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  • Pygame: Save a list of objects/classes/surfaces

    - by Sam Tubb
    I am working on a game, in which you can create mazes. You place blocks on a 16x16 grid, while choosing from a variety of block to make the level with. Whenever you create a block, it adds this class: class Block(object): def __init__(self,x,y,spr): self.x=x self.y=y self.sprite=spr self.rect=self.sprite.get_rect(x=self.x,y=self.y) to a list called instances. I tried shelving it to a .bin file, but it returns some error dealing with surfaces. How can I go about saving and loading levels? Any help is appreciated! :) Here is the whole code for reference: import pygame from pygame.locals import * #initstuff pygame.init() screen=pygame.display.set_mode((640,480)) pygame.display.set_caption('PiMaze') instances=[] #loadsprites menuspr=pygame.image.load('images/menu.png').convert() b1spr=pygame.image.load('images/b1.png').convert() b2spr=pygame.image.load('images/b2.png').convert() currentbspr=b1spr curspr=pygame.image.load('images/curs.png').convert() curspr.set_colorkey((0,255,0)) #menu menuspr.set_alpha(185) menurect=menuspr.get_rect(x=-260,y=4) class MenuItem(object): def __init__(self,pos,spr): self.x=pos[0] self.y=pos[1] self.sprite=spr self.pos=(self.x,self.y) self.rect=self.sprite.get_rect(x=self.x,y=self.y) class Block(object): def __init__(self,x,y,spr): self.x=x self.y=y self.sprite=spr self.rect=self.sprite.get_rect(x=self.x,y=self.y) while True: #menu items b1menu=b1spr.get_rect(x=menurect.left+32,y=48) b2menu=b2spr.get_rect(x=menurect.left+64,y=48) menuitems=[MenuItem(b1menu,b1spr),MenuItem(b2menu,b2spr)] screen.fill((20,30,85)) mse=pygame.mouse.get_pos() key=pygame.key.get_pressed() placepos=((mse[0]/16)*16,(mse[1]/16)*16) if key[K_q]: if mse[0]<260: if menurect.right<255: menurect.right+=1 else: if menurect.left>-260: menurect.left-=1 else: if menurect.left>-260: menurect.left-=1 for e in pygame.event.get(): if e.type==QUIT: exit() if menurect.right<100: if e.type==MOUSEBUTTONUP: if e.button==1: to_remove = [i for i in instances if i.rect.collidepoint(placepos)] for i in to_remove: instances.remove(i) if not to_remove: instances.append(Block(placepos[0],placepos[1],currentbspr)) for i in instances: screen.blit(i.sprite,i.rect) if not key[K_q]: screen.blit(curspr,placepos) screen.blit(menuspr,menurect) for item in menuitems: screen.blit(item.sprite,item.pos) if item.rect.collidepoint(mse): if pygame.mouse.get_pressed()==(1,0,0): currentbspr=item.sprite pygame.draw.rect(screen, ((255,0,0)), item, 1) pygame.display.flip()

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  • How do I adjust the origin of rotation for a group of sprites?

    - by Jon
    I am currently grouping sprites together, then applying a rotation transformation on draw: private void UpdateMatrix(ref Vector2 origin, float radians) { Vector3 matrixorigin = new Vector3(origin, 0); _rotationMatrix = Matrix.CreateTranslation(-matrixorigin) * Matrix.CreateRotationZ(radians) * Matrix.CreateTranslation(matrixorigin); } Where the origin is the Centermost point of my group of sprites. I apply this transformation to each sprite in the group. My problem is that when I adjust the point of origin, my entire sprite group will re-position itself on screen. How could I differentiate the point of rotation used in the transformation, from the position of the sprite group? Is there a better way of creating this transformation matrix? EDIT Here is the relevant part of the Draw() function: Matrix allTransforms = _rotationMatrix * camera.GetTransformation(); spriteBatch.Begin(SpriteSortMode.BackToFront, null, null, null, null, null, allTransforms); for (int i = 0; i < _map.AllParts.Count; i++) { for (int j = 0; j < _map.AllParts[0].Count; j++) { spriteBatch.Draw(_map.AllParts[i][j].Texture, _map.AllParts[i][j].Position, null, Color.White, 0, _map.AllParts[i][j].Origin, 1.0f, SpriteEffects.None, 0f); } } This all works fine, again, the problem is that when a rotation is set and the point of origin is changed, the sprite group's position is offset on screen. I am trying to figure out a way to adjust the point of origin without causing a shift in position. EDIT 2 At this point, I'm looking for workarounds as this is not working. Does anyone know of a better way to rotate a group of sprites in XNA? I need a method that will allow me to modify the point of rotation (origin) without affecting the position of the sprite group on screen.

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  • Why doesn't my cube hold a position?

