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  • Keep basic game physics separate from basic game object? [on hold]

    - by metamorphosis
    If anybody has dealt with a similar situation I'd be interested in your experience/wisdom, I'm developing a 2D game library in C++, I have game objects which have very basic physics, they also have movement classes attached to differing states, for example, a different movement type based on whether the character is jumping, on ice, whatever. In terms of storing velocity and acceleration impulses, are they best held by the object? Or by the associated movement class? The reason I ask is that I can see advantages to both approaches- if you store physics data in the movement class, you have to pass physics information between class instances when a state change occurs (ie. impulses, gravity etc) but the class has total control over whether those physics are updated or not. An obvious example of how this would be useful was if an object was affected by something which caused it to ignore gravity, or something like that. on the other hand if you store the physics data in the object class, it feels more logical, you don't have to go around passing physics impulses and gravity etc, however the control that the movement class has over the object's physics becomes more convoluted. Basically the difference is between: object->physics stacks (acceleration impulses etc) ->physics functions ->movement type <-movement type makes physics function calls through object and object->movement type->physics stacks ->physics functions ->object forwards external physics calls onto movement type ->object transfers physics stacks between movement types when state change occurs Are there best practices here?

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  • OpenGL: Where shoud I place shaders?

    - by mivic
    I'm trying to learn OpenGL ES 2.0 and I'm wondering what is the most common practice to "manage" shaders. I'm asking this question because in the examples I've found (like the one included in the API Demo provided with the android sdk), I usually see everything inside the GLRenderer class and I'd rather separate things so I can have, for example, a GLImage object that I can reuse whenever I want to draw a textured quad (I'm focusing on 2D only at the moment), just like I had in my OpenGL ES 1.0 code. In almost every example I've found, shaders are just defined as class attributes. For example: public class Square { public final String vertexShader = "uniform mat4 uMVPMatrix;\n" + "attribute vec4 aPosition;\n" + "attribute vec4 aColor;\n" + "varying vec4 vColor;\n" + "void main() {\n" + " gl_Position = uMVPMatrix * aPosition;\n" + " vColor = aColor;\n" + "}\n"; public final String fragmentShader = "precision mediump float;\n" + "varying vec4 vColor;\n" + "void main() {\n" + " gl_FragColor = vColor;\n" + "}\n"; // ... } I apologize in advance if some of these questions are dumb, but I've never worked with shaders before. 1) Is the above code the common way to define shaders (public final class properties)? 2) Should I have a separate Shader class? 3) If shaders are defined outside the class that uses them, how would I know the names of their attributes (e.g. "aColor" in the following piece of code) so I can bind them? colorHandle = GLES20.glGetAttribLocation(program, "aColor");

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  • How to detect 2D line on line collision?

    - by Vish
    I'm a flash actionscript game developer who is a bit backward with mathematics, though I find physics both interesting and cool. For reference this is a similar game to the one I'm making: Untangled flash game I have made an untangled game almost to full completion of logic. But, when two lines intersect, I need those intersected or 'tangled' lines to show a different color; red. It would be really kind of you people if you could suggest an algorithm with/without math for detecting line segment collisions. I'm basically a person who likes to think 'visually' than 'arithmetically' :) P.S I'm trying to make a function as private function isIntersecting(A:Point, B:Point, C:Point, D:Point):Boolean Thanks in advance.

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  • UBJsonReader (Libgdx) unable to to read UBJson from Python(Blender)

    - by daniel
    I am working on an export tool from Blender to Libgdx, exports like custom attributes and other information (Almost completed), this is a very cool tool that will speed up a lot your works, after I completed I will send to public to contribute forum, Export format is uses python's Standard Json module and readable text, it of course works fine, but I wanna also have a Binary Json export for faster load, so users can Export Straight to Libgdx, but after I search I found that UBJson with draft9.py (simpleubjson 0.6.1) encode is seems matches with one FBXConverter's UBJsonWriter( Xoppa wrote), but when I export, I am not able to read the file, and send this errors (Java heap space) seems this is a different between byte sizes in UBJson(python) and UBJsonReader. how can I write a correct one in python that matches with Libgdx's UBJsonReader, and would be cross-platform? Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: java.lang.OutOfMemoryError: Java heap space at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:120) Caused by: java.lang.OutOfMemoryError: Java heap space at com.badlogic.gdx.utils.UBJsonReader.readString(UBJsonReader.java:162) at com.badlogic.gdx.utils.UBJsonReader.parseString(UBJsonReader.java:150) at com.badlogic.gdx.utils.UBJsonReader.parseObject(UBJsonReader.java:112) at com.badlogic.gdx.utils.UBJsonReader.parse(UBJsonReader.java:59) at com.badlogic.gdx.utils.UBJsonReader.parse(UBJsonReader.java:52) at com.badlogic.gdx.utils.UBJsonReader.parse(UBJsonReader.java:36) at com.badlogic.gdx.utils.UBJsonReader.parse(UBJsonReader.java:45) at com.me.gdximportexport.GdxImportExport.create(GdxImportExport.java:43) at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:136) at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:114) Tested on UbuntuStudio 13.10 with OpenJdk 7, and Windows 7 with jdk 7 Thanks for any guides.

