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  • Fast determination of whether objects are onscreen in 2D

    - by Ben Ezard
    So currently, I have this in each object's renderer's update method: float a = transform.position.x * Main.scale; float b = transform.position.y * Main.scale; float c = Camera.main.transform.position.x * Main.scale; float d = Camera.main.transform.position.y * Main.scale; onscreen = a + width - c > 0 && a - c < GameView.width && b + height - d > 0 && b - d < GameView.height; transform.position is a 2D vector containing the game engine's definition of where the object is - this is then multiplied by Main.scale to translate that coordinate into actual screen space Similarly, Camera.main.transform.position is the in-engine representation of where the main camera is, and this is also multiplied by Main.scale The problem is, as my game is tile-based, thousands of these updates get called every frame, just to determine whether or not each object should be drawn - how can I improve this please?

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  • Changing direction after collision

    - by Balint
    In the first tutorial for GameMaker (catch the clown), I want to set the direction of the clown after the collision with the wall. I want to do it by pressing the wall object with the mouse (before the collision, to set the angle parameter). For example by pressing only once the wall object it would change the clown's direction after collision by 45 degrees, twice by 90 degrees, and so on. How can I do that?

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  • Line Intersection from parametric equation

    - by Sidar
    I'm sure this question has been asked before. However, I'm trying to connect the dots by translating an equation on paper into an actual function. I thought It would be interesting to ask here instead on the Math sites (since it's going to be used for games anyway ). Let's say we have our vector equation : x = s + Lr; where x is the resulting vector, s our starting point/vector. L our parameter and r our direction vector. The ( not sure it's called like this, please correct me ) normal equation is : x.n = c; If we substitute our vector equation we get: (s+Lr).n = c. We now need to isolate L which results in L = (c - s.n) / (r.n); L needs to be 0 < L < 1. Meaning it needs to be between 0 and 1. My question: I want to know what L is so if I were to substitute L for both vector equation (or two lines) they should give me the same intersection coordinates. That is if they intersect. But I can't wrap my head around on how to use this for two lines and find the parameter that fits the intersection point. Could someone with a simple example show how I could translate this to a function/method?

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  • Has an open console any chance to give more strength to the indie game world ?

    - by jokoon
    I have heard about the GPX, but i don't really think the embedded market is mature enough in terms of performance, but what about the home console market ? I'm not talking about last-generation graphics, because that would be economically impossible, but what about an hardware as fast as a playstation 2/Xbox 1/Gamecube ? For games, the trick would be to ask some editors to recompile their best sellers for the new machine: those games being from the PSX age or even older console generations, I think this would have a very low cost job and they could still make some good profit, but I need to know if this is doable technically, considering the architecture which can be quite exotic. Do you think it would be a viable project to talk about to investors ?

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  • two-part dice pool mechanic

    - by bythenumbers
    I'm working on a dice mechanic/resolution system based off of the Ghost/Echo (hereafter shortened to G/E) tabletop RPG. Specifically, since G/E can be a little harsh with dealing out consequences and failure, I was hoping to soften the system and add a little more player control, as well as offer the chance for players to evolve their characters into something unique, right from creation. So, here's the mechanic: Players roll 2d12 against the two statistics for their character (each is a number from 2-11, and may be rolled above or below depending on the nature of the action attempted, rolling your stat exactly always fails). Depending on the success for that roll, they add dice to the pool rolled for a modified G/E style action. The acting player gets two dice anyhow, and I am debating offering a bonus die for each success, or a single bonus die for succeeding on both of the statistic-compared rolls. One the size of the dice pool is set, the entire pool is rolled, and the players are allowed to assign rolled dice to a goal and a danger. Assigned results are judged as follows: 1-4 means the attempted goal fails, or the danger comes true. 5-8 is a partial success at the goal, or partially avoiding the danger. 9-12 means the goal is achieved, or the danger avoided. My concerns are twofold: Firstly, that the two-stage action is too complicated, with two rolls to judge separately before anything can happen. Secondly, that the statistics involved go too far in softening the game. I've run some basic simulations, and the approximate statistics follow: 2 dice (up to) 3 dice (up to) 4 dice failure ~33% ~25% ~20% partial ~33% ~35% ~35% success ~33% ~40% ~45% I'd appreciate any advice that addresses my concerns or offers to refine my simulation (right now the first roll is statistically modeled as sign(1d12-1d12), where 0 is a success).

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  • Path Finding for an Arena based map in 3D using NavMesh

    - by Happybirthday
    I have a 3D arena map (consider a small island surrounded by water on all sides) for a multiplayer Tank fight game. The moveable areas are marked using a Navigation Mesh made by the Arena designer. My question is what would be the best way for navigation in such an environment ? Specially considering the case when there is a Bridge at the center of the arena and you could walk under it or even above it ? If suppose the enemy is standing at the top of the Bridge and my AI is at one of the edges of the map ? How can it know whether the enemy is above or below the bridge and how can it navigate till it ?

