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  • 8400GS causes BSOD in Acer M1610 running Windows 7 32-bit

    - by Arch Angel
    Title says it all, just installed the Nvidia card, I know this is a driver related issue I just don't know how to fix it I cannot find a driver version that will work not even the one that windows selects for the card, or the one on the disk supplied with the card. Any help will be appreciated. BSOD output: What happens when I try to install Any driver that does install causes a BSOD the driver disk says it supports windows 7 and the drivers on the disk cause a BSOD too i'm at a loss of what to do. EDIT: Yes I uninstalled the intergrated drivers. PCIE x16 Card from Gainward Tried multiple driver versions Versions that wont install because they cannot pick up card 190.38, 191.07, 196.21, 197.45 Versions that install and cause BSOD 258.96, 260.99, The drivers on the disc (not sure of the version) and drivers from the gainward website (driver version 263.14)

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  • Improving Click and Drag with C++

    - by Josh
    I'm currently using SFML 2.0 to develop a game in C++. I have a game sprite class that has a click and drag method. The method works, but there is a slight problem. If the mouse moves too fast, the object the user selected can't keep up and is left behind in the spot where the mouse left its bounds. I will share the class definition and the given function implementation. Definition: class codePeg { protected: FloatRect bounds; CircleShape circle; int xPos, yPos, xDiff, yDiff, once; int xBase, yBase; Vector2i mousePos; Vector2f circlePos; public: void init(RenderWindow& Window); void draw(RenderWindow& Window); void drag(RenderWindow& Window); void setPegPosition(int x, int y); void setPegColor(Color pegColor); void mouseOver(RenderWindow& Window); friend int isPegSelected(void); }; Implementation of the "drag" function: void codePeg::drag(RenderWindow& Window) { mousePos = Mouse::getPosition(Window); circlePos = circle.getPosition(); if(Mouse::isButtonPressed(Mouse::Left)) { if(mousePos.x > xPos && mousePos.y > yPos && mousePos.x - bounds.width < xPos && mousePos.y - bounds.height < yPos) { if(once) { xDiff = mousePos.x - circlePos.x; yDiff = mousePos.y - circlePos.y; once = 0; } xPos = mousePos.x - xDiff; yPos = mousePos.y - yDiff; circle.setPosition(xPos, yPos); } } else { once = 1; xPos = xBase; yPos = yBase; xDiff = 0; yDiff = 0; circle.setPosition(xBase, yBase); } Window.draw(circle); } Like I said, the function works, but to me, the code is very ugly and I think it could be improved and could be more efficient. The only thing I can think of as to why the object cannot keep up with the mouse is that there are too many function calls and/or checks. The user does not really have to mouse the mouse "fast" for it to happen, I would say at an average pace the object is left behind. How can I improve the code so that the object remains with the mouse when it is selected? Any help improving this code or giving advice is greatly appreciated.

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  • How to implement smart card authentication with a .NET Fat client?

    - by John Nevermore
    I know very little about smart card authentication in general so please point out or correct me if anything below doesn't make sense. Lets say i have: A Certificate Authority "X"-s smart card (non-exportable private key) Drivers for that smart card written in C A smart card reader CA-s authentication OCSP web service A requirement to implement user authentication in a .NET fat client application via a smart card, that was given out by the CA "X". I tried searching info on the web but no prevail. What would the steps be ? My first thought was: Set up a web service, that would allow saving of (for example) scores of a ping pong game for each user. Each time someone tries to submit a score via the client application, he can only do so by inserting the smart card into the reader. Then the public key is read from the smart card by native c calls through .NET and sent to my custom web service, which in return uses the CA-s authentication OCSP web service to prove the validity of the public key/public certificate (?). If the public key is okay and valid, encrypt a random sequence of bytes with the public key and send it to the client application. If the client application sends back the correctly decrypted random sequence of bytes along with the score of the ping pong game, then the score is saved in the database for the given user. My question is, is this the correct way to do it ? What else should i know about smart card authentication ?

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  • Shuffle tiles position in the beginning of the game XNA Csharp

    - by GalneGunnar
    Im trying to create a puzzlegame where you move tiles to certain positions to make a whole image. I need help with randomizing the tiles startposition so that they don't create the whole image at the beginning. There is also something wrong with my offset, that's why it's set to (0,0). I know my code is not good, but Im just starting to learn :] Thanks in advance My Game1 class: { public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D PictureTexture; Texture2D FrameTexture; // Offset för bildgraff Vector2 Offset = new Vector2(0,0); //skapar en array som ska hålla delar av den stora bilden Square[,] squareArray = new Square[4, 4]; // Random randomeraBilder = new Random(); //Width och Height för bilden int pictureHeight = 95; int pictureWidth = 144; Random randomera = new Random(); int index = 0; MouseState oldMouseState; int WindowHeight; int WindowWidth; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; //scalar Window till 800x 600y graphics.PreferredBackBufferWidth = 800; graphics.PreferredBackBufferHeight = 600; graphics.ApplyChanges(); } protected override void Initialize() { IsMouseVisible = true; base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); PictureTexture = Content.Load<Texture2D>(@"Images/bildgraff"); FrameTexture = Content.Load<Texture2D>(@"Images/framer"); //Laddar in varje liten bild av den stora bilden i en array for (int x = 0; x < 4; x++) { for (int y = 0; y < 4; y++) { Vector2 position = new Vector2(x * pictureWidth, y * pictureHeight); position = position + Offset; Rectangle square = new Rectangle(x * pictureWidth, y * pictureHeight, pictureWidth, pictureHeight); Square frame = new Square(position, PictureTexture, square, Offset, index); squareArray[x, y] = frame; index++; } } } protected override void UnloadContent() { } protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); MouseState ms = Mouse.GetState(); if (oldMouseState.LeftButton == ButtonState.Pressed && ms.LeftButton == ButtonState.Released) { // ta reda på vilken position vi har tryckt på int col = ms.X / pictureWidth; int row = ms.Y / pictureHeight; for (int x = 0; x < squareArray.GetLength(0); x++) { for (int y = 0; y < squareArray.GetLength(1); y++) { // kollar om rutan är tom och så att indexet inte går utanför för "col" och "row" if (squareArray[x, y].index == 0 && col >= 0 && row >= 0 && col <= 3 && row <= 3) { if (squareArray[x, y].index == 0 * col) { //kollar om rutan brevid mouseclick är tom if (col > 0 && squareArray[col - 1, row].index == 0 || row > 0 && squareArray[col, row - 1].index == 0 || col < 3 && squareArray[col + 1, row].index == 0 || row < 3 && squareArray[col, row + 1].index == 0) { Square sqaure = squareArray[col, row]; Square hal = squareArray[x, y]; squareArray[x, y] = sqaure; squareArray[col, row] = hal; for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { Vector2 goalPosition = new Vector2(x * pictureWidth, y * pictureHeight); squareArray[x, y].Swap(goalPosition); } } } } } } } } //if (oldMouseState.RightButton == ButtonState.Pressed && ms.RightButton == ButtonState.Released) //{ // for (int x = 0; x < 4; x++) // { // for (int y = 0; y < 4; y++) // { // } // } //} oldMouseState = ms; base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); WindowHeight = Window.ClientBounds.Height; WindowWidth = Window.ClientBounds.Width; Rectangle screenPosition = new Rectangle(0,0, WindowWidth, WindowHeight); spriteBatch.Begin(); spriteBatch.Draw(FrameTexture, screenPosition, Color.White); //Ritar ut alla brickorna förutom den som har index 0 for (int x = 0; x < 4; x++) { for (int y = 0; y < 4; y++) { if (squareArray[x, y].index != 0) { squareArray[x, y].Draw(spriteBatch); } } } spriteBatch.End(); base.Draw(gameTime); } } } My square class: class Square { public Vector2 position; public Texture2D grafTexture; public Rectangle square; public Vector2 offset; public int index; public Square(Vector2 position, Texture2D grafTexture, Rectangle square, Vector2 offset, int index) { this.position = position; this.grafTexture = grafTexture; this.square = square; this.offset = offset; this.index = index; } public void Draw(SpriteBatch spritebatch) { spritebatch.Draw(grafTexture, position, square, Color.White); } public void RandomPosition() { } public void Swap(Vector2 Goal ) { if (Goal.X > position.X) { position.X = position.X + 144; } else if (Goal.X < position.X) { position.X = position.X - 144; } else if (Goal.Y < position.Y) { position.Y = position.Y - 95; } else if (Goal.Y > position.Y) { position.Y = position.Y + 95; } } } }

