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  • Generate texture for a heightmap

    - by James
    I've recently been trying to blend multiple textures based on the height at different points in a heightmap. However i've been getting poor results. I decided to backtrack and just attempt to recreate one single texture from an SDL_Surface (i'm using SDL) and just send that into opengl. I'll put my code for creating the texture and reading the colour values. It is a 24bit TGA i'm loading, and i've confirmed that the rest of my code works because i was able to send the surfaces pixels directly to my createTextureFromData function and it drew fine. struct RGBColour { RGBColour() : r(0), g(0), b(0) {} RGBColour(unsigned char red, unsigned char green, unsigned char blue) : r(red), g(green), b(blue) {} unsigned char r; unsigned char g; unsigned char b; }; // main loading code SDLSurfaceReader* reader = new SDLSurfaceReader(m_renderer); reader->readSurface("images/grass.tga"); // new texture unsigned char* newTexture = new unsigned char[reader->m_surface->w * reader->m_surface->h * 3 * reader->m_surface->w]; for (int y = 0; y < reader->m_surface->h; y++) { for (int x = 0; x < reader->m_surface->w; x += 3) { int index = (y * reader->m_surface->w) + x; RGBColour colour = reader->getColourAt(x, y); newTexture[index] = colour.r; newTexture[index + 1] = colour.g; newTexture[index + 2] = colour.b; } } unsigned int id = m_renderer->createTextureFromData(newTexture, reader->m_surface->w, reader->m_surface->h, RGB); // functions for reading pixels RGBColour SDLSurfaceReader::getColourAt(int x, int y) { Uint32 pixel; Uint8 red, green, blue; RGBColour rgb; pixel = getPixel(m_surface, x, y); SDL_LockSurface(m_surface); SDL_GetRGB(pixel, m_surface->format, &red, &green, &blue); SDL_UnlockSurface(m_surface); rgb.r = red; rgb.b = blue; rgb.g = green; return rgb; } // this function taken from SDL documentation // http://www.libsdl.org/cgi/docwiki.cgi/Introduction_to_SDL_Video#getpixel Uint32 SDLSurfaceReader::getPixel(SDL_Surface* surface, int x, int y) { int bpp = m_surface->format->BytesPerPixel; Uint8 *p = (Uint8*)m_surface->pixels + y * m_surface->pitch + x * bpp; switch (bpp) { case 1: return *p; case 2: return *(Uint16*)p; case 3: if (SDL_BYTEORDER == SDL_BIG_ENDIAN) return p[0] << 16 | p[1] << 8 | p[2]; else return p[0] | p[1] << 8 | p[2] << 16; case 4: return *(Uint32*)p; default: return 0; } } I've been stumped at this, and I need help badly! Thanks so much for any advice.

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  • Deadlock in SQL Server 2005! Two real-time bulk upserts are fighting. WHY?