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  • Repairing back-facing triangles without user input

    - by LTR
    My 3D application works with user-imported 3D models. Frequently, those models have a few vertices facing into the wrong direction. (For example, there is a 3D roof and a few triangles of that roof are facing inside the building). I want to repair those automatically. We can make several assumptions about these 3D models: they are completely closed without holes, and the camera is always on the outside. My idea: Shoot 500 rays from every triangle outwards into all directions. From the back side of the triangle, all rays will hit another part of the model. From the front side, at least one ray will hit nothing. Is there a better algorithm? Are there any papers about something like this?

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  • Numbers not adding up? (What am I not understanding here?) [closed]

    - by Milo
    I have the following output: Short version: The last numbers on the S= lines increase by H and SHOULD theoretically be linearly decreasing, ex: -285,-290,-295...but the fourth one jumps to -252. Yet, every other number is linearly increasing. Why is that and how could I fix that? To explain the numbers, it comes from slider value changed. I have a slider whose value is used to generate the float on the next line. Everything should be growing linearly here. This value is used to determine the size of a flow layout and it is also used in conjunction with a scrollbar. But basically I have a background for the flow layout and that number is the start location for rendering it. The numbers should linearly change to create a smooth transition but when that one jumps, it looks weird on screen and I dont understand why the numbers are jumping every X slider value changes. Mathematically what could be causing this? Here is the code for rendering the background and the function that is called when value changes: void LobbyTableManager::renderBG( GraphicsContext* g, agui::Rectangle& absRect, agui::Rectangle& childRect ) { float scale = 0.35f; int w = m_bgSprite->getWidth() * getTableScale() * scale; int h = m_bgSprite->getHeight() * getTableScale() * scale; int numX = ceil(absRect.getWidth() / (float)w) + 2; int numY = ceil(absRect.getHeight() / (float)h) + 2; int startY = childRect.getY(); int numAttempts = 0; while(startY + h < absRect.getY() && numAttempts < 1000) { startY += h; if(moo) { std::cout << startY << ","; } numAttempts++; } g->holdDrawing(); for(int i = 0; i < numX; ++i) { for(int j = 0; j < numY; ++j) { g->drawScaledSprite(m_bgSprite,0,0,m_bgSprite->getWidth(),m_bgSprite->getHeight(), absRect.getX() + (i * w) + (offsetX),absRect.getY() + (j * h) + startY,w,h,0); } } g->unholdDrawing(); g->setClippingRect(cx,cy,cw,ch); } void LobbyTableManager::setTableScale( float scale ) { scale += 0.3f; scale *= 2.0f; float scrollRel = m_vScroll->getRelativeValue(); setScale(scale); rescaleTables(); resizeFlow(); updateScrollBars(); float newVal = scrollRel * m_vScroll->getMaxValue(); m_vScroll->setValue(newVal); } void LobbyTableManager::valueChanged( agui::VScrollBar* source,int val ) { m_flow->setLocation(0,-val); } Any insight on mathematically why the anomaly might happen every Nth time would be helpful. I just dont understand why if every number linearly increates it jumps from -295 to -252! Thanks

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  • Do all mods simply alter game files? [on hold]

    - by Starkers
    When you install some mods you drag certain files into your game directory and replace the files. Other mods, though, come with an installer where you can set parameters first. Does the installer then go and automatically replace the certain files? At the end of the day, is that all the installation of any mod is? Is the installation of a mod simply the replacement of certain files inside the game's root directory? Do mods exist which don't fit the above statement? That install outside the game's root? Why do they do this? All the mods I can think of do just replace certain files inside the game's root. However, I know Team Fortress was spawned from a multiplayer halflife 1 mod. Do you reckon that mod installed files outside the root to enable multiplayer via a network for a single player game? How rare are these mods? Or do they not even exist? Do even extensive mods make all their changes inside the root?

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  • Must all AI states be able to react to any event?

    - by Prog
    FSMs implemented with the State design pattern are a common way to design AI agents. I am familiar with the State design pattern and know how to implement it. How is this used in games to design AI agents? Consider a simplified class Monster, representing an AI agent: class Monster { State state; // other fields omitted public void update(){ // called every game-loop cycle state.execute(this); } public void setState(State state){ this.state = state; } // irrelevant stuff omitted } There are several State subclasses implementing execute() differently. So far, classic State pattern. AI agents are subject to environmental effects and other objects communicating with them. For example, an AI agent might tell another AI agent to attack (i.e. agent.attack()). Or a fireball might tell an AI agent to fall down. This means that the agent must have methods such as attack() and fallDown(), or commonly some message receiving mechanism to understand such messages. With an FSM, the current State of the agent should be the one taking care of such method calls - i.e. the agent delegates to the current state upon every event. Is this correct? If correct, how is this done? Are all states obligated by their superclass to implement methods such as attack(), fallDown() etc., so the agent can always delegate to them on almost every event? Or is it done in some other way?

