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  • GLSL compiler messages from different vendors [on hold]

    - by revers
    I'm writing a GLSL shader editor and I want to parse GLSL compiler messages to make hyperlinks to invalid lines in a shader code. I know that these messages are vendor specific but currently I have access only to AMD's video cards. I want to handle at least NVidia's and Intel's hardware, apart from AMD's. If you have video card from different vendor than AMD, could you please give me the output of following C++ program: #include <GL/glew.h> #include <GL/freeglut.h> #include <iostream> using namespace std; #define STRINGIFY(X) #X static const char* fs = STRINGIFY( out vec4 out_Color; mat4 m; void main() { vec3 v3 = vec3(1.0); vec2 v2 = v3; out_Color = vec4(5.0 * v2.x, 1.0); vec3 k = 3.0; float = 5; } ); static const char* vs = STRINGIFY( in vec3 in_Position; void main() { vec3 v(5); gl_Position = vec4(in_Position, 1.0); } ); void printShaderInfoLog(GLint shader) { int infoLogLen = 0; int charsWritten = 0; GLchar *infoLog; glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLen); if (infoLogLen > 0) { infoLog = new GLchar[infoLogLen]; glGetShaderInfoLog(shader, infoLogLen, &charsWritten, infoLog); cout << "Log:\n" << infoLog << endl; delete [] infoLog; } } void printProgramInfoLog(GLint program) { int infoLogLen = 0; int charsWritten = 0; GLchar *infoLog; glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infoLogLen); if (infoLogLen > 0) { infoLog = new GLchar[infoLogLen]; glGetProgramInfoLog(program, infoLogLen, &charsWritten, infoLog); cout << "Program log:\n" << infoLog << endl; delete [] infoLog; } } void initShaders() { GLuint v = glCreateShader(GL_VERTEX_SHADER); GLuint f = glCreateShader(GL_FRAGMENT_SHADER); GLint vlen = strlen(vs); GLint flen = strlen(fs); glShaderSource(v, 1, &vs, &vlen); glShaderSource(f, 1, &fs, &flen); GLint compiled; glCompileShader(v); bool succ = true; glGetShaderiv(v, GL_COMPILE_STATUS, &compiled); if (!compiled) { cout << "Vertex shader not compiled." << endl; succ = false; } printShaderInfoLog(v); glCompileShader(f); glGetShaderiv(f, GL_COMPILE_STATUS, &compiled); if (!compiled) { cout << "Fragment shader not compiled." << endl; succ = false; } printShaderInfoLog(f); GLuint p = glCreateProgram(); glAttachShader(p, v); glAttachShader(p, f); glLinkProgram(p); glUseProgram(p); printProgramInfoLog(p); if (!succ) { exit(-1); } delete [] vs; delete [] fs; } int main(int argc, char* argv[]) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA); glutInitWindowSize(600, 600); glutCreateWindow("Triangle Test"); glewInit(); GLenum err = glewInit(); if (GLEW_OK != err) { cout << "glewInit failed, aborting." << endl; exit(1); } cout << "Using GLEW " << glewGetString(GLEW_VERSION) << endl; const GLubyte* renderer = glGetString(GL_RENDERER); const GLubyte* vendor = glGetString(GL_VENDOR); const GLubyte* version = glGetString(GL_VERSION); const GLubyte* glslVersion = glGetString(GL_SHADING_LANGUAGE_VERSION); GLint major, minor; glGetIntegerv(GL_MAJOR_VERSION, &major); glGetIntegerv(GL_MINOR_VERSION, &minor); cout << "GL Vendor : " << vendor << endl; cout << "GL Renderer : " << renderer << endl; cout << "GL Version : " << version << endl; cout << "GL Version : " << major << "." << minor << endl; cout << "GLSL Version : " << glslVersion << endl; initShaders(); return 0; } On my video card it gives: Status: Using GLEW 1.7.0 GL Vendor : ATI Technologies Inc. GL Renderer : ATI Radeon HD 4250 GL Version : 3.3.11631 Compatibility Profile Context GL Version : 3.3 GLSL Version : 3.30 Vertex shader not compiled. Log: Vertex shader failed to compile with the following errors: ERROR: 0:1: error(#132) Syntax error: '5' parse error ERROR: error(#273) 1 compilation errors. No code generated Fragment shader not compiled. Log: Fragment shader failed to compile with the following errors: WARNING: 0:1: warning(#402) Implicit truncation of vector from size 3 to size 2. ERROR: 0:1: error(#174) Not enough data provided for construction constructor WARNING: 0:1: warning(#402) Implicit truncation of vector from size 1 to size 3. ERROR: 0:1: error(#132) Syntax error: '=' parse error ERROR: error(#273) 2 compilation errors. No code generated Program log: Vertex and Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed. Or if you like, you could give me other compiler messages than proposed by me. To summarize, the question is: What are GLSL compiler messages formats (INFOs, WARNINGs, ERRORs) for different vendors? Please give me examples or pattern explanation. EDIT: Ok, it seems that this question is too broad, then shortly: How does NVidia's and Intel's GLSL compilers present ERROR and WARNING messages? AMD/ATI uses patterns like this: ERROR: <position>:<line_number>: <message> WARNING: <position>:<line_number>: <message> (examples are above).

