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  • From simple physics with a ball, to a more complicated shape

    - by Maximus
    Hello fellow game devs and stack overflowers... I recently made a transition from OpenGL ES 1.1 to 2.0 (on Android via NDK) and things are going well so far. I'm working on doing a dice rolling application (gaming dice up to 20 sided, not just regular 6 sided die) as a way to learn more about how physics is implemented in a gaming environment. I've explored implementing existing engine options (such as Bullet) and I don't think I need to implement something quite so sophisticated. I've found several tutorials that handle a lot of the general physics involved with initial trajectory, velocity, angle of contact and reflection angle, etc. I'm confident that I'd be able to implement ball-like behavior without much trouble. My question lies in when I attempt to make the interaction of the die shape with another surface more "realistic," for example... the die strikes the floor surface at such an angle where only one corner makes contact with the floor. In my mind, the center of gravity of the object would play a part in determining how the die bounces away, possibly even spinning it it faster, etc... but I am not sure what the actual math involved is. Are there any recommended resources for getting into this level of detail? Initial searches haven't turned up much... Thanks to everyone in the community, -Jeremiah

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  • Game Center Leaderboard not dismissing

    - by FireStorm
    I was implementing Game Center into my app and all was going well except for the leaderboard done button not dismissing the leaderboard even with gameCenterControllerDidFinish added in. I call up the leaderboard with the touch of a button in the .m file as so: - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [touches anyObject]; CGPoint location = [touch locationInNode:self]; SKNode *node = [self nodeAtPoint:location]; if ([node.name isEqualToString:@"rankButton"]) { [self runAction:[SKAction playSoundFileNamed:@"fishtran.m4a" waitForCompletion: NO]]; GKGameCenterViewController *gameCenterController = [[GKGameCenterViewController alloc] init]; if (gameCenterController != nil) { gameCenterController.viewState = GKGameCenterViewControllerStateAchievements; UIViewController *vc = self.view.window.rootViewController; [vc presentViewController: gameCenterController animated: YES completion:nil]; } } else if ([node.name isEqualToString:@"Leaderboard"]) { GKGameCenterViewController *gameCenterController = [[GKGameCenterViewController alloc] init]; if (gameCenterController != nil) { gameCenterController.viewState = GKGameCenterViewControllerStateLeaderboards; UIViewController *vc = self.view.window.rootViewController; [vc presentViewController: gameCenterController animated: YES completion:nil]; } } ... and then I added thegameCenterControllerDidFinish immediately after as so: - (void)gameCenterControllerDidFinish:(GKGameCenterViewController*)gameCenterController { UIViewController *vc = self.view.window.rootViewController; [vc dismissViewControllerAnimated:YES completion:nil]; } and the done button still doesn't work and i haven't been able to find any solutions. And yes, I do have GKGameCenterControllerDelegate in my .h file. Any help would be greatly appreciated, Thanks!

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  • Cocos2d/Cocos2d-x Attaching an arrow (sprite) to another body sprite (person)

    - by Satchmo Brown
    I am trying to set up a simple bow and arrow game. When the arrow hits the enemy body, the arrow's body is deleted and the arrow sprite continues to update, keeping the position correct in relation to the enemy it hit. Picture an arrow sticking into a body and that body still rotating and moving. My problem is that the rotation is completely wrong when the enemy rotates. I know how to do this in 3d with matrix transformation but I can't seem to figure it out in 2d with Cocos. Here is my method. I save offset at which the arrow hit the enemy. Every frame, I make the rotation of the sprite match the rotation of the enemy. Then, I apply the offset I took initially which is where the arrow hit the enemy. When they rotate, they rotate about their respective anchors and I am wondering if I need to set the anchor of the arrow to the center of the sprite. Does anyone know of an easy way to do this. If not, I will try to create an algorithm where the anchor is set to the offset divided by the width and height of the sprite image hopefully giving me the correct anchor values. Then I assume I need to reposition the sprite. Does anyone have a simpler way to do this?

