Page:68 - News Archived: 3437

Title Date
ByteBuffer0.asFloatBuffer issues logcat 38console problem - Link Wed, 19 Aug 2015 00:28:10

Hello Ive got two problems 1. My console and logcat dont output anything anymore. Eclipse IDE Android Java Ive done adb kill-server adb start-server on command line to no success which means debugging is close to impossible. Hope someoone knows how i can get outputs back to console and logat. Lots of thanks 2. More importantly this crash problem My code crashes at the starred line below Written in Android Java OpenGL ES No output to both console and logcat has made it more difficult but nonetheless i still managed to trace the crash to the starred line. While trying to find solution to the consolelogcat problem im hoping someone using both experience of similar coding and intuition might be able to help The crash happens on this line 3 code lines from bottom ObjectBuffersj.DBufferDut vbbcD0.asFloatBuffer crashes here so how do i define asFloatBuffer on this line I will appreciate any help to resolve the 2 promblems Many thanks setupByteBuffer vertIterator.next vertIterator.previousIndex ...... public void setupByteBuffer CreateObjVertices vertices int j if vertices.objectArrayLength gt 0 floatArray new float91vertices.objectArrayLength3 forint k0 s0 kltvertices.objectArrayLength k ss3 floatArray91s0 vertices.objectVertexArray91k.x floatArray91s1 vertices.objectVertexArray91k.y floatArray91s2 vertices.objectVertexArray91k.z ByteBuffer vbbc ByteBuffer.allocateDirectvertices.objectVertexArray.length3 4 vbbc.orderByteOrder.nativeOrder ObjectBuffers91j.DBuffer vbbc.asFloatBuffer ObjectBuffers91j.DBuffer.putfloatArray ObjectBuffers91j.DBuffer.position0 else if vertices.objectArrayLengthDD null floatArrayDD new float91vertices.objectVertexArrayDD.length91 forint ut0 utltfloatArrayDD.length ut floatArrayDD91ut new float91vertices.objectVertexArrayDD91ut.length3 forint s0 st0 stltvertices.objectVertexArrayDD91ut.length ss3 st floatArrayDD91ut91s0 vertices.objectVertexArrayDD91ut91st.x floatArrayDD91ut91s1 vertices.objectVertexArrayDD91ut91st.y floatArrayDD91ut91s2 vertices.objectVertexArrayDD91ut91st.z forint ut0 utltfloatArrayDD.length ut EDIT CODE below current code edited from initial post ByteBuffer vbbcD ByteBuffer.allocateDirectvertices.objectVertexArrayDD91ut.length3 4 4 vbbcD.orderByteOrder.nativeOrder ObjectBuffers91j.DBufferD91ut vbbcD.asFloatBuffer crashes here ObjectBuffers91j.DBufferD91ut.putfloatArrayDD91ut ObjectBuffers91j.DBufferD91ut.position0

Screen space size of an AABB - Link Wed, 19 Aug 2015 00:22:19

Hi folks I have data binned into a sparse grid of axis-aligned voxels and I was trying to think of how best to calculate the LOD needed for each voxel. The obvious approach in my mind would be to transform the corners of the voxels AABB into screen space and then use that pixel size to determine the LOD. This mostly works great except that the voxel could be large and be some combination of the following edge cases - some of thecorners may bebehind the clipping plane so they might contribute a larger pixel size than the visible part of the voxel - some of the corners may bebehind the focal point of the camera and so they are reflected in the final image - some of the corners might actually be in the visible frustrum so I cant just ignore the voxel in the above cases So is there a good way to handle the above case Or is there a better way to calculate some LOD for a voxel Ive seen hackish methods that make all kinds of assumptions about the projection matrix. However I need a solution that is pretty general and would work with pick matrices and things with shear etc. Thanks for reading. Any ideas are greatly appreciated. Dave

Terrain Normals Quick questions about calculating on the fly... - Link Tue, 18 Aug 2015 22:00:03

I think I understand normals reasonably well but Im curious about some of the practical issues relating to using normals for terrain. The simplest way to calculate normals appears to be precalculating them by getting the cross products of the sides of all the terrains triangles and sending them to the vertex shader as in this tutorial httpwww.mbsoftworks.skindex.phppagetutorialsseries1tutorial24 But what about deformable terrain Games like Magic Carpet or Populous the Beginning come to mind for me where you have spells that can raise and lower the terrain. The obvious naive solution is to recalculate the entire set of terrain normals after any change to the terrain but what is an actual practical way like might have been efficient enough to have been used by those games 20 years ago Is it as simple as splitting the map up into sectors detecting the maximum area that might be affected by a spell and then recalculating all of the normals in the triangles in just those sectors

Databases Why should I use prepared statements - Link Tue, 18 Aug 2015 21:16:12

I know that it deflects SQL Injections. But why use prepared statements if I can just verify user input myself before putting it in the string-query Pseudo-Code Prone to SQL Injections String userInput ... String query SQL BLABLA userInput OTHER SQL BLABLA NOT prone to SQL Injections in my opinion String userInput verifyUserInput... String query SQL BLABLA userInput OTHER SQL BLABLA ... function verifyUserInputString userInput if userInput is weird return default input or something I mean most of the time you need to verify the input anyway.

Expression vector iterators incompatible - Link Tue, 18 Aug 2015 21:10:12

No idea whats causing this. Ive searched google and found absolutely no solutions as my problem was unique to every google result I came across. Cloud structure struct cloud_t struct vec2_tltfloatgt pos float vel ... Add a cloud to the list struct cloud_t c c.pos.v910 -160.0f c.pos.v911 float m_rng.random int bounds.v911 - 120 c.vel float m_rng.random51 m_clouds.push_back40c41 ... stdvectorltcloud_tgtiterator c m_clouds.begin while c m_clouds.end c-gtpos.v910 c-gtvel m_speed_factor m_delta_speed if c-gtpos.v910 gt bounds.v910 m_clouds.erase40c41 else c How could this NOT work It works just fine on XCode but in Visual Studio it gives me a runtime error see title in debug mode. It doesnt show up in Release builds but Im not stupid enough to ignore it. Any ideas Thanks. Shogun. EDIT Nevermind. I didnt realize I forgot to do this c m_clouds.erasecopy

msvs2013 intelisense is editing my html code - Link Tue, 18 Aug 2015 21:00:24

When I use copypaste in MS VS 2013 in a html file it is madly editing my code especialy in places where are undefined plain script types or at places where recognizable code is a little corrupted I do not want to be panished by this when vs considers some code corrupted by its intelisense.

typeid type_info help please - Link Tue, 18 Aug 2015 20:17:57

Hi Guys Given a set of items all derived from a BaseItem class in a container such as stdvectorltBaseItemgt items I would like to construct a function like this bool isTypeInListUnknown parameter forauto ititems.beginititems.endit iftypeidunknown parametertypeidit return true return false Basically I need to stick a typeidTorch typeidSpear etc. into the parameter and test if its in items list.

