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  • How to code a 4x shader/filter which emulates arcade crt display behavior?

    - by Arthur Wulf White
    I want to write a shader/filer probably in adobe Pixel Bender that will do the best job possible in emulating the fill of an oldskul monochromatic arcade CRT screen. Much like this here: http://filthypants.blogspot.com/2012/07/customizing-cgwgs-crt-pixel-shader.html Here are some attributes I know will exist in this filter: It will take in a low res image 160 x 120 and return a medium res image 640 x 480. It will add scanlines It will blur the color channels to create that color bleeding effect It will distort the shape of the image from a perfect rectangle into a rounder shape. The question is, could you please provide any other attributes that are beneficial to emulating an arcade CRT feel and links and resources on coding these effects. Thanks

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  • How exactly are textures drawn on faces of cubes?

    - by Christian Frantz
    Are they drawn from the lower left corner clockwise? I know how triangles are created, I'm not just sure if textures are the same way. The texture on my cube is skewed way off and after playing around with the U,V coordinates, I still can't get it right. //front left bottom corner ok vertices[0] = (new VertexPositionTexture(new Vector3(0, 0, 0), new Vector2(1, 0))); //front left upper corner vertices[1] = (new VertexPositionTexture(new Vector3(0, 1, 0), new Vector2(1, 1))); //front right upper corner ok vertices[2] = (new VertexPositionTexture(new Vector3(1, 1, 0), new Vector2(0, 1))); //front lower right corner vertices[3] = (new VertexPositionTexture(new Vector3(1, 0, 0), new Vector2(0, 0))); //back left lower corner ok vertices[4] = (new VertexPositionTexture(new Vector3(0, 0, -1), new Vector2(0, 1))); //back left upper corner vertices[5] = (new VertexPositionTexture(new Vector3(0, 1, -1), new Vector2(1, 1))); //back right upper corner ok vertices[6] = (new VertexPositionTexture(new Vector3(1, 1, -1), new Vector2(1, 0))); //back right lower corner vertices[7] = (new VertexPositionTexture(new Vector3(1, 0, -1), new Vector2(0, 0)));

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  • Stats on Screen Size for Flash Games

    - by ashes999
    I'm working on a Flash game after many, many years. I'm trying to figure out size to make my application run (eg. 600x800). Because it's a tall (not wide) game, I'm confused. I know about (and love) the Steam hardware stats. However, for Flash gaming, I have two nit-picks with their survey sample: 1) Caters to more hardcore gamers with better hardware (overall) 2) Captures only a subset of Flash gamers. Doesn't capture people who play at school, work, etc. or not netbooks and lighter machines. Are there any sort of statistics I can use to determine which size to use? Ideally, I would like to know something like: 800x600 will fit 94% of users screens 1024x768 will fit 74% of users screens 1200x960 will fit 53% of users screens etc.

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  • How do I load tmx files with Slick2d?

    - by mbreen
    I just started using Slick2D and learned how simple it is to load in a tilemap and display it. I tried atleast a dozen different tmx files from numerous examples to see if it was the actual file that was corrupted. Everytime I get this error: Exception in thread "main" java.lang.RuntimeException: Resource not found: data/maps/desert.tmx at org.newdawn.slick.util.ResourceLoader.getResourceAsStream(ResourceLoader.java:69) at org.newdawn.slick.tiled.TiledMap.<init>(TiledMap.java:101) at game.Game.init(Game.java:17) at game.Tunneler.initStatesList(Tunneler.java:37) at org.newdawn.slick.state.StateBasedGame.init(StateBasedGame.java:164) at org.newdawn.slick.AppGameContainer.setup(AppGameContainer.java:390) at org.newdawn.slick.AppGameContainer.start(AppGameContainer.java:314) at game.Tunneler.main(Tunneler.java:29) Here is my Game class: package game; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.SlickException; import org.newdawn.slick.state.BasicGameState; import org.newdawn.slick.state.StateBasedGame; import org.newdawn.slick.tiled.TiledMap; public class Game extends BasicGameState{ private int stateID = -1; private TiledMap map = null; public Game(int stateID){ this.stateID = stateID; } public void init(GameContainer container, StateBasedGame game) throws SlickException{ map = new TiledMap("data/maps/desert.tmx","maps");//ERROR } public void render(GameContainer container, StateBasedGame game, Graphics g) throws SlickException{ //map.render(0,0); } public void update(GameContainer container, StateBasedGame game, int delta) throws SlickException{ } public int getID(){return stateID;} } I've tried to see if anyone else has had similar problems but haven't turned up anything. I am able to load other files, so I don't believe it's a compiler issue. My menu class can load images and display them just fine. Also, the filepath is correct. Please let me know if you have any pointers that might help me sort this out.

