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  • Timing Calculations for Opengl ES 2.0 draw calls

    - by Arun AC
    I am drawing a cube in OpenGL ES 2.0 in Linux. I am calculating the time taken for each frame using below function #define NANO 1000000000 #define NANO_TO_MICRO(x) ((x)/1000) uint64_t getTick() { struct timespec stCT; clock_gettime(CLOCK_MONOTONIC, &stCT); uint64_t iCurrTimeNano = (1000000000 * stCT.tv_sec + stCT.tv_nsec); // in Nano Secs uint64_t iCurrTimeMicro = NANO_TO_MICRO(iCurrTimeNano); // in Micro Secs return iCurrTimeMicro; } I am running my code for 100 frames with simple x-axis rotation. I am getting around 200 to 220 microsecs per frame. that means am i getting around (1/220microsec = 4545) FPS Is my GPU is that fast? I strongly doubt this result. what went wrong in the code? Regards, Arun AC

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  • Problems with 3D Array for Voxel Data

    - by Sean M.
    I'm trying to implement a voxel engine in C++ using OpenGL, and I've been working on the rendering of the world. In order to render, I have a 3D array of uint16's that hold that id of the block at the point. I also have a 3D array of uint8's that I am using to store the visibility data for that point, where each bit represents if a face is visible. I have it so the blocks render and all of the proper faces are hidden if needed, but all of the blocks are offset by a power of 2 from where they are stored in the array. So the block at [0][0][0] is rendered at (0, 0, 0), and the block at 11 is rendered at (1, 1, 1), but the block at [2][2][2] is rendered at (4, 4, 4) and the block at [3][3][3] is rendered at (8, 8, 8), and so on and so forth. This is the result of drawing the above situation: I'm still a little new to the more advanced concepts of C++, like triple pointers, which I'm using for the 3D array, so I think the error is somewhere in there. This is the code for creating the arrays: uint16*** _blockData; //Contains a 3D array of uint16s that are the ids of the blocks in the region uint8*** _visibilityData; //Contains a 3D array of bytes that hold the visibility data for the faces //Allocate memory for the world data _blockData = new uint16**[REGION_DIM]; for (int i = 0; i < REGION_DIM; i++) { _blockData[i] = new uint16*[REGION_DIM]; for (int j = 0; j < REGION_DIM; j++) _blockData[i][j] = new uint16[REGION_DIM]; } //Allocate memory for the visibility _visibilityData = new uint8**[REGION_DIM]; for (int i = 0; i < REGION_DIM; i++) { _visibilityData[i] = new uint8*[REGION_DIM]; for (int j = 0; j < REGION_DIM; j++) _visibilityData[i][j] = new uint8[REGION_DIM]; } Here is the code used to create the block mesh for the region: //Check if the positive x face is visible, this happens for every face //Block::VERT_X_POS is just an array of non-transformed cube verts for one face //These checks are in a triple loop, which goes over every place in the array if (_visibilityData[x][y][z] & 0x01 > 0) { _vertexData->AddData(&(translateVertices(Block::VERT_X_POS, x, y, z)[0]), sizeof(Block::VERT_X_POS)); } //This is a seperate method, not in the loop glm::vec3* translateVertices(const glm::vec3 data[], uint16 x, uint16 y, uint16 z) { glm::vec3* copy = new glm::vec3[6]; memcpy(&copy, &data, sizeof(data)); for(int i = 0; i < 6; i++) copy[i] += glm::vec3(x, -y, z); //Make +y go down instead return copy; } I cannot see where the blocks may be getting offset by more than they should be, and certainly not why the offsets are a power of 2. Any help is greatly appreciated. Thanks.

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  • Data Structures for Logic Games / Deduction Rules / Sufficient Set of Clues?

    - by taserian
    I've been cogitating about developing a logic game similar to Einstein's Puzzle , which would have different sets of clues for every new game replay. What data structures would you use to handle the different entities (pets, colors of houses, nationalities, etc.), deduction rules, etc. to guarantee that the clues you provide point to a unique solution? I'm having a hard time thinking about how to get the deduction rules to play along with the possible clues; any insight would be appreciated.

