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  • Vertical Scrolling In Tile Based XNA Platformer

    - by alec100_94
    I'm making a 2D platformer in XNA 4.0. I have created a working tile engine, which works well for my purposes, and Horizontal Scrolling works flawlessly, however I am having great trouble with Vertical scrolling. I Basically want the camera to scroll up (world to scroll down) when the player reaches a certain Y co-ordinate, and I would also like to automatically scroll back down if coming down, and that co-ordinate is passed. My biggest problem is I have no real way of detecting the direction the player is moving in using only the Y Co-ord. Here Is My Code Code For The Camera Class (which appears to be a very different approach to most camera classes I have seen). using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; namespace Marvin { class Camera : TileEngine { public static bool startReached; public static bool endReached; public static void MoveRight(float speed = 2) { //Moves The Position of Each Tile Right foreach (Tile t in tiles) { if(t!=null) { t.position.X -= speed; } } } public static void MoveLeft(float speed = 2) { //Moves The Position of Each Tile Right foreach (Tile t in tiles) { if(t!=null) { t.position.X += speed; } } } public static void MoveUp(float speed = 2) { foreach (Tile t in tiles) { if(t!=null) { t.position.Y += speed; } } } public static void MoveDown(float speed = 2) { foreach (Tile t in tiles) { if(t!=null) { t.position.Y -= speed; } } } public static void Restrain() { if(tiles.Last().position.X<Main.graphics.PreferredBackBufferWidth-tiles.Last().size.X) { MoveLeft(); endReached = true; } else { endReached = false; } if(tiles[1].position.X>0) { MoveRight(); startReached = true;} else { startReached = false; } } } } Here is My Player Code for Left and Right Scrolling/Moving if (Main.currentKeyState.IsKeyDown(Keys.Right)) { Camera.MoveRight(); if(Camera.endReached) { MoveRight(2); } else { if(marvin.GetRectangle().X!=Main.graphics.PreferredBackBufferWidth-(marvin.GetRectangle().X+marvin.GetRectangle().Width)) { MoveRight(2); Camera.MoveLeft(); } } } if(Main.currentKeyState.IsKeyDown(Keys.Left)) { Camera.MoveLeft(); if(Camera.startReached) { MoveLeft(2); } else { if(marvin.GetRectangle().X!=Main.graphics.PreferredBackBufferWidth-(marvin.GetRectangle().X+marvin.GetRectangle().Width)) { MoveLeft(2); Camera.MoveRight(); } } } Camera.Restrain(); if(marvin.GetRectangle().X>Main.graphics.PreferredBackBufferWidth-marvin.GetRectangle().Width) { MoveLeft(2); } if(marvin.GetRectangle().X<0) { MoveRight(2); } And Here Is My Player Jumping/Falling Code which may cause some conflicts with the vertical camera movement. if (!jumping) { if(!TileEngine.TopOfTileCollidingWith(footBounds)) { MoveDown(5); } else { if(marvin.GetRectangle().Y != TileEngine.LastPlatformStoodOnTop()-marvin.GetRectangle().Height) { float difference = (TileEngine.LastPlatformStoodOnTop()-marvin.GetRectangle().Height) - (marvin.GetRectangle().Y); marvin.SetRectangle(marvin.GetRectangle().X,(int)(marvin.GetRectangle().Y+difference)); armR.SetRectangle(armR.GetRectangle().X,(int)(armR.GetRectangle().Y+difference)); armL.SetRectangle(armL.GetRectangle().X,(int)(armL.GetRectangle().Y+difference)); eyeL.SetRectangle(eyeL.GetRectangle().X,(int)(eyeL.GetRectangle().Y+difference)); eyeR.SetRectangle(eyeR.GetRectangle().X,(int)(eyeR.GetRectangle().Y+difference)); } } } if (Main.currentKeyState.IsKeyDown(Keys.Up) && Main.previousKeyState.IsKeyUp(Keys.Up) && TileEngine.TopOfTileCollidingWith(footBounds)) { jumping = true; } if(jumping) { if(TileEngine.LastPlatformStoodOnTop()>0 && (TileEngine.LastPlatformStoodOnTop() - footBounds.Bottom)<120) { MoveUp(5); } else { jumping = false; } } All player code I have tried for vertical movements has failed, or caused weird results (like falling through platforms), and most have been a variation on the method I described above, hence I have not included it. I would really appreciate some help implementing a simple vertical scrolling into this game, Thanks.

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  • rotate player based off of joystick

    - by pengume
    Hey everyone I have this game that i am making in android and I have a touch screen joystick that moves the player around based on the joysticks position. I cant figure out how to also get the player to rotate at the same angle of the joystick. so when the joystick is to the left the players bitmap is rotated to the left as well. Maybe someone here has some sample code I could look at here is the joysticks class that I am using. `public class GameControls implements OnTouchListener { public float initx = DroidzActivity.screenWidth - 45; //255; // 320 og 425 public float inity = DroidzActivity.screenHeight - 45;//425; // 480 og 267 public Point _touchingPoint = new Point( DroidzActivity.screenWidth - 45, DroidzActivity.screenHeight - 45); public Point _pointerPosition = new Point(DroidzActivity.screenWidth - 100, DroidzActivity.screenHeight - 100); // ogx 220 ogy 150 private Boolean _dragging = false; private boolean attackMode = false; @Override public boolean onTouch(View v, MotionEvent event) { update(event); return true; } private MotionEvent lastEvent; public boolean ControlDragged; private static double angle; public void update(MotionEvent event) { if (event == null && lastEvent == null) { return; } else if (event == null && lastEvent != null) { event = lastEvent; } else { lastEvent = event; } // drag drop if (event.getAction() == MotionEvent.ACTION_DOWN) { if ((int) event.getX() > 0 && (int) event.getX() < 50 && (int) event.getY() > DroidzActivity.screenHeight - 160 && (int) event.getY() < DroidzActivity.screenHeight - 0) { setAttackMode(true); } else { _dragging = true; } } else if (event.getAction() == MotionEvent.ACTION_UP) { if(isAttackMode()){ setAttackMode(false); } _dragging = false; } if (_dragging) { ControlDragged = true; // get the pos _touchingPoint.x = (int) event.getX(); _touchingPoint.y = (int) event.getY(); // Log.d("GameControls", "x = " + _touchingPoint.x + " y = " //+ _touchingPoint.y); // bound to a box if (_touchingPoint.x < DroidzActivity.screenWidth - 75) { // og 400 _touchingPoint.x = DroidzActivity.screenWidth - 75; } if (_touchingPoint.x > DroidzActivity.screenWidth - 15) {// og 450 _touchingPoint.x = DroidzActivity.screenWidth - 15; } if (_touchingPoint.y < DroidzActivity.screenHeight - 75) {// og 240 _touchingPoint.y = DroidzActivity.screenHeight - 75; } if (_touchingPoint.y > DroidzActivity.screenHeight - 15) {// og 290 _touchingPoint.y = DroidzActivity.screenHeight - 15; } // get the angle setAngle(Math.atan2(_touchingPoint.y - inity, _touchingPoint.x - initx) / (Math.PI / 180)); // Move the ninja in proportion to how far // the joystick is dragged from its center _pointerPosition.y += Math.sin(getAngle() * (Math.PI / 180)) * (_touchingPoint.x / 70); // og 180 70 _pointerPosition.x += Math.cos(getAngle() * (Math.PI / 180)) * (_touchingPoint.x / 70); // make the pointer go thru if (_pointerPosition.x > DroidzActivity.screenWidth) { _pointerPosition.x = 0; } if (_pointerPosition.x < 0) { _pointerPosition.x = DroidzActivity.screenWidth; } if (_pointerPosition.y > DroidzActivity.screenHeight) { _pointerPosition.y = 0; } if (_pointerPosition.y < 0) { _pointerPosition.y = DroidzActivity.screenHeight; } } else if (!_dragging) { ControlDragged = false; // Snap back to center when the joystick is released _touchingPoint.x = (int) initx; _touchingPoint.y = (int) inity; // shaft.alpha = 0; } } public void setAttackMode(boolean attackMode) { this.attackMode = attackMode; } public boolean isAttackMode() { return attackMode; } public void setAngle(double angle) { this.angle = angle; } public static double getAngle() { return angle; } }` I should also note that the player has animations based on when he is moving or attacking.

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  • How to convert pitch and yaw to x, y, z rotations?

    - by Aaron Anodide
    I'm a beginner using XNA to try and make a 3D Asteroids game. I'm really close to having my space ship drive around as if it had thrusters for pitch and yaw. The problem is I can't quite figure out how to translate the rotations, for instance, when I pitch forward 45 degrees and then start to turn - in this case there should be rotation being applied to all three directions to get the "diagonal yaw" - right? I thought I had it right with the calculations below, but they cause a partly pitched forward ship to wobble instead of turn.... :( So my quesiton is: how do you calculate the X, Y, and Z rotations for an object in terms of pitch and yaw? Here's current (almost working) calculations for the Rotation acceleration: float accel = .75f; // Thrust +Y / Forward if (currentKeyboardState.IsKeyDown(Keys.I)) { this.ship.AccelerationY += (float)Math.Cos(this.ship.RotationZ) * accel; this.ship.AccelerationX += (float)Math.Sin(this.ship.RotationZ) * -accel; this.ship.AccelerationZ += (float)Math.Sin(this.ship.RotationX) * accel; } // Rotation +Z / Yaw if (currentKeyboardState.IsKeyDown(Keys.J)) { this.ship.RotationAccelerationZ += (float)Math.Cos(this.ship.RotationX) * accel; this.ship.RotationAccelerationY += (float)Math.Sin(this.ship.RotationX) * accel; this.ship.RotationAccelerationX += (float)Math.Sin(this.ship.RotationY) * accel; } // Rotation -Z / Yaw if (currentKeyboardState.IsKeyDown(Keys.K)) { this.ship.RotationAccelerationZ += (float)Math.Cos(this.ship.RotationX) * -accel; this.ship.RotationAccelerationY += (float)Math.Sin(this.ship.RotationX) * -accel; this.ship.RotationAccelerationX += (float)Math.Sin(this.ship.RotationY) * -accel; } // Rotation +X / Pitch if (currentKeyboardState.IsKeyDown(Keys.F)) { this.ship.RotationAccelerationX += accel; } // Rotation -X / Pitch if (currentKeyboardState.IsKeyDown(Keys.D)) { this.ship.RotationAccelerationX -= accel; } I'm combining that with drawing code that does a rotation to the model: public void Draw(Matrix world, Matrix view, Matrix projection, TimeSpan elsapsedTime) { float seconds = (float)elsapsedTime.TotalSeconds; // update velocity based on acceleration this.VelocityX += this.AccelerationX * seconds; this.VelocityY += this.AccelerationY * seconds; this.VelocityZ += this.AccelerationZ * seconds; // update position based on velocity this.PositionX += this.VelocityX * seconds; this.PositionY += this.VelocityY * seconds; this.PositionZ += this.VelocityZ * seconds; // update rotational velocity based on rotational acceleration this.RotationVelocityX += this.RotationAccelerationX * seconds; this.RotationVelocityY += this.RotationAccelerationY * seconds; this.RotationVelocityZ += this.RotationAccelerationZ * seconds; // update rotation based on rotational velocity this.RotationX += this.RotationVelocityX * seconds; this.RotationY += this.RotationVelocityY * seconds; this.RotationZ += this.RotationVelocityZ * seconds; Matrix translation = Matrix.CreateTranslation(PositionX, PositionY, PositionZ); Matrix rotation = Matrix.CreateRotationX(RotationX) * Matrix.CreateRotationY(RotationY) * Matrix.CreateRotationZ(RotationZ); model.Root.Transform = rotation * translation * world; model.CopyAbsoluteBoneTransformsTo(boneTransforms); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = boneTransforms[mesh.ParentBone.Index]; effect.View = view; effect.Projection = projection; effect.EnableDefaultLighting(); } mesh.Draw(); } }

