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  • 2D animations frames vs 3D animation for small indie project: timing considerations

    - by mm24
    pretty lame question but was wondering.. I am developing a 2D game using Cocos2D for iOS. The art work till now is all 2D (is a shooter game) but some of the characters would benefit of complex animations (eg. 20 frames). I feel a bit stupid because I came across only now that there is the chance to do 3D to 2D frames exporting and then to use them in Cocos2D. The thing that put me off on 3D gaming at first was that it takes more than one person in a team to do so properly (Illustrator, 3D modeller, 3D animator and programmer). Now I feel a bit stupid because having a 3D model I could do and modify the poses whenever I wanted (I should ask to the 3D animator which I guess would be time expensive). Instead now is me and two illustrators (as I require many frames per character). Is my impression that it would have been much longer right or not? Are there any other project management considerations that can be done on this? Sorry if for some this might be trivial but is my first "indie game developer experience".

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  • Parent variable inheritance methods Unity3D/C#

    - by Timothy Williams
    I'm creating a system where there is a base "Hero" class and each hero inherits from that with their own stats and abilities. What I'm wondering is, how could I call a variable from one of the child scripts in the parent script (something like maxMP = MP) or call a function in a parent class that is specified in each child class (in the parent update is alarms() in the child classes alarms() is specified to do something.) Is this possible at all? Or not? Thanks.

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  • Questions about game states

    - by MrPlow
    I'm trying to make a framework for a game I've wanted to do for quite a while. The first thing that I decided to implement was a state system for game states. When my "original" idea of having a doubly linked list of game states failed I found This blog and liked the idea of a stack based game state manager. However there were a few things I found weird: Instead of RAII two class methods are used to initialize and destroy the state Every game state class is a singleton(and singletons are bad aren't they?) Every GameState object is static So I took the idea and altered a few things and got this: GameState.h class GameState { private: bool m_paused; protected: StateManager& m_manager; public: GameState(StateManager& manager) : m_manager(manager), m_paused(false){} virtual ~GameState() {} virtual void update() = 0; virtual void draw() = 0; virtual void handleEvents() = 0; void pause() { m_paused = true; } void resume() { m_paused = false; } void changeState(std::unique_ptr<GameState> state) { m_manager.changeState(std::move(state)); } }; StateManager.h class GameState; class StateManager { private: std::vector< std::unique_ptr<GameState> > m_gameStates; public: StateManager(); void changeState(std::unique_ptr<GameState> state); void StateManager::pushState(std::unique_ptr<GameState> state); void popState(); void update(); void draw(); void handleEvents(); }; StateManager.cpp StateManager::StateManager() {} void StateManager::changeState( std::unique_ptr<GameState> state ) { if(!m_gameStates.empty()) { m_gameStates.pop_back(); } m_gameStates.push_back( std::move(state) ); } void StateManager::pushState(std::unique_ptr<GameState> state) { if(!m_gameStates.empty()) { m_gameStates.back()->pause(); } m_gameStates.push_back( std::move(state) ); } void StateManager::popState() { if(!m_gameStates.empty()) m_gameStates.pop_back(); } void StateManager::update() { if(!m_gameStates.empty()) m_gameStates.back()->update(); } void StateManager::draw() { if(!m_gameStates.empty()) m_gameStates.back()->draw(); } void StateManager::handleEvents() { if(!m_gameStates.empty()) m_gameStates.back()->handleEvents(); } And it's used like this: main.cpp StateManager states; states.changeState( std::unique_ptr<GameState>(new GameStateIntro(states)) ); while(gamewindow::gameWindow.isOpen()) { states.handleEvents(); states.update(); states.draw(); } Constructors/Destructors are used to create/destroy states instead of specialized class methods, state objects are no longer static but

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  • text extraction from video game dialogue files [on hold]

    - by wdwvt1
    As part of an academic project, I am trying to access the dialogue files (whether audio or text) from a variety of sports video games (Madden or NBA 2kX would be fantastic). I have searched extensively on other sites (scholarly text-mining publications, r/gaming, r/madden, modding sites, etc.) for guidance in how to extract dialogue files, but have been unsuccessful. Given that I don't have even the domain specific language to ask the right question (i.e. the resources I am seeking are out there, I just can't find them) I am asking the SE game dev community for help with the 2 following questions: Is there a canonical resource that I should study that would get me started with how to extract text or audio files from games? I am very fluent in python, which usually excels at mining information from sources, but I struggle with knowing where to start with a video game (as opposed to a more familiar database with a defined API). Is this even feasible, or are protections included with newer games (e.g. NBA 2k13) going to make extraction of these resources in a programmatic way impossible? Thank you for your help!

