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  • Pushing a vector into an vector

    - by Sunil
    I have a 2d vector typedef vector <double> record_t; typedef vector <record_t> data_t; data_t data; So my 2d vector is data here. It has elements like say, 1 1 1 1 1 2 2 2 2 2 3 3 3 3 3 4 4 4 4 4 5 5 5 5 5 Now I want to insert these elements into another 2d vector std::vector< vector<double> > window; So what I did was to create an iterator for traversing through the rows of data and pushing it into window like std::vector< std::vector<double> >::iterator data_it; for (data_it = data.begin() ; data_it != data.end() ; ++data_it){ window.push_back ( *data_it ); // Do something else } Can anybody tell me where I'm wrong or suggest a way to do this ? BTW I want to push it just element by element because I want to be able to do something else inside the loop too. i.e. I want to check for a condition and increment the value of the iterator inside. for example, if a condition satisfies then I'll do data_it+=3 or something like that inside the loop. Thanks P.S. I asked this question last night and didn't get any response and that's why I'm posting it again.

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  • Which way to store this data is effective?

    - by Tattat
    I am writing a game, which need a map, and I want to store the map. The first thing I can think of, is using a 2D-array. But the problem is what data should I store in the 2D-array. The player can tap different place to have different reaction. So, I am thinking store a 2D-array with objects, when player click some position, and I find it in the array, and use the object in that array to execute a cmd. But I have a concern that storing lots of object may use lots of memory. So, I am think storing char/int only. But it seems that not enough for me. I want to store the data like that: { Type:1 Color:Green } No matter what color is, if they are all type 1, the have same reactions in logic, but the visual effect is based on the color. So, it is not easy to store using a prue char/int data, unless I make something like this: 1-5 --> all type 1. 1=color green , 2=color red, 3 = color yellow.... ... 6-10 --> all type 2. 2 = color green, 2 = color red ... ... So, do you have any ideas on how to minimize the ram use, but also easy for me to read... ...thx

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  • own drawImage / drawLine in OpenGL

    - by Chrise
    I'm implementing some native 2D-draw functions in my graphics engine for android, but now there's another question coming up, when I observe the performance of my program. At the moment I'm implementing a drawLine/drawImage function. In summary, there are following different values for drawing each different line / image: the color the alpha value the width of the line rotation (only for images) size/scale (also for images) blending method (subrtract, add, normal-alpha) Now, when an imageLine is drawn, I put the CPU-calculated vertex-positions and uv-values for 6 vertices (2 triangles), into a Floatbuffer and draw it immediately with drawArrays, after passing information for drawing (color,alpha, etc.) via uniforms to the shader. When I draw an image, the pre-set VBO is directly drawn after passing information. The first fact I recognized, is: of course drawing Images is much faster, than imagelines (beacuse of VBOs), but also: I cannot pre-put vertex-data into a VBO for imageLines, because imageLines have no static shape like normal images (varying linelength, varying linewidth and the vertex positions of x1,y1 and x2,y2 change too often) That's why I use a normal Floatbuffer, instead of a VBO. So my question is: What's the best way for managing images, and other 2D-graphics functions. For me it's some kind of important, that the user of the engine is able to draw as many images/2D graphics as possible, without loosing to much performance. You can find the functions for drawing images, imagelines, rects, quads, etc. here: https://github.com/Chrise55/LLama3D/blob/master/Llama3DLibrary/src/com/llama3d/object/graphics/image/ImageBase.java Here an example how it looks with many images (testing artificial neural networks), it works fine, but already little bit slow with that many images... :(

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  • DDR3 10600 memory running at 533mhz

