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  • OpenGL - have object follow mouse

    - by kevin james
    I want to have an object follow around my mouse on the screen in OpenGL. (I am also using GLEW, GLFW, and GLM). The best idea I've come up with is: Get the coordinates within the window with glfwGetCursorPos. The window was created with window = glfwCreateWindow( 1024, 768, "Test", NULL, NULL); and the code to get coordinates is double xpos, ypos; glfwGetCursorPos(window, &xpos, &ypos); Next, I use GLM unproject, to get the coordinates in "object space" glm::vec4 viewport = glm::vec4(0.0f, 0.0f, 1024.0f, 768.0f); glm::vec3 pos = glm::vec3(xpos, ypos, 0.0f); glm::vec3 un = glm::unProject(pos, View*Model, Projection, viewport); There are two potential problems I can already see. The viewport is fine, as the initial x,y, coordinates of the lower left are indeed 0,0, and it's indeed a 1024*768 window. However, the position vector I create doesn't seem right. The Z coordinate should probably not be zero. However, glfwGetCursorPos returns 2D coordinates, and I don't know how to go from there to the 3D window coordinates, especially since I am not sure what the 3rd dimension of the window coordinates even means (since computer screens are 2D). Then, I am not sure if I am using unproject correctly. Assume the View, Model, Projection matrices are all OK. If I passed in the correct position vector in Window coordinates, does the unproject call give me the coordinates in Object coordinates? I think it does, but the documentation is not clear. Finally, to each vertex of the object I want to follow the mouse around, I just increment the x coordinate by un[0], the y coordinate by -un[1], and the z coordinate by un[2]. However, since my position vector that is being unprojected is likely wrong, this is not giving good results; the object does move as my mouse moves, but it is offset quite a bit (i.e. moving the mouse a lot doesn't move the object that much, and the z coordinate is very large). I actually found that the z coordinate un[2] is always the same value no matter where my mouse is, probably because the position vector I pass into unproject always has a value of 0.0 for z. Edit: The (incorrectly) unprojected x-values range from about -0.552 to 0.552, and the y-values from about -0.411 to 0.411.

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  • Saving game data to server [on hold]

    - by Eugene Lim
    What's the best method to save the player's data to the server? Method to store the game saves Which one of the following method should I use ? Using a database structure(e.g.. mySQL) to store the game data as blobs? Using the server hard disk to store the saved game data as binary data files? Method to send saved game data to server What method should I use ? socketIO web socket a web-based scripting language to receive the game data as binary? for example, a php script to handle binary data and save it to file Meta-data I read that some games store saved game meta-data in database structures. What kind of meta data is useful to store?

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  • Why are my Unity procedural animations jerky?

    - by Phoenix Perry
    I'm working in Unity and getting some crazy weird motion behavior. I have a plane and I'm moving it. It's ever so slightly getting about 1 pixel bigger and smaller. It looks like the it's kind of getting squeezed sideways by a pixel. I'm moving a plane by cos and sin so it will spin on the x and z axes. If the planes are moving at Time.time, everything is fine. However, if I put in slower speed multiplier, I get an amazingly weird jerk in my animation. I get it with or without the lerp. How do I fix it? I want it to move very slowly. Is there some sort of invisible grid in unity? Some sort of minimum motion per frame? I put a visual sample of the behavior here. Here's the relevant code: public void spin() { for (int i = 0; i < numPlanes; i++ ) { GameObject g = planes[i] as GameObject; //alt method //currentRotation += speed * Time.deltaTime * 100; //rotation.eulerAngles = new Vector3(0, currentRotation, 0); //g.transform.position = rotation * rotationRadius; //sine method g.GetComponent<PlaneSetup>().pos.x = g.GetComponent<PlaneSetup>().radiusX * (Mathf.Cos((Time.time*speed) + g.GetComponent<PlaneSetup>().startAngle)); g.GetComponent<PlaneSetup>().pos.z = g.GetComponent<PlaneSetup>().radius * Mathf.Sin((Time.time*speed) + g.GetComponent<PlaneSetup>().startAngle); g.GetComponent<PlaneSetup>().pos.y = g.GetComponent<Transform>().position.y; ////offset g.GetComponent<PlaneSetup>().pos.z += 20; g.GetComponent<PlaneSetup>().posLerp.x = Mathf.Lerp(g.transform.position.x,g.GetComponent<PlaneSetup>().pos.x, .5f); g.GetComponent<PlaneSetup>().posLerp.z = Mathf.Lerp(g.transform.position.z, g.GetComponent<PlaneSetup>().pos.z, .5f); g.GetComponent<PlaneSetup>().posLerp.y = g.GetComponent<Transform>().position.y; g.transform.position = g.GetComponent<PlaneSetup>().posLerp; } Invoke("spin",0.0f); } The full code is on github. There is literally nothing else going on. I've turned off all other game objects so it's only the 40 planes with a texture2D shader. I removed it from Invoke and tried it in Update -- still happens. With a set frame rate or not, the same problem occurs. Tested it in Fixed Update. Same issue. The script on the individual plane doesn't even have an update function in it. The data on it could functionally live in a struct. I'm getting between 90 and 123 fps. Going to investigate and test further. I put this in an invoke function to see if I could get around it just occurring in update. There are no physics on these shapes. It's a straight procedural animation. Limited it to 1 plane - still happens. Thoughts? Removed the shader - still happening.

