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  • Modern Shader Book?

    - by Michael Stum
    I'm interested in learning about Shaders: What are they, when/for what would I use them, and how to use them. (Specifically I'm interested in Water and Bloom effects, but I know close to 0 about Shaders, so I need a general introduction). I saw a lot of books that are a couple of years old, so I don't know if they still apply. I'm targeting XNA 4.0 at the moment (which I believe means HLSL Shaders for Shader Model 4.0), but anything that generally targets DirectX 11 and OpenGL 4 is helpful I guess.

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  • Distance between two 3D objects' faces

    - by Arthur Gibraltar
    I'm really newbie on programming and I'm making some tests. I couldn't find nowhere on Internet how could I calculate the distance between two 3D objects' faces. Is there anyway? Detailing, as an example, I have two 3D cubes. Each one has a vector3 position designating it's center on the 3D space and an orientation matrix. And each cube has a size (float width, float height and float length). I could get a simple distance between them by calling Vector3.Distance(), but it doesn't consider its sizes, just the position. Then the distance would be between its centers. Is there any way to calculate the distance between the faces? Thanks for any reply.

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  • Moving player in direciton camera is facing

    - by Samurai Fox
    I have a 3rd person camera which can rotate around the player. My problem is that wherever camera is facing, players forward is always the same direction. For example when camera is facing the right side of the player, when I press button to move forward, I want player to turn to the left and make that the "new forward". My camera script so far: using UnityEngine; using System.Collections; public class PlayerScript : MonoBehaviour { public float RotateSpeed = 150, MoveSpeed = 50; float DeltaTime; void Update() { DeltaTime = Time.deltaTime; transform.Rotate(0, Input.GetAxis("LeftX") * RotateSpeed * DeltaTime, 0); transform.Translate(0, 0, -Input.GetAxis("LeftY") * MoveSpeed * DeltaTime); } } public class CameraScript : MonoBehaviour { public GameObject Target; public float RotateSpeed = 170, FollowDistance = 20, FollowHeight = 10; float RotateSpeedPerTime, DesiredRotationAngle, DesiredHeight, CurrentRotationAngle, CurrentHeight, Yaw, Pitch; Quaternion CurrentRotation; void LateUpdate() { RotateSpeedPerTime = RotateSpeed * Time.deltaTime; DesiredRotationAngle = Target.transform.eulerAngles.y; DesiredHeight = Target.transform.position.y + FollowHeight; CurrentRotationAngle = transform.eulerAngles.y; CurrentHeight = transform.position.y; CurrentRotationAngle = Mathf.LerpAngle(CurrentRotationAngle, DesiredRotationAngle, 0); CurrentHeight = Mathf.Lerp(CurrentHeight, DesiredHeight, 0); CurrentRotation = Quaternion.Euler(0, CurrentRotationAngle, 0); transform.position = Target.transform.position; transform.position -= CurrentRotation * Vector3.forward * FollowDistance; transform.position = new Vector3(transform.position.x, CurrentHeight, transform.position.z); Yaw = Input.GetAxis("Right Horizontal") * RotateSpeedPerTime; Pitch = Input.GetAxis("Right Vertical") * RotateSpeedPerTime; transform.Translate(new Vector3(Yaw, -Pitch, 0)); transform.position = new Vector3(transform.position.x, transform.position.y, transform.position.z); transform.LookAt(Target.transform); } }

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  • 2D Tile Map for Platformer, XML or SQLite?

    - by Stephen Tierney
    I'm developing a 2D platformer with some uni friends. We've based it upon the XNA Platformer Starter Kit which uses .txt files to store the tile map. While this is simple it does not give us enough control and flexibility with level design. I'm doing some research into whether to store level data in an XML file or in a database like SQLite. Which would be the best for this situation? Do either have any drawbacks (performance etc) compared to the other?

