Search Results

Search found 35343 results on 1414 pages for 'development tools'.

Page 435/1414 | < Previous Page | 431 432 433 434 435 436 437 438 439 440 441 442  | Next Page >

  • How can I run the pixel shader effect?

    - by Yashwinder
    Stated below is the code for my pixel shader which I am rendering after the vertex shader. I have set the wordViewProjection matrix in my program but I don't know to set the progress variable i.e in my pixel shader file which will make the image displayed by the help of a quad to give out transition effect. Here is the code for my pixel shader program::: As my pixel shader is giving a static effect and now I want to use it to give some effect. So for this I have to add a progress variable in my pixel shader and initialize to the Constant table function i.e constantTable.SetValue(D3DDevice,"progress",progress ); I am having the problem in using this function for progress in my program. Anybody know how to set this variable in my program. And my new pixel shader code is float progress : register(C0); sampler2D implicitInput : register(s0); sampler2D oldInput : register(s1); struct VS_OUTPUT { float4 Position : POSITION; float4 Color : COLOR0; float2 UV : TEXCOORD 0; }; float4 Blinds(float2 uv) { if(frac(uv.y * 5) < progress) { return tex2D(implicitInput, uv); } else { return tex2D(oldInput, uv); } } // Pixel Shader { return Blinds(input.UV); }

    Read the article

  • Win32 strange exception

    - by Christian Frantz
    When creating 2500 objects, I get a strange windows exception. It says the operation copmleted successfully at my constructor line. The program doesn't run or anything. I'm assuming it has something to do with memory. Each object has 32 indices and 8 vertices, so that 640,000 bytes or whatever vertices and indices are stored as. Any idea on how to fix this? Creating 25 objects works fine\ System.ComponentModel.Win32Exception was unhandled Message=The operation completed successfully Source=System.Drawing ErrorCode=-2147467259 NativeErrorCode=0 StackTrace: at System.Drawing.Icon.Initialize(Int32 width, Int32 height) at System.Drawing.Icon..ctor(Type type, String resource) at Microsoft.Xna.Framework.WindowsGameWindow.GetDefaultIcon() at Microsoft.Xna.Framework.WindowsGameWindow..ctor() at Microsoft.Xna.Framework.WindowsGameHost..ctor(Game game) at Microsoft.Xna.Framework.Game.EnsureHost() at Microsoft.Xna.Framework.Game..ctor() at Cube_Chaser.Cube..ctor(GraphicsDevice graphicsDevice, Vector3 Position, Color Color) in C:\Users\daj\Desktop\Cube Chaser after removal of cubedrawable - Copy\Cube Chaser\Cube Chaser\Cube.cs:line 31 at Cube_Chaser.Cube.CreateMap() in C:\Users\user\Desktop\Cube Chaser after removal of cubedrawable - Copy\Cube Chaser\Cube Chaser\Cube.cs:line 247 at Cube_Chaser.Game1.LoadContent() in C:\Users\daj\Desktop\Cube Chaser after removal of cubedrawable - Copy\Cube Chaser\Cube Chaser\Game1.cs:line 86 at Microsoft.Xna.Framework.Game.Initialize() at Cube_Chaser.Game1.Initialize() in C:\Users\daj\Desktop\Cube Chaser after removal of cubedrawable - Copy\Cube Chaser\Cube Chaser\Game1.cs:line 77 at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun) at Microsoft.Xna.Framework.Game.Run() at Cube_Chaser.Program.Main(String[] args) in C:\Users\user\Desktop\Cube Chaser after removal of cubedrawable - Copy\Cube Chaser\Cube Chaser\Program.cs:line 15 InnerException:

    Read the article

  • Making a full-screen animation on Android? Should I use OPENGL?

    - by Roger Travis
    Say I need to make several full-screen animation that would consist of about 500+ frames each, similar to the TalkingTom app ( https://play.google.com/store/apps/details?id=com.outfit7.talkingtom2free ). Animation should be playing at a reasonable speed - supposedly not less, then 20fps - and pictures should be of a reasonable quality, not overly compressed. What method do you think should I use? So far I tried: storing each frame as a compressed JPEG before animation starts, loading each frame into a byteArray as the animation plays, decode corresponding byteArray into a bitmap and draw it on a surface view. Problem - speed is too low, usually about 5-10 FPS. I have thought of two other options. turning all animations into one movie file... but I guess there might be problems with starting, pausing and seeking to the exactly right frame... what do you think? another option I thought about was using OPENGL ( while I never worked with it before ), to play animation frame by frame. What do you think, would opengl be able to handle it? Thanks!

    Read the article

  • 'Unblock' / 'Yellow Out' game questions

    - by pimvdb
    I would very much like to build a game that is known as 'Unblock' or 'Yellow Out'. It is a puzzle game in which the task is to move a car out of a parking space by moving other cars in certain directions. These are links where the game can be played: Yellow Out Unblock My questions concerning this game are: Is this game actually licensed? I see it's available under two names (perhaps even more). Does this mean the game idea can be used freely? Is there an article about it? I have not been able to find it on Wikipedia. I would like to gather some information about the game so as to understand more details of it. Is there some database with puzzles available? I can just check the puzzles of existing games, but that's a pain because I have to finish a level to get on to the following one. I was wondering whether there is a general list of puzzles somewhere. Thanks!

