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  • Optimization and Saving/Loading

    - by MrPlosion1243
    I'm developing a 2D tile based game and I have a few questions regarding it. First I would like to know if this is the correct way to structure my Tile class: namespace TileGame.Engine { public enum TileType { Air, Stone } class Tile { TileType type; bool collidable; static Tile air = new Tile(TileType.Air); static Tile stone = new Tile(TileType.Stone); public Tile(TileType type) { this.type = type; collidable = true; } } } With this method I just say world[y, x] = Tile.Stone and this seems right to me but I'm not a very experienced coder and would like assistance. Now the reason I doubt this so much is because I like everything to be as optimized as possible and there is a major flaw in this that I need help overcoming. It has to do with saving and loading... well more on loading actually. The way it's done relies on the principle of casting an enumeration into a byte which gives you the corresponding number where its declared in the enumeration. Each TileType is cast as a byte and written out to a file. So TileType.Air would appear as 0 and TileType.Stone would appear as 1 in the file (well in byte form obviously). Loading in the file is alot different though because I can't just loop through all the bytes in the file cast them as a TileType and assign it: for(int x = 0; x < size.X; x++) { for(int y = 0; y < size.Y; y+) { world[y, x].Type = (TileType)byteReader.ReadByte(); } } This just wont work presumably because I have to actually say world[y, x] = Tile.Stone as apposed to world[y, x].Type = TileType.Stone. In order to be able to say that I need a gigantic switch case statement (I only have 2 tiles but you could imagine what it would look like with hundreds): Tile tile; for(int x = 0; x < size.X; x++) { for(int y = 0; y < size.Y; y+) { switch(byteReader.ReadByte()){ case 0: tile = Tile.Air; break; case 1: tile = Tile.Stone; break; } world[y, x] = tile; } } Now you can see how unoptimized this is and I don't know what to do. I would really just like to cast the byte as a TileType and use that but as said before I have to say world[y, x] = Tile.whatever and TileType can't be used this way. So what should I do? I would imagine I need to restructure my Tile class to fit the requirements but I don't know how I would do that. Please help! Thanks.

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  • How can I get my Web API app to run again after upgrading to MVC 5 and Web API 2?

