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  • Starting out with OpenGL when most tutorials are out of date

    - by AUTO
    I'm sure there are already a bunch of questions like this asked, but the constant updating of the OpenGL library throws them all away, and in a month or two, the answers here will be worthless again. I am ready to start programming in OpenGL using C++. I've got a working compiler (DevCpp; do NOT ask me to switch to VC++, and don't ask me why). Now I'm just looking for a solid tutorial on how to program with OpenGL. My assistant found the tutorial provided by NeHe Productions, but as I've come to find out, it's WAY OUT OF DATE! (although I did pull together a basic window to support an OpenGL canvas) Then I went online, and found the OpenGL SuperBible, which apparently uses freeglut? But what I'd like to know is whether or not SuperBible 5th edition is up to date any longer. The suggestion to freeglut I found said the latest version was 2.6.0 but now it's 2.8.0! Is the OpenGL SuperBible still a good, and fairly up-to-date place to start? Is there a better place to go to learn OpenGL? Am I allowed to simply store freeglut in the DevCpp include directory (maybe in GL), or is there some important procedure? Are there any comments or suggestions that I didn't think to ask since I'm only just beginning? @dreta cleared some things up for me, so now I have a better idea of what to ask: I think I'd like to start out with OpenGL using a wrapper library instead of directly accessing OpenGL.I just think that, for a beginner, it would be easier for me to program and get good results, while I don't yet have to understand all the grimy details (as @stephelton mentioned). The problem is, I can't find any library that doesn't have undefined references to no longer supported functions. Freeglut sounds operational, but it still uses GLU.Does anyone know what I can do?Also, I tried compiling the first SuperBible's source, but I got errors since GLAPI is not being defined as a type, the error originating in the GLU library. I'd like to use the SuperBible, but I don't know how to fix this.

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  • Skip the first RenderTarget when writing to MRT with Opaque blending

    - by cubrman
    I am writing to three rendertargets and whant to know how to tell a GPU not to write to the first RT. When you write a shader you can simply output less data than you have RTs (like output a single float4 when writing to three RTs) and only the first RTs will be affected, but you cannot specify to output this data anywhere else but to COLOR0, then 1, etc. Is there a way to write to several RTs but skip the first target? If I output zeroes, the data in the target will become zeroes, but I need it to remain untuched in the first target and only change in the specified ones. The reason I need this is to prevent data loss when calling SetRendertarget() with DiscardContents RTs. I write to all the RTs at one point and I need to write to only the specified ones afterwards. It must be the first texture as I have a depth buffer linked to it (XNA 4.0). Thanks.

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  • Rotations and Origins

    - by Theodore Enderby
    I was hoping someone could explain to me, or help me understand, the math behind rotations and origins. I'm working on a little top down space sim and I can rotate my ship just how I want it. Now, when I get my blasters going it'd be nice if they shared the same rotation. Here's a picture. and here's some code! blast.X = ship.X+5; blast.Y = ship.Y; blast.RotationAngle = ship.RotationAngle; blast.Origin = new Vector2(ship.Origin.X,ship.Origin.Y); I add five so the sprite adds up when facing right. I tried adding five to the blast origin but no go. Any help is much appreciated

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  • XNA CustomModelAnimationSample problem

    - by Mentoliptus
    I downloaded the official tutorial from:CustomModelAnimationSample It works fine but when I try to replicate it in my project, it fails to load the Tag property in my model. Is found that the probelm is in the line: skinnedModel = Content.Load<Model>("DudeWalk"); This line loads the model from the DudeWalk.fbx file and with the custom SkinnedModelProcessor. It loads the animations data in the model. After the line the Tag property is full. I stepped into the method and it went to the custom ModelData class. I copied everything from the projects CustomModelAnimationWindows and CustomModelAnimationPipeline to my solution and set all the references. I tried the same line of code and couldn't step in the method. It called the default method or model constructor and after the line the model's Tag propetry was null. I have to load the model through my custom SkinnedModelProcessor class, but how I tell the game to use this class? In the tutroail CustomModelClass the line is changed to: model = Content.Load<CustomModel>("tank"); So I assumed that I have to set the generic type to a custom model class, but the first example works without it. If anyone has some useful advice or some other helpful link, I'll be happy to try it.

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  • What makes puzzle games addictive?

