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  • Approaches to timed puzzle elements

    - by ndg
    I'm working on a side scrolling game that has a number of timed puzzle elements. As a simple example: I have a number of moving platforms that have been setup to transition in a pattern. Ideally I'd like to ensure that as the player first approaches them, they are in an ideal state -- whereby the player can witness the full transition and more experienced players (i.e: speedrunners) can complete the puzzle immediately without having to wait for the current transition to complete. The issue here, in a nutshell, is that because these platforms begin transitioning at the start of the level, it's impossible to correctly calculate when the player is likely to stumble upon them. I've done a fair bit of Googling but haven't managed to turn up any decent resources with regards to solving a problem like this. The obvious solution is to only begin updating the objects when the player (or more likely: the camera) first encounters them. But this becomes difficult when you consider more complicated situations. It seems like potentially the easiest way of handling this is to have an invisible trigger volume that will tell any puzzle elements located inside of it that the player has 'arrived' upon first colliding with the player. But this would mean I'd have to logically group puzzle elements, which could become fairly messy in a hurry. Take, for instance, a puzzle that appears to the right of the screen. It may take the player a number of seconds to reach it. It would look strange if the elements involved were to remain stationary. But by the time the player arrives, it's likely things will be 'out of sync'. I wanted to post here in the hopes that others know of, or have implemented, a decent solution to this problem?

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  • Alternative ways to make a battle system in a mobile indie game more fun and engaging

    - by Matt Beckman
    I'm developing an indie game for mobile platforms, and part of the game involves a PvP battle system (where the target player is passive). My vision is simple: the active player can select a weapon/item, then attack/use, and display the calculated outcome. I have a concept for battle modifiers that affect stats to make it more interesting, but I'm not convinced this by itself will add enough of a fun factor. I've received some inspiration from the game engine that powers Modern War/Kingdom Age/Crime City, but I want more control to make it more fun. In those games, you don't have the option to select weapons or use items, and the "battling" screen is simply 3D eye candy. Since this will be an indie game, I won't be spending $$$ on a team of professional 3D artists/animators, so my edge needs to be different. What are some alternatives to expensive eye candy that you or others have used to make a non-3D PvP game more fun and engaging? Did the alternative concepts survive the release?

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  • Need help understanding XNA 4.0 BoundingBox vs BoundingSphere Intersection

    - by nerdherd
    I am new to both game programming and XNA, so I apologize if I'm missing a simple concept or something. I have created a simple 3D game with a player and a crate and I'm working on getting my collision detection working properly. Right now I am using a BoundingSphere for my player, and a BoundingBox for the crate. For some reason, XNA only detects a collision when my player's sphere touches the front face of the crate. I'm rendering all the BoundingSpheres and BoundingBoxes as wire frames so I can see what's going on, and everything visually appears to be correct, but I can't figure out this behavior. I have tried these checks: playerSphere.Intersects(crate.getBoundingBox()) playerSphere.Contains(crate.getBoundingBox(), ContainmentType.Intersects) playerSphere.Contains(crate.getBoundingBox()) != ContainmentType.Disjoint But they all seem to produce the same behavior (in other words, they are only true when I hit the front face of the crate). The interesting thing is that when I use a BoundingSphere for my crate the collision is detected as I would expect, but of course this makes the edges less accurate. Any thoughts or ideas? Have I missed something about how BoundingSpheres and BoundingBoxes compute their intersections? I'd be happy to post more code or screenshots to clarify if needed. Thanks!

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  • Resources for game networking in Java

    - by pudelhund
    I am currently working on a Java multiplayer game. The game itself (single player) already works perfectly fine and so does the chat. The only thing that is really missing is the multiplayer part. Sadly I am absolutely clueless on where to start with that. I roughly know that I will have to work with packages, and I also know many things about streaming etc (chat is already working). Oh and it should - according to this article - be a UDP server. My problem is that I can't find any resources on how to do this. A tutorial (book or website) would be perfect, alternatively a good example of an open source client/server (in Java of course) would be fine as well. If you feel like doing something helpful I'd also really appreciate someone "privately" teaching me via email or some chat program :) Thank you!

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  • How to label a cuboid?