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  • Pathfinding in multi goal, multi agent environment

    - by Rohan Agrawal
    I have an environment in which I have multiple agents (a), multiple goals (g) and obstacles (o). . . . a o . . . . . . . o . g . . a . . . . . . . . . . o . . . . o o o o . g . . o . . . . . . . o . . . . o . . . . o o o o a What would an appropriate algorithm for pathfinding in this environment? The only thing I can think of right now, is to Run a separate version of A* for each goal separately, but i don't think that's very efficient.

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  • Translating an Object to a certain Vector 3 in OpenGL and Java LWJGL

    - by aliasmk
    So after almost two hours, I got the hang of using glTranslated() (with Java and LWJGL). If I am correct, applying glTranslated on an object moves that object with the x,y,z relative to the previously moved object. I believe the correct term for this is local vs global, global being the one I want. I was wondering if there was a way to translate an object to a specific XYZ position, or relative to the origin. Thanks! (Code or other details can be supplied if it helps, just let me know. Also sorry if this is a noob comment, Im very new to OpenGL.)

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  • Collisions between moving ball and polygons

    - by miguelSantirso
    I know this is a very typical problem and that there area a lot of similar questions, but I have been looking for a while and I have not found anything that fits what I want. I am developing a 2D game in which I need to perform collisions between a ball and simple polygons. The polygons are defined as an array of vertices. I have implemented the collisions with the bounding boxes of the polygons (that was easy) and I need to refine that collision in the cases where the ball collides with the bounding box. The ball can move quite fast and the polygons are not too big so I need to perform continuous collisions. I am looking for a method that allows me to detect if the ball collides with a polygon and, at the same time, calculate the new direction for the ball after bouncing in the polygon. (I am using XNA, in case that helps)

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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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  • Strange rendering in XNA/Monogame

    - by Gerhman
    I am trying to render G-Code generated for a 3d-printer as the printed product by reading the file as line segments and the drawing cylinders with the diameter of the filament around the segment. I think I have managed to do this part right because the vertex I am sending to the graphics device appear to have been processed correctly. My problem I think lies somewhere in the rendering. What basically happens is that when I start rotating my model in the X or Y axis then it renders perfectly for half of the rotation but then for the other half it has this weird effect where you start seeing through the outer filament into some of the shapes inside. This effect is the strongest with X rotations though. Here is a picture of the part of the rotation that looks correct: And here is one that looks horrible: I am still quite new to XNA and/Monogame and 3d programming as a whole. I have no idea what could possibly be causing this and even less of an idea of what this type of behavior is called. I am guessing this has something to do with rendering so have added the code for that part: protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Black); basicEffect.World = world; basicEffect.View = view; basicEffect.Projection = projection; basicEffect.VertexColorEnabled = true; basicEffect.EnableDefaultLighting(); GraphicsDevice.SetVertexBuffer(vertexBuffer); RasterizerState rasterizerState = new RasterizerState(); rasterizerState.CullMode = CullMode.CullClockwiseFace; rasterizerState.ScissorTestEnable = true; GraphicsDevice.RasterizerState = rasterizerState; foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes) { pass.Apply(); GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, vertexBuffer.VertexCount); } base.Draw(gameTime); } I don't know if it could be because I am shading something that does not really have a texture. I am using this custom vertex declaration I found on some tutorial that allows me to store a vertex with a position, color and normal: public struct VertexPositionColorNormal { public Vector3 Position; public Color Color; public Vector3 Normal; public readonly static VertexDeclaration VertexDeclaration = new VertexDeclaration ( new VertexElement(0, VertexElementFormat.Vector3, VertexElementUsage.Position, 0), new VertexElement(sizeof(float) * 3, VertexElementFormat.Color, VertexElementUsage.Color, 0), new VertexElement(sizeof(float) * 3 + 4, VertexElementFormat.Vector3, VertexElementUsage.Normal, 0) ); } If any of you have ever seen this type of thing please help. Also, if you think that the problem might lay somewhere else in my code then please just request what part you would like to see in the comments section.

