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  • Taking fixed direction on hemisphere and project to normal (openGL)

    - by Maik Xhani
    I am trying to perform sampling using hemisphere around a surface normal. I want to experiment with fixed directions (and maybe jitter slightly between frames). So I have those directions: vec3 sampleDirections[6] = {vec3(0.0f, 1.0f, 0.0f), vec3(0.0f, 0.5f, 0.866025f), vec3(0.823639f, 0.5f, 0.267617f), vec3(0.509037f, 0.5f, -0.700629f), vec3(-0.509037f, 0.5f, -0.700629), vec3(-0.823639f, 0.5f, 0.267617f)}; now I want the first direction to be projected on the normal and the others accordingly. I tried these 2 codes, both failing. This is what I used for random sampling (it doesn't seem to work well, the samples seem to be biased towards a certain direction) and I just used one of the fixed directions instead of s (here is the code of the random sample, when i used it with the fixed direction i didn't use theta and phi). vec3 CosWeightedRandomHemisphereDirection( vec3 n, float rand1, float rand2 ) float theta = acos(sqrt(1.0f-rand1)); float phi = 6.283185f * rand2; vec3 s = vec3(sin(theta) * cos(phi), sin(theta) * sin(phi), cos(theta)); vec3 v = normalize(cross(n,vec3(0.0072, 1.0, 0.0034))); vec3 u = cross(v, n); u = s.x*u; v = s.y*v; vec3 w = s.z*n; vec3 direction = u+v+w; return normalize(direction); } ** EDIT ** This is the new code vec3 FixedHemisphereDirection( vec3 n, vec3 sampleDir) { vec3 x; vec3 z; if(abs(n.x) < abs(n.y)){ if(abs(n.x) < abs(n.z)){ x = vec3(1.0f,0.0f,0.0f); }else{ x = vec3(0.0f,0.0f,1.0f); } }else{ if(abs(n.y) < abs(n.z)){ x = vec3(0.0f,1.0f,0.0f); }else{ x = vec3(0.0f,0.0f,1.0f); } } z = normalize(cross(x,n)); x = cross(n,z); mat3 M = mat3( x.x, n.x, z.x, x.y, n.y, z.y, x.z, n.z, z.z); return M*sampleDir; } So if my n = (0,0,1); and my sampleDir = (0,1,0); shouldn't the M*sampleDir be (0,0,1)? Cause that is what I was expecting.

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  • Index out of bounds, Java bukkit plugin

    - by Robby Duke
    I'm getting index out of bounds errors in my Bukkit plugin, and it's really beginning to piss me off... I for the life of me can't figure this issue out! Caused by: java.lang.IndexOutOfBoundsException: Index: 1, Size: 1 This is where I believe the code to be erroring... for(int i = 0; i <= staffOnline.size(); i++) { if(i == staffOnline.size()) { staffList = staffList + staffOnline.get(i); } else { staffList = staffList + staffOnline.get(i) + ", "; } }

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  • How to get tilemap transparency color working with TiledLib's Demo implementation?

    - by Adam LaBranche
    So the problem I'm having is that when using Nick Gravelyn's tiledlib pipeline for reading and drawing tmx maps in XNA, the transparency color I set in Tiled's editor will work in the editor, but when I draw it the color that's supposed to become transparent still draws. The closest things to a solution that I've found are - 1) Change my sprite batch's BlendState to NonPremultiplied (found this in a buried Tweet). 2) Get the pixels that are supposed to be transparent at some point then Set them all to transparent. Solution 1 didn't work for me, and solution 2 seems hacky and not a very good way to approach this particular problem, especially since it looks like the custom pipeline processor reads in the transparent color and sets it to the color key for transparency according to the code, just something is going wrong somewhere. At least that's what it looks like the code is doing. TileSetContent.cs if (imageNode.Attributes["trans"] != null) { string color = imageNode.Attributes["trans"].Value; string r = color.Substring(0, 2); string g = color.Substring(2, 2); string b = color.Substring(4, 2); this.ColorKey = new Color((byte)Convert.ToInt32(r, 16), (byte)Convert.ToInt32(g, 16), (byte)Convert.ToInt32(b, 16)); } ... TiledHelpers.cs // build the asset as an external reference OpaqueDataDictionary data = new OpaqueDataDictionary(); data.Add("GenerateMipMaps", false); data.Add("ResizetoPowerOfTwo", false); data.Add("TextureFormat", TextureProcessorOutputFormat.Color); data.Add("ColorKeyEnabled", tileSet.ColorKey.HasValue); data.Add("ColorKeyColor", tileSet.ColorKey.HasValue ? tileSet.ColorKey.Value : Microsoft.Xna.Framework.Color.Magenta); tileSet.Texture = context.BuildAsset<Texture2DContent, Texture2DContent>( new ExternalReference<Texture2DContent>(path), null, data, null, asset); ... I can share more code as well if it helps to understand my problem. Thank you.

