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  • Geometry Shader : points + Triangles

    - by CmasterG
    I have different Shaders and for each Shader a instance of the ShaderClass class, which initializes the Shaders, Renders the Shaders, etc. I use most of the Shaderclasses without Geometry Shader, but in one Shader Class i also use a Geometry Shader. The problem is, that when I render one object with the Shaderclass that uses the Geometry shader, all other object are rendered with the same geometry that I create in the Geometry Shader. Can you help me? Is it possible that I have to use a Geometry Shader for each object, when I use one for one object? I use DirectX 11 with C++.

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  • How can I ease the work of getting pixel coordinates from a spritesheet?

    - by ThePlan
    When it comes to spritesheets they're usually easier to use, and they're very efficient memory-wise, but the problem that I'm always having is getting the actual position of a sprite from a sheet. Usually, I have to throw in some aproximated values and modify them several times until I get it right. My question: is there a tool which can basically show you the coordinates of the mouse relative to the image you have opened? Or is there a simpler method of getting the exact rectangle that the sprite is contained in?

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  • game play strategy in an arena

    - by joulesm
    I am writing a player's behavior for an arena game, and I'm wondering if you can offer some strategies. I'm writing it in Python, but I'm just interested in the high level game play. Here are the game aspects: Arena is a circle of a given size. The arena size shrinks every round to help break ties. Players are much smaller circles, can be on teams of 1 or 2 players. Players attack by colliding with other players, and based on the physics of the collision (speed of both players, angle), one could force another player out of the arena. Once a player is out of the arena, they are out of the game (for that round). The goal is to be the only team with players left in the arena. All other players have been pushed (through collisions or mistakes) out of the arena. It is possible for there to be no winner if the last two players exit the arena at the same time. Once the player has been programmed, the game just runs. There is no human intervention in the game. I'm thinking it's easiest to implement a few simple programmatic rules for my player to follow. For example, stay close to center of the arena, attack opponents from the inner side of the arena, etc. Are there any good simple game strategies? Would adding a random aspect to the game help? For example, to avoid predictability by the other team or something. Thanks in advance.

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  • Get Final output from UDK

    - by EmAdpres
    ( sorry for my bad english in advance :D ) I'm trying to get a .exe setup output, from my UDK !( with my own maps and scripts which I made within MyGame) I tried UnrealFrontEnd! But It made a setup , that after installation I can see my .udk maps, my packages and etc. But It's not a real output that I can show to my customers. I don't want, other can use my resources ! So... How can I get a binary-like output from UDK as a real Game-Output ? ( like what we see in all commercial games ) Is there any option in frontend that I missed ?

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  • Efficient path-finding in free space

    - by DeadMG
    I've got a game situated in space, and I'd like to issue movement orders, which requires pathfinding. Now, it's my understanding that A* and such mostly apply to trees, and not empty space which does not have pathfinding nodes. I have some obstacles, which are currently expressed as fixed AABBs- that is, there is no unbounded "terrain" obstacle. In addition, I expect most obstacles to be reasonably approximable as cubes or spheres. So I've been thinking of applying a much simpler pathfinding algorithm- that is, simply cast a ray from the current position to the target position, and then I can get a list of obstacles using spatial partitioning relatively quickly. What I'm not so sure about is how to determine the part where the ordered unit manoeuvres around the obstacles. What I've been thinking so far is that I will simply use potential fields- that is, all units will feel a strong repulsive force away from each other and a moderate force towards the desired point. This also has the advantage that to issue group orders, I can simply order a mid-level force towards another entity. But this obviously won't achieve the optimal solution. Will potential fields achieve a reasonable approximation given my parameters, or do I need another solution?

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  • Best practices on separating Update and Draw on game loop

    - by Galvanize
    I've been working on my first HTML5 prototype and I found a good model that uses the regular Update and Draw loop we see in game dev. My question is, where does one end and the other begins? The question popped when I wanted to rotate and draw an Image, and I kept wondering if the work of changing the tranformation matrix (that I presume would be a bit expensive since it works on the whole pixel array of an image) and calculating the right position do draw it would characterize drawing work, or maybe not, since after that I may need to check for collision or something similar. Thinkig of it, seems like a silly question, but I would like some advice from more experienced developers. Where does does update ends and draw starts? Thanks in advance.