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  • How to update off screen bitmap in a surfaceview thread

    - by DKDiveDude
    I have a Surfaceview thread and an off canvas texture bitmap that is being generated (changed), first row (line), every frame and then copied one position (line) down on regular surfaceview bitmap to make a scrolling effect, and I then continue to draw other things on top of that. Well that is what I really want, however I can't get it to work even though I am creating a separate canvas for off screen bitmap. It is just not scrolling at all. I other words I have a memory bitmap, same size as Surfaceview canvas, which I need to scroll (shift) down one line every frame, and then replace top line with new random texture, and then draw that on regular Surfaceview canvas. Here is what I thought would work; My surfaceChanged where I specify bitmap and canvasses and start thread: @Override public void surfaceCreated(SurfaceHolder holder) { intSurfaceWidth = mSurfaceView.getWidth(); intSurfaceHeight = mSurfaceView.getHeight(); memBitmap = Bitmap.createBitmap(intSurfaceWidth, intSurfaceHeight, Bitmap.Config.ARGB_8888); memCanvas = new Canvas(memCanvas); myThread = new MyThread(holder, this); myThread.setRunning(true); blnPause = false; myThread.start(); } My thread, only showing essential middle running part: @Override public void run() { while (running) { c = null; try { // Lock canvas for drawing c = myHolder.lockCanvas(null); synchronized (mSurfaceHolder) { // First draw off screen bitmap to off screen canvas one line down memCanvas.drawBitmap(memBitmap, 0, 1, null); // Create random one line(row) texture bitmap memTexture = Bitmap.createBitmap(imgTexture, 0, rnd.nextInt(intTextureImageHeight), intSurfaceWidth, 1); // Now add this texture bitmap to top of off screen canvas and hopefully bitmap memCanvas.drawBitmap(textureBitmap, intSurfaceWidth, 0, null); // Draw above updated off screen bitmap to regular canvas, at least I thought it would update (save changes) shifting down and add the texture line to off screen bitmap the off screen canvas was pointing to. c.drawBitmap(memBitmap, 0, 0, null); // Other drawing to canvas comes here } finally { // do this in a finally so that if an exception is thrown // during the above, we don't leave the Surface in an // inconsistent state if (c != null) { myHolder.unlockCanvasAndPost(c); } } } } For my game Tunnel Run. Right now I have a working solution where I instead have an array of bitmaps, size of surface height, that I populate with my random texture and then shift down in a loop for each frame. I get 50 frames per second, but I think I can do better by instead scrolling bitmap.

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  • The how of a collision engine

    - by JXPheonix
    This is a very, very broad question - what is the general algorithm of how a collision engine works? No code in specific, but rather, just a general idea of how a collision engine does what it does, constantly refreshing the points of an object and comparing it to other objects? (see, I have the general gist of it here.) A collision engine is basically an engine used in games (generally) so that your player (call him Bob), whenever bob moves into a wall, Bob stops, Bob does not walk through the wall. They also generally handle the gravity in a game and environmental things like that.