    - by usha
    Hi this is how my 3dcuboid looks, I have attached the complete code. I want to label this cuboid using different names across sides, how is this possible using opengl on android? public class MyGLRenderer implements Renderer { Context context; Cuboid rect; private float mCubeRotation; // private static float angleCube = 0; // Rotational angle in degree for cube (NEW) // private static float speedCube = -1.5f; // Rotational speed for cube (NEW) public MyGLRenderer(Context context) { rect = new Cuboid(); this.context = context; } public void onDrawFrame(GL10 gl) { // TODO Auto-generated method stub gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glLoadIdentity(); // Reset the model-view matrix gl.glTranslatef(0.2f, 0.0f, -8.0f); // Translate right and into the screen gl.glScalef(0.8f, 0.8f, 0.8f); // Scale down (NEW) gl.glRotatef(mCubeRotation, 1.0f, 1.0f, 1.0f); // gl.glRotatef(angleCube, 1.0f, 1.0f, 1.0f); // rotate about the axis (1,1,1) (NEW) rect.draw(gl); mCubeRotation -= 0.15f; //angleCube += speedCube; } public void onSurfaceChanged(GL10 gl, int width, int height) { // TODO Auto-generated method stub if (height == 0) height = 1; // To prevent divide by zero float aspect = (float)width / height; // Set the viewport (display area) to cover the entire window gl.glViewport(0, 0, width, height); // Setup perspective projection, with aspect ratio matches viewport gl.glMatrixMode(GL10.GL_PROJECTION); // Select projection matrix gl.glLoadIdentity(); // Reset projection matrix // Use perspective projection GLU.gluPerspective(gl, 45, aspect, 0.1f, 100.f); gl.glMatrixMode(GL10.GL_MODELVIEW); // Select model-view matrix gl.glLoadIdentity(); // Reset } public void onSurfaceCreated(GL10 gl, EGLConfig config) { // TODO Auto-generated method stub gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set color's clear-value to black gl.glClearDepthf(1.0f); // Set depth's clear-value to farthest gl.glEnable(GL10.GL_DEPTH_TEST); // Enables depth-buffer for hidden surface removal gl.glDepthFunc(GL10.GL_LEQUAL); // The type of depth testing to do gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); // nice perspective view gl.glShadeModel(GL10.GL_SMOOTH); // Enable smooth shading of color gl.glDisable(GL10.GL_DITHER); // Disable dithering for better performance }} public class Cuboid{ private FloatBuffer mVertexBuffer; private FloatBuffer mColorBuffer; private ByteBuffer mIndexBuffer; private float vertices[] = { //width,height,depth -2.5f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -2.5f, 1.0f, -1.0f, -2.5f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -2.5f, 1.0f, 1.0f }; private float colors[] = { // R,G,B,A COLOR 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.5f, 0.0f, 1.0f, 1.0f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f }; private byte indices[] = { // VERTEX 0,1,2,3,4,5,6,7 REPRESENTATION FOR FACES 0, 4, 5, 0, 5, 1, 1, 5, 6, 1, 6, 2, 2, 6, 7, 2, 7, 3, 3, 7, 4, 3, 4, 0, 4, 7, 6, 4, 6, 5, 3, 0, 1, 3, 1, 2 }; public Cuboid() { ByteBuffer byteBuf = ByteBuffer.allocateDirect(vertices.length * 4); byteBuf.order(ByteOrder.nativeOrder()); mVertexBuffer = byteBuf.asFloatBuffer(); mVertexBuffer.put(vertices); mVertexBuffer.position(0); byteBuf = ByteBuffer.allocateDirect(colors.length * 4); byteBuf.order(ByteOrder.nativeOrder()); mColorBuffer = byteBuf.asFloatBuffer(); mColorBuffer.put(colors); mColorBuffer.position(0); mIndexBuffer = ByteBuffer.allocateDirect(indices.length); mIndexBuffer.put(indices); mIndexBuffer.position(0); } public void draw(GL10 gl) { gl.glFrontFace(GL10.GL_CW); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mVertexBuffer); gl.glColorPointer(4, GL10.GL_FLOAT, 0, mColorBuffer); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); gl.glDrawElements(GL10.GL_TRIANGLES, 36, GL10.GL_UNSIGNED_BYTE, mIndexBuffer); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_COLOR_ARRAY); } } public class Draw3drect extends Activity { private GLSurfaceView glView; // Use GLSurfaceView // Call back when the activity is started, to initialize the view @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); glView = new GLSurfaceView(this); // Allocate a GLSurfaceView glView.setRenderer(new MyGLRenderer(this)); // Use a custom renderer this.setContentView(glView); // This activity sets to GLSurfaceView } // Call back when the activity is going into the background @Override protected void onPause() { super.onPause(); glView.onPause(); } // Call back after onPause() @Override protected void onResume() { super.onResume(); glView.onResume(); } }

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  • Using Ogre particle point billboards with shaders

    - by Jay
    I'm learning about using Ogre particles and had some questions about how the point type particles work. Q. I believe point type particles are implemented as a single position. Is one single vertex is passed to the vertex shader? Q. If one vertex is passed to the vertex shader then what gets sent to the fragment shader? Q. Can I pass the particle size to the shader? Perhaps with a custom parameter?

