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  • Game programming basics under Windows

    - by dreta
    I've been trying to learn some Windows programming using the Win32 API. Now, i'm used to working with the OS layer being abstracted away, mostly thanks to libraries like SFML or Allegro. Could you guys help me out and tell me if i'm thinking right here. The place for my gameloop is where i'm reading the messages? while (TRUE) { if (PeekMessage (&msg, NULL, 0, 0, PM_REMOVE)) { if (msg.message == WM_QUIT) break ; TranslateMessage (&msg) ; DispatchMessage (&msg) ; } else { //my game loop goes here } } Now the slightly bigger issue, that is, drawing. Do i run my drawing where i normaly do it, inside the game loop after the game logic? Or do i do it when WM_PAIN is being called and just call InvalidateRect (hwnd, NULL, TRUE); when i want to draw? This does feel weird, the WM_PAINT is a queued message, so i don't know for sure when it'll be called. So if i wanted to avoid this, do i just get the device handle inside the game loop and only ValidateRect (hwnd, NULL); in the WM_PAINT case (beside the ValidateRect (hwnd, NULL); called after drawing in the game loop)? Actually, now that i think about it, do i even need WM_PAINT in this situation or can i skip it and let DefWindowProc handle it (does it validate the screen if WM_PAINT isn't processed)? If this is any important, i'm setting up my code for OpenGL.

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  • Object-Oriented OpenGL

    - by Sullivan
    I have been using OpenGL for a while and have read a large number of tutorials. Aside from the fact that a lot of them still use the fixed pipeline, they usually throw all the initialisation, state changes and drawing in one source file. This is fine for the limited scope of a tutorial, but I’m having a hard time working out how to scale it up to a full game. How do you split your usage of OpenGL across files? Conceptually, I can see the benefits of having, say, a rendering class that purely renders stuff to screen, but how would stuff like shaders and lights work? Should I have separate classes for things like lights and shaders?

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  • From where does the game engines add location of an object?

    - by Player
    I have started making my first game( a pong game )with ruby (Gosu). I'm trying to detect the collision of two images using their location by comparing the location of the object (a ball) to another one(a player). For example: if (@player.x - @ball.x).abs <=184 && (@player.y - @ball.y).abs <= 40 @ball.vx = [email protected] @ball.vy = [email protected] But my problem is that with these numbers, the ball collides near the player sometimes, even though the dimensions of the player are correct. So my question is from where does the x values start to count? Is it from the center of gravity of the image or from the beginning of the image? (i.e When you add the image on a specific x,y,z what are these values compared to the image?

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  • How stoper one annimation model on XNA?

    - by Mehdi Bugnard
    I met a Difficulty for one stoper annimation. Everything works great starter for the animation. But I do not see how stoper and can continue the annimation paused. The "animationPlayer.StartClip (clip)" is used to choke the annimation but impossible to find a way to stoper Thans's a lot Here is my code to use. protected override void LoadContent() { //Model - Player model_player = Content.Load<Model>("Models\\Player\\models"); // Look up our custom skinning information. SkinningData skinningData = model_player.Tag as SkinningData; if (skinningData == null) throw new InvalidOperationException ("This model does not contain a SkinningData tag."); // Create an animation player, and start decoding an animation clip. animationPlayer = new AnimationPlayer(skinningData); AnimationClip clip = skinningData.AnimationClips["ArmLowAction_006"]; animationPlayer.StartClip(clip); } protected overide update(GameTime gameTime) { KeyboardState key = Keyboard.GetState(); // If player don't move -> stop anim if (!key.IsKeyDown(Keys.W) && !keyStateOld.IsKeyUp(Keys.S) && !keyStateOld.IsKeyUp(Keys.A) && !keyStateOld.IsKeyUp(Keys.D)) { //animation stop ? not exist ? animationPlayer.Stop(); isPlayerStop = true; } else { if(isPlayerStop == true) { isPlayerStop = false; animationPlayer.StartClip(Clip); } }

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  • What is a correct step by step logic of exporting scene with baked occlusion for loading it at runtime?

