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  • Disabling depth write trashes the frame buffer on some GPUs

    - by EboMike
    I sometimes disable depth buffer writing via glDepthMask(GL_FALSE) during the alpha rendering of a frame. That works perfectly fine on some GPUs (like the Motorola Droid's PowerVR), but on the HTC EVO with the Adreno GPU for example, I end up with the frame buffer being complete garbage (I see traces of the meshes I rendered somewhere, but the entire screen is mostly trashed). If I force glDepthMask to be true the entire time, everything works fine. I need glDepthMask to be off during parts of the alpha rendering. What can cause the framebuffer to get destroyed by turning the depth writing off? I do clear the depth buffer initially, and the majority of the screen has pixels rendered with depth writing turned on first before I do additional drawing with it turned off.

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  • Node.js MMO - process and/or map division

    - by Gipsy King
    I am in the phase of designing a mmo browser based game (certainly not massive, but all connected players are in the same universe), and I am struggling with finding a good solution to the problem of distributing players across processes. I'm using node.js with socket.io. I have read this helpful article, but I would like some advice since I am also concerned with different processes. Solution 1: Tie a process to a map location (like a map-cell), connect players to the process corresponding to their location. When a player performs an action, transmit it to all other players in this process. When a player moves away, he will eventually have to connect to another process (automatically). Pros: Easier to implement Cons: Must divide map into zones Player reconnection when moving into a different zone is probably annoying If one zone/process is always busy (has players in it), it doesn't really load-balance, unless I split the zone which may not be always viable There shouldn't be any visible borders Solution 1b: Same as 1, but connect processes of bordering cells, so that players on the other side of the border are visible and such. Maybe even let them interact. Solution 2: Spawn processes on demand, unrelated to a location. Have one special process to keep track of all connected player handles, their location, and the process they're connected to. Then when a player performs an action, the process finds all other nearby players (from the special player-process-location tracking node), and instructs their matching processes to relay the action. Pros: Easy load balancing: spawn more processes Avoids player reconnecting / borders between zones Cons: Harder to implement and test Additional steps of finding players, and relaying event/action to another process If the player-location-process tracking process fails, all other fail too I would like to hear if I'm missing something, or completely off track.

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  • Bullet physics debug drawing not working

    - by Krishnabhadra
    Background I am following on from this question, which isn't answered yet. Basically I have a cube and a UVSphere in my scene, with UVSphere on the top of the cube without touching the cube. Both exported from blender. When I run the app The UVSphere does circle around the cube for 3 or 4 times and jump out of the scene. What I actually expect was the sphere to fall on top of the cube. What this question about From the comment to the linked question, I got to know about bullet debug drawing, which helps in debugging by drawing outline of physics bodies which are normally invisible. I did some research on that and came up with the code given below. From whatever I have read, below code should work, but it doesn't. My Code My bullet initialization code. -(void) initializeScene { /*Setup physics world*/ _physicsWorld = [[CC3PhysicsWorld alloc] init]; [_physicsWorld setGravity:0 y:-9.8 z:0]; /*Setting up debug draw*/ MyDebugDraw *draw = new MyDebugDraw; draw->setDebugMode(draw->getDebugMode() | btIDebugDraw::DBG_DrawWireframe ); _physicsWorld._discreteDynamicsWorld->setDebugDrawer(draw); /*Setup camera and lamb*/ ………….. //This simpleCube.pod contains the cube [self addContentFromPODFile: @"simpleCube.pod"]; //This file contains sphere [self addContentFromPODFile: @"SimpleSphere.pod"]; [self createGLBuffers]; CC3MeshNode* cubeNode = (CC3MeshNode*)[self getNodeNamed:@"Cube"]; CC3MeshNode* sphereNode = (CC3MeshNode*)[self getNodeNamed:@"Sphere"]; // both cubeNode and sphereNode are not nil from this point float *cVertexData = (float*)((CC3VertexArrayMesh*)cubeNode.mesh) .vertexLocations.vertices; int cVertexCount = ((CC3VertexArrayMesh*)cubeNode.mesh) .vertexLocations.vertexCount; btTriangleMesh* cTriangleMesh = new btTriangleMesh(); int offset = 0; for (int i = 0; i < (cVertexCount / 3); i++) { unsigned int index1 = offset; unsigned int index2 = offset+6; unsigned int index3 = offset+12; cTriangleMesh->addTriangle( btVector3(cVertexData[index1], cVertexData[index1+1], cVertexData[index1+2]), btVector3(cVertexData[index2], cVertexData[index2+1], cVertexData[index2+2]), btVector3(cVertexData[index3], cVertexData[index3+1], cVertexData[index3+2])); offset += 18; } [self releaseRedundantData]; /*Create a triangle mesh from the vertices*/ btBvhTriangleMeshShape* cTriMeshShape = new btBvhTriangleMeshShape(cTriangleMesh,true); btCollisionShape *sphereShape = new btSphereShape(1); gTriMeshObject = [_physicsWorld createPhysicsObjectTrimesh:cubeNode shape:cTriMeshShape mass:0 restitution:1.0 position:cubeNode.location]; sphereObject = [_physicsWorld createPhysicsObject:sphereNode shape:sphereShape mass:1 restitution:0.1 position:sphereNode.location]; sphereObject.rigidBody->setDamping(0.1,0.8); /*Enable debug drawing*/ _physicsWorld._discreteDynamicsWorld->debugDrawWorld(); } And My btIDebugDraw implementation (MyDebugDraw.h) //MyDebugDraw.h class MyDebugDraw: public btIDebugDraw{ int m_debugMode; public: virtual void drawLine(const btVector3& from,const btVector3& to ,const btVector3& color); virtual void drawContactPoint(const btVector3& PointOnB ,const btVector3& normalOnB,btScalar distance ,int lifeTime,const btVector3& color); virtual void reportErrorWarning(const char* warningString); virtual void draw3dText(const btVector3& location ,const char* textString); virtual void setDebugMode(int debugMode); virtual int getDebugMode() const; }; void MyDebugDraw::drawLine(const btVector3& from,const btVector3& to ,const btVector3& color){ LogInfo(@"Works!!"); glPushMatrix(); glColor4f(color.getX(), color.getY(), color.getZ(), 1.0); const GLfloat line[] = { from.getX()*1, from.getY()*1, from.getZ()*1, //point A to.getX()*1, to.getY()*1,to.getZ()*1 //point B }; glVertexPointer( 3, GL_FLOAT, 0, &line ); glPointSize( 5.0f ); glDrawArrays( GL_POINTS, 0, 2 ); glDrawArrays( GL_LINES, 0, 2 ); glPopMatrix(); } void MyDebugDraw::drawContactPoint(const btVector3 &PointOnB ,const btVector3 &normalOnB, btScalar distance ,int lifeTime, const btVector3 &color){ } void MyDebugDraw::reportErrorWarning(const char *warningString){ } void MyDebugDraw::draw3dText(const btVector3 &location , const char *textString){ } void MyDebugDraw::setDebugMode(int debugMode){ } int MyDebugDraw::getDebugMode() const{ return DBG_DrawWireframe; } My Problem The drawLine method is getting called. I can see the cube and sphere in place. Sphere again does some circling around the cube before jumping off. No debug lines are getting drawn.