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  • What are the valid DepthBuffer Texture formats in DirectX 11? And which are also valid for a staging resource?

    - by sebf
    I am trying to read the contents of the depth buffer into main memory so that my CPU side code can do Some Stuff™ with it. I am attempting to do this by creating a staging resource which can be read by the CPU, which I will copy the contents of the depth buffer into before reading it. I keep encountering errors however, because of, I believe, incompatibilities between the resource format and the view formats. Threads like these lead me to believe it is possible in DX11 to access the depth buffer as a resource, and that I can create a resource with a typeless format and have it interpreted in the view as another, but I cannot get it to work. What are the valid formats for the resource to be used as the depth buffer? Which of these are also valid for a CPU accessible staging resource?

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  • xna download website source code

    - by Emre Canbazoglu
    I have to download the html code of a web site during the game. I am taking the poster url of a movie from the imdb web site by scrapping the html ( also other informations ). I have to do the download process many times during the game for different movies. I can download and scrap the html but downloading the html takes too much time and it causes the game to slow down(freeze while downloading). How can I solve this problem? My one approach is to download and scrap all the information and store them in a database before the game and during the game access this information from the database. I think this will work properly but that is not what I exactly want. It would be better if it is dynamic. I also thought of using multi-threading but I am a bit confused about how to implement threading in xna. I read some articles about it but it is not so clear. I mean when should I start the thread and what about the update function etc. I need your help guys

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  • Kepler orbit : get position on the orbit over time

    - by Artefact2
    I'm developing a space-simulation related game, and I am having some trouble implementing the movement of binary stars, like this: The two stars orbit their centroid, and their trajectories are ellipses. I basically know how to determine the angular velocity at any position, but not the angular velocity over time. So, for a given angle, I can very easily compute the stars position (cf. http://en.wikipedia.org/wiki/Orbit_equation). I'd want to get the stars position over time. The parametric equations of the ellipse works but doesn't give the correct speed : { X(t) = a×cos(t) ; Y(t) = b×sin(t) }. Is it possible, and how can it be done?

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  • Shadow Mapping and Transparent Quads

    - by CiscoIPPhone
    Shadow mapping uses the depth buffer to calculate where shadows should be drawn. My problem is that I'd like some semi transparent textured quads to cast shadows - for example billboarded trees. As the depth value will be set across all of the quad and not just the visible parts it will cast a quad shadow, which is not what I want. How can I make my transparent quads cast correct shadows using shadow mapping?

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  • VBO and shaders confusion, what's their connection?

    - by Jeffrey
    Considering OpenGL 2.1 VBOs and 1.20 GLSL shaders: When creating an entity like "Zombie", is it good to initialize just the VBO buffer with the data once and do N glDrawArrays() calls per each N zombies? Is there a more efficient way? (With a single call we cannot pass different uniforms to the shader to calculate an offset, see point 3) When dealing with logical object (player, tree, cube etc), should I always use the same shader or should I customize (or be able to customize) the shaders per each object? Considering an entity class, should I create and define the shader at object initialization? When having a movable object such as a human, is there any more powerful way to deal with its coordinates than to initialize its VBO object at 0,0 and define an uniform offset to pass to the shader to calculate its real position? Could you make an example of the Data Oriented Design on creating a generic zombie class? Is the following good? Zombielist class: class ZombieList { GLuint vbo; // generic zombie vertex model std::vector<color>; // object default color std::vector<texture>; // objects textures std::vector<vector3D>; // objects positions public: unsigned int create(); // return object id void move(unsigned int objId, vector3D offset); void rotate(unsigned int objId, float angle); void setColor(unsigned int objId, color c); void setPosition(unsigned int objId, color c); void setTexture(unsigned int, unsigned int); ... void update(Player*); // move towards player, attack if near } Example: Player p; Zombielist zl; unsigned int first = zl.create(); zl.setPosition(first, vector3D(50, 50)); zl.setTexture(first, texture("zombie1.png")); ... while (running) { // main loop ... zl.update(&p); zl.draw(); // draw every zombie }

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  • box2d tween what am I missing

