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  • Artifacts when using SamplerState.LinearClamp in SpriteBatch

    - by Raymond Holmboe
    I'm using XNA 4.0 and VS2010 Express for Windows Phone and Windows Phone SDK 7.1. This is a platform game and I have a map made up of 16x16 textures that is drawn dynamically, tile by tile. When using SpriteBatch to draw my map with LinearClamp, I get artifacts that looks like blurry thin lines. They become visible when the camera moves from one pixel to another and when the camera is still, the artifacts disappear. Here's a small sample of what I mean: Here's how I draw with the spritebatch: SBWorld.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone, null, camera.View); When using SamplerState.PointClamp the game just plays horribly (IMHO), so I cannot use that. Why do these lines appear and how do I get rid of those?

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  • Best practices for implementing collectible virtual item "packs"?

    - by Glenn Barnett
    I'm in the process of building a game in which virtual items can be obtained either by in-game play (defeating enemies, gaining levels), or by purchasing "packs" via microtransactions. Looking at an existing example like Duels.com's item packs, it looks like a lot of thought went into their implementation, including: Setting clear player expectations as to what can be obtained in the pack Limiting pack supply to increase demand and control inflation Are there other considerations that should be taken into account? For example, should the contents of the packs be pre-generated to guarantee the advertised drop rates, or is each drop rate just a random chance, and you could end up with higher or lower supply?

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  • How to fix bad Collada produced by FBX?

    - by David
    I tried to use the FBX SDK (2011.3.1) to load FBX files and save them as Collada files in order to be able to import FBX files in Panda3D. Unfortunately the resulting Collada files are not usable for several reasons, among them: There's a Maya specific extra technique diffuse <diffuse> <texture texture="Map__2-image" texcoord="CHANNEL0"> <extra> <technique profile="MAYA"> <wrapU sid="wrapU0">TRUE</wrapU> <wrapV sid="wrapV0">TRUE</wrapV> <blend_mode>ADD</blend_mode> </technique> </extra> </texture> </diffuse> It assigns a texcoord channel name that isn't referenced anywhere else in the file (in the previous code sample, no geometry uses "CHANNEL0"...) Every polygon is exported twice, a first time with a basic material (only diffuse color, specular color, etc.) and a second time with a textured material -- this doubles the number of polygons of each model without any valuable reason Anyway, the resulting Collada file cannot be opened correctly either with OpenCOLLADA or Panda3D's "dae2egg". Anyone has any experience on how to "fix" it and make it understandable by common and well-reputed Collada importers such as OpenCOLLADA?

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  • Making organic 2D tilemaps for tile based games...

    - by Codejoy
    So I have always wondered how one makes a nice (not so squarish) 2d tile map, is it possible? all games now days I think use textured polygons...but my game engine (and engine) doesn't support that to my knowledge. But it does support nice TMX files generated by mapeditor.org's Tiled Map Editor. Though in my game I want nice twisting and turning caverns to traverse ... I was wondering some ideas on such a process... is it in the art style? The type of tile engine? both? So what are some common techniques?

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  • What's New in Database Lifecycle Management in Enterprise Manager 12c Release 3