    Read the article

  • Improving performance of a particle system (OpenGL ES)

    - by Jason
    I'm in the process of implementing a simple particle system for a 2D mobile game (using OpenGL ES 2.0). It's working, but it's pretty slow. I start getting frame rate battering after about 400 particles, which I think is pretty low. Here's a summary of my approach: I start with point sprites (GL_POINTS) rendered in a batch just using a native float buffer (I'm in Java-land on Android, so that translates as a java.nio.FloatBuffer). On GL context init, the following are set: GLES20.glViewport(0, 0, width, height); GLES20.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); GLES20.glEnable(GLES20.GL_CULL_FACE); GLES20.glDisable(GLES20.GL_DEPTH_TEST); Each draw frame sets the following: GLES20.glEnable(GLES20.GL_BLEND); GLES20.glBlendFunc(GLES20.GL_ONE, GLES20.GL_ONE_MINUS_SRC_ALPHA); And I bind a single texture: GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureHandle); GLES20.glUniform1i(mUniformTextureHandle, 0); Which is just a simple circle with some blur (and hence some transparency) http://cl.ly/image/0K2V2p2L1H2x Then there are a bunch of glVertexAttribPointer calls: mBuffer.position(position); mGlEs20.glVertexAttribPointer(mAttributeRGBHandle, valsPerRGB, GLES20.GL_FLOAT, false, stride, mBuffer); ...4 more of these Then I'm drawing: GLES20.glUniformMatrix4fv(mUniformProjectionMatrixHandle, 1, false, Camera.mProjectionMatrix, 0); GLES20.glDrawArrays(GLES20.GL_POINTS, 0, drawCalls); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0); My vertex shader does have some computation in it, but given that they're point sprites (with only 2 coordinate values) I'm not sure this is the problem: #ifdef GL_ES // Set the default precision to low. precision lowp float; #endif uniform mat4 u_ProjectionMatrix; attribute vec4 a_Position; attribute float a_PointSize; attribute vec3 a_RGB; attribute float a_Alpha; attribute float a_Burn; varying vec4 v_Color; void main() { vec3 v_FGC = a_RGB * a_Alpha; v_Color = vec4(v_FGC.x, v_FGC.y, v_FGC.z, a_Alpha * (1.0 - a_Burn)); gl_PointSize = a_PointSize; gl_Position = u_ProjectionMatrix * a_Position; } My fragment shader couldn't really be simpler: #ifdef GL_ES // Set the default precision to low. precision lowp float; #endif uniform sampler2D u_Texture; varying vec4 v_Color; void main() { gl_FragColor = texture2D(u_Texture, gl_PointCoord) * v_Color; } That's about it. I had read that transparent pixels in point sprites can cause issues, but surely not at only 400 points? I'm running on a fairly new device (12 month old Galaxy Nexus). My question is less about my approach (although I'm open to suggestion) but more about whether there are any specific OpenGL "no no's" that have leaked into my code. I'm sure there's GL master out there facepalming right now... I'd love to hear any critique.

    Read the article

  • Box2D Static-Dynamic body joint eliminates collisions

    - by andrewz
    I have a static body A, and a dynamic body B, and a dynamic body C. A is filtered to not collide with anything, B and C collide with each other. I wish to create a joint between B and A. When I create a joint (ex. revolute), B no longer collides with C - C passes through it as if it does not exist. What am I doing wrong? How can adding a joint prevent a body from colliding with another body it used to? EDIT: I want to join B with A, and have B collide with C, but not A collide with C. In realistic terms, I'm trying to create a revolute joint between a wheel (B) and a wall (A), and have a box (C) hit the wheel and the wheel would then rotate. EDIT: I create a the simplest revolute joint I can with these parameters (C++): b2RevoluteJointDef def; def.Initialize(A, B, B -> GetWorldCenter()); world -> CreateJoint(&def);

    Read the article

  • Modular Open MMO RPG

    - by Chris Valentine
    Has there been an MMORPG type attempt at some kind of open universe where you could host a server on your own if you wish and it would merely be added to the collective of possible places to travel within the MMO? Two types come to mind, a DnD Neverwinter Nights type place or something like EVE online. Where there is a "universe" and each hosted space is a planet or solar system or galaxy and players can travel between them using the same characters/ships/portal system and each new server is than just a new adventure or place to go. I would also assume there were dedicated/replicated servers that housed the characters/inventory themselves so that the environment was decentralized and always expandable. Not sure thats clear but has there been any such attempts or WIP? thanks

