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  • Finding direction of travel in a world with wrapped edges

    - by crazy
    I need to find the shortest distance direction from one point in my 2D world to another point where the edges are wrapped (like asteroids etc). I know how to find the shortest distance but am struggling to find which direction it's in. The shortest distance is given by: int rows = MapY; int cols = MapX; int d1 = abs(S.Y - T.Y); int d2 = abs(S.X - T.X); int dr = min(d1, rows-d1); int dc = min(d2, cols-d2); double dist = sqrt((double)(dr*dr + dc*dc)); Example of the world : : T : :--------------:--------- : : : S : : : : : : T : : : :--------------: In the diagram the edges are shown with : and -. I've shown a wrapped repeat of the world at the top right too. I want to find the direction in degrees from S to T. So the shortest distance is to the top right repeat of T. but how do I calculate the direction in degreed from S to the repeated T in the top right? I know the positions of both S and T but I suppose I need to find the position of the repeated T however there more than 1. The worlds coordinates system starts at 0,0 at the top left and 0 degrees for the direction could start at West. It seems like this shouldn’t be too hard but I haven’t been able to work out a solution. I hope somone can help? Any websites would be appreciated.

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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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  • SharpDX/D3D: How to implement and draw fonts/text

    - by Dmitrij A
    I am playing with SharpDX (Direct3D for .NET) without using "Toolkit", already finished with basic rendering 3D models. But now i am wondering how to program/create fonts for game (2D), or how to simple draw variable text to output with Direct3D? (it is not as SharpDX question as common Direct3D question, how to start with game GUIs? And what should i do to program simple GUI's like menu for a game (generally i understand that it's shaders).

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  • Libnoise producing completely random noise

    - by Doodlemeat
    I am using libnoise in C++ taken and I have some problems with getting coherent noise. I mean, the noise produced now are completely random and it doesn't look like a noise. Here's a to the image produced by my game. I am diving the map into several chunks, but I can't seem to find any problem doing that since libnoise supports tileable noise. The code can be found below. Every chunk is 8x8 tiles large. Every tile is 64x64 pixels. I am also providing a link to download the entire project. It was made in Visual Studio 2013. Download link This is the code for generating a chunk Chunk *World::loadChunk(sf::Vector2i pPosition) { sf::Vector2i chunkPos = pPosition; pPosition.x *= mChunkTileSize.x; pPosition.y *= mChunkTileSize.y; sf::FloatRect bounds(static_cast<sf::Vector2f>(pPosition), sf::Vector2f(static_cast<float>(mChunkTileSize.x), static_cast<float>(mChunkTileSize.y))); utils::NoiseMap heightMap; utils::NoiseMapBuilderPlane heightMapBuilder; heightMapBuilder.SetSourceModule(mNoiseModule); heightMapBuilder.SetDestNoiseMap(heightMap); heightMapBuilder.SetDestSize(mChunkTileSize.x, mChunkTileSize.y); heightMapBuilder.SetBounds(bounds.left, bounds.left + bounds.width - 1, bounds.top, bounds.top + bounds.height - 1); heightMapBuilder.Build(); Chunk *chunk = new Chunk(this); chunk->setPosition(chunkPos); chunk->buildChunk(&heightMap); chunk->setTexture(&mTileset); mChunks.push_back(chunk); return chunk; } This is the code for building the chunk void Chunk::buildChunk(utils::NoiseMap *pHeightMap) { // Resize the tiles space mTiles.resize(pHeightMap->GetWidth()); for (int x = 0; x < mTiles.size(); x++) { mTiles[x].resize(pHeightMap->GetHeight()); } // Set vertices type and size mVertices.setPrimitiveType(sf::Quads); mVertices.resize(pHeightMap->GetWidth() * pHeightMap->GetWidth() * 4); // Get the offset position of all tiles position sf::Vector2i tileSize = mWorld->getTileSize(); sf::Vector2i chunkSize = mWorld->getChunkSize(); sf::Vector2f offsetPositon = sf::Vector2f(mPosition); offsetPositon.x *= chunkSize.x; offsetPositon.y *= chunkSize.y; // Build tiles for (int x = 0; x < mTiles.size(); x++) { for (int y = 0; y < mTiles[x].size(); y++) { // Sometimes libnoise can return a value over 1.0, better be sure to cap the top and bottom.. float heightValue = pHeightMap->GetValue(x, y); if (heightValue > 1.f) heightValue = 1.f; if (heightValue < -1.f) heightValue = -1.f; // Instantiate a new Tile object with the noise value, this doesn't do anything yet.. mTiles[x][y] = new Tile(this, pHeightMap->GetValue(x, y)); // Get a pointer to the current tile's quad sf::Vertex *quad = &mVertices[(y + x * pHeightMap->GetWidth()) * 4]; quad[0].position = sf::Vector2f(offsetPositon.x + x * tileSize.x, offsetPositon.y + y * tileSize.y); quad[1].position = sf::Vector2f(offsetPositon.x + (x + 1) * tileSize.x, offsetPositon.y + y * tileSize.y); quad[2].position = sf::Vector2f(offsetPositon.x + (x + 1) * tileSize.x, offsetPositon.y + (y + 1) * tileSize.y); quad[3].position = sf::Vector2f(offsetPositon.x + x * tileSize.x, offsetPositon.y + (y + 1) * tileSize.y); // find out which type of tile to render, atm only air or stone TileStop *tilestop = mWorld->getTileStopAt(heightValue); sf::Vector2i texturePos = tilestop->getTexturePosition(); // define its 4 texture coordinates quad[0].texCoords = sf::Vector2f(texturePos.x, texturePos.y); quad[1].texCoords = sf::Vector2f(texturePos.x + 64, texturePos.y); quad[2].texCoords = sf::Vector2f(texturePos.x + 64, texturePos.y + 64); quad[3].texCoords = sf::Vector2f(texturePos.x, texturePos.y + 64); } } } All the code that uses libnoise in some way are World.cpp, World.h and Chunk.cpp, Chunk.h in the project.

