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  • C# Item system design approach, should I use abstract classes, interfaces or virutals?

    - by vexe
    I'm working on a Resident Evil 1/2/3/0/Remake type of game. Currently I've done a big part of the inventory system (here's a link if you wanna see my inventory, pretty outdated, added a lot of features and made a lot of enhancements) Now I'm thinking about how to approach the items system, If you've played any Resident Evil game or any of its likes you should be familiar with what I'm trying to achieve. Here's a very simple category I made for the items: So you have different items, with different operations you could perform on them, there are usable items that you could use, like for example herbs and first aid kits that 'using' them would affect your health, keys to unlock doors, and equipable items that you could 'equip' like weapons. Also, you can 'combine' two items together to get new one, like for example mixing a green and red herb would give you a new type of herb, or combining a lighter with a paper, would give you a burnt paper, or ammo with a gun, would reload the gun or something. etc. You know the usual RE drill. Not all items are 'transformable', in that, for example: lighter + paper = burnt paper (it's the paper that 'transforms' to burnt paper and not the lighter, the lighter is not transformable it will remain as it is) green herb + red herb = newHerb1 (both herbs will vanish and transform to this new type of herb) ammo + gun = reload gun (ammo state will remain as it is, it won't change but it will just decrease, nothing will happen to the gun it just gets reloaded) Also a key note to remember is that you can't just combine items randomly, each item has a 'mating' item(s). So to sum up, different items, and different operations on them. The question is, how to approach this, design-wise? I've been learning about interfaces, but it just doesn't quite get into my head, I mean, why not just use classes with the good old inheritance? I know the technical details of interfaces and that the cool thing about them is that they don't require an inheritance chain, but I just can't see how to use them properly, that is, if they were the right thing to use here. So should I go with just classes and inheritance? just like in the tree I showed you? or should I think more about how to use interfaces? (IUsable, IEquipable, ITransformable) - why not just use classes UsableItem, Equipable item, TransformableItem? I want something that won't give me headaches in the long run, something resilient/flexible to future changes. I'm OK using classes, but I smell something better here. The way I'm thinking is to possibly use both inheritance and interfaces, so that you have a branch like this: item - equipable - weapon. but then again, the weapon has methods like 'reload' 'examine' 'equip' some of them 'combine' so I'm thinking to make weapon implement ICombinable?... not all items get used the same way, using herbs will increase your health, using a key will open a door, so IUsable maybe? Should I use a big database (XML for example) for all the items, items names, mates, nRowsReq, nColsReq, etc? Thanks so much for your answers in advanced, note that demo 3 is coming after I'm done with items :D

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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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  • All libGDX input statements are returning TRUE at once