Android background authentication - Link Tue, 18 Aug 2015 18:22:04

Hi I am working on a multiplayer card game and thinking about how I handle the login. The connection to my backend happens automatically. When creating a new account I wanted to create a token and send it to the client. I have taken the timestamp and these hashed with the UUID in SHA. But that does not seem the best solution to me. In Android I can use the account manager to generate a token but then a message prompt. Clash of Clans uses a system to detect clients without login or message prompt and use facebook or google just for transfering the account. What is the best practice to detect my clients without an active login or message promp

Texture sampling tex2D concrete uv coordinates problem - Link Tue, 18 Aug 2015 16:34:56

Hello everyone Firstly my apologies for this thread when are some other more interesting themes right now on the forum. I am creating a 2D texture 9x27 storing some 9x9 positions data and using 3 levels of data for the heights there. The thing is that I seem to be unable to access to all that positions and I really dont know why. All works well when I simply use one level I am using a screen quad and my HLSL code is On the texture creation define NUM_PROBES_X 9 define NUM_PROBES_Y 9 define NUM_FACES 6 define NUM_PROBES_LEVELS 3 define PROBE_POSITION_SCALE 10000.0f define PROBE_POSITION_OFFSET 5000.0f define PROBES_POS_WIDTH 200 define PROBES_POS_HEIGHT 200 define PROBES_POS_DEPTH 200 PS_OUTPUT ps_main float2 UV TEXCOORD0 PS_OUTPUT res PS_OUTPUT 0 float3 data int idX intUV.xNUM_PROBES_X int idY intUV.yNUM_PROBES_YNUM_PROBES_LEVELSNUM_PROBES_Y int level intUV.yNUM_PROBES_LEVELS float2 position2D float2 idX PROBES_POS_WIDTH idY PROBES_POS_DEPTH data float3 position2D.x PROBES_POS_HEIGHTlevelPROBES_POS_HEIGHT position2D.y PROBE_POSITION_OFFSET PROBE_POSITION_SCALE res.c0 float4 data 1 return res on the render code const float probesAmount 0.01234568f81 probes const float probesLevelsAmount 0.3334f3 levels const float maxProbesX 1.0floatNUM_PROBES_X0.0001 const float maxProbesY 1.0floatNUM_PROBES_Y0.0001 float3 getProbePosition float probeIdX float probeIdY float level float relativeY probeIdYmaxProbesY float2 coords float2 probeIdXmaxProbesX probeIdYmaxProbesYlevelprobesLevelsAmount coords float20.01f dataType0.333f return tex2Dlod probesDataSampler float4 coords 0 0 .rgbPROBE_POSITION_SCALE-PROBE_POSITION_OFFSET I have been recently driving me crazy and modified a bit my original code but I hope the essence of the problem is shown. I dont know what I am doing wrong with the UV texcoords I am sending to tex2D but maybe i am not well understanding something if someone can please iluminate my path Thank you in advance.

Windows 10 Game Programming - Link Tue, 18 Aug 2015 15:52:45

Im crafting some small games and decided to make a full leap into Windows 10. Ive been watching some of Microsofts Virtual Academy presentations. Theyve created a unified development environment called Universal Windows Platform UWP. The platforms objective is to create one code base that supports all Windows devices Xbox One PC phone tablet their version of smart glasses and anything else under the sun that will support Windows. The new development model is an App which calls the Windows Run Time WRT and supports managed code. This is different then the CLR which still only supported PC development. When I hear managed code I automatically associate it with performance hit via garbage collection etc. Is this concern justified Underneath the hood are now three models I paint with broad strokes Win32 -- classic API which uses structs to query and update the OSApp COM -- MS object-oriented methodology for OSApp communication WinRT -- managed code which is largely supported across platforms For you Windows developers will the UWP model change how you do things Are there concerns over performance How many will still develop Win32 COM Im trying to get an understanding of the overall picture.

C dynamic_cast - Link Tue, 18 Aug 2015 13:23:51

While looking around for a faster way to perform dynamic_casts I came across this httpsgithub.comDigitalInBluePriori. The general idea came from aStroustrup paper not too long ago where every base class is given a unique prime number id and then a simple modulo operation can determine the legitimacy of a dynamic_cast. Seemed simple enough but from my understanding of dynamic_cast is that pointer adjustments sometimes must be made as well. At its core the code posted seems to simply use reinterpret_cast. templateltclass T class Vgt T priori_castV base ifbase nullptr If it is convertable to the base class or to itself return ifstdis_convertibleltstdremove_pointerltVgttype stdremove_pointerltTgttypegtvalue true return reinterpret_castltTgtbase const auto factor priorigettypeidstdremove_pointerltTgttype iffactor 0 base-gtpriorifactor true return reinterpret_castltTgtbase return nullptr This doesnt seem kosher... Any thoughts on this

Cant create ID3DXFileSaveData - Link Tue, 18 Aug 2015 13:02:44

The TID_WalkableTiles_Data GUID is defined using DEFINE_GUID followed by a series of bytes AddDataObject error Data is displayed Any quick fix for me Thanks Jack ID3DXFile tileFile NULL HRESULT hr D3DXFileCreatetileFile save tiles information tileFile-gtRegisterTemplatesvoidD3DRM_XTEMPLATES D3DRM_XTEMPLATE_BYTES if SUCCEEDEDtileFile-gtRegisterTemplatesWalkableTilesTemplate strlenWalkableTilesTemplate ID3DXFileSaveObject xFileSave NULL if SUCCEEDEDtileFile-gtCreateSaveObjectDtiles.x D3DXF_FILESAVE_TOFILE D3DXF_FILEFORMAT_TEXT xFileSave ID3DXFileSaveData xFileSaveRoot NULL if SUCCEEDEDxFileSave-gtAddDataObjectTID_D3DRMFrame Root NULL 0 NULL xFileSaveRoot DWORD size 2 sizeoffloat sizeofbool while 1 DWORD x 0 DWORD z 0 bool walkable false get data from navmesh size_t pbData new size_t913 pbData910 x pbData911 z pbData912 walkable ID3DXFileSaveData pRootTransform NULL if SUCCEEDEDxFileSaveRoot-gtAddDataObjectTID_WalkableTiles_Data WalkableTiles NULL size pbData pRootTransform xFileSave-gtSave else cout ltlt AddDataObject error Data ltlt endl else cout ltlt AddDataObject error ltlt endl else cout ltlt CreateSaveObject Error ltlt endl else cout ltlt RegisterTemplates error ltlt endl