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  • How do I apply skeletal animation from a .x (Direct X) file?

    - by Byte56
    Using the .x format to export a model from Blender, I can load a mesh, armature and animation. I have no problems generating the mesh and viewing models in game. Additionally, I have animations and the armature properly loaded into appropriate data structures. My problem is properly applying the animation to the models. I have the framework for applying the models and the code for selecting animations and stepping through frames. From what I understand, the AnimationKeys inside the AnimationSet supplies the transformations to transform the bind pose to the pose in the animated frame. As small example: Animation { {Armature_001_Bone} AnimationKey { 2; //Position 121; //number of frames 0;3; 0.000000, 0.000000, 0.000000;;, 1;3; 0.000000, 0.000000, 0.005524;;, 2;3; 0.000000, 0.000000, 0.022217;;, ... } AnimationKey { 0; //Quaternion Rotation 121; 0;4; -0.707107, 0.707107, 0.000000, 0.000000;;, 1;4; -0.697332, 0.697332, 0.015710, 0.015710;;, 2;4; -0.684805, 0.684805, 0.035442, 0.035442;;, ... } AnimationKey { 1; //Scale 121; 0;3; 1.000000, 1.000000, 1.000000;;, 1;3; 1.000000, 1.000000, 1.000000;;, 2;3; 1.000000, 1.000000, 1.000000;;, ... } } So, to apply frame 2, I would take the position, rotation and scale from frame 2, create a transformation matrix (call it Transform_A) from them and apply that matrix the vertices controlled by Armature_001_Bone at their weights. So I'd stuff TransformA into my shader and transform the vertex. Something like: vertexPos = vertexPos * bones[ int(bfs_BoneIndices.x) ] * bfs_BoneWeights.x; Where bfs_BoneIndices and bfs_BoneWeights are values specific to the current vertex. When loading in the mesh vertices, I transform them by the rootTransform and the meshTransform. This ensures they're oriented and scaled correctly for viewing the bind pose. The problem is when I create that transformation matrix (using the position, rotation and scale from the animation), it doesn't properly transform the vertex. There's likely more to it than just using the animation data. I also tried applying the bone transform hierarchies, still no dice. Basically I end up with some twisted models. It should also be noted that I'm working in openGL, so any matrix transposes that might need to be applied should be considered. What data do I need and how do I combine it for applying .x animations to models?

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  • How to define type-specific scripts when using a 'type object' programming pattern?

    - by Erik
    I am in the process of creating a game engine written in C++, using the C/C++ SQLite interface to achieve a 'type object' pattern. The process is largely similar to what is outlined here (Thank you Bob Nystrom for the great resource!). I have a generally defined Entity class that when a new object is created, data is taken from a SQLite database and then is pushed back into a pointer vector, which is then iterated through, calling update() for each object. All the ints, floats, strings are loaded in fine, but the script() member of Entity is proving an issue. It's not much fun having a bunch of stationary objects laying around my gameworld. The only solutions I've come up with so far are: Create a monolithic EntityScript class with member functions encompassing all game AI and then calling the corresponding script when iterating through the Entity vector. (Not ideal) Create bindings between C++ and a scripting language. This would seem to get the job done, but it feels like implementing this (given the potential memory overhead) and learning a new language is overkill for a small team (2-3 people) that know the entirety of the existing game engine. Can you suggest any possible alternatives? My ideal situation would be that to add content to the game, one would simply add a script file to the appropriate directory and append the SQLite database with all the object data. All that is required is to have a variety of integers and floats passed between both the engine and the script file.

