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  • How can I cull non-visible isometric tiles?

    - by james
    I have a problem which I am struggling to solve. I have a large map of around 100x100 tiles which form an isometric map. The user is able to move the map around by dragging the mouse. I am trying to optimize my game only to draw the visible tiles. So far my code is like this. It appears to be ok in the x direction, but as soon as one tile goes completely above the top of the screen, the entire column disappears. I am not sure how to detect that all of the tiles in a particular column are outside the visible region. double maxTilesX = widthOfScreen/ halfTileWidth + 4; double maxTilesY = heightOfScreen/ halfTileHeight + 4; int rowStart = Math.max(0,( -xOffset / halfTileWidth)) ; int colStart = Math.max(0,( -yOffset / halfTileHeight)); rowEnd = (int) Math.min(mapSize, rowStart + maxTilesX); colEnd = (int) Math.min(mapSize, colStart + maxTilesY); EDIT - I think I have solved my problem, but perhaps not in a very efficient way. I have taken the center of the screen coordinates, determined which tile this corresponds to by converting the coordinates into cartesian format. I then update the entire box around the screen.

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  • How can I save state from script in a multithreaded engine?

    - by Peter Ren
    We are building a multithreaded game engine and we've encountered some problems as described below. The engine have 3 threads in total: script, render, and audio. Each frame, we update these 3 threads simultaneously. As these threads updating themselves, they produce some tasks and put them into a public storage area. As all the threads finish their update, each thread go and copy the tasks for themselves one by one. After all the threads finish their task copying, we make the threads process those tasks and update these threads simultaneously as described before. So this is the general idea of the task schedule part of our engine. Ok, well, all the task schedule part work well, but here's the problem: For the simplest, I'll take Camera as an example: local oldPos = camera:getPosition() -- ( 0, 0, 0 ) camera:setPosition( 1, 1, 1 ) -- Won't work now, cuz the render thread will process the task at the beginning of the next frame local newPos = camera:getPosition() -- Still ( 0, 0, 0 ) So that's the problem: If you intend to change a property of an object in another thread, you have to wait until that thread process this property-changing message. As a result, what you get from the object is still the information in the last frame. So, is there a way to solve this problem? Or are we build the task schedule part in a wrong way? Thanks for your answers :)

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  • How AlphaBlend Blendstate works in XNA 4 when accumulighting light into a RenderTarget?

    - by cubrman
    I am using a Deferred Rendering engine from Catalin Zima's tutorial: His lighting shader returns the color of the light in the rgb channels and the specular component in the alpha channel. Here is how light gets accumulated: Game.GraphicsDevice.SetRenderTarget(LightRT); Game.GraphicsDevice.Clear(Color.Transparent); Game.GraphicsDevice.BlendState = BlendState.AlphaBlend; // Continuously draw 3d spheres with lighting pixel shader. ... Game.GraphicsDevice.BlendState = BlendState.Opaque; MSDN states that AlphaBlend field of the BlendState class uses the next formula for alphablending: (source × Blend.SourceAlpha) + (destination × Blend.InvSourceAlpha), where "source" is the color of the pixel returned by the shader and "destination" is the color of the pixel in the rendertarget. My question is why do my colors are accumulated correctly in the Light rendertarget even when the new pixels' alphas equal zero? As a quick sanity check I ran the following code in the light's pixel shader: float specularLight = 0; float4 light4 = attenuation * lightIntensity * float4(diffuseLight.rgb,specularLight); if (light4.a == 0) light4 = 0; return light4; This prevents lighting from getting accumulated and, subsequently, drawn on the screen. But when I do the following: float specularLight = 0; float4 light4 = attenuation * lightIntensity * float4(diffuseLight.rgb,specularLight); return light4; The light is accumulated and drawn exactly where it needs to be. What am I missing? According to the formula above: (source x 0) + (destination x 1) should equal destination, so the "LightRT" rendertarget must not change when I draw light spheres into it! It feels like the GPU is using the Additive blend instead: (source × Blend.One) + (destination × Blend.One)

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  • Is there any simple game that involves psychological factors?

    - by Roman
    I need to find a simple game in which several people need to interact with each other. The game should be simple for an analysis (it should be simple to describe what happens in the game, what players did). Because of the last reason, the video games are not appropriate for my purposes. I am thinking of a simple, schematic, strategic game where people can make a limited set of simple moves. Moreover, the moves of the game should be conditioned not only by a pure logic (like in chess or go). The behavior in the game should depend on psychological factors, on relations between people. In more details, I think it should be a cooperation game where people make their decisions based on mutual trust. It would be nice if players can express punishment and forgiveness in the game. Does anybody knows a game that is close to what I have described above? ADDED I need to add that I need a game where actions of players are simple and easy to formalize. Because of that I cannot use verbal games (where communication between players is important). By simple actions I understand, for example, moves on the board from one position to another one, or passing chips from one player to another one and so on.

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  • How do I implement smooth movement in a Box2D platform game?