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  • MiniMax not working properly(for checkers game)

    - by engineer
    I am creating a checkers game but My miniMax is not functioning properly,it is always switching between two positions for its move(index 20 and 17).Here is my code: public double MiniMax(int[] board, int depth, int turn, int red_best, int black_best) { int source; int dest; double MAX_SCORE=-INFINITY,newScore; int MAX_DEPTH=3; int[] newBoard=new int[32]; generateMoves(board,turn); System.arraycopy(board, 0, newBoard, 0, 32); if(depth==MAX_DEPTH) { return Evaluation(turn,board);} for(int z=0;z<possibleMoves.size();z+=2){ source=Integer.parseInt(possibleMoves.elementAt(z).toString()); System.out.println("SOURCE= "+source); dest=Integer.parseInt(possibleMoves.elementAt(z+1).toString());//(int[])possibleMoves.elementAt(z+1); System.out.println("DEST = "+dest); applyMove(newBoard,source,dest); newScore=MiniMax(newBoard,depth+1,opponent(turn),red_best, black_best); if(newScore>MAX_SCORE) {MAX_SCORE=newScore;maxSource=source; maxDest=dest;}//maxSource and maxDest will be used to perform the move. if (MAX_SCORE > black_best) { if (MAX_SCORE >= red_best) break; /* alpha_beta cutoff */ else black_best = (int) MAX_SCORE; //the_score } if (MAX_SCORE < red_best) { if (MAX_SCORE<= black_best) break; /* alpha_beta cutoff */ else red_best = (int) MAX_SCORE; //the_score } }//for ends return MAX_SCORE; } //end minimax I am unable to find out the logical mistake. Any idea what's going wrong?

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  • 2D tile-based terrain generation

    - by a240
    As a summer project I decided it would be fun to make a Flash game. Right now I'm going for something like the look of Terraria. It's been a lot of fun, but today I've hit a snag. I need a way to generate my worlds. I've read up Perlin noise as a possibility, but I my attempts have given me sporadic looking results. What are some techniques used to generate these 2D tile-based worlds? Ideally I would like to be able to generate mountains, plains, and caves.

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  • What is the easiest and shortest way to draw a 2d line in c/c++?