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  • Testing on Device Other Than the Known Brand Question (Local and Imported Phone Question)

    - by David Dimalanta
    I have a question. When testing a device by using Eclipse, it's easy to install and add device software with these specific brands commonly used in game testing like Samsung, Google, T-Mobile, and HTC; according to the Android Developers website. What if I'm using other brands that runs on Android to test the program via Eclipse (i.e. MyPhone, Starmobile), what should I look for to download in order to enable testing phones that those brands are using other than the brands that are known and commonly used: model number or simply brand? Here's some examples of these brands other than the brands we've known that runs on Android: Starmobile Engage 7 (http://www.lazada.com.ph/Starmobile-Engage-7-Android-40-4GB-with-Wi-Fi-Black-Starmobile-Mercury-B201-COMBO-39833.html/) My|Phone A898 Duo (http://www.myphone.com.ph/#!a898-duo/c1yt) Also, take note that I'm a Filipino programmer working at the Philippines to test our local smartphones for the created Android game or app. Hope you can understand me for my help.

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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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  • Jump and run HTML5 Game Framework

    - by user1818924
    We're developing a jump and run game with HTML5 and JavaScript and have to build an own game framework for this. Here we have some difficulties and would like to ask you for some advice: we have a "Stage" object, which represents the root of our game and is a global div-wrapper. The stage can contain multiple "Scenes", which are also div-elements. We would implement a Scene for the playing task, for pause, etc. and switch between them. Each scene can therefore contain multiple "Layers", representing a canvas. These Layer contain "ObjectEntities", which represent images or other shapes like rectangles, etc. Each Objectentity has its own temporaryCanvas, to be able to draw images for one entity, whereas another contains a rectangle. We set an activeScene in our Stage, so when the game is played, just the active scene is drawn. Calling activeScene.draw(), calls all sublayers to draw, which draw their entities (calling drawImage(entity.canvas)). But is this some kind of good practive? Having multiple canvas to draw? Each gameloop every layer-context is cleared and drawn again. E.g. we just have a still Background-Layer, … wouldn't it be more useful to draw this once and not to clear it everytime and redraw it? Or should we use a global canvas for example in the Stage and just use this canvas to draw? But we thought this would be to expensive... Other question: Do you have any advice how we could dive into implementing an own framework? Most stuff we find online relies on existing frameworks or they just implement their game without building a framework.

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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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  • 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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  • 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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  • 2D Tile-Based Concept Art App

    - by ashes999
    I'm making a bunch of 2D games (now and in the near future) that use a 2D, RPG-like interface. I would like to be able to quickly paint tiles down and drop character sprites to create concept art. Sure, I could do it in GIMP or Photoshop. But that would require manually adding each tile, layering on more tiles, cutting and pasting particular character sprites, etc. and I really don't need that level of granularity; I need a quick and fast way to churn out concept art. Is there a tool that I can use for this? Perhaps some sort of 2D tile editor which lets me draw sprites and tiles given that I can provide the graphics files.

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  • Blender multiple animations and Collada export

    - by Morgan Bengtsson
    Say I have a simple mesh in Blender, with two keyframes, like so: Then, another animation for the same mesh, also with two keyframes: Theese animations worke fine in Blender and I can switch between them in the Dopesheet, where they are called "actions": The problem arises, when i try to export this to the Collada format, for use in my game engine. The only animation/action that seems to be carried over, is the one currently associated to the mesh. Is it possible to export multiple animations/actions for the same mesh, to the Collada format?