    - by myWallJSON
    I wonder what is a correct step by step logic of exporting scene with baked occlusion (Culling data) for loading that scene at runtime (on fly from the internet for example))? So currently my plan looks like this: I create prefabs Place them onto my scene (into Hierarchy) (say create 20 buffolows and some hourses and some buildings) Create empty prefab and drag all my scene objects from hierarchy onto it Export prefab So generally I put all my scene objects into one large prefab and export it but it seems that all objects that were marked as static get this property turned off when loading them at runtime and so no Frustrum Culling, and no Occlusion culling happens. So I wonder what is a correct way of exporting Sceen + Objecrts + Occlusion (and onther culing) data for future load of such scene at runtime? I wonder about current 3.5.2 Pro and future 4 Pro versions of U3D.

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  • Omni-directional light shadow mapping with cubemaps in WebGL

    - by Winged
    First of all I must say, that I have read a lot of posts describing an usage of cubemaps, but I'm still confused about how to use them. My goal is to achieve a simple omni-directional (point) light type shading in my WebGL application. I know that there is a lot more techniques (like using Two-Hemispheres or Camera Space Shadow Mapping) which are way more efficient, but for an educational purpose cubemaps are my primary goal. Till now, I have adapted a simple shadow mapping which works with spotlights (with one exception: I don't know how to cut off the glitchy part beyond the reach of a single shadow map texture): glitchy shadow mapping<<< So for now, this is how I understand the usage of cubemaps in shadow mapping: Setup a framebuffer (in case of cubemaps - 6 framebuffers; 6 instead of 1 because every usage of framebufferTexture2D slows down an execution which is nicely described here <<<) and a texture cubemap. Also in WebGL depth components are not well supported, so I need to render it to RGBA first. this.texture = gl.createTexture(); gl.bindTexture(gl.TEXTURE_CUBE_MAP, this.texture); gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR); for (var face = 0; face < 6; face++) gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, gl.RGBA, this.size, this.size, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); gl.bindTexture(gl.TEXTURE_CUBE_MAP, null); this.framebuffer = []; for (face = 0; face < 6; face++) { this.framebuffer[face] = gl.createFramebuffer(); gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer[face]); gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, this.texture, 0); gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, this.depthbuffer); var e = gl.checkFramebufferStatus(gl.FRAMEBUFFER); // Check for errors if (e !== gl.FRAMEBUFFER_COMPLETE) throw "Cubemap framebuffer object is incomplete: " + e.toString(); } Setup the light and the camera (I'm not sure if should I store all of 6 view matrices and send them to shaders later, or is there a way to do it with just one view matrix). Render the scene 6 times from the light's position, each time in another direction (X, -X, Y, -Y, Z, -Z) for (var face = 0; face < 6; face++) { gl.bindFramebuffer(gl.FRAMEBUFFER, shadow.buffer.framebuffer[face]); gl.viewport(0, 0, shadow.buffer.size, shadow.buffer.size); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); camera.lookAt( light.position.add( cubeMapDirections[face] ) ); scene.draw(shadow.program); } In a second pass, calculate the projection a a current vertex using light's projection and view matrix. Now I don't know If should I calculate 6 of them, because of 6 faces of a cubemap. ScaleMatrix pushes the projected vertex into the 0.0 - 1.0 region. vDepthPosition = ScaleMatrix * uPMatrixFromLight * uVMatrixFromLight * vWorldVertex; In a fragment shader calculate the distance between the current vertex and the light position and check if it's deeper then the depth information read from earlier rendered shadow map. I know how to do it with a 2D Texture, but I have no idea how should I use cubemap texture here. I have read that texture lookups into cubemaps are performed by a normal vector instead of a UV coordinate. What vector should I use? Just a normalized vector pointing to the current vertex? For now, my code for this part looks like this (not working yet): float shadow = 1.0; vec3 depth = vDepthPosition.xyz / vDepthPosition.w; depth.z = length(vWorldVertex.xyz - uLightPosition) * linearDepthConstant; float shadowDepth = unpack(textureCube(uDepthMapSampler, vWorldVertex.xyz)); if (depth.z > shadowDepth) shadow = 0.5; Could you give me some hints or examples (preferably in WebGL code) how I should build it?

