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  • Toon/cel shading with variable line width?

    - by Nick Wiggill
    I see a few broad approaches out there to doing cel shading: Duplication & enlargement of model with flipped normals (not an option for me) Sobel filter / fragment shader approaches to edge detection Stencil buffer approaches to edge detection Geometry (or vertex) shader approaches that calculate face and edge normals Am I correct in assuming the geometry-centric approach gives the greatest amount of control over lighting and line thickness, as well eg. for terrain where you might see the silhouette line of a hill merging gradually into a plain? What if I didn't need pixel lighting on my terrain surfaces? (And I probably won't as I plan to use cell-based vertex- or texturemap-based lighting/shadowing.) Would I then be better off sticking with the geometry-type approach, or go for a screen space / fragment approach instead to keep things simpler? If so, how would I get the "inking" of hills within the mesh silhouette, rather than only the outline of the entire mesh (with no "ink" details inside that outline? Lastly, is it possible to cheaply emulate the flipped-normals approach, using a geometry shader? Is that exactly what the GS approaches do? What I want - varying line thickness with intrusive lines inside the silhouette... What I don't want...

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  • Convience of mySQL over xml

    - by Bonechilla
    Currently I use XML to store specific information to correctly load a few things such as a list of specfied characters, scenes and music, Once more I use JAXB in combination with standard compression/decompression(ZIP) functionality to store a list of extrenous data. This data is called to add functionality to the character, somewhat like Skills in an RPG. Each skill is seperated into its own XML file with a grandlist which contains the names of each file with their extensions omitted and zipped in folder that gets encrypted. At first using xml was working fine however as the skill list grow i worry about its stability. I was wondering if I should begin storing the data in mySQL. Originally I planned to simply convert everything to JSON over xml but i think possibly mySQL would be a better move. Can anyone inform me of the key difference and pros and cons of each I guess i'm looking for the best way to store the data more conviently and would be easier to operate on. The data is mostly primatives and strings and the only arraylist of values i have i can just concat into a single field and parse later

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  • Tool to convert Textures to power of two?

    - by 3nixios
    I'm currently porting a game to a new platform, the problem being that the old platform accepted non power of two textures and this new platform doesn't. To add to the headache, the new platform has much less memory so we want to use the tools provided by the vendor to compress them; which of course only takes power of two textures. The current workflow is to convert the non power of tho textures to dds with 'texconv', then use the vendors compression tools in a batch. So, does anyone know of a tool to convert textures to their nearest 'power of two' counterparts? Thanks

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  • How can I attach a model to the bone of another model?

    - by kaykayman
    I am trying to attach one animated model to one of the bones of another animated model in an XNA game. I've found a few questions/forum posts/articles online which explain how to attach a weapon model to the bone of another model (which is analogous to what I'm trying to achieve), but they don't seem to work for me. So as an example: I want to attach Model A to a specific bone in Model B. Question 1. As I understand it, I need to calculate the transforms which are applied to the bone on Model B and apply these same transforms to every bone in Model A. Is this right? Question 2. This is my code for calculating the Transforms on a specific bone. private Matrix GetTransformPaths(ModelBone bone) { Matrix result = Matrix.Identity; while (bone != null) { result = result * bone.Transform; bone = bone.Parent; } return result; } The maths of Matrices is almost entirely lost on me, but my understanding is that the above will work its way up the bone structure to the root bone and my end result will be the transform of the original bone relative to the model. Is this right? Question 3. Assuming that this is correct I then expect that I should either apply this to each bone in Model A, or in my Draw() method: private void DrawModel(SceneModel model, GameTime gametime) { foreach (var component in model.Components) { Matrix[] transforms = new Matrix[component.Model.Bones.Count]; component.Model.CopyAbsoluteBoneTransformsTo(transforms); Matrix parenttransform = Matrix.Identity; if (!string.IsNullOrEmpty(component.ParentBone)) parenttransform = GetTransformPaths(model.GetBone(component.ParentBone)); component.Player.Update(gametime.ElapsedGameTime, true, Matrix.Identity); Matrix[] bones = component.Player.GetSkinTransforms(); foreach (SkinnedEffect effect in mesh.Effects) { effect.SetBoneTransforms(bones); effect.EnableDefaultLighting(); effect.World = transforms[mesh.ParentBone.Index] * Matrix.CreateRotationY(MathHelper.ToRadians(model.Angle)) * Matrix.CreateTranslation(model.Position) * parenttransform; effect.View = getView(); effect.Projection = getProjection(); effect.Alpha = model.Opacity; } } mesh.Draw(); } I feel as though I have tried every conceivable way of incorporating the parenttransform value into the draw method. The above is my most recent attempt. Is what I'm trying to do correct? And if so, is there a reason it doesn't work? The above Draw method seems to transpose the models x/z position - but even at these wrong positions, they do not account for the animation of Model B at all. Note: As will be evident from the code my "model" is comprised of a list of "components". It is these "components" that correspond to a single "Microsoft.Xna.Framework.Graphics.Model"