    - by Bryan Denny
    I'm currently developing a puzzle game for Android that is sort of along the lines of Alchemy. I was wondering what makes games like Alchemy or Bejeweled so addicting? How do I keep players interested in the game to want to play it over and over? Is it the scores? Level advancement? The challenges? What should I be doing to try and keep a player engaged with a puzzle game since they are often quite repetitive?

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  • how to stop the array of sprite in cocos2d?

    - by prakash s
    I am devoloping the bubble shooter game in cocos2d how to stop the sprite movement at the center of the game scene in my game bec i want to shoot the bubble after stopping the movenent at certain position here is my code -(void)addTarget { CGSize winSize = [[CCDirector sharedDirector] winSize]; NSMutableArray * movableSprites = [[NSMutableArray alloc] init]; NSArray *images = [NSArray arrayWithObjects:@"1.png", @"2.png", @"3.png", @"4.png",@"5.png", @"6.png", @"7.png",@"8.png" ,nil]; for(int i = 0; i < images.count; ++i) { int index = (arc4random() % 8)+1; NSString *image = [NSString stringWithFormat:@"%d.png", index]; CCSprite*target = [CCSprite spriteWithFile:image]; // generate random number based on size of array (array size is larger than 10) float offsetFraction = ((float)(i+1))/(images.count+1); //target.position = ccp(winSize.width*offsetFraction, winSize.height/2); target.position = ccp(350*offsetFraction, 460); [self addChild:target]; [movableSprites addObject:target]; id actionMove = [CCMoveTo actionWithDuration:10 position:ccp(350*offsetFraction, 100)]; id actionMoveDone = [CCCallFuncN actionWithTarget:self selector:@selector(spriteMoveFinished:)]; [target runAction:[CCSequence actions:actionMove, actionMoveDone, nil]]; } here bubbles are moving from top to bottom but after 5 rows my bubble movement should be stop so please help me to get that logic

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  • Understanding math used to determine if vector is clockwise / counterclockwise from your vector

    - by MTLPhil
    I'm reading Programming Game AI by Example by Mat Buckland. In the Math & Physics primer chapter there's a listing of the declaration of a class used to represent 2D vectors. This class contains a method called Sign. It's implementation is as follows //------------------------ Sign ------------------------------------------ // // returns positive if v2 is clockwise of this vector, // minus if anticlockwise (Y axis pointing down, X axis to right) //------------------------------------------------------------------------ enum {clockwise = 1, anticlockwise = -1}; inline int Vector2D::Sign(const Vector2D& v2)const { if (y*v2.x > x*v2.y) { return anticlockwise; } else { return clockwise; } } Can someone explain the vector rules that make this hold true? What do the values of y*v2.x and x*v2.y that are being compared actually represent? I'd like to have a solid understanding of why this works rather than just accepting that it does without figuring it out. I feel like it's something really obvious that I'm just not catching on to. Thanks for your help.

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  • How do I cap rendering of tiles in a 2D game with SDL?

    - by farmdve
    I have some boilerplate code working, I basically have a tile based map composed of just 3 colors, and some walls and render with SDL. The tiles are in a bmp file, but each tile inside it corresponds to an internal number of the type of tile(color, or wall). I have pretty basic collision detection and it works, I can also detetc continuous presses, which allows me to move pretty much anywhere I want. I also have a moving camera, which follows the object. The problem is that, the tile based map is bigger than the resolution, thus not all of the map can be displayed on the screen, but it's still rendered. I would like to cap it, but since this is new to me, I pretty much have no idea. Although I cannot post all the code, as even though I am a newbie and the code pretty basic, it's already quite a few lines, I can post what I tried to do void set_camera() { //Center the camera over the dot camera.x = ( player.box.x + DOT_WIDTH / 2 ) - SCREEN_WIDTH / 2; camera.y = ( player.box.y + DOT_HEIGHT / 2 ) - SCREEN_HEIGHT / 2; //Keep the camera in bounds. if(camera.x < 0 ) { camera.x = 0; } if(camera.y < 0 ) { camera.y = 0; } if(camera.x > LEVEL_WIDTH - camera.w ) { camera.x = LEVEL_WIDTH - camera.w; } if(camera.y > LEVEL_HEIGHT - camera.h ) { camera.y = LEVEL_HEIGHT - camera.h; } } set_camera() is the function which calculates the camera position based on the player's positions. I won't pretend I know much about it. Rectangle box = {0,0,0,0}; for(int t = 0; t < TOTAL_TILES; t++) { if(box.x < (camera.x - TILE_WIDTH) || box.y > (camera.y - TILE_HEIGHT)) apply_surface(box.x - camera.x, box.y - camera.y, surface, screen, &clips[tiles[t]]); box.x += TILE_WIDTH; //If we've gone too far if(box.x >= LEVEL_WIDTH) { //Move back box.x = 0; //Move to the next row box.y += TILE_HEIGHT; } } This is basically my render code. The for loop loops over 192 tiles stored in an int array, each with their own unique value describing the tile type(wall or one of three possible colored tiles). box is an SDL_Rect containing the current position of the tile, which is calculated on render. TILE_HEIGHT and TILE_WIDTH are of value 80. So the cap is determined by if(box.x < (camera.x - TILE_WIDTH) || box.y > (camera.y - TILE_HEIGHT)) However, this is just me playing with the values and see what doesn't break it. I pretty much have no idea how to calculate it. My screen resolution is 1024/768, and the tile map is of size 1280/960.

