It sounds like you're running into a common issue when working with OpenGL and shaders. From what you described, it seems like the fragment shader is indeed processing pixels outside the intended geometry. Let’s break down the potential issues: 1. Geometry Setup First off, ensure that your geometryRead more
It sounds like you’re running into a common issue when working with OpenGL and shaders. From what you described, it seems like the fragment shader is indeed processing pixels outside the intended geometry. Let’s break down the potential issues:
1. Geometry Setup
First off, ensure that your geometry is actually being drawn correctly. Make sure that the vertex buffer is set up properly and that you are using the appropriate draw call (like glDrawArrays or glDrawElements) to render your tiles. If the geometry is not defined correctly or if there’s an error in your drawing commands, the fragment shader will still run for every pixel on the screen, potentially leading to undesired results.
2. Culling and Depth Testing
If your scene allows for it, enabling culling (like back-face culling) and depth testing can help ensure that fragments of hidden geometry aren’t processed. Make sure you have these features enabled using:
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
3. Fragment Shader Logic
Since you mentioned using gl_FragCoord, remember that this corresponds to the pixel coordinate in window space. If your shader is rendering colors based on this without checking if a fragment is part of your geometry, it could cover the whole screen. Instead, use the interpolated values passed from the vertex shader to determine whether to sample from the texture atlas. You might want to check the fragment’s UV coordinates or the tile ID and use them to conditionally modify the output color.
4. Correct NDC Transformation
In your vertex shader, the transformation to NDC needs to ensure that the positions of your vertices are correct. If your tiles are not rendering in the expected area, double-check how you convert your tile positions to normalized device coordinates:
vec2 ndcPos = (tilePos / screenSize) * 2.0 - 1.0;
This snippet normalizes your tile position correctly.
5. Debugging Tips
To help debug, you can try rendering a simple shape (like a square or a triangle) first, then gradually integrate your texture atlas. Use colors to see what’s happening at each stage. Also, consider using a simple debug shader that outputs solid colors corresponding to your tile IDs to verify that the right fragments are being processed.
Keep experimenting, and don’t hesitate to post if you have more specific issues! Everyone starts as a rookie, and learning from these challenges is a big part of growing as a programmer.
Collision Detection in Your 2D Space Shooter Hey there! So, it sounds like you're diving deep into collision detection, and that's super exciting! AABB is a great starting place, but as you mentioned, as your game grows, you might want to explore a bit more. BSP trees can definitely seem cool for diRead more
Collision Detection in Your 2D Space Shooter
Hey there! So, it sounds like you’re diving deep into collision detection, and that’s super exciting! AABB is a great starting place, but as you mentioned, as your game grows, you might want to explore a bit more.
BSP trees can definitely seem cool for dividing space, but they’re not always the magic solution for every situation. They work well for static environments where you can preprocess the layout, but they can be overkill for dynamic elements, especially for moving objects. For your case, having a mix might be a solid approach!
Consider keeping the AABB for simple bounding box checks, especially for projectiles hitting static objects. Then, for moving-to-moving collisions, you might want to look at something like Sweep and Prune or Circle Collision checks, which can often be simpler and faster than applying BSP trees.
As for the implementation in SDL and C, here are a couple of ideas:
AABB Collision Detection: You’re likely already doing something like this:
Preprocessing Static Objects: If your static objects are more complex, maybe consider using a grid-based approach to quickly check what nearby objects each entity should collide with, rather than checking against everything.
Ultimately, it’s about finding the balance that works best for your game’s needs. Experiment and see what feels good! Happy coding!
It sounds like you're really having a tough time with input handling in your Pong game! I can totally relate because SDL2 can be a bit tricky with keyboard input, especially with multiple keys pressed at the same time. First off, it seems like using `SDL_GetKeyboardState()` is definitely the right aRead more
It sounds like you’re really having a tough time with input handling in your Pong game! I can totally relate because SDL2 can be a bit tricky with keyboard input, especially with multiple keys pressed at the same time.