    - by Christian Frantz
    I gave up a previous method of creating cubes so I went with a list to hold my cube objects. The list is being populated from an array like so: #region MAP float[,] map = { {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0} }; #endregion MAP for (int x = 0; x < mapWidth; x++) { for (int z = 0; z < mapHeight; z++) { cubes.Add(new Cube(device, new Vector3(x, map[x,z], z), Color.Green)); } } The cube follows all the parameters of what I had before. This is just easier to deal with. But when I debug, every cube has a position of (0, 0, 0) and there's just one black cube in the middle of my screen. What could I be doing wrong here? public Vector3 cubePosition { get; set; } public Cube(GraphicsDevice graphicsDevice, Vector3 Position, Color color) { device = graphicsDevice; color = Color.Green; Position = cubePosition; SetUpIndices(); SetUpVerticesArray(); } That's the cube constructor. All variables are being passed correctly I think

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  • Group Matchmaking

    - by Simon Kérouack
    Consider different groups(1 or more players) queuing together, we want to make 2 opposing teams containing each the same amount of players while keeping the groups together. At the same time we want to make both teams' average ranking as close as possible. Now also consider we have as a working set the subset of groups currently queuing within a given ranking range. For an example, let's say we have the following groups, ordered by queuing time: Id, playerCount, totalRank, avgRank 0, 3, 126, 42 1, 2, 60, 30 2, 1, 25, 25 3, 2, 80, 40 4, 1, 40, 40 5, 1, 20, 20 6, 3, 150, 50 for this specific subset, the expected output should ideally be: team1: 0, 1 (total: 186) team2: 2, 5, 6 (total: 195) up to now the solution I have been using is to balance out each team by making each team pick the group with highest ranking within the subset turn by turn. The team who picks is the one with the currently lowest average rank unless one is already full. If one team is already full the other team tries to complete itself with groups that would make the rank gap as small as possible. This solution turns out to have issues with frequent edge cases and I'm looking for a better solution, or some fine-tuning that could be made. In most cases, players seems to want teams of 5 people and queue in group of 2. Our average subset when 2 teams of 5 are chosen is made of about 14 players if that may be of any help.

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  • View matrix question (rotate by 180 degrees)

    - by King Snail
    I am using a third party rendering API on top of OpenGL code and I cannot get my matrices correct. The API states this: We're right handed by default, and we treat y as up by convention. Since IwGx's coordinate system has (0,0) as the top left, you typically need a 180 degree rotation around Z in your view matrix. I think the viewer does this by default. In my OpenGL app I have access to the view and projection matrices separately. How can I convert them to fit the criteria used by my third party rendering API? I don't understand what they mean to rotate 180 degrees around Z, is that in the view matrix itself or something in the camera before making the view matrix. Any code would be helpful, thanks.

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  • OpenGL problem with FBO integer texture and color attachment

    - by Grieverheart
    In my simple renderer, I have 2 FBOs one that contains diffuse, normals, instance ID and depth in that order and one that I use store the ssao result. The textures I use for the first FBO are RGB8, RGBA16F, R32I and GL_DEPTH_COMPONENT32F for the depth. For the second FBO I use an R16F texture. My rendering process is to first render to everything I mentioned in the first FBO, then bind depth and normals textures for reading for the ssao pass and write to the second FBO. After that I bind the second FBO's texture for reading in my blur shader and bind the first FBO for writing. What I intend to do is to write the blurred ssao value to the alpha component of the Normals texture. Here are where the problems start. First of all, I use shading language 3.3, which my graphics card does support. I manage ouputs in my shaders using layout(location = #). Now, the normals texture should be bound to color attachment 1, but when I use 1, it seems to write to my diffuse texture which should be in color attachment 0. When I instead use layout(location = 0), it gets correctly written to my normals texture. Besides this, my instance ID texture also gets resets after running the blur shader which is weird because if I use a float texture and write to it instanceID / nInstances, the texture doesn't get reset after the blur shader has ran. Here is how I prepare my first FBO: bool CGBuffer::Init(unsigned int WindowWidth, unsigned int WindowHeight){ //Create FBO glGenFramebuffers(1, &m_fbo); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo); //Create gbuffer and Depth Buffer Textures glGenTextures(GBUFF_NUM_TEXTURES, &m_textures[0]); glGenTextures(1, &m_depthTexture); //prepare gbuffer for(unsigned int i = 0; i < GBUFF_NUM_TEXTURES; i++){ glBindTexture(GL_TEXTURE_2D, m_textures[i]); if(i == GBUFF_TEXTURE_TYPE_NORMAL) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, WindowWidth, WindowHeight, 0, GL_RGBA, GL_FLOAT, NULL); else if(i == GBUFF_TEXTURE_TYPE_DIFFUSE) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, WindowWidth, WindowHeight, 0, GL_RGB, GL_FLOAT, NULL); else if(i == GBUFF_TEXTURE_TYPE_ID) glTexImage2D(GL_TEXTURE_2D, 0, GL_R32I, WindowWidth, WindowHeight, 0, GL_RED_INTEGER, GL_INT, NULL); else{ std::cout << "Error in FBO initialization" << std::endl; return false; } glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, m_textures[i], 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); } //prepare depth buffer glBindTexture(GL_TEXTURE_2D, m_depthTexture); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, WindowWidth, WindowHeight, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_depthTexture, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); GLenum DrawBuffers[] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2}; glDrawBuffers(GBUFF_NUM_TEXTURES, DrawBuffers); GLenum Status = glCheckFramebufferStatus(GL_FRAMEBUFFER); if(Status != GL_FRAMEBUFFER_COMPLETE){ std::cout << "FB error, status 0x" << std::hex << Status << std::endl; return false; } //Restore default framebuffer glBindFramebuffer(GL_FRAMEBUFFER, 0); return true; } where I use an enum defined as, enum GBUFF_TEXTURE_TYPE{ GBUFF_TEXTURE_TYPE_DIFFUSE, GBUFF_TEXTURE_TYPE_NORMAL, GBUFF_TEXTURE_TYPE_ID, GBUFF_NUM_TEXTURES }; Am I missing some kind of restriction? Does the color attachment of the FBO's textures somehow gets reset i.e. I'm using a re-size function which re-sizes the textures of the FBO but should I perhaps call glFramebufferTexture2D again too? EDIT: Here is the shader in question: #version 330 core uniform sampler2D aoSampler; uniform vec2 TEXEL_SIZE; // x = 1/res x, y = 1/res y uniform bool use_blur; noperspective in vec2 TexCoord; layout(location = 0) out vec4 out_AO; void main(void){ if(use_blur){ float result = 0.0; for(int i = -1; i < 2; i++){ for(int j = -1; j < 2; j++){ vec2 offset = vec2(TEXEL_SIZE.x * i, TEXEL_SIZE.y * j); result += texture(aoSampler, TexCoord + offset).r; // -0.004 because the texture seems to be a bit displaced } } out_AO = vec4(vec3(0.0), result / 9); } else out_AO = vec4(vec3(0.0), texture(aoSampler, TexCoord).r); }

