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  • Dynamic Environment Creation

    - by Jack
    I was wondering, I'm thinking on a more small-scale, abstracted level, but how does one create a dynamic environment a la Minecraft? In specific, I'm thinking of the world as a 3 dimensional array of block objects, how is it made so that large features such as oceans are created? The language isn't important, I'm thinking on a conceptual level, but if it helps, I use C# or C++. Thanks for any help!

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  • Collision Resolution

    - by ultifinitus
    Hey all, I'm making a simple side-scrolling game, and I would appreciate some input! My collision detection system is a simple bounding box detection, so it's really easy to implement. However my collision resolution is ridiculous! Currently I have a little formula like this: if (colliding(firstObject,secondObject)) firstObject.resolve_collision(yAxisOffset); if (colliding(firstObject,secondObject)) firstObject.resolve_collision(xAxisOffset); where yAxisOffset is only set if the first object's previous y position was outside the second object's collision frame, respectively xAxisOffset as well. Now this is working great, in general. However there is a single problem. When I have a stack of objects and I push the first object against that stack, the first object get's "stuck," on the stack. What's I think is happening is the object's collision system checks and resolves for collisions based on creation time, so If I check one axis, then the other, the object will "sink" object directly along the checking axis. This sinking action causes the collision detection routine to think there's a gap between our position and the other object's position, and when I finally check the object that I've already sunk into, my object's position is resolved to it's original position... All this is great, and I'm sure if I bang my head against a wall long enough i'll come up with a working algorithm, but I'd rather not =). So what in the heck do you think I should do? How could I change my collision resolution system to fix this? Here's the program (temporary link, not sure how long it'll last) (notes: arrow keys to navigate, click to drop block, x to jump) I'd appreciate any help you can offer!

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  • Why do the order of uniforms gets changed by the compiler?

    - by Aybe
    I have the following shader, everything works fine when setting the value of one of the matrices but I've discovered that getting a value back is incorrect for View and Projection, they are in reverse order. #version 430 precision highp float; layout (location = 0) uniform mat4 Model; layout (location = 1) uniform mat4 View; layout (location = 2) uniform mat4 Projection; layout (location = 0) in vec3 in_position; layout (location = 1) in vec4 in_color; out vec4 out_color; void main(void) { gl_Position = Projection * View * Model * vec4(in_position, 1.0); out_color = in_color; } When querying their location they are effectively reversed, I did a small test by renaming View to Piew which puts it before Projection if sorted alphabetically and the order is correct. Now if I do remove layout (location = ...) from the uniforms, the problem disappears !? I am starting to think that this is a driver bug as explained in the wiki. Do you know why the order of the uniforms is changed whenever the shader is compiled ? (using an AMD HD7850)

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  • changing body type without change of center of mass

    - by philipp
    I have an box2d project with some bodies in it, which move around without any user interaction. But if the user selects one of the bodies, he should be able to move it around just like he wants to. To keep it short, I want to change the type of the body to "kinematic" while the user controls it and back to "dynamic" afterwards. If I do so the rotation center of the body changes with the change of the type. How can I reset this? The body's fixture is created of a single b2PolygonShape, with its vertices set via SetAsArray(). Greetings philipp EDIT:: So I looked around about setting the local center of bodies. what brought me to this solution: var md = new b2MassData(); this.body.GetMassData( md ); this.body.SetType( b2body.b2_kinematicBody ); this.body.SetMassData( md ); that did not work, so I had a look at the source and found that SetMassData() always returns if the body is not "dynamic". So I tried this: var md = new b2MassData(); this._body.GetMassData( md ); this._body.SetType( b2Body.b2_kinematicBody ); this._body.m_sweep.localCenter.Set( md.center.x, md.center.y ); what actually is modifying the private data of the body. But it works and no errors appear, but can I really do this without the risk of breaking the application, or in other words, under which circumstances could this solution might cause errors? n.b.: I am using box2dweb of the latest release. Greetings philipp

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  • Unity: Assigning a key to perform an action in the inspector

