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  • How to properly add texture to multi-fixture/shape b2Body

    - by Blazej Wdowikowski
    Hello to everyone this is my first poste here I hope that will be not fail start. At start I must say I make part 1 in Ray's Tutorial "How To Make A Game Like Fruit Ninja With Box2D and Cocos2D". But I wonder what when I want make more complex body with texture? Simple just add n b2FixtureDef to the same body. OK but what about texture? If I will take code from that tutorial it only fill last fixture. Probably it does not takes every b2Vec2 point. I was right, it did not. So quick refactor and from that -(id)initWithTexture:(CCTexture2D*)texture body:(b2Body*)body original:(BOOL)original { // gather all the vertices from our Box2D shape b2Fixture *originalFixture = body->GetFixtureList(); b2PolygonShape *shape = (b2PolygonShape*)originalFixture->GetShape(); int vertexCount = shape->GetVertexCount(); NSMutableArray *points = [NSMutableArray arrayWithCapacity:vertexCount]; for(int i = 0; i < vertexCount; i++) { CGPoint p = ccp(shape->GetVertex(i).x * PTM_RATIO, shape->GetVertex(i).y * PTM_RATIO); [points addObject:[NSValue valueWithCGPoint:p]]; } if ((self = [super initWithPoints:points andTexture:texture])) { _body = body; _body->SetUserData(self); _original = original; // gets the center of the polygon _centroid = self.body->GetLocalCenter(); // assign an anchor point based on the center self.anchorPoint = ccp(_centroid.x * PTM_RATIO / texture.contentSize.width, _centroid.y * PTM_RATIO / texture.contentSize.height); } return self; } I came up with that -(id)initWithTexture:(CCTexture2D*)texture body:(b2Body*)body original:(BOOL)original { int vertexCount = 0; //gather total number of b2Vect2 points b2Fixture *currentFixture = body->GetFixtureList(); while (currentFixture) { //new b2PolygonShape *shape = (b2PolygonShape*)currentFixture->GetShape(); vertexCount += shape->GetVertexCount(); currentFixture = currentFixture->GetNext(); } NSMutableArray *points = [NSMutableArray arrayWithCapacity:vertexCount]; // gather all the vertices from our Box2D shape b2Fixture *originalFixture = body->GetFixtureList(); while (originalFixture) { //new NSLog((NSString*)@"-"); b2PolygonShape *shape = (b2PolygonShape*)originalFixture->GetShape(); int currentVertexCount = shape->GetVertexCount(); for(int i = 0; i < currentVertexCount; i++) { CGPoint p = ccp(shape->GetVertex(i).x * PTM_RATIO, shape->GetVertex(i).y * PTM_RATIO); [points addObject:[NSValue valueWithCGPoint:p]]; } originalFixture = originalFixture->GetNext(); } if ((self = [super initWithPoints:points andTexture:texture])) { _body = body; _body->SetUserData(self); _original = original; // gets the center of the polygon _centroid = self.body->GetLocalCenter(); // assign an anchor point based on the center self.anchorPoint = ccp(_centroid.x * PTM_RATIO / texture.contentSize.width,_centroid.y * PTM_RATIO / texture.contentSize.height); } return self; } I was working for simple two fixtures body like b2BodyDef bodyDef; bodyDef.type = b2_dynamicBody; bodyDef.position = position; bodyDef.angle = rotation; b2Body *body = world->CreateBody(&bodyDef); b2FixtureDef fixtureDef; fixtureDef.density = 1.0; fixtureDef.friction = 0.5; fixtureDef.restitution = 0.2; fixtureDef.filter.categoryBits = 0x0001; fixtureDef.filter.maskBits = 0x0001; b2Vec2 vertices[] = { b2Vec2(0.0/PTM_RATIO,50.0/PTM_RATIO), b2Vec2(0.0/PTM_RATIO,0.0/PTM_RATIO), b2Vec2(50.0/PTM_RATIO,30.1/PTM_RATIO), b2Vec2(60.0/PTM_RATIO,60.0/PTM_RATIO) }; b2PolygonShape shape; shape.Set(vertices, 4); fixtureDef.shape = &shape; body->CreateFixture(&fixtureDef); b2Vec2 vertices2[] = { b2Vec2(20.0/PTM_RATIO,50.0/PTM_RATIO), b2Vec2(20.0/PTM_RATIO,0.0/PTM_RATIO), b2Vec2(70.0/PTM_RATIO,30.1/PTM_RATIO), b2Vec2(80.0/PTM_RATIO,60.0/PTM_RATIO) }; shape.Set(vertices2, 4); fixtureDef.shape = &shape; body->CreateFixture(&fixtureDef); But if I try put secondary shape upper than first it starting wierd, texture goes crazy. For example not mention about more complex shapes. What's more if shapes have one common point texture will not render for them at all [For that I use Physics Edytor like in tutorial part1] BTW. I use PolygonSprite and in method createWithWorld... another shapes. Uff.. Question So my question is, why texture coords are in such a mess up? It's my modify method or just wrong approach? Maybe I should remove duplicated from points array?