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  • Uniform not being applied to proper mesh

    - by HaMMeReD
    Ok, I got some code, and you select blocks on a grid. The selection works. I can modify the blocks to be raised when selected and the correct one shows. I set a color which I use in the shader. However, I am trying to change the color before rendering the geometry, and the last rendered geometry (in the sequence) is rendered light. However, to debug logic I decided to move the block up and make it white, in which case one block moves up and another block becomes white. I checked all my logic and it knows the correct one is selected and it is showing in, in the correct place and rendering it correctly. When there is only 1 it works properly. Video Of the bug in action, note how the highlighted and elevated blocks are not the same block, however the code for color and My Renderer is here (For the items being drawn) public void render(Renderer renderer) { mGrid.render(renderer, mGameState); for (Entity e:mGameEntities) { UnitTypes ut = UnitTypes.valueOf((String)e.getObject(D.UNIT_TYPE.ordinal())); if (ut == UnitTypes.Soldier) { renderer.testShader.begin(); renderer.testShader.setUniformMatrix("u_mvpMatrix",mEntityMatrix); renderer.texture_soldier.bind(0); Vector2 pos = (Vector2) e.getObject(D.COORDS.ordinal()); mEntityMatrix.set(renderer.mCamera.combined); if (mSelectedEntities.contains(e)) { mEntityMatrix.translate(pos.x, 1f, pos.y); renderer.testShader.setUniformf("v_color", 0.5f,0.5f,0.5f,1f); } else { mEntityMatrix.translate(pos.x, 0f, pos.y); renderer.testShader.setUniformf("v_color", 1f,1f,1f,1f); } mEntityMatrix.scale(0.2f, 0.2f, 0.2f); renderer.model_soldier.render(renderer.testShader,GL20.GL_TRIANGLES); renderer.testShader.end(); } else if (ut == UnitTypes.Enemy_Infiltrator) { renderer.testShader.begin(); renderer.testShader.setUniformMatrix("u_mvpMatrix",mEntityMatrix); renderer.testShader.setUniformf("v_color", 1.0f,1,1,1.0f); renderer.texture_enemy_infiltrator.bind(0); Vector2 pos = (Vector2) e.getObject(D.COORDS.ordinal()); mEntityMatrix.set(renderer.mCamera.combined); mEntityMatrix.translate(pos.x, 0f, pos.y); mEntityMatrix.scale(0.2f, 0.2f, 0.2f); renderer.model_enemy_infiltrator.render(renderer.testShader,GL20.GL_TRIANGLES); renderer.testShader.end(); } } }

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  • Octrees as data structure

    - by Christian Frantz
    In my cube world, I want to use octrees to represent my chunks of 20x20x20 cubes for frustum and occlusion culling. I understand how octrees work, I just dont know if I'm going about this the right way. My base octree class is taken from here: http://www.xnawiki.com/index.php/Octree What I'm wondering is how to apply occlusion culling using this class. Does it make sense to have one octree for each cube chunk? Or should I make the octree bigger? Since I'm using cubes, each cube should fit into a node without overlap so that won't be an issue

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  • Most efficient 3d depth sorting for isometric 3d in AS3?

    - by AttackingHobo
    I am not using the built in 3d MovieClips, and I am storing the 3d location my way. I have read a few different articles on sorting depths, but most of them seem in efficient. I had a really efficient way to do it in AS2, but it was really hacky, and I am guessing there are more efficient ways that do not rely on possibly unreliable hacks. What is the most efficient way to sort display depths using AS3 with Z depths I already have?

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  • (CanvsEngine) Collission problem ( TypeError: this._polygon[this._frame] is undefined) [on hold]