How to revert the scale of a matrix - Link Tue, 18 Aug 2015 12:02:04

Hi there i have a 3x3 matrix which have a translation and a scale rotation does not matter. Both arecoherent which means changing the translation or scale alone wont work. Now i have the case where i have a 3x3 matrix which has a translation and a scale which is not identity. How do i reset the scale to 1 but convert back the translation into the same space - so the translation is not identity but the scale is. Thanks Final

Eye rendering - parallax correction - Link Tue, 18 Aug 2015 11:58:35

Does anyone know where I can find info on how to do parallax correction for the irispupil Theres really not a lot of information out there on something this specific. And yes I read the presentation by Jimenezhttpwww.iryoku.comdownloadsNext-Generation-Character-Rendering-v6.pptx but couldnt quite figure out the UV trick hes using. However I do believe this should also work using a displacement map

unity particles on new thread - Link Tue, 18 Aug 2015 08:53:20

hi Is it possible to unity execute particles and animations on a separate thread

Amazing Game Idea - Link Tue, 18 Aug 2015 08:13:18

Hello I am new to this site and I am not sure if this is where I should post this. I have an amazing game idea and I would like to meet with game developers here. I plan to make my game available on all platforms mobile online PlayStation Wii Nintendo XBOX etc. Is Unity 3D the best way to go Any ideas on which language would be optimal for this endeavor Regards

Advice about up-resing modeling in Maya - Link Tue, 18 Aug 2015 06:26:39

Hi I wanted some advice about creating a high res model. I recently create several assets that will be part of a bigger project. My supervisor likes the models but wants them to have a higher poly counts to push their new engine. To make a model high res I need to use the smooth option in Maya correct If so I was told that the smoothing a model in Maya didnt transfer into any other program and just made unnecessary lines. And should I make a model high res before or after texturing Working on a low res model would make it easier to texture but when I do bump up the poly count it could mess up the texture. Any advice will be most helpful.

Quaternions for FPS Camera - Link Tue, 18 Aug 2015 04:57:45

Ive been studying for 4 days straight trying to figure out how to make a camera that behaves like one does in FPS games. Ive been lead to believe I need Quaternions for this but I also see a lot of talk about Euler angles and YawPitchRoll. If it is Quaternion angles can someone give me a very basic example of how you would make a camera look up 45 degrees using a Quaternion I prefer to leave the mouse calculations out because they just seem to make it more difficult to understand. Any help would be greatly appreciated as Im getting close to giving up Thanks

So excited yet so uneducated.. - Link Tue, 18 Aug 2015 03:50:08

Hello everyone who decides to read this Im just going to get into it. I want to make games. Im not stupid I know how much learning and hardwork making even a simple game will take. I have very very basic knowledge of c and html. But Im very willing to learn. Have considered getting into programming for the last five years but I knew how much there is to learn and how much work I would be getting myself into so I mostly just looked around and read stuff on people getting into game development. Not too much acctual programming. But now I am ready to dive in. All the way 100. Im in a position where I have alot of free time and I am ready to fill it up. I guess the best place to start is to say what type of games I would really like to make. I am a huge fan of any type of strategy games. Red Alert and Red Alert 2 completly changed my life and have been playing games ever since I tried those. I also like survival games wasam very into minecraft and the whole survival hype of current times. So those are the genres of games I will be making. To start off I want to go very very simple. 2d tile based maps no fancy graphics. I want to put most of my efforts into gameplay rather than graphics. I am naturally artistic and feel creating graphics for games will come more easily to me as I go than acctuall development. A great example of the types of games I would like to make is UnReal World. Its a very simple looking game with great mechanics behind the scenes. So I really need a place to start. I know nothing of which languages and engines will be best suited for my desired games in mind. I know that UnReal World is made with SDL and I think the developer uses C or C. Not really sure. But I have heard negative things about SDL. So in a nutshell im asking which language and engine to go with that language would you guys suggest for the intended games I have in mind Preferably one with a decent amount of tutorials to help with the learning curve. Anyway I thank you for taking the time to read this and if you do respond thank you in advance for youre advice -Spool

C Simple Memory Allocator - Link Tue, 18 Aug 2015 02:48:43

Hey Guys Its been a while since I posted on these forums but I am here hoping I can get some advice. I am trying to create a simple memory allocator for practice and I am having a hard time with the concept and was wondering if anyone had any advice or good resources on how I can learn more. The goal I have been challenged with is to create a memory manager that will be given a contiguous block of memory. Using this block of memory the allocator will be able to allocate and deallocate from that given block of memory. The allocator is not allowed to dynamically allocate any memory of its own. Any advice is appreciated and let me know if you need more information.

D3D12 Reseting GraphicsCommandList - Link Tue, 18 Aug 2015 00:22:09

In the online docs herehttpsmsdn.microsoft.comen-uslibrarywindowsdesktopdn899205vvs.85.aspxrecording_command_lists its says you can callResetwhile the command list is still being executed.. However in the second paragraph under the Remarks heading herehttpsmsdn.microsoft.comen-uslibrarywindowsdesktopdn903895vvs.85.aspx it says We recommend that apps only callResetafter they ensure that the graphics processing unit GPU has finished all previous executions of the command list.. Am I misunderstanding something or do these contradict each other Thanks in advance.

