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  • openGL migration from SFML to glut, vertices arrays or display lists are not displayed

    - by user3714670
    Due to using quad buffered stereo 3D (which i have not included yet), i need to migrate my openGL program from a SFML window to a glut window. With SFML my vertices and display list were properly displayed, now with glut my window is blank white (or another color depending on the way i clear it). Here is the code to initialise the window : int type; int stereoMode = 0; if ( stereoMode == 0 ) type = GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH; else type = GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH | GLUT_STEREO; glutInitDisplayMode(type); int argc = 0; char *argv = ""; glewExperimental = GL_TRUE; glutInit(&argc, &argv); bool fullscreen = false; glutInitWindowSize(width,height); int win = glutCreateWindow(title.c_str()); glutSetWindow(win); assert(win != 0); if ( fullscreen ) { glutFullScreen(); width = glutGet(GLUT_SCREEN_WIDTH); height = glutGet(GLUT_SCREEN_HEIGHT); } GLenum err = glewInit(); if (GLEW_OK != err) { fprintf(stderr, "Error: %s\n", glewGetErrorString(err)); } glutDisplayFunc(loop_function); This is the only code i had to change for now, but here is the code i used with sfml and displayed my objects in the loop, if i change the value of glClearColor, the window's background does change color : glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClearColor(255.0f, 255.0f, 255.0f, 0.0f); glLoadIdentity(); sf::Time elapsed_time = clock.getElapsedTime(); clock.restart(); camera->animate(elapsed_time.asMilliseconds()); camera->look(); for (auto i = objects->cbegin(); i != objects->cend(); ++i) (*i)->draw(camera); glutSwapBuffers(); Is there any other changes i should have done switching to glut ? that would be great if someone could enlighten me on the subject. In addition to that, i found out that adding too many objects (that were well handled before with SFML), openGL gives error 1285: out of memory. Maybe this is related. EDIT : Here is the code i use to draw each object, maybe it is the problem : GLuint LightID = glGetUniformLocation(this->shaderProgram, "LightPosition_worldspace"); if(LightID ==-1) cout << "LightID not found ..." << endl; GLuint MaterialAmbientID = glGetUniformLocation(this->shaderProgram, "MaterialAmbient"); if(LightID ==-1) cout << "LightID not found ..." << endl; GLuint MaterialSpecularID = glGetUniformLocation(this->shaderProgram, "MaterialSpecular"); if(LightID ==-1) cout << "LightID not found ..." << endl; glm::vec3 lightPos = glm::vec3(0,150,150); glUniform3f(LightID, lightPos.x, lightPos.y, lightPos.z); glUniform3f(MaterialAmbientID, MaterialAmbient.x, MaterialAmbient.y, MaterialAmbient.z); glUniform3f(MaterialSpecularID, MaterialSpecular.x, MaterialSpecular.y, MaterialSpecular.z); // Get a handle for our "myTextureSampler" uniform GLuint TextureID = glGetUniformLocation(shaderProgram, "myTextureSampler"); if(!TextureID) cout << "TextureID not found ..." << endl; glActiveTexture(GL_TEXTURE0); sf::Texture::bind(texture); glUniform1i(TextureID, 0); // 2nd attribute buffer : UVs GLuint vertexUVID = glGetAttribLocation(shaderProgram, "color"); if(vertexUVID==-1) cout << "vertexUVID not found ..." << endl; glEnableVertexAttribArray(vertexUVID); glBindBuffer(GL_ARRAY_BUFFER, color_array_buffer); glVertexAttribPointer(vertexUVID, 2, GL_FLOAT, GL_FALSE, 0, 0); GLuint vertexNormal_modelspaceID = glGetAttribLocation(shaderProgram, "normal"); if(!vertexNormal_modelspaceID) cout << "vertexNormal_modelspaceID not found ..." << endl; glEnableVertexAttribArray(vertexNormal_modelspaceID); glBindBuffer(GL_ARRAY_BUFFER, normal_array_buffer); glVertexAttribPointer(vertexNormal_modelspaceID, 3, GL_FLOAT, GL_FALSE, 0, 0 ); GLint posAttrib; posAttrib = glGetAttribLocation(shaderProgram, "position"); if(!posAttrib) cout << "posAttrib not found ..." << endl; glEnableVertexAttribArray(posAttrib); glBindBuffer(GL_ARRAY_BUFFER, position_array_buffer); glVertexAttribPointer(posAttrib, 3, GL_FLOAT, GL_FALSE, 0, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elements_array_buffer); glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0); GLuint error; while ((error = glGetError()) != GL_NO_ERROR) { cerr << "OpenGL error: " << error << endl; } disableShaders();

