Search Results

Search found 25952 results on 1039 pages for 'development lifecycle'.

Page 434/1039 | < Previous Page | 430 431 432 433 434 435 436 437 438 439 440 441  | Next Page >

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

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

    Read the article

  • How do I draw anti-aliased holes in a bitmap

    - by gyozo kudor
    I have an artillery game (hobby-learning project) and when the projectile hits it leaves a hole in the ground. I want this hole to have antialiased edges. I'm using System.Drawing for this. I've tried with clipping paths, and drawing with a transparent color using gfx.CompositingMode = CompositingMode.SourceCopy, but it gives me the same result. If I draw a circle with a solid color it works fine, but I need a hole, a circle with 0 alpha values. I have enabled these but they work only with solid colors: gfx.CompositingQuality = CompositingQuality.HighQuality; gfx.InterpolationMode = InterpolationMode.HighQualityBicubic; gfx.SmoothingMode = SmoothingMode.AntiAlias; In the two pictures consider black as being transparent. This is what I have (zoomed in): And what I need is something like this (made with photoshop): This will be just a visual effect, in code for collision detection I still treat everything with alpha 128 as solid. Edit: I'm usink OpenTK for this game. But for this question I think it doesn't really matter probably it is gdi+ related.

    Read the article

  • Game Code Design for Rendering

    - by kuroutadori
    I first created a game on the iPhone and I'm now porting it to Android. I wrote most of the code in C++, but when it came to porting it wasn't so easy. The Android way is to have two threads, one for rendering and one for updating. This due to some devices blocking when updating the hardware. My problem is that I am coming from the iPhone. When I transition, say from the Menu to the Game, I would stop the Animation (Rendering) and load up the next Manager (the Menu has a Manager and so has the Game). I could implement the same thing on Android, but I have noticed on game ports like Quake, don't do this - as far as I can tell. I have learnt that I cannot just dynamically add another Renderer class the the tree because I will probably get a dequeuing buffer error - which I believe to be a problem with the OpenGL ES side. So how is it done?

    Read the article

  • Frames per Second and Updates per Second [on hold]

    - by matt murray
    So this is more a general resources question, as I am seeking knowledge on how best to conserve resources in a game (I am writing in Java, and please this is not a thread on what language I should write it in, I have already chosen Java) so that the updates and frames per second could be the highest they could be. In general I am just searching for any articles you may have, any personal experience, anything what so ever that could be of use to a pretty new Java game developer on the subject! Thanks in advance!

    Read the article

  • Getting the number of fragments which passed the depth test

    - by Etan
    In "modern" environments, the "NV Occlusion Query" extension provides a method to get the number of fragments which passed the depth test. However, on the iPad / iPhone using OpenGL ES, the extension is not available. What is the most performant approach to implement a similar behaviour in the fragment shader? Some of my ideas: Render the object completely in white, then count all the colors together using a two-pass shader where first a vertical line is rendered and for each fragment the shader computes the sum over the whole row. Then, a single vertex is rendered whose fragment sums all the partial sums of the first pass. Doesn't seem to be very efficient. Render the object completely in white over a black background. Downsample recursively, abusing the hardware linear interpolation between textures until being at a reasonably small resolution. This leads to fragments which have a greyscale level depending on the number of white pixels where in their corresponding region. Is this even accurate enough? Use mipmaps and simply read the pixel on the 1x1 level. Again the question of accuracy and if it is even possible using non-power-of-two textures. The problem wit these approaches is, that the pipeline gets stalled which results in major performance issues. Therefore, I'm looking for a more performant way to accomplish my goal. Using the EXT_OCCLUSION_QUERY_BOOLEAN extension Apple introduced EXT_OCCLUSION_QUERY_BOOLEAN in iOS 5.0 for iPad 2. "4.1.6 Occlusion Queries Occlusion queries use query objects to track the number of fragments or samples that pass the depth test. An occlusion query can be started and finished by calling BeginQueryEXT and EndQueryEXT, respectively, with a target of ANY_SAMPLES_PASSED_EXT or ANY_SAMPLES_PASSED_CONSERVATIVE_EXT. When an occlusion query is started with the target ANY_SAMPLES_PASSED_EXT, the samples-boolean state maintained by the GL is set to FALSE. While that occlusion query is active, the samples-boolean state is set to TRUE if any fragment or sample passes the depth test. When the occlusion query finishes, the samples-boolean state of FALSE or TRUE is written to the corresponding query object as the query result value, and the query result for that object is marked as available. If the target of the query is ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, an implementation may choose to use a less precise version of the test which can additionally set the samples-boolean state to TRUE in some other implementation dependent cases." The first sentence hints on a behavior which is exactly what I'm looking for: getting the number of pixels which passed the depth test in an asynchronous manner without much performance loss. However, the rest of the document describes only how to get boolean results. Is it possible to exploit this extension to get the pixel count? Does the hardware support it so that there may be hidden API to get access to the pixel count? Other extensions which could be exploitable would be debugging features like the number of times the fragment shader was invoked (PSInvocations in DirectX - not sure if something simila is available in OpenGL ES). However, this would also result in a pipeline stall.