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  • How to test a 3D rendering engine?

    - by YoYo
    Me and some friends developing simple 3D rendering engine as practice for the university. We used Ogre 3d as prototype and now we are developing it from base The engine is wrapped up in simple game that asks the user to select shape (circle, triangle, square...), color and dimensions and renders the image to the screen. It also enables to move and rotate the shape on screen using mouse. We would like to test automate the view rendering. I could not find any test framework for this issue and I would like to know how 3D test is done in non manual matter

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  • Setting up OpenGL camera with off-center perspective

    - by user5484
    Hi, I'm using OpenGL ES (in iOS) and am struggling with setting up a viewport with an off-center distance point. Consider a game where you have a character in the left hand side of the screen, and some controls alpha'd over the left-hand side. The "main" part of the screen is on the right, but you still want to show whats in the view on the left. However when the character moves "forward" you want the character to appear to be going "straight", or "up" on the device, and not heading on an angle to the point that is geographically at the mid-x position in the screen. Here's the jist of how i set my viewport up where it is centered in the middle: // setup the camera // glMatrixMode(GL_PROJECTION); glLoadIdentity(); const GLfloat zNear = 0.1; const GLfloat zFar = 1000.0; const GLfloat fieldOfView = 90.0; // can definitely adjust this to see more/less of the scene GLfloat size = zNear * tanf(DEGREES_TO_RADIANS(fieldOfView) / 2.0); CGRect rect; rect.origin = CGPointMake(0.0, 0.0); rect.size = CGSizeMake(backingWidth, backingHeight); glFrustumf(-size, size, -size / (rect.size.width / rect.size.height), size / (rect.size.width / rect.size.height), zNear, zFar); glMatrixMode(GL_MODELVIEW); // rotate the whole scene by the tilt to face down on the dude const float tilt = 0.3f; const float yscale = 0.8f; const float zscale = -4.0f; glTranslatef(0.0, yscale, zscale); const int rotationMinDegree = 0; const int rotationMaxDegree = 180; glRotatef(tilt * (rotationMaxDegree - rotationMinDegree) / 2, 1.0f, 0.0f, 0.0f); glTranslatef(0, -yscale, -zscale); static float b = -25; //0; static float c = 0; // rotate by to face in the direction of the dude float a = RADIANS_TO_DEGREES(-atan2f(-gCamera.orientation.x, -gCamera.orientation.z)); glRotatef(a, 0.0, 1.0, 0.0); // and move to where it is glTranslatef(-gCamera.pos.x, -gCamera.pos.y, -gCamera.pos.z); // draw the rest of the scene ... I've tried a variety of things to make it appear as though "the dude" is off to the right: - do a translate after the frustrum to the x direction - do a rotation after the frustrum about the up/y-axis - move the camera with a biased lean to the left of the dude Nothing i do seems to produce good results, the dude will either look like he's stuck on an angle, or the whole scene will appear tilted. I'm no OpenGL expert, so i'm hoping someone can suggest some ideas or tricks on how to "off-center" these model views in OpenGL. Thanks!