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

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

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  • How can player actions be "judged morally" in a measurable way?

    - by Sebastien Diot
    While measuring the player "skills" and "effort" is usually easy, adding some "less objective" statistics can give the player supplementary goals, especially in a MUD/RPG context. What I mean is that apart from counting how many orcs were killed, and gems collected, it would be interesting to have something along the line of the traditional Good/Evil, Lawful/Chaotic ranking of paper-based RPG, to add "dimension" to the game. But computers cannot differentiate good/evil effectively (nor can humans in many cases), and if you have a set of "laws" which are precise enough that you can tell exactly when the player breaks them, then it generally makes more sense to actually prevent them from doing that action in the first place. One example could be the creation/destruction axis (if players are at all allowed to create/build things), possibly in the form of the general effect of the player actions on "ecology". So what else is there left that can be effectively measured and would provide a sense of "moral" for the player? The more axis I have to measure, the more goals the player can have, and therefore the longer the game can last. This also gives the players more ways of "differentiating" themselves among hordes of other players of the same "class" and similar "kit".

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  • C++ OpenGL wireframe cube rendering blank

    - by caleb.breckon
    I'm just trying to draw a bunch of lines that make up a "cube". I can't for the life of me figure out why this is producing a black screen. The debugger does not break at any point. I'm sure it's a problem with my pointers, as I'm only decent at them in regular c++ and in OpenGL it gets even worse. const char* vertexSource = "#version 150\n" "in vec3 position;" "void main() {" " gl_Position = vec4(position, 1.0);" "}"; const char* fragmentSource = "#version 150\n" "out vec4 outColor;" "void main() {" " outColor = vec4(1.0, 1.0, 1.0, 1.0);" "}"; int main() { initializeGLFW(); // Initialize GLEW glewExperimental = GL_TRUE; glewInit(); // Create Vertex Array Object GLuint vao; glGenVertexArrays(1, &vao); glBindVertexArray(vao); // Create a Vertex Buffer Object and copy the vertex data to it GLuint vbo; glGenBuffers( 1, &vbo ); float vertices[] = { 1.0f, 1.0f, 1.0f, // Vertex 0 (X, Y, Z) -1.0f, 1.0f, 1.0f, // Vertex 1 (X, Y, Z) -1.0f, -1.0f, 1.0f, // Vertex 2 (X, Y, Z) 1.0f, -1.0f, 1.0f, // Vertex 3 (X, Y, Z) 1.0f, 1.0f, -1.0f, // Vertex 4 (X, Y, Z) -1.0f, 1.0f, -1.0f, // Vertex 5 (X, Y, Z) -1.0f, -1.0f, -1.0f, // Vertex 6 (X, Y, Z) 1.0f, -1.0f, -1.0f // Vertex 7 (X, Y, Z) }; GLuint indices[] = { 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 }; glBindBuffer( GL_ARRAY_BUFFER, vbo ); glBufferData( GL_ARRAY_BUFFER, sizeof( vertices ), vertices, GL_STATIC_DRAW ); //glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, vbo); //glBufferData( GL_ELEMENT_ARRAY_BUFFER, sizeof( indices ), indices, GL_STATIC_DRAW ); // Create and compile the vertex shader