    - by philipp
    I have a Box2D project and I want to tween an kinematic body from position A, to position B. The tween function, got it from this blog: function easeInOut(t , b, c, d ){ if ( ( t /= d / 2 ) < 1){ return c/2 * t * t * t * t + b; } return -c/2 * ( (t -= 2 ) * t * t * t - 2 ) + b; } where t is the current value, b the start, c the end and d the total amount of frames (in my case). I am using the method introduced by this lesson of todd's b2d tutorials to move the body by setting its linear Velocity so here is relevant update code of the sprite: if( moveData.current == moveData.total ){ this._body.SetLinearVelocity( new b2Vec2() ); return; } var t = easeNone( moveData.current, 0, 1, moveData.total ); var step = moveData.length / moveData.total * t; var dir = moveData.direction.Copy(); //this is the line that I think might be corrected dir.Multiply( t * moveData.length * fps /moveData.total ) ; var bodyPosition = this._body.GetWorldCenter(); var idealPosition = bodyPosition.Copy(); idealPosition.Add( dir ); idealPosition.Subtract( bodyPosition.Copy() ); moveData.current++; this._body.SetLinearVelocity( idealPosition ); moveData is an Object that holds the global values of the tween, namely: current frame (int), total frames (int), the length of the total distance to travel (float) the direction vector (targetposition - bodyposition) (b2Vec2) and the start of the tween (bodyposition) (b2Vec2) Goal is to tween the body based on a fixed amount of frames: in moveData.total frames. The value of t is always between 0 and 1 and the only thing that is not working correctly is the resulting distance the body travels. I need to calculate the multiplier for the direction vector. What am I missing to make it work?? Greetings philipp

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  • Sphere-Sphere intersection and Circle-Sphere intersection

    - by cagirici
    I have code for circle-circle intersection. But I need to expand it to 3-D. How do I calculate: Radius and center of the intersection circle of two spheres Points of the intersection of a sphere and a circle? Given two spheres (sc0,sr0) and (sc1,sr1), I need to calculate a circle of intersection whose center is ci and whose radius is ri. Moreover, given a sphere (sc0,sr0) and a circle (cc0, cr0), I need to calulate the two intersection points (pi0, pi1) I have checked this link and this link, but I could not understand the logic behind them and how to code them. I tried ProGAL library for sphere-sphere-sphere intersection, but the resulting coordinates are rounded. I need precise results.

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  • My raycaster is putting out strange results, how do I fix it?

    - by JamesK89
    I'm working on a raycaster in ActionScript 3.0 for the fun of it, and as a learning experience. I've got it up and running and its displaying me output as expected however I'm getting this strange bug where rays go through corners of blocks and the edges of blocks appear through walls. Maybe somebody with more experience can point out what I'm doing wrong or maybe a fresh pair of eyes can spot a tiny bug I haven't noticed. Thank you so much for your help! Screenshots: http://i55.tinypic.com/25koebm.jpg http://i51.tinypic.com/zx5jq9.jpg Relevant code: function drawScene() { rays.graphics.clear(); rays.graphics.lineStyle(1, rgba(0x00,0x66,0x00)); var halfFov = (player.fov/2); var numRays:int = ( stage.stageWidth / COLUMN_SIZE ); var prjDist = ( stage.stageWidth / 2 ) / Math.tan(toRad( halfFov )); var angStep = ( player.fov / numRays ); for( var i:int = 0; i < numRays; i++ ) { var rAng = ( ( player.angle - halfFov ) + ( angStep * i ) ) % 360; if( rAng < 0 ) rAng += 360; var ray:Object = castRay(player.position, rAng); drawRaySlice(i*COLUMN_SIZE, prjDist, player.angle, ray); } } function drawRaySlice(sx:int, prjDist, angle, ray:Object) { if( ray.distance >= MAX_DIST ) return; var height:int = int(( TILE_SIZE / (ray.distance * Math.cos(toRad(angle-ray.angle))) ) * prjDist); if( !height ) return; var yTop = int(( stage.stageHeight / 2 ) - ( height / 2 )); if( yTop < 0 ) yTop = 0; var yBot = int(( stage.stageHeight / 2 ) + ( height / 2 )); if( yBot > stage.stageHeight ) yBot = stage.stageHeight; rays.graphics.moveTo( (ray.origin.x / TILE_SIZE) * MINI_SIZE, (ray.origin.y / TILE_SIZE) * MINI_SIZE ); rays.graphics.lineTo( (ray.hit.x / TILE_SIZE) * MINI_SIZE, (ray.hit.y / TILE_SIZE) * MINI_SIZE ); for( var x:int = 0; x < COLUMN_SIZE; x++ ) { for( var y:int = yTop; y < yBot; y++ ) { buffer.setPixel(sx+x, y, clrTable[ray.tile-1] >> ( ray.horz ? 1 : 0 )); } } } function castRay(origin:Point, angle):Object { // Return values var rTexel = 0; var rHorz = false; var rTile = 0; var rDist = MAX_DIST + 1; var rMap:Point = new Point(); var rHit:Point = new Point(); // Ray angle and slope var ra = toRad(angle) % ANGLE_360; if( ra < ANGLE_0 ) ra += ANGLE_360; var rs = Math.tan(ra); var rUp = ( ra > ANGLE_0 && ra < ANGLE_180 ); var rRight = ( ra < ANGLE_90 || ra > ANGLE_270 ); // Ray position var rx = 0; var ry = 0; // Ray step values var xa = 0; var ya = 0; // Ray position, in map coordinates var mx:int = 0; var my:int = 0; var mt:int = 0; // Distance var dx = 0; var dy = 0; var ds = MAX_DIST + 1; // Horizontal intersection if( ra != ANGLE_180 && ra != ANGLE_0 && ra != ANGLE_360 ) { ya = ( rUp ? TILE_SIZE : -TILE_SIZE ); xa = ya / rs; ry = int( origin.y / TILE_SIZE ) * ( TILE_SIZE ) + ( rUp ? TILE_SIZE : -1 ); rx = origin.x + ( ry - origin.y ) / rs; mx = 0; my = 0; while( mx >= 0 && my >= 0 && mx < world.size.x && my < world.size.y ) { mx = int( rx / TILE_SIZE ); my = int( ry / TILE_SIZE ); mt = getMapTile(mx,my); if( mt > 0 && mt < 9 ) { dx = rx - origin.x; dy = ry - origin.y; ds = ( dx * dx ) + ( dy * dy ); if( rDist >= MAX_DIST || ds < rDist ) { rDist = ds; rTile = mt; rMap.x = mx; rMap.y = my; rHit.x = rx; rHit.y = ry; rHorz = true; rTexel = int(rx % TILE_SIZE) } break; } rx += xa; ry += ya; } } // Vertical intersection if( ra != ANGLE_90 && ra != ANGLE_270 ) { xa = ( rRight ? TILE_SIZE : -TILE_SIZE ); ya = xa * rs; rx = int( origin.x / TILE_SIZE ) * ( TILE_SIZE ) + ( rRight ? TILE_SIZE : -1 ); ry = origin.y + ( rx - origin.x ) * rs; mx = 0; my = 0; while( mx >= 0 && my >= 0 && mx < world.size.x && my < world.size.y ) { mx = int( rx / TILE_SIZE ); my = int( ry / TILE_SIZE ); mt = getMapTile(mx,my); if( mt > 0 && mt < 9 ) { dx = rx - origin.x; dy = ry - origin.y; ds = ( dx * dx ) + ( dy * dy ); if( rDist >= MAX_DIST || ds < rDist ) { rDist = ds; rTile = mt; rMap.x = mx; rMap.y = my; rHit.x = rx; rHit.y = ry; rHorz = false; rTexel = int(ry % TILE_SIZE); } break; } rx += xa; ry += ya; } } return { angle: angle, distance: Math.sqrt(rDist), hit: rHit, map: rMap, tile: rTile, horz: rHorz, origin: origin, texel: rTexel }; }