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  • XNA Deferred Shading, Replace BasicEffect

    - by Alex
    I have implemented deferred shading in my XNA 4.0 project, meaning that I need all objects to start out with the same shader "RenderGBuffer.fx". How can I use a custom Content Processor to: Not load any textures by default (I want to manually do this) Use "RenderGBuffer.fx" as the default shader instead of BasicEffect Below is the progress so far public class DeferredModelProcessor : ModelProcessor { EffectMaterialContent deferredShader; public DeferredModelProcessor() { } protected override MaterialContent ConvertMaterial(MaterialContent material, ContentProcessorContext context) { deferredShader = new EffectMaterialContent(); deferredShader.Effect = new ExternalReference<EffectContent>("DeferredShading/RenderGBuffer.fx"); return context.Convert<MaterialContent, MaterialContent>(deferredShader, typeof(MaterialProcessor).Name); } }

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  • std::map for storing static const Objects

    - by Sean M.
    I am making a game similar to Minecraft, and I am trying to fine a way to keep a map of Block objects sorted by their id. This is almost identical to the way that Minecraft does it, in that they declare a bunch of static final Block objects and initialize them, and then the constructor of each block puts a reference of that block into whatever the Java equivalent of a std::map is, so there is a central place to get ids and the Blocks with those ids. The problem is, that I am making my game in C++, and trying to do the exact same thing. In Block.h, I am declaring the Blocks like so: //Block.h public: static const Block Vacuum; static const Block Test; And in Block.cpp I am initializing them like so: //Block.cpp const Block Block::Vacuum = Block("Vacuum", 0, 0); const Block Block::Test = Block("Test", 1, 0); The block constructor looks like this: Block::Block(std::string name, uint16 id, uint8 tex) { //Check for repeat ids if (IdInUse(id)) { fprintf(stderr, "Block id %u is already in use!", (uint32)id); throw std::runtime_error("You cannot reuse block ids!"); } _id = id; //Check for repeat names if (NameInUse(name)) { fprintf(stderr, "Block name %s is already in use!", name); throw std::runtime_error("You cannot reuse block names!"); } _name = name; _tex = tex; //fprintf(stdout, "Using texture %u\n", _tex); _transparent = false; _solidity = 1.0f; idMap[id] = this; nameMap[name] = this; } And finally, the maps that I'm using to store references of Blocks in relation to their names and ids are declared as such: std::map<uint16, Block*> Block::idMap = std::map<uint16, Block*>(); //The map of block ids std::map<std::string, Block*> Block::nameMap = std::map<std::string, Block*>(); //The map of block names The problem comes when I try to get the Blocks in the maps using a method called const Block* GetBlock(uint16 id), where the last line is return idMap.at(id);. This line returns a Block with completely random values like _visibility = 0xcccc and such like that, found out through debugging. So my question is, is there something wrong with the blocks being declared as const obejcts, and then stored at pointers and accessed later on? The reason I cant store them as Block& is because that makes a copy of the Block when it is entered, so the block wouldn't have any of the attributes that could be set afterwards in the constructor of any child class, so I think I need to store them as a pointer. Any help is greatly appreciated, as I don't fully understand pointers yet. Just ask if you need to see any other parts of the code.

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  • genetic algorithm for leveling/build test

    - by Renan Malke Stigliani
    I'm starting o build a online PVP (duel like, one-to-one) game, where there is leveling, skill points, special attacks and all the common stuff. Since I never did anything like that, I'm still thinking about the maths behind the level/skill/special balances. So I thought good way of testing the best/combo builds would implement a Genetic Algorith. It'd be like that: Generate a big portion of random characters Make them fight, level them up accordingly to the victories(more XP)/losses(less XP) Mate the winners, crossing their builds, to try to make even best characters Add some more random chars, emulating new players Repeat the process for some time, or util find some chars who can beat everyone butts So I could play with the math and try to find the balance where the top x% chars would be a mix of various build types. So, is it a good idea, or there are some other easier method to do the balance? PS: I like this also, because it sounds funny

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  • How can a NodeJS server be used from Game Maker HTML5?

    - by Tokyo Dan
    I want to create a client-server game that runs on Game Maker HTML5-NodeJS. The NodeJS server will be an AI server - a bot that acts like a human opponent and plays against the human player at a front-end game client that is coded in GM HTML5. How can a NodeJS server be used from GM HTML5. Are there any examples of such a system? I already got an iOS game that can talk to a remote AI server (coded in Lua) using TCP sockets. Can this be done with Game Maker HTML5 and NodeJS.

