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  • How are components properly instantiated and used in XNA 4.0?

    - by Christopher Horenstein
    I am creating a simple input component to hold on to actions and key states, and a short history of the last ten or so states. The idea is that everything that is interested in input will ask this component for the latest input, and I am wondering where I should create it. I am also wondering how I should create components that are specific to my game objects - I envision them as variables, but then how do their Update/Draw methods get called? What I'm trying to ask is, what are the best practices for adding components to the proper collections? Right now I've added my input component in the main Game class that XNA creates when everything is first initialized, saying something along the lines of this.Components.Add(new InputComponent(this)), which looks a little odd to me, and I'd still want to hang onto that reference so I can ask it things. An answer to my input component's dilemma is great, but also I'm guessing there is a right way to do this in general in XNA.

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  • Debugging Minimum Translation Vector

    - by SyntheCypher
    I implemented the minimum translation vector from codezealot's tutorial on SAT (Separating Axis Theorem) but I'm having an issue I can't quite figure out. Here's the example I have: As you can see in top and bottom left images regardless of the side the of the green car which red car is penetrating the MTV for the red car still remains as a negative number also here is the same example when the front of the red car is facing the opposite direction the number will always be positive. When the red car is past the half way through the green car it should switch polarity. I thought I'd compensated for this in my code, but apparently not either that or it's a bug I can find. Here is my function for finding and returning the MTV, any help would be much appreciated: Code

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  • Check for bodies within a specific circle in Box2D

    - by ltjax
    I'm trying to find positions to insert new bodies into my world. For that, I'd like to have a "free" spot where this body wouldn't overlap with anything else. So my plan was to sample "random" positions and check whether they overlap with my "potential" new body. Since my bodies are always circular, I'd need to test within a given circle. So far, the only way to use box2d for this seems to use b2World::QueryAABB around my circle and manually doing an overlap test with all the fixtures it gives me (Box2D doesn't event seem to allow me to tap into its overlapping tests?!). It seems to me like Box2D should already provide such functionality - is there a way that lets me do this without reinventing most of the wheel again?

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  • Avoiding lag when rendering Texture2D for first time

    - by Emir Lima
    I have found a similar question here, but it is about playing sounds. I am using 2048 x 2048 textures for sprite sheets and every time I call spriteBatch.Draw using a sheet for the first time in game execution, causes a considerable lag. The lag doesn't appears for the next times. Someone has faced this problem before? What can I do to overcome this? Update: I inserted a code in the end of content load routine that draws EVERY Texture2D that is loaded into ContentManager before follow to the game screen. This works well. None lag occurs when different textures are rendered over the time, EXCEPT if the IsFullScreen are changed. Apparently, changing this property makes the textures loaded in the GPU gone. Is that correct?

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  • Breakout ball collision detection, bouncing against the walls [solved]

    - by Sri Harsha Chilakapati
    I'm currently trying to program a breakout game to distribute it as an example game for my own game engine. http://game-engine-for-java.googlecode.com/ But the problem here is that I can't get the bouncing condition working properly. Here's what I'm using. public void collision(GObject other){ if (other instanceof Bat || other instanceof Block){ bounce(); } else if (other instanceof Stone){ other.destroy(); bounce(); } //Breakout.HIT.play(); } And here's by bounce() method public void bounce(){ boolean left = false; boolean right = false; boolean up = false; boolean down = false; if (dx < 0) { left = true; } else if (dx > 0) { right = true; } if (dy < 0) { up = true; } else if (dy > 0) { down = true; } if (left && up) { dx = -dx; } if (left && down) { dy = -dy; } if (right && up) { dx = -dx; } if (right && down) { dy = -dy; } } The ball bounces the bat and blocks but when the block is on top of the ball, it won't bounce and moves upwards out of the game. What I'm missing? Is there anything to implement? Please help me.. Thanks EDIT: Have changed the bounce method. public void bounce(GObject other){ //System.out.println("y : " + getY() + " other.y + other.height - 2 : " + (other.getY() + other.getHeight() - 2)); if (getX()+getWidth()>other.getX()+2){ setHorizontalDirection(Direction.DIRECTION_RIGHT); } else if (getX()<(other.getX()+other.getWidth()-2)){ setHorizontalDirection(Direction.DIRECTION_LEFT); } if (getY()+getHeight()>other.getY()+2){ setVerticalDirection(Direction.DIRECTION_UP); } else if (getY()<(other.getY()+other.getHeight()-2)){ setVerticalDirection(Direction.DIRECTION_DOWN); } } EDIT: Solved now. See the changed method in my answer.

