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  • Consistency of DirectX models

    - by marc wellman
    Is there a way to check the consistency of a DirectX model (.x) ? Whilst compiling .x files with XNA GameStudio 3.1 compilation is aborted with the following error message: Error 2 Could not read the X file. The file is corrupt or invalid. Error code: D3DXFERR_PARSEERROR. C:\WFP\Browser\Content\m.x KiviBrowser Some models compile correctly without any error/warning and some abort as described. The files of each model have several thousand lines. I am creating the files in Googles SketchUp 8 where they all look fine and don't show any sign of corruption. Suppose I have such a model my XNA compiler won't compile because their is an inconsistency somewhere in the file - how could I identify this in order to correct it ?

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  • Incorrect lighting results with deferred rendering

    - by Lasse
    I am trying to render a light-pass to a texture which I will later apply on the scene. But I seem to calculate the light position wrong. I am working on view-space. In the image above, I am outputting the attenuation of a point light which is currently covering the whole screen. The light is at 0,10,0 position, and I transform it to view-space first: Vector4 pos; Vector4 tmp = new Vector4 (light.Position, 1); // Transform light position for shader Vector4.Transform (ref tmp, ref Camera.ViewMatrix, out pos); shader.SendUniform ("LightViewPosition", ref pos); Now to me that does not look as it should. What I think it should look like is that the white area should be on the center of the scene. The camera is at the corner of the scene, and it seems as if the light would move along with the camera. Here's the fragment shader code: void main(){ // default black color vec3 color = vec3(0); // Pixel coordinates on screen without depth vec2 PixelCoordinates = gl_FragCoord.xy / ScreenSize; // Get pixel position using depth from texture vec4 depthtexel = texture( DepthTexture, PixelCoordinates ); float depthSample = unpack_depth(depthtexel); // Get pixel coordinates on camera-space by multiplying the // coordinate on screen-space by inverse projection matrix vec4 world = (ImP * RemapMatrix * vec4(PixelCoordinates, depthSample, 1.0)); // Undo the perspective calculations vec3 pixelPosition = (world.xyz / world.w) * 3; // How far the light should reach from it's point of origin float lightReach = LightColor.a / 2; // Vector in between light and pixel vec3 lightDir = (LightViewPosition.xyz - pixelPosition); float lightDistance = length(lightDir); vec3 lightDirN = normalize(lightDir); // Discard pixels too far from light source //if(lightReach < lightDistance) discard; // Get normal from texture vec3 normal = normalize((texture( NormalTexture, PixelCoordinates ).xyz * 2) - 1); // Half vector between the light direction and eye, used for specular component vec3 halfVector = normalize(lightDirN + normalize(-pixelPosition)); // Dot product of normal and light direction float NdotL = dot(normal, lightDirN); float attenuation = pow(lightReach / lightDistance, LightFalloff); // If pixel is lit by the light if(NdotL > 0) { // I have moved stuff from here to above so I can debug them. // Diffuse light color color += LightColor.rgb * NdotL * attenuation; // Specular light color color += LightColor.xyz * pow(max(dot(halfVector, normal), 0.0), 4.0) * attenuation; } RT0 = vec4(color, 1); //RT0 = vec4(pixelPosition, 1); //RT0 = vec4(depthSample, depthSample, depthSample, 1); //RT0 = vec4(NdotL, NdotL, NdotL, 1); RT0 = vec4(attenuation, attenuation, attenuation, 1); //RT0 = vec4(lightReach, lightReach, lightReach, 1); //RT0 = depthtexel; //RT0 = 100 / vec4(lightDistance, lightDistance, lightDistance, 1); //RT0 = vec4(lightDirN, 1); //RT0 = vec4(halfVector, 1); //RT0 = vec4(LightColor.xyz,1); //RT0 = vec4(LightViewPosition.xyz/100, 1); //RT0 = vec4(LightPosition.xyz, 1); //RT0 = vec4(normal,1); } What am I doing wrong here?

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  • What does a Game Designer do? what skills do they need?

    - by xenoterracide
    I know someone who is thinking about getting into game design, and I wondered, what does the job game designer entail? what tools do you have to learn how to use? what unique skills do you need? what exactly is it you'd do from day to day. I may be wording this a bit wrong because I'm not sure if the college program is become a game designer or learn game design. but I think the same questions apply either way.

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  • How change LOD in geometry?

