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  • Profiling and containing memory per system

    - by chadb
    I have been interesting in profiling and keeping a managed memory pool for each subsystem, so I could get statistic on how much memory was being used in something such as sounds or graphics. However, what is the best design for doing this? I was thinking of using multiple allocators and just using one per subsystem, however, that would result in global variables for my allocators (or so it would seem to me). Another approach I have seen/been suggested is to just overload new and pass in an allocator for a parameter. I had a similar question over on stackoverflow here with a bounty, however, it seems as if perhaps I was too vague or just there is not enough people with knowledge in the subject.

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  • How are these bullets done?

    - by Mike
    I really want to know how the bullets in Radiangames Inferno are done. The bullets seem like they are just billboard particles but I am curious about how their tails are implemented. They can curve so this means they are not just a billboard. Also, they appear continuous which implies that the tails are not made of a bunch of smaller particles (I think). Can anyone shead some light on this for me?

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  • Terrain square loading

    - by AndroidXTr3meN
    Games like Skyrim, Morrowind, and more are using quads or square to divide the terrain if im correct. The player is always at #5 1 | 2 | 3 4 | 5 | 6 7 | 8 | 9 So whenever you cross the border you unload and load the new "areas" But if the user goes just over the edge and then the second after goes back previous area a lot of unnecessary loading and unloading is done. Is there a general approach to this because I dont think games like skyrim have this issue? Cheers!

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  • Contricted A* problem

    - by Ragekit
    I've got a little problem with an A* algorithm that I need to constrict a little bit. Basically : I use an A* to find the shortest path between 2 randomly placed room in 3D space, and then build a corridor between them. The problem I found is that sometimes it makes chimney like corridors that are not ideal, so I constrict the A* so that if the last movement was up or down, you go sideways. Everything is fine, but in some corner cases, it fails to find a path (when there is obviously one). Like here between the blue and red dot : (i'm in unity btw, but i don't think it matters) Here is the code of the actual A* (a bit long, and some redundency) while(current != goal) { //add stair up / stair down foreach(Node<GridUnit> test in current.Neighbors) { if(!test.Data.empty && test != goal) continue; //bug at arrival; if(test == goal && penul !=null) { Vector3 currentDiff = current.Data.bounds.center - test.Data.bounds.center; if(!Mathf.Approximately(currentDiff.y,0)) { //wanna drop on the last if(!coplanar(test.Data.bounds.center,current.Data.bounds.center,current.Data.parentUnit.bounds.center,to.Data.bounds.center)) { continue; } else { if(Mathf.Approximately(to.Data.bounds.center.x, current.Data.parentUnit.bounds.center.x) && Mathf.Approximately(to.Data.bounds.center.z, current.Data.parentUnit.bounds.center.z)) { continue; } } } } if(current.Data.parentUnit != null) { Vector3 previousDiff = current.Data.parentUnit.bounds.center - current.Data.bounds.center; Vector3 currentDiff = current.Data.bounds.center - test.Data.bounds.center; if(!Mathf.Approximately(previousDiff.y,0)) { if(!Mathf.Approximately(currentDiff.y,0)) { //you wanna drop now : continue; } if(current.Data.parentUnit.parentUnit != null) { if(!coplanar(test.Data.bounds.center,current.Data.bounds.center,current.Data.parentUnit.bounds.center,current.Data.parentUnit.parentUnit.bounds.center)) { continue; }else { if(Mathf.Approximately(test.Data.bounds.center.x, current.Data.parentUnit.parentUnit.bounds.center.x) && Mathf.Approximately(test.Data.bounds.center.z, current.Data.parentUnit.parentUnit.bounds.center.z)) { continue; } } } } } g = current.Data.g + HEURISTIC(current.Data,test.Data); h = HEURISTIC(test.Data,goal.Data); f = g + h; if(open.Contains(test) || closed.Contains(test)) { if(test.Data.f > f) { //found a shorter path going passing through that point test.Data.f = f; test.Data.g = g; test.Data.h = h; test.Data.parentUnit = current.Data; } } else { //jamais rencontré test.Data.f = f; test.Data.h = h; test.Data.g = g; test.Data.parentUnit = current.Data; open.Add(test); } } closed.Add (current); if(open.Count == 0) { Debug.Log("nothingfound"); //nothing more to test no path found, stay to from; List<GridUnit> r = new List<GridUnit>(); r.Add(from.Data); return r; } //sort open from small to biggest travel cost open.Sort(delegate(Node<GridUnit> x, Node<GridUnit> y) { return (int)(x.Data.f-y.Data.f); }); //get the smallest travel cost node; Node<GridUnit> smallest = open[0]; current = smallest; open.RemoveAt(0); } //build the path going backward; List<GridUnit> ret = new List<GridUnit>(); if(penul != null) { ret.Insert(0,to.Data); } GridUnit cur = goal.Data; ret.Insert(0,cur); do{ cur = cur.parentUnit; ret.Insert(0,cur); } while(cur != from.Data); return ret; You see at the start of the foreach i constrict the A* like i said. If you have any insight it would be cool. Thanks