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  • Cocos2d: Tongue effect like in Munch Time

    - by Joey Green
    I'm wanting to do a tongue effect for my character like the one in Munch Time( shown in pic ). The player does some action and his tongue attaches to the nearest platform. I'm thinking this is simply a get distance to platform and keep player at that distance as he moves back and forth giving him the swinging effect. For the drawing, I'm wanting the same effect where the tongue sprite is the skinniest in the middle of the distance between the character and platform. I know how to do this in a shader( I'm using cocos2d v2 btw ), but I'm wondering if there is some built-in functionality to allow me to do this. First, is this the right approach using distance? Second, is their an easy way to do the tongue sprite effect without a shader? Third, I'm wanting to have the player spring up at will in the direction of the platform. I'm using Box2D. Would there be a way to do this using force's or would it be easier to write my own code?

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  • How do I break an image into 6 or 8 pieces of different shapes?

    - by Anil gupta
    I am working on puzzle game, where the player can select an image from iPhone photo gallery. The selected image will save in puzzle page and after 3 second wait the selected image will be broken into 6 or 8 parts of different shapes. Then player will arrange these broken parts of images to make the original image. I am not getting idea how to break the image and merged so that player arrange the broken part. I want to break image like this below frame. I am developing this game in cocos2d.

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  • Will I have an easier time learning OpenGL in Pygame or Pyglet? (NeHe tutorials downloaded)

    - by shadowprotocol
    I'm looking between PyGame and Pyglet, Pyglet seems to be somewhat newer and more Pythony, but it's last release according to Wikipedia is January '10. PyGame seems to have more documentation, more recent updates, and more published books/tutorials on the web for learning. I downloaded both the Pyglet and PyGame versions of the NeHe OpenGL tutorials (Lessons 1-10) which cover this material: lesson01 - Setting up the window lesson02 - Polygons lesson03 - Adding color lesson04 - Rotation lesson05 - 3D lesson06 - Textures lesson07 - Filters, Lighting, input lesson08 - Blending (transparency) lesson09 - 2D Sprites in 3D lesson10 - Moving in a 3D world What do you guys think? Is my hunch that I'll be better off working with PyGame somewhat warranted?

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  • Collision Detection Game Design and Architecture

    - by Chompas
    I've reading some articles about collision detection. My question here is about ideas on the design for it. Baically I have a C++ game that has a main loop with entities with an update method. Based on keyboard input, these characters updates their positions. My question is not about how to detect collisions, it's about getting ideas in which is the best way to implement this. The game has a main character but also enemies that have to collide between them, so I'm not sure where to make all the iterations for checking collisions and if the right way is to check everything against everything. Thanks in advance.

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  • What prefer a game developer company? UDK experience or c++ game projects?

    - by momboco
    What prefer a game developer company? A developer with experience in UDK engine ? or, a developer with projects made entirely in c++ with a graphics engine like Ogre3D? I think that a coder can demonstrate better his abilities with games made in c++, because it requires a knowledge deeper in many fields. However, currently there is a lot of companies that develop his games with UDK. Now I don't know if is better specialize in a game engine like UDK.

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  • How to correctly Dispose a SourceVoice once its finished

    - by clamp
    i am starting to play a sound with XAudio2 and SourceVoice and once its finished, it should be correctly disposed to not have any leaks. i was expecting it to be something like this: sourceVoice.Start(); sourceVoice.StreamEnd += delegate { if (!sourceVoice.IsDisposed) { sourceVoice.DestroyVoice(); sourceVoice.Dispose(); } }; but that crashes with a read access violation in native code deep in XAudio2.dll which i cant debug.

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  • Objective-C Moving UIView along a curved path