    - by ChaosDev
    Im looking for simple algorithm of LOD, for change geometry vertexes and decrease frame time. Im created octree, but now I want model or terrain vertex modify algorithm,not for increase(looking on tessellation later) but for decrease. I want something like this Questions: Is same algorithm can apply either to model and terrain correctly? Indexes need to be modified ? I must use octree or simple check distance between camera and object for desired effect ? New value of indexcount for DrawIndexed function needed ? Code: //m_LOD == 10 in the beginning //m_RawVerts - array of 3d Vector filled with values from vertex buffer. void DecreaseLOD() { m_LOD--; if(m_LOD<1)m_LOD=1; RebuildGeometry(); } void IncreaseLOD() { m_LOD++; if(m_LOD>10)m_LOD=10; RebuildGeometry(); } void RebuildGeometry() { void* vertexRawData = new byte[m_VertexBufferSize]; void* indexRawData = new DWORD[m_IndexCount]; auto context = mp_D3D->mp_Context; D3D11_MAPPED_SUBRESOURCE data; ZeroMemory(&data,sizeof(D3D11_MAPPED_SUBRESOURCE)); context->Map(mp_VertexBuffer->mp_buffer,0,D3D11_MAP_READ,0,&data); memcpy(vertexRawData,data.pData,m_VertexBufferSize); context->Unmap(mp_VertexBuffer->mp_buffer,0); context->Map(mp_IndexBuffer->mp_buffer,0,D3D11_MAP_READ,0,&data); memcpy(indexRawData,data.pData,m_IndexBufferSize); context->Unmap(mp_IndexBuffer->mp_buffer,0); DWORD* dwI = (DWORD*)indexRawData; int sz = (m_VertexStride/sizeof(float));//size of vertex element //algorithm must be here. std::vector<Vector3d> vertices; int i = 0; for(int j = 0; j < m_VertexCount; j++) { float x1 = (((float*)vertexRawData)[0+i]); float y1 = (((float*)vertexRawData)[1+i]); float z1 = (((float*)vertexRawData)[2+i]); Vector3d lv = Vector3d(x1,y1,z1); //my useless attempts if(j+m_LOD+1<m_RawVerts.size()) { float v1 = VECTORHELPER::Distance(m_RawVerts[dwI[j]],m_RawVerts[dwI[j+m_LOD]]); float v2 = VECTORHELPER::Distance(m_RawVerts[dwI[j]],m_RawVerts[dwI[j+m_LOD+1]]); if(v1>v2) lv = m_RawVerts[dwI[j+1]]; else if(v2<v1) lv = m_RawVerts[dwI[j+2]]; } (((float*)vertexRawData)[0+i]) = lv.x; (((float*)vertexRawData)[1+i]) = lv.y; (((float*)vertexRawData)[2+i]) = lv.z; i+=sz;//pass others vertex format values without change } for(int j = 0; j < m_IndexCount; j++) { //indices ? } //set vertexes to device UpdateVertexes(vertexRawData,mp_VertexBuffer->getSize()); delete[] vertexRawData; delete[] indexRawData; }

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  • Parenting Opengl with Groups in LibGDX

    - by Rudy_TM
    I am trying to make an object child of a Group, but this object has a draw method that calls opengl to draw in the screen. Its class its this public class OpenGLSquare extends Actor { private static final ImmediateModeRenderer renderer = new ImmediateModeRenderer10(); private static Matrix4 matrix = null; private static Vector2 temp = new Vector2(); public static void setMatrix4(Matrix4 mat) { matrix = mat; } @Override public void draw(SpriteBatch batch, float arg1) { // TODO Auto-generated method stub renderer.begin(matrix, GL10.GL_TRIANGLES); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x0, y0, 0f); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x0, y1, 0f); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x1, y1, 0f); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x1, y1, 0f); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x1, y0, 0f); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x0, y0, 0f); renderer.end(); } } In my screen class I have this, i call it in the constructor MyGroupClass spriteLab = new MyGroupClass(spriteSheetLab); OpenGLSquare square = new OpenGLSquare(); square.setX0(100); square.setY0(200); square.setX1(400); square.setY1(280); square.color.set(Color.BLUE); square.setSize(); //spriteLab.addActorAt(0, clock); spriteLab.addActor(square); stage.addActor(spriteLab); And the render in the screen I have @Override public void render(float arg0) { this.gl.glClear(GL10.GL_COLOR_BUFFER_BIT |GL10.GL_DEPTH_BUFFER_BIT); stage.draw(); stage.act(Gdx.graphics.getDeltaTime()); } The problem its that when i use opengl with parent, it resets all the other chldren to position 0,0 and the opengl renderer paints the square in the exact position of the screen and not relative to the parent. I tried using batch.enableBlending() and batch.disableBlending() that fixes the position problem of the other children, but not the relative position of the opengl drawing and it also puts alpha to the glDrawing. What am i doing wrong?:/

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  • How to send multiple MVP matrices to a vertex shader in OpenGL ES 2.0

    - by Carbon Crystal
    I'm working my way through optimizing the rendering of sprites in a 2D game using OpenGL ES and I've hit the limit of my knowledge when it comes to GLSL and vertex shaders. I have two large float buffers containing my vertex coordinates and texture coordinates (eventually this will be one buffer) for multiple sprites in order to perform a single glDrawArrays call. This works but I've hit a snag when it comes to passing the transformation matrix into the vertex shader. My shader code is: uniform mat4 u_MVPMatrix; attribute vec4 a_Position; attribute vec2 a_TexCoordinate; varying vec2 v_TexCoordinate; void main() { v_TexCoordinate = a_TexCoordinate; gl_Position = u_MVPMatrix * a_Position; } In Java (Android) I am using a FloatBuffer to store the vertex/texture data and this is provided to the shader like so: mGlEs20.glVertexAttribPointer(mVertexHandle, Globals.GL_POSITION_VERTEX_COUNT, GLES20.GL_FLOAT, false, 0, mVertexCoordinates); mGlEs20.glVertexAttribPointer(mTextureCoordinateHandle, Globals.GL_TEXTURE_VERTEX_COUNT, GLES20.GL_FLOAT, false, 0, mTextureCoordinates); (The Globals.GL_POSITION_VERTEX_COUNT etc are just integers with the value of 2 right now) And I'm passing the MVP (Model/View/Projection) matrix buffer like this: GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mModelCoordinates); (mModelCoordinates is a FloatBuffer containing 16-float sequences representing the MVP matrix for each sprite) This renders my scene but all the sprites share the same transformation, so it's obviously only picking the first 16 elements from the buffer which makes sense since I am passing in "1" as the second parameter. The documentation for this method says: "This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices." So I tried modifying the shader with a fixed size array large enough to accomodate most of my scenarios: uniform mat4 u_MVPMatrix[1000]; But this lead to an error in the shader: cannot convert from 'uniform array of 4X4 matrix of float' to 'Position 4-component vector of float' This just seems wrong anyway as it's not clear to me how the shader would know when to transition to the next matrix anyway. Anyone have an idea how I can get my shader to pick up a different MVP matrix (i.e. the NEXT 16 floats) from my MVP buffer for every 4 vertices it encounters? (I am using GL_TRIANGLE_STRIP so each sprite has 4 vertices). Thanks!

