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  • Best way of storing voxels

    - by opiop65
    This should be a pretty easy question to answer, and I'm not looking for how to store the voxels data wise, I'm looking for the theory. Currently, my voxel engine has no global list of tiles. Each chunk has it's own list, and its hard to do things like collision detection or anything that may use tiles that are outside of its own chunk. I recently worked on procedural terrain with a non voxel engine. Now, I want to start using heightmaps in my voxel engine. But, I have a problem. If each chunk has its own list, then it will be pretty difficult to implement the heightmaps. My real question is, is should I store a global list of voxels independent of the chunks? And then I can just easily perform collision detection and terrain generation. However, it would probably be harder to do things such as frustum culling. So how should I store them?

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  • How to make Rect of irregular shape sprite?

    - by Anil gupta
    I used masking for breaking an image as the below mention pattern now its breaking in different pieces but now i have one issue to make the Rect of each pieces, i need to drag the broken pieces and to adjust at correct position so that i can make again actual images. To drag and put at right positing i need to make Rect but i am not getting idea how to make Rect of this irregular shape, I will be very thankful to you, any idea or code to make rect . My previous Question is: How do I break an image into 6 or 8 pieces of different shapes? Thanks.

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  • What is the Xbox360's D3DRS_VIEWPORTENABLE equivalent on WinXP D3D9?

    - by Jim Buck
    I posted this on StackOverlow, but of course it should be posted here. I am maintaining a multiplatform codebase for Xbox360 and WinXP. I am seeing an issue on the XP side that appears to be related to D3DRS_VIEWPORTENABLE on the Xbox360 version not having an equivalent on WinXP D3D9. This article had an interesting idea, but the only way to construct an identity matrix is to supply negative numbers to D3DVIEWPORT9::X and D3DVIEWPORT9::Height, but they are unsigned numbers. (I tried to put in negative numbers anyway, but nothing interesting happened.) So, how does one emulate the behavior of D3DRS_VIEWPORTENABLE under WinXP/D3D9? (For clarity, the result I'm seeing is that a 2d screen-aligned quad works fine on Xbox360 but is offset/stretched on WinXP. In fact, the (0, 0) starts in the center of the screen on WinXP instead of in the lower-left corner like on the Xbox360 as a result of applying the viewport transform.) Update: I didn't have an Xbox360 devkit at the time I wrote up this question, but I've since gotten one. I commented out the disabling of the D3DRS_VIEWPORTENABLE state, and the exact same behavior resulted on the Xbox360 as on the WinXP build. So, there must be some DirectX magic to bridge the gap here for emulating D3DRS_VIEWPORTENABLE being turned off on WinXP.

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  • cocos2d fragment shader transparency

    - by fiddler
    I'm playing with custom fragment shaders for a CCSprite (see http://www.raywenderlich.com/4428/how-to-mask-a-sprite-with-cocos2d-2-0). But I can't figure out why I get a white color whith the following line: gl_FragColor = vec4(1.0,1.0,1.0,0.0); Whereas I have a transparent color with this: gl_FragColor = vec4(0.0,0.0,0.0,0.0); Shouln't I have a transparent sprite in both cases ? (alpha channel is null, right ?)

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  • fmod getWaveData() export to WAVE file help (C++)

    - by eddietree
    I am trying to export the current sound that is being played by the FMOD::System into a WAVE file by calling getWaveData(). I have the header of the wave file correct, and currently trying to write to the wave file each frame like so: const unsigned int samplesPerSec = 48000; const unsigned int fps = 60; const int numSamples = samplesPerSec / fps; float data[2][numSamples]; short conversion[numSamples*2]; m_fmodsys->getWaveData( &data[0][0], numSamples, 0 ); // left channel m_fmodsys->getWaveData( &data[1][0], numSamples, 1 ); // right channel int littleEndian = IsLittleEndian(); for ( int i = 0; i < numSamples; ++i ) { // left channel float coeff_left = data[0][i]; short val_left = (short)(coeff_left * 0x7FFF); // right channel float coeff_right = data[1][i]; short val_right = (short)(coeff_right * 0x7FFF); // handle endianness if ( !littleEndian ) { val_left = ((val_left & 0xff) << 8) | (val_left >> 8); val_right = ((val_right & 0xff) << 8) | (val_right >> 8); } conversion[i*2+0] = val_left; conversion[i*2+1] = val_right; } fwrite((void*)&conversion[0], sizeof(conversion[0]), numSamples*2, m_fh); m_dataLength += sizeof(conversion); Currently, the timing of the sound is correct, but the sample seems clipped way harshly. More specifically, I am outputting four beats in time. When I playback the wave-file, the beats timing is correct but it just sounds way fuzzy and clipped. Am I doing something wrong with my calculation? I am exporting in 16-bits, two channels. Thanks in advance! :) Reference (WAVE file format): http://www.sonicspot.com/guide/wavefiles.html

