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  • Is it a good idea to simplify an character -driven game engine to the point it's unnecessary to learn scripting/programming ?

    - by jokoon
    I remember, and I still think, that one cannot even make a prototyped 3D game to test just simple behaviors without using gigantic tools like unity or knowing extensive C++ programming, design pattern, a decent or basic 3D engine, etc. Now I'm wondering, since I know programming, that I'm still more lucky that the ones who need to learn programming prior to know how to make something: even scripted engines such as unity are not for kids, and to my sense they tend to dictate their ways of doing things, which is not the case with engine like ogre or irrlicht. I remember toying a little with the blender game engine, it was possible to link states or something I don't remember very well. Now I'm thinking that character driven games occupies a big part of the game market. Do you think it is a good idea to make a character-controlled oriented game engine which allows only to build AI instead of anything else ?

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  • Problems using easing equations in C# XNA

    - by codinghands
    I'm having some trouble using the easing equations suggested by Robert Penner for ActionScript (http://www.robertpenner.com/easing/, and a Flash demo here) in my C# XNA game. Firstly, what is the definition of the following variables passed in as arguments to each equation? float t, float b, float c, float d I'm currently calculating the new X position of a sprite in the Update() loop, however even for the linear tween equation I'm getting some odd results. I'm using the following values: float t = gameTime.TotalGameTime.TotalMilliseconds; float d = 8000f; float b = x.Position.X; float c = (ScreenManager.Game.GraphicsDevice.Viewport.Width >> 1) - (x.Position.X + x.frameSize.X / 2); And this equation for linear easing: float val = c*t/d + b;

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  • How can I generate signed distance fields in real time, fast?

    - by heishe
    In a previous question, it was suggested that signed distance fields can be precomputed, loaded at runtime and then used from there. For reasons I will explain at the end of this question (for people interested), I need to create the distance fields in real time. There are some papers out there for different methods which are supposed to be viable in real-time environments, such as methods for Chamfer distance transforms and Voronoi diagram-approximation based transforms (as suggested in this presentation by the Pixeljunk Shooter dev guy), but I (and thus can be assumed a lot of other people) have a very hard time actually putting them to use, since they're usually long, largely bloated with math and not very algorithmic in their explanation. What algorithm would you suggest for creating the distance fields in real-time (favourably on the GPU) especially considering the resulting quality of the distance fields? Since I'm looking for an actual explanation/tutorial as opposed to a link to just another paper or slide, this question will receive a bounty once it's eligible for one :-). Here's why I need to do it in real time:

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  • Preventing item duplication?

    - by PuppyKevin
    For my game, there's two types of items - stackable, and nonstackable. Nonstackable items get assigned a unique ID that stays with it forever. A character ID is assosicated with the item, as is a state (CHANGED, UNCHANGED, NEW, REMOVED). The character ID and state is used for item saving purposes. Stackable items have one unique ID, as in the entire stack has one unique ID. For example: 5 Potions (stacked ontop of each other) has one unique ID. When dropping a nonstackable item, the state gets set to REMOVED, and the unique ID and state don't change. If picked up by another player, the state gets set to NEW, and the character ID gets changed to the new character's ID. When dropping all items in a stack of stackable items (for example, 5 potions out of 5) - it behaves just like a nonstackable item. When dropping some of a stack of stackable items (for example, 3 potions out of 5)... I really have no clue what to do. The 3 dropped potions have the state of REMOVED, but the same unique ID and character ID. If another player picks it up, it has no choice but to obtain a new unique ID, and its state gets changed to NEW and its character ID to the new one. If the dropping player picks it back up, they'd just be readded to the stack. There's two issues with that though. 1. If the player who dropped the 3 potions picks it back up, there's no way to tell if they legitimately dropped the items, or if they're duped items. 2. If another player picks up the 3 potions (assuming they're duped), there's no way to know if they're duped or not. My question is: How can I create a system that detects duplicated items for both nonstackable and stackable items?

