Tag: XNA

A new direction

Posted by – October 30, 2009

It’s been a crazy few months. Working extremely hard on many different projects, some commercial, some for personal gain and some which are for you… the Community.

I’ve decided to keep my www.conkerjo.com blog but slightly change the direction of it to be more personal. So where will the technical articles and blog posts go? well, we’ve setup a new website called Sgt. Conker and you can see it here www.sgtconker.com
This site will host game development related articles among other things such as my open source projects and other projects and ideas which come from the other people involved.

I’d like to say a special thank you to Björn's and Catalin Zima for offering tons of support and help with the new web site. The are both part of the new council formed which currently has 6 members to help out with moderating the website and providing hot new news and infor for your pleasure.

Please welcome us by getting involved, post in the forum, submit articles, offer suggestions, ideas, critism. It’s all welcome.

Here’s hoping I won’t be so busy after mid november and I can blog more about some of the things I’ve been up to.

Zune HD Accelerometer Basics

Posted by – October 2, 2009

I was just messing around with my Zune HD while taking a short break from my main project when I thought I could port my TinyEngine to it in no time.

Sure enough, it took about 12 seconds.

In my dummy project I have Mr Tiny just smiling away in the center of the screen.

mrtiny

I wanted to get him to move around by just using the accelerometer. This was really simple.

I just call Accelerometer.GetState(); which returns a AccelerometerState. The AccelerometerState contains a Acceleration of type Vector3 which contains the direction of the accelerometer. I then just pass the direction of tilt to my engines Sprite Move command, as a Vector2.

Something like this

Vector2 accel = new Vector2(state.Acceleration.X, -state.Acceleration.Y);
    AccelerometerState state = Accelerometer.GetState();
    Vector2 accel = new Vector2(state.Acceleration.X, -state.Acceleration.Y);
    this.mrTiny.Move(accel * 100 * elapsed);

Clamp it to the screen

    this.mrTiny.PositionX = MathHelper.Clamp(this.mrTiny.PositionX, this.ScreenBounds.Left, this.ScreenBounds.Right);
    this.mrTiny.PositionY = MathHelper.Clamp(this.mrTiny.PositionY, this.ScreenBounds.Top, this.ScreenBounds.Bottom);

 

And there we have it, you can tilt your Zune HD to move around Mr Tiny.

Short but sweet uh?

The code is linked just below. I’ll be looking to do more Zune HD samples in the near future, as well as adding gesture support to TinyEngine.

Once I’m finished with my secret project.

Source Code (Includes Tiny Engine Source)

Redirecting the console output in c#

Posted by – September 17, 2009

Often when writing code in an agile way, the best way. We might write something like this.

 Console.WriteLine("I'm super awesome"); 

I don’t think it’s the correct way to do logging in your game or application. But such is life, stuff happens and we’re tasked with resolving it.

We need to get all these logging messages into some readable form inside my game, or app. This needs to be done by the time you wake up yesterday.

So how do we replace potentially hundreds and hundreds of Console.WriteLine’s?

Don’t panic, I have a solution. We can redirect the Console output to anything we want. All we need is an IO Stream and we can do whatever we like with it.

I decided to do this and output it to a label which scrolls in my application. It’s not the most ideal solution for viewing it either, but we went from not knowing W.T.F was going on, to seeing snippets of info fly by. It allowed us to progress with the next problem. This was a minor change and isn’t required to be in the final product so it doesn’t have to be “pretty” per say.

Here’s how I did it. I inherit from the class TextWriter and override the WriteLine method. I just happen to know all my logging calls are coming into WriteLine. Your situation may require more methods to override.

I expose an event which fires every time WriteLine is called and my app picks this up and displays it on screen. Here’s the full class

 public class TextBoxWriter : TextWriter
{
    public event Action<string> OnConsoleWriteLine;

    public override void Write(string message)
    {
        this.OnConsoleWriteLine(message);
    }

    public override Encoding Encoding { get { return Encoding.UTF8; } }

    public override void WriteLine(string message)
    {
        Write(string.Format("{0}\n", message));
    }
 } 

Once we have this class we simply have to redirect the console out put by using the Console.SetOut command.

 writer = new TextBoxWriter();
writer.OnConsoleWriteLine += new Action<string>(writer_WriteHappened);
Console.SetOut(writer); Console.SetOut(writer); 

Simple, yet effective. I should get back to work :)

K.I.S.S – Fading between images with XNA

Posted by – September 6, 2009

In my first Keep It Simple Stupid (K.I.S.S) post I wanted to write about fading between 2 images.