GLuint vertexShader = glCreateShader( GL_VERTEX_SHADER ); glShaderSource( vertexShader, 1, &vertexSource, NULL ); glCompileShader( vertexShader ); // Create and compile the fragment shader GLuint fragmentShader = glCreateShader( GL_FRAGMENT_SHADER ); glShaderSource( fragmentShader, 1, &fragmentSource, NULL ); glCompileShader( fragmentShader ); // Link the vertex and fragment shader into a shader program GLuint shaderProgram = glCreateProgram(); glAttachShader( shaderProgram, vertexShader ); glAttachShader( shaderProgram, fragmentShader ); glBindFragDataLocation( shaderProgram, 0, "outColor" ); glLinkProgram (shaderProgram); glUseProgram( shaderProgram); // Specify the layout of the vertex data GLint posAttrib = glGetAttribLocation( shaderProgram, "position" ); glEnableVertexAttribArray( posAttrib ); glVertexAttribPointer( posAttrib, 3, GL_FLOAT, GL_FALSE, 0, 0 ); // Main loop while(glfwGetWindowParam(GLFW_OPENED)) { // Clear the screen to black glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT ); // Draw lines from 2 vertices glDrawElements(GL_LINES, sizeof(indices), GL_UNSIGNED_INT, indices ); // Swap buffers glfwSwapBuffers(); } // Clean up glDeleteProgram( shaderProgram ); glDeleteShader( fragmentShader ); glDeleteShader( vertexShader ); //glDeleteBuffers( 1, &ebo ); glDeleteBuffers( 1, &vbo ); glDeleteVertexArrays( 1, &vao ); glfwTerminate(); exit( EXIT_SUCCESS ); }

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  • As an indie game dev, what processes are the best for soliciting feedback on my design/spec/idea? [closed]

    - by Jess Telford
    Background I have worked in a professional environment where the process usually goes like the following: Brain storm idea Solidify the game mechanics / design Iterate on design/idea to create a more solid experience Spec out the details of the design/idea Build it Step 3. is generally done with the stakeholders of the game (developers, designers, investors, publishers, etc) to reach an 'agreement' which meets the goals of all involved. Due to this process involving a series of often opposing and unique view points, creative solutions can surface through discussion / iteration. This is backed up by a process for collating the changes / new ideas, as well as structured time for discussion. As a (now) indie developer, I have to play the role of all the stakeholders (developers, designers, investors, publishers, etc), and often find myself too close to the idea / design to do more than minor changes, which I feel to be local maxima when it comes to the best result (I'm looking for the global maxima, of course). I have read that ideas / game designs / unique mechanics are merely multipliers of execution, and that keeping them secret is just silly. In sharing the idea with others outside the realm of my own thinking, I hope to replicate the influence other stakeholders have. I am struggling with the collation of changes / new ideas, and any kind of structured method of receiving feedback. My question: As an indie game developer, how and where can I share my ideas/designs to receive meaningful / constructive feedback? How can I successfully collate the feedback into a new iteration of the design? Are there any specialized websites, etc?

