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  • How to autohide Unity 2D?

    - by ph1b
    In the regular Unity 3D, I used Compiz Config Manager where I could config the Unity-Plugin to autohide the left start-bar and not to show it when moving my mouse to the left. So it was perfect for using Docky. But with Unity 2D the Unity settings don't have any effect. How can I completely hide the start-panel and just have it shown when pressing the windows-key? With the following: dconf write /com/canonical/unity-2d/launcher/hide-mode 1 dconf write /com/canonical/unity-2d/launcher/use-strut false it still opens the bar when going with my mouse to the left.

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  • Working with Lightweight User Interface Toolkit (LWUIT) 1.4

    - by janice.heiss(at)oracle.com
    Vikram Goyal's informative and practical article, "Working with Lightweight User Interface Toolkit (LWUIT) 1.4," shows developers how to best take advantage of LWUIT 1.4. LWUIT is a user interface library designed to bring uniformity and cross mobile interface functionality to applications developed using Java Platform, Micro Edition (Java ME). Version 1.4 offers support for XHTML, multi-line text fields, and customization to the virtual keyboard.Goyal notes in the article that, "Perhaps the most important feature of this release is the ability for LWUIT to support XHTML. Specifically, it now supports XHTML MP (Mobile Platform) 1.0, a version of XHTML designed for mobile phones. To be even more specific, it now supports CSS styling for the HTMLComponent within the LWUIT library through Wireless Application Protocol CSS (WCSS)." Read the entire article here. 

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  • 2D Pixel/sprite game in unity? [on hold]

    - by acidzombie24
    Hi I'm an absolute newbie in unity. In the past I was told unity is terrible for 2d games so I look away after looking at it for a few days. I don't remember if this was right before unity4 came out or after. I hear unity is fairly good at 2d now. I tried googling for tutorials but I'm doing it wrong. I could not find a good tetris or tic tac toe tutorial. What assets/tutorials do I want for a 2D game? Side question is what tutorials are good if I want to make a fire emblem/advance wars type game (HUD heavy grid base game)

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  • Why use 3d matrix and camera in 2D world for 2d geometric figures?

    - by Navy Seal
    I'm working in XNA on a 2d isometric world/game and I'm using DrawUserPrimitives to draw some geometric figures... I saw some tutorials about creating dynamic shadows but I didn't understood why they use a "3d" matrix to control the transformations since the figure I'm drawing is in 2d perspective. I know I'm drawing a 2d figure in 3d but I still can't understand if I really need to work with the matrix. Is there any advantage in using a 3d Matrix to control camera and view? Any reason why I can't just update my vertex's positions by using a regular method since the view is always the same... And since I want to work only with single figures, won't this cause all the geometric figures have the same transformations simultaneously? To understand better what I mean here's a video http://www.youtube.com/watch?v=LjvsGHXaGEA&feature=player_embedded

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  • Homemaking a 2d soft body physics engine

    - by Griffin
    hey so I've decided to Code my own 2D soft-body physics engine in C++ since apparently none exist and I'm starting only with a general idea/understanding on how physics work and could be simulated: by giving points and connections between points properties such as elasticity, density, mass, shape retention, friction, stickiness, etc. What I want is a starting point: resources and helpful examples/sites that could give me the specifics needed to actually make this such as equations and required physics knowledge. It would be great if anyone out there also would give me their attempts or ideas. finally I was wondering if it was possible to... use the source code of an existing 3D engine such as Bullet and transform it to be 2D based? use the source code of a 2D Rigid body physics engine such as box2d as a starting point?

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  • Implementing 2D CSG (for collision shapes)?

    - by bluescrn
    Are there any simple (or well documented) algorithms for basic CSG operations on 2D polygons? I'm looking for a way to 'add' a number of overlapping 2D collision shapes. These may be convex or concave, but will be closed shapes, defined as a set of line segments, with no self-intersections. The use of this would be to construct a clean set of collision edges, for use with a 2D physics engine, from a scene consisting of many arbitrarily placed (and frequently overlapping) objects, each with their own collision shape. To begin with, I only need to 'add' shapes, but the ability to 'subtract', to create holes, may also be useful.