    - by Mike
    I am fairly new to c/c++ but I do have experiance with directx and opengl with java and c#. My goal is to create a 2d game in c with under 2 pages of code. Most of what I have seen requires 3 pages of code to just get a window running. I would like to know the shortest code to get a window running where I can draw lines. I believe this can be done in less lines with opengl versus directx. Is there maybe an api or framework i can use to shorten it more? Also, it would be nice if the solution were cross platform compatible.

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  • How can I convert an image from raw data in Android without any munging?

    - by stephelton
    I have raw image data (may be png, jpg, ...) and I want it converted in Android without changing its pixel depth (bpp). In particular, when I load a grayscale (8 bpp) image that I want to use as alpha (glTexImage() with GL_ALPHA), it converts it to 16 bpp (presumably 5_6_5). While I do have a plan b (actually, I'm probably on plan 'e' by now, this is really becoming annoying) I would really like to discover an easy way to do this using what is readily available in the api. So far, I'm using BitmapFactory.decodeByteArray(). While I'm at it. I'm doing this from a native environment via jni (passing the buffer in from C, and a new buffer back to C from Java). Any portable solution in C/C++ would be preferable, but I don't want to introduce anything that might break in future versions of Android, etc.

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  • geomipmapping using displacement mapping (and glVertexAttribDivisor)

    - by Will
    I wake up with a clear vision, but sadly my laptop card doesn't do displacement mapping nor glVertexAttribDivisor so I can't test it out; I'm left sharing here: With geomipmapping, the grid at any factor is transposable - if you pass in an offset - say as a uniform - you can reuse the same vertex and index array again and again. If you also pass in the offset into the heightmap as a uniform, the vertex shader can do displacement mapping. If the displacement map is mipmapped, you get the advantages of trilinear filtering for distant maps. And, if the scenery is closer, rather than exposing that the you have a world made out of quads, you can use your transposable grid vertex array and indices to do vertex-shader interpolation (fancy splines) to do super-smooth infinite zoom? So I have some questions: does it work? In theory, in practice? does anyone do it? Does this technique have a name? Papers, demos, anything I can look at? does glVertexAttribDivisor mean that you can have a single glMultiDrawElementsEXT or similar approach to draw all your terrain tiles in one call rather than setting up the uniforms and emitting each tile? Would this offer any noticeable gains? does a heightmap that is GL_LUMINANCE take just one byte per pixel(=vertex)? (On mainstream cards, obviously. Does storage vary in practice?) Does going to the effort of reusing the same vertices and indices mean that you can basically fill the GPU RAM with heightmap and not a lot else, giving you either bigger landscapes or more detailed landscapes/meshes for the same bang? is mipmapping the displacement map going to work? On future cards? Is it going to introduce unsurmountable inaccuracies if it is enabled?

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  • Resultant Vector Algorithm for 2D Collisions

    - by John
    I am making a Pong based game where a puck hits a paddle and bounces off. Both the puck and the paddles are Circles. I came up with an algorithm to calculate the resultant vector of the puck once it meets a paddle. The game seems to function correctly but I'm not entirely sure my algorithm is correct. Here are my variables for the algorithm: Given: velocity = the magnitude of the initial velocity of the puck before the collision x = the x coordinate of the puck y = the y coordinate of the puck moveX = the horizontal speed of the puck moveY = the vertical speed of the puck otherX = the x coordinate of the paddle otherY = the y coordinate of the paddle piece.horizontalMomentum = the horizontal speed of the paddle before it hits the puck piece.verticalMomentum = the vertical speed of the paddle before it hits the puck slope = the direction, in radians, of the puck's velocity distX = the horizontal distance between the center of the puck and the center of the paddle distY = the vertical distance between the center of the puck and the center of the paddle Algorithm solves for: impactAngle = the angle, in radians, of the angle of impact. newSpeedX = the speed of the resultant vector in the X direction newSpeedY = the speed of the resultant vector in the Y direction Here is the code for my algorithm: int otherX = piece.x; int otherY = piece.y; double velocity = Math.sqrt((moveX * moveX) + (moveY * moveY)); double slope = Math.atan(moveX / moveY); int distX = x - otherX; int distY = y - otherY; double impactAngle = Math.atan(distX / distY); double newAngle = impactAngle + slope; int newSpeedX = (int)(velocity * Math.sin(newAngle)) + piece.horizontalMomentum; int newSpeedY = (int)(velocity * Math.cos(newAngle)) + piece.verticalMomentum; for those who are not program savvy here is it simplified: velocity = v(moveX² + moveY²) slope = arctan(moveX / moveY) distX = x - otherX distY = y - otherY impactAngle = arctan(distX / distY) newAngle = impactAngle + slope newSpeedX = velocity * sin(newAngle) + piece.horizontalMomentum newSpeedY = velocity * cos(newAngle) + piece.verticalMomentum My Question: Is this algorithm correct? Is there an easier/simpler way to do what I'm trying to do?

