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  • Beat detection, weird detection

    - by Quincy
    I made this soundanalyzer class to detect beats in songs : // put it on pastebin for the big size, will put it here if people rather want that. pastebin.com/8PdgZPP3 but for some reason its only detecting beats from 637 sec to around 641(sec) and I have no idea why. I know the beats are being inserted from multiple bands since I am finding duplicates and it seems as its assigning a beat to each instant energy value in between those values. Its modeled after this : http://www.flipcode.com/misc/BeatDetectionAlgorithms.pdf So why won't the beats properly register ?

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  • Spreadsheets in Game Design?

    - by Joey Green
    There have been two instances from the past two weeks that I've heard from well known successful game developers that they use spreadsheets when designing games. The first being David Whatley in this GDCVault video: http://gdcvault.com/play/1012372/From-Zero-to-Time-Magazine The second being the guys that do Walled Garden Weekly: http://walledgardenweekly.com/ David said he models everything out and uses excel models to see how everything plays out. What on earth is he talking about? Is it seeing how the game mechanics react to each other? Is there somewhere where I can learn more about how to do this? Thanks

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  • First time shadow mapping problems

    - by user1294203
    I have implemented basic shadow mapping for the first time in OpenGL using shaders and I'm facing some problems. Below you can see an example of my rendered scene: The process of the shadow mapping I'm following is that I render the scene to the framebuffer using a View Matrix from the light point of view and the projection and model matrices used for normal rendering. In the second pass, I send the above MVP matrix from the light point of view to the vertex shader which transforms the position to light space. The fragment shader does the perspective divide and changes the position to texture coordinates. Here is my vertex shader, #version 150 core uniform mat4 ModelViewMatrix; uniform mat3 NormalMatrix; uniform mat4 MVPMatrix; uniform mat4 lightMVP; uniform float scale; in vec3 in_Position; in vec3 in_Normal; in vec2 in_TexCoord; smooth out vec3 pass_Normal; smooth out vec3 pass_Position; smooth out vec2 TexCoord; smooth out vec4 lightspace_Position; void main(void){ pass_Normal = NormalMatrix * in_Normal; pass_Position = (ModelViewMatrix * vec4(scale * in_Position, 1.0)).xyz; lightspace_Position = lightMVP * vec4(scale * in_Position, 1.0); TexCoord = in_TexCoord; gl_Position = MVPMatrix * vec4(scale * in_Position, 1.0); } And my fragment shader, #version 150 core struct Light{ vec3 direction; }; uniform Light light; uniform sampler2D inSampler; uniform sampler2D inShadowMap; smooth in vec3 pass_Normal; smooth in vec3 pass_Position; smooth in vec2 TexCoord; smooth in vec4 lightspace_Position; out vec4 out_Color; float CalcShadowFactor(vec4 lightspace_Position){ vec3 ProjectionCoords = lightspace_Position.xyz / lightspace_Position.w; vec2 UVCoords; UVCoords.x = 0.5 * ProjectionCoords.x + 0.5; UVCoords.y = 0.5 * ProjectionCoords.y + 0.5; float Depth = texture(inShadowMap, UVCoords).x; if(Depth < (ProjectionCoords.z + 0.001)) return 0.5; else return 1.0; } void main(void){ vec3 Normal = normalize(pass_Normal); vec3 light_Direction = -normalize(light.direction); vec3 camera_Direction = normalize(-pass_Position); vec3 half_vector = normalize(camera_Direction + light_Direction); float diffuse = max(0.2, dot(Normal, light_Direction)); vec3 temp_Color = diffuse * vec3(1.0); float specular = max( 0.0, dot( Normal, half_vector) ); float shadowFactor = CalcShadowFactor(lightspace_Position); if(diffuse != 0 && shadowFactor > 0.5){ float fspecular = pow(specular, 128.0); temp_Color += fspecular; } out_Color = vec4(shadowFactor * texture(inSampler, TexCoord).xyz * temp_Color, 1.0); } One of the problems is self shadowing as you can see in the picture, the crate has its own shadow cast on itself. What I have tried is enabling polygon offset (i.e. glEnable(POLYGON_OFFSET_FILL), glPolygonOffset(GLfloat, GLfloat) ) but it didn't change much. As you see in the fragment shader, I have put a static offset value of 0.001 but I have to change the value depending on the distance of the light to get more desirable effects , which not very handy. I also tried using front face culling when I render to the framebuffer, that didn't change much too. The other problem is that pixels outside the Light's view frustum get shaded. The only object that is supposed to be able to cast shadows is the crate. I guess I should pick more appropriate projection and view matrices, but I'm not sure how to do that. What are some common practices, should I pick an orthographic projection? From googling around a bit, I understand that these issues are not that trivial. Does anyone have any easy to implement solutions to these problems. Could you give me some additional tips? Please ask me if you need more information on my code. Here is a comparison with and without shadow mapping of a close-up of the crate. The self-shadowing is more visible.

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  • Why do my LWJGL fonts have dots and lines around them?

    - by Jordan
    When we render fonts there are weird dots and lines around the text. I have no idea why this would happen. Here is an image of what it looks like: Our font class looks like this: package me.NJ.ComputerTycoon.Font; import me.NJ.ComputerTycoon.BaseObjects.UDim2; import org.lwjgl.opengl.Display; import org.newdawn.slick.Color; import org.newdawn.slick.TrueTypeFont; public class Font { public TrueTypeFont font; private int fontSize = 18; private String fontName = "Calibri"; private int fontStyle = java.awt.Font.BOLD; public Font(String fontName, int fontStyle, int fontSize) { font = new TrueTypeFont(new java.awt.Font(fontName, fontStyle, fontSize), true); //font. } public Font(int fontStyle, int fontSize) { font = new TrueTypeFont(new java.awt.Font(fontName, fontStyle, fontSize), true); } public Font(int fontSize) { font = new TrueTypeFont(new java.awt.Font(fontName, fontStyle, fontSize), true); } public Font() { font = new TrueTypeFont(new java.awt.Font(fontName, fontStyle, fontSize), true); } public void drawString(int x, int y, String s, Color color){ this.font.drawString(x, y, s, color); } public void drawString(int x, int y, String s){ this.font.drawString(x, y, s); } public void drawString(float x, float y, String s, Color color){ this.font.drawString(x, y, s, color); } public void drawString(float x, float y, String s){ this.font.drawString(x, y, s); } public void drawString(UDim2 udim, String s){ this.font.drawString((Display.getWidth() * udim.getX().getScale()) + udim.getX().getOffset(), (Display.getHeight() * udim.getY().getScale()) + udim.getY().getOffset(), s); } public String getFontName(){ return this.fontName; } public int getFontSize(){ return this.fontSize; } public TrueTypeFont getFont(){ return this.font; } } What could be causing this?