Lights and Shadows in multi-height 2d tilemaps - Link Tue, 18 Aug 2015 00:17:11

I am in the process of writing a 2d isometric game from scratch and Id like to know howif I can add lights and shadows. The code I have so farcan be found herebut it should be enough to know thatright now the maps aresimple 3d arrays of truefalse values. Later I will have different block types and Id like to add slopes. Here is a shot of the environment If it were a single layer tilemap it would be straight forward. I can understand the simple raycasting in 2d that is required. However given that my maps have multiple levels of height as well as cavesinteriors I dont really know where to start. Any advice or opinions would be greatly appreciated

Need some dynamic buffer advice - Link Mon, 17 Aug 2015 21:36:59

So I have this simple game engine that displays a 3D hex game boardmap that can support things like floating islands river networks and cave systems. I have the map divided up geographically into cuboid chunks so that I can render only the parts that are near the camera and in the frustum. Each chunk has a series of dynamic buffers to draw the terrain rivers water levels etc. These buffers are often different sizes as some map chunks have few rivers or few water tiles or sometimes in the case of floating islands there might be only one or two map tiles in the whole chunk or the chunk might be completely empty space. This scheme is working great if I am just generating a map and displaying it. I draw what exists in my buffers each frame. However if this thing is ever going to be useful in a game I need to be able to alter the map during the course of the game. Its time to make this thing change over time. But that means that I dont know the buffers size needs at initialization time. I have to assume that every chunk is full of tiles water and full of rivers which in practice will be never the actual case. The problem is that not only will I have to waste memory probably 5x as much for empty fixed size buffers but Ill also have to send a bunch of degenerate triangles for rendering which is probably going to be some kind of performance hit. All of a sudden my geographical partitioning makes a lot less sense. I wonder if any of you know of another way to handle resource data that changes in size in the described manner.

Nvidia and Bindless Texture - Link Mon, 17 Aug 2015 21:27:21

Does anyone know what is the minimum model for a nVidia graphics card to support Bindless Textures I have a nVidia 820m graphics card on my laptop supports OpenGL 4.5 Core and it seems like it does not support bindless textures. glxinfo grep bindless only returns the following two - GL_NV_bindless_multi_draw_indirect - GL_NV_bindless_multi_draw_indirect_count I also checked usingGLEW_NV_bindless_texture andGLEW_ARB_bindless_texture they both returned false. Its quite surprising that my card supports most of the modern extensions but not bindless textures.

Changing a C vector list via Lua - Link Mon, 17 Aug 2015 20:29:17

Hello gamedev-community I am currently working with Lua 5.1 and C and want my Lua-script cause C to add a new entry to my vector list. My whole game consists of multiple states - for this case the playstate will be active. Furthermore this state contains a playstate-class whose update-function runs the Lua-script at some point. This Lua-script contains multiple instructions for the game - including the instruction to createremove a pointer to the vector list. The pointer points at objects of the NPC-class. --here are the predefinitions function dialogue_text while true do blendin angry y --This function shall cause C to save a new pointer to a new object in the vector list. y Hi How are you --Predefined function changes the text. m I am fine - how about you --Same as the last line. end end blendingangry y contains all important attributes of the new object for now. For example y is just a shortcut for the real name of the character and angry describes a certain state. Nonetheless I am not really happy with the syntax of this function but that is not the main focus here. Secondly there is the C header of the class holding the vector list class Npc Mentioning that the class Npc exists this is the object to which a pointer will point. class Playstate public Gamestate public Playstate virtual Playstate void HandleEventsGame game void UpdateGame game void DrawGame game stdvectorltstdshared_ptrltNpcgtgtiterator it The vector list which shall hold shared pointers to the objects. typedef stdvectorltstdshared_ptrltNpcgtgt container container c private All kind of variables would be defined here. endif So if the state manager calls for the playstate-state its update-function will be called. Now the Lua-script runs and this is where I stuck. As you can see within the Lua-script there are commands like y Hi How are you which changes a file with a Lua table in it. This table file is being accessed and extracted by my C-playstate. However I feel like saving the characters in a Lua table and addingremoving these entries is a bit weird. Specially because there would be two tableslists containing nearly the same information. The Lua table and the vector list which points to the real object. Additionally being forced to open the Lua-table within the C-Update and check if there is something new compared to the vector list is a weird way. I would rather directly manipulate the vector list with a new commandinstruction in the Lua-script. On the other hand calling a static int from the Lua script is not working out because the vector list is inside the playstate-class or the current running object of this class at execution time. Though this might be a mistake I have done on my end. To summarise my post in questions How could I access this vector list via Lua Should I go with my idea of using a Lua-table which will be accessed by C when it is needed Can I use a struct int for this instead If yes how can I make it possible to access the vector list Additionally is there a way to change my syntax blendinangry y to blendin angry y Thanks for taking your time to read my post. I am looking forward for your ideas and suggestions If there is any question about my questionscase then feel free to tell me of course.

unable to manually set worldviewproj in shader - Link Mon, 17 Aug 2015 20:11:26

Why wouldnt i be able to set the worldviewproj matrix in the shader When I do it turns out to be covering the whole screen. When I configure it inside the render loop of mesh - it looks fine. I need to be able to translate the meshes bones being sent to the shader - I cant do that unless I am able to float4x4 bwvp mWorld mView mProj bonematrix output.position mulinput.position bwvp the bones matrixes have their own constant buffer in array of 100. a common cb per object was created holding the World View Proj. Ive tried input.position.w 1.0f output.position mulinput.position mWorld output.position muloutput.position mView output.position muloutput.position mProj That doesnt do anything just renders the mesh covering the whole screen. Where it should look more like this not like this the mWorld has scale rotation translation from the models world space. Any insight what may be happening the first image posted was from the commonperobj cbuffers mWorldViewProj matrix. The commonperobj cbuffer is layout is cbuffer cbCommonPerObj registerb0 float4x4 mWorldViewProj float4x4 mWorld float4x4 mView float4x4 mProj Anyone possibly knows why

How does game engine logic work - Link Mon, 17 Aug 2015 19:48:24

hi guys ive been learning about d3d11 for a while by following tutorials now. and i am at the point wehre i want to convert all the prototype stuff i put while learning to a super basic game enginejust the structure and basic draw calls etc... no sound no special effect no physics no fancy stuff.. the problem is i cant figure out a way to lay the design logic correctly as to my understanding there are two thigns that contradict. i have a game class that should supposedly run game code and contains a graphics class object that would contain the graphics objects... wait what so if you have a player bob and monster1 how would they be layed out would they be graphic objects with pure graphical stuffgeometry indecies shaders constant buffers graphics methods or would they be game objectsmovement actions health etc if one or other then how should the game class and the graphics class interact in a cleanly way since all the graohical stuff must be affected by game logic any helpful comments resources or even an answer to the question... i take it all with open arms. thanks.

