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  • How do you stop OgreBullet Capsule from falling over?

    - by Nathan Baggs
    I've just started implementing bullet into my Ogre project. I followed the install instructions here: http://www.ogre3d.org/tikiwiki/OgreBullet+Tutorial+1 And the rest if the tutorial here: http://www.ogre3d.org/tikiwiki/OgreBullet+Tutorial+2 I got that to work fine however now I wanted to extend it to a handle a first person camera. I created a CapsuleShape and a Rigid Body (like the tutorial did for the boxes) however when I run the game the capsule falls over and rolls around on the floor, causing the camera swing wildly around. I need a way to fix the capsule to always stay upright, but I have no idea how Below is the code I'm using. (part of) Header File OgreBulletDynamics::DynamicsWorld *mWorld; // OgreBullet World OgreBulletCollisions::DebugDrawer *debugDrawer; std::deque<OgreBulletDynamics::RigidBody *> mBodies; std::deque<OgreBulletCollisions::CollisionShape *> mShapes; OgreBulletCollisions::CollisionShape *character; OgreBulletDynamics::RigidBody *characterBody; Ogre::SceneNode *charNode; Ogre::Camera* mCamera; Ogre::SceneManager* mSceneMgr; Ogre::RenderWindow* mWindow; main file bool MinimalOgre::go(void) { ... mCamera = mSceneMgr->createCamera("PlayerCam"); mCamera->setPosition(Vector3(0,0,0)); mCamera->lookAt(Vector3(0,0,300)); mCamera->setNearClipDistance(5); mCameraMan = new OgreBites::SdkCameraMan(mCamera); OgreBulletCollisions::CollisionShape *Shape; Shape = new OgreBulletCollisions::StaticPlaneCollisionShape(Vector3(0,1,0), 0); // (normal vector, distance) OgreBulletDynamics::RigidBody *defaultPlaneBody = new OgreBulletDynamics::RigidBody( "BasePlane", mWorld); defaultPlaneBody->setStaticShape(Shape, 0.1, 0.8); // (shape, restitution, friction) // push the created objects to the deques mShapes.push_back(Shape); mBodies.push_back(defaultPlaneBody); character = new OgreBulletCollisions::CapsuleCollisionShape(1.0f, 1.0f, Vector3(0, 1, 0)); charNode = mSceneMgr->getRootSceneNode()->createChildSceneNode(); charNode->attachObject(mCamera); charNode->setPosition(mCamera->getPosition()); characterBody = new OgreBulletDynamics::RigidBody("character", mWorld); characterBody->setShape( charNode, character, 0.0f, // dynamic body restitution 10.0f, // dynamic body friction 10.0f, // dynamic bodymass Vector3(0,0,0), Quaternion(0, 0, 1, 0)); mShapes.push_back(character); mBodies.push_back(characterBody); ... }

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  • Freshen the RTS genre

    - by William Michael Thorley
    This isn't really a question, but a request for feedback. RPS (Rock, Paper, Scissors) RTS (Real Time Strategy) Demo version is out: The game is simple. It is an RTS. Why has it been made? Many if not most RTS’s are about economy and large numbers of unit types. The genre hasn’t actually developed the gameplay drastically from the very first RTS’s produced, some lesson have been learned, but the games are really very similar to how they have always been. RPS brings new gameplay to the RTS genre. Through three means: • New combat mechanics: RPS has two unique modes (as well as the old favourite) of resolving weapon fire. These change how combat happens, and make application of the correct units vital to success. From this comes the requirement to run Intel on your enemies. • Fixed Resource Economy: Each player has a fixed amount of energy, This means that there is a definite end to the game. You can attrition your enemy and try to outlast them, or try to outspend your opponent and destroy them. There is a limit to how fast ships can be built, through the generation of construction blocks, but energy is the fast limit on economy. • Game Modes: Game modes add victory conditions and new game pieces. The game is overseen by a controller which literally runs the game. Games are no longer line them up, gun them down. This means that new tactics must be played making skirmish games fresh with novel tactics without adding huge amounts of new game units to learn. I’ve produced RPS from the ground. I will be running a kickstarter in the near future, but right now I want feedback and input from the game developing community. Regarding the concepts, where RPS is going, the game modes, the combat mechanics. How it plays. RPS will give fresh gameplay to the genre so it must be right. It works over the internet or a LAN and supports single player games. Get it. Play it. Tell me about your games. Thank you Demo: https://dl.dropbox.com/u/51850113/RPS%20Playtest.zip Tutorials: https://dl.dropbox.com/u/51850113/RPSGamePlay.zip