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  • Where can I buy freely redistributable (creative commons) game assets?

    - by Erlend
    I'd like to know about any 3D asset shops out there that specialize in game assets and, most importantly, license their assets under an open license like Creative Commons or similarly permissive. We are looking to buy some professional looking assets for use and redistribution with our open source 3D game engine. The problem is that all the commercial 3D assets we've come by are only sold under very restrictive licenses, which won't allow us to include the models in our code repository (since free code hosting repositories require that all your data, including media, is open source or otherwise copyleft) nor in turn redistribute the assets as part of our downloadable SDK. I realize this sounds like a weak business idea, since users could just buy the asset and start sharing it with everyone. But somehow this has worked for hundreds of WordPress theme shops, so I was hoping maybe someone's trying similar things for commercial game assets.

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  • Blender to Collada to Assimp - Rigid (Non-skinned) Animation

    - by gareththegeek
    I am trying to get simple animations to work, exporting from Blender and importing into my application. My first attempt was as follows: Open Blender at factory settings. Select the default cube and insert a location keyframe. Select another frame and move the cube. Insert a second location keyframe. Export to Collada. When I open the Collada file using assimp it contains zero animations, even though in Blender the cube animates correctly. On my next attempt, I inserted a bone armature with a single bone, made it the parent of the cube, and animated the bone instead. Again the animation worked correctly in Blender. Assimp now lists one animation but both key frames have the position [0, 0, 0] Does anyone have any suggestions as to how I can get animated (non-skinned) meshes from Blender into Assimp? My ultimate goal here is to export animated meshes from Blender, process them offline into my own model format, and load them into my SharpDX based graphics engine..

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  • How to set TextureFilter to Point to make example Bloom filter work?

    - by Mr Bell
    I have simple app that renders some particles and now I am trying to apply the bloom shader from the xna samplers ( http://create.msdn.com/en-US/education/catalog/sample/bloom ) to it, but I am running into this exception: "XNA Framework HiDef profile requires TextureFilter to be Point when using texture format Vector4." When the BloomComponent tries to end the sprite batch in the DrawFullscreenQuad method: spriteBatch.Begin(0, BlendState.Opaque, SamplerState.PointWrap, null, null, effect); spriteBatch.Draw(texture, new Rectangle(0, 0, width, height), Color.White); spriteBatch.End(); //<------- Exception thrown here It seems to be related to the pixel shaders that I am using to animate the particle. In a nutshell, I have a texture2d in vector4 format that holds particle positions, and another one for velocities. Here is a snippet from that area: GraphicsDevice.SetRenderTarget(tempRenderTarget); animationEffect.CurrentTechnique = animationEffect.Techniques[technique]; spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque, SamplerState.PointWrap, DepthStencilState.DepthRead, RasterizerState.CullNone, animationEffect); spriteBatch.Draw(randomValues, new Rectangle(0, 0, width, height), Color.White); spriteBatch.End(); What I comment out the code that calls the particle animation pixel shaders the bloom component runs fine. Is there some state that I need to reset to make the bloom work?

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  • XNA Deferred Shading, Replace BasicEffect

    - by Alex
    I have implemented deferred shading in my XNA 4.0 project, meaning that I need all objects to start out with the same shader "RenderGBuffer.fx". How can I use a custom Content Processor to: Not load any textures by default (I want to manually do this) Use "RenderGBuffer.fx" as the default shader instead of BasicEffect Below is the progress so far public class DeferredModelProcessor : ModelProcessor { EffectMaterialContent deferredShader; public DeferredModelProcessor() { } protected override MaterialContent ConvertMaterial(MaterialContent material, ContentProcessorContext context) { deferredShader = new EffectMaterialContent(); deferredShader.Effect = new ExternalReference<EffectContent>("DeferredShading/RenderGBuffer.fx"); return context.Convert<MaterialContent, MaterialContent>(deferredShader, typeof(MaterialProcessor).Name); } }