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  • Game state management (Game, Menu, Titlescreen, etc)

    - by munchor
    Basically, in every single game I've made so far, I always have a variable like "current_state", which can be "game", "titlescreen", "gameoverscreen", etc. And then on my Update function I have a huge: if current_state == "game" game stuf ... else if current_state == "titlescreen" ... However, I don't feel like this is a professional/clean way of handling states. Any ideas on how to do this in a better way? Or is this the standard way?

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  • Slick 2d scrolling off screen

    - by Peter
    I have something scrolling in and out of the screen. Now when it goes off screen, I want it to scroll into the screen at another location. What I do is I grab the last pixels at the screens edge using g.copyArea and then g.drawImage on the edge of the screen. And then I do a g.translate to create room for the next row which is next render cycle. My problem is that I get a single pixel row, which is not copied onto the canvas. Where as I want each row to be added and then translated, so that the image that scrolled off screen is recreated on the other side of the screen. Here is my code, maybe there is a better way of doing this, open to any suggests, cause I'm totally stuck @Override public void render(GameContainer gc, Graphics g) throws SlickException { //g.setClip(0, 0, 300, gc.getHeight()); g.translate(0, y); g.drawImage(image,0,200); g.resetTransform(); //g.clearClip(); g.copyArea(rightImage, 0, gc.getHeight() - 1); g.drawImage(rightImage, 300, 0); g.translate(0, y); y=y+3; }

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  • Delaying a Foreach loop half a second

    - by Sigh-AniDe
    I have created a game that has a ghost that mimics the movement of the player after 10 seconds. The movements are stored in a list and i use a foreach loop to go through the commands. The ghost mimics the movements but it does the movements way too fast, in split second from spawn time it catches up to my current movement. How do i slow down the foreach so that it only does a command every half a second? I don't know how else to do it. Please help this is what i tried : The foreach runs inside the update method DateTime dt = DateTime.Now; foreach ( string commandDirection in ghostMovements ) { int mapX = ( int )( ghostPostition.X / scalingFactor ); int mapY = ( int )( ghostPostition.Y / scalingFactor ); // If the dt is the same as current time if ( dt == DateTime.Now ) { if ( commandDirection == "left" ) { switch ( ghostDirection ) { case ghostFacingUp: angle = 1.6f; ghostDirection = ghostFacingRight; Program.form.direction = ""; dt.AddMilliseconds( 500 );// add half a second to dt break; case ghostFacingRight: angle = 3.15f; ghostDirection = ghostFacingDown; Program.form.direction = ""; dt.AddMilliseconds( 500 ); break; case ghostFacingDown: angle = -1.6f; ghostDirection = ghostFacingLeft; Program.form.direction = ""; dt.AddMilliseconds( 500 ); break; case ghostFacingLeft: angle = 0.0f; ghostDirection = ghostFacingUp; Program.form.direction = ""; dt.AddMilliseconds( 500 ); break; } } } }

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  • Interesting 3d zooming technique

    - by stark
    Is it possible to zoom to a certain point on screen by modifying the field of view and rotating the camera as to keep that point/object in the same place on screen while zooming ? Changing the camera position is not allowed.. I projected the 3d pos of the object on screen and remembered it. Then on each frame I calculate the direction to it in camera space and then I construct a rotation matrix to align this direction to Z axis (in cam space). After this, I calculate the direction from the camera to the object in world space and transform this vector with the matrix I obtained earlier and then use this final vector as the camera's new direction. And it's actually "kinda working", the problem is that it is more/less off than the camera's rotation before starting to zoom depending on the area you are trying to zoom in (larger error on edges/corners). It looks acceptable, but I'm not settling for only this. Any suggestions/resources for doing this technique perfectly ? If some of you want to explain the math in detail, be my guests, I can understand these things well. Thanks. Edit: I'll check often for responses, I'm really curious about this :D

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  • Google Cloud Messaging (GCM) for turn-based mobile multiplayer server?