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  • Drawing texture does not work anymore with a small amount of triangles

    - by Paul
    When i draw lines, the vertices are well connected. But when i draw the texture inside the triangles, it only works with i<4 in the for loop, otherwise with i<5 for example, there is a EXC_BAD_ACCESS message, at @synthesize textureImage = _textureImage. I don't understand why. (The generatePolygons method seems to work fine as i tried to draw lines with many vertices as in the second image below. And textureImage remains the same for i<4 or i<5 : it's a 512px square image). Here are the images : What i want to achieve is to put the red points and connect them to the y-axis (the green points) and color the area (the green triangles) : If i only draw lines, it works fine : Then with a texture color, it works for i<4 in the loop (the red points in my first image, plus the fifth one to connect the last y) : But then, if i set i<5, the debug tool says EXC_BAD_ACCESS at the synthesize of _textureImage. Here is my code : I set a texture color in HelloWordLayer.mm with : CCSprite *textureImage = [self spriteWithColor:color3 textureSize:512]; _terrain.textureImage = textureImage; Then in the class Terrain, i create the vertices and put the texture in the draw method : @implementation Terrain @synthesize textureImage = _textureImage; //EXC_BAD_ACCESS for i<5 - (void)generatePath2{ CGSize winSize = [CCDirector sharedDirector].winSize; float x = 40; float y = 0; for(int i = 0; i < kMaxKeyPoints+1; ++i) { _hillKeyPoints[i] = CGPointMake(x, y); x = 150 + (random() % (int) 30); y += 30; } } -(void)generatePolygons{ _nPolyVertices = 0; float x1 = 0; float y1 = 0; int keyPoints = 0; for (int i=0; i<4; i++){ /* HERE : 4 = OK / 5 = crash */ //V0: at (0,0) _polyVertices[_nPolyVertices] = CGPointMake(x1, y1); _polyTexCoords[_nPolyVertices++] = CGPointMake(x1, y1); //V1: to the first "point" _polyVertices[_nPolyVertices] = CGPointMake(_hillKeyPoints[keyPoints].x, _hillKeyPoints[keyPoints].y); _polyTexCoords[_nPolyVertices++] = CGPointMake(_hillKeyPoints[keyPoints].x, _hillKeyPoints[keyPoints].y); keyPoints++; //from point at index 0 to 1 //V2, same y as point n°2: _polyVertices[_nPolyVertices] = CGPointMake(0, _hillKeyPoints[keyPoints].y); _polyTexCoords[_nPolyVertices++] = CGPointMake(0, _hillKeyPoints[keyPoints].y); //V1 again _polyVertices[_nPolyVertices] = _polyVertices[_nPolyVertices-2]; _polyTexCoords[_nPolyVertices++] = _polyVertices[_nPolyVertices-2]; //V2 again _polyVertices[_nPolyVertices] = _polyVertices[_nPolyVertices-2]; _polyTexCoords[_nPolyVertices++] = _polyVertices[_nPolyVertices-2]; //V3 = same x,y as point at index 1 _polyVertices[_nPolyVertices] = CGPointMake(_hillKeyPoints[keyPoints].x, _hillKeyPoints[keyPoints].y); _polyTexCoords[_nPolyVertices] = CGPointMake(_hillKeyPoints[keyPoints].x, _hillKeyPoints[keyPoints].y); y1 = _polyVertices[_nPolyVertices].y; _nPolyVertices++; } } - (id)init { if ((self = [super init])) { [self generatePath2]; [self generatePolygons]; } return self; } - (void) draw { //glDisable(GL_TEXTURE_2D); glDisableClientState(GL_COLOR_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glBindTexture(GL_TEXTURE_2D, _textureImage.texture.name); glColor4f(1, 1, 1, 1); glVertexPointer(2, GL_FLOAT, 0, _polyVertices); glTexCoordPointer(2, GL_FLOAT, 0, _polyTexCoords); glDrawArrays(GL_TRIANGLE_STRIP, 0, (GLsizei)_nPolyVertices); glColor4f(1, 1, 1, 1); for(int i = 1; i < 40; ++i) { ccDrawLine(_polyVertices[i-1], _polyVertices[i]); } // restore default GL states glEnable(GL_TEXTURE_2D); glEnableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); } Do you see anything wrong in this code? Thanks for your help

