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  • Add game mechanics through equipment?

    - by Sidar
    In a game with different weapons and armor that actually affect more than just player stats, how would you achieve such effect? (These are just examples not concrete ideas ) For example we could have a handgun, uzi and then you have the graviton-gun. The first two would just shoot bullets, the third one does more than just shoot a simple projectile. It could allow the player to hold an enemy and drag it to use it as a meat shield. The player could also wear generic armor but at some point wears armor that can absorb projectiles. After absorbing enough projectiles you can shoot a giant blast. All these weapons/armor have different "behaviors" that either just raise stats or actually add new mechanics. In a simple case most guns would have similar properties and changing a few settings would create a new weapon (handgun shoots at an interval of x amount of seconds, lower this number and you have a machinegun). This obviously does not work if you intend to do more than just shoot projectiles. I'm pretty much stuck on writing the interface structure. While weapons and armor have different purposes they should both be able to process certain effects that change or add mechanics in the game world.

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  • Get vertex colors from fbx (OpenGL, FBX SDK)

    - by instancedName
    I'm kinda stuck with this one. I managed to get vertex positions, indices, normals, but I don't quite understand how te get vertex colors. I need them to fill my buffer. I tried funcion mesh-GetElementVertexColorCount() and then to iterate trough all of them, but it returns zero. I alse tried to get layer, and then use layer-GetVertexColors(), but it returns NULL pointer. Can anyone help me with this one?

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  • set TouchEvent to every particle in SpriteParticleSystem in andEngine livewallpaper

    - by Girish Bhutiya
    All I have working on andEngine Live wallpaper and I have use SpriteParticleSystem. I want to add touch event to every Sprite of SpriteParticleSystem and remove that sprite from scene. I have use below code for create particle system. final SpriteParticleSystem particleSystem = new SpriteParticleSystem(new PointParticleEmitter(mParticleX, mParticleY),mParticleMinRate, mParticleMaxRate, mParticleMax,this.mFlowerTextureRegion, this.getVertexBufferObjectManager()); //particleSystem.addParticleInitializer(new BlendFunctionParticleInitializer<Sprite>(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE)); particleSystem.addParticleInitializer(new VelocityParticleInitializer<Sprite>(-90, 0, 0, 0)); particleSystem.addParticleInitializer(new AccelerationParticleInitializer<Sprite>(8, -11)); particleSystem.addParticleInitializer(new RotationParticleInitializer<Sprite>(0.0f, 360.0f)); //particleSystem.addParticleInitializer(new ColorParticleInitializer<Sprite>(1.0f, 1.0f, 0.0f)); particleSystem.addParticleInitializer(new ExpireParticleInitializer<Sprite>(15.5f)); particleSystem.addParticleModifier(new ScaleParticleModifier<Sprite>(0, 5, 0.5f, 2.0f)); background = new Sprite(0, 0, backgroundTextureRegion, mEngine.getVertexBufferObjectManager()); background.setPosition((CAMERA_WIDTH - background.getWidth()) * 0.5f, (CAMERA_HEIGHT - background.getHeight()) * 0.5f); //background.setScale(1.5f); //SpriteBackground bg = new SpriteBackground(background); //mScene.setBackground(bg); this.mScene.attachChild(background); this.mScene.attachChild(particleSystem); <br> Thanks in advance.

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  • How to gain accurate results with Painter's algorithm?

    - by pimvdb
    A while ago I asked how to determine when a face is overlapping another. The advice was to use a Z-buffer. However, I cannot use a Z-buffer in my current project and hence I would like to use the Painter's algorithm. I have no good clue as to when a surface is behind or in front of another, though. I've tried numerous methods but they all fail in edge cases, or they fail even in general cases. This is a list of sorting methods I've tried so far: Distance to midpoint of each face Average distance to each vertex of each face Average z value of each vertex Higest z value of vertices of each face and draw those first Lowest z value of vertices of each face and draw those last The problem is that a face might have a closer distance but is still further away. All these methods seem unreliable. Edit: For example, in the following image the surface with the blue point as midpoint is painted over the surface with the red point as midpoint, because the blue point is closer. However, this is because the surface of the red point is larger and the midpoint is further away. The surface with the red point should be painted over the blue one, because it is closer, whilst the midpoint distance says the opposite. What exactly is used in the Painter's algorithm to determine the order in which objects should be drawn?