    - by Romeo
    I have implemented a character in JBox2D which moves with the help of a wheel rotating at the bottom of it. The movement is the best result I've had 'till now but it's a little glitchy when the character stands on the edge. So I am thinking should I use five smaller wheels instead of a big wheel. The wheel/wheels will not be visible in the finished product, now they are drawn for debugging. Here is a video. Is there a better way to do this using JBox2D?

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  • Keeping player aligned to grid in Pacman

    - by user17577
    I am making a Pacman game using XNA. The game is tile based, with each tile being 32 pixels. As the player moves, I need to know whenever it is perfectly on a tile (ie position of 32, 64, etc...) so that I can check to see if the next tile is free. I am using the following logic to test this. if (position.X % 32 == 0 && position.Y %32 == 0) { onTile = true; } I figure that I need to make the player's speed evenly divide 32. Everything works fine if I make the player's speed an integer such as 4 or 8. But if I make the speed something like 6.4, I end up with positions such as 64.00001, and my if statement no longer works correctly. How can I keep the player aligned with the grid, while allowing a wider range of player speeds than 1, 2, 4, 8, 16, and 32? Or is there some better way to go about this? Thanks

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  • How to keep balance / Unlock items / achievement rules

    - by Mark Knol
    I'm working on an engine for a game, too learn javascript and just because its fun. I'm a flashdeveloper, I know how to build websites. Now making games is a different challenge, javascript is a challenge, but I'd love to learn how to structure code and what patterns are common. I dont mind if the game ever finish, I'm mostly interested in the programming part of it. I dont have a particular endresult in mind, so I'll see where it takes me. I currently have a system where you can buy items. The items cost a specified amount of gold, silver, diamonds etc. When you have selected and bought the item, it takes time before getting rewarded. When time is over, you are getting rewarded with other properties (gold, energy, diamonds). For example, you can buy an apple for 50gold, It takes a minute, you get rewarded with 75energy. Or if you take a run, it cost 50energy, it takes 5minutes, reward is 25gold and 25silver. These definitions is what i call actions. Currently I already have a system where this already works and I can define as much actions with as much properties as I want. The definitions I have kinda looks like this: {id:101, category:544, onInit:{gold:-75}, onComplete:{energy:75}, time:2000, name:"Apple", locked: false} {id:102, category:544, onInit:{gold:-135}, onComplete:{energy:145}, time:2000, name:"Banana", locked: false} {id:106, category:302, onInit:{energy:-50, power: -25}, onComplete:{gold:100, diamonds:2}, time:10000, name:"Run", locked: false} {id:107, category:302, onInit:{energy:-70, silver: -55}, onComplete:{gold:100}, time:10000, name:"Dance", locked: false} {id:108, category:302, onInit:{energy:-230, power: -355}, onComplete:{gold:70, silver:70}, time:10000, name:"Fitness", locked: false} Now, I would love to add a system where I can lock/unlock the actions using achievement rules. Lets say, if you buy 10 apples, you unlock a new action, like bananas which cost more, and reward more. In the future I maybe want to restrict achievements and actions to levels. I am kinda stuck how to structure this. I have 2 questions: Which patterns are used to define achievements? How/where are they defined? Should it be part of the action, or should it be a separate controller? Is it a good idea to register all completed actions to it? I think I want multiple types of achievement rules, Id love to hear some ideas how to develop it. How do you create/find a good balance, so the user does not get stuck or can cheat by repeat a pattern of actions to get too much rewards. I know there is not a simple answer and i'm lacking of a good game-concept, but I wonder if anyone created such a game and how you dealed and played with it.

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  • How to remove seams from a tile map in 3D?

    - by Grimshaw
    I am using my OpenGL custom engine to render a tilemap made with Tiled, using a well spread tileset from the web. There is nothing fancy going on. I load the TMX file from Tiled and generate vertex arrays and index arrays to render the tilemap. I am rendering this tilemap as a wall in my 3D world, meaning that I move around with a fly camera in my 3D world and at Z=0 there is a plane showing me my tiles. Everything is working correctly but I get ugly seems between the tiles. I've tried orthographic and perspective cameras and with either I found particular sets of parameters for the projection and view matrices where the artifacts did not show, but otherwise they are there 99% of the time in multiple patterns, depending on the zoom and camera parameters like field of view. Here's a screenshot of the artifact being shown: http://i.imgur.com/HNV1g4M.png Here's the tileset I am using (which Tiled also uses and renders correctly): http://i.imgur.com/SjjHK4q.png My tileset has no mipmaps and is set to GL_NEAREST and GL_CLAMP_TO_EDGE values. I've looked around many articles in the internet and nothing helped. I tried uv correction so the uv fall at half of the texel, rather than the end of the texel to prevent interpolating with the neighbour value(which is transparency). I tried debugging with my geometry and I verified that with no texture and a random color in each tile, I don't seem to see any seams. All vertices have integer coordinates, i.e, the first tile is a quad from (0,0) to (1,1) and so on. Tried adding a little offset both to the UV and to the vertices to see if the gaps cease to exist. Disabled multisampling too. Nothing fixed it so far. Thanks.