    - by user2127102
    How can i fix this error TypeError: this._polygon[this._frame] is undefined Heres my code: html: <!DOCTYPE Html> <head> <meta charset="utf-8"> <title>Project</title> <link href="css/style.css" rel="stylesheet"> <script src="http://ajax.googleapis.com/ajax/libs/jquery/1.7.1/jquery.min.js" type="text/javascript"></script> <script src="js/canvasengine-1.3.0.all.min.js"></script> <script src="js/extends/Input.js"></script> <script src="main.js"></script> </head> <body> <canvas id="window"></canvas> </body> main.js: var canvas = CE.defines("window"). extend(Input). ready(function() { canvas.Scene.call("Game"); }); canvas.Scene.new({ name: "Game", materials: { images: { player: "img/character.png", Wall: "img/TestWall.png" } }, ready: function(stage) { var _canvas = this.getCanvas(); _canvas.setSize("browser", "strech"); this.Player = Class.new("Entity", [stage]); this.Player.el.drawImage("player"); stage.append(this.Player.el); this.Wall = Class.new("Entity", [stage]); this.Wall.el.drawImage("Wall"); this.Wall.position(300, 0); stage.append(this.Wall.el); }, render: function(stage) { //Controls ====== //Control calculations var self = this; this.Mover_A; this.Mover_D; this.Mover_W; this.Mover_S; canvas.Input.keyDown(Input.A, function(e) { self.Mover_A = true; }); canvas.Input.keyDown(Input.D, function(e) { self.Mover_D = true; }); canvas.Input.keyDown(Input.W, function(e) { self.Mover_W = true; }); canvas.Input.keyDown(Input.S, function(e) { self.Mover_S = true; console.log(self.Mover_S); }); canvas.Input.keyUp(Input.A, function(e) { self.Mover_A = false; }); canvas.Input.keyUp(Input.D, function(e) { self.Mover_D = false; }); canvas.Input.keyUp(Input.W, function(e) { self.Mover_W = false; }); canvas.Input.keyUp(Input.S, function(e) { self.Mover_S = false; }); x = 0; y = 0; if(this.Mover_A)x -= 1.5; //A if(this.Mover_D)x += 1.5;//D if(this.Mover_W)y -= 1.5;//W if(this.Mover_S)y += 1.5; //S this.Player.move(x, y); this.Player.hit("over", [this.Wall], function(state, el) { this.Player.move(x * -1, y * -1); }); //End Controls ===== stage.refresh(); } });

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  • Transform 3d viewport vector to 2d vector

    - by learning_sam
    I am playing around with 3d transformations and came along an issue. I have a 3d vector already within the viewport and need to transform it to a 2d vector. (let's say my screen is 10x10) Does that just straight works like regualar transformation or is something different here? i.e.: I have the vector a = (2, 1, 0) within the viewport and want the 2d vector. Does that works like this and if yes how do I handle the "0" within the 3rd component?

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  • Checking for collisions on a 3D heightmap

    - by Piku
    I have a 3D heightmap drawn using OpenGL (which isn't important). It's represented by a 2D array of height data. To draw this I go through the array using each point as a vertex. Three vertices are wound together to form a triangle, two triangles to make a quad. To stop the whole mesh being tiny I scale this by a certain amount called 'gridsize'. This produces a fairly nice and lumpy, angular terrain kind of similar to something you'd see in old Atari/Amiga or DOS '3D' games (think Virus/Zarch on the Atari ST). I'm now trying to work out how to do collision with the terrain, testing to see if the player is about to collide with a piece of scenery sticking upwards or fall into a hole. At the moment I am simply dividing the player's co-ordinates by the gridsize to find which vertex the player is on top of and it works well when the player is exactly over the corner of a triangle piece of terrain. However... How can I make it more accurate for the bits between the vertices? I get confused since they don't exist in my heightmap data, they're a product of the GPU trying to draw a triangle between three points. I can calculate the height of the point closest to the player, but not the space between them. I.e if the player is hovering over the centre of one of these 'quads', rather than over the corner vertex of one, how do I work out the height of the terrain below them? Later on I may want the player to slide down the slopes in the terrain.

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  • viewing fbx files in windows via xna 4.0

    - by user17753
    I've made some models in Blender and exported them in Autodesk fbx format. I'm trying to view them using XNA 4.0 Refresh. Loading them isn't much an issue, but I'm not familiar enough with XNA 4.0 to, well basically I want to load in the model at say the origin (0,0,0) world coordinates, and then rotate and/or zoom the camera about the world coordinates origin as well so that I can test the model. Typically the mouse, and maybe some arrow keys for zooming/rotating the camera. Anyways, this seems like a simple task and I shouldn't have to re-invent this, isn't there a skeleton code somewhere for this kind of thing for XNA 4.0? I couldn't find a solid example for this on the web. I found a couple that seemed like they might work for xbox, but I'm trying to do this on windows only. Anyways, just looking to be pointed in the right direction on this one, thanks.

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  • Collision detection of player larger than clipping tile

    - by user1306322
    I want to know how to check for collisions efficiently in case where the player's box is larger than a map tile. On the left is my usual case where I make 8 checks against every surrounding tile, but with the right one it would be much more inefficient. (picture of two cases: on the left is the simple case, on the right is the one I need help with) http://i.stack.imgur.com/k7q0l.png How should I handle the right case?

