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  • Understanding how texCUBE works and writing cubemaps properly into a cube rendertarget

    - by cubrman
    My goal is to create accurate reflections, sampled from a dynamic cubemap, for specific 3d objects (mostly lights) in XNA 4.0. To sample the cubemap I compute the 3d reflection vector in a classic way: half3 ReflectionVec = reflect(-directionToCamera, Normal.rgb); I then use the vector to get the actual reflected color: half3 ReflectionCol = texCUBElod(ReflectionSampler, float4(ReflectionVec, 0)); The cubemap I am sampling from is a RenderTarget with 6 flat faces. So my question is, given the 3d world position of an arbitrary 3d object, how can I make sure that I get accurate reflections of this object, when I re-render the cubemap. Should I build the ViewProjection matrix in a specific way? Or is there any other approach?

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  • Implmenting RLE into a tilemap or how to create a large 3D array?

    - by Smallbro
    Currently I've been using a 3D array for my tiles in a 2D world but the 3D side comes in when moving down into caves and whatnot. Now this is not memory efficient and I switched over to a 2D array and can now have much larger maps. The only issue I'm having now is that it seems that my tiles cannot occupy the same space as a tile on the same z level. My current structure means that each block has its own z variable. This is what it used to look like: map.blockData[x][y][z] = new Block(); however now it works like this map.blockData[x][y] = new Block(z); I'm not sure why but if I decide to use the same space on say the floor below it wont allow me to. Does anyone have any ideas on how I can add a z-axis to my 2D array? I'm using java but I reckon the concept carries across different languages. Edit: As Will posted, RLE sounds like the best method for achieving a fast 3D array. However I'm struggling to understand how I would even start to implement it? Would I create a 4D array the 4th being something which controls how many to skip? Or would the x-axis simply change altogether and have large gaps in between - for example [5][y][z] would skip 5 tiles? Is there something really obvious here which I am missing? The number of z levels I'm trying to have is around 66, it would be preferably that I can have up to or more than 1000 in x and y.

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  • Dynamic Terrain Texture

    - by lgrevenl
    I've been looking at a 2D physics game called 'Hill Climb Racing' (Android and iOS) and was wondering how they went about texturing the terrain? I've had a think about it and I've come up with nothing and finding a resource on the web has proved impossible. Please help. The game mentioned uses Cocos2d. Would it be just as doable in a different environment? EDIT: I was looking at another question: Drawing large 2D sidescroller level terrain The end result is what I'm looking for, but in my mind I was thinking that there would be some way to add this effect (using small textures) to some terrain specified by vertices rather than making a very large image to match whatever is seen in the level.

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  • How to teach game programming at school ?

    - by jokoon
    I'm in this private school right now, and apart from my progressive stoppage of anti-depressants, I'm having an hard time focusing on what the school wants me to do. The school has a professional contract for a game we have to do with Unity. I don't really learn anything new while using unity, so I don't like using it. We recently learned how to use DirectX, and we have to do some sort of Gradius-precursor clone (Parsec) with directX, in 3D: this annoys me, and I'm currently learning to use Ogre3D by myself by making some game. The teacher is an engineer, and all of us won't be engineers. How would you teach game programming ?

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  • What is the correct and most efficient approach of streaming vertex data?

    - by Martijn Courteaux
    Usually, I do this in my current OpenGL ES project (for iOS): Initialization: Create two VBO's and one IndexBuffer (since I will use the same indices), same size. Create two VAO's and configure them, both bound to the same Index Buffer. Each frame: Choose a VBO/VAO couple. (Different from the previous frame, so I'm alternating.) Bind that VBO Upload new data using glBufferSubData(GL_ARRAY_BUFFER, ...). Bind the VAO Render my stuff using glDrawElements(GL_***, ...); Unbind the VAO However, someone told me to avoid uploading data (step 3) and render immediately the new data (step 5). I should avoid this, because the glDrawElements call will stall until the buffer is effectively uploaded to VRAM. So he suggested to draw all my geometry I uploaded the previous frame and upload in the current frame what will be drawn in the next frame. Thus, everything is rendered with the delay of one frame. Is this true or am I using the good approach to work with streaming vertex data? (I do know that the pipeline will stall the other way around. Ie: when you draw and immediately try to change the buffer data. But I'm not doing that, since I implemented double buffering.)

