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  • 2D Platformer Collision Handling

    - by defender-zone
    Hello, everyone! I am trying to create a 2D platformer (Mario-type) game and I am some having some issues with handling collisions properly. I am writing this game in C++, using SDL for input, image loading, font loading, etcetera. I am also using OpenGL via the FreeGLUT library in conjunction with SDL to display graphics. My method of collision detection is AABB (Axis-Aligned Bounding Box), which is really all I need to start with. What I need is an easy way to both detect which side the collision occurred on and handle the collisions properly. So, basically, if the player collides with the top of the platform, reposition him to the top; if there is a collision to the sides, reposition the player back to the side of the object; if there is a collision to the bottom, reposition the player under the platform. I have tried many different ways of doing this, such as trying to find the penetration depth and repositioning the player backwards by the penetration depth. Sadly, nothing I've tried seems to work correctly. Player movement ends up being very glitchy and repositions the player when I don't want it to. Part of the reason is probably because I feel like this is something so simple but I'm over-thinking it. If anyone thinks they can help, please take a look at the code below and help me try to improve on this if you can. I would like to refrain from using a library to handle this (as I want to learn on my own) or the something like the SAT (Separating Axis Theorem) if at all possible. Thank you in advance for your help! void world1Level1CollisionDetection() { for(int i; i < blocks; i++) { if (de2dCheckCollision(ball,block[i],0.0f,0.0f)==true) { int up = 0; int left = 0; int right = 0; int down = 0; if(ball.coords[0] < block[i].coords[0] && block[i].coords[0] < ball.coords[2] && ball.coords[2] < block[i].coords[2]) { left = 1; } if(block[i].coords[0] < ball.coords[0] && ball.coords[0] < block[i].coords[2] && block[i].coords[2] < ball.coords[2]) { right = 1; } if(ball.coords[1] < block[i].coords[1] && block[i].coords[1] < ball.coords[3] && ball.coords[3] < block[i].coords[3]) { up = 1; } if(block[i].coords[1] < ball.coords[1] && ball.coords[1] < block[i].coords[3] && block[i].coords[3] < ball.coords[3]) { down = 1; } cout << left << ", " << right << ", " << up << ", " << down << ", " << endl; if (left == 1) { ball.coords[0] = block[i].coords[0] - 16.0f; ball.coords[2] = block[i].coords[0] - 0.0f; } if (right == 1) { ball.coords[0] = block[i].coords[2] + 0.0f; ball.coords[2] = block[i].coords[2] + 16.0f; } if (down == 1) { ball.coords[1] = block[i].coords[3] + 0.0f; ball.coords[3] = block[i].coords[3] + 16.0f; } if (up == 1) { ball.yspeed = 0.0f; ball.gravity = 0.0f; ball.coords[1] = block[i].coords[1] - 16.0f; ball.coords[3] = block[i].coords[1] - 0.0f; } } if (de2dCheckCollision(ball,block[i],0.0f,0.0f)==false) { ball.gravity = -0.5f; } } } To explain what some of this code means: The blocks variable is basically an integer that is storing the amount of blocks, or platforms. I am checking all of the blocks using a for loop, and the number that the loop is currently on is represented by integer i. The coordinate system might seem a little weird, so that's worth explaining. coords[0] represents the x position (left) of the object (where it starts on the x axis). coords[1] represents the y position (top) of the object (where it starts on the y axis). coords[2] represents the width of the object plus coords[0] (right). coords[3] represents the height of the object plus coords[1] (bottom). de2dCheckCollision performs an AABB collision detection. Up is negative y and down is positive y, as it is in most games. Hopefully I have provided enough information for someone to help me successfully. If there is something I left out that might be crucial, let me know and I'll provide the necessary information. Finally, for anyone who can help, providing code would be very helpful and much appreciated. Thank you again for your help!

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  • Translating an Object to a certain Vector 3 in OpenGL and Java LWJGL

    - by aliasmk
    So after almost two hours, I got the hang of using glTranslated() (with Java and LWJGL). If I am correct, applying glTranslated on an object moves that object with the x,y,z relative to the previously moved object. I believe the correct term for this is local vs global, global being the one I want. I was wondering if there was a way to translate an object to a specific XYZ position, or relative to the origin. Thanks! (Code or other details can be supplied if it helps, just let me know. Also sorry if this is a noob comment, Im very new to OpenGL.)

