Debugging is a methodical process of finding and reducing the number of bugs in a game, thus making it behave as expected.
0
votes
0answers
26 views
If Expression True in Immediate Window But Code In if Block Never Runs [on hold]
I set a break point in my code in MonoDevelop to break whenever I click on a surface. I then enter the immediate window and test to see if the the if statement will return true in comparing two ...
0
votes
1answer
30 views
Android Live Testing
I am making a game for android and in it I am using sensors which are not available in the emulator. At the moment I am connecting my device and transferring the apk, then installing to test but that ...
-1
votes
2answers
93 views
Velocity deacceleration working incorrectly
Basicly, I've tried to code velocity into my game, which works sort of. The deaccelaration works sort of, but not correctly.
The problem is, that the positive values, decreases just fine and dandy to ...
0
votes
0answers
45 views
SFML programs fails to debug with glslDevil
I'm testing the glslDevil debugger with a simple (and working) SFML application in Linux + NVidia. But it always fails in the window creation step:
W! Program Start
| glXGetConfig(0x86a50b0, ...
1
vote
1answer
62 views
How can I show information from a variety of sources in my debug menu?
I'm creating a debug menu, and I want to be able to show a lot of information (variables) on that menu. This information will come from a lot of classes (instances).
How can I show a lot of ...
3
votes
1answer
171 views
Bullet physics debug drawing not working
Background
I am following on from this question, which isn't answered yet. Basically I have a cube and a UVSphere in my scene, with UVSphere on the top of the cube without touching the cube. Both ...
0
votes
1answer
83 views
Displaying performance data per engine subsystem
Our game (Android based) traces how long it takes to do the world logic updates, and how long it takes to a render a frame to the device screen.
These traces are collected every frame, and displayed ...
5
votes
1answer
113 views
Is it possible to show vertex information in tables in VS2012 like in PIX?
In PIX I was able to watch the objects' vertex data at different stages in tables, like before vertex shader, between vertex and pixel shaders, and so on. Can you see this in Visual Studio 2012 ...
2
votes
1answer
449 views
Android emulator with acceleration and gyroscope simulation
Is there an Android emulator that is compatible with eclipse that can simulate acceleration and tilting of a mobile device?
-2
votes
1answer
95 views
Help me debug my 3-d collision code [closed]
I have been havaing a problem doing 3-d collision in a game i have been trying to make for several weeks now. What i am trying to do is prevent a PlayerModel object from colliding with Obstacle(cube) ...
0
votes
2answers
145 views
Why does my sprite animation sometimes runs faster? [closed]
I don't know why each time I call the Update_Animation function, my sprite animation runs faster. Is it caused by gameTime? How to fix it?
Here's the relevant code:
class Character
{
// ...
1
vote
1answer
247 views
Perlin Noise for game terrain; math error (unexpected breaks in terrain (3D grid))
So, I'm learning how to generate terrain using Perlin Noise, and I came across this code: http://stackoverflow.com/questions/4753055/perlin-noise-generation-for-terrain/4753123#4753123
PerlinNoise.h
...
4
votes
1answer
211 views
How do I debug two android devices simultaneously in Eclipse?
I have a multiplayer game which should be tested on two devices at the same time, if possible, with debugging.
Can eclipse do this? If so, how?
0
votes
0answers
362 views
Limited Screen Switching Count Memory Issue
When making my simple app for revisions to update the latest changes, I test it first between the device (Google Nexus 7) and desktop using Eclipse IDE. I made eleven screens for the game in terms of ...
8
votes
1answer
262 views
Curious Transparent Holes Render Artifact
So I'm trying to implement "smooth" terrain in my block engine by giving each surface block a heightmap.
Basically, what I do to generate these "heightmaps" for each block is I generate the heights ...
4
votes
6answers
272 views
Object oriented approach to debug mode
I'd like to introduce a way to turn off/on debug messages and in-game tooling (tweak menus, for example) without non-game related branches, e.g:
if(DEBUG_MODE) {
// show tweak menu
// some ...
0
votes
0answers
61 views
How to attach PIX to running app?
Do you know how can I attach PIX or other rendering debuging program to running windows app with directx? Is it possible ? I can only choose in *.exe to run :/ I have Directx SDK June 2010
0
votes
0answers
68 views
HowTo Enable jBullet DebugMode
I would like to render the physics world of jBullet to debug some issues in my game, and I am not finding too much on enabling the debugDraw method of jBullet. Do I need to write my own debugDraw ...
2
votes
0answers
207 views
Annoying flickering of vertices and edges (possible z-fighting)
I'm trying to make a software z-buffer implementation (meaning no DirectX or OpenGL, only a 2D library, SDL to be precise), however, after I generate the z-buffer and proceed with the vertex culling, ...
3
votes
3answers
1k views
Can I debug XNA Xbox 360 games on my PC?
If I made an Xbox 360 game with XNA, would I need to debug it on the Xbox 360 as I was coding it? Or would there be a small emulator on my computer to debug it?
4
votes
1answer
263 views
Android Java: Way to effectively pause system time while debugging?
In my project, I call nanoTime and use that to get a deltaTime which I pass to my entities and animations.
However, while debugging (for example, stepping through my code), the system time on my ...
1
vote
1answer
174 views
Can I limit the number of shader units used by my video card?
Can I limit the number of shader units used by my video card? (A shader unit is the part of the hardware which can execute a shader program, where each unit runs in parallel).
I'm interested in this ...
8
votes
4answers
3k views
Debugging Shader Code?
I'm writing a game engine, and when I use a perspective camera I get a black screen. I am not going to ask exactly why this is because there would be a lot of code to share and, frankly, I think ...
