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  • Adding complexity by generalising: how far should you go?

    - by marcog
    Reference question: http://stackoverflow.com/questions/4303813/help-with-interview-question The above question asked to solve a problem for an NxN matrix. While there was an easy solution, I gave a more general solution to solve the more general problem for an NxM matrix. A handful of people commented that this generalisation was bad because it made the solution more complex. One such comment is voted +8. Putting aside the hard-to-explain voting effects on SO, there are two types of complexity to be considered here: Runtime complexity, i.e. how fast does the code run Code complexity, i.e. how difficult is the code to read and understand The question of runtime complexity is something that requires a better understanding of the input data today and what it might look like in the future, taking the various growth factors into account where necessary. The question of code complexity is the one I'm interested in here. By generalising the solution, we avoid having to rewrite it in the event that the constraints change. However, at the same time it can often result in complicating the code. In the reference question, the code for NxN is easy to understand for any competent programmer, but the NxM case (unless documented well) could easily confuse someone coming across the code for the first time. So, my question is this: Where should you draw the line between generalising and keeping the code easy to understand?

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  • What is causing these visual artifacts on my OpenGL sprites?

    - by Amplify91
    What could be the cause of the defects in my characters sprite? I am using OpenGL ES 2.0. I draw my sprites in a sprite batch that uses UV coordinates from one large texture atlas. If you look around the character' edges, you'll see two noticeable problems: The invisible alpha background is not invisible, but shows a strange static-like background. There are unwanted streaks where the character nears the edge of the frame (but only in some frames of the animation, this happened to be one of them). Any idea what could be causing these? I will provide related code if asked for, but I'll try to avoid just dumping the entire project and expecting someone to look through it all. EDIT: Here's a bit of code: This is how I generate my UV coordinates: private float[] createFrameUV(int frameWidth, int frameHeight, int x, int y){ float[] uv = new float[4]; if(numberOfFrames>1){ float width = (float)frameWidth / (float)mBitmap.getWidth(); float height = (float)frameHeight / (float)mBitmap.getHeight(); float u = (float)x / (float)mBitmap.getWidth(); float v = (float)y / (float)mBitmap.getHeight(); uv[0] = u; uv[1] = v; uv[2] = u + width; uv[3] = v + height; }else{ uv[0] = 0f; uv[1] = 0f; uv[2] = 1f; uv[3] = 1f; } return uv; } These are some OpenGL settings: GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR); GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR); GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE); GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);

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  • Rotation and translation like in GTA 1 OpenGL

    - by user1876377
    Okay, so I have a figure in XZ plain. I want to move it forward/backward and rotate at it's own Y axis, then move forward again in the rotation's direction, like the character in GTA 1. Code so far: Init: spaceship_position = glm::vec3(0,0,0); spaceship_rotation = glm::vec3(0,0,0); spaceship_scale = glm::vec3(1, 1, 1); Draw: glm::mat4 transform = glm::scale<float>(spaceship_scale) * glm::rotate<float>(spaceship_rotation.x, 1, 0, 0) * glm::rotate<float>(spaceship_rotation.y, 0, 1, 0) * glm::rotate<float>(spaceship_rotation.z, 0, 0, 1) * glm::translate<float>(spaceship_position); drawMesh(spaceship, texture, transform); Update: switch (key.keysym.sym) { case SDLK_UP: spaceship_position.z += 0.1; break; case SDLK_DOWN: spaceship_position.z -= 0.1; break; case SDLK_LEFT: spaceship_rotation.y += 1; break; case SDLK_RIGHT: spaceship_rotation.y -= 1; break; } So this only moves on the Z axis, but how can I move the object on both Z and X axis where the object is facing?

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  • cocos2d/OpenGL multitexturing problem

    - by Gajoo
    I've got a simple shader to test multitextureing the problem is both samplers are using same image as their reference. the shader code is basically just this : vec4 mid = texture2D(u_texture,v_texCoord); float g = texture2D(u_guide,v_guideCoord); gl_FragColor = vec4(g , mid.g,0,1); and this is how I'm calling draw function : int last_State; glGetIntegerv(GL_ACTIVE_TEXTURE, &last_State); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, getTexture()->getName()); glActiveTexture(GL_TEXTURE1); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, mGuideTexture->getName()); ccGLEnableVertexAttribs( kCCVertexAttribFlag_TexCoords |kCCVertexAttribFlag_Position); glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, vertices); glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, 0, texCoord); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisable(GL_TEXTURE_2D); I've already check mGuideTexture->getName() and getTexture()->getName() are returning correct textures. but looking at the result I can tell, both samplers are reading from getTexture()->getName(). here are some screen shots showing what is happening : The image rendered Using above codes The image rendered when I change textures passed to samples I'm expecting to see green objects from the first picture with red objects hanging from the top.

