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  • Stencyl or flash limitation?

    - by FlightOfGrey
    I have found that Stencyl doesn't seem to be very good at handling very many actors in a game. I had been trying to implement some basic AI at the moment all the behaviours were: wander (pick a random point and move directly to it) and wrap around screen (if it goes off the top of the screen it appears at the bottom). Even with these simple behaviours and calculations the frame rate dropped dramatically when there were more then 50 actors on screen: 10 actors: 60fps 50 actors: 30-50fps 75 actors: ~30fps 100 actors: 15-20fps 200 actors: 8-10fps I had planned on having a maximum of around 200 actors but I see that's no longer an option and implementing a more complicated AI system with flocking behaviour, looking at creating a game in a similar vein to flOw. I understand that a game is perfectly playable at 30fps but this is a super simple test with ultra simple graphics, no animations and no sounds is child's play in terms of calculations to be made. Is this a limitation with Stencyl or is it flash? Should I simply scale the scope of the game down or is there a better game engine that exports to .swf that I should look into?

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  • BlitzMax - generating 2D neon glowing line effect to png file

    - by zanlok
    Originally asked on StackOverflow, but it became tumbleweed. I'm looking to create a glowing line effect in BlitzMax, something like a Star Wars lightsaber or laserbeam. Doesn't have to be realtime, but just to TImage objects and then maybe saved to PNG for later use in animation. I'm happy to use 3D features, but it will be for use in a 2D game. Since it will be on black/space background, my strategy is to draw a series of white blurred lines with color and high transparency, then eventually central lines less blurred and more white. What I want to draw is actually bezier curved lines. Drawing curved lines is easy enough, but I can't use the technique above to create a good laser/neon effect because it comes out looking very segmented. So, I think it may be better to use a blur effect/shader on what does render well, which is a 1-pixel bezier curve. The problems I've been having are: Applying a shader to just a certain area of the screen where lines are drawn. If there's a way to do draw lines to a texture and then blur that texture and save the png, that would be great to hear about. There's got to be a way to do this, but I just haven't gotten the right elements working together yet. Any help from someone familiar with this stuff would be greatly appreciated. Using just 2D calls could be advantageous, simpler to understand and re-use. It would be very nice to know how to save a PNG that preserves the transparency/alpha stuff. p.s. I've reviewed this post (and many many others on the Blitz site), have samples working, and even developed my own 5x5 frag shaders. But, it's 3D and a scene-wide thing that doesn't seem to convert to 2D or just a certain area very well. I'd rather understand how to apply shading to a 2D scene, especially using the specifics of BlitzMax.

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  • Pathfinding library

    - by Shivan Dragon
    I'm an amateur game developer and somewhat amateur Java developer as well. I'm trying to find a way to have path finding for my game(s). I've first Googled for some existing Java libraries that have various path-finding implementations, but I've failed to find any. It seems to me that the only way to get pathfinding code is to use it via a game engine (like Unity). But I'd just like to have a library that I can use and make the game loop and other stuff on my own. Failing to find such a library I've tried implementing some algorithms myself. I've managed to make a running A* in Java, but for fancier stuff like D* I find it hard to do it by hand. So then, my question is, are there any Java libraries that contain at least some basic pathfinding algorithms implementations?

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  • How best to handle ID3D11InputLayout in rendering code?

    - by JohnB
    I'm looking for an elegant way to handle input layouts in my directx11 code. The problem I have that I have an Effect class and a Element class. The effect class encapsulates shaders and similar settings, and the Element class contains something that can be drawn (3d model, lanscape etc) My drawing code sets the device shaders etc using the effect specified and then calls the draw function of the Element to draw the actual geometry contained in it. The problem is this - I need to create an D3D11InputLayout somewhere. This really belongs in the Element class as it's no business of the rest of the system how that element chooses to represent it's vertex layout. But in order to create the object the API requires the vertex shader bytecode for the vertex shader that will be used to draw the object. In directx9 it was easy, there was no dependency so my element could contain it's own input layout structures and set them without the effect being involved. But the Element shouldn't really have to know anything about the effect that it's being drawn with, that's just render settings, and the Element is there to provide geometry. So I don't really know where to store and how to select the InputLayout for each draw call. I mean, I've made something work but it seems very ugly. This makes me thing I've either missed something obvious, or else my design of having all the render settings in an Effect, the Geometry in an Element, and a 3rd party that draws it all is just flawed. Just wondering how anyone else handles their input layouts in directx11 in a elegant way?

