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  • How can I clear explosions in my function?

    - by hustlerinc
    Hi I have a function to place bombs, and a for loop that places explosions on the tiles where possible. My problem is that I can't remove the explosions after a while. I've tried everything I can come up with so now I turn here as a last resort. The function looks like this: function Bomb(){ var placebomb = false; if(placeBomb && player.bombs != 0){ map[player.Y][player.X].object = 2; var bombX = player.X; var bombY = player.Y; placeBomb = false; player.bombs--; setTimeout(explode, 3000); } function explode(){ var explodeNorth = true; var explodeEast = true; var explodeSouth = true; var explodeWest = true; map[bombY][bombX].explosion = 1; delete map[bombY][bombX].object; for(i=0;i<=player.bombRadius;i++){ if(explodeNorth && map[bombY-i][bombX]){ if(!map[bombY-i][bombX].wall){ if(!map[bombY-i][bombX].object){ map[bombY-i][bombX].explosion = 1; } else var explodeNorth = false; delete map[bombY-i][bombX].object; map[bombY-i][bombX].explosion = 1; } else var explodeNorth = false; } if(explodeEast && map[bombY][bombX+i]){ if(!map[bombY][bombX+i].wall){ if(!map[bombY][bombX+i].object){ map[bombY][bombX+i].explosion = 1; } else var explodeEast = false; delete map[bombY][bombX+i].object; map[bombY][bombX+i].explosion = 1; } else var explodeEast = false; } if(explodeSouth && map[bombY+i][bombX]){ if(!map[bombY+i][bombX].wall){ if(!map[bombY+i][bombX].object){ map[bombY+i][bombX].explosion = 1; } else var explodeSouth = false; delete map[bombY+i][bombX].object; map[bombY+i][bombX].explosion = 1; } else var explodeSouth = false; } if(explodeWest && map[bombY][bombX-i]){ if(!map[bombY][bombX-i].wall){ if(!map[bombY][bombX-i].object){ map[bombY][bombX-i].explosion = 1; } else var explodeWest = false; delete map[bombY][bombX-i].object; map[bombY][bombX-i].explosion = 1; } else var explodeWest = false; } } player.bombs++; } } If anyone can think of a good way to remove the explosion after a delay please help.

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  • Using Ogre with android [closed]

    - by Rich
    I am trying get Ogre 3d to work on android, I have managed to download and run the ogre sample browser but I am really struggling with trying to get a basic application working i have been trying for days now with no avail. Does anyone have any pointers on where to start with this? Thanks if anyone can help EDIT: Very sorry for my rubbish question! I am a bit new to this and I am just trying to seek some guidance. Ok so i followed the instructions on the Ogre wiki to build ogre for android and the sample browser here: http://www.ogre3d.org/tikiwiki/tiki-index.php?page=CMake+Quick+Start+Guide&tikiversion=Android so it is deffinately possible. The issue I am having is knowing what I need to do to get started with ogre e.g just a simple hello world style app where it might just show the ogre head, so tutorials might actually be good because I could not really find any simple ones as I am very new to 3D development. I just found that the sample browser was just massive and yes it has everything in it but it's very difficult to understand how it all works. What I am asking is basically some help, as I have been trying to pull out some parts of the sample browser to just create a view with a 3D model. Hope this is better?

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  • Numbers not adding up? (What am I not understanding here?) [closed]