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  • Entity Component System for HUD and GUI

    - by Jason L.
    This is a very rough sketch of how I currently have things designed. It should, at least, give an idea of how my ECS is currently designed. If you notice in that diagram, I have basically split the HUD out of the ECS. They have their own set of things (HudLayer, HudComponent, etc) and are handled differently. This is where I'm struggling, though. There are many different instances in which the HUD will need to know about entities. Not just data changing (I have an event dispatcher for that), but the actual entity and all it encompasses. There are also situations where entities will need to be able to query the HUD for data. Let's take a couple examples: First, my equipment screen. On here I can change the equipment on a character (Entity). In order for this to happen, I need to know about the entity. At least I think I do? How can I handle this? The second scenario involves my Systems needing to query a HudComponent for data. A specific example would be my battle system. Each "team" is given a 3x3 grid they can move around in. See here: Skills target these cells, and not the player, so I would need a way for my systems to determine which cells are occupied and which are not. Basically I need a way for two way communication between Systems and my HUD. I know it's recommended (by some people, anyways) to take your HUD out of the ECS. Is that appropriate in my case?

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  • Light shaped like a line

    - by Michael
    I am trying to figure out how line-shaped lights fit into the standard point light/spotlight/directional light scheme. The way I see it, there are two options: Seed the line with regular point lights and just deal with the artifacts. Easy, but seems wasteful. Make the line some kind of emissive material and apply a bloom effect. Sounds like it could work, but I can't test it in my engine yet. Is there a standard way to do this? Or for non-point lights in general?

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  • Libgdx ParallaxScrolling and TiledMaps

    - by kirchhoff
    I implemented ParallaxScrolling for my SideScroller project, everything is working but the tiled map (the most important part!). I've been trying out everything but it doesn't work (see the code below). I'm using ParallaxCamera from GdxTests, it's working perfectly for the background layers. I can't explain myself properly in english, so I recorded 2 videos: Before parallaxScrolling After parallaxScrolling As you can see, now the platforms appear in the middle of the Y-axis. I've got a Map class with 2 tiled maps, so I need two renderers too: private TiledMapRenderer renderer1; private TiledMapRenderer renderer2; public void update(GameCamera camera) { renderer1.setView(camera.calculateParallaxMatrix(1f, 0f), camera.position.x - camera.viewportWidth / 2, **camera.position.y - camera.viewportHeight/2**, camera.viewportWidth, camera.viewportHeight); renderer2.setView(camera.calculateParallaxMatrix(1f, 0f), camera.position.x - camera.viewportWidth / 2, **camera.position.y - camera.viewportHeight/2**, camera.viewportWidth, camera.viewportHeight); } In bold, the code I think I should change. I've tried changing parameters, even adding hardcoded values, etc, but one of two: 1. Nothing happens. 2. Platforms disappear. Here is some aditional code. The render method: world.update(delta); parallaxBackground.update(camera); clear(0.5f, 0.7f, 1.0f, 1); batch.setProjectionMatrix(camera.calculateParallaxMatrix(0, 0)); batch.disableBlending(); batch.begin(); batch.draw(background, -(int)background.getRegionWidth()/2, -(int)background.getRegionHeight()/2); batch.end(); batch.enableBlending(); parallaxBackground.draw(batch, camera); renderer.render(batch);

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  • Novice prototyping a massive multiplayer webpage based gaming system

    - by Sean Hendlin
    I'm trying to build a website based game in which various pages of the site act as different areas of the game. I am wondering what you would recommended as a design structure. Which languages would be best if building what will hopefully becomes a massive system able to scale to massive amounts of users. I am wondering if and how various elements from differing languages could be meshed to interact with each other. For example could I use html5, javascript, and PHP? What about asp.net how might that factor in? I'm a newbie programmer but I've been working on this idea for years and I want to build it to reality. Your comments and suggestions are appreciated. P.S.: The game is not all graphics and animation (though flash like appearance and some animation would be nice). What I am thinking of is essentially a heavily gamified system of forms. And LOTS of data in many different categories cross referencing each-other. I'm not sure how to go about structuring the collection of data. Also while I know javascript can be used to process some functions, I'm wondering what sort of base system I would need to handle the server side processing of what I am expecting to be some pretty significant algorithm processing. That is to say I expect to have many many many functions and I'm not sure how to mange this using javascript. I feel like they would be forgotten, mixed up, disorganizes as they essentially only exist where they are coded. I guess I need to learn something of libraries? OK, Thank you! Is enough from me for now.

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  • Split a 2D scene in layers or have a z coordinate

    - by Bane
    I am in the process of writing a 2D game engine, and a dilemma emerged. Let me explain the situation... I have a Scene class, to which various objects can be added (Drawable, ParticleEmitter, Light2D, etc), and as this is a 2D scene, things will obviously be drawn over each other. My first thought was that I could have basic add and remove methods, but I soon realized that then there would be no way for the programmer to control the order in which things were drawn. So I can up with two options, each with its pros and cons. A) Would be to split the scene in layers. By that I mean instead of having the scene be a container of objects, have it be a container of layers, which are in turn the containers of objects. B) Would require to have some kind of z-coordinate, and then have the scene sorted so objects with lower z get drawn first. Option A is pretty solid, but the problem is with the lights. In what layer do I add it? Does it work cross-layer? On all bottom layers? And I still need the Z coordinate to calculate the shadow! Option B would require me to change all my code from having Vector2D positions, to some kind of class that inherits from Vector2D and adds a z coordinate to it (I don't want it to be a Vector3D because I still need all the same methods the 2D kind has, just with .z clamped on). Am I missing something? Is there an alternative to these methods? I'm working in Javascript, if that makes a difference.

