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  • How are trajectories calculated and transmitted to other players in Multi-Player ?

    - by giulio
    I play alot of COD4. And can see tracers for gunfire, missles, care packages fall from helicopters etc. There is alot of activity. I am curious to know the algorithm (at a high level) that manages all this action when you have 20 people on a map shooting each other to death ? This question touches on the subject but doesn't ask for a more in-depth answer as to how you the developers go about calculating and transmitting movement and collision detection for projectiles, be it missles/bullets or any other object that is flying through the air in real-time.

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  • Box2D Difference Between WorldCenter and Position

    - by Free Lancer
    So this problem has been brothering for a couple of days now. First off, what is the difference between say Body.getWorldCenter() and Body.getPosition(). I heard that WorldCenter might have to do with the center of gravity or something. Second, When I create a Box2D Body for a sprite the Body is always at the lower left corner. I check it by printing a Rectangle of 1 pixel around the box.getWorldCenter(). From what I understand the Body should be in the center of the Sprite and its bounding box should wrap around the Sprite, correct? Here's an image of what I mean (The Sprite is Red, Body Blue): Here's some code: Body Creator: public static Body createBoxBody( final World pPhysicsWorld, final BodyType pBodyType, final FixtureDef pFixtureDef, Sprite pSprite ) { float pRotation = 0; float pCenterX = pSprite.getX() + pSprite.getWidth() / 2; float pCenterY = pSprite.getY() + pSprite.getHeight() / 2; float pWidth = pSprite.getWidth(); float pHeight = pSprite.getHeight(); final BodyDef boxBodyDef = new BodyDef(); boxBodyDef.type = pBodyType; //boxBodyDef.position.x = pCenterX / Constants.PIXEL_METER_RATIO; //boxBodyDef.position.y = pCenterY / Constants.PIXEL_METER_RATIO; boxBodyDef.position.x = pSprite.getX() / Constants.PIXEL_METER_RATIO; boxBodyDef.position.y = pSprite.getY() / Constants.PIXEL_METER_RATIO; Vector2 v = new Vector2( boxBodyDef.position.x * Constants.PIXEL_METER_RATIO, boxBodyDef.position.y * Constants.PIXEL_METER_RATIO ); Gdx.app.log("@Physics", "createBoxBody():: Box Position: " + v); // Temporary Box shape of the Body final PolygonShape boxPoly = new PolygonShape(); final float halfWidth = pWidth * 0.5f / Constants.PIXEL_METER_RATIO; final float halfHeight = pHeight * 0.5f / Constants.PIXEL_METER_RATIO; boxPoly.setAsBox( halfWidth, halfHeight ); // set the anchor point to be the center of the sprite pFixtureDef.shape = boxPoly; final Body boxBody = pPhysicsWorld.createBody(boxBodyDef); Gdx.app.log("@Physics", "createBoxBody():: Box Center: " + boxBody.getPosition().mul(Constants.PIXEL_METER_RATIO)); boxBody.createFixture(pFixtureDef); boxBody.setTransform( boxBody.getWorldCenter(), MathUtils.degreesToRadians * pRotation ); boxPoly.dispose(); return boxBody; } Making the Sprite: public Car( Texture texture, float pX, float pY, World world ) { super( "Car" ); mSprite = new Sprite( texture ); mSprite.setSize( mSprite.getWidth() / 6, mSprite.getHeight() / 6 ); mSprite.setPosition( pX, pY ); mSprite.setOrigin( mSprite.getWidth()/2, mSprite.getHeight()/2); FixtureDef carFixtureDef = new FixtureDef(); // Set the Fixture's properties, like friction, using the car's shape carFixtureDef.restitution = 1f; carFixtureDef.friction = 1f; carFixtureDef.density = 1f; // needed to rotate body using applyTorque mBody = Physics.createBoxBody( world, BodyDef.BodyType.DynamicBody, carFixtureDef, mSprite ); }

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  • In OpenGl ES 2, should I allocate multiple transformation matrices?