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  • Why does glGetString returns a NULL string

    - by snape
    I am trying my hands at GLFW library. I have written a basic program to get OpenGL renderer and vendor string. Here is the code #include <GL/glew.h> #include <GL/glfw.h> #include <cstdio> #include <cstdlib> #include <string> using namespace std; void shutDown(int returnCode) { printf("There was an error in running the code with error %d\n",returnCode); GLenum res = glGetError(); const GLubyte *errString = gluErrorString(res); printf("Error is %s\n", errString); glfwTerminate(); exit(returnCode); } int main() { // start GL context and O/S window using GLFW helper library if (glfwInit() != GL_TRUE) shutDown(1); if (glfwOpenWindow(0, 0, 0, 0, 0, 0, 0, 0, GLFW_WINDOW) != GL_TRUE) shutDown(2); // start GLEW extension handler glewInit(); // get version info const GLubyte* renderer = glGetString (GL_RENDERER); // get renderer string const GLubyte* version = glGetString (GL_VERSION); // version as a string printf("Renderer: %s\n", renderer); printf("OpenGL version supported %s\n", version); // close GL context and any other GLFW resources glfwTerminate(); return 0; } I googled this error and found out that we have to initialize the OpenGL context before calling glGetString(). Although I have initialized OpenGL context using glfwInit() but still the function returns a NULL string. Any ideas? Edit I have updated the code with error checking mechanisms. This code on running outputs the following There was an error in running the code with error 2 Error is no error

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  • Sprites rendering blurry with velocity

    - by ashes999
    After adding velocity to my game, I feel like my textures are twitching. I thought it was just my eyes, until I finally captured it in a screenshot: The one on the left is what renders in my game; the one on the right is the original sprite, pasted over. (This is a screenshot from Photoshop, zoomed in 6x.) Notice the edges are aliasing -- it looks almost like sub-pixel rendering. In fact, if I had not forced my sprites (which have position and velocity as ints) to draw using integer values, I would swear that MonoGame is drawing with floating point values. But it isn't. What could be the cause of these things appearing blurry? It doesn't happen without velocity applied. To be precise, my SpriteComponent class has a Vector2 Position field. When I call Draw, I essentially use new Vector2((int)Math.Round(this.Position.X), (int)Math.Round(this.Position.Y)) for the position. I had a bug before where even stationary objects would jitter -- that was due to me using the straight Position vector and not rounding the values to ints. If I use Floor/Ceiling instead of round, the sprite sinks/hovers (one pixel difference either way) but still draws blurry.

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

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

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  • Are there any good html 5 mmo design tutorials? [on hold]

    - by Dwight Spencer
    Hey all. I got a rather inspired after playing gaia online's zOMG and wanted to revive an old project idea I've had laying around for a few years now. I'm looking to work with html5 (ie canvas, svg based sprites, & WebGL) to build a graphical web based MUD/MMO. Obviously, this is a new take on an old idea and after searching google I haven't really turned up many good resources. But does anyone have any tutorials or other resources to point me in the right direction?

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  • Error in my Separating Axis Theorem collision code