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  • Dynamic Memory Allocation and Memory Management

    - by Bunkai.Satori
    In an average game, there are hundreds or maybe thousands of objects in the scene. Is it completely correct to allocate memory for all objects, including gun shots (bullets), dynamically via default new()? Should I create any memory pool for dynamic allocation, or is there no need to bother with this? What if the target platform are mobile devices? Is there a need for a memory manager in a mobile game, please? Thank you. Language Used: C++; Currently developed under Windows, but planned to be ported later.

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  • PhysicsMouseJoint problem in andengine + Box2d

    - by Nikhil Lamba
    What we can remove from this code i.e from PhysicsMouseJointExample to remove the functionality of drag and drog of sprite but i need all functionality except this only user move the sprite with some force and velocity of fling but user can't move the ball as like drag and drop like moving a finger on screen and sprite move with finger plz plz help me I am Using Below method for Mouse Joint CODE : public MouseJoint createMouseJoint(final IShape pFace, final float pTouchAreaLocalX, final float pTouchAreaLocalY) { final Body body = (Body) pFace.getUserData(); final MouseJointDef mouseJointDef = new MouseJointDef(); final Vector2 localPoint = Vector2Pool.obtain((pTouchAreaLocalX - pFace.getWidth() * 0.5f) / PhysicsConstants.PIXEL_TO_METER_RATIO_DEFAULT, (pTouchAreaLocalY - pFace.getHeight() * 0.5f) / PhysicsConstants.PIXEL_TO_METER_RATIO_DEFAULT); this.groundBody.setTransform(localPoint, 0); mouseJointDef.bodyA = this.groundBody; mouseJointDef.bodyB = body; mouseJointDef.dampingRatio = 0.95f; mouseJointDef.frequencyHz = 30; mouseJointDef.maxForce = (200.0f * body.getMass()); mouseJointDef.collideConnected = true; mouseJointDef.target.set(body.getWorldPoint(localPoint)); Vector2Pool.recycle(localPoint); return (MouseJoint)mPhysicsWorld.createJoint(mouseJointDef); }

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  • Shadow-mapping xna

    - by Kurt Ricci
    I've been trying to implement shadows in my game and I've been following quite a few tutorials online, mainly Riemers, but I'm always getting the same 2 errors when I'm drawing my models and setting the parameters from the effect file. The errors are: This method does not accept null for this parameter. Parameter name: value and Object reference not set to an instance of an object. So I've then downloaded a sample and just replaced my model with the one found in the sample and the same errors occur. I this find very strange as it works with his model. I'm wondering if the problem is with my models (I made them myself). Here's the code where the errors occur (they start to occur after the second foreach loop). Any help would be greatly appreciated, thanks.

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  • Real-Time Strategy Gameplay

    - by Ahmad Alkhawaja
    I am working on building a HTML5 RTS game, and my current state is that I am building the Campaign mode of the game, and want to define the gameplay (The Scoring, Unit Behaviors/Attributes). I am searching for links/articles/books about how to define the gameplay, for me this: The scoring Figuring out levels of control (in any RTS game, there is units, individuals and squads) Unit action/attributes/properties point timing (how long it will take to play?) Achievements ..etc I want to see how they usually define these areas in RTS games, I expect to see general document discussing this concept that I can use to build the gameplay. Any idea? Is my question clear or I need to provide more details?