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  • Accept keyboard input when game is not in focus?

    - by Corey Ogburn
    I want to be able to control the game via keyboard while the game does not have focus... How can I do this in XNA? EDIT: I bought a tablet. I want to write a separate app to overly the screen with controls that will send keyboard input to the game. Although, it's not sending the input DIRECT to the game, it's using the method discussed in this SO question: http://stackoverflow.com/questions/6446085/emulate-held-down-key-on-keyboard To my understanding, my test app is working the way it should be but the game is not responding to this input. I originally thought that Keyboard.GetState() would get the state regardless that the game is not in focus, but that doesn't appear to be the case.

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  • xna networking, dedicated server possible?

    - by Jake
    Hi I want to release my xna game to the XBOX platform, but I'm worried about the networking limitations. Basically, I want to have a dedicated (authoritative) server, but it sounds like that is not possible. Which is why I'm wondering about: a.) Using port 80 web calls to php-driven database b.) Using an xbox as a master-server (is that possible?) I like the sound of [b] , because I could write my own application to run on the xbox, and I would assume other users could connect to it similar to the p2p architecture. Anyone able to expand on theory [b] above? or [a] as worst-case scenario?

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  • How can I compile SM 3.0 effects in D3D11 in slimdx?

    - by jacker
    var bytecode = ShaderBytecode.CompileFromFile("shaders\\testShader.fx", "fx_5_0", ShaderFlags.None, SlimDX.D3DCompiler.EffectFlags.None, null, null, out str); var effect = new SlimDX.Direct3D11.Effect(gpu.Device, bytecode); Works fine but if I try to use another shader model like 4.0 or 3.0 it throws an error on the new effect creation: E_FAIL: An undetermined error occurred (-2147467259) How do I compile older shaders? And I've read about device context but I can't find any information on how to use them to maintain DX9 compatibility.

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  • XNA 4.0: Problem with loading XML content files

    - by 200
    I'm new to XNA so hopefully my question isn't too silly. I'm trying to load content data from XML. My XML file is placed in my Content project (the new XNA 4 thing), called "Event1.xml": <?xml version="1.0" encoding="utf-8" ?> <XnaContent> <Asset Type="MyNamespace.Event"> // error on this line <name>1</name> </Asset> </XnaContent> My "Event" class is placed in my main project: using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Xml.Linq; namespace MyNamespace { public class Event { public string name; } } The XML file is being called by my main game class inside the LoadContent() method: Event temp = Content.Load<Event>("Event1"); And this is the error I'm getting: There was an error while deserializing intermediate XML. Cannot find type "MyNamespace.Event" I think the problem is because at the time the XML is being evaluated, the Event class has not been established because one file is in my main project while the other is in my Content project (being a XNA 4.0 project and such). I have also tried changing the build action of the xml file from compile to content; however the program would then not be able to find the file and would give this other warning: Project item 'Event1.xml' was not built with the XNA Framework Content Pipeline. Set its Build Action property to Compile to build it. Any suggestions are appreciated. Thanks.

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  • Software rendering 3d triangles in the proper order

    - by at.
    I'm implementing a basic 3d rendering engine in software (for education purposes, please don't mention to use an API). When I project a triangle from 3d to 2d coordinates, I draw the triangle. However, it's in a random order and so whatever gets drawn last draws on top of all other triangles (which might be in front of triangles it shouldn't be in front of)... Intuitively, seems I need to draw the triangles in the correct order. So I can calculate all their distances to the camera and sort by that. The objects furthest away get drawn last. Is this the proper way to render triangles? If I'm sorting all the objects, this is n*log(n) now. Is this the most efficient way to do this?

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  • Optimizing graphics for an iOS flash game

    - by 1GR3
    A friend of mine and myself are working on a flash developed iOS (and later Android) puzzle board game. He's a developer and I'm a designer/developer so (no surprise) we have different points of view. His method: make small tiles (100x100px) in Photoshop join them into the board and then in flash apply effects to the board to avoid repetition (80's not in the good way). My method: precompose the whole board (960x640px+bleed) in Photoshop and than mask active and inactive areas in flash. What do you think?

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  • How to copy depth buffer to CPU memory in DirectX?