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  • Game Over function is not working Starling

    - by aNgeLyN omar
    I've been following a tutorial over the web but it somehow did not show something about creating a game over function. I am new to the Starling framework and Actionscript so I'm kind of still trying to find a way to make it work. Here's the complete snippet of the code. package screens { import flash.geom.Rectangle; import flash.utils.getTimer; import events.NavigationEvent; import objects.GameBackground; import objects.Hero; import objects.Item; import objects.Obstacle; import starling.display.Button; import starling.display.Image; import starling.display.Sprite; import starling.events.Event; import starling.events.Touch; import starling.events.TouchEvent; import starling.text.TextField; import starling.utils.deg2rad; public class InGame extends Sprite { private var screenInGame:InGame; private var screenWelcome:Welcome; private var startButton:Button; private var playAgain:Button; private var bg:GameBackground; private var hero:Hero; private var timePrevious:Number; private var timeCurrent:Number; private var elapsed:Number; private var gameState:String; private var playerSpeed:Number = 0; private var hitObstacle:Number = 0; private const MIN_SPEED:Number = 650; private var scoreDistance:int; private var obstacleGapCount:int; private var gameArea:Rectangle; private var touch:Touch; private var touchX:Number; private var touchY:Number; private var obstaclesToAnimate:Vector.<Obstacle>; private var itemsToAnimate:Vector.<Item>; private var scoreText:TextField; private var remainingLives:TextField; private var gameOverText:TextField; private var iconSmall:Image; static private var lives:Number = 2; public function InGame() { super(); this.addEventListener(starling.events.Event.ADDED_TO_STAGE, onAddedToStage); } private function onAddedToStage(event:Event):void { this.removeEventListener(Event.ADDED_TO_STAGE, onAddedToStage); drawGame(); scoreText = new TextField(300, 100, "Score: 0", "MyFontName", 35, 0xD9D919, true); remainingLives = new TextField(600, 100, "Lives: " + lives +" X ", "MyFontName", 35, 0xD9D919, true); iconSmall = new Image(Assets.getAtlas().getTexture("darnahead1")); iconSmall.x = 360; iconSmall.y = 40; this.addChild(iconSmall); this.addChild(scoreText); this.addChild(remainingLives); } private function drawGame():void { bg = new GameBackground(); this.addChild(bg); hero = new Hero(); hero.x = stage.stageHeight / 2; hero.y = stage.stageWidth / 2; this.addChild(hero); startButton = new Button(Assets.getAtlas().getTexture("startButton")); startButton.x = stage.stageWidth * 0.5 - startButton.width * 0.5; startButton.y = stage.stageHeight * 0.5 - startButton.height * 0.5; this.addChild(startButton); gameArea = new Rectangle(0, 100, stage.stageWidth, stage.stageHeight - 250); } public function disposeTemporarily():void { this.visible = false; } public function initialize():void { this.visible = true; this.addEventListener(Event.ENTER_FRAME, checkElapsed); hero.x = -stage.stageWidth; hero.y = stage.stageHeight * 0.5; gameState ="idle"; playerSpeed = 0; hitObstacle = 0; bg.speed = 0; scoreDistance = 0; obstacleGapCount = 0; obstaclesToAnimate = new Vector.<Obstacle>(); itemsToAnimate = new Vector.<Item>(); startButton.addEventListener(Event.TRIGGERED, onStartButtonClick); //var mainStage:InGame =InGame.current.nativeStage; //mainStage.dispatchEvent(new Event(Event.COMPLETE)); //playAgain.addEventListener(Event.TRIGGERED, onRetry); } private function onStartButtonClick(event:Event):void { startButton.visible = false; startButton.removeEventListener(Event.TRIGGERED, onStartButtonClick); launchHero(); } private function launchHero():void { this.addEventListener(TouchEvent.TOUCH, onTouch); this.addEventListener(Event.ENTER_FRAME, onGameTick); } private function onTouch(event:TouchEvent):void { touch = event.getTouch(stage); touchX = touch.globalX; touchY = touch.globalY; } private function onGameTick(event:Event):void { switch(gameState) { case "idle": if(hero.x < stage.stageWidth * 0.5 * 0.5) { hero.x += ((stage.stageWidth * 0.5 * 0.5 + 10) - hero.x) * 0.05; hero.y = stage.stageHeight * 0.5; playerSpeed += (MIN_SPEED - playerSpeed) * 0.05; bg.speed = playerSpeed * elapsed; } else { gameState = "flying"; } break; case "flying": if(hitObstacle <= 0) { hero.y -= (hero.y - touchY) * 0.1; if(-(hero.y - touchY) < 150 && -(hero.y - touchY) > -150) { hero.rotation = deg2rad(-(hero.y - touchY) * 0.2); } if(hero.y > gameArea.bottom - hero.height * 0.5) { hero.y = gameArea.bottom - hero.height * 0.5; hero.rotation = deg2rad(0); } if(hero.y < gameArea.top + hero.height * 0.5) { hero.y = gameArea.top + hero.height * 0.5; hero.rotation = deg2rad(0); } } else { hitObstacle-- cameraShake(); } playerSpeed -= (playerSpeed - MIN_SPEED) * 0.01; bg.speed = playerSpeed * elapsed; scoreDistance += (playerSpeed * elapsed) * 0.1; scoreText.text = "Score: " + scoreDistance; initObstacle(); animateObstacles(); createEggItems(); animateItems(); remainingLives.text = "Lives: "+lives + " X "; if(lives == 0) { gameState = "over"; } break; case "over": gameOver(); break; } } private function gameOver():void { gameOverText = new TextField(800, 400, "Hero WAS KILLED!!!", "MyFontName", 50, 0xD9D919, true); scoreText = new TextField(800, 600, "Score: "+scoreDistance, "MyFontName", 30, 0xFFFFFF, true); this.addChild(scoreText); this.addChild(gameOverText); playAgain = new Button(Assets.getAtlas().getTexture("button_tryAgain")); playAgain.x = stage.stageWidth * 0.5 - startButton.width * 0.5; playAgain.y = stage.stageHeight * 0.75 - startButton.height * 0.75; this.addChild(playAgain); playAgain.addEventListener(Event.TRIGGERED, onRetry); } private function onRetry(event:Event):void { playAgain.visible = false; gameOverText.visible = false; scoreText.visible = false; var btnClicked:Button = event.target as Button; if((btnClicked as Button) == playAgain) { this.dispatchEvent(new NavigationEvent(NavigationEvent.CHANGE_SCREEN, {id: "playnow"}, true)); } disposeTemporarily(); } private function animateItems():void { var itemToTrack:Item; for(var i:uint = 0; i < itemsToAnimate.length; i++) { itemToTrack = itemsToAnimate[i]; itemToTrack.x -= playerSpeed * elapsed; if(itemToTrack.bounds.intersects(hero.bounds)) { itemsToAnimate.splice(i, 1); this.removeChild(itemToTrack); } if(itemToTrack.x < -50) { itemsToAnimate.splice(i, 1); this.removeChild(itemToTrack); } } } private function createEggItems():void { if(Math.random() > 0.95){ var itemToTrack:Item = new Item(Math.ceil(Math.random() * 10)); itemToTrack.x = stage.stageWidth + 50; itemToTrack.y = int(Math.random() * (gameArea.bottom - gameArea.top)) + gameArea.top; this.addChild(itemToTrack); itemsToAnimate.push(itemToTrack); } } private function cameraShake():void { if(hitObstacle > 0) { this.x = Math.random() * hitObstacle; this.y = Math.random() * hitObstacle; } else if(x != 0) { this.x = 0; this.y = 0; lives--; } } private function initObstacle():void { if(obstacleGapCount < 1200) { obstacleGapCount += playerSpeed * elapsed; } else if(obstacleGapCount !=0) { obstacleGapCount = 0; createObstacle(Math.ceil(Math.random() * 5), Math.random() * 1000 + 1000); } } private function animateObstacles():void { var obstacleToTrack:Obstacle; for(var i:uint = 0; i<obstaclesToAnimate.length; i++) { obstacleToTrack = obstaclesToAnimate[i]; if(obstacleToTrack.alreadyHit == false && obstacleToTrack.bounds.intersects(hero.bounds)) { obstacleToTrack.alreadyHit = true; obstacleToTrack.rotation = deg2rad(70); hitObstacle = 30; playerSpeed *= 0.5; } if(obstacleToTrack.distance > 0) { obstacleToTrack.distance -= playerSpeed * elapsed; } else { if(obstacleToTrack.watchOut) { obstacleToTrack.watchOut = false; } obstacleToTrack.x -= (playerSpeed + obstacleToTrack.speed) * elapsed; } if(obstacleToTrack.x < -obstacleToTrack.width || gameState == "over") { obstaclesToAnimate.splice(i, 1); this.removeChild(obstacleToTrack); } } } private function checkElapsed(event:Event):void { timePrevious = timeCurrent; timeCurrent = getTimer(); elapsed = (timeCurrent - timePrevious) * 0.001; } private function createObstacle(type:Number, distance:Number):void{ var obstacle:Obstacle = new Obstacle(type, distance, true, 300); obstacle.x = stage.stageWidth; this.addChild(obstacle); if(type >= 4) { if(Math.random() > 0.5) { obstacle.y = gameArea.top; obstacle.position = "top" } else { obstacle.y = gameArea.bottom - obstacle.height; obstacle.position = "bottom"; } } else { obstacle.y = int(Math.random() * (gameArea.bottom - obstacle.height - gameArea.top)) + gameArea.top; obstacle.position = "middle"; } obstaclesToAnimate.push(obstacle); } } }