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  • Unity Plugin DLLNotFoundException

    - by Dewayne
    I am using a plugin DLL that I created in Visual C++ Express 2010 on windows 7 64 bit Ultimate Edition. The DLL functions properly on the machine that it was originally created on. The problem is that the DLL is not functioning in the Unity3d Editor on another machine and giving an error that basically states that the DLL is missing some of its dependencies. The target machine is running Windows 7 Home 64 bit (if this is relevant) Results from the error log of Dependency Walker: Error: The Side-by-Side configuration information for "c:\users\dewayne\desktop\shared\vrpnplugin\unityplugin\build\release\OPTITRACKPLUGIN.DLL" contains errors. The application has failed to start because its side-by-side configuration is incorrect. Please see the application event log or use the command-line sxstrace.exe tool for more detail (14001). Error: At least one module has an unresolved import due to a missing export function in an implicitly dependent module. Error: Modules with different CPU types were found. Warning: At least one delay-load dependency module was not found. Warning: At least one module has an unresolved import due to a missing export function in a delay-load dependent module. The Visual C++ Express 2010 project and solution file can be found here: https://docs.google.com/leaf?id=0B1F4pP7mRSiYMGU2YTJiNTUtOWJiMS00YTYzLThhYWQtMzNiOWJhZDU5M2M0&hl=en&authkey=CJSXhqgH The zip is 79MB and also contains its dependencies. The DLL in question is OptiTrackPlugin.dll

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  • simple collision detection with box2dweb

    - by skywalker
    im beginner in box2dweb that version of box2d for javascript i wrote simple gravity system and i want to detect the collision between the box and the ground , when the falling box hit the ground execute simple function like function sucs(){alert("the box on the floor !")}; this is my code var CANVAS_WIDTH = 1024, CANVAS_HEIGHT = 700, SCALE = 30; var b2Vec2 = Box2D.Common.Math.b2Vec2 , b2BodyDef = Box2D.Dynamics.b2BodyDef , b2Body = Box2D.Dynamics.b2Body , b2FixtureDef = Box2D.Dynamics.b2FixtureDef , b2Fixture = Box2D.Dynamics.b2Fixture , b2World = Box2D.Dynamics.b2World , b2MassData = Box2D.Collision.Shapes.b2MassData , b2PolygonShape = Box2D.Collision.Shapes.b2PolygonShape , b2CircleShape = Box2D.Collision.Shapes.b2CircleShape , b2DebugDraw = Box2D.Dynamics.b2DebugDraw; var canvas = document.getElementById("canvas"); var context = canvas.getContext("2d"); var world = new b2World(new b2Vec2(0, 8), true); var fixDef = new b2FixtureDef(); var bodyDef = new b2BodyDef(); fixDef.density = 1.0; fixDef.friction = 0.5; bodyDef.type = b2Body.b2_staticBody; fixDef.shape = new b2PolygonShape; fixDef.shape.SetAsBox(20, 2); bodyDef.position.Set(10, 400 / 30 + 1.8); world.CreateBody(bodyDef).CreateFixture(fixDef); fixDef.density = 1.0; fixDef.friction = 0.5; fixDef.restitution = 0.3; bodyDef.type = b2Body.b2_dynamicBody; bodyDef.position.Set(50 / SCALE, 0 / SCALE); //bodyDef.linearVelocity.Set((Math.random() * 12) + 2, (Math.random() * 12) + 2); fixDef.shape = new b2PolygonShape(); fixDef.shape.SetAsBox(25 / SCALE, 25 / SCALE); world.CreateBody(bodyDef).CreateFixture(fixDef); var debugDraw = new b2DebugDraw(); debugDraw.SetSprite(document.getElementById("canvas").getContext("2d")); debugDraw.SetDrawScale(30.0); debugDraw.SetFillAlpha(0.5); debugDraw.SetLineThickness(1.0); debugDraw.SetFlags(b2DebugDraw.e_shapeBit | b2DebugDraw.e_jointBit); world.SetDebugDraw(debugDraw); var image = new Image(); image.src = "image.png"; window.setInterval(gameLoop, 1000 / 60); function gameLoop() { world.Step(1 / 60, 8, 3); world.ClearForces(); context.clearRect(0, 0, CANVAS_WIDTH, CANVAS_HEIGHT); b = world.GetBodyList() var pos = b.GetPosition(); context.save(); context.translate(pos.x * SCALE, pos.y * SCALE); context.rotate(b.GetAngle()); context.drawImage(image, -25, -25); context.restore(); b = b.GetNext(); pos = b.GetPosition(); context.save(); context.translate(pos.x * SCALE, pos.y * SCALE); //b.GetAngle()++; context.rotate(b.GetAngle()); context.drawImage(image, -25, -25); context.restore(); world.DrawDebugData(); };

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  • E_FAIL: An undetermined error occurred (-2147467259) when loading a cube texture