    - by Milo
    I have the following output: Short version: The last numbers on the S= lines increase by H and SHOULD theoretically be linearly decreasing, ex: -285,-290,-295...but the fourth one jumps to -252. Yet, every other number is linearly increasing. Why is that and how could I fix that? To explain the numbers, it comes from slider value changed. I have a slider whose value is used to generate the float on the next line. Everything should be growing linearly here. This value is used to determine the size of a flow layout and it is also used in conjunction with a scrollbar. But basically I have a background for the flow layout and that number is the start location for rendering it. The numbers should linearly change to create a smooth transition but when that one jumps, it looks weird on screen and I dont understand why the numbers are jumping every X slider value changes. Mathematically what could be causing this? Here is the code for rendering the background and the function that is called when value changes: void LobbyTableManager::renderBG( GraphicsContext* g, agui::Rectangle& absRect, agui::Rectangle& childRect ) { float scale = 0.35f; int w = m_bgSprite->getWidth() * getTableScale() * scale; int h = m_bgSprite->getHeight() * getTableScale() * scale; int numX = ceil(absRect.getWidth() / (float)w) + 2; int numY = ceil(absRect.getHeight() / (float)h) + 2; int startY = childRect.getY(); int numAttempts = 0; while(startY + h < absRect.getY() && numAttempts < 1000) { startY += h; if(moo) { std::cout << startY << ","; } numAttempts++; } g->holdDrawing(); for(int i = 0; i < numX; ++i) { for(int j = 0; j < numY; ++j) { g->drawScaledSprite(m_bgSprite,0,0,m_bgSprite->getWidth(),m_bgSprite->getHeight(), absRect.getX() + (i * w) + (offsetX),absRect.getY() + (j * h) + startY,w,h,0); } } g->unholdDrawing(); g->setClippingRect(cx,cy,cw,ch); } void LobbyTableManager::setTableScale( float scale ) { scale += 0.3f; scale *= 2.0f; float scrollRel = m_vScroll->getRelativeValue(); setScale(scale); rescaleTables(); resizeFlow(); updateScrollBars(); float newVal = scrollRel * m_vScroll->getMaxValue(); m_vScroll->setValue(newVal); } void LobbyTableManager::valueChanged( agui::VScrollBar* source,int val ) { m_flow->setLocation(0,-val); } Any insight on mathematically why the anomaly might happen every Nth time would be helpful. I just dont understand why if every number linearly increates it jumps from -295 to -252! Thanks

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  • Best practices in managing character states

    - by TheBroodian
    While in development of a character, I feel like I'm digging myself deeper into a hole every time I add more functionality to him, creating more bugs and it seems like my code is tripping over itself all over the place. What are the best practices when managing character states for a character that has a large selection of abilities and actions that they can perform, without their abilities interrupting each other and creating a mess overall?

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  • How to store bitmaps in memory?

    - by Geotarget
    I'm working with general purpose image rendering, and high-performance image processing, and so I need to know how to store bitmaps in-memory. (24bpp/32bpp, compressed/raw, etc) I'm not working with 3D graphics or DirectX / OpenGL rendering and so I don't need to use graphics card compatible bitmap formats. My questions: What is the "usual" or "normal" way to store bitmaps in memory? (in C++ engines/projects?) How to store bitmaps for high-performance algorithms, such that read/write times are the fastest? (fixed array? with/without padding? 24-bpp or 32-bpp?) How to store bitmaps for applications handling a lot of bitmap data, to minimize memory usage? (JPEG? or a faster [de]compression algorithm?) Some possible methods: Use a fixed packed 24-bpp or 32-bpp int[] array and simply access pixels using pointer access, all pixels are allocated in one continuous memory chunk (could be 1-10 MB) Use a form of "sparse" data storage so each line of the bitmap is allocated separately, reusing more memory and requiring smaller contiguous memory segments Store bitmaps in its compressed form (PNG, JPG, GIF, etc) and unpack only when its needed, reducing the amount of memory used. Delete the unpacked data if its not used for 10 secs.

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  • Bridge made out of blocks at an angle

    - by Pozzuh
    I'm having a bit of trouble with the math behind my project. I want the player to be able to select 2 points (vectors). With these 2 points a floor should be created. When these points are parallel to the x-axis it's easy, just calculate the amount of blocks needed by a simple division, loop through that amount (in x and y) and keep increasing the coordinate by the size of that block. The trouble starts when the 2 vectors aren't parallel to an axis, for example at an angle of 45 degrees. How do I handle the math behind this? If I wasn't completely clear, I made this awesome drawing in paint to demonstrate what I want to achieve. The 2 red dots would be the player selected locations. (The blocks indeed aren't square.) http://i.imgur.com/pzhFMEs.png.