    - by Elger
    I bought a second hand hp dl160 g6 a year ago with 48GB configured in it. I discovered checking with cpu-z and doublechecked with speccy the memory runs at only 533Mhz. I checked the configuration with the HP memory configurator and the banks are populated correctly for max performance. There are 12 banks populated with micron and hynix memory of 4gb, all capable of running 1333mhz. What could me wrong here? C:\Users\Administrator>wmic Memorychip get manufacturer, partnumber, speed, seri alnumber, devicelocator, banklabel BankLabel DeviceLocator Manufacturer PartNumber SerialNumber Speed BANK0 PROC 1 DIMM 3A Micron 36JSZF51272PZ1G4F C5DF65D7 1333 BANK1 PROC 1 DIMM 2D Micron 36JSZF51272PY1G4D 951565E0 1333 BANK3 PROC 1 DIMM 6B Micron 36JSZF51272PZ1G4F 3F3160D6 1333 BANK4 PROC 1 DIMM 5E Hyundai HMT151R7BFR4C-H9 E28A3014 1333 BANK6 PROC 1 DIMM 9C Micron 36JSZF51272PZ1G4F 26DF7E1A 1333 BANK7 PROC 1 DIMM 8F Micron 36JSZF51272PZ1G4G 77FC67D7 1333 BANK9 PROC 2 DIMM 3A Hyundai HMT151R7BFR4C-H9 FB763433 1333 BANK10 PROC 2 DIMM 2D Hyundai HMT151R7BFR4C-H9 E18AA014 1333 BANK12 PROC 2 DIMM 6B Hyundai HMT151R7BFR4C-H9 DF8A1014 1333 BANK13 PROC 2 DIMM 5E Hyundai HMT151R7BFR4C-H9 6968511A 1333 BANK15 PROC 2 DIMM 9C Hyundai HMT151R7BFR4C-H9 F28A7014 1333 BANK16 PROC 2 DIMM 8F Micron 36JSZF51272PZ1G4G 76FC67D7 1333

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  • Identifying the version of ATI Catalyst drivers

    - by snark
    I have bought a new video card based on the ATI Radeon HD 5670 chipset. I couldn't make it work with the latest ATI Catalyst drivers found on their website, only the drivers found on the CD delivered with the card worked. How can I know the version of Catalyst that is installed on my PC (running Windows 7 64-bits)? The ATI Catalyst Control Center returns the following information: Driver Packaging Version 8.673-091110a-092263C Provider ATI Technologies Inc. 2D Driver Version 8.01.01.973 2D Driver File Path /REGISTRY/MACHINE/SYSTEM/ControlSet001/Control/CLASS/{4D36E968-E325-11CE-BFC1-08002BE10318}/0000 Direct3D Version 8.14.10.0708 OpenGL Version 6.14.10.9120 Catalyst™ Control Center Version 2009.1110.2225.40230 I do not recognize anything pointing to a "marketing version". The website says the current version of Catalyst is 10.2.

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  • verisign certificate into jboss server SSL

    - by rfders
    Hi all, i'm trying to enable jboss to uses ssl protocol using a previously generated certificate from verisign, i imported both certificate, server certificate and ca certificate into the keytore file, and i configured the server.xml to use that keystore and activate ssl protocol, then when i run the jboss, I got this error "certificate or key corresponds to the SSL cipher suites which are enabled" Question, reading some post on internet, i found that every example was made it generating a Certificate Request, it stricly necesary to do that if i already have the server certificate and that CSR has to be imported into the keystore as well ? at this point i'm very confused about this issue, i tried almost every solutions posted in several forums but till now i haven't any luck !! can you give me some tips in order to solve this problem. thanks in advance this are my keystore file: Keystore type: jks Keystore provider: SUN Your keystore contains 2 entries j2ee, Dec 29, 2009, trustedCertEntry, Certificate fingerprint (MD5): 69:CC:2D:2A:2D:EF:C4:DB:A2:26:35:57:06:29:7D:4C ugent, Dec 29, 2009, trustedCertEntry, Certificate fingerprint (MD5): AC:D8:0E:A2:7B:B7:2C:E7:00:DC:22:72:4A:5F:1E:92 and my server.xml configuration:

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  • OpenGL support no longer available

    - by Aznfin
    I've been using OpenGL hardware acceleration in programs such as Adobe Photoshop CS4 and Adobe After Effects CS4. I've noticed that recently the options for OpenGL previews are disabled because my graphics card seems to not support OpenGL. But that doesn't make any sense whatsoever. I know for a fact that my graphics card does have support for OpenGL and it worked before. I checked for driver updates just the other day. Anybody know what's going on? Info: Operating System: Windows 7 Home Premium 64-bit GPU: ATI Radeon HD 3200 Driver Packaging Version: 8.69-091211a-094296C-ATI Catalyst™ Version: 09.12 Provider: ATI Technologies Inc. 2D Driver Version: 8.01.01.994 2D Driver File Path: /REGISTRY/MACHINE/SYSTEM/ControlSet001/Control/CLASS /{4D36E968-E325-11CE-BFC1-08002BE10318}/0000 Direct3D Version: 8.14.10.0723 OpenGL Version: 6.14.10.9252 Catalyst™ Control Center Version: 2009.1211.1547.28237