    - by Holly
    The only collision experience i've had was with simple rectangles, i wanted to find something that would allow me to define polygonal areas for collision and have been trying to make sense of SAT using these two links Though i'm a bit iffy with the math for the most part i feel like i understand the theory! Except my implementation somewhere down the line must be off as: (excuse the hideous font) As mentioned above i have defined a CollisionPolygon class where most of my theory is implemented and then have a helper class called Vect which was meant to be for Vectors but has also been used to contain a vertex given that both just have two float values. I've tried stepping through the function and inspecting the values to solve things but given so many axes and vectors and new math to work out as i go i'm struggling to find the erroneous calculation(s) and would really appreciate any help. Apologies if this is not suitable as a question! CollisionPolygon.java: package biz.hireholly.gameplay; import android.graphics.Canvas; import android.graphics.Color; import android.graphics.Paint; import biz.hireholly.gameplay.Types.Vect; public class CollisionPolygon { Paint paint; private Vect[] vertices; private Vect[] separationAxes; int x; int y; CollisionPolygon(Vect[] vertices){ this.vertices = vertices; //compute edges and separations axes separationAxes = new Vect[vertices.length]; for (int i = 0; i < vertices.length; i++) { // get the current vertex Vect p1 = vertices[i]; // get the next vertex Vect p2 = vertices[i + 1 == vertices.length ? 0 : i + 1]; // subtract the two to get the edge vector Vect edge = p1.subtract(p2); // get either perpendicular vector Vect normal = edge.perp(); // the perp method is just (x, y) => (-y, x) or (y, -x) separationAxes[i] = normal; } paint = new Paint(); paint.setColor(Color.RED); } public void draw(Canvas c, int xPos, int yPos){ for (int i = 0; i < vertices.length; i++) { Vect v1 = vertices[i]; Vect v2 = vertices[i + 1 == vertices.length ? 0 : i + 1]; c.drawLine( xPos + v1.x, yPos + v1.y, xPos + v2.x, yPos + v2.y, paint); } } public void update(int xPos, int yPos){ x = xPos; y = yPos; } /* consider changing to a static function */ public boolean intersects(CollisionPolygon p){ // loop over this polygons separation exes for (Vect axis : separationAxes) { // project both shapes onto the axis Vect p1 = this.minMaxProjection(axis); Vect p2 = p.minMaxProjection(axis); // do the projections overlap? if (!p1.overlap(p2)) { // then we can guarantee that the shapes do not overlap return false; } } // loop over the other polygons separation axes Vect[] sepAxesOther = p.getSeparationAxes(); for (Vect axis : sepAxesOther) { // project both shapes onto the axis Vect p1 = this.minMaxProjection(axis); Vect p2 = p.minMaxProjection(axis); // do the projections overlap? if (!p1.overlap(p2)) { // then we can guarantee that the shapes do not overlap return false; } } // if we get here then we know that every axis had overlap on it // so we can guarantee an intersection return true; } /* Note projections wont actually be acurate if the axes aren't normalised * but that's not necessary since we just need a boolean return from our * intersects not a Minimum Translation Vector. */ private Vect minMaxProjection(Vect axis) { float min = axis.dot(new Vect(vertices[0].x+x, vertices[0].y+y)); float max = min; for (int i = 1; i < vertices.length; i++) { float p = axis.dot(new Vect(vertices[i].x+x, vertices[i].y+y)); if (p < min) { min = p; } else if (p > max) { max = p; } } Vect minMaxProj = new Vect(min, max); return minMaxProj; } public Vect[] getSeparationAxes() { return separationAxes; } public Vect[] getVertices() { return vertices; } } Vect.java: package biz.hireholly.gameplay.Types; /* NOTE: Can also be used to hold vertices! Projections, coordinates ect */ public class Vect{ public float x; public float y; public Vect(float x, float y){ this.x = x; this.y = y; } public Vect perp() { return new Vect(-y, x); } public Vect subtract(Vect other) { return new Vect(x - other.x, y - other.y); } public boolean overlap(Vect other) { if(y > other.x && other.y > x){ return true; } return false; } /* used specifically for my SAT implementation which i'm figuring out as i go, * references for later.. * http://www.gamedev.net/page/resources/_/technical/game-programming/2d-rotated-rectangle-collision-r2604 * http://www.codezealot.org/archives/55 */ public float scalarDotProjection(Vect other) { //multiplier = dot product / length^2 float multiplier = dot(other) / (x*x + y*y); //to get the x/y of the projection vector multiply by x/y of axis float projX = multiplier * x; float projY = multiplier * y; //we want to return the dot product of the projection, it's meaningless but useful in our SAT case return dot(new Vect(projX,projY)); } public float dot(Vect other){ return (other.x*x + other.y*y); } }

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  • 2D Platform Game Jumping

    - by Bradley Kreuger
    I'm currently writing a game in XNA for fun which uses C#. I have got my sprites loaded and when the character moves right he looks like he is running right and when he moves left he looks like he is running left. I been looking everywhere for a good coding example for how to create a jumping ability. I have read all the physics stuff that I can stand and it doesn't help when I can't figure out how to use say space bar to jump yet can't keep them from using space just jump again until they land.

