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Ink-Style Lines
Graphics and GPU Programming;Programming
I have been working on a game where everything is drawn using GL_LINES. I'd like to make the game look more stylized to make it look like the graphics were "painted" on the screen using an ink-brush.Here are some examples from the very awesome Mojib Ribbon:OneTwoand...ThreeDoes anyone have any ideas on how to accomplish this? I would highly value any input you may have.Thanks! :)
the best way i can think of would be to make the lines out of connecting gl_quads and put a repeating texture for the brush effects ; It depends on if the lines are outlining figures that should block others. If you are using depth testing, using polys is much nicer. If you want to do it with lines, you could either use particle effects (vertex pipeline expensive) or you could write a pixel shader to compute the ink effect. You obviously have to make sure your shader is not volatile because at 30fps you will likely get a blur if it generates differently for different input coordinates. ;Here is a big list of many different NPR (non-photorealistic rendering) techniques. Many of them are dead links now, but it'll at least give you something more to google with.
C++ File Structure
General and Gameplay Programming;Programming
Hey Everyone,I am attempting to learn C++ and running into a little issue with file structure. I dont want to put all of the code into one file as its really unorganized and hard to see. However, when I do something like the following I recieve errors saying that the file was included elsewhere.Example:main.cpp - has #include test1.cpp and test2.cpptest1.cpp - has #include header.htest2.cpp - this file also needs to use the info from header.h so #include hearer.h header.h - some general infoAnyway, the program would need the info from header.h to be available to both test1 and test2. What am I doing wrong lol ;(
Read this. ; It's very unusual to include *.cpp files. Why are you doing that? ; Ekk, Thxs
Template RefCountPointer Cast/Polymorphism Problem
General and Gameplay Programming;Programming
Hi there,I'm playing around with a custom Reference Counted Pointer class and ran into a problem.RefCountPointer< T > | v RefCountData< T > ^ |RefCountPointer< T >Each RefCountPointer instance holds a pointer to the same RefCountData instance, which stores a count variable and a raw pointer to the encapsulated object.So far so good, but I want to extend this to allow polymorphism like this:RefCountPointer< Derived > pDerived( new Derived() );RefCountPointer< Base > pBase( pDerived );Now within "RefCountPointer< T >::RefCountPointer( RefCountPointer< U > pIn )" i need to somehow cast the RefCountData< U > to a RefCountData< T > to work properly, but I'm running out of ideas right now.. Would be nice if someone of you could push me into the right direction.. Here's a short example illustrating my current attempt which doesn't work (as far as I can tell reinterpret_cast messes around with the vtable):struct Base1{virtual ~Base1() {};virtual void Test1() = 0;};struct Base2{virtual ~Base2() {};virtual void Test2() = 0;};struct Derived : public Base1, public Base2{Derived() : Base1(), Base2() {};virtual ~Derived() {};virtual void Test1() {};virtual void Test2() {};};template< typename T >struct Container{T*m_Ptr;};int main( int, char** ){Derived* pDerived = new Derived();// Following Method Calls WorkpDerived->Test1();pDerived->Test2();// UpCast Of pDerived To A Base1 PointerBase1* pBase1 = pDerived;// Following Method Call WorkspBase1->Test1();// UpCast Of pDerived To A Base1 PointerBase2* pBase2 = pDerived;// Following Method Call WorkspBase2->Test2();// Up Until Now Everything Works As Expected, Now I'm Trying To Do// The Same, But Instead Of Using Raw Pointers, I Encapsulate Them// In The Template-Container.// Encapsulating pDerived In A ContainerContainer< Derived >* pContainerDerived = new Container< Derived >();pContainerDerived->m_Ptr = pDerived;// Following Method Calls WorkpContainerDerived->m_Ptr->Test1();pContainerDerived->m_Ptr->Test2();// Brute Force Cast Of The Derived Container To A Base1 Container.. Is There Another Way?Container< Base1 >* pContainerBase1 = reinterpret_cast< Container< Base1 >* >( pContainerDerived );// Following Method Call WorkspContainerBase1->m_Ptr->Test1();// Brute Force Cast Of The Derived Container To A Base2 Container .. Is There Another Way?Container< Base2 >* pContainerBase2 = reinterpret_cast< Container< Base2 >* >( pContainerDerived );// ERROR! Following Method Calls Test1()... =[pContainerBase2->m_Ptr->Test2();// Clean Up The Mess;delete pContainerDerived;delete pDerived;return 0;}
Why is RefCountData< T > templated? It's an internal data structure for which you can ensure type safety in RefCountPointer.It's just a std::pair<void *, unsigned int> type of tuple. It doesn't care about types, only about the count. ; Hi, are you sure it calls Test1 instead of Test2 ? I'm not sure, but maybe the compiler makes no difference between 2 empty methods, both void and no parameters. Have you tried with some code in those methods ?About the cast, I can't find any problem with it. But I think a template constructor for RefCountData could do it :template<class T>;class RefCountData{...template<class U>; RefCountData(RefCountData<U>& other){ // the cast comes here }...}so you should be able to do this :Container<Base2>* pContainerBase2 = pContainerDerived;Maybe I'm all wrong... ; Antheus' suggestion interacts badly with multiple inheritance. However, there's a lot of truth in what he says: give your class a pointer to the stored object and a pointer to a shared reference count integer. This is equivalent to adding a a global reference field with another level of indirection to your RefCountData object. ; Add a conversion operator for implicit casts.template< typename T >struct Container{T* m_Ptr;template<typename T1>Container(Contaner<T1>& rhs):m_Ptr(rhs.m_Ptr){}};Container< Base2 > pContainerBase2(pContainerDerived);I dont really understand why you are using pointers to Container classes, you also want to look at overloading operators such as "=" "->" "*" "bool" etc.; Hi again, thx for all your replies.Quote:Original post by ToohrVykAntheus' suggestion interacts badly with multiple inheritance. However, there's a lot of truth in what he says: give your class a pointer to the stored object and a pointer to a shared reference count integer. This is equivalent to adding a a global reference field with another level of indirection to your RefCountData object.If I understood you correctly, you suggest adding T* as a member to each RefCountPtr<T> instance. This way it's possible to un-template RefCountData which is shared.A very simple solution. I got it working below. I still need a reinterpret_cast, but I guess it's safe if there's no vtable involved.Right now this will get me going. I think i'll have to look into boost::shared_ptr later on to find out how they did it; adding a ptr-member to each RefCountPtr instance seems like redundant data.First the Non-Working example:#include <iostream>template< typename T > class RefCountPtr{template< typename T >class RefCountData; // Private Inner Class Forward Declarationtemplate< typename U >friend class RefCountPtr; // Enable Access To RefCountData* Of Other RefCountPtr Typespublic:RefCountPtr( T* ptr ):m_pRefCountData( new RefCountData< T >( ptr ) ){m_pRefCountData->AddCount();}RefCountPtr( const RefCountPtr< T >& in ):m_pRefCountData( in.m_pRefCountData ){m_pRefCountData->AddCount();}template< typename U >RefCountPtr( const RefCountPtr< U >& in ){// Getting Rid Of The const...RefCountPtr< U > constHack( in );// Evil Castm_pRefCountData = reinterpret_cast< RefCountData< T >* >( constHack.m_pRefCountData );m_pRefCountData->AddCount();}~RefCountPtr(){m_pRefCountData->RemoveCount();}T* operator->() const{return m_pRefCountData->GetPtr();}T& operator*() const{return *( m_pRefCountData->GetPtr() );}private:RefCountData< T >*m_pRefCountData;private:template< typename T >class RefCountData{public:RefCountData( T* ptr ):m_Ptr( ptr ), m_nCount( 0 ){}void AddCount() { ++m_nCount;};void RemoveCount() {if( --m_nCount == 0 ){delete m_Ptr;delete this;// "delete this" Works If The DTor Is Empty// And If "this" Won't Be Accessed Afterwards}};T* GetPtr(){return m_Ptr;};private:T* m_Ptr;unsigned intm_nCount;};};struct Base1{virtual ~Base1() {};virtual void Test1() = 0;};struct Base2{virtual ~Base2() {};virtual void Test2() = 0;};struct Derived : public Base1, public Base2{Derived() : Base1(), Base2() {};virtual ~Derived() {};virtual void Test1() { std::cout << "Test1\n";};virtual void Test2() { std::cout << "Test2\n";};};int main( int, char** ){// OkRefCountPtr< Derived > pDerived( new Derived() );pDerived->Test1();pDerived->Test2();// OkRefCountPtr< Base1 > pBase1( pDerived );pBase1->Test1();// Error, Calls Test1() !!RefCountPtr< Base2 > pBase2( pDerived );pBase2->Test2();// Output://// Test1// Test2// Test1// Test1return 0;}Now the Working example:- RefCountData now only holds the counter, no template needed.- each RefCountPointer holds a copy of the pointer to the encapsulated object#include <iostream>template< typename T > class RefCountPtr{class RefCountData;// Private Inner Class Forward Declarationtemplate< typename U >friend class RefCountPtr; // Enable Access To RefCountData* Of Other RefCountPtr Typespublic:RefCountPtr( T* ptr ):m_pRefCountData( new RefCountData() ), m_Ptr( ptr ){m_pRefCountData->AddCount();}RefCountPtr( const RefCountPtr< T >& in ):m_pRefCountData( in.m_pRefCountData ), m_Ptr( in.m_Ptr ){m_pRefCountData->AddCount();}template< typename U >RefCountPtr( const RefCountPtr< U >& in ){// Getting Rid Of The const...RefCountPtr< U > constHack( in );// Evil Cast, but i guess it's safe nowm_pRefCountData = reinterpret_cast< RefCountPtr< T >::RefCountData* >( constHack.m_pRefCountData );m_Ptr = in.m_Ptr;m_pRefCountData->AddCount();}~RefCountPtr(){if( m_pRefCountData->RemoveCount() == 0 ){delete m_pRefCountData;delete m_Ptr;}}T* operator->() const{return m_Ptr;}T& operator*() const{return *( m_Ptr );}private:T*m_Ptr;RefCountData*m_pRefCountData;private:class RefCountData{public:RefCountData():m_nCount( 0 ){}unsigned int AddCount() { return ++m_nCount;};unsigned int RemoveCount() {return --m_nCount;};private:unsigned intm_nCount;};};struct Base1{virtual ~Base1() {};virtual void Test1() = 0;};struct Base2{virtual ~Base2() {};virtual void Test2() = 0;};struct Derived : public Base1, public Base2{Derived() : Base1(), Base2() {};virtual ~Derived() {};virtual void Test1() { std::cout << "Test1\n";};virtual void Test2() { std::cout << "Test2\n";};};int main( int, char** ){// OkRefCountPtr< Derived > pDerived( new Derived() );pDerived->Test1();pDerived->Test2();// OkRefCountPtr< Base1 > pBase1( pDerived );pBase1->Test1();// Ok!! :DRefCountPtr< Base2 > pBase2( pDerived );pBase2->Test2();// Output://// Test1// Test2// Test1// Test2return 0;}; You could also choose to inherit RefCountData<T> from a shared RefCountDataBase class that is independent of T and implements the basic "reference-count" protocol and self-destructs when applicable:namespace impl {class RefCountDataBase { int refs;public: RefCountDataBase() : refs(1) {} void AddCount() { ++refs; } void RemoveCount() { if (--refs == 0) delete this; } virtual ~RefCountDataBase() {}};template&lt;typename T&gt;class RefCountData : public RefCountDataBase { std::auto_ptr&lt;T&gt; data;public: RefCountData(T *ptr) : data(ptr) {}};} // namespace implNote that I dropped the "get pointer" member, because you don't need it (the pointer is already available in your pointer classes). ; Is reinterpret_cast even correct here? Wouldn't dynamic_cast (or static_cast, if type is known at compile time) be more appropriate?Doesn't reinterpret_cast simply mean "treat X bits as Y bits"? While dynamic_cast deals with all the inheritance checking and whatnot? ; Hello ZuBsPacE,Moving the definition of RefCountData out of the templated class RefCountPointer would allow you to lose the reinterpret_cast from your second example (in your most recent post). This could then be placed: at file scope or inside a namespace, For example: namespaced to avoid adding to the global namespace.namespace RefCountPointerImpl{ class RefCountData { ... };}template< typename T > class RefCountPtr{ typedef RefCountPointerImpl::RefCountData RefCountData; ...}; Cheers.Tom ; Thank you all for your wonderful suggestions :)@ToohrVyk: I like your idea, looks very clean and allows me to get rid of the reinterpret_cast!@ravyne2001: yeah, reinterpret_cast should be avoided if possible. Now I realized that it's cleaner to make unrelated template classes inherit from a common parent class which provides the interface, if possible. dynamic_cast could probably simplify the process, but I'm trying to avoid enabling RTTI.
calculating a tile's texture
General and Gameplay Programming;Programming
hello, i have a tile-based terrain where each tile has a list of several terrain layers. like water, sand, grass, forest.now each tile has either one or two of those layers. what i want to find out now is, which texture to use for the tile. textures are either full with the texture of a layer or make a 90° curve with one layer on top and another one below.if it is one, then the solution to find the correct texture is trivial.but if it is two, how can i find out which texture to use? i need to get information. i guess it is some algorithm that takes neighbouring tiles into account.thanks.
http://www.gamedev.net/reference/articles/article934.aspUse the Resources section of the site. ; thanks a lot! thats exactly what i was looking for!
AS3 OO Tutor / Programmer
Old Archive;Archive
I'm in the midst of a large rewrite of Flash AS2 Procedural Code into Flash AS3 OO And hitting a few bumps, would be nice if I could email questions and get clear experienced answers out of someone. I would be willing to pay for this.. (Something like $10usd/minimum $30usd/hr per email or similar via PayPal)My project makes heavy use of 2D, display lists, sockets, etc.Most of my questions will revolve around general Object Oriented issues and design.May be an option of handing the project off to this same person if they have the time and ability to Work well with our team.Please email direct at: [email protected] subject: AS3 TutorThanks much for your time.-Joe
What could be wrong?
Graphics and GPU Programming;Programming
I display a cylinder-shaped surface object in OpenGL. The code works perfectly in a PC. However, after we ported it to a Mac, the surface rendering fails like this:If I use lighting on both sides of the surface, only half of the outside of cylinder shows up correctly, and the other half appears like stripes; if lighting is on one side (with normals pointing to the inside of the surface), the inside of the surface shows up correctly.I'd been fighting with this for the past two days without success. What could be wrong?Thanks in advance.
Code please! ; Thanks MARS_999. Problems solved, and it's because the visual I chose didn't have depth buffer enabled. Never expected such a thing (depth buffer!) to happen.
Particle Systems - 3D stroke
Graphics and GPU Programming;Programming
I'm just wondering on how this was implemented:http://trapcode.com/in_action/3dstroke_intro.htmlI think it's particle systems and rendering using blobs but I'm new to the topic and i'm not quite sure. I'm looking to re-implement from scratch using a different programming language.Also this is basically a general question on how to get a 3d effect like that and map it to 2D.Thanks
It's not rendered using a particle-system, I'd say it's rendered using bezier curves (wiki for this). Then there's probably some f(x) function at each key-point that determines the thickness of the line.As far as saving to a 2D image, google for offscreen rendering and PBO's.Cheers!/Robert ; I think you're right, and I started sketching it out:http://www.student.cs.uwaterloo.ca/~hbizira/3dstroke.jpgI would draw a bezier curve using user supplied control points. Then to get the tapered effect I just create two new curves based on the original curve and then offset them using the normals at the points (see the above link, the new curves are the dotted ones). Then I would just fill in the area enclosed by the curves.This was all well and good, then I saw this example:http://www.trapcode.com/movies/organic.movI'm confused as to how they get the fill color to look like that. This makes me thing they're using particles or something to achieve that effect.; Don't really see how you can see a particle system out of that video... I can't see anything that would resemble the usage of such a system... In fact i don't even see how it's different than the other video you posted except that the color fades off quicker from the center of the line; You probably shouldn't use Bezier; it has nice mathematical properties, but it does not intersect its control points, except the terminal ones. You would want that property to get the best results.The use of particles to do the rendering would be fine; just use the thickness function to determine particle size, instead of all that silliness with curve offsets. The problem would be finding the balance between too many particles (inefficient overdraw) and too few particles (unsmooth gaps).
Designing a system for rhythm games.
General and Gameplay Programming;Programming
Hey all,Lookin' to design an extensible system for rhythm games. I've come up with the basic concept and I'm hoping for some insights as I always prefer a second opinion. It seems to be pretty simple, which is why I have a feeling that I'm missing something.Create a Note class which is responsible for tracking which buttons need to be pressed to play the note and the time that they appear in the song. Have a Song class which keeps a list of Notes making up the song and the timing for the song.Song will require the starting time to begin and its update will need a current time and user input. That should be enough information to find out what note is next, how close it is to being played and if the user has fouled it up.Anyone have any insights?
You'll have to excuse me, but I feel like making your life difficult.* Do you store absolute times in your notes, or is it relative to the previous note? (If absolute, when do you verify that they are properly ordered?)* Do you keep duration in the notes or start and end?* What units do you store the times in? Seconds? Beats? Some subdivision of beats? (Watch out for triplet figures...)* Are your notes digital only, or do they support analog inputs? How's the required control state to "score" that note stored?* Do you store per note timings for how close the player has to be, or do you make them global? Or maybe you determine them as a multiplier based on tempo? (Note that DDR has multiple levels of closeness. Note that tempo can change over the course of a song.)* How do you encode tempo changes that happen during a note? (Doesn't occur in GH to my knowledge, but does show up in DDR.)* Do you store any scoring information per note? (Note that in some types of DDR scoring, notes are worth progressively more points towards the end of the song.)* How do you determine that "special" controls are available during a note? Something akin to the GH whammy bar, for example.* Do notes encode separate track control information? How much? (Does a track cut out if the note is missed? And for how long?)* Are there any limitations to overlapping notes in time? Do you attempt to resolve situations involving impossible maneuvers? (For example, two overlapping notes on the same input, requiring a player to press a button, then press it again without releasing it in between.)* Are simultaneous inputs expressed as a single note or multiple notes? (So if two buttons have to be pressed simultaneously and one is missed, some rhythm games will want to fail the other button and some won't. And don't forget to think about track control and scoring tying into that.)* Are freeze notes versus non freeze notes differentiated explicitly, or are they inferred from duration?* How do you handle multiple types of notes and the varying events they raise? For example, ITG has bombs which if hit will hurt your life bar. Those bombs require you to release a button before they are reached.* Button must be pressed in time vs button must simply be down, and the same thing for released.* GH style hammer-ons and pull-offs, where multiple different control inputs may score the notes.There's probably more, but those are my immediate thoughts. ; There goes my New Years. :(Thanks Promit. This is exactly what I need to think about. ;Quote:Original post by PromitYou'll have to excuse me, but I feel like making your life difficult.Some suggestions, based on experience with Stepmania and ITG:Quote:* Do you store absolute times in your notes, or is it relative to the previous note? (If absolute, when do you verify that they are properly ordered?)Absolute times are probably nicer to work with to avoid accumulation of round-off error. The ordering is implicit when you read in the data.Quote:* Do you keep duration in the notes or start and end?Notes don't normally have a duration; they're a specific time for a 'tap'. I would store a start and end, because then you can mark the end in the data file similarly to how you would mark a beginning. Take a look at the .sm format to see what I mean.Quote:* What units do you store the times in? Seconds? Beats? Some subdivision of beats? (Watch out for triplet figures...)In beats, using a rational number class. Convert to milliseconds when checking the user's timing.Quote:* Are your notes digital only, or do they support analog inputs? How's the required control state to "score" that note stored?Nothing out there supports analog inputs that I'm aware of (sensors may be analog, but the value is thresholded or otherwise pre-processed in hardware). Trying to make analog input work is just too much of a game design headache, never mind library design.Quote:* Do you store per note timings for how close the player has to be, or do you make them global? Or maybe you determine them as a multiplier based on tempo? (Note that DDR has multiple levels of closeness. Note that tempo can change over the course of a song.)It is generally accepted that timing windows measured in milliseconds, and held constant for the entire song, are the only sane way to go. At least one music game out there does different timing windows per-song (Beatmania IIDX), but this is widely considered gimmicky and not especially fun (though good for a laugh in some cases - obscure in-jokes).Quote:* How do you encode tempo changes that happen during a note? (Doesn't occur in GH to my knowledge, but does show up in DDR.)'Note' inherits from 'Event', as does 'BPM change'. Each has a time value. No problem (except that the algorithm for deducing note-end time is nontrivial).Quote:* Do you store any scoring information per note? (Note that in some types of DDR scoring, notes are worth progressively more points towards the end of the song.)Scoring is a property of the game logic, not the song data.Quote:* How do you determine that "special" controls are available during a note? Something akin to the GH whammy bar, for example.They are always "available". When triggered, it's up to the game logic to determine if it *does something*.Quote:* Do notes encode separate track control information? How much? (Does a track cut out if the note is missed? And for how long?)In Beatmania, there would seem to be events for "remap sample for this key".Quote:* Are there any limitations to overlapping notes in time? Do you attempt to resolve situations involving impossible maneuvers? (For example, two overlapping notes on the same input, requiring a player to press a button, then press it again without releasing it in between.)Again, game logic. Some leeway is often required in 'holds' to allow them to be momentarily released in the middle. (In ITG, this can often be used to "cheat" quite flagrantly against the step creator's apparent intention.)Quote:* Are simultaneous inputs expressed as a single note or multiple notes? (So if two buttons have to be pressed simultaneously and one is missed, some rhythm games will want to fail the other button and some won't. And don't forget to think about track control and scoring tying into that.)Expressed as multiple notes. The game logic can then "unify" them if desired.Quote:* Are freeze notes versus non freeze notes differentiated explicitly, or are they inferred from duration?I don't think it matters.Quote:* How do you handle multiple types of notes and the varying events they raise? For example, ITG has bombs which if hit will hurt your life bar. Those bombs require you to release a button before they are reached.Game logic. There's simply some kind of "type" data in the Note event. (We need to be able to create something like an "enumeration" at runtime. I imagine the Flyweight pattern is useful here.)Quote:* Button must be pressed in time vs button must simply be down, and the same thing for released.* GH style hammer-ons and pull-offs, where multiple different control inputs may score the notes.More of the same. A lot of things can be parameterized in a "game logic" file or something (as opposed to "song data" file), but many will simply have to be programmed. Or at least scripted.
Multiplexing w/ scheduling support to minimize waiting times?
Networking and Multiplayer;Programming
Hey guys,I'm having some problems coming up with a good way to stop from showing users a "please wait" screen when waiting on large amounts of data. I've tried to deal with sending large amounts of information by multiplexing the one UDP channel I have access to. I've used a thread-scheduling type algorithm to give priorities to "pipes" that are responsible for different things.For example, you could be in the middle of a game, as well as recving another player's profile picture and downloading the midi for that level. Obviously the game-related data here would have a much higher priority than the two other pipes. Once the profile pictures have arrived it'll be put up on the screen, and once the midi has arrived it'll begin playing.This is pretty much all I could think of to deal with this type of problem. It seems like a good solution when you have access to only 1 unreliable channel (for example L2CAP) to the destination. But even if you had access to more than 1 unreliable channel to the destination, I still think this method gives you greater control over the flow of data.My concern comes from the fact that all this extra processing might take away precious cycles from my game. Right now I'm grabbing UDP/L2CAP packets, putting them into the fixed-window system, validating them, copying over to the proper buffer, managing the buffers, figuring out what to reply, putting the reply into the proper pipe, finding which pipe to send next, blah blah blah blah blah. Since I'm working on a limited device, I pretty much need as many cycles as I can get. IMHO this doesn't seem like the most efficient solution. Does anyone know of a faster way to avoid wait times?
I separated that kind of data from my normal real-time data. It's actually pretty funny. I do requests on my web server with a PHP file that queries for the data either from my db or from my server. Very efficient since it normally doesn't bother what my server is doing at the moment. Might give you some ideas if you have a web server or another computer. ; Network processing deals with on the order of 1 kB/second to 100 kB/second. The memory throughput on a modern machine is on the order of 10 GB/second. That's between five and seven orders of magnitude difference. It's very, very hard to spend enough cycles on processing network packets on a client that it actually shows up in the profile. If you have 1,000 connections in the same place, then the amount of cycles per packet starts mattering. However, processing priority is still worth it; it's one of those features you need, and have to spend to implement right.Btw: if you use separate channels that don't know about each other, they will fight, and you'll get a less predictable gaming experience. Best is to schedule all traffic to the client with a global priority queue, where the real-time data is guaranteed some amount of throughput, and the balance is split on the other takers (and more real-time data, if available).
2008 Autodesk Developer Conference
Your Announcements;Community
Introducing a Combined 3ds Max® and Maya® Developer ConferenceYou pick the sessions you want to attend!May 5th - 7th, 2008 in Scottsdale, Arizona. Be the first to experience it!Early Bird Price until January 30th, 2008. Be one of the first 15 people Registered by January 30th, 2008 and receive a new 8 GB iPhone or 16 GB IPod Touch!Visit the Autodesk Developer Conference and share 3D ideas with professional peers, industry experts and Autodesk developers. This unique event combines learning, networking, training and fun in a thoroughly relaxed resort atmosphere. If you know C++ and are a programmer, engineer, or technical director, and use Maya® or 3dsMax®, don't miss your chance to build your knowledge-base, ask questions and make connections that will help you all year round. * 3 Full Days of Classes, in 2 rooms, presented by 3ds Max® and Maya® developers from various backgrounds, including many Autodesk developers. * Breakfast, Lunch and Dinner each day * Printed Course Notes for in-class reference, along with a CD containing code samples and filesFind out more: http://area.autodesk.com/index.php/masterclass/event/
Bitmap font help
Graphics and GPU Programming;Programming
Dear Thread reader,Im still working on my own engine and have implented a simple bitmap font system.This system will allow for different colors and sizes with one font texture, the only problem is that when I size the font down to a scale smaller then the original one it becomes very ugly as you can see here. I tried changing some sampler states, but they only seem te make it worse. So does anyone know any good render states that will improve my text?Thanks anyway!Tjaalie,
What sort of scaling are you referring to? Linear filtering tends to lose quality if you more than halve or double the size for example.In my experience pre-processing the bitmap font to have a non-binary alpha channel (e.g. an A4 or A8 texture) and a very light soften/blur operator on the image can work really well. It's a sort of crude way of getting an effect similar to Windows' ClearType AntiAliasing.hthJack
Optimizing Java Bytecode
General and Gameplay Programming;Programming
I'm in the process of practicing for a competition by writing several complicated algorithms in java. Part of the goal is to minimize the total number of bytecode instructions that the JVM executes (and each round I'm allowed to use up to a limit between 1,000 and 10,000 bytecodes). My main focus is on writing the algorithms cleverly, but since at some points in my application I'm looping, I figure that even small unnecessary things will eat up lots of bytecodes if I'm not weary. Also it intrigues me. :)One thing I have kept in mind is that even if my algorithm when compiled into java bytecode might take up 50,000 bytecode instructions, but if a lot of it is branching etc, then I can still get away with not executing most of them.Any tips and pointers? I've never really thought about optimizing at bytecode level in Java (since the emphasis in Java seems to be that you DON"T want to be doing this level of optimization, but it's the nature of competition).
Here's a few thoughts off the top of my head to get you started, some are simpler to do than others, and you'll need to test them to be sure you get savings as I haven't!- Firstly pick the right algorithms. Avoid bubblesort, etc. That will make a huge difference.- Familiarize yourself with javap so you get an idea of what source creates what bytecodes. Compare different ways of doing the same thing like say switch vs if.- Use an optimizing java compiler "javac -O" is the standard way of turning them on, but you may be able to find a better compiler as the standard one isn't very good at optimizing. Hand optimizations are also a good idea.- Don't put too many conditional checks in - check to see if doing the test is cheaper than the work it avoids, and that the test avoids that work frequently.- Make everything static. It's an extra bytecode or two to access if not.- Function calls are overhead, and last I looked the compiler didn't inline very well. Put all your code in one function if you can.- Don't use container classes if you don't need them. They will add overhead.- In fact also avoid all function calls that you can.- I have a feeling static member variables will also add overhead compared to locals, but test it.- Some JVMs will execute some standard functions (e.g. Math.min()) without using bytecodes, find those and use them if you know the target JVM.- The first four numeric variables or arguments in a method are accessed via fewer bytecode instructions.- Use "a += b;" instead of "a = a + b;" etc.
C question - am I missing something?
General and Gameplay Programming;Programming
I have a coworker who's looking to pick up C and his book/tutorial/course whatever asked him to take an array of integers with either a 0 or a 1 in it and flip the value to 1 if 0 and 0 if 1.For the second part of the exercise they asked him to do it without an if statement, for which they gave the following:void flipper (int*numberArray, int arrayLength){int i;for (i = 0; i < arrayLength; i++){numberArray = !numberArray;}}Now, this works on the 3 compilers I tried it on, but as far as I know, 0 is false and true is anything non-zero so there would be no guarantee that this would work. Is there something in the standard that forces the result of !0 to be 1?
How aboutnumberArray = 1 - numberArray;;Quote:Original post by linternetNow, this works on the 3 compilers I tried it on, but as far as I know, 0 is false and true is anything non-zero so there would be no guarantee that this would work. Is there something in the standard that forces the result of !0 to be 1?You got the true and non-zero the wrong way around. Anything non-zero is true, but that doesn't mean true is anything non-zero. True is guaranteed to evaluate to integer value 1, and any non-zero value is guaranteed to evaluate to boolean value true. ;Quote:Original post by linternetI have a coworker who's looking to pick up C and his book/tutorial/course whatever asked him to take an array of integers with either a 0 or a 1 in it and flip the value to 1 if 0 and 0 if 1.For the second part of the exercise they asked him to do it without an if statement, for which they gave the following:*** Source Snippet Removed ***Now, this works on the 3 compilers I tried it on, but as far as I know, 0 is false and true is anything non-zero so there would be no guarantee that this would work. Is there something in the standard that forces the result of !0 to be 1?The result of the ! operator is implicitly converted to type bool, so the result of this operation will always be true or false (ie. 1 or 0).So after firing over the array, all the values that were 0 will now be 1 and everything else will be 0. ;Quote:Original post by ViLiOThe result of the ! operator is implicitly converted to type boolThere is no bool type in C.As for the OP's question, the inversion of 0 does always equal 1 in C, so it's a safe operation. ; Actually in C, the result of ! is an int, despite the fact the C99 added the _Bool type to the language. But yes, ! will result to either 0 or 1, according to the C standard. ;Quote:Original post by dmatterThere is no bool type in C.My bad [embarrass] ; From the C99 standard, 6.5.33.5:"The result of the logical negation operator ! is 0 if the value of its operand compares unequal to 0, 1 if the value of its operand compares equal to 0. The result has type int. The expression !E is equivalent to (0==E)."I assume it was the same in C90.
TextureStageStates for selfmade Vertexfog
Graphics and GPU Programming;Programming
Hey,I wrote my own code for vertexfog which returns the fogamount for each vertex [0;1] and by that I get the vertexcolor.Now I ran into problems with white fog. DirectX will use a diffusecolor of &H000000 for a black object and &HFFFFFF for a fully textured object. I need it to be like this:0,0,0 = Full black127,127,127 = Full texture255,255,255 = Full whiteWithout vertex or pixelshaders though.(DirectX8)
Try this instead:Set D3DRS_TEXTUREFACTOR to fog color (ie: white = 0xFFFFFFFF).Set diffuse alpha to fog amount (0-255). Your diffuse color can be whatever you want. If you don't want diffuse colors you can set it to white, or put the fog color in here instead.In stage 0 do the regular MODULATE, TEXTURE, DIFFUSE.In stage 1 do BLENDDIFFUSEALPHA, CURRENT, TFACTOR, which will lerp between textured/lit and fog based on your fog amount.Since you're not using vertex shaders you must be modifying each vertex whenever the fog amount changes... every frame when you're moving. Ouch! Do you realize D3D has an optimized path for software vertex shader support. You can use SM2 vertex shaders mixed with fixed pipe pixel processing on any DX9 compatible card (ie: DX7 hardware or later).; Try MODULATE2X, MODULATE4X or ADDSIGNED instead of MODULATE; MODULATE2X/4X will still be black * whatever = black, not fogged.
Your Background
GDNet Lounge;Community
So, I'm starting a new thread about your background in game programming. When did you start and what was your first game? Current projects? Tell us a bit about your history. Also, do you program for a living?Nalidixic[Edited by - nalidixic on January 1, 2008 7:14:05 PM]
I dabbled in high school after the assignments were done and the doom game was full. The first game was a simple rpg thing. Roll up a character then a bunch of random fights until you died (or saved/quit). Current personal projects are a little dabbling with parsers and compilers for some naive extensions to C# and a fantasy 4X game. I do program professionally these days albeit not gamedev or really anything close to it.; I worked as a programmer since I was 19 for many companies here. Aproximately by the time I first registered on these forums (2001) I started wondering if I could write games my self. Since then I've wrote a couple of tetris/blockout clones and a couple of engines that never really made it into a game. The last thing I remember working hard was a terrain rendering engine/editor similar to the one used in Age of Mithology. Sadly, for personal reasons I quited programming and never finished. It was actually pretty cool and I have it backed up among everything else I wrote. I'm planning to recycle all that at some point. ; I started in 8th grade with a GDI-based animation app. I probably spent as much time in Paint drawing the sprites as I did coding. That began a long series of graphics engines. My next was an implementation of 8bpp translucency using lookup tables. App startup included generation of a crapload of lookup tables; I remember it taking ~30 seconds.My next graphics engine was in high school. It was a 3D isometric engine with real-time lighting, similar to Diablo 2. It even had animation: the character's head would detach from his body, do a 360 spin in the air, and then reattach to the body. One of the engine's cool features was a blood-covered sword mouse cursor I drew in Paint. Drawing the engine logo accounted for a non-trivial amount of time I spent on the thing.In early college I started on a 2D tile engine that could render Civilization 2-like graphics. I actually reached the point where it could consume Civ2 graphics resources, and it had a couple other features beyond Civ2 like smooth scrolling and translucency. Looking back I think it'd be my ideal graphics engine for Civ2; I really don't like the hardware-intensive graphics of Civ4. Unfortunately I never made a game out of it.I think after this was when I realized I had spent years writing graphics engines and never wrote a game, so one day I wrote a Tetris clone in C#. That started several weeks of playing an immense amount of Tetris, and then one day I suddenly got sick of it and haven't touched Tetris since. Tetris has been my first and only completed game.By the time I graduated from college with a CS degree I realized that graphics wasn't that fun anymore. I had a research stint involving natural language processing, and that's been a subject I've been intending to revisit for a while now. I also discovered that I'd rather do UI stuff than graphics.After graduation I got a graphics-related job that has morphed into UI work. My current hobby project is a database-related project to experiment with C# and LINQ. I actually have lots of hobby projects, although most are pretty small. I have some ideas for larger projects, including games, but that probably won't be for another year or so.As you can see I don't really have a background in game programming. I just happened to stick around here :) ; Hmmm, I know that I started being interested in the idea of writing my own computer game in year 6 at school (11 years old?), and a friend bought a book about C programming round to my house. Couldn't understand a word of it! For some reason though, I was still adamant that I wanted to write a computer game and my next introduction to game creation was probably RPG Toolkit. I spent quite a lot of time in this software and started to really understand the scripting side of it - great fun!Next I got a copy of DarkBASIC, I remember I wrote some little 3D thing like Bonzoo Buddy and thought I was the shit :P I also remember I tried to write a skiing game, but I couldn't work out how to make the character jump off ramps (he just stuck to the terrain) and lost interest in that.After DarkBASIC came BlitzBASIC. A more sophisticated API and better build tools meant I was really starting to get an understanding of what it took to write games. This was my first experiment with writing my own implementations of things - when I was about 14 I think I wrote some cube-mapped water (that was dynamic, I remember that looking pretty cool) and a terrain engine. I also went through a Prince of Persia phase and implemented time rewinding (complete with motion blur :P) and wanted to tackle wall running but couldn't quite get it.Next I moved into C# I think and straight into Managed DirectX. This was probably around 2003/2004 because I remember using VS2003 and .NET 1.1. This was a massive leap and slowed my progress down a lot - learning what vectors and matrices were, how to implement quaternion rotations (not having a clue what a complex number even was) - but I did finally get there. for the next few years I just did the same thing... start a graphics engine, get bored, restart, etc and eventually got fed up with the cycle.I lost interest in game programming at this point, and started playing with Ruby on Rails and Django and started loving these new languages, that challenged my thinking. Django really clicked with me and I did a lot of work with it, and fell in love with Python.Now I'm back in with game programming (after reading this blog post) and said, "Im going to write a game not an engine for once." So I wrote Asteroids, and it was insanely fun once again, to game program.These days I'm working on a little 2D turn based strategy game and it seems to be fun and still challenging me :)I've also missed out a lot of my programming past because I know I have PHP and C++ experience in there somewhere. Oh well. ; Started in 1983 on a ZX Spectrum ( 3.5mhz 16 k memory) with my first original game called Barbie and the Rapist ( I was a sick sick child). Prior to that I was just coding games from the magazines until I figured out how to make my own.Let me put my time line 1983 -1984 ZX Spectrum1985-1992 Atari ST1988-1993 Acorn Archimedes1993-1998 Took a long break, college moving from Africa to USA etc1999-2004 PC (linux and Windows ) some of this some of that no real games just some graphics and AI experiments.2004-2007 took a break , got married had a son, lurked on gamedev.net =)2008-Current Decided to get back to making games by entering the 4 elements contest. Its going to be a remake of one of my old games, hope the judges like my art style. ; I started by typing games coded in BASIC from programming books into my Tandy CoCo 3. After I got my first PC I started hacking games in GWBASIC then moved on to attempting to write some of my own. I wrote some basic RPGs that never got finished, a sprite editor, and some sort of strategy war game that also never got finished. I learned a lot though. Then I got Turbo C 2.0 and began programming in it. I wrote a little graphics library that didn't do much other than draw lines and blit images.Frankly, I had never finished a game until about three years ago. That game was a Tetris clone, and I haven't finished one since.In 2001 I started working at a Yellow Pages firm as a junior programmer. I worked there for six years and change. Now I work for a company developing a video-on-demand educational system for hospitals, clinics and doctors' offices. ; I started programming in 7th grade (12 or 13 I think), unless you consider HTML as programming (I don't, but if you do you can add another two years). I was looking at one of those game builder software packages that my friend showed me, and the website said that it could use c script which was "similar to the c or c++ programming languages." So the next day I went to the bookstore with my dad and bought a c++ book (C++ for Dummies which I wouldn't recommend). My actual first game was a text-based game called Hobo Hunt, and it totally sucked. My first graphical game was pong written with WIN32/GDI. After that I started using DirectDraw 7.0 for simple 2D games. I got tired of that quick enough, and moved on to Direct3D. 6 Years passes really quickly ですね.I have a lot of current projects, mostly because I start a lot of projects and complete very few. I have all sorts of projects, most of which don't relate to games. My most recent game projects are a space invaders clone (for trying out XNA), a simple (i.e. sucky) 3D RPG, a multi-player 2D tiled game, and a tile editor for said 2D game. Unfortunately, it looks like most of these will never be finished (except maybe the space invaders) because I don't have the time, and soon, maybe not even a computer (I'll be going oversees for a year, and I don't have a laptop).Unfortunately, I don't program for a living, though that is my intention. I can't imagine doing anything else (except hardware stuff, maybe). ;1987 - 1990Programmed on my parent's ZX Spectrum and Philips P2000 (Basic), mainly due to the unavailability of proper games.1991 - 1995Girls (no noticeable brain activity).1996 - 1999Besides university work, used Pascal, GWBasic, QBasic, Visual Basic and later C/C++ together with DirectX (started out with version 5 if I remember correctly).2000 - 2002Started to do some part time web development to pay the rent (and beer). Mainly ASP scripting and Perl.2002 - 2005Worked full time as web developer, .NET/MS SQL mostly. Still made some 3D stuff with DirectX and OpenGL, and some online web games in &#106avascript, Flash and PHP. Did some semi-professional mobile game development (J2ME, and C++ on the Symbian OS).2005 - TodayProfessional game developer. Predominantly C++. I still do some game programming as a hobby, but I find myself having less and less time to dedicate to it.
XNA development system
For Beginners
I will be going into the military and I will have quite a bit of free time since my MOS isn't extremely labor intensive. Being that I will get my CS degree through the military and go to UT Austin for a masters after my 5 years are up, I would like to at least read up on some materials. After looking through development systems, XNA seems to be the most accessible for creating console or PC games. What books would you recommend that's focused on XNA for me to read while I'm in AIT and shipped out? I have only had basic C++ experience when I was younger, but I'm willing to learn other languages such as C#.
What MOS is this?Unless you are in the AF I don't see you having enough time to do all you mentioned here.I know I tried when I was in the Navy not to mention the "mindset" isn't really all that conducive to programming from what I remember.But yeah you'll want to learn C# if you plan on using XNA since it's the preferred language for XNA.; I don't have an answer for you, but I just want to say that if you do decide to go with a certain book, read the reviews it got on Amazon before buying it, and try to see if it has any sample chapters available to get a feel for it's writing style and if you like it.For example, this book probably has the most amazing games ever shown in a game programming book, but most reviews say it's rather poor, especially for a beginner (although the 2nd edition should come out in march, maybe it will have some improvements).You could do a search on amazon for "XNA" to see what's available and look inside some of the books. ; Being as you're talking about MOS and AIT, I'm assuming you're going Army, correct? (Air Force and Navy have different acronyms and languages for their job/tech training, and you wouldn't be asking this if you were going into the Marines)First of all, forget studying anything but what they want you to study at the very least until you get to your first duty station. Learn what they want you to learn in the meantime and use any spare time you have (there will be precious little of it) to catch up on sack time and call your folks. Trust me, I was Air Force, and even we didn't have all that much spare time in tech school. It wasn't until I got to my first (and incidentally only) duty station that I had any time to myself whatsoever that wasn't taken up ironing uniforms, shining boots or some other chore that needed doing.That being said, I'd wait until you're in a position where you have the spare time to bother buying any books. You'll have at least a couple of days/weeks after AIT before they ship your butt to the sandbox. Ask again then. *grin*
Game assets in an online world
General and Gameplay Programming;Programming
I'm creating an online game and am at the point of deciding how to keep the game's graphics n such so that people don't modify them to get an unfair advantage.What I was thinking is use PhysFS to store the assets in zip files. When the client connects to the server, it sends the MD5 hash of the zip files to make sure they haven't been tampered with. This is, I think, how the Quake engine does it. But, my only concern is, isn't it easy just to send the hash from another program to trick the server into thinking the client has valid files when infact they've been modified?One problem I see is if there is an update to one file, the entire archive has to be updated instead of the one single file. Could I hash the data directory instead of archives? I'm not too worried about people stealing my assets...I don't have a lawyer to do anything about it if they do.
Since you aren't too worried about it there are a couple of relatively easy things you could do with your files. In the end though if someone really wanted to get to the data then they could.1. Just rename the file extension of your zip files to whatever you want like a .stf for stormtrooper format lol, this will keep the computer illiterate out of your assets which by and far is most people.2. Encrypt all of your files, this has the downside that when you load anything you are going to have to spend the time to decrypt the file.3. Create your own binary file format!4. Speaking of Quake I belive there are acctually tools out there for creating your own .pak files if you want.Thats just off the top of my head and I'm not the most qualified person to answer your question. I do believe that the first suggestion will keep most people from snooping though. ; Cannot be done. Period. Accept that, and stop wasting time on a non-issue.The easiest way to bypass each and every test is to simply put a proxy OGL or DX DLL on the system, and modify the textures as they get sent to the graphics card. The tools for these are available, some of them might be even open source.See "analog hole", and movie industry's multi-billion dollar investment into trying to unsuccessfully solve this problem. Unless you have dedicated and secure hardware, it cannot be done. On secure hardware, the task becomes just a bit harder, but again, not impossible.As an example, in a FPS type of game, the easiest way to cheat like this, is to make wall textures semi transparent (add 50% alpha to them), and to emphasize character textures by painting them red. In addition, you do not execute fog commands. Presto, nowhere to hide, and every player sticks out like a sore thumb. There's videos on youtube showing how this works. Non-intrusive, doesn't require programming, cannot be detected, takes some 10-20 minutes and requires an application the can edit DX textures..Other example, footsteps got modded so that they are much louder and more distinct - this way, cloaked/invisible players were given away from a mile.Last vector of attack is the packet stream. Wireshark/ethereal can snoop for data that gets sent, and could provide an external map or similar information. Again, non-intrusive, undetectable and effective.The only way to secure an online game, is to limit the data the client has at any given time to bare minimum. Once you do sent the data, you've lost control over it. ; I know its impossible to completely prevent it from happening...but I can at least try to discourage the 95% of my audience that probably won't hack if it requires more work than just digging into the game's directory.My game is 2D...so changing the graphics probably isn't big enough deal anyway. No possibility of seeing through walls or need to make player's more obvious. ; Don't bother. Even if 95% of the people who want to hack your game assets will stop as soon as they realize it's not trivial, the other 5% will not stop. Of those 5%, if even one figures it out, there's a good chance he'll make the hack available to everyone on the net, thus providing a hack to 100% of the people who want it. The answer, as Antheus already posted, is to design your game in such a way that information the client shouldn't have (such as who's behind that wall) isn't sent to them until it's absolutely necessary. ; The main thing to do is to verify all client actions on the server, and don't send any unnecessary data back to the client. That is write the server as if anyone could write their own client to play the game (which they can by reverse engineering your client).You could also encrypt / compress / checksum the game data files and communications to make it a bit harder for a casual user to modify them then as well, but it won't fix the real problem.The other option is to go the other way, and make it easy for anyone to replace the graphics, and maybe even encourage them to do so. Is it going to make that much difference to the gameplay if they do?
Read only public members of class.
General and Gameplay Programming;Programming
I wonder if this is a good alternative to using get/set methods. I'm currently writing a class to do explosions, which has quite a lot of variables which need to be read by other classes within different subsystems.Suppose I was to do this:class roFloat{private: float value; bool locked;public: roFloat(){unlock()}; roFloat(float V){value=V; lock();}; void lock(); void unlock();};//overloaded operators for read access: always workroFloat operator== ...roFloat operator+ ...roFloat operator- ...//overloaded operators for write access: only work if instance is unlocked.roFloat operator= ----throw assertion to warn programmerroFloat operator+= ----throw assertion to warn programmer...etc.Is there a commonly accepted alternative to doing this? I've certainly never seen anything like it.[edit] Oh, and don't worry, I'm wearing my bullet proof shoes. [lol][Edited by - shotgunnutter on December 30, 2007 3:48:33 PM]
class Test{ private: int member; public: const int& public_member; Test() : public_member(member) {}};;Quote:Original post by hydroo *** Source Snippet Removed ***That implementation still adds an extra member variable. I'm looking to avoid something like this:class explosion{ private: float age float force_distribution_matrix[3][3][3]; float force; float radius; float force_left; float temperature; ...plus some physics engine specific objects public: float get_age(); float * get_force_distribution_matrix(); float get_force(); float get_radius; float get_energy_left(); float get_temperature();};instead having something like this:class explosion{private:public: roMember<float>age; roMember<float>force; roMember<float> * force_distribution_matrix; ...};so that the first time a public member is set, it then locks. Take the force distribution matrix, for example, in the constructor:force_distro_matrix[0][0][0]=some_value;force_distro_matrix[1][0][0]=some_value;force_distro_matrix[2][0][0]=some_value;force_distro_matrix[3][0][0]=some_value;then, the AI, the Collision system, the game logic, and the renderer are all able to access the force distrobutiuon matrix by direct naming. Anybody subsequently abusing the system, and trying to edit the public members, would get a failed assertion.The question, basically, is would this implementation be a bad idea? I don't have any professional c++ experience to apply here.[Edited by - shotgunnutter on December 30, 2007 4:04:34 PM]; You could also make those functions friend of your class.Or make them public? I mean, if you look for a way to read and write the variables without getters/setters, they'll become public anyway, or else you can make only that what's allowed to read/write friend.Or make something like this?class Foo{ private: int bar; public: const int& getBar() const { return bar; }};Edit: after the other reply from shotgunnutter in the middle it seems that I answered something wrong.Did you just answer your own question with the part under "instead having something like this"? Give your templated ro's the necessary operator=, operator float(), etc..., and you can get the behaviour you want? ;Quote:Original post by LodeYou could also make those functions friend of your class.Or make them public? I mean, if you look for a way to read and write the variables without getters/setters, they'll become public anyway, or else you can make only that what's allowed to read/write friend.Or make something like this?*** Source Snippet Removed ***hmm. My concern here is reducing the conceptual overhead. the longer I think about simulating an explosion, the more private members I come up with. Your method in fact has three members for each method. Since the current class, which I will use for testing the principles of the force distribution matrix, has 13 member variables, not to mention the 21 within in the distribution matrix, that means 39 members!;Quote:Original post by Lode...Edit: after the other reply from shotgunnutter in the middle it seems that I answered something wrong.Did you just answer your own question with the part under "instead having something like this"? Give your templated ro's the necessary operator=, operator float(), etc..., and you can get the behaviour you want?no, I'm considering that, I was asking *if* that would be a good alternative to having getters for each and keeping them private. Just to clarify. This could be another example of shooting oneself in the lower leg.; Well, personally I like the approach with the templates, it avoids a lot of code duplication, but maybe that's just me. I think it's maintainable (putting all the logic concerning the read/write stuff in 1 place in the template class), readable, and avoids code duplication so... why not? :)What you could do extra is put all the roMember<float>'s in a struct ExplosionData and then in your class make 1 getter to get the struct. That is, if you want to avoid having public data members in classes (in a struct that serves only to collect data it's more commonly accepted to have public data). ;Quote:Original post by LodeWell, personally I like the approach with the templates, it avoids a lot of code duplication, but maybe that's just me. I think it's maintainable (putting all the logic concerning the read/write stuff in 1 place in the template class), readable, and avoids code duplication so... why not? :)What you could do extra is put all the roMember<float>'s in a struct ExplosionData and then in your class make 1 getter to get the struct. That is, if you want to avoid having public data members in classes (in a struct that serves only to collect data it's more commonly accepted to have public data).OK. Due to this discussion I have decided to try it by the method in my second post. I'll finish the whole thing in a couple of hours and post the implementation back.Thanks for the advice.; I would prefer to implement such classes by (for example) moving explosion's behaviour into the explosion class such that clients do not need to get and set variables but rather ask explosion instances to do things:class explosion{ private: /* stuff */ public: void update(std::clock_t time_delta); void affect(thing & thing) const;};Σnigma ;Quote:Original post by EnigmaI would prefer to implement such classes by (for example) moving explosion's behaviour into the explosion class such that clients do not need to get and set variables but rather ask explosion instances to do thingsQuoted for extreme emphasis.
boost::any return its own type
General and Gameplay Programming;Programming
i would like to replace this:if(pAny.type() == typeid(bool))return SetValue(boost::any_cast<bool&>(pAny));with something like thisSetValue(boost::any_cast<pAny.type()&>(pAny)); // Which doesnt workis there anyway to get any_cast to return the type specified by type()?
Nope; any_cast is a templated function. The types must be known at compile time. If the collection of types you wanted to cast were all derived from some base, you could do some runtime factory-like indirection and save yourself some typing, but in that situation you probably wouldn't be using boost::any to begin with, and it's just a convient abstraction anyway. Templates are compile-time creatures. ;template < class F > class AnyFunction;template < typename R, typename T0 >class AnyFunction< R (T0) > // 1 parameter, 1 return value, non-cost specialization{public:template < R (*f)(T0) >struct F {R operator()( boost::any & p1 ) { return f( boost::any_cast<T0>(p1) );}};};int SetValue( bool b ) <--- real function{ ...}AnyFunction< int (bool) >::F<&SetValue> SetValue;...boost::any a1(42);boost::any a2(true);boost::any a3("Hello World");try { SetValue( a1 ); SetValue( a2 ); SetValue( a3 ); } catch (boost::bad_any_cast &e) { std::cout << e.what() << std::endl;}Edit: replaced with completely compile-time binding.[Edited by - Antheus on January 2, 2008 11:38:53 AM]
Direct Input "grave" key question
Graphics and GPU Programming;Programming
Hello,I have a problem reading the "accent grave" key, on some UK keyboard, under Windows Vista. (I think it works in XP).It just not reports when pressed. I use DirectInput and the key's DIK code.DIK_GRAVE 0x29 /* accent grave */On my US layout keyboard this key is top-left, under the Escape key.And it also has ~ symbol (using shift). I understand this ~ symbol is on another key on the UK keyboard.Anyway the 0x29 code does not read neither for ` nor for ~ keys on the UK keyboard under Vista, on two computers.Any idea, except providing an additional key for my in-game console?Thanks!
Any idea, except providing an additional key for my in-game console?Drop direct input for mouse or keyboard and insread use keydown/up or wm_input messages.Place a link to Evil Steve's one of a million posts on this subject here --->
Profitability & Demographics of XBLA and PSN Downloadable Games
Games Business and Law;Business
Looking for a place to start out several years from now. I'm currently gathering information in demographics and the profitably of indie games on XBLA & PSN. From looking at the outside of all the things, only major titles from corporations seem to sell really well in these systems compared to indie games. Unfortunately I can't seem to find any information splitting the statistics down to genres and demographics. There doesn't seem to be any information on what genres seem to be bought the most out of these systems as information of this type isn't released by both console makers. Does anyone have any articles related to the matter?
Microsoft currently does not make XBLA demographics available to developers. It's unknown even how and what they track. At the Montreal International Games Summit this past November, Jim Sink from MS said that they're looking to make demographics available at some point. So gathering XBLA stuff might be tough at this time. ; That's two questions.1. Profitability: You won't get rich from one XBLA game. But what you could get is noticed, and maybe work offers.2. Demographics: Surely the demographics vary depending on the game. A remake of a simple old arcade game is going to get one audience. A hip new game with a unique thought-provoking game mechanic rather than just running, jumping, and shooting is going to get an entirely different audience. So you're gonna have to narrow the question down if you want to get a better answer. ;Quote:Original post by tsloperThat's two questions.1. Profitability: You won't get rich from one XBLA game. But what you could get is noticed, and maybe work offers.2. Demographics: Surely the demographics vary depending on the game. A remake of a simple old arcade game is going to get one audience. A hip new game with a unique thought-provoking game mechanic rather than just running, jumping, and shooting is going to get an entirely different audience. So you're gonna have to narrow the question down if you want to get a better answer.Technically I'm requesting both. What I meant to say was the profitability of games through demographics in genres. It's a guarantee that some genres will sell better than others, regardless of the game's nostalgic value or not. What I was hoping to find was the sales of the games themselves, then splintering that list down to specific genres. ; This information is not public but if you are interested in an educated guess you can read this article:http://randomlygenerated.blogspot.com/2006/08/numbers-behind-live-arcade.html; I am working on several XBLA titles and can confirm the above - Microsoft only tell developers the sales of their own titles and those developers are bound by NDA not to release the info publicly. Martin Brown from Team 17 got a bit of a telling off from MS after he stood up at an industry event and mentioned sales figures for worms on XBLA.One other issue of importance. An indy game can make a profit on low sales if the development cost is low or not if they are too high. So, just knowing the sales figures isn't enough. You would need to know the budget. A high budget game might sell more due to better production values but still might not make a profit compared to a "worse" but cheaper to develop game.Quote:Original post by ElectricVoodooThis information is not public but if you are interested in an educated guess you can read this article:http://randomlygenerated.blogspot.com/2006/08/numbers-behind-live-arcade.htmlOne thing I can say is that the the assumptions made at this site are wrong. The numbers used do not equate to sales and thus don't give any indication of revenue earned. Can't go into details as the source of this info is MS and the details are thus covered by one of the many NDAs I have signed.[Edited by - Obscure on January 2, 2008 1:19:49 PM]
Established in-development online project needs 3D artists and writers
Old Archive;Archive
Team name:Solid Stage (http://www.solidstage.com/)Project name:Deep Transit (working title)Brief description:We've been at work for a couple of months, and we've come a long way. We have large parts of the core technology we'll need complete (thanks in no small part to all of the open source libraries we've been taking advantage of). It's time for us to start thinking about the game world we want to create... which is where you, our potential new 3D artists and writers, come in!Deep Transit is a fast-paced, exciting "future fantasy" game--it's a "science fiction" setting combined with elements more typical of fantasy worlds. (Gods? Magic? Check, check.) Our game world's gods are inspired by the Greek pantheon--they're very real, although they are often content to lean gently upon the mortal world instead of becoming directly involved, and they are rarely amenable to the needs or demands of mortals. We need writers to help our game world's mythos come alive!At the simplest level, players control spaceships which they are free to outfit as they see fit. Different sensor packages and weapons systems give players different tactical options; we hope to make our game deep and thought-provoking as well as merely exciting. We need 3D artists to help design the various spaceships, weapons, deep-space creatures, and whatever else might be wandering around the depths of space...Target aim:Commercial, self-published. We're aiming to make all of our revenue through providing the game service, and we're not exploring a retail publishing agreement. Right now we're considering (and planning for) a subscription-based revenue model and/or a cash-for-goods revenue model.Compensation:We're looking to add team members, who (after a mandatory 'trial period' as an associate team member, to make sure that you work well with us), will be expected to sign on the dotted line and will then receive some portion of potential future profit.Technology:On the client, we are primarily developing for Windows, but are deliberately choosing libraries that are cross-platform wherever possible, and intend to begin maintaining a MacOS X and/or Linux client once the client engine becomes more stable. Right now, we're using Irrlicht as our graphics library, OpenAL as our audio library, Python as our scripting library, and a custom-designed and written system that we call our 'simulation dynamics engine' that handles the functions of a physics library and a network library all rolled into one, online-game-friendly package.On the server side, we use mostly the same basic libraries, except that we obviously don't need Irrlicht or OpenAL, and that we use Stackless Python for microthreading instead of just vanilla Python. We also use a custom-designed and written system to handle load distribution across world servers.Talent needed:Writers* To write backstory.* To develop the feel of and legends behind the world!* To plan out (and then help run!) quests, plot arcs, and world events.3D artists* To design and produce models of spaceships...* ...and weapons...* ...and creatures of the deep...* ...and whatever else might be called for!Team structure:I'm our lead developer, and the project lead. I'm the primary developer for the client engine and for the various server mechanisms the project requires.We have an audio artist, who is working his black magic to get us a score, sound effects, and some voice work.We also have another member who will do some light development work, but is primarily a game designer and content developer.As you can see, we're hurting for... 3D artists, especially, and writers too! So... here we are, looking.Website:Solid Stage - Absolutely nothing there for the public. Apologies.Deep Transit - Again, not a whole lot there. Quite a bit of the information on the public part of the site is out of date. Feel free to create an account and say hello on our forums if you'd like to--we actually do visit them compulsively, but we do most (all?) of our work in private forums.Contacts:(In descending order of preference...)- By posting on the DeepTransit.com forums- By sending mail to [email protected] By reply or PM herePrevious Work by Team:I have experience on a few less ambitious indie projects, and a good deal of academic experience; the rest of our team is fairly new to game development, but are experienced as an audio designer and software developer, respectively.Feedback:Any feedback is welcome.
I sent you a pm regarding the writing position.
syntax error 'return' - c++
For Beginners
The compiler's having new year fun with me right?std::string Order::getPaymentsSaveString(void){std::string outString;std::ostringstream oss;outString = "";ListOfPayments::iterator paymentIter = paymentList.begin();while (paymentIter != paymentList.end()){outString.append((*paymentIter)->getSaveString());}paymentIter++;if (paymentIter == paymentList.end()){outString.append("\n");}else {outString.append(" ");}}return outString;}gives error C2059: syntax error : 'return' on the return at the bottom of the function.Have the machines finally turned against me, or is it my mind?
You have too many closing braces, the return is actually outside of the method's body!..std::string Order::getPaymentsSaveString(void){std::string outString;std::ostringstream oss;outString = "";ListOfPayments::iterator paymentIter = paymentList.begin();while (paymentIter != paymentList.end()){outString.append((*paymentIter)->getSaveString());} // <<<<<<<<<<<<<<< Delete this brace <<<<<<<<<<<<<<<paymentIter++;if (paymentIter == paymentList.end()){outString.append("\n");}else {outString.append(" ");}}return outString;};// In C++ we typically leave out the 'void' when the argument list// is empty - just write getPaymentsSaveString()std::string Order::getPaymentsSaveString(void){std::string outString;std::ostringstream oss; // This line is unnecessary (the string constructor leaves the string // 'empty' by default)outString = "";ListOfPayments::iterator paymentIter = paymentList.begin();while (paymentIter != paymentList.end()){outString.append((*paymentIter)->getSaveString()); // Errant bracket here (most likely the cause of the error)}paymentIter++;if (paymentIter == paymentList.end()){outString.append("\n");}else {outString.append(" ");}}return outString;}; Thanks both.It never ceases to amaze me how easy it is to spot errors like that in the code of others, yet the huge amount of time it takes to find these things in one's own code... ; Consistent formatting ftw. No, seriously. You have a mix of K&R and Block style indentation and bracing. That's a recipe for trouble. Stay consistent. ; A simple change to your algorithm enables a much cleaner expression of it:std::string Order::getPaymentsSaveString() {std::string outString;// Instead of checking for the last item, we'll just handle all items,// and then *replace* the last space with a return.for (ListOfPayments::iterator paymentIter = paymentList.begin();paymentIter != paymentList.end();++paymentIter) {// operator overloading FTWoutString += (*paymentIter)->getSaveString() + " ";}outString[outString.length() - 1] = '\n';return outString;}
need an intelligent scale
General and Gameplay Programming;Programming
Two pictures to show what I am sitting in front of:- 0.372 and 0.373 have multiple lines- The numbers are a bit too close to each other- one doesn't need hours, minutes and seconds when viewing weeksSince making a halfway intelligent scale is a generic problem I hope that someone can point me to material covering this topic.thanks in advance.
Sorry, I'm not sure if I understand your problem.If they are too close, then why not just show the week number (20w, 40w, 60w...)? If you have multiple of the same number, then just go down another order of magnitude (0.3721, 0.3722, 0.3723...); Yes you are totally right. It's just two examples of how not doing it.The problem is that I have to invent something, which I think might be already invented because this is a common problem. ; Are the time ranges arbitrary? Why would you have to create the scale dynamically instead of just choosing a scale based on the amount of time in the range?If time range > 2 weeks: use weeksIt time range > 2 days: use daysIf time range > 2 hours: use hoursetc... ; I think here you could write a specific hard coded solution in a fraction of the time spent just thinking of a generic solution. (i.e. use tstrimp's solution)If ever you will meet a second problem with similar inputs/outputs you could think of refactoring your specifics to a more generic solution.If you want a custom solution that is not hard coded, you can use an array of value ranges and the proper resolution for each range. ;Quote:Original post by tstrimpAre the time ranges arbitrary? Why would you have to create the scale dynamically instead of just choosing a scale based on the amount of time in the range?If time range > 2 weeks: use weeksIt time range > 2 days: use daysIf time range > 2 hours: use hoursetc...They are in fact arbitrarily. (Because the user can zoom in and out as he wishes)Ranging from nanoseconds to weeks.And it needs to handle ticks too, not only time.The more interesting part is of course sub hours. ; To address the dynamic part: Why not measure the string that is being displayed? When it is to big scale up. ;Quote:Original post by tstrimpIf time range > 2 weeks: use weeksIt time range > 2 days: use daysIf time range > 2 hours: use hoursetc...Is a good idea. You could save yourself some if-statements by taking a base-10 logarithm when things get into the decimal range (below 1s).A slightly easier-to-maintain, if less efficient, alternative would be to determine the weeks, days, hours etc. as separate numerical values, then combine the first one or two non-zero sub-units into the string. Depending on your ideal output, this may also require separate treatment in the sub-second range, so it may not be worth the effort.
audio driver connects to internet. is this a virus?
GDNet Lounge;Community
hi all .may be some of you knows why this happens.after i install my audio driver one of svchost.exe's connects to internet and sends/reads some data .but why .?sometimes when i disable some services whic i dont need it stops.or when i kill svchost which hosts that driver service.ara anyone know a way to know which application/service reads/writes/send/receives some data via my hd and net.?its asus ac97 driver /2003.thanks.
My guess is that svchost is connecting to Windows Update to check if there is an update to the driver or system with the new driver installed. However, maybe you want to try packet sniffing to figure it out? If you can tell that svchost is sending and receiving data, it shouldn't be much more difficult to dump the packets being sent and received.Hope that helps,Aviosity
What books did developer read for game development in the 1990s?
For Beginners
I want to make a game But I wonder how game developers worked in the 1990s, how they made games, how they learning before the Internet became as widespread as it is today. etc.how do they know how to build game mechanics as character ability power up system?how they know to reverse engineering game competitor company.what book I should read?
As far as I know (not being a programmer myself), books on the subject started appearing in the early 2000s. Up to that point, it was “learn by doing” and tips from one another. ;The first book that came to mind was Tricks of the Game-Programming Gurus: Lamothe, Andre, Ratcliff, John, Tyler, Denise: 9780672305078: Amazon.com: Books, which was geared toward beginners/students/amateurs. There were others, but that's the best selling pre-2000. After that point in time, game development became a hot topic in the book publishing world. Even GameDev.net has a series - Beginning Game Programming: A GameDev.net Collection (Course Technology Cengage Learning): 9781598638059: Computer Science Books @ Amazon.com.Otherwise, in the professional realm a lot was “learn by doing” as Tom said, or through word of mouth on early Usenet/IRC/websites (pre-GameDev.net in 1999 - see About GameDev.net). ;Computers in that era didn't have an OS like we have today. The machine booted, and you were dropped in a command shell or in an interactive BASIC interpreter. You basically programmed directly at the metal. Video memory was directly accessible, by writing in a known address range you could make pixels appear at the screen in various colors. The “OS” had a corner in the memory too for its data, but nothing prevented you from poking around there. Lua, Python, C#, C++ didn't exist, ANSI-C was just invented (K&R book about that was in 1989 iirc). Assembly language of course did exist (with books) and was used.Monthly computer magazines were published for all types of home computers. Tips and tricks were exchanged in that way, also program listings were printed in those magazines that you could then enter at your own computer. Studying those listings, and trying things for yourself is how you learned. There was also technical documentation about the computer.If you want to enjoy that stuff, today there is a retro-computing movement, that lives in that era, except with slight more modern hardware but still no OS, etc.;Alberth said:Computers in that era didn't have an OS like we have today.In the 1990s there was MSDOS, Several versions of Windows, and of MacOS. And that's not all the operating systems of the nineties, most likely.Like Linux, for instance.;Tom Sloper said:Alberth said:Computers in that era didn't have an OS like we have today.In the 1990s there was MSDOS, Several versions of Windows, and of MacOS. And that's not all the operating systems of the nineties, most likely.Like Linux, for instance.Yep. There were things like Windows 95, Win 98, and at the time I was still using a Commodore Amiga (AmigaOS) .To deal with the original question “what game dev books was I reading in the 90s?” Back in that era, one of my favorites was : The Black Art of 3D Game Programming by André LaMothe. ;Abrash was the guy who did the Windows NT graphics subsystem and worked on Quake.https://www.drdobbs.com/parallel/graphics-programming-black-book/184404919 ;There are a couple of" history of video games" books, that track the rise of the medium and genre.Just google for them. ;GeneralJist said:There are a couple of" history of video games" booksThat's not what the OP is looking for.;Thanks all
Choosing a career in AI programmer?
Games Career Development;Business
Hello everyone, my name is Ramon Diaz; I am currently studying Game development and programming at SNHU. I have taken the initiative to learn about a professional career in AI programming. I have a lot of gaps in my development in the short term. I have blueprint experience with AI but not enough to choose a career in this profession. I would like to know how I can be competitive leaving the university in 5 months after finishing my studies. I am looking for knowledge from all of you who have been in the industry for years.
Entry level? Know your algorithms, it will help you at interviews. If you have made demos it can help you get jobs, but the market is wide open right now and should be relatively easy to find work for the foreseeable future. Overall, it reads like you are on the right path. When you graduate and start looking for work, be open to any positions rather than just an AI specialty. Once you have a job it is easier to transition into whatever specialty you prefer.;Thank you. ;I would like to know how I can be competitive leaving the university in 5 months after finishing my studies.Talk about last minute. Create AI projects? Or A game with character behaviors? Pathfinding examples. Crowd movements. Anything really. Learn how navigation meshes work.;@dpadam450 Character Behavior is what I doing in the project at this moment. Everything related to AI programming.;@dpadam450 Is it the same when learning C++ in AI as visual scripting Blueprint? If I were to make a demo, what kind of programming should I focus on my attention? ;@frob It is important to have a portfolio? ;Not for programming. You will need to show you know how to do the work, but it is usually some interview questions and writing some code of their choice. If you have something you want to share with them, you can do it if you want. Having done fancy demos can sometimes help get interviews, and can help show your interest and abilities, but it is generally not needed. It does not hurt, unless you do it badly and therefore becomes a cautionary warning. Build it if you want. I have interviewed and hired bunches of programmers without portfolios. ;I'm studying AI at the moment, in terms of statistical learning. I've learned so much about AI over the past few weeks. Check out: https://hastie.su.domains/ISLR2/ISLRv2_website.pdf​andMachine Learning with R: Expert techniques for predictive modeling, 3rd Edition
Newbie desperate for advice!
Games Business and Law;Business
Hi allI'm new to the game development community and need some advice.I've created 2 educational games with a simple idea but are sufficiently challenging for all ages. These could be played on pcs or phones.Is it worth patenting any parts of the games?What would be the best way to monetize?How should I market the games?
hendrix7 said:I'm new to the game development communityReally? Your profile shows that you've been a member here since 2004, and your last activity was in 2007, asking about raycasting.hendrix7 said:Is it worth patenting any parts of the games?Probably not. Expensive and there will be hurdles, and possible lawsuits after the patent is granted (if it is).hendrix7 said:What would be the best way to monetize? How should I market the games?There are several threads here in the Business and Law forum about that. While you wait for more replies from the community, you can read up on those previous answers to those questions. Mainly, “you should have thought about that before you finished your games.” (You wouldn't be “desperate” now.) Good luck with your sales!;@hendrix7 Filing for a patent can be expensive, and you need to document the solution and how it separates from anything else. I have developed software that solved problems in a way that no other software does, but there is only a very small portion of that that can actually be patented. Even though you can file an application yourself, I would recommend hiring an experienced IP attorney. This too is very expensive, though, so you are best off doing this if this idea can provide millions in income. If it can't, then it's actually not that harmful if anybody copies it.You could look at registering trademarks, design and other parts of the games. This is cheaper, but it will protect you brand more than your idea or solution.Again, if this is something that could turn a real profit, it might be worth looking into. If not, it's a very costly waste of time.As for marketing - my day job is actually creating videos and commercials etc., so naturally that's the first thing that comes to mind.Make videos for social media or other platforms where your target audience is likely to see it. Oh, and you need to define a target audience. Know where they are, what they respond to, what their struggles are and how your product will solve their problems, enhance their life experience or in other ways contribute positively to their life.There are several other ways to do this, but the list exceeds my level of expertise in the area.;patenting is costly, and time intensive. As said above, it depends on a lot if it's worth it. ;@hendrix7 Nothing is worth patenting unless you're willing and able to defend your patent. There is no patent police; you're responsible for finding and prosecuting infrigement.What you're patenting has to be novel and non-obvious to a person skilled in the art. You called your idea ‘simple’ which makes me wonder if it's obvious or already in use.;@Tom Sloper Thanks TomI have been programming for a while but not games until now.Thanks for getting back and your advice, particularly patents.;@scott8 Thanks for your reply.I see. The play of the game utilises basic maths skills so I'm guessing it'll be difficult to identify anything that's unique. I suppose, in a similar way, it would be difficult to patent something like ‘Wordle’. Am I right?