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  • CodePlex Daily Summary for Sunday, December 26, 2010

    CodePlex Daily Summary for Sunday, December 26, 2010Popular ReleasesNoSimplerAccounting: NoSimplerAccounting 6.0: -Fixed a bug in expense category report.Temporary Data Storage Folder: TDS Folder source code: This is latest version 0.2 Beta code. To know the password request at neutron.request@gmail.comNHibernate Mapping Generator: NHibernate Mapping Generator 2.0: Added support for Postgres (Thanks to Angelo)NewLife XCode: XCode v6.5.2010.1223 ????(????v3.5??): XCode v6.5.2010.1223 ????,??: NewLife.Core ??? NewLife.Net ??? XControl ??? XTemplate ????,??C#?????? XAgent ???? NewLife.CommonEnitty ??????(???,XCode??????) XCode?? ?????????,??????????????????,?????95% XCode v3.5.2009.0714 ??,?v3.5?v6.0???????????????,?????????。v3.5???????????,??????????????。 XCoder ??XTemplate?????????,????????XCode??? XCoder_Src ???????(????XTemplate????),??????????????????Windows Workflow Foundation on Codeplex: Microsoft.Activities.UnitTesting 1.71: New in this release Episode as Tasks using the Task Parallel Library CHM Help file now included in release. StyleCop compliance is resulting in massive refatoring but should not cause breaking changes Breaking Change DefaultTimeout is now a TimeSpan Removed default parameters using int timeout = DefaultTimeout and added overloads insteadMiniTwitter: 1.64: MiniTwitter 1.64 ???? ?? 1.63 ??? URL ??????????????Ajax ASP.Net Forum: InSeCla Forum Software v0.1.9: *VERSION: 0.1.9* HAPPY CHRISTMAS FEATURES ADDED Added features customizabled per category level (Customize at ADMIN/Categories Tab) Allow Anonymous Threads, Allow Anonymous Post Virtual URLs (friendly urls) has finally added And you can have some forum (category) using virtual urls and other using normal urls. Check !, as this improve the SEO indexing results Moderation Instant On: Delete Thread, Move Thread Available to users being members of moderators or administrators InstantO...VivoSocial: VivoSocial 7.4.0: Please see changes: http://support.vivoware.com/project/ChangeLog.aspx?PROJID=48Umbraco CMS: Umbraco 4.6 Beta - codename JUNO: The Umbraco 4.6 beta (codename JUNO) release contains many new features focusing on an improved installation experience, a number of robust developer features, and contains more than 89 bug fixes since the 4.5.2 release. Improved installer experience Updated Starter Kits (Simple, Blog, Personal, Business) Beautiful, free, customizable skins included Skinning engine and Skin customization (see Skinning Documentation Kit) Default dashboards on install with hide option Updated Login t...SSH.NET Library: 2010.12.23: This release includes some bug fixes and few new fetures. Fixes Allow to retrieve big directory structures ssh-dss algorithm is fixed Populate sftp file attributes New Features Support for passhrase when private key is used Support added for diffie-hellman-group14-sha1,diffie-hellman-group-exchange-sha256 and diffie-hellman-group-exchange-sha1 key exchange algorithms Allow to provide multiple key files for authentication Add support for "keyboard-interactive" authentication method...ASP.NET MVC SiteMap provider: MvcSiteMapProvider 2.3.0: Using NuGet?MvcSiteMapProvider is also listed in the NuGet feed. Learn more... Like the project? Consider a donation!Donate via PayPal via PayPal. Release notesThis will be the last release targeting ASP.NET MVC 2 and .NET 3.5. MvcSiteMapProvider 3.0.0 will be targeting ASP.NET MVC 3 and .NET 4 Web.config setting skipAssemblyScanOn has been deprecated in favor of excludeAssembliesForScan and includeAssembliesForScan ISiteMapNodeUrlResolver is now completely responsible for generating th...SuperSocket, an extensible socket application framework: SuperSocket 1.3 beta 2: Compared with SuperSocket 1.3 beta 1, the changes listed below have been done in SuperSocket 1.3 beta 2: added supports for .NET 3.5 replaced Logging Application Block of EntLib with Log4Net improved the code about logging fixed a bug in QuickStart sample project added IPv6 supportTibiaPinger: TibiaPinger v1.0: TibiaPinger v1.0Media Companion: Media Companion 3.400: Extract the entire archive to a folder which has user access rights, eg desktop, documents etc. A manual is included to get you startedMulticore Task Framework: MTF 1.0.1: Release 1.0.1 of Multicore Task Framework.SQL Monitor - tracking sql server activities: SQL Monitor 3.0 alpha 7: 1. added script save/load in user query window 2. fixed problem with connection dialog when choosing windows auth but still ask for user name 3. auto open user table when double click one table node 4. improved alert message, added log only methodEnhSim: EnhSim 2.2.6 ALPHA: 2.2.6 ALPHAThis release supports WoW patch 4.03a at level 85 To use this release, you must have the Microsoft Visual C++ 2010 Redistributable Package installed. This can be downloaded from http://www.microsoft.com/downloads/en/details.aspx?FamilyID=A7B7A05E-6DE6-4D3A-A423-37BF0912DB84 To use the GUI you must have the .NET 4.0 Framework installed. This can be downloaded from http://www.microsoft.com/downloads/en/details.aspx?FamilyID=9cfb2d51-5ff4-4491-b0e5-b386f32c0992 - Fixing up some r...ASP.NET MVC Project Awesome (jQuery Ajax helpers): 1.4.3: Helpers (controls) that you can use to build highly responsive and interactive Ajax-enabled Web applications. These helpers