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  • Pixel Shader Giving Black output

    - by Yashwinder
    I am coding in C# using Windows Forms and the SlimDX API to show the effect of a pixel shader. When I am setting the pixel shader, I am getting a black output screen but if I am not using the pixel shader then I am getting my image rendered on the screen. I have the following C# code using System; using System.Collections.Generic; using System.Linq; using System.Windows.Forms; using System.Runtime.InteropServices; using SlimDX.Direct3D9; using SlimDX; using SlimDX.Windows; using System.Drawing; using System.Threading; namespace WindowsFormsApplication1 { // Vertex structure. [StructLayout(LayoutKind.Sequential)] struct Vertex { public Vector3 Position; public float Tu; public float Tv; public static int SizeBytes { get { return Marshal.SizeOf(typeof(Vertex)); } } public static VertexFormat Format { get { return VertexFormat.Position | VertexFormat.Texture1; } } } static class Program { public static Device D3DDevice; // Direct3D device. public static VertexBuffer Vertices; // Vertex buffer object used to hold vertices. public static Texture Image; // Texture object to hold the image loaded from a file. public static int time; // Used for rotation caculations. public static float angle; // Angle of rottaion. public static Form1 Window =new Form1(); public static string filepath; static VertexShader vertexShader = null; static ConstantTable constantTable = null; static ImageInformation info; [STAThread] static void Main() { filepath = "C:\\Users\\Public\\Pictures\\Sample Pictures\\Garden.jpg"; info = new ImageInformation(); info = ImageInformation.FromFile(filepath); PresentParameters presentParams = new PresentParameters(); // Below are the required bare mininum, needed to initialize the D3D device. presentParams.BackBufferHeight = info.Height; // BackBufferHeight, set to the Window's height. presentParams.BackBufferWidth = info.Width+200; // BackBufferWidth, set to the Window's width. presentParams.Windowed =true; presentParams.DeviceWindowHandle = Window.panel2 .Handle; // DeviceWindowHandle, set to the Window's handle. // Create the device. D3DDevice = new Device(new Direct3D (), 0, DeviceType.Hardware, Window.Handle, CreateFlags.HardwareVertexProcessing, presentParams); // Create the vertex buffer and fill with the triangle vertices. (Non-indexed) // Remember 3 vetices for a triangle, 2 tris per quad = 6. Vertices = new VertexBuffer(D3DDevice, 6 * Vertex.SizeBytes, Usage.WriteOnly, VertexFormat.None, Pool.Managed); DataStream stream = Vertices.Lock(0, 0, LockFlags.None); stream.WriteRange(BuildVertexData()); Vertices.Unlock(); // Create the texture. Image = Texture.FromFile(D3DDevice,filepath ); // Turn off culling, so we see the front and back of the triangle D3DDevice.SetRenderState(RenderState.CullMode, Cull.None); // Turn off lighting D3DDevice.SetRenderState(RenderState.Lighting, false); ShaderBytecode sbcv = ShaderBytecode.CompileFromFile("C:\\Users\\yashwinder singh\\Desktop\\vertexShader.vs", "vs_main", "vs_1_1", ShaderFlags.None); constantTable = sbcv.ConstantTable; vertexShader = new VertexShader(D3DDevice, sbcv); ShaderBytecode sbc = ShaderBytecode.CompileFromFile("C:\\Users\\yashwinder singh\\Desktop\\pixelShader.txt", "ps_main", "ps_3_0", ShaderFlags.None); PixelShader ps = new PixelShader(D3DDevice, sbc); VertexDeclaration vertexDecl = new VertexDeclaration(D3DDevice, new[] { new VertexElement(0, 0, DeclarationType.Float3, DeclarationMethod.Default, DeclarationUsage.PositionTransformed, 0), new VertexElement(0, 12, DeclarationType.Float2 , DeclarationMethod.Default, DeclarationUsage.TextureCoordinate , 0), VertexElement.VertexDeclarationEnd }); Application.EnableVisualStyles(); MessagePump.Run(Window, () => { // Clear the backbuffer to a black color. D3DDevice.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Black, 1.0f, 0); // Begin the scene. D3DDevice.BeginScene(); // Setup the world, view and projection matrices. //D3DDevice.VertexShader = vertexShader; //D3DDevice.PixelShader = ps; // Render the vertex buffer. D3DDevice.SetStreamSource(0, Vertices, 0, Vertex.SizeBytes); D3DDevice.VertexFormat = Vertex.Format; // Setup our texture. Using Textures introduces the texture stage states, // which govern how Textures get blended together (in the case of multiple // Textures) and lighting information. D3DDevice.SetTexture(0, Image); // Now drawing 2 triangles, for a quad. D3DDevice.DrawPrimitives(PrimitiveType.TriangleList , 0, 2); // End the scene. D3DDevice.EndScene(); // Present the backbuffer contents to the screen. D3DDevice.Present(); }); if (Image != null) Image.Dispose(); if (Vertices != null) Vertices.Dispose(); if (D3DDevice != null) D3DDevice.Dispose(); } private static Vertex[] BuildVertexData() { Vertex[] vertexData = new Vertex[6]; vertexData[0].Position = new Vector3(-1.0f, 1.0f, 0.0f); vertexData[0].Tu = 0.0f; vertexData[0].Tv = 0.0f; vertexData[1].Position = new Vector3(-1.0f, -1.0f, 0.0f); vertexData[1].Tu = 0.0f; vertexData[1].Tv = 1.0f; vertexData[2].Position = new Vector3(1.0f, 1.0f, 0.0f); vertexData[2].Tu = 1.0f; vertexData[2].Tv = 0.0f; vertexData[3].Position = new Vector3(-1.0f, -1.0f, 0.0f); vertexData[3].Tu = 0.0f; vertexData[3].Tv = 1.0f; vertexData[4].Position = new Vector3(1.0f, -1.0f, 0.0f); vertexData[4].Tu = 1.0f; vertexData[4].Tv = 1.0f; vertexData[5].Position = new Vector3(1.0f, 1.0f, 0.0f); vertexData[5].Tu = 1.0f; vertexData[5].Tv = 0.0f; return vertexData; } } } And my pixel shader and vertex shader code are as following // Pixel shader input structure struct PS_INPUT { float4 Position : POSITION; float2 Texture : TEXCOORD0; }; // Pixel shader output structure struct PS_OUTPUT { float4 Color : COLOR0; }; // Global variables sampler2D Tex0; // Name: Simple Pixel Shader // Type: Pixel shader // Desc: Fetch texture and blend with constant color // PS_OUTPUT ps_main( in PS_INPUT In ) { PS_OUTPUT Out; //create an output pixel Out.Color = tex2D(Tex0, In.Texture); //do a texture lookup Out.Color *= float4(0.9f, 0.8f, 0.0f, 1); //do a simple effect return Out; //return output pixel } // Vertex shader input structure struct VS_INPUT { float4 Position : POSITION; float2 Texture : TEXCOORD0; }; // Vertex shader output structure struct VS_OUTPUT { float4 Position : POSITION; float2 Texture : TEXCOORD0; }; // Global variables float4x4 WorldViewProj; // Name: Simple Vertex Shader // Type: Vertex shader // Desc: Vertex transformation and texture coord pass-through // VS_OUTPUT vs_main( in VS_INPUT In ) { VS_OUTPUT Out; //create an output vertex Out.Position = mul(In.Position, WorldViewProj); //apply vertex transformation Out.Texture = In.Texture; //copy original texcoords return Out; //return output vertex }

