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  • Huge procedurally generated 'wilderness' worlds

    - by The Communist Duck
    Hi. I'm sure you all know of games like Dwarf Fortress - massive, procedural generated wilderness and land. Something like this, taken from this very useful article. However, I was wondering how I could apply this to a much larger scale; the scale of Minecraft comes to mind (isn't that something like 8x the size of the Earth's surface?). Pseudo-infinite, I think the best term would be. The article talks about fractal perlin noise. I am no way an expert on it, but I get the general idea (it's some kind of randomly generated noise which is semi-coherent, so not just random pixel values). I could just define regions X by X in size, add some region loading type stuff, and have one bit of noise generating a region. But this would result in just huge amounts of islands. On the other extreme, I don't think I can really generate a supermassive sheet of perlin noise. And it would just be one big island, I think. I am pretty sure Perlin noise, or some noise, would be the answer in some way. I mean, the map is really nice looking. And you could replace the ascii with tiles, and get something very nice looking. Anyone have any ideas? Thanks. :D -TheCommieDuck

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  • How do I render my own DirectX Stuff to a full screen WPF's DirectX surface?

    - by marc40000
    Basically Danny Varod seems to know as he posted it as an answer to this question: Display a Message Box over a Full Screen DirectX application I think, theoretically this might work, but I have no idea how to actually do it. Since I'm also not allowed to post a comment under his comment nor am I allwoed to ask on meta about how to contact another user, I ask this as a normal question here: How do I render my own DirectX Stuff to a full screen WPF's DirectX surface? For starters, I have no idea how to get the DirectX surface from a WPF window. If I had it, what do I have to take care of that the WPF rendering doesn't screw up my own rending or vice-versa?

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  • XNA Required information to represent 2D Sprite graphically

    - by Fire-Dragon-DoL
    I was thinking about dividing my game engine into 2 threads: render thread and update thread (I can't come up on how to divide update thread from physic thread at the moment). That said, I have to duplicate all Sprite informations, what do I really need to represents a 2D Sprite graphically? Here are my ideas (I'll mark with ? things that I'm not sure): Vector2 Position float Rotation ? Vector2 Pivot ? Rectangle TextureRectangle Texture2D Texture Vector2 ImageOrigin ? (is it tracked somewhere else?) If you have any suggestion about using different types for datas, it's appreciated Last part of the question: isn't this a lot of data to copy in a buffer?what should I really copy in the buffer?I'm following this tutorial: http://www.sgtconker.com/2009/11/article-multi-threading-your-xna/3/ Thanks UPDATE 1: Newer values at the moment: Vector2 Position float Rotation Vector2 Pivot Rectangle TextureRectangle Texture2D Texture Color Color byte Facing (can be left or right, I'll do it with an enum) I re-read the tutorial, what I was doing wrong is not that I need to pass all those values, I need to pass only changed values as messages. UPDATE 2: Vector2 Position float Rotation Vector2 Pivot Rectangle TextureRectangle Texture2D Texture Color Color bool Flip uint DrawOrder Vector2 Scale bool Visible ? Mhhh, should Visibile be included?

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  • How to shoot a triangle out of an asteroid which floats all of the way up to the screen?

    - by Holland
    I currently have an asteroid texture loaded as my "test player" for the game I'm writing. What I'm trying to figure out how to do is get a triangle to shoot from the center of the asteroid, and keep going until it hits the top of the screen. What happens in my case (as you'll see from the code I've posted), is that the triangle will show, however it will either be a long line, or it will just be a single triangle which stays in the same location as the asteroid moving around (that disappears when I stop pressing the space bar), or it simply won't appear at all. I've tried many different methods, but I could use a formula here. All I'm trying to do is write a space invaders clone for my final in C#. I know how to code fairly well, my formulas just need work is all. So far, this is what I have: Main Logic Code protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(ClearOptions.Target, Color.Black, 1, 1); mAsteroid.Draw(mSpriteBatch); if (mIsFired) { mPositions.Add(mAsteroid.LastPosition); mRay.Fire(mPositions); mIsFired = false; mRay.Bullets.Clear(); mPositions.Clear(); } base.Draw(gameTime); } Draw Code public void Draw() { VertexPositionColor[] vertices = new VertexPositionColor[3]; int stopDrawing = mGraphicsDevice.Viewport.Width / mGraphicsDevice.Viewport.Height; for (int i = 0; i < mRayPos.Length(); ++i) { vertices[0].Position = new Vector3(mRayPos.X, mRayPos.Y + 5f, 10); vertices[0].Color = Color.Blue; vertices[1].Position = new Vector3(mRayPos.X - 5f, mRayPos.Y - 5f, 10); vertices[1].Color = Color.White; vertices[2].Position = new Vector3(mRayPos.X + 5f, mRayPos.Y - 5f, 10); vertices[2].Color = Color.Red; mShader.CurrentTechnique.Passes[0].Apply(); mGraphicsDevice.DrawUserPrimitives<VertexPositionColor>(PrimitiveType.TriangleStrip, vertices, 0, 1); mRayPos += new Vector2(0, 1f); mGraphicsDevice.ReferenceStencil = 1; } }