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  • (Abstract) Game engine design

    - by lukeluke
    I am writing a simple 2D game (for mobile platforms) for the first time. From an abstract point of view, i have the main player controlled by the human, the enemies, elments that will interact with the main player, other living elements that will be controlled by a simple AI (both enemies and non-enemies). The human player will be totally controlled by the player, the other actors will be controlled by AI. So i have a class CActor and a class CActorLogic to start with. I would define a CActor subclass CHero (the main player controlled with some input device). This class will probably implement some type of listener, in order to capture input events. The other players controlled by the AI will be probably a specific subclass of CActor (a subclass per-type, obviously). This seems to be reasonable. The CActor class should have a reference to a method of CActorLogic, that we will call something like CActorLogic::Advance() or similar. Actors should have a visual representation. I would introduce a CActorRepresentation class, with a method like Render() that will draw the actor (that is, the right frame of the right animation). Where to change the animation? Well, the actor logic method Advance() should take care of checking collisions and other things. I would like to discuss the design of a game engine (actors, entities, objects, messages, input handling, visualization of object states (that is, rendering, sound output and so on)) but not from a low level point of view, but from an high level point of view, like i have described above. My question is: is there any book/on line resource that will help me organize things (using an object oriented approach)? Thanks

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  • How do I keep a 3D model on the screen in OpenGL?

    - by NoobScratcher
    I'm trying to keep a 3D model on the screen by placing my glDrawElement functions inside the draw function with the declarations at the top of .cpp. When I render the model, the model attaches it self to the current vertex buffer object. This is because my whole graphical user interface is in 2D quads except the window frame. Is there a way to avoid this from happening? or any common causes of this? Creating the file object: int index = IndexAssigner(1, 1); //make a fileobject and store list and the index of that list in a c string ifstream file (list[index].c_str() ); //Make another string //string line; points.push_back(Point()); Point p; int face[4]; Model rendering code: int numfloats = 4; float* point=reinterpret_cast<float*>(&points[0]); int num_bytes=numfloats*sizeof(float); cout << "Size Of Point" << sizeof(Point) << endl; GLuint vertexbuffer; glGenVertexArrays(1, &vao[3]); glGenBuffers(1, &vertexbuffer); glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); glBufferData(GL_ARRAY_BUFFER, points.size()*sizeof(points), points.data(), GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, num_bytes, &points[0]); glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(3, GL_FLOAT, points.size(), &points[0]); glEnableClientState(GL_INDEX_ARRAY); glIndexPointer(GL_FLOAT, faces.size(), faces.data()); glEnableVertexAttribArray(0); glDrawElements(GL_QUADS, points.size(), GL_UNSIGNED_INT, points.data()); glDrawElements(GL_QUADS, faces.size(), GL_UNSIGNED_INT, faces.data());

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  • XNA model drawing problem

    - by user1990950
    When using this code: public static void DrawModel(Model model, Vector3 position, Vector3 offset, float xRotation, float yRotation, float zRotation, float allrot, float xScale, float yScale, float zScale) { position.Y *= -1; offset.Y *= -1; Matrix worldMatrix = ((Matrix.CreateRotationZ(MathHelper.ToRadians(zRotation)) * Matrix.CreateRotationX(MathHelper.ToRadians(xRotation))) * Matrix.CreateRotationY(MathHelper.ToRadians(yRotation))) * (Matrix.CreateTranslation(offset) * Matrix.CreateRotationY(MathHelper.ToRadians(allrot))) * Matrix.CreateScale(xScale, yScale, zScale); worldMatrix *= Matrix.CreateTranslation(position) * theCamera.GetTransformation() * Matrix.CreateTranslation(new Vector3(-(graphics.GraphicsDevice.Viewport.Width / 2), graphics.GraphicsDevice.Viewport.Height / 2, 0)); foreach (ModelMesh mesh in model.Meshes) { for (int i = 0; i < mesh.Effects.Count; i++) { ((BasicEffect)mesh.Effects[i]).EnableDefaultLighting(); ((BasicEffect)mesh.Effects[i]).World = worldMatrix; ((BasicEffect)mesh.Effects[i]).View = viewMatrix; ((BasicEffect)mesh.Effects[i]).Projection = projectionMatrix; } mesh.Draw(); } } The model rotates and then scales. It should scale and then rotate, but whenever I try to change it, it won't work.