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  • Resources for 2D rendering using OpenGL?

    - by nightcracker
    I noticed that there is quite some difference between 3D and 2D rendering using OpenGL, the techniques are different - pixel-perfect placing is a lot more desirable, among other things. Are there any good (complete) references on using OpenGL for rendering 2D graphics? There are quite a few "tutorials" around on the net that help you open a window, set up a half-decent environment and draw a sprite, but no real good information on rotation, blending, lightning, drawing order, using the z-buffer, particles, "complex" primitives (circles, stars, cross symbols), ensuring pixel-perfect rendering, instancing and many other staple 2D effects/techniques. Any books, great blogs, anything? Any particular awesome libraries to read?

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  • Can I still use unity 2d [duplicate]

    - by dragonloverlord
    This question already has an answer here: Is it possible to change Unity 3D to 2D and will I gain any performance boost after that? 3 answers I can not run unity 3d on my Chromebook but unity 2d in Ubuntu 12.04 works fine so is it possible to run unity low graphics mode on Ubuntu 14.04 as an alternative? If I can run low graphics mode as an alternative then how would I go about that? If I can not then what would be a good unity like alternative for Ubuntu 14.04?

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  • spinning a 2d Cube

    - by Rahul Verma
    I know that a cube is actually a 3d shape , but i have some other problem over here. I have been doing 2D Game dev using libgdx but have never touched 3D rendering. Now what I want in my 2D game is that instead of coins I make my player collect magical cubes. But those cubes need to be spinning on one Diagonal, same can be seen in popular game Vector. Here is a screenshot. Can someone explaing the mathematics of such an animation

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  • Calculating the 2D edge normals of a triangle

    - by Kazade
    What's a reliable way to calculate a 2D normal vector for each edge of a triangle, so that each normal is pointing outwards from the triangle? To clarify, given any triangle - for each edge (e.g p2-p1), I need to calculate a 2D normal vector pointing away from the triangle at right angles to the edge (for simplicity we can assume that the points are being specified in an anti-clockwise direction). I've coded a couple of hacky attempts, but I'm sure I'm overlooking some simple method and Google isn't being that helpful today - that and I haven't had my daily caffeine yet!

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  • 2D camera perspective projection from 3D coordinates -- HOW?

    - by Jack
    I am developing a camera for a 2D game with a top-down view that has depth. It's almost a 3D camera. Basically, every object has a Z even though it is in 2D, and similarly to parallax layers their position, scale and rotation speed vary based on their Z. I guess this would be a perspective projection. But I am having trouble converting the objects' 3D coordinates into the 2D space of the screen so that everything has correct perspective and scale. I never learned matrices though I did dig the topic a bit today. I tried without using matrices thanks to this article but every attempt gave awkward results. I'm using ActionScript 3 and Flash 11+ (Starling), where the screen coordinates work like this: Left-handed coordinates system illustration I can explain further what I did if you want to help me sort out what's wrong, or you can directly tell me how you would do it properly. In case you prefer the former, read on. These are images showing the formulas I used: upload.wikimedia.org/math/1/c/8/1c89722619b756d05adb4ea38ee6f62b.png upload.wikimedia.org/math/d/4/0/d4069770c68cb8f1aa4b5cfc57e81bc3.png (Sorry new users can't post images, but both are from the wikipedia article linked above, section "Perspective projection". That's where you'll find what all variables mean, too) The long formula is greatly simplified because I believe a normal top-down 2D camera has no X/Y/Z rotation values (correct ?). Then it becomes d = a - c. Still, I can't get it to work. Maybe you could explain what numbers I should put in a(xyz), c(xyz), theta(xyz), and particularly, e(xyz) ? I don't quite get how e is different than c in my case. c.z is also an issue to me. If the Z of the camera's target object is 0, should the camera's Z be something like -600 ? ( = focal length of 600) Whatever I do, it's wrong. I only got it to work when I used arbitrary calculations that "looked" right, like most cameras with parallax layers seem to do, but that's fake! ;) If I want objects to travel between Z layers I might as well do it right. :) Thanks a lot for your help!