    - by Clay Shannon
    I upgraded my Web API app to the funkelnagelneu versions using this guidance: http://www.asp.net/mvc/tutorials/mvc-5/how-to-upgrade-an-aspnet-mvc-4-and-web-api-project-to-aspnet-mvc-5-and-web-api-2 However, after going through the steps (it seems all this should be automated, anyway), I tried to run it and got, "A project with an Output Type of Class Library cannot be started directly" What in Sam Hills Brothers Coffee is going on here? Who said this was a class library? So I opened Project Properties, and changed it (it was marked as "Class Library" for some reason - it either wasn't yesterday, or was and worked fine) to an Output Type of "Windows Application" ("Console Application" and "Class Library" being the only other options). Now it won't compile, complaining: "*Program 'c:\Platypus_Server_WebAPI\PlatypusServerWebAPI\PlatypusServerWebAPI\obj\Debug\PlatypusServerWebAPI.exe' does not contain a static 'Main' method suitable for an entry point...*" How can I get my Web API app back up and running in view of this quandary? UPDATE Looking in packages.config, two entries seem chin-scratch-worthy: <package id="Microsoft.AspNet.Providers" version="1.2" targetFramework="net40" /> <package id="Microsoft.Web.Infrastructure" version="1.0.0.0" targetFramework="net40" /> All the others target net451. Could this be the problem? Should I remove these packages? UPDATE 2 I tried to uninstall the Microsoft.Web.Infrastructure package (its description leads me to believe I don't need it; also, it has no dependencies) via the NuGet package manager, but it tells me, "NuGet failed to install or uninstall the selected package in the following project(s). [mine]" UPDATE 3 I went through the steps in again, and found that I had missed one step. I had to change this entry in the Application web.config File : <dependentAssembly> <assemblyIdentity name="System.Web.Mvc" publicKeyToken="31bf3856ad364e35" /> <bindingRedirect oldVersion="1.0.0.0-5.0.0.0" newVersion="5.0.0.0" /> </dependentAssembly> (from "4.0.0.0" to "5.0.0.0") ...but I still get the same result - it rebuilds/compiles, but won't run, with "A project with an Output Type of Class Library cannot be started directly" UPDATE 4 Thinking about the err msg, that it can't directly open a class library, I thought, "Sure you can't/won't -- this is a web app, not a project. So I followed a hunch, closed the project, and reopened it as a website (instead of reopening a project). That has gotten me further, at least; now I see a YSOD: Could not load file or assembly 'System.Web.WebPages.Razor, Version=3.0.0.0, Culture=neutral, PublicKeyToken=31bf3856ad364e35' or one of its dependencies. The system cannot find the file specified. UPDATE 5 Note: The project is now (after being opened as a web site) named "localhost_48614" And...there is no longer a "References" folder...?!?!? As to that YSOD I'm getting, the official instructions (http://www.asp.net/mvc/tutorials/mvc-5/how-to-upgrade-an-aspnet-mvc-4-and-web-api-project-to-aspnet-mvc-5-and-web-api-2) said to do this, and I quote: "Update all elements that contain “System.Web.WebPages.Razor” from version “2.0.0.0” to version“3.0.0.0”." UPDATE 6 When I select Tools Library Package Manager Manage NuGet Packages for Solution now, I get, "Operation failed. Unable to locate the solution directory. Please ensure that the solution has been saved." So I save it, and it saves it with this funky new name (C:\Users\clay\Documents\Visual Studio 2013\Projects\localhost_48614\localhost_48614.sln) I get the Yellow Strip of Enlightenment across the top of the NuGet Package Manager telling me, "Some NuGet packages are missing from this solution. Click to restore from your online package sources." I do (click the "Restore" button, that is), and it downloads the missing packages ... I end up with the 30 packages. I try to run the app/site again, and ... the erstwhile YSOD becomes a compilation error: The pre-application start initialization method Start on type System.Web.Mvc.PreApplicationStartCode threw an exception with the following error message: Could not load file or assembly 'System.Web.WebPages.Razor, Version=3.0.0.0, Culture=neutral, PublicKeyToken=31bf3856ad364e35' or one of its dependencies. The system cannot find the file specified.. Argghhhh!!! (and it's not even talk-like-a-pirate day).

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  • Why is concept art not signed by the author?

    - by Gerald
    I am a starting concept artist who would like to enter the gaming industry. I noticed that some AAA titles show their concept art with no artists signature (only a reference to game the game, such as for Star Wars The Old Republic: 2013 ALL RIGHTS RESERVED BioWare, LucasArts). I asked myself a question, what possible harm could my autograph cause on the public concept art if I am not a well known concept artist such as Adam Adamowicz (who did concepts for Skyrim). Why would a prospective boss tells me not to leave my "finger print" on the picture despite, the fact that I am a very talented artist?

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  • cocos2d-x - object creation and management in game design

    - by Jason
    How do others keep track of everything going on in their games? I am working on a new game and I am quickly realizing everything that I need to keep track of. Example: Maybe a layerManager that keeps track of all the layers and what is happening for a particular scene. Maybe a sceneManager for sharing objects among scenes But then getting to game play itself, what if you have 100 objects on the screen each with its own state and happenings, there needs tobe a way to keep track of all of that. Drawing everything out is really helping me. Can anyone share with me how they go about object tracking/management? I am seeing a few different managers and then maybe even a parent object that manages the managers..is my thinking way off? Any design patterns that may be useful for me to read about? Update: doing some reading and maybe a Factory pattern might apply.

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  • multi user web game with scheduled processing?