Hi I'm new. Unreal best option ?
For Beginners
Hallo everyone. My name is BBCblkn and I'm new on this forum. Nice to virtually meet you 🙂. One of my biggest dreams is to make my own videogame. I love writing design as in text on how my dream game would be. Now I got no skills to create it. But who knows what life will bring. Is Unreal the best program to have fun with an experience ? Obviously I prefer a simple but capable program. Not pre designed auto drop. Why not install Unreal and roam into it and see if anything happens.My favorite games are in the genre of Fantasy, usually stone age with magic. Dota, Homm, Diablo and the odd one out is the genius Starcraft 1. But I played plenty of different games, especially when I way younger. I don't game currently at all but designing gets my creative juices flowing and is so inspiring and fun. Thanks for having me guys
BBCblkn said:My name is BBCblknI am truly sorry for you. Even Elons daughter has a better name than that.BBCblkn said:Is Unreal the best program to have fun with an experience ?Give it a try, but it's not meant for total beginners.Starting small always is a good idea. 2D is easier than 3D. You could try GameMaker, learn some programming language, learn some math, move on to more advanced engines like UE or Unity… ;There's honestly no perfect program for beginners. If I had to compare Unreal though at my skill level, I would probably pick Unity. However, It really comes down to your needs, and how much programming you want to learn. Furthermore, I would also keep in mind other engines.;@BBCblkn I'd recommend Gamemaker studio 2 as a first engine. It's easy to learn and I haven't had a problem making my game ideas in it yet.There are some good tutorials on YouTube to follow to learn it. Do note you'll be limited to 2D games with GMS2.Bit late to the post, but I hope it helps;gamechfo said:Bit late to the postTwo months late. Always consider whether you honestly believe that a question asked long in the past is still awaiting an answer. Thread locked.
How to publish a book?
GDNet Lounge;Community
Hello, So, over the holidays I finished my 1st book. Do any of yall writer types know where I can find:an editorpublisherIt's like 99% done, just need to know what to do next. Also, it's cross genre, so it doesn't necessarily fit the standard model.
You've given nowhere near enough information to get a final answer, but I can suggest next steps for you. (For background, I've worked as an author, co-author, editor, and ghostwriter on 9 books so far.)Publishing is a business deal. You need to figure out what business services you need.Do you even need a publisher? Do you need a distributor? You already mention needing an editor. Do you need marketing? Do you need retail agreements? Digital or physical? If physical, POD or offset, how many each of hard or soft, what size of print run can you afford? What business services do you need? Publishers have an awful lot of potential features of what they can provide and what those services cost.Once you know the list of services you actually need, your favorite bookstore will have books that have listings of all the major publishers and hundreds of minor publishers, along with the services they provide and the specialties they work with. Work through the listings methodically, and talk to them all until you've got a deal. You'll also want to start shopping around for a lawyer at that point, both because they have connections and because they'll be working with the contracts you'll be signing.Once you know what you need and have talked with your lawyer the first few times, you will be ready to start shopping around. It's far better if you have more money and are using the publisher as a paid service. That is, you pay them for the services they provide up front. It will cost you many thousand dollars but you'll require far fewer sales to reach profitability. It can be better to do an online plus POD service starting out if you're self funded. If they need to front any of the money there will be two phases to the deal, one phase before it's profitable and another after a threshold is reached and it's profitable. The exact terms will depend on your needs and the services they'll be providing. Before you sign with anyone, you'll need to work back and forth more than once with your lawyer to help you negotiate what's fair in the agreement. Good lawyers understand the costs of the various services and can help you get fair rates.Just like publishing games, the more you need from them the harder your pitch becomes. If you need a lot of services the more it will cost you. If you're looking for them to invest in you, front you money, and pay for the books, don't expect a lot of money from the deal, and in addition your pitch needs to be amazing and you'll be rejected many times. If you've got the money to self-publish and are only looking for retail agreements that's rather easy. ;hmmmWell Self publish might work too. I'm looking for:an editor publishing distribution for ebookNo hard cover or physical book planned at this timemaking cover art. Future Audio book production. I think that's it. I'd be willing to do physical print if needed, but I don't really want to pay for that at this time. frob said:You've given nowhere near enough information to get a final answer The issue is I don't know what questions or criteria I should be asking or looking for. ;Have you considered publishing with Packt?https://www.packtpub.com/;GeneralJist said:2. publishing distribution for ebook 3. No hard cover or physical book planned at this timeFor distribution of an ebook there are plenty of options. Amazon is the biggest with kindle direct publishing requiring little more than an html file and an image for the title. If you are comfortable with software tools you can use that same document to build/compile every other format out there. You're on the hook for everything else with the business if you go that route, but it can work well if you are marketing through your own channels.There are many ebook publishers out there targeting specific platforms and specific readers or specific genres. I mentioned publisher lists, they also include electronic-only publishers. Understand the tools they use against piracy are also helpful since otherwise anybody with access to the file can make unlimited copies.Be careful of contracts, you almost certainly want something that has a non-exclusive agreement since you've done all the work yourself already. If a publisher wants an exclusive deal they need to be putting quite a lot on the negotiating table.GeneralJist said:4. making cover art.Find an artist with the style you like and contact them. Often it's in the range of a couple hundred bucks, especially for ‘unknown’ artists when they're starting with something that wouldn't have seen the light of day otherwise. Artist friends are best, and asking around at local art schools is inexpensive.GeneralJist said:5. Future Audio book production.If you don't need it now, it's something easily done later.GeneralJist said:1. an editorThis one is the most difficult. Skilled editors are amazing. If you go with a publishing house they'll provide professional editors, at professional rates. ;taby said:Have you considered publishing with Packt?https://www.packtpub.com/hmmm 1st time hearing of them.Looks like they are more of an educational option?My book is a mix of mental health journey auto bio, and Sci Fi elements. It's not really a standard “how to” for game dev. ;so I just heard back from my 1st publisher submission.https://triggerhub.org/​And they essentially say they be willing to look at it deeper, and have extensive edits to focus on the mental health angle. but they would want me to cut a lot. From what they are hinting at, It sounds like they want to cut a lot of the Game dev and gaming journey, as they are a publisher focused on mental health.So, now I need to decide what to do.I sent them back an email saying I'm open to continued dialogue.Without knowing exactly what they want to cut, and edit, I don't know how to proceed.Also, would it be better to hold out, and find a publisher that is willing to accept most of the game dev journey, as I'm looking for a continued publisher to work with, aka accept most of the book as is. Any advice would be helpful.Thanks yall. ;GeneralJist said:Any advice would be helpful.Look into your own mind and heart.;hmmmok,So I've submitted to a few other places.We shall see.I submitted to this place called author House, and they got back to me really quick, but it looks like they want me to pay a couple thousand for a package:https://www.authorhouse.com/en/catalog/black-and-white-packages​I personally find that a bit frustrating.I mean, really, I wrote the book, I thought traditional publishers get paid from a % of sales?@frobWhat do you think?Is the above package a good deal?I was also a little put off, as it seems the person who called me didn't even read anything about my book, and asked me “so what's your book about?"beyond the above, how does this usually work? Edit: so, after a bit of basic research, it seems the above organization is a bit scamy. The hunt continues. ;You're unlikely to get a publisher deal, where the publisher pays you an advance and distributes your book to retail outlets.You'll have to self-publish, meaning you have to bear all the costs for printing, and nobody will distribute it for you. https://en.wikipedia.org/wiki/Vanity_press​
First-person terrain navigation frustum clipping problem
General and Gameplay Programming;Programming
I am trying to develop first-person terrain navigation. I am able to read a terrain and render it as well as to move around the terrain by interpolating the location of the camera every time I move around. The main problem I have is that depending on the terrain, i.e. moving on a sloping terrain, the near plane clips my view (see below). What is the best way to avoid this? Presumably, I can interpolate the heights for the bottom corners of the near plane … any help would be appreciated.
I believe this can aways be an issue. I mean if you are clipping to a near plane and that plane passes through geometry, it has to do something. That being said you technically don't have to clip to a near plane at all, however many graphics APIs require it. Another other thing to consider is once you have collision working, you can put your camera, including your near clipping plane inside a collidable object, for instance a sphere, such that this problem will never occur. If you are eventually going to make this a real first-person game, that should take care of the problem since your camera will be inside the players head. Even in a 3rd person game you can put them inside a floating sphere. ;Gnollrunner said:That being said you technically don't have to clip to a near plane at all, however many graphics APIs require it.The near clip plane is always needed, even if you use a software rasterizer. If you don't do the clipping, vertices would flip behind the camera, causing glitches way worse than what we get from clipping.mllobera said:What is the best way to avoid this? Presumably, I can interpolate the heights for the bottom corners of the near plane … any help would be appreciated.Yes, basically you want to ensure that the camera is in empty space (above the hightmap), not in solid space (below the heightmap).But in general you can not treat the camera as a simple point, because the front clip plane requires a distance larger than zero. So ideally you build a sphere around the camera which bounds the front clip rectangle of the frustum, and then you make sure the sphere is entirely in empty space, for example. In the specific case of your terrain not having too steep slopes however, it should work well enough to sample height below camera, add some ‘character height’, and place the camera there. That's pretty simple and usually good enough for terrain.It's quite a difficult problem mainly for 3rd person games in levels made from architecture. It's difficult to project the camera out of solid space in ways so the motion still feels smooth and predictable.Some games additionally fade out geometry which is too close, attempting to minimize the issue.Imo, the ‘true’ solution to the problem would be to let the clipping happen, but rendering the interior volume of the geometry as sliced by the clipping plane.That's pretty hard with modern rendering, which usually lacks a definition of solid or empty space. But it was easy to do in the days of Doom / Quake software rendering. When i did such engine, it was possible to render clipped solid walls in simple black color. This felt really robust and not glitchy, so while it does not solve all related problems, i wonder why no game ever did this. ;@undefinedJoeJ said:The near clip plane is always needed, even if you use a software rasterizer. If you don't do the clipping, vertices would flip behind the camera, causing glitches way worse than what we get from clipping.You can clip to a pyramid instead of a frustum. I used to do this many years ago on old hardware. So there is no near clipping plane. In fact you don't need a far clipping plane either.Edit: Just wanted to add as far as I know the near and far clipping planes mostly have to do with optimizing your Z resolution. If you are dealing with that in other ways, I think they aren't strictly necessary. I currently don't even deal with the far plane and let LOD solve Z-fighting issues.;Gnollrunner said:You can clip to a pyramid instead of a frustum.I see. You still have front clip. It is a point, formed indirectly as the intersection of the other other frustum planes.I've misunderstood your claim to be ‘you don't need a front clip’. But you didn't say say that. Sorry. But now i'm curious about the experience with z precision you have had. I guess it just worked? Which then would probably mean: All those painful compromises of ‘make front plane distant so you get acceptable depth precision for large scenes’, are a result of a bad convention being used by APIs?Or did you use no z-Buffer? ;@undefined My whole engine is based on aggressive LOD and culling. I don't do projection in the matrix. It's a post step. My Z coordinates are world distances. My current project does have a near clipping plane mainly because DirectX wants one, but it's not that relevant for my application.;Ah, so you use the pyramid for culling only. But for rasterization, the usual front clip plane at some distance i guess.Still an interesting question if ‘some distance’ is really needed, but i guess yes.I did some experiment about point splatting. It uses spherical projection, which is simple than planar projection:auto WorldToScreen = [&](Vec4 w){Vec4 local = camera.inverseWorld * w;if (local[2] < .1f) return (Vec3(-1)); // <- front clip at some distance of 0.1Vec3 screen = (Vec3&)local;screen[2] = length(screen); // if it was zero, i'd get NaN herescreen[0] = (1 + screen[0] / (screen[2] * camera.fov)) / 2;screen[1] = (1 + screen[1] / (screen[2] * camera.fov)) / 2;return screen;}; Planar projection would cause division by zero too, i guess.;Thanks for all your comments! I will need to investigate how to do what Gnollrunner proposed (about putting the camera inside of a sphere). ;This may be obvious, but in case it helps:Let me note that, as a first-person camera may be more likely than a third-person camera to draw very close to geometry, it likely makes some sense to have a smaller near-plane distance for the former than the latter.Now, this only ameliorates the problem, it doesn't remove it entirely: it means that the problem will still appear, but only if the player gets very close indeed to a surface. It's intended to be used in conjunction with one or another means of preventing the camera from approaching quite so near to a surface (such as the sphere-approach mentioned by others above).;Thaumaturge said:This may be obvious, but in case it helps:Let me note that, as a first-person camera may be more likely than a third-person camera to draw very close to geometry, I'm not sure that's so true. I mean in both cases you have to take care of the problem somehow. The case of a first-person camera is a bit easier because it should always be in the collision boundary of the player (sphere(s), ellipsoid, capsule etc.). As along as the near plane is also within that boundary, the problem should never occur. So if you have a 10cm radius sphere and put the camera in the back of it, that gives you maybe a 10 to 15 cm camera to near clipping plane distance to play with depending on the field of view you are going for. With a 3rd person camera, you can also get very close to terrain, in fact your camera can end up within terrain or some object if you don't do anything to solve that problem, and this will happen very often without separate camera collision. One typical way to handle this is just implement your following camera, ignoring terrain considerations. Then to figure out your camera's actual position, project a line back from the head of the avatar to the camera's ostensible position, and see if it intersects anything to get the camera's true position. In reality you should project a cylinder and not a line since your camera will need its own bounding sphere to contain the near clipping plane. In any case this means that as you move around your camera can jump forward to clear terrain and objects. I've seen this in a few MMOs. However, when you leave blocking terrain you have the option of implementing smooth movement back to the cameras desired location. If you want to get really fancy, I guess you could try to predict when your camera will need to jump forward ahead of time and try to do smooth moment forward too. Maybe you can have a second camera bounding sphere which is somewhat larger, that would trigger smooth movement, but I think you would still need a fallback camera jump routine to be safe.
Simple Question (i think)
General and Gameplay Programming;Programming
I've searched but can't determine why the field of view area is not proportional to the screen resolution in Xna. For instance, with a 800x600 screen size the maximum x value is something like 17000.0f making the horizontal amplitude 2x17000 when there should only rightfully be 800 pixels, I don't understand that. How do I calculate the field of view area (exactly)?
You define the field of view yourself when you build the camera matrix. It looks like what you're wondering is why something moves by 17000 units to travel from one side of the window to the other. Correct? It all depends on what field of view you're using and how far away from the camera your object is.Do you need to be using 3D? From the sounds of it you might only need to be working in 2D. What are you trying to do? ; I think you are correct. My camera is positioned 25000 units backward along the z axis and aimed at (0,0,0). I'm making a game of asteroids that I want to be full screen and screen resizeable, which means I have to know the boundaries of the viewable screen area in order to display the score and have objects wrap around the virtual space when they drift off the edges.With my 800x600 screen, if I specify an asteroid to start at 17000.0f it appears along the right edge. If I specify 800 ( the horizontal width in pixels ) it appears in the center of the screen. I just need to be able to calculate the boundaries of the field of view in 3d space. I will be making my game first person in the future which is why I'm sticking with 3d. ; If you're using 3D, then world co-ordinates are often separate from screen co-ordinates. That means, 800 units usually doesn't mean 800 pixels. You need to set it up specifically for that to be true, but my advice is: don't bother.World units should not equal pixels. If they do, it should just be a coincidence. If a world unit equals a pixel, you're going to run into trouble when someone resizes the window. ; Well... I think that's established considering I just said when I draw to (800,0,0) the object appears in the center and when I draw to (17000, 0, 0) it is on the right edge of the screen. I realize the space is different, now what I need elaborating on is: Quote:World units should not equal pixels. If they do, it should just be a coincidence.I want to understand why they "should not equal pixels" so I can calculate exactly where the edges of my screen are in terms of my field of view area. ; Look up the Matrix.CreateOrthographicOffCenter function. Use one of those matrices as your Projection matrix and you should be able to line things up perfectly. ;Quote:Original post by mathman_pir2Well... I think that's established considering I just said when I draw to (800,0,0) the object appears in the center and when I draw to (17000, 0, 0) it is on the right edge of the screen. I realize the space is different, now what I need elaborating on is: Quote:World units should not equal pixels. If they do, it should just be a coincidence.I want to understand why they "should not equal pixels" so I can calculate exactly where the edges of my screen are in terms of my field of view area.World-space units should not be tied to pixels because you'll run into problems, like the situation I mentioned about the resizing of the window. In that case, the number of world-space units is the same, while the number of pixels changes.Instead of trying to find the edge of the screen in pixels, why don't you just define your world so that it's something easier to use? In my 2D game, I have my camera, objects and projection set up so that (1, 1) is the top right hand corner of the screen and (-1, -1) is the bottom left hand corner of the screen. Using some arbitrary numbers like 25000 units for the camera position is bound to give you odd values like 17000 for the edge of the screen, depending on what you set your FOV to. ; I really thought this would be a simple question. With this: CreateOrthographicOffCenter, it looks like I have specify the values by hand which isn't what I want. Although, to be honest, I really don't understand it, so it may or may not be the solution.Having the left side of the screen = -1 and the right side = 1 would be wonderful and all that, but how? It's time to rephrase my question, maybe I've made it seem more complicated than it is...Vector3 cameraPosition = new Vector3(0.0f, 0.0f, GameConstants.CameraHeight);projectionMatrix = Matrix.CreatePerspectiveFieldOfView( MathHelper.ToRadians(45.0f), // the angle of view aspectRatio, GameConstants.CameraHeight - 1000.0f, // the near plane GameConstants.CameraHeight + 1000.0f); // the far plane.viewMatrix = Matrix.CreateLookAt(cameraPosition, Vector3.Zero, Vector3.Up); // this says we are looking at point (0,0,0) in world space. Now I just want to know what the offset is of the left, right, bottom, and top so I can create a "wrap" effect. (When objects drift off the screen, they wrap around to the other side).Elementary math says to me: (-CameraHeight,0,0) = left side of viewable world space because tan45 = x/CameraHeight -> x = CameraHeight. But if I position an object at (-CameraHeight, 0, 0) I'm unable to see it. I really don't know how to make it any clearer than this: I need to find the coordinate of the edge of my view...( the reason I don't just want to use an arbitrary constant value is because I'd like my window to be resizeable and still work properly. )
It's time, The ultimate Jurassic Park game.
Your Announcements;Community
Ok so I originally was going to post this on the Gamespot forums... Then I thought "Why?"So it's here.As you may or may not know there's another Jurassic Park movie in the works. Personally, Growing up I fell in Love with the first movie. Hardcore. It was the coolest movie in the world and no one could tell me otherwise. I think I probably had every game minus the super nintendo one. My favorites were the SegaCD 1st person one, Sony Playstation one and the PC one Tresspasser. Sadly I believe the last JP game to be released was the PC version Operation Genesis. That was like 2000 I believe?Now, honestly in my opinion... Because of technology at the time... We got gypped on JP games. Tresspasser was ahead of its time, and failed miserably because of it. All of the games in fact were limited to the platforms and their capabilities. But now I think is a perfect opportunity for the ultimate game.Ok stop laughing.What I mean is, go play crysis. Now go play a NES title. Big difference right? One thing that I've felt has been missing in the video game portion of Jurassic Park is going back to the original island. The SegaCD game did this. It was awesome, I can remember renting segaCD every weekend just to play that game.Now, imagine a JP FPS using the Crytek2 engine or Frostbite engine.This game needs to be massive, a whole Island to explore. Lots of vehicles, atv's, jeeps, explorers etc.. It should recreate the whole Island with all structures from the original movie as well as some from the book. I didnt read the book *completely* but I do remember an interesting cement walled river and a massive vehicle garage. I mean the possibilities are endless. But it should encorporate things from the book and the movie to give it more depth. Multiplayer would be awesome with the option to be a dino and a human. If someone does this the right way, it should have cutting edge graphics, stay true to the book/movie and have awesome gameplay.It would be nice if you started out before the everything went awry. Giving you a chance to explore the island in all its glory, take the dino tour in the explorer.. explore the buildings etc.. then after a while Nedry shuts down the security and things go crazy. And you play through the island for your survival.Characters: Well I dunno I was thinking maybe a choice of who you want to be. Like some of the main characters or maybe someone random like a employee left behind by accident. This game would need an original sound track, the JP soundtrack would be great.Voice actors *could* be from the original movie but doesnt *have* to be absolute. I think it would be interesting to observe things happening from outside of the movies perspective, you don't necesarrily need to come in contact with the characters of the movie per say. Example: you are just walking around the island and you see Nedry fly by in his jeep as he's escaping the island for the ship to take him back to the main land. Stuff like that, simple right?Finally the Dinosaurs!! They will make or break the game. They have to be superb, fluid and smart! I'm not worried about this though. The aliens in Lost Planet and Crysis did a fine job in moving about.So anyway, I do think we need another JP game. Not just a game, but the ultimate Jurassic Park game that all the others were trying to be but failed at. We now have the capabilities both platform/PC alike.What do you think?
Personally, I enjoyed Trespasser alot, overlooking the horrible jumps and twisting your arm out of proportion.The lethal-ness of the raptors (their abillity to kill you in about 15 seconds), and how they'd circle around whatever you were standing on was particularly memorable.I've thought of remaking trespasser with the Halflife 2 engine, but haven't got the skills.(That, and am busy with other projects)I'm pretty glad they are making another Turok though, and excited that it actually... looks fun.;Quote:Original post by Servant of the LordPersonally, I enjoyed Trespasser alot,.Me too, I loved that game.
[c++]Search and delete files
General and Gameplay Programming;Programming
Hi allI am trying to create a program to help me delete some files.I was going to use a C++ Console program, because i have some basic knowledge programming with it and want to learn more.I have a program hooked up to a machine with controlled axis.That program creates/organizes random filenames/programs for that machine when new updates occurs.Ex. program1.001, program1.002, program1.003, program1.004<-One programEx1. gfdkmjer.001, gfdkmjer.002, gfdkmjer.003 <-Another programEx2. asdf.001, asdf.002, asdf.003, asdf.004, asdf.005, asdf.006 <-Another programWhere program1.004, gfdkmjer.003 and asdf.006 are the latest files, and program1.001,asdf.001 and gfdkmjer.001 are the oldest files.I want the program to search through my hdd for files containing more than 2 updates. In my first example i want the program to delete, program1.001 and program1.002, then i want it to rename the last 2 updates to program1.001 and program1.002.Anyone able to help me with my problem :)?-Lian
Quote:Original post by englia82Hi allI am trying to create a program to help me delete some files.I was going to use a C++ Console program, because i have some basic knowledge programming with it and want to learn more.I have a program hooked up to a machine with controlled axis.That program creates/organizes random filenames/programs for that machine when new updates occurs.Ex. program1.001, program1.002, program1.003, program1.004<-One programEx1. gfdkmjer.001, gfdkmjer.002, gfdkmjer.003 <-Another programEx2. asdf.001, asdf.002, asdf.003, asdf.004, asdf.005, asdf.006 <-Another programWhere program1.004, gfdkmjer.003 and asdf.006 are the latest files, and program1.001,asdf.001 and gfdkmjer.001 are the oldest files.I want the program to search through my hdd for files containing more than 2 updates. In my first example i want the program to delete, program1.001 and program1.002, then i want it to rename the last 2 updates to program1.001 and program1.002.Anyone able to help me with my problem :)?-LianIf I had to write this program in C++, I would probably use boost::filesystem to enumerate the files in the directory of interest, boost::split to tokenize each file name with '.' as the delimiter, and then store the results in, say, a map of strings to sets of strings or integers (with the result being a map of file names - e.g. 'program1' - to ordered sets of extensions - e.g. '001', '002', etc.). From there it would be a simple matter of deleting all but the last two files in the set, and then renaming the files that are left.I'm sure there are other (maybe better) ways to do it, but this is what first comes to mind. ;Quote:Original post by jykQuote:Original post by englia82Anyone able to help me with my problem :)?-LianIf I had to write this program in C++, I would probably use boost::filesystem to enumerate the files in the directory of interest, boost::split to tokenize each file name with '.' as the delimiter, and then store the results in, say, a map of strings to sets of strings or integers (with the result being a map of file names - e.g. 'program1' - to ordered sets of extensions - e.g. '001', '002', etc.). From there it would be a simple matter of deleting all but the last two files in the set, and then renaming the files that are left.I'm sure there are other (maybe better) ways to do it, but this is what first comes to mind.Sounds reasonably sane to me :) I would look at using the extension() function from the Boost.Filesystem library instead of using split(), however. ; Thanks for the quick response.I will try completing my task using Boost.Filesystem library.Never used it before, so i will start reading right away:P ; Be aware that the documentation for filesystem is not currently in sync with the implementation. This copy of the old documentation may be useful.Σnigma ;Quote:Original post by the_eddI would look at using the extension() function from the Boost.Filesystem library instead of using split(), however.Yup. It's a bit puzzling why I didn't suggest this myself, given that I use the extension() function fairly frequently in my own code :-|
OS Dev Series - Tutorial 13
General and Gameplay Programming;Programming
Hey everyone,I have finally managed to get around finishing the next tutorial and uploading it.Here it is...Tutorial 13: Kernel: Basic Concepts Part 2This tutorial finishes the Kernel: Basic Concepts subsection with the series. It has alot of topics that we have not gone over yet...no worries. Everything will be explained in later tutorials when needed.I am thinking of using a hybrid microkernel for the series OS. I want our readers to have a good understanding of both microkernels and monolithic kernels, and feel that by integrating them together as a hybrid kernel, it might help our readers experience both worlds.Please let me know if their are any questions, comments, or suggestions :) Also, I plan on adding to this tutorial to add content related to exokernels.In the next tutorial, we will start looking at our own design, and start developing our hardware abstraction layer (HAL) and kernel. This is what is planned, anyway.Also, I apologize for the lateness of this tutorial. Inside of the tutorial explains everything regarding why this series temporarily halted.If you are interested in OS development or the series in general, the following link will take you to the base site:OS Development Series Base SiteThanks for all of the support so far for this series[smile]
This series is coming along nicely. This is the first I've heard of it in awhile. ; its good someones do this but there are some missing parts.first of all i think for making this tutorial fully meaningfull i think it needs assembly examples or explanations of boot memory and otherher device controll technics/standards.or may be you can write a ide for oop codes of any spesific hardware directly[smile]?for example on some assembly tutorials they explains the boot option of bios just in some lines.; Thanks for the replies!Quote:This series is coming along nicely. This is the first I've heard of it in awhile.Sorry about that... There was alot of other things that I was working on that took time away from the series. I hope things get smoother again soon [smile]Quote:its good someones do this but there are some missing parts.Thanks![smile]Quote:first of all i think for making this tutorial fully meaningfull i think it needs assembly examples or explanations of boot memoryEverything regarding booting is covered within the Bootloaders part of the series. Tutorial 7 includes a complete software port map table and real mode memory address map.Quote:or may be you can write a ide for oop codes of any spesific hardware directly[smile]?I apologize, I am not quite sure what you are asking here. Can you please elaborate for me? Thanks.Quote:for example on some assembly tutorials they explains the boot option of bios just in some lines.The bootloader tutorials (Both part 1 and 2) is pure assembly. Everything regarding how the BIOS executes the bootloader is discussed in Tutorial 3. ; sorry i see allmost anything is there about boot loaders.about other fact. did you planning to add openg.or dma for vga .or vga drivers.for eample on dos just 2 important problems exists.firs memory on dos is limited because dos did not hawe driver or dma correctly for ram.and some things valid for vga too.i hope you can fix that one day on your os.and i think if you add command line which contains 'dir cd del mov etc...' it will be realy a useful operating system for some of peoples.anyway i think you need fat / ntfs and other spesific structure info for reading disc.me to were planning to do similar things and its realy interesting for me.because linux too is not allways open source and it looks good.also making a game on its own os will make it more faster.also linux kernel is open source i think you can use its source or just some lines for some necessary things.hey also there is some necessary boot loader for hdd and cdrom ? flash.? etc. exists. [smile] ; Hey,Quote:sorry i see allmost anything is there about boot loaders.No worries[smile]Quote:about other fact. did you planning to add openg.or dma for vga .or vga drivers.Only VGA at the moment as it is the most common and hence more portable. I do not know what systems our readers are using, so need to plan accordingly for portability. Also, VGA can access fairly good resolutions (800x600) to help produce nice graphics.I was thinking about SVGA and VESA...Im still not sure do to portability reasons.Quote:or eample on dos just 2 important problems exists.firs memory on dos is limited because dos did not hawe driver or dma correctly for ram.DOS was a 16bit real mode (rmode) OS, which is what limits the amount of physical memory DOS can address.We are developing a full 32bit protected mode (pmode) OS, which can address up to 4GB of memory.Quote:and i think if you add command line which contains 'dir cd del mov etc...' it will be realy a useful operating system for some of peoples.That is soon to come, but is still a little too complex right now to implement.Quote:anyway i think you need fat / ntfs and other spesific structure info for reading disc.It does--Currently it boots and executes on a FAT12 formatted file structure. Please see the Bootloaders 4 tutorial for details. This tutorial covers parsing the FAT12 filesystem to load and execute the second stage loader. (Which in turn does the same to load the kernel image through FAT12, parsing the PE header info and executing the C++ kernel.)Quote:also making a game on its own os will make it more faster.While this might be true, it might not be true. Because there is absolutely no driver support, it is almost impossible to gain hardware level performance that OpenGL and DirectX provides. Everything must be done through software.Quote:also linux kernel is open source i think you can use its source or just some lines for some necessary things.I rather not.Quote:hey also there is some necessary boot loader for hdd and cdrom ? flash.? etc. exists. [smile]hdd and flash drives are not that hard for providing support for. (Although proper hdd support is different.)The system already works on CD's through floppy emulation. (I personally only use CDs to test the demos in the series and my own system.); i dont know why 16 bit system cant access to all the system ram .its physically incorrect.i dont know enough info about difference between 16 bit and 32 bit software.but on low level just yoiu are sending to ram a adress of memory and starting to write or read. so if 16bit systems cant send 32 bit data this does not mean its impossible.this just software and i think pretty much with some modifications allmost any 16bit system can send this message to ram. and chek a 32bit or 64 bit adress.i think this is something like 16bit/or 32bit while loop and kernel programmers simply dont want to bother about it.;Quote:i dont know why 16 bit system cant access to all the system ram It has to do with the 16bit registers and the seg:offset addressing used in real mode, while protected mode software being 32bit, and using linear addressing (descriptor:offset) instead of seg:offset addressing.Each segment register is only 16 bits. This limits the size of a segment to 64KB. (After all, a 16bit value can only store from 0 to 65,535) If the segment is equal to 65,535, we convert the seg:offset address to its linear address we get: (65535 * 16 = 1,048,560), which is 1MB.Protected mode uses 32bit linear addressing (4bytes), which can store values from 0 to approx. 4,294,967,295; or approx. 4GB.I think I covered protected modes desc:offset addressing somewhere, but cannot seem to find it atm...Quote:i think this is something like 16bit/or 32bit while loop and kernel programmers simply dont want to bother about it.This is the limitation of the real mode processor addressing mode, and the 16bit segment register limitation. (There is no 32bit segment registers, as it is not needed.)...Its only 16bits.The basic idea is that, because segment registers are 16bits in size (2bytes), they can only store the values from 0..65535.Using seg:offset notation, this is 65535:0. Converting this to a linear address is = 1MB, as shown above the quote box.As you may know, because it is limited to a 16bit value, going beyond 65535 will cause problems. ; This is probably the best tutorial I ever read about OS development.Got a little question though, I notice all OS devvers seem to use Nasm. Is possible to use Masm for OS dev? Because at school they teach us masm. (Just general courses, nothing on os dev) ; Hey,Sorry for the late reply and I thank you for your great response!Quote: Is possible to use Masm for OS dev? Almost any i86 assembler should work as long as the binary image is loaded and executed properly.The bootloader is a special case, as not all assemblers can output binary programs. (It must be a binary image, not a program image.) NASM can do this; I am not sure about TASM nor MASM however.I personally prefer NASM because it provides more options, and nicer syntax over MASM and TASM. It also supports more output formats then MASM and TASM. Also, IIRC MASM cannot output binary images, only 32 PE and COFF images, which will not work for bootloaders.NASM syntax is very simular to MASM (With slight differences.), so it should not be to hard to learn both.Before I leave, I want to wish everyone here a happy new year!![smile]
Sprite collision at higher movement rates
For Beginners
Hey guys,I'm currently developing a pong clone in C++ with SDL, but I'm having some problems with collisions at higher velocity levels.When looking for collisions, I check the current sprite's new position against all other sprites' positions and if their positions are within each other, I restore the old position and call a function that handles collision cases.While this method works superb with lower velocity levels, it doesn't work that well when a sprite moves at a higher rate because it can "jump past" another sprite and avoid collision.I've tried to sketch some scenarios to make it a little clearer.My highly theoretical "solution" is to simulate the new movement position into small bits and if neither of these collide, I'll assume the sprite's new position won't overstep another.Horrible example code to explain my thoughs://Our new sprite pos is [23,7] relative to our last pos ([x,y])//Roughly 3 times x for each yfor(int i = 0; i < 7; i++){theSprite->MoveRelativePos(3, 1);for(int j = 0; j < game->sprites->size(); j++){// Check if the sprite's new relative position collides with any other sprite, don't check against itselfif(theSprite != sprites[j] && theSprite->CheckCollision(sprites[j]))return true; // Collision detected}}return false; // No collision detectedI think this method would be a really ugly and a tremdeous slow way of checking collisions. I could probably get away with it in Pong, but I can only imagine the horror of 30+ sprites...Does any of you have a better way of doing this?Edit:I'm also wondering if 35-40 miliseconds on average for a gamecycle is much in a game like pong? It sounds like a lot..
The problem you describe is called 'tunneling'. The solution you propose is often referred to as 'subdivision'. This solution can be viable under certain circumstances, but it does have a number of drawbacks.A superior solution is continuous collision detection (also referred to as swept or dynamic intersection testing). Fortunately, the swept test for AABBs is pretty straightforward; in fact, I think you can find an example implementation in the articles archive here on GDNet.The test is simple and efficient, and so you should be able to get away with brute force (that is, test every unique pair of objects for intersection every frame) unless your object count gets out of hand. If you have a lot of objects (and 30 may be pushing it), you may need to add broad phase culling (which is a different topic). ; Thank you for your input, jyk. I found a lot of articles explaining the problem/solution, I haven't had the time to look more closely on it yet, though.I'll check back later to give an update.. ; Basically, instead ofObjectPosition += MovementAmount;CheckCollisions();you have something more likefor(int i = 0; i < MovementAmount; i++){ ObjectPosition++; CheckCollisions();};Quote:Original post by AndorienBasically, instead ofObjectPosition += MovementAmount;CheckCollisions();you have something more likefor(int i = 0; i < MovementAmount; i++){ ObjectPosition++; CheckCollisions();}It looks like you're suggesting the incremental/subdivision method that the OP was referring to in his original post.Again, I would recommend using a swept test instead - it'll be both more efficient and more accurate than what you propose.
Minimum distance between two sets of polygons
Graphics and GPU Programming;Programming
I have two sets of polygons (i.e. {PolyA, PolyB, PolyC}, {PolyD, PolyE, PolyF}). In MOST cases, at least one of them will be a single polygon, but this isn't always true. They can be concave. I'm trying to find the best algorithm to determine the minimum distance between the polygons. I see algorithms for point to poly, poly overlap, poly distance, but not "multi-poly to multi-poly minimum distance"... Does anyone have pointers, algorithm names, or other hints? Speed is important obviously, but it's not happening 1,000 times per second or anything.Thanks very much![Edited by - djMaxM on December 31, 2007 4:04:54 PM]
Old Console (Genesis , SNES , ... )Games Programming
For Beginners
HiIts my first post in this forum .I am mehdi and live in IRAN.I programming for 10 years and my favorite is game programming.In my country there is no game development company andsome people that love game programming make their games lonely.I decided make a little committe to develop some easy games thatsupport our language .I decided to start with 2D games and plan to use some aspect ofold console games such Genesis , SNES , ...for this i need some help and resource to start.I programming in C , C++ , DirectX . If you know some resource that i can use it please help me.Thank you.
well if your manly doing 2d games and don't expect to need hardware rendering for them you might want to look into SDL (more specifically lazy foo's tutorials). ; Misleading statement, Feralrath, as it suggests SDL is for 2D games without hardware rendering. ; Allegro ( http://alleg.sourceforge.net/ ) is a nice C game programming library, with a lot of examples. ;Quote:Original post by Feralrathwell if your manly doing 2d games and don't expect to need hardware rendering for them you might want to look into SDL (more specifically lazy foo's tutorials).thank you but what is the SDL ? ;Quote:Original post by Tom9729Allegro ( http://alleg.sourceforge.net/ ) is a nice C game programming library, with a lot of examples.yes . i use Allegro for 3 years but my problem isunderstanding game structures .i make some good arcade games with Allegro buti need some resource to produce games such Sonic , Mario , ...i want to use 8-bit color mode for start.thank you. ;Quote:Original post by oler1sMisleading statement, Feralrath, as it suggests SDL is for 2D games without hardware rendering.how is it misleading as sdl alone does not use hardware accelerated rendering you have to use it with opengl or directx to get hardware acceleration..SDL is Simple Directmedia Layer its an alternative library like allegro.you can find Lazy Foo's sdl tutorials here
[C++]simple undefined reference to error
For Beginners
Ok, I know I'm gonna kick myself for this one, but I can't seem to figure it out. I'm jsut putting together a real simple C++ program so I can get a grasp of it, they only teach java at university and seeing as most jobs require 2-3 years c++ experience I figured it'd be a good idea. I'm converting a lot of my first/second year programs from java to c++ as practice.Anyway, I made an incredibly simple prgoram, you store some strings in a vector, then print them out, real simple. it compiles fine, however I get issues when linking, specifically:Quote:undefined reference to 'ClassRoom::addStudent(std::string)'and a couple other ones, pretty much every place where I try to call a member function of my class.Here's the code (excuse the lack of comments. this was a quick thing):ClassRoom.hQuote:#ifndef CLASSROOM_H_INCLUDED#define CLASSROOM_H_INCLUDED#include <string>#include <iostream>#include <vector>using namespace std;class ClassRoom{ string teacher; vector<string> studentList; public: ClassRoom(); ClassRoom(string teacherName); ~ClassRoom(); void addStudent(string name) ; void printClass();};#endif // CLASSROOM_H_INCLUDEDClassRoom.cppQuote:#include <iostream>#include <vector>using namespace std;ClassRoom::ClassRoom(){ studentList = new vector(); teacher = "Default Teacher";}ClassRoom::ClassRoom(string teacherName){ studentList = new vector(); teacher = teacherName;}ClassRoom::~ClassRoom(){ delete studentList;}void ClassRoom::addStudent(string name){ studentList.insert(studentList.end(), name);}void ClassRoom::printClass(){ cout << "Teacher: " << teacher << endl; cout << "Students: " << endl; for(int i = 0; i < studentList.size(); i++) { cout << studentList << endl; } cout << " ---- End List --- " << endl; }Main.cppQuote:#include <iostream>#include <vector>#include "ClassRoom.h"using namespace std;int main(){ ClassRoom c;// = new &ClassRoom("teacher 1"); c.addStudent("1"); c.addStudent("2"); c.addStudent("3"); //delete c; return 0;}
ClassRoom.cpp needs to include ClassRoom.h[edit:]Also, as a matter of style/good design, never place a "using" directive inside a header file. This results in unintentional namespace clashing.Also I can tell you're coming from Java because you're over using the new operator. Take some time to review stack vs heap allocation. ; Fixed the include, removed the using in the .h file (had to g o through and std:: string and vector) and I'm still getting the same link error. I'm using codeblocks with MingW compiler if that means anything.new main.cppQuote:#include <iostream>#include <vector>#include "ClassRoom.h"using namespace std;int main(){ ClassRoom c;// = new &ClassRoom("teacher 1"); c.addStudent("1"); c.addStudent("2"); c.addStudent("3"); //delete c; return 0;}change to ClassRoom.cppQuote:#include "ClassRoom.h"#include <iostream>#include <vector>using namespace std;ClassRoom::ClassRoom(){ teacher = "Default Teacher";}; You shouldn't be writing:studentList = new vector();studentList is not a pointer to a vector, it is just a vector and is automatically initialized when the object is constructed. Additionally, you don't need to delete it as its memory is automatically released when the object is destructed.As fpsgamer says, you should take same time to learn about the differences between stack and heap allocation, as it's very different from in Java.; Did some reading last night. Stack/Heap allocation is definetly something I was already familiar with from a class I took, but it was a nice refresher none-the-less.However I still get linking errors in my program, could it be because of the way the compilers set up or something? ; I loaded this code up in Visual Studio 2005 to give it a quick check for you. Firstly, Poita is right, don't new / delete your vectors like that, you need pointers if you -really- want to use new and delete, but you don't need it here.Secondly, after removing the new/delete, the code compiled, linked, and executed fine for me. This leads me to believe you have a compilier / project issue. My guess is that it's not linking in both .CPP files, which leaves you with the undefined references. I'm not too familier with codeblocks, so I couldn't tell you exactly what to check. I do believe it uses a project system though, so make sure that both files are part of a project and compile the project - that is, don't just try to compile the files by loading each in the editor, make sure you create a project for them to be part of and add each one to the project.Hope this helps,-Rhalin
Quick file-writing question
General and Gameplay Programming;Programming
I've got a function that is trying to write information out to a file:fstream fInFile("pwds.txt", ios::out|ios::app);if (!fInFile.is_open()){cout << "Password file not found!" << endl;return false;}else{fInFile << endl;fInFile << newClient.userName << "," << newClient.pWord;sendString(iSocket, "true");return true;this writes fine, but it won't take a newline when writing to the file no matter where I put "endl".so where I would wantusername,passwordusername2,password2I getusername,passwordusername2,password2which won't work with what I want to do.Could someone tell me wher I'm going wrong? I was sure "endl" made it take a newline when writing to a file.
try using "\r\n" instead.
Can you do transparent in SDL? Can I have single pixle acces? Why are my pointers 0?
For Beginners
I've found that if I asked every question I have, I'd either always have a new thread running, or I'd have my own and it would ALWAYS be at the top. Consequently, I only ask a question when my problem is directly impeding me from making any progress whatsoever. I have three questions I'd really liked answered. Can you do semi-transparencies in SDL? What's the point of having 32bit (like Lazy Foo tells me to) pixels when I only use 24? Can I have single pixel access? I ask because I want my particle system to spawn circles, not squares.Why are all my pointers NULL (runtime error)? I can't remember the last thing I changed, but I don't think it was connected. I think it was changing my rectangular vector class to be a template class, but then realizing how inconvenient that was and going back to how it was.Well, here's the source. The first file is the one with the problem.Character_Classes.h/***************************************************************** Written by Scott Prager Slightly more advanced stuff on putting a sprite on screen.*******************************************************************/ #include <stdlib.h> // For random numbers.#include <time.h>#include <iostream> // For testing.#include <list>#include <string>using namespace std;#include "SDL_work.h"#include "Character.h" // The sub class.#include "Particle_System.h"// This is the class the player will play as. // // Things orbit the player, and he/she dies if something makes contact.//// The state system is a little different here.// Instead of dying when it collides with another sprite, it'll become inactive,// so the state will be (I). This way, you can watch enemies orbit it even after// death. Also, there would be no more colliding with it.class Player : public Character{ public: Mix_Chunk * dieFX; Player() { image = loadImage( "Art\\GravityMagnifier.bmp" ); dieFX = Mix_LoadWAV( "FX\\PlayerDie.wav" ); // BUG: image and dieFX are NOT LOADING. The pointers back come from the // load functions NULL. HIGHEST PRIORITY. MUST FIX BEFORE CONTINUEING ON. // Set the position on the screen to the center. position.x = screenWidth/2 - image->w/2; position.y = screenHeight/2 - image->h/2; velocity.magnitude( 0 ); maxSpeed = 3.0f; spriteList.push_back( this ); } ~Player() { SDL_FreeSurface( image ); Mix_FreeChunk( dieFX ); } void move() { // Just in case I ever decide to restrict this... if( !isMovable ) return; // Stop all movement. velocity.magnitude( 0 ); if( keyStates[SDLK_UP ] ) velocity.y -= maxSpeed; if( keyStates[SDLK_DOWN ] ) velocity.y += maxSpeed; if( keyStates[SDLK_LEFT ] ) velocity.x -= maxSpeed; if( keyStates[SDLK_RIGHT] ) velocity.x += maxSpeed; position = position + velocity; } // Instead of raising the delete flag, when the player is hit, // she/he will become invisible. void collide( Character *crasher ) { // If it's not a stopper that's stopped, it's probably deadly. if( isCollidable && crasher->isMovable && !keyStates[SDLK_i] ) { isVisible = false; // Make rings. RectVector middle = center(); explosion( 1000, center(), 4, 15, 10, WHITE, 1000 ); explosion( 1000, center(), 4, 8, 4, WHITE, 1000 ); explosion( 500, center(), 4, 3, 0, WHITE, 1000 ); Mix_PlayChannel( -1, dieFX, 0 ); } }};Player * player = NULL;// The parent class of any character wishing to kill the player.class Enemy : public Character{ public: Mix_Chunk * spawnFX; Mix_Chunk * dieFX; // The color of the sprite, and the subsequent explosions. SDL_Color color; // How strongly it is attracted to the player. int gravityMagnification; Enemy( string imageFile, string spawnFXfile, string dieFXfile, float MaxSpeed, int GravityMagnification ) { image = loadImage( imageFile ); spawnFX = Mix_LoadWAV( spawnFXfile.c_str() ); dieFX = Mix_LoadWAV( dieFXfile.c_str() ); // Play that "I'm alive now" sound. Mix_PlayChannel( -1, spawnFX, 0 ); // Isn't it nice? // Find a good spot. Not too crowded. Good view. Stuff like that. findSpot(); if( !player->isVisible ) { // Add a little more orbit to the momentum. velocity.x = rand<float>( 2 ); velocity.y = rand<float>( 2 ); } maxSpeed = MaxSpeed; gravityMagnification = GravityMagnification; spriteList.push_back( this ); } ~Enemy() { SDL_FreeSurface( image ); Mix_FreeChunk( spawnFX ); Mix_FreeChunk( dieFX ); } void move( ) { if( !isMovable ) return; RectVector toTarget = player->center() - center(); // Change it inversly to distance by its gavity magnification. toTarget = gravityMagnification / toTarget.magnitude(); // Law of universal gravitation. //toTarget = 10( gravityMagnification / pow( toTarget.magnitude(), 2 ); // Add the vector to the velocity. velocity = toTarget + velocity; // And make sure the velocity isn't too fast. velocity.clampMag( maxSpeed ); // And affect the orbital. position = position + velocity; } // Finds a spot on the screen where it isn't to close // to anything. void findSpot() {bool goodSpot; // Count how many times you go the loop. int count = 0; do { goodSpot = true; position.x = float( rand() % ( screenWidth-image->w) ); position.y = float( rand() % (screenHeight-image->h) ); // If it's not 200 from the player, it's bad, if( ( center() - player->center() ).magnitude() <= 150 )goodSpot = false; // You it's too hard to find a spot, not being by the player is enough. if( count > 10 )break; // Don't be so picky about the others. for( list<Character *>::iterator i=spriteList.begin(); i != spriteList.end(); ++i) {if( ( center() - (*i)->center() ).magnitude() <= 50 ) goodSpot = false; } } while( ++count, !goodSpot ); } void collide( Character *crasher, int explosionSize, int particleSize=4 ) { if( isAlive && isCollidable && crasher->isCollidable ) { // Make the explosion. explosion( explosionSize, center(), particleSize, 15, 0, color, 1000 ); // Here the explosion. Mix_PlayChannel( -1, dieFX, 0 ); // Die. isAlive = false; // And be happy. // :) } }};// An enemy of the player.//// Orbits the player and kills him/her if succesful.// If it its any other sprite, it dies.class Orbital : public Enemy // number one{ public: Orbital() : Enemy( "Art\\Orbital.bmp", "FX\\OrbitalSpawn.wav", "FX\\OrbitalDie.wav", 20, 20 ) { color = WHITE; } void collide( Character *crasher ) { if( isAlive && crasher->isCollidable ) { // Make the explosion. explosion( 600, center(), 4, 15, 0, WHITE, 1000 ); // Here the explosion. Mix_PlayChannel( -1, dieFX, 0 ); // Die. isAlive = false; // And be happy. // :) } }};// Orbits the player like the orbital, but a lot stronger.class Bullet : public Enemy { public: Bullet() : Enemy( "Art\\Bullet.bmp", "FX\\BulletSpawn.wav", "FX\\BulletDie.wav", 20, 30 ) { color.r = 0; color.g = 150; color.b = 15; // color.g should be 152, but for some reason, this causes some unintended blue // particles. Interesting? } void collide( Character *crasher ) { if( isAlive && crasher->isCollidable ) { // Make the explosion. explosion( 450, center(), 3, 20, 0, color, 1000 ); // Here the explosion. Mix_PlayChannel( -1, dieFX, 0 ); // Die. isAlive = false; // And be happy. // :) } }};// Weak orbit, but a difficult foe.// When it's hit by a fellow enemy, it switches between stopped (where it doesn't move) and active.// Normally it'll kill the player, but the only way to destroy it is for the player to hit it// while it's stopped.class Stopper : public Enemy{ public: Stopper() : Enemy( "Art\\Stopper_Active.bmp", "FX\\StopperSpawn.wav", "FX\\StopperDie.wav", 10, 10 ) { color.r = color.g = color.b = 85; } void collide( Character *crasher ) { if( !isCollidable || !crasher->isCollidable ) return; if( isMovable ) { image = loadImage( "art\\Stopper_Stopped.bmp" ); // Make up for the change in picture. position.x += 1; position.y += 1; // While the bug with collision detection still exists, // better keep this one under wraps. // // Draw the ring exploding to explain why it'll not be missing. //explosion( 500, center(), 7, 20, 20, color, 1000 ); isMovable = false; // BUG: See change log (2007 Dec 28) position = position - velocity; // And zero velocity so you don't start moving if you reactivate. velocity = 0; return; } if( !isMovable ) { if( crasher == player ) { // Make the explosion.explosion( 2000, center(), 7, 15, 0, color, 1000 );// Here the explosion.Mix_PlayChannel( -1, dieFX, 0 );// Die.isAlive = false;// And be happy.// :) } else {image = loadImage( "Art\\Stopper_Active.bmp" );// Make up for the change in picture size.position.x -= 1;position.y -= 1;isMovable = true; } } }};I thought the problem might have something to do with how I set up SDL.SDL_work.h/***************************************************************** Written by Scott Prager Contains some basic funtionality for working with images and SDL.*******************************************************************/#ifndef SDL_WORK#define SDL_WORK#include <stdlib.h> // For atexit()#include "SDL/SDL.h" #include "SDL/SDL_image.h"#include "SDL/SDL_ttf.h" #include "SDL/SDL_mixer.h"#include "SDL/SDL_Timer.h"// Set up some colors.const SDL_Color BLACK = { 0, 0, 0 };const SDL_Color RED = { 255, 0, 0 };const SDL_Color GREEN = { 0, 255, 0 };const SDL_Color BLUE = { 0, 0, 255 };const SDL_Color WHITE = { 255, 255, 255 };// The screen.SDL_Surface *screen = NULL;int screenWidth = 640; int screenHeight = 480;TTF_Font *regularFont = NULL;SDL_Event SDLevent; Uint8 *keyStates = SDL_GetKeyState( NULL );SDL_Joystick *joystick = NULL;// Know the joystick's range.const int JOYSTICK_RANGE = 32767;// Set up the time.const int SECOND = 1000;// Number of ticks in a second.const int FRAMES_PER_SECOND = 60; // The frames to be in one second.const int TICKS_PER_FRAME = SECOND/FRAMES_PER_SECOND;/* The function clears up everything that was created in this .h file. NOTHING ELSE. */void finish(void){ SDL_FreeSurface( screen ); }/* Loads an image and optimizes it. */SDL_Surface *loadImage( std::string fileName, bool optimize=true ){ SDL_Surface* loadedImage = NULL; // The original image. SDL_Surface* optimizedImage = NULL; // The future optimized form. // Load the image. ( string.c_str() returns a const char* used for IMG_Load ) loadedImage = IMG_Load( fileName.c_str() ); // If it was a failure, the loaded image would still be NULL. // But if is succeded... if( loadedImage ) { // If told to optimize... if( optimize ) { optimizedImage = SDL_DisplayFormat( loadedImage ); } // If not told to... else { optimizedImage = loadedImage; } // Free the old image. Graphics are huge. Always do this. SDL_FreeSurface( loadedImage ); } return optimizedImage; // Return what we have come for.}/* Initialize SDL and all subsystems. Returning a bool to make sure it worked. */bool initSDL( const int SCREEN_WIDTH = 640, const int SCREEN_HEIGHT = 480, const int SCREEN_BPP = 32 ){ if( SDL_Init( SDL_INIT_EVERYTHING ) == -1 || TTF_Init() == -1) return false;// Initialize joystick controls. if( SDL_NumJoysticks() < 1 ) return false; joystick = SDL_JoystickOpen(0); if( joystick = NULL ) return false; // Set up the screen. screen = SDL_SetVideoMode( SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP, SDL_SWSURFACE ); // If there was a problem initializing the screen, FAIL. if( screen == NULL ) return false;// Set up the audio. // frequency originally was 22050. if( Mix_OpenAudio(44100,MIX_DEFAULT_FORMAT,2,4096) == -1 ) return false; // TODO set up the font and a joystick. // Get rid of what this header file's created when you leave. atexit( finish ); // Finally, update the following globals. screenWidth = SCREEN_WIDTH; screenHeight = SCREEN_HEIGHT; return true; // Made it this far, huh?}/* Blits one surface (source) to anoter (target) at an offset (x and y). */void applySurface( int x, int y, SDL_Surface* source, SDL_Surface* target=screen, SDL_Rect* clip = NULL ){ // Make the offset. SDL_Rect offset; offset.x = x; offset.y = y; SDL_BlitSurface( source, clip, target, &offset );}Uint32 colorToUint32( const SDL_Color *color ){ // Initialize the end value. Uint32 endVal = 0x0; // And add Red, Green, Blue, and Alpha // 0xAARRGGBB endVal += color->b * 0x1; endVal += color->g * 0x100; endVal += color->r * 0x10000; endVal += color->unused * 0x1000000; return endVal;}void clearScreen(){ SDL_Rect srnClear; srnClear.x = 0; srnClear.y = 0; srnClear.h = screenHeight; srnClear.w = screenWidth; SDL_FillRect( screen, &srnClear, SDL_MapRGB(screen->format,0x0,0x0,0x0) );}#endifThe program goes straight from main (which just calls srand() ) to the game loop. The game loop calls the init function and the init function makes the player, which causes the error. Why?EDITI just found out how to do the single pixel access. I really should finish the Lazy Foo tutorials. I sort of stopped after 15/36.
Quote:Can you do semi-transparencies in SDL? What's the point of having 32bit (like Lazy Foo tells me to) pixels when I only use 24?SDL supports 2 methods for transparency: per-pixel and per-surface. Per-surface transparency is the faster of the two, but has the limitation of a uniform transparency value. Use SDL_SetAlpha() for this.The other is enabling what SDL calls the "Source Alpha" flag on the surface. Without it, a 32bit surface is just a word aligned 24 bit surface. note: I think that is why SDL prefers to use 32bit surfaces, word aligned operations are apparently much faster than all the bit-twiddling needed to work on a 24bit surface. Enabling this flag also makes use of the SDL_SetAlpha() function, just with different parameters. note: SDL does not support hardware accelerated alpha blits. Mixing hardware surfaces and hardware acceleration is usually slower than software blending. For a very interesting read on SDL, I highly recommend Bob Pendleton's SDL articles.Quote:Can I have single pixel access? I ask because I want my particle system to spawn circles, not squares.Pixel access is very slow. If you can avoid it try to do so. Even though you said you've found how to do this, I am compelled to link you to the idiomatic SDL pixel access functions, described in the SDL documentation wiki. The rest of the wiki is worth a look too.Quote:Why are all my pointers NULL (runtime error)?Let SDL tell you why. Use the appropriate error function. For example, when SDL_LoadBMP() returns null, SDL_GetError() should tell you why. IMG_Load() reports errors through IMG_GetError() and Mix_Load*() reports through Mix_GetError() IIRC. ; // If everything doesn't initialize, tell me why. if( SDL_Init( SDL_INIT_TIMER | SDL_INIT_VIDEO | SDL_INIT_VIDEO | SDL_INIT_JOYSTICK ) == -1 ) { errors << "SDL Init error: " << SDL_GetError() << endl; return false; }I set up an input file and it told me "No video mode has been set" and "Audio device hasn't been opened". So I went to the function that initializes them and it turns out that it's not making it past this line. I've already posted the source of this file so I won't do it again, but I really don't get it.EDITProblem solved. I was stupid enough to sayif( SDL_NumJoysticks() < 1 ) { errors << "SDL Init error: " << SDL_GetError() << endl; return false; }Then, earlier today, my sister unplugged my game pad.Although, I forgot to respond about the accessing pixels being slow...So, if my plan was to decide how intensely to color each pixel based on the distance from the center of the particle, would this likely be a bad idea? Were you trying to tell me to switch to OpenGL by sending me that link?[Edited by - Splinter of Chaos on December 30, 2007 10:26:57 PM];Quote:Original post by Splinter of ChaosAlthough, I forgot to respond about the accessing pixels being slow...So, if my plan was to decide how intensely to color each pixel based on the distance from the center of the particle, would this likely be a bad idea? Were you trying to tell me to switch to OpenGL by sending me that link?No, I was not telling you to switch to OpenGL. It is an option though, especially if you plan to use lots of alpha blending to achieve special effects.Pixel access is slow. However, that doesn't mean anything by itself. If you are smart, you can reduce the amount of raw pixel accesses you do. For example, you can allocate a SDL_Surface for the particles, and share it between them (maybe using boost::shared_ptr<>) so that you don't need to create it over and over. Of course, if each particle has a different size then maybe you cannot do this.It all depends. For small surfaces pixel access probably won't be too slow. The only way to know for sure is to try. ; I'm actually working on the text in the game right now, so it's all hypothetical at the moment. I wanted to do something really impressive here, so I have the position held on two floats and I was going do that distance thing I said. I was going to even do this to one pixel sized particles. If it was between four pixels, you'd actually see 50% transparent pixels on each four. Then if it was all on one, you'd see 0% transparency there. I would consider the pixel's x + 0.5 and the pixel's y + 0.5 to be the center.So, as I said, I'm working on the text right now, but if you think I need/strongly suggest OpenGL for this...I've been contemplating the need to switch for about a day now. Especially because I want to be very liberal on gratuitous use of graphics. I have enemies spawning and dying frequently, and when they die, they will spew from 600 to 2000 particles. This might seem like a bit much, but it's an awesome reward system to start out with a bare background and fill it as the game goes on. Plus, I've never seen a death screen as entertaining as mine. (I've waisted away twenty minutes just staring at it.) So, I guess optimization in key here. Especially because I found if I let the game run on its own, it eats all my virtual memory.
How to approach side-scrollers
General and Gameplay Programming;Programming
Hey. I'm new here but I do have some experience with programming. I know some C++, WIN32 programming, a little bit of DX and OpenGL, and a decent amount of SDL.Anyways, I have always wanted to make a side-scrolling game like Super Mario or Megaman. Every time I tried it, I would start writing an engine and never get anywhere. I would write a couple of dumb sprite wrapper functions and just couldn't figure out how to get off the ground.I want so badly to make a scroller game, but I don't want to cop out and just use a "game-maker" for people that don't program. I want to code it by myself in C++. I guess what I'm asking is for any resources on how these types of games in particular work. Articles, anything else would be appreciated.Thanks
I don't know of any good articles but here is how I would approach it.1st. create a file format for loading levels: should have tiles to load, positions of the tiles in the level, entities in the level.(All the way to putting the level on the screen)2nd do something to get a character on screen and animated.(also be able to scroll the background)3rd collision detection between entities and environment(that includes entity to entity) 4th "physics" aka running and jumping.5th AI or whatever is going to move the enemies ;Quote:Original post by LikesToPlayGamesAnyways, I have always wanted to make a side-scrolling game like Super Mario or Megaman. Every time I tried it, I would start writing an engine and never get anywhere. I would write a couple of dumb sprite wrapper functions and just couldn't figure out how to get off the ground.I want so badly to make a scroller game, but I don't want to cop out and just use a "game-maker" for people that don't program. I want to code it by myself in C++. I guess what I'm asking is for any resources on how these types of games in particular work. Articles, anything else would be appreciated.So you started writing some functionality you thought you would need, but you continually failed to get a hold of the big picture, right? So where exactly did you get stuck? Could you draw something on screen? Could you get something moving based on keyboard input? It's pretty difficult to give advice without further information: I could give a thorough explanation and totally miss the things you're having trouble with.@stonemetal: personally, I wouldn't start with a file format, unless you're fairly familiar with the kind of games you're creating. There's a good chance that you design a format that isn't as practical as you thought it would be, which means you'll be spending quite some time updating the format, or working around it. Hardcoding data for early tests is fine, as long as it's relatively easy to exchange it for a system that loads data from files. ; My 2 cents...Here's my level format with tiles and collision blocks<?xml version="1.0" encoding="utf-8"?><bank><texture name="Level1_1" filename="data/Level1_1.png" /><icon name="Level1_1" texture="Level1_1"><!-- Generate tiles automaticaly from the texture. Start at position 0 --><generate width="16" height="16" start="0" /></icon><!-- Level definition --><level width="130" height="24" icon="Level1_1" blockwidth="16" blockheight="16" name="Level1_1"><!-- Point de depart (Position en pixel) --><spawnpointname="player1"x="350"y="2500" /><spawnpointname="player2"x="450"y="2500" /><!-- Lua's script --><scriptfilename="data/Worlds/level.lua"entry="LevelScript" /><!--Nom de l'entiteNom du modelPosition (en block dans la map) --><entityname="Golem1"model="Golem"x="12"y="74" /><entityname="Bettle1"model="Beetle"x="16"y="75" /><entityname="Golem3"model="Golem"x="10"y="21" /><entityname="Golem4"model="Golem"x="55"y="30" /><entityname="Golem5"model="Golem"x="47"y="26" /><entityname="Bettle2"model="Beetle"x="51"y="24" /><entityname="Golem7"model="Golem"x="57"y="20" /><entityname="5 coins_1"model="Treasure 1"x="10"y="74" /><tiles>0 1 2 3 4 5 6 7 4 5 4 8 9 10 11 12 13 14 15 16 17 10 11 18 9 19 16 17 20 10 11 18 9 21 15 17 20 21 22 23 24 25 8 19 26 27 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1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 </collision></level></bank>File for a sprite bank with animation and an icon bank<?xml version="1.0" encoding="utf-8"?><bank><texture name="Froggy Frog"filename="data/FroggyFrog.png" /><texture name="Intro"filename="data/intro.png" /><sprite name="Froggy Frog" texture="Froggy Frog"><cell id="8"x="104"y="204"width="78"height="73"hotx="0"hoty="0" /><cell id="7"x="12"y="204"width="73"height="72"hotx="0"hoty="0" /><cell id="6"x="201"y="104"width="75"height="76"hotx="0"hoty="0" /><cell id="5"x="108"y="108"width="73"height="72"hotx="0"hoty="0" /><cell id="4"x="9"y="108"width="78"height="72"hotx="0"hoty="0" /><cell id="3"x="202"y="13"width="77"height="71"hotx="0"hoty="0" /><cell id="2"x="101"y="12"width="82"height="72"hotx="0"hoty="0" /><cell id="1"x="10"y="13"width="77"height="71"hotx="0"hoty="0" /></sprite><animation name="Froggy Frog"><frame id="1"cellid="1"duration="100" /><frame id="2"cellid="2"duration="100" /><frame id="3"cellid="3"duration="100" /></animation><iconname="Intro"texture="Intro"zoom="2"><tile id="0"x="0"y="2"width="104"height="119" /><tile id="1"x="117"y="3"width="105"height="18"/><tile id="2"x="108"y="36"width="224"height="67"/></icons></bank>If you have any question, feel free to ask
Jumping in SDL animation tutorial (lazyfoo)
For Beginners
I'm following the SDL tutorials of lazyfoo, right now the animation tutorial. Well I have my foo walking great but I also want it to jump, not a simple jump right up but if the foo is walking right (for example) that it jumps with a bow to the right you know. I've no idea where to begin so if anyone could point me in the right direction that would be great, thanx.
If jumping and moving are handled separately then this should be taken of automatically. What I mean is that even when the character is jumping, you should still be able to move it left and right (i.e., move it while it's still in mid air). ;Quote:Original post by Gage64If jumping and moving are handled separately then this should be taken of automatically. What I mean is that even when the character is jumping, you should still be able to move it left and right (i.e., move it while it's still in mid air).Then first I need to make it jump upwards, also got no idea how to "move" it up (jump) smoothly. Guess I could make it go a little bit upwards every second (or millisecond..) but I guess there must be a better way.; Not sure what you mean. Off the top of my head I would do something like this:if (keyDown(KEY_RIGHT)) xPos += xVel;if (keyDown(KEY_SPACE)) { jumping = true; oldY = yPos;}if (jumping) { jumpSum += jumpSpeed; tracks the amount of jumping if (jumpSum >= jumpHeight) jumpSpeed = -jumpSpeed; if (jumpSum <= 0) { jumpSum = 0; // Reset for next time jumpSpeed = -jumpSpeed; // Or: jumpSpeed = abs(jumpSpeed); yPos = oldY - jumpSpeed; // In case jumpSum was > 0 and is now < 0 jumping = false; } yPos += jumpSpeed;}This doesn't take collision detection into account and may have some other problems, but it might be a good start. ; Take a look at the motion tutorial. Now imagine that you add gravity. each frame, the dot falls, by adding (-9.81 / framerate) to its yVel.Then, imagine that, following a certain event such as a keypress, you add 10 to the yVel. The dot will appear to "jump" and the jump will be in the direction it is already moving in. But, because you add gravity on each frame, the dot will follow a "parabola". A parabola is a curve where the change in each direction is a result of a seperate formula.What I recommend you do, which is what I do, is to create a class similar to the Foo, but without the event handling. It simply knows how to load an image, break it into separate frames, and display the correct one depending on the current frame. Test this until it works. It should have an update() method.Then, create a character class, using the motion tutorial. Instead of drawing a dot, your class should own a "foo" as one of its private methods, and then when you call show() it will call foo.show(). When this class updates, it calls foo.update() to ensure its animation is updated as well.Instead of event handling for moving your character, I would (and do) use keystates, as demonstrated in the keystate tutorial.This is an SDL version of the system I use in 3d, except I have further layers of abstration. I'm using OpenGL and my characters are MD2 animations, but the principle is the same. Each class does one specific job.