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  • How to create a fountain in UDK

    - by user36425
    I'm trying to make a fountain in my level in UDK, I made the base of the fountain by using a Cylinder build and now I'm trying to put water in it. I went to use the fluidSurfaceActor but I notice that this is square but my fountain is a cylinder. Is there a way that I can change the shape of the fluidSurfaceActor to fit the builder brush shape or is there another way to do this? Or is it hopeless and I have to make my fountain into a cube? Here is a link/picture to the screenprint of what I'm talking about:

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  • Extract derived 3D scaling from a 3D Sprite to set to a 2D billboard

    - by Bill Kotsias
    I am trying to get the derived position and scaling of a 3D Sprite and set them to a 2D Sprite. I have managed to do the first part like this: var p:Point = sprite3d.local3DToGlobal(new Vector3D(0,0,0)); billboard.x = p.x; billboard.y = p.y; But I can't get the scaling part correctly. I am trying this: var mat:Matrix3D = sprite3d.transform.getRelativeMatrix3D(stage); // get derived matrix(?) var scaleV:Vector3D = mat.decompose()[2]; // get scaling vector from derived matrix var scale:Number = scaleV.length; billboard.scaleX = scale; billboard.scaleY = scale; ...but the result is apparently wrong. PS. One might ask what I am trying to achieve. I am trying to create "billboard" 3D sprites, i.e. sprites which are affected by all 3D transformations except rotations, thus they always face the "camera".

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  • How can I estimate cost of creating tile-set similar to HoM&M 2?

    - by Alexey Petrushin
    How to estimate cost of creating tile-set similar to HoM&M 2? I'm mostly interested in the tile-set graphics only, no animation needed, the big images of town and creatures can be done as quick and dirty pensil sketches. The quality of tiles and its amount should be roughly the same as in HoM&M 2. Can You please give a rough estimate how much it will take man-hours and how much will it cost?

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  • Render 2 images that uses different shaders

    - by Code Vader
    Based on the giawa/nehe tutorials, how can I render 2 images with different shaders. I'm pretty new to OpenGl and shaders so I'm not completely sure whats happening in my code, but I think the shaders that is called last overwrites the first one. private static void OnRenderFrame() { // calculate how much time has elapsed since the last frame watch.Stop(); float deltaTime = (float)watch.ElapsedTicks / System.Diagnostics.Stopwatch.Frequency; watch.Restart(); // use the deltaTime to adjust the angle of the cube angle += deltaTime; // set up the OpenGL viewport and clear both the color and depth bits Gl.Viewport(0, 0, width, height); Gl.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); // use our shader program and bind the crate texture Gl.UseProgram(program); //<<<<<<<<<<<< TOP PYRAMID // set the transformation of the top_pyramid program["model_matrix"].SetValue(Matrix4.CreateRotationY(angle * rotate_cube)); program["enable_lighting"].SetValue(lighting); // bind the vertex positions, UV coordinates and element array Gl.BindBufferToShaderAttribute(top_pyramid, program, "vertexPosition"); Gl.BindBufferToShaderAttribute(top_pyramidNormals, program, "vertexNormal"); Gl.BindBufferToShaderAttribute(top_pyramidUV, program, "vertexUV"); Gl.BindBuffer(top_pyramidTrianlges); // draw the textured top_pyramid Gl.DrawElements(BeginMode.Triangles, top_pyramidTrianlges.Count, DrawElementsType.UnsignedInt, IntPtr.Zero); //<<<<<<<<<< CUBE // set the transformation of the cube program["model_matrix"].SetValue(Matrix4.CreateRotationY(angle * rotate_cube)); program["enable_lighting"].SetValue(lighting); // bind the vertex positions, UV coordinates and element array Gl.BindBufferToShaderAttribute(cube, program, "vertexPosition"); Gl.BindBufferToShaderAttribute(cubeNormals, program, "vertexNormal"); Gl.BindBufferToShaderAttribute(cubeUV, program, "vertexUV"); Gl.BindBuffer(cubeQuads); // draw the textured cube Gl.DrawElements(BeginMode.Quads, cubeQuads.Count, DrawElementsType.UnsignedInt, IntPtr.Zero); //<<<<<<<<<<<< BOTTOM PYRAMID // set the transformation of the bottom_pyramid program["model_matrix"].SetValue(Matrix4.CreateRotationY(angle * rotate_cube)); program["enable_lighting"].SetValue(lighting); // bind the vertex positions, UV coordinates and element array Gl.BindBufferToShaderAttribute(bottom_pyramid, program, "vertexPosition"); Gl.BindBufferToShaderAttribute(bottom_pyramidNormals, program, "vertexNormal"); Gl.BindBufferToShaderAttribute(bottom_pyramidUV, program, "vertexUV"); Gl.BindBuffer(bottom_pyramidTrianlges); // draw the textured bottom_pyramid Gl.DrawElements(BeginMode.Triangles, bottom_pyramidTrianlges.Count, DrawElementsType.UnsignedInt, IntPtr.Zero); //<<<<<<<<<<<<< STAR Gl.Disable(EnableCap.DepthTest); Gl.Enable(EnableCap.Blend); Gl.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.One); Gl.BindTexture(starTexture); //calculate the camera position using some fancy polar co-ordinates Vector3 position = 20 * new Vector3(Math.Cos(phi) * Math.Sin(theta), Math.Cos(theta), Math.Sin(phi) * Math.Sin(theta)); Vector3 upVector = ((theta % (Math.PI * 2)) > Math.PI) ? Vector3.Up : Vector3.Down; program_2["view_matrix"].SetValue(Matrix4.LookAt(position, Vector3.Zero, upVector)); // make sure the shader program and texture are being used Gl.UseProgram(program_2); // loop through the stars, drawing each one for (int i = 0; i < stars.Count; i++) { // set the position and color of this star program_2["model_matrix"].SetValue(Matrix4.CreateTranslation(new Vector3(stars[i].dist, 0, 0)) * Matrix4.CreateRotationZ(stars[i].angle)); program_2["color"].SetValue(stars[i].color); Gl.BindBufferToShaderAttribute(star, program_2, "vertexPosition"); Gl.BindBufferToShaderAttribute(starUV, program_2, "vertexUV"); Gl.BindBuffer(starQuads); Gl.DrawElements(BeginMode.Quads, starQuads.Count, DrawElementsType.UnsignedInt, IntPtr.Zero); // update the position of the star stars[i].angle += (float)i / stars.Count * deltaTime * 2 * rotate_stars; stars[i].dist -= 0.2f * deltaTime * rotate_stars; // if we've reached the center then move this star outwards and give it a new color if (stars[i].dist < 0f) { stars[i].dist += 5f; stars[i].color = new Vector3(generator.NextDouble(), generator.NextDouble(), generator.NextDouble()); } } Glut.glutSwapBuffers(); } The same goes for the textures, whichever one I mention last gets applied to both object?