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  • Transform 3d viewport vector to 2d vector

    - by learning_sam
    I am playing around with 3d transformations and came along an issue. I have a 3d vector already within the viewport and need to transform it to a 2d vector. (let's say my screen is 10x10) Does that just straight works like regualar transformation or is something different here? i.e.: I have the vector a = (2, 1, 0) within the viewport and want the 2d vector. Does that works like this and if yes how do I handle the "0" within the 3rd component?

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  • September 2011 Release of the Ajax Control Toolkit

    - by Stephen Walther
    I’m happy to announce the release of the September 2011 Ajax Control Toolkit. This release has several important new features including: Date ranges – When using the Calendar extender, you can specify a start and end date and a user can pick only those dates which fall within the specified range. This was the fourth top-voted feature request for the Ajax Control Toolkit at CodePlex. Twitter Control – You can use the new Twitter control to display recent tweets associated with a particular Twitter user or tweets which match a search query. Gravatar Control – You can use the new Gravatar control to display a unique image for each user of your website. Users can upload custom images to the Gravatar.com website or the Gravatar control can display a unique, auto-generated, image for a user. You can download this release this very minute by visiting CodePlex: http://AjaxControlToolkit.CodePlex.com Alternatively, you can execute the following command from the Visual Studio NuGet console: Improvements to the Ajax Control Toolkit Calendar Control The Ajax Control Toolkit Calendar extender control is one of the most heavily used controls from the Ajax Control Toolkit. The developers on the Superexpert team spent the last sprint focusing on improving this control. There are three important changes that we made to the Calendar control: we added support for date ranges, we added support for highlighting today’s date, and we made fixes to several bugs related to time zones and daylight savings. Using Calendar Date Ranges One of the top-voted feature requests for the Ajax Control Toolkit was a request to add support for date ranges to the Calendar control (this was the fourth most voted feature request at CodePlex). With the latest release of the Ajax Control Toolkit, the Calendar extender now supports date ranges. For example, the following page illustrates how you can create a popup calendar which allows a user only to pick dates between March 2, 2009 and May 16, 2009. <%@ Page Language="C#" AutoEventWireup="true" CodeBehind="CalendarDateRange.aspx.cs" Inherits="WebApplication1.CalendarDateRange" %> <%@ Register TagPrefix="asp" Namespace="AjaxControlToolkit" Assembly="AjaxControlToolkit" %> <html> <head runat="server"> <title>Calendar Date Range</title> </head> <body> <form id="form1" runat="server"> <asp:ToolkitScriptManager ID="tsm" runat="server" /> <asp:TextBox ID="txtHotelReservationDate" runat="server" /> <asp:CalendarExtender ID="Calendar1" TargetControlID="txtHotelReservationDate" StartDate="3/2/2009" EndDate="5/16/2009" SelectedDate="3/2/2009" runat="server" /> </form> </body> </html> This page contains three controls: an Ajax Control Toolkit ToolkitScriptManager control, a standard ASP.NET TextBox control, and an Ajax Control Toolkit CalendarExtender control. Notice that the Calendar control includes StartDate and EndDate properties which restrict the range of valid dates. The Calendar control shows days, months, and years outside of the valid range as struck out. You cannot select days, months, or years which fall outside of the range. The following video illustrates