    - by MowDownJoe
    I'm fooling around with Box2D and libGDX and running into a peculiar problem with polling for input. Here's the code for the Screen's render() loop: @Override public void render(float delta) { Gdx.gl20.glClearColor(0, 0, .2f, 1); Gdx.gl20.glClear(GL20.GL_COLOR_BUFFER_BIT); camera.update(); game.batch.setProjectionMatrix(camera.combined); debugRenderer.render(world, camera.combined); if(Gdx.input.isButtonPressed(Keys.LEFT)){ Gdx.app.log("Input", "Left is being pressed."); pushyThingyBody.applyForceToCenter(-10f, 0); } if(Gdx.input.isButtonPressed(Keys.RIGHT)){ Gdx.app.log("Input", "Right is being pressed."); pushyThingyBody.applyForceToCenter(10f, 0); } world.step((1f/45f), 6, 2); } And the constructor is largely just setting up the World, Box2DDebugRenderer, and all the Bodies in the world: public SandBox(PhysicsSandboxGame game) { this.game = game; camera = new OrthographicCamera(800, 480); camera.setToOrtho(false); world = new World(new Vector2(0, -9.8f), true); debugRenderer = new Box2DDebugRenderer(); BodyDef bodyDef = new BodyDef(); bodyDef.type = BodyType.DynamicBody; bodyDef.position.set(100, 300); body = world.createBody(bodyDef); CircleShape circle = new CircleShape(); circle.setRadius(6f); FixtureDef fixtureDef = new FixtureDef(); fixtureDef.shape = circle; fixtureDef.density = .5f; fixtureDef.friction = .4f; fixtureDef.restitution = .6f; fixture = body.createFixture(fixtureDef); circle.dispose(); BodyDef groundBodyDef = new BodyDef(); groundBodyDef.position.set(new Vector2(0, 10)); groundBody = world.createBody(groundBodyDef); PolygonShape groundBox = new PolygonShape(); groundBox.setAsBox(camera.viewportWidth, 10f); groundBody.createFixture(groundBox, 0f); groundBox.dispose(); BodyDef pushyThingyBodyDef = new BodyDef(); pushyThingyBodyDef.type = BodyType.DynamicBody; pushyThingyBodyDef.position.set(new Vector2(400, 30)); pushyThingyBody = world.createBody(pushyThingyBodyDef); PolygonShape pushyThingyShape = new PolygonShape(); pushyThingyShape.setAsBox(40f, 10f); FixtureDef pushyThingyFixtureDef = new FixtureDef(); pushyThingyFixtureDef.shape = pushyThingyShape; pushyThingyFixtureDef.density = .4f; pushyThingyFixtureDef.friction = .1f; pushyThingyFixtureDef.restitution = .5f; pushyFixture = pushyThingyBody.createFixture(pushyThingyFixtureDef); pushyThingyShape.dispose(); } Testing this on the desktop. Basically, whenever I hit the appropriate keys, neither of the if statements in the loop return true. However, when I click in the window, both statements return true, resulting in a 0 net force on the body. Why is this?

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  • How can I generate a 2d navigation mesh in a dynamic environment at runtime?

    - by Stephen
    So I've grasped how to use A* for path-finding, and I am able to use it on a grid. However, my game world is huge and I have many enemies moving toward the player, which is a moving target, so a grid system is too slow for path-finding. I need to simplify my node graph by using a navigational mesh. I grasp the concept of "how" a mesh works (finding a path through nodes on the vertices and/or the centers of the edges of polygons). My game uses dynamic obstacles that are procedurally generated at run-time. I can't quite wrap my head around how to take a plane that has multiple obstacles in it and programatically divide the walkable area up into polygons for the navigation mesh, like the following image. Where do I start? How do I know when a segment of walk-able area is already defined, or worse, when I realize I need to subdivide a previously defined walk-able area as the algorithm "walks" through the map? I'm using javascript in nodejs, if it matters.

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  • Alternative to pyGame ?

    - by stighy
    Hi, i'm learning something about game programming from a book about "pyGame". pyGame is simple, but... python is a little complex and different from my previous knoweledge about programming. I know "classical" language: C# (also C/C++), Java ... I know a lot of people love Python but for me is a little harder to learn! So i'm looking something like "pyGame" but for java or for c# ... A library with which i can do almost the same thing i can do with pygame (so .. do more with less code ... and headhace). Thank you Ps: excuse my "poor" english!

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  • What should be contained in a game scene graph?

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

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  • A few questions about integrating AudioKinetic Wwise and Unity