    - by thm4ter
    In OpenGl ES 2, should I declare just one transformation matrix, and share it across all objects or should I declare a transformation matrix in each object that needs it? for clarification... something like this: public class someclass{ public static float[16] transMatrix = new float[16]; ... public static void translate(int x, int y){ //do translation here } } public class someotherclass{ ... void draw(GL10 unused){ someclass.translate(10,10); //draw } } verses something like this: public class obj1{ public static float[16] transMatrix = new float[16]; ... void draw(GL10 unused){ //translate //draw } } public class obj2{ public static float[16] transMatrix = new float[16]; ... void draw(GL10 unused){ //translate //draw } }

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  • Can DrawIndexedPrimitives() be used for drawing a loaded model mesh-wise?

    - by Afzal
    I am using DrawIndexedPrimitives() for drawing a loaded 3D model by drawing each mesh part, but this process makes my application very slow. This is perhaps because of a very large number of vertex/index buffer data created in video memory. That is why I am looking for a way to use the same method for each model mesh instead. The problem is that I don't know how I will set the textures of that mesh. Can anyone offer me some guidance?

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  • Material usage, one per model or per object?

    - by WSkid
    Is it better (memory, time (of developer), space) to use single model that is unwrapped and uses a single material or to break a model down into appropriate bits, each with their own smaller texture/material? Or does it depend on the target platform as to what is acceptable - ie PC vs tablet? An example: Say you have a typical house with a tiled roof. Model it, make sure everything is attached, unwrap the walls/roof so in your UV template the walls and roof would be in one texture file, side-by-side in say a 512x512 file. Model the roof/walls as separate objects, unwrap them individually and have two UV templates. You could then have a 256x256 file for each one.

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  • Client side prediction/simulation Question

    - by Legendre
    I found a related question but it doesn't have what I needed. Client A sends input to move at T0. Server receives input at T1. All clients receive the change at T2. Question: With client-side prediction, client A would start moving at T0, client-side. All other clients receive the change at T2, so to them, client A only started moving at T2. If I understand correctly, client B will always see client A's past position and not his current position? How do I sync both client B and client A?

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  • Writing a basic shader for large input files

    - by Zoltan Varadi
    I started writing a shader for my iOS app and instead of starting from scratch i used this tutorial here: http://www.raywenderlich.com/3664/opengl-es-2-0-for-iphone-tutorial I wrote an import function, first to import wavefront .obj models. My problem is that with I can't handle larger inputs (with a simple cube it was working). I realized that the indices array is an array of GLubyte values, which is unsigned char, so as a result i cant have more than 256 indexes. I modified it to GLuint, but then only get a blank screen. What else needs to me modified? p.s.: the source can be downloaded from here: http://d1xzuxjlafny7l.cloudfront.net/downloads/HelloOpenGL.zip

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  • Using multiplication and division with delta time

    - by tesselode
    Using delta time with addition and subtraction is easy. player.x += 100 * dt However, multiplication and division complicate things a bit. For example, let's say I want the player to double his speed every second. player.x = player.x * 2 * dt I can't do this because it'll slow down the player (unless delta time is really high). Division is the same way, except it'll speed things way up. How can I handle multiplication and division with delta time?

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  • C# XNA Make rendered screen a texture2d

    - by redcodefinal
    I am working on a cool little city generator which makes cities in the isometric perspective. However, a problem arose where if the grid size was over a certain limit it would have awful lag. I found the main problem to be in the draw method. So I took the precautionary step of rendering only items that were onscreen. This fixed the lag but, not by much. The idea I have is to render the frame once and take a snapshot. Then, display that as a texture2d on screen. This way I don't have to render 1,000,000 objects every frame since they don't change anyways. TL;DR - I want to Take a snapshot of an already rendered frame Turn it into a Texture2D Render that to the screen instead of all the objects. Any help appreciated.

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  • How can I model a pendulum blade?

    - by Micah Delane Bolen
    Like this one from Saw V: What primitive shape/s would you start out with? How would you transform the primitive shape/s to give it a nice, smooth, sharp blade on one side without distorting the entire object in a weird way? I tried starting out with a cylinder and then subtracting the top half using a duplicate cylinder and a difference modifier, but I ended up distorting the entire object when I tried to pull the "blade" edges together. I think I need to add lattices to smoothly "sharpen" the edge of the blade.