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  • Geometry Shader: distortions

    - by Christophe Lionet
    This is a cross-question from Stack Overflow, I thought it would be more appropriate here. There is a lot of code I could be posting. To avoid overloading the page with code, I will post any part of the code if requested. I am working from the ParticleGS DirectX10 sample, to build a geometry shader based particle system in DirectX 11. Using the sample code, and changing it to my liking, I am able to draw a single quad (which is essentially one particle constantly recreating itself). However, I noticed a problem which was similar to one I once had: the rendered shape is distorted. Here is a video showcasing what is happening. http://youtu.be/6NY_hxjMfwY Now, I used to have this issue when using several effects together, when I realised that I needed to explicitely set the geometry shader to null for the other effects. I solved this problem, as you can see in the video, as the rest of the scene is drawing properly. Note that some sides are being culled somehow, although I turned off culling in my main render state. The texturing is fine too, the texture draws with appropriate proportions relative to the quad. I really don't see what I could be doing wrong here... what would cause the geometry shader to behave in such a way? Again, I will post any piece code you will request.

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  • Stats on Screen Size for Flash Games

    - by ashes999
    I'm working on a Flash game after many, many years. I'm trying to figure out size to make my application run (eg. 600x800). Because it's a tall (not wide) game, I'm confused. I know about (and love) the Steam hardware stats. However, for Flash gaming, I have two nit-picks with their survey sample: 1) Caters to more hardcore gamers with better hardware (overall) 2) Captures only a subset of Flash gamers. Doesn't capture people who play at school, work, etc. or not netbooks and lighter machines. Are there any sort of statistics I can use to determine which size to use? Ideally, I would like to know something like: 800x600 will fit 94% of users screens 1024x768 will fit 74% of users screens 1200x960 will fit 53% of users screens etc.