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  • Camera rotation flicker in OpenGL ES 2.0

    - by seahorse
    I implemented an orbit camera in my own OpenGL ES 2.0 application. I was getting extensive amount of flicker while rotating the camera using the mouse. When I added the line eglSwapInterval( ..., 0.1); after eglSwapBuffers() and then the flicker immediately stopped. I am not able to understand why eglSwapInterval solves the flicker problem? (The FPS of my app prior to eglSwapInterval was around 700FPS) (The flicker is NOT due to z-fighting because I have set near and far clip planes as 100 and 500)

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  • Why is a fully transparent pixel still rendered?

    - by Mr Bell
    I am trying to make a pixel shader that achieves an effect similar to this video http://www.youtube.com/watch?v=f1uZvurrhig&feature=related My basic idea is render the scene to a temp render target then Render the previously rendered image with a slight fade on to another temp render target Draw the current scene on top of that Draw the results on to a render target that persists between draws Draw the results on to the screen But I am having problems with the fading portion. If I have my pixel shader return a color with its A component set to 0, shouldn't that basically amount to drawing nothing? (Assuming that sprite batch blend mode is set to AlphaBlend) To test this I have my pixel shader return a transparent red color. Instead of nothing being drawn, it draws a partially transparent red box. I hope that my question makes sense, but if it doesnt please ask me to clarify Here is the drawing code public override void Draw(GameTime gameTime) { GraphicsDevice.SamplerStates[1] = SamplerState.PointWrap; drawImageOnClearedRenderTarget(presentationTarget, tempRenderTarget, fadeEffect); drawImageOnRenderTarget(sceneRenderTarget, tempRenderTarget); drawImageOnClearedRenderTarget(tempRenderTarget, presentationTarget); GraphicsDevice.SetRenderTarget(null); drawImage(backgroundTexture); drawImage(presentationTarget); base.Draw(gameTime); } private void drawImage(Texture2D image, Effect effect = null) { spriteBatch.Begin(0, BlendState.AlphaBlend, SamplerState.PointWrap, null, null, effect); spriteBatch.Draw(image, new Rectangle(0, 0, width, height), Color.White); spriteBatch.End(); } private void drawImageOnRenderTarget(Texture2D image, RenderTarget2D target, Effect effect = null) { GraphicsDevice.SetRenderTarget(target); drawImage(image, effect); } private void drawImageOnClearedRenderTarget(Texture2D image, RenderTarget2D target, Effect effect = null) { GraphicsDevice.SetRenderTarget(target); GraphicsDevice.Clear(Color.Transparent); drawImage(image, effect); } Here is the fade pixel shader sampler TextureSampler : register(s0); float4 PixelShaderFunction(float2 texCoord : TEXCOORD0) : COLOR0 { float4 c = 0; c = tex2D(TextureSampler, texCoord); //c.a = clamp(c.a - 0.05, 0, 1); c.r = 1; c.g = 0; c.b = 0; c.a = 0; return c; } technique Fade { pass Pass1 { PixelShader = compile ps_2_0 PixelShaderFunction(); } }

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  • How add fog with pixel shader (HLSL) XNA?

    - by Mehdi Bugnard
    I started to make a small game in XNA . And recently i tried to add a "fog" on "pixel shader HLSL" with the class Effect from XNA . I search online about some tutorial and found many sample. But nothing want work on my game :-( . Before i already add a "fog" effect in my game and everything work, because i used the class "BasicEffect" but with the class "Effect" and HLSL, it's really more complicated. If somebody have an idea, it's will be wonderfull. Thanks again. Here is my code HLSL, i use. // Both techniques share this same pixel shader. float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { //return tex2D(Sampler, input.TextureCoordinate) * input.Color; float d = length(input.TextureCoordinate - cameraPos); float l = saturate((d-fogNear)/(fogFar-fogNear)); float fogFactory = clamp((d - fogNear) / (fogFar - fogNear), 0, 1) * l; return tex2D(Sampler, input.TextureCoordinate) * lerp(input.Color, fogColor, fogFactory); } Here is the screenShot With effect Without effect

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  • per pixel based collision detection.