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  • Camera for 2.5D Game

    - by me--
    I'm hoping someone can explain this to me like I'm 5, because I've been struggling with this for hours and simply cannot understand what I'm doing wrong. I've written a Camera class for my 2.5D game. The intention is to support world and screen spaces like this: The camera is the black thing on the right. The +Z axis is upwards in that image, with -Z heading downwards. As you can see, both world space and screen space have (0, 0) at their top-left. I started writing some unit tests to prove that my camera was working as expected, and that's where things started getting...strange. My tests plot coordinates in world, view, and screen spaces. Eventually I will use image comparison to assert that they are correct, but for now my test just displays the result. The render logic uses Camera.ViewMatrix to transform world space to view space, and Camera.WorldPointToScreen to transform world space to screen space. Here is an example test: [Fact] public void foo() { var camera = new Camera(new Viewport(0, 0, 250, 100)); DrawingVisual worldRender; DrawingVisual viewRender; DrawingVisual screenRender; this.Render(camera, out worldRender, out viewRender, out screenRender, new Vector3(30, 0, 0), new Vector3(30, 40, 0)); this.ShowRenders(camera, worldRender, viewRender, screenRender); } And here's what pops up when I run this test: World space looks OK, although I suspect the z axis is going into the screen instead of towards the viewer. View space has me completely baffled. I was expecting the camera to be sitting above (0, 0) and looking towards the center of the scene. Instead, the z axis seems to be the wrong way around, and the camera is positioned in the opposite corner to what I expect! I suspect screen space will be another thing altogether, but can anyone explain what I'm doing wrong in my Camera class? UPDATE I made some progress in terms of getting things to look visually as I expect, but only through intuition: not an actual understanding of what I'm doing. Any enlightenment would be greatly appreciated. I realized that my view space was flipped both vertically and horizontally compared to what I expected, so I changed my view matrix to scale accordingly: this.viewMatrix = Matrix.CreateLookAt(this.location, this.target, this.up) * Matrix.CreateScale(this.zoom, this.zoom, 1) * Matrix.CreateScale(-1, -1, 1); I could combine the two CreateScale calls, but have left them separate for clarity. Again, I have no idea why this is necessary, but it fixed my view space: But now my screen space needs to be flipped vertically, so I modified my projection matrix accordingly: this.projectionMatrix = Matrix.CreatePerspectiveFieldOfView(0.7853982f, viewport.AspectRatio, 1, 2) * Matrix.CreateScale(1, -1, 1); And this results in what I was expecting from my first attempt: I have also just tried using Camera to render sprites via a SpriteBatch to make sure everything works there too, and it does. But the question remains: why do I need to do all this flipping of axes to get the space coordinates the way I expect? UPDATE 2 I've since improved my rendering logic in my test suite so that it supports geometries and so that lines get lighter the further away they are from the camera. I wanted to do this to avoid optical illusions and to further prove to myself that I'm looking at what I think I am. Here is an example: In this case, I have 3 geometries: a cube, a sphere, and a polyline on the top face of the cube. Notice how the darkening and lightening of the lines correctly identifies those portions of the geometries closer to the camera. If I remove the negative scaling I had to put in, I see: So you can see I'm still in the same boat - I still need those vertical and horizontal flips in my matrices to get things to appear correctly. In the interests of giving people a repro to play with, here is the complete code needed to generate the above. If you want to run via the test harness, just install the xunit package: Camera.cs: using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System.Diagnostics; public sealed class Camera { private readonly Viewport viewport; private readonly Matrix projectionMatrix; private Matrix? viewMatrix; private Vector3 location; private Vector3 target; private Vector3 up; private float zoom; public Camera(Viewport viewport) { this.viewport = viewport; // for an explanation of the negative scaling, see: http://gamedev.stackexchange.com/questions/63409/ this.projectionMatrix = Matrix.CreatePerspectiveFieldOfView(0.7853982f, viewport.AspectRatio, 1, 2) * Matrix.CreateScale(1, -1, 1); // defaults this.location = new Vector3(this.viewport.Width / 2, this.viewport.Height, 100); this.target = new Vector3(this.viewport.Width / 2, this.viewport.Height / 2, 0); this.up = new Vector3(0, 0, 1); this.zoom = 1; } public Viewport Viewport { get { return this.viewport; } } public Vector3 Location { get { return this.location; } set { this.location = value; this.viewMatrix = null; } } public Vector3 Target { get { return this.target; } set { this.target = value; this.viewMatrix = null; } } public Vector3 Up { get { return this.up; } set { this.up = value; this.viewMatrix = null; } } public float Zoom { get { return this.zoom; } set { this.zoom = value; this.viewMatrix = null; } } public Matrix ProjectionMatrix { get { return this.projectionMatrix; } } public Matrix ViewMatrix { get { if (this.viewMatrix == null) { // for an explanation of the negative scaling, see: http://gamedev.stackexchange.com/questions/63409/ this.viewMatrix = Matrix.CreateLookAt(this.location, this.target, this.up) * Matrix.CreateScale(this.zoom) * Matrix.CreateScale(-1, -1, 1); } return this.viewMatrix.Value; } } public Vector2 WorldPointToScreen(Vector3 point) { var result = viewport.Project(point, this.ProjectionMatrix, this.ViewMatrix, Matrix.Identity); return new Vector2(result.X, result.Y); } public void WorldPointsToScreen(Vector3[] points, Vector2[] destination) { Debug.Assert(points != null); Debug.Assert(destination != null); Debug.Assert(points.Length == destination.Length); for (var i = 0; i < points.Length; ++i) { destination[i] = this.WorldPointToScreen(points[i]); } } } CameraFixture.cs: using Microsoft.Xna.Framework.Graphics; using System; using System.Collections.Generic; using System.Linq; using System.Windows; using System.Windows.Controls; using System.Windows.Media; using Xunit; using XNA = Microsoft.Xna.Framework; public sealed class CameraFixture { [Fact] public