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  • Playing 3D mkv on 3D TV

    - by user137713
    I just bought a brand new LG 42LW4500 TV with enabled 3D think its passive any how i have an option to convert 2D 3D i also got a full set of normal 3D Glases. Now today i downloaded a 3D movie (14GB) Full HD in a mkv format i hooked up my PC to my TV and opened the mkv in VLC player and what i got was 2 pictures in one screen sowing same thing. Now i am lost from here i enabled 3D but it didnt really feel like 3D. Can anyone shed some ligth on how can you play 3D movies do i need to use 2D 3D conversion on tv or?

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  • verisign certificate into jboss server SSL

    - by rfders
    i'm trying to enable jboss to uses ssl protocol using a previously generated certificate from verisign, i imported both certificate, server certificate and ca certificate into the keytore file, and i configured the server.xml to use that keystore and activate ssl protocol, then when i run the jboss, I got this error "certificate or key corresponds to the SSL cipher suites which are enabled" Question, reading some post on internet, i found that every example was made it generating a Certificate Request, it stricly necesary to do that if i already have the server certificate and that CSR has to be imported into the keystore as well ? at this point i'm very confused about this issue, i tried almost every solutions posted in several forums but till now i haven't any luck !! can you give me some tips in order to solve this problem. thanks in advance this are my keystore file: Keystore type: jks Keystore provider: SUN Your keystore contains 2 entries j2ee, Dec 29, 2009, trustedCertEntry, Certificate fingerprint (MD5): 69:CC:2D:2A:2D:EF:C4:DB:A2:26:35:57:06:29:7D:4C ugent, Dec 29, 2009, trustedCertEntry, Certificate fingerprint (MD5): AC:D8:0E:A2:7B:B7:2C:E7:00:DC:22:72:4A:5F:1E:92 and my server.xml configuration:

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  • Identifying the version of ATI Catalyst drivers

    - by Snark
    I have bought a new video card based on the ATI Radeon HD 5670 chipset. I couldn't make it work with the latest ATI Catalyst drivers found on their website, only the drivers found on the CD delivered with the card worked. How can I know the version of Catalyst that is installed on my PC (running Windows 7 64-bits)? The ATI Catalyst Control Center returns the following information: Driver Packaging Version 8.673-091110a-092263C Provider ATI Technologies Inc. 2D Driver Version 8.01.01.973 2D Driver File Path /REGISTRY/MACHINE/SYSTEM/ControlSet001/Control/CLASS/{4D36E968-E325-11CE-BFC1-08002BE10318}/0000 Direct3D Version 8.14.10.0708 OpenGL Version 6.14.10.9120 Catalyst™ Control Center Version 2009.1110.2225.40230 I do not recognize anything pointing to a "marketing version". The website says the current version of Catalyst is 10.2.

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  • Match over multiple lines perl regular expression