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  • Cocos2D: Upgrading from OpenGL 1.1 to 2.0

    - by Alex
    I have recently starting upgrading my ios game to the latest Cocos2D (2.0 rc), and I am having some difficulties upgrading my texture generation code to OpenGL 2.0. In the old version I generated images with this code: CCRenderTexture *rt = [CCRenderTexture renderTextureWithWidth:WIDTH height:HEIGHT]; [rt beginWithClear:bgColor.r g:bgColor.g b:bgColor.b a:bgColor.a]; glDisable(GL_TEXTURE_2D); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glVertexPointer(2, GL_FLOAT, 0, verts); glColorPointer(4, GL_FLOAT, 0, colors); glDrawArrays(GL_TRIANGLE_STRIP, 0, (GLsizei)nVerts); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_TEXTURE_2D); [rt end]; But since OpenGL 2.0 works differently this code won't work. What is the best way to use the new OpenGL?

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  • How to properly multi thread an RPG

    - by Nagrom_17
    I am working on an RPG type game in Java and I would like to know a few things relating to threading, What is the best way to implement a "wait for this then do this" without hanging the whole thread? Like waiting for a player to move to a location then pick up an item? or to wait one second then attack? Currently I am spawning new threads every time I need to wait for something, but that doesn't feel like the best solution. Any help is appreciated. EDIT: Clarification and an example of how I currently do things. User clicks on an item The function walkToAndPickUp(item) is called which is basically this: Make a new thread so we don't freeze the thread handling input while the player moves. Tell player to move to the item While the player is not at the item(The player moves through an update() function called in a different thread, I don't know how else to do it without freezing threads) Repeat until the player is at the item If the player is at the item then call delete item from map and add to inventory.

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  • Nifty default controls prevent the rest of my game from rendering

    - by zergylord
    I've been trying to add a basic HUD to my 2D LWJGL game using nifty gui, and while I've been successful in rendering panels and static text on top of the game, using the built-in nifty controls (e.g. an editable text field) causes the rest of my game to not render. The strange part is that I don't even have to render the gui control, merely declaring it appears to cause this problem. I'm truly lost here, so even the vaguest glimmer of hope would be appreciated :-) Some code showing the basic layout of the problem: display setup: // load default styles nifty.loadStyleFile("nifty-default-styles.xml"); // load standard controls nifty.loadControlFile("nifty-default-controls.xml"); screen = new ScreenBuilder("start") {{ layer(new LayerBuilder("baseLayer") {{ childLayoutHorizontal(); //next line causes the problem control(new TextFieldBuilder("input","asdf") {{ width("200px"); }}); }}); }}.build(nifty); nifty.gotoScreen("start"); rendering glMatrixMode(GL_PROJECTION); glLoadIdentity(); GLU.gluOrtho2D(0f,WINDOW_DIMENSIONS[0],WINDOW_DIMENSIONS[1],0f); //I can remove the 2 nifty lines, and the game still won't render nifty.render(true); nifty.update(); glMatrixMode(GL_PROJECTION); glLoadIdentity(); GLU.gluOrtho2D(0f,(float)VIEWPORT_DIMENSIONS[0],0f,(float)VIEWPORT_DIMENSIONS[1]); glTranslatef(translation[0],translation[1],0); for (Bubble bubble:bubbles){ bubble.draw(); } for (Wall wall:walls){ wall.draw(); } for(Missile missile:missiles){ missile.draw(); } for(Mob mob:mobs){ mob.draw(); } agent.draw();

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  • Implementing traffic conditions in TORCS

    - by user1837811
    I am working on a project about "Effects of Traffic conditions and Track Complexity on Car Driving Behavior". Is it possible to implement traffic in TORCS, or should I use another car simulator? By the word "traffic" I mean there are cars running on both tracks in both directions and I can detect the distances, direction and speed of these cars. Depending on this information I can decide whether I should slow down, speed up and calculate the correct timing to overtake.