include Autocomplete, AjaxDropdown, Lookup, Confirm Dialog, Popup Form, Popup and Pager new stuff: Improvements for confirm, popup, popup form RenderView controller extension the user experience for crud in live demo has been substantially improved + added search all the features are shown in the live demoGanttPlanner: GanttPlanner V1.0: GanttPlanner V1.0 include GanttPlanner.dll and also a Demo application.N2 CMS: 2.1 release candidate 3: * Web platform installer support available N2 is a lightweight CMS framework for ASP.NET. It helps you build great web sites that anyone can update. Major Changes Support for auto-implemented properties ({get;set;}, based on contribution by And Poulsen) A bunch of bugs were fixed File manager improvements (multiple file upload, resize images to fit) New image gallery Infinite scroll paging on news Content templates First time with N2? Try the demo site Download one of the templ...New ProjectsA.I. Semantic Net Tests: A test using "semantic net" artificial intelligence developed in C++.Awesome.ClientID: Awesome.ClientID is a HTTPModule which serializes the ClientID of server controls, and page/usercontrol properties to a Json to make working with JavaScript easier without the need for outputting ClientID's. It's a solution for clean ClientIDs for .NET 2.0/3.5BitTweet: BitTweet is a fast, simple and easy to use Twitter client with tweeting, reading and writing functions included. It is know for being the most secure and fast Twitter client out there! It is written in Visual Basic .NET 2008. ~Tweet in a bit!CarRental001: carCrudo: CRUDO - The MCG (Model-Controller-Generator) CGF (Code Generation Framework) Visit The Project HomePage: http://adityayadav.com/CRUDO_The_MCG_Model_Controller_Generator_CGF_Code_Generation_Framework.aspx Licenses: 1) GPL v2 2) Commercial (contact us for information)Effeks: FX trading sample application sing prismEnhanced WebPart: Enhanced Webpart is a webpart with enhanced properties editor. It allows you display properties of most common types, and provides easy way to add custom controls to display your own types in webpart properties editor. Enhanced Webpart fully supports localization.Esteffin's graphic: Esercitazioni grafica 2010farasun: Source code Repository for farasun.wordpress.comGCTF: Desafio .NET Realizado na FACISAImgshow Plugin for Windows Live Writer: By using Imgshow Query you are able to publish multimedia content such as Youtube, Facebook Video, PDF, and other Imgshow supported service.Instant Messenger Using WPF and WCF: instant messenger using wcf and wpfjMenu: Create a dotnetnuke module that cover all kind of jquery menu pluginsMcopy API: Copy all files and directores in windows shell. Support long path (less then 32000 chars) and network path (eg. \\server\share or \\127.0.0.1\share)MOSSWebServices: This project contains code for interacting with the 21 web services provided by MOSS. This is targeted towards WSS developers This currently contains code to interact with "UserGroups" web service. I will keep adding code to interact with other MOSS web services soon. Nest Hub - Twitter Client: Nest Hub is a free Twitter client for PC. It's developed in VB.NET.Neural Networks Library: Neural networks Library by SefnajParallelism: Parallelism- Unified Parallel & Concurrency Framework Visit the Project HomePage: http://adityayadav.com/Parallelism.aspx Licenses: 1) GPL v2 2) Commercial (contact us for information)PDF IRM Protector For SharePoint 2007 And 2010: The PDF IRM Protector controls the conversion of PDF documents to their encrypted, rights-managed format and the decryption of PDF documents from their rights-managed format back to their original format. The project targets both SharePoint 2007 and 2010. PHP Form Validator - Isis: Project Isis simplifies the process of form validation for PHP. Offering a robust flag and function system, allowing you to encode the forms with the correct validation data and be done.Recycle Me: Open Source Project is to help and educate people in regarding reuse and recycling of daily life items. This is a Social project so we need funds for research and surveys. Volunteers are most welcome to contribute and certifications for their participation are available. ThanksSencha ExtJS Import Library for Script#: Script# import library for Sencha Ext JS Javascript Framework Separating Vertices: Given a graph as a collection of edges and vertices, it identifies the separating vertices, biconnected components, and edges. SIG - SISTEMA DE GESTÃO INTERNA: Projeto feito para a empresa MODEMTELECOM, consultoria em telecomunicoções.Smart Card COM: Smart Card COM Library, useful to access smart cards from a Web page in Internet ExplorerSocial Hub: Social HubStock Research: Test project for stocke researchtaokeba: ????????????????????,???????????。Temporary Data Storage Folder: This software creates a folder that stores temporary data that you want to store for temporary tasks. Temporary tasks such as storing a file that is to be deleted after some time. It automatically deleted those files on exit. Learn more at www.neutronsoftwares.weebly.comTukUI Updater: A OpenSource Windows Updater tool for the World of Warcraft(R) addon TukUI Developed in .NET 3.5 Discusion thread are found at the official TukUI forums: http://www.tukui.org/v2/forums/topic.php?id=4982 WebUtil: This is a project for using all of features by the web.

