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  • Tiled perlin/value noise texture with (2^n)+1 size

    - by tobi
    Actually what I have in mind is value noise I think, but what I am going to ask applies to both of them. It is known that if you want to produce tiled texture by using the perlin/value noise, the size of the texture should be specified as the power of 2 (2^n). Without any modifications to the algorithm when you use the size of (2^n)+1 the texture cannot be tiled anymore, so I am wondering whether it is possible (by modifying the algorithm somehow) to generate such tiling texture with the size of (2^n)+1. The article (from which I have my implementation) is here: http://devmag.org.za/2009/04/25/perlin-noise/ I am aware that I can produce texture with 2^n size and just copy twice the last column/row from the ends to make it (2^n)+1, but I don't want to, because such repetitions are visible too much.

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  • XNA - Obtaining depth from the scene's render target?

    - by user1423893
    I'm currently rendering my scene to a render target so it can be used for rendering methods such as post processing and order independent transparency. rtScene = new RenderTarget2D( GraphicsDevice, GraphicsDevice.PresentationParameters.BackBufferWidth, GraphicsDevice.PresentationParameters.BackBufferHeight, false, SurfaceFormat.Rgba64, DepthFormat.Depth24Stencil8, // Requires a depth format for objects to be drawn correctly (e.g. wireframe model surrounding model) 0, RenderTargetUsage.PreserveContents ); I am required to use RenderTargetUsage.PreserveContents so that the same render target can be rendered to multiple times, once for each of the draw methods below. DrawBackground DrawDeferred DrawForward DrawTransparent The problem is that DrawTransparent requires a copy of the scene's depth as a texture. Is there any way to obtain this from the scene render target above (rtScene)? I can't have more than one render target with RenderTargetUsage.PreserveContents as this causes problems on hardware such as the XBOX 360, so rendering the depth to a separate render target at the same time as I render the scene isn't possible as far as I can tell. Would I be able to get around this problem by "Ping-Ponging" two render targets (using the more compatible RenderTargetUsage.DiscardContents) and using the result for the depth texture?

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  • What is the simplest way to render video into memory (for drawing to a texture) in .NET?

    - by sebf
    In my project I would like to be able to play back video on surfaces in the world. I intend to do this by having the video frames rendered to a block of memory, then use this to update a texture each frame. Everything is in place - except for the part that actually gets the video. I have looked on Google and found that the video library world is very expansive (and geared towards video processing), and am having trouble finding a suitable one. FFMpeg is very comprehensive, but is an entire suite and would take a good amount of work to integrate. So far the most promising library I've found is the one based on the VLC player libraries - by virtue of it using the same resources as VLC Player it is known to be very capable; it also renders to blocks of memory, but the API (at least of the one on Codeplex) is more of a port of the C++ API rather than a managed wrapper. The 'solution' can be any wrapper/API/library, but with characteristics that make it suitable for use in a rendering engine, namely: Renders the video frame data to memory, so it can be picked up and passed to a texture on the GPU easily. Super simple - all that is needed is a way to load, jump and render a frame programatically - ideally it would use the systems codecs and not require an assortment of plugins. Permissive license (LGPL or more free-er) .NET bindings at least; all the better if it is natively managed Can anyone suggest a lightweight, (.NET) library, that can take a video file, and spit out some frames into a byte[]?

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  • c++ most used libraries [on hold]

    - by Basaa
    I'm trying to find out whether or not I want to switch from Java to c++ for my OpenGL game programming. I now have setup a test project in VS 11 professional, with GLUT. I created my windows with GLUT, and I can render OpenGL primitives without any problems. Now my question: What library(s) is/are used mostly in the indie/semi professional industry for using OpenGL in c++? With 'using OpenGL' I mean: Creating and managing an OpenGL window Actually using the OpenGL API Handling user-input (keyboard/mouse)

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  • Is it possible to give an animated GIF a transparent background?