Fading between 2 images is a very simple task using XNA, yet I’ve seen some severely over engineered solutions in the past. Here’s my take on the problem.

We need to fade from one image which is currently displaying on screen to another image we have stored in memory.

Here are 3 states of 2 images fading between each other.

The Start

blogimage1

The Fade

blogimage2

The Result

blogimage3

To keep it simple we use functionality within the XNA framework so we don’t have to write our own. This can be done using the SpriteBatch AlphaBlend which just happens to be the default option when calling Begin on a SpriteBatch.

Simply call Begin, draw the image currently on screen at a reduced alpha, then draw the image you want to transition to over the top with a alpha set to the other extreme.

I created a class which takes care of the drawing and alpha transitioning. Once we create an instance of the CustomImage class we must call Update, passing it the elapsed time since the last frame and also call the Draw method to draw the transition.

If there is no transition the CustomImage will simply draw the Image set at full opacity.

We define the amount of time to take in a transition in the constructor of the CustomImage or it can be changed via the TransitionTime property.

To start a transition just pass a Texture2D to the TransitionTo method. This will begin the process of fading between the two images and will completely switch over to the new image once complete.

Here is the full class implementation.

 public class CustomImage
{
    private float timer;
    public CustomImage(Texture2D initialImage, Vector2 position, Vector2 origin, float transitionTime)
    {
        this.Image = initialImage;
        this.TransitionTime = transitionTime;
        this.Color = Color.White;
        this.Rotation = 0;
        this.Position = position;
        this.Origin = origin;
    }

    public float TransitionTime { get; set; }

    public Texture2D Image { get; private set; }

    public Texture2D ToImage { get; private set; }

    public Vector2 Origin { get; set; }

    public Vector2 Position { get; set; }

    public Color Color { get; set; }

    public float Rotation { get; set; }

    public void TransitionTo(Texture2D image)
    {
        if (this.ToImage != null)
        {
            return;
        }
        this.ToImage = image;
        this.timer = 0;
    }

    public void Draw(SpriteBatch batch)
    {
        if (this.ToImage == null)
        {
            batch.Draw( this.Image, this.Position, null, this.Color, this.Rotation, this.Origin, 1f, SpriteEffects.None, 0);
        }
        else
        {
            int alpha = (int)((this.timer / this.TransitionTime) * 255);
            this.DrawImage(batch, this.Image, 255 - alpha);
            this.DrawImage(batch, this.ToImage, alpha);
        }
    }

    public void Update(float elapsed)
    {
        // We must be transitioning
        if (this.ToImage != null)
        {
            this.timer += elapsed;
            if (this.timer &amp;amp;amp;gt;= this.TransitionTime)
            {
                this.Image = this.ToImage;
                this.ToImage = null;
            }
        }
    }

    private void DrawImage(SpriteBatch batch, Texture2D texture, int alpha)
    {
        batch.Draw( texture, this.Position, null, new Color(this.Color, (byte)alpha), this.Rotation, this.Origin, 1f, SpriteEffects.None, 0);
    }
} 

&nbsp

To use this class we pass a Texture2D, a position, an origin and a length of time we want a transition to take.

Calling Draw will draw the image set until you pass a Texture2D to the TransitionTo method.

Here’s is the full Game code to show how I used this class in the sample which you can download at the end of the page.

 public class Game1 : Microsoft.Xna.Framework.Game
{
    private GraphicsDeviceManager graphics;
    private SpriteBatch spriteBatch;
    private SpriteFont font;
    private CustomImage image1;
    private CustomImage image2;
    private float storedTimer = 2;
    private KeyboardState currentKeyboardState, lastKeyboardState;
    private Vector2 imageSize = new Vector2(400, 300);

    public Game1()
    {
        this.graphics = new GraphicsDeviceManager(this);
        this.Content.RootDirectory = &quot;Content&quot;;
    }

    private Vector2 ScreenSize
    {
        get
        {
            return new Vector2(this.GraphicsDevice.Viewport.Width, this.GraphicsDevice.Viewport.Height);
        }
    }

    protected override void Initialize()
    {
        base.Initialize();
    }

	protected override void LoadContent()
    {
        this.spriteBatch = new SpriteBatch(GraphicsDevice);
        this.font = this.Content.Load&lt;spritefont&gt;(&quot;Fonts/Arial&quot;);

