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  • Constructive criticsm on my linear sampling Gaussian blur

    - by Aequitas
    I've been attempting to implement a gaussian blur utilising linear sampling, I've come across a few articles presented on the web and a question posed here which dealt with the topic. I've now attempted to implement my own Gaussian function and pixel shader drawing reference from these articles. This is how I'm currently calculating my weights and offsets: int support = int(sigma * 3.0) weights.push_back(exp(-(0*0)/(2*sigma*sigma))/(sqrt(2*pi)*sigma)); total += weights.back(); offsets.push_back(0); for (int i = 1; i <= support; i++) { float w1 = exp(-(i*i)/(2*sigma*sigma))/(sqrt(2*pi)*sigma); float w2 = exp(-((i+1)*(i+1))/(2*sigma*sigma))/(sqrt(2*pi)*sigma); weights.push_back(w1 + w2); total += 2.0f * weights[i]; offsets.push_back(w1 / weights[i]); } for (int i = 0; i < support; i++) { weights[i] /= total; } Here is an example of my vertical pixel shader: vec3 acc = texture2D(tex_object, v_tex_coord.st).rgb*weights[0]; vec2 pixel_size = vec2(1.0 / tex_size.x, 1.0 / tex_size.y); for (int i = 1; i < NUM_SAMPLES; i++) { acc += texture2D(tex_object, (v_tex_coord.st+(vec2(0.0, offsets[i])*pixel_size))).rgb*weights[i]; acc += texture2D(tex_object, (v_tex_coord.st-(vec2(0.0, offsets[i])*pixel_size))).rgb*weights[i]; } gl_FragColor = vec4(acc, 1.0); Am I taking the correct route with this? Any criticism or potential tips to improving my method would be much appreciated.

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  • Robust line of sight test on the inside of a polygon with tolerance

    - by David Gouveia
    Foreword This is a followup to this question and the main problem I'm trying to solve. My current solution is an hack which involves inflating the polygon, and doing most calculations on the inflated polygon instead. My goal is to remove this step completely, and correctly solve the problem with calculations only. Problem Given a concave polygon and treating all of its edges as if they were walls in a level, determine whether two points A and B are in line of sight of each other, while accounting for some degree of floating point errors. I'm currently basing my solution on a series of line-segment interection tests. In other words: If any of the end points are outside the polygon, they are not in line of sight. If both end points are inside the polygon, and the line segment from A to B crosses any of the edges from the polygon, then they are not in line of sight. If both end points are inside the polygon, and the line segment from A to B does not cross any of the edges from the polygon, then they are in line of sight. But the problem is dealing correctly with all the edge cases. In particular, it must be able to deal with all the situations depicted below, where red lines are examples that should be rejected, and green lines are examples that should be accepted. I probably missed a few other situations, such as when the line segment from A to B is colinear with an edge, but one of the end points is outside the polygon. One point of particular interest is the difference between 1 and 9. In both cases, both end points are vertices of the polygon, and there are no edges being intersected, but 1 should be rejected while 9 should be accepted. How to distinguish these two? I could check some middle point within the segment to see if it falls inside or not, but it's easy to come up with situations in which it would fail. Point 7 was also pretty tricky and I had to to treat it as a special case, which checks if two points are adjacent vertices of the polygon directly. But there are also other chances of line segments being col linear with the edges of the polygon, and I'm still not entirely sure how I should handle those cases. Is there any well known solution to this problem?

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  • Finding Z given X & Y coordinates on terrain?

    - by mrky
    I need to know what the most efficient way of finding Z given X & Y coordinates on terrain. My terrain is set up as a grid, each grid block consisting of two triangles, which may be flipped in any direction. I want to move game objects smoothly along the floor of the terrain without "stepping." I'm currently using the following method with unexpected results: double mapClass::getZ(double x, double y) { int vertexIndex = ((floor(y))*width*2)+((floor(x))*2); vec3ray ray = {glm::vec3(x, y, 2), glm::vec3(x, y, 0)}; vec3triangle tri1 = { glmFrom(vertices[vertexIndex].v1), glmFrom(vertices[vertexIndex].v2), glmFrom(vertices[vertexIndex].v3) }; vec3triangle tri2 = { glmFrom(vertices[vertexIndex+1].v1), glmFrom(vertices[vertexIndex+1].v2), glmFrom(vertices[vertexIndex+1].v3) }; glm::vec3 intersect; if (!intersectRayTriangle(tri1, ray, intersect)) { intersectRayTriangle(tri2, ray, intersect); } return intersect.z; } intersectRayTriangle() and glmFrom() are as follows: bool intersectRayTriangle(vec3triangle tri, vec3ray ray, glm::vec3 &worldIntersect) { glm::vec3 barycentricIntersect; if (glm::intersectLineTriangle(ray.origin, ray.direction, tri.p0, tri.p1, tri.p2, barycentricIntersect)) { // Convert barycentric to world coordinates double u, v, w; u = barycentricIntersect.x; v = barycentricIntersect.y; w = 1 - (u+v); worldIntersect.x = (u * tri.p0.x + v * tri.p1.x + w * tri.p2.x); worldIntersect.y = (u * tri.p0.y + v * tri.p1.y + w * tri.p2.y); worldIntersect.z = (u * tri.p0.z + v * tri.p1.z + w * tri.p2.z); return true; } else { return false; } } glm::vec3 glmFrom(s_point3f point) { return glm::vec3(point.x, point.y, point.z); } My convenience structures are defined as: struct s_point3f { GLfloat x, y, z; }; struct s_triangle3f { s_point3f v1, v2, v3; }; struct vec3ray { glm::vec3 origin, direction; }; struct vec3triangle { glm::vec3 p0, p1, p2; }; vertices is defined as: std::vector<s_triangle3f> vertices; Basically, I'm trying to get the intersect of a ray (which is positioned at the x, and y coordinates specified facing pointing downwards toward the terrain) and one of the two triangles on the grid. getZ() rarely returns anything but 0. Other times, the numbers it generates seem to be completely off. Am I taking the wrong approach? Can anyone see a problem with my code? Any help or critique is appreciated!