    - by pengume
    I was wondering if anyone had any ideas on how to get per pixel collision detection for the android. I saw that the andEngine has great collision detection on rotation as well but couldn't see where the actual detection happened per pixel. Also noticed a couple solutions for java, could these be replicated for use with the Android SDK? Maybe someone here has a clean piece of code I could look at to help understand what is going on with per pixel detection and also why when rotating it is a different process.

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  • Making an interface for input in C - How?

    - by tloszk
    I have a big question. I started to develop a simple 3D engine (or should I call it framework?). I use OpenGL for rendering and it is developed for Windows. It is all written in C. But I don't know, how to write an "interface" for the keyboard/mouse input. I would like to keep it as simple as possible and nice - what the Win32 "native" input system is not. If anyone has suggestions about the topic, please, tell me. Thanks for everyone, who answers to my question!

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  • Issue with distinguishing levels in isometric game

    - by Konrad
    I'm working on an isometric game however I am having trouble visually distinguishing between levels in the game. Take the example below, the first image shows concrete blocks at ground level and the following images show an attempt to build a few blocks a level above. As you can see the level above is visually swallowed the one below. I've tried shading to make lower levels darker with respect to camera, but this doesn't work that well.. any ideas?

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  • What can i use as a 3d Tile map editor?

    - by alfa64
    I need to make grid based levels with 3d models for a dungeon crawler ( as a recent example Legend of Grimrock), but i need to have several layers and place entities with properties and position, angle, etc. I was considering Tiled, using layers as height for each level, but it's very hard to work with and visualize. What can i use for this pourpose? The output format needs to be json, xml, or something i can use on my engine. Ideally i'd want something like Tiled with a 3d visualization/edit mode and support for loading models or at least some visual representation of them.

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  • Why do my LWJGL fonts have dots and lines around them?

    - by Jordan
    When we render fonts there are weird dots and lines around the text. I have no idea why this would happen. Here is an image of what it looks like: Our font class looks like this: package me.NJ.ComputerTycoon.Font; import me.NJ.ComputerTycoon.BaseObjects.UDim2; import org.lwjgl.opengl.Display; import org.newdawn.slick.Color; import org.newdawn.slick.TrueTypeFont; public class Font { public TrueTypeFont font; private int fontSize = 18; private String fontName = "Calibri"; private int fontStyle = java.awt.Font.BOLD; public Font(String fontName, int fontStyle, int fontSize) { font = new TrueTypeFont(new java.awt.Font(fontName, fontStyle, fontSize), true); //font. } public Font(int fontStyle, int fontSize) { font = new TrueTypeFont(new java.awt.Font(fontName, fontStyle, fontSize), true); } public Font(int fontSize) { font = new TrueTypeFont(new java.awt.Font(fontName, fontStyle, fontSize), true); } public Font() { font = new TrueTypeFont(new java.awt.Font(fontName, fontStyle, fontSize), true); } public void drawString(int x, int y, String s, Color color){ this.font.drawString(x, y, s, color); } public void drawString(int x, int y, String s){ this.font.drawString(x, y, s); } public void drawString(float x, float y, String s, Color color){ this.font.drawString(x, y, s, color); } public void drawString(float x, float y, String s){ this.font.drawString(x, y, s); } public void drawString(UDim2 udim, String s){ this.font.drawString((Display.getWidth() * udim.getX().getScale()) + udim.getX().getOffset(), (Display.getHeight() * udim.getY().getScale()) + udim.getY().getOffset(), s); } public String getFontName(){ return this.fontName; } public int getFontSize(){ return this.fontSize; } public TrueTypeFont getFont(){ return this.font; } } What could be causing this?

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  • Admob banner not getting remove from superview

