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  • 2D soft-body physics engines?

    - by Griffin
    Hi so i've recently learned the SFML graphics library and would like to use or make a non-rigid body 2D physics system to use with it. I have three questions: The definition of rigid body in Box2d is A chunk of matter that is so strong that the distance between any two bits of matter on the chunk is completely constant. And this is exactly what i don't want as i would like to make elastic, deformable, breakable, and re-connection bodies. 1. Are there any simple 2D physics engines, but with these kinds of characteristics out there? preferably free or opensource? 2. If not could i use box2d and work off of it to create it even if it's based on rigid bodies? 3. Finally, if there is a simple physics engine like this, should i go through with the proccess of creating a new one anyway, simply for experience and to enhance physics math knowledge? I feel like it would help if i ever wanted to modify the code of an existing engine, or create a game with really unique physics. Thanks!

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  • Problem with AssetManager while loading a Model type

    - by user1204548
    Today I've tried the AssetManager for the first time with .g3db files and I'm having some problems. Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load dependencies of asset: data/data at com.badlogic.gdx.assets.AssetManager.handleTaskError(AssetManager.java:508) at com.badlogic.gdx.assets.AssetManager.update(AssetManager.java:342) at com.lostchg.martagdx3d.MartaGame.render(MartaGame.java:78) at com.badlogic.gdx.Game.render(Game.java:46) at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:207) at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:114) Caused by: com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load dependencies of asset: data/data at com.badlogic.gdx.assets.AssetLoadingTask.handleAsyncLoader(AssetLoadingTask.java:119) at com.badlogic.gdx.assets.AssetLoadingTask.update(AssetLoadingTask.java:89) at com.badlogic.gdx.assets.AssetManager.updateTask(AssetManager.java:445) at com.badlogic.gdx.assets.AssetManager.update(AssetManager.java:340) ... 4 more Caused by: com.badlogic.gdx.utils.GdxRuntimeException: com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load file: data/data at com.badlogic.gdx.utils.async.AsyncResult.get(AsyncResult.java:31) at com.badlogic.gdx.assets.AssetLoadingTask.handleAsyncLoader(AssetLoadingTask.java:117) ... 7 more Caused by: com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load file: data/data at com.badlogic.gdx.graphics.Pixmap.<init>(Pixmap.java:140) at com.badlogic.gdx.assets.loaders.TextureLoader.loadAsync(TextureLoader.java:72) at com.badlogic.gdx.assets.loaders.TextureLoader.loadAsync(TextureLoader.java:41) at com.badlogic.gdx.assets.AssetLoadingTask.call(AssetLoadingTask.java:69) at com.badlogic.gdx.assets.AssetLoadingTask.call(AssetLoadingTask.java:34) at com.badlogic.gdx.utils.async.AsyncExecutor$2.call(AsyncExecutor.java:49) at java.util.concurrent.FutureTask.run(Unknown Source) at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source) at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source) at java.lang.Thread.run(Unknown Source) Caused by: com.badlogic.gdx.utils.GdxRuntimeException: File not found: data\data (Internal) at com.badlogic.gdx.files.FileHandle.read(FileHandle.java:132) at com.badlogic.gdx.files.FileHandle.length(FileHandle.java:586) at com.badlogic.gdx.files.FileHandle.readBytes(FileHandle.java:220) at com.badlogic.gdx.graphics.Pixmap.<init>(Pixmap.java:137) ... 9 more Why it tries to load that unexisting file? It seems that the AssetManager manages to load my .g3db file at first, because earlier the java console threw some errors related to the textures associated to the 3D scene having to be a power of 2. Relevant code: public void show() { ... assets = new AssetManager(); assets.load("data/levelprueba2.g3db", Model.class); loading = true; ... } private void doneLoading() { Model model = assets.get("data/levelprueba2.g3db", Model.class); for (int i = 0; i < model.nodes.size; i++) { String id = model.nodes.get(i).id; ModelInstance instance = new ModelInstance(model, id); Node node = instance.getNode(id); instance.transform.set(node.globalTransform); node.translation.set(0,0,0); node.scale.set(1,1,1); node.rotation.idt(); instance.calculateTransforms(); instances.add(instance); } loading = false; } public void render(float delta) { super.render(delta); if (loading && assets.update()) doneLoading(); ... } The error points to the line with the assets.update() method. Please, help! Sorry for my bad English and my amateurish doubts.

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  • Can I use a genetic algorithm for balancing character builds?

    - by Renan Malke Stigliani
    I'm starting to build a online PVP (duel like, one-on-one) game, where there is leveling, skill points, special attacks and all the common stuff. Since I have never done anything like this, I'm still thinking about the math behind the levels/skills/specials balance. So I thought a good way of testing the best builds/combos, would be to implement a Genetic Algorithm. It'd be like this: Generate a big group of random characters Make them fight, level them up accordingly to their victories(more XP)/losses(less XP) Mate the winners, crossing their builds, to try and make even better characters Add some more random chars, emulating new players Repeat the process for some time, or util I find some chars who can beat everyone's butt I could then play with the math and try to find better balances to make sure that the top x% of chars would be a mix of various build types. So, is it a good idea, or is there some other, easier method to do the balancing?