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  • Recasting and Drawing in SDL

    - by user1078123
    I have some code that essentially draws a column on the screen of a wall in a raycasting-type 3d engine. I am trying to optimize it, as it takes about 10 milliseconds do draw a million pixels using this, and the vast majority of game time is spent in this loop. However, I don't quite understand what's occurring, particularly the recasting (I modified the "pixel manipulation" sample code from the SDL documentation). "canvas" is the surface I am drawing to, and "hello" is the surface containing the texture for the column. int c = (curcol)* canvas->format->BytesPerPixel; void *canvaspixels = canvas->pixels; Uint16 texpitch = hello->pitch; int lim = (drawheight +startdraw) * canvpitch +c + (int) canvaspixels; Uint8 *k = (Uint8 *)hello->pixels + (hit)* hello->format->BytesPerPixel; for (int j= (startdraw)*(canvpitch)+c + (int) canvaspixels; (j< lim); j+= canvpitch){ Uint8 *q = (Uint8 *) ((int(h))*(texpitch)+k); *(Uint32 *)j = *(Uint32 *)q; h += s; } We have void pointers (not sure how those are even represented), 8, 16, and 32 bit ints (h and s are floats), all being intermingled, and while it works, it is quite confusing.

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  • Why is Desktop Unity using the global application menu?

    - by Kazade
    It was announced in another question that the desktop version of Unity will keep the global menu by default. Here are the facts: The global menu was introduced into UNE to save vertical screen space because at Netbook resolutions the vertical space is limited. On a modern desktop with a high resolution, there is ample vertical space making this unnecessary On the announcement of UNE global menus, Mark Shuttleworth himself said the following: "There are outstanding questions about the usability of a panel-hosted menu on much larger screens, where the window and the menu could be very far apart." The benefits of a global menu don't seem to carry across to a high-resolution desktop and instead seem to bring draw backs (increased mouse travel, large distance between the menu and its associated window). The other worrying factor is that applications seem to be moving away from having a menu bar, and instead of innovating on this and defining new guidelines for moving away from the menu, we are giving it prime place right at the top of the desktop. If applications continue moving away from the desktop we will have an inconsistent experience concerning where to locate application related options/tools depending on which app you are using (e.g. Chrome). Finally, the current global menu bar implementation doesn't work for all apps, and doesn't even work for all apps in the default install. This means that the default desktop implementation will be inconsistent. So, there are a bunch of reasons why moving to a global menu is a bad idea, so we need some pretty convincing arguments for why it is a good idea. What are the reasons for the global menu implementation in the desktop version of Unity?

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  • Why the clip space in OpenGL has 4 dimensions?

    - by user827992
    I will use this as a generic reference, but the more i browser online docs and books, the less i understand about this. const float vertexPositions[] = { 0.75f, 0.75f, 0.0f, 1.0f, 0.75f, -0.75f, 0.0f, 1.0f, -0.75f, -0.75f, 0.0f, 1.0f, }; in this online book there is an example about how to draw the first and classic hello world for OpenGL about making a triangle. The vertex structure for the triangle is declared as stated in the code above. The book, as all the other sources about this, stress the point that the Clip Space is a 4D structure that is used to basically decide what will be rasterized and rendered to the screen. Here I have my questions: i can't imagine something in 4D, i don't think that a human can do that, what is a 4D for this Clip space ? the most human-readable doc that i have read speaks about a camera, which is just an abstraction over the clipping concept, and i get that, the problem is, why not using the concept of a camera in the first place which is a more familiar 3D structure? The only problem with the concept of a camera is that you need to define the prospective in other way and so you basically have to add another statement about what kind of camera you wish to have. How i'm supposed to read this 0.75f, 0.75f, 0.0f, 1.0f ? All i get is that they are all float values and i get the meaning of the first 3 values, what does it mean the last one?

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  • Javascript Canvas Drawing Efficiency

    - by jujumbura
    I have just recently started some experiments with game development in Javascript/HTML5, and so far it has been going pretty well. I have a simple test scene running with some basic input handling, and a hundred-ish drawImage() calls with a few transforms. This all runs great on Chrome, but unfortunately, it already chugs on Firefox. I am using a very large canvas ( 1920 x 1080 ), but it doesn't seem like I should be hitting my limit already. So on that note, I was hoping to ask a few questions: 1) What exactly is done on the CPU vs. the GPU in terms of canvas and drawImage()? I'm afraid the answer is probably "it depends on the browser", but can anybody give me some rules of thumb? I naively imagined that each drawImage call results in a textured quad on the GPU with the canvas effectively being a render target, but I'm wondering if I'm pretty far off base there... 2) I have seen posts here and there with people saying not to use the translate(), rotate(), scale() functions when drawing on the canvas. Am I adding a lot of overhead just by adding a translate() call, as opposed to passing in the x,y to drawImage()? Some people suggest using "transate3d", etc., which are CSS properties, but I'm not sure how to use them within a scene. Can they be used for animated sprites within a single canvas? 3) I have also seen a lot of posts with people mentioning that pre-building canvases and then re-using them is a lot faster than issuing all the individual draw calls again. I am guessing that my background should definitely be pre-built into a canvas, but how far should I take this? Should I maintain an individual canvas for each sprite, to cache all static image data when not animating? Thank you much for your advice!