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  • Traffic estimation for a multiplayer flash game

    - by Steve Addington
    hey, i want to know if my rough traffic estimations are right, it would be for a pretty simple realtime flashgame in the style of haxball (but not as a soccer game) heres a video of it http://www.youtube.com/watch?v=z_xBdFg1RcI So here comes my estimation, i dont know if they are realistic! i hope someone can help me. consider the packet attached as a typical one sent every 200ms, its 148bytes + 64 bytes of header will make around a 200bytes packet. The server will receive 200bytes x 6 players x 5 times a sec=6000bytes/s=5.85Kbytes/s=46.9kbit/s plus he has to send all back to the players, so at this point are 94Kbit/s.The server received all the information, perform the definitive calculation and send the new position to all players, in a bigger packet of around 900bytes that have to be delivered to the others 6, which makes 900bytes x 6 players x 5 times a sec=27000bytes/s=26Kbytes/s=210kbit/s. overall that would be 26kbyte per second. thats like 130mb traffic per hour for a 6player room. but somehow i think the numbers are too high? that would be really much traffic for such a simple game. did i calculate something wrong?

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  • Blender DirectX exporter to Panda3D

    - by jakebird451
    I have been experimenting with Panda3D lately. I have a character made in Blender with various bones and currently with one animation that I wish to export to a *.x format for Panda3D. My current attempt was to export the model was to first export with bones [Armatures] by checking the "Export Armatures" button in the export menu (file name: char.x). Thanks to the *.x file format, I read the file and it seems to have the same bone structure format as the model (with parenting and matrix positional data). The second export was selecting Animations - Full Animation to provide just the animation (file name: char_idle.x). The models exported just fine. I am not sure about the animation yet, but the file seems to be just fine. This is my code for loading the model into python & Panda3D: self.model = Actor("char.x",{"char_idle.x"}) When I run the program the command line provides a couple of errors, the main errors of interest are: :Actor(warning): char.x is not a character! and ... File "C:\Panda3D-1.8.0\direct\actor\Actor.py", line 284, in __init__ if (type(anims[anims.keys()[0]])==type({})): AttributeError: 'set' object has no attribute 'keys' The first error is the most interesting to me. The model works if I leave the animation dictionary blank. With no animations loaded the character appears in its un-animated T position, however the actor warning still shows up. The character should include the various bones when I exported the model right? I am not that experienced with blender, I'm just a programmer. So if the problem lies in blender please try to keep that in mind when posting a reply. I'll try my best to keep up. I also tried to print out the bone structure without any animations loaded and it provides a similar error with the line print self.model.listJoints(): File "C:\Panda3D-1.8.0\direct\actor\Actor.py", line 410, in listJoints Actor.notify.error("no part named: %s" % (partName)) File "C:\Panda3D-1.8.0\direct\directnotify\Notifier.py", line 132, in error raise exception(errorString) StandardError: no part named: modelRoot I really hope it is a simple exporting fix.