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  • Passing multiple Vertex Attributes in GLSL 130

    - by Roy T.
    (note this question is closely related to this one however I didn't fully understand the accepted answer) To support videocards in laptops I have to rewrite my GLSL 330 shaders to GLSL 130. I'm trying to do this but somehow I don't get vertex attributes to work properly. My 330 shaders look like this: #version 330 layout(location = 0) in vec4 position; layout(location = 3) in vec4 color; smooth out vec4 theColor; void main() { gl_Position = position; theColor = color; } Now this explicit layout is not allowed in GLSL 130 so I referenced this page to see what the default layouts for some values would be. As you can see position should be the 0th vertex attribute and color should be the 3rd vertex attribute. Because this is a test case I had already configured my explicit layouts in the same way, which worked, so I now simply rewrote my shader to this and expected it to work: #version 130 smooth out vec4 theColor; void main() { gl_Position = gl_Vertex; theColor = gl_Color; } However this doesn't work, the value of gl_Color is always (1,1,1,1). So how should I pass multiple vertex attributes to my GLSL 130 shaders? For reference, this is how I set my vertex buffer object and attributes (I've just adapted this tutorial to JAVA+JOGL) gl.glBindBuffer(GL3.GL_ARRAY_BUFFER, vertex_buffer_id); gl.glEnableVertexAttribArray(0); gl.glEnableVertexAttribArray(3); gl.glVertexAttribPointer(0, 4 , GL3.GL_FLOAT, false, 0, 0); gl.glVertexAttribPointer(3, 4, GL3.GL_FLOAT, false, 0, 4*4*4); gl.glDrawArrays(GL3.GL_TRIANGLE_STRIP, 0, 4); gl.glDisableVertexAttribArray(0); gl.glDisableVertexAttribArray(3); EDIT I solved the problem by querying for the layout locations of position an color using glGetAttribLocation however I still don't understand why the 'hardcoded' values like gl_Color didn't work, can't I upload data in there as normal? Shouldn't they be used?

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  • Multiplayer / Networking options for a 2D game with physics

    - by lahmas
    Summary: My 50% finished 2D sidescroller with Box2D as physics engine should have multiplayer support in the final version. However, the current code is just a singleplayer game. What should I do now? And more important, how should I implement multiplayer and combine it with singleplayer? Is it a bad idea to code the singleplayer mode separated from multiplayer mode (like Notch did it with Minecraft)? The performance in singleplayer should be as good as possible (Simulating physics with using a loopback server to implement singleplayer mode would be a problem there) Full background / questions: I'm working on a relatively large 2D game project in C++, with physics as a core element of it. (I use Box2D for that) The finished game should have full multiplayer support, however I made the mistake that I didn't plan the networking part properly and basically worked on a singleplayer game until now. I thought that multiplayer support could be added to the almost finished singleplayer game in a relatively easy and clear way, but apparently, from what I have read this is wrong. I even read that a multiplayer game should be programmed as one from the beginning, with the singleplayer mode actually just consisting of hosting an invisible local server and connecting to it via loopback. (I found out that most FPS game engines do it that way, an example would be Source) So here I am, with my half finished 2D sidescroller game, and I don't really know how to go on. Simply continueing to work on the singleplayer / client seems useless to me now, as I'd have to recode and refactor even more later. First, a general question to anybody who possibly found himself in a situation like this: How should I proceed? Then, the more specific one - I have been trying to find out how I can approach the networking part for my game: (Possible solutions:) Invisible / loopback server for singleplayer This would have the advantage that there basically is no difference between singleplayer and multiplayer mode. Not much additional code would be needed. A big disadvantage: Performance and other limitations in singleplayer. There would be two physics simulations running. One for the client and one for the loopback server. Even if you work around by providing a direct path for the data from the loopback server, through direct communcation by the threads for example, the singleplayer would be limited. This is a problem because people should be allowed to play around with masses of objects at once. Separated singleplayer / Multiplayer mode There would be no server involved in singleplayer mode. I'm not really sure how this would work. But at least I think that there would be a lot of additional work, because all of the singleplayer features would have to be re-implemented or glued to multiplayer mode. Multiplayer mode as a module for singleplayer This is merely a quick thought I had. Multiplayer could consist of a singleplayer game, with an additional networking module loaded and connected to a server, which sends and receives data and updates the singleplayer world. In the retrospective, I regret not having planned the multiplayer mode earlier. I'm really stuck at this point and I hope that somebody here is able to help me!