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  • How do I generate terrain like that of Scorched Earth?

    - by alex
    Hi, I'm a web developer and I am keen to start writing my own games. For familiarity, I've chosen JavaScript and canvas element for now. I want to generate some terrain like that in Scorched Earth. My first attempt made me realise I couldn't just randomise the y value; there had to be some sanity in the peaks and troughs. I have Googled around a bit, but either I can't find something simple enough for me or I am using the wrong keywords. Can you please show me what sort of algorithm I would use to generate something in the example, keeping in mind that I am completely new to games programming (since making Breakout in 2003 with Visual Basic anyway)?

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  • HLSL - Creating Shadows in 2D

    - by richard
    The way that I create shadows is by the following technique: http://www.catalinzima.com/2010/07/my-technique-for-the-shader-based-dynamic-2d-shadows/ But I have questions to HLSL. The way that I currently do it is, I have a black and white image, where Black means 'object', and white means 'nothing'. I then distort the image like in the tutorial. I do this with a pixel shader, but instead of rendering to the screen, I render to a texture, back to my application. I then take this, and create the shadows, and then send it back to the graphics card to undo the distortion, after the shadow has been added - this comes back and I have a stencil of shadow. I can put this ontop of the original image and send them back to the graphics card, which then puts them on the screen. To me this is alot of back and forth. Is there a way i can avoid this? The problem that I am having is that I need to basically go through all positions in the texture 3 times, and use the new new texture every time instead of the orginal one. I tried to read up on Passes, but i don't think that i am heading in the right direction there. Help?

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  • Platformer Starter Kit - Collision Issues