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  • Best way to implement mouse-based movement in MMOG

    - by fiftyeight
    I want to design an MMO where players click the destination they want to walk to with their mouse and the character moves there, similar to Runescape in this manner. I think it should be easier than keyboard movement since the client can simply send the server the destination each time the player clicks on a destination. The main thing I'm trying to decide is what to do when there are obstacles in the way. It's no problem to implement a simple path-finding solution on the client, the question is if the server will do path-finding as well, since it'll probably take too much Computation power from the server. What I though is that when there is an obstacle the client will send only the first coordinate it plans to go to and then when he gets there he'll send the next coordinate automatically. For example if there is a rock in the way the character will decide on a route that is made of two destinations so it goes around the rock and when it arrives at the first destination it sends the next coordinate. That way if the player changes destination is the middle he won't send unnecessary information. Is this a good way to implement it and is there a standard way MMOGs usually do it? EDIT: I should also mention that the server will make sure all movements are legal and there aren't any walls in the way etc. In the way I wrote it should be quite easy since all movements will be sent in straight lines so the server will just check there aren't any obstacles along that line.

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  • Cocos2d v2.0 and OpenGL 2.0/1.0: where to start

    - by mm24
    I started developing my very first game 3 months ago using Cocos2d 2.0 for iPhone. I am now in the stage where I'd like to add some cool effects to the bullets and some special weapons (see my waveforms question here). I got a good answer in the cocos2d-iphone forum (see this one). Unfortunately I am a bit paralized now. I don't know if I will be overdoing by learning OpengGL 2.0 or if I should just stick ot the old 1.0. There is a good intro on various tutorial's written in Steffen Itterheims blog (see this post). I would like to add to my game: a blur effect to the bullets (here is a tutorial for OpenGL 1.0) a waveform (see above) some realistic water ripples (here is a nice sample code) So now, given that I don't want to overdo things but at the same time I want to achieve those effects, from where should I start? Should I discard the OpenGL 1.0 tutorials? OR should I use only OpenGL 1.0 code? How can I avoid confusion? I mean, it seems that the compiler recognizes both, but that there are some conflictual calls in some circumnstances, I am fairly sure this has some explanation, is there some reference to this somewhere?

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  • Minecraft style XNA game collision?

    - by Levi
    I've been trying to get this working for ages now, I can detect if there's a solid block at any place on the map and I can check how far something is inside of it, but I don't understand how to fix the collision. I've tried loads of ways and all of them end up by the player getting stuck, glitching around, incorrect responses and I really have no idea how to go about this :/. int Chnk = Utility.GetChunkFromPosition(origin); if (Chnk == -1) return; Vector3 Pos = Utility.GetCubeVectorFromPosition(origin); if (GlobalWorld.LoadedChunks[Chnk].Blocks[(byte)Pos.X, (byte)Pos.Y, (byte)Pos.Z] != 0) { isInIllegalState = true; if (velocity.Y < 0f) velocity.Y = 0f; } while (isInIllegalState) { if (GlobalWorld.LoadedChunks[Chnk].Blocks[(byte)Pos.X, (byte)origin.Y, (byte)Pos.Z] != 0) origin.Y = (int)(origin.Y + 1); else isInIllegalState = false; } if (origin.Y < Chunk.YSize - 2 && GlobalWorld.LoadedChunks[Chnk].Blocks[(byte)Pos.X, (byte)(origin.Y + playerHeight.Y), (byte)Pos.Z] != 0) { velocity.Y = 0f; //Acceleration.Y = 0f; origin.Y = (int)origin.Y;// -0.5f; } for (int x = -1; x <= 1; x+=2) { for (int z = -1; z <= 1; z += 2) { Vector3 CornerPosition = new Vector3(boundingSize * x, 0, boundingSize * z); bool CorrectX = false; bool CorrectZ = false; Vector3 RoundedOrigin = Utility.RoundVector(origin); Vector3 RoundedCorner = Utility.RoundVector(origin + CornerPosition); byte BlockAdjacent = Utility.GetCubeFromPosition(origin + CornerPosition); if (BlockAdjacent == 0) continue; if (RoundedCorner.X != RoundedOrigin.X && RoundedCorner.Z != RoundedOrigin.Z) { CorrectX = true; CorrectZ = true; } if (RoundedCorner.Z != RoundedOrigin.Z && RoundedCorner.X == RoundedOrigin.X) CorrectZ = true; if (RoundedCorner.X != RoundedOrigin.X && RoundedCorner.Z == RoundedOrigin.Z) CorrectX = true; if (CorrectX && CornerPosition.X > 0) { if (origin.X > 0f) origin.X = (int)(origin.X + 1) - boundingSize; else origin.X = (int)origin.X - boundingSize; } else if (CorrectX && CornerPosition.X < 0) { if (origin.X > 0f) origin.X = (int)(origin.X) + boundingSize; else origin.X = (int)(origin.X - 1) + boundingSize; } if (CorrectZ && CornerPosition.Z > 0) { if (origin.Z > 0f) origin.Z = (int)(origin.Z + 1) - boundingSize; else origin.Z = (int)origin.Z - boundingSize; } else if (CorrectZ && CornerPosition.Z < 0) { if (origin.Z > 0f) origin.Z = (int)(origin.Z) + boundingSize; else origin.Z = (int)(origin.Z - 1) + boundingSize; } } }

