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  • std::map for storing static const Objects

    - by Sean M.
    I am making a game similar to Minecraft, and I am trying to fine a way to keep a map of Block objects sorted by their id. This is almost identical to the way that Minecraft does it, in that they declare a bunch of static final Block objects and initialize them, and then the constructor of each block puts a reference of that block into whatever the Java equivalent of a std::map is, so there is a central place to get ids and the Blocks with those ids. The problem is, that I am making my game in C++, and trying to do the exact same thing. In Block.h, I am declaring the Blocks like so: //Block.h public: static const Block Vacuum; static const Block Test; And in Block.cpp I am initializing them like so: //Block.cpp const Block Block::Vacuum = Block("Vacuum", 0, 0); const Block Block::Test = Block("Test", 1, 0); The block constructor looks like this: Block::Block(std::string name, uint16 id, uint8 tex) { //Check for repeat ids if (IdInUse(id)) { fprintf(stderr, "Block id %u is already in use!", (uint32)id); throw std::runtime_error("You cannot reuse block ids!"); } _id = id; //Check for repeat names if (NameInUse(name)) { fprintf(stderr, "Block name %s is already in use!", name); throw std::runtime_error("You cannot reuse block names!"); } _name = name; _tex = tex; //fprintf(stdout, "Using texture %u\n", _tex); _transparent = false; _solidity = 1.0f; idMap[id] = this; nameMap[name] = this; } And finally, the maps that I'm using to store references of Blocks in relation to their names and ids are declared as such: std::map<uint16, Block*> Block::idMap = std::map<uint16, Block*>(); //The map of block ids std::map<std::string, Block*> Block::nameMap = std::map<std::string, Block*>(); //The map of block names The problem comes when I try to get the Blocks in the maps using a method called const Block* GetBlock(uint16 id), where the last line is return idMap.at(id);. This line returns a Block with completely random values like _visibility = 0xcccc and such like that, found out through debugging. So my question is, is there something wrong with the blocks being declared as const obejcts, and then stored at pointers and accessed later on? The reason I cant store them as Block& is because that makes a copy of the Block when it is entered, so the block wouldn't have any of the attributes that could be set afterwards in the constructor of any child class, so I think I need to store them as a pointer. Any help is greatly appreciated, as I don't fully understand pointers yet. Just ask if you need to see any other parts of the code.

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  • A Quick HLSL Question (How to modify some HLSL code)

    - by electroflame
    Thanks for wanting to help! I'm trying to create a circular, repeating ring (that moves outward) on a texture. I've achieved this, to a degree, with the following code: float distance = length(inTex - in_ShipCenter); float time = in_Time; ///* Simple distance/time combination */ float2 colorIndex = float2(distance - time, .3); float4 shipColor = tex2D(BaseTexture, inTex); float4 ringColor = tex2D(ringTexture, colorIndex); float4 finalColor; finalColor.rgb = (shipColor.rgb) + (ringColor.rgb); finalColor.a = shipColor.a; // Use the base texture's alpha (transparency). return finalColor; This works, and works how I want it to. The ring moves outward from the center of the texture at a steady rate, and is constrained to the edges of the base texture (i.e. it won't continue past an edge). However, there are a few issues with it that I would like some help on, though. They are: By combining the color additively (when I set finalColor.rgb), it makes the resulting ring color much lighter than I want (which, is pretty much the definition of additive blending, but I don't really want additive blending in this case). I would really like to be able to pass in the color that I want the ring to be. Currently, I have to pass in a texture that contains the color of the ring, but I think that doing it that way is kind of wasteful and overly-cumbersome. I know that I'm probably being an idiot over this, so I greatly appreciate the help. Some other (possibly relevant) information: I'm using XNA. I'm applying this by providing it to a SpriteBatch (as an Effect). The SpriteBatch is using BlendState.NonPremultiplied. Thanks in advance! EDIT: Thanks for the answers thus far, as they've helped me get a better grasp of the color issue. However, I'm still unsure of how to pass a color in and not use a texture. i.e. Can I create a tex2D by using a float4 instead of a texture? Or can I make a texture from a float4 and pass the texture in to the tex2D? DOUBLE EDIT: Here's some example pictures: With the effect off: With the effect on: With the effect on, but with the color weighting set to full: As you can see, the color weighting makes the base texture completely black (The background is black, so it looks transparent). You can also see the red it's supposed to be, and then the white-ish it really is when blended additively.