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  • Economic modelling - Resources for valuing goods

    - by Rushyo
    tl;dr: What economic/computer science books would you suggest for learning about economic valuation of goods and simulations thereof? I'm looking to create an economic model for a game based on goods created procedurally. Every natural resource and produced good would be procedurally generated, with certain goods being assigned certain uses. Fakesium might be used for the production of Weapon A and produced from Fakesium factories which use Dilithium and Widgets as reagents, where Widgets are also the product of Foo and Bar The problem is not creating the resources and their various production utlities - but getting the game's AI empires and merchants to correctly value the goods according to their scarcity, utility and production costs. I need to create a simulation of goods which allows the various game factions to assign a common value denominator (credits) to each resource, depending on how much its worth to that empire. I see the simulation being something like: "I have a high requirement for Weapon A. Since I don't have much of Fakesium, which is needed for Weapon A - I must have a high demand for Fakesium. If I can acquire Fakesium, devalue it. If not, increase its value - and also increase demand for Dilithium and Widgets too." This is very naive - because it may be much much cheaper for the empire to simply purchase Dilithium and Widgets directly rather than purchasing Fakesium, for example. Another example is two resources might allow the creation of Weapon A (Fakesium and Lieron), so we'd need to consider that. I've been scratching my head over the problem and it keeps growing. By the time the player joins the world, I'd expect enough iterations of this process to have occurred that prices would have largely normalised - and would then only trigger rarely to compensate for major changes (eg. if the player blows up the world's only Foo mine!) Could anyone suggest resources (books, largely) which outline this style of modelling, preferably in the context of simulations? Since this problem would never occur outside fantasy worlds, I figured this is probably the most likely place to find people who have encountered similar problems and I'm sure there's people who know of good places for Games Developers to start looking at less specific economic theory too. Additionally, does anyone know of any developers with blogs whose games or research applications perform similar modelling?

