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  • emo-framework in android move on collision of sprites with physics

    - by KaHeL
    I'm developing my first ever game for Android where I'm still learning about using of framework. To begin I made two sprites of ball where one ball is movable by dragging and another one is just standing on it's place on load. Now I've already added the collision listener for both sprites and as tested it's working properly. Now what I need to learn is on how can I add physics on both sprites where when they collide the standing sprite will move based on the physics and bounce around the screen. It would be best if you teach it to me step by step since I'm a little slow on this. Here's my nut so far: local stage = emo.Stage(); class Okay_1 { sprite = null; spriteok = null; dragStart = false; angle = 0; // Called when the stage is loaded function onLoad() { print("Level_1 is loaded!"); // Create new sprite and load 'f1.png' sprite = emo.Sprite("f1.png"); sprite.moveCenter(stage.getWindowWidth() * 0.5, stage.getWindowHeight() * 0.5); sprite.load(); spriteok = emo.Sprite("okay.png") spriteok.setWidth(100); spriteok.setHeight(100); spriteok.load(); // Check if the coordinate (X=100, Y=100) is inside the sprite if (spriteok.contains(100, 100)) { print("contains!"); } // Does the sprite collides with the other sprite? if (spriteok.collidesWith(sprite)) { print("collides!"); } } function onMotionEvent(ev) { if (ev.getAction() == MOTION_EVENT_ACTION_DOWN) { // Moves the sprite at the position of motion event angle = sprite.getAngle(); sprite.remove(); sprite = emo.Sprite("f2.png"); sprite.load(); sprite.rotate(angle); sprite.moveCenter(ev.getX(), ev.getY()); sprite.rotate(sprite.getAngle()+10); // Check if the coordinate (X=100, Y=100) is inside the sprite if (sprite.contains(sprite.getWidth(), sprite.getHeight())) { print("contains!"); } // Does the sprite collides with the other sprite? if (sprite.collidesWith(spriteok)) { print("collides!"); } dragStart = true; }else if (ev.getAction() == MOTION_EVENT_ACTION_MOVE) { if (dragStart) { // Moves the sprite at the position of motion event sprite.moveCenter(ev.getX(), ev.getY()); sprite.rotate(sprite.getAngle()+10); // Check if the coordinate (X=100, Y=100) is inside the sprite if (sprite.contains(sprite.getWidth(), sprite.getHeight())) { print("contains!"); } // Does the sprite collides with the other sprite? if (sprite.collidesWith(spriteok)) { print("collides!"); } } }else if (ev.getAction() == MOTION_EVENT_ACTION_UP || ev.getAction() == MOTION_EVENT_ACTION_CANCEL) { if (dragStart) { // change block color to red dragStart = false; angle = sprite.getAngle(); sprite.remove(); sprite = emo.Sprite("f1.png"); sprite.load(); sprite.moveCenter(ev.getX(), ev.getY()); sprite.rotate(angle); // Check if the coordinate (X=100, Y=100) is inside the sprite if (sprite.contains(sprite.getWidth(), sprite.getHeight())) { print("contains!"); } // Does the sprite collides with the other sprite? if (sprite.collidesWith(spriteok)) { print("collides!"); } } } } // Called when the stage is disposed function onDispose() { sprite.remove(); // Remove the sprite print("Level_1 is disposed!"); } } function emo::onLoad() { emo.Stage().load(Okay_1()); }

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  • First-Time GLSL Shadow Mapping Problems

    - by Locke
    I'm working on building out a 2.5D engine and having massive problems getting my shadows working. I'm at a point where I'm VERY close. So, let's see a picture to see what I have: As you can see above, the image has lighting -- but the shadow map is displaying incorrectly. The shadow map is shown in the bottom left hand side of the screen as a normal 2D texture, so we can see what it looks like at any given time. If you notice, it appears that the shadows are generating backwards in the wrong direction -- I think. But the problem is a little more deep -- I'm just plotting the shadow onto the screen, which I know is wrong -- I'm ignoring the actual test to see if we NEED to show a shadow. The incoming parameters all appear to be correct -- so there has to be something wrong with my shader code somewhere. Here's what my code looks like: VERTEX: uniform mat4 LightModelViewProjectionMatrix; varying vec3 Normal; // The eye-space normal of the current vertex. varying vec4 LightCoordinate; // The texture coordinate of the light of the current vertex. varying vec3 LightDirection; // The eye-space direction of the light. void main() { Normal = normalize(gl_NormalMatrix * gl_Normal); LightDirection = normalize(gl_NormalMatrix * gl_LightSource[0].position.xyz); LightCoordinate = LightModelViewProjectionMatrix * gl_Vertex; LightCoordinate.xy = ( LightCoordinate.xy * 0.5 ) + 0.5; gl_Position = ftransform(); gl_TexCoord[0] = gl_MultiTexCoord0; } FRAGMENT: uniform sampler2D DiffuseMap; uniform sampler2D ShadowMap; varying vec3 Normal; // The eye-space normal of the current vertex. varying vec4 LightCoordinate; // The texture coordinate of the light of the current vertex. varying vec3 LightDirection; // The eye-space direction of the light. void main() { vec4 Texel = texture2D(DiffuseMap, vec2(gl_TexCoord[0])); // Directional lighting //Build ambient lighting vec4 AmbientElement = gl_LightSource[0].ambient; //Build diffuse lighting float Lambert = max(dot(Normal, LightDirection), 0.0); //max(abs(dot(Normal, LightDirection)), 0.0); vec4 DiffuseElement = ( gl_LightSource[0].diffuse * Lambert ); vec4 LightingColor = ( DiffuseElement + AmbientElement ); LightingColor.r = min(LightingColor.r, 1.0); LightingColor.g = min(LightingColor.g, 1.0); LightingColor.b = min(LightingColor.b, 1.0); LightingColor.a = min(LightingColor.a, 1.0); LightingColor *= Texel; //Everything up to this point is PERFECT // Shadow mapping // ------------------------------ vec4 ShadowCoordinate = LightCoordinate / LightCoordinate.w; float DistanceFromLight = texture2D( ShadowMap, ShadowCoordinate.st ).z; float DepthBias = 0.001; float ShadowFactor = 1.0; if( LightCoordinate.w > 0.0 ) { ShadowFactor = DistanceFromLight < ( ShadowCoordinate.z + DepthBias ) ? 0.5 : 1.0; } LightingColor.rgb *= ShadowFactor; //gl_FragColor = LightingColor; //Yes, I know this is wrong, but the line above (gl_FragColor = LightingColor;) produces the wrong effect gl_FragColor = LightingColor * texture2D( ShadowMap, ShadowCoordinate.st ); } I wanted to make sure the coordinates were correct for the shadow map -- so that's why you see it applied to the image as it is below. But the depth for each point seems to be wrong -- the shadows SHOULD be opposite (look at how the image is -- the shaded areas from normal lighting are facing the opposite direction of the shadows). Maybe my matrices are bad or something going in? They're isolated and appear to be correct -- nothing else is going in unusual. When I view from the light's view and get the MVP matrices for it, they're correct. EDIT: Added an image so you can see what happens when I do the correct command at the end of the GLSL: That's the image when the last line is just glFragColor = LightingColor; Maybe someone has some idea of what I screwed up?