    - by Rooq
    I have an idea for a game which I am in the process of designing, but I am struggling to establish if the way I plan to implement it is possible. The game is a text based sports management simulation. This will require players to take certain actions through a web browser which will interact with a database - adding/updating and selecting. Most of the code required to be executed at this point will be fairly straightforward. The main processing will take place by applications which are scheduled to run on the server at certain times. These apps will process transactions added by the players and also perform some automatic processing based on the game date. My plan was to use an SQL server database (at last count I require about 20 tables) and VB.net for all the coding (coming from a mainframe programming background this language is the simplist for me to get to grips with). I will also need a scheduling tool on the server. Can anyone tell me if what I am planning is feasible before I dive into the actual coding stage of my project?

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  • Checking if an object is inside bounds of an isometric chunk

    - by gopgop
    How would I check if an object is inside the bounds of an isometric chunk? for example I have a player and I want to check if its inside the bounds of this isometric chunk. I draw the isometric chunk's tiles using OpenGL Quads. My first try was checking in a square pattern kind of thing: e = object; this = isometric chunk; if (e.getLocation().getX() < this.getLocation().getX()+World.CHUNK_WIDTH*World.TILE_WIDTH && e.getLocation().getX() > this.getLocation().getX()) { if (e.getLocation().getY() > this.getLocation().getY() && e.getLocation().getY() < this.getLocation().getY()+World.CHUNK_HEIGHT*World.TILE_HEIGHT) { return true; } } return false; What happens here is that it checks in a SQUARE around the chunk so not the real isometric bounds. Image example: (THE RED IS WHERE THE PROGRAM CHECKS THE BOUNDS) What I have now: Desired check: Ultimately I want to do the same for each tile in the chunk. EXTRA INFO: Till now what I had in my game is you could only move tile by tile but now I want them to move freely but I still need them to have a tile location so no matter where they are on the tile their tile location will be that certain tile. then when they are inside a different tile's bounding box then their tile location becomes the new tile. Same thing goes with chunks. the player does have an area but the area does not matter in this case. and as long as the X and Y are inside the bounding box then it should return true. they don't have to be completely on the tile.

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  • Can one draw a cube using different method/drawing mode?

    - by den-javamaniac
    Hi. I've just started learning gamedev (in particular android EGL based) and have ran over a code from Pro Android Games 2 that looks as follows: /* * Copyright (C) 2007 Google Inc. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ package opengl.scenes.cubes; import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.IntBuffer; import javax.microedition.khronos.opengles.GL10; public class Cube { public Cube(){ int one = 0x10000; int vertices[] = { -one, -one, -one, one, -one, -one, one, one, -one, -one, one, -one, -one, -one, one, one, -one, one, one, one, one, -one, one, one, }; int colors[] = { 0, 0, 0, one, one, 0, 0, one, one, one, 0, one, 0, one, 0, one, 0, 0, one, one, one, 0, one, one, one, one, one, one, 0, one, one, one, }; byte indices[] = { 0, 4, 5, 0, 5, 1, 1, 5, 6, 1, 6, 2, 2, 6, 7, 2, 7, 3, 3, 7, 4, 3, 4, 0, 4, 7, 6, 4, 6, 5, 3, 0, 1, 3, 1, 2 }; // Buffers to be passed to gl*Pointer() functions // must be direct, i.e., they must be placed on the // native heap where the garbage collector cannot vbb.asIntBuffer() // move them. // // Buffers with multi-byte datatypes (e.g., short, int, float) // must have their byte order set to native order ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length*4); vbb.order(ByteOrder.nativeOrder()); mVertexBuffer = vbb.asIntBuffer(); mVertexBuffer.put(vertices); mVertexBuffer.position(0); ByteBuffer cbb = ByteBuffer.allocateDirect(colors.length*4); cbb.order(ByteOrder.nativeOrder()); mColorBuffer = cbb.asIntBuffer(); mColorBuffer.put(colors); mColorBuffer.position(0); mIndexBuffer = ByteBuffer.allocateDirect(indices.length); mIndexBuffer.put(indices); mIndexBuffer.position(0); } public void draw(GL10 gl) { gl.glFrontFace(GL10.GL_CW); gl.glVertexPointer(3, GL10.GL_FIXED, 0, mVertexBuffer); gl.glColorPointer(4, GL10.GL_FIXED, 0, mColorBuffer); gl.glDrawElements(GL10.GL_TRIANGLES, 36, GL10.GL_UNSIGNED_BYTE, mIndexBuffer); } private IntBuffer mVertexBuffer; private IntBuffer mColorBuffer; private ByteBuffer mIndexBuffer;} So it suggests to draw a cube using triangles. My question is: can I draw the same cube using GL_TPOLYGON? If so, isn't that an easier/more understandable way to do things?

