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  • How to translate along Z axis in OpenTK

    - by JeremyJAlpha
    I am playing around with an OpenGL sample application I downloaded for Xamarin-Android. The sample application produces a rotating colored cube I would simply like to edit it so that the rotating cube is translated along the Z axis and disappears into the distance. I modified the code by: adding an cumulative variable to store my Z distance, adding GL.Enable(All.DepthBufferBit) - unsure if I put it in the right place, adding GL.Translate(0.0f, 0.0f, Depth) - before the rotate functions, Result: cube rotates a couple of times then disappears, it seems to be getting clipped out of the frustum. So my question is what is the correct way to use and initialize the Z buffer and get the cube to travel along the Z axis? I am sure I am missing some function calls but am unsure of what they are and where to put them. I apologise in advance as this is very basic stuff but am still learning :P, I would appreciate it if anyone could show me the best way to get the cube to still rotate but to also move along the Z axis. I have commented all my modifications in the code: // This gets called when the drawing surface is ready protected override void OnLoad (EventArgs e) { // this call is optional, and meant to raise delegates // in case any are registered base.OnLoad (e); // UpdateFrame and RenderFrame are called // by the render loop. This is takes effect // when we use 'Run ()', like below UpdateFrame += delegate (object sender, FrameEventArgs args) { // Rotate at a constant speed for (int i = 0; i < 3; i ++) rot [i] += (float) (rateOfRotationPS [i] * args.Time); }; RenderFrame += delegate { RenderCube (); }; GL.Enable(All.DepthBufferBit); //Added by Noob GL.Enable(All.CullFace); GL.ShadeModel(All.Smooth); GL.Hint(All.PerspectiveCorrectionHint, All.Nicest); // Run the render loop Run (30); } void RenderCube () { GL.Viewport(0, 0, viewportWidth, viewportHeight); GL.MatrixMode (All.Projection); GL.LoadIdentity (); if ( viewportWidth > viewportHeight ) { GL.Ortho(-1.5f, 1.5f, 1.0f, -1.0f, -1.0f, 1.0f); } else { GL.Ortho(-1.0f, 1.0f, -1.5f, 1.5f, -1.0f, 1.0f); } GL.MatrixMode (All.Modelview); GL.LoadIdentity (); Depth -= 0.02f; //Added by Noob GL.Translate(0.0f,0.0f,Depth); //Added by Noob GL.Rotate (rot[0], 1.0f, 0.0f, 0.0f); GL.Rotate (rot[1], 0.0f, 1.0f, 0.0f); GL.Rotate (rot[2], 0.0f, 1.0f, 0.0f); GL.ClearColor (0, 0, 0, 1.0f); GL.Clear (ClearBufferMask.ColorBufferBit); GL.VertexPointer(3, All.Float, 0, cube); GL.EnableClientState (All.VertexArray); GL.ColorPointer (4, All.Float, 0, cubeColors); GL.EnableClientState (All.ColorArray); GL.DrawElements(All.Triangles, 36, All.UnsignedByte, triangles); SwapBuffers (); }

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  • Problem with DirectX scene-graph

    - by Alex
    I'm trying to implement a basic scene graph in DirectX using C++. I am using a left child-right sibling binary tree to do this. I'm having trouble updating each node's world transformation relative to its parent (and its parent's parent etc.). I'm struggling to get it to work recursively, though I can get it to work like this: for(int i = 0; i < NUM_OBJECTS; i++) { // Initialize to identity matrix. D3DXMatrixIdentity(&mObject[i].toWorldXForm); int k = i; while( k != -1 ) { mObject[i].toWorldXForm *= mObject[k].toParentXForm; k = mObject[k].parent; } } toWorldXForm is the object's world transform and toParentXForm is the object's transform relative to the parent. I want to do this using a method within my object class (the code above is in my main class). This is what I've tried but it doesn't work (only works with nodes 1 generation away from the root) if (this->sibling != NULL) this->sibling->update(toParentXForm); D3DXMatrixIdentity(&toWorldXForm); this->toWorldXForm *= this->toParentXForm; this->toWorldXForm *= toParentXForm; toParentXForm *= this->toParentXForm; if (this->child != NULL) this->child->update(toParentXForm); Sorry if I've not been clear, please tell me if there's anything else you need to know. I've no doubt it's merely a silly mistake on my part, hopefully an outside view will be able to spot the problem.

