Search Results

Search found 3566 results on 143 pages for '2d physics'.

Page 40/143 | < Previous Page | 36 37 38 39 40 41 42 43 44 45 46 47  | Next Page >

  • Libgdx - 2D Mesh rendering overlap glitch

    - by user46858
    I am trying to render a 2D circle segment mesh (quarter circle)using Libgdx/Opengl ES 2.0 but I seem to be getting an overlapping issue as seen in the picture attached. I cant seem to find the cause of the problem but the overlapping disappears/reappears if I drag and resize the window to random sizes. The problem occurs on both pc and android. The strange thing is the first two segments atleast dont seem to be causing any overlapping only the third and/or forth segment.......even though they are all rendered using the same mesh object..... I have spent ages trying to find the cause of the problem before posting here for help so ANY help/advice in finding the cause of this problem would be really appreciated. public class MyGdxGame extends Game { private SpriteBatch batch; private Texture texture; private OrthographicCamera myCamera; private float w; private float h; private ShaderProgram circleSegShader; private Mesh circleScaleSegMesh; private Stage stage; private float TotalSegments; Vector3 virtualres; @Override public void create() { w = Gdx.graphics.getWidth(); h = Gdx.graphics.getHeight(); batch = new SpriteBatch(); ViewPortsize = new Vector2(); TotalSegments = 4.0f; virtualres = new Vector3(1280.0f, 720.0f, 0.0f); myCamera = new OrthographicCamera(); myCamera.setToOrtho(false, w, h); texture = new Texture(Gdx.files.internal("data/libgdx.png")); texture.setFilter(TextureFilter.Linear, TextureFilter.Linear); circleScaleSegMesh = createCircleMesh_V3(0.0f,0.0f,200.0f, 30.0f,3, (360.0f /TotalSegments) ); circleSegShader = loadShaderFromFile(new String("circleseg.vert"), new String("circleseg.frag")); shaderProgram.pedantic = false; stage = new Stage(); stage.setViewport(new ExtendViewport(w, h)); Gdx.input.setInputProcessor(stage); } @Override public void render() { .... //render renderInit(); renderCircleScaledSegment(); } @Override public void resize(int width, int height) { stage.getViewport().update(width, height, true); myCamera.position.set( virtualres.x/2.0f, virtualres.y/2.0f, 0.0f); myCamera.update(); } public void renderInit(){ Gdx.gl20.glClearColor(1.0f, 1.0f, 1.0f, 0.0f); Gdx.gl20.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT); batch.setShader(null); batch.setProjectionMatrix(myCamera.combined); } public void renderCircleScaledSegment(){ Gdx.gl20.glEnable(GL20.GL_DEPTH_TEST); Gdx.gl20.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA); Gdx.gl20.glEnable(GL20.GL_BLEND); batch.begin(); circleSegShader.begin(); Matrix4 modelMatrix = new Matrix4(); Matrix4 cameraMatrix = new Matrix4(); Matrix4 cameraMatrix2 = new Matrix4(); Matrix4 cameraMatrix3 = new Matrix4(); Matrix4 cameraMatrix4 = new Matrix4(); cameraMatrix = myCamera.combined.cpy(); modelMatrix.idt().rotate(new Vector3(0.0f,0.0f,1.0f), 0.0f - ((360.0f /TotalSegments)/ 2.0f)).trn(virtualres.x/2.0f,virtualres.y/2.0f, 0.0f); cameraMatrix.mul(modelMatrix); cameraMatrix2 = myCamera.combined.cpy(); modelMatrix.idt().rotate(new Vector3(0.0f,0.0f,1.0f), 0.0f - ((360.0f /TotalSegments)/ 2.0f) +(360.0f /TotalSegments) ).trn(virtualres.x/2.0f,virtualres.y/2.0f, 0.0f); cameraMatrix2.mul(modelMatrix); cameraMatrix3 = myCamera.combined.cpy(); modelMatrix.idt().rotate(new Vector3(0.0f,0.0f,1.0f), 0.0f - ((360.0f /TotalSegments)/ 2.0f) +(2*(360.0f /TotalSegments))).trn(virtualres.x/2.0f,virtualres.y/2.0f, 0.0f); cameraMatrix3.mul(modelMatrix); cameraMatrix4 = myCamera.combined.cpy(); modelMatrix.idt().rotate(new Vector3(0.0f,0.0f,1.0f),0.0f - ((360.0f /TotalSegments)/ 2.0f) +(3*(360.0f /TotalSegments)) ).trn(virtualres.x/2.0f,virtualres.y/2.0f, 0.0f); cameraMatrix4.mul(modelMatrix); Vector3 