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  • Hardware instancing for voxel engine

    - by Menno Gouw
    i just did the tutorial on Hardware Instancing from this source: http://www.float4x4.net/index.php/2011/07/hardware-instancing-for-pc-in-xna-4-with-textures/. Somewhere between 900.000 and 1.000.000 draw calls for the cube i get this error "XNA Framework HiDef profile supports a maximum VertexBuffer size of 67108863." while still running smoothly on 900k. That is slightly less then 100x100x100 which are a exactly a million. Now i have seen voxel engines with very "tiny" voxels, you easily get to 1.000.000 cubes in view with rough terrain and a decent far plane. Obviously i can optimize a lot in the geometry buffer method, like rendering only visible faces of a cube or using larger faces covering multiple cubes if the area is flat. But is a vertex buffer of roughly 67mb the max i can work with or can i create multiple?

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  • Software design of a browser-based strategic MMO game

    - by Mehran
    I wonder if there are any known tested software designs for Travian-like browser-based strategic MMO games? I mean how would they implement the server of such games or what is stored in database and what is stored in RAM? Is the state of the world stored in one piece or is it distributed among a number of storage? Does anyone know a resource to study the problems and solutions of creating such games? [UPDATE] Suggested in comments, I'm going to give an example how would I design such a project. Even though I'm not sure if I'm proposing the right one. Having stored the world state in a MongoDB, I would implement an event collection in which all the changes to the world will register. Changes that are meant to happen in the future will come with an action date set to the future and those that are to be carried out immediately will be set to now. Having this datastore as the central point of the system, players will issue their actions as events inserted in datastore. At the other end of the system, I'll have a constant-running software taking out events out of the datastore which are due to be carried out and not done yet. Executing an event means apply some update on the world's state and thus the datastore. As scalable as this design sounds, I'm not sure if it will be worth implementing. For one, it is pointless to cache the datastore as most of updates happen once without any follow ups. For instance if you have the growth of resources in your game, you'll be updating the whole world state periodically in which case, having incorporated a cache, you are keeping the whole world in RAM (which most likely is impossible). So can someone come up with a better design?

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  • Using multiple indexes with buffer objects in OpenTK

    - by Rushyo
    I've got multiple buffers in OpenGL holding data on position, normals and texcoords. I also have an equal number of buffers holding distinct index data for each of those buffers. I quite like this format (indvidual indexes for each buffer) utilised by COLLADA since it strikes me as optimally efficient at accessing each buffer. I've set up pointers to the relevant data arrays using VertexPointer, NormalPointer, etc however I have no way to assign pointers to the index buffers since DrawElements appear to only look at one ElementArrayBuffer. Can I utilise multiple indices some way or will I be better off using a different technique which can support this? I'd prefer to keep the distinct indices if at all possible.

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  • Interactive Fiction engine and Tech Support - has anyone done this? [on hold]

    - by Larry G. Wapnitsky
    I've always been a big fan of Interactive Fiction and have been wanting to try my hand at it for a while. I have a need to create a decision tree for my tech support group (L1-L3) and feel as though presenting a decision tree in the form of an IF game would be rather interesting and helpful. I plan on using Inform7, but am curious if anyone has done anything like this in the past. If so, can you present examples, links to examples, opinions? Thanks, Larry

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  • Best way to prevent UIPanGestureRecognizer from firing when moving sprites in cocos2d

    - by cjroebuck
    Im using UIPanGestureRecognizer in my cocos2d game to do drag and drop of sprites. I have a row of sprites and when I drag a sprite on top of another one, the sprite underneath it and any other sprites between should shift left or right out of the way to allow space to drop the currently selected sprite. This is working ok, however, if I am too quick at dragging the sprite around the screen, this triggers another round of the UIPanGestureRecognizer's callback method, and screws up the logic, as the sprites are in-between shifting. I need a way to freeze the callback from firing, whilst the other sprites are shifting, then once they have finished moving, re-enable the callback to fire. Whats the best way to do this?