    - by PruitIgoe
    I'm not sure if I am approaching this the correct way. In my app, when a user touches the screen I capture the point and create an arc from a fixed point to that touch point. I then want to move a UIView along that arc. Here's my code: ViewController.m //method to "shoot" object - KIP_Projectile creates the arc, KIP_Character creates the object I want to move along the arc ... //get arc for trajectory KIP_Projectile* vThisProjectile = [[KIP_Projectile alloc] initWithFrame:CGRectMake(51.0, fatElvisCenterPoint-30.0, touchPoint.x, 60.0)]; vThisProjectile.backgroundColor = [UIColor clearColor]; [self.view addSubview:vThisProjectile]; ... KIP_Character* thisChar = [[KIP_Character alloc] initWithFrame:CGRectMake(51, objCenterPoint-5, imgThisChar.size.width, imgThisChar.size.height)]; thisChar.backgroundColor = [UIColor clearColor]; thisChar.charID = charID; thisChar.charType = 2; thisChar.strCharType = @"Projectile"; thisChar.imgMyImage = imgThisChar; thisChar.myArc = vThisProjectile; [thisChar buildImage]; [thisChar traceArc]; in KIP_Projectile I build the arc using this code: - (CGMutablePathRef) createArcPathFromBottomOfRect : (CGRect) rect : (CGFloat) arcHeight { CGRect arcRect = CGRectMake(rect.origin.x, rect.origin.y + rect.size.height - arcHeight, rect.size.width, arcHeight); CGFloat arcRadius = (arcRect.size.height/2) + (pow(arcRect.size.width, 2) / (8*arcRect.size.height)); CGPoint arcCenter = CGPointMake(arcRect.origin.x + arcRect.size.width/2, arcRect.origin.y + arcRadius); CGFloat angle = acos(arcRect.size.width / (2*arcRadius)); CGFloat startAngle = radians(180) + angle; CGFloat endAngle = radians(360) - angle; CGMutablePathRef path = CGPathCreateMutable(); CGPathAddArc(path, NULL, arcCenter.x, arcCenter.y, arcRadius, startAngle, endAngle, 0); return path; } - (void)drawRect:(CGRect)rect { CGContextRef currentContext = UIGraphicsGetCurrentContext(); _myArcPath = [self createArcPathFromBottomOfRect:self.bounds:30.0]; CGContextSetLineWidth(currentContext, 1); CGFloat red[4] = {1.0f, 0.0f, 0.0f, 1.0f}; CGContextSetStrokeColor(currentContext, red); CGContextAddPath(currentContext, _myArcPath); CGContextStrokePath(currentContext); } Works fine. The arc is displayed with a red stroke on the screen. In KIP_Character, which has been passed it's relevant arc, I am using this code but getting no results. - (void) traceArc { CGMutablePathRef myArc = _myArc.myArcPath; // Set up path movement CAKeyframeAnimation *pathAnimation = [CAKeyframeAnimation animationWithKeyPath:@"position"]; pathAnimation.calculationMode = kCAAnimationPaced; pathAnimation.fillMode = kCAFillModeForwards; pathAnimation.removedOnCompletion = NO; pathAnimation.path = myArc; CGPathRelease(myArc); [self.layer addAnimation:pathAnimation forKey:@"savingAnimation"]; } Any help here would be appreciated.

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  • How can I improve this collision detection logic?

    - by Dan
    I’m trying to make an android game and I’m having a bit of trouble getting the collision detection to work. It works sometimes but my conditions aren’t specific enough and my program gets it wrong. How could I improve the following if conditions? public boolean checkColisionWithPlayer( Player player ) { // Top Left // Top Right // Bottom Right // Bottom Left // int[][] PP = { { player.x, player.y }, { player.x + player.width, player.y }, {player.x + player.height, player.y + player.width }, { player.x, player.y + player.height } }; // TOP LEFT - PLAYER // if( ( PP[0][0] > x && PP[0][0] < x + width ) && ( PP[0][1] > y && PP[0][1] < y + height ) && ( (x - player.x) < 0 ) ) { player.isColided = true; //player.isSpinning = false; // Collision On Right if( PP[0][0] > ( x + width/2 ) && ( PP[0][1] - y < ( x + width ) - PP[0][0] ) ) { Log.i("Colision", "Top Left - Right Side"); player.x = ( x + width ) + 1; player.Vh = player.phy.getVelsoityWallColision(player.Vh, player.Cr); } // Collision On Bottom else if( PP[0][1] > ( y + height/2 ) ) { Log.i("Colision", "Top Left - Bottom Side"); player.y = ( y + height ) + 1; if( player.Vv > 0 ) player.Vv = 0; } return true; } // TOP RIGHT - PLAYER // else if( ( PP[1][0] > x && PP[1][0] < x + width ) && ( PP[1][1] > y && PP[1][1] < y + height ) && ( (x - player.x) > 0 ) ) { player.isColided = true; //player.isSpinning = false; // Collision On Left if( PP[1][0] < ( x + width/2 ) && ( PP[1][0] - x < PP[1][1] - y ) ) { Log.i("Colision", "Top Right - Left Side"); player.x = ( x ) + 1; player.Vh = player.phy.getVelsoityWallColision(player.Vh, player.Cr); } // Collision On Bottom else if( PP[1][1] > ( y + height/2 ) ) { Log.i("Colision", "Top Right - Bottom Side"); player.y = ( y + height ) + 1; if( player.Vv > 0 ) player.Vv = 0; } return true; } // BOTTOM RIGHT - PLAYER // else if( ( PP[2][0] > x && PP[2][0] < x + width ) && ( PP[2][1] > y && PP[2][1] < y + height ) ) { player.isColided = true; //player.isSpinning = false; // Collision On Left if( PP[2][0] < ( x + width/2 ) && ( PP[2][0] - x < PP[2][1] - y ) ) { Log.i("Colision", "Bottom Right - Left Side"); player.x = ( x ) + 1; player.Vh = player.phy.getVelsoityWallColision(player.Vh, player.Cr); } // Collision On Top else if( PP[2][1] < ( y + height/2 ) ) { Log.i("Colision", "Bottom Right - Top Side"); player.y = y - player.height; player.Vv = player.phy.getVelsoityWallColision(player.Vv, player.Cr); //player.Vh = -1 * ( player.phy.getVelsoityWallColision(player.Vv, player.Cr) ); int rs = x - player.x; Log.i("RS", String.format("%d", rs)); if( rs > 0 ) { player.direction = -1; player.isSpinning = true; player.Vh = -0.5 * ( player.phy.getVelsoityWallColision(player.Vv, player.Cr) ); } if( rs < 0 ) { player.direction = 1; player.isSpinning = true; player.Vh = 0.5 * ( player.phy.getVelsoityWallColision(player.Vv, player.Cr) ); } player.rotateSpeed = 1 * rs; } return true; } // BOTTOM LEFT - PLAYER // else if( ( PP[3][0] > x && PP[3][0] < x + width ) && ( PP[3][1] > y && PP[3][1] < y + height ) )//&& ( (x - player.x) > 0 ) ) { player.isColided = true; //player.isSpinning = false; // Collision On Right if( PP[3][0] > ( x + width/2 ) && ( PP[3][1] - y < ( x + width ) - PP[3][0] ) ) { Log.i("Colision", "Bottom Left - Right Side"); player.x = ( x + width ) + 1; player.Vh = player.phy.getVelsoityWallColision(player.Vh, player.Cr); } // Collision On Top else if( PP[3][1] < ( y + height/2 ) ) { Log.i("Colision", "Bottom Left - Top Side"); player.y = y - player.height; player.Vv = player.phy.getVelsoityWallColision(player.Vv, player.Cr); //player.Vh = -1 * ( player.phy.getVelsoityWallColision(player.Vv, player.Cr) ); int rs = x - player.x; //Log.i("RS", String.format("%d", rs)); //player.direction = -1; //player.isSpinning = true; if( rs > 0 ) { player.direction = -1; player.isSpinning = true; player.Vh = -1 * ( player.phy.getVelsoityWallColision(player.Vv, player.Cr) ); } if( rs < 0 ) { player.direction = 1; player.isSpinning = true; player.Vh = 1 * ( player.phy.getVelsoityWallColision(player.Vv, player.Cr) ); } player.rotateSpeed = 1 * rs; } //try { Thread.sleep(1000, 0); } //catch (InterruptedException e) {} return true; } else { player.isColided = false; player.isSpinning = true; } return false; }