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  • State / Screen management in Entity Component Systems

    - by David Lively
    My entity/component system is happily humming along and, despite some performance concerns I initially had, everything is working fine. However, I've realized that I missed a crucial point when starting this thing: how do you handle different screens? At the moment, I have a GameManager class which owns a component manager and entity manager. When I create an entity, the entity manager assigns it an ID and makes sure it's tracked. When I modify the components that are assigned to an entity. an UpdateEntity method is called, which alerts each of the systems that they may need to add or remove the entity from their respective entity lists. A problem with this is that the collection of entities operated on by each system is determined solely by the individual Systems, typically based on a "required component" filter. (An entity has to have a Renderable component to be rendered, for instance.) In this situation, I can't just keep collections of entities per screen and only Update/Draw those collections. They'd have to either be added and removed depending on their applicability to the current screen, which would cause their associated components to be removed, or enable/disable entities in a group per screen to hide what's not supposed to be visible. These approaches seem like really, really crappy kludges. What's a good way to handle this? A pretty straightforward way that comes to mind is to create a separate GameManager (which in my implementation owns all of the systems, entities, etc.) per screen, which means that everything outside of the device context would be duplicated. That's bothersome because some things are always visible, or I might want to continue to display the game under a translucent menu window. Another option would be to add a "layer" key to the GameManager class, which could be checked against a displayable layer stack held by the game manager. *System.Draw() would be called for each active layer, in the required order as determined by the stack. When the systems request an iterator for their respective entity collections, it would be pre-filtered to a (cached) set of those entities that participate in the active layer. Those collections could be updated from the same UpdateEntity event that's already used to maintain each system's entity collections. Still, kinda feels like a hack. If I've coded myself into a corner, feel free to throw tomatoes as long as they're labeled with a helpful suggestion. Hooray for learning curves.

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  • Z-order with Alpha blending in a 3D world

    - by user41765
    I'm working on a game in a 3D world with 2D sprites only (like Don't Starve game). (OpenGL ES2 with C++) Currently, I'm ordering elements back to front before drawing them without batch (so 1 element = 1 drawcall). I would like to implement batching in my framework to decrease draw calls. Here is what I've got for the moment: Order all elements of my scene back to front. Send order list of elements to the Renderer. Renderer look in his batch manager if a batch exist for the given element with his Material. Batch didn't exist: create a new one. Batch exist for element with this Material: Add sprite to the batch. Compute big mesh with all sprite for each batch (1 material type = 1 batch). When all batches are ok, the batch manager compute draw commands for the renderer. Renderer process draw commands (bind shader, bind textures, bind buffers, draw element) Image with my problem here: Explication here But I've got some problems because objects can be behind another objects inside another batch. How can I do something like that? Thanks!

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  • How to properly add texture to multi-fixture/shape b2Body