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  • Box2d - Attaching a fired arrow to a moving enemy

    - by Satchmo Brown
    I am firing an arrow from the player to moving enemies. When the arrow hits the enemy, I want it to attach exactly where it hit and cause the enemy (a square) to tumble to the ground. Excluding the logistics of the movement and the spin (it already works), I am stuck on the attaching of the two bodies. I tried to weld them together initially but when they fell, they rotated in opposite directions. I have figured that a revolute joint is probably what I am after. The problem is that I can't figure out a way to attach them right where they collide. Using code from iforce2d: b2RevoluteJointDef revoluteJointDef; revoluteJointDef.bodyA = m_body; revoluteJointDef.bodyB = m_e->m_body; revoluteJointDef.collideConnected = true; revoluteJointDef.localAnchorA.Set(0,0);//the top right corner of the box revoluteJointDef.localAnchorB.Set(0,0);//center of the circle b2RevoluteJoint m_joint = *(b2RevoluteJoint*)m_game->m_world->CreateJoint( &revoluteJointDef ); m_body->SetLinearVelocity(m_e->m_body->GetLinearVelocity()); This attaches them but in the center of both of their points. Does anyone know how I would go about getting the exact point of collision so I can link these? Is this even the right method of doing this? Update: I have the exact point of collision. But I still am not sure this is even the method I want to go about this. Really, I just want to attach body A to B and have body B unaffected in any way.

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  • Is there a way to use scala with html5?

    - by Maik Klein
    I want to create a very simple 2d multiplayer browsergame in html5. Something like Scalatron I mainly want to do this to improve my scala skills, the problem is I would have to code the clientside code in javascript and the serverside code in scala. This would result in duplicated code. Another option would be to ignore the html5 part and write it in opengl. But I would still prefer to have a html5 game. I could do this is in javascript, but then it would destroy the whole purpose of learning scala. Is there a way to use scala with html5? Or what would you recommend me to do?

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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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  • Camera frustum calculation coming out wrong