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  • Billboarding restricted to an axis (cylindrical)

    - by user8709
    I have succesfully created a GLSL shader for a billboarding effect. I want to tweak this to restrict the billboarding to an arbitrary axis, i.e. a billboarded quad only rotates itself about the y-axis. I use the y-axis as an example, but essentially I would like this to be an arbitrary axis. Can anyone show me how to modify my existing shader below, or if I need to start from scratch, point me towards some resources that could be helpful? precision mediump float; uniform mat4 u_modelViewProjectionMat; uniform mat4 u_modelMat; uniform mat4 u_viewTransposeMat; uniform vec3 u_axis; // <------------ !!! the arbitrary axis to restrict rotation around attribute vec3 a_position0; attribute vec2 a_texCoord0; varying vec2 v_texCoord0; void main() { vec3 pos = (a_position0.x * u_viewTransposeMat[0] + a_position0.y * u_viewTransposeMat[1]).xyz; vec4 position = vec4(pos, 1.0); v_texCoord0 = a_texCoord0; gl_Position = u_modelViewProjectionMat * position; }

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  • Bad FPS for smaller size (OpenGL ES with SDL)

    - by ber4444
    If you saw my other question, well, there is still a little problem: Click here to watch on youtube Basically, the frame rate is very bad on the actual device, where for some reason the animation is scaled (it looks like the left side on the video). It is quite fast on the simulator where it is not scaled (right side). For a test, I submitted this new changeset that hard-codes the smaller size (plus increases the point size for HII regions to make the dust clouds more visible), and as you see in the video, now it is slow even in the simulator (left side shows the small size, right side shows the original size -- otherwise the code is the same). I'm clueless why it's soooo slow with a smaller galaxy, in fact it should be FASTER. As for general speed optimization (which is not strictly part of my question but is closely related to it, esp. if we need a workaround to speed things up), some initial ideas: reducing the number of items drawn may affect the appearance negatively but screen resolution could be reduced there are too many glBegin(GL_POINTS)/glEnd() blocks, we could draw more than just a single star at once

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  • C++ Directx 11 D3DXVec3Unproject

    - by Miguel P
    Hello dear people from the underworld called the internet. So guys, Im having a small issue with D3DXVec3Unproject, because I'm currently using Directx 11 and not 10, and the requirements for this function is: D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3D10_VIEWPORT *pViewport, CONST D3DXMATRIX *pProjection, CONST D3DXMATRIX *pView, CONST D3DXMATRIX *pWorld As you may have noticed, it requires a D3D10_VIEWPORT, and I'm using a Directx 11 viewport, D3D11_VIEWPORT. So do you have any ideas how i can use D3DXVec3Unproject with Directx 11? Thank You

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  • Is dynamic casting Entities A good design?

    - by Milo
    For my game, Everything inherits from Entity, then other things like Player, PhysicsObject, etc, inherit from Entity. The physics engine sends collision callbacks which has an Entity* to the B that A collided on. Then, lets say A is a Bullet, A tries to cast the entity as a player, if it succeeds, it reduces the player's health. Is this a good design? The problem I have with a message system is that I'd need messages for everything, like: entity.sendMessage(SET_PLAYER_HEALTH,16); So that's why I think casting is cleaner.