    - by Chris
    I'm designing a multiplayer turn-based game for Android (over 3g). I'm thinking the clients will send data to a central server over a socket or http, and receive data via GCM push messaging. I'd like to know if anyone has practical experience with GCM for pushing 'real-time' turn data to game clients. What kind of performance and limitations does it have? I'm also considering using a RESTful approach with GAE or Amazon EC2. Any advice about these approaches is appreciated.

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  • How to convert pitch and yaw to x, y, z rotations?

    - by Aaron Anodide
    I'm a beginner using XNA to try and make a 3D Asteroids game. I'm really close to having my space ship drive around as if it had thrusters for pitch and yaw. The problem is I can't quite figure out how to translate the rotations, for instance, when I pitch forward 45 degrees and then start to turn - in this case there should be rotation being applied to all three directions to get the "diagonal yaw" - right? I thought I had it right with the calculations below, but they cause a partly pitched forward ship to wobble instead of turn.... :( So my quesiton is: how do you calculate the X, Y, and Z rotations for an object in terms of pitch and yaw? Here's current (almost working) calculations for the Rotation acceleration: float accel = .75f; // Thrust +Y / Forward if (currentKeyboardState.IsKeyDown(Keys.I)) { this.ship.AccelerationY += (float)Math.Cos(this.ship.RotationZ) * accel; this.ship.AccelerationX += (float)Math.Sin(this.ship.RotationZ) * -accel; this.ship.AccelerationZ += (float)Math.Sin(this.ship.RotationX) * accel; } // Rotation +Z / Yaw if (currentKeyboardState.IsKeyDown(Keys.J)) { this.ship.RotationAccelerationZ += (float)Math.Cos(this.ship.RotationX) * accel; this.ship.RotationAccelerationY += (float)Math.Sin(this.ship.RotationX) * accel; this.ship.RotationAccelerationX += (float)Math.Sin(this.ship.RotationY) * accel; } // Rotation -Z / Yaw if (currentKeyboardState.IsKeyDown(Keys.K)) { this.ship.RotationAccelerationZ += (float)Math.Cos(this.ship.RotationX) * -accel; this.ship.RotationAccelerationY += (float)Math.Sin(this.ship.RotationX) * -accel; this.ship.RotationAccelerationX += (float)Math.Sin(this.ship.RotationY) * -accel; } // Rotation +X / Pitch if (currentKeyboardState.IsKeyDown(Keys.F)) { this.ship.RotationAccelerationX += accel; } // Rotation -X / Pitch if (currentKeyboardState.IsKeyDown(Keys.D)) { this.ship.RotationAccelerationX -= accel; } I'm combining that with drawing code that does a rotation to the model: public void Draw(Matrix world, Matrix view, Matrix projection, TimeSpan elsapsedTime) { float seconds = (float)elsapsedTime.TotalSeconds; // update velocity based on acceleration this.VelocityX += this.AccelerationX * seconds; this.VelocityY += this.AccelerationY * seconds; this.VelocityZ += this.AccelerationZ * seconds; // update position based on velocity this.PositionX += this.VelocityX * seconds; this.PositionY += this.VelocityY * seconds; this.PositionZ += this.VelocityZ * seconds; // update rotational velocity based on rotational acceleration this.RotationVelocityX += this.RotationAccelerationX * seconds; this.RotationVelocityY += this.RotationAccelerationY * seconds; this.RotationVelocityZ += this.RotationAccelerationZ * seconds; // update rotation based on rotational velocity this.RotationX += this.RotationVelocityX * seconds; this.RotationY += this.RotationVelocityY * seconds; this.RotationZ += this.RotationVelocityZ * seconds; Matrix translation = Matrix.CreateTranslation(PositionX, PositionY, PositionZ); Matrix rotation = Matrix.CreateRotationX(RotationX) * Matrix.CreateRotationY(RotationY) * Matrix.CreateRotationZ(RotationZ); model.Root.Transform = rotation * translation * world; model.CopyAbsoluteBoneTransformsTo(boneTransforms); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = boneTransforms[mesh.ParentBone.Index]; effect.View = view; effect.Projection = projection; effect.EnableDefaultLighting(); } mesh.Draw(); } }

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  • How do I render only part of a texture to a point sprite in OpenGL ES for Android?