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  • Procedural Generation of tile-based 2d World

    - by Matthias
    I am writing a 2d game that uses tile-based top-down graphics to build the world (i.e. the ground plane). Manually made this works fine. Now I want to generate the ground plane procedurally at run time. In other words: I want to place the tiles (their textures) randomised on the fly. Of course I cannot create an endless ground plane, so I need to restrict how far from the player character (on which the camera focuses on) I procedurally generate the ground floor. My approach would be like this: I have a 2d grid that stores all tiles of the floor at their correct x/y coordinates within the game world. When the players moves the character, therefore also the camera, I constantly check whether there are empty locations in my x/y map within a max. distance from the character, i.e. cells in my virtual grid that have no tile set. In such a case I place a new tile there. Therefore the player would always see the ground plane without gaps or empty spots. I guess that would work, but I am not sure whether that would be the best approach. Is there a better alternative, maybe even a best-practice for my case?

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  • How do I implement a quaternion based camera?

    - by kudor gyozo
    I looked at several tutorials about this and when I thought I understood I tried to implement a quaternion based camera. The problem is it doesn't work correctly, after rotating for approx. 10 degrees it jumps back to -10 degrees. I have no idea what's wrong. I'm using openTK and it already has a quaternion class. I'm a noob at opengl, I'm doing this just for fun, and don't really understand quaternions, so probably I'm doing something stupid here. Here is some code: (Actually almost all the code except the methods that load and draw a vbo (it is taken from an OpenTK sample that demonstrates vbo-s)) I load a cube into a vbo and initialize the quaternion for the camera protected override void OnLoad(EventArgs e) { base.OnLoad(e); cameraPos = new Vector3(0, 0, 7); cameraRot = Quaternion.FromAxisAngle(new Vector3(0,0,-1), 0); GL.ClearColor(System.Drawing.Color.MidnightBlue); GL.Enable(EnableCap.DepthTest); vbo = LoadVBO(CubeVertices, CubeElements); } I load a perspective projection here. This is loaded at the beginning and every time I resize the window. protected override void OnResize(EventArgs e) { base.OnResize(e); GL.Viewport(0, 0, Width, Height); float aspect_ratio = Width / (float)Height; Matrix4 perpective = Matrix4.CreatePerspectiveFieldOfView(MathHelper.PiOver4, aspect_ratio, 1, 64); GL.MatrixMode(MatrixMode.Projection); GL.LoadMatrix(ref perpective); } Here I get the last rotation value and create a new quaternion that represents only the last rotation and multiply it with the camera quaternion. After this I transform this into axis-angle so that opengl can use it. (This is how I understood it from several online quaternion tutorials) protected override void OnRenderFrame(FrameEventArgs e) { base.OnRenderFrame(e); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); double speed = 1; double rx = 0, ry = 0; if (Keyboard[Key.A]) { ry = -speed * e.Time; } if (Keyboard[Key.D]) { ry = +speed * e.Time; } if (Keyboard[Key.W]) { rx = +speed * e.Time; } if (Keyboard[Key.S]) { rx = -speed * e.Time; } Quaternion tmpQuat = Quaternion.FromAxisAngle(new Vector3(0,1,0), (float)ry); cameraRot = tmpQuat * cameraRot; cameraRot.Normalize(); GL.MatrixMode(MatrixMode.Modelview); GL.LoadIdentity(); Vector3 axis; float angle; cameraRot.ToAxisAngle(out axis, out angle); GL.Rotate(angle, axis); GL.Translate(-cameraPos); Draw(vbo); SwapBuffers(); } Here are 2 images to explain better: I rotate a while and from this: it jumps into this Any help is appreciated. Update1: I add these to a streamwriter that writes into a file: sw.WriteLine("camerarot: X:{0} Y:{1} Z:{2} W:{3} L:{4}", cameraRot.X, cameraRot.Y, cameraRot.Z, cameraRot.W, cameraRot.Length); sw.WriteLine("ry: {0}", ry); The log is available here: http://www.pasteall.org/26133/text. At line 770 the cube jumps from right to left, when camerarot.Y changes signs. I don't know if this is normal. Update2 Here is the complete project.

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  • DirectX9 dynamic rendering

    - by gardian06