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  • Calculate gears rotation for a realtime simulation

    - by nkint
    Hi I'm trying to do a game with real time simulations of gears. There is a big Gear with inside a smaller gear. I managed to draw gears with different diameters but equal size teeth, but if i try to move the smaller one inside the bigger one the movement is odd. see the animated gif. the biggest gear is in center C1 and the small in the center C2. I calculate C2 position in this way: C2.x = C1.x + C1_RADIUS-C2_RADIUS) * cos(t); C2.y = C1.y - C1_RADIUS-C2_RADIUS) * sin(t); for t that goes from 0 to TWO_PI in n steps. I apply as rotation the angle t, but maybe it is wrong and i have to calculate another rotation for get a perfect joint

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  • How does a BSP tree work for Z sorting?

    - by Jenko
    I'm developing a 3D engine in software, and so I must compute Z sorting manually. I'm currently using the painters algorithm to sort triangles and then drawing them back-to-front. This causes artifacts that I'm trying to correct. Would using a dynamic BSP-tree ensure "correct Z sorting" of triangles? Why? Because the bounding volumes of triangles would be similar? Since I would have a single "world" BSP tree, would I have to remove and re-add any moved/scaled/rotated object into the tree? Is it possible to add triangles into a BSP tree without the expensive cutting process? Why do you need to cut triangles on the axis planes anyway? Is it faster to traverse a BSP tree from any angle, than to sort all tris each draw like the painters algorithm?

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  • How do I fix these compiler errors in Apple Crunch?

    - by BluFire
    I've been looking around and I finally got the full source code for a game called Apple-Crunch from Google Code. But when I put it into my project, the source code included so many errors in the class files such as: cannot be resolved into a type the constructor is undefined the method method() is undefined for the type Sprite class.java I downloaded the source directly from the command-line and noticed errors popping up on my project. Since I couldn't figure out how to import the actual folder into my workspace (it wouldn't show up on existing projects) I decided to copy and overwrite the folders into the project. The errors were still there so I looked at the class files and noticed that the classes with errors extended from RokonActivity. I then proceeded to add to the libs folder the Rokon library in hopes to fix the errors. Sadly it didn't work and now I don't what to do to fix the errors. How do I fix the errors without having to manually change the code? The source code should be fully functional so why are there errors?

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  • Collision with CCSprite

    - by Coder404
    I'm making an iOS app based off the code from here In the .m file of the tutorial is this: -(void)update:(ccTime)dt { NSMutableArray *projectilesToDelete = [[NSMutableArray alloc] init]; for (CCSprite *projectile in _projectiles) { CGRect projectileRect = CGRectMake( projectile.position.x - (projectile.contentSize.width/2), projectile.position.y - (projectile.contentSize.height/2), projectile.contentSize.width, projectile.contentSize.height); NSMutableArray *targetsToDelete = [[NSMutableArray alloc] init]; for (CCSprite *target in _targets) { CGRect targetRect = CGRectMake( target.position.x - (target.contentSize.width/2), target.position.y - (target.contentSize.height/2), target.contentSize.width, target.contentSize.height); if (CGRectIntersectsRect(projectileRect, targetRect)) { [targetsToDelete addObject:target]; } } for (CCSprite *target in targetsToDelete) { [_targets removeObject:target]; [self removeChild:target cleanup:YES]; } if (targetsToDelete.count > 0) { [projectilesToDelete addObject:projectile]; } [targetsToDelete release]; } for (CCSprite *projectile in projectilesToDelete) { [_projectiles removeObject:projectile]; [self removeChild:projectile cleanup:YES]; } [projectilesToDelete release]; } I am trying to take away the projectiles and have the app know when the CCSprite "Player" and the targets collide. Could someone help me with this? Thanks