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  • Voice artist for a game for kids

    - by devmiles.com
    We're making a game for kids which should include about 50 spoken phrases. I'm asking for help in finding the right voice artist / studio for this. I've tried searching the web but couldn't find anything that would make me sure that it would work for us or games in general. So I'm looking for references from those of you who had a successful collaboration with artists or studios. Any help would be appreciated.

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  • Looking for 2D Cross platform suggestions based on requirements specified

    - by MannyG
    I am an intermediate developer with minor experience on enterprise mobile applications for iphone, android and blackberry looking to build my first ever mobile game. I did a google search for some game dev forums and this popped up so I thought I would try posting here as I lack luck elsewhere. If you have ever heard of the game for the iphone and android platform entitled avatar fight then you will have an idea of the graphic capabilities I require. Basically the battles which are automated one sprite attacking another doing cool animations but all in 2d. My buddy and I have two motivations, one is to jump into mobile Dev as my experience is limited as is his so we would like some trending knowledge (html5 would be nice to learn) . The other is to make some money on the side, don't expect much but polishing the game and putting our all will hopefully reward us a bit. We have looked into corona engine, however a lot of people are saying it is limited in the graphics department, we are open to learning new languages like lua, c++, python etc. Others we have looked at include phonegap, rhomobile, unity, and the list goes on. I really have no idea what the pros and cons of these are but for a basic battle sequence and some mini games we want to chose the right one. Some more things that we will be doing include things like card games, side scrolling flying object based games, maybe fishing stuff. We want to start small with these minigames and work our way up to the idea we would like to implement in the future. We only want to work in 2D. So with these requirements please help me chose a platform to work on (cross platform is what we are ideally leaning towards). Please feel free to throw in some pieces of advice you may have for newbie game developers like myself too. Thank you for reading!

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  • Engine Rendering pipeline : Making shaders generic

    - by fakhir
    I am trying to make a 2D game engine using OpenGL ES 2.0 (iOS for now). I've written Application layer in Objective C and a separate self contained RendererGLES20 in C++. No GL specific call is made outside the renderer. It is working perfectly. But I have some design issues when using shaders. Each shader has its own unique attributes and uniforms that need to be set just before the main draw call (glDrawArrays in this case). For instance, in order to draw some geometry I would do: void RendererGLES20::render(Model * model) { // Set a bunch of uniforms glUniformMatrix4fv(.......); // Enable specific attributes, can be many glEnableVertexAttribArray(......); // Set a bunch of vertex attribute pointers: glVertexAttribPointer(positionSlot, 2, GL_FLOAT, GL_FALSE, stride, m->pCoords); // Now actually Draw the geometry glDrawArrays(GL_TRIANGLES, 0, m->vertexCount); // After drawing, disable any vertex attributes: glDisableVertexAttribArray(.......); } As you can see this code is extremely rigid. If I were to use another shader, say ripple effect, i would be needing to pass extra uniforms, vertex attribs etc. In other words I would have to change the RendererGLES20 render source code just to incorporate the new shader. Is there any way to make the shader object totally generic? Like What if I just want to change the shader object and not worry about game source re-compiling? Any way to make the renderer agnostic of uniforms and attributes etc?. Even though we need to pass data to uniforms, what is the best place to do that? Model class? Is the model class aware of shader specific uniforms and attributes? Following shows Actor class: class Actor : public ISceneNode { ModelController * model; AIController * AI; }; Model controller class: class ModelController { class IShader * shader; int textureId; vec4 tint; float alpha; struct Vertex * vertexArray; }; Shader class just contains the shader object, compiling and linking sub-routines etc. In Game Logic class I am actually rendering the object: void GameLogic::update(float dt) { IRenderer * renderer = g_application->GetRenderer(); Actor * a = GetActor(id); renderer->render(a->model); } Please note that even though Actor extends ISceneNode, I haven't started implementing SceneGraph yet. I will do that as soon as I resolve this issue. Any ideas how to improve this? Related design patterns etc? Thank you for reading the question.