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  • Vertex buffer acting strange? [on hold]

    - by Ryan Capote
    I'm having a strange problem, and I don't know what could be causing it. My current code is identical to how I've done this before. I'm trying to render a rectangle using VBO and orthographic projection.   My results:     What I expect: 3x3 rectangle in the top left corner   #include <stdio.h> #include <GL\glew.h> #include <GLFW\glfw3.h> #include "lodepng.h"   static const int FALSE = 0; static const int TRUE = 1;   static const char* VERT_SHADER =     "#version 330\n"       "layout(location=0) in vec4 VertexPosition; "     "layout(location=1) in vec2 UV;"     "uniform mat4 uProjectionMatrix;"     /*"out vec2 TexCoords;"*/       "void main(void) {"     "    gl_Position = uProjectionMatrix*VertexPosition;"     /*"    TexCoords = UV;"*/     "}";   static const char* FRAG_SHADER =     "#version 330\n"       /*"uniform sampler2D uDiffuseTexture;"     "uniform vec4 uColor;"     "in vec2 TexCoords;"*/     "out vec4 FragColor;"       "void main(void) {"    /* "    vec4 texel = texture2D(uDiffuseTexture, TexCoords);"     "    if(texel.a <= 0) {"     "         discard;"     "    }"     "    FragColor = texel;"*/     "    FragColor = vec4(1.f);"     "}";   static int g_running; static GLFWwindow *gl_window; static float gl_projectionMatrix[16];   /*     Structures */ typedef struct _Vertex {     float x, y, z, w;     float u, v; } Vertex;   typedef struct _Position {     float x, y; } Position;   typedef struct _Bitmap {     unsigned char *pixels;     unsigned int width, height; } Bitmap;   typedef struct _Texture {     GLuint id;     unsigned int width, height; } Texture;   typedef struct _VertexBuffer {     GLuint bufferObj, vertexArray; } VertexBuffer;   typedef struct _ShaderProgram {     GLuint vertexShader, fragmentShader, program; } ShaderProgram;   /*   http://en.wikipedia.org/wiki/Orthographic_projection */ void createOrthoProjection(float *projection, float width, float height, float far, float near)  {       const float left = 0;     const float right = width;     const float top = 0;     const float bottom = height;          projection[0] = 2.f / (right - left);     projection[1] = 0.f;     projection[2] = 0.f;     projection[3] = -(right+left) / (right-left);     projection[4] = 0.f;     projection[5] = 2.f / (top - bottom);     projection[6] = 0.f;     projection[7] = -(top + bottom) / (top - bottom);     projection[8] = 0.f;     projection[9] = 0.f;     projection[10] = -2.f / (far-near);     projection[11] = (far+near)/(far-near);     projection[12] = 0.f;     projection[13] = 0.f;     projection[14] = 0.f;     projection[15] = 1.f; }   /*     Textures */ void loadBitmap(const char *filename, Bitmap *bitmap, int *success) {     int error = lodepng_decode32_file(&bitmap->pixels, &bitmap->width, &bitmap->height, filename);       if (error != 0) {         printf("Failed to load bitmap. ");         printf(lodepng_error_text(error));         success = FALSE;         return;     } }   void destroyBitmap(Bitmap *bitmap) {     free(bitmap->pixels); }   void createTexture(Texture *texture, const Bitmap *bitmap) {     texture->id = 0;     glGenTextures(1, &texture->id);     glBindTexture(GL_TEXTURE_2D, texture);       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);       glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bitmap->width, bitmap->height, 0,              GL_RGBA, GL_UNSIGNED_BYTE, bitmap->pixels);       glBindTexture(GL_TEXTURE_2D, 0); }   void destroyTexture(Texture *texture) {     glDeleteTextures(1, &texture->id);     texture->id = 0; }   /*     Vertex Buffer */ void createVertexBuffer(VertexBuffer *vertexBuffer, Vertex *vertices) {     glGenBuffers(1, &vertexBuffer->bufferObj);     glGenVertexArrays(1, &vertexBuffer->vertexArray);     glBindVertexArray(vertexBuffer->vertexArray);       glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer->bufferObj);     glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * 6, (const GLvoid*)vertices, GL_STATIC_DRAW);       const unsigned int uvOffset = sizeof(float) * 4;       glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0);     glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)uvOffset);       glEnableVertexAttribArray(0);     glEnableVertexAttribArray(1);       glBindBuffer(GL_ARRAY_BUFFER, 0);     glBindVertexArray(0); }   void destroyVertexBuffer(VertexBuffer *vertexBuffer) {     glDeleteBuffers(1, &vertexBuffer->bufferObj);     glDeleteVertexArrays(1, &vertexBuffer->vertexArray); }   void bindVertexBuffer(VertexBuffer *vertexBuffer) {     glBindVertexArray(vertexBuffer->vertexArray);     glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer->bufferObj); }   void drawVertexBufferMode(GLenum mode) {     glDrawArrays(mode, 0, 6); }   void