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  • Scrolling a WriteableBitmap

    - by Skoder
    I need to simulate my background scrolling but I want to avoid moving my actual image control. Instead, I'd like to use a WriteableBitmap and use a blitting method. What would be the way to simulate an image scrolling upwards? I've tried various things buy I can't seem to get my head around the logic: //X pos, Y pos, width, height Rect src = new Rect(0, scrollSpeed , 480, height); Rect dest = new Rect(0, 700 - scrollSpeed , 480, height); //destination rect, source WriteableBitmap, source Rect, blend mode wb.Blit(destRect, wbSource, srcRect, BlendMode.None); scrollSpeed += 5; if (scrollSpeed > 700) scrollSpeed = 0; If height is 10, the image is quite fuzzy and moreso if the height is 1. If the height is a taller, the image is clearer, but it only seems to do a one to one copy. How can I 'scroll' the image so that it looks like it's moving up in a continuous loop? (The height of the screen is 700).

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  • How to spawn a character at certain point and walk to a set point

    - by Robert H.
    I am making a game where I have a background image of a neighborhood. Each location has a different number of customers that are generated to walk on sidewalks. They all walk to a specific location (like a stand or cart that sells stuff), after they get to location I want them to interact with the cart. However, if another customer is already in a sale interaction then the others get in line in order of arrival. After the transaction the customers walk off screen. Any information on how I can do this and what game engine would be needed? Any one have any idea where I should go for this. I already have my game done up through Eclipse/Java without any game engine.

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  • How can I make an infinite cave using stage3d?

    - by ifree
    I want to make an infinite cave in my 3d game using flash stage3d. But I got no idea about how to build that cave. Can anyone can give me some solution or hint? update: I've tried agal fragment shader like squeae tunnel in shader toy code: var fragmentProgramCode:String = AGALUtils.build() .mov("ft0","v0") .div("ft1","ft0.xy","fc3.xy") .mul("ft2","fc6.x","ft1") .sub("ft3","ft2","fc5.x")//vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / resolution.xy; .mul("ft1","ft3.x","ft3.x") .mul("ft2","ft3.y","ft3.y") .pow("ft4","ft1","fc6.z")//float r = pow( pow(p.x*p.x,16.0) + pow(p.y*p.y,16.0), 1.0/32.0 ); .pow("ft5","ft2","fc6.z") .add("ft1","ft4","ft5") .pow("ft4","ft1","fc6.w") .mov("ft5","fc5")//uv .sub("ft1","fc7.x","ft4") .add("ft5.x","fc7.x","ft1")//uv.x = .5*time + 0.5/r; .mov("ft6","fc0")//for atan .atan2("ft5.y","ft3.y","ft3.x",new <String>["fc7.y","fc5.x","fc7.z","fc7.w","fc8.x","fc8.y","fc8.z","fc8.w","fc9.x","fc9.y"],"ft6") .tex("ft0","ft5","fs0","repeat","linear","nomip")//tex .mul("ft1","ft4","ft4") .mul("ft2","ft1","ft4")//r*r*r .mul("ft1","ft0.xyz","ft2") .mov("ft0.w","fc5.x") .mov("oc","ft1").toString() it can only apply one material,but my project requires different types of material (like floor,ceilling). so ,I create a 3d model Is there anyway to make that 3d model render like "infinity cave"? use agal to make each side of cave's texture move? thanks for your help

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  • Foreach loop with 2d array of objects