    - by SaldaVonSchwartz
    I'm new to Wwise and to using it with Unity, and though I have gotten the integration to work, I'm still dealing with some loose ends and have a few questions: (I'm on Unity 4.3 as of now but I think it shouldn't make any difference) The base path: The Wwise documentation implies you set this in the AkGlobalSoundEngineInitializer basePath public ivar, which is exposed to the editor. However, I found that this variable is not really used. Instead, the path is hardcoded to /Audio/GeneratedSoundBanks in AkBankPath. I had to modify both scripts to actually look in the path that I set in the editor property. What's the deal with this? Just sloppyness or am I missing something? Also about paths: since I'm on Mac, I'm using Unity natively under OS X and in tadem, the Wwise authoring tool via VMWare and I share the OS X Unity project folder so I can generate the soundbanks into the assets folder. However, the authoring tool (downloaded the latest one for Windows) doesn't automatically generate any "platform-specific" subfolders for my wwise files. That is, again, the Unity integration scripts assume the path to be /Audio/GeneratedSoundBanks/<my-platform>/ which in my case would be Mac (I set the authoring tool to generate for Mac). The documentation says wwise will automatically generate the platform-specific folders but it just dumps all the stuff in GeneratedSoundBanks. Am I missing some setting? cause right now I just manually create the /Mac folder. The C# methods AkSoundEngine.PostEvent and AkSoundEngine.LoadBank for instance, have a few overloads, including ones where I can refer to the soundbanks or events by their ID. However, if I try to use these, for instance: AkSoundEngine.LoadBank(, AkSoundEngine.AK_DEFAULT_POOL_ID) where the int I got from the .h header, I get Ak_Fail. If I use the overloads that reference the objects by string name then it works. What gives? Converting the ID header to C#: The integration comes with a C# script that seems to fork a process to call Python in turn to covert the C++ header into a C# script. This always fails unless I manually execute the Python script myself from outside Unity. Might be a permissions thing, but has anyone experienced this? The Profiler: I set up the Unity player to run in the background and am using the "Profile" version of the plugin. However, when I start the Unity OS X standalone app, the profiler in VMWare does not see it. This I'm thinking might just be that I'm trying to see a running instance of the sound engine inside an OS X binary from a Windows virtual machine. But I'm just wondering if anyone has gotten the Windows profiler to see an OS X Unity binary. Different versions of the integration plugin: It's not clear to me from the documentation whether I have to manually (or write a script to do it) remove the "Profile" version and install the "Release" version when I'm going to do a Release build or if I should install both version in Unity and it'll select the right one. Thanks!

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  • about the JOGL 2 problem

    - by Chuchinyi
    Please some help me about the JOGL 2 problem(Sorry for previous error format). I complied JOGL2Template.java ok. but execut it with following error. D:\java\java\jogl>javac JOGL2Template.java <== compile ok D:\java\java\jogl>java JOGL2Template <== execute error Exception in thread "main" java.lang.ExceptionInInitializerError at javax.media.opengl.GLProfile.<clinit>(GLProfile.java:1176) at JOGL2Template.<init>(JOGL2Template.java:24) at JOGL2Template.main(JOGL2Template.java:57) Caused by: java.lang.SecurityException: no certificate for gluegen-rt.dll in D:\ java\lib\gluegen-rt-natives-windows-i586.jar at com.jogamp.common.util.JarUtil.validateCertificate(JarUtil.java:350) at com.jogamp.common.util.JarUtil.validateCertificates(JarUtil.java:324) at com.jogamp.common.util.cache.TempJarCache.validateCertificates(TempJa rCache.java:328) at com.jogamp.common.util.cache.TempJarCache.bootstrapNativeLib(TempJarC ache.java:283) at com.jogamp.common.os.Platform$3.run(Platform.java:308) at java.security.AccessController.doPrivileged(Native Method) at com.jogamp.common.os.Platform.loadGlueGenRTImpl(Platform.java:298) at com.jogamp.common.os.Platform.<clinit>(Platform.java:207) ... 3 more there is JOGL2Template.java source code: import java.awt.Dimension; import java.awt.Frame; import java.awt.event.WindowAdapter; import java.awt.event.WindowEvent; import javax.media.opengl.GLAutoDrawable; import javax.media.opengl.GLCapabilities; import javax.media.opengl.GLEventListener; import javax.media.opengl.GLProfile; import javax.media.opengl.awt.GLCanvas; import com.jogamp.opengl.util.FPSAnimator; import javax.swing.JFrame; /* * JOGL 2.0 Program Template For AWT applications */ public class JOGL2Template extends JFrame implements GLEventListener { private static final int CANVAS_WIDTH = 640; // Width of the drawable private static final int CANVAS_HEIGHT = 480; // Height of the drawable private static final int FPS = 60; // Animator's target frames per second // Constructor to create profile, caps, drawable, animator, and initialize Frame public JOGL2Template() { // Get the default OpenGL profile that best reflect your running platform. GLProfile glp = GLProfile.getDefault(); // Specifies a set of OpenGL capabilities, based on your profile. GLCapabilities caps = new GLCapabilities(glp); // Allocate a GLDrawable, based on your OpenGL capabilities. GLCanvas canvas = new GLCanvas(caps); canvas.setPreferredSize(new Dimension(CANVAS_WIDTH, CANVAS_HEIGHT)); canvas.addGLEventListener(this); // Create a animator that drives canvas' display() at 60 fps. final FPSAnimator animator = new FPSAnimator(canvas, FPS); addWindowListener(new WindowAdapter() { // For the close button @Override public void windowClosing(WindowEvent e) { // Use a dedicate thread to run the stop() to ensure that the // animator stops before program exits. new Thread() { @Override public void run() { animator.stop(); System.exit(0); } }.start(); } }); add(canvas); pack(); setTitle("OpenGL 2 Test"); setVisible(true); animator.start(); // Start the animator } public static void main(String[] args) { new JOGL2Template(); } @Override public void init(GLAutoDrawable drawable) { // Your OpenGL codes to perform one-time initialization tasks // such as setting up of lights and display lists. } @Override public void display(GLAutoDrawable drawable) { // Your OpenGL graphic rendering codes for each refresh. } @Override public void reshape(GLAutoDrawable drawable, int x, int y, int w, int h) { // Your OpenGL codes to set up the view port, projection mode and view volume. } @Override public void dispose(GLAutoDrawable drawable) { // Hardly used. } }

