Light_Cone_Min; float Light_Cone_Max; }; /////////////////////////////////////////////////// // Input streams (per vertex) /////////////////////////////////////////////////// in vec3 attrib_Fragment_Normal; in vec3 attrib_Fragment_Position; in vec2 attrib_Fragment_Texture; in vec3 attrib_Fragment_Light; in vec3 attrib_Fragment_Eye; /////////////////////////////////////////////////// // Result /////////////////////////////////////////////////// out vec4 Out_Colour; /////////////////////////////////////////////////// // Main /////////////////////////////////////////////////// void main(void) { // Compute N dot L. vec3 N = normalize(attrib_Fragment_Normal); vec3 L = normalize(attrib_Fragment_Light); vec3 E = normalize(attrib_Fragment_Eye); vec3 H = normalize(L + E); float NdotL = clamp(dot(L,N), 0.0, 1.0); float NdotH = clamp(dot(N,H), 0.0, 1.0); // Compute ambient term. vec4 ambient = Material_Ambient_Colour * Light_Ambient_Colour; // Diffuse. vec4 diffuse = texture2D(Map_Diffuse, attrib_Fragment_Texture) * Light_Diffuse_Colour * Material_Diffuse_Colour * NdotL; // Specular. float specularIntensity = pow(NdotH, Material_Shininess) * Material_Strength; vec4 specular = Light_Specular_Colour * Material_Specular_Colour * specularIntensity; // Light attenuation (so we don't have to use 1 - x, we step between Max and Min). float d = length(-attrib_Fragment_Light); float attenuation = smoothstep(Light_Attenuation_Max, Light_Attenuation_Min, d); // Adjust attenuation based on light cone. float LdotS = dot(-L, Light_Direction), CosI = Light_Cone_Min - Light_Cone_Max; attenuation *= clamp((LdotS - Light_Cone_Max) / CosI, 0.0, 1.0); // Final colour. Out_Colour = (ambient + diffuse + specular) * Light_Intensity * attenuation; }

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  • Why can we recognize game engines?

    - by Bart van Heukelom
    About many games you can say "oh that's the Unreal engine for sure", "this was made by upgrading GTA 4", etc. We can often recognize the engine used for a game just by looking at its graphics (disregarding menus and such). I'm wondering, why is this? All game engines use the same 3D rendering technology that we all use, and the different games usually have a distinct art style, so what's left to recognize?

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  • Simplest way to use Steam Leaderboards from C# [on hold]

    - by Miau
    We are about to integrate steamworks for leaderboards and achievements into our game. I see there are many open and closed source libraries that can be used to use SteamWorks from C#. Rolling our own wrapper can be done, but if the other libraries are reliable then it would be better to use and perhaps contribute back if we see any obvious gaps. Have you used any and if so what was your experience with the different libraries? Specifically for Leaderboards and achievements The ones I found are: SteamWorks.net Steam4Net Ludosity (can be used outside of Unity apparently)

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  • problem adding bumpmap to textured gluSphere in JOGL

    - by ChocoMan
    I currently have one texture on a gluSphere that represents the Earth being displayed perfectly, but having trouble figuring out how to implement a bumpmap as well. The bumpmap resides in "res/planet/earth/earthbump1k.jpg".Here is the code I have for the regular texture: gl.glTranslatef(xPath, 0, yPath + zPos); gl.glColor3f(1.0f, 1.0f, 1.0f); // base color for earth earthGluSphere = glu.gluNewQuadric(); colorTexture.enable(); // enable texture colorTexture.bind(); // bind texture // draw sphere... glu.gluDeleteQuadric(earthGluSphere); colorTexture.disable(); // texturing public void loadPlanetTexture(GL2 gl) { InputStream colorMap = null; try { colorMap = new FileInputStream("res/planet/earth/earthmap1k.jpg"); TextureData data = TextureIO.newTextureData(colorMap, false, null); colorTexture = TextureIO.newTexture(data); colorTexture.getImageTexCoords(); colorTexture.setTexParameteri(GL2.GL_TEXTURE_MAG_FILTER, GL2.GL_LINEAR); colorTexture.setTexParameteri(GL2.GL_TEXTURE_MIN_FILTER, GL2.GL_NEAREST); colorMap.close(); } catch(IOException e) { e.printStackTrace(); System.exit(1); } // Set material properties gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_MAG_FILTER, GL2.GL_LINEAR); gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_MIN_FILTER, GL2.GL_NEAREST); colorTexture.setTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_WRAP_S); colorTexture.setTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_WRAP_T); } How would I add the bumpmap as well to the same gluSphere?

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  • How do engines avoid "Phase Lock" (multiple objects in same location) in a Physics Engine?