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  • Voxel terrain rendering with marching cubes

    - by JavaJosh94
    I was working on making procedurally generated terrain using normal cubish voxels (like minecraft) But then I read about marching cubes and decided to convert to using those. I managed to create a working marching cubes class and cycle through the densities and everything in it seemed to be working so I went on to work on actual terrain generation. I'm using XNA (C#) and a ported libnoise library to generate noise for the terrain generator. But instead of rendering smooth terrain I get a 64x64 chunk (I specified 64 but can change it) of seemingly random marching cubes using different triangles. This is the code I'm using to generate a "chunk": public MarchingCube[, ,] getTerrainChunk(int size, float dMultiplyer, int stepsize) { MarchingCube[, ,] temp = new MarchingCube[size / stepsize, size / stepsize, size / stepsize]; for (int x = 0; x < size; x += stepsize) { for (int y = 0; y <size; y += stepsize) { for (int z = 0; z < size; z += stepsize) { float[] densities = {(float)terrain.GetValue(x, y, z)*dMultiplyer, (float)terrain.GetValue(x, y+stepsize, z)*dMultiplyer, (float)terrain.GetValue(x+stepsize, y+stepsize, z)*dMultiplyer, (float)terrain.GetValue(x+stepsize, y, z)*dMultiplyer, (float)terrain.GetValue(x,y,z+stepsize)*dMultiplyer,(float)terrain.GetValue(x,y+stepsize,z+stepsize)*dMultiplyer,(float)terrain.GetValue(x+stepsize,y+stepsize,z+stepsize)*dMultiplyer,(float)terrain.GetValue(x+stepsize,y,z+stepsize)*dMultiplyer }; Vector3[] corners = { new Vector3(x,y,z), new Vector3(x,y+stepsize,z),new Vector3(x+stepsize,y+stepsize,z),new Vector3(x+stepsize,y,z), new Vector3(x,y,z+stepsize), new Vector3(x,y+stepsize,z+stepsize), new Vector3(x+stepsize,y+stepsize,z+stepsize), new Vector3(x+stepsize,y,z+stepsize)}; if (x == 0 && y == 0 && z == 0) { temp[x / stepsize, y / stepsize, z / stepsize] = new MarchingCube(densities, corners, device); } temp[x / stepsize, y / stepsize, z / stepsize] = new MarchingCube(densities, corners); } } } (terrain is a Perlin Noise generated using libnoise) I'm sure there's probably an easy solution to this but I've been drawing a blank for the past hour. I'm just wondering if the problem is how I'm reading in the data from the noise or if I may be generating the noise wrong? Or maybe the noise is just not good for this kind of generation? If I'm reading it wrong does anyone know the right way? the answers on google were somewhat ambiguous but I'm going to keep searching. Thanks in advance!

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  • SFML fail to load image as texture

    - by zyeek
    I have come to a problem with the code below ... Using SFML 2.0 #include <SFML/Graphics.hpp> #include <iostream> #include <list> int main() { float speed = 5.0f; // create the window sf::RenderWindow window(sf::VideoMode(sf::VideoMode::getDesktopMode().height - 300, 800), "Bricks"); // Set game window position on the screen window.setPosition( sf::Vector2i(sf::VideoMode::getDesktopMode().width/4 + sf::VideoMode::getDesktopMode().width/16 , 0) ); // Allow library to accept repeatitive key presses (i.e. holding key) window.setKeyRepeatEnabled(true); // Hide mouse cursor //window.setMouseCursorVisible(false); // Limit 30 frames per sec; the minimum for all games window.setFramerateLimit(30); sf::Texture texture; if (!texture.loadFromFile("tile.png", sf::IntRect(0, 0, 125, 32))) { std::cout<<"Could not load image\n"; return -1; } // Empty list of sprites std::list<sf::Sprite> spriteContainer; bool gameFocus = true; // run the program as long as the window is open while (window.isOpen()) { sf::Vector2i mousePos = sf::Mouse::getPosition(window); // check all the window's events that were triggered since the last iteration of the loop sf::Event event; while (window.pollEvent(event)) { float offsetX = 0.0f, offsetY = 0.0f; if(event.type == sf::Event::GainedFocus) gameFocus = !gameFocus; else if(event.type == sf::Event::LostFocus) gameFocus = !gameFocus; if(event.type == sf::Event::KeyPressed) { if (event.key.code == sf::Keyboard::Space) { if(gameFocus) { // Create sprite and add features before putting it into container sf::Sprite sprite(texture); sprite.scale(.9f,.7f); sf::Vector2u textSize = texture.getSize(); sprite.setPosition(sf::Vector2f(mousePos.x-textSize.x/2.0f, mousePos.y - textSize.y/2.0f)); spriteContainer.push_front(sprite); } } if(event.key.code == sf::Keyboard::P) std::cout << spriteContainer.size() << std::endl; if( event.key.code == sf::Keyboard::W ) offsetY -= speed; if( event.key.code == sf::Keyboard::A ) offsetX -= speed; if( event.key.code == sf::Keyboard::S ) offsetY += speed; if( event.key.code == sf::Keyboard::D ) offsetX += speed; } // "close requested" event: we close the window if (event.type == sf::Event::Closed || event.key.code == sf::Keyboard::Escape) window.close(); // Move all sprites synchronously for (std::list<sf::Sprite>::iterator sprite = spriteContainer.begin(); sprite != spriteContainer.end(); ++sprite) sprite->move(offsetX, offsetY); //sprite.move(offsetX,offsetY); } // clear the window with black color window.clear(sf::Color::Black); // draw everything here... // window.draw(...); // Draw all sprites in the container for (std::list<sf::Sprite>::iterator sprite = spriteContainer.begin(); sprite != spriteContainer.end(); ++sprite) window.draw(*sprite); // end the current frame window.display(); } return 0; } A couple weeks ago it worked flawlessly to my expectation, but now that I come back to it and I am having problems importing the image as a texture "tile.png". I don't understand why this is evening happening and the only message I get via the terminal is "Cannot load image ..." then a bunch of random characters. My libraries are for sure working, but now I am not sure why the image is not loading. My image is in the same directory as with my .h and .cpp files. This is an irritating problem that keep coming up for some reason and is always a problem to fix it. I import my libraries via my own directory "locals" which contain many APIs, but I specifically get SFML, and done appropriately as I am able to open a window and many other stuff.