interacting with the new date range feature: If you want to experiment with a live version of the Ajax Control Toolkit Calendar extender control then you can visit the Calendar Sample Page at the Ajax Control Toolkit Sample Site. Highlighted Today’s Date Another highly requested feature for the Calendar control was support for highlighting today’s date. The Calendar control now highlights the user’s current date regardless of the user’s time zone. Fixes to Time Zone and Daylight Savings Time Bugs We fixed several significant Calendar extender bugs related to time zones and daylight savings time. For example, previously, when you set the Calendar control’s SelectedDate property to the value 1/1/2007 then the selected data would appear as 12/31/2006 or 1/1/2007 or 1/2/2007 depending on the server time zone. For example, if your server time zone was set to Samoa (UTC-11:00), then setting SelectedDate=”1/1/2007” would result in “12/31/2006” being selected in the Calendar. Users of the Calendar extender control found this behavior confusing. After careful consideration, we decided to change the Calendar extender so that it interprets all dates as UTC dates. In other words, if you set StartDate=”1/1/2007” then the Calendar extender parses the date as 1/1/2007 UTC instead of parsing the date according to the server time zone. By interpreting all dates as UTC dates, we avoid all of the reported issues with the SelectedDate property showing the wrong date. Furthermore, when you set the StartDate and EndDate properties, you know that the same StartDate and EndDate will be selected regardless of the time zone associated with the server or associated with the browser. The date 1/1/2007 will always be the date 1/1/2007. The New Twitter Control This release of the Ajax Control Toolkit introduces a new twitter control. You can use the Twitter control to display recent tweets associated with a particular twitter user. You also can use this control to show the results of a twitter search. The following page illustrates how you can use the Twitter control to display recent tweets made by Scott Hanselman: <%@ Page Language="C#" AutoEventWireup="true" CodeBehind="TwitterProfile.aspx.cs" Inherits="WebApplication1.TwitterProfile" %> <%@ Register TagPrefix="asp" Namespace="AjaxControlToolkit" Assembly="AjaxControlToolkit" %> <html > <head runat="server"> <title>Twitter Profile</title> </head> <body> <form id="form1" runat="server"> <asp:ToolkitScriptManager ID="tsm" runat="server" /> <asp:Twitter ID="Twitter1" ScreenName="shanselman" runat="server" /> </form> </body> </html> This page includes two Ajax Control Toolkit controls: the ToolkitScriptManager control and the Twitter control. The Twitter control is set to display tweets from Scott Hanselman (shanselman): You also can use the Twitter control to display the results of a search query. For example, the following page displays all recent tweets related to the Ajax Control Toolkit: Twitter limits the number of times that you can interact with their API in an hour. Twitter recommends that you cache results on the server (https://dev.twitter.com/docs/rate-limiting). By default, the Twitter control caches results on the server for a duration of 5 minutes. You can modify the cache duration by assigning a value (in seconds) to the Twitter control's CacheDuration property. The Twitter control wraps a standard ASP.NET ListView control. You can customize the appearance of the Twitter control by modifying its LayoutTemplate, StatusTemplate, AlternatingStatusTemplate, and EmptyDataTemplate. To learn more about the new Twitter control, visit the live Twitter Sample Page. The New Gravatar Control The September 2011 release of the Ajax Control Toolkit also includes a new Gravatar control. This control makes it easy to display a unique image for