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  • Strategies to Defeat Memory Editors for Cheating - Desktop Games

    - by ashes999
    I'm assuming we're talking about desktop games -- something the player downloads and runs on their local computer. Many are the memory editors that allow you to detect and freeze values, like your player's health. How do you prevent cheating via memory-modifiation? What strategies are effective to combat this kind of cheating? For reference, I know that players can: - Search for something by value or range - Search for something that changed value - Set memory values - Freeze memory values I'm looking for some good ones. Two I use that are mediocre are: Displaying values as a percentage instead of the number (eg. 46/50 = 92% health) A low-level class that holds values in an array and moves them with each change. (For example, instead of an int, I have a class that's an array of ints, and whenever the value changes, I use a different, randomly-chosen array item to hold the value)

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  • Styles of games that work at low-resolution

    - by Brendan Long
    I'm taking a class on compilers, and the goal is to write a compiler for Meggy Jr devices (Arduino). The goal is just to make a simple compilers with loops and variables and stuff. Obviously, that's lame, so the "real goal" is to make an impressive game on the device. The problem is that it only has 64 pixels to work with (technically 72, but the top 8 are single-color and not part of the main display, so they're really only useful for displaying things like money). My problem is thinking of something to do on a device that small. It doesn't really matter if it's original, but it can't be something that's already available. My first idea was "snake", but that comes with the SDK. Same with a side-scrolling shooter. Remaining ideas include a tower defense game (hard to write, hard to control), an RPG (same), tetris (lame).. The problem is that all of the games I like require a high-resolution screen because they have a lot of text. Even a really simple game like nethack would be hard because each creature would be a single color. tl;dr What styles of games require a. No text; and b. Few enough objects that representing them each with a single color is acceptable? EDIT: To clarify, the display is 8x8 for a total of 64 pixels, not 64x64.

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  • Render on other render targets starting from one already rendered on

    - by JTulip
    I have to perform a double pass convolution on a texture that is actually the color attachment of another render target, and store it in the color attachment of ANOTHER render target. This must be done multiple time, but using the same texture as starting point What I do now is (a bit abstracted, but what I have abstract is guaranteed to work singularly) renderOnRT(firstTarget); // This is working. for each other RT currRT{ glBindFramebuffer(GL_FRAMEBUFFER, currRT.frameBufferID); programX.use(); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, firstTarget.colorAttachmentID); programX.setUniform1i("colourTexture",0); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, firstTarget.depthAttachmentID); programX.setUniform1i("depthTexture",1); glBindBuffer(GL_ARRAY_BUFFER, quadBuffID); // quadBuffID is a VBO for a screen aligned quad. It is fine. programX.vertexAttribPointer(POSITION_ATTRIBUTE, 3, GL_FLOAT, GL_FALSE, 0, (void*)0); glDrawArrays(GL_QUADS,0,4); programY.use(); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, currRT.colorAttachmentID); // The second pass is done on the previous pass programY.setUniform1i("colourTexture",0); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, currRT.depthAttachmentID); programY.setUniform1i("depthTexture",1); glBindBuffer(GL_ARRAY_BUFFER, quadBuffID); programY.vertexAttribPointer(POSITION_ATTRIBUTE, 3, GL_FLOAT, GL_FALSE, 0, (void*)0); glDrawArrays(GL_QUADS, 0, 4); } The problem is that I end up with black textures and not the wanted result. The GLSL programs program(X,Y) works fine, already tested on single targets. Is there something stupid I am missing? Even an hint is much appreciated, thanks!

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  • Good Video Game User Interface Design Books/Websites?