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  • Question on the implementation of my Entity System

    - by miguel.martin
    I am currently creating an Entity System, in C++, it is almost completed (I have all the code there, I just have to add a few things and test it). The only thing is, I can't figure out how to implement some features. This Entity System is based off a bit from the Artemis framework, however it is different. I'm not sure if I'll be able to type this out the way my head processing it. I'm going to basically ask whether I should do something over something else. Okay, now I'll give a little detail on my Entity System itself. Here are the basic classes that my Entity System uses to actually work: Entity - An Id (and some methods to add/remove/get/etc Components) Component - An empty abstract class ComponentManager - Manages ALL components for ALL entities within a Scene EntitySystem - Processes entities with specific components Aspect - The class that is used to help determine what Components an Entity must contain so a specific EntitySystem can process it EntitySystemManager - Manages all EntitySystems within a Scene EntityManager - Manages entities (i.e. holds all Entities, used to determine whether an Entity has been changed, enables/disables them, etc.) EntityFactory - Creates (and destroys) entities and assigns an ID to them Scene - Contains an EntityManager, EntityFactory, EntitySystemManager and ComponentManager. Has functions to update and initialise the scene. Now in order for an EntitySystem to efficiently know when to check if an Entity is valid for processing (so I can add it to a specific EntitySystem), it must recieve a message from the EntityManager (after a call of activate(Entity& e)). Similarly the EntityManager must know when an Entity is destroyed from the EntityFactory in the Scene, and also the ComponentManager must know when an Entity is created AND destroyed. I do have a Listener/Observer pattern implemented at the moment, but with this pattern I may remove a Listener (which is this case is dependent on the method being called). I mainly have this implemented for specific things related to a game, i.e. Teams, Tagging of entities, etc. So... I was thinking maybe I should call a private method (using friend classes) to send out when an Entity has been activated, deleted, etc. i.e. taken from my EntityFactory void EntityFactory::killEntity(Entity& e) { // if the entity doesn't exsist in the entity manager within the scene if(!getScene()->getEntityManager().doesExsist(e)) { return; // go back to the caller! (should throw an exception or something..) } // tell the ComponentManager and the EntityManager that we killed an Entity getScene()->getComponentManager().doOnEntityWillDie(e); getScene()->getEntityManager().doOnEntityWillDie(e); // notify the listners for(Mouth::iterator i = getMouth().begin(); i != getMouth().end(); ++i) { (*i)->onEntityWillDie(*this, e); } _idPool.addId(e.getId()); // add the ID to the pool delete &e; // delete the entity } As you can see on the lines where I am telling the ComponentManager and the EntityManager that an Entity will die, I am calling a method to make sure it handles it appropriately. Now I realise I could do this without calling it explicitly, with the help of that for loop notifying all listener objects connected to the EntityFactory's Mouth (an object used to tell listeners that there's an event), however is this a good idea (good design, or what)? I've gone over the PROS and CONS, I just can't decide what I want to do. Calling Explicitly: PROS Faster? Since these functions are explicitly called, they can't be "removed" CONS Not flexible Bad design? (friend functions) Calling through Listener objects (i.e. ComponentManager/EntityManager inherits from a EntityFactoryListener) PROS More Flexible? Better Design? CONS Slower? (virtual functions) Listeners can be removed, i.e. may be removed and not get called again during the program, which could cause in a crash. P.S. If you wish to view my current source code, I am hosting it on BitBucket.

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  • Tiled/TMX C++ Library/Parser

    - by Ben
    Where can I find an easy to use and up to date C++ parser/library for the .tmx map format (used by the Tiled Map Editor) ? EDIT: David's comment, 'Unless you want to build your game around the format of the parser..', got me thinking... So I have downloaded pugixml, which is an easy to use xml-parser with very straightforward documentation. Together with the spec for the TMX Map Format, I think I'll give it a try myself. I'll probably compare with Cocos2d-x's CCTMXTiledMap at some point.

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  • Is there any hueristic to polygonize a closed 2d-raster shape with n triangles?

    - by Arthur Wulf White
    Lets say we have a 2d image black on white that shows a closed geometric shape. Is there any (not naive brute force) algorithm that approximates that shape as closely as possible with n triangles? If you want a formal definition for as closely as possible: Approximate the shape with a polygon that when rendered into a new 2d image will match the largest number of pixels possible with the original image.