    What I am planning to do is have the models (or maybe just an identifier for the model to be used) stored outside of the directX9 framework, and so in nature have completely dynamic rendering. All of the information that I have found contains static rendering (rendering models that are stored in memory at specific positions) I would like information on how to take a model (or identifier for a model type) that is stored outside of the framework, and render it to the screen. I am expected to take a container that holds all the relevant data to be rendered. The information outside would hold the position, orientation (quaternion, though I am told that I can also get a rotation matrix if I prefer), and dimensions (scale)

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  • Algorithm for querying linearly through a non-linear list of questions

    - by JoshLeaves
    For a multiplayers trivia game, I need to supply my users with a new quizz in a desired subject (Science, Maths, Litt. and such) at the start of every game. I've generated about 5K quizzes for each subject and filled my database with them. So my 'Quizzes' database looks like this: |ID |Subject |Question +-----+------------+---------------------------------- | 23 |Science | What's water? | 42 |Maths | What's 2+2? | 99 |Litt. | Who wrote "Pride and Prejudice"? | 123 |Litt. | Who wrote "On The Road"? | 146 |Maths | What's 2*2? | 599 |Science | You know what's cool? |1042 |Maths | What's the Fibonacci Sequence? |1056 |Maths | What's 42? And so on... (Much more detailed/complex but I'll keep the exemple simple) As you can see, due to technical constraints (MongoDB), my IDs are not linear but I can use them as an increasing suite. So far, my algorithm to ensure two users get a new quizz when they play together is the following: // Take the last played quizzes by P1 and P2 var q_one = player_one.getLastPlayedQuizz('Maths'); var q_two = player_two.getLastPlayedQuizz('Maths'); // If both of them never played in the subject, return first quizz in the list if ((q_one == NULL) && (q_two == NULL)) return QuizzDB.findOne({subject: 'Maths'}); // If one of them never played, play the next quizz for the other player // This quizz is found by asking for the first quizz in the desired subject where // the ID is greater than the last played quizz's ID (if the last played quizz ID // is 42, this will return 146 following the above example database) if (q_one == NULL) return QuizzDB.findOne({subject: 'Maths', ID > q_two}); if (q_two == NULL) return QuizzDB.findOne({subject: 'Maths', ID > q_one}); // And if both of them have a lastPlayedQuizz, we return the next quizz for the // player whose lastPlayedQuizz got the higher ID if (q_one > q_two) return QuizzDB.findOne({subject: 'Maths', ID > q_one}); else return QuizzDB.findOne({subject: 'Maths', ID > q_two}); Now here comes the real problem: Once I get to the end of my database (let's say, P1's last played quizz in 'Maths' is 1056, P2's is 146 and P3 is 1042), following my algorithm, P1's ID is the highest so I ask for the next question in 'Maths' where ID is superior to 1056. There is nothing, so I roll back to the beginning of my quizz list (with a random skipper to avoid having the first question always show up). P1 and P2's last played will then be 42 and they will start fresh from the beginning of the list. However, if P1 (42) plays against P3 (1042), the resulting ID will be 1056...which P1 already played two games ago. Basically, players who just "rolled back" to the beginning of the list will be brought back to the end of the list by players who still haven't rolled back. The rollback WILL happen in the end, but it'll take time and there'll be a "bottleneck" at the beginning and at the end. Thus my question: What would be the best algorith to avoid this bottleneck and ensure players don't get stuck endlessly on the same quizzes? Also bear in mind that I've got some technical constraints: I can't get a random question in a subject (ie: no "QuizzDB.findOne({subject: 'Maths'}).skip(random());"). It's cool to skip on one to twenty records, but the MongoDB documentation warns against skipping too many documents. I would like to avoid building an array of every quizz played by each player and find the next non-played in the database with a $nin. Thanks for your help

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  • P2P synchronization: can a player update fields of other players?

