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  • xml file save/read error (making a highscore system for XNA game)

    - by Eddy
    i get an error after i write player name to the file for second or third time (An unhandled exception of type 'System.InvalidOperationException' occurred in System.Xml.dll Additional information: There is an error in XML document (18, 17).) (in highscores load method In data = (HighScoreData)serializer.Deserialize(stream); it stops) the problem is that some how it adds additional "" at the end of my .dat file could anyone tell me how to fix this? the file before save looks: <?xml version="1.0"?> <HighScoreData xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema"> <PlayerName> <string>neil</string> <string>shawn</string> <string>mark</string> <string>cindy</string> <string>sam</string> </PlayerName> <Score> <int>200</int> <int>180</int> <int>150</int> <int>100</int> <int>50</int> </Score> <Count>5</Count> </HighScoreData> the file after save looks: <?xml version="1.0"?> <HighScoreData xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema"> <PlayerName> <string>Nick</string> <string>Nick</string> <string>neil</string> <string>shawn</string> <string>mark</string> </PlayerName> <Score> <int>210</int> <int>210</int> <int>200</int> <int>180</int> <int>150</int> </Score> <Count>5</Count> </HighScoreData>> the part of my code that does all of save load to xml is: DECLARATIONS PART [Serializable] public struct HighScoreData { public string[] PlayerName; public int[] Score; public int Count; public HighScoreData(int count) { PlayerName = new string[count]; Score = new int[count]; Count = count; } } IAsyncResult result = null; bool inputName; HighScoreData data; int Score = 0; public string NAME; public string HighScoresFilename = "highscores.dat"; Game1 constructor public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; Width = graphics.PreferredBackBufferWidth = 960; Height = graphics.PreferredBackBufferHeight =640; GamerServicesComponent GSC = new GamerServicesComponent(this); Components.Add(GSC); } Inicialize function (end of it) protected override void Initialize() { //other game code base.Initialize(); string fullpath =Path.Combine(HighScoresFilename); if (!File.Exists(fullpath)) { //If the file doesn't exist, make a fake one... // Create the data to save data = new HighScoreData(5); data.PlayerName[0] = "neil"; data.Score[0] = 200; data.PlayerName[1] = "shawn"; data.Score[1] = 180; data.PlayerName[2] = "mark"; data.Score[2] = 150; data.PlayerName[3] = "cindy"; data.Score[3] = 100; data.PlayerName[4] = "sam"; data.Score[4] = 50; SaveHighScores(data, HighScoresFilename); } } all methods for loading saving and output public static void SaveHighScores(HighScoreData data, string filename) { // Get the path of the save game string fullpath = Path.Combine("highscores.dat"); // Open the file, creating it if necessary FileStream stream = File.Open(fullpath, FileMode.OpenOrCreate); try { // Convert the object to XML data and put it in the stream XmlSerializer serializer = new XmlSerializer(typeof(HighScoreData)); serializer.Serialize(stream, data); } finally { // Close the file stream.Close(); } } /* Load highscores */ public static HighScoreData LoadHighScores(string filename) { HighScoreData data; // Get the path of the save game string fullpath = Path.Combine("highscores.dat"); // Open the file FileStream stream = File.Open(fullpath, FileMode.OpenOrCreate, FileAccess.Read); try { // Read the data from the file XmlSerializer serializer = new XmlSerializer(typeof(HighScoreData)); data = (HighScoreData)serializer.Deserialize(stream);//this is the line // where program gives an error } finally { // Close the file stream.Close(); } return (data); } /* Save player highscore when game ends */ private void SaveHighScore() { // Create the data to saved HighScoreData data = LoadHighScores(HighScoresFilename); int scoreIndex = -1; for (int i = 0; i < data.Count ; i++) { if (Score > data.Score[i]) { scoreIndex = i; break; } } if (scoreIndex > -1) { //New high score found ... do swaps for (int i = data.Count - 1; i > scoreIndex; i--) { data.PlayerName[i] = data.PlayerName[i - 1]; data.Score[i] = data.Score[i - 1]; } data.PlayerName[scoreIndex] = NAME; //Retrieve User Name Here data.Score[scoreIndex] = Score; // Retrieve score here SaveHighScores(data, HighScoresFilename); } } /* Iterate through data if highscore is called and make the string to be saved*/ public string makeHighScoreString() { // Create the data to save HighScoreData data2 = LoadHighScores(HighScoresFilename); // Create scoreBoardString string scoreBoardString = "Highscores:\n\n"; for (int i = 0; i<5;i++) { scoreBoardString = scoreBoardString + data2.PlayerName[i] + "-" + data2.Score[i] + "\n"; } return scoreBoardString; } when ill make this work i will start this code when i call game over (now i start it when i press some buttons, so i could test it faster) public void InputYourName() { if (result == null && !Guide.IsVisible) { string title = "Name"; string description = "Write your name in order to save your Score"; string defaultText = "Nick"; PlayerIndex playerIndex = new PlayerIndex(); result= Guide.BeginShowKeyboardInput(playerIndex, title, description, defaultText, null, null); // NAME = result.ToString(); } if (result != null && result.IsCompleted) { NAME = Guide.EndShowKeyboardInput(result); result = null; inputName = false; SaveHighScore(); } } this where i call output to the screen (ill call this in highscores meniu section when i am done with debugging) spriteBatch.DrawString(Font1, "" + makeHighScoreString(),new Vector2(500,200), Color.White); }