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  • What's the best game engine to use for my PC game project? [closed]

    - by user19860
    I'm in the planning phase of creating an action-rpg for the PC, and I'd like to create a League of Legends style look for the game (animated/cartoony). Any idea which engine best replicates this look? I ask because when I look at a lot of the UDk/Unreal games, they've all got the more realistic 3-D look that I'd like to avoid, so I was wondering if an alternate look was possible on that type of engine. Source SDK and Unity also look very interesting, I just don't know what types of visual capabilities these engines have. Thanks in advance.

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  • What program should i use for Ludum Dare?

    - by mFontoura
    I want to participate for the first time on Ludum Dare, but i'm not confortable yet with a language to pick one for making a game on a weekend. So i was looking for a program 'gamemaker' style, just to make something for LD. I was going for Construct 2, but i use Linux and they don't have a linux version. So the alternative i use is Stencyl, witch is great and probably is what i'm going to use. However, i wanted to know if there is something similar and better for Linux. Also, if i get a computer with Win8, is it worth the trouble for Construct 2?

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  • Trying to detect collision between two polygons using Separating Axis Theorem

    - by Holly
    The only collision experience i've had was with simple rectangles, i wanted to find something that would allow me to define polygonal areas for collision and have been trying to make sense of SAT using these two links Though i'm a bit iffy with the math for the most part i feel like i understand the theory! Except my implementation somewhere down the line must be off as: (excuse the hideous font) As mentioned above i have defined a CollisionPolygon class where most of my theory is implemented and then have a helper class called Vect which was meant to be for Vectors but has also been used to contain a vertex given that both just have two float values. I've tried stepping through the function and inspecting the values to solve things but given so many axes and vectors and new math to work out as i go i'm struggling to find the erroneous calculation(s) and would really appreciate any help. Apologies if this is not suitable as a question! CollisionPolygon.java: package biz.hireholly.gameplay; import android.graphics.Canvas; import android.graphics.Color; import android.graphics.Paint; import biz.hireholly.gameplay.Types.Vect; public class CollisionPolygon { Paint paint; private Vect[] vertices; private Vect[] separationAxes; CollisionPolygon(Vect[] vertices){ this.vertices = vertices; //compute edges and separations axes separationAxes = new Vect[vertices.length]; for (int i = 0; i < vertices.length; i++) { // get the current vertex Vect p1 = vertices[i]; // get the next vertex Vect p2 = vertices[i + 1 == vertices.length ? 0 : i + 1]; // subtract the two to get the edge vector Vect edge = p1.subtract(p2); // get either perpendicular vector Vect normal = edge.perp(); // the perp method is just (x, y) => (-y, x) or (y, -x) separationAxes[i] = normal; } paint = new Paint(); paint.setColor(Color.RED); } public void draw(Canvas c, int xPos, int yPos){ for (int i = 0; i < vertices.length; i++) { Vect v1 = vertices[i]; Vect v2 = vertices[i + 1 == vertices.length ? 0 : i + 1]; c.drawLine( xPos + v1.x, yPos + v1.y, xPos + v2.x, yPos + v2.y, paint); } } /* consider changing to a static function */ public boolean intersects(CollisionPolygon p){ // loop over this polygons separation exes for (Vect axis : separationAxes) { // project both shapes onto the axis Vect p1 = this.minMaxProjection(axis); Vect p2 = p.minMaxProjection(axis); // do the projections overlap? if (!p1.overlap(p2)) { // then we can guarantee that the shapes do not overlap return false; } } // loop over the other polygons separation axes Vect[] sepAxesOther = p.getSeparationAxes(); for (Vect axis : sepAxesOther) { // project both shapes onto the axis Vect p1 = this.minMaxProjection(axis); Vect p2 = p.minMaxProjection(axis); // do the projections overlap? if (!p1.overlap(p2)) { // then we can guarantee that the shapes do not overlap return false; } } // if we get here then we know that every axis had overlap on it // so we can guarantee an intersection return true; } /* Note projections wont actually be acurate if the axes aren't normalised * but that's not necessary since we just need a boolean return from our * intersects not a Minimum Translation Vector. */ private Vect minMaxProjection(Vect axis) { float min = axis.dot(vertices[0]); float max = min; for (int i = 1; i < vertices.length; i++) { float p = axis.dot(vertices[i]); if (p < min) { min = p; } else if (p > max) { max = p; } } Vect minMaxProj = new Vect(min, max); return minMaxProj; } public Vect[] getSeparationAxes() { return separationAxes; } public Vect[] getVertices() { return vertices; } } Vect.java: package biz.hireholly.gameplay.Types; /* NOTE: Can also be used to hold vertices! Projections, coordinates ect */ public class Vect{ public float x; public float y; public Vect(float x, float y){ this.x = x; this.y = y; } public Vect perp() { return new Vect(-y, x); } public Vect subtract(Vect other) { return new Vect(x - other.x, y - other.y); } public boolean overlap(Vect other) { if( other.x <= y || other.y >= x){ return true; } return false; } /* used specifically for my SAT implementation which i'm figuring out as i go, * references for later.. * http://www.gamedev.net/page/resources/_/technical/game-programming/2d-rotated-rectangle-collision-r2604 * http://www.codezealot.org/archives/55 */ public float scalarDotProjection(Vect other) { //multiplier = dot product / length^2 float multiplier = dot(other) / (x*x + y*y); //to get the x/y of the projection vector multiply by x/y of axis float projX = multiplier * x; float projY = multiplier * y; //we want to return the dot product of the projection, it's meaningless but useful in our SAT case return dot(new Vect(projX,projY)); } public float dot(Vect other){ return (other.x*x + other.y*y); } }