    - by Anil gupta
    I am developing one 2d game using cocos2d framework, in this game i am using admob for advertising, in some classes not in all classes but admob banner is visible in every class and after some time game getting crash also. I am not getting how admob banner is comes in every class in fact i have not declare in Rootviewcontroller class. can any one suggest me how to integrate Admob in cocos2d game, i want Admob banner in particular classes not in every class, I am using latest google admob sdk, my code is below: Thanks in advance ` -(void)AdMob{ NSLog(@"ADMOB"); CGSize winSize = [[CCDirector sharedDirector]winSize]; // Create a view of the standard size at the bottom of the screen. if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad){ bannerView_ = [[GADBannerView alloc] initWithFrame:CGRectMake(size.width/2-364, size.height - GAD_SIZE_728x90.height, GAD_SIZE_728x90.width, GAD_SIZE_728x90.height)]; } else { // It's an iPhone bannerView_ = [[GADBannerView alloc] initWithFrame:CGRectMake(size.width/2-160, size.height - GAD_SIZE_320x50.height, GAD_SIZE_320x50.width, GAD_SIZE_320x50.height)]; } if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) { bannerView_.adUnitID =@"a15062384653c9e"; } else { bannerView_.adUnitID =@"a15062392a0aa0a"; } bannerView_.rootViewController = self; [[[CCDirector sharedDirector]openGLView]addSubview:bannerView_]; [bannerView_ loadRequest:[GADRequest request]]; GADRequest *request = [[GADRequest alloc] init]; request.testing = [NSArray arrayWithObjects: GAD_SIMULATOR_ID, nil]; // Simulator [bannerView_ loadRequest:request]; } //best practice for removing the barnnerView_ -(void)removeSubviews{ NSArray* subviews = [[CCDirector sharedDirector]openGLView].subviews; for (id SUB in subviews){ [(UIView*)SUB removeFromSuperview]; [SUB release]; } NSLog(@"remove from view"); } //this makes the refreshTimer count -(void)targetMethod:(NSTimer *)theTimer{ //INCREASE OF THE TIMER AND SECONDS elapsedTime++; seconds++; //INCREASE OF THE MINUTOS EACH 60 SECONDS if (seconds>=60) { seconds=0; minutes++; [self removeSubviews]; [self AdMob]; } NSLog(@"TIME: %02d:%02d", minutes, seconds); } `

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  • Tiled game: how to correct load background image ?

    - by stighy
    Hi, i'm a newbie. I'm trying to develop a 2d game (top-down view). I would like to load a standard background, a textured ground... My "world" is big, for example 3000px X 3000px. I think it is not a good idea to load a 3000px x 3000px image and move it... So, how is the best practice ? To load a single small image (64x64) and repeat it for N times ? If yes, ok, but how i can manage the "background" movement ? Thanks Bye!

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  • OpenGL - Cascaded shadow mapping - Texture lookup

    - by Silverlan
    I'm trying to implement cascaded shadow mapping in my engine, but I'm somewhat stuck at the last step. For testing purposes I've made sure all cascades encompass my entire scene. The result is currently this: The different intensity of the cascades is not on purpose, it's actually the problem. This is how I do the texture lookup for the shadow maps inside the fragment shader: layout(std140) uniform CSM { vec4 csmFard; // far distances for each cascade mat4 csmVP[4]; // View-Projection Matrix int numCascades; // Number of cascades to use. In this example it's 4. }; uniform sampler2DArrayShadow csmTextureArray; // The 4 shadow maps in vec4 csmPos[4]; // Vertex position in shadow MVP space float GetShadowCoefficient() { int index = numCascades -1; vec4 shadowCoord; for(int i=0;i<numCascades;i++) { if(gl_FragCoord.z < csmFard[i]) { shadowCoord = csmPos[i]; index = i; break; } } shadowCoord.w = shadowCoord.z; shadowCoord.z = float(index); shadowCoord.x = shadowCoord.x *0.5f +0.5f; shadowCoord.y = shadowCoord.y *0.5f +0.5f; return shadow2DArray(csmTextureArray,shadowCoord).x; } I then use the return value and simply multiply it with the diffuse color. That explains the different intensity of the cascades, since I'm grabbing the depth value directly from the texture. I've tried to do a depth comparison instead, but with limited success: [...] // Same code as above shadowCoord.w = shadowCoord.z; shadowCoord.z = float(index); shadowCoord.x = shadowCoord.x *0.5f +0.5f; shadowCoord.y = shadowCoord.y *0.5f +0.5f; float z = shadow2DArray(csmTextureArray,shadowCoord).x; if(z < shadowCoord.w) return 0.25f; return 1.f; } While this does give me the same shadow value everywhere, it only works for the first cascade, all others are blank: (I colored the cascades because otherwise the transitions wouldn't be visible in this case) What am I missing here?

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  • How to detect collisions in AS3?