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  • How to store bitmaps in memory?

    - by Geotarget
    I'm working with general purpose image rendering, and high-performance image processing, and so I need to know how to store bitmaps in-memory. (24bpp/32bpp, compressed/raw, etc) I'm not working with 3D graphics or DirectX / OpenGL rendering and so I don't need to use graphics card compatible bitmap formats. My questions: What is the "usual" or "normal" way to store bitmaps in memory? (in C++ engines/projects?) How to store bitmaps for high-performance algorithms, such that read/write times are the fastest? (fixed array? with/without padding? 24-bpp or 32-bpp?) How to store bitmaps for applications handling a lot of bitmap data, to minimize memory usage? (JPEG? or a faster [de]compression algorithm?) Some possible methods: Use a fixed packed 24-bpp or 32-bpp int[] array and simply access pixels using pointer access, all pixels are allocated in one continuous memory chunk (could be 1-10 MB) Use a form of "sparse" data storage so each line of the bitmap is allocated separately, reusing more memory and requiring smaller contiguous memory segments Store bitmaps in its compressed form (PNG, JPG, GIF, etc) and unpack only when its needed, reducing the amount of memory used. Delete the unpacked data if its not used for 10 secs.

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  • How do I render an animation where some frames appear twice?

    - by hustlerinc
    I am animating a sprite. The sprite has 7 different frames, but the animation is 10 frames long. This is because 3 of the original frames appear twice in the animation: 3 -> 4 -> 5 -> 6 -> 4 -> 3 -> 2 -> 1 -> 0 -> 2 Frames 2, 3 and 4 appear twice. This avoids having to store duplicate frames in the spritesheet. How can I render the animation in this sequence with repeated frames?

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  • how to solve ArrayList outOfBoundsExeption?

    - by iQue
    Im getting: 09-02 17:15:39.140: E/AndroidRuntime(533): java.lang.IndexOutOfBoundsException: Invalid index 1, size is 1 09-02 17:15:39.140: E/AndroidRuntime(533): at java.util.ArrayList.throwIndexOutOfBoundsException(ArrayList.java:251) when Im killing enemies using this method: private void checkCollision() { Rect h1 = happy.getBounds(); for (int i = 0; i < enemies.size(); i++) { for (int j = 0; j < bullets.size(); j++) { Rect b1 = bullets.get(j).getBounds(); Rect e1 = enemies.get(i).getBounds(); if (b1.intersect(e1)) { enemies.get(i).damageHP(5); bullets.remove(j); Log.d("TAG", "HERE: LOLTHEYTOUCHED"); } if (h1.intersect(e1)){ happy.damageHP(5); } if(enemies.get(i).getHP() <= 0){ enemies.remove(i); } if(happy.getHP() <= 0){ //end-screen !!!!!!! } } } } using this ArrayList: private ArrayList<Enemy> enemies = new ArrayList<Enemy>(); and adding to array like this: public void createEnemies() { Bitmap bmp = BitmapFactory.decodeResource(getResources(), R.drawable.female); if (enemyCounter < 24) { enemies.add(new Enemy(bmp, this, controls)); } enemyCounter++; } I dont really understand what the problem is, Ive been looking around for a while but cant really find anything that helps me. If you know or if you can link me someplace where they have a solution for a similar problem Ill be a very happy camper! Thanks for ur time.

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  • Projected trajectory of a vehicle?