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  • Trying to create a sphere in UDK on which I can stand

    - by Dave
    Trying to build a globe in UDK, but when I do (create a sphere), my player falls straight through it. How do I make a sphere that I can walk on? Every other shape (cube, cone...etc) work just fine. -- Edit: Specifically, I want to build a CSG/Brush sphere, not a mesh sphere. It appears to work just fine if I set the "sphere exptrapolation" to 1 or 2, but if I bump it up to 3 or higher, I fall right through. I literally created 2 spheres next to each other, one set at "2" and one at "3" - I can walk from the top of the "2" sphere and jump onto the "3" sphere, but I fall right through it.

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  • Draw contour around object in Opengl

    - by Maciekp
    I need to draw contour around 2d objects in 3d space. I tried drawing lines around object(+points to fill the gap), but due to line width, some part of it(~50%) was covering object. I tried to use stencil buffer, to eliminate this problem, but I got sth like this(contour is green): http://goo.gl/OI5uc (sorry I can't post images, due to my reputation) You can see(where arrow points), that some parts of line are behind object, and some are above. This changes when I move camera, but always there is some part, that is covering it. Here is code, that I use for drawing object: glColorMask(1,1,1,1); std::list<CObjectOnScene*>::iterator objIter=ptr->objects.begin(),objEnd=ptr->objects.end(); int countStencilBit=1; while(objIter!=objEnd) { glColorMask(1,1,1,1); glStencilFunc(GL_ALWAYS,countStencilBit,countStencilBit); glStencilOp(GL_REPLACE,GL_KEEP,GL_REPLACE ); (*objIter)->DrawYourVertices(); glStencilFunc(GL_NOTEQUAL,countStencilBit,countStencilBit); glStencilOp(GL_KEEP,GL_KEEP,GL_REPLACE); (*objIter)->DrawYourBorder(); ++objIter; ++countStencilBit; } I've tried different settings of stencil buffer, but always I was getting sth like that. Here is question: 1.Am I setting stencil buffer wrong? 2. Are there any other simple ways to create contour on such objects? Thanks in advance.

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  • Bukkit inventory saving: crashing somewhere

    - by HcgRandon
    I'm working on a command for a bukkit plugin that lets you transfer worlds. In the section about saving the player's inventory, I'm getting a runtime error. My question is: Why is the error happening, and how can I prevent it? The plugin code public void savePlayerInv(Player p, World w){ File playerInvConfigFile = new File(plugin.getDataFolder() + File.separator + "players" + File.separator + p.getName(), "inventory.yml"); FileConfiguration pInv = YamlConfiguration.loadConfiguration(playerInvConfigFile); PlayerInventory inv = p.getInventory(); int i = 0; for (ItemStack stack : inv.getContents()) { //increment integer i++; String startInventory = w.getName() + ".inv." + Integer.toString(i); //save inv pInv.set(startInventory + ".amount", stack.getAmount()); pInv.set(startInventory + ".durability", Short.toString(stack.getDurability())); pInv.set(startInventory + ".type", stack.getTypeId()); //pInv.set(startInventory + ".enchantment", stack.getEnchantments()); //TODO add enchant saveing } i = 0; for (ItemStack armor : inv.getArmorContents()){ i++; String startArmor = w.getName() + ".armor." + Integer.toString(i); //save armor pInv.set(startArmor + ".amount", armor.getAmount()); pInv.set(startArmor + ".durability", armor.getDurability()); pInv.set(startArmor + ".type", armor.getTypeId()); //pInv.set(startArmor + ".enchantment", armor.getEnchantments()); } //save exp if (p.getExp() != 0) { pInv.set(w.getName() + ".exp", p.getExp()); } } The offending line The stack trace complains about line 130, which is this line. pInv.set(startInventory + ".amount", stack.getAmount()); The stack trace 2012-03-21 13:23:25 [SEVERE] null org.bukkit.command.CommandException: Unhandled exception executing command 'wtp' in plugin Needs v1.0 at org.bukkit.command.PluginCommand.execute(PluginCommand.java:42) at org.bukkit.command.SimpleCommandMap.dispatch(SimpleCommandMap.java:166) at org.bukkit.craftbukkit.CraftServer.dispatchCommand(CraftServer.java:461) at net.minecraft.server.NetServerHandler.handleCommand(NetServerHandler.java:818) at net.minecraft.server.NetServerHandler.chat(NetServerHandler.java:778) at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:761) at net.minecraft.server.Packet3Chat.handle(Packet3Chat.java:33) at net.minecraft.server.NetworkManager.b(NetworkManager.java:229) at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:112) at net.minecraft.server.NetworkListenThread.a(NetworkListenThread.java:78) at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:554) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:452) at net.minecraft.server.ThreadServerApplication.run(SourceFile:490) Caused by: java.lang.NullPointerException at com.devoverflow.improved.needs.commands.CommandWorldtp.savePlayerInv(CommandWorldtp.java:130) at com.devoverflow.improved.needs.commands.CommandWorldtp.onCommand(CommandWorldtp.java:60) at org.bukkit.command.PluginCommand.execute(PluginCommand.java:40) ... 12 more