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  • How to pass one float as four unsigned chars to shader by glVertexPointAttrib?

    - by Kog
    For each vertex I use two floats as position and four unsigned bytes as color. I want to store all of them in one table, so I tried casting those four unsigned bytes to one float, but I am unable to do that correctly... All in all, my tests came to one point: GLfloat vertices[] = { 1.0f, 0.5f, 0, 1.0f, 0, 0 }; glEnableVertexAttribArray(0); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), vertices); // VER1 - draws red triangle // unsigned char colors[] = { 0xff, 0, 0, 0xff, 0xff, 0, 0, 0xff, 0xff, 0, 0, // 0xff }; // glEnableVertexAttribArray(1); // glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, 4 * sizeof(GLubyte), // colors); // VER2 - draws greenish triangle (not "pure" green) // float f = 255 << 24 | 255; //Hex:0xff0000ff // float colors2[] = { f, f, f }; // glEnableVertexAttribArray(1); // glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, 4 * sizeof(GLubyte), // colors2); // VER3 - draws red triangle int i = 255 << 24 | 255; //Hex:0xff0000ff int colors3[] = { i, i, i }; glEnableVertexAttribArray(1); glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, 4 * sizeof(GLubyte), colors3); glDrawArrays(GL_TRIANGLES, 0, 3); Above code is used to draw one simple red triangle. My question is - why do versions 1 and 3 work correctly, while version 2 draws some greenish triangle? Hex values are one I read by marking variable during debug. They are equal for version 2 and 3 - so what causes the difference?

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  • Confusion on HLSL Samplers. Can I Set Samplers Inside Functions?

    - by Kyle Connors
    I'm trying to create a system where I can instance a quad to the screen, however I've run into a problem. Like I said, I'm trying to instance the quad, so I'm trying to use the same geometry several times, and I'm trying to do it in one draw call. The issue is, I want some quads to use different textures, but I can't figure out how to get the data into a sampler so I can use it in the pixel shader. I figured that since we can simply pass in the 4 bytes of our IDirect3DTexture9* to set the global texture, I can do so when passing in my dynamic buffer. (Which also stores each objects world matrix and UV data) Now that I'm sending the data, I can't figure how to get it into the sampler, and I really want to assume that it's simply not possible. Is there any way I could achieve this?

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  • Comparison between a value with static type Array and a possibly unrelated type Class

    - by Kaoru
    I got this error: Comparison between a value with static type Array and a possibly unrelated type Class. After i modify the class to many classes (before that, everything is on 1 class (all of the functions)), but after i move everything to many classes (all the functions is not on 1 class), that error appear. How to solve this? I am using AS3 and as3isolib Library. Here is the code after i modify the function: if (Constant.dude.y < Constant._numY) { if (Constant.dude.sprites != marioBackClass) { Constant.dude.sprites = [marioBackClass]; Constant.dudeDir = "Up"; } } Here is the code before i change the function to many classes: if (dude.y < ._numY) { if (dude.sprites.toString() != marioBackClass.toString()) { dude.sprites = [marioBackClass]; dudeDir = "Up"; } }

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  • JBox2D applyLinearImpulse doesn't work

    - by Romeo
    So i have this line of code: if(input.isKeyDown(Input.KEY_W)&&canJump()) { body.applyLinearImpulse(new Vec2(0, 30), cam.screenToWorld(body.getPosition())); System.out.println("I can jump!"); } My problem is that the console display I can jump! but the body doesn't do that. Can you explain to me if i do something wrong? Some more code. This function creates my 'hero' the one supposed to jump. private Body setDynamic(float width, float height, float x, float y) { PolygonShape shape = new PolygonShape(); shape.setAsBox(width/2, height/2); BodyDef bd = new BodyDef(); bd.allowSleep = true; bd.position = new Vec2(cam.screenToWorld(new Vec2(x + width / 2, y + height / 2))); bd.type = BodyType.DYNAMIC; bd.userData = new BodyInfo(width, height); Body body = world.createBody(bd); body.createFixture(shape, 10); return body; } And this is the main update loop: if(input.isKeyDown(Input.KEY_A)) { body.setLinearVelocity(new Vec2(-10*delta, body.getLinearVelocity().y)); } else if (input.isKeyDown(Input.KEY_D)) { body.setLinearVelocity(new Vec2(10*delta, body.getLinearVelocity().y)); } else { body.setLinearVelocity(new Vec2(0, body.getLinearVelocity().y)); } if(input.isKeyDown(Input.KEY_W)&&canJump()) { body.applyLinearImpulse(new Vec2(0, 30), body.getPosition()); System.out.println("I can jump!"); } world.step(delta * 0.001f, 10, 5); }