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  • create a simple game board android

    - by user2819446
    I am a beginner in Android and I want to create a very simple 2D game. I've already programmed a Tic-Tac-Toe game. The drawing of the game board and connecting it with my game and input logic was quite difficult (as it was done separately, canvas drawing, calculating positions, etc). By now I figured out that there must be a simpler way. All I want is a simple grid; something like this: http://www.blelb.com/deutsch/blelbspots/spot29/images/hermannneg.gif. The edges should be visible and black, and each cell editable, containing either an image or nothing, so I can detect if the player is on that cell or not, move it... Think of it as Chess or something similar. Searching the internet during the last days, I am a bit overwhelmed of all the different options. After all, I think Gridview or Gridlayout is what I am searching for, but I'm still stuck. I hope you can help me with some good advice or maybe a link to a nice tutorial. I have checked several already, and none were exactly what I was searching for.

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  • Softbody with complex geometry

    - by philipp
    I have modeled an Handball, based on the tutorial here, with a custom texture. Now I am trying to animate this model with the reactor module as a soft body. Therefor I have watched and tried a lot of tutorials and for animating a simple Sphere everything works fine. But if i try to use the model I have created, than it results in the crash of max or an animation that shows a crystal like structure that transforms itself to another crystal. Is it possible to animate this kind of complex geometry as a soft body and am i just setting the values wrong? If yes, which are the important ones I should check? Thanks in advance! Greetings philipp

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  • Where can i get the openal sdk for c++?

    - by Peter Short
    The OpenAL site I'm looking at is a crappy outdated and broken sharepoint portal and the SDK in the downloads section give me a 500 html code when i request it. http://connect.creativelabs.com/openal/Downloads/OpenAL11CoreSDK.zip I found an OpenAL SDK on a softpedia and it has headers but not alu.h or alut.h which the tutorials I'm looking at apparently require for loading wavs etc. What am I missing? Is OpenAL dead or something?

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  • How can I author objects with perspective that fit into a tile-based map but span multiple tiles?

    - by Growler
    I'm creating a tilemap city and trying to figure out the most efficient way to create unique building scenes. The trick is, I need to maintain a sort of 2D, almost-top-down perspective, which is hard to do with buildings or large objects that span multiple tiles. I've tried doing three buildings at a time, and mixing and matching the base layer and colors, like this: This creates a weird overlapping effect, and also doesn't seem that efficient from a production standpoint. But it was the best way to have shadows appear correctly on the neighboring buildings. I'm wondering if modular buildings would be the way to go? That way I can mix and match any set of buildings together as tiles: I guess I would have to risk some perspective and shadowing to get the buildings to align correctly. What sort of authoring process could I use to allow me to create a variety of buildings (or other objects) that maintain this perspective while spanning multiple tiles worth of screen space? Would you recommend creating blank buildings, and then affixing art overlays as necessary to make the buildings unique? Or should they be directly part of the building tile (for example, create a separate tileset of buildings signs and colorings)?