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  • Stuck with A* implementation

    - by Syed
    I have implemented some A* code in C# using this JavaScript code. My C# implementation is the same as the above javascript code. But I'm unable to get it to work properly, e.g pathfinder blocks itself when the same number of walls are placed in front of it and some other scenarios as well like blocking it one way completely, I am assuming that code is standalone (not having other functionality included in other scripts). Can anyone tell me if the above code is missing any A star functionality?

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  • Box2D Static-Dynamic body joint eliminates collisions

    - by andrewz
    I have a static body A, and a dynamic body B, and a dynamic body C. A is filtered to not collide with anything, B and C collide with each other. I wish to create a joint between B and A. When I create a joint (ex. revolute), B no longer collides with C - C passes through it as if it does not exist. What am I doing wrong? How can adding a joint prevent a body from colliding with another body it used to? EDIT: I want to join B with A, and have B collide with C, but not A collide with C. In realistic terms, I'm trying to create a revolute joint between a wheel (B) and a wall (A), and have a box (C) hit the wheel and the wheel would then rotate. EDIT: I create a the simplest revolute joint I can with these parameters (C++): b2RevoluteJointDef def; def.Initialize(A, B, B -> GetWorldCenter()); world -> CreateJoint(&def);

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  • Multi threaded game - updating, rendering, and how to split them

    - by CodeBunny
    From the StackOverflow post (it was recommended I move this): So, I'm working on a game engine, and I've made pretty good progress. However, my engine is single-threaded, and the advantages of splitting updating and rendering into separate threads sounds like a very good idea. How should I do this? Single threaded game engines are (conceptually) very easy to make, you have a loop where you update - render - sleep - repeat. However, I can't think of a good way to break updating and rendering apart, especially if I change their update rates (say I go through the update loop 25x a second, and have 60fps for rendering) - what if I begin updating halfway through a render loop, or vice versa?

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  • Converting 2D Physics to 3D.