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  • XNA: Huge Tile Map, long load times

    - by Zach
    Recently I built a tile map generator for a game project. What I am very proud of is that I finally got it to the point where I can have a GIANT 2D map build perfectly on my PC. About 120000pixels by 40000 pixels. I can go larger actually, but I have only 1 draw back. #1 ram, the map currently draws about 320MB of ram and I know the Xbox allows 512MB I think? #2 It takes 20 mins for the map to build then display on the Xbox, on my PC it take less then a few seconds. I need to bring that 20 minutes of generating from 20 mins to how ever little bit I can, and how can a lower the amount of RAM usage while still being able to generate my map. Right now everything is stored in Jagged Arrays, each piece generating in a size of 1280x720 (the mother piece). Up to the amount that I need, every block is exactly 40x40 pixels however the blocks get removed from a List or regenerated in a List depending how close the mother piece is to the player. Saving A LOT of CPU, so at all times its no more then looping through 5184 some blocks. Well at least I'm sure of this. But how can I lower my RAM usage without hurting the size of the map, and how can I lower these INSANE loading times? EDIT: Let me explain my self better. Also I'd like to let everyone know now that I'm inexperienced with many of these things. So here is an example of the arrays I'm using. Here is the overall in a shorter term: int[][] array = new int[30][]; array[0] = new int[] { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2 }; array[1] = new int[] { 1, 3, 3, 3, 3, 1, 0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2 }; that goes on for around 30 arrays downward. Now for every time it hits a 1, it goes and generates a tile map 1280x720 and it does that exactly the way it does it above. This is how I loop through those arrays: for (int i = 0; i < array.Length; i += 1) { for (int h = 0; h < array[i].Length; h += 1) { } { Now how the tiles are drawn and removed is something like this: public void Draw(SpriteBatch spriteBatch, Vector2 cam) { if (cam.X >= this.Position.X - 1280) { if (cam.X <= this.Position.X + 2560) { if (cam.Y >= this.Position.Y - 720) { if (cam.Y <= this.Position.Y + 1440) { if (visible) { if (once == 0) { once = 1; visible = false; regen(); } } for (int i = Tiles.Count - 1; i >= 0; i--) { Tiles[i].Draw(spriteBatch, cam); } for (int i = unWalkTiles.Count - 1; i >= 0; i--) { unWalkTiles[i].Draw(spriteBatch, cam); } } else { once = 0; for (int i = Tiles.Count - 1; i >= 0; i--) { Tiles.RemoveAt(i); } for (int i = unWalkTiles.Count - 1; i >= 0; i--) { unWalkTiles.RemoveAt(i); } } } else { once = 0; for (int i = Tiles.Count - 1; i >= 0; i--) { Tiles.RemoveAt(i); } for (int i = unWalkTiles.Count - 1; i >= 0; i--) { unWalkTiles.RemoveAt(i); } } } else { once = 0; for (int i = Tiles.Count - 1; i >= 0; i--) { Tiles.RemoveAt(i); } for (int i = unWalkTiles.Count - 1; i >= 0; i--) { unWalkTiles.RemoveAt(i); } } } else { once = 0; for (int i = Tiles.Count - 1; i >= 0; i--) { Tiles.RemoveAt(i); } for (int i = unWalkTiles.Count - 1; i >= 0; i--) { unWalkTiles.RemoveAt(i); } } } } If you guys still need more information just ask in the comments.

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  • Dynamic audio score/music

    - by Joel Martinez
    I'm interested in developing a game who's background music changes with the mood and scenario of the game's action. Of course many existing games do this (halo for example), but I was interested in any resources/papers/articles talking about the techniques to develop a system like this. I have some ideas, and I understand that this will be equally challenging to implement at the code level as it will be to come up or acquire music that fits this model. Any links or, answers with ideas in them would he appreciated. Edit: this is the kind of info I'm looking for :) http://halo.bungie.org/misc/gdc.2002.music/

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  • How can I resolve collisions at different speeds, depending on the direction?

