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  • How should I interpret these DirectX Caps Viewer values?

    - by tobi
    Briefly asking - what do the nodes mean and what the difference is between them in DirectX Caps Viewer? DXGI Devices Direct3D9 Devices DirectDraw Devices The most interesting for me is 1 vs 2. In the Direct3D9 Devices under HAL node I can see that my GeForce 8800GT supports PixelShaderVersion 3.0. However, under DXGI Devices I have DX 10, DX 10.1 and DX 11 having Shader model 4.0 (actually why DX 11? My card is not compatible with DX 11). I am implementing a DX 11 application (including d3d11.h) with shaders compiled in 4.0 version, so I can clearly see that 4.0 is supported. What is the difference between 1 and 2? Could you give me some theory behind the nodes?

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  • Character movement on a 2D tile map

    - by Chris Morris
    I'm working at making a HTML5 game. Top down, closest thing I can equate it to is the gameboy zeldas, but open world and no rooms. What I have so far is a procedurally generated map in a multi dimensional array. And a starting position on the map. Along with this I have an array of movable and non movable tile ID's. I also have a class for my player and have him being rendered out in the center of the starting tile. My problem however is getting the movement sorted out for the player. I want to be able to have the character free move around the map (pixel by pixel essentially) ontop of this 2D generated world. Ideally this would allow the user to move around the walk able area of the canvas. this is simple enough for me to do, but I am having problems now moving the world. If the user is 20% from the edge of the screen i want the world to start panning in the direction the player is heading. But I'm rather lacking in ideas of how to do this. I've looked around for some tutorials, but am coming up blank on ideas of how to generate the playable area (zoomed in) and to then move this generated area under the player when they reach near the end of the screen. My current idea was to generate a certain amount of tiles full size to fill the screen and place the player i the middle. Then when the user approaches the edge of the screen start generating the tiles offset by the distance moved and the direction. I can kind of see this working but I really have no idea if this is the best or easiest to code of methods for generating the world. sorry for the lack of code but I'm still just in the theory stages of working this all out.

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  • Group Matchmaking

    - by Simon Kérouack
    Consider different groups(1 or more players) queuing together, we want to make 2 opposing teams containing each the same amount of players while keeping the groups together. At the same time we want to make both teams' average ranking as close as possible. Now also consider we have as a working set the subset of groups currently queuing within a given ranking range. For an example, let's say we have the following groups, ordered by queuing time: Id, playerCount, totalRank, avgRank 0, 3, 126, 42 1, 2, 60, 30 2, 1, 25, 25 3, 2, 80, 40 4, 1, 40, 40 5, 1, 20, 20 6, 3, 150, 50 for this specific subset, the expected output should ideally be: team1: 0, 1 (total: 186) team2: 2, 5, 6 (total: 195) up to now the solution I have been using is to balance out each team by making each team pick the group with highest ranking within the subset turn by turn. The team who picks is the one with the currently lowest average rank unless one is already full. If one team is already full the other team tries to complete itself with groups that would make the rank gap as small as possible. This solution turns out to have issues with frequent edge cases and I'm looking for a better solution, or some fine-tuning that could be made. In most cases, players seems to want teams of 5 people and queue in group of 2. Our average subset when 2 teams of 5 are chosen is made of about 14 players if that may be of any help.

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  • andengine - how to make the game wait for an animation to finish?

    - by petervaz
    I'm teaching myself andengine while trying to make a match-3 puzzle, so far I have a grid of gems that I populate and can move then around. Matching gems and new gems falling is working already. My problem is that the game keeps flowing while animations runs. How can I make the flow suspend until movement is done? I use entity modifiers for the gems animations. MoveYModifier for the fall and PathModifier for the swap.

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  • Is using the student version of 3DS Max and Unity3d legal?