    - by static void main
    I'm new to game physics and I am trying to adapt a simple 2D ball simulation for a 3D simulation with the Java3D library. I have this problem: Two things: 1) I noted down the values generated by the engine: X/Y are too high and minX/minY/maxY/maxX values are causing trouble. Sometimes the balls are drawing but not moving Sometimes they are going out of the panel Sometimes they're moving on little area Sometimes they just stick at one place... 2) I'm unable to select/define/set the default correct/suitable values considering the 3D graphics scaling/resolution while they are set with respect to 2D screen coordinates, that is my only problem. Please help. This is the code: public class Ball extends GameObject { private float x, y; // Ball's center (x, y) private float speedX, speedY; // Ball's speed per step in x and y private float radius; // Ball's radius // Collision detected by collision detection and response algorithm? boolean collisionDetected = false; // If collision detected, the next state of the ball. // Otherwise, meaningless. private float nextX, nextY; private float nextSpeedX, nextSpeedY; private static final float BOX_WIDTH = 640; private static final float BOX_HEIGHT = 480; /** * Constructor The velocity is specified in polar coordinates of speed and * moveAngle (for user friendliness), in Graphics coordinates with an * inverted y-axis. */ public Ball(String name1,float x, float y, float radius, float speed, float angleInDegree, Color color) { this.x = x; this.y = y; // Convert velocity from polar to rectangular x and y. this.speedX = speed * (float) Math.cos(Math.toRadians(angleInDegree)); this.speedY = speed * (float) Math.sin(Math.toRadians(angleInDegree)); this.radius = radius; } public void move() { if (collisionDetected) { // Collision detected, use the values computed. x = nextX; y = nextY; speedX = nextSpeedX; speedY = nextSpeedY; } else { // No collision, move one step and no change in speed. x += speedX; y += speedY; } collisionDetected = false; // Clear the flag for the next step } public void collideWith() { // Get the ball's bounds, offset by the radius of the ball float minX = 0.0f + radius; float minY = 0.0f + radius; float maxX = 0.0f + BOX_WIDTH - 1.0f - radius; float maxY = 0.0f + BOX_HEIGHT - 1.0f - radius; double gravAmount = 0.9811111f; double gravDir = (90 / 57.2960285258); // Try moving one full step nextX = x + speedX; nextY = y + speedY; System.out.println("In serializedBall in collision."); // If collision detected. Reflect on the x or/and y axis // and place the ball at the point of impact. if (speedX != 0) { if (nextX > maxX) { // Check maximum-X bound collisionDetected = true; nextSpeedX = -speedX; // Reflect nextSpeedY = speedY; // Same nextX = maxX; nextY = (maxX - x) * speedY / speedX + y; // speedX non-zero } else if (nextX < minX) { // Check minimum-X bound collisionDetected = true; nextSpeedX = -speedX; // Reflect nextSpeedY = speedY; // Same nextX = minX; nextY = (minX - x) * speedY / speedX + y; // speedX non-zero } } // In case the ball runs over both the borders. if (speedY != 0) { if (nextY > maxY) { // Check maximum-Y bound collisionDetected = true; nextSpeedX = speedX; // Same nextSpeedY = -speedY; // Reflect nextY = maxY; nextX = (maxY - y) * speedX / speedY + x; // speedY non-zero } else if (nextY < minY) { // Check minimum-Y bound collisionDetected = true; nextSpeedX = speedX; // Same nextSpeedY = -speedY; // Reflect nextY = minY; nextX = (minY - y) * speedX / speedY + x; // speedY non-zero } } speedX += Math.cos(gravDir) * gravAmount; speedY += Math.sin(gravDir) * gravAmount; } public float getSpeed() { return (float) Math.sqrt(speedX * speedX + speedY * speedY); } public float getMoveAngle() { return (float) Math.toDegrees(Math.atan2(speedY, speedX)); } public float getRadius() { return radius; } public float getX() { return x; } public float getY() { return y; } public void setX(float f) { x = f; } public void setY(float f) { y = f; } } Here's how I'm drawing the balls: public class 3DMovingBodies extends Applet