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  • Should I go with Android or Try Windows Phone 7?

    - by Omnion
    I already know C# and am familiar with XNA. So it would make sense to develop for the Windows Phone 7, but would it be worth while to learn Java, get familiar with Android, and instead develop for Android devices? Android has been around longer so it would probably have a larger user base. Is it really worth it to try to develop for one of the more popular mobile platforms. (Windows Phone 7 has been out for like a month?) I haven't tried either one yet though. I'm also going to buy a phone, so this decision would probably influence the phone that I buy. (to develop/test on)

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  • Split Texture2D Across Line

    - by Simie
    Background I'm using a texture as a damage map represented by an array of floats for displaying damage effects on a space ship in a process. An upside of this is being able to 'slice' ships in half, using an input damage map with a line down the middle, as shown in the diagram below. Question However, I'm encountering problems separating this split ship into two different entities. I would like to be able to split the image down the 'damage line', in a process similar to this: I don't have much idea where to start detecting the red line above. Any advice would be welcome.

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  • Help me choose an engine

    - by Gjorgji
    So far i've been trying to make a RTS in pygame but, i feel like 2d is not enough and pygame has me do a lot of stuff that i would not like doing. What i would like doing is working on the AI gameplay and such and not worying too much about how to display stuff,physics and the like too much. So far Unity has boo which is supposed to be similar to python i wonder if that could work. How similar is it to python should i use this? Other options as far as i can see are ogre3d python bindings and UDK. Which would best suit my needs?

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  • Where in a typical rendering pipeline does visibility and shading occur?

    - by user29163
    I am taking a computer graphics course. The book and the lecture notes are vague on the on the order of flow between the different steps in the rendering process. For example, if we have specified a view in a scene, and then want to perform a projection transformation for that given view, then we have to go through a sequence of transformations. In the end we end up with a normalized "viewcube" ready to be mapped 2D after clipping. But why do we end up with a cube (ie 3D thing), when a projection results in projecting the 3D objects to 2D. (depth information is lost?) The other line of reasoning is that all information further needed is stored within the "cube" and that visibility detection and shading is performed with respect to this cube and then we perform rasterezation.

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  • Android Java: Way to effectively pause system time while debugging?

    - by TheMaster42
    In my project, I call nanoTime and use that to get a deltaTime which I pass to my entities and animations. However, while debugging (for example, stepping through my code), the system time on my phone is happily chugging along, so it's impossible to look at, say, two sequential frames of data in the debugger (since by the time I'm done looking at the first frame, the system time has continued to move ahead by seconds or even minutes). Is there a programming practice or method to pause the system clock (or a way for my code to intercept and fake my deltaTime) whenever I pause execution from the debugger? Additional Information: I'm using Eclipse Classic with the ADT plugin and a Samsung SII, coding in Java. My code invoking nanoTime: http://pastebin.com/0ZciyBtN I do all display via a Canvas object (2D sprites and animations).

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  • Translating multiple objects in GUI based on average position?

    - by user1423893
    I use this method to move a single object in 3D space, it accounts for a local offset based on where the cursor ray hits the widget and the center of the widget. var cursorRay = cursor.Ray; Vector3 goalPosition = translationWidget.GoalPosition; Vector3 position = cursorRay.Origin + cursorRay.Direction * grabDistance; // Constrain object movement based on selected axis switch (translationWidget.AxisSelected) { case AxisSelected.All: goalPosition = position; break; case AxisSelected.None: break; case AxisSelected.X: goalPosition.X = position.X; break; case AxisSelected.Y: goalPosition.Y = position.Y; break; case AxisSelected.Z: goalPosition.Z = position.Z; break; } translationWidget.GoalPosition = goalPosition; Vector3 p = goalPosition - translationWidget.LocalOffset; objectSelected.Position = p; I would like to move multiple objects based on the same principle and using a widget which is located at the average position of all the objects currently selected. I thought that I would have to translate each object based on their offset from the average point and then include the local offset. var cursorRay = cursor.Ray; Vector3 goalPosition = translationWidget.GoalPosition; Vector3 position = cursorRay.Origin + cursorRay.Direction * grabDistance; // Constrain object movement based on selected axis switch (translationWidget.AxisSelected) { case AxisSelected.All: goalPosition = position; break; case AxisSelected.None: break; case AxisSelected.X: goalPosition.X = position.X; break; case AxisSelected.Y: goalPosition.Y = position.Y; break; case AxisSelected.Z: goalPosition.Z = position.Z; break; } translationWidget.GoalPosition = goalPosition; Vector3 p = goalPosition - translationWidget.LocalOffset; int numSelectedObjects = objectSelectedList.Count; for (int i = 0; i < numSelectedObjects; ++i) { objectSelectedList[i].Position = (objectSelectedList[i].Position - translationWidget.Position) + p; } This doesn't work as the object starts shaking, which I think is because I haven't accounted for the new offset correctly. Where have I gone wrong?

