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  • What is a correct step by step logic of exporting scene with baked occlusion for loading it at runtime?

    - by myWallJSON
    I wonder what is a correct step by step logic of exporting scene with baked occlusion (Culling data) for loading that scene at runtime (on fly from the internet for example))? So currently my plan looks like this: I create prefabs Place them onto my scene (into Hierarchy) (say create 20 buffolows and some hourses and some buildings) Create empty prefab and drag all my scene objects from hierarchy onto it Export prefab So generally I put all my scene objects into one large prefab and export it but it seems that all objects that were marked as static get this property turned off when loading them at runtime and so no Frustrum Culling, and no Occlusion culling happens. So I wonder what is a correct way of exporting Sceen + Objecrts + Occlusion (and onther culing) data for future load of such scene at runtime? I wonder about current 3.5.2 Pro and future 4 Pro versions of U3D.

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  • Can I mix static and shared-object libraries when linking?

    - by SiegeX
    I have a C project that produces ten executables, all of which I would like to be statically linked. The problem I am facing is that one of these executables uses a 3rd-party library of which only the shared-object version is available. If I pass the -static flag to gcc, ld will error saying it can't find the library in question (I presume it's looking for the .a version) and the executable will not be built. Ideally, I would like to be able to tell 'ld' to statically link as much as it can and fail over to the shared object library if a static library cannot be found. In the interium I tried something like gcc -static -lib1 -lib2 -shared -lib3rdparty foo.c -o foo.exe in hopes that 'ld' would statically link in lib1 and lib2 but only have a run-time dependence on lib3rdparty. Unfortunatly, this did not work as I intended; instead the -shared flag overwrote the -static flag and everything was compiled as shared-objects. Is statically linking an all-or-nothing deal, or is there some way I can mix and match?

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  • backface culling error (in world space)

    - by acrilige
    I write simple software renderer. In my pipeline i have stage of backface culling. But looks like it has some error (see picture). I perform culling right after world transformation (is it correct?). (i can't insert picture in post coz i don't have enough points, so i just upload it (cube model): http://imageshack.us/photo/my-images/705/bcerror.png/) Vector3F view_dir(0.0f, 0.0f, 1.0f); std::vector<Triangle> to_remove; for (Triangle &t : m_triangles) { Vector4F e1 = t.v2 - t.v1; Vector4F e2 = t.v3 - t.v1; Vector3F normal( e1.y * e2.z - e1.z * e2.y, e1.z * e2.x - e1.x * e2.z, e1.x * e2.y - e1.y * e2.x ); normal.Normalize(); float dot = Dot(view_dir, normal); if (dot <= 0) to_remove.push_back(t); } for (Triangle& t : to_remove) m_triangles.erase(std::remove(m_triangles.begin(), m_triangles.end(), t), m_triangles.end()); Camera sits in origin and points in screen (RH). What is the reason? For better explanation i upload picture with cube rotation screenshots: http://imageshack.us/photo/my-images/842/bcmove.png/ UPDATED: The error occurs only when triangle has non-zero offset from origin UPDATED 2: If i process backface culling in clip space (after transforming all vertices with view and projection matrix), and just check z coordinate of triangle normal - it works perfect... Can i perform culing RIGHT BEFORE view/proj transforms? In this case looks like culling will not depends of projection and it's not right?.. UPDATED 3: I found answer and will post it in two hours - again coz of reputation lack.

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  • Collision and Graphics integration

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

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  • Importing 3d model with multiple skeletons

    - by Sweta Dwivedi
    I have created an animated butterfly in 3ds Max and try to export it in ".fbx" format to use in XNA, however as soon as I compile, i get the following Errors: Warning 1 Multiple skeletons were found in the file. The first skeleton, named "Left.Wing" has been moved to be a child of the scene root. The other, "Right.Wing", will be ignored. Fragment identifier "Right.Wing". Error 2 Vertex is bound to bone "Right.Wing", but this bone is not present in the skeleton. Which is confusing since I have the bone Right.Wing . . and I use it to animate the butterfly I have seen a few possible solution for Blender but none for 3Ds max it would be really helpful if someone could help me out with this

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  • OpenGl / C++ and some strange light problem on half board

