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  • Optimal Compression for Speech

    - by ashes999
    I'm designing a game that depends heavily on audio; I will have some 300+ speech files (most of them just a word or two long). This can very quickly escalate the size of my final game. What's the optimal way to encode/compress speech files to keep the size minimal without getting audio artifacts? Please address both per-file compression/encoding, and also zipping/compressing the set of all speech files together in your answer. Because I'm not sure which (or combination of both) factors will give me the best results. Edit: I need this to run in Silverlight and Android, so I'm presumably stuck with only MP3 as my option (other than uncompressed wave files).

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  • Any ideas on reducing lag in terrain generation?

    - by l5p4ngl312
    Ok so here's the deal. I've written an isometric engine that generates terrain based on camera values using 2D perlin noise. I planned on doing 3D but first I need to work out the lag issues I'm having. I will try to explain how I am doing this so that maybe someone can spot where I am going wrong. I know it should not be this laggy. There is the abstract class Block which right now just contains render(). BlockGrass, etc. extend this class and each has code in the render function to create a textured quad at the given position. Then there is the class Chunk which has the function Generate() and setBlocksInArea(). Generate uses 2D perlin noise to make a height map and stores the heights in a 2D array. It stores the positions of each block it generates in blockarray[x][y][z]. The chunks are 8x8x128. In the main game class there is a 3D array called blocksInArea. The blocks in this array are what gets rendered. When a chunk generates, it adds its blocks to this array at the correct index. It is like this so chunks can be saved to the hard drive (even though they aren't yet) but there can still be optimization with the rendering that you wouldn't have if you rendered each chunk separately. Here's where the laggy part comes in: When the camera moves to a new chunk, a row of chunks generates on the end of the axis that the camera moved on. But it still has to move the other chunks up/down in the blocksInArea (render) array. It does this by calculating the new position in the array and doing the Chunk.setBlocksInArea(): for(int x = 0; x < 8; x++){ for(int y = 0; y < 8; y++){ nx = x+(coordX - camCoordX)*8 ny = y+(coordY - camCoordY)*8 for(int z = 0; z < height[x][y]; z++){ blockarray[x][y][z] = Game.blocksInArea[nx][ny][z]; } } } My reasoning was that this would be much faster than doing the perlin noise all over again, but there are still little spikes of lag when you move in between chunks. Edit: Would it be possible to create a 3 dimensional array list so that shifting of chunks within the array would not be neccessary?

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  • Fastest bit-blit in C# ?

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

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  • How to create a reasonably sized urban area manually but efficiently

    - by Overv
    I have a game concept that only really works in an urban area that is of reasonable scale and diversity. In terms of what it should look like, think GTA, in terms of the size think more like a small neighbourhood with residents and a few local shops, perhaps a supermarket. I'm mostly experienced in programming and not at all with modelling, texturing or drawing, but I've found that SketchUp allows me to design interesting looking buildings that I model after real world buildings in my own neighbourhood. Designing these buildings and other objects can take from a few tens of minutes to a few hours. My question is: what is the best approach for a one man army like me who does manage to model buildings to create an interesting city environment in a reasonable amount of time? My game will not be based on procedural generation, the environment will actually be modelled like GTA cities.

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  • Getting FEATURE_LEVEL_9_3 to work in DX11