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  • How much it will cost to create tile-set similar to HoM&M 2?

    - by Alexey Petrushin
    How much it will cost to create tile-set similar to HoM&M 2? I'm mostly interested in the tile-set graphics only, no animation needed, the big images of town and creatures can be done as quick and dirty pensil sketches. The quality of tiles and its amount should be roughly the same as in HoM&M 2. Can You please give a rough estimate how much it will take man-hours and how much will it cost?

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  • Rendering skybox in first person shooter

    - by brainydexter
    I am trying to get a skybox rendered correctly in my first person shooter game. I have the skybox cube rendering using GL_TEXTURE_CUBE_MAP. I author the cube with extents of -1 and 1 along X,Y and Z. However, I can't wrap my head around the camera transformations that I need to apply to get it right. My render loop looks something like this: mp_Camera-ApplyTransform() :: Takes the current player transformation and inverts it and pushes that on the modelview stack. Draw GameObjects Draw Skybox DrawSkybox does the following: glEnable(GL_TEXTURE_CUBE_MAP); glDepthMask(GL_FALSE); // draw the cube here with extents glDisable(GL_TEXTURE_CUBE_MAP); glDepthMask(GL_TRUE); Do I need to translate the skybox by the translation of the camera ? (btw, that didn't help either) EDIT: I forgot to mention: It looks like a small cube with unit extents. Also, I can strafe in/out of the cube. Screenshot:

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  • BlitzMax - generating 2D neon glowing line effect to png file

    - by zanlok
    Originally asked on StackOverflow, but it became tumbleweed. I'm looking to create a glowing line effect in BlitzMax, something like a Star Wars lightsaber or laserbeam. Doesn't have to be realtime, but just to TImage objects and then maybe saved to PNG for later use in animation. I'm happy to use 3D features, but it will be for use in a 2D game. Since it will be on black/space background, my strategy is to draw a series of white blurred lines with color and high transparency, then eventually central lines less blurred and more white. What I want to draw is actually bezier curved lines. Drawing curved lines is easy enough, but I can't use the technique above to create a good laser/neon effect because it comes out looking very segmented. So, I think it may be better to use a blur effect/shader on what does render well, which is a 1-pixel bezier curve. The problems I've been having are: Applying a shader to just a certain area of the screen where lines are drawn. If there's a way to do draw lines to a texture and then blur that texture and save the png, that would be great to hear about. There's got to be a way to do this, but I just haven't gotten the right elements working together yet. Any help from someone familiar with this stuff would be greatly appreciated. Using just 2D calls could be advantageous, simpler to understand and re-use. It would be very nice to know how to save a PNG that preserves the transparency/alpha stuff. p.s. I've reviewed this post (and many many others on the Blitz site), have samples working, and even developed my own 5x5 frag shaders. But, it's 3D and a scene-wide thing that doesn't seem to convert to 2D or just a certain area very well. I'd rather understand how to apply shading to a 2D scene, especially using the specifics of BlitzMax.

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  • How to create projection/view matrix for hole in the monitor effect

    - by Mr Bell
    Lets say I have my XNA app window that is sized at 640 x 480 pixels. Now lets say I have a cube model with its poly's facing in to make a room. This cube is sized 640 units wide by 480 units high by 480 units deep. Lets say the camera is somewhere in front of the box looking at it. How can I set up the view and projection matrices such that the front edge of the box lines up exactly with the edges of the application window? It seems like this should probably involve the Matrix.CreatePerspectiveOffCenter method, but I don't fully understand how the parameters translate on to the screen. For reference, the end result will be something like Johhny Lee's wii head tracking demo: http://www.youtube.com/watch?v=Jd3-eiid-Uw&feature=player_embedded P.S. I realize that his source code is available, but I am afraid I haven't been able to make heads or tails out of it.