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  • If Expression True in Immediate Window But Code In if Block Never Runs

    - by Julian
    I set a break point in my code in MonoDevelop to break whenever I click on a surface. I then enter the immediate window and test to see if the the if statement will return true in comparing two Vector3's. It does return true. However, when I step over, the code is never run as though the statement evaluated false. Does anyone know how this could be possible? I've attached a screenshot. Here is the picture of my debug window and immediate window. You can see where the immediate window evaluates to true. The second breakpoint is not hit. Here are the details of the two Vector3's I am comparing. Does anyone know why I am experiencing this? It really seems like an anomaly to me :/ Does it have something to do with threading?

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  • Keeping Aspect Screen Ration While Stays in Center

    - by David Dimalanta
    I sqw and I tried this suggestion on PISTACHIO BRAINSTORMIN* on how to make a good and adaptive screen ration. For every different screen size, let's say I put the perfect circle as a Texture in LibGDX and played it on screen. Here's the blueberry image example and it's perfectly rounded: When I played it on the Google Nexus 7, the circle turn into a slightly oblonng shape, resembling as it was being flatten a bit. Please observe this snapshot below and you can see the blueberry is almost but slightly not perfectly rounded: Now, when I tried the suggested code for aspect ratio, the perfect circle retained but another problem is occured. The problem is that I expecting for a view on center but instead it's been moved to the right offset leaving with a half black screen. This would be look like this: Here is my code using the suggested screen aspect ratio code: Class' Field // Ingredients Needed for Screen Aspect Ratio private static final int VIRTUAL_WIDTH = 720; private static final int VIRTUAL_HEIGHT = 1280; private static final float ASPECT_RATIO = ((float) VIRTUAL_WIDTH)/((float) VIRTUAL_HEIGHT); private Camera Mother_Camera; private Rectangle Viewport; render() // Camera updating... Mother_Camera.update(); Mother_Camera.apply(Gdx.gl10); // Reseting viewport... Gdx.gl.glViewport((int) Viewport.x, (int) Viewport.y, (int) Viewport.width, (int) Viewport.height); // Clear previous frame. Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); show() Mother_Camera = new OrthographicCamera(VIRTUAL_WIDTH, VIRTUAL_HEIGHT); Was this code useful for screen aspect ratio-proportion fixing or it is statically dependent on actual device's width and height? *see http://blog.acamara.es/2012/02/05/keep-screen-aspect-ratio-with-different-resolutions-using-libgdx/#comment-317

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  • Box2D Platform body not moving player body along with it

    - by onedayitwillmake
    I am creating a game using Box2D (Javascript implementation) - and I added the ability to have a static platform, that is moved along an axis as a function of a sine. My problem is when the player lands on the platform, as the platform moves along the X axis - the player is not moved along with it, as you visually would expect. The player can land on the object, and if it hits the side of the object, it does colide with it and is pushed. This image might explain better than I did: After jumping on to the red platform the player character will fall off as the platform moves to the right UPDATE: Here is a live demo showing the problem: http://onedayitwillmake.com/ChuClone/slideexample.php