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  • How can I perform 2D side-scroller collision checks in a tile-based map?

    - by bill
    I am trying to create a game where you have a player that can move horizontally and jump. It's kind of like Mario but it isn't a side scroller. I'm using a 2D array to implement a tile map. My problem is that I don't understand how to check for collisions using this implementation. After spending about two weeks thinking about it, I've got two possible solutions, but both of them have some problems. Let's say that my map is defined by the following tiles: 0 = sky 1 = player 2 = ground The data for the map itself might look like: 00000 10002 22022 For solution 1, I'd move the player (the 1) a complete tile and update the map directly. This make the collision easy because you can check if the player is touching the ground simply by looking at the tile directly below the player: // x and y are the tile coordinates of the player. The tile origin is the upper-left. if (grid[x][y+1] == 2){ // The player is standing on top of a ground tile. } The problem with this approach is that the player moves in discrete tile steps, so the animation isn't smooth. For solution 2, I thought about moving the player via pixel coordinates and not updating the tile map. This will make the animation much smoother because I have a smaller movement unit per frame. However, this means I can't really accurately store the player in the tile map because sometimes he would logically be between two tiles. But the bigger problem here is that I think the only way to check for collision is to use Java's intersection method, which means the player would need to be at least a single pixel "into" the ground to register collision, and that won't look good. How can I solve this problem?

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  • Why does calling CreateDXGIFactory prevent my program from exiting?