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  • XNA Easy Storage XBOX 360 High Scores

    - by user1003211
    To followup from a previous query - I need some help with the implementation of easystorage high scores, which is bringing up some errors on the xbox. I get the prompt screen, a savedevice is selected and a file are all created! However the file remains empty, (I've tried prepopulating but still get errors). The full portions of the scoring code can be found here: http://pastebin.com/74v897Yt The current issue in particular is in LoadHighScores() - "There is an error in XML document (0, 0)." under line data = (HighScoreData)serializer.Deserialize(stream); I'm not sure whether this line is correct either: HighScoreData data = new HighScoreData(); public static HighScoreData LoadHighScores(string container, string filename) { HighScoreData data = new HighScoreData(); if (Global.SaveDevice.FileExists(container, filename)) { Global.SaveDevice.Load(container, filename, stream => { File.Open(Global.fileName_options, FileMode.OpenOrCreate, FileAccess.Read); try { // Read the data from the file XmlSerializer serializer = new XmlSerializer(typeof(HighScoreData)); data = (HighScoreData)serializer.Deserialize(stream); } finally { // Close the file stream.Close(); // stream.Dispose(); } }); } return (data); } I call: PromptMe(); when the Start button is pressed at the beginning. I call: if (Global.SaveDevice.IsReady){entries = LoadHighScores(HighScoresContainer, HighScoresFilename);} during the menu screen to try and display the highscore screen. I call: SaveHighScore(); when game ends. I've tried altering the struct code to a class but still no luck. Any help greatly appreciated.

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  • Loading sound in XNA without the Content Pipeline

    - by David Gouveia
    I'm working on a "Game Maker"-type of application for Windows where the user imports his own assets to be used in the game. I need to be able to load this content at runtime on the engine side. However I don't want the user to have to install anything more than the XNA runtime, so calling the content pipeline at runtime is out. For images I'm doing fine using Texture2D.FromStream. I've also noticed that XNA 4.0 added a FromStream method to the SoundEffect class but it only accepts PCM wave files. I'd like to support more than wave files though, at least MP3. Any recommendations? Perhaps some C# library that would do the decoding to PCM wave format.

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  • ParticleSystem in Slick2d (with MarteEngine)

    - by Bro Kevin D.
    First of all, sorry if this sounds very newbie-ish. I'm stuck at making a ParticleSystem I made using Pedigree to work in my game. It's basically an explosion that I want to display whenever an enemy dies. The ParticleSystem has two emitters, smoke and explosion I tried putting it in my Enemy (extends Entity) class Enemy extends Entity class @Override public void update(GameContainer gc, int delta) throws SlickException { super.update(gc, delta); /** bunch of codes */ explosionSystem.update(delta); } @Override public void render(GameContainer gc, Graphics gfx) throws SlickException { super.render(gc, gfx); if(isDestroyed) { explosionSystem.render(x,y); if(explosionSystem.getEmitter(1).completed()) { this.destroy(); } } } And it does not render. I'm not sure if this is the proper way of implementing it, as I've considered creating an Entity to serve as controller for all the Enemies. Right now, I'm just adding enemies every second. So how do I render the ParticleSystem when the enemy dies? If anyone can point me to the right direction. Thank you for your time.

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  • Google play game services and Facebook integration in one game

    - by Ineentho
    We are creating a cross platform game for iOS and Android. We have thought about how and with which services we should integrate achievements and scoreboards with. For the iOS part, we are pretty sure that this how we want to do, in order from when the user opens the app for the first time: Connect with Game Center (Should be automatic, the user shouldn't even notice?) We will also get the players nickname for public scoreboards here. Ask if the user wants to connect with Facebook so that we can compare the players highscores with their friends. We could add Google play game services there as well, but I don't feel like that adds anything to the experience for the end user. Now comes the tricky part: Android We thought that we could do just like for iOS, except that we replace Game Center with Google Play Game Services. However, unlike Game Center, Game Services will ask the user to log in to their Google+ account and allow us to access their account. So now, what we have is a double login, first with Google+ and then with Facebook. What will users think about that? Should we scrap Play Services entirely and just ask the user for a nickname within our app and user Facebook for achievements?

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  • Please help with bounding box/sprite collision in darkBASIC pro