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  • Slick 2D first trial error

    - by pringlesinn
    I followed some advices to learn Slick2D and when I started doing the "SimpleGame" I got my first error. Does anyone have any idea of what is it and how to fix? Sun Dec 26 23:09:12 GMT-03:00 2010 INFO:Slick Build #274 Sun Dec 26 23:09:12 GMT-03:00 2010 INFO:LWJGL Version: 2.0b1 Sun Dec 26 23:09:12 GMT-03:00 2010 INFO:OriginalDisplayMode: 1024 x 768 x 16 @60Hz Sun Dec 26 23:09:12 GMT-03:00 2010 INFO:TargetDisplayMode: 800 x 600 x 0 @0Hz Sun Dec 26 23:09:12 GMT-03:00 2010 ERROR:Could not find a valid pixel format org.lwjgl.LWJGLException: Could not find a valid pixel format at org.lwjgl.opengl.WindowsPeerInfo.nChoosePixelFormat(Native Method) at org.lwjgl.opengl.WindowsPeerInfo.choosePixelFormat(WindowsPeerInfo.java:52) at org.lwjgl.opengl.WindowsDisplayPeerInfo.initDC(WindowsDisplayPeerInfo.java:54) at org.lwjgl.opengl.WindowsDisplay.createWindow(WindowsDisplay.java:158) at org.lwjgl.opengl.Display.createWindow(Display.java:299) at org.lwjgl.opengl.Display.create(Display.java:848) at org.lwjgl.opengl.Display.create(Display.java:800) at org.newdawn.slick.AppGameContainer.tryCreateDisplay(AppGameContainer.java:299) at org.newdawn.slick.AppGameContainer.access$000(AppGameContainer.java:34) at org.newdawn.slick.AppGameContainer$2.run(AppGameContainer.java:364) at java.security.AccessController.doPrivileged(Native Method) at org.newdawn.slick.AppGameContainer.setup(AppGameContainer.java:345) at org.newdawn.slick.AppGameContainer.start(AppGameContainer.java:314) at SimpleGame.main(SimpleGame.java:38) Exception in thread "main" org.newdawn.slick.SlickException: Failed to initialise the LWJGL display at org.newdawn.slick.AppGameContainer.setup(AppGameContainer.java:375) at org.newdawn.slick.AppGameContainer.start(AppGameContainer.java:314) at SimpleGame.main(SimpleGame.java:38)

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  • Handling player logoff and logon in a persistent world without breaking immersion

    - by Boreal
    One problem I've never seen fixed in any persistent online game is how to handle player logon and logoff without the characters just popping in and out of the world. My first thought is to simply make a player's offline state as their character being asleep, but that doesn't make sense in the event of a disconnect and not an intentional logoff. How would you fix this, if you would even bother fixing it at all?

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  • How to Best Optimize up Model Transforms, Import 3DS Animations Into XNA 4.0?

    - by Jason R. Mick
    Relative beginner to XNA, but trying to build a multi-purpose (3D) game frameworking in XNA 4. Been using the Reed (O'Reilly) and Cawood/McGee (McGraw Hill) guides. My question is multi-faceted and involves how to most efficiently handle models. I'm using 3DS Max 2010 with kw-Xport to ship out my models as .X files. Solved an early problem by using my depth stencil state. My models are now loading properly (yay!) and I have basic bounding working, I just want to optimize transforming models and get animations working as a next step. My questions on models are: 1. Do you have any suggestions for good resources on exporting 3DS animations to XNA? I've seen some resources on how to handle animations in XNA, but most skimp on basic topics of how to convert multi-animation 3DS files. For example how do I take one big long string of keyframed animations (say running, frame 5-20, climbing frames 25-45, etc.) and turned them into named XNA animations. To my understanding every XNA animation has to have a name, but I haven't seen any tutorials on creating a new named animation from a subset of frames. 2. Is it faster to load a model once and animate/transform that base model on the fly @ draw time, or to load multiple models? My game will have multiple enemies, and I've already seen some lagginess in XNA, so II want to make my code efficient... 3. I've heard people on app hub talking about making custom content processors for models-- what is the benefit of this? Does it speed up transforming or animating the models? If so, can you point me towards any good (model-centric) tutorials? (I've built a custom height map content processor to generate terrain, following Cawood's examples, I'm just a bit confused as to how a model content processor would be implemented.)

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  • Turn-based Strategy Loop

    - by Djentleman
    I'm working on a strategy game. It's turn-based and card-based (think Dominion-style), done in a client, with eventual AI in the works. I've already implemented almost all of the game logic (methods for calculations and suchlike) and I'm starting to work on the actual game loop. What is the "best" way to implement a game loop in such a game? Should I use a simple "while gameActive" loop that keeps running until gameActive is False, with sections that wait for player input? Or should it be managed through the UI with player actions determining what happens and when? Any help is appreciated. I'm doing it in Python (for now at least) to get my Python skills up a bit, although the language shouldn't matter for this question.

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  • How to solve exception_priv _instruction exception while running destop project? [on hold]