    - by Jacob Millward
    I'm using a 2D array of objects to store data about tiles, or "blocks" in my gameworld. I initialise the array, fill it with data and then attempt to invoke the draw method of each object. foreach (Block block in blockList) { block.Draw(spriteBatch); } I end up with an exception being thrown "Object reference is not set to an instance of an object". What have I done wrong? EDIT: This is the code used to define the array Block[,] blockList; Then blockList = new Block[screenRectangle.Width, screenRectangle.Height]; // Fill with dummy data for (int x = 0; x <= screenRectangle.Width / texture.Width; x++) { for (int y = 0; y <= screenRectangle.Height / texture.Width; y++) { if (y >= screenRectangle.Height / (texture.Width*2)) { blockList[x, y] = new Block(1, new Rectangle(x * 16, y * 16, texture.Width, texture.Height), texture); } else { blockList[x, y] = new Block(0, new Rectangle(x * 16, y * 16, texture.Width, texture.Height), texture); } } }

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  • Implementing top view physics using box2D

    - by humbleBee
    How can top view physics games be done in box2D? One idea I have is to set the linear velocity of an object manually or to alter the linear and angular damping as my object moves over different surfaces. For example if my object is over a wet surface it'll have less linear damping and if it is over rough surface it'll have more damping. And to see if my object has fallen over an edge I'll try to use an AABB and check if its still inside or manually see if object.x > boundary.x etc. Is there any better way?

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  • OnTriggerEnter not called

    - by Lautaro
    I am working on a fight game with 3D models but played like a 2D game. So the player characters have swords. The Player GameObject has several body parts that are colider triggers. The sword is a rigidbody colider. Ive had som problems with colisions not being detected. Ive added some Debug.Log and slowed downed the animations so what i can see is this: When players are close to each other the sword connects from a different angle. The OnTriggerStay is called several times BEFORE OnTriggerEnter is called if players are too close. Sometimes if too close the OnTriggerStay is called several times but the OnTriggerEnter is NEVER called. Any ideas on why this is?

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  • XNA Transparency depending on drawing order?

    - by DarthRoman
    I am drawing two 3D objects, both of them can fade from opaque to transparent independently, and they can intersect between them (so you cannot say when one of them is before the other one). Look at the image for a better understanding (one of the object is a terrain and the other one an area): Now, if I apply transparency to both of them, and draw the terrain before the area, the terrain is not transparent respecting to the area, but the area is: And finally, if I draw the area before the terrain, then the area is not transparent respecting of the terrain: QUESTION: How can I make all the objects transparent to the rest of objects without depending on the drawing order?

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  • How do I pass an object location into a vertex shader?

    - by Greg Kassapidis
    I am using Blender Game Engine. I want to create a large flat plane, and deform it locally near a moving object. So far (despite being a beginner at shaders) I've written a vertex shader for the plane which moves the vertices to their correct positions (constant positions, for now). I cannot find a way to swap that constant location with an object's location updated every frame, while the shader is running. I am not even sure if it's possible. I only want to access a specific object's center from the shader.

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  • Moving a body in a specific direction using XNA with Farseer Physics

    - by Code Assasssin
    I have a custom polygon attached to a body, which looks like this: What I am trying to accomplish is getting the body to move according to wherever the tip of the body is. So far this is what I've tried: if (ks.IsKeyDown(Keys.Up)) { body.ApplyForce(new Vector2(0, -20),body.GetLocalPoint(new Vector2(0,0))); } if (ks.IsKeyDown(Keys.Left)) { body.ApplyTorque(-500); } if (ks.IsKeyDown(Keys.Right)) { body.ApplyTorque(500); } The body rotates fine - but when I try making the body accelerate according to the tip of the body - assuming I have specified the tip correctly(I am pretty sure I haven't), it just spins around, as if I have applied Torque to it. Can anyone point me in the right direction of how to fix this problem?