    - by nbolton
    Using the libgdx framework, I've figured out how to render a texture to a point sprite. The problem is, it renders the entire texture to the point sprite, where I only want a small part of it (since it's an isometric tile image). Here's a snippet from some demo code I wrote... create() { renderer = new ImmediateModeRenderer(); tiles = Gdx.graphics.newTexture( Gdx.files.internal("data/tiles2.png"), TextureFilter.MipMap, TextureFilter.Linear, TextureWrap.ClampToEdge, TextureWrap.ClampToEdge); Gdx.gl.glClearColor(0.6f, 0.7f, 0.9f, 1); Gdx.gl.glEnable(GL10.GL_TEXTURE_2D); Gdx.gl.glEnable(GL11.GL_POINT_SPRITE_OES); Gdx.gl11.glTexEnvi( GL11.GL_POINT_SPRITE_OES, GL11.GL_COORD_REPLACE_OES, GL11.GL_TRUE); Gdx.gl10.glPointSize(s); tiles.bind(); } render() { Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); renderer.begin(GL10.GL_POINTS); // render 3 point sprites at various 3d points renderer.vertex(-.1f, 0, -.1f); renderer.vertex(0, 0, 0); renderer.vertex(.1f, 0, .1f); // ... more vertices here if needed (one for each sprite) ... renderer.end(); }

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  • How do I stop stretching during window re-size in XNA?

    - by Bradley Uffner
    In my windowed mode XNA game when the user resizes the window the game stops updating the window and the last frame drawn is stretched and distorted until the user releases the mouse and the resize completes. Is there any way to have the game continue to run "normally", updating frames and redrawing the screen, during the resize event? I realize that keeping the render loop going while resizing may not be possible or recommended due do hardware managed resources getting continually created and destroyed, but is there any way to stop the ugly stretching? Ideally by leaving the existing frame unscaled in the top left, or with a black screen if that isn't possible.

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  • How to work with scenes in a 2D game

    - by Anearion
    I'm a java/android programmer, but I don't have any experience in game programming, I'm already reading proper books, like "Pro Android Games", but my concerns are more about the ideas behind game programming than the techniques themselves. I'm working on a 2D game, something like Cluedo to let you understand the genre. I would like to know how should I act with the "scenes", for example, a room with a desk, TV, windows and a lamp. I need to make some items tappable and others not. Is it common to use one image (invisible to the user) with every different item a different color, then call the getColor() method on the image? Or use one image as background, and separate images for all the items? If the latter, how can I set the positioning? and should I use imageView or imageButton? I'm sorry if those are really low quality questions, but as "outsider" ( I'm 23 and still finishing my university ) it's pretty hard learn alone.

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  • Animation Trouble with Java Swing Timer - Also, JFrame Will Not Exit_On_Close