    Read the article

  • Ray Tracing concers: Efficient Data Structure and Photon Mapping

    - by Grieverheart
    I'm trying to build a simple ray tracer for specific target scenes. An example of such scene can be seen below. I'm concerned as to what accelerating data structure would be most efficient in this case since all objects are touching but on the other hand, the scene is uniform. The objects in my ray tracer are stored as a collection of triangles, thus I also have access to individual triangles. Also, when trying to find the bounding box of the scene, how should infinite planes be handled? Should one instead use the viewing frustum to calculate the bounding box? A few other questions I have are about photon mapping. I've read the original paper by Jensen and many more material. In the compact data structure for the photon they introduce, they store photon power as 4 chars, which from my understanding is 3 chars for color and 1 for flux. But I don't understand how 1 char is enough to store a flux of the order of 1/n, where n is the number of photons (I'm also a bit confused about flux vs power). The other question about photon mapping is, if it would be more efficient in my case to store photons per object (or even per Object's triangle) instead of using a balanced kd-tree. Also, same question about bounding box of the scene but for photon mapping. How should one find a bounding box from the pov of the light when infinite planes are involved?

    Read the article

  • How to have operations with character/items in binary with concrete operations?

    - by Piperoman
    I have the next problem. A item can have a lot of states: NORMAL = 0000000 DRY = 0000001 HOT = 0000010 BURNING = 0000100 WET = 0001000 COLD = 0010000 FROZEN = 0100000 POISONED= 1000000 A item can have some states at same time but not all of them Is impossible to be dry and wet at same time. If you COLD a WET item, it turns into FROZEN. If you HOT a WET item, it turns into NORMAL A item can be BURNING and POISON Etc. I have tried to set binary flags to states, and use AND to combine different states, checking before if it is possible or not to do it, or change to another status. Does there exist a concrete approach to solve this problem efficiently without having an interminable switch that checks every state with every new state? It is relatively easy to check 2 different states, but if there exists a third state it is not trivial to do.

    Read the article

  • Develop 3d game for iphone & android in single code

    - by lajpat
    I have to make a 3d game on the lines of this app 3D Chess I want to make this app for both android & iphone by writing a single code. Of course little native code will be required to be done. I want to ensure that entire logic & animation code is written only once. What software does one suggest to achieve this since I am not a tight schedule. I came across Corona but I am not sure if such game can be made using it. Others I found Unity & Shiva. I am not experience in 3D game so please if someone can help Thanks Lajpat

    Read the article

  • Map and fill texture using PBO (OpenGL 3.3)