    - by John
    Hi, I have a file like this: 01 00 01 14 c0 00 01 10 01 00 00 16 00 00 00 64 00 00 00 65 00 00 01 07 40 00 00 22 68 61 6c 2e 6f 70 65 6e 65 74 2e 63 6f 6d 3b 30 30 30 30 30 30 30 30 32 3b 30 00 00 00 00 01 08 40 00 00 1e 68 61 6c 2e 6f 70 65 6e 65 74 2d 74 65 6c 65 63 6f 6d 2e 6c 61 6e 00 00 00 00 01 28 40 00 00 21 72 65 61 6c 6d 31 2e 6f 70 65 6e 65 74 2d 74 65 6c 65 63 6f 6d 2e 6c 61 6e 00 00 00 00 00 01 25 40 00 00 1e 68 61 6c 2e 6f 70 65 6e 65 74 2d 74 65 6c 65 63 6f 6d 2e 6c 61 6e 00 00 00 00 01 1b 40 00 00 20 72 65 61 6c 6d 2e 6f 70 65 6e 65 74 2d 74 65 6c 65 63 6f 6d 2e 6c 61 6e 00 00 01 02 40 00 00 0c 01 00 00 16 00 00 01 a0 40 00 00 0c 00 00 00 01 00 00 01 9f 40 00 00 0c 00 00 00 00 00 00 01 16 40 00 00 0c 00 00 00 00 00 00 01 bb 40 00 00 28 00 00 01 c2 40 00 00 0c 00 00 00 00 00 00 01 bc 40 00 00 13 31 39 37 37 31 31 31 32 32 33 31 00 I am reading the file and then finding certain octets and replacing them with tags: while(<FH>){ $line =~ s/(00 00 00 64)/<incr4> /g; $line =~ s/(00 00 00 65)/<incr4> /g; $line =~ s/(30 30 30 30 30 32)/<incr6ascii:999999:0>/g; $line =~ s/(31 31 32 32 33 31)/<incr6ascii:999999:0>/g; print OUTPUT $line; # } So for example, 00 00 00 64 would be replaced by the tag. This was working fine, but it doesn't seem to able to match over multiple lines any more. For example the pattern 31 31 32 32 33 31 runs over multiple lines, and the regular expression doesn't seem to catch it. I tried using /m /s pattern modifiers to ignore new lines but they didn't match it either. The only way around it I can come up with, is to read the whole file into a string using: undef $/; my $whole_file = <FH>; my $line = $whole_file; $line =~ s/(00 00 00 64)/<incr4> /g; $line =~ s/(00 00 00 65)/<incr4> /g; $line =~ s/(30 30 30 30 30 32)/<incr6ascii:999999:0>/g; $line =~ s/(31 31 32 32 33 31)/<incr6ascii:999999:0>/g; print OUTPUT $line; This works, the tags get inserted correctly, but the structure of the file is radically altered. It is all dumped out on a single line. I would like to retain the structure of the file as it appears here. Any ideas as to how I might do this? /john

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  • Z axis in isometric tilemap

    - by gyhgowvi
    I'm experimenting with isometric tile maps in JavaScript and HTML5 Canvas. I'm storing tile map data in JavaScript 2D array. // 0 - Grass // 1 - Dirt // ... var mapData = [ [0, 0, 0, 0, 0], [0, 0, 1, 0, 0, ... ] and draw for(var i = 0; i < mapData.length; i++) { for(var j = 0; j < mapData[i].length; j++) { var p = iso2screen(i, j, 0); // X, Y, Z context.drawImage(tileArray[mapData[i][j]], p.x, p.y); } } but this function mean's all tile Z axis is equal to zero. var p = iso2screen(i, j, 0); Maybe anyone have idea and how to do something like mapData[0][0] Z axis equal to 3 mapData[5][5] Z axis equal to 5? I have idea: Write function for grass, dirt and store this function to 2D array and draw and later mapData[0][0].setZ(3); But it is good idea to write functions for each tiles?

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  • Polygonal Triangulation - algorithm with O(n log n) complexity

    - by Arthur Wulf White
    I wish to triangulate a polygon I only have the outline of (p0, p1, p2 ... pn) like described in this question: polygon triangulation algorithm and this webpage: http://cgm.cs.mcgill.ca/~godfried/teaching/cg-projects/97/Ian/algorithm2.html I do not wish to learn the subject and have a deep understanding of it at the moment. I only want to see an effective algorithm that can be used out of the box. The one described in the site seems to be of somewhat high complexity O(n) for finding one ear. I heard this could be done in O(n log n) time. Is there any well known easy to use algorithm that I can translate port to use in my engine that runs with somewhat reasonable complexity? The reason I need to triangulate is that I wish to feel out a 2d-outline and render it 3d. Much like we fill out a 2d-outline in paint. I could use sprites. This would not serve cause I am planning to play with the resulting model on the z-axis, giving it different heights in the different areas. I would love to try the books that were mentioned, although I suspect that is not the answer most readers are hoping for when they read this Q & A format. Mostly I like to see a code snippet I can cut and paste with some modifications and start running.