    Read the article

  • Algorithm for querying linearly through a non-linear list of questions

    - by JoshLeaves
    For a multiplayers trivia game, I need to supply my users with a new quizz in a desired subject (Science, Maths, Litt. and such) at the start of every game. I've generated about 5K quizzes for each subject and filled my database with them. So my 'Quizzes' database looks like this: |ID |Subject |Question +-----+------------+---------------------------------- | 23 |Science | What's water? | 42 |Maths | What's 2+2? | 99 |Litt. | Who wrote "Pride and Prejudice"? | 123 |Litt. | Who wrote "On The Road"? | 146 |Maths | What's 2*2? | 599 |Science | You know what's cool? |1042 |Maths | What's the Fibonacci Sequence? |1056 |Maths | What's 42? And so on... (Much more detailed/complex but I'll keep the exemple simple) As you can see, due to technical constraints (MongoDB), my IDs are not linear but I can use them as an increasing suite. So far, my algorithm to ensure two users get a new quizz when they play together is the following: // Take the last played quizzes by P1 and P2 var q_one = player_one.getLastPlayedQuizz('Maths'); var q_two = player_two.getLastPlayedQuizz('Maths'); // If both of them never played in the subject, return first quizz in the list if ((q_one == NULL) && (q_two == NULL)) return QuizzDB.findOne({subject: 'Maths'}); // If one of them never played, play the next quizz for the other player // This quizz is found by asking for the first quizz in the desired subject where // the ID is greater than the last played quizz's ID (if the last played quizz ID // is 42, this will return 146 following the above example database) if (q_one == NULL) return QuizzDB.findOne({subject: 'Maths', ID > q_two}); if (q_two == NULL) return QuizzDB.findOne({subject: 'Maths', ID > q_one}); // And if both of them have a lastPlayedQuizz, we return the next quizz for the // player whose lastPlayedQuizz got the higher ID if (q_one > q_two) return QuizzDB.findOne({subject: 'Maths', ID > q_one}); else return QuizzDB.findOne({subject: 'Maths', ID > q_two}); Now here comes the real problem: Once I get to the end of my database (let's say, P1's last played quizz in 'Maths' is 1056, P2's is 146 and P3 is 1042), following my algorithm, P1's ID is the highest so I ask for the next question in 'Maths' where ID is superior to 1056. There is nothing, so I roll back to the beginning of my quizz list (with a random skipper to avoid having the first question always show up). P1 and P2's last played will then be 42 and they will start fresh from the beginning of the list. However, if P1 (42) plays against P3 (1042), the resulting ID will be 1056...which P1 already played two games ago. Basically, players who just "rolled back" to the beginning of the list will be brought back to the end of the list by players who still haven't rolled back. The rollback WILL happen in the end, but it'll take time and there'll be a "bottleneck" at the beginning and at the end. Thus my question: What would be the best algorith to avoid this bottleneck and ensure players don't get stuck endlessly on the same quizzes? Also bear in mind that I've got some technical constraints: I can't get a random question in a subject (ie: no "QuizzDB.findOne({subject: 'Maths'}).skip(random());"). It's cool to skip on one to twenty records, but the MongoDB documentation warns against skipping too many documents. I would like to avoid building an array of every quizz played by each player and find the next non-played in the database with a $nin. Thanks for your help

    Read the article

  • iOS Game Center - Quit turn-based games for previous version of app

    - by rasmus
    I have a game on the iOS App Store that uses Game Center for turn-based multiplayer (GKTurnBasedMatch). I recently updated the app with a new game mode and I had to change the network protocol for that to happen. As a result I marked my new version as incompatible with the old one. That is, you cannot see the old games within the new app and you cannot initiate a game with someone with the old version of the app. This works as expected. However: The old games remain active after updating. There seems to be no way to quit them. What is worse is that they still count to the maximum number of games you can start. I have been contacted by players that can only start 1-3 games without hitting the roof. Have anyone experienced this before? Is there any way to quit the games? Thanks in advance

    Read the article

  • How do you create a .XNB Font file for use with CocosSharp?

    - by Chris Pietschmann
    I know the .XNB file format is an XNA thing and that CocosSharp inherits this from its MonoGame roots. However there doesn't seem to be any information on how to create your own .XNB fonts to use with CocosSharp. I've tried searching but can find any information. Could someone explain it here or point me to a tutorial on how to create .XNB font file for use with CocosSharp? A site to download already compiled .XNB Fonts would also be acceptable. Update: Another thing that makes this tricky is that I guess XNA Game Studio could be used, but it's not compatible with Windows 8.1; which is what I currently use for my dev machine...

    Read the article

  • Marketing iOS games (and other mobile platforms)

    - by MrDatabase
    I'd like to market my existing and/or upcoming mobile games. Specifically I want to have a "revenue sharing" agreement w/ the "marketing company"... i.e. I don't want to pay anything up front... and I'm will to give the marketing company a sizable chunk of the revenue (say up to 50%). Is a publisher the only entity that does this? Or do marketing companies exist that would be interested in this type of arrangement?