    - by CherryQu
    I know that synchronization is a huge topic, so I have minimized the problem to this example case. Let's say, Alice and Bob are playing a P2P game, fighting against each other. If Alice hits Bob, how should I do the network component to make Bob's HP decrease? I can think of two approaches: Alice perform a Bob.HP--, then send Bob's reduced HP to Bob. Alice send a "I just hit Bob" signal to Bob. Bob checks it, and reduce its own HP, then send his new HP to everyone including Alice. I think the second approach is better because I don't think a player in a P2P game should be able to modify other players' private fields. Otherwise cheating would be too easy, right? My philosophy is that in a P2P game especially, a player's attributes and all attributes of its belonging objects should only be updated by the player himself. However, I can't prove that this is right. Could someone give me some evidence? Thanks :)

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  • How to set a target as image [on hold]

    - by Zadalaxmi
    How to set a target as image in given code. public void addListenerForImage(final Image roomImage) { final DragAndDrop dragAndDrop = new DragAndDrop(); dragAndDrop.addSource(new DragAndDrop.Source(roomImage) { public DragAndDrop.Payload dragStart (InputEvent event, float x, float y, int pointer) { DragAndDrop.Payload payload = new DragAndDrop.Payload(); payload.setDragActor(roomImage); dragAndDrop.setDragActorPosition(-x, -y + roomImage.getHeight()); return payload; } public void dragStop (InputEvent event, float x, float y, int pointer,Target target) { roomImage.setBounds(50, 125, roomImage.getWidth(), roomImage.getHeight()); if(target != null) { roomImage.setPosition(target.getActor().getX(), target.getActor().getY()); } System.out.println(target); stage.addActor(roomImage); } }); My problem is i can drag the images and i am not able to set target as image; and target shows as null;One more if a invisible some of the images in group how can i test that it is overlapped or not;Please give some links and suggestion

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  • How to use mipmap in OpenGL-ES

    - by VanDir
    I have recently entered in the OpenGL world. I am very pleased with the performance that I got with opengl compared to those obtained with a SurfaceView and its canvas. At the same time because of the limitation of the images to be in power of two I noticed that the quality of the sprite of my game is a little decreased. I read that we can use mipmap in Android but I have not found a real tutotial. Are they compatible with Android 2.2+ ? Which program creates mipmaps? How do you actually use in code?

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  • Isometric drawing "Not Tile Stuff" on isometric map?

    - by Icebone1000
    So I got my isometric renderer working, it can draw diamond or jagged maps...Then I want to move on...How do I draw characters/objects on it in a optimal way? What Im doing now, as one can imagine, is traversing my grid(map) and drawing the tiles in a order so alpha blending works correctly. So, anything I draw in this map must be drawed at the same time the map is being drawn, with sucks a lot, screws your very modular map drawer, because now everything on the game (but the HUD) must be included on the drawer.. I was thinking whats the best approach to do this, comparing the position of all objects(not tile stuff) on the grid against the current tile being draw seems stupid, would it be better to add an id ON the grid(map)? this also seems terrible, because objects can move freely, not per tile steps (it can occupies 2 tiles if its between them, etc.) Dont know if matters, but my grid is 3D, so its not a plane with objects poping out, its a bunch of pilled cubes.

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  • Random Movement for multiple entities

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

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  • FBX 3ds max export, bad vertices

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

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  • formula for replicating glTexGen in opengl es 2.0 glsl

