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  • Minecraft Style Chunk building problem

    - by David Torrey
    I'm having some problems with speed in my chunk engine. I timed it out, and in its current state it takes a total ~5 seconds per chunk to fill each face's list. I have a check to see if each face of a block is visible and if it is not visible, it skips it and moves on. I'm using a dictionary (unordered map) because it makes sense memorywise to just not have an entry if there is no block. I've tracked my problem down to testing if there is an entry, and accessing an entry if it does exist. If I remove the tests to see if there is an entry in the dictionary for an adjacent block, or if the block type itself is seethrough, it runs within about 2-4 milliseconds. so here's my question: Is there a faster way to check for an entry in a dictionary than .ContainsKey()? As an aside, I tried TryGetValue() and it doesn't really help with the speed that much. If I remove the ContainsKey() and keep the test where it does the IsSeeThrough for each block, it halves the time, but it's still about 2-3 seconds. It only drops to 2-4ms if I remove BOTH checks. Here is my code: using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Runtime.InteropServices; using OpenTK; using OpenTK.Graphics.OpenGL; using System.Drawing; namespace Anabelle_Lee { public enum BlockEnum { air = 0, dirt = 1, } [StructLayout(LayoutKind.Sequential,Pack=1)] public struct Coordinates<T1> { public T1 x; public T1 y; public T1 z; public override string ToString() { return "(" + x + "," + y + "," + z + ") : " + typeof(T1); } } public struct Sides<T1> { public T1 left; public T1 right; public T1 top; public T1 bottom; public T1 front; public T1 back; } public class Block { public int blockType; public bool SeeThrough() { switch (blockType) { case 0: return true; } return false ; } public override string ToString() { return ((BlockEnum)(blockType)).ToString(); } } class Chunk { private Dictionary<Coordinates<byte>, Block> mChunkData; //stores the block data private Sides<List<Coordinates<byte>>> mVBOVertexBuffer; private Sides<int> mVBOHandle; //private bool mIsChanged; private const byte mCHUNKSIZE = 16; public Chunk() { } public void InitializeChunk() { //create VBO references #if DEBUG Console.WriteLine ("Initializing Chunk"); #endif mChunkData = new Dictionary<Coordinates<byte> , Block>(); //mIsChanged = true; GL.GenBuffers(1, out mVBOHandle.left); GL.GenBuffers(1, out mVBOHandle.right); GL.GenBuffers(1, out mVBOHandle.top); GL.GenBuffers(1, out mVBOHandle.bottom); GL.GenBuffers(1, out mVBOHandle.front); GL.GenBuffers(1, out mVBOHandle.back); //make new list of vertexes for each face mVBOVertexBuffer.top = new List<Coordinates<byte>>(); mVBOVertexBuffer.bottom = new List<Coordinates<byte>>(); mVBOVertexBuffer.left = new List<Coordinates<byte>>(); mVBOVertexBuffer.right = new List<Coordinates<byte>>(); mVBOVertexBuffer.front = new List<Coordinates<byte>>(); mVBOVertexBuffer.back = new List<Coordinates<byte>>(); #if DEBUG Console.WriteLine("Chunk Initialized"); #endif } public void GenerateChunk() { #if DEBUG Console.WriteLine("Generating Chunk"); #endif for (byte i = 0; i < mCHUNKSIZE; i++) { for (byte j = 0; j < mCHUNKSIZE; j++) { for (byte k = 0; k < mCHUNKSIZE; k++) { Random blockLoc = new Random(); Coordinates<byte> randChunk = new Coordinates<byte> { x = i, y = j, z = k }; mChunkData.Add(randChunk, new Block()); mChunkData[randChunk].blockType = blockLoc.Next(0, 1); } } } #if DEBUG Console.WriteLine("Chunk Generated"); #endif } public void DeleteChunk() { //delete VBO references #if DEBUG Console.WriteLine("Deleting Chunk"); #endif GL.DeleteBuffers(1, ref mVBOHandle.left); GL.DeleteBuffers(1, ref mVBOHandle.right); GL.DeleteBuffers(1, ref mVBOHandle.top); GL.DeleteBuffers(1, ref mVBOHandle.bottom); GL.DeleteBuffers(1, ref mVBOHandle.front); GL.DeleteBuffers(1, ref mVBOHandle.back); //clear all vertex buffers ClearPolyLists(); #if DEBUG Console.WriteLine("Chunk Deleted"); #endif } public void UpdateChunk() { #if DEBUG Console.WriteLine("Updating Chunk"); #endif ClearPolyLists(); //prepare buffers //for every entry in mChunkData map foreach(KeyValuePair<Coordinates<byte>,Block> feBlockData in mChunkData) { Coordinates<byte> checkBlock = new Coordinates<byte> { x = feBlockData.Key.x, y = feBlockData.Key.y, z = feBlockData.Key.z }; //check for polygonson the left side of the cube if (checkBlock.x > 0) { //check to see if there is a key for current x - 1. if not, add the vector if (!IsVisible(checkBlock.x - 1, checkBlock.y, checkBlock.z)) { //add polygon AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.left); } } else { //polygon is far left and should be added AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.left); } //check for polygons on the right side of the cube if (checkBlock.x < mCHUNKSIZE - 1) { if (!IsVisible(checkBlock.x + 1, checkBlock.y, checkBlock.z)) { //add poly AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.right); } } else { //poly for right add AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.right); } if (checkBlock.y > 0) { //check to see if there is a key for current x - 1. if not, add the vector if (!IsVisible(checkBlock.x, checkBlock.y - 1, checkBlock.z)) { //add polygon AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.bottom); } } else { //polygon is far left and should be added AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.bottom); } //check for polygons on the right side of the cube if (checkBlock.y < mCHUNKSIZE - 1) { if (!IsVisible(checkBlock.x, checkBlock.y + 1, checkBlock.z)) { //add poly AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.top); } } else { //poly for right add AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.top); } if (checkBlock.z > 0) { //check to see if there is a key for current x - 1. if not, add the vector if (!IsVisible(checkBlock.x, checkBlock.y, checkBlock.z - 1)) { //add polygon AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.back); } } else { //polygon is far left and should be added AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.back); } //check for polygons on the right side of the cube if (checkBlock.z < mCHUNKSIZE - 1) { if (!IsVisible(checkBlock.x, checkBlock.y, checkBlock.z + 1)) { //add poly AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.front); } } else { //poly for right add AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.front); } } BuildBuffers(); #if DEBUG Console.WriteLine("Chunk Updated"); #endif } public void RenderChunk() { } public void LoadChunk() { #if DEBUG Console.WriteLine("Loading Chunk"); #endif #if DEBUG Console.WriteLine("Chunk Deleted"); #endif } public void SaveChunk() { #if DEBUG Console.WriteLine("Saving Chunk"); #endif #if DEBUG Console.WriteLine("Chunk Saved"); #endif } private bool IsVisible(int pX,int pY,int pZ) { Block testBlock; Coordinates<byte> checkBlock = new Coordinates<byte> { x = Convert.ToByte(pX), y = Convert.ToByte(pY), z = Convert.ToByte(pZ) }; if (mChunkData.TryGetValue(checkBlock,out testBlock )) //if data exists { if (testBlock.SeeThrough() == true) //if existing data is not seethrough { return true; } } return true; } private void AddPoly(byte pX, byte pY, byte pZ, int BufferSide) { //create temp array GL.BindBuffer(BufferTarget.ArrayBuffer, BufferSide); if (BufferSide == mVBOHandle.front) { //front face mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ + 1) }); } else if (BufferSide == mVBOHandle.right) { //back face mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ) }); } else if (BufferSide == mVBOHandle.top) { //left face mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY + 1), z = (byte)(pZ) }); } else if (BufferSide == mVBOHandle.bottom) { //right face mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); } else if (BufferSide == mVBOHandle.front) { //top face mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ) }); } else if (BufferSide == mVBOHandle.back) { //bottom face mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY), z = (byte)(pZ + 1) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY), z = (byte)(pZ) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY), z = (byte)(pZ) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY), z = (byte)(pZ) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY), z = (byte)(pZ + 1) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY), z = (byte)(pZ + 1) }); } } private void BuildBuffers() { #if DEBUG Console.WriteLine("Building Chunk Buffers"); #endif GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.front); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.front.Count), mVBOVertexBuffer.front.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.back); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.back.Count), mVBOVertexBuffer.back.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.left); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.left.Count), mVBOVertexBuffer.left.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.right); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.right.Count), mVBOVertexBuffer.right.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.top); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.top.Count), mVBOVertexBuffer.top.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.bottom); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.bottom.Count), mVBOVertexBuffer.bottom.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer,0); #if DEBUG Console.WriteLine("Chunk Buffers Built"); #endif } private void ClearPolyLists() { #if DEBUG Console.WriteLine("Clearing Polygon Lists"); #endif mVBOVertexBuffer.top.Clear(); mVBOVertexBuffer.bottom.Clear(); mVBOVertexBuffer.left.Clear(); mVBOVertexBuffer.right.Clear(); mVBOVertexBuffer.front.Clear(); mVBOVertexBuffer.back.Clear(); #if DEBUG Console.WriteLine("Polygon Lists Cleared"); #endif } }//END CLASS }//END NAMESPACE