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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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  • Detect collision from a particular side

    - by Fabián
    I'm making a platform sidescrolling game. All I want to do is to detect if my character is on the floor: function OnCollisionStay (col : Collision){ if(col.gameObject.tag == "Floor"){ onFloor = true; } else {onFloor = false;} } function OnCollisionExit (col : Collision){ onFloor = false; } But I know this isn't the accurate way. If I hit a cube with a "floor" tag, in the air (no matter if with the character's feet or head) I would be able to jump. Is there a way to use the same box collision to detect if I'm touching something from a specific side?

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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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  • iOS : Creating a 3D Compass

    - by Md. Abdul Munim
    Originally posted here: iOS : Creating a 3D Compass Hi everybody, Quite new in this forum.Posted the same question in stackoverflow and there some people suggested to shift it here, so that I can get a quick help from more specialists in this regard. So what's the big matter? Actually, I want to make a 3D metal compass in iOS which will have a movable cover. That is when you touch it by 3 fingers and try to move your fingers upward the cover keeps moving with your fingers and after certain distance it gets opened.Once you pull it down using 3 fingers again, it gets closed.I can not attach an image here as I don't have that much reputation. So I request you to check the original question at stack overflow that I linked at top. Is it possible using core animations and CALayers? Or would I have to use OpenGL ES? Please someone help me out, I am badly in need of it.And I need to complete it asap!

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  • Light mask map and camera for static lights in XNA Platformer

    - by JiminyCricket
    Using the example for some basic light maps found here : http://blog.josack.com/2011/07/xna-2d-dynamic-lighting.html, I've managed to create a lightmap texture using individual lightmaps and display it over a 2D tiled world as in the Platformer example. I'm using the very basic 2D camera example as found here : http://www.david-amador.com/2009/10/xna-camera-2d-with-zoom-and-rotation/, and the problem is that the lightmap texture scrolls with the player sprite. This looks pretty good and would be excellent for lighting the player sprite as it moves. But, I also want to be able to place static lights (or some initial position for the lights) that do not move with the player or camera. When I turn off the camera or give it a static position, it works as a series of static lights so I believe it's probably caused by the camera transformation matrix following the player around. I'm using RenderTarget2Ds, one for the main game screen after all the backgrounds and tiles are rendered, and one for the "lightmap" which consists of a black background and a bunch of lighting textures which are merged with it using additive blending. For now, I'm doing all of this in PlatformerGame.cs where the camera transformation and position is set and the level.Draw() call is made. I can't figure out how to separate the drawing of the lightmap and the camera following the player. I was thinking it would be better to render the shadows and lighting directly in the drawing of the level itself, but I'm not sure how to do that either because this technique requires RenderTarget2Ds and calling SpriteBatch.Begin()/End().

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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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  • When does depth testing happen?

    - by Utkarsh Sinha
    I'm working with 2D sprites - and I want to do 3D style depth testing with them. When writing a pixel shader for them, I get access to the semantic DEPTH0. Would writing to this value help? It seems it doesn't. Maybe it's done before the pixel shader step? Or is depth testing only done when drawing 3D things (I'm using SpriteBatch)? Any links/articles/topics to read/search for would be appreciated.

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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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  • How can I selectively update XNA GameComponents?

    - by Bill
    I have a small 2D game I'm working on in XNA. So far, I have a player-controlled ship that operates on vector thrust and is terribly fun to spin around in circles. I've implemented this as a DrawableGameComponent and registered it with the game using game.Components.Add(this) in the Ship object constructor. How can I implement features like pausing and a menu system with my current implementation? Is it possible to set certain GameComponents to not update? Is this something for which I should even be using a DrawableGameComponent? If not, what are more appropriate uses for this?