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  • LWJGL - OpenGL - Texture shading

    - by Trixmix
    I want to use LWJGL to create a shader that all it does is change the color of the given texture. For example I tell it to draw the letter A using a sprite sheet then I can tell the shader to draw the letter in a certain color. How would you do something like this without needed to create different colored letter sprite sheets? Task for the shader: Simply change all pixels to a certain color in the texture. Input: Color , texture. Output: it draws onto the screen the new colored texture. How do i accomplish such a thing?

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  • How can I perform 2D side-scroller collision checks in a tile-based map?

    - by bill
    I am trying to create a game where you have a player that can move horizontally and jump. It's kind of like Mario but it isn't a side scroller. I'm using a 2D array to implement a tile map. My problem is that I don't understand how to check for collisions using this implementation. After spending about two weeks thinking about it, I've got two possible solutions, but both of them have some problems. Let's say that my map is defined by the following tiles: 0 = sky 1 = player 2 = ground The data for the map itself might look like: 00000 10002 22022 For solution 1, I'd move the player (the 1) a complete tile and update the map directly. This make the collision easy because you can check if the player is touching the ground simply by looking at the tile directly below the player: // x and y are the tile coordinates of the player. The tile origin is the upper-left. if (grid[x][y+1] == 2){ // The player is standing on top of a ground tile. } The problem with this approach is that the player moves in discrete tile steps, so the animation isn't smooth. For solution 2, I thought about moving the player via pixel coordinates and not updating the tile map. This will make the animation much smoother because I have a smaller movement unit per frame. However, this means I can't really accurately store the player in the tile map because sometimes he would logically be between two tiles. But the bigger problem here is that I think the only way to check for collision is to use Java's intersection method, which means the player would need to be at least a single pixel "into" the ground to register collision, and that won't look good. How can I solve this problem?

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  • Managing game state / 'what to update' within an XNA game 'screen'

    - by codinghands
    Note - having read through other GDev questions suggested when writing this question I'm confident this isn't a dupe. Of course, it's 3am and I'm likely wrong, so please mod as such if so. I'm trying to figure out how best to manage state within my game screens - please bare with me though! At the moment I'm using a heavily modified version of the fantastic game state management example on the XNA site available here. This is working perfectly for my 'Screens' - 'IntroScreen' with some shiny logos, 'TitleScreen' and a 'MenuScreen' stacked on top for the title and menu, 'PlayScreen' for the actual gameplay, etc. Each screen has the a bunch of sprites, and an 'Update' and 'Draw', managed by a 'ScreenManager'. In addition to the above, and as suggested as an answer to my other question here, most screens have a 'GameProcessQueue' class full of 'GameProcess'es which lets me do just about anything (animations, youbetcha!), in any order, in sequence or parallel. Why mention all this? When I talk about managing game state I'm thinking more for complex scenarios within a 'Screen'. 'TitleScreen', 'MenuScreen' and the like are all relatively simple. 'Play Screen' less so. How do people manage the different 'states' within the screen (or whatever you call it) that 'does' gameplay? (for me, the 'PlayScreen') I've thought about the following: Enum of different states in the Screen, 'activeState' enum-type variable, switching on the enum in the Screen Update() loop to determine what Screen Update 'sub'-function is called. I can see this getting hairy pretty fast though as screens get more complex and with the 'PlayScreen' becoming a behemoth mega-class. 'State' class with Update loop - a Screen can have any number of 'States', 1+ of which are 'active'. Screen update loop calls update on all active states. States themselves know which screen they belong to, and may even belong to a 'StateManager' which handles transitioning from one state to the next. Once a state is over it's removed from the ScreenState list. The Screen doesn't need a bunch of GameProcessQueues, each State has its own. Abstract Screen further to be more flexible - I can see the similarities between what I've got (game 'Screens' handled by a ScreenManager) and what I want (states within a screen, and a mechanism to manage them). However at the moment I see 'Screens' as high level and very distinct ('PlayScreen' with baddies != 'MenuScreen' with 4 words and event handlers), where as my proposed 'States' are more intrinsically tied to a specific screen with complex requirements. I think. This is for a turn-based board game, so it's easier to define things as a discrete series of steps (IntroAnimation - P1Turn - P2Turn - P1Turn ... - GameOver - .... Obviously with an open-world RPG things are very different, but any advice in this scenario is appreciated. If I'm just going OOP-crazy please say so. Similarly I'm concious there's a huge amount on this site re: state management. But as my first 'serious' game after a couple of false starts I'd like to get this right, and would rather be harassed and modded down than never ask :)