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  • 3D picking lwjgl

    - by Wirde
    I have written some code to preform 3D picking that for some reason dosn't work entirely correct! (Im using LWJGL just so you know.) I posted this at stackoverflow at first but after researching some more in to my problem i found this neat site and tought that you guys might be more qualified to answer this question. This is how the code looks like: if(Mouse.getEventButton() == 1) { if (!Mouse.getEventButtonState()) { Camera.get().generateViewMatrix(); float screenSpaceX = ((Mouse.getX()/800f/2f)-1.0f)*Camera.get().getAspectRatio(); float screenSpaceY = 1.0f-(2*((600-Mouse.getY())/600f)); float displacementRate = (float)Math.tan(Camera.get().getFovy()/2); screenSpaceX *= displacementRate; screenSpaceY *= displacementRate; Vector4f cameraSpaceNear = new Vector4f((float) (screenSpaceX * Camera.get().getNear()), (float) (screenSpaceY * Camera.get().getNear()), (float) (-Camera.get().getNear()), 1); Vector4f cameraSpaceFar = new Vector4f((float) (screenSpaceX * Camera.get().getFar()), (float) (screenSpaceY * Camera.get().getFar()), (float) (-Camera.get().getFar()), 1); Matrix4f tmpView = new Matrix4f(); Camera.get().getViewMatrix().transpose(tmpView); Matrix4f invertedViewMatrix = (Matrix4f)tmpView.invert(); Vector4f worldSpaceNear = new Vector4f(); Matrix4f.transform(invertedViewMatrix, cameraSpaceNear, worldSpaceNear); Vector4f worldSpaceFar = new Vector4f(); Matrix4f.transform(invertedViewMatrix, cameraSpaceFar, worldSpaceFar); Vector3f rayPosition = new Vector3f(worldSpaceNear.x, worldSpaceNear.y, worldSpaceNear.z); Vector3f rayDirection = new Vector3f(worldSpaceFar.x - worldSpaceNear.x, worldSpaceFar.y - worldSpaceNear.y, worldSpaceFar.z - worldSpaceNear.z); rayDirection.normalise(); Ray clickRay = new Ray(rayPosition, rayDirection); Vector tMin = new Vector(), tMax = new Vector(), tempPoint; float largestEnteringValue, smallestExitingValue, temp, closestEnteringValue = Camera.get().getFar()+0.1f; Drawable closestDrawableHit = null; for(Drawable d : this.worldModel.getDrawableThings()) { // Calcualte AABB for each object... needs to be moved later... firstVertex = true; for(Surface surface : d.getSurfaces()) { for(Vertex v : surface.getVertices()) { worldPosition.x = (v.x+d.getPosition().x)*d.getScale().x; worldPosition.y = (v.y+d.getPosition().y)*d.getScale().y; worldPosition.z = (v.z+d.getPosition().z)*d.getScale().z; worldPosition = worldPosition.rotate(d.getRotation()); if (firstVertex) { maxX = worldPosition.x; maxY = worldPosition.y; maxZ = worldPosition.z; minX = worldPosition.x; minY = worldPosition.y; minZ = worldPosition.z; firstVertex = false; } else { if (worldPosition.x > maxX) { maxX = worldPosition.x; } if (worldPosition.x < minX) { minX = worldPosition.x; } if (worldPosition.y > maxY) { maxY = worldPosition.y; } if (worldPosition.y < minY) { minY = worldPosition.y; } if (worldPosition.z > maxZ) { maxZ = worldPosition.z; } if (worldPosition.z < minZ) { minZ = worldPosition.z; } } } } // ray/slabs intersection test... // clickRay.getOrigin().x + clickRay.getDirection().x * f = minX // clickRay.getOrigin().x - minX = -clickRay.getDirection().x * f // clickRay.getOrigin().x/-clickRay.getDirection().x - minX/-clickRay.getDirection().x = f // -clickRay.getOrigin().x/clickRay.getDirection().x + minX/clickRay.getDirection().x = f largestEnteringValue = -clickRay.getOrigin().x/clickRay.getDirection().x + minX/clickRay.getDirection().x; temp = -clickRay.getOrigin().y/clickRay.getDirection().y + minY/clickRay.getDirection().y; if(largestEnteringValue < temp) { largestEnteringValue = temp; } temp = -clickRay.getOrigin().z/clickRay.getDirection().z + minZ/clickRay.getDirection().z; if(largestEnteringValue < temp) { largestEnteringValue = temp; } smallestExitingValue = -clickRay.getOrigin().x/clickRay.getDirection().x + maxX/clickRay.getDirection().x; temp = -clickRay.getOrigin().y/clickRay.getDirection().y + maxY/clickRay.getDirection().y; if(smallestExitingValue > temp) { smallestExitingValue = temp; } temp = -clickRay.getOrigin().z/clickRay.getDirection().z + maxZ/clickRay.getDirection().z; if(smallestExitingValue < temp) { smallestExitingValue = temp; } if(largestEnteringValue > smallestExitingValue) { //System.out.println("Miss!"); } else { if (largestEnteringValue < closestEnteringValue) { closestEnteringValue = largestEnteringValue; closestDrawableHit = d; } } } if(closestDrawableHit != null) { System.out.println("Hit at: (" + clickRay.setDistance(closestEnteringValue).x + ", " + clickRay.getCurrentPosition().y + ", " + clickRay.getCurrentPosition().z); this.worldModel.removeDrawableThing(closestDrawableHit); } } } I just don't understand what's wrong, the ray are shooting and i do hit stuff that gets removed but the result of the ray are verry strange it sometimes removes the thing im clicking at, sometimes it removes things thats not even close to what im clicking at, and sometimes it removes nothing at all. Edit: Okay so i have continued searching for errors and by debugging the ray (by painting smal dots where it travles) i can now se that there is something oviously wrong with the ray that im sending out... it has its origin near the world center (nearer or further away depending on where on the screen im clicking) and always shots to the same position no matter where I direct my camera... My initial toughts is that there might be some error in the way i calculate my viewMatrix (since it's not possible to get the viewmatrix from the gluLookAt method in lwjgl; I have to build it my self and I guess thats where the problem is at)... Edit2: This is how i calculate it currently: private double[][] viewMatrixDouble = {{0,0,0,0}, {0,0,0,0}, {0,0,0,0}, {0,0,0,1}}; public Vector getCameraDirectionVector() { Vector actualEye = this.getActualEyePosition(); return new Vector(lookAt.x-actualEye.x, lookAt.y-actualEye.y, lookAt.z-actualEye.z); } public Vector getActualEyePosition() { return eye.rotate(this.getRotation()); } public void generateViewMatrix() { Vector cameraDirectionVector = getCameraDirectionVector().normalize(); Vector side = Vector.cross(cameraDirectionVector, this.upVector).normalize(); Vector up = Vector.cross(side, cameraDirectionVector); viewMatrixDouble[0][0] = side.x; viewMatrixDouble[0][1] = up.x; viewMatrixDouble[0][2] = -cameraDirectionVector.x; viewMatrixDouble[1][0] = side.y; viewMatrixDouble[1][1] = up.y; viewMatrixDouble[1][2] = -cameraDirectionVector.y; viewMatrixDouble[2][0] = side.z; viewMatrixDouble[2][1] = up.z; viewMatrixDouble[2][2] = -cameraDirectionVector.z; /* Vector actualEyePosition = this.getActualEyePosition(); Vector zaxis = new Vector(this.lookAt.x - actualEyePosition.x, this.lookAt.y - actualEyePosition.y, this.lookAt.z - actualEyePosition.z).normalize(); Vector xaxis = Vector.cross(upVector, zaxis).normalize(); Vector yaxis = Vector.cross(zaxis, xaxis); viewMatrixDouble[0][0] = xaxis.x; viewMatrixDouble[0][1] = yaxis.x; viewMatrixDouble[0][2] = zaxis.x; viewMatrixDouble[1][0] = xaxis.y; viewMatrixDouble[1][1] = yaxis.y; viewMatrixDouble[1][2] = zaxis.y; viewMatrixDouble[2][0] = xaxis.z; viewMatrixDouble[2][1] = yaxis.z; viewMatrixDouble[2][2] = zaxis.z; viewMatrixDouble[3][0] = -Vector.dot(xaxis, actualEyePosition); viewMatrixDouble[3][1] =-Vector.dot(yaxis, actualEyePosition); viewMatrixDouble[3][2] = -Vector.dot(zaxis, actualEyePosition); */ viewMatrix = new Matrix4f(); viewMatrix.load(getViewMatrixAsFloatBuffer()); } Would be verry greatfull if anyone could verify if this is wrong or right, and if it's wrong; supply me with the right way of doing it... I have read alot of threads and documentations about this but i can't seam to wrapp my head around it... Edit3: Okay with the help of Byte56 (thanks alot for the help) i have now concluded that it's not the viewMatrix that is the problem... I still get the same messedup result; anyone that think that they can find the error in my code, i certenly can't, have bean working on this for 3 days now :(