    - by NtscCobalt
    I'm learning OpenGL 3.3 trying to do the following (as it is done in D3D)... Create Texture of Width, Height, Pixel Format Map texture memory Loop write pixels Unmap texture memory Set Texture Render Right now though it renders as if the entire texture is black. I can't find a reliable source for information on how to do this though. Almost every tutorial I've found just uses glTexSubImage2D and passes a pointer to memory. Here is basically what my code does... (In this case it is generating an 1-byte Alpha Only texture but it is rendering it as the red channel for debugging) GLuint pixelBufferID; glGenBuffers(1, &pixelBufferID); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pixelBufferID); glBufferData(GL_PIXEL_UNPACK_BUFFER, 512 * 512 * 1, nullptr, GL_STREAM_DRAW); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); GLuint textureID; glGenTextures(1, &textureID); glBindTexture(GL_TEXTURE_2D, textureID); glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, 512, 512, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr); glBindTexture(GL_TEXTURE_2D, 0); glBindTexture(GL_TEXTURE_2D, textureID); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pixelBufferID); void *Memory = glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_WRITE_ONLY); // Memory copied here, I know this is valid because it is the same loop as in my working D3D version glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); And then here is the render loop. // This chunk left in for completeness glUseProgram(glProgramId); glBindVertexArray(glVertexArrayId); glBindBuffer(GL_ARRAY_BUFFER, glVertexBufferId); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 20, 0); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 20, 12); GLuint transformLocationID = glGetUniformLocation(3, 'transform'); glUniformMatrix4fv(transformLocationID , 1, true, somematrix) // Not sure if this is all I need to do glBindTexture(GL_TEXTURE_2D, pTex->glTextureId); GLuint textureLocationID = glGetUniformLocation(glProgramId, "texture"); glUniform1i(textureLocationID, 0); glDrawArrays(GL_TRIANGLES, Offset*3, Triangles*3); Vertex Shader #version 330 core in vec3 Position; in vec2 TexCoords; out vec2 TexOut; uniform mat4 transform; void main() { TexOut = TexCoords; gl_Position = vec4(Position, 1.0) * transform; } Pixel Shader #version 330 core uniform sampler2D texture; in vec2 TexCoords; out vec4 fragColor; void main() { // Output color fragColor.r = texture2D(texture, TexCoords).r; fragColor.g = 0.0f; fragColor.b = 0.0f; fragColor.a = 1.0; }

    Read the article

  • 3D Model not translating correctly (visually)

    - by ChocoMan
    In my first image, my model displays correctly: But when I move the model's position along the Z-axis (forward) I get this, yet the Y-axis doesnt change. An if I keep going, the model disappears into the ground: Any suggestions as to how I can get the model to translate properly visually? Here is how Im calling the model and the terrain in draw(): cameraPosition = new Vector3(camX, camY, camZ); // Copy any parent transforms. Matrix[] transforms = new Matrix[mShockwave.Bones.Count]; mShockwave.CopyAbsoluteBoneTransformsTo(transforms); Matrix[] ttransforms = new Matrix[terrain.Bones.Count]; terrain.CopyAbsoluteBoneTransformsTo(ttransforms); // Draw the model. A model can have multiple meshes, so loop. foreach (ModelMesh mesh in mShockwave.Meshes) { // This is where the mesh orientation is set, as well // as our camera and projection. foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.PreferPerPixelLighting = true; effect.World = transforms[mesh.ParentBone.Index] * Matrix.CreateRotationY(modelRotation) * Matrix.CreateTranslation(modelPosition); // Looking at the model (picture shouldnt change other than rotation) effect.View = Matrix.CreateLookAt(cameraPosition, modelPosition, Vector3.Up); effect.Projection = Matrix.CreatePerspectiveFieldOfView( MathHelper.ToRadians(45.0f), aspectRatio, 1.0f, 10000.0f); effect.TextureEnabled = true; } // Draw the mesh, using the effects set above. prepare3d(); mesh.Draw(); } //Terrain test foreach (ModelMesh meshT in terrain.Meshes) { foreach (BasicEffect effect in meshT.Effects) { effect.EnableDefaultLighting(); effect.PreferPerPixelLighting = true; effect.World = ttransforms[meshT.ParentBone.Index] * Matrix.CreateRotationY(0) * Matrix.CreateTranslation(terrainPosition); // Looking at the model (picture shouldnt change other than rotation) effect.View = Matrix.CreateLookAt(cameraPosition, terrainPosition, Vector3.Up); effect.Projection = Matrix.CreatePerspectiveFieldOfView( MathHelper.ToRadians(45.0f), aspectRatio, 1.0f, 10000.0f); effect.TextureEnabled = true; } // Draw the mesh, using the effects set above. prepare3d(); meshT.Draw(); DrawText(); } base.Draw(gameTime); } Im suspecting that there may be something wrong with how I'm handling my camera. The model rotates fine on its Y-axis.

    Read the article

  • Alternatives to NSMutableArray for storing 2D grid - iOS Cocos2d

    - by SundayMonday
    I'm creating a grid-based iOS game using Cocos2d. Currently the grid is stored in an NSMutableArray that contains other NSMutableArrays (the latter are rows in the grid). This works ok and performance so far is pretty good. However the syntax feels bulky and the indexing isn't very elegant (using CGPoints, would prefer integer indices). I'm looking for an alternative. What are some alternatives data structures for 2D arrays in this situation? In my game it's very common to add and remove rows from the bottom of the grid. So the grid might start off 10x10, grow to 17x10, shrink to 8x10 and then finally end with 2x10. Note the column count is constant. I've consider using a vector<vector<Object*>>. Also I'm vaguely aware of some type of "fast array" or similar offered by Cocos2d. I'd just like to learn about best practices from other developers!