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  • Making a Background Scrolling in Stacking Game

    - by David Dimalanta
    Hmmm...Is it a good idea to use a LibGDX parallax background for making a stacking game (i.e. PAPA STACKer Lite)? For example, I'm starting to use the blocks to drag-n-drop it. Next, when the next piece reaches the top of the screen, it automatically scrolls to the next one where the available space left. Aside from that, is it also involved with the camera code (Orthographic Camera) that the screen size appeared like 720x1280 but actually it's 1440x2560 for example? And another thing, does the background scrolling have the option to scroll from start to finish and infinite?

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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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  • Any open source editor to make video games online without programming knowledge?

    - by chelder
    With Scratch we can create video games online, from its web platform, and publish them on the same web. I could download its source code and use it, as many others already did (see Scratch modifications). Unfortunately, we need programming knowledge to use it. Actually, Scratch is mainly for teaching kids to code. I also found editors like Construct 2, GameSalad Creator and many others (just type on Google: create a video game without programming). With those editors we can create video games without coding. Unfortunately they are neither open source nor web platform. They need to be installed on Windows or Mac. Do you know some editor like Construct 2 or GameSalad Creator but open source and executable from a web server? Maybe some HTML5 game engine can do it?

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  • effect and model vertex declaration compatibility

    - by Vodácek
    I have normal model drawing code. When I try to draw model without UV coordinates I got this exception: System.InvalidOperationException: The current vertex declaration does not include all the elements required by the current vertex shader. TextureCoordinate0 is missing. at Microsoft.Xna.Framework.Graphics.GraphicsDevice.VerifyCanDraw( Boolean bUserPrimitives, Boolean bIndexedPrimitives) at Microsoft.Xna.Framework.Graphics.GraphicsDevice.DrawIndexedPrimitives( PrimitiveType primitiveType, Int32 baseVertex, Int32 minVertexIndex, Int32 numVertices, Int32 startIndex, Int32 primitiveCount) at Microsoft.Xna.Framework.Graphics.ModelMeshPart.Draw() at Microsoft.Xna.Framework.Graphics.ModelMesh.Draw() ... I know what cause the exception, but is possible to avoid it? Is possible to check model before drawing it with current shader for vertex declaration compatibility?

