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

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

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  • First frame has a much longer delta time than other frames

    - by Kipras
    I had a problem where my AI moved extreme at the first frame and then normal after that. I then figured out it was my delta. It's about 0.016 seconds (60 fps), but the first frame was about 19000 seconds, which is obviously impossible. Does anybody know what might be happening? Also the delta later on likes to oscillate from 0.01 to 0.03, which is, again, crazy. long time = Sys.getTime() * 1000 / Sys.getTimerResolution(); float delta = (time - lastFrame) / 1000f; lastFrame = time; return delta; That's the delta code.

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  • Fast lighting with multiple lights

    - by codymanix
    How can I implement fast lighting with multiple lights? I don't want to restrain the player, he can place an unlimited number and possibly overlapping (point) lights into the level. The problem is that shaders which contain dynamic loops which would be necessary to calculate the lighting tend to be very slow. I had the idea that if it could be possible at compiletime to compile a shader n times where n is the number of lights. If the number n is known at compiletime, the loops can be unrolled automatically. Is this possible to generate n versions of the same shader with just a different number of lights? At runtime I could then decide which shader to use for which part of the level.

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  • How do I randomly generate a top-down 2D level with separate sections and is infinite?

    - by Bagofsheep
    I've read many other questions/answers about random level generation but most of them deal with either randomly/proceduraly generating 2D levels viewed from the side or 3D levels. What I'm trying to achieve is sort of like you were looking straight down on a Minecraft map. There is no height, but the borders of each "biome" or "section" of the map are random and varied. I already have basic code that can generate a perfectly square level with the same tileset (randomly picking segments from the tileset image), but I've encountered a major issue for wanting the level to be infinite: Beyond a certain point, the tiles' positions become negative on one or both of the axis. The code I use to only draw tiles the player can see relies on taking the tiles position and converting it to the index number that represents it in the array. As you well know, arrays cannot have a negative index. Here is some of my code: This generates the square (or rectangle) of tiles: //Scale is in tiles public void Generate(int sX, int sY) { scaleX = sX; scaleY = sY; for (int y = 0; y <= scaleY; y++) { tiles.Add(new List<Tile>()); for (int x = 0; x <= scaleX; x++) { tiles[tiles.Count - 1].Add(tileset.randomTile(x * tileset.TileSize, y * tileset.TileSize)); } } } Before I changed the code after realizing an array index couldn't be negative my for loops looked something like this to center the map around (0, 0): for (int y = -scaleY / 2; y <= scaleY / 2; y++) for (int x = -scaleX / 2; x <= scaleX / 2; x++) Here is the code that draws the tiles: int startX = (int)Math.Floor((player.Position.X - (graphics.Viewport.Width) - tileset.TileSize) / tileset.TileSize); int endX = (int)Math.Ceiling((player.Position.X + (graphics.Viewport.Width) + tileset.TileSize) / tileset.TileSize); int startY = (int)Math.Floor((player.Position.Y - (graphics.Viewport.Height) - tileset.TileSize) / tileset.TileSize); int endY = (int)Math.Ceiling((player.Position.Y + (graphics.Viewport.Height) + tileset.TileSize) / tileset.TileSize); for (int y = startY; y < endY; y++) { for (int x = startX; x < endX; x++) { if (x >= 0 && y >= 0 && x <= scaleX && y <= scaleY) tiles[y][x].Draw(spriteBatch); } } So to summarize what I'm asking: First, how do I randomly generate a top-down 2D map with different sections (not chunks per se, but areas with different tile sets) and second, how do I get past this negative array index issue?

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  • best programming language for a web based game?

    - by Adam Geisweit
    what programming language would be best for making a web based game to be played in a browser, and where would i be able to find tutorials on how to use the language? i have looked up silverlight in xna (because that was what i was most fluent with), but it made my projects unusable for a month until i got all of silverlight off my computer. i have looked at java and javascript, but i have found no suitable places where i can learn to create games on either of these, just the basics of the language. does anyone have any advice on this?