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  • 2D non-tile based map editor

    - by user5468
    I am currently developing a relatively simple 2D, topdown oriented adventure game for the iPhone and was wondering what would be the easiest way to create the maps for my game. I figured I would need some kind of visual editor that would give me immediate feedback and would allow me to place all objects in the world exactly where I want them. I could then load the saved representation of the world I create in the editor in my game. So, I am looking for a simple map editor that allows me to do this. All the objects in my game are simply textured rectangles build up from two triangles. All I need to be able to do is position different rectangles/objects in the map, and give them a texture. I am using texture atlases, so it would be useful to be able to assign portions of textures to the objects. I then need to be able to extract all the objects from the saved representation of my maps, together with the name/identifier of the texture(atlas) they use, and the area of the texture atlas. I have looked at some tile-based map editors like Tiled and Ogmo, but they don't seem to be able to do what I want. Any suggestions? EDIT: a more concrete example: something like the GameMaker level editor, but then with added export functionality in a handy format.

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  • Simple heart container script for 2D game (Unity)?

    - by N1ghtshade3
    I'm attempting to create a simple mobile game (C#) that involves a simple three-heart life system. After searching for hours online, many of the solutions use OnGUI (which is apparently horrible for performance) and the rest are too complicated for me to understand and add to my code. The other solutions involve using a single texture and just hiding part of it when damage is taken. In my game, however, the player should be able to go over three hearts (for example, every 100 points). Sebastian Lague's Zelda-Style Health is what I'm looking for, but even though it's a tutorial there is way too much going on that I don't need or can't customize to fit in mine. What I have so far is a script called HealthScript.cs which contains a variable lives. I have another script, PlayerPhysics.cs which calls HealthScript and subtracts a life when an enemy is hit. The part I don't get is actually drawing the hearts. I think I understand what needs to happen, I just am not experienced enough with Unity to know how. The Start function should draw three (or whatever lives is set to) hearts in the top right corner. Since the game should be resolution-independent to accommodate the various sizes of Android devices, I'd rather use scaling rather than PixelInset. When the player hits an enemy as detected by PlayerPhysics.cs, it should subtract from lives. I think that I have this working using this.GetComponent<HealthScript>().lives -= 1 but I'm not sure if it actually works. This should trigger a redraw of the hearts so that there are now two hearts. The same principle would apply for adding hearts when a score is reached, except when lives > maxHeartsPerRow, the new hearts should be drawn below the old ones. I realise I don't have much code to show but believe me; I've tried for quite some time to figure this out and have little to show for it. Any help at all would be welcome; it seems like it shouldn't take that much code to put an image on the screen for each life there is, but I haven't found anything yet. Thanks!

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  • How to organize timeline in a Flash project?

    - by miguelSantirso
    Hi, I am starting a new Flash game and I was wondering if there is a better way to organize the timeline of the project. In my previous games I define a keyframe for each possible status of the game (loading, sponsor, intro, menu, gameplay, etc...). This method works but has some problems... For instance, it is not easy to implement transitions between the different screens in the game. How do you do this? Do you know of some better way?

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  • Making a game preloader (Flash) [closed]

    - by Artemix
    Possible Duplicate: How do you create a single/internal pre-loader for a Flash game written using Flex? Hi guys, Im trying to make a preloader in a Flash game. Thing is, I need some advices on this since I never made one, I have the game almost complete, but when, i.e, I upload the game to a website I get a white screen for a few seconds, and then I see the game. Is there a simple way, maybe using an a API or something like that, to make a preloader screen? Im using Flash Builder fyi. Thx!

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  • Pixel Shader Giving Black output