    - by Boreal
    I'm trying to implement a skybox into my engine, and I'm having some trouble loading the image as a cube map. Everything works (but it doesn't look right) if I don't load using an ImageLoadInformation struct in the ShaderResourceView.FromFile() method, but it breaks if I do. I need to, of course, because I need to tell SlimDX to load it as a cubemap. How can I fix this? Here is my new loading code after the "fix": public static void LoadCubeTexture(string filename) { ImageLoadInformation loadInfo = new ImageLoadInformation() { BindFlags = BindFlags.ShaderResource, CpuAccessFlags = CpuAccessFlags.None, Depth = 32, FilterFlags = FilterFlags.None, FirstMipLevel = 0, Format = SlimDX.DXGI.Format.B8G8R8A8_UNorm, Height = 512, MipFilterFlags = FilterFlags.Linear, MipLevels = 1, OptionFlags = ResourceOptionFlags.TextureCube, Usage = ResourceUsage.Default, Width = 512 }; textures.Add(filename, ShaderResourceView.FromFile(Graphics.device, "Resources/" + filename, loadInfo)); } Each of the faces of my cube texture are 512x512.

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  • Laser Beam End Points Problems

    - by user36159
    I am building a game in XNA that features colored laser beams in 3D space. The beams are defined as: Segment start position Segment end position Line width For rendering, I am using 3 quads: Start point billboard End point billboard Middle section quad whose forward vector is the slope of the line and whose normal points to the camera The problem is that using additive blending, the end points and middle section overlap, which looks quite jarring. However, I need the endpoints in case the laser is pointing towards the camera! See the blue laser in particular:

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  • OpenGL ES Shader help (Blending)

    - by Chris
    Earlier I required assistance getting to grips with how to retain the alpha channel of a transparent texture in my colourised texture shader program. Whilst playing with that first version of my program (before obtaining the solution to my first requirement), I managed to enable transparency for the whole texture (effectively blending via GLSL), and I quite liked this, and I would now like to know if and how it is possible to retain this blending effect, on top of the existing output without affecting the original alpha channel - as I don't know how to input this transparency via the parameter that is already being provided with the textures alpha channel. A basic example of the blending program I am referring to (minus any other functionality) is as follows... varying vec2 texCoord; uniform sampler2D texSampler; void main() { gl_FragColor = vec4(texture2D(texSampler,texCoord).xyz,0.5); } Where 0.5 is the transparency (blending effect) of the whole texture. This is the current version of my program, which provides the ability to colour a texture according the colour parameter passed to the program, and retains the alpha channel of the original texture. varying vec2 texCoord; uniform sampler2D texSampler; uniform vec3 colour; void main() { gl_FragColor = vec4(colour,1) * vec4(texture2D(texSampler,texCoord).xyz,texture2D(texSampler,texCoord).w); } I need to know if it is possible to apply transparency on top this program, without affecting the original alpha channel which I have already preserved. I hope this makes enough sense, I am sure it is possible, and if so I should imagine it is rather simple, but this has me stumped. Any help much appreachiated. Cheers, Chris

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  • Tips for creating great game trailers

    - by Venesectrix
    Impressive trailers for your game can really help show players how awesome your game is, but I'm having trouble finding tips that describe how to create a great trailer. I would like to learn about the best way to decide trailer length, structure, music/sound, and content. Basically, what parts of my game do I show in a trailer, how should the scenes be organized, and how would you do the sound? Any advice on things to avoid would be great as well; for example, I read that splicing some video, switching to a screen with text, switching back to video, etc., probably isn't the best way to do it. Thanks!

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  • MUD source code

    - by Tchalvak
    I haven't been able to find a lot of the old, open source mud source codes. I find the way they did things very applicable to text-based/browser based games, and I'd love to be able to skim through parts of 'em for inspiration. For instance, we have this huge list of muds and the relationships between them, but little by way of access to source code. http://en.wikipedia.org/wiki/MUD_trees Often (I'm looking at you, dikumud, http://www.dikumud.com/links.aspx ) the sites of the mud itself doesn't even have a working link to the source. https://github.com/alexmchale/merc-mud has a copy of merc that I found, which certainly contains other works within it's history, but the pickings seems sparse. Does anyone have better resources for gaining access to MUD source code than these?