    - by skimania
    Here's the scenario: I've got a table called MarketDataCurrent (MDC) that has live updating stock prices. I've got one process called 'LiveFeed' which reads prices streaming from the wire, queues up inserts, and uses a 'bulk upload to temp table then insert/update to MDC table.' (BulkUpsert) I've got another process which then reads this data, computes other data, and then saves the results back into the same table, using a similar BulkUpsert stored proc. Thirdly, there are a multitude of users running a C# Gui polling the MDC table and reading updates from it. Now, during the day when the data is changing rapidly, things run pretty smoothly, but then, after market hours, we've recently started seeing an increasing number of Deadlock exceptions coming out of the database, nowadays we see 10-20 a day. The imporant thing to note here is that these happen when the values are NOT changing. Here's all the relevant info: Table Def: CREATE TABLE [dbo].[MarketDataCurrent]( [MDID] [int] NOT NULL, [LastUpdate] [datetime] NOT NULL, [Value] [float] NOT NULL, [Source] [varchar](20) NULL, CONSTRAINT [PK_MarketDataCurrent] PRIMARY KEY CLUSTERED ( [MDID] ASC )WITH (PAD_INDEX = OFF, STATISTICS_NORECOMPUTE = OFF, IGNORE_DUP_KEY = OFF, ALLOW_ROW_LOCKS = ON, ALLOW_PAGE_LOCKS = ON) ON [PRIMARY] ) ON [PRIMARY] - I've got a Sql Profiler Trace Running, catching the deadlocks, and here's what all the graphs look like. Process 258 is called the following 'BulkUpsert' stored proc, repeatedly, while 73 is calling the next one: ALTER proc [dbo].[MarketDataCurrent_BulkUpload] @updateTime datetime, @source varchar(10) as begin transaction update c with (rowlock) set LastUpdate = getdate(), Value = t.Value, Source = @source from MarketDataCurrent c INNER JOIN #MDTUP t ON c.MDID = t.mdid where c.lastUpdate < @updateTime and c.mdid not in (select mdid from MarketData where LiveFeedTicker is not null and PriceSource like 'LiveFeed.%') and c.value <> t.value insert into MarketDataCurrent with (rowlock) select MDID, getdate(), Value, @source from #MDTUP where mdid not in (select mdid from MarketDataCurrent with (nolock)) and mdid not in (select mdid from MarketData where LiveFeedTicker is not null and PriceSource like 'LiveFeed.%') commit And the other one: ALTER PROCEDURE [dbo].[MarketDataCurrent_LiveFeedUpload] AS begin transaction -- Update existing mdid UPDATE c WITH (ROWLOCK) SET LastUpdate = t.LastUpdate, Value = t.Value, Source = t.Source FROM MarketDataCurrent c INNER JOIN #TEMPTABLE2 t ON c.MDID = t.mdid; -- Insert new MDID INSERT INTO MarketDataCurrent with (ROWLOCK) SELECT * FROM #TEMPTABLE2 WHERE MDID NOT IN (SELECT MDID FROM MarketDataCurrent with (NOLOCK)) -- Clean up the temp table DELETE #TEMPTABLE2 commit To clarify, those Temp Tables are being created by the C# code on the same connection and are populated using the C# SqlBulkCopy class. To me it looks like it's deadlocking on the PK of the table, so I tried removing that PK and switching to a Unique Constraint instead but that increased the number of deadlocks 10-fold. I'm totally lost as to what to do about this situation and am open to just about any suggestion. HELP!! In response to the request for the XDL, here it is: <deadlock-list> <deadlock victim="processc19978"> <process-list> <process id="processaf0b68" taskpriority="0" logused="0" waitresource="KEY: 6:72057594090487808 (d900ed5a6cc6)" waittime="718" ownerId="1102128174" transactionname="user_transaction" lasttranstarted="2010-06-11T16:30:44.750" XDES="0xffffffff817f9a40" lockMode="U" schedulerid="3" kpid="8228" status="suspended" spid="73" sbid="0" ecid="0" priority="0" transcount="2" lastbatchstarted="2010-06-11T16:30:44.750" lastbatchcompleted="2010-06-11T16:30:44.750" clientapp=".Net SqlClient Data Provider" hostname="RISKAPPS_VM" hostpid="3836" loginname="RiskOpt" isolationlevel="read committed (2)" xactid="1102128174" currentdb="6" lockTimeout="4294967295" clientoption1="671088672" clientoption2="128056"> <executionStack> <frame procname="MKP_RISKDB.dbo.MarketDataCurrent_BulkUpload" line="28" stmtstart="1062" stmtend="1720" sqlhandle="0x03000600a28e5e4ef4fd8e00849d00000100000000000000"> UPDATE c WITH (ROWLOCK) SET LastUpdate = getdate(), Value = t.Value, Source = @source FROM MarketDataCurrent c INNER JOIN #MDTUP t ON c.MDID = t.mdid WHERE c.lastUpdate &lt; @updateTime and c.mdid not in (select mdid from MarketData where BloombergTicker is not null and PriceSource like &apos;Blbg.%&apos;) and c.value &lt;&gt; t.value </frame> <frame procname="adhoc" line="1" stmtstart="88" sqlhandle="0x01000600c1653d0598706ca7000000000000000000000000"> exec MarketDataCurrent_BulkUpload @clearBefore, @source </frame> <frame procname="unknown" line="1" sqlhandle="0x000000000000000000000000000000000000000000000000"> unknown </frame> </executionStack> <inputbuf> (@clearBefore datetime,@source nvarchar(10))exec MarketDataCurrent_BulkUpload @clearBefore, @source </inputbuf> </process> <process id="processc19978" taskpriority="0" logused="0" waitresource="KEY: 6:72057594090487808 (74008e31572b)" waittime="718" ownerId="1102128228" transactionname="user_transaction" lasttranstarted="2010-06-11T16:30:44.780" XDES="0x380be9d8" lockMode="U" schedulerid="5" kpid="8464" status="suspended" spid="248" sbid="0" ecid="0" priority="0" transcount="2" lastbatchstarted="2010-06-11T16:30:44.780" lastbatchcompleted="2010-06-11T16:30:44.780" clientapp=".Net SqlClient Data Provider" hostname="RISKBBG_VM" hostpid="4480" loginname="RiskOpt" isolationlevel="read committed (2)" xactid="1102128228" currentdb="6" lockTimeout="4294967295" clientoption1="671088672" clientoption2="128056"> <executionStack> <frame procname="MKP_RISKDB.dbo.MarketDataCurrentBlbgRtUpload" line="14" stmtstart="840" stmtend="1220" sqlhandle="0x03000600005f9d24c8878f00849d00000100000000000000"> UPDATE c WITH (ROWLOCK) SET LastUpdate = t.LastUpdate, Value = t.Value, Source = t.Source FROM MarketDataCurrent c INNER JOIN #TEMPTABLE2 t ON c.MDID = t.mdid; -- Insert new MDID </frame> <frame procname="adhoc" line="1" sqlhandle="0x010006004a58132228bf8d73000000000000000000000000"> MarketDataCurrentBlbgRtUpload </frame> </executionStack> <inputbuf> MarketDataCurrentBlbgRtUpload </inputbuf> </process> </process-list> <resource-list> <keylock hobtid="72057594090487808" dbid="6" objectname="MKP_RISKDB.dbo.MarketDataCurrent" indexname="PK_MarketDataCurrent" id="lock5ba77b00" mode="U" associatedObjectId="72057594090487808"> <owner-list> <owner id="processc19978" mode="U"/> </owner-list> <waiter-list> <waiter id="processaf0b68" mode="U" requestType="wait"/> </waiter-list> </keylock> <keylock hobtid="72057594090487808" dbid="6" objectname="MKP_RISKDB.dbo.MarketDataCurrent" indexname="PK_MarketDataCurrent" id="lock65dca340" mode="U" associatedObjectId="72057594090487808"> <owner-list> <owner id="processaf0b68" mode="U"/> </owner-list> <waiter-list> <waiter id="processc19978" mode="U" requestType="wait"/> </waiter-list> </keylock> </resource-list> </deadlock> </deadlock-list>