    - by Blazej Wdowikowski
    Hello to everyone this is my first poste here I hope that will be not fail start. At start I must say I make part 1 in Ray's Tutorial "How To Make A Game Like Fruit Ninja With Box2D and Cocos2D". But I wonder what when I want make more complex body with texture? Simple just add n b2FixtureDef to the same body. OK but what about texture? If I will take code from that tutorial it only fill last fixture. Probably it does not takes every b2Vec2 point. I was right, it did not. So quick refactor and from that -(id)initWithTexture:(CCTexture2D*)texture body:(b2Body*)body original:(BOOL)original { // gather all the vertices from our Box2D shape b2Fixture *originalFixture = body->GetFixtureList(); b2PolygonShape *shape = (b2PolygonShape*)originalFixture->GetShape(); int vertexCount = shape->GetVertexCount(); NSMutableArray *points = [NSMutableArray arrayWithCapacity:vertexCount]; for(int i = 0; i < vertexCount; i++) { CGPoint p = ccp(shape->GetVertex(i).x * PTM_RATIO, shape->GetVertex(i).y * PTM_RATIO); [points addObject:[NSValue valueWithCGPoint:p]]; } if ((self = [super initWithPoints:points andTexture:texture])) { _body = body; _body->SetUserData(self); _original = original; // gets the center of the polygon _centroid = self.body->GetLocalCenter(); // assign an anchor point based on the center self.anchorPoint = ccp(_centroid.x * PTM_RATIO / texture.contentSize.width, _centroid.y * PTM_RATIO / texture.contentSize.height); } return self; } I came up with that -(id)initWithTexture:(CCTexture2D*)texture body:(b2Body*)body original:(BOOL)original { int vertexCount = 0; //gather total number of b2Vect2 points b2Fixture *currentFixture = body->GetFixtureList(); while (currentFixture) { //new b2PolygonShape *shape = (b2PolygonShape*)currentFixture->GetShape(); vertexCount += shape->GetVertexCount(); currentFixture = currentFixture->GetNext(); } NSMutableArray *points = [NSMutableArray arrayWithCapacity:vertexCount]; // gather all the vertices from our Box2D shape b2Fixture *originalFixture = body->GetFixtureList(); while (originalFixture) { //new NSLog((NSString*)@"-"); b2PolygonShape *shape = (b2PolygonShape*)originalFixture->GetShape(); int currentVertexCount = shape->GetVertexCount(); for(int i = 0; i < currentVertexCount; i++) { CGPoint p = ccp(shape->GetVertex(i).x * PTM_RATIO, shape->GetVertex(i).y * PTM_RATIO); [points addObject:[NSValue valueWithCGPoint:p]]; } originalFixture = originalFixture->GetNext(); } if ((self = [super initWithPoints:points andTexture:texture])) { _body = body; _body->SetUserData(self); _original = original; // gets the center of the polygon _centroid = self.body->GetLocalCenter(); // assign an anchor point based on the center self.anchorPoint = ccp(_centroid.x * PTM_RATIO / texture.contentSize.width,_centroid.y * PTM_RATIO / texture.contentSize.height); } return self; } I was working for simple two fixtures body like b2BodyDef bodyDef; bodyDef.type = b2_dynamicBody; bodyDef.position = position; bodyDef.angle = rotation; b2Body *body = world->CreateBody(&bodyDef); b2FixtureDef fixtureDef; fixtureDef.density = 1.0; fixtureDef.friction = 0.5; fixtureDef.restitution = 0.2; fixtureDef.filter.categoryBits = 0x0001; fixtureDef.filter.maskBits = 0x0001; b2Vec2 vertices[] = { b2Vec2(0.0/PTM_RATIO,50.0/PTM_RATIO), b2Vec2(0.0/PTM_RATIO,0.0/PTM_RATIO), b2Vec2(50.0/PTM_RATIO,30.1/PTM_RATIO), b2Vec2(60.0/PTM_RATIO,60.0/PTM_RATIO) }; b2PolygonShape shape; shape.Set(vertices, 4); fixtureDef.shape = &shape; body->CreateFixture(&fixtureDef); b2Vec2 vertices2[] = { b2Vec2(20.0/PTM_RATIO,50.0/PTM_RATIO), b2Vec2(20.0/PTM_RATIO,0.0/PTM_RATIO), b2Vec2(70.0/PTM_RATIO,30.1/PTM_RATIO), b2Vec2(80.0/PTM_RATIO,60.0/PTM_RATIO) }; shape.Set(vertices2, 4); fixtureDef.shape = &shape; body->CreateFixture(&fixtureDef); But if I try put secondary shape upper than first it starting wierd, texture goes crazy. For example not mention about more complex shapes. What's more if shapes have one common point texture will not render for them at all [For that I use Physics Edytor like in tutorial part1] BTW. I use PolygonSprite and in method createWithWorld... another shapes. Uff.. Question So my question is, why texture coords are in such a mess up? It's my modify method or just wrong approach? Maybe I should remove duplicated from points array?

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  • How can I Implement KeyListeners/ActionListeners into the JFrame?