box2dpos = new Vector3(0.0f, 0.0f, 0.0f); circleSegShader.setUniformMatrix("u_projTrans", cameraMatrix); circleSegShader.setUniformf("u_box2dpos", box2dpos); circleSegShader.setUniformi("u_texture", 0); texture.bind(); circleScaleSegMesh.render(circleSegShader, GL20.GL_TRIANGLES); circleSegShader.setUniformMatrix("u_projTrans", cameraMatrix2); circleSegShader.setUniformf("u_box2dpos", box2dpos); circleSegShader.setUniformi("u_texture", 0); texture.bind(); circleScaleSegMesh.render(circleSegShader, GL20.GL_TRIANGLES); circleSegShader.setUniformMatrix("u_projTrans", cameraMatrix3); circleSegShader.setUniformf("u_box2dpos", box2dpos); circleSegShader.setUniformi("u_texture", 0); texture.bind(); circleScaleSegMesh.render(circleSegShader, GL20.GL_TRIANGLES); circleSegShader.setUniformMatrix("u_projTrans", cameraMatrix4); circleSegShader.setUniformf("u_box2dpos", box2dpos); circleSegShader.setUniformi("u_texture", 0); texture.bind(); circleScaleSegMesh.render(circleSegShader, GL20.GL_TRIANGLES); circleSegShader.end(); batch.flush(); batch.end(); Gdx.gl20.glDisable(GL20.GL_DEPTH_TEST); Gdx.gl20.glDisable(GL20.GL_BLEND); } public Mesh createCircleMesh_V3(float cx, float cy, float r_out, float r_in, int num_segments, float segmentSizeDegrees){ float theta = (float) (2.0f * MathUtils.PI / (num_segments * (360.0f / segmentSizeDegrees))); float c = MathUtils.cos(theta);//precalculate the sine and cosine float s = MathUtils.sin(theta); float t,t2; float x = r_out;//we start at angle = 0 float y = 0; float x2 = r_in;//we start at angle = 0 float y2 = 0; float[] meshCoords = new float[num_segments *2 *3 *7]; int arrayIndex = 0; //array for triangles without indices for(int ii = 0; ii < num_segments; ii++) { meshCoords[arrayIndex] = x2+cx; meshCoords[arrayIndex +1] = y2+cy; meshCoords[arrayIndex +2] = 0.0f; meshCoords[arrayIndex +3] = 63.0f/255.0f; meshCoords[arrayIndex +4] = 139.0f/255.0f; meshCoords[arrayIndex +5] = 217.0f/255.0f; meshCoords[arrayIndex +6] = 0.7f; arrayIndex = arrayIndex + 7; meshCoords[arrayIndex] = x+cx; meshCoords[arrayIndex +1] = y+cy; meshCoords[arrayIndex +2] = 0.0f; meshCoords[arrayIndex +3] = 63.0f/255.0f; meshCoords[arrayIndex +4] = 139.0f/255.0f; meshCoords[arrayIndex +5] = 217.0f/255.0f; meshCoords[arrayIndex +6] = 0.7f; arrayIndex = arrayIndex + 7; t = x; x = c * x - s * y; y = s * t + c * y; meshCoords[arrayIndex] = x+cx; meshCoords[arrayIndex +1] = y+cy; meshCoords[arrayIndex +2] = 0.0f; meshCoords[arrayIndex +3] = 63.0f/255.0f; meshCoords[arrayIndex +4] = 139.0f/255.0f; meshCoords[arrayIndex +5] = 217.0f/255.0f; meshCoords[arrayIndex +6] = 0.7f; arrayIndex = arrayIndex + 7; meshCoords[arrayIndex] = x2+cx; meshCoords[arrayIndex +1] = y2+cy; meshCoords[arrayIndex +2] = 0.0f; meshCoords[arrayIndex +3] = 63.0f/255.0f; meshCoords[arrayIndex +4] = 139.0f/255.0f; meshCoords[arrayIndex +5] = 217.0f/255.0f; meshCoords[arrayIndex +6] = 0.7f; arrayIndex = arrayIndex + 7; meshCoords[arrayIndex] = x+cx; meshCoords[arrayIndex +1] = y+cy; meshCoords[arrayIndex +2] = 0.0f; meshCoords[arrayIndex +3] = 63.0f/255.0f; meshCoords[arrayIndex +4] = 139.0f/255.0f; meshCoords[arrayIndex +5] = 217.0f/255.0f; meshCoords[arrayIndex +6] = 0.7f; arrayIndex = arrayIndex + 7; t2 = x2; x2 = c * x2 - s * y2; y2 = s * t2 + c * y2; meshCoords[arrayIndex] = x2+cx; meshCoords[arrayIndex +1] = y2+cy; meshCoords[arrayIndex +2] = 0.0f; meshCoords[arrayIndex +3] = 63.0f/255.0f; meshCoords[arrayIndex +4] = 139.0f/255.0f; meshCoords[arrayIndex +5] = 217.0f/255.0f; meshCoords[arrayIndex +6] = 0.7f; arrayIndex = arrayIndex + 7; } Mesh myMesh = new Mesh(VertexDataType.VertexArray, false, meshCoords.length, 0, new VertexAttribute(VertexAttributes.Usage.Position, 3, "a_position"), new VertexAttribute(VertexAttributes.Usage.Color, 4, "a_color")); myMesh.setVertices(meshCoords); return myMesh; } }