    - by Phil
    I'm making a Fire Emblem-esque game. There are very cute 2D frames I made for each character, and, like a game like Fire Emblem, I want these characters to animate constantly. To circumvent the graphics programming involved I came up with a novel idea! I would make each character an animated gif, and only in special conditions ever halt their constant movement - in that case just change what image is being displayed. Simple enough. But I have a dilemma - I want the background of my .gifs to be transparent (so that the "grass" behind each character naturally shows, as per the screenshot - which has them as still images with transparent backgrounds). I know how to make a background transparent in numerous tools (GIMP, Photoshop). But it seems every .gif creator replaces the transparent background with something and I can't edit it back to transparent. Is it possible to have a .gif with a transparent "background"? Perhaps my knowledge of file formats is limiting me here.

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  • "LNK2001: unresolved external symbol" when trying to build my program

    - by random
    I get the following error(s) on my program that captures the mouse and then draws a line. Errors: 1>------ Build started: Project: Capture_Mouse_Line, Configuration: Debug Win32 ------ 1> main.cpp 1>main.obj : error LNK2001: unresolved external symbol "public: static long * Line::yc2" (?yc2@Line@@2PAJA) 1>main.obj : error LNK2001: unresolved external symbol "public: static long * Line::xc2" (?xc2@Line@@2PAJA) 1>main.obj : error LNK2001: unresolved external symbol "public: static long * Line::yc1" (?yc1@Line@@2PAJA) 1>main.obj : error LNK2001: unresolved external symbol "public: static long * Line::xc1" (?xc1@Line@@2PAJA) 1>MSVCRTD.lib(crtexe.obj) : error LNK2019: unresolved external symbol _main referenced in function ___tmainCRTStartup 1>D:\Visual C++ Projects\Capture_Mouse_Line\Debug\Capture_Mouse_Line.exe : fatal error LNK1120: 5 unresolved externals ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ========== Here is my code: #include<allegro5\allegro.h> #include<allegro5\allegro_native_dialog.h> #include<allegro5\allegro_primitives.h> #include<Windows.h> #include<allegro5\allegro_windows.h> #ifndef WIDTH #define WIDTH 1440 #endif #ifndef HEIGHT #define HEIGHT 900 #endif class Line { public: static void ErasePreviousLine(); static void DrawLine(long* x, long* y,long* x2,long* y2); static bool Erasable(); static long* xc1; static long* yc1; static long* xc2; static long* yc2; }; void Line::ErasePreviousLine() { delete xc1; xc1 = NULL; delete yc1; yc1 = NULL; delete xc2; xc2 = NULL; delete yc2; yc2 = NULL; } bool Line::Erasable() { if(xc1 && yc1 && xc2 && yc2 == NULL) { return false; } else { return true; } } void Line::DrawLine(long* x,long* y,long* x2,long* y2) { if(!al_init_primitives_addon()) { al_show_native_message_box(NULL,NULL,NULL,"failed to initialize allegro", NULL,NULL); } xc1 = x; yc1 = y; xc2 = x2; yc2 = y2; al_draw_line((float)*xc1, (float)*yc1, (float)*xc2, (float)*yc2,al_map_rgb(255,0,255), 1); delete x; delete y; delete x2; delete y2; } LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam); int WINAPI WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { MSG msg; ALLEGRO_DISPLAY* display = NULL; if(!al_init()) { al_show_native_message_box(NULL,NULL,NULL,"failed to initialize allegro", NULL,NULL); return -1; } display = al_create_display(WIDTH,HEIGHT); if(!display) { al_show_native_message_box(NULL,NULL,NULL,"failed to initialize display", NULL,NULL); return -1; } HWND hwnd = al_get_win_window_handle(display); if(hwnd == NULL) { MessageBox(NULL, "Window Creation Failed!", "Error!", MB_ICONEXCLAMATION | MB_OK); return 0; } ShowWindow(hwnd, nCmdShow); UpdateWindow(hwnd); while(GetMessage(&msg, NULL, 0, 0) > 0) { TranslateMessage(&msg); DispatchMessage(&msg); } return msg.wParam; } LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) { static bool bIsCaptured; static POINTS ptsBegin; static POINTS ptsEnd; switch(msg) { case WM_LBUTTONDOWN: SetCapture(hwnd); bIsCaptured = true; ptsBegin = MAKEPOINTS(lParam); return 0; case WM_MOUSEMOVE: if(wParam & MK_LBUTTON) { if(!Line::Erasable()) { return 0; } Line::ErasePreviousLine(); ptsEnd = MAKEPOINTS(lParam); Line::DrawLine(new long(ptsBegin.x),new long(ptsBegin.y),new long(ptsEnd.x),new long(ptsEnd.y)); } break; case WM_LBUTTONUP: bIsCaptured = false; ReleaseCapture(); break; case WM_ACTIVATEAPP: { if(wParam == TRUE) { if(bIsCaptured){ SetCapture(hwnd);} } } break; } return 0; }