    - by Dominic
    Currently I'm going through some tutorials and learning DX11 on a DX10 machine (though I just ordered a new DX11 compatible computer) by means of setting the D3D_FEATURE_LEVEL_ setting to 10_0 and switching the vertex and pixel shader versions in D3DX11CompileFromFile to "vs_4_0" and "ps_4_0" respectively. This works fine as I'm not using any DX11-only features yet. I'd like to make it compatible with DX9.0c, which naively I thought I could do by changing the feature level setting to 9_3 or something and taking the vertex/pixel shader versions down to 3 or 2. However, no matter what I change the vertex/pixel shader versions to, it always fails when I try to call D3DX11CompileFromFile to compile the vertex/pixel shader files when I have D3D_FEATURE_LEVEL_9_3 enabled. Maybe this is due to the the vertex/pixel shader files themselves being incompatible for the lower vertex/pixel shader versions, but I'm not expert enough to say. My shader files are listed below: Vertex shader: cbuffer MatrixBuffer { matrix worldMatrix; matrix viewMatrix; matrix projectionMatrix; }; struct VertexInputType { float4 position : POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; PixelInputType LightVertexShader(VertexInputType input) { PixelInputType output; // Change the position vector to be 4 units for proper matrix calculations. input.position.w = 1.0f; // Calculate the position of the vertex against the world, view, and projection matrices. output.position = mul(input.position, worldMatrix); output.position = mul(output.position, viewMatrix); output.position = mul(output.position, projectionMatrix); // Store the texture coordinates for the pixel shader. output.tex = input.tex; // Calculate the normal vector against the world matrix only. output.normal = mul(input.normal, (float3x3)worldMatrix); // Normalize the normal vector. output.normal = normalize(output.normal); return output; } Pixel Shader: Texture2D shaderTexture; SamplerState SampleType; cbuffer LightBuffer { float4 ambientColor; float4 diffuseColor; float3 lightDirection; float padding; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; float4 LightPixelShader(PixelInputType input) : SV_TARGET { float4 textureColor; float3 lightDir; float lightIntensity; float4 color; // Sample the pixel color from the texture using the sampler at this texture coordinate location. textureColor = shaderTexture.Sample(SampleType, input.tex); // Set the default output color to the ambient light value for all pixels. color = ambientColor; // Invert the light direction for calculations. lightDir = -lightDirection; // Calculate the amount of light on this pixel. lightIntensity = saturate(dot(input.normal, lightDir)); if(lightIntensity > 0.0f) { // Determine the final diffuse color based on the diffuse color and the amount of light intensity. color += (diffuseColor * lightIntensity); } // Saturate the final light color. color = saturate(color); // Multiply the texture pixel and the final diffuse color to get the final pixel color result. color = color * textureColor; return color; }

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  • Creating a level editor event system

    - by Vaughan Hilts
    I'm designing a level editor for game, and I'm trying to create sort of an 'event' system so I can chain together things. If anyone has used RPG Maker, I'm trying to do similar to their system. Right now, I have an 'EventTemplate' class and a bunch of sub-classed 'EventNodes' which basically just contain properties of their data. Orginally, the IAction and IExecute interface performed logic but it was moved into a DLL to share between the two projects. Question: How can I abstract logic from data in this case? Is my model wrong? Isn't cast typing expensive to parse these actions all the time? Should I write a 'Processor' class to execute these all? But then these actions that can do all sorts of things need to interact with all sorts of sub-systems.

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  • Smooth Camera Zoom Factor Change

    - by Siddharth
    I have game play scene in which user can zoom in and out. For which I used smooth camera in the following manner. public static final int CAMERA_WIDTH = 1024; public static final int CAMERA_HEIGHT = 600; public static final float MAXIMUM_VELOCITY_X = 400f; public static final float MAXIMUM_VELOCITY_Y = 400f; public static final float ZOOM_FACTOR_CHANGE = 1f; mSmoothCamera = new SmoothCamera(0, 0, Constants.CAMERA_WIDTH, Constants.CAMERA_HEIGHT, Constants.MAXIMUM_VELOCITY_X, Constants.MAXIMUM_VELOCITY_Y, Constants.ZOOM_FACTOR_CHANGE); mSmoothCamera.setBounds(0f, 0f, Constants.CAMERA_WIDTH, Constants.CAMERA_HEIGHT); But above thing create problem for me. When user perform zoom in and leave game play scene then other scene behaviour not look good. I already set zoom factor to 1 for this purpose. But now it show camera translation in other scene. Because scene switching time it so much small that player can easily saw translation of camera that I don't want to show. After camera reposition, everything works perfect but how to set camera its proper position. For example my loading text move from bottom to top or vice versa based on camera movement. Any more detail you want then I can able to give you.