    - by Gabriel Meono
    I'm trying to make a simple game, when the ball falls into certain block, you win. Mechanics: The ball falls through several obstacles, in the end there are two blocks, if the ball touches the left block you win, the next level will contain more blocks and less space between them. Test the movie (click on the screen to drop the ball): http://gabrielmeono.com/downloads/Lucky_Hit_Alpha.swf These are the main variables: var winBox:QuickObject;//You win var looseBox:QuickObject;//You loose var gameBall:QuickObject;//Ball dropped Question: How do I trigger a collision function if the ball hits the winBox? (Win message/Next level) Thanks, here is the full code: package { import flash.display.MovieClip; import com.actionsnippet.qbox.*; import flash.events.MouseEvent; [SWF(width = 600, height = 600, frameRate = 60)] public class LuckyHit extends MovieClip { public var sim:QuickBox2D; var winBox:QuickObject; var looseBox:QuickObject; var gameBall:QuickObject; /** * Constructor */ public function LuckyHit() { sim = new QuickBox2D(this); //sim.createStageWalls(); winBox = sim.addBox({x:5,y:600/30, width:300/30, height:10/30, density:0}); looseBox = sim.addBox({x:15,y:600/30, width:300/30, height:10/30, density:0}); // make obstacles for (var i:int = 0; i<(stage.stageWidth/50); i++){ //End sim.addCircle({x:1 + i * 1.5, y:16, radius:0.1, density:0}); sim.addCircle({x:2 + i * 1.5, y:15, radius:0.1, density:0}); //Mid End sim.addCircle({x:0 + i * 2, y:14, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:13, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:12, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:11, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:10, radius:0.1, density:0}); //Middle Start sim.addCircle({x:0 + i * 1.5, y:09, radius:0.1, density:0}); sim.addCircle({x:1 + i * 1.5, y:08, radius:0.1, density:0}); sim.addCircle({x:0 + i * 1.5, y:07, radius:0.1, density:0}); sim.addCircle({x:1 + i * 1.5, y:06, radius:0.1, density:0}); } sim.start(); stage.addEventListener(MouseEvent.CLICK, _clicked); } /** * .. * @param e MouseEvent.CLICK */ private function _clicked(e:MouseEvent) { gameBall = sim.addCircle({x:(mouseX/30), y:(1), radius:0.25, density:5}); } } }

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  • Where do you search/look for game developers for an indie game startup?

    - by G.Campos
    Hey there I just recently saw stackoverflow had a game dev sister site so here I am, wondering if you experienced fellows know where one can search/look for game developers for an indie game startup? In other words: I have a game idea which I've written down with as much detail as possible (so anyone else can understand how it works) and now I'm looking for a heavy php programmer with whom to pair up in order to go from idea to reality. I'm a front-end/interface designer and an intermediate programmer. I recognize my project requires heavy programming skills which I do not have as of today =) So, what websites, communities or places do you recommend I go look into? Where do good programmers interested in indie games go look for projects if they don't have their own? Thanks in advance G.Campos

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  • Speeding up procedural texture generation