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  • WebGL First Person Camera - Matrix issues

    - by Ryan Welsh
    I have been trying to make a WebGL FPS camera.I have all the inputs working correctly (I think) but when it comes to applying the position and rotation data to the view matrix I am a little lost. The results can be viewed here http://thistlestaffing.net/masters/camera/index.html and the code here var camera = { yaw: 0.0, pitch: 0.0, moveVelocity: 1.0, position: [0.0, 0.0, -70.0] }; var viewMatrix = mat4.create(); var rotSpeed = 0.1; camera.init = function(canvas){ var ratio = canvas.clientWidth / canvas.clientHeight; var left = -1; var right = 1; var bottom = -1.0; var top = 1.0; var near = 1.0; var far = 1000.0; mat4.frustum(projectionMatrix, left, right, bottom, top, near, far); viewMatrix = mat4.create(); mat4.rotateY(viewMatrix, viewMatrix, camera.yaw); mat4.rotateX(viewMatrix, viewMatrix, camera.pitch); mat4.translate(viewMatrix, viewMatrix, camera.position); } camera.update = function(){ viewMatrix = mat4.create(); mat4.rotateY(viewMatrix, viewMatrix, camera.yaw); mat4.rotateX(viewMatrix, viewMatrix, camera.pitch); mat4.translate(viewMatrix, viewMatrix, camera.position); } //prevent camera pitch from going above 90 and reset yaw when it goes over 360 camera.lockCamera = function(){ if(camera.pitch > 90.0){ camera.pitch = 90; } if(camera.pitch < -90){ camera.pitch = -90; } if(camera.yaw <0.0){ camera.yaw = camera.yaw + 360; } if(camera.yaw >360.0){ camera.yaw = camera.yaw - 0.0; } } camera.translateCamera = function(distance, direction){ //calculate where we are looking at in radians and add the direction we want to go in ie WASD keys var radian = glMatrix.toRadian(camera.yaw + direction); //console.log(camera.position[3], radian, distance, direction); //calc X coord camera.position[0] = camera.position[0] - Math.sin(radian) * distance; //calc Z coord camera.position[2] = camera.position [2] - Math.cos(radian) * distance; console.log(camera.position [2] - (Math.cos(radian) * distance)); } camera.rotateUp = function(distance, direction){ var radian = glMatrix.toRadian(camera.pitch + direction); //calc Y coord camera.position[1] = camera.position[1] + Math.sin(radian) * distance; } camera.moveForward = function(){ if(camera.pitch!=90 && camera.pitch!=-90){ camera.translateCamera(-camera.moveVelocity, 0.0); } camera.rotateUp(camera.moveVelocity, 0.0); } camera.moveBack = function(){ if(camera.pitch!=90 && camera.pitch!=-90){ camera.translateCamera(-camera.moveVelocity, 180.0); } camera.rotateUp(camera.moveVelocity, 180.0); } camera.moveLeft = function(){ camera.translateCamera(-camera.moveVelocity, 270.0); } camera.moveRight = function(){ camera.translateCamera(-camera.moveVelocity, 90.0); } camera.lookUp = function(){ camera.pitch = camera.pitch + rotSpeed; camera.lockCamera(); } camera.lookDown = function(){ camera.pitch = camera.pitch - rotSpeed; camera.lockCamera(); } camera.lookLeft = function(){ camera.yaw= camera.yaw - rotSpeed; camera.lockCamera(); } camera.lookRight = function(){ camera.yaw = camera.yaw + rotSpeed; camera.lockCamera(); } . If there is no problem with my camera then I am doing some matrix calculations within my draw function where a problem might be. //position cube 1 worldMatrix = mat4.create(); mvMatrix = mat4.create(); mat4.translate(worldMatrix, worldMatrix, [-20.0, 0.0, -30.0]); mat4.multiply(mvMatrix, worldMatrix, viewMatrix); setShaderMatrix(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.vertexAttribPointer(shaderProgram.attPosition, 3, gl.FLOAT, false, 8*4,0); gl.vertexAttribPointer(shaderProgram.attTexCoord, 2, gl.FLOAT, false, 8*4, 3*4); gl.vertexAttribPointer(shaderProgram.attNormal, 3, gl.FLOAT, false, 8*4, 5*4); gl.activeTexture(gl.TEXTURE0); gl.bindTexture(gl.TEXTURE_2D, myTexture); gl.uniform1i(shaderProgram.uniSampler, 0); gl.useProgram(shaderProgram); gl.drawArrays(gl.TRIANGLES, 0, vertexBuffer.numItems); //position cube 2 worldMatrix = mat4.create(); mvMatrix = mat4.create(); mat4.multiply(mvMatrix, worldMatrix, viewMatrix); mat4.translate(worldMatrix, worldMatrix, [40.0, 0.0, -30.0]); setShaderMatrix(); gl.drawArrays(gl.TRIANGLES, 0, vertexBuffer.numItems); //position cube 3 worldMatrix = mat4.create(); mvMatrix = mat4.create(); mat4.multiply(mvMatrix, worldMatrix, viewMatrix); mat4.translate(worldMatrix, worldMatrix, [20.0, 0.0, -100.0]); setShaderMatrix(); gl.drawArrays(gl.TRIANGLES, 0, vertexBuffer.numItems); camera.update();