    - by Ashwin
    I have code in OpenGL that uses glReadPixels to copy the depth buffer to a CPU memory buffer: glReadPixels(0, 0, w, h, GL_DEPTH_COMPONENT, GL_FLOAT, dbuf); How do I achieve the same in DirectX? I have looked at a similar question which gives the solution to copy the RGB buffer. I've tried to write similar code to copy the depth buffer: IDirect3DSurface9* d3dSurface; d3dDevice->GetDepthStencilSurface(&d3dSurface); D3DSURFACE_DESC d3dSurfaceDesc; d3dSurface->GetDesc(&d3dSurfaceDesc); IDirect3DSurface9* d3dOffSurface; d3dDevice->CreateOffscreenPlainSurface( d3dSurfaceDesc.Width, d3dSurfaceDesc.Height, D3DFMT_D32F_LOCKABLE, D3DPOOL_SCRATCH, &d3dOffSurface, NULL); // FAILS: D3DERR_INVALIDCALL D3DXLoadSurfaceFromSurface( d3dOffSurface, NULL, NULL, d3dSurface, NULL, NULL, D3DX_FILTER_NONE, 0); // Copy from offscreen surface to CPU memory ... The code fails on the call to D3DXLoadSurfaceFromSurface. It returns the error value D3DERR_INVALIDCALL. What is wrong with my code?

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  • Custom shadow mapping in Unity 3D Free Edition

    - by nosferat
    Since real time hard and soft shadows are Unity 3D Pro only features I thought I will learn Cg programming and create my own shadow mapping shader. But after some digging I found that the shadow mapping technique uses depth textures, and in Unity depth values can be accessed through a Render Texture object, which is Unity Pro only again. So is it true, that I cannot create real time shadow shaders as a workaround to the limitations of the free version?

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  • What is a better abstraction layer for D3D9 and OpenGL vertex data management?

    - by Sam Hocevar
    My rendering code has always been OpenGL. I now need to support a platform that does not have OpenGL, so I have to add an abstraction layer that wraps OpenGL and Direct3D 9. I will support Direct3D 11 later. TL;DR: the differences between OpenGL and Direct3D cause redundancy for the programmer, and the data layout feels flaky. For now, my API works a bit like this. This is how a shader is created: Shader *shader = Shader::Create( " ... GLSL vertex shader ... ", " ... GLSL pixel shader ... ", " ... HLSL vertex shader ... ", " ... HLSL pixel shader ... "); ShaderAttrib a1 = shader->GetAttribLocation("Point", VertexUsage::Position, 0); ShaderAttrib a2 = shader->GetAttribLocation("TexCoord", VertexUsage::TexCoord, 0); ShaderAttrib a3 = shader->GetAttribLocation("Data", VertexUsage::TexCoord, 1); ShaderUniform u1 = shader->GetUniformLocation("WorldMatrix"); ShaderUniform u2 = shader->GetUniformLocation("Zoom"); There is already a problem here: once a Direct3D shader is compiled, there is no way to query an input attribute by its name; apparently only the semantics stay meaningful. This is why GetAttribLocation has these extra arguments, which get hidden in ShaderAttrib. Now this is how I create a vertex declaration and two vertex buffers: VertexDeclaration *decl = VertexDeclaration::Create( VertexStream<vec3,vec2>(VertexUsage::Position, 0, VertexUsage::TexCoord, 0), VertexStream<vec4>(VertexUsage::TexCoord, 1)); VertexBuffer *vb1 = new VertexBuffer(NUM * (sizeof(vec3) + sizeof(vec2)); VertexBuffer *vb2 = new VertexBuffer(NUM * sizeof(vec4)); Another problem: the information VertexUsage::Position, 0 is totally useless to the OpenGL/GLSL backend because it does not care about semantics. Once the vertex buffers have been filled with or pointed at data, this is the rendering code: shader->Bind(); shader->SetUniform(u1, GetWorldMatrix()); shader->SetUniform(u2, blah); decl->Bind(); decl->SetStream(vb1, a1, a2); decl->SetStream(vb2, a3); decl->DrawPrimitives(VertexPrimitive::Triangle, NUM / 3); decl->Unbind(); shader->Unbind(); You see that decl is a bit more than just a D3D-like vertex declaration, it kinda takes care of rendering as well. Does this make sense at all? What would be a cleaner design? Or a good source of inspiration?