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  • Understanding Box2d Restitution & Bouncing

    - by layzrr
    I'm currently trying to implement basketball bouncing into my game using Box2d (jBox2d technically), but I'm a bit confused about restitution. While trying to create the ball in the testbed first, I've run into infinite bouncing, as described in this question, however obviously not using my own implementation. The Box2d manual describes restitution as follows: Restitution is used to make objects bounce. The restitution value is usually set to be between 0 and 1. Consider dropping a ball on a table. A value of zero means the ball won't bounce. This is called an inelastic collision. A value of one means the ball's velocity will be exactly reflected. This is called a perfectly elastic collision. My confusion lies in that I am still getting infinite bouncing with restitution values at 0.75/0.8. The same behavior can be seen in the testbed under Collision Watching - Varying Restitution, on the 6th and 7th balls. I believe the last one has restitution of 1, which makes sense, but I don't understand why the second to last ball bounces infinitely (as is happening with my working basketball I've created). I am looking to understand the restitution concept more fully, as well as look for a solution to infinite bouncing with the Box2d framework. My instinct was to sleep objects that appeared to be moving in very small increments, but this seems like a misuse of the engine. Should I just work with lower restitution values altogether?

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  • Bouncing ball slowing down over time

    - by user46610
    I use the unreal engine 4 to bounce a ball off of walls in a 2D space, but over time the ball gets slower and slower. Movement happens in the tick function of the ball FVector location = GetActorLocation(); location.X += this->Velocity.X * DeltaSeconds; location.Y += this->Velocity.Y * DeltaSeconds; SetActorLocation(location, true); When a wall gets hit I get a Hit Event with the normal of the collision. This is how I calculate the new velocity of the ball: FVector2D V = this->Velocity; FVector2D N = FVector2D(HitNormal.X, HitNormal.Y); FVector2D newVelocity = -2 * (V.X * N.X + V.Y * N.Y) * N + V; this->Velocity = newVelocity; Over time, the more the ball bounced around, the velocity gets smaller and smaller. How do I prevent speed loss when bouncing off walls like that? It's supposed to be a perfect bounce without friction or anything.

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  • How do I render only part of a texture to a point sprite in OpenGL ES for Android?

    - by nbolton
    Using the libgdx framework, I've figured out how to render a texture to a point sprite. The problem is, it renders the entire texture to the point sprite, where I only want a small part of it (since it's an isometric tile image). Here's a snippet from some demo code I wrote... create() { renderer = new ImmediateModeRenderer(); tiles = Gdx.graphics.newTexture( Gdx.files.internal("data/tiles2.png"), TextureFilter.MipMap, TextureFilter.Linear, TextureWrap.ClampToEdge, TextureWrap.ClampToEdge); Gdx.gl.glClearColor(0.6f, 0.7f, 0.9f, 1); Gdx.gl.glEnable(GL10.GL_TEXTURE_2D); Gdx.gl.glEnable(GL11.GL_POINT_SPRITE_OES); Gdx.gl11.glTexEnvi( GL11.GL_POINT_SPRITE_OES, GL11.GL_COORD_REPLACE_OES, GL11.GL_TRUE); Gdx.gl10.glPointSize(s); tiles.bind(); } render() { Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); renderer.begin(GL10.GL_POINTS); // render 3 point sprites at various 3d points renderer.vertex(-.1f, 0, -.1f); renderer.vertex(0, 0, 0); renderer.vertex(.1f, 0, .1f); // ... more vertices here if needed (one for each sprite) ... renderer.end(); }

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  • List of Open Source Java Games for Android

    - by BluFire
    I'm wondering if there are any more opensource games than the ones that you can plainly see when you search a list of open source games for android on google. Such as, is there a good website that has compiled open source games? I don't want an answer of "go google it" or "en.wikipedia.org/wiki/List_of_open_source_Android_applications" it gets really annoying on posts when people just give lazy answers.

