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  • Cocos2D 2.0 - masking a sprite

    - by Desperate Developer
    I have read this tutorial about how to mask sprites using Cocos2D 2.0. http://www.raywenderlich.com/4428/how-to-mask-a-sprite-with-cocos2d-2-0 But the author talks about OpenGL ES textures and vertices as they were common knowledge. My knowledge about OpenGl is zero raised to infinity. All I want is to use a rectangle to mask a sprite to it. How I would do in Photoshop using a rectangle as mask (yes, I want to clip a sprite to the rectangle bounds and no, I do not want to use the ClippingNode solution, that do not works for animation/scaling etc.). So, can you guys translate the klingon language used in this tutorial and tell how a solid rectangle can be used to mask a sprite in Cocos2D? I am desperate, as my username states. I am searching this for a week and have tried several solutions without satisfactory results. Please help me. Thanks!

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  • Bad FPS for smaller size (OpenGL ES with SDL)

    - by ber4444
    If you saw my other question, well, there is still a little problem: Click here to watch on youtube Basically, the frame rate is very bad on the actual device, where for some reason the animation is scaled (it looks like the left side on the video). It is quite fast on the simulator where it is not scaled (right side). For a test, I submitted this new changeset that hard-codes the smaller size (plus increases the point size for HII regions to make the dust clouds more visible), and as you see in the video, now it is slow even in the simulator (left side shows the small size, right side shows the original size -- otherwise the code is the same). I'm clueless why it's soooo slow with a smaller galaxy, in fact it should be FASTER. As for general speed optimization (which is not strictly part of my question but is closely related to it, esp. if we need a workaround to speed things up), some initial ideas: reducing the number of items drawn may affect the appearance negatively but screen resolution could be reduced there are too many glBegin(GL_POINTS)/glEnd() blocks, we could draw more than just a single star at once

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  • How to make a Stop Motion or Time-lapse video with webcam?

    - by Seppo Erviälä
    I have a webcam that works as a v4l2 device. What is the most convenient way to capture either a stop-motion or time-lapse video? N.B. stop-motion and time-lapse are related but conceptually different. Time-lapse is where you take a photo of a scene at a set interval and then combine it into a video (that looks like it's going really fast). Stop-motion is where you control the scene and take an image for every change you make, to form an animation (eg Wallace and Grommit). An application for time-lapse needs to be able to take a photo at a set interval.

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  • Will having many timers affect my game performance?

    - by iQue
    I'm making a game for android, and earlier today I was trying to add some cool stuff to my game. The problem is this thing needs like 5 timers. I build my timers like this: timer += deltaTime; if(timer >= 2.0f){ doStuff; timer -= 2.0f; } // this timers gets stuff done every 2 secs Will having to many timers like this, getting checked every frame, screw up my games performance? The effect I wanted to add was a crosshair every 2 sec, then remove it after 2 sec and do a timed animation. So an array of crosshairs dependent on a bunch of timers to be exact. This caused my game to shut down when used, so thats why Im wondering if using that many timers causes my game to flip out.

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  • Running an a single action on multiple sprites at the same time

    - by Stephen
    Ok so I have created a spiraling animation for a football and I want to be able to run it on 2 sprites at the same time. This is what I have done. CCAnimation* footballAnim = [CCAnimation animationWithFrame:@"Football" frameCount:60 delay:0.005f]; spiral = [CCAnimate actionWithAnimation:footballAnim]; CCRepeatForever* repeat = [CCRepeatForever actionWithAction:spiral]; [Sprite1 runAction: repeat]; [Sprite2 runAction: repeat]; but it only runs the action on the first sprite. What am I doing wrong?

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  • Ios Game with many animated Nodes,performance issues

    - by user31929
    I'm working in a large map upside-down game(not tiled map),the map i use is a city. I have to insert many node to create the "life of the city",something like people that cross the streets,cars,etc... Some of this characters are involved in physics and game logic but others are only graphic characters. For what i know the only way i can achive this result is to create each character node with or without physic body and animate each character with a texture atlas. In this way i think that i'll have many performance problems, (the characters will be something like 100/150) even if i'll apply all the performance tips that i know... My question is: with large numbers of characters there another programming pattern that i must follow ? What is the approch of game like simcity,simpsons tapped out for ios,etc... that have so many animation at the same time?