    - by SubZeron
    I am developing an indie game together with my friend using Unity3D engine. I bought "Silo 3D" for modeling two month ago and for texturing I use 3D coat. We plan to sell our game in the future. For the animations I work with 3DS max (only animation part). My question is, can I work with a students license? The license for the original version is too expensive for me. I am still at the university and I can not buy the 3DS Max license which costs 4000 €. As an alternative I have the choice beetween Blender (can´t work with this software and don't have time to invest for learning a new program) and Truespace (can´t export fbx animation and specially with bones) so for me, 3DS Max is the best choice to be effective and quick. Is it possible to prove it when I export my fbx characters from 3DS Max to Unity3D? I mean can they find out that I have used the students license of 3DS Max for the animations after the release of the game? Maybe with help of DRM? Can I solve that problem when I export the fbx from 3DS Max to Blender and after that export the same fbx to Unity3D?

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  • Bouncing off a circular Boundary with multiple balls?

    - by Anarkie
    I am making a game like this : Yellow Smiley has to escape from red smileys, when yellow smiley hits the boundary game is over, when red smileys hit the boundary they should bounce back with the same angle they came, like shown below: Every 10 seconds a new red smiley comes in the big circle, when red smiley hits yellow, game is over, speed and starting angle of red smileys should be random. I control the yellow smiley with arrow keys. The biggest problem I have reflecting the red smileys from the boundary with the angle they came. I don't know how I can give a starting angle to a red smiley and bouncing it with the angle it came. I would be glad for any tips! My js source code : var canvas = document.getElementById("mycanvas"); var ctx = canvas.getContext("2d"); // Object containing some global Smiley properties. var SmileyApp = { radius: 15, xspeed: 0, yspeed: 0, xpos:200, // x-position of smiley ypos: 200 // y-position of smiley }; var SmileyRed = { radius: 15, xspeed: 0, yspeed: 0, xpos:350, // x-position of smiley ypos: 65 // y-position of smiley }; var SmileyReds = new Array(); for (var i=0; i<5; i++){ SmileyReds[i] = { radius: 15, xspeed: 0, yspeed: 0, xpos:350, // x-position of smiley ypos: 67 // y-position of smiley }; SmileyReds[i].xspeed = Math.floor((Math.random()*50)+1); SmileyReds[i].yspeed = Math.floor((Math.random()*50)+1); } function drawBigCircle() { var centerX = canvas.width / 2; var centerY = canvas.height / 2; var radiusBig = 300; ctx.beginPath(); ctx.arc(centerX, centerY, radiusBig, 0, 2 * Math.PI, false); // context.fillStyle = 'green'; // context.fill(); ctx.lineWidth = 5; // context.strokeStyle = '#003300'; // green ctx.stroke(); } function lineDistance( positionx, positiony ) { var xs = 0; var ys = 0; xs = positionx - 350; xs = xs * xs; ys = positiony - 350; ys = ys * ys; return Math.sqrt( xs + ys ); } function drawSmiley(x,y,r) { // outer border ctx.lineWidth = 3; ctx.beginPath(); ctx.arc(x,y,r, 0, 2*Math.PI); //red ctx.fillStyle="rgba(255,0,0, 0.5)"; ctx.fillStyle="rgba(255,255,0, 0.5)"; ctx.fill(); ctx.stroke(); // mouth ctx.beginPath(); ctx.moveTo(x+0.7*r, y); ctx.arc(x,y,0.7*r, 0, Math.PI, false); // eyes var reye = r/10; var f = 0.4; ctx.moveTo(x+f*r, y-f*r); ctx.arc(x+f*r-reye, y-f*r, reye, 0, 2*Math.PI); ctx.moveTo(x-f*r, y-f*r); ctx.arc(x-f*r+reye, y-f*r, reye, -Math.PI, Math.PI); // nose ctx.moveTo(x,y); ctx.lineTo(x, y-r/2); ctx.lineWidth = 1; ctx.stroke(); } function drawSmileyRed(x,y,r) { // outer border ctx.lineWidth = 3; ctx.beginPath(); ctx.arc(x,y,r, 0, 2*Math.PI); //red ctx.fillStyle="rgba(255,0,0, 0.5)"; //yellow ctx.fillStyle="rgba(255,255,0, 0.5)"; ctx.fill(); ctx.stroke(); // mouth ctx.beginPath(); ctx.moveTo(x+0.4*r, y+10); ctx.arc(x,y+10,0.4*r, 0, Math.PI, true); // eyes var reye = r/10; var f = 0.4; ctx.moveTo(x+f*r, y-f*r); ctx.arc(x+f*r-reye, y-f*r, reye, 0, 2*Math.PI); ctx.moveTo(x-f*r, y-f*r); ctx.arc(x-f*r+reye, y-f*r, reye, -Math.PI, Math.PI); // nose ctx.moveTo(x,y); ctx.lineTo(x, y-r/2); ctx.lineWidth = 1; ctx.stroke(); } // --- Animation of smiley moving with constant speed and bounce back at edges of canvas --- var tprev = 0; // this is used to calculate the time step between two successive calls of run function run(t) { requestAnimationFrame(run); if (t === undefined) { t=0; } var h = t - tprev; // time step tprev = t; SmileyApp.xpos += SmileyApp.xspeed * h/1000; // update position according to constant speed SmileyApp.ypos += SmileyApp.yspeed * h/1000; // update position according to constant speed for (var i=0; i<SmileyReds.length; i++){ SmileyReds[i].xpos += SmileyReds[i].xspeed * h/1000; // update position according to constant speed SmileyReds[i].ypos += SmileyReds[i].yspeed * h/1000; // update position according to constant speed } // change speed direction if smiley hits canvas edges if (lineDistance(SmileyApp.xpos, SmileyApp.ypos) + SmileyApp.radius > 300) { alert("Game Over"); } // redraw smiley at new position ctx.clearRect(0,0,canvas.height, canvas.width); drawBigCircle(); drawSmiley(SmileyApp.xpos, SmileyApp.ypos, SmileyApp.radius); for (var i=0; i<SmileyReds.length; i++){ drawSmileyRed(SmileyReds[i].xpos, SmileyReds[i].ypos, SmileyReds[i].radius); } } // uncomment these two lines to get every going // SmileyApp.speed = 100; run(); // --- Control smiley motion with left/right arrow keys function arrowkeyCB(event) { event.preventDefault(); if (event.keyCode === 37) { // left arrow SmileyApp.xspeed = -100; SmileyApp.yspeed = 0; } else if (event.keyCode === 39) { // right arrow SmileyApp.xspeed = 100; SmileyApp.yspeed = 0; } else if (event.keyCode === 38) { // up arrow SmileyApp.yspeed = -100; SmileyApp.xspeed = 0; } else if (event.keyCode === 40) { // right arrow SmileyApp.yspeed = 100; SmileyApp.xspeed = 0; } } document.addEventListener('keydown', arrowkeyCB, true); JSFiddle : http://jsfiddle.net/gj4Q7/