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  • What are good JS libraries for game dev?

    - by acidzombie24
    If I decide to write a simple game both text and graphical (2d) what libraries would I use? (Assume we are using a HTML5 compatible browser) The main things I can think of Rendering text on screen Animating sprites (using images/css) Input (capturing the arrow keys and getting relative mouse positions) Perhaps some preloading resource or dynamically loading resources and choosing order Sound (but I am unsure how important this will be to me at first). Perhaps with mixing and chaining sounds or looping forever until stop. Networking (low priority) to connect a user to another or to continuously GET data without multiple request (I know this exist but I don't know how easy it is to setup or use. But this isn't important to me. Its for the question).

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  • which flash 3d particle engine generate such xml file

    - by Huang F. Lei
    I found some particle config files like below one, but I don't know which flash 3d particle engine use them, they are different from away3d's which use 'root' as root element of xml. <effect pos="0 0 0"> <property cache="1" lifetime="10000"/> <mesh blendmode="add"> <path> <frame y="100" durtime="1000" x="0" z="0"/> </path> <scale> <frame y="0.2000000001" durtime="300" x="2.2" z="2.2"/> <frame y="0.4" durtime="300" x="2.7" z="2.7"/> </scale> </mesh> <vibrate delayTime="100" amplitude="10" durationTime="750" intension="50"/> <quad billboard="false" > </quad> <particle global="false" pos=""> <scale> <frame y="1" durtime="0" x="1" z="1"/> <frame y="1" durtime="2000" x="1.5" z="1.5"/> </scale> </particle> </effect>

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  • Isometric Camera trouble - can't rotate or move correctly

    - by Deukalion
    I'm trying to create a 3D editor, but I've been having some trouble with the Camera and understanding each component. I've created 2 camera that works OK, but now I'm trying to implement an Isometric Camera in XNA without success on the rotation and movement of the camera. All I get working is Zoom. (Cube with x=3f, y=3f, z=1f in center) And this is the constructor for my IsometricCamera (inherits from ICamera, with methods for Rotation, Movement and Zoom, and Properties for World/View/Projection matrices) public IsometricCamera3D(GraphicsDevice device, float startClip = -1000f, float endClip = 1000f) { matrix_projection = Matrix.CreateOrthographic(device.Viewport.Width, device.Viewport.Height, startClip, endClip); rotation = Vector3.Zero; matrix_view = Matrix.CreateScale(zoom) * Matrix.CreateRotationY(MathHelper.ToRadians(45 + 180)) * Matrix.CreateRotationX(MathHelper.ToRadians(30)) * Matrix.CreateRotationZ(MathHelper.ToRadians(120)) * Matrix.CreateTranslation(rotation.X, rotation.Y, rotation.Z); } Problem is when I rotate it, all that happens is that the Cube gets more or less shiny and nothing happens. What is wrong and how should I create my View matrix to move it / rotate it correctly? Rotate, Move and Zoom looks like: MethodName(Vector3 rotation/movement), Zoom(float value); and just increases the value, then calls an update to recreate the View Matrix according to the code in the constructor. Currently, in my editor I use MiddleButton + Mouse Movement to rotate the camera, but it's not working as the other camera. But in my default camera I use World Matrix to move, but I guess that's not the best way to go which is why I'm trying this.

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  • How can I generate a texture that looks like left-over tea leaves?

    - by Jedidja
    We are working on a project for iPhone and Windows Phone 7 where we'd like to be able to generate tea leaves at the bottom of a cup. It doesn't have to look photo-realistic, and actually cartoon-y is ok. What sort of techniques should we research to accomplish this? Are there any libraries (preferably in C, but we can translate) that would be helpful? Here are some samples pulled from a Google Image search

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  • Doing a passable 4X game AI