DirectX or OpenGL - 2D - Link Mon, 17 Aug 2015 19:45:47

Okay so I would like to create a 2D game but I dont know if DirectX or OpenGL is better for 2D. Does anyone have any experience they could share

Code Review - Link Mon, 17 Aug 2015 19:19:20

I recently interviewed with a CAD-based studio where I live for a CRenderer position. The role was to work on their internal 3D rendering code thats written in DXOpenGL. They asked for a code sample of one of my personal projects.I sent them one of my projects. Its a basic open source texture packer application using Qt to provide the UI.Its not much but at least its pretty complete. The CEO got back to me about 10 days later and said I was too junior for their company at this time. Theyre looking to fill a senior position first then theyd consider bringing me on to get mentored. I was only a little disappointed at first but more curious than anything. Ive been programming since middle school but Im only 2 years into programming professionally full-time. Ive worked in 2 smallerstartup companies in this time. None of my work has been C or lower-level rendering-oriented so it didnt surprise me when they turned me down. I know Im not the best C programmer out there. Id like to have some one with better knowledge of C to point me in the right directly as far as decent C practices go. I dont know if there are any good resources for this online so I wanted to ask for one in this thread if thats allowed. Id really appreciate it if anyone could give me feedback. It can be downloaded here. If anything youd get a texture packer with source out of it.

Game Engine - Link Mon, 17 Aug 2015 17:25:11

Hello forum mates. Im new here and I hope to stay. I have a rather simple question yet I believe the answer will be much more complex. I would like to ask for a somewhat simple explanation to what does making a game engine from scratch means. For example I follow Notch Markus Persson on Twitter and he always write about how he likes to develop his own engines when he is working on a game like Minecraft with JAVA for example. Im learning C for about a year now on my own using books and internet sources and developing a little game was always a dream of mine which is why I would like to understand a bit more what it means to develop a game engine. Thanks in advance I really hope someone will have a meaningful answer and please dont even bother writing to me ever heard of a search engine and so on it is the first stop always.

Terrain LOD - Link Mon, 17 Aug 2015 16:38:23

Hello everyone. Im an currently working on the design of a terrain system for my engine. The goals are to be able to render large terrains with good quality in real time. Im mostly working on the geometry pipeline so far. The literature is quite abundant but i mostly retained the ideas from the following papers 1 httpdeveloper.amd.comwordpressmedia201302Chapter5-Andersson-Terrain_Rendering_in_Frostbite.pdf 2 httpciteseerx.ist.psu.eduviewdocdownloaddoi10.1.1.136.2768reprep1typepdf So far the geometry pipeline will looks like this - Terrain will be rendered using a heightfield texture. - The terrain grid will be a minimal vertex buffer containing only the x and z coordinates. - The displacement will be done in the vertext shader. - Vertex normals will also be computed in the vertex shader. - The redering will be done using a quadtree that will be used for both culling and lod selection. The quadtree is basically only managing index buffers. In order to avoid T-Junctions between adjacent nodes with different lod a certain number of index buffers permutations will be used 9 of them just like it is described in 1. The problem is that for this algorithm to work the difference in lod level between two geometrically adjacent nodes on the terrain must must be at most 1. What would be a good way to impose this restriction Right now im out od ideas or at least good ones ...

DX12 SkyBox - Link Mon, 17 Aug 2015 16:24:22

In a previous iteration of my code I would have done the following Clear Color Render SkyBox Clear Depth Render Scene But it strikes me that with DX12 I could just create aPipelineState that disables the depth write. First of all is that a better way to do things now And second I get a crash onCreateGraphicsPipelineState when trying to use a shader with 0 descriptor heaps its a basic shader that has 3 floats for position. No textures buffers samplers at the moment. It gives me E_INVALIDARGS ComPtrltID3DBlobgt signature error CD3DX12_ROOT_SIGNATURE_DESC rootSignatureDesc CD3DX12_ROOT_SIGNATURE_DESCD3D12_DEFAULT ThrowIfFailedD3D12SerializeRootSignaturerootSignatureDesc D3D_ROOT_SIGNATURE_VERSION_1 signature error ThrowIfFaileddevice-gtCreateRootSignature0 signature-gtGetBufferPointer signature-gtGetBufferSize IID_PPV_ARGSrootSignature const D3D12_INPUT_ELEMENT_DESC VertexElements91 POSITION 0 DXGI_FORMAT_R32G32B32_FLOAT 0 0 D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA 0 D3D12_INPUT_LAYOUT_DESC inputLayoutDesc inputLayoutDesc.pInputElementDescs VertexElements inputLayoutDesc.NumElements _countofVertexElements D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc psoDesc.VS reinterpret_castltUINT8gtvsBlob-gtGetBufferPointer vsBlob-gtGetBufferSize psoDesc.PS reinterpret_castltUINT8gtpsBlob-gtGetBufferPointer psBlob-gtGetBufferSize psoDesc.InputLayout inputLayoutDesc psoDesc.pRootSignature rootSignature.Get psoDesc.RasterizerState CD3DX12_RASTERIZER_DESCD3D12_DEFAULT psoDesc.BlendState CD3DX12_BLEND_DESCD3D12_DEFAULT psoDesc.DepthStencilState.DepthEnable FALSE psoDesc.DepthStencilState.StencilEnable FALSE psoDesc.SampleMask UINT_MAX psoDesc.PrimitiveTopologyType D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE psoDesc.NumRenderTargets 1 psoDesc.RTVFormats910 DXGI_FORMAT_R8G8B8A8_UNORM psoDesc.SampleDesc.Count 1 ThrowIfFaileddevice-gtCreateGraphicsPipelineStatepsoDesc IID_PPV_ARGSpipelineState

Pathfinding around threats - Link Mon, 17 Aug 2015 14:36:46

What is the normal way to do pathfinding around threats Should the pathfinder compute the threat value at each node during evaluating or should the data be baked into the graph I chose the second option for my game. Now I am not so sure if it was the right idea because I am running out of memory for all these graphs up to one per agent.

Different Resolutions - Link Mon, 17 Aug 2015 13:55:44

Im making a 2D game and for the 50 billion different resolutions and aspect ratios out there I was wondering what do you guys do for your graphics I know there are things like letter boxing or scaling to fit which would distort my images. But Im just wondering what other people have done or what a solid approach is

normal tangent differences when baked for Unreal vs Unity - Link Mon, 17 Aug 2015 09:21:53