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  • Creating Entity as an aggregation

    - by Jamie Dixon
    I recently asked about how to separate entities from their behaviour and the main answer linked to this article: http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/ The ultimate concept written about here is that of: OBJECT AS A PURE AGGREGATION. I'm wondering how I might go about creating game entities as pure aggregation using C#. I've not quite grasped the concept of how this might work yet. (Perhaps the entity is an array of objects implementing a certain interface or base type?) My current thinking still involves having a concrete class for each entity type that then implements the relevant interfaces (IMoveable, ICollectable, ISpeakable etc). How can I go about creating an entity purely as an aggregation without having any concrete type for that entity?

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  • How do I convert my matrix from OpenGL to Marmalade?

    - by King Snail
    I am using a third party rendering API, Marmalade, on top of OpenGL code and I cannot get my matrices correct. One of the API's authors states this: We're right handed by default, and we treat y as up by convention. Since IwGx's coordinate system has (0,0) as the top left, you typically need a 180 degree rotation around Z in your view matrix. I think the viewer does this by default. In my OpenGL app I have access to the view and projection matrices separately. How can I convert them to fit the criteria used by my third party rendering API? I don't understand what they mean to rotate 180 degrees around Z, is that in the view matrix itself or something in the camera before making the view matrix. Any code would be helpful, thanks.

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  • Efficient way of drawing outlines around sprites

    - by Greg
    Hi, I'm using XNA to program a game, and have been experimenting with various ways to achieve a 'selected' effect on my sprites. The trouble I am having is that each clickable that is drawn in the spritebatch is drawn using more than a single sprite (each object can be made up of up to 6 sprites). I'd appreciate it if someone could advise me on how I could achieve adding an outline to my sprites of X pixels (so the outline width can be various numbers of whole pixels). Thanks in advance, Greg.

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  • Problem to match font size to the screen resolution in libgdx

    - by Iñaki Bedoya
    I'm having problems to show text on my game at same size on different screens, and I did a simple test. This test consists to show a text fitting at the screen, I want the text has the same size independently from the screen and from DPI. I've found this and this answer that I think should solve my problem but don't. In desktop the size is ok, but in my phone is too big. This is the result on my Nexus 4: (768x1280, 2.0 density) And this is the result on my MacBook: (480x800, 0.6875 density) I'm using the Open Sans Condensed (link to google fonts) As you can see on desktop looks good, but on the phone is so big. Here the code of my test: public class TextTest extends ApplicationAdapter { private static final String TAG = TextTest.class.getName(); private static final String TEXT = "Tap the screen to start"; private OrthographicCamera camera; private Viewport viewport; private SpriteBatch batch; private BitmapFont font; @Override public void create () { Gdx.app.log(TAG, "Screen size: "+Gdx.graphics.getWidth()+"x"+Gdx.graphics.getHeight()); Gdx.app.log(TAG, "Density: "+Gdx.graphics.getDensity()); camera = new OrthographicCamera(); viewport = new ExtendViewport(Gdx.graphics.getWidth(), Gdx.graphics.getWidth(), camera); batch = new SpriteBatch(); FreeTypeFontGenerator generator = new FreeTypeFontGenerator(Gdx.files.internal("fonts/OpenSans-CondLight.ttf")); font = createFont(generator, 64); generator.dispose(); } private BitmapFont createFont(FreeTypeFontGenerator generator, float dp) { FreeTypeFontGenerator.FreeTypeFontParameter parameter = new FreeTypeFontGenerator.FreeTypeFontParameter(); int fontSize = (int)(dp * Gdx.graphics.getDensity()); parameter.size = fontSize; Gdx.app.log(TAG, "Font size: "+fontSize+"px"); return generator.generateFont(parameter); } @Override public void render () { Gdx.gl.glClearColor(1, 1, 1, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); int w = -(int)(font.getBounds(TEXT).width / 2); batch.setProjectionMatrix(camera.combined); batch.begin(); font.setColor(Color.BLACK); font.draw(batch, TEXT, w, 0); batch.end(); } @Override public void resize(int width, int height) { viewport.update(width, height); } @Override public void dispose() { font.dispose(); batch.dispose(); } } I'm trying to find a neat way to fix this. What I'm doing wrong? is the camera? the viewport? UPDATE: What I want is to keep the same margins in proportion, independently of the screen size or resolution. This image illustrates what I mean.