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  • What is UVIndex and how do I use it on OpenGL?

    - by Delta
    I am a noob in OpenGL ES 2.0 (for WebGL) and I'm trying to draw a simple model I've made with a 3D tool and exported to .fbx format. I've been able to draw some models that only have: A vertex buffer, a index buffer for the vertices, a normal buffer and a texture coordinate buffer, but this model now has a "UVIndex" and I'm not sure where am I supposed to put this UVIndex. My code looks like this: GL.bindBuffer(GL.ARRAY_BUFFER, this.Model.House.VertexBuffer); GL.vertexAttribPointer(this.Shader.TextureAndLighting.Attribute["vPosition"],3,GL.FLOAT, false, 0, 0); GL.bindBuffer(GL.ARRAY_BUFFER, this.Model.House.NormalBuffer); GL.vertexAttribPointer(this.Shader.TextureAndLighting.Attribute["vNormal"], 3, GL.FLOAT, false, 0, 0); GL.bindBuffer(GL.ARRAY_BUFFER, this.Model.House.TexCoordBuffer); GL.vertexAttribPointer(this.Shader.TextureAndLighting.Attribute["TexCoord"], 2, GL.FLOAT, false, 0, 0); GL.bindBuffer(GL.ELEMENT_ARRAY_BUFFER, this.Model.House.IndexBuffer); GL.bindTexture(GL.TEXTURE_2D, this.Texture.HTex1); GL.activeTexture(GL.TEXTURE0); GL.drawElements(GL.TRIANGLES, this.Model.House.IndexBuffer.Length, GL.UNSIGNED_SHORT, 0); But my model renders totally incorrect and I think it has to do with the fact that I am ignoring this "UVIndex" in the .fbx file, since I've never drawn any model that uses this UVIndex I really have no clue on what to do with it. This is the json file containing the model's data: http://pastebin.com/raw.php?i=G294TVmz