    - by Marc Pilgaard
    I am trying to write a simple piece of code in JavaScript where a button toggles the activation of a shield, by dragging a prefab with Resources.load("ActivateShieldPreFab") and destroying it again (Haven't implemented that yet). I wish to assign this button through the inspector, so I have created a string variable which appears as intended in the inspector. Though it doesn't seem to register the inspector input, even though I changed the value through the inspector. It only provides the error: "Input Key named: is unknown" When the button name is assigned within the code, there is no issues. Code as follows: var ShieldOn = false; var stringbutton : String; function Start(){ } function Update () { if(Input.GetKey(stringbutton) && ShieldOn != true) { Instantiate(Resources.load("ActivateShieldPreFab"), Vector3 (0, 0, 0), Quaternion.identity); ShieldOn = true; } }

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  • Why is Spritebatch drawing my Textures out of order?

    - by Andrew
    I just started working with XNA Studio after programming 2D games in java. Because of this, I have absolutely no experience with Spritebatch and sprite sorting. In java, I could just layer the images by calling the draw methods in order. For a while, my Spritebatch was working fine in deferred sorting mode, but when I made a change to one of my textures, it suddenly started drawing them out of order. I have searched for a solution to this problem, but nothing seems to work. I have tried adding layer depths to the sprites and changing the sort mode to BackToFront or FrontToBack or even immediate, but nothing seems to work. Here is my drawing code: protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Gray); Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null); for (int x = 0; x < 5; x++) { for (int y = 0; y < 5; y++) { region[x, y].draw(((float)w / aw)); // Draws the Tile-Based background } } player.draw(spriteBatch, ((float)w / aw));//draws the character (This method is where the problem occurs) enemy.draw(spriteBatch, (float)w/aw); // draws a basic enemy Game1.spriteBatch.End(); base.Draw(gameTime); } player.draw method: public void draw(SpriteBatch sb, float ratio){ //draws the player base (The character without hair or equipment) sb.Draw(playerbase[0], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White,0,Vector2.Zero,SpriteEffects.None,0); //draws the player's hair sb.Draw(playerbase[3], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White, 0, Vector2.Zero, SpriteEffects.None, 0); //draws the player's shirt sb.Draw(equipment[0], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White, 0, Vector2.Zero, SpriteEffects.None, 0); //draws the player's pants sb.Draw(equipment[1], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White, 0, Vector2.Zero, SpriteEffects.None, 0); //draws the player's shoes sb.Draw(equipment[2], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White, 0, Vector2.Zero, SpriteEffects.None, 0); } the game has a top-down perspective much like the early legend of zelda games. It draws sections of the texture depending on which direction the character is facing and the animation frame. However, instead of drawing the character in the order the draw methods are called, it ends up drawing the character out of order. Please help me with this problem.

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  • Algorithm to find average position

    - by Simran kaur
    In the given diagram, I have the extreme left and right points, that is -2 and 4 in this case. So, obviously, I can calculate the width which is 6 in this case. What we know: The number of partitions:3 in this case The partition number at at any point i.e which one is 1st,second or third partition (numbered starting from left) What I want: The position of the purple line drawn which is positio of average of a particular partition So, basically I just want a generalized formula to calculate position of the average at any point.

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  • How can I create a 3D model in Java without using modeling software?

    - by Galen Nare
    I am a lightly experienced game developer and this is my first time trying 3D objects in Java for the first time. I have been recently creating and updating games using AWT, Swing, and Graphics, but I want to delve farther into Java. I have looked into Java3D, but it's not what I want. I want to use Images and then crop the Image and place the respective textures in their respective places. I already know how to do the cropping and 2D Image editing, but how do I go 3D?

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  • Is there any existing (old) game that released graphic as free or open source?

    - by Alexey Petrushin
    I'd like to (re)create an online version (html5/JS) of some old game, for example something like HoM&M 2. Maybe, some of old games were released as free or open source (I'm interested in the graphical assets only)? I heard something about Red Alert been released as free, but I'm not sure if it's permitted to reuse graphical assets in such manner. Do You know such games? Another question - can You please share Your thoughts, rough estimate - how much it will cost to pay an artist to create graphics similar to HoM&M 2?

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  • Car Modelling for race game

    - by Mert Toka
    I am taking Computer Graphics course this semester and we have a video game competition. I am making racing game with simulated dynamics. Our professor told us that we don't have to do much of a modelling but since we haven't started the gaming part and since I have free time I want to model the car. My question is firstly which software do you recommend to design game components? I know Maya right now. Secondly, if I design the car or any other part, what should its polygon count in order to run game smoothly? I can design pretty much everything but I assume that it is hard to design low-poly models.