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  • Box2d - Attaching a fired arrow to a moving enemy

    - by Satchmo Brown
    I am firing an arrow from the player to moving enemies. When the arrow hits the enemy, I want it to attach exactly where it hit and cause the enemy (a square) to tumble to the ground. Excluding the logistics of the movement and the spin (it already works), I am stuck on the attaching of the two bodies. I tried to weld them together initially but when they fell, they rotated in opposite directions. I have figured that a revolute joint is probably what I am after. The problem is that I can't figure out a way to attach them right where they collide. Using code from iforce2d: b2RevoluteJointDef revoluteJointDef; revoluteJointDef.bodyA = m_body; revoluteJointDef.bodyB = m_e->m_body; revoluteJointDef.collideConnected = true; revoluteJointDef.localAnchorA.Set(0,0);//the top right corner of the box revoluteJointDef.localAnchorB.Set(0,0);//center of the circle b2RevoluteJoint m_joint = *(b2RevoluteJoint*)m_game->m_world->CreateJoint( &revoluteJointDef ); m_body->SetLinearVelocity(m_e->m_body->GetLinearVelocity()); This attaches them but in the center of both of their points. Does anyone know how I would go about getting the exact point of collision so I can link these? Is this even the right method of doing this? Update: I have the exact point of collision. But I still am not sure this is even the method I want to go about this. Really, I just want to attach body A to B and have body B unaffected in any way.

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  • Swept AABB vs Line Segment 2D

    - by Larolaro
    I've really exhausted as much as Google has to give, I've spent a solid week googling every combination of words for an "AABBvsLine sweep", downloaded countless collision demos, dissected SAT intersection examples and an AABBvsAABB sweep trying to figure out how to approach this. I've not found a single thing covering this specific pairing. Can anyone shed any light on how to get the hit time of a swept AABB vs a Line segment in 2D? I'm still getting familiar with the SAT but I do know how to implement it to a degree, I'm just not sure how to extract the hit time from the velocity in the non axis aligned separating axes for the sweep. I really would appreciate anything at the moment, some code or even some helpful links, I'm at my wits end!