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  • Ubuntu 12.10 & 12.04.1 LTS mouse freezing (Saitek Cyborg R.A.T.5 Mouse)

    - by Eric Dand
    I've figured it out: it's the Cyborg mouse. I'll be looking through the questions as I remember seeing something about this. I'm getting a similar issue to this fellow: Ubuntu 11.04 randomly freezes for over one minute Sometimes it comes back to life after a minute or two only to crash again. Alt-tab works, but it does not display the windows-switching animation. It just switches the focus... sometimes. Ctrl-Alt-T works, thankfully, and the terminal stays responsive long enough for me to get in a "sudo reboot now" and type my password. I'm running a fresh Wubi install on a separate HDD from my Windows install. 64-bit 12.10 12.04.1 LTS now, with an AMD FX chip, 8GB of RAM, and a Radeon HD 3850. My mouse is a Saitek Cyborg R.A.T.5 Mouse, and my keyboard is a stock Acer one that came with a PC I bought a few years ago.

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  • How to get quality sprite sheet generation with rotations

    - by BenMaddox
    I'm working on a game that uses sprite sheets with rotation for animations. While the effect is pretty good, the quality of the rotations is somewhat lacking. I exported a flash animation to png sequence and then used a C# app to do matrix based rotations (System.Drawing.Drawing2D.Matrix). Unfortunately, there are several places where the image gets clipped. What would you suggest for a way to get high quality rotations from either flash or the exported PNGs? A circle should fit within the same image boundaries. I don't mind a new program that I must write or an existing program I must download/buy.

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  • Small 3D Scene Graph

    - by Alon
    I'm looking for a 3D graphics library (not a complete game engine). Preferred a scene graph. Something small (unlike jME, XNA or Unity), that I can easily expand and change. Preferred features: Cross Platform Wrriten in Java/Scala (JOGL or LWJGL), C# (preferred OpenTK), Python or JavaScript/WebGL. Support for OpenGL is a must. Direct3D is optional. Some material system Full support for some model format with full animation support (preferred COLLADA) Level of Detail (LOD) support Lighting support Shaders, GUI, Input and Terrain/Water support are also preferred, but not required Thanks!

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  • Does md2 support skeletal meshes?

    - by jsvcycling
    I'm creating an FPS game. I'm writing my own game engine. So far all the backend stuff is going great. I'd like to support md2 as the native file format for 3D Objects, but I also want to use skeletal meshes. Does anyone know if the md2 file format supports skeletal meshes? In-case you need to know, I'm going to use blender as my Mesh creation tool and C++ as my programming language... Thanks For got to mention, the engine is based on OpenGL... Alright, for anyone who is reading this, I just found the Doom 3 md5 specifications (http://tfc.duke.free.fr/coding/md5-specs-en.html). It gives you some help on writing a parser (see bottom of link), but the example doesn't support lighting and texture mapping (the second set of example code allows for animation). Thanks @Neverender for answering my question...

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  • game performance

    - by iQue
    I'm making a game for android, and earlier today I was trying to add some cool stuff to my game. The problem is this thing needs like 5 timers. I build my timers like this: timer += deltaTime; if(timer >= 2.0f){ doStuff; timer -= 2.0f; } // this timers gets stuff done every 2 secs Will having to many timers like this, getting checked every frame, screw up my games performance? The effect I wanted to add was a crosshair every 2 sec, then remove it after 2 sec and do a timed animation. So an array of crosshairs dependent on a bunch of timers to be exact. This caused my game to shut down when used, so thats why Im wondering if using that many timers causes my game to flip out.