    - by mac
    In the game I am developing, I have to calculate if my vehicle (1) which in the example is travelling north with a speed V, can reach its target (2). The example depict the problem from atop: There are actually two possible scenarios: V is constant (resulting in trajectory 4, an arc of a circle) or the vehicle has the capacity to accelerate/decelerate (trajectory 3, an arc of a spiral). I would like to know if there is a straightforward way to verify if the vehicle is able to reach its target (as opposed to overshooting it). I'm particularly interested in trajectory #3, as I the only thing I could think of is integrating the position of the vehicle over time. EDIT: of course the vehicle has always the capacity to steer, but the steer radius vary with its speed (think to a maximum lateral g-force). EDIT2: also notice that (as most of the vehicles in real life) there is a minimum steering radius for the in-game ones too).

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  • Draw Cards and Eliminate Cards Problem

    - by Jen
    I am having a problem in this question. I want a system inside a game wherein the player draws 2 cards randomly, and the enemy draws 2 cards randomly. Then, what the program does is to print out to the console the cards the player draw and the enemy's. The cards should not conflict and must not be the same. Then lastly, the program prints out the card that was not drawn by both the player and the enemy. Here's how I did it but it was lengthy and full of errors: import java.util.Random; public class Draw { public static Random random = new Random(); public static String cards[] = {"Hall", "Kitchen", "Billiard", "Study", "Pool"}; public static int playercounter; public static int enemycounter; public static String playercardA = null; public static String playercardB = null; public static String enemycardA = null; public static String enemycardB = null; public String lastcard = null; public static void playercardAdraw() { playercounter = random.nextInt(5); playercardA = cards[playercounter]; } public static void playercardBdraw() { playercounter=random.nextInt(5); playercardB= cards[playercounter]; if (playercardB==playercardA || playercardB == enemycardA || playercardB == enemycardB) { return; } } public static void enemycardAdraw () { enemycounter = random.nextInt(5); enemycardA=cards[enemycounter]; if (enemycardA == playercardA || enemycardA == playercardB) { return; } } public static void enemycardBdraw () { enemycounter = random.nextInt(5); enemycardB=cards[enemycounter]; if (enemycardB == playercardA || enemycardB == playercardB || enemycardB == enemycardA) { return; } } public static void main (String args []) { System.out.println("Starting to draw..."); System.out.println("Player's Turn: "); playercardAdraw(); System.out.println("Player's first card: " + playercardA); playercardBdraw(); System.out.println("Player's second card: " + playercardB); System.out.println("Enemy's Turn: "); enemycardAdraw(); System.out.println("Enemy's first card: " + enemycardA); enemycardBdraw(); System.out.println("Enemy's Second card: " + enemycardB); } }

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  • Flixel: doesn't light tile up

    - by Arno
    i'm creating a game with flixel, and I want to have a effect when you mouse over a tile, I tried implementing it, and this is what it gives: public class GameState extends FlxState { private var block:EmptyBlock; public function GameState() { } override public function create():void { for (var i:Number = 0; i < 30; i++) { block = new EmptyBlock(i, 20); block.create(); } } override public function update():void { block.update(); super.update(); } } } GameState class and here is the EmptyBlock class: public class EmptyBlock { private var x:int; private var y:int; private var row:FlxRect public function EmptyBlock(x:int, y:int ) { this.x = x; this.y = y; } public function create():void { row = new FlxRect(x, y, 32, 32); trace ("Created block at" + x + y); } public function update():void { if (FlxG.mouse.screenX == row.x) { if (FlxG.mouse.screenY == row.y) { var outline:FlxSprite = new FlxSprite(row.x, row.y).makeGraphic(row.width, row.height, 0x002525); } } } } }

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  • How should I sort images in an isometric game so that they appear in the correct order?

