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  • How AlphaBlend Blendstate works in XNA 4 when accumulighting light into a RenderTarget?

    - by cubrman
    I am using a Deferred Rendering engine from Catalin Zima's tutorial: His lighting shader returns the color of the light in the rgb channels and the specular component in the alpha channel. Here is how light gets accumulated: Game.GraphicsDevice.SetRenderTarget(LightRT); Game.GraphicsDevice.Clear(Color.Transparent); Game.GraphicsDevice.BlendState = BlendState.AlphaBlend; // Continuously draw 3d spheres with lighting pixel shader. ... Game.GraphicsDevice.BlendState = BlendState.Opaque; MSDN states that AlphaBlend field of the BlendState class uses the next formula for alphablending: (source × Blend.SourceAlpha) + (destination × Blend.InvSourceAlpha), where "source" is the color of the pixel returned by the shader and "destination" is the color of the pixel in the rendertarget. My question is why do my colors are accumulated correctly in the Light rendertarget even when the new pixels' alphas equal zero? As a quick sanity check I ran the following code in the light's pixel shader: float specularLight = 0; float4 light4 = attenuation * lightIntensity * float4(diffuseLight.rgb,specularLight); if (light4.a == 0) light4 = 0; return light4; This prevents lighting from getting accumulated and, subsequently, drawn on the screen. But when I do the following: float specularLight = 0; float4 light4 = attenuation * lightIntensity * float4(diffuseLight.rgb,specularLight); return light4; The light is accumulated and drawn exactly where it needs to be. What am I missing? According to the formula above: (source x 0) + (destination x 1) should equal destination, so the "LightRT" rendertarget must not change when I draw light spheres into it! It feels like the GPU is using the Additive blend instead: (source × Blend.One) + (destination × Blend.One)

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  • Novice prototyping a massive multiplayer webpage based gaming system

    - by Sean Hendlin
    I'm trying to build a website based game in which various pages of the site act as different areas of the game. I am wondering what you would recommended as a design structure. Which languages would be best if building what will hopefully becomes a massive system able to scale to massive amounts of users. I am wondering if and how various elements from differing languages could be meshed to interact with each other. For example could I use html5, javascript, and PHP? What about asp.net how might that factor in? I'm a newbie programmer but I've been working on this idea for years and I want to build it to reality. Your comments and suggestions are appreciated. P.S.: The game is not all graphics and animation (though flash like appearance and some animation would be nice). What I am thinking of is essentially a heavily gamified system of forms. And LOTS of data in many different categories cross referencing each-other. I'm not sure how to go about structuring the collection of data. Also while I know javascript can be used to process some functions, I'm wondering what sort of base system I would need to handle the server side processing of what I am expecting to be some pretty significant algorithm processing. That is to say I expect to have many many many functions and I'm not sure how to mange this using javascript. I feel like they would be forgotten, mixed up, disorganizes as they essentially only exist where they are coded. I guess I need to learn something of libraries? OK, Thank you! Is enough from me for now.

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  • Libgdx ParallaxScrolling and TiledMaps

    - by kirchhoff
    I implemented ParallaxScrolling for my SideScroller project, everything is working but the tiled map (the most important part!). I've been trying out everything but it doesn't work (see the code below). I'm using ParallaxCamera from GdxTests, it's working perfectly for the background layers. I can't explain myself properly in english, so I recorded 2 videos: Before parallaxScrolling After parallaxScrolling As you can see, now the platforms appear in the middle of the Y-axis. I've got a Map class with 2 tiled maps, so I need two renderers too: private TiledMapRenderer renderer1; private TiledMapRenderer renderer2; public void update(GameCamera camera) { renderer1.setView(camera.calculateParallaxMatrix(1f, 0f), camera.position.x - camera.viewportWidth / 2, **camera.position.y - camera.viewportHeight/2**, camera.viewportWidth, camera.viewportHeight); renderer2.setView(camera.calculateParallaxMatrix(1f, 0f), camera.position.x - camera.viewportWidth / 2, **camera.position.y - camera.viewportHeight/2**, camera.viewportWidth, camera.viewportHeight); } In bold, the code I think I should change. I've tried changing parameters, even adding hardcoded values, etc, but one of two: 1. Nothing happens. 2. Platforms disappear. Here is some aditional code. The render method: world.update(delta); parallaxBackground.update(camera); clear(0.5f, 0.7f, 1.0f, 1); batch.setProjectionMatrix(camera.calculateParallaxMatrix(0, 0)); batch.disableBlending(); batch.begin(); batch.draw(background, -(int)background.getRegionWidth()/2, -(int)background.getRegionHeight()/2); batch.end(); batch.enableBlending(); parallaxBackground.draw(batch, camera); renderer.render(batch);

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  • How to properly add texture to multi-fixture/shape b2Body