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  • SpriteBatch.end() generating null pointer exception

    - by odaymichael
    I am getting a null pointer exception using libGDX that the debugger points as the SpriteBatch.end() line. I was wondering what would cause this. Here is the offending code block, specifically the batch.end() line: batch.begin(); for (int j = 0; j < 3; j++) for (int i = 0; i < 3; i++) if (zoomgrid[i][j].getPiece().getImage() != null) zoomgrid[i][j].getPiece().getImage().draw(batch); batch.end(); The top of the stack is actually a line that calls lastTexture.bind(); In the flush() method of com.badlogic.gdx.graphics.g2d.SpriteBatch. I appreciate any input, let me know if I haven't included enough information.

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  • First Person Camera strafing at angle

    - by Linkandzelda
    I have a simple camera class working in directx 11 allowing moving forward and rotating left and right. I'm trying to implement strafing into it but having some problems. The strafing works when there's no camera rotation, so when the camera starts at 0, 0, 0. But after rotating the camera in either direction it seems to strafe at an angle or inverted or just some odd stuff. Here is a video uploaded to Dropbox showing this behavior. https://dl.dropboxusercontent.com/u/2873587/IncorrectStrafing.mp4 And here is my camera class. I have a hunch that it's related to the calculation for camera position. I tried various different calculations in strafe and they all seem to follow the same pattern and same behavior. Also the m_camera_rotation represents the Y rotation, as pitching isn't implemented yet. #include "camera.h" camera::camera(float x, float y, float z, float initial_rotation) { m_x = x; m_y = y; m_z = z; m_camera_rotation = initial_rotation; updateDXZ(); } camera::~camera(void) { } void camera::updateDXZ() { m_dx = sin(m_camera_rotation * (XM_PI/180.0)); m_dz = cos(m_camera_rotation * (XM_PI/180.0)); } void camera::Rotate(float amount) { m_camera_rotation += amount; updateDXZ(); } void camera::Forward(float step) { m_x += step * m_dx; m_z += step * m_dz; } void camera::strafe(float amount) { float yaw = (XM_PI/180.0) * m_camera_rotation; m_x += cosf( yaw ) * amount; m_z += sinf( yaw ) * amount; } XMMATRIX camera::getViewMatrix() { updatePosition(); return XMMatrixLookAtLH(m_position, m_lookat, m_up); } void camera::updatePosition() { m_position = XMVectorSet(m_x, m_y, m_z, 0.0); m_lookat = XMVectorSet(m_x + m_dx, m_y, m_z + m_dz, 0.0); m_up = XMVectorSet(0.0, 1.0, 0.0, 0.0); }

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  • Automated texture mapping

    - by brandon
    I have a set of seamless tiling textures. I want to be able to take an arbitrary model and create a UV map with these properties: No stretching (all textures tile appropriately so there is no stretching and sheering of the texture) The textures display on the correct axis relative to the model it's mapping to (if you look at the example, you can see some of the letters on the front are tilted, the y axis of the texture should be matching up with the y axis of the object. Some other faces have upside down letters too) the texture is as continuous as possible on the surface of the model (if two faces are adjacent, the texture continues on the adjacent face where it left off) the model is closed (all faces are completely enclosed by other faces) A few notes. This mapping will occur before triangulation. I realize there are ways to do this by hand and it's probably a hard problem to automatically map textures in general, but since these textures are seamless and I just need uniform coverage it seems like an easier problem. I'm looking for an algorithmic approach to this that I can apply in general, not a tool that does it. What approach would work for this, is there an existing one? (I assume so)

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  • Convenience of mySQL over xml