    - by A.K.
    I'll get to the point: I have a player in my game that you control with the keyboard yet the key methods in the player class and ActionListener w/ KeyAdapter in the Board class don't seem to fire. So far I've tried adding these key methods into the JFrame, doesn't seem to let me move him even though other objects that I have (enemies) can move fine. Here's part of the JFrame class with the event listeners: frm.addKeyListener(KeyBoardListener); public void mouseClicked(MouseEvent e) { nSound.play(); StartB.setContentAreaFilled(false); cards.remove(StartB); frm.remove(TitleL); frm.remove(cards); frm.setLayout(new GridLayout(1, 1)); frm.add(nBoard); //Add Game "Tiles" Or Content. x = 1200 nBoard.setPreferredSize(new Dimension(1200, 420)); cards.revalidate(); frm.validate(); } public KeyListener KeyBoardListener = new KeyListener() { @Override public void keyPressed(KeyEvent args0) { int key = args0.getKeyCode(); if(key == KeyEvent.VK_LEFT) { nBoard.S.vx = -4; } if(key == KeyEvent.VK_RIGHT) { nBoard.S.vx = 4; } if(key == KeyEvent.VK_UP) { nBoard.S.vy = -4; } if(key == KeyEvent.VK_DOWN) { nBoard.S.vy = 4; } if(key == KeyEvent.VK_SPACE) { nBoard.S.fire(); } } @Override public void keyReleased(KeyEvent args0) { int key = args0.getKeyCode(); if(key == KeyEvent.VK_LEFT) { nBoard.S.vx = 0; } if(key == KeyEvent.VK_RIGHT) { nBoard.S.vx = 0; } if(key == KeyEvent.VK_UP) { nBoard.S.vy = 0; } if(key == KeyEvent.VK_DOWN) { nBoard.S.vy = 0; } } @Override public void keyTyped(KeyEvent args0) { // TODO Auto-generated method stub } };

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  • DrawIndexedPrimitives overdraws data in previous buffer if called in loop

    - by Daniel Excinsky
    I doubled the question from stackoverflow here, and will delete the opposite of a question that gave me the answer. I have the Draw method in one of my renderers, that loops through the dictionary and gets precollected and preinitialized buffers. When dictionary has only one element, everything is just fine. But with more elements what I get on the screen is only the data from the last buffer (I suppose, not sure) My Draw method: public void Draw(GameTime gameTime) { if (!_areStaticEffectsSet) { // blockEffect.Parameters["TextureAtlas"].SetValue(textureAtlas); blockEffect.Parameters["HorizonColor"].SetValue(World.HORIZONCOLOR); blockEffect.Parameters["NightColor"].SetValue(World.NIGHTCOLOR); blockEffect.Parameters["MorningTint"].SetValue(World.MORNINGTINT); blockEffect.Parameters["EveningTint"].SetValue(World.EVENINGTINT); blockEffect.Parameters["SunColor"].SetValue(World.SUNCOLOR); _areStaticEffectsSet = true; } blockEffect.Parameters["World"].SetValue(Matrix.Identity); blockEffect.Parameters["View"].SetValue(_player.CameraView); blockEffect.Parameters["Projection"].SetValue(_player.CameraProjection); blockEffect.Parameters["CameraPosition"].SetValue(_player.CameraPosition); blockEffect.Parameters["timeOfDay"].SetValue(_world.TimeOfDay); var viewFrustum = new BoundingFrustum(_player.CameraView * _player.CameraProjection); _graphicsDevice.BlendState = BlendState.Opaque; _graphicsDevice.DepthStencilState = DepthStencilState.Default; foreach (KeyValuePair<int, Texture2D> textureAtlas in textureAtlases) { blockEffect.Parameters["TextureAtlas"].SetValue(textureAtlas.Value); foreach (EffectPass pass in blockEffect.CurrentTechnique.Passes) { pass.Apply(); //TODO: ?????????? ??????????????? ?? ?????? ?? ??????? ??????? VertexBuffer ? IndexBuffer foreach (Chunk chunk in _world.Chunks.Values) { if (chunk == null || chunk.IsDisposed) { continue; } if (chunk.BoundingBox.Intersects(viewFrustum) && chunk.GetBlockIndexBuffer(textureAtlas.Key) != null) { lock (chunk) { if (chunk.GetBlockIndexBuffer(textureAtlas.Key).IndexCount > 0) { VertexBuffer vertexBuffer = chunk.GetBlockVertexBuffer(textureAtlas.Key); IndexBuffer indexBuffer = chunk.GetBlockIndexBuffer(textureAtlas.Key); //if (chunk.DrawIndex == new Vector3i(0, 0, 0)) //{ //if (textureAtlas.Key == -1) //{ //var varray = new [] //{ //new VertexPositionTextureLight(new Vector3(0,68,0), new Vector2(0,1),1,new Vector3(0,0,0), new Vector3(1,1,1)), //new VertexPositionTextureLight(new Vector3(0,68,1), new Vector2(0,1),1,new Vector3(0,0,0), new Vector3(1,1,1)), //new VertexPositionTextureLight(new Vector3(1,68,0), new Vector2(0,1),1,new Vector3(0,0,0), new Vector3(1,1,1)) //}; //var iarray = new short[] {0, 1, 2}; //vertexBuffer = new VertexBuffer(_graphicsDevice, typeof(VertexPositionTextureLight), varray.Length, BufferUsage.WriteOnly); //indexBuffer = new IndexBuffer(_graphicsDevice, IndexElementSize.SixteenBits, iarray.Length, BufferUsage.WriteOnly); //vertexBuffer.SetData(varray); //indexBuffer.SetData(iarray); } } _graphicsDevice.SetVertexBuffer(vertexBuffer); _graphicsDevice.Indices = indexBuffer; _graphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, vertexBuffer.VertexCount, 0, indexBuffer.IndexCount / 3); } } } } } } } Noteworthy things about the code: XNA version is 4.0. I've commented the debugging code in the loop, but left it for it may bring some insight. I try not only to change vertices/indices in the loop, but textureAtlas also. Code in the shader about textureAtlas: Texture TextureAtlas; sampler TextureAtlasSampler = sampler_state { texture = <TextureAtlas>; magfilter = POINT; minfilter = POINT; mipfilter = POINT; AddressU = WRAP; AddressV = WRAP; }; struct VSInput { float4 Position : POSITION0; float2 TexCoords1 : TEXCOORD0; float SunLight : COLOR0; float3 LocalLight : COLOR1; float3 Normal : NORMAL0; }; VertexPositionTextureLight is my own realization of IVertexType. So, do anybody know about this problem, or see the wrongness in my code (that's far more likely)?