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  • Looking for a simple web interface with subversion support and ticket /issue tracker [closed]

    - by Stefan Andre Brannfjell
    I am working on a small project and we have a few programmers on the job. We are using subversion to commit updates and keep all developers up to date on their workstations. However, we have yet to find a suitable web interface to use for it. I have tried redmine, but that installation progress was extremely bothersome and advanced. Once I got it to work I found out that it was slow and did not meet my expectations. As well as it seems a bit complex for our needs. I would prefer to find a solution that supports lighttpd web server, however that seem to be very hard to come by, those I have found seem to only have apache support. Functionality i wish for the website: - login to an svn account - view svn logs - view & create issues, todo list etc - view svn difference Do you have any open source recommendations that I can try out? I will appreciate any kind of reply. :) Edit: I wish to host the website on our own servers.

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  • Socket.io v.9 with Actionscript

    - by funseiki
    I'm attempting to develop an online multiplayer game using Node.js for the server and Flash to display the client. I've been reading up a bit and have found quite a few recommendations for the socket.io library. I've also found a github project which exposes code to help facilitate communication between an Actionscript 3.0 client and a server using socket.io. The project I mentioned is a bit dated and doesn't seem to have support for the latest version of socket.io, so I was wondering if leveraging this framework (socket.io, that is) would be the most ideal way to go. I have found a simple project that uses the standard 'net' module for node.js, but because there a few options available, I'm a little lost as to which one to go with. I'm currently leaning towards just using the regular 'net' module as it is already familiar to me. Since much of the client is already coded up, I'd really like to not switch over to using the HTML5 canvas just yet (but using socket.io would make a transition in the future more friendly, I think?). Any advice/direction on this matter would be much appreciated, though I do realize that there may be no one right answer. Edit: To be more specific, are there any client-side socket.io frameworks available that allow for communication between an Actionscript 3.0 client and a socket.io server and are robust enough to support current/future versions of socket.io? If not, what are the alternatives?

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  • GPU hung when switching graphic card