    Read the article

  • Scrolling a WriteableBitmap

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

    Read the article

  • Unreal 3 Editor (Unreal Tournament 3) Why does the X Y Z translations now rotate along with my static meshes?

    - by Gareth Jones
    So I was making a map for UT3, using the Unreal 3 Editor provided, and all was going well. However I was doing some work with InterpActors and Vehicle Spawners, when I must have hit a key by mistake (or other wise somehow changed something) by mistake. Now the X Y Z translations that are used to move objects around in the editor will rotate along with the object (Ive put images down below to help show what I mean) - This is very annoying because it also changes the direction the arrow keys move a rotated object, in the example below, the Down arrow key will now move the object to the right. How can I fix this? (Note both images are taken from the same viewpoint) Before Rotation: After Rotation: P.S. If someone could please provide me with the correct / better name for the X Y Z "things" it would be much appreciated, thanks!

    Read the article

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

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

    Read the article

  • how to add water effect to an image

    - by brainydexter
    This is what I am trying to achieve: A given image would occupy say 3/4th height of the screen. The remaining 1/4th area would be a reflection of it with some waves (water effect) on it. I'm not sure how to do this. But here's my approach: render the given texture to another texture called mirror texture (maybe FBOs can help me?) invert mirror texture (scale it by -1 along Y) render mirror texture at height = 3/4 of the screen add some sense of noise to it OR using pixel shader and time, put pixel.z = sin(time) to make it wavy (Tech: C++/OpenGL/glsl) Is my approach correct ? Is there a better way to do this ? Also, can someone please recommend me if using FrameBuffer Objects would be the right thing here ? Thanks

    Read the article

  • Mandelbrot set not displaying properly

    - by brainydexter
    I am trying to render mandelbrot set using glsl. I'm not sure why its not rendering the correct shape. Does the mandelbrot calculation require values to be within a range for the (x,y) [ or (real, imag) ] ? Here is a screenshot: I render a quad as follows: float w2 = 6; float h2 = 5; glBegin(GL_QUADS); glVertex3f(-w2, h2, 0.0); glVertex3f(-w2, -h2, 0.0); glVertex3f(w2, -h2, 0.0); glVertex3f(w2, h2, 0.0); glEnd(); My vertex shader: varying vec3 Position; void main(void) { Position = gl_Vertex.xyz; gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } My fragment shader (where all the meat is): uniform float MAXITERATIONS; varying vec3 Position; void main (void) { float zoom = 1.0; float centerX = 0.0; float centerY = 0.0; float real = Position.x * zoom + centerX; float imag = Position.y * zoom + centerY; float r2 = 0.0; float iter; for(iter = 0.0; iter < MAXITERATIONS && r2 < 4.0; ++iter) { float tempreal = real; real = (tempreal * tempreal) + (imag * imag); imag = 2.0 * real * imag; r2 = (real * real) + (imag * imag); } vec3 color; if(r2 < 4.0) color = vec3(1.0); else color = vec3( iter / MAXITERATIONS ); gl_FragColor = vec4(color, 1.0); }

    Read the article

  • Using MVC with a retained mode renderer

    - by David Gouveia
    I am using a retained mode renderer similar to the display lists in Flash. In other words, I have a scene graph data structure called the Stage to which I add the graphical primitives I would like to see rendered, such as images, animations, text. For simplicity I'll refer to them as Sprites. Now I'm implementing an architecture which is becoming very similar to MVC, but I feel that that instead of having to create View classes, that the sprites already behave pretty much like Views (except for not being explicitly connected to the Model). And since the Model is only changed through the Controller, I could simply update the view together with the Model in the controller, as in the example below: Example 1 class Controller { Model model; Sprite view; void TeleportTo(Vector2 position) { model.Position = view.Position = position; } } The alternative, I think, would be to create View classes that wrap the sprites, make the model observable, and make the view react to changes on the model. This seems like a lot of extra work and boilerplate code, and I'm not seeing the benefits if I'm just going to have one view per controller. Example 2 class Controller { Model model; View view; void TeleportTo(Vector2 position) { model.Position = position; } } class View { Model model; Sprite sprite; View() { model.PropertyChanged += UpdateView; } void UpdateView() { sprite.Position = model.Position; } } So, how is MVC or more specifically, the View, usually implemented when using a retained-mode renderer? And is there any reason why I shouldn't stick with example 1?