    - by HariSrinivasan
    Enterprise Manager 12c Release 3 includes improvements and enhancements across every area of the product. This blog provides an overview of the new and enhanced features in the Database Lifecycle Management area. I will deep dive into specific features more in depth in subsequent posts. "What's New?"  In this release, we focused on four things: 1. Lifecycle Management Support for new Database12c - Pluggable Databases 2. Management of long running processes, such as a security patch cycle (Change Activity Planner) 3. Management of large number of systems by · Leveraging new framework capabilities for lifecycle operations, such as the new advanced ‘emcli’ script option · Refining features such as configuration search and compliance 4. Minor improvements and quality fixes to existing features · Rollback support for Single instance databases · Improved "OFFLINE" Patching experience · Faster collection of ORACLE_HOME configurations Lifecycle Management Support for new Database 12c - Pluggable Databases Database 12c introduces Pluggable Databases (PDBs), the brand new addition to help you achieve your consolidation goals. Pluggable databases offer unprecedented consolidation at database level and native lifecycle verbs for creating, plugging and unplugging the databases on a container database (CDB). Enterprise Manager can supplement the capabilities of pluggable databases by offering workflows for migrating, provisioning and cloning them using the software library and the deployment procedures. For example, Enterprise Manager can migrate an existing database to a PDB or clone a PDB by storing a versioned copy in the software library. One can also manage the planned downtime related to patching by  migrating the PDBs to a new CDB. While pluggable databases offer these exciting features, it can also pose configuration management and compliance challenges if not managed properly. Enterprise Manager features like inventory management, topology associations and configuration search can mitigate the sprawl of PDBs and also lock them to predefined golden standards using configuration comparison and compliance rules. Learn More ... Management of Long Running datacenter processes - Change Activity Planner (CAP) Currently, customers resort to cumbersome methods to create, execute, track and monitor change activities within their data center. Some customers use traditional tools such as spreadsheets, project planners and in-house custom built solutions. Customers often have weekly sync up meetings across stake holders to collect status and updates. Some of the change activities, for example the quarterly patch set update (PSU) patch rollouts are not single tasks but processes with multiple tasks. Some of those tasks are performed within Enterprise Manager Cloud Control (for example Patch) and some are performed outside of Enterprise Manager Cloud Control. These tasks often run for a longer period of time and involve multiple people or teams. Enterprise Manger Cloud Control supports core data center operations such as configuration management, compliance management, and automation. Enterprise Manager Cloud Control release 12.1.0.3 leverages these capabilities and introduces the Change Activity Planner (CAP). CAP provides the ability to plan, execute, and track change activities in real time. It covers the typical datacenter activities that are spread over a long period of time, across multiple people and multiple targets (even target types). Here are some examples of Change Activity Process in a datacenter: · Patching large environments (PSU/CPU Patching cycles) · Upgrading large number of database environments · Rolling out Compliance Rules · Database Consolidation to Exadata environments CAP provides user flows for Compliance Officers/Managers (incl. lead administrators) and Operators (DBAs and admins). Managers can create change activity plans for various projects, allocate resources, targets, and groups affected. Upon activation of the plan, tasks are created and automatically assigned to individual administrators based on target ownership. Administrators (DBAs) can identify their tasks and understand the context, schedules, and priorities. They can complete tasks using Enterprise Manager Cloud Control automation features such as patch plans (or in some cases outside Enterprise Manager). Upon completion, compliance is evaluated for validations and updates the status of the tasks and the plans. Learn More about CAP ...  Improved Configuration & Compliance Management of a large number of systems Improved Configuration Comparison:  Get to the configuration comparison results faster for simple ad-hoc comparisons. When performing a 1 to 1 comparison, Enterprise Manager will perform the comparison immediately and take the user directly to the results without having to wait for a job to be submitted and executed. Flattened system comparisons reduce comparison setup time and reduce complexity. In addition to the previously existing topological comparison, users now have an option to compare using a “flattened” methodology. Flattening means to remove duplicate target instances within the systems and remove the hierarchy of member targets. The result are much easier to spot differences particularly for specific use cases like comparing patch levels between complex systems like RAC and Fusion Apps. Improved Configuration Search & Advanced EMCLI Script option for Mass Automation Enterprise manager 12c introduces a new framework level capability to be able to script and stitch together multiple tasks using EMCLI. This powerful capability can be leveraged for lifecycle operations, especially when executing a task over a large number of targets. Specific usages of this include, retrieving a qualified list of targets using Configuration Search and then using the resultset for automation. Another example would be executing a patching operation and then re-executing on targets where it may have failed. This is complemented by other enhancements, such as a better usability for designing reusable configuration searches. IN EM 12c Rel 3, a simplified UI makes building adhoc searches even easier. Searching for missing patches is a common use of configuration search. This required the use of the advanced options which are now clearly defined and easy to use. Perform “Configuration Search” using the EMCLI. Users can find and execute Configuration Searches from the EMCLI which can be extremely useful for building sophisticated automation scripts. For an example, Run the Search named “Oracle Databases on Exadata” which finds all Database targets running on top of Exadata. Further filter the results by refining by options like name, host, etc.. emcli get_targets -config_search="Databases on Exadata" –target_name="exa%“ Use this in powerful mass automation operations using the new emcli script option. For example, to solve the use case of – Finding all DBs running on Exadata and housing E-Biz and Patch them. Create a Python script with emcli functions and invoke it in the new EMCLI script option shell. Invoke the script in the new EMCLI with script option directly: $<path to emcli>/emcli @myPSU_Patch.py Richer compliance content:  Now over 50 Oracle Provided Compliance Standards including new standards for Pluggable Database, Fusion Applications, Oracle Identity Manager, Oracle VM and Internet Directory. 9 Oracle provided Real Time Monitoring Standards containing over 900 Compliance Rules across 500 Facets. These new Real time Compliance Standards covers both Exadata Compute nodes and Linux servers. The result is increased Oracle software coverage and faster time to compliance monitoring on Exadata. Enhancements to Patch Management: Overhauled "OFFLINE" Patching experience: Simplified Patch uploads UI to improve the offline experience of patching. There is now a single step process to get the patches into software library. Customers often maintain local repositories of patches, sometimes called software depots, where they host the patches downloaded from My Oracle Support. In the past, you had to move these patches to your desktop then upload them to the Enterprise Manager's Software library through the Enterprise Manager Cloud Control user interface. You can now use the following EMCLI command to upload multiple patches directly from a remote location within the data center: $emcli upload_patches -location <Path to Patch directory> -from_host <HOSTNAME> The upload process filters all of the new patches, automatically selects the relevant metadata files from the location, and uploads the patches to software library. Other Improvements:  Patch rollback for single instance databases, new option in the Patch Plan to rollback the patches added to the patch plans. Upon execution, the procedure would rollback the patch and the SQL applied to the single instance Databases. Improved and faster configuration collection of Oracle Home targets can enable more reliable automation at higher level functions like Provisioning, Patching or Database as a Service. Just to recap, here is a list of database lifecycle management features:  * Red highlights mark – New or Enhanced in the Release 3. • Discovery, inventory tracking and reporting • Database provisioning including o Migration to Pluggable databases o Plugging and unplugging of pluggable databases o Gold image based cloning o Scaling of RAC nodes •Schema and data change management •End-to-end patch management in online and offline modes, including o Patch advisories in online (connected with My Oracle Support) and offline mode o Patch pre-deployment analysis, deployment and rollback (currently only for single instance databases) o Reporting • Upgrade planning and execution of the upgrade process • Configuration management including • Compliance management with out-of-box content • Change Activity Planner for planning, designing and tracking long running processes For more information on Enterprise Manager’s database lifecycle management capabilities, visit http://www.oracle.com/technetwork/oem/lifecycle-mgmt/index.html