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  • How can I run and jump at the same time?

    - by Jan
    I'm having some trouble with the game I started. http://testing.fyrastudio.com/lab/tweetOlympics/v0.002/ The thing is that i have an athlete running and he must jump at the same time. A race with obstacles. I have him running (with pressing the letter Q repeateadly). I also have him jumping (with letter P) But the thing is that when he runs and jumps at the same time, he seems to be jumping at the same place, instead of going forward with the jump... any ideas how can I fix this?? This is the code I'm using for running and jumping on a continuos loop. //if accelearing and the last time that he accelerated was less than X seconds ago, hes running an accelaring if (athlete.accelerating && timeCurrent - athlete.last_acceleration > athlete.delay_acceleration) { athlete.accelerating = false; athlete.last_acceleration = timeCurrent; athlete.running = true; } if (!athlete.accelerating && timeCurrent - athlete.last_acceleration > athlete.delay_acceleration) { athlete.decelerating = true; } if(athlete.decelerating && timeCurrent - athlete.last_deceleration > athlete.delay_deceleration){ if(athlete.speed >= 1){ //athlete starts to decelarate athlete.last_deceleration = timeCurrent; athlete.decelerate(); }else { athlete.running = false; } } if (athlete.running) { athlete.position += athlete.speed; } if (athlete.jumping) { if (athlete.jump_height < 1) { athlete.jump_height = 1; }else { if (athlete.jump_height >= athlete.jump_max_height) { athlete.jump_height = athlete.jump_max_height; athlete.jumping = false; }else { athlete.jump_height = athlete.jump_height * athlete.jump_speed; } } } if (!athlete.jumping) { if(athlete.jump_height > 1){ athlete.jump_height = athlete.jump_height * 0.9; }else { athlete.jump_height = 1; } } athlete.scaleX = athlete.scaleY = athlete.jump_height; athlete.x = athlete.position; Thanks!

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  • How can I make a collection of mini-games in XNA where the user can download packs of minigames and the main .exe can run them without being altered?

    - by Pyroka
    I'm currently making a PC game in XNA. It's actually a collection of mini-games (there's 3 mini-games at the moment) however I plan to make and add more, in downloadable 'packs'. My question is, what's the best way to achieve this? Currently my thoughts are: Create a 'game' interface Build games to this interface but create them as .dlls Have the main .exe file scan a directory and load in the .dlls at runtime. I've not messed around with the idea much, but I know there are applications at-least that use this plug-in approach (Notepad++ seems to), but I'm not sure of any games that do (although I'm sure they must exist). However it seems that this is a problem that has been solved previously, so I'm wondering if there's any form of established best-practice.

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  • How can state changes be batched while adhering to opaque-front-to-back/alpha-blended-back-to-front?

    - by Sion Sheevok
    This is a question I've never been able to find the answer to. Batching objects with similar states is a major performance gain when rendering many objects. However, I've been learned various rules when drawing objects in the game world. Draw all opaque objects, front-to-back. Draw all alpha-blended objects, back-to-front. Some of the major parameters to batch by, as I understand it, are textures, vertex buffers, and index buffers. It seems that, as long as you are adhering to the above two rules, there's little to be done in regards to batching. I see one possibility to batch, while still adhering to the above two rules. Opaque objects can still be drawn out of depth-order, because drawing them front-to-back is merely a fillrate optimization, meanwhile state changes may very well be far more expensive than the overdraw of drawing out of depth-order. However, non-opaque objects, those that require alpha-blending at least, must be drawn back-to-front in order to avoid rendering artifacts. Is the loss of the fillrate optimization for opaques worth the state batching optimization?