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  • Can frequent state changes decrease rendering performance?

    - by Miro
    Can frequent texture and shader binding decrease rendering performance? "Frequent" binding example: for object for material in object render part of object using that material "Low count" binding example: for material for object in material render part of object using that material I'm planning to use an octree later and with this "low count" method of rendering it can drastically increase memory consumption. So is it good idea?

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  • Rendering of 2d water

    - by luke
    Suppose you have a nice way to move your 2D particles in order to simulate a fluid (like water). Any ideas on how to render it? Consider the fact that the game is a 2D game. The perspective is like this (the first image i have found): an example of 2d water. The water will be contained in boxes that can be broken in order to let it fall down and interact with other objects. The most simple way that comes to my mind is to use a small image for each particle. I am interested in hearing more ways of rendering water. Thank you.

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  • Unity Android: Truecolor texture performance hit and alternatives for truecolor

    - by Esa
    After integrating the graphics assets to my application, I noticed that when the textures are compressed they look very bad compared to truecolor. This happens to all the textures and it did not seem to help changing the texture type to GUI nor did it help to switch the 32-bit display buffering on. Does using truecolor textures make the application much heavier to run? Or does it just increase the size of the .APK? Are there alternatives to getting a good texture quality and a smaller texture size instead of using truecolor?

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  • Scaling background without scaling foreground in platformer?

    - by David Xu
    I'm currently developing a platform game and I've run into a problem with scaling resolutions. I want a different resolution of the game to still display the foreground unscaled (characters, tiles, etc) but I want the background to be scaled to fit into the window. To explain this better, my viewport has 4 variables: (x, y, width, height) where x and y are the top left corner and width and height are the dimensions. These can be either 800x600, 1024x768 or 1280x960. When I design my levels, I design everything for the highest resolution (1280x960) and expect the game engine to scale it down if a user is running in a lower resolution. I have tried the following to make it work but nothing I've come up with solves it so far: scale = view->width/1280; drawX = x * scale; drawY = y * scale; (this makes the translation too small for low resolution) and scale = view->width/1280; bgWidth = background->width*scale; bgHeight = background->height*scale; drawX = x + background->width/2 - bgWidth/2; drawY = y + background->height/2 - bgHeight/2; (this makes the translation completely wrong at the edges of the map) The thing is, no matter what resolution the game is run at, the map remains the same size, and the foreground is unscaled. (With a lower resolution you just see less of the foreground in the viewport) I was wondering if anyone had any idea how to solve this problem? Thank you in advance!

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  • Skewed: a rotating camera in a simple CPU-based voxel raycaster/raytracer