    - by Lie Ryan
    I have a laptop (Dell Inspiron N4110) with a switchable graphic. $ lspci | grep VGA 00:02.0 VGA compatible controller: Intel Corporation 2nd Generation Core Processor Family Integrated Graphics Controller (rev 09) 01:00.0 VGA compatible controller: ATI Technologies Inc NI Whistler [AMD Radeon HD 6600M Series] (rev ff) Normally, my laptop starts with both graphic cards enabled, which caused the laptop to turn very hot and the fan to become very noisy. I have been using a small script to disable the Radeon card. For some time, I'm quite happy with this arrangement. However, I have been having some issues with the Intel card (IGD), the Intel card often randomly hang when running OpenGL apps; and so I want to give the Radeon card (DIS) another chance. I have never been able to switch to the Radeon card, but recently, I found out that if I do a "delayed switching" (DDIS): # echo "DDIS" > /sys/kernel/debug/vgaswitcheroo/switch root@lieryan-dell-ubuntu:/sys/kernel/debug/vgaswitcheroo# cat switch 0:IGD:+:Pwr:0000:00:02.0 1:DIS: :Pwr:0000:01:00.0 then I logoff (i.e. to restart X), the screen switch to pseudo-tty and then it stuck there freezing. At this situation, mouse and keyboard stops working so I can't switch to another ptty. I tried ssh-ing from another computer to salvage logs (dmesg at that point) and whatnot; I found out that when freezing, the active graphic card is the AMD card: -- this is from ssh -- # cat switch 0:IGD: :Off:0000:00:02.0 1:DIS:+:Pwr:0000:01:00.0 but the GPU is apparently hung, looking at dmesg gives: ... [ 1411.649974] vga_switcheroo: client 0 refused switch [ 1411.649985] vga_switcheroo: setting delayed switch to client 1 [ 1423.911759] vga_switcheroo: processing delayed switch to 1 [ 1424.006564] fbcon: Remapping primary device, fb1, to tty 1-63 [ 1424.006799] i915: switched off [ 1424.840351] [drm:drm_mode_getfb] *ERROR* invalid framebuffer id [ 1425.718088] [drm:drm_mode_getfb] *ERROR* invalid framebuffer id [ 1426.622377] [drm:drm_mode_getfb] *ERROR* invalid framebuffer id [ 1427.355683] [drm:drm_mode_getfb] *ERROR* invalid framebuffer id [ 1428.193549] [drm:drm_mode_getfb] *ERROR* invalid framebuffer id ... the invalid framebuffer id error is repeated for many times over ... I were able to successfully recover by switching back to the Intel card and restarting X from ssh; indicating that only the Radeon card has problems switching. System info: $ uname -a Linux lieryan-dell-ubuntu 3.0.0-14-generic #23-Ubuntu SMP Mon Nov 21 20:28:43 UTC 2011 x86_64 x86_64 x86_64 GNU/Linux $ lsb_release -a No LSB modules are available. Distributor ID: Ubuntu Description: Ubuntu 11.10 Release: 11.10 Codename: oneiric The laptop also do not have the option to set graphic card at BIOS and the proprietary driver, fglrx, also have never worked; when I installed it through jockey ("Additional Drivers"), glxinfo showed that it still being rendered by Mesa, the /sys/kernel/debug/vgaswitcheroo directory has gone missing, and the driver crashes with a traceback if I use xorg.conf to tell X to use fglrx. Anyone had any idea if it is possible to use this AMD card either with the radeon or the fglrx driver? logs: dmesg

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  • Inconsistent accessibility error in xna.

    - by Tom
    Hey all, you may remember me asking a question regarding a snake game I was creating about two weeks ago. Well I'm quite far now into making the game (thanks to a brilliant tutorial I found). But I've come across the error described named above. So heres my problem; I have a SnakeFood class that has a method called "Reposition". In the game1 class I have a method called "UpdateInGame" which calls the reposition method to load an orange that spawns in a random place every second. My latest piece of code changed the reposition method to allow the snake I have on the screen to not be overlapped by the orange that randomly spawns. Now I get the error (in full): Error 1 Inconsistent accessibility: parameter type 'TheMathsSnakeGame.Snake' is less accessible than method 'TheMathsSnakeGame.SnakeFood.Reposition(TheMathsSnakeGame.Snake)' C:\Users\Tom\Documents\Visual Studio 2008\Projects\TheMathsSnakeGame\TheMathsSnakeGame\SnakeFood.cs 33 21 TheMathsSnakeGame I understand what the errors trying to tell me but having changed the accessiblity of the methods, I still can't get it to work. Sorry about the longwinded question. Thanks in advance :) Edit: Code I'm using (Game1 Class) private void UpdateInGame(GameTime gameTime) { //Calls the oranges "reposition" method every second if (gameTime.TotalGameTime.Milliseconds % 1000 == 0) orange.Reposition(sidney); sidney.Update(gameTime); } (SnakeFood Class) public void Reposition(Snake snake) { do { position = new Point(rand.Next(Grid.maxHeight), rand.Next(Grid.maxWidth)); } while (snake.IsBodyOnPoint(position)); }

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  • Collision detection with heightmap based terrain

    - by Truman's world
    I am developing a 2D tank game. The terrain is generated by Midpoint Displacement Algorithm, so the terrain is represented by an array: index ---> height of terrain [0] ---> 5 [1] ---> 8 [2] ---> 4 [3] ---> 6 [4] ---> 8 [5] ---> 9 ... ... The rendered mountain looks like this: * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * 0 1 2 3 4 5 ... I want tanks to be able to move smoothly on the terrain (I mean tanks can rotate according to the height when they move), but the surface of the terrain is not flat, it is polygonal. Can anyone give me some help with collision detection in this situation? Thanks in advance.