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  • Rotating a view of a chunked 2d tilemap

    - by Danie Clawson
    I'm working on a top-down (oblique) tile-based engine. I would like for the tiles to have a definable height in the world, with Characters being occluded by them, etc. This has led to a desire to be able to "rotate" the view of the world, even though I'm using all hand-drawn graphics and blitting. Therefor, I need to rotate the actual world itself, or change how the Camera traverses these arrays. How can, or should, I create individual rotations of 90 degrees, when I have multi-dimensional arrays? Is it faster to actually rotate the array, to access it differently, or to create pre-computed accessor(?) arrays, something like how my chunks work? How can I rotate an individual chunk, or set of chunks? Currently I establish my tile grid like this (tile height not included): function Surface(WIDTH, HEIGHT) { WIDTH = Math.max(WIDTH-(WIDTH%TPC), TPC); HEIGHT = Math.max(HEIGHT-(HEIGHT%TPC), TPC); this.tiles = []; this.chunks = []; //Establish tiles for(var x = 0; x < WIDTH; x++) { var col = [], ch_x = Math.floor(x/TPC); if(!this.chunks[ch_x]) this.chunks.push([]); for(var y = 0; y < HEIGHT; y++) { var tile = new Tile(x, y), ch_y = Math.floor(y/TPC); if(!this.chunks[ch_x][ch_y]) this.chunks[ch_x].push([]); this.chunks[ch_x][ch_y].push(tile); col.push(tile); } this.tiles.push(col); } }; Even some basic advice on my data struct would be much appreciated.

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  • Python rpg adivce? [closed]

    - by nikita.utiu
    I have started coding an text rpg engine in python. I have basic concepts laid down, like game state saving, input, output etc. I was wondering how certain scripted game mechanics(eg. debuffs that increase damage received from a certain player or multiply damage by the number of hits received, overriding of the mobs default paths for certain events etc) are implemented usually implemented. Some code bases or some other source code would be useful(not necessarily python). Thanks in advance.

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  • Flash framerate reliability

    - by Tim Cooper
    I am working in Flash and a few things have been brought to my attention. Below is some code I have some questions on: addEventListener(Event.ENTER_FRAME, function(e:Event):void { if (KEY_RIGHT) { // Move character right } // Etc. }); stage.addEventListener(KeyboardEvent.KEY_DOWN, function(e:KeyboardEvent):void { // Report key which is down }); stage.addEventListener(KeyboardEvent.KEY_UP, function(e:KeyboardEvent):void { // Report key which is up }); I have the project configured so that it has a framerate of 60 FPS. The two questions I have on this are: What happens when it is unable to call that function every 1/60 of a second? Is this a way of processing events that need to be limited by time (ex: a ball which needs to travel to the right of the screen from the left in X seconds)? Or should it be done a different way?

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  • Oscillating Sprite Movement in XNA

    - by Nick Van Hoogenstyn
    I'm working on a 2d game and am looking to make a sprite move horizontally across the screen in XNA while oscillating vertically (basically I want the movement to look like a sin wave). Currently for movement I'm using two vectors, one for speed and one for direction. My update function for sprites just contains this: Position += direction * speed * (float)t.ElapsedGameTime.TotalSeconds; How could I utilize this setup to create the desired movement? I'm assuming I'd call Math.Sin or Math.Cos, but I'm unsure of where to start to make this sort of thing happened. My attempt looked like this: public override void Update(GameTime t) { double msElapsed = t.TotalGameTime.Milliseconds; mDirection.Y = (float)Math.Sin(msElapsed); if (mDirection.Y >= 0) mSpeed.Y = moveSpeed; else mSpeed.Y = -moveSpeed; base.Update(t, mSpeed, mDirection); } moveSpeed is just some constant positive integer. With this, the sprite simply just continuously moves downward until it's off screen. Can anyone give me some info on what I'm doing wrong here? I've never tried something like this so if I'm doing things completely wrong, let me know!

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  • How can I better implement A star algorithm with a very large set of nodes?

    - by Stephen
    I'm making a game with nodejs in which many enemies must converge on the player as the player moves around a relatively open space (right now it is an open field with few obstacles, but eventually there may be some small buildings in the field with 1 or 2 rooms). It's a multiplayer game using websockets, so the server needs to keep track of enemies and players. I found this javascript A* library which I've modified to be used on the server as a nodejs module. The library utilizes a Binary Heap to track the nodes for the algorithm, so it should be pretty fast (and indeed, with a small grid, say 100x100 it is lightning fast). The problem is that my game is not really tile-based. As the player moves around the map, he is moving on a more or less 1-to-1 per-pixel coordinate system (the player can move in 8 directions, 1 or 2 pixels at a time). In preliminary tests, on an 800x600 field, the path-finding can take anywhere from 400 to 1000 ms. Multiply that by 10 enemies and the game starts to get pretty choppy. I have already set it up so that each enemy will only do a path-finding call once per second or even as slow as once every 2 seconds (they have to keep updating their path because the players can move freely). But even with this long interval, there are noticeable lag spikes or chops every couple of seconds as the enemies update their paths. I'm willing to approach the problem of path-finding differently, if there's another option. I'm assuming that the real problem is the enormous grid (800x600). It also occurs to me that maybe the large arrays are to blame, as I've read that V8 has trouble with large arrays.