void foo() { var camera = new Camera(new Viewport(0, 0, 250, 100)); DrawingVisual worldRender; DrawingVisual viewRender; DrawingVisual screenRender; this.Render( camera, out worldRender, out viewRender, out screenRender, new Sphere(30, 15) { WorldMatrix = XNA.Matrix.CreateTranslation(155, 50, 0) }, new Cube(30) { WorldMatrix = XNA.Matrix.CreateTranslation(75, 60, 15) }, new PolyLine(new XNA.Vector3(0, 0, 0), new XNA.Vector3(10, 10, 0), new XNA.Vector3(20, 0, 0), new XNA.Vector3(0, 0, 0)) { WorldMatrix = XNA.Matrix.CreateTranslation(65, 55, 30) }); this.ShowRenders(worldRender, viewRender, screenRender); } #region Supporting Fields private static readonly Pen xAxisPen = new Pen(Brushes.Red, 2); private static readonly Pen yAxisPen = new Pen(Brushes.Green, 2); private static readonly Pen zAxisPen = new Pen(Brushes.Blue, 2); private static readonly Pen viewportPen = new Pen(Brushes.Gray, 1); private static readonly Pen nonScreenSpacePen = new Pen(Brushes.Black, 0.5); private static readonly Color geometryBaseColor = Colors.Black; #endregion #region Supporting Methods private void Render(Camera camera, out DrawingVisual worldRender, out DrawingVisual viewRender, out DrawingVisual screenRender, params Geometry[] geometries) { var worldDrawingVisual = new DrawingVisual(); var viewDrawingVisual = new DrawingVisual(); var screenDrawingVisual = new DrawingVisual(); const int axisLength = 15; using (var worldDrawingContext = worldDrawingVisual.RenderOpen()) using (var viewDrawingContext = viewDrawingVisual.RenderOpen()) using (var screenDrawingContext = screenDrawingVisual.RenderOpen()) { // draw lines around the camera's viewport var viewportBounds = camera.Viewport.Bounds; var viewportLines = new Tuple<int, int, int, int>[] { Tuple.Create(viewportBounds.Left, viewportBounds.Bottom, viewportBounds.Left, viewportBounds.Top), Tuple.Create(viewportBounds.Left, viewportBounds.Top, viewportBounds.Right, viewportBounds.Top), Tuple.Create(viewportBounds.Right, viewportBounds.Top, viewportBounds.Right, viewportBounds.Bottom), Tuple.Create(viewportBounds.Right, viewportBounds.Bottom, viewportBounds.Left, viewportBounds.Bottom) }; foreach (var viewportLine in viewportLines) { var viewStart = XNA.Vector3.Transform(new XNA.Vector3(viewportLine.Item1, viewportLine.Item2, 0), camera.ViewMatrix); var viewEnd = XNA.Vector3.Transform(new XNA.Vector3(viewportLine.Item3, viewportLine.Item4, 0), camera.ViewMatrix); var screenStart = camera.WorldPointToScreen(new XNA.Vector3(viewportLine.Item1, viewportLine.Item2, 0)); var screenEnd = camera.WorldPointToScreen(new XNA.Vector3(viewportLine.Item3, viewportLine.Item4, 0)); worldDrawingContext.DrawLine(viewportPen, new Point(viewportLine.Item1, viewportLine.Item2), new Point(viewportLine.Item3, viewportLine.Item4)); viewDrawingContext.DrawLine(viewportPen, new Point(viewStart.X, viewStart.Y), new Point(viewEnd.X, viewEnd.Y)); screenDrawingContext.DrawLine(viewportPen, new Point(screenStart.X, screenStart.Y), new Point(screenEnd.X, screenEnd.Y)); } // draw axes var axisLines = new Tuple<int, int, int, int, int, int, Pen>[] { Tuple.Create(0, 0, 0, axisLength, 0, 0, xAxisPen), Tuple.Create(0, 0, 0, 0, axisLength, 0, yAxisPen), Tuple.Create(0, 0, 0, 0, 0, axisLength, zAxisPen) }; foreach (var axisLine in axisLines) { var viewStart = XNA.Vector3.Transform(new XNA.Vector3(axisLine.Item1, axisLine.Item2, axisLine.Item3), camera.ViewMatrix); var viewEnd = XNA.Vector3.Transform(new XNA.Vector3(axisLine.Item4, axisLine.Item5, axisLine.Item6), camera.ViewMatrix); var screenStart = camera.WorldPointToScreen(new XNA.Vector3(axisLine.Item1, axisLine.Item2, axisLine.Item3)); var screenEnd = camera.WorldPointToScreen(new XNA.Vector3(axisLine.Item4, axisLine.Item5, axisLine.Item6)); worldDrawingContext.DrawLine(axisLine.Item7, new Point(axisLine.Item1, axisLine.Item2), new Point(axisLine.Item4, axisLine.Item5)); viewDrawingContext.DrawLine(axisLine.Item7, new Point(viewStart.X, viewStart.Y), new Point(viewEnd.X, viewEnd.Y)); screenDrawingContext.DrawLine(axisLine.Item7, new Point(screenStart.X, screenStart.Y), new Point(screenEnd.X, screenEnd.Y)); } // for all points in all geometries to be rendered, find the closest and furthest away from the camera so we can lighten lines that are further away var distancesToAllGeometrySections = from geometry in geometries let geometryViewMatrix = geometry.WorldMatrix * camera.ViewMatrix from section in geometry.Sections from point in new XNA.Vector3[] { section.Item1, section.Item2 } let viewPoint = XNA.Vector3.Transform(point, geometryViewMatrix) select viewPoint.Length(); var furthestDistance = distancesToAllGeometrySections.Max(); var closestDistance = distancesToAllGeometrySections.Min(); var deltaDistance = Math.Max(0.000001f, furthestDistance - closestDistance); // draw each geometry for (var i = 0; i < geometries.Length; ++i) { var geometry = geometries[i]; // there's probably a more correct name for this, but basically this gets the geometry relative to the camera so we can check how far away each point is from the camera var geometryViewMatrix = geometry.WorldMatrix * camera.ViewMatrix; // we order roughly by those sections furthest from the camera to those closest, so that the closer ones "overwrite" the ones further away var orderedSections = from section in geometry.Sections let startPointRelativeToCamera = XNA.Vector3.Transform(section.Item1, geometryViewMatrix) let endPointRelativeToCamera = XNA.Vector3.Transform(section.Item2, geometryViewMatrix) let startPointDistance = startPointRelativeToCamera.Length() let endPointDistance = endPointRelativeToCamera.Length() orderby (startPointDistance + endPointDistance) descending select new { Section = section, DistanceToStart = startPointDistance, DistanceToEnd = endPointDistance }; foreach (var orderedSection in orderedSections) { var start = XNA.Vector3.Transform(orderedSection.Section.Item1, geometry.WorldMatrix); var end = XNA.Vector3.Transform(orderedSection.Section.Item2, geometry.WorldMatrix); var viewStart = XNA.Vector3.Transform(start, camera.ViewMatrix); var viewEnd = XNA.Vector3.Transform(end, camera.ViewMatrix); worldDrawingContext.DrawLine(nonScreenSpacePen, new Point(start.X, start.Y), new Point(end.X, end.Y)); viewDrawingContext.DrawLine(nonScreenSpacePen, new Point(viewStart.X, viewStart.Y), new Point(viewEnd.X, viewEnd.Y)); // screen rendering is more complicated purely because I wanted geometry to fade the further away it is from the camera // otherwise, it's very hard to tell whether the rendering is actually correct or not var