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  • Découvrez Oracle Fusion HCM lors d'un Petit Déjeuner le 10 avril 2012

    - by Kinoa
    La gestion fusionnée des talents fait partie de vos priorités ? Alors le petit déjeuner que nous organisons le 10 avril 2012 est fait pour vous ! L'équipe d'Oracle France et le groupe Des Systèmes et des Hommes-Talentys vous convie à un séminaire pour mieux comprendre les enjeux RH et les maîtriser grâce à la solution Oracle Fusion HCM. Apprenez à mieux gérer les hauts potentiels de votre société et réconciliez enfin les attentes des talents comme les exigences des Directions Générales et des DRH. Oracle Fusion HCM vous offre de nombreuses possibilités : identification et animation de la communauté talents, gestion des carrières, pilotage du vivier, plan de succession, gestion de la performance et de leur rémunération... Inscrivez-vous dès aujourd'hui pour participer à notre événement Oracle Fusion HCM. On vous attend nombreux !

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  • Wobble effects not working on Ubuntu 12.04

    - by Sunny Deere
    Just couple of days before installed Ubuntu 12.04 with all the necessary upgradations. Also installed Compiz Settings Manager & loved the animations & wobble effects of windows. But after restarting windows today, started receiving error messages & Wobble effects are disappeared. Also, other settings created by me in my last login, like small sidebar icons, too disappeared & unable to find even option in "All Settings Appearance" to resize the icons. Loved Ubuntu 12.04, specially Animation & Wobble effects but unhappy with these errors. Thanks in advance.

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  • convert orientation vec3 to a rotation matrix

    - by lapin
    I've got a normalized vec3 that represents an orientation. Each frame of animation, an object's orientation changes slightly, so I add a delta vector to the orientation vector and then normalize to find the new orientation. I'd like to convert the vec3 that represents an orientation into a rotation matrix that I can use to orient my object. If it helps, my object is a cone, and I'd like to rotate it about the pointy end, not from its center :) PS I know I should use quaternions because of the gimbal lock problem. If someone can explain quats too, that'd be great :)

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  • The perfect crossfade

    - by epologee
    I find it hard to describe this problem in words, which is why I made a video (45 seconds) to illustrate it. Here's a preview of the questions, please have a look at it on Vimeo: http://vimeo.com/epologee/perfect-crossfade The issue of creating a flawless crossfade or dissolve of two images or shapes has been recurring to me in a number of fields over the last decade. First in video editing, then in Flash animation and now in iOS programming. When you start googling it, there are many workarounds to be found, but I really want to solve this without a hack this time. The summary: What is the name of the technique or curve to apply in crossfading two semi-transparent, same-colored bitmaps, if you want the resulting transparency to match the original of either one? Is there a (mathematical) function to calculate the neccessary partial transparency/alpha values during the fade? Are there programming languages that have these functions as a preset, similar to the ease in, ease out or ease in out functions found in ActionScript or Cocoa?

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  • Why can I only put some items in the launcher?

    - by HaskellElephant
    Whenever I search for an item using dash it knows the default way of opening it. However if I drag a file into the launcher it can't be added, even if it is executable. For example if you would like minecraft to show up you will have to add a custom launcher, or if you use dash to find a pdf file, you can double click it and it opens evince however you cannot drag it into the launcher. The animation surrounding this behavior suggests that this was done by design. Why is this useful or necessary? Is it a bug?

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  • How to see what's going on during shutdown

    - by Huygens
    Since a few weeks, Ubuntu freezes almost everytime when I shut it down. I know it because the shutdown animation stops and nothing is responsive: Ctrl+Alt+Del or AltGr+Syst+[r,e,i,s,u,b] don't make any difference. I have tried to look at various log files in /var/log but only INFO level message are logged. My hope to solve this problem would be to do a verbose shutdown, one where I could see what's going on, and so what's causing the problem, so I could start solving it. Therefore, as the title suggest it. Is there a way to see what's going on during shutdown? I could even go to the extreme of doing a step-by-step shutdown if this is the only way. Thanks for any tips.

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  • Is "code that generates code" really all that great?