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  • From simple physics with a ball, to a more complicated shape

    - by Maximus
    Hello fellow game devs and stack overflowers... I recently made a transition from OpenGL ES 1.1 to 2.0 (on Android via NDK) and things are going well so far. I'm working on doing a dice rolling application (gaming dice up to 20 sided, not just regular 6 sided die) as a way to learn more about how physics is implemented in a gaming environment. I've explored implementing existing engine options (such as Bullet) and I don't think I need to implement something quite so sophisticated. I've found several tutorials that handle a lot of the general physics involved with initial trajectory, velocity, angle of contact and reflection angle, etc. I'm confident that I'd be able to implement ball-like behavior without much trouble. My question lies in when I attempt to make the interaction of the die shape with another surface more "realistic," for example... the die strikes the floor surface at such an angle where only one corner makes contact with the floor. In my mind, the center of gravity of the object would play a part in determining how the die bounces away, possibly even spinning it it faster, etc... but I am not sure what the actual math involved is. Are there any recommended resources for getting into this level of detail? Initial searches haven't turned up much... Thanks to everyone in the community, -Jeremiah

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  • what tool should I use for drawing 2d OpenGL shapes?

    - by Kenny Winker
    I'm working on a very simple OpenGL ES 2.0 game, and I'm not sure what tool to use to create the vertex data I need. My first thought was adobe illustrator, but I can't seem to google up any info on how to convert an .ai file to vertices. I'm only going to be using very simple 2d shapes so I wonder if I need to use a 3d modelling program? How is this typically done, when you are working with 2d non-sprite shapes?

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  • Bomberman clone, how to do bombs?

    - by hustlerinc
    I'm playing around with a bomberman clone to learn game-developement. So far I've done tiles, movement, collision detection, and item pickup. I also have pseudo bombplacing (just graphics and collision, no real functionality). I've made a jsFiddle of the game with the functionality I currently have. The code in the fiddle is very ugly though. Scroll past the map and you find how I place bombs. Anyway, what I would like to do is an object, that has the general information about bombs like: function Bomb(){ this.radius = player.bombRadius; this.placeBomb = function (){ if(player.bombs != 0){ // place bomb } } this.explosion = function (){ // Explosion } } I don't really know how to fit it into the code though. Everytime I place a bomb, do I do var bomb = new Bomb(); or do i need to constantly have that in the script to be able to access it. How does the bomb do damage? Is it as simple as doing X,Y in all directions until radius runs out or object stops it? Can I use something like setTimeout(bomb.explosion, 3000) as timer? Any help is appreciated, be it a simple explanation of the theory or code examples based on the fiddle. When I tried the object way it breaks the code.

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  • Ensuring that saved data has not been edited in a game with both offline and online components

    - by Omar Kooheji
    I'm in the pre-planning phase of coming up with a game design and I was wondering if there was a sensible way to stop people from editing saves in a game with offline and online components. The offline component would allow the player to play through the game and the online component would allow them to play against other players, so I would need to make sure that people hadn't edited the source code/save files while offline to gain an advantage while online. Game likely to be developed in either .Net or Java, both of which are unfortunately easy to decompile.

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  • Are there any alternative JS ports of Box2D?

    - by Petteri Hietavirta
    I have been thinking about creating a top down 2D car game for HTML5. For my first game I wrote the physics and collisions my self but for this one I would like to use some ready made library. I found out Box2D and its JS port. http://box2d-js.sourceforge.net It seems to be quite old port, made in 2008. Is it lacking many features of current Box2D or does it have major issues with it? And are there any alternatives for it?

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  • Dividing up spritesheet in Javascript

    - by hustlerinc
    I would like to implement an object for my spritesheets in Javascript. I'm very new to this language and game-developement so I dont really know how to do it. My guess is I set spritesize to 16, use that to divide as many times as it fits on the spritesheet and store this value as "spritesheet". Then a for(i=0;i<spritesheet.length;i++) loop running over the coordinates. Then tile = new Image(); and tile.src = spritesheet[i] to store the individual sprites based on their coordinates on the spritesheet. My problem is how could I loop trough the spritesheet and make an array of that? The result should be similar to: var tile = Array( "img/ground.png", "img/crate.png" ); If possible this would be done with one single object that i only access once, and the tile array would be stored for later reference. I couldn't find anything similar searching for "javascript spritesheet". Edit: I made a small prototype of what I'm after: function Sprite(){ this.size = 16; this.spritesheet = new Image(); this.spritesheet.src = 'img/spritesheet.png'; this.countX = this.spritesheet.width / 16; this.countY = this.spritesheet.height / 16; this.spriteCount = this.countX * this.countY; this.divide = function(){ for(i=0;i<this.spriteCount;i++){ // define spritesheet coordinates and store as tile[i] } } } Am I on the right track?