    - by Extrakun
    I am coding a rather "simple" 4X game (if a 4X game can be simple). It's indie in scope, and I am wondering if there's anyway to come up with a passable AI without having me spending months coding on it. The game has three major decision making portions; spending of production points, spending of movement points and spending of tech points (basically there are 3 different 'currency', currency unspent at end of turn is not saved) Spend Production Points Upgrade a planet (increase its tech and production) Build ships (3 types) Move ships from planets to planets (costing Movement Points) Move to attack Move to fortify Research Tech (can partially research a tech i.e, as in Master of Orion) The plan for me right now is a brute force approach. There are basically 4 broad options for the player - Upgrade planet(s) to its his production and tech output Conquer as many planets as possible Secure as many planets as possible Get to a certain tech as soon as possible For each decision, I will iterate through the possible options and come up with a score; and then the AI will choose the decision with the highest score. Right now I have no idea how to 'mix decisions'. That is, for example, the AI wishes to upgrade and conquer planets at the same time. I suppose I can have another logic which do a brute force optimization on a combination of those 4 decisions.... At least, that's my plan if I can't think of anything better. Is there any faster way to make a passable AI? I don't need a very good one, to rival Deep Blue or such, just something that has the illusion of intelligence. This is my first time doing an AI on this scale, so I dare not try something too grand too. So far I have experiences with FSM, DFS, BFS and A*

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  • Error X3650 when compiling shader in XNA

    - by Saikai
    I'm attempting to convert the XBDEV.NET Mosaic Shader for use in my XNA project and having trouble. The compiler errors out because of the half globals. At first I tried replacing the globals and just writing the variables explicitly in the code, but that garbles the Output. Next I tried replacing all the half with float vars, but that still garbles the resulting Image. I call the effect file from SpriteBatch.Begin(). Is there a way to convert this shader to the new pixel shader conventions? Are there any good tutorials for this topic? Here is the shader file for reference: /*****************************************************************************/ /* File: tiles.fx Details: Modified version of the NVIDIA Composer FX Demo Program 2004 Produces a tiled mosaic effect on the output. Requires: Vertex Shader 1.1 Pixel Shader 2.0 Modified by: [email protected] (www.xbdev.net) */ /*****************************************************************************/ float4 ClearColor : DIFFUSE = { 0.0f, 0.0f, 0.0f, 1.0f}; float ClearDepth = 1.0f; /******************************** TWEAKABLES *********************************/ half NumTiles = 40.0; half Threshhold = 0.15; half3 EdgeColor = {0.7f, 0.7f, 0.7f}; /*****************************************************************************/ texture SceneMap : RENDERCOLORTARGET < float2 ViewportRatio = { 1.0f, 1.0f }; int MIPLEVELS = 1; string format = "X8R8G8B8"; string UIWidget = "None"; >; sampler SceneSampler = sampler_state { texture = <SceneMap>; AddressU = CLAMP; AddressV = CLAMP; MIPFILTER = NONE; MINFILTER = LINEAR; MAGFILTER = LINEAR; }; /***************************** DATA STRUCTS **********************************/ struct vertexInput { half3 Position : POSITION; half3 TexCoord : TEXCOORD0; }; /* data passed from vertex shader to pixel shader */ struct vertexOutput { half4 HPosition : POSITION; half2 UV : TEXCOORD0; }; /******************************* Vertex shader *******************************/ vertexOutput VS_Quad( vertexInput IN) { vertexOutput OUT = (vertexOutput)0; OUT.HPosition = half4(IN.Position, 1); OUT.UV = IN.TexCoord.xy; return OUT; } /********************************** pixel shader *****************************/ half4 tilesPS(vertexOutput IN) : COLOR { half size = 1.0/NumTiles; half2 Pbase = IN.UV - fmod(IN.UV,size.xx); half2 PCenter = Pbase + (size/2.0).xx; half2 st = (IN.UV - Pbase)/size; half4 c1 = (half4)0; half4 c2 = (half4)0; half4 invOff = half4((1-EdgeColor),1); if (st.x > st.y) { c1 = invOff; } half threshholdB = 1.0 - Threshhold; if (st.x > threshholdB) { c2 = c1; } if (st.y > threshholdB) { c2 = c1; } half4 cBottom = c2; c1 = (half4)0; c2 = (half4)0; if (st.x > st.y) { c1 = invOff; } if (st.x < Threshhold) { c2 = c1; } if (st.y < Threshhold) { c2 = c1; } half4 cTop = c2; half4 tileColor = tex2D(SceneSampler,PCenter); half4 result = tileColor + cTop - cBottom; return result; } /*****************************************************************************/ technique tiles { pass p0 { VertexShader = compile vs_1_1 VS_Quad(); ZEnable = false; ZWriteEnable = false; CullMode = None; PixelShader = compile ps_2_0 tilesPS(); } }

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  • Storing game objects with generic object information