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  • Why am I not getting an sRGB default framebuffer?

    - by Aaron Rotenberg
    I'm trying to make my OpenGL Haskell program gamma correct by making appropriate use of sRGB framebuffers and textures, but I'm running into issues making the default framebuffer sRGB. Consider the following Haskell program, compiled for 32-bit Windows using GHC and linked against 32-bit freeglut: import Foreign.Marshal.Alloc(alloca) import Foreign.Ptr(Ptr) import Foreign.Storable(Storable, peek) import Graphics.Rendering.OpenGL.Raw import qualified Graphics.UI.GLUT as GLUT import Graphics.UI.GLUT(($=)) main :: IO () main = do (_progName, _args) <- GLUT.getArgsAndInitialize GLUT.initialDisplayMode $= [GLUT.SRGBMode] _window <- GLUT.createWindow "sRGB Test" -- To prove that I actually have freeglut working correctly. -- This will fail at runtime under classic GLUT. GLUT.closeCallback $= Just (return ()) glEnable gl_FRAMEBUFFER_SRGB colorEncoding <- allocaOut $ glGetFramebufferAttachmentParameteriv gl_FRAMEBUFFER gl_FRONT_LEFT gl_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING print colorEncoding allocaOut :: Storable a => (Ptr a -> IO b) -> IO a allocaOut f = alloca $ \ptr -> do f ptr peek ptr On my desktop (Windows 8 64-bit with a GeForce GTX 760 graphics card) this program outputs 9729, a.k.a. gl_LINEAR, indicating that the default framebuffer is using linear color space, even though I explicitly requested an sRGB window. This is reflected in the rendering results of the actual program I'm trying to write - everything looks washed out because my linear color values aren't being converted to sRGB before being written to the framebuffer. On the other hand, on my laptop (Windows 7 64-bit with an Intel graphics chip), the program prints 0 (huh?) and I get an sRGB default framebuffer by default whether I request one or not! And on both machines, if I manually create a non-default framebuffer bound to an sRGB texture, the program correctly prints 35904, a.k.a. gl_SRGB. Why am I getting different results on different hardware? Am I doing something wrong? How can I get an sRGB framebuffer consistently on all hardware and target OSes?

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  • How do I simplify terrain with tunnels or overhangs?

    - by KKlouzal
    I'm attempting to store vertex data in a quadtree with C++, such that far-away vertices can be combined to simplify the object and speed up rendering. This works well with a reasonably flat mesh, but what about terrain with overhangs or tunnels? How should I represent such a mesh in a quadtree? After the initial generation, each mesh is roughly 130,000 polygons and about 300 of these meshes are lined up to create the surface of a planetary body. A fully generated planet is upwards of 10,000,000 polygons before applying any culling to the individual meshes. Therefore, this second optimization is vital for the project. The rest of my confusion focuses around my inexperience with vertex data: How do I properly loop through the vertex data to group them into specific quads? How do I conclude from vertex data what a quad's maximum size should be? How many quads should the quadtree include?

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  • libgdx ActorGestureListener.pan() parameters not moving actor in smooth line

    - by Roar Skullestad
    I override the pan method in ActorGestureListener to implement dragging actors in libgdx (scene2d). When I move individual pieces on a board they move smoothly, but when moving the whole board, the x and y coordinates that is sent to pan is "jumping", and in an increasingly amount the longer it is dragged. These are an example of the deltaY coordinates sent to pan when dragging smoothly downwards: 1.1156368 -0.13125038 -1.0500145 0.98439217 -1.0500202 0.91877174 -0.984396 0.9187679 -0.98439026 0.9187641 -0.13125038 This is how I move the camera: public void pan (InputEvent event, float x, float y, float deltaX, float deltaY) { cam.translate(-deltaX, -deltaY); I have been using both the delta values sent to pan and the real position values, but similar results. And since it is the coordinates that are wrong, it doesn't matter whether I move the board itself or the camera. What could the cause be for this and what is the solution? When I move camera only half the delta-values, it moves smoothly but only at half the speed of the mouse pointer: cam.translate(-deltaX / 2, -deltaY / 2); It seems like the moving of camera or board affects the mouse input coordinates. How can I drag at "mouse speed" and still get smooth movements? (This question was also posted on stackoverflow: http://stackoverflow.com/questions/20693020/libgdx-actorgesturelistener-pan-parameters-not-moving-actor-in-smooth-line)

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  • Anisotropic and trilinear filtering?