    - by Bonechilla
    Currently I use XML to store specific information to correctly load a few things such as a list of specfied characters, scenes and music, Once more I use JAXB in combination with standard compression/decompression(ZIP) functionality to store a list of extrenous data. This data is called to add functionality to the character, somewhat like Skills in an RPG. Each skill is seperated into its own XML file with a grandlist which contains the names of each file with their extensions omitted and zipped in folder that gets encrypted. At first using xml was working fine however as the skill list grow i worry about its stability. I was wondering if I should begin storing the data in mySQL. Originally I planned to simply convert everything to JSON over xml but i think possibly mySQL would be a better move. Can anyone inform me of the key difference and pros and cons of each I guess i'm looking for the best way to store the data more conviently and would be easier to operate on. The data is mostly primatives and strings and the only arraylist of values i have i can just concat into a single field and parse later Edit: If I am going in the right direction with XML would it make sense to convert it to JSON and use maybe Kyro or EclipseLink JAXB (MOXy)

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  • LWJGL Determining whether or not a polygon is on-screen.

    - by Brandon oubiub
    Not sure whether this is an LWJGL or math question. I want to check whether a shape is on-screen, so that I don't have to render it if it isn't. First of all, is there any simple way to do this that I am overlooking? Like some method or something that I haven't found? I'm going to assume there isn't. I tried using my trigonometry skills, but it is hard to do this because of how glRotate also distorts the image a little for perspective and realism. Or, is there any way to easily determine if a ray starting from the camera, and going outward in a straight line intersects a shape? (I can probably do it with my math skillz, but is there an easier way?) By the way, I can easily determine the angle at which the camera is facing around the x and y axis. EDIT: Or, possibly, I could get the angles of a vector from the camera to the object, and compare those angles to my camera angles. But I have a feeling that the distorts from glRotate and glTranslate would be an issue. I'll try it though.

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  • Normal map applied as diffuse textures looks wrong