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  • Android, how important is deltaTime?

    - by iQue
    Im making a game that is getting pretty big and sometimes my thread has to skip a frame, so far I'm not using deltaTime for setting the speed of my different objects in the game because it's still not a big enough game for it to matter imo. But its getting bigger then I planned, so my question is, how important is delta Time? If I should use delta time there is a problem, since speedX and speedY are integers(they have to be for eclipse to let you make a rectangle of them), I cant add delta time very functionally as far as I understand, but might be wrong? Ive tried adding deltaTime to the code below, and sometimes my enemies just not move after spawn, they just stand there and run in the same place Will add an some code for how I set / use speed: public void update(int dx, int dy) { double theta = 180.0 / Math.PI * Math.atan2(-(y - controls.pointerPosition.y), controls.pointerPosition.x - x); x +=dx * Math.cos(Math.toRadians(theta)); y +=dy * Math.sin(Math.toRadians(theta)); currentFrame = ++currentFrame % BMP_COLUMNS; } public void draw(Canvas canvas) { int srcX = currentFrame * width; int srcY = 1 * height; Rect src = new Rect(srcX, srcY, srcX + width, srcY + height); Rect dst = new Rect(x, y, x + width, y + height); canvas.drawBitmap(bitmap, src, dst, null); } So if someone with some experience with this has any thoughts, please share. Thank you! Changed code: public void update(int dx, int dy, float delta) { double theta = 180.0 / Math.PI * Math.atan2(-(y - controls.pointerPosition.y), controls.pointerPosition.x - x); double speedX = delta * dx * Math.cos(Math.toRadians(theta)); double speedY = delta * dy * Math.sin(Math.toRadians(theta)); x += speedX; y += speedY; currentFrame = ++currentFrame % BMP_COLUMNS; } public void draw(Canvas canvas) { int srcX = currentFrame * width; int srcY = 1 * height; Rect src = new Rect(srcX, srcY, srcX + width, srcY + height); Rect dst = new Rect(x, y, x + width, y + height); canvas.drawBitmap(bitmap, src, dst, null); } with this code my enemies move like before, except they wont move to the right (wont increment x), all other directions work.

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  • XNA Easy Storage XBOX 360 High Scores

    - by user1003211
    To followup from a previous query - I need some help with the implementation of easystorage high scores, which is bringing up some errors on the xbox. I get the prompt screen, a savedevice is selected and a file are all created! However the file remains empty, (I've tried prepopulating but still get errors). The full portions of the scoring code can be found here: http://pastebin.com/74v897Yt The current issue in particular is in LoadHighScores() - "There is an error in XML document (0, 0)." under line data = (HighScoreData)serializer.Deserialize(stream); I'm not sure whether this line is correct either: HighScoreData data = new HighScoreData(); public static HighScoreData LoadHighScores(string container, string filename) { HighScoreData data = new HighScoreData(); if (Global.SaveDevice.FileExists(container, filename)) { Global.SaveDevice.Load(container, filename, stream => { File.Open(Global.fileName_options, FileMode.OpenOrCreate, FileAccess.Read); try { // Read the data from the file XmlSerializer serializer = new XmlSerializer(typeof(HighScoreData)); data = (HighScoreData)serializer.Deserialize(stream); } finally { // Close the file stream.Close(); // stream.Dispose(); } }); } return (data); } I call: PromptMe(); when the Start button is pressed at the beginning. I call: if (Global.SaveDevice.IsReady){entries = LoadHighScores(HighScoresContainer, HighScoresFilename);} during the menu screen to try and display the highscore screen. I call: SaveHighScore(); when game ends. I've tried altering the struct code to a class but still no luck. Any help greatly appreciated.