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  • How does a collison engine work?

    - by JXPheonix
    Original question: Click me How exactly does a collision engine work? This is an extremely broad question. What code keeps things bouncing against each other, what code makes the player walk into a wall instead of walk through the wall? How does the code constantly refresh the players position and objects position to keep gravity and collision working as it should? If you don't know what a collision engine is, basically it's generally used in platformer games to make the player acutally hit walls and the like. There's the 2d type and the 3d type, but they all accomplish the same thing: collision. So, what keeps a collision engine ticking?

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  • Recreating Doodle Jump in Canvas - Platforms spawning out of reach

    - by kushsolitary
    I have started to recreate Doodle Jump in HTML using Canvas. Here's my current progress. As you can see, if you play it for a few seconds, some platforms will be out of the player's reach. I don't know why is this happening. Here's the code which is responsible for the re-spawning of platforms. //Movement of player affected by gravity if(player.y > (height / 2) - (player.height / 2)) { player.y += player.vy; player.vy += gravity; } else { for(var i = 0; i < platforms.length; i++) { var p = platforms[i]; if(player.vy < 0) { p.y -= player.vy; player.vy += 0.08; } if(p.y > height) { position = 0; var h = p.y; platforms[i] = new Platform(); } if(player.vy >= 0) { player.y += player.vy; player.vy += gravity; } } } Also, here's the platform class. //Platform class function Platform(y) { this.image = new Image(); this.image.src = platformImg; this.width = 105; this.height = 25; this.x = Math.random() * (width - this.width); this.y = y || position; position += height / platformCount; //Function to draw it this.draw = function() { try { ctx.drawImage(this.image, this.x, this.y, this.width, this.height); } catch(e) {} }; } You can also see the whole code on the link I provided. Also, when a platform goes out of the view port, the jump animation becomes quirky. I am still trying to find out what's causing this but can't find any solution.

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  • Resolving collisions between dynamic game objects

