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  • Error in code of basic game using multiple sprites and surfaceView [on hold]

    - by Khagendra Nath Mahato
    I am a beginner to android and i was trying to make a basic game with the help of an online video tutorial. I am having problem with the multi-sprites and how to use with surfaceview.The application fails launching. Here is the code of the game.please help me. package com.example.killthemall; import java.util.ArrayList; import java.util.List; import java.util.Random; import android.app.Activity; import android.content.Context; import android.graphics.Bitmap; import android.graphics.BitmapFactory; import android.graphics.Canvas; import android.graphics.Rect; import android.os.Bundle; import android.view.SurfaceHolder; import android.view.SurfaceView; import android.widget.Toast; public class Game extends Activity { KhogenView View1; @Override protected void onPause() { // TODO Auto-generated method stub super.onPause(); while(true){ try { OurThread.join(); } catch (InterruptedException e) { // TODO Auto-generated catch block e.printStackTrace(); }} } Thread OurThread; int herorows = 4; int herocolumns = 3; int xpos, ypos; int xspeed; int yspeed; int herowidth; int widthnumber = 0; int heroheight; Rect src; Rect dst; int round; Bitmap bmp1; // private Bitmap bmp1;//change name public List<Sprite> sprites = new ArrayList<Sprite>() { }; @Override protected void onCreate(Bundle savedInstanceState) { // TODO Auto-generated method stub super.onCreate(savedInstanceState); View1 = new KhogenView(this); setContentView(View1); sprites.add(createSprite(R.drawable.image)); sprites.add(createSprite(R.drawable.bad1)); sprites.add(createSprite(R.drawable.bad2)); sprites.add(createSprite(R.drawable.bad3)); sprites.add(createSprite(R.drawable.bad4)); sprites.add(createSprite(R.drawable.bad5)); sprites.add(createSprite(R.drawable.bad6)); sprites.add(createSprite(R.drawable.good1)); sprites.add(createSprite(R.drawable.good2)); sprites.add(createSprite(R.drawable.good3)); sprites.add(createSprite(R.drawable.good4)); sprites.add(createSprite(R.drawable.good5)); sprites.add(createSprite(R.drawable.good6)); } private Sprite createSprite(int image) { // TODO Auto-generated method stub bmp1 = BitmapFactory.decodeResource(getResources(), image); return new Sprite(this, bmp1); } public class KhogenView extends SurfaceView implements Runnable { SurfaceHolder OurHolder; Canvas canvas = null; Random rnd = new Random(); { xpos = rnd.nextInt(canvas.getWidth() - herowidth)+herowidth; ypos = rnd.nextInt(canvas.getHeight() - heroheight)+heroheight; xspeed = rnd.nextInt(10 - 5) + 5; yspeed = rnd.nextInt(10 - 5) + 5; } public KhogenView(Context context) { super(context); // TODO Auto-generated constructor stub OurHolder = getHolder(); OurThread = new Thread(this); OurThread.start(); } @Override public void run() { // TODO Auto-generated method stub herowidth = bmp1.getWidth() / 3; heroheight = bmp1.getHeight() / 4; boolean isRunning = true; while (isRunning) { if (!OurHolder.getSurface().isValid()) continue; canvas = OurHolder.lockCanvas(); canvas.drawRGB(02, 02, 50); for (Sprite sprite : sprites) { if (widthnumber == 3) widthnumber = 0; update(); getdirection(); src = new Rect(widthnumber * herowidth, round * heroheight, (widthnumber + 1) * herowidth, (round + 1)* heroheight); dst = new Rect(xpos, ypos, xpos + herowidth, ypos+ heroheight); canvas.drawBitmap(bmp1, src, dst, null); } widthnumber++; OurHolder.unlockCanvasAndPost(canvas); } } public void update() { try { Thread.sleep(1000); } catch (InterruptedException e) { // TODO Auto-generated catch block e.printStackTrace(); } if (xpos + xspeed <= 0) xspeed = 40; if (xpos >= canvas.getWidth() - herowidth) xspeed = -50; if (ypos + yspeed <= 0) yspeed = 45; if (ypos >= canvas.getHeight() - heroheight) yspeed = -55; xpos = xpos + xspeed; ypos = ypos + yspeed; } public void getdirection() { double angleinteger = (Math.atan2(yspeed, xspeed)) / (Math.PI / 2); round = (int) (Math.round(angleinteger) + 2) % herorows; // Toast.makeText(this, String.valueOf(round), // Toast.LENGTH_LONG).show(); } } public class Sprite { Game game; private Bitmap bmp; public Sprite(Game game, Bitmap bmp) { // TODO Auto-generated constructor stub this.game = game; this.bmp = bmp; } } } Here is the LogCat if it helps.... 08-22 23:18:06.980: D/AndroidRuntime(28151): Shutting down VM 08-22 23:18:06.980: W/dalvikvm(28151): threadid=1: thread exiting with uncaught exception (group=0xb3f6f4f0) 08-22 23:18:06.980: D/AndroidRuntime(28151): procName from cmdline: com.example.killthemall 08-22 23:18:06.980: E/AndroidRuntime(28151): in writeCrashedAppName, pkgName :com.example.killthemall 08-22 23:18:06.980: D/AndroidRuntime(28151): file written successfully with content: com.example.killthemall StringBuffer : ;com.example.killthemall 08-22 23:18:06.990: I/Process(28151): Sending signal. PID: 28151 SIG: 9 08-22 23:18:06.990: E/AndroidRuntime(28151): FATAL EXCEPTION: main 08-22 23:18:06.990: E/AndroidRuntime(28151): java.lang.RuntimeException: Unable to start activity ComponentInfo{com.example.killthemall/com.example.killthemall.Game}: java.lang.NullPointerException 08-22 23:18:06.990: E/AndroidRuntime(28151): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:1647) 08-22 23:18:06.990: E/AndroidRuntime(28151): at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:1663) 08-22 23:18:06.990: E/AndroidRuntime(28151): at android.app.ActivityThread.access$1500(ActivityThread.java:117) 08-22 23:18:06.990: E/AndroidRuntime(28151): at android.app.ActivityThread$H.handleMessage(ActivityThread.java:931) 08-22 23:18:06.990: E/AndroidRuntime(28151): at android.os.Handler.dispatchMessage(Handler.java:99) 08-22 23:18:06.990: E/AndroidRuntime(28151): at android.os.Looper.loop(Looper.java:130) 08-22 23:18:06.990: E/AndroidRuntime(28151): at android.app.ActivityThread.main(ActivityThread.java:3683) 08-22 23:18:06.990: E/AndroidRuntime(28151): at java.lang.reflect.Method.invokeNative(Native Method) 08-22 23:18:06.990: E/AndroidRuntime(28151): at java.lang.reflect.Method.invoke(Method.java:507) 08-22 23:18:06.990: E/AndroidRuntime(28151): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:880) 08-22 23:18:06.990: E/AndroidRuntime(28151): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:638) 08-22 23:18:06.990: E/AndroidRuntime(28151): at dalvik.system.NativeStart.main(Native Method) 08-22 23:18:06.990: E/AndroidRuntime(28151): Caused by: java.lang.NullPointerException 08-22 23:18:06.990: E/AndroidRuntime(28151): at com.example.killthemall.Game$KhogenView.<init>(Game.java:96) 08-22 23:18:06.990: E/AndroidRuntime(28151): at com.example.killthemall.Game.onCreate(Game.java:58) 08-22 23:18:06.990: E/AndroidRuntime(28151): at android.app.Instrumentation.callActivityOnCreate(Instrumentation.java:1049) 08-22 23:18:06.990: E/AndroidRuntime(28151): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:1611) 08-22 23:18:06.990: E/AndroidRuntime(28151): ... 11 more 08-22 23:18:18.050: D/AndroidRuntime(28191): Shutting down VM 08-22 23:18:18.050: W/dalvikvm(28191): threadid=1: thread exiting with uncaught exception (group=0xb3f6f4f0) 08-22 23:18:18.050: I/Process(28191): Sending signal. PID: 28191 SIG: 9 08-22 23:18:18.050: D/AndroidRuntime(28191): procName from cmdline: com.example.killthemall 08-22 23:18:18.050: E/AndroidRuntime(28191): in writeCrashedAppName, pkgName :com.example.killthemall 08-22 23:18:18.050: D/AndroidRuntime(28191): file written successfully with content: com.example.killthemall StringBuffer : ;com.example.killthemall 08-22 23:18:18.050: E/AndroidRuntime(28191): FATAL EXCEPTION: main 08-22 23:18:18.050: E/AndroidRuntime(28191): java.lang.RuntimeException: Unable to start activity ComponentInfo{com.example.killthemall/com.example.killthemall.Game}: java.lang.NullPointerException 08-22 23:18:18.050: E/AndroidRuntime(28191): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:1647) 08-22 23:18:18.050: E/AndroidRuntime(28191): at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:1663) 08-22 23:18:18.050: E/AndroidRuntime(28191): at android.app.ActivityThread.access$1500(ActivityThread.java:117) 08-22 23:18:18.050: E/AndroidRuntime(28191): at android.app.ActivityThread$H.handleMessage(ActivityThread.java:931) 08-22 23:18:18.050: E/AndroidRuntime(28191): at android.os.Handler.dispatchMessage(Handler.java:99) 08-22 23:18:18.050: E/AndroidRuntime(28191): at android.os.Looper.loop(Looper.java:130) 08-22 23:18:18.050: E/AndroidRuntime(28191): at android.app.ActivityThread.main(ActivityThread.java:3683) 08-22 23:18:18.050: E/AndroidRuntime(28191): at java.lang.reflect.Method.invokeNative(Native Method) 08-22 23:18:18.050: E/AndroidRuntime(28191): at java.lang.reflect.Method.invoke(Method.java:507) 08-22 23:18:18.050: E/AndroidRuntime(28191): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:880) 08-22 23:18:18.050: E/AndroidRuntime(28191): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:638) 08-22 23:18:18.050: E/AndroidRuntime(28191): at dalvik.system.NativeStart.main(Native Method) 08-22 23:18:18.050: E/AndroidRuntime(28191): Caused by: java.lang.NullPointerException 08-22 23:18:18.050: E/AndroidRuntime(28191): at com.example.killthemall.Game$KhogenView.<init>(Game.java:96) 08-22 23:18:18.050: E/AndroidRuntime(28191): at com.example.killthemall.Game.onCreate(Game.java:58) 08-22 23:18:18.050: E/AndroidRuntime(28191): at android.app.Instrumentation.callActivityOnCreate(Instrumentation.java:1049) 08-22 23:18:18.050: E/AndroidRuntime(28191): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:1611) 08-22 23:18:18.050: E/AndroidRuntime(28191): ... 11 more