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  • Animation Trouble with Java Swing Timer - Also, JFrame Will Not Exit_On_Close

    - by forgotton_semicolon
    So, I am using a Java Swing Timer because putting the animation code in a run() method of a Thread subclass caused an insane amount of flickering that is really a terrible experience for any video game player. Can anyone give me any tips on: Why there is no animation... Why the JFrame will not close when it is coded to Exit_On_Close 2 times My code is here: import java.awt.; import java.awt.event.; import javax.swing.*; import java.net.URL; //////////////////////////////////////////////////////////////// TFQ public class TFQ extends JFrame { DrawingsInSpace dis; //========================================================== constructor public TFQ() { dis = new DrawingsInSpace(); JPanel content = new JPanel(); content.setLayout(new FlowLayout()); this.setContentPane(dis); this.setDefaultCloseOperation(EXIT_ON_CLOSE); this.setTitle("Plasma_Orbs_Off_Orion"); this.setSize(500,500); this.pack(); //... Create timer which calls action listener every second.. // Use full package qualification for javax.swing.Timer // to avoid potential conflicts with java.util.Timer. javax.swing.Timer t = new javax.swing.Timer(500, new TimePhaseListener()); t.start(); } /////////////////////////////////////////////// inner class Listener thing class TimePhaseListener implements ActionListener, KeyListener { // counter int total; // loop control boolean Its_a_go = true; //position of our matrix int tf = -400; //sprite directions int Sprite_Direction; final int RIGHT = 1; final int LEFT = 2; //for obstacle Rectangle mega_obstacle = new Rectangle(200, 0, 20, HEIGHT); public void actionPerformed(ActionEvent e) { //... Whenever this is called, repaint the screen dis.repaint(); addKeyListener(this); while (Its_a_go) { try { dis.repaint(); if(Sprite_Direction == RIGHT) { dis.matrix.x += 2; } // end if i think if(Sprite_Direction == LEFT) { dis.matrix.x -= 2; } } catch(Exception ex) { System.out.println(ex); } } // end while i think } // end actionPerformed @Override public void keyPressed(KeyEvent arg0) { // TODO Auto-generated method stub } @Override public void keyReleased(KeyEvent arg0) { // TODO Auto-generated method stub } @Override public void keyTyped(KeyEvent event) { // TODO Auto-generated method stub if (event.getKeyChar()=='f'){ Sprite_Direction = RIGHT; System.out.println("matrix should be animating now "); System.out.println("current matrix position = " + dis.matrix.x); } if (event.getKeyChar()=='d') { Sprite_Direction = LEFT; System.out.println("matrix should be going in reverse"); System.out.println("current matrix position = " + dis.matrix.x); } } } //================================================================= main public static void main(String[] args) { JFrame SafetyPins = new TFQ(); SafetyPins.setVisible(true); SafetyPins.setSize(500,500); SafetyPins.setResizable(true); SafetyPins.setLocationRelativeTo(null); SafetyPins.setDefaultCloseOperation(EXIT_ON_CLOSE); } } class DrawingsInSpace extends JPanel { URL url1_plasma_orbs; URL url2_matrix; Image img1_plasma_orbs; Image img2_matrix; // for the plasma_orbs Rectangle bbb = new Rectangle(0,0, 0, 0); // for the matrix Rectangle matrix = new Rectangle(-400, 60, 430, 200); public DrawingsInSpace() { //load URLs try { url1_plasma_orbs = this.getClass().getResource("plasma_orbs.png"); url2_matrix = this.getClass().getResource("matrix.png"); } catch(Exception e) { System.out.println(e); } // attach the URLs to the images img1_plasma_orbs = Toolkit.getDefaultToolkit().getImage(url1_plasma_orbs); img2_matrix = Toolkit.getDefaultToolkit().getImage(url2_matrix); } public void paintComponent(Graphics g) { super.paintComponent(g); // draw the plasma_orbs g.drawImage(img1_plasma_orbs, bbb.x, bbb.y,this); //draw the matrix g.drawImage(img2_matrix, matrix.x, matrix.y, this); } } // end class enter code here

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  • Arcball Problems with UDK

    - by opdude
    I'm trying to re-create an arcball example from a Nehe, where an object can be rotated in a more realistic way while floating in the air (in my game the object is attached to the player at a distance like for example the Physics Gun) however I'm having trouble getting this to work with UDK. I have created an LGArcBall which follows the example from Nehe and I've compared outputs from this with the example code. I think where my problem lies is what I do to the Quaternion that is returned from the LGArcBall. Currently I am taking the returned Quaternion converting it to a rotation matrix. Getting the product of the last rotation (set when the object is first clicked) and then returning that into a Rotator and setting that to the objects rotation. If you could point me in the right direction that would be great, my code can be found below. class LGArcBall extends Object; var Quat StartRotation; var Vector StartVector; var float AdjustWidth, AdjustHeight, Epsilon; function SetBounds(float NewWidth, float NewHeight) { AdjustWidth = 1.0f / ((NewWidth - 1.0f) * 0.5f); AdjustHeight = 1.0f / ((NewHeight - 1.0f) * 0.5f); } function StartDrag(Vector2D startPoint, Quat rotation) { StartVector = MapToSphere(startPoint); } function Quat Update(Vector2D currentPoint) { local Vector currentVector, perp; local Quat newRot; //Map the new point to the sphere currentVector = MapToSphere(currentPoint); //Compute the vector perpendicular to the start and current perp = startVector cross currentVector; //Make sure our length is larger than Epsilon if (VSize(perp) > Epsilon) { //Return the perpendicular vector as the transform newRot.X = perp.X; newRot.Y = perp.Y; newRot.Z = perp.Z; //In the quaternion values, w is cosine (theta / 2), where //theta is the rotation angle newRot.W = startVector dot currentVector; } else { //The two vectors coincide, so return an identity transform newRot.X = 0.0f; newRot.Y = 0.0f; newRot.Z = 0.0f; newRot.W = 0.0f; } return newRot; } function Vector MapToSphere(Vector2D point) { local float x, y, length, norm; local Vector result; //Transform the mouse coords to [-1..1] //and inverse the Y coord x = (point.X * AdjustWidth) - 1.0f; y = 1.0f - (point.Y * AdjustHeight); length = (x * x) + (y * y); //If the point is mapped outside of the sphere //( length > radius squared) if (length > 1.0f) { norm = 1.0f / Sqrt(length); //Return the "normalized" vector, a point on the sphere result.X = x * norm; result.Y = y * norm; result.Z = 0.0f; } else //It's inside of the sphere { //Return a vector to the point mapped inside the sphere //sqrt(radius squared - length) result.X = x; result.Y = y; result.Z = Sqrt(1.0f - length); } return result; } DefaultProperties { Epsilon = 0.000001f } I'm then attempting to rotate that object when the mouse is dragged, with the following update code in my PlayerController. //Get Mouse Position MousePosition.X = LGMouseInterfacePlayerInput(PlayerInput).MousePosition.X; MousePosition.Y = LGMouseInterfacePlayerInput(PlayerInput).MousePosition.Y; newQuat = ArcBall.Update(MousePosition); rotMatrix = MakeRotationMatrix(QuatToRotator(newQuat)); rotMatrix = rotMatrix * LastRot; LGMoveableActor(movingPawn.CurrentUseableObject).SetPhysics(EPhysics.PHYS_Rotating); LGMoveableActor(movingPawn.CurrentUseableObject).SetRotation(MatrixGetRotator(rotMatrix));

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  • Why do my pyramids fade black and then back to colour again

    - by geminiCoder
    I have the following vertecies and norms GLfloat verts[36] = { -0.5, 0, 0.5, 0, 0, -0.5, 0.5, 0, 0.5, 0, 0, -0.5, 0.5, 0, 0.5, 0, 1, 0, -0.5, 0, 0.5, 0, 0, -0.5, 0, 1, 0, 0.5, 0, 0.5, -0.5, 0, 0.5, 0, 1, 0 }; GLfloat norms[36] = { 0, -1, 0, 0, -1, 0, 0, -1, 0, -1, 0.25, 0.5, -1, 0.25, 0.5, -1, 0.25, 0.5, 1, 0.25, -0.5, 1, 0.25, -0.5, 1, 0.25, -0.5, 0, -0.5, -1, 0, -0.5, -1, 0, -0.5, -1 }; I am writing my fists Open GL game, But I need to know for sure if my Normals are correct as the colours aren't rendering correctly. my Pyramids are coloured then fade to black every half rotation then back again. My app so far is based on the boiler plate code provided by apple. heres my modified setUp Method [EAGLContext setCurrentContext:self.context]; [self loadShaders]; self.effect = [[GLKBaseEffect alloc] init]; self.effect.light0.enabled = GL_TRUE; self.effect.light0.diffuseColor = GLKVector4Make(1.0f, 0.4f, 0.4f, 1.0f); glEnable(GL_DEPTH_TEST); glGenVertexArraysOES(1, &_vertexArray); //create vertex array glBindVertexArrayOES(_vertexArray); glGenBuffers(1, &_vertexBuffer); glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer); glBufferData(GL_ARRAY_BUFFER, sizeof(verts) + sizeof(norms), NULL, GL_STATIC_DRAW); //create vertex buffer big enough for both verts and norms and pass NULL as data.. uint8_t *ptr = (uint8_t *)glMapBufferOES(GL_ARRAY_BUFFER, GL_WRITE_ONLY_OES); //map buffer to pass data to it memcpy(ptr, verts, sizeof(verts)); //copy verts memcpy(ptr+sizeof(verts), norms, sizeof(norms)); //copy norms to position after verts glUnmapBufferOES(GL_ARRAY_BUFFER); glEnableVertexAttribArray(GLKVertexAttribPosition); glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0)); //tell GL where verts are in buffer glEnableVertexAttribArray(GLKVertexAttribNormal); glVertexAttribPointer(GLKVertexAttribNormal, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(sizeof(verts))); //tell GL where norms are in buffer glBindVertexArrayOES(0); And the update method. - (void)update { float aspect = fabsf(self.view.bounds.size.width / self.view.bounds.size.height); GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(65.0f), aspect, 0.1f, 100.0f); self.effect.transform.projectionMatrix = projectionMatrix; GLKMatrix4 baseModelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -4.0f); baseModelViewMatrix = GLKMatrix4Rotate(baseModelViewMatrix, _rotation, 0.0f, 1.0f, 0.0f); // Compute the model view matrix for the object rendered with GLKit GLKMatrix4 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -1.5f); modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f); modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix); self.effect.transform.modelviewMatrix = modelViewMatrix; // Compute the model view matrix for the object rendered with ES2 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, 1.5f); modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f); modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix); _normalMatrix = GLKMatrix3InvertAndTranspose(GLKMatrix4GetMatrix3(modelViewMatrix), NULL); _modelViewProjectionMatrix = GLKMatrix4Multiply(projectionMatrix, modelViewMatrix); _rotation += self.timeSinceLastUpdate * 0.5f; } But providing I understand this correct one pyramid is using the GLKit base effect shaders and the other the shaders which are included in the project. So for both of them to have the same error, I thought it would be the Norms?