    Read the article

  • Procedural Generation of tile-based 2d World

    - by Matthias
    I am writing a 2d game that uses tile-based top-down graphics to build the world (i.e. the ground plane). Manually made this works fine. Now I want to generate the ground plane procedurally at run time. In other words: I want to place the tiles (their textures) randomised on the fly. Of course I cannot create an endless ground plane, so I need to restrict how far from the player character (on which the camera focuses on) I procedurally generate the ground floor. My approach would be like this: I have a 2d grid that stores all tiles of the floor at their correct x/y coordinates within the game world. When the players moves the character, therefore also the camera, I constantly check whether there are empty locations in my x/y map within a max. distance from the character, i.e. cells in my virtual grid that have no tile set. In such a case I place a new tile there. Therefore the player would always see the ground plane without gaps or empty spots. I guess that would work, but I am not sure whether that would be the best approach. Is there a better alternative, maybe even a best-practice for my case?

    Read the article

  • OpenGL - Stack overflow if I do, Stack underflow if I don't!

    - by Wayne Werner
    Hi, I'm in a multimedia class in college, and we're "learning" OpenGL as part of the class. I'm trying to figure out how the OpenGL camera vs. modelview works, and so I found this example. I'm trying to port the example to Python using the OpenGL bindings - it starts up OpenGL much faster, so for testing purposes it's a lot nicer - but I keep running into a stack overflow error with the glPushMatrix in this code: def cube(): for x in xrange(10): glPushMatrix() glTranslated(-positionx[x + 1] * 10, 0, -positionz[x + 1] * 10); #translate the cube glutSolidCube(2); #draw the cube glPopMatrix(); According to this reference, that happens when the matrix stack is full. So I thought, "well, if it's full, let me just pop the matrix off the top of the stack, and there will be room". I modified the code to: def cube(): glPopMatrix() for x in xrange(10): glPushMatrix() glTranslated(-positionx[x + 1] * 10, 0, -positionz[x + 1] * 10); #translate the cube glutSolidCube(2); #draw the cube glPopMatrix(); And now I get a buffer underflow error - which apparently happens when the stack has only one matrix. So am I just waaay off base in my understanding? Or is there some way to increase the matrix stack size? Also, if anyone has some good (online) references (examples, etc.) for understanding how the camera/model matrices work together, I would sincerely appreciate them! Thanks!