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  • Building (simple) stellar systems

    - by space borg
    hi I'm currently looking at how to simulate easily some stellar systems (meaning some central stars and then some planets with maybe satellites), in order to allow later some space based strategy game (hence with space ships moving around). This should all be based around time (so the state of each system differs through time) I'm quite struggling with the math behind this topic, like for example: - ellipse related math, - creating the path from planet A to B having time in mind (respective positions will change over time)... Do you know of any resources for that ? I wouldn't mind even buying books about it... thanks in advance best space borg side note: how to display all this stuff isn't a matter at this point in time, I'll simple plans for that (basically sticking to 2D and a "high level view" with no space ships/planets details, just markers)

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  • Managing many draw calls for dynamic objects

    - by codetiger
    We are developing a game (cross-platform) using Irrlicht. The game has many (around 200 - 500) dynamic objects flying around during the game. Most of these objects are static mesh and build from 20 - 50 unique Meshes. We created seperate scenenodes for each object and referring its mesh instance. But the output was very much unexpected. Menu screen: (150 tris - Just to show you the full speed rendering performance of 2 test computers) a) NVidia Quadro FX 3800 with 1GB: 1600 FPS DirectX and 2600 FPS on OpenGL b) Mac Mini with Geforce 9400M 256mb: 260 FPS in OpenGL Now inside the game in a test level: (160 dynamic objects counting around 10K tris): a) NVidia Quadro FX 3800 with 1GB: 45 FPS DirectX and 50 FPS on OpenGL b) Mac Mini with Geforce 9400M 256mb: 45 FPS in OpenGL Obviously we don't have the option of mesh batch rendering as most of the objects are dynamic. And the one big static terrain is already in single mesh buffer. To add more information, we use one 2048 png for texture for most of the dynamic objects. And our collision detection hardly and other calculations hardly make any impact on FPS. So we understood its the draw calls we make that eats up all FPS. Is there a way we can optimize the rendering, or are we missing something?

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  • Cloning a game and releasing the source

    - by Manux
    I'm not really aware of the legal issues surrounding game clones. I'm around halfway done of making a clone, but it's not just the same gaming concepts, I'm literally using the original game's files (which I do not intend to distribute in any way) in my clone. My original intention was to add features to the game (Firefly studios's first Stronghold) while still using the same art. Is it ok to distribute the source of my clone?

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  • Developing an AI opponent for Monopoly

    - by Bernhard Zürn
    i want to develop an AI opponent for the Board Game Monopoly. I want to implement the whole Game with Prolog (XPCE). The probability for a field on the Board being hit, can be computed with Markov Chains. I already know some "best practices" like "after 50% of the playing time it does not make sense to buy out of jail because in jail you get renting fees for your fields but you don't have to pay for other fields as long as you stay in prison". The interesting question always is: buy a streetfield ? buy houses / hotels ? how much ? so i think i would have to compute some kind of future liquidity .. does anyone know how to pack that into an algorithm or how to translate it to prolog ?

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  • Model a chain with different elements in Unity 3D

    - by Alex
    I have to model, in unity 3D, a chain that is composed of various elements. some flexible, some rigid. The idea is to realize a human-chain where each person is linked to the other by their hands. I've not tried to implement it yet as i've no idea on what could be a good way to do it. In the game i've to manage a lot of chains of people... maybe also 100 chains composed of 11-15 people. The chain will be pretty simple and there won't be much interaction... Probabily some animation of the people one at time for each chain and some physic reaction (for example pushing a people in a chain should slightle flex the chain) the very problem of this work is that in the chain each object is composed by flexible parts (arms) and rigid parts (the body) and that the connection should remain firm... just like when people handshake... hands are firm and are the wrists to move. i can use C4D to model the meshes. i know this number may cause performance problems, but it's also true i will use low-poly versions of human. (for the real it won't be human, but very simple toonish characters that have harms and legs). So actually i'm trying to find a way to manage this in a way it can work, the performance will be a later problem that i can solve. If there is not a fast 'best-practiced' solution and you have any link/guide/doc that could help me in finding a way to realize this is, it would be very appreciated anyway if you post it. thanks

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  • Which code module should map physical keys to abstract keys?