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  • Struct Method for Loops Problem

    - by Annalyne
    I have tried numerous times how to make a do-while loop using the float constructor for my code but it seems it does not work properly as I wanted. For summary, I am making a TBRPG in C++ and I encountered few problems. But before that, let me post my code. #include <iostream> #include <string> #include <ctime> #include <cstdlib> using namespace std; int char_level = 1; //the starting level of the character. string town; //town string town_name; //the name of the town the character is in. string charname; //holds the character's name upon the start of the game int gems = 0; //holds the value of the games the character has. const int MAX_ITEMS = 15; //max items the character can carry string inventory [MAX_ITEMS]; //the inventory of the character in game int itemnum = 0; //number of items that the character has. bool GameOver = false; //boolean intended for the game over scr. string monsterTroop [] = {"Slime", "Zombie", "Imp", "Sahaguin, Hounds, Vampire"}; //monster name float monsterTroopHealth [] = {5.0f, 10.0f, 15.0f, 20.0f, 25.0f}; // the health of the monsters int monLifeBox; //life carrier of the game's enemy troops int enemNumber; //enemy number //inventory[itemnum++] = "Sword"; class RPG_Game_Enemy { public: void enemyAppear () { srand(time(0)); enemNumber = 1+(rand()%3); if (enemNumber == 1) cout << monsterTroop[1]; //monster troop 1 else if (enemNumber == 2) cout << monsterTroop[2]; //monster troop 2 else if (enemNumber == 3) cout << monsterTroop[3]; //monster troop 3 else if (enemNumber == 4) cout << monsterTroop[4]; //monster troop 4 } void enemDefeat () { cout << "The foe has been defeated. You are victorious." << endl; } void enemyDies() { //if the enemy dies: //collapse declaration cout << "The foe vanished and you are victorious!" << endl; } }; class RPG_Scene_Battle { public: RPG_Scene_Battle(float ini_health) : health (ini_health){}; float getHealth() { return health; } void setHealth(float rpg_val){ health = rpg_val;}; private: float health; }; //---------------------------------------------------------------// // Conduct Damage for the Scene Battle's Damage //---------------------------------------------------------------// float conductDamage(RPG_Scene_Battle rpg_tr, float damage) { rpg_tr.setHealth(rpg_tr.getHealth() - damage); return rpg_tr.getHealth(); }; // ------------------------------------------------------------- // void RPG_Scene_DisplayItem () { cout << "Items: \n"; for (int i=0; i < itemnum; ++i) cout << inventory[i] <<endl; }; In this code I have so far, the problem I have is the battle scene. For example, the player battles a Ghost with 10 HP, when I use a do while loop to subtract the HP of the character and the enemy, it only deducts once in the do while. Some people said I should use a struct, but I have no idea how to make it. Is there a way someone can display a code how to implement it on my game? Edit: I made the do-while by far like this: do RPG_Scene_Battle (player, 20.0f); RPG_Scene_Battle (enemy, 10.0f); cout << "Battle starts!" <<endl; cout << "You used a blade skill and deducted 2 hit points to the enemy!" conductDamage (enemy, 2.0f); while (enemy!=0) also, I made something like this: #include <iostream> using namespace std; int gems = 0; class Entity { public: Entity(float startingHealth) : health(startingHealth){}; // initialize health float getHealth(){return health;} void setHealth(float value){ health = value;}; private: float health; }; float subtractHealthFrom(Entity& ent, float damage) { ent.setHealth(ent.getHealth() - damage); return ent.getHealth(); }; int main () { Entity character(10.0f); Entity enemy(10.0f); cout << "Hero Life: "; cout << subtractHealthFrom(character, 2.0f) <<endl; cout << "Monster Life: "; cout << subtractHealthFrom(enemy, 2.0f) <<endl; cout << "Hero Life: "; cout << subtractHealthFrom(character, 2.0f) <<endl; cout << "Monster Life: "; cout << subtractHealthFrom(enemy, 2.0f) <<endl; }; Struct method, they say, should solve this problem. How can I continously deduct hp from the enemy? Whenever I deduct something, it would return to its original value -_-

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  • Collision and Graphics integration

    - by Shlomi Atia
    I'm a little confused about the integration between collision and graphics. They both need to share the same position in the world. The most obvious choice is the center of the entity, which is good for bounding volumes and fixed sized sprites. However, for characters with variable height size sprites like this: http://gamemedia.wcgame.ru/data/2011-07-17/game-sprite-sheet.jpg This is no longer good. The character won't align to the ground if I'll draw it from the center. I can just make the sprites the same height, but it will be a waste of memory (the largest sprite is 4 times larger then the smallest one). Even then, this is not an option at all with skeletal sprites like this one: http://user-generated-content.java-gaming.org/img-vault/212a171fc1ebb27ab77608fb9b2dd9bd9205361ce6300b21a7f8d06d025fbbd8.png It seems that the graphics need to be drawn from the ground for characters, but not for other images such as scenery and obstacles. The only solution I could think of was having another position called draw-position, which is the entity center for images, and is the the bottom of the collision volume for characters. Then when I draw relative to that position, it should work properly. I haven't found any references for something like that, so I'm kinda insecure about it. Does anyone knows of a better approach for this problem? Thanks

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  • Detecting walls or floors in pygame