    - by smoth190
    I'm using CreateDXGIFactory to get the graphics adapters and display modes. When I call it, it works fine and I get all the data. However, when I exit my program, the main Win32 thread exits, but something stays open because it keeps debugging. Does CreateDXGIFactory create an extra thread and I'm not closing it? I don't understand. The only thing I would suspect is that in the documentation it says it doesn't work if it's called from DllMain. It is in a DLL, but it's not called from DllMain. And it doesn't fail, either. I'm using DirectX 11. Here is the function that initializes DirectX. I haven't gotten past retrieving the refresh rate because of this problem. I commented everything out to pinpoint the problem. bool CGraphicsManager::InitDirectX(HWND hWnd, int width, int height) { HRESULT result; IDXGIFactory* factory; IDXGIOutput* output; IDXGIAdapter* adapter; DXGI_MODE_DESC* displayModes; DXGI_ADAPTER_DESC adapterDesc; unsigned int modeCount = 0; unsigned int refreshNum = 0; unsigned int refreshDen = 0; //First, we need to get the monitors refresh rater result = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory); //if(FAILED(result)) //{ //MemoryUtil::MessageBoxError(TEXT("InitDirectX"), 0, 0, TEXT("Failed to create DXGI factory\nError:\n%s"), DXGetErrorDescription(result)); //return false; //} /*//Create a graphics card adapter result = factory->EnumAdapters(0, &adapter); if(FAILED(result)) { MemoryUtil::MessageBoxError(TEXT("InitDirectX"), 0, 0, TEXT("Failed to get graphics adapters\nError:\n%s"), DXGetErrorDescription(result)); return false; } //Get the output result = adapter->EnumOutputs(0, &output); if(FAILED(result)) { MemoryUtil::MessageBoxError(TEXT("InitDirectX"), 0, 0, TEXT("Failed to get adapter output\nError:\n%s"), DXGetErrorDescription(result)); return false; } //Get the modes result = output->GetDisplayModeList(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_ENUM_MODES_INTERLACED, &modeCount, 0); if(FAILED(result)) { MemoryUtil::MessageBoxError(TEXT("InitDirectX"), 0, 0, TEXT("Failed to get mode count\nError:\n%s"), DXGetErrorDescription(result)); return false; } displayModes = new DXGI_MODE_DESC[modeCount]; result = output->GetDisplayModeList(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_ENUM_MODES_INTERLACED, &modeCount, displayModes); if(FAILED(result)) { MemoryUtil::MessageBoxError(TEXT("InitDirectX"), 0, 0, TEXT("Failed to get display modes\nError:\n%s"), DXGetErrorDescription(result)); return false; } //Now we need to find one for our screen size for(unsigned int i = 0; i < modeCount; i++) { if(displayModes[i].Width == (unsigned int)width) { if(displayModes[i].Height == (unsigned int)height) { refreshNum = displayModes[i].RefreshRate.Numerator; refreshDen = displayModes[i].RefreshRate.Denominator; break; } } } //Store the video card data result = adapter->GetDesc(&adapterDesc); if(FAILED(result)) { MemoryUtil::MessageBoxError(TEXT("InitDirectX"), 0, 0, TEXT("Failed to get adapter description\nError:\n%s"), DXGetErrorDescription(result)); return false; } m_videoCard = new CVideoCard(); MemoryUtil::CreateGameObject(m_videoCard); m_videoCard->VideoCardMemory = (unsigned int)(adapterDesc.DedicatedVideoMemory); wcstombs_s(0, m_videoCard->VideoCardDescription, 128, adapterDesc.Description, 128);*/ //ReleaseCOM(output); //ReleaseCOM(adapter); ReleaseCOM(factory); //DeletePointerArray(displayModes); return true; } Also, I don't know if this means anything, but this is some of the output log when the function is commented out: //... 'LostRock.exe': Loaded 'C:\Windows\SysWOW64\msvcr100d.dll', Symbols loaded. 'LostRock.exe': Loaded 'C:\Windows\SysWOW64\imm32.dll', Cannot find or open the PDB file 'LostRock.exe': Loaded 'C:\Windows\SysWOW64\msctf.dll', Cannot find or open the PDB file 'LostRock.exe': Loaded 'C:\Windows\SysWOW64\uxtheme.dll', Cannot find or open the PDB file 'LostRock.exe': Loaded 'C:\Program Files (x86)\Common Files\microsoft shared\ink\tiptsf.dll', Cannot find or open the PDB file 'LostRock.exe': Loaded 'C:\Windows\SysWOW64\ole32.dll', Cannot find or open the PDB file 'LostRock.exe': Loaded 'C:\Windows\SysWOW64\oleaut32.dll', Cannot find or open the PDB file 'LostRock.exe': Loaded 'C:\Windows\SysWOW64\clbcatq.dll', Cannot find or open the PDB file 'LostRock.exe': Loaded 'C:\Windows\SysWOW64\oleacc.dll', Cannot find or open the PDB file The program '[6560] LostRock.exe: Native' has exited with code 0 (0x0). And when it isn't commented out... //... 'LostRock.exe': Loaded 'C:\Windows\SysWOW64\cfgmgr32.dll', Cannot find or open the PDB file 'LostRock.exe': Loaded 'C:\Windows\SysWOW64\devobj.dll', Cannot find or open the PDB file 'LostRock.exe': Loaded 'C:\Windows\SysWOW64\wintrust.dll', Cannot find or open the PDB file 'LostRock.exe': Loaded 'C:\Windows\SysWOW64\crypt32.dll', Cannot find or open the PDB file 'LostRock.exe': Loaded 'C:\Windows\SysWOW64\msasn1.dll', Cannot find or open the PDB file 'LostRock.exe': Unloaded 'C:\Windows\SysWOW64\setupapi.dll' 'LostRock.exe': Unloaded 'C:\Windows\SysWOW64\devobj.dll' 'LostRock.exe': Unloaded 'C:\Windows\SysWOW64\cfgmgr32.dll' 'LostRock.exe': Loaded 'C:\Windows\SysWOW64\clbcatq.dll', Cannot find or open the PDB file 'LostRock.exe': Loaded 'C:\Windows\SysWOW64\oleacc.dll', Cannot find or open the PDB file The thread 'Win32 Thread' (0xb94) has exited with code 0 (0x0). The program '[8096] LostRock.exe: Native' has exited with code 0 (0x0). //This is called when I click "Stop Debugging" P.S. I know it is CreateDXGIFactory because if I comment it out, the program exits correctly.