    - by Paul Manta
    How do you bridge the gap between the library's low-level event system and your engine's high-level event system? (I'm not necessarily talking about key events, but also about quit events.) At the top level of my event system, I send out KeyPressedEvents, KeyRelesedEvents and others of this kind. These high-level events only contain the abstract values of the keys (they don't say that Space way pressed, but that the JumpKey was pressed, for example). Whose responsibility should it be to map the "JumpKey" to an actual key on the keyboard?

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  • Creating meaningful and engaging quests

    - by user384918
    Kill X number of monsters. Gather Y number of items (usually by killing X number of monsters). Deliver this NPC's package to this other NPC who is far far away. etc. Yeah. These quests are easy to implement, easy to complete, but also very boring after the first few times. It's kind of disingenuous to call them quests really; they're more like chores or errands. What ideas for quests have people seen that were well designed, immersive, and rewarding? What specific things did the developers do that made it so? What are some ideas you would use (or have used) to make quests more interesting?

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  • C# 2D Camera Max Zoom

    - by Craig
    I have a simple ship sprite moving around the screen along with a 2D Camera. I have zooming in and out working, however when I zoom out it goes past the world bounds and has the cornflower blue background showing. How do I sort it that I can only zoom out as far as showing the entire world (which is a picture of OZ) and thats it? I dont want any of the cornflower blue showing. Cheers! namespace GamesCoursework_1 { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; // player variables Texture2D Ship; Vector2 Ship_Position; float Ship_Rotation = 0.0f; Vector2 Ship_Origin; Vector2 Ship_Velocity; const float tangentialVelocity = 4f; float friction = 0.05f; static Point CameraViewport = new Point(800, 800); Camera2d cam = new Camera2d((int)CameraViewport.X, (int)CameraViewport.Y); //Size of world static Point worldSize = new Point(1600, 1600); // Screen variables static Point worldCenter = new Point(worldSize.X / 2, worldSize.Y / 2); Rectangle playerBounds = new Rectangle(CameraViewport.X / 2, CameraViewport.Y / 2, worldSize.X - CameraViewport.X, worldSize.Y - CameraViewport.Y); Rectangle worldBounds = new Rectangle(0, 0, worldSize.X, worldSize.Y); Texture2D background; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = CameraViewport.X; graphics.PreferredBackBufferHeight = CameraViewport.Y; Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here Ship = Content.Load<Texture2D>("Ship"); Ship_Origin.X = Ship.Width / 2; Ship_Origin.Y = Ship.Height / 2; background = Content.Load<Texture2D>("aus"); Ship_Position = new Vector2(worldCenter.X, worldCenter.Y); cam.Pos = Ship_Position; cam.Zoom = 1f; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here Ship_Position = Ship_Velocity + Ship_Position; keyPressed(); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null,null, cam.get_transformation(GraphicsDevice)); spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.Draw(Ship, Ship_Position, Ship.Bounds, Color.White, Ship_Rotation, Ship_Origin, 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } private void Ship_Move(Vector2 move) { Ship_Position += move; } private void keyPressed() { KeyboardState keyState; // Move right keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Keys.Right)) { Ship_Rotation = Ship_Rotation + 0.1f; } if (keyState.IsKeyDown(Keys.Left)) { Ship_Rotation = Ship_Rotation - 0.1f; } if (keyState.IsKeyDown(Keys.Up)) { Ship_Velocity.X = (float)Math.Cos(Ship_Rotation) * tangentialVelocity; Ship_Velocity.Y = (float)Math.Sin(Ship_Rotation) * tangentialVelocity; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; Ship_Position += new Vector2(tangentialVelocity, 0); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(-tangentialVelocity, 0.0f); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(-tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(0.0f, -tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, -tangentialVelocity * 2); Ship_Position += new Vector2(0.0f, tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, 2 * tangentialVelocity); } else if(Ship_Velocity != Vector2.Zero) { float i = Ship_Velocity.X; float j = Ship_Velocity.Y; Ship_Velocity.X = i -= friction * i; Ship_Velocity.Y = j -= friction * j; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; Ship_Position += new Vector2(tangentialVelocity, 0); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(-tangentialVelocity, 0.0f); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(-tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(0.0f, -tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, -tangentialVelocity * 2); Ship_Position += new Vector2(0.0f, tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, 2 * tangentialVelocity); } if (keyState.IsKeyDown(Keys.Q)) { if (cam.Zoom < 2f) cam.Zoom += 0.05f; } if (keyState.IsKeyDown(Keys.A)) { if (cam.Zoom > 0.3f) cam.Zoom -= 0.05f; } } } }