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  • Vector Troubles in C++

    - by DistortedLojik
    I am currently working on a project that deals with a vector of objects of a People class. The program compiles and runs just fine, but when I use the debugger it dies when trying to do anything with the PersonWrangler object. I currently have 3 different classes, one for the person, a personwrangler which handles all of the people collectively, and a game class that handles the game input and output. Edit: My basic question is to understand why it is dying when it calls outputPeople. Also I would like to understand why my program works exactly as it should unless I use the debugger. The outputPeople function works the way I intended that way. Edit 2: The callstack has 3 bad calls which are: std::vector ::begin(this=0xbaadf00d) std::vector ::size(this=0xbaadf00d) PersonWrangler::outputPeople(this=0xbaadf00d) Relevant code: class Game { public: Game(); void gameLoop(); void menu(); void setStatus(bool inputStatus); bool getStatus(); PersonWrangler* hal; private: bool status; }; which calls outputPeople where it promptly dies from a baadf00d error. void Game::menu() { hal->outputPeople(); } where hal is an object of PersonWrangler type class PersonWrangler { public: PersonWrangler(int inputStartingNum); void outputPeople(); vector<Person*> peopleVector; vector<Person*>::iterator personIterator; int totalPeople; }; and the outputPeople function is defined as void PersonWrangler::outputPeople() { int totalConnections = 0; cout << " Total People:" << peopleVector.size() << endl; for (unsigned int i = 0;i < peopleVector.size();i++) { sort(peopleVector[i]->connectionsVector.begin(),peopleVector[i]->connectionsVector.end()); peopleVector[i]->connectionsVector.erase( unique (peopleVector[i]->connectionsVector.begin(),peopleVector[i]->connectionsVector.end()),peopleVector[i]->connectionsVector.end()); peopleVector[i]->outputPerson(); totalConnections+=peopleVector[i]->connectionsVector.size(); } cout << "Total connections:" << totalConnections/2 << endl; }

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  • World orientation in OpenGLES clarification

    - by Dev2rights
    I have a 3d tile map made up of individual billboards in OpenGLES. Each is a 2 triangles mesh and has a 3D Vector to determine its position and another defining its rotation from the origin at (0,0,0). Im trying to work out how to rotate the entire tile map around a point be that the origin or some arbitrary point in space. Im guessing i need to set up a Model Matrix instead for each tile. Then set up a world matrix for the world. Then on updating i would translate the world matrix and change the orientation and multiply it with each model matrix before rendering. Is this correct ?

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  • Error when updating enumerated value?

    - by igrad
    Once upon a time, there was a Player class (simplified version) enum animState{RUNNING,JUMPING,FALLING,IDLING}; class Player { public: Player(int x, int y); void handle(); void show(); ~Player(); private: int m_x; int m_y; animState playerAnimState; } There was also a "handle" function-member, which took care of all movement and collisions for the player: #include "player.h" void Player::handle() { if(/*Player presses 'D' key*/) { m_x++; playerAnimState = RUNNING; } //Other stuff that is just there to look nice Through lots of experimentation with "//" and "/**/", I've found that I consistently get an error at "playerAnimState = RUNNING." Have I broken some enumeration rule? Does my laptop really suck that bad? I hate to post a "fix my code for me" question, but I'm not very seasoned with enums.

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  • Elastic Collision Formula in Java

    - by Shijima
    I'm trying to write a Java formula based on this tutorial: 2-D elastic collisions without Trigonometry. I am in the section "Elastic Collisions in 2 Dimensions". In step 1, it mentions "Next, find the unit vector of n, which we will call un. This is done by dividing by the magnitude of n". My below code represents the normal vector of 2 objects (I'm using a simple array to represent the normal vector), but I am not really sure what the tutorial means by dividing the magnitude of n to get the un. int[] normal = new int[2]; normal[0] = ball2.x - ball1.x; normal[1] = ball2.y - ball1.y; Can anyone please explain what un is, and how I can calculate it with my array in Java?