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  • HTML5 clicking objects in canvas

    - by Dave
    I have a function in my JS that gets the user's mouse click on the canvas. Now lets say I have a random shape on my canvas (really its a PNG image which is rectangular) but i don't want to include any alpha space. My issue lies with lets say i click some where and it involves a pixel of one of the images. The first issue is how do you work out the pixel location is an object on the map (and not the grass tiles behind). Secondly if i clicked said image, if each image contains its own unique information how do you process the click to load the correct data. Note I don't use libraries I personally prefer the raw method. Relying on libraries doesn't teach me much I find.

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  • OpenGL ES 2.0 gluUnProject

    - by secheung
    I've spent more time than I should trying to get my ray picking program working. I'm pretty convinced my math is solid with respect to line plane intersection, but I believe the problem lies with the changing of the mouse screen touch into 3D world space. Heres my code: public void passTouchEvents(MotionEvent e){ int[] viewport = {0,0,viewportWidth,viewportHeight}; float x = e.getX(), y = viewportHeight - e.getY(); float[] pos1 = new float[4]; float[] pos2 = new float[4]; GLU.gluUnProject( x, y, 0.0f, mViewMatrix, 0, mProjectionMatrix, 0, viewport, 0, pos1, 0); GLU.gluUnProject( x, y, 1.0f, mViewMatrix, 0, mProjectionMatrix, 0, viewport, 0, pos2, 0); } Just as a reference I've tried transforming the coordinates 0,0,0 and got an offset. It would be appreciated if you would answer using OpenGL ES 2.0 code.

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  • problems texture mapping in modern OpenGL 3.3 using GLSL #version 150

    - by RubyKing
    Hi all I'm trying to do texture mapping using Modern OpenGL and GLSL 150. The problem is the texture shows but has this weird flicker I can show a video here http://www.youtube.com/watch?v=xbzw_LMxlHw and I have everything setup best I can have my texcords in my vertex array sent up to opengl I have my fragment color set to the texture values and texel values I have my vertex sending the textures cords to texture cordinates to be used in the fragment shader I have my ins and outs setup and I still don't know what I'm missing that could be causing that flicker. here is my code FRAGMENT SHADER #version 150 uniform sampler2D texture; in vec2 texture_coord; varying vec3 texture_coordinate; void main(void){ gl_FragColor = texture(texture, texture_coord); } VERTEX SHADER #version 150 in vec4 position; out vec2 texture_coordinate; out vec2 texture_coord; uniform vec3 translations; void main() { texture_coord = (texture_coordinate); gl_Position = vec4(position.xyz + translations.xyz, 1.0); } Last bit here is my vertex array with texture cordinates GLfloat vVerts[] = { 0.5f, 0.5f, 0.0f, 0.0f, 1.0f , 0.0f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f}; //tex x and y HERE IS THE ACTUAL FULL SOURCE CODE if you need to see all the code in its fullest glory here is a link to every file http://ideone.com/7kQN3 thank you for your help

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  • Collision detection of player larger than clipping tile

    - by user1306322
    I want to know how to check for collisions efficiently in case where the player's box is larger than a map tile. On the left is my usual case where I make 8 checks against every surrounding tile, but with the right one it would be much more inefficient. (picture of two cases: on the left is the simple case, on the right is the one I need help with) http://i.stack.imgur.com/k7q0l.png How should I handle the right case?