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  • Rendering shadow sprites in cocos2d-x

    - by lukeluke
    I am writing a 2D game with cocos2d-x. I want to put a "shadow" sprite on a background sprite using the equation: MAX(0, Cd*1 - Cs*S) where Cd is the destination color (that is, a background pixel), Cs is the source color (the shadow pixel) , S is the scale factor (between 0 and 1). The MAX() function is used to avoid negative results. This is a lighting effect: when the shadow sprite pixel is 0, there is no effect on the background pixel, otherwise, the background pixel becomes darker. Now, the only way that comes to my mind is to change the blending equation to GL_FUNC_SUBTRACT, but it doesn't compile with cocos2d-x (can't found it)... I would subclass the CCSprite class in order to implement the draw() method in order to change, when needed, the blending equation, call the original draw() method and restore the blending equation to its previous state at the end of the method. So my questions are two: how to use glBlendEquation() with cocos2d-x? Keep in mind that i am writing a game for iphone/android/windows. are shadows handled this way in 2D games? Thx

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  • Confusion for mime files: magic, magic.mgc, magic.mime

    - by Florence Foo
    I'm using Ubuntu. I'm trying to use ruby gem 'shared-mime-info' for an application I'm writing. I understand that magic.mgc is a compiled version of magic file which has magic number definitions for the different file types. BUT I don't understand why is it /usr/share/mime/magic is in binary format instead of just normal text file with each parameters separated by white space like everywhere else I'm finding on the internet when it's referencing this file? The /usr/share/mime/magic has the word 'MIME-Magic' at the beginning of the file and prioritize the rest of the stuff like. So it doesn't look like magic.mgc at all. [100:application/vnd.scribus] >1=^@^KSCRIBUSUTF8 [90:application/vnd.stardivision.writer] >2089=^@ shared-mime-info seems to want a magic file in the binary non compiled format as above and I wanted to add definition for DOCX but how does one update or generate this file without using a hex editor? There is a reference to the magic file I found at: http://standards.freedesktop.org/shared-mime-info-spec/shared-mime-info-spec-latest.html And it mention this file is updated with update-mime-database but what if I just want to add some new entry to it. hex editor? Anyway I ended up using hexer to make a new magic file in ~/.local/share/mime/ with only the entry I wanted to add and the MIME-Magic header. Seems to work (assuming I will ever deal with docx for now). 00000000: 4d 49 4d 45 2d 4d 61 67 69 63 00 0a 5b 36 30 3a MIME-Magic..[60: 00000010: 61 70 70 6c 69 63 61 74 69 6f 6e 2f 76 6e 64 2e application/vnd. 00000020: 6f 70 65 6e 78 6d 6c 66 6f 72 6d 61 74 73 2d 6f openxmlformats-o 00000030: 66 66 69 63 65 64 6f 63 75 6d 65 6e 74 2e 77 6f fficedocument.wo 00000040: 72 64 70 72 6f 63 65 73 73 69 6e 67 6d 6c 2e 64 rdprocessingml.d 00000050: 6f 63 75 6d 65 6e 74 5d 0a 3e 30 3d 00 08 50 4b ocument].>0=..PK 00000060: 03 04 14 00 06 00 0a -- -- -- -- -- -- -- -- -- .......---------

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  • Depth interpolation for z-buffer, with scanline

    - by Twodordan
    I have to write my own software 3d rasterizer, and so far I am able to project my 3d model made of triangles into 2d space: I rotate, translate and project my points to get a 2d space representation of each triangle. Then, I take the 3 triangle points and I implement the scanline algorithm (using linear interpolation) to find all points[x][y] along the edges(left and right) of the triangles, so that I can scan the triangle horizontally, row by row, and fill it with pixels. This works. Except I have to also implement z-buffering. This means that knowing the rotated&translated z coordinates of the 3 vertices of the triangle, I must interpolate the z coordinate for all other points I find with my scanline algorithm. The concept seems clear enough, I first find Za and Zb with these calculations: var Z_Slope = (bottom_point_z - top_point_z) / (bottom_point_y - top_point_y); var Za = top_point_z + ((current_point_y - top_point_y) * Z_Slope); Then for each Zp I do the same interpolation horizontally: var Z_Slope = (right_z - left_z) / (right_x - left_x); var Zp = left_z + ((current_point_x - left_x) * Z_Slope); And of course I add to the zBuffer, if current z is closer to the viewer than the previous value at that index. (my coordinate system is x: left - right; y: top - bottom; z: your face - computer screen;) The problem is, it goes haywire. The project is here and if you select the "Z-Buffered" radio button, you'll see the results... (note that the rest of the options before "Z-Buffered" use the Painter's algorithm to correctly order the triangles. I also use the painter's algorithm -only- to draw the wireframe in "Z-Buffered" mode for debugging purposes) PS: I've read here that you must turn the z's into their reciprocals (meaning z = 1/z) before you interpolate. I tried that, and it appears that there's no change. What am I missing? (could anyone clarify, precisely where you must turn z into 1/z and where to turn it back?)