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  • Using MVC with a retained mode renderer

    - by David Gouveia
    I am using a retained mode renderer similar to the display lists in Flash. In other words, I have a scene graph data structure called the Stage to which I add the graphical primitives I would like to see rendered, such as images, animations, text. For simplicity I'll refer to them as Sprites. Now I'm implementing an architecture which is becoming very similar to MVC, but I feel that that instead of having to create View classes, that the sprites already behave pretty much like Views (except for not being explicitly connected to the Model). And since the Model is only changed through the Controller, I could simply update the view together with the Model in the controller, as in the example below: Example 1 class Controller { Model model; Sprite view; void TeleportTo(Vector2 position) { model.Position = view.Position = position; } } The alternative, I think, would be to create View classes that wrap the sprites, make the model observable, and make the view react to changes on the model. This seems like a lot of extra work and boilerplate code, and I'm not seeing the benefits if I'm just going to have one view per controller. Example 2 class Controller { Model model; View view; void TeleportTo(Vector2 position) { model.Position = position; } } class View { Model model; Sprite sprite; View() { model.PropertyChanged += UpdateView; } void UpdateView() { sprite.Position = model.Position; } } So, how is MVC or more specifically, the View, usually implemented when using a retained-mode renderer? And is there any reason why I shouldn't stick with example 1?

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  • Correct way to handle path-finding collision matrix

    - by Xander Lamkins
    Here is an example of me utilizing path finding. The red grid represents the grid utilized by my A* library to locate a distance. This picture is only an example, currently it is all calculated on the 1x1 pixel level (pretty darn laggy). I want to make it so that the farther I click, the less accurate it will be (split the map into larger grid pieces). Edit: as mentioned by Eric, this is not a required game mechanic. I am perfectly fine with any method that allows me to make this accurate while still fast. This isn't the really the topic of this question though. The problem I have is, my current library uses a two dimensional grid of integers. The higher the number in a cell, the more resistance for that grid tile. Currently I'm setting all unwalkable spots to Integer Max. Here is an example of what I want: I'm just not sure how I should set up the arrays of integers of the grid. Every time an element is added/removed to/from the game, it's collision details are updated in the table. Here is a picture of what the map looks like on my collision layer: I probably shouldn't be creating new arrays every time I have to do a path find because my game needs to support tons of PF at the same time. Should I have multiple arrays that are all updated when the dynamic elements are updated (a building is built/a building is destroyed). The problem I see with this is that it will probably make the creation and destruction of buildings a little more laggy than I would want because it would be setting the collision grid for each built in accuracy level. I would also have to add more/remove some arrays if I ever in the future changed the map size. Should I generate the new array based on an accuracy value every time I need to PF? The problem I see with this is that it will probably make any form of PF just as laggy because it will have to search through a MapWidth x MapHeight number of cells to shrink it all down. Or is there a better way? I'm certainly not the best at optimizing really anything. I've just started dealing with XNA so I'm not used to having optimization code really doing much of an affect until now... :( If you need code examples, please ask. I'll add it as an edit. EDIT: While this doesn't directly relate to the question, I figure the more information I provide, the better. To keep your units from moving as accurately to the players desired position, I've decided that once the unit PFs over to the less accurate grid piece, it will then PF on a more accurate level to the exact position requested.