    Read the article

  • initialising a 2-dim Array in Scala

    - by Stefan W.
    (Scala 2.7.7:) I don't get used to 2d-Arrays. Arrays are mutable, but how do I specify a 2d-Array which is - let's say of size 3x4. The dimension (2D) is fixed, but the size per dimension shall be initializable. I tried this: class Field (val rows: Int, val cols: Int, sc: java.util.Scanner) { var field = new Array [Char](rows)(cols) for (r <- (1 to rows)) { val line = sc.nextLine () val spl = line.split (" ") field (r) = spl.map (_.charAt (0)) } def put (val rows: Int, val cols: Int, c: Char) = todo () } I get this error: :11: error: value update is not a member of Char field (r) = spl.map (_.charAt (0)) If it would be Java, it would be much more code, but I would know how to do it, so I show what I mean: public class Field { private char[][] field; public Field (int rows, int cols, java.util.Scanner sc) { field = new char [rows][cols]; for (int r = 0; r < rows; ++r) { String line = sc.nextLine (); String[] spl = line.split (" "); for (int c = 0; c < cols; ++c) field [r][c] = spl[c].charAt (0); } } public static void main (String args[]) { new Field (3, 4, new java.util.Scanner ("fraese.fld")); } } and fraese.fld would look, for example, like that: M M M M . M I get some steps wide with val field = new Array Array [Char] but how would I then implement 'put'? Or is there a better way to implement the 2D-Array. Yes, I could use a one-dim-Array, and work with put (y, x, c) = field (y * width + x) = c but I would prefer a notation which looks more 2d-ish.

    Read the article

  • CUDA small kernel 2d convolution - how to do it

    - by paulAl
    I've been experimenting with CUDA kernels for days to perform a fast 2D convolution between a 500x500 image (but I could also vary the dimensions) and a very small 2D kernel (a laplacian 2d kernel, so it's a 3x3 kernel.. too small to take a huge advantage with all the cuda threads). I created a CPU classic implementation (two for loops, as easy as you would think) and then I started creating CUDA kernels. After a few disappointing attempts to perform a faster convolution I ended up with this code: http://www.evl.uic.edu/sjames/cs525/final.html (see the Shared Memory section), it basically lets a 16x16 threads block load all the convolution data he needs in the shared memory and then performs the convolution. Nothing, the CPU is still a lot faster. I didn't try the FFT approach because the CUDA SDK states that it is efficient with large kernel sizes. Whether or not you read everything I wrote, my question is: how can I perform a fast 2D convolution between a relatively large image and a very small kernel (3x3) with CUDA?

    Read the article

  • Moving 2d objects on a 3d plane - AS3

    - by Borkz
    I have a 2d plane rotated on its x axis, with 2d display objects I want to move around on the plane. Its pretty similar to a chess board: http://static.open.salon.com/files/chess011237853612.jpg The board is a rotated rectangle, and the pieces are just 2d display objects. Whats the easiest way to manipulate those objects so they appear to be moving on the board?

    Read the article

  • Developing a 2D Game for Windows Phone 8

    - by Vaccano
    I would like to develop a 2D game for Windows Phone 8. I am a professional Application Developer by day and this seems like a fun hobby. But I have been disapointed trying to get going. It seems that 2D games (far and away the majority of games) do not have any real support. It seems the Windows Phone makers did not include support for Direct2D. So unless you are planning to make a fully 3D app, you are out of luck. So, if you just wanted to make a nice 2D app, these are your choices: Write your game using Xaml and C# (Performance Issues?) Write your game using Direct3D and but only draw on one plane. Use the DirectX Took Kit found on codeplex. It allows you to use the dying XNA framework's API for development. Number 3 seems the best for my game. But I hate to waste my time learning the XNA api when Microsoft has clearly stated that it is not going to be supported going forward. Number 2 would work, but 3D development is really hard. I would rather not have to do all that to get the 2D effect. (Assuming Direct2D is easier. I have yet to look into that.) Number 1 seems the easiest, but I worry that my app will not run well if it is based off of xaml rendering rather than DirectX. What is the suggested method from Microsoft? And who decided that 2D games were going to get shortchanged?

    Read the article

  • Mathematics and Game Programming

    - by Xfcn
    I want to program graphical 2D games more complex than the basic 2D stuff I already know. I don't want to do 3D programming. Just more complex 2D stuff. I dropped high school before I could learn a lot of stuff so I walked away with enough algebra knowledge to balance my checkbook and do some light 2D Cartesian programming. Are there any good resources out there for a guy with a limited attention span (say 20 minutes apiece for a subject I'm keenly interested in) to learn, gradually, how to do something more useful with math in programming?