    - by Cyral
    I'm having trouble with my game that is based off the XNA Platformer starter kit. My game uses smaller tiles (16x16) then the original (32x40) which I'm thinking may be having an effect on collision (Being it needs to be more precise). Standing on the edge of a tile and jumping causes the player to move off the the tile when he lands. And 80% of the time, when the player lands, he goes flying though SOLID tiles in a diagonal fashion. This is very annoying as it is almost impossible to test other features, when spawning and jumping will result in the player landing in another part of the level or falling off the edge completely. The code is as follows: /// <summary> /// Updates the player's velocity and position based on input, gravity, etc. /// </summary> public void ApplyPhysics(GameTime gameTime) { float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; Vector2 previousPosition = Position; // Base velocity is a combination of horizontal movement control and // acceleration downward due to gravity. velocity.X += movement * MoveAcceleration * elapsed; velocity.Y = MathHelper.Clamp(velocity.Y + GravityAcceleration * elapsed, -MaxFallSpeed, MaxFallSpeed); velocity.Y = DoJump(velocity.Y, gameTime); // Apply pseudo-drag horizontally. if (IsOnGround) velocity.X *= GroundDragFactor; else velocity.X *= AirDragFactor; // Prevent the player from running faster than his top speed. velocity.X = MathHelper.Clamp(velocity.X, -MaxMoveSpeed, MaxMoveSpeed); // Apply velocity. Position += velocity * elapsed; Position = new Vector2((float)Math.Round(Position.X), (float)Math.Round(Position.Y)); // If the player is now colliding with the level, separate them. HandleCollisions(); // If the collision stopped us from moving, reset the velocity to zero. if (Position.X == previousPosition.X) velocity.X = 0; if (Position.Y == previousPosition.Y) velocity.Y = 0; } /// <summary> /// Detects and resolves all collisions between the player and his neighboring /// tiles. When a collision is detected, the player is pushed away along one /// axis to prevent overlapping. There is some special logic for the Y axis to /// handle platforms which behave differently depending on direction of movement. /// </summary> private void HandleCollisions() { // Get the player's bounding rectangle and find neighboring tiles. Rectangle bounds = BoundingRectangle; int leftTile = (int)Math.Floor((float)bounds.Left / Tile.Width); int rightTile = (int)Math.Ceiling(((float)bounds.Right / Tile.Width)) - 1; int topTile = (int)Math.Floor((float)bounds.Top / Tile.Height); int bottomTile = (int)Math.Ceiling(((float)bounds.Bottom / Tile.Height)) - 1; // Reset flag to search for ground collision. isOnGround = false; // For each potentially colliding tile, for (int y = topTile; y <= bottomTile; ++y) { for (int x = leftTile; x <= rightTile; ++x) { // If this tile is collidable, ItemCollision collision = Level.GetCollision(x, y); if (collision != ItemCollision.Passable) { // Determine collision depth (with direction) and magnitude. Rectangle tileBounds = Level.GetBounds(x, y); Vector2 depth = RectangleExtensions.GetIntersectionDepth(bounds, tileBounds); if (depth != Vector2.Zero) { float absDepthX = Math.Abs(depth.X); float absDepthY = Math.Abs(depth.Y); // Resolve the collision along the shallow axis. if (absDepthY < absDepthX || collision == ItemCollision.Platform) { // If we crossed the top of a tile, we are on the ground. if (previousBottom <= tileBounds.Top) isOnGround = true; // Ignore platforms, unless we are on the ground. if (collision == ItemCollision.Impassable || IsOnGround) { // Resolve the collision along the Y axis. Position = new Vector2(Position.X, Position.Y + depth.Y); // Perform further collisions with the new bounds. bounds = BoundingRectangle; } } else if (collision == ItemCollision.Impassable) // Ignore platforms. { // Resolve the collision along the X axis. Position = new Vector2(Position.X + depth.X, Position.Y); // Perform further collisions with the new bounds. bounds = BoundingRectangle; } } } } } // Save the new bounds bottom. previousBottom = bounds.Bottom; } It also tends to jitter a little bit sometimes, I'm solved some of this with some fixes I found here on stackexchange, But Ive only seen one other case of the flying though blocks problem. This question seems to have a similar problem in the video, but mine is more crazy. Again this is a very annoying bug! Any help would be greatly appreciated! EDIT: Speed stuff // Constants for controling horizontal movement private const float MoveAcceleration = 13000.0f; private const float MaxMoveSpeed = 1750.0f; private const float GroundDragFactor = 0.48f; private const float AirDragFactor = 0.58f; // Constants for controlling vertical movement private const float MaxJumpTime = 0.35f; private const float JumpLaunchVelocity = -3500.0f; private const float GravityAcceleration = 3400.0f; private const float MaxFallSpeed = 550.0f; private const float JumpControlPower = 0.14f;

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  • Calculating the position of an object with regards to current position using OpenGL like matrices

    - by spartan2417
    i have a 1st person camera that collides with walls, i also have a small sphere in front of my camera denoted by the camera position plus the distance ahead. I cannot get the postion of the sphere but i have the position of my camera. e.g. i need to find the position of the point or at the very least find away of calculating the position using the camera positions. code: static Float P_z = 0; P_z = -15; PushMatrix(); LoadMatrix(&Inv); Material(SCEGU_AMBIENT, 0x00000066); TranslateXYZ(0,0,P_z); ScaleXYZ(0.1f,0.1f,0.1f); pointer.Render(); PopMatrix(); where Inv is the camera positions (Inv.w.x,Inv.w.z), pointer is the sphere.

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  • 2D SAT How to find collision center or point or area?

    - by Felipe Cypriano
    I've just implemented collision detection using SAT and this article as reference to my implementation. The detection is working as expected but I need to know where both rectangles are colliding. I need to find the center of the intersection, the black point on the image above. I've found some articles about this but they all involve avoiding the overlap or some kind of velocity, I don't need this. I just need to put a image on top of it. Like two cars crashed so I put an image on top of the collision. Any ideas? ## Update The information I've about the rectangles are the four points that represents them, the upper right, upper left, lower right and lower left coordinates. I'm trying to find an algorithm that can give me the intersection of these points.