startDistanceRatio = (orderedSection.DistanceToStart - closestDistance) / deltaDistance; var endDistanceRatio = (orderedSection.DistanceToEnd - closestDistance) / deltaDistance; // lerp towards white based on distance from camera, but only to a maximum of 90% var startColor = Lerp(geometryBaseColor, Colors.White, startDistanceRatio * 0.9f); var endColor = Lerp(geometryBaseColor, Colors.White, endDistanceRatio * 0.9f); var screenStart = camera.WorldPointToScreen(start); var screenEnd = camera.WorldPointToScreen(end); var brush = new LinearGradientBrush { StartPoint = new Point(screenStart.X, screenStart.Y), EndPoint = new Point(screenEnd.X, screenEnd.Y), MappingMode = BrushMappingMode.Absolute }; brush.GradientStops.Add(new GradientStop(startColor, 0)); brush.GradientStops.Add(new GradientStop(endColor, 1)); var pen = new Pen(brush, 1); brush.Freeze(); pen.Freeze(); screenDrawingContext.DrawLine(pen, new Point(screenStart.X, screenStart.Y), new Point(screenEnd.X, screenEnd.Y)); } } } worldRender = worldDrawingVisual; viewRender = viewDrawingVisual; screenRender = screenDrawingVisual; } private static float Lerp(float start, float end, float amount) { var difference = end - start; var adjusted = difference * amount; return start + adjusted; } private static Color Lerp(Color color, Color to, float amount) { var sr = color.R; var sg = color.G; var sb = color.B; var er = to.R; var eg = to.G; var eb = to.B; var r = (byte)Lerp(sr, er, amount); var g = (byte)Lerp(sg, eg, amount); var b = (byte)Lerp(sb, eb, amount); return Color.FromArgb(255, r, g, b); } private void ShowRenders(DrawingVisual worldRender, DrawingVisual viewRender, DrawingVisual screenRender) { var itemsControl = new ItemsControl(); itemsControl.Items.Add(new HeaderedContentControl { Header = "World", Content = new DrawingVisualHost(worldRender)}); itemsControl.Items.Add(new HeaderedContentControl { Header = "View", Content = new DrawingVisualHost(viewRender) }); itemsControl.Items.Add(new HeaderedContentControl { Header = "Screen", Content = new DrawingVisualHost(screenRender) }); var window = new Window { Title = "Renders", Content = itemsControl, ShowInTaskbar = true, SizeToContent = SizeToContent.WidthAndHeight }; window.ShowDialog(); } #endregion #region Supporting Types // stupidly simple 3D geometry class, consisting of a series of sections that will be connected by lines private abstract class Geometry { public abstract IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get; } public XNA.Matrix WorldMatrix { get; set; } } private sealed class Line : Geometry { private readonly XNA.Vector3 magnitude; public Line(XNA.Vector3 magnitude) { this.magnitude = magnitude; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { yield return Tuple.Create(XNA.Vector3.Zero, this.magnitude); } } } private sealed class PolyLine : Geometry { private readonly XNA.Vector3[] points; public PolyLine(params XNA.Vector3[] points) { this.points = points; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { if (this.points.Length < 2) { yield break; } var end = this.points[0]; for (var i = 1; i < this.points.Length; ++i) { var start = end; end = this.points[i]; yield return Tuple.Create(start, end); } } } } private sealed class Cube : Geometry { private readonly float size; public Cube(float size) { this.size = size; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { var halfSize = this.size / 2; var frontBottomLeft = new XNA.Vector3(-halfSize, halfSize, -halfSize); var frontBottomRight = new XNA.Vector3(halfSize, halfSize, -halfSize); var frontTopLeft = new XNA.Vector3(-halfSize, halfSize, halfSize); var frontTopRight = new XNA.Vector3(halfSize, halfSize, halfSize); var backBottomLeft = new XNA.Vector3(-halfSize, -halfSize, -halfSize); var backBottomRight = new XNA.Vector3(halfSize, -halfSize, -halfSize); var backTopLeft = new XNA.Vector3(-halfSize, -halfSize, halfSize); var backTopRight = new XNA.Vector3(halfSize, -halfSize, halfSize); // front face yield return Tuple.Create(frontBottomLeft, frontBottomRight); yield return Tuple.Create(frontBottomLeft, frontTopLeft); yield return Tuple.Create(frontTopLeft, frontTopRight); yield return Tuple.Create(frontTopRight, frontBottomRight); // left face yield return Tuple.Create(frontTopLeft, backTopLeft); yield return Tuple.Create(backTopLeft, backBottomLeft); yield return Tuple.Create(backBottomLeft, frontBottomLeft); // right face yield return Tuple.Create(frontTopRight, backTopRight); yield return Tuple.Create(backTopRight, backBottomRight); yield return Tuple.Create(backBottomRight, frontBottomRight); // back face yield return Tuple.Create(backBottomLeft, backBottomRight); yield return Tuple.Create(backTopLeft, backTopRight); } } } private sealed class Sphere : Geometry { private readonly float radius; private readonly int subsections; public Sphere(float radius, int subsections) { this.radius = radius; this.subsections = subsections; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { var latitudeLines = this.subsections; var longitudeLines = this.subsections; // see http://stackoverflow.com/a/4082020/5380 var results = from latitudeLine in Enumerable.Range(0, latitudeLines) from longitudeLine in Enumerable.Range(0, longitudeLines) let latitudeRatio = latitudeLine / (float)latitudeLines let longitudeRatio = longitudeLine / (float)longitudeLines let nextLatitudeRatio = (latitudeLine + 1) / (float)latitudeLines let nextLongitudeRatio = (longitudeLine + 1) / (float)longitudeLines let z1 = Math.Cos(Math.PI * latitudeRatio) let z2 = Math.Cos(Math.PI * nextLatitudeRatio) let x1 = Math.Sin(Math.PI * latitudeRatio) * Math.Cos(Math.PI * 2 * longitudeRatio) let y1 = Math.Sin(Math.PI * latitudeRatio) * Math.Sin(Math.PI * 2 * longitudeRatio) let x2 = Math.Sin(Math.PI * nextLatitudeRatio) * Math.Cos(Math.PI * 2 * longitudeRatio) let y2 = Math.Sin(Math.PI * nextLatitudeRatio) * Math.Sin(Math.PI * 2 * longitudeRatio) let x3 = Math.Sin(Math.PI * latitudeRatio) * Math.Cos(Math.PI * 2 * nextLongitudeRatio) let y3 = Math.Sin(Math.PI * latitudeRatio) * Math.Sin(Math.PI * 2 * nextLongitudeRatio) let start = new XNA.Vector3((float)x1 * radius, (float)y1 * radius, (float)z1 * radius) let firstEnd = new XNA.Vector3((float)x2 * radius, (float)y2 * radius, (float)z2 * radius) let secondEnd = new XNA.Vector3((float)x3 * radius, (float)y3 * radius, (float)z1 * radius) select new { First = Tuple.Create(start, firstEnd), Second = Tuple.Create(start, secondEnd) }; foreach (var result in results) { yield return result.First; yield return result.Second; } } } } #endregion }