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  • Pixel Perfect Collision Detection in Cocos2dx

    - by Happybirthday
    I am trying to port the pixel perfect collision detection in Cocos2d-x the original version was made for Cocos2D and can be found here: http://www.cocos2d-iphone.org/forums/topic/pixel-perfect-collision-detection-using-color-blending/ Here is my code for the Cocos2d-x version bool CollisionDetection::areTheSpritesColliding(cocos2d::CCSprite *spr1, cocos2d::CCSprite *spr2, bool pp, CCRenderTexture* _rt) { bool isColliding = false; CCRect intersection; CCRect r1 = spr1-boundingBox(); CCRect r2 = spr2-boundingBox(); intersection = CCRectMake(fmax(r1.getMinX(),r2.getMinX()), fmax( r1.getMinY(), r2.getMinY()) ,0,0); intersection.size.width = fmin(r1.getMaxX(), r2.getMaxX() - intersection.getMinX()); intersection.size.height = fmin(r1.getMaxY(), r2.getMaxY() - intersection.getMinY()); // Look for simple bounding box collision if ( (intersection.size.width0) && (intersection.size.height0) ) { // If we're not checking for pixel perfect collisions, return true if (!pp) { return true; } unsigned int x = intersection.origin.x; unsigned int y = intersection.origin.y; unsigned int w = intersection.size.width; unsigned int h = intersection.size.height; unsigned int numPixels = w * h; //CCLog("Intersection X and Y %d, %d", x, y); //CCLog("Number of pixels %d", numPixels); // Draw into the RenderTexture _rt-beginWithClear( 0, 0, 0, 0); // Render both sprites: first one in RED and second one in GREEN glColorMask(1, 0, 0, 1); spr1-visit(); glColorMask(0, 1, 0, 1); spr2-visit(); glColorMask(1, 1, 1, 1); // Get color values of intersection area ccColor4B *buffer = (ccColor4B *)malloc( sizeof(ccColor4B) * numPixels ); glReadPixels(x, y, w, h, GL_RGBA, GL_UNSIGNED_BYTE, buffer); _rt-end(); // Read buffer unsigned int step = 1; for(unsigned int i=0; i 0 && color.g 0) { isColliding = true; break; } } // Free buffer memory free(buffer); } return isColliding; } My code is working perfectly if I send the "pp" parameter as false. That is if I do only a bounding box collision but I am not able to get it working correctly for the case when I need Pixel Perfect collision. I think the opengl masking code is not working as I intended. Here is the code for "_rt" _rt = CCRenderTexture::create(visibleSize.width, visibleSize.height); _rt-setPosition(ccp(origin.x + visibleSize.width * 0.5f, origin.y + visibleSize.height * 0.5f)); this-addChild(_rt, 1000000); _rt-setVisible(true); //For testing I think I am making a mistake with the implementation of this CCRenderTexture Can anyone guide me with what I am doing wrong ? Thank you for your time :)

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  • NullReferenceException when accessing variables in a 2D array in Unity

    - by Syed
    I have made a class including variables in Monodevelop which is: public class GridInfo : MonoBehaviour { public float initPosX; public float initPosY; public bool inUse; public int f; public int g; public int h; public GridInfo parent; public int y,x; } Now I am using its class variable in another class, Map.cs which is: public class Map : MonoBehaviour { public static GridInfo[,] Tile = new GridInfo[17, 23]; void Start() { Tile[0,0].initPosX = initPosX; //Line 49 } } I am not getting any error on runtime, but when I play in unity it is giving me error NullReferenceException: Object reference not set to an instance of an object Map.Start () (at Assets/Scripts/Map.cs:49) I am not inserting this script in any gameobject, as Map.cs will make a GridInfo type array, I have also tried using variables using GetComponent, where is the problem ?