    - by Haritha
    While running desktop project im getting exception_priv _instruction how to solve this??? while running this page is coming # # A fatal error has been detected by the Java Runtime Environment: # # EXCEPTION_PRIV_INSTRUCTION (0xc0000096) at pc=0x02f5a92b, pid=3012, tid=3104 # # JRE version: 7.0-b147 # Java VM: Java HotSpot(TM) Client VM (21.0-b17 mixed mode, sharing windows-x86 ) # Problematic frame: # C 0x02f5a92b # # Failed to write core dump. Minidumps are not enabled by default on client versions of Windows # # If you would like to submit a bug report, please visit: # http://bugreport.sun.com/bugreport/crash.jsp # The crash happened outside the Java Virtual Machine in native code. # See problematic frame for where to report the bug. # --------------- T H R E A D --------------- Current thread (0x02f5a800): JavaThread "LWJGL Application" [_thread_in_native, id=3104, stack(0x076f0000,0x07740000)] siginfo: ExceptionCode=0xc0000096 Registers: EAX=0x000df4f0, EBX=0x32afc180, ECX=0x000df4f0, EDX=0x00000020 ESP=0x0773f768, EBP=0x0773f790, ESI=0x32afc180, EDI=0x02f5a800 EIP=0x02f5a92b, EFLAGS=0x00010206 Top of Stack: (sp=0x0773f768) 0x0773f768: 02bd429c 02bd429c 0773f770 32afc180 0x0773f778: 0773f7b8 32b022c8 00000000 32afc180 0x0773f788: 00000000 0773f7a0 0773f7dc 00943187 0x0773f798: 229ec1c0 00948839 69081736 00000000 0x0773f7a8: 089b0048 00000000 00000014 00001406 0x0773f7b8: 00000002 0773f7bc 32afbeb0 0773f7f8 0x0773f7c8: 32b022c8 00000000 32afbf00 0773f7a0 0x0773f7d8: 0773f7f0 0773f81c 00943187 69081736 Instructions: (pc=0x02f5a92b) 0x02f5a90b: 00 43 00 00 00 00 f0 bc 02 e8 00 e9 22 40 f7 73 0x02f5a91b: 07 85 a5 94 00 90 f7 73 07 50 cc a0 6d d8 49 c0 0x02f5a92b: 6d 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 0x02f5a93b: 00 00 00 00 00 00 00 00 00 08 80 3d 37 00 00 00 Register to memory mapping: EAX=0x000df4f0 is an unknown value EBX=0x32afc180 is an oop {method} - klass: {other class} ECX=0x000df4f0 is an unknown value EDX=0x00000020 is an unknown value ESP=0x0773f768 is pointing into the stack for thread: 0x02f5a800 EBP=0x0773f790 is pointing into the stack for thread: 0x02f5a800 ESI=0x32afc180 is an oop {method} - klass: {other class} EDI=0x02f5a800 is a thread Stack: [0x076f0000,0x07740000], sp=0x0773f768, free space=317k Native frames: (J=compiled Java code, j=interpreted, Vv=VM code, C=native code) C 0x02f5a92b j org.lwjgl.opengl.GL11.glVertexPointer(IILjava/nio/FloatBuffer;)V+48 j com.badlogic.gdx.backends.lwjgl.LwjglGL10.glVertexPointer(IIILjava/nio/Buffer;)V+53 j com.badlogic.gdx.graphics.glutils.VertexArray.bind()V+149 j com.badlogic.gdx.graphics.Mesh.bind()V+25 j com.badlogic.gdx.graphics.Mesh.render(IIIZ)V+32 j com.badlogic.gdx.graphics.Mesh.render(III)V+8 j com.badlogic.gdx.graphics.g2d.SpriteBatch.flush()V+197 j com.badlogic.gdx.graphics.g2d.SpriteBatch.switchTexture(Lcom/badlogic/gdx/graphics/Texture;)V+1 j com.badlogic.gdx.graphics.g2d.SpriteBatch.draw(Lcom/badlogic/gdx/graphics/Texture;FFFF)V+33 j sevenseas.game.WorldRenderer.drawBob()V+54 j sevenseas.game.WorldRenderer.render()V+12 j sevenseas.game.GameClass.render(F)V+38 j com.badlogic.gdx.Game.render()V+19 j com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop()V+642 j com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run()V+27 v ~StubRoutines::call_stub V [jvm.dll+0x122c7e] V [jvm.dll+0x1c9c0e] V [jvm.dll+0x122e73] V [jvm.dll+0x122ed7] V [jvm.dll+0xccd1f] V [jvm.dll+0x14433f] V [jvm.dll+0x171549] C [msvcr100.dll+0x5c6de] endthreadex+0x3a C [msvcr100.dll+0x5c788] endthreadex+0xe4 C [kernel32.dll+0xb713] GetModuleFileNameA+0x1b4 Java frames: (J=compiled Java code, j=interpreted, Vv=VM code) j org.lwjgl.opengl.GL11.nglVertexPointer(IIIJJ)V+0 j org.lwjgl.opengl.GL11.glVertexPointer(IILjava/nio/FloatBuffer;)V+48 j com.badlogic.gdx.backends.lwjgl.LwjglGL10.glVertexPointer(IIILjava/nio/Buffer;)V+53 j com.badlogic.gdx.graphics.glutils.VertexArray.bind()V+149 j com.badlogic.gdx.graphics.Mesh.bind()V+25 j com.badlogic.gdx.graphics.Mesh.render(IIIZ)V+32 j com.badlogic.gdx.graphics.Mesh.render(III)V+8 j com.badlogic.gdx.graphics.g2d.SpriteBatch.flush()V+197 j com.badlogic.gdx.graphics.g2d.SpriteBatch.switchTexture(Lcom/badlogic/gdx/graphics/Texture;)V+1 j com.badlogic.gdx.graphics.g2d.SpriteBatch.draw(Lcom/badlogic/gdx/graphics/Texture;FFFF)V+33 j sevenseas.game.WorldRenderer.drawBob()V+54 j sevenseas.game.WorldRenderer.render()V+12 j sevenseas.game.GameClass.render(F)V+38 j com.badlogic.gdx.Game.render()V+19 j com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop()V+642 j com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run()V+27 v ~StubRoutines::call_stub --------------- P R O C E S S --------------- Java Threads: ( => current thread ) 0x003d6c00 JavaThread "DestroyJavaVM" [_thread_blocked, id=3240, stack(0x008c0000,0x00910000)] =>0x02f5a800 JavaThread "LWJGL Application" [_thread_in_native, id=3104, stack(0x076f0000,0x07740000)] 0x02bcf000 JavaThread "Service Thread" daemon [_thread_blocked, id=2612, stack(0x02e00000,0x02e50000)] 0x02bc1000 JavaThread "C1 CompilerThread0" daemon [_thread_blocked, id=2776, stack(0x02db0000,0x02e00000)] 0x02bbf400 JavaThread "Attach Listener" daemon [_thread_blocked, id=2448, stack(0x02d60000,0x02db0000)] 0x02bbe000 JavaThread "Signal Dispatcher" daemon [_thread_blocked, id=1764, stack(0x02d10000,0x02d60000)] 0x02bb8000 JavaThread "Finalizer" daemon [_thread_blocked, id=3864, stack(0x02cc0000,0x02d10000)] 0x02bb3400 JavaThread "Reference Handler" daemon [_thread_blocked, id=2424, stack(0x02c70000,0x02cc0000)] Other Threads: 0x02bb1800 VMThread [stack: 0x02c20000,0x02c70000] [id=3076] 0x02bd1000 WatcherThread [stack: 0x02e50000,0x02ea0000] [id=3276] VM state:not at safepoint (normal execution) VM Mutex/Monitor currently owned by a thread: None Heap def new generation total 4928K, used 2571K [0x229c0000, 0x22f10000, 0x27f10000) eden space 4416K, 46% used [0x229c0000, 0x22bc2e38, 0x22e10000) from space 512K, 100% used [0x22e90000, 0x22f10000, 0x22f10000) to space 512K, 0% used [0x22e10000, 0x22e10000, 0x22e90000) tenured generation total 10944K, used 634K [0x27f10000, 0x289c0000, 0x329c0000) the space 10944K, 5% used [0x27f10000, 0x27faea60, 0x27faec00, 0x289c0000) compacting perm gen total 12288K, used 1655K [0x329c0000, 0x335c0000, 0x369c0000) the space 12288K, 13% used [0x329c0000, 0x32b5dc58, 0x32b5de00, 0x335c0000) ro space 10240K, 42% used [0x369c0000, 0x36dfc660, 0x36dfc800, 0x373c0000) rw space 12288K, 53% used [0x373c0000, 0x37a38180, 0x37a38200, 0x37fc0000) Code Cache [0x00940000, 0x009d8000, 0x02940000) total_blobs=305 nmethods=80 adapters=158 free_code_cache=32183Kb largest_free_block=32955904 Dynamic libraries: 0x00400000 - 0x0042f000 C:\Program Files\Java\jre7\bin\javaw.exe 0x7c900000 - 0x7c9af000 C:\WINDOWS\system32\ntdll.dll 0x7c800000 - 0x7c8f6000 C:\WINDOWS\system32\kernel32.dll 0x77dd0000 - 0x77e6b000 C:\WINDOWS\system32\ADVAPI32.dll 0x77e70000 - 0x77f02000 C:\WINDOWS\system32\RPCRT4.dll 0x77fe0000 - 0x77ff1000 C:\WINDOWS\system32\Secur32.dll 0x7e410000 - 0x7e4a1000 C:\WINDOWS\system32\USER32.dll 0x77f10000 - 0x77f59000 C:\WINDOWS\system32\GDI32.dll 0x773d0000 - 0x774d3000 C:\WINDOWS\WinSxS\x86_Microsoft.Windows.Common-Controls_6595b64144ccf1df_6.0.2600.5512_x-ww_35d4ce83\COMCTL32.dll 0x77c10000 - 0x77c68000 C:\WINDOWS\system32\msvcrt.dll 0x77f60000 - 0x77fd6000 C:\WINDOWS\system32\SHLWAPI.dll 0x76390000 - 0x763ad000 C:\WINDOWS\system32\IMM32.DLL 0x629c0000 - 0x629c9000 C:\WINDOWS\system32\LPK.DLL 0x74d90000 - 0x74dfb000 C:\WINDOWS\system32\USP10.dll 0x78aa0000 - 0x78b5e000 C:\Program Files\Java\jre7\bin\msvcr100.dll 0x6d940000 - 0x6dc61000 C:\Program Files\Java\jre7\bin\client\jvm.dll 0x71ad0000 - 0x71ad9000 C:\WINDOWS\system32\WSOCK32.dll 0x71ab0000 - 0x71ac7000 C:\WINDOWS\system32\WS2_32.dll 0x71aa0000 - 0x71aa8000 C:\WINDOWS\system32\WS2HELP.dll 0x76b40000 - 0x76b6d000 C:\WINDOWS\system32\WINMM.dll 0x76bf0000 - 0x76bfb000 C:\WINDOWS\system32\PSAPI.DLL 0x6d8d0000 - 0x6d8dc000 C:\Program Files\Java\jre7\bin\verify.dll 0x6d370000 - 0x6d390000 C:\Program Files\Java\jre7\bin\java.dll 0x6d920000 - 0x6d933000 C:\Program Files\Java\jre7\bin\zip.dll 0x6cec0000 - 0x6cf42000 C:\Documents and Settings\7stl0225\Local Settings\Temp\libgdx7stl0225\37fe1abc\gdx.dll 0x10000000 - 0x1004c000 C:\Documents and Settings\7stl0225\Local Settings\Temp\libgdx7stl0225\52d76f2b\lwjgl.dll 0x5ed00000 - 0x5edcc000 C:\WINDOWS\system32\OPENGL32.dll 0x68b20000 - 0x68b40000 C:\WINDOWS\system32\GLU32.dll 0x73760000 - 0x737ab000 C:\WINDOWS\system32\DDRAW.dll 0x73bc0000 - 0x73bc6000 C:\WINDOWS\system32\DCIMAN32.dll 0x77c00000 - 0x77c08000 C:\WINDOWS\system32\VERSION.dll 0x070b0000 - 0x07115000 C:\DOCUME~1\7stl0225\LOCALS~1\Temp\libgdx7stl0225\52d76f2b\OpenAL32.dll 0x7c9c0000 - 0x7d1d7000 C:\WINDOWS\system32\SHELL32.dll 0x774e0000 - 0x7761d000 C:\WINDOWS\system32\ole32.dll 0x5ad70000 - 0x5ada8000 C:\WINDOWS\system32\uxtheme.dll 0x76fd0000 - 0x7704f000 C:\WINDOWS\system32\CLBCATQ.DLL 0x77050000 - 0x77115000 C:\WINDOWS\system32\COMRes.dll 0x77120000 - 0x771ab000 C:\WINDOWS\system32\OLEAUT32.dll 0x73f10000 - 0x73f6c000 C:\WINDOWS\system32\dsound.dll 0x76c30000 - 0x76c5e000 C:\WINDOWS\system32\WINTRUST.dll 0x77a80000 - 0x77b15000 C:\WINDOWS\system32\CRYPT32.dll 0x77b20000 - 0x77b32000 C:\WINDOWS\system32\MSASN1.dll 0x76c90000 - 0x76cb8000 C:\WINDOWS\system32\IMAGEHLP.dll 0x72d20000 - 0x72d29000 C:\WINDOWS\system32\wdmaud.drv 0x72d10000 - 0x72d18000 C:\WINDOWS\system32\msacm32.drv 0x77be0000 - 0x77bf5000 C:\WINDOWS\system32\MSACM32.dll 0x77bd0000 - 0x77bd7000 C:\WINDOWS\system32\midimap.dll 0x73ee0000 - 0x73ee4000 C:\WINDOWS\system32\KsUser.dll 0x755c0000 - 0x755ee000 C:\WINDOWS\system32\msctfime.ime 0x69000000 - 0x691a9000 C:\WINDOWS\system32\sisgl.dll 0x73b30000 - 0x73b45000 C:\WINDOWS\system32\mscms.dll 0x73000000 - 0x73026000 C:\WINDOWS\system32\WINSPOOL.DRV 0x66e90000 - 0x66ed1000 C:\WINDOWS\system32\icm32.dll 0x07760000 - 0x0778d000 C:\Program Files\WordWeb\WHook.dll 0x74c80000 - 0x74cac000 C:\WINDOWS\system32\OLEACC.dll 0x76080000 - 0x760e5000 C:\WINDOWS\system32\MSVCP60.dll VM Arguments: jvm_args: -Dfile.encoding=Cp1252 java_command: sevenseas.game.MainDesktop Launcher Type: SUN_STANDARD Environment Variables: PATH=C:/Program Files/Java/jre7/bin/client;C:/Program Files/Java/jre7/bin;C:/Program Files/Java/jre7/lib/i386;C:\WINDOWS\system32;C:\WINDOWS;C:\WINDOWS\System32\Wbem;C:\Program Files\Java\jdk1.7.0\bin;C:\eclipse; USERNAME=7stl0225 OS=Windows_NT PROCESSOR_IDENTIFIER=x86 Family 15 Model 4 Stepping 1, GenuineIntel --------------- S Y S T E M --------------- OS: Windows XP Build 2600 Service Pack 3 CPU:total 1 (1 cores per cpu, 1 threads per core) family 15 model 4 stepping 1, cmov, cx8, fxsr, mmx, sse, sse2, sse3 Memory: 4k page, physical 2031088k(939252k free), swap 3969920k(3011396k free) vm_info: Java HotSpot(TM) Client VM (21.0-b17) for windows-x86 JRE (1.7.0-b147), built on Jun 27 2011 02:25:52 by "java_re" with unknown MS VC++:1600 time: Sat Oct 26 12:35:14 2013 elapsed time: 0 seconds