    - by TheBroodian
    I've been building a 2D platformer for some time now, I'm getting to the point where I am adding dynamic objects to the stage for testing. This has prompted me to consider how I would like my character and other objects to behave when they collide. A typical staple in many 2D platformer type games is that the player takes damage upon touching an enemy, and then essentially becomes able to pass through enemies during a period of invulnerability, and at the same time, enemies are able to pass through eachother freely. I personally don't want to take this approach, it feels strange to me that the player should receive arbitrary damage for harmless contact to an enemy, despite whether the enemy is attacking or not, and I would like my enemies' interactions between each other (and my player) to be a little more organic, so to speak. In my head I sort of have this idea where a game object (player, or non player) would be able to push other game objects around by manner of 'pushing' each other out of one anothers' bounding boxes if there is an intersection, and maybe correlate the repelling force to how much their bounding boxes are intersecting. The problem I'm experiencing is I have no idea what the math might look like for something like this? I'll show what work I've done so far, it sort of works, but it's jittery, and generally not quite what I would pass in a functional game: //Clears the anti-duplicate buffer collisionRecord.Clear(); //pick a thing foreach (GameObject entity in entities) { //pick another thing foreach (GameObject subject in entities) { //check to make sure both things aren't the same thing if (!ReferenceEquals(entity, subject)) { //check to see if thing2 is in semi-near proximity to thing1 if (entity.WideProximityArea.Intersects(subject.CollisionRectangle) || entity.WideProximityArea.Contains(subject.CollisionRectangle)) { //check to see if thing2 and thing1 are colliding. if (entity.CollisionRectangle.Intersects(subject.CollisionRectangle) || entity.CollisionRectangle.Contains(subject.CollisionRectangle) || subject.CollisionRectangle.Contains(entity.CollisionRectangle)) { //check if we've already resolved their collision or not. if (!collisionRecord.ContainsKey(entity.GetHashCode())) { //more duplicate resolution checking. if (!collisionRecord.ContainsKey(subject.GetHashCode())) { //if thing1 is traveling right... if (entity.Velocity.X > 0) { //if it isn't too far to the right... if (subject.CollisionRectangle.Contains(new Microsoft.Xna.Framework.Rectangle(entity.CollisionRectangle.Right, entity.CollisionRectangle.Y, 1, entity.CollisionRectangle.Height)) || subject.CollisionRectangle.Intersects(new Microsoft.Xna.Framework.Rectangle(entity.CollisionRectangle.Right, entity.CollisionRectangle.Y, 1, entity.CollisionRectangle.Height))) { //Find how deep thing1 is intersecting thing2's collision box; float offset = entity.CollisionRectangle.Right - subject.CollisionRectangle.Left; //Move both things in opposite directions half the length of the intersection, pushing thing1 to the left, and thing2 to the right. entity.Velocities.Add(new Vector2(-(((offset * 4) * (float)gameTime.ElapsedGameTime.TotalMilliseconds)), 0)); subject.Velocities.Add(new Vector2((((offset * 4) * (float)gameTime.ElapsedGameTime.TotalMilliseconds)), 0)); } } //if thing1 is traveling left... if (entity.Velocity.X < 0) { //if thing1 isn't too far left... if (entity.CollisionRectangle.Contains(new Microsoft.Xna.Framework.Rectangle(subject.CollisionRectangle.Right, subject.CollisionRectangle.Y, 1, subject.CollisionRectangle.Height)) || entity.CollisionRectangle.Intersects(new Microsoft.Xna.Framework.Rectangle(subject.CollisionRectangle.Right, subject.CollisionRectangle.Y, 1, subject.CollisionRectangle.Height))) { //Find how deep thing1 is intersecting thing2's collision box; float offset = subject.CollisionRectangle.Right - entity.CollisionRectangle.Left; //Move both things in opposite directions half the length of the intersection, pushing thing1 to the right, and thing2 to the left. entity.Velocities.Add(new Vector2((((offset * 4) * (float)gameTime.ElapsedGameTime.TotalMilliseconds)), 0)); subject.Velocities.Add(new Vector2(-(((offset * 4) * (float)gameTime.ElapsedGameTime.TotalMilliseconds)), 0)); } } //Make record that thing1 and thing2 have interacted and the collision has been solved, so that if thing2 is picked next in the foreach loop, it isn't checked against thing1 a second time before the next update. collisionRecord.Add(entity.GetHashCode(), subject.GetHashCode()); } } } } } } } } One of the biggest issues with my code aside from the jitteriness is that if one character were to land on top of another character, it very suddenly and abruptly resolves the collision, whereas I would like a more subtle and gradual resolution. Any thoughts or ideas are incredibly welcome and helpful.

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  • Problem trying to lock framerate at 60 FPS

    - by shad0w
    I've written a simple class to limit the framerate of my current project. But it does not work as it should. Here is the code: void FpsCounter::Process() { deltaTime = static_cast<double>(frameTimer.GetMsecs()); waitTime = 1000.0/fpsLimit - deltaTime; frameTimer.Reset(); if(waitTime <= 0) { std::cout << "error, waittime: " << waitTime << std::endl; } else { SDL_Delay(static_cast<Uint32>(waitTime)); } if(deltaTime == 0) { currFps = -1; } else { currFps = 1000/deltaTime; } std::cout << "--Timings--" << std::endl; std::cout << "Delta: \t" << deltaTime << std::endl; std::cout << "Delay: \t" << waitTime << std::endl; std::cout << "FPS: \t" << currFps << std::endl; std::cout << "-- --" << std::endl; } Timer::Timer() { startMsecs = 0; } Timer::~Timer() { // TODO Auto-generated destructor stub } void Timer::Start() { started = true; paused = false; Reset(); } void Timer::Pause() { if(started && !paused) { paused = true; pausedMsecs = SDL_GetTicks() - startMsecs; } } void Timer::Resume() { if(paused) { paused = false; startMsecs = SDL_GetTicks() - pausedMsecs; pausedMsecs = 0; } } int Timer::GetMsecs() { if(started) { if(paused) { return pausedMsecs; } else { return SDL_GetTicks() - startMsecs; } } return 0; } void Timer::Reset() { startMsecs = SDL_GetTicks(); } The "FpsCounter::Process()" Method is called everytime at the end of my gameloop. I've got the problem that the loop is correctly delayed only every second frame, so it runs one frame delayed at 60 FPS and the next without delay at over 1000 fps. I am searching the error quite a while now, but I do not find it. I hope somebody can point me in the right direction.