GL shader extensions on windows [solved]
Graphics and GPU Programming;Programming
Hello.I've managed to write some basic lighting shaders and work them into a Windows GL program using the ARB extensions. I know everything works, because I can write a pair of trivial shaders and get what I expect. However, my current shaders, which rely on application-set lighting variables (set by GL's normal lighting functions) won't work. The shaders are written correctly, as far as I know, and they are read, compiled, linked, and used without problem, as far as I can tell. I think the problem lies in the way I am communicating from my application to the shaders, but I can't see any problems. All help is appreciated.Thanks.P.S. The code is very ugly, I know, but I'm just trying to get it to work, ATM.[vert.gl]varying vec4 diffuse, ambient;varying vec3 normal, lightDir, halfVector;void main(void) {normal = normalize(gl_NormalMatrix * gl_Normal);lightDir = normalize(vec3(gl_LightSource[0].position));halfVector = normalize(gl_LightSource[0].halfVector.xyz);diffuse = gl_FrontMaterial.diffuse * gl_LightSource[0].diffuse;ambient = gl_FrontMaterial.ambient * gl_LightSource[0].ambient;ambient += gl_LightModel.ambient * gl_FrontMaterial.ambient;gl_Position = ftransform();}[frag.gl]varying vec4 diffuse, ambient;varying vec3 normal, lightDir, halfVector;void main(void) {vec3 n, halfV;float NdotL, NdotHV;vec4 color = ambient;n = normalize(normal);NdotL = max(dot(n, lightDir), 0.0);if(NdotL > 0.0) {color += diffuse * NdotL;halfV = normalize(halfVector);NdotHV = max(dot(n, halfV), 0.0);color += gl_FrontMaterial.specular *gl_LightSource[0].specular *pow(NdotHV, gl_FrontMaterial.shininess);}gl_FragColor = color;}[main.cpp]#include <GL/gl.h>#include <GL/glu.h>#include <GL/glut.h>#include <GL/glext.h>#include <stdio.h>#include <stdlib.h>#include <fstream>void init(void);void display(void);void reshape(int, int);void idle(void);int main(int argc, char *argv[]){glutInit(&argc, argv);glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);glutInitWindowPosition(100, 100);glutInitWindowSize(640, 480);glutCreateWindow(argv[0]);init();glutDisplayFunc(display);glutReshapeFunc(reshape);glutIdleFunc(idle);glutMainLoop();return 0;}char *textFileRead(char *fn){FILE *fp;char *content = NULL;int count=0;if (fn != NULL) {fp = fopen(fn,"rt");if (fp != NULL) { fseek(fp, 0, SEEK_END); count = ftell(fp); rewind(fp);if (count > 0) {content = (char *)malloc(sizeof(char) * (count+1));count = fread(content,sizeof(char),count,fp);content[count] = '\0';}fclose(fp);}}return content;}void init(void){glColor3f(1, 1, 1);glClearColor(0, 0, 0, 0);glClearDepth(1);glEnable(GL_DEPTH_TEST);glDepthFunc(GL_LEQUAL);glEnable(GL_LIGHTING);glEnable(GL_LIGHT0);GLfloat matSpec[] = {1.0, 1.0, 1.0, 1.0};GLfloat matShininess[] = {50.0};GLfloat lightPosition[] = {0.0, 0.0, 0.0, 0.0};GLfloat whiteLight[] = {1.0, 1.0, 1.0, 1.0};GLfloat lmodelAmbient[] = {0.1, 0.1, 0.1, 1.0};glMaterialfv(GL_FRONT, GL_SPECULAR, matSpec);glMaterialfv(GL_FRONT, GL_SHININESS, matShininess);glMaterialfv(GL_FRONT, GL_AMBIENT, lmodelAmbient);glMaterialfv(GL_FRONT, GL_DIFFUSE, whiteLight);glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);glLightfv(GL_LIGHT0, GL_DIFFUSE, whiteLight);glLightfv(GL_LIGHT0, GL_SPECULAR, whiteLight);glLightfv(GL_LIGHT0, GL_AMBIENT, lmodelAmbient);glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodelAmbient);PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC)wglGetProcAddress("glCreateShaderObjectARB");PFNGLSHADERSOURCEARBPROC glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC)wglGetProcAddress("glShaderSourceARB");PFNGLCOMPILESHADERARBPROC glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC)wglGetProcAddress("glCompileShaderARB");PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC)wglGetProcAddress("glCreateProgramObjectARB");PFNGLATTACHOBJECTARBPROC glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC)wglGetProcAddress("glAttachObjectARB");PFNGLLINKPROGRAMARBPROC glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC)wglGetProcAddress("glLinkProgramARB");PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC)wglGetProcAddress("glUseProgramObjectARB");PFNGLGETINFOLOGARBPROC glGetInfoLogARB = (PFNGLGETINFOLOGARBPROC)wglGetProcAddress("glGetInfoLogARB");char* vs;char* fs;GLhandleARB v = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);GLhandleARB f = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);vs = textFileRead("vert.gl");fs = textFileRead("frag.gl");const char* vv = vs;const char* ff = fs;glShaderSourceARB(v, 1, (const GLcharARB**)&vv, NULL);glShaderSourceARB(f, 1, (const GLcharARB**)&ff, NULL);free(vs);free(fs);glCompileShaderARB(v);glCompileShaderARB(f);GLcharARB log[1024] = {0};glGetInfoLogARB(v, 1024, NULL, log);printf(log);glGetInfoLogARB(f, 1024, NULL, log);printf(log);GLhandleARB p = glCreateProgramObjectARB();glAttachObjectARB(p, v);glAttachObjectARB(p, f);glLinkProgramARB(p);glUseProgramObjectARB(p);}void display(void){static float r = 0;r = (r > 360) ? (0) : (r += 0.1);glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);glPushMatrix();glRotatef(r, 0, 1, 0);glutSolidTeapot(1);glPopMatrix();glutSwapBuffers();}void reshape(int w, int h){glViewport(0, 0, w, h);glMatrixMode(GL_PROJECTION);glLoadIdentity();gluPerspective(45, (float)w/(float)h, 1, 256);gluLookAt(0, 0, 5, 0, 0, 0, 0, 1, 0);glMatrixMode(GL_MODELVIEW);glLoadIdentity();}void idle(void){glutPostRedisplay();}[Edited by - biggoron on December 31, 2007 1:02:50 PM]
I know this isn't very helpful, but usually people won't even look at your code unless you wrap it in [_source_][\_source_] tags (only without the underscores) Please have one set of tags for each of your shaders and then your program, you'll be much more likely to get help that way. ; Thanks, I was unaware of those tags, though they seem to change a lot of the symbols into HTML symbols. ; Did you try using the OpenGL 2.0 API and Entry Points? ; It's a Windows program. My Ubuntu machine only supports Mesa 1.3, unfortunately. I am planning on putting Ubuntu on this machine some time soon, though last time I checked there was no driver available for my hardware (Radeon HD 2600 XT). ; You should check to see if it has successfuly linked.After the call to glLinkProgramARB(p);Assuming it has linked successfully, do some debugging to see ifgl_FrontMaterial.diffuse, gl_LightSource[0].diffuseand the other stuff you are using contain the values you expect.Not sure if it would help if you use GL 2.0 entry points, but go ahead."[_source_][\_source_] tags (only without the underscores)"That should be a / instead of a ; Looks like I managed to get it to work. I made a separate program with equivalent shaders, but this time I used my own code, whereas before I was using an example code, and now it works. I'm not sure why, though. The main difference is that many of the lighting terms are calculated per-vertex and passed to the fragments via varying variables in the example shaders, but my shaders simply get the lighting data (colors, shininess, etc.) in the fragment shader.Thanks all.
malloc(): memory corruption
General and Gameplay Programming;Programming
Hi, I was working on a game I'm making last night and came across a strange bug after I made lots of small changes to the source code.Whenever I try to start a multiplayer or singleplayer game, the game crashes. I get this output:*** glibc detected *** ./habit: malloc(): memory corruption: 0x08260128 ***======= Backtrace: =========/lib/i686/cmov/libc.so.6[0xb7aaa006]/lib/i686/cmov/libc.so.6(__libc_malloc+0x8d)[0xb7aab95d]/lib/i686/cmov/libc.so.6(realloc+0x1e6)[0xb7aad4e6]./habit[0x806dc33]./habit[0x80714d2]./habit[0x80736db]./habit[0x806e1ea]./habit[0x8069c56]./habit[0x8075119]./habit[0x8060cac]./habit[0x804ced3]./habit(__gxx_personality_v0+0x3cf)[0x804af17]./habit[0x806633e]/lib/i686/cmov/libc.so.6(__libc_start_main+0xe0)[0xb7a54450]./habit(__gxx_personality_v0+0xc9)[0x804ac11]======= Memory map: ========08048000-0808b000 r-xp 00000000 08:02 1575 /home/foobar/proj/habitIV/habit0808b000-0808c000 rw-p 00042000 08:02 1575 /home/foobar/proj/habitIV/habit0808c000-0829d000 rw-p 0808c000 00:00 0[heap]b4800000-b4821000 rw-p b4800000 00:00 0 b4821000-b4900000 ---p b4821000 00:00 0 b4936000-b6153000 rw-p b4936000 00:00 0 b6153000-b6154000 ---p b6153000 00:00 0 b6154000-b6dd6000 rw-p b6154000 00:00 0 b6dd6000-b70d6000 rw-s 00000000 00:09 2752534 /SYSV00000000 (deleted)b70d6000-b70f6000 rw-s 00000000 00:09 2719748 /SYSV0056a4d6 (deleted)b70f6000-b7106000 rw-s 00000000 00:0d 7054 /dev/snd/pcmC0D0pb7106000-b710f000 r-xp 00000000 08:03 10622 /lib/i686/cmov/libnss_files-2.7.sob710f000-b7111000 rw-p 00008000 08:03 10622 /lib/i686/cmov/libnss_files-2.7.sob7111000-b7119000 r-xp 00000000 08:03 10624 /lib/i686/cmov/libnss_nis-2.7.sob7119000-b711b000 rw-p 00007000 08:03 10624 /lib/i686/cmov/libnss_nis-2.7.sob711b000-b712f000 r-xp 00000000 08:03 10619 /lib/i686/cmov/libnsl-2.7.sob712f000-b7131000 rw-p 00013000 08:03 10619 /lib/i686/cmov/libnsl-2.7.sob7131000-b7133000 rw-p b7131000 00:00 0 b7133000-b7134000 ---p b7133000 00:00 0 b7134000-b7934000 rw-p b7134000 00:00 0 b7934000-b79f5000 r-xp 00000000 08:03 10971 /usr/lib/libasound.so.2.0.0b79f5000-b79fa000 rw-p 000c0000 08:03 10971 /usr/lib/libasound.so.2.0.0b7a08000-b7a09000 rw-s 81000000 00:0d 7054 /dev/snd/pcmC0D0pb7a09000-b7a0a000 r--s 80000000 00:0d 7054 /dev/snd/pcmC0D0pb7a0a000-b7a0e000 r-xp 00000000 08:03 20994 /usr/lib/libXxf86dga.so.1.0.0b7a0e000-b7a0f000 rw-p 00004000 08:03 20994 /usr/lib/libXxf86dga.so.1.0.0b7a0f000-b7a16000 r-xp 00000000 08:03 10620 /lib/i686/cmov/libnss_compat-2.7.sob7a16000-b7a18000 rw-p 00006000 08:03 10620 /lib/i686/cmov/libnss_compat-2.7.sob7a18000-b7a19000 r-xp 00000000 08:03 57792 /usr/lib/allegro/4.2.2/alleg-alsamidi.sob7a19000-b7a1a000 rw-p 00001000 08:03 57792 /usr/lib/allegro/4.2.2/alleg-alsamidi.sob7a1a000-b7a1e000 r-xp 00000000 08:03 57791 /usr/lib/allegro/4.2.2/alleg-alsadigi.sob7a1e000-b7a1f000 rw-p 00003000 08:03 57791 /usr/lib/allegro/4.2.2/alleg-alsadigi.sob7a1f000-b7a24000 r-xp 00000000 08:03 57790 /usr/lib/allegro/4.2.2/alleg-dga2.sob7a24000-b7a25000 rw-p 00004000 08:03 57790 /usr/lib/allegro/4.2.2/alleg-dga2.sob7a25000-b7a28000 rw-p b7a25000 00:00 0 b7a28000-b7a2c000 r-xp 00000000 08:03 18261 /usr/lib/libXdmcp.so.6.0.0b7a2c000-b7a2d000 rw-p 00003000 08:03 18261 /usr/lib/libXdmcp.so.6.0.0b7a2d000-b7a2f000 r-xp 00000000 08:03 18247 /usr/lib/libXau.so.6.0.0b7a2f000-b7a30000 rw-p 00001000 08:03 18247 /usr/lib/libXau.so.6.0.0b7a30000-b7a34000 r-xp 00000000 08:03 18528 /usr/lib/libXfixes.so.3.1.0b7a34000-b7a35000 rw-p 00003000 08:03 18528 /usr/lib/libXfixes.so.3.1.0b7a35000-b7a3c000 r-xp 00000000 08:03 20739 /usr/lib/libXrender.so.1.3.0b7a3c000-b7a3d000 rw-p 00007000 08:03 20739 /usr/lib/libXrender.so.1.3.0b7a3d000-b7a3e000 rw-p b7a3d000 00:00 0 b7a3e000-b7b85000 r-xp 00000000 08:03 10613 /lib/i686/cmov/libc-2.7.sob7b85000-b7b86000 r--p 00147000 08:03 10613 /lib/i686/cmov/libc???I get the same output when I run it in a debugger (gdb). Does anyone know what causes this type of error? I would be REALLY happy if someone could help me out, because right now my program is completely broken because of this stupid issue.Thanks!(If it matters, I am using Linux)
That error message means that you have memory corruption affecting the heap data structures. Likely causes are buffer overruns, using a freed pointer, incorrectly pairing new[]/delete or new/delete[], not using a virtual destructor for a base class and so on. ; By placing cout's at different places in my code, I have narrowed down the line that causes the issue. It's the line for loading the Lua script for the map being loaded, which doesn't make any sense.Would this type of crash be something that happens when the program hits a certain line (like a segfault does), or is it like a memory leak where the problem builds and then eventually surfaces? ; That's probably not the line that causes the issues, it's the line where the issue is detected. You probably corrupted the heap sometime before that line, and that line is the first time a heap consistency check was performed since the actual problem.
probelm with my new Graphic Card (NVIDIA...)
Graphics and GPU Programming;Programming
Hi i have created a directX application that works fine with my integrated graphic card. now i have a new Graphic card (NVidia 7300 GT). but when i run the same project i get an InvalidCallException when i try to get the World Matrix Matrix matrix = _device.Transform.World; ErrorCode = -2005530516ErrorString = "D3DERR_INVALIDCALL"in the call stack window of VS 2005 i have this : Microsoft.DirectX.Direct3D.dll!Microsoft.DirectX.Direct3D.Device.GetTransform(Microsoft.DirectX.Direct3D.TransformType state, int* result) + 0x137 bytes Microsoft.DirectX.Direct3D.dll!Microsoft.DirectX.Direct3D.Device.GetTransform(Microsoft.DirectX.Direct3D.TransformType state) + 0xb bytes Microsoft.DirectX.Direct3D.dll!Microsoft.DirectX.Direct3D.Transforms.World.get() + 0x10 bytes>DXEngine.dll!DXEngine.ObjectManager.Render() Line 61 + 0x1f bytesC# DXEngine.dll!DXEngine.World.Render() Line 266 + 0xd bytesC# DXEngineUI.dll!DXEngineUI.DXView.DXView_Paint(object sender = {DXEngineUI.DXView}, System.Windows.Forms.PaintEventArgs e = {ClipRectangle = {X=0,Y=0,Width=788,Height=490}}) Line 45 + 0xd bytesC# System.Windows.Forms.dll!System.Windows.Forms.Control.OnPaint(System.Windows.Forms.PaintEventArgs e) + 0x57 bytes System.Windows.Forms.dll!System.Windows.Forms.Control.PaintWithErrorHandling(System.Windows.Forms.PaintEventArgs e = {ClipRectangle = {X=0,Y=0,Width=788,Height=490}}, short layer, bool disposeEventArgs = false) + 0x5b bytes ...........
Any chance you're using a pure device?From The DirectX SDK:Quote:Use the D3DCREATE_PUREDEVICE flag during device creation to create a pure device. A pure device does not save the current state (during state changes), which often improves performance; this device also requires hardware vertex processing. A pure device is typically used when development and debugging are completed, and you want to achieve the best performance.One drawback of a pure device is that it does not support all Get* API calls; this means you can not use a pure device to query the pipeline state.; thank you, it works when i removed that flag.
UV mapping and Repeat UV (oops)
Graphics and GPU Programming;Programming
Hey everyone... I just UV mapped a model i have and set the Repeat UV to 2.0 by suggestion of the tutorial i was doing.... when i imported the model and applied the texture in OpenGL... wouldnt you believe that it was all screwed up, and i think repeat has a lot to do with it because the UVs are double the vertices.Can someone explain what changes have to be made when loading a normal and a Repeat UV set to 2 in a UV map?And why would i want this?EDIT- Changed "Coverage" to "Repeat UV" SORRY![Edited by - AverageJoeSSU on December 31, 2007 1:44:36 PM]
reordering a vector from low to high
For Beginners
Heya :D,Let me wish you all the best wishes for 2008 in advance, and then move onto my problem. I've got a std::vector with randomly ordered ints, and I'd like them to be ordered from low to high. I've found a way myself, but it seems rather timeconsuming and not clean. I was wondering if there were different ways, or if there isn't just a simple function (whether in the vector, or in de std itself) that'd do this for me.The solution I came up with was to go through the vector with a forloop, and check everytime you enter a new element if it's higher than the next. If so, swap 'em. Do this routine as many times as there are elements in your vector, and it should be ordered.Any better ideas, or is this indeed the way to go?-Stijn
std::sort(vec.begin(),vec.end());;std::sort. By the way, your implementation is technically known as bubble-sort.Σnigma ; Thanks mates![smile]
Drag & drop inventory
Game Design and Theory;Game Design
I've noticed that a lot of games seem to be using this system, from very old to very new. My question is why? Am I the only one who totally dislikes this interface style?It seems like there are only rare situations where the player needs to choose a specific place put something. Chest armor goes on the chest. Boots go on the feet. Why require players to drag it to that location?There are a few situations where dragging is difficult to avoid. Armed weapons, if each hand can be armed with the same items. Or item belts, where each slot represents a key/button. I'm actually still looking for an alternative to drag/drop for the item belt concept.Anyway, I'm just asking out of curiosity. Why are so many games being designed to use drag and drop? It's slow, tedious, and a leading cause of carpal tunnel.
I think that you're glossing over some of the benefits of drag-and-drop inventories. For example, a potion you can drag onto your character to drink, into your quick-access belt, or onto the floor to drop it. Actually, anything can be dropped on the ground or equipped. In games such as Neverwinter Nights, you can drag items into the hotkeys at the bottom of the screen for easy use. In many games, you have limited inventory space, requiring you to drag and drop items around to fit them into your inventory nicely. In a point-and-click adventure, you can drag one item onto another to 'use this with that'. Overall, I think that it provides a lot of flexibility.Now, I do agree that dragging boots precisely onto the boot section is a little unnecessary. Unless this is Nethack and I can also wield my boots*, chances are I'm going to put them on my feet. In this case, I think that you could let the player drag and drop the items onto to their character and the game would automatically know where to put them. This would retain the benefits of drag-and-drop, but would remove a bit of the tedium and maybe help out newbies, too. There's also the Neverwinter Nights approach where you can both drag items and right click on them to get a menu, which includes dropping, using, and equipping.* I just made that up, but I wouldn't be surprised. [smile] ;Quote:Original post by EzbezI think that you're glossing over some of the benefits of drag-and-drop inventories. For example, a potion you can drag onto your character to drink, into your quick-access belt, or onto the floor to drop it. Actually, anything can be dropped on the ground or equipped.A few arrow buttons can work for the interface. Then there's a left click, right click, shift + click, and control + click to choose from for the shortcuts.Quote:In games such as Neverwinter Nights, you can drag items into the hotkeys at the bottom of the screen for easy use.I still haven't come up with any ideas to avoid it in this type of situation. I was considering using something where you click on the hotkey slot, then a pop-up allows you to select from all compatible items for that slot.Quote:In many games, you have limited inventory space, requiring you to drag and drop items around to fit them into your inventory nicely.Yeah, but I really dislike that system too. I've never had that much trouble cramming things into a real-life backpack. It just seems like another distraction from the real game. Especially if you're trying to load stuff up in a hurry. ; I think that the main problem with variations of LMB, RMB with ctrl, alt, etc. is that it's not intuitive to beginners. You'd be forced to look that up in the manual or go through the tutorial to find out simply how to drop an item. Drag and drop inventories are both the standard and intuitive. If you've played an RPG before, chances are you know how to use a drag-and-drop inventory. And even if you don't, it's what you expect to happen. In real life you actually drag and drop things to put them onto the ground, into bags, or onto yourself (okay, maybe not, but it's certainly closer than shift right clicking on them [wink]).I think that you're best bet will be a hybrid system. You *can* drag and drop to do any of the above, but if you, say, double click on an item, it will be equipped to the right spot. You can certainly combine the system that you don't like with the system that you do like without them interfering much at all. ;Quote:Original post by EzbezI think that the main problem with variations of LMB, RMB with ctrl, alt, etc. is that it's not intuitive to beginners. You'd be forced to look that up in the manual or go through the tutorial to find out simply how to drop an item.Or you could just hover your mouse over the interface buttons to see the shortcuts for them.Quote:Drag and drop inventories are both the standard and intuitive. If you've played an RPG before, chances are you know how to use a drag-and-drop inventory. And even if you don't, it's what you expect to happen.I won't argue with any of that. But as a player, I still hate the system. It's tiresome. It can become pretty annoying once I get into playing a game. I've yet to play a game, even great games, where this interface style didn't tear it down a notch.Quote:I think that you're best bet will be a hybrid system. You *can* drag and drop to do any of the above, but if you, say, double click on an item, it will be equipped to the right spot. You can certainly combine the system that you don't like with the system that you do like without them interfering much at all.That's fine, as long as the alternative to dragging is acceptable. But the only games I've played with decent alternatives didn't even bother using drag and drop. And just to rival Grumpy Smurf, I also really dislike double clicking. What a nuisance. ; Want to know the problem with just right clicking gear to get it to work? Lets take Diablo II for example. I found this nice 1 hand sword with 4324324324 damage and speed to replace my slow 2 dmg 2handed sword. I go to right click it, but guess what? My old sword drops to the ground and someone else takes it. Why? Because my short sword was 1x3 slots and the big sword was 2x4. Oh, and my inventory is full. Games remove some features that would be beneficial in order to make sure noobs and the veteran alike don't make silly mistakes and complain about it. Also, adding anything more than a drag and drop system that works well is a waste of time. Game programmers make games, not fancy and complex menu systems which keep you more occupied with it than the game itself.I'd love things to be as easy as right clicking too, but maybe you can be the one to make the next best Game AND menu system ;) ; I would have to agree with the idea that drag and drop is far more intuitive and quick to pick up than having to read a manual or look for tool-tips on different button/click combinations. Drag and drop allows you to learn one action that applies for wearing, removing, using, taking, and dropping items. Drag and drop is predictable and almost always works the way you expect, whereas different buttons and combinations of modifier keys may mean different things on different games. Details such as whether you require boots to be dragged to the foot position or whether they snap onto the feet when you release them over the character is just an implementation detail really.If you find yourself doing a lot of repetitive movements to equip or unequip a character, it's probably not a problem with the individual item movement as such but the failure to spot a higher level behaviour, such as wanting to have different sets of equipment to use in different situations. In that case, you could have a 'remember this outfit' button and a 'restore past outfit' drop down that swaps complete sets of equipment over in one or two clicks. ;Quote:Original post by LmTI go to right click it, but guess what? My old sword drops to the ground and someone else takes it. Why? Because my short sword was 1x3 slots and the big sword was 2x4. Oh, and my inventory is full.Slot based inventory storage is a bad design for many other reasons as well. I'm more of a believer in inflicting penalties for carrying too much, rather than making it impossible. Stamina zapping, speed reduction, strength deterioration, or whatever. In the real world, carrying less is better, regardless of limitations, but you can always overextend yourself in a crisis. I think it would work well to apply that to gaming.Quote:Also, adding anything more than a drag and drop system that works well is a waste of time.Why is it a waste of time?Quote:Game programmers make games, not fancy and complex menu systems which keep you more occupied with it than the game itself.My goal is to make it less occupying. Slot based inventory? Dragging and dropping to specific locations? How is that less fancy and complex than a single click and alternative click?Quote:I'd love things to be as easy as right clicking too, but maybe you can be the one to make the next best Game AND menu system ;)With my extraordinary super powers that allow me to spend more than 15 minutes on it?Quote:Original post by KylotanI would have to agree with the idea that drag and drop is far more intuitive and quick to pick up than having to read a manual or look for tool-tips on different button/click combinations.I seriously doubt left clicking to equip/remove and right clicking to drop would require a serious amount of research. I mean unless you're dealing with something very complicated, you're going to find your way pretty quickly. ; It's not a lot more, but it's more, and unlike dragging and dropping, the conventions vary from game to game. People are far more used to moving the mouse around than they are to memorising different click and keypress combinations. And you're going to have a hard time finding a lot of people other than yourself who care enough about the tiny efficiency difference you'll get once you've mastered the more complex interface. ;Quote:Original post by KylotanPeople are far more used to moving the mouse around than they are to memorising different click and keypress combinations.Unless you're doing something overly complicated, you can just use two types of clicks. Left click, right click. That doesn't require much memory. Anyone who can't pick that up in about 5-10 seconds won't be able to play my game anyway.Quote:And you're going to have a hard time finding a lot of people other than yourself who care enough about the tiny efficiency difference you'll get once you've mastered the more complex interface.You've taken exaggeration to a whole new level. You're telling me you would rather drag your mouse over half of the screen to move an item, rather than just click it once? Because it's too complex and too difficult to master?As far as I'm concerned, dragging and dropping is like an interface control. No different than a button on the screen. But in most cases, pressing a button on the screen is easier than dragging an item. Even so, most interface buttons have shortcut keys. So should dragging and dropping.
[.net] VB.NET Arraylist "Object reference not set to an instance of an object."
General and Gameplay Programming;Programming
Dim temp As Entry temp = New Entry temp.Surname = TextBox_AddSurname.Text temp.Address1 = TextBox_AddAdd1.Text temp.Address2 = TextBox_AddAdd2.Text temp.PostCode = TextBox_AddPC.Text temp.PhoneNum = TextBox_AddPN.Text temp.InvoiceNum = TextBox_AddIN.Text temp.InstallNum = TextBox_AddIsN.Text temp.Windows = 1 temp.Doors = 1DB.Entries.Add(temp)Iv tried to add an object to my Arraylist, but it tells me the refernce isnt set to an object. The compiler tells me to use the New keyword, which Im doing. What am I doing wrong?
Perhaps either DB or its Entries property is not instantiated.;Quote:Original post by WanMasterPerhaps either DB or its Entries property is not instantiated.Yup it looks like maybe you have a problem with your Entry class?; Cheers, that worked. I did public DB as New DatabaseDo I have to instantiate all my vars in VB? Im familiar with c++ so does VB have constructors? I know i could Google but thats at least 4 clicks away ; You have to instantiate any variable that's a reference type. ;Quote:Original post by MachairaYou have to instantiate any variable that's a reference type.Not if it's a shared(static in C#) class.;Quote:Original post by daviangelQuote:Original post by MachairaYou have to instantiate any variable that's a reference type.Not if it's a shared(static in C#) class.Then it's not technically a variable, is it? ;)
Using my C++ engine (with win32 parts) in C#
General and Gameplay Programming;Programming
I've created sort of an engine in C++, which I want to use for a game project. However, I would like to do the map editor in C#. For this I'd still require access to my engine, which is a library. Now, I've read about P/Invoke, and writing wrapped managed classes or something so I can call my Native classes in C#. I foresee one problem though. My engine is heavily based on a Window Manager module that I use to create windows, handle messages, etc. Obviously all this is Win32 based, C++ code.Since it is present in initialization, but also the main loop is based on handling messages through the window manager's callback, I think it would be a pain to remove this.Is there any way I would be able to make this work in C#? Would it require removing the window manager, which means I have to rewrite my main loop, or can it be done some other, clever way?
Quick question..
General and Gameplay Programming;Programming
This might be dumb but can someone explain this to me..cApp *App = (cApp*)Ptr;With the assumption that cApp is a class does it declare a pointer to a class object?RegardsChad
Yes, this declares a pointer to an object of type cApp and makes it point to whatever Ptr is pointing to (because of the cast, Ptr is presumably not declared as a pointer to a cApp). ; This is called type casting.http://www.cplusplus.com/doc/tutorial/typecasting.html check the explicit conversion. I hope this will help
Two problems with glOrtho2D()
Graphics and GPU Programming;Programming
I am trying to get OpenGL to use pixels instead of units, and change its coordinate system to (0,0) = top right of screen and (WIDTH,HEIGHT) = bottom right of the screen. It seems like this is working, but i can't seem to get OpenGL to use pixels for length units.code for, when the window is rezised/created[source langg = "cpp"]GLvoid ReSizeGLScene(GLsizei width, GLsizei height)// Resize And Initialize The GL Window{if (height==0)// Prevent A Divide By Zero By{height=1;// Making Height Equal One}glViewport(0,0,width,height);// Reset The Current ViewportglMatrixMode(GL_PROJECTION);// Select The Projection MatrixglLoadIdentity();// Reset The Projection MatrixgluOrtho2D(0,WIDTH,HEIGHT,0);// Calculate The Aspect Ratio Of The WindowgluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);glMatrixMode(GL_MODELVIEW);// Select The Modelview MatrixglLoadIdentity();// Reset The Modelview Matrix}WIDTH = 800HEIGHT = 600The following code is supposed to draw my texture(top left corner at (0,0), this it is doing correctly so no problem there), but instead of producing a square, it produces a rectangle, width a greater height than width. It also seem to get the length units all wrong. ( i know i am translating into the screen, but if i don't, the image isn't being drawn, for some reason..)[source langg = "cpp"]int DrawGLScene(GLvoid)// Here's Where We Do All The Drawing{glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);glLoadIdentity();glTranslatef(0.0f,0.0f,-2.0f);glBindTexture(GL_TEXTURE_2D, texture[0]);glBegin(GL_QUADS);glTexCoord2f(0.0f, 0.0f); glVertex3f(0, 500, 0);// Bottom Left Of The Texture and QuadglTexCoord2f(1.0f, 0.0f); glVertex3f( 500, 500, 0);// Bottom Right Of The Texture and QuadglTexCoord2f(1.0f, 1.0f); glVertex3f( 500, 0, 0);// Top Right Of The Texture and QuadglTexCoord2f(0.0f, 1.0f); glVertex3f(0, 0, 0); //top left of the texture and quad glEnd();return TRUE;}Thanks in advance!-Mads
void SetOrtho(long Sizex, long SizeY){glViewport(0,0,SizeX,SizeY);glMatrixMode(GL_PROJECTION);glLoadIdentity();glOrtho(0, SizeX, SizeY, 0, -1, 1);glMatrixMode(GL_MODELVIEW);glLoadIdentity();}This works for me--- Edit ---Just wanted to mention, your gluPerspective call kills your gluOrtho2D call, since it sets 3d mode back again, would probably work with that removed. I have 2 functions, one for perspective and one for ortho, I first render my 3d scene, then switch to ortho and render my GUI overtop. I also work with a predefined width/height for my GUI, I always assume 1000x800 for the GUI (just random values i liked), no matter what the screen resolution is, so everything is the exact same size no matter the resolution, but depending on what you are doing you may or may not want that :) ; Thanks :)! i Simply removed the gluPerspective line (didn't knew what it was doing anyway..) and its working wonderful now!
DirectSound setVolume takes its time ....
Graphics and GPU Programming;Programming
First: Yes, I used google .. yes, I used the forum search ... Hi guys (and girls?),I am new to this community and fairly new to DirectX programming. Now I encountered a problem with DirectSound. Arlight, I managed to set up all those buffers and stuff and, yeah, the sound is playing. However when it come to altering the volume I stumbled over something odd. I'll get to the point. Basically this: dsound->play(); Sleep(1000); dsound->setVolume(0);works ... bit this: dsound->play(); dsound->setVolume(0);doesn't! ( dsound->play() basically results in a call to IDirectSoundBuffer8::play(...) and dsound->setVolume(0) to IDirectSoundBuffer8::setVolume(-10000) )The first snipped does exactly what it's supposed to. It plays the sound at full volume, continues to do so for a second and then sets the volume to 0 (silence). However in the second snipped the setVolume() call doesn't seem to have any effect at all. The sound simply continues to play at full volume. Even something like this: dsound->play(); while(1) dsound->setVolume();doesn't have any effect. (except that the App is caught in an infinite loop ^^). I already checked the function's return values and tried to tinker around with various priority levels and flags, but it didn't help. I simply can't change a sound's volume unless i give it some time to ... yeah what? settle in or something ... I tried changing the primary buffer's volume which worked just fine but doesn't really have the desired effect.So if anyone could give me any advice I'd gladly appreciate it. Thanks.
What is setVolume(0)? A custom function? Does it rely on the sound to be playing to work correctly? If so, your custom system may not be allowing enough time for the API or hardware to kick the sound into motion. It's difficult to help you further without knowing what's happening with those custom functions.Personally, I always set sound properties before I play a sound. Then I set them again when the sound dynamically changes in the game. I also use a timer delay to avoid updating sound properties too excessively. ; Well ok I'll try to explain my constom code a little..."dsound" is a pointer to a custom "DirectSound" class, which holds the primary SoundBuffer (IDirectSoundBuffer) and a map of custom "SoundFile" classes. Each SoundFile instance holds one secondary SoundBuffer (IDirectSoundBuffer8) ... always in form of pointers of course. So when I say: "dsound->play()" it is actually something like this: "dsound->play(1)" where 1 is the key value of the map holding the SoundFile pointers. In play(int) the app then iterates through the map until it finds the corresponding SoundFile and then calls the SoundFile's play-function. Which then in turn calls the secondary SoundBuffer's play-function. The same process applies to the setVolume-function respectively.So as I said before, "dsound->play(1)" basically results in a call to IDirectSoundBuffer8::play(0,0,0,0) ans "dsound->setVolume(1, 0)" (first argument being the map's key value) to IDirectSoundBuffer8::setVolume(-10000); I didn't like DirectSound habit to set volume control from -10000 to 0 so set my custom-function's inpiut from 0 to 10000 and then simply subtract 10000 to get the correct value for the SoundBuffer's setVolume-function.I also tried to change the volume before I start playing the sound. That, too, didn't have any effect.[Edited by - ChaosIII on December 30, 2007 1:28:34 PM];Quote:Original post by ChaosIIII also tried to change the volume before I start playing the sound. That, too, didn't have any effect.I would say it has to be a problem with your OS, your sound driver, your sound hardware, or your implementation code. I've never experienced anything similar with Direct Sound. I did a test run to adjust the playing properties of sounds right after playing them in my own engine, but I didn't notice any problems.Are you using hardware buffers or software buffers? ;Quote:Original post by KestI would say it has to be a problem with your OS, your sound driver, your sound hardware, or your implementation code.Oh bummer ... yeah sure of course. I was developing the app on my laptop for the last couple of days. Man I could have thought of that myself.I tried the whole thing on my desktop now and everything works fine. No delay, and changing the volume before starting the sound works as well.Thanks a bunch, Kest!!!; Just out of curiosity, what hardware/driver combination were you using? ; My Laptop is an "Aspire 1351LC" and is equipped with a "Realtek AC'97" sound card. The drivers are from May 2003. And apparently these are the latest you can get.My desktop only uses onboard sound (the mainboard is an "ASROCK K7S8X"), the device is called "C-Media AC97" and the drivers are from June 2006.That's what you wanted to know? ; Realtek has a newer AC97 driver available. Unless your laptop requires a driver customized by the motherboard manufacturer, it could prove helpful to try to install it.Realtek driver homepage; I could kiss you guys! The drivers work perfectly and my App runs like a charm even on the laptop now. Thanks!!!
Lookup texture file creation
Graphics and GPU Programming;Programming
Hi All,Can anyone tell me how to create a texture file for lookup table purpose? Is there any tool or source code in DirectX available?Thanks a lot.Simon
You can create a texture using Device::CreateTexture (using the SYSMEM pool should do). After that, you can LockRect it to access the raw data, and write the values you want to the texture. When you're done, you can save it to a file using D3DXSaveTextureToFile.Hope this helps ;Quote:Original post by sirobYou can create a texture using Device::CreateTexture (using the SYSMEM pool should do). After that, you can LockRect it to access the raw data, and write the values you want to the texture. When you're done, you can save it to a file using D3DXSaveTextureToFile.Hope this helpsThanks! ; D3DXFillTexture() and D3DXFillTextureTX() are also useful if you can't be bothered with all the plumbing surrounding a LockRect() call. Although note that this route probably isn't a good idea if you need specific bit-level control over the results...hthJack
problems with polymorphism
General and Gameplay Programming;Programming
The foolwoing codes produces, errors by where i have the classesPaymentcredit : paymentcheque : paymentcash : paymentyet when i cast the payment pointer to one of the child classes, that pointer is not able to access the child classes methods.mainPayment * p = iter->theirOrders.getPaymentPointer(); //retuns an address to the pointer if( p != NULL){if ( p->getPaymentType() == "Cash"){//nothing to write}if ( p->getPaymentType() == "Credit Card"){customerListFile << "Card Number: " << p->getAccountNumber();customerListFile << "Expiry Date: " << p->getExpDate();customerListFile << "Card Type: " << p->getType();}if ( p->getPaymentType() == "Cheque"){customerListFile << "Bank Name: " << p->getBankName();customerListFile << "Account Number: " << p->getAccountNumber();}}and here are the .cpp and headers of the payment, etc#pragma once#include "payment.h"class Cash :public Payment{private:float cashTendered;public:Cash(void);~Cash(void);void payedInCash(bool cashIn);virtual void displayPaymentInfo();virtual void getpaymentInfo();};/////////////////////////////////////////////////////////////////#include "Cash.h"#include <iostream>Cash::Cash(void) {}Cash::~Cash(void){}void Cash::payedInCash(bool cashIn){cashTendered = cashIn;}void Cash::getpaymentInfo(){}void Cash::displayPaymentInfo(){this->displayAmount();}#pragma once#include "payment.h"#include <string>class Cheque :public Payment{private:std::string bankName;std::string accountNumber;public:Cheque(void);~Cheque(void);std::stringgetBankName();voidsetBankName(std::string name);std::stringgetAccountNumber();voidsetAccountNumber(std::string Number);virtual void displayPaymentInfo();virtual void getpaymentInfo();};/////////////////////////////////////////////////////////////////////////#include "Cheque.h"#include <iostream>Cheque::Cheque(void){bankName = "";accountNumber = "";}Cheque::~Cheque(void){}std::stringCheque::getBankName(){return this->bankName;}void Cheque::setBankName(std::string name){this->bankName = name;}std::stringCheque::getAccountNumber(){return this->accountNumber;}void Cheque::setAccountNumber(std::string number){this->accountNumber = number;}void Cheque::displayPaymentInfo(){this->displayAmount();std::cout << "Account Number: " << this->getAccountNumber();std::cout << "Bank Name: " << this->getBankName() << std::endl;}void Cheque::getpaymentInfo(){std::string bankName = "";std::string accountNumber = "";std::cout << "Enter bank Name: ";std::cin >> bankName;std::cout << std::endl;std::cout << "Enter account Number: ";std::cin >> accountNumber;this->setAccountNumber(accountNumber);this->setBankName(bankName);}#pragma once#include "payment.h"#include <string>class Credit :public Payment{// add your pre and post statements hereprivate:std::string number;std::string type;std::string expDate;public:Credit(void);~Credit(void);std::string getNumber();void setNumber(std::string number);std::string getType();void setType(std::string type);std::string getExpDate();void setExpDate(std::string date);virtual void displayPaymentInfo();virtual void getpaymentInfo();};//////////////////////////////////////////////////////////////////////#include "Credit.h"#include <iostream>Credit::Credit(void){}Credit::~Credit(void){}std::string Credit::getNumber(){return this->number;}void Credit::setNumber(std::string _number){this->number = _number;}std::string Credit::getType(){return this->type;}void Credit::setType(std::string _type){this->type = _type;}std::string Credit::getExpDate(){return this->expDate;}void Credit::setExpDate(std::string date){this->expDate = date;}void Credit::displayPaymentInfo(){this->displayAmount();std::cout << "Expiry Date: " << this->getExpDate();std::cout << "Number: " <<this->getNumber();std::cout << "Card Type: " << this->getType() << std::endl;}void Credit::getpaymentInfo(){std::string exp = "";std::string num = "";std::string type = "";std::cout << "Enter expiry date: ";std::cin >> exp;std::cout << std::endl;std::cout << "Enter number: ";std::cin >> num;std::cout << std::endl;std::cout << "Enter card type (visa, American Express etc): ";std::cin >> type;std::cout << std::endl;this->setExpDate(exp);this->setNumber(num);this->setType(type);}#pragma once#include <string>class Payment {private:float amount;std::string paymentType;public:Payment();void displayAmount();void setAmount(float amount);void setPaymentType(std::string type);std::string getPaymentType();virtual void displayPaymentInfo() = 0;virtual void getpaymentInfo() = 0;};/////////////////////////////////////////////////////////////////////////#include "Payment.h"#include <iostream>Payment::Payment(){this->amount = 0.0f;this->paymentType = "Not payed yet";}void Payment::displayAmount(){std::cout << "Amount Paid : " << this->amount;}void Payment::setAmount(float _amount){this->amount = _amount;}void Payment::setPaymentType(std::string type){this->paymentType = type;}std::string Payment::getPaymentType(){return this->paymentType;}i seem to get mulitple errors likeerror C2039: 'getBankName' : is not a member of 'Payment'but p should now be of the type of the returned address
To do what you want, you'll need to cast the base type pointers to the derived type pointers. The safest way would be with dynamic_cast. Ex:if (Credit * credit = dynamic_cast<Credit *>(p)) { customerListFile << "Card Number: " << credit->getAccountNumber(); customerListFile << "Expiry Date: " << credit->getExpDate(); customerListFile << "Card Type: " << credit->getType();}However, what you're trying to do isn't very good design. A better way would be to give the base class a function to dump details to a stream, and then in each derived class, have the relevant details written. ;Quote:i seem to get mulitple errors likeerror C2039: 'getBankName' : is not a member of 'Payment'That is absolutely correct. Look at the Payment class. It doesn't have any getBankName.Quote:yet when i cast the payment pointer to one of the child classes, that pointer is not able to access the child classes methods.I don't see any casting in your code. In order to access the true members of the derived class, you need to cast the base class object to the derived class type(thats why you get that error). Then do something like this:Payment * p = iter->theirOrders.getPaymentPointer(); //retuns an address to the pointer if( p != NULL){if ( p->getPaymentType() == "Cash"){//nothing to writeCash* c = static_cast<Cash*>(p);}else if ( p->getPaymentType() == "Credit Card"){ Credit* c = static_cast<Credit*>(p); customerListFile << "Card Number: " << c->getAccountNumber();//I didnt find this method in your class customerListFile << "Expiry Date: " << c->getExpDate(); customerListFile << "Card Type: " << c->getType();}else if ( p->getPaymentType() == "Cheque"){ Cheque* c = static_cast<Cheque*>(p); customerListFile << "Bank Name: " << c->getBankName(); customerListFile << "Account Number: " << c->getAccountNumber();}}There are several things in your code that could be changed. The methods like getPaymentType should be virtual, and in each class you return a specific string(your code will never work because it'll always return the Payment::paymentType)(you can use typeid operator here instead). Every method which will return specific things for each class must be declared as virtual and then overridden at the derived class. Take a better look at your code. ;Quote:Original post by SiCraneHowever, what you're trying to do isn't very good design. A better way would be to give the base class a function to dump details to a stream, and then in each derived class, have the relevant details written.Quoted for emphasis. Type-switching is brittle, error-prone, unsafe and generally evil (See Item 90: Avoid type switching; prefer polymorphism, C++ Coding Standards by Herb Sutter and Andrei Alexandrescu).Σnigma ; Ok, so you have "virtual void displayPaymentInfo()" virtual method.And yet, you choose to handle it externally, causing all the mess.Polymorphism here is the following:iter->theirOrders.getPaymentPointer()->displayPaymentInfo();And the appropriate method will be invoked.
Disadvantages of data-driven design
For Beginners
Let's say I have a bunch of data stored in a XML file which I load in the beginning of the game. The data is mostly comprised of various attributes for each type of entity (position, color, whatnot). Every time a spawn a new entity, I need to look up this data in order to initialize it with the proper values. Instead of loading the data in each time, I load it in once and store it in a large table (let's say, an array) in memory. Now I have this huge table of data which is taking up space in memory instead of being intertwined with the rest of the code. The obvious way to reduce this extra overhead is to try and load the data by a need-to-know basis (ie, for each level), but if all of the entities play a part in the game at all times, then there is not much else I can do. Or is there?
Does this table in memory take that much space, as opposed to hardcoding it? How much space do you lose for each entity type? How many entity types do you have?If your "overhead" is a kilobyte or two, it just isn't worth optimizing at all. ;Hi,Are you convinced that this data takes a lot of memory ? I use a similar system for creating objects and I never noticed that the object descriptors would take too much of memory (few hundred kbs at most).Of course, if you are concerned about the memory, you can use a system which loads the desired data only on demand. When you spawn an entity with some ID, you'll check your list in memory if you have already loaded that ID, and if not, check if it can be found on disk.Best regards! ; Yeah, I just realized that it's a much smaller amount of overhead for my particular game than I thought, but I guess what I thinking in the large scheme of things (for example, commercial games). ;Quote:Original post by fd9_Yeah, I just realized that it's a much smaller amount of overhead for my particular game than I thought, but I guess what I thinking in the large scheme of things (for example, commercial games).For most games, this data will be so much smaller than art assets (textures, meshes, sounds) that it will be negligible. ;Quote:Original post by ToohrVykQuote:Original post by fd9_Yeah, I just realized that it's a much smaller amount of overhead for my particular game than I thought, but I guess what I thinking in the large scheme of things (for example, commercial games).For most games, this data will be so much smaller than art assets (textures, meshes, sounds) that it will be negligible.Seconded. To give you some numbers, the gameplay objects in an average Counter-Strike level take about 1% of a maps filesize. For de_dust2, it's 0.5% - roughly 10 kb, in a file that's 1.9 mb. The rest is mainly level geometry and lightmap data. For an average Counter-Strike: Source level, that ratio is probably closer to 0.1%, a few hundred kb per level. Of course, that's filesize, not memory, but it should give you a rough idea of what to expect. ;Quote:Original post by fd9_Now I have this huge table of data which is taking up space in memory instead of being intertwined with the rest of the code.You present this as being a problem. But consider: if you didn't have the XML file, you would still need that data *somewhere* in order to make the correct decisions whenever you constructed an entity.Quote:The obvious way to reduce this extra overhead is to try and load the data by a need-to-know basis (ie, for each level), but if all of the entities play a part in the game at all times, then there is not much else I can do. Or is there?Not really. Don't put effort into this; it effectively turns into reinventing virtual memory (i.e. you're putting thought into the task of keeping things on disk vs. in memory, beyond the most obvious way of doing things).But do consider if XML is really the best way to store your data in the file.;Quote:Original post by ZahlmanBut do consider if XML is really the best way to store your data in the file.Would you suggest something different?;Quote:Original post by fd9_Quote:Original post by ZahlmanBut do consider if XML is really the best way to store your data in the file.Would you suggest something different?Different file storage methods have their advantages and disadvantages. XML is easy to read by humans, but is very inefficient at storing data and is slower for computers to read. Binary files are the exact opposite; they are almost impossible to read by humans but are very efficient at storing data and are quick for computers to read/write.To get the best of both worlds, you could use binary files, and develop a tool so that you can easily read them and create them. ; If you realy need to squeze performance and have readbilityyou can have a cache, wich can be a binary dump of the data in the xml file.you just need to build the cache by reading the xml file then doing a binary serialization the first time its accessed.if the original file changes or your data format changes or it just simply hasnt been used for ages you just delete the cache.I did a similar thing with huge amounts of data in csv files.
a list of engines
General and Gameplay Programming;Programming
Hi I have seen a couple of posts from people needing a game engine with certain requirements, so i propose instead of a bunch of seperate posts asking for different reqs we just post any engines we know of and list what it supports, such as input, 3d, 2d, etc. so feel free to post your engines as replys on this thread.
If you search on Google, you'll find countless lists. Creating another thread does *nothing*. The main problem is that people don't Google. ; Well I think this post could be usefull because it supplies a list right here so that if you google for engines then you can post them here to help the cause. ; Such a list already exists here.
Unit Testing - how would I test the game loop?
General and Gameplay Programming;Programming
Hi,I'm slowly starting to get to grips with unit testing more now, and some things that I don't think I could have tested before I now have tests for. However, something that i'm not sure how to test is my main game loop. My game works by adding tasks such as rendering/input/etc to the engine. Then, when I run the game loop it should run each of these tasks. I want to have a unit test like so: [Test] public void TestRunningEngineDelegatesResponsibilityToSubtasks() { MockRenderingDevice mockRenderer = new MockRenderingDevice(); InputHandler mockInputDevice = new InputHandler(); MockTask mockTask = new MockTask(); engine.Initialize(mockRenderer, mockInputDevice, "Test"); engine.AddTask(mockTask); engine.Run(); // (1) Assert.That(mockTask.HasRun); }But, at (1) in the source code, this would begin a main game loop and the only way the loop can terminate is when the window is closed. I considered letting the mockTask call Engine.Terminate(); in some way - but this would mean letting tasks be aware of the Engine they are running in, which has not been necessessary anywhere (except to make the unit test work...)Any ideas?
I would separate the 'end when window closes' functionallity from the 'executes task' functionality. That is, 1- test that the engine can run tasks and be shut down by triggering a certain event, 2- check that closing the window can be used to trigger an event, and 3- plug the event generated by the window closing into the event which causes the engine to end its loop. ; I think I understand what you're saying... Would like this mean changing the engines public api from:public void Run();To:public void Step();public event EventHandler<WindowClosedEventArgs> WindowClosed;public void Shutdown();public Run(); (Runs the event loop forever, hooks WindowClosed to Shutdown, calls Step())Have I understood you correctly there? I can see how that will make it easier to test, but exposing the Step() function doesn't seem right - clients outside of the Engine class shouldn't need to know about this function - or be able to call it. ; There's no reason to expose the step function. What is important is that you allow the user of the engine to specify when the engine stops running by means of an event. This would allow the engine to be used even without a window, and would give you more control over the engine during unit tests.
SDL_ttf: Newline?
Engines and Middleware;Programming
i wondered if you could write a newline with sdl_ttf.i tried this with \x0D\x0A but i got nothing than 2 squares.any suggestions?edit: \n also didn't work
Quote:Original post by madmauricei wondered if you could write a newline with sdl_ttf.i tried this with \x0D\x0A but i got nothing than 2 squares.any suggestions?edit: \n also didn't workI've never used SDL_ttf, but I don't believe it handles newlines, line wrapping, or anything of that sort (at least based on what I've read on these forums).I'll leave it to someone else to confirm this, but I think if you want these features you'll have to implement yourself (or use a library that does support them). ; thats not very good. ; You can work around it. The following code was tested only in the slightest (as in I tested it with one font, on one test string).If it were me, I would probably just use the std::vector of surfaces directly rather than perform the additional step of creating a new surface to blit all the others to.If you want to use this method I highly advise that you cache the result instead of calling this function every frame, it looks expensive.#include <string>#include <iostream>#include <algorithm>// thanks to Oluseyi from gamedev.netstd::vector<std::string> tokenise(const std::string & str, const std::string & delim){ using namespace std; vector<string> tokens; size_t p0 = 0, p1 = string::npos; while(p0 != string::npos) { p1 = str.find_first_of(delim, p0); if(p1 != p0) { string token = str.substr(p0, p1 - p0); tokens.push_back(token); } p0 = str.find_first_not_of(delim, p1); } return tokens;}struct TextGenerator : public std::binary_function<TTF_Font *,std::string,SDL_Surface *>{ SDL_Surface *operator()( TTF_Font *font, std::string line ) const { const SDL_Color white = {0xff,0xff,0xff}; // TODO: handle TTF returning NULL. return TTF_RenderText_Blended(font,line.c_str(),white); }};SDL_Surface *drawText( TTF_Font *font, const std::string &text ){ std::vector<std::string> lines = tokenise(text,"\n"); if( lines.empty() ) { // TODO: handle error return 0; } std::vector<SDL_Surface *> surfaces(lines.size()); std::transform(lines.begin(),lines.end(),surfaces.begin(),std::bind1st(TextGenerator(),font)); // as mentioned above, I would probably just return surfaces here // with error checking of course. int w = 0; int h = 0; for( int i = 0 ; i < surfaces.size() ; ++i ) { if(!surfaces) { std::cout << TTF_GetError() << std::endl; std::for_each(surfaces.begin(),surfaces.end(),&SDL_FreeSurface); return 0; } h += surfaces->h; w = std::max(w,surfaces->w); } SDL_PixelFormat *format = surfaces.front()->format; SDL_Surface *result = SDL_CreateRGBSurface(0,w,h,32,format->Rmask,format->Gmask,format->Bmask,format->Gmask); SDL_Rect offset = {}; for( int i = 0 ; i < surfaces.size() ; ++i ) { SDL_BlitSurface(surfaces,0,result,&offset); offset.y += surfaces->h; } std::for_each(surfaces.begin(),surfaces.end(),&SDL_FreeSurface); return result;}
What books did developer read for game development in the 1990s?
For Beginners
I want to make a game But I wonder how game developers worked in the 1990s, how they made games, how they learning before the Internet became as widespread as it is today. etc.how do they know how to build game mechanics as character ability power up system?how they know to reverse engineering game competitor company.what book I should read?
As far as I know (not being a programmer myself), books on the subject started appearing in the early 2000s. Up to that point, it was “learn by doing” and tips from one another. ;The first book that came to mind was Tricks of the Game-Programming Gurus: Lamothe, Andre, Ratcliff, John, Tyler, Denise: 9780672305078: Amazon.com: Books, which was geared toward beginners/students/amateurs. There were others, but that's the best selling pre-2000. After that point in time, game development became a hot topic in the book publishing world. Even GameDev.net has a series - Beginning Game Programming: A GameDev.net Collection (Course Technology Cengage Learning): 9781598638059: Computer Science Books @ Amazon.com.Otherwise, in the professional realm a lot was “learn by doing” as Tom said, or through word of mouth on early Usenet/IRC/websites (pre-GameDev.net in 1999 - see About GameDev.net). ;Computers in that era didn't have an OS like we have today. The machine booted, and you were dropped in a command shell or in an interactive BASIC interpreter. You basically programmed directly at the metal. Video memory was directly accessible, by writing in a known address range you could make pixels appear at the screen in various colors. The “OS” had a corner in the memory too for its data, but nothing prevented you from poking around there. Lua, Python, C#, C++ didn't exist, ANSI-C was just invented (K&R book about that was in 1989 iirc). Assembly language of course did exist (with books) and was used.Monthly computer magazines were published for all types of home computers. Tips and tricks were exchanged in that way, also program listings were printed in those magazines that you could then enter at your own computer. Studying those listings, and trying things for yourself is how you learned. There was also technical documentation about the computer.If you want to enjoy that stuff, today there is a retro-computing movement, that lives in that era, except with slight more modern hardware but still no OS, etc.;Alberth said:Computers in that era didn't have an OS like we have today.In the 1990s there was MSDOS, Several versions of Windows, and of MacOS. And that's not all the operating systems of the nineties, most likely.Like Linux, for instance.;Tom Sloper said:Alberth said:Computers in that era didn't have an OS like we have today.In the 1990s there was MSDOS, Several versions of Windows, and of MacOS. And that's not all the operating systems of the nineties, most likely.Like Linux, for instance.Yep. There were things like Windows 95, Win 98, and at the time I was still using a Commodore Amiga (AmigaOS) .To deal with the original question “what game dev books was I reading in the 90s?” Back in that era, one of my favorites was : The Black Art of 3D Game Programming by André LaMothe. ;Abrash was the guy who did the Windows NT graphics subsystem and worked on Quake.https://www.drdobbs.com/parallel/graphics-programming-black-book/184404919 ;There are a couple of" history of video games" books, that track the rise of the medium and genre.Just google for them. ;GeneralJist said:There are a couple of" history of video games" booksThat's not what the OP is looking for.;Thanks all
Choosing a career in AI programmer?
Games Career Development;Business
Hello everyone, my name is Ramon Diaz; I am currently studying Game development and programming at SNHU. I have taken the initiative to learn about a professional career in AI programming. I have a lot of gaps in my development in the short term. I have blueprint experience with AI but not enough to choose a career in this profession. I would like to know how I can be competitive leaving the university in 5 months after finishing my studies. I am looking for knowledge from all of you who have been in the industry for years.
Entry level? Know your algorithms, it will help you at interviews. If you have made demos it can help you get jobs, but the market is wide open right now and should be relatively easy to find work for the foreseeable future. Overall, it reads like you are on the right path. When you graduate and start looking for work, be open to any positions rather than just an AI specialty. Once you have a job it is easier to transition into whatever specialty you prefer.;Thank you. ;I would like to know how I can be competitive leaving the university in 5 months after finishing my studies.Talk about last minute. Create AI projects? Or A game with character behaviors? Pathfinding examples. Crowd movements. Anything really. Learn how navigation meshes work.;@dpadam450 Character Behavior is what I doing in the project at this moment. Everything related to AI programming.;@dpadam450 Is it the same when learning C++ in AI as visual scripting Blueprint? If I were to make a demo, what kind of programming should I focus on my attention? ;@frob It is important to have a portfolio? ;Not for programming. You will need to show you know how to do the work, but it is usually some interview questions and writing some code of their choice. If you have something you want to share with them, you can do it if you want. Having done fancy demos can sometimes help get interviews, and can help show your interest and abilities, but it is generally not needed. It does not hurt, unless you do it badly and therefore becomes a cautionary warning. Build it if you want. I have interviewed and hired bunches of programmers without portfolios. ;I'm studying AI at the moment, in terms of statistical learning. I've learned so much about AI over the past few weeks. Check out: https://hastie.su.domains/ISLR2/ISLRv2_website.pdf​andMachine Learning with R: Expert techniques for predictive modeling, 3rd Edition
Newbie desperate for advice!
Games Business and Law;Business
Hi allI'm new to the game development community and need some advice.I've created 2 educational games with a simple idea but are sufficiently challenging for all ages. These could be played on pcs or phones.Is it worth patenting any parts of the games?What would be the best way to monetize?How should I market the games?
hendrix7 said:I'm new to the game development communityReally? Your profile shows that you've been a member here since 2004, and your last activity was in 2007, asking about raycasting.hendrix7 said:Is it worth patenting any parts of the games?Probably not. Expensive and there will be hurdles, and possible lawsuits after the patent is granted (if it is).hendrix7 said:What would be the best way to monetize? How should I market the games?There are several threads here in the Business and Law forum about that. While you wait for more replies from the community, you can read up on those previous answers to those questions. Mainly, “you should have thought about that before you finished your games.” (You wouldn't be “desperate” now.) Good luck with your sales!;@hendrix7 Filing for a patent can be expensive, and you need to document the solution and how it separates from anything else. I have developed software that solved problems in a way that no other software does, but there is only a very small portion of that that can actually be patented. Even though you can file an application yourself, I would recommend hiring an experienced IP attorney. This too is very expensive, though, so you are best off doing this if this idea can provide millions in income. If it can't, then it's actually not that harmful if anybody copies it.You could look at registering trademarks, design and other parts of the games. This is cheaper, but it will protect you brand more than your idea or solution.Again, if this is something that could turn a real profit, it might be worth looking into. If not, it's a very costly waste of time.As for marketing - my day job is actually creating videos and commercials etc., so naturally that's the first thing that comes to mind.Make videos for social media or other platforms where your target audience is likely to see it. Oh, and you need to define a target audience. Know where they are, what they respond to, what their struggles are and how your product will solve their problems, enhance their life experience or in other ways contribute positively to their life.There are several other ways to do this, but the list exceeds my level of expertise in the area.;patenting is costly, and time intensive. As said above, it depends on a lot if it's worth it. ;@hendrix7 Nothing is worth patenting unless you're willing and able to defend your patent. There is no patent police; you're responsible for finding and prosecuting infrigement.What you're patenting has to be novel and non-obvious to a person skilled in the art. You called your idea ‘simple’ which makes me wonder if it's obvious or already in use.;@Tom Sloper Thanks TomI have been programming for a while but not games until now.Thanks for getting back and your advice, particularly patents.;@scott8 Thanks for your reply.I see. The play of the game utilises basic maths skills so I'm guessing it'll be difficult to identify anything that's unique. I suppose, in a similar way, it would be difficult to patent something like ‘Wordle’. Am I right?
Hi I'm new. Unreal best option ?
For Beginners
Hallo everyone. My name is BBCblkn and I'm new on this forum. Nice to virtually meet you 🙂. One of my biggest dreams is to make my own videogame. I love writing design as in text on how my dream game would be. Now I got no skills to create it. But who knows what life will bring. Is Unreal the best program to have fun with an experience ? Obviously I prefer a simple but capable program. Not pre designed auto drop. Why not install Unreal and roam into it and see if anything happens.My favorite games are in the genre of Fantasy, usually stone age with magic. Dota, Homm, Diablo and the odd one out is the genius Starcraft 1. But I played plenty of different games, especially when I way younger. I don't game currently at all but designing gets my creative juices flowing and is so inspiring and fun. Thanks for having me guys
BBCblkn said:My name is BBCblknI am truly sorry for you. Even Elons daughter has a better name than that.BBCblkn said:Is Unreal the best program to have fun with an experience ?Give it a try, but it's not meant for total beginners.Starting small always is a good idea. 2D is easier than 3D. You could try GameMaker, learn some programming language, learn some math, move on to more advanced engines like UE or Unity… ;There's honestly no perfect program for beginners. If I had to compare Unreal though at my skill level, I would probably pick Unity. However, It really comes down to your needs, and how much programming you want to learn. Furthermore, I would also keep in mind other engines.;@BBCblkn I'd recommend Gamemaker studio 2 as a first engine. It's easy to learn and I haven't had a problem making my game ideas in it yet.There are some good tutorials on YouTube to follow to learn it. Do note you'll be limited to 2D games with GMS2.Bit late to the post, but I hope it helps;gamechfo said:Bit late to the postTwo months late. Always consider whether you honestly believe that a question asked long in the past is still awaiting an answer. Thread locked.
How to publish a book?
GDNet Lounge;Community
Hello, So, over the holidays I finished my 1st book. Do any of yall writer types know where I can find:an editorpublisherIt's like 99% done, just need to know what to do next. Also, it's cross genre, so it doesn't necessarily fit the standard model.
You've given nowhere near enough information to get a final answer, but I can suggest next steps for you. (For background, I've worked as an author, co-author, editor, and ghostwriter on 9 books so far.)Publishing is a business deal. You need to figure out what business services you need.Do you even need a publisher? Do you need a distributor? You already mention needing an editor. Do you need marketing? Do you need retail agreements? Digital or physical? If physical, POD or offset, how many each of hard or soft, what size of print run can you afford? What business services do you need? Publishers have an awful lot of potential features of what they can provide and what those services cost.Once you know the list of services you actually need, your favorite bookstore will have books that have listings of all the major publishers and hundreds of minor publishers, along with the services they provide and the specialties they work with. Work through the listings methodically, and talk to them all until you've got a deal. You'll also want to start shopping around for a lawyer at that point, both because they have connections and because they'll be working with the contracts you'll be signing.Once you know what you need and have talked with your lawyer the first few times, you will be ready to start shopping around. It's far better if you have more money and are using the publisher as a paid service. That is, you pay them for the services they provide up front. It will cost you many thousand dollars but you'll require far fewer sales to reach profitability. It can be better to do an online plus POD service starting out if you're self funded. If they need to front any of the money there will be two phases to the deal, one phase before it's profitable and another after a threshold is reached and it's profitable. The exact terms will depend on your needs and the services they'll be providing. Before you sign with anyone, you'll need to work back and forth more than once with your lawyer to help you negotiate what's fair in the agreement. Good lawyers understand the costs of the various services and can help you get fair rates.Just like publishing games, the more you need from them the harder your pitch becomes. If you need a lot of services the more it will cost you. If you're looking for them to invest in you, front you money, and pay for the books, don't expect a lot of money from the deal, and in addition your pitch needs to be amazing and you'll be rejected many times. If you've got the money to self-publish and are only looking for retail agreements that's rather easy. ;hmmmWell Self publish might work too. I'm looking for:an editor publishing distribution for ebookNo hard cover or physical book planned at this timemaking cover art. Future Audio book production. I think that's it. I'd be willing to do physical print if needed, but I don't really want to pay for that at this time. frob said:You've given nowhere near enough information to get a final answer The issue is I don't know what questions or criteria I should be asking or looking for. ;Have you considered publishing with Packt?https://www.packtpub.com/;GeneralJist said:2. publishing distribution for ebook 3. No hard cover or physical book planned at this timeFor distribution of an ebook there are plenty of options. Amazon is the biggest with kindle direct publishing requiring little more than an html file and an image for the title. If you are comfortable with software tools you can use that same document to build/compile every other format out there. You're on the hook for everything else with the business if you go that route, but it can work well if you are marketing through your own channels.There are many ebook publishers out there targeting specific platforms and specific readers or specific genres. I mentioned publisher lists, they also include electronic-only publishers. Understand the tools they use against piracy are also helpful since otherwise anybody with access to the file can make unlimited copies.Be careful of contracts, you almost certainly want something that has a non-exclusive agreement since you've done all the work yourself already. If a publisher wants an exclusive deal they need to be putting quite a lot on the negotiating table.GeneralJist said:4. making cover art.Find an artist with the style you like and contact them. Often it's in the range of a couple hundred bucks, especially for ‘unknown’ artists when they're starting with something that wouldn't have seen the light of day otherwise. Artist friends are best, and asking around at local art schools is inexpensive.GeneralJist said:5. Future Audio book production.If you don't need it now, it's something easily done later.GeneralJist said:1. an editorThis one is the most difficult. Skilled editors are amazing. If you go with a publishing house they'll provide professional editors, at professional rates. ;taby said:Have you considered publishing with Packt?https://www.packtpub.com/hmmm 1st time hearing of them.Looks like they are more of an educational option?My book is a mix of mental health journey auto bio, and Sci Fi elements. It's not really a standard “how to” for game dev. ;so I just heard back from my 1st publisher submission.https://triggerhub.org/​And they essentially say they be willing to look at it deeper, and have extensive edits to focus on the mental health angle. but they would want me to cut a lot. From what they are hinting at, It sounds like they want to cut a lot of the Game dev and gaming journey, as they are a publisher focused on mental health.So, now I need to decide what to do.I sent them back an email saying I'm open to continued dialogue.Without knowing exactly what they want to cut, and edit, I don't know how to proceed.Also, would it be better to hold out, and find a publisher that is willing to accept most of the game dev journey, as I'm looking for a continued publisher to work with, aka accept most of the book as is. Any advice would be helpful.Thanks yall. ;GeneralJist said:Any advice would be helpful.Look into your own mind and heart.;hmmmok,So I've submitted to a few other places.We shall see.I submitted to this place called author House, and they got back to me really quick, but it looks like they want me to pay a couple thousand for a package:https://www.authorhouse.com/en/catalog/black-and-white-packages​I personally find that a bit frustrating.I mean, really, I wrote the book, I thought traditional publishers get paid from a % of sales?@frobWhat do you think?Is the above package a good deal?I was also a little put off, as it seems the person who called me didn't even read anything about my book, and asked me “so what's your book about?"beyond the above, how does this usually work? Edit: so, after a bit of basic research, it seems the above organization is a bit scamy. The hunt continues. ;You're unlikely to get a publisher deal, where the publisher pays you an advance and distributes your book to retail outlets.You'll have to self-publish, meaning you have to bear all the costs for printing, and nobody will distribute it for you. https://en.wikipedia.org/wiki/Vanity_press​
First-person terrain navigation frustum clipping problem
General and Gameplay Programming;Programming
I am trying to develop first-person terrain navigation. I am able to read a terrain and render it as well as to move around the terrain by interpolating the location of the camera every time I move around. The main problem I have is that depending on the terrain, i.e. moving on a sloping terrain, the near plane clips my view (see below). What is the best way to avoid this? Presumably, I can interpolate the heights for the bottom corners of the near plane … any help would be appreciated.
I believe this can aways be an issue. I mean if you are clipping to a near plane and that plane passes through geometry, it has to do something. That being said you technically don't have to clip to a near plane at all, however many graphics APIs require it. Another other thing to consider is once you have collision working, you can put your camera, including your near clipping plane inside a collidable object, for instance a sphere, such that this problem will never occur. If you are eventually going to make this a real first-person game, that should take care of the problem since your camera will be inside the players head. Even in a 3rd person game you can put them inside a floating sphere. ;Gnollrunner said:That being said you technically don't have to clip to a near plane at all, however many graphics APIs require it.The near clip plane is always needed, even if you use a software rasterizer. If you don't do the clipping, vertices would flip behind the camera, causing glitches way worse than what we get from clipping.mllobera said:What is the best way to avoid this? Presumably, I can interpolate the heights for the bottom corners of the near plane … any help would be appreciated.Yes, basically you want to ensure that the camera is in empty space (above the hightmap), not in solid space (below the heightmap).But in general you can not treat the camera as a simple point, because the front clip plane requires a distance larger than zero. So ideally you build a sphere around the camera which bounds the front clip rectangle of the frustum, and then you make sure the sphere is entirely in empty space, for example. In the specific case of your terrain not having too steep slopes however, it should work well enough to sample height below camera, add some ‘character height’, and place the camera there. That's pretty simple and usually good enough for terrain.It's quite a difficult problem mainly for 3rd person games in levels made from architecture. It's difficult to project the camera out of solid space in ways so the motion still feels smooth and predictable.Some games additionally fade out geometry which is too close, attempting to minimize the issue.Imo, the ‘true’ solution to the problem would be to let the clipping happen, but rendering the interior volume of the geometry as sliced by the clipping plane.That's pretty hard with modern rendering, which usually lacks a definition of solid or empty space. But it was easy to do in the days of Doom / Quake software rendering. When i did such engine, it was possible to render clipped solid walls in simple black color. This felt really robust and not glitchy, so while it does not solve all related problems, i wonder why no game ever did this. ;@undefinedJoeJ said:The near clip plane is always needed, even if you use a software rasterizer. If you don't do the clipping, vertices would flip behind the camera, causing glitches way worse than what we get from clipping.You can clip to a pyramid instead of a frustum. I used to do this many years ago on old hardware. So there is no near clipping plane. In fact you don't need a far clipping plane either.Edit: Just wanted to add as far as I know the near and far clipping planes mostly have to do with optimizing your Z resolution. If you are dealing with that in other ways, I think they aren't strictly necessary. I currently don't even deal with the far plane and let LOD solve Z-fighting issues.;Gnollrunner said:You can clip to a pyramid instead of a frustum.I see. You still have front clip. It is a point, formed indirectly as the intersection of the other other frustum planes.I've misunderstood your claim to be ‘you don't need a front clip’. But you didn't say say that. Sorry. But now i'm curious about the experience with z precision you have had. I guess it just worked? Which then would probably mean: All those painful compromises of ‘make front plane distant so you get acceptable depth precision for large scenes’, are a result of a bad convention being used by APIs?Or did you use no z-Buffer? ;@undefined My whole engine is based on aggressive LOD and culling. I don't do projection in the matrix. It's a post step. My Z coordinates are world distances. My current project does have a near clipping plane mainly because DirectX wants one, but it's not that relevant for my application.;Ah, so you use the pyramid for culling only. But for rasterization, the usual front clip plane at some distance i guess.Still an interesting question if ‘some distance’ is really needed, but i guess yes.I did some experiment about point splatting. It uses spherical projection, which is simple than planar projection:auto WorldToScreen = [&](Vec4 w){Vec4 local = camera.inverseWorld * w;if (local[2] < .1f) return (Vec3(-1)); // <- front clip at some distance of 0.1Vec3 screen = (Vec3&)local;screen[2] = length(screen); // if it was zero, i'd get NaN herescreen[0] = (1 + screen[0] / (screen[2] * camera.fov)) / 2;screen[1] = (1 + screen[1] / (screen[2] * camera.fov)) / 2;return screen;}; Planar projection would cause division by zero too, i guess.;Thanks for all your comments! I will need to investigate how to do what Gnollrunner proposed (about putting the camera inside of a sphere). ;This may be obvious, but in case it helps:Let me note that, as a first-person camera may be more likely than a third-person camera to draw very close to geometry, it likely makes some sense to have a smaller near-plane distance for the former than the latter.Now, this only ameliorates the problem, it doesn't remove it entirely: it means that the problem will still appear, but only if the player gets very close indeed to a surface. It's intended to be used in conjunction with one or another means of preventing the camera from approaching quite so near to a surface (such as the sphere-approach mentioned by others above).;Thaumaturge said:This may be obvious, but in case it helps:Let me note that, as a first-person camera may be more likely than a third-person camera to draw very close to geometry, I'm not sure that's so true. I mean in both cases you have to take care of the problem somehow. The case of a first-person camera is a bit easier because it should always be in the collision boundary of the player (sphere(s), ellipsoid, capsule etc.). As along as the near plane is also within that boundary, the problem should never occur. So if you have a 10cm radius sphere and put the camera in the back of it, that gives you maybe a 10 to 15 cm camera to near clipping plane distance to play with depending on the field of view you are going for. With a 3rd person camera, you can also get very close to terrain, in fact your camera can end up within terrain or some object if you don't do anything to solve that problem, and this will happen very often without separate camera collision. One typical way to handle this is just implement your following camera, ignoring terrain considerations. Then to figure out your camera's actual position, project a line back from the head of the avatar to the camera's ostensible position, and see if it intersects anything to get the camera's true position. In reality you should project a cylinder and not a line since your camera will need its own bounding sphere to contain the near clipping plane. In any case this means that as you move around your camera can jump forward to clear terrain and objects. I've seen this in a few MMOs. However, when you leave blocking terrain you have the option of implementing smooth movement back to the cameras desired location. If you want to get really fancy, I guess you could try to predict when your camera will need to jump forward ahead of time and try to do smooth moment forward too. Maybe you can have a second camera bounding sphere which is somewhat larger, that would trigger smooth movement, but I think you would still need a fallback camera jump routine to be safe.
Accessing variables from another sibling
General and Gameplay Programming;Programming
Hi,Although I have programmed C++ for quite a while, I never got into classes. But for my new game engine I decided it was best to make a giant wrapper for all low-level functions. The structure is like this:class MYEngine{EngineWindowClass EngineWindow;EngineTimingClass EngineTiming;};class EngineWindowClass{public:int SomeVar;};class EngineTimingClass{public:void SomeFunction(int foo);};What I want to do is access SomeVar in the SomeFunction function. Is this possible?