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  • SDL & Windows 8 Metro WinRT

    - by Adrian
    I am just beginning to dip my tow into game programming and have been reading up on SDL, SFML, OpenGL, XNA, MonoGame and of course DirectX. (Needless to say there are a lot of choices out there) As much as I like SFMLs syntax I have chosen to read up and start with SDL as it is pretty ubiquitous and available on every platform (Windows, Linux, Mac) and also available on portable devices (Android, iOS) with the current exception of WinPhone 7 After that pre-amble here is my question. I notice that the docs say that for the windows platform the SDL API calls through to DirectX for higher perf. ( http://www.libsdl.org/intro.en/whatplatforms.html ) Microsoft have said that for Metro Game Apps you can only use DirectX (which means no XNA, no OpenGL, no SFML, etc, etc) My question is: If SDL just wraps DirectX calls will I (we) be able to use SDL to bring games to the new Metro WinRT environment and Windows 8 marketplace? This would be great if possible. Additionally as WinPhone 8 is supposedly built on Win8 then this could mean SDL would be available on the win phone in the future too. Thanks for your time in responding to this question and I look forward to hearing your response. EDIT: Based on DeadMG's answer I have installed Visual Studio 11 (beta) in Windows 8 Consumer Preview (CP) and went file-New to check project types. The project types: "Blank Application", "Direct2D Application" and "Direct3D Application" look of interest. I have selected "Direct2D App" but SDL generates its own window when you call: SDL_INIT Is it possible to link/setup the SDL window to point to the Direct2D surface in the this project?

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  • Slick and Timers?

    - by user3491043
    I'm making a game where I need events to happen in a precise amount of time. Explanation : I want that event A happens at 12000ms, and event B happens every 10000ms. So "if"s should looks like this. //event A if(Ticks == 12000) //do things //even B if(Ticks % 10000 == 0) //do stuff But now how can I have this "Ticks" value ? I tried to declare an int and then increasing it in the update method, I tried 2 ways of increasing it : Ticks++; It doesn't works because the update method is not always called every microseconds. Ticks += delta; It's kinda good but the delta is not always equals to 1, so I can miss the precise values I need in the if statements So if you know how can I do events in a precise amount of time please tell me how can I do this

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  • How add fog with pixel shader (HLSL) XNA?

    - by Mehdi Bugnard
    I started to make a small game in XNA . And recently i tried to add a "fog" on "pixel shader HLSL" with the class Effect from XNA . I search online about some tutorial and found many sample. But nothing want work on my game :-( . Before i already add a "fog" effect in my game and everything work, because i used the class "BasicEffect" but with the class "Effect" and HLSL, it's really more complicated. If somebody have an idea, it's will be wonderfull. Thanks again. Here is my code HLSL, i use. // Both techniques share this same pixel shader. float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { //return tex2D(Sampler, input.TextureCoordinate) * input.Color; float d = length(input.TextureCoordinate - cameraPos); float l = saturate((d-fogNear)/(fogFar-fogNear)); float fogFactory = clamp((d - fogNear) / (fogFar - fogNear), 0, 1) * l; return tex2D(Sampler, input.TextureCoordinate) * lerp(input.Color, fogColor, fogFactory); } Here is the screenShot With effect Without effect

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  • Playing NSF music in FMOD.net

    - by Tesserex
    So, as the title says, I want to be able to play NSF files using FMOD, because my project already uses FMOD and I'd rather not replace it. This will involve figuring out how existing players and emulators work and porting it. I haven't yet found an existing player that uses FMOD. My starting point is the MyNes source from http://sourceforge.net/projects/mynes/. There are two big steps between here and what I'm looking for. MyNes plays from a ROM, not NSF. So, I have to rip out the APU and get it to play NSF files. The MyNes APU uses SlimDX, so I have to convert that to FMOD.NET. I am really stuck about how to go about either of these, because I'm not that familiar with audio formats and it's hard finding resources online. So here are a few questions: From what I can tell from the NSF spec at http://kevtris.org/nes/nsfspec.txt, it's just contains the relevant memory section of the ROM, plus the header. If anyone can verify or correct this that would be great. The emulator APU uses data from the rest of the emulator to play, including things like cycle counts. I'm not sure what replaces this in a standalone player. Can't I just load all the music data at once into a stream and play it? Joining #1 and #2, does the header data from the NSF substitute for some of the ROM data in the emulator code? Using FMOD, will I be following the usercreatedsound example for loading a stream? And does this format count as PCM? Specifically MyNes says PCM8. Any tips on loading / playing the stream in FMOD are appreciated. As an aside, I don't really understand the loading / playing sections of the spec I linked at all. It seems to apply to 6502 systems / emulators only and not to my situation. I know it's a long shot for anyone here to have enough experience in this area to help, but anything you can provide is definitely appreciated. A link to an existing .NET library that does this would be even better, but I don't believe one exists.

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  • flicker when drawing 4 models for the first time

    - by Badescu Alexandru
    i have some models that i only draw at a certain moment in the game (after some seconds since the game has started). The problem is that in that first second when i start to draw the models, i see a flicker (in the sence that everything besides those models, dissapears, the background gets purple). The flicker only lasts for that frame, and then everything seems to run the way it should. UPDATE I see now that regardless of the moment i draw the models, the first frame has always the flickering aspect What could this be about? i'll share my draw method: int temp = 0; foreach (MeshObject meshObj in ShapeList) { foreach (BasicEffect effect in meshObj.mesh.Effects) { #region color elements int i = int.Parse(meshObj.mesh.Name.ElementAt(1) + ""); int j = int.Parse(meshObj.mesh.Name.ElementAt(2) + ""); int getShapeColor = shapeColorList.ElementAt(i * 4 + j); if (getShapeColor == (int)Constants.shapeColor.yellow) effect.DiffuseColor = yellow; else if (getShapeColor == (int)Constants.shapeColor.red) effect.DiffuseColor = red; else if (getShapeColor == (int)Constants.shapeColor.green) effect.DiffuseColor = green; else if (getShapeColor == (int)Constants.shapeColor.blue) effect.DiffuseColor = blue; #endregion #region lighting effect.LightingEnabled = true; effect.AmbientLightColor = new Vector3(0.25f, 0.25f, 0.25f); effect.DirectionalLight0.Enabled = true; effect.DirectionalLight0.Direction = new Vector3(-0.3f, -0.3f, -0.9f); effect.DirectionalLight0.SpecularColor = new Vector3(.7f, .7f, .7f); Vector3 v = Vector3.Normalize(new Vector3(-100, 0, -100)); effect.DirectionalLight1.Enabled = true; effect.DirectionalLight1.Direction = v; effect.DirectionalLight1.SpecularColor = new Vector3(0.6f, 0.6f, .6f); #endregion effect.Projection = camera.projectionMatrix; effect.View = camera.viewMatrix; if (meshObj.isSetInPlace == true) { effect.World = transforms[meshObj.mesh.ParentBone.Index] * gameobject.orientation; // draw in original cube-placed position meshObj.mesh.Draw(); } else { effect.World = meshObj.Orientation; // draw inSetInPlace position meshObj.mesh.Draw(); } } temp++; }