    - by Blazej Wdowikowski
    Hello to everyone this is my first poste here I hope that will be not fail start. At start I must say I make part 1 in Ray's Tutorial "How To Make A Game Like Fruit Ninja With Box2D and Cocos2D". But I wonder what when I want make more complex body with texture? Simple just add n b2FixtureDef to the same body. OK but what about texture? If I will take code from that tutorial it only fill last fixture. Probably it does not takes every b2Vec2 point. I was right, it did not. So quick refactor and from that -(id)initWithTexture:(CCTexture2D*)texture body:(b2Body*)body original:(BOOL)original { // gather all the vertices from our Box2D shape b2Fixture *originalFixture = body->GetFixtureList(); b2PolygonShape *shape = (b2PolygonShape*)originalFixture->GetShape(); int vertexCount = shape->GetVertexCount(); NSMutableArray *points = [NSMutableArray arrayWithCapacity:vertexCount]; for(int i = 0; i < vertexCount; i++) { CGPoint p = ccp(shape->GetVertex(i).x * PTM_RATIO, shape->GetVertex(i).y * PTM_RATIO); [points addObject:[NSValue valueWithCGPoint:p]]; } if ((self = [super initWithPoints:points andTexture:texture])) { _body = body; _body->SetUserData(self); _original = original; // gets the center of the polygon _centroid = self.body->GetLocalCenter(); // assign an anchor point based on the center self.anchorPoint = ccp(_centroid.x * PTM_RATIO / texture.contentSize.width, _centroid.y * PTM_RATIO / texture.contentSize.height); } return self; } I came up with that -(id)initWithTexture:(CCTexture2D*)texture body:(b2Body*)body original:(BOOL)original { int vertexCount = 0; //gather total number of b2Vect2 points b2Fixture *currentFixture = body->GetFixtureList(); while (currentFixture) { //new b2PolygonShape *shape = (b2PolygonShape*)currentFixture->GetShape(); vertexCount += shape->GetVertexCount(); currentFixture = currentFixture->GetNext(); } NSMutableArray *points = [NSMutableArray arrayWithCapacity:vertexCount]; // gather all the vertices from our Box2D shape b2Fixture *originalFixture = body->GetFixtureList(); while (originalFixture) { //new NSLog((NSString*)@"-"); b2PolygonShape *shape = (b2PolygonShape*)originalFixture->GetShape(); int currentVertexCount = shape->GetVertexCount(); for(int i = 0; i < currentVertexCount; i++) { CGPoint p = ccp(shape->GetVertex(i).x * PTM_RATIO, shape->GetVertex(i).y * PTM_RATIO); [points addObject:[NSValue valueWithCGPoint:p]]; } originalFixture = originalFixture->GetNext(); } if ((self = [super initWithPoints:points andTexture:texture])) { _body = body; _body->SetUserData(self); _original = original; // gets the center of the polygon _centroid = self.body->GetLocalCenter(); // assign an anchor point based on the center self.anchorPoint = ccp(_centroid.x * PTM_RATIO / texture.contentSize.width,_centroid.y * PTM_RATIO / texture.contentSize.height); } return self; } I was working for simple two fixtures body like b2BodyDef bodyDef; bodyDef.type = b2_dynamicBody; bodyDef.position = position; bodyDef.angle = rotation; b2Body *body = world->CreateBody(&bodyDef); b2FixtureDef fixtureDef; fixtureDef.density = 1.0; fixtureDef.friction = 0.5; fixtureDef.restitution = 0.2; fixtureDef.filter.categoryBits = 0x0001; fixtureDef.filter.maskBits = 0x0001; b2Vec2 vertices[] = { b2Vec2(0.0/PTM_RATIO,50.0/PTM_RATIO), b2Vec2(0.0/PTM_RATIO,0.0/PTM_RATIO), b2Vec2(50.0/PTM_RATIO,30.1/PTM_RATIO), b2Vec2(60.0/PTM_RATIO,60.0/PTM_RATIO) }; b2PolygonShape shape; shape.Set(vertices, 4); fixtureDef.shape = &shape; body->CreateFixture(&fixtureDef); b2Vec2 vertices2[] = { b2Vec2(20.0/PTM_RATIO,50.0/PTM_RATIO), b2Vec2(20.0/PTM_RATIO,0.0/PTM_RATIO), b2Vec2(70.0/PTM_RATIO,30.1/PTM_RATIO), b2Vec2(80.0/PTM_RATIO,60.0/PTM_RATIO) }; shape.Set(vertices2, 4); fixtureDef.shape = &shape; body->CreateFixture(&fixtureDef); But if I try put secondary shape upper than first it starting wierd, texture goes crazy. For example not mention about more complex shapes. What's more if shapes have one common point texture will not render for them at all [For that I use Physics Edytor like in tutorial part1] BTW. I use PolygonSprite and in method createWithWorld... another shapes. Uff.. Question So my question is, why texture coords are in such a mess up? It's my modify method or just wrong approach? Maybe I should remove duplicated from points array?

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  • How can I cull non-visible isometric tiles?

    - by james
    I have a problem which I am struggling to solve. I have a large map of around 100x100 tiles which form an isometric map. The user is able to move the map around by dragging the mouse. I am trying to optimize my game only to draw the visible tiles. So far my code is like this. It appears to be ok in the x direction, but as soon as one tile goes completely above the top of the screen, the entire column disappears. I am not sure how to detect that all of the tiles in a particular column are outside the visible region. double maxTilesX = widthOfScreen/ halfTileWidth + 4; double maxTilesY = heightOfScreen/ halfTileHeight + 4; int rowStart = Math.max(0,( -xOffset / halfTileWidth)) ; int colStart = Math.max(0,( -yOffset / halfTileHeight)); rowEnd = (int) Math.min(mapSize, rowStart + maxTilesX); colEnd = (int) Math.min(mapSize, colStart + maxTilesY); EDIT - I think I have solved my problem, but perhaps not in a very efficient way. I have taken the center of the screen coordinates, determined which tile this corresponds to by converting the coordinates into cartesian format. I then update the entire box around the screen.