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  • Why does my sprite glitch when moving? [closed]

    - by rphello101
    Using Slick 2D/Java, I'm using the mouse to rotate a sprite and WASD to move it (A and D are used to strafe). I finally got the directional keys and rotation to work in sync, but I'm having problems with sporadic movement. It seems that the move speed is not always set to the value I have it at. Sometimes the sprite with just shoot across the screen. Furthermore, it seems that at 0 degrees, when the left key is pressed, the sprite moves backwards, not to the left. There also seems to be quite a bit of glitching when two keys are pressed, like left and up. Anyone see anything obvious? Here is the rotational code: int mX = Mouse.getX(); int mY = HEIGHT - Mouse.getY(); int pX = sprite.x+sprite.image.getWidth()/2; int pY = sprite.y+sprite.image.getHeight()/2; double mAng; if(mX!=pX){ mAng = Math.toDegrees(Math.atan2(mY - pY, mX - pX)); if(mAng==0 && mX<=pX) mAng=180; } else{ if(mY>pY) mAng=90; else mAng=270; } sprite.angle = mAng; sprite.image.setRotation((float) mAng); Movement code: Input input = gc.getInput(); Vector2f direction = new Vector2f(); Vector2f velocity = new Vector2f(); Vector2f left; Vector2f right; direction.x = (float) Math.cos(Math.toRadians(sprite.angle)); direction.y = (float) Math.sin(Math.toRadians(sprite.angle)); if(direction.length()>0) direction = direction.normalise(); left = new Vector2f(-direction.y, direction.x); right = new Vector2f(direction.y, -direction.x); velocity.x = (float) (direction.x * sprite.moveSpeed); velocity.y = (float) (direction.y * sprite.moveSpeed); if(input.isKeyDown(sprite.up)){ sprite.x += velocity.x*delta; sprite.y += velocity.y*delta; }if (input.isKeyDown(sprite.down)){ sprite.x -= velocity.x*delta; sprite.y -= velocity.y*delta; }if (input.isKeyDown(sprite.left)){ sprite.x += left.x * sprite.moveSpeed * delta; sprite.y += left.y * sprite.moveSpeed * delta; }if (input.isKeyDown(sprite.right)){ sprite.x += right.x * sprite.moveSpeed * delta; sprite.y += right.y * sprite.moveSpeed * delta; }

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  • Fast pixelshader 2D raytracing

    - by heishe
    I'd like to do a simple 2D shadow calculation algorithm by rendering my environment into a texture, and then use raytracing to determine what pixels of the texture are not visible to the point light (simply handed to the shader as a vec2 position) . A simple brute force algorithm per pixel would looks like this: line_segment = line segment between current pixel of texture and light source For each pixel in the texture: { if pixel is not just empty space && pixel is on line_segment output = black else output = normal color of the pixel } This is, of course, probably not the fastest way to do it. Question is: What are faster ways to do it or what are some optimizations that can be applied to this technique?

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  • Android threads trouble wrapping my head around design

    - by semajhan
    I am having trouble wrapping my head around game design. On the android platform, I have an activity and set its content view with a custom surface view. The custom surface view acts as my panel and I create instances of all classes and do all the drawing and calculation in there. Question: Should I instead create the instances of other classes in my activity? Now I create a custom thread class that handles the game loop. Question: How do I use this one class in all my activities? Or do I have to create a separate thread each time? In my previous game, I had multiple levels that had to create an instance of the thread class and in the thread class I had to set constructor methods for each separate level and in the loop use a switch statement to check which level it needs to render and update. Sorry if that sounds confusing. I just want to know if the method I am using is inefficient (which it probably is) and how to go about designing it the correct way. I have read many tutorials out there and I am still having lots of trouble with this particular topic. Maybe a link to a some tutorials that explain this? Thanks.

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  • How do engines avoid "Phase Lock" (multiple objects in same location) in a Physics Engine?

    - by C0M37
    Let me explain Phase Lock first: When two objects of non zero mass occupy the same space but have zero energy (no velocity). Do they bump forever with zero velocity resolution vectors or do they just stay locked together until an outside force interacts? In my home brewed engine, I realized that if I loaded a character into a tree and moved them, they would signal a collision and hop back to their original spot. I suppose I could fix this by implementing impulses in the event of a collision instead of just jumping back to the last spot I was in (my implementation kind of sucks). But while I make my engine more robust, I'm just curious on how most other physics engines handle this case. Do objects that start in the same spot with no movement speed just shoot out from each other in a random direction? Or do they sit there until something happens? Which option is generally the best approach?

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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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  • Example of DOD design (on a generic Zombie game)

    - by Jeffrey
    I can't seem to find a nice explanation of the Data Oriented Design for a generic zombie game (it's just an example, pretty common example). Could you make an example of the Data Oriented Design on creating a generic zombie class? Is the following good? Zombie list class: class ZombieList { GLuint vbo; // generic zombie vertex model std::vector<color>; // object default color std::vector<texture>; // objects textures std::vector<vector3D>; // objects positions public: unsigned int create(); // return object id void move(unsigned int objId, vector3D offset); void rotate(unsigned int objId, float angle); void setColor(unsigned int objId, color c); void setPosition(unsigned int objId, color c); void setTexture(unsigned int, unsigned int); ... void update(Player*); // move towards player, attack if near } Example: Player p; Zombielist zl; unsigned int first = zl.create(); zl.setPosition(first, vector3D(50, 50)); zl.setTexture(first, texture("zombie1.png")); ... while (running) { // main loop ... zl.update(&p); zl.draw(); // draw every zombie } Or would creating a generic World container that contains every action from bite(zombieId, playerId) to moveTo(playerId, vector) to createPlayer() to shoot(playerId, vector) to face(radians)/face(vector); and contains: std::vector<zombie> std::vector<player> ... std::vector<mapchunk> ... std::vector<vbobufferid> player_run_animation; ... be a good example? Whats the proper way to organize a game with DOD?