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  • Modelling photo-realistic grass in realtime

    - by sebf
    Hello, I see a number of tutorials on how to create good looking grasses when creating 3D renders but can't think how to model it for realtime/use in a game's scenery. Sure simple models with alpha cutouts can be used to create plants and trees in really awesome scenery but what about a lawn? Are there any good tricks to achieve this effect? I tried with a simple 4 sided box and a small texture and the number of objects needed for a decent appearance made Max crawl to a halt. (I am thinking it may be possible with a shader but that is a whole other area so thought I would just ask about anyones experience with modelling it here) Thanks!

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  • How to apply numerical integration on a graph layout

    - by Cumatru
    I've done some basic 1 D integration, but i can't wrap my head around things and apply it to my graph layout. So, consider the picture below: if i drag the red node to the right, i'm forcing his position to my mouse position the other nodes will "follow" him, but how ? For Verlet, to compute the newPosition, i need the acceleration for every node and the currentPosition. That is what i don't understand. How to i compute the acceleration and the currentPosition ? The currentPosition will be the position of the RedNode ? If yes, doesn't that means that they will all overlap ? http://i.stack.imgur.com/NCKmO.jpg

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  • Minecraft Style Chunk building problem

    - by David Torrey
    I'm having some problems with speed in my chunk engine. I timed it out, and in its current state it takes a total ~5 seconds per chunk to fill each face's list. I have a check to see if each face of a block is visible and if it is not visible, it skips it and moves on. I'm using a dictionary (unordered map) because it makes sense memorywise to just not have an entry if there is no block. I've tracked my problem down to testing if there is an entry, and accessing an entry if it does exist. If I remove the tests to see if there is an entry in the dictionary for an adjacent block, or if the block type itself is seethrough, it runs within about 2-4 milliseconds. so here's my question: Is there a faster way to check for an entry in a dictionary than .ContainsKey()? As an aside, I tried TryGetValue() and it doesn't really help with the speed that much. If I remove the ContainsKey() and keep the test where it does the IsSeeThrough for each block, it halves the time, but it's still about 2-3 seconds. It only drops to 2-4ms if I remove BOTH checks. Here is my code: using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Runtime.InteropServices; using OpenTK; using OpenTK.Graphics.OpenGL; using System.Drawing; namespace Anabelle_Lee { public enum BlockEnum { air = 0, dirt = 1, } [StructLayout(LayoutKind.Sequential,Pack=1)] public struct Coordinates<T1> { public T1 x; public T1 y; public T1 z; public override string ToString() { return "(" + x + "," + y + "," + z + ") : " + typeof(T1); } } public struct Sides<T1> { public T1 left; public T1 right; public T1 top; public T1 bottom; public T1 front; public T1 back; } public class Block { public int blockType; public bool SeeThrough() { switch (blockType) { case 0: return true; } return false ; } public override string ToString() { return ((BlockEnum)(blockType)).ToString(); } } class Chunk { private Dictionary<Coordinates<byte>, Block> mChunkData; //stores the block data private Sides<List<Coordinates<byte>>> mVBOVertexBuffer; private Sides<int> mVBOHandle; //private bool mIsChanged; private const byte mCHUNKSIZE = 16; public Chunk() { } public void InitializeChunk() { //create VBO references #if DEBUG Console.WriteLine ("Initializing Chunk"); #endif mChunkData = new Dictionary<Coordinates<byte> , Block>(); //mIsChanged = true; GL.GenBuffers(1, out mVBOHandle.left); GL.GenBuffers(1, out mVBOHandle.right); GL.GenBuffers(1, out mVBOHandle.top); GL.GenBuffers(1, out mVBOHandle.bottom); GL.GenBuffers(1, out mVBOHandle.front); GL.GenBuffers(1, out mVBOHandle.back); //make new list of vertexes for each face mVBOVertexBuffer.top = new List<Coordinates<byte>>(); mVBOVertexBuffer.bottom = new List<Coordinates<byte>>(); mVBOVertexBuffer.left = new List<Coordinates<byte>>(); mVBOVertexBuffer.right = new List<Coordinates<byte>>(); mVBOVertexBuffer.front = new List<Coordinates<byte>>(); mVBOVertexBuffer.back = new List<Coordinates<byte>>(); #if DEBUG Console.WriteLine("Chunk Initialized"); #endif } public void GenerateChunk() { #if DEBUG Console.WriteLine("Generating Chunk"); #endif for (byte i = 0; i < mCHUNKSIZE; i++) { for (byte j = 0; j < mCHUNKSIZE; j++) { for (byte k = 0; k < mCHUNKSIZE; k++) { Random blockLoc = new Random(); Coordinates<byte> randChunk = new Coordinates<byte> { x = i, y = j, z = k }; mChunkData.Add(randChunk, new Block()); mChunkData[randChunk].blockType = blockLoc.Next(0, 1); } } } #if DEBUG Console.WriteLine("Chunk Generated"); #endif } public void DeleteChunk() { //delete VBO references #if DEBUG Console.WriteLine("Deleting Chunk"); #endif GL.DeleteBuffers(1, ref mVBOHandle.left); GL.DeleteBuffers(1, ref mVBOHandle.right); GL.DeleteBuffers(1, ref mVBOHandle.top); GL.DeleteBuffers(1, ref mVBOHandle.bottom); GL.DeleteBuffers(1, ref mVBOHandle.front); GL.DeleteBuffers(1, ref mVBOHandle.back); //clear all vertex buffers ClearPolyLists(); #if DEBUG Console.WriteLine("Chunk Deleted"); #endif } public void UpdateChunk() { #if DEBUG Console.WriteLine("Updating Chunk"); #endif ClearPolyLists(); //prepare buffers //for every entry in mChunkData map foreach(KeyValuePair<Coordinates<byte>,Block> feBlockData in mChunkData) { Coordinates<byte> checkBlock = new Coordinates<byte> { x = feBlockData.Key.x, y = feBlockData.Key.y, z = feBlockData.Key.z }; //check for polygonson the left side of the cube if (checkBlock.x > 0) { //check to see if there is a key for current x - 1. if not, add the vector if (!IsVisible(checkBlock.x - 1, checkBlock.y, checkBlock.z)) { //add polygon AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.left); } } else { //polygon is far left and should be added AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.left); } //check for polygons on the right side of the cube if (checkBlock.x < mCHUNKSIZE - 1) { if (!IsVisible(checkBlock.x + 1, checkBlock.y, checkBlock.z)) { //add poly AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.right); } } else { //poly for right add AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.right); } if (checkBlock.y > 0) { //check to see if there is a key for current x - 1. if not, add the vector if (!IsVisible(checkBlock.x, checkBlock.y - 1, checkBlock.z)) { //add polygon AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.bottom); } } else { //polygon is far left and should be added AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.bottom); } //check for polygons on the right side of the cube if (checkBlock.y < mCHUNKSIZE - 1) { if (!IsVisible(checkBlock.x, checkBlock.y + 1, checkBlock.z)) { //add poly AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.top); } } else { //poly for right add AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.top); } if (checkBlock.z > 0) { //check to see if there is a key for current x - 1. if not, add the vector if (!IsVisible(checkBlock.x, checkBlock.y, checkBlock.z - 1)) { //add polygon AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.back); } } else { //polygon is far left and