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  • Efficiently checking input and firing events

    - by Jim
    I'm writing an InputHandler class in XNA, and there are several different keys considered valid input (all of type Microsoft.XNA.Framework.Input.Keys). For each key, I have three events: internal event InputEvent XYZPressed; internal event InputEvent XYZHeld; internal event InputEvent XYZReleased; where XYZ is the name of the Keys object representing that key. To fire these events, I have the following for each key: if (Keyboard.GetState().IsKeyDown(XYZ)) { if (PreviousKeyState.IsKeyDown(XYZ)) { if (XYZHeld != null) XYZHeld(); } else { if (XYZPressed != null) XYZPressed(); } } else if (PreviousKeyState.IsKeyDown(XYZ)) { if (XYZReleased != null) XYZReleased(); } However, this is a lot of repeated code (the above needs to be repeated for each input key). Aside from being a hassle to write, if any keys are added to/removed from the keys (if functionality is added/removed), a new section needs to be added (or an existing one removed). Is there a cleaner way to do this? Perhaps something along the lines of foreach key check which state it's in fire this key's event for that state where the code does the foreach (automatically checking exactly those keys that "exist") rather than the coder?

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  • In GLSL is it possible to offset vertices based on height map colour?

    - by Rob
    I am attempting to generate some terrain based upon a heightmap. I have generated a 32 x 32 grid and a corresponding height map - In my vertex shader I am trying to offset the position of the Y axis based upon the colour of the heightmap, white vertices being higher than black ones. //Vertex Shader Code #version 330 uniform mat4 modelMatrix; uniform mat4 viewMatrix; uniform mat4 projectionMatrix; uniform sampler2D heightmap; layout (location=0) in vec4 vertexPos; layout (location=1) in vec4 vertexColour; layout (location=3) in vec2 vertexTextureCoord; layout (location=4) in float offset; out vec4 fragCol; out vec4 fragPos; out vec2 fragTex; void main() { // Retreive the current pixel's colour vec4 hmColour = texture(heightmap,vertexTextureCoord); // Offset the y position by the value of current texel's colour value ? vec4 offset = vec4(vertexPos.x , vertexPos.y + hmColour.r, vertexPos.z , 1.0); // Final Position gl_Position = projectionMatrix * viewMatrix * modelMatrix * offset; // Data sent to Fragment Shader. fragCol = vertexColour; fragPos = vertexPos; fragTex = vertexTextureCoord; } However the code I have produced only creates a grid with none of the y vertices higher than any others. This is the C++ code that generates the grid and texture co-orientates which I believe to be correct as the texture is mapped to the grid, hence the white blob in the middle. The grid-lines are generated in the fragment shader, sorry for any confusion. I have tried multiplying the r value of hmColour by 1000 unfortunately that had no effect. The only other problem it could be is that the texture coordinate data is incorrect ? for (int z = 0; z < MAP_Z ; z++) { for(int x = 0; x < MAP_X ; x++) { //Generate Vertex Buffer vertexData[iVertex++] = float (x) * MAP_X; vertexData[iVertex++] = 0; vertexData[iVertex++] = -(float) (z) * MAP_Z; //Colour Buffer NOT NEEDED colourData[iColour++] = 255.0f; // R colourData[iColour++] = 1.0f; // G colourData[iColour++] = 0.0f; // B //Texture Buffer textureData[iTexture++] = (float ) x * (1.0f / MAP_X); textureData[iTexture++] = (float ) z * (1.0f / MAP_Z); } } The heightmap texture I am trying to use appears like so (without grid-lines). This is the corresponding fragment shader // Fragment Shader Code #version 330 uniform sampler2D hmTexture; layout (location=0) out vec4 fragColour; in vec2 fragTex; in vec4 pos; void main(void) { vec2 line = fragTex * 32; // Without Gridlines fragColour = texture(hmTexture,fragTex); // With grid lines // + mix(vec4(0.0, 0.0, 1.0, 0.0), vec4(1.0, 1.0, 1.0, 1.0), // smoothstep(0.05,fract(line.y), 0.99) * smoothstep(0.05,fract(line.x),0.99)); }

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  • Resource not found?

    - by SystemNetworks
    When I write in my terminal, java -jar myJar.jar, it gives me an error "Resource Not found res/playNow.png" When I run it in eclipse, it does not give me any errors about this image. My folder in my eclipse is outside my package called res and inside it are images. This is the full error Exception in thread "main" java.lang.RuntimeException: Resource not found: res/playNow.png at org.newdawn.slick.util.ResourceLoader.getResourceAsStream(ResourceLoader.java:69) at org.newdawn.slick.opengl.InternalTextureLoader.getTexture(InternalTextureLoader.java:169) at org.newdawn.slick.Image.<init>(Image.java:196) at org.newdawn.slick.Image.<init>(Image.java:170) at org.newdawn.slick.Image.<init>(Image.java:158) at org.newdawn.slick.Image.<init>(Image.java:136) at javagame.Menu.init(Menu.java:31) at javagame.Game.initStatesList(Game.java:21) at org.newdawn.slick.state.StateBasedGame.init(StateBasedGame.java:164) at org.newdawn.slick.AppGameContainer.setup(AppGameContainer.java:390) at org.newdawn.slick.AppGameContainer.start(AppGameContainer.java:314) at javagame.Game.main(Game.java:32) I'm using a terminal in my mac. How do I fix the error Resource Not Found? I'm using slick2d!