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  • How can I mark a pixel in the stencil buffer?

    - by János Turánszki
    I never used the stencil buffer for anything until now, but I want to change this. I have an idea of how it should work: the gpu discards or keeps rasterized pixels before the pixel shader based on the stencil buffer value on the given position and some stencil operation. What I don't know is how would I mark a pixel in the stencil buffer with a specific value. For example I draw my scene and want to mark everything which is drawn with a specific material (this material could be looked up from a texture so ideally I should mark the pixel in the pixel shader), so that later when I do some post processing on my scene I would only do it on the marked pixels. I didn't find anything on the internet besides how to set up a stencil buffer and explaining the different stencil operations. I was expecting to find some System-Value semantics like SV_Depth to write to in the pixel shader (because the stencil buffer shares the same resource with the depth buffer in D3D11), but there is no such thing on MSDN. So how should I do this? If I am misunderstanding something please help me clear that up.

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  • XNA hlsl tex2D() only reads 3 channels from normal maps and specular maps

    - by cubrman
    Our engine uses deferred rendering and at the main draw phase gathers plenty of data from the objects it draws. In order to save on tex2D calls, we packed our objects' specular maps with all sorts of data, so three out of four channels are already taken. To make it clear: I am talking about the assets that come with the models and are stored in their material's Specular Level channel, not about the RenderTarget. So now I need another information to be stored in the alpha channel, but I cannot make the shader to read it properly! Nomatter what I write into alpha it ends up being 1 (255)! I tried: saving the textures in PNG/TGA formats. turning off pre-computed alpha in model's properties. Out of every texture available to me (we use Diffuse map, Normal Map and Specular Map) I was only able to read alpha successfully from the Diffuse Map! Here is how I add specular and normal maps to my model's material in the content processor: if (geometry.Material.Textures.ContainsKey(normalMapKey)) { ExternalReference<TextureContent> texRef = geometry.Material.Textures[normalMapKey]; geometry.Material.Textures.Remove("NormalMap"); geometry.Material.Textures.Add("NormalMap", texRef); } ... foreach (KeyValuePair<String, ExternalReference<TextureContent>> texture in material.Textures) { if ((texture.Key == "Texture") || (texture.Key == "NormalMap") || (texture.Key == "SpecularMap")) mat.Textures.Add(texture.Key, texture.Value); } In the shader I obviously use: float4 data = tex2D(specularMapSampler, TexCoords); so data.a is always 1 in my case, could you suggest a reason?

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  • how to properly implement alpha blending in a complex 3d scene

    - by Gajet
    I know this question might sound a bit easy to answer but It's driving me crazy. There are too many possible situations that a good alpha blending mechanism should handle, and for each Algorithm I can think of there is something missing. these are the methods I've though about so far: first of I though about object sorting by depth, this one simply fails because Objects are not simple shapes, they might have curves and might loop inside each other. so I can't always tell which one is closer to camera. then I thought about sorting triangles but this one also might fail, thought I'm not sure how to implement it there is a rare case that might again cause problem, in which two triangle pass through each other. again no one can tell which one is nearer. the next thing was using depth buffer, at least the main reason we have depth buffer is because of the problems with sorting that I mentioned but now we get another problem. Since objects might be transparent, in a single pixel there might be more than one object visible. So for which Object should I store pixel depth? I then thought maybe I can only store the most front Object depth, and using that determine how should I blend next draw calls at that pixel. But again there was a problem, think about 2 semi transparent planes with a solid plane in middle of them. I was going to render the solid plane at the end, one can see the most distant plane. note that I was going to merge every two planes until there is only one color left for that pixel. Obviously I can use sorting methods too because of the same reasons I've explained above. Finally the only thing I imagine being able to work is to render all objects into different render targets and then sort those layers and display the final output. But this time I don't know how can I implement this algorithm.