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  • morph a sphere to a cube and a a cube to a sphere with GLSL

    - by nkint
    hi i'm getting started with glsl with quartz composer. i have a patch with a particle system in which each particle is mapped into a sphere with a blend value. with blend=0 particles are in random positions, blend=1 particles are in the sphere. the code is here: vec3 sphere(vec2 domain) { vec3 range; range.x = radius * cos(domain.y) * sin(domain.x); range.y = radius * sin(domain.y) * sin(domain.x); range.z = radius * cos(domain.x); return range; } // in main: normal = sphere(p0); * blend + gl_Normal * (1.0 - blend); i'd like the particle to be on a cube if blend=0 i've tried to find but i can't figure out some parametric equation for the cube. mayebe it is not the right way?

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  • Why don't more games use vector art?

    - by Parris
    It would seem to me that vector art is more efficient in terms of resources/scalability; however, in most cases I have seen artists using bitmap/rasterized art. Is this a limitation put on the artists by the game programmers/designers? As a programmer I think vector art would be more ideal, since it allows for scaling up resolution without having to recreate the art, creating really large graphics or causing graphics to become blurry. The questions: why aren't more people using SVG/AI to create 2D game art? Would it actually be preferred (and who prefers it)? Are bitmap graphics a standard or a limitation (or maybe neither)? Background: I am working on an engine, and I had some kinda cool ideas for vector based graphics; however, I don't want to piss off artists in the future. I guess this is more a question centered around pragmatism and developing games.

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  • Procedural landscape generation but not just fractals

    - by Richard Fabian
    In large procedural landscape games, the land seems dull, but that's probably because the real world is largely dull, with only limited places where the scenery is dramatic or tactical. Looking at world generation from this point of view, a landscape generator for a game needs to not follow the rules of landscaping, but instead some rules married to the expectations of the gamer. For example, there could be a choke point / route generator that creates hills ravines, rivers and mountains between cities, rather than cities plotted on the land based on the resources or conditions generated by the mountains and rainfall patterns. Is there any existing work being done like this? Start with cities or population centres and then add in terrain afterwards?

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  • Is HTML5/WebGL performance bad on low-end Android tablets and phones?

    - by Boris van Schooten
    I've developed a couple of WebGL games, and am trying them out on Android. I found that they run very slowly on my tablet, however. For example, a game with 10 sprites or so runs as 5fps. I tried Chrome and CocoonJS, but they are comparably slow. I also tried other games, and even games with only 5 or so moving sprites are this slow. This seems inconsistent with reports from others, such as this benchmark. Typically, when people talk about HTML5 game performance, they mention well-known and higher-end phones and tables. While my 7" tablet is cheap (I believe it's a relabeled Allwinner tablet, apparently with the Mali 400 GPU), I found it generally has a good gaming performance. All the games I tried run smoothly. I also developed an OpenGL ES 2 demo with 200 shaded 3D objects, and it ran at 50fps. My suspicion is that many low-end and white-label devices may have unacceptable HTML5/WebGL support, which means there may be a large section of gamers you will not reach when you choose this as your platform. I've heard rumors about inconsistent performance of HTML5 and WebGL on different devices, but no clear picture emerges. I would like to hear if any of you have had similar experiences with HTML5 or WebGL, or whether I can find information about the percentage of devices I can expect to have decent performance.

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  • OpenGL Performance Questions

    - by Daniel
    This subject, as with any optimisation problem, gets hit on a lot, but I just couldn't find what I (think) I want. A lot of tutorials, and even SO questions have similar tips; generally covering: Use GL face culling (the OpenGL function, not the scene logic) Only send 1 matrix to the GPU (projectionModelView combination), therefore decreasing the MVP calculations from per vertex to once per model (as it should be). Use interleaved Vertices Minimize as many GL calls as possible, batch where appropriate And possibly a few/many others. I am (for curiosity reasons) rendering 28 million triangles in my application using several vertex buffers. I have tried all the above techniques (to the best of my knowledge), and received almost no performance change. Whilst I am receiving around 40FPS in my implementation, which is by no means problematic, I am still curious as to where these optimisation 'tips' actually come into use? My CPU is idling around 20-50% during rendering, therefore I assume I am GPU bound for increasing performance. Note: I am looking into gDEBugger at the moment Cross posted at StackOverflow

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  • How do I animate a spritesheet in cocos2d Android

    - by user729053
    I'm trying to animate a sprite in a spritesheet, the goal is to make the character walk from left to right. I subclassed CCSprite: CharacterSprite. this is my code: CCSpriteFrameCache.sharedSpriteFrameCache().addSpriteFrames("WalkAnimation.plist"); CCSpriteSheet spriteSheet = CCSpriteSheet.spriteSheet("WalkAnimation.png"); w.addChild(spriteSheet); ArrayList<CCSpriteFrame> walkSprites = new ArrayList<CCSpriteFrame>(); for(int i = 1; i<=8;++i) { walkSprites.add(CCSpriteFrameCache.sharedSpriteFrameCache().spriteFrameByName("walk"+ i +".png")); } //float randomFactor = (float)Math.random()*10; CCAnimation walkAnimation = CCAnimation.animation("walk", 0.1f, walkSprites); Log.v("addEnemy", "Show"); this.character = CCSprite.sprite(walkSprites.get(0)); Log.v("addEnemy", "Don't Show"); this.walkAction = CCRepeatForever.action(CCAnimate.action(walkAnimation, false)); character.runAction(walkAction); for(int k =0; k<amount; k++) { float randomFactor = (float)Math.random()*10; character.setPosition(CGPoint.ccp(-randomFactor * character.getContentSize().width/2, winSize.height / 6.0f)); spriteSheet.addChild(character); } This code is in my 2nd scene. And whenever I press on Start Game, nothing happens. But the code is executed till: character = CharacterSprite.sprite("walk1.png"); Can someone provide me of a snippet of animation using a spritesheet?