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  • Mapping a 3D texture to a standard hollow-hull 3D model

    - by John
    I have 3D models which are typical hollow hulls. If such a model also had a 3D volumetric/voxel texture map then given a point P inside such a model, I'd like to be able to find its uvw coordinates within the 3D texture. Is this possible by simply setting 3D texcoords on my existing mesh or does it have to be broken up into polyhedra? Is there a way to map a 3D texture onto a mesh without doing this?

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  • Most efficient AABB - Ray intersection algorithm for input/output distance calculation

    - by Tobbey
    Thanks to the following thread : most efficient AABB vs Ray collision algorithms I have seen very fast algorithm for ray/AABB intersection point computation. Unfortunately, most of the recent algorithm are accelerated by omitting the "output" intersection point of the box. In my application, I would interested in getting both the the distance from source ray to input: t0 and source ray to output of bounding box: t1. I have seen for instance Eisemann designed a very fast version regarding plucker, smits, ... , but it does not compare the case when both input/output distance should be computed see: http://www.cg.cs.tu-bs.de/publications/Eisemann07FRA/ Does someone know where I can find more information on algorithm performances for the specific input/output problem ? Thank you in advance

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  • 3D/perspective Top down shooter bullet issues

    - by Tseng
    I'm developing a top-down shooter with multiple levels (ground for ground units, middle level for buildings, top level for air unity). The problem is the collision. Though I can make the collider box of a bullet be long enough to reach the ground (and collide with it), the real issue is optical. When the bullet is fired from a aircraft and collides with some object on the ground (building, ground unit) it will be optically offset due to the perspective camera, because it looks like the shot "by-passed" the target as seen below Is there any way to make the bullets collide perspectively correct? I'm using Unity3d Engine and it offers only simple colliders (box, sphere, cylinder, mesh and wheel), though I don't think a cone-formed collider would solve this issue. I'd need a (cheap) way to check if it's overlapping a destructible object? I thought of casting a ray from the camera through the bullet and if it hits something destructible, trigger an action, but that's quite punctual and maybe to performance heavy on certain number of bullets

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  • How To Scale Canvas In Android

    - by Daniel Braithwaite
    I am writing a android game using Canvas as the way to draw everything, the problem is that when i run it on different android phones the canvas dosn't change size i tried using canvas.scale() but that didn't make a i difference. The code i use for drawing is ... public void draw( Canvas c, int score ) { Obstical2[] obstmp = Queue.toArray(this.o); Coin[] cointmp = QueueC.toArray(this.c); for( int i = 0; i < obstmp.length; i++ ) { obstmp[i].draw(c); } for( int i = 0; i < cointmp.length; i++ ) { cointmp[i].draw(c); } c.drawText(String.format("%d", score ), 20, 50, textPaint); if( isWon && isStarted ) c.drawText("YOU WON", 20, 400, resPaint); else if( isLost && isStarted ) c.drawText("YOU LOST", 20, 400, resPaint); } The function above calls the draw functions for the entity's on the screen, theses function are as follows Draw Function For Obstical : public void draw( Canvas c ) { Log.i("D", "COIN"); coin.draw(c); } Draw Function For Coin : public void draw( Canvas c ) { obstical.draw(c); } How could i make the canvas re-size to it would look the same on any screen ? Cheers Daniel

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  • Learning to optimize with Assembly