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  • Android performance/issues with Corona SDK?

    - by B5Fan74
    I know this is a fairly broad question. We are looking to develop a mobile game and want to use a multi-platform engine/SDK. We like what we see with Corona but in doing some reading, we are seeing a lot of references to poor performance on the 'droid platforms. I am unsure how much of this is still relevant? Many of the articles/posts/references/discussions vary in date from 18 months ago to earlier this year. Is there a reason we should not pursue Corona if Android support is important to us? The game is going to be 2D isometric view. Thanks!

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  • Grid based collision - How many cells?

    - by Fibericon
    The game I'm creating is a bullet hell game, so there can be quite a few objects on the screen at any given time. It probably maxes out at about 40 enemies and 200 or so bullets. That being said, I'm splitting up the playing field into a grid for my collision checking. Right now, it's only 8 cells. How many would be optimal? I'm worried that if I use too many, I'll be wasting CPU power. My main concern is processing power, to make the game run smoothly. RAM is not a big concern for me.

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  • Explaining Asteroids Movement code

    - by Moaz ELdeen
    I'm writing an Asteroids Atari clone, and I want to figure out how the AI for the asteroids is done. I have came across that piece of code, but I can't get what it does 100% if ((float)rand()/(float)RAND_MAX < 0.5) { m_Pos.x = -app::getWindowWidth() / 2; if ((float)rand()/(float)RAND_MAX < 0.5) m_Pos.x = app::getWindowWidth() / 2; m_Pos.y = (int) ((float)rand()/(float)RAND_MAX * app::getWindowWidth()); } else { m_Pos.x = (int) ((float)rand()/(float)RAND_MAX * app::getWindowWidth()); m_Pos.y = -app::getWindowHeight() / 2; if (rand() < 0.5) m_Pos.y = app::getWindowHeight() / 2; } m_Vel.x = (float)rand()/(float)RAND_MAX * 2; if ((float)rand()/(float)RAND_MAX < 0.5) { m_Vel.x = -m_Vel.x; } m_Vel.y =(float)rand()/(float)RAND_MAX * 2; if ((float)rand()/(float)RAND_MAX < 0.5) m_Vel.y = -m_Vel.y;

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  • Very slow direct3D texture sampling

    - by __dominic
    Hi, So I'm writing a small game using Direct3D 9 and I'm using multitexturing for the terrain. All I'm doing is sampling 3 textures and a blend map and getting the overall color from the three textures based on the color channels from the blend map. Anyway, I am getting a massive frame rate drop when I sample more than 1 texture, I'm going from 120+ fps to just under 50. This is the HLSL code responsible for the slow down: float3 ground = tex2D(GroundTex, multiTex).rgb; float3 stone = tex2D(StoneTex, multiTex).rgb; float3 grass = tex2D(GrassTex, multiTex).rgb; float3 blend = tex2D(BlendMapTex, blendMap).rgb; Am I doing it wrong ? If anyone has any info or tips about texture sampling or anything, that would be nice. Thanks.

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  • Accessing managers from game entities/components

    - by Boreal
    I'm designing an entity-component engine in C# right now, and all components need to have access to the global event manager, which sends off inter-entity events (every entity also has a local event manager). I'd like to be able to simply call functions like this: GlobalEventManager.Publish("Foo", new EventData()); GlobalEventManager.Subscribe("Bar", OnBarEvent); without having to do this: class HealthComponent { private EventManager globalEventManager; public HealthComponent(EventManager gEM) { globalEventManager = gEM; } } // later on... EventManager globalEventManager = new EventManager(); Entity playerEntity = new Entity(); playerEntity.AddComponent(new HealthComponent(globalEventManager)); How can I accomplish this? EDIT: I solved it by creating a singleton called GlobalEventManager. It derives from the local EventManager class and I use it like this: GlobalEventManager.Instance.Publish("Foo", new EventData());

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  • How to have operations with character/items on binary with concrete operations on C++?

    - by Piperoman
    I have the next problem. A item can have a lot of states: NORMAL = 0000000 DRY = 0000001 HOT = 0000010 BURNING = 0000100 WET = 0001000 COLD = 0010000 FROZEN = 0100000 POISONED= 1000000 A item can have some states at same time but not all of them Is impossible to be dry and wet at same time. If you COLD a WET item, it turns into FROZEN. If you HOT a WET item, it turns into NORMAL A item can be BURNING and POISON Etc. I have tried to set binary flags to states, and use AND to combine different states, checking before if it is possible or not to do it, or change to another status. Does there exist a concrete approach to solve this problem efficiently without having an interminable switch that checks every state with every new state? It is relatively easy to check 2 different states, but if there exists a third state it is not trivial to do.