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  • How would I achieve diablo like 2D isometric projection?

    - by Darestium
    Good day, I am in the process of coming up with an idea for a game, and I would like it to be isometric like Diablo. The problem is I have no idea how it achieves the effect of height like in the following screenshot (on the columns): http://upload.wikimedia.org/wikipedia/en/thumb/2/20/Diabloscreen.jpg/350px-Diabloscreen.jpg but whatever the case, I'm sure it is going to be harder to achieve then creating a traditional isometric game, but any ideas regarding the topic would be greatly appreciated.

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  • Texturize a shape of multiple triangles in 2D

    - by Deukalion
    This is an example of a shape consisting of multiple points, triangles and eventually a shape: Red Dots = Vector3 (X, Y, Z) or Vector2 (X, Y) If I have a Texture of a certain size, how do I texturize this area in the best way so that the texture inside the shape matches the shape and does not overlap anywhere? Perhaps also with a chance to scale the texture in case it's too small or to big for the shape, but still so that it gets rendered correctly. Do I treat the shape as a rectangle? Figure out it's 4 corners? Or do I calculate the distance between Center - (Texture Width / 2) and Point (to see how "many" times the texture can fit between on that axis to estimate at what Coordinates the Texture should be at that certain point? I've looked at Texture Mapping but haven't found any concrete examples that it explains it well, it's also confusing with 0.0-1.0 values for Texture Coordinates.

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  • New to CG shader programming, what program should I use to write and test them?

    - by Notbad
    I have started witting some shaders. First ones were fairly easy to write in notepad but now I need something with a bit more meat. I have checked rendermonnkey that seems to support CG but it is really old and don't know if it is a good option. On the other hand there exist this FX Composer 2.0 but it seems somthing that could really distract me from learning shaders because it seems a pretty deep program. Are there any other possibilities? There's a really nice alternative to write shaders named ShaderToy but just supports GLSL. Any information will be really welcomed. Thanks in advance.

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  • Correct order of tasks in each frame for a Physics simulation

    - by Johny
    I'm playing a bit around with 2D physics. I created now some physic blocks which should collide with each other. This works fine "mostly" but sometimes one of the blocks does not react to a collision and i think that's because of my order of tasks done in each frame. At the moment it looks something like this: function GameFrame(){ foreach physicObject do AddVelocityToPosition(); DoCollisionStuff(); // Only for this object not to forget! AddGravitationToVelocity(); end RedrawScene(); } Is this the correct order of tasks in each frame?

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  • XNA C# Rectangle Intersect Ball on a Square

    - by user2436057
    I made a Game like Peggle Deluxe using C# and XNA for lerning. I have 2 rectangles a ball and a square field. The ball gets shoot out with a cannon and if the Ball hits the Square the Square disapears and the Ball flys away.But the Ball doesent spring of realistically, it sometimes flys away in a different direction or gets stuck on the edge. Thads my Code at the moment: public void Update(Ball b, Deadline dl) { ArrayList listToDelete = new ArrayList(); foreach (Field aField in allFields) { if (aField.square.Intersects(b.ballhere)) { listToDelete.Add(aField); Punkte = Punkte + 100; float distanceX = Math.Abs(b.ballhere.X - aField.square.X); float distanceY = Math.Abs(b.ballhere.Y - aField.square.Y); if (distanceX < distanceY) { b.myMovement.X = -b.myMovement.X; } else { b.myMovement.Y = -b.myMovement.Y; } } } It changes the X or Y axis depending on how the ball hits the Square but not everytimes. What could cause the problem? Thanks for your answer. Greetings from Switzerland.

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  • Logic that can traverse all possible layouts, but not checking every combination of identical pieces?