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  • Transform 3d viewport vector to 2d vector

    - by learning_sam
    I am playing around with 3d transformations and came along an issue. I have a 3d vector already within the viewport and need to transform it to a 2d vector. (let's say my screen is 10x10) Does that just straight works like regualar transformation or is something different here? i.e.: I have the vector a = (2, 1, 0) within the viewport and want the 2d vector. Does that works like this and if yes how do I handle the "0" within the 3rd component?

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  • OpenGL - Rendering from part of an index and vertex array depending on an element count

    - by user1423893
    I'm currently drawing my shapes as lines by using a VAO and then assigning the dynamic vertices and indices each frame. // Bind VAO glBindVertexArray(m_vao); // Update the vertex buffer with the new data (Copy data into the vertex buffer object) glBufferData(GL_ARRAY_BUFFER, numVertices * sizeof(VertexPosition), m_vertices.data(), GL_DYNAMIC_DRAW); // Update the index buffer with the new data (Copy data into the index buffer object) glBufferData(GL_ELEMENT_ARRAY_BUFFER, numIndices * sizeof(unsigned short), indices.data(), GL_DYNAMIC_DRAW); glDrawElements(GL_LINES, numIndices, GL_UNSIGNED_SHORT, BUFFER_OFFSET(0)); // Unbind VAO glBindVertexArray(0); What I would like to do is draw the lines using only part of the data stored in the index and vertex buffer objects. The vertex buffer has its vertices set from an array of defined maximum size: std::array<VertexPosition, maxVertices> m_vertices; The index buffer has its elements set from an array of defined maximum size: std::array<unsigned short, maxIndices> indices = { 0 }; A running total is kept of the number of vertices and indices needed for each draw call numVertices numIndices Can I not specify that the buffer data contain the entire array and only read from part of it when drawing? For example using the vertex buffer object glBufferData(GL_ARRAY_BUFFER, numVertices * sizeof(VertexPosition), m_vertices.data(), GL_DYNAMIC_DRAW); m_vertices.data() = Entire array is stored numVertices * sizeof(VertexPosition) = Amount of data to read from the entire array Is this not the correct way to approach this? I do not wish to use std::vector if possible.

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  • swf file not playing aftre being published

    - by rsquare
    i am trying to run the 'connector' example that comes bundled with smartfoxserver2x downloads..there it connects to the server and loads the correct configuration file. when i run it in adobe flash professional 5,it runs correctly and connects to the server but after being published as SWF movie,it doesnt work.it loads the configuration file but cant connect and gives error connection failure..ERROR 2048 this is the example i am talking about. http://docs2x.smartfoxserver.com/ExamplesFlash/connector

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  • Farseer Physics: Ways to create a Body?

    - by EdgarT
    I want to create something similar to this using farsser and Kinect: https://vimeo.com/33500649 This is my implementation until now: http://www.youtube.com/watch?v=GlIvJRhco4U I have the outline vertices and the triangulation of the user. And following the Texture to Polygonmsample i used this line to create the shape, where farseerObject is a list of vertices of the triangles: _compound = BodyFactory.CreateCompoundPolygon(World, farseerObject, 1f, BodyType.Dynamic); But I have to update the body each frame (like 30 fps) and this is very slow. I get just 2 or 3 fps. There's another (faster) way to create the Body from a list of triangles or the contour vertices?

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  • How to I teach my artist to do arts for games?

    - by Holm76
    So my girlfriend is an artist and I'm a programmer and we often talk about joining talents and doing some small games or other fun stuff for the different popular platforms currently out. But because I haven't really done any serious games development yet I have a hard time explaining to her how she should create or package the assets she'd make so we always end up not doing nothing about it. What I'm mostly thinking about here is when doing frame by frame animation. I know sprite sheets are used for this kind of thing but then comes questions like frames per second and stuff like like that. Not program wise but art wise. Is there a reference site or sites out there that teach someone with the skills of art how to manage and arrange the assets in sprite sheets and other stuff in words that artists understand?