    - by user1601163
    So I just recently learned BASIC and figured I would try making a clone of pong on my own in darkBASIC pro, and I made everything else work just fine except for the part that makes the ball bounce off the paddle. And yes I'm aware that the game is not yet finished. The error is on lines 39-51 EVERYTHING IS 2D. /////////////////////////////////////////////////////////// // // Project: Pong // Created: Friday, August 31, 2012 // Code: Brandon Spaulding // Art: Brandon Spaulding // Made in CIS lab at CPAVTS // Pong art and code © Brandon Spaulding 2012-2013 // ////////////////////////////////////////////////////////// y=150 x=0 ay=150 ax=612 ballx=300 bally=200 ballx_DIR=1 bally_DIR=1 hide mouse set global collision on //objectnumber=10 //make object box objectnumber,5,150,0 do load image "media\paddle1.png",1 load image "media\paddle2.png",2 load image "media\ball.png",3 sprite 1,x,y,1 sprite 2,ax,ay,2 sprite 3,ballx,bally,3 if upkey()=1 then y = y - 4 if downkey()=1 then y = y + 4 //num_1 = sprite collision(1,0) //num_2 = sprite collision(2,0) num_3 = sprite collision(3,0) for t=1 to 2 //ball&paddle collision if num_3 > 0 if bally_DIR=1 bally_DIR=0 else bally_DIR=1 endif if ballx_DIR=0 ballx_DIR=1 else ballx_DIR=0 endif endif //if bally > 1 and bally < 500 then bally=bally + 2.5 if bally_DIR=1 bally=bally-2.5 if bally<-2.5 bally_DIR=0 endif else bally=bally+2.5 if bally>452.5 bally_DIR=1 endif endif if ballx_DIR=1 ballx=ballx-2.5 if ballx<-2.5 ballx_DIR=0 endif else ballx=ballx+2.5 if ballx>612 ballx_DIR=1 endif endif //bally = bally + t //if bally < 600 or bally > 1 then bally = bally - 2.5 //if ballx < 400 or ballx > 1 then ballx = ballx + 2.5 //move sprite 3,1 next t if escapekey()=1 then exit loop end Thank you in advance for the help.

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  • Android Can't get two virtual joysticks to move independently and at the same time

    - by Cole
    @Override public boolean onTouch(View v, MotionEvent event) { // TODO Auto-generated method stub float r = 70; float centerLx = (float) (screenWidth*.3425); float centerLy = (float) (screenHeight*.4958); float centerRx = (float) (screenWidth*.6538); float centerRy = (float) (screenHeight*.4917); float dx = 0; float dy = 0; float theta; float c; int action = event.getAction(); int actionCode = action & MotionEvent.ACTION_MASK; int pid = (action & MotionEvent.ACTION_POINTER_INDEX_MASK) >> MotionEvent.ACTION_POINTER_INDEX_SHIFT; int fingerid = event.getPointerId(pid); int x = (int) event.getX(pid); int y = (int) event.getY(pid); c = FloatMath.sqrt(dx*dx + dy*dy); theta = (float) Math.atan(Math.abs(dy/dx)); switch (actionCode) { case MotionEvent.ACTION_DOWN: case MotionEvent.ACTION_POINTER_DOWN: //if touching down on left stick, set leftstick ID to this fingerid. if(x < screenWidth/2 && c<r*.8) { lsId = fingerid; dx = x-centerLx; dy = y-centerLy; touchingLs = true; } else if(x > screenWidth/2 && c<r*.8) { rsId = fingerid; dx = x-centerRx; dy = y-centerRy; touchingRs = true; } break; case MotionEvent.ACTION_MOVE: if (touchingLs && fingerid == lsId) { dx = x - centerLx; dy = y - centerLy; }else if (touchingRs && fingerid == rsId) { dx = x - centerRx; dy = y - centerRy; } c = FloatMath.sqrt(dx*dx + dy*dy); theta = (float) Math.atan(Math.abs(dy/dx)); //if touching outside left radius and moving left stick if(c >= r && touchingLs && fingerid == lsId) { if(dx>0 && dy<0) { //top right quadrant lsX = r * FloatMath.cos(theta); lsY = -(r * FloatMath.sin(theta)); Log.i("message", "top right"); } if(dx<0 && dy<0) { //top left quadrant lsX = -(r * FloatMath.cos(theta)); lsY = -(r * FloatMath.sin(theta)); Log.i("message", "top left"); } if(dx<0 && dy>0) { //bottom left quadrant lsX = -(r * FloatMath.cos(theta)); lsY = r * FloatMath.sin(theta); Log.i("message", "bottom left"); } else if(dx > 0 && dy > 0){ //bottom right quadrant lsX = r * FloatMath.cos(theta); lsY = r * FloatMath.sin(theta); Log.i("message", "bottom right"); } } if(c >= r && touchingRs && fingerid == rsId) { if(dx>0 && dy<0) { //top right quadrant rsX = r * FloatMath.cos(theta); rsY = -(r * FloatMath.sin(theta)); Log.i("message", "top right"); } if(dx<0 && dy<0) { //top left quadrant rsX = -(r * FloatMath.cos(theta)); rsY = -(r * FloatMath.sin(theta)); Log.i("message", "top left"); } if(dx<0 && dy>0) { //bottom left quadrant rsX = -(r * FloatMath.cos(theta)); rsY = r * FloatMath.sin(theta); Log.i("message", "bottom left"); } else if(dx > 0 && dy > 0) { rsX = r * FloatMath.cos(theta); rsY = r * FloatMath.sin(theta); Log.i("message", "bottom right"); } } else { if(c < r && touchingLs && fingerid == lsId) { lsX = dx; lsY = dy; } if(c < r && touchingRs && fingerid == rsId){ rsX = dx; rsY = dy; } } break; case MotionEvent.ACTION_UP: case MotionEvent.ACTION_POINTER_UP: if (fingerid == lsId) { lsId = -1; lsX = 0; lsY = 0; touchingLs = false; } else if (fingerid == rsId) { rsId = -1; rsX = 0; rsY = 0; touchingRs = false; } break; } return true; } There's a left joystick and a right joystick. Right now only one will move at a time. If someone could set me on the right track I would be incredibly grateful cause I've been having nightmares about this problem.