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  • I'm looking to learn how to apply traditional animation techniques to my graphics engine - are there any tutorials or online-resources that can help?

    - by blueberryfields
    There are many traditional animation techniques - such as blurring of motion, motion along an elliptical curve rather than a straight line, counter-motion before beginning of movement - which help with creating the appearance of a realistic 3D animated character. I'm looking to incorporate tools and short cuts for some of these into my graphics engine, to make it easier for my end users to use these techniques in their animations. Is there a good resource listing the techniques and the principles behind them, especially how they might apply to a graphics engine or 3D animation?

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  • Problems with moving 2D circle/box collision detection

    - by dario3004
    This is my first game ever and I'm a newbie in computer physics. I've got this code for the collision detection and it works fine for BOTTOM and TOP collision.It miss the collision detection with the paddle's edge and angles so I've (roughly) tried to implement it. Main method that is called for bouncing, it checks if it bounce with wall, or with top (+ right/left side) or with bottom (+ right/left side): protected void handleBounces(float px, float py) { handleWallBounce(px, py); if(mBall.y < getHeight()/4){ if (handleRedFastBounce(mRed, px, py)) return; if (handleRightSideBounce(mRed,px,py)) return; if (handleLeftSideBounce(mRed,px,py)) return; } if(mBall.y > getHeight()/4 * 3){ if (handleBlueFastBounce(mBlue, px, py)) return; if (handleRightSideBounce(mBlue,px,py)) return; if (handleLeftSideBounce(mBlue,px,py)) return; } } This is the code for the BOTTOM bounce: protected boolean handleRedFastBounce(Paddle paddle, float px, float py) { if (mBall.goingUp() == false) return false; // next position tx = mBall.x; ty = mBall.y - mBall.getRadius(); // actual position ptx = px; pty = py - mBall.getRadius(); dyp = ty - paddle.getBottom(); xc = tx + (tx - ptx) * dyp / (ty - pty); if ((ty < paddle.getBottom() && pty > paddle.getBottom() && xc > paddle.getLeft() && xc < paddle.getRight())) { mBall.x = xc; mBall.y = paddle.getBottom() + mBall.getRadius(); mBall.bouncePaddle(paddle); playSound(mPaddleSFX); increaseDifficulty(); return true; } else return false; } As long as I understood it should be something like this: So I tried to make the "left side" and "right side" bounce method: protected boolean handleLeftSideBounce(Paddle paddle, float px, float py){ // next position tx = mBall.x + mBall.getRadius(); ty = mBall.y; // actual position ptx = px + mBall.getRadius(); pty = py; dyp = tx - paddle.getLeft(); yc = ty + (pty - ty) * dyp / (ptx - tx); if (ptx < paddle.getLeft() && tx > paddle.getLeft()){ System.out.println("left side bounce1"); System.out.println("yc: " + yc + "top: " + paddle.getTop() + " bottom: " + paddle.getBottom()); if (yc > paddle.getTop() && yc < paddle.getBottom()){ System.out.println("left side bounce2"); mBall.y = yc; mBall.x = paddle.getLeft() - mBall.getRadius(); mBall.bouncePaddle(paddle); playSound(mPaddleSFX); increaseDifficulty(); return true; } } return false; } I think I'm quite near to the solution but I'm having big troubles with the new "yc" formula. I tried so many versions of it but since I don't know the theory behind it I can't adjust for the Y axis. Since the Y axis is inverted I even tried this: yc = ty - (pty - ty) * dyp / (ptx - tx); I tried Googling it but I can't seem to find a solution for it. Also this method fails when ball touches the angle and I don't think is a nice way because it just test "one" point of the ball and probably there will be many cases in which the ball won't bounce.

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  • XNA, how to draw two cubes standing in line parallelly?