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  • How can I dynamically load the correct sprite from a sprite sheet?

    - by Leonard Challis
    I am making a simple card game in unity. The game is based on a standard 52-card pack, with identical backs for unique faces. In my particular game different cards are worth different values and have various special abilities. The game will have 52 cards on the table (on the draw position or in the face-down deck or in someone's hand) at all times, so this number won't change. I thought that making a Card prefab and instantiating 52 of these manually would be a bad idea. Even doing it in code, I thought, would be a bit OTT, and that I should just instantiate visual cards when they are face-up to the player. I have a sprite sheet of the 52 cards and the back, which is imported as a Sprite in multiple mode, sliced in to a grid containing all the cards needed to play the game. The problem I now face is that, through my GameController script I want to generate a shuffled pack of cards, deal some to each player and then show those cards to a player. However, I am not sure of the best way, or even if it's possible, to do this dynamically with the sprite sheets as they are. For instance if I have the following: private CardRank rank; private CardSuite suite; private void Start() { this.rank = CardRank.Ace; this.suite = CardSuite.Spades; } This class would be instantiated by the game manager. I would have 52 of these in code. Whenever I have to visually show a card in the scene, I would use a card prefab, which is essentially a game object with a SpriteRenderer on it. I would need to dynamically load the correct sprite for this object from the spritesheet. The sliced sprites from the sprite sheet actually have names in the format AS (Ace of Spades), 7H (Seven of Hearts), etc - though this was a manual thing I did myself of course. I have also tried various alternative solutions, including creating animations, having separate sprites not in a spritesheet and having an array of available sprites in an array with a specific index for each card, but none seem as elegant as trying to load the correct sprite at runtime, as I'm trying to. So, how do I load a specific sprite from a spritesheet at runtime? I'm open to suggestions, even those that make me think differently about how to approach the problem.

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  • Game engines and monetization of indie games

    - by Extrakun
    Does the game engine you use affect monetization of indie games? Of course, targeting difficult platforms is one of the issues. Besides that, how would the game engine used impact monetization of games, assuming cases where the developers is going through a portal and handling the online distribution themselves? As an example, if I make a game in DarkBASIC, will it be harder to sell it than one made with Popcaps Framework or ClanLib etc.?

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  • Not getting desired results with SSAO implementation

    - by user1294203
    After having implemented deferred rendering, I tried my luck with a SSAO implementation using this Tutorial. Unfortunately, I'm not getting anything that looks like SSAO, you can see my result below. You can see there is some weird pattern forming and there is no occlusion shading where there needs to be (i.e. in between the objects and on the ground). The shaders I implemented follow: #VS #version 330 core uniform mat4 invProjMatrix; layout(location = 0) in vec3 in_Position; layout(location = 2) in vec2 in_TexCoord; noperspective out vec2 pass_TexCoord; smooth out vec3 viewRay; void main(void){ pass_TexCoord = in_TexCoord; viewRay = (invProjMatrix * vec4(in_Position, 1.0)).xyz; gl_Position = vec4(in_Position, 1.0); } #FS #version 330 core uniform sampler2D DepthMap; uniform sampler2D NormalMap; uniform sampler2D noise; uniform vec2 projAB; uniform ivec3 noiseScale_kernelSize; uniform vec3 kernel[16]; uniform float RADIUS; uniform mat4 projectionMatrix; noperspective in vec2 pass_TexCoord; smooth in vec3 viewRay; layout(location = 0) out float out_AO; vec3 CalcPosition(void){ float depth = texture(DepthMap, pass_TexCoord).r; float linearDepth = projAB.y / (depth - projAB.x); vec3 ray = normalize(viewRay); ray = ray / ray.z; return linearDepth * ray; } mat3 CalcRMatrix(vec3 normal, vec2 texcoord){ ivec2 noiseScale = noiseScale_kernelSize.xy; vec3 rvec = texture(noise, texcoord * noiseScale).xyz; vec3 tangent = normalize(rvec - normal * dot(rvec, normal)); vec3 bitangent = cross(normal, tangent); return mat3(tangent, bitangent, normal); } void main(void){ vec2 TexCoord = pass_TexCoord; vec3 Position = CalcPosition(); vec3 Normal = normalize(texture(NormalMap, TexCoord).xyz); mat3 RotationMatrix = CalcRMatrix(Normal, TexCoord); int kernelSize = noiseScale_kernelSize.z; float occlusion = 0.0; for(int i = 0; i < kernelSize; i++){ // Get sample position vec3 sample = RotationMatrix * kernel[i]; sample = sample * RADIUS + Position; // Project and bias sample position to get its texture coordinates vec4 offset = projectionMatrix * vec4(sample, 1.0); offset.xy /= offset.w; offset.xy = offset.xy * 0.5 + 0.5; // Get sample depth float sample_depth = texture(DepthMap, offset.xy).r; float linearDepth = projAB.y / (sample_depth - projAB.x); if(abs(Position.z - linearDepth ) < RADIUS){ occlusion += (linearDepth <= sample.z) ? 1.0 : 0.0; } } out_AO = 1.0 - (occlusion / kernelSize); } I draw a full screen quad and pass Depth and Normal textures. Normals are in RGBA16F with the alpha channel reserved for the AO factor in the blur pass. I store depth in a non linear Depth buffer (32F) and recover the linear depth using: float linearDepth = projAB.y / (depth - projAB.x); where projAB.y is calculated as: and projAB.x as: These are derived from the glm::perspective(gluperspective) matrix. z_n and z_f are the near and far clip distance. As described in the link I posted on the top, the method creates samples in a hemisphere with higher distribution close to the center. It then uses random vectors from a texture to rotate the hemisphere randomly around the Z direction and finally orients it along the normal at the given pixel. Since the result is noisy, a blur pass follows the SSAO pass. Anyway, my position reconstruction doesn't seem to be wrong since I also tried doing the same but with the position passed from a texture instead of being reconstructed. I also tried playing with the Radius, noise texture size and number of samples and with different kinds of texture formats, with no luck. For some reason when changing the Radius, nothing changes. Does anyone have any suggestions? What could be going wrong?