    Read the article

  • Box 2d basic questions

    - by philipp
    I am a bit new to box2d and I am developing an game with type and letters. I am using an svg font and generate the box2d bodies direct from the glyphs path definition, using the convex hull of them. I also have an decomposition routine the decomposes this hull if necessary. All this it is more or less working, except that I got some strange errors which definitely are caused by the scale factors. The problem is caused by two factors: first: the world scale of box2d, second: the the precision of curve-approximation of the glyph vectors. So through scaling down the input vertices for box2d, it happens that they become equal caused by numerical precision, what causes errors in box2d. Through scaling the my glyphs a bit up, this goes away. I also goes away if I chose a different world scale factor, but this slows down the whole animation quite much! So if my view port is about 990px * 600px and i want to animate Glyphs in box2d which should have a size from about 50px * 50px up to 300px * 300px, which scale factor of the b2world should i choose? How small should the smallest distance from on vertex to another be, while approximating the glyph vectors? Thanks for help greetings philipp EDIT:: I continued reading the docs of box2d and after rethinking of the units system, which is designed to handle object from 0.1 up to 10 meters, I calculated a scale factor of 75. So Objects 600px width will are 8 meters wide in box2d and even small objects of about 20px width will become 0.26 meters width in box2d. I will go on trying with this values, but if there is somebody out there who could give me a clever advice i would be happy!

    Read the article

  • 2D Game Help In XNA

    - by user22715
    I'm making a game in XNA called The Adventure Of The Very Hairy Princess Fairy. The game is a "Sidescroller/Platformer" like mario but there is a problem. How do I attack a wepon the the player texture and add animations so it looks like the player is holding the gun and It's not a floating image in front of the player? The player can kill with things like chainsaws playing as a very hairy princess fairy.

    Read the article

  • Creating the “game space” for a 2D game

    - by alJaree
    How does one setup the game space for a game so that obstacles can be spawned? One example I am wondering about is doodle jump. Tile maps are limited in size and would need to change often if the user jumps a lot. How would this be done in another way than tile maps. How or what is used to create the notion of a game world where these spawned ledges/obstacles are placed as the user progresses through the stage? What is actually moving if the user jumps from ledge to ledge, what are the ledges based on in terms of the game world/space. What data structure or representation could the game use to reference and manage the spawning of these obstacles/ledges?

    Read the article

  • Writing algorithm on 2D data set in plain english

    - by Alexandre P. Levasseur
    I have started an introductory Java class and the material is absolutely horrendous and I have to get excellent grades to be accepted into the master's degree, hence my very beginner question: In my assignment I have to write algorithms (no pseudo-code yet) to solve a board game (Sudoku). Essentially, the notes say that an algorithm is specification of the input(s), the output(s) and the treatments applied to the input to get the output. My question lies on the wording of algorithms because I could probably code it but I can't seem to put it on paper in a coherent way. The game has a 9x9 board and one of the algorithms to write has to find the solution by looking at 3 squares (either horizontal or vertical) and see if one of the three sub-squares match the number you are looking for. If none match then the number you are looking to place is in one of the other 2 set of 3 sub-squares (see image to get a better idea). I really can't get my head around how to formulate the solution into the terms described above or maybe it's just too simple, here's what I was thinking: Input: A 2-dimensional set of data of size 9 by 9 to be solved and a number to search for. Ouput: A 2-dimensional set of data of size 9 by 9 either solved or partially solved. Treatment: Scan each set of 3x9 and 9x3 squares. For each line or column of a 3x3 square check if the number matches a line (or column). If it does then move to the next line (or column). If not then proceed to the next 3x3 square in the same line (or column). Rinse and repeat. Does that make sense as an algorithm written in plain english ? I'm not looking for an answer to the algorithm per se but rather on the formulation of algorithms in plain english.

    Read the article

  • Find Nearest Object

    - by ultifinitus
    I have a fairly sizable game engine created, and I'm adding some needed features, such as this, how do I find the nearest object from a list of points? In this case, I could simply use the Pythagorean theorem to find the distance, and check the results. I know I can't simply add x and y, because that's the distance to the object, if you only took right angle turns. However I'm wondering if there's something else I could do? I also have a collision system, where essentially I turn objects into smaller objects on a smaller grid, kind of like a minimap, and only if objects exist in the same gridspace do I check for collisions, I could do the same thing, only make the gridspace larger to check for closeness. (rather than checking every. single. object) however that would take additional setup in my base class and clutter up the already cluttered object. TL;DR Question: Is there something efficient and accurate that I can use to detect which object is closest, based on a list of points and sizes?