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  • View matrix question (rotate by 180 degrees)

    - by King Snail
    I am using a third party rendering API on top of OpenGL code and I cannot get my matrices correct. The API states this: We're right handed by default, and we treat y as up by convention. Since IwGx's coordinate system has (0,0) as the top left, you typically need a 180 degree rotation around Z in your view matrix. I think the viewer does this by default. In my OpenGL app I have access to the view and projection matrices separately. How can I convert them to fit the criteria used by my third party rendering API? I don't understand what they mean to rotate 180 degrees around Z, is that in the view matrix itself or something in the camera before making the view matrix. Any code would be helpful, thanks.

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  • How to keep balance / Unlock items / achievement rules

    - by Mark Knol
    I'm working on an engine for a game, too learn javascript and just because its fun. I'm a flashdeveloper, I know how to build websites. Now making games is a different challenge, javascript is a challenge, but I'd love to learn how to structure code and what patterns are common. I dont mind if the game ever finish, I'm mostly interested in the programming part of it. I dont have a particular endresult in mind, so I'll see where it takes me. I currently have a system where you can buy items. The items cost a specified amount of gold, silver, diamonds etc. When you have selected and bought the item, it takes time before getting rewarded. When time is over, you are getting rewarded with other properties (gold, energy, diamonds). For example, you can buy an apple for 50gold, It takes a minute, you get rewarded with 75energy. Or if you take a run, it cost 50energy, it takes 5minutes, reward is 25gold and 25silver. These definitions is what i call actions. Currently I already have a system where this already works and I can define as much actions with as much properties as I want. The definitions I have kinda looks like this: {id:101, category:544, onInit:{gold:-75}, onComplete:{energy:75}, time:2000, name:"Apple", locked: false} {id:102, category:544, onInit:{gold:-135}, onComplete:{energy:145}, time:2000, name:"Banana", locked: false} {id:106, category:302, onInit:{energy:-50, power: -25}, onComplete:{gold:100, diamonds:2}, time:10000, name:"Run", locked: false} {id:107, category:302, onInit:{energy:-70, silver: -55}, onComplete:{gold:100}, time:10000, name:"Dance", locked: false} {id:108, category:302, onInit:{energy:-230, power: -355}, onComplete:{gold:70, silver:70}, time:10000, name:"Fitness", locked: false} Now, I would love to add a system where I can lock/unlock the actions using achievement rules. Lets say, if you buy 10 apples, you unlock a new action, like bananas which cost more, and reward more. In the future I maybe want to restrict achievements and actions to levels. I am kinda stuck how to structure this. I have 2 questions: Which patterns are used to define achievements? How/where are they defined? Should it be part of the action, or should it be a separate controller? Is it a good idea to register all completed actions to it? I think I want multiple types of achievement rules, Id love to hear some ideas how to develop it. How do you create/find a good balance, so the user does not get stuck or can cheat by repeat a pattern of actions to get too much rewards. I know there is not a simple answer and i'm lacking of a good game-concept, but I wonder if anyone created such a game and how you dealed and played with it.

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  • How do you properly organize a commercial game?

    - by Reactorcore
    For the past months I've been studying programming and I've finally learned how to code, but one thing that is confusing me is how to properly organize the design of a game project - code wise. The game I'm building is a pretty standard commercial game. It has the basic components of a normal game: A world, characters and items interacting with each other and all of this is run by game manager. Basically you play as a hero in a world and do stuff. Fight, explore and interact. Think of your standard adventure game that starts off with an intro, goes to the menu system, then gets into the game and back to the menu. Pretty much like 99% of any commercial game or otherwise serious game projects. Thats what I'm aiming at. The problem is: How do you properly code a commercial game architecture? How do you organize it? How do you make it not become unmaintainable spaghetti code? What specific things to keep in mind when building this, codewise? How you can help me: a) Please tell how do you code your own game projects. What is your thought-process when designing the architecture? b) Recommend books, blogs, tutorials, videos or anything else on how to organize a commercial video game. c) Give hints and tips on do's/don'ts when building a game, codewise. Please help!

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  • Split a 2D scene in layers or have a z coordinate

    - by Bane
    I am in the process of writing a 2D game engine, and a dilemma emerged. Let me explain the situation... I have a Scene class, to which various objects can be added (Drawable, ParticleEmitter, Light2D, etc), and as this is a 2D scene, things will obviously be drawn over each other. My first thought was that I could have basic add and remove methods, but I soon realized that then there would be no way for the programmer to control the order in which things were drawn. So I can up with two options, each with its pros and cons. A) Would be to split the scene in layers. By that I mean instead of having the scene be a container of objects, have it be a container of layers, which are in turn the containers of objects. B) Would require to have some kind of z-coordinate, and then have the scene sorted so objects with lower z get drawn first. Option A is pretty solid, but the problem is with the lights. In what layer do I add it? Does it work cross-layer? On all bottom layers? And I still need the Z coordinate to calculate the shadow! Option B would require me to change all my code from having Vector2D positions, to some kind of class that inherits from Vector2D and adds a z coordinate to it (I don't want it to be a Vector3D because I still need all the same methods the 2D kind has, just with .z clamped on). Am I missing something? Is there an alternative to these methods? I'm working in Javascript, if that makes a difference.