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  • Using XNA's XML content pipeline to read arrays of objects with different subtypes

    - by Mcguirk
    Using XNA's XML content importer, is it possible to read in an array of objects with different subtypes? For instance, assume these are my class definitions: public abstract class MyBaseClass { public string MyBaseData; } public class MySubClass0 : MyBaseClass { public int MySubData0; } public class MySubClass1 : MyBaseClass { public bool MySubData1; } And this is my XML file: <XnaContent> <Asset Type="MyBaseClass[]"> <Item> <!-- I want this to be an instance of MySubClass0 --> <MyBaseData>alpha</MyBaseData> <MySubData0>314</MySubData0> </Item> <Item> <!-- I want this to be an instance of MySubClass1 --> <MyBaseData>bravo</MyBaseData> <MySubData1>true</MySubData1> </Item> </Asset> </XnaContent> How do I specify that I want the first Item to be an instance of MySubclass0 and the second Item to be an instance of MySubclass1?

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  • Animations in FBX exported from Maya are anchored in the wrong place

    - by Simon P Stevens
    We are trying to export a model and animation from Maya into Unity3d. In Maya, the model is anchored (pivot point) at the feet (and the body moves up and down). However after we have performed the FBX export, and imported the file into Unity the model is now appears to be anchored by the waist/head and the feet move. These example videos probably help explain the problem more clearly: Example video - Maya - Correct Example video - Unity - Wrong We have also noticed that if we take the FBX file and import it back into Maya we have exactly the same problem. It seems to be that the constraints no longer work after the FBX is reimported back to Maya, which just kills the connection between the joints and the control objects. When we exported the FBX we have tried checking the 'bake animations' check box. The fact that the same problem exist when importing the FBX back into both Maya and Unity suggests that the source of the problem is most likely with the Maya FBX export. Has anyone encountered this problem before and have any ideas how to fix it?

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  • Optimizing collision engine bottleneck

    - by Vittorio Romeo
    Foreword: I'm aware that optimizing this bottleneck is not a necessity - the engine is already very fast. I, however, for fun and educational purposes, would love to find a way to make the engine even faster. I'm creating a general-purpose C++ 2D collision detection/response engine, with an emphasis on flexibility and speed. Here's a very basic diagram of its architecture: Basically, the main class is World, which owns (manages memory) of a ResolverBase*, a SpatialBase* and a vector<Body*>. SpatialBase is a pure virtual class which deals with broad-phase collision detection. ResolverBase is a pure virtual class which deals with collision resolution. The bodies communicate to the World::SpatialBase* with SpatialInfo objects, owned by the bodies themselves. There currenly is one spatial class: Grid : SpatialBase, which is a basic fixed 2D grid. It has it's own info class, GridInfo : SpatialInfo. Here's how its architecture looks: The Grid class owns a 2D array of Cell*. The Cell class contains two collection of (not owned) Body*: a vector<Body*> which contains all the bodies that are in the cell, and a map<int, vector<Body*>> which contains all the bodies that are in the cell, divided in groups. Bodies, in fact, have a groupId int that is used for collision groups. GridInfo objects also contain non-owning pointers to the cells the body is in. As I previously said, the engine is based on groups. Body::getGroups() returns a vector<int> of all the groups the body is part of. Body::getGroupsToCheck() returns a vector<int> of all the groups the body has to check collision against. Bodies can occupy more than a single cell. GridInfo always stores non-owning pointers to the occupied cells. After the bodies move, collision detection happens. We assume that all bodies are axis-aligned bounding boxes. How broad-phase collision detection works: Part 1: spatial info update For each Body body: Top-leftmost occupied cell and bottom-rightmost occupied cells are calculated. If they differ from the previous cells, body.gridInfo.cells is cleared, and filled with all the cells the body occupies (2D for loop from the top-leftmost cell to the bottom-rightmost cell). body is now guaranteed to know what cells it occupies. For a performance boost, it stores a pointer to every map<int, vector<Body*>> of every cell it occupies where the int is a group of body->getGroupsToCheck(). These pointers get stored in gridInfo->queries, which is simply a vector<map<int, vector<Body*>>*>. body is now guaranteed to have a pointer to every vector<Body*> of bodies of groups it needs to check collision against. These pointers are stored in gridInfo->queries. Part 2: actual collision checks For each Body body: body clears and fills a vector<Body*> bodiesToCheck, which contains all the bodies it needs to check against. Duplicates are avoided (bodies can belong to more than one group) by checking if bodiesToCheck already contains the body we're trying to add. const vector<Body*>& GridInfo::getBodiesToCheck() { bodiesToCheck.clear(); for(const auto& q : queries) for(const auto& b : *q) if(!contains(bodiesToCheck, b)) bodiesToCheck.push_back(b); return bodiesToCheck; } The GridInfo::getBodiesToCheck() method IS THE BOTTLENECK. The bodiesToCheck vector must be filled for every body update because bodies could have moved meanwhile. It also needs to prevent duplicate collision checks. The contains function simply checks if the vector already contains a body with std::find. Collision is checked and resolved for every body in bodiesToCheck. That's it. So, I've been trying to optimize this broad-phase collision detection for quite a while now. Every time I try something else than the current architecture/setup, something doesn't go as planned or I make assumption about the simulation that later are proven to be false. My question is: how can I optimize the broad-phase of my collision engine maintaining the grouped bodies approach? Is there some kind of magic C++ optimization that can be applied here? Can the architecture be redesigned in order to allow for more performance? Actual implementation: SSVSCollsion Body.h, Body.cpp World.h, World.cpp Grid.h, Grid.cpp Cell.h, Cell.cpp GridInfo.h, GridInfo.cpp