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  • Collision 2D Quads

    - by Vico Pelaez
    I want to detect collision between two 2D squares, one square is static and the other one moves according to keyboard arrows. I have implemented some code, however nothing happens when they overlap each other and what I tried to achieve in the code was to detect an overlapping between them. I think I am either not understanding the concept really well or that because one of the squares is moving this is not working. Please I would really appreciate your help. Thank you! float x1=0.05 ,Y1=0.05; float x2=0.05 ,Y2=0.05; float posX1 =0.5, posY1 = 0.5; float movX2 = 0.0 , movY2 = 0.0; struct box{ int width=0.1; int heigth=0.1; }; void init(){ glClearColor(0.0, 0.0, 0.0, 0.0); glColor3f(1.0, 1.0, 1.0); } void quad1(){ glTranslatef(posX1, posY1, 0.0); glBegin(GL_POLYGON); glColor3f(0.5, 1.0, 0.5); glVertex2f(-x1, -Y1); glVertex2f(-x1, Y1); glVertex2f(x1,Y1); glVertex2f(x1,-Y1); glEnd(); } void quad2(){ glMatrixMode(GL_PROJECTION); glLoadIdentity(); glPushMatrix(); glTranslatef(movX2, movY2, 0.0); glBegin(GL_POLYGON); glColor3f(1.5, 1.0, 0.5); glVertex2f(-x2, -Y2); glVertex2f(-x2, Y2); glVertex2f(x2,Y2); glVertex2f(x2,-Y2); glEnd(); glPopMatrix(); } void reset(){ //Reset position of square??? movX2 = 0.0; movY2 = 0.0; collisionB = false; } bool collision(box A, box B){ int leftA, leftB; int rightA, rightB; int topA, topB; int bottomA, bottomB; //Calculate the sides of box A leftA = x1; rightA = x1 + A.width; topA = Y1; bottomA = Y1 + A.heigth; //Calculate the sides of box B leftB = x2; rightB = x2 + B.width; topB = Y1; bottomB = Y1+ B.heigth ; if( bottomA <= topB ) return false; if( topA >= bottomB ) return false; if( rightA <= leftB ) return false; if( leftA >= rightB ) return false; return true; } float move_unit = 0.1; void keyboardown(int key, int x, int y) { switch (key){ case GLUT_KEY_UP: movY2 += move_unit; break; case GLUT_KEY_RIGHT: movX2 += move_unit; break; case GLUT_KEY_LEFT: movX2 -= move_unit; break; case GLUT_KEY_DOWN: movY2 -= move_unit; break; default: break; } glutPostRedisplay(); } void display(){ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_PROJECTION); glLoadIdentity(); cuad1(); if (!collision) { cuad2(); } else{ reset(); } glFlush(); } int main(int argc, char** argv){ glutInit(&argc, argv); glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB); glutInitWindowSize(500,500); glutInitWindowPosition(0, 0); glutCreateWindow("Collision Practice"); glutSpecialFunc(keyboardown); glutDisplayFunc(display); init(); glutMainLoop(); }

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  • 2D mouse coordinates from 3d object projection

    - by user17753
    Not entirely certain of the nomenclature here -- basically, after placing a model in world coordinates and setting up a 3D camera to look at it the model has been projected onto the screen in a 2D fashion. What I'd like to do is determine if the mouse is inside the projected view of the model. Is there a way to "unproject" in the XNA framework? Or what is this process called as, so that I can better search for it?