    - by user3535716
    I just got a problem with drawing two 3D cubes standing in line. In my code, I made a cube class, and in the game1 class, I built two cubes, A on the right side, B on the left side. I also setup an FPS camera in the 3D world. The problem is if I draw cube B first(Blue), and move the camera to the left side to cube B, A(Red) is still standing in front of B, which is apparently wrong. I guess some pics can make much sense. Then, I move the camera to the other side, the situation is like: This is wrong.... From this view, the red cube, A should be behind the blue one, B.... Could somebody give me help please? This is the draw in the Cube class Matrix center = Matrix.CreateTranslation( new Vector3(-0.5f, -0.5f, -0.5f)); Matrix scale = Matrix.CreateScale(0.5f); Matrix translate = Matrix.CreateTranslation(location); effect.World = center * scale * translate; effect.View = camera.View; effect.Projection = camera.Projection; foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); device.SetVertexBuffer(cubeBuffer); RasterizerState rs = new RasterizerState(); rs.CullMode = CullMode.None; rs.FillMode = FillMode.Solid; device.RasterizerState = rs; device.DrawPrimitives( PrimitiveType.TriangleList, 0, cubeBuffer.VertexCount / 3); } This is the Draw method in game1 A.Draw(camera, effect); B.Draw(camera, effect); **

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  • Best practices of texture size

    - by psal
    I wanted to know how should I determine a good texture size ? Currently, I always create UV texture that are 1024x1024px but if I create for example, a big house with a 1024px texture size, it will looks pretty bad. So, should I create different texture size (512, 1024, ...) for different mesh size like this ? : or is it better to always do high-resolution texture and then reduce it in the software (ie : increase the LODBias settings in UDK reduce the size of the texture) ? Thanks for your answer. ps : sorry for my english !

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  • Best way to implement an AI for Dominion? [on hold]

    - by j will
    I'm creating a desktop client and server backend for the game, Dominion, by Donald X. Vaccarino. I've been reading up on AI techniques and algorithms and I just wanted to what is the best way to implement an AI for such a game? Would it better to look at neural networks, genetic algorithms, decision trees, fuzzy logic, or any other methodology? For those who do not know how Dominion works, check out this part of the wikipedia article: http://en.wikipedia.org/wiki/Dominion_(card_game)#Gameplay

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  • Error loading PCX image in FreeImage library

    - by khanhhh89
    I'm using FreeImage in C++ for loading texuture from the PCX image. My FreeImage code is as following: FREE_IMAGE_FORMAT fif = FIF_UNKNOWN; //pointer to the image data BYTE* bits(0); fif = FreeImage_GetFileType(m_fileName.c_str(), 0); if (FreeImage_FIFSupportsReading(fif)) dib = FreeImage_Load(fif, m_fileName.c_str()); //retrieve the image data bits = FreeImage_GetBits(dib); //get the image width and height width = FreeImage_GetWidth(dib); height = FreeImage_GetHeight(dib); My problem is the width and height variable are both 512, while the bits array is an empty string, which make the following OPENGL call corrupt: glTexImage2D(m_textureTarget, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, bits); While debugging, I notice that the "fif" variable (which contains the format of the image) is JPEG, while the Image is actually PCX. I wonder whether or not the FreeImage recognize the wrong format (from PCX to JPEG), so tha the bits array is an empty string. I hope to see your explanation about this problem. Thanks so much

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  • Make pygame's frame rate faster

    - by Smashery
    By profiling my game, I see that the vast majority of the execution time of my hobby game is between the blit and the flip calls. Currently, it's only running at around 13fps. My video card is fairly decent, so my guess is that pygame is not using it. Does anyone know of any graphics/display options I need to set in pygame to make this faster? Or is this just something that I have to live with since I've chosen pygame?

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  • List of Open Source Java Games for Android

    - by BluFire
    I'm wondering if there are any more opensource games than the ones that you can plainly see when you search a list of open source games for android on google. Such as, is there a good website that has compiled open source games? I don't want an answer of "go google it" or "en.wikipedia.org/wiki/List_of_open_source_Android_applications" it gets really annoying on posts when people just give lazy answers.