    - by KaiserJohaan
    Diffuse textures works fine, but I am having problem with normal maps, so I thought I'd tried to apply the normal maps as the diffuse map in my fragment shader so I could see everything is OK. I comment-out my normal map code and just set the diffuse map to the normal map and I get this: http://postimg.org/image/j9gudjl7r/ Looks like a smurf! This is the actual normal map of the main body: http://postimg.org/image/sbkyr6fg9/ Here is my fragment shader, notice I commented out normal map code so I could debug the normal map as a diffuse texture "#version 330 \n \ \n \ layout(std140) uniform; \n \ \n \ const int MAX_LIGHTS = 8; \n \ \n \ struct Light \n \ { \n \ vec4 mLightColor; \n \ vec4 mLightPosition; \n \ vec4 mLightDirection; \n \ \n \ int mLightType; \n \ float mLightIntensity; \n \ float mLightRadius; \n \ float mMaxDistance; \n \ }; \n \ \n \ uniform UnifLighting \n \ { \n \ vec4 mGamma; \n \ vec3 mViewDirection; \n \ int mNumLights; \n \ \n \ Light mLights[MAX_LIGHTS]; \n \ } Lighting; \n \ \n \ uniform UnifMaterial \n \ { \n \ vec4 mDiffuseColor; \n \ vec4 mAmbientColor; \n \ vec4 mSpecularColor; \n \ vec4 mEmissiveColor; \n \ \n \ bool mHasDiffuseTexture; \n \ bool mHasNormalTexture; \n \ bool mLightingEnabled; \n \ float mSpecularShininess; \n \ } Material; \n \ \n \ uniform sampler2D unifDiffuseTexture; \n \ uniform sampler2D unifNormalTexture; \n \ \n \ in vec3 frag_position; \n \ in vec3 frag_normal; \n \ in vec2 frag_texcoord; \n \ in vec3 frag_tangent; \n \ in vec3 frag_bitangent; \n \ \n \ out vec4 finalColor; " " \n \ \n \ void CalcGaussianSpecular(in vec3 dirToLight, in vec3 normal, out float gaussianTerm) \n \ { \n \ vec3 viewDirection = normalize(Lighting.mViewDirection); \n \ vec3 halfAngle = normalize(dirToLight + viewDirection); \n \ \n \ float angleNormalHalf = acos(dot(halfAngle, normalize(normal))); \n \ float exponent = angleNormalHalf / Material.mSpecularShininess; \n \ exponent = -(exponent * exponent); \n \ \n \ gaussianTerm = exp(exponent); \n \ } \n \ \n \ vec4 CalculateLighting(in Light light, in vec4 diffuseTexture, in vec3 normal) \n \ { \n \ if (light.mLightType == 1) // point light \n \ { \n \ vec3 positionDiff = light.mLightPosition.xyz - frag_position; \n \ float dist = max(length(positionDiff) - light.mLightRadius, 0); \n \ \n \ float attenuation = 1 / ((dist/light.mLightRadius + 1) * (dist/light.mLightRadius + 1)); \n \ attenuation = max((attenuation - light.mMaxDistance) / (1 - light.mMaxDistance), 0); \n \ \n \ vec3 dirToLight = normalize(positionDiff); \n \ float angleNormal = clamp(dot(normalize(normal), dirToLight), 0, 1); \n \ \n \ float gaussianTerm = 0.0; \n \ if (angleNormal > 0.0) \n \ CalcGaussianSpecular(dirToLight, normal, gaussianTerm); \n \ \n \ return diffuseTexture * (attenuation * angleNormal * Material.mDiffuseColor * light.mLightIntensity * light.mLightColor) + \n \ (attenuation * gaussianTerm * Material.mSpecularColor * light.mLightIntensity * light.mLightColor); \n \ } \n \ else if (light.mLightType == 2) // directional light \n \ { \n \ vec3 dirToLight = normalize(light.mLightDirection.xyz); \n \ float angleNormal = clamp(dot(normalize(normal), dirToLight), 0, 1); \n \ \n \ float gaussianTerm = 0.0; \n \ if (angleNormal > 0.0) \n \ CalcGaussianSpecular(dirToLight, normal, gaussianTerm); \n \ \n \ return diffuseTexture * (angleNormal * Material.mDiffuseColor * light.mLightIntensity * light.mLightColor) + \n \ (gaussianTerm * Material.mSpecularColor * light.mLightIntensity * light.mLightColor); \n \ } \n \ else if (light.mLightType == 4) // ambient light \n \ return diffuseTexture * Material.mAmbientColor * light.mLightIntensity * light.mLightColor; \n \ else \n \ return vec4(0.0); \n \ } \n \ \n \ void main() \n \ { \n \ vec4 diffuseTexture = vec4(1.0); \n \ if (Material.mHasDiffuseTexture) \n \ diffuseTexture = texture(unifDiffuseTexture, frag_texcoord); \n \ \n \ vec3 normal = frag_normal; \n \ if (Material.mHasNormalTexture) \n \ { \n \ diffuseTexture = vec4(normalize(texture(unifNormalTexture, frag_texcoord).xyz * 2.0 - 1.0), 1.0); \n \ // vec3 normalTangentSpace = normalize(texture(unifNormalTexture, frag_texcoord).xyz * 2.0 - 1.0); \n \ //mat3 tangentToWorldSpace = mat3(normalize(frag_tangent), normalize(frag_bitangent), normalize(frag_normal)); \n \ \n \ // normal = tangentToWorldSpace * normalTangentSpace; \n \ } \n \ \n \ if (Material.mLightingEnabled) \n \ { \n \ vec4 accumLighting = vec4(0.0); \n \ \n \ for (int lightIndex = 0; lightIndex < Lighting.mNumLights; lightIndex++) \n \ accumLighting += Material.mEmissiveColor * diffuseTexture + \n \ CalculateLighting(Lighting.mLights[lightIndex], diffuseTexture, normal); \n \ \n \ finalColor = pow(accumLighting, Lighting.mGamma); \n \ } \n \ else { \n \ finalColor = pow(diffuseTexture, Lighting.mGamma); \n \ } \n \ } \n"; Here is my wrapper around a texture OpenGLTexture::OpenGLTexture(const std::vector<uint8_t>& textureData, uint32_t textureWidth, uint32_t textureHeight, TextureFormat textureFormat, TextureType textureType, Logger& logger) : mLogger(logger), mTextureID(gNextTextureID++), mTextureType(textureType) { glGenTextures(1, &mTexture); CHECK_GL_ERROR(mLogger); glBindTexture(GL_TEXTURE_2D, mTexture); CHECK_GL_ERROR(mLogger); GLint glTextureFormat = (textureFormat == TextureFormat::TEXTURE_FORMAT_RGB ? GL_RGB : textureFormat == TextureFormat::TEXTURE_FORMAT_RGBA ? GL_RGBA : GL_RED); glTexImage2D(GL_TEXTURE_2D, 0, glTextureFormat, textureWidth, textureHeight, 0, glTextureFormat, GL_UNSIGNED_BYTE, &textureData[0]); CHECK_GL_ERROR(mLogger); glGenerateMipmap(GL_TEXTURE_2D); CHECK_GL_ERROR(mLogger); glBindTexture(GL_TEXTURE_2D, 0); CHECK_GL_ERROR(mLogger); } OpenGLTexture::~OpenGLTexture() { glDeleteBuffers(1, &mTexture); CHECK_GL_ERROR(mLogger); } And here is the sampler I create which is shared between Diffuse and normal textures // texture sampler setup glGenSamplers(1, &mTextureSampler); CHECK_GL_ERROR(mLogger); glSamplerParameteri(mTextureSampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR); CHECK_GL_ERROR(mLogger); glSamplerParameteri(mTextureSampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); CHECK_GL_ERROR(mLogger); glSamplerParameteri(mTextureSampler, GL_TEXTURE_WRAP_S, GL_REPEAT); CHECK_GL_ERROR(mLogger); glSamplerParameteri(mTextureSampler, GL_TEXTURE_WRAP_T, GL_REPEAT); CHECK_GL_ERROR(mLogger); glSamplerParameterf(mTextureSampler, GL_TEXTURE_MAX_ANISOTROPY_EXT, mCurrentAnisotropy); CHECK_GL_ERROR(mLogger); glUniform1i(glGetUniformLocation(mDefaultProgram.GetHandle(), "unifDiffuseTexture"), OpenGLTexture::TEXTURE_UNIT_DIFFUSE); CHECK_GL_ERROR(mLogger); glUniform1i(glGetUniformLocation(mDefaultProgram.GetHandle(), "unifNormalTexture"), OpenGLTexture::TEXTURE_UNIT_NORMAL); CHECK_GL_ERROR(mLogger); glBindSampler(OpenGLTexture::TEXTURE_UNIT_DIFFUSE, mTextureSampler); CHECK_GL_ERROR(mLogger); glBindSampler(OpenGLTexture::TEXTURE_UNIT_NORMAL, mTextureSampler); CHECK_GL_ERROR(mLogger); SetAnisotropicFiltering(mCurrentAnisotropy); The diffuse textures looks like they should, but the normal looks so wierd. Why is this?