    - by forgotton_semicolon
    So, I am using a Java Swing Timer because putting the animation code in a run() method of a Thread subclass caused an insane amount of flickering that is really a terrible experience for any video game player. Can anyone give me any tips on: Why there is no animation... Why the JFrame will not close when it is coded to Exit_On_Close 2 times My code is here: import java.awt.; import java.awt.event.; import javax.swing.*; import java.net.URL; //////////////////////////////////////////////////////////////// TFQ public class TFQ extends JFrame { DrawingsInSpace dis; //========================================================== constructor public TFQ() { dis = new DrawingsInSpace(); JPanel content = new JPanel(); content.setLayout(new FlowLayout()); this.setContentPane(dis); this.setDefaultCloseOperation(EXIT_ON_CLOSE); this.setTitle("Plasma_Orbs_Off_Orion"); this.setSize(500,500); this.pack(); //... Create timer which calls action listener every second.. // Use full package qualification for javax.swing.Timer // to avoid potential conflicts with java.util.Timer. javax.swing.Timer t = new javax.swing.Timer(500, new TimePhaseListener()); t.start(); } /////////////////////////////////////////////// inner class Listener thing class TimePhaseListener implements ActionListener, KeyListener { // counter int total; // loop control boolean Its_a_go = true; //position of our matrix int tf = -400; //sprite directions int Sprite_Direction; final int RIGHT = 1; final int LEFT = 2; //for obstacle Rectangle mega_obstacle = new Rectangle(200, 0, 20, HEIGHT); public void actionPerformed(ActionEvent e) { //... Whenever this is called, repaint the screen dis.repaint(); addKeyListener(this); while (Its_a_go) { try { dis.repaint(); if(Sprite_Direction == RIGHT) { dis.matrix.x += 2; } // end if i think if(Sprite_Direction == LEFT) { dis.matrix.x -= 2; } } catch(Exception ex) { System.out.println(ex); } } // end while i think } // end actionPerformed @Override public void keyPressed(KeyEvent arg0) { // TODO Auto-generated method stub } @Override public void keyReleased(KeyEvent arg0) { // TODO Auto-generated method stub } @Override public void keyTyped(KeyEvent event) { // TODO Auto-generated method stub if (event.getKeyChar()=='f'){ Sprite_Direction = RIGHT; System.out.println("matrix should be animating now "); System.out.println("current matrix position = " + dis.matrix.x); } if (event.getKeyChar()=='d') { Sprite_Direction = LEFT; System.out.println("matrix should be going in reverse"); System.out.println("current matrix position = " + dis.matrix.x); } } } //================================================================= main public static void main(String[] args) { JFrame SafetyPins = new TFQ(); SafetyPins.setVisible(true); SafetyPins.setSize(500,500); SafetyPins.setResizable(true); SafetyPins.setLocationRelativeTo(null); SafetyPins.setDefaultCloseOperation(EXIT_ON_CLOSE); } } class DrawingsInSpace extends JPanel { URL url1_plasma_orbs; URL url2_matrix; Image img1_plasma_orbs; Image img2_matrix; // for the plasma_orbs Rectangle bbb = new Rectangle(0,0, 0, 0); // for the matrix Rectangle matrix = new Rectangle(-400, 60, 430, 200); public DrawingsInSpace() { //load URLs try { url1_plasma_orbs = this.getClass().getResource("plasma_orbs.png"); url2_matrix = this.getClass().getResource("matrix.png"); } catch(Exception e) { System.out.println(e); } // attach the URLs to the images img1_plasma_orbs = Toolkit.getDefaultToolkit().getImage(url1_plasma_orbs); img2_matrix = Toolkit.getDefaultToolkit().getImage(url2_matrix); } public void paintComponent(Graphics g) { super.paintComponent(g); // draw the plasma_orbs g.drawImage(img1_plasma_orbs, bbb.x, bbb.y,this); //draw the matrix g.drawImage(img2_matrix, matrix.x, matrix.y, this); } } // end class enter code here

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  • Moving from XNA/C# to DirectX/C++ quite confused

    - by misiMe
    I made some game with XNA/C# for Windows Phone and Windows 8, since XNA is dead and Visual studio doesn't support it (I have to target Windows Phone 7.1 to build with XNA), I want to start learning something more "consistent in time" and improve my skills. I'm a little confused about the possibilities, because C++/DirectX alone seems difficult, so I found some high-level classes to help: DirectX Toolkit Cocos2D My questions are: What will happen when they will "die" like XNA? Is C++'s approces more "professional" than C#/XNA and why? Is C++'s approces more "portable"? Is C++'s approces more resistant in terms of time? Is there any consideration about DirectX TK and Cocos2D in terms of performance? I ask that because I found that every Game software house in my country looks for skilled C++ programmers.