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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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  • Handling window resize with arbitrary aspect ratios

    - by DormoTheNord
    I'm currently making a 2D game using SFML. I want the aspect ratio to be maintained when the user resizes the window. I also want the game to work with any arbitrary aspect ratio (like any media player would). Here is the code I have so far: void os::GameEngine::setCameraViewport() { sf::FloatRect tempViewport; float viewAspectRatio = (float)aspectRatio.x / aspectRatio.y; float screenAspectRatio = (float)gameWindow.getSize().x / gameWindow.getSize().y; if (viewAspectRatio > screenAspectRatio) { // Viewport is wider than screen, fit on X } else if (viewAspectRatio < screenAspectRatio) { // Screen is wider than viewport, fit on Y } else // window aspect ratio matches view aspect ratio { tempViewport.height = 1; tempViewport.width = 1; tempViewport.left = 0; tempViewport.top = 0; } viewport = tempViewport; camera.setViewport(viewport); gameWindow.setView(camera); } The problem is I'm having trouble with the logic to determine the properties of the viewport.

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  • Starting with text based MUD/MUCK game

    - by Scott Ivie
    I’ve had this idea for a video game in my head for a long time but I’ve never had the knowledge or time to get it done. I still don’t really, but I am willing to dedicate a chunk of my time to this before it’s too late. Recently I started studying Lua script for a program called “MUSH Client” which works for MU* telnet style text games. I want to use the GUI capabilities of Mush Client with a MU* server to create a basic game but here is my dilemma. I figured this could be a suitable starting place for me. BUT… Because I’m not very programmer savvy yet, I don’t know how to download/install/use the MU* server software. I was originally considering Protomuck because a few of the MU*s I were more impressed with began there. http://www.protomuck.org/ I downloaded it, but I guess I'm too used to GUI style programs so I'm having great difficulty figuring out what to do next. Does anyone have any suggestions? Does anyone even know what I'm talking about? heh..

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  • Extrapolation breaks collision detection

    - by user22241
    Before applying extrapolation to my sprite's movement, my collision worked perfectly. However, after applying extrapolation to my sprite's movement (to smooth things out), the collision no longer works. This is how things worked before extrapolation: However, after I implement my extrapolation, the collision routine breaks. I am assuming this is because it is acting upon the new coordinate that has been produced by the extrapolation routine (which is situated in my render call ). After I apply my extrapolation How to correct this behaviour? I've tried puting an extra collision check just after extrapolation - this does seem to clear up a lot of the problems but I've ruled this out because putting logic into my rendering is out of the question. I've also tried making a copy of the spritesX position, extrapolating that and drawing using that rather than the original, thus leaving the original intact for the logic to pick up on - this seems a better option, but it still produces some weird effects when colliding with walls. I'm pretty sure this also isn't the correct way to deal with this. I've found a couple of similar questions on here but the answers haven't helped me. This is my extrapolation code: public void onDrawFrame(GL10 gl) { //Set/Re-set loop back to 0 to start counting again loops=0; while(System.currentTimeMillis() > nextGameTick && loops < maxFrameskip){ SceneManager.getInstance().getCurrentScene().updateLogic(); nextGameTick+=skipTicks; timeCorrection += (1000d/ticksPerSecond) % 1; nextGameTick+=timeCorrection; timeCorrection %=1; loops++; tics++; } extrapolation = (float)(System.currentTimeMillis() + skipTicks - nextGameTick) / (float)skipTicks; render(extrapolation); } Applying extrapolation render(float extrapolation){ //This example shows extrapolation for X axis only. Y position (spriteScreenY is assumed to be valid) extrapolatedPosX = spriteGridX+(SpriteXVelocity*dt)*extrapolation; spriteScreenPosX = extrapolationPosX * screenWidth; drawSprite(spriteScreenX, spriteScreenY); } Edit As I mentioned above, I have tried making a copy of the sprite's coordinates specifically to draw with.... this has it's own problems. Firstly, regardless of the copying, when the sprite is moving, it's super-smooth, when it stops, it's wobbling slightly left/right - as it's still extrapolating it's position based on the time. Is this normal behavior and can we 'turn it off' when the sprite stops? I've tried having flags for left / right and only extrapolating if either of these is enabled. I've also tried copying the last and current positions to see if there is any difference. However, as far as collision goes, these don't help. If the user is pressing say, the right button and the sprite is moving right, when it hits a wall, if the user continues to hold the right button down, the sprite will keep animating to the right, while being stopped by the wall (therefore not actually moving), however because the right flag is still set and also because the collision routine is constantly moving the sprite out of the wall, it still appear to the code (not the player) that the sprite is still moving, and therefore extrapolation continues. So what the player would see, is the sprite 'static' (yes, it's animating, but it's not actually moving across the screen), and every now and then it shakes violently as the extrapolation attempts to do it's thing....... Hope this help

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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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  • Load Texture From Image Content In Runtime

    - by Austin Brunkhorst
    Basically I wrote a world editor for a game I'm working on. Looking ahead, I was brainstorming ways to save the created world including the tile-sets (this game will rely on a tile engine). I was hoping to save the image data of each tile-set in the same file containing the tile positions, etc. and load the image data into a Texture with XNA. Is it possible? Something like this is what I'm going for. Texture2D tileset = Content.LoadFromString<Texture2D>("png tileset data");

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  • How do GameEngines stop Pixel Seams appearing in adjacent mesh boundaries due to FP imprecision?