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  • How can I test if my rotated rectangle intersects a corner?

    - by Raven Dreamer
    I have a square, tile-based collision map. To check if one of my (square) entities is colliding, I get the vertices of the 4 corners, and test those 4 points against my collision map. If none of those points are intersecting, I know I'm good to move to the new position. I'd like to allow entities to rotate. I can still calculate the 4 corners of the square, but once you factor in rotation, those 4 corners alone don't seem to be enough information to determine if the entity is trying to move to a valid state. For example: In the picture below, black is unwalkable terrain, and red is the player's hitbox. The left scenario is allowed because the 4 corners of the red square are not in the black terrain. The right scenario would also be (incorrectly) allowed, because the player, cleverly turned at a 45* angle, has its corners in valid spaces, even if it is (quite literally) cutting the corner. How can I detect scenarios similar to the situation on the right?

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  • Orthographic unit translation mismatch on grid (e.g. 64 pixels translates incorrectly)

    - by Justin Van Horne
    I am looking for some insight into a small problem with unit translations on a grid. Setup 512x448 window 64x64 grid gl_Position = projection * world * position; projection is defined by ortho(-w/2.0f, w/2.0f, -h/2.0f, h/2.0f); This is a textbook orthogonal projection function. world is defined by a fixed camera position at (0, 0) position is defined by the sprite's position. Problem In the screenshot below (1:1 scaling) the grid spacing is 64x64 and I am drawing the unit at (64, 64), however the unit draws roughly ~10px in the wrong position. I've tried uniform window dimensions to prevent any distortion on the pixel size, but now I am a bit lost in the proper way in providing a 1:1 pixel-to-world-unit projection. Anyhow, here are some quick images to aide in the problem. I decided to super-impose a bunch of the sprites at what the engine believes is 64x offsets. When this seemed off place, I went about and did the base case of 1 unit. Which seemed to line up as expected. The yellow shows a 1px difference in the movement. Vertices It would appear that the vertices going into the vertex shader are correct. For example, in reference to the first image the data looks like this in the VBO: x y x y ---------------------------- tl | 0.0 24.0 64.0 24.0 bl | 0.0 0.0 -> 64.0 0.0 tr | 16.0 0.0 80.0 0.0 br | 16.0 24.0 80.0 24.0 With that said, all I am left to believe is that I am munging up my actual projection. So, I am looking for any insight into maintaining the 1:1 pixel-to-world-unit projection.

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  • Pong Collision Help in C# w/ XNA

    - by Ramses Brown
    Edit: My goal is to have it function like this: Ball hits 1st Quarter = rebounds higher (aka Y++) Ball hits 2nd Quarter = rebounds higher (using random value) Ball hits 3rd Quarter = rebounds lower (using random value) Ball hits 4th Quarter = rebounds lower (aka Y--) I'm currently using Rectangle Collision for my collision detection, and it's worked. Now I wish to expand it. Instead of it simply detecting whether or not the paddle/ball intersect, I want to make it so that it can determine what section of the paddle gets hit. I wanted it in 4 parts, with each having a different reaction to impact. My first thought is to base it on the Ball's Y position compared to the Paddle's Y position. But since I want it in 4 parts, I don't know how to do that. So it's essentially be if (ball.Y > Paddle.Y) { PaddleSection1 == true; } Except modified so that instead of being top half/bottom half, it's 1st Quarter, etc.

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  • 3D Studio Max biped restrictions?

    - by meds
    I have a stock biped character in 3D studio max which has a jump animation. The problem I have with the jump animation is that there is actual y offset happening inside it which makes it awkward to play while the character is jumping since it's not only jumping in the game world but the jump animation is adding its own height offset. I'm tryuing to remove the jump animations height offset, so far I've found the root node and deleted all its key frames which has helped a bit. The problem I'm having now is that the character still has some height offset and if I try to lower it it has a fake 'ground' that isn't at 0 and the limbs sort of bend on the imaginary floor, si there a way to remove this restriction just for the jump animation? Here's what I mean: http://i.imgur.com/qoWIR.png Any idea for a fix? I'm using Unity 3D if that opens any other possibilities...

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  • Board Game Design in Cocos2d

    - by object2.0
    Hi folks i am going to start a chess like board game. and for that i have reviewed a number to things available. one is http://www.mapeditor.org/ , using which you can create a grid base games. another option is geekgameboard for iphone available at http://mooseyard.lighthouseapp.com/projects/23201-geekgameboard now i want your expert opinion that would it be better to make a game in cocos2d using the first option or the second option? both looks promising to me and give good control over board design. ps: sorry for duplicates, i found about the http://gamedev.stackexchange.com/ lately after posting it on stackexchange. so i am just posting it here again as i feel its more relevant board.