    - by FalconNL
    Recently I've begun working on a game that takes place in a procedurally generated solar system. After a bit of a learning curve (having neither worked with Scala, OpenGL 2 ES or Libgdx before), I have a basic tech demo going where you spin around a single procedurally textured planet: The problem I'm running into is the performance of the texture generation. A quick overview of what I'm doing: a planet is a cube that has been deformed to a sphere. To each side, a n x n (e.g. 256 x 256) texture is applied, which are bundled in one 8n x n texture that is sent to the fragment shader. The last two spaces are not used, they're only there to make sure the width is a power of 2. The texture is currently generated on the CPU, using the updated 2012 version of the simplex noise algorithm linked to in the paper 'Simplex noise demystified'. The scene I'm using to test the algorithm contains two spheres: the planet and the background. Both use a greyscale texture consisting of six octaves of 3D simplex noise, so for example if we choose 128x128 as the texture size there are 128 x 128 x 6 x 2 x 6 = about 1.2 million calls to the noise function. The closest you will get to the planet is about what's shown in the screenshot and since the game's target resolution is 1280x720 that means I'd prefer to use 512x512 textures. Combine that with the fact the actual textures will of course be more complicated than basic noise (There will be a day and night texture, blended in the fragment shader based on sunlight, and a specular mask. I need noise for continents, terrain color variation, clouds, city lights, etc.) and we're looking at something like 512 x 512 x 6 x 3 x 15 = 70 million noise calls for the planet alone. In the final game, there will be activities when traveling between planets, so a wait of 5 or 10 seconds, possibly 20, would be acceptable since I can calculate the texture in the background while traveling, though obviously the faster the better. Getting back to our test scene, performance on my PC isn't too terrible, though still too slow considering the final result is going to be about 60 times worse: 128x128 : 0.1s 256x256 : 0.4s 512x512 : 1.7s This is after I moved all performance-critical code to Java, since trying to do so in Scala was a lot worse. Running this on my phone (a Samsung Galaxy S3), however, produces a more problematic result: 128x128 : 2s 256x256 : 7s 512x512 : 29s Already far too long, and that's not even factoring in the fact that it'll be minutes instead of seconds in the final version. Clearly something needs to be done. Personally, I see a few potential avenues, though I'm not particularly keen on any of them yet: Don't precalculate the textures, but let the fragment shader calculate everything. Probably not feasible, because at one point I had the background as a fullscreen quad with a pixel shader and I got about 1 fps on my phone. Use the GPU to render the texture once, store it and use the stored texture from then on. Upside: might be faster than doing it on the CPU since the GPU is supposed to be faster at floating point calculations. Downside: effects that cannot (easily) be expressed as functions of simplex noise (e.g. gas planet vortices, moon craters, etc.) are a lot more difficult to code in GLSL than in Scala/Java. Calculate a large amount of noise textures and ship them with the application. I'd like to avoid this if at all possible. Lower the resolution. Buys me a 4x performance gain, which isn't really enough plus I lose a lot of quality. Find a faster noise algorithm. If anyone has one I'm all ears, but simplex is already supposed to be faster than perlin. Adopt a pixel art style, allowing for lower resolution textures and fewer noise octaves. While I originally envisioned the game in this style, I've come to prefer the realistic approach. I'm doing something wrong and the performance should already be one or two orders of magnitude better. If this is the case, please let me know. If anyone has any suggestions, tips, workarounds, or other comments regarding this problem I'd love to hear them.

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  • How to sync the actions in a mutiplayer game?

    - by Wheeler
    I connect the clients with UDP (its a peer to peer connection on a multicast network) and the clients are sending their positions in every frame (in WP7 it means the default 30 FPS) to each other. This game is kinda a pong game, and my problem is the next: whenever the opponent hits the ball the angle will not be the same on both mobiles. I think its because the latency (1 pixel difference can cause a different angle). So my question is: how can I sync the hitting event?

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  • what does AngleVectors method in quake 3 source code does

    - by kypronite
    I just downloaded quake 3 for learning purposes. I know some of some linear algebra(basic vector math ie: dot,cross product). However I can't decipher what below method does, I know what is yaw,pitch and roll. But I can't connect these with vector. Worse, I'm not sure this fall under what math 'category', so I don't really know how to google. Hence the question here. Anyone? void AngleVectors( const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up) { float angle; static float sr, sp, sy, cr, cp, cy; // static to help MS compiler fp bugs angle = angles[YAW] * (M_PI*2 / 360); sy = sin(angle); cy = cos(angle); angle = angles[PITCH] * (M_PI*2 / 360); sp = sin(angle); cp = cos(angle); angle = angles[ROLL] * (M_PI*2 / 360); sr = sin(angle); cr = cos(angle); if (forward) { forward[0] = cp*cy; forward[1] = cp*sy; forward[2] = -sp; } if (right) { right[0] = (-1*sr*sp*cy+-1*cr*-sy); right[1] = (-1*sr*sp*sy+-1*cr*cy); right[2] = -1*sr*cp; } if (up) { up[0] = (cr*sp*cy+-sr*-sy); up[1] = (cr*sp*sy+-sr*cy); up[2] = cr*cp; } } ddddd

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  • Which K-factor should be used in case players have different K-factor values

    - by DmitryN
    I am implementing a ranking system based on the Elo rating and cannot get a point about the K-factor. If two players with different skills and, therefore, different K-factors are playing, which exactly K-factor should be used when changing their ratings? For example, player A has rating 2500 and K-factor 16 (probability ~75%) while player B has rating 2300 and K-factor 24 (probability ~25%). If player A wins, do I need to use 16 as K-factor for both players or 16 for player A and 24 for player B?