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  • Using Event Driven Programming in games, when is it beneficial?

    - by Arthur Wulf White
    I am learning ActionScript 3 and I see the Event flow adheres to the W3C recommendations. From what I learned events can only be captured by the dispatcher unless, the listener capturing the event is a DisplayObject on stage and a parent of the object firing the event. You can capture the events in the capture(before) or bubbling(after) phase depending on Listner and Event setup you use. Does this system lend itself well for game programming? When is this system useful? Could you give an example of a case where using events is a lot better than going without them? Are they somehow better for performance in games? Please do not mention events you must use to get a game running, like Event.ENTER_FRAME Or events that are required to get input from the user like, KeyboardEvent.KEY_DOWN and MouseEvent.CLICK. I am asking if there is any use in firing events that have nothing to do with user input, frame rendering and the likes(that are necessary). I am referring to cases where objects are communicating. Is this used to avoid storing a collection of objects that are on the stage? Thanks Here is some code I wrote as an example of event behavior in ActionScript 3, enjoy. package regression { import flash.display.Shape; import flash.display.Sprite; import flash.events.Event; import flash.events.EventDispatcher; import flash.events.KeyboardEvent; import flash.events.MouseEvent; import flash.events.EventPhase; /** * ... * @author ... */ public class Check_event_listening_1 extends Sprite { public const EVENT_DANCE : String = "dance"; public const EVENT_PLAY : String = "play"; public const EVENT_YELL : String = "yell"; private var baby : Shape = new Shape(); private var mom : Sprite = new Sprite(); private var stranger : EventDispatcher = new EventDispatcher(); public function Check_event_listening_1() { if (stage) init(); else addEventListener(Event.ADDED_TO_STAGE, init); } private function init(e:Event = null):void { trace("test begun"); addChild(mom); mom.addChild(baby); stage.addEventListener(EVENT_YELL, onEvent); this.addEventListener(EVENT_YELL, onEvent); mom.addEventListener(EVENT_YELL, onEvent); baby.addEventListener(EVENT_YELL, onEvent); stranger.addEventListener(EVENT_YELL, onEvent); trace("\nTest1 - Stranger yells with no bubbling"); stranger.dispatchEvent(new Event(EVENT_YELL, false)); trace("\nTest2 - Stranger yells with bubbling"); stranger.dispatchEvent(new Event(EVENT_YELL, true)); stage.addEventListener(EVENT_PLAY, onEvent); this.addEventListener(EVENT_PLAY, onEvent); mom.addEventListener(EVENT_PLAY, onEvent); baby.addEventListener(EVENT_PLAY, onEvent); stranger.addEventListener(EVENT_PLAY, onEvent); trace("\nTest3 - baby plays with no bubbling"); baby.dispatchEvent(new Event(EVENT_PLAY, false)); trace("\nTest4 - baby plays with bubbling"); baby.dispatchEvent(new Event(EVENT_PLAY, true)); trace("\nTest5 - baby plays with bubbling but is not a child of mom"); mom.removeChild(baby); baby.dispatchEvent(new Event(EVENT_PLAY, true)); mom.addChild(baby); stage.addEventListener(EVENT_DANCE, onEvent, true); this.addEventListener(EVENT_DANCE, onEvent, true); mom.addEventListener(EVENT_DANCE, onEvent, true); baby.addEventListener(EVENT_DANCE, onEvent); trace("\nTest6 - Mom dances without bubbling - everyone is listening during capture phase(not target and bubble phase)"); mom.dispatchEvent(new Event(EVENT_DANCE, false)); trace("\nTest7 - Mom dances with bubbling - everyone is listening during capture phase(not target and bubble phase)"); mom.dispatchEvent(new Event(EVENT_DANCE, true)); } private function onEvent(e : Event):void { trace("Event was captured"); trace("\nTYPE : ", e.type, "\nTARGET : ", objToName(e.target), "\nCURRENT TARGET : ", objToName(e.currentTarget), "\nPHASE : ", phaseToString(e.eventPhase)); } private function phaseToString(phase : int):String { switch(phase) { case EventPhase.AT_TARGET : return "TARGET"; case EventPhase.BUBBLING_PHASE : return "BUBBLING"; case EventPhase.CAPTURING_PHASE : return "CAPTURE"; default: return "UNKNOWN"; } } private function objToName(obj : Object):String { if (obj == stage) return "STAGE"; else if (obj == this) return "MAIN"; else if (obj == mom) return "Mom"; else if (obj == baby) return "Baby"; else if (obj == stranger) return "Stranger"; else return "Unknown" } } } /*result : test begun Test1 - Stranger yells with no bubbling Event was captured TYPE : yell TARGET : Stranger CURRENT TARGET : Stranger PHASE : TARGET Test2 - Stranger yells with bubbling Event was captured TYPE : yell TARGET : Stranger CURRENT TARGET : Stranger PHASE : TARGET Test3 - baby plays with no bubbling Event was captured TYPE : play TARGET : Baby CURRENT TARGET : Baby PHASE : TARGET Test4 - baby plays with bubbling Event was captured TYPE : play TARGET : Baby CURRENT TARGET : Baby PHASE : TARGET Event was captured TYPE : play TARGET : Baby CURRENT TARGET : Mom PHASE : BUBBLING Event was captured TYPE : play TARGET : Baby CURRENT TARGET : MAIN PHASE : BUBBLING Event was captured TYPE : play TARGET : Baby CURRENT TARGET : STAGE PHASE : BUBBLING Test5 - baby plays with bubbling but is not a child of mom Event was captured TYPE : play TARGET : Baby CURRENT TARGET : Baby PHASE : TARGET Test6 - Mom dances without bubbling - everyone is listening during capture phase(not target and bubble phase) Event was captured TYPE : dance TARGET : Mom CURRENT TARGET : STAGE PHASE : CAPTURE Event was captured TYPE : dance TARGET : Mom CURRENT TARGET : MAIN PHASE : CAPTURE Test7 - Mom dances with bubbling - everyone is listening during capture phase(not target and bubble phase) Event was captured TYPE : dance TARGET : Mom CURRENT TARGET : STAGE PHASE : CAPTURE Event was captured TYPE : dance TARGET : Mom CURRENT TARGET : MAIN PHASE : CAPTURE */