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  • Need help with a complex 3d scene (using Ogre and bullet)

    - by Matthias
    In my setup there is a box with a hole on one side, and a freely movable "stick" (or bar, tube). This stick can be inserted/moved through the hole into the box. This hole is exactly as wide as the diameter of the stick. In reality, when you would now hold the end of the stick in your hand and move the hand left/right or up/down, the other end of the stick, which is inside the box, would move into the opposite direction of your hand movement (because the stick is affixed at the pivot point where it is entering the box through the hole). (I hope you understand what I mean so far.) Now I need to simulate such a setup in a 3d program. I have already successfully developed an Ogre3d framework for this application, including bullet. But what I don't know is how I can implement in my program what I have described above. This application must include two more features: The scene camera is attached to the end of the stick that is inserted into the box. So when the user would move the mouse (to control "his" end of the stick outside the box), then the camera attached to the stick would move in the opposite direction, as described above. The stick has some length, and the user can push it further into the box, or pull it closer to him again. That means of course that the max. radius on which the end of the stick inside the box can move depends on how far the stick is pushed into the box. Thus, the more the stick is pushed into the box, the larger the max. radius of this end of the stick with the camera will be. I understand this is maybe quite a complex thing, so I don't expect any real source code here. I already have the Ogre and bullet part as said up and running, as well as a camera attached to the stick. This works fine. What I don't know though is how I can simulate the setup described above. Especially the requirement that the stick is affixed at the position of the hole on the box, where it is inserted into the box. Any ideas how I could approach to implement the described setup?

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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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  • Effects to make a speeding spaceship look faster

    - by Badescu Alexandru
    I have a spaceship and I've created a "boost" functionality that speeds up my spaceship, what effects should I implement to create the impression of high speed? I was thinking of making everything except my spaceship blurry but I think there would be something missing. Any ideas? Btw. I am working in XNA C# but if you aren't familiar to XNA describing some effects is still useful. The Game is 3d and i've attached some printscreens of the game This is in normal mode ( none boosted ) and here is the boosted mode ( the craft speeds up forward while the camera speeds in its normal speed , the non boosted speed )

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  • Staggered Isometric Map: Calculate map coordinates for point on screen

    - by Chris
    I know there are already a lot of resources about this, but I haven't found one that matches my coordinate system and I'm having massive trouble adjusting any of those solutions to my needs. What I learned is that the best way to do this is to use a transformation matrix. Implementing that is no problem, but I don't know in which way I have to transform the coordinate space. Here's an image that shows my coordinate system: How do I transform a point on screen to this coordinate system?

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  • Fitting a rectangle into screen with XNA

    - by alecnash
    I am drawing a rectangle with primitives in XNA. The width is: width = GraphicsDevice.Viewport.Width and the height is height = GraphicsDevice.Viewport.Height I am trying to fit this rectangle in the screen (using different screens and devices) but I am not sure where to put the camera on the Z-axis. Sometimes the camera is too close and sometimes to far. This is what I am using to get the camera distance: //Height of piramid float alpha = 0; float beta = 0; float gamma = 0; alpha = (float)Math.Sqrt((width / 2 * width/2) + (height / 2 * height / 2)); beta = height / ((float)Math.Cos(MathHelper.ToRadians(67.5f)) * 2); gamma = (float)Math.Sqrt(beta*beta - alpha*alpha); position = new Vector3(0, 0, gamma); Any idea where to put the camera on the Z-axis?

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  • Most efficient way to handle coordinate maps in Java

    - by glowcoder
    I have a rectangular tile-based layout. It's your typical Cartesian system. I would like to have a single class that handles two lookup styles Get me the set of players at position X,Y Get me the position of player with key K My current implementation is this: class CoordinateMap<V> { Map<Long,Set<V>> coords2value; Map<V,Long> value2coords; // convert (int x, int y) to long key - this is tested, works for all values -1bil to +1bil // My map will NOT require more than 1 bil tiles from the origin :) private Long keyFor(int x, int y) { int kx = x + 1000000000; int ky = y + 1000000000; return (long)kx | (long)ky << 32; } // extract the x and y from the keys private int[] coordsFor(long k) { int x = (int)(k & 0xFFFFFFFF) - 1000000000; int y = (int)((k >>> 32) & 0xFFFFFFFF) - 1000000000; return new int[] { x,y }; } } From there, I proceed to have other methods that manipulate or access the two maps accordingly. My question is... is there a better way to do this? Sure, I've tested my class and it works fine. And sure, something inside tells me if I want to reference the data by two different keys, I need two different maps. But I can also bet I'm not the first to run into this scenario. Thanks!