    - by voxelizr
    TL;DR -- in my first simple software voxel raycaster, I cannot get camera rotations to work, seemingly correct matrices notwithstanding. The result is skewed: like a flat rendering, correctly rotated, however distorted and without depth. (While axis-aligned ie. unrotated, depth and parallax are as expected.) I'm trying to write a simple voxel raycaster as a learning exercise. This is purely CPU based for now until I figure out how things work exactly -- fow now, OpenGL is just (ab)used to blit the generated bitmap to the screen as often as possible. Now I have gotten to the point where a perspective-projection camera can move through the world and I can render (mostly, minus some artifacts that need investigation) perspective-correct 3-dimensional views of the "world", which is basically empty but contains a voxel cube of the Stanford Bunny. So I have a camera that I can move up and down, strafe left and right and "walk forward/backward" -- all axis-aligned so far, no camera rotations. Herein lies my problem. Screenshot #1: correct depth when the camera is still strictly axis-aligned, ie. un-rotated. Now I have for a few days been trying to get rotation to work. The basic logic and theory behind matrices and 3D rotations, in theory, is very clear to me. Yet I have only ever achieved a "2.5 rendering" when the camera rotates... fish-eyey, bit like in Google Streetview: even though I have a volumetric world representation, it seems --no matter what I try-- like I would first create a rendering from the "front view", then rotate that flat rendering according to camera rotation. Needless to say, I'm by now aware that rotating rays is not particularly necessary and error-prone. Still, in my most recent setup, with the most simplified raycast ray-position-and-direction algorithm possible, my rotation still produces the same fish-eyey flat-render-rotated style looks: Screenshot #2: camera "rotated to the right by 39 degrees" -- note how the blue-shaded left-hand side of the cube from screen #2 is not visible in this rotation, yet by now "it really should"! Now of course I'm aware of this: in a simple axis-aligned-no-rotation-setup like I had in the beginning, the ray simply traverses in small steps the positive z-direction, diverging to the left or right and top or bottom only depending on pixel position and projection matrix. As I "rotate the camera to the right or left" -- ie I rotate it around the Y-axis -- those very steps should be simply transformed by the proper rotation matrix, right? So for forward-traversal the Z-step gets a bit smaller the more the cam rotates, offset by an "increase" in the X-step. Yet for the pixel-position-based horizontal+vertical-divergence, increasing fractions of the x-step need to be "added" to the z-step. Somehow, none of my many matrices that I experimented with, nor my experiments with matrix-less hardcoded verbose sin/cos calculations really get this part right. Here's my basic per-ray pre-traversal algorithm -- syntax in Go, but take it as pseudocode: fx and fy: pixel positions x and y rayPos: vec3 for the ray starting position in world-space (calculated as below) rayDir: vec3 for the xyz-steps to be added to rayPos in each step during ray traversal rayStep: a temporary vec3 camPos: vec3 for the camera position in world space camRad: vec3 for camera rotation in radians pmat: typical perspective projection matrix The algorithm / pseudocode: // 1: rayPos is for now "this pixel, as a vector on the view plane in 3d, at The Origin" rayPos.X, rayPos.Y, rayPos.Z = ((fx / width) - 0.5), ((fy / height) - 0.5), 0 // 2: rotate around Y axis depending on cam rotation. No prob since view plane still at Origin 0,0,0 rayPos.MultMat(num.NewDmat4RotationY(camRad.Y)) // 3: a temp vec3. planeDist is -0.15 or some such -- fov-based dist of view plane from eye and also the non-normalized, "in axis-aligned world" traversal step size "forward into the screen" rayStep.X, rayStep.Y, rayStep.Z = 0, 0, planeDist // 4: rotate this too -- 0,zstep should become some meaningful xzstep,xzstep rayStep.MultMat(num.NewDmat4RotationY(CamRad.Y)) // set up direction vector from still-origin-based-ray-position-off-rotated-view-plane plus rotated-zstep-vector rayDir.X, rayDir.Y, rayDir.Z = -rayPos.X - me.rayStep.X, -rayPos.Y, rayPos.Z + rayStep.Z // perspective projection rayDir.Normalize() rayDir.MultMat(pmat) // before traversal, the ray starting position has to be transformed from origin-relative to campos-relative rayPos.Add(camPos) I'm skipping the traversal and sampling parts -- as per screens #1 through #3, those are "basically mostly correct" (though not pretty) -- when axis-aligned / unrotated.

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  • Alpha blending without depth writing

    - by teodron
    A recurring problem I get is this one: given two different billboard sets with alpha textures intended to create particle special effects (such as point lights and smoke puffs), rendering them correctly is tedious. The issue arising in this scenario is that there's no way to use depth writing and make certain billboards obey depth information as they appear in front of others that are clearly closer to the camera. I've described the problem on the Ogre forums several times without any suggestions being given (since the application I'm writing uses their engine). What could be done then? sort all individual billboards from different billboard sets to avoid writing the depth and still have nice alpha blended results? If yes, please do point out some resources to start with in the frames of the aforementioned Ogre engine. Any other suggestions are welcome!

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  • Where can I find a good tutorial to replicate Game Maker's surfaces and blend modes in XNA?