    - by mlodziaszka
    I have some problem with lights in my opengl "game". I have board with is square (-50,50), (50, 50), (50, -50), (-50,-50) x and z since y doesn't matter at all. I tried to make something like flashlight its moving and rotating with camera (me), but when i try to rotate more then 90 degree to left or right it just give diffrend light: http://imageshack.us/photo/my-images/688/lightij.jpg/ (left is spotlight, right point light) There is also a point light in the middle, but its working strange(not like a pointlight) it shines only on half of the board from (-50,50), (50, 50), (50, 0), (-50,-0) x and y: Link to my repo where u can find game exe in download and full code in source: https://bitbucket.org/mlodziaszka/my_game All more fragments of light: float gl_amb[] = { 0.2f, 0.2f, 0.2f, 1.0f }; glLightModelfv(GL_LIGHT_MODEL_AMBIENT, gl_amb); glEnable(GL_LIGHTING); // Wlaczenie oswietlenia glShadeModel(GL_SMOOTH); // Wybor techniki cieniowania glEnable(GL_LIGHT0); // Wlaczenie 0-go zrodla swiatla glEnable(GL_LIGHT1); Cubes parametri: float m1_amb[] = { 1.0f, 0.0f, 0.0f, 1.0f }; float m1_dif[] = { 1.0f, 0.0f, 0.0f, 1.0f }; float m1_spe[] = { 1.0f, 0.0f, 0.0f, 1.0f }; glMaterialfv(GL_FRONT, GL_AMBIENT, m1_amb); glMaterialfv(GL_FRONT, GL_DIFFUSE, m1_dif); glMaterialfv(GL_FRONT, GL_SPECULAR, m1_spe); glMaterialf(GL_FRONT, GL_SHININESS, 50.0f); Texture parametri: float m1_amb[] = { 1.0f, 1.0f, 1.0f, 1.0f }; float m1_dif[] = { 1.0f, 1.0f, 1.0f, 1.0f }; float m1_spe[] = { 1.0f, 1.0f, 1.0f, 1.0f }; glMaterialfv(GL_FRONT, GL_AMBIENT, m1_amb); glMaterialfv(GL_FRONT, GL_DIFFUSE, m1_dif); glMaterialfv(GL_FRONT, GL_SPECULAR, m1_spe); glMaterialf(GL_FRONT, GL_SHININESS, 0.0f); glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); Light0: //with some magic sn't working anyway float l0_amb[] = { 0.2f, 0.2f, 0.2f, 1.0f }; float l0_dif[] = { 1.0f, 1.0f, 1.0f, 1.0f }; float l0_spe[] = { 1.0f, 1.0f, 1.0f, 1.0f }; float l0_pos[] = { g_Camera.m_vPosition.x, g_Camera.m_vPosition.y, g_Camera.m_vPosition.z, 1.0f }; float temp = 0.0f, temp2 = 0.0f, temp3 = 0.0f; if(g_Camera.m_vView.z < g_Camera.m_vPosition.z) { temp = g_Camera.m_vView.x - g_Camera.m_vPosition.x; temp2 = g_Camera.m_vView.z - g_Camera.m_vPosition.z; } else { temp = g_Camera.m_vView.x - g_Camera.m_vPosition.x; temp2 = g_Camera.m_vView.z - g_Camera.m_vPosition.z; } float l0_pos1[] = {temp, 0.0f, temp2}; //float l0_pos1[] = {-1.0f, 0.0f, -1.0f}; glLightfv(GL_LIGHT0, GL_AMBIENT, l0_amb); glLightfv(GL_LIGHT0, GL_DIFFUSE, l0_dif); glLightfv(GL_LIGHT0, GL_SPECULAR, l0_spe); glLightfv(GL_LIGHT0, GL_POSITION, l0_pos); glLightf (GL_LIGHT0, GL_SPOT_CUTOFF, 15.0f); glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, l0_pos1); Light1: float l1_amb[] = { 0.2f, 0.2f, 0.2f, 1.0f }; float l1_dif[] = { 1.0f, 1.0f, 1.0f, 1.0f }; float l1_spe[] = { 1.0f, 1.0f, 1.0f, 1.0f }; float l1_pos[] = { 0.0f, 0.0f, 0.0f, 1.0f }; glLightfv(GL_LIGHT1, GL_AMBIENT, l1_amb); glLightfv(GL_LIGHT1, GL_DIFFUSE, l1_dif); glLightfv(GL_LIGHT1, GL_SPECULAR, l1_spe); glLightfv(GL_LIGHT1, GL_POSITION, l1_pos); I know that way I made this very old, but for now i want to keep this like that. I wouldbe realy gratefull if someone can tell me what is wrong with my lights xD full code: link up ^^

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  • How can I deal with actor translations and other "noise" in third-party motion capture data?

    - by Charles
    I'm working on a game, and I've run into a problem with motion capture data. My team is using 3DS Max 2011 and trying to put free motion capture files on our models. The problem we're having is it has become extremely hard to find motion capture data that stays in place. We've found some great motion captures of things like walking and jumping but the actors themselves move within the data, so when we attach these animations to our models and bring them into XNA, the models walk forward even when they should technically be standing still (and then there's also the problem of them resetting at the end of the animation). How can we clean up, at runtime or asset-processing time, the animation in these motion capture files?