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  • How is this lighting effect done?

    - by Mike
    This is the most beautiful 2d lighting I have ever seen. Does anyone know how he went about doing it? http://www.youtube.com/watch?v=BIQRhOFkvQY http://www.youtube.com/watch?v=tnTYXPuecMs http://www.youtube.com/watch?v=rhC_jVM8IYU http://www.youtube.com/watch?v=_Aw5BdjWqqU Or download it here: http://grantkot.com/PollutedPlanet/publish.htm edit: I am not asking how the particles are simulated; I don't care about the physics.

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  • Most efficient way to implement delta time

    - by Starkers
    Here's one way to implement delta time: /// init /// var duration = 5000, currentTime = Date.now(); // and create cube, scene, camera ect ////// function animate() { /// determine delta /// var now = Date.now(), deltat = now - currentTime, currentTime = now, scalar = deltat / duration, angle = (Math.PI * 2) * scalar; ////// /// animate /// cube.rotation.y += angle; ////// /// update /// requestAnimationFrame(render); ////// } Could someone confirm I know how it works? Here what I think is going on: Firstly, we set duration at 5000, which how long the loop will take to complete in an ideal world. With a computer that is slow/busy, let's say the animation loop takes twice as long as it should, so 10000: When this happens, the scalar is set to 2.0: scalar = deltat / duration scalar = 10000 / 5000 scalar = 2.0 We now times all animation by twice as much: angle = (Math.PI * 2) * scalar; angle = (Math.PI * 2) * 2.0; angle = (Math.PI * 4) // which is 2 rotations When we do this, the cube rotation will appear to 'jump', but this is good because the animation remains real-time. With a computer that is going too quickly, let's say the animation loop takes half as long as it should, so 2500: When this happens, the scalar is set to 0.5: scalar = deltat / duration scalar = 2500 / 5000 scalar = 0.5 We now times all animation by a half: angle = (Math.PI * 2) * scalar; angle = (Math.PI * 2) * 0.5; angle = (Math.PI * 1) // which is half a rotation When we do this, the cube won't jump at all, and the animation remains real time, and doesn't speed up. However, would I be right in thinking this doesn't alter how hard the computer is working? I mean it still goes through the loop as fast as it can, and it still has render the whole scene, just with different smaller angles! So this a bad way to implement delta time, right? Now let's pretend the computer is taking exactly as long as it should, so 5000: When this happens, the scalar is set to 1.0: angle = (Math.PI * 2) * scalar; angle = (Math.PI * 2) * 1; angle = (Math.PI * 2) // which is 1 rotation When we do this, everything is timsed by 1, so nothing is changed. We'd get the same result if we weren't using delta time at all! My questions are as follows Mostly importantly, have I got the right end of the stick here? How do we know to set the duration to 5000 ? Or can it be any number? I'm a bit vague about the "computer going too quickly". Is there a way loop less often rather than reduce the animation steps? Seems like a better idea. Using this method, do all of our animations need to be timesed by the scalar? Do we have to hunt down every last one and times it? Is this the best way to implement delta time? I think not, due to the fact the computer can go nuts and all we do is divide each animation step and because we need to hunt down every step and times it by the scalar. Not a very nice DSL, as it were. So what is the best way to implement