should be added AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.back); } //check for polygons on the right side of the cube if (checkBlock.z < mCHUNKSIZE - 1) { if (!IsVisible(checkBlock.x, checkBlock.y, checkBlock.z + 1)) { //add poly AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.front); } } else { //poly for right add AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.front); } } BuildBuffers(); #if DEBUG Console.WriteLine("Chunk Updated"); #endif } public void RenderChunk() { } public void LoadChunk() { #if DEBUG Console.WriteLine("Loading Chunk"); #endif #if DEBUG Console.WriteLine("Chunk Deleted"); #endif } public void SaveChunk() { #if DEBUG Console.WriteLine("Saving Chunk"); #endif #if DEBUG Console.WriteLine("Chunk Saved"); #endif } private bool IsVisible(int pX,int pY,int pZ) { Block testBlock; Coordinates<byte> checkBlock = new Coordinates<byte> { x = Convert.ToByte(pX), y = Convert.ToByte(pY), z = Convert.ToByte(pZ) }; if (mChunkData.TryGetValue(checkBlock,out testBlock )) //if data exists { if (testBlock.SeeThrough() == true) //if existing data is not seethrough { return true; } } return true; } private void AddPoly(byte pX, byte pY, byte pZ, int BufferSide) { //create temp array GL.BindBuffer(BufferTarget.ArrayBuffer, BufferSide); if (BufferSide == mVBOHandle.front) { //front face mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ + 1) }); } else if (BufferSide == mVBOHandle.right) { //back face mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ) }); } else if (BufferSide == mVBOHandle.top) { //left face mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY + 1), z = (byte)(pZ) }); } else if (BufferSide == mVBOHandle.bottom) { //right face mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); } else if (BufferSide == mVBOHandle.front) { //top face mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ) }); } else if (BufferSide == mVBOHandle.back) { //bottom face mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY), z = (byte)(pZ + 1) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY), z = (byte)(pZ) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY), z = (byte)(pZ) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY), z = (byte)(pZ) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY), z = (byte)(pZ + 1) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY), z = (byte)(pZ + 1) }); } } private void BuildBuffers() { #if DEBUG Console.WriteLine("Building Chunk Buffers"); #endif GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.front); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.front.Count), mVBOVertexBuffer.front.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.back); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.back.Count), mVBOVertexBuffer.back.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.left); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.left.Count), mVBOVertexBuffer.left.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.right); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.right.Count), mVBOVertexBuffer.right.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.top); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.top.Count), mVBOVertexBuffer.top.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.bottom); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.bottom.Count), mVBOVertexBuffer.bottom.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer,0); #if DEBUG Console.WriteLine("Chunk Buffers Built"); #endif } private void ClearPolyLists() { #if DEBUG Console.WriteLine("Clearing Polygon Lists"); #endif mVBOVertexBuffer.top.Clear(); mVBOVertexBuffer.bottom.Clear(); mVBOVertexBuffer.left.Clear(); mVBOVertexBuffer.right.Clear(); mVBOVertexBuffer.front.Clear(); mVBOVertexBuffer.back.Clear(); #if DEBUG Console.WriteLine("Polygon Lists Cleared"); #endif } }//END CLASS }//END NAMESPACE

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  • HTML5/JS - Choppy Game Loop

    - by Rikonator
    I have been experimenting with HTML5/JS, trying to create a simple game when I hit a wall. My choice of game loop is too choppy to be actually of any use in a game. I'm trying for a fixed time step loop, rendering only when required. I simply use a requestAnimationFrame to run Game.update which finds the elapsed time since the last update, and calls State.update to update and render the current state. State.prototype.update = function(ms) { this.ticks += ms; var updates = 0; while(this.ticks >= State.DELTA_TIME && updates < State.MAX_UPDATES) { this.updateState(); this.updateFrameTicks += State.DELTA_TIME; this.updateFrames++; if(this.updateFrameTicks >= 1000) { this.ups = this.updateFrames; this.updateFrames = 0; this.updateFrameTicks -= 1000; } this.ticks -= State.DELTA_TIME; updates++; } if(updates > 0) { this.renderFrameTicks += updates*State.DELTA_TIME; this.renderFrames++; if(this.renderFrameTicks >= 1000) { this.rps = this.renderFrames; this.renderFrames = 0; this.renderFrameTicks -= 1000; } this.renderState(updates*State.DELTA_TIME); } }; But this strategy does not work very well. This is the result: http://jsbin.com/ukosuc/1 (Edit). As it is apparent, the 'game' has fits of lag, and when you tab out for a long period and come back, the 'game' behaves unexpectedly - updates faster than intended. This is either a problem due to something about game loops that I don't quite understand yet, or a problem due to implementation which I can't pinpoint. I haven't been able to solve this problem despite attempting several variations using setTimeout and requestAnimationFrame. (One such example is http://jsbin.com/eyarod/1/edit). Some help and insight would really be appreciated!

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  • Incorrect colour blending when using a pixel shader with XNA

    - by MazK
    I'm using XNA 4.0 to create a 2D game and while implementing a layer tinting pixel shader I noticed that when the texture's alpha value is anything between 1 or 0 the end result is different than expected. The tinting works from selecting a colour and setting the amount of tint. This is achieved via the shader which works out first the starting colour (for each r, g, b and a) : float red = texCoord.r * vertexColour.r; and then the final tinted colour : output.r = red + (tintColour.r - red) * tintAmount; The alpha value isn't tinted and is left as : output.a = texCoord.a * vertexColour.a; The picture in the link below shows different backdrops against an energy ball object where it's outer glow hasn't blended as I would like it to. The middle two are incorrect as the second non tinted one should not show a glow against a white BG and the third should be entirely invisible. The blending function is NonPremultiplied. Why the alpha value is interfering with the final colour?

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  • OpenGL ES 2.0: Filtering Polygons within VBO

    - by Bunkai.Satori
    Say, I send 10 polygon pairs (one polygon pair == one 2d sprite == one rectangle == two triangles) into OpenGL ES 2.0 VBO. The 10 polygon pairs represent one animated 2D object consisting of 10 frames. The 10 frames, of course, can not be rendered all at the same time, but will be rendered in particular order to make up smooth animation. Would you have an advice, how to pick up proper polygon pair for rendering (4 vertices) inside Vertex Shader from the VBO? Creating separate VBO for each frame would end up with thousands of VBOs, which is not the right way of doing it. I use OpenGL ES 2.0, and VBOs for both Vertices and Indices.