drawVertexBuffer() {     drawVertexBufferMode(GL_TRIANGLES); }   void unbindVertexBuffer() {     glBindVertexArray(0);     glBindBuffer(GL_ARRAY_BUFFER, 0); }   /*     Shaders */ void compileShader(ShaderProgram *shaderProgram, const char *vertexSrc, const char *fragSrc) {     GLenum err;     shaderProgram->vertexShader = glCreateShader(GL_VERTEX_SHADER);     shaderProgram->fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);       if (shaderProgram->vertexShader == 0) {         printf("Failed to create vertex shader.");         return;     }       if (shaderProgram->fragmentShader == 0) {         printf("Failed to create fragment shader.");         return;     }       glShaderSource(shaderProgram->vertexShader, 1, &vertexSrc, NULL);     glCompileShader(shaderProgram->vertexShader);     glGetShaderiv(shaderProgram->vertexShader, GL_COMPILE_STATUS, &err);       if (err != GL_TRUE) {         printf("Failed to compile vertex shader.");         return;     }       glShaderSource(shaderProgram->fragmentShader, 1, &fragSrc, NULL);     glCompileShader(shaderProgram->fragmentShader);     glGetShaderiv(shaderProgram->fragmentShader, GL_COMPILE_STATUS, &err);       if (err != GL_TRUE) {         printf("Failed to compile fragment shader.");         return;     }       shaderProgram->program = glCreateProgram();     glAttachShader(shaderProgram->program, shaderProgram->vertexShader);     glAttachShader(shaderProgram->program, shaderProgram->fragmentShader);     glLinkProgram(shaderProgram->program);          glGetProgramiv(shaderProgram->program, GL_LINK_STATUS, &err);       if (err != GL_TRUE) {         printf("Failed to link shader.");         return;     } }   void destroyShader(ShaderProgram *shaderProgram) {     glDetachShader(shaderProgram->program, shaderProgram->vertexShader);     glDetachShader(shaderProgram->program, shaderProgram->fragmentShader);       glDeleteShader(shaderProgram->vertexShader);     glDeleteShader(shaderProgram->fragmentShader);       glDeleteProgram(shaderProgram->program); }   GLuint getUniformLocation(const char *name, ShaderProgram *program) {     GLuint result = 0;     result = glGetUniformLocation(program->program, name);       return result; }   void setUniformMatrix(float *matrix, const char *name, ShaderProgram *program) {     GLuint loc = getUniformLocation(name, program);       if (loc == -1) {         printf("Failed to get uniform location in setUniformMatrix.\n");         return;     }       glUniformMatrix4fv(loc, 1, GL_FALSE, matrix); }   /*     General functions */ static int isRunning() {     return g_running && !glfwWindowShouldClose(gl_window); }   static void initializeGLFW(GLFWwindow **window, int width, int height, int *success) {     if (!glfwInit()) {         printf("Failed it inialize GLFW.");         *success = FALSE;        return;     }          glfwWindowHint(GLFW_RESIZABLE, 0);     *window = glfwCreateWindow(width, height, "Alignments", NULL, NULL);          if (!*window) {         printf("Failed to create window.");         glfwTerminate();         *success = FALSE;         return;     }          glfwMakeContextCurrent(*window);       GLenum glewErr = glewInit();     if (glewErr != GLEW_OK) {         printf("Failed to initialize GLEW.");         printf(glewGetErrorString(glewErr));         *success = FALSE;         return;     }       glClearColor(0.f, 0.f, 0.f, 1.f);     glViewport(0, 0, width, height);     *success = TRUE; }   int main(int argc, char **argv) {          int err = FALSE;     initializeGLFW(&gl_window, 480, 320, &err);     glDisable(GL_DEPTH_TEST);     if (err == FALSE) {         return 1;     }          createOrthoProjection(gl_projectionMatrix, 480.f, 320.f, 0.f, 1.f);          g_running = TRUE;          ShaderProgram shader;     compileShader(&shader, VERT_SHADER, FRAG_SHADER);     glUseProgram(shader.program);     setUniformMatrix(&gl_projectionMatrix, "uProjectionMatrix", &shader);       Vertex rectangle[6];     VertexBuffer vbo;     rectangle[0] = (Vertex){0.f, 0.f, 0.f, 1.f, 0.f, 0.f}; // Top left     rectangle[1] = (Vertex){3.f, 0.f, 0.f, 1.f, 1.f, 0.f}; // Top right     rectangle[2] = (Vertex){0.f, 3.f, 0.f, 1.f, 0.f, 1.f}; // Bottom left     rectangle[3] = (Vertex){3.f, 0.f, 0.f, 1.f, 1.f, 0.f}; // Top left     rectangle[4] = (Vertex){0.f, 3.f, 0.f, 1.f, 0.f, 1.f}; // Bottom left     rectangle[5] = (Vertex){3.f, 3.f, 0.f, 1.f, 1.f, 1.f}; // Bottom right       createVertexBuffer(&vbo, &rectangle);            bindVertexBuffer(&vbo);          while (isRunning()) {         glClear(GL_COLOR_BUFFER_BIT);         glfwPollEvents();                    drawVertexBuffer();                    glfwSwapBuffers(gl_window);     }          unbindVertexBuffer(&vbo);       glUseProgram(0);     destroyShader(&shader);     destroyVertexBuffer(&vbo);     glfwTerminate();     return 0; }