    - by C0M37
    Let me explain Phase Lock first: When two objects of non zero mass occupy the same space but have zero energy (no velocity). Do they bump forever with zero velocity resolution vectors or do they just stay locked together until an outside force interacts? In my home brewed engine, I realized that if I loaded a character into a tree and moved them, they would signal a collision and hop back to their original spot. I suppose I could fix this by implementing impulses in the event of a collision instead of just jumping back to the last spot I was in (my implementation kind of sucks). But while I make my engine more robust, I'm just curious on how most other physics engines handle this case. Do objects that start in the same spot with no movement speed just shoot out from each other in a random direction? Or do they sit there until something happens? Which option is generally the best approach?

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  • Component-wise GLSL vector branching

    - by Gustavo Maciel
    I'm aware that it usually is a BAD idea to operate separately on GLSL vec's components separately. For example: //use instrinsic functions, they do the calculation on 4 components at a time. float dot = v1.x*v2.x + v1.y * v2.y + v1.z * v2.z; //NEVER float dot = dot(v1, v2); //YES //Multiply one by one is not good too, since the ALU can do the 4 components at a time too. vec3 mul = vec3(v1.x * v2.x, v1.y * v2.y, v1.z * v2.z); //NEVER vec3 mul = v1 * v2; I've been struggling thinking, are there equivalent operations for branching? For example: vec4 Overlay(vec4 v1, vec4 v2, vec4 opacity) { bvec4 less = lessThan(v1, vec4(0.5)); vec4 blend; for(int i = 0; i < 4; ++i) { if(less[i]) blend[i] = 2.0 * v1[i]*v2[i]; else blend[i] = 1.0 - 2.0 * (1.0 - v1[i])*(1.0 - v2[i]); } return v1 + (blend-v1)*opacity; } This is a Overlay operator that works component wise. I'm not sure if this is the best way to do it, since I'm afraid these for and if can be a bottleneck later. Tl;dr, Can I branch component wise? If yes, how can I optimize that Overlay function with it?

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  • Drawing text from update method in XNA

    - by Sigh-AniDe
    I am having a problem drawing the "Game Over!" text once the user is on the last tile. This is what I have: The Update and drawText methods are in a class named turtle: public void Update(float scalingFactor, int[,] map, SpriteBatch batch, SpriteFont font) { if (isMovable(mapX, mapY - 1, map)) { position.Y = position.Y - (int)scalingFactor; angle = 0.0f; Program.form.direction = ""; if (mapX == 17 && mapY == 1)// This is the last tile(Tested) { Program.form.BackColor = System.Drawing.Color.Red; drawText(batch, font); } } } public void drawText(SpriteBatch spritebatch, SpriteFont spriteFont) { textPosition.X = 200; // a vector2 textPosition.Y = 200; spritebatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend); spritebatch.DrawString(spriteFont, "Game Over!!!", textPosition, Color.Red); spritebatch.End(); } This update is in the Game1 class: protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); turtle.Update(scalingFactor, map, spriteBatch, font); base.Update(gameTime); } I have also added the font content to LoadContent: font = Content.Load<SpriteFont>("fontType"); What am I doing wrong? Why does the text not want to show on game completion? If I call the turtle.draw() in the main Draw method. The "Game Over" text stays on screen from the beggining. What am I missing? Thanks

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  • How can I make an MMORPG appeal to casual players?

    - by Philipp
    I believe that there is a significant market of players who would enjoy the exploration and interaction aspects of MMORPGs, but simply don't have the time for the endless grinding marathons which are part of the average MMORPG. MMORPGs are all about interaction between players. But when different players have different amounts of time to invest into a game, those with less time to spend will soon lack behind their power-leveling friends and won't be able to interact with them anymore. One way to solve this would be to limit the progress a player can achieve per day, so that it simply doesn't make sense to play more than one or two hours a day. But even the busiest casual players sometimes like to spend a whole sunday afternoon playing a video game. Just stopping them after two hours would be really frustrating. It also creates a pressure to use the daily progress limit every day, because otherwise the player would feel like wasting something. This pressure would be detrimental for casual gamers. What else could be done to level the playing field between those players who play 40+ hours a week and those who can't play more than 10?

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  • Scrolling background stops after awhile?

    - by Lewis
    Can anyone tell me where my maths is wrong please, it stops scrolling after awhile. if (background.position.y < background2.position.y) { background.position = ccp(background.contentSize.width / 2, background.position.y - 50 * delta); background2.position = ccp(background.contentSize.width / 2, background.position.y + background.contentSize.height); } else { background.position = ccp(background2.contentSize.width / 2, background2.position.y - 50 * delta); background.position = ccp(background2.contentSize.width / 2, background2.position.y + background.contentSize.height); } //reset if (background.position.y <-background.contentSize.height / 2) { background.position = ccp(background.contentSize.width / 2 ,background2.position.y + background2.contentSize.height); } else if (background2.position.y < -background2.contentSize.height / 2) { background2.position = ccp(background2.contentSize.width / 2, background.position.y + background.contentSize.height); }

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