    - by Raven Dreamer
    I have, for all intents and purposes, a Triangle class that objects in my scene can collide with (In actuality, the right side of a parallelogram). My collision detection and resolution code works fine for the purposes of preventing a gameobject from entering into the space of the Triangle, instead directing the movement along the edge. The trouble is, the maximum speed along the x and y axis is not equivalent in my game, and moving along the Y axis (up or down) should take twice as long as an equivalent distance along the X axis (left or right). Unfortunately, these speeds apply to the collision resolution too, and movement along the blue path above progresses twice as fast. What can I do in my collision resolution to make sure that the speedlimit for Y axis movement is obeyed in the latter case? Collision Resolution for this case below (vecInput and velocity are the position and velocity vectors of the game object): // y = mx+c // solve for y. M = 2, x = input's x coord, c = rightYIntercept lowY = 2*vecInput.x + parag.rightYIntercept ; ... else { // y = mx+c // vecInput.y = 2(x) + RightYIntercept // (vecInput.y - RightYIntercept) / 2 = x; //if velocity.Y (positive) greater than velocity.X (negative) //pushing from bottom, so push right. if(velocity.y > -1*velocity.x) { //change the input vector's x position to match the //y position on the shape's edge. Formula for line: Y = MX+C // M is 2, C is rightYIntercept, y is the input y, solve for X. vecInput = new Vector2((vecInput.y - parag.rightYIntercept)/2, vecInput.y); Debug.Log("adjusted rightwards"); } else { vecInput = new Vector2( vecInput.x, lowY); Debug.Log("adjusted downwards"); } }

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  • How to Make Objects Fall Faster in a Physics Simulation

    - by David Dimalanta
    I used the collision physics (i.e. Box2d, Physics Body Editor) and implemented onto the java code. I'm trying to make the fall speed higher according to the examples: It falls slower if light object (i.e. feather). It falls faster depending on the object (i.e. pebble, rock, car). I decided to double its falling speed for more excitement. I tried adding the mass but the speed of falling is constant instead of gaining more speed. check my code that something I put under input processor's touchUp() return method under same roof of the class that implements InputProcessor and Screen: @Override public boolean touchUp(int screenX, int screenY, int pointer, int button) { // TODO Touch Up Event if(is_Next_Fruit_Touched) { BodyEditorLoader Fruit_Loader = new BodyEditorLoader(Gdx.files.internal("Shape_Physics/Fruity Physics.json")); Fruit_BD.type = BodyType.DynamicBody; Fruit_BD.position.set(x, y); FixtureDef Fruit_FD = new FixtureDef(); // --> Allows you to make the object's physics. Fruit_FD.density = 1.0f; Fruit_FD.friction = 0.7f; Fruit_FD.restitution = 0.2f; MassData mass = new MassData(); mass.mass = 5f; Fruit_Body[n] = world.createBody(Fruit_BD); Fruit_Body[n].setActive(true); // --> Let your dragon fall. Fruit_Body[n].setMassData(mass); Fruit_Body[n].setGravityScale(1.0f); System.out.println("Eggs... " + n); Fruit_Loader.attachFixture(Fruit_Body[n], Body, Fruit_FD, Fruit_IMG.getWidth()); Fruit_Origin = Fruit_Loader.getOrigin(Body, Fruit_IMG.getWidth()).cpy(); is_Next_Fruit_Touched = false; up = y; Gdx.app.log("Initial Y-coordinate", "Y at " + up); //Once it's touched, the next fruit will set to drag. if(n < 50) { n++; }else{ System.exit(0); } } return true; } And take note, at show() method , the view size from the camera is at 720x1280: camera_1 = new OrthographicCamera(); camera_1.viewportHeight = 1280; camera_1.viewportWidth = 720; camera_1.position.set(camera_1.viewportWidth * 0.5f, camera_1.viewportHeight * 0.5f, 0f); camera_1.update(); I know it's a good idea to add weight to make the falling object falls faster once I released the finger from the touchUp() after I picked the object from the upper right of the screen but the speed remains either constant or slow. How can I solve this? Can you help?

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  • Achieving certain rendering styles

    - by milesmeow
    I'm trying to assess the difficulty of creating a rendering style that is more like the game Okami and the Quake mods (as shown on this page...search for 'okami','quake npr'). Here's a better page describing the Quake rendering mod. Can a game engine such as Unity be used and programmed to achieve these kind of rendering styles? I'm doing research and am totally new to this so any insight into this would help tremendously.

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  • Level of detail algorithm not functioning correctly