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  • Using two joysticks in Cocos2D

    - by Blade
    Here is what I am trying to do: With the left joystick the player can steer the figure and with the right joystick it can attack. Problem is that the left joystick seems to get all the input, the right one does not even register anything. I enabled multipletouch after the eagleView and gone thoroughly over the code. But I seem to miss something. I initiliaze both sticks and it shows me both of them in game, but like I said, only the left one works. I initialize them both. From the h. file: SneakyJoystick *joystick; SneakyJoystick *joystickRight; And in m.file I synthesize, deallocate and initialize them. In order to use one for controlling and the other for attacking I put this: -(void)updateStateWithDeltaTime:(ccTime)deltaTime andListOfGameObjects:(CCArray*)listOfGameObjects { if ((self.characterState == kStateIdle) || (self.characterState == kStateWalkingBack) || (self.characterState == kStateWalkingLeft) || (self.characterState == kStateWalkingRight)|| (self.characterState == kStateWalkingFront) || (self.characterState == kStateAttackingFront) || (self.characterState == kStateAttackingBack)|| (self.characterState == kStateAttackingRight)|| (self.characterState == kStateAttackingLeft)) { if (joystick.degrees > 60 && joystick.degrees < 120) { if (self.characterState != kStateWalkingBack) [self changeState:kStateWalkingBack]; }else if (joystick.degrees > 1 && joystick.degrees < 59) { if (self.characterState != kStateWalkingRight) [self changeState:kStateWalkingRight]; } else if (joystick.degrees > 211 && joystick.degrees < 300) { if (self.characterState != kStateWalkingFront) [self changeState:kStateWalkingFront]; } else if (joystick.degrees > 301 && joystick.degrees < 360){ if (self.characterState != kStateWalkingRight) [self changeState:kStateWalkingRight]; } else if (joystick.degrees > 121 && joystick.degrees < 210) { if (self.characterState != kStateWalkingLeft) [self changeState:kStateWalkingLeft]; } if (joystickRight.degrees > 60 && joystickRight.degrees < 120) { if (self.characterState != kStateAttackingBack) [self changeState:kStateAttackingBack]; }else if (joystickRight.degrees > 1 && joystickRight.degrees < 59) { if (self.characterState != kStateAttackingRight) [self changeState:kStateAttackingRight]; } else if (joystickRight.degrees > 211 && joystickRight.degrees < 300) { if (self.characterState != kStateAttackingFront) [self changeState:kStateAttackingFront]; } else if (joystickRight.degrees > 301 && joystickRight.degrees < 360){ if (self.characterState != kStateAttackingRight) [self changeState:kStateAttackingRight]; } else if (joystickRight.degrees > 121 && joystickRight.degrees < 210) { if (self.characterState != kStateAttackingLeft) [self changeState:kStateAttackingLeft]; } [self applyJoystick:joystick forTimeDelta:deltaTime]; [self applyJoystick:joystickRight forTimeDelta:deltaTime]; } Maybe it has something to do with putting them both to time delta? I tried working around it, but it did not work. So I am thankful for any input you guys can give me :)

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  • C# Collision test of a ship and asteriod, angle confusion

    - by Cherry
    We are trying to to do a collision detection for the ship and asteroid. If success than it should detect the collision before N turns. However it is confused between angle 350 and 15 and it is not really working. Sometimes it is moving but sometime it is not moving at all. On the other hand, it is not shooting at the right time as well. I just want to ask how to make the collision detection working??? And how to solve the angle confusion problem? // Get velocities of asteroid Console.WriteLine("lol"); // IF equation is between -2 and -3 if (equation1a <= -2) { // Calculate no. turns till asteroid hits float turns_till_hit = dx / vx; // Calculate angle of asteroid float asteroid_angle_rad = (float)Math.Atan(Math.Abs(dy / dx)); float asteroid_angle_deg = (float)(asteroid_angle_rad * 180 / Math.PI); float asteroid_angle = 0; // Calculate angle if asteroid is in certain positions if (asteroid.Y > ship.Y && asteroid.X > ship.X) { asteroid_angle = asteroid_angle_deg; } else if (asteroid.Y < ship.Y && asteroid.X > ship.X) { asteroid_angle = (360 - asteroid_angle_deg); } else if (asteroid.Y < ship.Y && asteroid.X < ship.X) { asteroid_angle = (180 + asteroid_angle_deg); } else if (asteroid.Y > ship.Y && asteroid.X < ship.X) { asteroid_angle = (180 - asteroid_angle_deg); } // IF turns till asteroid hits are less than 35 if (turns_till_hit < 50) { float angle_between = 0; // Calculate angle between if asteroid is in certain positions if (asteroid.Y > ship.Y && asteroid.X > ship.X) { angle_between = ship_angle - asteroid_angle; } else if (asteroid.Y < ship.Y && asteroid.X > ship.X) { angle_between = (360 - Math.Abs(ship_angle - asteroid_angle)); } else if (asteroid.Y < ship.Y && asteroid.X < ship.X) { angle_between = ship_angle - asteroid_angle; } else if (asteroid.Y > ship.Y && asteroid.X < ship.X) { angle_between = ship_angle - asteroid_angle; } // If angle less than 0, add 360 if (angle_between < 0) { //angle_between %= 360; angle_between = Math.Abs(angle_between); } // Calculate no. of turns to face asteroid float turns_to_face = angle_between / 25; if (turns_to_face < turns_till_hit) { float ship_angle_left = ShipAngle(ship_angle, "leftKey", 1); float ship_angle_right = ShipAngle(ship_angle, "rightKey", 1); float angle_between_left = Math.Abs(ship_angle_left - asteroid_angle); float angle_between_right = Math.Abs(ship_angle_right - asteroid_angle); if (angle_between_left < angle_between_right) { leftKey = true; } else if (angle_between_right < angle_between_left) { rightKey = true; } } if (angle_between > 0 && angle_between < 25) { spaceKey = true; } } }

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  • How can I have multiple layers in my map array?

    - by Manl400
    How do I load Levels in my game, as in Layer 1 would be Objects, Layer 2 would be Characters and so on. I only need 3 layers, and they will all be put on top of each other. i.e having a flower with a transparent background to be put on grass or dirt on the layer below.I would like to Read From the same file too. How would i go about doing this? Any help would be appreciated. I load the map from a level file which are just numbers corresponding to a tile in the tilesheet. Here is the level file [Layer1] 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 [Layer2] 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 [Layer3] 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 And here is the code that interprets it void LoadMap(const char *filename, std::vector< std::vector <int> > &map) { std::ifstream openfile(filename); if(openfile.is_open()) { std::string line, value; int space; while(!openfile.eof()) { std::getline(openfile, line); if(line.find("[TileSet]") != std::string::npos) { state = TileSet; continue; } else if (line.find("[Layer1]") != std::string::npos) { state = Map; continue; } switch(state) { case TileSet: if(line.length() > 0) tileSet = al_load_bitmap(line.c_str()); break; case Map: std::stringstream str(line); std::vector<int> tempVector; while(!str.eof()) { std::getline(str, value, ' '); if(value.length() > 0) tempVector.push_back(atoi(value.c_str())); } map.push_back(tempVector); break; } } } else { } } and this is how it draws the map. Also the tile sheet is 1280 by 1280 and the tilesizeX and tilesizeY is 64 void DrawMap(std::vector <std::vector <int> > map) { int mapRowCount = map.size(); for(int i, j = 0; i < mapRowCount; i ++) { int mapColCount = map[i].size(); for (int j = 0; j < mapColCount; ++j) { int tilesetIndex = map[i][j]; int tilesetRow = floor(tilesetIndex / TILESET_COLCOUNT); int tilesetCol = tilesetIndex % TILESET_COLCOUNT; al_draw_bitmap_region(tileSet, tilesetCol * TileSizeX, tilesetRow * TileSizeY, TileSizeX, TileSizeY, j * TileSizeX, i * TileSizeX, NULL); } } } EDIT: http://i.imgur.com/Ygu0zRE.jpg

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  • Basic collision direction detection on 2d objects

    - by Osso Buko
    I am trying to develop a platform game for Android by using ANdroid GL Engine (ANGLE). And I am having trouble with collision detection. I have two objects which is shaped as rectangular. And no change in rotation. Here is a scheme of attributes of objects. What i am trying to do is when objects collide they block each other's movement on that direction. Every object has 4 boolean (bTop, bBottom, bRight, bLeft). For example when bBottom is true object can't advance on that direction. I came up with a solution but it seems it only works on one dimensional. Bottom and top or right and left. public void collisionPlatform (MyObject a, MyObject b) { // first obj is player and second is a wall or a platform Vector p1 = a.mPosition; // p1 = middle point of first object Vector d1 = a.mPosition2; // width(mX) and height of first object Vector mSpeed1 = a.mSpeed; // speed vector of first object Vector p2 = b.mPosition; // p1 = middle point of second object Vector d2 = b.mPosition2; // width(mX) and height of second object Vector mSpeed2 = b.mSpeed; // speed vector of second object float xDist, yDist; // distant between middle of two object float width , height; // this is average of two objects measurements width=(width1+width2)/2 xDist=(p1.mX - p2.mX); // calculate distance // if positive first object is at the right yDist=(p1.mY - p2.mY); // if positive first object is below width = d1.mX + d2.mX; // average measurements calculate height = d1.mY + d2.mY; width/=2; height/=2; if (Math.abs(xDist) < width && Math.abs(yDist) < height) { // Two object is collided if(p1.mY>p2.mY) { // first object is below second one a.bTop = true; if(a.mSpeed.mY<0) a.mSpeed.mY=0; b.bBottom = true; if(b.mSpeed.mY>0) b.mSpeed.mY=0; } else { a.bBottom = true; if(a.mSpeed.mY>0) a.mSpeed.mY=0; b.bTop = true; if(b.mSpeed.mY<0) b.mSpeed.mY=0; } } As seen in my code it simply will not work. when object comes from right or left it doesn't work. I tried couple of ways other than this one but none worked. I am guessing right method will include mSpeed vector. But I have no idea how to do it. I really appreciate if you could help. Sorry for my bad english.

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  • Creating a voxel world with 3D arrays using threads

    - by Sean M.
    I am making a voxel game (a bit like Minecraft) in C++(11), and I've come across an issue with creating a world efficiently. In my program, I have a World class, which holds a 3D array of Region class pointers. When I initialize the world, I give it a width, height, and depth so it knows how large of a world to create. Each Region is split up into a 32x32x32 area of blocks, so as you may guess, it takes a while to initialize the world once the world gets to be above 8x4x8 Regions. In order to alleviate this issue, I thought that using threads to generate different levels of the world concurrently would make it go faster. Having not used threads much before this, and being still relatively new to C++, I'm not entirely sure how to go about implementing one thread per level (level being a xz plane with a height of 1), when there is a variable number of levels. I tried this: for(int i = 0; i < height; i++) { std::thread th(std::bind(&World::load, this, width, height, depth)); th.join(); } Where load() just loads all Regions at height "height". But that executes the threads one at a time (which makes sense, looking back), and that of course takes as long as generating all Regions in one loop. I then tried: std::thread t1(std::bind(&World::load, this, w, h1, h2 - 1, d)); std::thread t2(std::bind(&World::load, this, w, h2, h3 - 1, d)); std::thread t3(std::bind(&World::load, this, w, h3, h4 - 1, d)); std::thread t4(std::bind(&World::load, this, w, h4, h - 1, d)); t1.join(); t2.join(); t3.join(); t4.join(); This works in that the world loads about 3-3.5 times faster, but this forces the height to be a multiple of 4, and it also gives the same exact VAO object to every single Region, which need individual VAOs in order to render properly. The VAO of each Region is set in the constructor, so I'm assuming that somehow the VAO number is not thread safe or something (again, unfamiliar with threads). So basically, my question is two one-part: How to I implement a variable number of threads that all execute at the same time, and force the main thread to wait for them using join() without stopping the other threads? How do I make the VAO objects thread safe, so when a bunch of Regions are being created at the same time across multiple threads, they don't all get the exact same VAO? Turns out it has to do with GL contexts not working across multiple threads. I moved the VAO/VBO creation back to the main thread. Fixed! Here is the code for block.h/.cpp, region.h/.cpp, and CVBObject.h/.cpp which controls VBOs and VAOs, in case you need it. If you need to see anything else just ask. EDIT: Also, I'd prefer not to have answers that are like "you should have used boost". I'm trying to do this without boost to get used to threads before moving onto other libraries.