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  • CodePlex Daily Summary for Wednesday, October 03, 2012

    CodePlex Daily Summary for Wednesday, October 03, 2012Popular ReleasesSharePoint Column & View Permission: SharePoint Column and View Permission v1.5: Version 1.5 of this project. If you will find any bugs please let me know at enti@zoznam.sk or post your findings in Issue TrackerZ3: Z3 4.1.1 source code: Snapshot corresponding to version 4.1.1.DirectX Tool Kit: October 2012: October 2, 2012 Added ScreenGrab module Added CreateGeoSphere for drawing a geodesic sphere Put DDSTextureLoader and WICTextureLoader into the DirectX C++ namespace Renamed project files for better naming consistency Updated WICTextureLoader for Windows 8 96bpp floating-point formats Win32 desktop projects updated to use Windows Vista (0x0600) rather than Windows 7 (0x0601) APIs Tweaked SpriteBatch.cpp to workaround ARM NEON compiler codegen bugHome Access Plus+: v8.1: HAP+ Web v8.1.1003.000079318 Fixed: Issue with the Help Desk and updating a ticket as an admin 79319 Fixed: formatting issue with the booking system admin header 79321 Moved to using the arrow with a circle symbol on the homepage instead of the > and < 79541 Added: 480px wide mobile theme to login page 79541 Added: 480px wide mobile theme to home page 79541 Added: slide events for homepage 79553 Fixed: Booking System Multiple Lesson Bug 79553 Fixed: IE Error Message 79684 Fixed: jQuery issue ...System.Net.FtpClient: System.Net.FtpClient 2012.10.02: This is the first release of the new code base. It is not compatible with the old API, I repeat it is not a drop in update for projects currently using System.Net.FtpClient. New users should download this release. The old code base (Branch: System.Net.FtpClient_1) will continue to be supported while the new code matures. This release is a complete re-write of System.Net.FtpClient. The API and code are simpler than ever before. There are some new features included as well as an attempt at be...CRM 2011 Visual Ribbon Editor: Visual Ribbon Editor (1.3.1002.3): Visual Ribbon Editor 1.3.1002.3 What's New: Multi-language support for Labels/Tooltips for custom buttons and groups Support for base language other than English (1033) Connect dialog will not require organization name for ADFS / IFD connections Automatic creation of missing labels for all provisioned languages Minor connection issues fixed Notes: Before saving the ribbon to CRM server, editor will check Ribbon XML for any missing <Title> elements inside existing <LocLabel> elements...YAXLib: Yet Another XML Serialization Library for the .NET Framework: YAXLib 2.10: See change-log for the list of new features added and bugs fixedRenameApp: RenameApp 1.0: First release of RenameAppJsonToStaticTypeGenerator: JsonToStaticTypeGenerator 0.1: This is the first alpha release of JsonToStaticTypeGenerator.XiaoKyun: XiaoKyun V1.00: https://xiaokyun.codeplex.com/CatchThatException: Release 1.12: Wow a very fast change and a much better and faster writing to the text fileNaked Objects: Naked Objects Release 5.0.0: Corresponds to the packaged version 5.0.0 available via NuGet. Please note that the easiest way to install and run the Naked Objects Framework is via the NuGet package manager: just search the Official NuGet Package Source for 'nakedobjects'. It is only necessary to download the source code (from here) if you wish to modify or re-build the framework yourself. If you do wish to re-build the framework, consul the file HowToBuild.txt in the release. Major enhancementsNaked Objects 5.0 is desi...WinRT XAML Toolkit: WinRT XAML Toolkit - 1.3.0: WinRT XAML Toolkit based on the Windows 8 RTM SDK. Download the latest source from the SOURCE CODE page. For compiled version use NuGet. You can add it to your project in Visual Studio by going to View/Other Windows/Package Manager Console and entering: PM> Install-Package winrtxamltoolkit Features AsyncUI extensions Controls and control extensions Converters Debugging helpers Imaging IO helpers VisualTree helpers Samples Recent changes NOTE: Namespace changes DebugConsol...D3 Loot Tracker: 1.4.1: This version will automatically save a recording session on application exit if the user didn't stop the current session.SubExtractor: Release 1029: Feature: Added option to make i and ¡ characters movie-specific for improved OCR on Spanish subs (Special Characters tab in Options) Feature: Allow switch to Word Spacing dialog directly from Spell Check dialog Fix: Added more default word spacings for accented characters Fix: Changed Word Spacing dialog to show all OCR'd characters in current sub Fix: Removed application focus grab during OCR Fix: Tightened HD subs fuzzy logic to reduce false matches in small characters Fix: Improved Arrow k...MCEBuddy 2.x: MCEBuddy 2.2.18: Reccomended download Changelog for 2.2.18 (32bit and 64bit) 1. Added support for checking if Showanalyzer has hung and cancelling it 2. New version of comskip, 0.81.48 3. Speeding up comskip 4. Fixed a build bug in 64bit 2.2.17 5. Added a new comkip.ini, better commercial detection for international channels and less aggressive. Old one has been retained as comskip_old.ini 6. Added support for Audio Offset on Conversion Task page in GUI (this overrides the profiles AudioDelay when specified)Readable Passphrase Generator: KeePass Plugin 0.7.1: See the KeePass Plugin Step By Step Guide for instructions on how to install the plugin. Changes Built against KeePass 2.20Windows 8 Toolkit - Charts and More: Beta 1.0: The First Compiled Version of my LibraryPDF.NET: PDF.NET.Ver4.5-OpenSourceCode: PDF.NET Ver4.5 ????,????Web??????。 PDF.NET Ver4.5 Open Source Code,include a sample Web application project.Visual Studio Icon Patcher: Version 1.5.2: This version contains no new images from v1.5.1 Contains the following improvements: Better support for detecting the installed languages The extract & inject commands won’t run if Visual Studio is running You may now run in extract or inject mode The p/invoke code was cleaned up based on Code Analysis recommendations When a p/invoke method fails the Win32 error message is now displayed Error messages use red text Status messages use green textNew Projects.Net Exception Reporter: A reusable and extensible exception reporter for Microsoft .NET projects.Aesha Broker: A rich client Auction House Broker application. Built upon Blizzard's new REST API. Provides a client experience which caches historical auction data to provideASP.NET Friendly URLs: A library that enables automatic resolving of extensionless URLs to ASP.NET file-based handlers, e.g. ASPX pages.Astro Power CMS: Astro Power CMS build on GraffitiCMS, a product of Telligent. GraffitiCMS stop develop, I create this project with name is Astro Power CMSaTester: Here is a good place. And now, I can upload my soruce to it. It's very good.Automacao Residencial: O Netduino é uma plataforma onde voce utiliza a linguagem C# para controlar hardware. O objetivo é criar uma estrutura de comunicaçao com o netduino.Derbster: Explore and learn about modern C# architecture and programming by implementing software to support the modern game of roller derby. Dot FPE - A free Format-preserving encryption implementation for .net: There aren't any widely available implementations of a format-preserving encryption in .NET. Thus we aim to be the first!DotNetEx: .NET Framework extended functionality for data access, working with Tasks and asynchronous programming, encryption algorithms such as SkipJack and other stuff.Elemental Development Toolchain (.NET version): A complete toolchain built around the Æthere langauge.elFinder ASP.NET Connector: The one and only .NET connector for the amazing elFinder 2.X web-based file manager. Finally you can manage your files easily right from your browser!Geosynkronisering: Prosjekt for utarbeidelse av spesifikasjoner for grensesnitt som muliggjør synkronisering av datalager med geografisk datainnhold på tvers av ulike plattformerGIII_P1: Jesli wszyscy w Ciebie zwatpili pokaz ze sie mylili !IntroduceCompany: Website gi?i thi?u doanh nghi?p - công ty.JsonToStaticTypeGenerator: This is the JsonToStaticTypeGenerator project that gives the possibility to generate c# classes out of Json data.kwerty: Coming soonMachine Learning: My machine learning project. Just to figure out things...MicroManager: MaNGOS Web-based ManagerMvcContrib3: This is the version of mvccontrib which works with ASP.Net MVC 3Oracle Destination via ODP.Net (Custom Destination Component): SSIS 2008 R2 solution (custom destination component) to write to oracle via ODP.NetOrchard Commerce History with PayPal: Project expands on Nwazet.Commerce module (and is required for this module to work). Adds a purchase history, product role associations, and PayPal.Phoenix Trans: Web Phoenix Trans v?n t?i hàng hóa trong và ngoài nu?cPowerState: PowerState is .NET application for sending Wake-On-LAN (WOL) requests to computers. It can also shutdown, log off and reboot computers using the WMI.RenameApp: RenameApp is a free and very simple to use renaming software for Windows. RenameApp allows you to easily rename files based on the specified criteria and order.Rose-Hulman User Experience Design: This project will contain labs intended for use in Rose-Hulman's Computer Science and Software Engineering department.Server d? phòng: Ðây là server d? phòng, SharePoint BCS External Connector Caching Pattern Library: Library for enabling caching on SharePoint BCS external connectors. Enables BCS .Net Assemblies to be written that are scalable and performant for search.SharpDX.WPF: This projects provides a DirectX 9, DirectX 10 and DirectX 11 support for WPF. The assembly contains DXElement - an easy to use WPF-FrameworkElement.Simple Password Generator Library: The password generator library, written in C#, is a simple assembly which allow generation of passwords with length anywhere from 1-99.SisEagle.NET: Esse sistema foi desenvolvido pra fins de apresentação do TCC referente ao ano de 2012 na UDF-BrasiliaSWebshop: SWebshop is a PHP based webshop system which allows you to insert, edit and delete data easily and is easy to use for customers.Tabular Database Powershell Cmdlets: This project provides a sample of PowerShell Cmdlets to manage Tabular models, from Analysis Services.University timetable using java: the project is using java language to create timetable (full timetable with exam tables and labs tables) and it will be free for all users with sql databaseURLShoter: This project for shorting URL for ASP.NETWeb Input Form Control: This control allow developer to create the input form by configuring the control in html modeWeibo: rtWorkoutMemo: Project descritpion(first draft): Memorise your workout. Keep archive records of your daily trening such: - series of excercise, - quantity of each serie, - weWPF - Automate Acrobat Security Policy: This WPF Tool was created to quickly password protect batches of PDF documents, using a random generator to generate the passwords.XiaoKyun: Hello Page for Web.Z3: Z3 is a high-performance theorem prover being developed at Microsoft Research.