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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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  • Direction of the bullet - how to have something else than left, right, top, bottom

    - by Florian Margaine
    I'm making a simple shooter game using canvas and javascript. The current code can be seen here. To know which way I want the bullet to be shot, I simply have a direction property that can have 4 values (left, right, bottom, top), and I can then calculate the next position of the bullet easily. However, I'd like to move the bullet to the mouse position, but I don't really see how to do this. How do I calculate the next position? I'm guessing there is some formula to calculate the line between two positions (the player's and the mouse's), but I don't have much idea yet. So there is no obstacle, but I don't see how to calculate this, and be able have the next position of the bullet at each frame.

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  • Bodies do not stay sticked together by joint in retina display

    - by Mike JM
    I'm rehearsing on Box2D revolute joints. Everything's going pretty well except for one thing. For some reason bodies joined together with revolute joints do not stay sticked, they start getting apart from each other from the app start when I run it on retina device or simulator. On non retina device it works just fine, as expected. Here's the screenshot of the non-retina version: And here's the behavior when I run the same app on retina device/simulator: I'm taking content scale factor into account.

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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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  • 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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  • Weird y offset when using custom frag shader (Cocos2d-x)

    - by Mister Guacamole
    I'm trying to mask a sprite so I wrote a simple fragment shader that renders only the pixels that are not hidden under another texture (the mask). The problem is that it seems my texture has its y-coordinate offset after passing through the shader. This is the init method of the sprite (GroundZone) I want to mask: bool GroundZone::initWithSize(Size size) { // [...] // Setup the mask of the sprite m_mask = RenderTexture::create(textureWidth, textureHeight); m_mask->retain(); m_mask->setKeepMatrix(true); Texture2D *maskTexture = m_mask->getSprite()->getTexture(); maskTexture->setAliasTexParameters(); // Disable linear interpolation on the mask // Load the custom frag shader with a default vert shader as the sprite’s program FileUtils *fileUtils = FileUtils::getInstance(); string vertexSource = ccPositionTextureA8Color_vert; string fragmentSource = fileUtils->getStringFromFile( fileUtils->fullPathForFilename("CustomShader_AlphaMask_frag.fsh")); GLProgram *shader = new GLProgram; shader->initWithByteArrays(vertexSource.c_str(), fragmentSource.c_str()); shader->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_POSITION, GLProgram::VERTEX_ATTRIB_POSITION); shader->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_TEX_COORD, GLProgram::VERTEX_ATTRIB_TEX_COORDS); shader->link(); CHECK_GL_ERROR_DEBUG(); shader->updateUniforms(); CHECK_GL_ERROR_DEBUG(); int maskTexUniformLoc = shader->getUniformLocationForName("u_alphaMaskTexture"); shader->setUniformLocationWith1i(maskTexUniformLoc, 1); this->setShaderProgram(shader); shader->release(); // [...] } These are the custom drawing methods for actually drawing the mask over the sprite: You need to know that m_mask is modified externally by another class, the onDraw() method only render it. void GroundZone::draw(Renderer *renderer, const kmMat4 &transform, bool transformUpdated) { m_renderCommand.init(_globalZOrder); m_renderCommand.func = CC_CALLBACK_0(GroundZone::onDraw, this, transform, transformUpdated); renderer->addCommand(&m_renderCommand); Sprite::draw(renderer, transform, transformUpdated); } void