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  • Will you still play a good Red Alert 3 mission map? [closed]

    - by W.N.
    I've been creating a RA3 mission map (play in Skirmish), most likely a remake of RA2 Yuri "To the Moon" mission, with more interesting elements. However, because of my work, the process was corrupted for more than a year. And now, I see that very few people still play RA3. So, should I continue making this map? Because there're still a lot of work to complete this map. I can assure you, the mission will be interesting. However, if few people play it, there's no need to waste time to it. Please give me some advice. Thank you.

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  • OpenGL: Drawing to a texture

    - by Danran
    Well im just a bit stuck wondering how to draw an item to a texture. Specifically, i'm using; glDrawArrays(GL_LINE_STRIP, indices[0], indices.size()); Because what i'm drawing via the above function updates every-frame, i'm just totally not sure how to go about drawing what i have to a texture. Any help is greatly appreciated! Edit: Well unfortunately my graphics card doesn't support FrameBuffer Objects :/. So i've been trying to get the copy contents from backbuffer method working. Here's what i currently have; http://pastebin.com/dJpPt6Pd And sadly all i get is a white square. Its probably something stupid that i'm doing wrong. Just unsure what it could be?

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  • Vector normalization gives very imprecise results

    - by Kipras
    When I normalize vectors I receive very strange results. The lengths of the normalized vectors range from 1.0 to almost 1.5. The functions are all written by me, but I just can't find a mistake in my algorithm. When I normalize I just divide all components of the vector by the vector's length. public double length(){ return Math.sqrt(x*x + y*y); } public void normalize(){ if(length() > 0){ x /= length(); y /= length(); } } Is this supposed to happen? I mean I can see the length ranging from 0.9 to 1.1 at worst, but this is just overwhelming. Cheers

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  • How can I calculate the angle between two 2D vectors?

    - by Error 454
    I am working on some movement AI where there are no obstacles and movement is restricted to the XY plane. I am calculating two vectors, v, the facing direction of ship 1, and w, the vector pointing from the position of ship 1 to ship 2. I am then calculating the angle between these two vectors using the formula arccos((v · w) / (|v| · |w|)) The problem I'm having is that arccos only returns values between 0° and 180°. This makes it impossible to determine whether I should turn left or right to face the other ship. Is there a better way to do this?

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  • How to update a mesh position base on a pressed key?

    - by steven166
    I have a mesh loaded from a file, like a tiger mesh. At the first time it locates at A position, then if I press a left key, it will moves to B position but the problem is if I press a left key one more time, it will move from B position to C position. It means that the amount I want to move the mesh will base on the current position instead of the first time rendering position. I can do it if I have a array vertices then I just update the vertex buffer, but a mesh loaded from a file does not have an array vertices, so how to do it? Anybody help me, please?

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  • How can I set the rotation of a shape to the same as my image?

    - by BleedObsidian
    The way you set rotations of images is different from setting shape rotations. So how can I make the shape have the same rotation as my image? This is how my image rotates: if(input.isKeyDown(Input.KEY_RIGHT)) { rotate += rotateSpeed * delta; image.rotate(rotate - image.getRotation()); } How can I get the same effect but with a shape? For example: How can I get that rectangle to be at the same rotation as the car?

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  • Scaling sprite velocity / co-ordinatesin Android

    - by user22241
    I'm trying to find the answer to a question that I've had for a long time, but am having trouble finding it! I hope someone can help :-) I'm trying to find information on how to scale sprite velocity / movement / co-ordinates. What I mean by this is how do I get a sprite to move at the same speed relative to the screen size / DPI so that it takes the same amount of real-time to get from one side of the screen to the other? All of the posts pertaining to sprite scaling that I can find on the various forums relate to the size of the sprite, but this part of it I'm OK with so far, it's just that when I move a sprite, it kind of gets there at different speed depending on the dpi / resolution of the device. I hope I'm making sense. This is the code I have so far, instead of using explicit amounts, like 1, I'm using something like the following: platSpeedFloat= (1 * (dpi/160)); //Use '1' so on an MDPI screen, the sprite will move by 1 physical pixel Then basically what I'm doing is something like this: (all varialble previously declared) platSpeedSave+=platSpeedFloat; //Add the platSpeedFloat value to the current platSpeedSave value platSpeed=(int) platSpeedSave; //Cast to int so it can be checked in the following statement if (platSpeed==platSpeedSave) //Check the casted int value to float value stored previoiusly {floorY=floorY-platSpeed; //If they match then change the Y value platSpeedSave=0;} //Reset Would be grateful if someone could assists - hope I'm making sense. The above doesn't seems to work the sprite moves 'faster' on lower DPI screens. Thanks

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  • Zelda-style top-down RPG. How to store tile and collision data?