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  • Basic game architechture best practices in Cocos2D on iOS

    - by MrDatabase
    Consider the following simple game: 20 squares floating around an iPhone's screen. Tapping a square causes that square to disappear. What's the "best practices" way to set this up in Cocos2D? Here's my plan so far: One Objective-c GameState singleton class (maintains list of active squares) One CCScene (since there's no menus etc) One CCLayer (child node of the scene) Many CCSprite nodes (one for each square, all child nodes of the layer) Each sprite listens for a tap on itself. Receive tap = remove from GameState Since I'm relatively new to Cocos2D I'd like some feedback on this design. For example I'm unsure of the GameState singleton. Perhaps it's unnecessary.

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  • How to implement explosion in OpenGL?

    - by Chan
    I'm relatively new to OpenGL and I'm clueless how to implement explosion. So could anyone give me some ideas how to start? Suppose the explosion occurs at location $(x, y, z)$, then I'm thinking of randomly generate a collection of vectors with $(x, y, z)$ as origin, then draw some particle (glutSolidCube) which move along this vector for some period of time, says after 1000 updates, it disappear. Is this approach feasible? A minimal example would be greatly appreciated.

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  • Move a 2D square on y axis on android GLES2

    - by Dan
    I am trying to create a simple game for android, to start i am trying to make the square move down the y axis but the way i am doing it dosent move the square at all and i cant find any tutorials for GLES20 The on draw frame function in the render class updates the users position based on accleration dew to gravity, gets the transform matrix from the user class which is used to move the square down, then the program draws it. All that happens is that the square is drawn, no motion happens public void onDrawFrame(GL10 gl) { user.update(0.0, phy.AccelerationDewToGravity); GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT); // Re draws black background GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false, 12, user.SquareVB);//triangleVB); GLES20.glEnableVertexAttribArray(maPositionHandle); GLES20.glUniformMatrix4fv(maPositionHandle, 1, false, user.getTransformMatrix(), 0); GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4); } The update function in the player class is public void update(double vh, double vv) { Vh += vh; // Increase horrzontal Velosity Vv += vv; // Increase vertical velosity //Matrix.translateM(mMMatrix, 0, (int)Vh, (int)Vv, 0); Matrix.translateM(mMMatrix, 0, mMMatrix, 0, (float)Vh, (float)Vv, 0); }

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  • Texture displays on Android emulator but not on device

    - by Rob
    I have written a simple UI which takes an image (256x256) and maps it to a rectangle. This works perfectly on the emulator however on the phone the texture does not show, I see only a white rectangle. This is my code: public void onSurfaceCreated(GL10 gl, EGLConfig config) { byteBuffer = ByteBuffer.allocateDirect(shape.length * 4); byteBuffer.order(ByteOrder.nativeOrder()); vertexBuffer = byteBuffer.asFloatBuffer(); vertexBuffer.put(cardshape); vertexBuffer.position(0); byteBuffer = ByteBuffer.allocateDirect(shape.length * 4); byteBuffer.order(ByteOrder.nativeOrder()); textureBuffer = byteBuffer.asFloatBuffer(); textureBuffer.put(textureshape); textureBuffer.position(0); // Set the background color to black ( rgba ). gl.glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Enable Smooth Shading, default not really needed. gl.glShadeModel(GL10.GL_SMOOTH); // Depth buffer setup. gl.glClearDepthf(1.0f); // Enables depth testing. gl.glEnable(GL10.GL_DEPTH_TEST); // The type of depth testing to do. gl.glDepthFunc(GL10.GL_LEQUAL); // Really nice perspective calculations. gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); gl.glEnable(GL10.GL_TEXTURE_2D); loadGLTexture(gl); } public void onDrawFrame(GL10 gl) { gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glDisable(GL10.GL_DEPTH_TEST); gl.glMatrixMode(GL10.GL_PROJECTION); // Select Projection gl.glPushMatrix(); // Push The Matrix gl.glLoadIdentity(); // Reset The Matrix gl.glOrthof(0f, 480f, 0f, 800f, -1f, 1f); gl.glMatrixMode(GL10.GL_MODELVIEW); // Select Modelview Matrix gl.glPushMatrix(); // Push The Matrix gl.glLoadIdentity(); // Reset The Matrix gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glLoadIdentity(); gl.glTranslatef(card.x, card.y, 0.0f); gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[0]); //activates texture to be used now gl.glVertexPointer(2, GL10.GL_FLOAT, 0, vertexBuffer); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer); gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); } public void onSurfaceChanged(GL10 gl, int width, int height) { // Sets the current view port to the new size. gl.glViewport(0, 0, width, height); // Select the projection matrix gl.glMatrixMode(GL10.GL_PROJECTION); // Reset the projection matrix gl.glLoadIdentity(); // Calculate the aspect ratio of the window GLU.gluPerspective(gl, 45.0f, (float) width / (float) height, 0.1f, 100.0f); // Select the modelview matrix gl.glMatrixMode(GL10.GL_MODELVIEW); // Reset the modelview matrix gl.glLoadIdentity(); } public int[] texture = new int[1]; public void loadGLTexture(GL10 gl) { // loading texture Bitmap bitmap; bitmap = BitmapFactory.decodeResource(context.getResources(), R.drawable.image); // generate one texture pointer gl.glGenTextures(0, texture, 0); //adds texture id to texture array // ...and bind it to our array gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[0]); //activates texture to be used now // create nearest filtered texture gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); // Use Android GLUtils to specify a two-dimensional texture image from our bitmap GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); // Clean up bitmap.recycle(); } As per many other similar issues and resolutions on the web i have tried setting the minsdkversion is 3, loading the bitmap via an input stream bitmap = BitmapFactory.decodeStream(is), setting BitmapFactory.Options.inScaled to false, putting the images in the nodpi folder and putting them in the raw folder.. all of which didn't help. I'm not really sure what else to try..