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  • 2D XNA Game Engine with a Good Wiki [closed]

    - by gcx
    I'm a newbie game developer. I'm planning to develop a XBOX (with a Kinect to double the fun) game. I've researched some 2D game engines that i can use in my project. After some research I've found IceCream engine and it looks delicious with its Milkshake editor. But I can't seem to find "working" game source examples for that engine and its own website's tutorial is not very sufficent. (If you are familiar with this engine) do you know any community that has helpful resources for this particular engine? If not, which engines do you recommend (that has a great wiki) for a XNA based XBOX - Kinect game?

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  • How to apply effects that occur (or change) over time to characters in a game?

    - by Joshua Harris
    So assume that I have a system that applies Effects to Characters like so: public class Character { private Collection<Effect> _effects; public void AddEffect (Effect e) { e.ApplyTo(this); _effects.Add(e); } public void RemoveEffect (Effect e) { e.RemoveFrom(this); _effects.Remove(e); } } public interface Effect { public void ApplyTo (Character character); public void RemoveFrom (Character character); } Example Effect: Armor Buff for 5 seconds. void someFunction() { // Do Stuff ... Timer armorTimer = new Timer(5 seconds); ArmorBuff armorbuff = new ArmorBuff(); character.AddEffect(armorBuff); armorTimer.Start(); // Do more stuff ... } // Some where else in code public void ArmorTimer_Complete() { character.RemoveEffect(armorBuff); } public class ArmorBuff implements Effect { public void applyTo(Character character) { character.changeArmor(20); } public void removeFrom(Character character) { character.changeArmor(-20); } } Ok, so this example would buff the Characters armor for 5 seconds. Easy to get working. But what about effects that change over the duration of the effect being applied. Two examples come to mind: Damage Over Time: 200 damage every second for 3 seconds. I could mimic this by applying an Effect that lasts for 1 second and has a counter set to 3, then when it is removed it could deal 200 damage, clone itself, decrement the counter of the clone, and apply the clone to the character. If it repeats this until the counter is 0, then you got a damage over time ability. I'm not a huge fan of this approach, but it does describe the behavior exactly. Degenerating Speed Boost: Gain a speed boost that degrades over 3 seconds until you return to your normal speed. This is a bit harder. I can basically do the same thing as above except having timers set to some portion of a second, such that they occur fast enough to give the appearance of degenerating smoothly over time (even though they are really just stepping down incrementally). I feel like you could get away with only 12 steps over a second (maybe less, I would have to test it and see), but this doesn't seem very elegant to me. The only other way to implement this effect would be to change the system so that the Character checks the _effects collection for effects that alter any of the properties any time that they are being used. I could handle this in functions like getCurrentSpeed() and getCurrentArmor(), but you can imagine how much of a hassle it would be to have that kind of overhead every time you want to do a calculation with movement speed (which would be every time you move your character). Is there a better way to deal with these kinds of effects or events?

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  • Making efficeint voxel engines using "chunks"

    - by Wardy
    Concept I'm currently looking in to how voxel engines work with a view to possibly making one myself. I see a lot of stuff like this ... https://sites.google.com/site/letsmakeavoxelengine/home/chunks ... which talks about how to go about reducing the draw calls. What I can't seem to understand is how it actually saves draw call counts on the basis of the logic being something like this ... Without chunks foreach voxel in myvoxels DrawIfVisible() With Chunks foreach chunk in mychunks DrawIfVisible() which then does ... foreach voxel in myvoxels DrawIfVisible() So surely you saved nothing ?!?! You still make a draw call for each visible voxel do you not? A visible voxel needs a draw call in either scenario. The only real saving I can see is that the logic that evaluates a chunk will be able to determine if a large number of voxels are visible or not effectively saving a bit of "is this chunk visible" cpu time. But it's the draw calls that interest me ... The fewer of those, the faster the application. EDIT: In case it makes any difference I will probably be using XNA (DX not OpenGL) for my engine so don't consider my choice of example in the link above my choice of technology. But this question is such that I doubt it would matter.