First off, it seems like using `SDL_GetKeyboardState()` is definitely the right approach for checking the current state of the keys. This method can help you avoid those hiccups, especially if you’re just checking the state of the keys every frame in your game loop.
But one thing to consider is the possibility of key ghosting or blocking, which might happen with some keyboards if multiple keys are pressed at the same time. This can sometimes cause inputs to get missed. Have you tried testing it on different keyboards to see if the problem persists?
Also, instead of writing a ton of if statements, you could try simplifying your input handling. For example, you could define a function to handle the movement based on key states. It might look something like this:
if (keys[SDL_SCANCODE_W]) {
player1.moveUp();
}
if (keys[SDL_SCANCODE_S]) {
player1.moveDown();
}
if (keys[SDL_SCANCODE_UP]) {
player2.moveUp();
}
if (keys[SDL_SCANCODE_DOWN]) {
player2.moveDown();
}
Another idea could be to have boolean flags for the movement of each player, changing them in the event loop when you detect key presses. Then use those flags to control paddle movement in your game loop. This might help with managing the state better.
Finally, make sure you are calling `SDL_PumpEvents()` before polling the state or checking events. This could help ensure you’re getting the most current input state.
Hopefully, these suggestions will help you out! Good luck, and have fun with your game!
It sounds like you're in quite a pickle with this turn-based game development! Managing that intermediate state without muddying your architecture is definitely tricky. Let's break down what you've got going on. Your dispatcher and command handlers seem to be working nicely in generating events, butRead more
It sounds like you’re in quite a pickle with this turn-based game development! Managing that intermediate state without muddying your architecture is definitely tricky.
Let’s break down what you’ve got going on. Your dispatcher and command handlers seem to be working nicely in generating events, but it’s understandable that you’re feeling the strain when handling the intermediate state during command processing.
The options you’re considering are all valid, but each comes with its own set of trade-offs. Here’s my take:
Draft State: This could definitely help you simulate the outcome without altering the current state. However, as you mentioned, it might feel like you’re dancing around your original design principles. Still, it could be a quick win to avoid those messy state dependencies.
Predicting the Reducer’s Output: This feels like walking a tightrope! You’d be effectively duplicating logic, which sounds like a recipe for confusion down the line. If the reducer changes, you’d have to remember to update your prediction logic too. Not the safest route, in my opinion.
Compound Events: Combining events might seem attractive for tidiness, but it could cloud the separate actions that triggered those state changes. Listeners could get confused about what actually happened in your game. That said, if you can design your event processing to handle it cleanly, it may work out.
Given all of that, it might be worth giving the draft state a shot. It keeps everything tidy and only for the current command without sticking your fingers into the actual state tree until you’re ready. Maybe just log it or comment clearly to ensure you’re not losing track of what’s going on.
Lastly, always keep in mind that what works best often depends on the specific needs of your game and your team’s future workflows. Adaptability is key! Good luck, and I hope you find that sweet spot soon!
It sounds like you're hitting some classic design challenges that come up when creating AI for games, especially with turn-based systems. You're definitely on the right track by considering how to simulate actions without directly affecting the game state. That gives you the opportunity to test combRead more
It sounds like you’re hitting some classic design challenges that come up when creating AI for games, especially with turn-based systems. You’re definitely on the right track by considering how to simulate actions without directly affecting the game state. That gives you the opportunity to test combinations of moves and attacks without consequences.
One approach could be to create a temporary “simulation” object that represents the state of the game as it would be after performing a specific action. This would allow you to call `CanExecute` on this temporary state, which can model the game conditions post-action, without modifying your actual game state. With this setup, you can keep your ability logic intact and avoid duplication.
Regarding your concern about separating AI validation logic from your ability system: you can definitely maintain a single source of truth for abilities and checks, but implementing a simulation layer gives you the flexibility to evaluate different action chains effectively. This way, you leverage your existing logic for both the player and the AI while ensuring the AI can explore decisions without disrupting the current game state.