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  • Elliptical orbit modeling

    - by Nathon
    I'm playing with orbits in a simple 2-d game where a ship flies around in space and is attracted to massive things. The ship's velocity is stored in a vector and acceleration is applied to it every frame as appropriate given Newton's law of universal gravitation. The point masses don't move (there's only 1 right now) so I would expect an elliptical orbit. Instead, I see this: I've tried with nearly circular orbits, and I've tried making the masses vastly different (a factor of a million) but I always get this rotated orbit. Here's some (D) code, for context: void accelerate(Vector delta) { velocity = velocity + delta; // Velocity is a member of the ship class. } // This function is called every frame with the fixed mass. It's a // method of the ship's. void fall(Well well) { // f=(m1 * m2)/(r**2) // a=f/m // Ship mass is 1, so a = f. float mass = 1; Vector delta = well.position - loc; float rSquared = delta.magSquared; float force = well.mass/rSquared; accelerate(delta * force * mass); }

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  • Incorrect lighting results with deferred rendering

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

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  • Issue with a point coordinates, which creates an unwanted triangle

    - by Paul
    I would like to connect the points from the red path, to the y-axis in blue. I figured out that the problem with my triangles came from the first point (V0) : it is not located where it should be. In the console, it says its location is at 0,0, but in the emulator, it is not. The code : for(int i = 1; i < 2; i++) { CCLOG(@"_polyVertices[i-1].x : %f, _polyVertices[i-1].y : %f", _polyVertices[i-1].x, _polyVertices[i-1].y); CCLOG(@"_polyVertices[i].x : %f, _polyVertices[i].y : %f", _polyVertices[i].x, _polyVertices[i].y); ccDrawLine(_polyVertices[i-1], _polyVertices[i]); } The output : _polyVertices[i-1].x : 0.000000, _polyVertices[i-1].y : 0.000000 _polyVertices[i].x : 50.000000, _polyVertices[i].y : 0.000000 And the result : (the layer goes up, i could not take the screenshot before the layer started to go up, but the first red point starts at y=0) : Then it creates an unwanted triangle when the code continues : Would you have any idea about this? (So to force the first blue point to start at 0,0, and not at 50,0 as it seems to be now) Here is the code : - (void)generatePath{ float x = 50; //first red point float y = 0; for(int i = 0; i < kMaxKeyPoints+1; i++) { if (i<3){ _hillKeyPoints[i] = CGPointMake(x, y); x = 150 + (random() % (int) 30); y += -40; } else if(i<20){ //going right _hillKeyPoints[i] = CGPointMake(x, y); x += (random() % (int) 30); y += -40; } else if(i<25){ //stabilize _hillKeyPoints[i] = CGPointMake(x, y); x = 150 + (random() % (int) 30); y += -40; } else if(i<30){ //going left _hillKeyPoints[i] = CGPointMake(x, y); //x -= (random() % (int) 10); x = 150 + (random() % (int) 30); y += -40; } else { //back to normal _hillKeyPoints[i] = CGPointMake(x, y); x = 150 + (random() % (int) 30); y += -40; } } } -(void)generatePolygons{ static int prevFromKeyPointI = -1; static int prevToKeyPointI = -1; // key points interval for drawing while (_hillKeyPoints[_fromKeyPointI].y > -_offsetY+winSizeTop) { _fromKeyPointI++; } while (_hillKeyPoints[_toKeyPointI].y > -_offsetY-winSizeBottom) { _toKeyPointI++; } if (prevFromKeyPointI != _fromKeyPointI || prevToKeyPointI != _toKeyPointI) { _nPolyVertices = 0; float x1 = 0; int keyPoints = _fromKeyPointI; for (int i=_fromKeyPointI; i<_toKeyPointI; i++){ //V0: at (0,0) _polyVertices[_nPolyVertices] = CGPointMake(x1, y1); //first blue point _polyTexCoords[_nPolyVertices++] = CGPointMake(x1, y1); //V1: to the first "point" _polyVertices[_nPolyVertices] = CGPointMake(_hillKeyPoints[keyPoints].x, _hillKeyPoints[keyPoints].y); _polyTexCoords[_nPolyVertices++] = CGPointMake(_hillKeyPoints[keyPoints].x, _hillKeyPoints[keyPoints].y); keyPoints++; //from point at index 0 to 1 //V2, same y as point n°2: _polyVertices[_nPolyVertices] = CGPointMake(0, _hillKeyPoints[keyPoints].y); _polyTexCoords[_nPolyVertices++] = CGPointMake(0, _hillKeyPoints[keyPoints].y); //V1 again _polyVertices[_nPolyVertices] = _polyVertices[_nPolyVertices-2]; _polyTexCoords[_nPolyVertices++] = _polyVertices[_nPolyVertices-2]; //V2 again _polyVertices[_nPolyVertices] = _polyVertices[_nPolyVertices-2]; _polyTexCoords[_nPolyVertices++] = _polyVertices[_nPolyVertices-2]; //CCLOG(@"_nPolyVertices V2 again : %i", _nPolyVertices); //V3 = same x,y as point at index 1 _polyVertices[_nPolyVertices] = CGPointMake(_hillKeyPoints[keyPoints].x, _hillKeyPoints[keyPoints].y); _polyTexCoords[_nPolyVertices] = CGPointMake(_hillKeyPoints[keyPoints].x, _hillKeyPoints[keyPoints].y); y1 = _polyVertices[_nPolyVertices].y; _nPolyVertices++; } prevFromKeyPointI = _fromKeyPointI; prevToKeyPointI = _toKeyPointI; } } - (void) draw { //RED glColor4f(1, 1, 1, 1); for(int i = MAX(_fromKeyPointI, 1); i <= _toKeyPointI; ++i) { glColor4f(1.0, 0, 0, 1.0); ccDrawLine(_hillKeyPoints[i-1], _hillKeyPoints[i]); } //BLUE glColor4f(0, 0, 1, 1); for(int i = 1; i < 2; i++) { CCLOG(@"_polyVertices[i-1].x : %f, _polyVertices[i-1].y : %f", _polyVertices[i-1].x, _polyVertices[i-1].y); CCLOG(@"_polyVertices[i].x : %f, _polyVertices[i].y : %f", _polyVertices[i].x, _polyVertices[i].y); ccDrawLine(_polyVertices[i-1], _polyVertices[i]); } } Thanks