    - by Yashwinder
    I am coding in C# using Windows Forms and the SlimDX API to show the effect of a pixel shader. When I am setting the pixel shader, I am getting a black output screen but if I am not using the pixel shader then I am getting my image rendered on the screen. I have the following C# code using System; using System.Collections.Generic; using System.Linq; using System.Windows.Forms; using System.Runtime.InteropServices; using SlimDX.Direct3D9; using SlimDX; using SlimDX.Windows; using System.Drawing; using System.Threading; namespace WindowsFormsApplication1 { // Vertex structure. [StructLayout(LayoutKind.Sequential)] struct Vertex { public Vector3 Position; public float Tu; public float Tv; public static int SizeBytes { get { return Marshal.SizeOf(typeof(Vertex)); } } public static VertexFormat Format { get { return VertexFormat.Position | VertexFormat.Texture1; } } } static class Program { public static Device D3DDevice; // Direct3D device. public static VertexBuffer Vertices; // Vertex buffer object used to hold vertices. public static Texture Image; // Texture object to hold the image loaded from a file. public static int time; // Used for rotation caculations. public static float angle; // Angle of rottaion. public static Form1 Window =new Form1(); public static string filepath; static VertexShader vertexShader = null; static ConstantTable constantTable = null; static ImageInformation info; [STAThread] static void Main() { filepath = "C:\\Users\\Public\\Pictures\\Sample Pictures\\Garden.jpg"; info = new ImageInformation(); info = ImageInformation.FromFile(filepath); PresentParameters presentParams = new PresentParameters(); // Below are the required bare mininum, needed to initialize the D3D device. presentParams.BackBufferHeight = info.Height; // BackBufferHeight, set to the Window's height. presentParams.BackBufferWidth = info.Width+200; // BackBufferWidth, set to the Window's width. presentParams.Windowed =true; presentParams.DeviceWindowHandle = Window.panel2 .Handle; // DeviceWindowHandle, set to the Window's handle. // Create the device. D3DDevice = new Device(new Direct3D (), 0, DeviceType.Hardware, Window.Handle, CreateFlags.HardwareVertexProcessing, presentParams); // Create the vertex buffer and fill with the triangle vertices. (Non-indexed) // Remember 3 vetices for a triangle, 2 tris per quad = 6. Vertices = new VertexBuffer(D3DDevice, 6 * Vertex.SizeBytes, Usage.WriteOnly, VertexFormat.None, Pool.Managed); DataStream stream = Vertices.Lock(0, 0, LockFlags.None); stream.WriteRange(BuildVertexData()); Vertices.Unlock(); // Create the texture. Image = Texture.FromFile(D3DDevice,filepath ); // Turn off culling, so we see the front and back of the triangle D3DDevice.SetRenderState(RenderState.CullMode, Cull.None); // Turn off lighting D3DDevice.SetRenderState(RenderState.Lighting, false); ShaderBytecode sbcv = ShaderBytecode.CompileFromFile("C:\\Users\\yashwinder singh\\Desktop\\vertexShader.vs", "vs_main", "vs_1_1", ShaderFlags.None); constantTable = sbcv.ConstantTable; vertexShader = new VertexShader(D3DDevice, sbcv); ShaderBytecode sbc = ShaderBytecode.CompileFromFile("C:\\Users\\yashwinder singh\\Desktop\\pixelShader.txt", "ps_main", "ps_3_0", ShaderFlags.None); PixelShader ps = new PixelShader(D3DDevice, sbc); VertexDeclaration vertexDecl = new VertexDeclaration(D3DDevice, new[] { new VertexElement(0, 0, DeclarationType.Float3, DeclarationMethod.Default, DeclarationUsage.PositionTransformed, 0), new VertexElement(0, 12, DeclarationType.Float2 , DeclarationMethod.Default, DeclarationUsage.TextureCoordinate , 0), VertexElement.VertexDeclarationEnd }); Application.EnableVisualStyles(); MessagePump.Run(Window, () => { // Clear the backbuffer to a black color. D3DDevice.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Black, 1.0f, 0); // Begin the scene. D3DDevice.BeginScene(); // Setup the world, view and projection matrices. //D3DDevice.VertexShader = vertexShader; //D3DDevice.PixelShader = ps; // Render the vertex buffer. D3DDevice.SetStreamSource(0, Vertices, 0, Vertex.SizeBytes); D3DDevice.VertexFormat = Vertex.Format; // Setup our texture. Using Textures introduces the texture stage states, // which govern how Textures get blended together (in the case of multiple // Textures) and lighting information. D3DDevice.SetTexture(0, Image); // Now drawing 2 triangles, for a quad. D3DDevice.DrawPrimitives(PrimitiveType.TriangleList , 0, 2); // End the scene. D3DDevice.EndScene(); // Present the backbuffer contents to the screen. D3DDevice.Present(); }); if (Image != null) Image.Dispose(); if (Vertices != null) Vertices.Dispose(); if (D3DDevice != null) D3DDevice.Dispose(); } private static Vertex[] BuildVertexData() { Vertex[] vertexData = new Vertex[6]; vertexData[0].Position = new Vector3(-1.0f, 1.0f, 0.0f); vertexData[0].Tu = 0.0f; vertexData[0].Tv = 0.0f; vertexData[1].Position = new Vector3(-1.0f, -1.0f, 0.0f); vertexData[1].Tu = 0.0f; vertexData[1].Tv = 1.0f; vertexData[2].Position = new Vector3(1.0f, 1.0f, 0.0f); vertexData[2].Tu = 1.0f; vertexData[2].Tv = 0.0f; vertexData[3].Position = new Vector3(-1.0f, -1.0f, 0.0f); vertexData[3].Tu = 0.0f; vertexData[3].Tv = 1.0f; vertexData[4].Position = new Vector3(1.0f, -1.0f, 0.0f); vertexData[4].Tu = 1.0f; vertexData[4].Tv = 1.0f; vertexData[5].Position = new Vector3(1.0f, 1.0f, 0.0f); vertexData[5].Tu = 1.0f; vertexData[5].Tv = 0.0f; return vertexData; } } } And my pixel shader and vertex shader code are as following // Pixel shader input structure struct PS_INPUT { float4 Position : POSITION; float2 Texture : TEXCOORD0; }; // Pixel shader output structure struct PS_OUTPUT { float4 Color : COLOR0; }; // Global variables sampler2D Tex0; // Name: Simple Pixel Shader // Type: Pixel shader // Desc: Fetch texture and blend with constant color // PS_OUTPUT ps_main( in PS_INPUT In ) { PS_OUTPUT Out; //create an output pixel Out.Color = tex2D(Tex0, In.Texture); //do a texture lookup Out.Color *= float4(0.9f, 0.8f, 0.0f, 1); //do a simple effect return Out; //return output pixel } // Vertex shader input structure struct VS_INPUT { float4 Position : POSITION; float2 Texture : TEXCOORD0; }; // Vertex shader output structure struct VS_OUTPUT { float4 Position : POSITION; float2 Texture : TEXCOORD0; }; // Global variables float4x4 WorldViewProj; // Name: Simple Vertex Shader // Type: Vertex shader // Desc: Vertex transformation and texture coord pass-through // VS_OUTPUT vs_main( in VS_INPUT In ) { VS_OUTPUT Out; //create an output vertex Out.Position = mul(In.Position, WorldViewProj); //apply vertex transformation Out.Texture = In.Texture; //copy original texcoords return Out; //return output vertex }

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  • How do I scroll to follow my sprite in the physical world?