    Read the article

  • How would I balance a multiplayer competitive game

    - by Simon
    I'm looking at my first foray into developing a game, and would love to know whether you guys have any thoughts on game balancing on limited multiplayer games. The game I have in mind involves a neutral player that has to achieve a goal, with two supporting "deity" players who are one of 'good' and 'evil' - One of the deity players would try to help the player achieve their goal, while the other would try to thwart them. Any thoughts or pointers on how I can ensure the deities are balanced? If you want me to expand, I will, just didn't want to give away too much of the game play before I finish it.

    Read the article

  • Running multiple box2D world objects on a server

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

    Read the article

  • Correct order of tasks in each frame for a Physics simulation

    - by Johny
    I'm playing a bit around with 2D physics. I created now some physic blocks which should collide with each other. This works fine "mostly" but sometimes one of the blocks does not react to a collision and i think that's because of my order of tasks done in each frame. At the moment it looks something like this: function GameFrame(){ foreach physicObject do AddVelocityToPosition(); DoCollisionStuff(); // Only for this object not to forget! AddGravitationToVelocity(); end RedrawScene(); } Is this the correct order of tasks in each frame?

    Read the article

  • How to make players be creative in a game, if the game cannot evaluate it?

    - by Mensonge
    I am working on a prototype game with several funny/visual effects that the player can trigger. The player can be quite creative in the way to use or combine these effects but it seems impossible to make detect/evaluate this creativity by the computer. So, from a game design perspective, I wonder what could be the features to drive the players to be creative (experiment various combinations). For the moment i think about "Draw something" where the result is evaluated by other players. I think about levels designed by "Little Big Planet" players but this aspect is out of the core game. I think also about "Minecraft" but I do not understand really how this game encourages the people to be creative (except of the open world). Please tell me if you have any ideas, articles or references that could help me coping with this problem.

    Read the article

  • In-Game Encyclopedias

    - by SHiNKiROU
    There are some games where there is an in-game encyclopedia where you can know many things about characters and settings of the game. For example, the Codex in Mass Effect. I want to know if it is exclusive to Bioware, and get inspired about other encyclopedia systems. What are some other examples of in-game encyclopedias? How effective is it? I also want some examples where the in-game encyclopedia is not effective at all or an ignored feature

    Read the article

  • (libgdx) Button doesn't work

    - by StercoreCode
    At the game I choose StopScreen. At this screen displays button. But if I click it - it doesn't work. What I expect - when I press button it must restart game. At this stage must display at least a message that the button is pressed. I tried to create new and clear project. Main class implement ApplicationListener. I put the same code in the appropriate methods. And it's works! But if i create this button in my game - it doesn't work. When i play and go to the StopScreen, i saw button. But if i click, or touch, nothing happens. I think that the proplem at the InputListener, although i set the stage as InputProcessor. Gdx.input.setInputProcessor(stage); I also try to addListener for Button as ClickListener. But it gave no results. Or it maybe problem that i implements Screen method - not ApplicationListener or Game. But if StopScreen implement ApplicationListener, at the mainGame I can't to setScreen. Just interests question: why button displays but nothing happens to it? Here is the code of StopScreen if it helps find my mistake: public class StopScreen implements Screen{ private OrthographicCamera camera; private SpriteBatch batch; public Stage stage; //** stage holds the Button **// private BitmapFont font; //** same as that used in Tut 7 **// private TextureAtlas buttonsAtlas; //** image of buttons **// private Skin buttonSkin; //** images are used as skins of the button **// public TextButton button; //** the button - the only actor in program **// public StopScreen(CurrusGame currusGame) { camera = new OrthographicCamera(); camera.setToOrtho(false, 800, 480); batch = new SpriteBatch(); buttonsAtlas = new TextureAtlas("button.pack"); //** button atlas image **// buttonSkin = new Skin(); buttonSkin.addRegions(buttonsAtlas); //** skins for on and off **// font = AssetLoader.font; //** font **// stage = new Stage(); stage.clear(); Gdx.input.setInputProcessor(stage); TextButton.TextButtonStyle style = new TextButton.TextButtonStyle(); style.up = buttonSkin.getDrawable("ButtonOff"); style.down = buttonSkin.getDrawable("ButtonOn"); style.font = font; button = new TextButton("PRESS ME", style); //** Button text and style **// button.setPosition(100, 100); //** Button location **// button.setHeight(100); //** Button Height **// button.setWidth(100); //** Button Width **// button.addListener(new InputListener() { public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) { Gdx.app.log("my app", "Pressed"); return true; } public void touchUp(InputEvent event, float x, float y, int pointer, int button) { Gdx.app.log("my app", "Released"); } }); stage.addActor(button); } @Override public void render(float delta) { Gdx.gl.glClearColor(0, 1, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); stage.act(); batch.setProjectionMatrix(camera.combined); batch.begin(); stage.draw(); batch.end(); }