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  • OpenGL directional light creating black spots

    - by AnonymousDeveloper
    I probably ought to start by saying that I suspect the problem is that one of my vectors is not in the correct "space", but I don't know for sure. I am having a strange problem with a directional light. When I move the camera away from (0.0, 0.0, 0.0) it creates tiny black spots that grow larger as the distance increases. I apologize ahead of time for the length of the code. Vertex shader: #version 410 core in vec3 vf_normal; in vec3 vf_bitangent; in vec3 vf_tangent; in vec2 vf_textureCoordinates; in vec3 vf_vertex; out vec3 tc_normal; out vec3 tc_bitangent; out vec3 tc_tangent; out vec2 tc_textureCoordinates; out vec3 tc_vertex; uniform mat3 vf_m_normal; uniform mat4 vf_m_model; uniform mat4 vf_m_mvp; uniform mat4 vf_m_projection; uniform mat4 vf_m_view; uniform float vf_te_inner; uniform float vf_te_outer; void main() { tc_normal = vf_normal; tc_bitangent = vf_bitangent; tc_tangent = vf_tangent; tc_textureCoordinates = vf_textureCoordinates; tc_vertex = vf_vertex; gl_Position = vf_m_mvp * vec4(vf_vertex, 1.0); } Tessellation Control shader: #version 410 core layout (vertices = 3) out; in vec3 tc_normal[]; in vec3 tc_bitangent[]; in vec3 tc_tangent[]; in vec2 tc_textureCoordinates[]; in vec3 tc_vertex[]; out vec3 te_normal[]; out vec3 te_bitangent[]; out vec3 te_tangent[]; out vec2 te_textureCoordinates[]; out vec3 te_vertex[]; uniform float vf_te_inner; uniform float vf_te_outer; uniform vec4 vf_l_color; uniform vec3 vf_l_position; uniform mat4 vf_m_depthBias; uniform mat4 vf_m_model; uniform mat4 vf_m_mvp; uniform mat4 vf_m_projection; uniform mat4 vf_m_view; uniform sampler2D vf_t_diffuse; uniform sampler2D vf_t_normal; uniform sampler2DShadow vf_t_shadow; uniform sampler2D vf_t_specular; #define ID gl_InvocationID float getTessLevelInner(float distance0, float distance1) { float avgDistance = (distance0 + distance1) / 2.0; return clamp((vf_te_inner - avgDistance), 1.0, vf_te_inner); } float getTessLevelOuter(float distance0, float distance1) { float avgDistance = (distance0 + distance1) / 2.0; return clamp((vf_te_outer - avgDistance), 1.0, vf_te_outer); } void main() { te_normal[gl_InvocationID] = tc_normal[gl_InvocationID]; te_bitangent[gl_InvocationID] = tc_bitangent[gl_InvocationID]; te_tangent[gl_InvocationID] = tc_tangent[gl_InvocationID]; te_textureCoordinates[gl_InvocationID] = tc_textureCoordinates[gl_InvocationID]; te_vertex[gl_InvocationID] = tc_vertex[gl_InvocationID]; float eyeToVertexDistance0 = distance(vec3(0.0), vec4(vf_m_view * vec4(tc_vertex[0], 1.0)).xyz); float eyeToVertexDistance1 = distance(vec3(0.0), vec4(vf_m_view * vec4(tc_vertex[1], 1.0)).xyz); float eyeToVertexDistance2 = distance(vec3(0.0), vec4(vf_m_view * vec4(tc_vertex[2], 1.0)).xyz); gl_TessLevelOuter[0] = getTessLevelOuter(eyeToVertexDistance1, eyeToVertexDistance2); gl_TessLevelOuter[1] = getTessLevelOuter(eyeToVertexDistance2, eyeToVertexDistance0); gl_TessLevelOuter[2] = getTessLevelOuter(eyeToVertexDistance0, eyeToVertexDistance1); gl_TessLevelInner[0] = getTessLevelInner(eyeToVertexDistance2, eyeToVertexDistance0); } Tessellation Evaluation shader: #version 410 core layout (triangles, equal_spacing, cw) in; in vec3 te_normal[]; in vec3 te_bitangent[]; in vec3 te_tangent[]; in vec2 te_textureCoordinates[]; in vec3 te_vertex[]; out vec3 g_normal; out vec3 g_bitangent; out vec4 g_patchDistance; out vec3 g_tangent; out vec2 g_textureCoordinates; out