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  • Advantages And Disadvantages Of Resource Serialization

    - by CPP_Person
    A good example is let's say I'm making a pong game. I have a PNG image for the ball and another PNG image for the paddles. Now which would be better, loading the PNG images with a PNG loader, or loading them in a separate program, serializing it, and de-serializing it in the game itself for use? The reason why this may be good to know is because it seems like game companies (or anyone in the long run) build all of their resources into some sort of file. For example, in the game Fallout: New Vegas the DLCs are loaded as a .ESM file, which includes everything it needs, all the game does is find it, serialize it, and it has the resources. Games like Penumbra: Black Plague take a different approch and add a folder which contains all the textures, sounds, scrips, ect that it needs, but not serialized (it does this with the game itself, and the DLC). Which is the better approch and why?

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  • What should I use (controls, methods) to make a 2D tile based map editor?

    - by user1306322
    I'm making a 2d game where each tile is a square and it's viewed at straight angle, no skewing, no rotation, it's pretty simple. Two weeks ago I tried using DataGridView, but as the number of rows and columns increased, it became frustratingly slow, then I read how it should've happened to me earlier, because this control is not supposed to work with large number of cells, and I have at least 7500 cells in my smallest level, which made it unbearable to use. This is what I expect from my new editor: Most importantly, tile type. Tile images or their color codes are fine (seeing map as it is in-game is cool, but the faster, the better). Secondly, all tile parameters (in text, preferrably editable in a popup or sidebar). I'm using my own format, so I'm most probably not going to use third party product. Besides, I'm trying to learn how to do it myself.

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  • Per-vertex animation with VBOs: VBO per character or VBO per animation?

    - by charstar
    Goal To leverage the richness of well vetted animation tools such as Blender to do the heavy lifting for a small but rich set of animations. I am aware of additive pose blending like that from Naughty Dog and similar techniques but I would prefer to expend a little RAM/VRAM to avoid implementing a thesis-ready pose solver. I would also like to avoid implementing a key-frame + interpolation curve solver (reinventing Blender vertex groups and IPOs), if possible. Scenario Meshes are animated using either skeletons (skinned animation) or some form of morph targets (i.e. per-vertex key frames). However, in either case, the animations are known in full at load-time, that is, there is no physics, IK solving, or any other form of in-game pose solving. The number of character actions (animations) will be limited but rich (hand-animated). There may be multiple characters using a each mesh and its animations simultaneously in-game (they will likely be at different frames of the same animation at the same time). Assume color and texture coordinate buffers are static. Current Considerations Much like a non-shader-powered pose solver, create a VBO for each character and copy vertex and normal data to each VBO on each frame (VBO in STREAMING). Create one VBO for each animation where each frame (interleaved vertex and normal data) is concatenated onto the VBO. Then each character simply has a buffer pointer offset based on its current animation frame (e.g. pointer offset = (numVertices+numNormals)*frameNumber). (VBO in STATIC) Known Trade-Offs In 1 above: Each VBO would be small but there would be many VBOs and therefore lots of buffer binding and vertex copying each frame. Both client and pipeline intensive. In 2 above: There would be few VBOs therefore insignificant buffer binding and no vertex data getting jammed down the pipe each frame, but each VBO would be quite large. Are there any pitfalls to number 2 (aside from finite memory)? I've found a lot of information on what you can do, but no real best practices. Are there other considerations or methods that I am missing?

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  • Pygame surfaces and their Rects