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  • xna download website source code

    - by Emre Canbazoglu
    I have to download the html code of a web site during the game. I am taking the poster url of a movie from the imdb web site by scrapping the html ( also other informations ). I have to do the download process many times during the game for different movies. I can download and scrap the html but downloading the html takes too much time and it causes the game to slow down(freeze while downloading). How can I solve this problem? My one approach is to download and scrap all the information and store them in a database before the game and during the game access this information from the database. I think this will work properly but that is not what I exactly want. It would be better if it is dynamic. I also thought of using multi-threading but I am a bit confused about how to implement threading in xna. I read some articles about it but it is not so clear. I mean when should I start the thread and what about the update function etc. I need your help guys

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  • Using textureGrad for anisotropic integration approximation

    - by Amxx
    I'm trying to develop a real time rendering method using real time acquired envmap (cubemap) for lightning. This implies that my envmap can change as often as every frame and I therefore cannot use any method base on precomputation of the envmap (such as convolution with BRDF...) So far my method worked well with Phong BRDF. For specular contribution I direclty read the value in my sampleCube and I use mipmap levels + linear filter for simulating the roughtness of the material considered: int size = textureSize(envmap, 0).x; float specular_level = log2(size * sqrt(3.0)) - 0.5 * log2(ns + 1); vec3 env_specular = ks * specular_color * textureLod(envmap, l_g, specular_level); From this method I would like to upgrade to a microfacet based BRDF. I already have algorithm for evaluating the shape (including anisotropic direction) of the reflection but I cannot manage to read the values I want in my sampleCube. I believe I have to use textureGrad(envmap, l_g, X, Y); with l_g being the reflection direction in global space but I cannot manage to find which values to give to X and Y in order to correctly specify the area I want to consider. What value should I give to X and Y in orther for textureGrad(envmap, l_g, X, Y); to give the same result as textureLod(envmap, l_g, specular_level);

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  • Spritesheet per pixel collision XNA

    - by Jixi
    So basically i'm using this: public bool IntersectPixels(Rectangle rectangleA, Color[] dataA,Rectangle rectangleB, Color[] dataB) { int top = Math.Max(rectangleA.Top, rectangleB.Top); int bottom = Math.Min(rectangleA.Bottom, rectangleB.Bottom); int left = Math.Max(rectangleA.Left, rectangleB.Left); int right = Math.Min(rectangleA.Right, rectangleB.Right); for (int y = top; y < bottom; y++) { for (int x = left; x < right; x++) { Color colorA = dataA[(x - rectangleA.Left) + (y - rectangleA.Top) * rectangleA.Width]; Color colorB = dataB[(x - rectangleB.Left) + (y - rectangleB.Top) * rectangleB.Width]; if (colorA.A != 0 && colorB.A != 0) { return true; } } } return false; } In order to detect collision, but i'm unable to figure out how to use it with animated sprites. This is my animation update method: public void AnimUpdate(GameTime gameTime) { if (!animPaused) { animTimer += (float)gameTime.ElapsedGameTime.TotalMilliseconds; if (animTimer > animInterval) { currentFrame++; animTimer = 0f; } if (currentFrame > endFrame || endFrame <= currentFrame || currentFrame < startFrame) { currentFrame = startFrame; } objRect = new Rectangle(currentFrame * TextureWidth, frameRow * TextureHeight, TextureWidth, TextureHeight); origin = new Vector2(objRect.Width / 2, objRect.Height / 2); } } Which works with multiple rows and columns. and how i call the intersect: public bool IntersectPixels(Obj me, Vector2 pos, Obj o) { Rectangle collisionRect = new Rectangle(me.objRect.X, me.objRect.Y, me.objRect.Width, me.objRect.Height); collisionRect.X += (int)pos.X; collisionRect.Y += (int)pos.Y; if (IntersectPixels(collisionRect, me.TextureData, o.objRect, o.TextureData)) { return true; } return false; } Now my guess is that i have to update the textureData everytime the frame changes, no? If so then i already tried it and miserably failed doing so :P Any hints, advices? If you need to see any more of my code just let me know and i'll update the question. Updated almost functional collisionRect: collisionRect = new Rectangle((int)me.Position.X, (int)me.Position.Y, me.Texture.Width / (int)((me.frameCount - 1) * me.TextureWidth), me.Texture.Height); What it does now is "move" the block up 50%, shouldn't be too hard to figure out. Update: Alright, so here's a functional collision rectangle(besides the height issue) collisionRect = new Rectangle((int)me.Position.X, (int)me.Position.Y, me.TextureWidth / (int)me.frameCount - 1, me.TextureHeight); Now the problem is that using breakpoints i found out that it's still not getting the correct color values of the animated sprite. So it detects properly but the color values are always: R:0 G:0 B:0 A:0 ??? disregard that, it's not true afterall =P For some reason now the collision area height is only 1 pixel..