    - by niktehpui
    I am a second year student of Computer Games Technology. I recently finished my first prototype of my "kind" of own pathfinder (that doesn't use A* instead a geometrical approach/pattern recognition, the pathfinder just needs the knowledge about the terrain that is in his view to make decisions, because I wanted an AI that could actually explore, if the terrain is already known, then it will walk the shortest way easily, because the pathfinder has a memory of nodes). Anyway my question is more general: How do I start optimizing algorithms/loops/for_each/etc. using Assembly, although general tips are welcome. I am specifically looking for good books, because it is really hard to find good books on this topic. There are some small articles out there like this one, but still isn't enough knowledge to optimize an algorithm/game... I hope there is a modern good book out there, that I just couldn't find...

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  • Trouble with touch events on iPhone

    - by MrDatabase
    I'm making a simple 2D game for iPhone. Think of the game as a ball on the screen that goes up while the user is touching the screen and falls down when the user stops touching the screen. The ball starts moving up in touchesBegan:withEvent and starts moving down in touchesEnded:withEvent. This works fine almost all the time. However on occasion the ball will keep moving up after the user stops touching... or the ball will keep moving down while the user is touching. Why is this happening? Just fyi the ball is drawn on a UIWindow. The taps are handled by a UIImageview subclass that's clearColor and takes up the entire screen. This "touchLayer" is also moved to the front of the window in the game loop. Any idea why this control scheme occasionally fails? Perhaps the touch events just aren't firing? Or they're fired out of order? Cheers!

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  • how to make HLSL effect just for lighning without texture mapping?

    - by naprox
    I'm new to XNA, i created an effect and just want to use lightning but in default effect that XNA create we should do texture mapping or the model appears 'RED', because of this lines of code in the effect file: float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { float4 output = float4(1,0,0,1); return output; } and if i want to see my model (appear like when i use basiceffect) must do texture mapping by UV coordinates. but my model does not have UV coordinates assigned or its UV coordinates is not exported. and if i do texture mapping i got error. (i do texture mapping by this line of code in vertexshaderfunction and other necessary codes) output.UV= input.UV i have many of this models and want to work with them.(my models are in .FBX format) when i use Bassiceffect i have no problem and model appears correctly. how can i use "just" lightnings in my custom effects? and don't do texture mapping (because i have no UV coordinates in my models) and my model be look like when i use BasicEffect? if you need my complete code Here it is: http://www.mediafire.com/?4jexhd4ulm2icm2 here is inside of my Model Using BasicEffect http://i.imgur.com/ygP2h.jpg?1 and this is my code for drawing with or without BasicEffect inside of my draw() method: Matrix baseWorld = Matrix.CreateScale(Scale) * Matrix.CreateFromYawPitchRoll(Rotation.Y, Rotation.X, Rotation.Z) * Matrix.CreateTranslation(Position); foreach(ModelMesh mesh in Model.Meshes) { Matrix localWorld = ModelTransforms[mesh.ParentBone.Index] * baseWorld; foreach(ModelMeshPart part in mesh.MeshParts) { Effect effect = part.Effect; if (effect is BasicEffect) { ((BasicEffect)effect).World = localWorld; ((BasicEffect)effect).View = View; ((BasicEffect)effect).Projection = Projection; ((BasicEffect)effect).EnableDefaultLighting(); } else { setEffectParameter(effect, "World", localWorld); setEffectParameter(effect, "View", View); setEffectParameter(effect, "Projection", Projection); setEffectParameter(effect, "CameraPosition", CameraPosition); } } mesh.Draw(); } setEffectParameter is another method that sets effect parameter if i use my custom effect.