    - by visualjc
    I also posted this on the main StackExchange, but this seems like a better place, but for give me for the double post if it shows up twice. I have been trying for several hours to implement a GLSL replacement for glTexGen with GL_OBJECT_LINEAR. For OpenGL ES 2.0. In Ogl GLSL there is the gl_TextureMatrix that makes this easier, but thats not available on OpenGL ES 2.0 / OpenGL ES Shader Language 1.0 Several sites have mentioned that this should be "easy" to do in a GLSL vert shader. But I just can not get it to work. My hunch is that I'm not setting the planes up correctly, or I'm missing something in my understanding. I've pored over the web. But most sites are talking about projected textures, I'm just looking to create UV's based on planar projection. The models are being built in Maya, have 50k polygons and the modeler is using planer mapping, but Maya will not export the UV's. So I'm trying to figure this out. I've looked at the glTexGen manpage information: g = p1xo + p2yo + p3zo + p4wo What is g? Is g the value of s in the texture2d call? I've looked at the site: http://www.opengl.org/wiki/Mathematics_of_glTexGen Another size explains the same function: coord = P1*X + P2*Y + P3*Z + P4*W I don't get how coord (an UV vec2 in my mind) is equal to the dot product (a scalar value)? Same problem I had before with "g". What do I set the plane to be? In my opengl c++ 3.0 code, I set it to [0, 0, 1, 0] (basically unit z) and glTexGen works great. I'm still missing something. My vert shader looks basically like this: WVPMatrix = World View Project Matrix. POSITION is the model vertex position. varying vec4 kOutBaseTCoord; void main() { gl_Position = WVPMatrix * vec4(POSITION, 1.0); vec4 sPlane = vec4(1.0, 0.0, 0.0, 0.0); vec4 tPlane = vec4(0.0, 1.0, 0.0, 0.0); vec4 rPlane = vec4(0.0, 0.0, 0.0, 0.0); vec4 qPlane = vec4(0.0, 0.0, 0.0, 0.0); kOutBaseTCoord.s = dot(vec4(POSITION, 1.0), sPlane); kOutBaseTCoord.t = dot(vec4(POSITION, 1.0), tPlane); //kOutBaseTCoord.r = dot(vec4(POSITION, 1.0), rPlane); //kOutBaseTCoord.q = dot(vec4(POSITION, 1.0), qPlane); } The frag shader precision mediump float; uniform sampler2D BaseSampler; varying mediump vec4 kOutBaseTCoord; void main() { //gl_FragColor = vec4(kOutBaseTCoord.st, 0.0, 1.0); gl_FragColor = texture2D(BaseSampler, kOutBaseTCoord.st); } I've tried texture2DProj in frag shader Here are some of the other links I've looked up http://www.gamedev.net/topic/407961-texgen-not-working-with-glsl-with-fixed-pipeline-is-ok/ Thank you in advance.

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  • Giving a Bomberman AI intelligent bomb placement

    - by Paul Manta
    I'm trying to implement an AI algorithm for Bomberman. Currently I have a working but not very smart rudimentary implementation (the current AI is overzealous in placing bombs). This is the first AI I've ever tried implementing and I'm a bit stuck. The more sophisticated algorithms I have in mind (the ones that I expect to make better decisions) are too convoluted to be good solutions. What general tips do you have for implementing a Bomberman AI? Are there radically different approaches for making the bot either more defensive or offensive? Edit: Current algorithm My current algorithm goes something like this (pseudo-code): 1) Try to place a bomb and then find a cell that is safe from all the bombs, including the one that you just placed. To find that cell, iterate over the four directions; if you can find any safe divergent cell and reach it in time (eg. if the direction is up or down, look for a cell that is found to the left or right of this path), then it's safe to place a bomb and move in that direction. 2) If you can't find and safe divergent cells, try NOT placing a bomb and look again. This time you'll only need to look for a safe cell in only one direction (you don't have to diverge from it). 3) If you still can't find a safe cell, don't do anything. for $(direction) in (up, down, left, right): place bomb at current location if (can find and reach divergent safe cell in current $(direction)): bomb = true move = $(direction) return for $(direction) in (up, down, left, right): do not place bomb at current location if (any safe cell in the current $(direction)): bomb = false move = $(direction) return else: bomb = false move = stay_put This algorithm makes the bot very trigger-happy (it'll place bombs very frequently). It doesn't kill itself, but it does have a habit of making itself vulnerable by going into dead ends where it can be blocked and killed by the other players. Do you have any suggestions on how I might improve this algorithm? Or maybe I should try something completely different? One of the problems with this algorithm is that it tends to leave the bot with very few (frequently just one) safe cells on which it can stand. This is because the bot leaves a trail of bombs behind it, as long as it doesn't kill itself. However, leaving a trail of bombs behind leaves few places where you can hide. If one of the other players or bots decide to place a bomb somewhere near you, it often happens that you have no place to hide and you die. I need a better way to decide when to place bombs.

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

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

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  • 3DS Max MassFX -- Animation to XNA without bones/skins?

    - by AnKoe
    I made a model in which a number of cobble stones fall into a hole using the rigid bodies in 3DS Max 2012 MassFX. They are just editable polys, no skin, no bone. I want this to play (Take 001, 0-100 frames) when the game loads the mesh. I haven't found a way to get to the animation though. Does anyone have suggestions? All the tutorials for animated skinned models don't seem to work with a model set up like this? Do I really need to give each of 145 rocks a bone? If so, does anyone have a suggestion how to streamline that, or if there is an alternate solution to achieving this effect? The animation only needs to play once when the game starts, and that's it. Thanks.

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  • Keeping crosshairs & GUI onscreen - SFML

    - by nihohit
    I read this question, but didn't understand the implementation suggestions with SFML on c#. For example, right now I'm just trying to make sure that the mouse crosshairs stay onscreen constatnly. I tried using this code: View lastView = this._mainWindow.GetView(); this._mainWindow.SetView(this._mainWindow.DefaultView); this._mainWindow.Draw(crosshair); this._mainWindow.SetView(lastView); after drawing all other sprites and before call this._mainWindow.display(), when beforehand I set crosshair.Position based on its position relative to the window, not the view. This just keeps the screen locked and prevents screen scrolling. Any suggestions?