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  • Objective - Gestures while finger touches screen

    - by marcg11
    I'm creating a space cocos2d game with objetive-c. I have in the bottom left 2 arrows to move the sprite left or right. I also implemented a swipe gesture to change weapon, however it only happens when I'm not touching the screen. I would like the player to change weapons while he's moving the sprite and not have to lift the finger from the arrows and stop moving the sprite to change weapons. Is there any way I can detect Gestures while having a finger pressed un a buton in thes screen?

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  • FBX SDK Not Converting Child Node Coordinate Systems

    - by Al Bundy
    I am trying to import a scene into my application from an fbx file. In 3DS Max, the scene and it’s local translations are as follows: Root (0, 0, 0) '-Sphere001 (-15, 30, 0) ' '-Sphere002 (-2, -30, 0) ' '-Sphere003 (-30, -20, 0) '-Cube001 (35, -15, 0) This is the code that I am using to get the translations of each node: FbxDouble3 fbxPosition = pChild->LclTranslation.Get(); FbxDouble3 fbxRotation = pChild->LclRotation.Get(); FbxDouble3 fbxScale = pChild->LclScaling.Get(); When I try to import the scene, the first node from the scene is getting converted to a right handed system, using this conversion: (X, Z, -Y), but none of their child nodes are. after importing the scene, the local translations I get are as follows: Root (0, 0, 0) --Sphere001 (-15, 0, -30) - converted ----Sphere002 (-2, -30, 0) - not converted ------Sphere003 (-30, -20, 0) - not converted --Cube001 (35, 0, 15) - converted Can anybody help me make sense of this? Thanks

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  • OpenGL/GLSL: Render to cube map?

    - by BobDole
    I'm trying to figure out how to render my scene to a cube map. I've been stuck on this for a bit and figured I would ask you guys for some help. I'm new to OpenGL and this is the first time I'm using a FBO. I currently have a working example of using a cubemap bmp file, and the samplerCube sample type in the fragment shader is attached to GL_TEXTURE1. I'm not changing the shader code at all. I'm just changing the fact that I wont be calling the function that was loading the cubemap bmp file and trying to use the below code to render to a cubemap. You can see below that I'm also attaching the texture again to GL_TEXTURE1. This is so when I set the uniform: glUniform1i(getUniLoc(myProg, "Cubemap"), 1); it can access it in my fragment shader via uniform samplerCube Cubemap. I'm calling the below function like so: cubeMapTexture = renderToCubeMap(150, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE); Now, I realize in the draw loop below that I'm not changing the view direction to look down the +x, -x, +y, -y, +z, -z axis. I really was just wanting to see something working first before implemented that. I figured I should at least see something on my object the way the code is now. I'm not seeing anything, just straight black. I've made my background white still the object is black. I've removed lighting, and coloring to just sample the cubemap texture and still black. I'm thinking the problem might be the format types when setting my texture which is GL_RGB8, GL_RGBA but I've also tried: GL_RGBA, GL_RGBA GL_RGB, GL_RGB I thought this would be standard since we are rendering to a texture attached to a framebuffer, but I've seen different examples that use different enum values. I've also tried binding the cube map texture in every draw call that I'm wanting to use the cube map: glBindTexture(GL_TEXTURE_CUBE_MAP, cubeMapTexture); Also, I'm not creating a depth buffer for the FBO which I saw in most examples, because I'm only wanting the color buffer for my cube map. I actually added one to see if that was the problem and still got the same results. I could of fudged that up when I tried. Any help that can point me in the right direction would be appreciated. GLuint renderToCubeMap(int size, GLenum InternalFormat, GLenum Format, GLenum Type) { // color cube map GLuint textureObject; int face; GLenum status; //glEnable(GL_TEXTURE_2D); glActiveTexture(GL_TEXTURE1); glGenTextures(1, &textureObject); glBindTexture(GL_TEXTURE_CUBE_MAP, textureObject); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); for (face = 0; face < 6; face++) { glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, InternalFormat, size, size, 0, Format, Type, NULL); } // framebuffer object glGenFramebuffers(1, &fbo); glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X, textureObject, 0); status = glCheckFramebufferStatus(GL_FRAMEBUFFER); printf("%d\"\n", status); printf("%d\n", GL_FRAMEBUFFER_COMPLETE); glViewport(0,0,size, size); for (face = 1; face < 6; face++) { drawSpheres(); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, textureObject, 0); } //Bind 0, which means render to back buffer, as a result, fb is unbound glBindFramebuffer(GL_FRAMEBUFFER, 0); return textureObject; }

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  • OpenGL slower than Canvas