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  • How to Handle frame rates and synchronizing screen repaints

    - by David Kroukamp
    I would first off say sorry if the title is worded incorrectly. Okay now let me give the scenario I'm creating a 2 player fighting game, An average battle will include a Map (moving/still) and 2 characters (which are rendered by redrawing a varying amount of sprites one after the other). Now at the moment I have a single game loop limiting me to a set number of frames per second (using Java): Timer timer = new Timer(0, new AbstractAction() { @Override public void actionPerformed(ActionEvent e) { long beginTime; //The time when the cycle begun long timeDiff; //The time it took for the cycle to execute int sleepTime; //ms to sleep (< 0 if we're behind) int fps = 1000 / 40; beginTime = System.nanoTime() / 1000000; //execute loop to update check collisions and draw gameLoop(); //Calculate how long did the cycle take timeDiff = System.nanoTime() / 1000000 - beginTime; //Calculate sleep time sleepTime = fps - (int) (timeDiff); if (sleepTime > 0) {//If sleepTime > 0 we're OK ((Timer)e.getSource()).setDelay(sleepTime); } } }); timer.start(); in gameLoop() characters are drawn to the screen ( a character holds an array of images which consists of their current sprites) every gameLoop() call will change the characters current sprite to the next and loop if the end is reached. But as you can imagine if a sprite is only 3 images in length than calling gameLoop() 40 times will cause the characters movement to be drawn 40/3=13 times. This causes a few minor anomilies in the sprited for some charcters So my question is how would I go about delivering a set amount of frames per second in when I have 2 characters on screen with varying amount of sprites?

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  • How to prevent a hacked-server from spoofing a master server?

    - by Cody Smith
    I wish to setup a room-based multilayer game model where players may host matches and serve as host (IE the server with authoritative power). I wish to host a master server which tracks player's items, rank, cash, exp, etc. In such a model, how can I prevent someone that is hosting a game (with a modified server) from spoofing the master server with invalid match results, thus gaining exp, money or rankings. Thanks. -Cody

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  • Collision Detection algorithms with early Collision exit

    - by Grieverheart
    I'm using collision detection in Monte Carlo simulations and at the moment I'm using GJK which is quite fast. I can't help to think it could be done even faster though. In the simulations, about 70% of the time GJK is run, it detects a collision. Thus collisions are more than non-collisions in my case. Most collision detection algorithms I know have an early non-collision exit test. Are there any collision detection algorithms that have an early collision detect instead of non-collision and could be potentially faster than GJK in case of collision?

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  • How to do reflective collisions with particles hitting background tiles?

    - by Shawn LeBlanc
    In my 2d pixel old-school platformer, I'm looking for methods for bouncing particles off of background tiles. Particles aren't affected by gravity and collisions are "reflective". By that I mean a particle hitting the side of a square tile at 45 degrees should bounce off at 45 degrees as well. We can assume that tiles will always be perfectly square. No slopes or anything. What are efficient methods and algorithms to do this? I'd be implementing this on a Sega Genesis.

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  • xna networking, dedicated server possible?

    - by Jake
    Hi I want to release my xna game to the XBOX platform, but I'm worried about the networking limitations. Basically, I want to have a dedicated (authoritative) server, but it sounds like that is not possible. Which is why I'm wondering about: a.) Using port 80 web calls to php-driven database b.) Using an xbox as a master-server (is that possible?) I like the sound of [b] , because I could write my own application to run on the xbox, and I would assume other users could connect to it similar to the p2p architecture. Anyone able to expand on theory [b] above? or [a] as worst-case scenario?

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  • Homemaking a 2d soft body physics engine

    - by Griffin
    hey so I've decided to Code my own 2D soft-body physics engine in C++ since apparently none exist and I'm starting only with a general idea/understanding on how physics work and could be simulated: by giving points and connections between points properties such as elasticity, density, mass, shape retention, friction, stickiness, etc. What I want is a starting point: resources and helpful examples/sites that could give me the specifics needed to actually make this such as equations and required physics knowledge. It would be great if anyone out there also would give me their attempts or ideas. finally I was wondering if it was possible to... use the source code of an existing 3D engine such as Bullet and transform it to be 2D based? use the source code of a 2D Rigid body physics engine such as box2d as a starting point?

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  • Coding Dynamic Events?

    - by Joey Green
    I have no idea what the title of this question should be so bare with me. My game has turns. On a turn a player does something and this can result in a random number of explosions that occur at different times. I know when the explosions are done. I need to know when ALL are done and then do some other action. Also, each explosion is the same amount of time, say 3 seconds.. Right now I'm thinking of using a counter to hold how many explosions are happening. Then once the explosion is finished decrement this counter. Once the counter is zero, do my action. This idea is inspired by objective-c memory management btw. Anyways, does this sound like a good approach or would there be another way. An alternative might be to figure out the explosion who happened last and let it be responsible for calling this subsequent action. I'm asking mostly, because I haven't done this before and am trying to figure out if there are bugs that may occur that I'm not foreseeing.