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  • Could someone explain why my world reconstructed from depth position is incorrect?

    - by yuumei
    I am attempting to reconstruct the world position in the fragment shader from a depth texture. I pass in the 8 frustum points in world space and interpolate them across fragments and then interpolate from near to far by the depth: highp float depth = (2.0 * CameraPlanes.x) / (CameraPlanes.y + CameraPlanes.x - texture( depthTexture, textureCoord ).x * (CameraPlanes.y - CameraPlanes.x)); // Reconstruct the world position from the linear depth highp vec3 world = mix( nearWorldPos, farWorldPos, depth ); CameraPlanes.x is the near plane CameraPlanes.y is the far. Assuming that my frustum positions are correct, and my depth looks correct, why is my world position wrong? (My depth texture is of format GL_DEPTH_COMPONENT32F if that matters) Thanks! :D Update: Screenshot of world position http://imgur.com/sSlHd So you can see it looks nearly correct. However as the camera moves, the colours (positions) change, which they shouldnt. I can get this to work, if I do the following: Write this into the depth attachment in the previous pass: gl_FragDepth = gl_FragCoord.z / gl_FragCoord.w / CameraPlanes.y; and then read the depth texture like so: depth = texture( depthTexture, textureCoord ).x However this will kill the hardware z buffer optimizations.

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  • How to implement the light trails for a tron game?

    - by Link
    Well I was creating a TRON style game, but had an issue with creating the actual light trails for the game. What I'm doing currently is I have an array the same size as my window in pixel size, implemented like this: int* collision[800][600]; Then when the bike goes on a certain pixel, it is marked with a 1 for traveled on. However what is the most efficient way to create a working light trail display? I tried to do something like this: int i, j; for(i=0; i<800; i++) for(j=0; j<600; j++) if(*collision[i][j] == 1) Image::applySurface(i, j, trailSurface, gameScreen); But it isn't working properly? It just fills the whole screen with a sprite instead. Whats a better/faster/working way to do this?

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  • How can I clear explosions in my function?

    - by hustlerinc
    Hi I have a function to place bombs, and a for loop that places explosions on the tiles where possible. My problem is that I can't remove the explosions after a while. I've tried everything I can come up with so now I turn here as a last resort. The function looks like this: function Bomb(){ var placebomb = false; if(placeBomb && player.bombs != 0){ map[player.Y][player.X].object = 2; var bombX = player.X; var bombY = player.Y; placeBomb = false; player.bombs--; setTimeout(explode, 3000); } function explode(){ var explodeNorth = true; var explodeEast = true; var explodeSouth = true; var explodeWest = true; map[bombY][bombX].explosion = 1; delete map[bombY][bombX].object; for(i=0;i<=player.bombRadius;i++){ if(explodeNorth && map[bombY-i][bombX]){ if(!map[bombY-i][bombX].wall){ if(!map[bombY-i][bombX].object){ map[bombY-i][bombX].explosion = 1; } else var explodeNorth = false; delete map[bombY-i][bombX].object; map[bombY-i][bombX].explosion = 1; } else var explodeNorth = false; } if(explodeEast && map[bombY][bombX+i]){ if(!map[bombY][bombX+i].wall){ if(!map[bombY][bombX+i].object){ map[bombY][bombX+i].explosion = 1; } else var explodeEast = false; delete map[bombY][bombX+i].object; map[bombY][bombX+i].explosion = 1; } else var explodeEast = false; } if(explodeSouth && map[bombY+i][bombX]){ if(!map[bombY+i][bombX].wall){ if(!map[bombY+i][bombX].object){ map[bombY+i][bombX].explosion = 1; } else var explodeSouth = false; delete map[bombY+i][bombX].object; map[bombY+i][bombX].explosion = 1; } else var explodeSouth = false; } if(explodeWest && map[bombY][bombX-i]){ if(!map[bombY][bombX-i].wall){ if(!map[bombY][bombX-i].object){ map[bombY][bombX-i].explosion = 1; } else var explodeWest = false; delete map[bombY][bombX-i].object; map[bombY][bombX-i].explosion = 1; } else var explodeWest = false; } } player.bombs++; } } If anyone can think of a good way to remove the explosion after a delay please help.