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  • building a game for different resoulution phones

    - by Jason
    Hi, I am starting some tests for building a game on the android program. So far everything is working and seems nice. However I do not understand how to make sure my game looks correct on all phones as the all will have slightly different screen ratios (and even very different on some odd phones) What I am doing right now is making a view frustrum ( could also be ortho ) which I set to go from -ratio to +ratio ( as I have seen on many examples) however this causes my test shape to be stretched and sometimes cut off by the edge of the screen. I am tilting my phone to landscape to do my tests ( a bit extreame) but it should still render correctly if I have dome things right. Should I be scaling by some ratio before drawing or something? An example would be greatly apriciated PS I am doing a 2d game

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  • Opposite Force to Apply to a Collided Rigid Body?

    - by Milo
    I'm working on the physics for my GTA2-like game so I can learn more about game physics. The collision detection and resolution are working great. I'm now just unsure how to compute the force to apply to a body after it collides with a wall. My rigid body looks like this: /our simulation object class RigidBody extends Entity { //linear private Vector2D velocity = new Vector2D(); private Vector2D forces = new Vector2D(); private float mass; private Vector2D v = new Vector2D(); //angular private float angularVelocity; private float torque; private float inertia; //graphical private Vector2D halfSize = new Vector2D(); private Bitmap image; private Matrix mat = new Matrix(); private float[] Vector2Ds = new float[2]; private Vector2D tangent = new Vector2D(); private static Vector2D worldRelVec = new Vector2D(); private static Vector2D relWorldVec = new Vector2D(); private static Vector2D pointVelVec = new Vector2D(); private static Vector2D acceleration = new Vector2D(); public RigidBody() { //set these defaults so we don't get divide by zeros mass = 1.0f; inertia = 1.0f; setLayer(LAYER_OBJECTS); } protected void rectChanged() { if(getWorld() != null) { getWorld().updateDynamic(this); } } //intialize out parameters public void initialize(Vector2D halfSize, float mass, Bitmap bitmap) { //store physical parameters this.halfSize = halfSize; this.mass = mass; image = bitmap; inertia = (1.0f / 20.0f) * (halfSize.x * halfSize.x) * (halfSize.y * halfSize.y) * mass; RectF rect = new RectF(); float scalar = 10.0f; rect.left = (int)-halfSize.x * scalar; rect.top = (int)-halfSize.y * scalar; rect.right = rect.left + (int)(halfSize.x * 2.0f * scalar); rect.bottom = rect.top + (int)(halfSize.y * 2.0f * scalar); setRect(rect); } public void setLocation(Vector2D position, float angle) { getRect().set(position.x,position.y, getWidth(), getHeight(), angle); rectChanged(); } public Vector2D getPosition() { return getRect().getCenter(); } @Override public void update(float timeStep) { doUpdate(timeStep); } public void doUpdate(float timeStep) { //integrate physics //linear acceleration.x = forces.x / mass; acceleration.y = forces.y / mass; velocity.x += (acceleration.x * timeStep); velocity.y += (acceleration.y * timeStep); //velocity = Vector2D.add(velocity, Vector2D.scalarMultiply(acceleration, timeStep)); Vector2D c = getRect().getCenter(); v.x = getRect().getCenter().getX() + (velocity.x * timeStep); v.y = getRect().getCenter().getY() + (velocity.y * timeStep); setCenter(v.x, v.y); forces.x = 0; //clear forces forces.y = 0; //angular float angAcc = torque / inertia; angularVelocity += angAcc * timeStep; setAngle(getAngle() + angularVelocity * timeStep); torque = 0; //clear torque } //take a relative Vector2D and make it a world Vector2D public Vector2D relativeToWorld(Vector2D relative) { mat.reset(); Vector2Ds[0] = relative.x; Vector2Ds[1] = relative.y; mat.postRotate(JMath.radToDeg(getAngle())); mat.mapVectors(Vector2Ds); relWorldVec.x = Vector2Ds[0]; relWorldVec.y = Vector2Ds[1]; return relWorldVec; } //take a world Vector2D and make it a relative Vector2D public Vector2D worldToRelative(Vector2D world) { mat.reset(); Vector2Ds[0] = world.x; Vector2Ds[1] = world.y; mat.postRotate(JMath.radToDeg(-getAngle())); mat.mapVectors(Vector2Ds); worldRelVec.x = Vector2Ds[0]; worldRelVec.y = Vector2Ds[1]; return worldRelVec; } //velocity of a point on body public Vector2D pointVelocity(Vector2D worldOffset) { tangent.x = -worldOffset.y; tangent.y = worldOffset.x; pointVelVec.x = (tangent.x * angularVelocity) + velocity.x; pointVelVec.y = (tangent.y * angularVelocity) + velocity.y; return pointVelVec; } public void applyForce(Vector2D worldForce, Vector2D worldOffset) { //add linear force forces.x += worldForce.x; forces.y += worldForce.y; //add associated torque torque += Vector2D.cross(worldOffset, worldForce); } @Override public void draw( GraphicsContext c) { c.drawRotatedScaledBitmap(image, getPosition().x, getPosition().y, getWidth(), getHeight(), getAngle()); } public Vector2D getVelocity() { return velocity; } public void setVelocity(Vector2D velocity) { this.velocity = velocity; } } The way it is given force is by the applyForce method, this method considers angular torque. I'm just not sure how to come up with the vectors in the case where: RigidBody hits static entity RigidBody hits other RigidBody that may or may not be in motion. Would anyone know a way (without too complex math) that I could figure out the opposite force I need to apply to the car? I know the normal it is colliding with and how deep it collided. My main goal is so that say I hit a building from the side, well the car should not just stay there, it should slowly rotate out of it if I'm more than 45 degrees. Right now when I hit a wall I only change the velocity directly which does not consider angular force. Thanks!