    Read the article

  • 2d movement solution

    - by Phil
    Hi! I'm making a simple top-down tank game on the ipad where the user controls the movement of the tank with the left "joystick" and the rotation of the turret with the right one. I've spent several hours just trying to get it to work decently but now I turn to the pros :) I have two referencial objects, one for the movement and one for the rotation. The referencial objects always stay max two units away from the tank and I use them to tell the tank in what direction to move. I chose this approach to decouple movement and rotational behaviour from the raw input of the joysticks, I believe this will make it simpler to implement whatever behaviour I want for the tank. My problem is 1; the turret rotates the long way to the target. With this I mean that the target can be -5 degrees away in rotation and still it rotates 355 degrees instead of -5 degrees. I can't figure out why. The other problem is with the movement. It just doesn't feel right to have the tank turn while moving. I'd like to have a solution that would work as well for the AI as for the player. A blackbox function for the movement where the player only specifies in what direction it should move and it moves there under the constraints that are imposed on it. I am using the standard joystick class found in the Unity iPhone package. This is the code I'm using for the movement: public class TankFollow : MonoBehaviour { //Check angle difference and turn accordingly public GameObject followPoint; public float speed; public float turningSpeed; void Update() { transform.position = Vector3.Slerp(transform.position, followPoint.transform.position, speed * Time.deltaTime); //Calculate angle var forwardA = transform.forward; var forwardB = (followPoint.transform.position - transform.position); var angleA = Mathf.Atan2(forwardA.x, forwardA.z) * Mathf.Rad2Deg; var angleB = Mathf.Atan2(forwardB.x, forwardB.z) * Mathf.Rad2Deg; var angleDiff = Mathf.DeltaAngle(angleA, angleB); //print(angleDiff.ToString()); if (angleDiff > 5) { //Rotate to transform.Rotate(new Vector3(0, (-turningSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); } else if (angleDiff < 5) { transform.Rotate(new Vector3(0, (turningSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); } else { } transform.position = new Vector3(transform.position.x, 0, transform.position.z); } } And this is the code I'm using to rotate the turret: void LookAt() { var forwardA = -transform.right; var forwardB = (toLookAt.transform.position - transform.position); var angleA = Mathf.Atan2(forwardA.x, forwardA.z) * Mathf.Rad2Deg; var angleB = Mathf.Atan2(forwardB.x, forwardB.z) * Mathf.Rad2Deg; var angleDiff = Mathf.DeltaAngle(angleA, angleB); //print(angleDiff.ToString()); if (angleDiff - 180 > 1) { //Rotate to transform.Rotate(new Vector3(0, (turretSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); } else if (angleDiff - 180 < -1) { transform.Rotate(new Vector3(0, (-turretSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); print((angleDiff - 180).ToString()); } else { } } Since I want the turret reference point to turn in relation to the tank (when you rotate the body, the turret should follow and not stay locked on since it makes it impossible to control when you've got two thumbs to work with), I've made the TurretFollowPoint a child of the Turret object, which in turn is a child of the body. I'm thinking that I'm making it too difficult for myself with the reference points but I'm imagining that it's a good idea. Please be honest about this point. So I'll be grateful for any help I can get! I'm using Unity3d iPhone. Thanks!

    Read the article

  • Efficient way of drawing outlines around sprites

    - by Greg
    Hi, I'm using XNA to program a game, and have been experimenting with various ways to achieve a 'selected' effect on my sprites. The trouble I am having is that each clickable that is drawn in the spritebatch is drawn using more than a single sprite (each object can be made up of up to 6 sprites). I'd appreciate it if someone could advise me on how I could achieve adding an outline to my sprites of X pixels (so the outline width can be various numbers of whole pixels). Thanks in advance, Greg.

    Read the article

  • How can I re-open the TrueCrypt window after it's been closed?

    - by user27451
    I installed TrueCrypt 7.1 Standard 64-bit on a fresh install of Ubuntu 11.10 64-bit. After finding the application in the dash I dragged it's icon onto the Unity launcher. I then clicked that icon and TrueCrypt's main window opened. I mounted my encrypted file/volume and then closed the window to do some work. To re-open the TrueCrypt window I would normally click the small blue TrueCrypt icon that appears on the top panel. In Ubuntu 11.10 that icon is no longer there. I receive a message ("TrueCrypt is already running.") if I click on the TrueCrypt icon in the launcher. How can I re-open the TrueCrypt window after it's been closed in Ubuntu 11.10?

    Read the article

  • NullReferenceException when accessing variables in a 2D array in Unity

    - by Syed
    I have made a class including variables in Monodevelop which is: public class GridInfo : MonoBehaviour { public float initPosX; public float initPosY; public bool inUse; public int f; public int g; public int h; public GridInfo parent; public int y,x; } Now I am using its class variable in another class, Map.cs which is: public class Map : MonoBehaviour { public static GridInfo[,] Tile = new GridInfo[17, 23]; void Start() { Tile[0,0].initPosX = initPosX; //Line 49 } } I am not getting any error on runtime, but when I play in unity it is giving me error NullReferenceException: Object reference not set to an instance of an object Map.Start () (at Assets/Scripts/Map.cs:49) I am not inserting this script in any gameobject, as Map.cs will make a GridInfo type array, I have also tried using variables using GetComponent, where is the problem ?