    - by Darestium
    I have been working on this problem for months; I have been creating Planet Generator of sorts, after more than 6 months of work I am no closer to finishing it then I was 4 months ago. My problem; The terrain does not subdivide in the correct locations properly, it almost seems as if there is a ghost camera next to me, and the quads subdivide based on the position of this "ghost camera". Here is a video of the broken program: http://www.youtube.com/watch?v=NF_pHeMOju8 The best example of the problem occurs around 0:36. For detail limiting, I am going for a chunked LOD approach, which subdivides the terrain based on how far you are away from it. I use a "depth table" to determine how many subdivisions should take place. void PQuad::construct_depth_table(float distance) { tree[0] = -1; for (int i = 1; i < MAX_DEPTH; i++) { tree[i] = distance; distance /= 2.0f; } } The chuncked LOD relies on the child/parent structure of quads, the depth is determined by a constant e.g: if the constant is 6, there are six levels of detail. The quads which should be drawn go through a distance test from the player to the centre of the quad. void PQuad::get_recursive(glm::vec3 player_pos, std::vector<PQuad*>& out_children) { for (size_t i = 0; i < children.size(); i++) { children[i].get_recursive(player_pos, out_children); } if (this->should_draw(player_pos) || this->depth == 0) { out_children.emplace_back(this); } } bool PQuad::should_draw(glm::vec3 player_position) { float distance = distance3(player_position, centre); if (distance < tree[depth]) { return true; } return false; } The root quad has four children which could be visualized like the following: [] [] [] [] Where each [] is a child. Each child has the same amount of children up until the detail limit, the quads which have are 6 iterations deep are leaf nodes, these nodes have no children. Each node has a corresponding Mesh, each Mesh structure has 16x16 Quad-shapes, each Mesh's Quad-shapes halves in size each detail level deeper - creating more detail. void PQuad::construct_children() { // Calculate the position of the Quad based on the parent's location calculate_position(); if (depth < (int)MAX_DEPTH) { children.reserve((int)NUM_OF_CHILDREN); for (int i = 0; i < (int)NUM_OF_CHILDREN; i++) { children.emplace_back(PQuad(this->face_direction, this->radius)); PQuad *child = &children.back(); child->set_depth(depth + 1); child->set_child_index(i); child->set_parent(this); child->construct_children(); } } else { leaf = true; } } The following function creates the vertices for each quad, I feel that it may play a role in the problem - I just can't determine what is causing the problem. void PQuad::construct_vertices(std::vector<glm::vec3> *vertices, std::vector<Color3> *colors) { vertices->reserve(quad_width * quad_height); for (int y = 0; y < quad_height; y++) { for (int x = 0; x < quad_width; x++) { switch (face_direction) { case YIncreasing: vertices->emplace_back(glm::vec3(position.x + x * element_width, quad_height - 1.0f, -(position.y + y * element_width))); break; case YDecreasing: vertices->emplace_back(glm::vec3(position.x + x * element_width, 0.0f, -(position.y + y * element_width))); break; case XIncreasing: vertices->emplace_back(glm::vec3(quad_width - 1.0f, position.y + y * element_width, -(position.x + x * element_width))); break; case XDecreasing: vertices->emplace_back(glm::vec3(0.0f, position.y + y * element_width, -(position.x + x * element_width))); break; case ZIncreasing: vertices->emplace_back(glm::vec3(position.x + x * element_width, position.y + y * element_width, 0.0f)); break; case ZDecreasing: vertices->emplace_back(glm::vec3(position.x + x * element_width, position.y + y * element_width, -(quad_width - 1.0f))); break; } // Position the bottom, right, front vertex of the cube from being (0,0,0) to (-16, -16, 16) (*vertices)[vertices->size() - 1] -= glm::vec3(quad_width / 2.0f, quad_width / 2.0f, -(quad_width / 2.0f)); colors->emplace_back(Color3(255.0f, 255.0f, 255.0f, false)); } } switch (face_direction) { case YIncreasing: this->centre = glm::vec3(position.x + quad_width / 2.0f, quad_height - 1.0f, -(position.y + quad_height / 2.0f)); break; case YDecreasing: this->centre = glm::vec3(position.x + quad_width / 2.0f, 0.0f, -(position.y + quad_height / 2.0f)); break; case XIncreasing: this->centre = glm::vec3(quad_width - 1.0f, position.y + quad_height / 2.0f, -(position.x + quad_width / 2.0f)); break; case XDecreasing: this->centre = glm::vec3(0.0f, position.y + quad_height / 2.0f, -(position.x + quad_width / 2.0f)); break; case ZIncreasing: this->centre = glm::vec3(position.x + quad_width / 2.0f, position.y + quad_height / 2.0f, 0.0f); break; case ZDecreasing: this->centre = glm::vec3(position.x + quad_width / 2.0f, position.y + quad_height / 2.0f, -(quad_height - 1.0f)); break; } this->centre -= glm::vec3(quad_width / 2.0f, quad_width / 2.0f, -(quad_width / 2.0f)); } Any help in discovering what is causing this "subdivding in the wrong place" would be greatly appreciated.

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  • Bouncing off a circular Boundary with multiple balls?