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  • Bouncing off a circular Boundary with multiple balls?

    - by Anarkie
    I am making a game like this : Yellow Smiley has to escape from red smileys, when yellow smiley hits the boundary game is over, when red smileys hit the boundary they should bounce back with the same angle they came, like shown below: Every 10 seconds a new red smiley comes in the big circle, when red smiley hits yellow, game is over, speed and starting angle of red smileys should be random. I control the yellow smiley with arrow keys. The biggest problem I have reflecting the red smileys from the boundary with the angle they came. I don't know how I can give a starting angle to a red smiley and bouncing it with the angle it came. I would be glad for any tips! My js source code : var canvas = document.getElementById("mycanvas"); var ctx = canvas.getContext("2d"); // Object containing some global Smiley properties. var SmileyApp = { radius: 15, xspeed: 0, yspeed: 0, xpos:200, // x-position of smiley ypos: 200 // y-position of smiley }; var SmileyRed = { radius: 15, xspeed: 0, yspeed: 0, xpos:350, // x-position of smiley ypos: 65 // y-position of smiley }; var SmileyReds = new Array(); for (var i=0; i<5; i++){ SmileyReds[i] = { radius: 15, xspeed: 0, yspeed: 0, xpos:350, // x-position of smiley ypos: 67 // y-position of smiley }; SmileyReds[i].xspeed = Math.floor((Math.random()*50)+1); SmileyReds[i].yspeed = Math.floor((Math.random()*50)+1); } function drawBigCircle() { var centerX = canvas.width / 2; var centerY = canvas.height / 2; var radiusBig = 300; ctx.beginPath(); ctx.arc(centerX, centerY, radiusBig, 0, 2 * Math.PI, false); // context.fillStyle = 'green'; // context.fill(); ctx.lineWidth = 5; // context.strokeStyle = '#003300'; // green ctx.stroke(); } function lineDistance( positionx, positiony ) { var xs = 0; var ys = 0; xs = positionx - 350; xs = xs * xs; ys = positiony - 350; ys = ys * ys; return Math.sqrt( xs + ys ); } function drawSmiley(x,y,r) { // outer border ctx.lineWidth = 3; ctx.beginPath(); ctx.arc(x,y,r, 0, 2*Math.PI); //red ctx.fillStyle="rgba(255,0,0, 0.5)"; ctx.fillStyle="rgba(255,255,0, 0.5)"; ctx.fill(); ctx.stroke(); // mouth ctx.beginPath(); ctx.moveTo(x+0.7*r, y); ctx.arc(x,y,0.7*r, 0, Math.PI, false); // eyes var reye = r/10; var f = 0.4; ctx.moveTo(x+f*r, y-f*r); ctx.arc(x+f*r-reye, y-f*r, reye, 0, 2*Math.PI); ctx.moveTo(x-f*r, y-f*r); ctx.arc(x-f*r+reye, y-f*r, reye, -Math.PI, Math.PI); // nose ctx.moveTo(x,y); ctx.lineTo(x, y-r/2); ctx.lineWidth = 1; ctx.stroke(); } function drawSmileyRed(x,y,r) { // outer border ctx.lineWidth = 3; ctx.beginPath(); ctx.arc(x,y,r, 0, 2*Math.PI); //red ctx.fillStyle="rgba(255,0,0, 0.5)"; //yellow ctx.fillStyle="rgba(255,255,0, 0.5)"; ctx.fill(); ctx.stroke(); // mouth ctx.beginPath(); ctx.moveTo(x+0.4*r, y+10); ctx.arc(x,y+10,0.4*r, 0, Math.PI, true); // eyes var reye = r/10; var f = 0.4; ctx.moveTo(x+f*r, y-f*r); ctx.arc(x+f*r-reye, y-f*r, reye, 0, 2*Math.PI); ctx.moveTo(x-f*r, y-f*r); ctx.arc(x-f*r+reye, y-f*r, reye, -Math.PI, Math.PI); // nose ctx.moveTo(x,y); ctx.lineTo(x, y-r/2); ctx.lineWidth = 1; ctx.stroke(); } // --- Animation of smiley moving with constant speed and bounce back at edges of canvas --- var tprev = 0; // this is used to calculate the time step between two successive calls of run function run(t) { requestAnimationFrame(run); if (t === undefined) { t=0; } var h = t - tprev; // time step tprev = t; SmileyApp.xpos += SmileyApp.xspeed * h/1000; // update position according to constant speed SmileyApp.ypos += SmileyApp.yspeed * h/1000; // update position according to constant speed for (var i=0; i<SmileyReds.length; i++){ SmileyReds[i].xpos += SmileyReds[i].xspeed * h/1000; // update position according to constant speed SmileyReds[i].ypos += SmileyReds[i].yspeed * h/1000; // update position according to constant speed } // change speed direction if smiley hits canvas edges if (lineDistance(SmileyApp.xpos, SmileyApp.ypos) + SmileyApp.radius > 300) { alert("Game Over"); } // redraw smiley at new position ctx.clearRect(0,0,canvas.height, canvas.width); drawBigCircle(); drawSmiley(SmileyApp.xpos, SmileyApp.ypos, SmileyApp.radius); for (var i=0; i<SmileyReds.length; i++){ drawSmileyRed(SmileyReds[i].xpos, SmileyReds[i].ypos, SmileyReds[i].radius); } } // uncomment these two lines to get every going // SmileyApp.speed = 100; run(); // --- Control smiley motion with left/right arrow keys function arrowkeyCB(event) { event.preventDefault(); if (event.keyCode === 37) { // left arrow SmileyApp.xspeed = -100; SmileyApp.yspeed = 0; } else if (event.keyCode === 39) { // right arrow SmileyApp.xspeed = 100; SmileyApp.yspeed = 0; } else if (event.keyCode === 38) { // up arrow SmileyApp.yspeed = -100; SmileyApp.xspeed = 0; } else if (event.keyCode === 40) { // right arrow SmileyApp.yspeed = 100; SmileyApp.xspeed = 0; } } document.addEventListener('keydown', arrowkeyCB, true); JSFiddle : http://jsfiddle.net/gj4Q7/