    - by Esteban Quintero
    I am using andengine to make a game where a sprite (player) is going up across the stage, and I want the camera to stay centred on the sprite the entire time. This is my world so far: final Rectangle ground = new Rectangle(0, CAMERA_HEIGHT - 2, CAMERA_WIDTH, 2, vertexBufferObjectManager); final Rectangle roof = new Rectangle(0, 0, CAMERA_WIDTH, 2, vertexBufferObjectManager); final Rectangle left = new Rectangle(0, 0, 2, CAMERA_HEIGHT, vertexBufferObjectManager); final Rectangle right = new Rectangle(CAMERA_WIDTH - 2, 0, 2, CAMERA_HEIGHT, vertexBufferObjectManager); final FixtureDef wallFixtureDef = PhysicsFactory.createFixtureDef(0, 0.5f, 0.5f); PhysicsFactory.createBoxBody(this.mPhysicsWorld, ground, BodyType.StaticBody, wallFixtureDef); PhysicsFactory.createBoxBody(this.mPhysicsWorld, roof, BodyType.StaticBody, wallFixtureDef); PhysicsFactory.createBoxBody(this.mPhysicsWorld, left, BodyType.StaticBody, wallFixtureDef); PhysicsFactory.createBoxBody(this.mPhysicsWorld, right, BodyType.StaticBody, wallFixtureDef); /* Create two sprits and add it to the scene. */ this.mScene.setBackground(autoParallaxBackground); this.mScene.attachChild(ground); this.mScene.attachChild(roof); this.mScene.attachChild(left); this.mScene.attachChild(right); this.mScene.registerUpdateHandler(this.mPhysicsWorld); The problem is that when the sprite reaches the top wall, it crashes. How can I fix this?

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  • Problem with Ogmo Editor (is Tiled Editor a solution?)

    - by Mentoliptus
    I made a level editor for a puzzle game with Ogmo Editor and gave it to our designer/level designer. When he downloaded and started Ogmo, his CPU went to 100%. I looked at my CPU usage while Ogmo is running, and it goes from 20% to 30% (which is also high for an application alike Ogmo). He has a Windows 7 VM running on his Mac and I have a normal Windows PC, can this be a problem? I found a thread on FlashFunk forum that confirms that Ogmo has CPU usage issues. Has anybody maybe solved this issue? The solution seems to use Tiled Editor, but I never used it before. Is it difficult to change a level editor from Ogmo to Tiled? Can they export in the same format (XML with CSV elements for my puzzle game)?

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  • Camera lookAt target changes when rotating parent node

    - by Michael IV
    have the following issue.I have a camera with lookAt method which works fine.I have a parent node to which I parent the camera.If I rotate the parent node while keeping the camera lookAt the target , the camera lookAt changes too.That is nor what I want to achieve.I need it to work like in Adobe AE when you parent camera to a null object:when null object is rotated the camera starts orbiting around the target while still looking at the target.What I do currently is multiplying parent's model matrix with camera model matrix which is calculated from lookAt() method.I am sure I need to decompose (or recompose ) one of the matrices before multiplying them .Parent model or camera model ? Anyone here can show the right way doing it ? UPDATE: The parent is just a node .The child is the camera.The parented camera in AfterEffects works like this: If you rotate the parent node while camera looks at the target , the camera actually starts orbiting around the target based on the parent rotation.In my case the parent rotation changes also Camera's lookAt direction which IS NOT what I want.Hope now it is clear .

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  • Why do my 512x512 bitmaps look jaggy on Android OpenGL?