    Read the article

  • SFML - Moving a sprite on mouseclick

    - by Mike
    I want to be able to move a sprite from a current location to another based upon where the user clicks in the window. This is the code that I have: #include <SFML/Graphics.hpp> int main() { // Create the main window sf::RenderWindow App(sf::VideoMode(800, 600), "SFML window"); // Load a sprite to display sf::Texture Image; if (!Image.LoadFromFile("cb.bmp")) return EXIT_FAILURE; sf::Sprite Sprite(Image); // Define the spead of the sprite float spriteSpeed = 200.f; // Start the game loop while (App.IsOpened()) { if (sf::Keyboard::IsKeyPressed(sf::Keyboard::Escape)) App.Close(); if (sf::Mouse::IsButtonPressed(sf::Mouse::Right)) { Sprite.SetPosition(sf::Mouse::GetPosition(App).x, sf::Mouse::GetPosition(App).y); } // Clear screen App.Clear(); // Draw the sprite App.Draw(Sprite); // Update the window App.Display(); } return EXIT_SUCCESS; } But instead of just setting the position I want to use Sprite.Move() and gradually move the sprite from one position to another. The question is how? Later I plan on adding a node system into each map so I can use Dijkstra's algorithm, but I'll still need this for moving between nodes.

    Read the article

  • Get Specific depth values in Kinect (XNA)

    - by N0xus
    I'm currently trying to make a hand / finger tracking with a kinect in XNA. For this, I need to be able to specify the depth range I want my program to render. I've looked about, and I cannot see how this is done. As far as I can tell, kinect's depth values only work with pre-set ranged found in the depthStream. What I would like to do is make it modular so that I can change the depth range my kinect renders. I know this has been down before but I can't find anything online that can show me how to do this. Could someone please help me out? I have made it possible to render the standard depth view with the kinect, and the method that I have made for converting the depth frame is as follows (I've a feeling its something in here I need to set) private byte[] ConvertDepthFrame(short[] depthFrame, DepthImageStream depthStream, int depthFrame32Length) { int tooNearDepth = depthStream.TooNearDepth; int tooFarDepth = depthStream.TooFarDepth; int unknownDepth = depthStream.UnknownDepth; byte[] depthFrame32 = new byte[depthFrame32Length]; for (int i16 = 0, i32 = 0; i16 < depthFrame.Length && i32 < depthFrame32.Length; i16++, i32 += 4) { int player = depthFrame[i16] & DepthImageFrame.PlayerIndexBitmask; int realDepth = depthFrame[i16] >> DepthImageFrame.PlayerIndexBitmaskWidth; // transform 13-bit depth information into an 8-bit intensity appropriate // for display (we disregard information in most significant bit) byte intensity = (byte)(~(realDepth >> 8)); if (player == 0 && realDepth == 00) { // white depthFrame32[i32 + RedIndex] = 255; depthFrame32[i32 + GreenIndex] = 255; depthFrame32[i32 + BlueIndex] = 255; } // omitted other if statements. Simple changed the color of the pixels if they went out of the pre=set depth values else { // tint the intensity by dividing by per-player values depthFrame32[i32 + RedIndex] = (byte)(intensity >> IntensityShiftByPlayerR[player]); depthFrame32[i32 + GreenIndex] = (byte)(intensity >> IntensityShiftByPlayerG[player]); depthFrame32[i32 + BlueIndex] = (byte)(intensity >> IntensityShiftByPlayerB[player]); } } return depthFrame32; } I have a strong hunch it's something I need to change in the int player and int realDepth values, but i can't be sure.

    Read the article

< Previous Page | 430 431 432 433 434 435 436 437 438 439 440 441  | Next Page >