delta time? Below is one way that I do not really get but may be a better way to implement delta time. Could someone explain please? // Globals INV_MAX_FPS = 1 / 60; frameDelta = 0; clock = new THREE.Clock(); // In the animation loop (the requestAnimationFrame callback)… frameDelta += clock.getDelta(); // API: "Get the seconds passed since the last call to this method." while (frameDelta >= INV_MAX_FPS) { update(INV_MAX_FPS); // calculate physics frameDelta -= INV_MAX_FPS; } How I think this works: Firstly we set INV_MAX_FPS to 0.01666666666 How we will use this number number does not jump out at me. We then intialize a frameDelta which stores how long the last loop took to run. Come the first loop frameDelta is not greater than INV_MAX_FPS so the loop is not run (0 = 0.01666666666). So nothing happens. Now I really don't know what would cause this to happen, but let's pretend that the loop we just went through took 2 seconds to complete: We set frameDelta to 2: frameDelta += clock.getDelta(); frameDelta += 2.00 Now we run an animation thanks to update(0.01666666666). Again what is relevance of 0.01666666666?? And then we take away 0.01666666666 from the frameDelta: frameDelta -= INV_MAX_FPS; frameDelta = frameDelta - INV_MAX_FPS; frameDelta = 2 - 0.01666666666 frameDelta = 1.98333333334 So let's go into the second loop. Let's say it took 2(? Why not 2? Or 12? I am a bit confused): frameDelta += clock.getDelta(); frameDelta = frameDelta + clock.getDelta(); frameDelta = 1.98333333334 + 2 frameDelta = 3.98333333334 This time we enter the while loop because 3.98333333334 = 0.01666666666 We run update We take away 0.01666666666 from frameDelta again: frameDelta -= INV_MAX_FPS; frameDelta = frameDelta - INV_MAX_FPS; frameDelta = 3.98333333334 - 0.01666666666 frameDelta = 3.96666666668 Now let's pretend the loop is super quick and runs in just 0.1 seconds and continues to do this. (Because the computer isn't busy any more). Basically, the update function will be run, and every loop we take away 0.01666666666 from the frameDelta untill the frameDelta is less than 0.01666666666. And then nothing happens until the computer runs slowly again? Could someone shed some light please? Does the update() update the scalar or something like that and we still have to times everything by the scalar like in the first example?

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  • Can't read .cso files but I can read their .hlsl versions?

    - by Jader J Rivera
    Well I've been trying to read a .cso file to use as a shader for a DirectX program I'm currently making. Problem is no matter how I implemented a way to read the file it never worked. And after fidgeting around I discover that it's only the .cso files I can't read. I can read anything else (which means it works) even their .hlsl files. Which is strange because the .hlsl (high level shader language) files are supposed to turn into .cso (compiled shader object) files. What I'm currently doing is: vector<byte> Read(string File){ vector<byte> Text; fstream file(File, ios::in | ios::ate | ios::binary); if(file.is_open()){ Text.resize(file.tellg()); file.seekg(0 , ios::beg); file.read(reinterpret_cast<char*>(&Text[0]), Text.size()); file.close(); } return Text; }; If I then implement it. Read("VertexShader.hlsl"); //Works Read("VertexShader.cso"); //Doesn't Works?!?! And I need the .cso version of the shader to draw my sexy triangles. Without it my life and application will never continue and I have no idea what could be wrong. (I've also asked this at stack overflow but still no answers.)