    - by Milo Mordaunt
    This is sort of driving me nuts, I've googled and googled and tried everything I can think of, but my sprites still look super blurry and super jaggy. Example: Here: https://docs.google.com/open?id=0Bx9Gbwnv9Hd2TmpiZkFycUNmRTA If you click through to the actual full size image you should see what I mean, it's like it's taking and average of every 5*5 pixels or something, the background looks really blurry and blocky, but the ball is the worst. The clouds look all right for some reason, probably because they're mostly transparent. I know the pngs aren't top notch themselves but hey, I'm no artist! I would imagine it's a problem with either: a. How the pngs are made example sprite (512x512): https://docs.google.com/open?id=0Bx9Gbwnv9Hd2a2RRQlJiQTFJUEE b. How my Matrices work This is the relevant parts of the renderer: public void onDrawFrame(GL10 unused) { if(world != null) { dt = System.currentTimeMillis() - endTime; world.update( (float) dt); // Redraw background color GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT); Matrix.setIdentityM(mvMatrix, 0); Matrix.translateM(mvMatrix, 0, 0f, 0f, 0f); world.draw(mvMatrix, mProjMatrix); endTime = System.currentTimeMillis(); } else { Log.d(TAG, "There is no world...."); } } public void onSurfaceChanged(GL10 unused, int width, int height) { GLES20.glViewport(0, 0, width, height); Matrix.orthoM(mProjMatrix, 0, 0, width /2, 0, height /2, -1.f, 1.f); } And this is what each Quad does when draw is called: public void draw(float[] mvMatrix, float[] pMatrix) { Matrix.setIdentityM(mMatrix, 0); Matrix.setIdentityM(mvMatrix, 0); Matrix.translateM(mMatrix, 0, xPos, yPos, 0.f); Matrix.multiplyMM(mvMatrix, 0, mvMatrix, 0, mMatrix, 0); Matrix.scaleM(mvMatrix, 0, scale, scale, 0f); Matrix.rotateM(mvMatrix, 0, angle, 0f, 0f, -1f); GLES20.glUseProgram(mProgram); posAttr = GLES20.glGetAttribLocation(mProgram, "vPosition"); texAttr = GLES20.glGetAttribLocation(mProgram, "aTexCo"); uSampler = GLES20.glGetUniformLocation(mProgram, "uSampler"); int alphaHandle = GLES20.glGetUniformLocation(mProgram, "alpha"); GLES20.glVertexAttribPointer(posAttr, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, 0, vertexBuffer); GLES20.glVertexAttribPointer(texAttr, 2, GLES20.GL_FLOAT, false, 0, texCoBuffer); GLES20.glEnableVertexAttribArray(posAttr); GLES20.glEnableVertexAttribArray(texAttr); GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texture); GLES20.glUniform1i(uSampler, 0); GLES20.glUniform1f(alphaHandle, alpha); mMVMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVMatrix"); mPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uPMatrix"); GLES20.glUniformMatrix4fv(mMVMatrixHandle, 1, false, mvMatrix, 0); GLES20.glUniformMatrix4fv(mPMatrixHandle, 1, false, pMatrix, 0); GLES20.glDrawElements(GLES20.GL_TRIANGLE_STRIP, 4, GLES20.GL_UNSIGNED_SHORT, indicesBuffer); GLES20.glDisableVertexAttribArray(posAttr); GLES20.glDisableVertexAttribArray(texAttr); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0); } c. How my texture loading/blending/shaders setup works Here is the renderer setup: public void onSurfaceCreated(GL10 unused, EGLConfig config) { // Set the background frame color GLES20.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); GLES20.glDisable(GLES20.GL_DEPTH_TEST); GLES20.glDepthMask(false); GLES20.glBlendFunc(GLES20.GL_ONE, GLES20.GL_ONE_MINUS_SRC_ALPHA); GLES20.glEnable(GLES20.GL_BLEND); GLES20.glEnable(GLES20.GL_DITHER); } Here is the vertex shader: attribute vec4 vPosition; attribute vec2 aTexCo; varying vec2 vTexCo; uniform mat4 uMVMatrix; uniform mat4 uPMatrix; void main() { gl_Position = uPMatrix * uMVMatrix * vPosition; vTexCo = aTexCo; } And here's the fragment shader: precision mediump float; uniform sampler2D uSampler; uniform vec4 vColor; varying vec2 vTexCo; varying float alpha; void main() { vec4 color = texture2D(uSampler, vec2(vTexCo)); gl_FragColor = color; if(gl_FragColor.a == 0.0) { "discard; } } This is how textures are loaded: private int loadTexture(int rescource) { int[] texture = new int[1]; BitmapFactory.Options opts = new BitmapFactory.Options(); opts.inScaled = false; Bitmap temp = BitmapFactory.decodeResource(context.getResources(), rescource, opts); GLES20.glGenTextures(1, texture, 0); GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texture[0]); GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR); GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR); GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, temp, 0); GLES20.glGenerateMipmap(GLES20.GL_TEXTURE_2D); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0); temp.recycle(); return texture[0]; } I'm sure I'm doing about 20,000 things wrong, so I'm really sorry if the problem is blindingly obvious... The test device is a Galaxy Note, running a JellyBean custom ROM, if that matters at all. So the screen resolution is 1280x800, which means... The background is 1024x1024, so yeah it might be a little blurry, but shouldn't be made of lego. Thank you so much, any answer at all would be appreciated.

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  • Best way to distribute graphics, audio and levels with an SDL game?

    - by Kristopher
    I'm working on finishing up a game written in C++ with SDL I've been working on for awhile, and I'm starting to ponder how I'm going to distribute it. It has hundreds of images that are loaded and used throughout the game, as well as a couple dozen .wav files for audio effects. What is the best way to distribute these? Should I just include the folders with all the files? Or is there a way I can package them into a single file, then open and extract them in my application? What's the best way to go about this?

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  • Discovering path through unknown territory

    - by TravisG
    Let's say all the AI knows about it's surroundings is a pixel-map that it has which clearly shows walkable terrain and obstacles. I want the AI to be able to traverse this terrain until it finds an exit point. There are some restrictions: There is always a way to the exit in the entire map that the AI walks around in, but there may be dead ends. The path to the exit is always pretty random, meaning that if you stand at crossroads, nothing indicates which direction would be the right one to go. It doesn't matter if the AI reaches a dead end, but it has to be able walk back out of it to a previously not inspected location and continue its search there. Initially, the AI starts out knowing only the starting area of the whole map. As it walks around, new points will be added to the pixel-map as the AI corresponding to the AIs range of sight (think of it like the AI is clearing the fog of war) The problem is in 2D space. All I have is the pixel map. There are no paths in the pixel map which are "too narrow". The AI fits through everything. It shouldn't be a brute force solution. E.g. it would be possible to simply find a path to each pixel in the pixel map that is yet undiscovered (with A*, for example), which will lead to the AI discovering new pixels. This could be repeated until the end is reached. The path doesn't have to be the shortest path (this is impossible without knowing the entire map beforehand), but when movements within the visible area are calculated, the shortest and from a human standpoint most logical path should be taken (e.g. if you can see a way out of your room into a hallway, you would obviously go there instead of exploring the corner of your current room). What kind of approaches to solve this problem are there?