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  • (LWJGL) Pixel Unpack Buffer Object is Disabled? (glTextImage2D)

    - by OstlerDev
    I am trying to create a render target for my game so that I can re-render at a different screen size. But I am receiving the following error: Exception in thread "main" org.lwjgl.opengl.OpenGLException: Cannot use offsets when Pixel Unpack Buffer Object is disabled Here is the source code for my Render method: // clear screen GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); // Start FBO Rendering Code // The framebuffer, which regroups 0, 1, or more textures, and 0 or 1 depth buffer. int FramebufferName = GL30.glGenFramebuffers(); GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, FramebufferName); // The texture we're going to render to int renderedTexture = glGenTextures(); // "Bind" the newly created texture : all future texture functions will modify this texture glBindTexture(GL_TEXTURE_2D, renderedTexture); // Give an empty image to OpenGL ( the last "0" ) glTexImage2D(GL_TEXTURE_2D, 0,GL_RGB, 1024, 768, 0,GL_RGB, GL_UNSIGNED_BYTE, 0); // Poor filtering. Needed ! glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Set "renderedTexture" as our colour attachement #0 GL32.glFramebufferTexture(GL30.GL_FRAMEBUFFER, GL30.GL_COLOR_ATTACHMENT0, renderedTexture, 0); // Set the list of draw buffers. IntBuffer drawBuffer = BufferUtils.createIntBuffer(20 * 20); GL20.glDrawBuffers(drawBuffer); // Always check that our framebuffer is ok if(GL30.glCheckFramebufferStatus(GL30.GL_FRAMEBUFFER) != GL30.GL_FRAMEBUFFER_COMPLETE){ System.out.println("Framebuffer was not created successfully! Exiting!"); return; } // Resets the current viewport GL11.glViewport(0, 0, scaleWidth*scale, scaleHeight*scale); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); // let subsystem paint if (callback != null) { callback.frameRendering(); } // update window contents Display.update(); It is crashing on this line: glTexImage2D(GL_TEXTURE_2D, 0,GL_RGB, 1024, 768, 0,GL_RGB, GL_UNSIGNED_BYTE, 0); I am not really sure why it is crashing and looking around I have not been able to find out why. Any help or insight would be greatly welcome.

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  • Parent variable inheritance methods Unity3D/C#

    - by Timothy Williams
    I'm creating a system where there is a base "Hero" class and each hero inherits from that with their own stats and abilities. What I'm wondering is, how could I call a variable from one of the child scripts in the parent script (something like maxMP = MP) or call a function in a parent class that is specified in each child class (in the parent update is alarms() in the child classes alarms() is specified to do something.) Is this possible at all? Or not? Thanks.

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  • creating the nodes for path finding during run time - more like path making and more

    - by bigbadbabybear
    i'm making my 1st game. i'm using javascript as i currently want to learn to make games without needing to learn another language but this is more of a general game dev question its a 2d turn-based tile/grid game. you can check it here http://www.patinterotest.tk/ it creates a movable area when you hover a player and it implements the A* algo for moving the player. The Problem: i want to make the 'dynamic movable area creation' already implement a limited number of steps for a player. The Questions: what is a good way to do this? is there another algorithm to use for this? the A* algorithm needs a start and destination, with what i want to do i don't have a destination or should i just limit the iteration of the A* algo to the steps variable? hopefully you understand the problem & questions easily

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  • Transform coordinates from 3d to 2d without matrix or built in methods

    - by Thomas
    Not to long ago i started to create a small 3D engine in javascript to combine this with an html5 canvas. One of the issues I run into is how can you transform 3d to 2d coords. Since I cannot use matrices or built in transformation methods I need another way. I've tried implementing the next explanation + pseudo code: http://freespace.virgin.net/hugo.elias/routines/3d_to_2d.htm Unfortunately no luck there. I've replace all the input variables with data from my own camera and object classes. I have the following data: An object with a rotation, position vector and an array of 4 3d coords (its just a plane) a camera with a position and rotation vector the viewport - a square 600 x 600 surface. The example uses a zoom factor which I've set as 1 Most hits on google use either matrix calculations or don't implement camera rotation. Basic transformation should be like this: screen.x = x / z * zoom screen.y = y / z * zoom Can anyone point me in the right direction or explain to me howto achieve this? edit: Thanks for all your posts, I haven't been able to apply all this to my project yet but I hope to do this soon.

