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  • OpenGL flickerinng near the edges

    - by Daniel
    I am trying to simulate particles moving around the scene with OpenCL for computation and OpenGL for rendering with GLUT. There is no OpenCL-OpenGL interop yet, so the drawing is done in the older fixed pipeline way. Whenever circles get close to the edges, they start to flicker. The drawing should draw a part of the circle on the top of the scene and a part on the bottom. The effect is the following: The balls you see on the bottom should be one part on the bottom and one part on the top. Wrapping around the scene, so to say, but they constantly flicker. The code for drawing them is: void Scene::drawCircle(GLuint index){ glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(pos.at(2*index),pos.at(2*index+1), 0.0f); glBegin(GL_TRIANGLE_FAN); GLfloat incr = (2.0 * M_PI) / (GLfloat) slices; glColor3f(0.8f, 0.255f, 0.26f); glVertex2f(0.0f, 0.0f); glColor3f(1.0f, 0.0f, 0.0f); for(GLint i = 0; i <=slices; ++i){ GLfloat x = radius * sin((GLfloat) i * incr); GLfloat y = radius * cos((GLfloat) i * incr); glVertex2f(x, y); } glEnd(); } If it helps, this is the reshape method: void Scene::reshape(GLint width, GLint height){ if(0 == height) height = 1; //Prevent division by zero glViewport(0, 0, width, height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluOrtho2D(xmin, xmax, ymin, ymax); std::cout << xmin << " " << xmax << " " << ymin << " " << ymax << std::endl; }

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  • Capitalizing on JavaScript's prototypal inheritance

    - by keithjgrant
    JavaScript has a class-free object system in which objects inherit properties directly from other objects. This is really powerful, but it is unfamiliar to classically trained programmers. If you attempt to apply classical design patterns directly to JavaScript, you will be frustrated. But if you learn to work with JavaScript's prototypal nature, your efforts will be rewarded. ... It is Lisp in C's clothing. -Douglas Crockford What does this mean for a game developer working with canvas and HTML5? I've been looking over this question on useful design patterns in gaming, but prototypal inheritance is very different than classical inheritance, and there are surely differences in the best way to apply some of these common patterns. For example, classical inheritance allows us to create a moveableEntity class, and extend that with any classes that move in our game world (player, monster, bullet, etc.). Sure, you can strongarm JavaScript to work that way, but in doing so, you are kind of fighting against its nature. Is there a better approach to this sort of problem when we have prototypal inheritance at our fingertips?

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  • 2D pathfinding - finding smooth paths

    - by Kooi Nam Ng
    I was trying to implement a simple pathfinding, but the outcome is less satisfactory than what I intended to achieve. The thing is units in games like Starcraft 2 move in all directions whereas units in my case only move in at most 8 directions (Warcraft 1 style) as these 8 directions direct to next available nodes (they move from a tile to next neighboring tile). What should I do in order to achieve the result as in Starcraft 2? Shrink the tile size? On the picture you can see a horizontal line of rock tiles being obstacles, and the found path marked as green tiles. The red line is the path I want to achieve.

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  • Positioning a sprite in XNA: Use ClientBounds or BackBuffer?