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  • relationship between the model and the renderer

    - by acrilige
    I tried to build a simple graphics engine, and faced with this problems: i have a list of models that i need to draw, and object (renderer) that implements IRenderer interface with method DrawObject(Object* obj). Implementation of renderer depends on using graphics library (opengl/directx). 1st question: model should not know nothing about renderer implementation, but in this case where can i hold (cache) information that depends on renderer implementation? For example, if model have this definition: class Model { public: Model(); Vertex* GetVertices() const; private: Vertex* m_vertices; }; what is the best way to cache, for example, vertex buffer of this model for dx11? Hold it in renderer object? 2nd question: what is the best way for model to say renderer HOW it must be rendered (for example with texture, bump mapping, or may be just in one color). I thought it can be done with flags, like this: model-SetRenderOptions(RENDER_TEXTURE | RENDER_BUMPMAPPING | RENDER_LIGHTING); and in Renderer::DrawModel method check for each flag. But looks like it will become uncomfortable with the options count growth...

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  • Efficiently rendering to 3D texture

    - by TravisG
    I have an existing depth texture and some other color textures, and want to process the information in them by rendering to a 3D texture (based on the depth contained in the depth texture, i.e. a point at (x/y) in the depth texture will be rendered to (x/y/texture(depth,uv)) in the 3D texture). Simply doing one manual draw call for each slice of the 3D texture (via glFramebufferTextureLayer) is terribly slow, since I don't know beforehand to what slice of the 3D texture a given texel from one of the color textures or the depth texture belongs. This means the entire process is effectively for each slice for each texel in depth texture process color textures and render to slice So I have to sample the depth texture completely per each slice, and I also have to go through the processing (at least until to discard;) for all texels in it. It would be much faster if I could rearrange the process to for each texel in depth texture figure out what slice it should end up in process color textures and render to slice Is this possible? If so, how? What I'm actually trying to do: the color textures contain lighting information (as seen from light view, it's a reflective shadow map). I want to accumulate that information in the 3D texture and then later use it to light the scene. More specifically I'm trying to implement Cryteks Light Propagation Volumes algorithm.

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  • Disappearring instances of VertexPositionColor using MonoGame

    - by Rosko
    I am a complete beginner in graphics developing with XNA/Monogame. Started my own project using Monogame 3.0 for WinRT. I have this unexplainable issue that some of the vertices disappear while doing some updates on them. Basically, it is a game with balls who collide with the walls and with each other and in certain conditions they explode. When they explode they disappear. Here is a video demonstrating the issue. I used wireframes so that it is easier to see how vertices are missing. The perfect exploding balls are the ones which are result by user input with mouse clicking. Thanks for the help. The situations is: I draw user primitives with triangle strips using like this graphicsDevice.DrawUserPrimitives<VertexPositionColor>(PrimitiveType.TriangleStrip, circleVertices, 0, primitiveCount); All of the primitives are in the z-plane (z = 0), I thought that it is the culling in action. I tried setting the culling mode to none but it did not help. Here is the code responsible for the explosion private void Explode(GameTime gameTime, ref List<Circle> circles) { if (this.isExploding) { for (int i = 0; i < this.circleVertices.Length; i++) { if (this.circleVertices[i] != this.circleCenter) { if (Vector3.Distance(this.circleVertices[i].Position, this.circleCenter.Position) < this.explosionRadius * precisionCoefficient) { var explosionVector = this.circleVertices[i].Position - this.circleCenter.Position; explosionVector.Normalize(); explosionVector *= explosionSpeed; circleVertices[i].Position += explosionVector * (float)gameTime.ElapsedGameTime.TotalSeconds; } else { circles.Remove(this); } } } } } I'd be really greatful if anyone has suggestions about how to fix this issue.

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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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  • How to pass one float as four unsigned chars to shader by glVertexPointAttrib?

    - by Kog
    For each vertex I use two floats as position and four unsigned bytes as color. I want to store all of them in one table, so I tried casting those four unsigned bytes to one float, but I am unable to do that correctly... All in all, my tests came to one point: GLfloat vertices[] = { 1.0f, 0.5f, 0, 1.0f, 0, 0 }; glEnableVertexAttribArray(0); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), vertices); // VER1 - draws red triangle // unsigned char colors[] = { 0xff, 0, 0, 0xff, 0xff, 0, 0, 0xff, 0xff, 0, 0, // 0xff }; // glEnableVertexAttribArray(1); // glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, 4 * sizeof(GLubyte), // colors); // VER2 - draws greenish triangle (not "pure" green) // float f = 255 << 24 | 255; //Hex:0xff0000ff // float colors2[] = { f, f, f }; // glEnableVertexAttribArray(1); // glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, 4 * sizeof(GLubyte), // colors2); // VER3 - draws red triangle int i = 255 << 24 | 255; //Hex:0xff0000ff int colors3[] = { i, i, i }; glEnableVertexAttribArray(1); glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, 4 * sizeof(GLubyte), colors3); glDrawArrays(GL_TRIANGLES, 0, 3); Above code is used to draw one simple red triangle. My question is - why do versions 1 and 3 work correctly, while version 2 draws some greenish triangle? Hex values are one I read by marking variable during debug. They are equal for version 2 and 3 - so what causes the difference?