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  • Best pathfinding for a 2D world made by CPU Perlin Noise, with random start- and destinationpoints?

    - by Mathias Lykkegaard Lorenzen
    I have a world made by Perlin Noise. It's created on the CPU for consistency between several devices (yes, I know it takes time - I have my techniques that make it fast enough). Now, in my game you play as a fighter-ship-thingy-blob or whatever it's going to be. What matters is that this "thing" that you play as, is placed in the middle of the screen, and moves along with the camera. The white stuff in my world are walls. The black stuff is freely movable. Now, as the player moves around he will constantly see "monsters" spawning around him in a circle (a circle that's larger than the screen though). These monsters move inwards and try to collide with the player. This is the part that's tricky. I want these monsters to constantly spawn, moving towards the player, but avoid walls entirely. I've added a screenshot below that kind of makes it easier to understand (excuse me for my bad drawing - I was using Paint for this). In the image above, the following rules apply. The red dot in the middle is the player itself. The light-green rectangle is the boundaries of the screen (in other words, what the player sees). These boundaries move with the player. The blue circle is the spawning circle. At the circumference of this circle, monsters will spawn constantly. This spawncircle moves with the player and the boundaries of the screen. Each monster spawned (shown as yellow triangles) wants to collide with the player. The pink lines shows the path that I want the monsters to move along (or something similar). What matters is that they reach the player without colliding with the walls. The map itself (the one that is Perlin Noise generated on the CPU) is saved in memory as two-dimensional bit-arrays. A 1 means a wall, and a 0 means an open walkable space. The current tile size is pretty small. I could easily make it a lot larger for increased performance. I've done some path algorithms before such as A*. I don't think that's entirely optimal here though.

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  • Procedural landscape generation but not just fractals

    - by Richard Fabian
    In large procedural landscape games, the land seems dull, but that's probably because the real world is largely dull, with only limited places where the scenery is dramatic or tactical. Looking at world generation from this point of view, a landscape generator for a game needs to not follow the rules of landscaping, but instead some rules married to the expectations of the gamer. For example, there could be a choke point / route generator that creates hills ravines, rivers and mountains between cities, rather than cities plotted on the land based on the resources or conditions generated by the mountains and rainfall patterns. Is there any existing work being done like this? Start with cities or population centres and then add in terrain afterwards?

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  • [JOGL] My program is too slow, how can I profile with Eclipse?

    - by nkint
    My simple opengl program is really toooo slow and not fluid. I'm rendering 30 sphere with simple illumination and simple materials. The only complex computing stuff I do is a collision detection between ray-mouse and spheres (that works ok and i do it only in mouseMoved) I'm not using any threads, just an animator to move spheres. How can I profile my jogl project? Or maybe (most probable...) I have some opengl instructions that I don't understand and make render particular accurate (or back face rendering that I don't need or whatever I don't know exactly I'm just entering the opengl world)

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  • Textures do not render on ATI graphics cards?