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  • Node.js MMO - process and/or map division

    - by Gipsy King
    I am in the phase of designing a mmo browser based game (certainly not massive, but all connected players are in the same universe), and I am struggling with finding a good solution to the problem of distributing players across processes. I'm using node.js with socket.io. I have read this helpful article, but I would like some advice since I am also concerned with different processes. Solution 1: Tie a process to a map location (like a map-cell), connect players to the process corresponding to their location. When a player performs an action, transmit it to all other players in this process. When a player moves away, he will eventually have to connect to another process (automatically). Pros: Easier to implement Cons: Must divide map into zones Player reconnection when moving into a different zone is probably annoying If one zone/process is always busy (has players in it), it doesn't really load-balance, unless I split the zone which may not be always viable There shouldn't be any visible borders Solution 1b: Same as 1, but connect processes of bordering cells, so that players on the other side of the border are visible and such. Maybe even let them interact. Solution 2: Spawn processes on demand, unrelated to a location. Have one special process to keep track of all connected player handles, their location, and the process they're connected to. Then when a player performs an action, the process finds all other nearby players (from the special player-process-location tracking node), and instructs their matching processes to relay the action. Pros: Easy load balancing: spawn more processes Avoids player reconnecting / borders between zones Cons: Harder to implement and test Additional steps of finding players, and relaying event/action to another process If the player-location-process tracking process fails, all other fail too I would like to hear if I'm missing something, or completely off track.

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  • about the JOGL 2 problem

    - by Chuchinyi
    Please some help me about the JOGL 2 problem(Sorry for previous error format). I complied JOGL2Template.java ok. but execut it with following error. D:\java\java\jogl>javac JOGL2Template.java <== compile ok D:\java\java\jogl>java JOGL2Template <== execute error Exception in thread "main" java.lang.ExceptionInInitializerError at javax.media.opengl.GLProfile.<clinit>(GLProfile.java:1176) at JOGL2Template.<init>(JOGL2Template.java:24) at JOGL2Template.main(JOGL2Template.java:57) Caused by: java.lang.SecurityException: no certificate for gluegen-rt.dll in D:\ java\lib\gluegen-rt-natives-windows-i586.jar at com.jogamp.common.util.JarUtil.validateCertificate(JarUtil.java:350) at com.jogamp.common.util.JarUtil.validateCertificates(JarUtil.java:324) at com.jogamp.common.util.cache.TempJarCache.validateCertificates(TempJa rCache.java:328) at com.jogamp.common.util.cache.TempJarCache.bootstrapNativeLib(TempJarC ache.java:283) at com.jogamp.common.os.Platform$3.run(Platform.java:308) at java.security.AccessController.doPrivileged(Native Method) at com.jogamp.common.os.Platform.loadGlueGenRTImpl(Platform.java:298) at com.jogamp.common.os.Platform.<clinit>(Platform.java:207) ... 3 more there is JOGL2Template.java source code: import java.awt.Dimension; import java.awt.Frame; import java.awt.event.WindowAdapter; import java.awt.event.WindowEvent; import javax.media.opengl.GLAutoDrawable; import javax.media.opengl.GLCapabilities; import javax.media.opengl.GLEventListener; import javax.media.opengl.GLProfile; import javax.media.opengl.awt.GLCanvas; import com.jogamp.opengl.util.FPSAnimator; import javax.swing.JFrame; /* * JOGL 2.0 Program Template For AWT applications */ public class JOGL2Template extends JFrame implements GLEventListener { private static final int CANVAS_WIDTH = 640; // Width of the drawable private static final int CANVAS_HEIGHT = 480; // Height of the drawable private static final int FPS = 60; // Animator's target frames per second // Constructor to create profile, caps, drawable, animator, and initialize Frame public JOGL2Template() { // Get the default OpenGL profile that best reflect your running platform. GLProfile glp = GLProfile.getDefault(); // Specifies a set of OpenGL capabilities, based on your profile. GLCapabilities caps = new GLCapabilities(glp); // Allocate a GLDrawable, based on your OpenGL capabilities. GLCanvas canvas = new GLCanvas(caps); canvas.setPreferredSize(new Dimension(CANVAS_WIDTH, CANVAS_HEIGHT)); canvas.addGLEventListener(this); // Create a animator that drives canvas' display() at 60 fps. final FPSAnimator animator = new FPSAnimator(canvas, FPS); addWindowListener(new WindowAdapter() { // For the close button @Override public void windowClosing(WindowEvent e) { // Use a dedicate thread to run the stop() to ensure that the // animator stops before program exits. new Thread() { @Override public void run() { animator.stop(); System.exit(0); } }.start(); } }); add(canvas); pack(); setTitle("OpenGL 2 Test"); setVisible(true); animator.start(); // Start the animator } public static void main(String[] args) { new JOGL2Template(); } @Override public void init(GLAutoDrawable drawable) { // Your OpenGL codes to perform one-time initialization tasks // such as setting up of lights and display lists. } @Override public void display(GLAutoDrawable drawable) { // Your OpenGL graphic rendering codes for each refresh. } @Override public void reshape(GLAutoDrawable drawable, int x, int y, int w, int h) { // Your OpenGL codes to set up the view port, projection mode and view volume. } @Override public void dispose(GLAutoDrawable drawable) { // Hardly used. } }

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  • Isometric drawing "Not Tile Stuff" on isometric map?