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  • Android - Efficient way to draw tiles in OpenGL ES

    - by Maecky
    Hi, I am trying to write efficient code to render a tile based map in android. I load for each tile the corresponding bitmap (just one time) and then create the according tiles. I have designed a class to do this: public class VertexQuad { private float[] mCoordArr; private float[] mColArr; private float[] mTexCoordArr; private int mTextureName; private static short mCounter = 0; private short mIndex; As you can see, each tile has it's x,y location, a color array, texture coordinates and a texture name. Now, I want to render all my created tiles. To reduce the openGL api calls (I read somewhere that the state changes are costly and therefore I want to keep them to a minimum), I first want to hand ALL the coordinate-arrays, color-arrays and texture-coordinates over to OpenGL. After that I run two for loops. The first one iterates over the textures and binds the texture. The second for loop iterates over all Tiles and puts all tiles with the corresponding texture into an IndexBuffer. After the second for loop has finished, I call gl.gl_drawElements() whith the corresponding index buffer, to draw all tiles with the texture associated. For the next texture I do the same again. Now I run into some problems: Allocating and filling the FloatBuffers at the start of each rendering cycle costs very much time. I just run a test, where i wanted to put 400 coordinates into a FloatBuffer which took me about 200ms. My questions now are: Is there a better way, handling the coordinate and color structures? How is this correctly done, this is obviously not the optimal way? ;) thanks in advance, regards Markus

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  • Disappearring instances of VertexPositionColor using MonoGame

    - by Rosko
    I am a complete beginner in graphics developing with XNA/Monogame. Started my own project using Monogame 3.0 for WinRT. I have this unexplainable issue that some of the vertices disappear while doing some updates on them. Basically, it is a game with balls who collide with the walls and with each other and in certain conditions they explode. When they explode they disappear. Here is a video demonstrating the issue. I used wireframes so that it is easier to see how vertices are missing. The perfect exploding balls are the ones which are result by user input with mouse clicking. Thanks for the help. The situations is: I draw user primitives with triangle strips using like this graphicsDevice.DrawUserPrimitives<VertexPositionColor>(PrimitiveType.TriangleStrip, circleVertices, 0, primitiveCount); All of the primitives are in the z-plane (z = 0), I thought that it is the culling in action. I tried setting the culling mode to none but it did not help. Here is the code responsible for the explosion private void Explode(GameTime gameTime, ref List<Circle> circles) { if (this.isExploding) { for (int i = 0; i < this.circleVertices.Length; i++) { if (this.circleVertices[i] != this.circleCenter) { if (Vector3.Distance(this.circleVertices[i].Position, this.circleCenter.Position) < this.explosionRadius * precisionCoefficient) { var explosionVector = this.circleVertices[i].Position - this.circleCenter.Position; explosionVector.Normalize(); explosionVector *= explosionSpeed; circleVertices[i].Position += explosionVector * (float)gameTime.ElapsedGameTime.TotalSeconds; } else { circles.Remove(this); } } } } } I'd be really greatful if anyone has suggestions about how to fix this issue.

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  • Can these game be fully coded in html5/javascript?

    - by RufioLJ
    I mean the mechanics of the game. Would it be possible? -Pokemon GBA series, rendering the world would be easy, but what about battle mechanics? -MapleStory, after seen dragonbound.net which is an identical copy of Gunbound I would think it's rather possible, but I'm still not sure if javascript can handle all the mechanics of the world. It would be heavy on resources I guess? I'm asking this because I'm really interested in html5 game develop(I really think in a future will destroy flash on game dev ground). I want to have an idea of how far games developed with the html5/javascript technology can go. I got especially inspired by dragonbound. I really think it pushes htmlt/javascript to the limits (game dev).