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  • Best Game Engine/Framework and Language for 2D actor/sprite intensive game

    - by Grungetastic
    I'm new to the game dev world. I have a rather large project in mind (I learn by setting myself challenges :P ) and I'm wondering what the best engine/framework/language is for a 2D game with thousands of sprites/actors on screen at a time. Bare metal type stuff. I need to still be able to zoom in and out with that many actors at once. This game will have no 3D elements. Any thoughts? Suggestions?

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  • Importing a windows project into android using cocos2d-x

    - by Ef Es
    What I am trying to do today is to import a full project to Android, but no tutorials are available for that that I have seen. My approach was to create a new android project, copy all the classes and resources in the folders and calling ./build_native.sh but I get an error because most of the files are not being included in the project. I tried opening the Android.mk and I can see why "LOCAL_SRC_FILES := AppDelegate.cpp \ HelloWorldScene.cpp" are the only files linked. Should I manually modify the make file or can it be automated by some way I don't know? Thank you. UPDATE: I manually added all files and headers to the make file and I get errors linking Box2D or cocosdenshion libraries.

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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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  • Maximum number of controllers Unity3D can handle

    - by N0xus
    I've been trying to find out the maximum amount of xbox controller Unity3D can handle on one editor. I know through networking, Unity is capable of having as many people as your hardware can handle. But I want to avoid networking as much as possible. Thus, on a single computer, and in a single screen (think Bomberman and Super Smash Brothers) how many xbox controllers can Unity3D support? I have done work in XNA and remember that only being capable of support 4, but for the life of me, I can't find any information that tells me how many Unity can support.

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  • Fairness: Where can it be better handled?

    - by Srinivas Nayak
    Hi, I would like to share one of my practical experience with multiprogramming here. Yesterday I had written a multiprogram. Modifications to sharable resources were put under critical sections protected by P(mutex) and V(mutex) and those critical section code were put in a common library. The library will be used by concurrent applications (of my own). I had three applications that will use the common code from library and do their stuff independently. my library --------- work_on_shared_resource { P(mutex) get_shared_resource work_with_it V(mutex) } --------- my application ----------- application1 { *[ work_on_shared_resource do_something_else_non_ctitical ] } application2 { *[ work_on_shared_resource do_something_else_non_ctitical ] } application3 { *[ work_on_shared_resource ] } *[...] denote a loop. ------------ I had to run the applications on Linux OS. I had a thought in my mind, hanging over years, that, OS shall schedule all the processes running under him with all fairness. In other words, it will give all the processes, their pie of resource-usage equally well. When first two applications were put to work, they run perfectly well without deadlock. But when the third application started running, always the third one got the resources, but since it is not doing anything in its non-critical region, it gets the shared resource more often when other tasks are doing something else. So the other two applications were found almost totally halted. When the third application got terminated forcefully, the previous two applications resumed their work as before. I think, this is a case of starvation, first two applications had to starve. Now how can we ensure fairness? Now I started believing that OS scheduler is innocent and blind. It depends upon who won the race; he got the largest pie of CPU and resource. Shall we attempt to ensure fairness of resource users in the critical-section code in library? Or shall we leave it up to the applications to ensure fairness by being liberal, not greedy? To my knowledge, adding code to ensure fairness to the common library shall be an overwhelming task. On the other hand, believing on the applications will also never ensure 100% fairness. The application which does a very little task after working with shared resources shall win the race where as the application which does heavy processing after their work with shared resources shall always starve. What is the best practice in this case? Where we ensure fairness and how? Sincerely, Srinivas Nayak

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  • Moving camera, or camera with discrete "screens"?