vec3 g_vertex; uniform float vf_te_inner; uniform float vf_te_outer; uniform vec4 vf_l_color; uniform vec3 vf_l_position; uniform mat4 vf_m_depthBias; uniform mat4 vf_m_model; uniform mat4 vf_m_mvp; uniform mat3 vf_m_normal; uniform mat4 vf_m_projection; uniform mat4 vf_m_view; uniform sampler2D vf_t_diffuse; uniform sampler2D vf_t_displace; uniform sampler2D vf_t_normal; uniform sampler2DShadow vf_t_shadow; uniform sampler2D vf_t_specular; vec2 interpolate2D(vec2 v0, vec2 v1, vec2 v2) { return vec2(gl_TessCoord.x) * v0 + vec2(gl_TessCoord.y) * v1 + vec2(gl_TessCoord.z) * v2; } vec3 interpolate3D(vec3 v0, vec3 v1, vec3 v2) { return vec3(gl_TessCoord.x) * v0 + vec3(gl_TessCoord.y) * v1 + vec3(gl_TessCoord.z) * v2; } float amplify(float d, float scale, float offset) { d = scale * d + offset; d = clamp(d, 0, 1); d = 1 - exp2(-2*d*d); return d; } float getDisplacement(vec2 t0, vec2 t1, vec2 t2) { float displacement = 0.0; vec2 textureCoordinates = interpolate2D(t0, t1, t2); vec2 vector = ((t0 + t1 + t2) / 3.0); float sampleDistance = sqrt((vector.x * vector.x) + (vector.y * vector.y)); sampleDistance /= ((vf_te_inner + vf_te_outer) / 2.0); displacement += texture(vf_t_displace, textureCoordinates).x; displacement += texture(vf_t_displace, textureCoordinates + vec2(-sampleDistance, -sampleDistance)).x; displacement += texture(vf_t_displace, textureCoordinates + vec2(-sampleDistance, sampleDistance)).x; displacement += texture(vf_t_displace, textureCoordinates + vec2( sampleDistance, sampleDistance)).x; displacement += texture(vf_t_displace, textureCoordinates + vec2( sampleDistance, -sampleDistance)).x; return (displacement / 5.0); } void main() { g_normal = normalize(interpolate3D(te_normal[0], te_normal[1], te_normal[2])); g_bitangent = normalize(interpolate3D(te_bitangent[0], te_bitangent[1], te_bitangent[2])); g_patchDistance = vec4(gl_TessCoord, (1.0 - gl_TessCoord.y)); g_tangent = normalize(interpolate3D(te_tangent[0], te_tangent[1], te_tangent[2])); g_textureCoordinates = interpolate2D(te_textureCoordinates[0], te_textureCoordinates[1], te_textureCoordinates[2]); g_vertex = interpolate3D(te_vertex[0], te_vertex[1], te_vertex[2]); float displacement = getDisplacement(te_textureCoordinates[0], te_textureCoordinates[1], te_textureCoordinates[2]); float d2 = min(min(min(g_patchDistance.x, g_patchDistance.y), g_patchDistance.z), g_patchDistance.w); d2 = amplify(d2, 50, -0.5); g_vertex += g_normal * displacement * 0.1 * d2; gl_Position = vf_m_mvp * vec4(g_vertex, 1.0); } Geometry shader: #version 410 core layout (triangles) in; layout (triangle_strip, max_vertices = 3) out; in vec3 g_normal[3]; in vec3 g_bitangent[3]; in vec4 g_patchDistance[3]; in vec3 g_tangent[3]; in vec2 g_textureCoordinates[3]; in vec3 g_vertex[3]; out vec3 f_tangent; out vec3 f_bitangent; out vec3 f_eyeDirection; out vec3 f_lightDirection; out vec3 f_normal; out vec4 f_patchDistance; out vec4 f_shadowCoordinates; out vec2 f_textureCoordinates; out vec3 f_vertex; uniform vec4 vf_l_color; uniform vec3 vf_l_position; uniform mat4 vf_m_depthBias; uniform mat4 vf_m_model; uniform mat4 vf_m_mvp; uniform mat3 vf_m_normal; uniform mat4 vf_m_projection; uniform mat4 vf_m_view; uniform sampler2D vf_t_diffuse; uniform sampler2D vf_t_normal; uniform sampler2DShadow vf_t_shadow; uniform sampler2D vf_t_specular; void main() { int index = 0; while (index < 3) { vec3 vertexNormal_cameraspace = vf_m_normal * normalize(g_normal[index]); vec3 vertexTangent_cameraspace = vf_m_normal * normalize(f_tangent); vec3 