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  • Need to make animation whereby the character shatters into a bunch of pieces

    - by theprojectabot
    I would like to take a 3d character model, cut out a bunch of shapes (or a bunch of triangles in the shape of the pieces I want) and then have the pieces separate from each other at the beginning of the animation and fall apart with gravity so it looks like the model is falling apart in shattered pieces. Is there a way to run a script on a mesh, cut out these pieces, instantiate all of them as separate models and then run gravity on them during the simulation?

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  • Issues implementing arcball viewer

    - by Pris
    My scene has a simple cube, and a camera built with the lookAt function (I'm using OpenGL). The scene renders fine, and I'm sure I have my model/view/projection matrices set up correctly. Now I'm trying to implement arcball rotation for my camera, but I'm having some trouble. I've got it down to calculating the angle/axis rotation for a virtual sphere in normalized screen coordinates. That means when I move my mouse left to right, I get an angle around the Y axis... and moving my mouse up/down will get me an angle about X. I'm not sure where to go from here -- what do I need to do with my axis so I can apply the angle to simulate camera rotation about its viewpoint? If I try directly applying the axis/angle rotation the camera/view transform I get what you'd expect. The view is rotated about the world axes which the mouse moving over the virtual sphere on the screen corresponds to. So if I move the mouse up/down the view rotates about the world's X axis (what I get reminds me of a first-person view)... but this isn't what I want. I think I need the axis I get to be transformed so it passes through the camera viewpoint and is oriented correct in reference to the camera... but I don't know if that's right or how to do that.

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  • OpenGL + Allegro. Moving from software drawing X Y to openGL is confusing

    - by Aaron
    Having a fair bit of trouble. I'm used to Allegro and drawing sprites on a bitmap buffer at X Y coords. Now I've started a test project with OpenGL and its weird. Basically, as far as I know, theirs many ways to draw stuff in OpenGL. At the moment, I think I'm creating a Quad? Whatever that is, and I think Ive given it a texture of a bitmap and them im drawing that: GLuint gl_image; bitmap = load_bitmap("cat.bmp", NULL); gl_image = allegro_gl_make_texture_ex(AGL_TEXTURE_MASKED, bitmap, GL_RGBA); glBindTexture(GL_TEXTURE_2D, gl_image); glBegin(GL_QUADS); glColor4ub(255, 255, 255, 255); glTexCoord2f(0, 0); glVertex3f(-0.5, 0.5, 0); glTexCoord2f(1, 0); glVertex3f(0.5, 0.5, 0); glTexCoord2f(1, 1); glVertex3f(0.5, -0.5, 0); glTexCoord2f(0, 1); glVertex3f(-0.5, -0.5, 0); glEnd(); So yeah. So I got a few questions: Is this the best way of drawing a sprite? Is it suitable? The big question: Can anyone help / Does anyone know any tutorials on this weird coordinate thing? If it even is that. It's vastly different from XY, but I want to learn it. I was thinking maybe I could learn how this weird positioning stuff works, and then write a function to try and translate it to X and Y coords. Thats about it. I'm still trying to figure it all out on my own but any contributions you guys can make would be greatly appreciated =D Thanks!