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  • Most efficient AABB - Ray intersection algorithm for input/output distance calculation

    - by Tobbey
    Thanks to the following thread : most efficient AABB vs Ray collision algorithms I have seen very fast algorithm for ray/AABB intersection point computation. Unfortunately, most of the recent algorithm are accelerated by omitting the "output" intersection point of the box. In my application, I would interested in getting both the the distance from source ray to input: t0 and source ray to output of bounding box: t1. I have seen for instance Eisemann designed a very fast version regarding plucker, smits, ... , but it does not compare the case when both input/output distance should be computed see: http://www.cg.cs.tu-bs.de/publications/Eisemann07FRA/ Does someone know where I can find more information on algorithm performances for the specific input/output problem ? Thank you in advance

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  • Pixel alignment algorithm

    - by user42325
    I have a set of square blocks, I want to draw them in a window. I am sure the coordinates calculation is correct. But on the screen, some squares' edge overlap with other, some are not. I remember the problem is caused by accuracy of pixels. I remember there's a specific topic related to this kind of problem in 2D image rendering. But I don't remember what exactly it is, and how to solve it. Look at this screenshot. Each block should have a fixed width margin. But in the image, the vertical white line have different width.Though, the horizontal lines looks fine.

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  • Dividing up spritesheet in Javascript

    - by hustlerinc
    I would like to implement an object for my spritesheets in Javascript. I'm very new to this language and game-developement so I dont really know how to do it. My guess is I set spritesize to 16, use that to divide as many times as it fits on the spritesheet and store this value as "spritesheet". Then a for(i=0;i<spritesheet.length;i++) loop running over the coordinates. Then tile = new Image(); and tile.src = spritesheet[i] to store the individual sprites based on their coordinates on the spritesheet. My problem is how could I loop trough the spritesheet and make an array of that? The result should be similar to: var tile = Array( "img/ground.png", "img/crate.png" ); If possible this would be done with one single object that i only access once, and the tile array would be stored for later reference. I couldn't find anything similar searching for "javascript spritesheet". Edit: I made a small prototype of what I'm after: function Sprite(){ this.size = 16; this.spritesheet = new Image(); this.spritesheet.src = 'img/spritesheet.png'; this.countX = this.spritesheet.width / 16; this.countY = this.spritesheet.height / 16; this.spriteCount = this.countX * this.countY; this.divide = function(){ for(i=0;i<this.spriteCount;i++){ // define spritesheet coordinates and store as tile[i] } } } Am I on the right track?

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  • Adding sub-entities to existing entities. Should it be done in the Entity and Component classes?

    - by Coyote
    I'm in a situation where a player can be given the control of small parts of an entity (i.e. Left missile battery). Therefore I started implementing sub entities as follow. Entities are Objects with 3 arrays: pointers to components pointers to sub entities communication subscribers (temporary implementation) Now when an entity is built it has a few components as you might expect and also I can attach sub entities which are handled with some dedicated code in the Entity and Component classes. I noticed sub entities are sharing data in 3 parts: position: the sub entities are using the parent's position and their own as an offset. scrips: sub entities are draining ammo and energy from the parent. physics: sub entities add weight to the parent I made this to quickly go forward, but as I'm slowly fixing current implementations I wonder if this wasn't a mistake. Is my current implementation something commonly done? Will this implementation put me in a corner? I thought it might be a better thing to create some sort of SubEntityComponent where sub entities are attached and handled. But before changing anything I wanted to seek the community's wisdom.

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  • Mapping a 3D texture to a standard hollow-hull 3D model

    - by John
    I have 3D models which are typical hollow hulls. If such a model also had a 3D volumetric/voxel texture map then given a point P inside such a model, I'd like to be able to find its uvw coordinates within the 3D texture. Is this possible by simply setting 3D texcoords on my existing mesh or does it have to be broken up into polyhedra? Is there a way to map a 3D texture onto a mesh without doing this?