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  • How do I scroll in the physical world?

    - by Esteban Quintero
    I am using andengine to make a game where a sprite (player) is going up across the stage, this is my world. final Rectangle ground = new Rectangle(0, CAMERA_HEIGHT - 2, CAMERA_WIDTH, 2, vertexBufferObjectManager); final Rectangle roof = new Rectangle(0, 0, CAMERA_WIDTH, 2, vertexBufferObjectManager); final Rectangle left = new Rectangle(0, 0, 2, CAMERA_HEIGHT, vertexBufferObjectManager); final Rectangle right = new Rectangle(CAMERA_WIDTH - 2, 0, 2, CAMERA_HEIGHT, vertexBufferObjectManager); final FixtureDef wallFixtureDef = PhysicsFactory.createFixtureDef(0, 0.5f, 0.5f); PhysicsFactory.createBoxBody(this.mPhysicsWorld, ground, BodyType.StaticBody, wallFixtureDef); PhysicsFactory.createBoxBody(this.mPhysicsWorld, roof, BodyType.StaticBody, wallFixtureDef); PhysicsFactory.createBoxBody(this.mPhysicsWorld, left, BodyType.StaticBody, wallFixtureDef); PhysicsFactory.createBoxBody(this.mPhysicsWorld, right, BodyType.StaticBody, wallFixtureDef); /* Create two sprits and add it to the scene. */ this.mScene.setBackground(autoParallaxBackground); this.mScene.attachChild(ground); this.mScene.attachChild(roof); this.mScene.attachChild(left); this.mScene.attachChild(right); this.mScene.registerUpdateHandler(this.mPhysicsWorld); The problem is that if the sprite reaches up and hits the wall, as I scroll here?

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  • How to set density for each shape in PhysX 3.1

    - by hywei
    I'm using PhysX 3.1 as my game's physics engine. One requirement is that I need set different density for each shape(there are server shapes for my single rigid actor). I know that the shape's density can be set by NxShapeDesc::density in PhysX 2.8, but I can't find such interface in PhysX 3.1. I know that the mass properties can be set in PhysX 3.1 just as the snowman example in the SDK, but I don't know whether there exists a direct interface to set density for each shape.

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  • Avoid overwriting all the methods in the child class

    - by Heckel
    The context I am making a game in C++ using SFML. I have a class that controls what is displayed on the screen (manager on the image below). It has a list of all the things to draw like images, text, etc. To be able to store them in one list I created a Drawable class from which all the other drawable class inherit. The image below represents how I would organize each class. Drawable has a virtual method Draw that will be called by the manager. Image and Text overwrite this method. My problem is that I would like Image::draw method to work for Circle, Polygon, etc. since sf::CircleShape and sf::ConvexShape inherit from sf::Shape. I thought of two ways to do that. My first idea would be for Image to have a pointer on sf::Shape, and the subclasses would make it point onto their sf::CircleShape or sf::ConvexShape classes (Like on the image below). In the Polygon constructor I would write something like ptr_shape = &polygon_shape; This doesn't look very elegant because I have two variables that are, in fact, just one. My second idea is to store the sf::CircleShape and sf::ConvexShape inside the ptr_shape like ptr_shape = new sf::ConvexShape(...); and to use a function that is only in ConvexShape I would cast it like so ((sf::ConvexShape*)ptr_shape)->convex_method(); But that doesn't look very elegant either. I am not even sure I am allowed to do that. My question I added details about the whole thing because I thought that maybe my whole architecture was wrong. I would like to know how I could design my program to be safe without overwriting all the Image methods. I apologize if this question has already been asked; I have no idea what to google.

