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Endurion

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About Endurion

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  1. A Windows Store Story - Part #4

    Three weeks have passed, a few new people have installed the game. I had the chance to deploy the game also to juniors x86 tablet, where it currently crashes. The tablet does have a gyro sensor, which I thought worked fine when using it on Windows Phone, but apparently the code isn't crash proof enough. I've been looking mostly for crashes now, and a handful (well, two in the last 3 days) did appear. The crash info is all over the place. Some have a really great stack trace, other nothing. Some seem to be in between. I reckon this is heavily affected by fiddling with telemetry settings. What I'm also missing on a first glance is the configuration of the crashed app. Since the compile builds executables for x86, x64 and ARM it'd be nice to know which of these were the cause. What's always there is the name, IP, Windows build version and device type of the device that was running the game. While the stack traces sometimes help they are only that. You don't get a full dump or local watch info. So you can get lucky and the location of the problem is clear, or you're out of luck. In these last two crashes the stack traces hints on a null pointer on a method that is used throughout the game (GUI displaying a texture section). I suspect that it happens during startup and the code path went inside a function when it wasn't ready. In these cases I can only add a safety check and cleanly jump out of the function. Build, upload, re-certify and next try in 1 to 3 days. Currently I'm struggling getting remote debugging done on the tablet. I can deploy the app via enabled web portal, but the remote debugger is not properly recognized by Visual Studio. I was hoping for USB debugging as that works nicely on the phone, but had no luck with it. Well, here's to the next version hoping to get those crashes fixed!
  2. C++ buffer or vector issue

    Not entirely sure, but the moment you call erase on an vector iterator the iterator is invalid. It happens that you seem to be able to access it's content, but you really shouldn't. Put the erase call as last code before the break.
  3. Blast from the past: While checking my different renderers I've come upon a problem in a Direct3d8 renderer, which I'm pretty sure worked fine already a while ago. Basically I'm drawing a 2d quad with pretransformed vertices, but the first triangle's texture coordinates seem off. I'm offsetting the coordinates by -0.5,-0.5 as per spec and there's not much more to it. The same part with D3D11 using shaders works fine (well, duh). Anyhow, I'm still curious, as the DX8 renderer is still my final fallback and it currently is supported quite well. Anybody see any glaring mistake? The code in question is this, the texture is a 16x16 pixel sized cut out from a 256x256 texture, these values are used. FWIW I'm running on Windows 10 with some AMD Radeon 5450. iX = 22 iY = 222 Texture rect from the full texture are is (144,0 with 16x16 size) The drawn box is drawn scaled up to a size of 40x40 pixels m_DirectTexelMapping.offset is a 2d vector with values -0.5, -0.5 I've set min-, mag- and mip-mapping filter to nearest. struct CUSTOMVERTEX { D3DXVECTOR3 position; // The position float fRHW; D3DCOLOR color; // The color float fTU, fTV; }; CUSTOMVERTEX vertData[4]; float fRHW = 1.0f; GR::tVector ptPos( (float)iX, (float)iY, fZ ); GR::tVector ptSize( (float)iWidth, (float)iHeight, 0.0f ); m_pd3dDevice->SetVertexShader( D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1 ); vertData[0].position.x = ptPos.x + m_DirectTexelMappingOffset.x; vertData[0].position.y = ptPos.y + m_DirectTexelMappingOffset.y; vertData[0].position.z = (float)ptPos.z; vertData[0].fRHW = fRHW; vertData[0].color = dwColor1; vertData[0].fTU = fTU1; vertData[0].fTV = fTV1; vertData[1].position.x = ptPos.x + ptSize.x + m_DirectTexelMappingOffset.x; vertData[1].position.y = ptPos.y + m_DirectTexelMappingOffset.y; vertData[1].position.z = (float)ptPos.z; vertData[1].fRHW = fRHW; vertData[1].color = dwColor2; vertData[1].fTU = fTU2; vertData[1].fTV = fTV2; vertData[2].position.x = ptPos.x + m_DirectTexelMappingOffset.x; vertData[2].position.y = ptPos.y + ptSize.y + m_DirectTexelMappingOffset.y; vertData[2].position.z = (float)ptPos.z; vertData[2].fRHW = fRHW; vertData[2].color = dwColor3; vertData[2].fTU = fTU3; vertData[2].fTV = fTV3; vertData[3].position.x = ptPos.x + ptSize.x + m_DirectTexelMappingOffset.x; vertData[3].position.y = ptPos.y + ptSize.y + m_DirectTexelMappingOffset.y; vertData[3].position.z = (float)ptPos.z; vertData[3].fRHW = fRHW; vertData[3].color = dwColor4; vertData[3].fTU = fTU4; vertData[3].fTV = fTV4; m_pd3dDevice->DrawPrimitiveUP( D3DPT_TRIANGLESTRIP, 2, &vertData, sizeof( vertData[0] ) ); God, I hate this borked message editor, it's so not user friendly. This POS message editor really loves to f*ck up code formatting.
  4. A Windows Store Story - Part #3