each user of your website. A Gravatar is associated with an email address. You can visit Gravatar.com and upload an image and associate the image with your email address. That way, every website which uses Gravatars (such as the www.ASP.NET website) will display your image next to your name. For example, I visited the Gravatar.com website and associated an image of a Koala Bear with the email address [email protected]. The following page illustrates how you can use the Gravatar control to display the Gravatar image associated with the [email protected] email address: <%@ Page Language="C#" AutoEventWireup="true" CodeBehind="GravatarDemo.aspx.cs" Inherits="WebApplication1.GravatarDemo" %> <%@ Register TagPrefix="asp" Namespace="AjaxControlToolkit" Assembly="AjaxControlToolkit" %> <html xmlns="http://www.w3.org/1999/xhtml"> <head id="Head1" runat="server"> <title>Gravatar Demo</title> </head> <body> <form id="form1" runat="server"> <asp:ToolkitScriptManager ID="tsm" runat="server" /> <asp:Gravatar ID="Gravatar1" Email="[email protected]" runat="server" /> </form> </body> </html> The page above simply displays the Gravatar image associated with the [email protected] email address: If a user has not uploaded an image to Gravatar.com then you can auto-generate a unique image for the user from the user email address. The Gravatar control supports four types of auto-generated images: Identicon -- A different geometric pattern is generated for each unrecognized email. MonsterId -- A different image of a monster is generated for each unrecognized email. Wavatar -- A different image of a face is generated for each unrecognized email. Retro -- A different 8-bit arcade-style face is generated for each unrecognized email. For example, there is no Gravatar image associated with the email address [email protected]. The following page displays an auto-generated MonsterId for this email address: <%@ Page Language="C#" AutoEventWireup="true" CodeBehind="GravatarMonster.aspx.cs" Inherits="WebApplication1.GravatarMonster" %> <%@ Register TagPrefix="asp" Namespace="AjaxControlToolkit" Assembly="AjaxControlToolkit" %> <html xmlns="http://www.w3.org/1999/xhtml"> <head id="Head1" runat="server"> <title>Gravatar Monster</title> </head> <body> <form id="form1" runat="server"> <asp:ToolkitScriptManager ID="tsm" runat="server" /> <asp:Gravatar ID="Gravatar1" Email="[email protected]" DefaultImageBehavior="MonsterId" runat="server" /> </form> </body> </html> The page above generates the following image automatically from the supplied email address: To learn more about the properties of the new Gravatar control, visit the live Gravatar Sample Page. ASP.NET Connections Talk on the Ajax Control Toolkit If you are interested in learning more about the changes that we are making to the Ajax Control Toolkit then please come to my talk on the Ajax Control Toolkit at the upcoming ASP.NET Connections conference. In the talk, I will present a summary of the changes that we have made to the Ajax Control Toolkit over the last several months and discuss our future plans. Do you have ideas for new Ajax Control Toolkit controls? Ideas for improving the toolkit? Come to my talk – I would love to hear from you. You can register for the ASP.NET Connections conference by visiting the following website: Register for ASP.NET Connections   Summary The previous release of the Ajax Control Toolkit – the July 2011 Release – has had over 100,000 downloads. That is a huge number of developers who are working with the Ajax Control Toolkit. We are really excited about the new features which we added to the Ajax Control Toolkit in the latest September sprint. We hope that you find the updated Calender control, the new Twitter control, and the new Gravatar control valuable when building your ASP.NET Web Forms applications.