    - by Fred Dufresne
    I know Game Maker's surfaces exist in XNA (It's more the othe way around, XNA's surfaces exist in Game Maker), same thing for blend modes, since (I think) they both use DirectX. This is the question: "Where can I find a good tutorial to replicate Game Maker's surfaces and blend modes in XNA?" I'm using XNA 4.0 and Game Maker 8.1 Pro. Background I'm slowly moving from Game Maker to... Something else. I've learned some good C++ but DirectX is hardcore and OpenGL needs some pretty good understanding of the language to be able to use it correctly. XNA and C# together seemed like a good middle but the documentation is hard to understand for a newb like me. In the end, I chose to focus on XNA.

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  • Admob banner not getting remove from superview

    - by Anil gupta
    I am developing one 2d game using cocos2d framework, in this game i am using admob for advertising, in some classes not in all classes but admob banner is visible in every class and after some time game getting crash also. I am not getting how admob banner is comes in every class in fact i have not declare in Rootviewcontroller class. can any one suggest me how to integrate Admob in cocos2d game, i want Admob banner in particular classes not in every class, I am using latest google admob sdk, my code is below: Thanks in advance ` -(void)AdMob{ NSLog(@"ADMOB"); CGSize winSize = [[CCDirector sharedDirector]winSize]; // Create a view of the standard size at the bottom of the screen. if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad){ bannerView_ = [[GADBannerView alloc] initWithFrame:CGRectMake(size.width/2-364, size.height - GAD_SIZE_728x90.height, GAD_SIZE_728x90.width, GAD_SIZE_728x90.height)]; } else { // It's an iPhone bannerView_ = [[GADBannerView alloc] initWithFrame:CGRectMake(size.width/2-160, size.height - GAD_SIZE_320x50.height, GAD_SIZE_320x50.width, GAD_SIZE_320x50.height)]; } if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) { bannerView_.adUnitID =@"a15062384653c9e"; } else { bannerView_.adUnitID =@"a15062392a0aa0a"; } bannerView_.rootViewController = self; [[[CCDirector sharedDirector]openGLView]addSubview:bannerView_]; [bannerView_ loadRequest:[GADRequest request]]; GADRequest *request = [[GADRequest alloc] init]; request.testing = [NSArray arrayWithObjects: GAD_SIMULATOR_ID, nil]; // Simulator [bannerView_ loadRequest:request]; } //best practice for removing the barnnerView_ -(void)removeSubviews{ NSArray* subviews = [[CCDirector sharedDirector]openGLView].subviews; for (id SUB in subviews){ [(UIView*)SUB removeFromSuperview]; [SUB release]; } NSLog(@"remove from view"); } //this makes the refreshTimer count -(void)targetMethod:(NSTimer *)theTimer{ //INCREASE OF THE TIMER AND SECONDS elapsedTime++; seconds++; //INCREASE OF THE MINUTOS EACH 60 SECONDS if (seconds>=60) { seconds=0; minutes++; [self removeSubviews]; [self AdMob]; } NSLog(@"TIME: %02d:%02d", minutes, seconds); } `

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  • Ogre3D, OGRE_NEW gives editor errors

    - by automaticoo
    Hello Game Developers, I am trying to get more experienced with OGRE3D and I am following the basic tutorials on the website. All the code samples compile just fine. The first time I encountered a "error" was in Basic Tutorurial 3. The code line where visual studio says something is not right is : mTerrainGroup = OGRE_NEW Ogre::TerrainGroup(mSceneMgr, Ogre::Terrain::ALIGN_X_Z, 513, 12000.0f); Visual studio compiles this line but it shows a ugly red line beneath it and on mouse hover it says "#define OGRE_NEW new (FILE, LINE, FUNCTION) Error: no instance of overloaded 'operator new' matches the argument list" or if I mouse hover over Ogre::TerrainGlobalOptions() it says "Error: expected a type specifier". I searched on google but couldn't find my answer. I got about a year c++ experience but that was mainly with the WinSock libarys. Thanks in advance.