    - by Jaxo
    I was looking through CodePen's "popular pens" and I noticed this cool little spiral animation somebody made with a seemingly ridiculously small amount of code. This is quite impressive until you click the headings for HTML and CSS to show the "compiled" versions of the same code. Suddenly the 3 lines of HAML and ~40 lines of SCSS turns into a gigantic monster of repetition. Here's where my question comes in: Is it acceptable to do something like this in practice? Don't get me wrong - I love using preprocessors to help me write code faster, but in some cases it looks like it's an automatic copy-paste machine.

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  • Develop 3d game for iphone & android in single code

    - by lajpat
    I have to make a 3d game on the lines of this app 3D Chess I want to make this app for both android & iphone by writing a single code. Of course little native code will be required to be done. I want to ensure that entire logic & animation code is written only once. What software does one suggest to achieve this since I am not a tight schedule. I came across Corona but I am not sure if such game can be made using it. Others I found Unity & Shiva. I am not experience in 3D game so please if someone can help Thanks Lajpat

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  • Stepping outside Visual Studio IDE [Part 2 of 2] with Mono 2.6.4

    - by mbcrump
    Continuing part 2 of my Stepping outside the Visual Studio IDE, is the open-source Mono Project. Mono is a software platform designed to allow developers to easily create cross platform applications. Sponsored by Novell (http://www.novell.com/), Mono is an open source implementation of Microsoft's .NET Framework based on the ECMA standards for C# and the Common Language Runtime. A growing family of solutions and an active and enthusiastic contributing community is helping position Mono to become the leading choice for development of Linux applications. So, to clarify. You can use Mono to develop .NET applications that will run on Linux, Windows or Mac. It’s basically a IDE that has roots in Linux. Let’s first look at the compatibility: Compatibility If you already have an application written in .Net, you can scan your application with the Mono Migration Analyzer (MoMA) to determine if your application uses anything not supported by Mono. The current release version of Mono is 2.6. (Released December 2009) The easiest way to describe what Mono currently supports is: Everything in .NET 3.5 except WPF and WF, limited WCF. Here is a slightly more detailed view, by .NET framework version: Implemented C# 3.0 System.Core LINQ ASP.Net 3.5 ASP.Net MVC C# 2.0 (generics) Core Libraries 2.0: mscorlib, System, System.Xml ASP.Net 2.0 - except WebParts ADO.Net 2.0 Winforms/System.Drawing 2.0 - does not support right-to-left C# 1.0 Core Libraries 1.1: mscorlib, System, System.Xml ASP.Net 1.1 ADO.Net 1.1 Winforms/System.Drawing 1.1 Partially Implemented LINQ to SQL - Mostly done, but a few features missing WCF - silverlight 2.0 subset completed Not Implemented WPF - no plans to implement WF - Will implement WF 4 instead on future versions of Mono. System.Management - does not map to Linux System.EnterpriseServices - deprecated Links to documentation. The Official Mono FAQ’s Links to binaries. Mono IDE Latest Version is 2.6.4 That's it, nothing more is required except to compile and run .net code in Linux. Installation After landing on the mono project home page, you can select which platform you want to download. I typically pick the Virtual PC image since I spend all of my day using Windows 7. Go ahead and pick whatever version is best for you. The Virtual PC image comes with Suse Linux. Once the image is launch, you will see the following: I’m not going to go through each option but its best to start with “Start Here” icon. It will provide you with information on new projects or existing VS projects. After you get Mono installed, it's probably a good idea to run a quick Hello World program to make sure everything is setup properly. This allows you to know that your Mono is working before you try writing or running a more complex application. To write a "Hello World" program follow these steps: Start Mono Development Environment. Create a new Project: File->New->Solution Select "Console Project" in the category list. Enter a project name into the Project name field, for example, "HW Project". Click "Forward" Click “Packaging” then OK. You should have a screen very simular to a VS Console App. Click the "Run" button in the toolbar (Ctrl-F5). Look in the Application Output and you should have the “Hello World!” Your screen should look like the screen below. That should do it for a simple console app in mono. To test out an ASP.NET application, simply copy your code to a new directory in /srv/www/htdocs, then visit the following URL: http://localhost/directoryname/page.aspx where directoryname is the directory where you deployed your application and page.aspx is the initial page for your software. Databases You can continue to use SQL server database or use MySQL, Postgress, Sybase, Oracle, IBM’s DB2 or SQLite db. Conclusion I hope this brief look at the Mono IDE helps someone get acquainted with development outside of VS. As always, I welcome any suggestions or comments.