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  • Strange javascript error when using Kongregates API

    - by Phil
    In the hopes of finding a fellow unity3d developer also aiming for the Kongregate contest.. I've implemented the Kongregate API and can see that the game receives a call with my username and presents it ingame. I'm using Application.ExternalCall("kongregate.stats.submit",type,amount); where type is a string "Best Score" and amount is an int (1000 or something). This is the error I'm getting: You are trying to call recursively into the Flash Player which is not allowed. In most cases the JavaScript setTimeout function, can be used as a workaround. callASFunction:function(a,b){if(FABrid...tion, can be used as a workaround."); I'm wondering, has anyone else had this error or am I somehow doing something stupid? Thanks!

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  • How was collision detection handled in The Legend of Zelda: A Link to the Past?

    - by Restart
    I would like to know how the collision detection was done in The Legend of Zelda: A Link To The Past. The game is 16x16 tile based, so how did they do the tiles where only a quarter or half of the tile is occupied? Did they use a smaller grid for collision detection like 8x8 tiles, so four of them make one 16x16 tile of the texture grid? But then, they also have true half tiles which are diagonally cut and the corners of the tiles seem to be round or something. If Link walks into tiles corner he can keep on walking and automatically moves around it's corner. How is that done? I hope someone can help me out here.

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  • Coordinate based travel through multi-line path over elapsed time

    - by Chris
    I have implemented A* Path finding to decide the course of a sprite through multiple waypoints. I have done this for point A to point B locations but am having trouble with multiple waypoints, because on slower devices when the FPS slows and the sprite travels PAST a waypoint I am lost as to the math to switch directions at the proper place. EDIT: To clarify my path finding code is separate in a game thread, this onUpdate method lives in a sprite like class which happens in the UI thread for sprite updating. To be even more clear the path is only updated when objects block the map, at any given point the current path could change but that should not affect the design of the algorithm if I am not mistaken. I do believe all components involved are well designed and accurate, aside from this piece :- ) Here is the scenario: public void onUpdate(float pSecondsElapsed) { // this could be 4x speed, so on slow devices the travel moved between // frames could be very large. What happens with my original algorithm // is it will start actually doing circles around the next waypoint.. pSecondsElapsed *= SomeSpeedModificationValue; final int spriteCurrentX = this.getX(); final int spriteCurrentY = this.getY(); // getCoords contains a large array of the coordinates to each waypoint. // A waypoint is a destination on the map, defined by tile column/row. The // path finder converts these waypoints to X,Y coords. // // I.E: // Given a set of waypoints of 0,0 to 12,23 to 23, 0 on a 23x23 tile map, each tile // being 32x32 pixels. This would translate in the path finder to this: // -> 0,0 to 12,23 // Coord : x=16 y=16 // Coord : x=16 y=48 // Coord : x=16 y=80 // ... // Coord : x=336 y=688 // Coord : x=336 y=720 // Coord : x=368 y=720 // // -> 12,23 to 23,0 -NOTE This direction change gives me trouble specifically // Coord : x=400 y=752 // Coord : x=400 y=720 // Coord : x=400 y=688 // ... // Coord : x=688 y=16 // Coord : x=688 y=0 // Coord : x=720 y=0 // // The current update index, the index specifies the coordinate that you see above // I.E. final int[] coords = getCoords( 2 ); -> x=16 y=80 final int[] coords = getCoords( ... ); // now I have the coords, how do I detect where to set the position? The tricky part // for me is when a direction changes, how do I calculate based on the elapsed time // how far to go up the new direction... I just can't wrap my head around this. this.setPosition(newX, newY); }

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  • Acceptable GC frequency for a SlimDX/Windows/.NET game?

    - by Rei Miyasaka
    I understand that the Windows GC is much better than the Xbox/WP7 GC, being that it's generational and multithreaded -- so I don't need to worry quite as much about avoiding memory allocation. SlimDX even has some unavoidable functions that generate some amount of garbage (specifically, MapSubresource creates DataBoxes), yet people don't seem to be too upset about it. I'd like to use some functional paradigms to write my code too, which also means creating objects like closures and monads. I know premature optimization isn't a good thing, but are there rules of thumb or metrics that I can follow to know whether I need to cut down on allocations? Is, say, one gen 0 GC per frame too much? One thing that has me stumped is object promotions. Gen 0 GCs will supposedly finish within a millisecond or two, but if I'm understanding correctly, it's the gen 1 and 2 promotions that start to hurt. I'm not too sure how I can predict/prevent these.