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  • How do I communicate with an IronPython component in a C#/XNA game?

    - by Jonathan Hobbs
    My XNA game is component-oriented, and has various components for position, physics representation, rendering, etc, all of which extend a base Component class. The player and enemies also have controllers which are currently defined in C#. I'd like to turn them into Python scripts, but I'm not sure how to interact with those scripts. The examples in Embedding IronPython in a C# Application suggest I'd have to create a wrapper class (e.g. a Script component) which compiles a Python script, and call the Update methods of the component in the script Is this the most effective way of working with a Python object? I feel that I'm missing something in my research - there must be a way to load up a script, instantiate a Python object and then work directly with it from within C#. Or is the wrapper required?

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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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  • How to draw texture to screen in Unity?

    - by user1306322
    I'm looking for a way to draw textures to screen in Unity in a similar fashion to XNA's SpriteBatch.Draw method. Ideally, I'd like to write a few helper methods to make all my XNA code work in Unity. This is the first issue I've faced on this seemingly long journey. I guess I could just use quads, but I'm not so sure it's the least expensive way performance-wise. I could do that stuff in XNA anyway, but they made SpriteBatch not without a reason, I believe.

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  • What's wrong with this turn to face algorithm?

    - by Chan
    I implement a torpedo object that chases a rotating planet. Specifically, it will turn toward the planet each update. Initially my implement was: void move() { vector3<float> to_target = target - get_position(); to_target.normalize(); position += (to_target * speed); } which works perfectly for torpedo that is a solid sphere. Now my torpedo is actually a model, which has a forward vector, so using this method looks odd because it doesn't actually turn toward but jump toward. So I revised it a bit to get, double get_rotation_angle(vector3<float> u, vector3<float> v) const { u.normalize(); v.normalize(); double cosine_theta = u.dot(v); // domain of arccosine is [-1, 1] if (cosine_theta > 1) { cosine_theta = 1; } if (cosine_theta < -1) { cosine_theta = -1; } return math3d::to_degree(acos(cosine_theta)); } vector3<float> get_rotation_axis(vector3<float> u, vector3<float> v) const { u.normalize(); v.normalize(); // fix linear case if (u == v || u == -v) { v[0] += 0.05; v[1] += 0.0; v[2] += 0.05; v.normalize(); } vector3<float> axis = u.cross(v); return axis.normal(); } void turn_to_face() { vector3<float> to_target = (target - position); vector3<float> axis = get_rotation_axis(get_forward(), to_target); double angle = get_rotation_angle(get_forward(), to_target); double distance = math3d::distance(position, target); gl_matrix_mode(GL_MODELVIEW); gl_push_matrix(); { gl_load_identity(); gl_translate_f(position.get_x(), position.get_y(), position.get_z()); gl_rotate_f(angle, axis.get_x(), axis.get_y(), axis.get_z()); gl_get_float_v(GL_MODELVIEW_MATRIX, OM); } gl_pop_matrix(); move(); } void move() { vector3<float> to_target = target - get_position(); to_target.normalize(); position += (get_forward() * speed); } The logic is simple, I find the rotation axis by cross product, the angle to rotate by dot product, then turn toward the target position each update. Unfortunately, it looks extremely odds since the rotation happens too fast that it always turns back and forth. The forward vector for torpedo is from the ModelView matrix, the third column A: MODELVIEW MATRIX -------------------------------------------------- R U A T -------------------------------------------------- 1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1 -------------------------------------------------- Any suggestion or idea would be greatly appreciated.

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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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  • Creating models in 3ds max and exporting as .x for XNA

    - by Sweta Dwivedi
    I have created a few models in 3DS max which contains textures, geometry and animations . .however .fbx doesnt really support textures.. So im planning to use .x format.. I have seen a few converters in pandasoft but once i unzip the file and place the .dle file in the plugins folder of 3D max gives an error saying failed to initialize.. Is there any way to convert my .max models into .x format ? ? I dont know blender so that isnt an option. . I'm currently using 3ds max 2013 After adding the .3DS object content importer. . i get the following error:

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