GroundZone::onDraw(const kmMat4 &transform, bool transformUpdated) { GLProgram *shader = this->getShaderProgram(); shader->use(); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, m_mask->getSprite()->getTexture()->getName()); glActiveTexture(GL_TEXTURE0); } Below is the method (located in another class, GroundLayer) that modify the mask by drawing a line from point start to point end. Both points are in Cocos2d coordinates (Point (0,0) is down-left). void GroundLayer::drawTunnel(Point start, Point end) { // To dig a line, we need first to get the texture of the zone we will be digging into. Then we get the // relative position of the start and end point in the zone's node space. Finally we use the custom shader to // draw a mask over the existing texture. for (auto it = _children.begin(); it != _children.end(); it++) { GroundZone *zone = static_cast<GroundZone *>(*it); Point nodeStart = zone->convertToNodeSpace(start); Point nodeEnd = zone->convertToNodeSpace(end); // Now that we have our two points converted to node space, it's easy to draw a mask that contains a line // going from the start point to the end point and that is then applied over the current texture. Size groundZoneSize = zone->getContentSize(); RenderTexture *rt = zone->getMask(); rt->begin(); { // Draw a line going from start and going to end in the texture, the line will act as a mask over the // existing texture DrawNode *line = DrawNode::create(); line->retain(); line->drawSegment(nodeStart, nodeEnd, 20, Color4F::RED); line->visit(); } rt->end(); } } Finally, here's the custom shader I wrote. #ifdef GL_ES precision mediump float; #endif varying vec2 v_texCoord; uniform sampler2D u_texture; uniform sampler2D u_alphaMaskTexture; void main() { float maskAlpha = texture2D(u_alphaMaskTexture, v_texCoord).a; float texAlpha = texture2D(u_texture, v_texCoord).a; float blendAlpha = (1.0 - maskAlpha) * texAlpha; // Show only where mask is invisible vec3 texColor = texture2D(u_texture, v_texCoord).rgb; gl_FragColor = vec4(texColor, blendAlpha); return; } I got a problem with the y coordinates. Indeed, it seems that once it has passed through my custom shader, the sprite's texture is not at the right place: Without custom shader (the sprite is the brown thing): With custom shader: What's going on here? Thanks :) EDIT It looks like after passing through the shader when I set the position of the sprite I set it in points, with (0,0) being in the top-right. Indeed, when I do sprite->setPosition(320, 480), the sprite is perfectly placed at the top of the screen.

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  • How to restrict paddle movement using Farseer Physics engine 3.2

    - by brainydexter
    I am new to using Farseer Physics Engine 3.2(FPE), so please bear with my questions. Also, since FPE 3.2 is based on Box2D, I have been reading Box2D manual and pieces of code scattered in samples to better understand terminology and usage. Pong is usually my testbed whenever I try to do something new. Here is one of the issue I am running into: How can I restrict paddles to move only along Y axis, because the ball comes in and knocks off the paddles and everything floats in space afterwards ? (Box = Rectangle and ball = circle) I know MKS is the unit system, but is there a recommendation for sizes/position to be used ? I know this is a very generic question, but it would be good to know a simple set of values that one could use for making a game as simple as pong. Between box2d and FPE, I have some doubts: what is the recommended way of making a body in FPE ? world.CreateBody() does not exist in FPE Box2d manual recommends never to "new" body(since Box2D uses Small Object allocators), so is there a recommended way in Farseer to create a body (apart from factories) ? In box2d, it is recommended to keep a track of the body object, since it is also the parent to fixture(s). Why is it that in most of the examples, the fixture object is tracked ? Is there a reason why body is not tracked ? Thanks

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