    - by Jacob Millward
    I'm making a game with a friend, but having trouble deciding on a camera style. The basic idea for the game, is having a randomly generated 2-dimensional world, with settlements in it. These settlements would have access to different resources, and it would be the job of the player to create bridges and ladders and links between these villages so they can trade. The player would advance personally by getting better gear, fighting monsters and looking for materials in the world, in order to craft and trade them at the settlements. My friend wants to use an old-style camera, where the world is split into a discrete number of screens that the player moves between. Similar to early Zelda dungeons, or Knytt Stories. This is opposite to me, as I want a standard camera that follows the player around as I feel the split-screen style camera limits the game. Can anyone argue the case either way? We've hit a massive roadblock here and can't seem to get past it.

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  • A*, Tile costs and heuristic; How to approach

    - by Kevin Toet
    I'm doing exercises in tile games and AI to improve my programming. I've written a highly unoptimised pathfinder that does the trick and a simple tile class. The first problem i ran into was that the heuristic was rounded to int's which resulted in very straight paths. Resorting a Euclidian Heuristic seemed to fixed it as opposed to use the Manhattan approach. The 2nd problem I ran into was when i tried added tile costs. I was hoping to use the value's of the flags that i set on the tiles but the value's were too small to make the pathfinder consider them a huge obstacle so i increased their value's but that breaks the flags a certain way and no paths were found anymore. So my questions, before posting the code, are: What am I doing wrong that the Manhatten heuristic isnt working? What ways can I store the tile costs? I was hoping to (ab)use the enum flags for this The path finder isnt considering the chance that no path is available, how do i check this? Any code optimisations are welcome as I'd love to improve my coding. public static List<Tile> FindPath( Tile startTile, Tile endTile, Tile[,] map ) { return FindPath( startTile, endTile, map, TileFlags.WALKABLE ); } public static List<Tile> FindPath( Tile startTile, Tile endTile, Tile[,] map, TileFlags acceptedFlags ) { List<Tile> open = new List<Tile>(); List<Tile> closed = new List<Tile>(); open.Add( startTile ); Tile tileToCheck; do { tileToCheck = open[0]; closed.Add( tileToCheck ); open.Remove( tileToCheck ); for( int i = 0; i < tileToCheck.neighbors.Count; i++ ) { Tile tile = tileToCheck.neighbors[ i ]; //has the node been processed if( !closed.Contains( tile ) && ( tile.flags & acceptedFlags ) != 0 ) { //Not in the open list? if( !open.Contains( tile ) ) { //Set G int G = 10; G += tileToCheck.G; //Set Parent tile.parentX = tileToCheck.x; tile.parentY = tileToCheck.y; tile.G = G; //tile.H = Math.Abs(endTile.x - tile.x ) + Math.Abs( endTile.y - tile.y ) * 10; //TODO omg wtf and other incredible stories tile.H = Vector2.Distance( new Vector2( tile.x, tile.y ), new Vector2(endTile.x, endTile.y) ); tile.Cost = tile.G + tile.H + (int)tile.flags; //Calculate H; Manhattan style open.Add( tile ); } //Update the cost if it is else { int G = 10;//cost of going to non-diagonal tiles G += map[ tile.parentX, tile.parentY ].G; //If this path is shorter (G cost is lower) then change //the parent cell, G cost and F cost. if ( G < tile.G ) //if G cost is less, { tile.parentX = tileToCheck.x; //change the square's parent tile.parentY = tileToCheck.y; tile.G = G;//change the G cost tile.Cost = tile.G + tile.H + (int)tile.flags; // add terrain cost } } } } //Sort costs open = open.OrderBy( o => o.Cost).ToList(); } while( tileToCheck != endTile ); closed.Reverse(); List<Tile> validRoute = new List<Tile>(); Tile currentTile = closed[ 0 ]; validRoute.Add( currentTile ); do { //Look up the parent of the current cell. currentTile = map[ currentTile.parentX, currentTile.parentY ]; currentTile.renderer.material.color = Color.green; //Add tile to list validRoute.Add( currentTile ); } while ( currentTile != startTile ); validRoute.Reverse(); return validRoute; } And my Tile class: [Flags] public enum TileFlags: int { NONE = 0, DIRT = 1, STONE = 2, WATER = 4, BUILDING = 8, //handy WALKABLE = DIRT | STONE | NONE, endofenum } public class Tile : MonoBehaviour { //Tile Properties public int x, y; public TileFlags flags = TileFlags.DIRT; public Transform cachedTransform; //A* properties public int parentX, parentY; public int G; public float Cost; public float H; public List<Tile> neighbors = new List<Tile>(); void Awake() { cachedTransform = transform; } }

