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  • SAX parser does not resolve filename

    - by phantom-99w
    Another day, another strange error with SAX, Java, and friends. I need to iterate over a list of File objects and pass them to a SAX parser. However, the parser fails because of an IOException. However, the various File object methods confirm that the file does indeed exist. The output which I get: 11:53:57.838 [MainThread] DEBUG DefaultReactionFinder - C:\project\trunk\application\config\reactions\TestReactions.xml 11:53:57.841 [MainThread] ERROR DefaultReactionFinder - C:\project\trunk\application\config\reactions\null (The system cannot find the file specified) So the problem is obviously that null in the second line. I've tried nearly all variations of passing the file as a parameter to the parser, including as a String (both from getAbsolutePath() and entered by hand), as a URI and, even more weirdly, as a FileInputStream (for this I get the same error, except that the entire relative path gets reported as null, so C:\project\trunk\null). All that I can think of is that the SAXParserFactory is incorrectly configured. I have no idea what is wrong, though. Here is the code concerned: SAXParserFactory factory = SAXParserFactory.newInstance(); factory.setValidating(true); try { parser = factory.newSAXParser(); } catch (ParserConfigurationException e) { throw new InstantiationException("Error configuring an XML parser. Given error message: \"" + e.getMessage() + "\"."); } catch (SAXException e) { throw new InstantiationException("Error creating a SAX parser. Given error message: \"" + e.getMessage() + "\"."); } ... for (File f : fileLister.getFileList()) { logger.debug(f.getAbsolutePath()); try { parser.parse(f, new ReactionHandler(input)); //FileInputStream fs = new FileInputStream(f); //parser.parse(fs, new ReactionHandler(input)); //fs.close(); } catch (IOException e) { logger.error(e.getMessage()); throw new ReactionNotFoundException("An error occurred processing file \"" + f + "\"."); } ... } I have made no special provisions to provide a custom SAX parser implementation: I use the system default. Any help would be greatly appreciated!

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  • How does your team handle support requests

    - by Skeep
    Hi All, I have just taken over as manager at a company and at the moment they are very rigid in how they approach development. Everyone gets a list of what they are doing each week. My question is how does your company balance support with development and if an important support request comes in how is this processed without disturbing the flow of the developers? Lastly, do you use an software log support requests and development tasks. Thanks

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  • Quaternions, Axis Angles and Rotation Matrices. Which of these should I use for FP Camera?

    - by Afonso Lage
    After 2 weeks of reading many math formulas and such I know what is a Quaternion, an Axis Angles and Matrices. I have made my own math libary (Java) to use on my game (LWJGL). But I'm really confused about all this. I want to have a 3D first person camera. The move (translation) is working fine but the rotation isnt working like I need. I need a camera to rotate arround world Axis and not about its own axis. But even using Quaternions, this doesnt work and no matter how much I read about Euler Angles, everybody says to me dont touch on it! This is a little piece of code that i'm using to make the rotation: Quaternion qPitch = Quaternion.createFromAxis(cameraRotate.x, 1.0f, 0.0f, 0.0f); Quaternion qYaw = Quaternion.createFromAxis(cameraRotate.y, 0.0f, 1.0f, 0.0f); this.multiplicate(qPitch.toMatrix4f().toArray()); this.multiplicate(qYaw.toMatrix4f().toArray()); Where this is a Matrix4f view matrix and cameraRotate is a Vector3f that just handle the angles to rotate obtained from mouse move. So I think I'm doing everything right: Translate the view Matrix Rotate the Move Matrix So, after reading all this, I just want to know: To obtain a correct first person camera rotate, I must need to use Quaternios to make the rotations, but how to rotate around world axis? Thanks for reading it. Best regards, Afonso Lage

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  • Rotate an image and get back to its original position - opengles glkit

    - by Manoj
    I need to rotate an image in opengles GLkit and get it back to its original position in GLkit. rotation += 5; _modelViewMatrix = GLKMatrix4Rotate( _modelViewMatrix, GLKMathDegreesToRadians(5), 1, 0, 0); _modelViewMatrix = GLKMatrix4Rotate( _modelViewMatrix, GLKMathDegreesToRadians(rotation), 1,0,0); I need to move it in x axis for certain amount and getting back to its original position from where it started. How should i do it?

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  • Getting Started with Component Architecture: DI?