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  • Save Zone Implementation in Asteroids

    - by Moaz
    I would like to implement a safe zone for asteroids so that when the ship gets destroyed, it shouldn't be there unless it is safe from other asteroids. I tried to check the distance between each asteroid and the ship, and if it is above threshold, it sets a flag to the ship that's a safe zone, but sometimes it work and sometimes it doesn't for (list<Asteroid>::iterator itr_astroid = asteroids.begin(); itr_astroid!=asteroids.end(); ) { if(currentShip.m_state == Ship::Ship_Dead) { float distance = itr_astroid->getCenter().distance(Vec2f(getWindowWidth()/2,getWindowHeight()/2)); if( distance>200) { currentShip.m_saveField = true; break; } else { currentShip.m_saveField = false; itr_astroid++; } } else { itr_astroid++; } }

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  • Uniform not being applied to proper mesh

    - by HaMMeReD
    Ok, I got some code, and you select blocks on a grid. The selection works. I can modify the blocks to be raised when selected and the correct one shows. I set a color which I use in the shader. However, I am trying to change the color before rendering the geometry, and the last rendered geometry (in the sequence) is rendered light. However, to debug logic I decided to move the block up and make it white, in which case one block moves up and another block becomes white. I checked all my logic and it knows the correct one is selected and it is showing in, in the correct place and rendering it correctly. When there is only 1 it works properly. Video Of the bug in action, note how the highlighted and elevated blocks are not the same block, however the code for color and My Renderer is here (For the items being drawn) public void render(Renderer renderer) { mGrid.render(renderer, mGameState); for (Entity e:mGameEntities) { UnitTypes ut = UnitTypes.valueOf((String)e.getObject(D.UNIT_TYPE.ordinal())); if (ut == UnitTypes.Soldier) { renderer.testShader.begin(); renderer.testShader.setUniformMatrix("u_mvpMatrix",mEntityMatrix); renderer.texture_soldier.bind(0); Vector2 pos = (Vector2) e.getObject(D.COORDS.ordinal()); mEntityMatrix.set(renderer.mCamera.combined); if (mSelectedEntities.contains(e)) { mEntityMatrix.translate(pos.x, 1f, pos.y); renderer.testShader.setUniformf("v_color", 0.5f,0.5f,0.5f,1f); } else { mEntityMatrix.translate(pos.x, 0f, pos.y); renderer.testShader.setUniformf("v_color", 1f,1f,1f,1f); } mEntityMatrix.scale(0.2f, 0.2f, 0.2f); renderer.model_soldier.render(renderer.testShader,GL20.GL_TRIANGLES); renderer.testShader.end(); } else if (ut == UnitTypes.Enemy_Infiltrator) { renderer.testShader.begin(); renderer.testShader.setUniformMatrix("u_mvpMatrix",mEntityMatrix); renderer.testShader.setUniformf("v_color", 1.0f,1,1,1.0f); renderer.texture_enemy_infiltrator.bind(0); Vector2 pos = (Vector2) e.getObject(D.COORDS.ordinal()); mEntityMatrix.set(renderer.mCamera.combined); mEntityMatrix.translate(pos.x, 0f, pos.y); mEntityMatrix.scale(0.2f, 0.2f, 0.2f); renderer.model_enemy_infiltrator.render(renderer.testShader,GL20.GL_TRIANGLES); renderer.testShader.end(); } } }

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  • Storing a Hex Grid

    - by Pedro Caetano
    I've been creating a small hex grid framework for Unity3D and have come to the following dilema. This is my coordinate system (taken from here) Link because I'm a new user It all works pretty nicely except for the fact I have no idea how to store it. I originally intended to store this in a 2D array and use images to generate my maps. One problem was that it had negative values (this was easily fixed by offsetting the coordinates a bit). However, due to this coordinate system, such an image or bitmap would have to be diamond shaped - and since these structures are square shaped, this would cause a lot of headaches even if I hack something together. Is there anything I'm missing that could fix this? I recall seeing a forum post regarding this in the unity forums but I can no longer find the link. Is writing a set of coordinate translators the best solution here? If you guys think it would be helpful, I can post code and images of my problem.

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