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  • Where should I place my reaction code in Per-Pixel Collision Detection?

    - by CJ Cohorst
    I have this collision detection code: public bool PerPixelCollision(Player player, Game1 dog) { Matrix atob = player.Transform * Matrix.Invert(dog.Transform); Vector2 stepX = Vector2.TransformNormal(Vector2.UnitX, atob); Vector2 stepY = Vector2.TransformNormal(Vector2.UnitY, atob); Vector2 iBPos = Vector2.Transform(Vector2.Zero, atob); for(int deltax = 0; deltax < player.playerTexture.Width; deltax++) { Vector2 bpos = iBPos; for (int deltay = 0; deltay < player.playerTexture.Height; deltay++) { int bx = (int)bpos.X; int by = (int)bpos.Y; if (bx >= 0 && bx < dog.dogTexture.Width && by >= 0 && by < dog.dogTexture.Height) { if (player.TextureData[deltax + deltay * player.playerTexture.Width].A > 150 && dog.TextureData[bx + by * dog.Texture.Width].A > 150) { return true; } } bpos += stepY; } iBPos += stepX; } return false; } What I want to know is where to put in the code where something happens. For example, I want to put in player.playerPosition.X -= 200 just as a test, but I don't know where to put it. I tried putting it under the return true and above it, but under it, it said unreachable code, and above it nothing happened. I also tried putting it by bpos += stepY; but that didn't work either. Where do I put the code?

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  • 2D non-tile based map editor

    - by Jonesy
    I am currently developing a relatively simple 2D, topdown oriented adventure game for the iPhone and was wondering what would be the easiest way to create the maps for my game. I figured I would need some kind of visual editor that would give me immediate feedback and would allow me to place all objects in the world exactly where I want them. I could then load the saved representation of the world I create in the editor in my game. So, I am looking for a simple map editor that allows me to do this. All the objects in my game are simply textured rectangles build up from two triangles. All I need to be able to do is position different rectangles/objects in the map, and give them a texture. I am using texture atlases, so it would be useful to be able to assign portions of textures to the objects. I then need to be able to extract all the objects from the saved representation of my maps, together with the name/identifier of the texture(atlas) they use, and the area of the texture atlas. I have looked at some tile-based map editors like Tiled and Ogmo, but they don't seem to be able to do what I want. Any suggestions? EDIT: a more concrete example: something like the GameMaker level editor, but then with added export functionality in a handy format.

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  • Rotating object along bezier curve: not rotating enough?

    - by Paul
    I tried to follow the instructions from the threads on the forum (Cocos2d rotating sprite while moving with CCBezierBy) with Unity, in order to rotate my object as it moves along a bezier curve. But it does not rotate enough, the angle is too low, it goes up to 6 instead of 90 for example, as you can see on this image (the y eulerAngle is at 6, I would expect it to be around 90 with this curve) : Would you know why it does this? And how to make the rotation toward the next point? Here is the code (in c# with Unity) : (I am comparing x and z to get the angle, and adding the angle to eulerAngles.y so that it rotates around the y axis) void Update () { if ( Input.GetKey("d") ) start = true; if ( start ){ myTime = Time.time; start = false; } float theTime = (Time.time - myTime) *0.5f; if ( theTime < 1 ) { car.position = Spline.Interp( myArray, theTime );//creates the bezier curve counterBezier += Time.deltaTime; //compare 2 positions after 0.1f if ( counterBezier > 0.1f ){ counterBezier = 0; cbDone = false; newpos = car.position; float angle = Mathf.Atan2(newpos.z - oldpos.z, newpos.x - oldpos.x); angle += car.eulerAngles.y; car.eulerAngles = new Vector3(0,angle,0); } else if ( counterBezier > 0 && !cbDone ){ oldpos = car.position; cbDone = true; } Thanks

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  • Resolution Independence in libGDX