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  • Changing State in PlayerControler from PlayerInput

    - by Jeremy Talus
    In my player input I wanna change the the "State" of my player controller but I have some trouble to do it my player input is declared like that : class ResistancePlayerInput extends PlayerInput within ResistancePlayerController config(ResistancePlayerInput); and in my playerControler I have that : class ResistancePlayerController extends GamePlayerController; var name PreviousState; DefaultProperties { CameraClass = class 'ResistanceCamera' //Telling the player controller to use your custom camera script InputClass = class'ResistanceGame.ResistancePlayerInput' DefaultFOV = 90.f //Telling the player controller what the default field of view (FOV) should be } simulated event PostBeginPlay() { Super.PostBeginPlay(); } auto state Walking { event BeginState(name PreviousStateName) { Pawn.GroundSpeed = 200; `log("Player Walking"); } } state Running extends Walking { event BeginState(name PreviousStateName) { Pawn.GroundSpeed = 350; `log("Player Running"); } } state Sprinting extends Walking { event BeginState(name PreviousStateName) { Pawn.GroundSpeed = 800; `log("Player Sprinting"); } } I have tried to use PCOwner.GotoState(); and ResistancePlayerController(PCOwner).GotoState(); but won't work. I have also tried a simple GotoState, and nothing happen how can I call GotoState for the PC Class from my player input ?

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  • Running multiple box2D world objects on a server

    - by CharbelAbdo
    I'm creating a multiplayer game using LibGdx (with Box2d) and Kryonet. Since this is the first time I work on multiplayer games, I read a bit about server - client implementations, and it turns out that the server should handle important tasks like collision detection, hits, characters dying etc... Based on some articles (like the excellent Gabriel Gambetta Fast paced multiplayer series), I also know that the client should work in parallel to avoid the lag while the server responds to commands. Physics wise, each game will have 2 players, and any projectiles fired. What I'm thinking of doing is the following: Create a physics world on the client When the game is signaled to start, I create the same physics world on the server (without any rendering obviously). Whenever the player issues a command (move or fire), I send the command to the server and immediately start processing it on the client. When the server receives the command, it applies it on the server's world (set velocity etc...) Each 100ms, the server sends the new state to the client which corrects what was calculated locally. Any critical action (hit, death, level up) is calculated only on the server and sent to the client. Essentially, I would have a Box2d World object running on the server for each game in progress, in sync with the worlds running on the clients. The alternative would be to do my own calculations on the server instead of relying on Box2D to do them for me, but I'm trying to avoid that. My question is: Is it wise to have, for example, 1000 instances of the World object running and executing steps on the server? Tomcat used around 750 MBytes of memory when trying it without any object added to the world. Anybody tried that before? If not, is there any alternative? Google did not help me, are there any guidelines to use when you want to have physics on both the client and the server? Thanks for any help.

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  • how can i move static box2d object.

    - by user5198
    how can i move static box2d sprites. i have tried this tutorial from . http://www.raywenderlich.com/475/how-to-create-a-simple-breakout-game-with-box2d-and-cocos2d-tutorial-part-12. I managed to add another "paddle" object with box2d body, but i can seam to be able to make the code to move the second "paddle" body. Can anyone direct me how to do it? Is there a way to move a "b2_staticBody" box 2d object? i have tried, but i can only move it when i use "b2_dynamicBody" if i used "b2_staticBody" i can move it at all.

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  • box2d resize bodies arround point

    - by philipp
    I have a compound object, consisting of a b2Body, vector-graphics and a list polygons which describe the b2body's shapes. This object has its own transformation matrix to centralize the storage of transformations. So far everything is working quiet fine, even scaling works, but not if i scale around a point. In the initialization phase of the object it is scaled around a point. This happens in this order: transform the main matrix transform the vector graphics and the polygons recreate the b2Body After this function ran, the shapes and all the graphics are exactly where they should be, BUT: after the first steps of the b2World the graphical stuff moves away from the body. When I ran the debugger I found out that the position of the body is 0/0 the red dot shows the center of scaling. the first image shows the basic setup and the second the final position of the graphics. This distance stays constant for the rest of the simulation. If I set the position via myBody.SetPosition( sx, sy ); the whole scenario just plays a bit more distant for the origin. Any Idea how to fix this? EDIT:: I came deeper down to the problem and it lies in the fact that i must not scale the transform matrix for the b2body shapes around the center, but set the b2body's position back to the point after scaling. But how can I calculate that point? EDIT 2 :: I came ever deeper down to it, even solved it, but this is a slow solution and i hope that there is somebody who understands what formula I need. assuming to have a set polygons relative to an origin as basis shapes for a b2body: scaling the whole object around a certain point is done in the following steps: i scale everything around the center except the polygons i create a clone of the polygons matrix i scale this clone around the point i calculate dx, dy as difference of clone.tx - original.tx and clone.ty - original.ty i scale the original polygon matrix NOT around the point i recreate the body i create the fixture i set the position of the body to dx and dy done! So what i an interested in is a formula for dx and dy without cloning matrices, scaling the clone around a point, getting dx and dy and finally scale the vertex matrix.