implements Runnable { private static final int BOX_WIDTH = 800; private static final int BOX_HEIGHT = 600; private int currentNumBalls = 1; // number currently active private volatile boolean playing; private long mFrameDelay; private JFrame frame; private int currentFrameRate; private Ball[] ball = new Ball[currentNumBalls]; private Random rand; private Sphere[] sphere = new Sphere[currentNumBalls]; private Transform3D[] trans = new Transform3D[currentNumBalls]; private TransformGroup[] objTrans = new TransformGroup[currentNumBalls]; public 3DMovingBodies() { rand = new Random(); float angleInDegree = rand.nextInt(360); setLayout(new BorderLayout()); GraphicsConfiguration config = SimpleUniverse .getPreferredConfiguration(); Canvas3D c = new Canvas3D(config); add("Center", c); ball[0] = new Ball(0.5f, 0.0f, 0.5f, 0.4f, angleInDegree, Color.yellow); // ball[1] = new Ball(1.0f, 0.0f, 0.25f, 0.8f, angleInDegree, // Color.yellow); // ball[2] = new Ball(0.0f, 1.0f, 0.15f, 0.11f, angleInDegree, // Color.yellow); trans[0] = new Transform3D(); // trans[1] = new Transform3D(); // trans[2] = new Transform3D(); sphere[0] = new Sphere(0.5f); // sphere[1] = new Sphere(0.25f); // sphere[2] = new Sphere(0.15f); // Create a simple scene and attach it to the virtual universe BranchGroup scene = createSceneGraph(); SimpleUniverse u = new SimpleUniverse(c); u.getViewingPlatform().setNominalViewingTransform(); u.addBranchGraph(scene); startSimulation(); } public BranchGroup createSceneGraph() { // Create the root of the branch graph BranchGroup objRoot = new BranchGroup(); for (int i = 0; i < currentNumBalls; i++) { // Create a simple shape leaf node, add it to the scene graph. objTrans[i] = new TransformGroup(); objTrans[i].setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); Transform3D pos1 = new Transform3D(); pos1.setTranslation(randomPos()); objTrans[i].setTransform(pos1); objTrans[i].addChild(sphere[i]); objRoot.addChild(objTrans[i]); } BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0); Color3f light1Color = new Color3f(1.0f, 0.0f, 0.2f); Vector3f light1Direction = new Vector3f(4.0f, -7.0f, -12.0f); DirectionalLight light1 = new DirectionalLight(light1Color, light1Direction); light1.setInfluencingBounds(bounds); objRoot.addChild(light1); // Set up the ambient light Color3f ambientColor = new Color3f(1.0f, 1.0f, 1.0f); AmbientLight ambientLightNode = new AmbientLight(ambientColor); ambientLightNode.setInfluencingBounds(bounds); objRoot.addChild(ambientLightNode); return objRoot; } public void startSimulation() { playing = true; Thread t = new Thread(this); t.start(); } public void stop() { playing = false; } public void run() { long previousTime = System.currentTimeMillis(); long currentTime = previousTime; long elapsedTime; long totalElapsedTime = 0; int frameCount = 0; while (true) { currentTime = System.currentTimeMillis(); elapsedTime = (currentTime - previousTime); // elapsed time in // seconds totalElapsedTime += elapsedTime; if (totalElapsedTime > 1000) { currentFrameRate = frameCount; frameCount = 0; totalElapsedTime = 0; } for (int i = 0; i < currentNumBalls; i++) { ball[i].move(); ball[i].collideWith(); drawworld(); } try { Thread.sleep(88); } catch (Exception e) { e.printStackTrace(); } previousTime = currentTime; frameCount++; } } public void drawworld() { for (int i = 0; i < currentNumBalls; i++) { printTG(objTrans[i], "SteerTG"); trans[i].setTranslation(new Vector3f(ball[i].getX(), ball[i].getY(), 0.0f)); objTrans[i].setTransform(trans[i]); } } private Vector3f randomPos() /* * Return a random position vector. The numbers are hardwired to be within * the confines of the box. */ { Vector3f pos = new Vector3f(); pos.x = rand.nextFloat() * 5.0f - 2.5f; // -2.5 to 2.5 pos.y = rand.nextFloat() * 2.0f + 0.5f; // 0.5 to 2.5 pos.z = rand.nextFloat() * 5.0f - 2.5f; // -2.5 to 2.5 return pos; } // end of randomPos() public static void main(String[] args) { System.out.println("Program Started"); 3DMovingBodiesbb = new 3DMovingBodies(); bb.addKeyListener(bb); MainFrame mf = new MainFrame(bb, 600, 400); } }