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  • Coordinates from 3DS Max to XNA 3.5

    - by David Conde
    Hello My problem is this. I have a simple box made in 3DS Max 2009, the Box is 10x10x10. I've tried to load it on XNA and traslate the camera for 15 units, but I can seem to find the values needed to see the box properly. Can anyone point me to a good resource where I can find some good introduction to XNA coordinate system and how is a simple box made in 3DS Max imported properly Best regards, David

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  • Design Pattern for Social Game Mission Mechanics

    - by Furkan ÇALISKAN
    When we want to design a mission sub-system like in the The Ville or Sims Social, what kind of design pattern / idea would fit the best? There may be relation between missions (first do this then this etc...) or not. What do you think sims social or the ville or any other social games is using for this? I'm looking for a best-practise method to contruct a mission framework for tha game. How the well-known game firms do this stuff for their large scale social facebook games? Giving missions to the players and wait players to complete them. when they finished the missions, providing a method to catch this mission complete events considering large user database by not using server-side not so much to prevent high-traffic / resource consumption. how should i design the database and server-client communication to achive this design condidering this trade-off.

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  • Triangle - Rectangle Intersection in 2D

    - by Kevin Boyd
    I had previously asked this for 3D but now I changed my strategy and would like to do the intersection in 2D. The Rectangle is axis aligned and will always be in a fixed position, and has a constant shape and size, basically I want to clip the red areas of the triangles that extend outside the bounds of the rectangle The triangles could be in any position, shape or size, I my code I have a loop where I check the triangles one by one however I am still clueless about the math. I have identified 5 cases of triangle rectangle intersection as shown here. How do I find the intersection points of the triangle and the rectangle?

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  • Adding VFACE semantic causes overlapping output semantics error

    - by user1423893
    My pixel shader input is a follows struct VertexShaderOut { float4 Position : POSITION0; float2 TextureCoordinates : TEXCOORD0; float4 PositionClone : TEXCOORD1; // Final position values must be cloned to be used in PS calculations float3 Normal : TEXCOORD2; //float3x3 TBN : TEXCOORD3; float CullFace : VFACE; // A negative value faces backwards (-1), while a positive value (+1) faces the camera (requires ps_3_0) }; I'm using ps_3_0 and I wish to utilise the VFACE semantic for correct lighting of normals depending on the cull mode. If I add the VFACE semantic then I get the following errors: error X5639: dcl usage+index: position,0 has already been specified for an output register error X4504: overlapping output semantics Why would this occur? I can't see why there would be too much data.

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  • How can I resize a set of sprite images?

    - by Tyler J Fisher
    Hey StackExchange GameDev community, I'm attempting to resize series of sprites upon instantiation of the class they're located in. I've attempted to use the following code to resize the images, however my attempts have been unsuccessful. I have been unable to write an implementation that is even compilable, so no error codes yet. wLeft.getScaledInstance(wLeft.getWidth()*2, wLeft.getHeight()*2, Image.SCALE_FAST); I've heard that Graphics2D is the best option. Any suggestions? I think I'm probably best off loading the images into a Java project, resizing the images then outputting them to a new directory so as not to have to resize each sprite upon class instantiation. What do you think? Photoshopping each individual sprite is out of the question, unless I used a macro. Code: package game; //Import import java.awt.Image; import javax.swing.ImageIcon; public class Mario extends Human { Image wLeft = new ImageIcon("sprites\\mario\\wLeft.PNG").getImage(); //Constructor public Mario(){ super("Mario", 50); wLeft = wLeft.getScaledInstance(wLeft.getWidth()*2, wLeft.getHeight()*2, Image.SCALE_FAST); }

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  • Comparing a saved movement with other movement with Kinect

    - by Ewerton
    I need to develop an application where a user (physiotherapist) will perform a movement in front of the Kinect, I'll write the data movement in the database and then the patient will try to imitate this motion. The system will calculate the similarity between the movement recorded and executed. My first idea is, during recording (each 5 second, by example), to store the position (x, y, z) of the points and then compare them in the execution time(by patient). I know that this approach is too simple, because I imagine that in people of different sizes the skeleton is recognized differently, so the comparison is not reliable. My question is about the best way to compare a saved motion with a movement executed (on the fly). PS: Sorry by my English.

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  • Compiling SDL under Windows with sdl-config

    - by DarrenVortex
    I have downloaded NXEngine (The Open Source version of Cave Story). I have a make file in the directory, which I execute using msys. However, the make file uses sdl-config: g++ -g -O2 -c main.cpp -D DEBUG `sdl-config --cflags` -Wreturn-type -Wformat -Wno-multichar -o main.o /bin/sh: sdl-config: command not found And apparently sdl-config does not exist under windows since there's no sdl installation. There's also no documentation on the official sourceforge website about this! What do I do?

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  • AS3: StageWidth for BOX2D?