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  • The best way to structure/design game code

    - by Edward
    My question is quite broad and related to the 2D game code design/architecture/structure. Usually the main game consists of the main loop where you update & render your world states. However, it's recommended for many purposes to separate rendering from the game-logic and so on. I am kinda confused about the whole situation. Many game engines/libs/sdks don't follow separation schema. They propagate a way where you define some scenes/stages and they contain some objects and the scene/stage controls the user input and so on. For example, in cocos2d(-x) and libgdx (stage2d) the games are usually done the way that the update logic happens at the same time/place as rendering. Also, the propagated way is to have a structure where an object knows how to draw itself - which is not a separation of updating & rendering. The same with Flash based games, they are usually done the way when an object (class) contains a swf or a texture and some data and holds some update logic itself, or updated from main Scene. And again this object already knows how to draw itself via "addChild". Also, some people recommend to use MVC pattern, which will require to completely obey the structure of those engines/libs/sdks. Maybe I am overthinking everything, but I am totally confused. I would be grateful if somebody could point me to a correct direction with the game code structures. What is your way of doing things in libgdx/cocos2d/flash?

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  • In a 2D platform game, how to ensure the player moves smoothly over sloping ground?

    - by Kovsa
    See image: http://i41.tinypic.com/huis13.jpg I'm developing a physics engine for a 2D platform game. I'm using the separating axis theorem for collision detection. The ground surface is constructed from oriented bounding boxes, with the player as an axis aligned bounding box. (Specifically, I'm using the algorithm from the book "Realtime Collision Detection" which performs swept collision detection for OBBs using SAT). I'm using a fairly small (close to zero) restitution coefficient in the collision response, to ensure that the dynamic objects don't penetrate the environment. The engine mostly works fine, it's just that I'm concerned about some edge cases that could possibly occur. For example, in the diagram, A, B and C are the ground surface. The player is heading left along B towards A. It seems to me that due to inaccuracy, the player box could be slightly below the box B as it continues up and left. When it reaches A, therefore, the bottom left corner of the player might then collide with the right side of A, which would be undesirable (as the intention is for the player to move smoothly over the top of A). It seems like a similar problem could happen when the player is on top of box C, moving left towards B - the most extreme point of B could collide with the left side of the player, instead of the player's bottom left corner sliding up and left above B. Box2D seems to handle this problem by storing connectivity information for its edge shapes, but I'm not really sure how it uses this information to solve the problem, and after looking at the code I don't really grasp what it's doing. Any suggestions would be greatly appreciated.

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  • Animating DOM elements vs refreshing a single Canvas

    - by mgibsonbr
    A few years ago, when the HTML Canvas element was still kinda fresh, I wrote a small game in a rather "unusual" way: each game element had its own canvas, and frequently animated elements even had multiple canvases, one for each animation sprite. This way, the translation would be done by manipulating the DOM position of the canvases, while the sprite animation would consist of altering the visibility of the already drawn canvases. (z-indexes, of course, were the tricky part) It worked like a charm: even in IE6 with excanvas it showed a decent performance, and everything was rather consistent between browsers, including some smartphones. Now I'm thinking in writing a larger game engine in the same fashion, so I'm wondering whether it would be a good idea to do so in the current context (with all the advances in browsers and so on). I know I'm trading memory for time, so this needs to be customizable (even at runtime) for each machine the game will be running. But I believe using separate canvases would also help to avoid the game "freezing" on CPU spikes, since the translation would still happen even if the redraws lag for a while. Besides, the browsers' rendering engines are already optimized in may ways, so I'm guessing this scheme would also reduce the load on the CPU (in contrast to doing everything in JavaScript - specially the less optimized ones). It looks good in my head, but I'd like to hear the opinion of more experienced people before proceeding further. Is there any known drawback of doing this? I'm particulartly unexperienced in dealing with the GPU, so I wonder whether this "trick" would nullify any benefit of using a single, big canvas. Or maybe on modern devices it's overkill (though I'm skeptic about the claims that canvas+js - especially WebGL - will ever be a good alternative to native code). Any thoughts?