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  • Reloading Resources on Resume

    - by Siddharth
    I'm having a problem with my game. If I press the "Home button" the game is paused... everythings fine, but if I then go back to the game all the resources are reloaded before I can continue the game. And it takes quite a bit. Is this normal, or is there a way to avoid the reloading? I have write following code in onResume and onPause method. It loads same texture again and again on resume of game. @Override protected void onPause() { super.onPause(); if (Utility.flagSound && mScene != null) { if (mScene.getUserData().equals(Constants.GAME_SCENE)) Utility.isPlayLevelMusic = false; else Utility.isPlayLevelMusic = true; audioManager.gameBgMusic.pause(); audioManager.levelBgMusic.pause(); } if (this.mEngine != null && this.mEngine.isRunning()) { this.mEngine.stop(); } } @Override protected void onResume() { super.onResume(); if (audioManager != null && Utility.flagSound && dataManager != null) { if (Utility.flagSound) { if (Utility.isPlayLevelMusic) audioManager.levelBgMusic.play(); else audioManager.gameBgMusic.play(); } } if (this.mEngine != null && !this.mEngine.isRunning()) { this.mEngine.start(); } } I would be glad if anybody could help...

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  • Finding closest object to a location within a specific perpendicular distance to direction vector

    - by Sniper
    I have a location and a direction vector indicating facing, I want to find the closest object to that location that is within some tolerance distance (perpendicular distance) to the ray formed by the location and direction vector. Basically I want to get the object that is being aimed at. I have thought about finding all objects within a box and then finding the closest object to my vector from them results, but I am sure that there is a more efficient way. The Z axis is optional, the objects are most likely within a few meters of the search vector.

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  • Checking whether a specific key was pressed in enchantJS

    - by MxyL
    I am using enchantJS and would like to use the letters and numbers as well as numpad on a keyboard to do different things (eg: hotkeys). From this page http://users.csc.calpoly.edu/~foaad/enchant/guide/playerInput.html By default, enchant.js provides input listeners for six buttons: UP, DOWN, LEFT, RIGHT, A, and B. By default, the directions are bound to the arrow keys. Any of the six buttons may also be bound to any key with an ASCII value. We’ll address that later. So enchant provides the ability to bind keys to different input such as up, down, left, right...but how can I simply check whether the D or X key was pressed, and if so, perform certain actions based on that event?

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  • Inverse projection: question about w coordinate

    - by fayeWilly
    I have to perform in shader an inverse projection from a u/v of a render target. What I do is: Get NDC as 2*(u,v,depth) - 1 Then world space as tmp = (P*V)^-1 * (NDC,1.0); world space = tmp/tmp.w; This apparently works, but I am confused about the w division there. Why this work? Shouldn't be a multiplication by a w somewhere (as in the "forward" pipeline there is the perpsective division?) Thank you, Faye

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  • What's a viable way to get public properties from child objects?