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  • Multiple render targets and gamma correctness in Direct3D9

    - by Mario
    Let's say in a deferred renderer when building your G-Buffer you're going to render texture color, normals, depth and whatever else to your multiple render targets at once. Now if you want to have a gamma-correct rendering pipeline and you use regular sRGB textures as well as rendertargets, you'll need to apply some conversions along the way, because your filtering, sampling and calculations should happen in linear space, not sRGB space. Of course, you could store linear color in your textures and rendertargets, but this might very well introduce bad precision and banding issues. Reading from sRGB textures is easy: just set SRGBTexture = true; in your texture sampler in your HLSL effect code and the hardware does the conversion sRGB-linear for you. Writing to an sRGB rendertarget is theoretically easy, too: just set SRGBWriteEnable = true; in your effect pass in HLSL and your linear colors will be converted to sRGB space automatically. But how does this work with multiple rendertargets? I only want to do these corrections to the color textures and rendertarget, not to the normals, depth, specularity or whatever else I'll be rendering to my G-Buffer. Ok, so I just don't apply SRGBTexture = true; to my non-color textures, but when using SRGBWriteEnable = true; I'll do a gamma correction to all the values I write out to my rendertargets, no matter what I actually store there. I found some info on gamma over at Microsoft: http://msdn.microsoft.com/en-us/library/windows/desktop/bb173460%28v=vs.85%29.aspx For hardware that supports Multiple Render Targets (Direct3D 9) or Multiple-element Textures (Direct3D 9), only the first render target or element is written. If I understand correctly, SRGBWriteEnable should only be applied to the first rendertarget, but according to my tests it doesn't and is used for all rendertargets instead. Now the only alternative seems to be to handle these corrections manually in my shader and only correct the actual color output, but I'm not totally sure, that this'll not have any negative impact on color correctness. E.g. if the GPU does any blending or filtering or multisampling after the Linear-sRGB conversion... Do I even need gamma correction in this case, if I'm just writing texture color without lighting to my rendertarget? As far as I know, I DO need it because of the texture filtering and mip sampling happening in sRGB space instead, if I don't correct for it. Anyway, it'd be interesting to hear other people's solutions or thoughts about this.

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  • How to label a cuboid?

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

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  • Sprite animation in openGL - Some frames are being skipped

    - by Sid
    Earlier, I was facing problems on implementing sprite animation in openGL ES. Now its being sorted up. But the problem that i am facing now is that some of my frames are being skipped when a bullet(a circle) strikes on it. What I need : A sprite animation should stop at the last frame without skipping any frame. What I did : Collision Detection function and working properly. PS : Everything is working fine but i want to implement the animation in OPENGL ONLY. Canvas won't work in my case. ------------------------ EDIT----------------------- My sprite sheet. Consider the animation from Left to right and then from top to bottom Here is an image for a better understanding. My spritesheet ... class FragileSquare{ FloatBuffer fVertexBuffer, mTextureBuffer; ByteBuffer mColorBuff; ByteBuffer mIndexBuff; int[] textures = new int[1]; public boolean beingHitFromBall = false; int numberSprites = 20; int columnInt = 4; //number of columns as int float columnFloat = 4.0f; //number of columns as float float rowFloat = 5.0f; int oldIdx; public FragileSquare() { // TODO Auto-generated constructor stub float vertices [] = {-1.0f,1.0f, //byte index 0 1.0f, 1.0f, //byte index 1 //byte index 2 -1.0f, -1.0f, 1.0f,-1.0f}; //byte index 3 float textureCoord[] = { 0.0f,0.0f, 0.25f,0.0f, 0.0f,0.20f, 0.25f,0.20f }; byte indices[] = {0, 1, 2, 1, 2, 3 }; ByteBuffer byteBuffer = ByteBuffer.allocateDirect(4*2 * 4); // 4 vertices, 2 co-ordinates(x,y) 4 for converting in float byteBuffer.order(ByteOrder.nativeOrder()); fVertexBuffer = byteBuffer.asFloatBuffer(); fVertexBuffer.put(vertices); fVertexBuffer.position(0); ByteBuffer byteBuffer2 = ByteBuffer.allocateDirect(textureCoord.length * 4); byteBuffer2.order(ByteOrder.nativeOrder()); mTextureBuffer = byteBuffer2.asFloatBuffer(); mTextureBuffer.put(textureCoord); mTextureBuffer.position(0); } public void draw(GL10 gl){ gl.glFrontFace(GL11.GL_CW); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glVertexPointer(1,GL10.GL_FLOAT, 0, fVertexBuffer); gl.glEnable(GL10.GL_TEXTURE_2D); if(MyRender.flag2==1){ /** Collision has taken place*/ int idx = oldIdx==(numberSprites-1) ? (numberSprites-1) : (int)((System.currentTimeMillis()%(200*numberSprites))/200); gl.glMatrixMode(GL10.GL_TEXTURE); gl.glTranslatef((idx%columnInt)/columnFloat, (idx/columnInt)/rowFloat, 0); gl.glMatrixMode(GL10.GL_MODELVIEW); oldIdx = idx; } gl.glEnable(GL10.GL_BLEND); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]); //4 gl.glTexCoordPointer(2, GL10.GL_FLOAT,0, mTextureBuffer); //5 gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4); //7 gl.glFrontFace(GL11.GL_CCW); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glMatrixMode(GL10.GL_TEXTURE); gl.glLoadIdentity(); gl.glMatrixMode(GL10.GL_MODELVIEW); } public void loadFragileTexture(GL10 gl, Context context, int resource) { Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(), resource); gl.glGenTextures(1, textures, 0); gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); bitmap.recycle(); }