4
votes
2answers
819 views
How do I get a new license for gDEBugger after the 1 free year?
I downloaded the gDEBugger from gremedy over a year ago, with their one year free license. The license has since expired and their site says that I'll be presented with the option for 1 year free ...
2
votes
2answers
203 views
Debug data visualization best practices
I found debugging games especially hard for some obvious reasons. It's hard to monitor some internal values in dynamic, conditional breakpoints helps somehow, but only to detect some specific ...
4
votes
3answers
615 views
Debugging a custom content pipeline processor in XNA?
I'm working with a custom made content pipeline designed to work with the program Tiled (using the TiledLibrary found here). I am running into trouble with the MapProcessor class in the custom content ...
4
votes
1answer
750 views
Ogre FPS Overlay
I want to make a FPS and debugging info overlay similar to the one in the bottom of this image http://www.ogre3d.org/tikiwiki/dl1692&display but without using SDKTrays or OIS, can anyone give me a ...
-3
votes
1answer
650 views
xml file save/read error (making a highscore system for XNA game)
i get an error after i write player name to the file for second or third time (An unhandled exception of type 'System.InvalidOperationException' occurred in System.Xml.dll
Additional information: ...
1
vote
2answers
714 views
Can't get debug spew for Direct3D9
The Direct3D9 debug runtime's debug output does not appear to be working correctly. I linked against d3dx9d.lib instead of d3dx9.lib and defined D3D_DEBUG_INFO and I also set the debug runtime on in ...
1
vote
2answers
323 views
XNA 4.0 problem Initializing Instanced Classes in for loop
Okay so this is kind of weird, I have some code that creates particle.cs instances
public void AddParticle()
{
for (int i = 0; i < Density; i++)
{
particle = new ...
1
vote
1answer
183 views
How can I profile and debug my usage of D3D10?
I've been working on D3D 10 for about 6 months and I have accumulated a basic framework. The thing is I get frame rate spikes.
Even when I have a simple cube on the screen each side with its own ...
1
vote
1answer
280 views
How to debug easily an 2D arcade game?
I am trying to learn pygame.
In order to do that, I have downloaded one of their examples :
http://rpg-world.googlecode.com/files/rpg-world-src-0.93.tar.gz
And started to run it in debug mode.
...
2
votes
1answer
171 views
How to debug pyglet/opengl bus errors
I'm using pyglet for game development, and sometimes encounter "bus errors". They are not consistently repeatable, and whenever I try to do simple debugging (eg move/remove variables, etc), the errors ...
0
votes
1answer
72 views
Why might my Object Attributes become linked after refactoring?
As part of a game design class I'm taking this semester, I'm developing the basics of a game engine. I shared what I had in the GameDev chatroom, earlier, and everything was working as expected.
...
4
votes
4answers
512 views
Debugging tips? [closed]
I'm new to games programming and I'm working on a C#/XNA project.
Something I'm spending a lot of time on is debugging. Obviously as games run in a loop finding the exact iteration that a bad ...
0
votes
1answer
166 views
Under what circumstances will a PIX 'Render' be different to the actual 'render'?
I am trying to implement dual-pass alpha sorting using Ogre material scripts, as part of my debugging attempts I want to compare two PIX captures, but when I attempt to debug a pixel in PIX, ...
6
votes
2answers
756 views
Scrolling Box2D DebugDraw
I'm developing a game using Box2D (javascript implementation - Box2DWeb), and I would like to know how I can pan the debug draw. I know the usual answer is - don't use debug draw, it's just for ...
1
vote
2answers
140 views
How can I automate high-level user interactions to test correctness of my game?
I am trying to automatically simulate the game experience in my programming game. I think Expect is the way to do it because it creates its own tty for the process, becoming independent process of the ...
6
votes
2answers
690 views
How could an XNA game close with no exception being thrown?
I've been messing with my game's network code recently (TCP/UDP sockets) and my game keeps shutting down with no exceptions being thrown at all.
It runs fine until the disconnection of a client, so I ...
4
votes
2answers
478 views
Particle and Physics problem
This was originally a forum post so I hope you guys don't mind it being 2 questions in one.
I am making a game and I got some basic physics implemented. I have 2 problems, 1 with particles being ...
3
votes
1answer
581 views
Debugging/Logging Techniques for End Users
I searched a bit, but didn't find anything particularly pertinent to my problem - so please do excuse me if I missed something!
A few months back I inherited the source to a fairly-popular indie game ...
6
votes
1answer
2k views
Atmospheric Scattering
I'm trying to implement atmospheric scattering based on Sean O`Neil algorithm that was published in GPU Gems 2. But I have some trouble getting the shader to work. My latest attempts resulted in: ...
11
votes
2answers
2k views
How can I debug shader programs?
I'm in the process of debugging GLSL vertex shaders and I can't shake the feeling that I'm doing it wrong.
In general I have two strategies to make up for the lack of tracing
I stuff values into a ...
6
votes
2answers
728 views
What is the best way to debug and profile a web application on an iPod in Mobile Safari?
I've built a web app that makes heavy use of JavaScript and HTML5 canvas. It's easy to debug in Chrome, but on a mobile device the developer tools are much less robust. Is there a tool or technique ...
16
votes
7answers
784 views
How do you get useful data from playtesters?
There are a few types of feedback you can get from playtesters, and I wonder how to best gather data for each of them...
Crash Reports. When my C++ game crashes while someone is playing it, how do I ...
18
votes
9answers
1k views
Real-time Debugging Techniques
There's nothing quite like the routine of tweaking a variable, compiling code that takes a few minutes, executing the code, realizing that your tweak was in the wrong direction and repeating the ...