I have finished a speed sculpt in 3D Coat last week and after a not-so-speedy retopo I always underestimate the effort that goes into a good retopo I baked my highpoly voxel sculpt to the low poly mesh in 3D Coat and started painting. I was actually positively surprised to find almost zero baking errors on my first try which went against my expieriences with 3D Coat. What I didnt realize at the time was that the settings where set to Unreal Engine preset. I did this sculpt in part to test out the new 3D Coat 4.5 which has some amazing improvements btw... PBR FTW so of course I lost all my settings from the prior version. Now when I realized that I immidiatly exported the halfpainted model to .obj and tried import to Unity which currently is my engine of choice. Even before the import I could see that the normal map looked different then what I was used to tangent space normal maps in Unity usually have flat colors for flat areas... this one optimized for Unreal engine had a gradient over flat areas. Needless to say the model has weird shading in Unity. Though interestingly the missing baking errors are still apparent while a second model where I tried to remove baking errors for an hour with additional gemometry ans shifting vertices still has lots of it even though the shading of the normal map is now correct as it has been baked with the options set to Unity preset. This might be a very specific question about very specific tools and engines but really behind it are more general questions Why do normal maps baked for Unreal look so different to the ones baked for Unity Why do the models tangentsnormals themselves seem different And why the heck do I get a whole lot more baking errors when baking for Unity when the bake for Unreal seems to be quite fine without a lot of tweaking Is this a 3D Coat problem or is the Unity model importer to blame tried obj and fbx same errors on the model I tried for hours to get the low-error baking result from the Unreal preset with tangent space maps optimized for unity but that doesnt seem to work. My next step is to download Unreal 4 which I have planned to do for ages by now but never found the time and see if I can import the 3D Coat baked model to that engine without problems and with the same low baking error result that the painting room in 3D Coat indicates... if that works I definitely have to think about switching engines because baking errors have been a MAJOR PAIN IN THE for a long time now when importing to unity. I know from other engines that their importers had less struggles with 3D Coat exported obj files than Unity so if Unreal 4 does the same painless import it might just become my new engine of choice. Gonna miss the asset store though.... EDIT Spent yesterday evening downloading and installing UE 4 and had a first test run. I am quite impressed so far. Most interesting fact ist that indeed I was able to import the model as FBX without any of the baking errors that plague the version of the model built for Unity. Really cool a clear 10 for Unreal. Still missing all my third party components and fighting with the editor but saving hours of bake correction time on each model is massive for me. Anyway question is still valid why Why the different looking normal map and why does it have such an influence

D3D12 SetDescriptorHeaps - Link Mon, 17 Aug 2015 06:24:04

A couple quick questions. ID3D12GraphicsCommandListSetDesciptorHeaps the documentation specifically states that you cannot call this on a Bundle and yet the Hello World SDK sample does this exact thing as do several other samples Ive found around the internet. The debug layer doesnt appear to issue a warning like the documentation says it should. Is the documentation correct or out of date Am I correct that the method above is the link between your heap-based content and the pipeline From what I gather you define the structure of your content via the root parameters but actual binding happens with SetDescriptorHeaps. Now the method takes an array of heap pointers am I correct in assuming that the order of those heaps in the list much match up somehow with the root signature If thats true then how does that work with descriptor tables since the root signature can be a two-level hierarchy of tables. It seems hard to manage unless Im missing something. Thanks

Moving Normal Matrix Calculation from CPU to Shader Gives Me A - Link Mon, 17 Aug 2015 02:48:18

I was experimenting with some lighting code I had based on the tutorial found here httpwww.mbsoftworks.skindex.phppagetutorialsseries1tutorial11 For whatever reason I decided to move the normal matrix calculation into the vertex shader instead of passing it in via uniform. Now it looks to me like doing the same thing in the shader is giving me a different lighting result than leaving it in C and passing it in. Im reasonably sure now after repeated checking that I havent slipped up somewhere with something stupid so Im assuming that perhaps I just dont understand how something works a difference between how GLM and GLSL deal with matrices maybe... I dunno. The relevant code from the tutorial source glmmat4 mModelView cCamera.look glmmat4 mModelToCamera spDirectionalLight.setUniformmodelViewMatrix mModelView mModelToCamera glmtranslateglmmat41.0 vSunPos spDirectionalLight.setUniformmodelViewMatrix mModelViewmModelToCamera spDirectionalLight.setUniformnormalMatrix glmtransposeglminversemModelToCamera So he calculates normalMatrix as the transpose of the inverse of the model matrix and passes that as a uniform into the vertex shader. The relevant vertex shader code is vec4 vRes normalMatrixvec4inNormal 0.0 vNormal vRes.xyz Where vNormal is a vec3 out variable going into the fragment shader. I copied that and my C code looks like this... glmmat4 viewMat gameCam.look glmmat4 modelToCam glmtranslate glmmat4 1.0f buildPos modelToCam glmscale modelToCam glmvec3 scale scale scale 0.75 shProg.setUniform modelViewMatrix viewMatmodelToCam shProg.setUniform normalMatrix glmtranspose glminverse modelToCam With similarly a vertex shader that looks like this vec4 vRes normalMatrix vec4 inNormal 0.0 vNormal vRes.xyz By doing it that way I get one result which I assume to be the correct result given how it looks light colour on 2 sides of a cube darker colours on the opposite 2 sides and the top is darker again. HOWEVER... I get a completely different result just a solid colour on all visible sides perhaps suggesting a complete mess of some sort being made of some calculation or other by doing this in the shader instead mat4 normMat transpose inverse modelMatrix vec4 vRes normMat vec4 inNormal 0.0 Where Ive obviously inserted the following into the C to get the value for the modelMatrix shProg.setUniform modelMatrix modelToCam Why might this be the case To me I appear to have replaced one value calculated in C via GLM with another value that I would think to be equivalent using the transpose and inverse functions of GLSL instead. So I cant figure out whats going wrong... I cant possibly seem to have slipped up anywhere else when the code involved is so tiny and its just a direct substitution of one term for another and Ive checked it quite a few times for anything I might have missed. Does GLSL work differently to GLM somehow when dealing with matrices though I cant see why... I thought at one point it could have been something about each vertex having different values for something or other but that cant be it when modelMatrix is a uniform too and its set right before the original calculation methods normalMatrix so theyre definitely not using different values for the model matrix as far as I can see. I could of course just leave it be calculated in C which is probably the better idea but I was just curious and decided to experiment and now this is really bothering me...