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  • Rope Colliding with a Rectangle

    - by Colton
    I have my rope, and I have my rectangles. The rope is similar to the implementation found here: http://nehe.gamedev.net/tutorial/rope_physics/17006/ Now, I want to make the rope properly collide with the rectangle such that the rope will not pass through a rectangle, and wrap around the rectangle and all that good stuff. Currently, I have it set so no rope node can pass through a rect (successfully), however, this means a rope segment can still pass through a block. Ex: So the question is, what can I do to fix this? What I have tried: I create a rectangle between two nodes of a rope, calculate rotation between the nodes, and get myself a transformed rectangle. I can successfully detect a collision between rope segments and a (non-transformed) rectangle. Create a new node or pivot point around the corner of the block, and rearrange nodes to point to the corner node. Trouble is determining what corner the rope segment is passing through. And then the current rope setup goes wonky (based on verlet integration, so a sudden change in position causes the rope to wiggle like a seismograph during a magnitude 8 earth quake.) Among other issues that might be solvable, but its turning into a case by case thing, which doesn't seem right. I think the best answer here would just be a link to a tutorial (I simply can't find any, most lead to box2D or farseer, but I want to at least learn how it works before I hide behind an engine).

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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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  • Bounding volume hierarchy - linked nodes (linear model)

    - by teodron
    The scenario A chain of points: (Pi)i=0,N where Pi is linked to its direct neighbours (Pi-1 and Pi+1). The goal: perform efficient collision detection between any two, non-adjacent links: (PiPi+1) vs. (PjPj+1). The question: it's highly recommended in all works treating this subject of collision detection to use a broad phase and to implement it via a bounding volume hierarchy. For a chain made out of Pi nodes, it can look like this: I imagine the big blue sphere to contain all links, the green half of them, the reds a quarter and so on (the picture is not accurate, but it's there to help understand the question). What I do not understand is: How can such a hierarchy speed up computations between segments collision pairs if one has to update it for a deformable linear object such as a chain/wire/etc. each frame? More clearly, what is the actual principle of collision detection broad phases in this particular case/ how can it work when the actual computation of bounding spheres is in itself a time consuming task and has to be done (since the geometry changes) in each frame update? I think I am missing a key point - if we look at the picture where the chain is in a spiral pose, we see that most spheres are already contained within half of others or do intersect them.. it's odd if this is the way it should work.

