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
15 views
Changing game variables through network in run time for debugging
I want to implement a system in my game that will allow me to change in game parameters on runtime through the network.
Lets say my game is running on a ps4 or xbox one, I want to be able to register ...
0
votes
1answer
32 views
For whatever reason, when a certain boolean variable is true, the Unity editor crashes
So in my game I've got a timer script, which counts down unless the game is paused, but whenever the variable for pausing is true, something in the timer script makes the editor itself crash, and I ...
1
vote
1answer
24 views
Function messages wont send when identical conditions will message to activate another function
So in working with my game, there aren't any syntax or compile errors, but there's this one bug that I've been working on to fix for a few days on and off and I can't seem to make heads or tails of ...
2
votes
1answer
62 views
Working around the current sad state of mobile GPU drivers
I'm working on a OpenGL ES3 app for Android: for various reasons, I decided to roll my own mini-OpenGL rendering engine. So far so good.
Problem is, the GPU drivers in the mobile industry are such ...
1
vote
1answer
66 views
How to debug a GLSL shader? [duplicate]
I cannot find any tutorial in Google and Youtube. I have a C++ program that uses OpenGL ES 2.0 API to render something on the screen. How can I debug my shaders? Any step-by-step guide? What is the ...
0
votes
1answer
38 views
How to store each rendered frame as image in libgdx for debugging
I have a libgdx screen's render method where I am executing lots of for loops and drawing various shapes on screen in thoese loops. Also I am manupulating (x,y) of each shape at runtime to acheive a ...
1
vote
0answers
32 views
How do I get line numbers in a unity headless server's stack trace?
For some reason Unity 5 doesn't allow me to do a developement build of a headless server, and this is quite a problem when debugging, since I get stack traces without line numbers, such as:
...
3
votes
1answer
59 views
How to debug a DirectX crash on client machine?
I have customers who are experiencing crashes which I can't reproduce on my machine.
From the minidumps they sent over, it appears that their crashes all seem to be in unexplained Direct3D calls, ...
1
vote
2answers
174 views
Can I develop a game for Kinect without a Kinect?
I have to make a game in Unity3D using Kinect. The problem is I don't have the Kinect yet. I need to wait until they deliver it to me.
Can I imitate Kinect's movement for debugging my app?
6
votes
1answer
1k views
How to profile CPU and GPU performance if I have a monster PC?
I'm going to upgrade my PC soon. I'm worried that I will no longer spot performance losses in my game because of the better specs.
I can check memory usage easily, but how do I check and debug CPU ...
1
vote
1answer
126 views
How to diagnose the problem when the input assembler and the vertex shader look correrct, but the Output Merger is wrong? [closed]
I'm porting some OpenGL code to Direct X 11. I ended up with nothing being drawn on the screen. I reverted to a simple program, which I am writing about here.
I'm now trying to use the Graphics ...
1
vote
0answers
615 views
Leaderboard Testing on Google Play Services
I have a shared Google Play Developer account so that he allowed me to publish a game app. Next, I want to know if in order to test the online highscore is to upload the APK and publish it first ...
1
vote
1answer
78 views
TypeLoadException when running a Monogame Windows Phone 8 game
Using Monogame, I'm trying to port a game to Windows Phone 8, but I'm having issues getting a basic example to run.
When I create a basic Mono project and run it on my phone (to check everything's ...
1
vote
2answers
166 views
2D Lighting Glitch
I've been working on a game in Java, and recently I decided to try out my game on a netbook just to see how it would run. While I do get a constant and decent FPS, it appears that my lighting ...
0
votes
0answers
101 views
Libgdx project “Not Responding” when in debug mode
So the problem I am encountering is that whenever I attempt to debug my Libgdx desktop project and Android project the "app" is constantly "frozen" or "Non responding." By this I mean that I cannot ...
2
votes
1answer
648 views
Is there a way to view all colliders in a unity project at runtime (after the game have been deployed)?
I'm have created a small Unity project but physics has weird behavior (bug). Unfortunately it only happens on some specific hardware (after build), not on development machine.
I don't know what is ...
1
vote
1answer
190 views
What's the best way to handle numerous recurring log entries in game loop?
I have a custom logging system, use of which is scattered all over the engine and game. The system is linked to a "LogStore" that has an std::vector<string> logs[NUM_LOG_TYPES] - each vector ...
1
vote
0answers
2k views
Checkers make move and take move algorithm
I'm coding a checkers game and I encountered a problem and I'm 99% sure is about how the move is done and taken back.
The structure of my game data is:
an 8x8 array containing my board squares. ...
0
votes
1answer
507 views
Level loading works in Unity editor, but quits when deployed
In my level selection screen, all but the first level start out locked.
When I click on a level, it loads perfectly in Unity editor. However, when I build the game on a real device, the game stops as ...
3
votes
2answers
242 views
Efficient way to output/display debugging data in a window
I'm writing a program in Visual Studio, C++ with OpenGL and for the first time, I think it will be beneficial to see some live data on top of my display/render window.
To give some scope, I'm ...
0
votes
1answer
264 views
DirectX debugging: Graphics Pipeline Stages: Input Assembler: “No mesh available for stage”
My question is basically why VS2012 tells me that there is no mesh available for the Input Assembler stage because if I click on the DeviceContext next to the Draw call in the Grahics Event List the ...
0
votes
1answer
2k views
Unity/VS debugging only with UnityVS?
Hi,
this one thing isn't clear to me:
Is it possible, to debug C# of Unity 4.3 with Visual Studio 2013 without any plugin?
If no, what or how else should I debug then?
1
vote
0answers
544 views
Unity game debugging on Xcode
This question has two parts:
1. How to get meaningful information out of Xcode crash logs? The game runs fine on the editor but when running on an iOS device it crashes and then gives information ...
0
votes
1answer
92 views
How to debug Android App Eclipse? [closed]
Ok. So while this isnt a programming question. I wanted to know how do people debug apps? How do you view log cat, and where these exceptions are thrown etc? And do I need to run the app on the ...
0
votes
1answer
44 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
151 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 ...
1
vote
1answer
73 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 ...
4
votes
1answer
1k 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
101 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
123 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 ...
4
votes
1answer
3k 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
102 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
177 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
{
// ...
2
votes
1answer
445 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
1k 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?
8
votes
1answer
314 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
339 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 ...
3
votes
3answers
2k 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
484 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
217 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 ...
10
votes
4answers
6k 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 ...
5
votes
2answers
1k 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 ...
3
votes
6answers
6k views
Why do my point lights disappear when another nearby light is above 1.85 range?
I'm making a game with a dungeon setting in Unity 3D. Many torches line the walls. I'm using a point light over each torch to simulate the flame. However, when two torches are across from each other, ...
2
votes
2answers
252 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
836 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
1k 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
1k 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
1k 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
404 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
249 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 ...