    - by ashes999
    I just moved away from MVC towards something more component-architecture-like. I have no concept of messages yet (it's rough prototype code), objects just get internal properties and values of other classes for now. That issue aside, it seems like this is turning into an aspect-oriented-programming challenge. I've noticed that all entities with, for example, a position component will have similar properties (get/set X/Y/Z, rotation, velocity). Is it a common practice, and/or good idea, to push these behind an interface and use dependency injection to inject a generic class (eg. PositionComponent) which already has all the boiler-plate code? (I'm sure the answer will affect the model I use for message/passing)

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  • Why are my sprite sheet's frames not visible in Cocos Builder?

    - by Ramy Al Zuhouri
    I have created a sprite sheet with zwoptex. Then I just dragged the .plist and .png files to my Cocos Builder project. After this I wanted to take a sprite frame and set it to a sprite: But the sprite image is empty! At first I thought it was just empty in Cocos Builder, and that it must have been working correctly when imported to a project. But if I try to run that scene with CCBReader I still see an empty sprite. Why?

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  • How do I consolidate the differences between iOS and Android update loops?

    - by kkan
    I'm currently working on moving some Android-ndk code to the iPhone. From looking at some samples it seems that the main loop is handled for you and all you've got to do is override the render method on the view to handle the rendering. Then add a selector to handle the update methods. The render method itself looks like it's attached to the windows refresh. But in android I've got my own game loop that controls the rendering and updates using C++ time.h. Is it possible to implement the same here bypassing Apple's loop? I'd really like the keep the structures of the code similar.

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  • Designing Snake AI

    - by Ronald
    I'm new to this gamedev stackechange but have used the math and cs sites before. So, I'm in a competition to create AI for a snake that will compete with 3 other snakes in 5 minute rounds where the rules are much like the traditional Nokia snake game except that there are 4 snakes, the board is 50x50 and there are a number of small obstacles on the field. Like the Nokia game, your snake grows when you get to the fruit and if you crash into yourself, another snake or the wall you die. The game runs with a 50ms delay between moves and the server sends the new game state every 50ms which the code must analyze and what not and output the next move. The winner is the snake who had the longest length at any point in the game. Tie breakers are decided by kills. So far what I have done is implemented an A* graph search from each snake to determine if my snake is the closest to the apple and if it is, it goes for the apple. Otherwise, I made a neat little algorithm to determine the emptiest area of the board, which my snake goes for, to anticipate the next apple. Other than this I have some small survivability checks to ensure my snake isn't walking into a trap that it can't get out and if it does get stuck, I have something to give it a better chance of getting out. ... Anyway, I've tested my snake on a test server and it does quite well. Generally, my strategy of only going for the apple when its a sure thing and finding space when its not makes it grow faster than any other snakes (some snakes do a similar thing but often just go to the middle or a corner) sometimes it wins these trial games but is more often than not beaten by the same snake who seems to have the edge on survivability(my snake grows quicker but then dies somehow and this other snake just plods slowly along and wins on consistency. So I was wondering about any ideas anyone has to try and improve my snake. Or maybe ideas at a new approach to take. My functions and classes are good so changes that might seem drastic shouldn't be too bad. I encourage all ideas. Any thoughts ??

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  • What are the key "connectors" for animation creation?

    - by qaisjp
    I'm creating an animation "engine" for a 2D game which loads a *.2dped file to load a character (it's body part positions, height, length of arm etc), and then a *.2difp to manipulate the body part positions. I'd like to know what the key body parts (bones, I mean) I should allow to be manipulated. My current list, sorted by ID's: 1: BONE_PELVIS1 2: BONE_PELVIS 3: BONE_SPINE1 4: BONE_UPPERTORSO 5: BONE_NECK 6: BONE_HEAD2 7: BONE_HEAD1 8: BONE_HEAD 21: BONE_RIGHTUPPERTORSO 22: BONE_RIGHTSHOULDER 23: BONE_RIGHTELBOW 24: BONE_RIGHTWRIST 25: BONE_RIGHTHAND 26: BONE_RIGHTTHUMB 31: BONE_LEFTUPPERTORSO 32: BONE_LEFTSHOULDER 33: BONE_LEFTELBOW 34: BONE_LEFTWRIST 35: BONE_LEFTHAND 36: BONE_LEFTTHUMB 41: BONE_LEFTHIP 42: BONE_LEFTKNEE 43: BONE_LEFTANKLE 44: BONE_LEFTFOOT 51: BONE_RIGHTHIP 52: BONE_RIGHTKNEE 53: BONE_RIGHTANKLE 54: BONE_RIGHTFOOT It's currently made to support real people, but am I going too accurate for a 2D character?