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  • OpenSolaris / Nexenta problems with NetXen 4-port NIC card (ntxn driver)

    - by ewwhite
    Hello, I'm running NexentaStor Enterprise on an HP ProLiant DL180 G6 server. The onboard NIC interfaces surface as igb0 and igb1 and work well. However, I've added an HP NC375T 4-port network card using the NetXen 3031 chipset. This card should be handled by the ntxn driver in the SUNWntxn package, but that results in "ntxn0: failed to map doorbell" messages upon boot. The network interfaces don't show up. After some research, I found HP's driver package for the card. The release notes for the driver package state: This version of the Driver is supported only on Oracle Solaris 10 5/09 & 10/09. Oracle Solaris 10 5/09 & 10/09 contain an older version of NetXen P3 driver package called SUNWntxn. So, adding another version of NetXen P3 driver package using pkgadd command might result in conflicts with the NetXen driver binary & related files. Users are advised to uninstall native SUNWntxn driver package before installing the new package. The install completes, but I end up with a different set of errors in initializing the card. ifconfig ntxn0 plumb ifconfig: cannot open link "ntxn0": DLPI link does not exist dmesg output: Jan 29 07:20:17 ch-san2 ntxn: [ID 977263 kern.warning] WARNING: Memory not available Jan 29 07:20:17 ch-san2 ntxn: [ID 404858 kern.notice] NOTICE: ntxn0: Mac registration error Trying to manually create the device files: root@ch-san2:/volumes# add_drv -i "4040,100" ntxn ("ntxn") already in use as a driver or alias. Update the driver: root@ch-san2:/volumes# update_drv -f ntxn devfsadm: driver failed to attach: ntxn Warning: Driver (ntxn) successfully added to system but failed to attach Any ideas on how to get this driver working, or should I ditch the card and go with an Intel or something else?

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  • How do I make good guy attacks only hit bad guys and vice versa?

    - by tieTYT
    My game has many different type of good guys and many different type of bad guys. They will all be firing projectiles at each other but I don't want any accidental collateral damage to occur for either alignment. So bad guys should not be able to hit/damage other bad guys and good guys should not be able to hit/damage other good guys. The way I'm thinking of solving this is by making it so that the Unit instance (this is javascript, btw), has an alignment property that can be either good or bad. And I'll only let collision happen if the class Attack boolean didAttackCollideWithTarget(target) return attack.source.alignment != target.alignment and collisionDetected(attack.source, target) This is pseudo-code, of course. But I'm asking this question because I get the sense that there might be a much more elegant way to design this besides adding yet another property to my Unit class.

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  • Random Between: using random with the instance_create function in GML

    - by CLockeWork
    Hopefully this should be a simple one; I want to restrict the points that instances enter the screen from so they don't come in at the edges. In Game Maker I'm using the following code instance_create(random(room_width), random(-100) - 50, obj_enemy1); to create the instance off screen (create(x, y, ...)) At the moment I'm just using the room_width to define the max width for the random on x, but ideally I want to find a way of defining a max AND min width for the random. I can't figure out how to restrict the range on the x axis to between say 100 and 350. Any help would be appreciated. Cheers

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  • Virtual Sound Card for Windows Server?

    - by Ian Boyd
    i have some software running on a server which requires a sound card to be installed. i'm trying to find a virtual, or emulated, sound card driver for Windows 2000 Server. It doesn't have to play anything, send streams anywhere, or do anything. It just has to be there. Note: This is a physical machine, but i want the solution that will port to a Microsoft Virtual Server machine running Windows 2000 Server. (in other words, buying a sound card will not work) i've already tried the REaudio driver from MixW; it does not work (no sound card virtually appears in the system). Update: 1k views? Obviously people are finding it an interesting question to keep stumbling across it. Up-vote it!

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  • RevoluteJoint Stop Rotating when Some Physics Body Collide in Andengine + Box2d?

    - by Nikhil Lamba
    I am making a Game from andengine + box2d in Which i am using RevoluteJoint in that case i am facing some problem that when physics body or Sprite Collide with this Revolute joint body then Revolute body stop rotating then after some time it start rotating I am using below code for this : this.mPhysicsWorld.registerPhysicsConnector(new PhysicsConnector(movingFace, movingBody, true, true)); final RevoluteJointDef revoluteJointDef = new RevoluteJointDef(); revoluteJointDef.initialize(anchorBody, movingBody, anchorBody.getWorldCenter()); revoluteJointDef.enableMotor = true; revoluteJointDef.motorSpeed = 100; revoluteJointDef.maxMotorTorque = 200; this.mPhysicsWorld.createJoint(revoluteJointDef); EDIT Here is a screenshot:

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  • Time based movement Vs Frame rate based movement?

    - by sil3nt
    Hello there, I'm new to Game programmming and SDL, and I have been following Lazyfoo's SDL tutorials. My question is related to time based motion and frame rate based motion, basically which is better or appropriate depending on situations?. Could you give me an example where each of these methods are used?. Another question I have is that, in lazyfoo's two Motion tutorials (FPS based and time based) The time based method showed a much smoother animation while the Frame rate based one was a little hiccupy, meaning you could clearly see the gap between the previous location of the dot and its current position when you compare the two programs. As beginner which method should I stick to?(all I want is smooth animations).

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  • LWJGL Voxel game, glDrawArrays