    Read the article

  • Deferred rendering with VSM - Scaling light depth loses moments

    - by user1423893
    I'm calculating my shadow term using a VSM method. This works correctly when using forward rendered lights but fails with deferred lights. // Shadow term (1 = no shadow) float shadow = 1; // [Light Space -> Shadow Map Space] // Transform the surface into light space and project // NB: Could be done in the vertex shader, but doing it here keeps the // "light shader" abstraction and doesn't limit the number of shadowed lights float4x4 LightViewProjection = mul(LightView, LightProjection); float4 surf_tex = mul(position, LightViewProjection); // Re-homogenize // 'w' component is not used in later calculations so no need to homogenize (it will equal '1' if homogenized) surf_tex.xyz /= surf_tex.w; // Rescale viewport to be [0,1] (texture coordinate system) float2 shadow_tex; shadow_tex.x = surf_tex.x * 0.5f + 0.5f; shadow_tex.y = -surf_tex.y * 0.5f + 0.5f; // Half texel offset //shadow_tex += (0.5 / 512); // Scaled distance to light (instead of 'surf_tex.z') float rescaled_dist_to_light = dist_to_light / LightAttenuation.y; //float rescaled_dist_to_light = surf_tex.z; // [Variance Shadow Map Depth Calculation] // No filtering float2 moments = tex2D(ShadowSampler, shadow_tex).xy; // Flip the moments values to bring them back to their original values moments.x = 1.0 - moments.x; moments.y = 1.0 - moments.y; // Compute variance float E_x2 = moments.y; float Ex_2 = moments.x * moments.x; float variance = E_x2 - Ex_2; variance = max(variance, Bias.y); // Surface is fully lit if the current pixel is before the light occluder (lit_factor == 1) // One-tailed inequality valid if float lit_factor = (rescaled_dist_to_light <= moments.x - Bias.x); // Compute probabilistic upper bound (mean distance) float m_d = moments.x - rescaled_dist_to_light; // Chebychev's inequality float p = variance / (variance + m_d * m_d); p = ReduceLightBleeding(p, Bias.z); // Adjust the light color based on the shadow attenuation shadow *= max(lit_factor, p); This is what I know for certain so far: The lighting is correct if I do not try and calculate the shadow term. (No shadows) The shadow term is correct when calculated using forward rendered lighting. (VSM works with forward rendered lights) With the current rescaled light distance (lightAttenuation.y is the far plane value): float rescaled_dist_to_light = dist_to_light / LightAttenuation.y; The light is correct and the shadow appears to be zoomed in and misses the blurring: When I do not rescale the light and use the homogenized 'surf_tex': float rescaled_dist_to_light = surf_tex.z; the shadows are blurred correctly but the lighting is incorrect and the cube model is no longer lit Why is scaling by the far plane value (LightAttenuation.y) zooming in too far? The only other factor involved is my world pixel position, which is calculated as follows: // [Position] float4 position; // [Screen Position] position.xy = input.PositionClone.xy; // Use 'x' and 'y' components already homogenized for uv coordinates above position.z = tex2D(DepthSampler, texCoord).r; // No need to homogenize 'z' component position.z = 1.0 - position.z; position.w = 1.0; // 1.0 = position.w / position.w // [World Position] position = mul(position, CameraViewProjectionInverse); // Re-homogenize position (xyz AND w, otherwise shadows will bend when camera is close) position.xyz /= position.w; position.w = 1.0; Using the inverse matrix of the camera's view x projection matrix does work for lighting but maybe it is incorrect for shadow calculation? EDIT: Light calculations for shadow including 'dist_to_light' // Work out the light position and direction in world space float3 light_position = float3(LightViewInverse._41, LightViewInverse._42, LightViewInverse._43); // Direction might need to be negated float3 light_direction = float3(-LightViewInverse._31, -LightViewInverse._32, -LightViewInverse._33); // Unnormalized light vector float3 dir_to_light = light_position - position; // Direction from vertex float dist_to_light = length(dir_to_light); // Normalise 'toLight' vector for lighting calculations dir_to_light = normalize(dir_to_light); EDIT2: These are the calculations for the moments (depth) //============================================= //---[Vertex Shaders]-------------------------- //============================================= DepthVSOutput depth_VS( float4 Position : POSITION, uniform float4x4 shadow_view, uniform float4x4 shadow_view_projection) { DepthVSOutput output = (DepthVSOutput)0; // First transform position into world space float4 position_world = mul(Position, World); output.position_screen = mul(position_world, shadow_view_projection); output.light_vec = mul(position_world, shadow_view).xyz; return output; } //============================================= //---[Pixel Shaders]--------------------------- //============================================= DepthPSOutput depth_PS(DepthVSOutput input) { DepthPSOutput output = (DepthPSOutput)0; // Work out the depth of this fragment from the light, normalized to [0, 1] float2 depth; depth.x = length(input.light_vec) / FarPlane; depth.y = depth.x * depth.x; // Flip depth values to avoid floating point inaccuracies depth.x = 1.0f - depth.x; depth.y = 1.0f - depth.y; output.depth = depth.xyxy; return output; } EDIT 3: I have tried the folloiwng: float4 pp; pp.xy = input.PositionClone.xy; // Use 'x' and 'y' components already homogenized for uv coordinates above pp.z = tex2D(DepthSampler, texCoord).r; // No need to homogenize 'z' component pp.z = 1.0 - pp.z; pp.w = 1.0; // 1.0 = position.w / position.w // Determine the depth of the pixel with respect to the light float4x4 LightViewProjection = mul(LightView, LightProjection); float4x4 matViewToLightViewProj = mul(CameraViewProjectionInverse, LightViewProjection); float4 vPositionLightCS = mul(pp, matViewToLightViewProj); float fLightDepth = vPositionLightCS.z / vPositionLightCS.w; // Transform from light space to shadow map texture space. float2 vShadowTexCoord = 0.5 * vPositionLightCS.xy / vPositionLightCS.w + float2(0.5f, 0.5f); vShadowTexCoord.y = 1.0f - vShadowTexCoord.y; // Offset the coordinate by half a texel so we sample it correctly vShadowTexCoord += (0.5f / 512); //g_vShadowMapSize This suffers the same problem as the second picture. I have tried storing the depth based on the view x projection matrix: output.position_screen = mul(position_world, shadow_view_projection); //output.light_vec = mul(position_world, shadow_view); output.light_vec = output.position_screen; depth.x = input.light_vec.z / input.light_vec.w; This gives a shadow that has lots surface acne due to horrible floating point precision errors. Everything is lit correctly though. EDIT 4: Found an OpenGL based tutorial here I have followed it to the letter and it would seem that the uv coordinates for looking up the shadow map are incorrect. The source uses a scaled matrix to get the uv coordinates for the shadow map sampler /// <summary> /// The scale matrix is used to push the projected vertex into the 0.0 - 1.0 region. /// Similar in role to a * 0.5 + 0.5, where -1.0 < a < 1.0. /// <summary> const float4x4 ScaleMatrix = float4x4 ( 0.5, 0.0, 0.0, 0.0, 0.0, -0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.5, 0.5, 0.5, 1.0 ); I had to negate the 0.5 for the y scaling (M22) in order for it to work but the shadowing is still not correct. Is this really the correct way to scale? float2 shadow_tex; shadow_tex.x = surf_tex.x * 0.5f + 0.5f; shadow_tex.y = surf_tex.y * -0.5f + 0.5f; The depth calculations are exactly the same as the source code yet they still do not work, which makes me believe something about the uv calculation above is incorrect.