    - by Raven Dreamer
    I have a GameObject (RoomOrganizer in the picture below) with a "RoomManager" script, and one or more child objects, each with a 'HasParallelagram' component attached, likeso: I've also got the following in the aforementioned "RoomManager" void Awake () { Rect tempRect; HasParallelogram tempsc; foreach (Transform child in transform) { try { tempsc = child.GetComponent<HasParallelogram>(); tempRect = tempsc.myRect; blockedZoneList.Add(new Parallelogram(tempRect)); Debug.Log(tempRect.ToString()); } catch( System.NullReferenceException) { Debug.Log("Null Reference Caught"); } } } Unfortunately, attempting to assign tempRect = tempsc.myRect causes a null pointer at run time. Am I missing some crucial step? HasParallelgram is an empty script with a public Rect set in the editor and nothing else. What's the proper way to get a child's component?

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  • How to do Cross Platform in own Engine? [on hold]

    - by Mineorbit
    At the Moment I finished the first game with my game engine(if I wanna call it like that) which is based in LWJGL. Now i'm worring if I could do crossplattforming in my engine. I build me a tool tool with a batch file to compile my project dir into an .exe . At first i'm looking to do it on Android with an comparable batch file. An link for an tutorial would be awesome! At next place there would be an renderer and audiosystem. If read that theres an OpenGL ES renderer, and I allready played a bit around with the Android SDK. But I use the Texture and Audio class in slick-util. So I thought about creating OOP classes that carry around the data and load it in an platform specific Buffer. A Link for an equaly easy-to-use Texture or Audio class would be awesome! Thats all for now! Answers would be awesome! Thanks, Mineorbit!

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  • How to design a separated tutorial mode?

    - by Sylpheed
    I'm working on a "social" game that's about 90% completion. One of the remaining features is the tutorial mode. Basically, the tutorial mode will restrict the user to access some parts of UI and limit the features (like store items). The tutorial will only progress if a certain event is triggered, specifically following the tutorial. The code is ready and we already have an "almost" working game. The problem is I haven't foreseen the tutorial mode while I was doing those 90%. My requirement is there shouldn't be any loading/transition from tutorial mode to normal mode. This means I have to pick up the progress from the tutorial (no re-rendering of assets and stuff). How should I design this in a way where I won't touch anything from my old code? I want it to be as easy as just plugging it in. I don't want to jam the tutorial in my old code since this will lead to many bugs.

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  • One True Event Loop

    - by CyberShadow
    Simple programs that collect data from only one system need only one event loop. For example, Windows applications have the message loop, POSIX network programs usually have a select/epoll/etc. loop at their core, pure SDL games use SDL's event loop. But what if you need to collect events from several subsystems? Such as an SDL game which doesn't use SDL_net for networking. I can think of several solutions: Polling (ugh) Put each event loop in its own thread, and: Send messages to the main thread, which collects and processes the events, or Place the event-processing code of each thread in a critical section, so that the threads can wait for events asynchronously but process them synchronously Choose one subsystem for the main event loop, and pass events from other subsystems via that subsystem as custom messages (for example, the Windows message loop and custom messages, or a socket select() loop and passing events via a loopback connection). Option 2.1 is more interesting on platforms where message-passing is a well-developed threading primitive (e.g. in the D programming language), but 2.2 looks like the best option to me.

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  • Is it ok to initialize an RB_ConstraintActor in PostBeginPlay?

    - by Almo
    I have a KActorSpawnable subclass that acts weird. In PostBeginPlay, I initialize an RB_ConstraintActor; the default is not to allow rotation. If I create one in the editor, it's fine, and won't rotate. If I spawn one, it rotates. Here's the class: class QuadForceKActor extends KActorSpawnable placeable; var(Behavior) bool bConstrainRotation; var(Behavior) bool bConstrainX; var(Behavior) bool bConstrainY; var(Behavior) bool bConstrainZ; var RB_ConstraintActor PhysicsConstraintActor; simulated event PostBeginPlay() { Super.PostBeginPlay(); PhysicsConstraintActor = Spawn(class'RB_ConstraintActorSpawnable', self, '', Location, rot(0, 0, 0)); if(bConstrainRotation) { PhysicsConstraintActor.ConstraintSetup.bSwingLimited = true; PhysicsConstraintActor.ConstraintSetup.bTwistLimited = true; } SetLinearConstraints(bConstrainX, bConstrainY, bConstrainZ); PhysicsConstraintActor.InitConstraint(self, None); } function SetLinearConstraints(bool InConstrainX, bool InConstrainY, bool InConstrainZ) { if(InConstrainX) { PhysicsConstraintActor.ConstraintSetup.LinearXSetup.bLimited = 1; } else { PhysicsConstraintActor.ConstraintSetup.LinearXSetup.bLimited = 0; } if(InConstrainY) { PhysicsConstraintActor.ConstraintSetup.LinearYSetup.bLimited = 1; } else { PhysicsConstraintActor.ConstraintSetup.LinearYSetup.bLimited = 0; } if(InConstrainZ) { PhysicsConstraintActor.ConstraintSetup.LinearZSetup.bLimited = 1; } else { PhysicsConstraintActor.ConstraintSetup.LinearZSetup.bLimited = 0; } } DefaultProperties { bConstrainRotation=true bConstrainX=false bConstrainY=false bConstrainZ=false bSafeBaseIfAsleep=false bNoEncroachCheck=false } Here's the code I use to spawn one. It's a subclass of the one above, but it doesn't reference the constraint at all. local QuadForceKCreateBlock BlockActor; BlockActor = spawn(class'QuadForceKCreateBlock', none, 'PowerCreate_Block', BlockLocation(), m_PreparedRotation, , false); BlockActor.SetDuration(m_BlockDuration); BlockActor.StaticMeshComponent.SetNotifyRigidBodyCollision(true); BlockActor.StaticMeshComponent.ScriptRigidBodyCollisionThreshold = 0.001; BlockActor.StaticMeshComponent.SetStaticMesh(m_ValidCreationBlock.StaticMesh); BlockActor.StaticMeshComponent.AddImpulse(m_InitialVelocity); I used to initialize an RB_ConstraintActor where I spawned it from the outside. This worked, which is why I'm pretty sure it has nothing to do with the other code in QuadForceKCreateBlock. I then added the internal constraint in QuadForceKActor for other purposes. When I realized I had two constraints on the CreateBlock doing the same thing, I removed the constraint code from the place where I spawn it. Then it started rotating. Is there a reason I should not be initializing an RB_ConstraintActor in PostBeginPlay? I feel like there's some basic thing about how the engine works that I'm missing.