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  • How to swap row/column major order?

    - by 0X1A
    I'm trying to get a sprite sheet clipped in the right order but I'm a bit stumped, every iteration I've tried has tended to be in the wrong order. This is my current implementation. Frames = (TempSurface->h / ClipHeight) * (TempSurface->w / ClipWidth); SDL_Rect Clips[Frames]; for (i = 0; i < Frames; i++) { if (i != 0 && i % (TempSurface->h / ClipHeight) == 0) ColumnIndex++; Clips[i].x = ColumnIndex * ClipWidth; Clips[i].y = i % (TempSurface->h / ClipHeight) * ClipHeight; Clips[i].w = ClipWidth; Clips[i].h = ClipHeight; } Where TempSurface is the entire sheet loaded to a SDL_Surface and Clips[] is an array of SDL_Rects. What results from this is a sprite sheet set to SDL_Rects in the wrong order. For example I need a sheet of dimensions 4x4 to look like this: | 0 | 1 | 2 | 3 | | 4 | 5 | 6 | 7 | | 8 | 9 | 10| 11| | 12| 13| 14| 15| But instead I get this order: | 0 | 4 | 8 | 12| | 1 | 5 | 9 | 13| | 2 | 6 | 10| 14| | 3 | 7 | 11| 15| Columns and rows order does not match. What should I do to fix the order?

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  • How to create a Raining Effect(Particles) on Android?

    - by user19495
    I am developing a 2d android strategy game, it runs on SurfaceView, so I can't(or can I?) use LibGdx's particle system. And I would like to make a raining effect, I am aiming for something like this( http://ridingwiththeriver.files.wordpress.com/2010/09/rain-fall-animation.gif ), I don't need the splash effect in the end (although that would be superb, but probably would take up a lot of system resources). How could I achieve that raining effect? Any ideas? Thank You a lot in advance!

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  • MouseEvent.CLICK not working? (AS3)

    - by Jake
    ok so here's my code in AS3, I'd like to know why when i actually click on the picture, nothing happens. And if any of you have great tutorial of what to learn after classes/functions in AS3, let me know =D : package { import flash.display.Bitmap; import flash.display.Sprite; import flash.display.Shape; import flash.events.MouseEvent; public class Main extends Sprite { [Embed(source="../Pics/Picture.png")] private var HeroClass:Class; private var hero:Bitmap = new HeroClass(); public function Main():void { addChild(hero); hero.addEventListener(MouseEvent.CLICK, onClick); function onClick(e:MouseEvent):void { trace("hey"); hero.visible = false; } } } }

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  • rotating an object on an arc

    - by gardian06
    I am trying to get a turret to rotate on an arc, and have hit a wall. I have 8 possible starting orientations for the turrets, and want them to rotate on a 90 degree arc. I currently take the starting rotation of the turret, and then from that derive the positive, and negative boundary of the arc. because of engine restrictions (Unity) I have to do all of my tests against a value which is between [0,360], and due to numerical precision issues I can not test against specific values. I would like to write a general test without having to go in, and jury rig cases //my current test is: // member variables public float negBound; public float posBound; // found in Start() function (called immediately after construction) // eulerAngles.y is the the degree measure of the starting y rotation negBound = transform.eulerAngles.y-45; posBound = transform.eulerAngles.y+45; // insure that values are within bounds if(negBound<0){ negBound+=360; }else if(posBound>360){ posBound-=360; } // called from Update() when target not in firing line void Rotate(){ // controlls what direction if(transform.eulerAngles.y>posBound){ dir = -1; } else if(transform.eulerAngles.y < negBound){ dir = 1; } // rotate object } follows is a table of values for my different cases (please excuse my force formatting) read as base is the starting rotation of the turret, neg is the negative boundry, pos is the positive boundry, range is the acceptable range of values, and works is if it performs as expected with the current code. |base-|-neg-|-pos--|----------range-----------|-works-| |---0---|-315-|--45--|-315-0,0-45----------|----------| |--45--|---0---|--90--|-0-45,54-90----------|----x----| |-135-|---90--|-180-|-90-135,135-180---|----x----| |-180-|--135-|-225-|-135-180,180-225-|----x----| |-225-|--180-|-270-|-180-225,225-270-|----x----| |-270-|--225-|-315-|-225-270,270-315-|----------| |-315-|--270-|---0---|--270-315,315-0---|----------| I will need to do all tests from derived, or stored values, but can not figure out how to get all of my cases to work simultaneously. //I attempted to concatenate the 2 tests: if((transform.eulerAngles.y>posBound)&&(transform.eulerAngles.y < negBound)){ dir *= -1; } this caused only the first case to be successful // I attempted to store a opposite value, and do a void Rotate(){ // controlls what direction if((transform.eulerAngles.y > posBound)&&(transform.eulerAngles.y<oposite)){ dir = -1; } else if((transform.eulerAngles.y < negBound)&&(transform.eulerAngles.y>oposite)){ dir = 1; } // rotate object } this causes the opposite situation as indicated on the table. What am I missing here?