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  • 2D Mask antialiasing in xna hlsl

    - by mohsen
    I have two texture2d , one of these is a mask texture and have 2kind color and i use that for mask (filter) second texture2D something like float4 tex = tex2D(sprite, texCoord); float4 bitMask = tex2D(mask, texCoord); if (bitMask.a >0) { return float4(0,0,0,0); } else { return float4(tex.b,tex.g,tex.r,1); } but because mask texture is just two color the result is too jagged i want know how i can do some antialiasing for edges that smooth these ty for reading and sry for my bad english

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  • How do I get information about the level to the player object?

    - by pangaea
    I have a design problem with my Player and Level class in my game. So below is a picture of the game. The problem is I don't want to move on the black space and only the white space. I know how to do this as all I need to do is get the check for the sf::Color::Black and I have methods to do this in the Level class. The problem is this piece of code void Game::input() { player.input(); } void Game::update() { (*level).update(); player.update(); } void Game::render() { (*level).render(); player.render(); } So as you there is a problem in that how do I get the map information from the Level class to the Player class. Now I was thinking if I made the Player position static and pass it into the Level as parameter in update I could do it. The problem is interaction. I don't know what to do. I could maybe make player go into the Level class. However, what if I want multiple levels? So I have big design problems that I'm trying to solve.

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  • Choice of open source license for some components, closed source for others

    - by Peter Serwylo
    G'day, I am working on a set of multiplayer games, where different games play against each other (e.g. you play a Tetris clone, I play an Asteroids clone, but we are both competing against each other). All the games would be based on the same underlying framework written specifically for this project. I am struggling to comprehend how I would license this so that: The underlying framework is open source, so other people can create new games based on it. Some games built on the framework are open source Other games are closed source The goal is to have two bundles on something like the Android market: One free and open source package which has a collection of games Another "premium" (although I dislike that word) paid package which has a different collection of games. Usually I am fond of permissive licenses such as MIT/BSD, however I would prefer something more in the vein of the GPL for this. This is because for software such as the snes-9x SNES emulator, which is a great piece of software, there is a ton of poor quality versions being sold, whereas it would be preferable if there was just one authoritative version which was always kept up to date, and distributed for free. If the underlying framework was GPL'd, would I be able to build closed source games on top of it? Thanks for your input.

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  • Inter Quake Model IQM render Directx9

    - by Andrew_0
    I'm trying to render an Inter Quake Model(http://lee.fov120.com/iqm/) in DirectX9 that I exported from blender. I want to display animations which IQM supports and my model format does not. The model is a cylinder. It loads fine in the iqm sdk opengl viewer but when i try to render it in directx9 using for example(this is just to render the vertices): IDirect3DDevice9 * device; HRESULT hr = S_OK; for(int i = 0; i < nummeshes; i++) { iqmmesh &m = meshes[0]; hr = device->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST, 0, 3*m.num_triangles, m.num_triangles ,&tris[m.first_triangle] ,D3DFMT_INDEX32 ,inposition ,sizeof(unsigned int)); } It renders like this: Incorrect The light grey bit that looks like two triangles in the middle is what is rendered(ignore the other stuff). Whereas it is meant to look like this(using a custom importer which I designed which matches what is displayed in blender): Correct Anyone have any suggestions on what might be going wrong?

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  • OpenGL ES 2 shaders for drawing buildings and roads like Google Maps does

    - by Pris
    I'm trying to create a shader that'll give me an effect similar to what buildings and roads look like on 3D Google Maps. You can see the effect interactively if you enable WebGL at maps.google.com, and I also found a couple of screenshots that illustrate what I'm trying to achieve: Thing I noticed: There's some kind of transparency thing going on with the roads/ground and the buildings, but not between the buildings themselves. It might be that they're rendering the ground and roads after the buildings with the right blend functions to achieve that effect. If you look closely, you'll see parts of the building profiles have an outline. The roads also have nice clean outlines. There are a lot of techniques for outlining things with shaders... but I'm curious to find out what might have been used in this case considering mobile hardware and a large number of entities with outlines (roads and buildings) I'm assuming that for the lighting, some sort of simple diffuse per-vertex shader is being used for the buildings though I could be wrong. I'm especially curious about the 'look' they achieved with buildings (clean, precise outlines/shading). It reminds me a little of what you'd see when designing stuff with CAD applications like SolidWorks: I'd appreciate any advice on achieving this kind of look with ES 2 shaders.

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