    - by ufomorace
    Graphics cards are mathematically imprecise. So when some meshes are joined by their borders, the graphics card often makes mistakes and decides that some pixels at the seam represent neither object, and unwanted pixels appear. It's a natural behaviour on all graphics cards. How are such worries avoided in Pro Games? Batching? Shaders? Different tangent vectors? Merging? Overlaping seams? Dark backgrounds? Extra vertices at borders? Z precision? Camera distance tweaks? Screencap of a fix that ended up not working:

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  • Dynamic Quad/Oct Trees

    - by KKlouzal
    I've recently discovered the power of Quadtrees and Octrees and their role in culling/LOD applications, however I've been pondering on the implementations for a Dynamic Quad/Oct Tree. Such tree would not require a complete rebuild when some of the underlying data changes (Vertex Data). Would it be possible to create such a tree? What would that look like? Could someone point me in the correct direction to get started? The application here would, in my scenario, be used for a dynamically changing spherical landscape with over 10,000,000 verticies. The use of Quad/Oct Trees is obvious for Culling & LOD as well as the benefits from not having to completely recompute the tree when the underlying data changes.

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  • Using Behavior Trees and Events together

    - by weichsem
    I am beginning to work with behavior trees and am unsure how events should be handled within the tree. Lets say we have a space game where the player is dogfighting with a handful of other ships, some friendly some not. The player destroys a ship and the rest of the hostile ships should then start to retreat. How was should the shipWasDestroyed event effect the other ship's behavior trees so that they start running the retreat behavior? One way I could think of doing this is have all the conditions I care about be high level nodes that effectively state change the ship. This would mean I'd have to check all of these state change conditions on every frame the behavior tree was run, even if they are very rare occurrences. I'd prefer not doing this for performance and complexity reasons. From looking at the Halo papers on behavior trees it seems that they handled this by dynamically placing nodes into the tree when the event occurred. It seems like calculating where the new node should go could be problematic depending on the current state of the running behavior. How is this normally handled?

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  • Low complexity shader to indicate the sides of a polyline

    - by Pris
    I have a bunch of polylines that I draw using GL_LINES. They can have thousands of points. They actually represent the separation of land and water on a map. I don't have complete polygons, just the ordered set of points. I'm looking for a neat but efficient way to visually convey Side A and Side B as being different. For example I could offset the polyline in one direction a few times and fade it out (but every offset is doubling the number of points), or offset it once to make a "ribbon" and give one side a 'glow' like effect to mimic the outer glow or shadow of a polygon). This is for a mobile application and I'm using OpenGL ES 2. I'd like to keep the effect as simple as possible from a complexity stand point. I'm looking for some additional ideas; maybe there's a clever shader technique out there or a visual effect I haven't considered.

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  • What different ways are there to model restitution in a physics engine?

    - by Mikael Högström
    In my physics engine I give a body a value for restitution between 0 and 1. When two bodies collide there seems to be different views on how the restitution of the collision should be calculated. To me the most intuitive seems to be to take the average of the two but some seem to take only the largest one. Are there other ways to do it? Also, could the closing velocity or some other parameter come into effect?

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  • Everything "invisible" when launching map from launcher

    - by Predanoob
    Excuse my noobiness, but I downloaded the SDK, and I tried the map Forest from within the editor and it worked fine. However if I launch it from the Launcher using the console it looks like this: http://i.stack.imgur.com/U7rPU.jpg I can use the weapons(although they are invisible), and interact with objects despite not seeing them. I also did my own map same problem. What am I doing wrong? ?(

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  • DOT implementation

    - by Denis Ermolin
    I have some DOT(damage over time) implementation problems. My game runs on 30 FPS speed. Current implementation is: let's say hero cast spell which make 1 damage per second. So on every frame i do (pseudo code): damage_done = getRandomDamage() * delta_time; I accumulate damage and when it becomes more then 0 then subtract rounded damage from current health and so on. With 30 FPS and 1 DPS it will be 1/33 = 0.05... We know that floats a not precise enough to sum 30 circulating decimals and have exact 1 in the end. But HP is discrete value and that's why 1 DPS will not have 1 damage after 1 second because value will be 0.9999..... It's not so big deal when you have 100000 DPS - +/- 1 damage will not be noticeable. But if i have 1, 5 DPS? How modern RPG's implemented DOT's?