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  • Size limit while using UICollectionView as tiled map for iOS game?

    - by Alexander Winn
    I'm working on a turn-based strategy game for iOS, (picture Civilization 2 as a template example), and I'm considering using a UICollectionView as my game map. Each cell would be a tile, and I could use the "didSelectCell" method to handle player interaction with each tile. Here's my question: I know that UICollectionViewCells are dequeued and reused by the OS, so does that mean that the map could support an effectively infinitely-large map, so long as only a few cells are onscreen at a time? However many cells were onscreen would be held in memory, and obviously the data source would take up some memory, but would my offscreen map be limited to a certain size or could it be enormous so long as the number of cells visible at any one time wasn't too much for the device to handle? Basically, is there any memory weight to offscreen cells, or do only visible cells have any impact? Also, does a UICollectionView seem like a bad idea for a game map, in a way I haven't thought of yet? It seems like it work well, but I haven't tried it yet so any thoughts are welcome.

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  • how to retain the animated position in opengl es 2.0

    - by Arun AC
    I am doing frame based animation for 300 frames in opengl es 2.0 I want a rectangle to translate by +200 pixels in X axis and also scaled up by double (2 units) in the first 100 frames Then, the animated rectangle has to stay there for the next 100 frames. Then, I want the same animated rectangle to translate by +200 pixels in X axis and also scaled down by half (0.5 units) in the last 100 frames. I am using simple linear interpolation to calculate the delta-animation value for each frame. Pseudo code: The below drawFrame() is executed for 300 times (300 frames) in a loop. float RectMVMatrix[4][4] = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 }; // identity matrix int totalframes = 300; float translate-delta; // interpolated translation value for each frame float scale-delta; // interpolated scale value for each frame // The usual code for draw is: void drawFrame(int iCurrentFrame) { // mySetIdentity(RectMVMatrix); // comment this line to retain the animated position. mytranslate(RectMVMatrix, translate-delta, X_AXIS); // to translate the mv matrix in x axis by translate-delta value myscale(RectMVMatrix, scale-delta); // to scale the mv matrix by scale-delta value ... // opengl calls glDrawArrays(...); eglswapbuffers(...); } The above code will work fine for first 100 frames. in order to retain the animated rectangle during the frames 101 to 200, i removed the "mySetIdentity(RectMVMatrix);" in the above drawFrame(). Now on entering the drawFrame() for the 2nd frame, the RectMVMatrix will have the animated value of first frame e.g. RectMVMatrix[4][4] = { 1.01, 0, 0, 2, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 };// 2 pixels translation and 1.01 units scaling after first frame This RectMVMatrix is used for mytranslate() in 2nd frame. The translate function will affect the value of "RectMVMatrix[0][0]". Thus translation affects the scaling values also. Eventually output is getting wrong. How to retain the animated position without affecting the current ModelView matrix? =========================================== I got the solution... Thanks to Sergio. I created separate matrices for translation and scaling. e.g.CurrentTranslateMatrix[4][4], CurrentScaleMatrix[4][4]. Then for every frame, I reset 'CurrentTranslateMatrix' to identity and call mytranslate( CurrentTranslateMatrix, translate-delta, X_AXIS) function. I reset 'CurrentScaleMatrix' to identity and call myscale(CurrentScaleMatrix, scale-delta) function. Then, I multiplied these 'CurrentTranslateMatrix' and 'CurrentScaleMatrix' to get the final 'RectMVMatrix' Matrix for the frame. Pseudo Code: float RectMVMatrix[4][4] = {0}; float CurrentTranslateMatrix[4][4] = {0}; float CurrentScaleMatrix[4][4] = {0}; int iTotalFrames = 300; int iAnimationFrames = 100; int iTranslate_X = 200.0f; // in pixels float fScale_X = 2.0f; float scaleDelta; float translateDelta_X; void DrawRect(int iTotalFrames) { mySetIdentity(RectMVMatrix); for (int i = 0; i< iTotalFrames; i++) { DrawFrame(int iCurrentFrame); } } void getInterpolatedValue(int iStartFrame, int iEndFrame, int iTotalFrame, int iCurrentFrame, float *scaleDelta, float *translateDelta_X) { float fDelta = float ( (iCurrentFrame - iStartFrame) / (iEndFrame - iStartFrame)) float fStartX = 0.0f; float fEndX = ConvertPixelsToOpenGLUnit(iTranslate_X); *translateDelta_X = fStartX + fDelta * (fEndX - fStartX); float fStartScaleX = 1.0f; float fEndScaleX = fScale_X; *scaleDelta = fStartScaleX + fDelta * (fEndScaleX - fStartScaleX); } void DrawFrame(int iCurrentFrame) { getInterpolatedValue(0, iAnimationFrames, iTotalFrames, iCurrentFrame, &scaleDelta, &translateDelta_X) mySetIdentity(CurrentTranslateMatrix); myTranslate(RectMVMatrix, translateDelta_X, X_AXIS); // to translate the mv matrix in x axis by translate-delta value mySetIdentity(CurrentScaleMatrix); myScale(RectMVMatrix, scaleDelta); // to scale the mv matrix by scale-delta value myMultiplyMatrix(RectMVMatrix, CurrentTranslateMatrix, CurrentScaleMatrix);// RectMVMatrix = CurrentTranslateMatrix*CurrentScaleMatrix; ... // opengl calls glDrawArrays(...); eglswapbuffers(...); } I maintained this 'RectMVMatrix' value, if there is no animation for the current frame (e.g. 101th frame onwards). Thanks, Arun AC