    - by Mathias Lykkegaard Lorenzen
    I'm rendering textured quads to an orthographic view in XNA through hardware instancing. On Nvidia graphics cards, this all works, tested on 3 machines. On ATI cards, it doesn't work at all, tested on 2 machines. How come? Culling perhaps? My orthographic view is set up like this: Matrix projection = Matrix.CreateOrthographicOffCenter(0, graphicsDevice.Viewport.Width, -graphicsDevice.Viewport.Height, 0, 0, 1); And my elements are rendered with the Z-coordinate 0. Edit: I just figured out something weird. If I do not call this spritebatch code above doing my textured quad rendering code, then it won't work on Nvidia cards either. Could that be due to culling information or something like that? Batch.Instance.SpriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone); ... spriteBatch.End(); Edit 2: Here's the full code for my instancing call. public void DrawTextures() { Batch.Instance.SpriteBatch.Begin(SpriteSortMode.Texture, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone, textureEffect); while (texturesToDraw.Count > 0) { TextureJob texture = texturesToDraw.Dequeue(); spriteBatch.Draw(texture.Texture, texture.DestinationRectangle, texture.TintingColor); } spriteBatch.End(); #if !NOTEXTUREINSTANCING // no work to do if (positionInBufferTextured > 0) { device.BlendState = BlendState.Opaque; textureEffect.CurrentTechnique = textureEffect.Techniques["Technique1"]; textureEffect.Parameters["Texture"].SetValue(darkTexture); textureEffect.CurrentTechnique.Passes[0].Apply(); if ((textureInstanceBuffer == null) || (positionInBufferTextured > textureInstanceBuffer.VertexCount)) { if (textureInstanceBuffer != null) textureInstanceBuffer.Dispose(); textureInstanceBuffer = new DynamicVertexBuffer(device, texturedInstanceVertexDeclaration, positionInBufferTextured, BufferUsage.WriteOnly); } if (positionInBufferTextured > 0) { textureInstanceBuffer.SetData(texturedInstances, 0, positionInBufferTextured, SetDataOptions.Discard); } device.Indices = textureIndexBuffer; device.SetVertexBuffers(textureGeometryBuffer, new VertexBufferBinding(textureInstanceBuffer, 0, 1)); device.DrawInstancedPrimitives(PrimitiveType.TriangleStrip, 0, 0, textureGeometryBuffer.VertexCount, 0, 2, positionInBufferTextured); // now that we've drawn, it's ok to reset positionInBuffer back to zero, // and write over any vertices that may have been set previously. positionInBufferTextured = 0; } #endif }

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  • Best practice for setting Effect parameters in XNA

    - by hichaeretaqua
    I want to ask if there is a best practice for setting Effect parameters in XNA. Or in other words, what exactly happens when I call pass.Apply(). I can imagine multiple scenarios: Each time Apply is called, all effect parameters are transferred to the GPU and therefor it has no real influence how often I set a parameter. Each time Apply is called, only the parameters that got reset are transferred. So caching Set-operations that don't actually set a new value should be avoided. Each time Apply is called, only the parameters that got changed are transferred. So caching Set-operations is useless. This whole questions is bootless because no one of the mentions ways has any noteworthy impact on game performance. So the final question: Is it useful to implement some caching of set operation like: private Matrix _world; public Matrix World { get{ return _world; } set { if (value == world) return; _effect.Parameters["xWorld"].SetValue(value); _world = value; } } Thanking you in anticipation.

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  • WebGL CORS error loading simple texture in Chrome

    - by mathacka
    Here's my code: function loadTexture() { textureImage = new Image(); textureImage.onload = function() { setupTexture(); } textureImage.src = "jumper2.png"; } function setupTexture() { texture = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, texture); gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true); // this next line has the error: Uncaught SecurityError: An attempt was made to break through the security policy of the user agent. gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, textureImage); gl.texParameteri(gl.TEXTURE_2D, gl.OES_TEXTURE_FLOAT_LINEAR, gl.NEAREST); if (!gl.isTexture(texture)) { alert("Error: Texture is invalid"); } glProgram.samplerUniform = gl.getUniformLocation(glProgram, "uSampler"); gl.uniform1i(glProgram.samplerUniform, 0); } I've researched it and it is a CORS error a "Cross-origin resource sharing" error, but it's a local file! I can't figure out what's wrong. I did make the picture using gimp, and I'm not sure the coding was right on the export, but I eliminated a previous error using "gl.OES_TEXTURE_FLOAT_LINEAR".

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  • How to control in the vertex shader where pixel ends up in the renderTarget?

    - by cubrman
    What if I have an arbitrary renderTarget, that is smaller than the screen (say it is 1x1 pixel) and I want to make sure in the VertexShaderFunction that all my pixels end up exactly in that 1 pixel region? No matter what I do, they all seem to get culled at some point, though GraphicDevise.Clear() works OK. Where is the top left corner of the renderTarget Vertex-shader-vise? I tried output.Position = (0,0,0,0)/(0,0,0,1)/(1,1,1,1)/(-0.5,0.5,0,1) NOTHING works! Fullscreen quad is not an option 'cause I actually need to process geometry in the shaders to get the results I need.

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  • Slick and Timers?