    - by Tucker Morgan
    I having been programming games for some time, but while my teachers say that my code is good and advanced, my friends say that the interface is hard to understand and not the easiest to navigate. I want to learn how to design good user interfaces so that I can program better games, and people will have a easier time getting around. Does anyone know of any good books or websites about designing video game interfaces?

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  • Synchronization between game logic thread and rendering thread

    - by user782220
    How does one separate game logic and rendering? I know there seem to already be questions on here asking exactly that but the answers are not satisfactory to me. From what I understand so far the point of separating them into different threads is so that game logic can start running for the next tick immediately instead of waiting for the next vsync where rendering finally returns from the swapbuffer call its been blocking on. But specifically what data structures are used to prevent race conditions between the game logic thread and the rendering thread. Presumably the rendering thread needs access to various variables to figure out what to draw, but game logic could be updating these same variables. Is there a de facto standard technique for handling this problem. Maybe like copy the data needed by the rendering thread after every execution of the game logic. Whatever the solution is will the overhead of synchronization or whatever be less than just running everything single threaded?

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  • Box2D Platform body not moving player body along with it

    - by onedayitwillmake
    I am creating a game using Box2D (Javascript implementation) - and I added the ability to have a static platform, that is moved along an axis as a function of a sine. My problem is when the player lands on the platform, as the platform moves along the X axis - the player is not moved along with it, as you visually would expect. The player can land on the object, and if it hits the side of the object, it does colide with it and is pushed. This image might explain better than I did: After jumping on to the red platform the player character will fall off as the platform moves to the right UPDATE: Here is a live demo showing the problem: http://onedayitwillmake.com/ChuClone/slideexample.php

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  • Keeping Aspect Screen Ration While Stays in Center

    - by David Dimalanta
    I sqw and I tried this suggestion on PISTACHIO BRAINSTORMIN* on how to make a good and adaptive screen ration. For every different screen size, let's say I put the perfect circle as a Texture in LibGDX and played it on screen. Here's the blueberry image example and it's perfectly rounded: When I played it on the Google Nexus 7, the circle turn into a slightly oblonng shape, resembling as it was being flatten a bit. Please observe this snapshot below and you can see the blueberry is almost but slightly not perfectly rounded: Now, when I tried the suggested code for aspect ratio, the perfect circle retained but another problem is occured. The problem is that I expecting for a view on center but instead it's been moved to the right offset leaving with a half black screen. This would be look like this: Here is my code using the suggested screen aspect ratio code: Class' Field // Ingredients Needed for Screen Aspect Ratio private static final int VIRTUAL_WIDTH = 720; private static final int VIRTUAL_HEIGHT = 1280; private static final float ASPECT_RATIO = ((float) VIRTUAL_WIDTH)/((float) VIRTUAL_HEIGHT); private Camera Mother_Camera; private Rectangle Viewport; render() // Camera updating... Mother_Camera.update(); Mother_Camera.apply(Gdx.gl10); // Reseting viewport... Gdx.gl.glViewport((int) Viewport.x, (int) Viewport.y, (int) Viewport.width, (int) Viewport.height); // Clear previous frame. Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); show() Mother_Camera = new OrthographicCamera(VIRTUAL_WIDTH, VIRTUAL_HEIGHT); Was this code useful for screen aspect ratio-proportion fixing or it is statically dependent on actual device's width and height? *see http://blog.acamara.es/2012/02/05/keep-screen-aspect-ratio-with-different-resolutions-using-libgdx/#comment-317

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  • Implementing 2D CSG (for collision shapes)?

    - by bluescrn
    Are there any simple (or well documented) algorithms for basic CSG operations on 2D polygons? I'm looking for a way to 'add' a number of overlapping 2D collision shapes. These may be convex or concave, but will be closed shapes, defined as a set of line segments, with no self-intersections. The use of this would be to construct a clean set of collision edges, for use with a 2D physics engine, from a scene consisting of many arbitrarily placed (and frequently overlapping) objects, each with their own collision shape. To begin with, I only need to 'add' shapes, but the ability to 'subtract', to create holes, may also be useful.