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  • Game Code Design for Rendering

    - by kuroutadori
    I first created a game on the iPhone and I'm now porting it to Android. I wrote most of the code in C++, but when it came to porting it wasn't so easy. The Android way is to have two threads, one for rendering and one for updating. This due to some devices blocking when updating the hardware. My problem is that I am coming from the iPhone. When I transition, say from the Menu to the Game, I would stop the Animation (Rendering) and load up the next Manager (the Menu has a Manager and so has the Game). I could implement the same thing on Android, but I have noticed on game ports like Quake, don't do this - as far as I can tell. I have learnt that I cannot just dynamically add another Renderer class the the tree because I will probably get a dequeuing buffer error - which I believe to be a problem with the OpenGL ES side. So how is it done?

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  • Qué control te gustaria?

    - by Jason Ulloa
    Cada vez, utilizó mas Jquery para enriquecer las aplicaciones que desarrollo, pero cada vez me doy cuenta de que siempre debo leer la documentación de los controles para poder recordar todas las funciones. Esto, sumado a la cantidad de código script que debo colocar en las páginas. Es por eso que decidi empezar a trabajar en una pequeña seríe de controles de Jquery para asp.net basado en el framework DJ Jquery. Por supuesto, una serie de controles OpenSource para la comunidad   Actualmente los controles disponibles son: * Accordion * Animation * Autocomplete * DatePicker * Dialog * Draggable * Droppable * Effect * FileUpload * FlexGrid (en desarrollo) * Floater Menu * JMenu (en desarrollo) * Jquery Plugin * Password Meter * ProgressBar * Resizable * Selectable * Slick Menu * Slider * Sortable * Tabs * ButtonEx * Toggle Button * Simple Button * Simple List View   Así que la idea es preguntarles: ¿Qué otro control les gustaría ver en la suite?   Saludos,

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  • Split vector vs matrix notation for transformation

    - by seahorse
    Some rendering engines like Ogre prefer to use a individual vector based notation for transformations like the following Split vector notation: Net Transformation is represented by Scale vector = sx, sy, sz Transformation vector = tx, ty, tz Rotation Quaternion Vector = w,x,y,z Matrix notation: There are other engines which simply use a net combined transformation matrix. What are the advantages of the first notation over the second? Also for animation interpolation does it work in the first notation that we interpolate across the individual components and use the interpolated parts to get the net transformation? Is this another advantage?

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  • What are examples of games with "minimalist" models/art assets

    - by Ken
    When teaching game development, my student's obsess about building realistic or complex art/models/animation. And spending wayyy to much time trying to get accurate collision detection between two 3D models [despite my best efforts] However I would like them to spend more time thinking about developing the game mechanics, interaction and game play. I'm looking for some games where the visuals are simple but have good game play. Things I am thinking about are Cubes' vs Spheres or Impossible Game. What are more examples of visually simple (preferably 3D) games to help inspire my students?

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  • Resources on expected behaviour when manipulating 3D objects with the mouse

    - by sebf
    Hello, In my animation editor, I have a 3D gizmo that sits on the origin of a bone; the user drags the mesh around to rotate the bone. I've found that translating the 2D movements of the mouse into sensible 3D transforms is not near as simple as i'd hoped. For example what is intuitively 'up' or 'down'? How should the magnitude of rotations change with respect to dX/dY? How to implement this? What happens when the gizmo changes position or orientation with respect to the camera? ect. So far with trial and error i've written something (very) simple that works 70% of the time. I could probably continue to hack at it until I made something that works 99% of the time, but there must be someone who needed the same thing, and spent the time coming up with a much more elegant solution. Does anyone know of one?

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