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  • Alternatives to multiple sprite batches for achieving 2D particle system depth

    - by Ergwun
    In my 2D XNA game, I render all my sprites with a single sprite batch using SpriteSortMode.BackToFront and BlendState.AlphaBlend. I'm adding a particle system based on the App Hub particles sample. Since this uses SpriteSortMode.Deferred and BlendState.Additive, I will need to have two SpriteBatch.Begin / SpriteBatch.End pairs: one for 'regular' sprites, and one for particles. In my top-down shooter, If I want to have explosions appear under planes, but above the ground, then I believe I will have to have three Begin/End pairs, first to draw everything under the explosions, then to draw the explosions, then to draw everything above the explosions. If I want to have particle effects at multiple different depths, then I'm going to need even more Begin/Endpairs. This is all easy to code, but I'm wondering if there is an alternative way to handle this?

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  • Interpolating between two networked states?

    - by Vaughan Hilts
    I have many entities on the client side that are simulated (their velocities are added to their positions on a per frame basis) and I let them dead reckon themselves. They send updates about where they were last seen and their velocity changes. This works great and other players see this work find. However, after a while these players begin to desync after some time. This is because of latency. I'd like to know how I can interpolate between states so they appear to be in the correct position. I know where the player was LAST seen and their current velocity but interpolating to the last seen state causes the player to actually move -backwards-. I could not use velocity at all for other clients and simply 'lerp' them towards the appropriate direction but I feel this would cause jaggy movement. What are the alternatives?

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  • Annoying flickering of vertices and edges (possible z-fighting)

    - by Belgin
    I'm trying to make a software z-buffer implementation, however, after I generate the z-buffer and proceed with the vertex culling, I get pretty severe discrepancies between the vertex depth and the depth of the buffer at their projected coordinates on the screen (i.e. zbuffer[v.xp][v.yp] != v.z, where xp and yp are the projected x and y coordinates of the vertex v), sometimes by a small fraction of a unit and sometimes by 2 or 3 units. Here's what I think is happening: Each triangle's data structure holds the plane's (that is defined by the triangle) coefficients (a, b, c, d) computed from its three vertices from their normal: void computeNormal(Vertex *v1, Vertex *v2, Vertex *v3, double *a, double *b, double *c) { double a1 = v1 -> x - v2 -> x; double a2 = v1 -> y - v2 -> y; double a3 = v1 -> z - v2 -> z; double b1 = v3 -> x - v2 -> x; double b2 = v3 -> y - v2 -> y; double b3 = v3 -> z - v2 -> z; *a = a2*b3 - a3*b2; *b = -(a1*b3 - a3*b1); *c = a1*b2 - a2*b1; } void computePlane(Poly *p) { double x = p -> verts[0] -> x; double y = p -> verts[0] -> y; double z = p -> verts[0] -> z; computeNormal(p -> verts[0], p -> verts[1], p -> verts[2], &p -> a, &p -> b, &p -> c); p -> d = p -> a * x + p -> b * y + p -> c * z; } The z-buffer just holds the smallest depth at the respective xy coordinate by somewhat casting rays to the polygon (I haven't quite got interpolation right yet so I'm using this slower method until I do) and determining the z coordinate from the reversed perspective projection formulas (which I got from here: double z = -(b*Ez*y + a*Ez*x - d*Ez)/(b*y + a*x + c*Ez - b*Ey - a*Ex); Where x and y are the pixel's coordinates on the screen; a, b, c, and d are the planes coefficients; Ex, Ey, and Ez are the eye's (camera's) coordinates. This last formula does not accurately give the exact vertices' z coordinate at their projected x and y coordinates on the screen, probably because of some floating point inaccuracy (i.e. I've seen it return something like 3.001 when the vertex's z-coordinate was actually 2.998). Here is the portion of code that hides the vertices that shouldn't be visible: for(i = 0; i < shape.nverts; ++i) { double dist = shape.verts[i].z; if(z_buffer[shape.verts[i].yp][shape.verts[i].xp].z < dist) shape.verts[i].visible = 0; else shape.verts[i].visible = 1; } How do I solve this issue? EDIT I've implemented the near and far planes of the frustum, with 24 bit accuracy, and now I have some questions: Is this what I have to do this in order to resolve the flickering? When I compare the z value of the vertex with the z value in the buffer, do I have to convert the z value of the vertex to z' using the formula, or do I convert the value in the buffer back to the original z, and how do I do that? What are some decent values for near and far? Thanks in advance.