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  • Bloom shader makes it impossible to render black?

    - by Mathias Lykkegaard Lorenzen
    I am playing around with the bloom shader from the XNA sample page, to do some glow shading. I am rendering primitive vector-ish squares of linelists/linestrips, on a background. However, I am facing a few problems. With a black background and white squares, I can actually see the squares. However, with a white background and black squares, I can't see them at all. Why is this happening, and is there any way of me fixing it? Can I modify my bloom shader to also "glow" dark elements, if that's what is causing it?

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  • Portability of pthreads-win32 over various compilers.

    - by Artyom
    Hello, I'm using pthreads-win32 for portable threading support for windows. At least, according to the documentation pthreads-win32 should work with MSVC and even MSVC builds provided. But I don't know if the library is tested with latest MSVC compilers like MSVC-2008 and if it is supported under 64bit windows. Does anybody aware of any issues with this library? Note: Do not even try to recommend using Boost.Thread, I'm not interested in. And I'm familiar with Boost.Thread library

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  • Heightmap in Shader not working

    - by CSharkVisibleBasix
    I'm trying to implement GPU based geometry clipmapping and have problems to apply a simple heightmap to my terrain. For the heightmap I use a simple texture with the surface format "single". I've taken the texture from here. To apply it to my terrain, I use the following shader code: texture Heightmap; sampler2D HeightmapSampler = sampler_state { Texture = <Heightmap>; MinFilter = Point; MagFilter = Point; MipFilter = Point; AddressU = Mirror; AddressV = Mirror; }; Vertex Shader: float4 worldPos = mul(float4(pos.x,0.0f,pos.y, 1.0f), worldMatrix); float elevation = tex2Dlod(HeightmapSampler, float4(worldPos.x, worldPos.z,0,0)); worldPos.y = elevation * 128; The complete vertex shader (also containig clipmapping transforms) looks like this: float4x4 View : View; float4x4 Projection : Projection; float3 CameraPos : CameraPosition; float LODscale; //The LOD ring index 0:highest x:lowest float2 Position; //The position of the part in the world texture Heightmap; sampler2D HeightmapSampler = sampler_state { Texture = <Heightmap>; MinFilter = Point; MagFilter = Point; MipFilter = Point; AddressU = Mirror; AddressV = Mirror; }; //Accept only float2 because we extract 3rd dim out of Heightmap float4 wireframe_VS(float2 pos : POSITION) : POSITION{ float4x4 worldMatrix = float4x4( LODscale, 0, 0, 0, 0, LODscale, 0, 0, 0, 0, LODscale, 0, - Position.x * 64 * LODscale + CameraPos.x, 0, Position.y * 64 * LODscale + CameraPos.z, 1); float4 worldPos = mul(float4(pos.x,0.0f,pos.y, 1.0f), worldMatrix); float elevation = tex2Dlod(HeightmapSampler, float4(worldPos.x, worldPos.z,0,0)); worldPos.y = elevation * 128; float4 viewPos = mul(worldPos, View); float4 projPos = mul(viewPos, Projection); return projPos; }

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  • Demystifying "chunked level of detail"

    - by Caius Eugene
    Just recently trying to make sense of implementing a chunked level of detail system in Unity. I'm going to be generating four mesh planes, each with a height map but I guess that isn't too important at the moment. I have a lot of questions after reading up about this technique, I hope this isn't too much to ask all in one go, but I would be extremely grateful for someone to help me make sense of this technique. 1 : I can't understand at which point down the Chunked LOD pipeline that the mesh gets split into chunks. Is this during the initial mesh generation, or is there a separate algorithm which does this. 2 : I understand that a Quadtree data structure is used to store the Chunked LOD data, I think i'm missing the point a bit, but Is the quadtree storing vertex and triangles data for each subdivision level? 3a : How is the camera distance usually calculated. When reading up about quadtree's, Axis-aligned bounding box's are mentioned a lot. In this case would each chunk have a collision bounding box to detect the camera or player is nearby? or is there a better way of doing this? (raycast maybe?) 3b : Do the chunks calculate the camera distance themselves? 4 : Does each chunk have the same "resolution". for example at top level the mesh will be 32x32, will each subdivided node also be 32x32. Example below:

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  • Camera lookAt target changes when rotating parent node

    - by Michael IV
    have the following issue.I have a camera with lookAt method which works fine.I have a parent node to which I parent the camera.If I rotate the parent node while keeping the camera lookAt the target , the camera lookAt changes too.That is nor what I want to achieve.I need it to work like in Adobe AE when you parent camera to a null object:when null object is rotated the camera starts orbiting around the target while still looking at the target.What I do currently is multiplying parent's model matrix with camera model matrix which is calculated from lookAt() method.I am sure I need to decompose (or recompose ) one of the matrices before multiplying them .Parent model or camera model ? Anyone here can show the right way doing it ? UPDATE: The parent is just a node .The child is the camera.The parented camera in AfterEffects works like this: If you rotate the parent node while camera looks at the target , the camera actually starts orbiting around the target based on the parent rotation.In my case the parent rotation changes also Camera's lookAt direction which IS NOT what I want.Hope now it is clear .

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  • Getting a sphere to roll down a .FBX object Unity3D/C#

    - by Timothy Williams
    I'm working on a little ramp and ball game in Unity, I modeled the ramp outside Unity and exported it to a .FBX file, then I imported the ramp in to Unity. I set up the ball and ramp, both have Rigidbodies, Ramp is set to isKinematic = true, yet when I play the game the ball just falls right through the ramp and hits the floor below it fine. So it's something wrong with the ramp. Am I doing something wrong? Are .FBX files unable to apply physics? Thanks, Tim.

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  • Licencing: release the same software with double licence

    - by Luca
    In my free time, I develop (alone, sigh) a project, in particoular an application library. I've released it using GPL v3. At this time, this project has come very useful for a job. I'd like to release my OSS library toghether with the application using the same GPL v3 licence, with the exception that it can be linked for the specific application, or for the specific application vendor. AFAIK, the copyright owner can handle the entire source and licencing it, I did it; and probably the licence owner could cut&paste its own code, change its licence and use for other projects, isn't? But an GPL'ed library cannot be linked with a proprietary software, right? But software could be double-licenced, as MySQL does. So the question is: what should I do to allow the distribution of my GPL'ed library with a proprietary software, being the copyright owner?

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  • Sony PSM sdk and 2d Game engine

    - by Notbad
    I have started with Sony PSM sdk this week. I'm interested to create a little 2D game and have been reading through the web about a so called "2D game engine" integrated in psm. Some information I read suggested that it was going to be added on january 2012, but I have been going through the documentation and haven't been able to find any reference to it. Does anybody know if they finally introduced the 2D game engien for psm? Thanks in advance.

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  • If Expression True in Immediate Window But Code In if Block Never Runs

    - by Julian
    I set a break point in my code in MonoDevelop to break whenever I click on a surface. I then enter the immediate window and test to see if the the if statement will return true in comparing two Vector3's. It does return true. However, when I step over, the code is never run as though the statement evaluated false. Does anyone know how this could be possible? I've attached a screenshot. Here is the picture of my debug window and immediate window. You can see where the immediate window evaluates to true. The second breakpoint is not hit. Here are the details of the two Vector3's I am comparing. Does anyone know why I am experiencing this? It really seems like an anomaly to me :/ Does it have something to do with threading?

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  • Using raw vertex information for sprites rather than SpriteBatch in XNA

    - by The Communist Duck
    I have been wondering whether using SpriteBatch is the best option. Obviously for prototyping or small games it works well. However, I've been wanting to apply techniques such as shaders and lighting to my game. I know you can use shaders to some extent with SpriteSortMode.Immediate, but I'm not sure if you lose power using that. The other major thing is that you cannot store your vertex data in the graphics memory with buffers. In summary, is there an advantage of using VertexTextureNormal (or whatever they're called) structs for vertex data for 2D sprites, or should I stick with SpriteBatch, provided I wish to use shaders?

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