    - by user22015
    I've been learning about 3D for a couple days now. I managed to create a chunk (8x8x8). Add optimization so it only renders the active and visible blocks. Then I added so it only draws the faces which don't have a neighbor. Next what I found from online research was that it is better to use glDrawArrays to increase performance. So I restarted my little project. Render an entire chunck, add optimization so it only renders active and visible blocks. But now I want to add so it only draws the visible faces while using glDrawArrays. This is giving me some trouble with calling glDrawArrays because I'm passing a wrong count parameter. > # A fatal error has been detected by the Java Runtime Environment: > # > # EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x0000000006e31a03, pid=1032, tid=3184 > # Stack: [0x00000000023a0000,0x00000000024a0000], sp=0x000000000249ef70, free space=1019k Native frames: (J=compiled Java code, j=interpreted, Vv=VM code, C=native code) C [ig4icd64.dll+0xa1a03] Java frames: (J=compiled Java code, j=interpreted, Vv=VM code) j org.lwjgl.opengl.GL11.nglDrawArrays(IIIJ)V+0 j org.lwjgl.opengl.GL11.glDrawArrays(III)V+20 j com.vox.block.Chunk.render()V+410 j com.vox.ChunkManager.render()V+30 j com.vox.Game.render()V+11 j com.vox.GameHandler.render()V+12 j com.vox.GameHandler.gameLoop()V+15 j com.vox.Main.main([Ljava/lang/StringV+13 v ~StubRoutines::call_stub public class Chunk { public final static int[] DIM = { 8, 8, 8}; public final static int CHUNK_SIZE = (DIM[0] * DIM[1] * DIM[2]); Block[][][] blocks; private int index; private int vBOVertexHandle; private int vBOColorHandle; public Chunk(int index) { this.index = index; vBOColorHandle = GL15.glGenBuffers(); vBOVertexHandle = GL15.glGenBuffers(); blocks = new Block[DIM[0]][DIM[1]][DIM[2]]; for(int x = 0; x < DIM[0]; x++){ for(int y = 0; y < DIM[1]; y++){ for(int z = 0; z < DIM[2]; z++){ blocks[x][y][z] = new Block(); } } } } public void render(){ Block curr; FloatBuffer vertexPositionData2 = BufferUtils.createFloatBuffer(CHUNK_SIZE * 6 * 12); FloatBuffer vertexColorData2 = BufferUtils.createFloatBuffer(CHUNK_SIZE * 6 * 12); int counter = 0; for(int x = 0; x < DIM[0]; x++){ for(int y = 0; y < DIM[1]; y++){ for(int z = 0; z < DIM[2]; z++){ curr = blocks[x][y][z]; boolean[] neightbours = validateNeightbours(x, y, z); if(curr.isActive() && !neightbours[6]) { float[] arr = curr.createCube((index*DIM[0]*Block.BLOCK_SIZE*2) + x*2, y*2, z*2, neightbours); counter += arr.length; vertexPositionData2.put(arr); vertexColorData2.put(createCubeVertexCol(curr.getCubeColor())); } } } } vertexPositionData2.flip(); vertexPositionData2.flip(); FloatBuffer vertexPositionData = BufferUtils.createFloatBuffer(vertexColorData2.position()); FloatBuffer vertexColorData = BufferUtils.createFloatBuffer(vertexColorData2.position()); for(int i = 0; i < vertexPositionData2.position(); i++) vertexPositionData.put(vertexPositionData2.get(i)); for(int i = 0; i < vertexColorData2.position(); i++) vertexColorData.put(vertexColorData2.get(i)); vertexColorData.flip(); vertexPositionData.flip(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vBOVertexHandle); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, vertexPositionData, GL15.GL_STATIC_DRAW); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vBOColorHandle); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, vertexColorData, GL15.GL_STATIC_DRAW); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL11.glPushMatrix(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vBOVertexHandle); GL11.glVertexPointer(3, GL11.GL_FLOAT, 0, 0L); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vBOColorHandle); GL11.glColorPointer(3, GL11.GL_FLOAT, 0, 0L); System.out.println("Counter " + counter); GL11.glDrawArrays(GL11.GL_LINE_LOOP, 0, counter); GL11.glPopMatrix(); //blocks[r.nextInt(DIM[0])][2][r.nextInt(DIM[2])].setActive(false); } //Random r = new Random(); private float[] createCubeVertexCol(float[] CubeColorArray) { float[] cubeColors = new float[CubeColorArray.length * 4 * 6]; for (int i = 0; i < cubeColors.length; i++) { cubeColors[i] = CubeColorArray[i % CubeColorArray.length]; } return cubeColors; } private boolean[] validateNeightbours(int x, int y, int z) { boolean[] bools = new boolean[7]; bools[6] = true; bools[6] = bools[6] && (bools[0] = y > 0 && y < DIM[1]-1 && blocks[x][y+1][z].isActive());//top bools[6] = bools[6] && (bools[1] = y > 0 && y < DIM[1]-1 && blocks[x][y-1][z].isActive());//bottom bools[6] = bools[6] && (bools[2] = z > 0 && z < DIM[2]-1 && blocks[x][y][z+1].isActive());//front bools[6] = bools[6] && (bools[3] = z > 0 && z < DIM[2]-1 && blocks[x][y][z-1].isActive());//back bools[6] = bools[6] && (bools[4] = x > 0 && x < DIM[0]-1 && blocks[x+1][y][z].isActive());//left bools[6] = bools[6] && (bools[5] = x > 0 && x < DIM[0]-1 && blocks[x-1][y][z].isActive());//right return bools; } } public class Block { public static final float BLOCK_SIZE = 1f; public enum BlockType { Default(0), Grass(1), Dirt(2), Water(3), Stone(4), Wood(5), Sand(6), LAVA(7); int BlockID; BlockType(int i) { BlockID=i; } } private boolean active; private BlockType type; public Block() { this(BlockType.Default); } public Block(BlockType type){ active = true; this.type = type; } public float[] getCubeColor() { switch (type.BlockID) { case 1: return new float[] { 1, 1, 0 }; case 2: return new float[] { 1, 0.5f, 0 }; case 3: return new float[] { 0, 0f, 1f }; default: return new float[] {0.5f, 0.5f, 1f}; } } public float[] createCube(float x, float y, float z, boolean[] neightbours){ int counter = 0; for(boolean b : neightbours) if(!b) counter++; float[] array = new float[counter*12]; int offset = 0; if(!neightbours[0]){//top array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; } if(!neightbours[1]){//bottom array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; } if(!neightbours[2]){//front array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; } if(!neightbours[3]){//back array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; } if(!neightbours[4]){//left array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; } if(!neightbours[5]){//right array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; } return Arrays.copyOf(array, offset); } public boolean isActive() { return active; } public void setActive(boolean active) { this.active = active; } public BlockType getType() { return type; } public void setType(BlockType type) { this.type = type; } } I highlighted the code I'm concerned about in this following screenshot: - http://imageshack.us/a/img820/7606/18626782.png - (Not allowed to upload images yet) I know the code is a mess but I'm just testing stuff so I wasn't really thinking about it.

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  • Recovering Pictures & Movies from Formatted Memory Card

    - by Donotalo
    I thought I've copied all of the pictures and videos that I've taken using my digital camera Canon Digital IXUS 860 IS to my computer. Then I format the memory card. Then I found I didn't take all of the files! I don't have any other means of connecting the memory card to computer except via the camera. But the camera doesn't show it as a removable device directly in my computer so programs like Glary Utilities and PC Inspector didn't find the drive. I didn't take any picture after I formatted it. Is there any free software that can help me to get the pictures and videos? My memory card is an 4 GB SDHC card. Thanks.

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  • I Can Edit SD Card on Windows XP but Not on Windows 7

    - by David C
    I have an 8GB SDHC card which I have used to upload pictures onto my Windows XP machine using an SD card reader ("SanDisk Ultra II"). I could also delete pictures and create folders on the card. I recently obtained a new computer that runs Windows 7 and, while I can view and upload the photos, I am unable to delete photos or create folders. When I attempt to do either of these two operations, the desired option does not appear in the menu ("Delete"/"New Folder"). Also, the shortcut keys do not work (e.g. the Delete key and Alt+F+W+F). I have attempted to change the Properties from Read-only, but am greeted with a "media is write protected". I should add that when I insert the Card Reader back into my Windows XP computer, I am granted full write permissions. Why can't I modify the SD Card from Windows 7? And, related, how can I fix this issue? Let me know if you have any additional questions. Thanks!

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  • Desktop Fun: Big Game Cats Wallpaper Collection Series 2

    - by Asian Angel
    Two years ago we shared a wonderful collection of big game cats wallpapers with you and today we are back with more cattitude goodness for you. Fill your desktop with these sleek and graceful friends from the animal kingdom with the second in our series of Big Game Cats Wallpaper collections. How To Create a Customized Windows 7 Installation Disc With Integrated Updates How to Get Pro Features in Windows Home Versions with Third Party Tools HTG Explains: Is ReadyBoost Worth Using?

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  • What is the best practice to move sprites using mouse order in Tile games?