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  • How do I get the source code from a Google Code game project?

    - by BluFire
    I'm trying to get the Hedgewars source code. When I went to the downloads tab, it doesn't specify which is the actual game. I tried downloading it using the SVN Checkout on Tortoise, but it seems like it doesn't work on the browse section of Source. (Hgproject_filesAndroid_buildSDL-android-project) I then proceeded to the wiki but I got stuck at step two because I don't know anything about Mercurial. Some other things I don't know from the wiki is "FreePascal" "Android NDK" and "Tar" files. They are new to me so I am really confused. So my question is, how can I download the source code from Hedge Wars for Android without having to browse the source code inside the source tab?

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  • Calculating the 2D edge normals of a triangle

    - by Kazade
    What's a reliable way to calculate a 2D normal vector for each edge of a triangle, so that each normal is pointing outwards from the triangle? To clarify, given any triangle - for each edge (e.g p2-p1), I need to calculate a 2D normal vector pointing away from the triangle at right angles to the edge (for simplicity we can assume that the points are being specified in an anti-clockwise direction). I've coded a couple of hacky attempts, but I'm sure I'm overlooking some simple method and Google isn't being that helpful today - that and I haven't had my daily caffeine yet!

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  • Why can we recognize game engines?

    - by Bart van Heukelom
    About many games you can say "oh that's the Unreal engine for sure", "this was made by upgrading GTA 4", etc. We can often recognize the engine used for a game just by looking at its graphics (disregarding menus and such). I'm wondering, why is this? All game engines use the same 3D rendering technology that we all use, and the different games usually have a distinct art style, so what's left to recognize?

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  • Push or Pull Input Data In the Game Logic?

    - by Qua
    In the process of preparing my game for networking I'm adding a layer of seperation between the physical input (mouse/keyboard) and the actual game "engine"/logic. All input that has any relation to the game logic is wrapped inside action objects such as BuildBuildingAction. I was thinking of having an action processing layer that would determine what to do with the input. This layer could then be set up to either just pass the actions locally to the game engine or send it via sockets to the network server depending on whether the game was single- or multiplayer. In network games it would make sense that the player's actions should be sent to the server, but should the game logic be pulling (polling?) the data through some sort of interface or should the action processing layer be adding the actions to an input queue in the game logic code?

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  • Bitmap to Texture2D problem with colors

    - by xnaNewbie89
    I have a small problem with converting a bitmap to a Texture2D. The resulted image of the conversion has the red channel switched with the blue channel :/ I don't know why, because the pixel formats are the same. If someone can help me I will be very happy :) System.Drawing.Image image = System.Drawing.Bitmap.FromFile(ImageFileLoader.filename); System.Drawing.Bitmap bitmap = new System.Drawing.Bitmap(image); Texture2D mapTexture = new Texture2D(Screen.Game.GraphicsDevice, bitmap.Width, bitmap.Height,false,SurfaceFormat.Color); System.Drawing.Imaging.BitmapData data = bitmap.LockBits(new System.Drawing.Rectangle( 0, 0, bitmap.Width, bitmap.Height), System.Drawing.Imaging.ImageLockMode.ReadOnly,System.Drawing.Imaging.PixelFormat.Format32bppArgb); byte[] bytes = new byte[data.Height * data.Width*4]; System.Runtime.InteropServices.Marshal.Copy(data.Scan0, bytes, 0, bytes.Length); mapTexture.SetData<byte>(bytes, 0, data.Height * data.Width * 4); bitmap.UnlockBits(data); bitmap.Dispose(); image.Dispose();

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  • How to manage own bots at the server?