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  • OpenGL + Allegro. Moving from software drawing X Y to openGL is confusing

    - by Aaron
    Having a fair bit of trouble. I'm used to Allegro and drawing sprites on a bitmap buffer at X Y coords. Now I've started a test project with OpenGL and its weird. Basically, as far as I know, theirs many ways to draw stuff in OpenGL. At the moment, I think I'm creating a Quad? Whatever that is, and I think Ive given it a texture of a bitmap and them im drawing that: GLuint gl_image; bitmap = load_bitmap("cat.bmp", NULL); gl_image = allegro_gl_make_texture_ex(AGL_TEXTURE_MASKED, bitmap, GL_RGBA); glBindTexture(GL_TEXTURE_2D, gl_image); glBegin(GL_QUADS); glColor4ub(255, 255, 255, 255); glTexCoord2f(0, 0); glVertex3f(-0.5, 0.5, 0); glTexCoord2f(1, 0); glVertex3f(0.5, 0.5, 0); glTexCoord2f(1, 1); glVertex3f(0.5, -0.5, 0); glTexCoord2f(0, 1); glVertex3f(-0.5, -0.5, 0); glEnd(); So yeah. So I got a few questions: Is this the best way of drawing a sprite? Is it suitable? The big question: Can anyone help / Does anyone know any tutorials on this weird coordinate thing? If it even is that. It's vastly different from XY, but I want to learn it. I was thinking maybe I could learn how this weird positioning stuff works, and then write a function to try and translate it to X and Y coords. Thats about it. I'm still trying to figure it all out on my own but any contributions you guys can make would be greatly appreciated =D Thanks!

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  • Tips on how to notify a user of new features in your game

    - by brent777
    I have noticed a problem when releasing new features for a game that I wrote for Android and published on Google Play Store. Because my game is "stage-based" - and not a game like Hay Day, for example, where users will just go into the game every day since it can't really be finished - my users are not aware of new features that I release for the game. For example, if I publish a new version of my game and it contains a couple new stages, most of their devices will just auto-update the game and they don't even notice this and think to check out what's new. So this is why an approach like popping open a dialog that showcases the new feature(s) when they open the game for the first time after the update was done is not really sufficient. I am looking for some tips on an approach that will draw my users back into the game and then they could read more detail about new features on such a dialog. I was thinking of something like a notification that tells them to check out the new features after an update is done but I am not sure if this is a good idea. Any suggestions to help me solve this problem would be awesome.

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  • Limiting the speed of the mouse cursor

    - by idlewire
    I am working on a simple game where you can drag objects around with the mouse cursor. As I drag the object around quickly, I notice there is some juddering, which seems to be due to the fact that I can move the mouse cursor faster than the game's update/draw. So, although I maintain the offset from where the player initially clicked on the object, the mouse's relative position to the object shifts around slightly before settling as I move the object very quickly. The only way I have found to get smooth, exact 1:1 movement is if I turn both IsFixedTimeStep and SynchronizeWithVerticalRetrace to false. However, I'd rather not have to do that. I have also tried making a custom mouse cursor, hiding the real mouse, taking the real mouse delta and clamping it to a maximum speed. Here is the problem: In windowed mode, the "real" mouse cursor moves off the window while the custom mouse cursor (since it's movement is being scaled) is still somewhere inside the game window. This becomes bizarre and is obviously not desired, as clicking at this point means clicking on things outside the game window. Is there any way to accomplish this in windowed mode? In fullscreen mode, the "real" mouse cursor is bounded to the edges of the screen. So I get to a point where there is no more mouse delta, yet my custom cursor is still somewhere in the middle of the screen and hence can't move further in that direction. If I wanted to clamp it to the edge of the screen when the real cursor is at the edge, then I would get an abrupt jump to the edge of the screen, which isn't desired either Any help would be appreciated. I'd like to be able to limit the speed of the mouse, but also would appreciate help with the first issue (the non-smooth relative offset between mouse cursor movement and object movement).

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  • How do I implement SkyBox in xna 4.0 Reach Profile (for Windows Phone 7)?