    Read the article

  • Correct way to drive Main Loop in Cocoa

    - by Kyle
    I'm writing a game that currently runs in both Windows and Mac OS X. My main game loop looks like this: while(running) { ProcessOSMessages(); // Using Peek/Translate message in Win32 // and nextEventMatchingMask in Cocoa GameUpdate(); GameRender(); } Thats obviously simplified a bit, but thats the gist of it. In Windows where I have full control over the application, it works great. Unfortunately Apple has their own way of doing things in Cocoa apps. When I first tried to implement my main loop in Cocoa, I couldn't figure out where to put it so I created my own NSApplication per this post. I threw my GameFrame() right in my run function and everything worked correctly. However, I don't feel like its the "right" way to do it. I would like to play nicely within Apple's ecosystem rather than trying to hack a solution that works. This article from apple describes the old way to do it, with an NSTimer, and the "new" way to do it using CVDisplayLink. I've hooked up the CVDisplayLink version, but it just feels....odd. I don't like the idea of my game being driven by the display rather than the other way around. Are my only two options to use a CVDisplayLink or overwrite my own NSApplication? Neither one of those solutions feels quite right.

    Read the article

  • Compiling Quake 3 in Snow Leopard

    - by Xap87
    First of all I have Xcode 4 installed in Mac OS X Snow Leopard 10.6.8. I have downloaded the Quake 3 source code 1.32b release but I can't open the Xcode project that is inside the /macosx folder since it is in the old .pbproj format and therefore it throws an "incompatible version" error. Has anyone been able to convert this to a Xcode format or is there any other way to compile the source code in Mac OS X Snow Leopard? Thanks

    Read the article

  • Triangle Line-Segment Intersection - detecting near misses

    - by Will
    A ray is a very poor approximation of a player! I think approximating a player with a sphere traveling a straight line each game tick will solve my problems of the player intersecting edges of scenery because their line segment missed it yet their own model is not infinitely thin... I have a 3D triangle and a line segment. I have the normal triangle-line-segment intersection code which I admit I have only a woolly grasp of. To model movement and compute collisions of the player I have to determine if a line passes within sphere-radius of a triangle. But I can find no convenient line near-miss intersection code! Here's the classic triangle intersection ### commented ### code with my starting assumptions: function triangle_ray_intersection(a,b,c,ray_origin,ray_dir,ray_radius) { // http://softsurfer.com/Archive/algorithm_0105/algorithm_0105.htm#intersect_RayTriangle%28%29 // get triangle edge vectors and plane normal var u = vec3_sub(b,a); var v = vec3_sub(c,a); var n = vec3_cross(u,v); if(n[0]==0 && n[1]==0 && n[2]==0) return null; // triangle is degenerate var w0 = vec3_sub(ray_origin,a); var j = vec3_dot(n,ray_dir); if(Math.abs(j) < 0.00000001) { //### if parallel, might still pass within ray_radius of it return null; // parallel, disjoint or on plane } var i = -vec3_dot(n,w0); // get intersect point of ray with triangle plane var k = i / j; if(k < 0.0) return null; // ray goes away from triangle //### as its a line segment, k > 1+ray_radius means no intersect var hit = vec3_add(ray_origin,vec3_scale(ray_dir,k)); // intersect point of ray and plane // is I inside T? //### here I'm a bit lost; this is presumably computing barycentric coordinates? var uu = vec3_dot(u,u); var uv = vec3_dot(u,v); var vv = vec3_dot(v,v); var w = vec3_sub(hit,a); var wu = vec3_dot(w,u); var wv = vec3_dot(w,v); var D = uv * uv - uu * vv; var s = (uv * wv - vv * wu) / D; //### therefore, compute if its within ray_radius scaled to the 0..1 of barycentric coordinates? if(s<0.0 || s>1.0) return null; // I is outside T var t = (uv * wu - uu * wv) / D; if(t<0.0 || (s+t)>1.0) return null; // I is outside T //### finally, if it passses a barycentric test it might still be too far //### to a point; must check that its distance from a corner is within ray_radius too if more than one barycentric coord is >1 //### so we have rounded corners... return [hit,n]; // I is in T } Given the distance between the point of plane intersection and each corner, I ought to be able to determine distance at world scale of how far beyond the edge - beyond 1.0 in barycentric coordinates for each axis - that point is... At this point my head explodes! Is this the right track? What's the actual code? UPDATE: you can earn 100 pts on SO if you answer this question there...! How can you determine if a line segment passes within some distance of a triangle?

    Read the article

  • Slot Machine Pay Out

    - by Kris.Mitchell
    I have done a lot of research into random number generators for slot machines, reel stop calculations and how to physically give the user a good chance on winning. What I can't figure out is how to properly insure that the machine is going to have a payout rating of (lets say) 95%. So, I have a reel set up wit 22 spaces on it. Filled with 16 different symbols. When I get my random number, mod divide it by 64 and get the remainder, I hop over to a loop up table to see how the virtual stop relates to the reel position. Now that I have how the reels are going to stop, do I make sure the payout ratio is correct? For every dollar they put in, how to I make sure the machine will pay out .95 cents? Thanks for the ideas. I am working in actionscript, if that helps with the language issues, but in general I am just looking for theory.