    - by Telanor
    I'm trying to calculate a view/projection/bounding frustum for the 6 directions of a point light and I'm having trouble with the views pointing along the Y axis. Our game uses a right-handed, Y-up system. For the other 4 directions I create the LookAt matrix using (0, 1, 0) as the up vector. Obviously that doesn't work when looking along the Y axis so for those I use an up vector of (-1, 0, 0) for -Y and (1, 0, 0) for +Y. The view matrix seems to come out correctly (and the projection matrix always stays the same), but the bounding frustum is definitely wrong. Can anyone see what I'm doing wrong? This is the code I'm using: camera.Projection = Matrix.PerspectiveFovRH((float)Math.PI / 2, ShadowMapSize / (float)ShadowMapSize, 1, 5); for(var i = 0; i < 6; i++) { var renderTargetView = shadowMap.GetRenderTargetView((TextureCubeFace)i); var up = DetermineLightUp((TextureCubeFace) i); var forward = DirectionToVector((TextureCubeFace) i); camera.View = Matrix.LookAtRH(this.Position, this.Position + forward, up); camera.BoundingFrustum = new BoundingFrustum(camera.View * camera.Projection); } private static Vector3 DirectionToVector(TextureCubeFace direction) { switch (direction) { case TextureCubeFace.NegativeX: return -Vector3.UnitX; case TextureCubeFace.NegativeY: return -Vector3.UnitY; case TextureCubeFace.NegativeZ: return -Vector3.UnitZ; case TextureCubeFace.PositiveX: return Vector3.UnitX; case TextureCubeFace.PositiveY: return Vector3.UnitY; case TextureCubeFace.PositiveZ: return Vector3.UnitZ; default: throw new ArgumentOutOfRangeException("direction"); } } private static Vector3 DetermineLightUp(TextureCubeFace direction) { switch (direction) { case TextureCubeFace.NegativeY: return -Vector3.UnitX; case TextureCubeFace.PositiveY: return Vector3.UnitX; default: return Vector3.UnitY; } } Edit: Here's what the values are coming out to for the PositiveX and PositiveY directions: Constants: Position = {X:0 Y:360 Z:0} camera.Projection = [M11:0.9999999 M12:0 M13:0 M14:0] [M21:0 M22:0.9999999 M23:0 M24:0] [M31:0 M32:0 M33:-1.25 M34:-1] [M41:0 M42:0 M43:-1.25 M44:0] PositiveX: up = {X:0 Y:1 Z:0} target = {X:1 Y:360 Z:0} camera.View = [M11:0 M12:0 M13:-1 M14:0] [M21:0 M22:1 M23:0 M24:0] [M31:1 M32:0 M33:0 M34:0] [M41:0 M42:-360 M43:0 M44:1] camera.BoundingFrustum: Matrix = [M11:0 M12:0 M13:1.25 M14:1] [M21:0 M22:0.9999999 M23:0 M24:0] [M31:0.9999999 M32:0 M33:0 M34:0] [M41:0 M42:-360 M43:-1.25 M44:0] Top = {A:0.7071068 B:-0.7071068 C:0 D:254.5584} Bottom = {A:0.7071068 B:0.7071068 C:0 D:-254.5584} Left = {A:0.7071068 B:0 C:0.7071068 D:0} Right = {A:0.7071068 B:0 C:-0.7071068 D:0} Near = {A:1 B:0 C:0 D:-1} Far = {A:-1 B:0 C:0 D:5} PositiveY: up = {X:0 Y:0 Z:-1} target = {X:0 Y:361 Z:0} camera.View = [M11:-1 M12:0 M13:0 M14:0] [M21:0 M22:0 M23:-1 M24:0] [M31:0 M32:-1 M33:0 M34:0] [M41:0 M42:0 M43:360 M44:1] camera.BoundingFrustum: Matrix = [M11:-0.9999999 M12:0 M13:0 M14:0] [M21:0 M22:0 M23:1.25 M24:1] [M31:0 M32:-0.9999999 M33:0 M34:0] [M41:0 M42:0 M43:-451.25 M44:-360] Top = {A:0 B:0.7071068 C:0.7071068 D:-254.5585} Bottom = {A:0 B:0.7071068 C:-0.7071068 D:-254.5585} Left = {A:-0.7071068 B:0.7071068 C:0 D:-254.5585} Right = {A:0.7071068 B:0.7071068 C:0 D:-254.5585} Near = {A:0 B:1 C:0 D:-361} Far = {A:0 B:-1 C:0 D:365} When I use the resulting BoundingFrustum to cull regions outside of it, this is the result: Pass PositiveX: Drew 3 regions Pass NegativeX: Drew 6 regions Pass PositiveY: Drew 400 regions Pass NegativeY: Drew 36 regions Pass PositiveZ: Drew 3 regions Pass NegativeZ: Drew 6 regions There are only 400 regions to draw and the light is in the center of them. As you can see, the PositiveY direction is drawing every single region. With the near/far planes of the perspective matrix set as small as they are, there's no way a single frustum could contain every single region.

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  • Swept AABB vs Line Segment 2D

    - by Larolaro
    I've really exhausted as much as Google has to give, I've spent a solid week googling every combination of words for an "AABBvsLine sweep", downloaded countless collision demos, dissected SAT intersection examples and an AABBvsAABB sweep trying to figure out how to approach this. I've not found a single thing covering this specific pairing. Can anyone shed any light on how to get the hit time of a swept AABB vs a Line segment in 2D? I'm still getting familiar with the SAT but I do know how to implement it to a degree, I'm just not sure how to extract the hit time from the velocity in the non axis aligned separating axes for the sweep. I really would appreciate anything at the moment, some code or even some helpful links, I'm at my wits end!

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  • Redering performance in FlasCC + UDK when compared to Stage3d and UDK on Windows?

    - by Arthur Wulf White
    http://gaming.adobe.com/technologies/flascc/ Developers can now access UDK for browser applications. Does this mean greater performance than using a Stage3D engine (Away3D 4) and how much of a noticeable difference in performance would it make in rendering speeds? Is there any benchmark you could propose that would allow to compare them fairly? I am asking this to help myself understand the consequences in performance for deciding to use UDK in a browser based game. I would also like to know how it compares with UDK running natively in Windows? I am not asking which technology to use or which is better. Only interested in the optimizing rendering speed in a 3d browser game with flash.