    - by Martin Andersson
    I'm reading a book called "Learning XNA 4.0" written by Aaron Reed. Throughout most of the chapters, whenever he calculates the position of a sprite to use in his call to SpriteBatch.Draw, he uses Window.ClientBounds.Width and Window.ClientBounds.Height. But then all of a sudden, on page 108, he uses PresentationParameters.BackBufferWidth and PresentationParameters.BackBufferHeight instead. I think I understand what the Back Buffer and the Client Bounds are and the difference between those two (or perhaps not?). But I'm mighty confused about when I should use one or the other when it comes to positioning sprites. The author uses for the most part Client Bounds both for checking whenever a moving sprite is of the screen and to find a spawn point for new sprites. However, he seems to make two exceptions from this pattern in his book. The first time is when he wants some animated sprites to "move in" and cross the screen from one side to another (page 108 as mentioned). The second and last time is when he positions a texture to work as a button in the lower right corner of a Windows Phone 7 screen (page 379). Anyone got an idea? I shall provide some context if it is of any help. Here's how he usually calls SpriteBatch.Draw (code example from where he positions a sprite in the middle of the screen [page 35]): spriteBatch.Draw(texture, new Vector2( (Window.ClientBounds.Width / 2) - (texture.Width / 2), (Window.ClientBounds.Height / 2) - (texture.Height / 2)), null, Color.White, 0, Vector2.Zero, 1, SpriteEffects.None, 0); And here is the first case of four possible in a switch statement that will set the position of soon to be spawned moving sprites, this position will later be used in the SpriteBatch.Draw call (page 108): // Randomly choose which side of the screen to place enemy, // then randomly create a position along that side of the screen // and randomly choose a speed for the enemy switch (((Game1)Game).rnd.Next(4)) { case 0: // LEFT to RIGHT position = new Vector2( -frameSize.X, ((Game1)Game).rnd.Next(0, Game.GraphicsDevice.PresentationParameters.BackBufferHeight - frameSize.Y)); speed = new Vector2(((Game1)Game).rnd.Next( enemyMinSpeed, enemyMaxSpeed), 0); break;

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  • Doing powerups in a component-based system

    - by deft_code
    I'm just starting really getting my head around component based design. I don't know what the "right" way to do this is. Here's the scenario. The player can equip a shield. The the shield is drawn as bubble around the player, it has a separate collision shape, and reduces the damage the player receives from area effects. How is such a shield architected in a component based game? Where I get confused is that the shield obviously has three components associated with it. Damage reduction / filtering A sprite A collider. To make it worse different shield variations could have even more behaviors, all of which could be components: boost player maximum health health regen projectile deflection etc Am I overthinking this? Should the shield just be a super component? I really think this is wrong answer. So if you think this is the way to go please explain. Should the shield be its own entity that tracks the location of the player? That might make it hard to implement the damage filtering. It also kinda blurs the lines between attached components and entities. Should the shield be a component that houses other components? I've never seen or heard of anything like this, but maybe it's common and I'm just not deep enough yet. Should the shield just be a set of components that get added to the player? Possibly with an extra component to manage the others, e.g. so they can all be removed as a group. (accidentally leave behind the damage reduction component, now that would be fun). Something else that's obvious to someone with more component experience?

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  • Doubling the DPI with a shader?

    - by Mathias Lykkegaard Lorenzen
    I'm developing a game where the map is generated with Perlin Noise, but on the CPU. I am generating some perlin noise onto a texture with a small size, and then I stretch it out to the whole screen to simulate a map. The reason for the CPU generating the noise is that I want it to look the same on all devices. Now, here's the end-result. Please ignore the bullets and the explosion on the picture. What matters is the background (the black/gray pixels) and the ground (the brown-ish pixels). They are rendered to the same texture through perlin noise. However, this doesn't look very pretty. So I was wondering if it would be possible to double the amount of pixels using a shader, and rounding edges at the same time? In other words, improve the DPI. I'm using SharpDX with DirectX 11, through its toolkit feature. But any help that'll lead me in the right direction (for instance through HLSL) would be a great help. Thanks in advance.

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  • Long delays in Unity3D substance generation

    - by Josh Buhler
    Currently working on an iOS/Android project in Unity3d, and we're seeing some incredibly long times for generating substances between testing runs. We can run the game, but once we shut down the playback, Unity begins to re-import all off the substances built using Substance Designer. As we've got a lot of these in our game, it's starting to lead to 5 minute delays between testing runs just to test a small change. Any suggestions or parameters we should check that could possibly prevent Unity from needing to regenerate these substances every time? Shouldn't it be caching these things somewhere?