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  • Objective-C Moving UIView along a curved path

    - by PruitIgoe
    I'm not sure if I am approaching this the correct way. In my app, when a user touches the screen I capture the point and create an arc from a fixed point to that touch point. I then want to move a UIView along that arc. Here's my code: ViewController.m //method to "shoot" object - KIP_Projectile creates the arc, KIP_Character creates the object I want to move along the arc ... //get arc for trajectory KIP_Projectile* vThisProjectile = [[KIP_Projectile alloc] initWithFrame:CGRectMake(51.0, fatElvisCenterPoint-30.0, touchPoint.x, 60.0)]; vThisProjectile.backgroundColor = [UIColor clearColor]; [self.view addSubview:vThisProjectile]; ... KIP_Character* thisChar = [[KIP_Character alloc] initWithFrame:CGRectMake(51, objCenterPoint-5, imgThisChar.size.width, imgThisChar.size.height)]; thisChar.backgroundColor = [UIColor clearColor]; thisChar.charID = charID; thisChar.charType = 2; thisChar.strCharType = @"Projectile"; thisChar.imgMyImage = imgThisChar; thisChar.myArc = vThisProjectile; [thisChar buildImage]; [thisChar traceArc]; in KIP_Projectile I build the arc using this code: - (CGMutablePathRef) createArcPathFromBottomOfRect : (CGRect) rect : (CGFloat) arcHeight { CGRect arcRect = CGRectMake(rect.origin.x, rect.origin.y + rect.size.height - arcHeight, rect.size.width, arcHeight); CGFloat arcRadius = (arcRect.size.height/2) + (pow(arcRect.size.width, 2) / (8*arcRect.size.height)); CGPoint arcCenter = CGPointMake(arcRect.origin.x + arcRect.size.width/2, arcRect.origin.y + arcRadius); CGFloat angle = acos(arcRect.size.width / (2*arcRadius)); CGFloat startAngle = radians(180) + angle; CGFloat endAngle = radians(360) - angle; CGMutablePathRef path = CGPathCreateMutable(); CGPathAddArc(path, NULL, arcCenter.x, arcCenter.y, arcRadius, startAngle, endAngle, 0); return path; } - (void)drawRect:(CGRect)rect { CGContextRef currentContext = UIGraphicsGetCurrentContext(); _myArcPath = [self createArcPathFromBottomOfRect:self.bounds:30.0]; CGContextSetLineWidth(currentContext, 1); CGFloat red[4] = {1.0f, 0.0f, 0.0f, 1.0f}; CGContextSetStrokeColor(currentContext, red); CGContextAddPath(currentContext, _myArcPath); CGContextStrokePath(currentContext); } Works fine. The arc is displayed with a red stroke on the screen. In KIP_Character, which has been passed it's relevant arc, I am using this code but getting no results. - (void) traceArc { CGMutablePathRef myArc = _myArc.myArcPath; // Set up path movement CAKeyframeAnimation *pathAnimation = [CAKeyframeAnimation animationWithKeyPath:@"position"]; pathAnimation.calculationMode = kCAAnimationPaced; pathAnimation.fillMode = kCAFillModeForwards; pathAnimation.removedOnCompletion = NO; pathAnimation.path = myArc; CGPathRelease(myArc); [self.layer addAnimation:pathAnimation forKey:@"savingAnimation"]; } Any help here would be appreciated.

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  • Design pattern for procedural terrain assets

    - by Alex
    I'm developing a procedural terrain class at the moment and am stuck on the correct design pattern. The terrain is 2D and is constructed from a series of (x,y) points. I currently have a method that just randomly adds points to an array of points to generate a random spread of points. However I need a more elaborate system for generating the terrain. The terrain will be built form a series of re-accuring terrain structures eg. a pit, jump, hill etc. Each structure will have some randomness assigned to it, each height of hill will be random, pit size will be random etc. Each terrain structure will have: A property detailing the number of points making up that structure A method for generating the points (not absolutely necessary) My current thinking is to have a class for each terrain structure, create a fixed amount of terrain elements ahead of the player, loop over these and add the corresponding points to the game. What is the best way to create these procedural terrain structures when they are ultimately just a set of functions for generating terrain elements? Is a class for each terrain element excessive? I'm developing the game for iphone so any objective-c related answers would be welcome.