    - by George Bailey
    Suppose we have a grid of arbitrary size, which is filled by blocks of various widths and heights. There are many 2x2 blocks (meaning they take a total of 4 cells in the grid) and many 3x3 blocks, as well as some 5x4, 4x5, 2x3, etc. I was hoping I could set up a program that would look at all possible layouts, and rank them, and find the best one. Simply it would look at all possible positions of these blocks, and see what setup is the best rank. (the rank based on how many of these can be connected by a roadway system of 1x1 road blocks, and how many squares can be left empty after this is done. - wanting to fit the most blocks as possible with the least roads.) My question, is how should I traverse all the possibilities? I could take all the blocks and try them one at a time, but since all 2x2 blocks are equal, and there are a couple dozen of them, there is no point in trying every combination there, as in the following AA BBB AA BBB CCBBB CCEEE DD EEE DD EEE is exactly the same as CC EEE CC EEE AAEEE AABBB DD BBB DD BBB You notice that there are 2 3x3 blocks and 3 2x2 blocks in my two examples. Based on the model I have now, the computer would try both of these combinations, as well as many others. The problem is that it is going to try every single possible variation of my couple dozen 2x2 blocks. And that is sorely inefficient. Is there a reasonable way to take out this duplicated work, somehow getting the computer program to treat all 2x2 blocks as equal/identical, instead of one requiring rearranging/swapping of these identical blocks? Can this be done?

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  • Pixel Collision - Detecting corners

    - by Milkboat
    How would I go about detecting the corners of a texture when I use pixel collision detection? I read about corner collision with rectangles, but I am unsure how to adapt it to my situation. Right now my map is tile based and I do rectangular collision until the player is intersecting with a blocked tile, then I switch to pixel collision. The effect I would like to achieve is when the player hits the corner of an object to push him around the side so he doesn't just hit the edge and stop. Any ideas?

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  • Android Java rectangle collision detection not working

    - by Charlton Santana
    I had been hard coding a collision detection system which was buggy. Then I came across using rectangles for collsion detection. So I put it all in and it does not work, I put a log in and it never logged. Note to Java programmers who are not Android programers: Android uses the word Rect instead of Rectangle. Code for Block.java: public Rect getBounds(){ return new Rect (this.x, this.y, 10, 20); } Code for Sprite.java: public Rect getBounds(){ return new Rect (this.x, this.y, 20, 20); } Code for MainGame.java: for(Block block : BLOCKS) { block.draw(canvas); block.rigidbody(); Rect spriter = sprite.getBounds(); Rect blockr = block.getBounds(); if(spriter.intersect(blockr)){ showgameover = 1; Log.d(TAG, "Game Over"); } } Is anyone able to help?

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  • Play audio in javascript with a good performance

    - by João
    I'm developing a browser game where the player can shoot. Everytime he shoots it play a sound. Currently i'm using this code to play sounds in JavaScript: var audio = document.createElement("audio"); audio.src = "my_sound.mp3"; audio.play(); I'm worried about performance here. Will 10 simultaneous sounds impact my game performance too much? Will all audio objects stay in memory even after they are played?

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  • OpenGL fovx question

    - by Nick
    To boil my question down to the simplest form, I fear I am oversimplifying how mat4 perspective works. I am using mat4.perspective(45, 2, 0.1, 1000.0) (the binding is WebGL fwiw). With a fovy of 45, and an aspect ratio of 2, I expect to have a fovx of 90. Thus, if I position my camera at (0, 0, 50), looking towards the origin, I expect to see a cube positioned at (50, 0, 0) (45 degrees) right at the very periphery of my screen, half on, half off,. Instead, a cube at (50, 0, 0) is totally off screen, and my actually periphery occurs at about (41.1, 0, 0). What am I missing here? Thanks, nick

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  • Preferred way to render text in OpenGL

    - by dukeofgaming
    Hi, I'm about tu pick up computer graphics once again for an university project. For a previous project I used a library called ftgl that didn't leave me quite satisfied as it felt kind of heavy (I tried all rendering techniques, text rendering didn't scale very well). My question is, is there a good and efficient library for this?, if not, what would be the way to implement fast but nice looking text?. Some intended uses are: Floating object/character labels Dialogues Menus HUD Regards and thanks in advance. EDIT: Preferrably that it can load fonts

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  • How can I Implement KeyListeners/ActionListeners into the JFrame?