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  • Bomb timer adventure game win32 c++ [on hold]

    - by user3491746
    I'm working on an adventure game in win32 and opengl for my 2nd year university project for class. I am pretty much finished my game but I'm stuck on the concept of how to program a timer which outputs hh : mm : ss -- but which countdown, not up. I've made a clock which counts up using vector matrices and the segxseg matrix algorithm but I cannot figure out how to make a clock (it can be simple even text using wsprintf) that counts down in that format. Can anyone possible give me an example or some literature that I can read on how to do this? Please dont suggest for me to use another environment, I've already been working here for 2 months on this game, and I'm pretty much done so i'm at no point to switch over. Can anyone show me how I can take a shot at this component of my project? Thanks a bunch! Anything that I can get is appreciated.

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  • C# Rendering Engine for Roguelike [closed]

    - by Haedrian
    I'm trying my hand at designing a roguelike, and I need a pretty simple 2D rendering engine that works with C# Its as simple as it gets, I want to be able to drop sprites somewhere on a grid, with some sort of menus/text on the side; that sort of thing. The (very complicated) game itself would be decoupled from the interface I've looked into a number of engines and they all seem to be very complicated/support much more things than I need. Right now I'm planning on making my own using either XNA or OpenTK - but I was wondering whether anyone has any suggestions for less-complicated rendering engines which might make my job easier. Thanks.

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  • Make Gameobject Stand On Surface Facing Certain Direction

    - by Julian
    I want to make a biped character stand on any surface I click on. Surfaces have up vectors of any of positive or negative X,Y,Z. So imagine a cube with each face being a gameobject whose up vector pointing directly away from the cube. If my character is facing "forward" and I click on a surface which is to the left or right of me ( left or right walls), I want my character to now be standing on that surface but still be facing in the direction he initially was. If I click on a wall which is in the forward path of my character i want him to now be standing on that surface and his forward to now be what was once "up" relative to my character. Here is the code I am working with now. void Update() { if (Input.GetMouseButtonUp (0)) { RaycastHit hit; var ray = Camera.main.ScreenPointToRay(Input.mousePosition); if (Physics.Raycast(ray, out hit)) { Vector3 upVectBefore = transform.up; Vector3 forwardVectBefore = transform.forward; Quaternion rotationVectBefore = transform.rotation; Vector3 hitPosition = hit.transform.position; transform.position = hitPosition; float lookDifference = Vector3.Distance(hit.transform.up, forwardVectBefore); if(Vector3.Distance(hit.transform.up, upVectBefore) < .23) //Same normal { transform.rotation = rotationVectBefore; } else if(lookDifference > 1.412 && lookDifference <= 1.70607) //side wall { transform.up = hit.transform.up; transform.forward = forwardVectBefore; } else //head on wall { transform.up = hit.transform.up; transform.forward = upVectBefore; } } } } The first case "Same normal" works fine, however the other two do not work as I would like them to. Sometimes my character is laying down on the surface or on the wrong side of the surface. Does anyone know nice way of solving this problem?

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  • What is the recommended library for using Lua from C++?