Needless to say that SomeFunction() needs to be passed an instance of the class that holds the variable, aside from that the class holding the variable needs to be given accessors so that the function can get the variable.You need to work out the relationship between the timing and window classes. If neither owns the other and since they are both owned by the MYEngine class, i would be tempted to give the timing and window classes a pointer back to MYEngine and have the interface for MYEngine provide access to the classes.There are several ways you can do this and the above is only one option.PS. I don't see the need to store it all in a MYEngine class, that's just a bit to hight level for my liking. ;Quote:What I want to do is access SomeVar in the SomeFunction function. Is this possible?No, not as you have things now.First of all, I question the wisdom of cramming all of your modules into a single 'engine' class. What's the purpose of this exactly?Now, to address the particular question of how to grant object B access to data in object A, I would start by asking yourself exactly why this access is needed (and perhaps explaining it to us as well :). Depending on the answer to this question, there are a few different directions you might go, such as:1. Having module B hold a reference of some sort to module A.2. Linking module B to module A via a delegate or callback.3. Having modules A and B communicate via a messaging system.[Edit: 4. Pass a reference to module A to the method in question, as suggested by Dave, above.] ; Well, my main idea was that I had one variable that is the entire engine and that the engine could easily be made into a game.So:MyEngine Engine;Engine.EngineWindow.CreateWindow(...);Engine.EngineWindow.DrawFunction = &AFunctionInTheGameItselfEngine.EngineTiming.TimerFrequency = 100.0f;The problem emerges when I need to access the TimerFrequency for the game loop in EngineWindow or when I need to access the hDC of a window, stored in EngineWindow, to create a font in EngineFont.It's a pity something like parent.EngineWindow doensn't exist. ;Quote:It's a pity something like parent.EngineWindow doensn't exist.No... not really.If you're running into such problems, you're getting design problem symptoms. Simply put, your EngineWindow and EngineTiming are simply unrelated, and you're hoping that cramming them into a single class will suddenly solve that.Quote:The problem emerges when I need to access the TimerFrequency for the game loop in EngineWindow or when I need to access the hDC of a window, stored in EngineWindow, to create a font in EngineFont.Let's put this into code:struct EngineWindow{ EngineWindow( TimerFrequency * tf ); // we'll need a timer};struct EngineFont{ EngineFont( EngineWindow * w ); // we'll need that to create font};...void main(){ TimerFrequency tf; EngineWindow w(&tf); EngineFont f(&w);}Look ma, no superclass, no heavy coupling.Of course, going full RAII would remove the need to store the references between systems.
Card games
Game Design and Theory;Game Design
First, I should introduce myself. My name is Charles and I am a senior in high school. I know a bit of programming (not much) but I am mostly interested in game design. Not even considering a career or anything, just as a hobby.Do any of you play Magic: the Gathering? It's a fun game, but I think the complicated rules detract from it. I was thinking about designing a simpler type of card game. I know WotC also designed Duel Masters, which is a vastly simplified version of M:tG, and it's pretty tough to beat its streamlined design. And then there's classics like UNO, bridge, poker... which may not be *collectible* card games but still count as competition. But I thought I would give it a shot anyways.Here's what I have been experimenting with so far:Each card has one of 5 types:rockpaperdynamitescissorsgunrock beats gun and scissors, scissors beats dynamite and paper, etc.each type of card can beat the two types above it(by the way, if you have any other 5-element RPS variant, please tell me! I already know about Spock and Lizard, though)Some sample cards might be:rock - light tankpaper - combat chopperdynamite - rocket infantryscissors - flak troopersgun - sniperHere I am still deciding on how the game is going to be played. One idea is this:1. Decks have 40 cards, you can use whatever number of the same card2. To being the game, shuffle decks3. Each player draws 7 cards4. On the first turn, player 1 plays any card5. Turn 2, player 2 must play a card that beats player 1's card6. Then it's player 1's turn again, and player 1 must beat player 2's card7. During your turn you can discard your hand and draw up to 7 new cards, and you can do this as many times as you want8. If you cannot play a card, you loseNow each card might have a special ability like:paper - spy: look at 3 random cards from a player's handdynamite - emp bomb: discard the top card of your deck. choose a player. that player discards a card from their handRight now though, I am just testing decks with varying amounts of rock, paper, dynamite, scissors, guns, with no special abilities, to see what kinds of special abilities might be interesting. The optimal deck strategy here is to have equal amounts of all 5 types, right?Here's an example game, with fairly ordinary decks. Obviously pure luck is going to decide the winner, with the simplicity of the game so far.Player 1 draws: R P DDD SS (33 in deck)Player 2 draws: RRRR PP G (33 in deck)Player 2 might be less than happy with RRRR. It might be useful to design a card with an ability like: "you may put 2 cards in your hand on the bottom of your deck to draw a card".1: D (hand R P DD SS)2: G (hand RRRR PP)1: R (hand P DD SS)2: P (hand RRRR P)1: D (hand P D SS)Player 2 redraws R PP D SS G (26 in deck)2: S (hand R PP D S G)I toyed with a rule that you could play two rocks in a turn to beat rock, or SS to beat S... but I didn't think it was necessary.Player 1 redraws DDD S GGG (26)1: G (hand DDD S GG)2: P (hand R P D S G)1: D (hand DD S GG)2: S (hand R P D G)1: G (hand DD S G)2: P (hand R D G)1: D (hand D S G)2: G (hand R D)Player 1 redraws R P D SSS G (19)You can see that this is going to back-and-forth, either player's victory hinging on the winds of fate. But here's the interesting part: what would have happened if Player 1 had perfect information about P2's hand? If it turns out that information is a huge advantage, then there is value to cards that let you gain information about the opponent's hand.Let's rewind the game and give P1 cheater-vision.Player 1 draws: R P DDD SS (33 in deck)Player 2 draws: RRRR PP G (33 in deck)Too easy. Nothing beats paper!1: P (R DDD SS)2: @*&#^*&Player 2 redraws R PP D SS G (26 in deck)2: S (R PP D S G)1: R (DDD SS)2: P (R P D S G)1: D (DD SS)2: S (R P D G)Player 1 redraws DDD S GGG (26)1: G (DDD S GG)2: R (P D G)1: D (DD S GG)1: drats, even with cheater-vision history repeats itselfEven though cheater-vision didn't help at all after P2's redraw, it was definitely devastating in the first hand, and it could have decided the game if things went differently. But in conjunction with *other* special card abilities, something like "reveal 3 random cards" could be quite helpful.In any case, tell me what you think. The ultimate goal would be a game that was relatively sophisticated in strategy (for both playing and deck-building) but still simple in rules and easy to physically play (e.g. no excessive shuffling, counters, coin flips). Also I should add that I am aware this is perhaps not the place for a topic like this, as these forums seem more focused on electronic games. So, if you know of any other good game design forums (especially card games) could you direct me to them?Thanks for reading this![Edited by - snarles on December 11, 2007 9:12:07 PM]
Naturally I was interested in this post since my game is heavily influenced by MTG and trying to find a system that is fun, flexible, and prevents mana-hosing has been tough at best.I may have just missed it b/c I'm tired but I didn't see how a card "beats" another card. Also, being a constant Johnny is Magic, my first thought was packing the deck with a high ratio of "discard 2, draw 1 cards". If the lost pile gets shuffled back in when I run out, I basically just keep drawing until I find what I want (discard 2 for 1 or all of them if I get desperate).Not so keen on rock, paper, scissors, out of place, out of place naming. Just give them colors, numbers whatever to playtest with unless you're going for flavor like MTG.I would never waste a card slot to look at my opponent's hand. Maybe if it were a cantrip to let me draw another card so it was essentially free? ; First of all, it's nice to see a fellow M:tG enthusiast! But note that this game is going to be pretty much nothing like M:tG, even if I mentioned it in my post (only because it's an awesome game). This game is more like UNO or War than Magic right now. Since milling is basically the win condition in this rudimentary version of the game, card advantage is a lot less helpful than it is in Magic. I will probably change the win condition to something other than milling, though.Anyways, here's the system (I admit I was a bit cursory in the first post)Rock (R), beats Scissors and Gun, and is beaten by Dynamite and PaperPaper (P), beats Gun and Rock (by passing gun laws? the real mystery is how it beats Rock), and is beaten by Scissors and DynamiteDynamite (D), beats Rock and Paper (blows them up), and is beaten by Scissors and Gun (explained later)Scissors (S), beats Paper and Dynamite (cuts the fuse), and is beaten by Gun and RockGun (G), beats Dynamite and Scissors (by shooting the guy with the scissors?), and is beaten by Rock and PaperIn summary:P, D > R > S, GD, S > P > G, RS, G > D > R, PG, R > S > P, DR, P > G > D, SI swear, it's a lot less confusing than it looks, if you play some rock-paper-dynamite-scissors-gun with your friends to get used to it.So, if I play a Rock-type card, on your turn you must play either a Dynamite card or a Paper-type. If you don't have those cards in your hand, you have to draw a new hand. Do this more times than your opponent, and you run out of cards and lose!Since you mentioned you were a Johnny, I have to warn you that it will be a while before I can develop any "combos" for this game. But don't think I'm not looking into it!Good luck with your game, anyways. Have you heard of Duel Masters? Basically, you can play spells as either spells or lands, which gets rid of mana-hosing. You might want to look into it for Wizard's simpler take on M:tG.EDIT: If this version of the game is too simplistic, I was also testing a version that involved 3 "cities" and each player trying to capture the cities by beating their opponent's cards in the city. You won by capturing all 3 cities. Cards had abilities like "when this card captures a city, you may draw 2 cards" or "when you play this card, you may discard 2 cards from your hand to move an opponent's top card in any city to the discard pile." Yeah.... I will explain this alternate version of the game later.[Edited by - snarles on December 11, 2007 9:36:31 PM]; I have been playing around with the Scissors/Paper/Rock type mechanics for a while now. I just like to see what I can do with it as a way to pass the time (yup I'm a geek :D).I try not to use actual objects (scissors, paper, stone, spock, etc) and use an abstract notation (A,B,C,D...) and then later attach objects to it if needed.Here is my favourite 5 way system:A -> B and DB -> C and DC -> A and DD -> EE -> A, B and CAs you can see it is lopsided. E beats most things and D only beats E. I find this kind of "just broken" symmetry makes a more appealing system.It is actually quite easy to make a symmetrical version as long as you use an odd number of "things". It is when you start to make non-symmetrical versions that things get complex (also when trying to put actual objects to them also is tricky).Quote:rock beats gun and scissors, scissors beats dynamite and paper, etc.each type of card can beat the two types above itWhen using concrete (rather than abstract) representations, I try to use the mechanics of the game to create the R/P/S system.For instance, if I was to make it a pre gunpowder warfare game, I would use: Pikemen, Archer and Cavalry. But instead of just stating that: Pikemen -> Cavalry -> Archer -> Pikemen, I would create mechanics that allow the pikemen to beat the cavalry and so forth. Like: Pikemen get first strikes, but can't make any manoeuvres in a turn. Archers can use 1 manoeuvre a turn to change the range from close to long or back again, and they can attack at long range but only do a small amount of damage either way. Cavalry can only attack at close range, but they also get a manoeuvre each turn to change the range from close to long or back again.This way, the Pikemen can the first attack anyone at a close range, but since archers can move to long range and attack, archers will beat pikemen. However, cavalry can only attack at close range, but the pikemen will do their damage first and could defeat the cavalry before they even get an attack on the pikemen.Calvary with their manoeuvre can counter any manoeuvre that archers do and so attack them in close (with archers being poor at damage, they will be killed by the cavalries better attacks).So using the rules, we can get a S/P/R system without having to explicitly state it. This makes it easier for players to remember who beats who (rather than having to memorise tables along with the rules) as it emerges form the gameplay. It also allows you to create "Modifier" cards that can change the balance between the types. Just say you have a one off card that give 1 extra manoeuvre in a turn. This might allow your Archers to escape from Cavalry, or allow your Pikemen to catch the Archers.Quote:5. Turn 2, player 2 must play a card that beats player 1's cardI would give them the option of countering the other player's cards. Forcing them to do so takes the game away from the player and places it into the random draw of the deck.Quote:Now each card might have a special ability like:And if a player is forced to play a particular card, then the use of the special abilities is not in the players control.I designed a board game a while ago that used the basic A -> B -> C -> A mechanic (scissors/paper/rock). The rules stated that if a player played an "A" type then the "B" type would be beaten, but to make the game be in the player's control, I used spatial positioning to determine if the piece was to be removed.The players had to place their pieces on a hexagonal grid, if the attacking piece was next to the defending pieces then the loosing piece would be removed. If they were not next to each other, then there would be no contest and so no winner or looser and the pieces would remain on the board (until a piece was played next to them). Also, the location on the board indicated what piece type (A, B or C) the player had to pick up (there were also special locations where it gave the player a choice as to the type picked up and these were also the goals needed to win the game by having a piece on them - so there was the pay off of trying to defend these locations, or the freedom of being able to choose your next piece when it was most advantageous).You might use a square grid, but using the spatial layout allows players to keep control over the game rather than have it end up as a "luck of the draw". ; Thanks for the input! I actually started with a mechanics-based system that created RPS interactions like you described, but I actually decided I could simplify the rules of the game by just plain using "Rock, Paper, Scissors". But then I decided that adding Dynamite and Gun were worthwhile for expanding the strategy. Do you think it will be too difficult to remember the roles of Dynamite and Gun for the players?Anyways, the broken symmetry idea looks interesting and I will be sure to think about giving the players more options. Again, thanks for the advice!Here's another question: what are ways to design a card game so that it can be satisfactorily played in both 2-player and multi-player? I'm having a heck of a time thinking up mechanics that would be good in multiplayer *and* single-player, but not broken in both. For example, "heal 3 life" is way better in multiplayer while "look at an opponent's hand and discard a card from it" is weak in multiplayer but almost broken in a duel. ;Quote:Thanks for the input! I actually started with a mechanics-based system that created RPS interactions like you described, but I actually decided I could simplify the rules of the game by just plain using "Rock, Paper, Scissors". But then I decided that adding Dynamite and Gun were worthwhile for expanding the strategy. Do you think it will be too difficult to remember the roles of Dynamite and Gun for the players?The problem with this kind of simplification is that you end up abstracting the system and abstracting like this can actually make it harder for the player remember the rules.Think about GUIs. Most dialogue boxes have buttons that read "OK" or "Cancel". So what if we simplified this to colours, that way even people from other countries would be able to use the system.Lets use Green for "Ok", and Blue for "Cancel" (as red would indicate a bad thing).But what if you wanted an "Apply" button rather than just an "OK" button, what if someone forgot what Green or Blue meant?By abstracting something it adds an extra cognitive layer for the player to deal with.Think about two choices: Gun and Paper. Gun could shoot through paper, or Paper could outlaw guns, which is it? You might state one in your game, but not everybody thinks the same way and thy might get confused due to the abstraction of the rules.However, if you made it rule dependant: Say that the Gun fires bullets that can damage objects, and that you can write on paper, then it becomes obvious that the Bullet will damage the paper and writing on paper can't defeat the Gun, so Gun beats paper.So although the system might be mechanically more complex, the cognitive load on the player is actually less complex.If you are developing this on a computer, then rule implementation is handled by the computer and not the player, so you should try to minimise the cognitive load on the player and place it more on the computer (that is what it is there for). If it is played with real cards, then it comes down to a balance between rule complexity and the cognitive load created by the abstractions.Quote:Here's another question: what are ways to design a card game so that it can be satisfactorily played in both 2-player and multi-player? I'm having a heck of a time thinking up mechanics that would be good in multiplayer *and* single-player, but not broken in both. For example, "heal 3 life" is way better in multiplayer while "look at an opponent's hand and discard a card from it" is weak in multiplayer but almost broken in a duel.This is a hard one. When a game is balanced for 2 players, adding in other players means that the number of conflicts rises (and usually dramatically). So if a player can only just defend against 1 opponent in a 2 player game, if you then add in another opponent, then the number of attacks will double and therefore overwhelm the player.What you therefore need is some way to reduce the number of attacks directed at any one player. A simple way is to only allow the player to attack the player to one side of them (and therefore they only have the player to the other side of them to defend against).A better (but much harder to develop) method is to implement rules that act as a negative feedback loop for attackers. Something that means that the more attackers on a single player, the better they can defend.I can see a two part rule here that might do the trick:1) When you attack, you can't use that card again, even for defense, until your turn comes around again.2) Cards used for defense against one opponent can be used again for defence against another opponent, but can still only be used once against any one opponent.Ok, these rules mean that the more you attack, the more vulnerable you will be from any one other opponent, but you should still be able to defend your self against all the opponents. ; Heh, that is basically what Magic: the Gathering has, since you tap to attack but not to block. Also, good point on abstraction creating more cognitive load-- I will have to keep that in mind.Anyways, here's another idea I have been kicking around. If you think about it, Poker is an extremely simple game-- you could simplify poker to the point where each player gets a 1-card hand and it would still play fine. 5-card hands and the hold 'em setup only really serve to make the math more complicated, but the core of the game-- bluffing and betting-- can function without these contraptions.Now look at the World Poker Championships. These players all know the math, so for them, Hold 'Em really *is* as simple as 1-card poker. But there still is intense competition, even though from a mathematical standpoint the strategy behind poker is trivial. Simply allowing players to bluff elevates Poker to one of the most competitive games there is! And even if you argue that bluffing doesn't really serve to increase strategic depth-- that maybe it even increases the luck factor in games-- it's undoubtable that bluffing adds emotional excitement to gameplay.So I'm quite interested in incorporating chances for players to bluff in this card game. But can I make the bluffing as sophisticated as it is in Poker, where players can choose to bet varying amounts of money? I'm not sure how I could incorporate a "betting" system gracefully, since I don't like the idea of simply starting players with tokens or points to bet-- I want to take advantage of the mechanics of Poker without making the game overtly resemble it. Thoughts? ;Quote:Heh, that is basically what Magic: the Gathering has, since you tap to attack but not to block.Yep. :DQuote:Also, good point on abstraction creating more cognitive load-- I will have to keep that in mind.I use cognitive load as a measure of a games complexity rather than the amount of rules (although more rules usually increase cognitive load anyway).A couple of thing to keep in mind with cognitive load and how much is too much:1) Most people can only keep 7 things (+/- 2) in working memory at any time. At the full 7 this is a high cognitive load. So as a quick rule, only have the player needing to keep around 5 things in memory at any time.Why do you think that 5 and 7 cards are common hand sizes for games?2) Related to the first point (it is more as a result of it), People, when presented with many choice will get locked up if it exceeds those "magic" numbers of 5 and 7. If you give people more than 5 - 7 choices at a time, they will not be able to easily choose and many will just give up their choice (analysis paralysis as it is known). For a light game 3 choices would be good, but for a more serious game then 5 choices would be the limit, for a real hardcore game, 7 choices should be the limit.Quote:Anyways, here's another idea I have been kicking around. If you think about it, Poker is an extremely simple game-- you could simplify poker to the point where each player gets a 1-card hand and it would still play fine. 5-card hands and the hold 'em setup only really serve to make the math more complicated, but the core of the game-- bluffing and betting-- can function without these contraptions.Have a look at this: http://www.gamasutra.com/view/feature/1733/rock_paper_scissors__a_method_for_.php. It mainly talks about RPS, but it also goes on to talk about how Signalling and Bluffing (faking a signal) can add to the strategic depth of the game.Quote:So I'm quite interested in incorporating chances for players to bluff in this card game. But can I make the bluffing as sophisticated as it is in Poker, where players can choose to bet varying amounts of money? I'm not sure how I could incorporate a "betting" system gracefully, since I don't like the idea of simply starting players with tokens or points to bet-- I want to take advantage of the mechanics of Poker without making the game overtly resemble it. Thoughts?Betting is a form of Signalling (see the article I linked to above).If you think about it, you don't need money as a currency for betting. the amount of game resource (points, time/turns, cards, etc) all are a form of "Bet". The player is betting that the effort that they put into executing a strategy will reward them (by defeating the enemies strategy).For bluffing to work, there must be some form of hidden information (this might be cards in the hand, cards in play - face down cards that the opponent doesn't know the details of), and something at risk (maybe it is the cards in you hand, or the resources, points, time/turns, etc that the player has put into it).I really recommend reading that article. the whole signalling and separation of the signal and the action is a very good design tool. ; Thanks for the link, it was very helpful!Quote:For bluffing to work, there must be some form of hidden information (this might be cards in the hand, cards in play - face down cards that the opponent doesn't know the details of), and something at risk (maybe it is the cards in you hand, or the resources, points, time/turns, etc that the player has put into it).So it's actually quite easy to build bluffing into combat (in fact, that seems to be what most other TCG's do.)How about something like this:1. Over the game, Players build up military forces2. A player may decide to launch an attack with an attacking party. To do so, they must make some sort of sacrifice, like not being able to build up their position that turn (minimum bet)3. There may be a choice of several locations. Some locations are more difficult to attack but also have more rewards (increasing the bet)3. The defending player may form a defending party to prevent the location from being attacked (counter bet)If they don't, the attack succeeds (folding)Another type of folding is sending minimum defenders to stop the attack, a "chump block"4. There may be special cards called 'scouts' that allow the attacking player to 'retreat' after seeing the blocking party, and call off the attack (folding)5. If nobody retreats, the attacker and defender now alternate in playing hidden combat effects from their hands (revealing the poker hands)6. If the attacker wins the battle, the defender incurs heavy losses. Otherwise the attacker incurs heavy losses (the payoff)A crude way of doing this includes having hard-to-play effects like "destroy all defenders." At the same time, if the defender knows the attacker does not possess such effects, it must be optimal to defend with the most powerful forces. ; Bluffing is actually a more common mechanic that you might think. Even in games where there is no explicit rules to create bluffing, it can sometimes emerge from the gameplay.Take a simple racing game. You might ahve two vehicals (lets call them go-carts) and one id trying to overtake the other. The first player (the go-cart in front) has to block the second player. The second player can doge to one side and then quickly dodge back. They have just used a bluff.The first dodge bluffs the front player as to the direction that the second player is going to move in. They usually respond by moving in that direction to cut them off. But since the second player's final move was in the other direction, the first player's reaction times means that the second player now has enough time to make their passing move.There were bets: The Second player made a bet that the first player would be fooled by the bluff. If the first player had not responded to the bluff (waited to see if it was a bluff/called the bluff) then the second player will have lost an opertunity to pass the player and as the race is only a finite time/number of laps, this is his "bet": Time.When the first player responded to the second player's "bluff" by trying to counter their initial move, they also had to "Bet". This was their ability to respond to the final move of the second player.So even in a game where there are no explicit rules for betting and bluffing, there can emerge from the gameplay betting and bluffing.
How do you exactly code a game
For Beginners
I know the title looks silly, but I mean how do you go about coding a game, knowledge of graphics isn't enough to teach you how to code it, till now I had been been coding games that basicall follow this pseudo codeInitialize();Variables;Game loop{ If variable at is 1 show title; If variable at is 2 show the first town ......}DeInitilize();So as you can see, I have been using a variable, in this example at to tell whether I am at this place or another, and according to it, the game is rendered.Another way I had been using was by creating many game loops, keeping a condition which is made false after the work of that loop is done.Is this way systematic enough for large games, I mean can this be used in games that have long stories and such? I would appreciate if someone could give me a link to the source code of a game, preferably C++ and SDL, since I am doing 2D for now, but OpenGL would be just as nice.
Take a look at the State design pattern. Also, this article should be useful. ;Here is a sample of Game State Management in XNA. You don't need to be a XNA playboy to understand it :)
GLEW Linking problem
Graphics and GPU Programming;Programming
HiIm just starting with openGL (normally use DX) and im having some problems with GLEW. Im trying to use the GLSL demo from here where they are using GLEW to check if the GLSL compatability:glewInit();if (GLEW_ARB_vertex_shader && GLEW_ARB_fragment_shader)printf("Ready for GLSL\n");else {printf("No GLSL support\n");exit(1);}I've installed the latest version of GLEW (1.5.0) and I've run its glewinfo test just to make sure everything is right. The result is this:--------------------------- GLEW Extension Info---------------------------GLEW version 1.5.0Reporting capabilities of pixelformat 1Running on a RADEON 9250/9200 Series DDR x86/MMX/3DNow!/SSE from ATI Technologies Inc.OpenGL version 1.3.1072 WinXP Release is supportedGL_VERSION_1_1: OK ---------------GL_VERSION_1_2: OK --------------- glCopyTexSubImage3D: OK glDrawRangeElements: OK glTexImage3D: OK glTexSubImage3D:OKGL_VERSION_1_3: OK --------------- glActiveTexture:OK glClientActiveTexture: OK glCompressedTexImage1D: OK glCompressedTexImage2D: OK glCompressedTexImage3D: OK glCompressedTexSubImage1D:OK glCompressedTexSubImage2D:OK glCompressedTexSubImage3D:OK glGetCompressedTexImage: OK glLoadTransposeMatrixd: OK glLoadTransposeMatrixf: OK glMultTransposeMatrixd: OK glMultTransposeMatrixf: OK glMultiTexCoord1d: OK glMultiTexCoord1dv: OK glMultiTexCoord1f: OK glMultiTexCoord1fv: OK glMultiTexCoord1i: OK glMultiTexCoord1iv: OK glMultiTexCoord1s: OK glMultiTexCoord1sv: OK glMultiTexCoord2d: OK glMultiTexCoord2dv: OK glMultiTexCoord2f: OK glMultiTexCoord2fv: OK glMultiTexCoord2i: OK glMultiTexCoord2iv: OK glMultiTexCoord2s: OK glMultiTexCoord2sv: OK glMultiTexCoord3d: OK glMultiTexCoord3dv: OK glMultiTexCoord3f: OK glMultiTexCoord3fv: OK glMultiTexCoord3i: OK glMultiTexCoord3iv: OK glMultiTexCoord3s: OK glMultiTexCoord3sv: OK glMultiTexCoord4d: OK glMultiTexCoord4dv: OK glMultiTexCoord4f: OK glMultiTexCoord4fv: OK glMultiTexCoord4i: OK glMultiTexCoord4iv: OK glMultiTexCoord4s: OK glMultiTexCoord4sv: OK glSampleCoverage: OKGL_VERSION_1_4: MISSING --------------- glBlendColor: MISSING glBlendEquation:MISSING glBlendFuncSeparate: MISSING glFogCoordPointer: MISSING glFogCoordd: MISSING glFogCoorddv: MISSING glFogCoordf: MISSING glFogCoordfv: MISSING glMultiDrawArrays: MISSING glMultiDrawElements: MISSING glPointParameterf: MISSING glPointParameterfv: MISSING glPointParameteri: MISSING glPointParameteriv: MISSING glSecondaryColor3b: MISSING glSecondaryColor3bv: MISSING glSecondaryColor3d: MISSING glSecondaryColor3dv: MISSING glSecondaryColor3f: MISSING glSecondaryColor3fv: MISSING glSecondaryColor3i: MISSING glSecondaryColor3iv: MISSING glSecondaryColor3s: MISSING glSecondaryColor3sv: MISSING glSecondaryColor3ub: MISSING glSecondaryColor3ubv:MISSING glSecondaryColor3ui: MISSING glSecondaryColor3uiv:MISSING glSecondaryColor3us: MISSING glSecondaryColor3usv:MISSING glSecondaryColorPointer: MISSING glWindowPos2d: MISSING glWindowPos2dv: MISSING glWindowPos2f: MISSING glWindowPos2fv: MISSING glWindowPos2i: MISSING glWindowPos2iv: MISSING glWindowPos2s: MISSING glWindowPos2sv: MISSING glWindowPos3d: MISSING glWindowPos3dv: MISSING glWindowPos3f: MISSING glWindowPos3fv: MISSING glWindowPos3i: MISSING glWindowPos3iv: MISSING glWindowPos3s: MISSING glWindowPos3sv: MISSINGGL_VERSION_1_5: MISSING --------------- glBeginQuery: MISSING glBindBuffer: MISSING glBufferData: MISSING glBufferSubData:MISSING glDeleteBuffers:MISSING glDeleteQueries:MISSING glEndQuery:MISSING glGenBuffers: MISSING glGenQueries: MISSING glGetBufferParameteriv: MISSING glGetBufferPointerv: MISSING glGetBufferSubData: MISSING glGetQueryObjectiv: MISSING glGetQueryObjectuiv: MISSING glGetQueryiv: MISSING glIsBuffer:MISSING glIsQuery: MISSING glMapBuffer: MISSING glUnmapBuffer: MISSINGGL_VERSION_2_0: OK --------------- glAttachShader: OK glBindAttribLocation:OK glBlendEquationSeparate: OK glCompileShader:OK glCreateProgram:OK glCreateShader: OK glDeleteProgram:OK glDeleteShader: OK glDetachShader: OK glDisableVertexAttribArray: OK glDrawBuffers: OK glEnableVertexAttribArray:OK glGetActiveAttrib: OK glGetActiveUniform: OK glGetAttachedShaders:OK glGetAttribLocation: OK glGetProgramInfoLog: OK glGetProgramiv: OK glGetShaderInfoLog: OK glGetShaderSource: OK glGetShaderiv: OK glGetUniformLocation:OK glGetUniformfv: OK glGetUniformiv: OK glGetVertexAttribPointerv:OK glGetVertexAttribdv: OK glGetVertexAttribfv: OK glGetVertexAttribiv: OK glIsProgram: OK glIsShader:OK glLinkProgram: OK glShaderSource: OK glStencilFuncSeparate: OK glStencilMaskSeparate: OK glStencilOpSeparate: OK glUniform1f: OK glUniform1fv: OK glUniform1i: OK glUniform1iv: OK glUniform2f: OK glUniform2fv: OK glUniform2i: OK glUniform2iv: OK glUniform3f: OK glUniform3fv: OK glUniform3i: OK glUniform3iv: OK glUniform4f: OK glUniform4fv: OK glUniform4i: OK glUniform4iv: OK glUniformMatrix2fv: OK glUniformMatrix3fv: OK glUniformMatrix4fv: OK glUseProgram: OK glValidateProgram: OK glVertexAttrib1d: OK glVertexAttrib1dv: OK glVertexAttrib1f: OK glVertexAttrib1fv: OK glVertexAttrib1s: OK glVertexAttrib1sv: OK glVertexAttrib2d: OK glVertexAttrib2dv: OK glVertexAttrib2f: OK glVertexAttrib2fv: OK glVertexAttrib2s: OK glVertexAttrib2sv: OK glVertexAttrib3d: OK glVertexAttrib3dv: OK glVertexAttrib3f: OK glVertexAttrib3fv: OK glVertexAttrib3s: OK glVertexAttrib3sv: OK glVertexAttrib4Nbv: OK glVertexAttrib4Niv: OK glVertexAttrib4Nsv: OK glVertexAttrib4Nub: OK glVertexAttrib4Nubv: OK glVertexAttrib4Nuiv: OK glVertexAttrib4Nusv: OK glVertexAttrib4bv: OK glVertexAttrib4d: OK glVertexAttrib4dv: OK glVertexAttrib4f: OK glVertexAttrib4fv: OK glVertexAttrib4iv: OK glVertexAttrib4s: OK glVertexAttrib4sv: OK glVertexAttrib4ubv: OK glVertexAttrib4uiv: OK glVertexAttrib4usv: OK glVertexAttribPointer: OKGL_VERSION_2_1: MISSING --------------- glUniformMatrix2x3fv:MISSING glUniformMatrix2x4fv:MISSING glUniformMatrix3x2fv:MISSING glUniformMatrix3x4fv:MISSING glUniformMatrix4x2fv:MISSING glUniformMatrix4x3fv:MISSINGGL_3DFX_multisample: MISSING --------------------GL_3DFX_tbuffer: MISSING ---------------- glTbufferMask3DFX: MISSINGGL_3DFX_texture_compression_FXT1:MISSING ---------------------------------GL_APPLE_client_storage: MISSING ------------------------GL_APPLE_element_array:MISSING ----------------------- glDrawElementArrayAPPLE: MISSING glDrawRangeElementArrayAPPLE: MISSING glElementPointerAPPLE: MISSING glMultiDrawElementArrayAPPLE: MISSING glMultiDrawRangeElementArrayAPPLE: MISSINGGL_APPLE_fence: MISSING --------------- glDeleteFencesAPPLE: MISSING glFinishFenceAPPLE: MISSING glFinishObjectAPPLE: MISSING glGenFencesAPPLE: MISSING glIsFenceAPPLE: MISSING glSetFenceAPPLE:MISSING glTestFenceAPPLE: MISSING glTestObjectAPPLE: MISSINGGL_APPLE_float_pixels: MISSING ----------------------GL_APPLE_flush_buffer_range:MISSING ---------------------------- glBufferParameteriAPPLE: MISSING glFlushMappedBufferRangeAPPLE: MISSINGGL_APPLE_pixel_buffer: MISSING ----------------------GL_APPLE_specular_vector: MISSING -------------------------GL_APPLE_texture_range:MISSING ----------------------- glGetTexParameterPointervAPPLE:MISSING glTextureRangeAPPLE: MISSINGGL_APPLE_transform_hint: MISSING ------------------------GL_APPLE_vertex_array_object: MISSING ----------------------------- glBindVertexArrayAPPLE: MISSING glDeleteVertexArraysAPPLE:MISSING glGenVertexArraysAPPLE: MISSING glIsVertexArrayAPPLE:MISSINGGL_APPLE_vertex_array_range:MISSING ---------------------------- glFlushVertexArrayRangeAPPLE: MISSING glVertexArrayParameteriAPPLE: MISSING glVertexArrayRangeAPPLE: MISSINGGL_APPLE_ycbcr_422: MISSING -------------------GL_ARB_color_buffer_float: MISSING -------------------------- glClampColorARB:MISSINGGL_ARB_depth_texture: MISSING ---------------------GL_ARB_draw_buffers: MISSING -------------------- glDrawBuffersARB: MISSINGGL_ARB_fragment_program: MISSING ------------------------GL_ARB_fragment_program_shadow: MISSING -------------------------------GL_ARB_fragment_shader:MISSING -----------------------GL_ARB_half_float_pixel: MISSING ------------------------GL_ARB_imaging: MISSING --------------- glBlendEquation:MISSING glColorSubTable:MISSING glColorTable: MISSING glColorTableParameterfv: MISSING glColorTableParameteriv: MISSING glConvolutionFilter1D: MISSING glConvolutionFilter2D: MISSING glConvolutionParameterf: MISSING glConvolutionParameterfv: MISSING glConvolutionParameteri: MISSING glConvolutionParameteriv: MISSING glCopyColorSubTable: MISSING glCopyColorTable: MISSING glCopyConvolutionFilter1D:MISSING glCopyConvolutionFilter2D:MISSING glGetColorTable:MISSING glGetColorTableParameterfv: MISSING glGetColorTableParameteriv: MISSING glGetConvolutionFilter: MISSING glGetConvolutionParameterfv: MISSING glGetConvolutionParameteriv: MISSING glGetHistogram: MISSING glGetHistogramParameterfv:MISSING glGetHistogramParameteriv:MISSING glGetMinmax: MISSING glGetMinmaxParameterfv: MISSING glGetMinmaxParameteriv: MISSING glGetSeparableFilter:MISSING glHistogram: MISSING glMinmax: MISSING glResetHistogram: MISSING glResetMinmax: MISSING glSeparableFilter2D: MISSINGGL_ARB_matrix_palette: MISSING ---------------------- glCurrentPaletteMatrixARB:MISSING glMatrixIndexPointerARB: MISSING glMatrixIndexubvARB: MISSING glMatrixIndexuivARB: MISSING glMatrixIndexusvARB: MISSINGGL_ARB_multisample: MISSING ------------------- glSampleCoverageARB: MISSINGGL_ARB_multitexture: OK -------------------- glActiveTextureARB: OK glClientActiveTextureARB: OK glMultiTexCoord1dARB:OK glMultiTexCoord1dvARB: OK glMultiTexCoord1fARB:OK glMultiTexCoord1fvARB: OK glMultiTexCoord1iARB:OK glMultiTexCoord1ivARB: OK glMultiTexCoord1sARB:OK glMultiTexCoord1svARB: OK glMultiTexCoord2dARB:OK glMultiTexCoord2dvARB: OK glMultiTexCoord2fARB:OK glMultiTexCoord2fvARB: OK glMultiTexCoord2iARB:OK glMultiTexCoord2ivARB: OK glMultiTexCoord2sARB:OK glMultiTexCoord2svARB: OK glMultiTexCoord3dARB:OK glMultiTexCoord3dvARB: OK glMultiTexCoord3fARB:OK glMultiTexCoord3fvARB: OK glMultiTexCoord3iARB:OK glMultiTexCoord3ivARB: OK glMultiTexCoord3sARB:OK glMultiTexCoord3svARB: OK glMultiTexCoord4dARB:OK glMultiTexCoord4dvARB: OK glMultiTexCoord4fARB:OK glMultiTexCoord4fvARB: OK glMultiTexCoord4iARB:OK glMultiTexCoord4ivARB: OK glMultiTexCoord4sARB:OK glMultiTexCoord4svARB: OKGL_ARB_occlusion_query:OK ----------------------- glBeginQueryARB:OK glDeleteQueriesARB: OK glEndQueryARB: OK glGenQueriesARB:OK glGetQueryObjectivARB: OK glGetQueryObjectuivARB: OK glGetQueryivARB:OK glIsQueryARB: OKGL_ARB_pixel_buffer_object: MISSING ---------------------------GL_ARB_point_parameters: OK ------------------------ glPointParameterfARB:OK glPointParameterfvARB: OKGL_ARB_point_sprite: MISSING --------------------GL_ARB_shader_objects: MISSING ---------------------- glAttachObjectARB: MISSING glCompileShaderARB: MISSING glCreateProgramObjectARB: MISSING glCreateShaderObjectARB: MISSING glDeleteObjectARB: MISSING glDetachObjectARB: MISSING glGetActiveUniformARB: MISSING glGetAttachedObjectsARB: MISSING glGetHandleARB: MISSING glGetInfoLogARB:MISSING glGetObjectParameterfvARB:MISSING glGetObjectParameterivARB:MISSING glGetShaderSourceARB:MISSING glGetUniformLocationARB: MISSING glGetUniformfvARB: MISSING glGetUniformivARB: MISSING glLinkProgramARB: MISSING glShaderSourceARB: MISSING glUniform1fARB: MISSING glUniform1fvARB:MISSING glUniform1iARB: MISSING glUniform1ivARB:MISSING glUniform2fARB: MISSING glUniform2fvARB:MISSING glUniform2iARB: MISSING glUniform2ivARB:MISSING glUniform3fARB: MISSING glUniform3fvARB:MISSING glUniform3iARB: MISSING glUniform3ivARB:MISSING glUniform4fARB: MISSING glUniform4fvARB:MISSING glUniform4iARB: MISSING glUniform4ivARB:MISSING glUniformMatrix2fvARB: MISSING glUniformMatrix3fvARB: MISSING glUniformMatrix4fvARB: MISSING glUseProgramObjectARB: MISSING glValidateProgramARB:MISSINGGL_ARB_shading_language_100:MISSING ----------------------------GL_ARB_shadow: MISSING --------------GL_ARB_shadow_ambient: MISSING ----------------------GL_ARB_texture_border_clamp:OK ----------------------------GL_ARB_texture_compression: OK --------------------------- glCompressedTexImage1DARB:OK glCompressedTexImage2DARB:OK glCompressedTexImage3DARB:OK glCompressedTexSubImage1DARB: OK glCompressedTexSubImage2DARB: OK glCompressedTexSubImage3DARB: OK glGetCompressedTexImageARB: OKGL_ARB_texture_cube_map: OK ------------------------GL_ARB_texture_env_add:OK -----------------------GL_ARB_texture_env_combine: OK ---------------------------GL_ARB_texture_env_crossbar:OK ----------------------------GL_ARB_texture_env_dot3: OK ------------------------GL_ARB_texture_float: MISSING ---------------------GL_ARB_texture_mirrored_repeat: OK -------------------------------GL_ARB_texture_non_power_of_two: MISSING --------------------------------GL_ARB_texture_rectangle: MISSING -------------------------GL_ARB_transpose_matrix: OK ------------------------ glLoadTransposeMatrixdARB:OK glLoadTransposeMatrixfARB:OK glMultTransposeMatrixdARB:OK glMultTransposeMatrixfARB:OKGL_ARB_vertex_blend: OK -------------------- glVertexBlendARB: OK glWeightPointerARB: OK glWeightbvARB: OK glWeightdvARB: OK glWeightfvARB: OK glWeightivARB: OK glWeightsvARB: OK glWeightubvARB: OK glWeightuivARB: OK glWeightusvARB: OKGL_ARB_vertex_buffer_object:OK ---------------------------- glBindBufferARB:OK glBufferDataARB:OK glBufferSubDataARB: OK glDeleteBuffersARB: OK glGenBuffersARB:OK glGetBufferParameterivARB:OK glGetBufferPointervARB: OK glGetBufferSubDataARB: OK glIsBufferARB: OK glMapBufferARB: OK glUnmapBufferARB: OKGL_ARB_vertex_program: OK ---------------------- glBindProgramARB: OK glDeleteProgramsARB: OK glDisableVertexAttribArrayARB: OK glEnableVertexAttribArrayARB: OK glGenProgramsARB: OK glGetProgramEnvParameterdvARB: OK glGetProgramEnvParameterfvARB: OK glGetProgramLocalParameterdvARB: OK glGetProgramLocalParameterfvARB: OK glGetProgramStringARB: OK glGetProgramivARB: OK glGetVertexAttribPointervARB: OK glGetVertexAttribdvARB: OK glGetVertexAttribfvARB: OK glGetVertexAttribivARB: OK glIsProgramARB: OK glProgramEnvParameter4dARB: OK glProgramEnvParameter4dvARB: OK glProgramEnvParameter4fARB: OK glProgramEnvParameter4fvARB: OK glProgramLocalParameter4dARB: OK glProgramLocalParameter4dvARB: OK glProgramLocalParameter4fARB: OK glProgramLocalParameter4fvARB: OK glProgramStringARB: OK glVertexAttrib1dARB: OK glVertexAttrib1dvARB:OK glVertexAttrib1fARB: OK glVertexAttrib1fvARB:OK glVertexAttrib1sARB: OK glVertexAttrib1svARB:OK glVertexAttrib2dARB: OK glVertexAttrib2dvARB:OK glVertexAttrib2fARB: OK glVertexAttrib2fvARB:OK glVertexAttrib2sARB: OK glVertexAttrib2svARB:OK glVertexAttrib3dARB: OK glVertexAttrib3dvARB:OK glVertexAttrib3fARB: OK glVertexAttrib3fvARB:OK glVertexAttrib3sARB: OK glVertexAttrib3svARB:OK glVertexAttrib4NbvARB: OK glVertexAttrib4NivARB: OK glVertexAttrib4NsvARB: OK glVertexAttrib4NubARB: OK glVertexAttrib4NubvARB: OK glVertexAttrib4NuivARB: OK glVertexAttrib4NusvARB: OK glVertexAttrib4bvARB:OK glVertexAttrib4dARB: OK glVertexAttrib4dvARB:OK glVertexAttrib4fARB: OK glVertexAttrib4fvARB:OK glVertexAttrib4ivARB:OK glVertexAttrib4sARB: OK glVertexAttrib4svARB:OK glVertexAttrib4ubvARB: OK glVertexAttrib4uivARB: OK glVertexAttrib4usvARB: OK glVertexAttribPointerARB: OKGL_ARB_vertex_shader: MISSING --------------------- glBindAttribLocationARB: MISSING glGetActiveAttribARB:MISSING glGetAttribLocationARB: MISSINGGL_ARB_window_pos:OK ------------------ glWindowPos2dARB: OK glWindowPos2dvARB: OK glWindowPos2fARB: OK glWindowPos2fvARB: OK glWindowPos2iARB: OK glWindowPos2ivARB: OK glWindowPos2sARB: OK glWindowPos2svARB: OK glWindowPos3dARB: OK glWindowPos3dvARB: OK glWindowPos3fARB: OK glWindowPos3fvARB: OK glWindowPos3iARB: OK glWindowPos3ivARB: OK glWindowPos3sARB: OK glWindowPos3svARB: OKGL_ATIX_point_sprites: MISSING ----------------------GL_ATIX_texture_env_combine3: OK -----------------------------GL_ATIX_texture_env_route: OK --------------------------GL_ATIX_vertex_shader_output_point_size: OK ----------------------------------------GL_ATI_draw_buffers: MISSING -------------------- glDrawBuffersATI: MISSINGGL_ATI_element_array: OK --------------------- glDrawElementArrayATI: OK glDrawRangeElementArrayATI: OK glElementPointerATI: OKGL_ATI_envmap_bumpmap: OK ---------------------- glGetTexBumpParameterfvATI: OK glGetTexBumpParameterivATI: OK glTexBumpParameterfvATI: OK glTexBumpParameterivATI: OKGL_ATI_fragment_shader:OK ----------------------- glAlphaFragmentOp1ATI: OK glAlphaFragmentOp2ATI: OK glAlphaFragmentOp3ATI: OK glBeginFragmentShaderATI: OK glBindFragmentShaderATI: OK glColorFragmentOp1ATI: OK glColorFragmentOp2ATI: OK glColorFragmentOp3ATI: OK glDeleteFragmentShaderATI:OK glEndFragmentShaderATI: OK glGenFragmentShadersATI: OK glPassTexCoordATI: OK glSampleMapATI: OK glSetFragmentShaderConstantATI:OKGL_ATI_map_object_buffer: OK ------------------------- glMapObjectBufferATI:OK glUnmapObjectBufferATI: OKGL_ATI_pn_triangles: MISSING -------------------- glPNTrianglesfATI: MISSING glPNTrianglesiATI: MISSINGGL_ATI_separate_stencil: MISSING ------------------------ glStencilFuncSeparateATI: MISSING glStencilOpSeparateATI: MISSINGGL_ATI_shader_texture_lod: MISSING --------------------------GL_ATI_text_fragment_shader:MISSING ----------------------------GL_ATI_texture_compression_3dc: MISSING -------------------------------GL_ATI_texture_env_combine3:OK ----------------------------GL_ATI_texture_float: MISSING ---------------------GL_ATI_texture_mirror_once: OK ---------------------------GL_ATI_vertex_array_object: OK --------------------------- glArrayObjectATI: OK glFreeObjectBufferATI: OK glGetArrayObjectfvATI: OK glGetArrayObjectivATI: OK glGetObjectBufferfvATI: OK glGetObjectBufferivATI: OK glGetVariantArrayObjectfvATI: OK glGetVariantArrayObjectivATI: OK glIsObjectBufferATI: OK glNewObjectBufferATI:OK glUpdateObjectBufferATI: OK glVariantArrayObjectATI: OKGL_ATI_vertex_attrib_array_object: OK ---------------------------------- glGetVertexAttribArrayObjectfvATI: OK glGetVertexAttribArrayObjectivATI: OK glVertexAttribArrayObjectATI: OKGL_ATI_vertex_streams: OK ---------------------- glClientActiveVertexStreamATI: OK glNormalStream3bATI: OK glNormalStream3bvATI:OK glNormalStream3dATI: OK glNormalStream3dvATI:OK glNormalStream3fATI: OK glNormalStream3fvATI:OK glNormalStream3iATI: OK glNormalStream3ivATI:OK glNormalStream3sATI: OK glNormalStream3svATI:OK glVertexBlendEnvfATI:OK glVertexBlendEnviATI:OK glVertexStream2dATI: OK glVertexStream2dvATI:OK glVertexStream2fATI: OK glVertexStream2fvATI:OK glVertexStream2iATI: OK glVertexStream2ivATI:OK glVertexStream2sATI: OK glVertexStream2svATI:OK glVertexStream3dATI: OK glVertexStream3dvATI:OK glVertexStream3fATI: OK glVertexStream3fvATI:OK glVertexStream3iATI: OK glVertexStream3ivATI:OK glVertexStream3sATI: OK glVertexStream3svATI:OK glVertexStream4dATI: OK glVertexStream4dvATI:OK glVertexStream4fATI: OK glVertexStream4fvATI:OK glVertexStream4iATI: OK glVertexStream4ivATI:OK glVertexStream4sATI: OK glVertexStream4svATI:OKGL_EXT_422_pixels:MISSING ------------------GL_EXT_Cg_shader: MISSING -----------------GL_EXT_abgr: OK ------------GL_EXT_bgra: OK ------------GL_EXT_bindable_uniform: MISSING ------------------------ glGetUniformBufferSizeEXT:MISSING glGetUniformOffsetEXT: MISSING glUniformBufferEXT: MISSINGGL_EXT_blend_color: OK ------------------- glBlendColorEXT:OKGL_EXT_blend_equation_separate: MISSING ------------------------------- glBlendEquationSeparateEXT: MISSINGGL_EXT_blend_func_separate: OK --------------------------- glBlendFuncSeparateEXT: OKGL_EXT_blend_logic_op: MISSING ----------------------GL_EXT_blend_minmax: OK -------------------- glBlendEquationEXT: OKGL_EXT_blend_subtract: OK ----------------------GL_EXT_clip_volume_hint: OK ------------------------GL_EXT_cmyka:MISSING -------------GL_EXT_color_subtable: MISSING ---------------------- glColorSubTableEXT: MISSING glCopyColorSubTableEXT: MISSINGGL_EXT_compiled_vertex_array: OK ----------------------------- glLockArraysEXT:OK glUnlockArraysEXT: OKGL_EXT_convolution: MISSING ------------------- glConvolutionFilter1DEXT: MISSING glConvolutionFilter2DEXT: MISSING glConvolutionParameterfEXT: MISSING glConvolutionParameterfvEXT: MISSING glConvolutionParameteriEXT: MISSING glConvolutionParameterivEXT: MISSING glCopyConvolutionFilter1DEXT: MISSING glCopyConvolutionFilter2DEXT: MISSING glGetConvolutionFilterEXT:MISSING glGetConvolutionParameterfvEXT:MISSING glGetConvolutionParameterivEXT:MISSING glGetSeparableFilterEXT: MISSING glSeparableFilter2DEXT: MISSINGGL_EXT_coordinate_frame: MISSING ------------------------ glBinormalPointerEXT:MISSING glTangentPointerEXT: MISSINGGL_EXT_copy_texture: MISSING -------------------- glCopyTexImage1DEXT: MISSING glCopyTexImage2DEXT: MISSING glCopyTexSubImage1DEXT: MISSING glCopyTexSubImage2DEXT: MISSING glCopyTexSubImage3DEXT: OKGL_EXT_cull_vertex: MISSING ------------------- glCullParameterdvEXT:MISSING glCullParameterfvEXT:MISSINGGL_EXT_depth_bounds_test: MISSING ------------------------- glDepthBoundsEXT: MISSINGGL_EXT_draw_buffers2: MISSING --------------------- glColorMaskIndexedEXT: MISSING glDisableIndexedEXT: MISSING glEnableIndexedEXT: MISSING glGetBooleanIndexedvEXT: MISSING glGetIntegerIndexedvEXT: MISSING glIsEnabledIndexedEXT: MISSINGGL_EXT_draw_instanced: MISSING ---------------------- glDrawArraysInstancedEXT: MISSING glDrawElementsInstancedEXT: MISSINGGL_EXT_draw_range_elements: OK --------------------------- glDrawRangeElementsEXT: OKGL_EXT_fog_coord: OK ----------------- glFogCoordPointerEXT:OK glFogCoorddEXT: OK glFogCoorddvEXT:OK glFogCoordfEXT: OK glFogCoordfvEXT:OKGL_EXT_fragment_lighting: MISSING ------------------------- glFragmentColorMaterialEXT: MISSING glFragmentLightModelfEXT: MISSING glFragmentLightModelfvEXT:MISSING glFragmentLightModeliEXT: MISSING glFragmentLightModelivEXT:MISSING glFragmentLightfEXT: MISSING glFragmentLightfvEXT:MISSING glFragmentLightiEXT: MISSING glFragmentLightivEXT:MISSING glFragmentMaterialfEXT: MISSING glFragmentMaterialfvEXT: MISSING glFragmentMaterialiEXT: MISSING glFragmentMaterialivEXT: MISSING glGetFragmentLightfvEXT: MISSING glGetFragmentLightivEXT: MISSING glGetFragmentMaterialfvEXT: MISSING glGetFragmentMaterialivEXT: MISSING glLightEnviEXT: MISSINGGL_EXT_framebuffer_blit: MISSING ------------------------ glBlitFramebufferEXT:MISSINGGL_EXT_framebuffer_multisample: MISSING ------------------------------- glRenderbufferStorageMultisampleEXT:MISSINGGL_EXT_framebuffer_object: MISSING -------------------------- glBindFramebufferEXT:MISSING glBindRenderbufferEXT: MISSING glCheckFramebufferStatusEXT: MISSING glDeleteFramebuffersEXT: MISSING glDeleteRenderbuffersEXT: MISSING glFramebufferRenderbufferEXT: MISSING glFramebufferTexture1DEXT:MISSING glFramebufferTexture2DEXT:MISSING glFramebufferTexture3DEXT:MISSING glGenFramebuffersEXT:MISSING glGenRenderbuffersEXT: MISSING glGenerateMipmapEXT: MISSING glGetFramebufferAttachmentParameterivEXT:MISSING glGetRenderbufferParameterivEXT: MISSING glIsFramebufferEXT: MISSING glIsRenderbufferEXT: MISSING glRenderbufferStorageEXT: MISSINGGL_EXT_framebuffer_sRGB: MISSING ------------------------GL_EXT_geometry_shader4: MISSING ------------------------ glFramebufferTextureEXT: MISSING glFramebufferTextureFaceEXT: MISSING glFramebufferTextureLayerEXT: MISSING glProgramParameteriEXT: MISSINGGL_EXT_gpu_program_parameters: MISSING ------------------------------ glProgramEnvParameters4fvEXT: MISSING glProgramLocalParameters4fvEXT:MISSINGGL_EXT_gpu_shader4: MISSING ------------------- glBindFragDataLocationEXT:MISSING glGetFragDataLocationEXT: MISSING glGetUniformuivEXT: MISSING glGetVertexAttribIivEXT: MISSING glGetVertexAttribIuivEXT: MISSING glUniform1uiEXT:MISSING glUniform1uivEXT: MISSING glUniform2uiEXT:MISSING glUniform2uivEXT: MISSING glUniform3uiEXT:MISSING glUniform3uivEXT: MISSING glUniform4uiEXT:MISSING glUniform4uivEXT: MISSING glVertexAttribI1iEXT:MISSING glVertexAttribI1ivEXT: MISSING glVertexAttribI1uiEXT: MISSING glVertexAttribI1uivEXT: MISSING glVertexAttribI2iEXT:MISSING glVertexAttribI2ivEXT: MISSING glVertexAttribI2uiEXT: MISSING glVertexAttribI2uivEXT: MISSING glVertexAttribI3iEXT:MISSING glVertexAttribI3ivEXT: MISSING glVertexAttribI3uiEXT: MISSING glVertexAttribI3uivEXT: MISSING glVertexAttribI4bvEXT: MISSING glVertexAttribI4iEXT:MISSING glVertexAttribI4ivEXT: MISSING glVertexAttribI4svEXT: MISSING glVertexAttribI4ubvEXT: MISSING glVertexAttribI4uiEXT: MISSING glVertexAttribI4uivEXT: MISSING glVertexAttribI4usvEXT: MISSING glVertexAttribIPointerEXT:MISSINGGL_EXT_histogram: MISSING ----------------- glGetHistogramEXT: MISSING glGetHistogramParameterfvEXT: MISSING glGetHistogramParameterivEXT: MISSING glGetMinmaxEXT: MISSING glGetMinmaxParameterfvEXT:MISSING glGetMinmaxParameterivEXT:MISSING glHistogramEXT: MISSING glMinmaxEXT: MISSING glResetHistogramEXT: MISSING glResetMinmaxEXT: MISSINGGL_EXT_index_array_formats: MISSING ---------------------------GL_EXT_index_func:MISSING ------------------ glIndexFuncEXT: MISSINGGL_EXT_index_material: MISSING ---------------------- glIndexMaterialEXT: MISSINGGL_EXT_index_texture: MISSING ---------------------GL_EXT_light_texture: MISSING --------------------- glApplyTextureEXT: MISSING glTextureLightEXT: MISSING glTextureMaterialEXT:MISSINGGL_EXT_misc_attribute: MISSING ----------------------GL_EXT_multi_draw_arrays: OK ------------------------- glMultiDrawArraysEXT:OK glMultiDrawElementsEXT: OKGL_EXT_multisample: MISSING ------------------- glSampleMaskEXT:MISSING glSamplePatternEXT: MISSINGGL_EXT_packed_depth_stencil:MISSING ----------------------------GL_EXT_packed_float: MISSING --------------------GL_EXT_packed_pixels: OK ---------------------GL_EXT_paletted_texture: MISSING ------------------------ glColorTableEXT:MISSING glGetColorTableEXT: MISSING glGetColorTableParameterfvEXT: MISSING glGetColorTableParameterivEXT: MISSINGGL_EXT_pixel_buffer_object: MISSING ---------------------------GL_EXT_pixel_transform:MISSING ----------------------- glGetPixelTransformParameterfvEXT: MISSING glGetPixelTransformParameterivEXT: MISSING glPixelTransformParameterfEXT: MISSING glPixelTransformParameterfvEXT:MISSING glPixelTransformParameteriEXT: MISSING glPixelTransformParameterivEXT:MISSINGGL_EXT_pixel_transform_color_table: MISSING -----------------------------------GL_EXT_point_parameters: OK ------------------------ glPointParameterfEXT:OK glPointParameterfvEXT: OKGL_EXT_polygon_offset: OK [MISSING]---------------------- glPolygonOffsetEXT: OKGL_EXT_rescale_normal: OK ----------------------GL_EXT_scene_marker: MISSING -------------------- glBeginSceneEXT:MISSING glEndSceneEXT: MISSINGGL_EXT_secondary_color:OK ----------------------- glSecondaryColor3bEXT: OK glSecondaryColor3bvEXT: OK glSecondaryColor3dEXT: OK glSecondaryColor3dvEXT: OK glSecondaryColor3fEXT: OK glSecondaryColor3fvEXT: OK glSecondaryColor3iEXT: OK glSecondaryColor3ivEXT: OK glSecondaryColor3sEXT: OK glSecondaryColor3svEXT: OK glSecondaryColor3ubEXT: OK glSecondaryColor3ubvEXT: OK glSecondaryColor3uiEXT: OK glSecondaryColor3uivEXT: OK glSecondaryColor3usEXT: OK glSecondaryColor3usvEXT: OK glSecondaryColorPointerEXT: OKGL_EXT_separate_specular_color: OK -------------------------------GL_EXT_shadow_funcs: MISSING --------------------GL_EXT_shared_texture_palette: MISSING ------------------------------GL_EXT_stencil_clear_tag: MISSING -------------------------GL_EXT_stencil_two_side: MISSING ------------------------ glActiveStencilFaceEXT: MISSINGGL_EXT_stencil_wrap: OK --------------------GL_EXT_subtexture:MISSING ------------------ glTexSubImage1DEXT: MISSING glTexSubImage2DEXT: MISSING glTexSubImage3DEXT: OKGL_EXT_texture: MISSING ---------------GL_EXT_texture3D: OK ----------------- glTexImage3DEXT:OKGL_EXT_texture_array: MISSING ---------------------GL_EXT_texture_buffer_object: MISSING ----------------------------- glTexBufferEXT: MISSINGGL_EXT_texture_compression_dxt1: MISSING --------------------------------GL_EXT_texture_compression_latc: MISSING --------------------------------GL_EXT_texture_compression_rgtc: MISSING --------------------------------GL_EXT_texture_compression_s3tc: OK --------------------------------GL_EXT_texture_cube_map: OK ------------------------GL_EXT_texture_edge_clamp: OK --------------------------GL_EXT_texture_env: MISSING -------------------GL_EXT_texture_env_add:OK -----------------------GL_EXT_texture_env_combine: OK ---------------------------GL_EXT_texture_env_dot3: OK ------------------------GL_EXT_texture_filter_anisotropic: OK ----------------------------------GL_EXT_texture_integer:MISSING ----------------------- glClearColorIiEXT: MISSING glClearColorIuiEXT: MISSING glGetTexParameterIivEXT: MISSING glGetTexParameterIuivEXT: MISSING glTexParameterIivEXT:MISSING glTexParameterIuivEXT: MISSINGGL_EXT_texture_lod_bias: OK ------------------------GL_EXT_texture_mirror_clamp:OK ----------------------------GL_EXT_texture_object: OK ---------------------- glAreTexturesResidentEXT: OK glBindTextureEXT: OK glDeleteTexturesEXT: OK glGenTexturesEXT: OK glIsTextureEXT: OK glPrioritizeTexturesEXT: OKGL_EXT_texture_perturb_normal: MISSING ------------------------------ glTextureNormalEXT: MISSINGGL_EXT_texture_rectangle: OK -------------------------GL_EXT_texture_sRGB: MISSING --------------------GL_EXT_texture_shared_exponent: MISSING -------------------------------GL_EXT_timer_query: MISSING ------------------- glGetQueryObjecti64vEXT: MISSING glGetQueryObjectui64vEXT: MISSINGGL_EXT_vertex_array: OK -------------------- glArrayElementEXT: OK glColorPointerEXT: OK glDrawArraysEXT:OK glEdgeFlagPointerEXT:OK glGetPointervEXT: OK glIndexPointerEXT: OK glNormalPointerEXT: OK glTexCoordPointerEXT:OK glVertexPointerEXT: OKGL_EXT_vertex_shader: OK --------------------- glBeginVertexShaderEXT: OK glBindLightParameterEXT: OK glBindMaterialParameterEXT: OK glBindParameterEXT: OK glBindTexGenParameterEXT: OK glBindTextureUnitParameterEXT: OK glBindVertexShaderEXT: OK glDeleteVertexShaderEXT: OK glDisableVariantClientStateEXT:OK glEnableVariantClientStateEXT: OK glEndVertexShaderEXT:OK glExtractComponentEXT: OK glGenSymbolsEXT:OK glGenVertexShadersEXT: OK glGetInvariantBooleanvEXT:OK glGetInvariantFloatvEXT: OK glGetInvariantIntegervEXT:OK glGetLocalConstantBooleanvEXT: OK glGetLocalConstantFloatvEXT: OK glGetLocalConstantIntegervEXT: OK glGetVariantBooleanvEXT: OK glGetVariantFloatvEXT: OK glGetVariantIntegervEXT: OK glGetVariantPointervEXT: OK glInsertComponentEXT:OK glIsVariantEnabledEXT: OK glSetInvariantEXT: OK glSetLocalConstantEXT: OK glShaderOp1EXT: OK glShaderOp2EXT: OK glShaderOp3EXT: OK glSwizzleEXT: OK glVariantPointerEXT: OK glVariantbvEXT: OK glVariantdvEXT: OK glVariantfvEXT: OK glVariantivEXT: OK glVariantsvEXT: OK glVariantubvEXT:OK glVariantuivEXT:OK glVariantusvEXT:OK glWriteMaskEXT: OKGL_EXT_vertex_weighting: MISSING ------------------------ glVertexWeightPointerEXT: MISSING glVertexWeightfEXT: MISSING glVertexWeightfvEXT: MISSINGGL_GREMEDY_frame_terminator:MISSING ---------------------------- glFrameTerminatorGREMEDY: MISSINGGL_GREMEDY_string_marker: MISSING ------------------------- glStringMarkerGREMEDY: MISSINGGL_HP_convolution_border_modes: MISSING -------------------------------GL_HP_image_transform: MISSING ---------------------- glGetImageTransformParameterfvHP: MISSING glGetImageTransformParameterivHP: MISSING glImageTransformParameterfHP: MISSING glImageTransformParameterfvHP: MISSING glImageTransformParameteriHP: MISSING glImageTransformParameterivHP: MISSINGGL_HP_occlusion_test: OK ---------------------GL_HP_texture_lighting:MISSING -----------------------GL_IBM_cull_vertex: MISSING -------------------GL_IBM_multimode_draw_arrays: MISSING ----------------------------- glMultiModeDrawArraysIBM: MISSING glMultiModeDrawElementsIBM: MISSINGGL_IBM_rasterpos_clip: MISSING ----------------------GL_IBM_static_data: MISSING -------------------GL_IBM_texture_mirrored_repeat: MISSING -------------------------------GL_IBM_vertex_array_lists: MISSING -------------------------- glColorPointerListIBM: MISSING glEdgeFlagPointerListIBM: MISSING glFogCoordPointerListIBM: MISSING glIndexPointerListIBM: MISSING glNormalPointerListIBM: MISSING glSecondaryColorPointerListIBM:MISSING glTexCoordPointerListIBM: MISSING glVertexPointerListIBM: MISSINGGL_INGR_color_clamp: MISSING --------------------GL_INGR_interlace_read:MISSING -----------------------GL_INTEL_parallel_arrays: MISSING ------------------------- glColorPointervINTEL:MISSING glNormalPointervINTEL: MISSING glTexCoordPointervINTEL: MISSING glVertexPointervINTEL: MISSINGGL_INTEL_texture_scissor: MISSING ------------------------- glTexScissorFuncINTEL: MISSING glTexScissorINTEL: MISSINGGL_KTX_buffer_region: MISSING --------------------- glBufferRegionEnabledEXT: MISSING glDeleteBufferRegionEXT: MISSING glDrawBufferRegionEXT: MISSING glNewBufferRegionEXT:MISSING glReadBufferRegionEXT: MISSINGGL_MESAX_texture_stack:MISSING -----------------------GL_MESA_pack_invert: MISSING --------------------GL_MESA_resize_buffers:MISSING ----------------------- glResizeBuffersMESA: MISSINGGL_MESA_window_pos: MISSING ------------------- glWindowPos2dMESA: MISSING glWindowPos2dvMESA: MISSING glWindowPos2fMESA: MISSING glWindowPos2fvMESA: MISSING glWindowPos2iMESA: MISSING glWindowPos2ivMESA: MISSING glWindowPos2sMESA: MISSING glWindowPos2svMESA: MISSING glWindowPos3dMESA: MISSING glWindowPos3dvMESA: MISSING glWindowPos3fMESA: MISSING glWindowPos3fvMESA: MISSING glWindowPos3iMESA: MISSING glWindowPos3ivMESA: MISSING glWindowPos3sMESA: MISSING glWindowPos3svMESA: MISSING glWindowPos4dMESA: MISSING glWindowPos4dvMESA: MISSING glWindowPos4fMESA: MISSING glWindowPos4fvMESA: MISSING glWindowPos4iMESA: MISSING glWindowPos4ivMESA: MISSING glWindowPos4sMESA: MISSING glWindowPos4svMESA: MISSINGGL_MESA_ycbcr_texture: MISSING ----------------------GL_NV_blend_square: OK -------------------GL_NV_copy_depth_to_color: MISSING --------------------------GL_NV_depth_buffer_float: MISSING ------------------------- glClearDepthdNV:MISSING glDepthBoundsdNV: MISSING glDepthRangedNV:MISSINGGL_NV_depth_clamp:MISSING ------------------GL_NV_depth_range_unclamped:MISSING ----------------------------GL_NV_evaluators: MISSING ----------------- glEvalMapsNV: MISSING glGetMapAttribParameterfvNV: MISSING glGetMapAttribParameterivNV: MISSING glGetMapControlPointsNV: MISSING glGetMapParameterfvNV: MISSING glGetMapParameterivNV: MISSING glMapControlPointsNV:MISSING glMapParameterfvNV: MISSING glMapParameterivNV: MISSINGGL_NV_fence: MISSING ------------ glDeleteFencesNV: MISSING glFinishFenceNV:MISSING glGenFencesNV: MISSING glGetFenceivNV: MISSING glIsFenceNV: MISSING glSetFenceNV: MISSING glTestFenceNV: MISSINGGL_NV_float_buffer: MISSING -------------------GL_NV_fog_distance: MISSING -------------------GL_NV_fragment_program:MISSING ----------------------- glGetProgramNamedParameterdvNV:MISSING glGetProgramNamedParameterfvNV:MISSING glProgramNamedParameter4dNV: MISSING glProgramNamedParameter4dvNV: MISSING glProgramNamedParameter4fNV: MISSING glProgramNamedParameter4fvNV: MISSINGGL_NV_fragment_program2: MISSING ------------------------GL_NV_fragment_program4: MISSING ------------------------GL_NV_fragment_program_option: MISSING ------------------------------GL_NV_framebuffer_multisample_coverage: MISSING --------------------------------------- glRenderbufferStorageMultisampleCoverageNV: MISSINGGL_NV_geometry_program4: MISSING ------------------------ glProgramVertexLimitNV: MISSINGGL_NV_geometry_shader4:MISSING -----------------------GL_NV_gpu_program4: MISSING ------------------- glProgramEnvParameterI4iNV: MISSING glProgramEnvParameterI4ivNV: MISSING glProgramEnvParameterI4uiNV: MISSING glProgramEnvParameterI4uivNV: MISSING glProgramEnvParametersI4ivNV: MISSING glProgramEnvParametersI4uivNV: MISSING glProgramLocalParameterI4iNV: MISSING glProgramLocalParameterI4ivNV: MISSING glProgramLocalParameterI4uiNV: MISSING glProgramLocalParameterI4uivNV:MISSING glProgramLocalParametersI4ivNV:MISSING glProgramLocalParametersI4uivNV: MISSINGGL_NV_half_float: MISSING ----------------- glColor3hNV: MISSING glColor3hvNV: MISSING glColor4hNV: MISSING glColor4hvNV: MISSING glFogCoordhNV: MISSING glFogCoordhvNV: MISSING glMultiTexCoord1hNV: MISSING glMultiTexCoord1hvNV:MISSING glMultiTexCoord2hNV: MISSING glMultiTexCoord2hvNV:MISSING glMultiTexCoord3hNV: MISSING glMultiTexCoord3hvNV:MISSING glMultiTexCoord4hNV: MISSING glMultiTexCoord4hvNV:MISSING glNormal3hNV: MISSING glNormal3hvNV: MISSING glSecondaryColor3hNV:MISSING glSecondaryColor3hvNV: MISSING glTexCoord1hNV: MISSING glTexCoord1hvNV:MISSING glTexCoord2hNV: MISSING glTexCoord2hvNV:MISSING glTexCoord3hNV: MISSING glTexCoord3hvNV:MISSING glTexCoord4hNV: MISSING glTexCoord4hvNV:MISSING glVertex2hNV: MISSING glVertex2hvNV: MISSING glVertex3hNV: MISSING glVertex3hvNV: MISSING glVertex4hNV: MISSING glVertex4hvNV: MISSING glVertexAttrib1hNV: MISSING glVertexAttrib1hvNV: MISSING glVertexAttrib2hNV: MISSING glVertexAttrib2hvNV: MISSING glVertexAttrib3hNV: MISSING glVertexAttrib3hvNV: MISSING glVertexAttrib4hNV: MISSING glVertexAttrib4hvNV: MISSING glVertexAttribs1hvNV:MISSING glVertexAttribs2hvNV:MISSING glVertexAttribs3hvNV:MISSING glVertexAttribs4hvNV:MISSING glVertexWeighthNV: MISSING glVertexWeighthvNV: MISSINGGL_NV_light_max_exponent: MISSING -------------------------GL_NV_multisample_filter_hint: MISSING ------------------------------GL_NV_occlusion_query: OK ---------------------- glBeginOcclusionQueryNV: OK glDeleteOcclusionQueriesNV: OK glEndOcclusionQueryNV: OK glGenOcclusionQueriesNV: OK glGetOcclusionQueryivNV: OK glGetOcclusionQueryuivNV: OK glIsOcclusionQueryNV:OKGL_NV_packed_depth_stencil: MISSING ---------------------------GL_NV_parameter_buffer_object: MISSING ------------------------------ glProgramBufferParametersIivNV:MISSING glProgramBufferParametersIuivNV: MISSING glProgramBufferParametersfvNV: MISSINGGL_NV_pixel_data_range:MISSING ----------------------- glFlushPixelDataRangeNV: MISSING glPixelDataRangeNV: MISSINGGL_NV_point_sprite: MISSING ------------------- glPointParameteriNV: MISSING glPointParameterivNV:MISSINGGL_NV_primitive_restart: MISSING ------------------------ glPrimitiveRestartIndexNV:MISSING glPrimitiveRestartNV:MISSINGGL_NV_register_combiners: MISSING ------------------------- glCombinerInputNV: MISSING glCombinerOutputNV: MISSING glCombinerParameterfNV: MISSING glCombinerParameterfvNV: MISSING glCombinerParameteriNV: MISSING glCombinerParameterivNV: MISSING glFinalCombinerInputNV: MISSING glGetCombinerInputParameterfvNV: MISSING glGetCombinerInputParameterivNV: MISSING glGetCombinerOutputParameterfvNV: MISSING glGetCombinerOutputParameterivNV: MISSING glGetFinalCombinerInputParameterfvNV: MISSING glGetFinalCombinerInputParameterivNV: MISSINGGL_NV_register_combiners2: MISSING -------------------------- glCombinerStageParameterfvNV: MISSING glGetCombinerStageParameterfvNV: MISSINGGL_NV_texgen_emboss: MISSING --------------------GL_NV_texgen_reflection: OK ------------------------GL_NV_texture_compression_vtc: MISSING ------------------------------GL_NV_texture_env_combine4: MISSING ---------------------------GL_NV_texture_expand_normal:MISSING ----------------------------GL_NV_texture_rectangle: MISSING ------------------------GL_NV_texture_shader: MISSING ---------------------GL_NV_texture_shader2: MISSING ----------------------GL_NV_texture_shader3: MISSING ----------------------GL_NV_transform_feedback: MISSING ------------------------- glActiveVaryingNV: MISSING glBeginTransformFeedbackNV: MISSING glBindBufferBaseNV: MISSING glBindBufferOffsetNV:MISSING glBindBufferRangeNV: MISSING glEndTransformFeedbackNV: MISSING glGetActiveVaryingNV:MISSING glGetTransformFeedbackVaryingNV: MISSING glGetVaryingLocationNV: MISSING glTransformFeedbackAttribsNV: MISSING glTransformFeedbackVaryingsNV: MISSINGGL_NV_vertex_array_range: MISSING ------------------------- glFlushVertexArrayRangeNV:MISSING glVertexArrayRangeNV:MISSINGGL_NV_vertex_array_range2: MISSING --------------------------GL_NV_vertex_program: MISSING --------------------- glAreProgramsResidentNV: MISSING glBindProgramNV:MISSING glDeleteProgramsNV: MISSING glExecuteProgramNV: MISSING glGenProgramsNV:MISSING glGetProgramParameterdvNV:MISSING glGetProgramParameterfvNV:MISSING glGetProgramStringNV:MISSING glGetProgramivNV: MISSING glGetTrackMatrixivNV:MISSING glGetVertexAttribPointervNV: MISSING glGetVertexAttribdvNV: MISSING glGetVertexAttribfvNV: MISSING glGetVertexAttribivNV: MISSING glIsProgramNV: MISSING glLoadProgramNV:MISSING glProgramParameter4dNV: MISSING glProgramParameter4dvNV: MISSING glProgramParameter4fNV: MISSING glProgramParameter4fvNV: MISSING glProgramParameters4dvNV: MISSING glProgramParameters4fvNV: MISSING glRequestResidentProgramsNV: MISSING glTrackMatrixNV:MISSING glVertexAttrib1dNV: MISSING glVertexAttrib1dvNV: MISSING glVertexAttrib1fNV: MISSING glVertexAttrib1fvNV: MISSING glVertexAttrib1sNV: MISSING glVertexAttrib1svNV: MISSING glVertexAttrib2dNV: MISSING glVertexAttrib2dvNV: MISSING glVertexAttrib2fNV: MISSING glVertexAttrib2fvNV: MISSING glVertexAttrib2sNV: MISSING glVertexAttrib2svNV: MISSING glVertexAttrib3dNV: MISSING glVertexAttrib3dvNV: MISSING glVertexAttrib3fNV: MISSING glVertexAttrib3fvNV: MISSING glVertexAttrib3sNV: MISSING glVertexAttrib3svNV: MISSING glVertexAttrib4dNV: MISSING glVertexAttrib4dvNV: MISSING glVertexAttrib4fNV: MISSING glVertexAttrib4fvNV: MISSING glVertexAttrib4sNV: MISSING glVertexAttrib4svNV: MISSING glVertexAttrib4ubNV: MISSING glVertexAttrib4ubvNV:MISSING glVertexAttribPointerNV: MISSING glVertexAttribs1dvNV:MISSING glVertexAttribs1fvNV:MISSING glVertexAttribs1svNV:MISSING glVertexAttribs2dvNV:MISSING glVertexAttribs2fvNV:MISSING glVertexAttribs2svNV:MISSING glVertexAttribs3dvNV:MISSING glVertexAttribs3fvNV:MISSING glVertexAttribs3svNV:MISSING glVertexAttribs4dvNV:MISSING glVertexAttribs4fvNV:MISSING glVertexAttribs4svNV:MISSING glVertexAttribs4ubvNV: MISSINGGL_NV_vertex_program1_1: MISSING ------------------------GL_NV_vertex_program2: MISSING ----------------------GL_NV_vertex_program2_option: MISSING -----------------------------GL_NV_vertex_program3: MISSING ----------------------GL_NV_vertex_program4: MISSING ----------------------GL_OES_byte_coordinates: MISSING ------------------------GL_OES_compressed_paletted_texture: MISSING -----------------------------------GL_OES_read_format: MISSING -------------------GL_OES_single_precision: MISSING ------------------------ glClearDepthfOES: MISSING glClipPlanefOES:MISSING glDepthRangefOES: MISSING glFrustumfOES: MISSING glGetClipPlanefOES: MISSING glOrthofOES: MISSINGGL_OML_interlace: MISSING -----------------GL_OML_resample: MISSING ----------------GL_OML_subsample: MISSING -----------------GL_PGI_misc_hints:MISSING ------------------GL_PGI_vertex_hints: MISSING --------------------GL_REND_screen_coordinates: MISSING ---------------------------GL_S3_s3tc: OK -----------GL_SGIS_color_range: MISSING --------------------GL_SGIS_detail_texture:MISSING ----------------------- glDetailTexFuncSGIS: MISSING glGetDetailTexFuncSGIS: MISSINGGL_SGIS_fog_function: MISSING --------------------- glFogFuncSGIS: MISSING glGetFogFuncSGIS: MISSINGGL_SGIS_generate_mipmap: OK ------------------------GL_SGIS_multisample: MISSING -------------------- glSampleMaskSGIS: MISSING glSamplePatternSGIS: MISSINGGL_SGIS_pixel_texture: MISSING ----------------------GL_SGIS_sharpen_texture: MISSING ------------------------ glGetSharpenTexFuncSGIS: MISSING glSharpenTexFuncSGIS:MISSINGGL_SGIS_texture4D:MISSING ------------------ glTexImage4DSGIS: MISSING glTexSubImage4DSGIS: MISSINGGL_SGIS_texture_border_clamp: OK -----------------------------GL_SGIS_texture_edge_clamp: OK ---------------------------GL_SGIS_texture_filter4: MISSING ------------------------ glGetTexFilterFuncSGIS: MISSING glTexFilterFuncSGIS: MISSINGGL_SGIS_texture_lod: OK --------------------GL_SGIS_texture_select:MISSING -----------------------GL_SGIX_async: MISSING -------------- glAsyncMarkerSGIX: MISSING glDeleteAsyncMarkersSGIX: MISSING glFinishAsyncSGIX: MISSING glGenAsyncMarkersSGIX: MISSING glIsAsyncMarkerSGIX: MISSING glPollAsyncSGIX:MISSINGGL_SGIX_async_histogram: MISSING ------------------------GL_SGIX_async_pixel: MISSING --------------------GL_SGIX_blend_alpha_minmax: MISSING ---------------------------GL_SGIX_clipmap: MISSING ----------------GL_SGIX_depth_texture: MISSING ----------------------GL_SGIX_flush_raster: MISSING --------------------- glFlushRasterSGIX: MISSINGGL_SGIX_fog_offset: MISSING -------------------GL_SGIX_fog_texture: MISSING -------------------- glTextureFogSGIX: MISSINGGL_SGIX_fragment_specular_lighting: MISSING ----------------------------------- glFragmentColorMaterialSGIX: MISSING glFragmentLightModelfSGIX:MISSING glFragmentLightModelfvSGIX: MISSING glFragmentLightModeliSGIX:MISSING glFragmentLightModelivSGIX: MISSING glFragmentLightfSGIX:MISSING glFragmentLightfvSGIX: MISSING glFragmentLightiSGIX:MISSING glFragmentLightivSGIX: MISSING glFragmentMaterialfSGIX: MISSING glFragmentMaterialfvSGIX: MISSING glFragmentMaterialiSGIX: MISSING glFragmentMaterialivSGIX: MISSING glGetFragmentLightfvSGIX: MISSING glGetFragmentLightivSGIX: MISSING glGetFragmentMaterialfvSGIX: MISSING glGetFragmentMaterialivSGIX: MISSINGGL_SGIX_framezoom:MISSING ------------------ glFrameZoomSGIX:MISSINGGL_SGIX_interlace:MISSING ------------------GL_SGIX_ir_instrument1:MISSING -----------------------GL_SGIX_list_priority: MISSING ----------------------GL_SGIX_pixel_texture: MISSING ---------------------- glPixelTexGenSGIX: MISSINGGL_SGIX_pixel_texture_bits: MISSING ---------------------------GL_SGIX_reference_plane: MISSING ------------------------ glReferencePlaneSGIX:MISSINGGL_SGIX_resample: MISSING -----------------GL_SGIX_shadow: MISSING ---------------GL_SGIX_shadow_ambient:MISSING -----------------------GL_SGIX_sprite: MISSING --------------- glSpriteParameterfSGIX: MISSING glSpriteParameterfvSGIX: MISSING glSpriteParameteriSGIX: MISSING glSpriteParameterivSGIX: MISSINGGL_SGIX_tag_sample_buffer: MISSING -------------------------- glTagSampleBufferSGIX: MISSINGGL_SGIX_texture_add_env: MISSING ------------------------GL_SGIX_texture_coordinate_clamp:MISSING ---------------------------------GL_SGIX_texture_lod_bias: MISSING -------------------------GL_SGIX_texture_multi_buffer: MISSING -----------------------------GL_SGIX_texture_range: MISSING ----------------------GL_SGIX_texture_scale_bias: MISSING ---------------------------GL_SGIX_vertex_preclip:MISSING -----------------------GL_SGIX_vertex_preclip_hint:MISSING ----------------------------GL_SGIX_ycrcb: MISSING --------------GL_SGI_color_matrix: OK --------------------GL_SGI_color_table: MISSING ------------------- glColorTableParameterfvSGI: MISSING glColorTableParameterivSGI: MISSING glColorTableSGI:MISSING glCopyColorTableSGI: MISSING glGetColorTableParameterfvSGI: MISSING glGetColorTableParameterivSGI: MISSING glGetColorTableSGI: MISSINGGL_SGI_texture_color_table: MISSING ---------------------------GL_SUNX_constant_data: MISSING ---------------------- glFinishTextureSUNX: MISSINGGL_SUN_convolution_border_modes: MISSING --------------------------------GL_SUN_global_alpha: MISSING -------------------- glGlobalAlphaFactorbSUN: MISSING glGlobalAlphaFactordSUN: MISSING glGlobalAlphaFactorfSUN: MISSING glGlobalAlphaFactoriSUN: MISSING glGlobalAlphaFactorsSUN: MISSING glGlobalAlphaFactorubSUN: MISSING glGlobalAlphaFactoruiSUN: MISSING glGlobalAlphaFactorusSUN: MISSINGGL_SUN_mesh_array:MISSING ------------------GL_SUN_read_video_pixels: MISSING ------------------------- glReadVideoPixelsSUN:MISSINGGL_SUN_slice_accum: MISSING -------------------GL_SUN_triangle_list: MISSING --------------------- glReplacementCodePointerSUN: MISSING glReplacementCodeubSUN: MISSING glReplacementCodeubvSUN: MISSING glReplacementCodeuiSUN: MISSING glReplacementCodeuivSUN: MISSING glReplacementCodeusSUN: MISSING glReplacementCodeusvSUN: MISSINGGL_SUN_vertex: MISSING -------------- glColor3fVertex3fSUN:MISSING glColor3fVertex3fvSUN: MISSING glColor4fNormal3fVertex3fSUN: MISSING glColor4fNormal3fVertex3fvSUN: MISSING glColor4ubVertex2fSUN: MISSING glColor4ubVertex2fvSUN: MISSING glColor4ubVertex3fSUN: MISSING glColor4ubVertex3fvSUN: MISSING glNormal3fVertex3fSUN: MISSING glNormal3fVertex3fvSUN: MISSING glReplacementCodeuiColor3fVertex3fSUN: MISSING glReplacementCodeuiColor3fVertex3fvSUN: MISSING glReplacementCodeuiColor4fNormal3fVertex3fSUN:MISSING glReplacementCodeuiColor4fNormal3fVertex3fvSUN: MISSING glReplacementCodeuiColor4ubVertex3fSUN: MISSING glReplacementCodeuiColor4ubVertex3fvSUN: MISSING glReplacementCodeuiNormal3fVertex3fSUN: MISSING glReplacementCodeuiNormal3fVertex3fvSUN: MISSING glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fSUN:MISSING glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fvSUN: MISSING glReplacementCodeuiTexCoord2fNormal3fVertex3fSUN: MISSING glReplacementCodeuiTexCoord2fNormal3fVertex3fvSUN: MISSING glReplacementCodeuiTexCoord2fVertex3fSUN:MISSING glReplacementCodeuiTexCoord2fVertex3fvSUN: MISSING glReplacementCodeuiVertex3fSUN:MISSING glReplacementCodeuiVertex3fvSUN: MISSING glTexCoord2fColor3fVertex3fSUN:MISSING glTexCoord2fColor3fVertex3fvSUN: MISSING glTexCoord2fColor4fNormal3fVertex3fSUN: MISSING glTexCoord2fColor4fNormal3fVertex3fvSUN: MISSING glTexCoord2fColor4ubVertex3fSUN: MISSING glTexCoord2fColor4ubVertex3fvSUN: MISSING glTexCoord2fNormal3fVertex3fSUN: MISSING glTexCoord2fNormal3fVertex3fvSUN: MISSING glTexCoord2fVertex3fSUN: MISSING glTexCoord2fVertex3fvSUN: MISSING glTexCoord4fColor4fNormal3fVertex4fSUN: MISSING glTexCoord4fColor4fNormal3fVertex4fvSUN: MISSING glTexCoord4fVertex4fSUN: MISSING glTexCoord4fVertex4fvSUN: MISSINGGL_WIN_phong_shading: MISSING ---------------------GL_WIN_specular_fog: MISSING --------------------GL_WIN_swap_hint: OK ----------------- glAddSwapHintRectWIN:OKWGL_3DFX_multisample: MISSING ---------------------WGL_3DL_stereo_control:MISSING ----------------------- wglSetStereoEmitterState3DL: MISSINGWGL_ARB_buffer_region: MISSING ---------------------- wglCreateBufferRegionARB: MISSING wglDeleteBufferRegionARB: MISSING wglRestoreBufferRegionARB:MISSING wglSaveBufferRegionARB: MISSINGWGL_ARB_extensions_string: OK -------------------------- wglGetExtensionsStringARB:OKWGL_ARB_make_current_read: OK -------------------------- wglGetCurrentReadDCARB: OK wglMakeContextCurrentARB: OKWGL_ARB_multisample: MISSING --------------------WGL_ARB_pbuffer: OK ---------------- wglCreatePbufferARB: OK wglDestroyPbufferARB:OK wglGetPbufferDCARB: OK wglQueryPbufferARB: OK wglReleasePbufferDCARB: OKWGL_ARB_pixel_format: OK --------------------- wglChoosePixelFormatARB: OK wglGetPixelFormatAttribfvARB: OK wglGetPixelFormatAttribivARB: OKWGL_ARB_pixel_format_float: MISSING ---------------------------WGL_ARB_render_texture:OK ----------------------- wglBindTexImageARB: OK wglReleaseTexImageARB: OK wglSetPbufferAttribARB: OKWGL_ATI_pixel_format_float: MISSING ---------------------------WGL_ATI_render_texture_rectangle:MISSING ---------------------------------WGL_EXT_depth_float: MISSING --------------------WGL_EXT_display_color_table:MISSING ---------------------------- wglBindDisplayColorTableEXT: MISSING wglCreateDisplayColorTableEXT: MISSING wglDestroyDisplayColorTableEXT:MISSING wglLoadDisplayColorTableEXT: MISSINGWGL_EXT_extensions_string: OK -------------------------- wglGetExtensionsStringEXT:OKWGL_EXT_framebuffer_sRGB: MISSING -------------------------WGL_EXT_make_current_read: MISSING -------------------------- wglGetCurrentReadDCEXT: MISSING wglMakeContextCurrentEXT: MISSINGWGL_EXT_multisample: MISSING --------------------WGL_EXT_pbuffer: MISSING ---------------- wglCreatePbufferEXT: MISSING wglDestroyPbufferEXT:MISSING wglGetPbufferDCEXT: MISSING wglQueryPbufferEXT: MISSING wglReleasePbufferDCEXT: MISSINGWGL_EXT_pixel_format: MISSING --------------------- wglChoosePixelFormatEXT: MISSING wglGetPixelFormatAttribfvEXT: MISSING wglGetPixelFormatAttribivEXT: MISSINGWGL_EXT_pixel_format_packed_float: MISSING ----------------------------------WGL_EXT_swap_control: OK --------------------- wglGetSwapIntervalEXT: OK wglSwapIntervalEXT: OKWGL_I3D_digital_video_control: MISSING ------------------------------ wglGetDigitalVideoParametersI3D: MISSING wglSetDigitalVideoParametersI3D: MISSINGWGL_I3D_gamma: MISSING -------------- wglGetGammaTableI3D: MISSING wglGetGammaTableParametersI3D: MISSING wglSetGammaTableI3D: MISSING wglSetGammaTableParametersI3D: MISSINGWGL_I3D_genlock: MISSING ---------------- wglDisableGenlockI3D:MISSING wglEnableGenlockI3D: MISSING wglGenlockSampleRateI3D: MISSING wglGenlockSourceDelayI3D: MISSING wglGenlockSourceEdgeI3D: MISSING wglGenlockSourceI3D: MISSING wglGetGenlockSampleRateI3D: MISSING wglGetGenlockSourceDelayI3D: MISSING wglGetGenlockSourceEdgeI3D: MISSING wglGetGenlockSourceI3D: MISSING wglIsEnabledGenlockI3D: MISSING wglQueryGenlockMaxSourceDelayI3D: MISSINGWGL_I3D_image_buffer: MISSING --------------------- wglAssociateImageBufferEventsI3D: MISSING wglCreateImageBufferI3D: MISSING wglDestroyImageBufferI3D: MISSING wglReleaseImageBufferEventsI3D:MISSINGWGL_I3D_swap_frame_lock: MISSING ------------------------ wglDisableFrameLockI3D: MISSING wglEnableFrameLockI3D: MISSING wglIsEnabledFrameLockI3D: MISSING wglQueryFrameLockMasterI3D: MISSINGWGL_I3D_swap_frame_usage: MISSING ------------------------- wglBeginFrameTrackingI3D: MISSING wglEndFrameTrackingI3D: MISSING wglGetFrameUsageI3D: MISSING wglQueryFrameTrackingI3D: MISSINGWGL_NV_float_buffer: MISSING --------------------WGL_NV_gpu_affinity: MISSING -------------------- wglCreateAffinityDCNV: MISSING wglDeleteDCNV: MISSING wglEnumGpuDevicesNV: MISSING wglEnumGpusFromAffinityDCNV: MISSING wglEnumGpusNV: MISSINGWGL_NV_render_depth_texture:MISSING ----------------------------WGL_NV_render_texture_rectangle: MISSING --------------------------------WGL_NV_vertex_array_range: MISSING -------------------------- wglAllocateMemoryNV: MISSING wglFreeMemoryNV:MISSINGWGL_OML_sync_control: MISSING --------------------- wglGetMscRateOML: MISSING wglGetSyncValuesOML: MISSING wglSwapBuffersMscOML:MISSING wglSwapLayerBuffersMscOML:MISSING wglWaitForMscOML: MISSING wglWaitForSbcOML: MISSINGTheres a lot of missing things but do these matter?Anyway the problem is that im getting the following linker errors:Error3error LNK2001: unresolved external symbol __imp____glewUseProgramObjectARBogl.objError4error LNK2001: unresolved external symbol __imp____glewLinkProgramARBogl.objError5error LNK2001: unresolved external symbol __imp____glewAttachObjectARBogl.objError6error LNK2001: unresolved external symbol __imp____glewCreateProgramObjectARBogl.objError7error LNK2001: unresolved external symbol __imp____glewCompileShaderARBogl.objError8error LNK2001: unresolved external symbol __imp____glewShaderSourceARBogl.objError9error LNK2001: unresolved external symbol __imp____glewCreateShaderObjectARBogl.objError10error LNK2001: unresolved external symbol __imp____GLEW_ARB_fragment_shaderogl.objError11error LNK2001: unresolved external symbol __imp____GLEW_ARB_vertex_shaderogl.objError12error LNK2019: unresolved external symbol __imp__glewInit referenced in function _mainogl.objError13fatal error LNK1120: 10 unresolved externalsc:\Documents and Settings\Beirne\Desktop\NEHE\glsl\Debug\glutglsl.exe1 I thought I had installed glew propperly but apparantly not?