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  • Difficulties with rotation of a sprite

    - by Andy
    I want to program a dolphin that jumps and rotates like a real dolphin. Jumping is not the problem, but I don't know how to make the rotation. My dolphin always rests in the same angle while it jumps. But I want that it changes the rotation during the jump, like a real dolphin does. How can I improve the rotation? public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D image, water; float Gravity = 5.0F; float Acceleration = 20.0F; Vector2 Position = new Vector2(1200,720); Vector2 Velocity; float rotation = 0; SpriteEffects flip; Vector2 Speed = new Vector2(0, 0); public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 720; } protected override void Initialize() { base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); image = Content.Load<Texture2D>("cartoondolphin"); water = Content.Load<Texture2D>("background"); flip = SpriteEffects.None; } protected override void Update(GameTime gameTime) { float VelocityX = 0f; float VelocityY = 0f; float time = (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState kbState = Keyboard.GetState(); if(kbState.IsKeyDown(Keys.Left)) { rotation = 0; flip = SpriteEffects.None; VelocityX += -5f; } if(kbState.IsKeyDown(Keys.Right)) { rotation = 0; flip = SpriteEffects.FlipHorizontally; VelocityX += 5f; } // jump if the dolphin is under water if(Position.Y >= 670) { if (kbState.IsKeyDown(Keys.A)) { if (flip == SpriteEffects.None) { rotation = 45; VelocityY += 40f; } else { rotation = -45; VelocityY += 40f; } } } else { VelocityY += -10f; } float deltaY = 0; float deltaX = 0; deltaY = Gravity * (float)gameTime.ElapsedGameTime.TotalSeconds; deltaX += VelocityX * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; deltaY += -VelocityY * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; Speed = new Vector2(Speed.X + deltaX, Speed.Y + deltaY); Position += Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; Velocity.X = 0; if (Position.Y + image.Height/2 > graphics.PreferredBackBufferHeight) Position.Y = graphics.PreferredBackBufferHeight - image.Height/2; base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); spriteBatch.Draw(water, new Rectangle(0, graphics.PreferredBackBufferHeight -100, graphics.PreferredBackBufferWidth, 100), Color.White); spriteBatch.Draw(image, Position, null, Color.White, MathHelper.ToRadians(rotation), new Vector2(image.Width / 2, image.Height / 2), 1, flip, 1); spriteBatch.End(); base.Draw(gameTime); } }

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  • Java Dragging an object from one area to another [on hold]

    - by user50369
    Hello I have a game where you drag bits of food around the screen. I want to be able to click on an ingredient and drag it to another part of the screen where I release the mouse. I am new to java so I do not really know how to do this please help me Here is me code. This is the class with the mouse listeners in it: public void mousePressed(MouseEvent e) { if (e.getButton() == MouseEvent.BUTTON1) { Comp.ml = true; // placing if (manager.title == true) { if (title.r.contains(Comp.mx, Comp.my)) { title.overview = true; } else if (title.r1.contains(Comp.mx, Comp.my)) { title.options = true; } else if (title.r2.contains(Comp.mx, Comp.my)) { System.exit(0); } } if (manager.option == true) { optionsMouse(e); } mouseinventory(e); } else if (e.getButton() == MouseEvent.BUTTON3) { Comp.mr = true; } } private void mouseinventory(MouseEvent e) { if (e.getButton() == MouseEvent.BUTTON1) { } else if (e.getButton() == MouseEvent.BUTTON1) { } } @Override public void mouseReleased(MouseEvent e) { if (e.getButton() == MouseEvent.BUTTON1) { Comp.ml = false; } else if (e.getButton() == MouseEvent.BUTTON3) { Comp.mr = false; } } @Override public void mouseDragged(MouseEvent e) { for(int i = 0; i < overview.im.ing.toArray().length; i ++){ if(overview.im.ing.get(i).r.contains(Comp.mx,Comp.my)){ overview.im.ing.get(i).newx = Comp.mx; overview.im.ing.get(i).newy = Comp.my; overview.im.ing.get(i).dragged = true; }else{ overview.im.ing.get(i).dragged = false; } } } @Override public void mouseMoved(MouseEvent e) { Comp.mx = e.getX(); Comp.my = e.getY(); // System.out.println("" + Comp.my); } This is the class called ingredient public abstract class Ingrediant { public int x,y,id,lastx,lasty,newx,newy; public boolean removed = false,dragged = false; public int width; public int height; public Rectangle r = new Rectangle(x,y,width,height); public Ingrediant(){ r = new Rectangle(x,y,width,height); } public abstract void tick(); public abstract void render(Graphics g); } and this is a class which extends ingredient called hagleave public class HagLeave extends Ingrediant { private Image img; public HagLeave(int x, int y, int id) { this.x = x; this.y = y; this.newx = x; this.newy = y; this.id = id; width = 75; height = 75; r = new Rectangle(x,y,width,height); } public void tick() { r = new Rectangle(x,y,width,height); if(!dragged){ x = newx; y = newy; } } public void render(Graphics g) { ImageIcon i2 = new ImageIcon("res/ingrediants/hagleave.png"); img = i2.getImage(); g.drawImage(img, x, y, null); g.setColor(Color.red); g.drawRect(r.x, r.y, r.width, r.height); } } The arraylist is in a class called ingrediantManager: public class IngrediantsManager { public ArrayList<Ingrediant> ing = new ArrayList<Ingrediant>(); public IngrediantsManager(){ ing.add(new HagLeave(100,200,1)); ing.add(new PigHair(70,300,2)); ing.add(new GiantsToe(100,400,3)); } public void tick(){ for(int i = 0; i < ing.toArray().length; i ++){ ing.get(i).tick(); if(ing.get(i).removed){ ing.remove(i); i--; } } } public void render(Graphics g){ for(int i = 0; i < ing.toArray().length; i ++){ ing.get(i).render(g); } } }

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  • Why is the framerate (fps) capped at 60?

    - by dennmat
    ISSUE I recently moved a project from my laptop to my desktop(machine info below). On my laptop the exact same code displays the fps(and ms/f) correctly. On my desktop it does not. What I mean by this is on the laptop it will display 300 fps(for example) where on my desktop it will show only up to 60. If I add 100 objects to the game on the laptop I'll see my frame rate drop accordingly; the same test on the desktop results in no change and the frames stay at 60. It takes a lot(~300) entities before I'll see a frame drop on the desktop, then it will descend. It seems as though its "theoretical" frames would be 400 or 500 but will never actually get to that and only do 60 until there's too much to handle at 60. This 60 frame cap is coming from no where. I'm not doing any frame limiting myself. It seems like something external is limiting my loop iterations on the desktop, but for the last couple days I've been scratching my head trying to figure out how to debug this. SETUPS Desktop: Visual Studio Express 2012 Windows 7 Ultimate 64-bit Laptop: Visual Studio Express 2010 Windows 7 Ultimate 64-bit The libraries(allegro, box2d) are the same versions on both setups. CODE Main Loop: while(!abort) { frameTime = al_get_time(); if (frameTime - lastTime >= 1.0) { lastFps = fps/(frameTime - lastTime); lastTime = frameTime; avgMspf = cumMspf/fps; cumMspf = 0.0; fps = 0; } /** DRAWING/UPDATE CODE **/ fps++; cumMspf += al_get_time() - frameTime; } Note: There is no blocking code in the loop at any point. Where I'm at My understanding of al_get_time() is that it can return different resolutions depending on the system. However the resolution is never worse than seconds, and the double is represented as [seconds].[finer-resolution] and seeing as I'm only checking for a whole second al_get_time() shouldn't be responsible. My project settings and compiler options are the same. And I promise its the same code on both machines. My googling really didn't help me much, and although technically it's not that big of a deal. I'd really like to figure this out or perhaps have it explained, whichever comes first. Even just an idea of how to go about figuring out possible causes, because I'm out of ideas. Any help at all is greatly appreciated. EDIT: Thanks All. For any others that find this to disable vSync(windows only) in opengl: First get "wglext.h". It's all over the web. Then you can use a tool like GLee or just write your own quick extensions manager like: bool WGLExtensionSupported(const char *extension_name) { PFNWGLGETEXTENSIONSSTRINGEXTPROC _wglGetExtensionsStringEXT = NULL; _wglGetExtensionsStringEXT = (PFNWGLGETEXTENSIONSSTRINGEXTPROC) wglGetProcAddress("wglGetExtensionsStringEXT"); if (strstr(_wglGetExtensionsStringEXT(), extension_name) == NULL) { return false; } return true; } and then create and setup your function pointers: PFNWGLSWAPINTERVALEXTPROC wglSwapIntervalEXT = NULL; PFNWGLGETSWAPINTERVALEXTPROC wglGetSwapIntervalEXT = NULL; if (WGLExtensionSupported("WGL_EXT_swap_control")) { // Extension is supported, init pointers. wglSwapIntervalEXT = (PFNWGLSWAPINTERVALEXTPROC) wglGetProcAddress("wglSwapIntervalEXT"); // this is another function from WGL_EXT_swap_control extension wglGetSwapIntervalEXT = (PFNWGLGETSWAPINTERVALEXTPROC) wglGetProcAddress("wglGetSwapIntervalEXT"); } Then just call wglSwapIntervalEXT(0) to disable vSync and 1 to enable vSync. I found the reason this is windows only is that openGl actually doesn't deal with anything other than rendering it leaves the rest up to the OS and Hardware. Thanks everyone saved me a lot of time!

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  • Slide 2d Vector to destination over a period of time

    - by SchautDollar
    I am making a library of GUI controls for games I make with XNA. I am currently developing the library as I make a game so I can test the features and find errors/bugs and hopefully smash them right away. My current issue is on a slide feature I want to implement for my base class that all controls inherit. My goal is to get the control to slide to a specified point over a specified amount of time. Here is the #region containing the code #region Slide private bool sliding; private Vector2 endPoint; private float slideTimeLeft; private float speed; private bool wasEnabled; private Vector2 slideDirection; private float slideDistance; public void Slide(Vector2 startPoint, Vector2 endPoint, float slideTime) { this.location = startPoint; Slide(endPoint,slideTime); } public void Slide(Vector2 endPoint, float slideTime) { this.wasEnabled = this.enabled; this.enabled = false; this.sliding = true; Vector2 tempLength = endPoint - this.location; this.slideDistance = tempLength.Length(); //Was this.slideDistance = (float)Math.Sqrt(tempLength.LengthSquared()); this.speed = slideTime / this.slideDistance; this.endPoint = endPoint; this.slideTimeLeft = slideTime; } private void UpdateSlide(GameTime gameTime) { if (this.sliding) { this.slideTimeLeft -= gameTime.ElapsedGameTime.Milliseconds; if (this.slideTimeLeft >= 0 ) { if ((this.endPoint-this.location).Length() != 0){//Was if (this.endPoint.LengthSquared() > 0 || this.location.LengthSquared() > 0) { this.slideDirection = Vector2.Normalize(this.endPoint - this.location); } this.location += this.slideDirection * speed * gameTime.ElapsedGameTime.Milliseconds;//This is where I believe the issue is, but I'm not sure. It seems right to me... (Even though it doesn't work) } else { this.enabled = this.wasEnabled; this.location = this.endPoint;//After time, the controls position will get set to be the endpoint. this.sliding = false; } } } #endregion this.location is the location of the control elsewhere defined in the class. I have looked at this blog as a huge reference and have googled around quite and have looked on many forums but can't find anything that shows how to implement it. Please and Thanks for your time! EDIT: I have switched this line "this.location += this.slideDirection * speed * gameTime.ElapsedGameTime.Milliseconds;" several times to see what it does. My issue is getting the control to smoothly move to the end location. It moves after the time has expired, but It doesn't move other then that except flash in my face. EDIT2: I have used the first slide method with 3 parameters and it works except it doesn't do it in a period of time and once it gets to its destination, it starts moving randomly towards the previous location and the end location.