vertexBitangent_cameraspace = vf_m_normal * normalize(f_bitangent); mat3 TBN = transpose(mat3( vertexTangent_cameraspace, vertexBitangent_cameraspace, vertexNormal_cameraspace )); vec3 eyeDirection = -(vf_m_view * vf_m_model * vec4(g_vertex[index], 1.0)).xyz; vec3 lightDirection = normalize(-(vf_m_view * vec4(vf_l_position, 1.0)).xyz); f_eyeDirection = TBN * eyeDirection; f_lightDirection = TBN * lightDirection; f_normal = normalize(g_normal[index]); f_patchDistance = g_patchDistance[index]; f_shadowCoordinates = vf_m_depthBias * vec4(g_vertex[index], 1.0); f_textureCoordinates = g_textureCoordinates[index]; f_vertex = (vf_m_model * vec4(g_vertex[index], 1.0)).xyz; gl_Position = gl_in[index].gl_Position; EmitVertex(); index ++; } EndPrimitive(); } Fragment shader: #version 410 core in vec3 f_bitangent; in vec3 f_eyeDirection; in vec3 f_lightDirection; in vec3 f_normal; in vec4 f_patchDistance; in vec4 f_shadowCoordinates; in vec3 f_tangent; in vec2 f_textureCoordinates; in vec3 f_vertex; out vec4 fragColor; uniform vec4 vf_l_color; uniform vec3 vf_l_position; uniform mat4 vf_m_depthBias; uniform mat4 vf_m_model; uniform mat4 vf_m_mvp; uniform mat4 vf_m_projection; uniform mat4 vf_m_view; uniform sampler2D vf_t_diffuse; uniform sampler2D vf_t_normal; uniform sampler2DShadow vf_t_shadow; uniform sampler2D vf_t_specular; vec2 poissonDisk[16] = vec2[]( vec2(-0.94201624, -0.39906216), vec2( 0.94558609, -0.76890725), vec2(-0.09418410, -0.92938870), vec2( 0.34495938, 0.29387760), vec2(-0.91588581, 0.45771432), vec2(-0.81544232, -0.87912464), vec2(-0.38277543, 0.27676845), vec2( 0.97484398, 0.75648379), vec2( 0.44323325, -0.97511554), vec2( 0.53742981, -0.47373420), vec2(-0.26496911, -0.41893023), vec2( 0.79197514, 0.19090188), vec2(-0.24188840, 0.99706507), vec2(-0.81409955, 0.91437590), vec2( 0.19984126, 0.78641367), vec2( 0.14383161, -0.14100790) ); float random(vec3 seed, int i) { vec4 seed4 = vec4(seed,i); float dot_product = dot(seed4, vec4(12.9898, 78.233, 45.164, 94.673)); return fract(sin(dot_product) * 43758.5453); } float amplify(float d, float scale, float offset) { d = scale * d + offset; d = clamp(d, 0, 1); d = 1 - exp2(-2.0 * d * d); return d; } void main() { vec3 lightColor = vf_l_color.xyz; float lightPower = vf_l_color.w; vec3 materialDiffuseColor = texture(vf_t_diffuse, f_textureCoordinates).xyz; vec3 materialAmbientColor = vec3(0.1, 0.1, 0.1) * materialDiffuseColor; vec3 materialSpecularColor = texture(vf_t_specular, f_textureCoordinates).xyz; vec3 n = normalize(texture(vf_t_normal, f_textureCoordinates).rgb * 2.0 - 1.0); vec3 l = normalize(f_lightDirection); float cosTheta = clamp(dot(n, l), 0.0, 1.0); vec3 E = normalize(f_eyeDirection); vec3 R = reflect(-l, n); float cosAlpha = clamp(dot(E, R), 0.0, 1.0); float visibility = 1.0; float bias = 0.005 * tan(acos(cosTheta)); bias = clamp(bias, 0.0, 0.01); for (int i = 0; i < 4; i ++) { float shading = (0.5 / 4.0); int index = i; visibility -= shading * (1.0 - texture(vf_t_shadow, vec3(f_shadowCoordinates.xy + poissonDisk[index] / 3000.0, (f_shadowCoordinates.z - bias) / f_shadowCoordinates.w))); }\n" fragColor.xyz = materialAmbientColor + visibility * materialDiffuseColor * lightColor * lightPower * cosTheta + visibility * materialSpecularColor * lightColor * lightPower * pow(cosAlpha, 5); fragColor.w = texture(vf_t_diffuse, f_textureCoordinates).w; } The following images should be enough to give you an idea of the problem. Before moving the camera: Moving the camera just a little. Moving it to the center of the scene.