    - by fedab
    I'm confused about the usage of trilinear filtering and anisotropic filtering in SharpDX. As far as i understood, trilinear filtering does linear filtering to the textures and in a case of LOD-change it also interpolates between the too LODs to smooth the transition. Anisotropic filtering make the texture bigger. Now it is possible to use trilinear filtering to do the same thing, due to anisotropic filtering with bigger textures. This causes a lesser blurred image, when you use anisotropy, because the interpolation is better. Now, it should be possible to use trilinear filtering and anisotropic filtering at the same time. But in the SamplerState i can only choose Filter.Anisotropy or Filter.MinMagMipLinear (should be trilinear, right?). You can see all possible filters here: D3D11 Filter Enumeration. So my question: Can you use both techniques together, if yes, how can i archieve that in SharpDX with SamplerState?

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  • C++ Game engine time scale

    - by I Phantasm I
    i have begun creating a very simple game engine and i am trying to work out how to create a time scale for the game.by time scale i mean some way of increasing and decreasing the speed of the game(not the fps) like creating a slow motion effect ... i have no idea how this could be accomplished so any help would be appreciated. if this help im using windows, Opengl and C++ in the game engine... How my engine is setup i have an update and draw function...update is called 25 times per second while display is called as much as possible.

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  • My grid based collision detection is slow

    - by Fibericon
    Something about my implementation of a basic 2x4 grid for collision detection is slow - so slow in fact, that it's actually faster to simply check every bullet from every enemy to see if the BoundingSphere intersects with that of my ship. It becomes noticeably slow when I have approximately 1000 bullets on the screen (36 enemies shooting 3 bullets every .5 seconds). By commenting it out bit by bit, I've determined that the code used to add them to the grid is what's slowest. Here's how I add them to the grid: for (int i = 0; i < enemy[x].gun.NumBullets; i++) { if (enemy[x].gun.bulletList[i].isActive) { enemy[x].gun.bulletList[i].Update(timeDelta); int bulletPosition = 0; if (enemy[x].gun.bulletList[i].position.Y < 0) { bulletPosition = (int)Math.Floor((enemy[x].gun.bulletList[i].position.X + 900) / 450); } else { bulletPosition = (int)Math.Floor((enemy[x].gun.bulletList[i].position.X + 900) / 450) + 4; } GridItem bulletItem = new GridItem(); bulletItem.index = i; bulletItem.type = 5; bulletItem.parentIndex = x; if (bulletPosition > -1 && bulletPosition < 8) { if (!grid[bulletPosition].Contains(bulletItem)) { for (int j = 0; j < grid.Length; j++) { grid[j].Remove(bulletItem); } grid[bulletPosition].Add(bulletItem); } } } } And here's how I check if it collides with the ship: if (ship.isActive && !ship.invincible) { BoundingSphere shipSphere = new BoundingSphere( ship.Position, ship.Model.Meshes[0].BoundingSphere.Radius * 9.0f); for (int i = 0; i < grid.Length; i++) { if (grid[i].Contains(shipItem)) { for (int j = 0; j < grid[i].Count; j++) { //Other collision types omitted else if (grid[i][j].type == 5) { if (enemy[grid[i][j].parentIndex].gun.bulletList[grid[i][j].index].isActive) { BoundingSphere bulletSphere = new BoundingSphere(enemy[grid[i][j].parentIndex].gun.bulletList[grid[i][j].index].position, enemy[grid[i][j].parentIndex].gun.bulletModel.Meshes[0].BoundingSphere.Radius); if (shipSphere.Intersects(bulletSphere)) { ship.health -= enemy[grid[i][j].parentIndex].gun.damage; enemy[grid[i][j].parentIndex].gun.bulletList[grid[i][j].index].isActive = false; grid[i].RemoveAt(j); break; //no need to check other bullets } } else { grid[i].RemoveAt(j); } } What am I doing wrong here? I thought a grid implementation would be faster than checking each one.