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  • UV Atlas Generation and Seam Removal

    - by P. Avery
    I'm generating light maps for scene mesh objects using DirectX's UV Atlas Tool( D3DXUVAtlasCreate() ). I've succeeded in generating an atlas, however, when I try to render the mesh object using the atlas the seams are visible on the mesh. Below are images of a lightmap generated for a cube. Here is the code I use to generate a uv atlas for a cube: struct sVertexPosNormTex { D3DXVECTOR3 vPos, vNorm; D3DXVECTOR2 vUV; sVertexPosNormTex(){} sVertexPosNormTex( D3DXVECTOR3 v, D3DXVECTOR3 n, D3DXVECTOR2 uv ) { vPos = v; vNorm = n; vUV = uv; } ~sVertexPosNormTex() { } }; // create a light map texture to fill programatically hr = D3DXCreateTexture( pd3dDevice, 128, 128, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &pLightmap ); if( FAILED( hr ) ) { DebugStringDX( "Main", "Failed to D3DXCreateTexture( lightmap )", __LINE__, hr ); return hr; } // get the zero level surface from the texture IDirect3DSurface9 *pS = NULL; pLightmap->GetSurfaceLevel( 0, &pS ); // clear surface pd3dDevice->ColorFill( pS, NULL, D3DCOLOR_XRGB( 0, 0, 0 ) ); // load a sample mesh DWORD dwcMaterials = 0; LPD3DXBUFFER pMaterialBuffer = NULL; V_RETURN( D3DXLoadMeshFromX( L"cube3.x", D3DXMESH_MANAGED, pd3dDevice, &pAdjacency, &pMaterialBuffer, NULL, &dwcMaterials, &g_pMesh ) ); // generate adjacency DWORD *pdwAdjacency = new DWORD[ 3 * g_pMesh->GetNumFaces() ]; g_pMesh->GenerateAdjacency( 1e-6f, pdwAdjacency ); // create light map coordinates LPD3DXMESH pMesh = NULL; LPD3DXBUFFER pFacePartitioning = NULL, pVertexRemapArray = NULL; FLOAT resultStretch = 0; UINT numCharts = 0; hr = D3DXUVAtlasCreate( g_pMesh, 0, 0, 128, 128, 3.5f, 0, pdwAdjacency, NULL, NULL, NULL, NULL, NULL, 0, &pMesh, &pFacePartitioning, &pVertexRemapArray, &resultStretch, &numCharts ); if( SUCCEEDED( hr ) ) { // release and set mesh SAFE_RELEASE( g_pMesh ); g_pMesh = pMesh; // write mesh to file hr = D3DXSaveMeshToX( L"cube4.x", g_pMesh, 0, ( const D3DXMATERIAL* )pMaterialBuffer->GetBufferPointer(), NULL, dwcMaterials, D3DXF_FILEFORMAT_TEXT ); if( FAILED( hr ) ) { DebugStringDX( "Main", "Failed to D3DXSaveMeshToX() at OnD3D9CreateDevice()", __LINE__, hr ); } // fill the the light map hr = BuildLightmap( pS, g_pMesh ); if( FAILED( hr ) ) { DebugStringDX( "Main", "Failed to BuildLightmap()", __LINE__, hr ); } } else { DebugStringDX( "Main", "Failed to D3DXUVAtlasCreate() at OnD3D9CreateDevice()", __LINE__, hr ); } SAFE_RELEASE( pS ); SAFE_DELETE_ARRAY( pdwAdjacency ); SAFE_RELEASE( pFacePartitioning ); SAFE_RELEASE( pVertexRemapArray ); SAFE_RELEASE( pMaterialBuffer ); Here is code to fill lightmap texture: HRESULT BuildLightmap( IDirect3DSurface9 *pS, LPD3DXMESH pMesh ) { HRESULT hr = S_OK; // validate lightmap texture surface and mesh if( !pS || !pMesh ) return E_POINTER; // lock the mesh vertex buffer sVertexPosNormTex *pV = NULL; pMesh->LockVertexBuffer( D3DLOCK_READONLY, ( void** )&pV ); // lock the mesh index buffer WORD *pI = NULL; pMesh->LockIndexBuffer( D3DLOCK_READONLY, ( void** )&pI ); // get the lightmap texture surface description D3DSURFACE_DESC desc; pS->GetDesc( &desc ); // lock the surface rect to fill with color data D3DLOCKED_RECT rct; hr = pS->LockRect( &rct, NULL, 0 ); if( FAILED( hr ) ) { DebugStringDX( "main.cpp:", "Failed to IDirect3DTexture9::LockRect()", __LINE__, hr ); return hr; } // iterate the pixels of the lightmap texture // check each pixel to see if it lies between the uv coordinates of a cube face BYTE *pBuffer = ( BYTE* )rct.pBits; for( UINT y = 0; y < desc.Height; ++y ) { BYTE* pBufferRow = ( BYTE* )pBuffer; for( UINT x = 0; x < desc.Width * 4; x+=4 ) { // determine the pixel's uv coordinate D3DXVECTOR2 p( ( ( float )x / 4.0f ) / ( float )desc.Width + 0.5f / 128.0f, y / ( float )desc.Height + 0.5f / 128.0f ); // for each face of the mesh // check to see if the pixel lies