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  • Does Windows 8 still support DirectX 9?

    - by SullY
    Is Windows 8 supporting DirectX 9? Because I was looking through some samples written in C++ and DirectX 9 made for Windows 8. It wasn't that, like I know it ( look here http://directxtutorial.com/Lesson.aspx?lessonid=111-4-2 ). E.g. Inizialising DirectX with COM: ComPtr<ID3D11Device1> dev; ComPtr<ID3D11DeviceContext1> devcon; It's just weird because I know it with the old way: ID3D11Device *dev; ID3D11DeviceContext *devcon; ( I hope you understand what I want to tell ) I hope it hasn't change completely due the released their new OS.

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  • View space lighting in deferred shading

    - by kochol
    I implemented a simple deferred shading renderer. I use 3 G-Buffer for storing position (R32F), normal (G16R16F) and albedo (ARGB8). I use sphere map algorithm to store normals in world space. Currently I use inverse of view * projection matrix to calculate the position of each pixel from stored depth value. First I want to avoid per pixel matrix multiplication for calculating the position. Is there another way to store and calculate position in G-Buffer without the need of matrix multiplication Store the normal in view space Every lighting in my engine is in world space and I want do the lighting in view space to speed up my lighting pass. I want an optimized lighting pass for my deferred engine.

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  • C++ Directx 11 D3DXVECTOR3 doesn't allow me to devide it

    - by Miguel P
    If i have a simple vector3 like this: D3DXVECTOR3 inversevector = D3DXVECTOR3( (pos+lookat_pos)); It works perfect! But let's say i wanted to multiply it by: Speed*(float) timeHandler.GetDelta() So: D3DXVECTOR3 inversevector = D3DXVECTOR3( (pos+lookat_pos) * Speed*(float) timeHandler.GetDelta()); Now this fails completely, i've used this snippet before, but for some wierd reason it simply won't work( The vector somehow leads x,y,z to 0 or almost, no idea why). Do you have any idea why?

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  • Unity: Render 2D textures on a 3D object's face

    - by www.Sillitoy.com
    I am not familiar with 3D graphics and I'd like to know what is the right way to render some 2D figures on different points of a wider face of a 3D object. My 3D object is just a cube representing a poker table. I have 2D png for players placeholders and I'd like to render these figures on the 3D object where needed. An alternative solution would be to render the whole face with a big picture containing all the placeholders figures. However it would be a waste of memory and thus less efficient. What do you suggest me?

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  • Converting a WIndows Store App to Android

    - by pm_2
    I cross posted this from SO I'm very new to Xamarin. I have a few published Windows Store apps and want to convert them to Android. I'm attempting to use Xamarin for this. I'm just using the free version of Xamarin. Here's where I am so far: I am trying two apps - one was build with Monogame and one is just build on the WinRT framework. I have managed to get them both into Xamarin studio, basically by hacking the csproj files. I'm getting build errors because it's missing references. There does appear to be some equivalent Mono / .Net4 libraries, but things like Microsoft.Xna.Framework seem to be missing. So, my question is: am I going about this the right way and, if so, am I missing a step ("convert dependencies" or something)? If I'm not going about this the right way then how should I be doing this (I found very few online resources on this subject)?

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  • HTML5 Canvas A* Star Path finding

    - by Veyha
    I am trying to learn A* Star Path finding. Library I am using this - https://github.com/qiao/PathFinding.js But I am don't understand one thing how to do. I am need find path from player.x/player.y (player.x and player.y is both 0) to 10/10 This code return array of where I am need to move - var path = finder.findPath(player.x, player.y, 10, 10, grid); I am get array where I am need to move, but how to apply this array to my player.x and player.y? Array structure like - 0: 0 1: 0 length: 2, 0: 1 1: 0 length: 2, ... I am very sorry for my bad English language. Thanks.

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