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  • Why can't a blendShader sample anything but the current coordinate of the background image?

    - by Triynko
    In Flash, you can set a DisplayObject's blendShader property to a pixel shader (flash.shaders.Shader class). The mechanism is nice, because Flash automatically provides your Shader with two input images, including the background surface and the foreground display object's bitmap. The problem is that at runtime, the shader doesn't allow you to sample the background anywhere but under the current output coordinate. If you try to sample other coordinates, it just returns the color of the current coordinate instead, ignoring the coordinates you specified. This seems to occur only at runtime, because it works properly in the Pixel Bender toolkit. This limitation makes it impossible to simulate, for example, the Aero Glass effect in Windows Vista/7, because you cannot sample the background properly for blurring. I must mention that it is possible to create the effect in Flash through manual composition techniques, but it's hard to determine when it actually needs updated, because Flash does not provide information about when a particular area of the screen or a particular display object needs re-rendered. For example, you may have a fixed glass surface with objects moving underneath it that don't dispatch events when they move. The only alternative is to re-render the glass bar every frame, which is inefficient, which is why I am trying to do it through a blendShader so Flash determines when it needs rendered automatically. Is there a technical reason for this limitation, or is it an oversight of some sort? Does anyone know of a workaround, or a way I could provide my manual composition implementation with information about when it needs re-rendered? The limitation is mentioned with no explanation in the last note in this page: http://help.adobe.com/en_US/as3/dev/WSB19E965E-CCD2-4174-8077-8E5D0141A4A8.html It says: "Note: When a Pixel Bender shader program is run as a blend in Flash Player or AIR, the sampling and outCoord() functions behave differently than in other contexts.In a blend, a sampling function will always return the current pixel being evaluated by the shader. You cannot, for example, use add an offset to outCoord() in order to sample a neighboring pixel. Likewise, if you use the outCoord() function outside a sampling function, its coordinates always evaluate to 0. You cannot, for example, use the position of a pixel to influence how the blended images are combined."

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  • Design patterns for effects between actors and technology

    - by changelog
    I'm working on my first game, and taking the opportunity to brush up my C++ (I want to make as much of it as portable as I can.) Whilst working on the technology tree and how it affects actors (spaceships, planets, crew, buildings, etc) I can't find a pattern that decouples these entities enough to feel like a clean approach. Just as an idea, here's the type of effects these actors can have on one another (and techs too) An engineer inside a spaceship boosts its shield A hero in a spaceship in a fleet increases morale A technology improves spaceships' travel distance A building in a planet improves its production The best I can come up with is the Observer pattern, and basically manage it more or less manually (when a crew member enters a spaceship, fire the event; when a new building is built in a planet, fire the event, etc etc.) but it seems to be too tightly coupled to me. I would love to get some ideas about how to approach this better.

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  • Is there any way to enable the HiDef graphics profile property on a Silverlight 5 3d Web App?

    - by Daniel
    I have an XNA Windows Game that uses the HiDef profile to load complex fbx and obj files. Trying to move it over to a Silverlight 3d Web App, Silverlight seems to only want to use the Reach profile, and I get an error that the Reach profile does not support a sufficient number of primitive draws per call. Is there any way to change to HiDef in Silverlight 5? It is not in the project properties and attempting to change it in mainpage.xaml.cs only gives me the option of setting it to Reach.

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  • How to export 3D models that consist of several parts (eg. turret on a tank)?