    - by Gabriel Meono
    I know BOX2D uses meters, and AS3 uses pixels. I'm trying to create objects which are limited to the stageWidth. If I do this variable: for (var i:int = 0; i<(stage.stageWidth); i++){...} The animation will freeze, and this output appears: TypeError: Error #1009: Cannot access a property or method of a null object reference. at Box2D.Collision::b2BroadPhase/CreateProxy() at Box2D.Collision.Shapes::b2Shape/CreateProxy() at Box2D.Dynamics::b2Body/CreateShape() at com.actionsnippet.qbox.objects::CircleObject/build() at com.actionsnippet.qbox::QuickObject/init() at com.actionsnippet.qbox::QuickObject() at com.actionsnippet.qbox.objects::CircleObject() at com.actionsnippet.qbox::QuickBox2D/create() at com.actionsnippet.qbox::QuickBox2D/addCircle() at BOX2D_Test_Tutorial_fla::MainTimeline/frame1() Does anyone know how to fix this? Full Code: [SWF(width = 350, height = 600, frameRate = 60)] import com.actionsnippet.qbox.*; var sim:QuickBox2D = new QuickBox2D(this); sim.createStageWalls(); // make a heavy circle sim.addCircle({x:3, y:3, radius:0.4, density:1}); // create a few platforms // make pins for (var i:int = 0; i<(stage.stageWidth); i++){ //End sim.addCircle({x:1 + i * 1.5, y:18, radius:0.1, density:0}); sim.addCircle({x:2 + i * 1.5, y:17, radius:0.1, density:0}); sim.addCircle({x:1 + i * 1.5, y:16, radius:0.1, density:0}); sim.addCircle({x:2 + i * 1.5, y:15, radius:0.1, density:0}); //Mid end sim.addCircle({x:0 + i * 2, y:14, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:13, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:12, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:11, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:10, radius:0.1, density:0}); } sim.start(); sim.mouseDrag();

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  • Using SurfaceFormat.Single and HLSL for GPGPU with XNA

    - by giancarlo todone
    I'm trying to implement a so-called ping-pong technique in XNA; you basically have two RenderTarget2D A and B and at each iteration you use one as texture and the other as target - and vice versa - for a quad rendered through an HLSL pixel shader. step1: A--PS--B step2: B--PS--A step3: A--PS--B ... In my setup, both RenderTargets are SurfaceFormat.Single. In my .fx file, I have a tachnique to do the update, and another to render the "current buffer" to the screen. Before starting the "ping-pong", buffer A is filled with test data with SetData<float>(float[]) function: this seems to work properly, because if I render a quad on the screen through the "Draw" pixel shader, i do see the test data being correctly rendered. However, if i do update buffer B, something does not function proerly and the next rendering to screen will be all black. For debug purposes, i replaced the "Update" HLSL pixel shader with one that should simply copy buffer A into B (or B into A depending on which among "ping" and "pong" phases we are...). From some examples i found on the net, i see that in order to correctly fetch a float value from a texture sampler from HLSL code, i should only need to care for the red channel. So, basically the debug "Update" HLSL function is: float4 ComputePS(float2 inPos : TEXCOORD0) : COLOR0 { float v1 = tex2D(bufSampler, inPos.xy).r; return float4(v1,0,0,1); } which still doesn't work and results in a all-zeroes ouput. Here's the "Draw" function that seems to properly display initial data: float4 DrawPS(float2 inPos : TEXCOORD0) : COLOR0 { float v1 = tex2D(bufSampler, inPos.xy).r; return float4(v1,v1,v1,1); } Now: playing around with HLSL doesn't change anything, so maybe I'm missing something on the c# side of this, so here's the infamous Update() function: _effect.Parameters["bufTexture"].SetValue(buf[_currentBuf]); _graphicsDevice.SetRenderTarget(buf[1 - _currentBuf]); _graphicsDevice.Clear(Color.Black); // probably not needed since RenderTargetUsage is DiscardContents _effect.CurrentTechnique = _computeTechnique; _computeTechnique.Passes[0].Apply(); _quadRender.Render(); _graphicsDevice.SetRenderTarget(null); _currentBuf = 1 - _currentBuf; Any clue?

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  • Finding the normal of OBB face with an OBB penetrating

    - by Milo
    Below is an illustration: I have an OBB in an OBB (see below for OBB2D code if needed). What I need to determine is, what face it is in, and what direction do I point the normal? The goal is to get the OBB out of the OBB so the normal needs to face outward of the OBB. How could I go about: Finding what face the line is penetrating given the 4 corners of the OBB and the class below: if we define dx=x2-x1 and dy=y2-y1, then the normals are (-dy, dx) and (dy, -dx). Which normal points outward of the OBB? Thanks public class OBB2D { // Corners of the box, where 0 is the lower left. private Vector2D corner[] = new Vector2D[4]; private Vector2D center = new Vector2D(); private Vector2D extents = new Vector2D(); private RectF boundingRect = new RectF(); private float angle; //Two edges of the box extended away from corner[0]. private Vector2D axis[] = new Vector2D[2]; private double origin[] = new double[2]; public OBB2D(Vector2D center, float w, float h, float angle) { set(center,w,h,angle); } public OBB2D(float left, float top, float width, float height) { set(new Vector2D(left + (width / 2), top + (height / 2)),width,height,0.0f); } public void set(Vector2D center,float w, float h,float angle) { Vector2D X = new Vector2D( (float)Math.cos(angle), (float)Math.sin(angle)); Vector2D Y = new Vector2D((float)-Math.sin(angle), (float)Math.cos(angle)); X = X.multiply( w / 2); Y = Y.multiply( h / 2); corner[0] = center.subtract(X).subtract(Y); corner[1] = center.add(X).subtract(Y); corner[2] = center.add(X).add(Y); corner[3] = center.subtract(X).add(Y); computeAxes(); extents.x = w / 2; extents.y = h / 2; computeDimensions(center,angle); } private void computeDimensions(Vector2D center,float angle) { this.center.x = center.x; this.center.y = center.y; this.angle = angle; boundingRect.left = Math.min(Math.min(corner[0].x, corner[3].x), Math.min(corner[1].x, corner[2].x)); boundingRect.top = Math.min(Math.min(corner[0].y, corner[1].y),Math.min(corner[2].y, corner[3].y)); boundingRect.right = Math.max(Math.max(corner[1].x, corner[2].x), Math.max(corner[0].x, corner[3].x)); boundingRect.bottom = Math.max(Math.max(corner[2].y, corner[3].y),Math.max(corner[0].y, corner[1].y)); } public void set(RectF rect) { set(new Vector2D(rect.centerX(),rect.centerY()),rect.width(),rect.height(),0.0f); } // Returns true if other overlaps one dimension of this. private boolean overlaps1Way(OBB2D other) { for (int a = 0; a < axis.length; ++a) { double t = other.corner[0].dot(axis[a]); // Find the extent of box 2 on axis a double tMin = t; double tMax = t; for (int c = 1; c < corner.length; ++c) { t = other.corner[c].dot(axis[a]); if (t < tMin) { tMin = t; } else if (t > tMax) { tMax = t; } } // We have to subtract off the origin // See if [tMin, tMax] intersects [0, 1] if ((tMin > 1 + origin[a]) || (tMax < origin[a])) { // There was no intersection along this dimension; // the boxes cannot possibly overlap. return false; } } // There was no dimension along which there is no intersection. // Therefore the boxes overlap. return true; } //Updates the axes after the corners move. Assumes the //corners actually form a rectangle. private void computeAxes() { axis[0] = corner[1].subtract(corner[0]); axis[1] = corner[3].subtract(corner[0]); // Make the length of each axis 1/edge length so we know any // dot product must be less than 1 to fall within the edge. for (int a = 0; a < axis.length; ++a) { axis[a] = axis[a].divide((axis[a].length() * axis[a].length())); origin[a] = corner[0].dot(axis[a]); } } public void moveTo(Vector2D center) { Vector2D centroid = (corner[0].add(corner[1]).add(corner[2]).add(corner[3])).divide(4.0f); Vector2D translation = center.subtract(centroid); for (int c = 0; c < 4; ++c) { corner[c] = corner[c].add(translation); } computeAxes(); computeDimensions(center,angle); } // Returns true if the intersection of the boxes is non-empty. public boolean overlaps(OBB2D other) { if(right() < other.left()) { return false; } if(bottom() < other.top()) { return false; } if(left() > other.right()) { return false; } if(top() > other.bottom()) { return false; } if(other.getAngle() == 0.0f && getAngle() == 0.0f) { return true; } return overlaps1Way(other) && other.overlaps1Way(this); } public Vector2D getCenter() { return center; } public float getWidth() { return extents.x * 2; } public float getHeight() { return extents.y * 2; } public void setAngle(float angle) { set(center,getWidth(),getHeight(),angle); } public float getAngle() { return angle; } public void setSize(float w,float h) { set(center,w,h,angle); } public float left() { return boundingRect.left; } public float right() { return boundingRect.right; } public float bottom() { return boundingRect.bottom; } public float top() { return boundingRect.top; } public RectF getBoundingRect() { return boundingRect; } public boolean overlaps(float left, float top, float right, float bottom) { if(right() < left) { return false; } if(bottom() < top) { return false; } if(left() > right) { return false; } if(top() > bottom) { return false; } return true; } };

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  • XNA Per-Polygon Collision Check

    - by user22985
    I'm working on a project in XNA for WP7 with a low-poly environment, my problem is I need to setup a working per-polygon collision check between 2 or more 3d meshes. I've checked tons of tutorials but all of them use bounding-boxes, bounding-spheres,rays etc., but what I really need is a VERY precise way of checking if the polygons of two distinct models have intersected or not. If you could redirect me to an example or at least give me some pointers I would be grateful.