    - by VanDir
    Up to 3 days ago I used a Canvas in a SurfaceView to do all the graphics operations but now I switched to OpenGL because my game went from 60FPS to 30/45 with the increase of the sprites in some levels. However, I find myself disappointed because OpenGL now reaches around 40/50 FPS at all levels. Surely (I hope) I'm doing something wrong. How can I increase the performance at stable 60FPS? My game is pretty simple and I can not believe that it is impossible to reach them. I use 2D sprite texture applied to a square for all the objects. I use a transparent GLSurfaceView, the real background is applied in a ImageView behind the GLSurfaceView. Some code public MyGLSurfaceView(Context context, AttributeSet attrs) { super(context); setZOrderOnTop(true); setEGLConfigChooser(8, 8, 8, 8, 0, 0); getHolder().setFormat(PixelFormat.RGBA_8888); mRenderer = new ClearRenderer(getContext()); setRenderer(mRenderer); setLongClickable(true); setFocusable(true); } public void onSurfaceCreated(final GL10 gl, EGLConfig config) { gl.glEnable(GL10.GL_TEXTURE_2D); gl.glShadeModel(GL10.GL_SMOOTH); gl.glDisable(GL10.GL_DEPTH_TEST); gl.glDepthMask(false); gl.glEnable(GL10.GL_ALPHA_TEST); gl.glAlphaFunc(GL10.GL_GREATER, 0); gl.glEnable(GL10.GL_BLEND); gl.glBlendFunc(GL10.GL_ONE, GL10.GL_ONE_MINUS_SRC_ALPHA); gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); } public void onSurfaceChanged(GL10 gl, int width, int height) { gl.glViewport(0, 0, width, height); gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadIdentity(); gl.glOrthof(0, width, height, 0, -1f, 1f); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); } public void onDrawFrame(GL10 gl) { gl.glClear(GL10.GL_COLOR_BUFFER_BIT); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); // Draw all the graphic object. for (byte i = 0; i < mGame.numberOfObjects(); i++){ mGame.getObject(i).draw(gl); } // Disable the client state before leaving gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); } mGame.getObject(i).draw(gl) is for all the objects like this: /* HERE there is always a translatef and scalef transformation and sometimes rotatef */ gl.glBindTexture(GL10.GL_TEXTURE_2D, mTexPointer[0]); // Point to our vertex buffer gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mVertexBuffer); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, mTextureBuffer); // Draw the vertices as triangle strip gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, mVertices.length / 3); EDIT: After some test it seems to be due to the transparent GLSurfaceView. If I delete this line of code: setEGLConfigChooser(8, 8, 8, 8, 0, 0); the background becomes all black but I reach 60 fps. What can I do?

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  • How Can I Improve This Card-Game AI?

    - by James Burgess
    Let me get this out there before anything else: this is a learning exercise for me. I am not a game developer by trade or hobby (at least, not seriously) and am purely delving into some AI- and 3D-related topics to broaden my horizons a bit. As part of the learning experience, I thought I'd have a go at developing a basic card game AI. I selected Pit as the card game I was going to attempt to emulate (specifically, the 'bull and bear' variation of the game as mentioned in the link above). Unfortunately, the rule-set that I'm used to playing with (an older version of the game) isn't described. The basics of it are: The number of commodities played with is equal to the number of players. The bull and bear cards are included. All but two players receive 8 cards, two receive 9 cards. A player can win the round with 7 + bull, 8, or 8 + bull (receiving double points). The bear is a penalty card. You can trade up to a maximum of 4 cards at a time. They must all be of the same type, but can optionally include the bull or bear (so, you could trade A, A, A, Bull - but not A, B, A, Bull). For those who have played the card game, it will probably have been as obvious to you as it was to me that given the nature of the game, gameplay would seem to resemble a greedy algorithm. With this in mind, I thought it might simplify my AI experience somewhat. So, here's what I've come up with for a basic AI player to play Pit... and I'd really just like any form of suggestion (from improvements to reading materials) relating to it. Here it is in something vaguely pseudo-code-ish ;) While AI does not hold 7 similar + bull, 8 similar, or 8 similar + bull, do: 1. Establish 'target' hand, by seeing which card AI holds the most of. 2. Prepare to trade next-most-numerous card type in a trade (max. held, or 4, whichever is fewer) 3. If holding the bear, add to (if trading <=3 cards) or replace in (if trading 4 cards) hand. 4. Offer cards for trade. 5. If cards are accepted for trade within X turns, continue (clearing 'failed card types'). Otherwise: a. If only one card remains in the trade, go to #6. Otherwise: i. Remove one non-penalty card from the trade. ii. Return to #5. 6. Add card type to temporary list of failed card types. 7. Repeat from #2 (excluding 'failed card types'). I'm aware this is likely to be a sub-optimal way of solving the problem, but that's why I'm posting this question. Are there any AI- or algorithm-related concepts that I've missed and should be incorporating to make a better AI? Additionally, what are the flaws with my AI at present (I'm well aware it's probably far from complete)? Thanks in advance!