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  • Playing a death anim on an enemy that I want to remove

    - by Max
    I've been trying to find a tutorial on how to best make animations in Android. I already have some animations for my enemies and my character that are controlled by rectangles and changing rectangleframe between updates using a picture like this: When I'm shooting my enemies they lose HP, and when their HP == 0 they get removed. As long as I'm using an arrayList (which I do for all enemies and bullets) I'm fine, since I can just use list.remove(i). But when I'm on a boss-level and the Boss's HP == 0, I want to remove him and play an animation of an explosion of stars before the "End-screen". Is there a preferred way to do temporary animations like this? If you can give me an example or redirect me to a tutorial, I'd be really grateful!

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  • Java Dragging an object from one area to another [on hold]

    - by user50369
    Hello I have a game where you drag bits of food around the screen. I want to be able to click on an ingredient and drag it to another part of the screen where I release the mouse. I am new to java so I do not really know how to do this please help me Here is me code. This is the class with the mouse listeners in it: public void mousePressed(MouseEvent e) { if (e.getButton() == MouseEvent.BUTTON1) { Comp.ml = true; // placing if (manager.title == true) { if (title.r.contains(Comp.mx, Comp.my)) { title.overview = true; } else if (title.r1.contains(Comp.mx, Comp.my)) { title.options = true; } else if (title.r2.contains(Comp.mx, Comp.my)) { System.exit(0); } } if (manager.option == true) { optionsMouse(e); } mouseinventory(e); } else if (e.getButton() == MouseEvent.BUTTON3) { Comp.mr = true; } } private void mouseinventory(MouseEvent e) { if (e.getButton() == MouseEvent.BUTTON1) { } else if (e.getButton() == MouseEvent.BUTTON1) { } } @Override public void mouseReleased(MouseEvent e) { if (e.getButton() == MouseEvent.BUTTON1) { Comp.ml = false; } else if (e.getButton() == MouseEvent.BUTTON3) { Comp.mr = false; } } @Override public void mouseDragged(MouseEvent e) { for(int i = 0; i < overview.im.ing.toArray().length; i ++){ if(overview.im.ing.get(i).r.contains(Comp.mx,Comp.my)){ overview.im.ing.get(i).newx = Comp.mx; overview.im.ing.get(i).newy = Comp.my; overview.im.ing.get(i).dragged = true; }else{ overview.im.ing.get(i).dragged = false; } } } @Override public void mouseMoved(MouseEvent e) { Comp.mx = e.getX(); Comp.my = e.getY(); // System.out.println("" + Comp.my); } This is the class called ingredient public abstract class Ingrediant { public int x,y,id,lastx,lasty,newx,newy; public boolean removed = false,dragged = false; public int width; public int height; public Rectangle r = new Rectangle(x,y,width,height); public Ingrediant(){ r = new Rectangle(x,y,width,height); } public abstract void tick(); public abstract void render(Graphics g); } and this is a class which extends ingredient called hagleave public class HagLeave extends Ingrediant { private Image img; public HagLeave(int x, int y, int id) { this.x = x; this.y = y; this.newx = x; this.newy = y; this.id = id; width = 75; height = 75; r = new Rectangle(x,y,width,height); } public void tick() { r = new Rectangle(x,y,width,height); if(!dragged){ x = newx; y = newy; } } public void render(Graphics g) { ImageIcon i2 = new ImageIcon("res/ingrediants/hagleave.png"); img = i2.getImage(); g.drawImage(img, x, y, null); g.setColor(Color.red); g.drawRect(r.x, r.y, r.width, r.height); } } The arraylist is in a class called ingrediantManager: public class IngrediantsManager { public ArrayList<Ingrediant> ing = new ArrayList<Ingrediant>(); public IngrediantsManager(){ ing.add(new HagLeave(100,200,1)); ing.add(new PigHair(70,300,2)); ing.add(new GiantsToe(100,400,3)); } public void tick(){ for(int i = 0; i < ing.toArray().length; i ++){ ing.get(i).tick(); if(ing.get(i).removed){ ing.remove(i); i--; } } } public void render(Graphics g){ for(int i = 0; i < ing.toArray().length; i ++){ ing.get(i).render(g); } } }