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  • Game Physics With RK4 Implementation For A 2D Platformer

    - by oscar.rpr
    I been reading about RK4 for physics implementation in a game, so I read in some pages and all people recommend me this page: http://gafferongames.com/game-physics/fix-your-timestep/ This page shows clearly how this one works, but I can't figure out how to implement in my game, maybe I don't understand that good but I find some things that are not really clearly to me. In my game, the player decides when change direction in the X-Axis but I can't figure out how with this RK4 implementation change the direction of the object, in the example the point goes side to side but I don't understand how I can control when he goes right or left. So if anyone can give a little bit of clarity in this implementation and my problem which I do not understand I will be really grateful. Thanks beforehand

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  • Using SurfaceFormat.Single and HLSL for GPGPU with XNA

    - by giancarlo todone
    I'm trying to implement a so-called ping-pong technique in XNA; you basically have two RenderTarget2D A and B and at each iteration you use one as texture and the other as target - and vice versa - for a quad rendered through an HLSL pixel shader. step1: A--PS--B step2: B--PS--A step3: A--PS--B ... In my setup, both RenderTargets are SurfaceFormat.Single. In my .fx file, I have a tachnique to do the update, and another to render the "current buffer" to the screen. Before starting the "ping-pong", buffer A is filled with test data with SetData<float>(float[]) function: this seems to work properly, because if I render a quad on the screen through the "Draw" pixel shader, i do see the test data being correctly rendered. However, if i do update buffer B, something does not function proerly and the next rendering to screen will be all black. For debug purposes, i replaced the "Update" HLSL pixel shader with one that should simply copy buffer A into B (or B into A depending on which among "ping" and "pong" phases we are...). From some examples i found on the net, i see that in order to correctly fetch a float value from a texture sampler from HLSL code, i should only need to care for the red channel. So, basically the debug "Update" HLSL function is: float4 ComputePS(float2 inPos : TEXCOORD0) : COLOR0 { float v1 = tex2D(bufSampler, inPos.xy).r; return float4(v1,0,0,1); } which still doesn't work and results in a all-zeroes ouput. Here's the "Draw" function that seems to properly display initial data: float4 DrawPS(float2 inPos : TEXCOORD0) : COLOR0 { float v1 = tex2D(bufSampler, inPos.xy).r; return float4(v1,v1,v1,1); } Now: playing around with HLSL doesn't change anything, so maybe I'm missing something on the c# side of this, so here's the infamous Update() function: _effect.Parameters["bufTexture"].SetValue(buf[_currentBuf]); _graphicsDevice.SetRenderTarget(buf[1 - _currentBuf]); _graphicsDevice.Clear(Color.Black); // probably not needed since RenderTargetUsage is DiscardContents _effect.CurrentTechnique = _computeTechnique; _computeTechnique.Passes[0].Apply(); _quadRender.Render(); _graphicsDevice.SetRenderTarget(null); _currentBuf = 1 - _currentBuf; Any clue?