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  • Problem Implementing Texture on Libgdx Mesh of Randomized Terrain

    - by BrotherJack
    I'm having problems understanding how to apply a texture to a non-rectangular object. The following code creates textures such as this: from the debug renderer I think I've got the physical shape of the "earth" correct. However, I don't know how to apply a texture to it. I have a 50x50 pixel image (in the environment constructor as "dirt.png"), that I want to apply to the hills. I have a vague idea that this seems to involve the mesh class and possibly a ShapeRenderer, but the little i'm finding online is just confusing me. Bellow is code from the class that makes and regulates the terrain and the code in a separate file that is supposed to render it (but crashes on the mesh.render() call). Any pointers would be appreciated. public class Environment extends Actor{ Pixmap sky; public Texture groundTexture; Texture skyTexture; double tankypos; //TODO delete, temp public Tank etank; //TODO delete, temp int destructionRes; // how wide is a static pixel private final float viewWidth; private final float viewHeight; private ChainShape terrain; public Texture dirtTexture; private World world; public Mesh terrainMesh; private static final String LOG = Environment.class.getSimpleName(); // Constructor public Environment(Tank tank, FileHandle sfileHandle, float w, float h, int destructionRes) { world = new World(new Vector2(0, -10), true); this.destructionRes = destructionRes; sky = new Pixmap(sfileHandle); viewWidth = w; viewHeight = h; skyTexture = new Texture(sky); terrain = new ChainShape(); genTerrain((int)w, (int)h, 6); Texture tankSprite = new Texture(Gdx.files.internal("TankSpriteBase.png")); Texture turretSprite = new Texture(Gdx.files.internal("TankSpriteTurret.png")); tank = new Tank(0, true, tankSprite, turretSprite); Rectangle tankrect = new Rectangle(300, (int)tankypos, 44, 45); tank.setRect(tankrect); BodyDef terrainDef = new BodyDef(); terrainDef.type = BodyType.StaticBody; terrainDef.position.set(0, 0); Body terrainBody = world.createBody(terrainDef); FixtureDef fixtureDef = new FixtureDef(); fixtureDef.shape = terrain; terrainBody.createFixture(fixtureDef); BodyDef tankDef = new BodyDef(); Rectangle rect = tank.getRect(); tankDef.type = BodyType.DynamicBody; tankDef.position.set(0,0); tankDef.position.x = rect.x; tankDef.position.y = rect.y; Body tankBody = world.createBody(tankDef); FixtureDef tankFixture = new FixtureDef(); PolygonShape shape = new PolygonShape(); shape.setAsBox(rect.width*WORLD_TO_BOX, rect.height*WORLD_TO_BOX); fixtureDef.shape = shape; dirtTexture = new Texture(Gdx.files.internal("dirt.png")); etank = tank; } private void genTerrain(int w, int h, int hillnessFactor){ int width = w; int height = h; Random rand = new Random(); //min and max bracket the freq's of the sin/cos series //The higher the max the hillier the environment int min = 1; //allocating horizon for screen width Vector2[] horizon = new Vector2[width+2]; horizon[0] = new Vector2(0,0); double[] skyline = new double[width]; //TODO skyline necessary as an array? //ratio of amplitude of screen height to landscape variation double r = (int) 2.0/5.0; //number of terms to be used in sine/cosine series int n = 4; int[] f = new int[n*2]; //calculating omegas for sine series for(int i = 0; i < n*2 ; i ++){ f[i] = rand.nextInt(hillnessFactor - min + 1) + min; } //amp is the amplitude of the series int amp = (int) (r*height); double lastPoint = 0.0; for(int i = 0 ; i < width; i ++){ skyline[i] = 0; for(int j = 0; j < n; j++){ skyline[i] += ( Math.sin( (f[j]*Math.PI*i/height) ) + Math.cos(f[j+n]*Math.PI*i/height) ); } skyline[i] *= amp/(n*2); skyline[i] += (height/2); skyline[i] = (int)skyline[i]; //TODO Possible un-necessary float to int to float conversions tankypos = skyline[i]; horizon[i+1] = new Vector2((float)i, (float)skyline[i]); if(i == width) lastPoint = skyline[i]; } horizon[width+1] = new Vector2(800, (float)lastPoint); terrain.createChain(horizon); terrain.createLoop(horizon); //I have no idea if the following does anything useful :( terrainMesh = new Mesh(true, (width+2)*2, (width+2)*2, new VertexAttribute(Usage.Position, (width+2)*2, "a_position")); float[] vertices = new float[(width+2)*2]; short[] indices = new short[(width+2)*2]; for(int i=0; i < (width+2); i+=2){ vertices[i] = horizon[i].x; vertices[i+1] = horizon[i].y; indices[i] = (short)i; indices[i+1] = (short)(i+1); } terrainMesh.setVertices(vertices); terrainMesh.setIndices(indices); } Here is the code that is (supposed to) render the terrain. @Override public void render(float delta) { Gdx.gl.glClearColor(1, 1, 1, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); // tell the camera to update its matrices. camera.update(); // tell the SpriteBatch to render in the // coordinate system specified by the camera. backgroundStage.draw(); backgroundStage.act(delta); uistage.draw(); uistage.act(delta); batch.begin(); debugRenderer.render(this.ground.getWorld(), camera.combined); batch.end(); //Gdx.graphics.getGL10().glEnable(GL10.GL_TEXTURE_2D); ground.dirtTexture.bind(); ground.terrainMesh.render(GL10.GL_TRIANGLE_FAN); //I'm particularly lost on this ground.step(); }

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  • How can I efficiently update only the entities that matter in a given frame?