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  • Dynamic Dijkstra

    - by Dani
    I need dynamic dijkstra algorithm that can update itself when edge's cost is changed without a full recalculation. Full recalculation is not an option. I've tryed to "brew" my own implemantion with no success. I've also tryed to find on the Internet but found nothing. A link to an article explaining the algorithm or even it's name will be good. Edit: Thanks everyone for answering. I managed to make algorithm of my own that runs in O(V+E) time, if anyone wishes to know the algorithm just say so and I will post it.

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  • Achieving certain rendering styles

    - by milesmeow
    I'm trying to assess the difficulty of creating a rendering style that is more like the game Okami and the Quake mods (as shown on this page...search for 'okami','quake npr'). Here's a better page describing the Quake rendering mod. Can a game engine such as Unity be used and programmed to achieve these kind of rendering styles? I'm doing research and am totally new to this so any insight into this would help tremendously.

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  • Mac mini 2012 graphic upgrade for UE4 Unity3D Blender

    - by DaCrAn
    I have a mac mini (late 2012) i7, 16gb ram Vengeance graphic card intel HD4000. I buy recently a thunderbolt expansion PCIE whit support a graphic card PCIE 2.0 16x whit space for Full leght card. I have dubts about what graphic card gona give me the best results for using the Unreal Engine 4 UE4 or Unity3D, and Blender. My badget cover a Nvidia Quadro K4000 3gb or ATI Firepro W7000 4gb. Any recomendation? What professional graphic card can be better for design games in 3D? Thanks. DaCrAn

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  • XNA: Huge Tile Map, long load times