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  • Is there any advantage in using DX10/11 for a 2D game?

    - by David Gouveia
    I'm not entirely familiar with the feature set introduced by DX10/11 class hardware. I'm vaguely familiar with the new stages added to the programmable graphics pipeline, such as the geometry shader, the compute shader, and the new tesselation stages. I don't see how any of these make much of a difference for a 2D game though. Is there any compelling reason to make the switch to DX10/11 (or the OpenGL equivalents) for a 2D game, or would it be wiser to stick with DX9 considering that that a significant share of the market still runs on older technologies (e.g. the February 2012 Steam surveys lists around 17% of users as still using Windows XP)?

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  • Algorithm for creating spheres?

    - by Dan the Man
    Does anyone have an algorithm for creating a sphere proceduraly with la amount of latitude lines, lo amount of longitude lines, and a radius of r? I need it to work with Unity, so the vertex positions need to be defined and then, the triangles defined via indexes (more info). EDIT I managed to get the code working in unity. But I think I might have done something wrong. When I turn up the detailLevel, All it does is add more vertices and polygons without moving them around. Did I forget something?

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  • High CPU usage on Pong clone

    - by max
    I just made my first game, a clone of Pong, using OpenGL and C++. But its using ~50% of the CPU, which I guess is very high for a game like this. How can I improve that? Can you please look up my code and tell me what all things I am doing wrong? Any feedback is welcome. http://pastebin.com/L5zE3axh Also it would be extremely helpful if you give some general points on how to develop games in OpenGL efficiently.. Thanks in advance!

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  • Calculating a child Position, Rotation and Scale values?

    - by Sergio Plascencia
    I am making my own game editor(just for fun) anyway I have problem that I had several days trying to resolve but I have been unsuccessful. Here goes... I have an object "A": Position: (3,3,3), Rotation: (45,10,0), Scale(1,2,2.5) And an object "B": Position: (1,1,1), Rotation: (10,34,18), Scale(1.5,2,1) I now make a parent/child relationship. "B" is a child of "A": A |--B When I do the relationship I need to re-calculate the Child("B") Position, Rotation and Scale such that it maintains its current position, rotation and scale(Location in world). So for child position "B" it would now be (-2, -2, -2) since now "A" it is center and (-2, -2, -2) will keep the object in its same position. I think I got the Position and scale figure out, but rotation I cant. So I was trying to figure out what to do and what I did is opened Unity and run the same example and I did noticed that when making an abject a child object the child object did not moved at all but had its Position, Rotation and Scale values changed(Related to the parent). For example: Unity (Parent Object "A"): Position: (0,0,0) Rotation: (45,10,0) Scale: (1,1,1) Unity (Child Object "B"): Position: (0,0,0) Rotation: (0,0,0) Scale: (1,1,1) When making it a parent child relation("B" is a child of "A") the child object("B") in its Rotation values now has: X: -44.13605 Y: -14.00195 Z: 9.851074 If I plug the same values to my editor(To the child "B" rotation X, Y, Z values) the object does not move at all. So I basically need to know how did Unity arrive at those rotation values for the child(What are the calculations?). If you can help and put all the equations for the Position, Rotation or Scale then I can double check I am doing it correctly but with the Rotation I really need help. Thanks!