    - by Serial
    I am trying to make bullets bounce of walls, but I can't figure out how to correctly do the collision detection. What I am currently doing is iterating through all the solid blocks and if the bullet hits the bottom, top or sides, its vector is adjusted accordingly. However, sometimes when I shoot, the bullet doesn't bounce, I think it's when I shoot at a border between two blocks. Here is the update method for my Bullet class: def update(self, dt): if self.can_bounce: #if the bullet hasnt bounced find its vector using the mousclick pos and player pos speed = -10. range = 200 distance = [self.mouse_x - self.player[0], self.mouse_y - self.player[1]] norm = math.sqrt(distance[0] ** 2 + distance[1] ** 2) direction = [distance[0] / norm, distance[1 ] / norm] bullet_vector = [direction[0] * speed, direction[1] * speed] self.dx = bullet_vector[0] self.dy = bullet_vector[1] #check each block for collision for block in self.game.solid_blocks: last = self.rect.copy() if self.rect.colliderect(block): topcheck = self.rect.top < block.rect.bottom and self.rect.top > block.rect.top bottomcheck = self.rect.bottom > block.rect.top and self.rect.bottom < block.rect.bottom rightcheck = self.rect.right > block.rect.left and self.rect.right < block.rect.right leftcheck = self.rect.left < block.rect.right and self.rect.left > block.rect.left each test tests if it hit the top bottom left or right side of the block its colliding with if self.can_bounce: if topcheck: self.rect = last self.dy *= -1 self.can_bounce = False print "top" if bottomcheck: self.rect = last self.dy *= -1 #Bottom check self.can_bounce = False print "bottom" if rightcheck: self.rect = last self.dx *= -1 #right check self.can_bounce = False print "right" if leftcheck: self.rect = last self.dx *= -1 #left check self.can_bounce = False print "left" else: # if it has already bounced and colliding again kill it self.kill() for enemy in self.game.enemies_list: if self.rect.colliderect(enemy): self.kill() #update position self.rect.x -= self.dx self.rect.y -= self.dy This definitely isn't the best way to do it but I can't think of another way. If anyone has done this or can help that would be awesome!

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  • Undeclared Scope in Rock Paper Scissors Simple Game

    - by Rianelle
    #include <iostream> #include <string> #include <cstdlib> #include <ctime> using namespace std; bool win; int winnings; int draws; int loses; string comChoice; string playerChoice; void winGame () { cout << "You won! Play again?" <<endl; cout << "Type y/n" <<endl; char x; cin >> x; if (x == 'y') { beginGame(); } else if ('n'){ cout << "Game Stopped." <<endl; cout << "Number of Draws: " <<draws << endl; cout << "Number of Loses: " <<loses << endl; cout << "Number of Wins: " << winnings << endl; win = true; } } void drawGame (){ ++draws; cout << "Draw! Try again" << endl; return; } void lose () { cout << "You lose! Try again?" <<endl; cout << "Type y/n" <<endl; char feedback; cin >> feedback; if (feedback == 'y') { beginGame(); } else if ('n'){ cout << "Game Stopped." <<endl; cout << "Number of Draws: " <<draws << endl; cout << "Number of Loses: " <<loses << endl; cout << "Number of Wins: " << winnings << endl; } } void beginGame() { cout << "Welcome to the Rock, Paper and Scissors Game!" <<endl; cout << "Let's begin. Type <rock, paper, scissors> for your choice!" <<endl; cin >> playerChoice; srand(time(0)); int randomizer = 1+(rand()%3); if (randomizer == 1) comChoice = "rock"; if (randomizer == 2) comChoice = "paper"; if (randomizer == 3) comChoice = "scissors"; do { if (playerChoice == comChoice) { drawGame(); } if (playerChoice == "rock" && comChoice == "paper") ++loses; lose(); if (playerChoice == "rock" && comChoice == "scissors") ++winnings; winGame(); if (playerChoice == "paper" && comChoice == "rock") ++winnings; winGame(); if (playerChoice == "paper" && comChoice == "scissors") ++loses; lose(); if (playerChoice == "scissors" && comChoice == "rock") ++loses; lose(); if (playerChoice == "scissors" && comChoice == "paper") ++winnings; winGame(); }while (win != true); } int main () { beginGame(); return 0; }

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  • Fastest bit-blit in C# ?

    - by AttackingHobo
    I know there is Unity, and XNA that both use C#, but I am don't know what else I could use. The reason I say C# is that the syntax and style is similar to AS3, which I am familiar with, and I want to choose the correct framework to start learning with. What should I use to be able to do the most possible bit-blit(direct pixel copy) objects per frame. EDIT: I should not need to add this, but I am looking for the most possible amount of objects per frame because I am making a few Bullet-Hell SHMUPS. I need thousands and thousands of bullets, particles, and hundreds of enemies on the screen at once. I am looking for a solution to do as many bit-blit operations per frame, I am not looking for a general purpose engine. EDIT2: I want bit-blitting because I do not want to exclude people who have lower end video cards but a fast processor from playing my games.

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  • What should I worry about when changing OpenGL origin to upper left of screen?