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  • Exploring packages in code

    In my previous post Searching for tasks with code you can see how to explore the control flow side of packages, drilling down through containers, task, and event handlers, but it didn’t cover the data flow. I recently saw a post on the MSDN forum asking how to edit an existing package programmatically, and the sticking point was how to find the the data flow and the components inside. This post builds on some of the previous code and shows how you can explore all objects inside a package. I took the sample Task Search application I’d written previously, and came up with a totally pointless little console application that just walks through the package and writes out the basic type and name of every object it finds, starting with the package itself e.g. Package – MyPackage . The sample package we used last time showed nested objects as well an event handler; a OnPreExecute event tucked away on the task SQL In FEL. The output of this sample tool would look like this: PackageObjects v1.0.0.0 (1.0.0.26627) Copyright (C) 2009 Konesans Ltd Processing File - Z:\Users\Darren Green\Documents\Visual Studio 2005\Projects\SSISTestProject\EventsAndContainersWithExe cSQLForSearch.dtsx Package - EventsAndContainersWithExecSQLForSearch For Loop - FOR Counter Loop Task - SQL In Counter Loop Sequence Container - SEQ For Each Loop Wrapper For Each Loop - FEL Simple Loop Task - SQL In FEL Task - SQL On Pre Execute for FEL SQL Task Sequence Container - SEQ Top Level Sequence Container - SEQ Nested Lvl 1 Sequence Container - SEQ Nested Lvl 2 Task - SQL In Nested Lvl 2 Task - SQL In Nested Lvl 1 #1 Task - SQL In Nested Lvl 1 #2 Connection Manager – LocalHost The code is very similar to what we had previously, but there are a couple of extra bits to deal with connections and to look more closely at a task and see if it is a Data Flow task. For connections your just examine the package's Connections collection as shown in the abridged snippets below. First you can see the call to the ProcessConnections method, followed by the method itself. // Load the package file Application application = new Application(); using (Package package = application.LoadPackage(filename, null)) { // Write out the package name Console.WriteLine("Package - {0}", package.Name); ... More ... // Look and the connections ProcessConnections(package.Connections); } private static void ProcessConnections(Connections connections) { foreach (ConnectionManager connectionManager in connections) { Console.WriteLine("Connection Manager - {0}", connectionManager.Name); } } What we didn’t see in the sample output above was anything to do with the Data Flow, but rest assured the code now handles it too. The following snippet shows how each task is examined to see if it is a Data Flow task, and if so we can then loop through all of the components inside the data flow. private static void ProcessTaskHost(TaskHost taskHost) { if (taskHost == null) { return; } Console.WriteLine("Task - {0}", taskHost.Name); // Check if the task is a Data Flow task MainPipe pipeline = taskHost.InnerObject as MainPipe; if (pipeline != null) { ProcessPipeline(pipeline); } } private static void ProcessPipeline(MainPipe pipeline) { foreach (IDTSComponentMetaData90 componentMetadata in pipeline.ComponentMetaDataCollection) { Console.WriteLine("Pipeline Component - {0}", componentMetadata.Name); // If you wish to make changes to the component then you should really use the managed wrapper. // CManagedComponentWrapper wrapper = componentMetadata.Instantiate(); // wrapper.SetComponentProperty("PropertyName", "Value"); } } Hopefully you can see how we get a reference to the Data Flow task, and then use the ComponentMetaDataCollection to find out what components we have inside the pipeline. If you wanted to know more about the component you could look at the ObjectType or ComponentClassID properties. After that it gets a bit harder and you should get a reference to the wrapper object as the comment suggest and start using the properties, just like you would in the create packages samples, see our Code Development category for some for these examples. Download Sample code project PackageObjects.zip (5KB)

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  • 2d movement solution

    - by Phil
    Hi! I'm making a simple top-down tank game on the ipad where the user controls the movement of the tank with the left "joystick" and the rotation of the turret with the right one. I've spent several hours just trying to get it to work decently but now I turn to the pros :) I have two referencial objects, one for the movement and one for the rotation. The referencial objects always stay max two units away from the tank and I use them to tell the tank in what direction to move. I chose this approach to decouple movement and rotational behaviour from the raw input of the joysticks, I believe this will make it simpler to implement whatever behaviour I want for the tank. My problem is 1; the turret rotates the long way to the target. With this I mean that the target can be -5 degrees away in rotation and still it rotates 355 degrees instead of -5 degrees. I can't figure out why. The other problem is with the movement. It just doesn't feel right to have the tank turn while moving. I'd like to have a solution that would work as well for the AI as for the player. A blackbox function for the movement where the player only specifies in what direction it should move and it moves there under the constraints that are imposed on it. I am using the standard joystick class found in the Unity iPhone package. This is the code I'm using for the movement: public class TankFollow : MonoBehaviour { //Check angle difference and turn accordingly public GameObject followPoint; public float speed; public float turningSpeed; void Update() { transform.position = Vector3.Slerp(transform.position, followPoint.transform.position, speed * Time.deltaTime); //Calculate angle var forwardA = transform.forward; var forwardB = (followPoint.transform.position - transform.position); var angleA = Mathf.Atan2(forwardA.x, forwardA.z) * Mathf.Rad2Deg; var angleB = Mathf.Atan2(forwardB.x, forwardB.z) * Mathf.Rad2Deg; var angleDiff = Mathf.DeltaAngle(angleA, angleB); //print(angleDiff.ToString()); if (angleDiff > 5) { //Rotate to transform.Rotate(new Vector3(0, (-turningSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); } else if (angleDiff < 5) { transform.Rotate(new Vector3(0, (turningSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); } else { } transform.position = new Vector3(transform.position.x, 0, transform.position.z); } } And this is the code I'm using to rotate the turret: void LookAt() { var forwardA = -transform.right; var forwardB = (toLookAt.transform.position - transform.position); var angleA = Mathf.Atan2(forwardA.x, forwardA.z) * Mathf.Rad2Deg; var angleB = Mathf.Atan2(forwardB.x, forwardB.z) * Mathf.Rad2Deg; var angleDiff = Mathf.DeltaAngle(angleA, angleB); //print(angleDiff.ToString()); if (angleDiff - 180 > 1) { //Rotate to transform.Rotate(new Vector3(0, (turretSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); } else if (angleDiff - 180 < -1) { transform.Rotate(new Vector3(0, (-turretSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); print((angleDiff - 180).ToString()); } else { } } Since I want the turret reference point to turn in relation to the tank (when you rotate the body, the turret should follow and not stay locked on since it makes it impossible to control when you've got two thumbs to work with), I've made the TurretFollowPoint a child of the Turret object, which in turn is a child of the body. I'm thinking that I'm making it too difficult for myself with the reference points but I'm imagining that it's a good idea. Please be honest about this point. So I'll be grateful for any help I can get! I'm using Unity3d iPhone. Thanks!

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  • XNA Level Select Menu

    - by user29901
    I'll try to explain this the best I can. I'm trying to create a level select menu for a game I'm making. The menu is basically a group of blocks numbered 1-16, similar to something like the Angry Birds menu. What I've done is created a cursor, basically just an outline to surround a block, that the user can move to select what level they want to play. What I want it do is move from block to block instead of simply moving around on the X and Y axes as it does now. So my question is, how can I get the cursor (highLight in the below code) to move from block to block(destinationRectangle1 etc. in the code)? /// Field for the "cursor" Vector2 highLightPos = new Vector2(400, 200); ///This is the Update code KeyboardState keyBoardState = Keyboard.GetState(); if (keyBoardState.IsKeyDown(Keys.Up)) highLightPos.Y--; if (keyBoardState.IsKeyDown(Keys.Down)) highLightPos.Y++; if (keyBoardState.IsKeyDown(Keys.Right)) highLightPos.X++; if (keyBoardState.IsKeyDown(Keys.Left)) highLightPos.X--; /// This is the draw code SpriteBatch spriteBatch = ScreenManager.SpriteBatch; Rectangle screenRectangle = new Rectangle(0, 0, 1280, 720); Rectangle destinationRectangle1 = new Rectangle(400, 200, 64, 64); Rectangle frameRectangle1 = new Rectangle(0, 0, 64, 64); Rectangle destinationRectangle2 = new Rectangle(500, 200, 64, 64); Rectangle frameRectangle2 = new Rectangle(64, 0, 64, 64); Rectangle destinationRectangle3 = new Rectangle(600, 200, 64, 64); Rectangle frameRectangle3 = new Rectangle(128, 0, 64, 64); Rectangle destinationRectangle4 = new Rectangle(700, 200, 64, 64); Rectangle frameRectangle4 = new Rectangle(192, 0, 64, 64); Rectangle destinationRectangle5 = new Rectangle(800, 200, 64, 64); Rectangle frameRectangle5 = new Rectangle(256, 0, 64, 64); Rectangle destinationRectangle6 = new Rectangle(400, 300, 64, 64); Rectangle frameRectangle6 = new Rectangle(320, 0, 64, 64); Rectangle destinationRectangle7 = new Rectangle(500, 300, 64, 64); Rectangle frameRectangle7 = new Rectangle(384, 0, 64, 64); Rectangle destinationRectangle8 = new Rectangle(600, 300, 64, 64); Rectangle frameRectangle8 = new Rectangle(448, 0, 64, 64); Rectangle destinationRectangle9 = new Rectangle(700, 300, 64, 64); Rectangle frameRectangle9 = new Rectangle(0, 64, 64, 64); Rectangle destinationRectangle10 = new Rectangle(800, 300, 64, 64); Rectangle frameRectangle10 = new Rectangle(64, 64, 64, 64); Rectangle destinationRectangle11 = new Rectangle(400, 400, 64, 64); Rectangle frameRectangle11 = new Rectangle(128, 64, 64, 64); Rectangle destinationRectangle12 = new Rectangle(500, 400, 64, 64); Rectangle frameRectangle12 = new Rectangle(192, 64, 64, 64); Rectangle destinationRectangle13 = new Rectangle(600, 400, 64, 64); Rectangle frameRectangle13 = new Rectangle(256, 64, 64, 64); Rectangle destinationRectangle14 = new Rectangle(700, 400, 64, 64); Rectangle frameRectangle14 = new Rectangle(320, 64, 64, 64); Rectangle destinationRectangle15 = new Rectangle(800, 400, 64, 64); Rectangle frameRectangle15 = new Rectangle(384, 64, 64, 64); Rectangle destinationRectangle16 = new Rectangle(600, 500, 64, 64); Rectangle frameRectangle16 = new Rectangle(448, 64, 64, 64); spriteBatch.Begin(); spriteBatch.Draw(forestBG, screenRectangle, Color.White); spriteBatch.Draw(highLight, highLightPos, Color.White); spriteBatch.Draw(levelSelectTiles, destinationRectangle1, frameRectangle1, Color.White); spriteBatch.Draw(levelSelectTiles, destinationRectangle2, frameRectangle2, Color.White); spriteBatch.Draw(levelSelectTiles, destinationRectangle3, frameRectangle3, Color.White); spriteBatch.Draw(levelSelectTiles, destinationRectangle4, frameRectangle4, Color.White); spriteBatch.Draw(levelSelectTiles, destinationRectangle5, frameRectangle5, Color.White); spriteBatch.Draw(levelSelectTiles, destinationRectangle6, frameRectangle6, Color.White); spriteBatch.Draw(levelSelectTiles, destinationRectangle7, frameRectangle7, Color.White); spriteBatch.Draw(levelSelectTiles, destinationRectangle8, frameRectangle8, Color.White); spriteBatch.Draw(levelSelectTiles, destinationRectangle9, frameRectangle9, Color.White); spriteBatch.Draw(levelSelectTiles, destinationRectangle10, frameRectangle10, Color.White); spriteBatch.Draw(levelSelectTiles, destinationRectangle11, frameRectangle11, Color.White); spriteBatch.Draw(levelSelectTiles, destinationRectangle12, frameRectangle12, Color.White); spriteBatch.Draw(levelSelectTiles, destinationRectangle13, frameRectangle13, Color.White); spriteBatch.Draw(levelSelectTiles, destinationRectangle14, frameRectangle14, Color.White); spriteBatch.Draw(levelSelectTiles, destinationRectangle15, frameRectangle15, Color.White); spriteBatch.Draw(levelSelectTiles, destinationRectangle16, frameRectangle16, Color.White); spriteBatch.End(); PS, I'm aware that this code is probably inefficient, cumbersome or that there's a better way to draw parts of a tile sheet. Any suggestions would be appreciated.