    - by Nikolay Kuznetsov
    There is a game server and people can play in game rooms of 2, 3 or 4. When a client connects to server he can send a request specifying a number of people or range he wants to play with. One of this value is valid: {2-4, 2-3, 3-4, 2, 3, 4} So the server maintains 3 separate queues for game room with 2, 3 and 4 people. So we can denote queues as #2, #3 and #4. It work the following way. If a client sends request, 3-4, then two separate request are added to queues #3 and #4. If queue #3 now have 3 requests from different people then game room with 3 players is created, and all other requests from those players are removed from all queues. Right now not many people are online simultaneously, so they apply for a game wait for some time and quit because game does not start in a reasonable time. That's a simple bot for beginning has been developed. So there is a need to patch server code to run a bot, if some one requests a game, but humans are not online. Input: request from human {2-4, 2-3, 3-4, 2, 3, 4} Output: number of bots to run and time to wait for each before connecting, depending on queues state. The problem is that I don't know how to manage bots properly at the server? Example: #3 has 1 request and #4 has 1 request Request from user is {3,4} then server can add one bot to play game with 3 people or two bots to play game of 4. Example: #3 has 1 request and #4 has 2 requests Request from user is {3,4} then in each case just one bot is needed so game with 4 players is more preferrable.

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  • Updating scene graph in multithreaded game

    - by user782220
    In a game with a render thread and a game logic thread the game logic thread needs to update the scene graph used by the render thread. I've read about ideas such as a queue of updates. Can someone describe to a newbie at scene graphs what kind of interface the scene graph exports. Presumably it would be rather complicated. So then how does a queue of updates get implemented in C++ in a way that can handle the complexity of the interface of the scene graph while also being type safe and efficient. Again I'm a newbie at scene graphs and C++.

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  • New way of integrating Openfeint in Cocos2d-x 0.12.0

    - by Ef Es
    I am trying to implement OpenFeint for Android in my cocos2d-x project. My approach so far has been creating a button that calls a static java method in class Bridge using jnihelper functions (jnihelper only accepts statics). Bridge has one singleton attribute of type OFAndroid, that is the class dynamically calling the Openfeint Api methods, and every method in the bridge just forwards it to the OFAndroid object. What I am trying to do now is to initialize the openfeint libraries in the main java class that is the one calling the static C++ libraries. My problem right now is that the initializing function void com.openfeint.api.OpenFeint.initialize(Context ctx, OpenFeintSettings settings, OpenFeintDelegate delegate) is not accepting the context parameter that I am giving him, which is a "this" reference to the main class. Main class extends from Cocos2dxActivity but I don't have any other that extends from Application. Any suggestions on fixing it or how to improve the architecture? EDIT: I am trying a new solution. Make the bridge class into an Application child, is called from Main object, initializes OpenFeint when created and it can call the OpenFeint functions instead of needing an additional class. The problem is I still get the error. 03-30 14:39:22.661: E/AndroidRuntime(9029): Caused by: java.lang.NullPointerException 03-30 14:39:22.661: E/AndroidRuntime(9029): at android.content.ContextWrapper.getPackageManager(ContextWrapper.java:85) 03-30 14:39:22.661: E/AndroidRuntime(9029): at com.openfeint.internal.OpenFeintInternal.validateManifest(OpenFeintInternal.java:885) 03-30 14:39:22.661: E/AndroidRuntime(9029): at com.openfeint.internal.OpenFeintInternal.initializeWithoutLoggingIn(OpenFeintInternal.java:829) 03-30 14:39:22.661: E/AndroidRuntime(9029): at com.openfeint.internal.OpenFeintInternal.initialize(OpenFeintInternal.java:852) 03-30 14:39:22.661: E/AndroidRuntime(9029): at com.openfeint.api.OpenFeint.initialize(OpenFeint.java:47) 03-30 14:39:22.661: E/AndroidRuntime(9029): at nurogames.fastfish.NuroFeint.onCreate(NuroFeint.java:23) 03-30 14:39:22.661: E/AndroidRuntime(9029): at nurogames.fastfish.FastFish.onCreate(FastFish.java:47) 03-30 14:39:22.661: E/AndroidRuntime(9029): at android.app.Instrumentation.callActivityOnCreate(Instrumentation.java:1069) 03-30 14:39:22.661: E/AndroidRuntime(9029): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2751)

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  • OpenGL flickerinng near the edges