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  • Why Swipe left doesn't work? [on hold]

    - by Hitesh
    I wrote the below code to detect and perform a sprite action on the single tap and swipe right event. @Override public boolean onSceneTouchEvent(Scene pScene, TouchEvent pSceneTouchEvent) { float x = 0F; int tapCount = 0; boolean playermoving = false; // TODO Auto-generated method stub if (pSceneTouchEvent.getAction() == MotionEvent.ACTION_MOVE) { if (pSceneTouchEvent.getX() > x) { playermoving = true; players.runRight(); } if (pSceneTouchEvent.getX() < x) { Log.i("Run Left", "SPRITE Left"); } /* * if (pSceneTouchEvent.getX() < x) { System.exit(0); * Log.i("SWIPE left", "SPRITE LEFT"); } */ } if (pSceneTouchEvent.getAction() == MotionEvent.ACTION_DOWN) { playermoving = false; x = pSceneTouchEvent.getX(); tapCount++; Log.i("X CORD", String.valueOf(x)); } if (pSceneTouchEvent.isActionDown()) { if (tapCount == 1 && playermoving != true) { tapCount = 0; players.jumpRight(); } } return true; } The code works fine. The only problem is that the swipe left event is not being detected due to some reasons. What can i do to make the swipe left action work? Please help

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  • How do I get the point coords of a rotated SFML shaperect?

    - by user15498
    I am trying to get collisions of bullets working, and am using SFML. I am using code to get the position of the points of the rectangle for collisions, however I think there's a way to do this without having to get points but by simply getting the points from SFML, since the shape is a rectangle and the points are stored in that way. Is there a way to do that? Through a combination of getPoint() and getGlobalBounds() maybe? While on this topic, is it better to use shapeRects or sprites? I used to only use sprites, however with the addition of textures and more low level stuff I think it would be best to switch to using rectangles and setting their size.

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  • Bump mapping Problem GLSL

    - by jmfel1926
    I am having a slight problem with my Bump Mapping project. Although everything works OK (at least from what I know) there is a slight mistake somewhere and I get incorrect shading on the brick wall when the light goes to the one side or the other as seen in the picture below: The light is on the right side so the shading on the wall should be the other way. I have provided the shaders to help find the issue (I do not have much experience with shaders). Shaders: varying vec3 viewVec; varying vec3 position; varying vec3 lightvec; attribute vec3 tangent; attribute vec3 binormal; uniform vec3 lightpos; uniform mat4 cameraMat; void main() { gl_TexCoord[0] = gl_MultiTexCoord0; gl_Position = ftransform(); position = vec3(gl_ModelViewMatrix * gl_Vertex); lightvec = vec3(cameraMat * vec4(lightpos,1.0)) - position ; vec3 eyeVec = vec3(gl_ModelViewMatrix * gl_Vertex); viewVec = normalize(-eyeVec); } uniform sampler2D colormap; uniform sampler2D normalmap; varying vec3 viewVec; varying vec3 position; varying vec3 lightvec; vec3 vv; uniform float diffuset; uniform float specularterm; uniform float ambientterm; void main() { vv=viewVec; vec3 normals = normalize(texture2D(normalmap,gl_TexCoord[0].st).rgb * 2.0 - 1.0); normals.y = -normals.y; //normals = (normals * gl_NormalMatrix).xyz ; vec3 distance = lightvec; float dist_number =length(distance); float final_dist_number = 2.0/pow(dist_number,diffuset); vec3 light_dir=normalize(lightvec); vec3 Halfvector = normalize(light_dir+vv); float angle=max(dot(Halfvector,normals),0.0); angle= pow(angle,specularterm); vec3 specular=vec3(angle,angle,angle); float diffuseterm=max(dot(light_dir,normals),0.0); vec3 diffuse = diffuseterm * texture2D(colormap,gl_TexCoord[0].st).rgb; vec3 ambient = ambientterm *texture2D(colormap,gl_TexCoord[0].st).rgb; vec3 diffusefinal = diffuse * final_dist_number; vec3 finalcolor=diffusefinal+specular+ambient; gl_FragColor = vec4(finalcolor, 1.0); }