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  • What is a good way to store tilemap data?

    - by Stephen Tierney
    I'm developing a 2D platformer with some uni friends. We've based it upon the XNA Platformer Starter Kit which uses .txt files to store the tile map. While this is simple it does not give us enough control and flexibility with level design. Some examples: for multiple layers of content multiple files are required, each object is fixed onto the grid, doesn't allow for rotation of objects, limited number of characters etc. So I'm doing some research into how to store the level data and map file. This concerns only the file system storage of the tile maps, not the data structure to be used by the game while it is running. The tile map is loaded into a 2D array, so this question is about which source to fill the array from. Reasoning for DB: From my perspective I see less redundancy of data using a database to store the tile data. Tiles in the same x,y position with the same characteristics can be reused from level to level. It seems like it would simple enough to write a method to retrieve all the tiles that are used in a particular level from the database. Reasoning for JSON/XML: Visually editable files, changes can be tracked via SVN a lot easier. But there is repeated content. Do either have any drawbacks (load times, access times, memory etc) compared to the other? And what is commonly used in the industry? Currently the file looks like this: .................... .................... .................... .................... .................... .................... .................... .........GGG........ .........###........ .................... ....GGG.......GGG... ....###.......###... .................... .1................X. #################### 1 - Player start point, X - Level Exit, . - Empty space, # - Platform, G - Gem

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  • Animating Tile with Blitting taking up Memory.

    - by Kid
    I am trying to animate a specific tile in my 2d Array, using blitting. The animation consists of three different 16x16 sprites in a tilesheet. Now that works perfect with the code below. BUT it's causing memory leakage. Every second the FlashPlayer is taking up +140 kb more in memory. What part of the following code could possibly cause the leak: //The variable Rectangle finds where on the 2d array we should clear the pixels //Fillrect follows up by setting alpha 0 at that spot before we copy in nxt Sprite //Tiletype is a variable that holds what kind of tile the next tile in animation is //(from tileSheet) //drawTile() gets Sprite from tilesheet and copyPixels it into right position on canvas public function animateSprite():void{ tileGround.bitmapData.lock(); if(anmArray[0].tileType > 42){ anmArray[0].tileType = 40; frameCount = 0; } var rect:Rectangle = new Rectangle(anmArray[0].xtile * ts, anmArray[0].ytile * ts, ts, ts); tileGround.bitmapData.fillRect(rect, 0); anmArray[0].tileType = 40 + frameCount; drawTile(anmArray[0].tileType, anmArray[0].xtile, anmArray[0].ytile); frameCount++; tileGround.bitmapData.unlock(); } public function drawTile(spriteType:int, xt:int, yt:int):void{ var tileSprite:Bitmap = getImageFromSheet(spriteType, ts); var rec:Rectangle = new Rectangle(0, 0, ts, ts); var pt:Point = new Point(xt * ts, yt * ts); tileGround.bitmapData.copyPixels(tileSprite.bitmapData, rec, pt, null, null, true); } public function getImageFromSheet(spriteType:int, size:int):Bitmap{ var sheetColumns:int = tSheet.width/ts; var col:int = spriteType % sheetColumns; var row:int = Math.floor(spriteType/sheetColumns); var rec:Rectangle = new Rectangle(col * ts, row * ts, size, size); var pt:Point = new Point(0,0); var correctTile:Bitmap = new Bitmap(new BitmapData(size, size, false, 0)); correctTile.bitmapData.copyPixels(tSheet, rec, pt, null, null, true); return correctTile; }

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  • Stage3D: Camera pans the whole screen