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  • Collision detection in 3D space

    - by dreta
    I've got to write, what can be summed up as, a compelte 3D game from scratch this semester. Up untill now i have only programmed 2D games in my spare time, the transition doesn't seem tough, the game's simple. The only issue i have is collision detection. The only thing i could find was AABB, bounding spheres or recommendations of various physics engines. I have to program a submarine that's going to be moving freely inside of a cave system, AFAIK i can't use physics libraries, so none of the above solves my problem. Up untill now i was using SAT for my collision detection. Are there any similar, great algorithms, but crafted for 3D collision? I'm not talking about octrees, or other optimalizations, i'm talking about direct collision detection of one set of 3D polygons with annother set of 3D polygons. I thought about using SAT twice, project the mesh from the top and the side, but then it seems so hard to even divide 3D space into convex shapes. Also that seems like far too much computation even with octrees. How do proffessionals do it? Could somebody shed some light.

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  • Creating practically solvable 15 puzzle inputs

    - by Ashwin
    I am now developing a 15 puzzle game. I know the method to detect unsolvable puzzles. But unlike 8-puzzle, solution for 15-puzzle takes quite long time for some input states and can be solved within 5 seconds some other set of input states. Now the problem is that I cannot give the user(the player), a problem for which the solution takes more than 10 seconds(if he/she chooses to see the solution). So what I want is that when I initially shuffle the puzzle, I want to only present those puzzles which can be solved within 10 seconds. There must be some way to determine the hardness of the puzzle. I tried searching the net but could not find it. Does anyone know a way of determining the hardness of a puzzle? NOTE : I am using A* algorithm to find out the solution on a computer with 3GB RAM and 2.27GHZ processor.

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  • Clear edged sprite

    - by Ananth
    I am a newbie to cocos2d. I would like make user to draw similar to what a painting brush would do. I am using CCSprite for that. I almost implemented the velocity, color and opacity factors for that tool, but I couldn't get the Sprite to be as clear as it should be. I can draw only in the below image http://i.imgur.com/KBe0L.png which has blunt edges. But I want it to be harder / clear outside edges as in http://i.stack.imgur.com/GrFlv.png. I am getting no idea to make it clear edged. The piece of code Im using is glEnable(GL_BLEND); [brush.texture setAliasTexParameters]; [brush setBlendFunc:(ccBlendFunc){GL_ONE, GL_ONE_MINUS_SRC_ALPHA}]; [brush visit]; I suspect the problem would be on blending mode. I tried some blending modes, but with no expected results. I am trying this for the past five days and so confused. Can some one help me sort this out? Thanks in advance.

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  • Ensuring that saved data has not been edited in a game with both offline and online components

    - by Omar Kooheji
    I'm in the pre-planning phase of coming up with a game design and I was wondering if there was a sensible way to stop people from editing saves in a game with offline and online components. The offline component would allow the player to play through the game and the online component would allow them to play against other players, so I would need to make sure that people hadn't edited the source code/save files while offline to gain an advantage while online. Game likely to be developed in either .Net or Java, both of which are unfortunately easy to decompile.

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  • Stencil buffer appears to not be decrementing values correctly