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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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  • XNA Diffuse Shader Issue. Edge lighting problem. Image Attached

    - by adtither
    As you can see in this image the diffuse shading is working correctly in some places but in other places such as the the bottom of the sphere you can see the squares/triangles of the mesh. Any idea what would be causing this? Let me know if you need anymore information related to code. I can upload my normals calculations and shader effect if required. EDIT: Here's a link to the shader I'm using http://pastebin.com/gymVc7CP Link to normals calculations: http://pastebin.com/KnMGdzHP Seems to be an issue with edge lighting. Can't seem to see where I'm going wrong with the normals calculations though.

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  • Tile map collision is not working properly

    - by Sigh-AniDe
    I am having problems setting collision between my sprite and the tiles. I have only done the code for colision for moving upwards but some places on the map it moves up and some places it doesn't. Here is what I have so far: Vector2 position; private static float scalingFactor = 32; static int tileWidth = 32; static int tileHeight = 32; int[ , ] map = { {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, {0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, {0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, {0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, {0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, {0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, }; // This is in turtle.update if ( keyboardState.IsKeyDown( Keys.Up ) ) { if ( position.Y > screenHeight / 4 ) { //// current position of the turtle on the tiles int mapX = ( int )( position.X / scalingFactor ); int mapY = ( int )( position.Y / scalingFactor ) - 1; if ( isMovable( mapX , mapY , map ) ) { position.Y = position.Y - scalingFactor; } } else { MoveUp(); } } private void MoveUp() { motion.Y = -1; } public bool isMovable( int mapX , int mapY , int[ , ] map ) { if ( mapX < 0 || mapX > 19 || mapY < 0 || mapY > 20 ) { return false; } int tile = map[ mapX , mapY ]; if ( tile == 0 ) { return false; } return true; } protected override void Update( GameTime gameTime ) { turtle.Update( screenHeight , scalingFactor , map ); base.Update( gameTime ); }

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  • GLSL: Strange light reflections [Solved]