    - by Delerat
    I'm looking to build a Zelda: LTTP style top-down RPG. I've read a lot on the subject and am currently going back and forth on a few solutions. I'm using C#, MonoGame, and Tiled. For my tile maps, these are the choices I can see in front of me: Store each tile as its own array. Each one having 3-4 layers, texture/animation, depth, flags, and maybe collision(depending on how I do it). I've read warning about memory issues going this route, and my biggest map will probably be 160x120 tiles. My average map however will be about 40x30. The number of tiles might cut in half if I decide to double my tile size, which is currently 16x16. This is the most appealing approach for me, as I feel like I would know how to save maps, make changes, and separate it into chunks for collision checks. Store the static parts of my tile map in multiple arrays acting as the different layers. Then I would just use entities for anything that wasn't static. All of the other tile data such as collisions, depth, etc., would be stored in their own layers as well I guess? This way just seems messy to me though. Regardless of which one I choose, I'm also unsure how to plan all of that other tile data. I could write a bunch of code that would know which integer represents what tile and it's data, but if I changed a tileset in Tiled and exported it again, all of those integers could potentially change and I'd have to adjust a whole bunch of code. My other issue is about how I could do collision. I want to at least support angled collision that slides you around the corners of objects like LTTP does, if not more oddball shapes as well. So do I: Store collision as a flag for binary collision. Could I get this to support angles? Would it be fine to store collision as an integer and have each number represent a certain angle of collision? Store a list of rectangles or other shapes and do collision that way? Sorry for the large two-part(three-part?) question. I felt like these needed to be asked together as I believe each choice influences the other.

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  • Why do I have to divide the origin of a quad by 4 instead of 2?

    - by vinzBad
    I'm currently transitioning from C#/XNA to C#/OpenTK but I'm getting stuck at the basics. So I have this Sprite-Class: public static bool EnableDebugDraw = true; public float X; public float Y; public float OriginX = 0; public float OriginY = 0; public float Width = 0.1f; public float Height = 0.1f; public Color TintColor = Color.Red; float _layerDepth = 0f; public void Render() { Vector2[] corners = { new Vector2(X-OriginX,Y-OriginY), //top left new Vector2(X +Width -OriginX,Y-OriginY),//top right new Vector2(X +Width-OriginX,Y+Height-OriginY),//bottom rigth new Vector2(X-OriginX,Y+Height-OriginY)//bottom left }; GL.Color3(TintColor); GL.Begin(BeginMode.Quads); { for (int i = 0; i < 4; i++) GL.Vertex3(corners[i].X,corners[i].Y,_layerDepth); } GL.End(); if (EnableDebugDraw) { GL.Color3(Color.Violet); GL.PointSize(3); GL.Begin(BeginMode.Points); { for (int i = 0; i < 4; i++) GL.Vertex2(corners[i]); } GL.End(); GL.Color3(Color.Green); GL.Begin(BeginMode.Points); GL.Vertex2(X + OriginX, Y + OriginY); GL.End(); } With the following setup I try to set the origin of the quad to the middle of the quad. _sprite.OriginX = _sprite.Width / 2; _sprite.OriginY = _sprite.Height / 2; but this sets the origin to the upper right corner of the quad, so i have to _sprite.OriginX = _sprite.Width / 4; _sprite.OriginY = _sprite.Height / 4; However this is not the intended behaviour, could you advise me how I fix this?

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  • Best way to get elapsed time in miliseconds in windows

    - by XaitormanX
    I'm trying to do it using two FILETIMEs, casting them to ULONGLONGs, substracting the ULONGLONGs, and dividing the result by 10000. But it's pretty slow, and I want to know if there is a better way to do it.I use c++ with visual studio 2008 express edition. This is what I'm using: FILETIME filetime,filetime2; GetSystemTimeAsFileTime(&filetime); Sleep(100); GetSystemTimeAsFileTime(&filetime2); ULONGLONG time1,time2; time1 = (((ULONGLONG) filetime.dwHighDateTime) << 32) + filetime.dwLowDateTime; time2 = (((ULONGLONG) filetime2.dwHighDateTime) << 32) + filetime2.dwLowDateTime; printf("ELAPSED TIME IN MS:%d",(int)((time2-time1)/10000));

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  • Multiply mode in SpriteBatch

    - by ashes999
    I have a "lighting" texture (black background with white or colours for lights) that I want to draw as a multiplcation operation. SpriteBatch.Begin can specify BlendState.Additive, but there's no BlendState.Multiplicative. I also tried the solution in this answer, but it didn't work -- even when I (incorrectly?) changed the code to work with XNA 4 style ColorDestinationBlend, I ended up with the final solution being inverted (black area where the light is, everything else is visible). I initially thought of a shader, but I couldn't get shaders to work with MonoGame, so I'm falling back to SpriteBatch.