    - by Alex Ames
    I'm attempting to use the stencil buffer as a clipper for my UI system, but I'm having trouble debugging a problem I'm running in to. This is what I'm doing: A widget can pass a rectangle to the the stencil clipper functions, which will increment the stencil buffer values that it covers. Then it will draw its children, which will only get drawn in the stencilled area (so that if they extend outside they'll be clipped). After a widget is done drawing its children, it pops that rectangle from the stack and in the process decrements the values in the stencil buffer that it has previously incremented. The slightly simplified code is below: static void drawStencil(Rect& rect, unsigned int ref) { // Save previous values of the color and depth masks GLboolean colorMask[4]; GLboolean depthMask; glGetBooleanv(GL_COLOR_WRITEMASK, colorMask); glGetBooleanv(GL_DEPTH_WRITEMASK, &depthMask); // Turn off drawing glColorMask(0, 0, 0, 0); glDepthMask(0); // Draw vertices here ... // Turn everything back on glColorMask(colorMask[0], colorMask[1], colorMask[2], colorMask[3]); glDepthMask(depthMask); // Only render pixels in areas where the stencil buffer value == ref glStencilFunc(GL_EQUAL, ref, 0xFF); glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); } void pushScissor(Rect rect) { // increment things only at the current stencil stack level glStencilFunc(GL_EQUAL, s_scissorStack.size(), 0xFF); glStencilOp(GL_KEEP, GL_INCR, GL_INCR); s_scissorStack.push_back(rect); drawStencil(rect, states, s_ScissorStack.size()); } void popScissor() { // undo what was done in the previous push, // decrement things only at the current stencil stack level glStencilFunc(GL_EQUAL, s_scissorStack.size(), 0xFF); glStencilOp(GL_KEEP, GL_DECR, GL_DECR); Rect rect = s_scissorStack.back(); s_scissorStack.pop_back(); drawStencil(rect, states, s_scissorStack.size()); } And this is how it's being used by the Widgets if (m_clip) pushScissor(m_rect); drawInternal(target, states); for (auto child : m_children) target.draw(*child, states); if (m_clip) popScissor(); This is the result of the above code: There are two things on the screen, a giant test button, and a window with some buttons and text areas on it. The text area scroll box is set to clip its children (so that the text doesn't extend outside the scroll box). The button is drawn after the window and should be on top of it completely. However, for some reason the text area is appearing on top of the button. The only reason I can think of that this would happen is if the stencil values were not getting decremented in the pop, and when it comes time to render the button, since those pixels don't have the right stencil value it doesn't draw over. But I can't figure out whats wrong with my code that would cause that to happen.

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  • Sprites, Primitives and logic entity as structs

    - by Jeffrey
    I'm wondering would it be considered acceptable: The window class is responsible for drawing data, so it will have a method: Window::draw(const Sprite&); Window::draw(const Rect&); Window::draw(const Triangle&); Window::draw(const Circle&); and all those primitives + sprites would be just public struct. For example Sprite: struct Sprite { float x, y; // center float origin_x, origin_y; float width, height; float rotation; float scaling; GLuint texture; Sprite(float w, float h); Sprite(float w, float h, float a, float b); void useTexture(std::string file); void setOrigin(float a, float b); void move(float a, float b); // relative move void moveTo(float a, float b); // absolute move void rotate(float a); // relative rotation void rotateTo(float a); // absolute rotation void rotationReset(); void scale(float a); // relative scaling void scaleTo(float a); // absolute scaling void scaleReset(); }; So instead of having each primitive to call their draw() function, which is a little bit off topic for their object, I let the Window class handle all the OpenGL stuff and manipulate them as simple objects that will be drawn later on. Is this pattern used? Does it have any cons against it's primitives-draw-themself pattern? Are there any other related patterns?

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  • Collision with half semi-circle

    - by heitortsergent
    I am trying to port a game I made using Flash/AS3, to the Windows Phone using C#/XNA 4.0. You can see it here: http://goo.gl/gzFiE In the flash version I used a pixel-perfect collision between meteors (it's a rectangle, and usually rotated) that spawn outside the screen, and move towards the center, and a shield in the center of the screen(which is half of a semi-circle, also rotated by the player), which made the meteor bounce back in the opposite direction it came from, when they collided. My goal now is to make the meteors bounce in different angles, depending on the position it collides with the shield (much like Pong, hitting the borders causes a change in the ball's angle). So, these are the 3 options I thought of: -Pixel-perfect collision (microsoft has a sample(http://create.msdn.com/en-US/education/catalog/tutorial/collision_2d_perpixel_transformed)) , but then I wouldn't know how to change the meteor angle after the collision -3 BoundingCircle's to represent the half semi-circle shield, but then I would have to somehow move them as I rotate the shield. -Farseer Physics. I could make a shape composed of 3 lines, and use that as the collision object for the shield. Is there any other way besides those? Which would be the best way to do it(it's aimed towards mobile devices, so pixel-perfect is probably not a good choice)? Most of the time there's always a easier/better way than what we think of...

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