		Vector2 position = new Vector2((this.ScreenSize.X / 4), this.ScreenSize.Y / 2);
        this.image1 = new CustomImage(this.Content.Load&amp;lt;texture2d&amp;gt;(&quot;Textures/Image1&quot;), position, this.imageSize / 2, this.storedTimer);

		position.X += this.ScreenSize.X / 2;
        this.image2 = new CustomImage(this.Content.Load&amp;lt;texture2d&amp;gt;(&quot;Textures/Image2&quot;), position, this.imageSize / 2, this.storedTimer);
    }

	protected override void UnloadContent()
    {
    }

    protected override void Update(GameTime gameTime)
    {
        if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
        {
            this.Exit();
        }

		this.lastKeyboardState = this.currentKeyboardState;
        this.currentKeyboardState = Keyboard.GetState();

		float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds;

		this.HandleInput();

		this.image1.Update(elapsed);
        this.image2.Update(elapsed);

		base.Update(gameTime);
    }

    protected override void Draw(GameTime gameTime)
    {
        this.GraphicsDevice.Clear(Color.Black);

		this.spriteBatch.Begin();

		StringBuilder instructions = new StringBuilder();
        instructions.Append(&quot;Space : Transition&quot;);
        instructions.Append(Environment.NewLine);
        instructions.Append(&quot;PgUp / PgDwn : Increase / Decrease Timer&quot;);
        instructions.Append(Environment.NewLine);
        instructions.Append(string.Format(&quot;Transition Time : {0}&quot;, this.storedTimer));

		this.spriteBatch.DrawString(this.font, instructions, new Vector2(25), Color.White);

		this.image1.Draw(this.spriteBatch);
        this.image2.Draw(this.spriteBatch);

		this.spriteBatch.End();

		base.Draw(gameTime);
    }

    private void HandleInput()
    {
        if (this.IsNewKeyPress(Keys.Space))
        {
            this.image1.TransitionTo(this.image2.Image);
            this.image2.TransitionTo(this.image1.Image);
        }

        if (this.IsNewKeyPress(Keys.PageDown))
        {
            this.storedTimer -= 0.25f;
            this.image1.TransitionTime = this.image2.TransitionTime = this.storedTimer;
        }

		if (this.IsNewKeyPress(Keys.PageUp))
        {
            this.storedTimer += 0.25f;
            this.image1.TransitionTime = this.image2.TransitionTime = this.storedTimer;
        }
    }

    private bool IsNewKeyPress(Keys keys)
    {
        return this.currentKeyboardState.IsKeyUp(keys) &amp;amp;amp;amp;&amp;amp;amp;amp; this.lastKeyboardState.IsKeyDown(keys);
    }

    private void DrawImage(Texture2D image, Vector2 position)
    {
        this.spriteBatch.Draw(image, position, null, Color.White, 0, this.imageSize / 2, 1, SpriteEffects.None, 0);
    }
} 

 

You can download the sample project with complete working sample here

The Week in Code by Björn

Posted by – July 14, 2009

Björn (or boki) has written his 7th instalment of The Week in Code. Hit the RSS button and maybe he’ll feel obliged to keep it up and add some more. I’m in there 2 weeks on the trot by the way :D

Björn’s XNA Adventures

BRAINS – XNA A.I Library – Source Code

Posted by – July 12, 2009

image As mentioned in a previous post I have been working on an A.I library for use with XNA games. I have attached the latest source code to this post as well as the location to the SVN which I will be continuing to update.

If you do try it out and find any issues you would like to have fixed, please let me know and I’ll happily respond to requests. If anyone would like to contribute in the form of a patch or just contribute in the form of ideas and feedback, It’s all welcome.

Brains is only about 2 weeks old since I started the clean new project and it’s still very much a work in progress so there are still lots of features I could add to this middleware component to make it more useful.