    - by DevilWithin
    I am currently planning how to integrate Lua scripting in my 2D Game Engine, and i would like to go straight to the most adequate solution for having C++ classes and objects exposed. I've read this (if it helps you help): http://lua-users.org/wiki/BindingCodeToLua If you have a better scripting language to recomend, go for it ;D All help is welcome, i need to pickup the best solution to start implementing Thanks

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  • Explaining Asteroids Movement code

    - by Moaz ELdeen
    I'm writing an Asteroids Atari clone, and I want to figure out how the AI for the asteroids is done. I have came across that piece of code, but I can't get what it does 100% if ((float)rand()/(float)RAND_MAX < 0.5) { m_Pos.x = -app::getWindowWidth() / 2; if ((float)rand()/(float)RAND_MAX < 0.5) m_Pos.x = app::getWindowWidth() / 2; m_Pos.y = (int) ((float)rand()/(float)RAND_MAX * app::getWindowWidth()); } else { m_Pos.x = (int) ((float)rand()/(float)RAND_MAX * app::getWindowWidth()); m_Pos.y = -app::getWindowHeight() / 2; if (rand() < 0.5) m_Pos.y = app::getWindowHeight() / 2; } m_Vel.x = (float)rand()/(float)RAND_MAX * 2; if ((float)rand()/(float)RAND_MAX < 0.5) { m_Vel.x = -m_Vel.x; } m_Vel.y =(float)rand()/(float)RAND_MAX * 2; if ((float)rand()/(float)RAND_MAX < 0.5) m_Vel.y = -m_Vel.y;

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  • How to prevent one account from unlocking products on other devices using Apple StoreKit?

    - by reapz
    We are currently wrapping up a free-to-play game on iOS in which you can purchase non-consumable products. We have been discussing this case internally and are not quite sure what the best practices are as this is our first title. For example, if a user downloads our app, and makes some purchases. These can be restored should the app ever be deleted and reinstalled as long as the user uses the same Apple ID. What is to stop him from making a fake Apple account, purchasing items and then posting this account on the web allowing everyone to get the items for free? That is obviously a worst case situation. But a smaller case would be a user unlocking items for his friends. We do not want this to be an always online game but have considered doing a check on startup if there is internet available. If the currently logged in account doesn't own the products do we lock them again? Probably not because people may simply sign into the device with different Game Center logins at which point we don't want to constantly lock and unlock items. At some point we will be adding multiplayer at which point we can definately do a check with the currently logged in account. This is because A, they will be online when attempting multiplayer, and B, they will want to use their own account for multiplayer. Unfortunately we aren't quite ready for this yet. Has anyone tackled this issue. Are we overthinking here?

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  • Points around a circumference C#

    - by Lautaro
    Im trying to get a list of vectors that go around a circle, but i keep getting the circle to go around several times. I want one circel and the dots to be placed along its circumference. I want the first dot to start at 0 and the last dot to end just before 360. Also i need to be able to calculate the spacing by the ammount of points. List<Vector2> pointsInPath = new List<Vector2>(); private int ammountOfPoints = 5; private int blobbSize = 200; private Vector2 topLeft = new Vector2(100, 100); private Vector2 blobbCenter; private int endAngle = 50; private int angleIncrementation; public Blobb() { blobbCenter = new Vector2(blobbSize / 2, blobbSize / 2) + topLeft; angleIncrementation = endAngle / ammountOfPoints; for (int i = 0; i < ammountOfPoints; i++) { pointsInPath.Add(getPointByAngle(i * angleIncrementation, 100, blobbCenter)); // pointsInPath.Add(getPointByAngle(i * angleIncrementation, blobbSize / 2, blobbCenter)); } } private Vector2 getPointByAngle(float angle, float distance, Vector2 centre) { return new Vector2((float)(distance * Math.Cos(angle) ), (float)(distance * Math.Sin(angle))) + centre ; }

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  • I don't understand why one of my vbo is overwritten by another