Another option might be to refactor your action logic into a more functional approach, where each action takes inputs (like current state) and returns outputs (like the result of an action and whether it can be executed). This would help you keep things stateless, making it easier to chain actions for the AI and compute what the best moves are without side effects.
Keep experimenting and refining your approach! Every game design challenge is an opportunity to learn and grow your skills.
Why is my fragment shader executing on every screen pixel instead of just rasterized geometry in OpenGL?
It sounds like you're running into a common issue when working with OpenGL and shaders. From what you described, it seems like the fragment shader is indeed processing pixels outside the intended geometry. Let’s break down the potential issues: 1. Geometry Setup First off, ensure that your geometryRead more
It sounds like you’re running into a common issue when working with OpenGL and shaders. From what you described, it seems like the fragment shader is indeed processing pixels outside the intended geometry. Let’s break down the potential issues:
1. Geometry Setup
First off, ensure that your geometry is actually being drawn correctly. Make sure that the vertex buffer is set up properly and that you are using the appropriate draw call (like
glDrawArrays
orglDrawElements
) to render your tiles. If the geometry is not defined correctly or if there’s an error in your drawing commands, the fragment shader will still run for every pixel on the screen, potentially leading to undesired results.2. Culling and Depth Testing
If your scene allows for it, enabling culling (like back-face culling) and depth testing can help ensure that fragments of hidden geometry aren’t processed. Make sure you have these features enabled using:
3. Fragment Shader Logic
Since you mentioned using
gl_FragCoord
, remember that this corresponds to the pixel coordinate in window space. If your shader is rendering colors based on this without checking if a fragment is part of your geometry, it could cover the whole screen. Instead, use the interpolated values passed from the vertex shader to determine whether to sample from the texture atlas. You might want to check the fragment’s UV coordinates or the tile ID and use them to conditionally modify the output color.4. Correct NDC Transformation
In your vertex shader, the transformation to NDC needs to ensure that the positions of your vertices are correct. If your tiles are not rendering in the expected area, double-check how you convert your tile positions to normalized device coordinates:
This snippet normalizes your tile position correctly.
5. Debugging Tips
To help debug, you can try rendering a simple shape (like a square or a triangle) first, then gradually integrate your texture atlas. Use colors to see what’s happening at each stage. Also, consider using a simple debug shader that outputs solid colors corresponding to your tile IDs to verify that the right fragments are being processed.
Keep experimenting, and don’t hesitate to post if you have more specific issues! Everyone starts as a rookie, and learning from these challenges is a big part of growing as a programmer.
See lessShould I use BSP for all collision detection in my 2D space shooter, or are there better methods to consider?
Collision Detection in Your 2D Space Shooter Hey there! So, it sounds like you're diving deep into collision detection, and that's super exciting! AABB is a great starting place, but as you mentioned, as your game grows, you might want to explore a bit more. BSP trees can definitely seem cool for diRead more
Collision Detection in Your 2D Space Shooter
Hey there! So, it sounds like you’re diving deep into collision detection, and that’s super exciting! AABB is a great starting place, but as you mentioned, as your game grows, you might want to explore a bit more.
BSP trees can definitely seem cool for dividing space, but they’re not always the magic solution for every situation. They work well for static environments where you can preprocess the layout, but they can be overkill for dynamic elements, especially for moving objects. For your case, having a mix might be a solid approach!
Consider keeping the AABB for simple bounding box checks, especially for projectiles hitting static objects. Then, for moving-to-moving collisions, you might want to look at something like Sweep and Prune or Circle Collision checks, which can often be simpler and faster than applying BSP trees.
As for the implementation in SDL and C, here are a couple of ideas:
Ultimately, it’s about finding the balance that works best for your game’s needs. Experiment and see what feels good! Happy coding!
See lessHow can I fix inconsistent input detection for simultaneous player movement in my SDL2 Pong game?