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  • Particle System in XNA - cannot draw particle

    - by Dave Voyles
    I'm trying to implement a simple particle system in my XNA project. I'm going by RB Whitaker's tutorial, and it seems simple enough. I'm trying to draw particles within my menu screen. Below I've included the code which I think is applicable. I'm coming up with one error in my build, and it is stating that I need to create a new instance of the EmitterLocation from the particleEngine. When I hover over particleEngine.EmitterLocation = new Vector2(Mouse.GetState().X, Mouse.GetState().Y); it states that particleEngine is returning a null value. What could be causing this? /// <summary> /// Base class for screens that contain a menu of options. The user can /// move up and down to select an entry, or cancel to back out of the screen. /// </summary> abstract class MenuScreen : GameScreen ParticleEngine particleEngine; public void LoadContent(ContentManager content) { if (content == null) { content = new ContentManager(ScreenManager.Game.Services, "Content"); } base.LoadContent(); List<Texture2D> textures = new List<Texture2D>(); textures.Add(content.Load<Texture2D>(@"gfx/circle")); textures.Add(content.Load<Texture2D>(@"gfx/star")); textures.Add(content.Load<Texture2D>(@"gfx/diamond")); particleEngine = new ParticleEngine(textures, new Vector2(400, 240)); } public override void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { base.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); // Update each nested MenuEntry object. for (int i = 0; i < menuEntries.Count; i++) { bool isSelected = IsActive && (i == selectedEntry); menuEntries[i].Update(this, isSelected, gameTime); } particleEngine.EmitterLocation = new Vector2(Mouse.GetState().X, Mouse.GetState().Y); particleEngine.Update(); } public override void Draw(GameTime gameTime) { // make sure our entries are in the right place before we draw them UpdateMenuEntryLocations(); GraphicsDevice graphics = ScreenManager.GraphicsDevice; SpriteBatch spriteBatch = ScreenManager.SpriteBatch; SpriteFont font = ScreenManager.Font; spriteBatch.Begin(); // Draw stuff logic spriteBatch.End(); particleEngine.Draw(spriteBatch); }

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  • Increasing speed of circle over time as linear with Box2d

    - by Whispered
    Assume that there is a circle and it can be moved by using keyboard arrows.Is required that increasing speed over time like increasing car speed. For example; max speed is 25 and time to reach max speed shall be 5 sec. Over 5 sec the speed will reach to max speed. Does Box2d handle that situation?. I tried setting linear valocity but it seems to make the circle have constant speed instead of increased speed over time. Thank You! Note: I'm using Box2DWeb Javascript port of Box2D.