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  • 3d trajectory - calculate initial velocity

    - by Skoder
    Hey, I've got a 2D projectile code sample working, but would like to extend it to 3D. How would I calculate the initial velocity of the Z-axis? At the moment, I've got: initVel.X = (float)Math.Cos(45.0); initVel.Y = (float)Math.Sin(45.0); How would I convert this to work in 3D (and add the initial velocity for the Z-axis)? In my example, X is across, Y is up down and Z is going into the screen. I also normalize the vector and multiply it by the speed. Thanks

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  • Rendering output to arbitary quadrilateral

    - by Trainee4Life
    I want to render output on a device to an arbitary quadirlateral, i.e. project texture on to a quad. What are the possible ways I could implement it? Till now, I have investigated: Drawing textured quadrilateral - Quads look odd as they are composed of triangles, and the distortion looks odd. The issue I'm facing has been discussed here and here as well. Setting transformation on device - Need help in getting this implemented. Pixel shaders - Not able to implement the desired effect. Any help would be much appreciated.

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  • GPU based procedual terrain borders?

    - by OnePie
    I'm working on a game that preferibly should feature a combination of designed and procedually generated terrain where the designer specifies in somewhat detailed terms what type of terrain a given area will have (grasslands, forest etc...) and then a precedual algorithm takes care of the rest. I'm not talking about minecraft style biomoes, but rather the game map for a strategy game. Each 'area' will not take up that much of the screen, and thus be more akin to a tile whose texture is procedually generated. While procedually generating terrain textures on the GPU are not that difficult, the hard part is making the borders between them look good. Currently, the 'tiles' are large enough to be visible (due to memory constraints mainly, we are talking planetary sized textures for a game taking place in space and on a continental ground view with seamless transitions between them) and creating good borders between them with an algorithm that is fast enough to be useful has proven difficult. Sampling the n-surrounding pixels and using the combiened result did not yield very good borders and was fairly slow on the GPU to boot (ca 12ms for me, that is without any lighning or shading and with very simple terrain texture shaders). So are there any practical known methods to solve this problem?

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  • Designing a game - Where to start?

    - by OghmaOsiris
    A friend of mine and I are planning a game together to work on in our free time. It's not an extensive game, but it's not a simple one either. He's working on the story behind the game while I'm working on the graphics and code. I don't really know where to start with the game. We know what the basic type of game it's going to be and how it would be played, but I'm having a hard time of actually knowing where to begin. I have Xcode open but I don't really even know what I should be designing first. What is some advice for this writer's block? Where is a good place to start with a game? Should I design all the graphics and layout before even touching Xcode? Should I program the things I know I'll have difficulty with first before getting to the easy stuff?

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  • Heightmap and Textures

    - by Robert
    Im trying to find the "best way" to apply a texture to a heightmap with opengl 3.x. Its really hard to find something on google because tutorials are olds and they're all using different methods, im really lost and i dont know what to use at all. Here is my code that generates the heightmap (its basic) float[] vertexes = null; float[] textureCoords = null; for(int x = 0; x < this.m_size.width; x++) { for(int y = 0; y < this.m_size.height; y++) { vertexes ~= [x, 1.0f, y]; textureCoords ~= [cast(float)x / 50, cast(float)y / 50]; } } As you can see, i dont know how to apply the texture at all (i was using / 50 for my tests). Result of that code : I would like to have something very basic like : (you can find more pics in his blog) Edit : my texture size is 1024x1024.

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  • XNA ModelMesh.Draw vs GraphicsDevice.DrawIndexedPrimitives

    - by cubrman
    I am using XNA 4.0 and I wonder if drawing models with multiple meshes is better by filling the vertex and index buffers first and calling GraphicsDevice.DrawIndexedPrimitives() or by simply using good ol' foreach(...) {ModelMesh.Draw()}. Is it possible to add data to vertex/index buffers at all in order to pack all the models on the scene in them and then call Draw only once per frame? I would appreciate a link to an in-depth explanation. Thanks.

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  • How can I create animated card graphics like in Hearthstone?

    - by Appeltaart
    In the game Hearthstone, there are cards with animated images on them. A few examples: http://www.hearthhead.com/card=281/argent-commander http://www.hearthhead.com/card=469/blood-imp The animations seem to be composed of multiple effects: Particle systems. Fading sprites in and out/rotating them Simple scrolling textures A distortion effect, very evident in the cape and hair of example 1. Swirling smoke effects, the light in example 1 and the green/purple glow in example 2. The first three elements are trivial, what I'd like to know is how the last two could be done. Can this even be done realtime in a game, or are they pre-rendered animations?