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  • Should I make the Cells in a Tiledmap as null when my player hits it

    - by Vishal Kumar
    I am making a Tile Based game using Libgdx. I took the idea from SuperKoalio platformer demo by Mario Zencher. When I wanted to implement Collectables in my game , I simply draw the coins using Tiled Map Editor. When my player hits that, I use to set that cell as null. Someday on this site suggested me not to do so... never use null. I agreed. What can be any other way. If I am using layer.setCell(x,y) to set the cell to any other cell... even if an transparent one .. my player seems to be stopped by an invisible object/hurdle. This is my code: for (Rectangle tile : tiles) { if (koalaRect.overlaps(tile)) { TiledMapTileLayer layer = (TiledMapTileLayer) map.getLayers().get(1); try{ type = layer.getCell((int) tile.x, (int) tile.y).getTile().getProperties().get("tileType").toString(); } catch(Exception e){ System.out.print("Exception in Tiles Property"+e); type="nonbreakable"; } //Let us destroy this cell if(("award".equals(type))){ layer.setCell((int) tile.x, (int) tile.y, null); listener.coin(); score+=100; test = ""+layer.getCell(0, 0).getTile().getProperties().get("tileType"); } //DOING THIS GIVES A BAD EFFECT if(("killer".equals(type))){ //player.health--; //layer.setCell((int) tile.x, (int) tile.y, layer.getCell(20,0)); } // we actually reset the player y-position here // so it is just below/above the tile we collided with // this removes bouncing :) if (player.velocity.y > 0) { player.position.y = (tile.y - Player.height); } Is this a right approach? OR I should create separate Sprite Class called Coin.

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  • How to choose cell to put entity in in an uniform grid used for broad phase collision detection?

    - by nathan
    I'm trying to implement the broad phase of my collision detection algorithm. My game is an arcade game with lot of moving entities in an open space with relatively equivalent sizes. Regarding the above specifications, i decided to use an uniform grid for space partitioning. The problem i have right know is how to efficiently choose in which cells an entity should be added. ATM i'm doing something like this: for (int x = 0; x < gridSize; x++) { for (int y = 0; y < gridSize; y++) { GridCell cell = grid[x][y]; cell.clear(); //remove the previously added entities for (int i = 0; i < entities.size(); i++) { Entity e = entities.get(i); if (cell.isEntityOverlap(e)) { cell.add(e); } } } } The isEntityOverlap is a simple method i added my GridCell class. public boolean isEntityOverlap(Shape s) { return cellArea.intersects(s); } Where cellArea is a Rectangle. cellArea = new Rectangle(x, y, CollisionGrid.CELL_SIZE, CollisionGrid.CELL_SIZE); It works but it's damn slow. What would be a fast way to know all the cells an entity overlaps? Note: by "it works" i mean, the entities are contained in the good cells over the time after movements etc.

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  • Translating an Object to a certain Vector 3 in OpenGL and Java LWJGL

    - by aliasmk
    So after almost two hours, I got the hang of using glTranslated() (with Java and LWJGL). If I am correct, applying glTranslated on an object moves that object with the x,y,z relative to the previously moved object. I believe the correct term for this is local vs global, global being the one I want. I was wondering if there was a way to translate an object to a specific XYZ position, or relative to the origin. Thanks! (Code or other details can be supplied if it helps, just let me know. Also sorry if this is a noob comment, Im very new to OpenGL.)