    - by Icebone1000
    So I got my isometric renderer working, it can draw diamond or jagged maps...Then I want to move on...How do I draw characters/objects on it in a optimal way? What Im doing now, as one can imagine, is traversing my grid(map) and drawing the tiles in a order so alpha blending works correctly. So, anything I draw in this map must be drawed at the same time the map is being drawn, with sucks a lot, screws your very modular map drawer, because now everything on the game (but the HUD) must be included on the drawer.. I was thinking whats the best approach to do this, comparing the position of all objects(not tile stuff) on the grid against the current tile being draw seems stupid, would it be better to add an id ON the grid(map)? this also seems terrible, because objects can move freely, not per tile steps (it can occupies 2 tiles if its between them, etc.) Dont know if matters, but my grid is 3D, so its not a plane with objects poping out, its a bunch of pilled cubes.

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  • Frameskipping in Android gameloop causing choppy sprites (Open GL ES 2.0)

    - by user22241
    I have written a simple 2d platform game for Android and am wondering how one deals with frame-skipping? Are there any alternatives? Let me explain further. So, my game loop allows for the rendering to be skipped if game updates and rendering do not fit into my fixed time-slice (16.667ms). This allows my game to run at identically perceived speeds on different devices. And this works great, things do run at the same speed. However, when the gameloop skips a render call for even one frame, the sprite glitches. And thinking about it, why wouldn't it? You're seeing a sprite move say, an average of 10 pixels every 1.6 seconds, then suddenly, there is a pause of 3.2ms, and the sprite then appears to jump 20 pixels. When this happens 3 or 4 times in close succession, the result is very ugly and not something I want in my game. Therfore, my question is how does one deal with these 'pauses' and 'jumps' - I've read every article on game loops I can find (see below) and my loops are even based off of code from these articles. The articles specifically mention frame skipping but they don't make any reference to how to deal with visual glitches that result from it. I've attempted various game-loops. My loop must have a mechanism in-place to allow rendering to be skipped to keep game-speed constant across multiple devices (or alternative, if one exists) I've tried interpolation but this doesn't eliminate this specific problem (although it looks like it may mitigate the issue slightly as when it eventually draws the sprite it 'moves it back' between the old and current positions so the 'jump' isn't so big. I've also tried a form of extrapolation which does seem to keep things smooth considerably, but I find it to be next to completely useless because it plays havoc with my collision detection (even when drawing with a 'display only' coordinate - see extrapolation-breaks-collision-detection) I've tried a loop that uses Thread.sleep when drawing / updating completes with time left over, no frame skipping in this one, again fairly smooth, but runs differently on different devices so no good. And I've tried spawning my own, third thread for logic updates, but this, was extremely messy to deal with and the performance really wasn't good. (upon reading tons of forums, most people seem to agree a 2 thread loops ( so UI and GL threads) is safer / easier). Now if I remove frame skipping, then all seems to run nice and smooth, with or without inter/extrapolation. However, this isn't an option because the game then runs at different speeds on different devices as it falls behind from not being able to render fast enough. I'm running logic at 60 Ticks per second and rendering as fast as I can. I've read, as far as I can see every article out there, I've tried the loops from My Secret Garden and Fix your timestep. I've also read: Against the grain deWITTERS Game Loop Plus various other articles on Game-loops. A lot of the others are derived from the above articles or just copied word for word. These are all great, but they don't touch on the issues I'm experiencing. I really have tried everything I can think of over the course of a year to eliminate these glitches to no avail, so any and all help would be appreciated. A couple of examples of my game loops (Code follows): From My Secret Room public void onDrawFrame(GL10 gl) { //Rre-set loop back to 0 to start counting again loops=0; while(System.currentTimeMillis() > nextGameTick && loops < maxFrameskip) { SceneManager.getInstance().getCurrentScene().updateLogic(); nextGameTick += skipTicks; timeCorrection += (1000d / ticksPerSecond) % 1; nextGameTick += timeCorrection; timeCorrection %= 1; loops++; } extrapolation = (float)(System.currentTimeMillis() + skipTicks - nextGameTick) / (float)skipTicks; render(extrapolation); } And from Fix your timestep double t = 0.0; double dt2 = 0.01; double currentTime = System.currentTimeMillis()*0.001; double accumulator = 0.0; double newTime; double frameTime; @Override public void onDrawFrame(GL10 gl) { newTime = System.currentTimeMillis()*0.001; frameTime = newTime - currentTime; if ( frameTime > (dt*5)) //Allow 5 'skips' frameTime = (dt*5); currentTime = newTime; accumulator += frameTime; while ( accumulator >= dt ) { SceneManager.getInstance().getCurrentScene().updateLogic(); previousState = currentState; accumulator -= dt; } interpolation = (float) (accumulator / dt); render(interpolation); }

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  • Is it possible to billboard a sprite using a transformation matrix?

    - by Ross
    None of the current topics on billboarding seemed to answer this question. But, given a sprite (or quad) that has it's own 4x4 transformation matrix a camera with a view matrix (a standard 4x4 transformation matrix) is it possible to compute a 4x4 transformation matrix such that when the quad's matrix is multiplied with this matrix it has an orientation of looking at the camera? Thank you in advance.