    - by Jaka Novak
    I am trying to understand how pygame surfaces work. I am confused about Rect position of Surface object. If I try blit surface on screen at some position then Surface is drawn at right position, but Rect of the surface is still at position (0, 0)... I tried write my own surface class with new rect, but i am not sure if is that right solution. My goal is that i could move surface like image with rect.move() or something like that. If there is any solution to do that i would be happy to read it. Thanks for answer and time for reading this awful English If helps i write some code for better understanding my problem. (run it first, and then uncomment two lines of code and run again to see the diference): import pygame from pygame.locals import * class SurfaceR(pygame.Surface): def __init__(self, size, position): pygame.Surface.__init__(self, size) self.rect = pygame.Rect(position, size) self.position = position self.size = size def get_rect(self): return self.rect def main(): pygame.init() screen = pygame.display.set_mode((640, 480)) pygame.display.set_caption("Screen!?") clock = pygame.time.Clock() fps = 30 white = (255, 255, 255) red = (255, 0, 0) green = (0, 255, 0) blue = (0, 0, 255) surface = pygame.Surface((70,200)) surface.fill(red) surface_re = SurfaceR((300, 50), (100, 300)) surface_re.fill(blue) while True: for event in pygame.event.get(): if event.type == QUIT: return 0 screen.blit(surface, (100,50)) screen.blit(surface_re, surface_re.position) #pygame.draw.rect(screen, white, surface.get_rect()) #pygame.draw.rect(screen, white, surface_re.get_rect()) pygame.display.update() clock.tick(fps) if __name__ == "__main__": main()

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  • Render 2 images that uses different shaders

    - by Code Vader
    Based on the giawa/nehe tutorials, how can I render 2 images with different shaders. I'm pretty new to OpenGl and shaders so I'm not completely sure whats happening in my code, but I think the shaders that is called last overwrites the first one. private static void OnRenderFrame() { // calculate how much time has elapsed since the last frame watch.Stop(); float deltaTime = (float)watch.ElapsedTicks / System.Diagnostics.Stopwatch.Frequency; watch.Restart(); // use the deltaTime to adjust the angle of the cube angle += deltaTime; // set up the OpenGL viewport and clear both the color and depth bits Gl.Viewport(0, 0, width, height); Gl.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); // use our shader program and bind the crate texture Gl.UseProgram(program); //<<<<<<<<<<<< TOP PYRAMID // set the transformation of the top_pyramid program["model_matrix"].SetValue(Matrix4.CreateRotationY(angle * rotate_cube)); program["enable_lighting"].SetValue(lighting); // bind the vertex positions, UV coordinates and element array Gl.BindBufferToShaderAttribute(top_pyramid, program, "vertexPosition"); Gl.BindBufferToShaderAttribute(top_pyramidNormals, program, "vertexNormal"); Gl.BindBufferToShaderAttribute(top_pyramidUV, program, "vertexUV"); Gl.BindBuffer(top_pyramidTrianlges); // draw the textured top_pyramid Gl.DrawElements(BeginMode.Triangles, top_pyramidTrianlges.Count, DrawElementsType.UnsignedInt, IntPtr.Zero); //<<<<<<<<<< CUBE // set the transformation of the cube program["model_matrix"].SetValue(Matrix4.CreateRotationY(angle * rotate_cube)); program["enable_lighting"].SetValue(lighting); // bind the vertex positions, UV coordinates and element array Gl.BindBufferToShaderAttribute(cube, program, "vertexPosition"); Gl.BindBufferToShaderAttribute(cubeNormals, program, "vertexNormal"); Gl.BindBufferToShaderAttribute(cubeUV, program, "vertexUV"); Gl.BindBuffer(cubeQuads); // draw the textured cube Gl.DrawElements(BeginMode.Quads, cubeQuads.Count, DrawElementsType.UnsignedInt, IntPtr.Zero); //<<<<<<<<<<<< BOTTOM PYRAMID // set the transformation of the bottom_pyramid program["model_matrix"].SetValue(Matrix4.CreateRotationY(angle * rotate_cube)); program["enable_lighting"].SetValue(lighting); // bind the vertex positions, UV coordinates and element array Gl.BindBufferToShaderAttribute(bottom_pyramid, program, "vertexPosition"); Gl.BindBufferToShaderAttribute(bottom_pyramidNormals, program, "vertexNormal"); Gl.BindBufferToShaderAttribute(bottom_pyramidUV, program, "vertexUV"); Gl.BindBuffer(bottom_pyramidTrianlges); // draw the textured bottom_pyramid Gl.DrawElements(BeginMode.Triangles, bottom_pyramidTrianlges.Count, DrawElementsType.UnsignedInt, IntPtr.Zero); //<<<<<<<<<<<<< STAR Gl.Disable(EnableCap.DepthTest); Gl.Enable(EnableCap.Blend); Gl.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.One); Gl.BindTexture(starTexture); //calculate the camera position using some fancy polar co-ordinates Vector3 position = 20 * new Vector3(Math.Cos(phi) * Math.Sin(theta), Math.Cos(theta), Math.Sin(phi) * Math.Sin(theta)); Vector3 upVector = ((theta % (Math.PI * 2)) > Math.PI) ? Vector3.Up : Vector3.Down; program_2["view_matrix"].SetValue(Matrix4.LookAt(position, Vector3.Zero, upVector)); // make sure the shader program and texture are being used Gl.UseProgram(program_2); // loop through the stars, drawing each one for (int i = 0; i < stars.Count; i++) { // set the position and color of this star program_2["model_matrix"].SetValue(Matrix4.CreateTranslation(new Vector3(stars[i].dist, 0, 0)) * Matrix4.CreateRotationZ(stars[i].angle)); program_2["color"].SetValue(stars[i].color); Gl.BindBufferToShaderAttribute(star, program_2, "vertexPosition"); Gl.BindBufferToShaderAttribute(starUV, program_2, "vertexUV"); Gl.BindBuffer(starQuads); Gl.DrawElements(BeginMode.Quads, starQuads.Count, DrawElementsType.UnsignedInt, IntPtr.Zero); // update the position of the star stars[i].angle += (float)i / stars.Count * deltaTime * 2 * rotate_stars; stars[i].dist -= 0.2f * deltaTime * rotate_stars; // if we've reached the center then move this star outwards and give it a new color if (stars[i].dist < 0f) { stars[i].dist += 5f; stars[i].color = new Vector3(generator.NextDouble(), generator.NextDouble(), generator.NextDouble()); } } Glut.glutSwapBuffers(); } The same goes for the textures, whichever one I mention last gets applied to both object?