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  • Odd Android touch event problem

    - by user22241
    Overview When testing my game I came across a bizarre problem with my touch controls. Note this isn't related to multi-touch as I completely removed my ACTION_POINTER_UP and ACTION_POINTER_DOWN along with my ACTION_MOVE code. So I'm simply working with ACTION_UP and ACTION_DOWN now and still get the problem. The problem I have a left and right button on the left of the screen and a jump button on the right. Everything works as it should but if I touch a large area of my hand (the fleshy part at the base of the thumb for instance) onto the screen, then release it and then press one of my arrows, the sprite moves in that direction for a few seconds, and then ACTION_UP is mysteriously triggered. The sprite stops and then if I release my finger and re-apply it to an arrow, the same thing happens. This goes on and on and eventually (randomly??) stops and everything work OK again. Test device & OS Google Nexus 10 Tablet running Jellybean 4.2.2 Code //Action upon which to switch actionMask = event.getActionMasked(); //Pointer Index of the currently touching pointer pointerIndex = event.getActionIndex(); //Number of pointers (for multi-touch) pointerCount = event.getPointerCount(); //ID of the pointer currently being processed (Multitouch) pointerID = event.getPointerId(pointerIndex); switch (actionMask){ //Primary pointer down case MotionEvent.ACTION_DOWN: { //if pressing left button then set moving left if (isLeftPressed(event.getX(), event.getY())){ renderer.setSpriteLeft(); } //if pressing right button then set moving right else if (isRightPressed(event.getX(), event.getY())){ renderer.setSpriteRight(); } //if pressing jump button then set sprite jumping else if (isJumpPressed(event.getX(),event.getY())){ renderer.setSpriteState('j', true); } break; }//End of case //Primary pointer up case MotionEvent.ACTION_UP:{ //When finger leaves the screen, stop sprite's horizontal movement renderer.setSpriteStopped(); break; }

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  • What's the best way to generate an NPC's face using web technologies?

    - by Vael Victus
    I'm in the process of creating a web app. I have many randomly-generated non-player characters in a database. I can pull a lot of information about them - their height, weight, down to eye color, hair color, and hair style. For this, I am solely interested in generating a graphical representation of the face. Currently the information is displayed with text in the nicest way possible, but I believe it's worth generating these faces for a more... human experience. Problem is, I'm not artist. I wouldn't mind commissioning an artist for this system, but I wouldn't know where to start. Were it 2007, I'd naturally think to myself that using Flash would be the best choice. I'd love to see "breathing" simulated. However, since Flash is on its way out, I'm not sure of a solid solution. With a previous game, I simply used layered .pngs to represent various aspects of the player's body: their armor, the face, the skin color. However, these solutions weren't very dynamic and felt very amateur. I can't go deep into this project feeling like that's an inferior way to present these faces, and I'm certain there's a better way. Can anyone give some suggestion on how to pull this off well?

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  • Game World Design [on hold]

    - by GameDev
    I have one doubt about world game developing. I want to do a kind of platform game mixed with RPG (Side Scroll). What's the best to draw the world, - Draw everything than use the camera to move around the world - Draw just what you see as the player moves draw the new stuff. I'm new at this and didn't had any course for it. So if anyone can help me thanks :) PS: Any recommendation to learning game concept, like drawing world theory, play etc.. (not code and i want to 2D and i only see books for 3D stuff)

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  • Drawing text from update method in XNA

    - by Sigh-AniDe
    I am having a problem drawing the "Game Over!" text once the user is on the last tile. This is what I have: The Update and drawText methods are in a class named turtle: public void Update(float scalingFactor, int[,] map, SpriteBatch batch, SpriteFont font) { if (isMovable(mapX, mapY - 1, map)) { position.Y = position.Y - (int)scalingFactor; angle = 0.0f; Program.form.direction = ""; if (mapX == 17 && mapY == 1)// This is the last tile(Tested) { Program.form.BackColor = System.Drawing.Color.Red; drawText(batch, font); } } } public void drawText(SpriteBatch spritebatch, SpriteFont spriteFont) { textPosition.X = 200; // a vector2 textPosition.Y = 200; spritebatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend); spritebatch.DrawString(spriteFont, "Game Over!!!", textPosition, Color.Red); spritebatch.End(); } This update is in the Game1 class: protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); turtle.Update(scalingFactor, map, spriteBatch, font); base.Update(gameTime); } I have also added the font content to LoadContent: font = Content.Load<SpriteFont>("fontType"); What am I doing wrong? Why does the text not want to show on game completion? If I call the turtle.draw() in the main Draw method. The "Game Over" text stays on screen from the beggining. What am I missing? Thanks