    - by Mick
    In a simple game object class, you might have something like this: public abstract class GameObject { protected String name; // other properties protected double x, y; public GameObject(String name, double x, double y) { // etc } // setters, getters } I was thinking, since a lot of game objects (ex. generic monsters) will share the same name, movement speed, attack power, etc, it would be better to have all that information shared between all monsters of the same type. So I decided to have an abstract class "ObjectData" to hold all this shared information. So whenever I create a generic monster, I would use the same pre-created "ObjectData" for it. Now the above class becomes more like this: public abstract class GameObject { protected ObjectData data; protected double x, y; public GameObject(ObjectData data, double x, double y) { // etc } // setters, getters public String getName() { return data.getName(); } } So to tailor this specifically for a Monster (could be done in a very similar way for Npcs, etc), I would add 2 classes. Monster which extends GameObject, and MonsterData which extends ObjectData. Now I'll have something like this: public class Monster extends GameObject { public Monster(MonsterData data, double x, double y) { super(data, x, y); } } This is where my design question comes in. Since MonsterData would hold data specific to a generic monster (and would vary with what say NpcData holds), what would be the best way to access this extra information in a system like this? At the moment, since the data variable is of type ObjectData, I'll have to cast data to MonsterData whenever I use it inside the Monster class. One solution I thought of is this, but this might be bad practice: public class Monster extends GameObject { private MonsterData data; // <- this part here public Monster(MonsterData data, double x, double y) { super(data, x, y); this.data = data; // <- this part here } } I've read that for one I should generically avoid overwriting the underlying classes variables. What do you guys think of this solution? Is it bad practice? Do you have any better solutions? Is the design in general bad? How should I redesign this if it is? Thanks in advanced for any replies, and sorry about the long question. Hopefully it all makes sense!

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  • strange behavior in Box2D+LibGDX when applying impulse

    - by Z0lenDer
    I have been playing around with Box2D and LibGDX and have been using a sample code from DecisionTreeGames as the testing ground. Now I have a screen with four walls and a rectangle shape, lets call it a brick. When I use applyLinearImpulse to the brick, it starts bouncing right and left without any pattern and won't stop! I tried adding friction and increasing the density, but the behavior still remains the same. Here are some of the code that might be useful: method for applying the impulse: center = brick.getWorldCenter(); brick.applyLinearImpulse(20, 0, center.x, center.y); Defining the brick: brick_bodyDef.type = BodyType.DynamicBody; brick_bodyDef.position.set(pos); // brick is initially on the ground brick_bodyDef.angle = 0; brick_body = world.createBody(brick_bodyDef); brick_body.setBullet(true); brick_bodyShape.setAsBox(w,h); brick_fixtureDef.density = 0.9f; brick_fixtureDef.restitution = 1; brick_fixtureDef.shape = brick_bodyShape; brick_fixtureDef.friction=1; brick_body.createFixture(fixtureDef); Walls are defined the same only their bullet value is set to false I would really appreciate it if you could help me have a change this code to have a realistic behavior (i.e. when I apply impulse to the brick it should trip a few times and then stop completely).

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  • How to create an Orthographic display in OpenGL (ES) that handles different screen sizes and orientations?

    - by Piku
    I'm trying to create an iPad/iPhone game using GLES2.0 that contains a 3D scene with a heads-up-display/GUI overlaid on the top. However, this problem would also apply if I were to port my game to a computer and run the game in a resizable window, or allow the user to change screen resolutions... When trying to make the 2D GUI/HUD work I've made the assumption that all I'm really doing is drawing a load of 2D textured 'quads' on the screen and am trying to treat the orthographic projection as an old-style 2D display with 0,0 in the upper left and screenWidth,ScreenHeight in the lower right. This causes me all sorts of confusion when I rotate my ipad into Landscape mode since I can't work out what to put into my projection and modelview matrices to turn everything around the right way. It also gets messy if I want to support the iPad's large screen, an iPhone or a Retina display since I have to then draw three sets of textures for everything and work out which ones to use. Should I be trying to map the 2D OpenGL co-ords 1:1 with the screen? While typing out this question it occurs to me that I could keep my origin in the centre, still running -1/+1 along the axes. This would let me scale my 2D content appropriately on the different screen sizes, but wouldn't I end up with the textures being scaled and possibly losing quality? I'm using OpenGLES 2.0 and have a matrix library that has equivalents to the GLES1.1 glOrthof() and glFrustrum() calls.

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