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  • A Quick HLSL Question (How to modify some HLSL code)

    - by electroflame
    Thanks for wanting to help! I'm trying to create a circular, repeating ring (that moves outward) on a texture. I've achieved this, to a degree, with the following code: float distance = length(inTex - in_ShipCenter); float time = in_Time; ///* Simple distance/time combination */ float2 colorIndex = float2(distance - time, .3); float4 shipColor = tex2D(BaseTexture, inTex); float4 ringColor = tex2D(ringTexture, colorIndex); float4 finalColor; finalColor.rgb = (shipColor.rgb) + (ringColor.rgb); finalColor.a = shipColor.a; // Use the base texture's alpha (transparency). return finalColor; This works, and works how I want it to. The ring moves outward from the center of the texture at a steady rate, and is constrained to the edges of the base texture (i.e. it won't continue past an edge). However, there are a few issues with it that I would like some help on, though. They are: By combining the color additively (when I set finalColor.rgb), it makes the resulting ring color much lighter than I want (which, is pretty much the definition of additive blending, but I don't really want additive blending in this case). I would really like to be able to pass in the color that I want the ring to be. Currently, I have to pass in a texture that contains the color of the ring, but I think that doing it that way is kind of wasteful and overly-cumbersome. I know that I'm probably being an idiot over this, so I greatly appreciate the help. Some other (possibly relevant) information: I'm using XNA. I'm applying this by providing it to a SpriteBatch (as an Effect). The SpriteBatch is using BlendState.NonPremultiplied. Thanks in advance! EDIT: Thanks for the answers thus far, as they've helped me get a better grasp of the color issue. However, I'm still unsure of how to pass a color in and not use a texture. i.e. Can I create a tex2D by using a float4 instead of a texture? Or can I make a texture from a float4 and pass the texture in to the tex2D? DOUBLE EDIT: Here's some example pictures: With the effect off: With the effect on: With the effect on, but with the color weighting set to full: As you can see, the color weighting makes the base texture completely black (The background is black, so it looks transparent). You can also see the red it's supposed to be, and then the white-ish it really is when blended additively.

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  • Please help with bounding box/sprite collision in darkBASIC pro

    - by user1601163
    So I just recently learned BASIC and figured I would try making a clone of pong on my own in darkBASIC pro, and I made everything else work just fine except for the part that makes the ball bounce off the paddle. And yes I'm aware that the game is not yet finished. The error is on lines 39-51 EVERYTHING IS 2D. /////////////////////////////////////////////////////////// // // Project: Pong // Created: Friday, August 31, 2012 // Code: Brandon Spaulding // Art: Brandon Spaulding // Made in CIS lab at CPAVTS // Pong art and code © Brandon Spaulding 2012-2013 // ////////////////////////////////////////////////////////// y=150 x=0 ay=150 ax=612 ballx=300 bally=200 ballx_DIR=1 bally_DIR=1 hide mouse set global collision on //objectnumber=10 //make object box objectnumber,5,150,0 do load image "media\paddle1.png",1 load image "media\paddle2.png",2 load image "media\ball.png",3 sprite 1,x,y,1 sprite 2,ax,ay,2 sprite 3,ballx,bally,3 if upkey()=1 then y = y - 4 if downkey()=1 then y = y + 4 //num_1 = sprite collision(1,0) //num_2 = sprite collision(2,0) num_3 = sprite collision(3,0) for t=1 to 2 //ball&paddle collision if num_3 > 0 if bally_DIR=1 bally_DIR=0 else bally_DIR=1 endif if ballx_DIR=0 ballx_DIR=1 else ballx_DIR=0 endif endif //if bally > 1 and bally < 500 then bally=bally + 2.5 if bally_DIR=1 bally=bally-2.5 if bally<-2.5 bally_DIR=0 endif else bally=bally+2.5 if bally>452.5 bally_DIR=1 endif endif if ballx_DIR=1 ballx=ballx-2.5 if ballx<-2.5 ballx_DIR=0 endif else ballx=ballx+2.5 if ballx>612 ballx_DIR=1 endif endif //bally = bally + t //if bally < 600 or bally > 1 then bally = bally - 2.5 //if ballx < 400 or ballx > 1 then ballx = ballx + 2.5 //move sprite 3,1 next t if escapekey()=1 then exit loop end Thank you in advance for the help.

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  • XNA 4.0 - Normal mapping shader - strange texture artifacts