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  • (SOLVED) Problems Rendering Text in OpenGL Using FreeType

    - by Sean M.
    I've been following both the FreeType2 tutorial and the WikiBooks tuorial, trying to combine things from them both in order to load and render fonts using the FreeType library. I used the font loading code from the FreeType2 tutorial and tried to implement the rendering code from the wikibooks tutorial (tried being the keyword as I'm still trying to learn model OpenGL, I'm using 3.2). Everything loads correctly and I have the shader program to render the text with working, but I can't get the text to render. I'm 99% sure that it has something to do with how I cam passing data to the shader, or how I set up the screen. These are the code segments that handle OpenGL initialization, as well as Font initialization and rendering: //Init glfw if (!glfwInit()) { fprintf(stderr, "GLFW Initialization has failed!\n"); exit(EXIT_FAILURE); } printf("GLFW Initialized.\n"); //Process the command line arguments processCmdArgs(argc, argv); //Create the window glfwWindowHint(GLFW_SAMPLES, g_aaSamples); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2); g_mainWindow = glfwCreateWindow(g_screenWidth, g_screenHeight, "Voxel Shipyard", g_fullScreen ? glfwGetPrimaryMonitor() : nullptr, nullptr); if (!g_mainWindow) { fprintf(stderr, "Could not create GLFW window!\n"); closeOGL(); exit(EXIT_FAILURE); } glfwMakeContextCurrent(g_mainWindow); printf("Window and OpenGL rendering context created.\n"); glClearColor(0.2f, 0.2f, 0.2f, 1.0f); //Are these necessary for Modern OpenGL (3.0+)? glViewport(0, 0, g_screenWidth, g_screenHeight); glOrtho(0, g_screenWidth, g_screenHeight, 0, -1, 1); //Init glew int err = glewInit(); if (err != GLEW_OK) { fprintf(stderr, "GLEW initialization failed!\n"); fprintf(stderr, "%s\n", glewGetErrorString(err)); closeOGL(); exit(EXIT_FAILURE); } printf("GLEW initialized.\n"); Here is the font file (it's slightly too big to post): CFont.h/CFont.cpp Here is the solution zipped up: [solution] (https://dl.dropboxusercontent.com/u/36062916/VoxelShipyard.zip), if anyone feels they need the entire solution. If anyone could take a look at the code, it would be greatly appreciated. Also if someone has a tutorial that is a little more user friendly, that would also be appreciated. Thanks.

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  • Strategy to prevent players from seeing through walls in an online FPS?

    - by geneotech
    Why do we still moan on wallhackers in multiplayer first-person shooters ? Isn't it possible to perform occlusion culling for all players server-side ? For example, send player xyz information to client only when the player is visible in client's frustum and not occluded by any object ? Even if the collision-geometry is very simplified, most of the time cheater won't receive tactical information. Why not do this ?

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  • DirectX 11 Constant Buffers vs Effect Framework

    - by Alex
    I'm having some trouble understanding the differences between using constant buffers or using the effect framework of DirectX11 for updating shader constants. From what I understand they both do exactly the same thing, although from reading the documentation it appears as if using effects is meant to be 'easier'. However they seem the same to me, one uses VSSetConstantBuffers and the other GetConstantBufferByName. Is there something I'm missing here?

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  • Sprite/Tile Sheets Vs Single Textures

    - by Reanimation
    I'm making a race circuit which is constructed using various textures. To provide some background, I'm writing it in C++ and creating quads with OpenGL to which I assign a loaded .raw texture too. Currently I use 23 500px x 500px textures of which are all loaded and freed individually. I have now combined them all into a single sprite/tile sheet making it 3000 x 2000 pixels seems the number of textures/tiles I'm using is increasing. Now I'm wondering if it's more efficient to load them individually or write extra code to extract a certain tile from the sheet? Is it better to load the sheet, then extract 23 tiles and store them from one sheet, or load the sheet each time and crop it to the correct tile? There seems to be a number of way to implement it... Thanks in advance.