    - by ashes999
    How do I make my libGDX game resolution/density independent? Is there a way to specify image sizes as "absolute" regardless of the underlying density? I'm making a very simple kids game; just a bunch of sprites displayed on-screen, and some text for menus (options menu primarily). What I want to know is: how do I make my sprites/fonts resolution independent? (I have wrapped them in my own classes to make things easier.) Since it's a simple kids game, I don't need to worry about the "playable area" of the game; I want to use as much of the screen space as possible. What I'm doing right now, which seems super incorrect, is to simply create images suitable for large resolutions, and then scale down (or rarely, up) to fit the screen size. This seems to work okay (in the desktop version), even with linear mapping on my textures, but the smaller resolutions look ugly. Also, this seems to fly in the face of Android's "device independent pixels" (DPs). Or maybe I'm missing something and libGDX already takes care of this somehow? What's the best way to tackle this? I found this link; is this a good way of solving the problem?: http://www.dandeliongamestudio.com/2011/09/12/android-fragmentation-density-independent-pixel-dip/ It mentions how to control the images, but it doesn't mention how to specify font/image sizes regardless of density.

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  • extrapolating object state based on updates

    - by user494461
    I have a networked multi-user collaborative application. To maintain a consistent virtual world, I send updates for objects from a master peer to a guest peer. The update state contains x,y,z coordinates of object center and his rotation matrix(CHAI3d api used a 3x3 matrix) with 30Hz frequency. I want to reduce this update rate and want to send with a reduced update rate. I want a predictor on both peers. When the predicted value is outside, say a error value of 10% in comparison to master peers objects original state the master peer triggers a state update. Now for position I used velocity,position updates so that the guest peer can extrapolate position. Like velocity for position what parameter should I use for rotation extrapolition?

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  • How to create water like in new super mario bros?

    - by user1103457
    I assume the water in New super mario bros works the same as in the first part of this tutorial: http://gamedev.tutsplus.com/tutorials/implementation/make-a-splash-with-2d-water-effects/ But in new super mario bros the water also has constant waves on the surface, and the splashes look very different. What's also a difference is that in the tutorial, if you create a splash, it first creates a deep "hole" in the water at the origin of the splash. In new super mario bros this hole is absent or much smaller. When I refer to the splashes in new super mario bros I am referring to the splashes that the player creates when jumping in and out of the water. For reference you could use this video: http://www.ign.com/videos/2012/11/17/new-super-mario-bros-u-3-star-coin-walkthrough-sparkling-waters-1-waterspout-beach just after 00:50, when the camera isn't moving you can get a good look at the water and the constant waves. there are also some good examples of the splashes during that time. How do they create the constant waves and the splashes? I am programming in XNA. (I have tried this myself but couldn't really get it all to work well together) (and as bonus questions: how do they create the light spots just under the surface of the waves, and how do they texture the deeper parts of the water? This is the first time I try to create water like this.)

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  • Using idle time in turn-based (RPG) games for updating

    - by The Communist Duck
    If you take any turn based RPG game there will be large periods of time when nothing is happening because the game is looping over 'wait_for_player_input'. Naturally it seems sensible to use this time to update things. However, this immediately seems to suggest that it would need to be threaded. Is this sort of design possible in a single thread? loop: if not check_something_pressed: update_a_very_small_amount else keep going But if we says 'a_very_small_amount' is only updating a single object each loop, it's going to be very slow at updating. How would you go about this, preferably in a single thread? EDIT: I've tagged this language-agnostic as that seems the sensible thing, though anything more specific to Python would be great. ;-)

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  • Custom shadow mapping in Unity 3D Free Edition

    - by nosferat
    Since real time hard and soft shadows are Unity 3D Pro only features I thought I will learn Cg programming and create my own shadow mapping shader. But after some digging I found that the shadow mapping technique uses depth textures, and in Unity depth values can be accessed through a Render Texture object, which is Unity Pro only again. So is it true, that I cannot create real time shadow shaders as a workaround to the limitations of the free version?