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  • Collision library for bullet hell in Python

    - by darkfeline
    I am making a bullet hell game in Python and am looking for a suitable collision library, taking the following into consideration: The library should do 2D polygon collision. It should be very fast. As a bullet hell game, I expect to do collision checks between hundreds, likely thousands of objects every frame at a consistent 60fps. Good documentation Permissive license (like MIT, not GPL) I am also considering writing my own library in C/C++ and wrapping with python ctypes in the event that no such library exists, though I do not have experience with collision detection algorithms, so I am not sure if this would be more trouble than it's worth. Could someone provide some guidance on this matter?

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  • Libgdx - 2D Mesh rendering overlap glitch

    - by user46858
    I am trying to render a 2D circle segment mesh (quarter circle)using Libgdx/Opengl ES 2.0 but I seem to be getting an overlapping issue as seen in the picture attached. I cant seem to find the cause of the problem but the overlapping disappears/reappears if I drag and resize the window to random sizes. The problem occurs on both pc and android. The strange thing is the first two segments atleast dont seem to be causing any overlapping only the third and/or forth segment.......even though they are all rendered using the same mesh object..... I have spent ages trying to find the cause of the problem before posting here for help so ANY help/advice in finding the cause of this problem would be really appreciated. public class MyGdxGame extends Game { private SpriteBatch batch; private Texture texture; private OrthographicCamera myCamera; private float w; private float h; private ShaderProgram circleSegShader; private Mesh circleScaleSegMesh; private Stage stage; private float TotalSegments; Vector3 virtualres; @Override public void create() { w = Gdx.graphics.getWidth(); h = Gdx.graphics.getHeight(); batch = new SpriteBatch(); ViewPortsize = new Vector2(); TotalSegments = 4.0f; virtualres = new Vector3(1280.0f, 720.0f, 0.0f); myCamera = new OrthographicCamera(); myCamera.setToOrtho(false, w, h); texture = new Texture(Gdx.files.internal("data/libgdx.png")); texture.setFilter(TextureFilter.Linear, TextureFilter.Linear); circleScaleSegMesh = createCircleMesh_V3(0.0f,0.0f,200.0f, 30.0f,3, (360.0f /TotalSegments) ); circleSegShader = loadShaderFromFile(new String("circleseg.vert"), new String("circleseg.frag")); shaderProgram.pedantic = false; stage = new Stage(); stage.setViewport(new ExtendViewport(w, h)); Gdx.input.setInputProcessor(stage); } @Override public void render() { .... //render renderInit(); renderCircleScaledSegment(); } @Override public void resize(int width, int height) { stage.getViewport().update(width, height, true); myCamera.position.set( virtualres.x/2.0f, virtualres.y/2.0f, 0.0f); myCamera.update(); } public void renderInit(){ Gdx.gl20.glClearColor(1.0f, 1.0f, 1.0f, 0.0f); Gdx.gl20.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT); batch.setShader(null); batch.setProjectionMatrix(myCamera.combined); } public void renderCircleScaledSegment(){ Gdx.gl20.glEnable(GL20.GL_DEPTH_TEST); Gdx.gl20.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA); Gdx.gl20.glEnable(GL20.GL_BLEND); batch.begin(); circleSegShader.begin(); Matrix4 modelMatrix = new Matrix4(); Matrix4 cameraMatrix = new Matrix4(); Matrix4 cameraMatrix2 = new Matrix4(); Matrix4 cameraMatrix3 = new Matrix4(); Matrix4 cameraMatrix4 = new Matrix4(); cameraMatrix = myCamera.combined.cpy(); modelMatrix.idt().rotate(new Vector3(0.0f,0.0f,1.0f), 0.0f - ((360.0f /TotalSegments)/ 2.0f)).trn(virtualres.x/2.0f,virtualres.y/2.0f, 0.0f); cameraMatrix.mul(modelMatrix); cameraMatrix2 = myCamera.combined.cpy(); modelMatrix.idt().rotate(new Vector3(0.0f,0.0f,1.0f), 0.0f - ((360.0f /TotalSegments)/ 2.0f) +(360.0f /TotalSegments) ).trn(virtualres.x/2.0f,virtualres.y/2.0f, 0.0f); cameraMatrix2.mul(modelMatrix); cameraMatrix3 = myCamera.combined.cpy(); modelMatrix.idt().rotate(new Vector3(0.0f,0.0f,1.0f), 0.0f - ((360.0f /TotalSegments)/ 