Those undef. refs. are basically saying you're not linking to glew.lib, you need to use the DLL .lib file for it (notice the __imp_ parts). However, if you're using a static version, you MUST #define GLEW_STATIC before including <gl/glew.h>.Good luck! ; Thanks for the fast response but im still getting the same problem.I've changed the code to make sure it includes the glew lib:#pragma comment(lib, "C:\\Program Files\\Microsoft Visual Studio 8\\VC\\PlatformSDK\\Lib\\glew32.lib")#define GLEW_STATIC #include <GL/glew.h>#include <GL/glut.h>still mostly the same linker errors :(Error1error LNK2001: unresolved external symbol ___glewUseProgramObjectARBogl.objError2error LNK2001: unresolved external symbol ___glewLinkProgramARBogl.objError3error LNK2001: unresolved external symbol ___glewAttachObjectARBogl.objError4error LNK2001: unresolved external symbol ___glewCreateProgramObjectARBogl.objError5error LNK2001: unresolved external symbol ___glewCompileShaderARBogl.objError6error LNK2001: unresolved external symbol ___glewShaderSourceARBogl.objError7error LNK2001: unresolved external symbol ___glewCreateShaderObjectARBogl.objError8error LNK2001: unresolved external symbol ___GLEW_ARB_fragment_shaderogl.objError9error LNK2001: unresolved external symbol ___GLEW_ARB_vertex_shaderogl.objError10fatal error LNK1120: 9 unresolved externalsc:\Documents and Settings\Beirne\Desktop\NEHE\glsl\Debug\glutglsl.exe1; No, no, if the .lib is for the DLL, you must not #define GLEW_STATIC! just remove the GLEW_STATIC line and it should work fine. IF that .lib is for the DLL, that is.Once again, good luck! ; okay got it thanks nuno_silva_pt!
[.net] Storing reference of a value type
General and Gameplay Programming;Programming
Is there a way, aside from using unsafe code, of storing a reference to a value type? For example, something like passing a ref float to a method and then storing that reference?
You mean, for example, having a reference to a float?If that becomes necessary, I would store the value in some kind of class, and reference that class. That way, I can control exactly how the value is accessed. Anything that must access an instance of one of these objects then has a pointer to it.(take, for example, my characters. They each have a position and direction vector, which the AI uses.) ; Yeah, that's pretty much what I want to do. I thought of making a specific class with the variable to do that, but ideally it would be generic enough that you could reference a float or Vector from anywhere to do it. ; Unless there is a specific relationship between the class being referenced, and the referencer(for want of a better generic word) it can get messy very quickly. e.g, you delete the class containing the reference, and the referencer is now reading empty pieces of memory. It looks like its working for a while, then it all goes boobies up.Or, you have 10 objects referencing the same class. the first moves the character forwards. The second moves him back. The third spins him around. The fourth does something else, etc. By the time you render him, he is buried head first, up to the waist, in the ground with his pants down because a physics constraint failed.This has never happened to me (whistle whistle whistle); Yeah, I may just end up doing that in the end. I had already done it with pointers, but I am finding some bugs in it and a few random crashes which I think might have to do with the garbage collector. I think I'll leave the pointers to my C++ code. ; The easiest way to have a reference to a value type is to use boxing.float a = 12;object float_object = (object)a;Now you have reference to a.theTroll ;Quote:Original post by TheTrollThe easiest way to have a reference to a value type is to use boxing.float a = 12;object float_object = (object)a;Now you have reference to a.theTrollModifying float_object will not affect a, but passing float_object to other functions which modify it will affect any other reference to float_object. ;class boxed<T> where T : struct{ public T value; public boxed(T v) { value = t; }}The nature of value types is that they are always temporary in nature when you actually do things with them. Auto boxing won't help either, and dealing with objects as your data type is a very very bad idea.The thing is,if a method takes in an object, which is actually a boxed float, then you can't actually change it. You will be making a reference change, creating a new boxed float, not making a value change (as a ref float would).
What are my doing wrong? Java
For Beginners
public static void main(String args[]){ Vector vect = new Vector(6,1);String names[] = {"Bob" , "Joe" , "Jorge" , "Cindy" , "Mary" , "Sally"}; for (int i = names.length ; i >= 0 ; i-- ) { vect.add(names);// Exeption occurs here } vect.removeElement(3); for (int i = vect.capacity() ; i >= 0; i--){ System.out.print(vect.get(i)); } } }Exception in thread "main" java.lang.ArrayIndexOutOfBoundsException: 6 at VectorApp.Vect2.main(Vect2.java:18)Java Result: 1What are my doing wrong? I've been looking at this for a while and I can't figure out? All help is appreciated. Thanks in advance.
You are accessing out of bounds on the array of strings. The length of the array is 6 and you try and access element 6, which doesn't exist because the array is 0-indexed.Try this:public static void main(String args[]){ Vector vect = new Vector(6,1);String names[] = {"Bob" , "Joe" , "Jorge" , "Cindy" , "Mary" , "Sally"}; for (int i = names.length - 1 ; i >= 0 ; i-- ) { vect.add(names);// Exeption occurs here } vect.removeElement(3); for (int i = vect.capacity()-1 ; i >= 0; i--){ System.out.print(vect.get(i)); } }}[/source; names.length evaluates to 6 since there are 6 elements in your "names" array, but the indexing operator [] expects a zero based index so only values between 0 to 5 (inclusive) are acceptable and any other indices outside this range generates an ArrayIndexOutOfBoundsException. ; You don't need this manual indexing. If you have at least Java 5, try this:import java.util.Collections;import java.util.Vector;class Foo{public static void main(String args[]){Vector<String> vect = new Vector<String>();Collections.addAll(vect, "Bob", "Joe", "Jorge", "Cindy", "Mary", "Sally");vect.remove(3);for (String name: vect){System.out.println(name);}}}BTW I changed removeElement to remove, since you do not want to remove the number three from your vector (which it does not contain), but the element at the index 3 (Cindy). ; Don't use the capacity() method of Vector. Use it's size() instead. ; You are trying to insert the elements in reverse order. Why?This is the normal method of manual iteration: String names[] = {"Sally" , "Mary" , "Cindy" , "Jorge" , "Joe" , "Bob"}; // I reversed the array so you'll get the intended contents in the vector for (int i = 0; i < names.length; ++i) { vect.add(names); }Notice we start at zero and count up, and go up to strictly less than the length count. All these details make the code easier to (a) understand and (b) get right.BUT, don't do it when you don't have to. Listen to DevFred. ; BTW "What am I" is spelled "What am I", not "What are my" (albeit they sound quite similar). ; BTW if you're going to use 1.6 syntax any reason not to refactor the code to use ArrayList(s) instead of Vector(s) (deprecated in 1.4) ? ;Quote:Original post by opsVector(s) (deprecated in 1.4)Really? I thought Vectors were synchronized ArrayLists. ;Quote:Original post by DevFredQuote:Original post by opsVector(s) (deprecated in 1.4)Really? I thought Vectors were synchronized ArrayLists.They are. And the 1.4 documentation states that if you want a syncronised ArrayList you should use:List list = Collections.synchronizedList(new ArrayList(...));IIRC Vectors aren't formally deprecated, but they're certainly discoraged.
My MORPG Alpha4 released!
Your Announcements;Community
Ok, like we everyone knew, don't let friends make mmorpgs. I did it anyway. Death'sSweepI have been working for this for a while, doing almost everything on by own from scratch. Graphics are just googled ones and that's why i'm looking for a MD2 artist for my project. The mmorpg will always be free and everyone is working free for it.Gameserver and Loginserver are running with 8/1 connection but that's enough for 50players or so. Though gamemap is still so small so the connection is not problem now. In future multiple area support will come and i think i have to change to better connection.Currently game have working fighting system with skills(22 skills) and spells(10 spells), 32 different items and 9 npc's. Also there are 2 shops and a healer.There are still many bugs and i would like that you would report them to me. If the game crashes i need also the log.txt from the gamefolder.So here's link for the web page where the client is downloadable.http://systec.fi/~killari/DS.html
I hate to bring this up, but it looks like you're using a map and textures from Quake3. This is fine for personal testing purposes, however it looks as if you are also distributing that content. Content, you don't own. This is a big no-no.I would highly suggest removing that content, immediately.-Piro ; Yep that's map is from quake3 and icons are from diablo2, though models are freeware models. That's true that i have no right to use them but i think that doesn't bother anyone.I will change then ASAP i get someone to do them or i find freeware ones. ; I think what pirogoth meant was, you could run into some legal troubles if you do not remove the textures. Or at least stop distributing them. The quake 3 source can be distributed, but the art assets can not be.That would include any other art that is not in the public domain. It may not seem like that big of a deal or that no one will care, however some companies may have a different view. For instance, you could use art from company A and art from company B. Company A may not care, but company B could have a big problem with anyone using their IP. They let one guy get away with using their IP, then someone else will think they don't care and use it as well. This is all hypothetical of course, but it's always good to avoid a bad situation.That aside, nice work, pretty impressive that you did everything yourself. As you're obviously a programmer, you probably are no good at art and that's why you're using other stuff, so maybe it'd be a good idea to post something in the help wanted section. Get some body to make you some really good textures and models.Great project, would suck if some company came down hard and slammed you with a cease and desist. Granted I don't know if they could do that over a few art assets, but you never know. ; I entered the game and all text was blurry (?), created an account, entered the game, walked a bit and game crashed. Here is the content of the log:InitStartLoaded Sound: sounds/C21.WAVLoaded Sound: sounds/C14.WAVLoaded Sound: sounds/C12.WAVLoaded Sound: sounds/welcome.wavLoaded Sound: sounds/haha.wavLoaded Sound: sounds/perfect.wavLoaded Sound: sounds/C2.WAVLoaded Sound: sounds/e25.WAVLoaded Sound: sounds/E28.WAVLoaded Sound: sounds/E29.WAVLoaded Sound: sounds/E20.WAVLoaded Sound: sounds/E11.WAVLoaded Sound: sounds/E12.WAVLoaded Sound: sounds/E14.WAVLoaded Sound: sounds/buttonrollover.wavLoaded Sound: sounds/BACKFIRE.wavLoaded Sound: sounds/E10.WAVLoaded Sound: sounds/E19.WAVLoaded Sound: sounds/C20.WAVLoaded Sound: sounds/C16.WAVLoaded Sound: sounds/Sound015.WAVLoaded Sound: sounds/E13.WAVLoaded Music: sounds/MUSIC14.WAVLoaded Music: sounds/MUSIC01.WAVReadingConfig...FileREAD::LoadFile(Client_Config.CFG)Init TTFloadalph:Images/Pointer.pngloadalph:Images/RPointer.pngloadalph:Images/SPointer.pngloadalph:Images/Error.pngInitialize Doneloadalph:Startup.pngloadw:Startup.pngloadalph:Images/Window.pngloadw:Images/Window.pngloadalph:Images/Health.jpgloadw:Images/Health.jpgloadalph:Images/mana.jpgloadw:Images/mana.jpgloadalph:Images/stamina.jpgloadw:Images/stamina.jpgloadalph:Images/moral.jpgloadw:Images/moral.jpgloadalph:Images/hunger.jpgloadw:Images/hunger.jpgloadalph:Images/heat.jpgloadw:Images/heat.jpgloadalph:Images/exp.jpgloadw:Images/exp.jpgloadalph:Images/win.jpgloadw:Images/win.jpgloadalph:Images/Fire.jpgloadw:Images/Fire.jpgReadingConfig... Doneaddedfont:arial.ttf,12addedfont:arial.ttf,17addedfont:arial.ttf,20addedfont:arial.ttf,25addedfont:arial.ttf,30addedfont:arial.ttf,35addedfont:arial.ttf,40addedfont:arial.ttf,90CreateWindowsOTEXTBOXOTEXT:OTEXTBOXOTEXT:OBUTTONOBUTTONOTEXTLOGDTextAdd:Welcome! 1.000000,0.200000,0.000000Welcome!OBUTTONORADIOOCOUNTEROBUTTONORADIOOTEXTBOXOTEXTBOXOTEXT:OTEXTBOXOTEXT:OTEXTBOXOTEXT:OBUTTONOBUTTONOTEXTLOGOBUTTONORADIOOTEXTLOGDTextAdd:Coding: Killari 0.000000,1.000000,0.000000DTextAdd:2D Item Artist: Morrisey 0.000000,1.000000,0.000000DTextAdd: 0.000000,1.000000,0.000000DTextAdd:Report all bugs to Killari @ quakenet 0.000000,1.000000,0.000000DTextAdd:#Death'sSweep @quakenet 0.000000,1.000000,0.000000BTextAdd:Non Server crashing bug abusing allowed after 1.000000,0.000000,0.000000CTextAdd:reporting to Killari! 1.000000,0.000000,0.000000DTextAdd:Bug reporters will be rewared later. 0.000000,1.000000,0.000000DTextAdd: 0.000000,1.000000,0.000000DTextAdd:Read ReadMe.txt ! 0.000000,1.000000,0.000000DTextAdd: 0.000000,1.000000,0.000000DTextAdd:Controls: 1.000000,1.000000,1.000000DTextAdd: Mouse Left click - move/attack 1.000000,1.000000,1.000000DTextAdd: Mouse Right click - cam rot 1.000000,1.000000,1.000000DTextAdd: Mouse Right click + shift - target selection 1.000000,1.000000,1.000000DTextAdd: 0.000000,1.000000,0.000000DTextAdd: Z,X,Mouse - Camera zooming 1.000000,1.000000,1.000000DTextAdd: O/ESC - Options (you can quit this way) 1.000000,1.000000,1.000000OBUTTONORADIOEverything Ready for starthar:0ClickedFhar:3ClickedFhar:3ClickedFhar:1CurrentPos:36,36DTextAdd:Connecting to MainServer... 1.000000,0.200000,0.000000Connecting to MainServer...ClickedFhar:1CurrentPos:0ClickedFhar:1CurrentPos:0ClickedFhar:1ClickedFhar:1har:0TSend:[3][2]ClickedFhar:1TSend:[3][2]DTextAdd:Connecting to MainServer... 1.000000,0.200000,0.000000Connecting to MainServer...ClickedFhar:3TSend:[3][2]TSend:[3][2]ClickedFhar:6ClickedFhar:1TSend:[3][2]ClickedFhar:3TSend:[3][2]ClickedFhar:5ClickedFhar:7CATSend:[1][19]DTextAdd:Welcome to Death's Sweep! 0.000000,1.000000,0.200000Welcome to Death's Sweep!TSend:[3][2]RecvConnectTo[[127.0.0.1]16777343]ConnectTo:127,0,0,1:[136.101.84.0][136.101.84.0]16777343DTextAdd:Logged to the Mainserver! 1.000000,0.000000,1.000000Logged to the Mainserver!har:0TSend:[3][2]TSend:[3][2]ClickedFhar:8TSend:[0][19]TSend:[12][4]DTextAdd:Logging to GameServer... 1.000000,0.200000,0.000000Logging to GameServer...RecvAcceptedGameLogin FIX THIS RecvAcceptedGameLoginLoadListsFileREAD::LoadFile(Client_Config.CFG)Loading Models...CMd2ModelALoadedPCX:Models/box10.pcxAERRORLOADING:Models/box11.pcxmodel:Models/box1.md2~CMd2ModelItemmodel:0loadalph:Models/FBall0.PNGloadw:Models/FBall0.PNGLoadedanimm:512Failed:Models/FBall1.PNGloadalph:Models/CoCold0.PNGloadw:Models/CoCold0.PNGLoadedanimm:512Failed:Models/CoCold1.PNGCMd2ModelALoadedPCX:models/kni0.pcxALoadedPCX:models/kni1.pcxALoadedPCX:models/kni2.pcxALoadedPCX:models/kni3.pcxAERRORLOADING:models/kni4.pcxmodel:models/kni.md2~CMd2Model~CMd2ModelFileREAD::LoadFile(NPC/Goblin.NPC)Loading NPC/Goblin.NPC as NPCtemplateFileREAD::LoadFile(NPC/Goblin.NPC)CMd2ModelALoadedPCX:Models/ogro0.pcxAERRORLOADING:Models/ogro1.pcxmodel:Models/ogro.md2~CMd2Model~CMd2Model~CMd2ModelLoaded Sound: sounds/pain3.oggLoaded Sound: sounds/pain1.oggLoaded Sound: sounds/blade_swing1.oggLoaded Sound: sounds/blade_swing2.oggLoaded Sound: sounds/die1.oggLoaded Sound: sounds/die2.oggFileREAD::LoadFile(NPC/shopkeeper.NPC)Loading NPC/shopkeeper.NPC as NPCtemplateFileREAD::LoadFile(NPC/shopkeeper.NPC)CMd2ModelALoadedPCX:Models/laalaa0.pcxAERRORLOADING:Models/laalaa1.pcxmodel:Models/laalaa.md2~CMd2ModelFileREAD::LoadFile(NPC/Guard.NPC)Loading NPC/Guard.NPC as NPCtemplateFileREAD::LoadFile(NPC/Guard.NPC)CMd2ModelALoadedPCX:Models/ogro0.pcxAERRORLOADING:Models/ogro1.pcxmodel:Models/ogro.md2~CMd2Model~CMd2Model~CMd2Model~CMd2Model~CMd2ModelFileREAD::LoadFile(NPC/Crafty.NPC)Loading NPC/Crafty.NPC as NPCtemplateFileREAD::LoadFile(NPC/Crafty.NPC)CMd2ModelALoadedPCX:Models/crafty0.pcxAERRORLOADING:Models/crafty1.pcxmodel:Models/crafty.md2~CMd2ModelLoaded Sound: sounds/Sbreath1.oggLoaded Sound: sounds/Sbreath2.oggLoaded Sound: sounds/Sbreath3.oggLoaded Sound: sounds/attack1.oggLoaded Sound: sounds/attack2.oggLoaded Sound: sounds/Ddie1.oggLoaded Sound: sounds/Ddie2.oggFileREAD::LoadFile(NPC/Abarlith.NPC)Loading NPC/Abarlith.NPC as NPCtemplateFileREAD::LoadFile(NPC/Abarlith.NPC)CMd2ModelALoadedPCX:Models/Abarlith0.pcxALoadedPCX:Models/Abarlith1.pcxALoadedPCX:Models/Abarlith2.pcxALoadedPCX:Models/Abarlith3.pcxAERRORLOADING:Models/Abarlith4.pcxmodel:Models/Abarlith.md2~CMd2ModelLoaded Sound: sounds/Apain4.oggLoaded Sound: sounds/Apain1.oggLoaded Sound: sounds/breath04.oggLoaded Sound: sounds/breath03.oggLoaded Sound: sounds/breath02.oggLoaded Sound: sounds/breath01.oggLoaded Sound: sounds/adie1.oggFileREAD::LoadFile(NPC/Assasin.NPC)Loading NPC/Assasin.NPC as NPCtemplateFileREAD::LoadFile(NPC/Assasin.NPC)CMd2ModelALoadedPCX:Models/as0.pcxAERRORLOADING:Models/as1.pcxmodel:Models/as.md2~CMd2ModelLoaded Sound: sounds/Epain1.oggLoaded Sound: sounds/Epain6.oggLoaded Sound: sounds/weapon_slap.oggLoaded Sound: sounds/slash.oggLoaded Sound: sounds/Edie2.oggLoaded Sound: sounds/Edie6.oggFileREAD::LoadFile(NPC/Succubus.NPC)Loading NPC/Succubus.NPC as NPCtemplateFileREAD::LoadFile(NPC/Succubus.NPC)CMd2ModelALoadedPCX:Models/Devil0.pcxALoadedPCX:Models/Devil1.pcxAERRORLOADING:Models/Devil2.pcxmodel:Models/Devil.md2~CMd2Model~CMd2Model~CMd2Model~CMd2Model~CMd2Model~CMd2Model~CMd2Model~CMd2Model~CMd2ModelLoaded Sound: sounds/Sucpain25_1.wavLoaded Sound: sounds/Sucpain25_2.wavLoaded Sound: sounds/Sucpain50_1.wavLoaded Sound: sounds/Sucgasp1.wavLoaded Sound: sounds/Sucgurp1.wavLoaded Sound: sounds/Sucdeath1.wavLoaded Sound: sounds/Sucdeath2.wavFileREAD::LoadFile(NPC/Ripper.NPC)Loading NPC/Ripper.NPC as NPCtemplateFileREAD::LoadFile(NPC/Ripper.NPC)CMd2ModelALoadedPCX:Models/Hueteotl0.pcxALoadedPCX:Models/Hueteotl1.pcxALoadedPCX:Models/Hueteotl2.pcxAERRORLOADING:Models/Hueteotl3.pcxmodel:Models/Hueteotl.md2~CMd2ModelLoaded Sound: sounds/Rippain25_1.wavLoaded Sound: sounds/Rippain25_2.wavLoaded Sound: sounds/Ripgurp2.wavLoaded Sound: sounds/Ripjump1.wavLoaded Sound: sounds/Ripdeath1.wavLoaded Sound: sounds/Ripdeath2.wavFileREAD::LoadFile(NPC/Healer.NPC)Loading NPC/Healer.NPC as NPCtemplateFileREAD::LoadFile(NPC/Healer.NPC)CMd2ModelALoadedPCX:Models/kni0.pcxALoadedPCX:Models/kni1.pcxALoadedPCX:Models/kni2.pcxALoadedPCX:Models/kni3.pcxAERRORLOADING:Models/kni4.pcxmodel:Models/kni.md2~CMd2ModelCMd2ModelALoadedPCX:Models/w_blaster0.pcxAERRORLOADING:Models/w_blaster1.pcxmodel:Models/w_blaster.md2~CMd2ModelFileREAD::LoadFile(NPC/Cathos.NPC)Loading NPC/Cathos.NPC as NPCtemplateFileREAD::LoadFile(NPC/Cathos.NPC)CMd2ModelALoadedPCX:Models/cathos0.pcxALoadedPCX:Models/cathos1.pcxALoadedPCX:Models/cathos2.pcxALoadedPCX:Models/cathos3.pcxAERRORLOADING:Models/cathos4.pcxmodel:Models/cathos.md2~CMd2ModelCMd2ModelALoadedPCX:Models/catweapon0.pcxAERRORLOADING:Models/catweapon1.pcxmodel:Models/catweapon.md2~CMd2ModelLoaded Sound: sounds/Cpain25_1.wavLoaded Sound: sounds/Cpain25_2.wavLoaded Sound: sounds/Cpain100_1.wavLoaded Sound: sounds/Cdeath1.wavLoaded Sound: sounds/Cdeath2.wavFileREAD::LoadFile(NPC/Witch.NPC)Loading NPC/Witch.NPC as NPCtemplateFileREAD::LoadFile(NPC/Witch.NPC)CMd2ModelALoadedPCX:Models/kni0.pcxALoadedPCX:Models/kni1.pcxALoadedPCX:Models/kni2.pcxALoadedPCX:Models/kni3.pcxAERRORLOADING:Models/kni4.pcxmodel:Models/kni.md2~CMd2ModelCMd2ModelALoadedPCX:Models/a_grenades0.pcxAERRORLOADING:Models/a_grenades1.pcxmodel:Models/a_grenades.md2~CMd2ModelFileREAD::LoadFile(Items/SSword.ITM)Loading Items/SSword.ITM as ITEMtemplateFileREAD::LoadFile(Items/SSword.ITM)Loading Item:Items/SSword.ITM,Short sword,loadalph:items/Sword.PNGloadw:items/Sword.PNGCMd2ModelALoadedPCX:models/w_machinegun0.pcxAERRORLOADING:models/w_machinegun1.pcxmodel:models/w_machinegun.md2~CMd2Model~CMd2Model~CMd2Model~CMd2Model~CMd2Model~CMd2Model~CMd2Model~CMd2Model~CMd2Model~CMd2Model~CMd2Model~CMd2Model~CMd2Model~CMd2Model~CMd2Model~CMd2Model~CMd2ModelFileREAD::LoadFile(Items/Spear.ITM)Loading Items/Spear.ITM as ITEMtemplateFileREAD::LoadFile(Items/Spear.ITM)Loading Item:Items/Spear.ITM,Spear,loadalph:items/Spear.pngloadw:items/Spear.pngCMd2ModelALoadedPCX:models/W_railgun0.pcxAERRORLOADING:models/W_railgun1.pcxmodel:models/W_railgun.md2~CMd2ModelFileREAD::LoadFile(Items/Axe.ITM)Loading Items/Axe.ITM as ITEMtemplateFileREAD::LoadFile(Items/Axe.ITM)Loading Item:Items/Axe.ITM,Short axe,loadalph:items/axe.pngloadw:items/axe.pngCMd2ModelALoadedPCX:models/w_sshotgun0.pcxAERRORLOADING:models/w_sshotgun1.pcxmodel:models/w_sshotgun.md2~CMd2ModelFileREAD::LoadFile(Items/Money.ITM)Loading Items/Money.ITM as ITEMtemplateFileREAD::LoadFile(Items/Money.ITM)Loading Item:Items/Money.ITM,Money,loadalph:items/Money.pngloadw:items/Money.pngFileREAD::LoadFile(Items/Armor.ITM)Loading Items/Armor.ITM as ITEMtemplateFileREAD::LoadFile(Items/Armor.ITM)Loading Item:Items/Armor.ITM,Metal armor,loadalph:items/armor.pngloadw:items/armor.pngFileREAD::LoadFile(Items/Shield.ITM)Loading Items/Shield.ITM as ITEMtemplateFileREAD::LoadFile(Items/Shield.ITM)Loading Item:Items/Shield.ITM,Wooden shield,loadalph:items/shield.pngloadw:items/shield.pngFileREAD::LoadFile(Items/Helmet.ITM)Loading Items/Helmet.ITM as ITEMtemplateFileREAD::LoadFile(Items/Helmet.ITM)Loading Item:Items/Helmet.ITM,Metal helmet,loadalph:items/helmet.pngloadw:items/helmet.pngFileREAD::LoadFile(Items/Club.ITM)Loading Items/Club.ITM as ITEMtemplateFileREAD::LoadFile(Items/Club.ITM)Loading Item:Items/Club.ITM,Club,loadalph:items/club.pngloadw:items/club.pngCMd2ModelALoadedPCX:models/w_rlauncher0.pcxAERRORLOADING:models/w_rlauncher1.pcxmodel:models/w_rlauncher.md2~CMd2ModelFileREAD::LoadFile(Items/legs.ITM)Loading Items/legs.ITM as ITEMtemplateFileREAD::LoadFile(Items/legs.ITM)Loading Item:Items/legs.ITM,Metal leggings,loadalph:items/legs.pngloadw:items/legs.pngFileREAD::LoadFile(Items/cape.ITM)Loading Items/cape.ITM as ITEMtemplateFileREAD::LoadFile(Items/cape.ITM)Loading Item:Items/cape.ITM,Leather cape,loadalph:items/cape.pngloadw:items/cape.pngFileREAD::LoadFile(Items/belt.ITM)Loading Items/belt.ITM as ITEMtemplateFileREAD::LoadFile(Items/belt.ITM)Loading Item:Items/belt.ITM,Belt,loadalph:items/belt.pngloadw:items/belt.pngFileREAD::LoadFile(Items/ShawSword.ITM)Loading Items/ShawSword.ITM as ITEMtemplateFileREAD::LoadFile(Items/ShawSword.ITM)Loading Item:Items/ShawSword.ITM,Shaw sword,loadalph:items/shSword.PNGloadw:items/shSword.PNGCMd2ModelALoadedPCX:models/w_chaingun0.pcxAERRORLOADING:models/w_chaingun1.pcxmodel:models/w_chaingun.md2~CMd2ModelFileREAD::LoadFile(Items/Tentaclesword.ITM)Loading Items/Tentaclesword.ITM as ITEMtemplateFileREAD::LoadFile(Items/Tentaclesword.ITM)Loading Item:Items/Tentaclesword.ITM,Tentacle sword,loadalph:items/tehSword.PNGloadw:items/tehSword.PNGCMd2ModelALoadedPCX:models/W_BFG0.pcxAERRORLOADING:models/W_BFG1.pcxmodel:models/W_BFG.md2~CMd2ModelFileREAD::LoadFile(Items/HPotion.ITM)Loading Items/HPotion.ITM as ITEMtemplateFileREAD::LoadFile(Items/HPotion.ITM)Loading Item:Items/HPotion.ITM,Healing potion,loadalph:items/Hpot.pngloadw:items/Hpot.pngFileREAD::LoadFile(Items/BHPotion.ITM)Loading Items/BHPotion.ITM as ITEMtemplateFileREAD::LoadFile(Items/BHPotion.ITM)Loading Item:Items/BHPotion.ITM,Big healing potion,loadalph:items/BHpot.pngloadw:items/BHpot.pngFileREAD::LoadFile(Items/SPotion.ITM)Loading Items/SPotion.ITM as ITEMtemplateFileREAD::LoadFile(Items/SPotion.ITM)Loading Item:Items/SPotion.ITM,Stamina potion,loadalph:items/Spot.PNGloadw:items/Spot.PNGFileREAD::LoadFile(Items/BSPotion.ITM)Loading Items/BSPotion.ITM as ITEMtemplateFileREAD::LoadFile(Items/BSPotion.ITM)Loading Item:Items/BSPotion.ITM,Big stamina potion,loadalph:items/BSpot.PNGloadw:items/BSpot.PNGFileREAD::LoadFile(Items/BFB.ITM)Loading Items/BFB.ITM as ITEMtemplateFileREAD::LoadFile(Items/BFB.ITM)Loading Item:Items/BFB.ITM,Book of firebolt,loadalph:items/bok.pngloadw:items/bok.pngFileREAD::LoadFile(Items/BoDet.ITM)Loading Items/BoDet.ITM as ITEMtemplateFileREAD::LoadFile(Items/BoDet.ITM)Loading Item:Items/BoDet.ITM,Book of Detect invisible,loadalph:items/bok.pngloadw:items/bok.pngFileREAD::LoadFile(Items/BoBless.ITM)Loading Items/BoBless.ITM as ITEMtemplateFileREAD::LoadFile(Items/BoBless.ITM)Loading Item:Items/BoBless.ITM,Book of Bless,loadalph:items/bok.pngloadw:items/bok.pngFileREAD::LoadFile(Items/BoLight.ITM)Loading Items/BoLight.ITM as ITEMtemplateFileREAD::LoadFile(Items/BoLight.ITM)Loading Item:Items/BoLight.ITM,Book of Lighting,loadalph:items/bok.pngloadw:items/bok.pngFileREAD::LoadFile(Items/BoRecall.ITM)Loading Items/BoRecall.ITM as ITEMtemplateFileREAD::LoadFile(Items/BoRecall.ITM)Loading Item:Items/BoRecall.ITM,Book of Recall,loadalph:items/bok.pngloadw:items/bok.pngFileREAD::LoadFile(Items/BoCOCold.ITM)Loading Items/BoCOCold.ITM as ITEMtemplateFileREAD::LoadFile(Items/BoCOCold.ITM)Loading Item:Items/BoCOCold.ITM,Book of Cone of cold,loadalph:items/bok.pngloadw:items/bok.pngFileREAD::LoadFile(Items/BoStone.ITM)Loading Items/BoStone.ITM as ITEMtemplateFileREAD::LoadFile(Items/BoStone.ITM)Loading Item:Items/BoStone.ITM,Book of Stoneskin,loadalph:items/bok.pngloadw:items/bok.pngFileREAD::LoadFile(Items/BoHeal.ITM)Loading Items/BoHeal.ITM as ITEMtemplateFileREAD::LoadFile(Items/BoHeal.ITM)Loading Item:Items/BoHeal.ITM,Book of Heal,loadalph:items/bok.pngloadw:items/bok.pngFileREAD::LoadFile(Items/BoInv.ITM)Loading Items/BoInv.ITM as ITEMtemplateFileREAD::LoadFile(Items/BoInv.ITM)Loading Item:Items/BoInv.ITM,Book of Invisibility,loadalph:items/bok.pngloadw:items/bok.pngFileREAD::LoadFile(Items/BoFireball.ITM)Loading Items/BoFireball.ITM as ITEMtemplateFileREAD::LoadFile(Items/BoFireball.ITM)Loading Item:Items/BoFireball.ITM,Book of Fireball,loadalph:items/bok.pngloadw:items/bok.pngFileREAD::LoadFile(Items/AmuLow.ITM)Loading Items/AmuLow.ITM as ITEMtemplateFileREAD::LoadFile(Items/AmuLow.ITM)Loading Item:Items/AmuLow.ITM,Amulet,loadalph:items/Amu.pngloadw:items/Amu.pngFileREAD::LoadFile(Items/MPotion.ITM)Loading Items/MPotion.ITM as ITEMtemplateFileREAD::LoadFile(Items/MPotion.ITM)Loading Item:Items/MPotion.ITM,Mana potion,loadalph:items/Mpot.pngloadw:items/Mpot.pngFileREAD::LoadFile(Items/BMPotion.ITM)Loading Items/BMPotion.ITM as ITEMtemplateFileREAD::LoadFile(Items/BMPotion.ITM)Loading Item:Items/BMPotion.ITM,Big mana potion,loadalph:items/BMpot.pngloadw:items/BMpot.pngFileREAD::LoadFile(Items/RingLow.ITM)Loading Items/RingLow.ITM as ITEMtemplateFileREAD::LoadFile(Items/RingLow.ITM)Loading Item:Items/RingLow.ITM,Ring,loadalph:items/Ring.pngloadw:items/Ring.pngFileREAD::LoadFile(Items/RingHigh.ITM)Loading Items/RingHigh.ITM as ITEMtemplateFileREAD::LoadFile(Items/RingHigh.ITM)Loading Item:Items/RingHigh.ITM,Ring,loadalph:items/Ring.pngloadw:items/Ring.pngFileREAD::LoadFile(Items/BoMini.ITM)Loading Items/BoMini.ITM as ITEMtemplateFileREAD::LoadFile(Items/BoMini.ITM)Loading Item:Items/BoMini.ITM,Book of Weaken,loadalph:items/bok.pngloadw:items/bok.pngFileREAD::LoadFile(Abilitys/BasicHit.abi)Loading Abilitys/BasicHit.abi as Ability 0FileREAD::LoadFile(Abilitys/BasicHit.abi)loadalph:Images/as.pngLoaded Sound: sounds/C2.WAVFileREAD::LoadFile(Abilitys/AttackSpeed.abi)Loading Abilitys/AttackSpeed.abi as Ability 1FileREAD::LoadFile(Abilitys/AttackSpeed.abi)loadalph:Images/as.pngFileREAD::LoadFile(Abilitys/Bash.abi)Loading Abilitys/Bash.abi as Ability 2FileREAD::LoadFile(Abilitys/Bash.abi)loadalph:Images/bsh.pngLoaded Sound: Sounds\C23.WAVFileREAD::LoadFile(Abilitys/Berzerk.abi)Loading Abilitys/Berzerk.abi as Ability 3FileREAD::LoadFile(Abilitys/Berzerk.abi)loadalph:Images/zrk.pngLoaded Sound: sounds/sound134.wavFileREAD::LoadFile(Abilitys/Charge.abi)Loading Abilitys/Charge.abi as Ability 4FileREAD::LoadFile(Abilitys/Charge.abi)loadalph:Images/chrg.pngLoaded Sound: sounds/sound415.wavFileREAD::LoadFile(Abilitys/ControlledRage.abi)Loading Abilitys/ControlledRage.abi as Ability 5FileREAD::LoadFile(Abilitys/ControlledRage.abi)loadalph:Images/as.pngFileREAD::LoadFile(Abilitys/CounterBlow.abi)Loading Abilitys/CounterBlow.abi as Ability 6FileREAD::LoadFile(Abilitys/CounterBlow.abi)loadalph:Images/as.pngFileREAD::LoadFile(Abilitys/Dash.abi)Loading Abilitys/Dash.abi as Ability 7FileREAD::LoadFile(Abilitys/Dash.abi)loadalph:Images/dsh.pngLoaded Sound: Sounds\sound325.wavFileREAD::LoadFile(Abilitys/Decapitate.abi)Loading Abilitys/Decapitate.abi as Ability 8FileREAD::LoadFile(Abilitys/Decapitate.abi)loadalph:Images/as.pngFileREAD::LoadFile(Abilitys/Disarm.abi)Loading Abilitys/Disarm.abi as Ability 9FileREAD::LoadFile(Abilitys/Disarm.abi)loadalph:Images/as.pngFileREAD::LoadFile(Abilitys/DoubleAttack.abi)Loading Abilitys/DoubleAttack.abi as Ability 10FileREAD::LoadFile(Abilitys/DoubleAttack.abi)loadalph:Images/as.pngFileREAD::LoadFile(Abilitys/DoubleWield.abi)Loading Abilitys/DoubleWield.abi as Ability 11FileREAD::LoadFile(Abilitys/DoubleWield.abi)loadalph:Images/as.pngFileREAD::LoadFile(Abilitys/Knock.abi)Loading Abilitys/Knock.abi as Ability 12FileREAD::LoadFile(Abilitys/Knock.abi)loadalph:Images/as.pngFileREAD::LoadFile(Abilitys/OneHandedFight.abi)Loading Abilitys/OneHandedFight.abi as Ability 13FileREAD::LoadFile(Abilitys/OneHandedFight.abi)loadalph:Images/one.pngFileREAD::LoadFile(Abilitys/Pierce.abi)Loading Abilitys/Pierce.abi as Ability 14FileREAD::LoadFile(Abilitys/Pierce.abi)loadalph:Images/as.pngFileREAD::LoadFile(Abilitys/Stomp.abi)Loading Abilitys/Stomp.abi as Ability 15FileREAD::LoadFile(Abilitys/Stomp.abi)loadalph:Images/stmp.pngLoaded Sound: sounds/sound099.wavFileREAD::LoadFile(Abilitys/SwordTurn.abi)Loading Abilitys/SwordTurn.abi as Ability 16FileREAD::LoadFile(Abilitys/SwordTurn.abi)loadalph:Images/as.pngFileREAD::LoadFile(Abilitys/TwoHandFight.abi)Loading Abilitys/TwoHandFight.abi as Ability 17FileREAD::LoadFile(Abilitys/TwoHandFight.abi)loadalph:Images/two.pngFileREAD::LoadFile(Abilitys/WhirlWind.abi)Loading Abilitys/WhirlWind.abi as Ability 18FileREAD::LoadFile(Abilitys/WhirlWind.abi)loadalph:Images/whirl.pngLoaded Sound: Sounds\sound098.wavFileREAD::LoadFile(Abilitys/Zeal.abi)Loading Abilitys/Zeal.abi as Ability 19FileREAD::LoadFile(Abilitys/Zeal.abi)loadalph:Images/zel.pngLoaded Sound: Sounds\sound100.wavFileREAD::LoadFile(Abilitys/Execute.abi)Loading Abilitys/Execute.abi as Ability 20FileREAD::LoadFile(Abilitys/Execute.abi)loadalph:Images/exe.pngLoaded Sound: Sounds\necromancer.wavFileREAD::LoadFile(Abilitys/powerstrk.abi)Loading Abilitys/powerstrk.abi as Ability 21FileREAD::LoadFile(Abilitys/powerstrk.abi)loadalph:Images/pwr.pngLoaded Sound: Sounds\sound114.wavFileREAD::LoadFile(Abilitys/Firebolt.abi)Loading Abilitys/Firebolt.abi as Ability 22FileREAD::LoadFile(Abilitys/Firebolt.abi)loadalph:Images/fb.pngLoaded Sound: Sounds\Sound108.WAVLoaded Sound: Sounds\Sound115.WAVFileREAD::LoadFile(Abilitys/Fireball.abi)Loading Abilitys/Fireball.abi as Ability 23FileREAD::LoadFile(Abilitys/Fireball.abi)loadalph:Images/fireball.PNGLoaded Sound: Sounds\Sound117.WAVLoaded Sound: Sounds\Sound019.WAVFileREAD::LoadFile(Abilitys/heal.abi)Loading Abilitys/heal.abi as Ability 24FileREAD::LoadFile(Abilitys/heal.abi)loadalph:Images/heal.PNGLoaded Sound: Sounds\Sound121.WAVFileREAD::LoadFile(Abilitys/Bless.abi)Loading Abilitys/Bless.abi as Ability 25FileREAD::LoadFile(Abilitys/Bless.abi)loadalph:Images/bless.PNGLoaded Sound: Sounds\Sound109.WAVFileREAD::LoadFile(Abilitys/Invisi.abi)Loading Abilitys/Invisi.abi as Ability 26FileREAD::LoadFile(Abilitys/Invisi.abi)loadalph:Images/inv.PNGLoaded Sound: Sounds\sound123.WAVFileREAD::LoadFile(Abilitys/Lighting.abi)Loading Abilitys/Lighting.abi as Ability 27FileREAD::LoadFile(Abilitys/Lighting.abi)loadalph:Images/Lighting.PNGLoaded Sound: Sounds\sound125.WAVFileREAD::LoadFile(Abilitys/stoneskin.abi)Loading Abilitys/stoneskin.abi as Ability 28FileREAD::LoadFile(Abilitys/stoneskin.abi)loadalph:Images/Stone.PNGLoaded Sound: Sounds\sound128.WAVFileREAD::LoadFile(Abilitys/COCold.abi)Loading Abilitys/COCold.abi as Ability 29FileREAD::LoadFile(Abilitys/COCold.abi)loadalph:Images/CoCold.PNGLoaded Sound: Sounds\Sound110.WAVLoaded Sound: Sounds\Sound122.WAVFileREAD::LoadFile(Abilitys/recall.abi)Loading Abilitys/recall.abi as Ability 30FileREAD::LoadFile(Abilitys/recall.abi)loadalph:Images/recall.PNGLoaded Sound: Sounds\sound124.WAVFileREAD::LoadFile(Abilitys/detinv.abi)Loading Abilitys/detinv.abi as Ability 31FileREAD::LoadFile(Abilitys/detinv.abi)loadalph:Images/det.PNGLoaded Sound: Sounds\Sound107.WAVFileREAD::LoadFile(Abilitys/minimize.abi)Loading Abilitys/minimize.abi as Ability 32FileREAD::LoadFile(Abilitys/minimize.abi)loadalph:Images/mini.PNGLoaded Sound: Sounds\sound113.WAVFileREAD::LoadFile(SkillTrees/melee.str)abba:2abba:3abba:15abba:7abba:4abba:19abba:18abba:13abba:17abba:20abba:21FileREAD::LoadFile(SkillTrees/Wizard.str)abba:2abba:7abba:1abba:3abba:5abba:6FileREAD::LoadFile(SkillTrees/pray.str)abba:2abba:7abba:1abba:3abba:5abba:6FileREAD::LoadFile(SkillTrees/witch.str)abba:2abba:7abba:1abba:3abba:5abba:6FileREAD::LoadFile(SkillTrees/survi.str)abba:2abba:7abba:1abba:3abba:5abba:6FileREAD::LoadFile(SkillTrees/ranged.str)abba:2abba:7abba:1abba:3abba:5abba:6FileREAD::LoadFile(SkillTrees/cry.str)abba:2abba:7abba:1abba:3abba:5abba:6FileREAD::LoadFile(SkillTrees/defence.str)abba:2abba:7abba:1abba:3abba:5abba:6FileREAD::LoadFile(SkillTrees/hide.str)abba:2abba:7abba:1abba:3abba:5abba:6FileREAD::LoadFile(SkillTrees/traps.str)abba:2abba:7abba:1abba:3abba:5abba:6FileREAD::LoadFile(SkillTrees/necro.str)abba:2abba:7abba:1abba:3abba:5abba:6FileREAD::LoadFile(ItemList/Shop.ILS)GoingItemAddItemAdd:0GoingItemAddItemAdd:1GoingItemAddItemAdd:2GoingItemAddItemAdd:4GoingItemAddItemAdd:5GoingItemAddItemAdd:6GoingItemAddItemAdd:7GoingItemAddItemAdd:8GoingItemAddItemAdd:9GoingItemAddItemAdd:10GoingItemAddFileREAD::LoadFile(ItemList/Witch.ILS)GoingItemAddItemAdd:13GoingItemAddItemAdd:14GoingItemAddItemAdd:15GoingItemAddItemAdd:16GoingItemAddItemAdd:28GoingItemAddItemAdd:29GoingItemAddItemAdd:21GoingItemAddItemAdd:24GoingItemAddFileREAD::LoadFile(Fixes/PFStrong.FIX)Loading Fixes/PFStrong.FIX as PreFixFileREAD::LoadFile(Fixes/PFStrong.FIX)FileREAD::LoadFile(Fixes/PFHealthy.FIX)Loading Fixes/PFHealthy.FIX as PreFixFileREAD::LoadFile(Fixes/PFHealthy.FIX)FileREAD::LoadFile(Fixes/PFGold.FIX)Loading Fixes/PFGold.FIX as PreFixFileREAD::LoadFile(Fixes/PFGold.FIX)FileREAD::LoadFile(Fixes/PFSlippery.FIX)Loading Fixes/PFSlippery.FIX as PreFixFileREAD::LoadFile(Fixes/PFSlippery.FIX)FileREAD::LoadFile(Fixes/PFFire.FIX)Loading Fixes/PFFire.FIX as PreFixFileREAD::LoadFile(Fixes/PFFire.FIX)FileREAD::LoadFile(Fixes/PFCracked.FIX)Loading Fixes/PFCracked.FIX as PreFixFileREAD::LoadFile(Fixes/PFCracked.FIX)FileREAD::LoadFile(Fixes/PFEnchanted.FIX)Loading Fixes/PFEnchanted.FIX as PreFixFileREAD::LoadFile(Fixes/PFEnchanted.FIX)FileREAD::LoadFile(Fixes/PFMassive.FIX)Loading Fixes/PFMassive.FIX as PreFixFileREAD::LoadFile(Fixes/PFMassive.FIX)FileREAD::LoadFile(Fixes/PFBrutal.FIX)Loading Fixes/PFBrutal.FIX as PreFixFileREAD::LoadFile(Fixes/PFBrutal.FIX)FileREAD::LoadFile(Fixes/PFAngel.FIX)Loading Fixes/PFAngel.FIX as PreFixFileREAD::LoadFile(Fixes/PFAngel.FIX)FileREAD::LoadFile(Fixes/SFStamina.FIX)Loading Fixes/SFStamina.FIX as SufFixFileREAD::LoadFile(Fixes/SFStamina.FIX)FileREAD::LoadFile(Fixes/SFGround.FIX)Loading Fixes/SFGround.FIX as SufFixFileREAD::LoadFile(Fixes/SFGround.FIX)FileREAD::LoadFile(Fixes/SFSpeed.FIX)Loading Fixes/SFSpeed.FIX as SufFixFileREAD::LoadFile(Fixes/SFSpeed.FIX)FileREAD::LoadFile(Fixes/SFDeath.FIX)Loading Fixes/SFDeath.FIX as SufFixFileREAD::LoadFile(Fixes/SFDeath.FIX)FileREAD::LoadFile(Fixes/SFSlaying.FIX)Loading Fixes/SFSlaying.FIX as SufFixFileREAD::LoadFile(Fixes/SFSlaying.FIX)FileREAD::LoadFile(Fixes/SFProtection.FIX)Loading Fixes/SFProtection.FIX as SufFixFileREAD::LoadFile(Fixes/SFProtection.FIX)FileREAD::LoadFile(Fixes/SFAbsorption.FIX)Loading Fixes/SFAbsorption.FIX as SufFixFileREAD::LoadFile(Fixes/SFAbsorption.FIX)FileREAD::LoadFile(Fixes/SFMana.FIX)Loading Fixes/SFMana.FIX as SufFixFileREAD::LoadFile(Fixes/SFMana.FIX)FileREAD::LoadFile(Fixes/SFLife.FIX)Loading Fixes/SFLife.FIX as SufFixFileREAD::LoadFile(Fixes/SFLife.FIX)FileREAD::LoadFile(Conditions/Mova.CON)Loading Conditions/Mova.CON as ConditionFileREAD::LoadFile(Conditions/Mova.CON)Loading condition:Conditions/Mova.CON,Berzloadalph:Images/cond.pngloadw:Images/cond.pngLoadListsDoneWGL_EXT_swap_control Support!WSync Set:0!Initialize DoneOITEMMOVItemStorageUsingT-&gt;MaxItems:30OBUTTONORADIOOTEXT:OCOUNTEROTEXT:OCOUNTEROTEXT:OCOUNTEROTEXT:OCOUNTEROTEXT:OCOUNTEROTEXT:OCOUNTEROTEXT:OCOUNTEROTEXT:OCOUNTEROTEXT:OCOUNTEROTEXT:OCOUNTEROTEXT:OCOUNTEROBUTTONORADIOOBUTTONOBUTTONOBUTTONOBUTTONOBUTTONOBUTTONOBUTTONOBUTTONOBUTTONOBUTTONOBUTTONOTEXT:OCOUNTEROBUTTONORADIOOBUTTONOBUTTONOBUTTONOBUTTONOBUTTONOBUTTONOBUTTONORADIOOSLOTOBUTTONOSLOTOBUTTONOSLOTOBUTTONOSLOTOBUTTONOSLOTOBUTTONOSLOTOBUTTONOSLOTOBUTTONOSLOTOBUTTONOSLOTOBUTTONOSLOTOBUTTONOSLOTOBUTTONOSLOTOBUTTONOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOBUTTONORADIOOLISTOBUTTONORADIOOBUTTONOBUTTONOCOUNTEROCOUNTEROCOUNTEROLISTOBUTTONORADIOOITEMMOVItemStorageUsingT-&gt;MaxItems:50OBUTTONORADIOOBUTTONOTEXT:OTEXTBOXOBUTTONOBUTTONORADIOOBUTTONOBUTTONOBUTTONOBUTTONOBUTTONOBUTTONOBUTTONOBUTTONOBUTTONOBUTTONOBUTTONOBUTTONOCOUNTEROCOUNTEROCOUNTEROTEXT:OCOUNTEROBUTTONOBUTTONOTEXT:OCOUNTEROBUTTONOBUTTONOTEXT:OCOUNTEROBUTTONOBUTTONOTEXT:OCOUNTEROBUTTONOBUTTONOTEXT:OCOUNTEROBUTTONOBUTTONOTEXT:OCOUNTEROBUTTONOBUTTONOTEXT:OCOUNTEROBUTTONOCOUNTEROCOUNTEROCOUNTEROCOUNTEROBUTTONORADIOOTEXT:OCOUNTEROBUTTONORADIOOLISTOBUTTONOBUTTONORADIOGenTreeGenTreeAabb:2NFound[1],0abb:3NFound[15],1abb:15NFound[10],2abb:7Found[1]:0,2abb:4Found[10]:2,2abb:19NFound[40],3abb:18NFound[30],4abb:13Found[10]:2,3abb:17Found[15]:1,2abb:20NFound[60],5abb:21Found[60]:5,20Value[1]=21Value[15]=22Value[10]=33Value[40]=14Value[30]=15Value[60]=2GenTreeCGenTreeCE11GenTreeC:11,6,6GenTreeaCE[1]:0,328,6 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,148,3XY:16,16,0.000000GenTreeaCE[15]:1,228,2 1.000000 ,148,3XY:74,16,1.000000GenTreeaCE[15]:1,228,2 2.000000 ,148,3XY:132,16,2.000000GenTreeDOSTREEOBUTTONORADIOGenTreeGenTreeAabb:2NFound[1],0abb:7Found[1]:0,2abb:1Found[1]:0,3abb:3NFound[15],1abb:5Found[15]:1,2abb:6Found[15]:1,30Value[1]=31Value[15]=3GenTreeCGenTreeCE6GenTreeC:6,2,2GenTreeaCE[1]:0,228,2 0.000000 ,148,3XY:16,212,0.000000GenTreeaCE[1]:0,228,2 1.000000 ,148,3XY:74,212,1.000000GenTreeaCE[1]:0,228,2 2.000000 ,148,3XY:132,212,2.000000GenTreeaCE[15]:1,228,2 0.000000 ,148,3XY:16,16,0.000000GenTreeaCE[15]:1,228,2 1.000000 ,148,3XY:74,16,1.000000GenTreeaCE[15]:1,228,2 2.000000 ,148,3XY:132,16,2.000000GenTreeDOSTREEOBUTTONORADIOGenTreeGenTreeAabb:2NFound[1],0abb:7Found[1]:0,2abb:1Found[1]:0,3abb:3NFound[15],1abb:5Found[15]:1,2abb:6Found[15]:1,30Value[1]=31Value[15]=3GenTreeCGenTreeCE6GenTreeC:6,2,2GenTreeaCE[1]:0,228,2 0.000000 ,148,3XY:16,212,0.000000GenTreeaCE[1]:0,228,2 1.000000 ,148,3XY:74,212,1.000000GenTreeaCE[1]:0,228,2 2.000000 ,148,3XY:132,212,2.000000GenTreeaCE[15]:1,228,2 0.000000 ,148,3XY:16,16,0.000000GenTreeaCE[15]:1,228,2 1.000000 ,148,3XY:74,16,1.000000GenTreeaCE[15]:1,228,2 2.000000 ,148,3XY:132,16,2.000000GenTreeDOSTREEOBUTTONORADIOGenTreeGenTreeAabb:2NFound[1],0abb:7Found[1]:0,2abb:1Found[1]:0,3abb:3NFound[15],1abb:5Found[15]:1,2abb:6Found[15]:1,30Value[1]=31Value[15]=3GenTreeCGenTreeCE6GenTreeC:6,2,2GenTreeaCE[1]:0,228,2 0.000000 ,148,3XY:16,212,0.000000GenTreeaCE[1]:0,228,2 1.000000 ,148,3XY:74,212,1.000000GenTreeaCE[1]:0,228,2 2.000000 ,148,3XY:132,212,2.000000GenTreeaCE[15]:1,228,2 0.000000 ,148,3XY:16,16,0.000000GenTreeaCE[15]:1,228,2 1.000000 ,148,3XY:74,16,1.000000GenTreeaCE[15]:1,228,2 2.000000 ,148,3XY:132,16,2.000000GenTreeDOSTREEOBUTTONORADIOGenTreeGenTreeAabb:2NFound[1],0abb:7Found[1]:0,2abb:1Found[1]:0,3abb:3NFound[15],1abb:5Found[15]:1,2abb:6Found[15]:1,30Value[1]=31Value[15]=3GenTreeCGenTreeCE6GenTreeC:6,2,2GenTreeaCE[1]:0,228,2 0.000000 ,148,3XY:16,212,0.000000GenTreeaCE[1]:0,228,2 1.000000 ,148,3XY:74,212,1.000000GenTreeaCE[1]:0,228,2 2.000000 ,148,3XY:132,212,2.000000GenTreeaCE[15]:1,228,2 0.000000 ,148,3XY:16,16,0.000000GenTreeaCE[15]:1,228,2 1.000000 ,148,3XY:74,16,1.000000GenTreeaCE[15]:1,228,2 2.000000 ,148,3XY:132,16,2.000000GenTreeDOSTREEOBUTTONORADIOGenTreeGenTreeAabb:2NFound[1],0abb:7Found[1]:0,2abb:1Found[1]:0,3abb:3NFound[15],1abb:5Found[15]:1,2abb:6Found[15]:1,30Value[1]=31Value[15]=3GenTreeCGenTreeCE6GenTreeC:6,2,2GenTreeaCE[1]:0,228,2 0.000000 ,148,3XY:16,212,0.000000GenTreeaCE[1]:0,228,2 1.000000 ,148,3XY:74,212,1.000000GenTreeaCE[1]:0,228,2 2.000000 ,148,3XY:132,212,2.000000GenTreeaCE[15]:1,228,2 0.000000 ,148,3XY:16,16,0.000000GenTreeaCE[15]:1,228,2 1.000000 ,148,3XY:74,16,1.000000GenTreeaCE[15]:1,228,2 2.000000 ,148,3XY:132,16,2.000000GenTreeDOSTREEOBUTTONORADIOGenTreeGenTreeAabb:2NFound[1],0abb:7Found[1]:0,2abb:1Found[1]:0,3abb:3NFound[15],1abb:5Found[15]:1,2abb:6Found[15]:1,30Value[1]=31Value[15]=3GenTreeCGenTreeCE6GenTreeC:6,2,2GenTreeaCE[1]:0,228,2 0.000000 ,148,3XY:16,212,0.000000GenTreeaCE[1]:0,228,2 1.000000 ,148,3XY:74,212,1.000000GenTreeaCE[1]:0,228,2 2.000000 ,148,3XY:132,212,2.000000GenTreeaCE[15]:1,228,2 0.000000 ,148,3XY:16,16,0.000000GenTreeaCE[15]:1,228,2 1.000000 ,148,3XY:74,16,1.000000GenTreeaCE[15]:1,228,2 2.000000 ,148,3XY:132,16,2.000000GenTreeDOSTREEOBUTTONORADIOGenTreeGenTreeAabb:2NFound[1],0abb:7Found[1]:0,2abb:1Found[1]:0,3abb:3NFound[15],1abb:5Found[15]:1,2abb:6Found[15]:1,30Value[1]=31Value[15]=3GenTreeCGenTreeCE6GenTreeC:6,2,2GenTreeaCE[1]:0,228,2 0.000000 ,148,3XY:16,212,0.000000GenTreeaCE[1]:0,228,2 1.000000 ,148,3XY:74,212,1.000000GenTreeaCE[1]:0,228,2 2.000000 ,148,3XY:132,212,2.000000GenTreeaCE[15]:1,228,2 0.000000 ,148,3XY:16,16,0.000000GenTreeaCE[15]:1,228,2 1.000000 ,148,3XY:74,16,1.000000GenTreeaCE[15]:1,228,2 2.000000 ,148,3XY:132,16,2.000000GenTreeDOSTREEOBUTTONORADIOGenTreeGenTreeAabb:2NFound[1],0abb:7Found[1]:0,2abb:1Found[1]:0,3abb:3NFound[15],1abb:5Found[15]:1,2abb:6Found[15]:1,30Value[1]=31Value[15]=3GenTreeCGenTreeCE6GenTreeC:6,2,2GenTreeaCE[1]:0,228,2 0.000000 ,148,3XY:16,212,0.000000GenTreeaCE[1]:0,228,2 1.000000 ,148,3XY:74,212,1.000000GenTreeaCE[1]:0,228,2 2.000000 ,148,3XY:132,212,2.000000GenTreeaCE[15]:1,228,2 0.000000 ,148,3XY:16,16,0.000000GenTreeaCE[15]:1,228,2 1.000000 ,148,3XY:74,16,1.000000GenTreeaCE[15]:1,228,2 2.000000 ,148,3XY:132,16,2.000000GenTreeDOSTREEOBUTTONORADIOGenTreeGenTreeAabb:2NFound[1],0abb:7Found[1]:0,2abb:1Found[1]:0,3abb:3NFound[15],1abb:5Found[15]:1,2abb:6Found[15]:1,30Value[1]=31Value[15]=3GenTreeCGenTreeCE6GenTreeC:6,2,2GenTreeaCE[1]:0,228,2 0.000000 ,148,3XY:16,212,0.000000GenTreeaCE[1]:0,228,2 1.000000 ,148,3XY:74,212,1.000000GenTreeaCE[1]:0,228,2 2.000000 ,148,3XY:132,212,2.000000GenTreeaCE[15]:1,228,2 0.000000 ,148,3XY:16,16,0.000000GenTreeaCE[15]:1,228,2 1.000000 ,148,3XY:74,16,1.000000GenTreeaCE[15]:1,228,2 2.000000 ,148,3XY:132,16,2.000000GenTreeDOSTREEOBUTTONORADIOOSLOTOSLOTOBUTTONORADIOOBUTTONOBUTTONOBUTTONOBUTTONOBUTTONOBUTTONOBUTTONORADIOOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOBUTTONORADIOOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOBUTTONORADIOOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOBUTTONORADIOOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOBUTTONORADIOOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOBUTTONORADIOOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOSLOTOBUTTONORADIOOLISTOBUTTONORADIOOTEXT:OBUTTONC&lt;br/&gt;^6----- Initializing shaders ------------------------------------InitializeShadersInitializeShadsersInitializeaShadersssC0 shaders referenced in 0 files (0 skipped)C&lt;br/&gt;^6----- Initializing driver -------------------------------------VVSET:1024,768LoadIngMap:MAP.BSP...C--- Loading bsp "MAP.BSP"92 shaders in memoryloadalph:textures/base_floor/tilefloor7.jpgLoaded textures/base_floor/tilefloor7.jpgloadalph:textures/base_floor/clangdark.jpgLoaded textures/base_floor/clangdark.jpgloadalph:textures/gothic_floor/q1metal7_99stair2.jpgLoaded textures/gothic_floor/q1metal7_99stair2.jpgloadalph:textures/gothic_floor/largerblock3b4.jpgLoaded textures/gothic_floor/largerblock3b4.jpgloadalph:textures/gothic_trim/border2.jpgLoaded textures/gothic_trim/border2.jpgloadalph:textures/gothic_trim/metalsupport4g.jpgLoaded textures/gothic_trim/metalsupport4g.jpgloadalph:textures/common/caulk.tgaLoaded textures/common/caulk.tgaloadalph:textures/gothic_wall/streetbricks14.jpgLoaded textures/gothic_wall/streetbricks14.jpgloadalph:textures/base_trim/border12.jpgLoaded textures/base_trim/border12.jpgloadalph:textures/gothic_floor/blocks17floor.jpgLoaded textures/gothic_floor/blocks17floor.jpgloadalph:textures/base_trim/dirty_pewter_big.jpgLoaded textures/base_trim/dirty_pewter_big.jpgloadalph:textures/gothic_trim/baseboard10_d.jpgLoaded textures/gothic_trim/baseboard10_d.jpgloadalph:textures/gothic_trim/metalsupport4b.jpgLoaded textures/gothic_trim/metalsupport4b.jpgCouldn't load noshader.walloadalph:textures/gothic_block/blocks18c.jpgLoaded textures/gothic_block/blocks18c.jpgloadalph:textures/base_trim/rusty_pewter_big.jpgLoaded textures/base_trim/rusty_pewter_big.jpgloadalph:textures/gothic_trim/metalsupport4j.jpgLoaded textures/gothic_trim/metalsupport4j.jpgloadalph:textures/base_trim/basemetalsupport.jpgLoaded textures/base_trim/basemetalsupport.jpgloadalph:textures/base_trim/spidertrim.jpgLoaded textures/base_trim/spidertrim.jpgloadalph:textures/base_trim/spiderbit3.jpgLoaded textures/base_trim/spiderbit3.jpgloadalph:textures/base_trim/spiderbit.jpgLoaded textures/base_trim/spiderbit.jpgloadalph:textures/base_trim/spiderbit2.jpgLoaded textures/base_trim/spiderbit2.jpgloadalph:textures/base_wall/basewall01.jpgLoaded textures/base_wall/basewall01.jpgloadalph:textures/base_wall/basewall03.jpgLoaded textures/base_wall/basewall03.jpgCouldn't load textures/sfx/fog_timdm2.walloadalph:textures/base_wall/basewallbobbin.jpgLoaded textures/base_wall/basewallbobbin.jpgloadalph:textures/base_wall/atech3_a.jpgLoaded textures/base_wall/atech3_a.jpgloadalph:textures/base_trim/techborder.jpgLoaded textures/base_trim/techborder.jpgloadalph:textures/gothic_ceiling/ceilingtechplain.jpgLoaded textures/gothic_ceiling/ceilingtechplain.jpgCouldn't load textures/base_light/proto_light_2k.walloadalph:textures/gothic_trim/zinc_shiny.tgaLoaded textures/gothic_trim/zinc_shiny.tgaloadalph:textures/gothic_trim/baseboard09_c3.jpgLoaded textures/gothic_trim/baseboard09_c3.jpgCouldn't load textures/base_wall/patch10shiny.walloadalph:textures/gothic_wall/oct20c.jpgLoaded textures/gothic_wall/oct20c.jpgloadalph:textures/gothic_wall/oct20clava.jpgLoaded textures/gothic_wall/oct20clava.jpgloadalph:textures/gothic_trim/baseboard10_e.jpgLoaded textures/gothic_trim/baseboard10_e.jpgloadalph:textures/gothic_wall/iron01_e.jpgLoaded textures/gothic_wall/iron01_e.jpgloadalph:textures/base_wall/basewall04.jpgLoaded textures/base_wall/basewall04.jpgCouldn't load textures/skies/toxicskytim_dm2.walCouldn't load textures/common/hint.walloadalph:textures/gothic_trim/metalsupport4i.jpgLoaded textures/gothic_trim/metalsupport4i.jpgloadalph:textures/base_floor/dirt.jpgLoaded textures/base_floor/dirt.jpgloadalph:textures/sfx/bounce_dirt.tgaLoaded textures/sfx/bounce_dirt.tgaloadalph:textures/base_wall/basewall02.jpgLoaded textures/base_wall/basewall02.jpgloadalph:textures/base_trim/border11.jpgLoaded textures/base_trim/border11.jpgloadalph:textures/base_wall/patch10_beatup2.jpgLoaded textures/base_wall/patch10_beatup2.jpgCouldn't load textures/base_trim/palmet12_3.walloadalph:textures/gothic_ceiling/stucco7top.jpgLoaded textures/gothic_ceiling/stucco7top.jpgloadalph:textures/base_light/proto_light.jpgLoaded textures/base_light/proto_light.jpgloadalph:textures/common/clip.tgaLoaded textures/common/clip.tgaloadalph:textures/base_trim/panel02.jpgLoaded textures/base_trim/panel02.jpgloadalph:textures/base_floor/skylight_spec.tgaLoaded textures/base_floor/skylight_spec.tgaloadalph:textures/gothic_wall/iron01_ntech4.jpgLoaded textures/gothic_wall/iron01_ntech4.jpgloadalph:textures/gothic_trim/zinc.jpgLoaded textures/gothic_trim/zinc.jpgloadalph:textures/gothic_floor/largeblock3b3broke.jpgLoaded textures/gothic_floor/largeblock3b3broke.jpgloadalph:textures/gothic_trim/metalsupsolid.jpgLoaded textures/gothic_trim/metalsupsolid.jpgloadalph:textures/base_light/wsupprt1_12.jpgLoaded textures/base_light/wsupprt1_12.jpgloadalph:textures/base_light/scrolllight.jpgLoaded textures/base_light/scrolllight.jpgloadalph:textures/base_floor/skylight1.jpgLoaded textures/base_floor/skylight1.jpgloadalph:textures/base_floor/clangdark_ow2.jpgLoaded textures/base_floor/clangdark_ow2.jpgloadalph:textures/base_floor/tilefloor7_ow.jpgLoaded textures/base_floor/tilefloor7_ow.jpgloadalph:textures/base_wall/basewall01_ow.jpgLoaded textures/base_wall/basewall01_ow.jpgloadalph:textures/base_wall/basewall01bit.tgaLoaded textures/base_wall/basewall01bit.tgaloadalph:textures/organics/trainpart12C.jpgLoaded textures/organics/trainpart12C.jpgloadalph:textures/base_trim/spiderbit4.jpgLoaded textures/base_trim/spiderbit4.jpgCouldn't load textures/common/nodraw.walloadalph:textures/sfx/fanfx.jpgLoaded textures/sfx/fanfx.jpgloadalph:textures/sfx/fan.tgaLoaded textures/sfx/fan.tgaloadalph:textures/base_trim/wire02a_f.jpgLoaded textures/base_trim/wire02a_f.jpgloadalph:textures/base_floor/proto_grate4.tgaLoaded textures/base_floor/proto_grate4.tgaloadalph:textures/base_wall/patch10_beatup4.jpgLoaded textures/base_wall/patch10_beatup4.jpgCouldn't load textures/base_wall/bluemetal2_noisy.walloadalph:textures/sfx/xian_dm3padwall.jpgLoaded textures/sfx/xian_dm3padwall.jpgloadalph:textures/base_floor/manhole.jpgLoaded textures/base_floor/manhole.jpgloadalph:textures/base_wall/comp3b.tgaLoaded textures/base_wall/comp3b.tgaloadalph:textures/base_wall/comp3.tgaLoaded textures/base_wall/comp3.tgaCouldn't load textures/common/donotenter.walloadalph:textures/base_trim/xspiderbit4.jpgLoaded textures/base_trim/xspiderbit4.jpgCouldn't load textures/common/clusterportal.walCouldn't load textures/common/trigger.walCouldn't load models/mapobjects/barrel/barrelq3.walCouldn't load models/mapobjects/barrel/barrelq32.walCouldn't load models/mapobjects/barrel/barrel.walCouldn't load models/mapobjects/barrel/barrel2.walCouldn't load textures/sfx/flame2.walCouldn't load models/mapobjects/slamp/slamp.walCouldn't load models/mapobjects/slamp/slamp2.walCouldn't load models/mapobjects/slamp/slamp3.walCouldn't load models/mapobjects/gratelamp/gratelamp_b.walCouldn't load models/mapobjects/gratelamp/gratelamp_flare.walCouldn't load models/mapobjects/gratelamp/gratelamp.walCouldn't load flareShader.walCTexMng: 92 textures in memoryshaderdoneInitializing faces...CInitializing faces...CGenerating patch groups...C50 patch groups createdCCreating patches for leafs...SurfInitDoneSorting faces...Overbrighting verts...Generating world bounding box...CGenerating world bounding box...Generating skybox...CGenerating skybox...MapLoaded!SetGameLoggedInTimeAskTSend:[22][8]TimeAskSDSetGameLoggedInDSetGameLoggedInGSetGameLoggedInELoadWindowStatesFileREAD::LoadFile(Window.WDS)SetGameLoggedInDRecvStatsPack0,0VarCalcSlotStorage:GetItem0SlotStorage:GetItemSUCC-1SlotStorage:GetItem1SlotStorage:GetItemSUCC-1SlotStorage:GetItem2SlotStorage:GetItemSUCC-1SlotStorage:GetItem3SlotStorage:GetItemSUCC-1SlotStorage:GetItem4SlotStorage:GetItemSUCC-1SlotStorage:GetItem5SlotStorage:GetItemSUCC-1SlotStorage:GetItem6SlotStorage:GetItemSUCC-1SlotStorage:GetItem7SlotStorage:GetItemSUCC-1SlotStorage:GetItem8SlotStorage:GetItemSUCC-1SlotStorage:GetItem9SlotStorage:GetItemSUCC-1VarCalcDoneExoExaRecvBarsPackRecvBarsPack:0,30RecvBarsPackRecvBarsPack:1,36RecvBarsPackRecvBarsPack:5,20RecvBarsPackRecvBarsPack:2,0RecvBarsPackRecvBarsPack:3,0RecvBarsPackRecvBarsPack:4,0RecvExpPackRecvExpPackDRecvItemInfo:271,0GCreateItem:ID:271CreateItem:ID:271RecvItemInfoDRecvSlotItemVarCalcSlotStorage:GetItem0SlotStorage:GetItemSUCC-1SlotStorage:GetItem1SlotStorage:GetItemSUCC-1SlotStorage:GetItem2SlotStorage:GetItemSUCC-1SlotStorage:GetItem3SlotStorage:GetItemSUCC-1SlotStorage:GetItem4SlotStorage:GetItemSUCC-1SlotStorage:GetItem5SlotStorage:GetItemSUCC-1SlotStorage:GetItem6SlotStorage:GetItemSUCC-1SlotStorage:GetItem7SlotStorage:GetItemSUCC-1SlotStorage:GetItem8SlotStorage:GetItemSUCC271SlotStorage:GetItem9SlotStorage:GetItemSUCC-1VarCalcDoneExoExaObjectAdd:0 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GameServer...TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[3][2]TSend:[3][2]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[0][19]TSend:[12][4]DTextAdd:Logging to GameServer... 