Brains Source ZIP Download

Brains SVN Root

In the project is the main BRAINSFramework along with the debug AIRendering project. A Gamestatemanagement library for setting up a new game quickly and the AIDemos. There is also a very primitive Behavior tree designer which I’m currently working on making more friendly and feature rich.

I will be writing more comprehensive documentation in due course along with some articles to accompany the BRAINS library.

XNA & Game A.I – Where to begin

Posted by – July 8, 2009

I’ve been thinking a lot about writing some articles on using A.I in games with XNA but I just don’t know where to begin. I have to start somewhere so let’s get to it.

As previously mentioned I’ve been writing an A.I library for use with XNA games. It’s called Brains and it consists of a few building blocks to get you quickly up and running with an A.I prototype and just as simple to implement right into your game. It’s currently only in 2D but would not require too much modification to support 3D.

The Brains library is built up of a world map, an A.I agent and a behavior tree implementation.

The Map

A world map is made up of a grid. In it’s simplest form a world map could look like this

image

It would be made up of 1 grid which is 16 GridCells and have 4 columns and 4 rows of GridCells.

A more complex world might have over 100×100 GridCells in it’s map. Brains can split this into a cluster for you which will greatly increase the speed of path finding and other A.I techniques. As a simple sample we could have a map made up of 8×8 cells and have a cluster of 4 grids.

image image

image image

In the real world they wouldn’t have a gap in between, this is just to represent that they are separate grids in a map cluster.

When loading a world map you simply specify the width and height of the map in world coordinates, pixels for example, the cell size to split the world into again in world coordinates and if you have a large world you can decide to create a cluster by specifying the rows and columns to split the bigger world into. In this example that would look something like this.

World.SetupMap(1280,1280,160,2,2);

You can also load a world map by loading from a texture. In the current implementation it will assume 1 pixel of the image to be 1 GridCell. Here is a blown up example of one of the demos in the source code.

image

Brains will set any pixel that is black, to be a blocked type of GridCell, and any other colour to be an empty GridCell. The red and green pixels are loaded and annotated on the grid for your use but are not used internally in the engine. This makes it super easy to knock up a quick map to test out.

The Agent

A Brains A.I world also contains a list of Agent types. This type is used to provide autonomous behaviors to your game. An Agent stores some simple positioning properties such as Position, Radius and the Cells the Agent is currently in. It also stores the desired orientation and the desired position of an Agent for use with a Locomotion controller.

An Agent can store a set of feelers which can be used by your behaviors to poke data around the world.

The last defining feature of an Agent is it’s RootBehavior property. This is an IBehavior type which can be any type of behavior built into Brains, or your own custom implementation.

You can inherit from the Agent type to give you that extra flexibility when creating your autonomous characters.

Locomotion Controller

The Locomotion Controller is what controls the movement of an Agent. This is isolated from the Agent so that you can extend and implement the default implementation to get your characters moving how you want them to. There are 2 types of LocomotionController implemented in Brains. The basic movement controller which moves the agent from its current position to its desired position, and rotates it to face the desired rotation. The other Locomotion Controller is the LocomotionSteering which will allow you to make use of the famous Steering Behaviors For Autonomous Characters by Craig Reynolds. My version isn’t quite finished yet as I’m working on a better group design but the basic steering behaviors are working at the moment.

Behaviors

Brains contains some built in behaviors to form the basis of any combination of behaviors you may ever need to build. You can of course ignore these and implement your own.

With the Brains building blocks you can quickly build very complex behaviour trees without writing a ton of spaghetti code.

A Behavior Tree is made up of smaller blocks of hierarchical logic and built to recursively go down the tree until it finds a behavior to run. A simple representation of a Behavior Tree can be shown like this.

image

The circles represent a behavior and the lines show how the behavior breaks down into active actions an Agent may take based on decisions further up the tree. The Behavior tree is a much larger the subject than the scope of this post though so I will brush over the behavior building blocks built right into Brains.

Sequence Behavior

The Sequence Behavior has a set of sub behaviors which will run the first item in the list until it is successful, it will then move onto the next behavior in it’s sub behaviours in sequence. If a behavior fails it will fail the whole sequence.

Selector Behavior

The Selector Behavior also has a set of sub behaviors which it will run in sequence until it finds a success and then complete as a success itself.