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  • how to drawing continues line just like in paint [on hold]

    - by hussain shah
    hi sir i want to draw a points.the following code is work good but the problem is than when i drag the mouse button, if i move slow working good but if i move the curser fast they cannot made continues line.please what is the solution...? #include <iostream> #include <GL/glut.h> #include <GL/glu.h> #include <stdlib.h> void first() { glPushMatrix(); glTranslatef(1,01,01); glScalef(1, 1, 1); glColor3f(0, 1, 0); glBegin(GL_QUADS); glVertex2f(0.8, 0.6); glVertex2f(0.6, 0.6); glVertex2f(0.6, 0.8); glVertex2f(0.8, 0.8); glEnd(); glPopMatrix(); glFlush(); } void display (void) { glClear(GL_COLOR_BUFFER_BIT); //store color of each pixels of a frame glClearColor(0, 0, 0, 0);// screen color //glFlush(); } void drag (int x, int y) { { y=500-y; //x=500-x; glPointSize(5); glColor3f(1.0,1.0,1.0); glBegin(GL_POINTS); glVertex2f(x,y+2); glEnd(); glutSwapBuffers(); glFlush(); } } void reshape (int w, int h){} void init (void) { glClear(GL_COLOR_BUFFER_BIT); //store color of each pixels of a frame glClearColor(0, 0, 0, 0); glViewport(0,0,500,500); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0.0, 500.0, 0.0, 500.0, 1.0, -1.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void mouse_button (int button, int state, int x, int y) { if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN) { drag(x,y); first(); } //else if (button == GLUT_MIDDLE_BUTTON && state == GLUT_DOWN) //{ // //} else if (button == GLUT_RIGHT_BUTTON && state == GLUT_DOWN) { exit(0); } } int main (int argc, char**argv) { glutInit (&argc, argv); //initialize the program. glutInitDisplayMode (GLUT_SINGLE); //set up a basic display buffer (only singular for now) glutInitWindowSize (500,500); //set whe width and height of the window glutInitWindowPosition (100, 100); //set the position of the window glutCreateWindow ("A basic OpenGL Window"); //set the caption for the window glutMotionFunc(drag); //glutMouseFunc(mouse_button); init(); glutDisplayFunc (display);//call the display function to draw our world glutMainLoop(); //initialize the OpenGL loop cycle return 0; }

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  • How can I make OpenGL textures scale without becoming blurry?

    - by adorablepuppy
    I'm using OpenGL through LWJGL. I have a 16x16 textured quad rendering at 16x16. When I change it's scale amount, the quad grows, then becomes blurrier as it gets larger. How can I make it scale without becoming blurry, like in Minecraft. Here is the code inside my RenderableEntity object: public void render(){ Color.white.bind(); this.spriteSheet.bind(); GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(0,0); GL11.glVertex2f(this.x, this.y); GL11.glTexCoord2f(1,0); GL11.glVertex2f(getDrawingWidth(), this.y); GL11.glTexCoord2f(1,1); GL11.glVertex2f(getDrawingWidth(), getDrawingHeight()); GL11.glTexCoord2f(0,1); GL11.glVertex2f(this.x, getDrawingHeight()); GL11.glEnd(); } And here is code from my initGL method in my game class GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glClearColor(0.46f,0.46f,0.90f,1.0f); GL11.glViewport(0,0,width,height); GL11.glOrtho(0,width,height,0,1,-1); And here is the code that does the actual drawing public void start(){ initGL(800,600); init(); while(true){ GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); for(int i=0;i<entities.size();i++){ ((RenderableEntity)entities.get(i)).render(); } Display.update(); Display.sync(100); if(Display.isCloseRequested()){ Display.destroy(); System.exit(0); } } }

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  • Using AdMob with Games that use Open GLES