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  • OpenGL sprites and point size limitation

    - by Srdan
    I'm developing a simple particle system that should be able to perform on mobile devices (iOS, Andorid). My plan was to use GL_POINT_SPRITE/GL_PROGRAM_POINT_SIZE method because of it's efficiency (GL_POINTS are enough), but after some experimenting, I found myself in a trouble. Sprite size is limited (to usually 64 pixels). I'm calculating size using this formula gl_PointSize = in_point_size * some_factor / distance_to_camera to make particle sizes proportional to distance to camera. But at some point, when camera is close enough, problem with size limitation emerges and whole system starts looking unrealistic. Is there a way to avoid this problem? If no, what's alternative? I was thinking of manually generating billboard quad for each particle. Now, I have some questions about that approach. I guess minimum geometry data would be four vertices per particle and index array to make quads from these vertices (with GL_TRIANGLE_STRIP). Additionally, for each vertex I need a color and texture coordinate. I would put all that in an interleaved vertex array. But as you can see, there is much redundancy. All vertices of same particle share same color value, and four texture coordinates are same for all particles. Because of how glDrawArrays/Elements works, I see no way to optimise this. Do you know of a better approach on how to organise per-particle data? Should I use buffers or vertex arrays, or there is no difference because each time I have to update all particles' data. About particles simulation... Where to do it? On CPU or on a vertex processors? Something tells me that mobile's CPU would do it faster than it's vertex unit (at least today in 2012 :). So, any advice on how to make a simple and efficient particle system without particle size limitation, for mobile device, would be appreciated. (animation of camera passing through particles should be realistic)

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  • Why does my int, booleans, doubles does not work?

    - by SystemNetworks
    As you see, my code does not work. When armor1 is true, it would add my life. goldA is another class. public void goldenArmor(GameContainer gc, StateBasedGame sbg, Graphics g) { if(armor1==true) { goldA.life = life; goldA.intelligence = intelligence; goldA.power = power; goldA.lifeLeft = lifeLeft; goldA.head(); goldA.body(); goldA.legs(); } } My other class: package javagame; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.Image; import org.newdawn.slick.Input; import org.newdawn.slick.SlickException; /* Note: Copyright(C)2012 System Networks | Square NET | Julius Bryan Gambe. You cannot copy the style, story of the game and gameplay! To programmers: The int,doubles,strings,booleans are properly sorted out. Please don't mess it up. */ /* NOTE: We have loops but not for programming. The loop is: 1.show the world to user 2.Obtain input from the user 3.Shows the update, repeat step 1 */ import org.newdawn.slick.*; import org.newdawn.slick.state.*; import org.lwjgl.input.Mouse; //contents: // public class GoldenArmor{ //get it from play public int life; public double intelligence; public int lifeLeft; public double power; public GoldenArmor() { // TODO Auto-generated constructor stub } //start here public void head() { life += 10; intelligence +=0.5; } public void body() { lifeLeft += 100; } public void legs() { power += 100; } } /* SYSTEM NETWORKS(C) 2012 NET FRONT */ The life, intelligence, power, lifeLeft are nothing but to use it as just reference to prevent stack overflow. And at my main class, it becomes my real booleans, int, doubles. How do I fix this? It does not add it to my normal int.

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  • Character jump animation is not working when i hit the space bar