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  • Interpolating height on opengl quad

    - by ThePlague
    Okay I've got a quad, see picture. And want to find the height at any point in the quad, is there a way to do this accurately as bilinear interpolation doesn't work in this case. As you can see the trees trunk is well beneath the terrain and should be at the same height as the trunks around it. I know the altitude of the vertices marked by a red circle and the centre red circle is roughly where the base should be, I've also crudely added a line as that surface is not flat.

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  • Best way of storing voxels

    - by opiop65
    This should be a pretty easy question to answer, and I'm not looking for how to store the voxels data wise, I'm looking for the theory. Currently, my voxel engine has no global list of tiles. Each chunk has it's own list, and its hard to do things like collision detection or anything that may use tiles that are outside of its own chunk. I recently worked on procedural terrain with a non voxel engine. Now, I want to start using heightmaps in my voxel engine. But, I have a problem. If each chunk has its own list, then it will be pretty difficult to implement the heightmaps. My real question is, is should I store a global list of voxels independent of the chunks? And then I can just easily perform collision detection and terrain generation. However, it would probably be harder to do things such as frustum culling. So how should I store them?

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  • Spritebatch node animation appears to be broken in cocos2d-x 2.0.3

    - by George Host
    Hi I have spent aprox 2 days trying to get this to work doing a google searches left and right and I did get it working except for sprite batch nodes. So in my class I am able to load kuwalio_stand.png and I tested kuwalio_walk1.png and 2 and 3 from the FrameCache(). They work for sure 100%. I run this code and it does not animate does anyone else have the same issue with sprite batch nodes? cocos2d::CCSprite * player = Player::create(); player->setPosition(cocos2d::CCPointMake(0.0f,0.0f)); player->setDisplayFrame(cocos2d::CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("kuwalio_stand.png")); player->setTag(PlayerTag); cocos2d::CCAnimation * walk = cocos2d::CCAnimation::create(); cocos2d::CCSpriteFrame * walk1 = cocos2d::CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("kuwalio_walk1.png"); cocos2d::CCSpriteFrame * walk2 = cocos2d::CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("kuwalio_walk2.png"); cocos2d::CCSpriteFrame * walk3 = cocos2d::CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("kuwalio_walk3.png"); walk->addSpriteFrame(walk1); walk->addSpriteFrame(walk2); walk->addSpriteFrame(walk3); cocos2d::CCAnimate * actionWalk = cocos2d::CCAnimate::create(walk); cocos2d::CCRepeatForever * actionRepeat = cocos2d::CCRepeatForever::create(actionWalk); walk->setDelayPerUnit(0.1f); actionWalk->setDuration(10.1f); player->runAction(actionRepeat); // Change camera to a soft follow camera. this->runAction(cocos2d::CCFollow::create(player)); mSceneSpriteBatchNode->addChild(player); // Have the CCNode object run its virtual update function as fast as possible. // Every frame for this layer. this-scheduleUpdate(); Counter example without the sprite batch node... cocos2d::CCSprite * sprite = cocos2d::CCSprite::create("kuwalio_walk1.png"); this->addChild(sprite,0); sprite->setPosition(cocos2d::CCPointMake(60,60)); sprite->retain(); cocos2d::CCAnimation * actionAnimation = cocos2d::CCAnimation::create(); actionAnimation->setDelayPerUnit(0.01f); actionAnimation->retain(); actionAnimation->addSpriteFrameWithFileName("kuwalio_walk1.png"); actionAnimation->addSpriteFrameWithFileName("kuwalio_walk2.png"); actionAnimation->addSpriteFrameWithFileName("kuwalio_walk3.png"); cocos2d::CCAnimate * a = cocos2d::CCAnimate::create(actionAnimation); a->setDuration(0.10f); cocos2d::CCRepeatForever * actionRepeat = cocos2d::CCRepeatForever::create(a); sprite->runAction(actionRepeat);

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  • CodePlex Daily Summary for Saturday, October 13, 2012