Random Behavior

This Behavior randomly selects one of its child behaviors to run.

ParallelBehavior

This is a very primitive implementation of a Behavior which will run multiple behaviors at the same time. This raises a lot of complications with access to current data so will currently prove troublesome if the parallel is not a simple one.

Condition Behavior

Used to provide conditions before running other sub behaviors

Task Behavior

This is the behavior which would contain your A.I logic code. You would generally inherit from this to provide the specific game A.I logic.

Combining these set of components with your own and your imagination you can create extremely complex A.I decision making agents with great ease. With the added bonus of a Behavior Tree designer provided with the source code it’s even easier to let you just put on your game d

esigner hat or give the ability to a game designer to create a better game A.I

Brains also contains a few Task Behaviors for pathfinding around the world. You can also extend upon these to provide more flexible pathfinding.

They are:

Find Path Behavior

Finds a path from 1 GridCell to another.

Follow Path Behavior

Follows a provided path.

GoTo Behavior

This behavior combines the FindPath and FollowPath behaviors.

FollowRouteBehavior

This Behavior takes a series of GridCells. It will pathfind from one GridCell to the next and cycle once it’s complete. This makes use of the GoTo Behavior.

 

That’s a brief roundup of what Brains has to offer. It’s still unfinished and will continue to get development done to it. I want to tidy up some of the API exposure I’m not happy about yet (a few dirty hacks) and then I’ll post the source code for you to have a play with and give me some feedback.

Credits

The majority of my A.I reading has been from the AIGameDev web site. I’ve learned so much from there, I highly recommend it.

Some other helpful sites are of course the XNA Creators Club Online

A few other XNA A.I related projects have also been a great source of inspiration. Most notably Simple AI Engine for XNA and SharpSteer

XNA & Game A.I

Posted by – July 7, 2009

Over the past few weeks I have been developing an A.I middleware library for use with XNA games. I’ve spent a lot of this time in google searching for A.I articles and samples. It’s a force of habit to append XNA to the end of my code related searches and I wasn’t finding the information I needed to get the inspiration for my A.I library. I did figure out how to use google eventually and found lots of good, general A.I articles and samples. Most samples are c++ but it’s more about the concepts of A.I I was looking for than the samples.

At some point in the very near future I will be releasing the source code to this library along with a sandbox for you to see how to use it and to play around with it. One thing I’m struggling with is deciding what small chunks of A.I I should demonstrate. If you have some ideas of what you would like from an A.I sandbox please comment on this post and we can discuss.

In the meantime, here is a bunch of links I’ve been reading over the past few weeks relating A.I and some XNA specific ones I did find.

 

XNA Creators Club Online

Other

Spatial hashing implementation for fast 2D collisions

Posted by – June 13, 2009

This is a sample prototype I wrote to fix a performance limitation with collision checking in SBARG. So what is spatial hashing? Here is a good 1 liner I will borrow from the source material i used.

“Spatial hashing is a process by which a 3D or 2D domain space is projected into a 1D hash table.” Optimization of Large-Scale, Real-Time Simulations by Spatial Hashing

So why do we need it?

Well, for me it was a problem in my collision code and my A.I code which was trying to find nearby objects to check collisions for. Due to my brute force nature if I had 10 monsters in the world there would be 10*10 = 100 collision checks in every update. Now ramp the number up to 100 to be a bit excessive and we end up with 100*100=10,000 collision checks. This makes the cpu cry like a little baby as I’m sure you can imagine. To rectify this we need to reduce the amount of collision checks we need to do in the first place. This is where spatial hashing comes in handy.

Imagine the game world in a flat 2d grid. 100 by 100 pixels and each cell was 25 by 25 pixels. Now number the cells from left to right, top to bottom 0 onwards. You will end up with something like this. The orange circles are the game objects, in my case, monsters.

image

Each cell is a bucket of game objects and a unique hash id. If we imagine the bucket as a list of 16 buckets, 0-15 cells and placed the game objects in that bucket. It might look something like this.

image

This is our 1D grid mentioned in the introduction.

It’s a simple premise really, any item in bucket 3 for example, cannot possibly collide with something in bucket 9. This reduces the amount of times we need to cycle the nearby objects but also dramatically reduce the amount of times we need to check if a collision is happening.