    - by Thomas Versteeg
    I am trying to create a 2D Stage3D game where you can move the camera around the level in an RTS style. I thought about using Orthographic Matrix3D functions for this but when I try to scroll the whole "stage" also scrolls. This is the Camera code: public function Camera2D(width:int, height:int, zoom:Number = 1) { resize(width, height); _zoom = zoom; } public function resize(width:Number, height:Number):void { _width = width; _height = height; _projectionMatrix = makeMatrix(0, width, 0, height); _recalculate = true; } protected function makeMatrix(left:Number, right:Number, top:Number, bottom:Number, zNear:Number = 0, zFar:Number = 1):Matrix3D { return new Matrix3D(Vector.<Number>([ 2 / (right - left), 0, 0, 0, 0, 2 / (top - bottom), 0, 0, 0, 0, 1 / (zFar - zNear), 0, 0, 0, zNear / (zNear - zFar), 1 ])); } public function get viewMatrix():Matrix3D { if (_recalculate) { _recalculate = false; _viewMatrix.identity(); _viewMatrix.appendTranslation( -_width / 2 - _x, -_height / 2 - y, 0); _viewMatrix.appendScale(_zoom, _zoom, 1); _renderMatrix.identity(); _renderMatrix.append(_viewMatrix); _renderMatrix.append(_projectionMatrix); } return _renderMatrix; } And the camera is send directly to the GPU with: c3d.setProgramConstantsFromMatrix(Context3DProgramType.VERTEX, 0, cameraMatrix, true); And these are the shaders: ------Vertex Shader------ m44 op, va0, vc0 mov v0, va1.xy mov v0.z, va0.z ------Fragment Shader------ tex ft0, v0, fs0 <2d,linear,nomip> mov oc, ft1 Here is a example and here are two screenshots to show what I mean: How do I only let the inside of the stage3D scroll and not the whole stage?

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  • What are some good examples of exuberant in-game instructions for telling the player to repeatedly smash a button?

    - by Michael
    What are some good examples of exuberant in-game instructions for telling the player to repeatedly and quickly press a button or perform an action? I'm especially interested in examples in retro games (e.g., from the NES, SNES, and 1980-90s arcade eras), and I would love to see examples with text, graphics, or both. To illustrate, here are a few examples of the type of instructions that I'm thinking of: Smash the A button to lift something heavy! Toggle the joystick back and forth to break free! Quickly press the button to build power in a meter! I'm working on a 2D iOS game with retro-style pixel art, and there's a point where I want the player to quickly tap on a sprite to complete an action. I have a serviceable starting point -- the word "TAP" flashing with an arrow repeatedly moving downward beneath it: But it still doesn't feel quite right. I would love to see some actual examples from the golden days of 2D gaming to use as reference material. I know examples abound, but I'm just struggling to think of any concrete ones at the moment. Can you think of any examples of this type of thing in old games?

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  • Pathfinding and BSP with Box2D

    - by Amplify91
    I'm looking into implementing AI in my 2D side-scrolling platformer, and I'm looking into using algorithms such as A*. For many kinds of pathfinding, we need some sort of grid or systems of nodes or polygon areas. My problem is that I am using Box2d for physics and I am not sure how best to create a structure that my AI can use besides placing individual nodes manually (something I really want to avoid) and using some sort of steering behavior. My level design is tile-based with each tile being about half of the height/width of my main character. The tiles are not all square (some are sloped). I'd like to have a system that can see what the terrain looks like for pathfinding and also keep track of the positions of other actors such as enemies. I'd like to avoid directly placing any nodes into my level design except for possible endpoints or goals. This question is related: How do you do AI path following within a 2d physics engine like farseer/box2d?, but it doesn't specify what kind of structure I could use instead of a list of nodes. I'm looking for some kind of grid or type of BSP that I can query for algorithms like A*.

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  • checking for collision detection

    - by bill
    I am trying to create a game where you have a player and you can move right,left, and jump. kind of like mario but its not a side scroller. also i want to use 2d array to make a tile map. my big problem is that i dont understand how to check for collision. i spend about 2 week thinking about this and i came up with 2 solution but they both have problems. let say my map is: 0 = sky 1 = player 2 = ground 00000 10002 22022 Solution 1: move the '1'(player) and update the map less say player wants to move right, then x+=grid[x+1][y] this make the collision easy bc you can just check if if(grid[x][y+1] == 2){ //player is standing on top of ground } problem with this when u hit right key player will move (x*Titlewidth) to right. and as you can see the animation wont look smooth. Solution 2: move player and dont update map player_x += 2 this will make the animation more smoother bc i am just moving 2 pixels. problem1: i cant update map bc if player some times will be middle of int(2d array). but thats ok sinces its not a side scroller so updating the map is not a big deal. problem2: only way to check for collision is to use java intersection method. but then player have to be atleast 1 or 2 pixel in ground in order to check for collision. and as you can see that wont look good too. plz note this is my first collision game in java. so plz try to explain alot otherwise i wont understand it.