2.0f) +(2*(360.0f /TotalSegments))).trn(virtualres.x/2.0f,virtualres.y/2.0f, 0.0f); cameraMatrix3.mul(modelMatrix); cameraMatrix4 = myCamera.combined.cpy(); modelMatrix.idt().rotate(new Vector3(0.0f,0.0f,1.0f),0.0f - ((360.0f /TotalSegments)/ 2.0f) +(3*(360.0f /TotalSegments)) ).trn(virtualres.x/2.0f,virtualres.y/2.0f, 0.0f); cameraMatrix4.mul(modelMatrix); Vector3 box2dpos = new Vector3(0.0f, 0.0f, 0.0f); circleSegShader.setUniformMatrix("u_projTrans", cameraMatrix); circleSegShader.setUniformf("u_box2dpos", box2dpos); circleSegShader.setUniformi("u_texture", 0); texture.bind(); circleScaleSegMesh.render(circleSegShader, GL20.GL_TRIANGLES); circleSegShader.setUniformMatrix("u_projTrans", cameraMatrix2); circleSegShader.setUniformf("u_box2dpos", box2dpos); circleSegShader.setUniformi("u_texture", 0); texture.bind(); circleScaleSegMesh.render(circleSegShader, GL20.GL_TRIANGLES); circleSegShader.setUniformMatrix("u_projTrans", cameraMatrix3); circleSegShader.setUniformf("u_box2dpos", box2dpos); circleSegShader.setUniformi("u_texture", 0); texture.bind(); circleScaleSegMesh.render(circleSegShader, GL20.GL_TRIANGLES); circleSegShader.setUniformMatrix("u_projTrans", cameraMatrix4); circleSegShader.setUniformf("u_box2dpos", box2dpos); circleSegShader.setUniformi("u_texture", 0); texture.bind(); circleScaleSegMesh.render(circleSegShader, GL20.GL_TRIANGLES); circleSegShader.end(); batch.flush(); batch.end(); Gdx.gl20.glDisable(GL20.GL_DEPTH_TEST); Gdx.gl20.glDisable(GL20.GL_BLEND); } public Mesh createCircleMesh_V3(float cx, float cy, float r_out, float r_in, int num_segments, float segmentSizeDegrees){ float theta = (float) (2.0f * MathUtils.PI / (num_segments * (360.0f / segmentSizeDegrees))); float c = MathUtils.cos(theta);//precalculate the sine and cosine float s = MathUtils.sin(theta); float t,t2; float x = r_out;//we start at angle = 0 float y = 0; float x2 = r_in;//we start at angle = 0 float y2 = 0; float[] meshCoords = new float[num_segments *2 *3 *7]; int arrayIndex = 0; //array for triangles without indices for(int ii = 0; ii < num_segments; ii++) { meshCoords[arrayIndex] = x2+cx; meshCoords[arrayIndex +1] = y2+cy; meshCoords[arrayIndex +2] = 0.0f; meshCoords[arrayIndex +3] = 63.0f/255.0f; meshCoords[arrayIndex +4] = 139.0f/255.0f; meshCoords[arrayIndex +5] = 217.0f/255.0f; meshCoords[arrayIndex +6] = 0.7f; arrayIndex = arrayIndex + 7; meshCoords[arrayIndex] = x+cx; meshCoords[arrayIndex +1] = y+cy; meshCoords[arrayIndex +2] = 0.0f; meshCoords[arrayIndex +3] = 63.0f/255.0f; meshCoords[arrayIndex +4] = 139.0f/255.0f; meshCoords[arrayIndex +5] = 217.0f/255.0f; meshCoords[arrayIndex +6] = 0.7f; arrayIndex = arrayIndex + 7; t = x; x = c * x - s * y; y = s * t + c * y; meshCoords[arrayIndex] = x+cx; meshCoords[arrayIndex +1] = y+cy; meshCoords[arrayIndex +2] = 0.0f; meshCoords[arrayIndex +3] = 63.0f/255.0f; meshCoords[arrayIndex +4] = 139.0f/255.0f; meshCoords[arrayIndex +5] = 217.0f/255.0f; meshCoords[arrayIndex +6] = 0.7f; arrayIndex = arrayIndex + 7; meshCoords[arrayIndex] = x2+cx; meshCoords[arrayIndex +1] = y2+cy; meshCoords[arrayIndex +2] = 0.0f; meshCoords[arrayIndex +3] = 63.0f/255.0f; meshCoords[arrayIndex +4] = 139.0f/255.0f; meshCoords[arrayIndex +5] = 217.0f/255.0f; meshCoords[arrayIndex +6] = 0.7f; arrayIndex = arrayIndex + 7; meshCoords[arrayIndex] = x+cx; meshCoords[arrayIndex +1] = y+cy; meshCoords[arrayIndex +2] = 0.0f; meshCoords[arrayIndex +3] = 63.0f/255.0f; meshCoords[arrayIndex +4] = 139.0f/255.0f; meshCoords[arrayIndex +5] = 217.0f/255.0f; meshCoords[arrayIndex +6] = 0.7f; arrayIndex = arrayIndex + 7; t2 = x2; x2 = c * x2 - s * y2; y2 = s * t2 + c * y2; meshCoords[arrayIndex] = x2+cx; meshCoords[arrayIndex +1] = y2+cy; meshCoords[arrayIndex +2] = 0.0f; meshCoords[arrayIndex +3] = 63.0f/255.0f; meshCoords[arrayIndex +4] = 139.0f/255.0f; meshCoords[arrayIndex +5] = 217.0f/255.0f; meshCoords[arrayIndex +6] = 0.7f; arrayIndex = arrayIndex + 7; } Mesh myMesh = new Mesh(VertexDataType.VertexArray, false, meshCoords.length, 0, new VertexAttribute(VertexAttributes.Usage.Position, 3, "a_position"), new VertexAttribute(VertexAttributes.Usage.Color, 4, "a_color")); myMesh.setVertices(meshCoords); return myMesh; } }