    - by Zach
    Recently I built a tile map generator for a game project. What I am very proud of is that I finally got it to the point where I can have a GIANT 2D map build perfectly on my PC. About 120000pixels by 40000 pixels. I can go larger actually, but I have only 1 draw back. #1 ram, the map currently draws about 320MB of ram and I know the Xbox allows 512MB I think? #2 It takes 20 mins for the map to build then display on the Xbox, on my PC it take less then a few seconds. I need to bring that 20 minutes of generating from 20 mins to how ever little bit I can, and how can a lower the amount of RAM usage while still being able to generate my map. Right now everything is stored in Jagged Arrays, each piece generating in a size of 1280x720 (the mother piece). Up to the amount that I need, every block is exactly 40x40 pixels however the blocks get removed from a List or regenerated in a List depending how close the mother piece is to the player. Saving A LOT of CPU, so at all times its no more then looping through 5184 some blocks. Well at least I'm sure of this. But how can I lower my RAM usage without hurting the size of the map, and how can I lower these INSANE loading times? EDIT: Let me explain my self better. Also I'd like to let everyone know now that I'm inexperienced with many of these things. So here is an example of the arrays I'm using. Here is the overall in a shorter term: int[][] array = new int[30][]; array[0] = new int[] { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2 }; array[1] = new int[] { 1, 3, 3, 3, 3, 1, 0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2 }; that goes on for around 30 arrays downward. Now for every time it hits a 1, it goes and generates a tile map 1280x720 and it does that exactly the way it does it above. This is how I loop through those arrays: for (int i = 0; i < array.Length; i += 1) { for (int h = 0; h < array[i].Length; h += 1) { } { Now how the tiles are drawn and removed is something like this: public void Draw(SpriteBatch spriteBatch, Vector2 cam) { if (cam.X >= this.Position.X - 1280) { if (cam.X <= this.Position.X + 2560) { if (cam.Y >= this.Position.Y - 720) { if (cam.Y <= this.Position.Y + 1440) { if (visible) { if (once == 0) { once = 1; visible = false; regen(); } } for (int i = Tiles.Count - 1; i >= 0; i--) { Tiles[i].Draw(spriteBatch, cam); } for (int i = unWalkTiles.Count - 1; i >= 0; i--) { unWalkTiles[i].Draw(spriteBatch, cam); } } else { once = 0; for (int i = Tiles.Count - 1; i >= 0; i--) { Tiles.RemoveAt(i); } for (int i = unWalkTiles.Count - 1; i >= 0; i--) { unWalkTiles.RemoveAt(i); } } } else { once = 0; for (int i = Tiles.Count - 1; i >= 0; i--) { Tiles.RemoveAt(i); } for (int i = unWalkTiles.Count - 1; i >= 0; i--) { unWalkTiles.RemoveAt(i); } } } else { once = 0; for (int i = Tiles.Count - 1; i >= 0; i--) { Tiles.RemoveAt(i); } for (int i = unWalkTiles.Count - 1; i >= 0; i--) { unWalkTiles.RemoveAt(i); } } } else { once = 0; for (int i = Tiles.Count - 1; i >= 0; i--) { Tiles.RemoveAt(i); } for (int i = unWalkTiles.Count - 1; i >= 0; i--) { unWalkTiles.RemoveAt(i); } } } } If you guys still need more information just ask in the comments.

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  • Android Loading Screen: How do I use a stack to load elements?

    - by tom_mai78101
    I have some problems with figuring out what value I should put in the function: int value_needed_to_figure_out = X; ProgressBar.incrementProgressBy(value_needed_to_figure_out); I've been researching about loading screens and how to use them. Some examples I've seen have implemented Thread.sleep() in a Handler.post(new Runnable()) function. To me, I got most of that concept of using the Handler to update the ProgressBar, while pretending to do some heavy crunching work. So, I kept looking. I have read this thread here: How do I load chunks of data from an assest manager during a loading screen? It said that I can try using a stack it needs to load, and adding a size counter as I add elements to the stack. What does it mean? This is the part where I'm totally stumped. If anyone would provide some hints, I'll gladly appreciate it. Thanks in advance.

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  • Dynamic audio score/music

    - by Joel Martinez
    I'm interested in developing a game who's background music changes with the mood and scenario of the game's action. Of course many existing games do this (halo for example), but I was interested in any resources/papers/articles talking about the techniques to develop a system like this. I have some ideas, and I understand that this will be equally challenging to implement at the code level as it will be to come up or acquire music that fits this model. Any links or, answers with ideas in them would he appreciated. Edit: this is the kind of info I'm looking for :) http://halo.bungie.org/misc/gdc.2002.music/

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  • Customize Colors for Sprites in Web Game

    - by NateDSaint
    So I'm working on an html5/javascript/css3-based game. Without going into too much detail, I'm thinking of having the characters be simple 8 or 16-bit style sprites, but I'd like to allow the user to customize the colors of their character. Here are some examples of what I'm talking about : http://jsfiddle.net/simurai/CGmCe/light/ http://www.splashnology.com/article/sprite-animation-in-css3/1485/ So the problem I'm having is two-fold: 1) Should I use something other than a sprite map for my characters, like actually draw them as shapes and animate them in a canvas element? That way I can fill the sprite with colors of the user's choosing? My fear there is that this would be inefficient as far as resources and also waste a lot of time hand-drawing everything, but could allow other customization (like height/width etc). 2) Are there potentially some web apis that would allow you to alter colors inside of a sprite? I suppose I could do it on the back-end with GD, but I'm trying to make it entirely in-browser (including local storage). It's not a definitive one-answer only question, but I'm hoping someone can suggest something they've seen that approaches the same problem from another angle or gives us a way to customize the sprites or manipulate them in some manner. Or avoid them altogether, and use a different method.

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  • Collision Detection for a 2D RPG

    - by PHMitrious
    First of all, I have done some research on this topic before asking, and I'm asking this question as a mean to get some opinions on this topic, so I don't make a decision only on my own, but taking into account other people's experience as well. I'm starting a 2D online RPG project. I am using SFML for graphics and input and I'm creating a basic game structure and all for the game, creating modules for each part of the game. Well, let me get to the point I just wanted to give you guys some context. I want to decide on how I'm going to work with collision detection. Well I'm kinda going to work on maps with a tile map divided in layers (as usual) and add an extra 2 layers - not exactly in the map - for objects. So I'll have collisions between objects and agents (players - npcs - monsters - spells etc) and agents and tiles. The seconds one can be easily solved the first one need a little bit of work. I considered both creating a basic collision test engine using polygons and a quadtree to diminish tests since I'm going to be working with big maps with lots of objects - creating both a physical and graphical world representation. And I also considered using a physics engine like Box2D for collision tests. I think the first approach would take more work on my part but the second one would have the overhead of using a whole physics engine for just collision detection and no physics. What do you guys think ?