    - by derivative
    For self education, I'm writing a 2D platformer engine in C++ using SDL / OpenGL. I initially began with pure SDL using the tutorials on sdltutorials.com and lazyfoo.net, but I'm now rendering in an OpenGL context (specifically immediate mode but I'm learning about VAOs/VBOs) and using SDL for interface, audio, etc. SDL uses a coordinate system with the origin in the upper left of the screen and the positive y-axis pointing down. It's easy to set up my orthographic projection in OpenGL to mirror this. I know that texture coordinates are a right-hand system with values from 0 to 1 -- flipping the texture vertically before rendering (well, flip the file before loading) yields textures that render correctly... which is fine if I'm drawing the entire texture, but ultimately I'll be using tilesets and can imagine problems. What should I be concerned about in terms of rendering when I do this? If anybody has any advice or they've done this themselves and can point out future pitfalls, that would be great, but really any thoughts would be appreciated.

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  • How to avoid game objects accidentally deleting themselves in C++

    - by Tom Dalling
    Let's say my game has a monster that can kamikaze explode on the player. Let's pick a name for this monster at random: a Creeper. So, the Creeper class has a method that looks something like this: void Creeper::kamikaze() { EventSystem::postEvent(ENTITY_DEATH, this); Explosion* e = new Explosion; e->setLocation(this->location()); this->world->addEntity(e); } The events are not queued, they get dispatched immediately. This causes the Creeper object to get deleted somewhere inside the call to postEvent. Something like this: void World::handleEvent(int type, void* context) { if(type == ENTITY_DEATH){ Entity* ent = dynamic_cast<Entity*>(context); removeEntity(ent); delete ent; } } Because the Creeper object gets deleted while the kamikaze method is still running, it will crash when it tries to access this->location(). One solution is to queue the events into a buffer and dispatch them later. Is that the common solution in C++ games? It feels like a bit of a hack, but that might just be because of my experience with other languages with different memory management practices. In C++, is there a better general solution to this problem where an object accidentally deletes itself from inside one of its methods?

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  • The practical cost of swapping effects

    - by sebf
    Hello, I use XNA for my projects and on those forums I sometimes see references to the fact that swapping an effect for a mesh has a relatively high cost, which surprises me as I thought to swap an effect was simply a case of copying the replacement shader program to the GPU along with appropriate parameters. I wondered if someone could explain exactly what is costly about this process? And put, if possible, 'relatively' into context? For example say I wanted to use a short shader to help with picking, I would: Change the effect on every object, calculting a unique color to identify it and providing it to the shader. Draw all the objects to a render target in memory. Get the color from the target and use it to look up the selected object. What portion of the total time taken to complete that process would be spent swapping the shaders? My instincts would say that rendering the scene again, no matter how simple the shader, would be an order of magnitude slower than any other part of the process so why all the concern over effects?

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  • Simple 3D Physics engine as a part of graduation project [on hold]

    - by Eugene Kolesnikov
    I am working on my graduation project and one part of it is to simulate the motion of a rigid body in 3D space. I can use either already written physics engine or to write it myself. It's quite an interesting challenge for me, so I would like to do it myself. I am able to use either C++ or Java for programming (prefer C++). I am using Mac OS X and Debian 7. Could you suggest any guides or tutorials how to do it, can't find it anywhere... More precisely, I need a very simple engine, without collision detection, and many other things that I do not know, I just need to calculate the forces and move my body, depending on the resultant force. If you think that this task is still very difficult or there is no such tutorial, please suggest me some good and simple engine.

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  • SDL mouse wheel not picking up

    - by Chris
    Running Ubuntu 11.04, SDL 1.2 trying to pickup mouse wheel up/down movement with this (stripped down) code: int main( int argc, char **argv ) { SDL_MouseButtonEvent *mousebutton = NULL; while ( !done ) { if(mousebutton != NULL && mousebutton->button == SDL_BUTTON_LEFT) yrot += 0.75f; else if(mousebutton != NULL && mousebutton->button == SDL_BUTTON_RIGHT) yrot -= 0.75f; else if(mousebutton != NULL && mousebutton->button == SDL_BUTTON_WHEELUP){ xrot += 0.75f; }else if(mousebutton != NULL && mousebutton->button == SDL_BUTTON_WHEELDOWN){ xrot -= 0.75f; } while ( SDL_PollEvent( &event ) ) { switch( event.type ) { case SDL_MOUSEBUTTONDOWN: mousebutton = &event.button; break; case SDL_MOUSEBUTTONUP: mousebutton = NULL; break; default: break; } } } return 0; } strange thing is, scrolling with the mouse button does nothing, but if I hold down a mouse button or two and then move the mouse it hits the SDL_BUTTON_WHEEL code occasionally. This honestly reeks of a pointer issue, which would make sense since I've been spoiled with C# for the past couple years, but I am just not seeing it. How do i correctly find mouse scroll events in SDL?

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  • DX10 sprite and pixel shader

    - by Alex Farber
    I am using ID3DX10Sprite to draw 2D image on the screen. 3D scene contains only one textured sprite placed over the whole window area. Render method looks like this: m_pDevice-ClearRenderTargetView(...); m_pSprite-Begin(D3DX10_SPRITE_SORT_TEXTURE); m_pSprite-DrawSpritesImmediate(&m_SpriteDefinition, 1, 0, 0); m_pSprite-End(); Now I want to make some transformations with the sprite texture in a shader. Currently the program doesn't work with shader. How it is possible to add pixel shader to the program with this structure? Inside the shader, I need to set all colors equal to red, and multiply pixel values by some coefficient. Something like this: float4 TexturePixelShader(PixelInputType input) : SV_Target { float4 textureColor; textureColor = shaderTexture.Sample(SampleType, input.tex); textureColor.x = textureColor.x * coefficient; textureColor.y = textureColor.x; textureColor.z = textureColor.x; return textureColor; }

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  • Procedural terrains in 3D: what has been done ? Are there common algo and/or theories about it ?