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  • Draw a never-ending line in XNA

    - by user2236165
    I am drawing a line in XNA which I want to never end. I also have a tool that moves forward in X-direction and a camera which is centered at this tool. However, when I reach the end of the viewport the lines are not drawn anymore. Here are some pictures to illustrate my problem: At the start the line goes across the whole screen, but as my tool moves forward, we reach the end of the line. Here are the method which draws the lines: private void DrawEvenlySpacedSprites (Texture2D texture, Vector2 point1, Vector2 point2, float increment) { var distance = Vector2.Distance (point1, point2); // the distance between two points var iterations = (int)(distance / increment); // how many sprites with be drawn var normalizedIncrement = 1.0f / iterations; // the Lerp method needs values between 0.0 and 1.0 var amount = 0.0f; if (iterations == 0) iterations = 1; for (int i = 0; i < iterations; i++) { var drawPoint = Vector2.Lerp (point1, point2, amount); spriteBatch.Draw (texture, drawPoint, Color.White); amount += normalizedIncrement; } } Here are the draw method in Game. The dots are my lines: protected override void Draw (GameTime gameTime) { graphics.GraphicsDevice.Clear(Color.Black); nyVector = nextVector (gammelVector); GraphicsDevice.SetRenderTarget (renderTarget); spriteBatch.Begin (); DrawEvenlySpacedSprites (dot, gammelVector, nyVector, 0.9F); spriteBatch.End (); GraphicsDevice.SetRenderTarget (null); spriteBatch.Begin (SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null, null, camera.transform); spriteBatch.Draw (renderTarget, new Vector2 (), Color.White); spriteBatch.Draw (tool, new Vector2(toolPos.X - (tool.Width/2), toolPos.Y - (tool.Height/2)), Color.White); spriteBatch.End (); gammelVector = new Vector2 (nyVector.X, nyVector.Y); base.Draw (gameTime); } Here's the next vector-method, It just finds me a new point where the line should be drawn with a new X-coordinate between 100 and 200 pixels and a random Y-coordinate between the old vector Y-coordinate and the height of the viewport: Vector2 nextVector (Vector2 vector) { return new Vector2 (vector.X + r.Next(100, 200), r.Next ((int)(vector.Y - 100), viewport.Height)); } Can anyone point me in the right direction here? I'm guessing it has to do with the viewport.width, but I'm not quite sure how to solve it. Thank you for reading!