    - by Vishal Kumar
    Can anyone help me integrating Admob to my game. I've used the badlogic framework by MarioZencher ... and My game is like the SuperJumper. I am unable to use AdMob after a lot of my attempts. I am new to android dev...please help me..I went thru a number of tutorials but not getting adds displayed ... I did the following... get the libraries and placed them properly My main.xml looks like this android:layout_width="fill_parent" android:layout_height="wrap_content" android:text="@string/hello" / My Activity class onCreate method: public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); RelativeLayout layout = new RelativeLayout(this); adView = new AdView(this, AdSize.BANNER, "a1518637fe542a2"); AdRequest request = new AdRequest(); request.addTestDevice(AdRequest.TEST_EMULATOR); request.addTestDevice("D77E32324019F80A2CECEAAAAAAAAA"); adView.loadAd(request); layout.addView(glView); RelativeLayout.LayoutParams adParams = new RelativeLayout.LayoutParams(RelativeLayout.LayoutParams.WRAP_CONTENT, RelativeLayout.LayoutParams.WRAP_CONTENT); adParams.addRule(RelativeLayout.ALIGN_PARENT_BOTTOM); adParams.addRule(RelativeLayout.CENTER_IN_PARENT); layout.addView(adView, adParams); setContentView(layout); requestWindowFeature(Window.FEATURE_NO_TITLE); getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN); glView = new GLSurfaceView(this); glView.setRenderer(this); //setContentView(glView); glGraphics = new GLGraphics(glView); fileIO = new AndroidFileIO(getAssets()); audio = new AndroidAudio(this); input = new AndroidInput(this, glView, 1, 1); PowerManager powerManager = (PowerManager) getSystemService(Context.POWER_SERVICE); wakeLock = powerManager.newWakeLock(PowerManager.FULL_WAKE_LOCK, "GLGame"); } My Manifest file looks like this .... <activity android:name="com.google.ads.AdActivity" android:configChanges="keyboard|keyboardHidden|orientation|smallestScreenSize"/> </application> <uses-permission android:name="android.permission.WAKE_LOCK" /> <uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE"/> <uses-sdk android:minSdkVersion="7" /> When I first decided to use the XML for admob purpose ..it showed no changes..it even didn't log the device id in Logcat... Later when I wrote code in the Main Activity class.. and run ... Application crashed ... with 7 errors evry time ... The android:configChanges value of the com.google.ads.AdActivity must include screenLayout. The android:configChanges value of the com.google.ads.AdActivity must include uiMode. The android:configChanges value of the com.google.ads.AdActivity must include screenSize. The android:configChanges value of the com.google.ads.AdActivity must include smallestScreenSize. You must have AdActivity declared in AndroidManifest.xml with configChanges. You must have INTERNET and ACCESS_NETWORK_STATE permissions in AndroidManifest.xml. Please help me by telling what wrong is there with the code? Can I write code only in xml files without changing the Activity class ... I will be very grateful to anyone providing support.

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  • 2D Side Scrolling game and "walk over ground" collision detection

    - by Fire-Dragon-DoL
    The question is not hard, I'm writing a game engine for 2D side scrolling games, however I'm thinking to my 2D side scrolling game and I always come up with the problem of "how should I do collision with the ground". I think I couldn't handle the collision with ground (ground for me is "where the player walk", so something heavily used) in a per-pixel way, and I can't even do it with simple shape comparison (because the ground can be tilted), so what's the correct way? I'know what tiles are and i've read about it, but how much should be big each tile to not appear like a stairs?Are there any other approach? I watched this game and is very nice how he walks on ground: http://www.youtube.com/watch?v=DmSAQwbbig8&feature=player_embedded If there are "platforms" in mid air, how should I handle them?I can walk over them but I can't pass "inside". Imagine a platform in mid air, it allows you to walk over it but limit you because you can't jump in the area she fits Sorry for my english, it's not my native language and this topic has a lot of keywords I don't know so I have to use workarounds Thanks for any answer Additional informations and suggestions: I'm doing a game course in this period and I asked them how to do this, they suggested me this approach (a QuadTree): -All map is divided into "big nodes" -Each bigger node has sub nodes, to find where the player is -You can find player's node with a ray on player position -When you find the node where the player is, you can do collision check through all pixels (which can be 100-200px nothing more) Here is an example, however i didn't show very well the bigger nodes because i'm not very good with photoshop :P How is this approach?

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  • Laser Beam End Points Problems (XNA)

    - by user36159
    I am building a game in XNA that features colored laser beams in 3D space. The beams are defined as: Segment start position Segment end position Line width For rendering, I am using 3 quads: Start point billboard End point billboard Middle section quad whose forward vector is the slope of the line and whose normal points to the camera The problem is that using additive blending, the end points and middle section overlap, which looks quite jarring. However, I need the endpoints in case the laser is pointing towards the camera! See the blue laser in particular:

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  • What should be contained in a game scene graph?

    - by Bunkai.Satori
    Would you help me to clarify, please, what what exactly should be contained within a game scene graph? See the following list, please: Game Actors? (obviously yes, all the objects changing state should be the major prart of the Scene Graph) Simple static game ojbects? (I mean ojects places in the background that do not get animated, neither do they collide) Game Triggers? Game Lights? Game Cameras? Weapon Bullets? Game Explosions and Special Effects? The above considered object types. Now to the coverage of the scene graph: Should a scene graph contain the whole game level map since the level start, or should it contain only the visible portion of the map? If the second is true, it would mean that scene graph would be continuously updated, by adding/removing game objects, as the player moves. However, containing only the visible are of the map obviously would be much faster to traverse and update.

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  • Use depth bias for shadows in deferred shading

    - by cubrman
    We are building a deferred shading engine and we have a problem with shadows. To add shadows we use two maps: the first one stores the depth of the scene captured by the player's camera and the second one stores the depth of the scene captured by the light's camera. We then ran a shader that analyzes the two maps and outputs the third one with the ready shadow areas for the current frame. The problem we face is a classic one: Self-Shadowing: A standard way to solve this is to use the slope-scale depth bias and depth offsets, however as we are doing things in a deferred way we cannot employ this algorithm. Any attempts to set depth bias when capturing light's view depth produced no or unsatisfying results. So here is my question: MSDN article has a convoluted explanation of the slope-scale: bias = (m × SlopeScaleDepthBias) + DepthBias Where m is the maximum depth slope of the triangle being rendered, defined as: m = max( abs(delta z / delta x), abs(delta z / delta y) ) Could you explain how I can implement this algorithm manually in a shader? Maybe there are better ways to fix this problem for deferred shadows?