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  • Asynchrony in C# 5: Dataflow Async Logger Sample

    - by javarg
    Check out this (very simple) code examples for TPL Dataflow. Suppose you are developing an Async Logger to register application events to different sinks or log writers. The logger architecture would be as follow: Note how blocks can be composed to achieved desired behavior. The BufferBlock<T> is the pool of log entries to be process whereas linked ActionBlock<TInput> represent the log writers or sinks. The previous composition would allows only one ActionBlock to consume entries at a time. Implementation code would be something similar to (add reference to System.Threading.Tasks.Dataflow.dll in %User Documents%\Microsoft Visual Studio Async CTP\Documentation): TPL Dataflow Logger var bufferBlock = new BufferBlock<Tuple<LogLevel, string>>(); ActionBlock<Tuple<LogLevel, string>> infoLogger =     new ActionBlock<Tuple<LogLevel, string>>(         e => Console.WriteLine("Info: {0}", e.Item2)); ActionBlock<Tuple<LogLevel, string>> errorLogger =     new ActionBlock<Tuple<LogLevel, string>>(         e => Console.WriteLine("Error: {0}", e.Item2)); bufferBlock.LinkTo(infoLogger, e => (e.Item1 & LogLevel.Info) != LogLevel.None); bufferBlock.LinkTo(errorLogger, e => (e.Item1 & LogLevel.Error) != LogLevel.None); bufferBlock.Post(new Tuple<LogLevel, string>(LogLevel.Info, "info message")); bufferBlock.Post(new Tuple<LogLevel, string>(LogLevel.Error, "error message")); Note the filter applied to each link (in this case, the Logging Level selects the writer used). We can specify message filters using Predicate functions on each link. Now, the previous sample is useless for a Logger since Logging Level is not exclusive (thus, several writers could be used to process a single message). Let´s use a Broadcast<T> buffer instead of a BufferBlock<T>. Broadcast Logger var bufferBlock = new BroadcastBlock<Tuple<LogLevel, string>>(     e => new Tuple<LogLevel, string>(e.Item1, e.Item2)); ActionBlock<Tuple<LogLevel, string>> infoLogger =     new ActionBlock<Tuple<LogLevel, string>>(         e => Console.WriteLine("Info: {0}", e.Item2)); ActionBlock<Tuple<LogLevel, string>> errorLogger =     new ActionBlock<Tuple<LogLevel, string>>(         e => Console.WriteLine("Error: {0}", e.Item2)); ActionBlock<Tuple<LogLevel, string>> allLogger =     new ActionBlock<Tuple<LogLevel, string>>(     e => Console.WriteLine("All: {0}", e.Item2)); bufferBlock.LinkTo(infoLogger, e => (e.Item1 & LogLevel.Info) != LogLevel.None); bufferBlock.LinkTo(errorLogger, e => (e.Item1 & LogLevel.Error) != LogLevel.None); bufferBlock.LinkTo(allLogger, e => (e.Item1 & LogLevel.All) != LogLevel.None); bufferBlock.Post(new Tuple<LogLevel, string>(LogLevel.Info, "info message")); bufferBlock.Post(new Tuple<LogLevel, string>(LogLevel.Error, "error message")); As this block copies the message to all its outputs, we need to define the copy function in the block constructor. In this case we create a new Tuple, but you can always use the Identity function if passing the same reference to every output. Try both scenarios and compare the results.

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  • Exploring packages in code

    In my previous post Searching for tasks with code you can see how to explore the control flow side of packages, drilling down through containers, task, and event handlers, but it didn’t cover the data flow. I recently saw a post on the MSDN forum asking how to edit an existing package programmatically, and the sticking point was how to find the the data flow and the components inside. This post builds on some of the previous code and shows how you can explore all objects inside a package. I took the sample Task Search application I’d written previously, and came up with a totally pointless little console application that just walks through the package and writes out the basic type and name of every object it finds, starting with the package itself e.g. Package – MyPackage . The sample package we used last time showed nested objects as well an event handler; a OnPreExecute event tucked away on the task SQL In FEL. The output of this sample tool would look like this: PackageObjects v1.0.0.0 (1.0.0.26627) Copyright (C) 2009 Konesans Ltd Processing File - Z:\Users\Darren Green\Documents\Visual Studio 2005\Projects\SSISTestProject\EventsAndContainersWithExe cSQLForSearch.dtsx Package - EventsAndContainersWithExecSQLForSearch For Loop - FOR Counter Loop Task - SQL In Counter Loop Sequence Container - SEQ For Each Loop Wrapper For Each Loop - FEL Simple Loop Task - SQL In FEL Task - SQL On Pre Execute for FEL SQL Task Sequence Container - SEQ Top Level Sequence Container - SEQ Nested Lvl 1 Sequence Container - SEQ Nested Lvl 2 Task - SQL In Nested Lvl 2 Task - SQL In Nested Lvl 1 #1 Task - SQL In Nested Lvl 1 #2 Connection Manager – LocalHost The code is very similar to what we had previously, but there are a couple of extra bits to deal with connections and to look more closely at a task and see if it is a Data Flow task. For connections your just examine the package's Connections collection as shown in the abridged snippets below. First you can see the call to the ProcessConnections method, followed by the method itself. // Load the package file Application application = new Application(); using (Package package = application.LoadPackage(filename, null)) { // Write out the package name Console.WriteLine("Package - {0}", package.Name); ... More ... // Look and the connections ProcessConnections(package.Connections); } private static void ProcessConnections(Connections connections) { foreach (ConnectionManager connectionManager in connections) { Console.WriteLine("Connection Manager - {0}", connectionManager.Name); } } What we didn’t see in the sample output above was anything to do with the Data Flow, but rest assured the code now handles it too. The following snippet shows how each task is examined to see if it is a Data Flow task, and if so we can then loop through all of the components inside the data flow. private static void ProcessTaskHost(TaskHost taskHost) { if (taskHost == null) { return; } Console.WriteLine("Task - {0}", taskHost.Name); // Check if the task is a Data Flow task MainPipe pipeline = taskHost.InnerObject as MainPipe; if (pipeline != null) { ProcessPipeline(pipeline); } } private static void ProcessPipeline(MainPipe pipeline) { foreach (IDTSComponentMetaData90 componentMetadata in pipeline.ComponentMetaDataCollection) { Console.WriteLine("Pipeline Component - {0}", componentMetadata.Name); // If you wish to make changes to the component then you should really use the managed wrapper. // CManagedComponentWrapper wrapper = componentMetadata.Instantiate(); // wrapper.SetComponentProperty("PropertyName", "Value"); } } Hopefully you can see how we get a reference to the Data Flow task, and then use the ComponentMetaDataCollection to find out what components we have inside the pipeline. If you wanted to know more about the component you could look at the ObjectType or ComponentClassID properties. After that it gets a bit harder and you should get a reference to the wrapper object as the comment suggest and start using the properties, just like you would in the create packages samples, see our Code Development category for some for these examples. Download Sample code project PackageObjects.zip (5KB)

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  • Changing enum in a different class for screen

    - by user2434321
    I'm trying to make a start menu for my game and my code uses Enum's to moniter the screen state. Now i want to change the screenstate declared in the main class, in my Background class Screen screen = new Screen(); is declared in the Game1 class Background(ref screen); This is in the update method for the Background Class KeyboardState keystate = Keyboard.GetState(); switch (screen) { case Screen.Start: if (isPressed && keystate.IsKeyUp(Keys.Up) && keystate.IsKeyUp(Keys.Down) && keystate.IsKeyUp(Keys.Enter)) { isPressed = false; } if (keystate.IsKeyDown(Keys.Down) && isPressed != true) { if (menuState == MenuState.Options) menuState = MenuState.Credits; if (menuState == MenuState.Play) menuState = MenuState.Options; isPressed = true; } if (keystate.IsKeyDown(Keys.Up) && isPressed != true) { if (menuState == MenuState.Options) menuState = MenuState.Play; if (menuState == MenuState.Credits) menuState = MenuState.Options; isPressed = true; } switch (menuState) { case MenuState.Play: arrowRect.X = 450; arrowRect.Y = 220; if (keystate.IsKeyDown(Keys.Enter) && isPressed != true) screen = Screen.Play; break; case MenuState.Options: arrowRect.X = 419; arrowRect.Y = 340; if (keystate.IsKeyDown(Keys.Enter) && isPressed != true) screen = Screen.Options; break; case MenuState.Credits: arrowRect.X = 425; arrowRect.Y = 460; if (keystate.IsKeyDown(Keys.Enter) && isPressed != true) screen = Screen.Credits; break; } break; } } For some reason when I play this and I hit the enter button the Background class's screen is changed but the main class's screen isn't how can i change this? EDIT 1* class Background { private Texture2D background; private Rectangle backgroundRect; private Texture2D arrow; private Rectangle arrowRect; private Screen screen; private MenuState menuState; private bool isPressed = false; public Screen getScreenState(ref Screen screen) { this.screen = screen; return this.screen; } public Background(ref Screen screen) { this.screen = screen; } public void Update() { KeyboardState keystate = Keyboard.GetState(); switch (screen) { case Screen.Start: if (isPressed && keystate.IsKeyUp(Keys.Up) && keystate.IsKeyUp(Keys.Down) && keystate.IsKeyUp(Keys.Enter)) { isPressed = false; } if (keystate.IsKeyDown(Keys.Down) && isPressed != true) { if (menuState == MenuState.Options) menuState = MenuState.Credits; if (menuState == MenuState.Play) menuState = MenuState.Options; isPressed = true; } if (keystate.IsKeyDown(Keys.Up) && isPressed != true) { if (menuState == MenuState.Options) menuState = MenuState.Play; if (menuState == MenuState.Credits) menuState = MenuState.Options; isPressed = true; } switch (menuState) { case MenuState.Play: arrowRect.X = 450; arrowRect.Y = 220; if (keystate.IsKeyDown(Keys.Enter) && isPressed != true) screen = Screen.Play; break; case MenuState.Options: arrowRect.X = 419; arrowRect.Y = 340; if (keystate.IsKeyDown(Keys.Enter) && isPressed != true) screen = Screen.Options; break; case MenuState.Credits: arrowRect.X = 425; arrowRect.Y = 460; if (keystate.IsKeyDown(Keys.Enter) && isPressed != true) screen = Screen.Credits; break; } break; case Screen.Pause: break; case Screen.Over: break; } } public void LoadStartContent(ContentManager Content, GraphicsDeviceManager graphics) { background = Content.Load<Texture2D>("startBackground"); arrow = Content.Load<Texture2D>("arrow"); backgroundRect = new Rectangle(0, 0, graphics.GraphicsDevice.Viewport.Width, graphics.GraphicsDevice.Viewport.Height); arrowRect = new Rectangle(450, 225, arrow.Width, arrow.Height); screen = Screen.Start; } public void LoadPlayContent(ContentManager Content, GraphicsDeviceManager graphics) { background = Content.Load<Texture2D>("Background"); backgroundRect = new Rectangle(0, 0, graphics.GraphicsDevice.Viewport.Width, graphics.GraphicsDevice.Viewport.Height); screen = Screen.Play; } public void LoadOverContent(ContentManager Content, GraphicsDeviceManager graphics) { } public void Draw(SpriteBatch spritebatch) { if (screen == Screen.Start) { spritebatch.Draw(background, backgroundRect, Color.White); spritebatch.Draw(arrow, arrowRect, Color.White); } else spritebatch.Draw(background, backgroundRect, Color.White); } } Thats my background class!