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  • Action button: only true once per press

    - by Sidar
    I'm using SFML2.0 and am trying to make a wrapper class for my controller/joystick. I read all the input data from my controller and send it off to my controllable object. I want to have two types of buttons per button press, one that is continues(true false state ) and one that is an action and is set to false after the next frame update. Here is an example of how I set my button A to true or false with the SFML api. Whereas data is my struct of buttons, and A holds my true/false state every update. data.A = sf::Joystick::isButtonPressed(i,st::input::A); But I've also added "data.actionA" which represents the one time action state. Basically what I want is for actionA to be set false after the update its been set to true. I'm trying to keep track of the previous state. But I seem to fall into this loop where it toggles between true and false every update. Anyone an idea? Edit: Since I can't answer my own question yet here is my solution: data.actionA = data.A = sf::Joystick::isButtonPressed(i,st::input::A); if(prev.A) data.actionA = false; First I always set the actionA to the value of the button state. Then I check if the previous state of A is true. If so we negate the value.

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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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  • Should I refer to browser-based games as HTML5 games or Javascript games?

    - by Bane
    First of all, I know that there are alternatives to both HTML5 and Javascript, but I worded the question so generally ("browser-based") because if I had said "HTML5" or "Javascript" games that would already imply an answer to the question. When writing wiki posts or discussing, I usually call these games "HTML5/Javascript" games. They are written in Javascript, using the new HTML5 technology. What is the proper way to call them: HTML5 or Javascript games? I see that most people opt for HTML5, why?

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  • How to use caching to increase render performance?

    - by Christian Ivicevic
    First of all I am going to cover the basic design of my 2d tile-based engine written with SDL in C++, then I will point out what I am up to and where I need some hints. Concept of my engine My engine uses the concept of GameScreens which are stored on a stack in the main game class. The main methods of a screen are usually LoadContent, Render, Update and InitMultithreading. (I use the last one because I am using v8 as a JavaScript bridge to the engine. The main game loop then renders the top screen on the stack (if there is one; otherwise, it exits the game) - actually it calls the render methods, but stores all items to be rendered in a list. After gathering all this information the methods like SDL_BlitSurface are called by my GameUIRenderer which draws the enqueued content and then draws some overlay. The code looks like this: while(Game is running) { Handle input if(Screens on stack == 0) exit Update timer etc. Clear the screen Peek the screen on the stack and collect information on what to render Actually render the enqueue screen stuff and some overlay etc. Flip the screen } The GameUIRenderer uses as hinted a std::vector<std::shared_ptr<ImageToRender>> to hold all necessary information described by this class: class ImageToRender { private: SDL_Surface* image; int x, y, w, h, xOffset, yOffset; }; This bunch of attributes is usually needed if I have a texture atlas with all tiles in one SDL_Surface and then the engine should crop one specific area and draw this to the screen. The GameUIRenderer::Render() method then just iterates over all elements and renders them something like this: std::for_each( this->m_vImageVector.begin(), this->m_vImageVector.end(), [this](std::shared_ptr<ImageToRender> pCurrentImage) { SDL_Rect rc = { pCurrentImage->x, pCurrentImage->y, 0, 0 }; // For the sake of simplicity ignore offsets... SDL_Rect srcRect = { 0, 0, pCurrentImage->w, pCurrentImage->h }; SDL_BlitSurface(pCurrentImage->pImage, &srcRect, g_pFramework->GetScreen(), &rc); } ); this->m_vImageVector.clear(); Current ideas which need to be reviewed The specified approach works really good and IMHO it is really has a good structure, however the performance could be definitely increased. I would like to know what do you suggest, how to implement efficient caching of surfaces etc so that there is no need to redraw the same scene over and over again? The map itself would be almost static, only when the player moves, we would need to move the map. Furthermore animated entities would either require updates of the whole map or updates of only the specific areas the entities are currently moving in. My first approaches were to include a flag IsTainted which should be used by the GameUIRenderer to decide whether to redraw everything or use cached version (or to not render anything so that we do not have to Clear the screen and let the last frame persist). However this seems to be quite messy if I have to manually handle in my Render method of the screen class if something has changed or not.

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  • Rain effect using DirectX 9 capabilities

    - by teodron
    Is it possible to achieve something similar to nVidia's rain demo using only shader model 3.0 capabilities? If yes, could you point out a few documents/web resources that are suitable candidates and do not require a heavy programming load (e.g. not more than two hard weeks of programming for one single person)? It would be nice if the answer could also contain a pro/con phrase for the proposed idea (e.g. postprocessing rain shader vs. a particle based effect).