    - by A.K.
    I'll get to the point: I have a player in my game that you control with the keyboard yet the key methods in the player class and ActionListener w/ KeyAdapter in the Board class don't seem to fire. So far I've tried adding these key methods into the JFrame, doesn't seem to let me move him even though other objects that I have (enemies) can move fine. Here's part of the JFrame class with the event listeners: frm.addKeyListener(KeyBoardListener); public void mouseClicked(MouseEvent e) { nSound.play(); StartB.setContentAreaFilled(false); cards.remove(StartB); frm.remove(TitleL); frm.remove(cards); frm.setLayout(new GridLayout(1, 1)); frm.add(nBoard); //Add Game "Tiles" Or Content. x = 1200 nBoard.setPreferredSize(new Dimension(1200, 420)); cards.revalidate(); frm.validate(); } public KeyListener KeyBoardListener = new KeyListener() { @Override public void keyPressed(KeyEvent args0) { int key = args0.getKeyCode(); if(key == KeyEvent.VK_LEFT) { nBoard.S.vx = -4; } if(key == KeyEvent.VK_RIGHT) { nBoard.S.vx = 4; } if(key == KeyEvent.VK_UP) { nBoard.S.vy = -4; } if(key == KeyEvent.VK_DOWN) { nBoard.S.vy = 4; } if(key == KeyEvent.VK_SPACE) { nBoard.S.fire(); } } @Override public void keyReleased(KeyEvent args0) { int key = args0.getKeyCode(); if(key == KeyEvent.VK_LEFT) { nBoard.S.vx = 0; } if(key == KeyEvent.VK_RIGHT) { nBoard.S.vx = 0; } if(key == KeyEvent.VK_UP) { nBoard.S.vy = 0; } if(key == KeyEvent.VK_DOWN) { nBoard.S.vy = 0; } } @Override public void keyTyped(KeyEvent args0) { // TODO Auto-generated method stub } };

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  • What does SetTextureStage(0, D3DTSS_COLORARG2, 0) in DirectX mean?

    - by Vite Falcon
    I'm trying to convert some DirectX code to Ogre3D and was wondering what the following translates to: pDev->SetTextureStage(0, D3DTSS_TEXCOORDINDEX, 0) pDev->SetTextureStage(0, D3DTSS_COLORARG1, D3DTA_TEXTURE) pDev->SetTextureStage(0, D3DTSS_COLOROP, D3DTOP_MODULATE) pDev->SetTextureStage(0, D3DTSS_COLORARG2, 0) What is the modulation operation happening here? Is the texture getting modulated with the background? Or is it getting zeroed? I've tried searching for what this means and unfortunately I haven't come across anything meaningful. Any help to shed light on this matter will be much appreciated.

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  • Making large scale changes to an economy in a social game

    - by Zach
    Are there any examples or case studies of social games, specifically on Facebook, where the developer has made drastic changes to the economy? I'm specifically interested in examples where the old economy was based off of purchasing items with Facebook credits then moving to a new model where the same inventory or similar inventory is sold with a soft currency. The closest comparisons I've been able to find so far are looking at iOS games that have gone from purchase models to freemium models, but haven't found a comparable scenario in a social game besides larger scale MMO's.

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  • 2D Tile Map for Platformer, XML or SQLite?

    - by Stephen Tierney
    I'm developing a 2D platformer with some uni friends. We've based it upon the XNA Platformer Starter Kit which uses .txt files to store the tile map. While this is simple it does not give us enough control and flexibility with level design. I'm doing some research into whether to store level data in an XML file or in a database like SQLite. Which would be the best for this situation? Do either have any drawbacks (performance etc) compared to the other?