    - by Taylor
    I recently started using custom shader. Shader can do diffuse and specular lighting and normal mapping. But normal mapping is causing really ugly artifacts (some sort of pixeling noise) for textures in greater distance. It looks like this: Image link This is HLSL code: // Matrix float4x4 World : World; float4x4 View : View; float4x4 Projection : Projection; //Textury texture2D ColorMap; sampler2D ColorMapSampler = sampler_state { Texture = <ColorMap>; MinFilter = Anisotropic; MagFilter = Linear; MipFilter = Linear; MaxAnisotropy = 16; }; texture2D NormalMap; sampler2D NormalMapSampler = sampler_state { Texture = <NormalMap>; MinFilter = Anisotropic; MagFilter = Linear; MipFilter = Linear; MaxAnisotropy = 16; }; // Light float4 AmbientColor : Color; float AmbientIntensity; float3 DiffuseDirection : LightPosition; float4 DiffuseColor : Color; float DiffuseIntensity; float4 SpecularColor : Color; float3 CameraPosition : CameraPosition; float Shininess; // The input for the VertexShader struct VertexShaderInput { float4 Position : POSITION0; float2 TexCoord : TEXCOORD0; float3 Normal : NORMAL0; float3 Binormal : BINORMAL0; float3 Tangent : TANGENT0; }; // The output from the vertex shader, used for later processing struct VertexShaderOutput { float4 Position : POSITION0; float2 TexCoord : TEXCOORD0; float3 View : TEXCOORD1; float3x3 WorldToTangentSpace : TEXCOORD2; }; // The VertexShader. VertexShaderOutput VertexShaderFunction(VertexShaderInput input, float3 Normal : NORMAL) { VertexShaderOutput output; float4 worldPosition = mul(input.Position, World); float4 viewPosition = mul(worldPosition, View); output.Position = mul(viewPosition, Projection); output.TexCoord = input.TexCoord; output.WorldToTangentSpace[0] = mul(normalize(input.Tangent), World); output.WorldToTangentSpace[1] = mul(normalize(input.Binormal), World); output.WorldToTangentSpace[2] = mul(normalize(input.Normal), World); output.View = normalize(float4(CameraPosition,1.0) - worldPosition); return output; } // The Pixel Shader float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { float4 color = tex2D(ColorMapSampler, input.TexCoord); float3 normalMap = 2.0 *(tex2D(NormalMapSampler, input.TexCoord)) - 1.0; normalMap = normalize(mul(normalMap, input.WorldToTangentSpace)); float4 normal = float4(normalMap,1.0); float4 diffuse = saturate(dot(-DiffuseDirection,normal)); float4 reflect = normalize(2*diffuse*normal-float4(DiffuseDirection,1.0)); float4 specular = pow(saturate(dot(reflect,input.View)), Shininess); return color * AmbientColor * AmbientIntensity + color * DiffuseIntensity * DiffuseColor * diffuse + color * SpecularColor * specular; } // Techniques technique Lighting { pass Pass1 { VertexShader = compile vs_2_0 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } Any advice? Thanks!

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  • What is the kd tree intersection logic?

    - by bobobobo
    I'm trying to figure out how to implement a KD tree. On page 322 of "Real time collision detection" by Ericson The text section is included below in case Google book preview doesn't let you see it the time you click the link text section Relevant section: The basic idea behind intersecting a ray or directed line segment with a k-d tree is straightforward. The line is intersected against the node's splitting plane, and the t value of intersection is computed. If t is within the interval of the line, 0 <= t <= tmax, the line straddles the plane and both children of the tree are recursively descended. If not, only the side containing the segment origin is recursively visited. So here's what I have: (open image in new tab if you can't see the lettering) The logical tree Here the orange ray is going thru the 3d scene. The x's represent intersection with a plane. From the LEFT, the ray hits: The front face of the scene's enclosing cube, The (1) splitting plane The (2.2) splitting plane The right side of the scene's enclosing cube But here's what would happen, naively following Ericson's basic description above: Test against splitting plane (1). Ray hits splitting plane (1), so left and right children of splitting plane (1) are included in next test. Test against splitting plane (2.1). Ray actually hits that plane, (way off to the right) so both children are included in next level of tests. (This is counter-intuitive - shouldn't only the bottom node be included in subsequent tests) Can some one describe what happens when the orange ray goes through the scene correctly?

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  • Calculating angle a segment forms with a ray

    - by kr1zz
    I am given a point C and a ray r starting there. I know the coordinates (xc, yc) of the point C and the angle theta the ray r forms with the horizontal, theta in (-pi, pi]. I am also given another point P of which I know the coordinates (xp, yp): how do I calculate the angle alpha that the segment CP forms with the ray r, alpha in (-pi, pi]? Some examples follow: I can use the the atan2 function.

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  • Advantages And Disadvantages Of Resource Serialization

    - by CPP_Person
    A good example is let's say I'm making a pong game. I have a PNG image for the ball and another PNG image for the paddles. Now which would be better, loading the PNG images with a PNG loader, or loading them in a separate program, serializing it, and de-serializing it in the game itself for use? The reason why this may be good to know is because it seems like game companies (or anyone in the long run) build all of their resources into some sort of file. For example, in the game Fallout: New Vegas the DLCs are loaded as a .ESM file, which includes everything it needs, all the game does is find it, serialize it, and it has the resources. Games like Penumbra: Black Plague take a different approch and add a folder which contains all the textures, sounds, scrips, ect that it needs, but not serialized (it does this with the game itself, and the DLC). Which is the better approch and why?

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  • Best approach for unit enemy "awareness" in RTS?

    - by Phil
    I'm using Unity3d to develop an RTS/TD hybrid prototype game. What is the best approach to have "awareness" between units and their enemies? Is it sane to have every unit check the distance to every enemy and engage if within range? The approach I'm going for right now is to have a trigger sphere on every unit. If an enemy enters the trigger, the unit becomes aware of the enemy and starts distance checking. I'm imagining that this would save some unnecessary checks? What's the best practice here (if there's such a thing)? Thanks for reading.