    - by Tom
    According to this tutorial I'm trying to make a normal mapping using GLSL, but something is wrong and I can't find the solution. The output render is in this image: Image1 in this image is a plane with two triangles and each of it is different illuminated (that is bad). The plane has 6 vertices. In the upper left side of this plane are 2 identical vertices (same in the lower right). Here are some vectors same for each vertice: normal vector = 0, 1, 0 (red lines on image) tangent vector = 0, 0,-1 (green lines on image) bitangent vector = -1, 0, 0 (blue lines on image) here I have one question: The two identical vertices does need to have the same tangent and bitangent? I have tried to make other values to the tangents but the effect was still similar. Here are my shaders Vertex shader: #version 130 // Input vertex data, different for all executions of this shader. in vec3 vertexPosition_modelspace; in vec2 vertexUV; in vec3 vertexNormal_modelspace; in vec3 vertexTangent_modelspace; in vec3 vertexBitangent_modelspace; // Output data ; will be interpolated for each fragment. out vec2 UV; out vec3 Position_worldspace; out vec3 EyeDirection_cameraspace; out vec3 LightDirection_cameraspace; out vec3 LightDirection_tangentspace; out vec3 EyeDirection_tangentspace; // Values that stay constant for the whole mesh. uniform mat4 MVP; uniform mat4 V; uniform mat4 M; uniform mat3 MV3x3; uniform vec3 LightPosition_worldspace; void main(){ // Output position of the vertex, in clip space : MVP * position gl_Position = MVP * vec4(vertexPosition_modelspace,1); // Position of the vertex, in worldspace : M * position Position_worldspace = (M * vec4(vertexPosition_modelspace,1)).xyz; // Vector that goes from the vertex to the camera, in camera space. // In camera space, the camera is at the origin (0,0,0). vec3 vertexPosition_cameraspace = ( V * M * vec4(vertexPosition_modelspace,1)).xyz; EyeDirection_cameraspace = vec3(0,0,0) - vertexPosition_cameraspace; // Vector that goes from the vertex to the light, in camera space. M is ommited because it's identity. vec3 LightPosition_cameraspace = ( V * vec4(LightPosition_worldspace,1)).xyz; LightDirection_cameraspace = LightPosition_cameraspace + EyeDirection_cameraspace; // UV of the vertex. No special space for this one. UV = vertexUV; // model to camera = ModelView vec3 vertexTangent_cameraspace = MV3x3 * vertexTangent_modelspace; vec3 vertexBitangent_cameraspace = MV3x3 * vertexBitangent_modelspace; vec3 vertexNormal_cameraspace = MV3x3 * vertexNormal_modelspace; mat3 TBN = transpose(mat3( vertexTangent_cameraspace, vertexBitangent_cameraspace, vertexNormal_cameraspace )); // You can use dot products instead of building this matrix and transposing it. See References for details. LightDirection_tangentspace = TBN * LightDirection_cameraspace; EyeDirection_tangentspace = TBN * EyeDirection_cameraspace; } Fragment shader: #version 130 // Interpolated values from the vertex shaders in vec2 UV; in vec3 Position_worldspace; in vec3 EyeDirection_cameraspace; in vec3 LightDirection_cameraspace; in vec3 LightDirection_tangentspace; in vec3 EyeDirection_tangentspace; // Ouput data out vec3 color; // Values that stay constant for the whole mesh. uniform sampler2D DiffuseTextureSampler; uniform sampler2D NormalTextureSampler; uniform sampler2D SpecularTextureSampler; uniform mat4 V; uniform mat4 M; uniform mat3 MV3x3; uniform vec3 LightPosition_worldspace; void main(){ // Light emission properties // You probably want to put them as uniforms vec3 LightColor = vec3(1,1,1); float LightPower = 40.0; // Material properties vec3 MaterialDiffuseColor = texture2D( DiffuseTextureSampler, vec2(UV.x,-UV.y) ).rgb; vec3 MaterialAmbientColor = vec3(0.1,0.1,0.1) * MaterialDiffuseColor; //vec3 MaterialSpecularColor = texture2D( SpecularTextureSampler, UV ).rgb * 0.3; vec3 MaterialSpecularColor = vec3(0.5,0.5,0.5); // Local normal, in tangent space. V tex coordinate is inverted because normal map is in TGA (not in DDS) for better quality vec3 TextureNormal_tangentspace = normalize(texture2D( NormalTextureSampler, vec2(UV.x,-UV.y) ).rgb*2.0 - 1.0); // Distance to the light float distance = length( LightPosition_worldspace - Position_worldspace ); // Normal of the computed fragment, in camera space vec3 n = TextureNormal_tangentspace; // Direction of the light (from the fragment to the light) vec3 l = normalize(LightDirection_tangentspace); // Cosine of the angle between the normal and the light direction, // clamped above 0 // - light is at the vertical of the triangle -> 1 // - light is perpendicular to the triangle -> 0 // - light is behind the triangle -> 0 float cosTheta = clamp( dot( n,l ), 0,1 ); // Eye vector (towards the camera) vec3 E = normalize(EyeDirection_tangentspace); // Direction in which the triangle reflects the light vec3 R = reflect(-l,n); // Cosine of the angle between the Eye vector and the Reflect vector, // clamped to 0 // - Looking into the reflection -> 1 // - Looking elsewhere -> < 1 float cosAlpha = clamp( dot( E,R ), 0,1 ); color = // Ambient : simulates indirect lighting MaterialAmbientColor + // Diffuse : "color" of the object MaterialDiffuseColor * LightColor * LightPower * cosTheta / (distance*distance) + // Specular : reflective highlight, like a mirror MaterialSpecularColor * LightColor * LightPower * pow(cosAlpha,5) / (distance*distance); //color.xyz = E; //color.xyz = LightDirection_tangentspace; //color.xyz = EyeDirection_tangentspace; } I have replaced the original color value by EyeDirection_tangentspace vector and then I got other strange effect but I can not link the image (not eunogh reputation) Is it possible that with this shaders is something wrong, or maybe in other place in my code e.g with my matrices?