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  • Understanding IDAT chunk of PNG file format

    - by DRapp
    From the sample image below, I have a border in yellow just for display purposes only. The actual .png file is a simple black/white image 3 pixels by 3 pixels. I was originally thinking to try as a 2x2, but that would not help trying to interpret low/hi vs hi/low drawing stream. At least this way, I would have two black, one white from the top, or one white, two black from the bottom.. So I read the chunks of data, get to the IDAT chunk, decode that (zlib) and come up with 12 bytes as follows 00 20 00 40 00 80 So, my question, how does the above get broken down into the 3x3 black and white sample... Also, it is saved in palette format and properly recognizes the bit depth of 1 and color palette of 2... color pallet[0] is RGBA all zeros. Palette1 has RGBA of 255, 255, 255, 0 I'll eventually get into the multiple other depth formats later, just wanted to start with what would expect to be the easiest. Part II. Any guidance on handling the other depth formats would help if anything special to be considered especially regarding alpha channel (which I am already looking for in the palette) that might trip me up.

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  • Image first loaded, then it isn't? (XNA)

    - by M0rgenstern
    I am very confused at the Moment. I have the following Class: (Just a part of the class): public class GUIWindow { #region Static Fields //The standard image for windows. public static IngameImage StandardBackgroundImage; #endregion } IngameImage is just one of my own classes, but actually it contains a Texture2D (and some other things). In another class I load a list of GUIButtons by deserializing a XML file. public static GUI Initializazion(string pXMLPath, ContentManager pConMan) { GUI myGUI = pConMan.Load<GUI>(pXMLPath); GUIWindow.StandardBackgroundImage = new IngameImage(pConMan.Load<Texture2D>(myGUI.WindowStandardBackgroundImagePath), Vector2.Zero, 1024, 600, 1, 0, Color.White, 1.0f, true, false, false); System.Console.WriteLine("Image loaded? " + (GUIWindow.StandardBackgroundImage.ImageStrip != null)); myGUI.Windows = pConMan.Load<List<GUIWindow>>(myGUI.GUIFormatXMLPath); System.Console.WriteLine("Windows loaded"); return myGUI; } Here this line: System.Console.WriteLine("Image loaded? " + (GUIWindow.StandardBackgroundImage.ImageStrip != null)); Prints "true". To load the GUIWindows I need an "empty" constructor, which looks like that: public GUIWindow() { Name = ""; Buttons = new List<Button>(); ImagePath = ""; System.Console.WriteLine("Image loaded? (In win) " + (GUIWindow.StandardBackgroundImage.ImageStrip != null)); //Image = new IngameImage(StandardBackgroundImage); //System.Console.WriteLine( //Image.IsActive = false; SelectedButton = null; IsActive = false; } As you can see, I commented lines out in the constructor. Because: Otherwise this would crash. Here the line System.Console.WriteLine("Image loaded? (In win) " + (GUIWindow.StandardBackgroundImage.ImageStrip != null)); Doesn't print anything, it just crashes with the following errormessage: Building content threw NullReferenceException: Object reference not set to an object instance. Why does this happen? Before the program wants to load the List, it prints "true". But in the constructor, so in the loading of the list it prints "false". Can anybody please tell me why this happens and how to fix it?

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  • Making particle bounce off a line with friction

    - by Dlaor
    So I'm making a game and I need a particle to bounce off a line. I've got this so far: public static Vector2f Reflect(this Vector2f vec, Vector2f axis) //vec is velocity { Vector2f result = vec - 2f * axis * axis.Dot(vec); return result; } Which works fine, but then I decided I wanted to be able to change the bounciness and friction of the bounce. I got bounciness down... public static Vector2f Reflect(this Vector2f vec, Vector2f axis, float bounciness) //Bounciness goes from 0 to 1, 0 being not bouncy and 1 being perfectly bouncy { var reflect = (1 + bounciness); //2f Vector2f result = vec - reflect * axis * axis.Dot(vec); return result; } But when I tried to add friction, everything went to hell and back... public static Vector2f Reflect(this Vector2f vec, Vector2f axis, float bounciness, float friction) //Does not work at all! { var reflect = (1 + bounciness); //2f Vector2f subtract = reflect * axis * axis.Dot(vec); Vector2f subtract2 = axis * axis.Dot(vec); Vector2f result = vec - subtract; result -= axis.PerpendicularLeft() * subtract2.Length() * friction; return result; } Any physics guys willing to help me out with this? (if you're not sure what I mean with the friction of a bounce see this: http://www.metanetsoftware.com/technique/diagrams/A-1_particle_collision.swf)