    Read the article

  • 2D Mask antialiasing in xna hlsl

    - by mohsen
    I have two texture2d , one of these is a mask texture and have 2kind color and i use that for mask (filter) second texture2D something like float4 tex = tex2D(sprite, texCoord); float4 bitMask = tex2D(mask, texCoord); if (bitMask.a >0) { return float4(0,0,0,0); } else { return float4(tex.b,tex.g,tex.r,1); } but because mask texture is just two color the result is too jagged i want know how i can do some antialiasing for edges that smooth these ty for reading and sry for my bad english

    Read the article

  • Isometric displaying two different images in different positions

    - by Canvas
    I'm creating a simple Isometric game using HTML5 and Javascript, but I can't seem to get the display to work, at the moment i have 9 tiles that have X and Y positions and the player has a X and Y position, the players X and Y properties are set to 100, and the tiles are as shown tiles[0] = new Array(3); tiles[1] = new Array(3); tiles[2] = new Array(3); tiles[0][0] = new point2D( 100, 100); tiles[0][1] = new point2D( 160, 100); tiles[0][2] = new point2D( 220, 100); tiles[1][0] = new point2D( 100, 160); tiles[1][1] = new point2D( 160, 160); tiles[1][2] = new point2D( 220, 160); tiles[2][0] = new point2D( 100, 220); tiles[2][1] = new point2D( 160, 220); tiles[2][2] = new point2D( 220, 220); Now I use this method to work out the isometric position function twoDToIso( point ) { var cords = point2D; cords.x = point.x - point.y; cords.y = (point.x + point.y) / 2; return cords; } point2D is function point2D( x, y) { this.x = x; this.y = y; } Now this i'm sure does work out the correct positioning, but here is the output Isometric view I just need to move my player position a tiny bit, but is that the best way to display my player position in the right position? Canvas P.S. the tile width is 120 and height is 60 and the player is width 30 by height 15

    Read the article

  • The ship "shudders" in scrolling Asteroids

    - by Ciaran
    In my Asteroids game the user can scroll through space. When scrolling, the ship is drawn in the centre of the window. I use interpolation. I scroll the window uing glOrtho, centering it around the centre of the ship. On my first machine (7 years old, Windows XP, NVIDIA), I am doing 50 updates and 76 frames per second. This is smooth. My other machine an old compaq laptop (Pentium III) with Linux and Radeon OpenGL driver delivers 50 updates and 30 frames per second. The ship regularly seems to "shudder" back and forth when at maximum thrust. When you position the mouse cursor beside the ship it is obvious that its relative position in the window changes. Also, the stars seem blurred into short "lines". Playing the game in non-scrolling mode, the ship moves within the window, glOrtho is therefore not called repeatedly and there is no problem. I suspect a bug in my positioning of the ship and the window but I have dumped out these values and they seem to only go forward, not forward-back-forward. The driver does support double buffering. I guess if it is my bug I need to slow the frame-rate down to debug properly. My question: is this an obvious driver bug or is the slower machine uncovering a bug in my stuff and if so, some debugging tips would be appreciated. I am drawing in world co-ordinates and letting OpenGL do the scaling and translation so if I had a quick way of verifying what pixel co-ordinates OpenGL produces for the ship centre, that would help clarify this.

    Read the article

  • 2d tank movement and turret solution

    - by Phil
    Hi! I'm making a simple top-down tank game on the ipad where the user controls the movement of the tank with the left "joystick" and the rotation of the turret with the right one. I've spent several hours just trying to get it to work decently but now I turn to the pros :) I have two referencial objects, one for the movement and one for the rotation. The referencial objects always stay max two units away from the tank and I use them to tell the tank in what direction to move. I chose this approach to decouple movement and rotational behaviour from the raw input of the joysticks, I believe this will make it simpler to implement whatever behaviour I want for the tank. My problem is 1; the turret rotates the long way to the target. With this I mean that the target can be -5 degrees away in rotation and still it rotates 355 degrees instead of -5 degrees. I can't figure out why. The other problem is with the movement. It just doesn't feel right to have the tank turn while moving. I'd like to have a solution that would work as well for the AI as for the player. A blackbox function for the movement where the player only specifies in what direction it should move and it moves there under the constraints that are imposed on it. I am using the standard joystick class found in the Unity iPhone package. This is the code I'm using for the movement: public class TankFollow : MonoBehaviour { //Check angle difference and turn accordingly public GameObject followPoint; public float speed; public float turningSpeed; void Update() { transform.position = Vector3.Slerp(transform.position, followPoint.transform.position, speed * Time.deltaTime); //Calculate angle var forwardA = transform.forward; var forwardB = (followPoint.transform.position - transform.position); var angleA = Mathf.Atan2(forwardA.x, forwardA.z) * Mathf.Rad2Deg; var angleB = Mathf.Atan2(forwardB.x, forwardB.z) * Mathf.Rad2Deg; var angleDiff = Mathf.DeltaAngle(angleA, angleB); //print(angleDiff.ToString()); if (angleDiff > 5) { //Rotate to transform.Rotate(new Vector3(0, (-turningSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); } else if (angleDiff < 5) { transform.Rotate(new Vector3(0, (turningSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); } else { } transform.position = new Vector3(transform.position.x, 0, transform.position.z); } } And this is the code I'm using to rotate the turret: void LookAt() { var forwardA = -transform.right; var forwardB = (toLookAt.transform.position - transform.position); var angleA = Mathf.Atan2(forwardA.x, forwardA.z) * Mathf.Rad2Deg; var angleB = Mathf.Atan2(forwardB.x, forwardB.z) * Mathf.Rad2Deg; var angleDiff = Mathf.DeltaAngle(angleA, angleB); //print(angleDiff.ToString()); if (angleDiff - 180 > 1) { //Rotate to transform.Rotate(new Vector3(0, (turretSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); } else if (angleDiff - 180 < -1) { transform.Rotate(new Vector3(0, (-turretSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); print((angleDiff - 180).ToString()); } else { } } Since I want the turret reference point to turn in relation to the tank (when you rotate the body, the turret should follow and not stay locked on since it makes it impossible to control when you've got two thumbs to work with), I've made the TurretFollowPoint a child of the Turret object, which in turn is a child of the body. I'm thinking that I'm making it too difficult for myself with the reference points but I'm imagining that it's a good idea. Please be honest about this point. So I'll be grateful for any help I can get! I'm using Unity3d iPhone. Thanks!