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  • State Changes in a Component Based Architecture [closed]

    - by Maxem
    I'm currently working on a game and using the naive component based architecture thingie (Entities are a bag of components, entity.Update() calls Update on each updateable component), while the addition of new features is really simple, it makes a few things really difficult: a) multithreading / currency b) networking c) unit testing. Multithreading / Concurrency is difficult because I basically have to do poor mans concurrency (running the entity updates in separate threads while locking only stuff that crashes (like lists) and ignoring the staleness of read state (some states are already updated, others aren't)) Networking: There are no explicit state changes that I could efficiently push over the net. Unit testing: All updates may or may not conflict, so automated testing is at least awkward. I was thinking about these issues a bit and would like your input on these changes / idea: Switch from the naive cba to a cba with sub systems that work on lists of components Make all state changes explicit Combine 1 and 2 :p Example world update: statePostProcessing.Wait() // ensure that post processing has finished Apply(postProcessedState) state = new StateBag() Concurrently( () => LifeCycleSubSystem.Update(state), // populates the state bag () => MovementSubSystem.Update(state), // populates the state bag .... }) statePostProcessing = Future(() => PostProcess(state)) statePostProcessing.Start() // Tick is finished, the post processing happens in the background So basically the changes are (consistently) based on the data for the last tick; the post processing can a) generate network packages and b) fix conflicts / remove useless changes (example: entity has been destroyed - ignore movement etc.). EDIT: To clarify the granularity of the state changes: If I save these post processed state bags and apply them to an empty world, I see exactly what has happened in the game these state bags originated from - "Free" replay capability. EDIT2: I guess I should have used the term Event instead of State Change and point out that I kind of want to use the Event Sourcing pattern

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  • is wisdom of what happens 'behind scenes' (in compiler, external DLLs etc.) important?

    - by I_Question_Things_Deeply
    I have been a computer-fanatic for almost a decade now. I've always loved and wondered how computers work, even from the purest, lowest hardware level to the very smallest pixel on the screen, and all the software around that. That seems to be my problem though ... as I try to write code (I'm pretty fluent at C++) I always sit there enormous amounts of time in front of a text-editor wondering how every line, statement, datum, function, etc. will correspond to every Assembly and machine instruction performed to do absolutely everything necessary for the kernel to allocate memory to run my compiled program, and all of the other hardware being used as well. For example ... I would write cout << "Before memory changed" << endl; and run the debugger to get the Assembly for this, and then try and reverse disassemble the Assembly to machine code based on my ISA, and then research every .dll, library file, linked library, linking process, linker source code of the program, the make file, the kernel I'm using's steps of processing this compilation, the hardware's part aside from the processor (e.g. video card, sound card, chipset, cache latency, byte-sized registers, calling convention use, DDR3 RAM and disk drive, filesystem functioning and so many other things). Am I going about programming wrong? I mean I feel I should know everything that goes on underneath English syntax on a computer program. But the problem is that the more I research every little thing the less I actually accomplish at all. I can never finish anything because of this mentality, yet I feel compelled to know everything... what should I do?

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  • How to configure background image to be at the bottom OpenGL Android