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  • Event-based server-gameloop in a server based game

    - by Chris
    I know that this site is full of questions about fixed gameloops and variable gameloops and different types of threading. But I coult find barely nothing that is related to server loops. The server has no screen to draw on. It could just run as fast as possible, but of course this makes no sense. But should it really use single "ticks" and send the updates periodically after each tick and wait for the next "tick" to update its state. Is it applicable to replace the gameloop by multilpe events? Suchs as incoming network traffic or timers? I often heared that a gameloop should be determistic, but does it really matter? For instance, when you play a shooter game against humand players and/or AI you proably would never be ably to repeat the same input twice. Is it a good idea to lose determistic behavior if it is nearly impossible to reprodruce the same input twice? So this question is more or less about whether an strictly event-based gameloop is adviseable or not and what are the pros and cons. I could imagene that an event-based gameloop could perform much faster and smoother, since you don't have bug CPU-spikes during the beginning of a new "tick". The fact that I could not find much about an event-based gameloop for servers leads me to the conclusion that inefficient or too complicated to get a real benefit from it. I'm sure if this is enough to get an idea from what I'm interessted to know, but I hope so.

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  • Understanding DeviceContext and Shaders in Direct3D/SlimDX

    - by Carson Myers
    I've been working through this tutorial about drawing triangles with SlimDX, and while it works, I've been trying to structure my program differently than in the tutorial. The tutorial just has everything in the main method, I'm trying to separate components into their own classes. But I'm not sure where certain components belong: namely, contexts and shaders. The tutorial (as it's just rendering one triangle) has one device, one swapchain, one device context and one set of shaders. intuition says that there is only one device/swapchain for one game, but with contexts I don't know. I made a Triangle class and put the vertex stuff in there. Should it also create a context? Should it load its own shaders? Or should I pass some global context and shaders to the triangle class when it is constructed? Or pass the shaders and construct a new context? I'm just getting started with 3D programming, so in addition to answering this question, if anyone knows of a tutorial or article or something about the larger-scale structure of a game, I'd be interested in seeing that as well.

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  • Networking for RTS games with lockstep using UDP

    - by user782220
    Apparently from what I can gather Starcraft 2 moved to UDP in a patch. Now obviously with fps games there is no dispute that UDP is the only way to go. But with RTS games what benefits does UDP give over TCP given that the network model is lockstep? I suppose another way to phrase this is: what features of TCP make TCP inferior compared to UDP with resend, etc. implemented in the context of rts lockstep networking model?

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  • XNA Per-Polygon Collision Check

    - by user22985
    I'm working on a project in XNA for WP7 with a low-poly environment, my problem is I need to setup a working per-polygon collision check between 2 or more 3d meshes. I've checked tons of tutorials but all of them use bounding-boxes, bounding-spheres,rays etc., but what I really need is a VERY precise way of checking if the polygons of two distinct models have intersected or not. If you could redirect me to an example or at least give me some pointers I would be grateful.

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  • FBX 3ds max export, bad vertices

    - by instancedName
    I need to import model in OpenGL via Fbx SdK, and for testing purposes I created a simple box centered in the (0, 0, 0), length 3, in 3ds max. Here's the image: But when i exported it, and imported in the OpenGL it wasn't in the center. Then I exported it in ASCII format, and opened the file in Notepad, and really Z coordinates were 0, and 3. When I converted model to editable mesh and checked every vertex in 3ds max it had expected (+-1.5, +-1.5, +-1.5) coordinates. Can anyone help me with this one? I'm really stuck. I tried to change whole bunch of parameters in 3ds max export, but every time it changes Z koordinate.

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  • Segfault when iterating over a map<string, string> and drawing its contents using SDL_TTF