Ok, so the above implementation is fine as long as a game object only ever exists in 1 bucket. But what if it crosses a line and exists in more than 1 bucket. To resolve this I imagined a box around each game object, and I calculated the hash id for each corner of the box. I then populate a List<GameObject> going through each bucket the game object is in. Sounds simple ?

Let me show you some of this theory in code.

First we need a game object. For this sample all we need is a position and a radius.


    public class GameObject
    {
        public Vector2 Position { get; set; }
        public float Radius { get; set; }
    }

We create a new class to store the grid data in including the buckets. I’m terrible at naming classes so I called it SpatialManager. I gave this class a Setup method which takes a full scenewidth, height and a cellsize. In our example this would be 100,100,25


    public void Setup(int scenewidth, int sceneheight, int cellsize)
    {

We can work out how many buckets we need by first calculating the rows and cols then simply create a new Dictionary of buckets to the tune of Rows*Cols. I also store these variables passed in for future use.


    Cols= scenewidth / cellsize;
    Rows= sceneheight / cellsize;
    Buckets = new Dictionary<int  , list><gameobject>(Cols * Rows);

    for (int i = 0; i < Cols*Rows; i++)
    {
        Buckets.Add(i, new List());
    }

    SceneWidth = scenewidth;
    SceneHeight = sceneheight;
    CellSize = cellsize;
}

Each update, we need to clear out the buckets and re calculate the buckets each game object are in. I created a method called ClearBuckets to start fresh.


   internal void ClearBuckets()
   {
       Buckets.Clear();
       for (int i = 0; i < Cols * Rows; i++)
       {
           Buckets.Add(i, new List());
       }
   }

We now need a method to register a game object into the buckets it sits in.


    internal void RegisterObject(GameObject obj)
    {
        List cellIds= GetIdForObj(obj);
        foreach (var item in cellIds)
        {
            Buckets[item].Add(obj);
        }
    }

As you can see, the code retrieves a list of cellids to add the game object to.

In the GetIdForObj method it calculates the cell id for each corner of the game object.

If we were just checking the position of the game object the calculation would be.

float width = SceneWidth / CellSize; // 100 / 25

int hashid=(int)(

    (Math.Floor(position.X / CellSize)) +

    (Math.Floor(position.Y / CellSize)) * width);

We need to do this for each corner and add our game to each bucket.

The GetIdForObj method looks like this.


    private List GetIdForObj(GameObject obj)
    {
        List bucketsObjIsIn = new List();

        Vector2 min = new Vector2(
            obj.Position.X - (obj.Radius),
            obj.Position.Y - (obj.Radius));
        Vector2 max = new Vector2(
            obj.Position.X + (obj.Radius),
            obj.Position.Y + (obj.Radius));

        float width = SceneWidth / CellSize;
        //TopLeft
        AddBucket(min,width,bucketsObjIsIn);
        //TopRight
        AddBucket(new Vector2(max.X, min.Y), width, bucketsObjIsIn);
        //BottomRight
        AddBucket(new Vector2(max.X, max.Y), width, bucketsObjIsIn);
        //BottomLeft
        AddBucket(new Vector2(min.X, max.Y), width, bucketsObjIsIn);

	return bucketsObjIsIn;
    }

And here is the AddBucket method which uses the calculation described above and adds it to the list of bucket id’s to add to.


    private void AddBucket(Vector2 vector,float width,List buckettoaddto)
    {
        int cellPosition = (int)(
                   (Math.Floor(vector.X / CellSize)) +
                   (Math.Floor(vector.Y / CellSize)) *
                   width
        );
        if(!buckettoaddto.Contains(cellPosition))
            buckettoaddto.Add(cellPosition);

    }

Now that we have our grid of buckets. It’s a very simple retrieval process. I added a method to get the nearby objects of a given object. This uses the GetIdForObj method and populates a list of GameObject’s and returns once complete. This is the key part to this solution, you only now need to check items which are actually nearby and not items the other side of the theoretical world.


    internal List GetNearby(GameObject obj)
    {
        List objects = new List();
        List bucketIds = GetIdForObj(obj);
        foreach (var item in bucketIds)
        {
            objects.AddRange(Buckets[item]);
        }
        return objects;
    }

So that’s it. Now you can do your normal collision checking by retrieving nearby GameObjects. And here’s a screenshot to prove it.