    - by user3491043
    I'm making a game where I need events to happen in a precise amount of time. Explanation : I want that event A happens at 12000ms, and event B happens every 10000ms. So "if"s should looks like this. //event A if(Ticks == 12000) //do things //even B if(Ticks % 10000 == 0) //do stuff But now how can I have this "Ticks" value ? I tried to declare an int and then increasing it in the update method, I tried 2 ways of increasing it : Ticks++; It doesn't works because the update method is not always called every microseconds. Ticks += delta; It's kinda good but the delta is not always equals to 1, so I can miss the precise values I need in the if statements So if you know how can I do events in a precise amount of time please tell me how can I do this

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  • Interesting/Innovative Open Source tools for indie games

    - by Gastón
    Just out of curiosity, I want to know opensource tools or projects that can add some interesting features to indie games, preferably those that could only be found on big-budget games. EDIT: As suggested by The Communist Duck and Joe Wreschnig, I'm putting the examples as answers. EDIT 2: Please do not post tools like PyGame, Inkscape, Gimp, Audacity, Slick2D, Phys2D, Blender (except for interesting plugins) and the like. I know they are great tools/libraries and some would argue essential to develop good games, but I'm looking for more rare projects. Could be something really specific or niche, like generating realistic trees and plants, or realistic AI for animals.

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  • Having a hard time having consecutive animations for an attack

    - by Kelby Styler
    So I've been trying to figure this out for about 8 hours now...It's driving me nuts because I am pretty sure that it is something dead simple that I am just not understanding. I had everything working fine when I was just cycling through the animation: Idle - Attack - Attack 1 - Attack 2. Just in an infinite loop. The problem now is that I want it to go Attack - check if x time passes if ctrl pressed before x passes move to Attack 1, if not move back to Idle - Then either Attack 1 or Idle depending on how long has passed. I've almost gotten it a few time, but something always happens where it falls apart if I press ctrl too fast or after multiple cycles of the animation. Any help would be appreciated, I'm just at my wits end on this one. I've been looking at this so long that I just don't know where to go anymore. Code is below, here is the controller using UnityEngine; using System.Collections; public class MeleeAttack : MonoBehaviour { public int damage; public bool Attack; public bool Attack1; public bool Attack2; public bool Idle; private Animator animator; private int attnum = 0; private float count = 2f; private float timeLeft; //Gives value to damage output void MAttackDmg () { if (Input.GetKeyDown (KeyCode.RightControl) || Input.GetKeyDown (KeyCode.LeftControl)) { switch (attnum) { case (0): Attack = true; damage = 2; animator.SetBool ("Attack", Attack); attnum++; Idle = false; animator.SetBool ("Idle", Idle); timeLeft = count; break; case (1): Attack1 = true; damage = 2; animator.SetBool ("Attack1", Attack1); attnum++; Idle = false; animator.SetBool ("Idle", Idle); timeLeft = count; break; case (2): Attack2 = true; damage = 2; animator.SetBool ("Attack2", Attack2); attnum = 0; Idle = false; animator.SetBool ("Idle", Idle); timeLeft = count; break; } } if (Input.GetKeyUp (KeyCode.RightControl) || Input.GetKeyUp (KeyCode.LeftControl)) { switch (attnum) { case (0): Debug.Log ("false"); damage = 0; if (timeLeft <= 0f) { Attack2 = false; animator.SetBool ("Attack2", Attack2); Debug.Log ("t1"); Idle = true; animator.SetBool ("Idle", Idle); attnum = 0; timeLeft = count; } break; case (1): Debug.Log ("false1"); damage = 0; if (timeLeft <= 0f) { Debug.Log ("t2"); Attack = false; animator.SetBool ("Attack", Attack); Idle = true; animator.SetBool ("Idle", Idle); attnum = 0; timeLeft = count; } break; case (2): Debug.Log ("false2"); damage = 0; if (timeLeft <= 0f) { Attack1 = false; animator.SetBool ("Attack1", Attack1); Debug.Log ("t3"); Idle = true; animator.SetBool ("Idle", Idle); attnum = 0; timeLeft = count; } break; } } } // Use this for initialization void Awake () { animator = GetComponent<Animator> (); } // Update is called once per frame void Update () { timeLeft -= Time.deltaTime;; MAttackDmg (); } void Start (){ timeLeft = count; } }

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  • What is wrong with my Dot Product? [Javascript]

    - by Clay Ellis Murray
    I am trying to make a pong game but I wanted to use dot products to do the collisions with the paddles, however whenever I make a dot product objects it never changes much from .9 this is my code to make vectors vector = { make:function(object){ return [object.x + object.width/2,object.y + object.height/2] }, normalize:function(v){ var length = Math.sqrt(v[0] * v[0] + v[1] * v[1]) v[0] = v[0]/length v[1] = v[1]/length return v }, dot:function(v1,v2){ return v1[0] * v2[0] + v1[1] * v2[1] } } and this is where I am calculating the dot in my code vector1 = vector.normalize(vector.make(ball)) vector2 = vector.normalize(vector.make(object)) dot = vector.dot(vector1,vector2) Here is a JsFiddle of my code currently the paddles don't move. Any help would be greatly appreciated

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