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  • What's a good entity hierarchy for a 2D game?

    - by futlib
    I'm in the process of building a new 2D game out of some code I wrote a while ago. The object hierarchy for entities is like this: Scene (e.g. MainMenu): Contains multiple entities and delegates update()/draw() to each Entity: Base class for all things in a scene (e.g. MenuItem or Alien) Sprite: Base class for all entities that just draw a texture, i.e. don't have their own drawing logic Does it make sense to split up entities and sprites up like that? I think in a 2D game, the terms entity and sprite are somewhat synonymous, right? But I do believe that I need some base class for entities that just draw a texture, as opposed to drawing themselves, to avoid duplication. Most entities are like that. One weird case is my Text class: It derives from Sprite, which accepts either the path of an image or an already loaded texture in its constructor. Text loads a texture in its constructor and passes that to Sprite. Can you outline a design that makes more sense? Or point me to a good object-oriented reference code base for a 2D game? I could only find 3D engine code bases of decent code quality, e.g. Doom 3 and HPL1Engine.

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  • Controlling a GameObject from another GameObject's script component

    - by OhMrBigshot
    I'm creating a game where when starting the game, a Cube is duplicated GridSize * GridSize times when the game starts. Now, after the cubes are duplicated I want to attach a variable to them, say "Flag" which is a bool, from another script component (let's say I have a Prefab that generates the cloned cubes). In short, I have something like this: CreateTiles.cs : Attached to Prefab void Start() { createMyTiles(); // a function that clones the tiles flagRandomTiles(); // a function that (what I'm trying to do) "Flags" 10 random cubes } CubeBehavior.cs : Attached to each Cube public bool hasFlag; // other stuff Now, I want flagRandomTiles() to set a Cube's hasFlag property via code, assuming I have access to them via a GameObject[] array. Here's what I've tried: Cubes[x].hasFlag = true; - No access. Making a function such as Cubes[x].setHasFlag(true) - still no access. Initializing Cubes as a CubeBehavior object array, then doing the above - GameObjects can't be converted to CubeBehaviors - I get this error when I try to assign the Cubes into the array. How do I do this?

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  • Good resources for JavaScript 2D game programming?

    - by DJCouchyCouch
    As an exercise, I've decided to look into JavaScript for game programming. While it's far from being the best language for that, I do like the idea that it's cross-platform and it's always available as a web page. So I thought I'd see what I could do with it. Specifically, I'd like to make a 2D tile-based game of some kind. Where can I find resources to do that? I'm sure this question's come up before, but I can't find any reference to it.

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  • Render an image with layers for shadows /reflections, object and ground in 3D Studio Max?

    - by Bernd Plontsch
    I have a scene with a simple object standing on the ground in the center. This object has shadows and reflections on the ground. How can I render an image containing 3 separate layers for The object The ground The reflection / shadow on the ground Which format do I use for this? (It should include all 3 layers + I should be able to enable/disable them in Photoshop) How do I define or prepare those layers for being rendering as image layers?