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  • XNA running slow when making a texture

    - by Anthony
    I'm using XNA to test an image analysis algorithm for a robot. I made a simple 3D world that has a grass, a robot, and white lines (that are represent the course). The image analysis algorithm is a modification of the Hough line detection algorithm. I have the game render 2 camera views to a render target in memory. One camera is a top down view of the robot going around the course, and the second camera is the view from the robot's perspective as it moves along. I take the rendertarget of the robot camera and convert it to a Color[,] so that I can do image analysis on it. private Color[,] TextureTo2DArray(Texture2D texture, Color[] colors1D, Color[,] colors2D) { texture.GetData(colors1D); for (int x = 0; x < texture.Width; x++) { for (int y = 0; y < texture.Height; y++) { colors2D[x, y] = colors1D[x + (y * texture.Width)]; } } return colors2D; } I want to overlay the results of the image analysis on the robot camera view. The first part of the image analysis is finding the white pixels. When I find the white pixels I create a bool[,] array showing which pixels were white and which were black. Then I want to convert it back into a texture so that I can overlay on the robot view. When I try to create the new texture showing which ones pixels were white, then the game goes super slow (around 10 hz). Can you give me some pointers as to what to do to make the game go faster. If I comment out this algorithm, then it goes back up to 60 hz. private Texture2D GenerateTexturesFromBoolArray(bool[,] boolArray,Color[] colorMap, Texture2D textureToModify) { for(int i =0;i < screenWidth;i++) { for(int j =0;j<screenHeight;j++) { if (boolArray[i, j] == true) { colorMap[i+(j*screenWidth)] = Color.Red; } else { colorMap[i + (j * screenWidth)] = Color.Transparent; } } } textureToModify.SetData<Color>(colorMap); return textureToModify; } Each Time I run draw, I must set the texture to null, so that I can modify it. public override void Draw(GameTime gameTime) { Vector2 topRightVector = ((SimulationMain)Game).spriteRectangleManager.topRightVector; Vector2 scaleFactor = ((SimulationMain)Game).config.scaleFactorScreenSizeToWindow; this.spriteBatch.Begin(); // Start the 2D drawing this.spriteBatch.Draw(this.textureFindWhite, topRightVector, null, Color.White, 0, Vector2.Zero, scaleFactor, SpriteEffects.None, 0); this.spriteBatch.End(); // Stop drawing. GraphicsDevice.Textures[0] = null; } Thanks for the help, Anthony G.

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  • C# XNA Normals Question

    - by Wade
    Hello all! I have been working on some simple XNA proof of concept for a game idea I have as well as just to further my learning in XNA. However, i seem to be stuck on these dreaded normals, and using the BasicEffect with default lighting i can't seem to tell if my normals are being calculated correctly, hence the question. I'm mainly drawing cubes at the moment, I'm using a triangle list and a VertexBuffer to get the job done. The north face of my cube has two polygons and 6 vectors: Vector3 startPosition = new Vector3(0,0,0); corners[0] = startPosition; // This is the start position. Block size is 5. corners[1] = new Vector3(startPosition.X, startPosition.Y + BLOCK_SIZE, startPosition.Z); corners[2] = new Vector3(startPosition.X + BLOCK_SIZE, startPosition.Y, startPosition.Z); corners[3] = new Vector3(startPosition.X + BLOCK_SIZE, startPosition.Y + BLOCK_SIZE, startPosition.Z); verts[0] = new VertexPositionNormalTexture(corners[0], normals[0], textCoordBR); verts[1] = new VertexPositionNormalTexture(corners[1], normals[0], textCoordTR); verts[2] = new VertexPositionNormalTexture(corners[2], normals[0], textCoordBL); verts[3] = new VertexPositionNormalTexture(corners[3], normals[0], textCoordTL); verts[4] = new VertexPositionNormalTexture(corners[2], normals[0], textCoordBL); verts[5] = new VertexPositionNormalTexture(corners[1], normals[0], textCoordTR); Using those coordinates I want to generate the normal for the north face, I have no clue how to get the average of all those vectors and create a normal for the two polygons that it makes. Here is what i tried: normals[0] = Vector3.Cross(corners[1], corners[2]); normals[0].Normalize(); It seems like its correct, but then using the same thing for other sides of the cube the lighting effect seems weird, and not cohesive with where i think the light source is coming from, not really sure with the BasicEffect. Am I doing this right? Can anyone explain in lay mans terms how normals are calculated. Any help is much appreciated. Note: I tried going through Riemers and such to figure it out with no luck, it seems no one really goes over the math well enough. Thanks!