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  • OpenGL - have object follow mouse

    - by kevin james
    I want to have an object follow around my mouse on the screen in OpenGL. (I am also using GLEW, GLFW, and GLM). The best idea I've come up with is: Get the coordinates within the window with glfwGetCursorPos. The window was created with window = glfwCreateWindow( 1024, 768, "Test", NULL, NULL); and the code to get coordinates is double xpos, ypos; glfwGetCursorPos(window, &xpos, &ypos); Next, I use GLM unproject, to get the coordinates in "object space" glm::vec4 viewport = glm::vec4(0.0f, 0.0f, 1024.0f, 768.0f); glm::vec3 pos = glm::vec3(xpos, ypos, 0.0f); glm::vec3 un = glm::unProject(pos, View*Model, Projection, viewport); There are two potential problems I can already see. The viewport is fine, as the initial x,y, coordinates of the lower left are indeed 0,0, and it's indeed a 1024*768 window. However, the position vector I create doesn't seem right. The Z coordinate should probably not be zero. However, glfwGetCursorPos returns 2D coordinates, and I don't know how to go from there to the 3D window coordinates, especially since I am not sure what the 3rd dimension of the window coordinates even means (since computer screens are 2D). Then, I am not sure if I am using unproject correctly. Assume the View, Model, Projection matrices are all OK. If I passed in the correct position vector in Window coordinates, does the unproject call give me the coordinates in Object coordinates? I think it does, but the documentation is not clear. Finally, to each vertex of the object I want to follow the mouse around, I just increment the x coordinate by un[0], the y coordinate by -un[1], and the z coordinate by un[2]. However, since my position vector that is being unprojected is likely wrong, this is not giving good results; the object does move as my mouse moves, but it is offset quite a bit (i.e. moving the mouse a lot doesn't move the object that much, and the z coordinate is very large). I actually found that the z coordinate un[2] is always the same value no matter where my mouse is, probably because the position vector I pass into unproject always has a value of 0.0 for z. Edit: The (incorrectly) unprojected x-values range from about -0.552 to 0.552, and the y-values from about -0.411 to 0.411.

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  • How does this game loop actually work?

    - by Nicolai
    I read this playfulJS post, about ray-casting: http://www.playfuljs.com/a-first-person-engine-in-265-lines/ It looks really interested, so I decided to look at his javascript. I am no expert in javascript, so I quickly got lost. It's the game loop "object" that really gets me. I simply don't understand how it works. From the code: function GameLoop() { this.frame = this.frame.bind(this); this.lastTime = 0; this.callback = function() {}; } GameLoop.prototype.start = function(callback) { this.callback = callback; requestAnimationFrame(this.frame); }; GameLoop.prototype.frame = function(time) { var seconds = (time - this.lastTime) / 1000; this.lastTime = time; if (seconds < 0.2) this.callback(seconds); requestAnimationFrame(this.frame); }; var loop = new GameLoop(); loop.start(function frame(seconds) { map.update(seconds); player.update(controls.states, map, seconds); camera.render(player, map); }); Now, what really confuses me here, is this bind stuff and how this actually loops. I am guessing, that if less than 0.2 seconds have passed, since the last time the loop was run, it simply goes back to re-check the time. If more than 0.2 seconds have passed, it leaves the frame function, and executes the 3 lines in the loop. But, if this is true, then how does the loop.start() get called again? And what on earth is the meaning of this.frame = this.frame.bind(this);? I've looked up prototypes bind() but I really don't understand it.

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  • Sprite sheets, Clamp or Wrap?

    - by David
    I'm using a combination of sprite sheets for well, sprites and individual textures for infinite tiling. For the tiling textures I'm obviously using Wrap to draw the entire surface in one call but up until now I've been making a seperate batch using Clamp for drawing sprites from the sprite sheets. The sprite sheets include a border (repeating the edge pixels of each sprite) and my code uses the correct source coordinates for sprites. But since I'm never giving coordinates outside of the texture when drawing sprites (and indeed the border exists to prevent bleed over when filtering) it's struck me that I'd be better off just using Wrap so that I can combine everything into one batch. I just want to be sure that I haven't overlooked something obvious. Is there any reason that Wrap would be harmful when used with a sprite sheet?

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  • XNA 4.0 - Normal mapping shader - strange texture artifacts