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  • Help implementing virtual d-pad

    - by Moshe
    Short Version: I am trying to move a player around on a tilemap, keeping it centered on its tile, while smoothly controlling it with SneakyInput virtual Joystick. My movement is jumpy and hard to control. What's a good way to implement this? Long Version: I'm trying to get a tilemap based RPG "layer" working on top of cocos2d-iphone. I'm using SneakyInput as the input right now, but I've run into a bit of a snag. Initially, I followed Steffen Itterheim's book and Ray Wenderlich's tutorial, and I got jumpy movement working. My player now moves from tile to tile, without any animation whatsoever. So, I took it a step further. I changed my player.position to a CCMoveTo action. Combined with CCfollow, my player moves pretty smoothly. Here's the problem, though: Between each CCMoveTo, the movement stops, so there's a bit of a jumpiness introduced between movements. To deal with that, I changed my CCmoveTo into a CCMoveBy, and instead of running it once, I decided to have it CCRepeatForever. My plan was to stop the repeating action whenever the player changed directions or released the d-pad. However, when the movement stops, the player is not necessarily centered along the tiles, as it should be. To correctly position the player, I use a CCMoveTo and get the closest position that would put the player back into the proper position. This reintroduces an earlier problem of jumpiness between actions. What is the correct way to implement a smooth joystick while smoothly animating the player and keeping it on the "grid" of tiles? Edit: It turns out that this was caused by a "Bug Fix" in the cocos2d engine.

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  • Playing NSF music in FMOD.net

    - by Tesserex
    So, as the title says, I want to be able to play NSF files using FMOD, because my project already uses FMOD and I'd rather not replace it. This will involve figuring out how existing players and emulators work and porting it. I haven't yet found an existing player that uses FMOD. My starting point is the MyNes source from http://sourceforge.net/projects/mynes/. There are two big steps between here and what I'm looking for. MyNes plays from a ROM, not NSF. So, I have to rip out the APU and get it to play NSF files. The MyNes APU uses SlimDX, so I have to convert that to FMOD.NET. I am really stuck about how to go about either of these, because I'm not that familiar with audio formats and it's hard finding resources online. So here are a few questions: From what I can tell from the NSF spec at http://kevtris.org/nes/nsfspec.txt, it's just contains the relevant memory section of the ROM, plus the header. If anyone can verify or correct this that would be great. The emulator APU uses data from the rest of the emulator to play, including things like cycle counts. I'm not sure what replaces this in a standalone player. Can't I just load all the music data at once into a stream and play it? Joining #1 and #2, does the header data from the NSF substitute for some of the ROM data in the emulator code? Using FMOD, will I be following the usercreatedsound example for loading a stream? And does this format count as PCM? Specifically MyNes says PCM8. Any tips on loading / playing the stream in FMOD are appreciated. As an aside, I don't really understand the loading / playing sections of the spec I linked at all. It seems to apply to 6502 systems / emulators only and not to my situation. I know it's a long shot for anyone here to have enough experience in this area to help, but anything you can provide is definitely appreciated. A link to an existing .NET library that does this would be even better, but I don't believe one exists.

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  • Sprite Kit - containsPoint for SKPhysicsBody?

    - by gj15987
    I have a ball bouncing around the screen. I can pick it up and drag it onto a "bucket". When my touches finish, I use the containsPoint function to check and see if I have dropped the ball onto the bucket. This works fine, however, I actually want to check whether the ball is dropped onto the bucket node's physics body because my "bucket" is actually just an oval, and so I've applied a physics body which is the same shape as the oval, so that the white space around the oval isn't included in the physics simulation. I can't seem to find a "containsPoint" function for physics bodies. Can anyone advise on how I'd check for this? To summarise, I want to drop a node, onto a specific part of another node (or its physics body) and trigger an event. Thanks in advance.