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  • Can not remove cube in UDK

    - by user32228
    For some reason, I can't move or remove an 'invisible' cube which is on my map. I searched on Google to find a solution but somehow I still can't remove it. The cube looks like this: http://screencloud.net/v/uNyz In Brush Wireframe: http://screencloud.net/v/3C0c In Wireframe: screencloud.net/v/oGBj As you can see, I want to delete the brown cube. Selecting it and pressing the DEL button won't do anything. So, how do you delete the brown cube? EDIT: Seriously, I wrote this post a few minutes ago and I found the solution. However, I still don't know how to delete the brown cube.

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  • OpenGL - Calculating camera view matrix

    - by Karle
    Problem I am calculating the model, view and projection matrices independently to be used in my shader as follows: gl_Position = projection * view * model * vec4(in_Position, 1.0); When I try to calculate my camera's view matrix the Z axis is flipped and my camera seems like it is looking backwards. My program is written in C# using the OpenTK library. Translation (Working) I've created a test scene as follows: From my understanding of the OpenGL coordinate system they are positioned correctly. The model matrix is created using: Matrix4 translation = Matrix4.CreateTranslation(modelPosition); Matrix4 model = translation; The view matrix is created using: Matrix4 translation = Matrix4.CreateTranslation(-cameraPosition); Matrix4 view = translation; Rotation (Not-Working) I now want to create the camera's rotation matrix. To do this I use the camera's right, up and forward vectors: // Hard coded example orientation: // Normally calculated from up and forward // Similar to look-at camera. Vector3 r = Vector.UnitX; Vector3 u = Vector3.UnitY; Vector3 f = -Vector3.UnitZ; Matrix4 rot = new Matrix4( r.X, r.Y, r.Z, 0, u.X, u.Y, u.Z, 0, f.X, f.Y, f.Z, 0, 0.0f, 0.0f, 0.0f, 1.0f); This results in the following matrix being created: I know that multiplying by the identity matrix would produce no rotation. This is clearly not the identity matrix and therefore will apply some rotation. I thought that because this is aligned with the OpenGL coordinate system is should produce no rotation. Is this the wrong way to calculate the rotation matrix? I then create my view matrix as: // OpenTK is row-major so the order of operations is reversed: Matrix4 view = translation * rot; Rotation almost works now but the -Z/+Z axis has been flipped, with the green cube now appearing closer to the camera. It seems like the camera is looking backwards, especially if I move it around. My goal is to store the position and orientation of all objects (including the camera) as: Vector3 position; Vector3 up; Vector3 forward; Apologies for writing such a long question and thank you in advance. I've tried following tutorials/guides from many sites but I keep ending up with something wrong. Edit: Projection Matrix Set-up Matrix4 projection = Matrix4.CreatePerspectiveFieldOfView( (float)(0.5 * Math.PI), (float)display.Width / display.Height, 0.1f, 1000.0f);

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  • Can't load vector font in Nuclex Framework

    - by ProgrammerAtWork
    I've been trying to get this to work for the last 2 hours and I'm not getting what I'm doing wrong... I've added Nuclex.TrueTypeImporter to my references in my content and I've added Nuclex.Fonts & Nuclex.Graphics in my main project. I've put Arial-24-Vector.spritefont & Lindsey.spritefont in the root of my content directory. _spriteFont = Content.Load<SpriteFont>("Lindsey"); // works _testFont = Content.Load<VectorFont>("Arial-24-Vector"); // crashes I get this error on the _testFont line: File contains Microsoft.Xna.Framework.Graphics.SpriteFont but trying to load as Nuclex.Fonts.VectorFont. So I've searched around and by the looks of it it has something to do with the content importer & the content processor. For the content importer I have no new choices, so I leave it as it is, Sprite Font Description - XNA Framework for content processor and I select Vector Font - Nuclex Framework And then I try to run it. _testFont = Content.Load<VectorFont>("Arial-24-Vector"); // crashes again I get the following error Error loading "Arial-24-Vector". It does work if I load a sprite, so it's not a pathing problem. I've checked the samples, they do work, but I think they also use a different version of the XNA framework because in my version the "Content" class starts with a capital letter. I'm at a loss, so I ask here. Edit: Something super weird is going on. I've just added the following two lines to a method inside FreeTypeFontProcessor::FreeTypeFontProcessor( Microsoft::Xna::Framework::Content::Pipeline::Graphics::FontDescription ^fontDescription, FontHinter hinter, just to check if code would even get there: System::Console::WriteLine("I AM HEEREEE"); System::Console::ReadLine(); So, I compile it, put it in my project, I run it and... it works! What the hell?? This is weird because I've downloaded the binaries, they didn't work, I've compiled the binaries myself. didn't work either, but now I make a small change to the code and it works? _. So, now I remove the two lines, compile it again and it works again. Someone care to elaborate what is going on? Probably some weird caching problem!