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  • Monogame/SharpDX - Shader parameters missing

    - by Layoric
    I am currently working on a simple game that I am building in Windows 8 using MonoGame (develop3d). I am using some shader code from a tutorial (made by Charles Humphrey) and having an issue populating a 'texture' parameter as it appears to be missing. Edit I have also tried 'Texture2D' and using it with a register(t0), still no luck I'm not well versed writing shaders, so this might be caused by a more obvious problem. I have debugged through MonoGame's Content processor to see how this shader is being parsed, all the non 'texture' parameters are there and look to be loading correctly. Edit This seems to go back to D3D compiler. Shader code below: #include "PPVertexShader.fxh" float2 lightScreenPosition; float4x4 matVP; float2 halfPixel; float SunSize; texture flare; sampler2D Scene: register(s0){ AddressU = Clamp; AddressV = Clamp; }; sampler Flare = sampler_state { Texture = (flare); AddressU = CLAMP; AddressV = CLAMP; }; float4 LightSourceMaskPS(float2 texCoord : TEXCOORD0 ) : COLOR0 { texCoord -= halfPixel; // Get the scene float4 col = 0; // Find the suns position in the world and map it to the screen space. float2 coord; float size = SunSize / 1; float2 center = lightScreenPosition; coord = .5 - (texCoord - center) / size * .5; col += (pow(tex2D(Flare,coord),2) * 1) * 2; return col * tex2D(Scene,texCoord); } technique LightSourceMask { pass p0 { VertexShader = compile vs_4_0 VertexShaderFunction(); PixelShader = compile ps_4_0 LightSourceMaskPS(); } } I've removed default values as they are currently not support in MonoGame and also changed ps and vs to v4 instead of 2. Could this be causing the issue? As I debug through 'DXConstantBufferData' constructor (from within the MonoGameContentProcessing project) I find that the 'flare' parameter does not exist. All others seem to be getting created fine. Any help would be appreciated. Update 1 I have discovered that SharpDX D3D compiler is what seems to be ignoring this parameter (perhaps by design?). The ConstantBufferDescription.VariableCount seems to be not counting the texture variable. Update 2 SharpDX function 'GetConstantBuffer(int index)' returns the parameters (minus textures) which is making is impossible to set values to these variables within the shader. Any one know if this is normal for DX11 / Shader Model 4.0? Or am I missing something else?

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  • 5.1 sound in Unity3d 3.5

    - by N0xus
    I'm trying to implement 5.1 surround sound in my game. I've set Unity's AudioManager to a default of 5.1 surround and loaded in a 6 channel audio clip that should play a sound in each of the different audio spots. However, when I go to run my game, all I get is flat sound coming out of my front two speakers. Even then, these don't play the sound they should (front speaker should play "front speaker" right should play "right speaker" and so). Both speakers just end up playing the entire sound file. I've tried looking to see if there is a parameter that I have missed, but information on how to set up 5.1 sound in Unity is lacking (or my google skills aren't that good) and I can't get it to work as intended. Could someone please either tell me what I'm missing, or point me in the right direction? My audio source is situated at point (0, 0, 0) with my camera also being in the same point. I've moved about the scene but the same thing happens as I've already described.

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  • HTML Javascript Hidden Object or Photo Hunt Game

    - by PeteT
    Is anyone aware of any example photo hunt/hidden object games either in HTML and Javascript or flash if necessary? I am having trouble finding one, I may be using the wrong words to search. Photo hunt being like the wheres wally/waldo books where you look for wally in a complex image until you find him. So if it were played on screen you would press the location of wally and it would either be correct or wrong, possibly timed. I am hoping to find one where you can just load in your own photos and specify some co-ordinates that match where the hidden object is. A spot the difference example may be useful as a starting point but I haven't found an example of either that is web based yet.

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  • Performance of pixel shaders vs. SpriteBatch: XNA

    - by ashes999
    Precondition: I read this question/answer about using shaders, or spritebatch, to render and mark a sprite. I need to do something like that. I also have a 2D lighting PoC which I need to write. The way it will work will basically be something like: Draw all the sprites Draw lighting gradients to create a lighting texture Multiply/add the lighting texture to achieve different effects (I use multiple passes of add/multiply the lighting texture to achieve different effects.) My question is really about a generalization: can I say with certainty that pixel shaders are always faster than adding/multiplying textures to the SpriteBatch? Or that adding/multiplying is always faster? Or if it's not generalizable, how do I decide which approach to take, given that I can probably code either of them? (If it matters, I'm using MonoGame 3.0 beta for Windows games)

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  • Blender Object Appearing Gray when all Lights are Off

    - by celestialorb
    I have an issue with Blender where, when I turn my only light off (a sun lamp) and render the image my object appears gray rather than black (and thus, not appear to the camera). I can't figure out why this is happening. Here's what I just did in my scene: Added a new UV Sphere mesh (to make a total of two spheres), made it visible to the camera, turned off the sun lamp (by setting energy to 0), and rendered. The result I obtained is below. I discovered this when attempting to render the first sphere with a material/texture on it and it was too bright. The material on the spheres (which are different) are very basic, there's no emit, diffuse and specular are at default values. Could there be an issue with the way my camera is setup? Thanks in advance!

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  • How can a single script attached to multiple enemies provide separate behavior for each enemy?

    - by Syed
    I am making a TD game and now stucked at multiple enemies using same script. All is well with scripts attached with one enemy only. Problem is in running multiple enemies. Here is the overview. I have a Enemy object with which I have attached a 'RunEnemy' script. Flow of this script is: RunEnemy.cs: PathF p; p = gameObject.GetComponent<PathF>(); //PathF is a pathfinding algo which has 'search; function which returns a array of path from starting position PathList = p.search(starting position); //------------------------------- if(PathList != null) { //if a way found! if(moving forward) transform.Translate(someXvalue,0,0); //translates on every frame until next grid point else if(moving back) transform.Translate(0,someXvalue,0); ...and so on.. if(reached on next point) PathList = p.search(from this point) //call again from next grid point so that if user placed a tower enemy will run again on the returned path } Now I have attached this script and "PathF.cs" to a single enemy which works perfect. I have then made one more enemy object and attached both of these script to it as well, which is not working they both are overlapping movements. I can't understand why, I have attached these scripts on two different gameobjects but still their values change when either enemy changes its value. I don't want to go with a separate script for each enemy because there would be 30 enemies in a scene. How can I fix this problem?