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  • What are reasons for Unity3D's owners to force rich guys buying Pro version?

    - by mhambra
    Well, I have to say that Unity is a really nice thing that can save one a dozen of hours on coding (letting instantly work on gameplay). But what's the idea of forcing (EULA) any party, which made over 100k last fiscal year, to purchase Pro instead of using normal edition!? It feels that this kind of licensing provides hidden benefits to rich guys over me, poor sloven, who can afford buying $3.5k license but obviously will not receive any additional cookies from it. And, by the way, anyone estimated how much Unity's source + Playstation + Xbox license will cost?

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  • Who is Jeremiah Owyang?

    - by Michael Hylton
    12.00 Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Calibri","sans-serif"; mso-bidi-font-family:"Times New Roman";} Q: What’s your current role and what career path brought you here? J.O.: I'm currently a partner and one of the founding team members at Altimeter Group.  I'm currently the Research Director, as well as wear the hat of Industry Analyst. Prior to joining Altimeter, I was an Industry Analyst at Forrester covering Social Computing, and before that, deployed and managed the social media program at Hitachi Data Systems in Santa Clara.  Around that time, I started a career blog called Web Strategy which focused on how companies were using the web to connect with customers --and never looked back. Q: As an industry analyst, what are you focused on these days? J.O.: There are three trends that I'm focused my research on at this time:  1) The Dynamic Customer Journey:  Individuals (both b2c and b2b) are given so many options in their sources of data, channels to choose from and screens to consume them on that we've found that at each given touchpoint there are 75 potential permutations.  Companies that can map this, then deliver information to individuals when they need it will have a competitive advantage and we want to find out who's doing this.  2) One of the sub themes that supports this trend is Social Performance.  Yesterday's social web was disparate engagement of humans, but the next phase will be data driven, and soon new technologies will emerge to help all those that are consuming, publishing, and engaging on the social web to be more efficient with their time through forms of automation.  As you might expect, this comes with upsides and downsides.  3) The Sentient World is our research theme that looks out the furthest as the world around us (even inanimate objects) become 'self aware' and are able to talk back to us via digital devices and beyond.  Big data, internet of things, mobile devices will all be this next set. Q: People cite that the line between work and life is getting more and more blurred. Do you see your personal life influencing your professional work? J.O.: The lines between our work and personal lives are dissolving, and this leads to a greater upside of being always connected and have deeper relationships with those that are not.  It also means a downside of society expectations that we're always around and available for colleagues, customers, and beyond.  In the future, a balance will be sought as we seek to achieve the goals of family, friends, work, and our own personal desires.  All of this is being ironically written at 430 am on a Sunday am.  Q: How can people keep up with what you’re working on? J.O.: A great question, thanks.  There are a few sources of information to find out, I'll lead with the first which is my blog at web-strategist.com.  A few times a week I'll publish my industry insights (hires, trends, forces, funding, M&A, business needs) as well as on twitter where I'll point to all the news that's fit to print @jowyang.  As my research reports go live (we publish them for all to read --called Open Research-- at no cost) they'll emerge on my blog, or checkout the research tab to find out more now.  http://www.web-strategist.com/blog/research/ Q: Recently, you’ve been working with us here at Oracle on something exciting coming up later this week. What’s on the horizon?  J.O.: Absolutely! This coming Thursday, September 13th, I’m doing a webcast with Oracle on “Managing Social Relationships for the Enterprise”. This is going to be a great discussion with Reggie Bradford, Senior Vice President of Product Development at Oracle and Christian Finn, Senior Director of Product Management for Oracle WebCenter. I’m looking forward to a great discussion around all those issues that so many companies are struggling with these days as they realize how much social media is impacting their business. It’s changing the way your customers and employees interact with your brand. Today it’s no longer a matter of when to become a social-enabled enterprise, but how to become a successful one. 12.00 Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Calibri","sans-serif"; mso-bidi-font-family:"Times New Roman";} Q: You’ve been very actively pursued for media interviews and conference and company speaking engagements – anything you’d like to share to give us a sneak peak of what to expect on Thursday’s webcast?  J.O.: Below is a 15 minute video which encapsulates Altimeter’s themes on the Dynamic Customer Journey and the Sentient World. I’m really proud to have taken an active role in the first ever LeWeb outside of Paris. This one, which was featured in downtown London across the street from Westminster Abbey was sold out. If you’ve not heard of LeWeb, this is a global Internet conference hosted by Loic and Geraldine Le Meur, a power couple that stem from Paris but are also living in Silicon Valley, this is one of my favorite conferences to connect with brands, technology innovators, investors and friends. Altimeter was able to play a minor role in suggesting the theme for the event “Faster Than Real Time” which stems off previous LeWebs that focused on the “Real time web”. In this radical state, companies are able to anticipate the needs of their customers by using data, technology, and devices and deliver meaningful experiences before customers even know they need it. I explore two of three of Altimeter’s research themes, the Dynamic Customer Journey, and the Sentient World in my speech, but due to time, did not focus on Adaptive Organization.