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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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  • Platform jumping problems with AABB collisions

    - by Vee
    See the diagram first: When my AABB physics engine resolves an intersection, it does so by finding the axis where the penetration is smaller, then "push out" the entity on that axis. Considering the "jumping moving left" example: If velocityX is bigger than velocityY, AABB pushes the entity out on the Y axis, effectively stopping the jump (result: the player stops in mid-air). If velocityX is smaller than velocitY (not shown in diagram), the program works as intended, because AABB pushes the entity out on the X axis. How can I solve this problem? Source code: public void Update() { Position += Velocity; Velocity += World.Gravity; List<SSSPBody> toCheck = World.SpatialHash.GetNearbyItems(this); for (int i = 0; i < toCheck.Count; i++) { SSSPBody body = toCheck[i]; body.Test.Color = Color.White; if (body != this && body.Static) { float left = (body.CornerMin.X - CornerMax.X); float right = (body.CornerMax.X - CornerMin.X); float top = (body.CornerMin.Y - CornerMax.Y); float bottom = (body.CornerMax.Y - CornerMin.Y); if (SSSPUtils.AABBIsOverlapping(this, body)) { body.Test.Color = Color.Yellow; Vector2 overlapVector = SSSPUtils.AABBGetOverlapVector(left, right, top, bottom); Position += overlapVector; } if (SSSPUtils.AABBIsCollidingTop(this, body)) { if ((Position.X >= body.CornerMin.X && Position.X <= body.CornerMax.X) && (Position.Y + Height/2f == body.Position.Y - body.Height/2f)) { body.Test.Color = Color.Red; Velocity = new Vector2(Velocity.X, 0); } } } } } public static bool AABBIsOverlapping(SSSPBody mBody1, SSSPBody mBody2) { if(mBody1.CornerMax.X <= mBody2.CornerMin.X || mBody1.CornerMin.X >= mBody2.CornerMax.X) return false; if (mBody1.CornerMax.Y <= mBody2.CornerMin.Y || mBody1.CornerMin.Y >= mBody2.CornerMax.Y) return false; return true; } public static bool AABBIsColliding(SSSPBody mBody1, SSSPBody mBody2) { if (mBody1.CornerMax.X < mBody2.CornerMin.X || mBody1.CornerMin.X > mBody2.CornerMax.X) return false; if (mBody1.CornerMax.Y < mBody2.CornerMin.Y || mBody1.CornerMin.Y > mBody2.CornerMax.Y) return false; return true; } public static bool AABBIsCollidingTop(SSSPBody mBody1, SSSPBody mBody2) { if (mBody1.CornerMax.X < mBody2.CornerMin.X || mBody1.CornerMin.X > mBody2.CornerMax.X) return false; if (mBody1.CornerMax.Y < mBody2.CornerMin.Y || mBody1.CornerMin.Y > mBody2.CornerMax.Y) return false; if(mBody1.CornerMax.Y == mBody2.CornerMin.Y) return true; return false; } public static Vector2 AABBGetOverlapVector(float mLeft, float mRight, float mTop, float mBottom) { Vector2 result = new Vector2(0, 0); if ((mLeft > 0 || mRight < 0) || (mTop > 0 || mBottom < 0)) return result; if (Math.Abs(mLeft) < mRight) result.X = mLeft; else result.X = mRight; if (Math.Abs(mTop) < mBottom) result.Y = mTop; else result.Y = mBottom; if (Math.Abs(result.X) < Math.Abs(result.Y)) result.Y = 0; else result.X = 0; return result; }

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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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  • 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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  • Collision detection via adjacent tiles - sprite too big