    - by Daniel
    I am trying to simulate particles moving around the scene with OpenCL for computation and OpenGL for rendering with GLUT. There is no OpenCL-OpenGL interop yet, so the drawing is done in the older fixed pipeline way. Whenever circles get close to the edges, they start to flicker. The drawing should draw a part of the circle on the top of the scene and a part on the bottom. The effect is the following: The balls you see on the bottom should be one part on the bottom and one part on the top. Wrapping around the scene, so to say, but they constantly flicker. The code for drawing them is: void Scene::drawCircle(GLuint index){ glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(pos.at(2*index),pos.at(2*index+1), 0.0f); glBegin(GL_TRIANGLE_FAN); GLfloat incr = (2.0 * M_PI) / (GLfloat) slices; glColor3f(0.8f, 0.255f, 0.26f); glVertex2f(0.0f, 0.0f); glColor3f(1.0f, 0.0f, 0.0f); for(GLint i = 0; i <=slices; ++i){ GLfloat x = radius * sin((GLfloat) i * incr); GLfloat y = radius * cos((GLfloat) i * incr); glVertex2f(x, y); } glEnd(); } If it helps, this is the reshape method: void Scene::reshape(GLint width, GLint height){ if(0 == height) height = 1; //Prevent division by zero glViewport(0, 0, width, height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluOrtho2D(xmin, xmax, ymin, ymax); std::cout << xmin << " " << xmax << " " << ymin << " " << ymax << std::endl; }

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  • Animation file format

    - by Paul
    I'm trying to make a simple 2D animation file format. It'll be very rudimentary: only an XML file containing some parameters (such as frame duration) and metadata, and some images, each representing a frame. I'd like to have the whole animation (frames and XML document) packed in a single file. How do you suggest I do that? What libraries are there that would allow easy access to the files inside the animation file itself? The language I'm using is C++ and the platform is Windows, but I'd rather not use a platform dependent library, if possible.

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  • Multi Pass Blend

    - by Kirk Patrick
    I am seeking the simplest working example of a two pass HLSL pixel shader. It can do anything really, but the main idea is to perform "ping ponging" to take the output of the first pass and then send it for the second pass. In my example I want to draw to the R channel and then draw to the G channel and produce a simple Venn Diagram in the shader, but need to detect overlap. I can currently detect one or the other but not overlap. There are a red and green circle overlapping, and I want to put a dynamic texture map in the overlap region. I can currently put it in either or. Below is how it looks in the shader. -------------------------------- Texture2D shaderTexture; SamplerState SampleType; ////////////// // TYPEDEFS // ////////////// struct PixelInputType { float4 position : SV_POSITION; float2 tex0 : TEXCOORD0; float2 tex1 : TEXCOORD1; float4 color : COLOR; }; //////////////////////////////////////////////////////////////////////////////// // Pixel Shader //////////////////////////////////////////////////////////////////////////////// float4 main(PixelInputType input) : SV_TARGET { float4 textureColor0; float4 textureColor1; // Sample the pixel color from the texture using the sampler at this texture coordinate location. textureColor0 = shaderTexture.Sample(SampleType, input.tex0); textureColor1 = shaderTexture.Sample(SampleType, input.tex1); if (input.color[0]==1.0f && input.color[1]==1.0f) // Requires multi-pass textureColor0 = textureColor1; return textureColor0; } Here is the calling code (that needs to be modified) m_d3dContext->IASetVertexBuffers(0, 2, vbs, strides, offsets); m_d3dContext->IASetIndexBuffer(m_indexBuffer.Get(), DXGI_FORMAT_R32_UINT,0); m_d3dContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); m_d3dContext->IASetInputLayout(m_inputLayout.Get()); m_d3dContext->VSSetShader(m_vertexShader.Get(), nullptr, 0); m_d3dContext->VSSetConstantBuffers(0, 1, m_constantBuffer.GetAddressOf()); m_d3dContext->PSSetShader(m_pixelShader.Get(), nullptr, 0); m_d3dContext->PSSetShaderResources(0, 1, m_SRV.GetAddressOf()); m_d3dContext->PSSetSamplers(0, 1, m_QuadsTexSamplerState.GetAddressOf());

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