    - by Biny
    I'm trying to Implement SkyBox in my phone game. Most of the samples in the web are for HiDef profile, and they are using custom effects (that not supported on Windows Phone). I've tried to follow this guide. But for some reason my SkyBox is not rendered. This is my SkyBox class: using System; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Rocuna.Core; using Rocuna.GameEngine.Graphics; using Rocuna.GameEngine.Graphics.Components; namespace Rocuna.GameEngine.Extension.WP7.Graphics { /// <summary> /// Sky box element for phone games. /// </summary> public class SkyBox : SkyBoxBase { /// <summary> /// Initializes a new instance of the <see cref="SkyBoxBase"/> class. /// </summary> /// <param name="game">The Game that the game component should be attached to.</param> public SkyBox(TextureCube cube, Game game) : base(game) { Cube = cube; CubeFaces = new Texture2D[6]; PositionOffset = new Vector3(20, 20, 20); CreateGraphic(512); StripTexturesFromCube(); InitializeData(Game.GraphicsDevice); } #region Properties /// <summary> /// Gets or sets the position offset. /// </summary> /// <value> /// The position offset. /// </value> public Vector3 PositionOffset { get; set; } /// <summary> /// Gets or sets the position. /// </summary> /// <value> /// The position. /// </value> public Vector3 Position { get; set; } /// <summary> /// Gets or sets the cube. /// </summary> /// <value> /// The cube. /// </value> public TextureCube Cube { get; set; } /// <summary> /// Gets or sets the pixel array. /// </summary> /// <value> /// The pixel array. /// </value> public Color[] PixelArray { get; set; } /// <summary> /// Gets or sets the cube faces. /// </summary> /// <value> /// The cube faces. /// </value> public Texture2D[] CubeFaces { get; set; } /// <summary> /// Gets or sets the vertex buffer. /// </summary> /// <value> /// The vertex buffer. /// </value> public VertexBuffer VertexBuffer { get; set; } /// <summary> /// Gets or sets the index buffer. /// </summary> /// <value> /// The index buffer. /// </value> public IndexBuffer IndexBuffer { get; set; } /// <summary> /// Gets or sets the effect. /// </summary> /// <value> /// The effect. /// </value> public BasicEffect Effect { get; set; } #endregion protected override void LoadContent() { } public override void Update(GameTime gameTime) { var camera = Game.GetService<GraphicManager>().CurrentCamera; this.Position = camera.Position + PositionOffset; base.Update(gameTime); } public override void Draw(GameTime gameTime) { DrawOrder = int.MaxValue; var graphics = Effect.GraphicsDevice; graphics.DepthStencilState = new DepthStencilState() { DepthBufferEnable = false }; graphics.RasterizerState = new RasterizerState() { CullMode = CullMode.None }; graphics.BlendState = new BlendState(); graphics.SamplerStates[0] = SamplerState.AnisotropicClamp; graphics.SetVertexBuffer(VertexBuffer); graphics.Indices = IndexBuffer; Effect.Texture = CubeFaces[0]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 0, 2); Effect.Texture = CubeFaces[1]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 6, 2); Effect.Texture = CubeFaces[2]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 12, 2); Effect.Texture = CubeFaces[3]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 18, 2); Effect.Texture = CubeFaces[4]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 24, 2); Effect.Texture = CubeFaces[5]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 30, 2); base.Draw(gameTime); } #region Fields private List<VertexPositionNormalTexture> _vertices = new List<VertexPositionNormalTexture>(); private List<ushort> _indices = new List<ushort>(); #endregion #region Private methods private void InitializeData(GraphicsDevice graphicsDevice) { VertexBuffer = new VertexBuffer(graphicsDevice, typeof(VertexPositionNormalTexture), _vertices.Count, BufferUsage.None); VertexBuffer.SetData<VertexPositionNormalTexture>(_vertices.ToArray()); // Create an index buffer, and copy our index data into it. IndexBuffer = new IndexBuffer(graphicsDevice, typeof(ushort), _indices.Count, BufferUsage.None); IndexBuffer.SetData<ushort>(_indices.ToArray()); // Create a BasicEffect, which will be used to render the primitive. Effect = new BasicEffect(graphicsDevice); Effect.TextureEnabled = true; Effect.EnableDefaultLighting(); } private void CreateGraphic(float size) { Vector3[] normals = { Vector3.Right, Vector3.Left, Vector3.Up, Vector3.Down, Vector3.Backward, Vector3.Forward, }; Vector2[] textureCoordinates = { Vector2.One, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.Zero, Vector2.UnitX, Vector2.One, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.One, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.One, Vector2.UnitY, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.One, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.One, }; var index = 0; foreach (var normal in normals) { var side1 = new Vector3(normal.Z, normal.X, normal.Y); var side2 = Vector3.Cross(normal, side1); AddIndex(CurrentVertex + 0); AddIndex(CurrentVertex + 1); AddIndex(CurrentVertex + 2); AddIndex(CurrentVertex + 0); AddIndex(CurrentVertex + 2); AddIndex(CurrentVertex + 3); AddVertex((normal - side1 - side2) * size / 2, normal, textureCoordinates[index++]); AddVertex((normal - side1 + side2) * size / 2, normal, textureCoordinates[index++]); AddVertex((normal + side1 + side2) * size / 2, normal, textureCoordinates[index++]); AddVertex((normal + side1 - side2) * size / 2, normal, textureCoordinates[index++]); } } protected void StripTexturesFromCube() { PixelArray = new Color[Cube.Size * Cube.Size]; for (int s = 0; s < CubeFaces.Length; s++) { CubeFaces[s] = new Texture2D(Game.GraphicsDevice, Cube.Size, Cube.Size, false, SurfaceFormat.Color); switch (s) { case 0: Cube.GetData<Color>(CubeMapFace.PositiveX, PixelArray); CubeFaces[s].SetData<Color>(PixelArray); break; case 1: Cube.GetData(CubeMapFace.NegativeX, PixelArray); CubeFaces[s].SetData(PixelArray); break; case 2: Cube.GetData(CubeMapFace.PositiveY, PixelArray); CubeFaces[s].SetData(PixelArray); break; case 3: Cube.GetData(CubeMapFace.NegativeY, PixelArray); CubeFaces[s].SetData(PixelArray); break; case 4: Cube.GetData(CubeMapFace.PositiveZ, PixelArray); CubeFaces[s].SetData(PixelArray); break; case 5: Cube.GetData(CubeMapFace.NegativeZ, PixelArray); CubeFaces[s].SetData(PixelArray); break; } } } protected void AddVertex(Vector3 position, Vector3 normal, Vector2 textureCoordinates) { _vertices.Add(new VertexPositionNormalTexture(position, normal, textureCoordinates)); } protected void AddIndex(int index) { if (index > ushort.MaxValue) throw new ArgumentOutOfRangeException("index"); _indices.Add((ushort)index); } protected int CurrentVertex { get { return _vertices.Count; } } #endregion } }