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  • Making an AI walk on a NavigationMesh (2D/Top-Down game)

    - by Lennard Fonteijn
    For some time I have been working on a framework which should make it possible to generate 2D levels based on a set of rules specified by level designers. You can read more about it here as I won't go into details: http://www.jorisdormans.nl/article.php?ref=engineering_emergence Anyway, I'm now at the point of putting the framework to use and have trouble coming up with a solution for AI. I decided to implement a NavigationMesh in the generated levels as I already have that information to start with. Consider the following image (borrowed from http://www.david-gouveia.com/pathfinding-on-a-2d-polygonal-map/): When I run A* on the NavigationMesh, the red path would be suggested when I want to go from point A to B (either direction). However, I don't want my AI to walk that path directly and clipping corners, I'd rather want them to follow the more logical black path. How would I go about going from the Red path to the Black path, are there any algorithms for this. Which steps do I take? Is A* the proper solution for this at all? For some additional information: The proof-of-concept game is a 2D top-down game written in C#, but examples/references in any language are welcome!

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  • 2D animations frames vs 3D animation for small indie project: timing considerations

    - by mm24
    pretty lame question but was wondering.. I am developing a 2D game using Cocos2D for iOS. The art work till now is all 2D (is a shooter game) but some of the characters would benefit of complex animations (eg. 20 frames). I feel a bit stupid because I came across only now that there is the chance to do 3D to 2D frames exporting and then to use them in Cocos2D. The thing that put me off on 3D gaming at first was that it takes more than one person in a team to do so properly (Illustrator, 3D modeller, 3D animator and programmer). Now I feel a bit stupid because having a 3D model I could do and modify the poses whenever I wanted (I should ask to the 3D animator which I guess would be time expensive). Instead now is me and two illustrators (as I require many frames per character). Is my impression that it would have been much longer right or not? Are there any other project management considerations that can be done on this? Sorry if for some this might be trivial but is my first "indie game developer experience".

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  • Split a 2D scene in layers or have a z coordinate

    - by Bane
    I am in the process of writing a 2D game engine, and a dilemma emerged. Let me explain the situation... I have a Scene class, to which various objects can be added (Drawable, ParticleEmitter, Light2D, etc), and as this is a 2D scene, things will obviously be drawn over each other. My first thought was that I could have basic add and remove methods, but I soon realized that then there would be no way for the programmer to control the order in which things were drawn. So I can up with two options, each with its pros and cons. A) Would be to split the scene in layers. By that I mean instead of having the scene be a container of objects, have it be a container of layers, which are in turn the containers of objects. B) Would require to have some kind of z-coordinate, and then have the scene sorted so objects with lower z get drawn first. Option A is pretty solid, but the problem is with the lights. In what layer do I add it? Does it work cross-layer? On all bottom layers? And I still need the Z coordinate to calculate the shadow! Option B would require me to change all my code from having Vector2D positions, to some kind of class that inherits from Vector2D and adds a z coordinate to it (I don't want it to be a Vector3D because I still need all the same methods the 2D kind has, just with .z clamped on). Am I missing something? Is there an alternative to these methods? I'm working in Javascript, if that makes a difference.

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  • XNA - Drawing 2D Primitives (Boxes) and Understanding Matrices in Computer Graphics

    - by MintyAnt
    I have two issues which I wish to solve by creating 2D primitives in XNA. In my game, I wish to have a "debug mode" which will draw a red box around all hitboxes in the game (Red outline, transparent inside). This would allow us to see where the hitboxes are being drawn AND still have the sprite graphics being drawn. I wish to further understand how matrices work within computer graphics. I have a basic theoretical grasp of how they work, but I really just want to apply some of my knowledge or find a good tutorial on it. To do this, I wish to draw my own 2D primitives (With Vertex3's) and apply different transormation matrices to them. I was trying to find a tutorial on drawing primitives using Direct3D, but most tutorials are only for c++, and just tell me to use XNA's Spritebatch. I wish to have more control over my program than just with Spritebatch. Any Help on using Direct3D or any other suggestions would greatly be appreciated. Thank you.

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  • How to render 2D particles as fluid?

    - by luke
    Suppose you have a nice way to move your 2D particles in order to simulate a fluid (like water). Any ideas on how to render it? This is for a 2D game, where the perspective is from the side, like this. The water will be contained in boxes that can be broken in order to let it fall down and interact with other objects. The simplest way that comes to my mind is to use a small image for each particle. I am interested in hearing more ways of rendering water.

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  • 2D basic map system

    - by Cyril
    i'm currently coding a 2D game in Java, and I would like to have some clues on how-to build this system : the screen is moving on a grander map, for instance, the screen represent 800*600 units on a 100K*100K map. When you command your unit to go to another position, the screen move on this map AND when you move your mouse on a side or another of the screen, you move the screen on the map. Not sure that i'm clear, but we can retrieve this system in most RTS games (warcraft/starcraft for example). I'm currently using Slick 2D. Any idea ? Thanks.