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  • How to manage own bots at the server?

    - by Nikolay Kuznetsov
    There is a game server and people can play in game rooms of 2, 3 or 4. When a client connects to server he can send a request specifying a number of people or range he wants to play with. One of this value is valid: {2-4, 2-3, 3-4, 2, 3, 4} So the server maintains 3 separate queues for game room with 2, 3 and 4 people. So we can denote queues as #2, #3 and #4. It work the following way. If a client sends request, 3-4, then two separate request are added to queues #3 and #4. If queue #3 now have 3 requests from different people then game room with 3 players is created, and all other requests from those players are removed from all queues. Right now not many people are online simultaneously, so they apply for a game wait for some time and quit because game does not start in a reasonable time. That's a simple bot for beginning has been developed. So there is a need to patch server code to run a bot, if some one requests a game, but humans are not online. Input: request from human {2-4, 2-3, 3-4, 2, 3, 4} Output: number of bots to run and time to wait for each before connecting, depending on queues state. The problem is that I don't know how to manage bots properly at the server? Example: #3 has 1 request and #4 has 1 request Request from user is {3,4} then server can add one bot to play game with 3 people or two bots to play game of 4. Example: #3 has 1 request and #4 has 2 requests Request from user is {3,4} then in each case just one bot is needed so game with 4 players is more preferrable.

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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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  • Detecting if an object is following a path

    - by justin.m.chase
    I am attempting to take GPS data and track it on a map and see if it follows a given path. I have the path as a set of points and the GPS data streams in as a similar set of points. I am attempting to track the progression of the current position across the path and I am wondering if there are any well known algorithms for this. I have come up with my own that works ok but it is a complex enough problem that I would like to minimize the amount of re-inventing of the wheel that I do. What approach or algorithm would you recommend taking for this problem?

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  • Incomplete mesh using DrawIndexedPrimitives after rotating mesh

    - by user1278255
    Through help on this site I was able to draw the triangles of an unrotated, nonscaled nontransformed mesh created in Blender and exported to OBJ, accurately imported through Assimp and rendered in XNA Graphics. However after applying rotation on a single axis in Blender(Z) and adding materials(I wanted to test loading of materials through Assimp) the same mesh appears incomplete. Is something wrong with my view matrix or is it something else? This is what the unrotated mesh looks like: http://www.4shared.com/photo/qXNUSvxtba/okcube.html Here is the rotated mesh: http://www.4shared.com/photo/HAys2rWvba/badcube.html Camera, View and Projection are defined as follows: cameraPos = new Vector3(0, 5, 9); viewMatrix = Matrix.CreateLookAt(cameraPos, new Vector3(0, 0, 1), new Vector3(0, 1, 0)); projectionMatrix = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, device.Viewport.AspectRatio, 1.0f, 200.0f); Rendering is done through this code: device.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.DarkSlateBlue, 1.0f, 0); effect = new BasicEffect(GraphicsDevice); effect.VertexColorEnabled = true; effect.View = viewMatrix; effect.Projection = projectionMatrix; effect.World = Matrix.Identity; foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); device.SetVertexBuffer(vertexBuffer); device.Indices = indexBuffer; device.DrawIndexedPrimitives(Microsoft.Xna.Framework.Graphics.PrimitiveType.TriangleList, 0, 0, oScene.Meshes[0].VertexCount, 0, mMesh.FaceCount); } base.Draw(gameTime);