    - by Anarkie
    I am making a game like this : Yellow Smiley has to escape from red smileys, when yellow smiley hits the boundary game is over, when red smileys hit the boundary they should bounce back with the same angle they came, like shown below: Every 10 seconds a new red smiley comes in the big circle, when red smiley hits yellow, game is over, speed and starting angle of red smileys should be random. I control the yellow smiley with arrow keys. The biggest problem I have reflecting the red smileys from the boundary with the angle they came. I don't know how I can give a starting angle to a red smiley and bouncing it with the angle it came. I would be glad for any tips! My js source code : var canvas = document.getElementById("mycanvas"); var ctx = canvas.getContext("2d"); // Object containing some global Smiley properties. var SmileyApp = { radius: 15, xspeed: 0, yspeed: 0, xpos:200, // x-position of smiley ypos: 200 // y-position of smiley }; var SmileyRed = { radius: 15, xspeed: 0, yspeed: 0, xpos:350, // x-position of smiley ypos: 65 // y-position of smiley }; var SmileyReds = new Array(); for (var i=0; i<5; i++){ SmileyReds[i] = { radius: 15, xspeed: 0, yspeed: 0, xpos:350, // x-position of smiley ypos: 67 // y-position of smiley }; SmileyReds[i].xspeed = Math.floor((Math.random()*50)+1); SmileyReds[i].yspeed = Math.floor((Math.random()*50)+1); } function drawBigCircle() { var centerX = canvas.width / 2; var centerY = canvas.height / 2; var radiusBig = 300; ctx.beginPath(); ctx.arc(centerX, centerY, radiusBig, 0, 2 * Math.PI, false); // context.fillStyle = 'green'; // context.fill(); ctx.lineWidth = 5; // context.strokeStyle = '#003300'; // green ctx.stroke(); } function lineDistance( positionx, positiony ) { var xs = 0; var ys = 0; xs = positionx - 350; xs = xs * xs; ys = positiony - 350; ys = ys * ys; return Math.sqrt( xs + ys ); } function drawSmiley(x,y,r) { // outer border ctx.lineWidth = 3; ctx.beginPath(); ctx.arc(x,y,r, 0, 2*Math.PI); //red ctx.fillStyle="rgba(255,0,0, 0.5)"; ctx.fillStyle="rgba(255,255,0, 0.5)"; ctx.fill(); ctx.stroke(); // mouth ctx.beginPath(); ctx.moveTo(x+0.7*r, y); ctx.arc(x,y,0.7*r, 0, Math.PI, false); // eyes var reye = r/10; var f = 0.4; ctx.moveTo(x+f*r, y-f*r); ctx.arc(x+f*r-reye, y-f*r, reye, 0, 2*Math.PI); ctx.moveTo(x-f*r, y-f*r); ctx.arc(x-f*r+reye, y-f*r, reye, -Math.PI, Math.PI); // nose ctx.moveTo(x,y); ctx.lineTo(x, y-r/2); ctx.lineWidth = 1; ctx.stroke(); } function drawSmileyRed(x,y,r) { // outer border ctx.lineWidth = 3; ctx.beginPath(); ctx.arc(x,y,r, 0, 2*Math.PI); //red ctx.fillStyle="rgba(255,0,0, 0.5)"; //yellow ctx.fillStyle="rgba(255,255,0, 0.5)"; ctx.fill(); ctx.stroke(); // mouth ctx.beginPath(); ctx.moveTo(x+0.4*r, y+10); ctx.arc(x,y+10,0.4*r, 0, Math.PI, true); // eyes var reye = r/10; var f = 0.4; ctx.moveTo(x+f*r, y-f*r); ctx.arc(x+f*r-reye, y-f*r, reye, 0, 2*Math.PI); ctx.moveTo(x-f*r, y-f*r); ctx.arc(x-f*r+reye, y-f*r, reye, -Math.PI, Math.PI); // nose ctx.moveTo(x,y); ctx.lineTo(x, y-r/2); ctx.lineWidth = 1; ctx.stroke(); } // --- Animation of smiley moving with constant speed and bounce back at edges of canvas --- var tprev = 0; // this is used to calculate the time step between two successive calls of run function run(t) { requestAnimationFrame(run); if (t === undefined) { t=0; } var h = t - tprev; // time step tprev = t; SmileyApp.xpos += SmileyApp.xspeed * h/1000; // update position according to constant speed SmileyApp.ypos += SmileyApp.yspeed * h/1000; // update position according to constant speed for (var i=0; i<SmileyReds.length; i++){ SmileyReds[i].xpos += SmileyReds[i].xspeed * h/1000; // update position according to constant speed SmileyReds[i].ypos += SmileyReds[i].yspeed * h/1000; // update position according to constant speed } // change speed direction if smiley hits canvas edges if (lineDistance(SmileyApp.xpos, SmileyApp.ypos) + SmileyApp.radius > 300) { alert("Game Over"); } // redraw smiley at new position ctx.clearRect(0,0,canvas.height, canvas.width); drawBigCircle(); drawSmiley(SmileyApp.xpos, SmileyApp.ypos, SmileyApp.radius); for (var i=0; i<SmileyReds.length; i++){ drawSmileyRed(SmileyReds[i].xpos, SmileyReds[i].ypos, SmileyReds[i].radius); } } // uncomment these two lines to get every going // SmileyApp.speed = 100; run(); // --- Control smiley motion with left/right arrow keys function arrowkeyCB(event) { event.preventDefault(); if (event.keyCode === 37) { // left arrow SmileyApp.xspeed = -100; SmileyApp.yspeed = 0; } else if (event.keyCode === 39) { // right arrow SmileyApp.xspeed = 100; SmileyApp.yspeed = 0; } else if (event.keyCode === 38) { // up arrow SmileyApp.yspeed = -100; SmileyApp.xspeed = 0; } else if (event.keyCode === 40) { // right arrow SmileyApp.yspeed = 100; SmileyApp.xspeed = 0; } } document.addEventListener('keydown', arrowkeyCB, true); JSFiddle : http://jsfiddle.net/gj4Q7/

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  • How to proceed on the waypoint path?