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  • Drawing multiple Textures as tilemap

    - by DocJones
    I am trying to draw a 2d game map and the objects on the map in a single pass. Here is my OpenGL initialization code // Turn off unnecessary operations glDisable(GL_DEPTH_TEST); glDisable(GL_LIGHTING); glDisable(GL_CULL_FACE); glDisable(GL_STENCIL_TEST); glDisable(GL_DITHER); glEnable(GL_BLEND); glEnable(GL_TEXTURE_2D); // activate pointer to vertex & texture array glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); My drawing code is being called by a NSTimer every 1/60 s. Here is the drawing code of my world object: - (void) draw:(NSRect)rect withTimedDelta:(double)d { GLint *t; glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, [_textureManager textureByName:@"blocks"]); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); for (int x=0; x<[_map getWidth] ; x++) { for (int y=0; y<[_map getHeight] ; y++) { GLint v[] = { 16*x ,16*y, 16*x+16,16*y, 16*x+16,16*y+16, 16*x ,16*y+16 }; t=[_textureManager getBlockWithNumber:[_map getBlockAtX:x andY:y]]; glVertexPointer(2, GL_INT, 0, v); glTexCoordPointer(2, GL_INT, 0, t); glDrawArrays(GL_QUADS, 0, 4); } } } (_textureManager is a Singelton only loading a texture once!) The object drawing codes is identical (except the nested loops) in terms of OpenGL calls: - (void) drawWithTimedDelta:(double)d { GLint *t; GLint v[] = { 16*xpos ,16*ypos, 16*xpos+16,16*ypos, 16*xpos+16,16*ypos+16, 16*xpos ,16*ypos+16 }; glBindTexture(GL_TEXTURE_2D, [_textureManager textureByName:_textureName]); t=[_textureManager getBlockWithNumber:12]; glVertexPointer(2, GL_INT, 0, v); glTexCoordPointer(2, GL_INT, 0, t); glDrawArrays(GL_QUADS, 0, 4); } As soon as my central drawing routine calls the two drawing methods the second call overlays the first one. i would expect the call to world.draw to draw the map and "stamp" the objects upon it. Debugging shows me, that the first call is performed correctly (world is being drawn), but the following call to all objects ONLY draws the objects, the rest of the scene is getting black. I think i need to blend the drawn textures, but i cant seem to figure out how. Any help is appreciated. Thanks PS: Here is the github link to the project. It may not be in sync of my post here, but for some more in-depth analysis it may help.

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  • GLSL: How Do I cast a float into an int?

    - by dugla
    In a GLSL fragment shader I am trying to cast a float into an int. The compiler has other ideas. It complains thusly: ERROR: 0:60: '=' : cannot convert from 'mediump float' to 'highp int' I am trying to do this: mediump float indexf = floor(2.0 * mixer); highp int index = indexf; I (vainly) tried to raise the precision of the int above the float to appease the GL Gods but no joy. Could someone please school me here? Thanks, Doug

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  • Renderbuffer to GLSL shader?

    - by Dan
    I have a software that performs volume rendering through a raycasting approach. The actual raycasting shader writes the raycasted volume depth into a framebuffer object, through gl_FragDepth, that I bind before calling the shader. The problem I have is that I would like to use this depth in another shader that I call later on. I figured out that the only way to do that is to bind the framebuffer once the raycasting has finished, read the depthmap through something like glReadPixels(0, 0, m_winSize.x , m_winSize.y, GL_DEPTH_COMPONENT, GL_FLOAT, pixels); and write it to a 2D texture as usual glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, m_winSize.x, m_winSize.y, 0, GL_DEPTH_COMPONENT, GL_FLOAT, pixels) and then pass this 2D texture that contains a simple depth map to the other shader. However, I am not entirely sure that what I do is the proper way to do this. Is there anyway to pass the framebuffer that I fill up in my raycasting shader to the other shader?

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  • Game Physics: Implementing Normal Reaction from ground correctly

    - by viraj
    I am implementing a simple side scrolling platform game. I am using the following strategy while coding the physics: Gravity constantly acts on the character. When the character is touching the floor, a normal reaction is exerted by the floor. I face the following problem: If the character is initially at a height, he acquires velocity in the -Y direction. Thus, when he hits the floor, he falls through even though normal force is being exerted. I could fix this by setting the Y velocity to 0, and placing him above the floor if he has collided with it. But this often leads to the character getting stuck in the floor or bouncing around it. Is there a better approach ?

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  • Why is concept art not signed by the author?

    - by Gerald
    I am a starting concept artist who would like to enter the gaming industry. I noticed that some AAA titles show their concept art with no artists signature (only a reference to game the game, such as for Star Wars The Old Republic: 2013 ALL RIGHTS RESERVED BioWare, LucasArts). I asked myself a question, what possible harm could my autograph cause on the public concept art if I am not a well known concept artist such as Adam Adamowicz (who did concepts for Skyrim). Why would a prospective boss tells me not to leave my "finger print" on the picture despite, the fact that I am a very talented artist?

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