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  • C# XNA: Effecient mesh building algorithm for voxel based terrain ("top" outside layer only, non-destructible)

    - by Tim Hatch
    To put this bluntly, for non-destructible/non-constructible voxel style terrain, are generated meshes handled much better than instancing? Is there another method to achieve millions of visible quad faces per scene with ease? If generated meshes per chunk is the way to go, what kind of algorithm might I want to use based on only EVER needing the outer layer rendered? I'm using 3D Perlin Noise for terrain generation (for overhangs/caves/etc). The layout is fantastic, but even for around 20k visible faces, it's quite slow using instancing (whether it's one big draw call or multiple smaller chunks). I've simplified it to the point of removing non-visible cubes and only having the top faces of my cube-like terrain be rendered, but with 20k quad instances, it's still pretty sluggish (30fps on my machine). My goal is for the world to be made using quite small cubes. Where multiple games (IE: Minecraft) have the player 1x1 cube in width/length and 2 high, I'm shooting for 6x6 width/length and 9 high. With a lot of advantages as far as gameplay goes, it also means I could quite easily have a single scene with millions of truly visible quads. So, I have been trying to look into changing my method from instancing to mesh generation on a chunk by chunk basis. Do video cards handle this type of processing better than separate quads/cubes through instancing? What kind of existing algorithms should I be looking into? I've seen references to marching cubes a few times now, but I haven't spent much time investigating it since I don't know if it's the better route for my situation or not. I'm also starting to doubt my need of using 3D Perlin noise for terrain generation since I won't want the kind of depth it would seem best at. I just like the idea of overhangs and occasional cave-like structures, but could find no better 'surface only' algorithms to cover that. If anyone has any better suggestions there, feel free to throw them at me too. Thanks, Mythics

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  • Multiple Audio listeners in Scene

    - by Kevin Jensen Petersen
    THIS IS UNITY Im trying to make a FPS game over networking, it works fine. But now, when im trying to implement sound, it won't work. My guess would be, to add a Audio listener to the prefab, that gets instansiated whenever a player connects to the server, however the problem about this is that each player's audiolistener have been switched out which the other player(s), so the AudioSource won't play at the player, but at someone else in the game. Any suggestions ?

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  • Why does Farseer 2.x store temporaries as members and not on the stack? (.NET)

    - by Andrew Russell
    UPDATE: This question refers to Farseer 2.x. The newer 3.x doesn't seem to do this. I'm using Farseer Physics Engine quite extensively at the moment, and I've noticed that it seems to store a lot of temporary value types as members of the class, and not on the stack as one might expect. Here is an example from the Body class: private Vector2 _worldPositionTemp = Vector2.Zero; private Matrix _bodyMatrixTemp = Matrix.Identity; private Matrix _rotationMatrixTemp = Matrix.Identity; private Matrix _translationMatrixTemp = Matrix.Identity; public void GetBodyMatrix(out Matrix bodyMatrix) { Matrix.CreateTranslation(position.X, position.Y, 0, out _translationMatrixTemp); Matrix.CreateRotationZ(rotation, out _rotationMatrixTemp); Matrix.Multiply(ref _rotationMatrixTemp, ref _translationMatrixTemp, out bodyMatrix); } public Vector2 GetWorldPosition(Vector2 localPosition) { GetBodyMatrix(out _bodyMatrixTemp); Vector2.Transform(ref localPosition, ref _bodyMatrixTemp, out _worldPositionTemp); return _worldPositionTemp; } It looks like its a by-hand performance optimisation. But I don't see how this could possibly help performance? (If anything I think it would hurt by making objects much larger).

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  • Semi Fixed-timestep ported to javascript

    - by abernier
    In Gaffer's "Fix Your Timestep!" article, the author explains how to free your physics' loop from the paint one. Here is the final code, written in C: double t = 0.0; const double dt = 0.01; double currentTime = hires_time_in_seconds(); double accumulator = 0.0; State previous; State current; while ( !quit ) { double newTime = time(); double frameTime = newTime - currentTime; if ( frameTime > 0.25 ) frameTime = 0.25; // note: max frame time to avoid spiral of death currentTime = newTime; accumulator += frameTime; while ( accumulator >= dt ) { previousState = currentState; integrate( currentState, t, dt ); t += dt; accumulator -= dt; } const double alpha = accumulator / dt; State state = currentState*alpha + previousState * ( 1.0 - alpha ); render( state ); } I'm trying to implement this in JavaScript but I'm quite confused about the second while loop... Here is what I have for now (simplified): ... (function animLoop(){ ... while (accumulator >= dt) { // While? In a requestAnimation loop? Maybe if? ... } ... // render requestAnimationFrame(animLoop); // stand for the 1st while loop [OK] }()) As you can see, I'm not sure about the while loop inside the requestAnimation one... I thought replacing it with a if but I'm not sure it will be equivalent... Maybe some can help me.

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