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  • Good resources for learning modern OpenGL (3.0 or later)?

    - by MatterGoal
    I stumble upon the search of a good resource to start with OpenGL (3.0 or later) . Well, I found a lot of books but none of them can be considered a good resource! Here two examples: OpenGL Programming Guide (7th edition) http://www.amazon.com/exec/obidos/ASIN/0321552628/khongrou-20 This is FULL of deprecated material! Almost every chapters begin with a note about that. OpenGL Superbible (5th Edition) http://www.amazon.com/exec/obidos/ASIN/0321712617/khongrou-20 This book uses a library created by the author to explain the main arguments, hiding what you want to learn! I don't want to learn how to use your library! I want to learn OpenGL! I hope that you understand this is not the same question like "hey I'm not able to use Google... tell me how to learn OpenGL". I've just finished a full and deep search but I can't find a good and complete resource to learn the "new" OpenGL avoiding deprecated topics. Can someone heading me in the right direction? I know C++ and I have 10 years of experience in development... where I can find a good resource?! I want to spend time on it and I want to learn deeply. (please feel free to edit my question, my English is terrible!)

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  • Rotating object around moving object/player in 2D

    - by Boston
    I am trying to implement a camera which rotates around the world around the player. I have found many solutions online to the task of rotating an object about the origin, or about an arbitrary point. The procedure seems to be to translate the point to be rotated about to the origin, perform the rotation, translate back, then draw. I have gotten this working for rotation around the origin as well as for a fixed point. Rotation of objects around the player works as well, provided the player does not move. However, if the objects are rotated around the player by some non-zero degree, if the player moves after the rotation it causes the rotated objects to move as well. I probably have done a poor job explaining this so here's an image: http://i.imgur.com/1n63iWR.gif And here's the code for the behavior: renderx = (Ox - Px)*cos(camAngle) - (Oy - Py)*sin(camAngle) + Px; rendery = (Ox - Px)*sin(camAngle) + (Oy - Py)*cos(camAngle) + Py; Where (Ox,Oy) is the actual position of the object to be rotated and (Px,Py) is the actual position of the player. Any ideas? I am using C++ with SDL2.0.

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  • Which jar has JBox2d's p5 package

    - by Brantley Blanchard
    Using eclipse, I'm trying to write a simple hello world program in processing that simply draws a rectangle on the screen then has gravity drop it as seen in this Tutorial. The problem is that when I try to import the p5 package, it's not resolving so I can't declare my Physics object. I tried two things. Download the zip, unzip it, then import the 3 jars (library, serialization, & testbed) a. import org.jbox2d.p5.*; doesn't resolve but the others do b. Physics physics; doesn't resolve Download the older standalone testbed jar then import it a. Physics physics; doesn't resolve; Here is basically where I'm starting import org.jbox2d.util.nonconvex.*; import org.jbox2d.dynamics.contacts.*; import org.jbox2d.testbed.*; import org.jbox2d.collision.*; import org.jbox2d.common.*; import org.jbox2d.dynamics.joints.*; import org.jbox2d.p5.*; import org.jbox2d.dynamics.*; import processing.core.PApplet; public class MyFirstJBox2d extends PApplet { Physics physics; public void setup() { size(640,480); frameRate(60); initScene(); } public void draw() { background(0); if (keyPressed) { //Reset everything physics.destroy(); initScene(); } } public void initScene() { physics = new Physics(this, width, height); physics.setDensity(1.0f); physics.createRect(300,200,340,300); } }

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  • Understanding how to go from a scene to what's actually rendered to screen in OpenGL?

    - by Pris
    I want something that explains step by step how, after setting up a simple scene I can go from that 'world' space, to what's finally rendered on my screen (ie, actually implement something). I need the resource to clearly show how to derive and set up both orthographic and perspective projection matrices... basically I want to thoroughly understand what's going on behind the scenes and not plug in random things without knowing what they do. I've found lots of half explanations, presentation slides, walls of text, etc that aren't really doing much for me. I have a basic understanding of linear algebra/matrix transforms, and a rough idea of what's going on when you go from model space - screen, but not enough to actually implement it in code.

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