    - by Alpha Carinae
    I'm using Dijkstra algorithm to find shortest path and I'm drawing this path on the screen. As the character object moves on, path updates itself(shortens as the object approaches the target and gets longer as the object moves away from it.) I tried to visualize my problem. This is the beginning state. 'A' node is the target, path is the blue and the object is the green one. I draw this path, from object to the closest node. In this case my problem occurs. Because 'D' node is more closer to the object than 'C' node, something like this happens: So, how can i decide that the object passed the 'D' node? Path should be look like this: One thing comes to my mind is that I use some distance variables between the two closest nodes in the route path. (In this example these are 'C' and 'D' nodes.) As the object approaches 'C' and moves away from the 'D' node at the same time, this means character passed the 'D'. However, I think there are some standardized and easy ways to solve this. What approach should I take?

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  • Game Institute Math Courses

    - by W3Geek
    I'm 21 years old and I suck at math, I mean really bad. I don't have the necessary logic to apply it towards programming. I would like to learn the math and logic of applying it. I found Game Institute (http://www.gameinstitute.com) awhile back and heard a lot of praise about them. Are there Math courses any good? Thank you. Edit: My high school was terrible and did not prepare me for any math. I am fairly decent at programming, I just don't have the logic to apply any mathematics to programming, as an example I don't understand the algorithm of finding the size of a user's screen. Yes I have heard of KhanAcademy (http://www.khanacademy.org/) and I have completed a lot of maths on his website but I still don't have the logic to apply any of it to programming.

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  • How to visually "connect" skybox edges with terrain model

    - by David
    I'm working on a simple airplane game where I use skybox cube rendered using disabled depth test. Very close to the bottom side of the skybox is my terrain model. What bothers me is that the terrain is not connected to the skybox bottom. This is not visible while the plane flies low, but as it gets some altitude, the terrain looks smaller because of the perspective. Since the skybox center is always same as the camera position, the skybox moves with the plane, but the terrain goes into the distance. Ok, I think you understand the problem. My question is how to fix it. It's an airplane game so limiting max altitude is not possible. I thought about some way to stretch terrain to always cover whole bottom side of the skybox cube, but that doesn't feel right and I don't even know how would I calculate new terrain dimensions every frame. Here are some screenshot of games where you can clearly see the problem: (oops, I cannot post images yet) darker brown is the skybox bottom here: http://i.stack.imgur.com/iMsAf.png untextured brown is the skybox bottom here: http://i.stack.imgur.com/9oZr7.png

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  • Android Loading Screen: How do I use a stack to load elements?

    - by tom_mai78101
    I have some problems with figuring out what value I should put in the function: int value_needed_to_figure_out = X; ProgressBar.incrementProgressBy(value_needed_to_figure_out); I've been researching about loading screens and how to use them. Some examples I've seen have implemented Thread.sleep() in a Handler.post(new Runnable()) function. To me, I got most of that concept of using the Handler to update the ProgressBar, while pretending to do some heavy crunching work. So, I kept looking. I have read this thread here: How do I load chunks of data from an assest manager during a loading screen? It said that I can try using a stack it needs to load, and adding a size counter as I add elements to the stack. What does it mean? This is the part where I'm totally stumped. If anyone would provide some hints, I'll gladly appreciate it. Thanks in advance.

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  • Queries regarding Geometry Shaders

    - by maverick9888
    I am dealing with geometry shaders using GL_ARB_geometry_shader4 extension. My code goes like : GLfloat vertices[] = { 0.5,0.25,1.0, 0.5,0.75,1.0, -0.5,0.75,1.0, -0.5,0.25,1.0, 0.6,0.35,1.0, 0.6,0.85,1.0, -0.6,0.85,1.0, -0.6,0.35,1.0 }; glProgramParameteriEXT(psId, GL_GEOMETRY_INPUT_TYPE_EXT, GL_TRIANGLES); glProgramParameteriEXT(psId, GL_GEOMETRY_OUTPUT_TYPE_EXT, GL_TRIANGLE_STRIP); glLinkProgram(psId); glBindAttribLocation(psId,0,"Position"); glEnableVertexAttribArray (0); glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, vertices); glDrawArrays(GL_TRIANGLE_STRIP,0,4); My vertex shader is : #version 150 in vec3 Position; void main() { gl_Position = vec4(Position,1.0); } Geometry shader is : #version 150 #extension GL_EXT_geometry_shader4 : enable in vec4 pos[3]; void main() { int i; vec4 vertex; gl_Position = pos[0]; EmitVertex(); gl_Position = pos[1]; EmitVertex(); gl_Position = pos[2]; EmitVertex(); gl_Position = pos[0] + vec4(0.3,0.0,0.0,0.0); EmitVertex(); EndPrimitive(); } Nothing is rendered with this code. What exactly should be the mode in glDrawArrays() ? How does the GL_GEOMETRY_OUTPUT_TYPE_EXT parameter will affect glDrawArrays() ? What I expect is 3 vertices will be passed on to Geometry Shader and using those we construct a primitive of size 4 (assuming GL_TRIANGLE_STRIP requires 4 vertices). Can somebody please throw some light on this ?

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