    - by Michael Stahre
    I'm not entirely sure this question belongs on gamedev.stackexchange, but I'm technically working on a game and working with SDL, so it might not be entirely offtopic. I've written a class called DebugText. The point of the class is to have a nice way of printing values of variables to the game screen. The idea is to call SetDebugText() with the variables in question every time they change or, as is currently the case, every time the game's Update() is called. The issue is that when iterating over the map that contains my variables and their latest updated values, I get segfaults. See the comments in DrawDebugText() below, it specifies where the error happens. I've tried splitting the calls to it-first and it-second into separate lines and found that the problem doesn't always happen when calling it-first. It alters between it-first and it-second. I can't find a pattern. It doesn't fail on every call to DrawDebugText() either. It might fail on the third time DrawDebugText() is called, or it might fail on the fourth. Class header: #ifndef CLIENT_DEBUGTEXT_H #define CLIENT_DEBUGTEXT_H #include <Map> #include <Math.h> #include <sstream> #include <SDL.h> #include <SDL_ttf.h> #include "vector2.h" using std::string; using std::stringstream; using std::map; using std::pair; using game::Vector2; namespace game { class DebugText { private: TTF_Font* debug_text_font; map<string, string>* debug_text_list; public: void SetDebugText(string var, bool value); void SetDebugText(string var, float value); void SetDebugText(string var, int value); void SetDebugText(string var, Vector2 value); void SetDebugText(string var, string value); int DrawDebugText(SDL_Surface*, SDL_Rect*); void InitDebugText(); void Clear(); }; } #endif Class source file: #include "debugtext.h" namespace game { // Copypasta function for handling the toString conversion template <class T> inline string to_string (const T& t) { stringstream ss (stringstream::in | stringstream::out); ss << t; return ss.str(); } // Initializes SDL_TTF and sets its font void DebugText::InitDebugText() { if(TTF_WasInit()) TTF_Quit(); TTF_Init(); debug_text_font = TTF_OpenFont("LiberationSans-Regular.ttf", 16); TTF_SetFontStyle(debug_text_font, TTF_STYLE_NORMAL); } // Iterates over the current debug_text_list and draws every element on the screen. // After drawing with SDL you need to get a rect specifying the area on the screen that was changed and tell SDL that this part of the screen needs to be updated. this is done in the game's Draw() function // This function sets rects_to_update to the new list of rects provided by all of the surfaces and returns the number of rects in the list. These two parameters are used in Draw() when calling on SDL_UpdateRects(), which takes an SDL_Rect* and a list length int DebugText::DrawDebugText(SDL_Surface* screen, SDL_Rect* rects_to_update) { if(debug_text_list == NULL) return 0; if(!TTF_WasInit()) InitDebugText(); rects_to_update = NULL; // Specifying the font color SDL_Color font_color = {0xff, 0x00, 0x00, 0x00}; // r, g, b, unused int row_count = 0; string line; // The iterator variable map<string, string>::iterator it; // Gets the iterator and iterates over it for(it = debug_text_list->begin(); it != debug_text_list->end(); it++) { // Takes the first value (the name of the variable) and the second value (the value of the parameter in string form) //---------THIS LINE GIVES ME SEGFAULTS----- line = it->first + ": " + it->second; //------------------------------------------ // Creates a surface with the text on it that in turn can be rendered to the screen itself later SDL_Surface* debug_surface = TTF_RenderText_Solid(debug_text_font, line.c_str(), font_color); if(debug_surface == NULL) { // A standard check for errors fprintf(stderr, "Error: %s", TTF_GetError()); return NULL; } else { // If SDL_TTF did its job right, then we now set a destination rect row_count++; SDL_Rect dstrect = {5, 5, 0, 0}; // x, y, w, h dstrect.x = 20; dstrect.y = 20*row_count; // Draws the surface with the text on it to the screen int res = SDL_BlitSurface(debug_surface,NULL,screen,&dstrect); if(res != 0) { //Just an error check fprintf(stderr, "Error: %s", SDL_GetError()); return NULL; } // Creates a new rect to specify the area that needs to be updated with SDL_Rect* new_rect_to_update = (SDL_Rect*) malloc(sizeof(SDL_Rect)); new_rect_to_update->h = debug_surface->h; new_rect_to_update->w = debug_surface->w; new_rect_to_update->x = dstrect.x; new_rect_to_update->y = dstrect.y; // Just freeing the surface since it isn't necessary anymore SDL_FreeSurface(debug_surface); // Creates a new list of rects with room for the new rect SDL_Rect* newtemp = (SDL_Rect*) malloc(row_count*sizeof(SDL_Rect)); // Copies the data from the old list of rects to the new one memcpy(newtemp, rects_to_update, (row_count-1)*sizeof(SDL_Rect)); // Adds the new rect to the new list newtemp[row_count-1] = *new_rect_to_update; // Frees the memory used by the old list free(rects_to_update); // And finally redirects the pointer to the old list to the new list rects_to_update = newtemp; newtemp = NULL; } } // When the entire map has been iterated over, return the number of lines that were drawn, ie. the number of rects in the returned rect list return row_count; } // The SetDebugText used by all the SetDebugText overloads // Takes two strings, inserts them into the map as a pair void DebugText::SetDebugText(string var, string value) { if (debug_text_list == NULL) { debug_text_list = new map<string, string>(); } debug_text_list->erase(var); debug_text_list->insert(pair<string, string>(var, value)); } // Writes the bool to a string and calls SetDebugText(string, string) void DebugText::SetDebugText(string var, bool value) { string result; if (value) result = "True"; else result = "False"; SetDebugText(var, result); } // Does the same thing, but uses to_string() to convert the float void DebugText::SetDebugText(string var, float value) { SetDebugText(var, to_string(value)); } // Same as above, but int void DebugText::SetDebugText(string var, int value) { SetDebugText(var, to_string(value)); } // Vector2 is a struct of my own making. It contains the two float vars x and y void DebugText::SetDebugText(string var, Vector2 value) { SetDebugText(var + ".x", to_string(value.x)); SetDebugText(var + ".y", to_string(value.y)); } // Empties the list. I don't actually use this in my code. Shame on me for writing something I don't use. void DebugText::Clear() { if(debug_text_list != NULL) debug_text_list->clear(); } }

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  • XNA Skinning Sample - exporting from Blender recognize only first animation clip

    - by Taylor
    (and sorry for my English) I'm using animation components from XNA Skinning Sample. It works great but when I export a model from Blender, it does not recognize any other animation clips than the first one. So I have three animation clips, but XNA recognize only one. Also, when I looked up on Xml file of the model in Debug\Content\obj directory, there is only one animation clip, but when I check code directly from .fbx file, it seems to be alright. Link to my model files: https://skydrive.live.com/redir?resid=8480AF53198F0CF3!139 BIG Thanks in forward!

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  • How to get the path of a file after publishing my game

    - by NDraskovic
    I made a "game" for a college project that reads data from .txt file at startup and draws some models according to the data in that file. This is the code I use using (StreamReader sr = new StreamReader(@"C:\Users\User\Desktop\Linije.txt")) { String linija; while ((linija = sr.ReadLine()) != null) { red = linija.Split(','); model = red[0]; x = red[1]; y = red[2]; z = red[3]; elementi.Add(Convert.ToInt32(model)); podatci.Add(new Vector3(Convert.ToSingle(x),Convert.ToSingle(y),Convert.ToSingle(z))); } } As you see, this code fills some variables that are then used to define the model that will be drawn and the coordinates where it will be drawn. The problem that I'm having is that I don't know how to distribute that file to other computers (obviously on another computer it would have another path)? Do you have some advices on how to do this? P.S I tried to put it in the Content and set the Build Action on None, and I can see the file in the content directory, but when I change it, nothing happens (the models don't change as they should)