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  • Drawing multiple objects from one Vertex Buffer Object in OpenGL/OpenTK

    - by stoney78us
    I am trying to experimenting drawing method using VBO in OpenGL. Many people normally use 1 vbo to store one object data array. I was trying to do something quite opposite which is storing multiple object data into 1 vbo then drawing it. There is story behind why i want to do this. I want to group many of objects as a single object sometime. However my code doesn't do the justice. Following is my pseudo code: //Data double[] vertices = {line strip 1, line strip 2, line strip 3}; //series of vertices int linestrip1offset = index of the first vertex in line strip 1; int linestrip2offset = index of the first vertex in line strip 2; int linestrip3offset = index of the first vertex in line strip 3; int linestrip1VertexNum = number of vertices in linestrip 1; int linestrip2VertexNum = number of vertices in linestrip 2; int linestrip3VertexNum = number of vertices in linestrip 3; //Setting Up void init() { int[] vBO = new int[1]; GL.GenBuffer(1, vBO); GL.BindBuffer(BufferTarget.ArrayBuffer, vBO[0]); GL.BufferData(BufferTarget.ArrayBuffer, new IntPtr(_vertices.Length * sizeof(double)), _vertices, BufferUsageHint.StaticDraw); GL.EnableClientState(Array.VertexArray); } //Drawing void draw() { GL.BindBuffer(BufferTarget.ArrayBuffer, vBO[0]); GL.EnableClientState(ArrayCap.VertexArray); GL.VertexPointer(3, VertexPointerType.Double, 0, linestrip1offset); //drawing first linestrip GL.DrawArrays(drawMode, linestrip1offset , linestrip1VertexNum ); GL.VertexPointer(3, VertexPointerType.Double, 0, linestrip2offset); //drawing second linestrip GL.DrawArrays(drawMode, linestrip2offset , linestrip2VertexNum ); GL.VertexPointer(3, VertexPointerType.Double, 0, linestrip3offset); //drawing third linestrip GL.DrawArrays(drawMode, linestrip3offset , linestrip3VertexNum ); GL.DisableClientState(ArrayCap.VertexArray); GL.BindBuffer(BufferTarget.ArrayBuffer, 0); } I don't know what i did wrong but i think technically it should work where we can tell OpenGL which part of the data in the vBO to be drawn.

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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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  • C++ property system interface for game editors (reflection system)

    - by Cristopher Ismael Sosa Abarca
    I have designed an reusable game engine for an project, and their functionality is like this: Is a completely scripted game engine instead of the usual scripting languages as Lua or Python, this uses Runtime-Compiled C++, and an modified version of Cistron (an component-based programming framework).to be compatible with Runtime-Compiled C++ and so on. Using the typical GameObject and Component classes of the Component-based design pattern, is serializable via JSON, BSON or Binary useful for selecting which objects will be loaded the next time. The main problem: We want to use our custom GameObjects and their components properties in our level editor, before used hardcoded functions to access GameObject base class virtual functions from the derived ones, if do you want to modify an property specifically from that class you need inside into the code, this situation happens too with the derived classes of Component class, in little projects there's no problem but for larger projects becomes tedious, lengthy and error-prone. I've researched a lot to find a solution without luck, i tried with the Ogitor's property system (since our engine is Ogre-based) but we find it inappropiate for the component-based design and it's limited only for the Ogre classes and can lead to performance overhead, and we tried some code we find in the Internet we tested it and worked a little but we considered the macro and lambda abuse too horrible take a look (some code omitted): IWE_IMPLEMENT_PROP_BEGIN(CBaseEntity) IWE_PROP_LEVEL_BEGIN("Editor"); IWE_PROP_INT_S("Id", "Internal id", m_nEntID, [](int n) {}, true); IWE_PROP_LEVEL_END(); IWE_PROP_LEVEL_BEGIN("Entity"); IWE_PROP_STRING_S("Mesh", "Mesh used for this entity", m_pModelName, [pInst](const std::string& sModelName) { pInst->m_stackMemUndoType.push(ENT_MEM_MESH); pInst->m_stackMemUndoStr.push(pInst->getModelName()); pInst->setModel(sModelName, false); pInst->saveState(); }, false); IWE_PROP_VECTOR3_S("Position", m_vecPosition, [pInst](float fX, float fY, float fZ) { pInst->m_stackMemUndoType.push(ENT_MEM_POSITION); pInst->m_stackMemUndoVec3.push(pInst->getPosition()); pInst->saveState(); pInst->m_vecPosition.Get()[0] = fX; pInst->m_vecPosition.Get()[1] = fY; pInst->m_vecPosition.Get()[2] = fZ; pInst->setPosition(pInst->m_vecPosition); }, false); IWE_PROP_QUATERNION_S("Orientation (Quat)", m_quatOrientation, [pInst](float fW, float fX, float fY, float fZ) { pInst->m_stackMemUndoType.push(ENT_MEM_ROTATE); pInst->m_stackMemUndoQuat.push(pInst->getOrientation()); pInst->saveState(); pInst->m_quatOrientation.Get()[0] = fW; pInst->m_quatOrientation.Get()[1] = fX; pInst->m_quatOrientation.Get()[2] = fY; pInst->m_quatOrientation.Get()[3] = fZ; pInst->setOrientation(pInst->m_quatOrientation); }, false); IWE_PROP_LEVEL_END(); IWE_IMPLEMENT_PROP_END() We are finding an simplified way to this, without leading confusing the programmers, (will be released to the public) i find ways to achieve this but they are only available for the common scripting as Lua or editors using C#. also too portable, we can write "wrappers" for different GUI toolkits as Qt or GTK, also i'm thinking to using Boost.Wave to get additional macro functionality without creating my own compiler. The properties designed to use in the editor they are removed in the game since the save file contains their data and loads it using an simple 'load' function to reduce unnecessary code bloat may will be useful if some GameObject property wants to be hidden instead. In summary, there's a way to implement an reflection(property) system for a level editor based in properties from derived classes? Also we can use C++11 and Boost (restricted only to Wave and PropertyTree)