    - by BlackMamba
    I have managed to create a collision detection system for my tile-based jump'n'run game (written in C++/SFML), where I check on each update what values the surrounding tiles of the player contain and then I let the player move accordingly (i. e. move left when there is an obstacle on the right side). This works fine when the player sprite is not too big: Given a tile size of 5x5 pixels, my solution worked quite fine with a spritesize of 3x4 and 5x5 pixels. My problem is that I actually need the player to be quite gigantic (34x70 pixels given the same tilesize). When I try this, there seems to be an invisible, notably smaller boundingbox where the player collides with obstacles, the player also seems to shake strongly. Here some images to explain what I mean: Works: http://tinypic.com/r/207lvfr/8 Doesn't work: http://tinypic.com/r/2yuk02q/8 Another example of non-functioning: http://tinypic.com/r/kexbwl/8 (the player isn't falling, he stays there in the corner) My code for getting the surrounding tiles looks like this (I removed some parts to make it better readable): std::vector<std::map<std::string, int> > Game::getSurroundingTiles(sf::Vector2f position) { // converting the pixel coordinates to tilemap coordinates sf::Vector2u pPos(static_cast<int>(position.x/tileSize.x), static_cast<int>(position.y/tileSize.y)); std::vector<std::map<std::string, int> > surroundingTiles; for(int i = 0; i < 9; ++i) { // calculating the relative position of the surrounding tile(s) int c = i % 3; int r = static_cast<int>(i/3); // we subtract 1 to place the player in the middle of the 3x3 grid sf::Vector2u tilePos(pPos.x + (c - 1), pPos.y + (r - 1)); // this tells us what kind of block this tile is int tGid = levelMap[tilePos.y][tilePos.x]; // converts the coords from tile to world coords sf::Vector2u tileRect(tilePos.x*5, tilePos.y*5); // storing all the information std::map<std::string, int> tileDict; tileDict.insert(std::make_pair("gid", tGid)); tileDict.insert(std::make_pair("x", tileRect.x)); tileDict.insert(std::make_pair("y", tileRect.y)); // adding the stored information to our vector surroundingTiles.push_back(tileDict); } // I organise the map so that it is arranged like the following: /* * 4 | 1 | 5 * -- -- -- * 2 | / | 3 * -- -- -- * 6 | 0 | 7 * */ return surroundingTiles; } I then check in a loop through the surrounding tiles, if there is a 1 as gid (indicates obstacle) and then check for intersections with that adjacent tile. The problem I just can't overcome is that I think that I need to store the values of all the adjacent tiles and then check for them. How? And may there be a better solution? Any help is appreciated. P.S.: My implementation derives from this blog entry, I mostly just translated it from Objective-C/Cocos2d.

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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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  • Self learning automated movement

    - by Super1
    I am trying to make a small demo in Javascript, I have a black border and a car the car travels randomly and a line is drawn of its trail. When the user click inside the area it creates an object (we'll call this the wall). If the car hits the wall then it goes back 3 paces and tries a different route. When its hit the wall it needs to log down its location so it does NOT make that mistake again. Here is my example: http://jsfiddle.net/Jtq3E/ How can I get the car to move by itself and create a trail?

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  • In an Entity-Component-System Engine, How do I deal with groups of dependent entities?

    - by John Daniels
    After going over a few game design patterns, I have settle with Entity-Component-System (ES System) for my game engine. I've reading articles (mainly T=Machine) and review some source code and I think I got enough to get started. There is just one basic idea I am struggling with. How do I deal with groups of entities that are dependent on each other? Let me use an example: Assume I am making a standard overhead shooter (think Jamestown) and I want to construct a "boss entity" with multiple distinct but connected parts. The break down might look like something like this: Ship body: Movement, Rendering Cannon: Position (locked relative to the Ship body), Tracking\Fire at hero, Taking Damage until disabled Core: Position (locked relative to the Ship body), Tracking\Fire at hero, Taking Damage until disabled, Disabling (er...destroying) all other entities in the ship group My goal would be something that would be identified (and manipulated) as a distinct game element without having to rewrite subsystem form the ground up every time I want to build a new aggregate Element. How do I implement this kind of design in ES System? Do I implement some kind of parent-child entity relationship (entities can have children)? This seems to contradict the methodology that Entities are just empty container and makes it feel more OOP. Do I implement them as separate entities, with some kind of connecting Component (BossComponent) and related system (BossSubSystem)? I can't help but think that this will be hard to implement since how components communicate seem to be a big bear trap. Do I implement them as one Entity, with a collection of components (ShipComponent, CannonComponents, CoreComponent)? This one seems to veer way of the ES System intent (components here seem too much like heavy weight entities), but I'm know to this so I figured I would put that out there. Do I implement them as something else I have mentioned? I know that this can be implemented very easily in OOP, but my choosing ES over OOP is one that I will stick with. If I need to break with pure ES theory to implement this design I will (not like I haven't had to compromise pure design before), but I would prefer to do that for performance reason rather than start with bad design. For extra credit, think of the same design but, each of the "boss entities" were actually connected to a larger "BigBoss entity" made of a main body, main core and 3 "Boss Entities". This would let me see a solution for at least 3 dimensions (grandparent-parent-child)...which should be more than enough for me. Links to articles or example code would be appreciated. Thanks for your time.