    - by Alays
    to create a vbo I use this function: public void loadVBO(){ vboID = GL15.glGenBuffers(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboID); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, buf, GL15.GL_STATIC_DRAW); // Put the position coordinates in attribute list 0 GL20.glVertexAttribPointer(0, 4, GL11.GL_FLOAT, false,4*4+4*4+4*4+2*4 , 0); // Put the color components in attribute list 1 GL20.glVertexAttribPointer(1, 4, GL11.GL_FLOAT, false,4*4+4*4+4*4+2*4 , 4*4); GL20.glVertexAttribPointer(2, 4, GL11.GL_FLOAT, false,4*4+4*4+4*4+2*4 , 4*4+4*4); // Put the texture coordinates in attribute list 2 GL20.glVertexAttribPointer(3, 4, GL11.GL_FLOAT, false,4*4+4*4+4*4+2*4 , 4*4+4*4+4*4); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); } to display a vbo I use this function: public void displayVBO(){ GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, vboID); GL20.glEnableVertexAttribArray(0); GL20.glEnableVertexAttribArray(1); GL20.glEnableVertexAttribArray(2); GL20.glEnableVertexAttribArray(3); GL11.glDrawArrays(GL_TRIANGLES, 0, buf.capacity()); GL20.glDisableVertexAttribArray(0); GL20.glDisableVertexAttribArray(1); GL20.glDisableVertexAttribArray(2); GL20.glDisableVertexAttribArray(3); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); } So when I call map.loadVBO() and then ocean.loadVBO(), I think the second call overwrite the first vbo I don't know how ... When I call map.display() and ocean.display(), I have the ocean draw 2 times .... Thanks.

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  • Are there any reasons to use Legacy (2.X) OpenGL?

    - by user27886
    The benefits are well documented of the Modern OpenGL 3.X & 4.X API's, but I'm wondering if there are ANY benefits to keeping with the old OpenGL, Or if learning OpenGL 2.X is a complete waste of time now no matter what? Particularly I've wondered if using the OpenGL 2.X API is appropriate if the target platform had graphics hardware capable of only up to OpenGL 2.X. Would a driver update on said target platform allow programs compiled using the Modern OpenGL API's to be released on this old platform? If they both work, which would be faster? Thanks

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  • Draw contour around object in Opengl

    - by Maciekp
    I need to draw contour around 2d objects in 3d space. I tried drawing lines around object(+points to fill the gap), but due to line width, some part of it(~50%) was covering object. I tried to use stencil buffer, to eliminate this problem, but I got sth like this(contour is green): http://goo.gl/OI5uc (sorry I can't post images, due to my reputation) You can see(where arrow points), that some parts of line are behind object, and some are above. This changes when I move camera, but always there is some part, that is covering it. Here is code, that I use for drawing object: glColorMask(1,1,1,1); std::list<CObjectOnScene*>::iterator objIter=ptr->objects.begin(),objEnd=ptr->objects.end(); int countStencilBit=1; while(objIter!=objEnd) { glColorMask(1,1,1,1); glStencilFunc(GL_ALWAYS,countStencilBit,countStencilBit); glStencilOp(GL_REPLACE,GL_KEEP,GL_REPLACE ); (*objIter)->DrawYourVertices(); glStencilFunc(GL_NOTEQUAL,countStencilBit,countStencilBit); glStencilOp(GL_KEEP,GL_KEEP,GL_REPLACE); (*objIter)->DrawYourBorder(); ++objIter; ++countStencilBit; } I've tried different settings of stencil buffer, but always I was getting sth like that. Here is question: 1.Am I setting stencil buffer wrong? 2. Are there any other simple ways to create contour on such objects? Thanks in advance. EDIT: 1. I don't have normals of objects. 2. Object can be concave. 3. I can't use shaders(see below why).