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  • Convience 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

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  • Tessellation Texture Coordinates

    - by Stuart Martin
    Firstly some info - I'm using DirectX 11 , C++ and I'm a fairly good programmer but new to tessellation and not a master graphics programmer. I'm currently implementing a tessellation system for a terrain model, but i have reached a snag. My current system produces a terrain model from a height map complete with multiple texture coordinates, normals, binormals and tangents for rendering. Now when i was using a simple vertex and pixel shader combination everything worked perfectly but since moving to include a hull and domain shader I'm slightly confused and getting strange results. My terrain is a high detail model but the textured results are very large patches of solid colour. My current setup passes the model data into the vertex shader then through the hull into the domain and then finally into the pixel shader for use in rendering. My only thought is that in my hull shader i pass the information into the domain shader per patch and this is producing the large areas of solid colour because each patch has identical information. Lighting and normal data are also slightly off but not as visibly as texturing. Below is a copy of my hull shader that does not work correctly because i think the way that i am passing the data through is incorrect. If anyone can help me out but suggesting an alternative way to get the required data into the pixel shader? or by showing me the correct way to handle the data in the hull shader id be very thankful! cbuffer TessellationBuffer { float tessellationAmount; float3 padding; }; struct HullInputType { float3 position : POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; float3 tangent : TANGENT; float3 binormal : BINORMAL; float2 tex2 : TEXCOORD1; }; struct ConstantOutputType { float edges[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; struct HullOutputType { float3 position : POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; float3 tangent : TANGENT; float3 binormal : BINORMAL; float2 tex2 : TEXCOORD1; float4 depthPosition : TEXCOORD2; }; ConstantOutputType ColorPatchConstantFunction(InputPatch<HullInputType, 3> inputPatch, uint patchId : SV_PrimitiveID) { ConstantOutputType output; output.edges[0] = tessellationAmount; output.edges[1] = tessellationAmount; output.edges[2] = tessellationAmount; output.inside = tessellationAmount; return output; } [domain("tri")] [partitioning("integer")] [outputtopology("triangle_cw")] [outputcontrolpoints(3)] [patchconstantfunc("ColorPatchConstantFunction")] HullOutputType ColorHullShader(InputPatch<HullInputType, 3> patch, uint pointId : SV_OutputControlPointID, uint patchId : SV_PrimitiveID) { HullOutputType output; output.position = patch[pointId].position; output.tex = patch[pointId].tex; output.tex2 = patch[pointId].tex2; output.normal = patch[pointId].normal; output.tangent = patch[pointId].tangent; output.binormal = patch[pointId].binormal; return output; } Edited to include the domain shader:- [domain("tri")] PixelInputType ColorDomainShader(ConstantOutputType input, float3 uvwCoord : SV_DomainLocation, const OutputPatch<HullOutputType, 3> patch) { float3 vertexPosition; PixelInputType output; // Determine the position of the new vertex. vertexPosition = uvwCoord.x * patch[0].position + uvwCoord.y * patch[1].position + uvwCoord.z * patch[2].position; output.position = mul(float4(vertexPosition, 1.0f), worldMatrix); output.position = mul(output.position, viewMatrix); output.position = mul(output.position, projectionMatrix); output.depthPosition = output.position; output.tex = patch[0].tex; output.tex2 = patch[0].tex2; output.normal = patch[0].normal; output.tangent = patch[0].tangent; output.binormal = patch[0].binormal; return output; }

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  • Handling Players, enemies and attacks in HTML5

    - by Chris Morris
    I'm building a simple (currently) game with free roaming player and monsters on a map built by a 2D grid. I've been looking at the methods for implementing characters and enemies onto the screen and I've seen two seperate methods for doing this online. Drawing the player onto the screen canvas directly and refreshing the entire screen every FPS tick. Having a separate canvas to handle the player and moving the player canvas on top of the screen canvas via absolute positioning. I can see some pros and cons of both methods but what is generally the best method for doing this? I assume the second due to not having to drain resources by refreshing the map when the user is not moving, but the type of game will generally have constant movement.

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  • What is the best way to generate income from mobile games?

    - by Thomas
    As the title states, what is the best way to get income from mobile games? (taking into consideration that creating the games only costs a lot of time and the games are relatively simple) As I see it, there are multiple ways of getting money from mobile games, Selling them for a fixed price (seems like a high threshold for potential buyers) In-game purchases (I can imagine this only works for several types of games, I don't see this working well for monopoly unless you like really fancy hotels ;) Ingame advertisements / sponsorships Which way will most likely bring the most profit?