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  • Why distance field text rendering have clear outline?

    - by jinhwan
    http://www.valvesoftware.com/publications/2007/SIGGRAPH2007_AlphaTestedMagnification.pdf All the process for doing distance rendering is clear, but 'how does it work' is not clear for me. It looks like that distance field pixels which are created around original pixel may affect 2d texture sampling interpolation process. But I can't understand the interpolation process. I've read that the distance field rendering is processed under nearest-neighbour interpolation. If it is true, shouldn't the distance field redering creates non interpolated result? In my thought, they should looks liked retro style pixel art. Where do i misunderstand in this process? So far, It is no difference with alpha test for me. Both of them throw away all pixcel which are not in. How does extra distance field pixel affect rendering under nearest-neighbour interpolation?

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  • Projecting onto different size screens by cropping

    - by Jason
    Hi, I am building a phone application which will display a shape on screen. The shape should look the same on different screen sizes. I. Decided the best way to do this is to show more of the background on larger screen keeping the shapes proportion the same on all screens. My problem is I am not sure how to achieve this, I can query the screen size at runtime and calculate how different it is from the six is designed for but I am not sure what to do with this value. What kind of projection should I use for my orthographic matrix an hour will I display more on larger screens and not loose information on smaller screens? Thanks, Jason.

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  • Designing a "Grid" like object that contains game objects

    - by liortal
    I am working on a 2D game, where there's a game "board" on which other game objects are placed. This this is 2D, my starting point was to design a class that will internally use a 2d array for the actual stored game objects. This class could be simply accessed by 2 indices: (i, j) to get game objects on it. My problem is that i have no idea how to make the game "board" "propagate" its data onto its children. Design questions i ran into are: Should the children placed on the board have display properties such as size, screen position? Should the board itself dictate this information? How to update children in case the board changes some of its properties? (position, etc). Should the board be aware of the types of objects stored in it ? I have no idea how similar things such as WPF or other UI frameworks go about organizing a "container like" object that can arrange or apply certain UI properties to its children.

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  • Are there any open source projects for car engine sound simulation?

    - by Petteri Hietavirta
    I have been thinking how to create realistic sound for a car. The main sound is the engine, then all kind of wind, road and suspension sounds. Are there any open source projects for the engine sound simulation? Simply pitching up the sample does not sound too great. The ideal would be to something that allows me to pick type of the engine (i.e. inline-4 vs v-8), add extras like turbo/supercharger whine and finally set the load and rpm. Edit: Something like http://www.sonory.org/examples.html

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  • This for array colllision function doesn't work with anything but first object in array

    - by Zee Bashew
    For some reason, this simple simple loop is totally broken. (characterSheet is my character Class, it's just a movieClip with some extra functionality) (hitBox, is basically a square movieclip) Anyway: every time hitBox make contact with a characterSheet in a different order than they were created: Nothing happens. The program only seems to be listening to collisions that are made with o2[0]. As soon as another hitBox is created, it pushes the last one out of o2[0] and the last one becomes totally useless. What's super weird is that I can hit characterSheets in any order I like.... public function collisions(o1:Array, o2:Array) { if((o1.lenght>=0)&&(o2.length>=0)){ for (var i = 0; i < o1.length; i++) { var ob1 = o1[i]; for (var f = 0; f < o1.length; f++) { var ob2 = o2[f]; if (ob1 is characterSheet) { if (ob2.hitTestObject(ob1)) { var right:Boolean = true; if (ob1.x < hitBox(ob2).origin.x) right = false; characterSheet(ob1).specialDamage(hitBox(ob2).damageType, hitBox(ob2).damage, right); }}}}}} Also it might be somewhat helpful to see the function for creating a new hitBox public function SpawnHitBox(targeted, following, atype, xoff, yoff, ... args) { var newHitBox = new hitBox(targeted, following, atype, xoff, yoff, args); badCollisionObjects.push(newHitBox); arraydictionary[newHitBox] = badCollisionObjects; addChild(newHitBox); }

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  • What are the pros and cons of a non-fixed-interval update loop?