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  • HLSL What you get when you subtract world position from InvertViewProjection.Transform?

    - by cubrman
    In one of NVIDIA's Vertex shaders (the metal one) I found the following code: // transform object normals, tangents, & binormals to world-space: float4x4 WorldITXf : WorldInverseTranspose < string UIWidget="None"; >; // provide tranform from "view" or "eye" coords back to world-space: float4x4 ViewIXf : ViewInverse < string UIWidget="None"; >; ... float4 Po = float4(IN.Position.xyz,1); // homogeneous location coordinates float4 Pw = mul(Po,WorldXf); // convert to "world" space OUT.WorldView = normalize(ViewIXf[3].xyz - Pw.xyz); The term OUT.WorldView is subsequently used in a Pixel Shader to compute lighting: float3 Ln = normalize(IN.LightVec.xyz); float3 Nn = normalize(IN.WorldNormal); float3 Vn = normalize(IN.WorldView); float3 Hn = normalize(Vn + Ln); float4 litV = lit(dot(Ln,Nn),dot(Hn,Nn),SpecExpon); DiffuseContrib = litV.y * Kd * LightColor + AmbiColor; SpecularContrib = litV.z * LightColor; Can anyone tell me what exactly is WorldView here? And why do they add it to the normal?

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  • A* how make natural look path?

    - by user11177
    I've been reading this: http://theory.stanford.edu/~amitp/GameProgramming/Heuristics.html But there are some things I don't understand, for example the article says to use something like this for pathfinding with diagonal movement: function heuristic(node) = dx = abs(node.x - goal.x) dy = abs(node.y - goal.y) return D * max(dx, dy) I don't know how do set D to get a natural looking path like in the article, I set D to the lowest cost between adjacent squares like it said, and I don't know what they meant by the stuff about the heuristic should be 4*D, that does not seem to change any thing. This is my heuristic function and move function: def heuristic(self, node, goal): D = 10 dx = abs(node.x - goal.x) dy = abs(node.y - goal.y) return D * max(dx, dy) def move_cost(self, current, node): cross = abs(current.x - node.x) == 1 and abs(current.y - node.y) == 1 return 19 if cross else 10 Result: The smooth sailing path we want to happen: The rest of my code: http://pastebin.com/TL2cEkeX

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  • Rendering Texture Quad to Screen or FBO (OpenGL ES)

    - by Usman.3D
    I need to render the texture on the iOS device's screen or a render-to-texture frame buffer object. But it does not show any texture. It's all black. (I am loading texture with image myself for testing purpose) //Load texture data UIImage *image=[UIImage imageNamed:@"textureImage.png"]; GLuint width = FRAME_WIDTH; GLuint height = FRAME_HEIGHT; //Create context void *imageData = malloc(height * width * 4); CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); CGContextRef context = CGBitmapContextCreate(imageData, width, height, 8, 4 * width, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big); CGColorSpaceRelease(colorSpace); //Prepare image CGContextClearRect(context, CGRectMake(0, 0, width, height)); CGContextDrawImage(context, CGRectMake(0, 0, width, height), image.CGImage); glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); Simple Texture Quad drawing code mentioned here //Bind Texture, Bind render-to-texture FBO and then draw the quad const float quadPositions[] = { 1.0, 1.0, 0.0, -1.0, 1.0, 0.0, -1.0, -1.0, 0.0, -1.0, -1.0, 0.0, 1.0, -1.0, 0.0, 1.0, 1.0, 0.0 }; const float quadTexcoords[] = { 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0 }; // stop using VBO glBindBuffer(GL_ARRAY_BUFFER, 0); // setup buffer offsets glVertexAttribPointer(ATTRIB_VERTEX, 3, GL_FLOAT, GL_FALSE, 3*sizeof(float), quadPositions); glVertexAttribPointer(ATTRIB_TEXCOORD0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), quadTexcoords); // ensure the proper arrays are enabled glEnableVertexAttribArray(ATTRIB_VERTEX); glEnableVertexAttribArray(ATTRIB_TEXCOORD0); //Bind Texture and render-to-texture FBO. glBindTexture(GL_TEXTURE_2D, GLid); //Actually wanted to render it to render-to-texture FBO, but now testing directly on default FBO. //glBindFramebuffer(GL_FRAMEBUFFER, textureFBO[pixelBuffernum]); // draw glDrawArrays(GL_TRIANGLES, 0, 2*3); What am I doing wrong in this code? P.S. I'm not familiar with shaders yet, so it is difficult for me to make use of them right now.

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  • most efficient AABB vs Ray collision algorithms

    - by Asher Einhorn
    Is there a known 'most efficient' algorithm for AABB vs Ray collision detection? I recently stumbled accross Arvo's AABB vs Sphere collision algorithm, and I am wondering if there is a similarly noteworthy algorithm for this. One must have condition for this algorithm is that I need to have the option of querying the result for the distance from the ray's origin to the point of collision. having said this, if there is another, faster algorithm which does not return distance, then in addition to posting one that does, also posting that algorithm would be very helpful indeed. Please also state what the function's return argument is, and how you use it to return distance or a 'no-collision' case. For example, does it have an out parameter for the distance as well as a bool return value? or does it simply return a float with the distance, vs a value of -1 for no collision? (For those that don't know: AABB = Axis Aligned Bounding Box)

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  • How do you maintain content size vs. content quality in a mobile application?

    - by PeterK
    I am developing my first Cocos2d iPhone/iPad game that includes quite a few sprites, I would need approximately 80 different. As this is for both normal and HD displays I have 2x of each sprite. I am using TexturePacker to optimize the thing. I would like to ask if there are any rules-of-thumb, tricks, ideas etc. to adjust to in regards to size of content, quality and how you maintain high-quality HD-based graphics due to its size vs. the device memory sizes? Also, is it a good idea to only have one copy of the sprites and scale it using code?

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