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  • How can I author objects with perspective that fit into a tile-based map but span multiple tiles?

    - by Growler
    I'm creating a tilemap city and trying to figure out the most efficient way to create unique building scenes. The trick is, I need to maintain a sort of 2D, almost-top-down perspective, which is hard to do with buildings or large objects that span multiple tiles. I've tried doing three buildings at a time, and mixing and matching the base layer and colors, like this: This creates a weird overlapping effect, and also doesn't seem that efficient from a production standpoint. But it was the best way to have shadows appear correctly on the neighboring buildings. I'm wondering if modular buildings would be the way to go? That way I can mix and match any set of buildings together as tiles: I guess I would have to risk some perspective and shadowing to get the buildings to align correctly. What sort of authoring process could I use to allow me to create a variety of buildings (or other objects) that maintain this perspective while spanning multiple tiles worth of screen space? Would you recommend creating blank buildings, and then affixing art overlays as necessary to make the buildings unique? Or should they be directly part of the building tile (for example, create a separate tileset of buildings signs and colorings)?

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  • What should be contained in a game scene graph?

    - by Bunkai.Satori
    Would you help me to clarify, please, what what exactly should be contained within a game scene graph? See the following list, please: Game Actors? (obviously yes, all the objects changing state should be the major prart of the Scene Graph) Simple static game ojbects? (I mean ojects places in the background that do not get animated, neither do they collide) Game Triggers? Game Lights? Game Cameras? Weapon Bullets? Game Explosions and Special Effects? The above considered object types. Now to the coverage of the scene graph: Should a scene graph contain the whole game level map since the level start, or should it contain only the visible portion of the map? If the second is true, it would mean that scene graph would be continuously updated, by adding/removing game objects, as the player moves. However, containing only the visible are of the map obviously would be much faster to traverse and update.

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  • How do I animate a spritesheet in cocos2d Android

    - by user729053
    I'm trying to animate a sprite in a spritesheet, the goal is to make the character walk from left to right. I subclassed CCSprite: CharacterSprite. this is my code: CCSpriteFrameCache.sharedSpriteFrameCache().addSpriteFrames("WalkAnimation.plist"); CCSpriteSheet spriteSheet = CCSpriteSheet.spriteSheet("WalkAnimation.png"); w.addChild(spriteSheet); ArrayList<CCSpriteFrame> walkSprites = new ArrayList<CCSpriteFrame>(); for(int i = 1; i<=8;++i) { walkSprites.add(CCSpriteFrameCache.sharedSpriteFrameCache().spriteFrameByName("walk"+ i +".png")); } //float randomFactor = (float)Math.random()*10; CCAnimation walkAnimation = CCAnimation.animation("walk", 0.1f, walkSprites); Log.v("addEnemy", "Show"); this.character = CCSprite.sprite(walkSprites.get(0)); Log.v("addEnemy", "Don't Show"); this.walkAction = CCRepeatForever.action(CCAnimate.action(walkAnimation, false)); character.runAction(walkAction); for(int k =0; k<amount; k++) { float randomFactor = (float)Math.random()*10; character.setPosition(CGPoint.ccp(-randomFactor * character.getContentSize().width/2, winSize.height / 6.0f)); spriteSheet.addChild(character); } This code is in my 2nd scene. And whenever I press on Start Game, nothing happens. But the code is executed till: character = CharacterSprite.sprite("walk1.png"); Can someone provide me of a snippet of animation using a spritesheet?

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  • Generating Normal map from a Image with a given Albedo map

    - by snape
    I am working on a research problem part of which involves generating normal map from a given image of a rusted object. I searched the internet for techniques to achieve the above and apparently crazybump is mentioned a lot. I tried it but it didn't produce the desirable effects. Also I am looking for a method which draws inspiration from an existing research paper not some closed source software. I turned my attention to the technique described in the this paper. Results from this technique are satisfactory for normal objects because of bias in the training data but it doesn't work very well in the case of rusted objects. After this I focussed my attention on generating Albedo map (the above problem would become more solvable if Albedo map is obtained). Fortunately I am able to generate pretty good albedo maps for images of rusted objects. I used this paper's approach to generate Albedo maps. Now I want to know a good technique to get Normal map given an image and it's corresponding Albedo map. To give you an idea of what kind of images I am working with I am attaching a sample. Links to research material would be really appreciated. Thanks!

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