    Read the article

  • 45° Slopes in a Tile based 2D platformer

    - by xNidhogg
    I want to have simple 45° slopes in my tile based platformer, however I just cant seem to get the algorithm down. Please take a look at the code and video, maybe I'm missing the obvious? //collisionRectangle is the collision rectangle of the player with //origin at the top left and width and height //wantedPosition is the new position the player will be set to. //this is determined elsewhere by checking the bottom center point of the players rect if(_leftSlope || _rightSlope) { //Test bottom center point var calculationPoint = new Vector2(collisionRectangle.Center.X, collisionRectangle.Bottom); //Get the collision rectangle of the tile, origin is top-left Rectangle cellRect = _tileMap.CellWorldRectangle( _tileMap.GetCellByPixel(calculationPoint)); //Calculate the new Y coordinate depending on if its a left or right slope //CellSize = 8 float newY = _leftSlope ? (calculationPoint.X % CellSize) + cellRect.Y : (-1 * (calculationPoint.X % CellSize) - CellSize) + cellRect.Y; //reset variables so we dont jump in here next frame _leftSlope = false; _rightSlope = false; //now change the players Y according to the difference of our calculation wantedPosition.Y += newY - calculationPoint.Y; } Video of what it looks like: http://youtu.be/EKOWgD2muoc

    Read the article

  • 2D Procedural Terrain with box2d Assets

    - by Alex
    I'm making a game that invloves a tire moving through terrain that is generated randomly over 1000 points. The terrain is always a downwards incline like so: The actual box2d terrain extends one screen width behind and infront of the circular character. I'm now at a stage where I need to add gameplay elements to the terrain such as chasms or physical objects (like the demo polygon in the picture) and am not sure of the best way to structure the procedural generation of the terrain and objects. I currently have a very simple for loop like so: for(int i = 0; i < kMaxHillPoints; i++) { hillKeyPoints[i] = CGPointMake(terrainX, terrainY); if(i%50 == 0) { i += [self generateCasmAtIndex:i]; } terrainX += winsize.width/20; terrainY -= random() % ((int) winsize.height/20); } With the generateCasmAtIndex function add points to the hillKeyPoints array and incrementing the for loop by the required amount. If I want to generate box2d objects as well for specific terrain elements, I'll also have to keep track of the current position of the player and have some sort of array of box2d objects that need to be created at certain locations. I am not sure of an efficient way to accomplish this procedural generation of terrain elements with accompanying box2d objects. My thoughts are: 1) Have many functions for each terrain element (chasm, jump etc.) which add elements to be drawn to an array that is check on each game step - similar to what I've shown above. 2) Create an array of terrain element objects that string together and are looped over to create the terrain and generate the box2d objects. Each object would hold an array of points to be drawn and and array of accompanying box2d objects. Any help on this is much appreciated as I cannot see a 'clean' solution.

    Read the article

  • Reading from a staging 2D texture array in DirectX10

    - by Don Reba
    I have a DX10 program, where I create an array of 3 16x16 textures, then map, read, and unmap each subresource in turn. I use a single mip level, set resource usage to staging and CPU access to read. Now, here is the problem: Subresource 0 contains 1024 bytes, pitch 64, as expected. Subresource 1 contains 512 bytes, pitch 64. Subresource 2 contains 256 bytes, pitch 64. I expect all three to be the same size. Debugging output is enabled, but not reporting any warnings or errors. Am I missing something, or might this be some sort of driver issue? Here is the code. The language is Nemerle, but C# and C++ would look almost the same. I have looked through the generated code, and am fairly confident the problem is not language-related. def cpuTexture = Texture2D ( device , Texture2DDescription() <- { Width = 16; Height = 16; MipLevels = 1; ArraySize = 3; Format = Format.R32_Float; Usage = ResourceUsage.Staging; CpuAccessFlags = CpuAccessFlags.Read; SampleDescription = SampleDescription(count = 1, quality = 0); } ); foreach (subresource in [0 .. 2]) { def data = cpuTexture.Map(subresource, MapMode.Read, MapFlags.None); Console.WriteLine($"subresource $subresource"); Console.WriteLine($"length = $(data.Data.Length)"); Console.WriteLine($"pitch = $(data.Pitch)"); cpuTexture.Unmap(subresource); }

    Read the article

  • Resource not found?