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  • JPEG images not loading on PlayBook (Marmalade + iwgame)

    - by Vexille
    I'm using iwgame on a test project and I was trying to render different resolutions of JPG and PNG images. Everything works fine on the Marmalade Simulator, however once I deploy the game to our PlayBook and run it, only the PNG images are shown. I have declared the images in the MKB file and on a XML file iwgame's using to load the images. I've checked the deployments folder and all images are present in the intermediatefiles/native folder. We're currently using a BlackBerry only license, so we can only test this on the PlayBook, but we do intend to get a Community license and deploy to iOS and Android devices eventually (I'm not sure if this is a problem exclusive to the PlayBook). I really don't know if this is a Marmalade or a iwgame issue. I have a different test project without iwgame and it simply won't run with jpg images (I get the error: 'Could not find handler for extension "jpg"'). While searching for a sollution, I've seen people talking about using libjpg, but I've also found that Marmalade supposedly has integrated native jpeg support (and because of that iwgame has abandoned their jpeg loading support since v0.340), so I don't know what to think. I'm currently using the most recent versions of both Marmalade and iwgame, I believe: Marmalade 6.1.2 and iwgame 0.400. Also, please let me know if there's an easier or better way to do this, such as linking libjpg or something (I'm not exactly sure how to do this). I really would appreciate some help with this, there's a huge difference in size for the images we're planning to use, from a ~500kb jpg file to a ~3.5mb png file. Thanks, guys.

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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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  • 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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  • Euler angles to Cartesian Coordinates for use with gluLookAt

    - by notrodash
    I have searched all of the internet but just couldn't find the answer. I am using LibGDX and this is part of my code that loops over and over: public void render() { GL11 gl = Gdx.gl11; float centerX = (float)Math.cos(yaw) * (float)Math.cos(pitch); float centerY = (float)Math.sin(yaw) * (float)Math.cos(pitch); float centerZ = (float)Math.sin(pitch); System.out.println(centerX+" "+centerY+" "+centerZ+" ~ "+GDXRacing.camera.position.x+" "+GDXRacing.camera.position.y+" "+GDXRacing.camera.position.z); Gdx.glu.gluLookAt(gl, GDXRacing.camera.position.x, GDXRacing.camera.position.y, GDXRacing.camera.position.z, centerX, centerY, centerZ, 0, 1, 0); if(Gdx.input.isKeyPressed(Keys.A)) { yaw--; } if(Gdx.input.isKeyPressed(Keys.D)) { yaw++; } } I might just be bad at the math, but I dont get it. Does someone have a good explanation and an idea about how to deal with this? I am trying to make a first person camera. By the way, the camera is translated by +10 on the Z axis. Currently when I run the application, this is what I get: Watch video in browser | Download video (for those who cant download the video, everything shakes in a clockwise/anticlockwise action, depending on if I increase or decrease the Yaw value) -Thank you. [edit] and with this code: public void render() { GL11 gl = Gdx.gl11; float centerX = (float)(MathUtils.cosDeg(yaw)*4); float centerY = 0; float centerZ = (float)(MathUtils.sinDeg(yaw)*4); System.out.println(centerX+" "+centerY+" "+centerZ+" ~ "+GDXRacing.camera.position.x+" "+GDXRacing.camera.position.y+" "+GDXRacing.camera.position.z); Gdx.glu.gluLookAt(gl, GDXRacing.camera.position.x, GDXRacing.camera.position.y, GDXRacing.camera.position.z, centerX, centerY, centerZ, 0, 1, 0); if(Gdx.input.isKeyPressed(Keys.A)) { yaw--; } if(Gdx.input.isKeyPressed(Keys.D)) { yaw++; } } it slowly swings from the left to the right. This approach worked for turning left and right for 2d games though. What am I doing wrong?

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  • Split vector vs matrix notation for transformation

    - by seahorse
    Some rendering engines like Ogre prefer to use a individual vector based notation for transformations like the following Split vector notation: Net Transformation is represented by Scale vector = sx, sy, sz Transformation vector = tx, ty, tz Rotation Quaternion Vector = w,x,y,z Matrix notation: There are other engines which simply use a net combined transformation matrix. What are the advantages of the first notation over the second? Also for animation interpolation does it work in the first notation that we interpolate across the individual components and use the interpolated parts to get the net transformation? Is this another advantage?