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  • Physics System ignores collision in some rare cases

    - by Gajoo
    I've been developing a simple physics engine for my game. since the game physics is very simple I've decided to increase accuracy a little bit. Instead of formal integration methods like fourier or RK4, I'm directly computing the results after delta time "dt". based on the very first laws of physics : dx = 0.5 * a * dt^2 + v0 * dt dv = a * dt where a is acceleration and v0 is object's previous velocity. Also to handle collisions I've used a method which is somehow different from those I've seen so far. I'm detecting all the collision in the given time frame, stepping the world forward to the nearest collision, resolving it and again check for possible collisions. As I said the world consist of very simple objects, so I'm not loosing any performance due to multiple collision checking. First I'm checking if the ball collides with any walls around it (which is working perfectly) and then I'm checking if it collides with the edges of the walls (yellow points in the picture). the algorithm seems to work without any problem except some rare cases, in which the collision with points are ignored. I've tested everything and all the variables seem to be what they should but after leaving the system work for a minute or two the system the ball passes through one of those points. Here is collision portion of my code, hopefully one of you guys can give me a hint where to look for a potential bug! void PhysicalWorld::checkForPointCollision(Vec2 acceleration, PhysicsComponent& ball, Vec2& collisionNormal, float& collisionTime, Vec2 target) { // this function checks if there will be any collision between a circle and a point // ball contains informations about the circle (it's current velocity, position and radius) // collisionNormal is an output variable // collisionTime is also an output varialbe // target is the point I want to check for collisions Vec2 V = ball.mVelocity; Vec2 A = acceleration; Vec2 P = ball.mPosition - target; float wallWidth = mMap->getWallWidth() / (mMap->getWallWidth() + mMap->getHallWidth()) / 2; float r = ball.mRadius / (mMap->getWallWidth() + mMap->getHallWidth()); // r is ball radius scaled to match actual rendered object. if (A.any()) // todo : I need to first correctly solve the collisions in case there is no acceleration return; if (V.any()) // if object is not moving there will be no collisions! { float D = P.x * V.y - P.y * V.x; float Delta = r*r*V.length2() - D*D; if(Delta < eps) return; Delta = sqrt(Delta); float sgnvy = V.y > 0 ? 1: (V.y < 0?-1:0); Vec2 c1(( D*V.y+sgnvy*V.x*Delta) / V.length2(), (-D*V.x+fabs(V.y)*Delta) / V.length2()); Vec2 c2(( D*V.y-sgnvy*V.x*Delta) / V.length2(), (-D*V.x-fabs(V.y)*Delta) / V.length2()); float t1 = (c1.x - P.x) / V.x; float t2 = (c2.x - P.x) / V.x; if(t1 > eps && t1 <= collisionTime) { collisionTime = t1; collisionNormal = c1; } if(t2 > eps && t2 <= collisionTime) { collisionTime = t2; collisionNormal = c2; } } } // this function should step the world forward by dt. it doesn't check for collision of any two balls (components) // it just checks if there is a collision between the current component and 4 points forming a rectangle around it. void PhysicalWorld::step(float dt) { for (unsigned i=0;i<mObjects.size();i++) { PhysicsComponent &current = *mObjects[i]; Vec2 acceleration = current.mForces * current.mInvMass; float rt=dt; // stores how much more the world should advance while(rt > eps) { float collisionTime = rt; Vec2 collisionNormal = Vec2(0,0); float halfWallWidth = mMap->getWallWidth() / (mMap->getWallWidth() + mMap->getHallWidth()) / 2; // we check if there is any collision with any of those 4 points around the ball // if there is a collision both collisionNormal and collisionTime variables will change // after these functions collisionTime will be exactly the value of nearest collision (if any) // and if there was, collisionNormal will report in which direction the ball should return. checkForPointCollision(acceleration,current,collisionNormal,collisionTime,Vec2(floor(current.mPosition.x) + halfWallWidth,floor(current.mPosition.y) + halfWallWidth)); checkForPointCollision(acceleration,current,collisionNormal,collisionTime,Vec2(floor(current.mPosition.x) + halfWallWidth, ceil(current.mPosition.y) - halfWallWidth)); checkForPointCollision(acceleration,current,collisionNormal,collisionTime,Vec2( ceil(current.mPosition.x) - halfWallWidth,floor(current.mPosition.y) + halfWallWidth)); checkForPointCollision(acceleration,current,collisionNormal,collisionTime,Vec2( ceil(current.mPosition.x) - halfWallWidth, ceil(current.mPosition.y) - halfWallWidth)); // either if there is a collision or if there is not we step the forward since we are sure there will be no collision before collisionTime current.mPosition += collisionTime * (collisionTime * acceleration * 0.5 + current.mVelocity); current.mVelocity += collisionTime * acceleration; // if the ball collided with anything collisionNormal should be at least none zero in one of it's axis if (collisionNormal.any()) { collisionNormal *= Dot(collisionNormal, current.mVelocity) / collisionNormal.length2(); current.mVelocity -= 2 * collisionNormal; // simply reverse velocity along collision normal direction } rt -= collisionTime; } // reset all forces for current object so it'll be ready for later game event current.mForces.zero(); } }