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  • Using Google App Engine to Perform World Updates vs an Authoritative Server

    - by Error 454
    I am considering different game server architectures that use GAE. The types of games I am considering are turn-based where the world status would need to be updated about once per minute. I am looking for an answer that persuades me to either perform the world update on the google servers OR an authoritative server that syncs with the datastore. The main goal here would be to minimize GAE daily quotas. For some rough numbers, I am assuming 10,000 entities requiring updates. Each entity update would require: Reading 5 private entity variables (fetched from datastore) Fetching as many as 20 static variables (from datastore or persisted in server memory) Writing 5 entity variables Clients of the game would authenticate and set state directly against GAE as well as pull the latest world state from GAE. Running the update on GAE would consist of a cron job launched every minute. This would update all of the entities and save the results to the datastore. This would be more CPU intensive for GAE. Running the update on an authoritative server would consist of fetching entity data from the GAE datastore, calculating the new entity states and pushing the new state variables back to the datastore. This would be more bandwidth intensive for the datastore.

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  • Models with more than one mesh in JMonkeyEngine

    - by Andrea Tucci
    I’m a new jmonkey engine developer and I’m beginning to import models. I tried to import simple models and no problems appeared, but when I export some obj models having more than one mesh in the OgreXML format, Blender saves multiple meshes with their own materials (e.g. one mesh for face, another for body etc). Can I export all the meshes in one? I’ve tried to join all the meshes to a major one with blender (face joins body), but when I export the model and then create the Spatial in jme(loading the path of the “merged” mesh), all the meshes that are joined to the major doesn’t have their materials! I give a more clear example: I have an .obj model with 3 meshes and I export it. I have : mesh1.mesh.xml , mesh2.mesh.xml , mesh3.mesh.xml and their materials mesh1.material, mesh2.material mesh3.material so I import the folder in Assets/Models/Test and now I have to create something like: Spatial head = assetManager.loadModel( [path] ); Spatial face = assetManager.loadModel( [path] ) one for each mesh and than attach them to a common node. I think there is a way to merge those mesh maintaining their materials! What do you think? Thanks

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  • Collision detection code style

    - by Marian Ivanov
    Not only there are two useful broad-phase algorithms and a lot of useful narrowphase algorithms, there are also multiple code styles. Arrays vs. calling Make an array of broadphase checks, then filter them with narrowphase checks, then resolve them. function resolveCollisions(thingyStructure * a,thingyStructure * b,int index){ possibleCollisions = getPossibleCollisions(b,a->get(index)); for(i=0; i<possibleCollitionsNumber; i++){ if(narrowphase(possibleCollisions[i],a[index])) { collisions->push(possibleCollisions[i]); }; }; for(i=0; i<collitionsNumber; i++){ //CODE FOR RESOLUTION }; }; Make the broadphase call the narrowphase, and the narrowphase call the resolution function resolveCollisions(thingyStructure * a,thingyStructure * b,int index){ broadphase(b,a->get(index)); }; function broadphase(thingy * with, thingy * what){ while(blah){ //blahcode narrowphase(what,collidingThing); }; }; Events vs. in-the-loop Fire an event. This abstracts the check away, but it's trickier to make an equal interaction. a[index] -> collisionEvent(eventdata); //much later int collisionEvent(eventdata){ //resolution gets here } Resolve the collision inside the loop. This glues narrowphase and resolution into one layer. if(narrowphase(possibleCollisions[i],a[index])) { //CODE GOES HERE }; The questions are: Which of the first two is better, and how am I supposed to make a zero-sum Newtonian interaction under B1.