    - by Andrew
    This seems like a rather simple problem but I am having a lot of difficulty with it. What should I do to properly sort images in an isometric game? In a normal 2d top-down game one could use the screen y axis to sort the images. In this example the trees are properly sorted but the isometric walls are not. Example image: sorted by screen y Wall2 is one pixel below wall1 therefore it is drawn after wall1. If I sort by the isometric y axis the walls appear in the correct order but the trees do not. Example image: sorted by isometric y

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  • How to perform game object smoothing in multiplayer games

    - by spaceOwl
    We're developing an infrastructure to support multiplayer games for our game engine. In simple terms, each client (player) engine sends some pieces of data regarding the relevant game objects at a given time interval. On the receiving end, we step the incoming data to current time (to compensate for latency), followed by a smoothing step (which is the subject of this question). I was wondering how smoothing should be performed ? Currently the algorithm is similar to this: Receive incoming state for an object (position, velocity, acceleration, rotation, custom data like visual properties, etc). Calculate a diff between local object position and the position we have after previous prediction steps. If diff doesn't exceed some threshold value, start a smoothing step: Mark the object's CURRENT POSITION and the TARGET POSITION. Linear interpolate between these values for 0.3 seconds. I wonder if this scheme is any good, or if there is any other common implementation or algorithm that should be used? (For example - should i only smooth out the position? or other values, such as speed, etc) any help will be appreciated.

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  • Improving the efficiency of my bloom/glow shader

    - by user1157885
    I'm making a neon style game where everything is glowing but the glow I have is kinda small and I want to know if there's an efficient way to increase the size of it other than increasing the pixel sample iterations. Right now I have something like this: float4 glowColor = tex2D(glowSampler, uvPixel); //Makes the inital lines brighter/closer to white if (glowColor.r != 0 || glowColor.g != 0 || glowColor.b != 0) { glowColor += 0.5; } //Loops over the weights and offsets and samples from the pixels based on those numbers for (int i = 0; i < 20; i++) { glowColor += tex2D(glowSampler, uvPixel + glowOffsets[i] + 0.0018) * glowWeights[i]; } finalColor += glowColor; for the offsets it moves up, down, left and right (5 times each so it loops over 20 times) and the weights just lower the glow amount the further away it gets. The method I was using before to increase it was to increase the number of iterations from 20 to 40 and to increase the size of the offset/weight array but my computer started to have FPS drops when I was doing this so I was wondering how can I make the glow bigger/more vibrant without making it so CPU/Gcard intensive?

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  • Falling CCSprites

    - by Coder404
    Im trying to make ccsprites fall from the top of the screen. Im planning to use a touch delegate to determine when they fall. How could I make CCSprites fall from the screen in a way like this: -(void)addTarget { Monster *target = nil; if ((arc4random() % 2) == 0) { target = [WeakAndFastMonster monster]; } else { target = [StrongAndSlowMonster monster]; } // Determine where to spawn the target along the Y axis CGSize winSize = [[CCDirector sharedDirector] winSize]; int minY = target.contentSize.height/2; int maxY = winSize.height - target.contentSize.height/2; int rangeY = maxY - minY; int actualY = (arc4random() % rangeY) + minY; // Create the target slightly off-screen along the right edge, // and along a random position along the Y axis as calculated above target.position = ccp(winSize.width + (target.contentSize.width/2), actualY); [self addChild:target z:1]; // Determine speed of the target int minDuration = target.minMoveDuration; //2.0; int maxDuration = target.maxMoveDuration; //4.0; int rangeDuration = maxDuration - minDuration; int actualDuration = (arc4random() % rangeDuration) + minDuration; // Create the actions id actionMove = [CCMoveTo actionWithDuration:actualDuration position:ccp(-target.contentSize.width/2, actualY)]; id actionMoveDone = [CCCallFuncN actionWithTarget:self selector:@selector(spriteMoveFinished:)]; [target runAction:[CCSequence actions:actionMove, actionMoveDone, nil]]; // Add to targets array target.tag = 1; [_targets addObject:target]; } This code makes CCSprites move from the right side of the screen to the left. How could I change this to make the CCSprites to move from the top of the screen to the bottom?

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  • Determining relative velocities on impact?

    - by meds
    I'm trying to figure out a way to determine the relative velocity of a body colliding with another in a 2D environment. For example if one body is moving at (1,0) and another traveling behind it collides with it from behind at (2,0) the velocity of the impact relative to the first body was (1,0). I need a method which takes in two velocities, one velocity belonging to the body the velocity is being measured against, and the other for the impacting body and return the relative velocity.