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  • Advantage of Software Development [on hold]

    - by user93319
    The worth of a brand that a corporation carries is way too high than its physical presence. If you are venturing into an online business, you need to take special care about the corporate image of your business. Nowadays, it is very important for every organization to have its own website. To enhance the online presence of a company it is important to have a good website design as well as the blueprint of the design. A quality site can enhance organizational growth and it can lend a hand an in achieving company’s goals promptly. When websites have gained so much meaning, it is advisable for an organization to seek professional support for the construction of its own exclusive portals. Expert help may again is essential when one needs for a complete renovation on the Web. Any group is necessary to do a bit of introspection before it make a decision to look for the services of a professional web software development company. It is good to be completely clear-headed regarding one’s requirements. To start with, a business should be familiar with who its potential clientele are. Once this main factor has been give consideration, an association can go ahead and get its website designed accordingly. On approaching a corporation that offers software development services India to its customers, a client can make sure that their site is ready with all the most up-to-date features. Professional Assistance Matters Professional service supplier is identified to furnish a site with easy to use features that prompt visitors to come back again and again. Yet one more benefit of receiving aid from professionals is that they can let you know of the type of content that you should place on display over your site. For example, a business that wants to draw the interest of experts belong to the corporate world must make sure that the language used on its website is crisp and official.

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  • How exactly to implement multiple threads in a game

    - by xerwin
    So I recently started learning Java, and having a interest in playing games as well as developing them, naturally I want to create game in Java. I have experience with games in C# and C++ but all of them were single-threaded simple games. But now, I learned how easy it is to make threads in Java, I want to take things to the next level. I started thinking about how would I actually implement threading in a game. I read couple of articles that say the same thing "Usually you have thread for rendering, for updating game logic, for AI, ..." but I haven't (or didn't look hard enough) found example of implementation. My idea how to make implementation is something like this (example for AI) public class AIThread implements Runnable{ private List<AI> ai; private Player player; /*...*/ public void run() { for (int i = 0; i < ai.size(); i++){ ai.get(i).update(player); } Thread.sleep(/* sleep until the next game "tick" */); } } I think this could work. If I also had a rendering and updating thread list of AI in both those threads, since I need to draw the AI and I need to calculate the logic between player and AI(But that could be moved to AIThread, but as an example) . Coming from C++ I'm used to do thing elegantly and efficiently, and this seems like neither of those. So what would be the correct way to handle this? Should I just keep multiple copies of resources in each thread or should I have the resources on one spot, declared with synchronized keyword? I'm afraid that could cause deadlocks, but I'm not yet qualified enough to know when a code will produce deadlock.

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