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  • Finding diagonal objects of an object in 3d space

    - by samfisher
    Using Unity3d, I have a array which is having 8 GameObjects in grid and one object (which is already known) is in center like this where K is already known object. All objects are equidistant from their adjacent objects (even with the diagonal objects) which means (distance between 4 & K) == (distance between K & 3) = (distance between 2 & K) 1 2 3 4 K 5 6 7 8 I want to remove 1,3,6,8 from array (the diagonal objects). How can I check that at runtime? my problem is the order of objects {1-8} is not known so I need to check each object's position with K to see if it is a diagonal object or not. so what check should I put with the GameObjects (K and others) to verify if this object is in diagonal position Regards, Sam

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  • How can be data oriented programming applied for GUI system?

    - by Miro
    I've just learned basics of Data oriented programming design, but I'm not very familiar with that yet. I've also read Pitfalls of Object Oriented Programming GCAP 09. It seems that data oriented programming is much better idea for games, than OOP. I'm just creating my own GUI system and it's completely OOP. I'm thinking if is data oriented programming design applicable for structured things like GUI. The main problem I see is that every type widget has different data, so I can hardly group them into arrays. Also every type of widget renders differently so I still need to call virtual functions.

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  • Working out of a vertex array for destrucible objects

    - by bobobobo
    I have diamond-shaped polygonal bullets. There are lots of them on the screen. I did not want to create a vertex array for each, so I packed them into a single vertex array and they're all drawn at once. | bullet1.xyz | bullet1.rgb | bullet2.xyz | bullet2.rgb This is great for performance.. there is struct Bullet { vector<Vector3f*> verts ; // pointers into the vertex buffer } ; This works fine, the bullets can move and do collision detection, all while having their data in one place. Except when a bullet "dies" Then you have to clear a slot, and pack all the bullets towards the beginning of the array. Is this a good approach to handling lots of low poly objects? How else would you do it?

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  • Bubble shooter search alghoritm

    - by Fofole
    So I have a Matrix of NxM. At a given position (for ex. [2][5]) I have a value which represents a color. If there is nothing at that point the value is -1. What I need to do is after I add a new point, to check all his neighbours with the same color value and if there are more than 2, set them all to -1. If what I said doesn't make sense what I'm trying to do is an alghoritm which I use to destroy all the same color bubbles from my screen, where the bubbles are memorized in a matrix where -1 means no bubble and {0,1,2,...} represent that there is a bubble with a specific color. This is what I tried and failed: public class Testing { static private int[][] gameMatrix= {{3, 3, 4, 1, 1, 2, 2, 2, 0, 0}, {1, 4, 1, 4, 2, 2, 1, 3, 0, 0}, {2, 2, 4, 4, 3, 1, 2, 4, 0, 0}, {0, 1, 2, 3, 4, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, }; static int Rows=6; static int Cols=10; static int count; static boolean[][] visited=new boolean[15][15]; static int NOCOLOR = -1; static int color = 1; public static void dfs(int r, int c, int color, boolean set) { for(int dr = -1; dr <= 1; dr++) for(int dc = -1; dc <= 1; dc++) if(!(dr == 0 && dc == 0) && ok(r+dr, c+dc)) { int nr = r+dr; int nc = c+dc; // if it is the same color and we haven't visited this location before if(gameMatrix[nr][nc] == color && !visited[nr][nc]) { visited[nr][nc] = true; count++; dfs(nr, nc, color, set); if(set) { gameMatrix[nr][nc] = NOCOLOR; } } } } static boolean ok(int r, int c) { return r >= 0 && r < Rows && c >= 0 && c < Cols; } static void showMatrix(){ for(int i = 0; i < gameMatrix.length; i++) { System.out.print("["); for(int j = 0; j < gameMatrix[0].length; j++) { System.out.print(" " + gameMatrix[i][j]); } System.out.println(" ]"); } System.out.println(); } static void putValue(int value,int row,int col){ gameMatrix[row][col]=value; } public static void main(String[] args){ System.out.println("Initial Matrix:"); putValue(1, 4, 1); putValue(1, 5, 1); showMatrix(); for(int n = 0; n < 15; n++) for(int m = 0; m < 15; m++) visited[n][m] = false; //reset count count = 0; //dfs(bubbles.get(i).getRow(), bubbles.get(i).getCol(), color, false); // get the contiguous count dfs(5,1,color,false); //if there are more than 2 set the color to NOCOLOR for(int n = 0; n < 15; n++) for(int m = 0; m < 15; m++) visited[n][m] = false; if(count > 2) { //dfs(bubbles.get(i).getRow(), bubbles.get(i).getCol(), color, true); dfs(5,1,color,true); } System.out.println("Matrix after dfs:"); showMatrix(); } }