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  • Best practices with Vertices in Open GL

    - by Darestium
    What is the best practice in regards to storing vertex data in Open GL? I.e: struct VertexColored { public: GLfloat position[]; GLfloat normal[]; byte colours[]; } class Terrian { private: GLuint vbo_vertices; GLuint vbo_normals; GLuint vbo_colors; GLuint ibo_elements; VertexColored vertices[]; } or having them stored seperatly in the required class like: class Terrian { private: GLfloat vertices[]; GLfloat normals[]; GLfloat colors[]; GLuint vbo_vertices; GLuint vbo_normals; GLuint vbo_colors; GLuint ibo_elements; }

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  • Tool for creating complex paths?

    - by TerryB
    I want to create some fairly complex predefined paths for my AI sprites to follow. I'll need to use curves, splines etc to get the effect I want. Is there a drawing tool out there that will allow me to draw such curves, "mesh" them by placing lots of points along them at some defined density and then output the coordinates of all of those points for me? I could write this tool myself but hopefully one of the drawing packages can do this? Cheers!

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  • Socket.io v.9 with Actionscript

    - by funseiki
    I'm attempting to develop an online multiplayer game using Node.js for the server and Flash to display the client. I've been reading up a bit and have found quite a few recommendations for the socket.io library. I've also found a github project which exposes code to help facilitate communication between an Actionscript 3.0 client and a server using socket.io. The project I mentioned is a bit dated and doesn't seem to have support for the latest version of socket.io, so I was wondering if leveraging this framework (socket.io, that is) would be the most ideal way to go. I have found a simple project that uses the standard 'net' module for node.js, but because there a few options available, I'm a little lost as to which one to go with. I'm currently leaning towards just using the regular 'net' module as it is already familiar to me. Since much of the client is already coded up, I'd really like to not switch over to using the HTML5 canvas just yet (but using socket.io would make a transition in the future more friendly, I think?). Any advice/direction on this matter would be much appreciated, though I do realize that there may be no one right answer. Edit: To be more specific, are there any client-side socket.io frameworks available that allow for communication between an Actionscript 3.0 client and a socket.io server and are robust enough to support current/future versions of socket.io? If not, what are the alternatives?

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  • Is there an open source sports manager project?

    - by massive
    For a long time I've tried to search for an open source manager game, but without any luck. I'm looking for a suitable project for a reference to my own pet project. Features like well designed data model, tournament and fixture generation and understandable match simulation algorithm would be a great bonuses. I'm especially interested in game projects like Hattrick and SI Games' Football Manager, although it is irrelevant what the particular sport is. The project should be preferably web-based as Hattrick is. I've crawled through GitHub and SourceForge, but I found only a few sports simulation projects. Projects, which I have found, were either dead or not fulfilling my wishes. Do you know any open source manager game / fantasy sports game project, which would be available as open source, OR at least any material, which would be useful when building a such project?

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  • Unable to access A class variables in B Class - Unity-Monodevelop

    - 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 } } Iam 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 ?

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  • How display path ball will bounce?

    - by boolean
    I'm trying to figure out a way to show the path a ball will travel, so that the player can line up a shot before they fire the ball. I can't think of a way to calculate this path in advance and show it to the player, especially if it involves collision detection. At first I thought I would run the game at a super high speed for one update, plot the path with some dotted lines where the ball bounced, and then in the next frame hide the 'tracer' ball. This seems to have two issues - Calculating collision detection without actually updating the frames and collision detection getting less reliable at high speeds. If they were straight lines I think I could figure this out in a while loop, but trying to take into account the speed of the ball, the curve of the path, the reflecting from other objects..it all seems a bit much. I'm not looking for any code and this isn't a platform specific question, more just help trying to figure out conceptually how this would work. Can this be done? Are there techniques to achieve this?