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  • Designing a flexible tile-based engine

    - by Vee
    I'm trying to create a flexible tile-based game engine to make all sorts of non-realtime puzzle games, just as Bejeweled, Civilization, Sokoban, and so on. The first approach I had was to have a 2D array of Tile objects, and then have classes inheriting from Tile that represented the game objects. Unfortunately that way I couldn't stack more game elements on the same Tile without having a 3D array. Then I did something different: I still had the 2D array of Tile objects, but every Tile object contained a List where I put and different entities. This worked fine until 20 minutes ago, when I realized that it's too expensive to do many things, look at this example: I have a Wall entity. Every update I have to check the 8 adjacent Tiles, then check all of the entities in the Tile's List, check if any of those entities is a Wall, then finally draw the correct sprite. (This is done to draw walls that are next to each other seamlessly) The only solution I see now is having a 3D array, with many layers, that could suit every situation. But that way I can't stack two entities that share the same layer on the same tile. Whenever I want to do that I have to create a new layer. Is there a better solution? What would you do?

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  • Interpolation gives the appearance of collisions

    - by Akroy
    I'm implementing a simple 2D platformer with a constant speed update of the game logic, but with the rendering done as fast as the machine can handle. I interpolate positions between actual game updates by just using the position and velocity of objects at the last update. This makes things look really smooth in general, but when something hits a wall/floor, it appears to go through the wall for a moment before being positioned correctly. This is because the interpolator is not taking walls into account, so it guesses the position into walls until the actual game update fixes it. Are there any particularly elegant solutions for this? Simply increasing the update rate seems like a band-aid solution, and I'm trying to avoid increasing the system reqs. I could also check for collisions in the actual interpolator, but that seems like heavy overhead, and then I'm no longer dividing the drawing and the game updating.

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  • Switching between levels, re-initialize existing structure or create new one?

    - by Martino Wullems
    This is something I've been wondering for quite a while. When building games that exist out of multiple levels (platformers, shmups etc) what is the prefered method to switch between the levels? Let's say we have a level class that does the following: Load data for the level design (tiles), enemies, graphics etc. Setup all these elements in their appriopate locations and display them Start physics and game logic I'm stuck between the following 2 methods: 1: Throw away everything in the level class and make a new one, we have to load an entirely new level anyway! 2: pause the game logic and physics, unload all currents assets, then re-initialize those components with the level data for the new level. They both have their pros and cons. Method 1 is alot easier and seems to make sense since we have to redo everything anyway. But method 2 allows you to re-use exisiting elements which might save resources and allows for a smoother transfer to the new level.

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  • Rotating multiple points at once in 2D

    - by Deukalion
    I currently have an editor that creates shapes out of (X, Y) coordinates and then triangulate that to make up a shape of those points. What will I have to do to rotate all of those points simultaneously? Say I click the screen in my editor, it locates the point where I've clicked and if I move the mouse up or down from that point it calculates rotation on X and Y axis depending on new position relevant to first position, say I move up 10 on the Y axis it rotates that way and the same way for X. Or simply, somehow to enter rotation degree: 90, 180, 270, 360, for example. I use VertexPositionColor at the moment. What are the best algorithms or methods that I can look at to rotate multiple points in 2D at once? Also: Since this is an editor I do now want to rotate it on the Matrix, so if I want to rotate the whole shape 180 degree that's the new "position" of all the points, so that's the new rotation = 0 for example. Later on I probably will use World Matrix rotation for this, but not now.

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  • Scrolling Box2D DebugDraw

    - by onedayitwillmake
    I'm developing a game using Box2D (javascript implementation - Box2DWeb), and I would like to know how I can pan the debug draw. I know the usual answer is - don't use debug draw, it's just for debugging. I'm not, however not all my objects are on the same screen, and i'd like to see where they are in the physics representation. How can I pan the debug drawing? As you can see the debug draw stuff, is show on the top left, but it only shows a small part of the world. Here is an example of what I mean: http://onedayitwillmake.com/ChuClone/ The game is open source, If you'd like to poke through and note something that perhaps i'm doing something that is obviously wrong: https://github.com/onedayitwillmake/ChuClone Here's my hacky way that I'm using now to scroll the b2DebugDraw view, in which I added a property offsetX and offsetY into b2DebugDraw

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  • Data structure for bubble shooter game