    - by Maxim Shoustin
    I have class that draws white line: public class Line { //private FloatBuffer vertexBuffer; private FloatBuffer frameVertices; ByteBuffer diagIndices; float[] vertices = { -0.5f, -0.5f, 0.0f, -0.5f, 0.5f, 0.0f }; public Line(GL10 gl) { // a float has 4 bytes so we allocate for each coordinate 4 bytes ByteBuffer vertexByteBuffer = ByteBuffer.allocateDirect(vertices.length * 4); vertexByteBuffer.order(ByteOrder.nativeOrder()); // allocates the memory from the byte buffer frameVertices = vertexByteBuffer.asFloatBuffer(); // fill the vertexBuffer with the vertices frameVertices.put(vertices); // set the cursor position to the beginning of the buffer frameVertices.position(0); } /** The draw method for the triangle with the GL context */ public void draw(GL10 gl) { gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glVertexPointer(2, GL10.GL_FLOAT, 0, frameVertices); gl.glColor4f(1.0f, 1.0f, 1.0f, 1f); gl.glDrawArrays(GL10.GL_LINE_LOOP , 0, vertices.length / 3); gl.glLineWidth(5.0f); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); } } It works fine. The problem is: When I add BG image, I don't see the line glView = new GLSurfaceView(this); // Allocate a GLSurfaceView glView.setEGLConfigChooser(8, 8, 8, 8, 16, 0); glView.setRenderer(new mainRenderer(this)); // Use a custom renderer glView.setBackgroundResource(R.drawable.bg_day); // <- BG glView.setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY); glView.getHolder().setFormat(PixelFormat.TRANSLUCENT); How to get rid of that?

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  • Shader compile log depending on hardware

    - by dreta
    I'm done with the core of my graphics engine and I'm testing it on every platform I can get my hands on. Now, what I noticed is that different drivers return different shader and program compile log content. For example, on my friend's laptop if you successfuly compile a shader then the log is simply empty. However on my PC I get some useful information along with it. So if I compile a vertex shader, I'll get: Vertex shader was successfully compiled to run on hardware. Which isn't that impressive, but is what happens when I compile a program. On my friend's computer the log is empty, since the program compiles. However on my own computer I get: Vertex shader(s) linked, fragment shader(s) linked. Which is awesome, because I'm attaching a geometry shader with 0 (I have a geometry shader file with trash, so it doesn't compile and the pointer is set to 0), and the compiler just tells me which shaders linked. Now it got me thinking, if I was going to buy a graphics card, is there a way for me to get the information about whether or not I'll get this "extended" compile information? Maybe it's vendor specific? Now I don't expect an answer TBH, this seems a bit obscure, but maybe somebody has any experience with this and could post it.

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  • Adding multiplayer to an HTML5 game

    - by espais
    I am interested in making a game that I currently have a co-op experience, however I'm curious as to the best method of implementing this in HTML5. I have made games before using straight C sockets, and also with the Net library for SDL. What are some of my best options for doing this in a canvas-based environment? At present, all I can come up with are either AJAX/database solutions (with a high refresh rate), or somehow implementing a PHP server that would funnel the data through sockets. The overall gameplay would be a 2.5D platformer-ish type of game, so both clients would need to be continually updated with player positions, enemy positions, projectiles, environmental data, etc.

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  • Voronoi regions of a (convex) polygon.

    - by Xavura
    I'm looking to add circle-polygon collisions to my Separating Axis Theorem collision detection. The metanet software tutorial (http://www.metanetsoftware.com/technique/tutorialA.html#section3) on SAT, which I discovered in the answer to a question I found when searching, talks about voronoi regions. I'm having trouble finding material on how I would calculate these regions for an arbitrary convex polygon and aleo how I would determine if a point is in one + which. The tutorial does contain source code but it's a .fla and I don't have Flash unfortunately.

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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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  • OcclusionQuery: how to ignore some objects?

    - by ApocKalipsS
    I'm trying to make a LensFlare effect when the player watch the sun in my XNA 4.0 Game. To do this, I use OcclusionQuery, here's my code: http://pastebin.com/meAkdwmD I also have some models, a terrain and a skybox. Here's my main Draw code: terrain.Draw(); model1.Draw(); model2.Draw(); skybox.Draw(); lensFlare.UpdateOcclusion(); lensFlare.Draw(); The problem is that the occlusion considers the sun to be behind the skybox, and the lensFlare wasn't showing up. So I moved lensFlare.UpdateOcclusion() before the drawing of the Skybox, and now the lensFlare appears, but my skybox is blinking (it's like it disappear and reappear at each frames...) How do I ignore the skybox in the occlusion?

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  • MMO Web game mouse vs wasd

    - by LazyProgrammer
    If considering to develop a web browser based game with multiple people and it's an RPG, click to move would probably be the only choice in movement right? Because if you were to use WASD and then ajax to the server every second that a player held on to the WASD key, that'd be pretty resource intensive if the server had to calculate the position and return the map image, assuming the next few screens are already buffered right? or is there a way to implement a WASD style and still have server side do all the calculations. (server side calculations to avoid cheating)

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