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  • Simplex Noise Help

    - by Alex Larsen
    Im Making A Minecraft Like Gae In XNA C# And I Need To Generate Land With Caves This Is The Code For Simplex I Have /// <summary> /// 1D simplex noise /// </summary> /// <param name="x"></param> /// <returns></returns> public static float Generate(float x) { int i0 = FastFloor(x); int i1 = i0 + 1; float x0 = x - i0; float x1 = x0 - 1.0f; float n0, n1; float t0 = 1.0f - x0 * x0; t0 *= t0; n0 = t0 * t0 * grad(perm[i0 & 0xff], x0); float t1 = 1.0f - x1 * x1; t1 *= t1; n1 = t1 * t1 * grad(perm[i1 & 0xff], x1); // The maximum value of this noise is 8*(3/4)^4 = 2.53125 // A factor of 0.395 scales to fit exactly within [-1,1] return 0.395f * (n0 + n1); } /// <summary> /// 2D simplex noise /// </summary> /// <param name="x"></param> /// <param name="y"></param> /// <returns></returns> public static float Generate(float x, float y) { const float F2 = 0.366025403f; // F2 = 0.5*(sqrt(3.0)-1.0) const float G2 = 0.211324865f; // G2 = (3.0-Math.sqrt(3.0))/6.0 float n0, n1, n2; // Noise contributions from the three corners // Skew the input space to determine which simplex cell we're in float s = (x + y) * F2; // Hairy factor for 2D float xs = x + s; float ys = y + s; int i = FastFloor(xs); int j = FastFloor(ys); float t = (float)(i + j) * G2; float X0 = i - t; // Unskew the cell origin back to (x,y) space float Y0 = j - t; float x0 = x - X0; // The x,y distances from the cell origin float y0 = y - Y0; // For the 2D case, the simplex shape is an equilateral triangle. // Determine which simplex we are in. int i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords if (x0 > y0) { i1 = 1; j1 = 0; } // lower triangle, XY order: (0,0)->(1,0)->(1,1) else { i1 = 0; j1 = 1; } // upper triangle, YX order: (0,0)->(0,1)->(1,1) // A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and // a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where // c = (3-sqrt(3))/6 float x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords float y1 = y0 - j1 + G2; float x2 = x0 - 1.0f + 2.0f * G2; // Offsets for last corner in (x,y) unskewed coords float y2 = y0 - 1.0f + 2.0f * G2; // Wrap the integer indices at 256, to avoid indexing perm[] out of bounds int ii = i % 256; int jj = j % 256; // Calculate the contribution from the three corners float t0 = 0.5f - x0 * x0 - y0 * y0; if (t0 < 0.0f) n0 = 0.0f; else { t0 *= t0; n0 = t0 * t0 * grad(perm[ii + perm[jj]], x0, y0); } float t1 = 0.5f - x1 * x1 - y1 * y1; if (t1 < 0.0f) n1 = 0.0f; else { t1 *= t1; n1 = t1 * t1 * grad(perm[ii + i1 + perm[jj + j1]], x1, y1); } float t2 = 0.5f - x2 * x2 - y2 * y2; if (t2 < 0.0f) n2 = 0.0f; else { t2 *= t2; n2 = t2 * t2 * grad(perm[ii + 1 + perm[jj + 1]], x2, y2); } // Add contributions from each corner to get the final noise value. // The result is scaled to return values in the interval [-1,1]. return 40.0f * (n0 + n1 + n2); // TODO: The scale factor is preliminary! } public static float Generate(float x, float y, float z) { // Simple skewing factors for the 3D case const float F3 = 0.333333333f; const float G3 = 0.166666667f; float n0, n1, n2, n3; // Noise contributions from the four corners // Skew the input space to determine which simplex cell we're in float s = (x + y + z) * F3; // Very nice and simple skew factor for 3D float xs = x + s; float ys = y + s; float zs = z + s; int i = FastFloor(xs); int j = FastFloor(ys); int k = FastFloor(zs); float t = (float)(i + j + k) * G3; float X0 = i - t; // Unskew the cell origin back to (x,y,z) space float Y0 = j - t; float Z0 = k - t; float x0 = x - X0; // The x,y,z distances from the cell origin float y0 = y - Y0; float z0 = z - Z0; // For the 3D case, the simplex shape is a slightly irregular tetrahedron. // Determine which simplex we are in. int i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords int i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coords /* This code would benefit from a backport from the GLSL version! */ if (x0 >= y0) { if (y0 >= z0) { i1 = 1; j1 = 0; k1 = 0; i2 = 1; j2 = 1; k2 = 0; } // X Y Z order else if (x0 >= z0) { i1 = 1; j1 = 0; k1 = 0; i2 = 1; j2 = 0; k2 = 1; } // X Z Y order else { i1 = 0; j1 = 0; k1 = 1; i2 = 1; j2 = 0; k2 = 1; } // Z X Y order } else { // x0<y0 if (y0 < z0) { i1 = 0; j1 = 0; k1 = 1; i2 = 0; j2 = 1; k2 = 1; } // Z Y X order else if (x0 < z0) { i1 = 0; j1 = 1; k1 = 0; i2 = 0; j2 = 1; k2 = 1; } // Y Z X order else { i1 = 0; j1 = 1; k1 = 0; i2 = 1; j2 = 1; k2 = 0; } // Y X Z order } // A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z), // a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and // a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where // c = 1/6. float x1 = x0 - i1 + G3; // Offsets for second corner in (x,y,z) coords float y1 = y0 - j1 + G3; float z1 = z0 - k1 + G3; float x2 = x0 - i2 + 2.0f * G3; // Offsets for third corner in (x,y,z) coords float y2 = y0 - j2 + 2.0f * G3; float z2 = z0 - k2 + 2.0f * G3; float x3 = x0 - 1.0f + 3.0f * G3; // Offsets for last corner in (x,y,z) coords float y3 = y0 - 1.0f + 3.0f * G3; float z3 = z0 - 1.0f + 3.0f * G3; // Wrap the integer indices at 256, to avoid indexing perm[] out of bounds int ii = i % 256; int jj = j % 256; int kk = k % 256; // Calculate the contribution from the four corners float t0 = 0.6f - x0 * x0 - y0 * y0 - z0 * z0; if (t0 < 0.0f) n0 = 0.0f; else { t0 *= t0; n0 = t0 * t0 * grad(perm[ii + perm[jj + perm[kk]]], x0, y0, z0); } float t1 = 0.6f - x1 * x1 - y1 * y1 - z1 * z1; if (t1 < 0.0f) n1 = 0.0f; else { t1 *= t1; n1 = t1 * t1 * grad(perm[ii + i1 + perm[jj + j1 + perm[kk + k1]]], x1, y1, z1); } float t2 = 0.6f - x2 * x2 - y2 * y2 - z2 * z2; if (t2 < 0.0f) n2 = 0.0f; else { t2 *= t2; n2 = t2 * t2 * grad(perm[ii + i2 + perm[jj + j2 + perm[kk + k2]]], x2, y2, z2); } float t3 = 0.6f - x3 * x3 - y3 * y3 - z3 * z3; if (t3 < 0.0f) n3 = 0.0f; else { t3 *= t3; n3 = t3 * t3 * grad(perm[ii + 1 + perm[jj + 1 + perm[kk + 1]]], x3, y3, z3); } // Add contributions from each corner to get the final noise value. // The result is scaled to stay just inside [-1,1] return 32.0f * (n0 + n1 + n2 + n3); // TODO: The scale factor is preliminary! } private static byte[] perm = new byte[512] { 151,160,137,91,90,15, 131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23, 190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33, 88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166, 77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244, 102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196, 135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123, 5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42, 223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9, 129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228, 251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107, 49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254, 138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180, 151,160,137,91,90,15, 131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23, 190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33, 88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166, 77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244, 102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196, 135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123, 5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42, 223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9, 129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228, 251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107, 49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254, 138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180 }; private static int FastFloor(float x) { return (x > 0) ? ((int)x) : (((int)x) - 1); } private static float grad(int hash, float x) { int h = hash & 15; float grad = 1.0f + (h & 7); // Gradient value 1.0, 2.0, ..., 8.0 if ((h & 8) != 0) grad = -grad; // Set a random sign for the gradient return (grad * x); // Multiply the gradient with the distance } private static float grad(int hash, float x, float y) { int h = hash & 7; // Convert low 3 bits of hash code float u = h < 4 ? x : y; // into 8 simple gradient directions, float v = h < 4 ? y : x; // and compute the dot product with (x,y). return ((h & 1) != 0 ? -u : u) + ((h & 2) != 0 ? -2.0f * v : 2.0f * v); } private static float grad(int hash, float x, float y, float z) { int h = hash & 15; // Convert low 4 bits of hash code into 12 simple float u = h < 8 ? x : y; // gradient directions, and compute dot product. float v = h < 4 ? y : h == 12 || h == 14 ? x : z; // Fix repeats at h = 12 to 15 return ((h & 1) != 0 ? -u : u) + ((h & 2) != 0 ? -v : v); } private static float grad(int hash, float x, float y, float z, float t) { int h = hash & 31; // Convert low 5 bits of hash code into 32 simple float u = h < 24 ? x : y; // gradient directions, and compute dot product. float v = h < 16 ? y : z; float w = h < 8 ? z : t; return ((h & 1) != 0 ? -u : u) + ((h & 2) != 0 ? -v : v) + ((h & 4) != 0 ? -w : w); } This Is My World Generation Code Block[,] BlocksInMap = new Block[1024, 256]; public bool IsWorldGenerated = false; Random r = new Random(); private void RunThread() { for (int BH = 0; BH <= 256; BH++) { for (int BW = 0; BW <= 1024; BW++) { Block b = new Block(); if (BH >= 192) { } BlocksInMap[BW, BH] = b; } } IsWorldGenerated = true; } public void GenWorld() { new Thread(new ThreadStart(RunThread)).Start(); } And This Is A Example Of How I Set Blocks Block b = new Block(); b.BlockType = = Block.BlockTypes.Air; This Is A Example Of How I Set Models foreach (Block b in MyWorld) { switch(b.BlockType) { case Block.BlockTypes.Dirt: b.Model = DirtModel; break; ect. } } How Would I Use These To Generate To World (The Block Array) And If Possible Thread It More? btw It's 1024 Wide And 256 Tall