    Read the article

  • A* navigational mesh path finding

    - by theguywholikeslinux
    So I've been making this top down 2D java game in this framework called Greenfoot [1] and I've been working on the AI for the guys you are gonna fight. I want them to be able to move around the world realistically so I soon realized, amongst a couple of other things, I would need some kind of pathfinding. I have made two A* prototypes. One is grid based and then I made one that works with waypoints so now I need to work out a way to get from a 2d "map" of the obstacles/buildings to a graph of nodes that I can make a path from. The actual pathfinding seems fine, just my open and closed lists could use a more efficient data structure, but I'll get to that if and when I need to. I intend to use a navigational mesh for all the reasons out lined in this post on ai-blog.net [2]. However, the problem I have faced is that what A* thinks is the shortest path from the polygon centres/edges is not necessarily the shortest path if you travel through any part of the node. To get a better idea you can see the question I asked on stackoverflow [3]. I got a good answer concerning a visibility graph. I have since purchased the book (Computational Geometry: Algorithms and Applications [4]) and read further into the topic, however I am still in favour of a navigational mesh (See "Managing Complexity" [5] from Amit’s Notes about Path-Finding [6]). (As a side note, maybe I could possibly use Theta* to convert multiple waypoints into one straight line if the first and last are not obscured. Or each time I move back check to the waypoint before last to see if I can go straight from that to this) So basically what I want is a navigational mesh where once I have put it through a funnel algorithm (e.g. this one from Digesting Duck [7]) I will get the true shortest path, rather than get one that is the shortest path following node to node only, but not the actual shortest given that you can go through some polygons and skip nodes/edges. Oh and I also want to know how you suggest storing the information concerning the polygons. For the waypoint prototype example I made I just had each node as an object and stored a list of all the other nodes you could travel to from that node, I'm guessing that won't work with polygons? and how to I tell if a polygon is open/traversable or if it is a solid object? How do I store which nodes make up the polygon? Finally, for the record: I do want to programme this by myself from scratch even though there are already other solutions available and I don't intend to be (re) using this code in anything other than this game so it does not matter that it will inevitably be poor quality. http://greenfoot.org http://www.ai-blog.net/archives/000152.html http://stackoverflow.com/q/7585515/ http://www.cs.uu.nl/geobook/ http://theory.stanford.edu/~amitp/GameProgramming/MapRepresentations.html http://theory.stanford.edu/~amitp/GameProgramming/ http://digestingduck.blogspot.com/2010/03/simple-stupid-funnel-algorithm.html

    Read the article

  • Is there a standard way to store 3D meshes to easily communicate between libraries?

    - by awiebe
    In a 3D game lots of different systems need to know about geometry data, however the only way they seem to be able to agree to on in representing it by an array of triangles. Can anyone recommend a good geometry manipulation library that will allow me to easily integrate the drawing library(OpenGL), the physics engine(Bullet), Serialization(Several 3D file formats) and my own code(objective-c++). Focus on the a representation between the drawing library and the physics engine. Also if the library can triangulate a mesh definition that would be very helpful. My code can work around what exists already.

    Read the article

  • Shadow-mapping xna

    - by Kurt Ricci
    I've been trying to implement shadows in my game and I've been following quite a few tutorials online, mainly Riemers, but I'm always getting the same 2 errors when I'm drawing my models and setting the parameters from the effect file. The errors are: This method does not accept null for this parameter. Parameter name: value and Object reference not set to an instance of an object. So I've then downloaded a sample and just replaced my model with the one found in the sample and the same errors occur. I this find very strange as it works with his model. I'm wondering if the problem is with my models (I made them myself). Here's the code where the errors occur (they start to occur after the second foreach loop). Any help would be greatly appreciated, thanks.

    Read the article

  • Depth interpolation for z-buffer, with scanline

    - by Twodordan
    I have to write my own software 3d rasterizer, and so far I am able to project my 3d model made of triangles into 2d space: I rotate, translate and project my points to get a 2d space representation of each triangle. Then, I take the 3 triangle points and I implement the scanline algorithm (using linear interpolation) to find all points[x][y] along the edges(left and right) of the triangles, so that I can scan the triangle horizontally, row by row, and fill it with pixels. This works. Except I have to also implement z-buffering. This means that knowing the rotated&translated z coordinates of the 3 vertices of the triangle, I must interpolate the z coordinate for all other points I find with my scanline algorithm. The concept seems clear enough, I first find Za and Zb with these calculations: var Z_Slope = (bottom_point_z - top_point_z) / (bottom_point_y - top_point_y); var Za = top_point_z + ((current_point_y - top_point_y) * Z_Slope); Then for each Zp I do the same interpolation horizontally: var Z_Slope = (right_z - left_z) / (right_x - left_x); var Zp = left_z + ((current_point_x - left_x) * Z_Slope); And of course I add to the zBuffer, if current z is closer to the viewer than the previous value at that index. (my coordinate system is x: left - right; y: top - bottom; z: your face - computer screen;) The problem is, it goes haywire. The project is here and if you select the "Z-Buffered" radio button, you'll see the results... (note that the rest of the options before "Z-Buffered" use the Painter's algorithm to correctly order the triangles. I also use the painter's algorithm -only- to draw the wireframe in "Z-Buffered" mode for debugging purposes) PS: I've read here that you must turn the z's into their reciprocals (meaning z = 1/z) before you interpolate. I tried that, and it appears that there's no change. What am I missing? (could anyone clarify, precisely where you must turn z into 1/z and where to turn it back?)