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  • OpenGL 2D Depth Perception

    - by Stephen James
    This is the first time i have ever commented on a forum about programming, so sorry if I'm not specific enough. Here's my problem: I have a 2D RPG game written in Java using LWJGL. All works fine, but at the moment I'm having trouble deciding what the best way to do depth perception is. So , for example, if the player goes in front of the tree/enemy (lower than the objects y-coordinate) then show the player in front), if the player goes behind the tree/enemy (higher than the objects specific y-coordinate), then show the player behind the object. I have tried writing a block of code to deal with this, and it works quite well for the trees, but not for the enemies yet. Is there a simpler way of doing this in LWJGL that I'm missing? Thanks :)

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  • How does this game loop actually work?

    - by Nicolai
    I read this playfulJS post, about ray-casting: http://www.playfuljs.com/a-first-person-engine-in-265-lines/ It looks really interested, so I decided to look at his javascript. I am no expert in javascript, so I quickly got lost. It's the game loop "object" that really gets me. I simply don't understand how it works. From the code: function GameLoop() { this.frame = this.frame.bind(this); this.lastTime = 0; this.callback = function() {}; } GameLoop.prototype.start = function(callback) { this.callback = callback; requestAnimationFrame(this.frame); }; GameLoop.prototype.frame = function(time) { var seconds = (time - this.lastTime) / 1000; this.lastTime = time; if (seconds < 0.2) this.callback(seconds); requestAnimationFrame(this.frame); }; var loop = new GameLoop(); loop.start(function frame(seconds) { map.update(seconds); player.update(controls.states, map, seconds); camera.render(player, map); }); Now, what really confuses me here, is this bind stuff and how this actually loops. I am guessing, that if less than 0.2 seconds have passed, since the last time the loop was run, it simply goes back to re-check the time. If more than 0.2 seconds have passed, it leaves the frame function, and executes the 3 lines in the loop. But, if this is true, then how does the loop.start() get called again? And what on earth is the meaning of this.frame = this.frame.bind(this);? I've looked up prototypes bind() but I really don't understand it.