    - by SystemNetworks
    When I write in my terminal, java -jar myJar.jar, it gives me an error "Resource Not found res/playNow.png" When I run it in eclipse, it does not give me any errors about this image. My folder in my eclipse is outside my package called res and inside it are images. This is the full error Exception in thread "main" java.lang.RuntimeException: Resource not found: res/playNow.png at org.newdawn.slick.util.ResourceLoader.getResourceAsStream(ResourceLoader.java:69) at org.newdawn.slick.opengl.InternalTextureLoader.getTexture(InternalTextureLoader.java:169) at org.newdawn.slick.Image.<init>(Image.java:196) at org.newdawn.slick.Image.<init>(Image.java:170) at org.newdawn.slick.Image.<init>(Image.java:158) at org.newdawn.slick.Image.<init>(Image.java:136) at javagame.Menu.init(Menu.java:31) at javagame.Game.initStatesList(Game.java:21) at org.newdawn.slick.state.StateBasedGame.init(StateBasedGame.java:164) at org.newdawn.slick.AppGameContainer.setup(AppGameContainer.java:390) at org.newdawn.slick.AppGameContainer.start(AppGameContainer.java:314) at javagame.Game.main(Game.java:32) I'm using a terminal in my mac. How do I fix the error Resource Not Found? I'm using slick2d!

    Read the article

  • Android landscape mod game.

    - by davidv
    I am beginner in android game development. I want my game to run only in landscape fullscreen mod (currently I have Optimus 2X with resolution 800x480 in landscape), and I dont know how to set it. I found the fullscreen mod settings, and tried some landscape mod (set orientation:landscape in AndroidManifest), but the game is now crashing and its very unstable (eg. when i change phone orientation). So is there any way to do that? Thank you for help.

    Read the article

  • Slick 2D first trial error

    - by pringlesinn
    I followed some advices to learn Slick2D and when I started doing the "SimpleGame" I got my first error. Does anyone have any idea of what is it and how to fix? Sun Dec 26 23:09:12 GMT-03:00 2010 INFO:Slick Build #274 Sun Dec 26 23:09:12 GMT-03:00 2010 INFO:LWJGL Version: 2.0b1 Sun Dec 26 23:09:12 GMT-03:00 2010 INFO:OriginalDisplayMode: 1024 x 768 x 16 @60Hz Sun Dec 26 23:09:12 GMT-03:00 2010 INFO:TargetDisplayMode: 800 x 600 x 0 @0Hz Sun Dec 26 23:09:12 GMT-03:00 2010 ERROR:Could not find a valid pixel format org.lwjgl.LWJGLException: Could not find a valid pixel format at org.lwjgl.opengl.WindowsPeerInfo.nChoosePixelFormat(Native Method) at org.lwjgl.opengl.WindowsPeerInfo.choosePixelFormat(WindowsPeerInfo.java:52) at org.lwjgl.opengl.WindowsDisplayPeerInfo.initDC(WindowsDisplayPeerInfo.java:54) at org.lwjgl.opengl.WindowsDisplay.createWindow(WindowsDisplay.java:158) at org.lwjgl.opengl.Display.createWindow(Display.java:299) at org.lwjgl.opengl.Display.create(Display.java:848) at org.lwjgl.opengl.Display.create(Display.java:800) at org.newdawn.slick.AppGameContainer.tryCreateDisplay(AppGameContainer.java:299) at org.newdawn.slick.AppGameContainer.access$000(AppGameContainer.java:34) at org.newdawn.slick.AppGameContainer$2.run(AppGameContainer.java:364) at java.security.AccessController.doPrivileged(Native Method) at org.newdawn.slick.AppGameContainer.setup(AppGameContainer.java:345) at org.newdawn.slick.AppGameContainer.start(AppGameContainer.java:314) at SimpleGame.main(SimpleGame.java:38) Exception in thread "main" org.newdawn.slick.SlickException: Failed to initialise the LWJGL display at org.newdawn.slick.AppGameContainer.setup(AppGameContainer.java:375) at org.newdawn.slick.AppGameContainer.start(AppGameContainer.java:314) at SimpleGame.main(SimpleGame.java:38)

    Read the article

< Previous Page | 36 37 38 39 40 41 42 43 44 45 46 47  | Next Page >