    CodePlex Daily Summary for Saturday, October 13, 2012Popular ReleasesArduino Installer For Atmel Studio 6: Arduino Installer - Version 1.01 Beta2: Bug Fixes - Handling spaces in avrdude path - Handling spaces in avrdude config path - Handling spaces in project names - Handling spaces in project path - hard coded directories pointing to my space has been removed New Features - Total of 7 project templates included - C program - C library - C++ program - C++ library - Arduino Unit Tests - Arduino library - Arduino program (sketch) - Group all supporting scripts under a script directory in the solution - Support for calling multiple pre-...AcDown????? - AcDown Downloader Framework: AcDown????? v4.2: ??●AcDown??????????、??、??、???????。????,????,?????????????????????????。???????????Acfun、????(Bilibili)、??、??、YouTube、??、???、??????、SF????、????????????。 ●??????AcPlay?????,??????、????????????????。 ● AcDown??????????????????,????????????????????????????。 ● AcDown???????C#??,????.NET Framework 2.0??。?????"Acfun?????"。 ????32??64? Windows XP/Vista/7/8 ???? 32??64? ???Linux ????(1)????????Windows XP???,????????.NET Framework 2.0???(x86),?????"?????????"??? (2)???????????Linux???,????????Mono?? ??2...PHPExcel: PHPExcel 1.7.8: See Change Log for details of the new features and bugfixes included in this release, and methods that are now deprecated. Note changes to the PDF Writer: tcPDF is no longer bundled with PHPExcel, but should be installed separately if you wish to use that 3rd-Party library with PHPExcel. Alternatively, you can choose to use mPDF or DomPDF as PDF Rendering libraries instead: PHPExcel now provides a configurable wrapper allowing you a choice of PDF renderer. See the documentation, or the PDF s...DirectX Tool Kit: October 12, 2012: October 12, 2012 Added PrimitiveBatch for drawing user primitives Debug object names for all D3D resources (for PIX and debug layer leak reporting)Microsoft Ajax Minifier: Microsoft Ajax Minifier 4.70: Fixed issue described in discussion #399087: variable references within case values weren't getting resolved.GoogleMap Control: GoogleMap Control 6.1: Some important bug fixes and couple of new features were added. There are no major changes to the sample website. Source code could be downloaded from the Source Code section selecting branch release-6.1. Thus just builds of GoogleMap Control are issued here in this release. NuGet Package GoogleMap Control 6.1 NuGet Package FeaturesBounds property to provide ability to create a map by center and bounds as well; Setting in markup <artem:GoogleMap ID="GoogleMap1" runat="server" MapType="HY...mojoPortal: 2.3.9.3: see release notes on mojoportal.com http://www.mojoportal.com/mojoportal-2393-released Note that we have separate deployment packages for .NET 3.5 and .NET 4.0, but we recommend you to use .NET 4, we will probably drop support for .NET 3.5 once .NET 4.5 is available The deployment package downloads on this page are pre-compiled and ready for production deployment, they contain no C# source code and are not intended for use in Visual Studio. To download the source code see getting the lates...OstrivDB: OstrivDB 0.1: - Storage configuration: objects serialization (Xml, Json), storage file compressing, data block size. - Caching for Select queries. - Indexing. - Batch of queries. - No special query language (LINQ used). - Integrated sorting and paging. - Multithreaded data processing.D3 Loot Tracker: 1.5.4: Fixed a bug where the server ip was not logged properly in the stats file.Captcha MVC: Captcha Mvc 2.1.2: v 2.1.2: Fixed problem with serialization. Made all classes from a namespace Jetbrains.Annotaions as the internal. Added autocomplete attribute and autocorrect attribute for captcha input element. Minor changes. v 2.1.1: Fixed problem with serialization. Minor changes. v 2.1: Added support for storing captcha in the session or cookie. See the updated example. Updated example. Minor changes. v 2.0.1: Added support for a partial captcha. Now you can easily customize the layout, s...DotNetNuke® Community Edition CMS: 06.02.04: Major Highlights Fixed issue where the module printing function was only visible to administrators Fixed issue where pane level skinning was being assigned to a default container for any content pane Fixed issue when using password aging and FB / Google authentication Fixed issue that was causing the DateEditControl to not load the assigned value Fixed issue that stopped additional profile properties to be displayed in the member directory after modifying the template Fixed er...Advanced DataGridView with Excel-like auto filter: 1.0.0.0: ?????? ??????WinRT XAML Toolkit: WinRT XAML Toolkit - 1.3.3: WinRT XAML Toolkit based on the Windows 8 RTM SDK. Download the latest source from the SOURCE CODE page. For compiled version use NuGet. You can add it to your project in Visual Studio by going to View/Other Windows/Package Manager Console and entering: PM> Install-Package winrtxamltoolkit Features Attachable Behaviors AwaitableUI extensions Controls Converters Debugging helpers Extension methods Imaging helpers IO helpers VisualTree helpers Samples Recent changes NOTE:...VidCoder: 1.4.4 Beta: Fixed inability to create new presets with "Save As".MCEBuddy 2.x: MCEBuddy 2.3.2: Changelog for 2.3.2 (32bit and 64bit) 1. Added support for generating XBMC XML NFO files for files in the conversion queue (store it along with the source video with source video name.nfo). Right click on the file in queue and select generate XML 2. UI bugifx, start and end trim box locations interchanged 3. Added support for removing commercials from non DVRMS/WTV files (MP4, AVI etc) 4. Now checking for Firewall port status before enabling (might help with some firewall problems) 5. User In...Sandcastle Help File Builder: SHFB v1.9.5.0 with Visual Studio Package: General InformationIMPORTANT: On some systems, the content of the ZIP file is blocked and the installer may fail to run. Before extracting it, right click on the ZIP file, select Properties, and click on the Unblock button if it is present in the lower right corner of the General tab in the properties dialog. This release supports the Sandcastle October 2012 Release (v2.7.1.0). It includes full support for generating, installing, and removing MS Help Viewer files. This new release suppor...The GLMET Project: Shutdown Manager: Shutdown, Log off and Restart Timer Set time for shutdown, log off and restartClosedXML - The easy way to OpenXML: ClosedXML 0.68.0: ClosedXML now resolves formulas! Yes it finally happened. If you call cell.Value and it has a formula the library will try to evaluate the formula and give you the result. For example: var wb = new XLWorkbook(); var ws = wb.AddWorksheet("Sheet1"); ws.Cell("A1").SetValue(1).CellBelow().SetValue(1); ws.Cell("B1").SetValue(1).CellBelow().SetValue(1); ws.Cell("C1").FormulaA1 = "\"The total value is: \" & SUM(A1:B2)"; var...Json.NET: Json.NET 4.5 Release 10: New feature - Added Portable build to NuGet package New feature - Added GetValue and TryGetValue with StringComparison to JObject Change - Improved duplicate object reference id error message Fix - Fixed error when comparing empty JObjects Fix - Fixed SecAnnotate warnings Fix - Fixed error when comparing DateTime JValue with a DateTimeOffset JValue Fix - Fixed serializer sometimes not using DateParseHandling setting Fix - Fixed error in JsonWriter.WriteToken when writing a DateT...Readable Passphrase Generator: KeePass Plugin 0.7.2: Changes: Tested against KeePass 2.20.1 Tested under Ubuntu 12.10 (and KeePass 2.20) Added GenerateAsUtf8 method returning the encrypted passphrase as a UTF8 byte array.New ProjectsAaron.Core: It's a special core be used to help your project become standardization. It provides the standard platform, including core systems, data flows,...AFSSignarlRServer: Server ready tryAgileFramework: Agile Framework in order to build easily application based on WCF, NHibernate , WPF, and multithreadingala, A Programming Language: ala, A Programming LanguageBaseSRS (Basic Service Request System): BaseSRS is a basic "Service Request System" or "SRS" which can be adapted and used by anyone. ContainerVariations: ContainerVariations is a collection of similar unit tests projects, each applied to a different Inversion of Control container. If successful, it will provide a consistent and comprehensive set of examples for popular .NET IoC containers. It is developed in C#.COST Policies - ART Work: COST Policies: ART Work ? ??????? ?????? ?? ??????? ?? ??????????: -baceCP -guideCPCS Script Runner: Provide users an easy way of executing C# programs (scripts) that are compiled on the fly.DbUtility: DbUtility is a free utility to display databases info like, size, backup date, instance name, database name, last backup log date, with export to excel feature.EchoLink Monitor: EchoLink Monitor is a management tool for EchoLink sysops maintaining remote EchoLink nodes.NextUI: We are on the way...Notas Alexandre: Apenas teste ainda...será modificado depois...Orchard CMS Amba.HtmlBlocks: Amba.HtmlBlocks module for Orchard CMS 1.5.1Portable Basemap Server: multiple map data source<--PBS-->multiple map apiRonYee: ??????????????。 ????(viewer)???????????????????,???????????????。 ????(customer)?????????????????,???????,?????????????????。 ??????(user)??????????????????。ShangWu: ????,???StoreIpAddress: Examine different means to store IP addressesSummon for Umbraco: Summon for Umbraco is a .NET solution for Summon API, provided by Serials Solutions.teasingg: this is for testing code plexWeb Scripting and Content Creation assignment: A stub project.WriteableBitmapEx for Windows Embedded: WriteableBitmapEx for Windows Embedded Compact 7 and Silverlight for Windows Embedded. Requires XAML In The Hand for managed code development.X.Web.Sitemap: X.Web.Sitemap is a part of X-Framework library. X.Web.Sitemap allows quickly and easily generate a Google-compatible filesZeropaste: A pastebin with minimal features.??: ?????EPUB????。

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  • Reflections based on distance from plane

    - by Andrea Benedetti
    Let's consider, for example, a surface like the volleyball court, we can see that legs and shoes of the players are reflected, with a blur effect, but body and stadium don't (as each object not near to the court). I've already made a reflection effect, but it works as a specular reflection, and I need to achieve an effect like the photo above. So, I would like to make a reflection that is based on the distance between the object and the plane, in this manner a close object would reflect more than an object that is positioned far away from the plane. What is the best way to achieve this effect? My first idea was to use the depth value (taken from the reflected camera), and use that value to blend between reflection and court. But I don't know if it's a correct way. Edit: as rendering engine I use Ogre that already provides a reflections system: reflecting the camera through a plane (obviously I can select the models to draw from the reflected camera). After a render to texture pass I can blend the reflected texture with the original plane. So, if possible, I'm looking for a way that best suits my system.

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  • References about Game Engine Architecture in AAA Games

    - by sharethis
    Last weeks I focused on game engine architecture and learned a lot about different approaches like component based, data driven, and so on. I used them in test applications and understand their intention but none of them looks like the holy grail. So I wonder how major games in the industry ("AAA Games") solve different architecture problems. But I noticed that there are barely references about game engine architecture out there. Do you know any resources of game engine architecture of major game titles like Battlefield, Call of Duty, Crysis, Skyrim, and so on? Doesn't matter if it is an article of a game developer or a wiki page or an entire book. I read this related popular question: Good resources for learning about game architecture? But it is focused on learning books rather than approaches in the industry. Hopefully the breadth of our community can carry together certain useful informations! Thanks a lot! Edit: This question is focused but not restricted to first person games.

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