Good beginning game development books - Link Mon, 17 Aug 2015 02:02:18

Anything

Time Based Movement NPCs Spawning Too Slow when Framerates are High - Link Mon, 17 Aug 2015 00:26:02

This game I have was originally written as an experiment and used frame based movement and locked at 60fps. Now that the game actually has some favour and has evolved greatly since then I changed the games timing system completely since users could take advantage of intense scenes with low framerates. Everything that uses my frame based movement code works just as intended except for one thing. NPCs spawning way too slow when framerates are significantly above 60fps This doesnt make any sense especially since everything else works. The spawning timer is really simple decrease the timer until it reaches 0 then reset it. When I was using frame based movement I would simply decrement the timer by 1. The timer is typically set to 30 or 20 which means 2 or 3 NPCs are spawned every second 60 fps so -1 every frame. For timer based updates I subtract the delta time between each frame. This doesnt work and the higher my framerates go the slower the spawning speed. This is the code Im using Delta speed calculation. static uint64_t last_time 0 uint64_t current_time time_get_time get_current_time 1000.0f int fps_limit 60 if current_time - last_time lt 1000 fps_limit return if last_time 0 This-gtm_delta_speed float current_time - last_time 1000.0f 60.0f last_time current_time NPC spawning code if m_gameover update_user m_spawn_timer - m_delta_speed if m_spawn_timer lt 0 add_green_square m_spawn_speed This-gtget_difficulty 30.0f 20.0f m_spawn_timer m_spawn_speed Once again the timing code for calculating the delta time works fine for everything else or at least it looks fine but the above code used to spawn enemies doesnt work properly above 60fps. Any ideas Thanks. Shogun.

DX12 Multithreaded Rendering Architecture - Link Sun, 16 Aug 2015 15:13:10

I have two questions. As I understand it you generally want to keep your GPU a frame or two behind your CPU. While your GPU is rendering a frame the CPU is generating the draw calls for the next frame so that there isnt a bottleneck between the two. 1 How does this work in practical terms Is the CPU side generating the draw calls just building the command lists with calls to DrawIndexedInstanced and the like And then to actually perform the rendering the GPU side you call ExecuteCommandLists 2 In terms of multi-threaded rendering is that a misnomer Are the other threads just generating draw calls with the main rendering thread being the only thing that actually calls ExecuteCommandLists Or can you simultaneously render to various textures and then your main rendering thread uses them to generate a frame for the screen

App for automatic re-tweets in Twitter - Link Sun, 16 Aug 2015 13:01:32

Hi I want to create a twitter app that automatically re-tweets all tweets that have certain words included. Im not interested in spamming I just want to be able to follow some stuff on Twitter more easily and not have to do 30 different searches every day. This bot account would be very useful to other people I know too. Ive been trying to find out how to get this done but I only find links to apps that have a monthly fee. Is there a free solution Is it possible to code something like this myself The most promising guide I found doesnt work anymore httpswww.krautcomputing.comblog20131119how-to-set-up-automatic-retweeting-using-a-google-apps-script-yahoo-pipes-and-twitterfeed as it gives the Script is using OAuthConfig which has been shut down message. Can anyone help with this Sorry if Im posting in the wrong forum feel free to move this message to the right place. Cheers PM

Is copy pasting code a good practice as a beginner game developer - Link Sun, 16 Aug 2015 10:46:08

Good morningevening. Ive already finished my first game and working on my second simple game Im using tutorials with open sourced projects to write those games. All what I do is put the IDE on the right and put the source on the left and type in the IDE. I understand most of what Im writing but I never really memorize those things if Im ever asked to write them again. Is this how Im supposed to learn Or should I try to memorize the code from the source and try to write it down in the IDE Or should I write it multiple times to memorize it eventually Its just that I see many game developers on youtube that code on the go and dont really look at sources when theyre making their games throughout their videos. What are the best practices that I should do to learn game programming faster Sorry for the long read thanks in advance

Xbox Game Bar Windows 10 - Link Sun, 16 Aug 2015 10:00:37

Hi I am wondering if anyone knows how to disable the new Game Bar in Windows 10 that pops up in a game when it starts up I know the player can hide it by a computer setting but it would be nice if I could disable it somehow in C so it never shows up. Greetings

Is there anything to be done about clients creating too Many - Link Sun, 16 Aug 2015 07:08:50

Hi All. Im wondering how would you stop clients if possible from creating many ligitimateaccount on the server. Do you need to ship an ID with each client app If so how would you build this ID per app system. Or some other way. The reason is the Servers database could get filled with lots of accounts. Do you set a limit in the server to prevent too many clients. And what do you do with dead accounts Ones that are not active for some time. Do serever admins clean out there databases from time to time. How do you even know whats a legitimate account is if they fill in all the account fields with uneque values for the account data. Do you get there email and some how test the email first its hard to find this type of info on google I dont know what to search for. Any Ideads on search terms.

Quick quesiton on constant buffers - Link Sun, 16 Aug 2015 03:21:09

Each mesh asset either static or skeletal has different constants texture samplers depth stencil states and vertex shaders pixel shaders and the whole 9 yard. I created a interface for Mesh which allows opening to StaticMesh SkeletalMesh Billboard EditorPlacementMarker MeshLight etc.. Maybe Im over thinking this and I have a cat jumping on my desk annoying the hell out of me. A billboard is different from static skeletal mesh and a screen quad - I wouldnt use the same constant buffers over and over again in the shaders. Perhaps the mesh interface will alleviate most of my issues. The most common constant buffer like WorldViewProj View Proj can stay - for each model uses them. In general there wouldnt be a huge constant buffer because that would be a waste of space - so I would imagine there would be at least somewhere each constant gets initialized for the particular shader for that particular mesh to be drawn on screen. Right

Perspective projection makes triangle disapear - Link Sun, 16 Aug 2015 01:08:46

Hey guys I have been learning Model View Projection matrices. When I multiply the coordinates by the Model_View_Projection matrix the W is always zero and I can not see the triangle. void renderScene glmmat4 ModelViewProject glmmat4 View glmmat4 Model1.0 glmmat4 Projection glmperspective60.0f 1024.0f 768.0f 0.1f 10.0f View glmlookAtglmvec30 0 0 glmvec30 0 -1 glmvec30 1 0 ModelViewProject Projection View Model GLint transform glGetUniformLocationprogramId ModelViewProject glUniformMatrix4fvtransform 1 false glmvalue_ptrModelViewProject glClearGL_COLOR_BUFFER_BIT GL_DEPTH_BUFFER_BIT glClearColor0.0 0.0 0.0 1.0 glDrawArraysGL_TRIANGLES 0 3 glutSwapBuffers if I however manually set the last coordinate in ModelViewProject matrix as 1 which is W I can see the triangle. the vertex shader code is version 410 attribute vec3 position attribute vec3 ColorIn varying vec3 theColor uniform mat4 ModelViewProject void main gl_Position ModelViewProject vec4position 1.0f theColor ColorIn If I use Identity matrix as ModelViewProject I can also see the triangle. What am I missing

How can this code be refactored to be more proper OOP - Link Sat, 15 Aug 2015 23:32:58