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  • Alternative to NV Occlusion Query - getting the number of fragments which passed the depth test

    - by Etan
    In "modern" environments, the "NV Occlusion Query" extension provide a method to get the number of fragments which passed the depth test. However, on the iPad / iPhone using OpenGL ES, the extension is not available. What is the most performant approach to implement a similar behaviour in the fragment shader? Some of my ideas: Render the object completely in white, then count all the colors together using a two-pass shader where first a vertical line is rendered and for each fragment the shader computes the sum over the whole row. Then, a single vertex is rendered whose fragment sums all the partial sums of the first pass. Doesn't seem to be very efficient. Render the object completely in white over a black background. Downsample recursively, abusing the hardware linear interpolation between textures until being at a reasonably small resolution. This leads to fragments which have a greyscale level depending on the number of white pixels where in their corresponding region. Is this even accurate enough? ... ?

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  • HLSL What you get when you subtract world position from InvertViewProjection.Transform?

    - by cubrman
    In one of NVIDIA's Vertex shaders (the metal one) I found the following code: // transform object normals, tangents, & binormals to world-space: float4x4 WorldITXf : WorldInverseTranspose < string UIWidget="None"; >; // provide tranform from "view" or "eye" coords back to world-space: float4x4 ViewIXf : ViewInverse < string UIWidget="None"; >; ... float4 Po = float4(IN.Position.xyz,1); // homogeneous location coordinates float4 Pw = mul(Po,WorldXf); // convert to "world" space OUT.WorldView = normalize(ViewIXf[3].xyz - Pw.xyz); The term OUT.WorldView is subsequently used in a Pixel Shader to compute lighting: float3 Ln = normalize(IN.LightVec.xyz); float3 Nn = normalize(IN.WorldNormal); float3 Vn = normalize(IN.WorldView); float3 Hn = normalize(Vn + Ln); float4 litV = lit(dot(Ln,Nn),dot(Hn,Nn),SpecExpon); DiffuseContrib = litV.y * Kd * LightColor + AmbiColor; SpecularContrib = litV.z * LightColor; Can anyone tell me what exactly is WorldView here? And why do they add it to the normal?

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  • How was 20Q made?

    - by Dan the Man
    Ever since I was a kid, I've wondered how they made the 20Q electronic game. In this game, which is it's on device, you think of an object, thing, or animal (e.g. a potato or a donkey), once you mentally choose your thing, the device goes through a series of questions such as: Is it larger than a loaf of bread? Is it found outdoors? Is it used for recreation? For each of the questions you can answer yes, no, maybe, or unknown. The way I've always thought of it to work was with immense, nested conditionals (if statements). But, I don't think that would be very likely as it would be terribly difficult to understand while coding it. I'm not looking for a discussion as SE doesn't allow it; I'm looking for concrete knowledge or solutions.

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  • Putting Together a Game Design Team?

    - by Kaia
    I'm attempting to put together a game design team that is willing to help me design/program, test, and somewhat produce the game we make to the public. I need anyone who knows anything about programming/coding, designing, etc. Once we get it up and running and out into the world (over dramatic maybe? haha) I have ideas of generating a profit from it so there is a possibility of payment. My thinking on it (so far) is this: 2D (possibly. I haven't decided if I want it 2D or 3D. It really depends on what is easier) 3rd person. Adventure (I want there to be a point to it, but like a point with no real end) I want there to be a story to it. If you've ever played Dofus, think like that. There is a story to the game, but no real end. I want (if possible) to include mini-games. These could end up becoming a possible way for a player to aquire in-game money, quest items, etc. If anyone is interested in helping me create the story line/script (which we will finsih first, before creating the game) please contact me. I want to get this completed as soon as possible.

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  • How to blend the sprite into background?