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  • Can I run into legal issues with random names?

    - by Nathan Sabruka
    I'm currently building a game whose NPC's are going to be assigned a random gender and a random name for the right gender. To do this I will be using a "database" of names (actually a text file with tuples). There would also be a list of last names, which will be added to the first name also randomly. My question is the following. Suppose one such random name is "George Bush", and this person has been randomly assigned the job of president. As you can see, this could easily be seen as having been "copied" from a real-life person. The main issue is this. Names will be randomly-generated, yes, but the seed for random-number generation will be constant. In other words, the name of an NPC would be randomly-generated, i.e. I wouldn't choose it, but it would be the same for every player. Could this get me in trouble? We cannot verify all possible names, since the generated number of NPC's could be potentially limitless (new NPC's are being created whenever needed).

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  • How can I Implement KeyListeners/ActionListeners into the JFrame?

    - by A.K.
    I'll get to the point: I have a player in my game that you control with the keyboard yet the key methods in the player class and ActionListener w/ KeyAdapter in the Board class don't seem to fire. So far I've tried adding these key methods into the JFrame, doesn't seem to let me move him even though other objects that I have (enemies) can move fine. Here's part of the JFrame class with the event listeners: frm.addKeyListener(KeyBoardListener); public void mouseClicked(MouseEvent e) { nSound.play(); StartB.setContentAreaFilled(false); cards.remove(StartB); frm.remove(TitleL); frm.remove(cards); frm.setLayout(new GridLayout(1, 1)); frm.add(nBoard); //Add Game "Tiles" Or Content. x = 1200 nBoard.setPreferredSize(new Dimension(1200, 420)); cards.revalidate(); frm.validate(); } public KeyListener KeyBoardListener = new KeyListener() { @Override public void keyPressed(KeyEvent args0) { int key = args0.getKeyCode(); if(key == KeyEvent.VK_LEFT) { nBoard.S.vx = -4; } if(key == KeyEvent.VK_RIGHT) { nBoard.S.vx = 4; } if(key == KeyEvent.VK_UP) { nBoard.S.vy = -4; } if(key == KeyEvent.VK_DOWN) { nBoard.S.vy = 4; } if(key == KeyEvent.VK_SPACE) { nBoard.S.fire(); } } @Override public void keyReleased(KeyEvent args0) { int key = args0.getKeyCode(); if(key == KeyEvent.VK_LEFT) { nBoard.S.vx = 0; } if(key == KeyEvent.VK_RIGHT) { nBoard.S.vx = 0; } if(key == KeyEvent.VK_UP) { nBoard.S.vy = 0; } if(key == KeyEvent.VK_DOWN) { nBoard.S.vy = 0; } } @Override public void keyTyped(KeyEvent args0) { // TODO Auto-generated method stub } };

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  • what tool should I use for drawing 2d OpenGL shapes?

    - by Kenny Winker
    I'm working on a very simple OpenGL ES 2.0 game, and I'm not sure what tool to use to create the vertex data I need. My first thought was adobe illustrator, but I can't seem to google up any info on how to convert an .ai file to vertices. I'm only going to be using very simple 2d shapes so I wonder if I need to use a 3d modelling program? How is this typically done, when you are working with 2d non-sprite shapes?

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  • Procedural terrains in 3D: what has been done ? Are there common algo and/or theories about it ?

    - by jokoon
    Besides programming, modeling an environment takes a great deal of time. I don't know about the work time involved, for example, in a WoW dungeon level, or other beautiful city-like, future environment, jungles, fantasy, etc, but this kind of work is made from scratch by artists. What are the techniques involved in the TorchLight level randomizer, and does other titles have similarities with this ? Is there a family name for such techniques ?