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  • Physics in carrom like game using cocos2d + Box2D

    - by Raj
    I am working on carrom like game using cocos2d + Box2D. I set world gravity(0,0), want gravity in z-axis. I set following values for coin and striker body: Coin body (circle with radius - 15/PTM_RATIO): density = 20.0f; friction = 0.4f; restitution = 0.6f; Striker body (circle with radius - 15/PTM_RATIO): density = 25.0f; friction = 0.6f; restitution = 0.3f; Output is not smooth. When I apply ApplyLinearImpulse(force,position) the coin movement looks like floating in the air - takes too much time to stop. What values for coin and striker make it look like real carrom?

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  • Retrieving model position after applying modeltransforms in XNA

    - by Glen Dekker
    For this method that the goingBeyond XNA tutorial provides, it would be really convenient if I could retrieve the new position of the model after I apply all the transforms to the mesh. I have edited the method a little for what I need. Does anyone know a way I can do this? public void DrawModel( Camera camera ) { Matrix scaleY = Matrix.CreateScale(new Vector3(1, 2, 1)); Matrix temp = Matrix.CreateScale(100f) * scaleY * rotationMatrix * translationMatrix * Matrix.CreateRotationY(MathHelper.Pi / 6) * translationMatrix2; Matrix[] modelTransforms = new Matrix[model.Bones.Count]; model.CopyAbsoluteBoneTransformsTo(modelTransforms); if (camera.getDistanceFromPlayer(position+position1) > 3000) return; foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.World = modelTransforms[mesh.ParentBone.Index] * temp * worldMatrix; effect.View = camera.viewMatrix; effect.Projection = camera.projectionMatrix; } mesh.Draw(); } }

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  • Scale a game object to Bounds

    - by Spikeh
    I'm trying to scale a lot of dynamically created game objects in Unity3D to the bounds of a sphere collider, based on the size of their current mesh. Each object has a different scale and mesh size. Some are bigger than the AABB of the collider, and some are smaller. Here's the script I've written so far: private void ScaleToCollider(GameObject objectToScale, SphereCollider sphere) { var currentScale = objectToScale.transform.localScale; var currentSize = objectToScale.GetMeshHierarchyBounds().size; var targetSize = (sphere.radius * 2); var newScale = new Vector3 { x = targetSize * currentScale.x / currentSize.x, y = targetSize * currentScale.y / currentSize.y, z = targetSize * currentScale.z / currentSize.z }; Debug.Log("{0} Current scale: {1}, targetSize: {2}, currentSize: {3}, newScale: {4}, currentScale.x: {5}, currentSize.x: {6}", objectToScale.name, currentScale, targetSize, currentSize, newScale, currentScale.x, currentSize.x); //DoorDevice_meshBase Current scale: (0.1, 4.0, 3.0), targetSize: 5, currentSize: (2.9, 4.0, 1.1), newScale: (0.2, 5.0, 13.4), currentScale.x: 0.125, currentSize.x: 2.869114 //RedControlPanelForAirlock_meshBase Current scale: (1.0, 1.0, 1.0), targetSize: 5, currentSize: (0.0, 0.3, 0.2), newScale: (147.1, 16.7, 25.0), currentScale.x: 1, currentSize.x: 0.03400017 objectToScale.transform.localScale = newScale; } And the supporting extension method: public static Bounds GetMeshHierarchyBounds(this GameObject go) { var bounds = new Bounds(); // Not used, but a struct needs to be instantiated if (go.renderer != null) { bounds = go.renderer.bounds; // Make sure the parent is included Debug.Log("Found parent bounds: " + bounds); //bounds.Encapsulate(go.renderer.bounds); } foreach (var c in go.GetComponentsInChildren<MeshRenderer>()) { Debug.Log("Found {0} bounds are {1}", c.name, c.bounds); if (bounds.size == Vector3.zero) { bounds = c.bounds; } else { bounds.Encapsulate(c.bounds); } } return bounds; } After the re-scale, there doesn't seem to be any consistency to the results - some objects with completely uniform scales (x,y,z) seem to resize correctly, but others don't :| Its one of those things I've been trying to fix for so long I've lost all grasp on any of the logic :| Any help would be appreciated!