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  • Camera frustum calculation coming out wrong

    - by Telanor
    I'm trying to calculate a view/projection/bounding frustum for the 6 directions of a point light and I'm having trouble with the views pointing along the Y axis. Our game uses a right-handed, Y-up system. For the other 4 directions I create the LookAt matrix using (0, 1, 0) as the up vector. Obviously that doesn't work when looking along the Y axis so for those I use an up vector of (-1, 0, 0) for -Y and (1, 0, 0) for +Y. The view matrix seems to come out correctly (and the projection matrix always stays the same), but the bounding frustum is definitely wrong. Can anyone see what I'm doing wrong? This is the code I'm using: camera.Projection = Matrix.PerspectiveFovRH((float)Math.PI / 2, ShadowMapSize / (float)ShadowMapSize, 1, 5); for(var i = 0; i < 6; i++) { var renderTargetView = shadowMap.GetRenderTargetView((TextureCubeFace)i); var up = DetermineLightUp((TextureCubeFace) i); var forward = DirectionToVector((TextureCubeFace) i); camera.View = Matrix.LookAtRH(this.Position, this.Position + forward, up); camera.BoundingFrustum = new BoundingFrustum(camera.View * camera.Projection); } private static Vector3 DirectionToVector(TextureCubeFace direction) { switch (direction) { case TextureCubeFace.NegativeX: return -Vector3.UnitX; case TextureCubeFace.NegativeY: return -Vector3.UnitY; case TextureCubeFace.NegativeZ: return -Vector3.UnitZ; case TextureCubeFace.PositiveX: return Vector3.UnitX; case TextureCubeFace.PositiveY: return Vector3.UnitY; case TextureCubeFace.PositiveZ: return Vector3.UnitZ; default: throw new ArgumentOutOfRangeException("direction"); } } private static Vector3 DetermineLightUp(TextureCubeFace direction) { switch (direction) { case TextureCubeFace.NegativeY: return -Vector3.UnitX; case TextureCubeFace.PositiveY: return Vector3.UnitX; default: return Vector3.UnitY; } } Edit: Here's what the values are coming out to for the PositiveX and PositiveY directions: Constants: Position = {X:0 Y:360 Z:0} camera.Projection = [M11:0.9999999 M12:0 M13:0 M14:0] [M21:0 M22:0.9999999 M23:0 M24:0] [M31:0 M32:0 M33:-1.25 M34:-1] [M41:0 M42:0 M43:-1.25 M44:0] PositiveX: up = {X:0 Y:1 Z:0} target = {X:1 Y:360 Z:0} camera.View = [M11:0 M12:0 M13:-1 M14:0] [M21:0 M22:1 M23:0 M24:0] [M31:1 M32:0 M33:0 M34:0] [M41:0 M42:-360 M43:0 M44:1] camera.BoundingFrustum: Matrix = [M11:0 M12:0 M13:1.25 M14:1] [M21:0 M22:0.9999999 M23:0 M24:0] [M31:0.9999999 M32:0 M33:0 M34:0] [M41:0 M42:-360 M43:-1.25 M44:0] Top = {A:0.7071068 B:-0.7071068 C:0 D:254.5584} Bottom = {A:0.7071068 B:0.7071068 C:0 D:-254.5584} Left = {A:0.7071068 B:0 C:0.7071068 D:0} Right = {A:0.7071068 B:0 C:-0.7071068 D:0} Near = {A:1 B:0 C:0 D:-1} Far = {A:-1 B:0 C:0 D:5} PositiveY: up = {X:0 Y:0 Z:-1} target = {X:0 Y:361 Z:0} camera.View = [M11:-1 M12:0 M13:0 M14:0] [M21:0 M22:0 M23:-1 M24:0] [M31:0 M32:-1 M33:0 M34:0] [M41:0 M42:0 M43:360 M44:1] camera.BoundingFrustum: Matrix = [M11:-0.9999999 M12:0 M13:0 M14:0] [M21:0 M22:0 M23:1.25 M24:1] [M31:0 M32:-0.9999999 M33:0 M34:0] [M41:0 M42:0 M43:-451.25 M44:-360] Top = {A:0 B:0.7071068 C:0.7071068 D:-254.5585} Bottom = {A:0 B:0.7071068 C:-0.7071068 D:-254.5585} Left = {A:-0.7071068 B:0.7071068 C:0 D:-254.5585} Right = {A:0.7071068 B:0.7071068 C:0 D:-254.5585} Near = {A:0 B:1 C:0 D:-361} Far = {A:0 B:-1 C:0 D:365} When I use the resulting BoundingFrustum to cull regions outside of it, this is the result: Pass PositiveX: Drew 3 regions Pass NegativeX: Drew 6 regions Pass PositiveY: Drew 400 regions Pass NegativeY: Drew 36 regions Pass PositiveZ: Drew 3 regions Pass NegativeZ: Drew 6 regions There are only 400 regions to draw and the light is in the center of them. As you can see, the PositiveY direction is drawing every single region. With the near/far planes of the perspective matrix set as small as they are, there's no way a single frustum could contain every single region.

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