    - by Taylor
    I recently started using custom shader. Shader can do diffuse and specular lighting and normal mapping. But normal mapping is causing really ugly artifacts (some sort of pixeling noise) for textures in greater distance. It looks like this: Image link This is HLSL code: // Matrix float4x4 World : World; float4x4 View : View; float4x4 Projection : Projection; //Textury texture2D ColorMap; sampler2D ColorMapSampler = sampler_state { Texture = <ColorMap>; MinFilter = Anisotropic; MagFilter = Linear; MipFilter = Linear; MaxAnisotropy = 16; }; texture2D NormalMap; sampler2D NormalMapSampler = sampler_state { Texture = <NormalMap>; MinFilter = Anisotropic; MagFilter = Linear; MipFilter = Linear; MaxAnisotropy = 16; }; // Light float4 AmbientColor : Color; float AmbientIntensity; float3 DiffuseDirection : LightPosition; float4 DiffuseColor : Color; float DiffuseIntensity; float4 SpecularColor : Color; float3 CameraPosition : CameraPosition; float Shininess; // The input for the VertexShader struct VertexShaderInput { float4 Position : POSITION0; float2 TexCoord : TEXCOORD0; float3 Normal : NORMAL0; float3 Binormal : BINORMAL0; float3 Tangent : TANGENT0; }; // The output from the vertex shader, used for later processing struct VertexShaderOutput { float4 Position : POSITION0; float2 TexCoord : TEXCOORD0; float3 View : TEXCOORD1; float3x3 WorldToTangentSpace : TEXCOORD2; }; // The VertexShader. VertexShaderOutput VertexShaderFunction(VertexShaderInput input, float3 Normal : NORMAL) { VertexShaderOutput output; float4 worldPosition = mul(input.Position, World); float4 viewPosition = mul(worldPosition, View); output.Position = mul(viewPosition, Projection); output.TexCoord = input.TexCoord; output.WorldToTangentSpace[0] = mul(normalize(input.Tangent), World); output.WorldToTangentSpace[1] = mul(normalize(input.Binormal), World); output.WorldToTangentSpace[2] = mul(normalize(input.Normal), World); output.View = normalize(float4(CameraPosition,1.0) - worldPosition); return output; } // The Pixel Shader float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { float4 color = tex2D(ColorMapSampler, input.TexCoord); float3 normalMap = 2.0 *(tex2D(NormalMapSampler, input.TexCoord)) - 1.0; normalMap = normalize(mul(normalMap, input.WorldToTangentSpace)); float4 normal = float4(normalMap,1.0); float4 diffuse = saturate(dot(-DiffuseDirection,normal)); float4 reflect = normalize(2*diffuse*normal-float4(DiffuseDirection,1.0)); float4 specular = pow(saturate(dot(reflect,input.View)), Shininess); return color * AmbientColor * AmbientIntensity + color * DiffuseIntensity * DiffuseColor * diffuse + color * SpecularColor * specular; } // Techniques technique Lighting { pass Pass1 { VertexShader = compile vs_2_0 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } Any advice? Thanks!

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  • Unity custom shaders and z-fighting

    - by Heisenbug
    I've just readed a chapter of Unity iOS Essential by Robert Wiebe. It shows a solution for handling z-figthing problem occuring while rendering a street on a plane with the same y offset. Basically it modified Normal-Diffuse shader provided by Unity, specifing the (texture?) offset in -1, -1. Here's basically what the shader looks like: Shader "Custom/ModifiedNormalDiffuse" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Base (RGB)", 2D) = "white" {} } SubShader { Offset -1,-1 //THIS IS THE ADDED LINE Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM #pragma surface surf Lambert sampler2D _MainTex; fixed4 _Color; struct Input { float2 uv_MainTex; }; void surf (Input IN, inout SurfaceOutput o) { half4 c = tex2D (_MainTex, IN.uv_MainTex) *_Color; o.Albedo = c.rgb; o.Alpha = c.a; } ENDCG } FallBack "Diffuse" } Ok. That's simple and it works. The author says about it: ...we could use a copy of the shader that draw the road at an Offset of -1, -1 so that whenever the two textures are drawn, the road is always drawn last. I don't know CG nor GLSL, but I've a little bit of experience with HLSL. Anyway I can't figure out what exactly is going on. Could anyone explain me what exactly Offset directly does, and how is solves z-fighting problems?

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  • Shader inputs in a general purpose engine

    - by dreta
    I'm not familiar with SDKs like Unity or UDK that much, so i can't check this offhand. Do general purpose engines allow users to create custom uniform variables? The way i see it, and the way i have implemented it in an engine i'm writing to learn 3D, is that there is a "set" of uniforms provided by the engine and if you want to write a custom shader then you utilize uniforms you need to create a wanted effect. Now, the thing is, first of all i'm not an artist, second of all, i didn't have a chance to create complex scenes yet. So my question is, is it common practice to define variables that the engine provides and only allow the user to work with what they're given? Allowing users to add custom programs and use them where they want is not hard, but i have issues imagining how you'd go about doing the same for uniforms.