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  • Creating natural environments that can run on lower end computers in Unity3D/C#

    - by Timothy Williams
    So, I'm starting work on a project soon that will require me to create realistic environments that can preferably run on PC's besides high quality ones. The goal is to get as real an environment as possible while still being easy(ish) to run. The only problem is I've NEVER done anything with 3D environments, making trees sway, grass move, lighting, etc. Can anyone give me any help? Perhaps describe how it's done? Link me to articles? I'm just looking to be pointed in the right direction, not for you to write the code for me. Any help at all would be greatly appreciated, I'm using Unity3D and C# as my language. Thanks, Tim.

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  • Synchronization between game logic thread and rendering thread

    - by user782220
    How does one separate game logic and rendering? I know there seem to already be questions on here asking exactly that but the answers are not satisfactory to me. From what I understand so far the point of separating them into different threads is so that game logic can start running for the next tick immediately instead of waiting for the next vsync where rendering finally returns from the swapbuffer call its been blocking on. But specifically what data structures are used to prevent race conditions between the game logic thread and the rendering thread. Presumably the rendering thread needs access to various variables to figure out what to draw, but game logic could be updating these same variables. Is there a de facto standard technique for handling this problem. Maybe like copy the data needed by the rendering thread after every execution of the game logic. Whatever the solution is will the overhead of synchronization or whatever be less than just running everything single threaded?

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  • How to determine character's foot contact point on a uniform triangle mesh terrain?

    - by xenon
    For a terrain that is modelled by a heightmap with a uniform triangle mesh, what are some techniques I could use to determine the contact point of the foot of a character standing on the terrain? Since the terrain's Y values are altered by the heightmap, they won't be flat any more. As the character moves on the terrain, it has to know at which values of Y-value its foot should be. Conceptually, what are some methods and techniques to determine the contact point of the character's foot standing on the terrain?

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  • Good practices while working with multiple game engines, porting a game to a new engine

    - by Mahbubur R Aaman
    I have to work with multiple game engines, like Cocos2d Unity3d Galaxy While working with multiple game engines, what practices should i follow? EDIT: Is there any guideline to follow, that would be better as while any one working with multiple game engines? EDIT: While a game made by Cocos2d and done well at AppStore, then our target it to port to other platforms, then we utilize Unity3D. Here what should we do?

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  • C++ Directx 11 D3DXVec3Unproject

    - by Miguel P
    Hello dear people from the underworld called the internet. So guys, Im having a small issue with D3DXVec3Unproject, because I'm currently using Directx 11 and not 10, and the requirements for this function is: D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3D10_VIEWPORT *pViewport, CONST D3DXMATRIX *pProjection, CONST D3DXMATRIX *pView, CONST D3DXMATRIX *pWorld As you may have noticed, it requires a D3D10_VIEWPORT, and I'm using a Directx 11 viewport, D3D11_VIEWPORT. So do you have any ideas how i can use D3DXVec3Unproject with Directx 11? Thank You

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  • Unity3d: calculate the result of a transform without modifying transform object itself

    - by Heisenbug
    I'm in the following situation: I need to move an object in some way, basically rotating it around its parent local position, or translating it in its parent local space (I know how to do this). The amount of rotation and translation is know at runtime (it depends on several factors, the speed of the object, enviroment factors, etc..). The problem is the following: I can perform this transformation only if the result position of the transformed object fit some criterias. An example could be this: the distance between the position before and after the transformation must be less than a given threshold. (Actually the conditions could be several and more complex) The problem is that if I use Transform.Rotate and Transform.Translate methods of my GameObject, I will loose the original Transform values. I think I can't copy the original Transform using instantiate for performance issues. How can I perform such a task? I think I have more or less 2 possibilities: First Don't modify the GameObject position through Transform. Calculate which will be the position after the transform. If the position is legal, modify transform through Translate and Rotate methods Second Store the original transform someway. Transform the object using Translate and Rotate. If the transformed position is illegal, restore the original one.

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  • Is HTML5/WebGL performance unreliable on low-end Android tablets and phones?

    - by Boris van Schooten
    I've developed a couple of WebGL games, and am trying them out on Android. I found that they run very slowly on my tablet, however. For example, a game with 10 sprites or so runs as 5fps. I tried Chrome and CocoonJS, but they are comparably slow. I also tried other games, and even games with only 5 or so moving sprites are this slow. This seems inconsistent with reports from others, such as this benchmark. Typically, when people talk about HTML5 game performance, they mention well-known and higher-end phones and tables. While my 7" tablet is cheap (I believe it's a relabeled Allwinner tablet, apparently with the Mali 400 GPU), I found it generally has a good gaming performance. All the games I tried run smoothly. I also developed an OpenGL ES 2 demo with 200 shaded 3D objects, and it ran at 50fps. My suspicion is that many low-end and white-label devices may have unacceptable HTML5/WebGL support, which means there may be a large section of gamers you will not reach when you choose this as your platform. I've heard rumors about inconsistent performance of HTML5 and WebGL on different devices, but no clear picture emerges. I would like to hear if any of you have had similar experiences with HTML5 or WebGL, or whether I can find information about the percentage of devices I can expect to have decent performance.