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  • Getting isometric grid coordinates from standard X,Y coordinates

    - by RoryHarvey
    I'm currently trying to add sprites to an isometric Tiled TMX map using Objects in cocos2d. The problem is the X and Y metadata from TMX object are in standard 2d format (pixels x, pixels y), instead of isometric grid X and Y format. Usually you would just divide them by the tile size, but isometric needs some sort of transform. For example on a 64x32 isometric tilemap of size 40 tiles by 40 tiles an object at (20,21)'s coordinates come out as (640,584) So the question really is what formula gets (20,21) from (640,584)?

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  • xbox thumbstick used to rotate sprite, basic formula makes it "stick" or feel "sticky" at 90 degree intervals! how do get smooth rotation?

    - by Hugh
    Context: C#, XNA game I am using a very basic formula to calculate what angle my sprite (spaceship for example) should be facing based on the xbox controller thumbstick ie. you use the thumbstick to rotate the ship! in my main update method: shuttleAngle = (float) Math.Atan2(newGamePadState.ThumbSticks.Right.X, newGamePadState.ThumbSticks.Right.Y); in my main draw method: spriteBatch.Draw(shuttle, shuttleCoords, sourceRectangle, Color.White, shuttleAngle, origin, 1.0f, SpriteEffects.None, 1); as you can see its quite simple, i take the current radians from the thumbstick and store it in a float "shuttleAngle" and then use this as the rotation angle (in radians) arguement for drawing the shuttle. For some reason when i rotate the sprint it feels sticky at 0, 90, 180 and 270 degrees angles, it wants to settle at those angles. its not giving me a smooth and natural rotation like i would feel in a game that uses a similar mechanic. PS: my xbox controller is fine!

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  • The practical cost of swapping effects

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

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  • 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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  • ImageMagick on Mac OSX Snow Leopard. Is there any way to get it to compile and run?

    - by ?????
    It seems that I have more trouble getting standard Unix things to run on Snow Leopard than any other platform--including Windows cygwin For the past couple of days, I've been trying to get ImageMagick to run on Snow Leopard. The most obvious way, Mac Ports, fails: tppllc-Mac-Pro:ImageMagick-sl swirsky$ sudo port install imagemagick ---> Computing dependencies for p5-locale-gettext ---> Configuring p5-locale-gettext Error: Target org.macports.configure returned: configure failure: shell command " cd "/opt/local/var/macports/build/_opt_local_var_macports_sources_rsync.macports.org_release_ports_perl_p5-locale-gettext/work/gettext-1.05" && /opt/local/bin/perl Makefile.PL INSTALLDIRS=vendor " returned error 2 Command output: checking for gettext... no checking for gettext in -I/opt/local/include -arch i386 -L/opt/local/lib -lintl...gettext function not found. Please install libintl at Makefile.PL line 18. no Error: Unable to upgrade port: 1 Error: Unable to execute port: upgrade xorg-libXt failed Before reporting a bug, first run the command again with the -d flag to get complete output. tppllc-Mac-Pro:ImageMagick-sl swirsky$ Not wanting to spend another two days figuring out why my libintl doesn't have a "gettext" function, I tried a different route: the script mentioned here: http://github.com/masterkain/ImageMagick-sl This script downloads and installs an ImageMagic independently of MacPorts issues tppllc-Mac-Pro:ImageMagick-sl swirsky$ /usr/local/bin/convert dyld: Library not loaded: /opt/local/lib/libiconv.2.dylib Referenced from: /opt/local/lib/libfontconfig.1.dylib Reason: Incompatible library version: libfontconfig.1.dylib requires version 8.0.0 or later, but libiconv.2.dylib provides version 7.0.0 Trace/BPT trap It downloads everything and compiles fine, but fails when I try to run it, with the message above. So now I'm two steps away from ImageMagick, trying to get a newer libiconv on my machine. I downloaded the latest libiconv, compiled and built it. I put the resulting library in /opt/local/lib, and I still get the same error message: tppllc-Mac-Pro:.libs swirsky$ sudo mv libiconv.2.dylib /opt/local/lib/libiconv.2.dylib tppllc-Mac-Pro:.libs swirsky$ convert dyld: Library not loaded: /opt/local/lib/libiconv.2.dylib Referenced from: /opt/local/lib/libfontconfig.1.dylib Reason: Incompatible library version: libfontconfig.1.dylib requires version 8.0.0 or later, but libiconv.2.dylib provides version 7.0.0 Trace/BPT trap Now here's something interesting. The error message shows it's looking in /opt/local/lib/libiconv.2.dylib. otools -L shows that this does implement 8.0.0: tppllc-Mac-Pro:.libs swirsky$ otool -L /opt/local/lib/libiconv.2.dylib /opt/local/lib/libiconv.2.dylib: /usr/local/lib/libiconv.2.dylib (compatibility version 8.0.0, current version 8.0.0) /usr/lib/libSystem.B.dylib (compatibility version 1.0.0, current version 125.0.0) tppllc-Mac-Pro:.libs swirsky$ And, for good measure, I set the DYLD_LIBRARY_PATH to make sure this directory is the one for dynamic libraries. So even though I do have a library that provides 8.0.0, it's being seen as 7.0.0! Any ideas why this would happen? So here's my question: Is it possible to get ImageMagick to run on OSX Snow Leopard? Are there any binary distributions that have static libraries baked in so I don't have to worry about these issue/