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  • Changing the material on an object on click in unity

    - by user1509674
    Iam working on unity2d.I have six game object Object1,Object1,Object1,(these are images) ObjectImage1,ObjectImage2,ObjectImage3(these are images). I have arranged the object in the scene as a list one below another Object1 Object2 Object3 When I click the Object1 --- should change to ObjectImage1 Object2 ----should change to ObjectImage2, but the above image of object1(objectImage1) at present should change to Object1 Object3 ----? should change to ObjectImage3,but the above image on object2(objectImage2) should change to Object2 These is similar to selection.I have coded Like when I click of Object2 its changing to ObjectIamge2 but the first object is not changing to object1 from objectImage1.Can anybody help me coding it out. Edit: public GameObject newSprite; private Vector3 currentSpritePosition; void Start() { newSprite.renderer.enabled = false; currentSpritePosition = transform.position; //then make it invisible renderer.enabled = false; //give the new sprite the position of the latter newSprite.transform.position = currentSpritePosition; //then make it visible newSprite.renderer.enabled = true; } void OnMouseExit(){ //just the reverse process renderer.enabled = true; newSprite.renderer.enabled = false; } This is the code used to change the material: public GameObject newSprite; private Vector3 currentSpritePosition; void Start(){ newSprite.renderer.enabled = false; } void OnMouseEnter(){ //getting the current position of the current sprite if ever it can move; currentSpritePosition = transform.position; //then make it invisible renderer.enabled = false; //give the new sprite the position of the latter newSprite.transform.position = currentSpritePosition; //then make it visible newSprite.renderer.enabled = true; } void OnMouseExit(){ //just the reverse process renderer.enabled = true; newSprite.renderer.enabled = false; }

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  • convert orientation vec3 to a rotation matrix

    - by lapin
    I've got a normalized vec3 that represents an orientation. Each frame of animation, an object's orientation changes slightly, so I add a delta vector to the orientation vector and then normalize to find the new orientation. I'd like to convert the vec3 that represents an orientation into a rotation matrix that I can use to orient my object. If it helps, my object is a cone, and I'd like to rotate it about the pointy end, not from its center :) PS I know I should use quaternions because of the gimbal lock problem. If someone can explain quats too, that'd be great :)

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  • Integration error in high velocity

    - by Elektito
    I've implemented a simple simulation of two planets (simple 2D disks really) in which the only force is gravity and there is also collision detection/response (collisions are completely elastic). I can launch one planet into orbit of the other just fine. The collision detection code though does not work so well. I noticed that when one planet hits the other in a free fall it speeds backward and goes much higher than its original position. Some poking around convinced me that the simplistic Euler integration is causing the error. Consider this case. One object has a mass of 1kg and the other has a mass equal to earth. Say the object is 10 meters above ground. Assume that our dt (delta t) is 1 second. The object goes to the height of 9 meters at the end of the first iteration, 7 at the end of the second, 4 at the end of the third and 0 at the end of the fourth iteration. At this points it hits the ground and bounces back with the speed of 10 meters per second. The problem is with dt=1, on the first iteration it bounces back to a height of 10. It takes several more steps to make the object change its course. So my question is, what integration method can I use which fixes this problem. Should I split dt to smaller pieces when velocity is high? Or should I use another method altogether? What method do you suggest? EDIT: You can see the source code here at github:https://github.com/elektito/diskworld/

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  • How do I calculate opposite of a vector, add some slack

    - by Jason94
    How can i calulate a valid range (RED) for my object's (BLACK) traveling direction (GREEN). The green is a Vector2 where x and y range is -1 to 1. What I'm trying to do here is to create rocket fuel burn effekt. So what i got is rocket speed (float) rocket direction (Vector2 x = [-1, 1], y = [-1, 1]) I may think that rocket speed does not matter as fuel burn effect (particle) is created on position with its own speed.

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  • Playing repeated sound in Java

    - by Diogo Schneider
    I'm trying to play sounds in a Java game with the following code: AudioStream audioStream = new AudioStream(stream); AudioPlayer.player.start(audioStream); The stream variable is just an InputStream to the resource. By the first time this code is called, the sound is played as expected, but by the second time the program just hangs, not even an exception is thrown. I don't know what's going on or how to prevent this. If I try closing either stream or audioStream after the above code, the program doesn't hang, but no sound is ever played at all. Any tips are welcome, thanks.

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