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  • Sorting for 2D Drawing

    - by Nexian
    okie, looked through quite a few similar questions but still feel the need to ask mine specifically (I know, crazy). Anyhoo: I am drawing a game in 2D (isometric) My objects have their own arrays. (i.e. Tiles[], Objects[], Particles[], etc) I want to have a draw[] array to hold anything that will be drawn. Because it is 2D, I assume I must prioritise depth over any other sorting or things will look weird. My game is turn based so Tiles and Objects won't be changing position every frame. However, Particles probably will. So I am thinking I can populate the draw[] array (probably a vector?) with what is on-screen and have it add/remove object, tile & particle references when I pan the screen or when a tile or object is specifically moved. No idea how often I'm going to have to update for particles right now. I want to do this because my game may have many thousands of objects and I want to iterate through as few as possible when drawing. I plan to give each element a depth value to sort by. So, my questions: Does the above method sound like a good way to deal with the actual drawing? What is the most efficient way to sort a vector? Most of the time it wont require efficiency. But for panning the screen it will. And I imagine if I have many particles on screen moving across multiple tiles, it may happen quite often. For reference, my screen will be drawing about 2,800 objects at any one time. When panning, it will be adding/removing about ~200 elements every second, and each new element will need adding in the correct location based on depth.

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  • NVidia control panel SSAO not working

    - by János Turánszki
    I am just before implementing screen space ambient occlusion in my game, but first I wanted to try enabling it from NVidia control panel only to find out that it is greyed out so that I can not enable it. With this I could enable SSAO for some other games, but not every one. I know this technique requires the depth buffer and (optionally) a normal map texture to sample information from which I already have access to given I have a deferred renderer working. After that I actually thought to roll back to a previous version of my game which still uses forward rendering so the depth buffer is actually bound to the backbuffer which I render to from the get-go so that maybe the NVidia control panel would somehow make use of it. It was not working with forward rendering either. (I also tried FXAA in the control panel and that works - but it doesn't need any depth or normal texture) So my question is that how can I enable this function so that it would work by enabling it in the NVidia control panel?

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  • How can I get my game to show up in the Games Explorer on Windows?

    - by Kraemer
    I want to create an installer for a game which allows for an icon to be put in the Games Explorer for Vista and Windows 7. I have created the GDF, then built the script for project and obtained the .h, .gdf and .rc files. But I can't compile (using Visual Studio 2010) the .rc file into an executable to be used after that in order to create the installer. I get the following error after I set the executable path: "Could not load file or assembly'Microsoft.VisualStudio.HpcDebugger.Impl, Version 10.0.0.0, Culture=neutral, PublickKeyToken=b03f5f7f11d50a3a' or one of its dependencies. The system cannot find the file specified." Any ideas what I'm doing wrong?

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  • Getting the front buffer into a gfx mem surface (Dx9)

    - by lapin
    I'm using DirectX 9 to acquire the frontbuffer. There are a couple of ways I know of to get at the front buffer: GetRenderTargetData() GetFrontBufferData() The MSDN page on both of these API calls state that the data is copied from device memory to system memory. I'd like to copy the front buffer surface directly to another graphics memory surface, as I have other manipulations to perform on the acquired surface before returning it to system memory. I'm creating a D3DUSAGE_DYNAMIC texture (gfx mem texture) and calling GetFrontBufferData() to write the front buffer to my textures surface0. Is this valid? Will the operation remain in gfx memory, or will it need to move to system memory and then back to graphics memory? If this is the case, is what I'm trying to achieve possible?

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  • How to use music in a simple game?

    - by Aerovistae
    It's like this: I've got this very simple game in mind, and I happen to be lucky enough to know this guy at my college who is the best musician I've ever met in person who wasn't already on a stage. He writes these beautiful songs on piano, just meandering and mysterious. They'd add so much as background music. But here's my dilemma: say I record a 5 minute long song from him. How do I use it? Do I set it playing, and then make it start over as soon as it ends? Do I leave a 5 minute period of silence and then start it over again? Or do I find other music and just have continuous music playing? What do other people usually do for this sort of thing?

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  • Does Windows 8 still support DirectX 9?

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

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