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  • Flash Actionscript 3.0 Game Projectile Creation

    - by Christian Basar
    I have been creating a side-scrolling Actionscript 3.0 game. In this game I want the Player to be able to shoot blow darts as weapons. I had some trouble getting the darts to be created in the right place (in front of the player), but eventually got it working with some help from this page (please look at it for background information on this problem): http://stackoverflow.com/questions/8031553/flash-actionscript-3-0-game-projectile-creation I got the darts to be created in the right place (near the player) and a 'movePlayerDarts()' function moves them. But I actually have a new problem. When the player moves after firing a dart, the dart tries to follow him! If the player jumps, the dart rises up. If the player moves to the left, the dart moves slightly to the left. Obviously, there is some code somewhere which is telling the darts to follow the player. I do not see how, unless the 'playerDartContainer' has something to do with that. But the container is always at position (0,0) and it does not move. Also, as a test I traced a dart's 'y' coordinate within the constantly-running 'movePlayerDarts()' function. As you can see, that function constantly moves the dart down the y axis by increasing its y-coordinate value. But when I jump, the 'y' coordinate being traced is never reduced, even though the dart clearly looks like it's rising! If anybody has any suggestions, I'd appreciate them! Here is the code I use to create the darts: // This function creates a dart public function createDart():void { if (playerDartContainer.numChildren <= 4) { // Play dart shooting sound sndDartShootIns.play(); // Create a new 'PlayerDart' object playerDart = new PlayerDart(); // Set the new dart's initial position and direction depending on the player's direction // Player's facing right if (player.scaleX == 1) { // Create dart in front of player's dart gun playerDart.x = player.x + 12; playerDart.y = player.y - 85; // Dart faces right, too playerDart.scaleX = 1; } // Player's facing left else if (player.scaleX == -1) { // Create dart in front of player's dart gun playerDart.x = player.x - 12; playerDart.y = player.y - 85; // Dart faces left, too playerDart.scaleX = -1; } playerDartContainer.addChild(playerDart); } } // End of 'createDart()' function This code is the EnterFrameHandler for the player darts: // In every frame, call 'movePlayerDarts()' to move the darts within the 'playerDartContainer' public function playerDartEnterFrameHandler(event:Event):void { // Only move the Player's darts if their container has at least one dart within if (playerDartContainer.numChildren > 0) { movePlayerDarts(); } } And finally, this is the code that actually moves all of the player's darts: // Move all of the Player's darts public function movePlayerDarts():void { for (var pdIns:int = 0; pdIns < playerDartContainer.numChildren; pdIns++) { // Set the Player Dart 'instance' variable to equal the current PlayerDart playerDartIns = PlayerDart(playerDartContainer.getChildAt(pdIns)); // Move the current dart in the direction it was shot. The dart's 'x-scale' // factor is multiplied by its speed (5) to move the dart in its correct // direction. If the 'x-scale' factor is -1, the dart is pointing left (as // seen in the 'createDart()' function. (-1 * 5 = -5), so the dart will go // to left at a rate of 5. The opposite is true for the right-ward facing // darts playerDartIns.x += playerDartIns.scaleX * 1; // Make gravity work on the dart playerDartIns.y += 0.7; //playerDartIns.y += 1; // What if the dart hits the ground? if (HitTest.intersects(playerDartIns, floor, this)) { playerDartContainer.removeChild(playerDartIns); } //trace("Dart x: " + playerDartIns.x); trace("Dart y: " + playerDartIns.y); } }

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  • XNA Required information to represent 2D Sprite graphically

    - by Fire-Dragon-DoL
    I was thinking about dividing my game engine into 2 threads: render thread and update thread (I can't come up on how to divide update thread from physic thread at the moment). That said, I have to duplicate all Sprite informations, what do I really need to represents a 2D Sprite graphically? Here are my ideas (I'll mark with ? things that I'm not sure): Vector2 Position float Rotation ? Vector2 Pivot ? Rectangle TextureRectangle Texture2D Texture Vector2 ImageOrigin ? (is it tracked somewhere else?) If you have any suggestion about using different types for datas, it's appreciated Last part of the question: isn't this a lot of data to copy in a buffer?what should I really copy in the buffer?I'm following this tutorial: http://www.sgtconker.com/2009/11/article-multi-threading-your-xna/3/ Thanks UPDATE 1: Newer values at the moment: Vector2 Position float Rotation Vector2 Pivot Rectangle TextureRectangle Texture2D Texture Color Color byte Facing (can be left or right, I'll do it with an enum) I re-read the tutorial, what I was doing wrong is not that I need to pass all those values, I need to pass only changed values as messages. UPDATE 2: Vector2 Position float Rotation Vector2 Pivot Rectangle TextureRectangle Texture2D Texture Color Color bool Flip uint DrawOrder Vector2 Scale bool Visible ? Mhhh, should Visibile be included?