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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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  • Android Swipe In Unity 3D World with AR

    - by Christian
    I am working on an AR application using Unity3D and the Vuforia SDK for Android. The way the application works is a when the designated image(a frame marker in our case) is recognized by the camera, a 3D island is rendered at that spot. Currently I am able to detect when/which objects are touched on the model by raycasting. I also am able to successfully detect a swipe using this code: if (Input.touchCount > 0) { Touch touch = Input.touches[0]; switch (touch.phase) { case TouchPhase.Began: couldBeSwipe = true; startPos = touch.position; startTime = Time.time; break; case TouchPhase.Moved: if (Mathf.Abs(touch.position.y - startPos.y) > comfortZoneY) { couldBeSwipe = false; } //track points here for raycast if it is swipe break; case TouchPhase.Stationary: couldBeSwipe = false; break; case TouchPhase.Ended: float swipeTime = Time.time - startTime; float swipeDist = (touch.position - startPos).magnitude; if (couldBeSwipe && (swipeTime < maxSwipeTime) && (swipeDist > minSwipeDist)) { // It's a swiiiiiiiiiiiipe! float swipeDirection = Mathf.Sign(touch.position.y - startPos.y); // Do something here in reaction to the swipe. swipeCounter.IncrementCounter(); } break; } touchInfo.SetTouchInfo (Time.time-startTime,(touch.position-startPos).magnitude,Mathf.Abs (touch.position.y-startPos.y)); } Thanks to andeeeee for the logic. But I want to have some interaction in the 3D world based on the swipe on the screen. I.E. If the user swipes over unoccluded enemies, they die. My first thought was to track all the points in the moved TouchPhase, and then if it is a swipe raycast into all those points and kill any enemy that is hit. Is there a better way to do this? What is the best approach? Thanks for the help!

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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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  • Preferred way to render text in OpenGL

    - by dukeofgaming
    Hi, I'm about tu pick up computer graphics once again for an university project. For a previous project I used a library called ftgl that didn't leave me quite satisfied as it felt kind of heavy (I tried all rendering techniques, text rendering didn't scale very well). My question is, is there a good and efficient library for this?, if not, what would be the way to implement fast but nice looking text?. Some intended uses are: Floating object/character labels Dialogues Menus HUD Regards and thanks in advance. EDIT: Preferrably that it can load fonts

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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 do I check on non-transparent pixels in a bitmapdata?