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  • Reasoner Conversion Problems:

    - by Annalyne
    I have this code right here in Java and I wanted to translate it in C++, but I had some problems going: this is the java code: import java.io.*; import java.util.*; public class ClueReasoner { private int numPlayers; private int playerNum; private int numCards; private SATSolver solver; private String caseFile = "cf"; private String[] players = {"sc", "mu", "wh", "gr", "pe", "pl"}; private String[] suspects = {"mu", "pl", "gr", "pe", "sc", "wh"}; private String[] weapons = {"kn", "ca", "re", "ro", "pi", "wr"}; private String[] rooms = {"ha", "lo", "di", "ki", "ba", "co", "bi", "li", "st"}; private String[] cards; public ClueReasoner() { numPlayers = players.length; // Initialize card info cards = new String[suspects.length + weapons.length + rooms.length]; int i = 0; for (String card : suspects) cards[i++] = card; for (String card : weapons) cards[i++] = card; for (String card : rooms) cards[i++] = card; numCards = i; // Initialize solver solver = new SATSolver(); addInitialClauses(); } private int getPlayerNum(String player) { if (player.equals(caseFile)) return numPlayers; for (int i = 0; i < numPlayers; i++) if (player.equals(players[i])) return i; System.out.println("Illegal player: " + player); return -1; } private int getCardNum(String card) { for (int i = 0; i < numCards; i++) if (card.equals(cards[i])) return i; System.out.println("Illegal card: " + card); return -1; } private int getPairNum(String player, String card) { return getPairNum(getPlayerNum(player), getCardNum(card)); } private int getPairNum(int playerNum, int cardNum) { return playerNum * numCards + cardNum + 1; } public void addInitialClauses() { // TO BE IMPLEMENTED AS AN EXERCISE // Each card is in at least one place (including case file). for (int c = 0; c < numCards; c++) { int[] clause = new int[numPlayers + 1]; for (int p = 0; p <= numPlayers; p++) clause[p] = getPairNum(p, c); solver.addClause(clause); } // If a card is one place, it cannot be in another place. // At least one card of each category is in the case file. // No two cards in each category can both be in the case file. } public void hand(String player, String[] cards) { playerNum = getPlayerNum(player); // TO BE IMPLEMENTED AS AN EXERCISE } public void suggest(String suggester, String card1, String card2, String card3, String refuter, String cardShown) { // TO BE IMPLEMENTED AS AN EXERCISE } public void accuse(String accuser, String card1, String card2, String card3, boolean isCorrect) { // TO BE IMPLEMENTED AS AN EXERCISE } public int query(String player, String card) { return solver.testLiteral(getPairNum(player, card)); } public String queryString(int returnCode) { if (returnCode == SATSolver.TRUE) return "Y"; else if (returnCode == SATSolver.FALSE) return "n"; else return "-"; } public void printNotepad() { PrintStream out = System.out; for (String player : players) out.print("\t" + player); out.println("\t" + caseFile); for (String card : cards) { out.print(card + "\t"); for (String player : players) out.print(queryString(query(player, card)) + "\t"); out.println(queryString(query(caseFile, card))); } } public static void main(String[] args) { ClueReasoner cr = new ClueReasoner(); String[] myCards = {"wh", "li", "st"}; cr.hand("sc", myCards); cr.suggest("sc", "sc", "ro", "lo", "mu", "sc"); cr.suggest("mu", "pe", "pi", "di", "pe", null); cr.suggest("wh", "mu", "re", "ba", "pe", null); cr.suggest("gr", "wh", "kn", "ba", "pl", null); cr.suggest("pe", "gr", "ca", "di", "wh", null); cr.suggest("pl", "wh", "wr", "st", "sc", "wh"); cr.suggest("sc", "pl", "ro", "co", "mu", "pl"); cr.suggest("mu", "pe", "ro", "ba", "wh", null); cr.suggest("wh", "mu", "ca", "st", "gr", null); cr.suggest("gr", "pe", "kn", "di", "pe", null); cr.suggest("pe", "mu", "pi", "di", "pl", null); cr.suggest("pl", "gr", "kn", "co", "wh", null); cr.suggest("sc", "pe", "kn", "lo", "mu", "lo"); cr.suggest("mu", "pe", "kn", "di", "wh", null); cr.suggest("wh", "pe", "wr", "ha", "gr", null); cr.suggest("gr", "wh", "pi", "co", "pl", null); cr.suggest("pe", "sc", "pi", "ha", "mu", null); cr.suggest("pl", "pe", "pi", "ba", null, null); cr.suggest("sc", "wh", "pi", "ha", "pe", "ha"); cr.suggest("wh", "pe", "pi", "ha", "pe", null); cr.suggest("pe", "pe", "pi", "ha", null, null); cr.suggest("sc", "gr", "pi", "st", "wh", "gr"); cr.suggest("mu", "pe", "pi", "ba", "pl", null); cr.suggest("wh", "pe", "pi", "st", "sc", "st"); cr.suggest("gr", "wh", "pi", "st", "sc", "wh"); cr.suggest("pe", "wh", "pi", "st", "sc", "wh"); cr.suggest("pl", "pe", "pi", "ki", "gr", null); cr.printNotepad(); cr.accuse("sc", "pe", "pi", "bi", true); } } how can I convert this? there are too many errors I get. for my C++ code (as a commentor asked for) #include <iostream> #include <cstdlib> #include <string> using namespace std; void Scene_Reasoner() { int numPlayer; int playerNum; int cardNum; string filecase = "Case: "; string players [] = {"sc", "mu", "wh", "gr", "pe", "pl"}; string suspects [] = {"mu", "pl", "gr", "pe", "sc", "wh"}; string weapons [] = {"kn", "ca", "re", "ro", "pi", "wr"}; string rooms[] = {"ha", "lo", "di", "ki", "ba", "co", "bi", "li", "st"}; string cards [0]; }; void Scene_Reason_Base () { numPlayer = players.length; // Initialize card info cards = new String[suspects.length + weapons.length + rooms.length]; int i = 0; for (String card : suspects) cards[i++] = card; for (String card : weapons) cards[i++] = card; for (String card : rooms) cards[i++] = card; cardNum = i; }; private int getCardNum (string card) { for (int i = 0; i < numCards; i++) if (card.equals(cards[i])) return i; cout << "Illegal card: " + card <<endl; return -1; }; private int getPairNum(String player, String card) { return getPairNum(getPlayerNum(player), getCardNum(card)); }; private int getPairNum(int playerNum, int cardNum) { return playerNum * numCards + cardNum + 1; }; int main () { return 0; }