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  • checking for collision detection

    - by bill
    I am trying to create a game where you have a player and you can move right,left, and jump. kind of like mario but its not a side scroller. also i want to use 2d array to make a tile map. my big problem is that i dont understand how to check for collision. i spend about 2 week thinking about this and i came up with 2 solution but they both have problems. let say my map is: 0 = sky 1 = player 2 = ground 00000 10002 22022 Solution 1: move the '1'(player) and update the map less say player wants to move right, then x+=grid[x+1][y] this make the collision easy bc you can just check if if(grid[x][y+1] == 2){ //player is standing on top of ground } problem with this when u hit right key player will move (x*Titlewidth) to right. and as you can see the animation wont look smooth. Solution 2: move player and dont update map player_x += 2 this will make the animation more smoother bc i am just moving 2 pixels. problem1: i cant update map bc if player some times will be middle of int(2d array). but thats ok sinces its not a side scroller so updating the map is not a big deal. problem2: only way to check for collision is to use java intersection method. but then player have to be atleast 1 or 2 pixel in ground in order to check for collision. and as you can see that wont look good too. plz note this is my first collision game in java. so plz try to explain alot otherwise i wont understand it.

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  • Texture and Lighting Issue in 3D world

    - by noah
    Im using OpenGL ES 1.1 for iPhone. I'm attempting to implement a skybox in my 3d world and started out by following one of Jeff Lamarches tutorials on creating textures. Heres the tutorial: iphonedevelopment.blogspot.com/2009/05/opengl-es-from-ground-up-part-6_25.html Ive successfully added the image to my 3d world but am not sure why the lighting on the other shapes has changed so much. I want the shapes to be the original color and have the image in the background. Before: https://www.dropbox.com/s/ojmb8793vj514h0/Screen%20Shot%202012-10-01%20at%205.34.44%20PM.png After: https://www.dropbox.com/s/8v6yvur8amgudia/Screen%20Shot%202012-10-01%20at%205.35.31%20PM.png Heres the init OpenGL: - (void)initOpenGLES1 { glShadeModel(GL_SMOOTH); // Enable lighting glEnable(GL_LIGHTING); // Turn the first light on glEnable(GL_LIGHT0); const GLfloat lightAmbient[] = {0.2, 0.2, 0.2, 1.0}; const GLfloat lightDiffuse[] = {0.8, 0.8, 0.8, 1.0}; const GLfloat matAmbient[] = {0.3, 0.3, 0.3, 0.5}; const GLfloat matDiffuse[] = {1.0, 1.0, 1.0, 1.0}; const GLfloat matSpecular[] = {1.0, 1.0, 1.0, 1.0}; const GLfloat lightPosition[] = {0.0, 0.0, 1.0, 0.0}; const GLfloat lightShininess = 100.0; //Configure OpenGL lighting glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, matAmbient); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, matDiffuse); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, matSpecular); glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, lightShininess); glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmbient); glLightfv(GL_LIGHT0, GL_DIFFUSE, lightDiffuse); glLightfv(GL_LIGHT0, GL_POSITION, lightPosition); // Define a cutoff angle glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 40.0); // Set the clear color glClearColor(0, 0, 0, 1.0f); // Projection Matrix config glMatrixMode(GL_PROJECTION); glLoadIdentity(); CGSize layerSize = self.view.layer.frame.size; // Swapped height and width for landscape mode gluPerspective(45.0f, (GLfloat)layerSize.height / (GLfloat)layerSize.width, 0.1f, 750.0f); [self initSkyBox]; // Modelview Matrix config glMatrixMode(GL_MODELVIEW); glLoadIdentity(); // This next line is not really needed as it is the default for OpenGL ES glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_BLEND); // Enable depth testing glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); glDepthMask(GL_TRUE); } Heres the drawSkybox that gets called in the drawFrame method: -(void)drawSkyBox { glDisable(GL_LIGHTING); glDisable(GL_DEPTH_TEST); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); static const SSVertex3D vertices[] = { {-1.0, 1.0, -0.0}, { 1.0, 1.0, -0.0}, {-1.0, -1.0, -0.0}, { 1.0, -1.0, -0.0} }; static const SSVertex3D normals[] = { {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0} }; static