    A few days have passed since I uploaded the game. I did no advertising whatsoever, but the two blog entries I had here. So I've been watching the dashboard closely, to see if somebody actually looked at and installed the game. And a handful (literally) did Joy! I even got a feedback which can all be conveniently inspected in the dashboard. Unfortunately I've also got crash reports. In one case I received a stack trace. I have a hunch what might be the cause (I've called QueryInterface without checking the HRESULT. I should've known better!) Currently I'm on vacation and have only access to a Windows 7 laptop. And unfortunately on this Visual Studio 2015 prefers to crash when I try to create new packages. I'm pretty happy I can actually compile though; and also the manual package creation via command line does work fine. Go figure. Downside, I obviously can't test or debug the compiled game at all. So I have to wait before uploading a fix to the store. In the meantime I got access to a Windows mobile phone (which is actually pretty good IMHO). Just for kicks I deployed the game and it worked perfectly. If you disregard no possible keyboard entry or back button support. Over the last few days I've made a few adjustments to the code so now back button works, and overlay touch controls are also available (for phone only). I have also tried to add tilt support (both via Gyro and OrientationSensor - the first one is not supported by that phone, and the latter seems to be lagging quite a bit). Once I manage to get keyboard support I also have to try to make the game GUI somewhat more phone friendly (a tree control isn't really all that fit for big fingers). Overall I'm pretty satisfied as how well the same app performs as pure Win32, as UWP app on desktop and on phone.
  5. Well, there's the ominous 0th law, that Giskard(?) abstracted on his own: A robot may not harm humanity, or, by inaction, allow humanity to come to harm. That ones would be able to override lower laws, e.g. might a being be harmed to avoid harm to humanity. But I seriously doubt AI will ever get that far to grasp rather philosophical concepts.
  6. Awesome, kind of Thanks a lot for re-testing. I'll have a look about the fullscreen issue. I owe you one!
  7. October 2017 GameDev Challenge: Arcade Battle Arena!

    Replaced the D for next level with Shift-D. Now that shouldn't interfere with WASD anymore. Uploaded and replaced the old file. Thanks for the feedback!
  8. I think I found the cause. The crap laptop I have here has a problem getting a proper IDX11Device2. Since I didn't even require it to be 2 I replaced that with a plain IDX11Device and it works. I've uploaded the replaced file to the same link: http://www.georg-rottensteiner.de/files/GDMissileCommand.zip If you could try to see if that one works that'd be awesome. Thanks a lot!
  9. I'm on a cheap laptop the next few days, so probably hard to get a video up. Regarding the crash, I'll have to look. It's compiled with VS 2015, defaults to DX11 for the renderer, but will automatically fall back to DX9 and/or DX8 if that fails. I'll try to see what could cause the crash. Are there any details in the crash message? Oh, and thanks for letting me know!
  10. October 2017 GameDev Challenge: Arcade Battle Arena!

    I'm a genius Let me guess, you used WASD? I've hard wired D as level complete, sorry! I'll see to up a fixed version!
  11. Search broken?

    My bad, seems Ghostery blocked the Google Search API link. I had deactivated AdBlock for GameDev, but obviously not Ghostery. Works now, with lots of ads in between
  12. I'm just trying to look for threads about XAudio2. I've tried both XAudio and XAudio2 as search terms. In both cases the results page is totally empty. I know for sure there are threads about those topics, so I doubt the result is correct. Is there a known issue? FWIW I'm using Windows 10 with Edge.
  13. Here goes my entry! Right now it's more or less a straight Missile Command clone. I couldn't help it but use the trophy image as the in game missile Per default use the mouse and keys 1, 2, 3 to fire the cannons. Protect and survive! Download from http://www.georg-rottensteiner.de/files/GDMissileCommand.zip Edit: Updated archive with source code (only the main game code, not the overall library code, sorry!)
  14. Had that one as well, notified KHawk already.
  15. Marshal is your friend, here's a sample: https://stackoverflow.com/questions/188299/marshal-c-struct-array-into-c-sharp
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