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  • Unity3D - Android pause screen - double click issue

    - by user3666251
    I made a pause script for the game im developing for android. I added the script to the GUITexture I created and placed on the top right side of the screen.The issue stands at the part where if the player clicks the pause button then clicks resume then he wants to pause the game again.When he clicks pause the second time the buttons dont show up unless he clicks again. This is the script : #pragma strict var paused = false; var isButtonVisible : boolean = true; function OnMouseDown(){ this.paused = !this.paused; Time.timeScale = 0; isButtonVisible = true; } function OnGUI(){ if ( isButtonVisible ) { if(this.paused){ if (GUI.Button(Rect(Screen.width/2-100,Screen.height/2+3,200,50),"Restart")){ Application.LoadLevel(Application.loadedLevel); Time.timeScale = 1; isButtonVisible = false; } if (GUI.Button(Rect(Screen.width/2-100,Screen.height/2-50,200,50),"Resume")){ Time.timeScale = 1; isButtonVisible = false; } // Insert the rest of the pause menu logic if (GUI.Button(Rect(Screen.width/2-100,Screen.height/2+56,200,50),"Main Menu")){ Application.LoadLevel ("MainMenu"); isButtonVisible = false; Time.timeScale = 1; } } } } Thank you.

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  • error trying to display semi transparent rectangle

    - by scott lafoy
    I am trying to draw a semi transparent rectangle and I keep getting an error when setting the textures data. The size of the data passed in is too large or too small for this resource. dummyRectangle = new Rectangle(0, 0, 8, 8); Byte transparency_amount = 100; //0 transparent; 255 opaque dummyTexture = new Texture2D(ScreenManager.GraphicsDevice, 8, 8); Color[] c = new Color[1]; c[0] = Color.FromNonPremultiplied(255, 255, 255, transparency_amount); dummyTexture.SetData<Color>(0, dummyRectangle, c, 0, 1); the error is on the SetData line: "The size of the data passed in is too large or too small for this resource." Any help would be appreciated. Thank you.

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  • How do I tackle top down RPG movement?

    - by WarmWaffles
    I have a game that I am writing in Java. It is a top down RPG and I am trying to handle movement in the world. The world is largely procedural and I am having a difficult time tackling how to handle character movement around the world and render the changes to the screen. I have the world loaded in blocks which contains all the tiles. How do I tackle the character movement? I am stumped and can't figure out where I should go with it. EDIT: Well I was abstract with the issue at hand. Right now I can only think of rigidly sticking everything into a 2D array and saving the block ID and the player offset in the Block or I could just "float" everything and move about between tiles so to speak.

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  • Game Object Factory: Fixing Memory Leaks

    - by Bunkai.Satori
    Dear all, this is going to be tough: I have created a game object factory that generates objects of my wish. However, I get memory leaks which I can not fix. Memory leaks are generated by return new Object(); in the bottom part of the code sample. static BaseObject * CreateObjectFunc() { return new Object(); } How and where to delete the pointers? I wrote bool ReleaseClassType(). Despite the factory works well, ReleaseClassType() does not fix memory leaks. bool ReleaseClassTypes() { unsigned int nRecordCount = vFactories.size(); for (unsigned int nLoop = 0; nLoop < nRecordCount; nLoop++ ) { // if the object exists in the container and is valid, then render it if( vFactories[nLoop] != NULL) delete vFactories[nLoop](); } return true; } Before taking a look at the code below, let me help you in that my CGameObjectFactory creates pointers to functions creating particular object type. The pointers are stored within vFactories vector container. I have chosen this way because I parse an object map file. I have object type IDs (integer values) which I need to translate them into real objects. Because I have over 100 different object data types, I wished to avoid continuously traversing very long Switch() statement. Therefore, to create an object, I call vFactoriesnEnumObjectTypeID via CGameObjectFactory::create() to call stored function that generates desired object. The position of the appropriate function in the vFactories is identical to the nObjectTypeID, so I can use indexing to access the function. So the question remains, how to proceed with garbage collection and avoid reported memory leaks? #ifndef GAMEOBJECTFACTORY_H_UNIPIXELS #define GAMEOBJECTFACTORY_H_UNIPIXELS //#include "MemoryManager.h" #include <vector> template <typename BaseObject> class CGameObjectFactory { public: // cleanup and release registered object data types bool ReleaseClassTypes() { unsigned int nRecordCount = vFactories.size(); for (unsigned int nLoop = 0; nLoop < nRecordCount; nLoop++ ) { // if the object exists in the container and is valid, then render it if( vFactories[nLoop] != NULL) delete vFactories[nLoop](); } return true; } // register new object data type template <typename Object> bool RegisterClassType(unsigned int nObjectIDParam ) { if(vFactories.size() < nObjectIDParam) vFactories.resize(nObjectIDParam); vFactories[nObjectIDParam] = &CreateObjectFunc<Object>; return true; } // create new object by calling the pointer to the appropriate type function BaseObject* create(unsigned int nObjectIDParam) const { return vFactories[nObjectIDParam](); } // resize the vector array containing pointers to function calls bool resize(unsigned int nSizeParam) { vFactories.resize(nSizeParam); return true; } private: //DECLARE_HEAP; template <typename Object> static BaseObject * CreateObjectFunc() { return new Object(); } typedef BaseObject*(*factory)(); std::vector<factory> vFactories; }; //DEFINE_HEAP_T(CGameObjectFactory, "Game Object Factory"); #endif // GAMEOBJECTFACTORY_H_UNIPIXELS