const GLfloat texCoords[] = { 0.0, 0.5, 0.5, 0.5, 0.0, 0.0, 0.5, 0.0 }; glLoadIdentity(); glTranslatef(0.0, 0.0, -3.0); glBindTexture(GL_TEXTURE_2D, texture[0]); glVertexPointer(3, GL_FLOAT, 0, vertices); glNormalPointer(GL_FLOAT, 0, normals); glTexCoordPointer(2, GL_FLOAT, 0, texCoords); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_LIGHTING); glEnable(GL_DEPTH_TEST); } Heres the init Skybox: -(void)initSkyBox { // Turn necessary features on glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_SRC_COLOR); // Bind the number of textures we need, in this case one. glGenTextures(1, &texture[0]); // create a texture obj, give unique ID glBindTexture(GL_TEXTURE_2D, texture[0]); // load our new texture name into the current texture glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); NSString *path = [[NSBundle mainBundle] pathForResource:@"space" ofType:@"jpg"]; NSData *texData = [[NSData alloc] initWithContentsOfFile:path]; UIImage *image = [[UIImage alloc] initWithData:texData]; GLuint width = CGImageGetWidth(image.CGImage); GLuint height = CGImageGetHeight(image.CGImage); CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); void *imageData = malloc( height * width * 4 ); // times 4 because will write one byte for rgb and alpha CGContextRef cgContext = CGBitmapContextCreate( imageData, width, height, 8, 4 * width, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big ); // Flip the Y-axis CGContextTranslateCTM (cgContext, 0, height); CGContextScaleCTM (cgContext, 1.0, -1.0); CGColorSpaceRelease( colorSpace ); CGContextClearRect( cgContext, CGRectMake( 0, 0, width, height ) ); CGContextDrawImage( cgContext, CGRectMake( 0, 0, width, height ), image.CGImage ); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData); CGContextRelease(cgContext); free(imageData); [image release]; [texData release]; } Any help is greatly appreciated.

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  • New way of integrating Openfeint in Cocos2d-x 0.12.0

    - by Ef Es
    I am trying to implement OpenFeint for Android in my cocos2d-x project. My approach so far has been creating a button that calls a static java method in class Bridge using jnihelper functions (jnihelper only accepts statics). Bridge has one singleton attribute of type OFAndroid, that is the class dynamically calling the Openfeint Api methods, and every method in the bridge just forwards it to the OFAndroid object. What I am trying to do now is to initialize the openfeint libraries in the main java class that is the one calling the static C++ libraries. My problem right now is that the initializing function void com.openfeint.api.OpenFeint.initialize(Context ctx, OpenFeintSettings settings, OpenFeintDelegate delegate) is not accepting the context parameter that I am giving him, which is a "this" reference to the main class. Main class extends from Cocos2dxActivity but I don't have any other that extends from Application. Any suggestions on fixing it or how to improve the architecture? EDIT: I am trying a new solution. Make the bridge class into an Application child, is called from Main object, initializes OpenFeint when created and it can call the OpenFeint functions instead of needing an additional class. The problem is I still get the error. 03-30 14:39:22.661: E/AndroidRuntime(9029): Caused by: java.lang.NullPointerException 03-30 14:39:22.661: E/AndroidRuntime(9029): at android.content.ContextWrapper.getPackageManager(ContextWrapper.java:85) 03-30 14:39:22.661: E/AndroidRuntime(9029): at com.openfeint.internal.OpenFeintInternal.validateManifest(OpenFeintInternal.java:885) 03-30 14:39:22.661: E/AndroidRuntime(9029): at com.openfeint.internal.OpenFeintInternal.initializeWithoutLoggingIn(OpenFeintInternal.java:829) 03-30 14:39:22.661: E/AndroidRuntime(9029): at com.openfeint.internal.OpenFeintInternal.initialize(OpenFeintInternal.java:852) 03-30 14:39:22.661: E/AndroidRuntime(9029): at com.openfeint.api.OpenFeint.initialize(OpenFeint.java:47) 03-30 14:39:22.661: E/AndroidRuntime(9029): at nurogames.fastfish.NuroFeint.onCreate(NuroFeint.java:23) 03-30 14:39:22.661: E/AndroidRuntime(9029): at nurogames.fastfish.FastFish.onCreate(FastFish.java:47) 03-30 14:39:22.661: E/AndroidRuntime(9029): at android.app.Instrumentation.callActivityOnCreate(Instrumentation.java:1069) 03-30 14:39:22.661: E/AndroidRuntime(9029): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2751)