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  • Ingame menu is not working correctly

    - by Johnny
    The ingame menu opens when the player presses Escape during the main game. If the player presses Y in the ingame menu, the game switches to the main menu. Up to here, everything works. But: On the other hand, if the player presses N in the ingame menu, the game should switch back to the main game(should resume the main game). But that doesn't work. The game just rests in the ingame menu if the player presses N. I set a breakpoint in this line of the Ingamemenu class: KeyboardState kbState = Keyboard.GetState(); CurrentSate/currentGameState and LastState/lastGameState have the same state: IngamemenuState. But LastState/lastGameState should not have the same state than CurrentSate/currentGameState. What is wrong? Why is the ingame menu not working correctly? public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; IState lastState, currentState; public enum GameStates { IntroState = 0, MenuState = 1, MaingameState = 2, IngamemenuState = 3 } public void ChangeGameState(GameStates newState) { lastGameState = currentGameState; lastState = currentState; switch (newState) { case GameStates.IntroState: currentState = new Intro(this); currentGameState = GameStates.IntroState; break; case GameStates.MenuState: currentState = new Menu(this); currentGameState = GameStates.MenuState; break; case GameStates.MaingameState: currentState = new Maingame(this); currentGameState = GameStates.MaingameState; break; case GameStates.IngamemenuState: currentState = new Ingamemenu(this); currentGameState = GameStates.IngamemenuState; break; } currentState.Load(Content); } public void ChangeCurrentToLastGameState() { currentGameState = lastGameState; currentState = lastState; } public GameStates CurrentState { get { return currentGameState; } set { currentGameState = value; } } public GameStates LastState { get { return lastGameState; } set { lastGameState = value; } } private GameStates currentGameState = GameStates.IntroState; private GameStates lastGameState; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } protected override void Initialize() { ChangeGameState(GameStates.IntroState); base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); currentState.Load(Content); } protected override void Update(GameTime gameTime) { currentState.Update(gameTime); if ((lastGameState == GameStates.MaingameState) && (currentGameState == GameStates.IngamemenuState)) { lastState.Update(gameTime); } base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); if ((lastGameState == GameStates.MaingameState) && (currentGameState == GameStates.IngamemenuState)) { lastState.Render(spriteBatch); } currentState.Render(spriteBatch); spriteBatch.End(); base.Draw(gameTime); } } public interface IState { void Load(ContentManager content); void Update(GameTime gametime); void Render(SpriteBatch batch); } public class Intro : IState { Texture2D Titelbildschirm; private Game1 game1; public Intro(Game1 game) { game1 = game; } public void Load(ContentManager content) { Titelbildschirm = content.Load<Texture2D>("gruft"); } public void Update(GameTime gametime) { KeyboardState kbState = Keyboard.GetState(); if (kbState.IsKeyDown(Keys.Space)) game1.ChangeGameState(Game1.GameStates.MenuState); } public void Render(SpriteBatch batch) { batch.Draw(Titelbildschirm, new Rectangle(0, 0, 1280, 720), Color.White); } } public class Menu:IState { Texture2D Choosescreen; private Game1 game1; public Menu(Game1 game) { game1 = game; } public void Load(ContentManager content) { Choosescreen = content.Load<Texture2D>("menubild"); } public void Update(GameTime gametime) { KeyboardState kbState = Keyboard.GetState(); if (kbState.IsKeyDown(Keys.Enter)) game1.ChangeGameState(Game1.GameStates.MaingameState); if (kbState.IsKeyDown(Keys.Escape)) game1.Exit(); } public void Render(SpriteBatch batch) { batch.Draw(Choosescreen, new Rectangle(0, 0, 1280, 720), Color.White); } } public class Maingame : IState { Texture2D Spielbildschirm, axe; Vector2 position = new Vector2(100,100); private Game1 game1; public Maingame(Game1 game) { game1 = game; } public void Load(ContentManager content) { Spielbildschirm = content.Load<Texture2D>("hauszombie"); axe = content.Load<Texture2D>("axxx"); } public void Update(GameTime gametime) { KeyboardState keyboardState = Keyboard.GetState(); float delta = (float)gametime.ElapsedGameTime.TotalSeconds; position.X += 5 * delta; position.Y += 3 * delta; if (keyboardState.IsKeyDown(Keys.Escape)) game1.ChangeGameState(Game1.GameStates.IngamemenuState); } public void Render(SpriteBatch batch) { batch.Draw(Spielbildschirm, new Rectangle(0, 0, 1280, 720), Color.White); batch.Draw(axe, position, Color.White); } } public class Ingamemenu : IState { Texture2D Quitscreen; private Game1 game1; public Ingamemenu(Game1 game) { game1 = game; } public void Load(ContentManager content) { Quitscreen = content.Load<Texture2D>("quit"); } public void Update(GameTime gametime) { KeyboardState kbState = Keyboard.GetState(); if (kbState.IsKeyDown(Keys.Y)) game1.ChangeGameState(Game1.GameStates.MenuState); if (kbState.IsKeyDown(Keys.N)) game1.ChangeCurrentToLastGameState(); } public void Render(SpriteBatch batch) { batch.Draw(Quitscreen, new Rectangle(200, 200, 200, 200), Color.White); } }

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  • When to detect collisions in game loop

    - by Ciaran
    My game loop uses a fixed time step to do "physics" updates, say every 20 ms. In here I move objects. I draw frames as frequently as possible. I work out a value between 0 and 1 to represent the proportion of the physics tick that is complete and interpolate between the previous and current physics state before drawing. It results in a smoother game assuming the frame rate is higher than the physics update rate. I am currently doing the collision detection in the physics update routine. I was wondering should it instead take place in the interpolated draw routine where the positions match what the user sees? Collisions can result in explosions by the way.

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  • How can I find the right UV coordinates for interpolating a bezier curve?

    - by ssb
    I'll let this picture do the talking. I'm trying to create a mesh from a bezier curve and then add a texture to it. The problem here is that the interpolation points along the curve do not increase linearly, so points farther from the control point (near the endpoints) stretch and those in the bend contract, causing the texture to be uneven across the curve, which can be problematic when using a pattern like stripes on a road. How can I determine how far along the curve the vertices actually are so I can give a proper UV coordinate? EDIT: Allow me to clarify that I'm not talking about the trapezoidal distortion of the roads. That I know is normal and I'm not concerned about. I've updated the image to show more clearly where my concerns are. Interpolating over the curve I get 10 segments, but each of these 10 segments is not spaced at an equal point along the curve, so I have to account for this in assigning UV data to vertices or else the road texture will stretch/shrink depending on how far apart vertices are at that particular part of the curve.

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