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  • What is the most efficient way to convert to binary and back in C#?

    - by Saad Imran.
    I'm trying to write a general purpose socket server for a game I'm working on. I know I could very well use already built servers like SmartFox and Photon, but I wan't to go through the pain of creating one myself for learning purposes. I've come up with a BSON inspired protocol to convert the the basic data types, their arrays, and a special GSObject to binary and arrange them in a way so that it can be put back together into object form on the client end. At the core, the conversion methods utilize the .Net BitConverter class to convert the basic data types to binary. Anyways, the problem is performance, if I loop 50,000 times and convert my GSObject to binary each time it takes about 5500ms (the resulting byte[] is just 192 bytes per conversion). I think think this would be way too slow for an MMO that sends 5-10 position updates per second with a 1000 concurrent users. Yes, I know it's unlikely that a game will have a 1000 users on at the same time, but like I said earlier this is supposed to be a learning process for me, I want to go out of my way and build something that scales well and can handle at least a few thousand users. So yea, if anyone's aware of other conversion techniques or sees where I'm loosing performance I would appreciate the help. GSBitConverter.cs This is the main conversion class, it adds extension methods to main datatypes to convert to the binary format. It uses the BitConverter class to convert the base types. I've shown only the code to convert integer and integer arrays, but the rest of the method are pretty much replicas of those two, they just overload the type. public static class GSBitConverter { public static byte[] ToGSBinary(this short value) { return BitConverter.GetBytes(value); } public static byte[] ToGSBinary(this IEnumerable<short> value) { List<byte> bytes = new List<byte>(); short length = (short)value.Count(); bytes.AddRange(length.ToGSBinary()); for (int i = 0; i < length; i++) bytes.AddRange(value.ElementAt(i).ToGSBinary()); return bytes.ToArray(); } public static byte[] ToGSBinary(this bool value); public static byte[] ToGSBinary(this IEnumerable<bool> value); public static byte[] ToGSBinary(this IEnumerable<byte> value); public static byte[] ToGSBinary(this int value); public static byte[] ToGSBinary(this IEnumerable<int> value); public static byte[] ToGSBinary(this long value); public static byte[] ToGSBinary(this IEnumerable<long> value); public static byte[] ToGSBinary(this float value); public static byte[] ToGSBinary(this IEnumerable<float> value); public static byte[] ToGSBinary(this double value); public static byte[] ToGSBinary(this IEnumerable<double> value); public static byte[] ToGSBinary(this string value); public static byte[] ToGSBinary(this IEnumerable<string> value); public static string GetHexDump(this IEnumerable<byte> value); } Program.cs Here's the the object that I'm converting to binary in a loop. class Program { static void Main(string[] args) { GSObject obj = new GSObject(); obj.AttachShort("smallInt", 15); obj.AttachInt("medInt", 120700); obj.AttachLong("bigInt", 10900800700); obj.AttachDouble("doubleVal", Math.PI); obj.AttachStringArray("muppetNames", new string[] { "Kermit", "Fozzy", "Piggy", "Animal", "Gonzo" }); GSObject apple = new GSObject(); apple.AttachString("name", "Apple"); apple.AttachString("color", "red"); apple.AttachBool("inStock", true); apple.AttachFloat("price", (float)1.5); GSObject lemon = new GSObject(); apple.AttachString("name", "Lemon"); apple.AttachString("color", "yellow"); apple.AttachBool("inStock", false); apple.AttachFloat("price", (float)0.8); GSObject apricoat = new GSObject(); apple.AttachString("name", "Apricoat"); apple.AttachString("color", "orange"); apple.AttachBool("inStock", true); apple.AttachFloat("price", (float)1.9); GSObject kiwi = new GSObject(); apple.AttachString("name", "Kiwi"); apple.AttachString("color", "green"); apple.AttachBool("inStock", true); apple.AttachFloat("price", (float)2.3); GSArray fruits = new GSArray(); fruits.AddGSObject(apple); fruits.AddGSObject(lemon); fruits.AddGSObject(apricoat); fruits.AddGSObject(kiwi); obj.AttachGSArray("fruits", fruits); Stopwatch w1 = Stopwatch.StartNew(); for (int i = 0; i < 50000; i++) { byte[] b = obj.ToGSBinary(); } w1.Stop(); Console.WriteLine(BitConverter.IsLittleEndian ? "Little Endian" : "Big Endian"); Console.WriteLine(w1.ElapsedMilliseconds + "ms"); } Here's the code for some of my other classes that are used in the code above. Most of it is repetitive. GSObject GSArray GSWrappedObject