    - by akonsu
    I am studying various approaches to implementing a game loop and I have found this article. In the article the author implements a loop which, if the processing falls behind in time, skips frame renderings and just updates the game in a loop (the last variant called "Constant Game Speed independent of Variable FPS"). I do not understand why it is acceptable to call update_game() in a loop without making sure the update function is called at a particular interval. I do not see any value in doing this. I would think that in my game I want to be sure the game is updated periodically with a known period. So maybe it is worthwhile to have two threads, one would call update periodically, and the other one would redraw the game, also periodically? Would this be a good and practical approach? Of course I would need to synchronise the threads.

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  • The right way to add images to Monogame/Windows

    - by ashes999
    I'm starting out with MonoGame. For now, I'm only targeting Windows (desktop -- not Windows 8 specifically). I've used a couple of XNA products in the past (raw XNA, FlatRedBall, SilverSprite), so I may have a misunderstanding about how I should add images to my content. How do I add images to my project? Currently, I created a new Monogame project, added a folder called "Content," and added images under there; the only caveat is that I need to set the Copy to Output Directory action to one of the Copy ones. It seems strange, because my "raw" XNA project just last week had a Content project in it (XNA Framework Content Pipeline, according to VS2010), which compiled my images to XNB (I think). It seems like Monogame doesn't use the same content pipeline, but I'm not sure. Edit: My question is not about "how do I get the XNA content pipeline to work with Monogame." My question is "why would I want to use the XNA content pipeline in Monogame?" Because there are (at least) two solutions (that I see today): Add the images to the Monogame project and set the Copy to Output Directory options to copy. Add a XNA content pipeline project and add my images to that instead; reference it from my MOnogame project. Which solution should I use, and why? I currently have a working version with the first option.

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  • Adjusting the rate of movement of different objects on the same timer

    - by theUg
    I have a series of objects moving along the straight lines. I want to implement slight changes of velocity of each of the object. Constraint is existing model of animation. I am new to this, and not sure if it is the best way to accommodate varying speeds, but what do I know? It is a Java application that repaints the panel every time the timer expires. Timer is set via swing.Timer object that is set by timer delay constant. Every time the game is stepped objects’ coordinates advanced by an increment constant. Most of the objects are of the same class. Is there fairly easy way to refactor existing system to allow changing velocity for an individual object? Is there some obvious common solution I am not aware about? Idea I am having right now is to set timer delay fairly small, and only move objects every so many cycles of animation so that the apparent speed can be adjusted by varying how often they get moved. But that seems fairly involved, and I do not think it is the most elegant solution in terms of performance what with repainting the whole frame every 3-5 milliseconds. Can it be done by advancing the objects so many (varying) times during the certain interval (let’s say 35ms for something like 28fps), and use repaint() method to redraw just individual object? Do I need to mess with pausing animation for smoothness at higher redraw rates? Is it common practise to check for collision at larger step interval, but draw animation a lot more frequently?

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  • Resolution Independent 2D Rendering in XNA

    - by AttackingHobo
    I am trying to figure out the best way to render a 2d game at any resolution. I am currently rendering the game at 1920x1200. I am trying scale the game to any user selected resolution without changing the way I am rendering, or game logic. What is the best way to scale a game to any arbitrary resolution? Edit: I am trying to achieve this: http://www.david-amador.com/2010/03/xna-2d-independent-resolution-rendering/ but I think the code he has is for a different version of XNA because I cannot find that method overload he uses.

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  • Am I missing something about these considerations about Leaderboard's database's schema?

    - by misiMe
    I just finished to develop a mobile game, now I want to implement an online leaerboard using mysql. I'm wondering about the database's schema, I thought about some possibilities: (I didn't got in detail with syntax because my question is just about the logic of it) Name: string; Score: integer I thought to ask the name just the first time. If, in the future, you will modify that, it will call just an update to the name associated with your id. Leaderboard(ID, Name, Score) ID: integer autoincrement, PrimaryKey With this kind of idea maybe the db will grow fast because if you choose everytime a different name for the score, it will add a new entry. Leaderboard(PhoneId, Name, Score) Here PhoneId will be the unique identifier of the phone, PrimaryKey. A con of this choice is that if you want to play with your friends' phone, you can't put a different name for the score. Leaderboard(Name, Score) Here Name is PrimaryKey. With that, if you enter a name that already exists, you will be prompted to choose another one. Do you agree with this considerations? What will you do? Am I missing something?

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