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  • 2D platformers: why make the physics dependent on the framerate?

    - by Archagon
    "Super Meat Boy" is a difficult platformer that recently came out for PC, requiring exceptional control and pixel-perfect jumping. The physics code in the game is dependent on the framerate, which is locked to 60fps; this means that if your computer can't run the game at full speed, the physics will go insane, causing (among other things) your character to run slower and fall through the ground. Furthermore, if vsync is off, the game runs extremely fast. Could those experienced with 2D game programming help explain why the game was coded this way? Wouldn't a physics loop running at a constant rate be a better solution? (Actually, I think a physics loop is used for parts of the game, since some of the entities continue to move normally regardless of the framerate. Your character, on the other hand, runs exactly [fps/60] as fast.) What bothers me about this implementation is the loss of abstraction between the game engine and the graphics rendering, which depends on system-specific things like the monitor, graphics card, and CPU. If, for whatever reason, your computer can't handle vsync, or can't run the game at exactly 60fps, it'll break spectacularly. Why should the rendering step in any way influence the physics calculations? (Most games nowadays would either slow down the game or skip frames.) On the other hand, I understand that old-school platformers on the NES and SNES depended on a fixed framerate for much of their control and physics. Why is this, and would it be possible to create a patformer in that vein without having the framerate dependency? Is there necessarily a loss of precision if you separate the graphics rendering from the rest of the engine? Thank you, and sorry if the question was confusing.

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  • What do you use to bundle / encrypt data?

    - by David McGraw
    More and more games are going the data driven route which means that there needs to be a layer of security around easy manipulation. I've seen it where games completely bundle up their assets (audio, art, data) and I'm wondering how they are managing that? Are there applications / libraries that will bundle and assist you with managing the assets within? If not is there any good resources that you would point to for packing / unpacking / encryption? This specific question revolves around C++, but I would be open to hear how this is managed in C#/XNA as well. Just to be clear -- I'm not out to engineer a solution to prevent hacking. At the fundamental level we're all manipulating 0's and 1's. But, we do want to keep the 99% of people that play the game from simply modifying XML files that are used to build the game world. I've seen plenty of games bundle all of their resources together. I'm simply curious about the methods they're using.

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  • Creating practically solvable 15 puzzle inputs

    - by Ashwin
    I am now developing a 15 puzzle game. I know the method to detect unsolvable puzzles. But unlike 8-puzzle, solution for 15-puzzle takes quite long time for some input states and can be solved within 5 seconds some other set of input states. Now the problem is that I cannot give the user(the player), a problem for which the solution takes more than 10 seconds(if he/she chooses to see the solution). So what I want is that when I initially shuffle the puzzle, I want to only present those puzzles which can be solved within 10 seconds. There must be some way to determine the hardness of the puzzle. I tried searching the net but could not find it. Does anyone know a way of determining the hardness of a puzzle? NOTE : I am using A* algorithm to find out the solution on a computer with 3GB RAM and 2.27GHZ processor.

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