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  • help animating player in corona sdk

    - by andrew McCutchan
    working on a game in the corona sdk with lua and I need help so the player animates on the line drawn. Right now he animates at the beggining and the end but not on the line. here is the player code function spawnPlayerObject(xPlayerSpawn,yPlayerSpawn,richTurn) --spawns Rich where we need him. -- riches sprite sheet and all his inital spirites. We need to adjust this so that animations 3-6 are the only ones that animate when moving horizontally local richPlayer = sprite.newSpriteSet(richSheet1,1,6) sprite.add(richPlayer, "rich", 1,6,500,1) rich = sprite.newSprite(richPlayer) rich.x = xPlayerSpawn rich.y = yPlayerSpawn rich:scale(_W*0.0009, _W*0.0009) -- scale is used to adjust the size of the object. richDir = richTurn rich.rotation = richDir rich:prepare("rich") rich:play() physics.addBody( rich, "static", { friction=1, radius = 15 } ) -- needs a better physics body for collision detection. end and here is the code for the line function movePlayerOnLine(event) --for the original image replace all rich with player. if posCount ~= linePart then richDir = math.atan2(ractgangle_hit[posCount].y-rich.y,ractgangle_hit[posCount].x-rich.x)*180/math.pi playerSpeed = 5 rich.x = rich.x + math.cos(richDir*math.pi/180)*playerSpeed rich.y = rich.y + math.sin(richDir*math.pi/180)*playerSpeed if rich.x < ractgangle_hit[posCount].x+playerSpeed*10 and rich.x > ractgangle_hit[posCount].x-playerSpeed*10 then if rich.y < ractgangle_hit[posCount].y+playerSpeed*10 and rich.y > ractgangle_hit[posCount].y-playerSpeed*10 then posCount = posCount + 1 end end I don't think anything has changed recently but I have been getting an error when testing of " attempt to upvalue "rich" a nil value" on the second line, richDir = etc.

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  • Scaling and new coordinates based off screen resolution

    - by Atticus
    I'm trying to deal with different resolutions on Android devices. Say I have a sprite at X,Y and dimensions W,H. I understand how to properly scale the width and heigh dimensions depending on the screen size, but I am not sure how to properly reposition this sprite so that it exists in the same area that it should. If I simply resize the width and heigh and keep X,Y at the same coordinates, things don't scale well. How do I properly reposition? Multiply the coordinates by the scale as well?

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  • Recommended main loop style

    - by Frootmig-H
    I've just begun attempting an FPS with JMonkeyEngine, but I'm currently stuck as to the best way to implement the main loop - especially with regards to non-instantaneous user actions. By that, I mean things like reloading a weapon. The user starts the action, and it continues for a while with an animation and some sound, and when it completes, game state updates. (I should mention that it's not technically a loop, it's an update method, called as often as possible. Is that different? Me no understand terminology). So, far I've considered : Animation driven Player presses reload Start reload animation If user stars another action, abort animation, start new action. When the animation_complete event is received (JMonkeyEngine provides this), update ammo counters. Event driven Player presses reload Start reload animation Queue up a out-of-thread method to be called at time t + (duration of reload animation) If user starts another action, cancel both animation and queued method. When queued method executes, update ammo. This avoids relying on the animation event (JMonkeyEngine has a particular quirk), but brings in the possibility of thread problems. 'Blocking' (not sure of the correct term) Player presses reload Start reloading animation reloading = true reloadedStartTime = now while (reloading && ((now - reloadingStartTime) < reloadingDuration)) { If user starts another action, break and cancel reloading. } Update ammo counters reloading = false My main concern is that actions can interrupt each other. Reloading can be interrupted by firing, or by dropping or changing weapon, crouching can be interrupted by running, etc. What's the recommended way to handle this? What are the advantages and disadvantages of each method? I'm leaning towards event-driven, even though it requires more care; failing that, blocking.