    - by SundayMonday
    I'm starting to make a bubble shooter game for a mobile OS. Assume this is just the basic "three or more same-color bubbles that touch pop" and all bubbles that are separated from their group fall/pop. What data structures are common for storing the bubbles? I've considered using an undirected, connected graph where each node is a bubble. This seems like it could help answer the question "which bubbles (if any) should fall now?" after some arbitrary bubbles are popped and corresponding nodes are removed from the graph. I think the answer is all bubbles that were just disconnected from the graph should fall. However the graph approach might be overkill so I'm not sure. Another consideration for the data structure is collision detection. Perhaps being able to grab a list of neighboring bubbles in constant time for a particular "bubble slot" is useful. So the collision detection would be something like "moving bubble is closest to slot ij, neighbors of slot ij are bubbles a,b,c, moving bubble is sufficiently close to bubble b hence moving bubble should come to rest in slot ij". A game like this could be probably be made with a relatively crude grid structure as the primary data structure. However it seems like answering "which bubbles (if any) should fall now?" would be trickier with this data structure.

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  • Marshalling C# Structs into DX11 cbuffers

    - by Craig
    I'm having some issues with the packing of my structure in C# and passing them through to cbuffers I have registered in HLSL. When I pack my struct in one manner the information seems to be able to pass to the shader: [StructLayout(LayoutKind.Explicit, Size = 16)] internal struct TestStruct { [FieldOffset(0)] public Vector3 mEyePosition; [FieldOffset(12)] public int type; } This works perfectly when used against this HLSL fragment: cbuffer PerFrame : register(b0) { Vector3 eyePos; int type; } float3 GetColour() { float3 returnColour = float(0.0f, 0.0f, 0.0f); switch(type) { case 0: returnColour = float3(1.0f, 0.0f, 0.0f); break; case 1: returnColour = float3(0.0f, 1.0f, 0.0f); break; case 2: returnColour = float3(0.0f, 0.0f, 1.0f); break; } return returnColour; } However, when I use the following structure definitions... // Note this is 16 because HLSL packs in 4 float 'chunks'. // It is also simplified, but still demonstrates the problem. [StructLayout(Layout.Explicit, Size = 16)] internal struct InternalTestStruct { [FieldOffset(0)] public int type; } [StructLayout(LayoutKind.Explicit, Size = 32)] internal struct TestStruct { [FieldOffset(0)] public Vector3 mEyePosition; //Missing 4 bytes here for correct packing. [FieldOffset(16)] public InternalTestStruct mInternal; } ... the following HLSL fragment no longer works. struct InternalType { int type; } cbuffer PerFrame : register(b0) { Vector3 eyePos; InternalType internalStruct; } float3 GetColour() { float3 returnColour = float(0.0f, 0.0f, 0.0f); switch(internaltype.type) { case 0: returnColour = float3(1.0f, 0.0f, 0.0f); break; case 1: returnColour = float3(0.0f, 1.0f, 0.0f); break; case 2: returnColour = float3(0.0f, 0.0f, 1.0f); break; } return returnColour; } Is there a problem with the way I am packing the struct, or is it another issue? To re-iterate: I can pass a struct in a cbuffer so long as it does not contain a nested struct.

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  • How to perform efficient 2D picking in HTML5?

    - by jSepia
    I'm currently using an R-Tree for both picking and collision testing. Each entity on screen has a bounding box for collisions and a separate one for picking. Since entities may change position very frequently, both trees must be updated/reordered once per frame. While this is very efficient for collisions, because the tree is used in hundreds of collision queries every frame, I'm finding it too costly for picking, because it only gets queried when the user clicks, thus leading to a lot of wasted tree updates. What would be a more efficient way to implement picking without as much overhead?

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  • Multiplayer Network Game - Interpolation and Frame Rate

    - by J.C.
    Consider the following scenario: Let's say, for sake of example and simplicity, that you have an authoritative game server that sends state to its clients every 45ms. The clients are interpolating state with an interpolation delay of 100 ms. Finally, the clients are rendering a new frame every 15ms. When state is updated on the client, the client time is set from the incoming state update. Each time a frame renders, we take the render time (client time - interpolation delay) and identify a previous and target state to interpolate from. To calculate the interpolation amount/factor, we take the difference of the render time and previous state time and divide by the difference of the target state and previous state times: var factor = ((renderTime - previousStateTime) / (targetStateTime - previousStateTime)) Problem: In the example above, we are effectively displaying the same interpolated state for 3 frames before we collected the next server update and a new client (render) time is set. The rendering is mostly smooth, but there is a dash of jaggedness to it. Question: Given the example above, I'd like to think that the interpolation amount/factor should increase with each frame render to smooth out the movement. Should this be considered and, if so, what is the best way to achieve this given the information from above?