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  • Who is Jeremiah Owyang?

    - by Michael Snow
    12.00 Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Calibri","sans-serif"; mso-bidi-font-family:"Times New Roman";} Q: What’s your current role and what career path brought you here? J.O.: I'm currently a partner and one of the founding team members at Altimeter Group.  I'm currently the Research Director, as well as wear the hat of Industry Analyst. Prior to joining Altimeter, I was an Industry Analyst at Forrester covering Social Computing, and before that, deployed and managed the social media program at Hitachi Data Systems in Santa Clara.  Around that time, I started a career blog called Web Strategy which focused on how companies were using the web to connect with customers --and never looked back. Q: As an industry analyst, what are you focused on these days? J.O.: There are three trends that I'm focused my research on at this time:  1) The Dynamic Customer Journey:  Individuals (both b2c and b2b) are given so many options in their sources of data, channels to choose from and screens to consume them on that we've found that at each given touchpoint there are 75 potential permutations.  Companies that can map this, then deliver information to individuals when they need it will have a competitive advantage and we want to find out who's doing this.  2) One of the sub themes that supports this trend is Social Performance.  Yesterday's social web was disparate engagement of humans, but the next phase will be data driven, and soon new technologies will emerge to help all those that are consuming, publishing, and engaging on the social web to be more efficient with their time through forms of automation.  As you might expect, this comes with upsides and downsides.  3) The Sentient World is our research theme that looks out the furthest as the world around us (even inanimate objects) become 'self aware' and are able to talk back to us via digital devices and beyond.  Big data, internet of things, mobile devices will all be this next set. Q: People cite that the line between work and life is getting more and more blurred. Do you see your personal life influencing your professional work? J.O.: The lines between our work and personal lives are dissolving, and this leads to a greater upside of being always connected and have deeper relationships with those that are not.  It also means a downside of society expectations that we're always around and available for colleagues, customers, and beyond.  In the future, a balance will be sought as we seek to achieve the goals of family, friends, work, and our own personal desires.  All of this is being ironically written at 430 am on a Sunday am.  Q: How can people keep up with what you’re working on? J.O.: A great question, thanks.  There are a few sources of information to find out, I'll lead with the first which is my blog at web-strategist.com.  A few times a week I'll publish my industry insights (hires, trends, forces, funding, M&A, business needs) as well as on twitter where I'll point to all the news that's fit to print @jowyang.  As my research reports go live (we publish them for all to read --called Open Research-- at no cost) they'll emerge on my blog, or checkout the research tab to find out more now.  http://www.web-strategist.com/blog/research/ Q: Recently, you’ve been working with us here at Oracle on something exciting coming up later this week. What’s on the horizon?  J.O.: Absolutely! This coming Thursday, September 13th, I’m doing a webcast with Oracle on “Managing Social Relationships for the Enterprise”. This is going to be a great discussion with Reggie Bradford, Senior Vice President of Product Development at Oracle and Christian Finn, Senior Director of Product Management for Oracle WebCenter. I’m looking forward to a great discussion around all those issues that so many companies are struggling with these days as they realize how much social media is impacting their business. It’s changing the way your customers and employees interact with your brand. Today it’s no longer a matter of when to become a social-enabled enterprise, but how to become a successful one. 12.00 Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Calibri","sans-serif"; mso-bidi-font-family:"Times New Roman";} Q: You’ve been very actively pursued for media interviews and conference and company speaking engagements – anything you’d like to share to give us a sneak peak of what to expect on Thursday’s webcast?  J.O.: Below is a 15 minute video which encapsulates Altimeter’s themes on the Dynamic Customer Journey and the Sentient World. I’m really proud to have taken an active role in the first ever LeWeb outside of Paris. This one, which was featured in downtown London across the street from Westminster Abbey was sold out. If you’ve not heard of LeWeb, this is a global Internet conference hosted by Loic and Geraldine Le Meur, a power couple that stem from Paris but are also living in Silicon Valley, this is one of my favorite conferences to connect with brands, technology innovators, investors and friends. Altimeter was able to play a minor role in suggesting the theme for the event “Faster Than Real Time” which stems off previous LeWebs that focused on the “Real time web”. In this radical state, companies are able to anticipate the needs of their customers by using data, technology, and devices and deliver meaningful experiences before customers even know they need it. I explore two of three of Altimeter’s research themes, the Dynamic Customer Journey, and the Sentient World in my speech, but due to time, did not focus on Adaptive Organization.