    - by Will
    What are the standard alternatives for the mechanics of attaching turrets and such to 3D models for use in-game? I don't mean the logic, but rather the graphics aspects. My naive approach is to extend the MD2-like format that I'm using (blender-exported using a script) to include a new set of properties for a mesh that: is anchored in another 'parent' mesh. The anchor is a point and normal in the parent mesh and a point and normal in the child mesh; these will always be colinear, giving the child rotation but not translation relative to the parent point. has a normal that is aligned with a 'target'. Classically this target is the enemy that is being engaged, but it might be some other vector e.g. 'the wind' (for sails and flags (and smoke, which is a particle system but the same principle applies)) or 'upwards' (e.g. so bodies of riders bend properly when riding a horse up an incline etc). that the anchor and target alignments have maximum and minimum and a speed coeff. there is game logic for multiple turrets and on a model and deciding which engages which enemy. 'primary' and 'secondary' or 'target0' ... 'targetN' or some such annotation will be there. So to illustrate, a classic tank would be made from three meshes; a main body mesh, a turret mesh that is anchored to the top of the main body so it can spin only horizontally and a barrel mesh that is anchored to the front of the turret and can only move vertically within some bounds. And there might be a forth flag mesh on top of the turret that is aligned with 'wind' where wind is a function the engine solves that merges environment's wind angle with angle the vehicle is travelling in an velocity, or something fancy. This gives each mesh one degree of freedom relative to its parent. Things with multiple degrees of freedom can be modelled by zero-vertex connecting meshes perhaps? This is where I think the approach I outlined begins to feel inelegant, yet perhaps its still a workable system? This is why I want to know how it is done in professional games ;) Are there better approaches? Are there formats that already include this information? Is this routine?

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  • IDirect3DDevice9Ex and D3DPOOL_MANAGED?

    - by bluescrn
    So I wanted to switch to IDirect3DDevice9Ex, purely for the SetFrameLatency function, as fullscreen vsynced D3D seemed to produce noticable input lag. But then it tells me 'ha ha ha! now you can't use D3DPOOL_MANAGED!': Direct3D9: (ERROR) :D3DPOOL_MANAGED is not valid with IDirect3DDevice9Ex Is this really as unpleasant as it looks (when you're relying quite heavily on managed resources) - or is there a simple solution? If it really does mean manual management of everything (reloading all static textures, VBs, and IBs on a device reset), is it worth the hassle, will IDirect3DDevice9Ex bring enough benefit to make it worth writing a new resource manager? Starting to think I must be doing something wrong, due to this: Direct3D9: (ERROR) :Lock is not supported for textures allocated with POOL_DEFAULT unless they are marked D3DUSAGE_DYNAMIC. So if I put my (static) textures in POOL_DEFAULT, they need flagging as D3DUSAGE_DYNAMIC, just because I lock them once to load the data in?

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  • OnTrigger not firing consistently

    - by Lautaro
    I have a Prefab called Player which has a Body and a Sword. The game uses 2 instances of Player, Player1 and Player2. I use Player1 to strike Player2. This is code on the sword. My hope is that Sword of Player1 will log on contct with Body of Player2. It happens but only the first hit and then i have to hit several times before another strike is logged. But when i look at log from OnTriggerStay it looks like the TriggerExit is never detected untill long after the sword is gone. void OnTriggerEnter(Collider other) { //Play sound to confirm collision var sm = ObjectDirectory.soundManager; sm.PlaySoundClip(sm.gui_02); Debug.Log(other.name + " - ENTER" ); } void OnTriggerStay(Collider other) { Debug.Log(other.name + " - collision" ); } void OnTriggerExit(Collider other) { Debug.Log(other.name + " - HAS LEFT" ); } DEBUG LOG: Player2 - ENTER UnityEngine.Debug:Log(Object) SwordControl:OnTriggerEnter(Collider) (at Assets/Scripts/SwordControl.cs:28) Player2 - collision UnityEngine.Debug:Log(Object) SwordControl:OnTriggerStay(Collider) (at Assets/Scripts/SwordControl.cs:34) (The last debug log then repeated hundreds of times long after the sword of player 1 had withdrawn and was in no contact with player 2 ) EDIT: Further tests shows that if i move player1 backwards away form player2 i trigger the OnTriggerExit. Even if the sword is not touching Player2 since after the blow. However even after OnTriggerExit it takes many tries untill i can get another blow registered.