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  • Initializing OpenFeint for Android outside the main Application

    - by Ef Es
    I am trying to create a generic C++ bridge to use OpenFeint with Cocos2d-x, which is supposed to be just "add and run" but I am finding problems. OpenFeint is very exquisite when initializing, it requires a Context parameter that MUST be the main Application, in the onCreate method, never the constructor. Also, the main Apps name must be edited into the manifest. I am trying to fix this. So far I have tried to create a new Application that calls my Application to test if just the type is needed, but you do really need the main Android application. I also tried using a handler for a static initialization but I found pretty much the same problem. Has anybody been able to do it? This is my working-but-not-as-intended code snippet public class DerpHurr extends Application{ @Override public void onCreate() { super.onCreate(); initializeOpenFeint("TestApp", "edthedthedthedth", "aeyaetyet", "65462"); } public void initializeOpenFeint(String appname, String key, String secret, String id){ Map<String, Object> options = new HashMap<String, Object>(); options.put(OpenFeintSettings.SettingCloudStorageCompressionStrategy, OpenFeintSettings.CloudStorageCompressionStrategyDefault); OpenFeintSettings settings = new OpenFeintSettings(appname, key, secret, id, options); //RIGHT HERE OpenFeint.initialize(***this***, settings, new OpenFeintDelegate() { }); System.out.println("OpenFeint Started"); } } Manifest <application android:debuggable="true" android:label="@string/app_name" android:name=".DerpHurr">

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  • multithreading problem with Nvidia PhysX

    - by xcrypt
    I'm having a multithreading problem with Nvidia PhysX. the SDK requires that you call Simulate() (starts computing new physics positions within a new thread) and FetchResults(waits 'till the physics computations are done). Inbetween Simulate() and FetchResults() you may not 'compute new physics' It is proposed (in a sample) that we create a game loop as such: Logic (you may calculate physics here and other stuff) Render + Simulate() at start of Render call and FetchResults at end of Render() call However, this has given me various little errors that stack up: since you actually render the scene that was computed in the previous iteration in the game loop. I wonder if there's a way around this? I've been trying and trying, but I can't think of a solution...

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  • Transform coordinates from 3d to 2d without matrix or built in methods

    - by Thomas
    Not to long ago i started to create a small 3D engine in javascript to combine this with an html5 canvas. One of the issues I run into is how can you transform 3d to 2d coords. Since I cannot use matrices or built in transformation methods I need another way. I've tried implementing the next explanation + pseudo code: http://freespace.virgin.net/hugo.elias/routines/3d_to_2d.htm Unfortunately no luck there. I've replace all the input variables with data from my own camera and object classes. I have the following data: An object with a rotation, position vector and an array of 4 3d coords (its just a plane) a camera with a position and rotation vector the viewport - a square 600 x 600 surface. The example uses a zoom factor which I've set as 1 Most hits on google use either matrix calculations or don't implement camera rotation. Basic transformation should be like this: screen.x = x / z * zoom screen.y = y / z * zoom Can anyone point me in the right direction or explain to me howto achieve this? edit: Thanks for all your posts, I haven't been able to apply all this to my project yet but I hope to do this soon.

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  • Farseer: How can I crush Mario? [on hold]

    - by Homer_Simpson
    I want that Mario dies if the box is crushing him. My game has a similar level like this level from New Super Mario Bros. Wii: http://www.youtube.com/watch?v=tYyu6tFAa2M At the beginning of the level, you see some boxes falling to the ground. If a box crushes Mario, he dies. I want to do exactly the same in my game, but I don't know how to do that in Farseer. How can I do that in Farseer 3.3.1? Do you have any suggestions? I don't know how to do the collision detection. I use rectangles for the boxes and ground in Farseer. Mario is a polygon.

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