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  • How to optimize collision detection

    - by Niklas
    I am developing a 2D Java Game with LibGDX. This is what it kinda looks like (simplified): The big black circle is the player, which you can move by tilting the smartphone. The red circles and blue rectangles are enemies, which will move from the right of the screen to the left. The player has to avoid crashing into them. Right now I am checking in the Game Loop every enemy against the player, whether they collide or not. This seems kinda inefficient to me, but I don't know how to improve it. I have tried the Quadtree approach, but it did not really work. The player could easily glitch through enemies and the collision was not detected. Unfortunately, I have destroyed the Quadtree implementation. I used this [tutorial/blog] as my Quadtree implementation(http://gamedevelopment.tutsplus.com/tutorials/quick-tip-use-quadtrees-to-detect-likely-collisions-in-2d-space--gamedev-374).

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  • car crash android game

    - by Axarydax
    I'd like to make a simple 2d car crashing game, where the player would drive his car into moving traffic and try to cause as much damage as possible in each level (some Burnout games had a mode like this). The physics part of the game is the most important, I can worry about graphics later. Would engine like emini or box2d work for this kind of game? Would Android devices have enough power to handle this? For example if there were about 20 cars colliding, along with some buildings, it would be nice if I could get 20 fps.

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  • Examples of interesting implementations of character stats?

    - by Tchalvak
    I've got this BBG going ( http://ninjawars.net ), and the character stats currently are simplistic. I'm looking to add a few stats to the current 1/2 (strength and maximum hitpoints, essentially). I've come up with: (strength (unchanged), speed, stamina, and some others that are somewhat interesting wildcard stats). However, I'm not satisfied with how boring the effects of some of these stats are, because they're very linear. Better stat, better effects of the stat, but the stats don't interact with each-other, there's no Rock-Paper-Scissors interaction, having more is always better all the time. So what I'd really like is to see examples of interesting character stats or effects of stats? Examples that I can think of off hand: Call of Cthulu's Insanity stat (things get really weird/chaotic if you start losing sanity) White Wolf stats, to a certain extent (the stats themselves have some basic effects, and all skills effectiveness base themselves off of stats as well) What are some other ways people have used stats to check out?

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  • Early Z culling - Ogre

    - by teodron
    This question is concerned with how one can enable this "pixel filter" to work within an Ogre based app. Simply put, one can write two passes, the first without writing any colour values to the frame buffer lighting off colour_write off shading flat The second pass is the one that employs heavy pixel shader computations, hence it would be really nice to get rid of those hidden surface patches and not process them pixel-wise. This approach works, except for one thing: objects with alpha, such as billboard trees suffer in a peculiar way - from one side, they seem to capture the sky/background within their alpha region and ignore other trees/houses behind them, while viewed from the other side, they exhibit the desired behavior. To tackle the issue, I thought I could write a custom vertex shader in the first pass and offset the projected Z component of the vertex a little further away from its actual position, so that in the second pass there is a need to recompute correctly the pixels of the objects closest to the camera. This doesn't work at all, all surfaces are processed in the pixel shader and there is no performance gain. So, if anyone has done a similar trick with Ogre and alpha objects, kindly please help.

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  • 3D texture coordinates for a cube

    - by Roshan
    I want to use glTexImage3D with cube. what will be the texture coordinates for it? i am using GL_TEXTURE_3D as target. I tried with u v coordinates same as 2d texture coordinates with z component 0-depth for each face. But that goes wrong. How to apply each layer to each face of the cube with target= GL_TEXTURE_3D? Lets assume i have 8 layers of 2D images in my 3D texture. I want all 8 layers to apply on each of the cube and not 1 layer on 1 face of the cube.

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