    - by jokoon
    Besides programming, modeling an environment takes a great deal of time. I don't know about the work time involved, for example, in a WoW dungeon level, or other beautiful city-like, future environment, jungles, fantasy, etc, but this kind of work is made from scratch by artists. What are the techniques involved in the TorchLight level randomizer, and does other titles have similarities with this ? Is there a family name for such techniques ?

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  • Why does creating dynamic bodies in JBox2D freeze my app?

    - by Amplify91
    My game hangs/freezes when I create dynamic bullet objects with Box2D and I don't know why. I am making a game where the main character can shoot bullets by the user tapping on the screen. Each touch event spawns a new FireProjectileEvent that is handled properly by an event queue. So I know my problem is not trying to create a new body while the box2d world is locked. My bullets are then created and managed by an object pool class like this: public Projectile getProjectile(){ for(int i=0;i<mProjectiles.size();i++){ if(!mProjectiles.get(i).isActive){ return mProjectiles.get(i); } } return mSpriteFactory.createProjectile(); } mSpriteFactory.createProjectile() leads to the physics component of the Projectile class creating its box2d body. I have narrowed the issue down to this method and it looks like this: public void create(World world, float x, float y, Vec2 vertices[], boolean dynamic){ BodyDef bodyDef = new BodyDef(); if(dynamic){ bodyDef.type = BodyType.DYNAMIC; }else{ bodyDef.type = BodyType.STATIC; } bodyDef.position.set(x, y); mBody = world.createBody(bodyDef); PolygonShape dynamicBox = new PolygonShape(); dynamicBox.set(vertices, vertices.length); FixtureDef fixtureDef = new FixtureDef(); fixtureDef.shape = dynamicBox; fixtureDef.density = 1.0f; fixtureDef.friction = 0.0f; mBody.createFixture(fixtureDef); mBody.setFixedRotation(true); } If the dynamic parameter is set to true my game freezes before crashing, but if it is false, it will create a projectile exactly how I want it just doesn't function properly (because a projectile is not a static object). Why does my program fail when I try to create a dynamic object at runtime but not when I create a static one? I have other dynamic objects (like my main character) that work fine. Any help would be greatly appreciated. This is a screenshot of a method profile I did: Especially notable is number 8. I'm just still unsure what I'm doing wrong. Other notes: I am using JBox2D 2.1.2.2. (Upgraded from 2.1.2.1 to try to fix this problem) When the application freezes, if I hit the back button, it appears to move my game backwards by one update tick. Very strange.

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  • 2D Animation Smoothness - Delta time vs. Kinematics

    - by viperld002
    I'm animating a sprite in 2D with key frames of rotation and xy-positions. I've recently had a discussion with someone saying that when the device (happens to be an iPad using cocos2D) hits a performance bump due to whatever else the user may be doing, lag will arise and that the best way to fight it is to not use actual positions, but velocities, accelerations and torques with kinematics. His message is to evaluate the positions and rotations from these speeds at the current point in time. I've never experienced a situation where I've heard of using kinematics to stem lag in 2D animations and am not sure of how effective it could be. Also, it seems to be overkill. The application is not networked so it's all running on a local device. The desired effect is that the animation always plays as closely as it can to the target frame rate. Wouldn't the technique suffer the same problems as just using the time since the last frame or a fixed time step since the kinematics would also require some time value to perform the calculation? What techniques could you suggest to best achieve the desired effect? EDIT 1 Thank you for your responses, they are very illuminating. I want to clarify my question before choosing an answer however, to make sure that this post really serves it's purpose. I have a sprite of a ball, and a text file with 3 arrays worth of information (rotation,translations x, translations y) with each unit of information existing as a key frame to be stepped through (0 to 49 and back to 0 to replay it again). I have this playing by interpolating from the current key frame to the next, every n-units of time. The animation is visibly correct when compared to a video I was given of it, and it is smooth because of the interpolations between the key frames. This is the existing state of the project. There are no physics simulated, only a static animation of a ball moving in a way an artist specifically designed. Should I, instead of rotation in degrees and translations by positions in space, derive velocities, accelerations and torques to express this static animation as a function of time? As in, position now = foo(time now), where foo uses kinematics.

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  • Can I animate render targets or the swap chain?

    - by Eric F.
    I want to animate some synthetic video bits to fullscreen w/o tearing. Can I set up D3D 9/10/11 in exclusive mode, and have it present a series of buffers that I'm writing to? I know how to copy system memory bits into a texture, then draw that texture as a fullscreen quad, but it seems like overkill. Why should I use the triangle rasterizer when I want to do something so simple? All I want to do is set up a long (4-8 buffer) swapchain and set the bits of the back buffer that is about to be displayed. Or, I want to allocate 4-8 RenderTargets, and on each frame, copy the bits from system memory to the RenderTarget, then set it as the next thing to display. I've never seen or heard about anybody doing this, but it seems so dead simple!

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