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  • Input handling between game loops

    - by user48023
    This may be obvious and trivial for you but as I am a newbie in programming I come with a specific question. I have three loops in my game engine which are input-loop, update-loop and render-loop. Update-loop is set to 10 ticks per second with a fixed timestep, render-loop is capped at around 60 fps and the input-loop runs as fast as possible. I am using one of the Javascript frameworks which provide such things but it doesn't really matter. Let's say I am rendering a tile map and the view of which elements are rendered depends on camera-like movement variables which are modified during key pressing. This is only about camera/viewport and rendering, no game physics involved here. And now, how can I handle input events among these loops to keep consistent engine reaction? Am I supposed to read the current variable modified with input and do some needed calculations in a update-loop and share the result so it could be interpolated in a render-loop? Or read the input effect directly inside the render-loop and put needed calculations inside? I thought interpreting user input inside an update-loop with a low tick rate would be inaccurate and kind of unresponsive while rendering with interpolation in the final view. How it is done properly in games overall?

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  • Detect two specific objects collision with bullet physics

    - by sebap123
    I have got some problem with defining collision between objects in my game using bullet physics. I know that objects are colliding with each other simultaneously and I don't have to do anything more. However I need to be noticed when one object collides with one of the rest. It is quite awkward written so I will tell what I want to achive. I have got ball which hits wall from tubes. Everything is on the floor. When ball hits wall some fragments fall down to infinity. So I have got bellow floor btStaticPlaneShape. This is place where most of objects is stoping and then I can start another action. But not all of them. So I've been trying to use function checkCollideWith but it isn't good method as it was said in reference and wiki. So I've checked method described in wiki http://bulletphysics.org/mediawiki-1.5.8/index.php/Collision_Callbacks_and_Triggers called contact information. This isn't good method either because it is extremly hard to identify what is what when colliding. You have to also remember that ball is almost all the time colliding with something - floor, wall or eart level. So is there any other method to check what is colliding with what?

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  • Drawing particles with CPU instead of GPU (XNA)

    - by Helix
    I'm trying out modifications to the following particle system. http://create.msdn.com/en-US/education/catalog/sample/particle_3d I have a function such that when I press Space, all the particles have their positions and velocities set to 0. for (int i = 0; i < particles.GetLength(0); i++) { particles[i].Position = Vector3.Zero; particles[i].Velocity = Vector3.Zero; } However, when I press space, the particles are still moving. If I go to FireParticleSystem.cs I can turn settings.Gravity to 0 and the particles stop moving, but the particles are still not being shifted to (0,0,0). As I understand it, the problem lies in the fact that the GPU is processing all the particle positions, and it's calculating where the particles should be based on their initial position, their initial velocity and multiplying by their age. Therefore, all I've been able to do is change the initial position and velocity of particles, but I'm unable to do it on the fly since the GPU is handling everything. I want the CPU to calculate the positions of the particles individually. This is because I will be later implementing some sort of wind to push the particles around. How do I stop the GPU from taking over? I think it's something to do with VertexBuffers and the draw function, but I don't know how to modify it to make it work.

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  • Drawing a circle in opengl es android, squiggly boundaries

    - by ladiesMan217
    I am new to OpenGL ES and facing a hard time drawing a circle on my GLSurfaceView. Here's what I have so far. the Circle Class public class MyGLBall { private int points=40; private float vertices[]={0.0f,0.0f,0.0f}; private FloatBuffer vertBuff; //centre of circle public MyGLBall(){ vertices=new float[(points+1)*3]; for(int i=3;i<(points+1)*3;i+=3){ double rad=(i*360/points*3)*(3.14/180); vertices[i]=(float)Math.cos(rad); vertices[i+1]=(float) Math.sin(rad); vertices[i+2]=0; } ByteBuffer bBuff=ByteBuffer.allocateDirect(vertices.length*4); bBuff.order(ByteOrder.nativeOrder()); vertBuff=bBuff.asFloatBuffer(); vertBuff.put(vertices); vertBuff.position(0); } public void draw(GL10 gl){ gl.glPushMatrix(); gl.glTranslatef(0, 0, 0); // gl.glScalef(size, size, 1.0f); gl.glColor4f(1.0f,1.0f,1.0f, 1.0f); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertBuff); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glDrawArrays(GL10.GL_TRIANGLE_FAN, 0, points/2); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glPopMatrix(); } } I couldn't retrieve the screenshot of my image but here's what it looks like As you can see the border has crests and troughs thereby renering it squiggly which I do not want. All I want is a simple curve

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  • Algorithm to find all tiles within a given radius on staggered isometric map

    - by kasztelan
    Given staggered isometric map and a start tile what would be the best way to get all surrounding tiles within given radius(middle to middle)? I can get all neighbours of a given tile and distance between each of them without any problems but I'm not sure what path to take after that. This feature will be used quite often (along with A*) so I'd like to avoid unecessary calculations. If it makes any difference I'm using XNA and each tile is 64x32 pixels.