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  • Secure login for a game that is open source

    - by David Park
    I am making a game which i will be open sourcing. Its a simple arcade like game but requires a network connection because it is meant to be played with other people. The thing i am worrying about is how would i be sure that the client is the one that i put out for the end user to play with? Kind of a like of sv_pure for Team Fortress 2. I was thinking of different ways to combat this such as the server requesting the client's version or even it's md5 hash but people with simple java knowledge could just force a method to always return what the server wants.

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  • How to handle wildly varying rendering hardware / getting baseline

    - by edA-qa mort-ora-y
    I've recently started with mobile programming (cross-platform, also with desktop) and am encountering wildly differing hardware performance, in particular with OpenGL and the GPU. I know I'll basically have to adjust my rendering code but I'm uncertain of how to detect performance and what reasonable default settings are. I notice that certain shader functions are basically free in a desktop implemenation but can be unusable in a mobile device. The problem is I have no way of knowing what features will cause what performance issues on all the devices. So my first issue is that even if I allow configuring options I'm uncertain of which options I have to make configurable. I'm wondering also wheher one just writes one very configurable pipeline, or whether I should have 2 distinct options (high/low). I'm also unsure of where to set the default. If I set to the poorest performer the graphics will be so minimal that any user with a modern device would dismiss the game. If I set them even at some moderate point, the low end devices will basically become a slide-show. I was thinking perhaps that I just run some benchmarks when the user first installs and randomly guess what works, but I've not see a game do this before.

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  • MiniMax function throws null pointer exception

    - by Sven
    I'm working on a school project, I have to build a tic tac toe game with the AI based on the MiniMax algorithm. The two player mode works like it should. I followed the code example on http://ethangunderson.com/blog/minimax-algorithm-in-c/. The only thing is that I get a NullPointer Exception when I run the code. And I can't wrap my finger around it. I placed a comment in the code where the exception is thrown. The recursive call is returning a null pointer, what is very strange because it can't.. When I place a breakpoint on the null return with the help of a if statement, then I see that there ARE still 2 to 3 empty places.. I probably overlooking something. Hope someone can tell me what I'm doing wrong. Here is the MiniMax code (the tic tac toe code is not important): /* * To change this template, choose Tools | Templates * and open the template in the editor. */ package MiniMax; import Game.Block; import Game.Board; import java.util.ArrayList; public class MiniMax { public static Place getBestMove(Board gameBoard, Block.TYPE player) { Place bestPlace = null; ArrayList<Place> emptyPlaces = gameBoard.getEmptyPlaces(); Board newBoard; //loop trough all the empty places for(Place emptyPlace : emptyPlaces) { newBoard = gameBoard.clone(); newBoard.setBlock(emptyPlace.getRow(), emptyPlace.getCell(), player); //no game won and still room to move if(newBoard.getWinner() == Block.TYPE.NONE && newBoard.getEmptyPlaces().size() > 0) { //is an node (has children) Place tempPlace = getBestMove(newBoard, invertPlayer(player)); //ERROR is thrown here! tempPlace is null. emptyPlace.setScore(tempPlace.getScore()); } else { //is an leaf if(newBoard.getWinner() == Block.TYPE.NONE) { emptyPlace.setScore(0); } else if(newBoard.getWinner() == Block.TYPE.X) { emptyPlace.setScore(-1); } else if(newBoard.getWinner() == Block.TYPE.O) { emptyPlace.setScore(1); } //if this move is better then our prev move, take it! if((bestPlace == null) || (player == Block.TYPE.X && emptyPlace.getScore() < bestPlace.getScore()) || (player == Block.TYPE.O && emptyPlace.getScore() > bestPlace.getScore())) { bestPlace = emptyPlace; } } } //This should never be null, but it does.. return bestPlace; } private static Block.TYPE invertPlayer(Block.TYPE player) { if(player == Block.TYPE.X) { return Block.TYPE.O; } return Block.TYPE.X; } }

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  • Can I use DllImport/PInvoke in libraries loaded as Assets in Unity Free?