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  • Developing for Chrome App/Android?

    - by Johnny Quest
    I have been developing for win7 mobile (XNA/silverlight and will continue to do so, love everything about it) but I wanted to branch a few of my more polished games to google app store online, and perhaps android(though not sure, as with all the different versions it makes learning/loading applications a bit tricky) What is the most versatile language to start learning from chrome apps/android: Java would be excellent for android, but could I port it to a web app for chrome? (and its close to C#) Flash would work for a web app as I can just embed it into a html page (have done actionscript before, didn't care much for the IDE though), but would it also work on android? or I guess there is always C/C++ but haven't heard much about that, though I think it works for both (though C++ does interest me) Any advice would be excellent, thanks.

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  • Efficient skeletal animation

    - by Will
    I am looking at adopting a skeletal animation format (as prompted here) for an RTS game. The individual representation of each model on-screen will be small but there will be lots of them! In skeletal animation e.g. MD5 files, each individual vertex can be attached to an arbitrary number of joints. How can you efficiently support this whilst doing the interpolation in GLSL? Or do engines do their animation on the CPU? Or do engines set arbitrary limits on maximum joints per vertex and invoke nop multiplies for those joints that don't use the maximum number? Are there games that use skeletal animation in an RTS-like setting thus proving that on integrated graphics cards I have nothing to worry about in going the bones route?

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  • Loading a new instance of a class through XML not working quite right

    - by Thegluestickman
    I'm having trouble with XML and XNA. I want to be able to load weapon settings through XML to make my weapons easier to make and to have less code in the actual project file. So I started out making a basic XML document, something to just assign variables with. But no matter what I changed it gave me a new error every time. The code below gives me a "XML element 'Tag' not found", I added and it started to say the variables weren't found. What I wanted to do in the XML file as well, was load a texture for the file too. So I created a static class to hold my texture values, then in the Texture tag of my XML document I would set it to that instance too. I think that's were the problems are occuring because that's where the "XML element 'Tag' not found" error is pointing me too. My XML document: <XnaContent> <Asset Type="ConversationEngine.Weapon"> <weaponStrength>0</weaponStrength> <damageModifiers>0</damageModifiers> <speed>0</speed> <magicDefense>0</magicDefense> <description>0</description> <identifier>0</identifier> <weaponTexture>LoadWeaponTextures.ironSword</weaponTexture> </Asset> </XnaContent> My Class to load the weapon XML: public static class LoadWeaponXML { static Weapon Weapons; public static Weapon WeaponLoad(ContentManager content, int id) { Weapons = content.Load<Weapon>(@"Weapons/" + id); return Weapons; } } public static class LoadWeaponTextures { public static Texture2D ironSword; public static void TextureLoad(ContentManager content) { ironSword = content.Load<Texture2D>("Sword"); } } I'm not entirely sure if you can load textures through XML, but any help would be greatly appreciated.

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  • Character progression through leveling, skills or items?

    - by Anton
    I'm working on a design for an RPG game, and I'm having some doubts about the skill and level system. I'm going for a more casual, explorative gaming experience and so thought about lowering the game complexity by simplifying character progression. But I'm having trouble deciding between the following: Progression through leveling, no complex skill progression, leveling increases base stats. Progression through skills, no leveling or base stat changes, skills progress through usage. Progression through items, more focus on stat-changing items, items confer skills, no leveling. However, I'm uncertain what the effects on gameplay might be in the end. So, my question is this: What would be the effects of choosing one of the above alternatives over the others? (Particularly with regards to the style and feel of the gameplay) My take on it is that the first sacrifices more frequent rewards and customization in favor of a simpler gameplay; the second sacrifices explicit customization and player control in favor of more frequent rewards and a somewhat simpler gameplay; while the third sacrifices inventory simplicity and a player metric in favor of player control, customization and progression simplicity. Addendum: I'm not really limiting myself to the above three, they are just the ones I liked most and am primarily interested in.

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  • Separate shaders from HTML file in WebGL

    - by Chris Smith
    I'm ramping up on WebGL and was wondering what is the best way to specify my vertex and fragment shaders. Looking at some tutorials, the shaders are embedded directly in the HTML. (And referenced via an ID.) For example: <script id="shader_1-fs" type="x-shader/x-fragment"> precision highp float; void main(void) { // ... } </script> <script id="shader_1-vs" type="x-shader/x-vertex"> attribute vec3 aVertexPosition; uniform mat4 uMVMatrix; // ... My question is, is it possible to have my shaders referenced in a separate file? (Ideally as plain text.) I presume this is straight forward in JavaScript. Is there essentially a way to do this: var shaderText = LoadRemoteFileOnSever('/shaders/shader_1.txt');

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