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  • Whole map design vs. tiles array design

    - by Mikalichov
    I am working on a 2D RPG, which will feature the usual dungeon/town maps (pre-generated). I am using tiles, that I will then combine to make the maps. My original plan was to assemble the tiles using Photoshop, or some other graphic program, in order to have one bigger picture that I could then use as a map. However, I have read on several places people talking about how they used arrays to build their map in the engine (so you give an array of x tiles to your engine, and it assemble them as a map). I can understand how it's done, but it seems a lot more complicated to implement, and I can't see obvious avantages. What is the most common method, and what are advantages/disadvantages of each?

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  • Optimizing drawing of cubes

    - by Christian Frantz
    After googling for hours I've come to a few conclusions, I need to either rewrite my whole cube class, or figure out how to use hardware instancing. I can draw up to 2500 cubes with little lag, but after that my fps drops. Is there a way I can use my class for hardware instancing? Or would I be better off rewriting my class for optimization? public class Cube { public GraphicsDevice device; public VertexBuffer cubeVertexBuffer; public Cube(GraphicsDevice graphicsDevice) { device = graphicsDevice; var vertices = new List<VertexPositionTexture>(); BuildFace(vertices, new Vector3(0, 0, 0), new Vector3(0, 1, 1)); BuildFace(vertices, new Vector3(0, 0, 1), new Vector3(1, 1, 1)); BuildFace(vertices, new Vector3(1, 0, 1), new Vector3(1, 1, 0)); BuildFace(vertices, new Vector3(1, 0, 0), new Vector3(0, 1, 0)); BuildFaceHorizontal(vertices, new Vector3(0, 1, 0), new Vector3(1, 1, 1)); BuildFaceHorizontal(vertices, new Vector3(0, 0, 1), new Vector3(1, 0, 0)); cubeVertexBuffer = new VertexBuffer(device, VertexPositionTexture.VertexDeclaration, vertices.Count, BufferUsage.WriteOnly); cubeVertexBuffer.SetData<VertexPositionTexture>(vertices.ToArray()); } private void BuildFace(List<VertexPositionTexture> vertices, Vector3 p1, Vector3 p2) { vertices.Add(BuildVertex(p1.X, p1.Y, p1.Z, 1, 0)); vertices.Add(BuildVertex(p1.X, p2.Y, p1.Z, 1, 1)); vertices.Add(BuildVertex(p2.X, p2.Y, p2.Z, 0, 1)); vertices.Add(BuildVertex(p2.X, p2.Y, p2.Z, 0, 1)); vertices.Add(BuildVertex(p2.X, p1.Y, p2.Z, 0, 0)); vertices.Add(BuildVertex(p1.X, p1.Y, p1.Z, 1, 0)); } private void BuildFaceHorizontal(List<VertexPositionTexture> vertices, Vector3 p1, Vector3 p2) { vertices.Add(BuildVertex(p1.X, p1.Y, p1.Z, 0, 1)); vertices.Add(BuildVertex(p2.X, p1.Y, p1.Z, 1, 1)); vertices.Add(BuildVertex(p2.X, p2.Y, p2.Z, 1, 0)); vertices.Add(BuildVertex(p1.X, p1.Y, p1.Z, 0, 1)); vertices.Add(BuildVertex(p2.X, p2.Y, p2.Z, 1, 0)); vertices.Add(BuildVertex(p1.X, p1.Y, p2.Z, 0, 0)); } private VertexPositionTexture BuildVertex(float x, float y, float z, float u, float v) { return new VertexPositionTexture(new Vector3(x, y, z), new Vector2(u, v)); } public void Draw(BasicEffect effect) { foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); device.SetVertexBuffer(cubeVertexBuffer); device.DrawPrimitives(PrimitiveType.TriangleList, 0, cubeVertexBuffer.VertexCount / 3); } } } The following class is a list that draws the cubes. public class DrawableList<T> : DrawableGameComponent { private BasicEffect effect; private ThirdPersonCam camera; private class Entity { public Vector3 Position { get; set; } public Matrix Orientation { get; set; } public Texture2D Texture { get; set; } } private Cube cube; private List<Entity> entities = new List<Entity>(); public DrawableList(Game game, ThirdPersonCam camera, BasicEffect effect) : base(game) { this.effect = effect; cube = new Cube(game.GraphicsDevice); this.camera = camera; } public void Add(Vector3 position, Matrix orientation, Texture2D texture) { entities.Add(new Entity() { Position = position, Orientation = orientation, Texture = texture }); } public override void Draw(GameTime gameTime) { foreach (var item in entities) { effect.VertexColorEnabled = false; effect.TextureEnabled = true; effect.Texture = item.Texture; Matrix center = Matrix.CreateTranslation(new Vector3(-0.5f, -0.5f, -0.5f)); Matrix scale = Matrix.CreateScale(1f); Matrix translate = Matrix.CreateTranslation(item.Position); effect.World = center * scale * translate; effect.View = camera.view; effect.Projection = camera.proj; effect.FogEnabled = true; effect.FogColor = Color.CornflowerBlue.ToVector3(); effect.FogStart = 1.0f; effect.FogEnd = 50.0f; cube.Draw(effect); } base.Draw(gameTime); } } } There are probably many reasons that my fps is so slow, but I can't seem to figure out how to fix it. I've looked at techcraft as well, but what I have is too specific to what I want the outcome to be to just rewrite everything from scratch