1.000000,0.200000,0.000000Logging to GameServer...TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[3][2]TSend:[3][2]DTextAdd:Connecting to GameServer... 1.000000,0.200000,0.000000Connecting to GameServer...TSend:[0][19]TSENDERRORErr:10057TSend:[12][4]TSENDERRORErr:10057DTextAdd:Logging to GameServer... 1.000000,0.200000,0.000000Logging to GameServer...TSend:[3][2]TSend:[3][2]DTextAdd:Connecting to MainServer... 1.000000,0.200000,0.000000Connecting to MainServer...TSend:[0][19]DTextAdd:Logging to MainServer... 1.000000,0.200000,0.000000Logging to MainServer...TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[3][2]TSENDERRORErr:10057TSend:[3][2]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[0][19]TSENDERRORErr:10057DTextAdd:Logging to MainServer... 1.000000,0.200000,0.000000Logging to MainServer...TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[3][2]TSENDERRORErr:10057TSend:[3][2]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]DTextAdd:Connecting to MainServer... 1.000000,0.200000,0.000000Connecting to MainServer...TSend:[0][19]DTextAdd:Logging to MainServer... 1.000000,0.200000,0.000000Logging to MainServer...TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[3][2]TSENDERRORErr:10057TSend:[3][2]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[0][19]TSENDERRORErr:10057DTextAdd:Logging to MainServer... 1.000000,0.200000,0.000000Logging to MainServer...TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[3][2]TSENDERRORErr:10057TSend:[3][2]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]DTextAdd:Connecting to MainServer... 1.000000,0.200000,0.000000Connecting to MainServer...TSend:[0][19]DTextAdd:Logging to MainServer... 1.000000,0.200000,0.000000Logging to MainServer...TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[3][2]TSENDERRORErr:10057TSend:[3][2]TSend:[0][19]TSENDERRORErr:10057DTextAdd:Logging to MainServer... 1.000000,0.200000,0.000000Logging to MainServer...TSend:[3][2]TSENDERRORErr:10057TSend:[3][2]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]TSend:[1][16]DTextAdd:Connecting to MainServer... 1.000000,0.200000,0.000000Connecting to MainServer...TSend:[0][19]TSENDERRORErr:10057DTextAdd:Logging to MainServer... 1.000000,0.200000,0.000000Logging to MainServer...TSend:[3][2]TSend:[3][2]TSend:[0][19]DTextAdd:Logging to MainServer... 1.000000,0.200000,0.000000Logging to MainServer...RecvConnectTo[[127.0.0.1]16777343]ConnectTo:127,0,0,1:[136.101.84.0][136.101.84.0]16777343DTextAdd:Logged to the Mainserver! 1.000000,0.000000,1.000000Logged to the Mainserver!TSend:[3][2]TSend:[3][2]TSend:[0][19]TSend:[12][4]DTextAdd:Logging to GameServer... 1.000000,0.200000,0.000000Logging to GameServer...RecvAcceptedGameLogin FIX THIS RecvAcceptedGameLoginLoadListsFileREAD::LoadFile(Client_Config.CFG)Loading Models...CMd2ModelALoadedPCX:Models/box10.pcxAERRORLOADING:Models/box11.pcxmodel:Models/box1.md2~CMd2ModelItemmodel:22loadalph:Models/FBall0.PNGloadw:Models/FBall0.PNGLoadedanimm:512Failed:Models/FBall1.PNGloadalph:Models/CoCold0.PNGloadw:Models/CoCold0.PNGLoadedanimm:512Failed:Models/CoCold1.PNGCMd2ModelALoadedPCX:models/kni0.pcxALoadedPCX:models/kni1.pcxALoadedPCX:models/kni2.pcxALoadedPCX:models/kni3.pcxAERRORLOADING:models/kni4.pcxmodel:models/kni.md2~CMd2ModelFileREAD::LoadFile(NPC/Goblin.NPC)Loading NPC/Goblin.NPC as NPCtemplateFileREAD::LoadFile(NPC/Goblin.NPC)CMd2ModelALoadedPCX:Models/ogro0.pcxAERRORLOADING:Models/ogro1.pcxmodel:Models/ogro.md2~CMd2ModelLoaded Sound: sounds/pain3.oggLoaded Sound: sounds/pain1.oggLoaded Sound: sounds/blade_swing1.oggLoaded Sound: sounds/blade_swing2.oggLoaded Sound: sounds/die1.oggLoaded Sound: sounds/die2.oggFileREAD::LoadFile(NPC/shopkeeper.NPC)Loading NPC/shopkeeper.NPC as NPCtemplateFileREAD::LoadFile(NPC/shopkeeper.NPC)CMd2ModelALoadedPCX:Models/laalaa0.pcxAERRORLOADING:Models/laalaa1.pcxmodel:Models/laalaa.md2~CMd2ModelFileREAD::LoadFile(NPC/Guard.NPC)Loading NPC/Guard.NPC as NPCtemplateFileREAD::LoadFile(NPC/Guard.NPC)CMd2ModelALoadedPCX:Models/ogro0.pcxAERRORLOADING:Models/ogro1.pcxmodel:Models/ogro.md2~CMd2ModelFileREAD::LoadFile(NPC/Crafty.NPC)Loading NPC/Crafty.NPC as NPCtemplateFileREAD::LoadFile(NPC/Crafty.NPC)CMd2ModelALoadedPCX:Models/crafty0.pcxAERRORLOADING:Models/crafty1.pcxmodel:Models/crafty.md2~CMd2ModelLoaded Sound: sounds/Sbreath1.oggLoaded Sound: sounds/Sbreath2.oggLoaded Sound: sounds/Sbreath3.oggLoaded Sound: sounds/attack1.oggLoaded Sound: sounds/attack2.oggLoaded Sound: sounds/Ddie1.oggLoaded Sound: sounds/Ddie2.oggFileREAD::LoadFile(NPC/Abarlith.NPC)Loading NPC/Abarlith.NPC as NPCtemplateFileREAD::LoadFile(NPC/Abarlith.NPC)CMd2ModelALoadedPCX:Models/Abarlith0.pcxALoadedPCX:Models/Abarlith1.pcxALoadedPCX:Models/Abarlith2.pcxALoadedPCX:Models/Abarlith3.pcxAERRORLOADING:Models/Abarlith4.pcxmodel:Models/Abarlith.md2~CMd2ModelLoaded Sound: sounds/Apain4.oggLoaded Sound: sounds/Apain1.oggLoaded Sound: sounds/breath04.oggLoaded Sound: sounds/breath03.oggLoaded Sound: sounds/breath02.oggLoaded Sound: sounds/breath01.oggLoaded Sound: sounds/adie1.oggFileREAD::LoadFile(NPC/Assasin.NPC)Loading NPC/Assasin.NPC as NPCtemplateFileREAD::LoadFile(NPC/Assasin.NPC)CMd2ModelALoadedPCX:Models/as0.pcxAERRORLOADING:Models/as1.pcxmodel:Models/as.md2~CMd2ModelLoaded Sound: sounds/Epain1.oggLoaded Sound: sounds/Epain6.oggLoaded Sound: sounds/weapon_slap.oggLoaded Sound: sounds/slash.oggLoaded Sound: sounds/Edie2.oggLoaded Sound: sounds/Edie6.oggFileREAD::LoadFile(NPC/Succubus.NPC)Loading NPC/Succubus.NPC as NPCtemplateFileREAD::LoadFile(NPC/Succubus.NPC)CMd2ModelALoadedPCX:Models/Devil0.pcxALoadedPCX:Models/Devil1.pcxAERRORLOADING:Models/Devil2.pcxmodel:Models/Devil.md2~CMd2ModelLoaded Sound: sounds/Sucpain25_1.wavLoaded Sound: sounds/Sucpain25_2.wavLoaded Sound: sounds/Sucpain50_1.wavLoaded Sound: sounds/Sucgasp1.wavLoaded Sound: sounds/Sucgurp1.wavLoaded Sound: sounds/Sucdeath1.wavLoaded Sound: sounds/Sucdeath2.wavFileREAD::LoadFile(NPC/Ripper.NPC)Loading NPC/Ripper.NPC as NPCtemplateFileREAD::LoadFile(NPC/Ripper.NPC)CMd2ModelALoadedPCX:Models/Hueteotl0.pcxALoadedPCX:Models/Hueteotl1.pcxALoadedPCX:Models/Hueteotl2.pcxAERRORLOADING:Models/Hueteotl3.pcxmodel:Models/Hueteotl.md2~CMd2ModelLoaded Sound: sounds/Rippain25_1.wavLoaded Sound: sounds/Rippain25_2.wavLoaded Sound: sounds/Ripgurp2.wavLoaded Sound: sounds/Ripjump1.wavLoaded Sound: sounds/Ripdeath1.wavLoaded Sound: sounds/Ripdeath2.wavFileREAD::LoadFile(NPC/Healer.NPC)Loading NPC/Healer.NPC as NPCtemplateFileREAD::LoadFile(NPC/Healer.NPC)CMd2ModelALoadedPCX:Models/kni0.pcxALoadedPCX:Models/kni1.pcxALoadedPCX:Models/kni2.pcxALoadedPCX:Models/kni3.pcxAERRORLOADING:Models/kni4.pcxmodel:Models/kni.md2~CMd2Model~CMd2Model~CMd2Model~CMd2Model~CMd2Model~CMd2Model~CMd2Model~CMd2Model~CMd2Model~CMd2Model~CMd2Model~CMd2Model~CMd2Model~CMd2Model~CMd2Model~CMd2Model~CMd2Model~CMd2Model~CMd2Model~CMd2Model~CMd2Model~CMd2Model~CMd2Model~CMd2Model~CMd2Model~CMd2Model~CMd2Model~CMd2Model~CMd2Model~CMd2Model~CMd2Model~CMd2Model~CMd2ModelCMd2ModelALoadedPCX:Models/w_blaster0.pcxAERRORLOADING:Models/w_blaster1.pcxmodel:Models/w_blaster.md2~CMd2ModelFileREAD::LoadFile(NPC/Cathos.NPC)Loading NPC/Cathos.NPC as NPCtemplateFileREAD::LoadFile(NPC/Cathos.NPC)CMd2ModelALoadedPCX:Models/cathos0.pcxALoadedPCX:Models/cathos1.pcxALoadedPCX:Models/cathos2.pcxALoadedPCX:Models/cathos3.pcxAERRORLOADING:Models/cathos4.pcxmodel:Models/cathos.md2~CMd2ModelCMd2ModelALoadedPCX:Models/catweapon0.pcxAERRORLOADING:Models/catweapon1.pcxmodel:Models/catweapon.md2~CMd2ModelLoaded Sound: sounds/Cpain25_1.wavLoaded Sound: sounds/Cpain25_2.wavLoaded Sound: sounds/Cpain100_1.wavLoaded Sound: sounds/Cdeath1.wavLoaded Sound: sounds/Cdeath2.wavFileREAD::LoadFile(NPC/Witch.NPC)Loading NPC/Witch.NPC as NPCtemplateFileREAD::LoadFile(NPC/Witch.NPC)CMd2ModelALoadedPCX:Models/kni0.pcxALoadedPCX:Models/kni1.pcxALoadedPCX:Models/kni2.pcxALoadedPCX:Models/kni3.pcxAERRORLOADING:Models/kni4.pcxmodel:Models/kni.md2~CMd2ModelCMd2ModelALoadedPCX:Models/a_grenades0.pcxAERRORLOADING:Models/a_grenades1.pcxmodel:Models/a_grenades.md2~CMd2ModelFileREAD::LoadFile(Items/SSword.ITM)Loading Items/SSword.ITM as ITEMtemplateFileREAD::LoadFile(Items/SSword.ITM)Loading Item:Items/SSword.ITM,Short sword,loadalph:items/Sword.PNGloadw:items/Sword.PNGCMd2ModelALoadedPCX:models/w_machinegun0.pcxAERRORLOADING:models/w_machinegun1.pcxmodel:models/w_machinegun.md2~CMd2ModelFileREAD::LoadFile(Items/Spear.ITM)Loading Items/Spear.ITM as ITEMtemplateFileREAD::LoadFile(Items/Spear.ITM)Loading Item:Items/Spear.ITM,Spear,loadalph:items/Spear.pngloadw:items/Spear.pngCMd2ModelALoadedPCX:models/W_railgun0.pcxAERRORLOADING:models/W_railgun1.pcxmodel:models/W_railgun.md2~CMd2ModelFileREAD::LoadFile(Items/Axe.ITM)Loading Items/Axe.ITM as ITEMtemplateFileREAD::LoadFile(Items/Axe.ITM)Loading Item:Items/Axe.ITM,Short axe,loadalph:items/axe.pngloadw:items/axe.pngCMd2ModelALoadedPCX:models/w_sshotgun0.pcxAERRORLOADING:models/w_sshotgun1.pcxmodel:models/w_sshotgun.md2~CMd2ModelFileREAD::LoadFile(Items/Money.ITM)Loading Items/Money.ITM as ITEMtemplateFileREAD::LoadFile(Items/Money.ITM)Loading Item:Items/Money.ITM,Money,loadalph:items/Money.pngloadw:items/Money.pngFileREAD::LoadFile(Items/Armor.ITM)Loading Items/Armor.ITM as ITEMtemplateFileREAD::LoadFile(Items/Armor.ITM)Loading Item:Items/Armor.ITM,Metal armor,loadalph:items/armor.pngloadw:items/armor.pngFileREAD::LoadFile(Items/Shield.ITM)Loading Items/Shield.ITM as ITEMtemplateFileREAD::LoadFile(Items/Shield.ITM)Loading Item:Items/Shield.ITM,Wooden shield,loadalph:items/shield.pngloadw:items/shield.pngFileREAD::LoadFile(Items/Helmet.ITM)Loading Items/Helmet.ITM as ITEMtemplateFileREAD::LoadFile(Items/Helmet.ITM)Loading Item:Items/Helmet.ITM,Metal helmet,loadalph:items/helmet.pngloadw:items/helmet.pngFileREAD::LoadFile(Items/Club.ITM)Loading Items/Club.ITM as ITEMtemplateFileREAD::LoadFile(Items/Club.ITM)Loading Item:Items/Club.ITM,Club,loadalph:items/club.pngloadw:items/club.pngCMd2ModelALoadedPCX:models/w_rlauncher0.pcxAERRORLOADING:models/w_rlauncher1.pcxmodel:models/w_rlauncher.md2~CMd2ModelFileREAD::LoadFile(Items/legs.ITM)Loading Items/legs.ITM as ITEMtemplateFileREAD::LoadFile(Items/legs.ITM)Loading Item:Items/legs.ITM,Metal leggings,loadalph:items/legs.pngloadw:items/legs.pngFileREAD::LoadFile(Items/cape.ITM)Loading Items/cape.ITM as ITEMtemplateFileREAD::LoadFile(Items/cape.ITM)Loading Item:Items/cape.ITM,Leather cape,loadalph:items/cape.pngloadw:items/cape.pngFileREAD::LoadFile(Items/belt.ITM)Loading Items/belt.ITM as ITEMtemplateFileREAD::LoadFile(Items/belt.ITM)Loading Item:Items/belt.ITM,Belt,loadalph:items/belt.pngloadw:items/belt.pngFileREAD::LoadFile(Items/ShawSword.ITM)Loading Items/ShawSword.ITM as ITEMtemplateFileREAD::LoadFile(Items/ShawSword.ITM)Loading Item:Items/ShawSword.ITM,Shaw sword,loadalph:items/shSword.PNGloadw:items/shSword.PNGCMd2ModelALoadedPCX:models/w_chaingun0.pcxAERRORLOADING:models/w_chaingun1.pcxmodel:models/w_chaingun.md2~CMd2ModelFileREAD::LoadFile(Items/Tentaclesword.ITM)Loading Items/Tentaclesword.ITM as ITEMtemplateFileREAD::LoadFile(Items/Tentaclesword.ITM)Loading Item:Items/Tentaclesword.ITM,Tentacle sword,loadalph:items/tehSword.PNGloadw:items/tehSword.PNGCMd2ModelALoadedPCX:models/W_BFG0.pcxAERRORLOADING:models/W_BFG1.pcxmodel:models/W_BFG.md2~CMd2ModelFileREAD::LoadFile(Items/HPotion.ITM)Loading Items/HPotion.ITM as ITEMtemplateFileREAD::LoadFile(Items/HPotion.ITM)Loading Item:Items/HPotion.ITM,Healing potion,loadalph:items/Hpot.pngloadw:items/Hpot.pngFileREAD::LoadFile(Items/BHPotion.ITM)Loading Items/BHPotion.ITM as ITEMtemplateFileREAD::LoadFile(Items/BHPotion.ITM)Loading Item:Items/BHPotion.ITM,Big healing potion,loadalph:items/BHpot.pngloadw:items/BHpot.pngFileREAD::LoadFile(Items/SPotion.ITM)Loading Items/SPotion.ITM as ITEMtemplateFileREAD::LoadFile(Items/SPotion.ITM)Loading Item:Items/SPotion.ITM,Stamina potion,loadalph:items/Spot.PNGloadw:items/Spot.PNGFileREAD::LoadFile(Items/BSPotion.ITM)Loading Items/BSPotion.ITM as ITEMtemplateFileREAD::LoadFile(Items/BSPotion.ITM)Loading Item:Items/BSPotion.ITM,Big stamina potion,loadalph:items/BSpot.PNGloadw:items/BSpot.PNGFileREAD::LoadFile(Items/BFB.ITM)Loading Items/BFB.ITM as ITEMtemplateFileREAD::LoadFile(Items/BFB.ITM)Loading Item:Items/BFB.ITM,Book of firebolt,loadalph:items/bok.pngloadw:items/bok.pngFileREAD::LoadFile(Items/BoDet.ITM)Loading Items/BoDet.ITM as ITEMtemplateFileREAD::LoadFile(Items/BoDet.ITM)Loading Item:Items/BoDet.ITM,Book of Detect invisible,loadalph:items/bok.pngloadw:items/bok.pngFileREAD::LoadFile(Items/BoBless.ITM)Loading Items/BoBless.ITM as ITEMtemplateFileREAD::LoadFile(Items/BoBless.ITM)Loading Item:Items/BoBless.ITM,Book of Bless,loadalph:items/bok.pngloadw:items/bok.pngFileREAD::LoadFile(Items/BoLight.ITM)Loading Items/BoLight.ITM as ITEMtemplateFileREAD::LoadFile(Items/BoLight.ITM)Loading Item:Items/BoLight.ITM,Book of Lighting,loadalph:items/bok.pngloadw:items/bok.pngFileREAD::LoadFile(Items/BoRecall.ITM)Loading Items/BoRecall.ITM as ITEMtemplateFileREAD::LoadFile(Items/BoRecall.ITM)Loading Item:Items/BoRecall.ITM,Book of Recall,loadalph:items/bok.pngloadw:items/bok.pngFileREAD::LoadFile(Items/BoCOCold.ITM)Loading Items/BoCOCold.ITM as ITEMtemplateFileREAD::LoadFile(Items/BoCOCold.ITM)Loading Item:Items/BoCOCold.ITM,Book of Cone of cold,loadalph:items/bok.pngloadw:items/bok.pngFileREAD::LoadFile(Items/BoStone.ITM)Loading Items/BoStone.ITM as ITEMtemplateFileREAD::LoadFile(Items/BoStone.ITM)Loading Item:Items/BoStone.ITM,Book of Stoneskin,loadalph:items/bok.pngloadw:items/bok.pngFileREAD::LoadFile(Items/BoHeal.ITM)Loading Items/BoHeal.ITM as ITEMtemplateFileREAD::LoadFile(Items/BoHeal.ITM)Loading Item:Items/BoHeal.ITM,Book of Heal,loadalph:items/bok.pngloadw:items/bok.pngFileREAD::LoadFile(Items/BoInv.ITM)Loading Items/BoInv.ITM as ITEMtemplateFileREAD::LoadFile(Items/BoInv.ITM)Loading Item:Items/BoInv.ITM,Book of Invisibility,loadalph:items/bok.pngloadw:items/bok.pngFileREAD::LoadFile(Items/BoFireball.ITM)Loading Items/BoFireball.ITM as ITEMtemplateFileREAD::LoadFile(Items/BoFireball.ITM)Loading Item:Items/BoFireball.ITM,Book of Fireball,loadalph:items/bok.pngloadw:items/bok.pngFileREAD::LoadFile(Items/AmuLow.ITM)Loading Items/AmuLow.ITM as ITEMtemplateFileREAD::LoadFile(Items/AmuLow.ITM)Loading Item:Items/AmuLow.ITM,Amulet,loadalph:items/Amu.pngloadw:items/Amu.pngFileREAD::LoadFile(Items/MPotion.ITM)Loading Items/MPotion.ITM as ITEMtemplateFileREAD::LoadFile(Items/MPotion.ITM)Loading Item:Items/MPotion.ITM,Mana potion,loadalph:items/Mpot.pngloadw:items/Mpot.pngFileREAD::LoadFile(Items/BMPotion.ITM)Loading Items/BMPotion.ITM as ITEMtemplateFileREAD::LoadFile(Items/BMPotion.ITM)Loading Item:Items/BMPotion.ITM,Big mana potion,loadalph:items/BMpot.pngloadw:items/BMpot.pngFileREAD::LoadFile(Items/RingLow.ITM)Loading Items/RingLow.ITM as ITEMtemplateFileREAD::LoadFile(Items/RingLow.ITM)Loading Item:Items/RingLow.ITM,Ring,loadalph:items/Ring.pngloadw:items/Ring.pngFileREAD::LoadFile(Items/RingHigh.ITM)Loading Items/RingHigh.ITM as ITEMtemplateFileREAD::LoadFile(Items/RingHigh.ITM)Loading Item:Items/RingHigh.ITM,Ring,loadalph:items/Ring.pngloadw:items/Ring.pngFileREAD::LoadFile(Items/BoMini.ITM)Loading Items/BoMini.ITM as ITEMtemplateFileREAD::LoadFile(Items/BoMini.ITM)Loading Item:Items/BoMini.ITM,Book of Weaken,loadalph:items/bok.pngloadw:items/bok.pngFileREAD::LoadFile(Abilitys/BasicHit.abi)Loading Abilitys/BasicHit.abi as Ability 33FileREAD::LoadFile(Abilitys/BasicHit.abi)loadalph:Images/as.pngLoaded Sound: sounds/C2.WAVFileREAD::LoadFile(Abilitys/AttackSpeed.abi)Loading Abilitys/AttackSpeed.abi as Ability 34FileREAD::LoadFile(Abilitys/AttackSpeed.abi)loadalph:Images/as.pngFileREAD::LoadFile(Abilitys/Bash.abi)Loading Abilitys/Bash.abi as Ability 35FileREAD::LoadFile(Abilitys/Bash.abi)loadalph:Images/bsh.pngLoaded Sound: Sounds\C23.WAVFileREAD::LoadFile(Abilitys/Berzerk.abi)Loading Abilitys/Berzerk.abi as Ability 36FileREAD::LoadFile(Abilitys/Berzerk.abi)loadalph:Images/zrk.pngLoaded Sound: sounds/sound134.wavFileREAD::LoadFile(Abilitys/Charge.abi)Loading Abilitys/Charge.abi as Ability 37FileREAD::LoadFile(Abilitys/Charge.abi)loadalph:Images/chrg.pngLoaded Sound: sounds/sound415.wavFileREAD::LoadFile(Abilitys/ControlledRage.abi)Loading Abilitys/ControlledRage.abi as Ability 38FileREAD::LoadFile(Abilitys/ControlledRage.abi)loadalph:Images/as.pngFileREAD::LoadFile(Abilitys/CounterBlow.abi)Loading Abilitys/CounterBlow.abi as Ability 39FileREAD::LoadFile(Abilitys/CounterBlow.abi)loadalph:Images/as.pngFileREAD::LoadFile(Abilitys/Dash.abi)Loading Abilitys/Dash.abi as Ability 40FileREAD::LoadFile(Abilitys/Dash.abi)loadalph:Images/dsh.pngLoaded Sound: Sounds\sound325.wavFileREAD::LoadFile(Abilitys/Decapitate.abi)Loading Abilitys/Decapitate.abi as Ability 41FileREAD::LoadFile(Abilitys/Decapitate.abi)loadalph:Images/as.pngFileREAD::LoadFile(Abilitys/Disarm.abi)Loading Abilitys/Disarm.abi as Ability 42FileREAD::LoadFile(Abilitys/Disarm.abi)loadalph:Images/as.pngFileREAD::LoadFile(Abilitys/DoubleAttack.abi)Loading Abilitys/DoubleAttack.abi as Ability 43FileREAD::LoadFile(Abilitys/DoubleAttack.abi)loadalph:Images/as.pngFileREAD::LoadFile(Abilitys/DoubleWield.abi)Loading Abilitys/DoubleWield.abi as Ability 44FileREAD::LoadFile(Abilitys/DoubleWield.abi)loadalph:Images/as.pngFileREAD::LoadFile(Abilitys/Knock.abi)Loading Abilitys/Knock.abi as Ability 45FileREAD::LoadFile(Abilitys/Knock.abi)loadalph:Images/as.pngFileREAD::LoadFile(Abilitys/OneHandedFight.abi)Loading Abilitys/OneHandedFight.abi as Ability 46FileREAD::LoadFile(Abilitys/OneHandedFight.abi)loadalph:Images/one.pngFileREAD::LoadFile(Abilitys/Pierce.abi)Loading Abilitys/Pierce.abi as Ability 47FileREAD::LoadFile(Abilitys/Pierce.abi)loadalph:Images/as.pngFileREAD::LoadFile(Abilitys/Stomp.abi)Loading Abilitys/Stomp.abi as Ability 48FileREAD::LoadFile(Abilitys/Stomp.abi)loadalph:Images/stmp.pngLoaded Sound: sounds/sound099.wavFileREAD::LoadFile(Abilitys/SwordTurn.abi)Loading Abilitys/SwordTurn.abi as Ability 49FileREAD::LoadFile(Abilitys/SwordTurn.abi)loadalph:Images/as.pngFileREAD::LoadFile(Abilitys/TwoHandFight.abi)Loading Abilitys/TwoHandFight.abi as Ability 50FileREAD::LoadFile(Abilitys/TwoHandFight.abi)loadalph:Images/two.pngFileREAD::LoadFile(Abilitys/WhirlWind.abi)Loading Abilitys/WhirlWind.abi as Ability 51FileREAD::LoadFile(Abilitys/WhirlWind.abi)loadalph:Images/whirl.pngLoaded Sound: Sounds\sound098.wavFileREAD::LoadFile(Abilitys/Zeal.abi)Loading Abilitys/Zeal.abi as Ability 52FileREAD::LoadFile(Abilitys/Zeal.abi)loadalph:Images/zel.pngLoaded Sound: Sounds\sound100.wavFileREAD::LoadFile(Abilitys/Execute.abi)Loading Abilitys/Execute.abi as Ability 53FileREAD::LoadFile(Abilitys/Execute.abi)loadalph:Images/exe.pngLoaded Sound: Sounds\necromancer.wavFileREAD::LoadFile(Abilitys/powerstrk.abi)Loading Abilitys/powerstrk.abi as Ability 54FileREAD::LoadFile(Abilitys/powerstrk.abi)loadalph:Images/pwr.pngLoaded Sound: Sounds\sound114.wavFileREAD::LoadFile(Abilitys/Firebolt.abi)Loading Abilitys/Firebolt.abi as Ability 55FileREAD::LoadFile(Abilitys/Firebolt.abi)loadalph:Images/fb.pngLoaded Sound: Sounds\Sound108.WAVLoaded Sound: Sounds\Sound115.WAVFileREAD::LoadFile(Abilitys/Fireball.abi)Loading Abilitys/Fireball.abi as Ability 56FileREAD::LoadFile(Abilitys/Fireball.abi)loadalph:Images/fireball.PNGLoaded Sound: Sounds\Sound117.WAVLoaded Sound: Sounds\Sound019.WAVFileREAD::LoadFile(Abilitys/heal.abi)Loading Abilitys/heal.abi as Ability 57FileREAD::LoadFile(Abilitys/heal.abi)loadalph:Images/heal.PNGLoaded Sound: Sounds\Sound121.WAVFileREAD::LoadFile(Abilitys/Bless.abi)Loading Abilitys/Bless.abi as Ability 58FileREAD::LoadFile(Abilitys/Bless.abi)loadalph:Images/bless.PNGLoaded Sound: Sounds\Sound109.WAVFileREAD::LoadFile(Abilitys/Invisi.abi)Loading Abilitys/Invisi.abi as Ability 59FileREAD::LoadFile(Abilitys/Invisi.abi)loadalph:Images/inv.PNGLoaded Sound: Sounds\sound123.WAVFileREAD::LoadFile(Abilitys/Lighting.abi)Loading Abilitys/Lighting.abi as Ability 60FileREAD::LoadFile(Abilitys/Lighting.abi)loadalph:Images/Lighting.PNGLoaded Sound: Sounds\sound125.WAVFileREAD::LoadFile(Abilitys/stoneskin.abi)Loading Abilitys/stoneskin.abi as Ability 61FileREAD::LoadFile(Abilitys/stoneskin.abi)loadalph:Images/Stone.PNGLoaded Sound: Sounds\sound128.WAVFileREAD::LoadFile(Abilitys/COCold.abi)Loading Abilitys/COCold.abi as Ability 62FileREAD::LoadFile(Abilitys/COCold.abi)loadalph:Images/CoCold.PNGLoaded Sound: Sounds\Sound110.WAVLoaded Sound: Sounds\Sound122.WAVFileREAD::LoadFile(Abilitys/recall.abi)Loading Abilitys/recall.abi as Ability 63FileREAD::LoadFile(Abilitys/recall.abi)loadalph:Images/recall.PNGLoaded Sound: Sounds\sound124.WAVFileREAD::LoadFile(Abilitys/detinv.abi)Loading Abilitys/detinv.abi as Ability 64FileREAD::LoadFile(Abilitys/detinv.abi)loadalph:Images/det.PNGLoaded Sound: Sounds\Sound107.WAVFileREAD::LoadFile(Abilitys/minimize.abi)Loading Abilitys/minimize.abi as Ability 65FileREAD::LoadFile(Abilitys/minimize.abi)loadalph:Images/mini.PNGLoaded Sound: Sounds\sound113.WAVFileREAD::LoadFile(SkillTrees/melee.str)abba:2abba:3abba:15abba:7abba:4abba:19abba:18abba:13abba:17abba:20abba:21FileREAD::LoadFile(SkillTrees/Wizard.str)abba:2abba:7abba:1abba:3abba:5abba:6FileREAD::LoadFile(SkillTrees/pray.str)abba:2abba:7abba:1abba:3abba:5abba:6FileREAD::LoadFile(SkillTrees/witch.str)abba:2abba:7abba:1abba:3abba:5abba:6FileREAD::LoadFile(SkillTrees/survi.str)abba:2abba:7abba:1abba:3abba:5abba:6FileREAD::LoadFile(SkillTrees/ranged.str)abba:2abba:7abba:1abba:3abba:5abba:6FileREAD::LoadFile(SkillTrees/cry.str)abba:2abba:7abba:1abba:3abba:5abba:6FileREAD::LoadFile(SkillTrees/defence.str)abba:2abba:7abba:1abba:3abba:5abba:6FileREAD::LoadFile(SkillTrees/hide.str)abba:2abba:7abba:1abba:3abba:5abba:6FileREAD::LoadFile(SkillTrees/traps.str)abba:2abba:7abba:1abba:3abba:5abba:6FileREAD::LoadFile(SkillTrees/necro.str)abba:2abba:7abba:1abba:3abba:5abba:6FileREAD::LoadFile(ItemList/Shop.ILS)GoingItemAddItemAdd:0GoingItemAddItemAdd:1GoingItemAddItemAdd:2GoingItemAddItemAdd:4GoingItemAddItemAdd:5GoingItemAddItemAdd:6GoingItemAddItemAdd:7GoingItemAddItemAdd:8GoingItemAddItemAdd:9GoingItemAddItemAdd:10GoingItemAddFileREAD::LoadFile(ItemList/Witch.ILS)GoingItemAddItemAdd:13GoingItemAddItemAdd:14GoingItemAddItemAdd:15GoingItemAddItemAdd:16GoingItemAddItemAdd:28GoingItemAddItemAdd:29GoingItemAddItemAdd:21GoingItemAddItemAdd:24GoingItemAddFileREAD::LoadFile(Fixes/PFStrong.FIX)Loading Fixes/PFStrong.FIX as PreFixFileREAD::LoadFile(Fixes/PFStrong.FIX)FileREAD::LoadFile(Fixes/PFHealthy.FIX)Loading Fixes/PFHealthy.FIX as PreFixFileREAD::LoadFile(Fixes/PFHealthy.FIX)FileREAD::LoadFile(Fixes/PFGold.FIX)Loading Fixes/PFGold.FIX as PreFixFileREAD::LoadFile(Fixes/PFGold.FIX)FileREAD::LoadFile(Fixes/PFSlippery.FIX)Loading Fixes/PFSlippery.FIX as PreFixFileREAD::LoadFile(Fixes/PFSlippery.FIX)FileREAD::LoadFile(Fixes/PFFire.FIX)Loading Fixes/PFFire.FIX as PreFixFileREAD::LoadFile(Fixes/PFFire.FIX)FileREAD::LoadFile(Fixes/PFCracked.FIX)Loading Fixes/PFCracked.FIX as PreFixFileREAD::LoadFile(Fixes/PFCracked.FIX)FileREAD::LoadFile(Fixes/PFEnchanted.FIX)Loading Fixes/PFEnchanted.FIX as PreFixFileREAD::LoadFile(Fixes/PFEnchanted.FIX)FileREAD::LoadFile(Fixes/PFMassive.FIX)Loading Fixes/PFMassive.FIX as PreFixFileREAD::LoadFile(Fixes/PFMassive.FIX)FileREAD::LoadFile(Fixes/PFBrutal.FIX)Loading Fixes/PFBrutal.FIX as PreFixFileREAD::LoadFile(Fixes/PFBrutal.FIX)FileREAD::LoadFile(Fixes/PFAngel.FIX)Loading Fixes/PFAngel.FIX as PreFixFileREAD::LoadFile(Fixes/PFAngel.FIX)FileREAD::LoadFile(Fixes/SFStamina.FIX)Loading Fixes/SFStamina.FIX as SufFixFileREAD::LoadFile(Fixes/SFStamina.FIX)FileREAD::LoadFile(Fixes/SFGround.FIX)Loading Fixes/SFGround.FIX as SufFixFileREAD::LoadFile(Fixes/SFGround.FIX)FileREAD::LoadFile(Fixes/SFSpeed.FIX)Loading Fixes/SFSpeed.FIX as SufFixFileREAD::LoadFile(Fixes/SFSpeed.FIX)FileREAD::LoadFile(Fixes/SFDeath.FIX)Loading Fixes/SFDeath.FIX as SufFixFileREAD::LoadFile(Fixes/SFDeath.FIX)FileREAD::LoadFile(Fixes/SFSlaying.FIX)Loading Fixes/SFSlaying.FIX as SufFixFileREAD::LoadFile(Fixes/SFSlaying.FIX)FileREAD::LoadFile(Fixes/SFProtection.FIX)Loading Fixes/SFProtection.FIX as SufFixFileREAD::LoadFile(Fixes/SFProtection.FIX)FileREAD::LoadFile(Fixes/SFAbsorption.FIX)Loading Fixes/SFAbsorption.FIX as SufFixFileREAD::LoadFile(Fixes/SFAbsorption.FIX)FileREAD::LoadFile(Fixes/SFMana.FIX)Loading Fixes/SFMana.FIX as SufFixFileREAD::LoadFile(Fixes/SFMana.FIX)FileREAD::LoadFile(Fixes/SFLife.FIX)Loading Fixes/SFLife.FIX as SufFixFileREAD::LoadFile(Fixes/SFLife.FIX)FileREAD::LoadFile(Conditions/Mova.CON)Loading Conditions/Mova.CON as ConditionFileREAD::LoadFile(Conditions/Mova.CON)Loading condition:Conditions/Mova.CON,Berzloadalph:Images/cond.pngloadw:Images/cond.pngLoadListsDoneWGL_EXT_swap_control Support!WSync Set:0!Initialize DoneERRORWINDOW:64ERRORWINDOW:64ERRORWINDOW:64OITEMMOVERRORWINDOW:64ItemStorageUsingT-&gt;MaxItems:30ERRORWINDOW:64ERRORWINDOW:64OBUTTONERRORWINDOW:64ERRORWINDOW:64ERRORWINDOW:64ORADIOERRORWINDOW:64ERRORWINDOW:64ERRORWINDOW:64ERRORWINDOW:65ERRORWINDOW:65ERRORWINDOW:65OTEXT:ERRORWINDOW:65ERRORWINDOW:65ERRORWINDOW:65OCOUNTERERRORWINDOW:65ERRORWINDOW:65ERRORWINDOW:65ERRORWINDOW:65ERRORWINDOW:65OTEXT:ERRORWINDOW:65ERRORWINDOW:65ERRORWINDOW:65OCOUNTERERRORWINDOW:65ERRORWINDOW:65ERRORWINDOW:65ERRORWINDOW:65ERRORWINDOW:65OTEXT:ERRORWINDOW:65ERRORWINDOW:65ERRORWINDOW:65OCOUNTERERRORWINDOW:65ERRORWINDOW:65ERRORWINDOW:65ERRORWINDOW:65ERRORWINDOW:65OTEXT:ERRORWINDOW:65ERRORWINDOW:65ERRORWINDOW:65OCOUNTERERRORWINDOW:65ERRORWINDOW:65ERRORWINDOW:65ERRORWINDOW:65ERRORWINDOW:65OTEXT:ERRORWINDOW:65ERRORWINDOW:65ERRORWINDOW:65OCOUNTERERRORWINDOW:65ERRORWINDOW:65ERRORWINDOW:65ERRORWINDOW:65ERRORWINDOW:65OTEXT:ERRORWINDOW:65ERRORWINDOW:65ERRORWINDOW:65OCOUNTERERRORWINDOW:65ERRORWINDOW:65ERRORWINDOW:65ERRORWINDOW:65ERRORWINDOW:65OTEXT:ERRORWINDOW:65ERRORWINDOW:65ERRORWINDOW:65OCOUNTERERRORWINDOW:65ERRORWINDOW:65ERRORWINDOW:65ERRORWINDOW:65ERRORWINDOW:65OTEXT:ERRORWINDOW:65ERRORWINDOW:65ERRORWINDOW:65OCOUNTERERRORWINDOW:65ERRORWINDOW:65ERRORWINDOW:65ERRORWINDOW:65ERRORWINDOW:65OTEXT:ERRORWINDOW:65ERRORWINDOW:65ERRORWINDOW:65OCOUNTERERRORWINDOW:65ERRORWINDOW:65ERRORWINDOW:65ERRORWINDOW:65ERRORWINDOW:65OTEXT:ERRORWINDOW:65ERRORWINDOW:65ERRORWINDOW:65OCOUNTERERRORWINDOW:65ERRORWINDOW:65ERRORWINDOW:65ERRORWINDOW:65ERRORWINDOW:65OTEXT:ERRORWINDOW:65ERRORWINDOW:65ERRORWINDOW:65OCOUNTERERRORWINDOW:65ERRORWINDOW:65ERRORWINDOW:65ERRORWINDOW:65ERRORWINDOW:65OBUTTONERRORWINDOW:65ERRORWINDOW:65ERRORWINDOW:65ORADIOERRORWINDOW:65ERRORWINDOW:65ERRORWINDOW:65ERRORWINDOW:66ERRORWINDOW:66ERRORWINDOW:66OBUTTONERRORWINDOW:66ERRORWINDOW:66ERRORWINDOW:66OBUTTONERRORWINDOW:66ERRORWINDOW:66ERRORWINDOW:66OBUTTONERRORWINDOW:66ERRORWINDOW:66ERRORWINDOW:66OBUTTONERRORWINDOW:66ERRORWINDOW:66ERRORWINDOW:66OBUTTONERRORWINDOW:66ERRORWINDOW:66ERRORWINDOW:66OBUTTONERRORWINDOW:66ERRORWINDOW:66ERRORWINDOW:66OBUTTONERRORWINDOW:66ERRORWINDOW:66ERRORWINDOW:66OBUTTONERRORWINDOW:66ERRORWINDOW:66ERRORWINDOW:66OBUTTONERRORWINDOW:66ERRORWINDOW:66ERRORWINDOW:66OBUTTONERRORWINDOW:66ERRORWINDOW:66ERRORWINDOW:66OBUTTONERRORWINDOW:66ERRORWINDOW:66ERRORWINDOW:66OTEXT:ERRORWINDOW:66ERRORWINDOW:66ERRORWINDOW:66OCOUNTERERRORWINDOW:66ERRORWINDOW:66ERRORWINDOW:66ERRORWINDOW:66ERRORWINDOW:66OBUTTONERRORWINDOW:66ERRORWINDOW:66ERRORWINDOW:66ORADIOERRORWINDOW:66ERRORWINDOW:66ERRORWINDOW:66ERRORWINDOW:67ERRORWINDOW:67ERRORWINDOW:67OBUTTONERRORWINDOW:67ERRORWINDOW:67ERRORWINDOW:67OBUTTONERRORWINDOW:67ERRORWINDOW:67ERRORWINDOW:67OBUTTONERRORWINDOW:67ERRORWINDOW:67ERRORWINDOW:67OBUTTONERRORWINDOW:67ERRORWINDOW:67ERRORWINDOW:67OBUTTONERRORWINDOW:67ERRORWINDOW:67ERRORWINDOW:67OBUTTONERRORWINDOW:67ERRORWINDOW:67ERRORWINDOW:67OBUTTONERRORWINDOW:67ERRORWINDOW:67ERRORWINDOW:67ORADIOERRORWINDOW:67ERRORWINDOW:67ERRORWINDOW:67ERRORWINDOW:68ERRORWINDOW:68OSLOTERRORWINDOW:68ERRORWINDOW:68ERRORWINDOW:68OBUTTONERRORWINDOW:68ERRORWINDOW:68ERRORWINDOW:68OSLOTERRORWINDOW:68ERRORWINDOW:68ERRORWINDOW:68OBUTTONERRORWINDOW:68ERRORWINDOW:68ERRORWINDOW:68OSLOTERRORWINDOW:68ERRORWINDOW:68ERRORWINDOW:68OBUTTONERRORWINDOW:68ERRORWINDOW:68ERRORWINDOW:68OSLOTERRORWINDOW:68ERRORWINDOW:68ERRORWINDOW:68OBUTTONERRORWINDOW:68ERRORWINDOW:68ERRORWINDOW:68OSLOTERRORWINDOW:68ERRORWINDOW:68ERRORWINDOW:68OBUTTONERRORWINDOW:68ERRORWINDOW:68ERRORWINDOW:68OSLOTERRORWINDOW:68ERRORWINDOW:68ERRORWINDOW:68OBUTTONERRORWINDOW:68ERRORWINDOW:68ERRORWINDOW:68OSLOTERRORWINDOW:68ERRORWINDOW:68ERRORWINDOW:68OBUTTONERRORWINDOW:68ERRORWINDOW:68ERRORWINDOW:68OSLOTERRORWINDOW:68ERRORWINDOW:68ERRORWINDOW:68OBUTTONERRORWINDOW:68ERRORWINDOW:68ERRORWINDOW:68OSLOTERRORWINDOW:68ERRORWINDOW:68ERRORWINDOW:68OBUTTONERRORWINDOW:68ERRORWINDOW:68ERRORWINDOW:68OSLOTERRORWINDOW:68ERRORWINDOW:68ERRORWINDOW:68OBUTTONERRORWINDOW:68ERRORWINDOW:68ERRORWINDOW:68OSLOTERRORWINDOW:68ERRORWINDOW:68ERRORWINDOW:68OBUTTONERRORWINDOW:68ERRORWINDOW:68ERRORWINDOW:68OSLOTERRORWINDOW:68ERRORWINDOW:68ERRORWINDOW:68OBUTTONERRORWINDOW:68ERRORWINDOW:68ERRORWINDOW:68ERRORWINDOW:69ERRORWINDOW:69ERRORWINDOW:69OSLOTERRORWINDOW:69ERRORWINDOW:69ERRORWINDOW:69OSLOTERRORWINDOW:69ERRORWINDOW:69ERRORWINDOW:69OSLOTERRORWINDOW:69ERRORWINDOW:69ERRORWINDOW:69OSLOTERRORWINDOW:69ERRORWINDOW:69ERRORWINDOW:69OSLOTERRORWINDOW:69ERRORWINDOW:69ERRORWINDOW:69OSLOTERRORWINDOW:69ERRORWINDOW:69ERRORWINDOW:69OSLOTERRORWINDOW:69ERRORWINDOW:69ERRORWINDOW:69OSLOTERRORWINDOW:69ERRORWINDOW:69ERRORWINDOW:69OSLOTERRORWINDOW:69ERRORWINDOW:69ERRORWINDOW:69OBUTTONERRORWINDOW:69ERRORWINDOW:69ERRORWINDOW:69ORADIOERRORWINDOW:69ERRORWINDOW:69ERRORWINDOW:69ERRORWINDOW:70ERRORWINDOW:70ERRORWINDOW:70ERRORWINDOW:71ERRORWINDOW:71ERRORWINDOW:71OLISTOBUTTONORADIOOBUTTONOBUTTONERRORWINDOW:72ERRORWINDOW:73ERRORWINDOW:73ERRORWINDOW:73ERRORWINDOW:74ERRORWINDOW:74ERRORWINDOW:74ERRORWINDOW:75ERRORWINDOW:75ERRORWINDOW:75ERRORWINDOW:76ERRORWINDOW:76OCOUNTERERRORWINDOW:76ERRORWINDOW:76ERRORWINDOW:76ERRORWINDOW:76ERRORWINDOW:76ERRORWINDOW:76OCOUNTERERRORWINDOW:76ERRORWINDOW:76ERRORWINDOW:76ERRORWINDOW:76ERRORWINDOW:76ERRORWINDOW:76OCOUNTERERRORWINDOW:76ERRORWINDOW:76ERRORWINDOW:76ERRORWINDOW:76ERRORWINDOW:76ERRORWINDOW:76ERRORWINDOW:77ERRORWINDOW:77ERRORWINDOW:77OLISTERRORWINDOW:77ERRORWINDOW:77ERRORWINDOW:77OBUTTONERRORWINDOW:77ERRORWINDOW:77ERRORWINDOW:77ORADIOERRORWINDOW:77ERRORWINDOW:77ERRORWINDOW:77ERRORWINDOW:78ERRORWINDOW:78ERRORWINDOW:78OITEMMOVERRORWINDOW:78ItemStorageUsingT-&gt;MaxItems:50ERRORWINDOW:78ERRORWINDOW:78ERRORWINDOW:79ERRORWINDOW:79ERRORWINDOW:79ERRORWINDOW:80ERRORWINDOW:80ERRORWINDOW:80ERRORWINDOW:81ERRORWINDOW:81OBUTTONERRORWINDOW:81ERRORWINDOW:81ERRORWINDOW:81ORADIOERRORWINDOW:81ERRORWINDOW:81ERRORWINDOW:81OBUTTONERRORWINDOW:81ERRORWINDOW:81ERRORWINDOW:81ERRORWINDOW:81ERRORWINDOW:82ERRORWINDOW:82ERRORWINDOW:82ERRORWINDOW:83ERRORWINDOW:83ERRORWINDOW:83ERRORWINDOW:84ERRORWINDOW:84ERRORWINDOW:85ERRORWINDOW:85ERRORWINDOW:86ERRORWINDOW:86OTEXT:ERRORWINDOW:86ERRORWINDOW:86ERRORWINDOW:86OTEXTBOXERRORWINDOW:86ERRORWINDOW:86ERRORWINDOW:86ERRORWINDOW:86OBUTTONERRORWINDOW:86ERRORWINDOW:86ERRORWINDOW:86OBUTTONERRORWINDOW:86ERRORWINDOW:86ERRORWINDOW:86ORADIOERRORWINDOW:86ERRORWINDOW:86ERRORWINDOW:86ERRORWINDOW:87ERRORWINDOW:87ERRORWINDOW:88ERRORWINDOW:88ERRORWINDOW:89ERRORWINDOW:89ERRORWINDOW:90ERRORWINDOW:90OBUTTONERRORWINDOW:90ERRORWINDOW:90ERRORWINDOW:90OBUTTONERRORWINDOW:90ERRORWINDOW:90ERRORWINDOW:90OBUTTONERRORWINDOW:90ERRORWINDOW:90ERRORWINDOW:90OBUTTONERRORWINDOW:90ERRORWINDOW:90ERRORWINDOW:90OBUTTONERRORWINDOW:90ERRORWINDOW:90ERRORWINDOW:90OBUTTONERRORWINDOW:90ERRORWINDOW:90ERRORWINDOW:90OBUTTONERRORWINDOW:90ERRORWINDOW:90ERRORWINDOW:90OBUTTONERRORWINDOW:90ERRORWINDOW:90ERRORWINDOW:90OBUTTONERRORWINDOW:90ERRORWINDOW:90ERRORWINDOW:90OBUTTONERRORWINDOW:90ERRORWINDOW:90ERRORWINDOW:90OBUTTONERRORWINDOW:90ERRORWINDOW:90ERRORWINDOW:90OBUTTONERRORWINDOW:90ERRORWINDOW:90ERRORWINDOW:90ERRORWINDOW:91ERRORWINDOW:91OCOUNTERERRORWINDOW:91ERRORWINDOW:91ERRORWINDOW:91ERRORWINDOW:91ERRORWINDOW:91ERRORWINDOW:91OCOUNTERERRORWINDOW:91ERRORWINDOW:91ERRORWINDOW:91ERRORWINDOW:91ERRORWINDOW:91ERRORWINDOW:91OCOUNTERERRORWINDOW:91ERRORWINDOW:91ERRORWINDOW:91ERRORWINDOW:91ERRORWINDOW:91ERRORWINDOW:91ERRORWINDOW:92ERRORWINDOW:92ERRORWINDOW:92OTEXT:ERRORWINDOW:92ERRORWINDOW:92ERRORWINDOW:92OCOUNTERERRORWINDOW:92ERRORWINDOW:92ERRORWINDOW:92ERRORWINDOW:92ERRORWINDOW:92OBUTTONERRORWINDOW:92ERRORWINDOW:92ERRORWINDOW:92OBUTTONERRORWINDOW:92ERRORWINDOW:92ERRORWINDOW:92OTEXT:ERRORWINDOW:92ERRORWINDOW:92ERRORWINDOW:92OCOUNTERERRORWINDOW:92ERRORWINDOW:92ERRORWINDOW:92ERRORWINDOW:92ERRORWINDOW:92OBUTTONERRORWINDOW:92ERRORWINDOW:92ERRORWINDOW:92OBUTTONERRORWINDOW:92ERRORWINDOW:92ERRORWINDOW:92OTEXT:ERRORWINDOW:92ERRORWINDOW:92ERRORWINDOW:92OCOUNTERERRORWINDOW:92ERRORWINDOW:92ERRORWINDOW:92ERRORWINDOW:92ERRORWINDOW:92OBUTTONERRORWINDOW:92ERRORWINDOW:92ERRORWINDOW:92OBUTTONERRORWINDOW:92ERRORWINDOW:92ERRORWINDOW:92OTEXT:ERRORWINDOW:92ERRORWINDOW:92ERRORWINDOW:92OCOUNTERERRORWINDOW:92ERRORWINDOW:92ERRORWINDOW:92ERRORWINDOW:92ERRORWINDOW:92OBUTTONERRORWINDOW:92ERRORWINDOW:92ERRORWINDOW:92OBUTTONERRORWINDOW:92ERRORWINDOW:92ERRORWINDOW:92OTEXT:ERRORWINDOW:92ERRORWINDOW:92ERRORWINDOW:92OCOUNTERERRORWINDOW:92ERRORWINDOW:92ERRORWINDOW:92ERRORWINDOW:92ERRORWINDOW:92OBUTTONERRORWINDOW:92ERRORWINDOW:92ERRORWINDOW:92OBUTTONERRORWINDOW:92ERRORWINDOW:92ERRORWINDOW:92OTEXT:ERRORWINDOW:92ERRORWINDOW:92ERRORWINDOW:92OCOUNTERERRORWINDOW:92ERRORWINDOW:92ERRORWINDOW:92ERRORWINDOW:92ERRORWINDOW:92OBUTTONERRORWINDOW:92ERRORWINDOW:92ERRORWINDOW:92OBUTTONERRORWINDOW:92ERRORWINDOW:92ERRORWINDOW:92OTEXT:ERRORWINDOW:92ERRORWINDOW:92ERRORWINDOW:92OCOUNTERERRORWINDOW:92ERRORWINDOW:92ERRORWINDOW:92ERRORWINDOW:92ERRORWINDOW:92OBUTTONERRORWINDOW:92ERRORWINDOW:92ERRORWINDOW:92ERRORWINDOW:93ERRORWINDOW:93OCOUNTERERRORWINDOW:93ERRORWINDOW:93ERRORWINDOW:93ERRORWINDOW:93ERRORWINDOW:93ERRORWINDOW:93ERRORWINDOW:94ERRORWINDOW:94ERRORWINDOW:94OCOUNTERERRORWINDOW:94ERRORWINDOW:94ERRORWINDOW:94ERRORWINDOW:94OCOUNTERERRORWINDOW:94ERRORWINDOW:94ERRORWINDOW:94ERRORWINDOW:94OCOUNTERERRORWINDOW:94ERRORWINDOW:94ERRORWINDOW:94ERRORWINDOW:94OBUTTONERRORWINDOW:94ERRORWINDOW:94ERRORWINDOW:94ORADIOERRORWINDOW:94ERRORWINDOW:94ERRORWINDOW:94ERRORWINDOW:95ERRORWINDOW:95ERRORWINDOW:95OTEXT:ERRORWINDOW:95ERRORWINDOW:95ERRORWINDOW:95ERRORWINDOW:96ERRORWINDOW:96ERRORWINDOW:96OCOUNTERERRORWINDOW:96ERRORWINDOW:96ERRORWINDOW:96ERRORWINDOW:96OBUTTONERRORWINDOW:96ERRORWINDOW:96ERRORWINDOW:96ORADIOERRORWINDOW:96ERRORWINDOW:96ERRORWINDOW:96ERRORWINDOW:97ERRORWINDOW:97ERRORWINDOW:97OLISTERRORWINDOW:97ERRORWINDOW:97ERRORWINDOW:97OBUTTONERRORWINDOW:97ERRORWINDOW:97ERRORWINDOW:97OBUTTONERRORWINDOW:97ERRORWINDOW:97ERRORWINDOW:97ORADIOERRORWINDOW:97ERRORWINDOW:97ERRORWINDOW:97GenTreeGenTreeAabb:2NFound[1],0abb:3NFound[15],1abb:15NFound[10],2abb:7Found[1]:0,2abb:4Found[10]:2,2abb:19NFound[40],3abb:18NFound[30],4abb:13Found[10]:2,3abb:17Found[15]:1,2abb:20NFound[60],5abb:21Found[60]:5,20Value[1]=21Value[15]=22Value[10]=33Value[40]=14Value[30]=15Value[60]=2GenTreeCGenTreeCE11GenTreeC:11,6,6GenTreeaCE[1]:0,328,6 0.000000 ,148,2XY:16,312,0.000000GenTreeaCE[15]:2,328,6 0.000000 ,148,2XY:16,193,0.000000GenTreeaCE[10]:1,328,6 0.000000 ,148,3XY:16,252,0.000000GenTreeaCE[1]:0,328,6 1.000000 ,148,2XY:132,312,1.000000GenTreeaCE[10]:1,328,6 1.000000 ,148,3XY:74,252,1.000000GenTreeaCE[40]:4,328,6 0.000000 ,148,1XY:74,75,0.000000GenTreeaCE[30]:3,328,6 0.000000 ,148,1XY:74,134,0.000000GenTreeaCE[10]:1,328,6 2.000000 ,148,3XY:132,252,2.000000GenTreeaCE[15]:2,328,6 1.000000 ,148,2XY:132,193,1.000000GenTreeaCE[60]:5,328,6 0.000000 ,148,2XY:16,16,0.000000GenTreeaCE[60]:5,328,6 1.000000 ,148,2XY:132,16,1.000000GenTreeDERRORWINDOW:98ERRORWINDOW:98OSTREEERRORWINDOW:98ERRORWINDOW:98ERRORWINDOW:98OBUTTONERRORWINDOW:98ERRORWINDOW:98ERRORWINDOW:98ORADIOERRORWINDOW:98ERRORWINDOW:98ERRORWINDOW:98GenTreeGenTreeAabb:2NFound[1],0abb:7Found[1]:0,2abb:1Found[1]:0,3abb:3NFound[15],1abb:5Found[15]:1,2abb:6Found[15]:1,30Value[1]=31Value[15]=3GenTreeCGenTreeCE6GenTreeC:6,2,2GenTreeaCE[1]:0,228,2 0.000000 ,148,3XY:16,212,0.000000GenTreeaCE[1]:0,228,2 1.000000 ,148,3XY:74,212,1.000000GenTreeaCE[1]:0,228,2 2.000000 ,148,3XY:132,212,2.000000GenTreeaCE[15]:1,228,2 0.000000 ,148,3XY:16,16,0.000000GenTreeaCE[15]:1,228,2 1.000000 ,148,3XY:74,16,1.000000GenTreeaCE[15]:1,228,2 2.000000 ,148,3XY:132,16,2.000000GenTreeDERRORWINDOW:99ERRORWINDOW:99OSTREEERRORWINDOW:99ERRORWINDOW:99ERRORWINDOW:99OBUTTONERRORWINDOW:99ERRORWINDOW:99ERRORWINDOW:99ORADIOERRORWINDOW:99ERRORWINDOW:99ERRORWINDOW:99GenTreeGenTreeAabb:2NFound[1],0abb:7Found[1]:0,2abb:1Found[1]:0,3abb:3NFound[15],1abb:5Found[15]:1,2abb:6Found[15]:1,30Value[1]=31Value[15]=3GenTreeCGenTreeCE6GenTreeC:6,2,2GenTreeaCE[1]:0,228,2 0.000000 ,148,3XY:16,212,0.000000GenTreeaCE[1]:0,228,2 1.000000 ,148,3XY:74,212,1.000000GenTreeaCE[1]:0,228,2 2.000000 ,148,3XY:132,212,2.000000GenTreeaCE[15]:1,228,2 0.000000 ,148,3XY:16,16,0.000000GenTreeaCE[15]:1,228,2 1.000000 ,148,3XY:74,16,1.000000GenTreeaCE[15]:1,228,2 2.000000 ,148,3XY:132,16,2.000000GenTreeDERRORWINDOW:100ERRORWINDOW:100OSTREEERRORWINDOW:100ERRORWINDOW:100ERRORWINDOW:100OBUTTONERRORWINDOW:100ERRORWINDOW:100ERRORWINDOW:100ORADIOERRORWINDOW:100ERRORWINDOW:100ERRORWINDOW:100GenTreeGenTreeAabb:2NFound[1],0abb:7Found[1]:0,2abb:1Found[1]:0,3abb:3NFound[15],1abb:5Found[15]:1,2abb:6Found[15]:1,30Value[1]=31Value[15]=3GenTreeCGenTreeCE6GenTreeC:6,2,2GenTreeaCE[1]:0,228,2 0.000000 ,148,3XY:16,212,0.000000GenTreeaCE[1]:0,228,2 1.000000 ,148,3XY:74,212,1.000000GenTreeaCE[1]:0,228,2 2.000000 ,148,3XY:132,212,2.000000GenTreeaCE[15]:1,228,2 0.000000 ,148,3XY:16,16,0.000000GenTreeaCE[15]:1,228,2 1.000000 ,148,3XY:74,16,1.000000GenTreeaCE[15]:1,228,2 2.000000 ,148,3XY:132,16,2.000000GenTreeDERRORWINDOW:101ERRORWINDOW:101OSTREEERRORWINDOW:101ERRORWINDOW:101ERRORWINDOW:101OBUTTONERRORWINDOW:101ERRORWINDOW:101ERRORWINDOW:101ORADIOERRORWINDOW:101ERRORWINDOW:101ERRORWINDOW:101GenTreeGenTreeAabb:2NFound[1],0abb:7Found[1]:0,2abb:1Found[1]:0,3abb:3NFound[15],1abb:5Found[15]:1,2abb:6Found[15]:1,30Value[1]=31Value[15]=3GenTreeCGenTreeCE6GenTreeC:6,2,2GenTreeaCE[1]:0,228,2 0.000000 ,148,3XY:16,212,0.000000GenTreeaCE[1]:0,228,2 1.000000 ,148,3XY:74,212,1.000000GenTreeaCE[1]:0,228,2 2.000000 ,148,3XY:132,212,2.000000GenTreeaCE[15]:1,228,2 0.000000 ,148,3XY:16,16,0.000000GenTreeaCE[15]:1,228,2 1.000000 ,148,3XY:74,16,1.000000GenTreeaCE[15]:1,228,2 2.000000 ,148,3XY:132,16,2.000000GenTreeDERRORWINDOW:102ERRORWINDOW:102OSTREEERRORWINDOW:102ERRORWINDOW:102ERRORWINDOW:102OBUTTONERRORWINDOW:102ERRORWINDOW:102ERRORWINDOW:102ORADIOERRORWINDOW:102ERRORWINDOW:102ERRORWINDOW:102GenTreeGenTreeAabb:2NFound[1],0abb:7Found[1]:0,2abb:1Found[1]:0,3abb:3NFound[15],1abb:5Found[15]:1,2abb:6Found[15]:1,30Value[1]=31Value[15]=3GenTreeCGenTreeCE6GenTreeC:6,2,2GenTreeaCE[1]:0,228,2 0.000000 ,148,3XY:16,212,0.000000GenTreeaCE[1]:0,228,2 1.000000 ,148,3XY:74,212,1.000000GenTreeaCE[1]:0,228,2 2.000000 ,148,3XY:132,212,2.000000GenTreeaCE[15]:1,228,2 0.000000 ,148,3XY:16,16,0.000000GenTreeaCE[15]:1,228,2 1.000000 ,148,3XY:74,16,1.000000GenTreeaCE[15]:1,228,2 2.000000 ,148,3XY:132,16,2.000000GenTreeDERRORWINDOW:103ERRORWINDOW:103OSTREEERRORWINDOW:103ERRORWINDOW:103ERRORWINDOW:103OBUTTONERRORWINDOW:103ERRORWINDOW:103ERRORWINDOW:103ORADIOERRORWINDOW:103ERRORWINDOW:103ERRORWINDOW:103GenTreeGenTreeAabb:2NFound[1],0abb:7Found[1]:0,2abb:1Found[1]:0,3abb:3NFound[15],1abb:5Found[15]:1,2abb:6Found[15]:1,30Value[1]=31Value[15]=3GenTreeCGenTreeCE6GenTreeC:6,2,2GenTreeaCE[1]:0,228,2 0.000000 ,148,3XY:16,212,0.000000GenTreeaCE[1]:0,228,2 1.000000 ,148,3XY:74,212,1.000000GenTreeaCE[1]:0,228,2 2.000000 ,148,3XY:132,212,2.000000GenTreeaCE[15]:1,228,2 0.000000 ,148,3XY:16,16,0.000000GenTreeaCE[15]:1,228,2 1.000000 ,148,3XY:74,16,1.000000GenTreeaCE[15]:1,228,2 2.000000 ,148,3XY:132,16,2.000000GenTreeDERRORWINDOW:104ERRORWINDOW:104OSTREEERRORWINDOW:104ERRORWINDOW:104ERRORWINDOW:104OBUTTONERRORWINDOW:104ERRORWINDOW:104ERRORWINDOW:104ORADIOERRORWINDOW:104ERRORWINDOW:104ERRORWINDOW:104GenTreeGenTreeAabb:2NFound[1],0abb:7Found[1]:0,2abb:1Found[1]:0,3abb:3NFound[15],1abb:5Found[15]:1,2abb:6Found[15]:1,30Value[1]=31Value[15]=3GenTreeCGenTreeCE6GenTreeC:6,2,2GenTreeaCE[1]:0,228,2 0.000000 ,148,3XY:16,212,0.000000GenTreeaCE[1]:0,228,2 1.000000 ,148,3XY:74,212,1.000000GenTreeaCE[1]:0,228,2 2.000000 ,148,3XY:132,212,2.000000GenTreeaCE[15]:1,228,2 0.000000 ,148,3XY:16,16,0.000000GenTreeaCE[15]:1,228,2 1.000000 ,148,3XY:74,16,1.000000GenTreeaCE[15]:1,228,2 2.000000 ,148,3XY:132,16,2.000000GenTreeDERRORWINDOW:105ERRORWINDOW:105OSTREEERRORWINDOW:105ERRORWINDOW:105ERRORWINDOW:105OBUTTONERRORWINDOW:105ERRORWINDOW:105ERRORWINDOW:105ORADIOERRORWINDOW:105ERRORWINDOW:105ERRORWINDOW:105GenTreeGenTreeAabb:2NFound[1],0abb:7Found[1]:0,2abb:1Found[1]:0,3abb:3NFound[15],1abb:5Found[15]:1,2abb:6Found[15]:1,30Value[1]=31Value[15]=3GenTreeCGenTreeCE6GenTreeC:6,2,2GenTreeaCE[1]:0,228,2 0.000000 ,148,3XY:16,212,0.000000GenTreeaCE[1]:0,228,2 1.000000 ,148,3XY:74,212,1.000000GenTreeaCE[1]:0,228,2 2.000000 ,148,3XY:132,212,2.000000GenTreeaCE[15]:1,228,2 0.000000 ,148,3XY:16,16,0.000000GenTreeaCE[15]:1,228,2 1.000000 ,148,3XY:74,16,1.000000GenTreeaCE[15]:1,228,2 2.000000 ,148,3XY:132,16,2.000000GenTreeDERRORWINDOW:106ERRORWINDOW:106OSTREEERRORWINDOW:106ERRORWINDOW:106ERRORWINDOW:106OBUTTONERRORWINDOW:106ERRORWINDOW:106ERRORWINDOW:106ORADIOERRORWINDOW:106ERRORWINDOW:106ERRORWINDOW:106GenTreeGenTreeAabb:2NFound[1],0abb:7Found[1]:0,2abb:1Found[1]:0,3abb:3NFound[15],1abb:5Found[15]:1,2abb:6Found[15]:1,30Value[1]=31Value[15]=3GenTreeCGenTreeCE6GenTreeC:6,2,2GenTreeaCE[1]:0,228,2 0.000000 ,148,3XY:16,212,0.000000GenTreeaCE[1]:0,228,2 1.000000 ,148,3XY:74,212,1.000000GenTreeaCE[1]:0,228,2 2.000000 ,148,3XY:132,212,2.000000GenTreeaCE[15]:1,228,2 0.000000 ,148,3XY:16,16,0.000000GenTreeaCE[15]:1,228,2 1.000000 ,148,3XY:74,16,1.000000GenTreeaCE[15]:1,228,2 2.000000 ,148,3XY:132,16,2.000000GenTreeDERRORWINDOW:107ERRORWINDOW:107OSTREEERRORWINDOW:107ERRORWINDOW:107ERRORWINDOW:107OBUTTONERRORWINDOW:107ERRORWINDOW:107ERRORWINDOW:107ORADIOERRORWINDOW:107ERRORWINDOW:107ERRORWINDOW:107GenTreeGenTreeAabb:2NFound[1],0abb:7Found[1]:0,2abb:1Found[1]:0,3abb:3NFound[15],1abb:5Found[15]:1,2abb:6Found[15]:1,30Value[1]=31Value[15]=3GenTreeCGenTreeCE6GenTreeC:6,2,2GenTreeaCE[1]:0,228,2 0.000000 ,148,3XY:16,212,0.000000GenTreeaCE[1]:0,228,2 1.000000 ,148,3XY:74,212,1.000000GenTreeaCE[1]:0,228,2 2.000000 ,148,3XY:132,212,2.000000GenTreeaCE[15]:1,228,2 0.000000 ,148,3XY:16,16,0.000000GenTreeaCE[15]:1,228,2 1.000000 ,148,3XY:74,16,1.000000GenTreeaCE[15]:1,228,2 2.000000 ,148,3XY:132,16,2.000000GenTreeDERRORWINDOW:108ERRORWINDOW:108OSTREEERRORWINDOW:108ERRORWINDOW:108ERRORWINDOW:108OBUTTONERRORWINDOW:108ERRORWINDOW:108ERRORWINDOW:108ORADIOERRORWINDOW:108ERRORWINDOW:108ERRORWINDOW:108ERRORWINDOW:109ERRORWINDOW:109OSLOTERRORWINDOW:109ERRORWINDOW:109ERRORWINDOW:109OSLOTERRORWINDOW:109ERRORWINDOW:109ERRORWINDOW:109ERRORWINDOW:110ERRORWINDOW:110ERRORWINDOW:111ERRORWINDOW:111ERRORWINDOW:111OBUTTONERRORWINDOW:111ERRORWINDOW:111ERRORWINDOW:111ORADIOERRORWINDOW:111ERRORWINDOW:111ERRORWINDOW:111OBUTTONERRORWINDOW:111ERRORWINDOW:111ERRORWINDOW:111ERRORWINDOW:112ERRORWINDOW:112OBUTTONERRORWINDOW:112ERRORWINDOW:112ERRORWINDOW:112OBUTTONERRORWINDOW:112ERRORWINDOW:112ERRORWINDOW:112OBUTTONERRORWINDOW:112ERRORWINDOW:112ERRORWINDOW:112OBUTTONERRORWINDOW:112ERRORWINDOW:112ERRORWINDOW:112OBUTTONERRORWINDOW:112ERRORWINDOW:112ERRORWINDOW:112OBUTTONERRORWINDOW:112ERRORWINDOW:112ERRORWINDOW:112ORADIOERRORWINDOW:112ERRORWINDOW:112ERRORWINDOW:112ERRORWINDOW:113ERRORWINDOW:113ERRORWINDOW:113OSLOTERRORWINDOW:113ERRORWINDOW:113ERRORWINDOW:113OSLOTERRORWINDOW:113ERRORWINDOW:113ERRORWINDOW:113OSLOTERRORWINDOW:113ERRORWINDOW:113ERRORWINDOW:113OSLOTERRORWINDOW:113ERRORWINDOW:113ERRORWINDOW:113OSLOTERRORWINDOW:113ERRORWINDOW:113ERRORWINDOW:113OSLOTERRORWINDOW:113ERRORWINDOW:113ERRORWINDOW:113OSLOTERRORWINDOW:113ERRORWINDOW:113ERRORWINDOW:113OSLOTERRORWINDOW:113ERRORWINDOW:113ERRORWINDOW:113OSLOTERRORWINDOW:113ERRORWINDOW:113ERRORWINDOW:113OSLOTERRORWINDOW:113ERRORWINDOW:113ERRORWINDOW:113OSLOTERRORWINDOW:113ERRORWINDOW:113ERRORWINDOW:113OSLOTERRORWINDOW:113ERRORWINDOW:113ERRORWINDOW:113OSLOTERRORWINDOW:113ERRORWINDOW:113ERRORWINDOW:113OSLOTERRORWINDOW:113ERRORWINDOW:113ERRORWINDOW:113OSLOTERRORWINDOW:113ERRORWINDOW:113ERRORWINDOW:113OSLOTERRORWINDOW:113ERRORWINDOW:113ERRORWINDOW:113OSLOTERRORWINDOW:113ERRORWINDOW:113ERRORWINDOW:113OSLOTERRORWINDOW:113ERRORWINDOW:113ERRORWINDOW:113OSLOTERRORWINDOW:113ERRORWINDOW:113ERRORWINDOW:113OSLOTERRORWINDOW:113ERRORWINDOW:113ERRORWINDOW:113OSLOTERRORWINDOW:113ERRORWINDOW:113ERRORWINDOW:113OSLOTERRORWINDOW:113ERRORWINDOW:113ERRORWINDOW:113OSLOTERRORWINDOW:113ERRORWINDOW:113ERRORWINDOW:113OSLOTERRORWINDOW:113ERRORWINDOW:113ERRORWINDOW:113OSLOTERRORWINDOW:113ERRORWINDOW:113ERRORWINDOW:113OSLOTERRORWINDOW:113ERRORWINDOW:113ERRORWINDOW:113OSLOTERRORWINDOW:113ERRORWINDOW:113ERRORWINDOW:113OSLOTERRORWINDOW:113ERRORWINDOW:113ERRORWINDOW:113OSLOTERRORWINDOW:113ERRORWINDOW:113ERRORWINDOW:113OSLOTERRORWINDOW:113ERRORWINDOW:113ERRORWINDOW:113OSLOTERRORWINDOW:113ERRORWINDOW:113ERRORWINDOW:113OSLOTERRORWINDOW:113ERRORWINDOW:113ERRORWINDOW:113OSLOTERRORWINDOW:113ERRORWINDOW:113ERRORWINDOW:113OSLOTERRORWINDOW:113ERRORWINDOW:113ERRORWINDOW:113OSLOTERRORWINDOW:113ERRORWINDOW:113ERRORWINDOW:113OSLOTERRORWINDOW:113ERRORWINDOW:113ERRORWINDOW:113OBUTTONERRORWINDOW:113ERRORWINDOW:113ERRORWINDOW:113ORADIOERRORWINDOW:113ERRORWINDOW:113ERRORWINDOW:113ERRORWINDOW:114ERRORWINDOW:114ERRORWINDOW:114OSLOTERRORWINDOW:114ERRORWINDOW:114ERRORWINDOW:114OSLOTERRORWINDOW:114ERRORWINDOW:114ERRORWINDOW:114OSLOTERRORWINDOW:114ERRORWINDOW:114ERRORWINDOW:114OSLOTERRORWINDOW:114ERRORWINDOW:114ERRORWINDOW:114OSLOTERRORWINDOW:114ERRORWINDOW:114ERRORWINDOW:114OSLOTERRORWINDOW:114ERRORWINDOW:114ERRORWINDOW:114OSLOTERRORWINDOW:114ERRORWINDOW:114ERRORWINDOW:114OSLOTERRORWINDOW:114ERRORWINDOW:114ERRORWINDOW:114OSLOTERRORWINDOW:114ERRORWINDOW:114ERRORWINDOW:114OSLOTERRORWINDOW:114ERRORWINDOW:114ERRORWINDOW:114OSLOTERRORWINDOW:114ERRORWINDOW:114ERRORWINDOW:114OSLOTERRORWINDOW:114ERRORWINDOW:114ERRORWINDOW:114OSLOTERRORWINDOW:114ERRORWINDOW:114ERRORWINDOW:114OSLOTERRORWINDOW:114ERRORWINDOW:114ERRORWINDOW:114OSLOTERRORWINDOW:114ERRORWINDOW:114ERRORWINDOW:114OSLOTERRORWINDOW:114ERRORWINDOW:114ERRORWINDOW:114OSLOTERRORWINDOW:114ERRORWINDOW:114ERRORWINDOW:114OSLOTERRORWINDOW:114ERRORWINDOW:114ERRORWINDOW:114OSLOTERRORWINDOW:114ERRORWINDOW:114ERRORWINDOW:114OSLOTERRORWINDOW:114ERRORWINDOW:114ERRORWINDOW:114OSLOTERRORWINDOW:114ERRORWINDOW:114ERRORWINDOW:114OSLOTERRORWINDOW:114ERRORWINDOW:114ERRORWINDOW:114OSLOTERRORWINDOW:114ERRORWINDOW:114ERRORWINDOW:114OSLOTERRORWINDOW:114ERRORWINDOW:114ERRORWINDOW:114OSLOTERRORWINDOW:114ERRORWINDOW:114ERRORWINDOW:114OSLOTERRORWINDOW:114ERRORWINDOW:114ERRORWINDOW:114OSLOTERRORWINDOW:114ERRORWINDOW:114ERRORWINDOW:114OSLOTERRORWINDOW:114ERRORWINDOW:114ERRORWINDOW:114OSLOTERRORWINDOW:114ERRORWINDOW:114ERRORWINDOW:114OSLOTERRORWINDOW:114ERRORWINDOW:114ERRORWINDOW:114OSLOTERRORWINDOW:114ERRORWINDOW:114ERRORWINDOW:114OSLOTERRORWINDOW:114ERRORWINDOW:114ERRORWINDOW:114OSLOTERRORWINDOW:114ERRORWINDOW:114ERRORWINDOW:114OSLOTERRORWINDOW:114ERRORWINDOW:114ERRORWINDOW:114OSLOTERRORWINDOW:114ERRORWINDOW:114ERRORWINDOW:114OSLOTERRORWINDOW:114ERRORWINDOW:114ERRORWINDOW:114OBUTTONERRORWINDOW:114ERRORWINDOW:114ERRORWINDOW:114ORADIOERRORWINDOW:114ERRORWINDOW:114ERRORWINDOW:114ERRORWINDOW:115ERRORWINDOW:115ERRORWINDOW:115OSLOTERRORWINDOW:115ERRORWINDOW:115ERRORWINDOW:115OSLOTERRORWINDOW:115ERRORWINDOW:115ERROR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Initializing shaders ------------------------------------InitializeShadersInitializeShadsersInitializeaShadersssC0 shaders referenced in 0 files (0 skipped)C&lt;br/&gt;^6----- Initializing driver -------------------------------------VVSET:1024,768LoadIngMap:MAP.BSP...C--- Loading bsp "MAP.BSP"92 shaders in memoryloadalph:textures/base_floor/tilefloor7.jpgLoaded textures/base_floor/tilefloor7.jpgloadalph:textures/base_floor/clangdark.jpgLoaded textures/base_floor/clangdark.jpgloadalph:textures/gothic_floor/q1metal7_99stair2.jpgLoaded textures/gothic_floor/q1metal7_99stair2.jpgloadalph:textures/gothic_floor/largerblock3b4.jpgLoaded textures/gothic_floor/largerblock3b4.jpgloadalph:textures/gothic_trim/border2.jpgLoaded textures/gothic_trim/border2.jpgloadalph:textures/gothic_trim/metalsupport4g.jpgLoaded textures/gothic_trim/metalsupport4g.jpgloadalph:textures/common/caulk.tgaLoaded textures/common/caulk.tgaloadalph:textures/gothic_wall/streetbricks14.jpgLoaded textures/gothic_wall/streetbricks14.jpgloadalph:textures/base_trim/border12.jpgLoaded textures/base_trim/border12.jpgloadalph:textures/gothic_floor/blocks17floor.jpgLoaded textures/gothic_floor/blocks17floor.jpgloadalph:textures/base_trim/dirty_pewter_big.jpgLoaded textures/base_trim/dirty_pewter_big.jpgloadalph:textures/gothic_trim/baseboard10_d.jpgLoaded textures/gothic_trim/baseboard10_d.jpgloadalph:textures/gothic_trim/metalsupport4b.jpgLoaded textures/gothic_trim/metalsupport4b.jpgCouldn't load noshader.walloadalph:textures/gothic_block/blocks18c.jpgLoaded textures/gothic_block/blocks18c.jpgloadalph:textures/base_trim/rusty_pewter_big.jpgLoaded textures/base_trim/rusty_pewter_big.jpgloadalph:textures/gothic_trim/metalsupport4j.jpgLoaded textures/gothic_trim/metalsupport4j.jpgloadalph:textures/base_trim/basemetalsupport.jpgLoaded textures/base_trim/basemetalsupport.jpgloadalph:textures/base_trim/spidertrim.jpgLoaded textures/base_trim/spidertrim.jpgloadalph:textures/base_trim/spiderbit3.jpgLoaded textures/base_trim/spiderbit3.jpgloadalph:textures/base_trim/spiderbit.jpgLoaded textures/base_trim/spiderbit.jpgloadalph:textures/base_trim/spiderbit2.jpgLoaded textures/base_trim/spiderbit2.jpgloadalph:textures/base_wall/basewall01.jpgLoaded textures/base_wall/basewall01.jpgloadalph:textures/base_wall/basewall03.jpgLoaded textures/base_wall/basewall03.jpgCouldn't load textures/sfx/fog_timdm2.walloadalph:textures/base_wall/basewallbobbin.jpgLoaded textures/base_wall/basewallbobbin.jpgloadalph:textures/base_wall/atech3_a.jpgLoaded textures/base_wall/atech3_a.jpgloadalph:textures/base_trim/techborder.jpgLoaded textures/base_trim/techborder.jpgloadalph:textures/gothic_ceiling/ceilingtechplain.jpgLoaded textures/gothic_ceiling/ceilingtechplain.jpgCouldn't load textures/base_light/proto_light_2k.walloadalph:textures/gothic_trim/zinc_shiny.tgaLoaded textures/gothic_trim/zinc_shiny.tgaloadalph:textures/gothic_trim/baseboard09_c3.jpgLoaded textures/gothic_trim/baseboard09_c3.jpgCouldn't load textures/base_wall/patch10shiny.walloadalph:textures/gothic_wall/oct20c.jpgLoaded textures/gothic_wall/oct20c.jpgloadalph:textures/gothic_wall/oct20clava.jpgLoaded textures/gothic_wall/oct20clava.jpgloadalph:textures/gothic_trim/baseboard10_e.jpgLoaded textures/gothic_trim/baseboard10_e.jpgloadalph:textures/gothic_wall/iron01_e.jpgLoaded textures/gothic_wall/iron01_e.jpgloadalph:textures/base_wall/basewall04.jpgLoaded textures/base_wall/basewall04.jpgCouldn't load textures/skies/toxicskytim_dm2.walCouldn't load textures/common/hint.walloadalph:textures/gothic_trim/metalsupport4i.jpgLoaded textures/gothic_trim/metalsupport4i.jpgloadalph:textures/base_floor/dirt.jpgLoaded textures/base_floor/dirt.jpgloadalph:textures/sfx/bounce_dirt.tgaLoaded textures/sfx/bounce_dirt.tgaloadalph:textures/base_wall/basewall02.jpgLoaded textures/base_wall/basewall02.jpgloadalph:textures/base_trim/border11.jpgLoaded textures/base_trim/border11.jpgloadalph:textures/base_wall/patch10_beatup2.jpgLoaded textures/base_wall/patch10_beatup2.jpgCouldn't load textures/base_trim/palmet12_3.walloadalph:textures/gothic_ceiling/stucco7top.jpgLoaded textures/gothic_ceiling/stucco7top.jpgloadalph:textures/base_light/proto_light.jpgLoaded textures/base_light/proto_light.jpgloadalph:textures/common/clip.tgaLoaded textures/common/clip.tgaloadalph:textures/base_trim/panel02.jpgLoaded textures/base_trim/panel02.jpgloadalph:textures/base_floor/skylight_spec.tgaLoaded textures/base_floor/skylight_spec.tgaloadalph:textures/gothic_wall/iron01_ntech4.jpgLoaded textures/gothic_wall/iron01_ntech4.jpgloadalph:textures/gothic_trim/zinc.jpgLoaded textures/gothic_trim/zinc.jpgloadalph:textures/gothic_floor/largeblock3b3broke.jpgLoaded textures/gothic_floor/largeblock3b3broke.jpgloadalph:textures/gothic_trim/metalsupsolid.jpgLoaded textures/gothic_trim/metalsupsolid.jpgloadalph:textures/base_light/wsupprt1_12.jpgLoaded textures/base_light/wsupprt1_12.jpgloadalph:textures/base_light/scrolllight.jpgLoaded textures/base_light/scrolllight.jpgloadalph:textures/base_floor/skylight1.jpgLoaded textures/base_floor/skylight1.jpgloadalph:textures/base_floor/clangdark_ow2.jpgLoaded textures/base_floor/clangdark_ow2.jpgloadalph:textures/base_floor/tilefloor7_ow.jpgLoaded textures/base_floor/tilefloor7_ow.jpgloadalph:textures/base_wall/basewall01_ow.jpgLoaded textures/base_wall/basewall01_ow.jpgloadalph:textures/base_wall/basewall01bit.tgaLoaded textures/base_wall/basewall01bit.tgaloadalph:textures/organics/trainpart12C.jpgLoaded textures/organics/trainpart12C.jpgloadalph:textures/base_trim/spiderbit4.jpgLoaded textures/base_trim/spiderbit4.jpgCouldn't load textures/common/nodraw.walloadalph:textures/sfx/fanfx.jpgLoaded textures/sfx/fanfx.jpgloadalph:textures/sfx/fan.tgaLoaded textures/sfx/fan.tgaloadalph:textures/base_trim/wire02a_f.jpgLoaded textures/base_trim/wire02a_f.jpgloadalph:textures/base_floor/proto_grate4.tgaLoaded textures/base_floor/proto_grate4.tgaloadalph:textures/base_wall/patch10_beatup4.jpgLoaded textures/base_wall/patch10_beatup4.jpgCouldn't load textures/base_wall/bluemetal2_noisy.walloadalph:textures/sfx/xian_dm3padwall.jpgLoaded textures/sfx/xian_dm3padwall.jpgloadalph:textures/base_floor/manhole.jpgLoaded textures/base_floor/manhole.jpgloadalph:textures/base_wall/comp3b.tgaLoaded textures/base_wall/comp3b.tgaloadalph:textures/base_wall/comp3.tgaLoaded textures/base_wall/comp3.tgaCouldn't load textures/common/donotenter.walloadalph:textures/base_trim/xspiderbit4.jpgLoaded textures/base_trim/xspiderbit4.jpgCouldn't load textures/common/clusterportal.walCouldn't load textures/common/trigger.walCouldn't load models/mapobjects/barrel/barrelq3.walCouldn't load models/mapobjects/barrel/barrelq32.walCouldn't load models/mapobjects/barrel/barrel.walCouldn't load models/mapobjects/barrel/barrel2.walCouldn't load textures/sfx/flame2.walCouldn't load models/mapobjects/slamp/slamp.walCouldn't load models/mapobjects/slamp/slamp2.walCouldn't load models/mapobjects/slamp/slamp3.walCouldn't load models/mapobjects/gratelamp/gratelamp_b.walCouldn't load models/mapobjects/gratelamp/gratelamp_flare.walCouldn't load models/mapobjects/gratelamp/gratelamp.walCouldn't load flareShader.walCTexMng: 92 textures in memoryshaderdoneInitializing faces...CInitializing faces...CGenerating patch groups...C50 patch groups createdCCreating patches for leafs...SurfInitDoneSorting faces...Overbrighting verts...Generating world bounding box...CGenerating world bounding box...Generating skybox...CGenerating 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Pentium M 1.50GHz1 GB RamATI Radeon 9600 ; Now i released new version which fixes most of crash bugs. Exp requirements were lowered. Some minor bugs were also fixed. http://systec.fi/~killari/DS.html; Been playing for a while with the new bug-fix and goes great! I've not experienced a single crash. What bugs me is that I still see the text blurry and is hard to read. Other than that I think everything goes like it should be.I have to warn you though (as everybody told you in this post), you are distributing ARIAL font with your game. Dont think thats legal. Fonts are easy to change, so google for a free font and change it! :) ; Any plans for a Linux port?; Ah, i need to change that arial font, but about that q3 map issue i emailed to Activision which said i have to contact ID and i did so, still waiting for answer.That blurry thing is something to do with ATI's card, one guy fixed it by changing cards options, but i haven't contacted him since so i don't know how he did it.Linux port will come in future and it will be easy to port because only non-portable libary i'm using is winsock (which is also easy to change changing few lines of code). I'm not porting to linux yet because i don't wan't linuxes error reports yet. But you can run DS using Wine(it works). ; I could help with Linux port if you want. Just let me know.
Plain old C code review
General and Gameplay Programming;Programming
Hi,I've been converting a part of a C++ library I had made in the past, to C (C90 more specifically). However I have experience with C++, but not with C, so a lot of things came as a surprise to me (such as putting all declarations at the top of a scope, putting the struct keyword in front of everything, and no "//" comments).Because I'm inexperienced with C, but I'm thinking about releasing the C-version anyway, to avoid looking too newbie, could someone with experience in C take a look at this code? In other words, a code review :)Because the C++ code had a lot of std::vectors I made some sort of replacement in C for those std::vectors. Is this foolish or not, or what do real C coders do to get dynamic arrays with a convenient syntax?That vector stuff is only a small part of the C code, but to save you from having to look through a lot of C code, I'll only post the vector code here and one other function that uses it to emulate an "std::vector<std::vector<unsigned> >".Anyway here it is:The vectors, vector is generic, uvector is for unsigned ints and ucvector is for unsigned chars:struct vector{ void* data; size_t size; /*in groups of bytes depending on type*/ size_t allocsize; /*in bytes*/ unsigned typesize; /*sizeof the type you store in data*/};void vector_clear(struct vector* p) /*unlike C++'s std::vector, here it just clears the memory*/{ p->size = p->allocsize = 0; free(p->data); p->data = NULL;}/*clear and use destructor on elements*/void vector_cleard(struct vector* p, void dtor(void*)){ size_t i; for(i = 0; i < p->size; i++) dtor(&((char*)(p->data))); vector_clear(p);}<span class="cpp-keyword">void</span> vector_dtor(<span class="cpp-keyword">struct</span> vector* p){ vector_clear(p);}<span class="cpp-keyword">void</span> vector_dtord(<span class="cpp-keyword">struct</span> vector* p, <span class="cpp-keyword">void</span> dtor(<span class="cpp-keyword">void</span>*)){ vector_cleard(p, dtor);}<span class="cpp-keyword">void</span> vector_resize(<span class="cpp-keyword">struct</span> vector* p, <span class="cpp-keyword">unsigned</span> size){ <span class="cpp-keyword">if</span>(size * p-&gt;typesize &gt; p-&gt;allocsize) { p-&gt;allocsize = size * p-&gt;typesize * <span class="cpp-number">2</span>; p-&gt;data = realloc(p-&gt;data, p-&gt;allocsize); } p-&gt;size = size;}<span class="cpp-comment">/*resize and use destructor on elements*/</span><span class="cpp-keyword">void</span> vector_resized(<span class="cpp-keyword">struct</span> vector* p, size_t size, <span class="cpp-keyword">void</span> dtor(<span class="cpp-keyword">void</span>*)){ size_t i; <span class="cpp-keyword">if</span>(size &lt; p-&gt;size) <span class="cpp-keyword">for</span>(i = size; i &lt; p-&gt;size; i++) dtor(&amp;((<span class="cpp-keyword">char</span>*)(p-&gt;data))); vector_resize(p, size);}<span class="cpp-keyword">void</span> vector_ctor(<span class="cpp-keyword">struct</span> vector* p, <span class="cpp-keyword">unsigned</span> typesize){ p-&gt;data = NULL; p-&gt;size = p-&gt;allocsize = <span class="cpp-number">0</span>; p-&gt;typesize = typesize;}<span class="cpp-keyword">void</span> vector_ctorl(<span class="cpp-keyword">struct</span> vector* p, size_t length, <span class="cpp-keyword">unsigned</span> typesize){ vector_ctor(p, typesize); vector_resize(p, length);}<span class="cpp-keyword">void</span> vector_push_back(<span class="cpp-keyword">struct</span> vector* p, <span class="cpp-keyword">const</span> <span class="cpp-keyword">void</span>* c){ size_t i; vector_resize(p, p-&gt;size + <span class="cpp-number">1</span>); <span class="cpp-keyword">for</span>(i = <span class="cpp-number">0</span>; i &lt; p-&gt;typesize; i++) ((<span class="cpp-keyword">char</span>*)p-&gt;data)[p-&gt;size * p-&gt;typesize - p-&gt;typesize + i] = ((<span class="cpp-keyword">char</span>*)c)<span style="font-weight:bold;">;}<span class="cpp-keyword">void</span> vector_pop_back(<span class="cpp-keyword">struct</span> vector* p){ vector_resize(p, p-&gt;size - <span class="cpp-number">1</span>);}<span class="cpp-keyword">void</span> vector_copy(<span class="cpp-keyword">struct</span> vector* p, <span class="cpp-keyword">const</span> <span class="cpp-keyword">struct</span> vector* q) <span class="cpp-comment">/*copy q to p*/</span>{ size_t i; vector_resize(p, q-&gt;size); <span class="cpp-keyword">for</span>(i = <span class="cpp-number">0</span>; i &lt; q-&gt;size * p-&gt;typesize; i++) ((<span class="cpp-keyword">char</span>*)p-&gt;data)<span style="font-weight:bold;"> = ((<span class="cpp-keyword">char</span>*)q-&gt;data)<span style="font-weight:bold;">;}<span class="cpp-keyword">void</span> vector_swap(<span class="cpp-keyword">struct</span> vector* p, <span class="cpp-keyword">struct</span> vector* q) <span class="cpp-comment">/*they're supposed to have the same typesize*/</span>{ size_t tmp; <span class="cpp-keyword">void</span>* tmpp; tmp = p-&gt;size; p-&gt;size = q-&gt;size; q-&gt;size = tmp; tmp = p-&gt;allocsize; p-&gt;allocsize = q-&gt;allocsize; q-&gt;allocsize = tmp; tmpp = p-&gt;data; p-&gt;data = q-&gt;data; q-&gt;data = tmpp;}<span class="cpp-keyword">void</span> vector_set(<span class="cpp-keyword">struct</span> vector* p, size_t index, <span class="cpp-keyword">void</span>* value){ size_t i; <span class="cpp-keyword">for</span>(i = <span class="cpp-number">0</span>; i &lt; p-&gt;typesize; i++) ((<span class="cpp-keyword">char</span>*)p-&gt;data)[index * p-&gt;typesize + i] = ((<span class="cpp-keyword">char</span>*)value)<span style="font-weight:bold;">;}<span class="cpp-keyword">const</span> <span class="cpp-keyword">void</span>* vector_get(<span class="cpp-keyword">const</span> <span class="cpp-keyword">struct</span> vector* p, size_t index){ <span class="cpp-keyword">return</span> &amp;((<span class="cpp-keyword">const</span> <span class="cpp-keyword">char</span>*)p-&gt;data)[index * p-&gt;typesize];}<span class="cpp-keyword">void</span>* vector_back(<span class="cpp-keyword">struct</span> vector* p){ <span class="cpp-keyword">return</span> (<span class="cpp-keyword">void</span>*)(&amp;((<span class="cpp-keyword">char</span>*)p-&gt;data)[p-&gt;size * p-&gt;typesize - p-&gt;typesize]);}<span class="cpp-comment">/*/////////////////////////////////////////////////////////////////////////////*/</span></span><span class="cpp-keyword">struct</span> uvector{ <span class="cpp-keyword">unsigned</span>* data; size_t size; <span class="cpp-comment">/*size in number of unsigned longs*/</span> size_t allocsize; <span class="cpp-comment">/*size in bytes*/</span>};<span class="cpp-keyword">void</span> uvector_clear(<span class="cpp-keyword">struct</span> uvector* p) <span class="cpp-comment">/*unlike C++'s std::vector, here it just clears the memory*/</span>{ p-&gt;size = p-&gt;allocsize = <span class="cpp-number">0</span>; free(p-&gt;data); p-&gt;data = NULL;}<span class="cpp-keyword">void</span> uvector_dtor(<span class="cpp-keyword">struct</span> uvector* p){ uvector_clear(p);}<span class="cpp-keyword">void</span> uvector_resize(<span class="cpp-keyword">struct</span> uvector* p, size_t size){ <span class="cpp-keyword">if</span>(size * <span class="cpp-keyword">sizeof</span>(<span class="cpp-keyword">unsigned</span>) &gt; p-&gt;allocsize) { p-&gt;allocsize = size * <span class="cpp-keyword">sizeof</span>(<span class="cpp-keyword">unsigned</span>) * <span class="cpp-number">2</span>; p-&gt;data = (<span class="cpp-keyword">unsigned</span>*)realloc(p-&gt;data, p-&gt;allocsize); } p-&gt;size = size;}<span class="cpp-keyword">void</span> uvector_resizev(<span class="cpp-keyword">struct</span> uvector* p, size_t size, <span class="cpp-keyword">unsigned</span> value){ size_t oldsize = p-&gt;size, i; uvector_resize(p, size); <span class="cpp-keyword">for</span>(i = oldsize; i &lt; size; i++) p-&gt;data<span style="font-weight:bold;"> = value;}<span class="cpp-keyword">void</span> uvector_ctor(<span class="cpp-keyword">struct</span> uvector* p){ p-&gt;data = NULL; p-&gt;size = p-&gt;allocsize = <span class="cpp-number">0</span>;}<span class="cpp-keyword">void</span> uvector_ctorl(<span class="cpp-keyword">struct</span> uvector* p, size_t length){ uvector_ctor(p); uvector_resize(p, length);}<span class="cpp-keyword">void</span> uvector_ctorlv(<span class="cpp-keyword">struct</span> uvector* p, size_t length, <span class="cpp-keyword">unsigned</span> value){ uvector_ctor(p); uvector_resizev(p, length, value);}<span class="cpp-keyword">void</span> uvector_push_back(<span class="cpp-keyword">struct</span> uvector* p, <span class="cpp-keyword">unsigned</span> c){ uvector_resize(p, p-&gt;size + <span class="cpp-number">1</span>); p-&gt;data[p-&gt;size - <span class="cpp-number">1</span>] = c;}<span class="cpp-keyword">void</span> uvector_pop_back(<span class="cpp-keyword">struct</span> uvector* p){ uvector_resize(p, p-&gt;size - <span class="cpp-number">1</span>);}<span class="cpp-keyword">void</span> uvector_copy(<span class="cpp-keyword">struct</span> uvector* p, <span class="cpp-keyword">const</span> <span class="cpp-keyword">struct</span> uvector* q) <span class="cpp-comment">/*copy q to p*/</span>{ size_t i; uvector_resize(p, q-&gt;size); <span class="cpp-keyword">for</span>(i = <span class="cpp-number">0</span>; i &lt; q-&gt;size; i++) p-&gt;data<span style="font-weight:bold;"> = q-&gt;data<span style="font-weight:bold;">;}<span class="cpp-keyword">void</span> uvector_swap(<span class="cpp-keyword">struct</span> uvector* p, <span class="cpp-keyword">struct</span> uvector* q){ size_t tmp; <span class="cpp-keyword">unsigned</span>* tmpp; tmp = p-&gt;size; p-&gt;size = q-&gt;size; q-&gt;size = tmp; tmp = p-&gt;allocsize; p-&gt;allocsize = q-&gt;allocsize; q-&gt;allocsize = tmp; tmpp = p-&gt;data; p-&gt;data = q-&gt;data; q-&gt;data = tmpp;}<span class="cpp-keyword">unsigned</span>* uvector_back(<span class="cpp-keyword">struct</span> uvector* p){ <span class="cpp-keyword">return</span> &amp;p-&gt;data[p-&gt;size - <span class="cpp-number">1</span>];}<span class="cpp-comment">/*/////////////////////////////////////////////////////////////////////////////*/</span></span><span class="cpp-keyword">struct</span> ucvector{ <span class="cpp-keyword">unsigned</span> <span class="cpp-keyword">char</span>* data; size_t size; size_t allocsize;};<span class="cpp-keyword">void</span> ucvector_clear(<span class="cpp-keyword">struct</span> ucvector* p) <span class="cpp-comment">/*unlike C++'s std::vector, here it just clears the memory*/</span>{ p-&gt;size = p-&gt;allocsize = <span class="cpp-number">0</span>; free(p-&gt;data); p-&gt;data = NULL;}<span class="cpp-keyword">void</span> ucvector_dtor(<span class="cpp-keyword">struct</span> ucvector* p){ ucvector_clear(p);}<span class="cpp-keyword">void</span> ucvector_resize(<span class="cpp-keyword">struct</span> ucvector* p, size_t size){ <span class="cpp-keyword">if</span>(size &gt; p-&gt;allocsize) { p-&gt;allocsize = size * <span class="cpp-number">2</span>; p-&gt;data = (<span class="cpp-keyword">unsigned</span> <span class="cpp-keyword">char</span>*)realloc(p-&gt;data, p-&gt;allocsize); } p-&gt;size = size;}<span class="cpp-keyword">void</span> ucvector_resizev(<span class="cpp-keyword">struct</span> ucvector* p, size_t size, <span class="cpp-keyword">unsigned</span> <span class="cpp-keyword">char</span> value){ size_t oldsize = p-&gt;size, i; ucvector_resize(p, size); <span class="cpp-keyword">for</span>(i = oldsize; i &lt; size; i++) p-&gt;data<span style="font-weight:bold;"> = value;}<span class="cpp-keyword">void</span> ucvector_ctor(<span class="cpp-keyword">struct</span> ucvector* p){ p-&gt;data = NULL; p-&gt;size = p-&gt;allocsize = <span class="cpp-number">0</span>;}<span class="cpp-keyword">void</span> ucvector_ctorl(<span class="cpp-keyword">struct</span> ucvector* p, size_t length){ ucvector_ctor(p); ucvector_resize(p, length);}<span class="cpp-keyword">void</span> ucvector_ctorlv(<span class="cpp-keyword">struct</span> ucvector* p, size_t length, <span class="cpp-keyword">unsigned</span> <span class="cpp-keyword">char</span> value){ ucvector_ctor(p); ucvector_resizev(p, length, value);}<span class="cpp-keyword">void</span> ucvector_push_back(<span class="cpp-keyword">struct</span> ucvector* p, <span class="cpp-keyword">unsigned</span> <span class="cpp-keyword">char</span> c){ ucvector_resize(p, p-&gt;size + <span class="cpp-number">1</span>); p-&gt;data[p-&gt;size - <span class="cpp-number">1</span>] = c;}<span class="cpp-keyword">void</span> ucvector_pop_back(<span class="cpp-keyword">struct</span> ucvector* p){ ucvector_resize(p, p-&gt;size - <span class="cpp-number">1</span>);}<span class="cpp-keyword">void</span> ucvector_copy(<span class="cpp-keyword">struct</span> ucvector* p, <span class="cpp-keyword">const</span> <span class="cpp-keyword">struct</span> ucvector* q) <span class="cpp-comment">/*copy q to p*/</span>{ size_t i; ucvector_resize(p, q-&gt;size); <span class="cpp-keyword">for</span>(i = <span class="cpp-number">0</span>; i &lt; q-&gt;size; i++) p-&gt;data<span style="font-weight:bold;"> = q-&gt;data<span style="font-weight:bold;">;}<span class="cpp-keyword">void</span> ucvector_swap(<span class="cpp-keyword">struct</span> ucvector* p, <span class="cpp-keyword">struct</span> ucvector* q){ size_t tmp; <span class="cpp-keyword">unsigned</span> <span class="cpp-keyword">char</span>* tmpp; tmp = p-&gt;size; p-&gt;size = q-&gt;size; q-&gt;size = tmp; tmp = p-&gt;allocsize; p-&gt;allocsize = q-&gt;allocsize; q-&gt;allocsize = tmp; tmpp = p-&gt;data; p-&gt;data = q-&gt;data; q-&gt;data = tmpp;}<span class="cpp-keyword">unsigned</span> <span class="cpp-keyword">char</span>* ucvector_back(<span class="cpp-keyword">struct</span> ucvector* p){ <span class="cpp-keyword">return</span> &amp;p-&gt;data[p-&gt;size - <span class="cpp-number">1</span>];}</pre></div><!–ENDSCRIPT–>A function that uses the vectors:<!–STARTSCRIPT–><!–source lang="cpp"–><div class="source"><pre><span class="cpp-comment">/*LZ77-encode the data using a hash table technique to let it encode faster.*/</span><span class="cpp-keyword">void</span> encodeLZ77(<span class="cpp-keyword">struct</span> uvector* out, <span class="cpp-keyword">const</span> <span class="cpp-keyword">unsigned</span> <span class="cpp-keyword">char</span>* in, size_t size, <span class="cpp-keyword">unsigned</span> windowSize){ <span class="cpp-comment">/**generate hash table**/</span> <span class="cpp-comment">/*table represents what would be an std::vector&lt;std::vector&lt;unsigned&gt; &gt; in C++*/</span> <span class="cpp-keyword">struct</span> vector table; <span class="cpp-comment">/*HASH_NUM_VALUES uvectors*/</span> <span class="cpp-keyword">struct</span> uvector tablepos1; <span class="cpp-keyword">struct</span> uvector tablepos2; <span class="cpp-keyword">unsigned</span> pos, i; vector_ctorl(&amp;table, HASH_NUM_VALUES, <span class="cpp-keyword">sizeof</span>(<span class="cpp-keyword">struct</span> uvector)); <span class="cpp-keyword">for</span>(i = <span class="cpp-number">0</span>; i &lt; HASH_NUM_VALUES; i++) { <span class="cpp-keyword">struct</span> uvector* v = (<span class="cpp-keyword">struct</span> uvector*)vector_get(&amp;table, i); uvector_ctor(v); } <span class="cpp-comment">/*remember start and end positions in the tables to searching in*/</span> uvector_ctorlv(&amp;tablepos1, HASH_NUM_VALUES, <span class="cpp-number">0</span>); uvector_ctorlv(&amp;tablepos2, HASH_NUM_VALUES, <span class="cpp-number">0</span>); <span class="cpp-keyword">for</span>(pos = <span class="cpp-number">0</span>; pos &lt; size; pos++) { <span class="cpp-keyword">unsigned</span> length = <span class="cpp-number">0</span>, offset = <span class="cpp-number">0</span>; <span class="cpp-comment">/*the length and offset found for the current position*/</span> <span class="cpp-keyword">unsigned</span> max_offset = pos &lt; windowSize ? pos : windowSize; <span class="cpp-comment">/*how far back to test*/</span> <span class="cpp-keyword">unsigned</span> tablepos; <span class="cpp-comment">/*/search for the longest string*/</span> <span class="cpp-comment">/*first find out where in the table to start (the first value that is in the range from "pos - max_offset" to "pos")*/</span> <span class="cpp-keyword">unsigned</span> hash = getHash(in, size, pos); uvector_push_back((<span class="cpp-keyword">struct</span> uvector*)vector_get(&amp;table, hash), pos); <span class="cpp-keyword">while</span>(((<span class="cpp-keyword">struct</span> uvector*)vector_get(&amp;table, hash))-&gt;data[tablepos1.data[hash]] &lt; pos - max_offset) tablepos1.data[hash]++; <span class="cpp-comment">/*it now points to the first value in the table for which the index is larger than or equal to pos - max_offset*/</span> <span class="cpp-keyword">while</span>(((<span class="cpp-keyword">struct</span> uvector*)vector_get(&amp;table, hash))-&gt;data[tablepos2.data[hash]] &lt; pos) tablepos2.data[hash]++; <span class="cpp-comment">/*it now points to the first value in the table for which the index is larger than or equal to pos*/</span> <span class="cpp-keyword">for</span>(tablepos = tablepos2.data[hash] - <span class="cpp-number">1</span>; tablepos &gt;= tablepos1.data[hash] &amp;&amp; tablepos &lt; tablepos2.data[hash]; tablepos–) { <span class="cpp-keyword">unsigned</span> backpos = ((<span class="cpp-keyword">struct</span> uvector*)vector_get(&amp;table, hash))-&gt;data[tablepos]; <span class="cpp-keyword">unsigned</span> current_offset = pos - backpos; <span class="cpp-comment">/*test the next characters*/</span> <span class="cpp-keyword">unsigned</span> current_length = <span class="cpp-number">0</span>; <span class="cpp-keyword">unsigned</span> backtest = backpos; <span class="cpp-keyword">unsigned</span> foretest = pos; <span class="cpp-keyword">while</span>(foretest &lt; size &amp;&amp; in[backtest] == in[foretest] &amp;&amp; current_length &lt; MAX_SUPPORTED_DEFLATE_LENGTH) <span class="cpp-comment">/*maximum supporte length by deflate is max length*/</span> { <span class="cpp-keyword">if</span>(backpos &gt;= pos) backpos -= current_offset; <span class="cpp-comment">/*continue as if we work on the decoded bytes after pos by jumping back before pos*/</span> current_length++; backtest++; foretest++; } <span class="cpp-keyword">if</span>(current_length &gt; length) { length = current_length; <span class="cpp-comment">/*the longest length*/</span> offset = current_offset; <span class="cpp-comment">/*the offset that is related to this longest length*/</span> <span class="cpp-keyword">if</span>(current_length == MAX_SUPPORTED_DEFLATE_LENGTH) <span class="cpp-keyword">break</span>; <span class="cpp-comment">/*you can jump out of this for loop once a length of max length is found (gives significant speed gain)*/</span> } } <span class="cpp-comment">/**encode it as length/distance pair or literal value**/</span> <span class="cpp-keyword">if</span>(length &lt; <span class="cpp-number">3</span>) <span class="cpp-comment">/*only lengths of 3 or higher are supported as length/distance pair*/</span> { uvector_push_back(out, in[pos]); } <span class="cpp-keyword">else</span> { <span class="cpp-keyword">unsigned</span> j; addLengthDistance(out, length, offset); <span class="cpp-comment">/*pos += (length - 1);*/</span> <span class="cpp-keyword">for</span>(j = <span class="cpp-number">0</span>; j &lt; length - <span class="cpp-number">1</span>; j++) { pos++; uvector_push_back((<span class="cpp-keyword">struct</span> uvector*)vector_get(&amp;table, getHash(in, size, pos)), pos); } } } <span class="cpp-comment">/*end of the loop through each character of input*/</span> <span class="cpp-comment">/*cleanup*/</span> <span class="cpp-keyword">for</span>(i = <span class="cpp-number">0</span>; i &lt; table.size; i++) { <span class="cpp-keyword">struct</span> uvector* v = (<span class="cpp-keyword">struct</span> uvector*)vector_get(&amp;table, i); uvector_dtor(v); } vector_dtor(&amp;table); uvector_dtor(&amp;tablepos1); uvector_dtor(&amp;tablepos2);}</pre></div><!–ENDSCRIPT–>Thanks! Hopefully such a post is allowed &#111;n GDNet :) I use it in games at least.
I guess I don't understand why you wouldn't use a more modern version of C and get rid of those pesky things you mentioned at the top of your post. ;Quote:Original post by longjumperI guess I don't understand why you wouldn't use a more modern version of C and get rid of those pesky things you mentioned at the top of your post.This is C90 code. According to both Wikipedia and the #C channel on freenode, a more modern C (= C99) is not widely supported. The gcc compiler itself has a list of important C99 things it doesn't support yet. I don't know why, but the C90 standard appears to be much more portable than the C99 one. And I wouldn't go through this conversion to C if it wasn't for portability. When using C99 I can as well stay with C++. ; I am still wondering why didn't you just wrote a bunch of wrapper functions to the C++ code, create a header, extern "C" the whole file if __cplusplus is defined,then write copies of the OO functions where instead of:returntype object.method(args,...)you havereturntype function(void* object,args,...)then implement those functions on a cpp file as calls to the objects, for example:#include "cobject.h"void* newobject(){return new cobject;}void deleteobject(void* object){delete (cobject*) object;}returntype function(void* object,args,...){ return ((cobject*)object)->function(args,...);}No need to lose STL or anything C++ brings.Hope you get the idea [smile]. ; You can very much see that it was written by a C++ programmer![smile]I don't think C programmers would even use a dynamically sized array for this. You can just allocate a large array that will be at least as large as the largest possible size the output will compress to, and use that. Since your C-vector grows by a factor of two anyway, your current code will probably use at least as much memory on a file that doesn't compress well. I'd suggest figuring out the worst case and doing one malloc at the start.If you want to save memory post-compression, then you can allocate an array of the exact size afterwards and copy the output into that.Another idea is to only allocate one byte more than the input size, prepend a zero byte to the output, and constantly check that you don't exceed the output buffer size during compression. The moment you do exceed that size, you write a one in the first byte and then copy the input bytes directly to the rest of the output, wiping over the parital compression data.The decompressor then checks the first byte to know whether decompression is necessary at all, or if the second byte onwards already contains the data. ; HiI started with C years ago and then switched to C++, and if I wanted to do something like this, I would do it very much like you did. The only thing I can say is that I would use typedef for the struct, so I didn't have to write as much:)For examlpe:typedef struct { /* ... */} vector;void vector_clear(vector* p){ /* ... */};Quote:Original post by Lode*** Source Snippet Removed ***A function that uses the vectors:*** Source Snippet Removed ***Looks nice.If all that "struct" in the typename is not desired you could typedef your vector.If all of your three implementations are the same you might want to use Macros to make it a bit more generic and weird, and ofcourse impossible to debug.#include <stdio.h>#define vectorop(type, parameter1) {type i = parameter1;return i-1; }unsigned int ucvectorop(unsigned int param){ vectorop(unsigned char, param)}int main(int argc, char** argv) { unsigned char a = ucvectorop(0); printf( "%u", a ); return 0;}You would partially loose typesafety, but you would be able to unify the implementation.hope that helps ;Quote:Original post by hydrooIf all that "struct" in the typename is not desired you could typedef your vector.Quote:Original post by morgueThe only thing I can say is that I would use typedef for the struct, so I didn't have to write as much:)Oh, that's very nice to know! Thanks guys! ; One issue is that you have hooks for destructors, but not copying (unless I've missed something). This breaks the rule of three, however applicable or otherwise it is in the C world. vector_set() doesn't call a destructor, for example, before over-writing an element. Similar things are true of some of the other functions, too.FYI: I noticed that vector_resize also has a memory leak when realloc fails.Though I understand your motivation, I think the implementation is inconsistent with C++ thinking due in part to implementation problems, but also to the fact that this just isn't C++ anymore. I would find this interface strange to use in C, where types don't have behaviours. A lot of C programmers actually like this. Imposing a C++ way of thinking on C users might not sit too well with some.I'm curious how the C community would react to an interface that looks something like the following, however:#define array_create(type, elems) array_create_impl(sizeof(type), (elems))void *array_create_impl(size_t type_sz, size_t elems);void *array_destroy(void *array);void *array_resize(void *array, size_t elems);size_t array_length(const void *array);The idea is that there is no struct holding all the pieces. Instead the details are packed in to the same dynamically allocated block as the array's memory.So, array_create_impl() might be implemented something like this. I'm not being particularly careful about alignment here, and you may not agree with lowercase macro names, but you'll get the idea:void *array_create_impl(size_t type_sz, size_t elems){ const size_t header_size = 2 * sizeof(size_t); size_t *base = malloc(header_size + type_sz * elems); if (base == NULL) return NULL; base[0] = type_sz; base[1] = elems; return base + 2;}This allows one to access the array naturally and drastically reduces the amount of casting needed. Certainly I wouldn't expect any more frills than those provided by the 4 functions I've declared, except perhaps for allowing custom allocation and deallocation routines. ; I kind of like that idea, the_edd, maybe I'll really implement it like that. Only disadvantage is that too free it you must remember to free the bytes before it too so you have to use the array_destroy function, even if your void* array would be passed along to some external place where they've long forgotten that the bytes before it also have stuff in them.So maybe I'll still keep the structs instead (that also saves all alignment problems), but give all the functions somewhat different names that make it look less C++ like and make it not suggest the rule of three :)About the memory leak in resize: after looking in man realloc (which says it returns NULL if it failed), should this fix it? void vector_resize(vector* p, unsigned size) { if(size * p->typesize > p->allocsize) { size_t newsize = size * p->typesize * 2; void* data = realloc(p->data, newsize); if(data) { p->allocsize = newsize; p->data = data; p->size = size; } } else p->size = size; }EDIT: Ok so I was picking other names than ctor and dtor, I thought about init and ....? So I typed in google: "opposite of init", and one of the first results was a gamedev.net thread about words for the opposite of initialize. Isn't GDNet great :)[Edited by - Lode on December 30, 2007 6:09:46 PM]
Is there any keywords just like "varying" in HLSL?
Graphics and GPU Programming;Programming
In GLSL, there is a keyword "varying", it makes a variable for passing from vertex shader to pixel shader(fragment shader). It can be written by vertex shader, and automatically interpolated by GPU, finally used in pixel shader. It is also the only way that pass variable from vertex shader to pixel shader.But I can't find any similar keyword in DirectX SDK. There are only FIVE kinds of modifiers: "extern", "shared", "static", "uniform", "volatile", and none of them is valid.Thanks very much!
Quote:Original post by tianrolinIn GLSL, there is a keyword "varying", it makes a variable for passing from vertex shader to pixel shader(fragment shader). It can be written by vertex shader, and automatically interpolated by GPU, finally used in pixel shader. It is also the only way that pass variable from vertex shader to pixel shader.But I can't find any similar keyword in DirectX SDK. There are only FIVE kinds of modifiers: "extern", "shared", "static", "uniform", "volatile", and none of them is valid.Thanks very much!In HLSL, the Vertex Shader returns a vertex structure. The elements in the structure are interpolated, and then passed to the Pixel Shader as input. The Pixel Shader then returns a float4 value for the color to be written.Any basic HLSL tutorial would cover this stuff. ; Thanks for the prompt reply. ; If i understand your question correctly I think this will help you out:struct VSOutput{float4 position : POSITION;float2 texCoord : TEXCOORD0;float3 varying : TEXCOORD1; // Varying Variable};VSOutput VS (float3 position : POSITION, float3 normal : NORMAL, float2 texCoord : TEXCOORD){VSOutput outVS = (VSOutput)0;outVS.varying = normal;return outVS;}float4 PS (float2 texCoord : TEXCOORD0, float3 varying : TEXCOORD1) : COLOR{return float4(varying, 1.0f);}technique Tech{pass P0{VertexShader = compile vs_2_0 VS();PixelShader = compile ps_2_0 PS();}}Edit: Changed what I was setting varying to, not much'll happen with a constant value as sirob said[Edited by - tolliner on December 31, 2007 5:21:35 AM]; in fact this code will get you texcoord1 interpolated but as you set for every vertex the same value then not much will happen. try to set texcoord1 in c++, different for every vertex.
grass/tree texture blurry
Graphics and GPU Programming;Programming
Hello, I have a grass and tree billboard texture and I am using alpha testing. However, it gets very blurry due to the filtering. How can I fix this?
Have you turned mipmapping on? Mipmapping decrease your texture resolution in a distance and alpha tested models get blurry, try just linear or no (nearest) filter.
Dynamic Cube Map
Graphics and GPU Programming;Programming
Hello,I have created a sky via atmospheric scattering and a skydome. I just render the skydome and for every skydome-vertex I calculate the color in a vertexshader.Now I want to render the sky with a cubemap instead of a skydome. I am using DirectX10 and SM 4.0.I thought about placing the camera with a perspective projection and a 90° FOV. Then I render 2 Triangles for each cube face and in the pixelshader I create a ray from camera position to the pixel and calculate the intersection point with the virtual skydome. At the intersection point I calculate the color like I did for the skydome approach. This procedure I do for all of the 6 cube faces.My questions are:1. How do I render to a texture in DirectX10?2. How do I set the texture dimension of each face? I mean, if I load a static cubemap then I have 6 complete textures with a fixed resolution like 128x128. But if I just set the camera to 90° FOV I never set any texture dimension (I never tell DX10 how many pixels I want to render). What resolution will I get and how can I set them?3. For every pixel I need a ray from camera position to that pixel. I have this idea in mind: In the vertexshader of every cube vertex I calculate a ray from campos to that vertex and store it in a texcoord. Now all of these rays get interpolated accross the triangle and so I have the ray in the pixel shader.Will this work? I guess I have to normalize the ray in the pixelshader? Or is there a better solution (thought about picking)?4. I have read something about, that in DX10 its possible to render all 6 faces of the cubemap at the same time. Do they mean I place the SAME picture on all 6 faces? Or can I have different settings for each face?Thanks!
1) ID3D10Device::OMSetRenderTargets()2) You can set this functionality by using ID3D10Device::RSSetViewports(). A viewport defines the area to render to. I'm not sure, but I think that if you don't set this, then the viewport automatically becomes the entire render target. But don't quote me on that. ; 3: This will work, but you don't get to have actual ray tracing since by the time that the skybox objects have been rendered to the cube map, they are effectively 2d data. That said, in practical use such as reflection mapping, this is often accurate enough to fool the eye of the beholder.4: If you have multiple render targets bound in D3D10 (faces of cube, for example), you can specify a render target destination (SV_RenderTargetArrayIndex) in geometry shader to dynamically direct your output to a given target. The SDK sample "CubeMapGS" covers this pretty well. D3D10.1 extends this capability by allowing you to index arrays of cube maps, greatly reducing call overhead if you do need to render multiple cube maps from the same data.
Need A New Language To Play With
General and Gameplay Programming;Programming
I've been feeling bored lately and decided I want to try to learn a new language. Unfortunately I only know a small subset of all the languages out there, so I figured a quick post of what I've used along with a small idea of what I like/dislike might get me a few suggestions.So first, languages I know to one degree or another:- C- C++- C#- VB.NET- Java- Objective-COk. Things I like. I definitely like the C-style syntax of using curly brackets ({ and }) for closing things in. I have always preferred having something that isn't line dependent. The C-family uses the brackets to separate classes and methods and semicolons for the ends of logical lines. This has always made sense to me. But since this is just something for fun, I'm willing to get over these things if the language itself is fun and interesting.As a bonus, I would definitely prefer something that has compilers/interpreters for OS X as well as Windows, but I will live if it doesn't.So I want something fun to play with. Preferably something I can make some small games with without too much effort (things like Tetris and Pong). I gave Python a look, but I'm a little put off with it's syntax. I looked at Ruby a long time ago, but haven't looked at it since. Is it worth learning? What other ones might you all suggest?Thanks!