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  • Efficient existing rating system for multiplayer?

    - by Nikolay Kuznetsov
    I would like to add a rating for online version of a board game. In this game there are many game rooms each normally having 3-4 people. So I expect that player's rating adjustments (RA) should depends on Rating of opponents in the game room Number of players in game room and final place of a player Person gets rating increase if he plays more games and more frequently If a person leaves a game room (disconnect) before the game ends he should get punished with a high rating decrease I have found two related questions in here Developing an ELO like point system for a multiplayer gaming site Simplest most effective way to rank and measure player skill in a multi-player environment? Please, let me know what would be the most appropriate existing rating model to refer.

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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 convert from wav or mp3 to raw PCM [on hold]

    - by Komyg
    I am developing a game using Cocos2d-X and Marmalade SDK, and I am looking for any recommendations of programs that can convert audio files in mp3 or wav format to raw PCM 16 format. The problem is that I am using the SimpleAudioEngine class to play sounds in my game and in Marmalade it only supports files that are encoded as raw PCM 16. Unfortunately I've been having a very hard time finding a program that can do this type of conversion, so I am looking for a recommendation.

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  • Is 2 lines of push/pop code for each pre-draw-state too many?

    - by Griffin
    I'm trying to simplify vector graphics management in XNA; currently by incorporating state preservation. 2X lines of push/pop code for X states feels like too many, and it just feels wrong to have 2 lines of code that look identical except for one being push() and the other being pop(). The goal is to eradicate this repetitiveness,and I hoped to do so by creating an interface in which a client can give class/struct refs in which he wants restored after the rendering calls. Also note that many beginner-programmers will be using this, so forcing lambda expressions or other advanced C# features to be used in client code is not a good idea. I attempted to accomplish my goal by using Daniel Earwicker's Ptr class: public class Ptr<T> { Func<T> getter; Action<T> setter; public Ptr(Func<T> g, Action<T> s) { getter = g; setter = s; } public T Deref { get { return getter(); } set { setter(value); } } } an extension method: //doesn't work for structs since this is just syntatic sugar public static Ptr<T> GetPtr <T> (this T obj) { return new Ptr<T>( ()=> obj, v=> obj=v ); } and a Push Function: //returns a Pop Action for later calling public static Action Push <T> (ref T structure) where T: struct { T pushedValue = structure; //copies the struct data Ptr<T> p = structure.GetPtr(); return new Action( ()=> {p.Deref = pushedValue;} ); } However this doesn't work as stated in the code. How might I accomplish my goal? Example of code to be refactored: protected override void RenderLocally (GraphicsDevice device) { if (!(bool)isCompiled) {Compile();} //TODO: make sure state settings don't implicitly delete any buffers/resources RasterizerState oldRasterState = device.RasterizerState; DepthFormat oldFormat = device.PresentationParameters.DepthStencilFormat; DepthStencilState oldBufferState = device.DepthStencilState; { //Rendering code } device.RasterizerState = oldRasterState; device.DepthStencilState = oldBufferState; device.PresentationParameters.DepthStencilFormat = oldFormat; }

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