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  • 2D shader to draw representation of rotating sphere.

    - by TheBigO
    I want to display a 3D textured sphere, and then rotate it in one direction. The direction will never change, and the camera will never move. One way is to actually create a spherical mesh, map a texture to it, rotate the sphere, and render in 3D. My question is, is there a way to display a 2D circle, that looks like a rotating sphere, with just a 2D shader. In other words, can someone think of a trick, like mapping a texture to the circle in a particular way, to give the appearance of an in-place rotating sphere, that is always viewed from the side? I don't need exact shader code, I'm just looking for the right idea.

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  • Is there a way to prevent users from adjusting their gamma correction to 'cheat' their way out of a 'dark' area?

    - by Athix
    In almost every game I've come across that includes a dark situation designed to change the way a user interacts with the environment, there are always some players who turn up their monitor's gamma correction in order to negate the desired effect. Is there a way to prevent users from adjusting their gamma correction to 'cheat' their way out of a challenge? (the darkness) I'd imagine if you could reliably retrieve the current gamma correction of the user's monitor, you could use that to more or less prevent the advantage it would otherwise grant without causing the normal users any inconvenience.

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  • Simplest way to render image over top of another with another image used as mask in OpenGL?

    - by Adam Naylor
    The effect I'm looking for is to have a single large background image that is always visible (at full alpha) and then show a second image (what I call a light map or specular map) that is partially shown over the top based on a third image (which is effectively a mask). The effect is similar to this effect except instead of simply darkening or lightening the background image using the third image it needs to mask the second without effecting the first at all. The third image is the only one that moves therefore hard baking the third images alpha into the second image isn't an option. If my explanation isn't clear I'll provide visual examples when I have more time. I'd prefer not to go down a shader route as I haven't taught myself this area yet so unless I have too I'd rather try to achieve this with simple alpha blending. Happy to use a shader approach. Cheers. Additional These third images are obviously light sources being cast onto the first image showing the specular information from the second image to simulate the light 'shining' off the objects in the first image. The solution I implement will need to allow two light sources to potentially overlap so my current thoughts are that the alpha values of the two images will need to be combined (Added?) to produce a final image which masks the second image? Don't worry about things like coloured lights. For this technique the lights are all considered white.

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  • SDL2 with OpenGL -- weird results, what's wrong?

    - by ber4444
    I'm porting an app to iOS, and therefore need to upgrade it to SDL2 from SDL1.2 (so far I'm testing it as an on OS X desktop app only). However, when running the code with SDL2, I'm getting weird results as shown on the second image below (the first image is how it looks with SDL, correctly). The single changeset that causes this is this one, do you see something obviously wrong there, or does SDL2 have some OpenGL nuances I'm unaware of? My SDL is based on changeset dd7e57847ea9 from HG (since then there is one "Allow specifying of OpenGL 3.2 Core Profile on Mac OS X" commit, not sure if that would help).

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