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  • Model won't render in my XNA game

    - by Daniel Lopez
    I am trying to create a simple 3D game but things aren't working out as they should. For instance, the mode will not display. I created a class that does the rendering so I think that is where the problem lies. P.S I am using models from the MSDN website so I know the models are compatible with XNA. Code: class ModelRenderer { private float aspectratio; private Model model; private Vector3 camerapos; private Vector3 modelpos; private Matrix rotationy; float radiansy = 0; public ModelRenderer(Model m, float AspectRatio, Vector3 initial_pos, Vector3 initialcamerapos) { model = m; if (model.Meshes.Count == 0) { throw new Exception("Invalid model because it contains zero meshes!"); } modelpos = initial_pos; camerapos = initialcamerapos; aspectratio = AspectRatio; return; } public Vector3 CameraPosition { set { camerapos = value; } get { return camerapos; } } public Vector3 ModelPosition { set { modelpos = value; } get { return modelpos; } } public void RotateY(float radians) { radiansy += radians; rotationy = Matrix.CreateRotationY(radiansy); } public float AspectRatio { set { aspectratio = value; } get { return aspectratio; } } public void Draw() { Matrix world = Matrix.CreateTranslation(modelpos) * rotationy; Matrix view = Matrix.CreateLookAt(this.CameraPosition, this.ModelPosition, Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), this.AspectRatio, 1.0f, 10000f); model.Draw(world, view, projection); } } If you need more code just make a comment.

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  • Implementing camera for 2d side scroller game ?

    - by Mr.Gando
    Hello, I'm implementing a 2D side scroller for iOS (using C/C++ with OpenGL) (beat'em up style like double dragon/final fight ). My scenes are composed of one cyclical background image ( the end of the image connects perfectly with the beginning ). This is to produce a cyclical scroll effect. I was wondering how could I implement a camera that follows my player movement ? ( Resources / Links are greatly appreciated with explanations :) )

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  • Collision Detection algorithms with early Collision exit

    - by Grieverheart
    I'm using collision detection in Monte Carlo simulations and at the moment I'm using GJK which is quite fast. I can't help to think it could be done even faster though. In the simulations, about 70% of the time GJK is run, it detects a collision. Thus collisions are more than non-collisions in my case. Most collision detection algorithms I know have an early non-collision exit test. Are there any collision detection algorithms that have an early collision detect instead of non-collision and could be potentially faster than GJK in case of collision?

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  • Panning with the OpenGL Camera / View Matrix

    - by Pris
    I'm gonna try this again I've been trying to setup a simple camera class with OpenGL but I'm completely lost and I've made zero progress creating anything useful. I'm using modern OpenGL and the glm library for matrix math. To get the most basic thing I can think of down, I'd like to pan an arbitrarily positioned camera around. That means move it along its own Up and Side axes. Here's a picture of a randomly positioned camera looking at an object: It should be clear what the Up (Green) and Side (Red) vectors on the camera are. Even though the picture shows otherwise, assume that the Model matrix is just the identity matrix. Here's what I do to try and get it to work: Step 1: Create my View/Camera matrix (going to refer to it as the View matrix from now on) using glm::lookAt(). Step 2: Capture mouse X and Y positions. Step 3: Create a translation matrix mapping changes in the X mouse position to the camera's Side vector, and mapping changes in the Y mouse position to the camera's Up vector. I get the Side vector from the first column of the View matrix. I get the Up vector from the second column of the View matrix. Step 4: Apply the translation: viewMatrix = glm::translate(viewMatrix,translationVector); But this doesn't work. I see that the mouse movement is mapped to some kind of perpendicular axes, but they're definitely not moving as you'd expect with respect to the camera. Could someone please explain what I'm doing wrong and point me in the right direction with this camera stuff?

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  • Finding the normals of an oriented bounding box?

    - by Milo
    Here is my problem. I'm working on the physics for my 2D game. All objects are oriented bounding boxes (OBB) based on the separate axis theorem. In order to do collision resolution, I need to be able to get an object out out of the object it is penetrating. To do this I need to find the normal of the face(s) that the other OBB is touching. Example: The small red OBB is a car lets say, and the big OBB is a static building. I need to determine the unit vector that is the normal of the building edge(s) the car is penetrating to get the car out of there. Here are my questions: How do I determine which edges the car is penetrating. I know how to determine the normal of an edge, but how do I know if I need (-dy, dx) or (dy, -dx)? In the case I'm demonstrating the car is penetrating 2 edges, which edge(s) do I use to get it out? Answers or help with any or all of these is greatly appreciated. Thank you

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