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  • Huge procedurally generated 'wilderness' worlds

    - by The Communist Duck
    I'm sure you all know of games like Dwarf Fortress - massive, procedural generated wilderness and land. Something like this, taken from this very useful article. However, I was wondering how I could apply this to a much larger scale; the scale of Minecraft comes to mind (isn't that something like 8x the size of the Earth's surface?). Pseudo-infinite, I think the best term would be. The article talks about fractal perlin noise. I am no way an expert on it, but I get the general idea (it's some kind of randomly generated noise which is semi-coherent, so not just random pixel values). I could just define regions X by X in size, add some region loading type stuff, and have one bit of noise generating a region. But this would result in just huge amounts of islands. On the other extreme, I don't think I can really generate a supermassive sheet of perlin noise. And it would just be one big island, I think. I am pretty sure Perlin noise, or some noise, would be the answer in some way. I mean, the map is really nice looking. And you could replace the ascii with tiles, and get something very nice looking. Anyone have any ideas? Thanks. :D

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  • How do I draw a single Triangle with XNA and fill it with a Texture?

    - by Deukalion
    I'm trying to wrap my head around: http://msdn.microsoft.com/en-us/library/bb196409.aspx I'm trying to create a method in XNA that renders a single Triangle, then later make a method that takes a list of Triangles and renders them also. But it isn't working. I'm not understanding what all the things does and there's not enough information. My methods: // Triangle is a struct with A, B, C (didn't include) A, B, C = Vector3 public static void Render(GraphicsDevice device, List<Triangle> triangles, Texture2D texture) { foreach (Triangle triangle in triangles) { Render(device, triangle, texture); } } public static void Render(GraphicsDevice device, Triangle triangle, Texture2D texture) { BasicEffect _effect = new BasicEffect(device); _effect.Texture = texture; _effect.VertexColorEnabled = true; VertexPositionColor[] _vertices = new VertexPositionColor[3]; _vertices[0].Position = triangle.A; _vertices[1].Position = triangle.B; _vertices[2].Position = triangle.B; foreach (var pass in _effect.CurrentTechnique.Passes) { pass.Apply(); device.DrawUserIndexedPrimitives<VertexPositionColor> ( PrimitiveType.TriangleList, _vertices, 0, _vertices.Length, new int[] { 0, 1, 2 }, // example has something similiar, no idea what this is 0, 3 // 3 = gives me an error, 1 = works but no results ); } }

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  • How can I implement an Iris Wipe effect?

    - by Vandell
    For those who doesn't know: An iris wipe is a wipe that takes the shape of a growing or shrinking circle. It has been frequently used in animated short subjects, such as those in the Looney Tunes and Merrie Melodies cartoon series, to signify the end of a story. When used in this manner, the iris wipe may be centered around a certain focal point and may be used as a device for a "parting shot" joke, a fourth wall-breaching wink by a character, or other purposes. Example from flasheff.com Your answer may or may not include a coding sample, a language agnostic explanation is considered enough.

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  • How can I resolve collisions at different speeds, depending on the direction?

    - by Raven Dreamer
    I have, for all intents and purposes, a Triangle class that objects in my scene can collide with (In actuality, the right side of a parallelogram). My collision detection and resolution code works fine for the purposes of preventing a gameobject from entering into the space of the Triangle, instead directing the movement along the edge. The trouble is, the maximum speed along the x and y axis is not equivalent in my game, and moving along the Y axis (up or down) should take twice as long as an equivalent distance along the X axis (left or right). Unfortunately, these speeds apply to the collision resolution too, and movement along the blue path above progresses twice as fast. What can I do in my collision resolution to make sure that the speedlimit for Y axis movement is obeyed in the latter case? Collision Resolution for this case below (vecInput and velocity are the position and velocity vectors of the game object): // y = mx+c // solve for y. M = 2, x = input's x coord, c = rightYIntercept lowY = 2*vecInput.x + parag.rightYIntercept ; ... else { // y = mx+c // vecInput.y = 2(x) + RightYIntercept // (vecInput.y - RightYIntercept) / 2 = x; //if velocity.Y (positive) greater than velocity.X (negative) //pushing from bottom, so push right. if(velocity.y > -1*velocity.x) { //change the input vector's x position to match the //y position on the shape's edge. Formula for line: Y = MX+C // M is 2, C is rightYIntercept, y is the input y, solve for X. vecInput = new Vector2((vecInput.y - parag.rightYIntercept)/2, vecInput.y); Debug.Log("adjusted rightwards"); } else { vecInput = new Vector2( vecInput.x, lowY); Debug.Log("adjusted downwards"); } }

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  • Deformation of Sphere using Transformations

    - by Mert Toka
    I have a graphic related question. I need to have a transformation matrix that I have no idea about what it is. The problem is to create right image from the right sphere. I created those images in Maya, but I need some matrices for the graphics course. Here is the image: Our professor told us to use some sine and cosine in our transformations, but I have no idea what he meant. I thought of intersecting a plane from the grid(that is xz plane) and sphere, and then scaling down the resulting circle. Would that work? I also checked this paper, however it looks like a bit advanced for me. Another thing is I guess that paper is not about the same type of information I was looking for. It would be great if you could help me.

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