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  • How can I replicate the look and limitations of the Super NES?

    - by Mikalichov
    I am looking to produce graphics with the same limitations / look that in the Super Nes era. I am specifically looking for graphics similar to Chrono Trigger / FF6. It would be a lot easier to do if I had an idea of the resolution / dpi I am supposed to use. I found that the technical specs for the SNES are: Progressive: 256 × 224, 512 × 224, 256 × 239, 512 × 239 Interlaced: 512 × 448, 512 × 478 But even by using these resolutions, it is pointless if I set it at 72dpi, as I will still have possibly very detailed graphics (that is the main thing, I don't want detailed graphics, I want to go pixelated). I figured it might be related to the sprite size limit, i.e.: Sprites can be 8 × 8, 16 × 16, 32 × 32, or 64 × 64 pixels, each using one of eight 16-color palettes and tiles from one of two blocks of 256 in VRAM. Up to 32 sprites and 34 8 × 8 sprite tiles may appear on any one line. This would work for sprites (characters, objects), but what about maps? Are they built entirely from 8x8 tiles? And then, at what resolution is the end result displayed? It might seem like I am giving the question and answers at the same time, but all of these are suppositions I am making, so could someone confirm or correct them?

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  • Box 2D Collision Question

    - by Farooq Arshed
    I am very new to Box 2D Physics world. I wanted to know how to collide 2 bodies when one is Dynamic and other is Kinematic. The whole Scenario is explained below: I have 3 balls in total. I want to balls to remain in their places and the third ball to be able to move. When the third ball hits the other two balls then they should move according to the speed and direction from which they were hit. My gravity of the world is 0 because I only want z-axis gravity. I would also like some one to point me towards some good tutorials regarding Box 2D basics which is language independent. I hope I have explained my scenario well. Thanks for the help in advance.

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  • Set vertex position

    - by user1806687
    Can anyone tell me how to set the positions of model vertices? I want to be able to change the position of some of the vertices of a Model. Is there any way to make that happen? And make the changed visible at that moment. EDIT: Well, the thing is,I have a model, a cube, that is made up of four "thin" cubes(top,bottom,left side, right side), so I get this cube with "hole" in the middle. And I want to scale it on Y axis. If I do Scale(0,2,0) it will scale the whole object meaning, it will double the Y size of left and right side, but also double the size of the top and bottom cube, which I do not want. Same for X axis I want to double the size of top and bottom cubes but not the left and right one. Hope you can help

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  • Line Intersection from parametric equation

    - by Sidar
    I'm sure this question has been asked before. However, I'm trying to connect the dots by translating an equation on paper into an actual function. I thought It would be interesting to ask here instead on the Math sites (since it's going to be used for games anyway ). Let's say we have our vector equation : x = s + Lr; where x is the resulting vector, s our starting point/vector. L our parameter and r our direction vector. The ( not sure it's called like this, please correct me ) normal equation is : x.n = c; If we substitute our vector equation we get: (s+Lr).n = c. We now need to isolate L which results in L = (c - s.n) / (r.n); L needs to be 0 < L < 1. Meaning it needs to be between 0 and 1. My question: I want to know what L is so if I were to substitute L for both vector equation (or two lines) they should give me the same intersection coordinates. That is if they intersect. But I can't wrap my head around on how to use this for two lines and find the parameter that fits the intersection point. Could someone with a simple example show how I could translate this to a function/method?

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