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  • Checking is sides of cubes are solid

    - by Christian Frantz
    In relation to this question: http://gamedev.stackexchange.com/a/28524/31664 And a question I asked earlier: Creating a DrawableGameComponent And also because my internet is too slow to get on chat. I'm wondering how to check if the sides of a cube are solid. I've created 12 methods, each one creating indices and vertices for sides of a cube. Now when I use these methods, the cube creates how it should. All 6 sides show up and its like I didnt change a thing. How can use if statements to check if the side of a cube is solid? The pseudocode from the question above shows this: if(!isSolidAt(x+1,y,z)) verticesToDraw += AddXPlusFace(x,y,z) But in my case is would be: if(!sideIsSolid) SetUpFrontFaceIndices(); My method simply takes these index and vertex values and adds them to a list indicesToDraw and verticesToDraw, as shown in the answer above

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  • Using unordered_multimap as entity and component storage

    - by natebot13
    The Setup I've made a few games (more like animations) using the Object Oriented method with base classes for objects that extend them, and objects that extend those, and found I couldn't wrap my head around expanding that system to larger game ideas. So I did some research and discovered the Entity-Component system of designing games. I really like the idea, and thoroughly understood the usefulness of it after reading Byte54's perfect answer here: Role of systems in entity systems architecture. With that said, I have decided to create my current game idea using the described Entity-Component system. Having basic knowledge of C++, and SFML, I would like to implement the backbone of this entity component system using an unordered_multimap without classes for the entities themselves. Here's the idea: An unordered_mulitmap stores entity IDs as the lookup term, while the value is an inherited Component object. Examlpe: ____________________________ |ID |Component | ---------------------------- |0 |Movable | |0 |Accelable | |0 |Renderable | |1 |Movable | |1 |Renderable | |2 |Renderable | ---------------------------- So, according to this map of objects, the entity with ID 0 has three components: Movable, Accelable, and Renderable. These component objects store the entity specific data, such as the location, the acceleration, and render flags. The entity is simply and ID, with the components attached to that ID describing its attributes. Problem I want to store the component objects within the map, allowing the map have full ownership of the components. The problem I'm having, is I don't quite understand enough about pointers, shared pointers, and references in order to get that set up. How can I go about initializing these components, with their various member variables, within the unordered_multimap? Can the base component class take on the member variables of its child classes, when defining the map as unordered_multimap<int, component>? Requirements I need a system to be able to grab an entity, with all of its' attached components, and access members from the components in order to do the necessary calculations and reassignments for position, velocity, etc. Need a clarification? Post a comment with your concerns and I will gladly edit or comment back! Thanks in advance! natebot13

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