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  • How to design a replay system

    - by daddz
    So how would I design a replay system? You may know it from certain games like Warcraft 3 or Starcraft where you can watch the game again after it has been played already. You end up with a relatively small replay file. So my questions are: How to save the data? (custom format?) (small filesize) What shall be saved? How to make it generic so it can be used in other games to record a time period (and not a complete match for example)? Make it possible to forward and rewind (WC3 couldn't rewind as far as I remember)

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  • Quaternion Camera Orbiting around a Sphere

    - by jessejuicer
    Background: I'm trying to create a game where the camera is always rotating around a single sphere. I'm using the DirectX D3DX math functions in C++ on Windows. The Problem: I cannot get both the camera position and orientation both working properly at the same time. Either one works but not both together. Here's the code for my quaternion camera that revolves around a sphere, always looking at the centerpoint of the sphere, ... as far as I understand it (but which isn't working properly): (I'm only going to present rotation around the X axis here, to simplify this post) Whenever the UP key is pressed or held down, the camera should rotate around the X axis, while looking at the centerpoint of the sphere (which is at 0,0,0 in the world). So, I build a quaternion that represents a small angle of rotation around the x axis like this (where 'deltaAngle' is a small enough number for a slow rotation): D3DXVECTOR3 rotAxis; D3DXQUATERNION tempQuat; tempQuat.x = 0.0f; tempQuat.y = 0.0f; tempQuat.z = 0.0f; tempQuat.w = 1.0f; rotAxis.x = 1.0f; rotAxis.y = 0.0f; rotAxis.z = 0.0f; D3DXQuaternionRotationAxis(&tempQuat, &rotAxis, deltaAngle); ...and I accumulate the result into the camera's current orientation quat, like this: D3DXQuaternionMultiply(&cameraOrientationQuat, &cameraOrientationQuat, &tempQuat); ...which all works fine. Now I need to build a view matrix to pass to DirectX SetTransform function. So I build a rotation matrix from the camera orientation quat as follows: D3DXMATRIXA16 rotationMatrix; D3DXMatrixIdentity(&rotationMatrix); D3DXMatrixRotationQuaternion(&rotationMatrix, &cameraOrientationQuat); ...Now (as seen below) if I just transpose that rotationMatrix and plug it into the 3x3 section of the view matrix, then negate the camera's position and plug it into the translation section of the view matrix, the rotation magically works. Perfectly. (even when I add in rotations for all three axes). There's no gimbal lock, just a smooth rotation all around in any direction. BUT- this works even though I never change the camera's position. At all. Which sorta blows my mind. I even display the camera position and can watch it stay constant at it's starting point (0.0, 0.0, -4000.0). It never moves, but the rotation around the sphere is perfect. I don't understand that. For proper view rotation, the camera position should be revolving around the sphere. Here's the rest of building the view matrix (I'll talk about the commented code below). Note that the camera starts out at (0.0, 0.0, -4000.0) and m_camDistToTarget is 4000.0: /* D3DXVECTOR3 vec1; D3DXVECTOR4 vec2; vec1.x = 0.0f; vec1.y = 0.0f; vec1.z = -1.0f; D3DXVec3Transform(&vec2, &vec1, &rotationMatrix); g_cameraActor->pos.x = vec2.x * g_cameraActor->m_camDistToTarget; g_cameraActor->pos.y = vec2.y * g_cameraActor->m_camDistToTarget; g_cameraActor->pos.z = vec2.z * g_cameraActor->m_camDistToTarget; */ D3DXMatrixTranspose(&g_viewMatrix, &rotationMatrix); g_viewMatrix._41 = -g_cameraActor->pos.x; g_viewMatrix._42 = -g_cameraActor->pos.y; g_viewMatrix._43 = -g_cameraActor->pos.z; g_viewMatrix._44 = 1.0f; g_direct3DDevice9->SetTransform( D3DTS_VIEW, &g_viewMatrix ); ...(The world matrix is always an identity, and the perspective projection works fine). ...So, without the commented code being compiled, the rotation works fine. But to be proper, for obvious reasons, the camera position should be rotating around the sphere, which it currently is not. That's what the commented code is supposed to do. And when I add in that chunk of code to do that, and look at all the data as I hold the keys down (using UP, DOWN, LEFT, RIGHT to rotate different directions) all the values look correct! The camera position is rotating around the sphere just fine, and I can watch that happen visually too. The problem is that the camera orientation does not lookat the center of the sphere. It always looks straight forward down the z axis (toward positive z) as it revolves around the sphere. Yet the values of both the rotation matrix and the view matrix seem to be behaving correctly. (The view matrix orientation is the same as the rotation matrix, just transposed). For instance if I just hold down the key to spin around the x axis, I can watch the values of the three axes represented in the view matrix (x, y, and z axes)... view x-axis stays at (1.0, 0.0, 0.0), and view y-axis and z-axis both spin around the x axis just fine. All the numbers are changing as they should be... well, almost. As far as I can tell, the position of the view matrix is spinning around the sphere one direction (like clockwise), and the orientation (the axes in the view matrix) are spinning the opposite direction (like counter-clockwise). Which I guess explains why the orientation appears to stay straight ahead. I know the position is correct. It revolves properly. It's the orientation that's wrong. Can anyone see what am I doing wrong? Am I using these functions incorrectly? Or is my algorithm flawed? As usual I've been combing my code for simple mistakes for many hours. I'm willing to post the actual code, and a video of the behavior, but that will take much more effort. Thought I'd ask this way first.