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  • Collision filtering by object, team

    - by Bill Zimmerman
    Hi, I am looking for a good method to determine which objects will be considered for collision with other objects. My current idea is that each object has the following properties: alwaysCollidesWith = [list of objects that will always trigger a collision check] neverCollidesWith = [lost of objects that will never be considered] teamCollidesWith = [list of objects that will be checked, provided they belong to a different team] For example: -projectiles never have to be checked for collisions with other projectiles -players are always checked for collisions with players, regardless of team -projectiles are only considered for collisions if they collide with another teams players Does anyone see any weaknesses with this approach? Can anyone recommend a better approach?

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  • Why does setting a geometry shader cause my sprites to vanish?

    - by ChaosDev
    My application has multiple screens with different tasks. Once I set a geometry shader to the device context for my custom terrain, it works and I get the desired results. But then when I get back to the main menu, all sprites and text disappear. These sprites don't dissappear when I use pixel and vertex shaders. The sprites are being drawn through D3D11, of course, with specified view and projection matrices as well an input layout, vertex, and pixel shader. I'm trying DeviceContext->ClearState() but it does not help. Any ideas? void gGeometry::DrawIndexedWithCustomEffect(gVertexShader*vs,gPixelShader* ps,gGeometryShader* gs=nullptr) { unsigned int offset = 0; auto context = mp_D3D->mp_Context; //set topology context->IASetPrimitiveTopology(m_Topology); //set input layout context->IASetInputLayout(mp_inputLayout); //set vertex and index buffers context->IASetVertexBuffers(0,1,&mp_VertexBuffer->mp_Buffer,&m_VertexStride,&offset); context->IASetIndexBuffer(mp_IndexBuffer->mp_Buffer,mp_IndexBuffer->m_DXGIFormat,0); //send constant buffers to shaders context->VSSetConstantBuffers(0,vs->m_CBufferCount,vs->m_CRawBuffers.data()); context->PSSetConstantBuffers(0,ps->m_CBufferCount,ps->m_CRawBuffers.data()); if(gs!=nullptr) { context->GSSetConstantBuffers(0,gs->m_CBufferCount,gs->m_CRawBuffers.data()); context->GSSetShader(gs->mp_D3DGeomShader,0,0);//after this call all sprites disappear } //set shaders context->VSSetShader( vs->mp_D3DVertexShader, 0, 0 ); context->PSSetShader( ps->mp_D3DPixelShader, 0, 0 ); //draw context->DrawIndexed(m_indexCount,0,0); } //sprites void gSpriteDrawer::Draw(gTexture2D* texture,const RECT& dest,const RECT& source, const Matrix& spriteMatrix,const float& rotation,Vector2d& position,const Vector2d& origin,const Color& color) { VertexPositionColorTexture* verticesPtr; D3D11_MAPPED_SUBRESOURCE mappedResource; unsigned int TriangleVertexStride = sizeof(VertexPositionColorTexture); unsigned int offset = 0; float halfWidth = ( float )dest.right / 2.0f; float halfHeight = ( float )dest.bottom / 2.0f; float z = 0.1f; int w = texture->Width(); int h = texture->Height(); float tu = (float)source.right/(w); float tv = (float)source.bottom/(h); float hu = (float)source.left/(w); float hv = (float)source.top/(h); Vector2d t0 = Vector2d( hu+tu, hv); Vector2d t1 = Vector2d( hu+tu, hv+tv); Vector2d t2 = Vector2d( hu, hv+tv); Vector2d t3 = Vector2d( hu, hv+tv); Vector2d t4 = Vector2d( hu, hv); Vector2d t5 = Vector2d( hu+tu, hv); float ex=(dest.right/2)+(origin.x); float ey=(dest.bottom/2)+(origin.y); Vector4d v4Color = Vector4d(color.r,color.g,color.b,color.a); VertexPositionColorTexture vertices[] = { { Vector3d( dest.right-ex, -ey, z),v4Color, t0}, { Vector3d( dest.right-ex, dest.bottom-ey , z),v4Color, t1}, { Vector3d( -ex, dest.bottom-ey , z),v4Color, t2}, { Vector3d( -ex, dest.bottom-ey , z),v4Color, t3}, { Vector3d( -ex, -ey , z),v4Color, t4}, { Vector3d( dest.right-ex, -ey , z),v4Color, t5}, }; auto mp_context = mp_D3D->mp_Context; // Lock the vertex buffer so it can be written to. mp_context->Map(mp_vertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); // Get a pointer to the data in the vertex buffer. verticesPtr = (VertexPositionColorTexture*)mappedResource.pData; // Copy the data into the vertex buffer. memcpy(verticesPtr, (void*)vertices, (sizeof(VertexPositionColorTexture) * 6)); // Unlock the vertex buffer. mp_context->Unmap(mp_vertexBuffer, 0); //set vertex shader mp_context->IASetVertexBuffers( 0, 1, &mp_vertexBuffer, &TriangleVertexStride, &offset); //set texture mp_context->PSSetShaderResources( 0, 1, &texture->mp_SRV); //set matrix to shader mp_context->UpdateSubresource(mp_matrixBuffer, 0, 0, &spriteMatrix, 0, 0 ); mp_context->VSSetConstantBuffers( 0, 1, &mp_matrixBuffer); //draw sprite mp_context->Draw( 6, 0 ); }