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  • Can GMod/SFM models be converted to Unity GameObjects?

    - by Supuhstar
    Someone made a suite of GMod/SFM models available for free for people making games and videos in GMod and SFM. These are of type .dmx, .dx80.vtx, .dx90.vtx, .mdl, .phy, .sw.vtx, .vvd, .vmt, and .vtf. I fon't use GMod or SFM, so I don't know what these are, thus making it hard for me to manually convert them. Is there any way to change these into files Unity can recognize and use? I'd like to have an easy step from converting them, but I would also accept instructions on how to export them to generic mesh/skeleton/texture files, and then how to import and combine these in Unity.

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  • App Store: Profitability for Game Developers

    - by Bunkai.Satori
    Recent days, I've been spending significant time in discovering chances of profitability of AppStore for developers. I have found many articles. Some of them are highly optimistic, while other are extremely skeptical. This article is extremely skeptical. It even claims to have backed its conclusions by objective sales numbers. This is another pesimistic article saying that games developed by single individuals get 20 downloads a day. Can I kindly ask to clarify from business viewpoint whether average developers publishing games and software on AppStore can cover their living expenses, even, whether they can become profitable? Is it achievable to generate revenues of 50.000 USD yearly on AppStore for a single developer? I would like to stay as realistic as possible. Despite the question might look subjective, a good business man will be able to esitmate chances for profitability and prosperity within AppStore.

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  • Any Good Cocos2d Pause Menu Library

    - by Mahbubur R Aaman
    Background : From http://code.google.com/p/cocos2d-iphone/issues/detail?id=173 Scenes/Nodes doesn't support the CocosNodeOpacity protocol. From http://playsnackgames.com/blog/2011/09/cocos2d-tutorial-creating-a-reusable-pause-layer/ Cocos2d offers a simple method to pause and resume itself, but these methods stop the CCDirector (the class that manages most aspects of a Cocos2d’s app lifetime) from running actions and lower the fps to 5 to conserve battery life. Related issues http://www.cocos2d-iphone.org/forum/topic/4368 http://www.cocos2d-iphone.org/forum/topic/151 http://stackoverflow.com/questions/5852354/cocos2d-engine-pause-resume http://stackoverflow.com/questions/11878450/how-to-pause-a-layer-in-cocos2d-2-0 Question : Is there any Good Cocos2d Pause Menu Library solving these tricky issues? This will save many hours of Game Developer's life.