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  • Possible to draw a select portion of a render target? (in XNA)

    - by TheBroodian
    I'm going to try to do this in reverse fashion and skip straight to the punch line, and then give the back story afterward: Is it possible to, after drawing a scene to a RenderTarget2D, only draw a select portion of the RenderTarget2D, if I don't want the entire thing? I'm using xTile to manage world data in my game (it's a great piece of work, colinvella [xTile's author] has made an amazing product), and for the most part it works great. xTile supports parallax effects in its layers to add some wonderful depth to 2d scenes, which was great, until I implemented a dynamic split-screen system into my game. Wanted to make a co-op game that wouldn't require players to be in close proximity to each other, so I made it so that if the players separate too far apart, the singular full-screen viewport 'snaps-apart', and is replaced by two split-screen viewports, which then smoothly transition to their respective player targets. The effect is pretty smooth aside from the part where the parallax backgrounds become skewed once the viewports split, because xTile's ratio for handling parallax effects is dependent upon viewport size. This is unfortunate, because the effect would otherwise be really snazzy, but the backgrounds become pretty heavily affected when the game goes from single-viewport to multi-viewport. So, Colinvella suggests using rendertargets to record the scene at full viewport size, and then only drawing a portion of it. But as far as I can tell, that isn't even possible? That being said, I've never even used render targets before, so I'm still learning, hence the question here.