What about PHP for browsergames?Its syntax is ver C-like nice language to play with.Or Delphi / Pascal nice languages too. ; If you're searching for something fun to learn, why not give Brainfuck a go? It's turing complete, but I'm not certain I'd try to make tetris in it :)Apart from that, how about one of the ECMAScript languages? &#106avascript for a browser-embedded script, or AS3.0 for flash-scripting?Allan ; Unless you are looking for a more mainstream language: D has a C-style syntax and compilers for Win32, OS X and Linux.edit: fixed broken link[Edited by - WanMaster on December 21, 2007 4:13:26 AM]; Looking at the languages you already know, I would say you should go for something different to train the mind.What about a scripting language, like python (ok, it's more than a scripting language) or LUA?Also you may benefit from toying with a functional language like Ocaml. I don't really like functional languages, but I must admint that learning a couple of them really made me a better programmer (i.e. heavy use of recursion).As already said, also a more net oriented language like asp or PHP my be a good idea...Yust to tell some that I used at least for a few weeks. There are more exhotic languages, but those are quite commonly used and would be a powerful tool for the future. ; Have you ever thought of learning Lisp or something similar (Scheme?). They're really interesting to look into for a bit, although when I got into Lisp it was a very temporary thing. It'll probably keep you occupied for a couple days though. ;Quote:Original post by NickGravelynSo first, languages I know to one degree or another:- C- C++- C#- VB.NET- Java- Objective-CThey're virtually the same language...Probably the best thing I can suggest to you if braces are so important is &#106avascript. At least you get to play with prototypes that way. ; ActionScript 3.0 is cool. It's used for Flash or Flex and is like a grown-up version of &#106avascript. It's quite nice. ; I'd second the &#106avascript recommendation. Don't learn any more imperative-only languages... it won't teach you anything you don't already know. Also, ActionScript 3.0 is a Java-fied version of &#106avascript which means it replaces the (somewhat interesting) prototype-based object orientation with boring class-based OOP (the prototype stuff is still there, but most people don't use it anymore).&#106avascript has- Higher-order functions- Closures- Prototypes- Constructor functions- Dynamic typingall of which is quite different from the languages you already know. ; AS does allow you to insert arbitrary properties and methods into an object, which is pretty cool. I can't see any reason to recommend JS instead of AS unless you want to do make fancy websites. Learning AS after JS was wonderful, JS is a crippled mess by comparison!
Question about simple C language data types.
General and Gameplay Programming;Programming
Hello,I have a question about simple C language data types. As far as aliasing the C language data types, can you think of any other types you would add besides those listed below? Any other thoughts/advice on this matter?Thank you,Jeremy (grill8)<code>/* char--------------------------------------------------------*/typedef chardchar;typedef signed chardschar;typedef unsigned charduchar;typedef const chardcchar;typedef const signed char dcschar;typedef const unsigned char dcuchar;/* integer -----------------------------------------------------*/typedef intdint;typedef signed intdsint;typedef unsigned intduint;typedef const intdcint;typedef const signed intdcsint;typedef const unsigned int dcuint;/* short -------------------------------------------------------*/typedef shortdint16;typedef signed shortdsint16;typedef unsigned shortduint16;typedef const shortdcint16;typedef const signed short dcsint16;typedef const unsigned short dcuint16;/* long--------------------------------------------------------*/typedef longdint32;typedef signed longdsint32;typedef unsigned longduint32;typedef const longdcint32;typedef const signed long dcsint32;typedef const unsigned long dcuint32;/* float -------------------------------------------------------*/typedef float dfloat;typedef const floatdcfloat;/* double ------------------------------------------------------*/typedef doubleddouble;typedef const doubledcdouble;/* long double -------------------------------------------------*/typedef long doubledldouble;typedef const long double dcldouble;</code>Thank you for your help,Jeremy (grill8)
Is there any particular reason why you're doing this? ;Quote:Original post by Sc4FreakIs there any particular reason why you're doing this?Probably the same reason why every engine and 3rd party api does it....The only thing I might change is to make the alias more descriptive. So for example, if your just aliasing out an int for your L33T ENGINE, i might alias them out to something like L33T_INT - lol,cheesy, but you get the idea. Just adding a letter or two to the front seems kind of pointless.;Quote:Original post by RIZAXProbably the same reason why every engine and 3rd party api does it.Many engines do it for a few types so they can either change them later or get more concise names. Many of grill8's aliases are longer than the original types (most of the signed types) so I doubt it's done to get concise names.Except from:- dsint16- duint16- dsint32- duint32There is only one choice for the rest of the types (just use the rules: dcT = const dT, dT = dsT and if T is the name of a primitive type dsT = T and duT = unsigned T) so it doesn't seem to be for flexibility.Personally I can't really see the reason for this either.Now assuming you're really doing this for some good reason it seems odd that you miss a boolean type and all pointer types are missing (including void* and char*). Also how about size_t? ; RIZAX is right, there are definately reasons why it is done for just about every professional C/C++ software project ever developed. Some of those reasons include ...1) Different host machines use different sizes for ints so if your host machine uses 32 bit ints and you port to a host machine that uses 16 bit ints there can be porting issues that you did not plan on since the sizes of ints are host machine dependent. If you change dint to dint32 you are now safe in that case. So, one changed line of code could potentially save a lot of time porting to a different host machine architecture. You do not get this benefit when using a simple "int".2) A lot of people claim that it makes for a cleaner interface to projects and particularly APIs. If your types are specific to the API you are developing you get a cleaner and clearer api to the interface you present to your client.3) Yeah, ints are signed by default but this can be changed with compiler settings. By using data type aliasing you can tweak your compiler settings or port to other environments and only change a few lines of code. Again, you do not get this benefit with unaliased data types.4) As a side benefit, it is much easier to type "dcuchar" than "const unsigned char" for example when developing a large engine where that type may be implemented MANY MANY times. 5) Microsoft does it all the time (DirectX), ODE does it (dReal etc.), there are simply a LOT of reasons why it is done. I agree, boolean and size_t should definately be covered although as far as I can deduce they only require a regular and const version since they are always unsigned. I agree again with RIZAX, a different naming convention should probably be used based on the engine or project name perhaps. Pointer types are not necessary to name and usually aren't simply because it is only 1 char more to type the * and a * is more clear than a prefixed p. void is always void.Anyone else have any input?Jeremy (grill8) ; What about long long (__int64)? ; This is not so much advice as just griping ;)I really hope that if you go to the effort to maintain consistent aliases that you are doing so for a good reason. I've personally had enough of hungarian and similar notations unless there is a really good reason for it -- the good reasons are many, even if we just note the ability to quickly identify a variable's type; but the cons are many too -- putting a new engineer on a project results in wasted time with them learning different notations for different bits of code (i.e. if you have several libraries making up your game and each one uses different naming schemes and conventions, if people from different teams have to read each other's code it can be awful :'( ).But this is just gripes. You've reassured me by explaining you know why it is a good idea -- perhaps you are making something grand :)~Shiny ;Quote:Original post by grill8..1) Different host machines use different sizes for ints so if your host machine uses 32 bit ints and you port to a host machine that uses 16 bit ints there can be porting issues that you did not plan on since the sizes of ints are host machine dependent. If you change dint to dint32 you are now safe in that case. So, one changed line of code could potentially save a lot of time porting to a different host machine architecture. You do not get this benefit when using a simple "int".This is a reason for using stdint.h, not for reinventing it.Quote:2) A lot of people claim that it makes for a cleaner interface to projects and particularly APIs. If your types are specific to the API you are developing you get a cleaner and clearer api to the interface you present to your client.They're integers, not some API-specific concept like handles or enumerations... if your API users are confused in even the slightest way by integers in the API, your problems will require more than a few typedefs to solve.Quote:5) Microsoft does it all the time (DirectX), ODE does it (dReal etc.), there are simply a LOT of reasons why it is done.Microsoft has done many things it regrets (hungarian notation, for instance). dReal is actually a means to lose information (the particular implementation of reals) instead of specifying it (the particular size of integers). ; Thank you all,That is all great help. I will definately do some more investigation to figure out a proper and suitable way to handle this. I know my fundamental types well but could definately learn more about other types and proper aliasing. I had no idea stdint.h even existed so thank you.Your friend, Jeremy (grill8)
SDL: Logo fade in out?
Engines and Middleware;Programming
you know that fade in - fade out in games where logos of the developers are shown at the beginning. however i tried to create this in SDL.my idea was a black background and the fade in fade out with alpha but it fades in but it doesn't fade out and it fades in a little to fast.normally a picture is fully opaque with alpha 255 but somehow the logo is opaque with alpha at 10.Here's my code#include "SDL/SDL.h"#include <string>#include "sdltimer.h"#ifdef main#undef main#endif#define WIN32_LEAN_AND_MEAN#include <windows.h>using namespace std;SDL_Surface *screen;SDL_Surface *logo;Uint8 *keys;#include "useful_sdl_functions.cpp"void Msg(string text) {MessageBox(NULL,text.c_str(),"SDLTimer",MB_OK);}void CleanUp() {if(logo == NULL) { SDL_FreeSurface(logo); }SDL_Quit();}int loadfiles() { //SDL Logo logo = loadbmp("logo.bmp"); if(logo == NULL) { return 1; } return 0;}int main(int argc, char* argv[]) { bool game_running = true; bool showlogo = true; int alpha = 0; int dir = 1; SDL_Rect offset; SDL_Rect screenrect; SDLTimer alphaswitch; SDL_Event event; logo = NULL; screen = NULL; if(SDL_Init(SDL_INIT_VIDEO) == -1) { Msg("Could not initialize SDL!"); exit(1); } atexit(CleanUp); screen = SDL_SetVideoMode(800,600,32,SDL_HWSURFACE | SDL_DOUBLEBUF); if(screen == NULL) { Msg("Error while setting sdl video mode!"); exit(1); } if(loadfiles() != 0) { Msg("Error loading required files!"); exit(1); } offset = CenterInScreen(screen,logo); screenrect = screen->clip_rect; alphaswitch.start(); while(game_running) { while(SDL_PollEvent(&event)) { if(event.type == SDL_QUIT) { game_running = false; } } keys = SDL_GetKeyState(NULL); if(keys[SDLK_ESCAPE]) { game_running = false; } if(alpha == SDL_ALPHA_OPAQUE && dir > 0) { dir = -1; } if(alpha == SDL_ALPHA_TRANSPARENT && dir < 0) { game_running = false; } if(alphaswitch.time() > 20) { alpha += dir; printf("alpha: %d",alpha); alphaswitch.reset(); } SDL_SetAlpha(logo,SDL_SRCALPHA,alpha); SDL_BlitSurface(logo,NULL,screen,&offset); SDL_Flip(screen); } CleanUp(); return 0;}
found my fault: did not clear the screen :D
inverse transpose
Graphics and GPU Programming;Programming
i understand the way it works is as thus:from world space : coordinates with the inverse matrix take you to object space.using the original matrix, you can then get back to world space.for normals, from object space you use the inverse transpose matrix to transform the normal to world space.however, does the inverse transpose method still work when the matrix is not just a combination of translations,scales and rotations, but also shears?
Quote:Original post by luca-deltodescohowever, does the inverse transpose method still work when the matrix is not just a combination of translations,scales and rotations, but also shears?No. It doesn't even really work for arbitrary shear-free transformations. The inverse-transpose method relies on orthonormality of rotations and symmetry of scaling.Unless your world-view matrix is a RST composition it's best to extract the homogeneous part manually. That is, extract the upper-left 3x3 minor and normalise each row (or column, for column-vector setups). ; so if i have my 4x4 matrix containing the full transformation of shears, rotations, axial scales and translations so its in the form;a b c de f g hi j k l0 0 0 1i can just take the first 3x3 minor, normalise the collumns and it would be in a suitable form to take inverse transpose for normals?[Edited by - luca-deltodesco on December 31, 2007 6:12:31 AM]
[web] [JavaScript] IE Does Not Like Online Script References
General and Gameplay Programming;Programming
I'm writing a CYOA game using &#106avascript and HTML. I use three files:- game.htm, the actual page where the game is played, referring to Shade.js- Shade.js, the "engine" for the game, referring to gf.js (by dynamically adding a script object to the page)- gf.js, a collection of generic functionsI have two versions of each, one on my computer and one on either of two websites. game.htm and Shade.js reside on one website while gf.js resides on another.My problem is this:Internet Explorer has an "Object expected" error when I view game.htm, most likely from that for some reason it doesn't get to one of the scripts. The same page viewed in Firefox works perfectly. This happens whether game.htm is local or online, but when referring to the online files.My question is this:What setting in IE, if one exists, can I change so that IE will get to the files?Edit: Just to be clear, this is IE7.[Edited by - Tallun on December 23, 2007 6:27:14 PM]
Moving to Web Development. ; As I understand it, you have game.htm and Shade.js on one domain and gf.js on another domain? Well then, your problem is actually a feature! You're attempting something called "Cross-Site Scripting" which is specifically disabled as a security threat. It's a shame that FireFox isn't doing the same, actually. ; It's possible I should have been more specific and said "subsites"; does this same thing apply to subsites?Furthermore, does this apply to local files referencing online files as well?But that information is a good lead, and might possibly solve my problem. I'll try it and let you know.Thanks!Edit:I moved everything to the same directory on the one subsite and changed the references to just the names of the files and not their directories. Unfortunately the same problem still exists.Perhaps I completely overlooked the potential of this bit of code in Shade.js to be a problem:{ var x = document.createElement("script"); x.src = "gf.js"; document.getElementsByTagName("head")[0].appendChild(x);}That seems to have worked before, but now I think it might have something to do with it.[Edited by - Tallun on December 26, 2007 1:36:55 PM]; your script loading way is realy diiferen i was find another way .anyway using body is more stable then head.i wish to see scripts can load at runtime on c++ too. ; What method would you suggest?You're suggesting that I should append the tag to the body instead? I'll try that.Edit: It didn't seem to make a difference. I'd like to try your method, what is it? ; I seem to have found a (possibly temporary) solution, though less satisfactory than it might have been. The problem was indeed with including gf.js, as moving it to game.htm has made it work. I was really looking for a way for it to automatically be included with Shade.js, but without another solution it'll have to do for now.If you have any other ideas, please let me know.Thanks! ; on my way im using scripts from text referances.using location object. you can execute scripts on ie.just disadventage is it needs alret prompt stuffs at end of script.just add "javascipr:" to start of script. and alert at end it wil use it as a script referance.if it says object is undefined your script is probally owerwriten or not executed.; I'm not quite sure what you mean by using "alert prompts". Could you provide an example? ; use this way instead of x.src = "gf.js";command_string='function hw(){alert(hello world)};'x.text=command_string;so in example hw() will defined on local area and it will be accesible.and allmost any wariable/function defined or pointed here will be accessible .[Edited by - RSC_x on December 30, 2007 2:22:40 PM]
DarkGDK- im trying to get mario to jump!
For Beginners
ok, so im making a Mario Bros. remake. so far i got the background image and the sprites. so far im only using mario, floor tiles that are 20x20pixels, and the background. i stretch the image itself to 640x480, so now it fits the window. and mario can now move left and right. but now it seems i cant get him to jump correctly and interact with the floor tiling correctly. ive attempted to do so, but its now just a jumbled mess. i kinda need some help here unjumbling it and making it work. Im asking for someone to give me coding help, not nessesarily doing it for me tho.Here's the code: (with the problem area commented out)#include <DarkGDK.h>void ResInit(void);void FloorInit(void);void MoveMarioLeft(void);void MoveMarioRight(void);#define MOVEX 3void DarkGDK(void){float UpVelocity=10.5f;bool HeldUp=0;dbSyncOn();dbSyncRate(60);ResInit();dbSetWindowTitle("Mario Bros");dbSetSpritePriority(1,2);while(LoopGDK()){int collision;if(dbLeftKey()){MoveMarioLeft();}if(dbRightKey()){MoveMarioRight();}/*if(dbUpKey()){if(dbSpriteCollision(1,0)>=100&&dbSpriteCollision(1,0)<233){collision=dbSpriteCollision(1,0);if(dbSpriteY(1)+dbSpriteHeight(1)>=dbSpriteY(collision)&&dbSpriteY(1)+dbSpriteHeight(1)-5<=dbSpriteY(collision)){if(!HeldUp){UpVelocity=10.5f;dbSprite(1,dbSpriteX(1),dbSpriteY(1)-(int)(UpVelocity),1);UpVelocity-=0.1f;}HeldUp=1;}if(dbSpriteY(1)>dbSpriteY(collision)){UpVelocity=0.0f;dbSprite(1,dbSpriteX(1),dbSpriteY(1)+5,1);}}}else{if(dbSpriteCollision(1,0)>=100&&dbSpriteCollision(1,0)<233){collision=dbSpriteCollision(1,0);if(dbSpriteY(1)+dbSpriteHeight(1)>=dbSpriteY(collision)&&dbSpriteY(1)+dbSpriteHeight(1)-5<=dbSpriteY(collision)){HeldUp=0;}}}if(UpVelocity>0){dbSprite(1,dbSpriteX(1),dbSpriteY(1)-(int)(UpVelocity),1);UpVelocity-=0.1f;}*/if(!(dbSpriteCollision(1,0)>=100&&dbSpriteCollision(1,0)<233)){dbSprite(1,dbSpriteX(1),dbSpriteY(1)+5,1);}dbSync();}return;}void ResInit(void){dbCreateAnimatedSprite(1,"mario.bmp",4,1,1);//mario=1; 1//dbCreateAnimatedSprite(2,"crab2.bmp",2,1,2);//crab=2; 2-12// dont need yet//dbCreateAnimatedSprite(13,"spiny.bmp",2,1,3);//spiny=3; 13-23//dbCreateAnimatedSprite(24,"buzzbuzz.bmp",2,1,4);//buzz=4; 24-34 dbCreateAnimatedSprite(35,"floor.bmp",2,1,5);//floor=5; 35 dbLoadImage("map.bmp",6);FloorInit();dbSprite(36,0,0,6);//map size 640x480 map=6; 36dbSprite(1,180,380,1);}void FloorInit(void){dbLoadImage("floortile.bmp",7);int posx,posy,i;posx=-40;posy=120;for(i=100;i<116;i++){dbSprite(i,posx,posy,7);posx+=20;}posx=360;for(i=116;i<132;i++){dbSprite(i,posx,posy,7);posx+=20;}posx=-50;posy=253;for(i=132;i<139;i++){dbSprite(i,posx,posy,7);posx+=20;}posx=550;for(i=139;i<145;i++){dbSprite(i,posx,posy,7);posx+=20;}posx=167;posy=233;for(i=145;i<160;i++){dbSprite(i,posx,posy,7);posx+=20;}posx=-40;posy=347;for(i=160;i<174;i++){dbSprite(i,posx,posy,7);posx+=20;}posx=395;for(i=174;i<188;i++){dbSprite(i,posx,posy,7);posx+=20;}posx=-40;posy=460;for(i=188;i<233;i++){dbSprite(i,posx,posy,7);posx+=20;}for(i=100;i<233;i++){dbSetSpritePriority(i,1);}}void MoveMarioLeft(void){int collide;dbSprite(1,dbSpriteX(1)-MOVEX,dbSpriteY(1),1);if(dbSpriteMirrored(1)){dbMirrorSprite(1);}if(dbSpriteCollision(1,0)>=100&&dbSpriteCollision(1,0)<233){collide=dbSpriteCollision(1,0);if(dbSpriteX(1)-dbSpriteWidth(1)>dbSpriteX(collide)){dbSprite(1,dbSpriteX(1)+MOVEX,dbSpriteY(1),1);}}if(dbSpriteX(1)<=-40){dbSprite(1,640,dbSpriteY(1),1);}}void MoveMarioRight(void){int collide;dbSprite(1,dbSpriteX(1)+MOVEX,dbSpriteY(1),1);if(!dbSpriteMirrored(1)){dbMirrorSprite(1);}if(dbSpriteCollision(1,0)>=100&&dbSpriteCollision(1,0)<233){collide=dbSpriteCollision(1,0);if(dbSpriteX(1)<dbSpriteX(collide)){dbSprite(1,dbSpriteX(1)-MOVEX,dbSpriteY(1),1);}}if(dbSpriteX(1)>=640){dbSprite(1,-38,dbSpriteY(1),1);}}dont get me wrong the program runs. the game is what doesnt run right.if u want to have the resources on hand to compile it urself. just make an image 20x20 as the floor tiles, a 640x480 to act as the background, and a 152x57 to act as mario. be sure to color the boxes u make different colors.Checklist of what i need:1) Mario needs to jump up so you can see him go up, not just fall.2)he needs to fall unless there is floor beneath him3)he cant get stuck in between the floor by hitting the left or right side of the block.4)when he jumps, he cant jump through the floors.5)when he hits his head on the bottom of a floor tile, he needs to stop going up, but stay at the same y coordinate for an amount of time where if he hits his head he would hit the ground at the same time as if he didnt hit his head.6)when the game starts, he cant be jumping up, he must fall to the ground.Thanx for any coding hints and help!
implement a physics part wherever you call his "update" function.. i.e./* Falling physics */if(mario is in air){ myAcceleration -= 9.8 * (currentTime - lastUpdateTime) / 1000; /* the above means it will reduce it by 9.8 a second */ myYspeed += myAcceleration; mariosY += myYspeed;}/* in the key press for jump*/if(keypress == JUMP_KEY) myYspeed += 110;Im tired so hopefully that makes sense. the numbers used are just pulled out of my butt and you'd have to find a ratio of gravity to jump speed.also, for the stopping at the top, well thats just collision detection where you dont actually increase is y, but the acceleration keeps ticking and it will keep trying to move mario's Y higher and higher till he finally starts to free fall.
HDR shop no longer available
Graphics and GPU Programming;Programming
Hi,I tried to get me a copy of HDR shop v1 from http://gl.ict.usc.edu/HDRShop/but the link is broken! Now, its a very useful tool, I would like to have it, and since v1 was/is free, I wonder if somebody still has a copy?
Hmm, that's strange. Looks like some other of Paul's stuff is down too.Oh well, here it is. I checked the license, and it didn't say anything about redistribution, so I guess he won't mind.; I seem to remember the last time I looked into HDR shop it had been essentially removed from market. Something along the lines of the University it was developed at, stopping the distribution and instead moving onto version 2, which had to be licensed. There were also endless requests in the forum for licensing details and dismay at how nearly all email requests had just been ignored. Appears to have just gone into limbo now, shame as its really a great little tool.
Confusing Linker Errors
For Beginners
I was trying to make a little program that parses files into variable/value pairs and stores them in a map. The compiler (Visual C++ Express Edition) is returning these linker errors, and I have no idea what is wrong:1>Parse.obj : error LNK2005: "class std::map<class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> >,class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> >,struct std::less<class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> > >,class std::allocator<struct std::pair<class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> > const ,class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> > > > > * __cdecl ParseFile(class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> >)" (?ParseFile@@YAPAV?$map@V?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@V12@U?$less@V?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@@2@V?$allocator@U?$pair@$$CBV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@V12@@std@@@2@@std@@V?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@2@@Z) already defined in main.obj1>Parse.obj : error LNK2005: "class std::map<class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> >,class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> >,struct std::less<class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> > >,class std::allocator<struct std::pair<class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> > const ,class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> > > > > * __cdecl ParseFile(class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> >)" (?ParseFile@@$$FYAPAV?$map@V?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@V12@U?$less@V?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@@2@V?$allocator@U?$pair@$$CBV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@V12@@std@@@2@@std@@V?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@2@@Z) already defined in main.obj1>C:\Documents and Settings\sotsilent\Desktop\Test Programming\Parser\Debug\Parser.exe : fatal error LNK1169: one or more multiply defined symbols foundHere's the code://Parse.cpp - Implementation//Sheldon Bachstein//December 30, 2007//Using ifstreams#include<fstream>using std::ifstream;//Using strings and maps#include<string>#include<map>using std::map;using std::string;map<string, string>* ParseFile(string file){ifstream f(file.c_str());//Open file for input.if(!f)//If not ready to read...return NULL;//return null.map<string, string> *result = new map<string, string>;char c;string token;string first;bool isFirst = true;bool quotes = false;while(f.good()){f.get(c);//Get next charswitch(c){case ' ':if(quotes)token += c;//If inside quotes, keep spacesbreak;case '=':if(!isFirst)return NULL;//This shouldn't happenfirst = token;token.clear();isFirst = false;break;case '\"':if(quotes)quotes = false;elsequotes = true;break;case '\n':if(isFirst)return NULL;//Newlines should only be found after values.//*result[first] = token;result->insert(std::make_pair(first, token));token.clear();first.clear();break;case '[':f.ignore(255, '\n');break;default:token += c;break;}}return result;//Return result.}Can anyone please explain what's wrong? I have absolutely no idea. Any help is appreciated a lot.
I bet you're using VC++. Try deleting the debug file.Try making sure you don't include that file more than once.If all else fails, surround your code with:#ifndef WHATEVER#define WHATEVER// Your code here#endif
[DX9] - Rendering Primitives Always On Top
Graphics and GPU Programming;Programming
I've been trying to figure out how to render certain primitives on top of other primitives if they are in the same spot. For example, I have two triangles with edges that share the same position. So if i render them as a wireframe, one overlaps the other. I want to be able to choose which triangle would appear on top. How can I accomplish this? Does it mean I have to rearrange the primitives in the vertex buffer?
Hi,that's why we have a depth buffer.It's a buffer also called Z-buffer which stores information about object distance from the viewing point.Object's that are closer to the viewing point will occlude those that are not so close.
No! Too late! (new business name)
GDNet Lounge;Community
I was about to register the domain name for my to-be company, which was free a few days ago, only to find out that it has since been registered. This really sucks as I liked the name very much. Now I have to go back to the drawing board to find a new name. I've tried several alternative spellings, and post- and prefixes, but none of them feel right.So, any tips at coming up with a new business name? If you have a business, where did you find your inspiration for the name?
Out of curiosity, what was the domain name you were trying to get?And why not try various suffixes to your original choice of name? Coca Cola Enterprises, SomeFoo Software, etc? ;One of today's Slashdot discussions may be relevant to you. ; Hair-RifficHair & ThereA Cut AboveNow Hair ThisThe Cutting EdgeHair Say ;Quote:Original post by TheUnbelieverOut of curiosity, what was the domain name you were trying to get?And why not try various suffixes to your original choice of name? Coca Cola Enterprises, SomeFoo Software, etc?The name was Hizkia (his kee ah). I don't like postfixes, they ruin the name.I was already wary of the sniffing stuff, so I used the commandline to check. But the company that registered the domain is a genuine company, so I can't really blame them or anything. ; Replacing a few letters maybe?Like Hyzkia, Hizkya, Hiskia, ... (I didn't check them though - edit: after reading the slashdot article: good that I didn't ;)). ;Quote:Original post by LodeReplacing a few letters maybe?Like Hyzkia, Hizkya, Hiskia, ... (I didn't check them though - edit: after reading the slashdot article: good that I didn't ;)).Thanks for suggesting. It made me think over alternate spelings again (yours, and some others).. and indeed Hyzkia is pretty nice. Registered, both .com and locally :).Thanks again! ; Leuk! :) ; Aren't you going to get loads of people misspelling yours and his address though? It's a short word which is good, but it's not particularly easy to remember, which to me is important. I'm confident I could tell someone my company name and they would be able to remember it and use it to get my website first try. ;Quote:Original post by d000hgAren't you going to get loads of people misspelling yours and his address though? It's a short word which is good, but it's not particularly easy to remember, which to me is important. I'm confident I could tell someone my company name and they would be able to remember it and use it to get my website first try.Yes, you might be right. It's a negative aspect of this name.
Great computer graphics applets
For Beginners
I've recently stumbled across this link. Aside from the interesting lecture notes, the Demos section contains a lot of great applets that demonstrate fundamental concepts in computer graphics. For example, the scene-graphs applets demonstrate the effect of applying 3D transformations in a varying order, and you can interactively compose transformations and watch the results visually. You might also look at the relevant lecture notes for some further information.Beginners often find these concepts difficult to understand and visualize, so I'm sure this will help many of them. If you know of any similar sites, feel free to post them.
How do you render text in your D3D applications?
Graphics and GPU Programming;Programming
Morning,I a curious to know how you guys create and draw text to the screen in D3D. For example, do you use GDI, D3DXCreateFont, DXUTTextHelper or some other method. Today i am considering wrapping the 3D text creation routines that come with D3DX in order to provide a font library that can draw 2D text using scalable meshes.I am also interested to hear any comments on whether or not this kind of small library would be used. If this appeals to you, what kind of features would you like to see?So, i'm all ears people! :)Cheers,
I created a tool that uses D3DX font systems to generate custom font textures, then wrote a sprite blitter to render them in the game engine.Here are some snapshots, if you're curious. One of the tool, then one of the fonts being used in my project:; I roll my own method, rather than using some other tool or API. I basically just render a bunch of quads on the screen using vertex shader constant instancing. Then I just plop a texture like in Kest's first screenshot onto the quads.
"Raycasting" in a pixel shader
Graphics and GPU Programming;Programming
Hello,I have an application, with renders a skydome with atmospheric scattering.Now I want to replace the skydome with a cube.To to so I have the following algorithm in mind:The camera is always at the center of the cube. I send the five sides (dont need bottom) of the cube to the pipeline and in the vertex shader I calculate a ray from the camera to the current corner vertex of the cube. I store this ray in a texcoord. The rays get interpolated over the cube faces and so I have a ray for every pixel in the pixelshader.My questions:1) Does this interpolation work? Will the interpolated rays be correct?2) My second idea: Instead of storing the rays from cam to vertex I could also store the vertexPosition of the cube in a texcoord and then use the interpolated positions in the pixelshader, to calculate the ray. Would this work and if yes: is it better?Thanks for any help!
Quote:Original post by schupf1) Does this interpolation work? Will the interpolated rays be correct?Yes, but they won't be normalized.Quote:Original post by schupf2) My second idea: Instead of storing the rays from cam to vertex I could also store the vertexPosition of the cube in a texcoord and then use the interpolated positions in the pixelshader, to calculate the ray. Would this work and if yes: is it better?Since the cube center is at (0,0,0), this would be exactly the same as method 1.; Thanks for your answer!So Im gonna try the approach with the interpolated rays and normalize them in the pixel shader.One technical question:I dont only want to render the box, I want to create a cube texture (to use them for rendering AND reflections). Btw: I am using DX10 and SM4.0.I guess I have to do the following:for(i=0; i < 5; i++) { viewMatrix.setMatrix(viewMatrix); RenderThisFace(renderTarget);}So I have one technique with one pass which does all the "raycasting" in the pixelshader and the result is written to renderTarget.1) But with this approach I need 6 passes (5 to render to the faces and 1 to draw the cube)! I have seen one sample from the DX Docu (CubeMapGS), where they render to all 6 faces simultanously. Unfortunately they just render a complete scene to the faces, while I create the faces with raycasting on the fly. So is there a more efficient way in DX10 to create my cubemap?2) Im really confused about the new DX10 Resources. What I want: a cube map, that can be used for environment mapping and that can be rendered. Do I need a texture2D Array? Does anyone know some simple code which creates and renders a cubemap in DX10 (I just have found ONE sample "CubeMapGS" and to be honest... its really unclear).;Quote:Original post by schupf1) But with this approach I need 6 passes (5 to render to the faces and 1 to draw the cube)! I have seen one sample from the DX Docu (CubeMapGS), where they render to all 6 faces simultanously. Unfortunately they just render a complete scene to the faces, while I create the faces with raycasting on the fly. So is there a more efficient way in DX10 to create my cubemap?You can use the geometry shader stage to render all 5 (or 6) faces in a single pass. This obviously requires GS capable hardware. However, this is still pretty slow on current hardware, slower than doing it the old style way. Next generation hardware will have (much) more powerful geometry shader processing, and the single pass method will probably become the best alternative.Quote:Original post by schupf2) Im really confused about the new DX10 Resources. What I want: a cube map, that can be used for environment mapping and that can be rendered. Do I need a texture2D Array? Does anyone know some simple code which creates and renders a cubemap in DX10 (I just have found ONE sample "CubeMapGS" and to be honest... its really unclear).I have no idea. I'm an OpenGL guy :);Quote:Original post by schupf1) But with this approach I need 6 passes (5 to render to the faces and 1 to draw the cube)! I have seen one sample from the DX Docu (CubeMapGS), where they render to all 6 faces simultanously.As Yann mentioned, you can render all 6 at a time on DX10 hardware but in my experience it's not actually any faster on current hardware. Simply having a geometry shader - even a trivial/identity one - incurs a performance hit large enough to cover any advantage of avoiding multiple passes/render target changes. Future hardware may change this, but conceptually you're just moving more of your render logic onto the GPU so the code doesn't really change that much in any case.One other option to look at is different parameterizations than cube maps. Dual-paraboloid maps come to mind, although you have to make sure that your scene is tessellated enough to make up for the fact that rendering into a dual-paraboloid map technically requires non-linear rasterization.
Image not drawing
Graphics and GPU Programming;Programming
For some reason...my image isn't drawing. I know the image exists because I can write the values to the log(sizes return the right size, the texture handle returns the number 2), and the program isn't crashing when I try to draw the image. Its hard because the loading code is spread all over the place, but I doubt its the loading code.void Graphics::drawImage( boost::shared_ptr<gcn::OpenGLImage> texture, Utilities::Rect& src, Utilities::Coord &dest, Utilities::Color& color ){assert( texture );if( m_begansprites == false ){glEnable( GL_TEXTURE_2D );glBegin( GL_QUADS );m_begansprites = true;}// Draw the texture at it's default size if// a size is not definedif( src.width == 0 )src.width = texture->getWidth();if( src.height == 0 )src.height = texture->getHeight();float texX1= src.x / (float)texture->getWidth();float texY1 = src.y / (float)texture->getHeight();float texX2 = (src.x + src.width) / (float)texture->getWidth();float texY2 = (src.y + src.height) / (float)texture->getHeight();glBindTexture( GL_TEXTURE_2D, texture->getTextureHandle() );glColor4ub( color.r, color.g, color.b, color.a );glTexCoord2f( texX1, texY1 );glVertex2f( dest.x, dest.y );glTexCoord2f( texX2, texY1 );glVertex2f( dest.x + src.width, dest.y );glTexCoord2f( texX2, texY2 );glVertex2f( dest.x + src.width, dest.y + src.height );glTexCoord2f( texX1, texY2 );glVertex2f( dest.x, dest.y + src.height );if( m_begansprites == true ){glEnd();glDisable( GL_TEXTURE_2D );m_begansprites = false;}}
theres certain things u cant do between glBegin()..End()one of them is binding a texture like youre doing there ; Thank you sir.
opengl Multitexture problem
Graphics and GPU Programming;Programming
I am writing an engine for a game I am making for fun. I had everything working like models loading and getting textured and everything. My terrain looked crappy so I improved that by using multi texturing. Now all my other texturing is broken ie. Not showing up. Is there any way to change between using multi texturing and using single textures?
EDIT: To further clarify what I mean. The code I use to render terrain textures is for example:glActiveTextureARB(GL_TEXTURE0_ARB);glBindTexture(GL_TEXTURE_2D, TextureArray[0]);glActiveTextureARB(GL_TEXTURE1_ARB);glBindTexture(GL_TEXTURE_2D, TextureArray[1]);glMultiTexCoord2fARB(GL_TEXTURE0_ARB, tCoord[x][z][0], tCoord[x][z][1]);glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0, 0);To render every other texture in my game I use for example:glBindTexture(GL_TEXTURE_2D, texture);glTexCoord2f(1.0f, 1.0f); ;Quote:To render every other texture in my game I use for example:glBindTexture(GL_TEXTURE_2D, texture);glTexCoord2f(1.0f, 1.0f);Now the active texture unit is UNIT_1 if you did not change the current texture unit and glTexCoord2f(1.0f, 1.0f);will set the texture coordinates of UNIT_0. So before setting the texture coordinates make UNIT_0 the active unit.glActiveTextureARB(GL_TEXTURE0_ARB); ; Beautiful...After I finish drawing my terrain just before i call glPopMatrix(); I set this glActiveTextureARB(GL_TEXTURE0_ARB); and everything now works...thank you very much! You have helped me not get a huge headache with such a quick fix! ;
Learning Calculus
Math and Physics;Programming
I've spent quite a bit of time searching the interweb looking for a good beginning to calculus, I suppose I should say practical calculus, in that I don't really care about formulae for the sake of formulae.I did learn this stuff in high school (um, 15 odd years ago *cough*) but of course I barely remember any of it, except that it dealt a lot with curves, parabola and hyperbola.I asked a while back for some help on determining target leading, and Oliii was so kinda to give me a very detailed and I'm sure, quite clean and easy to understand answer, had I actually known enough about calculus to understand it. I persisted and tried to get it working in my own engine but I failed, thus started my quest to re-learn the math that I learnt in high school and of course improve on and understand it.But, I cannot find text anywhere that explains these concepts to a human rather than a scientist. Calculus for Dummies looked like it could be good, but the reviews I have seen say it goes down hill as soon as it hits the parts about derivatives, so I guess that one is a no go too.I've been holding off posting about this for a long time believing the internet would hold the answer, or maybe even a nice book, but alas they hide from me. Does anyone here have any suggestions?I am not totally clueless, but I really do need a refresher, and probably some refreshing linear algebra and trig wouldn't hurt too much either, though I'm not too bad with LA, it never hurts to read things you know just to refresh.
try purplemath.com ; Hi,I think for game programming only basic knowledge of calculus is needed if any, so any basic book on the subject should be good enough, otherwise try those for Engineering students...Things you really should get familiar with for game programming are Linear Algebra and Mechanics(Dyn. & Kin.).These should be enough for most engines, if you came to situation that you should get the integral/derivative of an equation and found it hard, just don't be upset and try to get somebody's help, as calculus may for some equations be a mind-twister problem.Well, I'm kinda sure you're not, but if you're for any unknown reason trying to make a realtime calculus engine for a game then consider numerical calculus, it'll save you much time... ; I basically want to learn enough to understand the quadratic equation, enough to understand what Oliii told me in this threadhttp://www.gamedev.net/community/forums/topic.asp?topic_id=457840and of course, anything of a similar nature.Last time I looked at purplemath it wasn't that helpful. I'll take another look though.Thanks. ; What Oliii has written isn't about calculus, it's to do with mechanics and algebra...Now I'll try to explain the idea of the post as a general concept...1)Now you have two moving objects:the ship and the bulletA moving object -> means it has a Direction and a speedDirection + speed = velocity 2)To make the bullet hits the moving ship they both(the ship and the bullet) should occupy the same point in space in a certain time(when the bullet hits the ship)So they'll hit Somewhere on a certain Sometime...Which both I don't know, but I'll try to figure them out..3)Here we need 'mechanics' to write an equation for every moving object, These equations describe the movement of the object depending on its velocity(as mentioned in point 1)(remember that we're dealing with these objects as particles)4)now I have got 2 equation, 1 equation for each object...Both equations have time and position...now as mentioned in point 2 they should have the position and time..So, the situation now is that I have two unknowns(position and time) and two equations(those of the moving ship and the bullet)Here you should now use Algebra to solve this system of equations, and you should also get yourself familiar with vectors and vectors equations.See ? we didn't even need calculus, but we've had to use it to derive the movement equations of the moving objects...fortunately they're readily available in most books dealing with the basic mechanics of particles.; That's pretty helpful, I'll have a look over what he's told me and try to reinterpret it that way, thanks.; There is actually very little calculus involved in determining line intersections,distances,etc in 3D space.The hardest part for most people including myself is visualizing the stuff.This might help you out some. ; My personal view of maths is that its only useful if applied to something. As a result, I did quite badly in maths classes back in the day. It wasn't until I started needing maths that I found it useful.Calculus is one of the things I did badly at. Mainly, because I never managed to think of a use for it. I mean sure, hypothetically I may need to fill a strangely shaped box with fluid, but that's unlikely, and if I did have to so such a thing, I would simply fill it with water first, measure how much water, and then fill it with the fluid, thereby getting a more accurate result than any approximation.As for the bullet and ship example, I used a variation of the binary search algorythm. (Dammit cant find my code, but here goes from memory)shipLinePoint = middle_of_ship_line.SHIP_BULLET_INTERSECTION_SEARCH(ship,bullet,shipLinePoint)IF(bullet and ship touch at that time slice) return time slice.ELSE IF bullet is closer to end of its travel path shipLinePoint = halfway between current point and end ELSE shipLinePoint = halfway between current point and beginning. END IF RETURN SHIP_BULLET_INTERSECTION_SEARCH(ship,bullet,shipLinePoint)END IFThe algorithm requires that you can calculate the nth position of the bullet or the ship. I suppose that if the two objects weren't travelling at a constant speed, you would need a separate algorithm to do this. Would programming the software to do calculus be faster or slower than this algorithm? ;Quote:Original post by daviangelThere is actually very little calculus involved in determining line intersections,distances,etc in 3D space.The hardest part for most people including myself is visualizing the stuff.This might help you out some.I hear what you're saying, my eyes glaze over when I see large formulas with lots of subscripts. I need to visualise things a lot, which is probably why I failed calculus at school. I had no clue what it was for or why I was doing it.Having said that, I started to look at the site you posted, but I'm not finding that terribly clear either, though I sort of get what its saying. I think my problem here is that I'm not trying to intersect 2 lines, I'm trying to find the vector that the bullet needs to travel on in order to intersect. ; You can use trigonometry to figure it out. I suggest you get some paper and draw this out. The distance between the two ships is your adjacent side. The path that the ship you want to hit is the opposite side. Using trigonometry the lines will always intersect but they may not necessarily intersect in the same time. If they do then its a hit(same time same place). I start with 10s for my argument to shipA because it takes at least 10s for the bullet to get to shipB on a straight line(10km * (speed of bullet)1km/s). So your variable is shipA -- input 10s into there as a first argument and you will get a distance of 1km(100m/s *10s). Using Pythagorean theorem you can compute the hypotenuse which is the distance the bullet traveled. (The square root of (1km squared + 10km squared)) Then multiply that distance by the speed of the bullet to get the time that the bullet takes to intersect the path of shipA). Results i got with argument 10s for skipABullet Reaches Point @ 10.049s -- 10(shipA) - 10.049(bulletTime) = -0.049 (The bullet is late)Distance off = 0.049 * 100m/s = 4.9m Results i got with argument 10.05s for skipABullet Reaches Point @ 10.005037s -- 10.05(shipA) - 10.05037(bulletTime) = -0.00037 (The bullet is late)Distance off = 37mm (basically a hit depending on ship size)Angle the bullet was fired at: 5.73 degreesYou will need some type of precision limit set or else the calculation could be infinite. The angle can be computed by arctan(shipA distance traveled(Opposite) / distance between ShipA and B intially (adjacent) )heres a link to some trig that may be helpfulhttp://www.clarku.edu/~djoyce/trig/right.html-------------------I'm not sure if that works for you probably a better way... Maybe Maxima/Minima Calculus tricks could do that because it seems to form a hyperbola, Im not sure my calculus is very rusty.[Edited by - Ezra on December 28, 2007 10:33:13 PM]
Most common formats
General and Gameplay Programming;Programming
For my game engine, which I have been designing for quite some time, I have come across a stumbling point. I was deciding what model file formats I would use and I found so many; I wish not to exclude anyone from using a certain format. So I was wondering what the top five formats that you have seen that are used in games which you would recommend.
I'll assume you're talking about geometry formats.Static:.obj.3ds.ms3dDynamic(animated).md2/3.3ds.ms3dI recommend you just support .3ds. It's very popular, and not entirely a nightmare to parse. GameTutorials has some, tutorials, on it though you'll have to pay for them.Milkshape (ms3d) is also a good format but the modeller kind of sucks and the good tutorial on it no longer exists (rsn.gamedev.net).The ideal solution would be a custom format. That only contains the data you care about, in an easy / optimized format. You could then write exporters for the different modelling suites to store geometry in this common format. ; Yes, I meant geometry, my bad.Thank you for the suggestion. For now, I will support .3ds and add support later if I need/want for other formats. ; i wouldnt recommend 3ds, its very old.im sure theres a FAQ about the various pro's + cons of various model formats , also a lot of ppl unlike say textures make their own format. ; You could always try to support FBX which has just about everything you'd ever need. Also, you could support Collada (make a tool that converts collada files into your own model format). ; A custom format, and ship with conversion tools, or some of the more performance-optimized formats [like .md5, which is pretty nice], and ship with exporters to those. The .3ds's and .x's and many others are so verbose and all-encompassing that they really are terrible for run-time performance. Pick [or make] a file format that features a better optimized data arrangement for your purposes, and convert everything to that. Depending on your needs, different file arrangements will be of different value, and different engines will need different information. Even those clunky many-featured formats like .3ds aren't particularly good in many instances due to omitting data that would be exclusively useful to games [like mass distribution for physics, anchor points, animation scripts, ect].Give careful consideration to making your own, and not natively supporting anything else. You don't have to please everyone upfront, you just have to provide them with tools to allow you to use their resources [converters].Convert things to your own format outside of the game, where the user has a chance to add the information that your engine will need, but that the file format doesn't feature [a stand alone tool, separate from the user's game]. This will also give you a chance to perform some expensive optimizations on the model that would be obstructively time consuming to do in real time, like triangle reduction, generation of a navigation data, static shadows, and much more. ; Ok, I agree with the recent posters now after I did some research (just to make sure it was as Bzroom said. I have decided on making my own format and the appropriate importers and exporters for the file format.Once again thanks. ; I ran into this problem in my game as well. Ultimately, I decided to use COLLADA for the time being. It's slow, and not designed for use in a final end product (Collada is designed as in intermediate format), but Collada is very simple to use and to parse. It's also supported by practically everything.When load times became an issue, I just modified my mesh loader to dump the raw mesh data to disk as a cache. Next time the program started, the mesh loader would use the cached mesh on disk instead of the Collada one, greatly decreasing load times.
Static pointers to classes and delete
General and Gameplay Programming;Programming
Hi! I'm making a tycoon-like game and I'm currently using a stack-based approach to manage the game states. Basically there's an abstract base class called CGmSt which all the rest of the game state classes inherit from. Every inherited class has a static pointer to itself and a protected constructor. There's also a public method called GetInstancePtr which allocates that pointer if it's the first time the function is being called and returns that pointer for every call afterwards. That pointer is deleted inside the Shutdown method.There's algo a CgmStMngr class, which mantains the stack and has some functions such as PushState (which calls the Initialize method of the state that is being pushed) and PopState (which calls the Shutdown method of the state that is being popped). Every game state holds a pointer to the CGmStMngr.Today, I was working with the code and realized that there might be one case where this stack-based approach could fail. Let me explain: suppose that program execution is inside CSomeStateGmSt::Initialize() and CGmStMngr::PopState() is called. As a result of that, CSomeStateGmSt::Shutdown() would be called, deleting its static pointer. After the call to CSomeStateGmSt::Shutdown() returns, is the stack frame from CSomeStateGmSt::Initialize() still valid? So far, everything seems to be working OK, but I would like to ensure things are not going to blow up :)Thanks in advance for your answers,--Nacho
Hi,Do you mean you're using the singleton pattern everywhere?Also, a part of the question isn't clear to me: are you talking about multithreading? When you're in the Initialize() function of SomeState, do you mean that PopState will be called by another thread? If not, why would you call PopState from the Initialize function of your state? ;Quote:Original post by LodeHi,Do you mean you're using the singleton pattern everywhere?For the game states, yes, I'm using singletons. The game states manager is not a singleton. There's only one instance of it inside the CGameEngine class and every game state holds a pointer to that instance.Quote:Original post by LodeAlso, a part of the question isn't clear to me: are you talking about multithreading? When you're in the Initialize() function of SomeState, do you mean that PopState will be called by another thread? If not, why would you call PopState from the Initialize function of your state?No, I'm not using multithreading. As a matter of fact, I mistyped something in my original post since I'm actually calling PopState inside CSomeStateGmSt::Update(), not CSomeStateGmSt::Initialize() as I've originally stated. Nonetheless, the example is still valid. Suppose that CSomeStateGmSt::Update() is done with its processing and we need to get back to the previous state, would the call to CGmStMngr::PopState() render CSomeStateGmSt::Update()'s stack frame invalid?--Nacho;Quote:Original post by Ignacio LiverottiBasically there's an abstract base class called CGmSt.There's algo a CgmStMngr class.Ouch. Seriously, buy a vowel.Your problem seems to stem from an over-use of a half-hearted singleton. I'd suggest making game states non-singletons and just creating and deleting them on demand (such as new-ing them before pushing them as state, and holding them as a smart pointer so they get deleted when popped). Alternatively if your states have values which persist between usages then create them all at startup in a higher level class, push and pop them as you please with no allocation/deletion, and finally delete them all on game shutdown.Deleting while still updating as state is going to blow up in odd ways, but it might not crash and instead just start scribbling over unallocated memory. Alternatively keep a list of states to be popped and only pop them after you've updated everything. Or if a state has to pop itself, then have it indicate this via a return code from Update(). ;Quote:Original post by Ignacio LiverottiHi! I'm making a tycoon-like game and I'm currently using a stack-based approach to manage the game states. Basically there's an abstract base class called CGmSt which all the rest of the game state classes inherit from. Every inherited class has a static pointer to itself and a protected constructor. There's also a public method called GetInstancePtr which allocates that pointer if it's the first time the function is being called and returns that pointer for every call afterwards. That pointer is deleted inside the Shutdown method.There's algo a CgmStMngr class, which mantains the stack and has some functions such as PushState (which calls the Initialize method of the state that is being pushed) and PopState (which calls the Shutdown method of the state that is being popped). Every game state holds a pointer to the CGmStMngr.Today, I was working with the code and realized that there might be one case where this stack-based approach could fail. Let me explain: suppose that program execution is inside CSomeStateGmSt::Initialize() and CGmStMngr::PopState() is called. As a result of that, CSomeStateGmSt::Shutdown() would be called, deleting its static pointer. After the call to CSomeStateGmSt::Shutdown() returns, is the stack frame from CSomeStateGmSt::Initialize() still valid? So far, everything seems to be working OK, but I would like to ensure things are not going to blow up :)Thanks in advance for your answers,--NachoI wd lk to hlp, bt yr cls nms r to dfclt to rd :-|j/k :)This is just me, but I'd probably take a different approach.I'm not quite clear on all the details of how your system works, but it sounds like:1. Each game state type is a singleton, more or less (is that right?)2. The individual game states have direct access to the object that manages them3. The game states are created and destroyed via the initialization and shut down methodsI'm not sure I understand the purpose of the singleton approach in this case, but regardless, IMO the individual states should not have access to the 'game state stack' object that manages them (following the general principle that objects should not know about the containers in which they reside, as this creates an unnecessary dependency).The other problem is that of pushing and popping states inside state initialization or update functions. I'm not sure of the exact answer to the question you posed, but I think it might be better to handle all pushing and popping in a single location in the code, preferably at the beginning or end of the update cycle. This will prevent problems such as the 'what if I pop the state stack while a state is updating?' problem.The question remains, of course, of how to communicate to the game state stack that it needs to 'do something'.Although my own game state stack system is certainly not without flaws, software-design wise, it does address some of the issues under discussion here.First of all, states are not singletons or anything of that sort - they are just objects pushed onto and popped off of the state stack.The game states themselves certainly need to be able to request that a state be pushed or popped (they might 'pop themselves', request that a new menu state be pushed onto the stack, or what have you), but this is achieved via messaging rather than through direct access to the game state stack.These 'push/pop request' messages are collected elsewhere in the application, and then at the beginning of the update loop they are processed in sequence. If you want to be able to push and pop inside game state constructors or destructors, you can buffer the commands so that any such requests will not be processed until the next update cycle.Anyway, that would be a pretty drastic architectural change, and may not be something you want to take on, but at the very least I would take another look at the use of singletons, and at the relationship between the game states objects and the game state stack.[Edit: slow...] ; So you're in a function of an object of class CSomeStateGmSt, and then you delete the object?AFAIK, that's similar to doing "delete this", and then in the rest of the Update function you may not access any of the object's data members or virtual functions anymore, but apart from that the function will execute just fine (since you can't access the datamembers, you won't be able to do much anymore, so unless your call to the deleting function is at the end of Update, it's going to give problems).I don't really understand why you'd create and delete singletons all the time for a stack of states though. How exactly does that work? ;Quote:Original post by OrangyTangOuch. Seriously, buy a vowel.I originally used lots of vowels, but when I started having statements such as the following in my codem_lpSPMGameStateNewGame->m_lpSPMGameStateMngr->ChangeState(CSPMGmStWorldMap::GetInstancePtr());I decided that having an acronym list would be a much better idea [lol]Quote:Original post by OrangyTangI'd suggest making game states non-singletons and just creating and deleting them on demand (such as new-ing them before pushing them as state, and holding them as a smart pointer so they get deleted when popped).They are being created and deleted on demand, notice that GetInstancePtr allocates a new instance of the game state and Shutdown frees it. I realize that the singleton approach is weird, though, so I'm gonna change that. My problem is that I'm not sure what happens with the stack frame of a game state's method if the pointer to that game state is deleted inside that method.--Nacho; Wow, lots of replies! [smile]Quote:Original post by LodeSo you're in a function of an object of class CSomeStateGmSt, and then you delete the object?AFAIK, that's similar to doing "delete this", and then in the rest of the Update function you may not access any of the object's data members or virtual functions anymore, but apart from that the function will execute just fine (since you can't access the datamembers, you won't be able to do much anymore, so unless your call to the deleting function is at the end of Update, it's going to give problems).Ahh, that's what I needed to know. Thanks Lode.Quote:Original post by LodeI don't really understand why you'd create and delete singletons all the time for a stack of states though. How exactly does that work?Yes, OrangyTang made me realize it's a pretty bad approach, so I'm gonna change it.@ jykYour suggestion has been very helpful. Although I prefer to leave the messaging system for my next project, I think I can add some kind of return code such as GM_ST_POP_ST [grin] to my game states and check for that in the game's main loop in order to avoid pushing and popping of states inside the update function.Thank you all for your replies,--Nacho ;Quote:Original post by Ignacio LiverottiQuote:Original post by OrangyTangOuch. Seriously, buy a vowel.I originally used lots of vowels, but when I started having statements such as the following in my code*** Source Snippet Removed ***I decided that having an acronym list would be a much better idea [lol]Here's the real problem: all of your bad habits reinforce each other.You wouldn't feel so compelled to use Hungarian notation and other such warts if you could write simpler, more obvious expressions. This, in turn, is possible if you (a) don't have to keep re-navigating the singleton maze to get at the relevant objects and (b) type out the rest of the names of things in full. I know from seeing enough other code that "lp" means "long pointer" (but seriously, it's been forever in computer years since it was meaningful to distinguish near and far pointers or WTF-ever), but I can't begin to guess what SPM stands for. The fact that you have to abbreviate this information in order to cram it in is actually a big warning sign that said information does not belong there. The fact that a variable is a pointer should be obvious from the fact that you are dereferencing it. (Actually, in C++, you can "dereference" objects that implement the appropriate operator overload, but the whole point of this technique is that the user should not *care* if it's a pointer or not.).Further, you appear to avoid object creation for paranoid performance reasons (seriously: just create the new game state object fresh), and violate the Law of Demeter (again relating to the complex expressions). You should be going into a specific state, to ask it to ask the manager to return the new state and then set the state to that. Instead, you ask the current state to just do its thing, and said "thing" involves returning the new state by creating it.It's actually very likely that you don't need a manager at all.Quote:They are being created and deleted on demand, notice that GetInstancePtr allocates a new instance of the game state and Shutdown frees it.... Oh. That's not obvious at all, though. Also, don't make up your own names for these kinds of things: C++ has the concept of constructors and destructors for a reason.tl;dr:// The "Run and Return Successor" variant of the State/Strategy pattern// (they're basically the same)// Also, pay attention to how *clean* I keep variable names.// You could also use std::auto_ptr here but I doubt it really improves much...GameState* current = new NewGame();while (current) { // The body of this loop is functionally equivalent to your example statement. // Assuming I'm understanding you correctly. GameState* next = current->update(); delete current; current = next;}// This of course assumes things like:class GameState { virtual GameState* update(); // always returns a new object or null private: // These things should never be copied GameState& operator=(const GameState&); GameState(const GameState&);};GameState* NewGame::update() { return new WorldMap();} ;Quote:Original post by Zahlman[...]but I can't begin to guess what SPM stands for.SPM is the name of the name of the project.Quote:Original post by ZahlmanThe fact that you have to abbreviate this information in order to cram it in is actually a big warning sign that said information does not belong there.My previous version of the project used pretty long variable names such as "CSPMGameStateScheduleMission" or "CSPMGameStateCreateNewProgram". As a matter of fact, my classmates laugh at my tendency to write long and descriptive names for variables but, honestly, I found that for this particular project this convention was quite cumbersome to work with, so I decided to shorten the names and mantain a txt file with the acronyms list.Your advice about information not belonging to certain places is very useful, so I think I'm going to revise the program architecture in order to eliminate dependencies.Quote:Original post by ZahlmanInstead, you ask the current state to just do its thing, and said "thing" involves returning the new state by creating it.It's actually very likely that you don't need a manager at all.I don't agree with this point. I borrowed the manager concept from an article in the Ogre wiki and it proved to be, at least for me, a very tidy approach to coding that allows me to progresively add functionality to my game in a very simple manner. I also don't like the idea of returning a new state, but that's just my preference and I'm sure you've got a valid reason for doing that. I'll check the "Run and Return Succesor" pattern you suggest in your code snippet at the end of your post.Quote:Original post by ZahlmanQuote:They are being created and deleted on demand, notice that GetInstancePtr allocates a new instance of the game state and Shutdown frees it.... Oh. That's not obvious at all, though.Maybe I didn't emphasize it enough, but I stated that in the first paragraph of my first post.Quote:Original post by ZahlmanAlso, don't make up your own names for these kinds of things: C++ has the concept of constructors and destructors for a reason.Yes, I agree with that. I realised that the singleton approach here is not the way to go so I'm going to change it.Thanks for answering to my post, rating++--Nacho
What books did developer read for game development in the 1990s?
For Beginners
I want to make a game But I wonder how game developers worked in the 1990s, how they made games, how they learning before the Internet became as widespread as it is today. etc.how do they know how to build game mechanics as character ability power up system?how they know to reverse engineering game competitor company.what book I should read?
As far as I know (not being a programmer myself), books on the subject started appearing in the early 2000s. Up to that point, it was “learn by doing” and tips from one another. ;The first book that came to mind was Tricks of the Game-Programming Gurus: Lamothe, Andre, Ratcliff, John, Tyler, Denise: 9780672305078: Amazon.com: Books, which was geared toward beginners/students/amateurs. There were others, but that's the best selling pre-2000. After that point in time, game development became a hot topic in the book publishing world. Even GameDev.net has a series - Beginning Game Programming: A GameDev.net Collection (Course Technology Cengage Learning): 9781598638059: Computer Science Books @ Amazon.com.Otherwise, in the professional realm a lot was “learn by doing” as Tom said, or through word of mouth on early Usenet/IRC/websites (pre-GameDev.net in 1999 - see About GameDev.net). ;Computers in that era didn't have an OS like we have today. The machine booted, and you were dropped in a command shell or in an interactive BASIC interpreter. You basically programmed directly at the metal. Video memory was directly accessible, by writing in a known address range you could make pixels appear at the screen in various colors. The “OS” had a corner in the memory too for its data, but nothing prevented you from poking around there. Lua, Python, C#, C++ didn't exist, ANSI-C was just invented (K&R book about that was in 1989 iirc). Assembly language of course did exist (with books) and was used.Monthly computer magazines were published for all types of home computers. Tips and tricks were exchanged in that way, also program listings were printed in those magazines that you could then enter at your own computer. Studying those listings, and trying things for yourself is how you learned. There was also technical documentation about the computer.If you want to enjoy that stuff, today there is a retro-computing movement, that lives in that era, except with slight more modern hardware but still no OS, etc.;Alberth said:Computers in that era didn't have an OS like we have today.In the 1990s there was MSDOS, Several versions of Windows, and of MacOS. And that's not all the operating systems of the nineties, most likely.Like Linux, for instance.;Tom Sloper said:Alberth said:Computers in that era didn't have an OS like we have today.In the 1990s there was MSDOS, Several versions of Windows, and of MacOS. And that's not all the operating systems of the nineties, most likely.Like Linux, for instance.Yep. There were things like Windows 95, Win 98, and at the time I was still using a Commodore Amiga (AmigaOS) .To deal with the original question “what game dev books was I reading in the 90s?” Back in that era, one of my favorites was : The Black Art of 3D Game Programming by André LaMothe. ;Abrash was the guy who did the Windows NT graphics subsystem and worked on Quake.https://www.drdobbs.com/parallel/graphics-programming-black-book/184404919 ;There are a couple of" history of video games" books, that track the rise of the medium and genre.Just google for them. ;GeneralJist said:There are a couple of" history of video games" booksThat's not what the OP is looking for.;Thanks all
Choosing a career in AI programmer?
Games Career Development;Business
Hello everyone, my name is Ramon Diaz; I am currently studying Game development and programming at SNHU. I have taken the initiative to learn about a professional career in AI programming. I have a lot of gaps in my development in the short term. I have blueprint experience with AI but not enough to choose a career in this profession. I would like to know how I can be competitive leaving the university in 5 months after finishing my studies. I am looking for knowledge from all of you who have been in the industry for years.
Entry level? Know your algorithms, it will help you at interviews. If you have made demos it can help you get jobs, but the market is wide open right now and should be relatively easy to find work for the foreseeable future. Overall, it reads like you are on the right path. When you graduate and start looking for work, be open to any positions rather than just an AI specialty. Once you have a job it is easier to transition into whatever specialty you prefer.;Thank you. ;I would like to know how I can be competitive leaving the university in 5 months after finishing my studies.Talk about last minute. Create AI projects? Or A game with character behaviors? Pathfinding examples. Crowd movements. Anything really. Learn how navigation meshes work.;@dpadam450 Character Behavior is what I doing in the project at this moment. Everything related to AI programming.;@dpadam450 Is it the same when learning C++ in AI as visual scripting Blueprint? If I were to make a demo, what kind of programming should I focus on my attention? ;@frob It is important to have a portfolio? ;Not for programming. You will need to show you know how to do the work, but it is usually some interview questions and writing some code of their choice. If you have something you want to share with them, you can do it if you want. Having done fancy demos can sometimes help get interviews, and can help show your interest and abilities, but it is generally not needed. It does not hurt, unless you do it badly and therefore becomes a cautionary warning. Build it if you want. I have interviewed and hired bunches of programmers without portfolios. ;I'm studying AI at the moment, in terms of statistical learning. I've learned so much about AI over the past few weeks. Check out: https://hastie.su.domains/ISLR2/ISLRv2_website.pdf​andMachine Learning with R: Expert techniques for predictive modeling, 3rd Edition
Newbie desperate for advice!
Games Business and Law;Business
Hi allI'm new to the game development community and need some advice.I've created 2 educational games with a simple idea but are sufficiently challenging for all ages. These could be played on pcs or phones.Is it worth patenting any parts of the games?What would be the best way to monetize?How should I market the games?
hendrix7 said:I'm new to the game development communityReally? Your profile shows that you've been a member here since 2004, and your last activity was in 2007, asking about raycasting.hendrix7 said:Is it worth patenting any parts of the games?Probably not. Expensive and there will be hurdles, and possible lawsuits after the patent is granted (if it is).hendrix7 said:What would be the best way to monetize? How should I market the games?There are several threads here in the Business and Law forum about that. While you wait for more replies from the community, you can read up on those previous answers to those questions. Mainly, “you should have thought about that before you finished your games.” (You wouldn't be “desperate” now.) Good luck with your sales!;@hendrix7 Filing for a patent can be expensive, and you need to document the solution and how it separates from anything else. I have developed software that solved problems in a way that no other software does, but there is only a very small portion of that that can actually be patented. Even though you can file an application yourself, I would recommend hiring an experienced IP attorney. This too is very expensive, though, so you are best off doing this if this idea can provide millions in income. If it can't, then it's actually not that harmful if anybody copies it.You could look at registering trademarks, design and other parts of the games. This is cheaper, but it will protect you brand more than your idea or solution.Again, if this is something that could turn a real profit, it might be worth looking into. If not, it's a very costly waste of time.As for marketing - my day job is actually creating videos and commercials etc., so naturally that's the first thing that comes to mind.Make videos for social media or other platforms where your target audience is likely to see it. Oh, and you need to define a target audience. Know where they are, what they respond to, what their struggles are and how your product will solve their problems, enhance their life experience or in other ways contribute positively to their life.There are several other ways to do this, but the list exceeds my level of expertise in the area.;patenting is costly, and time intensive. As said above, it depends on a lot if it's worth it. ;@hendrix7 Nothing is worth patenting unless you're willing and able to defend your patent. There is no patent police; you're responsible for finding and prosecuting infrigement.What you're patenting has to be novel and non-obvious to a person skilled in the art. You called your idea ‘simple’ which makes me wonder if it's obvious or already in use.;@Tom Sloper Thanks TomI have been programming for a while but not games until now.Thanks for getting back and your advice, particularly patents.;@scott8 Thanks for your reply.I see. The play of the game utilises basic maths skills so I'm guessing it'll be difficult to identify anything that's unique. I suppose, in a similar way, it would be difficult to patent something like ‘Wordle’. Am I right?
Hi I'm new. Unreal best option ?
For Beginners
Hallo everyone. My name is BBCblkn and I'm new on this forum. Nice to virtually meet you 🙂. One of my biggest dreams is to make my own videogame. I love writing design as in text on how my dream game would be. Now I got no skills to create it. But who knows what life will bring. Is Unreal the best program to have fun with an experience ? Obviously I prefer a simple but capable program. Not pre designed auto drop. Why not install Unreal and roam into it and see if anything happens.My favorite games are in the genre of Fantasy, usually stone age with magic. Dota, Homm, Diablo and the odd one out is the genius Starcraft 1. But I played plenty of different games, especially when I way younger. I don't game currently at all but designing gets my creative juices flowing and is so inspiring and fun. Thanks for having me guys
BBCblkn said:My name is BBCblknI am truly sorry for you. Even Elons daughter has a better name than that.BBCblkn said:Is Unreal the best program to have fun with an experience ?Give it a try, but it's not meant for total beginners.Starting small always is a good idea. 2D is easier than 3D. You could try GameMaker, learn some programming language, learn some math, move on to more advanced engines like UE or Unity… ;There's honestly no perfect program for beginners. If I had to compare Unreal though at my skill level, I would probably pick Unity. However, It really comes down to your needs, and how much programming you want to learn. Furthermore, I would also keep in mind other engines.;@BBCblkn I'd recommend Gamemaker studio 2 as a first engine. It's easy to learn and I haven't had a problem making my game ideas in it yet.There are some good tutorials on YouTube to follow to learn it. Do note you'll be limited to 2D games with GMS2.Bit late to the post, but I hope it helps;gamechfo said:Bit late to the postTwo months late. Always consider whether you honestly believe that a question asked long in the past is still awaiting an answer. Thread locked.
How to publish a book?
GDNet Lounge;Community
Hello, So, over the holidays I finished my 1st book. Do any of yall writer types know where I can find:an editorpublisherIt's like 99% done, just need to know what to do next. Also, it's cross genre, so it doesn't necessarily fit the standard model.
You've given nowhere near enough information to get a final answer, but I can suggest next steps for you. (For background, I've worked as an author, co-author, editor, and ghostwriter on 9 books so far.)Publishing is a business deal. You need to figure out what business services you need.Do you even need a publisher? Do you need a distributor? You already mention needing an editor. Do you need marketing? Do you need retail agreements? Digital or physical? If physical, POD or offset, how many each of hard or soft, what size of print run can you afford? What business services do you need? Publishers have an awful lot of potential features of what they can provide and what those services cost.Once you know the list of services you actually need, your favorite bookstore will have books that have listings of all the major publishers and hundreds of minor publishers, along with the services they provide and the specialties they work with. Work through the listings methodically, and talk to them all until you've got a deal. You'll also want to start shopping around for a lawyer at that point, both because they have connections and because they'll be working with the contracts you'll be signing.Once you know what you need and have talked with your lawyer the first few times, you will be ready to start shopping around. It's far better if you have more money and are using the publisher as a paid service. That is, you pay them for the services they provide up front. It will cost you many thousand dollars but you'll require far fewer sales to reach profitability. It can be better to do an online plus POD service starting out if you're self funded. If they need to front any of the money there will be two phases to the deal, one phase before it's profitable and another after a threshold is reached and it's profitable. The exact terms will depend on your needs and the services they'll be providing. Before you sign with anyone, you'll need to work back and forth more than once with your lawyer to help you negotiate what's fair in the agreement. Good lawyers understand the costs of the various services and can help you get fair rates.Just like publishing games, the more you need from them the harder your pitch becomes. If you need a lot of services the more it will cost you. If you're looking for them to invest in you, front you money, and pay for the books, don't expect a lot of money from the deal, and in addition your pitch needs to be amazing and you'll be rejected many times. If you've got the money to self-publish and are only looking for retail agreements that's rather easy. ;hmmmWell Self publish might work too. I'm looking for:an editor publishing distribution for ebookNo hard cover or physical book planned at this timemaking cover art. Future Audio book production. I think that's it. I'd be willing to do physical print if needed, but I don't really want to pay for that at this time. frob said:You've given nowhere near enough information to get a final answer The issue is I don't know what questions or criteria I should be asking or looking for. ;Have you considered publishing with Packt?https://www.packtpub.com/;GeneralJist said:2. publishing distribution for ebook 3. No hard cover or physical book planned at this timeFor distribution of an ebook there are plenty of options. Amazon is the biggest with kindle direct publishing requiring little more than an html file and an image for the title. If you are comfortable with software tools you can use that same document to build/compile every other format out there. You're on the hook for everything else with the business if you go that route, but it can work well if you are marketing through your own channels.There are many ebook publishers out there targeting specific platforms and specific readers or specific genres. I mentioned publisher lists, they also include electronic-only publishers. Understand the tools they use against piracy are also helpful since otherwise anybody with access to the file can make unlimited copies.Be careful of contracts, you almost certainly want something that has a non-exclusive agreement since you've done all the work yourself already. If a publisher wants an exclusive deal they need to be putting quite a lot on the negotiating table.GeneralJist said:4. making cover art.Find an artist with the style you like and contact them. Often it's in the range of a couple hundred bucks, especially for ‘unknown’ artists when they're starting with something that wouldn't have seen the light of day otherwise. Artist friends are best, and asking around at local art schools is inexpensive.GeneralJist said:5. Future Audio book production.If you don't need it now, it's something easily done later.GeneralJist said:1. an editorThis one is the most difficult. Skilled editors are amazing. If you go with a publishing house they'll provide professional editors, at professional rates. ;taby said:Have you considered publishing with Packt?https://www.packtpub.com/hmmm 1st time hearing of them.Looks like they are more of an educational option?My book is a mix of mental health journey auto bio, and Sci Fi elements. It's not really a standard “how to” for game dev. ;so I just heard back from my 1st publisher submission.https://triggerhub.org/​And they essentially say they be willing to look at it deeper, and have extensive edits to focus on the mental health angle. but they would want me to cut a lot. From what they are hinting at, It sounds like they want to cut a lot of the Game dev and gaming journey, as they are a publisher focused on mental health.So, now I need to decide what to do.I sent them back an email saying I'm open to continued dialogue.Without knowing exactly what they want to cut, and edit, I don't know how to proceed.Also, would it be better to hold out, and find a publisher that is willing to accept most of the game dev journey, as I'm looking for a continued publisher to work with, aka accept most of the book as is. Any advice would be helpful.Thanks yall. ;GeneralJist said:Any advice would be helpful.Look into your own mind and heart.;hmmmok,So I've submitted to a few other places.We shall see.I submitted to this place called author House, and they got back to me really quick, but it looks like they want me to pay a couple thousand for a package:https://www.authorhouse.com/en/catalog/black-and-white-packages​I personally find that a bit frustrating.I mean, really, I wrote the book, I thought traditional publishers get paid from a % of sales?@frobWhat do you think?Is the above package a good deal?I was also a little put off, as it seems the person who called me didn't even read anything about my book, and asked me “so what's your book about?"beyond the above, how does this usually work? Edit: so, after a bit of basic research, it seems the above organization is a bit scamy. The hunt continues. ;You're unlikely to get a publisher deal, where the publisher pays you an advance and distributes your book to retail outlets.You'll have to self-publish, meaning you have to bear all the costs for printing, and nobody will distribute it for you. https://en.wikipedia.org/wiki/Vanity_press​