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  • CUDA 4.1 Update

    - by N0xus
    I'm currently working on porting a particle system to update on the GPU via the use of CUDA. With CUDA, I've already passed over the required data I need to the GPU and allocated and copied the date via the host. When I build the project, it all runs fine, but when I run it, the project says I need to allocate my h_position pointer. This pointer is my host pointer and is meant to hold the data. I know I need to pass in the current particle position to the required cudaMemcpy call and they are currently stored in a list with a for loop being created and interated for each particle calling the following line of code: m_particleList[i].positionY = m_particleList[i].positionY - (m_particleList[i].velocity * frameTime * 0.001f); My current host side cuda code looks like this: float* h_position; // Your host pointer. This holds the data (I assume it's already filled with the data.) float* d_position; // Your device pointer, we will allocate and fill this float* d_velocity; float* d_time; int threads_per_block = 128; // You should play with this value int blocks = m_maxParticles/threads_per_block + ( (m_maxParticles%threads_per_block)?1:0 ); const int N = 10; size_t size = N * sizeof(float); cudaMalloc( (void**)&d_position, m_maxParticles * sizeof(float) ); cudaMemcpy( d_position, h_position, m_maxParticles * sizeof(float), cudaMemcpyHostToDevice); Both of which were / can be found inside my UpdateParticle() method. I had originally thought it would be a simple case of changing the h_position variable in the cudaMemcpy to m_particleList[i] but then I get the following error: no suitable conversion function from "ParticleSystemClass::ParticleType" to "const void *" exists I've probably messed up somewhere, but could someone please help fix the issues I'm facing. Everything else seems to running fine, it's just when I try to run the program that certain things hit the fan.

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  • How does having the Debugger change the game execution on an XBOX 360?

    - by Sebastian Gray
    So I thought my issue was relating to the difference between a Debug and a Release build as per this question: What's the difference between a "Release" Xbox 360 build and a "Debug" one? but I've since found that if I go ahead and build a Creators Club version of the game using a Debug build and deploy to the XBOX, I get the same experience I had with the Release version of my game. However if I run the game from Visual Studio using F5 and having set the XBOX as the default platform, then the game runs as expected. If I change from Debug to Release and run with CTRL+F5 then the game also works as expected. How would running the game with the debugger attached change the results I am getting in game? Is there any way that I can use the same approach or change the default compilation of the game so that I can use this approach to release my game?

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  • Sprite animation problem

    - by hustlerinc
    I have this sprite I have to animate. The sprite is 7 images total but animation is 10 frames (2 positions are repeated). The order I want to go through the frames is like this: 3 - 4 - 5 - 6 - 4 - 3 - 2 - 1 - 0 - 2. My problem is how can I skip 1 frame once I reach the end of each direction? The reason I want to skip is to save me from creating duplicate positions in the spritesheet. I'm doing this in Javascript.

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  • LibGDX onTouch() method kill on touch

    - by johnny-b
    How can I add this on my application. i want to use the onTouch() method from the implementation of the InputProcessor to kill the enemies on screen. how do i do that? do i have to do anything to the enemy class? please help Thank you M @Override public boolean touchDown(int screenX, int screenY, int pointer, int button) { return false; } here is my enemy class public class Bullet extends Sprite { private Vector2 velocity; private float lifetime; public Bullet(float x, float y) { velocity = new Vector2(0, 0); } public void update(float delta) { float targetX = GameWorld.getBall().getX(); float targetY = GameWorld.getBall().getY(); float dx = targetX - getX(); float dy = targetY - getY(); float distToTarget = (float) Math.sqrt(dx * dx + dy * dy); velocity.x += dx * delta; velocity.y += dy * delta; } } i am rendering all graphics in a GameRender class and a gameworld class if you need more info please let me know Thank you

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  • How should game objects be aware of each other?