    - by lezebulon
    I'm making a RTS, which can potentially have lots of units in one map (think Age of Empires). I'm looking for a way to update my units. I want to avoid calling a virtual Update() method every frame on every entity. On the other hand, units that are not in view should still be updated and behave "normally." I'm assuming this is a fairly standard question; what would be a way to handle this situation?

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  • How can I change this isometric engine to make it so that you could distinguish between blocks that are on different planes?

    - by l5p4ngl312
    I have been working on an isometric minecraft-esque game engine for a strategy game I plan on making. As you can see, it really needs some sort of shading. It is difficult to distinguish between separate elevations when the camera is facing away from the slope because everything is the same shade. So my question is: can I shade just a specific section of a sprite? All of those blocks are just sprites, so if I shaded the entire image, it would shade the whole block. I am using LWJGL. Are there any other approaches to take? Heres a link to a screenshot from the engine: http://i44.tinypic.com/qxqlix.jpg

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  • Why isn't my other two constant buffers being updated to the shader?

    - by Paul Ske
    I posted previously before about my two dynamic buffers not being dynamically updating the constant shader. The tessellation buffer isn't working because I have to manually update the tessellation factor inside the hull shader. I believe the camera position isn't updating either because when I perform distance adaptation the far edges are more tessellated then the what's truly in front of the camera. I have all the buffers set to dynamic. Inside the render loop I have them set as: ID3D11Buffer *multiBuffers[3]; devcon->VSSetConstantBuffers(0,3,multiBuffers); ... devcon->DSSetConstantBuffers(0,3,multiBuffers); I only got that from a directX Sample. Inside the shader file I have the three cbuffer structs. cbuffer ConstantBuffer { float4x4 WorldMatrix; float4x4 viewMatrix; float4x4 projectionMatrix; float4x4 modelWorldMatrix; // the rotation matrix float3 lightvec; // the light's vector float4 lightcol; // the light's color float4 ambientcol; // the ambient light's color bool isSelected; } cbuffer cameraBuffer { float3 cameraDirection; float padding; } cbuffer TessellationBuffer { float tessellationAmount; float3 padding2; } Am I missing something or would anyone know why wouldn't my buffers update to the shader file?

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  • How are larger games organized?

    - by Matthew G.
    I'm using Java, but the language I'm using here is probably irrelevant. I'd like to create an economy based on an ancient civilization. I'm not sure how to design it. If I were working on a smaller game, like a copy of "Space Invaders", I'd have no problem structuring it like this. Game -Main Control Class --Graphics Class --Player Class --Enemy class I'd pass the graphics class to both the player and enemy class so they could call graphics functions. I don't understand how I'd do this for larger projects. Do I create a country class that contains a bunch of towns? Do the towns contain a lot building class, most contain classes of people? Do I make a path finding class that the player can access to get around? How exactly do I structure this and pass all these references around? Thanks.

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  • DirectX 9.0c and C++ GUI

    - by SullY
    Well, I'm trying to code a gui for my engine, but I've got some problems. I know how to make a UI overlay but buttons are still black magic for me. Anything I tried was to compilcated ( if it goes big ). To Example I tried to look if the mouse position is the same as the Pixel that is showing the button. But If I use some bigger areas it's getting to complicated. Now I'm searching for a Tutorial how to implement your own gui. I'm really confused about it. Well I hope you have/ know some good tutorials. By the way, I took a look at the DXUTSample, but it's to big to get overview.

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  • want to build a replica of chartgame.com

    - by raj
    I want to develop a trading simulator based on technical analysis. my ideal application would exactly be chartgame.com currently chartgame.com doesnt have historical data for stocks beyond the year 2008 and I would like to have data until 2012 and have the capability to extend beyond if needed. what are the fundamentals to build an application like chartgame.com. If anyone here is willing to help I can arrange for the finances.let me know.

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