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  • Strategies to Defeat Memory Editors for Cheating - Desktop Games

    - by ashes999
    I'm assuming we're talking about desktop games -- something the player downloads and runs on their local computer. Many are the memory editors that allow you to detect and freeze values, like your player's health. How do you prevent cheating via memory-modifiation? What strategies are effective to combat this kind of cheating? For reference, I know that players can: - Search for something by value or range - Search for something that changed value - Set memory values - Freeze memory values I'm looking for some good ones. Two I use that are mediocre are: Displaying values as a percentage instead of the number (eg. 46/50 = 92% health) A low-level class that holds values in an array and moves them with each change. (For example, instead of an int, I have a class that's an array of ints, and whenever the value changes, I use a different, randomly-chosen array item to hold the value)

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  • Crafty.js multiplayer platform game, keeping players in sync

    - by johnwards
    I'm using crafty.js to create a very simple platform game. It doesn't need to stop cheating, it's actually just seeing other players move around, and it doesn't need to have collision detection between players. They are "shadows". How I've gone about it so far is to use http://pubnub.com to send messages between clients. These messages are simple. The first if a new player arrival, the second is a key down and the third is a key up. The code is here: https://github.com/whiteoctober/craftyconcept However I've hit against the old chestnut of keeping everything in sync. At the moment I'm letting the each of the clients decide where to place the other players based on the received key events, I also only move "you" until I get a key press event back from pubsub. My thinking here is to try and keep things in sync! However it isn't perfect, http://www.whiteoctober.co.uk/john/gametest/, things can get out of sync very easily. Key presses arrive in the wrong order etc. Is there any simple solutions to this, I would like to keep it all client side (with pubnub) and not have a central server with positions etc if possible.

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  • How to optimise Andengine's PathModifer (with singleton or pool)?

    - by Casla
    I am trying to build a game where the character find and follows a new path when a new destination is issued by the player, kinda like how units in RTS games work. This is done on a TMX map and I am using the A Star path finder utilities in Andengine to do this.David helped me on that: How can I change the path a sprite is following in real time? At the moment, every-time a new path is issued, I have to abandon the existing PathModifer and Path instances, and create new ones, and from what I read so far, creating new objects when you could re-use existing ones are a big waste for mobile applications. This is how I coded it at the moment: private void loadPathFound() { if (mAStarPath != null) { modifierPath = new org.andengine.entity.modifier.PathModifier.Path(mAStarPath.getLength()); /* replace the first node in the path as the player's current position */ modifierPath.to(player.convertLocalToSceneCoordinates(12, 31)[Constants.VERTEX_INDEX_X]-12, player.convertLocalToSceneCoordinates(12, 31)[Constants.VERTEX_INDEX_Y]-31); for (int i=1; i<mAStarPath.getLength(); i++) { modifierPath.to(mAStarPath.getX(i)*TILE_WIDTH, mAStarPath.getY(i)*TILE_HEIGHT); /* passing in the duration depended on the length of the path, so that the animation has a constant duration for every step */ player.registerEntityModifier(new PathModifier(modifierPath.getLength()/100, modifierPath, null, mIPathModifierListener)); } } The ideal implementation will be to always have just one object of PathModifer and just reset the destination of the path. But I don't know how you can apply the singleton patther on Andengine's PathModifer, there is no method to reset attribute of the path nor the pathModifer. So without re-write the PathModifer and the Path class, or use reflection, is there any other way to implement singleton PathModifer? Thanks for your help.

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  • Circular Bullet Spread not Even

    - by SoulBeaver
    I'm creating a bullet shooter much in the style of Touhou. Right now I want to have a very simple circular shot being fired from the enemy. See this picture: As you can see, the spacing is very uneven, which isn't very good if you want to survive. The code I'm using is this: private function shoot() : void { const BULLETS_PER_WAVE : int = 72; var interval : Number = BULLETS_PER_WAVE / 360; for (var i : int = 0; i < BULLETS_PER_WAVE; ++i { var xSpeed : Number = GameConstants.BULLET_NORMAL_SPEED_X * Math.sin(i * interval); var ySpeed : Number = GameConstants.BULLET_NORMAL_SPEED_Y * Math.cos(i * interval); BulletFactory.createNormalBullet(bulletColor_, alice_.center, xSpeed, ySpeed); } canShoot_ = false; cooldownTimer_.start(); } I imagine my mistake is in the sin, cos functions, but I'm not entirely sure what's wrong.

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  • How closely can a game resemble another game without legal problems

    - by Fuu
    The majority of games build on successes of other games and many are downright clones. So where is the limit of emulating before legal issues come into play? Is it down to literary or graphic work like characters and storyline that cause legal problems, or can someone actually claim to own gameplay mechanics? There are so many similar clone games out there that the rules are probably very slack or nonexistent, but I'd like to hear the views of more experienced developers / designers.

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  • Converting openGl code to DirectX