    - by Jefffrey
    I find it hard to find a way to organize game objects so that they are polymorphic but at the same time not polymorphic. Here's an example: assuming that we want all our objects to update() and draw(). In order to do that we need to define a base class GameObject which have those two virtual pure methods and let polymorphism kicks in: class World { private: std::vector<GameObject*> objects; public: // ... update() { for (auto& o : objects) o->update(); for (auto& o : objects) o->draw(window); } }; The update method is supposed to take care of whatever state the specific class object needs to update. The fact is that each objects needs to know about the world around them. For example: A mine needs to know if someone is colliding with it A soldier should know if another team's soldier is in proximity A zombie should know where the closest brain, within a radius, is For passive interactions (like the first one) I was thinking that the collision detection could delegate what to do in specific cases of collisions to the object itself with a on_collide(GameObject*). Most of the the other informations (like the other two examples) could just be queried by the game world passed to the update method. Now the world does not distinguish objects based on their type (it stores all object in a single polymorphic container), so what in fact it will return with an ideal world.entities_in(center, radius) is a container of GameObject*. But of course the soldier does not want to attack other soldiers from his team and a zombie doesn't case about other zombies. So we need to distinguish the behavior. A solution could be the following: void TeamASoldier::update(const World& world) { auto list = world.entities_in(position, eye_sight); for (const auto& e : list) if (auto enemy = dynamic_cast<TeamBSoldier*>(e)) // shoot towards enemy } void Zombie::update(const World& world) { auto list = world.entities_in(position, eye_sight); for (const auto& e : list) if (auto enemy = dynamic_cast<Human*>(e)) // go and eat brain } but of course the number of dynamic_cast<> per frame could be horribly high, and we all know how slow dynamic_cast can be. The same problem also applies to the on_collide(GameObject*) delegate that we discussed earlier. So what it the ideal way to organize the code so that objects can be aware of other objects and be able to ignore them or take actions based on their type?

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  • What's the closest thing to Apple's SpriteKit on Android devices? [on hold]

    - by Krumelur
    I've been playing around with the iOS 7 SpriteKit APIs and I totally love them. As I'm pretty much a n00b on Android, I'm wondering what the best Alternative would be if I wanted to go cross platform? I find Cocos2D learning curve pretty steep, where with SpriteKit it's a matter of minutes to get something on the screen. Then there's MonoGame and Cocos 2D for MonoGame - haven't tried either one I must admit.

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  • Getting an object from a 2d array inside of a class

    - by user36324
    I am have a class file that contains two classes, platform and platforms. platform holds the single platform information, and platforms has an 2d array of platforms. Im trying to render all of them in a for loop but it is not working. If you could kindly help me i would greatly appreciate. void Platforms::setUp() { for(int x = 0; x < tilesW; x++){ for(int y = 0; y < tilesH; y++){ Platform tempPlat(x,y,true,renderer,filename,tileSize/scaleW,tileSize/scaleH); platArray[x][y] = tempPlat; } } } void Platforms::show() { for(int x = 0; x < tilesW; x++){ for(int y = 0; y < tilesH; y++){ platArray[x][y].show(renderer,scaleW,scaleH); } } }

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  • Game planning and software design? I feel that UML is not convenient

    - by user1542
    In my university, they always emphasize and hype about UML design and stuff, in which I feel it is not going to work well with game structure design. Now, I just want a professional advice on how should I begin my game designing? The story is I have some skill in programming and have done many minor game such as getting some 2D platformer working to some extend. The problems that I find about my program is the poor quality design. After coding for a while, things start to break down due to poor planning (When I add new feature, it tends to make me have to recode the whole program). However, to plan everything out without a single design flaw is a bit too ideal. Therefore, any advice to how should I plan my game? How should I put it into visible pictures, so that me and my friends are able to overview the designs? I planned to start coding a game with my friend. This is going to be my first teamwork, so any professional advices would be a pleasure. Is there any other alternatives than UML? Another question is how does "prototyping" normally looks like?

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  • Detect click on Triangle and Circle buttons

    - by chr1s89
    How can i detect clicks on a texture (will be a button in my game) that has a form of a triangle or circle. I know only the rectangle solution where u can use the positions + the width/height but this dont work for that because clicks will be detected at the transparent pixels. I heard of pixel-perfect collision is it the right way for this? It would be great if someone can give me a example for such a solution or other.

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  • OpenGL: Move camera regardless of rotation

    - by Markus
    For a 2D board game I'd like to move and rotate an orthogonal camera in coordinates given in a reference system (window space), but simply can't get it to work. The idea is that the user can drag the camera over a surface, rotate and scale it. Rotation and scaling should always be around the center of the current viewport. The camera is set up as: gl.glMatrixMode(GL2.GL_PROJECTION); gl.glLoadIdentity(); gl.glOrtho(-width/2, width/2, -height/2, height/2, nearPlane, farPlane); where width and height are equal to the viewport's width and height, so that 1 unit is one pixel when no zoom is applied. Since these transformations usually mean (scaling and) translating the world, then rotating it, the implementation is: gl.glMatrixMode(GL2.GL_MODELVIEW); gl.glLoadIdentity(); gl.glRotatef(rotation, 0, 0, 1); // e.g. 45° gl.glTranslatef(x, y, 0); // e.g. +10 for 10px right, -2 for 2px down gl.glScalef(zoomFactor, zoomFactor, zoomFactor); // e.g. scale by 1.5 That however has the nasty side effect that translations are transformed as well, that is applied in world coordinates. If I rotate around 90° and translate again, X and Y axis are swapped. If I reorder the transformations so they read gl.glTranslatef(x, y, 0); gl.glScalef(zoomFactor, zoomFactor, zoomFactor); gl.glRotatef(rotation, 0, 0, 1); the translation will be applied correctly (in reference space, so translation along x always visually moves the camera sideways) but rotation and scaling are now performed around origin. It shouldn't be too hard, so what is it I'm missing?