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  • When "W" is held, the character moves forward, but when "W" and "A" is held, movement completely stops

    - by Vlad1k
    I am making a 2D game, and when I hold the key "w", the player goes forward, but when I hold both "w" and "a", the movement stops completely, when I want it to go forward, while shifting to the left. Here is my script: var speed = 4; function Update() { // Make the character walk forward if "w" is being held if(Input.GetKey("w")) { rigidbody.velocity = transform.forward * speed; } // Stop the movement if "w" is not being held if(Input.GetKeyUp("w")) { rigidbody.velocity = transform.forward * 0; } // Make the character walk forward if "s" is being held if(Input.GetKey("s")) { rigidbody.velocity = transform.forward * -speed; } // Stop the movement if "s" is not being held if(Input.GetKeyUp("s")) { rigidbody.velocity = transform.forward * 0; } // Make the character walk left if "a" is being held if(Input.GetKey("a")) { rigidbody.velocity = transform.right * -speed; } // Stop the movement if "a" is not being held if(Input.GetKeyUp("a")) { rigidbody.velocity = transform.right * 0; } //Make the character walk right if "d" is being held if(Input.GetKey("d")) { rigidbody.velocity = transform.right * speed; } // Stop the movement if "d" is not being held if(Input.GetKeyUp("d")) { rigidbody.velocity = transform.right * 0; } } PLEASE MAKE THE CODE BETTER! I AM NEW! EDIT: Here is a video to show my problem. http://www.screenr.com/3oxH Here is the newest code: var speed = 4f; function Update() { if(Input.GetKey("w")) { rigidbody.velocity = transform.forward * speed; } else if(Input.GetKey("s")) { rigidbody.velocity = transform.forward * -speed; } else if(Input.GetKey("a")) { rigidbody.velocity = transform.right * -speed; } else if(Input.GetKey("d")) { rigidbody.velocity = transform.right * speed; } if(Input.GetKeyUp("w")) { rigidbody.velocity = transform.forward * 0; } if(Input.GetKeyUp("s")) { rigidbody.velocity = transform.forward * 0; } if(Input.GetKeyUp("a")) { rigidbody.velocity = transform.right * 0; } if(Input.GetKey("d")) { rigidbody.velocity = transform.right * speed; } if(Input.GetKeyUp("d")) { rigidbody.velocity = transform.right * 0; } }

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  • Random Map Generation in Java

    - by Thomas Owers
    I'm starting/started a 2D tilemap RPG game in Java and I want to implement random map generation. I have a list of different tiles, (dirt/sand/stone/grass/gravel etc) along with water tiles and path tiles, the problem I have is that I have no idea where to start on generating a map randomly. It would need to have terrain sections (Like a part of it will be sand, part dirt etc) Similar to how Minecraft is where you have different biomes and they seamlessly transform into each other. Lastly I would also need to add random paths into this as well going in different directions all over the map. I'm not asking anyone to write me all the code or anything, just piont me into the right direction please. tl;dr - Generate a tile map with biomes, paths and make sure the biomes seamlessly go into each other. Any help would be much appreciated! :) Thank you.

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  • AI for a mixed Turn Based + Real Time battle system - Something "Gambit like" the right approach?

    - by Jason L.
    This is maybe a question that's been asked 100 times 1,000 different ways. I apologize for that :) I'm in the process of building the AI for a game I'm working on. The game is a turn based one, in the vein of Final Fantasy but also has a set of things that happen in real time (reactions). I've experimented with FSM, HFSMs, and Behavior Trees. None of them felt "right" to me and all felt either too limiting or too generic / big. The idea I'm toying with now is something like a "Rules engine" that could be likened to the Gambit system from Final Fantasy 12. I would have a set of predefined personalities. Each of these personalities would have a set of conditions it would check on each event (Turn start, time to react, etc). These conditions would be priority ordered, and the first one that returns true would be the action I take. These conditions can also point to a "choice" action, which is just an action that will make a choice based on some Utility function. Sort of a mix of FSM/HFSM and a Utility Function approach. So, a "gambit" with the personality of "Healer" may look something like this: (ON) Ally HP = 0% - Choose "Relife" spell (ON) Ally HP < 50% - Choose Heal spell (ON) Self HP < 65% - Choose Heal spell (ON) Ally Debuff - Choose Debuff Removal spell (ON) Ally Lost Buff - Choose Buff spell Likewise, a "gambit" with the personality of "Agressor" may look like this: (ON) Foe HP < 10% - Choose Attack skill (ON) Foe any - Choose target - Choose Attack skill (ON) Self Lost Buff - Choose Buff spell (ON) Foe HP = 0% - Taunt the player What I like about this approach is it makes sense in my head. It also would be extremely easy to build an "AI Editor" with an approach like this. What I'm worried about is.. would it be too limiting? Would it maybe get too complicated? Does anyone have any experience with AIs in Turn Based games that could maybe provide me some insight into this approach.. or suggest a different approach? Many thanks in advance!!!