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  • 2D Grid based game - how should I draw grid lines?

    - by Adam K Dean
    I'm playing around with a 2D grid based game idea, and I am using sprites for the grid cells. Let's say there is a 10 x 10 grid and each cell is 48x48, which will have sprites drawn there. That is fine. But in design mode, I'd like to have a grid overlay the screen. I can do this either with sprites (2x600 pixel image etc) or with primitives, but which is best? Should I really be switching between sprites and 3d/2d rendering? Like so: Thanks!

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  • What is the best way to generate income from mobile games?

    - by Thomas
    As the title states, what is the best way to get income from mobile games? (taking into consideration that creating the games only costs a lot of time and the games are relatively simple) As I see it, there are multiple ways of getting money from mobile games, Selling them for a fixed price (seems like a high threshold for potential buyers) In-game purchases (I can imagine this only works for several types of games, I don't see this working well for monopoly unless you like really fancy hotels ;) Ingame advertisements / sponsorships Which way will most likely bring the most profit?

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  • andengine - how to make the game wait for an animation to finish?

    - by petervaz
    I'm teaching myself andengine while trying to make a match-3 puzzle, so far I have a grid of gems that I populate and can move then around. Matching gems and new gems falling is working already. My problem is that the game keeps flowing while animations runs. How can I make the flow suspend until movement is done? I use entity modifiers for the gems animations. MoveYModifier for the fall and PathModifier for the swap.

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  • what making a good soundtrack for social game

    - by Maged
    there are many successful social games in Facebook and other social sites like brain buddies, who has the biggest brain and word challenge.both of them have a great soundtrack while playing and in the beginning of the game . my question is how to find a good soundtrack or what's i should look for to find a good soundtrack like this that's help to attract the user specially for games that need concentration ?

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  • My server is behind a router. How can I see my website correctly? [closed]

    - by Tokyo Dan
    I'm running a web server (Ubuntu) on my local home network. I'm behind a router. On the WAN I have a direct IP. When not on my home network and accessing my website via the WAN direct IP my website displays correctly and everything works. On my home LAN behind the router, accessing my website via the WAN direct gets me to my router's admin login page. This is normal. But... Accessing my website (via it's home LAN IP address) from another computer on my home LAN gets me to the website but the layout display is broken and clicking on any link takes me to the WAN direct IP (my router's Admin login page). How can i get my website to display properly and the links to work when accessing it from my home LAN?

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  • 3D zooming technique to maintain the relative position of an object on screen

    - by stark
    Is it possible to zoom to a certain point on screen by modifying the field of view and rotating the view of the camera as to keep that point/object in the same place on screen while zooming ? Changing the camera position is not allowed. I projected the 3D pos of the object on screen and remembered it. Then on each frame I calculate the direction to it in camera space and then I construct a rotation matrix to align this direction to Z axis (in cam space). After this, I calculate the direction from the camera to the object in world space and transform this vector with the matrix I obtained earlier and then use this final vector as the camera's new direction. And it's actually "kinda working", the problem is that it is more/less off than the camera's rotation before starting to zoom depending on the area you are trying to zoom in (larger error on edges/corners). It looks acceptable, but I'm not settling for only this. Any suggestions/resources for doing this technique perfectly? If some of you want to explain the math in detail, be my guest, I can understand these things well.

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  • DX11 - Weird shader behavior with and without branching

    - by Martin Perry
    I have found problem in my shader code, which I dont´t know how to solve. I want to rewrite this code without "ifs" tmp = evaluate and result is 0 or 1 (nothing else) if (tmp == 1) val = X1; if (tmp == 0) val = X2; I rewite it this way, but this piece of code doesn ´t word correctly tmp = evaluate and result is 0 or 1 (nothing else) val = tmp * X1 val = !tmp * X2 However if I change it to: tmp = evaluate and result is 0 or 1 (nothing else) val = tmp * X1 if (!tmp) val = !tmp * X2 It works fine... but it is useless because of "if", which need to be eliminated I honestly don´t understand it Posted Image . I tried compilation with NO and FULL optimalization, result is same

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