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  • 3D Vector "End Point" Calculation for procedural Vector Graphics

    - by FrostFlame64
    Alright, So I need some help with some Vector Math. I've developing some game Engines that have Procedural Fractal Generation for Some Graphics, such as using Lindenmayer Systems for generating Trees and Plants. L-Systems, are drawn by using Turtle Graphics, which is a form of Vector graphics. I first created a system to draw in 2D Graphics, which works perfectly fine. But now I want to make a 3D equivalent, and I’ve run into an issue. For my 2D Version, I created a Method for quickly determining the “End Point” of a Vector-like movement. Given a starting point (X, Y), a direction (between 0 and 360 degrees), and a distance, the end point is calculated by these formulas: newX = startX + distance * Sin((PI * direction) / 180) newY = startY + distance * Cos((PI * direction) / 180) Now I need something Similarly Equivalent for performing this Calculation in 3D, But I haven’t been able to Google anything that could show me how to do this. I'm flexible enough to get whatever required information is needed for this method calculation, in any reasonable form (Vector3, Quaternion, ect). To summarize: Given a starting point/vector position in 3D space (X, Y, Z), a Direction in 3D space (Vector3, Quaternion, ect), and a Distance, I need to find the “End Point” in 3D Space. Thank you for your time and help.

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  • Foreach loop with 2d array of objects

    - by Jacob Millward
    I'm using a 2D array of objects to store data about tiles, or "blocks" in my gameworld. I initialise the array, fill it with data and then attempt to invoke the draw method of each object. foreach (Block block in blockList) { block.Draw(spriteBatch); } I end up with an exception being thrown "Object reference is not set to an instance of an object". What have I done wrong? EDIT: This is the code used to define the array Block[,] blockList; Then blockList = new Block[screenRectangle.Width, screenRectangle.Height]; // Fill with dummy data for (int x = 0; x <= screenRectangle.Width / texture.Width; x++) { for (int y = 0; y <= screenRectangle.Height / texture.Width; y++) { if (y >= screenRectangle.Height / (texture.Width*2)) { blockList[x, y] = new Block(1, new Rectangle(x * 16, y * 16, texture.Width, texture.Height), texture); } else { blockList[x, y] = new Block(0, new Rectangle(x * 16, y * 16, texture.Width, texture.Height), texture); } } }

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  • Play audio in javascript with a good performance

    - by João
    I'm developing a browser game where the player can shoot. Everytime he shoots it play a sound. Currently i'm using this code to play sounds in JavaScript: var audio = document.createElement("audio"); audio.src = "my_sound.mp3"; audio.play(); I'm worried about performance here. Will 10 simultaneous sounds impact my game performance too much? Will all audio objects stay in memory even after they are played?

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  • How to control a spaceship near a planet in Unity3D?

    - by tyjkenn
    Right now I have spaceship orbiting a small planet. I'm trying to make an effective control system for that spaceship, but it always end up spinning out of control. After spinning the ship to change direction, the thrusters thrust the wrong way. Normal airplane controls don't work, since the ship is able to leave the atmosphere and go to other planets, in the journey going "upside-down". Could someone please enlighten me on how to get thrusters to work the way they are supposed to?

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  • Smooth vector based jump

    - by Esa
    I started working on Wolfire's mathematics tutorials. I got the jumping working well using a step by step system, where you press a button and the cube moves to the next point on the jumping curve. Then I tried making the jumping happen during a set time period e.g the jump starts and lands within 1.5 seconds. I tried the same system I used for the step by step implementation, but it happens instantly. After some googling I found that Time.deltatime should be used, but I could not figure how. Below is my current jumping code, which makes the jump happen instantly. while (transform.position.y > 0) { modifiedJumperVelocity -= jumperDrag; transform.position += new Vector3(modifiedJumperVelocity.x, modifiedJumperVelocity.y, 0); } Where modifiedJumperVelocity is starting vector minus the jumper drag. JumperDrag is the value that is substracted from the modifiedJumperVelocity during each step of the jump. Below is an image of the jumping curve:

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  • Level and Player objects - which should contain which?

    - by Thane Brimhall
    I've been working on a several simple games, and I've always come to a decision point where I have to choose whether to have the Level object as an attribute of the Player class or the Player as an attribute of the Level class. I can see arguments for both: The Level should contain the player because it also contains every other entity. In fact it just makes sense this way: "John is in the room." It makes it a bit more difficult to move the player to a new level, however, because then each level has to pass its player object to an upcoming level. On the other hand, it makes programming sense to me to leave the player as the top-level object that is persistent between levels, and the environment changes because the player decides to change his level and location. It becomes very easy to change levels, because all I have to do is replace the level variable on the player. What's the most common practice here? Or better yet, is there a "right" way to architecture this relationship?

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  • Unity 5.1 audio issues (no sound in back channels)

    - by N0xus
    I've trying to bring in surround sound audio into my project. I've set my computer up to run in 5.1 and when I play a 6 channel audio through windows media player (it's a test audio that does left speaker, right speaker etc) it works fine. However, when I run it through Unity, all I get is the front 3 channels. I've set it in the Edit - project settings - audio to be 5.1 in there. I even set it in code with following: void Start() { AudioSettings.speakerMode = AudioSpeakerMode.Mode5point1; } How ever, when I run a debug line of: print ( AudioSettings.driverCaps); It tells me that Unity is only playing in stereo. Is there something I'm still not doing? I should also add I've ran 10 different tests using the 3D audio pan and spread options. I've set both to either being fully off, half way on and full. Still the same results.

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