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  • Leveraging Code in Ever Bigger Games

    - by ashes999
    Summary: The same way that I continually build complex engines and libraries within a single platform and technology to allow me to build increasingly bigger and better games, how to continue this when development crosses into different platforms? If I switch platforms, how do I leverage past code and experiences? Games are hard to build. Big games are even harder to build. I've decided that to be able to make big games, I need to start building smaller games, and building up an asset base of code, assets (graphics, sounds), tools, and most importantly, game engines, so that I can eventually get there. One game at a time. Let me give an analogy. To build an MMO 3D RPG, I would approach this by building and releasing small games with increasingly more features. This could entail, for example: A simple 2D game A tile-based game A game with RPG elements (items, equipment, monsters, battle) A full-fledged RPG A 3D RPG The problem now is if I have to change platforms or tools, I don't know how to leverage past code-bases (and experience) to start with a mature product. Right now, I'm writing Silverlight (FlatRedBall) games. Let's say I stick with this for ten years, and then suddenly decide to write a PS6 game, which is in a different programming language entirely. Granted, I have ten years of game-development experience (and correspondingly ten years of professional software development experience from my day job) to back me up. But I would still like some way to transplant that 2D RPG engine into the new programming language, or else leverage it somehow. Is this even possible? What are my options?

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  • XNA - Finding boundaries in isometric tilemap

    - by Yheeky
    I have an issue with my 2D isometric engine. I'm using my own 2D camera class which works with matrices and need to find the tilemaps boundaries so the user always sees the map. Currently my map size is 100x100 (with 128x128 tiles) so the calculation (e.g. for the right boundary) is: var maxX = (TileMap.MapWidth + 1) * (TileMap.TileWidth / 2) - ViewSize.X; var maxX = (100 + 1) * (128 / 2) - 1360; // = 5104 pixels. This works fine while having scale factor of 1.0f but not for any other zoom factor. When I zoom out to 0.9f the right border should be at approx. 4954. I´m using the following code for transformation but I always get a wrong value: var maxXVector = new Vector2(maxX, 0); var maxXTransformed = Vector2.Transform(maxXVector, tempTransform).X; The result is 4593. Does anyone of you have an idea what I´m during wrong? Thanks for your help! Yheeky

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  • What's a good Game development platform for a platformer game with these characteristics?

    - by Joe
    Yes, I know, the best way to make an indie game is to learn to code. I've got some scripting experience, but I want to do worldbuilding with already-existing tools (and communities surrounding those tools), and I've been really impressed with games like An Untitled Story that were made with pre-packaged toolsets at their core, like Game Maker. :) So I'm planning to make my game using either Game Maker or something like it. The basic parameters of my planned game: -2D platformer. -Physics/speed akin to Sonic the Hedgehog. -Large, non-linear world, flowing as seamlessly as possible -- think Super Metroid, but without the forced screen transitions. The first two points have me leaning toward Game Maker -- Plenty of 2D platformers have been made with it, and there are serviceable, openly available Sonic-the-Hedgehog-style physics engines for it that could be adapted to my needs with minimal muss and fuss. But the third makes me antsy -- from what limited information I hear, Game Maker has problems with large levels/boards/screens/whateveryoucallthem, thus necessitating transitions between screens. I want to avoid that if at all possible -- it would, I believe, fundamentally alter the flow of the game. I understand that generally speaking, the more you have loaded into memory the more things are going to chug (especially for a one-size-fits-all game development platform that isn't a model of efficient coding), but I'm hoping there are systems that can un-load objects that are sufficiently far offscreen and thus better produce seamlessness. Any thoughts, people? :) The sooner I can get a basic pre-fab physics engine and world-building program up and running, the sooner I can start prototyping areas and generally tooling around. Should I be looking at Game Maker, or elsewhere? (My current plan is to more-or-less build the game prototype-style, then worry about art and sound at the very end once the damn thing is playable.)

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