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  • boolean operations on meshes

    - by lathomas64
    given a set of vertices and triangles for each mesh. Does anyone know of an algorithm, or a place to start looking( I tried google first but haven't found a good place to get started) to perform boolean operations on said meshes and get a set of vertices and triangle for the resulting mesh? Of particular interest are subtraction and union. Example pictures: http://www.rhino3d.com/4/help/Commands/Booleans.htm

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  • How do I properly implement zooming in my game?

    - by Rudy_TM
    I'm trying to implement a zoom feature but I have a problem. I am zooming in and out a camera with a pinch gesture, I update the camera each time in the render, but my sprites keep their original position and don't change with the zoom in or zoom out. The Libraries are from libgdx. What am I missing? private void zoomIn() { ((OrthographicCamera)this.stage.getCamera()).zoom += .01; } public boolean pinch(Vector2 arg0, Vector2 arg1, Vector2 arg2, Vector2 arg3) { // TODO Auto-generated method stub zoomIn(); return false; } public void render(float arg0) { this.gl.glClear(GL10.GL_DEPTH_BUFFER_BIT | GL10.GL_COLOR_BUFFER_BIT); ((OrthographicCamera)this.stage.getCamera()).update(); this.stage.draw(); } public boolean touchDown(int arg0, int arg1, int arg2) { this.stage.toStageCoordinates(arg0, arg1, point); Actor actor = this.stage.hit(point.x, point.y); if(actor instanceof Group) { ((LevelSelect)((Group) actor).getActors().get(0)).touched(); } return true; } Zoom In Zoom Out

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  • Cross-platform builds with OGRE3D via CMake. Any tips?

    - by frarees
    I've been trying to compile a simple project for both OSX and Windows platforms, using OGRE3D, but I've got some problems on the way. I'm using CMake to create my platform specific project files (VS solution & Xcode project). Some problems I found are: OGRE3D source is distributed in 2 flavors, Windows sources and UNIX/OSX sources. In OSX, compiling dependencies (freetype, FreeImage and specially OIS) is such a pain. I don't know how to handle precompiled dependencies (they exist for both Win & Mac). May sound like a noob question, but I would appreciate some tips on this. Resources, forum posts, anything. There exists any "cross-platform base project for OGRE3D" on the net? Would be really helpful if someone who already managed to do this can bring some light. Btw, I'm not basing the project on OGRE3D, it's just that is the biggest library I'm probably using, so I depend a lot on it. Thanks in advantage!

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  • Best way to create neon glow line effect in AS3?

    - by Phil
    What's the best way to create a neon glow line effect in Flash AS3? Say similar to what's going on in the game gravitron360 on the xbox 360? Would it be a good idea to create movieclips with plain lines drawn in them and then apply a glow filter to them? or perhaps just apply the glow filter to the entire movieclip layer the movieclips are on? or just draw them manually and create a glow effect by converting the lines to fills and then softening edges? (wouldn't blend as well but would be the fastest CPU wise?) Thanks for any help

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  • Scalability of multi-threading in game server

    - by Taylor Hill
    What is a reasonable number of threads for a simple 2D mmo in Java? Is it reasonable to have two threads per connection, one for the input stream and one for the output stream? The reason I ask is because I use a blocking method on the input stream, and a workaround seems unnecessarily complex if I were to try to get around it without adding threads. This is mostly for my own edification; I don't expect to have 5 million people playing it ever, or even 5, but I'm wondering what a good scalable solution is, and if this is reasonable for a small server (<30 connections).

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  • How do you deal with transitions in animating walking?

    - by Aerovistae
    I'm pretty new to this whole animating models thing. Just learning the ropes. I got a nice walking animation going, which I can loop while a character is walking, but what about when they stop walking? I mean, they could be at any point in the animation at the time the player stops walking. How do I get them to smoothly return to a standing still position without having them snap into that position? The same goes for starting walking from a standing still position. Do you need a separate animation? How is this dealt with?