    - by optimisez
    I try to blend the character into game but I still cannot remove the blue color in the sprite sheet and discover that the white area of sprite is semi-transparent. Before that, the color D3DCOLOR_XRGB(255, 255, 255) is set in D3DXCreateTextureFromFileEx. You will see the fireball through the sprite. After I change the color to D3DCOLOR_XRGB(0, 255, 255), the result will be Now, I am trying to remove the blue color of the sprite sheet and my expected result is something like that Until now, I still cannot figure out how to do that. Any ideas? void initPlayer() { // Create texture. hr = D3DXCreateTextureFromFileEx(d3dDevice, "player.png", 169, 44, D3DX_DEFAULT, NULL, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(0, 255, 255), NULL, NULL, &player); } void renderPlayer() { sprite->Draw(player, &playerRect, NULL, &D3DXVECTOR3(playerDest.X, playerDest.Y, 0),D3DCOLOR_XRGB(255, 255, 255)); } void initFireball() { hr = D3DXCreateTextureFromFileEx(d3dDevice, "fireball.png", 512, 512, D3DX_DEFAULT, NULL, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &fireball); } void renderFireball() { sprite->Draw(fireball, &fireballRect, NULL, &D3DXVECTOR3(fireballDest.X, fireballDest.Y, 0), D3DCOLOR_XRGB(255,255, 255)); }

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  • How do i approach this collision model?

    - by PeeS
    this is the game level prototype i have already implemented. It has few objects per room to allow me to finally add some collision detection/response code into it. VIDEO As you can probably see, every object inside has it's own AABB, even the room itself has AABB. So a player is like 'inside the Room AABB'. My player will be exactly inside the room, so he would have to collide correctly with those AABBs, so that when he hits any of those objects inside he get's a proper collision response from those AABB's. Now i would like to hear from you what kind of collision approach should i choose in here? How do i approach this kind of stuff: AABB to AABB collision detection then when this is positive go with AABB - Tri to find proper plane normal and calculate response ? AABB to AABB then when positive go with AABB - AABB Side check to find proper proper plane normal and calculate response? Anything else? How do you do this ? Many thanks.

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  • Understanding dot notation

    - by Starkers
    Here's my interpretation of dot notation: a = [2,6] b = [1,4] c = [0,8] a . b . c = (2*6)+(1*4)+(0*8) = 12 + 4 + 0 = 16 What is the significance of 16? Apparently it's a scalar. Am I right in thinking that a scalar is the number we times a unit vector by to get a vector that has a scaled up magnitude but the same direction as the unit vector? So again, what is the relevance of 16? When is it used? It's not the magnitude of all the vectors added up. The magnitude of all of them is calculated as follows: sqrt( ax * ax + ay * ay ) + sqrt( bx * bx + by * by ) + sqrt( cx * cx + cy * cy) sqrt( 2 * 2 + 6 * 6 ) + sqrt( 1 * 1 + 4 * 4 ) + sqrt( 0 * 0 + 8 * 8) sqrt( 4 + 36 ) + sqrt( 1 + 16 ) + sqrt( 0 + 64) sqrt( 40 ) + sqrt( 17 ) + sqrt( 64) 6.3 + 4.1 + 8 10.4 + 8 18.4 So I don't really get this diagram: Attempting with sensible numbers: a = [1,0] b = [4,3] a . b = (1*0) + (4*3) = 0 + 12 = 12 So what exactly is a . b describing here? The magnitude of that vector? Because that isn't right: the 'a.b' vector = [4,0] sqrt( x*x + y*y ) sqrt( 4*4 + 0*0 ) sqrt( 16 + 0 ) 4 So what is 12 describing?

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  • Avoid overwriting all the methods in the child class

    - by Heckel
    The context I am making a game in C++ using SFML. I have a class that controls what is displayed on the screen (manager on the image below). It has a list of all the things to draw like images, text, etc. To be able to store them in one list I created a Drawable class from which all the other drawable class inherit. The image below represents how I would organize each class. Drawable has a virtual method Draw that will be called by the manager. Image and Text overwrite this method. My problem is that I would like Image::draw method to work for Circle, Polygon, etc. since sf::CircleShape and sf::ConvexShape inherit from sf::Shape. I thought of two ways to do that. My first idea would be for Image to have a pointer on sf::Shape, and the subclasses would make it point onto their sf::CircleShape or sf::ConvexShape classes (Like on the image below). In the Polygon constructor I would write something like ptr_shape = &polygon_shape; This doesn't look very elegant because I have two variables that are, in fact, just one. My second idea is to store the sf::CircleShape and sf::ConvexShape inside the ptr_shape like ptr_shape = new sf::ConvexShape(...); and to use a function that is only in ConvexShape I would cast it like so ((sf::ConvexShape*)ptr_shape)->convex_method(); But that doesn't look very elegant either. I am not even sure I am allowed to do that. My question I added details about the whole thing because I thought that maybe my whole architecture was wrong. I would like to know how I could design my program to be safe without overwriting all the Image methods. I apologize if this question has already been asked; I have no idea what to google.