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  • Camera rotation - First Person Camera using GLM

    - by tempvar
    I've just switched from deprecated opengl functions to using shaders and GLM math library and i'm having a few problems setting up my camera rotations (first person camera). I'll show what i've got setup so far. I'm setting up my ViewMatrix using the glm::lookAt function which takes an eye position, target and up vector // arbitrary pos and target values pos = glm::vec3(0.0f, 0.0f, 10.0f); target = glm::vec3(0.0f, 0.0f, 0.0f); up = glm::vec3(0.0f, 1.0f, 0.0f); m_view = glm::lookAt(pos, target, up); i'm using glm::perspective for my projection and the model matrix is just identity m_projection = glm::perspective(m_fov, m_aspectRatio, m_near, m_far); model = glm::mat4(1.0); I send the MVP matrix to my shader to multiply the vertex position glm::mat4 MVP = camera->getProjection() * camera->getView() * model; // in shader gl_Position = MVP * vec4(vertexPos, 1.0); My camera class has standard rotate and translate functions which call glm::rotate and glm::translate respectively void camera::rotate(float amount, glm::vec3 axis) { m_view = glm::rotate(m_view, amount, axis); } void camera::translate(glm::vec3 dir) { m_view = glm::translate(m_view, dir); } and i usually just use the mouse delta position as the amount for rotation Now normally in my previous opengl applications i'd just setup the yaw and pitch angles and have a sin and cos to change the direction vector using (gluLookAt) but i'd like to be able to do this using GLM and matrices. So at the moment i have my camera set 10 units away from the origin facing that direction. I can see my geometry fine, it renders perfectly. When i use my rotation function... camera->rotate(mouseDeltaX, glm::vec3(0, 1, 0)); What i want is for me to look to the right and left (like i would with manipulating the lookAt vector with gluLookAt) but what's happening is It just rotates the model i'm looking at around the origin, like im just doing a full circle around it. Because i've translated my view matrix, shouldn't i need to translate it to the centre, do the rotation then translate back away for it to be rotating around the origin? Also, i've tried using the rotate function around the x axis to get pitch working, but as soon as i rotate the model about 90 degrees, it starts to roll instead of pitch (gimbal lock?). Thanks for your help guys, and if i've not explained it well, basically i'm trying to get a first person camera working with matrix multiplication and rotating my view matrix is just rotating the model around the origin.

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  • Random Movement for multiple entities

    - by opiop65
    I have this code for a arraylist of entities. All the entities use the same random and so all of them move in the same direction. How can I change it so it generates a new random number for each entity? public void moveFemale() { for(int i = 0; i < 1000; i++){ random = rand.nextInt(99); } if (random >= 0 && random <= 25) { posX -= enemyWalkSpeed; // right } if (random >= 26 && random <= 50) { posX += enemyWalkSpeed; // left } if (random >= 51 && random <= 75) { posY -= enemyWalkSpeed; // up } if (random >= 76 && random <= 100) { posY += enemyWalkSpeed; // down } } Is this correct? public void moveFemale() { for (Female female: GameFrame.females){ female.lastChangedDirectionTime += elapsedTime; if (female.lastChangedDirectionTime >= CHANGE_DIRECTION_TIME) { female.lastChangedDirectionTime = 0; random = rand.nextInt(100); if (random >= 0 && random <= 25) { posX -= enemyWalkSpeed; // right } if (random >= 26 && random <= 50) { posX += enemyWalkSpeed; // left } if (random >= 51 && random <= 75) { posY -= enemyWalkSpeed; // up } if (random >= 76 && random <= 100) { posY += enemyWalkSpeed; // down } } } }

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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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  • BoundingBox created from mesh to origin, making it bigger

    - by Gunnar Södergren
    I'm working on a level-based survival game and I want to design my scenes in Maya and export them as a single model (with multiple meshes) into XNA. My problem is that when I try to create Bounding Boxes(for Collision purposes) for each of the meshes, the are calculated from origin to the far-end of the current mesh, so to speak. I'm thinking that it might have something to do with the position each mesh brings from Maya and that it's interpreted wrongly... or something. Here's the code for when I create the boxes: private static BoundingBox CreateBoundingBox(Model model, ModelMesh mesh) { Matrix[] boneTransforms = new Matrix[model.Bones.Count]; model.CopyAbsoluteBoneTransformsTo(boneTransforms); BoundingBox result = new BoundingBox(); foreach (ModelMeshPart meshPart in mesh.MeshParts) { BoundingBox? meshPartBoundingBox = GetBoundingBox(meshPart, boneTransforms[mesh.ParentBone.Index]); if (meshPartBoundingBox != null) result = BoundingBox.CreateMerged(result, meshPartBoundingBox.Value); } result = new BoundingBox(result.Min, result.Max); return result; } private static BoundingBox? GetBoundingBox(ModelMeshPart meshPart, Matrix transform) { if (meshPart.VertexBuffer == null) return null; Vector3[] positions = VertexElementExtractor.GetVertexElement(meshPart, VertexElementUsage.Position); if (positions == null) return null; Vector3[] transformedPositions = new Vector3[positions.Length]; Vector3.Transform(positions, ref transform, transformedPositions); for (int i = 0; i < transformedPositions.Length; i++) { Console.WriteLine(" " + transformedPositions[i]); } return BoundingBox.CreateFromPoints(transformedPositions); } public static class VertexElementExtractor { public static Vector3[] GetVertexElement(ModelMeshPart meshPart, VertexElementUsage usage) { VertexDeclaration vd = meshPart.VertexBuffer.VertexDeclaration; VertexElement[] elements = vd.GetVertexElements(); Func<VertexElement, bool> elementPredicate = ve => ve.VertexElementUsage == usage && ve.VertexElementFormat == VertexElementFormat.Vector3; if (!elements.Any(elementPredicate)) return null; VertexElement element = elements.First(elementPredicate); Vector3[] vertexData = new Vector3[meshPart.NumVertices]; meshPart.VertexBuffer.GetData((meshPart.VertexOffset * vd.VertexStride) + element.Offset, vertexData, 0, vertexData.Length, vd.VertexStride); return vertexData; } } Here's a link to the picture of the mesh(The model holds six meshes, but I'm only rendering one and it's bounding box to make it clearer: http://www.gsodergren.se/portfolio/wp-content/uploads/2011/10/Screen-shot-2011-10-24-at-1.16.37-AM.png The mesh that I'm refering to is the Cubelike one. The cylinder is a completely different model and not part of any bounding box calculation. I've double- (and tripple-)-checked that this mesh corresponds to this bounding box. Any thoughts on what I'm doing wrong?

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  • Entity/Component based engine rendering separation from logic

    - by Denis Narushevich
    I noticed in Unity3D that each gameObject(entity) have its own renderer component, as far I understand, such component handle rendering logic. I wonder if it is a common practice in entity/component based engines, when single entity have renderer components and logic components such as position, behavior altogether in one box? Such approach sound odd to me, in my understanding entity itself belongs to logic part and shouldn't contain any render specific things inside. With such approach it is impossible to swap renderers, it would require to rewrite all that customized renderers. The way I would do it is, that entity would contain only logic specific components, like AI,transform,scripts plus reference to mesh, or sprite. Then some entity with Camera component would store all references to object that is visible to the camera. And in order to render all that stuff I would have to pass Camera reference to Renderer class and render all sprites,meshes of visible entities. Is such approach somehow wrong?