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  • Pathfinding in Warcraft 1

    - by Valmond
    Dijkstra and A* are all nice and popular but what kind of algorithm was used in Warcraft 1 for pathfinding? I remember that the enemy could get trapped in bowl-like caverns which means there were (most probably) no full-path calculations from "start to end". If I recall correctly, the algorithm could be something like this: A) Move towards enemy until success or hitting a wall B) If blocked by a wall, follow the wall until you can move towards the enemy without being blocked and then do A) But I'd like to know, if someone knows :-)

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  • Working Qt controls in a 3d environment

    - by Jay
    I need some advice from a Qt expert. The background: I have a 3D engine (ogre3d) working in concert with Qt. The 3D Content is displayed in a widget (using a custom OS window in the client area). I'm able to overlay arbitrary Qt widgets onto the 3d world using the widget render() method and a shared bitmap. This makes a great "heads up display". I can use the standard Qt style sheets and animation using this technique. My goal I'd like to go a step further and allow the user to move these rendered widgets using the mouse. I'd like some advice on the best way to implement this. Possible solutions: The widgets in the HUD are not part of the inheritance chain. I render them manually. They don't get events though. I could add them to the inheritance chain so they get events in the usual way. Then I would need to change them to render to my shared bitmap instead of to the operating system. I looked at this once but couldn't find enough information to implement it. Capture mouse events in the 3D display widget and EMIT them to child controls. I basically create my own event handling chain. Any suggestions on how to implement this? I'm also considering switching to Qt5. I'm not sure how that might affect this decision.

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  • What is causing this behavior with the movement of Pong Ball in 2D? [closed]

    - by thegermanpole
    //edit after running it through the debugger it turned out i had the display function set to x,x...TIL how to use a debugger I've been trying to teach myself C++ SDL with the lazyfoo tutorial and seem to have run into a roadblock. The code below is the movement function of my Dot class, which controls the ball. The ball seems to ignore yvel and moves with xvel to the bottom right. The code should be pretty readable, the rest of the relevant facts are: All variables are names Constants are in caps dotrad is the radius of my dot yvel and xvel are set to 5 in the constructor The dot is created at x and y equal to 100 When I comment out the x movement block it doesn't move, but if i comment out the y movement block, it keeps on going down to the right. void Dot::move() { if(((y+yvel+dotrad) <= SCREEN_HEIGHT) && (0 <= (y-dotrad+yvel))) { y+=yvel; } else { yvel = -1*yvel; } if(((x+xvel+dotrad) <= SCREEN_WIDTH) && (0 <= (x-dotrad+xvel))) { x +=xvel; } else { xvel = -1*xvel; } }

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  • Dropping multiple objects using an array in Actionscript?

    - by Eratosthenes
    I'm trying to get these fireBalls to drop more often, I'm not sure if I'm using Math.random correctly. Also, for some reason I'm getting a null reference because I think the fireBalls array waits for one to leave the stage before dropping another one? This is the relevant code: var sun:Sun=new Sun var fireBalls:Array=new Array() var left:Boolean; function onEnterFrame(event:Event){ if (left) { sun.x = sun.x - 15; }else{ sun.x = sun.x + 15; } if (fireBalls.length>0&&fireBalls[0].y>stage.stageHeight){ // Fireballs exit stage removeChild(fireBalls[0]); fireBalls.shift(); } for (var j:int=0; j<fireBalls.length; j++){ fireBalls[j].y=fireBalls[j].y+15; if (fireBalls[j].y>stage.stageHeight-fireBall.width/2){ } } if (Math.random()<.2){ // Fireballs shooting from Sun var fireBall:FireBall=new FireBall; fireBall.x=sun.x; addChild(fireBall); fireBalls.push(fireBall); } }

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  • Sprite batching in OpenGL