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  • What prefer a game developer company? UDK experience or c++ game projects?

    - by momboco
    What prefer a game developer company? A developer with experience in UDK engine ? or, a developer with projects made entirely in c++ with a graphics engine like Ogre3D? I think that a coder can demonstrate better his abilities with games made in c++, because it requires a knowledge deeper in many fields. However, currently there is a lot of companies that develop his games with UDK. Now I don't know if is better specialize in a game engine like UDK.

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  • Game-oriented programming language features/objectives/paradigm?

    - by Klaim
    What are the features and language objectives (general problems to solves) or paradigms that a fictive programming language targetted at games (any kind of game) would require? For example, obviously we would have at least Performance (in speed and memory) (because a lot of games simply require that), but it have a price in the languages we currently use. Expressivity might be a common feature that is required for all languages. I guess some concepts from not-usually-used-for-games paradigms, like actor-based languages, or language-based message passing, might be useful too. So I ask you what would be ideal for games. (maybe one day someone will take those answers and build a language over it? :D ) Please set 1 feature/objective/paradigm per answer. Note: maybe that question don't make sense to you. In this case please explain why in an answer. It's a good thing to have answers to this question that might pop in your head sometimes.

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  • How do I implement a Bullet Physics CollisionObject that represents my cube like terrain?

    - by Byte56
    I've successfully integrated the Bullet Physics library into my entity/component system. Entities can collide with each other. Now I need to enable them to collide with the terrain, which is finite and cube-like (think InfiniMiner or it's clone Minecraft). I only started using the Bullet Physics library yesterday, so perhaps I'm missing something obvious. So far I've extended the RigidBody class to override the checkCollisionWith(CollisionObject co) function. At the moment it's just a simple check of the origin, not using the other shape. I'll iterate on that later. For now it looks like this: @Override public boolean checkCollideWith(CollisionObject co) { Transform t = new Transform(); co.getWorldTransform(t); if(COLONY.SolidAtPoint(t.origin.x, t.origin.y,t.origin.z)){ return true; } return false; } This works great, as far as detecting when collisions happen. However, this doesn't handle the collision response. It seems that the default collision response is to move the colliding objects outside of each others shapes, possibly their AABBs. At the moment the shape of the terrain is just a box the size of the world. This means the entities that collide with the terrain just shoot away to outside that world size box. So it's clear that I either need to modify the collision response or I need to create a shape that conforms directly to the shape of the terrain. So which option is best and how do I go about implementing it? It should be noted that the terrain is dynamic and frequently modified by the player.

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  • Using model tools as map editor

    - by cooky451
    I want to make a game which would require a 3D map editor. Of course, I would like to avoid creating such an editor. My idea is now to use modeling tools (3DS Max, Maya, Blender) to create the map, and to give game specific objects specified names. This way I'd just need to write an COLLADA - native map format converter. But I'm not sure if this is possible the way I imagine it, that's why I'd like to hear your thoughts on the matter. Are modeling tools suitable to create big open world maps? Can this "naming convention"-idea for game specific objects work? Are the modeling tools able to export a scene in chunks / in a way that occlusion culling and collision detection can be properly done? If not: Is there a way to build a suitable data structure from the exported data?

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  • Collision detection on a 2D hexagonal grid

    - by SundayMonday
    I'm making a casual grid-based 2D iPhone game using Cocos2D. The grid is a "staggered" hex-like grid consisting of uniformly sized and spaced discs. It looks something like this. I've stored the grid in a 2D array. Also I have a concept of "surrounding" grid cells. Namely the six grid cells surrounding a particular cell (except those on the boundries which can have less than six). Anyways I'm testing some collision detection and it's not working out as well as I had planned. Here's how I currently do collision detection for a moving disc that's approaching the stationary group of discs: Calculate ij-coordinates of grid cell closest to moving cell using moving cell's xy-position Get list of surrounding grid cells using ij-coordinates Examine the surrounding cells. If they're all empty then no collision If we have some non-empty surrounding cells then compare the distance between the disc centers to some minimum distance required for a collision If there's a collision then place the moving disc in grid cell ij So this works but not too well. I've considered a potentially simpler brute force approach where I just compare the moving disc to all stationary discs at each step of the game loop. This is probably feasible in terms of performance since the stationary disc count is 300 max. If not then some space-partitioning data structure could be used however that feels too complex. What are some common approaches and best practices to collision detection in a game like this?

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