within the face's uv coordinates for( UINT i = 0; i < 3 * pMesh->GetNumFaces(); i +=3 ) { sVertexPosNormTex v[ 3 ]; v[ 0 ] = pV[ pI[ i + 0 ] ]; v[ 1 ] = pV[ pI[ i + 1 ] ]; v[ 2 ] = pV[ pI[ i + 2 ] ]; if( TexcoordIsWithinBounds( v[ 0 ].vUV, v[ 1 ].vUV, v[ 2 ].vUV, p ) ) { // the pixel lies b/t the uv coordinates of a cube face // light contribution functions aren't needed yet //D3DXVECTOR3 vPos = TexcoordToPos( v[ 0 ].vPos, v[ 1 ].vPos, v[ 2 ].vPos, v[ 0 ].vUV, v[ 1 ].vUV, v[ 2 ].vUV, p ); //D3DXVECTOR3 vNormal = v[ 0 ].vNorm; // set the color of this pixel red( for demo ) BYTE ba[] = { 0, 0, 255, 255, }; //ComputeContribution( vPos, vNormal, g_sLight, ba ); // copy the byte array into the light map texture memcpy( ( void* )&pBufferRow[ x ], ( void* )ba, 4 * sizeof( BYTE ) ); } } } // go to next line of the texture pBuffer += rct.Pitch; } // unlock the surface rect pS->UnlockRect(); // unlock mesh vertex and index buffers pMesh->UnlockIndexBuffer(); pMesh->UnlockVertexBuffer(); // write the surface to file hr = D3DXSaveSurfaceToFile( L"LightMap.jpg", D3DXIFF_JPG, pS, NULL, NULL ); if( FAILED( hr ) ) DebugStringDX( "Main.cpp", "Failed to D3DXSaveSurfaceToFile()", __LINE__, hr ); return hr; } bool TexcoordIsWithinBounds( const D3DXVECTOR2 &t0, const D3DXVECTOR2 &t1, const D3DXVECTOR2 &t2, const D3DXVECTOR2 &p ) { // compute vectors D3DXVECTOR2 v0 = t1 - t0, v1 = t2 - t0, v2 = p - t0; float f00 = D3DXVec2Dot( &v0, &v0 ); float f01 = D3DXVec2Dot( &v0, &v1 ); float f02 = D3DXVec2Dot( &v0, &v2 ); float f11 = D3DXVec2Dot( &v1, &v1 ); float f12 = D3DXVec2Dot( &v1, &v2 ); // Compute barycentric coordinates float invDenom = 1 / ( f00 * f11 - f01 * f01 ); float fU = ( f11 * f02 - f01 * f12 ) * invDenom; float fV = ( f00 * f12 - f01 * f02 ) * invDenom; // Check if point is in triangle if( ( fU >= 0 ) && ( fV >= 0 ) && ( fU + fV < 1 ) ) return true; return false; } Screenshot Lightmap I believe the problem comes from the difference between the lightmap uv coordinates and the pixel center coordinates...for example, here are the lightmap uv coordinates( generated by D3DXUVAtlasCreate() ) for a specific face( tri ) within the mesh, keep in mind that I'm using the mesh uv coordinates to write the pixels for the texture: v[ 0 ].uv = D3DXVECTOR2( 0.003581, 0.295631 ); v[ 1 ].uv = D3DXVECTOR2( 0.003581, 0.003581 ); v[ 2 ].uv = D3DXVECTOR2( 0.295631, 0.003581 ); the lightmap texture size is 128 x 128 pixels. The upper-left pixel center coordinates are: float halfPixel = 0.5 / 128 = 0.00390625; D3DXVECTOR2 pixelCenter = D3DXVECTOR2( halfPixel, halfPixel ); will the mapping and sampling of the lightmap texture will require that an offset be taken into account or that the uv coordinates are snapped to the pixel centers..? ...Any ideas on the best way to approach this situation would be appreciated...What are the common practices?

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  • Better way to do AI Behavior in AS3/Flixel

    - by joon
    I'm making a game in Flixel and I need to program an NPC. It's rapidly turning more complex than I expected. I was wondering if there are any best practices, tutorials or examples that you can refer me to, to see how this is done. I can probably hack it together, which is what I always do, but it would be nice if I can make it maintanable and can add stuff later on. Here's screenshot to give you an idea: The butler will be an NPC that will follow you, or guide you, and talk to you the whole time. EDIT: More specifically: What I have now is a long list of IF statements in the update loop of the butler (about 8 different cases), and all I have covered is his walking behavior. I want him to comment on things and sometimes switch his main behavior to be more aggresive or distant,... Is there any way to keep track of this, or is complex code with many many nested if statements the way to go?

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