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  • Block With Given ID Does Not Exist - Minecraft Mod

    - by inixsoftware
    I have tried to make my own Minecraft Block using Forge, but for some reason, when I use /give Playerxxx 1000 1 the game says, There is no block with id '1000' My Block Code: package net.minecraft.blockr; import net.minecraft.block.Block; import net.minecraft.block.material.Material; import net.minecraft.creativetab.CreativeTabs; public class Basalt extends Block { public Basalt(int par1, Material par2Material) { super(par1, par2Material); this.setCreativeTab(CreativeTabs.tabBlock); } } Mod code: package net.minecraft.blockr; import cpw.mods.fml.common.Mod; import cpw.mods.fml.common.Mod.Init; import cpw.mods.fml.common.network.NetworkMod; import cpw.mods.fml.common.registry.GameRegistry; import cpw.mods.fml.common.registry.LanguageRegistry; import net.minecraft.block.Block; import net.minecraft.block.material.Material; @Mod(modid="blockr", name="Blockr Mod", version="PreAlpha v0.0.1") @NetworkMod(clientSideRequired=true, serverSideRequired=false) public class BlockrMod { public static Block basalt; @Init public void load() { basalt = new Basalt(1000, Material.ground).setUnlocalizedName("basalt"); GameRegistry.registerBlock(basalt, basalt.getUnlocalizedName()); LanguageRegistry.addName(basalt, "Basalt Block"); } public String getVersion() { return "0.0.1"; } } What exactly is going wrong? My package is blockr (as my mod is called blockr) I know my mod was loaded as I see in Forge under Mods I see my mod

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  • Shadow mapping with deffered shading for directional lights - shadow map projection problem

    - by Harry
    I'm trying to implement shadow mapping to my engine. I started with directional lights because they seemed to be the easiest one, but I was wrong :) I have implemented deferred shading and I retrieve position from depth. I think that there is the biggest problem but code looks ok for me. Now more about problem: Shadow map projected onto meshes looks bad scaled and translated and also some informations from shadow map texture aren't visible. You can see it on this screen: http://img5.imageshack.us/img5/2254/93dn.png Yelow frustum is light frustum and I have mixed shadow map preview and actual scene. As you can see shadows are in wrong place and shadow of cone and sphere aren't visible. Could you look at my codes and tell me where I have a mistake? // create shadow map if(!_shd)glGenTextures(1, &_shd); glBindTexture(GL_TEXTURE_2D, _shd); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 1024, 1024, 0, GL_DEPTH_COMPONENT, GL_FLOAT,NULL); // shadow map size glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, _shd, 0); glDrawBuffer(GL_NONE); // setting camera Vector dire=Vector(0,0,1); ACamera.setLookAt(dire,Vector(0)); ACamera.setPerspectiveView(60.0f,1,0.1f,10.0f); // currently needed for proper frustum corners calculation Vector min(ACamera._point[0]),max(ACamera._point[0]); for(int i=0;i<8;i++){ max=Max(max,ACamera._point[i]); min=Min(min,ACamera._point[i]); } ACamera.setOrthogonalView(min.x,max.x,min.y,max.y,-max.z,-min.z); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, _s_buffer); // framebuffer for shadow map // rendering to depth buffer glBindFramebuffer(GL_DRAW_FRAMEBUFFER, _g_buffer); Shaders["DirLight"].set(true); Matrix4 bias; bias.x.set(0.5,0.0,0.0,0.0); bias.y.set(0.0,0.5,0.0,0.0); bias.z.set(0.0,0.0,0.5,0.0); bias.w.set(0.5,0.5,0.5,1.0); Shaders["DirLight"].set("textureMatrix",ACamera.matrix*Projection3D*bias); // order of multiplications are 100% correct, everything gives mi the same result as using glm glActiveTexture(GL_TEXTURE5); glBindTexture(GL_TEXTURE_2D,_shd); lightDir(dir); // light calculations Vertex Shader makes nothing related to shadow calculatons Pixel shader function which calculates if pixel is in shadow or not: float readShadowMap(vec3 eyeDir) { // retrieve depth of pixel float z = texture2D(depth, gl_FragCoord.xy/screen).z; vec3 pos = vec3(gl_FragCoord.xy/screen, z); // transform by the projection and view inverse vec4 worldSpace = inverse(View)*inverse(ProjectionMatrix)*vec4(pos*2-1,1); worldSpace /= worldSpace.w; vec4 coord=textureMatrix*worldSpace; float vis=1.0f; if(texture2D(shadow, coord.xy).z < coord.z-0.001)vis=0.2f; return vis; } I also have question about shadows specifically for directional light. Currently I always look at 0,0,0 position and in further implementation I have to move light frustum along to camera frustum. I've found how to do this here: http://www.gamedev.net/topic/505893-orthographic-projection-for-shadow-mapping/ but it doesn't give me what I want. Maybe because of problems mentioned above, but I want know your opinion. EDIT: vec4 worldSpace is position read from depht of the scene (not shadow map). Maybe I wasn't precise so I'll try quick explain what is what: View is camera view matrix, ProjectionMatrix is camera projection,. First I try to get world space position from depth map and then multiply it by textureMatrix which is light view *light projection*bias. Rest of code is the same as in many tutorials. I can't use vertex shader to make something like gl_Position=textureMatrix*gl_Vertex and get it interpolated in fragment shader because of deffered rendering use so I want get it from depht buffer. EDIT2: I also tried make it as in Coding Labs tutorial about Shadow Mapping with Deferred Rendering but unfortunately this either works wrong.