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  • Billboard shader without distortion

    - by Nick Wiggill
    I use the standard approach to billboarding within Unity that is OK, but not ideal: transform.LookAt(camera). The problem is that this introduces distortion toward the edges of the viewport, especially as the field of view angle grows larger. This is unlike the perfect billboarding you'd see in eg. Doom when seeing an enemy from any angle and irrespective of where they are located in screen space. Obviously, there are ways to blit an image directly to the viewport, centred around a single vertex, but I'm not hot on shaders. Does anyone have any samples of this approach (GLSL if possible), or any suggestions as to why it isn't typically done this way (vs. the aforementioned quad transformation method)? EDIT: I was confused, thanks Nathan for the heads up. Of course, Causing the quads to look at the camera does not cause them to be parallel to the view plane -- which is what I need.

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  • How to achieve best performance in DirectX 9.0 while rendering on multiple monitors

    - by Vibhore Tanwer
    I am new to DirectX, and trying to learn best practice. Please suggest what are the best practices for rendering on multiple monitors different things at the same time? how can I boost performance of application? I have gone through this article http://msdn.microsoft.com/en-us/library/windows/desktop/bb147263%28v=vs.85%29.aspx . I am making use of some pixel shaders to achieve some effects. At most 4 effect(4 shader effects) can be applied at same time. What are the best practices to achieve best performance with DirectX 9.0. I read somewhere that DirectX 11 provides support for parallel rendering, but I am not able to get any working sample for DirectX 11.0. Please help me with this, Any help would be of great value. Thanks

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  • libgdx spite position relative to body

    - by While-E
    Apologies if this is a reiteration, as I couldn't find another discussion of this over the past couple days. Issue: I'm using libgdx and box2d, and I'm currently updating the sprite's position to the body's current position every render call. Using a debugRenderer to see the bodies, I see that there is fairly noticeable lag between the movement/position of the body and the sprite that is being moved relative to it. Question: Is this lag normal, possibly to perform collisions ahead of time? If not, should I be manipulating/relating the positions differently? Thanks in advance! [Solution] This was a coding error on my part. Pointed out by a good reply below, I was updating the position of the sprite relative to the body and then stepping the physics. Thus never actually setting the sprite to the body's CURRENT position. Thanks!

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  • OpenGL 3.0+ framebuffer to texture/images

    - by user827992
    I need a way to capture what is rendered on screen, i have read about glReadPixels but it looks really slow. Can you suggest a more efficient or just an alternative way for just copying what is rendered by OpenGL 3.0+ to the local RAM and in general to output this in a image or in a data stream? How i can achieve the same goal with OpenGL ES 2.0 ? EDIT: i just forgot: with this OpenGL functions how i can be sure that I'm actually reading a complete frame, meaning that there is no overlapping between 2 frames or any nasty side effect I'm actually reading the frame that comes right next to the previous one so i do not lose frames

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  • formula for replicating glTexGen in opengl es 2.0 glsl