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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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  • 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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  • Rotate to a set degree then reverse and repeat in Unity

    - by Ryan
    and thank you for your time. I'm making my first project in Unity, a simple game where touching objects adds points to the players score. I'd like the objects to have a pleasant back and forth swaying animation on the Z axis. Nodding to the right 30 degrees, then to the left 30 degrees, on and on. Here's what I've got... public class Rotator : MonoBehaviour { void Update () { transform.Rotate(new Vector3(0,0,12)*Time.deltaTime); } } This gives me a nice slow rotation. But I am clueless how to tell Unity to stop at +30 degrees, reverse to -30 degrees, rotate again to +30, stop and repeat, etc, etc. I'd really appreciate any help. Maybe there is a thread like this that I was not able to find? I assume it will involve some kind of 'if than' function? Thank you, Ryan

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  • gl_PointCoord always zero

    - by Jonathan
    I am trying to draw point sprites in OpenGL with a shader but gl_PointCoord is always zero. Here is my code Setup: //Shader creation..(includes glBindAttribLocation(program, ATTRIB_P, "p");) glEnableVertexAttribArray(ATTRIB_P); In the rendering loop: glUseProgram(shader_particles); float vertices[]={0.0f,0.0f,0.0f}; glEnable(GL_TEXTURE_2D); glEnable(GL_POINT_SPRITE); glEnable(GL_VERTEX_PROGRAM_POINT_SIZE); //glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE);(tried with this on/off, doesn't work) glVertexAttribPointer(ATTRIB_P, 3, GL_FLOAT, GL_FALSE, 0, vertices); glDrawArrays(GL_POINTS, 0, 1); Vertex Shader: attribute highp vec4 p; void main() { gl_PointSize = 40.0f; gl_Position = p; } Fragment Shader: void main() { gl_FragColor = vec4(gl_PointCoord.st, 0, 1);//if the coords range from 0-1, this should draw a square with black,red,green,yellow corners } But this only draws a black square with a size of 40. What am I doing wrong? Edit: Point sprites work when i use the fixed function, but I need to use shaders because in the end the code will be for opengl es 2.0 glUseProgram(0); glEnable(GL_TEXTURE_2D); glEnable(GL_POINT_SPRITE); glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE); glPointSize(40); glBegin(GL_POINTS); glVertex3f(0.0f,0.0f,0.0f); glEnd(); Is anyone able to get point sprites working with shader? If so, please share some code.

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  • Trying to Draw a 2D Triangle in OpenGL ES 2.0

    - by Nathan Campos
    I'm trying to convert a code from OpenGL to OpenGL ES 2.0 (for the BlackBerry PlayBook). So far what I got is this (just the part of the code that should draw the triangle): void setupScene() { glClearColor(250, 250, 250, 1); glViewport(0, 0, 600, 1024); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } void drawScene() { setupScene(); glColorMask(0, 0, 0, 1); const GLfloat triangleVertices[] = { 100, 100, 150, 0, 200, 100 }; glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, triangleVertices); glEnableVertexAttribArray(0); glDrawArrays(GL_TRIANGLES, 0, 2); } void render() { drawScene(); bbutil_swap(); } The problem is that when I launch the app instead of showing me the triangle the screen just flickers (very fast) from white to gray. Any idea what I'm doing wrong? Also, here is the entire code if you need: Full source code

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  • OpenGL's matrix stack vs Hand multiplying

    - by deft_code
    Which is more efficient using OpenGL's transformation stack or applying the transformations by hand. I've often heard that you should minimize the number of state transitions in your graphics pipeline. Pushing and popping translation matrices seem like a big change. However, I wonder if the graphics card might be able to more than make up for pipeline hiccup by using its parallel execution hardware to bulk multiply the vertices. My specific case. I have font rendered to a sprite sheet. The coordinates of each character or a string are calculated and added to a vertex buffer. Now I need to move that string. Would it be better to iterate through the vertex buffer and adjust each of the vertices by hand or temporarily push a new translation matrix?