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  • How can I store spell & items using a std::vector implementation?

    - by Vladimir Marenus
    I'm following along with a book from GameInstitute right now, and it's asking me to: Allow the player to buy and carry healing potions and potions of fireball. You can add an Item array (after you define the item class) to the Player class for storing them, or use a std::vector to store them. I think I would like to use the std::vector implementation, because that seems to confuse me less than making an item class, but I am unsure how to do so. I've heard from many people that vectors are great ways to store dynamic values (such as items, weapons, etc), but I've not seen it used.

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  • Exporting .FBX model into XNA - unorthogonal bones

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

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  • blurry image rendered

    - by Jason
    I'm using Direct2D to render a PNG image using a ID2D1BitmapRenderTarget and then caling it's GetBitmap() function and rendering the image using ID2D1HwndRenderTarget::DrawBitmap(). Some of the images rendered this way are clear but others appear blurry. I did some research and followed a tutorial to make my application "DPI Aware" but it didn't help. What could cause the rendered image to appear blurry? Has anyone experienced this issue before? What can I do about this?

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  • Libgdx detect when player is outside of screen

    - by Rockyy
    Im trying to learn libGDX (coming from XNA/MonoDevelop), and I'm making a super simple test game to get to know it better. I was wondering how to detect if the player sprite is outside of the screen and make it so it is impossible to go outside of the screen edges. In XNA you could do something like this: // Prevent player from moving off the left edge of the screen if (player.Position.X < 0) player.Position = new Vector2(0, player.Position.Y); How is this achieved in libgdx? I think it's the Stage that handles the 2D viewport in libgdx? This is my code so far: private Texture texture; private SpriteBatch batch; private Sprite sprite; @Override public void create () { float w = Gdx.graphics.getWidth(); float h = Gdx.graphics.getHeight(); batch = new SpriteBatch(); texture = new Texture(Gdx.files.internal("player.png")); sprite = new Sprite(texture); sprite.setPosition(w/2 -sprite.getWidth()/2, h/2 - sprite.getHeight()/2); } @Override public void render () { Gdx.gl.glClearColor(1, 1, 1, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); if(Gdx.input.isKeyPressed(Input.Keys.LEFT)){ if(Gdx.input.isKeyPressed(Input.Keys.CONTROL_LEFT)) sprite.translateX(-1f); else sprite.translateX(-10.0f); } if(Gdx.input.isKeyPressed(Input.Keys.RIGHT)){ if(Gdx.input.isKeyPressed(Input.Keys.CONTROL_LEFT)) sprite.translateX(1f); else sprite.translateX(10f); } batch.begin(); sprite.draw(batch); batch.end(); }

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

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

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  • Can I use a genetic algorithm for balancing character builds?

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

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  • Laser Beam End Points Problems (XNA)

    - by user36159
    I am building a game in XNA that features colored laser beams in 3D space. The beams are defined as: Segment start position Segment end position Line width For rendering, I am using 3 quads: Start point billboard End point billboard Middle section quad whose forward vector is the slope of the line and whose normal points to the camera The problem is that using additive blending, the end points and middle section overlap, which looks quite jarring. However, I need the endpoints in case the laser is pointing towards the camera! See the blue laser in particular:

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

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

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  • How can I create a fast, real-time, fixed length glowing ray?

    - by igf
    Similar to the disintegrate skill in Diablo 3. It should not light other objects in scene. Just glowing and animated. Like in this video http://www.youtube.com/watch?v=D_c4x6aQAG8. Should I use pack of pre-computed glow sources textures for each frame of ray animation like in this article http://http.developer.nvidia.com/GPUGems/gpugems_ch21.html and put it in bloom shader? Is there any other efficient ways to achive this effect? I'm using OpenGL ES 2.0.

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  • A few meta questions about making flash games

    - by idan
    A few questions for a beginner game maker without an artist. Is there a site where flash game creators can download (and use) free art? I don't need character sprites but environments like trees, clouds, platforms, etc. Is there a site where a programmer can collaborate with an artist and a composer? (Even if so, the chances are low for a beginner with no portfolio to find an artist willing to collaborate, right?) Do you have recommended sites for asking action script questions (dedicated solely to flash?) Thanks!

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  • Seperating entities from their actions or behaviours

    - by Jamie Dixon
    Hi everyone, I'm having a go at creating a very simple text based game and am wondering what the standard design patterns are when it comes to entities (characters, sentient scenery) and the actions those entities can perform. As an example, I have entity that is a 'person' with various properties such as age, gender, height, etc. This 'person' can also perform some actions such as speaking, walking, jumping, flying, etc etc. How would you seperate out the entity from the actions it can perform and what are some common design patterns that solve this kind of problem?

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  • Networking gampeplay - Sending controller inputs vs. sending game actions

    - by liortal
    I'm reading about techniques for implementing game networking. Some of the resources i've read state that it is a common practice (at least for some games) to send the actual controller input across the network, to be fed into the remote game's loop for processing. This seems a bit odd to me and i'd like to know what are the benefits of using such a method? To me, it seems that controller input is merely a way to gather data to be fed into the game, which in turn determines how to translate these into specific game actions. Why would i want to send the control data and not the game actions themselves?

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  • Why i can not load a simple pixel shader effect (. fx) file in xna?