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  • Pygame Tile Based Character movement speed

    - by Ryan
    Thanks for taking the time to read this. Right now I'm making a really basic tile based game. The map is a large amount of 16x16 tiles, and the character image is 16x16 as well. My character has its own class that is an extension of the sprite class, and the x and y position is saved in terms of the tile position. To note I am fairly new to pygame. My question is, I am planning to have character movement restricted to one tile at a time, and I'm not sure how to make it so that, even if the player hits the directional key dozens of time quickly, (WASD or arrow keys) it will only move from tile to tile at a certain speed. How could I implement this generally with pygame? (Similar to game movement of like Pokemon or NexusTk). Edit: I should probably note that I want it so that the player can only end a movement in a tile. He couldn't stop moving halfway inbetween a tile for example. Thanks for your time! Ryan

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  • Graphics module: Am I going the right way?

    - by Paul
    I'm trying to write the graphics module of my engine. That is, this part of the code only provides an interface through which to load images, fonts, etc and draw them on the screen. It is also a wrapper for the library I'm using (SDL in this case). Here are the interfaces for my Image, Font and GraphicsRenderer classes. Please tell me if I'm going the right way. Image class Image { public: Image(); Image(const Image& other); Image(const char* file); ~Image(); bool load(const char* file); void free(); bool isLoaded() const; Image& operator=(const Image& other); private: friend class GraphicsRenderer; void* data_; }; Font class Font { public: Font(); Font(const Font& other); Font(const char* file, int ptsize); ~Font(); void load(const char* file, int ptsize); void free(); bool isLoaded() const; Font& operator=(const Font& other); private: friend class GraphicsRenderer; void* data_; }; GrapphicsRenderer class GraphicsRenderer { public: static GraphicsRenderer* Instance(); void blitImage(const Image& img, int x, int y); void blitText(const char* string, const Font& font, int x, int y); void render(); protected: GraphicsRenderer(); GraphicsRenderer(const GraphicsRenderer& other); GraphicsRenderer& operator=(const GraphicsRenderer& other); ~GraphicsRenderer(); private: void* screen_; bool initialize(); void finalize(); };

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  • Exporting .FBX model into XNA - unorthogonal bones

    - by Sweta Dwivedi
    I create a butterfly model in 3ds max with some basic animation, however trying to export it to .FBX format I get the following exception.. any idea how i can transform the wings to be orthogonal.. One or more objects in the scene has local axes that are not perpendicular to each other (non-orthogonal). The FBX plug-in only supports orthogonal (or perpendicular) axes and will not correctly import or export any transformations that involve non-perpendicular local axes. This can create an inaccurate appearance with the affected objects: -Right.Wing I have attached a picture for reference . . .

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  • How does 2D Game Physics work? [closed]

    - by StefanE
    Possible Duplicate: How do I build a 2D physics engine? If we take the game Angry Birds that had big success lately I were thinking how do they implement the physics in a game like that? Your are shooting of your birds and they hit something that will fall off and in turn creating a chain reaction of things either falling or exploding.. Are all this happening with calculations with rules considering all collisions together with gravity etc.?

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  • Loading SpriteFont through a different class than Game.cs

    - by MintyAnt
    I am trying to load up a single SpriteFont to print some debug information. In our current game, we load up both Textures and Music through a ResourceManager. They are both loaded with a filestream, and thus do not require Content.Load SoundEffect soundEffect = SoundEffect.FromStream( fs ); Since this ResourceManager does not inherit from Game or is like Game.cs, I cannot use the usual method: SpriteFont spriteFont = Content.Load<SpriteFont>(resource.Key.Item2); Anyone have any idea how I can either: -Load the SpriteFont a different way -Create my own Contentmanager

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  • OpenGL texture on sphere

    - by Cilenco
    I want to create a rolling, textured ball in OpenGL ES 1.0 for Android. With this function I can create a sphere: public Ball(GL10 gl, float radius) { ByteBuffer bb = ByteBuffer.allocateDirect(40000); bb.order(ByteOrder.nativeOrder()); sphereVertex = bb.asFloatBuffer(); points = build(); } private int build() { double dTheta = STEP * Math.PI / 180; double dPhi = dTheta; int points = 0; for(double phi = -(Math.PI/2); phi <= Math.PI/2; phi+=dPhi) { for(double theta = 0.0; theta <= (Math.PI * 2); theta+=dTheta) { sphereVertex.put((float) (raduis * Math.sin(phi) * Math.cos(theta))); sphereVertex.put((float) (raduis * Math.sin(phi) * Math.sin(theta))); sphereVertex.put((float) (raduis * Math.cos(phi))); points++; } } sphereVertex.position(0); return points; } public void draw() { texture.bind(); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, sphereVertex); gl.glDrawArrays(GL10.GL_TRIANGLE_FAN, 0, points); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); } My problem now is that I want to use this texture for the sphere but then only a black ball is created (of course because the top right corner s black). I use this texture coordinates because I want to use the whole texture: 0|0 0|1 1|1 1|0 That's what I learned from texturing a triangle. Is that incorrect if I want to use it with a sphere? What do I have to do to use the texture correctly?