    - by Robin-Hood
    I am trying to make my first Tile-game using XNA. I have no problem drawing the map layers using TiledLib from codeplex, but, now I want to give sprite an (order) to move to a specific position on map, by selecting the sprite (left mouse click) and then right mouse click somewhere on the map to specify the target position. I don’t know what is the best practice to move sprite this way, considering that there may be collision objects in the direct path. what is the best practice to do this? Is there any demo covering this issue? thanks. BTW: I couldn’t upload snapshot because of my low score :(

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  • SDL to SFML simple question

    - by ultifinitus
    Hey! I've been working on a game in c++ for about a week and a half, and I've been using SDL. However, my current engine only needs the following from whatever library I use: enable double buffering load an image from path into something that I can apply to the screen apply an image to the screen with a certain x,y enable transparency on an image (possibly) image clipping, for sprite sheets. I am fairly sure that SFML has all of this functionality, I'm just not positive. Will someone confirm my suspicions? Also I have one or two questions regarding SFML itself. Do I have to do anything to enable hardware accelerated rendering? How quick is SFML at blending alpha values? (sorry for the less than intelligent question!)

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  • The Ultimate Claymation Chess Game [Video]

    - by Asian Angel
    Watch as these game pieces morph into creatures such as a Pegasi, Unicorn, Shark, Cobra, and more in their battle for final victory. Every game of chess should be this fun! scacchi clay stop motion – chess clay stop motion [via Geeks are Sexy] How to Enable Google Chrome’s Secret Gold IconHTG Explains: What’s the Difference Between the Windows 7 HomeGroups and XP-style Networking?Internet Explorer 9 Released: Here’s What You Need To Know

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  • How to design a replay system

    - by daddz
    So how would I design a replay system? You may know it from certain games like Warcraft 3 or Starcraft where you can watch the game again after it has been played already. You end up with a relatively small replay file. So my questions are: How to save the data? (custom format?) (small filesize) What shall be saved? How to make it generic so it can be used in other games to record a time period (and not a complete match for example)? Make it possible to forward and rewind (WC3 couldn't rewind as far as I remember)

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  • Atheros AR9485 wireless card doesn't work in an ASUS K53E

    - by John
    I just installed Ubuntu 11.10 32-bit version in dual boot mode on an ASUS K53. Every thing seems to work fine except for the wireless. The wireless works on Windows 7. Ubuntu finds the wireless card, but it does not appear to be turned on. The only physical means of turning on the card is the FN-F2 key combo. That works on Windows, but not in Ubuntu. I've looked in the forums for a solution and I'm not quite sure what to do. I've gathered the following information: jdwbmc@Spatha:~$ cat /etc/lsb-release; uname -a DISTRIB_ID=Ubuntu DISTRIB_RELEASE=11.10 DISTRIB_CODENAME=oneiric DISTRIB_DESCRIPTION="Ubuntu 11.10" Linux Spatha 3.0.0-12-generic #20-Ubuntu SMP Fri Oct 7 14:50:42 UTC 2011 i686 i686 i386 GNU/Linux jdwbmc@Spatha:~$ lspci -nnk | grep -iA2 net 02:00.0 Network controller [0280]: Atheros Communications Inc. AR9485 Wireless Network Adapter [168c:0032] (rev 01) Subsystem: AzureWave Device [1a3b:1186] Kernel driver in use: ath9k -- 04:00.0 Ethernet controller [0200]: Atheros Communications AR8151 v2.0 Gigabit Ethernet [1969:1083] (rev c0) Subsystem: ASUSTeK Computer Inc. Device [1043:1851] Kernel driver in use: atl1c jdwbmc@Spatha:~$ lsusb Bus 001 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 002 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 003 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 004 Device 001: ID 1d6b:0003 Linux Foundation 3.0 root hub Bus 001 Device 002: ID 8087:0024 Intel Corp. Integrated Rate Matching Hub Bus 002 Device 002: ID 8087:0024 Intel Corp. Integrated Rate Matching Hub Bus 001 Device 003: ID 058f:a014 Alcor Micro Corp. jdwbmc@Spatha:~$ iwconfig lo no wireless extensions. eth0 no wireless extensions. wlan0 IEEE 802.11bgn ESSID off/any Mode:Managed Access Point: Not-Associated Tx-Power=0 dBm Retry long limit:7 RTS thrff Fragment thrff Power Managementff jdwbmc@Spatha:~$ rfkill list all 0: phy0: Wireless LAN Soft blocked: no Hard blocked: no 1: asus-wlan: Wireless LAN Soft blocked: no Hard blocked: no jdwbmc@Spatha:~$ lsmod Module Size Used by parport_pc 32114 0 ppdev 12849 0 snd_hda_codec_hdmi 31426 1 bnep 17923 2 rfcomm 38408 0 bluetooth 148839 10 bnep,rfcomm snd_hda_codec_realtek 254125 1 binfmt_misc 17292 1 joydev 17393 0 asus_nb_wmi 12469 0 asus_wmi 19333 1 asus_nb_wmi sparse_keymap 13658 1 asus_wmi uvcvideo 67271 0 videodev 85626 1 uvcvideo snd_hda_intel 24262 2 snd_hda_codec 91754 3 snd_hda_codec_hdmi,snd_hda_codec_realtek,snd_hda_i ntel snd_hwdep 13276 1 snd_hda_codec snd_pcm 80468 3 snd_hda_codec_hdmi,snd_hda_intel,snd_hda_codec snd_seq_midi 13132 0 wmi 18744 1 asus_wmi snd_rawmidi 25241 1 snd_seq_midi snd_seq_midi_event 14475 1 snd_seq_midi snd_seq 51567 2 snd_seq_midi,snd_seq_midi_event arc4 12473 2 i915 505108 3 snd_timer 28932 2 snd_pcm,snd_seq snd_seq_device 14172 3 snd_seq_midi,snd_rawmidi,snd_seq ath9k 112711 0 psmouse 73673 0 serio_raw 12990 0 mac80211 272785 1 ath9k drm_kms_helper 32889 1 i915 ath9k_common 13599 1 ath9k drm 192226 4 i915,drm_kms_helper ath9k_hw 293893 2 ath9k,ath9k_common ath 19387 2 ath9k,ath9k_hw cfg80211 172392 3 ath9k,mac80211,ath snd 55902 14 snd_hda_codec_hdmi,snd_hda_codec_realtek,snd_hda_i ntel,snd_hda_codec,snd_hwdep,snd_pcm,snd_rawmidi,s nd_seq,snd_timer,snd_seq_device soundcore 12600 1 snd snd_page_alloc 14115 2 snd_hda_intel,snd_pcm mei 36466 0 i2c_algo_bit 13199 1 i915 video 18908 1 i915 lp 17455 0 parport 40930 3 parport_pc,ppdev,lp ahci 21634 3 libahci 25727 1 ahci atl1c 36638 0 xhci_hcd 72915 0 jdwbmc@Spatha:/var/lib/NetworkManager$ cat NetworkManager.state [main] NetworkingEnabled=true WirelessEnabled=true WWANEnabled=true WimaxEnabled=true jdwbmc@Spatha:~$ lspci -nn | grep 0280 02:00.0 Network controller [0280]: Atheros Communications Inc. AR9485 Wireless Network Adapter [168c:0032] (rev 01) Any help would be appreciated. Thanks.

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  • Networking Client Server Packet logic (How they communicate)

    - by Trixmix
    I want to know what is the logic behind server client communication through packets for a real time game. for example the server sends x packets then the client receives x packets and processes them.. Basically what is the process to keep the client and server in sync and able to receive and send packets. more in depth example of what I want to know: client step 1 wait for a packet step 2 read x packets step 3 process x packets step 4 send x packets and so on... I need to know the very basic outline of the communication. Big questions are: 1) do I send and read packets all at one time? i.e for loop though the incoming packets array list and read them all or one every server loop or what... 2) what order should I do things i.e first receive then read then process then send etc.. 3) what I asked above a step by step of what the server / client should do.. Thanks!

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