    - by visualjc
    I also posted this on the main StackExchange, but this seems like a better place, but for give me for the double post if it shows up twice. I have been trying for several hours to implement a GLSL replacement for glTexGen with GL_OBJECT_LINEAR. For OpenGL ES 2.0. In Ogl GLSL there is the gl_TextureMatrix that makes this easier, but thats not available on OpenGL ES 2.0 / OpenGL ES Shader Language 1.0 Several sites have mentioned that this should be "easy" to do in a GLSL vert shader. But I just can not get it to work. My hunch is that I'm not setting the planes up correctly, or I'm missing something in my understanding. I've pored over the web. But most sites are talking about projected textures, I'm just looking to create UV's based on planar projection. The models are being built in Maya, have 50k polygons and the modeler is using planer mapping, but Maya will not export the UV's. So I'm trying to figure this out. I've looked at the glTexGen manpage information: g = p1xo + p2yo + p3zo + p4wo What is g? Is g the value of s in the texture2d call? I've looked at the site: http://www.opengl.org/wiki/Mathematics_of_glTexGen Another size explains the same function: coord = P1*X + P2*Y + P3*Z + P4*W I don't get how coord (an UV vec2 in my mind) is equal to the dot product (a scalar value)? Same problem I had before with "g". What do I set the plane to be? In my opengl c++ 3.0 code, I set it to [0, 0, 1, 0] (basically unit z) and glTexGen works great. I'm still missing something. My vert shader looks basically like this: WVPMatrix = World View Project Matrix. POSITION is the model vertex position. varying vec4 kOutBaseTCoord; void main() { gl_Position = WVPMatrix * vec4(POSITION, 1.0); vec4 sPlane = vec4(1.0, 0.0, 0.0, 0.0); vec4 tPlane = vec4(0.0, 1.0, 0.0, 0.0); vec4 rPlane = vec4(0.0, 0.0, 0.0, 0.0); vec4 qPlane = vec4(0.0, 0.0, 0.0, 0.0); kOutBaseTCoord.s = dot(vec4(POSITION, 1.0), sPlane); kOutBaseTCoord.t = dot(vec4(POSITION, 1.0), tPlane); //kOutBaseTCoord.r = dot(vec4(POSITION, 1.0), rPlane); //kOutBaseTCoord.q = dot(vec4(POSITION, 1.0), qPlane); } The frag shader precision mediump float; uniform sampler2D BaseSampler; varying mediump vec4 kOutBaseTCoord; void main() { //gl_FragColor = vec4(kOutBaseTCoord.st, 0.0, 1.0); gl_FragColor = texture2D(BaseSampler, kOutBaseTCoord.st); } I've tried texture2DProj in frag shader Here are some of the other links I've looked up http://www.gamedev.net/topic/407961-texgen-not-working-with-glsl-with-fixed-pipeline-is-ok/ Thank you in advance.

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  • DirectX9 dynamic rendering

    - by gardian06
    What I am planning to do is have the models (or maybe just an identifier for the model to be used) stored outside of the directX9 framework, and so in nature have completely dynamic rendering. All of the information that I have found contains static rendering (rendering models that are stored in memory at specific positions) I would like information on how to take a model (or identifier for a model type) that is stored outside of the framework, and render it to the screen. I am expected to take a container that holds all the relevant data to be rendered. The information outside would hold the position, orientation (quaternion, though I am told that I can also get a rotation matrix if I prefer), and dimensions (scale)

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  • How to code UI / HUD in Entity System?

    - by Sylpheed
    I think I already got the idea of the Entity System inspired by Adam Martin (t-machine). I want to start using this for my next project. I already know the basic of Entity, Components, and Systems. My problem is how to handle UI / HUD. For example, a quest window, skill window, character info window, etc. How do you handle UI events (eg. pressing a button)? These are stuff that doesn't need to be processed every frame. Currently, I'm using MVC to code UI but I don't think that'll be compatible for Entity System. I've read that Entity System is embedded on a larger OOP. I don't know if UI is outside of ES or not. How do I approach this one?

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  • Top Down RPG Movement w/ Correction?

    - by Corey Ogburn
    I would hope that we have all played Zelda: A Link to the Past, please correct me if I'm wrong, but I want to emulate that kind of 2D, top-down character movement with a touch of correction. It has been done in other games, but I feel this reference would be the easiest to relate to. More specifically the kind of movement and correction I'm talking about is: Floating movement not restricted to tile based movement like Pokemon and other games where one tap of the movement pad moves you one square in that cardinal direction. This floating movement should be able to achieve diagonal motion. If you're walking West and you come to a wall that is diagonal in a North East/South West fashion, you are corrected into a South West movement even if you continue holding left (West) on the controller. This should work for both diagonals correcting in both directions. If you're a few pixels off from walking squarely into a door or hallway, you are corrected into walking through the hall or down the hallway, i.e. bumping into the corner causes you to be pushed into the hall/door. I've hunted for efficient ways to achieve this and have had no luck. To be clear I'm talking about the human character's movement, not an NPC's movement. Are their resources available on this kind of movement? Equations or algorithms explained on a wiki or something? I'm using the XNA Framework, is there anything in it to help with this?

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  • Is the new windows 8 sdk usable with visual c++ express 2010 on windows 7?

    - by JohnB
    This is inspired by and related to Is the June 2010 DX SDK really the latest? asked recently but it's a different question. I won't likely be purchasing the full visual studio 2012 for C++, I intend to use the free visual c++ express 2012 that targets desktop applications when it is released so for now I'm using visual c++ express 2010 running on windows 7. The latest directx11 sdk is the one included in the windows 8 SDK now, it's not a separate release any more. So my question is, can I use the windows 8 SDK to build directx11 programs that work on windows 7 using visual studio express 2010 running on windows 7. Or do I need to stick to the final DirectX SDK release for now?

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