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  • Interpolation using a sprite's previous frame and current frame

    - by user22241
    Overview I'm currently using a method which has been pointed out to me is extrapolation rather than interolation. As a result, I'm also now looking into the possibility of using another method which is based on a sprite's position at it's last (rendered) frame and it's current one. Assuming an interpolation value of 0.5 this is, (visually), how I understand it should affect my sprite's position.... This is how I'm obtaining an inerpolation value: public void onDrawFrame(GL10 gl) { // Set/re-set loop back to 0 to start counting again loops=0; while(System.currentTimeMillis() > nextGameTick && loops < maxFrameskip) { SceneManager.getInstance().getCurrentScene().updateLogic(); nextGameTick += skipTicks; timeCorrection += (1000d / ticksPerSecond) % 1; nextGameTick += timeCorrection; timeCorrection %= 1; loops++; tics++; } interpolation = (float)(System.currentTimeMillis() + skipTicks - nextGameTick) / (float)skipTicks; render(interpolation); } I am then applying it like so (in my rendering call): render(float interpolation) { spriteScreenX = (spriteScreenX - spritePreviousX) * interpolation + spritePreviousX; spritePreviousX = spriteScreenX; // update and store this for next time } Results This unfortunately does nothing to smooth the movement of my sprite. It's pretty much the same as without the interpolation code. I can't get my head around how this is supposed to work and I honestly can't find any decent resources which explain this in any detail. My understanding of extrapolation is that when we arrive at the rendering call, we calculate the time between the last update call and the render call, and then adjust the sprite's position to reflect this time (moving the sprite forward) - And yet, this (Interpolation) is moving the sprite back, so how can this produce smooth results? Any advise on this would be very much appreciated. Edit I've implemented the code from OriginalDaemon's answer like so: @Override public void onDrawFrame(GL10 gl) { newTime = System.currentTimeMillis()*0.001; frameTime = newTime - currentTime; if ( frameTime > (dt*25)) frameTime = (dt*25); currentTime = newTime; accumulator += frameTime; while ( accumulator >= dt ) { SceneManager.getInstance().getCurrentScene().updateLogic(); previousState = currentState; t += dt; accumulator -= dt; } interpolation = (float) (accumulator / dt); render(); } Interpolation values are now being produced between 0 and 1 as expected (similar to how they were in my original loop) - however, the results are the same as my original loop (my original loop allowed frames to skip if they took too long to draw which I think this loop is also doing). I appear to have made a mistake in my previous logging, it is logging as I would expect it to (interpolated position does appear to be inbetween the previous and current positions) - however, the sprites are most definitely choppy when the render() skipping happens.

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  • Ideas for extending tic-tac-toe game?

    - by pimvdb
    I'm building a 3D tic-tac-toe game and this is what I've implemented so far: 3D renderer with texture mapping Playing against the computer Playing online (multiplayer) Now I'm a little lost what I could add. Obviously, tic-tac-toe isn't that exciting or advanced, but I just miss something to salt it a little bit. Therefore, could anyone please suggest some ideas that would be worth implementing? Thanks!

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  • how to drawing continues line just like in paint [on hold]

    - by hussain shah
    hi sir i want to draw a points.the following code is work good but the problem is than when i drag the mouse button, if i move slow working good but if i move the curser fast they cannot made continues line.please what is the solution...? #include <iostream> #include <GL/glut.h> #include <GL/glu.h> #include <stdlib.h> void first() { glPushMatrix(); glTranslatef(1,01,01); glScalef(1, 1, 1); glColor3f(0, 1, 0); glBegin(GL_QUADS); glVertex2f(0.8, 0.6); glVertex2f(0.6, 0.6); glVertex2f(0.6, 0.8); glVertex2f(0.8, 0.8); glEnd(); glPopMatrix(); glFlush(); } void display (void) { glClear(GL_COLOR_BUFFER_BIT); //store color of each pixels of a frame glClearColor(0, 0, 0, 0);// screen color //glFlush(); } void drag (int x, int y) { { y=500-y; //x=500-x; glPointSize(5); glColor3f(1.0,1.0,1.0); glBegin(GL_POINTS); glVertex2f(x,y+2); glEnd(); glutSwapBuffers(); glFlush(); } } void reshape (int w, int h){} void init (void) { glClear(GL_COLOR_BUFFER_BIT); //store color of each pixels of a frame glClearColor(0, 0, 0, 0); glViewport(0,0,500,500); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0.0, 500.0, 0.0, 500.0, 1.0, -1.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void mouse_button (int button, int state, int x, int y) { if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN) { drag(x,y); first(); } //else if (button == GLUT_MIDDLE_BUTTON && state == GLUT_DOWN) //{ // //} else if (button == GLUT_RIGHT_BUTTON && state == GLUT_DOWN) { exit(0); } } int main (int argc, char**argv) { glutInit (&argc, argv); //initialize the program. glutInitDisplayMode (GLUT_SINGLE); //set up a basic display buffer (only singular for now) glutInitWindowSize (500,500); //set whe width and height of the window glutInitWindowPosition (100, 100); //set the position of the window glutCreateWindow ("A basic OpenGL Window"); //set the caption for the window glutMotionFunc(drag); //glutMouseFunc(mouse_button); init(); glutDisplayFunc (display);//call the display function to draw our world glutMainLoop(); //initialize the OpenGL loop cycle return 0; }

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