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  • Not getting desired results with SSAO implementation

    - by user1294203
    After having implemented deferred rendering, I tried my luck with a SSAO implementation using this Tutorial. Unfortunately, I'm not getting anything that looks like SSAO, you can see my result below. You can see there is some weird pattern forming and there is no occlusion shading where there needs to be (i.e. in between the objects and on the ground). The shaders I implemented follow: #VS #version 330 core uniform mat4 invProjMatrix; layout(location = 0) in vec3 in_Position; layout(location = 2) in vec2 in_TexCoord; noperspective out vec2 pass_TexCoord; smooth out vec3 viewRay; void main(void){ pass_TexCoord = in_TexCoord; viewRay = (invProjMatrix * vec4(in_Position, 1.0)).xyz; gl_Position = vec4(in_Position, 1.0); } #FS #version 330 core uniform sampler2D DepthMap; uniform sampler2D NormalMap; uniform sampler2D noise; uniform vec2 projAB; uniform ivec3 noiseScale_kernelSize; uniform vec3 kernel[16]; uniform float RADIUS; uniform mat4 projectionMatrix; noperspective in vec2 pass_TexCoord; smooth in vec3 viewRay; layout(location = 0) out float out_AO; vec3 CalcPosition(void){ float depth = texture(DepthMap, pass_TexCoord).r; float linearDepth = projAB.y / (depth - projAB.x); vec3 ray = normalize(viewRay); ray = ray / ray.z; return linearDepth * ray; } mat3 CalcRMatrix(vec3 normal, vec2 texcoord){ ivec2 noiseScale = noiseScale_kernelSize.xy; vec3 rvec = texture(noise, texcoord * noiseScale).xyz; vec3 tangent = normalize(rvec - normal * dot(rvec, normal)); vec3 bitangent = cross(normal, tangent); return mat3(tangent, bitangent, normal); } void main(void){ vec2 TexCoord = pass_TexCoord; vec3 Position = CalcPosition(); vec3 Normal = normalize(texture(NormalMap, TexCoord).xyz); mat3 RotationMatrix = CalcRMatrix(Normal, TexCoord); int kernelSize = noiseScale_kernelSize.z; float occlusion = 0.0; for(int i = 0; i < kernelSize; i++){ // Get sample position vec3 sample = RotationMatrix * kernel[i]; sample = sample * RADIUS + Position; // Project and bias sample position to get its texture coordinates vec4 offset = projectionMatrix * vec4(sample, 1.0); offset.xy /= offset.w; offset.xy = offset.xy * 0.5 + 0.5; // Get sample depth float sample_depth = texture(DepthMap, offset.xy).r; float linearDepth = projAB.y / (sample_depth - projAB.x); if(abs(Position.z - linearDepth ) < RADIUS){ occlusion += (linearDepth <= sample.z) ? 1.0 : 0.0; } } out_AO = 1.0 - (occlusion / kernelSize); } I draw a full screen quad and pass Depth and Normal textures. Normals are in RGBA16F with the alpha channel reserved for the AO factor in the blur pass. I store depth in a non linear Depth buffer (32F) and recover the linear depth using: float linearDepth = projAB.y / (depth - projAB.x); where projAB.y is calculated as: and projAB.x as: These are derived from the glm::perspective(gluperspective) matrix. z_n and z_f are the near and far clip distance. As described in the link I posted on the top, the method creates samples in a hemisphere with higher distribution close to the center. It then uses random vectors from a texture to rotate the hemisphere randomly around the Z direction and finally orients it along the normal at the given pixel. Since the result is noisy, a blur pass follows the SSAO pass. Anyway, my position reconstruction doesn't seem to be wrong since I also tried doing the same but with the position passed from a texture instead of being reconstructed. I also tried playing with the Radius, noise texture size and number of samples and with different kinds of texture formats, with no luck. For some reason when changing the Radius, nothing changes. Does anyone have any suggestions? What could be going wrong?

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