    - by Opoe
    I'm still working on my window cleaning game from one of my previous questions I marked a contribution as my answer, but after all this time I can't get it to work and I have to many questions about this so I decided to ask some more about it. As a sequel on my mentioned previous question, my question to you is: How can I check whether or not a bitmapData contains non transparent pixels? Subquestion: Is this possible when the masked image is a movieclip? Shouldn't I use graphics instead? Information I have: A dirtywindow movieclip on the bottom layer and a clean window movieclip on layer 2(mc1) on the layer above. To hide the top layer(the dirty window) I assign a mask to it. Code // this creates a mask that hides the movieclip on top var mask_mc:MovieClip = new MovieClip(); addChild(mask_mc) //assign the mask to the movieclip it should 'cover' mc1.mask = mask_mc; With a brush(cursor) the player wipes of the dirt ( actualy setting the fill from the mask to transparent so the clean window appears) //add event listeners for the 'brush' brush_mc.addEventListener(MouseEvent.MOUSE_DOWN,brushDown); brush_mc.addEventListener(MouseEvent.MOUSE_UP,brushUp); //function to drag the brush over the mask function brushDown(dragging:MouseEvent):void{ dragging.currentTarget.startDrag(); MovieClip(dragging.currentTarget).addEventListener(Event.ENTER_FRAME,erase) ; mask_mc.graphics.moveTo(brush_mc.x,brush_mc.y); } //function to stop dragging the brush over the mask function brushUp(dragging:MouseEvent):void{ dragging.currentTarget.stopDrag(); MovieClip(dragging.currentTarget).removeEventListener(Event.ENTER_FRAME,erase); } //fill the mask with transparant pixels so the movieclip turns visible function erase(e:Event):void{ with(mask_mc.graphics){ beginFill(0x000000); drawRect(brush_mc.x,brush_mc.y,brush_mc.width,brush_mc.height); endFill(); } }

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  • Group Matchmaking

    - by Simon Kérouack
    Consider different groups(1 or more players) queuing together, we want to make 2 opposing teams containing each the same amount of players while keeping the groups together. At the same time we want to make both teams' average ranking as close as possible. Now also consider we have as a working set the subset of groups currently queuing within a given ranking range. For an example, let's say we have the following groups, ordered by queuing time: Id, playerCount, totalRank, avgRank 0, 3, 126, 42 1, 2, 60, 30 2, 1, 25, 25 3, 2, 80, 40 4, 1, 40, 40 5, 1, 20, 20 6, 3, 150, 50 for this specific subset, the expected output should ideally be: team1: 0, 1 (total: 186) team2: 2, 5, 6 (total: 195) up to now the solution I have been using is to balance out each team by making each team pick the group with highest ranking within the subset turn by turn. The team who picks is the one with the currently lowest average rank unless one is already full. If one team is already full the other team tries to complete itself with groups that would make the rank gap as small as possible. This solution turns out to have issues with frequent edge cases and I'm looking for a better solution, or some fine-tuning that could be made. In most cases, players seems to want teams of 5 people and queue in group of 2. Our average subset when 2 teams of 5 are chosen is made of about 14 players if that may be of any help.

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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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  • 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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  • Using copyrighted sprites

    - by Zertalx
    I was thinking about making a pacman clone, I know there is a similar question here Using Copyrighted Images , but I know i can't use the original art from the game because it belongs to Namco, so if I design a character that has the shape of the slice circle it will look exactly like pacman, maybe if I use green instead of yellow? Also if the game plays like the original pacman, it is wrong? I just want to make the game as a personal project and and publish it in my site without getting in trouble

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  • Music Rhythm Game Difficulty Question

    - by David Dimalanta
    I have curious question about music rhythm based genre while I'm making a code for the game. Is it really better if I set a random pattern encountered on every music played or there is a specific pattern depending on the music and the difficulty? I have observed the Guitar Hero 3 game for the game console where the difficulty is set on the number of strings used and possible number of combo (e.g. two-string combo). Compared to the Tap Tap Revenge for the Android and iPhone, the difficulty based on the number of BPM (Beat per Minute), meaning, number of targets spawn and must be hit.

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  • building a game for different resoulution phones

    - by Jason
    Hi, I am starting some tests for building a game on the android program. So far everything is working and seems nice. However I do not understand how to make sure my game looks correct on all phones as the all will have slightly different screen ratios (and even very different on some odd phones) What I am doing right now is making a view frustrum ( could also be ortho ) which I set to go from -ratio to +ratio ( as I have seen on many examples) however this causes my test shape to be stretched and sometimes cut off by the edge of the screen. I am tilting my phone to landscape to do my tests ( a bit extreame) but it should still render correctly if I have dome things right. Should I be scaling by some ratio before drawing or something? An example would be greatly apriciated PS I am doing a 2d game

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