How can the code below be refactored to remove the set and get methods And more importantly should they be and why Code taken from somewhere include app.h include enemy.h EnemyEnemyApp app const char fileint screenWidth int screenHeight SDL_Renderer renderer x 0 y 0 w 0 h 0 fireTicks 0 fireRate 400 velocity 250 alive false enemyBulletTex NULL this-gtapp app ifenemyTex gfxManagerloadTexturerendererfile 0 throw stdinvalid_argumenterr could not load the enemy texture ifenemyBulletTex gfxManagerloadTexturerenderer ..gfxenemyBullet_1.png 0 throw stdinvalid_argumenterr could not load the enemyBullet texture SDL_QueryTextureenemyTex NULL NULL w h x screenWidth - w 2 y 150 EnemyEnemy void Enemythinkfloat elapsedSeconds ifisAlive shoot boundaries detection ifx lt 0 x - x ifx w gt app-gtgetWidth x - x w - app-gtgetWidth void EnemyrenderSDL_Renderer renderer ifisAlive gfxManagerdrawTexturerendererenemyTexxy void Enemyshoot int currentTime SDL_GetTicks iffireTicks fireRate lt currentTime forint i 0 i lt app-gtgetBulletPoolSize i ifapp-gtgetBulletPool91i-gtgetActive false app-gtgetBulletPool91i-gtsetActivetrue app-gtgetBulletPool91i-gtsetTextureenemyBulletTex app-gtgetBulletPool91i-gtsetXx w 2-app-gtgetBulletPool91i-gtgetW2 app-gtgetBulletPool91i-gtsetYy h 2 app-gtgetBulletPool91i-gtsetOwner-1 break fireTicks currentTime void EnemysetAlivebool status alive status bool EnemyisAlive return alive int EnemygetX return x int EnemygetY return y int EnemygetW return w int EnemygetH return h

Infinite Loops and State Machines - Link Sat, 15 Aug 2015 21:57:17

How do you fix infinite loops These are the different game states void Update switch _currentState case GameState.start Debug.LogStart _currentState GameState.inGame break case GameState.inGame Debug.LogIn Game _scoreText.text Score _score break case GameState.gameOver Debug.LogGame Over _scoreText.enabled false _gameOverText.enabled true break This loops seems to be causing unity to crash while GameManager.gameManager.CurrentState GameManager.GameState.inGame Debug.LogEnter Lop transform.position Vector3.LerptargetPoint1.position targetpoint2.position time if Input.GetKeyKeyCode.Space GameManager.gameManager.CurrentState GameManager.GameState.gameOver I have aa means of breaking out of the loop so Im not sure why unity is crashing

SFML tmxloader issues - Link Sat, 15 Aug 2015 20:06:23

So currently I am trying to load a tmx map using tmxloaderhttpsgithub.comfallahnsfml-tmxloader I have zlib and tmxloader in the includes work fine but I am getting 3 weird errors. I am loading the map like so tmxMapLoader mlmapsdesert.tmx ml.Loaddesert.tmx window.drawml Yet these are my errors Error 1 error LNK2001 unresolved external symbol private virtual void __thiscall tmxQuadTreeNodedrawclass sfRenderTarget class sfRenderStatesconst drawQuadTreeNodetmxEBEXAAVRenderTargetsfVRenderStates4Z FGAMES BY METiledLoaderSFMLGameGame.obj SFMLGame Error 2 error LNK2019 unresolved external symbol public __thiscall tmxMapLoaderMapLoaderclass stdbasic_stringltcharstruct stdchar_traitsltchargtclass stdallocatorltchargt gt const unsigned char 0MapLoadertmxQAEABVbasic_stringDUchar_traitsDstdVallocatorD2stdEZ referenced in function void __cdecl Mapclass sfRenderWindow MapYAXAAVRenderWindowsfZ FGAMES BY METiledLoaderSFMLGameGame.obj SFMLGame Error 3 error LNK2019 unresolved external symbol public bool __thiscall tmxMapLoaderLoadclass stdbasic_stringltcharstruct stdchar_traitsltchargtclass stdallocatorltchargt gt const LoadMapLoadertmxQAE_NABVbasic_stringDUchar_traitsDstdVallocatorD2stdZ referenced in function void __cdecl Mapclass sfRenderWindow MapYAXAAVRenderWindowsfZ FGAMES BY METiledLoaderSFMLGameGame.obj SFMLGame Cant seem to figure out where I am going wrong here..

Gaming News Headlines - Yahoo News - Link Tue, 18 Aug 2015 17:00:03

ltpgtlta hrefhttpnews.yahoo.comwindows-10s-xbox-app-updated-210003592.htmlgtltimg srchttpl1.yimg.combtapires1.2QlfUFxDhAg2VE3gUr7.0lA--YXBwaWQ9eW5ld3M7Zmk9ZmlsbDtoPTg2O3E9NzU7dz0xMzA-httpmedia.zenfs.comen-UShomerunpolygon.vox.com1c392d4a9414b69d6cd153fda42bd8c3 30 height86 altWindows 10amp039s Xbox app updated to officially offer Xbox One streaming at 1080p 60 fps alignleft titleWindows 10amp039s Xbox app updated to officially offer Xbox One streaming at 1080p 60 fps border0 gtltagtMicrosoft updated Windows 10amp039s Xbox app today adding elements like built-in support for Xbox One streaming in 1080p at 60 frames per second as well as social features the companyannounced today. The appamp039s August update is the first since the debut of Windows 10 just under three weeks ago. One of the appamp039s main features is the ability tostream a game from an Xbox One to a Windows 10 device as long as theyamp039re on the same network.ltpgtltbr clearallgt

Windows 10s Xbox app updated to officially offer Xbox One streaming at - Link Tue, 18 Aug 2015 14:37:06

ltpgtlta hrefhttpnews.yahoo.comweeks-xbox-one-xbox-360-181002889.htmlgtltimg srchttpl2.yimg.combtapires1.2c0H9XbjZMK7.gAjCN7TZSg--YXBwaWQ9eW5ld3M7Zmk9ZmlsbDtoPTg2O3E9NzU7dz0xMzA-httpmedia.zenfs.comen-UShomeruncnet.cbs.com9e5e7660b954521a326009688d1fcbc4 30 height86 altThis weekamp039s new Xbox One and Xbox 360 Deals With Gold revealed alignleft titleThis weekamp039s new Xbox One and Xbox 360 Deals With Gold revealed border0 gtltagtBatman Arkham Knight Grand Theft Auto V Red Dead Redemption and more on sale this week.ltpgtltbr clearallgt

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