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  • Box2D how to implement a camera?

    - by Romeo
    By now i have this Camera class. package GameObjects; import main.Main; import org.jbox2d.common.Vec2; public class Camera { public int x; public int y; public int sx; public int sy; public static final float PIXEL_TO_METER = 50f; private float yFlip = -1.0f; public Camera() { x = 0; y = 0; sx = x + Main.APPWIDTH; sy = y + Main.APPHEIGHT; } public Camera(int x, int y) { this.x = x; this.y = y; sx = x + Main.APPWIDTH; sy = y + Main.APPHEIGHT; } public void update() { sx = x + Main.APPWIDTH; sy = y + Main.APPHEIGHT; } public void moveCam(int mx, int my) { if(mx >= 0 && mx <= 80) { this.x -= 2; } else if(mx <= Main.APPWIDTH && mx >= Main.APPWIDTH - 80) { this.x += 2; } if(my >= 0 && my <= 80) { this.y += 2; } else if(my <= Main.APPHEIGHT && my >= Main.APPHEIGHT - 80) { this.y -= 2; } this.update(); } public float meterToPixel(float meter) { return meter * PIXEL_TO_METER; } public float pixelToMeter(float pixel) { return pixel / PIXEL_TO_METER; } public Vec2 screenToWorld(Vec2 screenV) { return new Vec2(screenV.x + this.x, yFlip * screenV.y + this.y); } public Vec2 worldToScreen(Vec2 worldV) { return new Vec2(worldV.x - this.x, yFlip * worldV.y - this.y); } } I need to know how to modify the screenToWorld and worldToScreen functions to include the PIXEL_TO_METER scaling.

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  • How does Minecraft renders its sunset and sky?

    - by Nick
    In Minecraft, the sunset looks really beautiful and I've always wanted to know how they do it. Do they use several skyboxes rendered over eachother? That is, one for the sky (which can turn dark and light depending on the time of the day), one for the sun and moon, and one for the orange horizon effect? I was hoping someone could enlighten me... I wish I could enter wireframe or something like that but as far as I know that is not possible.

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  • Actually utilizing relational databases for entity systems

    - by Marc Müller
    Recently I was researching several entity systems and obviously I came across T=Machine's fantastic articles on the subject. In Part 5 of the series the author uses a relational schema to explain how an entity system is built and works. Since reading this, I have been wondering whether or not actually using a compact SQL library would be fast enough for real-time usage in video games. Performance seems to be the main issue with a full blown SQL database for management of all entities and components. However, as mentioned in T=Machine's post, basically all access to data inside the SQLDB is done sequentlially by each system over each component. Additionally, using a library like SQLite, one could easily improve performance by storing the entity data exclusively in RAM to increase access speeds. Disregarding possible performance issues, using a SQL database, in my opinion, would allow for a very intuitive implementation of entity systems and bring a long certain other benefits like easy de/serialization of game states and consistency checks like the uniqueness of entity IDs. Edit for clarification: The main question was whether using a SQL database for the actual entity management (not just storing the game state on the disk) in a real-time game would still yield a framerate appropriate for a game or even if someone is aware of projects that demonstrate SQL in a video game.

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