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  • AABB Sweeping, algorithm to solve "stacking box" problem

    - by Ivo Wetzel
    I'm currently working on a simple AABB collision system and after some fiddling the sweeping of a single box vs. another and the calculation of the response velocity needed to push them apart works flawlessly. Now on to the new problem, imagine I'm having a stack of boxes which are falling towards a ground box which isn't moving: Each of these boxes has a vertical velocity for the "gravity" value, let's say this velocity is 5. Now, the result is that they all fall into each other: The reason is obvious, since all the boxes have a downward velocity of 5, this results in no collisions when calculating the relative velocity between the boxes during sweeping. Note: The red ground box here is static (always 0 velocity, can utilize spatial partitioning ), and all dynamic static collisions are resolved first, thus the fact that the boxes stop correctly at this ground box. So, this seems to be simply an issue with the order the boxes are sweept against each other. I imagine that sorting the boxes based on their x and y velocities and then sweeping these groups correctly against each other may resolve this issues. So, I'm looking for algorithms / examples on how to implement such a system. The code can be found here: https://github.com/BonsaiDen/aabb The two files which are of interest are [box/Dynamic.lua][3] and [box/Manager.lua][4]. The project is using Love2D in case you want to run it.

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  • How do I apply different probability factors in an algorithm for a cricket simulation game?

    - by Komal Sharma
    I am trying to write the algorithm for a cricket simulation game which generates runs on each ball between 0 to 6. The run rate or runs generated changes when these factors come into play like skill of the batsman, skill of the bowler, target to be chased. Wickets left. If the batsman is skilled more runs will be generated. There will be a mode of play of the batsman aggressive, normal, defensive. If he plays aggressive chances of getting out will be more. If the chasing target is more the run rate should be more. If the overs are final the run rate should be more. I am using java random number function for this. The code so far I've written is public class Cricket { public static void main(String args[]) { int totalRuns=0; //i is the balls bowled for (int i = 1; i <= 60 ; i++) { int RunsPerBall = (int)(Math.random()*6); //System.out.println(Random); totalRuns=totalRuns+RunsPerBall; } System.out.println(totalRuns); } } Can somebody help me how to apply the factors in the code. I believe probability will be used with this. I am not clear how to apply the probability of the factors stated above in the code.

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  • Recommended method for XML level loading in XNA

    - by David Saltares Márquez
    I want to use Blender as my level designer tool for an XNA game. Using an existing plugin, I can export my levels to DotScene format which is basically an xml file like this one: <scene formatVersion="1.0.0"> <nodes> <node name="scene-staircase.001"> <position x="10.500000" y="1.400000" z="-9.600000"/> <quaternion x="0.000000" y="0.000000" z="-0.000000" w="1.000000"/> <scale x="1.000000" y="1.000000" z="1.000000"/> <entity name="scene-staircase.001" meshFile="staircase.mesh"/> </node> <node name="Lamp.003"> <position x="11.024290" y="5.903862" z="9.658987"/> <quaternion x="-0.284166" y="0.726942" z="0.342034" w="0.523275"/> <scale x="1.000000" y="1.000000" z="1.000000"/> <light name="Spot.003" type="point"> <colourDiffuse r="0.400000" g="0.154618" b="0.145180"/> <colourSpecular r="0.400000" g="0.154618" b="0.145180"/> <lightAttenuation range="5000.0" constant="1.000000" linear="0.033333" quadratic="0.000000"/> </light> </node> ... </nodes> </scene> Using naming conventions I could easily parse the file and load the correspondent in game content. I am new to XNA and I have seen that there are several methods to load XML files into a game like serializing and deserializing. Which one would you recommend?

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  • Text contains characters that cannot be resolved by this SpriteFont

    - by Appeltaart
    I'm trying to draw currency symbols in an Arial Spritefont. According to thissite, the font contains these symbols. I've included the Unicode character region for these symbols in the Content Processor SpriteFont file, like so: <CharacterRegions> <CharacterRegion> <Start>&#32;</Start> <End>&#126;</End> </CharacterRegion> <CharacterRegion> <!-- Currency symbols --> <Start>&#8352;</Start> <End>&#8378;</End> </CharacterRegion> </CharacterRegions> However, whenever I try to draw a € (Euro) symbol, I get this exception: Text contains characters that cannot be resolved by this SpriteFont Inspecting the SpriteFont in the IDE at that breakpoint shows the € symbol is in there. I'm at a loss at what could be wrong. Why is this exception thrown?

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