It sounds like you're really having a tough time with input handling in your Pong game! I can totally relate because SDL2 can be a bit tricky with keyboard input, especially with multiple keys pressed at the same time. First off, it seems like using `SDL_GetKeyboardState()` is definitely the right aRead more
It sounds like you’re really having a tough time with input handling in your Pong game! I can totally relate because SDL2 can be a bit tricky with keyboard input, especially with multiple keys pressed at the same time.
First off, it seems like using `SDL_GetKeyboardState()` is definitely the right approach for checking the current state of the keys. This method can help you avoid those hiccups, especially if you’re just checking the state of the keys every frame in your game loop.
But one thing to consider is the possibility of key ghosting or blocking, which might happen with some keyboards if multiple keys are pressed at the same time. This can sometimes cause inputs to get missed. Have you tried testing it on different keyboards to see if the problem persists?
Also, instead of writing a ton of if statements, you could try simplifying your input handling. For example, you could define a function to handle the movement based on key states. It might look something like this:
Another idea could be to have boolean flags for the movement of each player, changing them in the event loop when you detect key presses. Then use those flags to control paddle movement in your game loop. This might help with managing the state better.
Finally, make sure you are calling `SDL_PumpEvents()` before polling the state or checking events. This could help ensure you’re getting the most current input state.
Hopefully, these suggestions will help you out! Good luck, and have fun with your game!
See lessHow can I effectively manage intermediate state in an event-sourced game architecture while maintaining clean separation of concerns?
It sounds like you're in quite a pickle with this turn-based game development! Managing that intermediate state without muddying your architecture is definitely tricky. Let's break down what you've got going on. Your dispatcher and command handlers seem to be working nicely in generating events, butRead more
It sounds like you’re in quite a pickle with this turn-based game development! Managing that intermediate state without muddying your architecture is definitely tricky.
Let’s break down what you’ve got going on. Your dispatcher and command handlers seem to be working nicely in generating events, but it’s understandable that you’re feeling the strain when handling the intermediate state during command processing.
The options you’re considering are all valid, but each comes with its own set of trade-offs. Here’s my take:
Given all of that, it might be worth giving the draft state a shot. It keeps everything tidy and only for the current command without sticking your fingers into the actual state tree until you’re ready. Maybe just log it or comment clearly to ensure you’re not losing track of what’s going on.
Lastly, always keep in mind that what works best often depends on the specific needs of your game and your team’s future workflows. Adaptability is key! Good luck, and I hope you find that sweet spot soon!
See lessHow can I evaluate chained actions for AI in a turn-based game without duplicating logic or compromising state integrity?
It sounds like you're hitting some classic design challenges that come up when creating AI for games, especially with turn-based systems. You're definitely on the right track by considering how to simulate actions without directly affecting the game state. That gives you the opportunity to test combRead more
It sounds like you’re hitting some classic design challenges that come up when creating AI for games, especially with turn-based systems. You’re definitely on the right track by considering how to simulate actions without directly affecting the game state. That gives you the opportunity to test combinations of moves and attacks without consequences.
One approach could be to create a temporary “simulation” object that represents the state of the game as it would be after performing a specific action. This would allow you to call `CanExecute` on this temporary state, which can model the game conditions post-action, without modifying your actual game state. With this setup, you can keep your ability logic intact and avoid duplication.
Regarding your concern about separating AI validation logic from your ability system: you can definitely maintain a single source of truth for abilities and checks, but implementing a simulation layer gives you the flexibility to evaluate different action chains effectively. This way, you leverage your existing logic for both the player and the AI while ensuring the AI can explore decisions without disrupting the current game state.
Another option might be to refactor your action logic into a more functional approach, where each action takes inputs (like current state) and returns outputs (like the result of an action and whether it can be executed). This would help you keep things stateless, making it easier to chain actions for the AI and compute what the best moves are without side effects.
Keep experimenting and refining your approach! Every game design challenge is an opportunity to learn and grow your skills.
See less