    - by Fredrik Boston Westman
    First of all, this is kind of a follow up question on @byte56 excellent anwser on this question concerning picking algorithms. I'm trying to convert one of his code examples to directX 11 however I have run in to some problems ( I can pick but the picking is way off), and I wanted to make sure I had done it rigth before moving on and checking the rest of my code. I am not that familiar with openGl but I can imagine openGl has diffrent coordinations systems, and functions that alters how you must implement to code abit. This is his code example: public Ray GetPickRay() { int mouseX = Mouse.getX(); int mouseY = WORLD.Byte56Game.getHeight() - Mouse.getY(); float windowWidth = WORLD.Byte56Game.getWidth(); float windowHeight = WORLD.Byte56Game.getHeight(); //get the mouse position in screenSpace coords double screenSpaceX = ((float) mouseX / (windowWidth / 2) - 1.0f) * aspectRatio; double screenSpaceY = (1.0f - (float) mouseY / (windowHeight / 2)); double viewRatio = Math.tan(((float) Math.PI / (180.f/ViewAngle) / 2.00f))* zoomFactor; screenSpaceX = screenSpaceX * viewRatio; screenSpaceY = screenSpaceY * viewRatio; //Find the far and near camera spaces Vector4f cameraSpaceNear = new Vector4f((float) (screenSpaceX * NearPlane), (float) (screenSpaceY * NearPlane), (float) (-NearPlane), 1); Vector4f cameraSpaceFar = new Vector4f((float) (screenSpaceX * FarPlane), (float) (screenSpaceY * FarPlane), (float) (-FarPlane), 1); //Unproject the 2D window into 3D to see where in 3D we're actually clicking Matrix4f tmpView = Matrix4f(view); Matrix4f invView = (Matrix4f) tmpView.invert(); Vector4f worldSpaceNear = new Vector4f(); Matrix4f.transform(invView, cameraSpaceNear, worldSpaceNear); Vector4f worldSpaceFar = new Vector4f(); Matrix4f.transform(invView, cameraSpaceFar, worldSpaceFar); //calculate the ray position and direction Vector3f rayPosition = new Vector3f(worldSpaceNear.x, worldSpaceNear.y, worldSpaceNear.z); Vector3f rayDirection = new Vector3f(worldSpaceFar.x - worldSpaceNear.x, worldSpaceFar.y - worldSpaceNear.y, worldSpaceFar.z - worldSpaceNear.z); rayDirection.normalise(); return new Ray(rayPosition, rayDirection); } All rigths reserved to him of course This is my DirectX 11 code : void GraphicEngine::pickRayVector(float mouseX, float mouseY,XMVECTOR& pickRayInWorldSpacePos, XMVECTOR& pickRayInWorldSpaceDir) { float PRVecX, PRVecY; float nearPlane = 0.1f; float farPlane = 200.0f; floar viewAngle = 0.4 * 3.14; PRVecX = ((( 2.0f * mouseX) / ClientWidth ) - 1 ) * tan((viewAngle)/2); PRVecY = (1-(( 2.0f * mouseY) / ClientHeight)) * tan((viewAngle)/2); XMVECTOR cameraSpaceNear = XMVectorSet(PRVecX * nearPlane,PRVecY * nearPlane, -nearPlane, 1.0f); XMVECTOR cameraSpaceFar = XMVectorSet(PRVecX * farPlane,PRVecY * farPlane, -farPlane, 1.0f); // Transform 3D Ray from View space to 3D ray in World space XMMATRIX invMat; XMVECTOR matInvDeter; invMat = XMMatrixInverse(&matInvDeter, cam->getCameraView()); //Inverse of View Space matrix is World space matrix XMVECTOR worldSpaceNear = XMVector3TransformCoord(cameraSpaceNear, invMat); XMVECTOR worldSpaceFar = XMVector3TransformCoord(cameraSpaceFar, invMat); pickRayInWorldSpacePos = worldSpaceNear; pickRayInWorldSpaceDir = worldSpaceFar-worldSpaceNear; pickRayInWorldSpaceDir = XMVector3Normalize(pickRayInWorldSpaceDir); } A couple of notes: The mouse coordinates are already converted so that the top left corner of the client window would be (0,0) and the bottom rigth (800,600) ( or whatever resolution you would have) I hadn't used any far or near plane before, so i just made some arbitrary number up for them. To my understanding it shouldnt matter as long as the object you are trying to pick is in between the range of thoese numbers The viewAngle is the same angle that I used when setting the camera view with XMMatrixPerspectiveFovLH , I just hadn't made it a member variable of my Camera class yet. I removed the variable aspectRation and zoomFactor because I assumed that they where related to some specific function of his game. Now I'm not sure, but I think the problems lies either withing the mouse to viewspace conversion, maby that we use diffrent coordinations systems. Either that or how i transform the matrixes in the the end, because i know order is important when it comes to matrixes. Any help is appriciated! Thanks in advance. Edit: One more note, my code is in c++

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  • Styles of games that work at low-resolution

    - by Brendan Long
    I'm taking a class on compilers, and the goal is to write a compiler for Meggy Jr devices (Arduino). The goal is just to make a simple compilers with loops and variables and stuff. Obviously, that's lame, so the "real goal" is to make an impressive game on the device. The problem is that it only has 64 pixels to work with (technically 72, but the top 8 are single-color and not part of the main display, so they're really only useful for displaying things like money). My problem is thinking of something to do on a device that small. It doesn't really matter if it's original, but it can't be something that's already available. My first idea was "snake", but that comes with the SDK. Same with a side-scrolling shooter. Remaining ideas include a tower defense game (hard to write, hard to control), an RPG (same), tetris (lame).. The problem is that all of the games I like require a high-resolution screen because they have a lot of text. Even a really simple game like nethack would be hard because each creature would be a single color. tl;dr What styles of games require a. No text; and b. Few enough objects that representing them each with a single color is acceptable? EDIT: To clarify, the display is 8x8 for a total of 64 pixels, not 64x64.

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  • Does somebody know of a testcase(s) of libRocket

    - by Bjorn
    Today I implemented the interfaces for libRocket in my engine using opengl 3.3. I got a standard rml file and some fonts and images which where needed in this rml file. It seems that the page/rml I'm rendering know is the correct one, but I'm not 100% sure. Also because I still don't know a lot of rml and it is a fairly complex one. So my question: Are there any testcases for example an rml with images and fonts with the result as it should be rendered in a png or some other image format? If there aren't would somebody who actually implemented the libRocket interface correctly be so kind and share a result of a rendering in a png with the rml tobe rendered?

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  • cocos2d-x - object creation and management in game design

    - by Jason
    How do others keep track of everything going on in their games? I am working on a new game and I am quickly realizing everything that I need to keep track of. Example: Maybe a layerManager that keeps track of all the layers and what is happening for a particular scene. Maybe a sceneManager for sharing objects among scenes But then getting to game play itself, what if you have 100 objects on the screen each with its own state and happenings, there needs tobe a way to keep track of all of that. Drawing everything out is really helping me. Can anyone share with me how they go about object tracking/management? I am seeing a few different managers and then maybe even a parent object that manages the managers..is my thinking way off? Any design patterns that may be useful for me to read about? Update: doing some reading and maybe a Factory pattern might apply.

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  • multi user web game with scheduled processing?

    - by Rooq
    I have an idea for a game which I am in the process of designing, but I am struggling to establish if the way I plan to implement it is possible. The game is a text based sports management simulation. This will require players to take certain actions through a web browser which will interact with a database - adding/updating and selecting. Most of the code required to be executed at this point will be fairly straightforward. The main processing will take place by applications which are scheduled to run on the server at certain times. These apps will process transactions added by the players and also perform some automatic processing based on the game date. My plan was to use an SQL server database (at last count I require about 20 tables) and VB.net for all the coding (coming from a mainframe programming background this language is the simplist for me to get to grips with). I will also need a scheduling tool on the server. Can anyone tell me if what I am planning is feasible before I dive into the actual coding stage of my project?

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