I’ve placed my mouse over one of the GameObjects and it’s highlighted all nearby items. Notice how they cross over cells. This is because the item i hover over is on the line and exists in multiple cells. Also notice the amount of checks it has to do. For brute force it has to do 250,000 bounding box collision checks. For spatial hashing, it checks only 4840 times. Wicked.

SpatialHashing

And what would a sample be without source code?

Enjoy

Link To Sample

Simply RenderTargets

Posted by – May 26, 2009

Somebody in the #xna IRC channel just asked how to use RenderTargets to only draw a portion of the screen. Here’s my answer.

I guessed from his brief description he might have a game scene which didn’t look like this

 

background

And the result he wanted, was something almost like … this ?

pieview

What you see here is the game scene drawn, with a triangle portion visible and the rest not so much. My favourite way to achieve this is to use 2 RenderTargets, A VERY simple Effect(shader) and good old SpriteBatch. So what do we use all this for?

First we need to draw the game scene. There is a way around this but to make things easier to understand we will draw this to a RenderTarget. Simply put, a RenderTarget is an imaginary “screen” to draw to which you can specify the size of. Then once done, you can use the texture like any normal Texture2D you might load from the Content Pipeline.

To draw the scene we first want to set the correct RenderTarget, then use spritebatch just like you would to draw any other sprite. Like this.


            GraphicsDevice.SetRenderTarget(0, _gameRT);
            //Clear the RT screen
            GraphicsDevice.Clear(Color.Black);
            spriteBatch.Begin();
            //Draw the game
            spriteBatch.Draw(
                _gameBackground,
                Vector2.Zero,
                Color.White);

            spriteBatch.End();

Simple uh?

Now we need to create another RenderTarget, and Draw a triangle to it. This will never be displayed in the final scene. Although with the RenderTarget it allows you to if you so desire, maybe for debugging purposes?



            GraphicsDevice.SetRenderTarget(0, _lightRT);
            //Clears the screen transparent.
            GraphicsDevice.Clear(Color.TransparentBlack);
            spriteBatch.Begin();

            spriteBatch.Draw(
                _triangle,
                Vector2.Zero,
                Color.White);

            spriteBatch.End();

This code is almost identical to the last except we draw the _triangle Texture which looks like this.

triangle

And we use the color transparent black.

The final thing we need to do now is draw it to the scene.

If we just draw the triangle on top of the game scene you will see the game scene with a white triangle on top. This isnt what we want. So we use a shader to take the game scene, and change the alpha channel corresponding to the white triangle. Wherever there is a solid non transparent color pixel, this will be set to a fully non transparent pixel in the game result, however, a transparent pixel in the triangle image will result in a completely transparent pixel in the final result. Resulting in you not being able to see that pixel. The final result is like this.

pieview

 

The shader code is very simple. It is a pixel shader which takes a AlphaTexture parameter which is the texture taken from the triangle RT. It takes the alpha from that texture, and sets the coresponding pixel on the final image to be the same.


float4 PixelShader(float2 texCoord: TEXCOORD0) : COLOR
{
	float4 Color = tex2D(ScreenS, texCoord);
    float alphaLayerAlpha = tex2D(AlphaSampler, texCoord).a;
	Color.a=alphaLayerAlpha;
    return Color;
}

Cool?

To use this we just create a new Effect variable and load it in LoadContent. Call Begin/End in the appropriate places, set the parametar and hey presto. A RESULT!!!


_myEffect.Parameters["AlphaTexture"].SetValue(_lightRT.GetTexture());
spriteBatch.Begin(SpriteBlendMode.AlphaBlend, SpriteSortMode.Immediate, SaveStateMode.None);
_myEffect.Begin();
_myEffect.CurrentTechnique.Passes[0].Begin();
spriteBatch.Draw(_gameRT.GetTexture(),
    Vector2.Zero,
    Color.White);

_myEffect.CurrentTechnique.Passes[0].End();
_myEffect.End();
spriteBatch.End();

To get a better grasp of the code you can download the sample project here.

DOWNLOAD

As I said, Someone in IRC literally just asked. So I knocked this up. Apologies for the rushed post :) BACK TO SBARG!!!