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  • glm quaternion camera rotating on wrong axis

    - by Jarrett
    I'm trying to get my camera implemented with a glm::quat used to store the rotation. However, whenever I do circles with the mouse, the camera rotates along the axis I am viewing (i.e. I think it's called the target axis). For example, if I rotated the mouse in a clockwise fashion, the camera rotates clockwise around the axis. I initialize my quaternion like so: void Camera::initialize() { orientationQuaternion_ = glm::quat(); orientationQuaternion_ = glm::normalize(orientationQuaternion_); } I rotate like so: void Camera::rotate(const glm::detail::float32& degrees, const glm::vec3& axis) { orientationQuaternion_ = orientationQuaternion_ * glm::normalize(glm::angleAxis(degrees, axis)); } and I set the viewMatrix like so: void Camera::render() { glm::quat temp = glm::conjugate(orientationQuaternion_); viewMatrix_ = glm::mat4_cast(temp); viewMatrix_ = glm::translate(viewMatrix_, glm::vec3(-pos_.x, -pos_.y, -pos_.z)); } The only axis' I actually try to rotate are the X and Y axis (i.e. (1,0,0) and (0,1,0)). Anyone have any idea why I see my camera rotating around the target axis?

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  • Sprite sheets, Clamp or Wrap?

    - by David
    I'm using a combination of sprite sheets for well, sprites and individual textures for infinite tiling. For the tiling textures I'm obviously using Wrap to draw the entire surface in one call but up until now I've been making a seperate batch using Clamp for drawing sprites from the sprite sheets. The sprite sheets include a border (repeating the edge pixels of each sprite) and my code uses the correct source coordinates for sprites. But since I'm never giving coordinates outside of the texture when drawing sprites (and indeed the border exists to prevent bleed over when filtering) it's struck me that I'd be better off just using Wrap so that I can combine everything into one batch. I just want to be sure that I haven't overlooked something obvious. Is there any reason that Wrap would be harmful when used with a sprite sheet?

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  • OpenGL 2D Depth Perception

    - by Stephen James
    I have a 2D RPG game written in Java using LWJGL. All works fine, but at the moment I'm having trouble deciding what the best way to do depth perception is. So , for example, if the player goes in front of the tree/enemy (lower than the objects y-coordinate) then show the player in front), if the player goes behind the tree/enemy (higher than the objects specific y-coordinate), then show the player behind the object. I have tried writing a block of code to deal with this, and it works quite well for the trees, but not for the enemies yet. Is there a simpler way of doing this in LWJGL that I'm missing?

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  • Scene Graph Traversing Techniques

    - by Bunkai.Satori
    Scene Graph seems to be the most effective way of representing the game world. The game world usually tends to be as large as the memory and device can handle. In contrast, the screen of the device captures only a fraction of the Game World/Scene Graph. Ideally, I wish to process(update and render) only the visible game objects/nodes on per-frame basis. My question therefore is, how to traverse the scene graph so, that I will focus only on the game notes that are in the camera frustum? How to organize data so that I can easily focus only on the scene graph nodes visible to me? What are techniques to minimize scenegraph traversal time? Is there such way as more effective traversal, or do I have to traverse whole scene graph on per-frame basis?

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  • Where do you search/look for game developers for an indie game startup?

    - by G.Campos
    Hey there I just recently saw stackoverflow had a game dev sister site so here I am, wondering if you experienced fellows know where one can search/look for game developers for an indie game startup? In other words: I have a game idea which I've written down with as much detail as possible (so anyone else can understand how it works) and now I'm looking for a heavy php programmer with whom to pair up in order to go from idea to reality. I'm a front-end/interface designer and an intermediate programmer. I recognize my project requires heavy programming skills which I do not have as of today =) So, what websites, communities or places do you recommend I go look into? Where do good programmers interested in indie games go look for projects if they don't have their own? Thanks in advance G.Campos

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