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  • 2d tank movement and turret solution

    - by Phil
    Hi! I'm making a simple top-down tank game on the ipad where the user controls the movement of the tank with the left "joystick" and the rotation of the turret with the right one. I've spent several hours just trying to get it to work decently but now I turn to the pros :) I have two referencial objects, one for the movement and one for the rotation. The referencial objects always stay max two units away from the tank and I use them to tell the tank in what direction to move. I chose this approach to decouple movement and rotational behaviour from the raw input of the joysticks, I believe this will make it simpler to implement whatever behaviour I want for the tank. My problem is 1; the turret rotates the long way to the target. With this I mean that the target can be -5 degrees away in rotation and still it rotates 355 degrees instead of -5 degrees. I can't figure out why. The other problem is with the movement. It just doesn't feel right to have the tank turn while moving. I'd like to have a solution that would work as well for the AI as for the player. A blackbox function for the movement where the player only specifies in what direction it should move and it moves there under the constraints that are imposed on it. I am using the standard joystick class found in the Unity iPhone package. This is the code I'm using for the movement: public class TankFollow : MonoBehaviour { //Check angle difference and turn accordingly public GameObject followPoint; public float speed; public float turningSpeed; void Update() { transform.position = Vector3.Slerp(transform.position, followPoint.transform.position, speed * Time.deltaTime); //Calculate angle var forwardA = transform.forward; var forwardB = (followPoint.transform.position - transform.position); var angleA = Mathf.Atan2(forwardA.x, forwardA.z) * Mathf.Rad2Deg; var angleB = Mathf.Atan2(forwardB.x, forwardB.z) * Mathf.Rad2Deg; var angleDiff = Mathf.DeltaAngle(angleA, angleB); //print(angleDiff.ToString()); if (angleDiff > 5) { //Rotate to transform.Rotate(new Vector3(0, (-turningSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); } else if (angleDiff < 5) { transform.Rotate(new Vector3(0, (turningSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); } else { } transform.position = new Vector3(transform.position.x, 0, transform.position.z); } } And this is the code I'm using to rotate the turret: void LookAt() { var forwardA = -transform.right; var forwardB = (toLookAt.transform.position - transform.position); var angleA = Mathf.Atan2(forwardA.x, forwardA.z) * Mathf.Rad2Deg; var angleB = Mathf.Atan2(forwardB.x, forwardB.z) * Mathf.Rad2Deg; var angleDiff = Mathf.DeltaAngle(angleA, angleB); //print(angleDiff.ToString()); if (angleDiff - 180 > 1) { //Rotate to transform.Rotate(new Vector3(0, (turretSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); } else if (angleDiff - 180 < -1) { transform.Rotate(new Vector3(0, (-turretSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); print((angleDiff - 180).ToString()); } else { } } Since I want the turret reference point to turn in relation to the tank (when you rotate the body, the turret should follow and not stay locked on since it makes it impossible to control when you've got two thumbs to work with), I've made the TurretFollowPoint a child of the Turret object, which in turn is a child of the body. I'm thinking that I'm making it too difficult for myself with the reference points but I'm imagining that it's a good idea. Please be honest about this point. So I'll be grateful for any help I can get! I'm using Unity3d iPhone. Thanks!

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  • Bacula windows client could not connect to Bacula director

    - by pr0f-r00t
    I have a Bacula server on my Linux Debian squeeze host (Bacula version 5.0.2) and a Bacula client on Windows XP SP3. On my network each client can see each other, can share files and can ping. On my local server I could run bconsole and the server responds but when I run bconsole or bat on my windows client the server does not respond. Here are my configuration files: bacula-dir.conf: # # Default Bacula Director Configuration file # # The only thing that MUST be changed is to add one or more # file or directory names in the Include directive of the # FileSet resource. # # For Bacula release 5.0.2 (28 April 2010) -- debian squeeze/sid # # You might also want to change the default email address # from root to your address. See the "mail" and "operator" # directives in the Messages resource. # Director { # define myself Name = nima-desktop-dir DIRport = 9101 # where we listen for UA connections QueryFile = "/etc/bacula/scripts/query.sql" WorkingDirectory = "/var/lib/bacula" PidDirectory = "/var/run/bacula" Maximum Concurrent Jobs = 1 Password = "Cv70F6pf1t6pBopT4vQOnigDrR0v3L" # Console password Messages = Daemon DirAddress = 127.0.0.1 # DirAddress = 72.16.208.1 } JobDefs { Name = "DefaultJob" Type = Backup Level = Incremental Client = nima-desktop-fd FileSet = "Full Set" Schedule = "WeeklyCycle" Storage = File Messages = Standard Pool = File Priority = 10 Write Bootstrap = "/var/lib/bacula/%c.bsr" } # # Define the main nightly save backup job # By default, this job will back up to disk in /nonexistant/path/to/file/archive/dir Job { Name = "BackupClient1" JobDefs = "DefaultJob" } #Job { # Name = "BackupClient2" # Client = nima-desktop2-fd # JobDefs = "DefaultJob" #} # Backup the catalog database (after the nightly save) Job { Name = "BackupCatalog" JobDefs = "DefaultJob" Level = Full FileSet="Catalog" Schedule = "WeeklyCycleAfterBackup" # This creates an ASCII copy of the catalog # Arguments to make_catalog_backup.pl are: # make_catalog_backup.pl <catalog-name> RunBeforeJob = "/etc/bacula/scripts/make_catalog_backup.pl MyCatalog" # This deletes the copy of the catalog RunAfterJob = "/etc/bacula/scripts/delete_catalog_backup" Write Bootstrap = "/var/lib/bacula/%n.bsr" Priority = 11 # run after main backup } # # Standard Restore template, to be changed by Console program # Only one such job is needed for all Jobs/Clients/Storage ... # Job { Name = "RestoreFiles" Type = Restore Client=nima-desktop-fd FileSet="Full Set" Storage = File Pool = Default Messages = Standard Where = /nonexistant/path/to/file/archive/dir/bacula-restores } # job for vmware windows host Job { Name = "nimaxp-fd" Type = Backup Client = nimaxp-fd FileSet = "nimaxp-fs" Schedule = "WeeklyCycle" Storage = File Messages = Standard Pool = Default Write Bootstrap = "/var/bacula/working/rsys-win-www-1-fd.bsr" #Change this } # job for vmware windows host Job { Name = "arg-michael-fd" Type = Backup Client = nimaxp-fd FileSet = "arg-michael-fs" Schedule = "WeeklyCycle" Storage = File Messages = Standard Pool = Default Write Bootstrap = "/var/bacula/working/rsys-win-www-1-fd.bsr" #Change this } # List of files to be backed up FileSet { Name = "Full Set" Include { Options { signature = MD5 } # # Put your list of files here, preceded by 'File =', one per line # or include an external list with: # # File = <file-name # # Note: / backs up everything on the root partition. # if you have other partitions such as /usr or /home # you will probably want to add them too. # # By default this is defined to point to the Bacula binary # directory to give a reasonable FileSet to backup to # disk storage during initial testing. # File = /usr/sbin } # # If you backup the root directory, the following two excluded # files can be useful # Exclude { File = /var/lib/bacula File = /nonexistant/path/to/file/archive/dir File = /proc File = /tmp File = /.journal File = /.fsck } } # List of files to be backed up FileSet { Name = "nimaxp-fs" Enable VSS = yes Include { Options { signature = MD5 } File = "C:\softwares" File = C:/softwares File = "C:/softwares" } } # List of files to be backed up FileSet { Name = "arg-michael-fs" Enable VSS = yes Include { Options { signature = MD5 } File = "C:\softwares" File = C:/softwares File = "C:/softwares" } } # # When to do the backups, full backup on first sunday of the month, # differential (i.e. incremental since full) every other sunday, # and incremental backups other days Schedule { Name = "WeeklyCycle" Run = Full 1st sun at 23:05 Run = Differential 2nd-5th sun at 23:05 Run = Incremental mon-sat at 23:05 } # This schedule does the catalog. It starts after the WeeklyCycle Schedule { Name = "WeeklyCycleAfterBackup" Run = Full sun-sat at 23:10 } # This is the backup of the catalog FileSet { Name = "Catalog" Include { Options { signature = MD5 } File = "/var/lib/bacula/bacula.sql" } } # Client (File Services) to backup Client { Name = nima-desktop-fd Address = localhost FDPort = 9102 Catalog = MyCatalog Password = "_MOfxEuRzxijc0DIMcBqtyx9iW1tzE7V6" # password for FileDaemon File Retention = 30 days # 30 days Job Retention = 6 months # six months AutoPrune = yes # Prune expired Jobs/Files } # Client file service for vmware windows host Client { Name = nimaxp-fd Address = nimaxp FDPort = 9102 Catalog = MyCatalog Password = "Ku8F1YAhDz5EMUQjiC9CcSw95Aho9XbXailUmjOaAXJP" # password for FileDaemon File Retention = 30 days # 30 days Job Retention = 6 months # six months AutoPrune = yes # Prune expired Jobs/Files } # Client file service for vmware windows host Client { Name = arg-michael-fd Address = 192.168.0.61 FDPort = 9102 Catalog = MyCatalog Password = "b4E9FU6s/9Zm4BVFFnbXVKhlyd/zWxj0oWITKK6CALR/" # password for FileDaemon File Retention = 30 days # 30 days Job Retention = 6 months # six months AutoPrune = yes # Prune expired Jobs/Files } # # Second Client (File Services) to backup # You should change Name, Address, and Password before using # #Client { # Name = nima-desktop2-fd # Address = localhost2 # FDPort = 9102 # Catalog = MyCatalog # Password = "_MOfxEuRzxijc0DIMcBqtyx9iW1tzE7V62" # password for FileDaemon 2 # File Retention = 30 days # 30 days # Job Retention = 6 months # six months # AutoPrune = yes # Prune expired Jobs/Files #} # Definition of file storage device Storage { Name = File # Do not use "localhost" here Address = localhost # N.B. Use a fully qualified name here SDPort = 9103 Password = "Cj-gtxugC4dAymY01VTSlUgMTT5LFMHf9" Device = FileStorage Media Type = File } # Definition of DDS tape storage device #Storage { # Name = DDS-4 # Do not use "localhost" here # Address = localhost # N.B. Use a fully qualified name here # SDPort = 9103 # Password = "Cj-gtxugC4dAymY01VTSlUgMTT5LFMHf9" # password for Storage daemon # Device = DDS-4 # must be same as Device in Storage daemon # Media Type = DDS-4 # must be same as MediaType in Storage daemon # Autochanger = yes # enable for autochanger device #} # Definition of 8mm tape storage device #Storage { # Name = "8mmDrive" # Do not use "localhost" here # Address = localhost # N.B. Use a fully qualified name here # SDPort = 9103 # Password = "Cj-gtxugC4dAymY01VTSlUgMTT5LFMHf9" # Device = "Exabyte 8mm" # MediaType = "8mm" #} # Definition of DVD storage device #Storage { # Name = "DVD" # Do not use "localhost" here # Address = localhost # N.B. Use a fully qualified name here # SDPort = 9103 # Password = "Cj-gtxugC4dAymY01VTSlUgMTT5LFMHf9" # Device = "DVD Writer" # MediaType = "DVD" #} # Generic catalog service Catalog { Name = MyCatalog # Uncomment the following line if you want the dbi driver # dbdriver = "dbi:sqlite3"; dbaddress = 127.0.0.1; dbport = dbname = "bacula"; dbuser = ""; dbpassword = "" } # Reasonable message delivery -- send most everything to email address # and to the console Messages { Name = Standard # # NOTE! If you send to two email or more email addresses, you will need # to replace the %r in the from field (-f part) with a single valid # email address in both the mailcommand and the operatorcommand. # What this does is, it sets the email address that emails would display # in the FROM field, which is by default the same email as they're being # sent to. However, if you send email to more than one address, then # you'll have to set the FROM address manually, to a single address. # for example, a '[email protected]', is better since that tends to # tell (most) people that its coming from an automated source. # mailcommand = "/usr/lib/bacula/bsmtp -h localhost -f \"\(Bacula\) \<%r\>\" -s \"Bacula: %t %e of %c %l\" %r" operatorcommand = "/usr/lib/bacula/bsmtp -h localhost -f \"\(Bacula\) \<%r\>\" -s \"Bacula: Intervention needed for %j\" %r" mail = root@localhost = all, !skipped operator = root@localhost = mount console = all, !skipped, !saved # # WARNING! the following will create a file that you must cycle from # time to time as it will grow indefinitely. However, it will # also keep all your messages if they scroll off the console. # append = "/var/lib/bacula/log" = all, !skipped catalog = all } # # Message delivery for daemon messages (no job). Messages { Name = Daemon mailcommand = "/usr/lib/bacula/bsmtp -h localhost -f \"\(Bacula\) \<%r\>\" -s \"Bacula daemon message\" %r" mail = root@localhost = all, !skipped console = all, !skipped, !saved append = "/var/lib/bacula/log" = all, !skipped } # Default pool definition Pool { Name = Default Pool Type = Backup Recycle = yes # Bacula can automatically recycle Volumes AutoPrune = yes # Prune expired volumes Volume Retention = 365 days # one year } # File Pool definition Pool { Name = File Pool Type = Backup Recycle = yes # Bacula can automatically recycle Volumes AutoPrune = yes # Prune expired volumes Volume Retention = 365 days # one year Maximum Volume Bytes = 50G # Limit Volume size to something reasonable Maximum Volumes = 100 # Limit number of Volumes in Pool } # Scratch pool definition Pool { Name = Scratch Pool Type = Backup } # # Restricted console used by tray-monitor to get the status of the director # Console { Name = nima-desktop-mon Password = "-T0h6HCXWYNy0wWqOomysMvRGflQ_TA6c" CommandACL = status, .status } bacula-fd.conf on client: # # Default Bacula File Daemon Configuration file # # For Bacula release 5.0.3 (08/05/10) -- Windows MinGW32 # # There is not much to change here except perhaps the # File daemon Name # # # "Global" File daemon configuration specifications # FileDaemon { # this is me Name = nimaxp-fd FDport = 9102 # where we listen for the director WorkingDirectory = "C:\\Program Files\\Bacula\\working" Pid Directory = "C:\\Program Files\\Bacula\\working" # Plugin Directory = "C:\\Program Files\\Bacula\\plugins" Maximum Concurrent Jobs = 10 } # # List Directors who are permitted to contact this File daemon # Director { Name = Nima-desktop-dir Password = "Cv70F6pf1t6pBopT4vQOnigDrR0v3L" } # # Restricted Director, used by tray-monitor to get the # status of the file daemon # Director { Name = nimaxp-mon Password = "q5b5g+LkzDXorMViFwOn1/TUnjUyDlg+gRTBp236GrU3" Monitor = yes } # Send all messages except skipped files back to Director Messages { Name = Standard director = Nima-desktop = all, !skipped, !restored } I have checked my firewall and disabled the firewall but it doesn't work.