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  • Is it safe StringToHash() to use in Unity?

    - by Sebastian Krysmanski
    I'm currently browsing through the Unity tutorials and saw that they're recommending to use Animator.StringToHash("some string") to created unique ids for animation properties (see here). Since I'm a programmer, to me the word "hash" doesn't represents something unique. Like the Java documentation for hashValue() states: It is not required that if two objects are unequal [...], then calling the hashCode method on each of the two objects must produce distinct integer results. So, according to this (and my definition of "hash"), two strings may have the same hash value. (You can also argue that there are an infinite number of possible strings but only 2^32 possible int values.) So, is there a possibility that StringToHash() will give me an id that actually belongs to another property (than the one I requested the hash for)?

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  • Where can I find "magic numbers" for classic game play mechanics?

    - by MrDatabase
    I'd like to find some "magic numbers" for the classic helicopter game. For example the numbers that determine how fast the helicopter accelerates up and down. Also perhaps the "randomness" of the obstacles (uniformly distributed? Gaussian?). Where can I find these numbers? p.s. I don't care about the particular platform... Flash on the desktop browser is just as good as some implementation on a mobile device.

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  • why is glVertexAttribDivisor crashing?

    - by 2am
    I am trying to render some trees with instancing. This is rather weird, but before sleeping yesterday night, I checked the code, and it was in a running state, when I got up this morning, it is crashing when I am calling glVertexAttribDivisor I haven't changed any code since yesterday. Here is how I am sending data to GPU for instancing. glGenBuffers(1, &iVBO); glBindBuffer(GL_ARRAY_BUFFER, iVBO); glBufferData(GL_ARRAY_BUFFER, (ml_instance->i_positions.size()*sizeof(glm::vec4)) , NULL, GL_STATIC_DRAW); glBufferSubData(GL_ARRAY_BUFFER, 0, (ml_instance->i_positions.size()*sizeof(glm::vec4)), &ml_instance->i_positions[0]); And then in vertex specification-- glBindBuffer(GL_ARRAY_BUFFER, iVBO); glVertexAttribPointer(i_positions, 4, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(i_positions); glVertexAttribDivisor(i_positions,1); // **THIS IS WHERE THE PROGRAM CRASHES** glDrawElementsInstanced(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0,TREES_INSTANCE_COUNT); I have checked ml_instance->i_positions, it has all the data that needs to render. I have checked the value of i_positions in vertex shader, it is the same as whatever I have defined there. I am little out of ideas here, everything looks pretty much fine. What am I missing?

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  • sprite animation system height recalculating has some issues

    - by Nicolas Martel
    Basically, the way it works is that it update the frame to show every let's say 24 ticks and every time the frame update, it recalculates the height and width of the new sprite to render so that my gravity logics and stuff works well. But the problem i am having now is a bit hard to explain in words only, therefore i will use this picture to assist me The picture So what i need basically is that if let's say i froze the sprite at the first frame, then unfreeze it and freeze it at the second frame, have the second frame's sprite (let's say it's a prone move) simply stand on the foothold without starting the gravity and when switching back, have the first sprite go back on the foothold like normal without being under the foothold. I had 2 ideas on doing this but I'm not sure it's the most efficient ways to do it so i wanna hear your inputs.

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  • How to play the sound of an object sliding on another object for a variable duration

    - by Antoine
    I would like to add sound effects to a basic 2D game. For example, a stone sphere is rolling on wood surface. Let's say I have a 2 second audio recording of this. How could I use the sample to add sound for an arbitrary duration ? So far I have two solutions in mind: a/ record the sound for an amount of time that is greater than the maximum expected duration, and play only a part of it; b/ extract a small portion of the sample and play it in a loop for the duration of the move; however I'm not sure if it makes sense with an audio wave.

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