    - by sebf
    I am interested in using utilising third-party libraries in Unity Free. I know Unity can use managed libraries as Assets, but only the Pro version supports using native libraries. (DllImport within scripts). This thread however suggests that it is possible to import DLLs in the free version. I would like to utilise native libraries (as a hobbyist I cannot afford Pro), but want to do it the supported way so I don't have to worry about Unity 'fixing' this hole if that is what it is. Is there any supported way to use native libraries with Unity free? (i.e. does that thread suggest a workaround or is it a 'bug'? Is it supported to use DllImport/PInvoke in libraries loaded as assets? (could I create a wrapper myself?)

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  • XNA 4: GetData from Texture2D and Set it into Texture3D with specific order

    - by cubrman
    I am trying to convert my color grading 2d lookup texture into 3d LUT. When I simply use: ColorAtlas.GetData(data); ColorAtlas3D.SetData(data); I get this: I tried building my 2d atlass horizontally but it did not helped - the data was messed up in a different way. So my question is how can I influence the order of the data I get from the 2d atlas and how can I properly pass it into my 3d atlas? Update: I know that I can GetData from a specific Rectangular area and put it into several arrays, but the result is still the same. This is what I tried: Color[] data2D = new Color[0]; for (int i = 0; i < 32; i++) { Color[] data = new Color[32 * 32]; GraphicsDevice.SetRenderTarget(null); ColorAtlas.GetData(0, new Rectangle(0, i*32, 32, 32), data, 0, data.Length); int oldLength = data2D.Length; Array.Resize<Color>(ref data2D, oldLength + data.Length); Array.Copy(data, 0, data2D, oldLength, data.Length); } ColorAtlas3D.SetData(data2D);

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  • Which are the cons of using only non-member functions and POD?

    - by Miro
    I'm creating my own game engine. I've read these articles and this question about DOD and it was written to not use member functions and classes. I also heard some criticism to this idea. I can write it using member functions or non-member functions it would be similar. So what are the benefits/cons of that approach or when the project grows, does any of these approaches give clearer and better manageable code? With POD & non-member functions I don't have to make struct members public I can still use object id outside of engine like OpenGL does with all it's stuff, so It's not about encapsulation. POD - plain old data DOD - data oriented design

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  • How to store character moves (sprite animations)?

    - by Saad
    So I'm thinking about making a small rpg, mainly to test out different design patterns I've been learning about. But the one question that I'm not too sure on how to approach is how to store an array of character moves in the best way possible. So let's say I have arrays of different sprites. This is how I'm thinking about implementing it: array attack = new array (10); array attack2 = new array(5); (loop) //blit some image attack.push(imageInstance); (end loop) Now every time I want the animation I call on attack or attack2; is there a better structure? The problem with this is let's say there are 100 different attacks, and a player can have up to 10 attacks equipped. So how do I tell which attack the user has; should I use a hash map?

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  • How can I view an R32G32B32 texture?

    - by bobobobo
    I have a texture with R32G32B32 floats. I create this texture in-program on D3D11, using DXGI_FORMAT_R32G32B32_FLOAT. Now I need to see the texture data for debug purposes, but it will not save to anything but dds, showing the error in debug output, "Can't find matching WIC format, please save this file to a DDS". So, I write it to DDS but I can't open it now! The DirectX texture tool says "An error occurred trying to open that file". I know the texture is working because I can read it in the GPU and the colors seem correct. How can I view an R32G32B32 texture in an image viewer?

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  • Arcball 3D camera - how to convert from camera to object coordinates