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  • Initializing entities vs having a constructor parameter

    - by Vee
    I'm working on a turn-based tile-based puzzle game, and to create new entities, I use this code: Field.CreateEntity(10, 5, Factory.Player()); This creates a new Player at [10; 5]. I'm using a factory-like class to create entities via composition. This is what the CreateEntity method looks like: public void CreateEntity(int mX, int mY, Entity mEntity) { mEntity.Field = this; TileManager.AddEntity(mEntity, true); GetTile(mX, mY).AddEntity(mEntity); mEntity.Initialize(); InvokeOnEntityCreated(mEntity); } Since many of the components (and also logic) of the entities require to know what the tile they're in is, or what the field they belong to is, I need to have mEntity.Initialize(); to know when the entity knows its own field and tile. The Initialize(); method contains a call to an event handler, so that I can do stuff like this in the factory class: result.OnInitialize += () => result.AddTags(TDLibConstants.GroundWalkableTag, TDLibConstants.TrapdoorTag); result.OnInitialize += () => result.AddComponents(new RenderComponent(), new ElementComponent(), new DirectionComponent()); This works so far, but it is not elegant and it's very open to bugs. I'm also using the same idea with components: they have a parameterless constructor, and when you call the AddComponent(mComponent); method in an entity, it is the entity's job to set the component's entity to itself. The alternative would be having a Field, int, int parameters in the factory class, to do stuff like: new Entity(Field, 10, 5); But I also don't like the fact that I have to create new entities like this. I would prefer creating entities via the Field object itself. How can I make entity/component creation more elegant and less prone to bugs?

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  • How is the terrain generated in Commandos and Commandos game clones/look-alikes?

    - by teodron
    The Commandos series of games and its similar western counterpart, Desperados, use a mix of 2D and 3D elements to achieve a very pleasing and immersive atmosphere. Apart from the concept that alone made the series a best-seller, the graphics eye-candy was also a much appreciated asset of that game. I was very curious on what was the technique used to model and adorn the realistic terrains in those titles? Below are some screenshots that could be relevant as a reference for whomever has a candidate answer: The tiny details and patternless distribution of ornamental textures make me think that these terrains were not generated using a standard heightmap-blendmap method.

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  • Saving an interface instance into a Bundle

    - by user22241
    All I've have an interface that allows me to switch between different scenes in my Android game. When the home key is pressed, I am saving all of my states (score, sprite positions etc) into a Bundle. When re-launching, I am restoring all my states and all is OK - however, I can't figure out how to save my 'Scene', thus when I return, it always starts at the default screen which is the 'Main Menu'. How would I go about saving my 'Scene' (into a Bundle)? Code import android.view.MotionEvent; public interface Scene{ void render(); void updateLogic(); boolean onTouchEvent(MotionEvent event); } I assume the interface is the relevant piece of code which is why I've posted that snippet. I set my scene like so: ('options' is an object of my Options class which extends MainMenu (Another custom class) which, in turn implements the interface 'Scene') SceneManager.getInstance().setCurrentScene(options); //Current scene is optionscreen

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  • How to implement a game launch counter in LibGDX

    - by Vishal Kumar
    I'm writing a game using LibGDX in which I want to save the number of launches of a game in a text file. So, In the create() of my starter class, I have the following code ..but it's not working public class MainStarter extends Game { private int count; @Override public void create() { // Set up the application AppSettings.setUp(); if(SettingsManager.isFirstLaunch()){ SettingsManager.createTextFileInLocalStorage("gamedata"); SettingsManager.writeLine("gamedata", "Launched:"+count ,FileType.LOCAL_FILE ); } else{ SettingsManager.writeLine("gamedata", "Not First launch :"+count++ ,FileType.LOCAL_FILE ); } // // Load assets before setting the screen // ##################################### Assets.loadAll(); // Set the tests screen setScreen(new MainMenuScreen(this, "Main Menu")); } } What is the proper way to do this?

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