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  • OpenGL ES 2.0 texture distortion on large geometry

    - by Spruce
    OpenGL ES 2.0 has serious precision issues with texture sampling - I've seen topics with a similar problem, but I haven't seen a real solution to this "distorted OpenGL ES 2.0 texture" problem yet. This is not related to the texture's image format or OpenGL color buffers, it seems like it's a precision error. I don't know what specifically causes the precision to fail - it doesn't seem like it's just the size of geometry that causes this distortion, because simply scaling vertex position passed to the the vertex shader does not solve the issue. Here are some examples of the texture distortion: Distorted Texture (on OpenGL ES 2.0): http://i47.tinypic.com/3322h6d.png What the texture normally looks like (also on OpenGL ES 2.0): http://i49.tinypic.com/b4jc6c.png The texture issue is limited to small scale geometry on OpenGL ES 2.0, otherwise the texture sampling appears normal, but the grainy effect gradually worsens the further the vertex data is from the origin of XYZ(0,0,0) These texture issues do not occur on desktop OpenGL (works fine under Windows XP, Windows 7, and Mac OS X) I've only seen the problem occur on Android, iPhone, or WebGL(which is similar to OpenGL ES 2.0) All textures are power of 2 but the problem still occurs Scaling the vertex data - The values of a vertex's X Y Z location are in the range of: -65536 to +65536 floating point I realized this was large, so I tried dividing the vertex positions by 1024 to shrink the geometry and hopefully get more accurate floating point precision, but this didn't fix or lessen the texture distortion issue Scaling the modelview or scaling the projection matrix does not help Changing texture filtering options does not help Disabling mipmapping, or using GL_NEAREST/GL_LINEAR does nothing Enabling/disabling anisotropic does nothing The banding effect still occurs even when using GL_CLAMP Dividing the texture coords passed to the vertex shader and then multiplying them back to the correct values in the fragment shader, also does not work precision highp sampler2D, highp float, highp int - in the fragment or the vertex shader didn't change anything (lowp/mediump did not work either) I'm thinking this problem has to have been solved at one point - Seeing that OpenGL ES 2.0 -based games have been able to render large-scale, highly detailed geometry

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  • 3D Vector "End Point" Calculation for procedural Vector Graphics

    - by FrostFlame64
    Alright, So I need some help with some Vector Math. I've developing some game Engines that have Procedural Fractal Generation for Some Graphics, such as using Lindenmayer Systems for generating Trees and Plants. L-Systems, are drawn by using Turtle Graphics, which is a form of Vector graphics. I first created a system to draw in 2D Graphics, which works perfectly fine. But now I want to make a 3D equivalent, and I’ve run into an issue. For my 2D Version, I created a Method for quickly determining the “End Point” of a Vector-like movement. Given a starting point (X, Y), a direction (between 0 and 360 degrees), and a distance, the end point is calculated by these formulas: newX = startX + distance * Sin((PI * direction) / 180) newY = startY + distance * Cos((PI * direction) / 180) Now I need something Similarly Equivalent for performing this Calculation in 3D, But I haven’t been able to Google anything that could show me how to do this. I'm flexible enough to get whatever required information is needed for this method calculation, in any reasonable form (Vector3, Quaternion, ect). To summarize: Given a starting point/vector position in 3D space (X, Y, Z), a Direction in 3D space (Vector3, Quaternion, ect), and a Distance, I need to find the “End Point” in 3D Space. Thank you for your time and help.

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  • How to convert from wav or mp3 to raw PCM [on hold]

    - by Komyg
    I am developing a game using Cocos2d-X and Marmalade SDK, and I am looking for any recommendations of programs that can convert audio files in mp3 or wav format to raw PCM 16 format. The problem is that I am using the SimpleAudioEngine class to play sounds in my game and in Marmalade it only supports files that are encoded as raw PCM 16. Unfortunately I've been having a very hard time finding a program that can do this type of conversion, so I am looking for a recommendation.

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  • Game engines and monetization of indie games

    - by Extrakun
    Does the game engine you use affect monetization of indie games? Of course, targeting difficult platforms is one of the issues. Besides that, how would the game engine used impact monetization of games, assuming cases where the developers is going through a portal and handling the online distribution themselves? As an example, if I make a game in DarkBASIC, will it be harder to sell it than one made with Popcaps Framework or ClanLib etc.?

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