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  • State changes in entities or components

    - by GriffinHeart
    I'm having some trouble figuring how to deal with state management in my entities. I don't have trouble with Game state management, like pause and menus, since these are not handled as an entity component system; just with state in entities/components. Drawing from Orcs Must Die as an example, I have my MainCharacter and Trap entities which only have their components like PositionComponent, RenderComponent, PhysicsComponent. On each update the Entity will call update on its components. I also have a generic EventManager with listeners for different event types. Now I need to be able to place the traps: first select the trap and trap position then place the trap. When placing a trap it should appear in front of the MainCharacter, rendered in a different way and following it around. When placed it should just respond to collisions and be rendered in the normal way. How is this usually handled in component based systems? (This example is specific but can help figure out the general way to deal with entities states.)

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  • Could someone explain in detail simplex /or perlin noise?

    - by Ryan Szemplinski
    I am really interested in perlin/simplex noise but I am having a difficult time understanding it. I am not very good at math but I am willing to learn because it interests me greatly. If someone is willing to dedicate there time into this I would be immensely appreciative of this. To be more concise, an explanation of functions and some calculation inside the functions would be nice to understand. Thanks in advance!

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  • Store and create game objects at positions along terrain

    - by Alex
    I have a circular character that rolls down terrain like that shown in the picture below. The terrain is created from an array holding 1000 points. The ground is drawn one screen width infront and one screen width behind. So as the character moves, edges are created infront and edges are removed behind. My problem is, I want to create box2d bodies at certain locations along the path and need a way to store these creator methods or objects. I need some way to store a position at which they are created and some pointer to a function to create them, once the character is in range. I guess this would be an array of some sort that is checked each time the ground is updated and then if in range, the function is executed and removed from the array. But I'm not sure if its even possible to store pointers to functions with parameters included... any help is much appreciated!

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  • Efficient way to calculate "vision cones" on 2D tile map?

    - by OverMachoGrande
    I'm trying to calculate which tiles a particular unit can "see" if facing a certain direction on a tile map (within a certain range and angle of facing). The easiest way would be to draw a certain number of tiles outward and raycast to each tile. However, I'm hoping for something slightly more efficient. A picture says a thousand words: The red dot is the unit (who's facing upwards). My goal is to calculate the yellow tiles. The green blocks are walls (walls are between tiles, and it's easy to check if you can pass between two tiles). The blue line represents something like the "raycasting" method I was talking about, but I'd rather not have to do this. EDIT: Units can only be facing north/south/east/west (0, 90, 180, or 270 degrees) and FoV is always 90 degrees. Should simplify some calculations. I'm thinking there's some sort of recursive-ish/stack-based/queue-based algorithm, but I can't quite figure it out. Thanks!

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  • C++: Checking if an object faces a point (within a certain range)

    - by bojoradarial
    I have been working on a shooter game in C++, and am trying to add a feature whereby missiles shot must be within 90 degrees (PI/2 radians) of the direction the ship is facing. The missiles will be shot towards the mouse. My idea is that the ship's angle of rotation is compared with the angle between the ship and the mouse (std::atan2(mouseY - shipY, mouseX - shipX)), and if the difference is less than PI/4 (45 degrees) then the missile can be fired. However, I can't seem to get this to work. The ship's angle of rotation is increased and decreased with the A and D keys, so it is possible that it isn't between 0 and 2*PI, hence the use of fmod() below. Code: float userRotation = std::fmod(user->Angle(), 6.28318f); if (std::abs(userRotation - missileAngle) > 0.78f) return; Any help would be appreciated. Thanks!

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  • How to implement Fog Of War with an shader?

    - by Cambrano
    Okay, I'm creating a RTS game and want to implement an AgeOfEmpires-like Fog Of War(FOW). That means a tile(or pixel) can be: 0% transparent (unexplored) 50% transparent black (explored but not in viewrange) 100% transparent(explored and in viewrange) RTS means I'll have many explorers (NPCs, buildings, ...). Okay, so I have an 2d array of bytes byte[,] explored. The byte value correlates the transparency. The question is, how do I pass this array to my shader? Well I think it is not possible to pass an entire array. So: what technique shall I use to let my shader know if a pixel/tile is visible or not?

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