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  • Cocos2d-x v3 invalid conversion from 'cocos2d::Layer* [on hold]

    - by Hammerh5
    Hello guys I'm learning cocos2d-x v3 right but most of the code that I can find is to the version 2. My specific error is this one, when I try to compile my cocos2s-x 3 project this error shows. invalid conversion from 'cocos2d::Layer to Game* [-fpermisive]* What I want to do is create a new game scene in the following code: //Game.cpp #include "Game.h" Scene* Game::scene() { scene *sc = CCScene::create(); sc->setTag(TAG_GAME_SCENE); const Game *g = Game::create(); //Here is where the conversions fails. sc->addChild(g, 0, TAG_GAME_LAYER); return sc; } Of course this is my header file //Game.h #include "cocos2d.h" #include "Mole.h" #include "AppDelegate.h" using namespace cocos2d; class Game: public cocos2d::Layer { cocos2d::CCArray *moles; float timeBetweenMoles, timeElapsed, increaseMolesAtTime, increaseElapsed, lastMoleHiTime; int molesAtOnce; cocos2d::CCSize s; bool isPaused; public: CCString *missSound, *hitSound; static cocos2d::Scene* scene(); virtual bool init(); void showMole(); void initializeGame(); void onEnterTransitionDidFinish(); void onExit(); void onTouchesBegan(const std::vector<cocos2d::Touch *> &touches, cocos2d::Event *event); void tick(float dt); cocos2d::CCArray* getMoles(bool isUp); //LAYER_CREATE_FUNC(Game); }; #endif /* GAME_H_ */ I don't know what's wrong I suppose this code works fine in Cocos2d-x v2. It's maybe some changes in the C++ version ?

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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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  • Why is Farseer not working in Windows Phone 7/8?

    - by Bryan
    I created a new Windows Phone Game (4.0) project in Visual Studio Express 2012 and added the Farseer project to the solution explorer. But adding a reference to the Farseer project is not working. I always get this error message: A reference to 'Farseer Physics XNA WP7' could not be added. References with different refresh levels are not supported. What is wrong? How can I use Farseer in Windows Phone 7/8? I uploaded the two projects on pastebin. Farseer project: pastebin.com/uyRusHxM Windows Phone project: pastebin.com/s74Gr66y

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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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  • How do I draw a border around a display object in Corona Lua?

    - by Greg
    What would be the easiest way to draw a thin border around a display object in Corona Lua? You could assume it's rectangular image display object. EDIT - re "this question shows no research effort. You should tell us what you've tried and how it didn't work" Reviewed API and could not find a "border" method/property on displayObject Have tried creating a black box slightly bigger behind object, however can not see how to place object behind an existing object hence question How do I move an existing display object behind another in Corona Lua? Google results for putting a border around a display object in corona didn't help

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  • Unity3d generating a file in iOS and saving it on a linux machine

    - by N0xus
    I've done a little research and don't know if the following is possible. At the moment I have created a small application in Unity that generates an XML file. This file will be used to help set up my game. It's done in Unity due to it being cross platform with no need to re-write a single line of code. Eventually this will run on an iPad. However, my game will be running on a linux computer and I need to pass over the XML file to the computer that will be running the final game (please don't ask why I'm doing that, it's something I need to do). So what I want to know is the following: Can I generate my XML file on an iPad and have that XML file be saved, and transmitted to a linux machine, without the need to manually copy the file over. If so, how is this possible?

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  • Isometric displaying two different images in different positions

    - by Canvas
    I'm creating a simple Isometric game using HTML5 and Javascript, but I can't seem to get the display to work, at the moment i have 9 tiles that have X and Y positions and the player has a X and Y position, the players X and Y properties are set to 100, and the tiles are as shown tiles[0] = new Array(3); tiles[1] = new Array(3); tiles[2] = new Array(3); tiles[0][0] = new point2D( 100, 100); tiles[0][1] = new point2D( 160, 100); tiles[0][2] = new point2D( 220, 100); tiles[1][0] = new point2D( 100, 160); tiles[1][1] = new point2D( 160, 160); tiles[1][2] = new point2D( 220, 160); tiles[2][0] = new point2D( 100, 220); tiles[2][1] = new point2D( 160, 220); tiles[2][2] = new point2D( 220, 220); Now I use this method to work out the isometric position function twoDToIso( point ) { var cords = point2D; cords.x = point.x - point.y; cords.y = (point.x + point.y) / 2; return cords; } point2D is function point2D( x, y) { this.x = x; this.y = y; } Now this i'm sure does work out the correct positioning, but here is the output Isometric view I just need to move my player position a tiny bit, but is that the best way to display my player position in the right position? Canvas P.S. the tile width is 120 and height is 60 and the player is width 30 by height 15

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