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  • Creating a voxel world with 3D arrays using threads

    - by Sean M.
    I am making a voxel game (a bit like Minecraft) in C++(11), and I've come across an issue with creating a world efficiently. In my program, I have a World class, which holds a 3D array of Region class pointers. When I initialize the world, I give it a width, height, and depth so it knows how large of a world to create. Each Region is split up into a 32x32x32 area of blocks, so as you may guess, it takes a while to initialize the world once the world gets to be above 8x4x8 Regions. In order to alleviate this issue, I thought that using threads to generate different levels of the world concurrently would make it go faster. Having not used threads much before this, and being still relatively new to C++, I'm not entirely sure how to go about implementing one thread per level (level being a xz plane with a height of 1), when there is a variable number of levels. I tried this: for(int i = 0; i < height; i++) { std::thread th(std::bind(&World::load, this, width, height, depth)); th.join(); } Where load() just loads all Regions at height "height". But that executes the threads one at a time (which makes sense, looking back), and that of course takes as long as generating all Regions in one loop. I then tried: std::thread t1(std::bind(&World::load, this, w, h1, h2 - 1, d)); std::thread t2(std::bind(&World::load, this, w, h2, h3 - 1, d)); std::thread t3(std::bind(&World::load, this, w, h3, h4 - 1, d)); std::thread t4(std::bind(&World::load, this, w, h4, h - 1, d)); t1.join(); t2.join(); t3.join(); t4.join(); This works in that the world loads about 3-3.5 times faster, but this forces the height to be a multiple of 4, and it also gives the same exact VAO object to every single Region, which need individual VAOs in order to render properly. The VAO of each Region is set in the constructor, so I'm assuming that somehow the VAO number is not thread safe or something (again, unfamiliar with threads). So basically, my question is two one-part: How to I implement a variable number of threads that all execute at the same time, and force the main thread to wait for them using join() without stopping the other threads? How do I make the VAO objects thread safe, so when a bunch of Regions are being created at the same time across multiple threads, they don't all get the exact same VAO? Turns out it has to do with GL contexts not working across multiple threads. I moved the VAO/VBO creation back to the main thread. Fixed! Here is the code for block.h/.cpp, region.h/.cpp, and CVBObject.h/.cpp which controls VBOs and VAOs, in case you need it. If you need to see anything else just ask. EDIT: Also, I'd prefer not to have answers that are like "you should have used boost". I'm trying to do this without boost to get used to threads before moving onto other libraries.

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  • How can I pass an external instance to the constructor of an object that's being created using the default XNA XML content loader?

    - by Michael
    I'm trying to understand how to use the XNA XML content importer to instantiate non-trivial objects that are more than a collection of basic properties (e.g., a class that inherits from DrawableGameObject or GameObject and requires other things to be passed into its constructor). Is it possible to pass existing external instances (e.g., an instance of the current Game) to the constructor of an object that's being created using the default XNA XML content loader? For example, imagine that I have the following class, inheriting from DrawableGameComponent: public class Character : DrawableGameComponent { public string Name { get; set; } public Character(Game game) : base(game) { } public override void Update(GameTime gameTime) { } public override void Draw(GameTime gameTime) { } } If I had a simple class that did not need other parameters in its constructor (i.e., the Game instance), then I could simply use this XML: <XnaContent> <Asset Type="MyNamespace.Character"> <Name>John Doe</Name> </Asset> </XnaContent> ...and then create an instance of Character using this code: var character = Content.Load<Character>("MyXmlAssetName"); But that won't work because I need to pass the need to pass the Game into the constructor. What's the best way to handle this situation? Is there a way to pass in things like the current Game using the default XNA XML content loader? Do I need to write my own XML loader? (If so, how?) Is there a better object-oriented design that I should be using for my classes? Note: Although I used Game in this example, I'm really just asking how to pass any type of existing instance to my constructors. (For example, I'm using the Farseer Physics Engine, and some of my classes also need a reference to the Farseer World object too.) Thanks in advance.

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