    - by user38873
    I have checked multiple threads before posting, but i havent been able to figure this one out. Ok so i have been following this tutorial, but im not using glm, ive been implementing everything up until now, like lookat etc. http://en.wikibooks.org/wiki/OpenGL_Programming/Modern_OpenGL_Tutorial_Arcball So i can rotate with the click and drag of the mouse, but when i rotate 90º degrees around Y and then move the mouse upwards or donwwards, it rotates on the wrong axis, this problem is demonstrated on this part of the tutorial An extra trick is converting the rotation axis from camera coordinates to object coordinates. It's useful when the camera and object are placed differently. For instace, if you rotate the object by 90° on the Y axis ("turn its head" to the right), then perform a vertical move with your mouse, you make a rotation on the camera X axis, but it should become a rotation on the Z axis (plane barrel roll) for the object. By converting the axis in object coordinates, the rotation will respect that the user work in camera coordinates (WYSIWYG). To transform from camera to object coordinates, we take the inverse of the MV matrix (from the MVP matrix triplet). What i have to do acording to the tutorial is convert my axis_in_camera_coordinates to object coordinates, and the rotation is done well, but im confused on what matrix i use to do just that. The tutorial talks about converting the axis from camera to object coordinates by using the inverse of the MV. Then it shows these 3 lines of code witch i havent been able to understand. glm::mat3 camera2object = glm::inverse(glm::mat3(transforms[MODE_CAMERA]) * glm::mat3(mesh.object2world)); glm::vec3 axis_in_object_coord = camera2object * axis_in_camera_coord; So what do i aply to my calculated axis?, the inverse of what, i supose the inverse of the model view? So my question is how do you transform camera axis to object axis. Do i apply the inverse of the lookat matrix? My code: if (cur_mx != last_mx || cur_my != last_my) { va = get_arcball_vector(last_mx, last_my); vb = get_arcball_vector( cur_mx, cur_my); angle = acos(min(1.0f, dotProduct(va, vb)))*20; axis_in_camera_coord = crossProduct(va, vb); axis.x = axis_in_camera_coord[0]; axis.y = axis_in_camera_coord[1]; axis.z = axis_in_camera_coord[2]; axis.w = 1.0f; last_mx = cur_mx; last_my = cur_my; } Quaternion q = qFromAngleAxis(angle, axis); Matrix m; qGLMatrix(q,m); vi = mMultiply(m, vi); up = mMultiply(m, up); ViewMatrix = ogLookAt(vi.x, vi.y, vi.z,0,0,0,up.x,up.y,up.z);

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  • Calculating the "power" of a player in a "Defend Your Castle" type game

    - by Jesse Emond
    I'm a making a "Defend Your Castle" type game, where each player has a castle and must send units to destroy the opponent's castle. It looks like this (and yeah, this is the actual game, not a quick paint drawing..): Now, I'm trying to implement the AI of the opponent, and I'd like to create 4 different AI levels: Easy, Normal, Hard and Hardcore. I've never made any "serious" AI before and I'd like to create a quite complete one this time. My idea is to calculate a player's "power" score, based on the current health of its castle and the individual "power" score of its units. Then, the AI would just try to keep a score close to the player's one(Easy would stay below it, Normal would stay near it and Hard would try to get above it). But I just don't know how to calculate a player's power score. There are just too many variables to take into account and I don't know how to properly use them to create one significant number(the power level). Could anyone help me out on this one? Here are the variables that should influence a player's power score: Current castle health, the unit's total health, damage, speed and attack range. Also, the player can have increased Income(the money bag), damage(the + Damage) and speed(the + speed)... How could I include them in the score? I'm really stuck here... Or is there an other way that I could implement AI for this type of game? Thanks for your precious time.

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  • LibGdx efficient data saving/loading?

    - by grimrader22
    Currently, my LibGDX game consists of a 512 x 512 map of Tiles and entities such as players and monsters. I am wondering how to efficiently save and load the data of my levels. At the moment I am using JSON serialization for each class I want to save. I implement the Json.Serializable interface for all of these classes and write only the variables that are necessary. So my map consists of 512 x 512 tiles, that's 260,000 tiles. Each tile on the map consists of a Tile object, which points to some final Tile object like a GRASS_TILE or a STONE_TILE. When I serialize each level tile, the final Tile that it points to is re-serialized over and over again, so if I have 100 Tiles all pointing to GRASS_TILE, the data of GRASS_TILE is written 100 times over. When I go to load/deserialize my objects, 100 GrassTile objects are created, but they are each their own object. They no longer point to the final tile object. I feel like this reading/writing files very slow. If I were to abandon JSON serialization, to my knowledge my next best option would be saving the level data to a sql database. Unless there is a way to speed up serializing/deserializing 260,000 tiles I may have to do this. Is this a good idea? Could I really write that many tiles to the database efficiently? To sum all this up, I am trying to save my levels using JSON serialization, but it is VERY slow. What other options do I have for saving the data of so many tiles. I also must note that the JSON serialization is not slow on a PC, it is only VERY slow on a mobile device. Since file writing/reading is so slow on mobile devices, what can I do?

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  • How many vertices are needed to draw reasonably good-looking terrain?

    - by bobbaluba
    I have some pretty expensive code in my terrain vertex shader, and I am trying to figure out if it will still be fast enough. I haven't yet developed a level-of-detail system for my terrain rendering, but I can easily benchmark my code by just drawing mock triangles. My problem is, how do I know how many vertices to test with? Are there for example rendering engines that will tell me how many terrain vertices are currently on-screen? Or maybe it is possible to create a formula that will give me an estimate based on screen resolution?

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  • 3Ds Max is exporting model with more normals than vertices

    - by Delta
    I made a simple teapot with the "Create Standard Primitives" option and exported it as a collada file, ended up with this: < float_array id="Teapot001-POSITION-array" count="1590" < float_array id="Teapot001-Normal0-array" count="9216" For what I know there should be only one normal per vertex, am I wrong? What am I supposed to do with that much normals? Just put them on the normal buffer all at once normally?

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