    - by Roy T.
    I've got a JAVA based game with an OpenGL rendering front that is drawing a large amount of sprites every frame (during testing it peaked at 700). Now this game is completely unoptimized. There is no spatial partitioning (so a sprite is drawn even if it isn't on screen) and every sprite is drawn separately like this: graphics.glPushMatrix(); { graphics.glTranslated(x, y, 0.0); graphics.glRotated(degrees, 0, 0, 1); graphics.glBegin(GL2.GL_QUADS); graphics.glTexCoord2f (1.0f, 0.0f); graphics.glVertex2d(half_size , half_size); // upper right // same for upper left, lower left, lower right graphics.glEnd(); } graphics.glPopMatrix(); Currently the game is running at +-25FPS and is CPU bound. I would like to improve performance by adding spatial partitioning (which I know how to do) and sprite batching. Not drawing sprites that aren't on screen will help a lot, however since players can zoom out it won't help enough, hence the need for batching. However sprite batching in OpenGL is a bit of mystery to me. I usually work with XNA where a few classes to do this are built in. But in OpenGL I don't know what to do. As for further optimization, the game I'm working on as a few interesting characteristics. A lot of sprites have the same texture and all the sprites are square. Maybe these characteristics will help determine an efficient batching technique?

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  • Matrix loading problems with jbullet and lwjgl

    - by Quintin
    The following code does not load the matrix correctly from jbullet. //box is a RigidBody Transform trans = new Transform(); trans = box.getMotionState().getWorldTransform(trans); float[] matrix = new float[16]; trans.getOpenGLMatrix(matrix); // pass that matrix to OpenGL and render the cube FloatBuffer buffer = ByteBuffer.allocateDirect(4*16).asFloatBuffer().put(matrix); buffer.rewind(); glPushMatrix(); glMultMatrix(buffer); glBegin(GL_POINTS); glVertex3f(0,0,0); glEnd(); glPopMatrix(); the jbullet is configured as so: CollisionConfiguration = new DefaultCollisionConfiguration(); dispatcher = new CollisionDispatcher(collisionConfiguration); Vector3f worldAabbMin = new Vector3f(-10000,-10000,-10000); Vector3f worldAabbMax = new Vector3f(10000,10000,10000); AxisSweep3 overlappingPairCache = new AxisSweep3(worldAabbMin, worldAabbMax); SequentialImpulseConstraintSolver solver = new SequentialImpulseConstraintSolver(); dynamicWorld = new DiscreteDynamicsWorld(dispatcher, overlappingPairCache, solver, collisionConfiguration); dynamicWorld.setGravity(new Vector3f(0,-10,0)); dynamicWorld.getDispatchInfo().allowedCcdPenetration = 0f; CollisionShape groundShape = new BoxShape(new Vector3f(1000.f, 50.f, 1000.f)); Transform groundTransform = new Transform(); groundTransform.setIdentity(); groundTransform.origin.set(new Vector3f(0.f, -60.f, 0.f)); float mass = 0f; Vector3f localInertia = new Vector3f(0, 0, 0); DefaultMotionState myMotionState = new DefaultMotionState(groundTransform); RigidBodyConstructionInfo rbInfo = new RigidBodyConstructionInfo(mass, myMotionState, groundShape, localInertia); RigidBody body = new RigidBody(rbInfo); dynamicWorld.addRigidBody(body); dynamicWorld.clearForces(); Nothing is rendered on the screen. What am I doing wrong?

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  • Game Design - When to separate out pieces into static libraries?

    - by Jason
    I am developing a game that has a lot of platform generic pieces. I am wanting to separate out various pieces into static libraries and I would like to know what other devs do. I am considering targeting other platforms and I want to maintain an much platform neutrality as I can. I have a lot of generic level data in C++ classes. THinking all of the level data could go into a single static library. I have a lot of generic OpenGL code that I think could also go into a single static library. I am already using CMAKE for some and XCode 4.5 for the Apple specific pieces. What do other devs do to stay platform neutral? Does anyone use Eclipse instead of XCode and Visual Studio on Windows?

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  • Techniques for lighting a texture (no shadows)

    - by Paul Manta
    I'm trying to learn about dynamic shadows for 2D graphics. While I understand the basic ideas behind determining what areas should be lit and which should be in shadow, I don't know how I would "lighten" a texture in the first place. Could you go over various popular techniques for lighting a texture and what (dis)advantages each one has? Also, how is lighting a texture with colored light different from using white light?

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  • How can you put all images from a game to 1 file?

    - by ThePlan
    I've just finished a basic RPG game written in C++ SFML, I've put a lot of effort into the game and I'd want to distribute it, however I've ran into a small issue. Problem is, I have well over 200 images and map files (they're .txt files which hold map codes) all in the same folder as the executable, when I look in the folder, it makes me want to cry a little bit seeing so many resources, I've never seen a game which shows you all the resources directly, instead I believe they pack the resources in a certain file. Well, that's what I'm trying to achieve: I'm hoping to pack all the images in 1 file (Maybe the .txt files as well) then being able to read from that file or easily add to it.

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