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  • Is there a standard way to store 3D meshes to easily communicate between libraries?

    - by awiebe
    In a 3D game lots of different systems need to know about geometry data, however the only way they seem to be able to agree to on in representing it by an array of triangles. Can anyone recommend a good geometry manipulation library that will allow me to easily integrate the drawing library(OpenGL), the physics engine(Bullet), Serialization(Several 3D file formats) and my own code(objective-c++). Focus on the a representation between the drawing library and the physics engine. Also if the library can triangulate a mesh definition that would be very helpful. My code can work around what exists already.

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  • Component based game engine issue

    - 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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  • 2d tank movement and turret solution

    - by Phil
    Hi! I'm making a simple top-down tank game on the ipad where the user controls the movement of the tank with the left "joystick" and the rotation of the turret with the right one. I've spent several hours just trying to get it to work decently but now I turn to the pros :) I have two referencial objects, one for the movement and one for the rotation. The referencial objects always stay max two units away from the tank and I use them to tell the tank in what direction to move. I chose this approach to decouple movement and rotational behaviour from the raw input of the joysticks, I believe this will make it simpler to implement whatever behaviour I want for the tank. My problem is 1; the turret rotates the long way to the target. With this I mean that the target can be -5 degrees away in rotation and still it rotates 355 degrees instead of -5 degrees. I can't figure out why. The other problem is with the movement. It just doesn't feel right to have the tank turn while moving. I'd like to have a solution that would work as well for the AI as for the player. A blackbox function for the movement where the player only specifies in what direction it should move and it moves there under the constraints that are imposed on it. I am using the standard joystick class found in the Unity iPhone package. This is the code I'm using for the movement: public class TankFollow : MonoBehaviour { //Check angle difference and turn accordingly public GameObject followPoint; public float speed; public float turningSpeed; void Update() { transform.position = Vector3.Slerp(transform.position, followPoint.transform.position, speed * Time.deltaTime); //Calculate angle var forwardA = transform.forward; var forwardB = (followPoint.transform.position - transform.position); var angleA = Mathf.Atan2(forwardA.x, forwardA.z) * Mathf.Rad2Deg; var angleB = Mathf.Atan2(forwardB.x, forwardB.z) * Mathf.Rad2Deg; var angleDiff = Mathf.DeltaAngle(angleA, angleB); //print(angleDiff.ToString()); if (angleDiff > 5) { //Rotate to transform.Rotate(new Vector3(0, (-turningSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); } else if (angleDiff < 5) { transform.Rotate(new Vector3(0, (turningSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); } else { } transform.position = new Vector3(transform.position.x, 0, transform.position.z); } } And this is the code I'm using to rotate the turret: void LookAt() { var forwardA = -transform.right; var forwardB = (toLookAt.transform.position - transform.position); var angleA = Mathf.Atan2(forwardA.x, forwardA.z) * Mathf.Rad2Deg; var angleB = Mathf.Atan2(forwardB.x, forwardB.z) * Mathf.Rad2Deg; var angleDiff = Mathf.DeltaAngle(angleA, angleB); //print(angleDiff.ToString()); if (angleDiff - 180 > 1) { //Rotate to transform.Rotate(new Vector3(0, (turretSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); } else if (angleDiff - 180 < -1) { transform.Rotate(new Vector3(0, (-turretSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); print((angleDiff - 180).ToString()); } else { } } Since I want the turret reference point to turn in relation to the tank (when you rotate the body, the turret should follow and not stay locked on since it makes it impossible to control when you've got two thumbs to work with), I've made the TurretFollowPoint a child of the Turret object, which in turn is a child of the body. I'm thinking that I'm making it too difficult for myself with the reference points but I'm imagining that it's a good idea. Please be honest about this point. So I'll be grateful for any help I can get! I'm using Unity3d iPhone. Thanks!

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  • Inverted textures

    - by brainydexter
    I'm trying to draw textures aligned with this physics body whose coordinate system's origin is at the center of the screen. (XNA)Spritebatch has its default origin set to top-left corner. I got the textures to be positioned correctly, but I noticed my textures are vertically inverted. That is, an arrow texture pointing Up , when rendered points down. I'm not sure where I am going wrong with the math. My approach is to convert everything in physic's meter units and draw accordingly. Matrix proj = Matrix.CreateOrthographic(scale * graphics.GraphicsDevice.Viewport.AspectRatio, scale, 0, 1); Matrix view = Matrix.Identity; effect.World = Matrix.Identity; effect.View = view; effect.Projection = proj; effect.TextureEnabled = true; effect.VertexColorEnabled = true; effect.Techniques[0].Passes[0].Apply(); SpriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, DepthStencilState.Default, RasterizerState.CullNone, effect); m_Paddles[1].Draw(gameTime); SpriteBatch.End(); where Paddle::Draw looks like: SpriteBatch.Draw(paddleTexture, mBody.Position, null, Color.White, 0f, new Vector2(16f, 16f), // origin of the texture 0.1875f, SpriteEffects.None, // width of box is 3*2 = 6 meters. texture is 32 pixels wide. to make it 6 meters wide in world space: 6/32 = 0.1875f 0); The orthographic projection matrix seem fine to me, but I am obviously doing something wrong somewhere! Can someone please help me figure out what am i doing wrong here ? Thanks

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  • how should I network my turn based game?

    - by ddriver1
    I'm writing a very basic turn based strategy game which allows a player to select units and attack enemy units on their turn. The game is written in Java using the slick2d library and I plan to use kyronet for the networking api. I want the game to be networked, but I do not know how I should go about it. My current idea is to connect two users together, and the first one to join the game becomes the game host, while the other becomes the client. However after reading http://gafferongames.com/networking-for-game-programmers/what-every-programmer-needs-to-know-about-game-networking/ it seems my game would be suited to a peer to peer lockstep model. Would that make programming the networking side much easier? Any suggestions on how I should structure my networking would be greatly appreciated

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