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  • RTS Voxel Engine using LWJGL - Textures glitching

    - by Dieter Hubau
    I'm currently working on an RTS game engine using voxels. I have implemented a basic chunk manager using an Octree of Octrees which contains my voxels (simple square blocks, as in Minecraft). I'm using a Voronoi-based terrain generation to get a simplistic yet relatively realistic heightmap. I have no problem showing a 256*256*256 grid of voxels with a decent framerate (250), because of frustum culling, face culling and only rendering visible blocks. For example, in a random voxel grid of 256*256*256 I generally only render 100k-120k faces, not counting frustum culling. Frustum culling is only called every 100ms, since calling it every frame seemed a bit overkill. Now I have reached the stage of texturing and I'm experiencing some problems: Some experienced people might already see the problem, but if we zoom in, you can see the glitches more clearly: All the seams between my blocks are glitching and kind of 'overlapping' or something. It's much more visible when you're moving around. I'm using a single, simple texture map to draw on my cubes, where each texture is 16*16 pixels big: I have added black edges around the textures to get a kind of cellshaded look, I think it's cool. The texture map has 256 textures of each 16*16 pixels, meaning the total size of my texture map is 256*256 pixels. The code to update the ChunkManager: public void update(ChunkManager chunkManager) { for (Octree<Cube> chunk : chunks) { if (chunk.getId() < 0) { // generate an id for the chunk to be able to call it later chunk.setId(glGenLists(1)); } glNewList(chunk.getId(), GL_COMPILE); glBegin(GL_QUADS); faces += renderChunk(chunk); glEnd(); glEndList(); } } Where my renderChunk method is: private int renderChunk(Octree<Cube> node) { // keep track of the number of visible faces in this chunk int faces = 0; if (!node.isEmpty()) { if (node.isLeaf()) { faces += renderItem(node); } List<Octree<Cube>> children = node.getChildren(); if (children != null && !children.isEmpty()) { for (Octree<Cube> child : children) { faces += renderChunk(child); } } return faces; } Where my renderItem method is the following: private int renderItem(Octree<Cube> node) { Cube cube = node.getItem(-1, -1, -1); int faces = 0; float x = node.getPosition().x; float y = node.getPosition().y; float z = node.getPosition().z; float size = cube.getSize(); Vector3f point1 = new Vector3f(-size + x, -size + y, size + z); Vector3f point2 = new Vector3f(-size + x, size + y, size + z); Vector3f point3 = new Vector3f(size + x, size + y, size + z); Vector3f point4 = new Vector3f(size + x, -size + y, size + z); Vector3f point5 = new Vector3f(-size + x, -size + y, -size + z); Vector3f point6 = new Vector3f(-size + x, size + y, -size + z); Vector3f point7 = new Vector3f(size + x, size + y, -size + z); Vector3f point8 = new Vector3f(size + x, -size + y, -size + z); TextureCoordinates tc = textureManager.getTextureCoordinates(cube.getCubeType()); // front face if (cube.isVisible(CubeSide.FRONT)) { faces++; glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point1.x, point1.y, point1.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point4.x, point4.y, point4.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point3.x, point3.y, point3.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point2.x, point2.y, point2.z); } // back face if (cube.isVisible(CubeSide.BACK)) { faces++; glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point5.x, point5.y, point5.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point6.x, point6.y, point6.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point7.x, point7.y, point7.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point8.x, point8.y, point8.z); } // left face if (cube.isVisible(CubeSide.SIDE_LEFT)) { faces++; glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point5.x, point5.y, point5.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point1.x, point1.y, point1.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point2.x, point2.y, point2.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point6.x, point6.y, point6.z); } // ETC ETC return faces; } When all this is done, I simply render my lists every frame, like this: public void render(ChunkManager chunkManager) { glBindTexture(GL_TEXTURE_2D, textureManager.getCubeTextureId()); // load all chunks from the tree List<Octree<Cube>> chunks = chunkManager.getTree().getAllItems(); for (Octree<Cube> chunk : chunks) { if (frustum.cubeInFrustum(chunk.getPosition(), chunk.getSize() / 2)) { glCallList(chunk.getId()); } } } I don't know if anyone is willing to go through all of this code or maybe you can spot the problem right away, but that is basically the problem, and I can't find a solution :-) Thanks for reading and any help is appreciated!

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  • An issue with tessellation a model with DirectX11

    - by Paul Ske
    I took the hardware tessellation tutorial from Rastertek and implemended texturing instead of color. This is great, so I wanted to implemended the same techique to a model inside my game editor and I noticed it doesn't draw anything. I compared the detailed tessellation from DirectX SDK sample. Inside the shader file - if I replace the HullInputType with PixelInputType it draws. So, I think because when I compiled the shaders inside the program it compiles VertexShader, PixelShader, HullShader then DomainShader. Isn't it suppose to be VertexShader, HullSHader, DomainShader then PixelShader or does it really not matter? I am just curious why wouldn't the model even be drawn when HullInputType but renders fine with PixelInputType. Shader Code: [code] cbuffer ConstantBuffer { float4x4 WVP; float4x4 World; // the rotation matrix float3 lightvec; // the light's vector float4 lightcol; // the light's color float4 ambientcol; // the ambient light's color bool isSelected; } cbuffer cameraBuffer { float3 cameraDirection; float padding; } cbuffer TessellationBuffer { float tessellationAmount; float3 padding2; } struct ConstantOutputType { float edges[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; Texture2D Texture; Texture2D NormalTexture; SamplerState ss { MinLOD = 5.0f; MipLODBias = 0.0f; }; struct HullOutputType { float3 position : POSITION; float2 texcoord : TEXCOORD0; float3 normal : NORMAL; float3 tangent : TANGENT; }; struct HullInputType { float4 position : POSITION; float2 texcoord : TEXCOORD0; float3 normal : NORMAL; float3 tangent : TANGENT; }; struct VertexInputType { float4 position : POSITION; float2 texcoord : TEXCOORD; float3 normal : NORMAL; float3 tangent : TANGENT; uint uVertexID : SV_VERTEXID; }; struct PixelInputType { float4 position : SV_POSITION; float2 texcoord : TEXCOORD0; // texture coordinates float3 normal : NORMAL; float3 tangent : TANGENT; float4 color : COLOR; float3 viewDirection : TEXCOORD1; float4 depthBuffer : TEXTURE0; }; HullInputType VShader(VertexInputType input) { HullInputType output; output.position.w = 1.0f; output.position = mul(input.position,WVP); output.texcoord = input.texcoord; output.normal = input.normal; output.tangent = input.tangent; //output.normal = mul(normal,World); //output.tangent = mul(tangent,World); //output.color = output.color; //output.texcoord = texcoord; // set the texture coordinates, unmodified return output; } ConstantOutputType TexturePatchConstantFunction(InputPatch inputPatch,uint patchID : SV_PrimitiveID) { ConstantOutputType output; output.edges[0] = tessellationAmount; output.edges[1] = tessellationAmount; output.edges[2] = tessellationAmount; output.inside = tessellationAmount; return output; } [domain("tri")] [partitioning("integer")] [outputtopology("triangle_cw")] [outputcontrolpoints(3)] [patchconstantfunc("TexturePatchConstantFunction")] HullOutputType HShader(InputPatch patch, uint pointId : SV_OutputControlPointID, uint patchId : SV_PrimitiveID) { HullOutputType output; // Set the position for this control point as the output position. output.position = patch[pointId].position; // Set the input color as the output color. output.texcoord = patch[pointId].texcoord; output.normal = patch[pointId].normal; output.tangent = patch[pointId].tangent; return output; } [domain("tri")] PixelInputType DShader(ConstantOutputType input, float3 uvwCoord : SV_DomainLocation, const OutputPatch patch) { float3 vertexPosition; float2 uvPosition; float4 worldposition; PixelInputType output; // Interpolate world space position with barycentric coordinates float3 vWorldPos = uvwCoord.x * patch[0].position + uvwCoord.y * patch[1].position + uvwCoord.z * patch[2].position; // Determine the position of the new vertex. vertexPosition = vWorldPos; // Calculate the position of the new vertex against the world, view, and projection matrices. output.position = mul(float4(vertexPosition, 1.0f),WVP); // Send the input color into the pixel shader. output.texcoord = uvwCoord.x * patch[0].position + uvwCoord.y * patch[1].position + uvwCoord.z * patch[2].position; output.normal = uvwCoord.x * patch[0].position + uvwCoord.y * patch[1].position + uvwCoord.z * patch[2].position; output.tangent = uvwCoord.x * patch[0].position + uvwCoord.y * patch[1].position + uvwCoord.z * patch[2].position; //output.depthBuffer = output.position; //output.depthBuffer.w = 1.0f; //worldposition = mul(output.position,WVP); //output.viewDirection = cameraDirection.xyz - worldposition.xyz; //output.viewDirection = normalize(output.viewDirection); return output; } [/code] Somethings are commented out but will be in place when fixed. I'm probably not connecting something correctly.

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