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  • 3d vertex translated onto 2d viewport

    - by Dan Leidal
    I have a spherical world defined by simple trigonometric functions to create triangles that are relatively similar in size and shape throughout. What I want to be able to do is use mouse input to target a range of vertices in the area around the mouse click in order to manipulate these vertices in real time. I read a post on this forum regarding translating 3d world coordinates into the 2d viewport.. it recommended that you should multiply the world vector coordinates by the viewport and then the projection, but they didn't include any code examples, and suffice to say i couldn't get any good results. Further information.. I am using a lookat method for the viewport. Does this cause a problem, and if so is there a solution? If this isn't the problem, does anyone have a simple code example illustrating translating one vertex in a 3d world into a 2d viewspace? I am using XNA.

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  • Absorbtion 2d image effect

    - by Ed.
    I want to create a specyfic 2d image effect. It consists in modifying a sprite so it looks like it is being zoomed to a point or "absorbed" by that point. I'm not really sure what is the technical name of this effect so I cannot explain it correctly. Here you can see a video of what I'm talking about, it is the effect when the character absorbs the three glyphs. http://www.youtube.com/watch?v=PIo-GddsMcU&t=4m45s What is the name of this effect? How can I implement it with XNA for 2D textures/sprites?

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  • Design virtual resolution for 2D development in Unity

    - by djzmo
    I came to Unity with Cocos2D experience in mind. In Cocos2D, I can choose a "virtual" screen resolution size to rely on the entire game during development and the game will automatically adapt to different screen sizes in various devices. Now that I'm migrating to Unity and has access to 4.3 beta which has a native 2D workflow, is there a similar mechanism that will automate this? After playing around a bit with Unity, I also found out that Unity uses a neutral coordinate unit that can translate to pixels flexibly (CMIIW). But when developing a 2D game, I need them in pixels. Thank you.

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  • OpenGL: Filtering/antialising textures in a 2D game

    - by futlib
    I'm working on a 2D game using OpenGL 1.5 that uses rather large textures. I'm seeing aliasing effects and am wondering how to tackle those. I'm finding lots of material about antialiasing in 3D games, but I don't see how most of that applies to 2D games - e.g. antisoptric filtering seems to make no sense, FSAA doesn't sound like the best bet either. I suppose this means texture filtering is my best option? Right now I'm using bilinear filtering, I think: glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); From what I've read, I'd have to use mipmaps to use trilinear filtering, which would drive memory usage up, so I'd rather not. I know the final sizes of all the textures when they are loaded, so can't I somehow size them correctly at that point? (Using some form of texture filtering).

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  • 2D basic map system

    - by Cyril
    i'm currently coding a 2D game in Java, and I would like to have some clues on how-to build this system : the screen is moving on a grander map, for instance, the screen represent 800*600 units on a 100K*100K map. When you command your unit to go to another position, the screen move on this map AND when you move your mouse on a side or another of the screen, you move the screen on the map. Not sure that i'm clear, but we can retrieve this system in most RTS games (warcraft/starcraft for example). I'm currently using Slick 2D. Any idea ? Thanks.

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  • Basics of drawing in 2d with OpenGL 3 shaders

    - by davidism
    I am new to OpenGL 3 and graphics programming, and want to create some basic 2d graphics. I have the following scenario of how I might go about drawing a basic (but general) 2d rectangle. I'm not sure if this is the correct way to think about it, or, if it is, how to implement it. In my head, here's how I imagine doing it: t = make_rectangle(width, height) build general VBO, centered at 0, 0 optionally: t.set_scale(2) optionally: t.set_angle(30) t.draw_at(x, y) calculates some sort of scale/rotate/translate matrix (or matrices), passes the VBO and the matrix to a shader program Something happens to clip the world to the view visible on screen. I'm really unclear on how 4 and 5 will work. The main problem is that all the tutorials I find either: use fixed function pipeline, are for 3d, or are unclear how to do something this "simple". Can someone provide me with either a better way to think of / do this, or some concrete code detailing performing the transformations in a shader and constructing and passing the data required for this shader transformation?

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