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  • Simplex Noise Help

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

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  • Reading from a staging 2D texture array in DirectX10

    - by Don Reba
    I have a DX10 program, where I create an array of 3 16x16 textures, then map, read, and unmap each subresource in turn. I use a single mip level, set resource usage to staging and CPU access to read. Now, here is the problem: Subresource 0 contains 1024 bytes, pitch 64, as expected. Subresource 1 contains 512 bytes, pitch 64. Subresource 2 contains 256 bytes, pitch 64. I expect all three to be the same size. Debugging output is enabled, but not reporting any warnings or errors. Am I missing something, or might this be some sort of driver issue? Here is the code. The language is Nemerle, but C# and C++ would look almost the same. I have looked through the generated code, and am fairly confident the problem is not language-related. def cpuTexture = Texture2D ( device , Texture2DDescription() <- { Width = 16; Height = 16; MipLevels = 1; ArraySize = 3; Format = Format.R32_Float; Usage = ResourceUsage.Staging; CpuAccessFlags = CpuAccessFlags.Read; SampleDescription = SampleDescription(count = 1, quality = 0); } ); foreach (subresource in [0 .. 2]) { def data = cpuTexture.Map(subresource, MapMode.Read, MapFlags.None); Console.WriteLine($"subresource $subresource"); Console.WriteLine($"length = $(data.Data.Length)"); Console.WriteLine($"pitch = $(data.Pitch)"); cpuTexture.Unmap(subresource); }

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  • Scene Graph for Deferred Rendering Engine

    - by Roy T.
    As a learning exercise I've written a deferred rendering engine. Now I'd like to add a scene graph to this engine but I'm a bit puzzled how to do this. On a normal (forward rendering engine) I would just add all items (All implementing IDrawable and IUpdateAble) to my scene graph, than travel the scene-graph breadth first and call Draw() everywhere. However in a deferred rendering engine I have to separate draw calls. First I have to draw the geometry, then the shadow casters and then the lights (all to different render targets), before I combine them all. So in this case I can't just travel over the scene graph and just call draw. The way I see it I either have to travel over the entire scene graph 3 times, checking what kind of object it is that has to be drawn, or I have to create 3 separate scene graphs that are somehow connected to each other. Both of these seem poor solutions, I'd like to handle scene objects more transparent. One other solution I've thought of was traveling trough the scene graph as normal and adding items to 3 separate lists, separating geometry, shadow casters and lights, and then iterating these lists to draw the correct stuff, is this better, and is it wise to repopulate 3 lists every frame?

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  • Understanding DeviceContext and Shaders in Direct3D/SlimDX

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

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  • Comparison between Cocos2d and Corona

    - by dontangg
    I'm having a really hard time deciding which way to go on this. I'm about to start developing a game and I haven't been able to find many good comparisons between these approaches. I don't have many requirements for the game yet, but here is what I do know. needs to work on iPhone I don't have much money ($400 for Unity for iPhone is probably too much. I can probably afford $99 for Corona.) Graphics will be 2D Physics support is not needed Ability to use particles would be nice Game Center support would be nice (Corona is planning to support it soon) It would be nice to be able to support Android as well if it isn't much effort. I have done my own research, so I know basic things about them. I know Corona uses Lua and Cocos2D uses Objective C. I know that Corona allows deployment to iPhone and Android, but how easy is it? Cocos2D is free, but so many people talk about how easy it is to use Corona, but I don't like being restricted to features Corona supports or the price tag. I feel so torn here.

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  • Jumping Vs. Gravity

    - by PhaDaPhunk
    Hi i'm working on my first XNA 2D game and I have a little problem. If I jump, my sprite jumps but does not fall down. And I also have another problem, the user can hold spacebar to jump as high as he wants and I don't know how to keep him from doing that. Here's my code: The Jump : if (FaKeyboard.IsKeyDown(Keys.Space)) { Jumping = true; xPosition -= new Vector2(0, 5); } if (xPosition.Y >= 10) { Jumping = false; Grounded = false; } The really simple basic Gravity: if (!Grounded && !Jumping) { xPosition += new Vector2(1, 3) * speed; } Here's where's the grounded is set to True or False with a Collision Rectangle MegamanRectangle = new Rectangle((int)xPosition.X, (int)xPosition.Y, FrameSizeDraw.X, FrameSizeDraw.Y); Rectangle Block1Rectangle = new Rectangle((int)0, (int)73, Block1.Width, Block1.Height); Rectangle Block2Rectangle = new Rectangle((int)500, (int)73, Block2.Width, Block2.Height); if ((MegamanRectangle.Intersects(Block1Rectangle) || (MegamanRectangle.Intersects(Block2Rectangle)))) { Grounded = true; } else { Grounded = false; } The grounded bool and The gravity have been tested and are working. Any ideas why? Thanks in advance and don't hesitate to ask if you need another Part of the Code.

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