    - by Mehdi Bugnard
    I just want to load a simple *.fx file into my project to make a (pixel shader) effect. But whenever I try to compile my project, I get the following error in visual studio Error List: Errors compiling .. ID3DXEffectCompiler: There were no techniques ID3DXEffectCompiler: Compilation failed I already searched on google and found many people with the same problem. And I realized that it was a problem of encoding. With the return lines unrecognized '\ n' . I tried to copy and paste to notepad and save as with ASCII or UTF8 encoding. But the result is always the same. Do you have an idea please ? Thanks a looot :-) Here is my [.fx] file : sampler BaseTexture : register(s0); sampler MaskTexture : register(s1) { addressU = Clamp; addressV = Clamp; }; //All of these variables are pixel values //Feel free to replace with float2 variables float MaskLocationX; float MaskLocationY; float MaskWidth; float MaskHeight; float BaseTextureLocationX; //This is where your texture is to be drawn float BaseTextureLocationY; //texCoord is different, it is the current pixel float BaseTextureWidth; float BaseTextureHeight; float4 main(float2 texCoord : TEXCOORD0) : COLOR0 { //We need to calculate where in terms of percentage to sample from the MaskTexture float maskPixelX = texCoord.x * BaseTextureWidth + BaseTextureLocationX; float maskPixelY = texCoord.y * BaseTextureHeight + BaseTextureLocationY; float2 maskCoord = float2((maskPixelX - MaskLocationX) / MaskWidth, (maskPixelY - MaskLocationY) / MaskHeight); float4 bitMask = tex2D(MaskTexture, maskCoord); float4 tex = tex2D(BaseTexture, texCoord); //It is a good idea to avoid conditional statements in a pixel shader if you can use math instead. return tex * (bitMask.a); //Alternate calculation to invert the mask, you could make this a parameter too if you wanted //return tex * (1.0 - bitMask.a); }

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  • Freshen the RTS genre

    - by William Michael Thorley
    This isn't really a question, but a request for feedback. RPS (Rock, Paper, Scissors) RTS (Real Time Strategy) Demo version is out: The game is simple. It is an RTS. Why has it been made? Many if not most RTS’s are about economy and large numbers of unit types. The genre hasn’t actually developed the gameplay drastically from the very first RTS’s produced, some lesson have been learned, but the games are really very similar to how they have always been. RPS brings new gameplay to the RTS genre. Through three means: • New combat mechanics: RPS has two unique modes (as well as the old favourite) of resolving weapon fire. These change how combat happens, and make application of the correct units vital to success. From this comes the requirement to run Intel on your enemies. • Fixed Resource Economy: Each player has a fixed amount of energy, This means that there is a definite end to the game. You can attrition your enemy and try to outlast them, or try to outspend your opponent and destroy them. There is a limit to how fast ships can be built, through the generation of construction blocks, but energy is the fast limit on economy. • Game Modes: Game modes add victory conditions and new game pieces. The game is overseen by a controller which literally runs the game. Games are no longer line them up, gun them down. This means that new tactics must be played making skirmish games fresh with novel tactics without adding huge amounts of new game units to learn. I’ve produced RPS from the ground. I will be running a kickstarter in the near future, but right now I want feedback and input from the game developing community. Regarding the concepts, where RPS is going, the game modes, the combat mechanics. How it plays. RPS will give fresh gameplay to the genre so it must be right. It works over the internet or a LAN and supports single player games. Get it. Play it. Tell me about your games. Thank you Demo: https://dl.dropbox.com/u/51850113/RPS%20Playtest.zip Tutorials: https://dl.dropbox.com/u/51850113/RPSGamePlay.zip

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  • How can I use multiple meshes per entity without breaking one component of a single type per entity?

    - by Mathias Hölzl
    We are just switching from a hierarchy based game engine to a component based game engine. My problem is that when I load a model which has has a hierarchy of meshes and the way I understand is that a entity in a component based system can not have multiple components of the same type, but I need a "meshComponent" for each mesh in a model. So how could I solve this problem. On this side they implemented a Component based game engine: http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/

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  • “Advanced” talk to text program [on hold]

    - by Rocky
    So, I have asked this question on 3 sites before, without getting a good answer, basically what I need is: being able to put recorded voice in a file (preferrebly .txt) Automatic recording when saying a key-word Automatic stop of the recording after a bit of silence If you have any idea on how this is possible I would be very happy :) I tried dragon natural speaking before as someone said it would work (it did not) so unless you know how that is possible dont say it ;) (Not sure what site to ask this on)

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