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  • How can I use multiple meshes per entity without breaking one component of a single type per entity?

    - by Mathias Hölzl
    We are just switching from a hierarchy based game engine to a component based game engine. My problem is that when I load a model which has has a hierarchy of meshes and the way I understand is that a entity in a component based system can not have multiple components of the same type, but I need a "meshComponent" for each mesh in a model. So how could I solve this problem. On this side they implemented a Component based game engine: http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/

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  • Multiple render targets and pixel shader outputs terminology

    - by Rei Miyasaka
    I'm a little confused on the jargon: does Multiple Render Targets (MRT) refer to outputting from a pixel shader to multiple elements in a struct? That is, when one says "MRT is to write to multiple textures", are multiple elements interleaved in a single output texture, or do you specify multiple discrete output textures? By the way, from what I understand, at least for DX9, all the elements of this struct need to be of the same size. Does this restriction still apply to DX11?

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  • How to produce assets effectively on large Flash game projects?

    - by Antoine Lassauzay
    I have been working on Flash games professionally for two years now and somehow, having our artists producing assets the right way is one of our biggest challenge. More precisely, it is very hard to have them following any kind of structure and/or standards, nor taking into consideration performance. I would say also the most of our issues concerns UI and related animations. Our current workflow is (on a Facebook hidden object game) : Artists produce PSD and animate prototypes in Flash Artists re-organize their FLA files to be a bit more "programmer friendly" Programmers retouches assets until they have the right structure and export classes inside a SWC, from Flash Programmers try to improve performances, sometimes degrading the quality of game graphics Our main idea is to hire somebody dedicated to prepare assets for programmers but I am really looking forward to improving the pipeline. I was wondering if you guys have tips of any kind to improve this workflow, whether it be team organization, training, tools or tips with Flash. Any explanation on your asset pipeline is well appreciated too.

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  • What is the most efficient way to blur in a shader?

    - by concernedcitizen
    I'm currently working on screen space reflections. I have perfectly reflective mirror-like surfaces working, and I now need to use a blur to make the reflection on surfaces with a low specular gloss value look more diffuse. I'm having difficulty deciding how to apply the blur, though. My first idea was to just sample a lower mip level of the screen rendertarget. However, the rendertarget uses SurfaceFormat.HalfVector4 (for HDR effects), which means XNA won't allow linear filtering. Point filtering looks horrible and really doesn't give the visual cue that I want. I've thought about using some kind of Box/Gaussian blur, but this would not be ideal. I've already thrashed the texture cache in the raymarching phase before the blur even occurs (a worst case reflection could be 32 samples per pixel), and the blur kernel to make the reflections look sufficiently diffuse would be fairly large. Does anyone have any suggestions? I know it's doable, as Photon Workshop achieved the effect in Unity.

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  • component Initialization in component-based game architectures

    - by liortal
    I'm develping a 2d game (in XNA) and i've gone slightly towards a component-based approach, where i have a main game object (container) that holds different components. When implementing the needed functionality as components, i'm now faced with an issue -- who should initialize components? Are components usually passed in initialized into an entity, or some other entity initialized them? In my current design, i have an issue where the component, when created, requires knowledge regarding an attached entity, however these 2 events may not happen at the same time (component construction, attaching to a game entity). I am looking for a standard approach or examples of implementations that work, that overcome this issue or present a clear way to resolve it

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  • MMO Data Persistence Question

    - by JasonG
    I wanted to ask a question regarding data persistence strategies for an MMO. I have some experience in the games industry with social synchronous games. At Zynga, we stored static proto data in XML on both the client and the server and stored instance/runtime data in membase. For clarity sake, proto data for a Potion would be PotionName or MaxCharges, while runtime/instance data would be something like ChargesRemaining. So basically, if a player picks up a potion the instance is (via prediction) created from XML data on the client, the request gets sent to the server where the instance is created from XML and then added to membase. Is the same strategy that would be used for soemthing like an MMO? Would it be feasible to have static proto data in some kind of in-memory no-sql database on both client and server with instance data being stored on the server in a more enterprise level database? Or should all data (proto/instance) be stored on the server and the client gets everything from server? I know a lot of this might on certain game requirements, however, i'm basically looking for some general opinion/best practices here if there are any.

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