    - by muzzy
    i am having an issue with my game in XNA. My jump sprite sheet for my character does not trigger when i hit the space bar. I cant seem to find the problem. Please help me. I am also put the code below to make things easier. namespace WindowsGame4 { public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; // start of new code Texture2D playerWalk; // sprite sheet of walk cycle (14 frames) Texture2D idle; // idle animation Texture2D jump; // jump animation Vector2 playerPos; // to hold x and y position info for the player Point frameDimensions; // to hold width and height values for the frames int presentFrame; // to record which frame we are on at any given time int noOfFrames; // to hold the total number of frames in the spritesheet int elapsedTime; // to know how long each frame has been shown int frameDuration; // to hold info about how long each frame should be shown SpriteEffects flipDirection; // SpriteEffects object int speed; //rate of movement int upMovement; int downMovement; int rightMovement; int leftMovement; int jumpApex; string state; //this is going to be "idle","walking" or "jumping". KeyboardState previousKeyboardState; Vector2 originalPlayerPos; Vector2 movementDirection; Vector2 movementSpeed; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } protected override void Initialize() { // textures will be defined in the LoadContent() method playerPos = new Vector2(0, 200); // starting position for the player is at the left of the screen, and a Y position of 200 frameDimensions = new Point(55, 65); // each frame in the idle sprite sheet is 55 wide by 65 high presentFrame = 0; // start at frame 0 noOfFrames = 5; // there are 5 frames in the idle cycle elapsedTime = 0; // set elapsed time to start at 0 frameDuration = 80; // 80 milliseconds is how long each frame will show for (the higher the number, the slower the animation) flipDirection = SpriteEffects.None; // set the value of flipDirection to none speed = 200; upMovement = -2; downMovement = 2; rightMovement = 1; leftMovement = -1; jumpApex = 100; state = "idle"; previousKeyboardState = Keyboard.GetState(); originalPlayerPos = Vector2.Zero; movementDirection = Vector2.Zero; movementSpeed = Vector2.Zero; base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); playerWalk = Content.Load<Texture2D>("sprites/walkSmall"); // load the walk cycle spritesheet idle = Content.Load<Texture2D>("sprites/idleCycle"); // load the idle cycle sprite sheet jump = Content.Load<Texture2D>("sprites/jump"); // load the jump cycle sprite sheet } protected override void UnloadContent() // we're not using this method at the moment { } protected override void Update(GameTime gameTime) // Update method - used it to call a number of other methods { if (Keyboard.GetState().IsKeyDown(Keys.Escape)) { this.Exit(); // Exit the game if the Escape key is pressed } KeyboardState presentKeyboardState = Keyboard.GetState(); UpdateMovement(presentKeyboardState, gameTime); UpdateIdle(presentKeyboardState, gameTime); UpdateJump(presentKeyboardState); UpdateAnimation(gameTime); playerPos += movementDirection * movementSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds; previousKeyboardState = presentKeyboardState; base.Update(gameTime); } private void UpdateAnimation(GameTime gameTime) { elapsedTime += gameTime.ElapsedGameTime.Milliseconds; if (elapsedTime > frameDuration) { elapsedTime -= frameDuration; elapsedTime = elapsedTime - frameDuration; presentFrame++; if (presentFrame > noOfFrames) if (state != "jumping") { presentFrame = 0; } else { presentFrame = 8; } } } protected void UpdateMovement(KeyboardState presentKeyboardState, GameTime gameTime) { if (state == "idle") { movementSpeed = Vector2.Zero; movementDirection = Vector2.Zero; if (presentKeyboardState.IsKeyDown(Keys.Left)) { state = "walking"; movementSpeed.X = speed; movementDirection.X = leftMovement; flipDirection = SpriteEffects.FlipHorizontally; } if (presentKeyboardState.IsKeyDown(Keys.Right)) { state = "walking"; movementSpeed.X = speed; movementDirection.X = rightMovement; flipDirection = SpriteEffects.None; } } } private void UpdateIdle(KeyboardState presentKeyboardState, GameTime gameTime) { if ((presentKeyboardState.IsKeyUp(Keys.Left) && previousKeyboardState.IsKeyDown(Keys.Left) || presentKeyboardState.IsKeyUp(Keys.Right) && previousKeyboardState.IsKeyDown(Keys.Right) && state != "jumping")) { state = "idle"; } } private void UpdateJump(KeyboardState presentKeyboardState) { if (state == "walking" || state == "idle") { if (presentKeyboardState.IsKeyDown(Keys.Space) && !presentKeyboardState.IsKeyDown(Keys.Space)) { presentFrame = 1; DoJump(); } } if (state == "jumping") { if (originalPlayerPos.Y - playerPos.Y > jumpApex) { movementDirection.Y = downMovement; } if (playerPos.Y > originalPlayerPos.Y) { playerPos.Y = originalPlayerPos.Y; state = "idle"; movementDirection = Vector2.Zero; } } } private void DoJump() { if (state != "jumping") { state = "jumping"; originalPlayerPos = playerPos; movementDirection.Y = upMovement; movementSpeed = new Vector2(speed, speed); } } protected override void Draw(GameTime gameTime) // Draw method { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); // begin the spritebatch if (state == "walking") { noOfFrames = 14; frameDimensions = new Point(55, 65); Vector2 playerWalkPos = new Vector2(playerPos.X, playerPos.Y - 28); spriteBatch.Draw(playerWalk, playerWalkPos, new Rectangle((presentFrame * frameDimensions.X), 0, frameDimensions.X, frameDimensions.Y), Color.White, 0, Vector2.Zero, 1, flipDirection, 0); } if (state == "idle") { noOfFrames = 5; frameDimensions = new Point(55, 65); Vector2 idlePos = new Vector2(playerPos.X, playerPos.Y - 28); spriteBatch.Draw(idle, idlePos, new Rectangle((presentFrame * frameDimensions.X), 0, frameDimensions.X, frameDimensions.Y), Color.White, 0, Vector2.Zero, 1, flipDirection, 0); } if (state == "jumping") { noOfFrames = 9; frameDimensions = new Point(55, 92); Vector2 jumpPos = new Vector2(playerPos.X, playerPos.Y - 28); spriteBatch.Draw(jump, jumpPos, new Rectangle((presentFrame * frameDimensions.X), 0, frameDimensions.X, frameDimensions.Y), Color.White, 0, Vector2.Zero, 1, flipDirection, 0); } spriteBatch.End(); // end the spritebatch commands base.Draw(gameTime); } } }

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