    Read the article

  • Testing for Auto Save and Load Game

    - by David Dimalanta
    I'm trying to make a simple app that will test the save and load state. Is it a good idea to make an app that has an auto save and load game every time the newbies open the first app then continues it on the other day? I'm trying to make a simple app with a simple moving block sprite, starting at the center coordinate. Once I moved the sprite to the top by touch n' drag, I touch the back key to close the app. I expected that once I re-open the app and the block sprite is still at the top. But instead, it goes back to the center instead. Where can I find more ways to use the preferences or manipulating by telling the dispose method to dispose only specific wastes but not the important records (fastest time, last time where the sprite is located via coordinates, etc.). Is there really an easy way or it has no shortcuts but most effective way? I need help to expand more ideas. Thank you. Here are the following links that I'm trying to figure it out how to use them: http://www.youtube.com/watch?v=gER5GGQYzGc http://www.badlogicgames.com/wordpress/?p=1585 http://www.youtube.com/watch?v=t0PtLexfBCA&feature=relmfu Take note that these links above are codes. But I'm not looking answers for code but to look how to start or figure it out how to use them. Tell me if I'm wrong.

    Read the article

  • Isometric screen to 3D world coordinates efficiently

    - by Justin
    Been having a difficult time transforming 2D screen coordinates to 3D isometric space. This is the situation where I am working in 3D but I have an orthographic camera. Then my camera is positioned at (100, 200, 100), Where the xz plane is flat and y is up and down. I've been able to get a sort of working solution, but I feel like there must be a better way. Here's what I'm doing: With my camera at (0, 1, 0) I can translate my screen coordinates directly to 3D coordinates by doing: mouse2D.z = (( event.clientX / window.innerWidth ) * 2 - 1) * -(window.innerWidth /2); mouse2D.x = (( event.clientY / window.innerHeight) * 2 + 1) * -(window.innerHeight); mouse2D.y = 0; Everything okay so far. Now when I change my camera back to (100, 200, 100) my 3D space has been rotated 45 degrees around the y axis and then rotated about 54 degrees around a vector Q that runs along the xz plane at a 45 degree angle between the positive z axis and the negative x axis. So what I do to find the point is first rotate my point by 45 degrees using a matrix around the y axis. Now I'm close. So then I rotate my point around the vector Q. But my point is closer to the origin than it should be, since the Y value is not 0 anymore. What I want is that after the rotation my Y value is 0. So now I exchange my X and Z coordinates of my rotated vector with the X and Z coordinates of my non-rotated vector. So basically I have my old vector but it's y value is at an appropriate rotated amount. Now I use another matrix to rotate my point around the vector Q in the opposite direction, and I end up with the point where I clicked. Is there a better way? I feel like I must be missing something. Also my method isn't completely accurate. I feel like it's within 5-10 coordinates of where I click, maybe because of rounding from many calculations. Sorry for such a long question.

    Read the article

  • Screen space to world space

    - by user13414
    I am writing a 2D game where my game world has x axis running left to right, y axis running top to bottom, and z axis out of the screen: Whilst my game world is top-down, the game is rendered on a slight tilt: I'm working on projecting from world space to screen space, and vice-versa. I have the former working as follows: var viewport = new Viewport(0, 0, this.ScreenWidth, this.ScreenHeight); var screenPoint = viewport.Project(worldPoint.NegateY(), this.ProjectionMatrix, this.ViewMatrix, this.WorldMatrix); The NegateY() extension method does exactly what it sounds like, since XNA's y axis runs bottom to top instead of top to bottom. The screenshot above shows this all working. Basically, I have a bunch of points in 3D space that I then render in screen space. I can modify camera properties in real time and see it animate to the new position. Obviously my actual game will use sprites rather than points and the camera position will be fixed, but I'm just trying to get all the math in place before getting to that. Now, I am trying to convert back the other way. That is, given an x and y point in screen space above, determine the corresponding point in world space. So if I point the cursor at, say, the bottom-left of the green trapezoid, I want to get a world space reading of (0, 480). The z coordinate is irrelevant. Or, rather, the z coordinate will always be zero when mapping back to world space. Essentially, I want to implement this method signature: public Vector2 ScreenPointToWorld(Vector2 point) I've tried several things to get this working but am just having no luck. My latest thinking is that I need to call Viewport.Unproject twice with differing near/far z values, calculate the resultant Ray, normalize it, then calculate the intersection of the Ray with a Plane that basically represents ground-level of my world. However, I got stuck on the last step and wasn't sure whether I was over-complicating things. Can anyone point me in the right direction on how to achieve this?

    Read the article

< Previous Page | 431 432 433 434 435 436 437 438 439 440 441 442  | Next Page >